//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2013-2015 Hercules Dev Team //= Copyright (C) Euphy //= //= 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 . //========================================================================= //= Hazy Forest //================= Description =========================================== //= Cross through the Hazy Forest to reach the Bifrost. //= Contains the "Wandering Guardian" quest. //================= Current Version ======================================= //= 1.1 //========================================================================= //== Instance Creation ===================================== bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = _("Mistwood Maze"); mes("[Laphine Soldier]"); mes("Are you going into the forest?"); next(); if (!.@party_id) { mes("[Laphine Soldier]"); mes("Well, well, well, aren't you being too rash?"); mes("Why don't you at least organize a party?"); close(); } .@playtime = questprogress(7211, PLAYTIME); if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) { if (.@playtime == 1) { mes("[Laphine Soldier]"); mes("...Are you sure you're not doing too much?"); mes("I think you'd better get some rest."); mes("You'll only wear yourself out by trying to do too much"); next(); mes("[Laphine Soldier]"); mes("I don't think the authority will give you permission, either."); mes("...Even a Sapha would be stopped from entering the forest."); next(); select("You speak our language quite well, don't you?"); mes("[Laphine Soldier]"); mes("...Do I?"); mes("Actually I'm not speaking your language."); mes("I'm speaking Laphine language."); next(); mes("[Laphine Soldier]"); mes("But it's one of the mysteries of Bifrost."); mes("That we can understand each other even if we speak different languages."); next(); mes("[Laphine Soldier]"); mes("To be able to talk with everybody..."); mes("Perhaps that's the power of Bifrost."); close(); } else if (.@playtime == 2) { mes("[Laphine Soldier]"); mes("Great, great."); mes("Now the forest won't reject you."); mes("What are you going to do now?"); erasequest(7211); } else { mes("[Laphine Soldier]"); mes("You human adventurers are incredible."); mes("You're always going into the forest, where no one else dares to go."); next(); mes("[Laphine Soldier]"); mes("Phew. But I have to report to the authority"); mes("everyone who goes into the forest, just in case."); next(); mes("[Laphine Soldier]"); mes("You'll get permission"); mes("after you register."); mes("Are you going to venture into the Hazy Forest?"); } next(); switch(select("Venture into the Hazy Forest.", "Give up.")) { case 1: mes("[Laphine Soldier]"); mesf("Party Name %s...", getpartyname(.@party_id)); mesf("Party Leader %s...", strcharinfo(PC_NAME)); .@instance = instance_create(.@md_name$, .@party_id); if (.@instance >= 0) { if (instance_attachmap("1@mist", .@instance) == "") { mes("Hmm..."); next(); mes("[Laphine Soldier]"); if (!.@playtime) mes("It's dangerous in the forest."); else mes("The atmosphere is somewhat tense in the forest."); mes("...Why don't you just go back today?"); instance_destroy(.@instance); close(); } instance_set_timeout(7200, 300, .@instance); instance_init(.@instance); } mes("I've got it. I've written them down on the report here."); next(); mes("[Laphine Soldier]"); mes("You'll get permission soon."); mes("Now go to the log tunnel, the only way to get into the Hazy Forest."); mes("You understand?"); next(); mes("[Laphine Soldier]"); mes("We can't go against the forest,"); mes("but maybe you humans can."); mes("Good luck!"); close(); case 2: mes("[Laphine Soldier]"); mes("Well, you've made the right decision."); if (!.@playtime) mes("That's what's good for you."); close(); } } else { mes("[Laphine Soldier]"); mes("Where's your party leader?"); mes("It's dangerous in there."); next(); if (.@playtime == 2) { mes("[Laphine Soldier]"); mes("I see you've been into the forest before."); mes("Okay, at least the forest won't reject you."); mes("However..."); erasequest(7211); next(); } mes("[Laphine Soldier]"); mes("Put yourself in my shoes, the entrance guard, and let me meet the representative of your party."); mes("I have to discuss some things with him/her."); close(); } } bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ mes("I see the forest through the log tunnel."); mes("It looks like I can enter the forest through the log tunnel."); next(); if (select("Enter the tunnel.", "Give up.") == 2) close(); if (has_instance("1@mist") == "") { if (questprogress(7211, PLAYTIME) == 1) { mes("You try to crawl into the log, but some mysterious power pushes you back with a gush of wind."); mes("It seems like you can't force your way into the forest."); close(); } mes("The world beyond the log tunnel looks dark and suffocating."); mes("Your instinct is screaming that this forest is dangerous."); close(); } else { if (questprogress(7211, PLAYTIME) == 2) erasequest(7211); if (!questprogress(7211, PLAYTIME)) setquest(7211); mapannounce("bif_fild01", sprintf(_$("%s party's %s member is entering the Mistwood Maze."