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|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) rAthena Dev Team
//= Copyright (C) Euphy
//= Copyright (C) eAthena Dev Team
//= Copyright (C) L0ne_W0lf
//= Copyright (C) Lupus
//= Copyright (C) Evera
//=
//= 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 <http://www.gnu.org/licenses/>.
//=========================================================================
//= Quest NPCs related to Niflheim
//================= Description ===========================================
//= Piano Key Ouest
//= - Escape from Niflheim
//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
//= Message Delivery Quest
//= - Deliver a message to Erious' departed wife.
//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
//================= Current Version =======================================
//= 1.6
//=========================================================================
//== Piano Quest :: nif_ryu ================================
niflheim,224,243,3 script Alreg#nif 4_M_NFDEADMAN,{
if (nif_piano) nif_piano = 0;
mes "[Alreg]";
mes "Me like meat, muheh.";
mes "You! Look tempting.";
next;
mes "[Alreg]";
mes "Me want to taste you.";
next;
mes "^FF3355*Crunch* Crunch*^000000";
if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
percentheal -60,0;
next;
mes "["+ strcharinfo(0) +"]";
mes "NooOOoOOoOoO~!";
next;
mes "[Alreg]";
mes "It long time since I had meat";
mes "so... so good. You taste";
mes "good. Alreg give you this";
mes "for payback. Present!";
mes "*Burrrp*";
nif_esc = rand(1,2);
getitem 7184,1; //Piano_Keyboard
close;
}
percentheal -30,0;
next;
mes "["+ strcharinfo(0) +"]";
mes "Ow~! What are you";
mes "trying to do, kill me?!";
next;
mes "[Alreg]";
mes "Hm? Oh, no no no.";
mes "Me am trying to eat you.";
close;
}
nif_in,105,81,3 script Crayu#nif 4_M_NFDEADMAN2,{
mes "[Crayu]";
mes "Living one...";
mes "Listen to this song...";
mes "It's been sung by many for a";
mes "long time, but nobody knows";
mes "when it was made or who wrote it.";
next;
mes "[Crayu]";
mes "^FF00001. Mountain sunset to the west";
mes "^FF00002. Where the purple dusk falls ";
mes "^FF00003. Surrounded by beautiful melody";
mes "^FF00004. You become the key that ignores its master^000000";
next;
if (nif_esc == 1 || nif_esc == 4) {
mes "[Crayu]";
mes "Okay, wait! Here's a test for you!";
switch(rand(1,4)) {
case 1:
.@songline$ = "Mountain sunset to the west";
mes "Write down the first line of the song.";
break;
case 2:
.@songline$ = "Where the purple dusk falls";
mes "Write down the second line of the song.";
break;
case 3:
.@songline$ = "Surrounded by beautiful melody";
mes "Write down the third line of the song.";
break;
case 4:
.@songline$ = "You become the key that ignores its master";
mes "Write down the fourth line of the song.";
break;
}
next;
input .@input$;
if (.@input$ == .@songline$) {
mes "[Crayu]";
mes "Excellent...!";
mes "So you've been listening~!";
mes "That makes you one of my";
mes "favorite guests. Here's a";
mes "little reward for you.";
next;
if (nif_esc == 1) nif_esc = 3;
else nif_esc = 6;
getitem 7184,1; //Piano_Keyboard
mes "[Crayu]";
mes "Lastly, I hope you will show your";
mes "respect to other Bards, just as";
mes "you have done for me.";
close;
}
else {
mes "[Crayu]";
mes "*Sigh*... If you had only";
mes "listened to me, it would";
mes "have been easy to answer.";
mes "Try to remember the line";
mes "and try again!";
close;
}
}
next;
mes "[Crayu]";
mes "I wonder what the lyrics mean...";
mes "They seem quite profound...";
mes "I have the feeling that this song";
mes "carries some secret.";
close;
}
nif_in,31,20,3 script Kuzkahina#nif 4_M_NFDEADMAN2,{
if (nif_esc == 2 || nif_esc == 3) {
mes "[Kuzkahina]";
mes "I don't understand";
mes "why I can't make any";
mes "money with this store...";
mes "Even when I was alive";
mes "I could never make any";
mes "money with my businesses...";
next;
mes "[Kuzkahina]";
mes "Hey you! Make yourself useful";
mes "and throw this away when you leave.";
