//================= 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