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 warp("1@mist", 89, 29); close(); } } //== Instance Scripts ====================================== 1@mist,89,29,0 script #Whisper_mist CLEAR_NPC,1,1,{ end; OnInstanceInit: enablenpc(instance_npcname("#Whisper_mist")); end; OnTouch: disablenpc(instance_npcname("#Whisper_mist")); initnpctimer(); end; OnTimer10000: OnTimer20000: mapannounce(instance_mapname("1@mist"), _("Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer60000: mapannounce(instance_mapname("1@mist"), _("Loud Whisper: What are the forest keepers doing? What are the gardeners doing??"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer120000: mapannounce(instance_mapname("1@mist"), _("Loud Whisper: Don't go out, wander around forever, and play with us!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer180000: mapannounce(instance_mapname("1@mist"), _("Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 stopnpctimer(); end; } // callfunc("F_Mora_Mist", , , {, }) function script F_Mora_Mist { .@map$ = instance_mapname("1@mist"); if (mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") == 0) { mes("Obviously no one is taking care of it."); mes("It seems like you can chop down the garden tree."); next(); if (select("Chop down the garden tree.", "Give up.") == 2) close(); mesf("You chop down the tree, which was blocking the path of the maze, %s", ((getarg(3, 0))?"clearing the way out of the forest.":"so now you can continue.")); mapannounce(.@map$, getarg(1), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 enablenpc(instance_npcname(getarg(0))); disablenpc(instance_npcname(strnpcinfo(NPC_NAME))); close(); } else { mapannounce(.@map$, (getarg(3, 0) ? getarg(2) : sprintf(_$("%s's Cry: Huh? Who's doing bad things to my tree?!"), getarg(2))), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 } end; } 1@mist,251,121,3 script Tom's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,247,123,0 script Tom's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "a25_a18-1", "Roaring Cry: Tom's bolt is broken! Watch out, Tomba! Watch out, Tomba!", "Tom"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 249, 120, _("Tom"), LITTLE_FATUM, 1, instance_npcname("Tom's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,226,95,3 script Tomba's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,225,98,0 script Tomba's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "a27-2_af1-2", "Roaring Cry: Tomba's Garden Tree is gone with Tomba. Remi, what are you going to do now?", "Tomba"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 200, 64, _("Tomba"), LITTLE_FATUM, 1, instance_npcname("Tomba's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,157,183,3 script Remi's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,159,184,0 script Remi's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "a15-2_a4-1", "Roaring Cry: Remi, Remi's Garden Tree was chopped down- Rem, it's your turn next. Poor Rem!", "Remi"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 154, 184, _("Remi the Tired"), MIMING, 1, instance_npcname("Remi's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,58,39,3 script Tired Rem's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,61,39,0 script Tired Rem's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "a4-2_a11", "Rem's Desperate Cry: Argh... Rem will sleep. Rem will sleep now, and won't wake up forever!", "Rem"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 101, 107, _("Rem the Gardener"), LITTLE_FATUM, 1, instance_npcname("Tired Rem's Garden Tree")+"::OnMyMobDead"); end; OnTimer10000: mapannounce(instance_mapname("1@mist"), _("Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer15000: mapannounce(instance_mapname("1@mist"), _("Whisper of the Forest: Trouble, trouble, we're in big trouble."), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer20000: mapannounce(instance_mapname("1@mist"), _("Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 stopnpctimer(); end; OnMyMobDead: end; } 1@mist,227,179,3 script Ron's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,230,179,0 script Ron's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "b4-2_b2", "Ron the Gardener's Cry: I'm getting off work! Don't look for Ron, the second gardener, any more!!", "Ron"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 227, 178, _("Ron the Gardener"), PARUS, 1, instance_npcname("Ron's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,288,226,3 script Rover's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,285,225,0 script Rover's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "b7_bf1-2", "Roaring Whisper: Ron's, and Rover's trees were chopped down as well. Who is forcing his way into the forest? Who is it?", "Rover"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 304, 237, _("Rover the Strutter"), PARUS, 1, instance_npcname("Rover's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,159,318,3 script Mona's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,161,316,0 script Mona's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "b31_b16", "Clamoring Whisper: Mona the Seedseeker's garden tree is gone! Mona is gone too! Namon will