//===== rAthena Script ======================================= //= Instance Room of Consciousness. //===== Description: ========================================= //- [Walkthrough conversion] //- Require Banquet main quest. //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //= 1.1 Added a setting to prevent an exploit // (searchs "'exploit_disabled" variable - the variable is // false by default like on official server). [Capuche] //============================================================ 1@mir,103,40,3 script Fenrir#1mir 4_F_FENRIR,{ if (is_party_leader() == false) // it shouldn't happen end; cutin "fenrir_a",2; mes "[Fenrir]"; mes "Sealed in the underground"; mes "of the Prontera Castle..."; mes "I didn't expect it to be this huge..."; next; cutin "hero_iris_01",2; mes "[Iris]"; mes "What on earth is there inside?"; next; cutin "fenrir_a",2; mes "[Fenrir]"; mes "I don't know. Let's investigate the inside, first."; close2; cutin "",255; disablenpc instance_npcname("Iris#1mir"); disablenpc instance_npcname("Fenrir#1mir"); end; OnInstanceInit: 'map_name$ = instance_mapname("1@mir"); 'step = 0; // On official server the instance can be repeated if the player log out after the death of Bijou (main quest) // true: prevent the exploit // false: like on official - exploitable 'exploit_disabled = false; disablenpc instance_npcname("Bijou#2mir"); disablenpc instance_npcname("Fenrir#3mir"); disablenpc instance_npcname("Iris#3mir"); disablenpc instance_npcname("Bijou#3mir"); disablenpc instance_npcname("Renovated Amdarais#3mir"); disablenpc instance_npcname("Fenrir#4mir"); disablenpc instance_npcname("Iris#4mir"); disablenpc instance_npcname("Bijou#4mir"); disablenpc instance_npcname("Fenrir#5mir"); disablenpc instance_npcname("Iris#5mir"); disablenpc instance_npcname("Bijou#5mir"); disablenpc instance_npcname("Sarah#5mir"); disablenpc instance_npcname("Fenrir#6mir"); disablenpc instance_npcname("Iris#6mir"); disablenpc instance_npcname("Bijou#6mir"); disablenpc instance_npcname("Sarah#6mir"); disablenpc instance_npcname("Fenrir#boss1a"); disablenpc instance_npcname("Fenrir#boss1b"); disablenpc instance_npcname("Fenrir#boss1c"); disablenpc instance_npcname("Fenrir#boss1d"); disablenpc instance_npcname("Iris#boss1a"); disablenpc instance_npcname("Iris#boss1b"); disablenpc instance_npcname("Iris#boss1c"); disablenpc instance_npcname("Iris#boss1d"); disablenpc instance_npcname("Fenrir#boss2a"); disablenpc instance_npcname("Fenrir#boss2b"); disablenpc instance_npcname("Fenrir#boss2c"); disablenpc instance_npcname("Fenrir#boss2d"); disablenpc instance_npcname("Iris#boss2a"); disablenpc instance_npcname("Iris#boss2b"); disablenpc instance_npcname("Iris#boss2c"); disablenpc instance_npcname("Iris#boss2d"); disablenpc instance_npcname("eq#mir2"); disablenpc instance_npcname("eq#mir3"); disablenpc instance_npcname("eq#mir4"); disablenpc instance_npcname("eq#mir5"); disablenpc instance_npcname("eq#mir6"); end; } 1@mir,100,94,7 script Iris#2mir 4_F_IRIS,{ if (is_party_leader() == false) // it shouldn't happen end; if ('step != 0) end; mes "[Iris]"; mes "This...this must be..."; mes "Ymir's Heart!"; next; cutin "fenrir_a",2; mes "[Fenrir]"; mes "This..."; mes "This is Ymir's Heart..."; next; cutin "hero_iris_01",255; mes "~Rumbling~"; next; specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir"); cutin "hero_iris_01",2; mes "[Iris]"; mes "Why is this place shaking?!"; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "~Grunts~ They must've started attacking this place, too."; next; enablenpc instance_npcname("Bijou#2mir"); cutin "bijou_01",2; mes "[Bijou]"; mes "~Grins~ Delighted to see you all."; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "!!"; mes "You've got to be kidding me!"