//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2016 Hercules Dev Team //= Copyright (C) 2016 Ridley //= Copyright (C) 2016 Aleos //= //= 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 . //========================================================================= //= Nightmare Clock Tower Dungeon //================= Description =========================================== //= NPCs related to Aldebaran Clock Tower (Nightmare) //================= Current Version ======================================= //= 1.1 //========================================================================= c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ mes("[Belljamin Button]"); mes("The monsters here are able to control time."); if (BaseLevel < 150) { mes("Come back when you've reached ^0000FFLevel 150^000000."); close; } mes("Time, memories, environments... all can become warped here."); next; mes("[Belljamin Button]"); mes("I'm begging you not to ask more about it. It might put your life in danger."); next; .@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower"); switch (.@menu) { case 1: break; case 2: case 3: if (.@menu == 2) { .@map$ = "c_tower2_"; .@x = 268; .@y = 26; } else { .@map$ = "c_tower3_"; .@x = 65; .@y = 147; } mes("[Belljamin Button]"); mes("Be careful with your choice."); next; mes("[Belljamin Button]"); mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be."); next; switch (select("Quit", "Pay 10,000z", "Why do you need money?")) { case 1: break; case 2: if (Zeny < 10000) { mes("[Belljamin Button]"); mes("Really? You don't have money and asked me to take you there?"); close; } Zeny -= 10000; mes("[Belljamin Button]"); mes("I'm not sure how you'll keep track of time in there but be as careful as you can."); close2; warp .@map$, .@x, .@y; end; break; case 3: mes("[Belljamin Button]"); mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay."); emotion e_swt; close; } break; } mes("[Belljamin Button]"); mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); close; } c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{ mes("[Belljamin Button]"); mes("Perhaps you've seen me before?"); next; mes("[Belljamin Button]"); mes("You saw me in the different place, different look."); next; switch (select("Who are you?", "Get me out of here!")) { case 1: mes("[Belljamin Button]"); mes("Can you to explain me about what you've seen, what you've done?"); next; mes("[Belljamin Button]"); mes("Me too. You might also be a missing one. Unaware, with no purpose nor idea."); next; mes("[Belljamin Button]"); mes("It's time to go back. Please cherish your time more."); next; switch (select("Stay a little bit more", "Please take me back")) { case 1: mes("[Belljamin Button]"); mes("You must really like this place. Well, do whatever you want."); close; case 2: mes("[Belljamin Button]"); mes("Imagine your favourite drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour."); close2; warp "c_tower1", 235, 223; end; } break; case 2: mes("[Belljamin Button]"); mes("It's time to move on. Do you have a favourite drink?"); next; mes("[Belljamin Button]"); mes("Think about the drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour."); close2; warp "c_tower1", 235, 223; end; } } c_tower3_,59,148,5 duplicate(Belljamin Button#nct1) Belljamin Button#nct2 4_M_BARYO_OLD