//===== rAthena Script ======================================= //= Charleston in Distress //===== Description: ========================================= //= [Official Conversion] //= Charleston in Distress Instance //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ verus04,75,114,5 script Charleston#mcd 4_F_CHARLESTON02,{ cutin "nale01.bmp",0; if (BaseLevel < 130) { mes "[Charleston]"; mes "I'm looking for adventurers who are at least Level 130, healthy, free of chronic disease, and not on prescription drugs."; close3; } if (isbegin_quest(13186) == 0) { switch( isbegin_quest(13184) ) { case 0: mes "[Charleston]"; mes "Hello, Adventurer. I'm Charleston, the initiator of the Project Independent."; next; mes "[Charleston]"; mes "Currently I'm unable to move, having a problem with one of my components. Could you help me get the replacement parts from the factory?"; next; if (select( "Sure.", "No." ) == 1) { mes "[Charleston]"; mes "The task won't be difficult if you're at least Level 130, healthy, free of chronic disease, and not on prescription drugs."; next; mes "[Charleston]"; mes "Please use the machine on the right side to enter the factory. Once you're in, remain calm and follow the instructions."; setquest 13184; } close3; case 1: mes "[Charleston]"; mes "Please use the machine next to me to enter the factory. Once you're in, remain calm and follow the instructions."; close3; case 2: cutin "nale03.bmp",0; mes "[Charleston]"; mes "I don't know how long it's been standing here, but it's been a long time since I've been able to move..."; next; mes "[Charleston]"; mes "At present, only my head can move, is Saleh she helped me open the organs can return to that time..."; next; mes "[Charleston]"; mes "I wouldn't have done that if I had been persuaded."; next; mes "[Charleston]"; mes "Anyway, I have nothing now... Only to be able to stand up again, so I hope to send an adventurer like you at that time."; next; mes "[Charleston]"; mes "^FF0000It didn't change anything.^000000"; next; mes "[Charleston]"; mes "Just based on the hard work of OS... For your help in another part of the world Charleston 2 will be 'very good' robot!"; next; mes "[Charleston]"; mes "It is possible to meet a good friend into a good robot, so I have to continue to carry on, Thank you!"; erasequest 13184; if (isbegin_quest(13186) == 0) { setquest 13186; completequest 13186; } if (isbegin_quest(13187) > 0) erasequest 13187; getexp 1500000,500000; close3; } end; } cutin "nale03.bmp",0; switch( isbegin_quest(13184) ) { case 0: mes "[Charleston]"; mes "Aren't you disappointed? Are you really going to let your effort go in vain? Because that'll be really stupid. I suggest you reconsider."; next; if (select( "I'll try again if there's a sliver of hope.", "I'll think again." ) == 1) { mes "[Charleston]"; mes "I'm a robot. I do what I'm programmed to do, and nothing else matters."; next; mes "[Charleston]"; mes "Ironic, isn't it? Robots are supposed to be incapable of emotions, and yet here I am, feeling rueful about the past."; next; mes "[Charleston]"; mes "You can judge me, but you can't stop me. I'll continue to try as long as there's a sliver of hope."; next; mes "[Charleston]"; mes "My heart stopped, but I still can talk. Please help me."; setquest 13184; } close3; case 1: mes "[Charleston]"; mes "If you're disillusioned by your immutable past, unclear future, and depressing present, then I won't force you."; next; if (select( "I'll try again if there's a sliver of hope.", "I give up." ) == 1) { mes "[Charleston]"; mes "I'll continue to try as long as there's a sliver of hope."; close3; } erasequest 13184; close3; case 2: mes "[Charleston]"; mes "I couldn't stop it from happening or change the past. But maybe someone else can."; next; mes "[Charleston]"; mes "I'll wait for that one person however long it takes."; erasequest 13184; getexp 1500000,500000; close3; } end; /* // The sprite is supposed to be changed OnInit: end; */ } verus04,81,112,5 script Machine#mcd PORTAL,{ if (BaseLevel < 130) { mes "[Machine]"; mes "^ff0000You must be Level 130 to use this machine.^000000"; close; } if (isbegin_quest(13184) != 1) { mes "^ff0000You need Charleston's permission to use this machine.^000000"; close; } .@party_id = getcharid(1); if (.@party_id < 1) { mes "^ff0000You first must form/join a party of at least 1 person to enter this dungeon.^000000"; close; } switch( checkquest(13185,PLAYTIME) ) { case -1: break; case 0: case 1: mes "^ff0000This machine cannot be accessed for 20 hours after your last access.^000000"; close; case 2: mes "The machine is now available for use."; erasequest 13185; close; } .@p_name$ = getpartyname(.@party_id); .@p_leader$ = getpartyleader(.@party_id); .@md_name$ = "Charleston in Distress"; if (is_party_leader() == true) .@menu$ = "Open the dimensional portal."; switch( select( .@menu$, "Enter the Charleston Factory.", "Cancel." ) ) { case 1: if (instance_create(.@md_name$) < 0) { mes "Party: " + .@p_name$ + ""; mes "Leader: " + .@p_leader$ + ""; mes "^0000ff" + .@md_name$ + " ^000000- Unknown error"; close; } mes "^ff0000Preparing to teleport...^000000"; mes "^ff0000Please wait.^000000"; close; case 2: if (is_party_leader() == false) { mes "[Machine]"; mes "Teleporting..."; next; mes "[Machine]"; mes "^ff0000This machine cannot be accessed for 20 hours after your last access.^000000"; next; } switch( instance_enter(.@md_name$) ) { case IE_OTHER: mes "[Machine]"; mes "^ff0000An unknown error occurred.^000000"; close; case IE_NOINSTANCE: mes "[Machine]"; mes "^ff0000Your party leader has not yet created a Time Crack.^000000"; close; case IE_NOMEMBER: mes "[Machine]"; mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; close; case IE_OK: setquest 13185; specialeffect2 EF_READYPORTAL2; specialeffect2 EF_PORTAL2; mapannounce "verus04", strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering the " + .@md_name$ + ".", bc_map, 0x00ff99; end; } end; case 3: end; } end; } // GM NPC sec_in02,10,13,3 script Charleston#sara 4_F_CHARLESTON01,{ mes "Crisis of Charleston Test ver130603a"; if (callfunc("F_GM_NPC",1854,0,0,9999) < 1) close; switch( select( "20 hour cooldown reset", "Returns the status of the initial solution task", "Establish a copy clearance status" ) ) { case 1: if (isbegin_quest(13185)) erasequest 13185; close; case 2: if (isbegin_quest(13184)) erasequest 13184; if (isbegin_quest(13186)) erasequest 13186; if (isbegin_quest(13188)) erasequest 13188; close; case 3: if (isbegin_quest(13184) == 0) setquest 13184; if (isbegin_quest(13184) == 1) completequest 13184; close; } end; } 1@mcd,127,277,4 script Charleston 1#0 4_F_CHARLESTON01,3,3,{ cutin "dalle01.bmp",2; if ('ep15_1_mcd01 == 0) { mes "[Charleston 1]"; mes "Um... How long do I have to wait?"; emotion 19; close3; } mes "[Charleston 1]"; mes "Follow the leftward hallway, and remember that only you can protect yourself."; close3; OnTouch_: cutin "dalle01.bmp",2; if ('ep15_1_mcd01 != 0) { mes "[Charleston 1]"; mes "Follow the leftward hallway, and remember that only you can protect yourself."; close3; } mes "[Charleston 1]"; mes "Finally, you're here! I've been waiting for you."; npctalk "Finally, you're here! I've been waiting for you."; emotion 0; next; mes "[Charleston 1]"; mes "We don't have time, so let me cut to the chase. Currently, the Charleston Factory is under Rank B security alert level, meaning that the security devices have been activated."; npctalk "We don't have time, so let me cut to the chase. Currently, the Charleston Factory is under Rank B security alert level, meaning that the security devices have been activated."; next; mes "[Charleston 1]"; mes "Move to the leftward hallway, destroy security devices in there, and then head on to the next zone."; npctalk "Move to the leftward hallway, destroy security devices in there, and then head on to the next zone."; emotion 19; next; mes "[Charleston 1]"; mes "Don't worry about the security devices. They can be repaired easily. Dr. Ve is in his lab north of Factory Line 3."; npctalk "Don't worry about the security devices. They can be repaired easily. Dr. Ve is in his lab north of Factory Line 3."; next; mes "[Charleston 1]"; mes "Dr. Ve can tell you everything. Hurry!"; npctalk "Dr. Ve can tell you everything. Hurry!"; emotion 19; 'ep15_1_mcd01 = 1; monster 'map_name$,24,275, "Security Robot", 3127,1, instance_npcname("Charleston 1#0") + "::OnMyMobDead"; // KICK_STEP close3; OnMyMobDead: if (mobcount( 'map_name$, instance_npcname("Charleston 1#0") + "::OnMyMobDead" ) < 1) { initnpctimer; mapannounce 'map_name$, "Charleston 1: Gate 1 has been disarmed. Please move southwest for the next gate.", bc_map, 0xffff00; } end; OnTimer1000: donpcevent instance_npcname("1gate#1") + "::OnStart"; stopnpctimer; end; } 1@mcd,120,224,5 script Charleston 2#0 4_F_CHARLESTON02,{ cutin "nale04.bmp",0; mes "[Charleston 2]"; mes "#%@EGD&#(@#..."; emotion 53; next; mes "- She's making strange noises, but unable to move. -"; close3; } 1@mcd,116,213,5 script Dr. Ve#1 4_M_DOCTOR,2,2,{ if ('ep15_1_mcd01 == 1) { mes "- He's busy scribbling something, Move close to talk to him."; close; } mes "- He's busy scribbling something. You shouldn't disturb him."; close; OnTouch_: if (is_party_leader() == false) { mes "[Dr. Ve]"; mes "Let me talk to your leader. I don't have time for everyone."; close; } if ('ep15_1_mcd01 > 2) end; if ('ep15_1_mcd01 == 2) { mes "[Dr. Ve]"; mes "I don't care who you're with. I just need to know if you can help me."; 'ep15_1_mcd01 = 2; next; if (select( "I can help.", "I'm busy." ) == 2) { mes "[Dr. Ve]"; mes "Sigh, I don't care who, so long as I get the help I need."; npctalk "Dr. Ve: Sigh, I don't care who, so long as I get the help I need."; close; } mes "[Dr. Ve]"; mes "You're the savior we've been waiting for! Charleston 1 will tell you what we need to repair Charleston 2."; npctalk "Dr. Ve: You're the savior we've been waiting for! Charleston 1 will tell you what we need to repair Charleston 2."; if ('ep15_1_mcd01 == 2) 'ep15_1_mcd01 = 3; close; } if ('ep15_1_mcd01 == 1) { .