//===== eAthena Script ======================================= //= Quest NPCs related to Gonryun //===== By: ================================================== //= KarLaeda //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= eAthena 1 //===== Description: ========================================= //= Gonryun Broken Sword Quest //===== Additional Comments: ================================= //= //============================================================ gon_in,17,93,5 script Chief#gnbs 775,{ mes "[SaYumMoon]"; if (BaseLevel <= 50) { mes "hmm..."; mes "Oh, Hi there~"; mes "I am SaYumMoon, a chief of"; mes "this village."; mes "Welcome to Kunlun."; next; mes "[SaYumMoon]"; mes "Well, to tell you about this village.."; mes "We weren't that much associated with "; mes "other villages."; mes "Nevertheless, through the village named"; mes "Alberta, we allowed people to visit"; mes "here. It all happened lately."; next; mes "[SaYumMoon]"; mes "I feel that this town has been"; mes "isolated for too long."; mes "Therefore, people in this town"; mes "are not yet so friendly with"; mes "visitors yet."; next; mes "[SaYumMoon]"; mes "Moreover, thieves are having"; mes "fun in this town lately."; mes "Well, you've come to visit this"; mes "town.. Enjoy your stay."; close; } if (b_sword == 0) { set b_sword,1; mes "hmm..."; mes "Oh, Hi there~"; mes "I am SaYumMoon, a chief of"; mes "this village."; mes "Welcome to Kunlun."; next; mes "[SaYumMoon]"; mes "Well, to tell you about this village.."; mes "We weren't that much associated with "; mes "other villages."; mes "Nevertheless, through the village named"; mes "Alberta, we allowed people to visit"; mes "here. It all happened lately."; next; mes "[SaYumMoon]"; mes "I feel that this town has been"; mes "isolated for too long."; mes "Therefore, people in this town"; mes "are not yet so friendly with"; mes "visitors yet."; next; mes "[SaYumMoon]"; mes "Moreover, thieves are having"; mes "fun in this town lately."; mes "Well, you've come to visit this"; mes "town.. Enjoy your stay."; close; } if (b_sword < 18) { switch (b_sword) { case 1: mes "Umm...."; mes "Oh, Hi there~"; mes "I am SaYumMoon, a chief of"; mes "this village."; next; mes "[SaYumMoon]"; mes "Welcome to Kunlun."; mes "I feel that this village has been"; mes "isolated for too long"; mes "unlike other villages."; next; mes "[SaYumMoon]"; mes "Nevertheless, through the village named"; mes "Alberta, we allowed people to visit"; mes "here. It all happened lately."; mes "Since our village has been"; next; mes "[SaYumMoon]"; mes "isolated for long time,"; mes "people in this town"; mes "are not yet so friendly with"; mes "visitors yet."; mes "Moreover, thieves are having"; next; mes "[SaYumMoon]"; mes "fun in this town lately."; mes "Well, you've come to visit this"; mes "town.. Enjoy your stay."; break; case 2: mes "Oh, it's you~"; mes "How do you like it here so far?"; mes "Like you've noticed,"; mes "village is not so peaceful huh?"; next; if(select("It's alright.:I heard that something was stolen..") == 1){ mes "[SaYumMoon]"; mes "Good..."; mes "Well, watch out for robbery."; mes "And..don't act suspicious"; mes "in the village."; close; } mes "[SaYumMoon]"; mes "hmm..you heard of it?"; mes "It was just last night when robbery"; mes "occurred. The rumor was true.."; mes "Lots of thieves are out there in the village."; next; switch(select("......:What was stolen?:Anyone with injuries?")){ case 1: mes "[SaYumMoon]"; mes "Can't believe it really happened."; mes "If you see anyone suspicious,"; mes "please let me know."; set b_sword,3; break; case 2: mes "[SaYumMoon]"; mes "um....."; mes "that is...."; mes "just an ordinary sword."; mes "But to us, it's a family treasure"; mes "from generation to generation."; next; mes "[SaYumMoon]"; mes "I must find this sword"; mes "no mattter what!"; mes "...but I can't go find it just"; mes "by myself. I am too busy."; next; mes "[SaYumMoon]"; mes "You know how busy it is to be a"; mes "chief of village."; mes "This is a big trouble...hmm..."; next; if (select("Hope you find it soon.:Can I find it for you?") == 1){ mes "[SaYumMoon]"; mes "um..thank you."; mes "Perhaps you find a sword, "; mes "please let me know."; set b_sword,11; } else { mes "[SaYumMoon]"; mes "Oh~ Are you serious??"; mes "People in the village are"; mes "now very sensitive cause of"; mes "thieves. It is so difficult to ask"; mes "them for a help. If you would help"; mes "me to find a sword. I'll pay for that for sure."; set b_sword,3; } break; case 3: mes "[SaYumMoon]"; mes "Fortunately, no one's hurt."; mes "But we lost something valuable."; mes "It's a family treasure"; mes "which came from generation"; mes "to generation."; next; mes "[SaYumMoon]"; mes "I must find this sword"; mes "no mattter what!"; mes "...but I can't go find it just"; mes "by myself. I am too busy."; next; mes "[SaYumMoon]"; mes "You know how busy it is to be a"; mes "chief of village."; mes "This is a big trouble...hmm..."; next; if (select("Hope you find it soon.:Can I find it for you?") == 1){ mes "[SaYumMoon]"; mes "um..thank you."; mes "Perhaps you find a sword, "; mes "please let me know."; set b_sword,11; } else { mes "[SaYumMoon]"; mes "Oh~ Are you serious??"; mes "People in the village are"; mes "now very sensitive cause of"; mes "thieves. It is so difficult to ask"; mes "them for a help. If you would help"; mes "me to find a sword. I'll pay for that for sure."; set b_sword,3; } break; } break; case 3: mes "Haven't found it yet?"; mes "No rush. Take it easy."; mes "You have to take care of"; mes "youself first before"; mes "doing other's favors."; break; case 4: mes "Haven't found it yet?"; mes "No rush. Take it easy."; mes "You have to take care of"; mes "youself first before"; mes "doing other's favors."; break; case 5: mes "Haven't found it yet?"; mes "No rush. Take it easy."; mes "You have to take care of"; mes "youself first before"; mes "doing other's favors."; break; case 6: mes "Oh, you found a traces?"; mes "You're doing a good work."; mes "This is my family remedies."; mes "It might help you."; set b_sword,7; getitem 504,3; // White_Potion break; case 7: mes "Thief is in an injury."; mes "He probably is not"; mes "far away from here."; break; case 8: mes "Oh, my sword..."; mes "..it's broken?"; mes "Unbelievable~"; mes "How could this happen.."; mes "Would you also look for"; mes "the other parts please?"; break; case 9: mes "hmm..."; mes "..my sword... in pieces.."; mes "I beg you please. Find it for me."; mes "You'll get something in return."; break; case 10: mes "Oh~~"; mes "You've found the pieces for me~"; mes "I knew you would've make it."; mes "But they are broken into pieces."; mes "What should I do..."; next; mes "[SaYumMoon]"; mes "If it's ok with you,"; mes "Would you repair my sword for me?"; mes "I'm sure I'll pay for that."; next; if (select("No way.:Alright.") == 1) { mes "[SaYumMoon]"; mes "Well, yes.. you've been such a"; mes "nice person. I appreciate for"; mes "your hard work."; mes "It would be better if you help me"; mes "to repair the sword for me though.."; mes "nono.. I am not enforcing you.."; next; mes "[SaYumMoon]"; mes "I'll find someway to repair it."; mes "Without your help, I could've done"; mes "nothing. This is not a big present"; mes "but please take it."; set b_sword,15; getitem 603,1; // Old_Blue_Box next; mes "[SaYumMoon]"; mes "If you get any informations or"; mes "traces about that damn thief,"; mes "please let me know."; mes "I got my sword back but there's"; mes "no way I can forgive that thief."; mes "Have a nice travel."; } else { mes "[SaYumMoon]"; mes "Wow..you are so nice."; mes "I am owing you a big favor."; mes "I have no idea how this sword"; mes "broke into pieces."; mes "I believe you have to find famous"; mes "blacksmith to repair it."; next; mes "[SaYumMoon]"; mes "Like you know already, this is"; mes "a family treasure for me."; mes "oh.. one more thing.."; next; mes "[SaYumMoon]"; mes "There's a guy named ^555555Choahk^000000"; mes "in the village. He has been to many"; mes "places all around the world."; mes "He probably has the informations"; mes "you need. Go find him first."; next; mes "[SaYumMoon]"; mes "and.. this is not a big gift"; mes "but please take it.."; mes "here..."; set b_sword,14; getitem 603,1; // Old_Blue_Box } break; case 11: mes "The village is not in a good"; mes "mood at this moment, but still"; mes "lots of things to look around."; break; case 12: