//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2020 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Zephyrus //= Copyright (C) L0ne_W0lf //= Copyright (C) SinSloth //= Copyright (C) MasterOfMuppets //= Copyright (C) Capuche //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see . //========================================================================= //= Juperos Dungeon Quests //================= Description =========================================== //= Juperos Ruins related Quests/Events //================= Current Version ======================================= //= 2.0 //========================================================================= yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ switch (yuno_book) { case 0: mes "[Scholar]"; mes "...Mm? "; mes "...Yes?"; next; mes "[Scholar]"; mes "..."; mes "......"; mes "May I help you?"; next; switch(select("Oh! N-Nothing!", "Excuse me...")) { case 1: mes "[Scholar]"; mes "..."; mes "......"; mes "Hmm?"; mes "..........."; mes "Hmpf."; close; case 2: mes "[Scholar]"; mes "..."; mes "......"; mes "Hmm?"; mes "..........."; mes "Hmmm..."; next; mes "[Scholar]"; mes "You must be lost."; mes "This is the scholarly"; mes "research section, you know,"; mes "content you couldn't possibly"; mes "fathom. The popular novels and picture books are someplace else."; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; next; mes "[Scholar]"; mes "Why don't you rummage"; mes "through the bookshelves?"; mes "I'm sure you can find some"; mes "book there that can hold your"; mes "interest. Well, depending on"; mes "your actual attention span..."; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "(What's her damage?!"; mes "Does she have an attitude problem or is she just stuck-up?)"; close; } case 1: mes "[Scholar]"; mes "...Mm? "; mes "...Yes?"; next; mes "[Scholar]"; mes "..."; mes "......"; mes "May I help you?"; next; switch(select("Oh! N-Nothing!", "By any chance...")) { case 1: mes "[Scholar]"; mes "..."; mes "......"; mes "Hmm?"; mes "..........."; mes "Hmpf."; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "By any chance..."; mes "Are you conducting"; mes "research about Juperos?"; next; mes "[Scholar]"; mes "Why yes, that is"; mes "correct. But how did"; mes "you come to learn about"; mes "my current research project?"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I managed to read"; mes "a thesis paper entitled,"; mes "''The Fall of Juperos,'' and"; mes "I just thought that the writing"; mes "style and your personality"; mes "seem to match for some reason."; next; mes "[Scholar]"; mes "Oh...! You read my"; mes "thesis? So what did"; mes "you think about it?"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "So far, it's alright, but"; mes "quite frankly it's incomplete."; mes "I mean, you don't have much in"; mes "in the way of conjecture, much"; mes "less any evidence to back up"; mes "any of your statements."; next; mes "[Scholar]"; mes "...."; mes "Let me apologize for"; mes "being rude to you earlier."; mes "As you know, my name is"; mes "Fayruz Khrhiyha. May I ask"; mes "what your name might be?"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm "+strcharinfo(PC_NAME)+","; mes "a brave adventurer in the"; mes "service of his royal majesty,"; mes "the wise and benevolent"; mes "King Tristram III."; yuno_book = 2; setquest(11017); next; mes "[Fayruz]"; mes "Well, "+strcharinfo(PC_NAME)+","; mes "I understand that my thesis"; mes "still requires more evidence."; mes "But I'd need some ancient"; mes "documents from Juperos"; mes "to complete my research..."; next; mes "[Fayruz]"; mes "If you happen to travel"; mes "through Juperos and find"; mes "any ancient documents, would"; mes "you bring them to me? Having"; mes "those would help my research"; mes "efforts immensely. Thank you..."; close; } case 2: if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) { mes "[Fayruz]"; mes "Ah, it's you! Listen,"; mes "I just found a record of"; mes "an adventurer who explored"; mes "Juperos. There's mention"; mes "of a stone statue here that"; mes "just might be noteworthy..."; next; mes "[Fayruz]"; mes "If you happen to find"; mes "yourself in Juperos,"; mes "would you find the stone"; mes "statue at the entrance of"; mes "its dungeon and read the"; mes "engraved message for me?"; next; mes "[Fayruz]"; mes "According to my notes,"; mes "there's a spell that will"; mes "make its reader memorize"; mes "its message, even if they don't"; mes "know the language. So come"; mes "to me if you manage to read it."; close; } mes "[Fayruz]"; mes "If you ever chance to"; mes "travel through Juperos,"; mes "would you let me know if you"; mes "find anything that might help"; mes "my research there? I'd be"; mes "very grateful for your help."; close; case 3: mes "[Fayruz]"; mes "Well, you look"; mes "quite pleased."; mes "May I asked what"; mes "happened to put that"; mes "expression on your face?"; next; switch(select("I found something in Juperos.", "Nothing much.")) { case 1: mes "[" +strcharinfo(PC_NAME)+"]"; mes "I went to Juperos like"; mes "you asked and found that"; mes "stone statue you were talking"; mes "about. Just like you said, there was an engraved message on it."; next; mes "[Fayruz]"; mes "Fascinating!"; mes "So is it really enchanted"; mes "so anyone can memorize it?"; mes "Wh-what does the message say?"; next; mes "^3355FFYou recite the message"; mes "engraved on the stone"; mes "statue, unable to interpret"; mes "the sounds you're uttering,"; mes "but weirdly enough, you can"; mes "easily recall them from memory.^000000"; next; mes "[Fayruz]"; mes "Ah, I see! Wait,"; mes "give me a moment to"; mes "properly translate this..."; next; mes "..."; mes "......"; mes "........."; next; mes "[Fayruz]"; mes "It means, ''Do you wish to"; mes "see the end of the madness?"; mes "He is waiting where the three"; mes "columns were destroyed, where"; mes "two hundred illusions wander.''"; next; mes "[Fayruz]"; mes "''You will see him, the one"; mes "who was vain and extravagant,"; mes "with your own eyes at the place where the light passes through."; yuno_book = 4; changequest(11018, 11019); next; mes "[Fayruz]"; mes "Ah, usually, descriptions"; mes "of the ''vain and extravagant"; mes "one'' refer to the mad scientist rumored to have lived in that"; mes "ancient era. But if this is true, I may have to rework my thesis..."; next; mes "[Fayruz]"; mes "I have another favor to"; mes "ask of you. If you find any"; mes "object of historical significance in Juperos, would you bring it to"; mes "me? I'll reward you, of course."; next; mes "[Fayruz]"; mes "It would be most helpful"; mes "if you could manage to find"; mes "documents that existed from that era. Fortunately, back then,"; mes "they made all their records on material more durable than paper."; close; case 2: mes "[Fayruz]"; mes "Nothing, huh?"; mes "My life is also fairly"; mes "uneventful, but somehow,"; mes "I'm don't think I'm content."; close; } case 4: mes "[Fayruz]"; mes "Oh hello, "+strcharinfo(PC_NAME)+"."; mes "So what brings you to"; mes "the Juno Library today?"; next; switch(select("Nice weather today, isn't it?", "I found something in Juperos.", "Nothing much.")) { case 1: mes "[Fayruz]"; mes "Well, I wouldn't know."; mes "It's late whenever I go"; mes "out, so I always happen to"; mes "miss the sunlight. I guess"; mes "I really miss nice weather"; mes "sometimes, you know?"; close; case 2: if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) { mes "[Fayruz]"; mes "Oh, really?!"; mes "That's great news!"; mes "W-what did you find?"; next; mes "^3355FFIn her excitement,"; mes "Fayruz begins to"; mes "rummage through your"; mes "things before you get"; mes "the chance to answer her.^000000"; next; mes "[Fayruz]"; mes "Oh, this must be it!"; mes "Would you mind if I keep"; mes "this Transparent Plate for"; mes "my research? In return, I'll"; mes "tell you some tales about"; mes "Juperos that I've learned."; next; switch(select("Please, be my guest.", "No way, you can't have it.")) { case 1: if (countitem(Transparent_Plate01)) callfunc "Func_JupHist",7352,1; else if (countitem(Transparent_Plate02)) callfunc "Func_JupHist",7353,2; else if (countitem(Transparent_Plate03)) callfunc "Func_JupHist",7354,4; else if (countitem(Transparent_Plate04)) callfunc "Func_JupHist",7352,8; case 2: mes "[Fayruz]"; mes "Mm? Are you serious?"; mes "This object is very valuable"; mes "to a researcher like me, but"; mes "I have no idea what use it"; mes "would be for an adventurer."; mes "Well, you have your reasons..."; close; } } mes "[Fayruz]"; mes "Oh, really?!"; mes "That's great news!"; mes "W-what did you find?"; next; mes "^3355FFIn her excitement,"; mes "Fayruz begins to"; mes "rummage through your"; mes "things before you get"; mes "the chance to answer her.^000000"; next; mes "[Fayruz]"; mes "Oh. There isn't anything"; mes "here that would help in my"; mes "research, but thank you anyway."; mes "If you find anything else while"; mes "you're in Juperos, please come back and show it to me, alright?"; close; case 3: mes "[Fayruz]"; mes "Ah, I see. Well, while"; mes "you're here, why don't you"; mes "read something? There are"; mes "many books that cover some"; mes "interesting topics, like the"; mes "Schwaltzvalt economy..."; next; mes "[Fayruz]"; mes "Oh, in any case, please"; mes "don't forget the favor I asked"; mes "of you. If you find anything"; mes "in Juperos that's historically"; mes "significant, I'd appreciate it"; mes "if you bring it right away."; close; } case 5: mes "[Fayruz]"; mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "Have you come back with"; mes "something from Juperos?"; mes "I've been hoping you'd come"; mes "back with something that'd"; mes "help me in my research!"; next; switch(select("Take a look at this.", "Oh, I'm sorry...")) { case 1: switch (jupe_book) { case 1: callfunc "Func_JupHist",7353,7354,7355,7352; case 2: callfunc "Func_JupHist",7352,7354,7355,7353; case 4: callfunc "Func_JupHist",7352,7353,7355,7354; case 8: callfunc "Func_JupHist",7352,7353,7354,7355; } case 2: mes "[Fayruz]"; mes "Ah, I see. Well, while"; mes "you're here, why don't you"; mes "read something? There are"; mes "many books that cover some"; mes "interesting topics, like..."; mes "like... Self-Honesty (?)."; next; mes "[Fayruz]"; mes "Oh, in any case, please"; mes "don't forget the favor I asked"; mes "of you. If you find anything"; mes "in Juperos that's historically"; mes "significant, I'd appreciate it"; mes "if you bring it right away."; close; } case 6: mes "[Fayruz]"; mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "The Transparent Plate"; mes "that you brought for me"; mes "last time is really helping me"; mes "in my research. If you get the"; mes "chance, please bring me more!"; yuno_book = 7; next; mes "[Fayruz]"; mes "This new data is adding"; mes "a lot more credibility to my"; mes "thesis. Oh, I'll be with you"; mes "in a moment, let me finish"; mes "translating this one last"; mes "passage really quickly..."; close; case 7: mes "[Fayruz]"; mes "Hello, "+strcharinfo(PC_NAME)+"~"; mes "Oh, were you able to look"; mes "in Juperos for anything that"; mes "might help me in my research?"; next; switch(select("Yeah, take a look at this.", "No, I'm sorry...")) { case 1: switch (jupe_book) { case 3: callfunc "Func_JupHist",7354,7355,7352,7353; case 5: callfunc "Func_JupHist",7353,7355,7352,7354; case 6: callfunc "Func_JupHist",7352,7355,7353,7354; case 9: callfunc "Func_JupHist",7353,7354,7352,7355; case 10: callfunc "Func_JupHist",7352,7354,7353,7355; case 12: callfunc "Func_JupHist",7352,7353,7354,7355; } case 2: mes "[Fayruz]"; mes "Oh, that's fine."; mes "Besides, I don't really"; mes "have a deadline to complete"; mes "this research project. Still,"; mes "I just want you to know that"; mes "I really appreciate your help."; close; } case 8: mes "[Fayruz]"; mes ""+strcharinfo(PC_NAME)+"..."; mes "I'm having great difficulty in"; mes "translating that Transparent"; mes "Plate you brought for me that"; mes "last time. I'm so frustrated..."; next; mes "[Fayruz]"; mes "Wait a minute..."; mes "This here means..."; mes "Alright. Okay. Yes."; mes "Yes! Of course, how"; mes "could I not see it before!"; yuno_book = 9; next; mes "[Fayruz]"; mes "I'll be with you"; mes "in just a second!"; mes "I think I just made"; mes "a real through...!"; next; case 9: mes "[Fayruz]"; mes "Ah, I've been"; mes "expecting you, "+strcharinfo(PC_NAME)+"."; mes "So did you have been to Juperos again? I'm really hoping that you"; mes "were able to find something new that would help in my research..."; next; switch(select("Actually, I did find this...", "I'm sorry, I haven't...")) { case 1: switch (jupe_book) { case 7: callfunc "Func_JupHist",7355,7352,7353,7354; case 11: callfunc "Func_JupHist",7354,7352,7353,7355; case 13: callfunc "Func_JupHist",7353,7352,7354,7355; case 14: callfunc "Func_JupHist",7352,7353,7354,7355; } case 2: mes "[Fayruz]"; mes "Ah, I see. Well, while"; mes "you're here, why don't you"; mes "read something? There are"; mes "many books that cover some"; mes "interesting topics, like"; mes "modern adventure history."; next; mes "[Fayruz]"; mes "Oh, in any case, please"; mes "don't forget the favor I asked"; mes "of you. If you find anything"; mes "in Juperos that's historically"; mes "significant, I'd appreciate it"; mes "if you bring it right away."; close; } case 10: mes "[Fayruz]"; mes "Oh hello, "+strcharinfo(PC_NAME)+"..."; mes "So what exactly brings you"; mes "to the Juno Library this time?"; next; switch(select("I found another Transparent Plate.", "Just visiting, really.")) { case 1: if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) { mes "[Fayruz]"; mes "Hmm, well, we've made as"; mes "much headway as we can"; mes "with the Transparent Plates"; mes "you've already given me, but"; mes "it can't hurt to have too much"; mes "evidence to back my theories."; next; mes "[Fayruz]"; mes "I really appreciate"; mes "your continuing efforts"; mes "to help me. Please, would"; mes "you take this as my way"; mes "saying ''Thanks?'' You've been"; mes "great, "+strcharinfo(PC_NAME)+"..."; if (countitem(Transparent_Plate01)) delitem 7352,1; else if (countitem(Transparent_Plate02)) delitem 7353,1; else if (countitem(Transparent_Plate03)) delitem 7354,1; else delitem 7355,1; getitem 644,1; close; } mes "[Fayruz]"; mes "Mmm...?"; mes "It doesn't look like"; mes "you brought another"; mes "Transparent Plate."; mes "Are you sure that you"; mes "didn't misplace it?"; close; case 2: mes "[Fayruz]"; mes "Ah, I see. Well,"; mes "thanks to your help,"; mes "I've made a great deal"; mes "of progress on my thesis."; mes "I really appreciate what you"; mes "have done for me, adventurer."; close; } } } function script Func_JupHist { switch (yuno_book) { case 4: mes "[Fayruz]"; mes "Thank you so much,"; mes "you don't know what"; mes "this means to me! Okay,"; mes "please relax and take a"; mes "seat. Close your eyes while"; mes "I tell you this ancient story."; next; mes "^3355FFFayruz begins to"; mes "relate an ancient tale"; mes "about Juperos that seems"; mes "typical for a classic story, but her way of storytelling subtly"; mes "draws you into a vicarious, yet extremely vivid experience."; next; mes "^3355FFYou feel the protagonist's"; mes "glories and tragedies as if"; mes "you were actually there with"; mes "the hero on his journeys. The"; mes "tale eventually comes to an end"; mes "and you awaken from the trance,"; mes "gently brought back to reality.^000000"; delitem getarg(0),1; yuno_book = 5; jupe_book = getarg(1); changequest(11019, 11020); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; mes "Everyone can relate"; mes "to these old, classic"; mes "stories. I hope this tale had"; mes "as meaning for you as it did"; mes "for me when I first heard it."; next; mes "[Fayruz]"; mes "If you can find me"; mes "another artifact from"; mes "Juperos, I'll share another"; mes "tale like that with you. Now"; mes "how does that sound? Okay"; mes "then, I'll see you, adventurer~"; close; case 5: if ((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2)))) { mes "[Fayruz]"; mes "Oh, that's unexpected."; mes "This Transparent Plate"; mes "seems to have been made"; mes "in a different era than the"; mes "one you gave me earlier."; mes "How intriguing..."; next; mes "[Fayruz]"; mes "*Sigh* I really wish"; mes "that I could explore"; mes "Juperos on my own, but"; mes "I'm just not strong enough."; mes "In a way, I'm quite jealous of you. But it can't be helped..."; next; mes "[Fayruz]"; mes "You know, that reminds"; mes "me of this great story of"; mes "a tragic hero that I'd like to"; mes "share with you. Let your"; mes "mind wander as I relate this ageless, yet bittersweet tale..."; next; mes "^3355FFFayruz tells you a story"; mes "with a bright beginning, full"; mes "of hope that fills you with the"; mes "bliss of the heavens, but then"; mes "suddenly plummets you into all the despair and torment of hell.^000000"; next; mes "^3355FFThe story finally"; mes "reaches its ending"; mes "and you're surprised"; mes "to find yourself sitting"; mes "in the Juno Library.^000000"; next; mes "[Fayruz]"; mes "I know it's a very"; mes "depressing story, but"; mes "I hope you enjoyed it."; mes "I think you'd agree that"; mes "it contains a truth about"; mes "mankind that can't be ignored."; if (countitem(getarg(0))) { delitem getarg(0),1; if (getarg(0) == 7352) jupe_book += 1; else jupe_book += 2; } else if (countitem(getarg(1))) { delitem getarg(1),1; if (getarg(1) == 7353) jupe_book += 2; else jupe_book += 4; } else { delitem getarg(2),1; if (getarg(2) == 7354) jupe_book += 4; else jupe_book += 8; } yuno_book = 6; changequest(11020, 11021); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; mes "By now I'm sure you've"; mes "figured that these classic"; mes "tales are like condensed"; mes "experiences, refined and"; mes "immutable truths that we"; mes "can see in our own reality."; next; mes "[Fayruz]"; mes "If you find more of"; mes "these Transparent"; mes "Plates in Juperos, I'd be"; mes "very happy to share another"; mes "story with you, "+strcharinfo(PC_NAME)+"."; close; } else if (countitem(getarg(3))) { mes "[Fayruz]"; mes "Oh, this one seems"; mes "to have been created"; mes "in a similar era as the"; mes "one you gave me earlier."; mes "I'm not sure how much new"; mes "information this may provide..."; next; mes "[Fayruz]"; mes "Still, I'm sure this will"; mes "helpful in my research. I just"; mes "won't be as making progress"; mes "as quickly as I had projected."; mes "Please, I'd like you to take this as a token of my gratitude."; delitem getarg(3),1; getitem 644,1; next; mes "[Fayruz]"; mes "Now if you'll excuse"; mes "me, I need to go back"; mes "to compiling my research..."; mes "Thank you so much for"; mes "your help, "+strcharinfo(PC_NAME)+"."; close; } else { mes "[Fayruz]"; mes "Oh. There isn't anything"; mes "here that would help in my"; mes "research, but thank you anyway."; mes "If you find anything else while"; mes "you're in Juperos, please come back and show it to me, alright?"; close; } case 7: if ((countitem(getarg(0))) || (countitem(getarg(1)))) { mes "[Fayruz]"; mes "Is this another"; mes "Transparent Plate?"; mes "Yes, it's quite different"; mes "than the last one you"; mes "brought over to me..."; mes "This is so exciting!"; next; mes "[Fayruz]"; mes "Oh. You must be thinking"; mes "that I'm a complete academia"; mes "addict. Well, my life might be"; mes "a little uneventful, but there"; mes "are other things I think about!"; mes "Like, well... It's weird but..."; next; mes "[Fayruz]"; mes "You see, there's this"; mes "guy that I like. I'm not sure"; mes "where he might be now, but"; mes "his name is Nadim Amal. He's"; mes "my friend's brother who I first"; mes "met 10 years ago. ^333333*Sigh...*^000000"; next; mes "[Fayruz]"; mes "Just recently, I saw"; mes "him with his sister, my"; mes "friend from Morroc. It's"; mes "weird to think that I'd have"; mes "these feelings for him after"; mes "all this time, isn't it? Oh...!"; next; mes "[Fayruz]"; mes "I really should repay"; mes "you for this Transparent"; mes "Plate. Why don't I tell you"; mes "the scariest story that I know?"; next; mes "^3355FFFayruz tells you a"; mes "creepy horror story that"; mes "makes you shiver with fear."; mes "You've heard other ghost"; mes "stories, but you've never been"; mes "so deeply immersed in one before.^000000"; next; mes "It is only when the"; mes "story ends and you return"; mes "to your senses that you notice that you're soaked in cold sweat.^000000"; next; mes "[Fayruz]"; mes "It may be a natural"; mes "response, but all people"; mes "fear the unknown in one way"; mes "or another. Scary stories are"; mes "appealing because we actually"; mes "like the strange and grotesque."; if (countitem(getarg(0))) { delitem getarg(0),1; if (getarg(0) == 7352) jupe_book += 1; else if (getarg(0) == 7353) jupe_book += 2; else jupe_book += 4; } else if (countitem(getarg(1))) { delitem getarg(1),1; if (getarg(1) == 7353) jupe_book += 2; else if (getarg(1) == 7354) jupe_book += 4; else jupe_book += 8; } yuno_book = 8; changequest(11021, 11022); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; mes "Well... That's just my"; mes "opinion. Anyway, if you"; mes "find anything else in Juperos"; mes "that may help in my research,"; mes "please come back and show it"; mes "to me, alright? See you later~"; close; } else if ((countitem(getarg(2))) || (countitem(getarg(3)))) { mes "[Fayruz]"; mes "Oh, this one seems"; mes "to have been created"; mes "in a similar era as the"; mes "one you gave me earlier."; mes "I'm not sure how much new"; mes "information this may provide..."; next; mes "[Fayruz]"; mes "Still, I'm sure this will"; mes "helpful in my research. I just"; mes "won't be as making progress"; mes "as quickly as I had projected."; mes "Please, I'd like you to take this as a token of my gratitude."; next; mes "[Fayruz]"; mes "Now if you'll excuse"; mes "me, I need to go back"; mes "to compiling my research..."; mes "Thank you so much for"; mes "your help, "+strcharinfo(PC_NAME)+"."; if (countitem(getarg(2))) delitem getarg(2),1; else if (countitem(getarg(3))) delitem getarg(3),1; getitem 644,1; close; } else { mes "[Fayruz]"; mes "Oh. There isn't anything"; mes "here that would help in my"; mes "research, but thank you anyway."; mes "If you find anything else while"; mes "you're in Juperos, please come back and show it to me, alright?"; close; } case 9: if (countitem(getarg(0))) { mes "[Fayruz]"; mes "Oooh...! This one is"; mes "much different than the"; mes "other ones you gave me"; mes "before. This should provide"; mes "a wealth of brand new insights"; mes "into the Juperos civilization!"; next; mes "[Fayruz]"; mes "All the Transparent"; mes "Plates you've given me"; mes "should contain more than"; mes "enough data for me to fully"; mes "complete my research thesis."; mes "Once again, thank you so much~"; next; mes "[Fayruz]"; mes "Still, that doesn't mean that"; mes "I will stop collecting data for"; mes "my research. Anyway, I have one last story to tell you, about"; mes "a man of pure heart chosen by the gods to serve and protect mankind."; next; mes "[Fayruz]"; mes "For this purpose he was given"; mes "gaudy armor which contained"; mes "amazing powers, as well as a"; mes "book detailing the instructions"; mes "for its use. However, he promptly"; mes "lost these instructions..."; next; mes "^3355FFThe story about the"; mes "greatest Juperosian hero"; mes "that Fayruz tells you is very"; mes "humorous at first, but then it"; mes "covers the entire spectrum"; mes "of emotion and humanity..."; next; mes "^3355FFThe story ends and you"; mes "are left with a swelling"; mes "feeling of indefatigable"; mes "hope and inspiration..."; mes "You can make it if you try!^000000"; delitem(getarg(0), 1); if (getarg(0) == 7352) jupe_book += 1; else if (getarg(0) == 7353) jupe_book += 2; else if (getarg(0) == 7354) jupe_book += 4; else jupe_book += 8; yuno_book = 10; completequest(11022); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; mes "Well, that is the"; mes "last and the best story"; mes "that I have to share"; mes "with you. Perhaps next"; mes "time, I'll fill you in on my"; mes "research progress~"; close; } else if ((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3)))) { mes "[Fayruz]"; mes "Hmm..."; mes "This one seems to be created in a similar time"; mes "as the previous one."; next; mes "[Fayruz]"; mes "Don't you worry."; mes "This will help my research of course,"; mes "although I do not think this will"; mes "help me in advancing my research"; mes "with a great speed unlike this other one."; next; mes "[Fayruz]"; mes "Please take this as a token of my gratitude."; next; mes "[Fayruz]"; mes "Now, excuse me. I need to go back to my research."; if (countitem(getarg(1))) delitem getarg(1),1; else if (countitem(getarg(2))) delitem getarg(2),1; else delitem getarg(3),1; getitem 644,1; close; } else { mes "[Fayruz]"; mes "Oh. There isn't anything"; mes "here that would help in my"; mes "research, but thank you anyway."; mes "If you find anything else while"; mes "you're in Juperos, please come back and show it to me, alright?"; close; } } } yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "^8B6914*Thesis: The Fall of Juperos*"; mes "By Fayruz Khrhiyha"; mes "Sage Castle Researcher^000000"; next; switch(select("Table of Contents.", "Leave it alone.")) { case 1: if (yuno_book > 4) { mes "^8B6914 1. Preface"; mes " 2. Juperos Background"; mes " 3. Theory Behind Its Fall^000000"; next; switch(select("Preface", "Juperos Background", "Theory Behind Its Fall", "Leave it alone.")) { case 1: mes "^8B6914Scholars are certain"; mes "that the Juperos civilization"; mes "used to be located above the"; mes "ground, but it is now buried"; mes "beneath the El Mes Plateau."; mes "The reasons for the city's"; if (yuno_book < 9) { mes "ruin are still nebulous...