//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2013-2016 Hercules Dev Team
//= Copyright (C) Ridley
//= Copyright (C) Exneval
//= Copyright (C) Euphy
//= Copyright (C) Heris
//= Copyright (C) Ziu
//=
//= 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 .
//=========================================================================
//= Old Glast Heim
//================= Description ===========================================
//= Discover the history of events that took place in the Glast Heim castle
//= and how it ended up in ruins.
//================= Current Version =======================================
//= 1.2
//=========================================================================
1@gl_k mapflag src4instance
2@gl_k mapflag src4instance
glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{
if (BaseLevel < 130) { // iRO text
mes("[Hugin]");
mes("Why don't you come back after becoming stronger Maybe, level 130.");
close;
}
if (!questprogress(12316)) {
mes("[Hugin]");
mes("A long time ago, this castle did not look like this.");
next;
mes("[Hugin]");
mes("Ah I'm sorry. I'm muttering in front of a stranger.");
next;
mes("[Hugin]");
mes("My name is Hugin. I'm studying the dimensional gap between time and space.");
next;
select("There's something like that here?");
mes("[Hugin]");
mes("Have you ever wondered about the history of Glast Heim?");
next;
mes("[Hugin]");
mes("There was a King named Shumiche who was known as a tyrant in the history of the Rune-Midgarts Kingdom.");
next;
mes("[Hugin]");
mes("Time will reveal the true answers if we look in the right places.");
next;
if (select("I don't care about history", "That is interesting. Find anything?") == 1) {
mes("[Hugin]");
mes("Really? Hmm, please come back later when you are interested then.");
close;
}
mes("[Hugin]");
mes("Actually, dimensional time travel is possible but I'm so afraid to go there.");
next;
mes("[Hugin]");
mes("Yes! It might be possible for you.");
next;
mes("[Hugin]");
mes("Do you want to time travel?");
next;
if (select("No thanks.", "Yes, of course I do!") == 1) {
mes("[Hugin]");
mes("Really? But, jumping gigawatts like this is such a great opportunity.");
close;
}
mes("[Hugin]");
mes("I knew that you would understand what I said. Well, please tell what you gonna do.");
setquest(12316);
next;
}
mes("[Hugin]");
mes("Umm? Did you see me at another place? I don't think so. What about this time?");
next;
if (!questprogress(12317, PLAYTIME)) {
.@party_id = getcharid(1);
.@p_name$ = getpartyname(.@party_id);
.@md_name$ = "Old Glast Heim";
if (!instance_check_party(.@party_id)) {
mes("[Hugin]");
mes("Why don't you make a party with more than 1 person and talk to me again?");
close;
}
if (!questprogress(12318, HUNTING))
setquest 12318;
if (getcharid(0) == getpartyleader(.@party_id, 2))
.@menu1$ = "Generate Time Gap";
else
.@menu1$ = "";
switch (select(.@menu1$, "Enter Old Glast Heim", "Cancel")) {
case 1:
if (getcharid(0) != getpartyleader(.@party_id, 2))
end;
.@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
mesf("Party Name: %s", .@p_name$);
mesf("Party Leader: %s", strcharinfo(0));
mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
close;
}
if (instance_attachmap("1@gl_k", .@instance) == "" || instance_attachmap("2@gl_k", .@instance) == "") {
mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$);
instance_destroy(.@instance);
close;
}
instance_set_timeout(3600, 300, .@instance);
instance_init(.@instance);
mes("[Hugin]");
mes("The time gap was created. When you're ready, talk to me again.");
close;
case 2:
if (has_instance("1@gl_k") == "" ) {
mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r"
"The party leader did not generate the dungeon yet.", .@md_name$);
close;
}
mapannounce("glast_01", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(0), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN);
setquest 12317;
warp "1@gl_k", 150, 20;
end;
case 3:
close;
}
} else if (questprogress(12317, PLAYTIME) == 1) {
mes("[Hugin]");
mes("Oh, my... You still have after-effects of time travel. You can't travel in this condition.");
if (questprogress(12322) == 1) {
erasequest 12322;
}
next;
mes("[Hugin]");
mes("Staying healthy is important so please take a break and come back again later.");
close;
} else {
mes("^0000FFAll trace of access to Old Glast Heim have been removed. Now you can talk with Hugin again.^000000");
erasequest 12317;
if (questprogress(12318))
erasequest 12318;
if (questprogress(12319))
erasequest 12319;
close;
}
}
// Floor 1
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,149,41,6 script Varmundt#ghinstance1 4_M_BARMUND,{
if (getcharid(0) != getpartyleader(getcharid(1), 2)) {
cutin("gl_barmund2", 2);
mes("[Varmundt]");
mes("Where's your leader? I need his help.");
close2;
cutin("gl_barmund2", 255);
end;
}
cutin("gl_barmund1", 2);
mes("[Varmundt]");
mes("Are you the one ^0000FFHerico^000000 sent to help me?");
npctalk(_("Are you the one Herico sent to help me?"));
next;
select("Oh. Well I...");
mesf("[%s]", strcharinfo(0));
mes("Ah yes, I am. Herico told me to meet you.");
unittalk(getcharid(3), _("Ah yes, I am. Herico told me to meet you."));
next;
cutin("gl_barmund2", 2);
mes("[Varmundt]");
mes("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion.");
npctalk(_("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion."));
next;
select("Himelmez...");
mesf("[%s]", strcharinfo(0));
mes("Who is Himelmez?");
unittalk(getcharid(3), _("Who is Himelmez?"));
next;
cutin("gl_barmund3", 2);
mes("[Varmundt]");
mes("Herico didn't tell you?");
npctalk(_("Herico didn't tell you?"));
next;
cutin("gl_barmund2", 2);
mes("[Varmundt]");
mes("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us.");
npctalk(_("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us."));
next;
mes("[Varmundt]");
mes("She might even destroy this whole castle if she wanted to.");
npctalk(_("She might even destroy this whole castle if she wanted to."));
next;
mes("[Varmundt]");
mes("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!");
npctalk(_("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!"));
close2;
cutin("gl_barmund2", 255);
donpcevent(instance_npcname("Varmundt#ghinstance1")+"::OnDisable");
end;
OnInstanceInit:
donpcevent instance_npcname("Varmundt#ghinstance1")+"::OnEnable";
end;
OnDisable:
hideonnpc instance_npcname("Varmundt#ghinstance1");
hideoffnpc instance_npcname("Heinrich#ghinstance1");
hideoffnpc instance_npcname("Varmundt#ghinstance2");
end;
OnEnable:
hideoffnpc instance_npcname("Varmundt#ghinstance1");
end;
}
1@gl_k,145,54,6 script Khalitzburg Knight#1 4_F_KHALITZBURG,{
mesf("[%s]", strnpcinfo(NPC_NAME_VISIBLE));
switch ((atoi(strnpcinfo(NPC_NAME_HIDDEN)) + 1) / 2) {
case 1: mes("Is there something you need?"); break;
case 2: mes("What can I do for you?"); break;
case 3: mes("..."); break;
case 4: mes("I do not like to chat during work."); break;
case 5: mes("Doesn't this castle seem weird all of a sudden? Something's not quite right."); break;
case 6: mes("How do you know Varmundt? I heard that he's not really a friendly man..."); break;
case 7: mes("Orders please."); break;
case 8: mes("Please do not make a mess here."); break;
case 9: mes("I had a weird dream last night. My mom was in it... Wonder if she is ok..."); break;
case 10: mes("Are you wit Varmundt? Commander is waiting for you."); break;
case 11: mes("My work shift will be over soon, but the next crew is not coming."); break;
}
close;
OnDisable:
hideonnpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnEnable:
hideoffnpc instance_npcname(strnpcinfo(NPC_NAME));
end;
}
1@gl_k,154,54,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#2 4_F_KHALITZBURG
1@gl_k,145,59,6 duplicate(Khalitzburg Knight#1) White Knight#3 4_WHITEKNIGHT
1@gl_k,154,59,3 duplicate(Khalitzburg Knight#1) White Knight#4 4_WHITEKNIGHT
1@gl_k,145,64,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#5 4_F_KHALITZBURG
1@gl_k,154,64,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#6 4_F_KHALITZBURG
1@gl_k,145,69,6 duplicate(Khalitzburg Knight#1) White Knight#7 4_WHITEKNIGHT
1@gl_k,154,69,3 duplicate(Khalitzburg Knight#1) White Knight#8 4_WHITEKNIGHT
1@gl_k,145,74,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#9 4_F_KHALITZBURG
1@gl_k,154,74,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#10 4_F_KHALITZBURG
1@gl_k,145,79,6 duplicate(Khalitzburg Knight#1) White Knight#11 4_WHITEKNIGHT
1@gl_k,154,79,3 duplicate(Khalitzburg Knight#1) White Knight#12 4_WHITEKNIGHT
1@gl_k,145,84,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#13 4_F_KHALITZBURG
1@gl_k,154,84,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#14 4_F_KHALITZBURG
1@gl_k,145,89,6 duplicate(Khalitzburg Knight#1) White Knight#15 4_WHITEKNIGHT
1@gl_k,154,89,3 duplicate(Khalitzburg Knight#1) White Knight#16 4_WHITEKNIGHT
1@gl_k,145,94,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#17 4_F_KHALITZBURG
1@gl_k,154,94,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#18 4_F_KHALITZBURG
1@gl_k,145,99,6 duplicate(Khalitzburg Knight#1) White Knight#19 4_WHITEKNIGHT
1@gl_k,154,99,3 duplicate(Khalitzburg Knight#1) White Knight#20 4_WHITEKNIGHT
1@gl_k,145,104,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#21 4_F_KHALITZBURG
1@gl_k,154,104,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#22 4_F_KHALITZBURG
1@gl_k,149,100,6 script Heinrich#ghinstance1 4_M_HEINRICH,{
if (getcharid(0) != getpartyleader(getcharid(1), 2)) {
cutin("gl_heinrich2", 2);
mes("[Heinrich]");
mes("Where is your leader? I must talk to him.");
close2;
cutin("gl_heinrich2", 255);
end;
}
cutin("gl_heinrich2", 2);
select("Sir. Heinrich. Varmundt...");
mesf("[%s]", strcharinfo(0));
mes("Sir. Heinrich. Do you know what is happening in the castle now?");
unittalk(getcharid(3), _("Sir. Heinrich. Do you know what is happening in the castle now?"));
next;
mes("[Heinrich]");
mes("Aren't you the adventurer that came along with Varmundt?");
npctalk(_("Aren't you the adventurer that came along with Varmundt?"));
next;
mes("[Heinrich]");
mes("What is it? Something wrong with the castle?");
npctalk(_("What is it? Something wrong with the castle?"));
next;
select("Himelmez's invasion...");
mesf("[%s]", strcharinfo(0));
mes("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!");
unittalk(getcharid(3), _("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!"));
next;
cutin("gl_heinrich1", 2);
mes("[Heinrich]");
mes("Haha. Funny. Do you really think that is possible?");
npctalk(_("Haha. Funny. Do you really think that is possible?"));