mes "hmm.. no traces? no marks?... nothing?"; mes "ok.. well, thanks for help anyways."; mes "umm...."; next; mes "[SaYumMoon]"; mes "Here..take this."; mes "Have a good time."; set b_sword,13; getitem 504,1; // White_Potion break; case 13: mes "Everything going well?"; mes "The village is not in a good mood."; mes "Take care of yourself."; break; case 14: mes "I appreciate what you are doing."; mes "You make me feel comfortable."; mes "Village seems it's turning back"; mes "to old times too. huhu"; break; case 15: mes "I appreciate what you are doing."; mes "You make me feel comfortable."; mes "Village seems it's turning back"; mes "to old times too. huhu"; break; case 16: mes "I appreciate what you are doing."; mes "You make me feel comfortable."; mes "Village seems it's turning back"; mes "to old times too. huhu"; break; case 17: mes "I appreciate what you are doing."; mes "You make me feel comfortable."; mes "Village seems it's turning back"; mes "to old times too. huhu"; break; } } else if (b_sword < 32) { mes "I appreciate what you are doing."; mes "You make me feel comfortable."; mes "Village seems it's turning back"; mes "to old times too. huhu"; mes "and please repair my"; mes "sword for me."; next; mes "[SaYumMoon]"; mes "You've done so many things for me."; mes "I feel sorry about asking you"; mes "more to do."; } else if (b_sword == 32) { if (countitem(1123) < 1) { // Haedonggum mes "um....."; mes "Not yet huh?"; mes "You'll repair it for me right?"; mes "I'll be waiting."; } else { mes "oh.. it's you."; mes "............"; mes "Is that my sword?"; mes "Wow you have done it."; mes "Good work!"; next; mes "[SaYumMoon]"; mes "Hmm..If you have a similar sword I have,"; mes "please leave it somewhere else and come back."; mes "Just in case that you give me a wrong one..."; next; if(select("Wait for sec:Here it is.") == 1 || countitem(1123) < 1){ mes "[SaYumMoon]"; mes "Ok, go ahead."; mes "Don't leave mine!!"; mes "haha.."; close; } mes "[SaYumMoon]"; mes "This is a small gift for you."; mes "Please take it."; mes "Thanks for a job well done!"; delitem 1123,1; // Haedonggum set b_sword,33; getitem 2404,1; // Shoes_ next; mes "[SaYumMoon]"; mes "Many thanks for your trouble."; mes "Now I don't feel shame to"; mes "ancestors anymore."; mes "huhuh..."; mes "Have a good time."; } } else { mes "Oh, it's you."; mes "Once again, thank you."; mes "Enjoy your stay in"; mes "our village."; mes "huhuh.."; } close; } gon_in,152,35,4 script Hostess#gnbs 702,{ mes "[MaYumBang]"; if (b_sword < 1) { mes "Oh.. you're new here right?"; mes "Came from out of town?"; mes "It's easy to see many people from"; mes "out of town these days."; mes "It made people in the village busy."; next; mes "[MaYumBang]"; mes "Oops, what am I saying.."; mes "Wants some wine?"; next; if (select("Yes, please:No, it's ok.") == 1) { mes "[MaYumBang]"; mes "Oooops.. oh no..."; mes "Many customers came by earlier and"; mes "we are out of wine.."; mes "Customers are growing larger."; mes "It is also a trouble.."; } else { mes "[MaYumBang]"; mes "Well, have fun in the village."; mes "Stop by sometimes."; } } else if (b_sword < 3) { mes "You know what?"; mes "Chief's house was robbed last night."; mes "I can't believe this happened."; mes "Thieves are hanging around the"; mes "village these days."; next; mes "[MaYumBang]"; mes "How anxious it is.."; mes "It could also happen to my shop."; mes "I should watch out."; mes "oh..what am I saying to you.."; mes "Enjoy your time in my shop..hoho."; if (b_sword == 1) set b_sword,2; } else if (b_sword == 3) { mes "Oh, it's you again."; mes "I heard that you decided to"; mes "help our chief."; mes "Please get him for us."; mes "How anxious it is.."; next; mes "[MaYumBang]"; mes "Do you see that guy over there"; mes "leaning on the table?"; mes "He seems to know about last night's"; mes "happenings."; mes "He has been drinking all night long."; set b_sword,4; } else if (b_sword > 3 && b_sword < 11) { mes "Hello there."; mes "Feel something strange in the village huh?"; mes "It's all because of the thieves."; mes "And it makes my business worse."; mes "peeew..."; } else if (b_sword == 11 || b_sword == 12) { mes "Feel something strange in the village huh?"; mes "Hope the thief to get caught in short time."; mes "..."; } else { mes "You caught him?"; mes "Wow, how brave you are."; mes "I should get ready to run the"; mes "shop again. I need to order"; mes "some wine first."; next; mes "[MaYumBang]"; mes "SulBoong drank all the wine in the shop."; mes "I did not refill the wine since there"; mes "aren't any customers...hoho."; mes "Stop by next time."; mes "I'll have a wine ready."; } close; } gon_in,165,16,4 script Man in hangover#gnbs 748,{ mes "[SulBoong]"; if (b_sword < 4) { mes "Ahhh.. my stomach.. my head.."; mes "Shouldn't drink so much.."; mes "Ehhhh...."; emotion e_swt2; } else if (b_sword == 4) { if (countitem(506) < 1) { // Green_Potion mes "Ehhh...."; mes "Can somebody bring me a potion?"; mes "Ehhh...."; close; } mes "Ehhh..my stomach.."; mes "I need something.."; mes "Ehhh.."; mes "uh..hey you.. could you give me one of"; mes "your ^00FF00Green_Potion^000000 to me?"; mes "I got a mad stomach."; next; if (select("No.:Ok, here.") == 1 || countitem(506) < 1) { mes "[SulBoong]"; mes "Ehh..."; mes "Are you sure?"; next; if (select("Sorry, I don't have one.:Ok, here it is.") == 1 || countitem(506) < 1) { mes "[SulBoong]"; mes "Wooo.."; mes "Go away man.."; set b_sword,12; close; } delitem 506,1; // Green_Potion set b_sword,5; mes "[SulBoong]"; mes "Oh.. thanks."; mes "I thought you're teasing me."; mes "I feel much better now."; mes "By the way.. You got any questions?"; next; if (select("About thief.:Nothing.") == 1){ mes "[SulBoong]"; mes "Ah~ a thief.."; mes "hmm.. let me see.."; mes "I went out for walk in the middle"; mes "of night while I was drinking."; mes "And I heard something noisy."; next; mes "[SulBoong]"; mes "I looked around and found that"; mes "area near chief's house was brighter"; mes "than any other area. It was strange."; mes "So I kept watching at it and"; mes "all of a sudden, I saw something moving"; mes "on the roof of houses."; next; mes "[SulBoong]"; mes "It disappeared in a second."; mes "I was drunk, and it was dark outside."; mes "I have no idea whether it was a man or a cat or.."; mes "don't know what it was.. huhu.."; set b_sword,6; } else { mes "[SulBoong]"; mes "Ok, then, good bye.."; mes "Don't be a drinker like me."; mes "Unless you want to suffer from a hangovers."; mes "huhu.."; } } else { delitem 506,1; // Green_Potion set b_sword,5; emotion e_thx; mes "[SulBoong]"; mes "Thank you."; mes "heew.. feel much better now."; mes "hmm.. you seem like you got"; mes "something to ask me."; next; switch(select("About thief..:How much have you been drinking?:Nothing..")){ case 1: mes "[SulBoong]"; mes "Ah~ a thief..hmm..."; mes "I went out for walk in the middle"; mes "of night while I was drinking."; mes "And I heard something noisy."; mes "I looked around and found that"; mes "area near chief's house was brighter"; next; mes "[SulBoong]"; mes "than any other area. It was strange."; mes "So I kept watching at it and"; mes "all of a sudden, I saw something moving"; mes "on the roof of houses."; mes "It disappeared in a second."; next; if (select("Where to?:Probably a cat.") == 1) { mes "[SulBoong]"; mes "Umm?"; mes "Well..let me see.."; mes "It came from... and head to...um..."; mes "bla bla.."; next; mes "He was mumbling for awhile"; mes "......"; next; mes "[SulBoong]"; mes "Ah ha~ right..."; mes "A shrine.. yes..thief was heading to"; mes "a shrine and disappeared."; mes "I'm not sure if it was a human or"; mes "an animal...but little big creature."; mes "wonder what it was.."; set b_sword,6; next; mes "[SulBoong]"; mes "Anything else I can help?"; mes "Thanks for the potion."; next; switch(select("Thanks for the information.:Stop drinking too much.:Ok, bye")){ case 1: mes "[SulBoong]"; mes "I'll see you later then."; mes "I am always here drinking..huhu"; break; case 2: mes "[SulBoong]"; mes "hmm.."; mes "Don't mind me."; break; case 3: mes "[SulBoong]"; mes "Alrighty."; mes "Come again whenever you find"; mes "any other questions."; break; } } else { mes "[SulBoong]"; mes "Yeah..maybe."; mes "It was so dark outside and I was drunk."; mes "I can't remember it clearly."; mes "Anyways it was bigger than a cat for sure."; } break; case 2: mes "[SulBoong]"; mes "Ah..um....I..I am not sure."; mes "When I woke up, There were so many"; mes "empty bottles around me."; mes "....."; next; mes "^00FF00......."; mes "Without a specific reason, he seemed to be very respectable.