be okay, because he is brave, right? Namon, are you okay?", "Mona"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 239, 253, _("Mona the Seedseeker"), ANGRA_MANTIS, 1, instance_npcname("Mona's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,205,300,3 script Namon's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,204,299,0 script Namon's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "b27-3_bN-1", "Clamoring Whisper: Brave Namon met his fate not so bravely... *giggle*", "Namon"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 89, 173, _("Brave Namon"), PARUS, 1, instance_npcname("Namon's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,219,232,3 script Sad Neoron's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,221,236,0 script Sad Neoron's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "b6-1_b33", "Lamenting Whisper: Sad Neoron has become cheerful! Spyder the Superior Spider, what are you going to do? What are you going to do now?", "Neoron"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 143, 265, _("Sad Neoron"), MIMING, 1, instance_npcname("Sad Neoron's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,206,202,3 script Spyder's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,206,200,0 script Spyder's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "b5_b14", "Depressed Whisper: Now it's all over with the second deepest forest. Gardeners are dying out-", "Spyder"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 209, 200, _("Spyder the Eight-Legged"), POM_SPIDER, 1, instance_npcname("Spyder's Garden Tree")+"::OnMyMobDead"); end; OnTimer5000: mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: The path is about to open. The tight bolts have been removed!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer9000: mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer13000: mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 end; OnTimer17000: mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0 stopnpctimer(); end; OnMyMobDead: end; } 1@mist,96,288,3 script Tito's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,95,287,0 script Tito's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "c1_c13-1", "Tito's Cry: *sob* *sob* Tito's gone now! Tito's done for! Boo hoo!!", "Tito"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 264, 291, _("Tito the Flipper"), ANGRA_MANTIS, 1, instance_npcname("Tito's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,326,325,3 script Pumba's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,324,325,0 script Pumba's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "c13-3_c4", "Roaring Whisper: Tito the Hard Worker was defeated! Stop playing and go to work, Tete! Start working!", "Pumba"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 309, 165, _("Diligent Pumba"), PARUS, 1, instance_npcname("Pumba's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,278,345,3 script Tete's Garden 4_BULLETIN_BOARD2,{ end; } 1@mist,280,344,0 script Tete's Garden Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "c19_c4", "Whisper: They are strong, strong indeed. What are we going to do now? Are there any gardeners left? Are there any?", "Tete"); end; OnInstanceInit: monster(instance_mapname("1@mist"), 277, 343, _("Carefree Tete"), LITTLE_FATUM, 1, instance_npcname("Tete's Garden Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,345,186,0 script The Gardeners' Tree 4_CREEPER,{ callfunc("F_Mora_Mist", "#to_bif02", "Roaring Whisper: The forest will remember you! It will remember you, the one who broke the clippers of all the gardeners!", "Gardeners: We're not dead, yet!!!!", 1); end; OnInstanceInit: .@map$ = instance_mapname("1@mist"); monster(.@map$, 318, 137, _("Baby Tom"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 321, 137, _("Tomba the Baby"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 324, 137, _("Exhausted Remi"), MIMING, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 319, 135, _("Rem the Exhausted"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 323, 135, _("Ron the Ex-Gardener"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 320, 133, _("Rover the Strutter"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 323, 133, _("Mona the Seedpicker"), ANGRA_MANTIS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 317, 132, _("Timid Namon"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 326, 132, _("Indifferent Neoron"), MIMING, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 317, 129, _("Spyder the Seven-Legged"), POM_SPIDER, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 320, 129, _("Tito the Flapper"), ANGRA_MANTIS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 324, 129, _("Lazy Pumba"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); monster(.