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "From this moment on, we the Immortal Legion by Lord Valkyrie Himelmez"; mes "will take over here."; next; specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir"); cutin "hero_iris_01",2; mes "[Iris]"; mes "What? How dare you!"; mes "I'm game. Bring it on!"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "~Grins~ Do I look like I have the time to deal with a petty thing like you, human?"; mes "But, out of pure mercy, I'll let you taste the fearful power of the Immortal Legion just a little bit."; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "~Grunts~ When did all the legionnaires get here?"; close2; cutin "",255; if ('step == 0) { 'step = 1; donpcevent instance_npcname("eq#mir1") + "::OnEvent"; disablenpc instance_npcname("Iris#2mir"); } end; } 1@mir,101,104,0 script eq#mir1 HIDDEN_WARP_NPC,{ end; OnEvent: initnpctimer; end; OnTimer200: disablenpc instance_npcname("Iris#1mir"); disablenpc instance_npcname("Fenrir#1mir"); disablenpc instance_npcname("Fenrir#2mir"); disablenpc instance_npcname("Bijou#2mir"); mapannounce 'map_name$, "Fenrir: The enemies will show up soon! Brace yourself!", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer2200: mapannounce 'map_name$, "Fenrir: The enemies are swarming in. We must get rid of them all!", bc_map,0xFFFF00,FW_NORMAL,12; // coords inaccurate monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON 'skeleton_wave[0] = 7; stopnpctimer; end; OnMobDead: 'skeleton_wave[0]--; if ('skeleton_wave[0] == 0) { mapannounce 'map_name$, "Iris: ~Exhales~ Did we knock out all the enemies now?", bc_map,0xFFFF00,FW_NORMAL,12; startnpctimer; } end; OnTimer4200: mapannounce 'map_name$, "Fenrir: I don't think so. Some of the remnants are still here. Watch out!", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer6200: // coords inaccurate monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON 'skeleton_wave[1] = 7; stopnpctimer; end; OnMobDead2: 'skeleton_wave[1]--; if ('skeleton_wave[1] == 0 && 'step == 1) { 'step = 2; mapannounce 'map_name$, "Fenrir: Phew! I think we've done here.", bc_map,0xFFFF00,FW_NORMAL,12; enablenpc instance_npcname("Fenrir#3mir"); enablenpc instance_npcname("Iris#3mir"); enablenpc instance_npcname("Bijou#2mir"); disablenpc instance_npcname("eq#mir1"); } end; } 1@mir,103,85,1 script Iris#3mir 4_F_IRIS,{ if (is_party_leader() == false) // it shouldn't happen end; if ('step != 2) end; mes "[Bijou]"; mes "~Chuckles~ I think you're not that bad for a human."; next; cutin "bijou_02",2; mes "[Bijou]"; mes "But do you think you can get away from this, again? Wake up, my underlings!"; specialeffect EF_WARP,AREA, instance_npcname("Renovated Amdarais#3mir"); sleep2 3000; specialeffect EF_ENTRY,AREA, instance_npcname("Renovated Amdarais#3mir"); enablenpc instance_npcname("Renovated Amdarais#3mir"); next; cutin "hero_iris_01",2; mes "[Iris]"; mes "What...what's up with this monster?!"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "Ah..."; mes "I'll let you in on me before I go."; mes "I'm Bijou."; mes "I'm the adjutant to Lord Valkyrie Himelmez."; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "~Groans~"; mes "No Valkyrie's subordinates ever disappointed me and neither did you."; mes "Ymir's Heart is a huge energy source. For what do you want to use it anyway?"