^000000"; break; case 3: mes "[SulBoong]"; mes "alright then."; mes "Hope you don't ever drink like me"; mes "in the future."; mes "You'll suffer for long time if you do."; mes "You know what hangover is right?"; break; } } } else if (b_sword == 5) { mes "Oh, it's you."; mes "Thanks for the portion last time."; mes "What are you up to?"; mes "Got any question for me?"; next; if (select("About a thief last night...:Nope, just passing by..") == 1){ mes "[SulBoong]"; mes "Ah~ a thief.."; mes "hmm.. let me see.."; mes "I went out for walk in the middle"; mes "of night while I was drinking."; mes "And I heard something noisy."; mes "I looked around and found that"; next; mes "[SulBoong]"; mes "area near chief's house was brighter"; mes "than any other area. It was strange."; mes "So I kept watching at it and"; mes "all of a sudden, I saw something moving"; mes "on the roof of houses."; next; mes "[SulBoong]"; mes "It disappeared in a second."; mes "I was drunk, and it was dark outside."; mes "I have no idea whether it was a man or a cat or.."; mes "don't know what it was.. huhu.."; set b_sword,6; } else { mes "[SulBoong]"; mes "alright then."; mes "Hope you don't ever drink like me"; mes "in the future."; mes "bye."; } } else if (b_sword < 11) { mes "Well, do your job well."; mes "To keep the peace in our village,"; mes "we need to take chief's worries out."; } else if (b_sword <14) { switch (b_sword) { case 11: mes "Ahhh.. my stomach.. my head.."; mes "Shouldn't drink so much.."; mes "Ehhhh...."; emotion e_swt2; break; case 12: mes "Ehhhh..go away."; mes "You're a man with no mercy."; mes "ehhh..."; emotion e_pif; break; case 13: mes "Ehhhh..go away."; mes "You're such a coldhearted man."; mes "ehhh..."; emotion e_pif; break; } } else { mes "Wahahaha."; mes "So..you found a chief's belongging's?"; mes "I knew you could've done it."; mes "You're brave enough to do anything."; mes "Wahahaha."; } close; } gon_dun01,148,156,0 script start01#gnbs -1,{ OnInit: sleep 10000; OnCommandOn: donpcevent "trace1-"+rand(1,5)+"::OnCommandOn"; end; } gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-1::OnCommandOn"; end; OnTimer10000: stopnpctimer; disablenpc "trace1-1#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-1#gnbs"; end; OnCommandOn: enablenpc "trace1-1#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,2,1,0 script timer1-1 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-1"; end; OnCommandOn: enablenpc "timer1-1"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-1"; end; OnTimer3000: donpcevent "#getitem1-1::OnCommandOn"; end; } gon_dun01,202,25,0 script #getitem1-1 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-1"; end; OnCommandOn: enablenpc "#getitem1-1"; donpcevent "timer1-1::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem1-1"; end; } gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-2::OnCommandOn"; end; OnTimer100000: stopnpctimer; disablenpc "trace1-2#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-2#gnbs"; end; OnCommandOn: enablenpc "trace1-2#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,3,1,0 script timer1-2 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-2"; end; OnCommandOn: enablenpc "timer1-2"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-2"; end; OnTimer3000: donpcevent "#getitem1-2::OnCommandOn"; end; } gon_dun01,190,159,0 script #getitem1-2 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-2"; end; OnCommandOn: enablenpc "#getitem1-2"; donpcevent "timer1-2::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem1-2"; end; } gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-3::OnCommandOn"; end; OnTimer90000: stopnpctimer; disablenpc "trace1-3#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-3#gnbs"; end; OnCommandOn: enablenpc "trace1-3#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,4,1,0 script timer1-3 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-3"; end; OnCommandOn: enablenpc "timer1-3"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-3"; end; OnTimer3000: donpcevent "#getitem1-3::OnCommandOn"; end; } gon_dun01,164,53,0 script #getitem1-3 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-3"; end; OnCommandOn: enablenpc "#getitem1-3"; donpcevent "timer1-3::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem1-3"; end; } gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-4::OnCommandOn"; end; OnTimer150000: stopnpctimer; disablenpc "trace1-4#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-4#gnbs"; end; OnCommandOn: enablenpc "trace1-4#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,5,1,0 script timer1-4 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-4"; end; OnCommandOn: enablenpc "timer1-4"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-4"; end; OnTimer3000: donpcevent "#getitem1-4::OnCommandOn"; end; } gon_dun01,134,183,0 script #getitem1-4 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-4"; end; OnCommandOn: enablenpc "#getitem1-4"; donpcevent "timer1-4::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem1-4"; end; } gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-5::OnCommandOn"; end; OnTimer170000: stopnpctimer; disablenpc "trace1-5#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-5#gnbs"; end; OnCommandOn: enablenpc "trace1-5#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,6,1,0 script timer1-5 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-5"; end; OnCommandOn: enablenpc "timer1-5"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-5"; end; OnTimer3000: donpcevent "#getitem1-5::OnCommandOn"; end; } gon_dun01,140,257,0 script #getitem1-5 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-5"; end; OnCommandOn: enablenpc "#getitem1-5"; donpcevent "timer1-5::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem1-5"; end; } gon_dun02,1,1,0 script start02#gnbs -1,{ OnInit: sleep 10000; OnCommandOn: donpcevent "trace2-"+rand(1,6)+"::OnCommandOn"; end; } gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-1::OnCommandOn"; end; OnTimer80000: stopnpctimer; disablenpc "trace2-1#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-1#gnbs"; end; OnCommandOn: enablenpc "trace2-1#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,2,1,0 script timer2-1 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-1"; end; OnCommandOn: enablenpc "timer2-1"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-1"; end; OnTimer3000: donpcevent "#getitem2-1::OnCommandOn"; end; } gon_dun02,202,25,0 script #getitem2-1 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-1"; end; OnCommandOn: enablenpc "#getitem2-1"; donpcevent "timer2-1::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem2-1"; end; } gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-2::OnCommandOn"; end; OnTimer130000: stopnpctimer; disablenpc "trace2-2#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-2#gnbs"; end; OnCommandOn: enablenpc "trace2-2#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,3,1,0 script timer2-2 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-2"; end; OnCommandOn: enablenpc "timer2-2"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-2"; end; OnTimer3000: donpcevent "#getitem2-2::OnCommandOn"; end; } gon_dun02,265,201,0 script #getitem2-2 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-2"; end; OnCommandOn: enablenpc "#getitem2-2"; donpcevent "timer2-2::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem2-2"; end; } gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-3::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace2-3#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-3#gnbs"; end; OnCommandOn: enablenpc "trace2-3#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,4,1,0 script timer2-3 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-3"; end; OnCommandOn: enablenpc "timer2-3"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-3"; end; OnTimer3000: donpcevent "#getitem2-3::OnCommandOn"; end; } gon_dun02,247,128,0 script #getitem2-3 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-3"; end; OnCommandOn: enablenpc "#getitem2-3"; donpcevent "timer2-3::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem2-3"; end; } gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-4::OnCommandOn"; end; OnTimer230000: stopnpctimer; disablenpc "trace2-4#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-4#gnbs"; end; OnCommandOn: enablenpc "trace2-4#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,5,1,0 script timer2-4 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-4"; end; OnCommandOn: enablenpc "timer2-4"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-4"; end; OnTimer3000: donpcevent "#getitem2-4::OnCommandOn"; end; } gon_dun02,149,75,0 script #getitem2-4 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-4"; end; OnCommandOn: enablenpc "#getitem2-4"; donpcevent "timer2-4::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem2-4"; end; } gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-5::OnCommandOn"; end; OnTimer190000: stopnpctimer; disablenpc "trace2-5#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-5#gnbs"; end; OnCommandOn: enablenpc "trace2-5#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,6,1,0 script timer2-5 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-5"; end; OnCommandOn: enablenpc "timer2-5"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-5"; end; OnTimer3000: donpcevent "#getitem2-5::OnCommandOn"; end; } gon_dun02,23,106,0 script #getitem2-5 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-5"; end; OnCommandOn: enablenpc "#getitem2-5"; donpcevent "timer2-5::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem2-5"; end; } gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-6::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace2-6#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-6#gnbs"; end; OnCommandOn: enablenpc "trace2-6#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,7,1,0 script timer2-6 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-6"; end; OnCommandOn: enablenpc "timer2-6"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-6"; end; OnTimer3000: donpcevent "#getitem2-6::OnCommandOn"; end; } gon_dun02,249,40,0 script #getitem2-6 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-6"; end; OnCommandOn: enablenpc "#getitem2-6"; donpcevent "timer2-6::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem2-6"; end; } gon_dun03,1,1,0 script start03#gnbs -1,{ OnInit: sleep 10000; OnCommandOn: donpcevent "trace3-"+rand(1,7)+"::OnCommandOn"; end; } gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-1::OnCommandOn"; end; OnTimer200000: stopnpctimer; disablenpc "trace3-1#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-1#gnbs"; end; OnCommandOn: enablenpc "trace3-1#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,2,1,0 script timer3-1 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-1"; end; OnCommandOn: enablenpc "timer3-1"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-1"; end; OnTimer3000: donpcevent "#getitem3-1::OnCommandOn"; end; } gon_dun03,10,74,0 script #getitem3-1 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-1"; end; OnCommandOn: enablenpc "#getitem3-1"; donpcevent "timer3-1::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-1"; end; } gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-2::OnCommandOn"; end; OnTimer130000: stopnpctimer; disablenpc "trace3-2#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-2#gnbs"; end; OnCommandOn: enablenpc "trace3-2#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,3,1,0 script timer3-2 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-2"; end; OnCommandOn: enablenpc "timer3-2"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-2"; end; OnTimer3000: donpcevent "#getitem3-2::OnCommandOn"; end; } gon_dun03,199,102,0 script #getitem3-2 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-2"; end; OnCommandOn: enablenpc "#getitem3-2"; donpcevent "timer3-2::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-2"; end; } gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-3::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace3-3#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-3#gnbs"; end; OnCommandOn: enablenpc "trace3-3#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,4,1,0 script timer3-3 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-3"; end; OnCommandOn: enablenpc "timer3-3"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-3"; end; OnTimer3000: donpcevent "#getitem3-3::OnCommandOn"; end; } gon_dun03,14,163,0 script #getitem3-3 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-3"; end; OnCommandOn: enablenpc "#getitem3-3"; donpcevent "timer3-3::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-3"; end; } gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-4::OnCommandOn"; end; OnTimer230000: stopnpctimer; disablenpc "trace3-4#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-4#gnbs"; end; OnCommandOn: enablenpc "trace3-4#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,5,1,0 script timer3-4 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-4"; end; OnCommandOn: enablenpc "timer3-4"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-4"; end; OnTimer3000: donpcevent "#getitem3-4::OnCommandOn"; end; } gon_dun03,156,263,0 script #getitem3-4 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-4"; end; OnCommandOn: enablenpc "#getitem3-4"; donpcevent "timer3-4::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-4"; end; } gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-5::OnCommandOn"; end; OnTimer190000: stopnpctimer; disablenpc "trace3-5#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-5#gnbs"; end; OnCommandOn: enablenpc "trace3-5#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,6,1,0 script timer3-5 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-5"; end; OnCommandOn: enablenpc "timer3-5"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-5"; end; OnTimer3000: donpcevent "#getitem3-5::OnCommandOn"; end; } gon_dun03,170,90,0 script #getitem3-5 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-5"; end; OnCommandOn: enablenpc "#getitem3-5"; donpcevent "timer3-5::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-5"; end; } gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-6::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace3-6#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-6#gnbs"; end; OnCommandOn: enablenpc "trace3-6#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,7,1,0 script timer3-6 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-6"; end; OnCommandOn: enablenpc "timer3-6"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-6"; end; OnTimer3000: donpcevent "#getitem3-6::OnCommandOn"; end; } gon_dun03,68,39,0 script #getitem3-6 111,1,2,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-6"; end; OnCommandOn: enablenpc "#getitem3-6"; donpcevent "timer3-6::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-6"; end; } gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-7::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace3-7#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-7#gnbs"; end; OnCommandOn: enablenpc "trace3-7#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,6,1,0 script timer3-7 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-7"; end; OnCommandOn: enablenpc "timer3-7"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-7"; end; OnTimer3000: donpcevent "#getitem3-7::OnCommandOn"; end; } gon_dun03,68,213,0 script #getitem3-7 111,1,2,{ if (b_sword != 9) end; set b_sword,10; mes "You found ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; mes "You put all the pieces on the ground"; mes "and assembled them. Seems like you've found "; mes "all pieces of the blade."; close; OnInit: disablenpc "#getitem3-7"; end; OnCommandOn: enablenpc "#getitem3-7"; donpcevent "timer3-7::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; OnCommandOff: disablenpc "#getitem3-7"; end; } gon_in,18,27,5 script Madam#gnbs 771,{ mes "[SangHwaYeun]"; mes "hohohohoho~"; mes "Who might this be?"; mes "A vistor from out of town~"; mes "hohoho."; next; if (select("Hi, Madam~:Where's chief?") == 1) { mes "[SangHwaYeun]"; mes "Hi, there~"; close; } mes "[SangHwaYeun]"; if (sex == 0) { mes "Hoho, he's upstairs."; mes "You're such a pretty lady."; mes "Don't be too fascinated by"; mes "my husband. alright?"; mes "Hohoho~"; } else { mes "He's upstairs."; mes "You are such a handsome young man"; mes "But not better than my huhsband."; mes "Hohoho.."; } close; } gon_dun03,62,222,0 script Strange dead body#gnbs 111,{ if (b_sword < 7) { mes "Here's a rotten dead body."; mes "Seemed to be eaten by monsters."; close; } if (b_sword > 6 && b_sword < 11) { mes "There's a paper between the bones"; mes "of dead body."; mes "Take a look?"; next; if (select("Yes.:Leave.") == 1) { mes "Paper is so worned out,"; mes "but there's a words on it."; mes "It's written by a blood."; mes "So difficult to see the letter."; mes "Almost impossible to find out what's written."; next; mes "^FF0000Damn I can't...believe.. failed.."; mes "Sayum... I should've.."; mes "watchout...ehhh...but.. break"; mes "..pieces...and seprate.."; mes "I..with"; mes "this...