@map$, 327, 129, _("Careless Tete"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead"); end; OnMyMobDead: end; } 1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{ specialeffect(EF_LEVEL99_4); disablenpc(instance_npcname(strnpcinfo(NPC_NAME))); getitem(Mysterious_Seed, 1); end; } 1@mist,69,295,0 duplicate(Mysterious Flower#1) Mysterious Flower#2 CLEAR_NPC 1@mist,62,291,0 duplicate(Mysterious Flower#1) Mysterious Flower#3 CLEAR_NPC 1@mist,54,293,0 duplicate(Mysterious Flower#1) Mysterious Flower#4 CLEAR_NPC 1@mist,48,286,0 duplicate(Mysterious Flower#1) Mysterious Flower#5 CLEAR_NPC 1@mist,54,277,0 duplicate(Mysterious Flower#1) Mysterious Flower#6 CLEAR_NPC 1@mist,52,270,0 duplicate(Mysterious Flower#1) Mysterious Flower#7 CLEAR_NPC 1@mist,62,268,0 duplicate(Mysterious Flower#1) Mysterious Flower#8 CLEAR_NPC 1@mist,72,271,0 duplicate(Mysterious Flower#1) Mysterious Flower#9 CLEAR_NPC 1@mist,72,276,0 duplicate(Mysterious Flower#1) Mysterious Flower#10 CLEAR_NPC 1@mist,118,194,0 duplicate(Mysterious Flower#1) Mysterious Flower#11 CLEAR_NPC 1@mist,122,204,0 duplicate(Mysterious Flower#1) Mysterious Flower#12 CLEAR_NPC 1@mist,137,209,0 duplicate(Mysterious Flower#1) Mysterious Flower#13 CLEAR_NPC 1@mist,144,203,0 duplicate(Mysterious Flower#1) Mysterious Flower#14 CLEAR_NPC 1@mist,146,186,0 duplicate(Mysterious Flower#1) Mysterious Flower#15 CLEAR_NPC 1@mist,142,182,0 duplicate(Mysterious Flower#1) Mysterious Flower#16 CLEAR_NPC 1@mist,132,179,0 duplicate(Mysterious Flower#1) Mysterious Flower#17 CLEAR_NPC 1@mist,123,184,0 duplicate(Mysterious Flower#1) Mysterious Flower#18 CLEAR_NPC 1@mist,194,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#19 CLEAR_NPC 1@mist,188,109,0 duplicate(Mysterious Flower#1) Mysterious Flower#20 CLEAR_NPC 1@mist,193,94,0 duplicate(Mysterious Flower#1) Mysterious Flower#21 CLEAR_NPC 1@mist,205,92,0 duplicate(Mysterious Flower#1) Mysterious Flower#22 CLEAR_NPC 1@mist,213,96,0 duplicate(Mysterious Flower#1) Mysterious Flower#23 CLEAR_NPC 1@mist,216,103,0 duplicate(Mysterious Flower#1) Mysterious Flower#24 CLEAR_NPC 1@mist,212,116,0 duplicate(Mysterious Flower#1) Mysterious Flower#25 CLEAR_NPC 1@mist,207,120,0 duplicate(Mysterious Flower#1) Mysterious Flower#26 CLEAR_NPC 1@mist,169,310,0 duplicate(Mysterious Flower#1) Mysterious Flower#27 CLEAR_NPC 1@mist,172,296,0 duplicate(Mysterious Flower#1) Mysterious Flower#28 CLEAR_NPC 1@mist,191,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#30 CLEAR_NPC 1@mist,195,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#31 CLEAR_NPC 1@mist,192,316,0 duplicate(Mysterious Flower#1) Mysterious Flower#32 CLEAR_NPC 1@mist,187,320,0 duplicate(Mysterious Flower#1) Mysterious Flower#33 CLEAR_NPC 1@mist,174,318,0 duplicate(Mysterious Flower#1) Mysterious Flower#34 CLEAR_NPC 1@mist,308,136,0 duplicate(Mysterious Flower#1) Mysterious Flower#35 CLEAR_NPC 1@mist,314,122,0 duplicate(Mysterious Flower#1) Mysterious Flower#36 CLEAR_NPC 1@mist,321,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#37 CLEAR_NPC 1@mist,331,123,0 duplicate(Mysterious Flower#1) Mysterious Flower#38 CLEAR_NPC 1@mist,335,126,0 duplicate(Mysterious Flower#1) Mysterious Flower#39 CLEAR_NPC 1@mist,332,141,0 duplicate(Mysterious Flower#1) Mysterious Flower#40 CLEAR_NPC 1@mist,328,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#41 CLEAR_NPC 1@mist,314,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#42 CLEAR_NPC 1@mist,238,224,0 duplicate(Mysterious Flower#1) Mysterious Flower#43 CLEAR_NPC 1@mist,244,231,0 duplicate(Mysterious Flower#1) Mysterious Flower#44 CLEAR_NPC 1@mist,257,232,0 duplicate(Mysterious Flower#1) Mysterious Flower#45 CLEAR_NPC 1@mist,262,229,0 duplicate(Mysterious Flower#1) Mysterious Flower#46 CLEAR_NPC 1@mist,265,216,0 duplicate(Mysterious Flower#1) Mysterious Flower#47 CLEAR_NPC 1@mist,260,214,0 duplicate(Mysterious Flower#1) Mysterious Flower#48 CLEAR_NPC 1@mist,252,206,0 duplicate(Mysterious Flower#1) Mysterious Flower#49 CLEAR_NPC 1@mist,244,211,0 duplicate(Mysterious Flower#1) Mysterious Flower#50 CLEAR_NPC //== Wandering Guardian Quest ============================== 1@mist,2,2,0 script #Dragon Herder CLEAR_NPC,{ end; OnInstanceInit: switch (rand(1, 6)) { case 1: setarray .@c[0], 77, 240; break; case 2: setarray .@c[0], 147, 261; break; case 3: setarray .@c[0], 182, 263; break; case 4: setarray .@c[0], 194, 350; break; case 5: setarray .@c[0], 268, 183; break; case 6: setarray .@c[0], 65, 278; break; } monster(instance_mapname("1@mist"), .@c[0], .@c[1], _("Wandering Purple Dragon"), LOST_DRAGON, 1, instance_npcname("#Dragon Herder")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@mist"); if (mobcount(.@map$, instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) { donpcevent(instance_npcname("Collapsed Girl#mist")+"::OnEnable"); donpcevent(instance_npcname("Mysterious Young Man#mis")+"::OnEnable"); donpcevent(instance_npcname("Loki#mist")+"::OnEnable"); mapannounce(.@map$, _("The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0 disablenpc(instance_npcname("#Dragon Herder")); initnpctimer(); } end; OnTimer3000: stopnpctimer(); mapannounce(instance_mapname("1@mist"), _("Voice in your head: ...Will you... save... me... please......?"