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "......"; mes "You don't need to know. You're going to be wiped out soon anyway."; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "I don't think you'd use it for any good cause."; mes "I'll stop Bijou from taking Ymir's Heart. You go ahead and take care of that huge monster!"; close2; cutin "",255; if ('step == 2) { 'step = 3; donpcevent instance_npcname("eq#mir2") + "::OnEvent"; } end; } 1@mir,101,104,0 script eq#mir2 HIDDEN_WARP_NPC,{ end; OnEvent: enablenpc instance_npcname("eq#mir2"); enablenpc instance_npcname("eq#mir3"); disablenpc instance_npcname("Bijou#2mir"); disablenpc instance_npcname("Fenrir#3mir"); disablenpc instance_npcname("Iris#3mir"); disablenpc instance_npcname("Renovated Amdarais#3mir"); monster 'map_name$,101,95,"Renovated Amdarais",3448,1, instance_npcname("eq#mir2") + "::OnMobDead";// P_AMDARAIS 'boss_id = $@mobid[0]; 'target_event = 1; // Amdarais initnpctimer; end; OnTimer1000: getunitdata 'boss_id, .@data; if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) { initnpctimer; end; } mapannounce 'map_name$, "Iris: Oh, this monster...I don't think its HP doesn't seem to drop no matter how many times I hit.", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer3000: mapannounce 'map_name$, "Bijou: ~Chuckles~ Amdarais won't get knocked down that easily.", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer5000: mapannounce 'map_name$, "Fenrir: This undead seems to be different from any other undeads.", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer7000: mapannounce 'map_name$, "Fenrir: Yes, it's the nucleus! Attack its nucleus to inflict huge damage!", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer9000: donpcevent instance_npcname("eq#mir3") + "::OnEvent"; stopnpctimer; end; OnMobDead: if ('step != 3) end; 'step = 4; stopnpctimer; donpcevent instance_npcname("eq#mir3") + "::OnStop"; if ('random_letter$ != "") donpcevent instance_npcname( "Fenrir#boss1" + 'random_letter$ ) + "::OnStop"; disablenpc instance_npcname("eq#mir2"); enablenpc instance_npcname("Fenrir#4mir"); enablenpc instance_npcname("Iris#4mir"); end; } 1@mir,101,104,0 script eq#mir3 HIDDEN_WARP_NPC,{ end; OnEvent: callsub S_Announce, true; OnEvent2: callsub S_Announce, false; S_Announce: setarray .@list$[0],"a","b","c","d"; 'random_letter$ = .@list$[ rand(4) ]; donpcevent instance_npcname( "Fenrir#boss" + 'target_event + "" + 'random_letter$ ) + "::OnEvent"; // 1: P_AMDARAIS / 2: BIJOU if (getarg(0) == true) mapannounce 'map_name$, "Fenrir: Lure it to where I am!", bc_map,0xFFFF00,FW_NORMAL,12; end; OnStart: initnpctimer; end; OnTimer25000: donpcevent instance_npcname("eq#mir3") + "::OnEvent"; stopnpctimer; end; OnStop: stopnpctimer; disablenpc instance_npcname("eq#mir3"); end; } 1@mir,103,80,3 script Fenrir#boss1a 4_F_FENRIR,2,2,{ end; OnEvent: 'fenrir_name$ = instance_npcname( strnpcinfo(0) ); 'iris_name$ = instance_npcname( "Iris#" + strnpcinfo(2) ); enablenpc 'fenrir_name$; enablenpc 'iris_name$; end; OnTouchNPC: if ('touch_mob == 0) { npctalk "Fenrir: Good work! Now it's on you, Iris!", 'fenrir_name$; 'touch_mob = 1; initnpctimer; } end; OnTimer2000: npctalk "Iris: Alright, let me do it! What I, Iris, want is...!", 'iris_name$; specialeffect EF_BEGINSPELL,AREA, 'iris_name$; end; OnTimer4000: npctalk "Iris: Mabi Amulet! Go!!", 'iris_name$; if ('target_event == 1) unittalk 'boss_id, "Aaarrgghhh---!!"; else unittalk 'boss_id, "Bijou: What the...!!"; end; OnTimer5000: npctalk "Iris: It worked!", 'iris_name$; end; OnTimer7000: npctalk "Fenrir: So this is my turn, then. ~Spirited yell~", 'fenrir_name$; specialeffect EF_BEGINSPELL,AREA, 'fenrir_name$; specialeffect EF_TETRACASTING,AREA, 'fenrir_name$; progressbar_npc "000000",3; end; OnTimer10000: npctalk "Fenrir: Take this!!", 'fenrir_name$; specialeffect EF_SUI_EXPLOSION,AREA, 'fenrir_name$; specialeffect EF_LORD,AREA, 'fenrir_name$; specialeffect EF_FLAMELAUNCHER,AREA, 'fenrir_name$; if ('target_event == 1) unittalk 'boss_id, "~Screams~"; else unittalk 'boss_id, "Bijou: ~Groans~ More hurting than I thought...!"; getunitdata 'boss_id, .@data; if (.@data[UMOB_HP] > 0) { .