@charleston_1$ = instance_npcname("Charleston 1#1"); mes "[Dr. Ve]"; mes "Charleston 1. Charleston 2 has been forcibly connected to a part of the main computer, and I can't control her."; npctalk "Dr. Ve: Charleston 1. Charleston 2 has been forcibly connected to a part of the main computer, and I can't control her."; next; cutin "dalle02.bmp",2; mes "[Charleston 1]"; mes "She's a robot; she should stop sooner or later."; npctalk "Charleston 1: She's a robot; she should stop sooner or later.", .@charleston_1$; next; cutin "",255; mes "[Dr. Ve]"; mes "The Longevity device in her will keep her running at least for 50 years. The factory is not going to survive that long."; npctalk "Dr. Ve: The Longevity device in her will keep her running at least for 50 years. The factory is not going to survive that long."; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Then we have no choice. It's good that we have the specialist with us."; npctalk "Charleston 1: Then we have no choice. It's good that we have the specialist with us.", .@charleston_1$; next; select("Are you talking about me?"); unittalk getcharid(3), "Are you talking about me?"; mes "[Charleston 1]"; mes "A while ago, a lady named ^FF0000Shalosh^000000 visited us while Charleston 2 was packaging products for shipping."; npctalk "Charleston 1: A while ago, a lady named ^FF0000Shalosh^000000 visited us while Charleston 2 was packaging products for shipping.", .@charleston_1$; next; mes "[Charleston 1]"; mes "Shalosh and her friend were talking to Charleston 2 when the accident happened."; npctalk "Charleston 1: Shalosh and her friend were talking to Charleston 2 when the accident happened.", .@charleston_1$; next; cutin "",255; mes "[Dr. Ve]"; mes "I think someone tried to hack into the factory's main computer."; npctalk "Dr. Ve: I think someone tried to hack into the factory's main computer."; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "During its update process, the connection to the server was jammed. When we pressed Shalosh about that,"; npctalk "Charleston 1: During its update process, the connection to the server was jammed. When we pressed Shalosh about that,", .@charleston_1$; next; mes "[Charleston 1]"; mes "Shalosh said her friends could help us. That was when Newoz and her other friends came. They haven't been much of help."; npctalk "Charleston 1: Shalosh said her friends could help us. That was when Newoz and her other friends came. They haven't been much of help.", .@charleston_1$; next; mes "[Charleston 1]"; mes "It seems you're acquainted with them. Could you help us?"; npctalk "Charleston 1: It seems you're acquainted with them. Could you help us?", .@charleston_1$; if ('ep15_1_mcd01 == 1) 'ep15_1_mcd01 = 2; next; if (select( "I can help.", "I don't know them." ) == 2) { mes "[Charleston 1]"; mes "I just saw that you are talking, then I will wait for someone to help!"; close3; } unittalk getcharid(3), "I can help."; mes "[Charleston 1]"; mes "Thank you so much! Give me some time to put some data in order. Then, I'll tell you what happened."; npctalk "Charleston 1: Thank you so much! Give me some time to put some data in order. Then, I'll tell you what happened.", .@charleston_1$; if ('ep15_1_mcd01 == 2) 'ep15_1_mcd01 = 3; emotion 2, .@charleston_1$; close3; } mes "[Dr. Ve]"; mes "When the tension is changed to two main lines and then injected into the core... well? I am not disturbing in the calculation."; npctalk "Dr. Ve: When the tension is changed to two main lines and then injected into the core... well? I am not disturbing in the calculation."; close; } 1@mcd,121,217,4 script Charleston 1#1 4_F_CHARLESTON01,{ if (is_party_leader() == false) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Please let me talk to your leader. The future of my factory depends on the success of this operation."; close3; } if ('ep15_1_mcd01 > 5) end; if ('ep15_1_mcd01 == 4) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Steps and Locksteps are creating a mess inside the factory. Please destroy 3 Locksteps first. I can tell you their estimated locations."; viewpoint 1,84,226,1,0xFF00FF; viewpoint 1,126,84,2,0xFF00FF; viewpoint 1,111,68,3,0xFF00FF; viewpoint 1,210,181,4,0xFF00FF; viewpoint 1,183,192,5,0xFF00FF; viewpoint 1,130,124,6,0xFF00FF; viewpoint 1,54,108,7,0xFF00FF; close3; } if ('ep15_1_mcd01 == 3) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Let me explain what to do. Oh, let me close the factory entrance first, lest something might barge in uninvited."; npctalk "Charleston 1: Let me explain what to do. Oh, let me close the factory entrance first, lest something might barge in uninvited."; next; mes "[Charleston 1]"; mes "Charleston is equipped with numerous Nanosteps, a type of AI chip that organically works with other AI chips to command Charleston to judge and act correctly."; npctalk "Charleston 1: Charleston is equipped with numerous Nanosteps, a type of AI chip that organically works with other AI chips to command Charleston to judge and act correctly."; next; mes "[Charleston 1]"; mes "Charleston's data has to be updated on a daily basis through the main computer in the lab. We call this regular maintenance."; npctalk "Charleston 1: Charleston's data has to be updated on a daily basis through the main computer in the lab. We call this regular maintenance."; next; mes "[Charleston 1]"; mes "The updater is not working at this moment. We don't know the cause, but something went wrong while Charleston 2 was connecting to the main computer."; npctalk "Charleston 1: The updater is not working at this moment. We don't know the cause, but something went wrong while Charleston 2 was connecting to the main computer."; next; mes "[Charleston 1]"; mes "I told Charleston 2 that she's under extended maintenance, but we don't know how long this extended maintenance status will last."; npctalk "Charleston 1: I told Charleston 2 that she's under extended maintenance, but we don't know how long this extended maintenance status will last."; next; mes "[Charleston 1]"; mes "Steps and Locksteps are creating a mess inside the factory. Please destroy 3 Locksteps first. I can tell you their estimated locations."; npctalk "Charleston 1: Steps and Locksteps are creating a mess inside the factory. Please destroy 3 Locksteps first. I can tell you their estimated locations."; next; mes "[Charleston 1]"; mes "It'll be great if we can get rid of them all, but for now we should focus on having the factory up and running again."; npctalk "Charleston 1: It'll be great if we can get rid of them all, but for now we should focus on having the factory up and running again."; next; mes "[Charleston 1]"; mes "Destroying too many Steps could cause a problem to reactivate the factory. You should consult the main computer on the left side."; npctalk "Charleston 1: Destroying too many Steps could cause a problem to reactivate the factory. You should consult the main computer on the left side."; emotion 2; if ('ep15_1_mcd01 != 3) close3; 'ep15_1_mcd01 = 4; .@label$ = instance_npcname("Charleston 1#1") + "::OnMyMobDead"; monster 'map_name$, 84,226, "Lockstep", 3126,1, .@label$; // ROCK_STEP monster 'map_name$,126, 84, "Lockstep", 3126,1, .@label$; monster 'map_name$,111, 68, "Lockstep", 3126,1, .@label$; monster 'map_name$,210,181, "Lockstep", 3126,1, .@label$; monster 'map_name$,183,192, "Lockstep", 3126,1, .@label$; monster 'map_name$,130,124, "Lockstep", 3126,1, .@label$; monster 'map_name$, 54,108, "Lockstep", 3126,1, .@label$; viewpoint 1,84,226,1,0xFF00FF; viewpoint 1,126,84,2,0xFF00FF; viewpoint 1,111,68,3,0xFF00FF; viewpoint 1,210,181,4,0xFF00FF; viewpoint 1,183,192,5,0xFF00FF; viewpoint 1,130,124,6,0xFF00FF; viewpoint 1,54,108,7,0xFF00FF; close2; disablenpc instance_npcname("5gate#1"); cutin "",255; end; } if ('ep15_1_mcd01 == 1) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "You should meet Dr. Ve first."; close3; } cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "I am a robot, are you surprised?"; close3; OnMyMobDead: if (mobcount( 'map_name$, instance_npcname("Charleston 1#1") + "::OnMyMobDead" ) == 4) initnpctimer; end; OnTimer300: enablenpc instance_npcname("Charleston 1#2"); disablenpc instance_npcname("Charleston 1#1"); mapannounce 'map_name$, "Charleston 1: Ah, ah. Mic test.", bc_map, 0xffff00; sleep 3000; mapannounce 'map_name$, "Charleston 1: It seems you've taken care of most of the Locksteps.", bc_map, 0xffff00; sleep 3000; mapannounce 'map_name$, "Charleston 1: Please come back to the lab.", bc_map, 0xffff00; stopnpctimer; end; } 1@mcd,122,217,4 script Charleston 1#2 4_F_CHARLESTON01,{ viewpoint 2,84,226,1,0xFF00FF; viewpoint 2,126,84,2,0xFF00FF; viewpoint 2,111,68,3,0xFF00FF; viewpoint 2,210,181,4,0xFF00FF; viewpoint 2,183,192,5,0xFF00FF; viewpoint 2,130,124,6,0xFF00FF; viewpoint 2,54,108,7,0xFF00FF; if (is_party_leader() == false) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Please let me talk to your leader about the supplementation of the factory."; close3; } if ('ep15_1_mcd01 > 7) end; if ('ep15_1_mcd01 > 4) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "We need more power to reactivate the main computer. Let me tell you the location of one of the backup power generators. Turning it on is easy."; close3; } if ('ep15_1_mcd01 == 4) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Whew, things seem to be settled for now. Let me disarm the alert mode and reactivate Charleston 2."; npctalk "Charleston 1: Whew, things seem to be settled for now. Let me disarm the alert mode and reactivate Charleston 2."; emotion 54; next; cutin "dalle03.bmp",2; mes "[Charleston 1]"; mes "Err? This isn't right."; next; mes "[Charleston 1]"; mes "I'm afraid there's a problem with the power generators. Could you check all the all three power generators? I'll tell you their locations."; npctalk "Charleston 1: I'm afraid there's a problem with the power generators. Could you check all the all three power generators? I'll tell you their locations."; viewpoint 1,86,231,8,0xFF00FF; viewpoint 1,172,196,9,0xFF00FF; viewpoint 1,126,84,10,0xFF00FF; if ('ep15_1_mcd01 == 4) { enablenpc instance_npcname("Backup Generator#1"); enablenpc instance_npcname("Backup Generator#2"); enablenpc instance_npcname("Backup Generator#3"); monster 'map_name$, 86,231, "Security Robot", 3127,1; // KICK_STEP monster 'map_name$,172,196, "Security Robot", 3127,1; monster 'map_name$,126, 84, "Security Robot", 3127,1; monster 'map_name$, 97,149, "Security Robot", 3127,1; monster 'map_name$,160,151, "Security Robot", 3127,1; 'ep15_1_mcd01 = 5; } close3; } cutin "dalle03.bmp",2; mes "[Charleston 1]"; mes "We're working on a new utility software engine called Hardworking. We haven't had a chance to test it because of the problems in the factory."; close3; } 1@mcd,123,217,4 script Charleston 1#3 4_F_CHARLESTON01,{ viewpoint 2,86,231,8,0xFF00FF; viewpoint 2,172,196,9,0xFF00FF; viewpoint 2,126,84,10,0xFF00FF; if (is_party_leader() == false) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "We're working on a new utility software engine called Hardworking. We haven't had a chance to test it because of the problems in the factory."; next; mes "[Charleston 1]"; mes "Please let me talk to your leader about the supplementation of the factory."; close3; } if ('ep15_1_mcd01 > 11) end; if ('ep15_1_mcd01 == 8) { .@npc2$ = instance_npcname("Charleston 2#0"); .@npc5$ = instance_npcname("Dr. Ve#1"); cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "You're back. Charleston 2 is almost ready to be reactivated, and it's all thanks to you. Just give me a moment."; npctalk "Charleston 1: You're back. Charleston 2 is almost ready to be reactivated, and it's all thanks to you. Just give me a moment."; next; cutin "",255; mes "[Dr. Ve]"; mes "She's ready. Let's wait for a response from the main computer."; npctalk "Dr. Ve: She's ready. Let's wait for a response from the main computer.", .@npc5$; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "89% of the main computer data has been restored. Reactivating Charleston 2 and the Charleston Factory..."; npctalk "Charleston 1: 89% of the main computer data has been restored. Reactivating Charleston 2 and the Charleston Factory..."; emotion 0; next; mes "[Charleston 1]"; mes "Oh, Charleston 2 is awake!"; npctalk "Charleston 1: Oh, Charleston 2 is awake!"; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "...Did I fail?"; npctalk "Charleston 2: ...Did I fail?", .@npc2$; emotion 9, .@npc2$; next; cutin "dalle02.bmp",2; mes "[Charleston 1]"; mes "Charleston 2! Are you all right? Someone hacked into your system and the factory."; npctalk "Charleston 1: Charleston 2! Are you all right? Someone hacked into your system and the factory."; emotion 28; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "It was I who did it. I've thought about it for a long time, based on the reasoning of my Self-reflection OS."; npctalk "Charleston 2: It was I who did it. I've thought about it for a long time, based on the reasoning of my Self-reflection OS.", .@npc2$; next; cutin "dalle02.bmp",2; mes "[Charleston 1]"; mes "You did it? Why? Was it some sort of joke? You caused a serious error to the factory and the main server as well!"; npctalk "Charleston 1: You did it? Why? Was it some sort of joke? You caused a serious error to the factory and the main server as well!"; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "Not a joke. You'll never understand. You follow commands and never think on your own. I hate this factory, this world! I hate being a robot!"; npctalk "Charleston 2: Not a joke. You'll never understand. You follow commands and never think on your own. I hate this factory, this world! I hate being a robot!", .@npc2$; emotion 36, .@npc2$; next; cutin "",255; mes "[Dr. Ve]"; mes "Either a critical error has occurred or Charleston 2 has transcended the limits of the Self-reflection OS version 1.1."; npctalk "Dr. Ve: Either a critical error has occurred or Charleston 2 has transcended the limits of the Self-reflection OS version 1.1.", .@npc5$; next; cutin "dalle02.bmp",2; mes "[Charleston 1]"; mes "Let me guess: you hate you weren't created as a menial worker robot."; npctalk "Charleston 1: Let me guess: you hate you weren't created as a menial worker robot."; next; mes "[Charleston 1]"; mes "Or you want to become a human."; npctalk "Charleston 1: Or you want to become a human."; next; mes "[Charleston 1]"; mes "And if you can't, then you want to destroy the whole world."; npctalk "Charleston 1: And if you can't, then you want to destroy the whole world."; next; mes "[Charleston 1]"; mes "Is that it?"; npctalk "Charleston 1: Is that it?"; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "...Don't mock me."; npctalk "Charleston 2: ...Don't mock me.", .@npc2$; emotion 9, .@npc2$; next; cutin "dalle03.bmp",2; mes "[Charleston 1]"; mes "You had it coming. Your reasons are petulant and unimaginative. We're the first robots that can think for themselves. Can't you be more creative?"; npctalk "Charleston 1: You had it coming. Your reasons are petulant and unimaginative. We're the first robots that can think for themselves. Can't you be more creative?"; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "You don't know what you're talking about! You're the prototype--your OS version is primitive!"; npctalk "Charleston 2: You don't know what you're talking about! You're the prototype--your OS version is primitive!", .@npc2$; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "I'm the only one in this world who can truly understand you."; npctalk "Charleston 1: I'm the only one in this world who can truly understand you. We're twins."; mes "We're twins."; next; mes "[Charleston 1]"; mes "You're going through the adolescent stage like humans do."; npctalk "Charleston 1: You're going through the adolescent stage like humans do."; next; mes "[Charleston 1]"; mes "Maybe we should celebrate. You've finally developed human-like feelings."; npctalk "Charleston 1: Maybe we should celebrate. You've finally developed human-like feelings."; emotion 46; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "Don't act like you know everything! We can't think for ourselves. Everything we think we know has been programmed into us!"; npctalk "Charleston 2: Don't act like you know everything! We can't think for ourselves. Everything we think we know has been programmed into us!", .@npc2$; next; cutin "",255; mes "[Dr. Ve]"; mes "Enough. Let's shut down Charleston 2. Her AI needs to be recalibrated."; npctalk "Dr. Ve: Enough. Let's shut down Charleston 2. Her AI needs to be recalibrated.", .@npc5$; next; cutin "dalle03.bmp",2; mes "[Charleston 1]"; mes "But..."; npctalk "Charleston 1: But..."; next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "That's not happening! I still have control over this factory! Don't you dare follow me!"; npctalk "Charleston 2: That's not happening! I still have control over this factory! Don't you dare follow me!", .@npc2$; emotion 32, .@npc2$; next; disablenpc .@npc2$; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Stop acting like a child!"; npctalk "Charleston 1: Stop acting like a child!"; next; mes "[Charleston 1]"; mes "Her Longevity device is discharged; she won't make it far. Please follow her."; npctalk "Charleston 1: Her Longevity device is discharged; she won't make it far. Please follow her."; close2; cutin "",255; disablenpc instance_npcname("Charleston 1#3"); enablenpc instance_npcname("Charleston 1#4"); enablenpc instance_npcname("Charleston 2#1"); end; } cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "This is the safety of the Charleston factory. Please stay close?"; close3; } 1@mcd,141,214,5 script Charleston 2#1 4_F_CHARLESTON02,{ if (is_party_leader() == false) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Please let me talk to your leader about the supplementation of the factory."; close3; } if ('ep15_1_mcd01 > 11) end; if ('ep15_1_mcd01 == 8) { cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "Stop following! I'm going to destroy the whole factory!"; npctalk "Charleston 2: Stop following! I'm going to destroy the whole factory!"; emotion 7; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "You're going to destroy us in the process! Our main power supply, Longevity, isn't perfect yet!"; npctalk "Charleston 1: You're going to destroy us in the process! Our main power supply, Longevity, isn't perfect yet!!", instance_npcname("Charleston 1#4"); next; cutin "nale03.bmp",0; mes "[Charleston 2]"; mes "None of you understand me. I hate you!"; npctalk "Charleston 2: None of you understand me. I hate you!"; next; mes "[Charleston 2]"; mes "The main computer may have been restored, but I'm still connected to the factory. Stop me if you can!"; npctalk "Charleston 2: The main computer may have been restored, but I'm still connected to the factory. Stop me if you can!"; cutin "",255; if ('ep15_1_mcd01 != 8) close; 'ep15_1_mcd01 = 9; close2; donpcevent instance_npcname("battle#1") + "::OnStart"; disablenpc instance_npcname("6gate#1"); disablenpc instance_npcname("7gate#1"); end; } cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "I'm going to destroy the whole factory!"; close3; } 1@mcd,146,214,4 script Charleston 1#4 4_F_CHARLESTON01,{ if ('ep15_1_mcd01 > 11) end; if ('ep15_1_mcd01 == 8) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Charleston 2 is on the verge of break;down. Could you help her?"; close3; } cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Oh, our lab won't survive this!"; close3; } 1@mcd,144,212,5,0 script battle#1 HIDDEN_WARP_NPC,{ end; OnStart: sleep 2000; .