//===== rAthena Script ======================================= //= Bangungot Hospital 2F //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= [Official Conversion] //= Save the hospital in Port Malaya from Bangungot. //= Part of the "Nurse in Port Malaya" quest. //===== Additional Comments: ================================= //= 1.0 First version. [Euphy] //= 1.1 Added GM management function. [Euphy] //= 1.2 Added VIP features. [Euphy] //= 1.3 Bugs fixed. [Capuche] //============================================================ // Instance Creation :: ma_hos_enter //============================================================ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ if (BaseLevel < 100) end; .@party_id = getcharid(1); cutin "malaya_nurseB",2; switch( checkquest(9223,PLAYTIME) ) {// Will there be Peace at the Hospital? case -1: switch( isbegin_quest(9222) ) {// Get Rid of Bangungot from Hospital 2F case 0: if (.@party_id == 0) { if (malaya_bang == 30) { malaya_bang = 31; changequest 11302,11303; callsub S_Closed; } else if (malaya_bang == 31) callsub S_Closed; else callsub S_NoParty; } if (checkquest(11309,HUNTING) == 2) { mes "[Nurse Maenne]"; mes "You got rid of Bangungot!"; mes "The nurse might be waiting for you"; mes "in front of the hospital!"; close2; cutin "",255; end; } switch( checkquest(9224,PLAYTIME) ) {// Explore Hospital 2F case -1: if (malaya_bang == 30) { malaya_bang = 31; changequest 11302,11303; callsub S_Closed; } else if (malaya_bang == 31) callsub S_Closed; else if (malaya_bang > 39) callsub S_Enter, false; else { mes "[Nurse Maenne]"; mes ".........."; close2; cutin "",255; end; } case 0: case 1: mes "[Nurse Maenne]"; mes "Now the entrance"; mes "to go up second floor"; mes "is closed."; next; mes "[Nurse Maenne]"; mes "To go up"; mes "the second floor again"; mes "Open the gate"; mes "after lapse of time."; close2; cutin "",255; end; case 2: if (checkquest(11309,HUNTING) == -1) callsub S_NoParty; if (isbegin_quest(11309) == 1) { mes "[Nurse Maenne]"; mes "From the Bangungot at second floor"; mes "You returned safely to here!!"; next; mes "[Nurse Maenne]"; mes "If you want to go up"; mes "second floor again"; mes "Please come to me."; completequest 9224; erasequest 9224; close2; cutin "",255; end; } // isbegin_quest(11309) == 2, HUNTING == 0 or HUNTING == 1 if (malaya_bang > 39) callsub S_Enter, true; else { mes "[Nurse Maenne]"; mes "......."; close2; cutin "",255; end; } } case 1: if (.@party_id == 0) callsub S_NoParty; if (malaya_bang < 40) { mes "[Nurse Maenne]"; mes ".....?"; mes "Now you can't go up"; mes "to the 2nd floor."; close2; cutin "",255; end; } if (checkquest(9222,HUNTING) == 0 || checkquest(9222,HUNTING) == 1) { switch( checkquest(9224,PLAYTIME) ) {// Explore Hospital 2F case -1: mes "[Nurse Maenne]"; mes "This is fatal situation."; mes "that is why you can't go up"; mes "2nd floor."; close2; cutin "",255; end; case 0: case 1: mes "[Nurse Maenne]"; mes "To the second floor of hospital"; mes "Do you want go up second floor again?"; callsub S_Enter, false, false; case 2: callsub S_Enter, true; } } // else if (checkweight(607,11) == 0) { mes "[Nurse Maenne]"; mes "You have too much stuff."; mes "Please reduce your stuff and"; mes "come to me again."; close2; cutin "",255; end; } if (checkweight(607,1) == 0) { mes "[Nurse Maenne]"; mes "It's too heavy."; mes "Please reduce the weight and"; mes "come to me again."; close2; cutin "",255; end; } callsub S_Complete, true; getexp 500000,0; if (VIP_SCRIPT == 0 || vip_status(VIP_STATUS_ACTIVE)) getitem 6499,7;// Ancient_Grudge else getitem 6499,5; close2; cutin "",255; end; case 2: callsub S_Complete, true; close2; cutin "",255; end; } case 0: case 1: callsub S_Complete, false; close2; cutin "",255; end; case 2: if (.@party_id == 0) callsub S_NoParty; else if (malaya_bang > 39) callsub S_Enter, true; else { mes "[Nurse Maenne]"; mes "......."; close2; cutin "",255; end; } } S_Closed: mes "[Nurse Maenne]"; mes "- The door is closed to 1st floor"; mes "when this Nurse came in?"; mes "I call her behind but"; mes "She doesn't respond. -"; close2; cutin "",255; end; S_Complete: mes "[Nurse Maenne]"; mes "You returned safely from the Bangungot on the second floor!!"; mes "However, it's not"; mes "really over yet."; next; mes "[Nurse Maenne]"; mes "I'm pretty sure it"; mes "never disappears easily."; mes "I don't know what will happen"; mes "about Bangungot, so"; mes "after a lapse of time"; mes "please return to me."; if (getarg(0) == true) { completequest 9222; erasequest 9222; completequest 9224; erasequest 9224; setquest 9223; } return; S_NoParty: mes "- I guess..."; mes "I can't talk him alone."; mes "After registering a party"; mes "let me try to say something. -"; close2; cutin "",255; end; S_Enter: .