//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2015 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Masao //= //= 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 . //========================================================================= //= Izlude Town Renewal //================= Description =========================================== //= Izlude town NPCs. //================= Current Version ======================================= //= 1.2 //========================================================================= //== Izlude ================================================ izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 4W_SAILOR izlude_a,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_a 4W_SAILOR izlude_b,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_b 4W_SAILOR izlude_c,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_c 4W_SAILOR izlude_d,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_d 4W_SAILOR izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 4_F_01 izlude_a,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_a 4_F_01 izlude_b,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_b 4_F_01 izlude_c,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_c 4_F_01 izlude_d,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_d 4_F_01 izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 4_F_02 izlude_a,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_a 4_F_02 izlude_b,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_b 4_F_02 izlude_c,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_c 4_F_02 izlude_d,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_d 4_F_02 izlude,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 4_F_TELEPORTER izlude_a,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_a 4_F_TELEPORTER izlude_b,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_b 4_F_TELEPORTER izlude_c,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_c 4_F_TELEPORTER izlude_d,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_d 4_F_TELEPORTER izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 4_M_02 izlude_a,85,103,4 duplicate(Dega_izlude) Dega#izlude_a 4_M_02 izlude_b,85,103,4 duplicate(Dega_izlude) Dega#izlude_b 4_M_02 izlude_c,85,103,4 duplicate(Dega_izlude) Dega#izlude_c 4_M_02 izlude_d,85,103,4 duplicate(Dega_izlude) Dega#izlude_d 4_M_02 izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 4W_M_01 izlude_a,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_a 4W_M_01 izlude_b,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_b 4W_M_01 izlude_c,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_c 4W_M_01 izlude_d,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_d 4W_M_01 izlude,57,159,2 duplicate(Red_izlude) Red#izlude 4_M_03 izlude_a,57,159,2 duplicate(Red_izlude) Red#izlude_a 4_M_03 izlude_b,57,159,2 duplicate(Red_izlude) Red#izlude_b 4_M_03 izlude_c,57,159,2 duplicate(Red_izlude) Red#izlude_c 4_M_03 izlude_d,57,159,2 duplicate(Red_izlude) Red#izlude_d 4_M_03 izlude,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude 4W_M_02 izlude_a,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_a 4W_M_02 izlude_b,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_b 4W_M_02 izlude_c,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_c 4W_M_02 izlude_d,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_d 4W_M_02 izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 8W_SOLDIER izlude_a,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_a 8W_SOLDIER izlude_b,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_b 8W_SOLDIER izlude_c,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_c 8W_SOLDIER izlude_d,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_d 8W_SOLDIER - script ::Guard_izlude FAKE_NPC,{ mes "[Izlude Guard]"; mes "Welcome to Izlude."; close; } prt_fild08,350,219,4 duplicate(Guard_izlude) Guard#izlude 8W_SOLDIER prt_fild08a,350,219,4 duplicate(Guard_izlude) Guard#izlude_a 8W_SOLDIER prt_fild08b,350,219,4 duplicate(Guard_izlude) Guard#izlude_b 8W_SOLDIER prt_fild08c,350,219,4 duplicate(Guard_izlude) Guard#izlude_c 8W_SOLDIER prt_fild08d,350,219,4 duplicate(Guard_izlude) Guard#izlude_d 8W_SOLDIER //== Channel Warper ======================================== function script F_IzludeChannel { mes "[Channel Warp Official]"; mes "Izlude is a verly lively place is it not?"; mes "I am here to help make Izlude feel more smooth!"; mes "I can send you to another copy of Izlude."; mes "Do you want to go to another copy?"; next; .@i = select(getarg(0)+"", "Never mind"); if (.@i < 6) { setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d"; savepoint .