@damage = rand(700,1300) * 1000; if (.@damage >= .@data[UMOB_HP]) .@mob_hp = 0; else .@mob_hp = .@data[UMOB_HP] - .@damage; setunitdata 'boss_id, UMOB_HP, .@mob_hp; } end; OnTimer13000: npctalk "Fenrir: It's not perfect but I think we've caused a pretty significant amount of damage!", 'fenrir_name$; end; OnTimer14500: npctalk "Fenrir: I've consumed magic too much. I'll take a short break. I'm counting on you, then!", 'fenrir_name$; end; OnTimer16500: donpcevent instance_npcname("eq#mir3") + "::OnStart"; OnStop: stopnpctimer; disablenpc(); disablenpc instance_npcname( "Iris#" + strnpcinfo(2) ); 'touch_mob = 0; 'random_letter$ = ""; end; } 1@mir,100,90,7 script Iris#4mir 4_F_IRIS,{ if (is_party_leader() == false) // it shouldn't happen end; if ('step != 4) end; mes "[Iris]"; mes "Was that it...? Has it gone now?"; mes "So what's left now is..."; next; enablenpc instance_npcname("Bijou#4mir"); cutin "bijou_01",2; mes "[Bijou]"; mes "Me...I'm the only one left..."; next; cutin "hero_iris_01",2; mes "[Iris]"; mes "What?!"; next; mes "~POW!~"; specialeffect EF_SUI_EXPLOSION,AREA, instance_npcname("Iris#4mir"); next; cutin "hero_iris_01",2; mes "[Iris]"; mes "Aaarrghhh---!!!"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "I must say it was rather unexpected. ~Chuckles~"; mes "I didn't expect anyone to defeat Amdarais that I spent three good years to complete."; next; cutin "bijou_02",2; mes "[Bijou]"; mes "You will pay"; mes "for ruining my three-year efforts!!"; mes "Slowly..."; mes "And horribly painfully...!!"; close2; cutin "",255; if ('step == 4) { 'step = 5; donpcevent instance_npcname("eq#mir4") + "::OnEvent"; } end; } 1@mir,101,104,0 script eq#mir4 HIDDEN_WARP_NPC,{ end; OnEvent: enablenpc instance_npcname("eq#mir4"); disablenpc instance_npcname("Fenrir#4mir"); disablenpc instance_npcname("Iris#4mir"); disablenpc instance_npcname("Bijou#4mir"); monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir4") + "::OnMobDead";// BIJOU 'boss_id = $@mobid[0]; initnpctimer; end; OnTimer1000: getunitdata 'boss_id, .@data; if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) { initnpctimer; end; } donpcevent instance_npcname("eq#mir4") + "::OnMobDead"; end; OnMobDead: if ('step != 5) end; 'step = 6; killmonster 'map_name$, instance_npcname("eq#mir4") + "::OnMobDead"; stopnpctimer; enablenpc instance_npcname("Fenrir#5mir"); enablenpc instance_npcname("Iris#5mir"); enablenpc instance_npcname("Bijou#5mir"); disablenpc instance_npcname("eq#mir4"); end; } 1@mir,103,90,1 script Fenrir#5mir 4_F_FENRIR,{ if (is_party_leader() == false) // it shouldn't happen end; if ('step != 6) end; mes "[Fenrir]"; mes "~Groans~ I can't believe nothing seems to work!"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "~Chuckles~"; mes "I'll let you taste what despair feels like."; next; cutin "bijou_02",2; mes "[Bijou]"; mes "Frost Diver!"; specialeffect EF_LOCKON,AREA, instance_npcname("Fenrir#5mir"); sleep2 3000; specialeffect EF_FREEZE,AREA, instance_npcname("Fenrir#5mir"); next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "~Groans~"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "How does it feel? Painful, eh?"; mes "You must become paralyzed by now."; mes "...But don't expect me to kill you that easily..."; next; mes "[Bijou]"; mes "I should take care of this downright annoying cleric gal first."; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "I...Iris!!"; next; cutin "sarah_hero3",2; mes "[Sarah]"; mes "......"; enablenpc instance_npcname("Sarah#5mir"); next; cutin "bijou_02",2; mes "[Bijou]"; mes "Sarah...?"; next; cutin "sarah_hero3",2; mes "[Sarah]"; mes "So this is it..."; mes "This is the underground of Prontera Castle."; mes "The place where the first Ymir's Heart is sealed."; next; mes "[Sarah]"; mes "And that must be..."; mes "Ymir's Heart..."; next; cutin "bijou_02",2; mes "[Bijou]"; mes "What brought you all the way up here?"; mes "Sarah Irine."; mes "I didn't expect you would show up here."; next; cutin "sarah_hero3",2; mes "[Sarah]"; mes "What do you think you're doing here, Bijou?"