next;
cutin("gl_barmund2", 2);
mes("[Varmundt]");
mes("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon.");
npctalk(_("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon."), instance_npcname("Varmundt#ghinstance2"));
next;
mes("[Varmundt]");
mes("We must hide the heart piece to a safe place before Himelmez's attack starts!");
npctalk(_("We must hide the heart piece to a safe place before Himelmez's attack starts!"), instance_npcname("Varmundt#ghinstance2"));
next;
select("Even if you don't believe me...");
mesf("[%s]", strcharinfo(0));
mes("I can't make you believe me, but there's no time to argue!");
unittalk(getcharid(3), _("I can't make you believe me, but there's no time to argue!"));
cutin("gl_barmund2", 255);
next;
cutin("gl_heinrich1", 2);
mes("[Heinrich]");
mes("Thank you for the help. But, we don't even have our king with us right now.");
npctalk(_("Thank you for the help. But, we don't even have our king with us right now."));
next;
mes("[Heinrich]");
mes("We cannot risk moving the heart just because some stranger says so.");
npctalk(_("We cannot risk moving the heart just because some stranger says so."));
close2;
donpcevent(instance_npcname("Heinrich#ghinstance1")+"::OnDisable");
donpcevent(instance_npcname("Heinrich#ghinstance2")+"::OnEnable");
donpcevent(instance_npcname("Himelmez#ghinstance1")+"::OnEnable");
donpcevent(instance_npcname("#talkinstance1")+"::OnEnable");
mapannounce(instance_mapname("1@gl_k"), _("????: Muahahahaha~!"), bc_map, C_YELLOW, FW_NORMAL, 18);
cutin("gl_heinrich1", 255);
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance1");
end;
OnEnable:
hideoffnpc instance_npcname("Heinrich#ghinstance1");
end;
}
1@gl_k,152,97,3 script Varmundt#ghinstance2 4_M_BARMUND,{
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Varmundt#ghinstance2");
end;
OnEnable:
hideoffnpc instance_npcname("Varmundt#ghinstance2");
end;
}
1@gl_k,149,97,6 script Heinrich#ghinstance2 4_M_HEINRICH,{
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance2");
end;
OnEnable:
hideoffnpc instance_npcname("Heinrich#ghinstance2");
end;
}
1@gl_k,149,100,6 script Heinrich#ghinstance3 4_M_HEINRICH,{
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance3");
end;
OnEnable:
hideoffnpc instance_npcname("Heinrich#ghinstance3");
end;
}
1@gl_k,149,89,1 script Himelmez#ghinstance1 4_F_HIMEL,{
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Himelmez#ghinstance1");
end;
OnEnable:
hideoffnpc instance_npcname("Himelmez#ghinstance1");
end;
}
// Control Timer
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,0,0,0 script #talkinstance1 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#talkinstance1");
end;
OnEnable:
enablenpc instance_npcname("#talkinstance1");
initnpctimer;
end;
OnTimer1500:
npctalk(_("Who are you?"), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer4500:
npctalk(_("Well well~ Am I interrupting you? Weren't you expecting me?"), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer10000:
npctalk(_("Himelmez!! Already!"), instance_npcname("Varmundt#ghinstance2"));
end;
OnTimer17500:
npctalk(_("My name is Lisa Kahn Himelmez. Master of Dullahan, Dead man's Valkyrie, that's what they call me."), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer22000:
npctalk(_("Aren't you a little too feminine to be the Ruler of death? We are not afraid of you..."), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer28500:
npctalk(_("Let's see if you can relax like that after you find out where your king is."), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer36000:
npctalk(_("What?"), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer41000:
npctalk(_("Hmm, now I have your attention do I not?"), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer54000:
npctalk(_("It's a pity to meet you in a situation like this."), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer59000:
npctalk(_("My king is visiting the Rune-Midgarts royal family. He's not back yet."), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer66500:
npctalk(_("And now you are trying to trick me, what has happened to him?!"), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer71500:
npctalk(_("Well~ I would love to sit down and explain for you, but I'm kind of busy today~"), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer78000:
npctalk(_("I have business to take care of. My minions will treat you well enough for me~"), instance_npcname("Himelmez#ghinstance1"));
end;
OnTimer84500:
npctalk(_("She probably already knows where the Ymir's heart piece is."), instance_npcname("Heinrich#ghinstance2"));
donpcevent instance_npcname("Himelmez#ghinstance1")+"::OnDisable";
end;
OnTimer90500:
npctalk(_("All Khalitzburg and White Knights should follow me now..."), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer92000:
for (.@i=1; .@i <= 20; .@i += 4) {
hideonnpc instance_npcname("Khalitzburg Knight#"+.@i);
hideonnpc instance_npcname("Khalitzburg Knight#"+(.@i+1));
hideonnpc instance_npcname("White Knight#"+(.@i+2));
hideonnpc instance_npcname("White Knight#"+(.@i+3));
}
hideonnpc instance_npcname("Khalitzburg Knight#21");
hideonnpc instance_npcname("Khalitzburg Knight#22");
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead";
monster .@map$,145,59,"Abysmal Knight",2470,1,.@label$;
monster .@map$,154,59,"Abysmal Knight",2470,1,.@label$;
monster .@map$,145,69,"Abysmal Knight",2470,1,.@label$;
monster .@map$,154,69,"Abysmal Knight",2470,1,.@label$;
monster .@map$,145,79,"Abysmal Knight",2470,1,.@label$;
monster .@map$,154,79,"Abysmal Knight",2470,1,.@label$;
monster .@map$,145,89,"Abysmal Knight",2470,1,.@label$;
monster .@map$,154,89,"Abysmal Knight",2470,1,.@label$;
monster .@map$,145,99,"Abysmal Knight",2470,1,.@label$;
monster .@map$,154,99,"Abysmal Knight",2470,1,.@label$;
monster .@map$,145,54,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("Water... Someone give me water..."));
monster .@map$,154,54,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], "Kkkrrrruughgh...");
monster .@map$,145,64,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("Sir. Heinrich. Save me..."));
monster .@map$,154,64,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("I miss my sister..."));
monster .@map$,145,74,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("Don't leave me alone, help me."));
monster .@map$,154,74,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], "Aaarrrrrhhhh");
monster .@map$,145,84,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("I am so thirsty."));
monster .@map$,154,84,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("Oh...No...I can't die yet..."));
monster .@map$,145,94,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("I feel sick to my stomach urrgg"));
monster .@map$,154,94,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("Can someone..."));
monster .@map$,145,104,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], "Arrgg... My body");
monster .@map$,154,104,"Khalitzburg",2471,1,.@label$;
unittalk($@mobid[0], _("My throat is burning!"));
end;
OnTimer94000:
npctalk(_("My men... This can't be happening!"), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer96500:
npctalk(_("Sir. Heinrich, they're all monsters. You need to give them rest!"), instance_npcname("Varmundt#ghinstance2"));
end;
OnTimer100000:
npctalk(_("I'm so sorry..."), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer103000:
npctalk(_("I am sorry, my knights! Forgive me!"), instance_npcname("Heinrich#ghinstance2"));
end;
OnTimer106000:
mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Death to all!"), bc_map, C_YELLOW, FW_NORMAL, 18);
end;
OnTimer109000:
mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Go back to the darkness!"), bc_map, C_YELLOW, FW_NORMAL, 18);
end;
OnTimer109500:
enablenpc instance_npcname(".#ghinstance22");
enablenpc instance_npcname(".#ghinstance21");
donpcevent instance_npcname(".#ghinstance22")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance21")+"::OnEffect1";
end;
OnTimer110000:
enablenpc instance_npcname(".#ghinstance20");
enablenpc instance_npcname(".#ghinstance19");
enablenpc instance_npcname(".#ghinstance18");
enablenpc instance_npcname(".#ghinstance17");
donpcevent instance_npcname(".#ghinstance20")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance19")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance18")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance17")+"::OnEffect1";
end;
OnTimer110500:
enablenpc instance_npcname(".#ghinstance16");
enablenpc instance_npcname(".#ghinstance15");
enablenpc instance_npcname(".#ghinstance14");
enablenpc instance_npcname(".#ghinstance13");
donpcevent instance_npcname(".#ghinstance16")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance15")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance14")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance13")+"::OnEffect1";
end;
OnTimer111000:
enablenpc instance_npcname(".#ghinstance12");
enablenpc instance_npcname(".#ghinstance11");
enablenpc instance_npcname(".#ghinstance10");
enablenpc instance_npcname(".#ghinstance9");
donpcevent instance_npcname(".#ghinstance12")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance11")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance10")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance9")+"::OnEffect1";
end;
OnTimer111500:
enablenpc instance_npcname(".#ghinstance8");
enablenpc instance_npcname(".#ghinstance7");
enablenpc instance_npcname(".#ghinstance6");
enablenpc instance_npcname(".#ghinstance5");
donpcevent instance_npcname(".#ghinstance8")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance7")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance6")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance5")+"::OnEffect1";
end;
OnTimer112000:
enablenpc instance_npcname(".#ghinstance4");
enablenpc instance_npcname(".#ghinstance3");
enablenpc instance_npcname(".#ghinstance2");
enablenpc instance_npcname(".#ghinstance1");
donpcevent instance_npcname(".#ghinstance4")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance3")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance2")+"::OnEffect1";
donpcevent instance_npcname(".#ghinstance1")+"::OnEffect1";
donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnEnable";
donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable";
for (.@i=1; .@i <= 22; .@i++)
disablenpc instance_npcname(".#ghinstance"+.@i);
killmonster instance_mapname("1@gl_k"),instance_npcname("#talkinstance1")+"::OnMyMobDead";