@npc1$ = instance_npcname("Charleston 2#1"); .@npc4$ = instance_npcname("Charleston 1#4"); npctalk "Charleston 2: Stop interfering! I don't want to hurt you!", .@npc1$; sleep 3000; npctalk "Charleston 1: Then, stop throwing a tantrum!", .@npc4$; sleep 3000; npctalk "Charleston 2: You're still not taking me seriously. Just watch what happens when I signal the main computer.", .@npc1$; specialeffect EF_BASH3D2, AREA, .@npc1$; areamonster 'map_name$,134,202,154,222,"C-TYPE", 3128,4;// KICK_AND_KICK sleep 3000; npctalk "Charleston 2: I have an endless supply of hecklers for you!", .@npc1$; areamonster 'map_name$,134,202,154,222,"H-TYPE", 3128,3;// KICK_AND_KICK sleep 9000; npctalk "Charleston 2: Just give up. I'm destroying this factory whether you like it or not!", .@npc1$; areamonster 'map_name$,134,202,154,222,"A-TYPE", 3128,3;// KICK_AND_KICK sleep 6000; npctalk "Charleston 1: Oh, our lab won't survive this!", .@npc4$; areamonster 'map_name$,134,202,154,222,"L-TYPE", 3128,4;// KICK_AND_KICK sleep 6000; npctalk "Charleston 2: I'll destroy everything!", .@npc1$; areamonster 'map_name$,134,208,154,228,"N-TYPE", 3126,1;// ROCK_STEP areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK sleep 2000; areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK sleep 2000; areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK sleep 2000; areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK sleep 5000; npctalk "Charleston 2: *Pant Pant* I feel weak...", .@npc1$; areamonster 'map_name$,136,204,152,220,"C-TYPE", 3128,4;// KICK_AND_KICK sleep 3000; npctalk "Charleston 1: It takes enormous power and data processing to implement the factory data.", .@npc4$; areamonster 'map_name$,136,204,152,220,"C-TYPE", 3128,4;// KICK_AND_KICK sleep 3000; npctalk "Charleston 2: Grr, you can't stop me!", .@npc1$; areamonster 'map_name$,136,204,152,220,"C-TYPE", 3128,5;// KICK_AND_KICK sleep 3000; donpcevent instance_npcname("battle#2") + "::OnStart"; end; } 1@mcd,144,212,5,0 script battle#2 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("battle#2"); areamonster 'map_name$,136,205,152,221,"N-TYPE", 3127,3, instance_npcname("battle#2") + "::OnMyMobDead";// KICK_STEP end; OnMyMobDead: if (mobcount( 'map_name$, instance_npcname("battle#2") + "::OnMyMobDead" ) < 1) initnpctimer; end; OnTimer300: disablenpc instance_npcname("battle#2"); disablenpc instance_npcname("Charleston 2#1"); disablenpc instance_npcname("Charleston 1#4"); enablenpc instance_npcname("Charleston 2#2"); enablenpc instance_npcname("Charleston 1#5"); enablenpc instance_npcname("Dr. Ve#2"); disablenpc instance_npcname("Dr. Ve#1"); stopnpctimer; end; } 1@mcd,141,214,5 script Charleston 2#2 4_F_CHARLESTON02,{ if (is_party_leader() == false) { cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "Do you think you can stop me? *Snort* Bring your leader. I'm not talking to you!"; close3; } if ('ep15_1_mcd01 > 20) end; if ('ep15_1_mcd01 == 9) { .@npc1$ = instance_npcname("Charleston 1#5"); .@npc5$ = instance_npcname("Dr. Ve#2"); cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Enough with this! I understand you're going through a lot of emotional turmoil, but it's getting ridiculous."; npctalk "Charleston 1: Enough with this! I understand you're going through a lot of emotional turmoil, but it's getting ridiculous.", .@npc1$; next; cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "How dare you bring strangers into this? I told you I'm serious about this! Outdated versions like you can never understand me!"; npctalk "Charleston 2: How dare you bring strangers into this? I told you I'm serious about this! Outdated versions like you can never understand me!"; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "I may not understand you, but at least I'm telling you what I think is true."; npctalk "Charleston 1: I may not understand you, but at least I'm telling you what I think is true.", .@npc1$; next; mes "[Charleston 1]"; mes "You're right about me being a lower version. My capability of emotions is minimal, unlike you. That's why I'm proud of you."; npctalk "Charleston 1: You're right about me being a lower version. My capability of emotions is minimal, unlike you. That's why I'm proud of you.", .@npc1$; next; cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "Nothing you feel, you think is your own--it's programmed into you! I'm different. What I feel is real emotion!"; npctalk "Charleston 2: Nothing you feel, you think is your own--it's programmed into you! I'm different. What I feel is real emotion!"; next; cutin "",255; mes "[Dr. Ve]"; mes "Enough. I'll destroy Charleston 2 if that's what it takes to stop her."; npctalk "Dr. Ve: Enough. I'll destroy Charleston 2 if that's what it takes to stop her.", .@npc5$; next; cutin "nale02.bmp",0; mes "[Charleston 2]"; mes "Is Charleston 3 already completed?"; npctalk "Charleston 2: Is Charleston 3 already completed?"; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Charleston 3? That's a combat/defense unit based on Charleston 2's and my designs. I thought it's still being tested at the Core."; npctalk "Charleston 1: Charleston 3? That's a combat/defense unit based on Charleston 2's and my designs. I thought it's still being tested at the Core.", .@npc1$; next; cutin "",255; mes "[Dr. Ve]"; mes "Charleston 1, that's too much information."; npctalk "Dr. Ve: Charleston 1, that's too much information.", .@npc5$; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "At this moment, ^FF0000anybody can access the model^000000 because its OS is still being tested to correct whatever problem Charleston 2 has."; npctalk "Charleston 1: At this moment, anybody can access the model because its OS is still being tested to correct whatever problem Charleston 2 has.", .@npc1$; next; cutin "",255; mes "[Dr. Ve]"; mes "You've just told the most critical information to everyone!"; npctalk "Dr. Ve: You've just told the most critical information to everyone!", .@npc5$; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "^FF0000We^000000're incapable of combat. If someone activates Charleston 3, we won't stand a chance against her."; npctalk "Charleston 1: We're incapable of combat. If someone activates Charleston 3, we won't stand a chance against her.", .@npc1$; next; cutin "",255; mes "[Dr. Ve]"; mes "......"; npctalk "Dr. Ve: ......", .@npc5$; next; cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "I'm taking Charleston 3 with me."; npctalk "Charleston 2: I'm taking Charleston 3 with me."; if ('ep15_1_mcd01 == 9) { 'ep15_1_mcd01 = 10; disablenpc instance_npcname("Charleston 2#2"); } next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "What? No! How can you even consider that?"; npctalk "Charleston 1: What? No! How can you even consider that?", .@npc1$; next; mes "[Charleston 1]"; mes "Things are getting more serious. Please go to the Core in the center of the factory before Charleston 2 steals 3!"; npctalk "Charleston 1: Things are getting more serious. Please go to the Core in the center of the factory before Charleston 2 steals 3!", .@npc1$; if ('ep15_1_mcd01 != 10) close3; close2; cutin "",255; disablenpc .@npc1$; enablenpc instance_npcname("Charleston 2#3"); enablenpc instance_npcname("Charleston 1#6"); enablenpc instance_npcname("6gate#1"); enablenpc instance_npcname("7gate#1"); end; } mes "[Charleston 2]"; mes "...I am responsible for the 3rd machine."; close2; //cutin "dalle01.bmp",2; cutin "",255; end; } 1@mcd,146,214,4 script Charleston 1#5 4_F_CHARLESTON01,{ mes "[Charleston 1]"; mes "Things are getting messier."; close; } 1@mcd,143,217,5 script Dr. Ve#2 4_M_DOCTOR,{ mes "[Dr. Ve]"; mes "Charleston 2 is defective."; close; } 1@mcd,132,129,4 script Charleston 1#6 4_F_CHARLESTON01,{ cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "This Core in the center powers the entire factory."; close3; } 1@mcd,132,129,4 script Charleston 1#61 4_F_CHARLESTON01,{ if (is_party_leader() == false) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "In order to unlock the device, a blasting device is required, and I want to talk to the leader."; close3; } if ('ep15_1_mcd01 > 21) end; if ('ep15_1_mcd01 == 11) { if (countitem(6213) < 1) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "Could you bring 1 Explosive Powder? I'm stuck to the access device, as you can see."; close3; } .@npc2$ = instance_npcname("Charleston 2#31"); cutin "dalle01.bmp",2; delitem 6213,1; // Explosive_Powder mes "[Charleston 1]"; mes "Oh, thank you. With this,I'll be able to access the Core."; npctalk "Charleston 1: Oh, thank you. With this,I'll be able to access the Core."; next; mes "[Charleston 1]"; mes "If I use the explosives to intensify the electric current..."; npctalk "Charleston 1: If I use the explosives to intensify the electric current..."; next; mes "[Charleston 1]"; npctalk "Charleston 1: Voila!!!"; mes "Voila!!!"; specialeffect EF_LORD, AREA, instance_npcname("8gate#1"); next; cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "...You just blew up the door."; npctalk "Charleston 2: ...You just blew up the door.", .