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