//===== rAthena Script ======================================= //= Wolfchev's Laboratory //===== By: ================================================== //= Kisuka //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Defeat Wolfchev's human experimentations. //===== Additional Comments: ================================= //= 1.0 First version, edited. [Euphy] //= 1.1 Moved the Enchant (Sorcerer#Bio4Reward) and Reward //= (Weird old man#Bio4Reward) NPC in merchant folder. [Capuche] //============================================================ // Giacomo Girolam //============================================================ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; close; } if (lhz_curse > 30) { if (!lght_duk01) { if (Sex == SEX_MALE) { emotion ET_HNG; mes "[Giacomo Girolamo]"; mes "....a guy....?"; next; mes "[Giacomo Girolamo]"; mes "Ah! Hey! Man!"; next; select("What's up?"); emotion ET_QUESTION, playerattached(); mes "[Giacomo Girolamo]"; mes "Have you ever heard of horrific human experimentation committed in Rekenber Corporation whose head office is here in Lighthalzen?"; next; select("Whaaat?! human experimentation?"); emotion ET_HUK, playerattached(); mes "[Giacomo Girolamo]"; mes "Yea! human experimentation!!"; mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber."; next; emotion ET_PROFUSELY_SWEAT; mes "[Giacomo Girolamo]"; mes "Well! and those rich people, seem to know something but they never mention that..."; next; mes "[Giacomo Girolamo]"; mes "Ahh!! And this is a secret that just SOME PEOPLE know. I heard that from Rekenber Lab.,.. a person named...um...Wol...."; next; emotion ET_SCRATCH; mes "[Giacomo Girolamo]"; mes "Anyway!! A scientist named Wolf.. something suddenly got sacked. and he must be related with this rumor, I think..."; next; select("You mean... Wolfchev?"); emotion ET_SURPRISE; mes "[Giacomo Girolamo]"; mes "Ohhhh?! yeah Wolfchev!! That's right, the name was Wolfchev.. The mad scientist.."; next; emotion ET_OK; mes "[Giacomo Girolamo]"; mes "I suppose you can then understand the story faster... I am sure that he's involved in the rumor. I swear."; next; mes "[Giacomo Girolamo]"; mes "By the way..what about you? Is there anything that you know about him?"; next; if (select("Pretend you know nothing.", "Tell him what you know.") == 1) { mes "["+ strcharinfo(0) +"]"; mes "Not really. I've ever heard of his name, but I don't know anything about him.."; next; mes "[Giacomo Girolamo]"; mes "Hm.... You sound suspicious, dude! huh?"; next; } else { mes "["+ strcharinfo(0) +"]"; mes "He happens to research into Human 'Homunculus' without telling that to Rekenber Corp., and there was a whistle-blower who reported to the corp. so he was fired."; next; emotion ET_BEST; mes "[Giacomo Girolamo]"; mes "Oh! Man..! You seem to know pretty much! By any chance, are you concerned with Rekenber??"; next; emotion ET_THINK; mes "["+ strcharinfo(0) +"]"; mes "... .... ..."; next; } emotion ET_SCRATCH; mes "[Giacomo Girolamo]"; mes "Don't worry. I didn't mean anything."; next; mes "[Giacomo Girolamo]"; mes "Well! I am just curious only because some people in the slum and some adventurers were missing,"; mes "and I heard that Rekenber was doing human experimentation with those missing people. Hope you don't get me wrong."; next; lght_duk01 = 1; setquest 5109; mes "Actually, it is not a funny rumor."; mes "Should investigate the lab where the experiment was carried out."; close; } else { emotion ET_THROB; mes "[Giacomo Girolamo]"; mes "Oh! What a beautiful lady!!"; next; emotion ET_QUESTION; mes "[Giacomo Girolamo]"; mes "How come a beauty is here, in a place with dangerous rumor?"; next; switch(select("Walking...", "To hang out...", "Shopping...")) { case 1: mes "[Giacomo Girolamo]"; mes "Ahh.. Lady, you are so graceful even when you are just walking....."; next; break; case 2: mes "[Giacomo Girolamo]"; mes "Lady. You are a dignified lady even if you hang out in this poor town..."; next; break; case 3: mes "[Giacomo Girolamo]"; mes "Ahh.. Lady.. Shopping in the slum!!.. Are you a type who needs to look around every single shop?"; next; break; } } select("... .... ... ...."); mes "[Giacomo Girolamo]"; mes "Well, how dare I ask you and be interested in what the lady does..."; next; emotion ET_OK; mes "[Giacomo Girolamo]"; mes "I just hope that the lady gets out of this town with dangerous rumors.."; next; select("Dangerous rumors?"); emotion ET_QUESTION, playerattached(); mes "[Giacomo Girolamo]"; mes "Ah... Lady may not have heard of the rumor."; next; mes "[Giacomo Girolamo]"; mes "Recently, some people from this town, actually from the slum...and some adventurers are missing..."; next; mes "[Giacomo Girolamo]"; mes "and then the rumor came up, since disappearance cases happen pretty often, that Rekenber is committing a horrible human experimentation in their secret lab."; next; select("Excuse me?! human experimentation?"); emotion ET_HUK, playerattached(); mes "[Giacomo Girolamo]"; mes "Yea! human experimentation!!"; mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber."; next; mes "[Giacomo Girolamo]"; mes "Well! the rich people either want to believe..I think.. Ah!! And couple of weeks ago. um. what's his name? Wolfchev??"; next; mes "[Giacomo Girolamo]"; mes "Anyway!! that research got fired from the lab. I think he must be involved with this rumor."; next; mes "[Giacomo Girolamo]"; mes "So, please, lady. Please don't be in a place like this and stay in safe ways."; next; lght_duk01 = 1; setquest 5109; mes "............ It seems a pretty serious matter."; mes "Should investigate the lab where the experiment was carried out."; close; } else { mes "[Giacomo Girolamo]"; if (Sex == SEX_MALE) { emotion ET_WRAP; mes "Take care yourself and don't disappear!"; } else { emotion ET_BIGTHROB; mes "Be careful, Lady."; } close; } } else { if (Sex == SEX_MALE) { emotion ET_DELIGHT; mes "[Giacomo Girolamo]"; mes "Only those beautiful ladies are the reason of my life~!"; mes "I, Giacomo Girolamo Casanova de Seingalt am never interested in guys like you though!!"; next; emotion ET_FRET; mes "[Giacomo Girolamo]"; mes "but I can listen to you...you wanna say anything to me?"; next; switch(select("No..?", "About ladies..", "You Womanizer!!", "Envy you...", "What's the rumor lately?")) { case 1: emotion ET_SCRATCH; mes "[Giacomo Girolamo]"; mes "Hey you, get out of my way then.."; close; case 2: emotion ET_FRET; mes "[Giacomo Girolamo]"; mes "I don't feel like talking about my precious ladies making fun of them. You do it with your friends."; close; case 3: mes "[Giacomo Girolamo]"; mes "Hey.. Excuse me!!! but I'm not a 'Womanizer', I am just a person who adores ladies."; next; emotion ET_OK; mes "[Giacomo Girolamo]"; mes "Of course..... Yea... If I'm a womanizer, all the men on earth are too! I'm just Casanova. umhahahaha."; close; case 4: emotion ET_QUESTION; mes "[Giacomo Girolamo]"; mes "Haa.. Do you....? not have any woman but your sister and mother around you?"; next; mes "[Giacomo Girolamo]"; mes "... .... ..."; next; emotion ET_PROFUSELY_SWEAT; mes "[Giacomo Girolamo]"; mes "Oh...... sorry.. I got your point...."; close; case 5: mes "[Giacomo Girolamo]"; mes "You.. are not like how you seem? Interesting.."; next; mes "[Giacomo Girolamo]"; mes "Yea, actually recently a lot of people from the slum and some wandering adventurers got disappeared. and I don't know why."; next; mes "[Giacomo Girolamo]"; mes "You gotta be careful too.."; close; } } else { emotion ET_QUESTION; mes "[Giacomo