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0 end; } 1@mist,97,30,3 script Mysterious Young Man#mis 4_M_ROKI2,{ if (BaseLevel < 98) { mes("[Mysterious Young Man]"); mes("Huh? Do you plan to pass through here?"); mes(".....I'm afraid it's beyond your ability, but I won't meddle in your affairs."); mes("We'll meet again, if you survive."); close(); } if (ep14_1_mistwoods == 0) { if (ep13_3_secret > 23) { mes("[Mysterious Young Man]"); mes("You... I remember seeing you at the camp."); mes("The information you gave on Ahat was useful."); mes("Thanks!"); next(); mes("[Mysterious Young Man]"); mes("But do you plan to pass through here?"); mes("What good is it to go across Bifrost?"); next(); } else { mes("[Mysterious Young Man]"); mes("Do you plan to pass through here?"); mes("I will advise against it if you're just curious."); mes("It will only bring about your untimely death..."); next(); } mes("[Mysterious Young Man]"); mes("If you are determined to pass through here,"); mes("I will ask for your help with something."); next(); select("Who are you?"); mes("[Loki]"); mes("Loki... from the Assassin's Guild."); mes("That's my name."); mes("And yours?"); next(); mesf("[%s]", strcharinfo(PC_NAME)); mes("...."); mesf("....%s sir.", strcharinfo(PC_NAME)); next(); mes("[Loki]"); mesf("I see. %s.", strcharinfo(PC_NAME)); mes("I'm asking you again."); mes("Do you plan to pass through this forest?"); next(); switch(select("Yes, I do.", "No, I don't.")) { case 1: mes("[Loki]"); mes("Then I'll ask you a question."); mes("Have you ever seen a guard... a girl with purple hair?"); next(); switch(select("No, I haven't.", "Yes, I might have...")) { case 1: mes("[Loki]"); mes("So you haven't."); mes("You're telling the truth."); next(); break; case 2: mes("[Loki]"); mes("Wait."); mes("(Loki comes closer.)"); mes("... No."); mes("You're telling the truth."); next(); break; } mes("[Loki]"); mes("Now we have to say goodbye here."); mes("If you survive this forest, of course."); ep14_1_mistwoods = 2; setquest(7212); close(); case 2: mes("[Loki]"); mes("I understand."); mes("Step back if you aren't ready."); mes("This forest doesn't like strangers."); ep14_1_mistwoods = 1; close(); } } else if (ep14_1_mistwoods == 1) { mes("[Loki]"); mes("I told you - step back if you don't want to die."); mes("It's not easy going through the forest."); mes("It may cost you your life."); next(); switch(select("Okay.", "What do you want?")) { case 1: mes("- When you step back,"); mes("Loki nods slightly and then looks away. -"); close(); case 2: mes("[Loki]"); mes("I'm looking for somebody."); mes("Have you ever seen a guard... a girl with purple hair?"); next(); switch(select("No, I haven't.", "Yes, I might have...")) { case 1: mes("[Loki]"); mes("So you haven't."); mes("You're telling the truth."); next(); break; case 2: mes("[Loki]"); mes("Wait."); mes("(Loki comes closer.)"); mes("... No."); mes("You're telling the truth."); next(); break; } mes("[Loki]"); mes("Now we have to say goodbye here."); mes("Hopefully, we will see each other again in Mora."); ep14_1_mistwoods = 2; setquest(7212); close(); } } else if (ep14_1_mistwoods == 2) { mes("[Loki]"); mes("I don't want to go with you."); mes("Hopefully, we will see each other again in Mora."); close(); } else if (ep14_1_mistwoods == 3) { mes("[Loki]"); mes("So we meet again."); mes("Are you used to this place?"); mes("Come to the inn in Mora."); mes("I have something to give to you."); close(); } else { mes("[Loki]"); mes("We're seeing a lot of each other these days."); mes("It seems you are completely comfortable with the place."); mes("You'd better not be too proud of yourself."); close(); } end; OnEnable: enablenpc(instance_npcname("Mysterious Young Man#mis")); end; OnDisable: disablenpc(instance_npcname("Mysterious Young Man#mis")); end; } 1@mist,183,304,3 script Loki#mist 4_M_ROKI2,{ if (ep14_1_mistwoods < 2) { mes("[Loki]"); mes("An adventurer in the forest."); mes("....."); mes("You can go to Mora through this forest."); close(); } else if (ep14_1_mistwoods == 2) { mes("[Loki]"); mes("Is it you that took care of this unruly girl?"); mes("I guess I have to thank you."); mes("You've calmed her down."); next(); select("What's happening?", "This girl...?"); mes("[Loki]"); mes("You might be able to change your appearance, but you cannot change your unique, innate light."); mes("A scent strong enough to burn your nose."); next(); mes("[Loki]"); mes("This is Nydhogg, the Guardian of Yggdrasil,"); mes("whom I was looking for."); mes("Now she won't wander around crazy any more."); next(); select("What are you going to do now?"); mes("[Loki]"); mes("I'll wait for her to wake up and get out of this forest."); mes("I can manage it on my own."); mes("I'll see you in Mora."); ep14_1_mistwoods = 3; erasequest(7212); setquest(7213); close(); } else if (ep14_1_mistwoods == 3) { mes("[Loki]"); mes("I don't want to go with you."); mes("I can manage her on my own."); mes("If you have something to say, say it after we get out of the forest."); close(); } else { mes("[Loki]"); mes("I don't want to go with you."); mes("If you have something to say, say it after we get out of the forest."); close(); } end; OnInstanceInit: OnDisable: disablenpc(instance_npcname("Loki#mist")); end; OnEnable: enablenpc(instance_npcname("Loki#mist")); end; } 1@mist,181,303,3 script Collapsed Girl#mist 4_F_NYDHOG2,{ mes("You see a girl with mysterious