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "Yes, I was in the middle of taking care of the annoying bugs."; next; cutin "sarah_hero3",2; mes "[Sarah]"; mes "What kind of answer is that, Bijou?"; next; mes "[Sarah]"; mes "My question was: what are you still doing here, totally goofing off, and, why didn't you break any sealing off of Ymir's Heart?"; next; cutin "bijou_02",2; mes "[Bijou]"; mes "Well, that's uh...I did break the 1st seal, though."; mes "This place will be cleaned up in no time. There is nothing for you to worry about, Sarah."; next; mes "[Bijou]"; mes "Trust me and consider it done. Please be yourself as proud Valkyrie."; next; cutin "bijou_01",2; mes "[Bijou]"; mes "(~Scoffs~ What an uptight, pathetic Valkyrie she is! I can't believe a greenhorn like you are treated the same as Himelmez. That is so unfair.)"; next; cutin "sarah_hero3_2",2; mes "[Sarah]"; mes "You must be out of your mind, Bijou...There is no Himelmez here."; next; cutin "bijou_03",2; mes "[Bijou]"; mes "....~Gasps~"; mes "I'm out of breath!"; next; cutin "sarah_hero3_2",2; mes "[Sarah]"; mes "You'd better keep your mouth shut!"; next; cutin "bijou_03",2; mes "[Bijou]"; mes "~Coughs~"; mes "~Keeps coughing~"; next; cutin "sarah_hero3",2; mes "[Sarah]"; mes "I can certainly do without a subordinate who wastes time for this kind of petty job."; mes "Let me take that Ymir's Heart...myself."; disablenpc instance_npcname("Sarah#5mir"); next; cutin "bijou_02",2; mes "[Bijou]"; mes "(She is Valkyrie, indeed. Oh, what can you do about that?)"; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "The time is right!"; mes "Frost Diver!"; specialeffect EF_FREEZE,AREA, instance_npcname("Bijou#5mir"); next; cutin "bijou_03",2; mes "[Bijou]"; mes "What did you say?!"; next; mes "[Bijou]"; mes "Whoa...That was a close; call."; mes "How could this happen?"; next; cutin "fenrir_a",2; mes "[Fenrir]"; mes "This magic..."; mes "This must be high-level magic as I expected. It's pretty tough to cast it."; next; cutin "bijou_02",2; mes "[Bijou]"; mes "(What is this?! Did she just master the magic that I used on her?)"; next; cutin "fenrir_a",2; mes "[Fenrir]"; mes "Iris! This is a healing potion."; mes "Drink it and you'll come to your senses."; next; sleep2 500; specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir"); cutin "hero_iris_01",2; mes "[Iris]"; mes "~Muffled sound~"; next; sleep2 500; specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir"); cutin "fenrir_a",2; mes "[Fenrir]"; mes "Oh, you woke up now?"; next; cutin "hero_iris_01",2; mes "[Iris]"; mes "Umm...."; mes "~Vomiting sound~"; mes "Yuck! Is this bitter!"; mes "What the heck is this?!"; mes "What did you give to me?"; next; cutin "fenrir_a",2; mes "[Fenrir]"; mes "So you woke up, Iris."; mes "I'm so relieved."; next; cutin "hero_iris_01",2; mes "[Iris]"; mes "~Sighs~ By the way, Fenrir!"; mes "What about Ymir's Heart?"; next; cutin "bijou_02",2; mes "[Bijou]"; mes "(...Fenrir? I thought too much about Ymir's Heart and totally forgot about her. If my guess is right, she must be...!)"; next; mes "[Bijou]"; mes "~Exhales~ I see. That's right."; mes "That beast's blood flowing through your body...That was the answer!"