//================= 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) 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 <http://www.gnu.org/licenses/>.
//=========================================================================
//= 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";
specialeffect2 EF_PORTAL;
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;
specialeffect2 EF_PORTAL;
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;
specialeffect2 EF_PORTAL;
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;
}