@md_name$ = "Bangungot Hospital 2F"; if (getarg(1,1) == true) { if (is_party_leader() == true) .@menu$ = "Prepare to enter the second floor."; mes "[Nurse Maenne]"; if (getarg(0) == false) { mes "I already heard that story so"; mes "I pretty much know that."; mes "What are you going to do?"; mes "Do you want to go up"; mes "to the second floor?"; } else { mes "You are back..."; mes "There is bad news."; mes "I heard that"; mes "the Bangungot is appeared"; mes "again."; next; mes "[Nurse Maenne]"; mes ""+ strcharinfo(0) +" 's help"; mes "is needed again."; mes "Please could you give me"; mes "one more chance?"; } } next; switch( select( .@menu$, "Enter the second floor.", "Do not enter." ) ) { case 1: if (instance_create(.@md_name$) < 0) { mes "[Nurse Maenne]"; mes "A critical situation has happened."; mes "You can't go up to the 2nd floor."; break; } mes "[Nurse Maenne]"; mes "We are preparing to go up"; mes "to the second floor."; mes "At the second floor"; mes "there is a chaotic rumor that"; mes "the dead do not die."; mes "Please refer to this story."; next; mes "[Nurse Maenne]"; mes "When you finish everything,"; mes "please talk to me again."; mes "I really appreciate it."; break; case 2: switch( instance_enter(.@md_name$) ) { case IE_OTHER: mes "[Nurse Maenne]"; mes "A critical situation has happened."; mes "You can't go up to the 2nd floor."; break; case IE_NOINSTANCE: mes "[Nurse Maenne]"; mes "You can't go up to"; mes "the 2nd floor now."; break; case IE_NOMEMBER: mes "[Nurse Maenne]"; mes "It's too dangerous to go"; mes "up to the 2nd floor alone."; mes "Please come here with"; mes "several people."; break; case IE_OK: mapannounce "ma_dun01", getpartyname(getcharid(1)) + " party's " + strcharinfo(0) + " member entered " + .@md_name$ + ".",bc_map,"0x00ff99"; if (getarg(0) == true) { if (checkquest(9223) > -1) { completequest 9223; erasequest 9223; } if (checkquest(9222) > -1) erasequest 9222; if (checkquest(9224) > -1) erasequest 9224; setquest 9222; } if (isbegin_quest(9224) == 0) setquest 9224; cutin "",255; //warp "1@ma_h",40,157; end; } break; case 3: mes "[Nurse Maenne]"; mes "Alright."; mes "If you change mind, come back again."; break; } close2; cutin "",255; end; } // GM Management NPC :: ma_hos_enter_2 //============================================================ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ mes "Password"; next; if (callfunc("F_GM_NPC","1854",1) == 0) { mes "Good Luck."; close; } switch(select("Receive 9222:Receive 9223:Erase 9222:Erase 9223:Receive 9224:Erase 9224:Receive malaya_bang 30:Receive malaya_bang 40:Receive 11309:Erase 11309:Cancel")) { case 1: setquest 9222; end; case 2: setquest 9223; end; case 3: erasequest 9222; end; case 4: erasequest 9223; end; case 5: setquest 9224; end; case 6: erasequest 9224; end; case 7: malaya_bang = 30; end; case 8: malaya_bang = 40; end; case 9: setquest 11309; end; case 10: completequest 11309; end; case 11: end; } } // Instance Scripts :: ma_hos //============================================================ 1@ma_h,43,157,0 script #Memorial Start HIDDEN_WARP_NPC,2,2,{ end; OnTouch: if ('disablenpc == 0) { 'disablenpc = 1; mapannounce 'map_name$, "Bangungot: You silly " + strcharinfo(0) + " ....",bc_map,"0xFF82FF"; mapannounce 'map_name$, "Bangungot: Get out before you die...",bc_map,"0xFF82FF"; areamonster 'map_name$,44,156,46,158,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Memorial Start") + "::OnMyMobDead"; donpcevent instance_npcname("#Memorial Start_time") + "::OnEnable"; } end; OnMyMobDead: initnpctimer; end; OnTimer1000: if (mobcount('map_name$,instance_npcname("#Memorial Start") + "::OnMyMobDead") < 1) { donpcevent instance_npcname("#Ward1 Entry") + "::OnEnable1"; donpcevent instance_npcname("#Memorial Start_time") + "::OnDisable"; mapannounce 'map_name$, "Bangungot: This is where your NIGHTMARE starts...",bc_map,"0xFF82FF"; disablenpc instance_npcname("#Memorial Start"); } stopnpctimer; end; } 1@ma_h,43,157,0 script #Memorial Start_time HIDDEN_WARP_NPC,{// 2,2 end; OnEnable: specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start"); initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer5000: mapannounce 'map_name$, "Bangungot: You cannot help.... you can't defeat me.",bc_map,"0xFF82FF"; end; OnTimer10000: mapannounce 'map_name$, "Bangungot: HAHAHAHAHAHAHAHA!!!!",bc_map,"0xFF82FF"; stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Memorial Start_time"); end; } 1@ma_h,46,165,0 script #Ward1 Entry HIDDEN_WARP_NPC,{ //3,3 end; OnEnable1: .