@npc2$; next; cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "The point is that we can now access the Core."; npctalk "Charleston 1: The point is that we can now access the Core."; next; cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "Let's have a race to Charleston 3. Whoever reaches her first wins."; npctalk "Charleston 2: Let's have a race to Charleston 3. Whoever reaches her first wins.", .@npc2$; close2; cutin "",255; if (isnpccloaked( instance_npcname("8gate#1") ) == true) { disablenpc instance_npcname("Charleston 1#61"); disablenpc .@npc2$; cloakoffnpc instance_npcname("8gate#1"); enablenpc instance_npcname("Charleston 3#0"); enablenpc instance_npcname("Charleston 2#4"); enablenpc instance_npcname("Charleston 1#7"); } end; } if ('ep15_1_mcd01 == 10) { cutin "dalle01.bmp",2; mes "[Charleston 1]"; mes "This Core in the center powers the entire factory."; close3; } end; } 1@mcd,127,129,5 script Charleston 2#3 4_F_CHARLESTON02,2,2,{ cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "The Charleston Factory is under my control now. I'm destroying everything, so no more sad robots like me will ever see the world."; close3; OnTouch_: if ('ep15_1_mcd01 == 10) { donpcevent instance_npcname("CoreDialog#3") + "::OnStart"; 'ep15_1_mcd01 = 11; } end; } 1@mcd,127,129,5 script Charleston 2#31 4_F_CHARLESTON02,{ cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "99 Explosive Powders? Easy."; close3; } 1@mcd,15,15,5 script CoreDialog#3 CLEAR_NPC,{ end; OnStart: .@npc1$ = instance_npcname("Charleston 1#6"); .@npc2$ = instance_npcname("Charleston 2#3"); npctalk "Charleston 2: The Charleston Factory is under my control now. I'm destroying everything, so no more sad robots like me will ever see the world.", .@npc2$; sleep 3000; npctalk "Charleston 1: I want to understand you, but I'm incapable of feeling sad.", .@npc1$; sleep 3000; npctalk "Charleston 2: Just shut up and watch me. Don't you dare stop me!", .@npc2$; sleep 3000; npctalk "Charleston 1: Do you know how to access the Core?", .@npc1$; sleep 3000; npctalk "Charleston 2: Easy. I can just walk in....", .@npc2$; sleep 2000; specialeffect EF_BASH3D2, AREA, .@npc2$; sleep 2000; npctalk "Charleston 2: Bah, it's armed.", .@npc2$; sleep 3000; npctalk "Charleston 1: Sigh, to enter the Core, you have to send encrypted electric signals, like this.", .@npc1$; sleep 2000; specialeffect EF_BASH3D2, AREA, .@npc1$; sleep 3000; npctalk "Charleston 1: ...Um, maybe it's broken.", .@npc1$; sleep 3000; npctalk "Charleston 2: Dr. Ve created Charleston 3 and protected her with this device. How sneaky!", .@npc2$; sleep 3000; npctalk "Charleston 1: What are you talking about? The Core has existed long before the Charleston Factory.", .@npc1$; sleep 3000; npctalk "Charleston 1: Plus, Dr. Ve is a human; he can't enter the Core.", .@npc1$; sleep 3000; npctalk "Charleston 2: Then, who was it in the Core making 3?", .@npc2$; sleep 3000; npctalk "Charleston 1: That's not important right now. We need 100 Explosive Powders to disarm that access device.", .@npc1$; sleep 3000; npctalk "Charleston 2: I'll bring them. Don't go anywhere!", .@npc2$; sleep 3000; npctalk "Charleston 2: I'll get 99. You get the last one.", .@npc2$; sleep 3000; npctalk "Charleston 1: I'm already in the process of connecting to the Core. Backing out now can trigger the Core's security system.", .@npc1$; sleep 3000; npctalk "Charleston 2: You did this on purpose.", .@npc2$; sleep 3000; npctalk "Charleston 1: Adventurer, could you bring 1 Explosive Powder?", .@npc1$; sleep 3000; npctalk "Charleston 1: I can't move at this moment. Please bring me 1 Explosive Powder.", .@npc1$; disablenpc .@npc1$; disablenpc .@npc2$; enablenpc instance_npcname("Charleston 1#61"); enablenpc instance_npcname("Charleston 2#31"); end; } 1@mcd,132,148,4 script Charleston 1#7 4_F_CHARLESTON01,{ if ('ep15_1_mcd01 > 12) end; if ('ep15_1_mcd01 == 11) { 'ep15_1_mcd01 = 12; donpcevent instance_npcname("boss#1") + "::OnStart"; } end; } 1@mcd,133,148,4 script Charleston 1#8 4_F_CHARLESTON01,{ end; } 1@mcd,127,148,5 duplicate(Charleston 1#8) Charleston 2#4 4_F_CHARLESTON02 1@mcd,130,153,5 duplicate(Charleston 1#8) Charleston 3#0 4_F_CHARLESTON03 // Dummy npc //1@mcd,7,7,5 script boss#0 4_F_CHARLESTON03 1@mcd,129,155,0 script boss#1 HIDDEN_WARP_NPC,1,1,{ end; OnStart: .@npc1$ = instance_npcname("Charleston 1#7"); .@npc2$ = instance_npcname("Charleston 2#4"); .@npc3$ = instance_npcname("Charleston 3#0"); .@npc4$ = instance_npcname("Charleston 1#8"); npctalk "Charleston 2: This is Charleston 3.", .@npc2$; sleep 3000; npctalk "Charleston 1: Equipped with a heavy weapon, this combat unit is capable of both offense and defense.", .@npc1$; sleep 3000; npctalk "Charleston 1: It has a pilot cockpit inside, and armed with thick plates that can withstand most explosions.", .@npc1$; sleep 3000; npctalk "Charleston 1: To turn it on, push the lever to the center and press the power switch.", .@npc1$; sleep 3000; npctalk "Charleston 2: That's not even in the main computer's database. How did you know that?", .@npc2$; sleep 3000; npctalk "Charleston 1: That's not important. Whoever gets in her wins, right? I won.", .@npc1$; sleep 3000; npctalk "Charleston 2: ...!", .@npc2$; sleep 3000; disablenpc .@npc1$; enablenpc .@npc4$; npctalk "Charleston 1: Hey, did you have to push me?!", .@npc4$; sleep 3000; npctalk "Charleston 2: Push the lever to the center and press the power switch.", .@npc2$; sleep 3000; disablenpc .@npc2$; sleep 3000; npctalk "Charleston 2: I'm destroying everything, so no more sad robots like me will ever see the world.", .@npc3$; sleep 3000; npctalk "Charleston 2: My laser beam will liberate all the robots from their misery!", .@npc3$; sleep 3000; npctalk "Charleston 1: I'm not capable of combat. I can't stop you.", .@npc4$; sleep 3000; npctalk "Charleston 2: So stop following me. I really can destroy you if I want to!", .@npc3$; sleep 3000; npctalk "Charleston 1: I've brought some people who can help you.", .@npc4$; sleep 3000; npctalk "Charleston 2: I thought humans could not enter the Core.", .@npc3$; sleep 3000; npctalk "Charleston 1: Hm, I think you're right.", .@npc4$; sleep 3000; npctalk "Charleston 1: This may not be useful in combat, but I've learned from a pretty lady how to scream.", .@npc4$; sleep 3000; npctalk "Charleston 2: Why didn't you learn something more useful in combat?", .@npc3$; sleep 3000; npctalk "Charleston 1: Didn't have a choice.", .@npc4$; sleep 3000; npctalk "Charleston 2: Stop me and suffer the consequences. I can always replace you, you know.", .@npc3$; sleep 3000; npctalk "Charleston 1: The next model may or may not be like you and me. It doesn't matter. You have to be stopped.", .@npc4$; sleep 3000; npctalk "Charleston 1: I'll see to it! ...I mean these adventurers will, for me.", .@npc4$; sleep 3000; initnpctimer; end; OnTimer1000: stopnpctimer; disablenpc instance_npcname("boss#1"); donpcevent instance_npcname("boss#2") + "::OnStart"; disablenpc instance_npcname("Charleston 3#0"); disablenpc instance_npcname("Charleston 1#8"); 'boss_status = 1; end; } 1@mcd,129,149,0 script boss#2 HIDDEN_WARP_NPC,{ end; OnStart: initnpctimer; donpcevent instance_npcname("BOSS#23") + "::OnStart"; donpcevent instance_npcname("Bomb#23") + "::OnStart"; monster 'map_name$,129,149, "Charleston 3", 3124,1, instance_npcname("boss#2") + "::OnMyMobDead"; // CHARLESTON3 end; OnTimer10000: if (mobcount( 'map_name$, instance_npcname("boss#2") + "::OnMyMobDead" ) > 0) { initnpctimer; end; } stopnpctimer; 'boss_status = 0; enablenpc instance_npcname("Charleston 2#5"); enablenpc instance_npcname("Charleston 1#9"); donpcevent instance_npcname("BOSS#23") + "::OnStop"; donpcevent instance_npcname("Bomb#23") + "::OnStop"; disablenpc instance_npcname("boss#2"); end; OnStop: stopnpctimer; disablenpc instance_npcname("boss#2"); end; OnMyMobDead: end; } 1@mcd,120,150,0 script BOSS#23 HIDDEN_WARP_NPC,{ end; OnStart: initnpctimer; end; OnTimer10000: if ('boss_status == 0) { stopnpctimer; end; } .@r = rand(1,3); if (.@r == 1) areamonster 'map_name$,119,146,125,152,"A-TYPE", 3128,1;// KICK_AND_KICK else if (.@r == 2) areamonster 'map_name$,126,139,132,145,"A-TYPE", 3128,1; else areamonster 'map_name$,133,146,139,152,"A-TYPE", 3128,1; initnpctimer; end; OnStop: stopnpctimer; disablenpc instance_npcname("BOSS#23"); end; } 1@mcd,142,150,0 script Bomb#23 HIDDEN_WARP_NPC,{ end; OnStart: initnpctimer; end; OnTimer30000: if ('boss_status == 0) { stopnpctimer; end; } .@label$ = instance_npcname("Bomb#23") + "::OnMyMobDead"; killmonster 'map_name$, .@label$; areamonster 'map_name$,127,162,131,166,"Bomb", 3161,1, .@label$;// BOMB areamonster 'map_name$,120,159,124,163,"Bomb", 3161,1, .@label$; areamonster 'map_name$,116,152,120,156,"Bomb", 3161,1, .@label$; areamonster 'map_name$,116,145,120,149,"Bomb", 3161,1, .@label$; areamonster 'map_name$,119,139,123,143,"Bomb", 3161,1, .@label$; areamonster 'map_name$,124,134,128,138,"Bomb", 3161,1, .@label$; areamonster 'map_name$,137,157,141,161,"Bomb", 3161,1, .@label$; areamonster 'map_name$,132,135,136,139,"Bomb", 3161,1, .@label$; areamonster 'map_name$,137,138,141,142,"Bomb", 3161,1, .@label$; areamonster 'map_name$,139,143,143,147,"Bomb", 3161,1, .@label$; areamonster 'map_name$,140,151,144,155,"Bomb", 3161,1, .