end;
OnTimer112500:
npctalk(_("I killed my own men..."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer115500:
npctalk(_("Sir. Heinrich! We don't have much time!"), instance_npcname("Varmundt#ghinstance2"));
end;
OnTimer118500:
npctalk(_("If you hurry now, there's a chance!"), instance_npcname("Varmundt#ghinstance2"));
end;
OnTimer121500:
npctalk(_("Varmundt is right. Now is not the time for mourning."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer124500:
npctalk(_("I have a request to you followers."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer127500:
npctalk(_("Himelmez can turn living beings into monsters."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer130500:
npctalk(_("But, there might still be survivors here."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer134500:
npctalk(_("Destroy the monsters and find any survivors."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer138500:
npctalk(_("Varmundt and I will chase Himelmez."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer143500:
npctalk(_("Very well, Varmundt. Let's find Himelmez."), instance_npcname("Heinrich#ghinstance3"));
end;
OnTimer147500:
donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable";
end;
OnTimer148500:
donpcevent instance_npcname("Varmundt#ghinstance2")+"::OnDisable";
stopnpctimer;
donpcevent instance_npcname("#ghinstancewarp1")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp2")+"::OnEnable";
mapannounce(instance_mapname("1@gl_k"), _("A portal has opened to the west."), bc_map, C_YELLOW);
donpcevent instance_npcname("#talkinstance1")+"::OnDisable";
donpcevent instance_npcname("#ghmemorialmob01")+"::OnEnable";
end;
OnMyMobDead:
end;
}
1@gl_k,145,54,6 script .#ghinstance1 HIDDEN_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnEnable:
enablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnEffect1:
specialeffect EF_GRANDCROSS;
specialeffect EF_LEXAETERNA;
end;
}
1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 HIDDEN_NPC
1@gl_k,145,59,6 duplicate(.#ghinstance1) .#ghinstance3 HIDDEN_NPC
1@gl_k,154,59,3 duplicate(.#ghinstance1) .#ghinstance4 HIDDEN_NPC
1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 HIDDEN_NPC
1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 HIDDEN_NPC
1@gl_k,145,69,6 duplicate(.#ghinstance1) .#ghinstance7 HIDDEN_NPC
1@gl_k,154,69,3 duplicate(.#ghinstance1) .#ghinstance8 HIDDEN_NPC
1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 HIDDEN_NPC
1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 HIDDEN_NPC
1@gl_k,145,79,6 duplicate(.#ghinstance1) .#ghinstance11 HIDDEN_NPC
1@gl_k,154,79,3 duplicate(.#ghinstance1) .#ghinstance12 HIDDEN_NPC
1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 HIDDEN_NPC
1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 HIDDEN_NPC
1@gl_k,145,89,6 duplicate(.#ghinstance1) .#ghinstance15 HIDDEN_NPC
1@gl_k,154,89,3 duplicate(.#ghinstance1) .#ghinstance16 HIDDEN_NPC
1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 HIDDEN_NPC
1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 HIDDEN_NPC
1@gl_k,145,99,6 duplicate(.#ghinstance1) .#ghinstance19 HIDDEN_NPC
1@gl_k,154,99,3 duplicate(.#ghinstance1) .#ghinstance20 HIDDEN_NPC
1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 HIDDEN_NPC
1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 HIDDEN_NPC
1@gl_k,149,200,3 warp treasureroom#out 1,1,1@gl_k,269,264
1@gl_k,96,80,0 script #ghinstancewarp1 WARPNPC,1,2,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnEnable:
enablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnTouch:
.@map1$ = instance_mapname("1@gl_k");
.@map2$ = instance_mapname("2@gl_k");
switch (atoi(replacestr(strnpcinfo(NPC_NAME_HIDDEN), "ghinstancewarp", ""))) {
case 1: warp .@map1$,80,80; break;
case 2: warp .@map1$,105,80; break;
case 3: warp .@map1$,215,79; break;
case 4: warp .@map1$,195,79; break;
case 5: warp .@map1$,215,216; break;
case 6: warp .@map1$,235,216; break;
case 7: warp .@map2$,150,46; break;
case 8: warp .@map2$,126,123; break;
case 9: warp .@map2$,150,116; break;
case 10: warp .@map2$,174,101; break;
case 11: warp .@map2$,150,110; break;
case 12: warp .@map2$,150,179; break;
case 13: warp .@map2$,150,160; break;
case 14: warp .@map1$,150,281; break;
case 15: warp .@map1$,48,168; break;
}
end;
}
1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,2,2
1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,2,2
1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,2,2
1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,2,2
1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,2,2
1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,2,2
2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,2,2
2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,2,2
2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,2,2
2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,2,2
2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,2,2
2@gl_k,150,167,0 duplicate(#ghinstancewarp1) #ghinstancewarp13 WARPNPC,2,2
2@gl_k,150,32,0 duplicate(#ghinstancewarp1) #ghinstancewarp14 WARPNPC,2,2
1@gl_k,69,168,0 duplicate(#ghinstancewarp1) #ghinstancewarp15 WARPNPC,2,2
// Sector 1 Mobs
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,0,0,0 script #ghmemorialmob01 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob01");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob01");
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead";
areamonster(.@map$, 76, 99, 87, 10, _("Grand Chamberlain in pain"), MG_GHOUL, 15, .@label$);
areamonster(.@map$, 67, 39, 12, 6, _("Corrupted Monk"), MG_WRAITH, 20, .@label$);
areamonster(.@map$, 67, 39, 12, 6, _("Grand Chamberlain in pain"), MG_GHOUL, 3, .@label$);
areamonster(.@map$, 32, 75, 51, 58, _("Corrupted Steward"), MG_ZOMBIE, 6, .@label$);
areamonster(.@map$, 45, 84, 6, 137, _("Corrupted Steward"), MG_ZOMBIE, 12, .@label$);
end;
OnMyMobDead:
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead";
.@mob_dead_num = 56 - mobcount(.@map$,.@label$);
if (.@mob_dead_num > 35) {
mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE);
killmonster .@map$,.@label$;
donpcevent instance_npcname("Altar boy Domun#clearGH")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob01")+"::OnDisable";
}
end;
}
1@gl_k,17,51,3 script Altar boy Domun#clearGH 4_M_KID1,{
if (getcharid(0) != getpartyleader(getcharid(1), 2)) {
mes("[Altar boy Domun]");
mes("Save me, save me, please...");
close;
}
mes("[Altar boy Domun]");
mes("Save me! Save me!!!");
npctalk(_("Save me! Save me!!!"));
next;
select("Hold on!Are you the only survivor?");
mesf("[%s]", strcharinfo(0));
mes("Hold on!\r"
"Are you the only survivor?");
unittalk(getcharid(3), _("Hold on! Are you the only survivor?"));
next;
mes("[Altar boy Domun]");
mes("Chamberlains... monks...\r"
"They all turned into monsters. I couldn't do anything.");
npctalk(_("Altar boy Domun : Chamberlains... monks... They all turned into monsters. I couldn't do anything."));
next;
mes("[Altar boy Domun]");
mes("All I could do was... \r"
"Just hide in here...\r"
"Nothing, nothing I could do...");
npctalk(_("Altar boy Domun : All I could do was... Just hide in here... Nothing, nothing I could do..."));
next;
select("Pull it together!");
mesf("[%s]", strcharinfo(0));
mes("Wake up kid! Go east and find the middle passage to the outside! That is safe!");
unittalk(getcharid(3), _("Wake up kid! Go east and find the middle passage to the outside! That is safe!")); // Displays 1st Letter of char name in small?
next;
mes("[Altar boy Domun]");
mes("To the east passage?\r"
"Alone?\r"
"How?");
npctalk(_("Altar boy Domun : To the east passage? Alone? How?"));
next;
select("I will give you a weapon.");
mesf("[%s]", strcharinfo(0));
mes("Here's a weapon. Just close your eye and swing for those monsters.");
unittalk(getcharid(3), _("Here's a weapon. Just close your eye and swing for those monsters."));
next;
mes("[Altar boy Domun]");
mes("Ok, I... I'l try.");
npctalk(_("Altar boy Domun : Ok, I... I'l try."));
close2;
donpcevent instance_npcname("Altar boy Domun#clearGH")+"::OnDisable";
donpcevent instance_npcname("#ghmemorialmob02")+"::OnEnable";
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Altar boy Domun#clearGH");
end;
OnEnable:
hideoffnpc instance_npcname("Altar boy Domun#clearGH");
end;
}
// Sector 2 Mobs
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,0,0,0 script #ghmemorialmob02 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob02");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob02");
donpcevent instance_npcname("#ghinstancewarp3")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp4")+"::OnEnable";
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead";
mapannounce(.@map$, _("A portal has opened to the east."), bc_map, C_YELLOW);
areamonster(.@map$, 241, 113, 291, 19, _("Outraged Refiner"), MG_GHOUL, 12, .@label$);
areamonster(.@map$, 241, 113, 291, 19, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$);
areamonster(.@map$, 227, 217, 291, 135, _("Outraged Refiner"), MG_GHOUL, 12, .@label$);
areamonster(.@map$, 227, 217, 291, 135, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$);
end;
OnMyMobDead:
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead";
.@mob_dead_num = 48 - mobcount(.@map$,.@label$);
if (.@mob_dead_num > 28) {
mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE);
killmonster .@map$,.@label$;
donpcevent instance_npcname("Holgren the Destroyer")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob02")+"::OnDisable";
}
end;
}
1@gl_k,291,145,3 script Holgren the Destroyer 4_F_JOB_BLACKSMITH,{
if (getcharid(0) != getpartyleader(getcharid(1), 2)) {
mes("[Holgren the Destroyer]");
mes("Are you human?");
close;
}
mes("[Holgren the Destroyer]");
mes("Die!! You shall die!!!");
npctalk(_("Holgren the Destroyer : Die!! You shall die!!!"));
specialeffect EF_CRASHEARTH;
next;
select("Relax! I'm not a monster!");
mesf("[%s]", strcharinfo(0));
mes("Relax! I am Human. Are you alone? Anyone else here?");
unittalk(getcharid(3), _("Relax! I am Human. Are you alone? Anyone else here?"));
next;
mes("[Holgren the Destroyer]");
mes("It's only me alive.");
npctalk(_("Holgren the Destroyer : It's only me alive."));
next;
select("It's dangerous here...");
mesf("[%s]", strcharinfo(0));
mes("It's dangerous here. You know the way to the middle passage? Can you move?");
unittalk(getcharid(3), _("It's dangerous here. You know the way to the middle passage? Can you move?")); // Displays 1st Letter of char name in small?