^000000"; next; mes "Paper was all blood-stained."; mes "He probably couldn't make it any longer."; } else { mes "Felt something was missing."; mes "Blood-stained dead body was"; mes "getting on my nerve"; mes "But I just decided to leave from here."; } } else if (b_sword == 11 || b_sword == 12) { mes "Here's a ungly looking dead body."; mes "I should just pass by."; } else { mes "A skeleton eaten by many monsters."; mes "Felt pitable for awhile, but felt"; mes "bad when looking at it for"; mes "long time."; } close; } gonryun,139,142,7 script Girl##gnbs1 772,{ mes "[SaEunSo]"; if (b_sword < 12) { mes ".........."; mes "I was happy looking at the visitors"; mes "from other villages, but because of"; mes "the thief, I feel terrible now'"; emotion e_dots; } else { mes "Hehe..."; mes "I am so happy now."; mes "Lots of visitors are coming to our village.."; mes "found the stuff my father lost.."; mes "Hehe..."; mes "The guy who found the stuff for my"; mes "father.. I am sure he is a great man."; } close; } gonryun,100,241,0 script Stranger#gnbs" 733,{ mes "[Choahk]"; if (b_sword < 14) { mes "Hmm..."; mes "I'm pretty busy right now, come later."; emotion e_dots; } else if (b_sword < 17) { switch (b_sword) { case 14: switch(nakha) { case 0: mes "Hmm..."; mes "What is it?"; mes "What do you want?"; mes "I don't like to get bothered."; next; if (select("Ask about blacksmith.:Are are you being so mean?") == 1){ mes "[Choahk]"; mes "Hum....."; mes "so..you are the one who found"; mes "the sword huh?"; mes "Did you also get asked to repair it?"; next; if (select("Exactly.:No..I'm just...") == 1){ mes "[Choahk]"; mes "well.."; mes "If you want some information"; mes "from me, come after helping one"; mes "person in the village who's in trouble right now."; set b_sword,16; } else { mes "[Choahk]"; mes "Hmm..."; mes "I guess not..."; mes "Don't bother me anymore. I got bunch of things to do."; } } else { mes "[Choahk]"; mes "Hmm..."; mes "Why do you care about other's"; mes "personality. It's none of your business."; mes "Take a look at yourself first"; mes "before you say something like that."; } break; case 1: mes "Hmm..."; mes "You're in the middle of helping"; mes "someone now huh?"; mes "Why don't you go and take care of it first."; mes "Once you start to help someone,"; mes "you're responsible to finsh that job well."; set b_sword,16; break; case 2: mes "Hmm..."; mes "You're in the middle of helping"; mes "someone now huh?"; mes "Why don't you go and take care of it first."; mes "Once you start to help someone,"; mes "you're responsible to finsh that job well."; set b_sword,16; break; case 3: mes "Hmm..."; mes "What do you want??"; next; if (select("Ask about blacksmith.:Are are you being so mean?") == 1) { mes "[Choahk]"; mes "Hum....."; mes "so..you are the one who found"; mes "the sword huh?"; mes "Did you also get asked to repair it?"; next; if (select("Exactly.:No..I'm just...") == 1){ mes "[Choahk]"; mes "Hmm..."; mes "Since it's broke into pieces,"; mes "you should find someone to repair it."; mes "Go to ^FF0000Geffen^000000, you'll find someone"; mes "who can help you."; set b_sword,17; } else { mes "[Choahk]"; mes "Hmm..."; mes "I guess not..."; mes "Don't bother me anymore."; mes "I got bunch of things to do."; } } else { mes "[Choahk]"; mes "Hmm..."; mes "Why do you care about other's"; mes "personality. It's none of your business."; mes "Take a look at yourself first"; mes "before you say something like that."; } break; case 4: mes "Guess I was wasting my time."; mes "If you make any promises,"; mes "it's your responsibility to"; mes "take care of it until it's completely done."; next; mes "[Choahk]"; mes "I don't like people who do not"; mes "keep the promises."; mes "You'll not get any informations from me."; mes "Don't ever bother me again."; set b_sword,15; break; } break; case 15: mes "Hmm..."; mes "I'm busy right now. Why don't come later."; emotion e_dots; break; case 16: switch(nakha){ case 0: mes "Hmm......"; mes "You're not done with your"; mes "requirements yet."; mes "I can't give you any information"; mes "until you finish your job."; break; case 1: mes "Hmm...."; mes "Once you start to help someone,"; mes "you're responsible to finsh that job well."; mes "Why don't you go and take care of it first."; break; case 2: mes "Hmm...."; mes "Once you start to help someone,"; mes "you're responsible to finsh that job well."; mes "Why don't you go and take care of it first."; break; case 3: mes "Hmm......"; mes "What do you want?"; next; if (select("Ask about blacksmith.:Are are you being so mean?") == 1) { mes "[Choahk]"; mes "Hum....."; mes "so..you are the one who found"; mes "the sword huh?"; mes "Did you also get asked to repair it?"; next; if (select("Exactly:No.. I'm just...") == 1) { mes "[Choahk]"; mes "Hmm..."; mes "Since it's broke into pieces,"; mes "you should find someone to repair it."; mes "Go to ^FF0000Geffen^000000, you'll find someone"; mes "who can help you."; set b_sword,17; } else { mes "[Choahk]"; mes "Hmm..."; mes "I guess not..."; mes "Don't bother me anymore."; mes "I got bunch of things to do."; } } else { mes "[Choahk]"; mes "Hmm..."; mes "Why do you care about other's"; mes "personality. It's none of your business."; mes "Take a look at yourself first"; mes "before you say something like that."; } break; case 4: mes "Guess I was wasting my time."; mes "If you make any promises,"; mes "it's your responsibility to"; mes "take care of it until it's completely done."; next; mes "[Choahk]"; mes "I don't like people who do not"; mes "keep the promises."; mes "You'll not get any informations from me."; mes "Don't ever bother me again."; set b_sword,15; break; } break; } } else if (b_sword < 33) { mes "Umm?"; mes "Didn't I tell you to go to ^FF0000Geffen^000000?"; mes "You'll find famous blacksmith there."; mes "He'll repair the sword for you."; mes "I gave you all the informations"; mes "I have so far."; next; mes "[Choahk]"; mes "You are responsible to take care of the rest."; } else { mes "Hmm......"; mes "Helping people in trouble is"; mes "such a nice thing to do."; mes "You are doing the right thing."; } close; } geffen_in,71,112,2 script Blacksmith#SaYumMoon 731,{ mes "[Aumgarl]"; if (b_sword < 17) { mes "Pew..hew...."; mes "My poor baby Lyroo.."; mes "hew...."; } else if (b_sword < 32) { switch (b_sword) { case 17: mes "Pew..hew...."; mes "My poor baby Lyroo.."; mes "hew...."; next; if (select("Sir...:...........") == 1) { mes "[Aumgarl]"; mes "Umm? Who're you?"; mes "Need something?"; mes "If not, please leave.."; next; if (select("I came to repair the sword.:I heard you are famous blacksmith...") == 1) { mes "[Aumgarl]"; mes "Umm........"; mes "Sorry but, we're closed."; mes "Come again next time."; mes "Bye"; set b_sword,18; } else { mes "[Aumgarl]"; mes "Yes, I am a blacksmith,"; mes "but I don't think I am famous."; mes "And unfortunately.. we are closed."; } } else { mes "[Aumgarl]"; mes "Done with your business?"; mes "Then please leave."; } break; case 18: mes "Like I said...I am busy!"; mes "Come later."; if (rand(1,8) == 7) { set b_sword,19; mes "What nerve you've got!"; } close2; warp "geffen",173,169; end; case 19: mes "Hmm...."; mes "Ahh...."; mes "What nerve you've got!"; mes "What do you want?"; next; switch(select("I want to marry your granddaughter.:Your graddaughter is such a pretty girl.:I came to repair the sword.")){ case 1: mes "[Aumgarl]"; mes "....."; mes "........."; mes "............."; mes "..................."; mes "........................"; next; mes "[Aumgarl]"; mes "Who the heck are you?"; mes "Want my granddaughter all of a sudden?"; mes "Get the hell out of here!"; mes "Don't ever come back here!"; emotion e_pif; break; case 2: mes "[Aumgarl]"; mes "You're damn right~"; mes "My granddaughter is so~ pretty."; mes "Hahaha...."; mes ".....peew heew...."; next; switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")){ case 1: mes "[Aumgarl]"; mes "....."; mes "........."; mes "............."; mes "..................."; mes "........................"; next; mes "[Aumgarl]"; mes "Who the heck are you?"; mes "Want my granddaughter all of a sudden?"; mes "Get the hell out of here!"; mes "Don't ever come back here!"; emotion e_pif; break; case 2: mes "[Aumgarl]"; mes "..............."; mes "the sword?"; mes "I don't remember when was the"; mes "last time I touched a steel."; mes "hmm..."; mes "let me see the sword.?"; next; mes "[Aumgarl]"; mes "Hmm......"; mes "Umm........."; mes "............"; next; mes "^0000FFHe took a careful look at the pieces of sword for awhile.