@npc_name$ = instance_npcname(strnpcinfo(0)); .@label$ = .@npc_name$ + "::OnMyMobDead"; enablenpc .@npc_name$; specialeffect EF_BAT2; switch(atoi(charat(strnpcinfo(2),4))) { case 1: areamonster 'map_name$,49,171,51,173,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,51,171,53,173,"Bangungot's Mangkukulam",2339,1,.@label$; end; case 2: areamonster 'map_name$,49,137,51,139,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,51,137,53,139,"Bangungot's Mangkukulam",2339,1,.@label$; end; case 3: areamonster 'map_name$,69,171,71,173,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,71,171,73,173,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,73,171,75,173,"Bangungot's Mangkukulam",2339,1,.@label$; end; case 4: areamonster 'map_name$,71,139,73,141,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,73,139,75,141,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,75,139,77,141,"Bangungot's Mangkukulam",2339,1,.@label$; end; case 5: areamonster 'map_name$,93,173,95,175,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,95,173,97,175,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,97,173,99,175,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,93,175,95,177,"Bangungot's Mangkukulam",2339,1,.@label$; end; } end; /* // Not called in official scripts. OnEnable2: areamonster 'map_name$,140,38,142,40,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Ward1 Entry") + "::OnMyMobDead"; end; */ OnEnable3: .@i = atoi(charat(strnpcinfo(2),4))+1; donpcevent instance_npcname("#Ward" + .@i + " Entry") + "::OnEnable1"; disablenpc(); end; OnMyMobDead: initnpctimer; end; OnTimer1000: if (mobcount('map_name$,instance_npcname(strnpcinfo(0)) + "::OnMyMobDead") < 1) { specialeffect EF_BAT2; donpcevent instance_npcname(strnpcinfo(0)) + "::OnEnable3"; switch(atoi(charat(strnpcinfo(2),4))) { case 1: .@string$ = "Bangungot: I will let you see the pain and the agony actually be real....."; break; case 2: .@string$ = "Bangungot: Diseased spirits are the source of my energy, and my life..."; break; case 3: .@string$ = "Bangungot: Scream more....and more...... your pain..."; break; case 4: .@string$ = "Bangungot: Deeply and more deeply in pain..."; break; case 5: .@string$ = "Bangungot: Be horrified...be petrified."; break; } mapannounce 'map_name$, .@string$, bc_map,"0xFF82FF"; } stopnpctimer; end; OnInstanceInit: disablenpc(); end; } 1@ma_h,57,147,0 duplicate(#Ward1 Entry) #Ward2 Entry HIDDEN_WARP_NPC //3,3 1@ma_h,67,165,0 duplicate(#Ward1 Entry) #Ward3 Entry HIDDEN_WARP_NPC //3,3 1@ma_h,79,147,0 duplicate(#Ward1 Entry) #Ward4 Entry HIDDEN_WARP_NPC //3,3 1@ma_h,90,165,0 duplicate(#Ward1 Entry) #Ward5 Entry HIDDEN_WARP_NPC //3,3 1@ma_h,101,147,0 script #Ward6 Entry HIDDEN_WARP_NPC,{ //2,2 end; OnEnable1: .@npc_name$ = instance_npcname("#Ward6 Entry"); .@label$ = .@npc_name$ + "::OnMyMobDead"; enablenpc .@npc_name$; specialeffect EF_BAT2; areamonster 'map_name$,93,137,95,139,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,95,137,97,139,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,97,137,99,139,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,93,139,95,141,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,95,139,97,141,"Bangungot's Manananggal",2338,1,.@label$; end; /* // Not called in official scripts. OnEnable2: areamonster 'map_name$,140,38,142,40,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Ward6 Entry") + "::OnMyMobDead"; end; */ OnMyMobDead: initnpctimer; end; OnTimer3000: if (mobcount('map_name$,instance_npcname("#Ward6 Entry") + "::OnMyMobDead") < 1) { specialeffect EF_BAT2; donpcevent instance_npcname("#Summon Boss") + "::OnEnable"; mapannounce 'map_name$, "Bangungot: You had the choice to enter here, but you have no choice to get out as you want...",bc_map,"0xFF82FF"; } stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Ward6 Entry"); end; } 1@ma_h,110,177,0 script #Summon Boss HIDDEN_WARP_NPC,{ end; OnEnable: enablenpc instance_npcname("#Summon Boss"); monster 'map_name$,143,158,"Bangungot",2317,1,instance_npcname("#Summon Boss") + "::OnMyMobDead"; donpcevent instance_npcname("#Boss Room