^000000"; next; mes "^8B6914There is much speculation"; mes "about the reasons for Jupero's"; mes "downfall, but any documentation"; mes "from that time period has been"; mes "difficult to find. As for now, any evidence we have regarding"; mes "Juperos is inconclusive.^000000"; next; mes "^8B6914In spite of this lack"; mes "of empirical or concrete"; mes "data on the civilization of"; mes "Juperos, our modern world"; mes "may be able to learn much"; mes "from that ancient city's ruins."; mes "..................^000000"; if (yuno_book < 7) { next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmmm..."; mes "A whole chapter"; mes "dedicated to saying,"; mes "''We know absolutely"; mes "nothing about something.''"; mes "I should write a book~"; } close; } mes "ruin are still in debate...^000000"; next; mes "^8B6914However, new findings"; mes "regarding the history"; mes "of Juperos have allowed"; mes "us to make a few conclusions.^000000"; close; case 2: if (yuno_book < 9) { mes "^8B6914..."; mes "......"; mes "..........^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "This is all just idle"; mes "conjecture! This paper"; mes "isn't developed enough"; mes "yet to be a real thesis..."; close; } else if (yuno_book == 9) { mes "^8B6914Juperos was built over"; mes "a thousand years ago in"; mes "an era of peace just after"; mes "a major war. Contrary to"; mes "popular belief, there isn't any"; mes "evidence proving that Juno may"; mes "have descended from Juperos.^000000"; next; mes "^8B6914In fact, there is a"; mes "strong possibility that"; mes "another war, between Juno"; mes "and Juperos, resulted in Juno's"; mes "independence from Juperos and"; mes "the destruction of any existing"; mes "documentation from that era.^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes... Of course!"; mes "It all makes sense now!"; close; } mes "^8B6914Juperos was built over"; mes "a thousand years ago in"; mes "an era of peace just after"; mes "a major war. There is now"; mes "direct evidence linking Juno"; mes "to Juperos proving that Juno"; mes "was but a part of Juperos.^000000"; next; mes "^8B6914Just like Juno, Juperos"; mes "was a society that prided"; mes "itself on its advancement"; mes "in the sciences which played"; mes "a permeating role in civilized"; mes "life. Science was reponsible for Juperos's rise and downfall."; close; case 3: if (yuno_book < 10) { mes "^8B6914..."; mes "......"; mes "..........^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh. This writer keeps"; mes "talking about theories,"; mes "but the more I read, the"; mes "less clear I am on what"; mes "the theory actually is."; mes "I don't think there is one..."; emotion e_swt,1; close; } mes "^8B6914What is most unsettling"; mes "is recent evidence, including"; mes "a first hand written account,"; mes "regarding the role of one of"; mes "Jupero's foremost scientists"; mes "in that city's rise and fall."; next; mes "^8B6914If these writings are"; mes "authentic, then what actually"; mes "happened was that a scientific"; mes "revolution occurred as a direct"; mes "result of one scientist's effort to manipulate the energies of the"; mes "artifact known as Ymir's heart."; next; mes "^8B6914This one man and Ymir's"; mes "Heart are credited with"; mes "the success and prosperity"; mes "of the Jupero's civilization."; mes "However, there are various accounts prior to Jupero's fall"; mes "detailing his work with chimera...^000000"; next; mes "^8B6914This scientist, supposedly"; mes "in his passion to benefit his"; mes "people by finding a scientific"; mes "method for immortality by using"; mes "chimera for testing, was driven"; mes "insane. He experimented on"; mes "himself with disatrous results.^000000"; next; mes "^8B6914There was an error in the"; mes "energy calibration of Ymir's"; mes "Heart and the scientist was"; mes "transformed into the monster"; mes "we now know as Chimera. He"; mes "and his test subjects were set"; mes "loose into the city of Juperos.^000000"; next; mes "^8B6914These immortal Chimeras"; mes "razed the entire city, killing"; mes "countless people. Apparently,"; mes "a team of scientists were able"; mes "to salvage a fragment of Ymir's"; mes "Heart, and use it to lauch part"; mes "of Juperos into the sky.^000000"; next; mes "^8B6914That section of Juperos"; mes "eventually developed into"; mes "the city of Juno. Since the"; mes "scientists who launched Juno into the sky all immediately died"; mes "afterwards from an unknown cause, they left no documentation.^000000"; next; mes "^8B6914The Chimera, and the"; mes "laboratory in which it"; mes "was created, is rumored to"; mes "remain beneath the ruins of"; mes "the once great city of Juperos.^000000"; close; case 4: mes "["+strcharinfo(PC_NAME)+"]"; mes "Ugh... My head hurts"; mes "too much from reading"; mes "a book for smarty people."; mes "I know! I'll play videogames!"; close; } } switch(select("Preface", "Close the file.")) { case 1: mes "^8B6914Scholars are certain"; mes "that the Juperos civilization"; mes "used to be located above the"; mes "ground, but it is now buried"; mes "beneath the El Mes Plateau."; mes "The reasons for the city's"; mes "ruin are still nebulous...^000000"; next; mes "^8B6914There is much speculation"; mes "about the reasons for Jupero's"; mes "downfall, but any documentation"; mes "from that time period has been"; mes "difficult to find. As for now, any evidence we have regarding"; mes "Juperos is inconclusive.^000000"; next; mes "^8B6914In spite of this lack"; mes "of empirical or concrete"; mes "data on the civilization of"; mes "Juperos, our modern world"; mes "may be able to learn much"; mes "from that ancient city's ruins."; mes "..................^000000"; if (!yuno_book) yuno_book = 1; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "This..."; mes "This is supposed to"; mes "be a research thesis?"; mes "There's barely any"; mes "research in it..."; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "This isn't heavy"; mes "enough to be a real"; mes "academic work. It must"; mes "not even be finished yet."; close; } case 2: if (yuno_book < 5) { mes "["+strcharinfo(PC_NAME)+"]"; mes "Nah..."; mes "I'm tired of reading."; mes "Ironically enough."; close; } else if (yuno_book < 7) { mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't feel like"; mes "reading this. Not"; mes "enough pictures..."; close; } else if (yuno_book < 9) { mes "["+strcharinfo(PC_NAME)+"]"; mes "It looks very sophisticated..."; close; } else if (yuno_book < 10) { mes "["+strcharinfo(PC_NAME)+"]"; mes "I know this book..."; mes "But I don't feel like"; mes "reading it right now."; close; } else { mes "["+strcharinfo(PC_NAME)+"]"; mes "This thesis is"; mes "looking pretty good~"; mes "Of course, I did have"; mes "a hand in making it..."; close; } } } yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{ if (yuno_book > 7) { mes "^8B6914*Self-Honesty*"; mes "*'Benefits Fo' Life!'*"; mes "By Stephen Oyoung"; mes " "; mes " "; mes "Publisher:"; mes "Wushu Publishing, Co.^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "W-whoa!"; mes "This book wasn't"; mes "here before! It looks"; mes "pretty interesting..."; close; } mes "["+strcharinfo(PC_NAME)+"]"; mes "You know what?"; mes "I think I'll just flip"; mes "through some pages"; mes "from a random book."; mes "Hmmm, let's see..."; next; mes "^8B6914''Admiral, the Kylorians are"; mes "still advancing!'' Commander"; mes "McKenrick announced without"; mes "his usual swagger. ''They're..."; mes "They're not stopping!'' But"; mes "Admiral Leh's eyes were a cold,"; mes "unfeeling shade of sternness.^000000"; next; mes "^8B6914''Let the goddamned space"; mes "aliens come,'' hissed Leh."; mes "''We don't stand a chance"; mes "without the Zenoi Sword"; mes "to summon the power of"; mes "GOD-POING. It's... It's"; mes "all over. Damn it all...''^000000"; next; mes "^8B6914The doors burst open as"; mes "Bucky flew into the room."; mes "''The Zenoi Sword! The"; mes "Zenoi Sword! Someone's"; mes "found it!'' the boy yelled."; mes "''Really?! We better hurry:"; mes "Earth doesn't have much time!''^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; mes "Whoa. I really"; mes "should have read"; mes "this masterpiece"; mes "from the beginning..."; close; } //- Bronze Statue - juperos_01 99 112 juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{ if (yuno_book > 3) { mes "^3355FF''Do you wish to see"; mes "the end of the madness?"; mes "He is waiting where the three"; mes "columns were destroyed, where"; mes "two hundred illusions wander.''^000000"; close; } else if (yuno_book == 3) { mes "["+strcharinfo(PC_NAME)+"]"; mes "I better go and"; mes "see Fayruz in the"; mes "Juno Library and tell"; mes "her about the inscription."; close; } else { mes "^3355FFThere's a peculiar"; mes "engraving on the"; mes "Bronze Statue's rod.^000000"; next; switch(select("Investigate", "Ignore it")) { case 1: mes "^3355FFIt's an inscription that's"; mes "written in an old language"; mes "that you can't understand,"; mes "but have no problem reading"; mes "and making out the sounds"; mes "for some weird reason.^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "This is creepy!"; mes "I know that I'm not"; mes "supposed to be able"; mes "to read this, but here"; mes "I am. I know what sounds"; mes "all of these letters make..."; next; if (yuno_book == 2) { mes "["+strcharinfo(PC_NAME)+"]"; mes "Then again, Fayruz did"; mes "say this was enchanted."; mes "Okay, I guess I'll go back"; mes "to the Juno Library and"; mes "tell her what I found."; yuno_book = 3; changequest(11017, 11018); close; } mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh. Only a scholar,"; mes "maybe someone even in"; mes "Juno, could make sense"; mes "of what this stuff says."; close; case 2: close; } } } yuno_in04,169,109,1 script Ambitious Hollgrehenn HIDDEN_NPC,{ mes "*Hollgrehenn: The Ambition*"; mes "By Aragham Caul*"; mes " "; mes " "; mes " "; mes " "; mes "Publisher:"; mes "Muha Books, Co."; next; mes "..."; mes "He would stop at nothing"; mes "to have the greatest weapon"; mes "in the world in his possession."; mes "He became a smith so that he"; mes "could discern which weapons"; mes "were the most powerful..."; next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "That's strange..."; mes "The next page"; mes "has been torn out."; close; } yuno_in04,174,111,1 script Penniless Hollgrehenn HIDDEN_NPC,{ mes "^8B6914*Penniless Hollgrehenn*"; mes " * Pennyless Hollgrehenn * "; mes "By Hollgrehenn"; mes " "; mes " "; mes "Publisher:"; mes "Muha Books, Co.^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "This book looks"; mes "like a total piece of"; mes "crap. I'd have more"; mes "fun getting my teeth"; mes "drilled by a blindfolded"; mes "dentist. Or would I...?"; close; } yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{ mes "^8B6914*Popular Feasts*"; mes "By Cabbage Pickle Community"; mes " "; mes " "; mes " "; mes "Publisher:"; mes "Muha Books, Co.^000000"; next; switch(select(" 1. Fried Yoyo Tails", " 14. Poring Salad", " 252. Beak Soup")) { case 1: mes "^8B6914..."; mes "If possible, try"; mes "to use tails cut"; mes "from live Yoyos."; mes "Now, as for skinning...^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Um..."; mes "Barf?"; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, this page is gone!"; mes "I guess Poring Salad is"; mes "the most popular feast"; mes "in this entire book."; close; case 3: mes "^8B6914..."; mes "Fry the cut beaks"; mes "using herbal oil until"; mes "crisp. Then, pour the"; mes "feathers into a blender...^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "Sounds a little"; mes "too gourmet for my"; mes "taste. And by ''gourmet,''"; mes "I mean, ''totally gross.''"; close; } } yuno_in04,111,108,1 script Hamerun, Rat Hunter HIDDEN_NPC,{ mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't..."; mes "reach it...!"; close; } yuno_in04,167,127,1 script Red Book HIDDEN_NPC,{ mes "^3355FFYou find a book"; mes "with red binding.^000000"; next; switch(select("Read.", "Leave it alone.")) { case 1: mes "^8B6914...^000000"; next; mes "^8B6914..."; mes "......^000000"; next; mes "^8B6914..."; mes "......"; mes ".........^000000"; next; mes "^8B6914..."; mes "......"; mes "........."; mes "............^000000"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "This is..."; mes "A compilation of"; mes "Shakespeare in "; mes "coloring book format?"