nif_esc += 2;
getitem 7184,1; //Piano_Keyboard
next;
mes "[Kuzkahina]";
mes "Gosh, what's with this store?";
mes "How did I end up hiring such useless employees...?";
mes "*mumble mumble*";
mes "*mumble mumble*";
close;
}
mes "[Kuzkahina]";
mes "I don't understand";
mes "why I can't make any";
mes "money with this store...";
mes "Even when I was alive";
mes "I could never make any";
mes "money with my businesses...";
close;
}
niflheim,208,103,1 script #Graveyard1 HIDDEN_NPC,1,1,{
end;
OnTouch:
if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
mes "^3355FFYou found something";
mes "half-buried near a grave.";
mes "It looks very well-shaped.^000000";
next;
mes "^3355FFWould you like to pick it up?^000000";
if (select("Yes:No") == 1) {
if (nif_esc < 10)
nif_esc += 2;
else if (nif_esc == 10)
nif_esc = 11;
getitem 7184,1; //Piano_Keyboard
}
close;
}
end;
}
niflheim,169,71,1 script #Graveyard2 HIDDEN_NPC,1,1,{
end;
OnTouch:
if (nif_esc == 6 || nif_esc == 9) {
mes "^3355FFYou found something";
mes "half-buried near a grave.";
mes "It looks very well-shaped.^000000";
next;
mes "^3355FFWould you like to pick it up?^000000";
if (select("Yes:No") == 1) {
nif_esc += 2;
getitem 7184,1; //Piano_Keyboard
}
close;
}
end;
}
nif_in,115,181,0 script #Piano HIDDEN_NPC,1,1,{
end;
OnTouch:
if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
mes "^3355FFYou see a big, heavy piano.";
mes "You get the feeling that";
mes "its music would sound magnificient.^000000";
next;
mes "^3355FFAs you examine the piano,";
mes "you find that 7 keys";
mes "are missing in the";
mes "middle of the keyboard.";
mes "If you had all the keys,";
mes "you could play music...^000000";
close;
}
if (nif_esc == 11 && countitem(7184) > 5) {
nif_esc = 12;
delitem 7184,6; //Piano_Keyboard
mes "^3355FFYou took the keys you've found";
mes "and inserted them into";
mes "each empty space.^000000";
next;
mes "^3355FFBut then you realize";
mes "that you're missing the last";
mes "key for the space on the far";
mes "left of the keyboard...^000000";
close;
}
end;
}
nif_in,114,181,0 script #Piano3 HIDDEN_NPC,1,1,{
end;
OnTouch:
if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
mes "^3355FFAs you bend towards";
mes "the final empty key space";
mes "to take a better look at it...^000000";
next;
soundeffect "complete.wav",0;
next;
if (nif_esc == 12) {
MISC_QUEST |= 32;
nif_piano = 0;
}
mes "^3355FFYou begin to feel dizzy and";
mes "your body feels as if it were";
mes "floating in air. Then, your";
mes "vision starts to blur...^000000";
close2;
warp "nif_in",179,163;
end;
}
end;
}
nif_in,188,168,3 script Witch#nif 4_F_NFDEADMGCIAN,{
mes "[Kirkena]";
mes "Huh? ...You're alive, aren't you?";
mes "I'm not sure how more of you are";
mes "able to get here and I don't";
mes "know your reasons for coming,";
mes "but this place is dangerous for";
mes "the living.";
next;
mes "[Kirkena]";
mes "I am sending you back";
mes "outside of this town.";
mes "If you can help it, you";
mes "better not come back to";
mes "this place.";
close2;
warp "umbala",138,208;
end;
}
//== Message Delivery Quest :: nif_npc_lackee ==============
prt_in,161,20,3 script Erious#nif 4_F_03,{
if (MISC_QUEST & 16384) {
mes "[Erious]";
mes "I wish you safety from harm";
mes "in your journeys, adventurer.";
close;
}
if (nif_revive == 0) {
mes "[Erious]";
mes "*Sob*Sob*";
mes "*Cries* Wahhh...!";
mes "Elly, how could you";
mes "leave me this way...";
emotion e_sob;
next;
if (select("Comfort him.:Neglect him.") == 1) {
mes "[Erious]";
mes "Ah, thank you for your kindness.";
mes "*Sob* My wife died while I was on";
mes "a trip. I'm so sorry that I";
mes "couldn't be with her when";
mes "the end came...";
next;
mes "[Erious]";
mes "I wish I could talk to my Elly,";
mes "although I know it's too late now.";
mes "*Cries* But... there is one last";
mes "hope that I have. My absolute";
mes "final chance...";
next;
mes "[Erious]";
mes "I was told that somewhere";
mes "in this world, there exists a town";