Entry") + "::OnEnableEntry"; donpcevent instance_npcname("#Boss Room Entry") + "::OnEnable"; end; OnMyMobDead: initnpctimer; end; OnTimer1000: if (mobcount('map_name$,instance_npcname("#Summon Boss") + "::OnMyMobDead") < 1) { donpcevent instance_npcname("#Summon Pillar") + "::OnEnable1"; mapannounce 'map_name$, "Bangungot: I....cannot.....finish...like.......this.",bc_map,"0xFF82FF"; disablenpc instance_npcname("#Summon Boss"); } stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Summon Boss"); end; } 1@ma_h,147,143,0 script #Boss Room Entry HIDDEN_WARP_NPC,10,10,{ end; OnTouch: specialeffect EF_GHOST; donpcevent instance_npcname("#Boss Room Entry") + "::OnDisableEntry"; donpcevent instance_npcname("#Boss Room Entry_time") + "::OnEnable"; end; OnEnable: // enablenpc instance_npcname("#Boss Room Entry"); enablenpc instance_npcname("#Boss Room Door"); enablenpc instance_npcname("#Boss Room Door1"); end; OnSpawn: areamonster 'map_name$,123,152,137,166,"Bangungot's Manananggal",2338,1,instance_npcname("#Boss Room Entry") + "::OnMyMobDead"; end; OnReset: killmonster 'map_name$,instance_npcname("#Boss Room Entry") + "::OnMyMobDead"; end; OnMyMobDead: initnpctimer; end; OnTimer1000: if (mobcount('map_name$,instance_npcname("#Boss Room Entry") + "::OnMyMobDead") < 1) mapannounce 'map_name$, "Bangungot: HAHAHAH... That's not enough, I will be even stronger....",bc_map,"0xFF82FF"; stopnpctimer; end; // Unofficial labels (to avoid duplicating code). OnEnableEntry: enablenpc instance_npcname("#Boss Room Entry"); enablenpc instance_npcname("#Boss Room Entry_a"); enablenpc instance_npcname("#Boss Room Entry_b"); enablenpc instance_npcname("#Boss Room Entry_c"); enablenpc instance_npcname("#Boss Room Entry_d"); enablenpc instance_npcname("#Boss Room Entry_e"); enablenpc instance_npcname("#Boss Room Entry_f"); enablenpc instance_npcname("#Boss Room Entry_g"); enablenpc instance_npcname("#Boss Room Entry_h"); end; OnDisableEntry: disablenpc instance_npcname("#Boss Room Entry"); disablenpc instance_npcname("#Boss Room Entry_a"); disablenpc instance_npcname("#Boss Room Entry_b"); disablenpc instance_npcname("#Boss Room Entry_c"); disablenpc instance_npcname("#Boss Room Entry_d"); disablenpc instance_npcname("#Boss Room Entry_e"); disablenpc instance_npcname("#Boss Room Entry_f"); disablenpc instance_npcname("#Boss Room Entry_g"); disablenpc instance_npcname("#Boss Room Entry_h"); end; OnInstanceInit: disablenpc instance_npcname("#Boss Room Entry"); end; } 1@ma_h,147,143,0 script #Boss Room Entry_time HIDDEN_WARP_NPC,{ //10,10 end; OnEnable: mapannounce 'map_name$, "Bangungot: You poor little things. I will invite you to the world of infectious disease...",bc_map,"0xFF82FF"; initnpctimer; end; OnTimer25000: mapannounce 'map_name$, "Bangungot: You will know what it is...",bc_map,"0xFF82FF"; for ( .@i = 10; .@i <= 22; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer35000: mapannounce 'map_name$, "Bangungot: Real pain! You will know!!",bc_map,"0xFF82FF"; for ( .@i = 25; .@i <= 33; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer45000: mapannounce 'map_name$, "Bangungot: Have you ever heard the patients screaming?",bc_map,"0xFF82FF"; end; OnTimer55000: mapannounce 'map_name$, "Bangungot: If you haven't, I will let you!!",bc_map,"0xFF82FF"; enablenpc instance_npcname("#Summon Ward Mob"); donpcevent instance_npcname("#Summon Ward Mob") + "::OnEnable7"; end; OnTimer60000: for ( .@i = 1; .@i <= 8; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); for ( .@i = 34; .@i <= 38; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer60500: for ( .@i = 41; .@i <= 49; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer90000: mapannounce 'map_name$, "Bangungot: Delight coming from agony is my nutrient.",bc_map,"0xFF82FF"; donpcevent instance_npcname("#Boss Room Entry") + "::OnSpawn"; end; OnTimer110000: mapannounce 'map_name$, "Bangungot: Remain here, cursed disease.....",bc_map,"0xFF82FF"; donpcevent instance_npcname("#Boss Room Entry") + "::OnSpawn"; end; OnTimer125000: mapannounce 'map_name$, "Bangungot: You wanna hang out with me ......?",bc_map,"0xFF82FF"; end; OnTimer128000: for ( .@i = 1; .@i <= 8; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); for ( .@i = 34; .@i <= 38; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer128500: for ( .@i = 41; .@i <= 49; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer129000: donpcevent instance_npcname("#Boss Room Entry") + "::OnEnableEntry"; end; OnTimer129500: donpcevent instance_npcname("#Boss Room Entry") + "::OnSpawn"; for ( .