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "Why would fans of"; mes "Shakespeare even"; mes "want a coloring book?"; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm... Well..."; mes "I suppose little kids who"; mes "read Shakespeare would"; mes "appreciate something like that."; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on..."; mes "Do little kids who"; mes "are able to read the"; mes "works of Shakespeare"; mes "even exist? I hope not..."; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "What a strange"; mes "and mysterious book."; mes "I'll never know what's"; mes "inside unless I read it!"; mes "Come on! Doesn't the red"; mes "binding mean something?"; close; } } yuno_in04,121,109,1 script Scroll HIDDEN_NPC,{ mes "^3355FFYou've found an"; mes "antiquated scroll"; mes "that's collected a"; mes "layer of fine dust.^000000"; next; switch(select("Peruse", "Leave it alone")) { case 1: mes "^8B6914Item Upgrade Introduction"; mes " "; mes " "; mes " "; mes "1. Item Upgrade Definition"; mes " "; mes "The key to success when"; mes "upgrading items comes from"; mes "only one place: Your ''Mind.''"; mes " "; mes " "; mes " "; mes "2. Power of a Positive Attitude"; mes "Before trying to upgrade"; mes "an item, plan out how high"; mes "you want to upgrade and how"; mes "much you'll spend beforehand."; mes "But like all ladies, Lady Luck"; mes "smiles when you fully splurge.^000000"; mes " "; mes " "; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, wait..."; mes "This thing IS old."; mes "I mean, it's obviously"; mes "written from a patriarchal"; mes "standpoint that promotes"; mes "bipartisan gender roles."; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm..."; mes "I'm so offended."; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "This scroll is far too"; mes "primitive. There's been"; mes "all sorts of technological"; mes "reading advances that I can't"; mes "live without... Like pages."; close; } } yuno_in04,118,116,4 script Paper HIDDEN_NPC,{ mes "^3355FFIt's a piece of"; mes "paper that looks"; mes "like a personal letter.^000000"; next; switch(select("Read it.", "Leave it alone.")) { case 1: if (yuno_book > 7) { mes "^8B6914P.S."; mes "Please..."; mes "Come back to me."; mes " "; mes " "; mes "Love,"; mes "Fayruz^000000"; close; } mes "^8B6914..."; mes "I can't forget your smile."; mes "No matter what, even if you"; mes "hate me, I'll always have these"; mes "feelings just for you. You are"; mes "the one who is most special,"; mes "who means the most to my heart.^000000"; next; mes "^8B6914I know we've had our"; mes "differences, but please"; mes "don't refuse my love. By"; mes "your hands, I hope that"; mes "you can forgive me for us."; mes "- Love, Fayruz^000000"; next; if (getpartnerid()) { mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahhhhhh~"; mes "Love sure is nice!"; close; } mes "["+strcharinfo(PC_NAME)+"]"; mes "What th--?!"; mes "Booooooooo!"; mes "Love stinks!"; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess I better"; mes "not look at this."; mes "I mean, I might"; mes "regret reading it."; close; } } juperos_01,123,92,4 script Stone Statue CLEAR_NPC,{ if (yuno_book) { mes "^3355FFIt's a stone statue"; mes "that looks exactly like"; mes "the one in the Juno Library."; mes "However, it has sculptures"; mes "of books instead of real ones.^000000"; next; mes "^3355FFIt's possible that the"; mes "statue in the Juno Library"; mes "was made after this one."; mes "But who can be sure?^000000"; close; } mes "^3355FFIt's an old"; mes "statue sculpted"; mes "out of stone.^000000"; close; } juperos_01,99,71,4 script Bronze Statue#2 CLEAR_NPC,{ mes "^3355FFIt's an elaborate"; mes "bronze statue that"; mes "is twice the height of"; mes "a normal human being.^000000"; close; } juperos_01,79,92,4 script Sculpture CLEAR_NPC,{ mes "^3355FFIt's a sculpture that"; mes "looks familiar to you.^000000"; close; } juperos_01,215,127,4 script Machine Statue CLEAR_NPC,{ mes "^3355FFThis is the bust of a"; mes "humanoid machine with"; mes "a familiar Crest Piece"; mes "carved into the middle.^000000"; next; mes "^3355FFThe statue's entire"; mes "form is mind boggling,"; mes "but you manage to note"; mes "that its outstretched"; mes "arm points westward.^000000"; close; } //== Jupers Core access Story Event ======================== //- 1rd Floor -> 2nd Floor - juperos_01,100,91,0 script jupe_goto#1 FAKE_NPC,2,2,{ end; OnTouch: initnpctimer "jupe_goto#1",1; mes "^777777["+ strcharinfo(PC_NAME) +"]^000000"; mes "This light..."; mes "It feels like..."; mes "Its warmth is..."; mes "Wrapping all over me..."; next; switch(select("Ah, it's so nice...", "No! This is wrong!")) { case 1: mes "^777777["+ strcharinfo(PC_NAME) +"]^000000"; mes "Ahhhh..."; mes "It feels like"; mes "I'm floating..."; specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); close2; stopnpctimer; warp "juperos_02",128,278; break; case 2: mes "^777777["+ strcharinfo(PC_NAME) +"]^000000"; mes "N-No! This is"; mes "wrong! Something"; mes "weird's happening!"; mes "I gotta get away!"; close2; stopnpctimer; warp "juperos_01",96,91; break; } end; OnTimer10000: stopnpctimer; warp "juperos_02",128,278; donpcevent "jupe_goto#2::OnEnable"; end; } juperos_01,100,91,0 script jupe_goto#2 FAKE_NPC,2,2,{ OnInit: disablenpc "jupe_goto#2"; end; OnEnable: enablenpc "jupe_goto#2"; disablenpc "jupe_goto#1"; initnpctimer; end; OnTouch: warp "juperos_02",128,278; end; OnTimer2000: enablenpc "jupe_goto#1"; disablenpc "jupe_goto#2"; end; } //- 2nd Floor - juperos_02,97,70,0 script 3F Gate Switch#jupe FAKE_NPC,{ OnInit: initnpctimer; end; OnReset: killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead"; end; OnEnable: enablenpc "3F Gate Switch#jupe"; initnpctimer; end; OnTimer5000: .MyMobs = 3; monster "juperos_02",24,275,"1st Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead"; monster "juperos_02",240,29,"2nd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead"; monster "juperos_02",282,183,"3rd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead"; stopnpctimer; end; OnMyMobDead: --.MyMobs; if (.MyMobs == 2) mapannounce "juperos_02","Who are you to come here?",bc_map,"0xFF0000"; else if (.MyMobs == 1) mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000"; else if (.MyMobs == 0) { mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000"; specialeffect(EF_SCREEN_QUAKE, AREA, playerattached()); soundeffectall "earth_quake.wav",0; disablenpc "3F Gate Switch#jupe"; donpcevent "Restricted Area#jupe::OnEnable"; } end; } juperos_02,130,149,0 script Restricted Area#jupe HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Restricted Area#jupe"; end; OnEnable: enablenpc "Restricted Area#jupe"; initnpctimer; end; OnTimer5000: mapannounce "juperos_02","Vroom! Vroom!",bc_map,"0xE559A2"; end; OnTimer7000: mapannounce "juperos_02","Attention, visitors.",bc_map,"0xE559A2"; end; OnTimer9000: mapannounce "juperos_02","You are allowed to enter the next zone for a short period of time. Please use the portal in the center of the map.",bc_map,"0xE559A2"; end; OnTimer9001: OnTimer23000: OnTimer46000: OnTimer69000: OnTimer92000: OnTimer115000: OnTimer161000: OnTimer184000: OnTimer207000: OnTimer230000: OnTimer253000: OnTimer276000: OnTimer299000: OnTimer322000: OnTimer345000: OnTimer368000: OnTimer391000: OnTimer414000: OnTimer460000: OnTimer483000: OnTimer506000: OnTimer529000: OnTimer552000: specialeffect EF_BIG_PORTAL; end; OnTimer556000: mapannounce "juperos_02","Attention, visitors. The gate to the next zone will close shortly.",bc_map,"0xE559A2"; end; OnTimer561000: mapannounce "juperos_02","1 minute remaining until Gate Closure. ",bc_map,"0xE559A2"; end; OnTimer598000: specialeffect EF_BIG_PORTAL; end; OnTimer600000: mapannounce "juperos_02","The gate is being closed...",bc_map,"0xE559A2"; end; OnTimer603000: mapannounce "juperos_02"," Switches will reactivate shortly.",bc_map,"0xE559A2"; end; OnTimer621000: disablenpc "Restricted Area#jupe"; end; OnTimer1200000: donpcevent "3F Gate Switch#jupe::OnEnable"; stopnpctimer; end; OnTouch: warp "jupe_gate",50,167; end; } //- Security Checkpoint 1-1 - jupe_area1,88,224,0 script #hole#1-1 CLEAR_NPC,{ cutin "1",2; if ($@JupreArea1InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "1",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest1) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "1-1",2; next; if ($@JupreArea1InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "1-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#1-1::OnEnable"; enablenpc "Red Alarm#1-1"; disablenpc "#hole#1-1"; close2; cutin "1-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "1",255; end; } case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "1",255; end; } close; } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "1",255; end; } OnStop_Timer: stopnpctimer; end; OnTimer22500: stopnpctimer; enablenpc "#hole#1-1"; disablenpc "Red Alarm#1-1"; end; } jupe_area1,83,221,0 script Warp#1-1 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#1-1"; end; OnEnable: enablenpc "Warp#1-1"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area1",47,259; end; OnTimer22500: stopnpctimer; disablenpc "Warp#1-1"; end; } jupe_area1,47,259,0 script Red Alarm#1-1 FAKE_NPC,2,2,{ OnInit: disablenpc "Red Alarm#1-1"; end; OnTouch: donpcevent "Red Alarm On#1-1::OnEnable"; disablenpc "Red Alarm#1-1"; donpcevent "#hole#1-1::OnStop_Timer"; $@JupreArea1InUse = 1; disablenpc "#hole#1-1"; end; } - script Red Alarm On#1-1 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#1-1"; end; OnEnable: enablenpc "Red Alarm On#1-1"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area1","Those of you who have come here...",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area1","I do not intend to stop you.",bc_map,"0xFF0000"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; end; OnTimer5000: mapannounce "jupe_area1","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000"; donpcevent "Monster1#1-1::OnEnable"; end; OnTimer7000: mapannounce "jupe_area1","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000"; end; OnTimer8000: disablenpc "Red Alarm On#1-1"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; stopnpctimer; end; } - script Monster1#1-1 FAKE_NPC,{ OnInit: disablenpc "Monster1#1-1"; end; OnDisable: disablenpc "Monster1#1-1"; killmonster "jupe_area1","Monster1#1-1::OnMyMobDead"; end; OnEnable: enablenpc "Monster1#1-1"; initnpctimer; .MyMobs = 8; monster "jupe_area1",30,263,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,262,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,261,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,260,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,259,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,258,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,257,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead"; monster "jupe_area1",30,256,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","Do you realize this is a hallucination?",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: enablenpc "#hole#1-1"; stopnpctimer; donpcevent "Monster1#1-1::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#1-1::OnEnable"; disablenpc "Monster1#1-1"; stopnpctimer; } end; } - script Monster2#1-1 FAKE_NPC,{ OnInit: disablenpc "Monster2#1-1"; end; OnDisable: disablenpc "Monster2#1-1"; killmonster "jupe_area1","Monster2#1-1::OnMyMobDead"; end; OnEnable: enablenpc "Monster2#1-1"; initnpctimer; end; OnTimer2000: mapannounce "jupe_area1","How about now?",bc_map,"0xFF0000"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; end; OnTimer4000: mapannounce "jupe_area1","Let me see...",bc_map,"0xFF0000"; end; OnTimer7000: mapannounce "jupe_area1","Just how strong you are!",bc_map,"0xFF0000"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; soundeffectall "jupe_warning.wav",0,"jupe_area1"; .MyMobs = 8; monster "jupe_area1",30,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",31,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",32,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",33,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",34,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",35,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",36,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead"; monster "jupe_area1",37,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","Bwahaha! You're only good at running away!",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: enablenpc "#hole#1-1"; stopnpctimer; donpcevent "Monster2#1-1::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area1","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000"; disablenpc "Monster2#1-1"; enablenpc "#hole#1-1"; $@JupreArea1InUse = 0; stopnpctimer; } end; } //- Security Checkpoint 1-2 - jupe_area1,25,238,0 script #hole#1-2 CLEAR_NPC,{ cutin "2",2; if ($@JupreArea1InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "2",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest2) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "2-1",2; next; if ($@JupreArea1InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "2-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#1-2::OnEnable"; enablenpc "Red Alarm#1-2"; disablenpc "#hole#1-2"; close2; cutin "2-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "2",255; end; } break; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "2",255; end; } close; } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "2",255; end; } end; OnStop_Timer: stopnpctimer; end; OnTimer22500: stopnpctimer; enablenpc "#hole#1-2"; disablenpc "Red Alarm#1-2"; end; } jupe_area1,21,225,0 script Warp#1-2 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#1-2"; end; OnEnable: enablenpc "Warp#1-2"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area1",21,191; end; OnTimer22500: disablenpc "Warp#1-2"; end; } jupe_area1,21,191,0 script Red Alarm#1-2 FAKE_NPC,2,2,{ OnInit: disablenpc "Red Alarm#1-2"; end; OnTouch: $@JupreArea1InUse = 1; donpcevent "Red Alarm On#1-2::OnEnable"; disablenpc "Red Alarm#1-2"; disablenpc "#hole#1-2"; end; } - script Red Alarm On#1-2 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#1-2"; end; OnEnable: enablenpc "Red Alarm On#1-2"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area1","Come on, come on!",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area1","Yes. Run... Right into my hands!",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area1","Do you want to know who I am?",bc_map,"0xFF0000"; donpcevent "Monster1#1-2::OnEnable"; end; OnTimer7000: mapannounce "jupe_area1","You will know, once you defeat all of my minions!",bc_map,"0xFF0000"; end; OnTimer8000: disablenpc "Red Alarm On#1-2"; stopnpctimer; end; } - script Monster1#1-2 FAKE_NPC,{ OnInit: disablenpc "Monster1#1-2"; end; OnDisable: disablenpc "Monster1#1-2"; killmonster "jupe_area1","Monster1#1-2::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster1#1-2"; .MyMobs = 8; monster "jupe_area1",30,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",31,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",32,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",33,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",34,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",35,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",36,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead"; monster "jupe_area1",37,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","I can't believe how cowardly you really are...",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: enablenpc "#hole#1-2"; stopnpctimer; donpcevent "Monster1#1-2::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#1-2::OnEnable"; disablenpc "Monster1#1-2"; stopnpctimer; } end; } - script Monster2#1-2 FAKE_NPC,{ OnInit: disablenpc "Monster2#1-2"; end; OnDisable: disablenpc "Monster2#1-2"; killmonster "jupe_area1","Monster2#1-2::OnMyMobDead"; end; OnEnable: enablenpc "Monster2#1-2"; initnpctimer; end; OnTimer2000: mapannounce "jupe_area1","I was the head of this underground laboratory.",bc_map,"0xFF0000"; end; OnTimer4000: mapannounce "jupe_area1","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000"; end; OnTimer6000: mapannounce "jupe_area1","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000"; .MyMobs = 13; monster "jupe_area1",30,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",31,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",32,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",33,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",34,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",35,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",36,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",37,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",30,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",31,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",32,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",33,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead"; monster "jupe_area1",34,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","...Not yet.",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: enablenpc "#hole#1-2"; stopnpctimer; donpcevent "Monster2#1-2::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area1","Not yet!",bc_map,"0xFF0000"; disablenpc "Monster2#1-2"; enablenpc "#hole#1-2"; $@JupreArea1InUse = 0; stopnpctimer; } end; } //- Security Checkpoint 1-3 - jupe_area1,36,146,0 script #hole#1-3 CLEAR_NPC,{ cutin "3",2; if ($@JupreArea1InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "3",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest3) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "3-1",2; next; if ($@JupreArea1InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "3-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#1-3::OnEnable"; enablenpc "Red Alarm#1-3"; disablenpc "#hole#1-3"; close2; cutin "3-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "3",255; end; } case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "3",255; end; } } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "3",255; end; } end; OnStop_Timer: stopnpctimer; end; OnTimer22500: stopnpctimer; enablenpc "#hole#1-3"; disablenpc "Red Alarm#1-3"; end; } jupe_area1,33,137,0 script Warp#1-3 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#1-3"; end; OnEnable: enablenpc "Warp#1-3"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area1",33,105; end; OnTimer22500: disablenpc "Warp#1-3"; end; } jupe_area1,33,105,0 script Red Alarm#1-3 FAKE_NPC,0,4,{ OnInit: disablenpc "Red Alarm#1-3"; end; OnTouch: $@JupreArea1InUse = 1; donpcevent "Red Alarm On#1-3::OnEnable"; disablenpc "Red Alarm#1-3"; disablenpc "#hole#1-3"; end; } - script Red Alarm On#1-3 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#1-3"; end; OnEnable: enablenpc "Red Alarm On#1-3"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area1","These security systems...",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area1","They're not really for protection.",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area1","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000"; donpcevent "Monster1#1-3::OnEnable"; end; OnTimer7000: mapannounce "jupe_area1","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000"; end; OnTimer8000: disablenpc "Red Alarm On#1-3"; stopnpctimer; end; } - script Monster1#1-3 FAKE_NPC,{ OnInit: disablenpc "Monster1#1-3"; end; OnDisable: disablenpc "Monster1#1-3"; killmonster "jupe_area1","Monster1#1-3::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster1#1-3"; .MyMobs = 8; monster "jupe_area1",30,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",31,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",32,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",33,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",34,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",35,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",36,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead"; monster "jupe_area1",37,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: donpcevent "Monster1#1-3::OnDisable"; enablenpc "#hole#1-3"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#1-3::OnEnable"; disablenpc "Monster1#1-3"; stopnpctimer; } end; } - script Monster2#1-3 FAKE_NPC,{ OnInit: disablenpc "Monster2#1-3"; end; OnDisable: disablenpc "Monster2#1-3"; killmonster "jupe_area1","Monster2#1-3::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster2#1-3"; end; OnTimer2000: mapannounce "jupe_area1","Why have you come?",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area1","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000"; end; OnTimer8000: mapannounce "jupe_area1","You're wrong! Welcome to Hell!",bc_map,"0xFF0000"; .MyMobs = 15; monster "jupe_area1",42,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",43,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",44,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",45,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",46,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",47,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",48,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",49,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",42,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",43,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",44,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",45,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",46,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",47,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead"; monster "jupe_area1",48,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: enablenpc "#hole#1-3"; stopnpctimer; donpcevent "Monster2#1-3::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000"; disablenpc "Monster2#1-3"; enablenpc "#hole#1-3"; $@JupreArea1InUse = 0; stopnpctimer; } end; } //- Security Checkpoint 1-4 - jupe_area1,50,49,0 script #hole#1-4 CLEAR_NPC,{ cutin "4",2; if ($@JupreArea1InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "4",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest4) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "4-1",2; next; if ($@JupreArea1InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "4-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#1-4::OnEnable"; donpcevent "Red Alarm#1-4::OnEnable"; disablenpc "#hole#1-4"; close2; cutin "4-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "4",255; end; } break; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "4",255; end; } } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "4",255; end; } end; OnStop_Timer: stopnpctimer; end; OnTimer5000: stopnpctimer; enablenpc "#hole#1-4"; disablenpc "Red Alarm#1-4"; end; } jupe_area1,57,53,0 script Warp#1-4 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#1-4"; end; OnEnable: enablenpc "Warp#1-4"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area1",83,157; end; OnTimer5000: disablenpc "Warp#1-4"; end; } jupe_area1,83,157,0 script Red Alarm#1-4 FAKE_NPC,2,2,{ OnInit: disablenpc "Red Alarm#1-4"; end; OnEnable: enablenpc "Red Alarm#1-4"; end; OnTouch: $@JupreArea1InUse = 1; donpcevent "Red Alarm On#1-4::OnEnable"; disablenpc "Red Alarm#1-4"; disablenpc "#hole#1-4"; end; } - script Red Alarm On#1-4 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#1-4"; end; OnEnable: enablenpc "Red Alarm On#1-4"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area1","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area1","If you hear this, I wish you will be the one...",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area1","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000"; donpcevent "Monster1#1-4::OnEnable"; end; OnTimer7000: mapannounce "jupe_area1","Is somewhere down here, wandering...",bc_map,"0xFF0000"; end; OnTimer8000: stopnpctimer; disablenpc "Red Alarm On#1-4"; end; } - script Monster1#1-4 FAKE_NPC,{ OnInit: disablenpc "Monster1#1-4"; end; OnDisable: disablenpc "Monster1#1-4"; killmonster "jupe_area1","Monster1#1-4::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster1#1-4"; .MyMobs = 8; monster "jupe_area1",92,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",96,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",100,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",104,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",92,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",96,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",100,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead"; monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000"; $@JupreArea1InUse = 0; end; OnTimer300002: stopnpctimer; enablenpc "#hole#1-4"; donpcevent "Monster1#1-4::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#1-4::OnEnable"; disablenpc "Monster1#1-4"; stopnpctimer; } end; } - script Monster2#1-4 FAKE_NPC,{ OnInit: disablenpc "Monster2#1-4"; end; OnDisable: killmonster "jupe_area1","Monster2#1-4::OnMyMobDead"; disablenpc "Monster2#1-4"; end; OnEnable: enablenpc "Monster2#1-4"; initnpctimer; end; OnTimer2000: mapannounce "jupe_area1","I can never rest in peace...",bc_map,"0xFF0000"; end; OnTimer4000: mapannounce "jupe_area1","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000"; end; OnTimer6000: mapannounce "jupe_area1","I will be waiting for you!",bc_map,"0xFF0000"; .MyMobs = 10; monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",108,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",111,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",112,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",115,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",104,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",108,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",111,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",112,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead"; monster "jupe_area1",115,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead"; end; OnTimer300000: $@JupreArea1InUse = 0; mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000"; end; OnTimer300002: enablenpc "#hole#1-4"; donpcevent "Monster2#1-4::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000"; disablenpc "Monster2#1-4"; enablenpc "#hole#1-4"; $@JupreArea1InUse = 0; stopnpctimer; } end; } //- Move to Elevator - jupe_area1,112,162,0 script Lever#ufe CLEAR_NPC,{ mes "^3355FFIt's a lever"; mes "whose function"; mes "is not known to you.