//================= 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(CHAR_ID_PARTY); .@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(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) .@menu1$ = "Generate Time Gap"; else .@menu1$ = ""; switch (select(.@menu1$, "Enter Old Glast Heim", "Cancel")) { case 1: if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) end; .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { mesf("Party Name: %s", .@p_name$); mesf("Party Leader: %s", strcharinfo(PC_NAME)); mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$); 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(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@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(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 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(PC_NAME)); mes("Ah yes, I am. Herico told me to meet you."); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("Who is Himelmez?"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 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(PC_NAME)); mes("Sir. Heinrich. Do you know what is happening in the castle now?"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("I can't make you believe me, but there's no time to argue!"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 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(PC_NAME)); mes("Hold on!\r" "Are you the only survivor?"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("Wake up kid! Go east and find the middle passage to the outside! That is safe!"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("Here's a weapon. Just close your eye and swing for those monsters."); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 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(PC_NAME)); mes("Relax! I am Human. Are you alone? Anyone else here?"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("It's dangerous here. You know the way to the middle passage? Can you move?"); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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(PC_NAME)); mes("Sorry, I can't go with you."); unittalk(getcharid(CHAR_ID_ACCOUNT), _("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_*_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_*_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 - Corrupted_Charm 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: Corrupted_Charm, 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, Corrupted_Charm; 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, Corrupted_Charm; 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_Knightage_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, Corrupted_Charm; 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 Khali_Knightage_Card, 1; close; } }