@i = 10; .@i <= 22; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer130000: for ( .@i = 25; .@i <= 33; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); stopnpctimer; end; OnStopTimer: stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Boss Room Entry_time"); end; } 1@ma_h,111,177,0 script #Boss Room Entry_2 WARPNPC,{ end; OnEnable: mapannounce 'map_name$, "Bangungot: You are pretty powerful...",bc_map,"0xFF82FF"; initnpctimer; end; OnTimer3000: mapannounce 'map_name$, "Bangungot: But can you...",bc_map,"0xFF82FF"; end; OnTimer6000: mapannounce 'map_name$, "Bangungot: ...defeat me again...?",bc_map,"0xFF82FF"; end; OnTimer9000: for ( .@i = 1; .@i <= 8; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); for ( .@i = 34; .@i <= 38; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer9500: for ( .@i = 41; .@i <= 49; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer10000: mapannounce 'map_name$, "Bangungot: You stupid persoon....",bc_map,"0xFF82FF"; for ( .@i = 10; .@i <= 22; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); end; OnTimer10500: for ( .@i = 25; .@i <= 33; ++.@i ) enablenpc instance_npcname("#Patternwarp" + .@i); stopnpctimer; end; OnStopTimer: stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Boss Room Entry_2"); end; } 1@ma_h,118,63,0 script #Summon Ward Mob HIDDEN_WARP_NPC,4,4,{ end; OnTouch: donpcevent instance_npcname("#Summon Ward Mob_time") + "::OnEnable"; specialeffect EF_CURSEATTACK; end; OnEnable1: .@label$ = instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; areamonster 'map_name$,47,77,49,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,49,77,51,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,51,77,53,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,47,79,49,81,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,49,79,51,81,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,47,81,49,83,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,49,81,51,83,"Bangungot's Tiyanak",2339,1,.@label$; end; OnEnable2: .@label$ = instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; areamonster 'map_name$,51,45,53,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,53,45,55,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,49,47,51,49,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,53,47,55,49,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,49,49,51,51,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,51,49,53,51,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,53,49,55,51,"Bangungot's Tiyanak",2340,1,.@label$; end; OnEnable3: .@label$ = instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; areamonster 'map_name$,69,75,71,77,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,71,75,73,77,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,73,75,75,77,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,69,77,71,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,71,77,73,79,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,69,79,71,81,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,71,79,73,81,"Bangungot's Tiyanak",2339,1,.@label$; end; OnEnable4: .@label$ = instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; areamonster 'map_name$,73,45,75,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,75,45,77,47,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,71,47,73,49,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,75,47,77,49,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,71,49,73,51,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,73,49,75,51,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,75,49,77,51,"Bangungot's Tiyanak",2340,1,.@label$; end; OnEnable5: .@label$ = instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; areamonster 'map_name$,93,77,95,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,95,77,97,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,97,77,99,79,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,93,79,95,81,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,95,79,97,81,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,93,81,95,83,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,95,81,97,83,"Bangungot's Tiyanak",2339,1,.@label$; end; OnEnable6: .@label$ = instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; areamonster 'map_name$,93,43,95,45,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,95,43,97,45,"Bangungot's Tiyanak",2339,1,.