^000000"; next; switch(select("Pull.", "Cancel.")) { case 1: if ($@JupreArea1InUse == 1) close; initnpctimer; donpcevent "LeverWarp#ufe::OnEnable"; disablenpc "Lever#ufe"; close; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pull this lever?"; mes "I don't even know"; mes "what will happen..."; close; } close; OnTimer3000: enablenpc "Lever#ufe"; stopnpctimer; end; } jupe_area1,117,157,0 script LeverWarp#ufe HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "LeverWarp#ufe"; end; OnEnable: enablenpc "LeverWarp#ufe"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_gate",28,30; end; OnTimer3000: stopnpctimer; disablenpc "LeverWarp#ufe"; end; } //- Security Checkpoint 2-1 jupe_area2,74,224,0 script #hole#2-1 CLEAR_NPC,{ cutin "1",2; if ($@JupreArea2InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "1",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest1) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "1-1",2; next; if ($@JupreArea2InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "1-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#2-1::OnEnable"; enablenpc "Red Alarm#2-1"; disablenpc "#hole#2-1"; close2; cutin "1-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "1",255; end; } case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "1",255; end; } close; } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "1",255; end; } OnStop_Timer: stopnpctimer; end; OnTimer22500: stopnpctimer; enablenpc "#hole#2-1"; disablenpc "Red Alarm#2-1"; end; } jupe_area2,80,221,0 script Warp#2-1 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#2-1"; end; OnEnable: enablenpc "Warp#2-1"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area2",116,259; end; OnTimer22500: stopnpctimer; disablenpc "Warp#2-1"; end; } jupe_area2,116,259,0 script Red Alarm#2-1 FAKE_NPC,2,2,{ OnInit: disablenpc "Red Alarm#2-1"; end; OnTouch: donpcevent "Red Alarm On#2-1::OnEnable"; disablenpc "Red Alarm#2-1"; donpcevent "#hole#2-1::OnStop_Timer"; $@JupreArea2InUse = 1; disablenpc "#hole#2-1"; end; } - script Red Alarm On#2-1 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#2-1"; end; OnEnable: enablenpc "Red Alarm On#2-1"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area2","Those of you who have come here...",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area2","I do not intend to stop you.",bc_map,"0xFF0000"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; end; OnTimer5000: mapannounce "jupe_area2","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000"; donpcevent "Monster1#2-1::OnEnable"; end; OnTimer7000: mapannounce "jupe_area2","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000"; end; OnTimer8000: disablenpc "Red Alarm On#2-1"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; stopnpctimer; end; } - script Monster1#2-1 FAKE_NPC,{ OnInit: disablenpc "Monster1#2-1"; end; OnDisable: disablenpc "Monster1#2-1"; killmonster "jupe_area2","Monster1#2-1::OnMyMobDead"; end; OnEnable: enablenpc "Monster1#2-1"; initnpctimer; .MyMobs = 8; monster "jupe_area2",126,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",127,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",128,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",129,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",130,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",131,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",132,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead"; monster "jupe_area2",133,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","Do you realize this is a hallucination?",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: enablenpc "#hole#2-1"; stopnpctimer; donpcevent "Monster1#2-1::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#2-1::OnEnable"; disablenpc "Monster1#2-1"; stopnpctimer; } end; } - script Monster2#2-1 FAKE_NPC,{ OnInit: disablenpc "Monster2#2-1"; end; OnDisable: disablenpc "Monster2#2-1"; killmonster "jupe_area2","Monster2#2-1::OnMyMobDead"; end; OnEnable: enablenpc "Monster2#2-1"; initnpctimer; end; OnTimer2000: mapannounce "jupe_area2","How about now?",bc_map,"0xFF0000"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; end; OnTimer4000: mapannounce "jupe_area2","Let me see...",bc_map,"0xFF0000"; end; OnTimer7000: mapannounce "jupe_area2","Just how strong you are!",bc_map,"0xFF0000"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; soundeffectall "jupe_warning.wav",0,"jupe_area2"; .MyMobs = 8; monster "jupe_area2",126,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",127,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",128,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",129,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",130,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",131,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",132,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead"; monster "jupe_area2",133,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","Bwahaha! You're only good at running away!",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: enablenpc "#hole#2-1"; stopnpctimer; donpcevent "Monster2#2-1::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area2","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000"; disablenpc "Monster2#2-1"; enablenpc "#hole#2-1"; $@JupreArea2InUse = 0; stopnpctimer; } end; } //- Security Checkpoint 2-2 - jupe_area2,138,238,0 script #hole#2-2 CLEAR_NPC,{ cutin "2",2; if ($@JupreArea2InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "2",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest2) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "2-1",2; next; if ($@JupreArea2InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "2-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#2-2::OnEnable"; enablenpc "Red Alarm#2-2"; disablenpc "#hole#2-2"; close2; cutin "2-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "2",255; end; } break; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "2",255; end; } close; } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "2",255; end; } end; OnStop_Timer: stopnpctimer; end; OnTimer22500: stopnpctimer; enablenpc "#hole#2-2"; disablenpc "Red Alarm#2-2"; end; } jupe_area2,142,225,0 script Warp#2-2 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#2-2"; end; OnEnable: enablenpc "Warp#2-2"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area2",142,191; end; OnTimer22500: disablenpc "Warp#2-2"; end; } jupe_area2,142,191,0 script Red Alarm#2-2 FAKE_NPC,2,2,{ OnInit: disablenpc "Red Alarm#2-2"; end; OnTouch: $@JupreArea2InUse = 1; donpcevent "Red Alarm On#2-2::OnEnable"; disablenpc "Red Alarm#2-2"; disablenpc "#hole#2-2"; end; } - script Red Alarm On#2-2 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#2-2"; end; OnEnable: enablenpc "Red Alarm On#2-2"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area2","Come on, come on!",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area2","Yes. Run... Right into my hands!",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area2","Do you want to know who I am?",bc_map,"0xFF0000"; donpcevent "Monster1#2-2::OnEnable"; end; OnTimer7000: mapannounce "jupe_area2","You will know, once you defeat all of my minions!",bc_map,"0xFF0000"; end; OnTimer8000: disablenpc "Red Alarm On#2-2"; stopnpctimer; end; } - script Monster1#2-2 FAKE_NPC,{ OnInit: disablenpc "Monster1#2-2"; end; OnDisable: disablenpc "Monster1#2-2"; killmonster "jupe_area2","Monster1#2-2::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster1#2-2"; .MyMobs = 8; monster "jupe_area2",126,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",127,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",128,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",129,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",130,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",131,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",132,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead"; monster "jupe_area2",133,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","I can't believe how cowardly you really are...",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: enablenpc "#hole#2-2"; stopnpctimer; donpcevent "Monster1#2-2::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#2-2::OnEnable"; disablenpc "Monster1#2-2"; stopnpctimer; } end; } - script Monster2#2-2 FAKE_NPC,{ OnInit: disablenpc "Monster2#2-2"; end; OnDisable: disablenpc "Monster2#2-2"; killmonster "jupe_area2","Monster2#2-2::OnMyMobDead"; end; OnEnable: enablenpc "Monster2#2-2"; initnpctimer; end; OnTimer2000: mapannounce "jupe_area2","I was the head of this underground laboratory.",bc_map,"0xFF0000"; end; OnTimer4000: mapannounce "jupe_area2","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000"; end; OnTimer6000: mapannounce "jupe_area2","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000"; .MyMobs = 13; monster "jupe_area2",126,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",127,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",128,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",129,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",130,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",131,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",132,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",133,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",133,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",127,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",129,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",130,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead"; monster "jupe_area2",132,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","...Not yet.",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: enablenpc "#hole#2-2"; stopnpctimer; donpcevent "Monster2#2-2::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area2","Not yet!",bc_map,"0xFF0000"; disablenpc "Monster2#2-2"; enablenpc "#hole#2-2"; $@JupreArea2InUse = 0; stopnpctimer; } end; } //- Security Checkpoint 2-3 - jupe_area2,127,146,0 script #hole#2-3 CLEAR_NPC,{ cutin "3",2; if ($@JupreArea2InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "3",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest3) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "3-1",2; next; if ($@JupreArea2InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "3-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#2-3::OnEnable"; enablenpc "Red Alarm#2-3"; disablenpc "#hole#2-3"; close2; cutin "3-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "3",255; end; } case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "3",255; end; } } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "3",255; end; } end; OnStop_Timer: stopnpctimer; end; OnTimer22500: stopnpctimer; enablenpc "#hole#2-3"; disablenpc "Red Alarm#2-3"; end; } jupe_area2,130,137,0 script Warp#2-3 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#2-3"; end; OnEnable: enablenpc "Warp#2-3"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area2",130,105; end; OnTimer22500: disablenpc "Warp#2-3"; end; } jupe_area2,130,105,0 script Red Alarm#2-3 FAKE_NPC,0,4,{ OnInit: disablenpc "Red Alarm#2-3"; end; OnTouch: $@JupreArea2InUse = 1; donpcevent "Red Alarm On#2-3::OnEnable"; disablenpc "Red Alarm#2-3"; disablenpc "#hole#2-3"; end; } - script Red Alarm On#2-3 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#2-3"; end; OnEnable: enablenpc "Red Alarm On#2-3"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area2","These security systems...",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area2","They're not really for protection.",bc_map,"0xFF0000"; disablenpc "#hole#2-3"; end; OnTimer5000: mapannounce "jupe_area2","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000"; donpcevent "Monster1#2-3::OnEnable"; end; OnTimer7000: mapannounce "jupe_area2","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000"; end; OnTimer8000: disablenpc "Red Alarm On#2-3"; stopnpctimer; end; } - script Monster1#2-3 FAKE_NPC,{ OnInit: disablenpc "Monster1#2-3"; end; OnDisable: disablenpc "Monster1#2-3"; killmonster "jupe_area2","Monster1#2-3::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster1#2-3"; .MyMobs = 8; monster "jupe_area2",126,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",127,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",128,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",129,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",130,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",131,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",132,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead"; monster "jupe_area2",133,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: donpcevent "Monster1#2-3::OnDisable"; enablenpc "#hole#2-3"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#2-3::OnEnable"; disablenpc "Monster1#2-3"; stopnpctimer; } end; } - script Monster2#2-3 FAKE_NPC,{ OnInit: disablenpc "Monster2#2-3"; end; OnDisable: disablenpc "Monster2#2-3"; killmonster "jupe_area2","Monster2#2-3::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster2#2-3"; end; OnTimer2000: mapannounce "jupe_area2","Why have you come?",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area2","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000"; end; OnTimer8000: mapannounce "jupe_area2","You're wrong! Welcome to Hell!",bc_map,"0xFF0000"; .MyMobs = 16; monster "jupe_area2",114,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",115,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",116,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",117,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",118,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",119,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",120,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",121,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",114,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",115,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",116,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",117,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",118,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",119,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",120,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead"; monster "jupe_area2",121,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: enablenpc "#hole#2-3"; stopnpctimer; donpcevent "Monster2#2-3::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000"; disablenpc "Monster2#2-3"; enablenpc "#hole#2-3"; $@JupreArea2InUse = 0; stopnpctimer; } end; } //- Security Checkpoint 2-4 - jupe_area2,113,49,0 script #hole#2-4 CLEAR_NPC,{ cutin "4",2; if ($@JupreArea2InUse == 1) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "4",255; end; } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; next; switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest4) > 0) { mes "^3355FFYou take out your"; mes "Crest Piece and place"; mes "it into the slot where it"; mes "happens to fit perfectly.^000000"; specialeffect EF_TOPRANK; cutin "4-1",2; next; if ($@JupreArea2InUse == 1) { mes "^3355FFNothing happens."; mes "Perhaps an alarm or"; mes "some other safety measure"; mes "was activated to keep the"; mes "Crest Piece from activating"; mes "this transportation device."; mes "You retrieve the Crest Piece.^000000"; close2; cutin "4-1",255; end; } else { mes "^3355FFThe slot rotates and"; mes "the Crest Piece moves as"; mes "if it were turning a key. You"; mes "feel a weak tremor as a Warp"; mes "Portal to the other side is"; mes "activated. You then retrieve"; mes "your Crest Piece.^000000"; initnpctimer; donpcevent "Warp#2-4::OnEnable"; donpcevent "Red Alarm#2-4::OnEnable"; disablenpc "#hole#2-4"; close2; cutin "4-1",255; end; } } else { mes "^3355FFUnfortunately, you're"; mes "not carrying anything"; mes "that might be able to fit"; mes "into the slot and activate"; mes "this mechanical device.^000000"; close2; cutin "4",255; end; } break; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; mes "weird machine work?"; close2; cutin "4",255; end; } } else { mes "^3355FFThis seems like"; mes "some kind of device"; mes "that will allow you to"; mes "pass to the other side."; mes "There's a slot where you"; mes "probably need to insert"; mes "some kind of object...^000000"; close2; cutin "4",255; end; } end; OnStop_Timer: stopnpctimer; end; OnTimer5000: stopnpctimer; enablenpc "#hole#2-4"; disablenpc "Red Alarm#2-4"; end; } jupe_area2,106,53,0 script Warp#2-4 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "Warp#2-4"; end; OnEnable: enablenpc "Warp#2-4"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_area2",80,157; end; OnTimer5000: disablenpc "Warp#2-4"; end; } jupe_area2,80,157,0 script Red Alarm#2-4 FAKE_NPC,2,2,{ OnInit: disablenpc "Red Alarm#2-4"; end; OnEnable: enablenpc "Red Alarm#2-4"; end; OnTouch: $@JupreArea2InUse = 1; donpcevent "Red Alarm On#2-4::OnEnable"; disablenpc "Red Alarm#2-4"; disablenpc "#hole#2-4"; end; } - script Red Alarm On#2-4 FAKE_NPC,{ OnInit: disablenpc "Red Alarm On#2-4"; end; OnEnable: enablenpc "Red Alarm On#2-4"; initnpctimer; end; OnTimer1000: mapannounce "jupe_area2","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000"; end; OnTimer3000: mapannounce "jupe_area2","If you hear this, I wish you will be the one...",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_area2","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000"; donpcevent "Monster1#2-4::OnEnable"; end; OnTimer7000: mapannounce "jupe_area2","Is somewhere down here, wandering...",bc_map,"0xFF0000"; end; OnTimer8000: stopnpctimer; disablenpc "Red Alarm On#2-4"; end; } - script Monster1#2-4 FAKE_NPC,{ OnInit: disablenpc "Monster1#2-4"; end; OnDisable: disablenpc "Monster1#2-4"; killmonster "jupe_area2","Monster1#2-4::OnMyMobDead"; end; OnEnable: initnpctimer; enablenpc "Monster1#2-4"; .MyMobs = 8; monster "jupe_area2",75,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",72,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",71,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",68,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",75,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",72,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",71,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead"; monster "jupe_area2",68,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead"; end; OnTimer300000: mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000"; $@JupreArea2InUse = 0; end; OnTimer300002: stopnpctimer; enablenpc "#hole#2-4"; donpcevent "Monster1#2-4::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Monster2#2-4::OnEnable"; disablenpc "Monster1#2-4"; stopnpctimer; } end; } - script Monster2#2-4 FAKE_NPC,{ OnInit: disablenpc "Monster2#2-4"; end; OnDisable: killmonster "jupe_area2","Monster2#2-4::OnMyMobDead"; disablenpc "Monster2#2-4"; end; OnEnable: enablenpc "Monster2#2-4"; initnpctimer; end; OnTimer2000: mapannounce "jupe_area2","I can never rest in peace...",bc_map,"0xFF0000"; end; OnTimer4000: mapannounce "jupe_area2","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000"; end; OnTimer6000: mapannounce "jupe_area2","I will be waiting for you!",bc_map,"0xFF0000"; .MyMobs = 12; monster "jupe_area2",63,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",61,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",59,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",57,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",55,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",53,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",53,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",55,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",57,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",59,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",61,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead"; monster "jupe_area2",63,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead"; end; OnTimer300000: $@JupreArea2InUse = 0; mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000"; end; OnTimer300002: enablenpc "#hole#2-4"; donpcevent "Monster2#2-4::OnDisable"; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000"; disablenpc "Monster2#2-4"; enablenpc "#hole#2-4"; $@JupreArea2InUse = 0; stopnpctimer; } end; } //- Move to Elevator - jupe_area2,51,162,0 script Lever#ufe2 CLEAR_NPC,{ mes "^3355FFIt's a lever"; mes "whose function"; mes "is not known to you.^000000"; next; switch(select("Pull.", "Cancel.")) { case 1: if ($@JupreArea2InUse == 1) close; initnpctimer; donpcevent "LeverWarp#ufe2::OnEnable"; disablenpc "Lever#ufe2"; close; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pull this lever?"; mes "I don't even know"; mes "what will happen..."; close; } close; OnTimer3000: enablenpc "Lever#ufe2"; stopnpctimer; end; } jupe_area2,46,157,0 script LeverWarp#ufe2 HIDDEN_WARP_NPC,2,2,{ OnInit: disablenpc "LeverWarp#ufe2"; end; OnEnable: enablenpc "LeverWarp#ufe2"; specialeffect EF_BIG_PORTAL; soundeffectall "jupe_warp.wav",0; initnpctimer; end; OnTouch: warp "jupe_gate",71,29; end; OnTimer3000: stopnpctimer; disablenpc "LeverWarp#ufe2"; end; } //- Elevator Reception Room - jupe_ele_r,51,98,0 script Switch#ufe CLEAR_NPC,{ if ($@JupeElevatorInUse == 1) { mes "^3355FFIt's some sort of"; mes "lever that looks like"; mes "it was already pulled"; mes "by someone else.^000000"; close; } else { cutin "5",2; mes "^3355FFIt's some sort of"; mes "lever that's located"; mes "next to four empty slots.^000000"; next; switch(select("Pull the lever.", "Leave it alone.")) { case 1: mes "^3355FF*Snap Snap*^000000"; next; mes "^3355FFYou pull the lever,"; mes "but nothing happened."; mes "You probably need to"; mes "insert the correct objects"; mes "into the slots in order"; mes "for the lever to operate.^000000"; next; if (countitem(Piece_Of_Crest1) > 0 && countitem(Piece_Of_Crest4) > 0 && countitem(Piece_Of_Crest2) > 0 && countitem(Piece_Of_Crest3) > 0) { switch(select("Insert all of your Crest Pieces.")) { case 1: mes "^3300FF*Snap!*^000000"; mes "^3300FFStrangely enough,"; mes "all four of the Crest"; mes "Pieces fit perfectly into"; mes "the slots and begin to"; mes "emit a strange light.^000000"; cutin "5-1",2; specialeffect EF_SPHERE; delitem Piece_Of_Crest1,1; delitem Piece_Of_Crest4,1; delitem Piece_Of_Crest2,1; delitem Piece_Of_Crest3,1; next; switch(select("Pull out the Crest Pieces.", "Pull the lever.")) { case 1: cutin "5",2; mes "^3355FFYou pull out all"; mes "the Crest Pieces"; mes "that you inserted"; mes "into the slots.^000000"; getitem Piece_Of_Crest1,1; getitem Piece_Of_Crest4,1; getitem Piece_Of_Crest2,1; getitem Piece_Of_Crest3,1; close2; cutin "5",255; end; case 2: if ($@JupeElevatorInUse == 1) { mes "^3355FFIt's strange,"; mes "but this lever has"; mes "already been pulled.^000000"; close2; cutin "5",255; end; } else { mes "^3355FFOnce you pull the lever,"; mes "the Crest Piece slots are"; mes "suddenly covered, making"; mes "them irretrievable, and the"; mes "ground begins to shake"; mes "violently. This isn't normal!^000000"; next; $@JupeElevatorInUse = 1; disablenpc "Switch#ufe"; enablenpc "Switch On#ufe"; initnpctimer; specialeffect(EF_SCREEN_QUAKE, AREA, playerattached()); soundeffectall "earth_quake.wav",0; close2; cutin "5-1",255; end; } } } } else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) { select("Insert Crest Pieces."); mes "^3355FFRight now, you don't"; mes "have enough Crest Pieces"; mes "to place into all four of these"; mes "slots. You'll need to find and^FFFFFF ^3355FF bring them all to make this work.^000000"; close2; cutin "5-1",255; end; } else { mes "^3355FFYou need to find"; mes "some kind of object"; mes "that you can fit into"; mes "each of these four slots...^000000"; close2; cutin "5-1",255; end; } case 2: mes "^3355FFWho knows what"; mes "this lever may do?"; mes "You'll never know unless"; mes "you have the courage to try.^000000"; close2; cutin "5",255; end; } } end; OnTimer2000: mapannounce "jupe_ele_r","My descendents...",bc_map,"0x66FF00"; end; OnTimer3000: mapannounce "jupe_ele_r","Do you want to know why this city was buried beneath the earth...?",bc_map,"0x66FF00"; end; OnTimer7000: mapannounce "jupe_ele_r","If so, follow my voice...",bc_map,"0x66FF00"; end; OnTimer10000: mapannounce "jupe_ele_r","I shall let you see for yourself what you desire to know...",bc_map,"0x66FF00"; end; OnTimer17000: mapannounce "jupe_ele_r","Overcome all the hallucinations.",bc_map,"0xCC6600"; end; OnTimer20000: mapannounce "jupe_ele_r","Open your eyes and see past all of the lies.",bc_map,"0xFF0000"; end; OnTimer23000: mapannounce "jupe_ele_r","I can only maintain this vision for you for 20 minutes.",bc_map,"0xFF0000"; donpcevent "Elevator Guard1#ufe::OnEnable"; end; OnTimer27000: mapannounce "jupe_ele_r","Look! And remember!",bc_map,"0xFF0000"; stopnpctimer; end; } jupe_ele_r,51,98,0 script Switch On#ufe CLEAR_NPC,{ mes "^3355FFIt seems like"; mes "someone else is"; mes "using this machine...