hair collapsed on the ground."); mes("As you approach her, you smell the scent of flowers so strong that it makes you dizzy."); close(); OnInstanceInit: OnDisable: disablenpc(instance_npcname("Collapsed Girl#mist")); end; OnEnable: enablenpc(instance_npcname("Collapsed Girl#mist")); end; } mora,46,152,5 script Flower Smelling Lady 4_F_NYDHOG,{ if (ep14_1_mistwoods < 3) { mes("[Flower Smell Lady]"); mes("I need rest."); mes("I'm too tired to talk to you."); mes("I'm sorry."); close(); } else if (ep14_1_mistwoods == 3) { mes("[Nydhogg the Guardian]"); mes("I've been waiting for you."); mes("I'm still confused, but I know what I did wrong."); next(); mes("[Nydhogg the Guardian]"); mes("If it weren't for you, I would still be wandering in the abyssal darkness."); mes("I thank you, from the bottom of my heart."); next(); mes("[Nydhogg the Guardian]"); mes("I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness."); mes("...."); next(); mes("[Nydhogg the Guardian]"); mes("I don't deserve to be a guardian any more."); mes("A dragon gone crazy is not a guardian any more."); next(); mes("[Loki]"); mes("Yggdrasil doesn't think so."); mes("Nidi, don't forget your duties."); next(); mes("[Nydhogg the Guardian]"); mes("Are you...?"); mes("I see..."); mes("I thought I was forsaken..."); next(); mes("The Guardian slowly looked away as if deep in thought."); ep14_1_mistwoods = 4; close2(); } else if (ep14_1_mistwoods == 4) { mes("- He seems to be deep in thought. -"); close(); } else { mes("[Nydhogg the Guardian]"); mes("I haven't gotten all of my powers back."); mes("I'm sorry I can't protect you."); next(); mes("[Nydhogg the Guardian]"); mes("Loki said..."); mes("that I won't cry from loneliness again,"); mes("that I will always have new friends like you..."); next(); mes("[Nydhogg the Guardian]"); mes("...I've lost everything, but I'm happy now."); close(); } } mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{ if (checkweight(Knife, 1) == 0 || MaxWeight - Weight < 1000) { mes("- You have too many items to do this quest. -"); close(); } if (ep14_1_mistwoods < 3) { mes("He won't look at you. It's like he's not interested at all."); close(); } else if (ep14_1_mistwoods == 3) { mes("[Loki]"); mes("So you've passed through the forest."); mes("It seems Niddy has something to say to you."); close(); } else if (ep14_1_mistwoods == 4) { mes("[Loki]"); mes("Nydhogg was one of the guardians of the World Tree."); mes("But he abandoned his duties as a guardian when he gave in to Morroc's temptation."); next(); mes("[Loki]"); mes("Some fools performed a ritual to break the seal that held Morroc."); mes("But the ritual didn't work right. The servant of Morroc failed to break the seal."); next(); mes("[Loki]"); mes("But the seal is so weak that it can break open any time."); mes("It's Yggdrasil the World Tree's will that has kept the seal from breaking."); next(); mes("[Nydhogg the Guardian]"); mes("That's right. The power of the World Tree is linked to the whole world."); mes("When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable."); next(); mes("[Nydhogg the Guardian]"); mes("That's why all those disasters happened to Yggdrasil."); mes("As the World Tree became unstable, the influence it had on the seal grew weak."); next(); mes("[Loki]"); mes("And Morroc broke himself free from the seal."); mes("Although it seems like he used most of his powers just to break the seal..."); next(); mes("[Nydhogg the Guardian]"); mes("It's all my fault."); mes("I couldn't break free from Morroc's temptation."); mes("For too... too long..."); next(); mes("[Nydhogg the Guardian]"); mes("...I wanted to be relieved of my thousands of years of loneliness."); mes("I wasn't in my right mind then."); mes("It was none other than I that broke my bond with Yggdrasil."); next(); mes("[Nydhogg the Guardian]"); mes("I lost control of myself, and did what I shouldn't have done."); mes("The other side of me became a shadow and a reckless tyrant."); next(); mes("[Nydhogg the Guardian]"); mes("Facing the world, I realized..."); mes("I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years."); next(); mes("[Nydhogg the Guardian]"); mes("That's how I was left alone."); mes("I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years."); next(); mes("[Nydhogg the Guardian]"); mes("So I became a sinner, forgotten to the world."); next(); mes("[Loki]"); mes("It's not too late."); mes("You're still a guardian."); mes("You still have things to do."); next(); mes("[Nydhogg the Guardian]"); mes("...Oh, yes. It's late, but I have to fulfill my duties as a guardian."); mes("Now I know. I'll destroy Morroc with my own hands."); mes("I will fulfill my duties as a guardian."); next(); switch(select("You're not alone.", "Those are very important duties.")) { case 1: mes("[Nydhogg the Guardian]"); mes("You're right."); mes("It may be why I haven't been forsaken - to realize that I'm not alone."); mes("You are a kind soul."); next(); break; case 2: mes("[Nydhogg the Guardian]"); mes("But this is my atonement."); mes("I'm happy, though."); mes("I don't have to fight the loneliness any more."); next(); break; } mes("[Nydhogg