@label$; areamonster 'map_name$,91,45,93,47,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster 'map_name$,95,45,97,47,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,91,47,93,49,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,93,47,95,49,"Bangungot's Tiyanak",2340,1,.@label$; areamonster 'map_name$,95,47,97,49,"Bangungot's Tiyanak",2340,1,.@label$; end; OnEnable7: killmonster 'map_name$,instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead"; end; OnInstanceInit: disablenpc instance_npcname("#Summon Ward Mob"); end; } 1@ma_h,118,63,0 script #Summon Ward Mob2 HIDDEN_WARP_NPC,{ end; OnMyMobDead: initnpctimer; end; OnTimer1000: if (mobcount('map_name$,instance_npcname("#Summon Ward Mob2") + "::OnMyMobDead") < 1) { donpcevent instance_npcname("#Boss Room Entry_2") + "::OnEnable"; donpcevent instance_npcname("#Boss Room Entry") + "::OnEnableEntry"; donpcevent instance_npcname("#Boss Room Entry_time") + "::OnStopTimer"; } stopnpctimer; end; } 1@ma_h,118,64,0 script #Summon Ward Mob_time HIDDEN_WARP_NPC,{ //4,4 end; OnEnable: initnpctimer; disablenpc instance_npcname("#Summon Ward Mob"); end; OnTimer2000: mapannounce 'map_name$, "Bangungot: My spirit will be with your cursed body...",bc_map,"0xFF82FF"; end; OnTimer4000: mapannounce 'map_name$, "Bangungot: My inferiors...!! Go!! Go torment the patients in the wards!!",bc_map,"0xFF82FF"; end; OnTimer6000: mapannounce 'map_name$, "- Bangungot's inferiors are bothering patients!! If you don't slay them all, Bangungot will be stronger. -",bc_map,"0xFF8200"; end; OnTimer10000: setarray .@npc$[1], "Moaning Patient","Screaming Patient","Patient in Pain","Passed Out Patient","Patient with Nightmare","Sick Looking Patient", "Horrified Patient","Patient in Sorrow","Suffering Patient","Wriggling Patient","Patient in Cold Sweat","Howling Patient"; .@rand = rand(1,6); donpcevent instance_npcname("#Summon Ward Mob") + "::OnEnable" + .@rand; .@id = (.@rand*2)-rand(2); donpcevent instance_npcname(.@npc$[.@id] + "#" + .@id) + "::OnEnable"; stopnpctimer; end; OnStopTimer: stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Summon Ward Mob_time"); end; } 1@ma_h,112,177,0 script #Summon Pillar HIDDEN_WARP_NPC,{ end; OnEnable1: enablenpc instance_npcname("#Summon Pillar"); donpcevent instance_npcname("#Boss Room Entry_time") + "::OnStopTimer"; donpcevent instance_npcname("#Summon Pillar_time") + "::OnEnable"; monster 'map_name$,131,157,"Pillar of Spirit",2327,1,instance_npcname("#Summon Pillar") + "::OnMyMobDead"; end; OnEnable3: enablenpc instance_npcname("#Boss Room Exit"); disablenpc instance_npcname("#Summon Pillar"); end; OnReset: killmonster 'map_name$,instance_npcname("#Summon Pillar") + "::OnMyMobDead"; end; OnMyMobDead: initnpctimer; end; OnTimer1000: if (mobcount('map_name$,instance_npcname("#Summon Pillar") + "::OnMyMobDead") < 1) { donpcevent instance_npcname("#Summon Pillar_time") + "::OnStopTimer"; donpcevent instance_npcname("#Summon Pillar") + "::OnEnable3"; donpcevent instance_npcname("#Boss Room Entry") + "::OnReset"; mapannounce 'map_name$, "Bangungot: Oh....cannot believe that I lost...",bc_map,"0xFF4500"; mapannounce 'map_name$, "Bangungot: But don't think this is the end!!",bc_map,"0xFF4500"; mapannounce 'map_name$, "Bangungot: I WILL BE BACK!!!!!",bc_map,"0xFF4500"; } stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Summon Pillar"); end; } 1@ma_h,112,178,0 script #Summon Pillar_time HIDDEN_WARP_NPC,{ end; OnEnable: initnpctimer; end; OnStopTimer: stopnpctimer; end; OnTimer1000: mapannounce 'map_name$, "- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200"; specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Dummy_Patternwarp45"); end; OnTimer7000: mapannounce 'map_name$, "Bangungot: I never die!!!!",bc_map,"0xFF82FF"; specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Dummy_Patternwarp45"); end; OnTimer14000: mapannounce 'map_name$, "Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF"; specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Dummy_Patternwarp45"); end; OnTimer21000: mapannounce 'map_name$, "Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF"; specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Dummy_Patternwarp45"); end; OnTimer30000: donpcevent instance_npcname("#Summon Pillar") + "::OnReset"; end; OnTimer31000: mapannounce 'map_name$, "Bangungot: Hahahahaha!! I'm back with the power from the pillar of spirit!!!",bc_map,"0xFF82FF"; donpcevent