@maps$[.@i],128,98; warp .@maps$[.@i],128,98; end; } close; } izlude,122,105,5 script Channel Warp Official 1_M_WIZARD,{ callfunc "F_IzludeChannel",":Go to copy 2:Go to copy 3:Go to copy 4:Go to copy 5"; } izlude_a,122,105,5 script Channel Warp Official#_a 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1::Go to copy 3:Go to copy 4:Go to copy 5"; } izlude_b,122,105,5 script Channel Warp Official#_b 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2::Go to copy 4:Go to copy 5"; } izlude_c,122,105,5 script Channel Warp Official#_c 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3::Go to copy 5"; } izlude_d,122,105,5 script Channel Warp Official#_d 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; } //== Talking NPCs ========================================== izlude,143,205,7 script Talkative Kid#iz 4_F_KID2,{ end; OnTimer64000: npctalk "I used all my Novice Red Potions. What should I do?"; end; OnTimer72000: npctalk "Where is the shop?"; end; OnTimer136000: npctalk "Idiot! You do not know about the 'shortcut window'?"; end; OnTimer144000: npctalk "The items in your inventory can be dragged and put in the shortcut window."; end; OnTimer212000: npctalk "I got so many beginner's items in the Academy!"; end; OnTimer276000: npctalk "They even gave me weapons and a shield!"; end; OnTimer284000: npctalk "Just press to open the map you have."; end; OnTimer344000: npctalk "Then do you want to go Criatura Academy with me? I'm learning how to battle from Instructor Subino!"; end; OnTimer348000: npctalk "The Academy is in North side of Izlude. Let's go~!"; end; OnTimer416000: npctalk "It's a system to guide you to a destination."; end; OnTimer424000: npctalk "In the basic menu, please click the [Navigation] button."; end; OnTimer492000: npctalk "Whee, Ain't gonna use your brain? Please type /where in the chat window now!"; end; OnTimer552000: npctalk "In this case, you can push the key."; end; OnTimer560000: npctalk "We are just repeating the same dialog. HaHaha."; end; OnTimer565000: initnpctimer; end; OnInit: initnpctimer; end; } izlude_a,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#iza 4_F_KID2 izlude_b,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izb 4_F_KID2 izlude_c,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izc 4_F_KID2 izlude_d,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izd 4_F_KID2 izlude,146,205,7 script Talkative Adventurer#iz 4_M_KID1,{ end; OnTimer69000: npctalk "You can buy potion from Merchants."; end; OnTimer77000: npctalk "It's the Potion image in the mini map."; end; OnTimer131000: npctalk "Is there any way to use items easily?"; end; OnTimer141000: npctalk "Shortcut window? The slots at the top of the screen? How can I use it?"; end; OnTimer149000: npctalk "For inventory, do you mean 'item' menu? Oh, it is!"; end; OnTimer217000: npctalk "I have a bunch of potions?"; end; OnTimer281000: npctalk "What?! I should go to the Academy now!"; end; OnTimer279000: npctalk "Where is Izlude? In the center?"; end; OnTimer339000: npctalk "I do not know what to do."; end; OnTimer349000: npctalk "Oh yea? I want to know so many things~ I will go with you!"; end; OnTimer411000: npctalk "Navigation, What is that?"; end; OnTimer421000: npctalk "Oh-! Should I search for a Kafra Employee?"; end; OnTimer487000: npctalk "What is the town name?"; end; OnTimer497000: npctalk "I cannot see the part where I can write something in the chat window?"; end; OnTimer557000: npctalk "Oh you smarty..."; end; OnTimer555000: npctalk "A while ago, one Novice talked to me like hey 'Talkative Adventurer'?. HaHaha."; end; OnTimer565000: initnpctimer; end; OnInit: initnpctimer; end; } izlude_a,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#iza 4_M_KID1 izlude_b,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izb 4_M_KID1 izlude_c,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izc 4_M_KID1 izlude_d,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izd 4_M_KID1 prt_fild08,338,217,7 script Resting Adventurer#iz 4_F_SITDOWN,{ end; OnTimer60000: npctalk "You know what? If you are sitting, HP and SP recovery is faster."; end; OnTimer65000: npctalk "Sitting is possible if your basic job skill level is more than 3. Shortcut is pressing the key."; initnpctimer; end; OnInit: initnpctimer; end; } prt_fild08a,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#iza 4_F_SITDOWN prt_fild08b,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izb 4_F_SITDOWN prt_fild08c,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izc 4_F_SITDOWN prt_fild08d,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izd 4_F_SITDOWN