mes "where the dead reside. I might be";
mes "able to meet my wife there, but";
mes "I cannot leave my children here";
mes "without me. *Cries*";
next;
if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) {
mes "[Erious]";
mes "Oh, can you?";
mes "Thank you so much for your";
mes "generosity. If you can do";
mes "this for me, I would be";
mes "greatly indebted to you.";
next;
mes "[Erious]";
mes "You're an adventurer, aren't you?";
mes "If your journeys take you to that";
mes "town of the dead, and if you";
mes "happen to meet her by chance...";
next;
mes "[Erious]";
mes "Please send Elly a message for me,";
mes "let her know that what happened";
mes "a month ago was all my fault.";
mes "Thank you for your help,";
mes "and please take care.";
nif_revive = 1;
setquest 11038;
close;
}
mes "[Erious]";
mes "*Cries* Is there no way that I";
mes "can see her again? If I could";
mes "talk to her at least once more,";
mes "even if it's the last time,";
mes "I would do anything...";
close;
}
mes "[Erious]";
mes "*Cries* Eeeeelllllyyyy~~~~!";
mes "I never thought that would be";
mes "the last time we would see";
mes "each other...";
mes "*Sob*...";
close;
}
else if (nif_revive == 1) {
mes "[Erious]";
mes "This place I was told about...";
mes "The town of the dead...";
mes "From what I remember, it was";
mes "located near some rest area.";
next;
mes "[Erious]";
mes "All day and night, it's filled";
mes "with never ending screams of";
mes "agony and despair. I hope that";
mes "this will be helpful in your search.";
close;
}
else if (nif_revive == 5 || nif_revive == 6) {
mes "[Erious]";
mes "Oh my! You really found the town,";
mes "have you? I really appreciate that";
mes "you've endured all this hardship";
mes "for me... Um...So in the end...";
mes "Were you able to meet my Elly?";
next;
if (select("Yes.:Sorry, I couldn't.") == 1) {
if (nif_revive == 6 && countitem(934) > 0) {
mes "[Erious]";
mes "Are you serious? What did she say?";
mes "Did she say she will forgive me?";
next;
select("Yes. And she gave me...this.");
delitem 934,1; //Mementos
mes "[Erious]";
mes "Ah...In this box were the gifts";
mes "I gave her when we started";
mes "seeing each other. She had a";
mes "serious illness even before we";
mes "met, so I promised her that I";
mes "would cure her illness...";
next;
mes "[Erious]";
mes "That's why I went on that trip...";
mes "to find a cure or medicine";
mes "for her... But my efforts turned";
mes "out to be a good for nothing.";
mes "...................";
mes ".........";
next;
mes "[Erious]";
mes "Anyway, I appreciate your";
mes "generousity. I want to pay";
mes "you back for all the trouble";
mes "I caused you, but I only have";
mes "the medicine I found for her";
mes "illness during this trip.";
next;
mes "[Erious]";
mes "I hope you will take this medicine";
mes "as a token of my gratitute.";
next;
if (checkweight(610,26)) {
MISC_QUEST |= 16384;
nif_revive = 0;
completequest 11043;
getitem 607,2; //Yggdrasilberry
getitem 608,2; //Seed_Of_Yggdrasil
getitem 610,10; //Leaf_Of_Yggdrasil
mes "[Erious]";
mes "Thank you for everything.";
mes "I wish you luck and safety";
mes "in your adventures.";
close;
}
mes "[Erious]";
mes "I have something to give you,";
mes "but you're carrying too much";
mes "stuff for me to give it to";
mes "right now. Why don't you";
mes "store your items somewhere?";
close;
}
else if (nif_revive == 6 && countitem(934) < 1) {
mes "[Erious]";
mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
close;
}
mes "[Erious]";
mes "I guess you misunderstood";
mes "something or you're trying";
mes "to scam a man in grief.";
close;
}
if (nif_revive == 5) {
mes "[Erious]";
mes "I see...you have failed to find";
mes "her... However, I also understand";
mes "that fulfilling my request may";
mes "be impossible...";
next;
mes "[Erious]";
mes "You've really gone out of your way";
mes "to help me, so I want to give you";
mes "something as a token of my";
mes "gratitute.";
next;
if (checkweight(610,10)) {
MISC_QUEST |= 16384;
nif_revive = 0;