the Guardian]"); mesf("%s...", strcharinfo(PC_NAME)); mes("Thanks for listening to my long story."); next(); mes("[Nydhogg the Guardian]"); mes("It's what I always have with me."); mes("I'm sure it will protect you someday."); next(); mes("[Loki]"); mes("(Removes his scarf from around his neck and hands it to you.)"); next(); mes("[Nydhogg the Guardian]"); mes("May the blessing of Mother Yggdrasil be with you..."); ep14_1_mistwoods = 10; completequest(7213); getitem(Muffler_Of_Roki, 1); getitem(Pendant_Of_Guardian, 1); getexp(400000, 400000); close(); } else { mes("[Loki]"); mes("I'll be staying here for a while."); mes("We may meet again."); next(); mes("[Loki]"); mes("The day when Morroc reveals his despicable nature..."); mes("I will be waiting for him."); close(); } } //== Monster Spawns ======================================== 1@mist,1,1,0 script #Mist Mobs Respawn1 CLEAR_NPC,{ end; OnInstanceInit: monster(instance_mapname("1@mist"), 0, 0, _("Miming"), MIMING, 15, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@mist"); .@num_mobs = 15 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"); if (.@num_mobs > 0) monster(.@map$, 0, 0, _("Miming"), MIMING, .@num_mobs, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead"); end; } 1@mist,1,2,0 script #Mist Mobs Respawn2 CLEAR_NPC,{ end; OnInstanceInit: monster(instance_mapname("1@mist"), 0, 0, _("Pom Spider"), POM_SPIDER, 35, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@mist"); .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"); if (.@num_mobs > 0) monster(.@map$, 0, 0, _("Pom Spider"), POM_SPIDER, .@num_mobs, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead"); end; } 1@mist,1,3,0 script #Mist Mobs Respawn3 CLEAR_NPC,{ end; OnInstanceInit: monster(instance_mapname("1@mist"), 0, 0, _("Angra Mantis"), ANGRA_MANTIS, 35, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@mist"); .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"); if (.@num_mobs > 0) monster(.@map$, 0, 0, _("Angra Mantis"), ANGRA_MANTIS, .@num_mobs, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead"); end; } 1@mist,1,4,0 script #Mist Mobs Respawn4 CLEAR_NPC,{ end; OnInstanceInit: monster(instance_mapname("1@mist"), 0, 0, _("Parus"), PARUS, 35, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@mist"); .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"); if (.@num_mobs > 0) monster(.@map$, 0, 0, _("Parus"), PARUS, .@num_mobs, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead"); end; } 1@mist,1,5,0 script #Mist Mobs Respawn5 CLEAR_NPC,{ end; OnInstanceInit: monster(instance_mapname("1@mist"), 0, 0, _("Little Fatum"), LITTLE_FATUM, 15, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@mist"); .@num_mobs = 15 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"); if (.@num_mobs > 0) monster(.@map$, 0, 0, _("Little Fatum"), LITTLE_FATUM, .@num_mobs, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead"); end; } 1@mist,1,6,0 script #Fragments of Memory CLEAR_NPC,{ end; OnInstanceInit: disablenpc(instance_npcname("#Fragments of Memory")); monster(instance_mapname("1@mist"), 0, 0, _("Guardian's Fragments of Memory"), NYDHOG_MEMORY1_1, 15); end; } //== Warp Portals ========================================== bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{ mes("It's a giant flower with mysterious energy."); if (countitem(Mysterious_Seed)) { mes("It's reacting to the Mysterious Flower Seeds you have with you."); next(); switch(select("Observe the reaction.", "Stop the reaction.")) { case 1: mes("The flower started to shake violently"); mes("and swing forward as if trying to send the seeds as far away as possible!!!"); close2(); delitem(Mysterious_Seed, 1); warp("bif_fild02", 160, 230); end; case 2: mes("As you hold onto the Mysterious Flower Seeds tightly,"); mes("the flower shook violently and then became calm again."); close(); } } mes("It looks like it has some special use, but you're not sure what."); close(); } 1@mist,104,23,0 warp #to_bif01 1,1,bif_fild01,160,352 1@mist,109,70,0 script a1_a2 WARPNPC,1,1,{ end; OnTouch: if (!questprogress(7211, PLAYTIME)) setquest(7211); warp(instance_mapname("1@mist"), 116, 40); end; } 1@mist,113,40,0 warp a2_a7 1,1,1@mist,90,81 1@mist,93,81,0 warp a7_a14 1,1,1@mist,108,152 1@mist,111,154,0 warp a14_a24 1,1,1@mist,236,108 1@mist,236,110,0 warp a24_a1 1,1,1@mist,106,69 1@mist,161,67,0 warp a18-1_a22 1,1,1@mist,159,85 1@mist,180,116,0 warp a23_a18-1 1,1,1@mist,164,66 1@mist,180,63,0 warp a18-2_a9 1,1,1@mist,141,90 1@mist,116,84,0 warp a8_a26 1,1,1@mist,222,133 1@mist,220,133,0 warp a26_a27-1 1,1,1@mist,200,64 1@mist,197,64,0 warp a27-1_a23 1,1,1@mist,177,116 1@mist,146,194,0 warp af1-2_a27-2 1,1,1@mist,225,96 1@mist,133,195,0 warp af1-1_af2-1 1,1,1@mist,202,110 1@mist,202,107,0 warp af2-1_af1-1 1,1,1@mist,134,189 1@mist,217,110,0 warp af2-2_a20-1 1,1,1@mist,240,56 1@mist,240,54,0 warp a20-1_af2-2 1,1,1@mist,214,110 1@mist,234,67,0 warp a20-2_a21 1,1,1@mist,239,80 1@mist,242,77,0 warp a21_a15-1 1,1,1@mist,153,137 1@mist,156,139,0 warp a15-1_a3 1,1,1@mist,123,55 1@mist,124,51,0 warp a3_a20-1 1,1,1@mist,240,56 1@mist,48,41,0 warp a4-1_a17 