^000000"; next; mes "[Aumgarl]"; mes "Hmm......."; mes "So this is the one huh?"; mes "Well....."; mes "I am sorry, but this sword is not"; mes "something I can repair"; mes "at the moment."; next; mes "[Aumgarl]"; mes "Why don't you go find"; mes "some other blacksmith."; mes "I am sorry........"; break; case 3: mes "[Aumgarl]"; mes "Ah..............."; mes "this is not something I shall tell"; mes "others....but...."; mes "my granddaughter lyroo has"; mes "an incurable disease..."; next; mes "[Aumgarl]"; mes "Not long after she was born,"; mes "her parents died by an accident."; mes "Since from that day of an accident,"; mes "I took care of her."; mes "hmm......"; next; mes "[Aumgarl]"; mes "Ahh..........."; mes "and...moreover, she started to suffer"; mes "from an illness. I've met many famous"; mes "doctors all around the place but...."; mes "no one even found out the name of"; mes "a disease."; next; switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")){ case 1: mes "[Aumgarl]"; mes "Ahh......."; mes "I'll just have to take it"; mes "as our fate."; mes "I just feel sorry for lyroo."; mes "............."; emotion e_dots; break; case 2: mes "[Aumgarl]"; mes "Umm....."; mes "What do you mean?"; mes "How're you going to make her happy?"; mes "I don't think it makes sense at all."; mes "Umm......"; next; switch(select( "I'll make her happy all the time.:I want to take her with me.:I will cure her.")){ case 1: mes "[Aumgarl]"; mes "................"; mes "What are you talking about?"; mes "Make her happy all the time?"; mes "She is dying even at"; mes "this moment."; next; mes "[Aumgarl]"; mes "I think you are out of"; mes "your mind!"; mes "Get out of here."; break; case 2: mes "[Aumgarl]"; mes "................"; mes "You want to take her to where?"; mes "What are you gonna do?"; next; if (select("I will cure her.:I am sorry.") == 1) { mes "[Aumgarl]"; mes "It's useless talking about"; mes "it any longer. I don't think"; mes "there is anyone who can"; mes "cure my granddaughter."; } else { mes "[Aumgarl]"; mes "Ahh......."; mes "I am not blaming you."; mes "It's not your fault anyway."; mes "........"; next; if (select("...........:I'll wish for her recover.") == 1){ mes "[Aumgarl]"; mes "Ahh......"; mes "....I am sorry to ask you this but.."; mes "can you do me a favor?"; mes "Umm......"; next; if (select("No.:Sure.") == 1) { mes "[Aumgarl]"; mes "Umm...."; mes "Alright, I won't bother you.."; mes "bye..."; break; } mes "[Aumgarl]"; mes "It won't be easy but,"; mes "would you help me to find"; mes "any doctors... nono..anybody"; mes "who can cure Lyroo or"; next; mes "[Aumgarl]"; mes "has any informations"; mes "about her unidentified illness?"; mes "please?"; mes "...peeew.."; next; menu "Yes, Sir.",-; mes "[Aumgarl]"; mes "Oh...."; mes "Thank you so much."; mes "If Lyroo can get her health back,"; mes "I'll never forget"; mes "your help forever."; next; mes "[Aumgarl]"; mes "Thank you.."; mes "Thank you..."; set b_sword,20; } else { mes "[Aumgarl]"; mes "Well...thanks."; mes "I'm going to try my best to"; mes "make her happy till the"; mes "last second."; mes "Come by sometimes to say hi"; mes "to Lyroo."; } } break; case 3: mes "[Aumgarl]"; mes "............."; mes "How're you going to cure"; mes "my granddaughter?"; mes "You don't look like"; mes "a doctor to me."; next; switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")){ case 1: mes "[Aumgarl]"; mes "Hoo......."; mes "Do I look like a fool to you?"; mes "I hate people who lie"; emotion e_pif; close2; warp "geffen",173,169; end; case 2: mes "[Aumgarl]"; mes "A famous doctor?"; mes "I've met all kinds of"; mes "doctors around."; mes "I probably have met that"; mes "doctor already."; break; case 3: mes "[Aumgarl]"; mes "................"; mes "You want to cure her"; mes "no matter what?"; mes "How're going to do that?"; mes "What if it turns worse?"; mes "Huh?"; next; mes "[Aumgarl]"; mes "No more of your bragging."; mes "Please go away."; break; } break; } break; case 3: mes "[Aumgarl]"; mes "................."; mes "Thanks for your concern.."; mes "but you're a stranger to us."; mes "I can't let you do that."; mes "Thanks anyways."; break; } break; } break; case 3: mes "[Aumgarl]"; mes "........."; mes "Umm........"; mes "I'm sorry but"; mes "I am so exhausted."; mes "Can't help you.."; break; } break; case 20: case 21: case 22: case 23: mes "Ahh........"; mes "Go to place where it's"; mes "crowd of people."; mes "And you'll get some informations."; mes "I'm counting on you."; break; case 24: case 25: case 26: mes "Ahh...."; mes "Lyroo is upstairs."; mes "She's in pain."; mes "Don't talk to her too long."; break; case 27: mes "Oh...."; mes "Thank you..."; mes "I never thought you'll"; mes "help me."; mes "Go ahead see Lyroo."; break; case 28: mes "Thank you so much..."; mes "Without your help..."; emotion e_sob; mes "it was meaningless."; next; mes "[Aumgarl]"; mes "Alright...."; mes "Is there anything I can"; mes "do for you?"; mes "I want to return your favor somehow."; next; if (select("No..I don't need anything.:Would you repair the sword for me?") == 1) { mes "[Aumgarl]"; mes "Hmm...."; mes "Well.."; mes "Whenever you have a favor to ask,"; mes "come and find me."; mes "I'll try my best to help you."; set b_sword,29; } else { mes "[Aumgarl]"; mes "Hmm...."; mes "Show me the sword."; mes "I need to take a look at it first"; mes "to find out whether I can repair it or not."; next; mes "^0000FF Showed the pieces of broken sword"; mes "to Aumgarl."; mes "...................."; mes "Aumgarl took a careful look"; mes "at the pieces for awhile..^000000"; next; mes "................"; mes "............"; mes "........"; mes "......"; next; mes "[Aumgarl]"; mes "Umm....."; mes "Well....."; mes "It's not possible to get into"; mes "work right away."; mes "I need some materials."; next; mes "[Aumgarl]"; mes "To repair this sword, we need"; mes "some materials."; mes "Since Lyroo is upstairs in pain."; mes "I don't think I can leave the house."; next; mes "[Aumgarl]"; mes "so....would you get the"; mes "materials for me?"; mes "I am sorry I am asking"; mes "you too much to do."; next; if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1){ mes "[Aumgarl]"; mes "Umm....."; mes "I am sorry I can't"; mes "help you right away."; mes "Come back here when"; mes "you need my help then."; } else { mes "[Aumgarl]"; mes "Oh~~ really?"; mes "Thank you."; mes "I'm sure I'll repair it for you."; mes "Now, listen carefully."; next; mes "[Aumgarl]"; mes "^FF00FF One Anvil"; mes "2 Oridecon Stones"; mes "5 Broken Swords"; mes "2 Steels"; mes "1 Hammer of Blacksmith"; mes "2 Star Crumbs"; mes "5 Live Coals^000000"; next; mes "[Aumgarl]"; mes "Quite alot huh?"; mes "They are necessities"; mes "We need them to repair the sword."; mes "I'll go find some other materials."; set b_sword,30; } } break; case 29: mes "Oh~ It's you."; mes "Got any favor to ask?"; mes "I'll do my best"; mes "to help you."; next; if (select("Maybe next time..:Please repair this sword for me.") == 1) { mes "[Aumgarl]"; mes "Well.."; mes "Whenever you have a favor to ask,"; mes "come and find me."; } else { mes "[Aumgarl]"; mes "Hmm...."; mes "Show me the sword."; mes "I need to take a look at it first"; mes "to find out whether I can repair it or not."; next; mes "^0000FF Showed the pieces of broken sword"; mes "to Aumgarl."; mes "...................."; mes "Aumgarl took a careful look"; mes "at the pieces for awhile..