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "Then, let me serve you the right way! ~Chuckles~"; mes "I didn't expect to see the hero from a thousand years ago!"; next; cutin "bijou_03",2; mes "[Bijou]"; mes "Die!!"; next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "...Be careful. She's about to attack!"; close2; cutin "",255; if ('step == 6) { 'step = 7; donpcevent instance_npcname("eq#mir5") + "::OnEvent"; } end; } 1@mir,101,104,0 script eq#mir5 HIDDEN_WARP_NPC,{ end; OnEvent: enablenpc instance_npcname("eq#mir3"); enablenpc instance_npcname("eq#mir5"); disablenpc instance_npcname("Bijou#5mir"); disablenpc instance_npcname("Fenrir#5mir"); disablenpc instance_npcname("Iris#5mir"); monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir5") + "::OnMobDead";// BIJOU 'boss_id = $@mobid[0]; 'target_event = 2; initnpctimer; end; OnTimer1000: getunitdata 'boss_id, .@data; if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) { initnpctimer; end; } end; OnTimer3000: mapannounce 'map_name$, "Iris: Let's fight together and we will win again!", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer5000: mapannounce 'map_name$, "Fenrir: I think so, too. This time, too, I'd like to ask you to lure it to where I am.", bc_map,0xFFFF00,FW_NORMAL,12; end; OnTimer7000: mapannounce 'map_name$, "Bijou: ......", bc_map,0xFFFF00,FW_NORMAL,12; donpcevent instance_npcname("eq#mir3") + "::OnEvent2"; donpcevent instance_npcname("eq#mir6") + "::OnTalk"; stopnpctimer; end; OnMobDead: if ('step != 7) end; 'step = 8; stopnpctimer; donpcevent instance_npcname("eq#mir3") + "::OnStop"; donpcevent instance_npcname("eq#mir6") + "::OnStop"; if ('random_letter$ != "") donpcevent instance_npcname( "Fenrir#boss2" + 'random_letter$ ) + "::OnStop"; disablenpc instance_npcname("eq#mir5"); enablenpc instance_npcname("Fenrir#6mir"); enablenpc instance_npcname("Iris#6mir"); enablenpc instance_npcname("Bijou#6mir"); if (playerattached() && 'exploit_disabled && ep16_royal == 19) { erasequest 7700;// Once More! setquest 7701;// Lost Imir Heart ep16_royal = 20; } end; } 1@mir,101,104,0 script eq#mir6 HIDDEN_WARP_NPC,{ end; OnTalk: enablenpc instance_npcname("eq#mir6"); initnpctimer; end; OnTimer20000: .@r = rand(3); if (.@r == 0) unittalk 'boss_id, "Bijou: To Lord Himelmez!"; else if (.@r == 1) unittalk 'boss_id, "Bijou: Heh...You're still alive!"; else unittalk 'boss_id, "Bijou: ~Chuckles~ Are you feeling the pain?"; initnpctimer; end; OnStop: stopnpctimer; end; } 1@mir,100,95,5 script Iris#6mir 4_F_IRIS,{ if (is_party_leader() == false) // it shouldn't happen end; if ('step != 8) end; mes "[Iris]"; mes "~Grunts~"; next; cutin "bijou_01",2; mes "[Bijou]"; mes "~Evil laughter~ Die!"; mes "Clerics deserve to die!"; specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir"); next; cutin "fenrir_b",2; mes "[Fenrir]"; mes "Iris!!"; mes "No! Stop!!"; specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir"); next; cutin "bijou_01",2; mes "[Bijou]"; mes "~Chuckles~"; mes "So you're looking for a partner, eh?"; mes "Good idea, but...I think it's too late."; specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir"); next; mes "[Bijou]"; mes "Because..."; mes "This will be the final, fatal blow to you. Wahahaha!"; specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir"); next; sleep2 300; enablenpc instance_npcname("Sarah#6mir"); cutin "bijou_03",2; mes "[Bijou]"; mes "....