1,1,1@mist,174,165 1@mist,171,165,0 warp a17_a16 1,1,1@mist,168,143 1@mist,169,141,0 warp a16_a10 1,1,1@mist,101,107 1@mist,99,107,0 warp a10_a4-2 1,1,1@mist,57,38 1@mist,65,113,0 warp a11_a28 1,1,1@mist,218,151 1@mist,221,151,0 warp a28_a13 1,1,1@mist,117,126 1@mist,114,126,0 warp a13_a5 1,1,1@mist,36,62 1@mist,61,88,0 warp a6_a19 1,1,1@mist,189,139 1@mist,186,140,0 warp a19_a12 1,1,1@mist,98,126 1@mist,101,126,0 warp a12_a29-1 1,1,1@mist,238,151 1@mist,235,152,0 warp a29-1_af1-2 1,1,1@mist,144,194 1@mist,254,151,0 warp a29-2E_b1 1,1,1@mist,271,164 1@mist,275,211,0 warp b1_b13 1,1,1@mist,277,112 1@mist,301,141,0 warp b14_b24 1,1,1@mist,99,232 1@mist,99,230,0 warp b24_b25 1,1,1@mist,103,255 1@mist,102,253,0 warp b25_b4-1 1,1,1@mist,215,177 1@mist,212,177,0 warp b4-1_b1 1,1,1@mist,276,208 1@mist,289,167,0 warp b2_b19 1,1,1@mist,152,219 1@mist,149,219,0 warp b19_b20 1,1,1@mist,119,227 1@mist,115,227,0 warp b20_b23 1,1,1@mist,230,353 1@mist,233,353,0 warp b23_b7 1,1,1@mist,289,225 1@mist,76,273,0 warp bf1-2_b7 1,1,1@mist,289,225 1@mist,61,282,0 warp bf1-1_bf2-1 1,1,1@mist,256,220 1@mist,252,220,0 warp bf2-1_bf1-1 1,1,1@mist,65,282 1@mist,267,213,0 warp bf2-2_b28 1,1,1@mist,214,268 1@mist,212,265,0 warp b28_b12 1,1,1@mist,288,266 1@mist,285,266,0 warp b12_b21 1,1,1@mist,143,234 1@mist,143,231,0 warp b21_b29 1,1,1@mist,222,281 1@mist,223,279,0 warp b29_b31 1,1,1@mist,158,317 1@mist,134,287,0 warp b30_b3 1,1,1@mist,293,195 1@mist,295,197,0 warp b3_b10 1,1,1@mist,239,253 1@mist,236,253,0 warp b10_b12 1,1,1@mist,288,266 1@mist,111,203,0 warp b16_b34 1,1,1@mist,202,333 1@mist,199,333,0 warp b34_b27-1 1,1,1@mist,203,251 1@mist,206,249,0 warp b27-1_b22 1,1,1@mist,168,239 1@mist,165,239,0 warp b22_b15 1,1,1@mist,89,173 1@mist,177,265,0 warp b27-2_a14 1,1,1@mist,108,152 1@mist,166,314,0 warp bN-1_b27-3 1,1,1@mist,206,297 1@mist,197,299,0 warp bN-2_b17 1,1,1@mist,167,200 1@mist,165,200,0 warp b17_bN-2 1,1,1@mist,193,299 1@mist,86,173,0 warp b15_b32 1,1,1@mist,218,313 1@mist,215,313,0 warp b32_b28 1,1,1@mist,214,268 1@mist,230,324,0 warp b33_b6-1 1,1,1@mist,221,233 1@mist,230,230,0 warp b6-2_b11 1,1,1@mist,263,261 1@mist,263,258,0 warp b11_b9 1,1,1@mist,272,246 1@mist,269,246,0 warp b9_b26 1,1,1@mist,143,265 1@mist,140,265,0 warp b26_b5 1,1,1@mist,209,200 1@mist,195,206,0 warp b18_b35 1,1,1@mist,169,341 1@mist,166,341,0 warp b35_b36 1,1,1@mist,198,354 1@mist,201,354,0 warp b36_b37-1 1,1,1@mist,83,224 1@mist,87,224,0 warp b37-1_b35 1,1,1@mist,169,341 1@mist,84,273,0 warp b37-2_c1 1,1,1@mist,98,287 1@mist,111,298,0 warp c2_c3 1,1,1@mist,82,307 1@mist,79,307,0 warp c3_c7 1,1,1@mist,284,89 1@mist,281,89,0 warp c7_c12 1,1,1@mist,264,291 1@mist,261,291,0 warp c12_c2 1,1,1@mist,115,298 1@mist,326,275,0 warp c13-1_b13 1,1,1@mist,277,112 1@mist,294,293,0 warp c13-2_c5 1,1,1@mist,78,330 1@mist,81,330,0 warp c5_c17 1,1,1@mist,308,330 1@mist,308,327,0 warp c17_c10 1,1,1@mist,309,165 1@mist,306,165,0 warp c10_c13-2 1,1,1@mist,298,293 1@mist,46,316,0 warp c4_c6 1,1,1@mist,113,328 1@mist,95,328,0 warp c6_c9 1,1,1@mist,342,157 1@mist,339,157,0 warp c9_c16 1,1,1@mist,343,328 1@mist,343,325,0 warp c16_c8-2 1,1,1@mist,346,120 1@mist,344,123,0 warp c8-2_c19 1,1,1@mist,277,343 1@mist,256,313,0 warp c18_c15 1,1,1@mist,343,307 1@mist,342,305,0 warp c15_cKEY 1,1,1@mist,332,121 1@mist,335,120,0 warp cKEY_c18 1,1,1@mist,259,313 1@mist,317,89,0 warp c8-1_c14 1,1,1@mist,339,284 1@mist,339,281,0 warp c14_c11-1 1,1,1@mist,332,172 1@mist,329,171,0 warp c11-1_c8-2 1,1,1@mist,346,120 1@mist,301,237,0 warp b8_b2 1,1,1@mist,289,170 //- Disable Garden Tree warps - // Custom, but saves processing and lines. 1@mist,1,1,0 script #mist_warp_init CLEAR_NPC,{ end; OnInstanceInit: disablenpc(instance_npcname("a25_a18-1")); disablenpc(instance_npcname("a27-2_af1-2")); disablenpc(instance_npcname("a15-2_a4-1")); disablenpc(instance_npcname("a4-2_a11")); disablenpc(instance_npcname("b4-2_b2")); disablenpc(instance_npcname("b7_bf1-2")); disablenpc(instance_npcname("b31_b16")); disablenpc(instance_npcname("b27-3_bN-1")); disablenpc(instance_npcname("b6-1_b33")); disablenpc(instance_npcname("b5_b14")); disablenpc(instance_npcname("c1_c13-1")); disablenpc(instance_npcname("c13-3_c4")); disablenpc(instance_npcname("c19_c4")); disablenpc(instance_npcname("#to_bif02")); disablenpc(instance_npcname("#mist_warp_init")); end; } 1@mist,247,123,0 warp a25_a18-1 1,1,1@mist,164,66 //Tom 1@mist,225,98,0 warp a27-2_af1-2 1,1,1@mist,144,194 //Tomba 1@mist,159,184,0 warp a15-2_a4-1 1,1,1@mist,49,37 //Remi 1@mist,61,39,0 warp a4-2_a11 1,1,1@mist,68,113 //Rem 1@mist,230,179,0 warp b4-2_b2 1,1,1@mist,289,170 //Ron 1@mist,285,225,0 warp b7_bf1-2 1,1,1@mist,72,274 //Rover 1@mist,161,316,0 warp b31_b16 1,1,1@mist,108,203 //Mona 1@mist,204,299,0 warp b27-3_bN-1 1,1,1@mist,169,314 //Namon 1@mist,221,236,0 warp b6-1_b33 1,1,1@mist,233,324 //Neoron 1@mist,206,200,0 warp b5_b14 1,1,1@mist,298,142 //Spyder 1@mist,95,287,0 warp c1_c13-1 1,1,1@mist,323,276 //Tito 1@mist,324,325,0 warp c13-3_c4 1,1,1@mist,49,316 //Pumba 1@mist,280,344,0 warp c19_c4 1,1,1@mist,49,316 //Tete 1@mist,345,186,0 warp #to_bif02 1,1,bif_fild02,151,121 //The Gardeners' Tree