next;
mes("[Holgren the Destroyer]");
mes("Yes, I can move. I need to get out of here.");
npctalk(_("Holgren the Destroyer : Yes, I can move. I need to get out of here."));
next;
select("Be safe...");
mesf("[%s]", strcharinfo(0));
mes("Sorry, I can't go with you.");
unittalk(getcharid(3), _("Sorry, I can't go with you."));
next;
mes("[Holgren the Destroyer]");
mes("It's ok. You've already done enough. I can help myself. Good luck to you too.");
npctalk(_("Holgren the Destroyer : It's ok. You've already done enough. I can help myself. Good luck to you too."));
close2;
donpcevent instance_npcname("Holgren the Destroyer")+"::OnDisable";
donpcevent instance_npcname("#ghmemorialmob03")+"::OnEnable";
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Holgren the Destroyer");
end;
OnEnable:
hideoffnpc instance_npcname("Holgren the Destroyer");
end;
}
// Tramp Mobs
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,221,82,3 script A dead man#GHtramp1 4_M_DIEMAN,4,4,{
end;
OnTouch:
.@i = rand(1,10);
if (.@i == 1) .@mobs = 3;
else if (.@i == 2) .@mobs = 4;
else if (.@i == 3) .@mobs = 5;
else if (.@i < 7) .@mobs = 6;
else .@mobs = 7;
getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
specialeffect EF_VENOMDUST;
monster(.@map$, .@x, .@y, "Maggot", MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
disablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnMyMobDead:
end;
OnInstanceInit:
OnEnable:
enablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
OnDisable:
disablenpc instance_npcname(strnpcinfo(NPC_NAME));
end;
}
1@gl_k,213,63,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp2 4_M_DIEMAN,4,4
1@gl_k,230,50,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp3 4_M_DIEMAN,4,4
1@gl_k,222,39,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp4 4_M_DIEMAN,4,4
1@gl_k,214,27,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp5 4_M_DIEMAN,4,4
1@gl_k,223,17,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp6 4_M_DIEMAN,4,4
1@gl_k,235,16,4 duplicate(A dead man#GHtramp1) A dead man#GHtramp7 4_M_DIEMAN,4,4
1@gl_k,251,20,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp8 4_M_DIEMAN,4,4
1@gl_k,240,43,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp9 4_M_DIEMAN,4,4
1@gl_k,271,19,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp10 4_M_DIEMAN,4,4
1@gl_k,246,62,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp11 4_M_DIEMAN,4,4
1@gl_k,282,48,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp12 4_M_DIEMAN,4,4
1@gl_k,285,81,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp13 4_M_DIEMAN,4,4
1@gl_k,241,86,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp14 4_M_DIEMAN,4,4
1@gl_k,249,101,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp15 4_M_DIEMAN,4,4
1@gl_k,276,106,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp16 4_M_DIEMAN,4,4
1@gl_k,252,120,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp17 4_M_DIEMAN,4,4
1@gl_k,258,150,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp18 4_M_DIEMAN,4,4
1@gl_k,255,157,6 duplicate(A dead man#GHtramp1) A dead man#GHtramp19 4_M_DIEMAN,4,4
1@gl_k,261,164,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp20 4_M_DIEMAN,4,4
1@gl_k,269,173,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp21 4_M_DIEMAN,4,4
1@gl_k,280,167,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp22 4_M_DIEMAN,4,4
1@gl_k,293,161,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp23 4_M_DIEMAN,4,4
1@gl_k,226,96,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp24 4_M_DIEMAN,4,4
1@gl_k,222,119,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp25 4_M_DIEMAN,4,4
1@gl_k,233,123,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp26 4_M_DIEMAN,4,4
2@gl_k,147,203,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp27 4_M_DIEMAN,4,4
2@gl_k,141,222,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp28 4_M_DIEMAN,4,4
2@gl_k,167,225,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp29 4_M_DIEMAN,4,4
2@gl_k,145,236,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp30 4_M_DIEMAN,4,4
2@gl_k,143,260,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp31 4_M_DIEMAN,4,4
2@gl_k,170,259,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp32 4_M_DIEMAN,4,4
2@gl_k,143,197,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp33 4_M_DIEMAN,4,4
2@gl_k,155,195,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp34 4_M_DIEMAN,4,4
2@gl_k,154,188,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp35 4_M_DIEMAN,4,4
2@gl_k,153,214,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp36 4_M_DIEMAN,4,4
2@gl_k,172,233,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp37 4_M_DIEMAN,4,4
2@gl_k,176,245,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp38 4_M_DIEMAN,4,4
// Sector 3 Mobs
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,0,0,0 script #ghmemorialmob03 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob03");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob03");
donpcevent instance_npcname("#ghinstancewarp5")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp6")+"::OnEnable";
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead";
mapannounce(.@map$, _("A portal has appeared to the northwest."), bc_map, C_YELLOW);
areamonster(.@map$, 17, 259, 53, 180, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$);
areamonster(.@map$, 17, 259, 53, 180, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
areamonster(.@map$, 62, 281, 73, 186, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$);
areamonster(.@map$, 62, 281, 73, 186, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
areamonster(.@map$, 74, 251, 109, 224, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$);
areamonster(.@map$, 74, 251, 109, 224, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
areamonster(.@map$, 108, 281, 231, 234, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$);
areamonster(.@map$, 108, 281, 231, 234, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
end;
OnMyMobDead:
.@map$ = instance_mapname("1@gl_k");
.@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead";
.@mob_dead_num = 100 - mobcount(.@map$,.@label$);
if (.@mob_dead_num > 85) {
mapannounce(.@map$, _("Himelmez: Not bad. Thought you would be dead by now by my creatures~"), bc_map, C_WHITE);
killmonster .@map$,.@label$;
donpcevent instance_npcname("#GHMclear3")+"::OnEnable";
donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnEnable";
donpcevent instance_npcname("Himelmez#ghinstance2")+"::OnEnable";
donpcevent instance_npcname("Varmundt#ghinstance3")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob03")+"::OnDisable";
}
end;
}
// 1st MVP
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
1@gl_k,0,0,0 script #ghmemorialmob04 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob04");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob04");
monster instance_mapname("1@gl_k"), 150, 258, _("Corrupted Soul"), MG_CORRUPTION_ROOT, 1, instance_npcname("#ghmemorialmob04")+"::OnMyMobDead";
unittalk($@mobid[0], _("Grrrrrrhh~~~"));
end;
OnMyMobDead:
.@map$ = instance_mapname("1@gl_k");
if (mobcount(.@map$,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead") < 1) {
mapannounce(.@map$, _("Opening 2nd floor entrance towards 12 O'clock direction."), bc_map, C_YELLOW);
donpcevent instance_npcname("#ghinstancewarp7")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp14")+"::OnEnable";
npctalk(_("I collected some items dropped from its body. You can take it from me."), instance_npcname("Varmundt#ghinstance3"));
donpcevent instance_npcname("#effectGH01")+"::OnEnable";
donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnEnable";
donpcevent instance_npcname("Varmundt#ghinstance4")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob04")+"::OnDisable";
}
end;
}
1@gl_k,150,257,3 script #GHMclear3 HIDDEN_NPC,9,9,{
end;
OnTouch:
donpcevent instance_npcname("#controlGH3")+"::OnEnable";
specialeffect EF_BASH;
donpcevent instance_npcname("#GHMclear3")+"::OnDisable";
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#GHMclear3");
end;
OnEnable:
enablenpc instance_npcname("#GHMclear3");
initnpctimer;
end;
OnTimer2000:
mapannounce(instance_mapname("1@gl_k"), _("Himelmez: I'll wait for you at the north of the castle. I want to see you how lucky you are."), bc_map, C_WHITE);
stopnpctimer;
end;
}
1@gl_k,0,0,0 script #controlGH3 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#controlGH3");
end;
OnEnable:
enablenpc instance_npcname("#controlGH3");
initnpctimer;
end;
OnTimer3000:
npctalk(_("Guess you are either lucky or powerful, to make it this far."), instance_npcname("Himelmez#ghinstance2"));
end;
OnTimer6000:
npctalk(_("But, it doesn't matter."), instance_npcname("Himelmez#ghinstance2"));
end;
OnTimer9000:
npctalk(_("You will all die here."), instance_npcname("Himelmez#ghinstance2"));
end;
OnTimer12000:
npctalk(_("Himelmez! We will not let you get away from us!"), instance_npcname("Heinrich#ghinstance4"));
end;
OnTimer15000:
npctalk(_("Ha ha ha, worry about yourself. You think I am alone here?"), instance_npcname("Himelmez#ghinstance2"));
end;
OnTimer18000:
npctalk(_("Sir. Heinrich! I sense something strange and strong coming!"), instance_npcname("Varmundt#ghinstance3"));
end;
OnTimer21000:
npctalk(_("What... These are!"), instance_npcname("Heinrich#ghinstance4"));
end;
OnTimer24000:
npctalk(_("I will go on my way while my new toy entertains you."), instance_npcname("Himelmez#ghinstance2"));
end;
OnTimer27000:
npctalk(_("Fare well~, hope to see you again sometime, Heinrich."), instance_npcname("Himelmez#ghinstance2"));
end;
OnTimer28000:
donpcevent instance_npcname("Himelmez#ghinstance2")+"::OnDisable";
end;
OnTimer31000:
npctalk(_("Sir. Varmundt! Help those adventurers. I will go after Himelmez!"), instance_npcname("Heinrich#ghinstance4"));
end;
OnTimer32000:
donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnDisable";
end;
OnTimer35000:
mapannounce(instance_mapname("1@gl_k"), _("An echoing comes from deep inside of the knight's shrine."), bc_map, C_WHITE);
end;
OnTimer38000:
donpcevent instance_npcname("#ghmemorialmob04")+"::OnEnable";
stopnpctimer;
donpcevent instance_npcname("#controlGH3")+"::OnDisable";
end;
}
1@gl_k,144,258,6 script Heinrich#ghinstance4 4_M_HEINRICH,{
cutin "gl_heinrich1",2;
mes("[Heinrich]");
mes("Himelmez... I will never forget what you've done to my men.");
close2;
cutin "gl_heinrich1",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance4");
end;
OnEnable:
hideoffnpc instance_npcname("Heinrich#ghinstance4");
end;
}
1@gl_k,150,257,3 script Himelmez#ghinstance2 4_F_HIMEL,{
cutin "gl_himel2",2;
mes("[Himelmez]");
mes("Don't look at me nervous like that. It will be over soon...");
close2;
cutin "gl_himel2",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Himelmez#ghinstance2");
end;
OnEnable:
hideoffnpc instance_npcname("Himelmez#ghinstance2");
end;
}
1@gl_k,156,259,3 script Varmundt#ghinstance3 4_M_BARMUND,{ // not disabling it so all players can get their reward
if (questprogress(12318, HUNTING) == 2) {
cutin "gl_barmund1", 2;
mes("[Varmundt]");
mes("This item has extraordinary aura with it. Can be very useful for someone special.");
erasequest 12318;
if (!questprogress(12319, HUNTING))
setquest 12319;
setquest 12320;
erasequest 12320;
getitem Temporal_Crystal, 1;
getitem Coagulated_Spell, 1;
getexp 250000, 250000;
close2;
cutin "gl_barmund1", 255;
end;
}
cutin "gl_barmund1",2;
mes("[Varmundt]");
mes("I guess this is it. Is it impossible to stop the time traveler's will?! A portal seems to have appeared to the north.");
close2;
cutin "gl_barmund2",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Varmundt#ghinstance3");
end;
OnEnable:
hideoffnpc instance_npcname("Varmundt#ghinstance3");
end;
}
// Floor 2
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
2@gl_k,148,67,1 script Heinrich#ghinstance5 4_M_HEINRICH,{
cutin "gl_heinrich1",2;
mes("[Heinrich]");
mes("Himelmez's closed space covers everywhere...");
close2;
cutin "gl_heinrich1",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance5");
end;
OnEnable:
hideoffnpc instance_npcname("Heinrich#ghinstance5");
end;
}
2@gl_k,151,71,7 script Varmundt#ghinstance4 4_M_BARMUND,{