completequest 11042;
getitem 610,10; //Leaf_Of_Yggdrasil
mes "[Erious]";
mes "Thank you for everything.";
mes "I wish you luck and safety";
mes "from harm in your journeys.";
close;
}
mes "[Erious]";
mes "I have something to give you,";
mes "but you're carrying too much";
mes "stuff for me to give it to";
mes "right now. Why don't you";
mes "store your items somewhere?";
close;
}
mes "[Erious]";
mes "I see...";
mes "...Wait! Doesn't that belong";
mes "to my wife, Elly? Why are you";
mes "trying to cheat a grieving man...?";
close;
}
end;
}
umbala,215,181,3 script Billik 4_M_JOB_KNIGHT1,{
if (nif_revive > 1 || MISC_QUEST & 16384) {
mes "[Billik]";
mes "Well, long time no see.";
mes "If you have a chance in the";
mes "future, let's meet in the";
mes "town of the dead later.";
mes "Hahahaha~";
emotion e_no1;
close;
}
if (nif_revive == 1) {
mes "[Billik]";
mes "The Town of the dead...";
mes "It's a very dangerous place.";
mes "Why would you want to go there?";
next;
if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) {
mes "[Billik]";
mes "Someone you have to meet there...";
mes "Hmm... I suppose you wish to";
mes "contact the dead...";
mes "I can also see that you're";
mes "determined to go.";
next;
mes "[Billik]";
mes "*Sigh* Okay, if you really want to";
mes "go, you must find a man named";
mes "'Feylin.' It's very important to";
mes "let him know that I introduced";
mes "him to you.";
next;
mes "[Billik]";
mes "He's not very trusting, but he";
mes "likes roses a lot, so bring a rose";
mes "for him. That way, he'll know for";
mes "sure that I've sent you.";
nif_revive = 2;
changequest 11038,11039;
next;
mes "[Billik]";
mes "The town of the dead is located";
mes "north of this place. Remember, it";
mes "is very dangerous to go there,";
mes "even for well experienced";
mes "adventurers, so...";
mes "Be careful.";
close;
}
mes "[Billik]";
mes "Hahaha~ I guess you like adventure";
mes "as much as I do. Although it's a";
mes "very dangrous place, you will be";
mes "paid back for your effort after";
mes "you get there. But be careful.";
close;
}
else if (nif_revive == 0) {
mes "[Billik]";
mes "What brings you here? I'm busy,";
mes "leave if you don't have any business.";
close;
}
}
niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{
if (nif_revive == 2) {
mes "[Feylin]";
mes "Poor "+((Sex)?"guy":"girl")+"...";
mes "Dying at such a young age...";
mes "I am always sorry to see the";
mes "young pass away.";
next;
mes "[Feylin]";
mes "............??";
mes "Oh, I see you're not dead yet,";
mes "are you? It's unbelievable to";
mes "see another living person";
mes "in this town.";
next;
mes "[Feylin]";
mes "Are you coming to rescue someone,";
mes "or do you have another purpose?";
mes "If you came here to meet a";
mes "deceased friend of yours, you've";
mes "come to the wrong person.";
next;
mes "[Feylin]";
mes "Nobody in Niffelheim can";
mes "perform that kind of miracle...";
next;
mes "[Feylin]";
mes "I can tell you have been through";
mes "much hardship, but unfortunately,";
mes "you came here for nothing. I hope";
mes "you go back to where you came";
mes "from before it's too late.";
nif_revive = 3;
changequest 11039,11040;
close;
}
else if (nif_revive == 3) {
mes "[Feylin]";
mes "I've asked you to leave this";
mes "town immediately. I'm sorry";
mes "but I know nothing about what";
mes "you are asking.";
emotion e_an;
next;
if (select("But...:I am sorry.") == 1) {
mes "[Feylin]";
mes "You must know something...";
mes "Otherwise, you wouldn't be";
mes "so stubborn. I am not sure";
mes "who told you contacting the";
mes "dead might be possible...";
next;
mes "[Feylin]";
mes "But I surely wouldn't have told";
mes "you. Besides, speaking about";
mes "such things is taboo.";
nif_revive = 4;
changequest 11040,11041;
close;
}
mes "[Feylin]";
mes "Please consider leaving this";
mes "place as soon as possible.";
mes "Nobody should stay in";
mes "Niflheim for too long.";
close;
}
else if (nif_revive == 4) {
if (countitem(748) > 0) {