^000000"; close; OnInit: disablenpc "Switch On#ufe"; end; } //- Elevator Reception Guards - jupe_ele_r,10,50,0 script Elevator Guard1#ufe FAKE_NPC,{ OnInit: disablenpc "Elevator Guard1#ufe"; end; OnEnable: .MyMobs = 9; enablenpc "Elevator Guard1#ufe"; initnpctimer; end; OnTimer1000: monster "jupe_ele_r",44,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer1200: monster "jupe_ele_r",55,99,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer1400: monster "jupe_ele_r",45,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer1600: monster "jupe_ele_r",54,84,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer1800: monster "jupe_ele_r",45,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer2000: monster "jupe_ele_r",54,99,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer2200: monster "jupe_ele_r",48,84,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer2400: monster "jupe_ele_r",52,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer2600: monster "jupe_ele_r",50,84,"Chief Guard",1684,1,"Elevator Guard1#ufe::OnMyMobDead"; end; OnTimer120000: mapannounce "jupe_ele_r","It is disappointing to see that you are too weak to even defeat a hallucination...",bc_map,"0x66FF00"; enablenpc "Switch#ufe"; disablenpc "Switch On#ufe"; donpcevent "Annihilation#ufe::OnEnable"; $@JupeElevatorInUse = 0; end; OnTimer120005: killmonster "jupe_ele_r","Elevator Guard1#ufe::OnMyMobDead"; stopnpctimer; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { donpcevent "Elevator Safety#ufe::OnEnable"; stopnpctimer; } end; } jupe_ele_r,10,52,0 script Elevator Safety#ufe FAKE_NPC,{ OnInit: disablenpc "Elevator Safety#ufe"; end; OnEnable: enablenpc "Elevator Safety#ufe"; initnpctimer; end; OnTimer5000: mapannounce "jupe_ele_r","Those of you who have defeated the hallucination, step forward.",bc_map,"0x66FF00"; soundeffectall "earth_quake.wav",0; end; OnTimer8000: donpcevent "Elevator On#ufe::OnEnable"; end; OnTimer10000: disablenpc "Elevator Safety#ufe"; stopnpctimer; end; } jupe_ele_r,50,89,0 script Annihilation#ufe FAKE_NPC,35,50,{ OnInit: disablenpc "Annihilation#ufe"; end; OnEnable: enablenpc "Annihilation#ufe"; initnpctimer; end; OnTouch: percentheal -99,-100; end; OnTimer1000: mapwarp "jupe_ele_r", "jupe_gate",49,138; end; OnTimer1600: enablenpc "Elevator Escape#ufe"; end; OnTimer3000: disablenpc "Annihilation#ufe"; disablenpc "Elevator Escape#ufe"; end; } jupe_ele_r,50,89,0 script Elevator Escape#ufe FAKE_NPC,35,50,{ OnInit: disablenpc "Elevator Escape#ufe"; end; OnTouch: mapwarp "jupe_ele_r", "jupe_gate",49,138; end; } jupe_ele_r,10,54,0 script Elevator On#ufe FAKE_NPC,{ OnInit: disablenpc "Elevator On#ufe"; end; OnEnable: enablenpc "Elevator On#ufe"; initnpctimer; end; OnTimer1000: mapwarp "jupe_ele_r", "jupe_ele",42,47; $@JupeElevatorInUse2 = 0; donpcevent "TimeOut#ufe::OnEnable"; donpcevent "Guard-1#ufe::OnEnable"; end; OnTimer10000: stopnpctimer; disablenpc "Elevator On#ufe"; end; } //- Elevator NPCs - jupe_ele,14,6,1 script TimeOut#ufe CLEAR_NPC,{ OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer59000: if (getmapusers("jupe_ele") == 0) { killmonsterall "jupe_ele"; donpcevent "Guard-1#ufe::OnDisable"; donpcevent "Guard-2#ufe::OnDisable"; donpcevent "Guard-3#ufe::OnDisable"; donpcevent "Guard-4#ufe::OnDisable"; stopnpctimer; $@JupeElevatorInUse2 = 0; $@JupeElevatorInUse = 0; disablenpc "Switch On#ufe"; enablenpc "Switch#ufe"; } end; OnTimer120000: killmonsterall "jupe_ele"; donpcevent "Guard-1#ufe::OnDisable"; donpcevent "Guard-2#ufe::OnDisable"; donpcevent "Guard-3#ufe::OnDisable"; donpcevent "Guard-4#ufe::OnDisable"; mapannounce "jupe_ele","In the end, you can't even overcome your inner fear...",bc_map,"0xFF0000"; end; OnTimer122000: mapannounce "jupe_ele","You have never encountered your inner fears, have you?",bc_map,"0xFF0000"; end; OnTimer125000: mapannounce "jupe_ele","Did you expect this would be the end of the hallucination?",bc_map,"0xFF0000"; end; OnTimer127000: mapannounce "jupe_ele","What if the voice you're hearing is also a hallucination?",bc_map,"0xFF0000"; end; OnTimer129000: mapannounce "jupe_ele","What if you're just dreaming all of this?",bc_map,"0xFF0000"; end; OnTimer131000: mapannounce "jupe_ele","What if the existence of this city is a lie?",bc_map,"0xFF0000"; end; OnTimer133000: mapannounce "jupe_ele","Are you even real?",bc_map,"0xFF0000"; end; OnTimer134000: OnTimer135000: mapwarp "jupe_ele", "jupe_gate",49,138; end; OnTimer142000: disablenpc "GuardEnd#ufe"; disablenpc "4F Enter#ufe"; donpcevent "TimeOut#ufe::OnDisable"; $@JupeElevatorInUse2 = 0; $@JupeElevatorInUse = 0; disablenpc "Switch On#ufe"; enablenpc "Switch#ufe"; stopnpctimer; end; } jupe_ele,15,6,1 script Guard-1#ufe CLEAR_NPC,{ OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer2000: mapannounce "jupe_ele","I admire your patience.",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_ele","Let's see if everything you have experienced",bc_map,"0xFF0000"; end; OnTimer8000: mapannounce "jupe_ele","were traps for intruders...",bc_map,"0xFF0000"; end; OnTimer12000: .MyMobs = 8; monster "jupe_ele",48,44,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",45,42,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",38,42,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",35,44,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",35,51,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",38,53,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",45,53,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead"; monster "jupe_ele",48,51,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead"; $@JupeElevatorInUse2 = 1; end; OnTimer30000: if ($@JupeElevatorInUse2 == 1) { donpcevent "Guard-2#ufe::OnEnable"; stopnpctimer; } end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { if ($@JupeElevatorInUse2 == 1) { donpcevent "Guard-2#ufe::OnEnable"; stopnpctimer; } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) { donpcevent "GuardEnd#ufe::OnEnable"; stopnpctimer; } } end; } jupe_ele,16,6,1 script Guard-2#ufe CLEAR_NPC,{ OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer2000: mapannounce "jupe_ele","This city was not",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_ele","as magnificient as you thought.",bc_map,"0xFF0000"; end; OnTimer8000: mapannounce "jupe_ele","This is a place where all the fears of humans flourish.",bc_map,"0xFF0000"; end; OnTimer11000: mapannounce "jupe_ele","Yes. Nobody leaves alive!",bc_map,"0xFF0000"; end; OnTimer12000: .MyMobs = 8; monster "jupe_ele",48,44,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",45,42,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",38,42,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",35,44,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",35,51,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",38,53,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",45,53,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead"; monster "jupe_ele",48,51,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead"; $@JupeElevatorInUse2 = 2; end; OnTimer30000: if ($@JupeElevatorInUse2 == 2) { donpcevent "Guard-3#ufe::OnEnable"; stopnpctimer; } end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { if ($@JupeElevatorInUse2 == 2) { donpcevent "Guard-3#ufe::OnEnable"; stopnpctimer; } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) { donpcevent "GuardEnd#ufe::OnEnable"; stopnpctimer; } } end; } jupe_ele,17,6,1 script Guard-3#ufe CLEAR_NPC,{ OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer2000: mapannounce "jupe_ele","What do you see?",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_ele","Are your eyes actually seeing something?",bc_map,"0xFF0000"; end; OnTimer8000: mapannounce "jupe_ele","Or do you just believe you are seeing?",bc_map,"0xFF0000"; end; OnTimer12000: .MyMobs = 8; monster "jupe_ele",48,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",45,42,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",38,42,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",35,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",35,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",38,53,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",45,53,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead"; monster "jupe_ele",48,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead"; $@JupeElevatorInUse2 = 3; end; OnTimer30000: if ($@JupeElevatorInUse2 == 3) { donpcevent "Guard-4#ufe::OnEnable"; stopnpctimer; } end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { if ($@JupeElevatorInUse2 == 3) { donpcevent "Guard-4#ufe::OnEnable"; stopnpctimer; } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) { donpcevent "GuardEnd#ufe::OnEnable"; stopnpctimer; } } end; } jupe_ele,18,6,1 script Guard-4#ufe CLEAR_NPC,{ OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer2000: mapannounce "jupe_ele","Do not forget. That which limits you is nothing but yourself.",bc_map,"0xFF0000"; end; OnTimer5000: mapannounce "jupe_ele","Nothing is what you fear and you have nothing to fear...",bc_map,"0xFF0000"; end; OnTimer8000: .MyMobs = 8; monster "jupe_ele",48,44,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",45,42,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",38,42,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",35,44,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",35,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",38,53,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",45,53,"Guard",1683,1,"Guard-4#ufe::OnMyMobDead"; monster "jupe_ele",48,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead"; $@JupeElevatorInUse2 = 4; end; OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { if (getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1) { donpcevent "GuardEnd#ufe::OnEnable"; stopnpctimer; } } end; } jupe_ele,19,6,1 script GuardEnd#ufe CLEAR_NPC,{ OnInit: disablenpc "GuardEnd#ufe"; end; OnEnable: enablenpc "GuardEnd#ufe"; donpcevent "TimeOut#ufe::OnDisable"; initnpctimer; end; OnDisable: disablenpc "GuardEnd#ufe"; stopnpctimer; end; OnTimer2000: mapannounce "jupe_ele","I am not going to tell you anything.",bc_map,"0x66FF00"; end; OnTimer5000: mapannounce "jupe_ele","My city, my people are now but a memory.",bc_map,"0x66FF00"; end; OnTimer8000: mapannounce "jupe_ele","Everything was a mistake. We were not supposed to be here.",bc_map,"0x66FF00"; end; OnTimer11000: mapannounce "jupe_ele","Is this a place where humans are forbidden?",bc_map,"0x66FF00"; end; OnTimer12000: mapannounce "jupe_ele","You want to know, don't you? Go ahead... Go deeper.",bc_map,"0x66FF00"; enablenpc "4F Enter#ufe"; end; OnTimer22000: mapannounce "jupe_ele","It's not real anyway. All of it's safe, it can't hurt you...",bc_map,"0x66FF00"; soundeffectall "earth_quake.wav",0; disablenpc "4F Enter#ufe"; end; OnTimer24000: mapwarp "jupe_ele","jupe_core",150,286; end; OnTimer25000: mapwarp "jupe_ele","jupe_core",151,286; end; OnTimer26000: $@JupeElevatorInUse2 = 0; $@JupeElevatorInUse = 0; disablenpc "Switch On#ufe"; enablenpc "Switch#ufe"; donpcevent "GuardEnd#ufe::OnDisable"; } jupe_ele,41,33,0 script 4F Enter#ufe WARPNPC,4,4,{ OnInit: disablenpc "4F Enter#ufe"; end; OnTouch: warp "jupe_core",rand(149,151),286; end; } //- Warps - jupe_gate,50,173,0 script gate#start FAKE_NPC,2,3,{ end; OnTouch: initnpctimer "gate#start",1; mes "^3355FFIt's a Warp Portal"; mes "that will teleport you"; mes "to the previous floor.^000000"; next; switch(select("Use it.", "Ignore it.")) { case 1: specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); close2; stopnpctimer(1); warp "juperos_02",130,142; break; case 2: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Not now!"; mes "I can't leave yet!"; close2; stopnpctimer(1); warp "jupe_gate",50,168; break; } end; OnTimer10000: warp "juperos_02",128,278; areawarp("jupe_gate", 48, 169, 52, 173, "juperos_02", 130, 142); end; } juperos_02,33,59,0 script jupe_goto2F WARPNPC,2,2,{ OnTouch: switch(rand(1,4)) { case 1: warp "juperos_01",120,72; end; case 2: warp "juperos_01",120,112; end; case 3: warp "juperos_01",79,112; end; case 4: warp "juperos_01",79,72; end; } end; } //== GM Management NPC ===================================== sec_in02,39,167,0 script Juperos Manager 4_F_OPERATION,{ callfunc "F_GM_NPC"; mes "[Juperos Manager]"; mes "I'm the NPC in"; mes "charge of managing"; mes "the global variables for"; mes "the quests related to"; mes "Juperos. GM, please"; mes "enter the password."; next; if (callfunc("F_GM_NPC",1854,0) < 1) { mes "[Juperos Manager]"; mes "Incorrect password."; close; } else { mes "[Juperos Manager]"; mes "Select a map. Remember:"; mes "Make sure that users aren't"; mes "doing the quest on the map"; mes "you're going to reset, or else"; mes "you'll cancel their progress"; mes "through the quest."; next; switch(select("jupe_Area1", "jupe_Area2", "jupe_ele_r", "jupe_ele")) { case 1: .@loc$ = "jupe_Area1"; .@var$ = "$@JupreArea1InUse"; break; case 2: .@loc$ = "jupe_Area2"; .@var$ = "$@JupreArea2InUse"; break; case 3: .@loc$ = "jupe_ele_r"; .@var$ = "$@JupeElevatorInUse"; break; case 4: .@loc$ = "jupe_ele"; .@var$ = "$@JupeElevatorInUse2"; break; } mes "[Juperos Manager]"; mes "You've decided"; mes "to reset "+.@loc$+"."; mes "Shall we proceed?"; next; switch(select("Yes.", "No.")) { case 1: mes "[Juperos Manager]"; mes "The global variable in"; mes .@loc$+" has been"; mes "reset to 0. Thank you."; setd .@var$,0; close; case 2: mes "[Juperos Manager]"; mes "This command"; mes "has been canceled."; close; } } }