//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2020 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) SinSloth //= Copyright (C) Lupus //= Copyright (C) Silent //= Copyright (C) Nexon //= Copyright (C) erKURITA //= //= 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 . //========================================================================= //= Abyss Cave Warper //================= Description =========================================== //= Warper to Abyss Cave. and warper out //================= Current Version ======================================= //= 1.4 //========================================================================= hu_fild05,168,304,0 script Column#abyss1 HIDDEN_NPC,{ mes "^3355FFThere are 3 oddly"; mes "shaped grooves on"; mes "the surface of this"; mes "column. It seems that"; mes "certain dragon body parts"; mes "would fit perfectly into"; mes "the column grooves.^000000"; if((countitem(Dragon_Canine)) && (countitem(Dragon_Scale)) && (countitem(Dragon_Train))) { next; switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) ) { case 1: mes "^3355FFYou carefully place a"; mes "Dragon Canine into one of"; mes "the grooves, and then you"; mes "hear a powerful rumbling"; mes "from within the column.^000000"; specialeffect EF_WINDHIT; next; mes "^3355FFYou slowly insert a"; mes "Dragon Scale into another"; mes "of the column's grooves,"; mes "trigerring another small"; mes "tremor from the column.^000000"; specialeffect EF_WINDHIT; next; mes "^3355FFYou cautiously insert"; mes "a Dragon Tail into the"; mes "final groove. Lights shine"; mes "forth from cracks in the"; mes "column's surface...^000000"; specialeffect EF_WINDHIT; next; mes "^3355FFThe ground beneath"; mes "your feet begins to"; mes "violently shake.^000000"; specialeffect EF_BOWLINGBASH; donpcevent "AbyssWarp::OnWarp"; specialeffect(EF_PORTAL, AREA, playerattached()); delitem 1035,1; delitem 1036,1; delitem 1037,1; close2; warp "hu_fild05",184,204; end; case 2: mes "^3355FFYou gingerly place a"; mes "Dragon's Canine, a Dragon"; mes "Scale, and a Dragon Tail into"; mes "your mouth and slowly begin"; mes "to chew. Nothing happens"; mes "and the taste of these items"; mes "is surprisingly putrid.^000000"; next; emotion e_rice,1; delitem 1035,1; delitem 1036,1; delitem 1037,1; percentheal -10,0; close; } } close; } hu_fild05,171,211,0 script Column#abyss2 HIDDEN_NPC,1,1,{ mes "^3355FFThis column looks"; mes "very similar to the"; mes "one you've seen in"; mes "the lake. There is"; mes "a conspicious blue"; mes "groove on its surface.^000000"; next; switch( select( "Touch the Groove","Remove Item from Groove" ) ) { case 1: mes "^3355FF*Clatter Clatter*^000000"; next; mes "^3355FFThe light emanating from"; mes "the groove distorts and"; mes "the column starts to shake."; mes "You hear a faint rumbling"; mes "from inside the column.^000000"; specialeffect EF_WINDHIT; next; mes "*Ggghhhhhzzzz!*"; mes "*BAM!*"; next; mes "^3355FFThe light shining from"; mes "the column's groove grows"; mes "brighter as you feel the"; mes "ground beneath your feet"; mes "begin to slowly sink away...^000000"; next; specialeffect EF_BOWLINGBASH; specialeffect(EF_PORTAL, AREA, playerattached()); close2; warp "hu_fild05",169,305; end; case 2: mes "^3355FF*Ppppsssh!*"; mes "You accidentally"; mes "broke the item.^000000"; specialeffect EF_WINDHIT; next; mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000"; next; mes "^3355FFThe light emanating from"; mes "the groove distorts and"; mes "the column starts to shake."; mes "The tremors in the ground"; mes "make it difficult to stand"; mes "steadily, but suddently you"; mes "are warped somewhere else...^000000"; next; specialeffect EF_BOWLINGBASH; specialeffect(EF_PORTAL, AREA, playerattached()); close2; warp "hu_fild05",157,284; end; } } hu_fild05,196,210,1 script AbyssWarp WARPNPC,2,2,{ OnInit: disablenpc "AbyssWarp"; end; OnTouch: warp "abyss_01",260,268; end; OnWarp: initnpctimer; enablenpc "AbyssWarp"; end; OnTimer30000: stopnpctimer; disablenpc "AbyssWarp"; end; }