instance_npcname("#Summon Pillar") + "::OnReset"; end; OnTimer36000: donpcevent instance_npcname("#Summon Boss") + "::OnEnable"; stopnpctimer; end; OnInstanceInit: disablenpc instance_npcname("#Summon Pillar_time"); end; } 1@ma_h,118,171,0 script #Boss Room Entry_a HIDDEN_WARP_NPC,10,10,{ end; OnTouch: specialeffect EF_GHOST; donpcevent instance_npcname("#Boss Room Entry") + "::OnDisableEntry"; donpcevent instance_npcname("#Boss Room Entry_time") + "::OnEnable"; end; OnInstanceInit: disablenpc(); end; } 1@ma_h,132,171,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_b HIDDEN_WARP_NPC,10,10 1@ma_h,147,171,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_c HIDDEN_WARP_NPC,10,10 1@ma_h,118,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_d HIDDEN_WARP_NPC,10,10 1@ma_h,132,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_e HIDDEN_WARP_NPC,10,10 1@ma_h,147,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_f HIDDEN_WARP_NPC,10,10 1@ma_h,118,143,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_g HIDDEN_WARP_NPC,10,10 1@ma_h,132,143,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_h HIDDEN_WARP_NPC,10,10 1@ma_h,131,62,0 script #Boss Effect HIDDEN_WARP_NPC,{ //4,4 end; OnTimer3000: specialeffect EF_BARRIER; stopnpctimer; initnpctimer; end; OnInstanceInit: hideonnpc instance_npcname("#Boss Effect"); initnpctimer; end; } 1@ma_h,43,86,4 script Moaning Patient#1 4_F_PATIENT,{ end; OnEnable: mapannounce 'map_name$, "Moaning Patient: aaawwww....",bc_map,"0xFF0000"; initnpctimer; end; OnTimer5000: OnTimer8000: OnTimer11000: OnTimer14000: OnTimer17000: OnTimer20000: OnTimer23000: OnTimer26000: specialeffect EF_POTION_BERSERK; specialeffect EF_CURSEATTACK; end; OnTimer30000: specialeffect EF_POTION_BERSERK; specialeffect EF_CURSEATTACK; stopnpctimer; end; OnInstanceInit: 'disablenpc = 0; 'map_name$ = instance_mapname("1@ma_h"); monster 'map_name$,131,62,"Bangungot",2318,1; end; } 1@ma_h,60,87,4 script Screaming Patient#2 4_M_PATIENT,{ end; OnEnable: switch(atoi(strnpcinfo(2))) { case 2: .@str$ = "Screaming Patient: Aaaaargh!!"; break; case 3: .@str$ = "Patient in Pain: Oooooowwww!! It's killing me!!!"; break; case 4: .@str$ = "Passed Out Patient: ........"; break; case 5: .@str$ = "Patient with Nightmare: Help~!!! Save me!!!"; break; case 6: .@str$ = "Sick Looking Patient: Hu..a...aaah.."; break; case 7: .@str$ = "Horrified Patient: Get away!! Please...."; break; case 8: .@str$ = "Patient in Sorrow: crying and crying......"; break; case 9: .@str$ = "Suffering Patient: Stop... please..."; break; case 10: .@str$ = "Wriggling Patient: awwww..."; break; case 11: .@str$ = "Patient in Cold Sweat: Help.....help...."; break; case 12: .@str$ = "Howling Patient: aaaaahhhhhhhhhh!!"; break; } mapannounce 'map_name$,.@str$,bc_map,"0xFF0000"; initnpctimer; end; OnTimer5000: OnTimer8000: OnTimer11000: OnTimer14000: OnTimer17000: OnTimer20000: OnTimer23000: OnTimer26000: specialeffect EF_POTION_BERSERK; specialeffect EF_CURSEATTACK; end; OnTimer30000: specialeffect EF_POTION_BERSERK; specialeffect EF_CURSEATTACK; stopnpctimer; end; } 1@ma_h,60,39,7 duplicate(Screaming Patient#2) Patient in Pain#3 4_F_PATIENT 1@ma_h,43,39,7 duplicate(Screaming Patient#2) Passed Out Patient#4 4_M_PATIENT 1@ma_h,77,86,4 duplicate(Screaming Patient#2) Patient with Nightmare#5 4_F_PATIENT 1@ma_h,69,87,4 duplicate(Screaming Patient#2) Sick Looking Patient#6 4_M_PATIENT 1@ma_h,73,39,7 duplicate(Screaming Patient#2) Horrified Patient#7 4_F_PATIENT 1@ma_h,65,51,7 duplicate(Screaming Patient#2) Patient in Sorrow#8 4_M_PATIENT 1@ma_h,87,86,4 duplicate(Screaming Patient#2) Suffering Patient#9 4_F_PATIENT 1@ma_h,104,86,4 duplicate(Screaming Patient#2) Wriggling Patient#10 4_M_PATIENT 1@ma_h,99,39,7 duplicate(Screaming Patient#2) Patient in Cold Sweat#11 4_F_PATIENT 1@ma_h,87,39,7 duplicate(Screaming Patient#2) Howling Patient#12 4_M_PATIENT 1@ma_h,43,181,4 script Moaning Patient#b 4_F_PATIENT,{ end; } 1@ma_h,60,182,4 duplicate(Moaning Patient#b) Screaming Patient#b 4_M_PATIENT 1@ma_h,60,132,7 duplicate(Moaning Patient#b) Patient in Pain#b 4_F_PATIENT 1@ma_h,43,132,7 duplicate(Moaning Patient#b) Passed Out Patient#b 4_M_PATIENT 1@ma_h,77,182,4 duplicate(Moaning Patient#b) Patient with Nightmare#b 4_F_PATIENT 1@ma_h,69,182,4 duplicate(Moaning Patient#b) Sick Looking Patient#b 4_M_PATIENT 1@ma_h,73,132,7 duplicate(Moaning Patient#b) Horrified Patient#b 4_F_PATIENT 1@ma_h,65,144,7 duplicate(Moaning Patient#b) Patient