cutin "gl_barmund1",2;
mes("[Varmundt]");
mes("How many times I do this job. In my dream, I did it over and over again...");
close2;
cutin "gl_barmund1",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Varmundt#ghinstance4");
end;
OnEnable:
hideoffnpc instance_npcname("Varmundt#ghinstance4");
end;
}
2@gl_k,150,67,0 script #effectGH01 HIDDEN_NPC,10,10,{
end;
OnTouch:
if ('touch) {
'touch = 0;
specialeffect EF_BASH;
donpcevent instance_npcname("#controlGH4")+"::OnEnable";
}
end;
OnEffect:
specialeffect EF_LORD;
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#effectGH01");
end;
OnEnable:
enablenpc instance_npcname("#effectGH01");
'touch = 1; // Only activate OnTouch once
end;
}
2@gl_k,0,0,0 script #controlGH4 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#controlGH4");
end;
OnEnable:
enablenpc instance_npcname("#controlGH4");
initnpctimer;
end;
OnTimer3000:
npctalk(_("This structure was not in the castle before!"), instance_npcname("Heinrich#ghinstance5"));
donpcevent instance_npcname("#ghmemorialmob05")+"::OnEnable";
end;
OnTimer6000:
npctalk(_("This is Himelmez's closed space. We blocked each area and aisle."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer9000:
npctalk(_("We tried to break it down but it's really strong."), instance_npcname("Heinrich#ghinstance5"));
end;
OnTimer12000:
npctalk(_("Step back. Let me try to dispel the magic."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer15000:
donpcevent instance_npcname("#effectGH01")+"::OnEffect";
end;
OnTimer18000:
donpcevent instance_npcname("#effectGH01")+"::OnDisable";
npctalk(_("I think that part of closed space is broke down."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer21000:
npctalk(_("I have never seen this closed space."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer24000:
npctalk(_("Himelmez hides stone chains in undead people's body."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer27000:
npctalk(_("Maybe this closed space is maintained with these stone chains."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer30000:
npctalk(_("If you want to break it, you have to kill one of those who have a stone chain."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer33000:
npctalk(_("But, we can't recognize who has a stone chain so, we have to purify everything."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer36000:
npctalk(_("It is inexcusable behavior."), instance_npcname("Heinrich#ghinstance5"));
end;
OnTimer39000:
npctalk(_("I already exterminated all my soldiers and maybe more..."), instance_npcname("Heinrich#ghinstance5"));
end;
OnTimer42000:
npctalk(_("Commander..."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer45000:
npctalk(_("Commander! You need to be strong."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer48000:
npctalk(_("Our enemy is not human."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer51000:
npctalk(_("Even though you deny it, they'll never turn back to human."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer54000:
npctalk(_("..."), instance_npcname("Heinrich#ghinstance5"));
end;
OnTimer57000:
npctalk(_("Well, let's go then."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer60000:
npctalk(_("And you guys, just take a break and follow us."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer63000:
npctalk(_("It could be hard fighting so, stay strong."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer66000:
npctalk(_("Ok, it's time to begin Heinrich."), instance_npcname("Varmundt#ghinstance4"));
end;
OnTimer69000:
mapannounce(instance_mapname("2@gl_k"), _("A portal to the west has opened in the central hallway."), bc_map, C_YELLOW);
donpcevent instance_npcname("#ghinstancewarp8")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp9")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob06")+"::OnEnable";
donpcevent instance_npcname("Varmundt#ghinstance4")+"::OnDisable";
donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnDisable";
end;
OnTimer70000:
stopnpctimer;
donpcevent instance_npcname("#controlGH4")+"::OnDisable";
end;
}
2@gl_k,0,0,0 script #ghmemorialmob05 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob05");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob05");
.@map$ = instance_mapname("2@gl_k");
.@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), MG_RAYDRIC, 8, .@label$);
areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), MG_RAYDRIC_ARCHER, 8, .@label$);
areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 8, .@label$);
areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), MG_KHALITZBURG, 8, .@label$);
areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), MG_BLOODY_KNIGHT, 8, .@label$);
'MyMobs = 80;
end;
OnMyMobDead:
.@map$ = instance_mapname("2@gl_k");
'MyMobs = 'MyMobs - 1;
if ('MyMobs == 0) {
mapannounce(.@map$, _("Evil Forces are appearing in this area."), bc_map, C_YELLOW, FW_NORMAL, 18);
donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable2";
donpcevent instance_npcname("#ghmemorialmob07")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable";
} else {
.@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
switch(rand(5)) {
case 0:
areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), 2468, 1, .@label$);
break;
case 1:
areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), 2469, 1, .@label$);
break;
case 2:
areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), 2470, 1, .@label$);
break;
case 3:
areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), 2471, 1, .@label$);
break;
case 4:
areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), 2472, 1, .@label$);
break;
}
}
end;
}
2@gl_k,0,0,0 script #ghmemorialmob06 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob06");
end;
OnDisable2:
stopnpctimer;
disablenpc instance_npcname("#ghmemorialmob06");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob06");
donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn";
end;
OnSpawn:
initnpctimer;
end;
OnTimer90000:
.@map$ = instance_mapname("2@gl_k");
.@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
setarray .@c[0],
114,141,118,139,
128,83,131,78,
88,53,93,48,
54,47,61,40,
58,83,63,78,
69,138,80,127,
34,143,39,138;
for (.@i = 0; .@i < getarraysize(.@c); .@i += 4) {
areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$);
areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Archer of Death"), MG_RAYDRIC_ARCHER, 1, .@label$);
areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$);
}
end;
OnTimer92000:
stopnpctimer;
donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn";
end;
}
2@gl_k,0,0,0 script #ghmemorialmob07 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob07");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob07");
areamonster instance_mapname("2@gl_k"), 124, 20, 31, 162, _("1st Commander of Destruction"), MG_M_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob07")+"::OnMyMobDead";
end;
OnMyMobDead:
.@map$ = instance_mapname("2@gl_k");
if (mobcount(.@map$,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead") < 1) {
mapannounce(.@map$, _("A portal has opened to the east in the central hallway."), bc_map, C_YELLOW);
donpcevent instance_npcname("#ghinstancewarp10")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp11")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob08")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob07")+"::OnDisable";
}
end;
}
2@gl_k,0,0,0 script #ghmemorialmob08 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob08");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob08");
.@map$ = instance_mapname("2@gl_k");
.@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead";
areamonster .@map$, 175, 163, 265, 18, "Corrupted Palace Guard", 2468, 7, .@label$;
areamonster .@map$, 175, 163, 265, 18, "Wandering Archer", 2469, 7, .@label$;
areamonster .@map$, 175, 163, 265, 18, "Corrupted Abysmal Knight", 2470, 7, .@label$;
areamonster .@map$, 175, 163, 265, 18, "Suffered Khalitzburg", 2471, 7, .@label$;
areamonster .@map$, 175, 163, 265, 18, "Bloody Knight", 2472, 7, .@label$;
'MyMobs = 35;
end;
OnMyMobDead:
.@map$ = instance_mapname("2@gl_k");
'MyMobs = 'MyMobs-1;
if ('MyMobs == 0) {
mapannounce(.@map$, _("An evil presence has teleported into this area."), bc_map, C_YELLOW, FW_NORMAL, 18);
donpcevent instance_npcname("#ghmemorialmob09")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable";
} else {
.@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead";
switch (rand(5)) {
case 0:
areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$);
break;
case 1:
areamonster(.@map$, 175, 163, 265, 18, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 1, .@label$);
break;
case 2:
areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
break;
case 3:
areamonster(.@map$, 175, 163, 265, 18, _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
break;
case 4:
areamonster(.@map$, 175, 163, 265, 18, _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$);
break;
}
}
end;
}
2@gl_k,0,0,0 script #ghmemorialmob09 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob09");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob09");
areamonster(instance_mapname("2@gl_k"), 175, 163, 265, 18, _("2nd Commander of Destruction"), MG_F_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob09")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("2@gl_k");
if (mobcount(.@map$,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead") < 1) {
mapannounce(.@map$, _("A new portal has appeared at the end of the central corridor."), bc_map, C_YELLOW);
donpcevent instance_npcname("#ghinstancewarp12")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp13")+"::OnEnable";
donpcevent instance_npcname("#controlGH6")+"::OnEnable";
donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable";
donpcevent instance_npcname("#ghmemorialmob09")+"::OnDisable";
}
end;
}
2@gl_k,0,0,0 script #ghmemorialmob10 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#ghmemorialmob10");
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob10");
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnDisable";
monster(instance_mapname("2@gl_k"), 158, 255, _("Amdarais"), MG_AMDARAIS, 1, instance_npcname("#ghmemorialmob10")+"::OnMyMobDead");
unittalk($@mobid[0], _("Run away... run away from me..."));
initnpctimer;
end;
OnTimer6000:
unittalk($@mobid[0], _("I don't want... I don't want to kill anyone. Uhuuuuuh"));
end;
OnTimer12000:
unittalk($@mobid[0], _("Please kill me! Please!"));
end;
OnTimer18000:
unittalk($@mobid[0], _("Eeeeee...eee...die... die..."));
end;
OnTimer24000:
unittalk($@mobid[0], _("Demolition... Death!..."));
stopnpctimer;
end;
OnMyMobDead:
if (mobcount(instance_mapname("2@gl_k"),instance_npcname("#ghmemorialmob10")+"::OnMyMobDead") < 1) {
donpcevent instance_npcname("Hugin#ghinstance1")+"::OnEnable";
donpcevent instance_npcname("#ghinstancewarp15")+"::OnEnable";
for (.@i = 1; .@i <= 8; .@i++)
enablenpc instance_npcname("Strange crack#"+.@i);
stopnpctimer;
donpcevent instance_npcname("#ghmemorialmob10")+"::OnDisable";
}
end;
}
2@gl_k,155,250,7 script Heinrich#ghinstance6 4_M_HEINRICH,{
cutin "gl_heinrich1",2;
mes("[Heinrich]");
mes("What are you decorating Himelmez!");
close2;
cutin "gl_heinrich1",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance6");
end;
OnEnable:
hideoffnpc instance_npcname("Heinrich#ghinstance6");
end;
}
2@gl_k,162,250,1 script Varmundt#ghinstance5 4_M_BARMUND,{
cutin "gl_barmund2",2;
mes("[Varmundt]");
mes("Can't take off this bridle...");
close2;
cutin "gl_barmund2",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Varmundt#ghinstance5");
end;
OnEnable:
hideoffnpc instance_npcname("Varmundt#ghinstance5");
end;
}
2@gl_k,158,252,3 script Himelmez#ghinstance4 4_F_HIMEL,{
cutin "gl_himel2",2;
mes("[Himelmez]");
mes("That is amazing ~ you made it all the way here. May I say thank you?");
close2;
cutin "gl_himel2",255;
end;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Himelmez#ghinstance4");
end;
OnEnable:
hideoffnpc instance_npcname("Himelmez#ghinstance4");
end;
}
2@gl_k,150,179,0 script #controlGH6 HIDDEN_NPC,2,2,{
end;
OnTouch:
mapannounce(instance_mapname("2@gl_k"), _("???: Do not come here! It's a trap... Kkkkah!!!"), bc_map, C_RED, FW_NORMAL, 18);
specialeffect EF_BASH;
donpcevent instance_npcname("Himelmez#ghinstance3")+"::OnEnable";
donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnEnable";
donpcevent instance_npcname("Varmundt#ghinstance5")+"::OnEnable";
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEnable";
donpcevent instance_npcname("#controlGH6")+"::OnDisable";
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#controlGH6");
end;
OnEnable:
enablenpc instance_npcname("#controlGH6");
end;
}
2@gl_k,158,252,1 script Himelmez#ghinstance3 4_F_HIMEL,7,7,{
end;
OnTouch:
specialeffect EF_BASH;
donpcevent instance_npcname("#controlGH5")+"::OnEnable";
donpcevent instance_npcname("Himelmez#ghinstance4")+"::OnEnable";
donpcevent instance_npcname("Himelmez#ghinstance3")+"::OnDisable";
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Himelmez#ghinstance3");
end;
OnEnable:
enablenpc instance_npcname("Himelmez#ghinstance3");
end;
}
2@gl_k,158,255,3 script Gerhalt#ghinstance1 4_LEVITATEMAN,{
mes("[Gerhalt]");
mes("Uuuuu... Khhhah!\r"
"Just run away with the commander!");
close;
OnInstanceInit:
OnDisable:
hideonnpc instance_npcname("Gerhalt#ghinstance1");
end;
OnEnable:
hideoffnpc instance_npcname("Gerhalt#ghinstance1");
end;
OnTalk3: /*Unused*/
npctalk(_("Gerhalt : You can make my body but you can't take my soul Himelmez!"));
end;
OnEffect1:
specialeffect EF_BARRIER;
end;
OnEffect2:
specialeffect EF_CHAINCOMBO;
end;
OnEffect3:
specialeffect EF_MAPPILLAR2;
end;
OnEffect4:
specialeffect EF_MAPPILLAR;
end;
OnEffect5:
specialeffect EF_LORD;
end;
}
2@gl_k,0,0,0 script #controlGH5 FAKE_NPC,{
end;
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("#controlGH5");
end;
OnEnable:
enablenpc instance_npcname("#controlGH5");
initnpctimer;
end;
OnTimer3000:
npctalk(_("Amazing~ I thought that you were not even close to getting here..."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer6000:
npctalk(_("Gerhalt : Kkkkah! Run away! I can't endure anymore!"), instance_npcname("Gerhalt#ghinstance1"));
end;
OnTimer9000:
npctalk(_("Gerhalt!"), instance_npcname("Heinrich#ghinstance6"));
end;
OnTimer15000:
npctalk(_("What are you doing to my soldier Himelmez!"), instance_npcname("Heinrich#ghinstance6"));
end;
OnTimer18000:
npctalk(_("Hoo hoo, I already found a piece of Ymir's heart Heinrich."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer21000:
npctalk(_("If he did not bother me, it would have been faster."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer24000:
npctalk(_("Gerhalt : Commandant... Come on, you need to run away from here... Ugh."), instance_npcname("Gerhalt#ghinstance1"));
end;
OnTimer27000:
npctalk(_("Really? What makes you think so?"), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer30000:
npctalk(_("Himelmez! You already made what you want so there is no more need for a sacrifice!"), instance_npcname("Heinrich#ghinstance6"));
end;
OnTimer33000:
npctalk(_("Let him go! I don't need to see anyone else suffer!"), instance_npcname("Heinrich#ghinstance6"));
end;
OnTimer36000:
npctalk(_("Let him go? I think... No..."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer39000:
npctalk(_("Besides, this is your last surviving soldier Heinrich."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer42000:
npctalk(_("He made life difficult for me."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer45000:
npctalk(_("He is perfectly fit for my new creation Amdarais."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer48000:
npctalk(_("I'll never forgive you."), instance_npcname("Heinrich#ghinstance6"));
end;
OnTimer51000:
npctalk(_("Uh uh~ I'm so scared."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer54000:
npctalk(_("Anyway, we will have a chance to see because we need to talk more."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer57000:
npctalk(_("So long boys."), instance_npcname("Himelmez#ghinstance4"));
end;
OnTimer60000:
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect1";
end;
OnTimer63000:
donpcevent instance_npcname("Himelmez#ghinstance4")+"::OnDisable";
end;
OnTimer65000:
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3";
end;
OnTimer66000:
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect2";
end;
OnTimer67000:
npctalk(_("I'll never let you get away Himelmez!!"), instance_npcname("Heinrich#ghinstance6"));
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4";
end;
OnTimer70000:
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3";
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4";
donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnDisable";
npctalk(_("We have no choice. We have to fight against Amdarais!"), instance_npcname("Varmundt#ghinstance5"));
donpcevent instance_npcname("Varmundt#ghinstance5")+"::OnDisable";
end;
OnTimer73000:
mapannounce(instance_mapname("2@gl_k"), _("Gerhalt's body changing."), bc_map, C_WHITE);
end;
OnTimer76000:
donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect5";
end;
OnTimer80000:
donpcevent instance_npcname("#ghmemorialmob10")+"::OnEnable";
stopnpctimer;
donpcevent instance_npcname("#controlGH5")+"::OnDisable";
end;
}
2@gl_k,158,241,1 script Hugin#ghinstance1 4_M_SAGE_C,{
if (questprogress(12319, HUNTING) == 2) {
mes("[Hugin]");
mes("Hm, you are very well. First of all, let me give you some loot from Amdarais.");
erasequest 12319;
setquest 12321;
setquest 12322;
erasequest 12321;
if (gh_instance == 1) {
getitem Temporal_Crystal, 1;
getitem Coagulated_Spell, 1;
} else {
getitem Temporal_Crystal, 5;
getitem Coagulated_Spell, 5;
gh_instance = 1;
}
getexp(350000, 350000);
next;
mes("[Hugin]");
mes("Varmundt's time is stopped by me. And your time will be distorted soon.");
specialeffect2 EF_BLIND,AREA;
soundeffect "_blind.wav",0;
next;
mes("[Hugin]");
mes("Maybe this poor time traveler will try to stop Glast Heim's tragedy from happening.");
next;
mes("[Hugin]");
mes("However, we will never overlook his behavior now and forever...");
next;
mes("[Hugin]");
mes("Now, let me remove your memory. If you see me again, that will be brand new.");
specialeffect2 EF_FREEZE;
close2;
getmapxy(.@map$, .@x, .@y, UNITTYPE_PC);
warp .@map$,.@x,.@y;
end;
} else {
mes("[Hugin]");
mes("Oops I almost distorted the time gap. Come over here. We need to go out!");
next;
select("You were just with me...");
mes("[Hugin]");
mes("What did you say just before? Anyway that is not important, The gap of time will be closed so, we need to get out of here.");
next;
switch(select("Let me look around more:Please let me out")) {
case 1:
mes("[Hugin]");
mes("Really? This place will be broke down so, please look around quickly.");
close;
case 2:
close2;
warp "glast_01",204,270;
end;
}
}
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Hugin#ghinstance1");
end;
OnEnable:
enablenpc instance_npcname("Hugin#ghinstance1");
end;
}
// Treasure Room
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// TODO: Need script command makeitem2
1@gl_k,269,267,0 script Strange crack#entrace HIDDEN_NPC,{
if (!questprogress(12322)) {
mes("The crack looks suspicious, but nothing more to check.");
close;
}
.@map$ = instance_mapname("1@gl_k");
warp .@map$,149,193;
end;
}
1@gl_k,129,136,0 script Strange crack#1 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
.@random_ = rand(1, 4);
for (.@i = 1; .@i <= .@random; .@i++) {
makeitem White_Jewel, 1, "this", 129, 138;
}
makeitem Coagulated_Spell, 1, "this", 129, 138;
if (.@random_ == 4) {
//makeitem2 Heavy_Sword, 1, "this", 129, 138, 0, 0, 0, 0, 0, 0, 0;
makeitem Heavy_Sword, 1, "this", 129, 138;
}
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#1");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#1");
end;
}
1@gl_k,135,136,0 script Strange crack#2 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
.@random_ = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Blue_Jewel, 1, "this", 135, 138;
}
if (.@random_ == 4) {
//makeitem2 Staff_Of_Geffen, 1, "this", 135, 138, 0, 0, 0, 0, 0, 0, 0;
makeitem Staff_Of_Geffen, 1, "this", 135, 138;
}
makeitem Coagulated_Spell, 1, "this", 135, 138;
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#2");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#2");
end;
}
1@gl_k,141,136,0 script Strange crack#3 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
.@random_ = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Red_Jewel, 1, "this", 141, 138;
}
makeitem Coagulated_Spell, 1, "this", 141, 138;
makeitem Gold_Bullion, 1, "this", 141, 138;
if (.@random_ == 4) {
//makeitem2 Ceremonial_Sword, 1, "this", 141, 138, 0, 0, 0, 0, 0, 0, 0;
makeitem Ceremonial_Sword, 1, "this", 141, 138;
}
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#3");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#3");
end;
}
1@gl_k,147,136,0 script Strange crack#4 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
.@random_ = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Scarlet_Jewel, 1, "this", 147, 138;
}
if (.@random_ == 4) {
//makeitem2 Silversmith_Bracelet, 1, "this", 147, 138, 0, 0, 0, 0, 0, 0, 0;
makeitem Silversmith_Bracelet, 1, "this", 147, 138;
}
makeitem Coagulated_Spell, 1, "this", 147, 138;
makeitem Gold_Coin_Basket, 1, "this", 147, 138;
makeitem Colorful_Brooch, 1, "this", 147, 138;
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#4");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#4");
end;
}
1@gl_k,153,136,0 script Strange crack#5 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
.@random_ = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Azure_Jewel, 1, "this", 153, 138;
}
makeitem Coagulated_Spell, 1, "this", 153, 138;
makeitem White_Gold_Bullion, 1, "this", 153, 138;
if (.@random_ == 4) {
//makeitem2 Goldsmithing_Dagger, 1, "this", 153, 138, 0, 0, 0, 0, 0, 0, 0;
makeitem Goldsmithing_Dagger, 1, "this", 153, 138;
}
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#5");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#5");
end;
}
1@gl_k,159,136,0 script Strange crack#6 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
.@random_ = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Skyblue_Jewel, 1, "this", 159, 138;
}
makeitem Coagulated_Spell, 1, "this", 159, 138;
makeitem Silver_Bullion, 1, "this", 159, 138;
if (.@random_ == 4) {
//makeitem2 Engraved_Armor, 1, "this", 159, 138, 0, 0, 0, 0, 0, 0, 0;
makeitem Engraved_Armor, 1, "this", 159, 138;
}
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#6");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#6");
end;
}
1@gl_k,165,136,0 script Strange crack#7 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Violet_Jewel, 1, "this", 165, 138;
}
makeitem Coagulated_Spell, 1, "this", 165, 138;
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#7");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#7");
end;
}
1@gl_k,171,136,0 script Strange crack#8 HIDDEN_NPC,{
specialeffect EF_SPELLBREAKER;
specialeffect EF_BASH;
.@random = rand(1, 4);
for (.@i=1; .@i<=.@random; .@i++) {
makeitem Dark_Red_Jewel, 1, "this", 171, 138;
}
makeitem Coagulated_Spell, 1, "this", 171, 138;
// FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
OnInstanceInit:
OnDisable:
disablenpc instance_npcname("Strange crack#8");
end;
OnEnable:
enablenpc instance_npcname("Strange crack#8");
end;
}
// Merchant, and Trade NPC - Get Temporal Boots --> exchange to Temporal_STAT_Boots
// Upon trade all refines got removed
// Uses Temporal_Crystal
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
glast_01,210,273,5 script Hugin's Butler 1_F_04,{
disable_items;
mes("[Hugin's Butler]"); // custom check
if (MaxWeight - Weight < 1000) {
mes("Your bag is too heavy. Reduce some weight and come back.");
close;
}
mes("I would like to thank you for helping my master Hugin. I can transmute your ^FF0000Temporal Crystals^000000 into a pair of boots that have withstood the test of time... the ^FF0000Temporal Boots^000000.");
next;
mes("[Hugin's Butler]");
mes("What would you like me to do young adventurer?");
next;
switch (select("Give me the Temporal Boots", "Upgrade my Temporal Boots")) {
case 1:
if (countitem(Temporal_Crystal) > 0) {
mes("[Hugin's Butler]");