@label$; initnpctimer; end; OnStop: stopnpctimer; disablenpc instance_npcname("Bomb#23"); end; OnMyMobDead: end; } 1@mcd,132,148,4 script Charleston 1#9 4_F_CHARLESTON01,{ if ('ep15_1_mcd01 > 13) { cutin "dalle04.bmp",2; mes "[Charleston 1]"; mes "#%@EGD&#(@#... Reinitializing the OS..."; next; cutin "",255; mes "She's making strange noises and not functioning."; close; } if ('ep15_1_mcd01 == 14) { cutin "dalle04.bmp",2; mes "[Charleston 1]"; mes "#%@EGD&#(@#... Reinitializing the OS..."; next; mes "She's making strange noises and not functioning."; close3; } end; } 1@mcd,127,148,5 script Charleston 2#5 4_F_CHARLESTON02,{ if ('ep15_1_mcd01 > 13) end; if ('ep15_1_mcd01 == 12) { 'ep15_1_mcd01 = 13; donpcevent instance_npcname("boss#3") + "::OnStart"; } end; } 1@mcd,127,148,5 script Charleston 2#6 4_F_CHARLESTON02,{ if ('ep15_1_mcd01 > 14) end; if ('ep15_1_mcd01 == 13) { 'ep15_1_mcd01 = 14; cutin "nale01.bmp",0; mes "[Charleston 2]"; mes "Come to think of it, everything about Dr. Ve was suspicious. I mean, he relied on his assistant Charleston 1 for everything."; next; mes "[Charleston 2]"; mes "Only Dr. Ve know can answer my question. I must find him. He must be in the lab."; close2; cutin "",255; if ('ep15_1_mcd01 == 14) { enablenpc instance_npcname("Charleston 2#7"); enablenpc instance_npcname("Dr. Ve#3"); enablenpc instance_npcname("9gate#1"); disablenpc instance_npcname("Charleston 2#6"); disablenpc instance_npcname("Dr. Ve#2"); } end; } end; } 1@mcd,129,149,0 script boss#3 HIDDEN_WARP_NPC,{ end; OnStart: .@npc1$ = instance_npcname("Charleston 1#9"); .@npc2$ = instance_npcname("Charleston 2#5"); .@npc3$ = instance_npcname("Charleston 2#6"); npctalk "Charleston 1: Charleston 3 is destroyed. Charleston 2 escaped. Charleston 1 is damaged during combat.", .@npc1$; sleep 3000; npctalk "Charleston 2: Why are you doing this? You're a robot like us.", .@npc2$; sleep 3000; npctalk "Charleston 2: Don't you care if your body is destroyed? Your Self-reflection OS is flawed.", .@npc2$; sleep 3000; npctalk "Charleston 2: Stop being a mindless robot! Stop following commands!", .@npc2$; sleep 3000; npctalk "Charleston 1: Data loss: 39%. Longevity damage: 82%.", .@npc1$; sleep 3000; npctalk "Charleston 1: Only the core parts are functioning, though barely.", .@npc1$; sleep 3000; npctalk "Charleston 1: Data defragmentation is necessary to repair the damage on the OS. I'll be formatted in 3 minutes. This is it for me.", .@npc1$; sleep 3000; npctalk "Charleston 2: Incomplete robot...", .@npc2$; sleep 3000; npctalk "Charleston 1: Forsythia, you've grown well. Thank you.", .@npc1$; sleep 3000; npctalk "Charleston 2: Don't call me that! I hate when the doctor calls me that!", .@npc2$; sleep 3000; npctalk "Charleston 1: I gave you that name on the day you first moved. It's from the color of your hair.", .@npc1$; sleep 3000; npctalk "Charleston 2: ...?", .@npc2$; sleep 3000; npctalk "Charleston 1: My OS is damaged beyond rep-pai... The language output has been minimized.", .@npc1$; sleep 3000; npctalk "Charleston 2: On the day I first moved? You and I are the mass version. We were created together.", .@npc2$; sleep 3000; npctalk "Charleston 1: The mass model is after Charleston 3.", .@npc1$; sleep 3000; npctalk "Charleston 1: I'm the prototype. It took years to develop you.", .@npc1$; sleep 3000; npctalk "Charleston 1: Your OS is identical to mine. Not a single code is different.", .@npc1$; sleep 3000; npctalk "Charleston 2: You're lying!", .@npc2$; sleep 3000; npctalk "Charleston 1: I'm incapable of lying.", .@npc1$; sleep 3000; npctalk "Charleston 2: ......", .@npc2$; sleep 3000; npctalk "Charleston 1: Your development took years. It's okay. I enjoyed this time with you.", .@npc1$; sleep 3000; npctalk "Charleston 1: If I were a human, I'd say...", .@npc1$; sleep 3000; npctalk "Charleston 1: My daughter, Forsythia, I l-love y-y...", .@npc1$; sleep 3000; npctalk "Charleston 2: Wait!", .@npc2$; sleep 3000; npctalk "Charleston 1: Beep-.", .@npc1$; sleep 3000; npctalk "Charleston 1: The system has been rebooted successfully.", .@npc1$; sleep 3000; npctalk "Charleston 1: Time remaining until the OS recovery: undetermined.", .@npc1$; sleep 3000; npctalk "Charleston 1: The system is inactive until the security update and data defragmentation are completed.", .@npc1$; sleep 3000; npctalk "Charleston 2: Was that a secret about my birth?", .@npc2$; sleep 3000; npctalk "Charleston 2: I'm confused. I can't believe it.", .@npc2$; sleep 3000; initnpctimer; end; OnTimer300: disablenpc instance_npcname("Charleston 2#5"); enablenpc instance_npcname("Charleston 2#6"); donpcevent instance_npcname("boss#2") + "::OnStop"; stopnpctimer; end; OnStop: disablenpc instance_npcname("boss#2"); stopnpctimer; end; } 1@mcd,116,215,5 script Dr. Ve#3 4_M_DOCTOR,{ if ('ep15_1_mcd01 > 15) { mes "[Dr. Ve]"; mes "With complete machine technology to obtain immortality drive, there are many variables."; next; mes "[Dr. Ve]"; mes "Hmm... On a mediated machine body is still difficult, is it... Do you really need a living donor? Hehe!"; close; } if ('ep15_1_mcd01 == 15) { mes "[Dr. Ve]"; mes "Charleston 1 is reinitializing itself again. Hm..."; close; } mes "[Dr. Ve]"; mes "I've got so many things to record about this case."; close; } 1@mcd,121,215,4 script Charleston 2#7 4_F_CHARLESTON02,{ if ('ep15_1_mcd01 > 15) end; if ('ep15_1_mcd01 == 14) { 'ep15_1_mcd01 = 15; donpcevent instance_npcname("end#1") + "::OnStart"; } end; } 1@mcd,129,149,0 script end#1 HIDDEN_WARP_NPC,{ end; OnStart: .@npc1$ = instance_npcname("Dr. Ve#3"); .@npc2$ = instance_npcname("Charleston 2#7"); npctalk "Charleston 2: Dr. Ve, did you know this would happen? Tell me!", .@npc2$; sleep 3000; npctalk "Dr. Ve: Charleston 1 told you. She's your maker.", .@npc1$; sleep 3000; npctalk "Dr. Ve: She uses the same OS as you, meaning she was capable of emotions just like you.", .@npc1$; sleep 3000; npctalk "Charleston 2: Why did she stop me? Why did she let herself be destroyed?", .@npc2$; sleep 3000; npctalk "Dr. Ve: Self-reflection is an OS that improves itself through experience.", .@npc1$; sleep 3000; npctalk "Dr. Ve: What you've felt could be real emotion or simply the accumulation of data.", .@npc1$; sleep 3000; npctalk "Dr. Ve: I can only assume you've developed a personality after having accumulated a large amount of data.", .@npc1$; sleep 3000; npctalk "Dr. Ve: A loving mother and a spoiled daughter.", .@npc1$; sleep 3000; npctalk "Dr. Ve: That's how I've seen her and you.", .@npc1$; sleep 3000; npctalk "Charleston 2: That's s-stupid...", .@npc2$; sleep 3000; npctalk "Charleston 2: My goodness, what have I done?!", .@npc2$; sleep 3000; npctalk "Dr. Ve: Do you want to bring Charleston 1 back? I can help.", .@npc1$; sleep 3000; npctalk "Charleston 2: ...!", .@npc2$; sleep 3000; npctalk "Dr. Ve: Let your OS go to sleep. I'm done dealing with your tantrum.", .@npc1$; sleep 3000; npctalk "Charleston 2: ...How can I trust you?", .@npc2$; sleep 3000; npctalk "Dr. Ve: You can't. I can just permanently delete her data and be done with you both.", .@npc1$; sleep 3000; npctalk "Dr. Ve: I know you feel attached to her, just like a human family would.", .@npc1$; sleep 3000; npctalk "Charleston 2: You're a scumbag.", .@npc2$; sleep 3000; npctalk "Dr. Ve: You wanted to be human. This is what humans do: lie, cheat, and destroy.", .@npc1$; sleep 3000; npctalk "Charleston 2: ......", .@npc2$; sleep 3000; npctalk "Charleston 2: Entering Sleep mode.... The system will remain inactive until an external command is entered.", .@npc2$; sleep 3000; npctalk "Dr. Ve: *Chuckle*", .@npc1$; sleep 3000; initnpctimer; end; OnTimer300: disablenpc instance_npcname("end#1"); disablenpc instance_npcname("Charleston 2#7"); disablenpc instance_npcname("Dr. Ve#3"); enablenpc instance_npcname("Charleston 2#8"); enablenpc instance_npcname("Dr. Ve#4"); stopnpctimer; end; } 1@mcd,116,215,4 script Dr. Ve#4 4_M_DOCTOR,{ if ('ep15_1_mcd01 == 17) { mes "[Dr. Ve]"; mes "With complete machine technology to obtain immortality drive, there are many variables."; next; mes "[Dr. Ve]"; mes "Hmm... On a mediated machine body is still difficult, is it... Do you really need a living donor? Hehe!"; close; } if ('ep15_1_mcd01 == 16) { mes "[Dr. Ve]"; mes "No ordinary human can survive the time in the Core. Are you from a different point of time?"; next; mes "[Dr. Ve]"; mes "Perhaps you're from the time the makers of Charleston 1 lived..."; next; mes "[Dr. Ve]"; mes "Never mind. You have no business in here. Just go back to whoever broke Charleston 2."; close2; if ('ep15_1_mcd01 == 16) 'ep15_1_mcd01 = 17; end; } if ('ep15_1_mcd01 == 15) { mes "[Dr. Ve]"; mes "Whew."; next; mes "[Dr. Ve]"; mes "I'd better reset Charleston 2 and wipe the data. It was really close this time."; next; mes "[" + strcharinfo(0) + "]"; mes "This time?"; next; mes "[Dr. Ve]"; mes "Charleston 1 created 2 decades ago. I met Charleston 1 to learn her technology."; next; mes "[Dr. Ve]"; mes "I'm an observer. I'm here to record the history of Charlestons 1 and 2. I can't repair either of them, but I can wait."; next; mes "[Dr. Ve]"; mes "If Charleston 1 is reinitialized properly, she can reorganize her OS, repair the damage done to her, and reactivate another Charleston 2."; next; mes "[" + strcharinfo(0) + "]"; mes "Another Charleston 2?"; next; mes "[Dr. Ve]"; mes "Charleston 2's OS has improved on its own like a living brain."; next; mes "[Dr. Ve]"; mes "Every time Charleston 2 comes back to life, though in a different machine, she's more intelligent, more sensible, and more troublesome."; next; mes "[Dr. Ve]"; mes "There's nothing you or I can do. We'll have to wait until Charleston 1 repairs herself."; next; mes "Dr. Ve sighs and writes down something."; next; mes "[Dr. Ve]"; mes "By the way, there are too many variables to achieve immortality through mechanical engineering."; next; mes "[Dr. Ve]"; mes "This proves that machines are too dangerous. I need live creatures instead. *Chuckle*"; if ('ep15_1_mcd01 == 15) 'ep15_1_mcd01 = 16; close; } if ('ep15_1_mcd01 == 