~Sighs~"; mes "Huh?...In my stomach..."; mes "This knife..."; mes "Sa...Sarah...? How?"; specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir"); next; cutin "bijou_death",4; mes "[Sarah]"; mes "Is that all you want to say?"; mes "Don't worry. I'll let Himelmez know of your brave contribution. Don't blame me, Bijou."; next; mes "[Bijou]"; mes "Why...? Tell me why!"; mes "...That...that little chick...Was that it? Because she's your sister? Was that it? Tell me, Sarah!"; next; mes "[Bijou]"; mes "~Groans~"; specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir"); disablenpc instance_npcname("Bijou#6mir"); next; mes "[Sarah]"; mes "......"; mes "Your soul has been set free, Bijou."; next; cutin "hero_iris_01",2; mes "[Iris]"; mes "(Did she save me...?)"; next; mes "[Iris]"; mes "Sarah..."; mes "It's Sarah, right?"; mes "People say we parted when we were little..."; next; mes "[Iris]"; mes "...So what's your plan, huh? Why...why did you save me?!"; mes "Don't you ever think this will ever change my belief! I will never, ever forgive you!"; next; mes "[Iris]"; mes "Mom...Dad...Every people in our town. I'm going to revenge!"; next; cutin "sarah_hero3",2; mes "[Sarah]"; mes "Shut that mouth!"; mes "Don't be a drama queen as if you're the only victim here."; mes "They just paid the price for what they sinned. The sin that they committed by killing my mother 12 years ago."; next; mes "[Sarah]"; mes "Do you want me to tell you the truth? Those 'loved ones' you're incessantly talking about...Our great elder and the people in our town were actually..."; next; mes "[Sarah]"; mes "......"; mes "Stop it..."; mes "Ymir's Heart comes first, no matter what."; next; mes "[Sarah]"; mes "Mark my word."; mes "I didn't let you live."; mes "I will let you die soon."; mes "I make sure you no longer see the light of day the next time when we meet."; next; mes "[Sarah]"; mes "Don't you ever let anyone kill you until then, Iris."; mes "I'd better bid farewell for today, then."; disablenpc instance_npcname("Sarah#6mir"); next; specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#6mir"); cutin "fenrir_b",2; mes "[Fenrir]"; mes "~Grunts~ That Valkyrie destroyed the ceiling when taking Ymir's Heart!"; next; mes "[Fenrir]"; mes "We'd better get out of here, too! This place is too dangerous!"; close2; if (ep16_royal == 19) { erasequest 7700;// Once More! setquest 7701;// Lost Imir Heart ep16_royal = 20; } warp "prt_lib_q",88,83; end; } 1@mir,100,40,5 duplicate(dummy_npc) Iris#1mir 4_F_IRIS 1@mir,103,94,1 duplicate(dummy_npc) Fenrir#2mir 4_F_FENRIR 1@mir,102,98,3 duplicate(dummy_npc) Bijou#2mir 4_F_BIJOU 1@mir,100,85,7 duplicate(dummy_npc) Fenrir#3mir 4_F_FENRIR 1@mir,102,88,3 duplicate(dummy_npc) Bijou#3mir 4_F_BIJOU 1@mir,101,95,1 duplicate(dummy_npc) Renovated Amdarais#3mir 3448 1@mir,94,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1b 4_F_FENRIR,2,2 1@mir,112,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1c 4_F_FENRIR,2,2 1@mir,103,60,3 duplicate(Fenrir#boss1a) Fenrir#boss1d 4_F_FENRIR,2,2 1@mir,100,80,5 duplicate(dummy_npc) Iris#boss1a 4_F_IRIS 1@mir,91,73,5 duplicate(dummy_npc) Iris#boss1b 4_F_IRIS 1@mir,109,73,5 duplicate(dummy_npc) Iris#boss1c 4_F_IRIS 1@mir,100,60,5 duplicate(dummy_npc) Iris#boss1d 4_F_IRIS 1@mir,103,76,3 duplicate(Fenrir#boss1a) Fenrir#boss2a 4_F_FENRIR,2,2 1@mir,94,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2b 4_F_FENRIR,2,2 1@mir,112,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2c 4_F_FENRIR,2,2 1@mir,103,63,3 duplicate(Fenrir#boss1a) Fenrir#boss2d 4_F_FENRIR,2,2 1@mir,100,76,5 duplicate(dummy_npc) Iris#boss2a 4_F_IRIS 1@mir,91,70,5 duplicate(dummy_npc) Iris#boss2b 4_F_IRIS 1@mir,109,70,5 duplicate(dummy_npc) Iris#boss2c 4_F_IRIS 1@mir,100,63,5 duplicate(dummy_npc) Iris#boss2d 4_F_IRIS 1@mir,102,95,3 duplicate(dummy_npc) Bijou#4mir 4_F_BIJOU 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#4mir 4_F_FENRIR 1@mir,102,95,3 duplicate(dummy_npc) Bijou#5mir 4_F_BIJOU 1@mir,99,95,5 duplicate(dummy_npc) Sarah#5mir 4_F_SARAH 1@mir,100,90,7 duplicate(dummy_npc) Iris#5mir 4_F_IRIS 1@mir,102,95,3 duplicate(dummy_npc) Bijou#6mir 4_F_BIJOU 1@mir,104,95,3 duplicate(dummy_npc) Sarah#6mir 4_F_SARAH 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#6mir 4_F_FENRIR