mes("Take these Temporal Boots. We can upgrade your Temporal Boots with 5 Temporal Crystals.");
delitem Temporal_Crystal, 1;
getitem Temporal_Boots, 1;
close;
}
mes("[Hugin's Butler]");
mes("You need more Temporal Crystals. Come back when you get some more Temporal Crystals during your travel through Old Glast Heim.");
close;
case 2:
.@part = EQI_SHOES;
if (!getequipisequiped(.@part)) {
mes("[Hugin's Butler]");
mes("Wear the ^0000FFTemporal Boots^000000 you want to upgrade, and then talk to me once again.");
close;
}
if (!isequipped(Temporal_Boots)) { // check
mes("[Hugin's Butler]");
mes("You are not wearing the Temporal Boots. Talk to me once you're wearing them.");
close;
}
if (countitem(Temporal_Crystal) < 5) {
mes("[Hugin's Butler]");
mes("Not enough Temporal Crystals. You need ^FF00005 Temporal Crystals^000000 to upgrade your boots.");
close;
}
mes("[Hugin's Butler]");
mes("You can trade ^0000FF1 Temporal Boots and 5 Temporal Crystals^000000 for 1 of the following items. ^FF0000Previous refine rate will not be retained with these new ones^000000.");
next;
setarray .@type$[0], "Strength", "Intelligence", "Agility", "Vitality", "Dexterity", "Luck";
setarray .@equip_type[0], Temporal_STR_Boots, Temporal_INT_Boots, Temporal_AGI_Boots, Temporal_VIT_Boots, Temporal_DEX_Boots, Temporal_LUK_Boots;
.@select = select("Cancel", "Str Boots", "Int Boots", "Agi Boots", "Vit Boots", "Dex Boots", "Luk Boots");
switch (.@select) {
case 1:
mes("[Hugin's Butler]");
mes("Come back anytime you want.");
close;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
mes("[Hugin's Butler]");
mesf("Are you sure about buying Temporal ^FF0000%s^000000 Boots? There is no refund.", .@type$[.@select-2]);
next;
if (select("Think again", "Yes, I am sure.") == 2) {
mes("[Hugin's Butler]");
mes("The boots has been upgraded as you want.");
delequip .@part;
delitem Temporal_Crystal, 5;
getitem2 .@equip_type[.@select-2], 1, 1, 0, 0, 0, 0, 0, 0; // Temporal_STR_Boots, Temporal_INT_Boots, Temporal_AGI_Boots, Temporal_VIT_Boots, Temporal_DEX_Boots, Temporal_LUK_Boots
close;
}
mes("[Hugin's Butler]");
mes("Ok, come back again when you are sure.");
close;
}
}
}
// Enchant NPC - Coagulated Spell to enchants on 4th slot. First one to pick --> upgraded --> additional random enchant on 3rd slot
// Adding a socket on the Craftsman NPC will remove the 3rd and 4th slot enchants of the Temporal_STAT_Boots
// Enchanting can fail, the 3th slot random one is guaranteed
// Refine remains
// Item Used: Coagulated_Spell
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to official enchant mechanics
disable_items;
if (MaxWeight - Weight < 1000) {
mes("Your bag is too heavy. Reduce some weight and come back.");
close;
}
mes("[Hugin's Magic Master]"); // Custom text
mes("So you came to enchant the Temporal Boots. Be aware that adding a socket do your boots will remove my enchants as well as it's refine. It is only possible for the boots you are wearing.");
next;
if (select("How does the enchanting work?", "Give effect to my Temporal Boots") == 1) {
mes("[Hugin's Magic Master]");
mes("You can obtain ^0000FFCoagulated Spell^000000 through your time travels.");
next;
mes("[Hugin's Magic Master]");
mes("I can enchant your Temporal Boots with a variing amount of that item. ^0000FFAvailable for all Temporal STAT Boots^000000.");
next;
mes("[Hugin's Magic Master]");
mes("But, once you try to put a socket into the item, it will be resetted. So if you want a socket, you should do it first. Be sure to remember that.");
next;
mes("[Hugin's Magic Master]");
mes("I don't give out effect randomly. You can pick which effect you want for the item.");
next;
mes("[Hugin's Magic Master]");
mes("Of course it is for 4th slot only. You can have small effect at the start and then the effect grows stronger.\r"
"^FF0000Remember: It can fail and break your item!^000000");
next;
mes("[Hugin's Magic Master]");
mes("To get to the final option upgrade it will require way more Coagulated Spells. Don't forget that.");
next;
mes("[Hugin's Magic Master]");
mes("Once the 4th slot completes the best option, you get to have a random bonus effect to the 3rd slot. With.. certain payment and a ^0000FFguaranteed success rate~^000000");
next;
mes("[Hugin's Magic Master]");
mes("^FF0000Again: there is a risk on failing and breaking the item^000000.\r"
"But if the enchant is applied successful, ^0000FFthe refine and everything else will be retained.^000000");
next;
mes("[Hugin's Magic Master]");
mes("Phew... Anyways, that's all for basic enchant information. Now you should see for yourself.");
close;
}
.@part = EQI_SHOES;
if (!getequipisequiped(.@part)) {
mes("[Hugin's Magic Master]");
mes("Are you wearing the item?");
close;
}
.@equip_refine = getequiprefinerycnt(.@part);
.@equip_id = getequipid(.@part);
.@equip_name$ = getequipname(.@part);
.@card0 = getequipcardid(.@part, 0);
.@card3 = getequipcardid(.@part, 3);
setarray .@enchant1st[0], Fighting_Spirit4, Expert_Archer1, Spell2, Vitality2, Attack_Delay_1, Luck3;
setarray .@enchant2nd[0], Fighting_Spirit5, Expert_Archer2, Spell3, Vitality3, Attack_Delay_2, Luck4;
setarray .@enchant3rd[0], Fighting_Spirit6, Expert_Archer3, Spell4, MHP1, Attack_Delay_3, Luck5;
setarray .@enchant4th[0], Fighting_Spirit7, Expert_Archer4, Spell5, MHP2, Attack_Delay_4, Luck6;
setarray .@enchant_cost[0], 1, 4, 15, 30, 10; // Coagulated_Spell costs
setarray .@enchant_rate[0], 90, 80, 70, 50, 100; // Enchant Success Rate in %
.@random = rand(1, 100);
switch (.@equip_id) {
case Temporal_STR_Boots:
case Temporal_INT_Boots:
case Temporal_AGI_Boots:
case Temporal_VIT_Boots:
case Temporal_DEX_Boots:
case Temporal_LUK_Boots:
case Temporal_STR_Boots_:
case Temporal_INT_Boots_:
case Temporal_AGI_Boots_:
case Temporal_VIT_Boots_:
case Temporal_DEX_Boots_:
case Temporal_LUK_Boots_:
if (.@card3 == 0) { //4th slot 1st try enchanting
.@cost = .@enchant_cost[0];
.@scs = .@enchant_rate[0];
.@number = 1;
mes("[Hugin's Magic Master]");
mesf("Want to enchant ^0000FF%s^000000? For the 1st enchanting, you need ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@cost);
next;
.@select = select("Quit", "Fighting Spirit", "Archery", "Spell", "Vitality", "Attack Speed", "Luck");
switch (.@select) {
case 1:
mes("[Hugin's Magic Master]");
mes("Ok, come back when you are ready.");
close;
case 2:
.@enchant = .@enchant1st[.@select-2];
break;
case 3:
.@enchant = .@enchant1st[.@select-2];
break;
case 4:
.@enchant = .@enchant1st[.@select-2];
break;
case 5:
.@enchant = .@enchant1st[.@select-2];
break;
case 6:
.@enchant = .@enchant1st[.@select-2];
break;
case 7:
.@enchant = .@enchant1st[.@select-2];
break;
}
} else {
if (.@card3 == .@enchant1st[0] || .@card3 == .@enchant1st[1] || .@card3 == .@enchant1st[2] ||
.@card3 == .@enchant1st[3] || .@card3 == .@enchant1st[4] || .@card3 == .@enchant1st[5]) {
.@cost = .@enchant_cost[1];
.@scs = .@enchant_rate[1];
.@number = 2;
} else if (.@card3 == .@enchant2nd[0] || .@card3 == .@enchant2nd[1] || .@card3 == .@enchant2nd[2] ||
.@card3 == .@enchant2nd[3] || .@card3 == .@enchant2nd[4] || .@card3 == .@enchant2nd[5]) {
.@cost = .@enchant_cost[2];
.@scs = .@enchant_rate[2];
.@number = 3;
} else if (.@card3 == .@enchant3rd[0] || .@card3 == .@enchant3rd[1] || .@card3 == .@enchant3rd[2] ||
.@card3 == .@enchant3rd[3] || .@card3 == .@enchant3rd[4] || .@card3 == .@enchant3rd[5]) {
.@cost = .@enchant_cost[3];
.@scs = .@enchant_rate[3];
.@number = 4;
} else if (.@card3 == .@enchant4th[0] || .@card3 == .@enchant4th[1] || .@card3 == .@enchant4th[2] ||
.@card3 == .@enchant4th[3] || .@card3 == .@enchant4th[4] || .@card3 == .@enchant4th[5]) {
.@card2 = getequipcardid(.@part, 2);
.@cost = .@enchant_cost[4];
.@scs = .@enchant_rate[4];
if (.@card2 != 0) {
mes("[Hugin's Magic Master]"); // Custom text
mes("Your shoes have reached the maximum option to enchant.");
mes("Please bring me a new one if you want me to enchant again.");
close;
}
// 3rd slot random enchanting
switch (.@card3) {
case Fighting_Spirit7:
case Expert_Archer4:
case Spell5:
case MHP2:
case Attack_Delay_4:
case Luck6:
.@enchant = callfunc("F_Rand", Bear's_Power, Runaway_Magic, Speed_Of_Light, Muscle_Fool, Hawkeye, Lucky_Day);
mes("[Hugin's Magic Master]"); // Custom text
mes("Seems you already completed the best upgrade option in your 4th slot. For that I can give a random bonus effect to your 3rd slot. And of course, with certain payment...");
next;
mes("[Hugin's Magic Master]");
mesf("Enchanting ^0000FF%s^000000's 3rd slot for obtaining a random bonus effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells^000000", .@equip_name$, .@cost);
next;
if (select("Quit", "Effect Upgrade!") == 1) {
mes("[Hugin's Magic Master]");
mes("Ok, come back when you are ready.");
close;
}
if (countitem(Coagulated_Spell) < .@cost) {
mesf("Hmm, you are missing %s Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell));
close;
}
if (.@random > .@scs) {
mes("Arrggg, we failed. Better luck next time.");
specialeffect2 EF_PHARMACY_FAIL; delitem Coagulated_Spell, .@cost; delequip .@part;
close;
}
specialeffect2 EF_REPAIRWEAPON;
delitem Coagulated_Spell, .@cost;
delequip .@part;
mes("[Hugin's Magic Master]");
mes("This is it! This special stone is now yours Hahaha... I am really the only master of these things. Thank you for believing in me.");
getitem2 .@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, .@enchant, .@card3;
close;
}
}
// 4th slot 2nd try enchanting
if (.@card3 == .@enchant1st[0])
.@enchant = .@enchant2nd[0];
else if (.@card3 == .@enchant1st[1])
.@enchant = .@enchant2nd[1];
else if (.@card3 == .@enchant1st[2])
.@enchant = .@enchant2nd[2];
else if (.@card3 == .@enchant1st[3])
.@enchant = .@enchant2nd[3];
else if (.@card3 == .@enchant1st[4])
.@enchant = .@enchant2nd[4];
else if (.@card3 == .@enchant1st[5])
.@enchant = .@enchant2nd[5];
// 4th slot 3rd try enchanting
if (.@card3 == .@enchant2nd[0])
.@enchant = .@enchant3rd[0];
else if (.@card3 == .@enchant2nd[1])
.@enchant = .@enchant3rd[1];
else if (.@card3 == .@enchant2nd[2])
.@enchant = .@enchant3rd[2];
else if (.@card3 == .@enchant2nd[3])
.@enchant = .@enchant3rd[3];
else if (.@card3 == .@enchant2nd[4])
.@enchant = .@enchant3rd[4];
else if (.@card3 == .@enchant2nd[5])
.@enchant = .@enchant3rd[5];
// 4th slot 4th try enchanting
if (.@card3 == .@enchant3rd[0])
.@enchant = .@enchant4th[0];
else if (.@card3 == .@enchant3rd[1])
.@enchant = .@enchant4th[1];
else if (.@card3 == .@enchant3rd[2])
.@enchant = .@enchant4th[2];
else if (.@card3 == .@enchant3rd[3])
.@enchant = .@enchant4th[3];
else if (.@card3 == .@enchant3rd[4])
.@enchant = .@enchant4th[4];
else if (.@card3 == .@enchant3rd[5])
.@enchant = .@enchant4th[5];
mes("[Hugin's Magic Master]");
mesf("Enchanting ^0000FF%s^000000's 4th slot as ^0000FF%d^000000 level effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@number, .@cost);
next;
if (select("Quit", "Effect Upgrade!") == 1) {
mes("[Hugin's Magic Master]");
mes("Ok, come back when you are ready.");
close;
}
if (countitem(Coagulated_Spell) < .@cost) {
mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell));
close;
}
if (.@random > .@scs) {
mes("Arrggg, we failed. Better luck next time.");
specialeffect2 EF_PHARMACY_FAIL;
delitem Coagulated_Spell, .@cost;
delequip .@part;
close;
}
}
break;
default:
mes("[Hugin's Magic Master]");
mes("This is not the right item for this enchant. Remember, only those 6 types of Temporal Boots are available for enchanting.");
close;
}
mes("[Hugin's Magic Master]");
if (countitem(Coagulated_Spell) < .@cost) {
mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell));
close;
}
if (.@random > .@scs) {
mes("Arrggg, we failed. Better luck next time.");
specialeffect2 EF_PHARMACY_FAIL;
delitem Coagulated_Spell, .@cost;
delequip .@part;
close;
}
specialeffect2 EF_REPAIRWEAPON;
delitem Coagulated_Spell, .@cost;
delequip .@part;
mes("[Hugin's Magic Master]");
mesf("Adding enchant number ^630000%d^000000.", .@number);
getitem2 .@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, 0, .@enchant;
close;
}
// Socket NPC - Contaminated_Magic or Temporal_Crystal to add card slot
// After the boots were slotted, you can still enchant, but slotting removes any enchants and refines applied before.