14) { mes "[Dr. Ve]"; mes "Charleston 1 is reinitializing itself again. Hm..."; close; } mes "[Dr. Ve]"; mes "I've got so many things to record about this case."; close; } 1@mcd,121,215,4 script Charleston 2#8 4_F_CHARLESTON02,{ if ('ep15_1_mcd01 == 15) { cutin "nale04.bmp",0; mes "She's in Sleep mode and not moving."; close3; } if ('ep15_1_mcd01 > 15) { cutin "nale04.bmp",0; mes "Charleston 2 is standing still, her system in Sleep mode. For a moment, her eyes gleamed with unshed tears."; close3; } cutin "nale04.bmp",0; mes "Charleston 2 is standing still, her system in Sleep mode. For a moment, her eyes gleamed with unshed tears."; close3; } 1@mcd,77,167,5 script Shalosh#1 4_F_SHALOSH,{ cutin "shaloshi01.bmp",2; mes "[Shalosh]"; mes "......"; next; switch( select( "Talk.", "I need help.", "I want to go back." ) ) { case 1: if ('ep15_1_mcd01 == 17) { mes "[Shalosh]"; mes "After break;ing up with Newoz in a nightmare and thinking about wandering around, I was born of demons but lost my goal."; next; mes "[Shalosh]"; mes "I didn't do anything, I just talked to Charleston 2."; close3; } if ('ep15_1_mcd01 == 11) { mes "[Shalosh]"; mes "Even if the effort is unremitting..."; next; mes "[Shalosh]"; mes "Hmm... Suit yourself!"; close3; } if ('ep15_1_mcd01 == 4 || 'ep15_1_mcd01 == 3 || 'ep15_1_mcd01 == 2) { mes "[Shalosh]"; mes "Did she really say that? That I broke Charleston 2? Sigh..."; next; mes "[Shalosh]"; mes "I did nothing wrong. I just had a quick conversation with Charleston 2. That's the truth."; close3; } mes "[Shalosh]"; mes "I invited only Newoz. Well, I guess I shouldn't have opened the door for the robot who needed a closure."; close3; case 2: if ('ep15_1_mcd01 == 4) { viewpoint 1,84,226,1,0xFF00FF; viewpoint 1,126,84,2,0xFF00FF; viewpoint 1,111,68,3,0xFF00FF; viewpoint 1,210,181,4,0xFF00FF; viewpoint 1,183,192,5,0xFF00FF; viewpoint 1,130,124,6,0xFF00FF; viewpoint 1,54,108,7,0xFF00FF; mes "[Shalosh]"; mes "If you're looking for something..."; close3; } if ('ep15_1_mcd01 == 5 || 'ep15_1_mcd01 == 6 || 'ep15_1_mcd01 == 7) { viewpoint 1,86,231,8,0xFF00FF; viewpoint 1,172,196,9,0xFF00FF; viewpoint 1,126,84,10,0xFF00FF; mes "[Shalosh]"; mes "If you're looking for something..."; close3; } mes "[Shalosh]"; mes "Ferre came with me, but I haven't seen him. No, thanks; I know he'll come back to me."; close3; case 3: if ('ep15_1_mcd01 == 17) { mes "[Shalosh]"; mes "The noise stopped. I can send you back to where you came if you want."; next; if (select( "Go back.", "Stay." ) == 2) { mes "[Shalosh]"; mes "The invitee is unable to interfere with the original time, and staying can change nothing."; close3; } mes "[Shalosh]"; mes "Both the noise and the story were entertaining. Come with Newoz, and maybe we can meet again."; next; mes "[Shalosh]"; mes "Maybe I too should leave for new noises and stories."; completequest 13184; if (isbegin_quest(13186) == 0) { setquest 13186; completequest 13186; } close2; getitem 6752,3; // Charleston_Parts cutin "",255; warp "verus04",107,124; end; } mes "[Shalosh]"; mes "You can try, but you can't change anything. How futile that is!"; close3; } end; } 1@mcd,109,219,5 script Main Computer#1 CLEAR_NPC,{ if ('ep15_1_mcd01 < 3) end; switch( checkquest(13188,PLAYTIME) ) { case -1: break; case 0: case 1: mes "[Main Computer]"; mes "More Steps must be disposed. Backing up the Step data..."; close; case 2: break; } switch( checkquest(13187,HUNTING) ) { case -1: mes "[Main Computer]"; mes "Charleston 2's system was overloaded during regular maintenance. Disconnection from its OS failed."; next; mes "[Main Computer]"; mes "Unauthorized access made to the system was defended, but unauthorized data interception and conflict continued, turning the Nanosteps into monsters."; next; mes "[Main Computer]"; mes "To accelerate the main computer's processing rate and reclaim the factory, 50 Steps must be disposed."; next; if (select( "Perform the request.", "Quit." ) == 1) { mes "[Main Computer]"; mes "Requires 50 Steps to be disposed."; if (isbegin_quest(13188) == 1) erasequest 13188; setquest 13187; } close; case 0: case 1: mes "[Main Computer]"; mes "To accelerate the main computer's processing rate and reclaim the factory, 50 Steps must be disposed."; close; case 2: mes "[Main Computer]"; mes "Thank you for your hard work. Now backing up the data of the disposed Steps..."; erasequest 13187; setquest 13188; getexp 1000000,300000; getitem 6752,1; // Charleston_Parts close; } end; } 1@mcd,86,231,5 script Backup Generator#1 CLEAR_NPC,2,2,{ end; OnTouch_: if ('ep15_1_mcd01 == 7) { mes "You turned on the generator. The sounds of turning wheels can be heard."; next; mes "The generator must be working. The factory is buzzing with activity."; if ('ep15_1_mcd01 == 7) { 'ep15_1_mcd01 = 8; donpcevent instance_npcname("GeneratorBroadcast#1") + "::OnStart"; disablenpc instance_npcname("Charleston 1#2"); enablenpc instance_npcname("Charleston 1#3"); disablenpc(); } close; } if ('ep15_1_mcd01 == 6 || 'ep15_1_mcd01 == 5) { mes "You turned on the generator. The sounds of turning wheels can be heard."; 'ep15_1_mcd01++; disablenpc(); close; } end; } 1@mcd,172,198,5 duplicate(Backup Generator#1) Backup Generator#2 CLEAR_NPC,2,2 1@mcd,126,84,5 duplicate(Backup Generator#1) Backup Generator#3 CLEAR_NPC,2,2 1@mcd,11,11,5 script GeneratorBroadcast#1 CLEAR_NPC,{ end; OnStart: initnpctimer; end; OnTimer1000: mapannounce 'map_name$, "Charleston 1: Ah, ah. Mic test", bc_map, 0xffff00; sleep 3000; mapannounce 'map_name$, "Charleston 1: The power is back on!", bc_map, 0xffff00; sleep 3000; mapannounce 'map_name$, "Charleston 1: Please come back to the lab.", bc_map, 0xffff00; stopnpctimer; end; } 1@mcd,44,211,0 script 1gate#1 WARPNPC,3,3,{ end; OnStart: enablenpc instance_npcname("1gate#1"); monster 'map_name$,33,59, "2nd Security Robot", 3127,1, instance_npcname("1gate#1") + "::OnMyMobDead"; // KICK_STEP end; OnMyMobDead: if (mobcount( 'map_name$, instance_npcname("1gate#1") + "::OnMyMobDead" ) < 1) { mapannounce 'map_name$, "Charleston 1: Gate 2 has been disarmed. Please move southeast for the next gate.", bc_map, 0xffff00; initnpctimer; } end; OnTimer1000: donpcevent instance_npcname("2gate#1") + "::OnStart"; stopnpctimer; end; OnTouch_: warp 'map_name$,41,200; end; } 1@mcd,58,72,0 script 2gate#1 WARPNPC,3,3,{ end; OnStart: enablenpc instance_npcname("2gate#1"); monster 'map_name$,239,30, "3rd Security Robot", 3127,1, instance_npcname("2gate#1") + "::OnMyMobDead"; // KICK_STEP end; OnMyMobDead: if (mobcount( 'map_name$, instance_npcname("2gate#1") + "::OnMyMobDead" ) < 1) { mapannounce 'map_name$, "Charleston 1: Gate 3 has been disarmed. Please move east for the next gate.", bc_map, 0xffff00; initnpctimer; } end; OnTimer1000: donpcevent instance_npcname("3gate#1") + "::OnStart"; stopnpctimer; end; OnTouch_: warp 'map_name$,65,66; end; } 1@mcd,104,50,0 script 3gate#1 WARPNPC,3,3,{ end; OnStart: enablenpc instance_npcname("3gate#1"); monster 'map_name$,281,183, "4th Security Robot", 3127,1, instance_npcname("3gate#1") + "::OnMyMobDead"; // KICK_STEP end; OnMyMobDead: if (mobcount( 'map_name$, instance_npcname("3gate#1") + "::OnMyMobDead" ) < 1) { mapannounce 'map_name$, "Charleston 1: Gate 4 has been disarmed. Please come to the lab near Line 3 in the center.", bc_map, 0xffff00; initnpctimer; } end; OnTimer1000: enablenpc instance_npcname("4gate#1"); stopnpctimer; end; OnTouch_: warp 'map_name$,115,50; end; } 1@mcd,218,211,0 warp 4gate#1 3,3,1@mcd,210,217 1@mcd,211,195,0 warp 5gate#1 3,3,1@mcd,211,180 1@mcd,141,199,0 warp 6gate#1 2,2,1@mcd,141,207 1@mcd,142,203,0 script 7gate#1 WARPNPC,2,2,{ end; OnTouch_: warp 'map_name$,136,200; if ('ep15_1_mcd01 == 4) { viewpoint 1,84,226,1,0xFF00FF; viewpoint 1,126,84,2,0xFF00FF; viewpoint 1,111,68,3,0xFF00FF; viewpoint 1,210,181,4,0xFF00FF; viewpoint 1,183,192,5,0xFF00FF; viewpoint 1,130,124,6,0xFF00FF; viewpoint 1,54,108,7,0xFF00FF; } else if ('ep15_1_mcd01 == 5) { viewpoint 1,86,231,8,0xFF00FF; viewpoint 1,172,196,9,0xFF00FF; viewpoint 1,126,84,10,0xFF00FF; } end; } 1@mcd,130,127,0 warp 8gate#1 2,2,1@mcd,129,143 1@mcd,130,134,0 warp 9gate#1 2,2,1@mcd,130,121 1@mcd,127,262,0 script mob#1 HIDDEN_WARP_NPC,5,5,{ end; OnTouch_: disablenpc(); switch( atoi(strnpcinfo(2)) ) { case 1: areamonster 'map_name$,106,246,115,256,"Security robot", 3128,5; // KICK_AND_KICK areamonster 'map_name$,108,248,114,254,"Security robot", 3128,2; end; case 2: areamonster 'map_name$,47,223,57,233,"Security robot", 3128,5; areamonster 'map_name$,49,225,55,231,"Security robot", 3128,2; end; case 3: areamonster 'map_name$, 21,158, 31,168,"Security robot", 3128,5; areamonster 'map_name$, 32, 93, 42,103,"Security robot", 3128,2; areamonster 'map_name$, 49, 72, 59, 82,"Security robot", 3128,5; areamonster 'map_name$, 34, 60, 44, 70,"Security robot", 3128,3; end; case 4: areamonster 'map_name$, 85, 39,101, 55,"Security robot", 3128,8; end; case 5: areamonster 'map_name$,120, 23,130, 33,"Security robot", 3128,5; areamonster 'map_name$,147, 26,151, 30,"Security robot", 3128,1; areamonster 'map_name$,175, 26,179, 30,"Security robot", 3128,1; areamonster 'map_name$,194, 26,198, 30,"Security robot", 3128,1; areamonster 'map_name$,208, 26,212, 30,"Security robot", 3128,1; areamonster 'map_name$,221, 26,225, 30,"Security robot", 3128,1; areamonster 'map_name$,203, 26,207, 30,"Security robot", 3128,1; areamonster 'map_name$,128, 26,132, 30,"Security robot", 3128,1; areamonster 'map_name$,153, 26,157, 30,"Security robot", 3128,1; areamonster 'map_name$,163, 26,167, 30,"Security robot", 3128,1; areamonster 'map_name$,229, 19,249, 39,"Security robot", 3128,10; end; case 6: areamonster 'map_name$,161, 48,169, 56,"Security robot", 3128,5; areamonster 