^000000"; next; mes "................"; mes "............"; mes "........"; mes "......"; next; mes "[Aumgarl]"; mes "Umm....."; mes "Well....."; mes "It's not possible to get into"; mes "work right away."; mes "I need some materials."; next; mes "[Aumgarl]"; mes "To repair this sword, we need"; mes "some materials."; mes "Since Lyroo is upstairs in pain."; mes "I don't think I can leave the house."; next; mes "[Aumgarl]"; mes "so....would you get the"; mes "materials for me?"; mes "I am sorry I am asking"; mes "you too much to do."; next; if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) { mes "[Aumgarl]"; mes "Umm....."; mes "I am sorry I can't"; mes "help you right away."; mes "Come back here when"; mes "you need my help then."; } else { mes "[Aumgarl]"; mes "Oh~~ really?"; mes "Thank you."; mes "I'm sure I'll repair it for you."; mes "Now, listen carefully."; next; mes "[Aumgarl]"; mes "^FF00FF1 Anvil"; mes "2 Oridecon Stones"; mes "5 Broken Swords"; mes "2 Steels"; mes "1 Hammer of Blacksmith"; mes "2 Star Crumbs"; mes "5 Live Coals^000000"; next; mes "[Aumgarl]"; mes "Quite alot huh?"; mes "They are necessities"; mes "We need them to repair the sword."; mes "I'll go find some other materials."; set b_sword,30; } } break; case 30: if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) { mes "Oh~~ good, you got them all."; mes "Alright, come back later,"; mes "I'll have it repaired."; delitem 986,1; // Anvil delitem 756,2; // Oridecon_Stone delitem 7110,5; // Vroken_Sword delitem 999,2; // Steel delitem 1005,1; // Hammer_Of_Blacksmith delitem 1000,2; // Star_Crumb delitem 7098,5; // Live_Coal set b_sword,31; } else { mes "Hmm....."; mes "Not ready yet?"; mes "Materials you need are..."; next; mes "[Aumgarl]"; mes "^FF00FF1 Anvil"; mes "2 Oridecon Stones"; mes "5 Broken Swords"; mes "2 Steels"; mes "1 Hammer of Blacksmith"; mes "2 Star Crumbs"; mes "5 Live Coals^000000"; next; mes "[Aumgarl]"; mes "Wrote them down?"; mes "I'm almost ready for other materials."; } break; case 31: if (rand(1,5) == 2) { mes "Hey, you're back."; mes "Here it is."; mes "This sword is a great one"; mes "for sure. I've noticed at"; mes "the first sight."; mes "huhu....."; next; mes "[Aumgarl]"; mes "I haven't seen this kind of"; mes "great sword for a long"; mes "time in my life."; mes "I envy you..."; mes "Huhuhu......"; next; mes "'You received repaired"; mes "'^FF0000SaYumMoon's sword^000000'."; set b_sword,32; getitem 1123,1; // Haedonggum } else { mes "Umm.. it's not done yet."; mes "Would you give me little"; mes "more time? It takes longer"; mes "than I thought. sorry."; } break; } } else { mes "Thank you..."; mes "You've been a great help"; mes "to us."; mes "Hope my work had"; mes "helped you."; } close; } geffen_in,106,106,7 script Girl#gnbs2 716,{ mes "[Lyroo]"; if (b_sword < 20) { mes "Ah...Ah...."; mes "Ah...Hi......."; next; mes "^0000FFThis girl seemed to be in serious pain.^000000"; close; } else if (b_sword < 24) { mes "Aaa....Aaa...."; mes "you...you...."; mes "you are the....one..."; mes "who will....cure...."; mes "...me? Aa...."; next; mes "[Lyroo]"; mes "..tha... thank you...."; next; mes "^0000FFBetter stop talking to her and"; mes "rush to find a way to cure her.^000000"; close; } else if (b_sword == 24 || b_sword == 25 || b_sword == 26) { mes "Ahh...ahh...."; if (sex == 0) { mes "It's ..you.. pretty...sister.."; } else { mes "It's ..you.. handsome...brother.."; } mes "ah he he...."; next; if (select("Ask about her health condition.:Talk to her for a while.") == 1){ mes "[Lyroo]"; if (rand(1,4) == 3) { mes "uh....umm...?"; mes "umm... I..."; mes "I can't talk...too long.."; mes "so.. listen....carefully..please..."; next; mes "[Lyroo]"; mes "^0030FFMy body..repeatedly turns cold and hot..."; mes "....no sweating on my body..."; mes "..and get paralyzed ...quite often..and.."; mes "my heart beats ...irregularly.^000000"; next; mes "[Lyroo]"; mes "Ahh...Ahh."; mes "..........."; } else { mes "I...am...so..."; mes "...tired."; mes "............."; } } else { mes "[Lyroo]"; mes "Ahh........"; mes "I..want to ...talk to...you.."; mes "but.... sorry...."; } next; mes "^0000FFshe seems to have fallen asleeep.^000000"; close; } else if (b_sword == 27) { mes "uh...umm?"; if (sex == 0) { mes "Ah....It's you pretty sister..."; } else { mes "Ah....It's you handsome brother..."; } if (countitem(606) > 0) { mes "uh?..what is that you have?"; next; if (select("It's nothing.:It's your medicine.") == 1 || countitem(606) < 1){ mes "[Lyroo]"; mes "umm......"; mes "ok...."; mes "..........."; close; } mes "[Lyroo]"; mes "Ah!"; mes "you found the medicine~"; mes "Ah..hehe..."; delitem 606,1; // Aloebera next; mes "^0000FFYou gave her a medicine you"; mes "received from Cylrnel."; mes "After taking a medicine, Lyroo"; mes "fell in asleep.^000000"; set b_sword,28; } close; } else { mes "ehehe..."; if (sex == 0) { mes "Thank you my pretty sister."; } else { mes "Thank you my handsome brother."; } mes "I'll have my health back"; mes "and be a strong girl. hehe"; close; } } prontera,275,86,2 script Young man#SaYumMoon" 97,{ mes "[Neil]"; if (b_sword < 20) { mes "It's so good to be helathy."; mes "If you stay in hospital laying"; mes "down on the bed all day long,"; mes "It'll make you feel depressed."; next; mes "[Neil]"; mes "Take care of your health"; mes "all the time."; mes "Health is the best of all."; } else { mes "Not long ago, I was in hospital"; mes "laying down on the bed for"; mes "quite a long time."; mes "And I met this ^FF5000doctor from Yuno^000000."; mes "She helped me to recover in no time."; mes "Yet, I can't run around though."; next; mes "[Neil]"; mes "However, I can't believe I got"; mes "my health back. It's like a"; mes "miracle. Hope I can be someone like"; mes "her who can cure others."; if (b_sword == 20) set b_sword,21; } close; } yuno,208,164,4 script Active little girl#gnbs 101,{ mes "[Hisa]"; if (b_sword < 21) { mes "Ahhmm....."; mes "This town is so boring."; mes "No events, no festivals.."; mes "and all the people stay in"; mes "their home studying this and that."; close; } mes "But still, there's one person"; mes "I respect. Her name is ^FF5500Cylrnel^000000."; mes "She is an expert in medical treatment."; mes "Moreover, whenever someone becomes"; mes "sick in the town, she comes right"; mes "away to cure that person.."; next; mes "[Hisa]"; mes "She tells me lots of stories"; mes "she experienced. It's so"; mes "interesting to hear them."; mes "She also made jorney round the"; mes "world.... Ah ha....."; next; mes "[Hisa]"; mes "She's probably at her home."; mes "She came back from a trip."; mes "haha......"; if (b_sword == 21) set b_sword,22; if (rand(1,2) == 2) { next; mes "[Hisa]"; mes "Ah~!"; mes "She's also known as an"; mes "fickle woman."; mes "Better watch out. haha.."; } close; } yuno_in01,99,101,4 script Doctor#gnbs 744,{ if (b_sword < 23) { mes "[??????]"; mes "I have no idea who you are"; mes "but would you mind to leave me alone?"; mes "I am really busy right now."; } else if (b_sword < 27) { mes "[Cylrnel]"; switch (b_sword) { case 23: mes "How can I help you?"; mes "If it's not urgent, please"; mes "come back next time."; next; mes "[Cylrnel]"; if (rand(1,4) == 2) { mes "..............."; mes "Need to ask me something?"; next; if (select("You're so beautiful.:Do you like traveling?") == 1) { mes "[Cylrnel]"; if (rand(1,4) == 4) { mes "..excuse me?"; mes "Ah ha ha~"; mes "You're a funny guy."; mes "Trying to work on me?"; mes "Ah ha ha ha."; next; if (select("Yes, I fell in love in first sight.:I have a favor to ask.") == 1) { mes "[Cylrnel]"; if (rand(1,3) == 3) { mes "Ahhaha...Ahahaha..."; mes "Ah..I'm sorry.."; mes "I haven't seen a guy like you"; mes "for a long time."; next; mes "[Cylrnel]"; mes "It makes me laugh..haha."; mes "Guess what?"; mes "I know you're not here"; mes "to work on me."; mes "What business do you have?"; next; menu "Well, actually...",-; mes "^FF0000Told Cylrnel about Lyroo."; mes "And also about favor of blacksmith, Aumgarl.^000000"; next; mes "[Cylrnel]"; if (rand(1,3) == 2) { mes "Um....."; mes "that's what happened.."; mes "Oh, well.."; mes "I need exact symptoms of a girl."; mes "Go find exact symptoms first"; mes "and come back again."; next; mes "[Cylrnel]"; mes "Without exact symptoms,"; mes "I can't make any diagnose."; set b_sword,24; } else { mes "Umm......."; mes "Quite a long story.."; mes "I have no idea why you're"; mes "trying to help these people,"; mes "but, it's hard to believe you."; mes "Why don't you find some other doctor?"; } } else { mes "Ah!"; mes "I never thought someone"; mes "like you still exist."; mes "I am sorry but, I am"; mes "tired with this crap."; } } else { mes "[Cylrnel]"; if (rand(1,3) == 3) { mes "Huhu..."; mes "well..."; mes "Let me hear your story."; next; menu "Actually...",-; mes "^FF0000Told Cylrnel about Lyroo."; mes "And also about favor of blacksmith, Aumgarl.