in Sorrow#b 4_M_PATIENT 1@ma_h,87,181,4 duplicate(Moaning Patient#b) Suffering Patient#b 4_F_PATIENT 1@ma_h,104,181,4 duplicate(Moaning Patient#b) Wriggling Patient#b 4_M_PATIENT 1@ma_h,99,132,7 duplicate(Moaning Patient#b) Patient in Cold Sweat#b 4_F_PATIENT 1@ma_h,87,132,7 duplicate(Moaning Patient#b) Howling Patient#b 4_M_PATIENT 1@ma_h,131,157,0 duplicate(Moaning Patient#b) #Dummy_Patternwarp45 HIDDEN_WARP_NPC // Warp Portals //============================================================ 1@ma_h,35,156,0 warp2 #Boss Room Exit 2,2,ma_dun01,150,9 1@ma_h,105,157,0 warp2 #Boss Room Door 2,2,1@ma_h,116,157 1@ma_h,112,157,0 warp2 #Boss Room Door1 2,2,1@ma_h,100,157 1@ma_h,112,63,0 warp2 #Boss Room Door3 2,2,1@ma_h,100,63 1@ma_h,104,63,0 warp2 #Boss Room Door2 2,2,1@ma_h,117,63 1@ma_h,36,157,0 duplicate(#Boss Room Door2) #Patternwarp1 7,7 1@ma_h,46,157,0 duplicate(#Boss Room Door2) #Patternwarp2 7,7 1@ma_h,57,157,0 duplicate(#Boss Room Door2) #Patternwarp3 7,7 1@ma_h,67,157,0 duplicate(#Boss Room Door2) #Patternwarp4 7,7 1@ma_h,79,157,0 duplicate(#Boss Room Door2) #Patternwarp5 7,7 1@ma_h,89,157,0 duplicate(#Boss Room Door2) #Patternwarp6 7,7 1@ma_h,100,157,0 duplicate(#Boss Room Door2) #Patternwarp7 7,7 1@ma_h,51,173,0 duplicate(#Boss Room Door2) #Patternwarp8 10,10 1@ma_h,52,140,0 duplicate(#Boss Room Door2) #Patternwarp34 10,10 1@ma_h,73,173,0 duplicate(#Boss Room Door2) #Patternwarp35 10,10 1@ma_h,73,140,0 duplicate(#Boss Room Door2) #Patternwarp36 10,10 1@ma_h,95,173,0 duplicate(#Boss Room Door2) #Patternwarp37 10,10 1@ma_h,95,140,0 duplicate(#Boss Room Door2) #Patternwarp38 10,10 //1@ma_h,70,170,0 duplicate(#Boss Room Door2) #Patternwarp39 10,10 //1@ma_h,77,169,0 duplicate(#Boss Room Door2) #Patternwarp40 10,10 1@ma_h,117,171,0 duplicate(#Boss Room Door2) #Patternwarp41 10,10 1@ma_h,131,171,0 duplicate(#Boss Room Door2) #Patternwarp42 10,10 1@ma_h,146,171,0 duplicate(#Boss Room Door2) #Patternwarp43 10,10 1@ma_h,117,157,0 duplicate(#Boss Room Door2) #Patternwarp44 10,10 1@ma_h,131,157,0 duplicate(#Boss Room Door2) #Patternwarp45 10,10 1@ma_h,146,157,0 duplicate(#Boss Room Door2) #Patternwarp46 10,10 1@ma_h,117,143,0 duplicate(#Boss Room Door2) #Patternwarp47 10,10 1@ma_h,131,143,0 duplicate(#Boss Room Door2) #Patternwarp48 10,10 1@ma_h,146,143,0 duplicate(#Boss Room Door2) #Patternwarp49 10,10 1@ma_h,36,63,0 warp2 #Patternwarp10 7,7,1@ma_h,116,157 1@ma_h,46,63,0 duplicate(#Patternwarp10) #Patternwarp11 7,7 1@ma_h,56,63,0 duplicate(#Patternwarp10) #Patternwarp12 7,7 1@ma_h,67,63,0 duplicate(#Patternwarp10) #Patternwarp13 7,7 1@ma_h,78,63,0 duplicate(#Patternwarp10) #Patternwarp14 7,7 1@ma_h,89,63,0 duplicate(#Patternwarp10) #Patternwarp15 7,7 1@ma_h,100,63,0 duplicate(#Patternwarp10) #Patternwarp16 7,7 1@ma_h,51,79,0 duplicate(#Patternwarp10) #Patternwarp17 10,10 1@ma_h,51,46,0 duplicate(#Patternwarp10) #Patternwarp18 10,10 1@ma_h,73,80,0 duplicate(#Patternwarp10) #Patternwarp19 10,10 1@ma_h,73,46,0 duplicate(#Patternwarp10) #Patternwarp20 10,10 1@ma_h,95,79,0 duplicate(#Patternwarp10) #Patternwarp21 10,10 1@ma_h,95,46,0 duplicate(#Patternwarp10) #Patternwarp22 10,10 //1@ma_h,193,82,0 duplicate(#Patternwarp10) #Patternwarp23 7,7 //1@ma_h,193,82,0 duplicate(#Patternwarp10) #Patternwarp24 7,7 1@ma_h,117,77,0 duplicate(#Patternwarp10) #Patternwarp25 10,10 1@ma_h,131,77,0 duplicate(#Patternwarp10) #Patternwarp26 10,10 1@ma_h,146,77,0 duplicate(#Patternwarp10) #Patternwarp27 10,10 1@ma_h,117,63,0 duplicate(#Patternwarp10) #Patternwarp28 10,10 1@ma_h,131,63,0 duplicate(#Patternwarp10) #Patternwarp29 10,10 1@ma_h,146,63,0 duplicate(#Patternwarp10) #Patternwarp30 10,10 1@ma_h,117,49,0 duplicate(#Patternwarp10) #Patternwarp31 10,10 1@ma_h,131,49,0 duplicate(#Patternwarp10) #Patternwarp32 10,10 1@ma_h,146,49,0 duplicate(#Patternwarp10) #Patternwarp33 10,10 // Disable select warps. // Custom, but saves processing and lines. 1@ma_h,1,1,0 script #ma_hos_warp_init CLEAR_NPC,{ end; OnInstanceInit: disablenpc instance_npcname("#Boss Room Exit"); disablenpc instance_npcname("#Boss Room Door"); disablenpc instance_npcname("#Boss Room Door1"); for ( .@i = 1; .@i <= 8; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); for ( .@i = 34; .@i <= 38; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); // Skip 39-40 since they're disabled in the official script. for ( .@i = 41; .@i <= 49; ++.@i ) disablenpc instance_npcname("#Patternwarp" + .@i); disablenpc instance_npcname("#ma_hos_warp_init"); end; }