// Item Used: Contaminated_Magic, Temporal_Crystal
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
glast_01,210,270,0 script Hugin's Craftsman 4_F_JOB_BLACKSMITH,{
disable_items;
if (MaxWeight - Weight < 1000) {
mes("Your bag is too heavy. Reduce some weight and come back.");
close;
}
mes("[Hugin's Craftsman]");
mes("That Magic Master always says that enchanting Temporal Boots is the best. But, I think I can beat that!");
next;
mes("[Hugin's Craftsman]");
mes("I can try putting a slot into your boots. But there is some ^FF0000risk of failing.^000000");
next;
mes("[Hugin's Craftsman]");
mes("Bring me ^0000FF50 Contaminated Magic^000000 or ^0000FF10 Temporal Crystals^000000, and I will try to put a slot into your advanced Temporal Boots.");
next;
mes("[Hugin's Craftsman]");
mes("But, it's possible to ^FF0000fail and break the item^000000. Is that ok?");
next;
if (select("Cancel", "Take the risk and try to add a slot") == 1) {
mes("[Hugin's Craftsman]");
mes("Ok, come back anytime you want.");
close;
}
.@part = EQI_SHOES;
if (!getequipisequiped(.@part)) {
mes("[Hugin's Craftsman]");
mes("Are you sure you are wearing the item?");
close;
}
.@equip_id = getequipid(.@part);
switch (.@equip_id) {
case Temporal_STR_Boots:
case Temporal_INT_Boots:
case Temporal_AGI_Boots:
case Temporal_VIT_Boots:
case Temporal_DEX_Boots:
case Temporal_LUK_Boots:
mes("[Hugin's Craftsman]");
mes("The ^FF0000Boots and all enchants or refines will be lost if you fail this.^000000\r"
"Still want to risk it?");
next;
if (select("Cancel", "I am ok with it!") == 1) {
mes("[Hugin's Craftsman]");
mes("Ok, come back anytime you want.");
close;
}
mes("[Hugin's Craftsman]");
mes("Once again, ^FF0000That Magic Master won't enchant any item with a slot.^000000\r"
"Still want to proceed?");
next;
if (select("Cancel", "I understand. Try to slot it.") == 1) {
mes("[Hugin's Craftsman]");
mes("Ok, come back anytime you want.");
close;
}
mes("[Hugin's Craftsman]");
mes("Then my last question:\r"
"Which item are you gonna use to pay me?");
next;
setarray .@slotpay[0], Temporal_Crystal, Contaminated_Magic;
setarray .@slotcost[0], 10, 50;
setarray .@slotchance[0], 80, 65; // Custom rates
.@select = select("Cancel", "Temporal Crystal", "Contaminated Magic");
switch (.@select) {
case 1:
mes("[Hugin's Craftsman]");
mes("Come back anytime you want.");
close;
case 2:
case 3:
.@item = .@slotpay[.@select-2];
.@cost = .@slotcost[.@select-2];
.@chance = .@slotchance[.@select-2];
if (countitem(.@item) < .@cost) {
mes("[Hugin's Craftsman]");
mesf("Requires ^FF0000%d^000000 ^0000FF%s^000000.", .@cost, getitemname(.@item));
close;
}
}
.@random = rand(1, 100);
if (.@random > .@chance) {
mes("[Hugin's Craftsman]");
mes("Arrggg, we failed. Better luck next time.");
specialeffect2 EF_PHARMACY_FAIL;
delitem .@item, .@cost;
delequip .@part;
close;
}
mes("[Hugin's Craftsman]");
mesf("Yuhuu~ we succeed. There you go... A slot has been added to your ^FF0000%s^000000. Thank you for believing in me.", getitemname(.@equip_id));
delitem .@item, .@cost;
specialeffect2 EF_PHARMACY_OK;
delequip .@part;
// todo: read aegis name and attach "_" to worn constant
if (.@equip_id == Temporal_STR_Boots) {
getitem2 Temporal_STR_Boots_, 1, 1, 0, 0, 0, 0, 0, 0;
} else if (.@equip_id == Temporal_INT_Boots) {
getitem2 Temporal_INT_Boots_, 1, 1, 0, 0, 0, 0, 0, 0;
} else if (.@equip_id == Temporal_AGI_Boots) {
getitem2 Temporal_AGI_Boots_, 1, 1, 0, 0, 0, 0, .0, 0;
} else if (.@equip_id == Temporal_VIT_Boots) {
getitem2 Temporal_VIT_Boots_, 1, 1, 0, 0, 0, 0, 0, 0;
} else if (.@equip_id == Temporal_DEX_Boots) {
getitem2 Temporal_DEX_Boots_, 1, 1, 0, 0, 0, 0, 0, 0;
} else if (.@equip_id == Temporal_LUK_Boots) {
getitem2 Temporal_LUK_Boots_, 1, 1, 0, 0, 0, 0, 0, 0;
}
close;
default:
mes("[Hugin's Craftsman]");
mes("This is not it! We need ^FF0000Advanced Temporal Boots^000000! The item ^0000FFwith a stat effect and without a slot^000000!");
close;
}
}
// Knight Cards
// White Knight Card cost 70 red coagulated spells or 3000 blue coagulated spells
// Khalitzburg Knight Card cost 100 red coagulated spells or 5000 blue coagulated spells
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
glast_01,188,273,5 script White Knight#1a 4_WHITEKNIGHT,{
disable_items;
mes("[White Knight]"); // custom
if (MaxWeight - Weight < 1000) {
mes("Your bag is too heavy. Reduce some weight and come back.");
close;
}
mes("I exchange you a White Knight Card for ^0000FF3000 Coagulated Spell^000000 or ^FF000070 Contaminated Magic^000000.");
mes("White Knight Card4608");
next;
setarray .@item[0], Coagulated_Spell, Contaminated_Magic;
setarray .@cost[0], 3000, 70;
.@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000");
switch (.@select) {
case 1:
mes("[White Knight]");
mes("Come back any time.");
close;
case 2:
case 3:
.@item = .@item[.@select-2];
.@cost = .@cost[.@select-2];
if (countitem(.@item) < .@cost) {
mes("[White Knight]");
mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item));
close;
}
delitem .@item, .@cost;
getitem White_Knight_Card, 1;
close;
}
}
glast_01,192,273,3 script Khalitzburg Knight#1a 4_F_KHALITZBURG,{
disable_items;
mes("[Khalitzburg Knight]"); // custom
if (MaxWeight - Weight < 1000) {
mes("Your bag is too heavy. Reduce some weight and come back.");
close;
}
mes("I exchange you a Khalitzburg Knight Card for ^0000FF5000 Coagulated Spell^000000 or ^FF0000100 Contaminated Magic^000000.");
mes("Khalitzburg Knight Card4609");
next;
setarray .@item[0], Coagulated_Spell, Contaminated_Magic;
setarray .@cost[0], 5000, 100;
.@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000");
switch (.@select) {
case 1:
mes("[Khalitzburg Knight]");
mes("Come back any time.");
close;
case 2:
case 3:
.@item = .@item[.@select-2];
.@cost = .@cost[.@select-2];
if (countitem(.@item) < .@cost) {
mes("[Khalitzburg Knight]");
mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item));
close;
}
delitem .@item, .@cost;
getitem Khalitzburg_Knight_Card, 1;
close;
}
}
// Glast Heim Nightmare Mode :: nightmare_gh
//============================================================
glast_01,195,273,4 script Hugin's Follower#n_gh 2_F_MAGICMASTER,{
mes("[Hugin's Follower]");
mes("I can't move between time and dimension like a master Hugin but I can pretend to move.");
next;
mes("[Hugin's Follower]");
mes("What about this Glast Heim is born with powerful dark force?");
next;
if (select("I don't care", "That is interesting, please tell me more") == 1) {
mes("[Hugin's Follower]");
mes("Well~ If you are not interested in it, never mind.");
close;
}
mes("[Hugin's Follower]");
mes("As learning ability from Hugin, I just find out the path to Old Glast Heim of more powerful dark force.");
next;
mes("[Hugin's Follower]");
mes("How is it? Do you want to explore there?");
next;
if (select("No, I want to stop it", "I really want to do that!") == 1) {
mes("[Hugin's Follower]");
mes("Well~ If you are not interested in it, never mind.");
close;
}
mes("[Hugin's Follower]");
mes("Sure that is not free~ I have to get something little bit. Hoho...");
next;
mes("[Hugin's Follower]");
mes("I can send you just two place. How is it? Do you want to try?");
next;
switch (select("Cancel", "Monastery Cemetery (Lv100~130) - 5000z", "Corridor of 2nd floor (Over Lv140) - 10000z")) {
case 1:
mes("[Hugin's Follower]");
mes("Alright, please come back whenever you change mind. I think you will have lots of thing to talk with me...");
close;
case 2:
if (Zeny < 5000) {
mes("[Hugin's Follower]");
mes("Please make sure you already have all of the money.");
close;
}
Zeny = Zeny-5000;
warp "gl_chyard_", 148, 144;
end;
case 3:
if (Zeny < 10000) {
mes("[Hugin's Follower]");
mes("Please make sure you already have all of the money.");
close;
}
Zeny = Zeny-10000;
warp "gl_cas02_", 104, 31;
end;
}
}
gl_chyard_,148,149,4 script Hugin's Follower#n_gh1 2_F_MAGICMASTER,{
mes("[Hugin's Follower]");
mes("You want to break?");
mes("Ok, let's get out of here.?");
next;
if (select("Ah, wrong click... I mean I was not talk to you", "Please let me out from here") == 1) {
mes("[Hugin's Follower]");
mes("Alright just tell me whenever you want to leave.");
close;
}
warp "glast_01", 210, 269;
end;
}
gl_cas02_,104,36,4 script Hugin's Follower#n_gh2 2_F_MAGICMASTER,{
mes("[Hugin's Follower]");
mes("You want to break?");
mes("Ok, let's get out of here.?");
next;
if (select("Ah, wrong click... I mean I was not talk to you", "Please let me out from here") == 1) {
mes("[Hugin's Follower]");
mes("Alright just tell me whenever you want to leave.");
close;
}
warp "glast_01", 210, 269;
end;
}