^000000"; next; mes "[Cylrnel]"; if (rand(1,3) == 1) { mes "Um....."; mes "that's what happened.."; mes "Oh, well.."; mes "I need exact symptoms of a girl."; mes "Go find exact symptoms first"; mes "and come back again."; next; mes "[Cylrnel]"; mes "Without exact symptoms,"; mes "I can't make any diagnose."; set b_sword,24; } else { mes "Umm......."; mes "Quite a long story.."; mes "I have no idea why you're"; mes "trying to help these people,"; mes "but, it's hard to believe you."; mes "Why don't you find some other doctor?"; } } else { mes "Huhu.."; mes "Well..."; mes "You're no differ with"; mes "any other guys around."; mes "I don't have any bussiness"; mes "with you. please leave."; close2; warp "yuno",246,143; end; } } } else { mes "Ahhaha.."; mes "You're a funny guy."; mes "But, that doesn't"; mes "work on me."; } } else { mes "[Cylrnel]"; mes "Hmm.. Yes.. but,"; mes "if you don't have "; mes "any business to take care,"; mes "please leave, I'm pretty busy right now."; } } else { mes "I am sorry, I don't have a time to waste."; } break; case 24: mes "Oh.."; mes "you're back.."; mes "Did you find the right symptoms?"; mes "I wanted to go with you, but"; mes "I been really busy."; next; if(select("Not yet...:Yes, Here.") == 1){ mes "[Cylrnel]"; mes "You're still here?"; mes "Go right away!"; mes "She's in serious pain."; mes "Her body could be paralyzed"; mes "in any minute!"; close; } mes "[Cylrnel]"; mes "What a relief.."; mes "You're earlier than I thought."; mes "I'll ask you some questions about"; mes "her condition. Answer correctly."; next; mes "[Cylrnel]"; mes "First, How was her body temperature?"; set @sick,0; next; setarray .sick1$[1],"Very hot.","Very cold.","Normal.","Turns hot and cold repeatedly."; set @sick1,select(.sick1$[1],.sick1$[2],.sick1$[3],.sick1$[4]); if (@sick1 == 4) set @sick,@sick+1; mes "[Cylrnel]"; mes "Ok."; mes "Now, about physiological condition."; next; setarray .sick2$[1],"No sweating at all.","Sweating all over the body.","Runny nose.","No tears, sweats at all."; set @sick2,select(.sick2$[1],.sick2$[2],.sick2$[3],.sick2$[4]); if (@sick2 == 1) set @sick,@sick+1; mes "[Cylrnel]"; mes "Next, tell me about"; mes "her body condition."; next; setarray .sick3$[1],"Nothing particular.","Become paralyzed often.","Muscles became so soft.","Muscles became so hard."; set @sick3,select(.sick3$[1],.sick3$[2],.sick3$[3],.sick3$[4]); if (@sick3 == 2) set @sick,@sick+1; mes "[Cylrnel]"; mes "How about an internal organs?"; next; setarray .sick4$[1],"Stomach hurts like it's been stabbed by a knife.","Head hurts like it's been smashed by a hammer.","Heart beats irregularly.","Has difficulty in breathing."; set @sick4,select(.sick4$[1],.sick4$[2],.sick4$[3],.sick4$[4]); if (@sick4 == 3) set @sick,@sick+1; mes "[Cylrnel]"; mes "Hmm.. alright."; mes "Let me check this."; mes "so the symptoms are"; mes ".............."; next; mes "[Cylrnel]"; mes "^FF0000"+.sick1$[@sick1]+""; mes ""+.sick2$[@sick2]+""; mes ""+.sick3$[@sick3]+""; mes ""+.sick4$[@sick4]+"^000000"; mes "right?"; next; if(select("No..not exactly..:Yes, I am sure.") == 1){ mes "[Cylrnel]"; mes "Then, go back to her and"; mes "find the exact symptoms"; mes "right away~!!"; close; } mes "[Cylrnel]"; mes "You're sure about"; mes "this, right?"; mes "If they're wrong symptoms, I can't be responsible."; next; if(select("Well..let me go and recheck it.:I'm sure.") == 1){ mes "[Cylrnel]"; mes "Then, go back to her and"; mes "find the exact symptoms"; mes "right away~!!"; close; } mes "[Cylrnel]"; mes "Hmm....."; mes "Aright. I'll trust you."; mes "Now, go get these ingredients."; mes "Get them as fast as possible."; mes "Alright?"; next; if (@sick == 4) { mes "[Cylrnel]"; mes "^FF00002 Seeds of Yggdrasil"; mes "3 Aloes"; mes "1 Witherless Rose"; mes "10 Starsands Of Witch"; mes "5 Burning Hearts"; mes "5 Ice pieces"; set b_sword,26; next; mes "[Cylrnel]"; mes "Wrote them down?"; mes "I'll tell you once again."; mes "We need..."; next; mes "[Cylrnel]"; mes "^FF00002 Seeds of Yggdrasil"; mes "3 Aloes"; mes "1 Witherless Rose"; mes "10 Starsands Of Witch"; mes "5 Burning Hearts"; mes "5 Ice pieces"; next; } else { mes "[Cylrnel]"; mes "^FF00001 Seed of Yggdrasil"; mes "1 Aloe"; mes "5 Starsands Of Witch"; mes "3 Burning Hearts"; mes "3 Ice pieces"; set b_sword,25; next; mes "[Cylrnel]"; mes "Wrote them down?"; mes "I'll tell you once again."; mes "We need..."; next; mes "[Cylrnel]"; mes "^FF00001 Seed of Yggdrasil"; mes "1 Aloe"; mes "5 Starsands Of Witch"; mes "3 Burning Hearts"; mes "3 Ice pieces"; next; } mes "[Cylrnel]"; mes "Get them as fast as possible."; mes "There isn't much time for Lyroo."; break; case 25: if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 4 && countitem(7097) > 2 && countitem(7066) > 2) { mes "Hmm...."; mes "Good. you got them all."; mes "Let me see.."; mes "............."; delitem 608,1; // Seed_Of_Yggdrasil delitem 704,1; // Aloe delitem 1061,5; // Starsand_Of_Witch delitem 7097,3; // Burning_Heart delitem 7066,3; // Ice_Piece next; mes "^FF0000Cylrnel began to mix"; mes "the ingredients."; mes "................"; mes "............."; mes "........."; mes "......^000000"; next; mes "[Cylrnel]"; mes "............"; mes "What!?!?"; mes "....."; mes "Hey you...."; mes "You gave me a wrong information."; set b_sword,24; next; mes "[Cylrnel]"; mes "I made the mecine according"; mes "to the symptoms you told me."; mes "But, it became strange medicine!"; mes "Bring me the exact symptoms!"; close2; warp "yuno",246,143; end; } else { mes "..........."; mes "Hey~ you don't have all"; mes "the ingredients yet."; mes "Go get them all right away."; next; mes "[Cylrnel]"; mes "^FF00001 Seed of Yggdrasil"; mes "1 Aloe"; mes "5 Starsands Of Witch"; mes "3 Burning Hearts"; mes "3 Ice pieces"; next; mes "[Cylrnel]"; mes "Alright?"; mes "Now, hurry!."; close2; warp "yuno",246,143; end; } break; case 26: if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) { mes "Hmm...."; mes "Good. you got them all."; mes "Let me see.."; mes "............."; delitem 608,2; // Seed_Of_Yggdrasil delitem 704,3; // Aloe delitem 748,1; // Witherless_Rose delitem 1061,10; // Starsand_Of_Witch delitem 7097,5; // Burning_Heart delitem 7066,5; // Ice_Piece next; mes "^FF0000Cylrnel began to mix"; mes "the ingredients."; mes "................"; mes "............."; mes "........."; mes "......^000000"; next; mes "[Cylrnel]"; mes "Here~!"; mes "It's done."; mes "I don't think this medicine would"; mes "cure her disease completely. However,"; mes "it will alleviate her from the pain."; next; mes "[Cylrnel]"; mes "It wasn't easy to make this medicine."; mes "Here, take this with you."; mes "Take care then.."; set b_sword,27; getitem 606,1; // Aloebera } else { mes "..........."; mes "Hey~ you don't have all"; mes "the ingredients yet."; mes "Go get them all right away."; next; mes "[Cylrnel]"; mes "^FF00002 Seeds of Yggdrasil"; mes "3 Aloes"; mes "1 Witherless Rose"; mes "10 Starsands Of Witch"; mes "5 Burning Hearts"; mes "5 Ice pieces"; next; mes "[Cylrnel]"; mes "Alright?"; mes "Go get them as fast as possible."; close; warp "yuno",246,143; end; } break; } } else { mes "[Cylrnel]"; mes "Huhu..."; mes "How is she doing?"; mes "Getting better?."; mes "By taking that medicine, she'll"; mes "recover fast."; next; mes "[Cylrnel]"; mes "Tell her to come to me"; mes "sometimes to get a medical."; mes "treatment. Walking from her"; mes "house to here would be a good"; mes "exercise too. Name of her disease"; mes "is called '^FF0000Amarhade^000000'."; next; mes "[Cylrnel]"; mes "It's a rare disease that"; mes "it's not even well known"; mes "to medical institution."; mes "Likewise, exact treatment"; mes "has not maden yet."; next; mes "[Cylrnel]"; mes "..but I found the something.."; mes "and it's a.....secret. haha."; // Emotion "Doctor" ET_DELIGHT emotion e_ho; } close; } yuno_in01,104,94,0 script go away#gnbs 139,2,1{ if (b_sword < 22) { mes "[??????]"; mes "^FF0000What are you doing here?"; mes "Get out!^000000"; close2; warp "yuno",246,143; end; } else if (b_sword == 22) { if (rand(1,10) == 10) { mes "[??????]"; mes "I am very busy right now. please leave."; set b_sword,23; close; } else { mes "[??????]"; mes "^FF0000What are you doing here?"; mes "Get out!^000000"; close2; warp "yuno",246,143; end; } } else { mes "[Cylrnel]"; mes "Who are you?"; close; } }