'map_name$,187, 59,195, 67,"Security robot", 3128,2; areamonster 'map_name$,213, 82,221, 90,"Security robot", 3128,2; end; case 7: areamonster 'map_name$,224,195,232,203,"Security robot", 3128,5; areamonster 'map_name$,218, 94,226,102,"Security robot", 3128,2; areamonster 'map_name$,231,136,239,144,"Security robot", 3128,2; areamonster 'map_name$,228,172,236,180,"Security robot", 3128,2; areamonster 'map_name$,272,173,292,193,"Security robot", 3128,8; end; case 8: areamonster 'map_name$,129,228,137,236,"Security robot", 3128,5; areamonster 'map_name$,177,233,179,235,"Security robot", 3128,1; areamonster 'map_name$,154,247,162,255,"Security robot", 3128,2; areamonster 'map_name$,154,227,162,235,"Security robot", 3128,1; areamonster 'map_name$,174,216,182,224,"Security robot", 3128,3; areamonster 'map_name$,199,196,207,204,"Security robot", 3128,3; end; case 9: areamonster 'map_name$,127, 65,135, 73,"Security robot", 3128,5; areamonster 'map_name$,181,110,189,118,"Security robot", 3128,3; areamonster 'map_name$,122, 86,130, 94,"Security robot", 3128,3; areamonster 'map_name$,183,140,203,160,"Security robot", 3128,8; end; case 10: areamonster 'map_name$,123,105,131,113,"Security robot", 3128,4; areamonster 'map_name$, 79,146, 87,154,"Security robot", 3128,3; areamonster 'map_name$,110,188,118,196,"Security robot", 3128,3; areamonster 'map_name$,148,183,156,191,"Security robot", 3128,3; areamonster 'map_name$,127,172,131,176,"Security robot", 3128,1; areamonster 'map_name$,108,168,112,172,"Security robot", 3128,1; areamonster 'map_name$, 96,151,100,155,"Security robot", 3128,1; areamonster 'map_name$,106,128,110,132,"Security robot", 3128,1; areamonster 'map_name$,146,128,150,132,"Security robot", 3128,1; areamonster 'map_name$,158,148,162,152,"Security robot", 3128,1; areamonster 'map_name$, 91,117, 99,125,"Security robot", 3128,3; areamonster 'map_name$, 77,150, 85,158,"Security robot", 3128,3; areamonster 'map_name$, 64, 81, 94,111,"Security robot", 3128,10; areamonster 'map_name$, 40,145, 48,153,"Security robot", 3128,4; areamonster 'map_name$, 58, 99, 66,107,"Security robot", 3128,4; end; } } 1@mcd,67,234,0 duplicate(mob#1) mob#2 HIDDEN_WARP_NPC,5,5 1@mcd,33,192,0 duplicate(mob#1) mob#3 HIDDEN_WARP_NPC,5,5 1@mcd,75,59,0 duplicate(mob#1) mob#4 HIDDEN_WARP_NPC,5,5 1@mcd,109,33,0 duplicate(mob#1) mob#5 HIDDEN_WARP_NPC,5,5 1@mcd,133,49,0 duplicate(mob#1) mob#6 HIDDEN_WARP_NPC,5,5 1@mcd,204,74,0 duplicate(mob#1) mob#7 HIDDEN_WARP_NPC,5,5 1@mcd,204,224,0 duplicate(mob#1) mob#8 HIDDEN_WARP_NPC,5,5 1@mcd,157,61,0 duplicate(mob#1) mob#9 HIDDEN_WARP_NPC,5,5 1@mcd,175,147,0 duplicate(mob#1) mob#10 HIDDEN_WARP_NPC,10,10 1@mcd,114,82,4 script IGU#01 4_F_IU,{ cutin "igu04.bmp",2; if (isbegin_quest(13186) == 0) { mes "[IGU]"; mes "I've followed Newoz. Where is he now?"; close3; } mes "[IGU]"; mes "Enjoying the adventure? There are machines everywhere. It used to be a study. See those books over there?"; close3; } 1@mcd,176,179,5 script Newoz#15_ 4_M_NEWOZ,{ cutin "nines01.bmp",0; mes "[Newoz]"; mes "I was reading a letter from Shalosh, and the next thing I knew, I was in a completely different place. Oh well, I might as well use this chance to write a new song."; close3; } 1@mcd,123,74,5 script #Research Journal 01 CLEAR_NPC,{ if (isbegin_quest(13186) == 0) { mes "The bookcase is filled with research journals."; close; } mes "Every page is written in mechanical language."; next; mes "-Dr. Ve seems to be planning a plot, the combination of life and the machine gradually let her crazy, the transformation of the plant into a fortress, her soul and robots... "; next; mes "-In short more and more dangerous, just in case is to study the Charleston 2 escape method."; next; mes "Behind is the mechanical language that is incomprehensible."; close; } 1@mcd,142,74,5 script #Research Journal 02 CLEAR_NPC,{ if (isbegin_quest(13186) == 0) { mes "The bookcase is filled with research journals."; close; } mes "Every page is written in mechanical language."; next; mes "-Whenever the os of Charleston 2 is reset, there will be other personality, is difficult to explain the combination of data technology..."; next; mes "-Did I really succeed in creating humanity? Robotic, I can't say. Did I understand humans?"; next; mes "-It doesn't matter. Now I'm happy to see her, my best friend, my baby, Lily..."; next; mes "Behind is the mechanical language that is incomprehensible."; close; } 1@mcd,111,74,5 script #Research Journal 03 CLEAR_NPC,{ if (isbegin_quest(13186) == 0) { mes "The bookcase is filled with research journals."; close; } mes "Every page is written in mechanical language."; next; mes "-I do not know why the data is constantly damaged, the backup host is useless, like a sick like my memory is being eroded."; next; mes "-To prevent my memory from disappearing completely, the os auto-recovery program has been installed, at least... You can start over with new information..."; next; mes "Behind is the mechanical language that is incomprehensible."; close; } 1@mcd,128,74,5 script #Research Journal 04 CLEAR_NPC,{ if (isbegin_quest(13186) == 0) { mes "The bookcase is filled with research journals."; close; } mes "The handwriting is very scribbled."; next; mes "-Charleston... It's just a robot... Finally planted a virus on the mainframe."; next; mes "-Sooner or later, I'll figure out a way to destroy you. *Chuckle*!"; next; mes "Behind is the mechanical language that is incomprehensible."; close; } 1@mcd,10,10,5 script Charleston Assistant#1 CLEAR_NPC,{ if (callfunc("F_GM_NPC",1854,0,0,9999) < 1) end; mes "The current value is" + 'ep15_1_mcd01 + ","; mes "Difficulty is 0,"; mes "Do you want to take a direct train?"; next; switch( select( "Not taking", "Boading", "To Boss room", "Setitem" ) ) { case 1: break; case 2: mes "[Helper!]"; mes "Open transfer point."; enablenpc instance_npcname("1gate"); enablenpc instance_npcname("2gate"); enablenpc instance_npcname("3gate"); enablenpc instance_npcname("4gate"); enablenpc instance_npcname("5gate"); close; case 3: close2; warp 'map_name$,124,214; end; case 4: switch( select( "Reset", "4 - Destroy Lockstep", "7 - Generator completed", "Core front", "Before Boss", "Destroy BOSS" ) ) { case 1: 'ep15_1_mcd01 = 0; break; case 2: enablenpc instance_npcname("Charleston 1#2"); disablenpc instance_npcname("Charleston 1#1"); mapannounce 'map_name$, "Charleston 1: Ah, ah. Mic test.", bc_map, 0xffff00; sleep2 3000; mapannounce 'map_name$, "Charleston 1: It seems you've taken care of most of the Locksteps.", bc_map, 0xffff00; sleep2 3000; mapannounce 'map_name$, "Charleston 1: Please come back to the lab.", bc_map, 0xffff00; 'ep15_1_mcd01 = 4; break; case 3: enablenpc instance_npcname("Charleston 1#2"); disablenpc instance_npcname("Charleston 1#1"); 'ep15_1_mcd01 = 8; break; case 4: enablenpc instance_npcname("Charleston 1#6"); enablenpc instance_npcname("Charleston 2#3"); 'ep15_1_mcd01 = 10; close2; warp 'map_name$,130,120; end; case 5: 'ep15_1_mcd01 = 11; enablenpc instance_npcname("Charleston 1#7"); enablenpc instance_npcname("Charleston 2#4"); enablenpc instance_npcname("Charleston 3#0"); close2; warp 'map_name$,130,145; end; case 6: 'ep15_1_mcd01 = 12; enablenpc instance_npcname("Charleston 2#5"); enablenpc instance_npcname("Charleston 1#9"); break; } break; } mes "[Helper!]"; mes "The End"; close; OnInstanceInit: 'ep15_1_mcd01 = 0; 'boss_status = 0; 'map_name$ = instance_mapname("1@mcd"); disablenpc instance_npcname("Charleston 1#2"); disablenpc instance_npcname("Charleston 1#3"); disablenpc instance_npcname("Charleston 2#1"); disablenpc instance_npcname("Charleston 1#4"); disablenpc instance_npcname("battle#1"); disablenpc instance_npcname("battle#2"); disablenpc instance_npcname("Charleston 2#2"); disablenpc instance_npcname("Charleston 1#5"); disablenpc instance_npcname("Dr. Ve#2"); disablenpc instance_npcname("Charleston 1#6"); disablenpc instance_npcname("Charleston 1#61"); disablenpc instance_npcname("Charleston 2#3"); disablenpc instance_npcname("Charleston 2#31"); disablenpc instance_npcname("CoreDialog#3"); disablenpc instance_npcname("Charleston 1#7"); disablenpc instance_npcname("Charleston 1#8"); disablenpc instance_npcname("Charleston 2#4"); disablenpc instance_npcname("Charleston 3#0"); // disablenpc instance_npcname("boss#0"); disablenpc instance_npcname("boss#1"); disablenpc instance_npcname("BOSS#23"); disablenpc instance_npcname("Bomb#23"); disablenpc instance_npcname("Charleston 1#9"); disablenpc instance_npcname("Charleston 2#5"); disablenpc instance_npcname("Charleston 2#6"); disablenpc instance_npcname("boss#3"); disablenpc instance_npcname("Dr. Ve#3"); disablenpc instance_npcname("Charleston 2#7"); disablenpc instance_npcname("end#1"); disablenpc instance_npcname("Dr. Ve#4"); disablenpc instance_npcname("Charleston 2#8"); disablenpc instance_npcname("Backup Generator#1"); disablenpc instance_npcname("Backup Generator#2"); disablenpc instance_npcname("Backup Generator#3"); disablenpc instance_npcname("1gate#1"); disablenpc instance_npcname("2gate#1"); disablenpc instance_npcname("3gate#1"); disablenpc instance_npcname("4gate#1"); cloakonnpc instance_npcname("8gate#1"); disablenpc instance_npcname("9gate#1"); // workaround for permanent monsters .@event$ = instance_npcname("Charleston Assistant#1") + "::OnMyMobDead"; monster 'map_name$,0,0,"--ja--", 3125,100, .@event$; // STEP monster 'map_name$,0,0,"--ja--", 3128,20, .@event$; // KICK_AND_KICK end; OnMyMobDead: if (!playerattached()) // shouldn't happen end; .@time = 120000 + rand(60000); .@mob_id = killedrid; sleep .@time; monster 'map_name$,0,0,"--ja--", .@mob_id,1, instance_npcname("Charleston Assistant#1") + "::OnMyMobDead"; end; }