mes "[Feylin]";
mes "Huh, Billik must have sent you.";
mes "Since I'm indebted to him, I";
mes "suppose I will help you.";
mes "But let me warn you.";
mes "The price that I demand may be";
mes "more that you expect...";
next;
if (select("I'm willing to do this.:I don't think I can do this.") == 1) {
if (BaseLevel > 79) {
mes "[Feylin]";
mes "Alright, but you must promise";
mes "me that you will not let other";
mes "people know what I am about";
mes "to tell you.";
next;
mes "[Feylin]";
mes "This sorcery requires great";
mes "sacrifice. Needless to say, there";
mes "is a chance that this spell may";
mes "fail. I must also have";
mes "10 Yggdrasil Leaf to cast this";
mes "spell. Do you wish to continue?";
next;
if (select("Yes:No") == 1) {
if (countitem(610) > 9) {
mes "[Feylin]";
mes "I see. Then we shall begin.";
mes "Woombahsokasabahah!";
mes "Woombah woombah hoombabah!";
mes "Yeeeeep!";
next;
.@nif_revive1 = rand(1,100);
if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
mes "[Feylin]";
mes "...I am sorry.";
mes "I have failed to summon";
mes "who you wish to see. I am";
mes "really sorry for this result.";
emotion e_omg;
delitem 748,1; //Witherless_Rose
delitem 610,10; //Leaf_Of_Yggdrasil
nif_revive = 5;
changequest 11041,11042;
percentheal -99,0;
next;
mes "[Feylin]";
mes "Unfortunately, it may be";
mes "impossible to summon the";
mes "spirit of the person with";
mes "whom you wished to speak...";
close;
}
else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
delitem 748,1; //Witherless_Rose
delitem 610,10; //Leaf_Of_Yggdrasil
percentheal -50,0;
mes "[Feylin]";
mes "..........";
mes "..........";
next;
mes "[Elly]";
mes "..........";
mes ".....Umm...";
mes "...Wasn't I just dead?";
mes "Um, do I know you?";
next;
select("I brought a message from your husband.");
mes "[Elly]";
mes "Oh...I see...I'm sorry that I could not meet him before I died...";
mes "So what is his message for me?";
next;
select("Forgive him for what happened a month ago.");
mes "[Elly]";
mes "*Sigh* He's such a nice husband...";
mes "He pays such attention, even to";
mes "the little things. Though, I";
mes "should be the one apologizing";
mes "to him...";
next;
mes "[Elly]";
mes "Please give him this box, and tell";
mes "him to forget about me. He should";
mes "live the rest of his life happily";
mes "with someone else. Oh, also let";
mes "him know that I forgive him.";
nif_revive = 6;
changequest 11040,11043;
getitem 934,1; //Mementos
next;
mes "[Elly]";
mes "I am glad to hear from my";
mes "husband one more time. But I";
mes "think I have to go now.";
mes "Thank you for your trouble.";
mes "Farewell...";
next;
mes "[Elly]";
mes ".....................";
mes "....................";
next;
mes "[Feylin]";
mes "I guess you have accomplished what";
mes "you wanted. Well then, be careful";
mes "when you go back...";
close;
}
}
else {
mes "[Feylin]";
mes "If you don't have the";
mes "items, we cannot proceed.";
mes "Remember, I need 10 Yggdrasil";
mes "Leaves to perform this spell.";
mes "Please bring them as soon";
mes "as possible.";
close;
}
}
mes "[Feylin]";
mes "I hope you will bring the items";
mes "first. But... I don't have the";
mes "confidence to promise that";
mes "this spell will cast successfully.";
close;
}
mes "[Feylin]";
mes "Hmm... You don't seem to have";
mes "the strength to endure the";
mes "casting of this spell. At";
mes "your current strength, this";
mes "spell will kill you.";
mes "I cannot take that risk.";
close;
}
mes "[Feylin]";
mes "You made a good decision.";
mes "It's not a good idea to perform";
mes "this kind of sorcery in the";
mes "first place because of the";
mes "risks involved...";
close;
}
mes "[Feylin]";
mes "No matter how many times you ask";
mes "me, I cannot help you. Please";
mes "leave this place as soon as you can.";
close;
}
mes "[Feylin]";
mes "What makes you to come to such";
mes "a dangerous town? Please leave";
mes "this place as soon as you can.";
close;
}
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