Girolamo]"; mes "Hey, lady?"; next; mes "[Giacomo Girolamo]"; switch(rand(1,10)) { case 1: mes "Wasn't it painful when you fell down from Heaven, my Angel?"; next; break; case 2: mes "You must be tired. Because you are always wandering my mind."; next; break; case 3: mes "Are you not tired of walking around in my dream last night?"; next; break; case 4: mes "Excuse me. But I think I lost my heart. Could you please borrow me yours?"; next; break; case 5: mes "Do you believe in love at first sight?? Or can we start again..?"; next; break; case 6: mes "I am so sorry but, can you kiss with a person who just met?? Noo? Ok then let me introduce myself."; next; break; case 7: mes "I'm so lost here since it's the first time. Can you let me know which is the way to your heart?"; next; break; case 8: mes "Give me a map please.. To get a way....I'm fallen in your eyes."; next; break; case 9: mes "Your eyes....I wanna be forever there."; next; break; case 10: mes "I promise that I will be your everything in any case, in any difficult situation."; next; break; } emotion ET_BIGTHROB; mes "[Giacomo Girolamo]"; mes "Today is the first day we met, but I love you, Lady <3 "; next; mes "[Giacomo Girolamo]"; mes "And I am telling you this because I'm just worried about you. You need to get out of this town which is full of disappearance cases."; close; } } OnTouch: if (!lght_duk01) emotion (Sex == SEX_MALE? ET_HNG : ET_BIGTHROB), "Giacomo Girolamo#kiup2"; end; } // Warp portal to the 4th Fl. //============================================================ lhz_dun03,239,78,1 script lhz_dun03_lhz_dun04 WARPNPC,1,1,{ end; OnTouch: if (lght_duk01 > 0 && lght_duk01 < 6) { mes "In order to investigate human experimentation, I had to go down whilst I didn't want to because of gruesome sound."; close2; if (lght_duk01 < 3) { warp "que_lhz", 245, 56; } else if (lght_duk01 == 3) { warp "que_lhz", 96, 136; } else { warp "que_lhz", 148, 215; } } else { if (lhz_curse < 31) { mes "- Whistling sound -"; mes "From below, there comes a gruesome sound mingling with the wind."; close2; } warp "lhz_dun04", 245, 56; } end; } // Warp Portal to the 3rd Fl. //============================================================ lhz_dun04,244,61,1 warp lhz_dun04_lhz_dun03 1,1,lhz_dun03,240,75 // Inside the Lab //============================================================ que_lhz,242,50,0 script #01Startpoint -1,3,3,{ end; OnInit: initnpctimer; end; OnTimer60000: mapannounce "que_lhz", "Man's whisper: Pl.. please.. save me.. I don't wanna die.. wouaaaa..", bc_map, "0x7DCBF0"; end; OnTimer120000: mapannounce "que_lhz", "Woman's whisper: .. Save.. aaaah.. us...", bc_map, "0x7DCBF0"; end; OnTimer180000: mapannounce "que_lhz", "Kid's whisper: Bawwww~ Where am I? Mama......aaaa....", bc_map, "0x7DCBF0"; end; OnTimer240000: mapannounce "que_lhz", "Oldman's whisper: Kirk...hel...help......", bc_map, "0x7DCBF0"; end; OnTimer300000: stopnpctimer; initnpctimer; end; OnTouch: if (lght_duk01 == 1) { mes "I arrived at a research facility which seems it has been used till these days."; next; mes "There are some destroyed part, but the basic facility seem fine."; next; lght_duk01 = 2; mes "Get around a little more..."; close; } end; } que_lhz,206,74,4 script Researcher#02 4_LGTSCIENCE,3,3,{ end; OnTouch: if (lght_duk01 == 2) { emotion ET_HUK, playerattached(); mes "["+ strcharinfo(0) +"]"; mes "You!!!! are Wolfchev?"; next; emotion ET_KIK; mes "[Wolfchev]"; mes "A Human! kaahaha. People tend to hate this place, why are you here?"; next; mes "["+ strcharinfo(0) +"]"; mes "You!!! I heard that you were committing human experimentation. Wolfchev!!"; next; mes "["+ strcharinfo(0) +"]"; mes "And I see that you are still committing that!!!"; next; emotion ET_KIK; mes "[Wolfchev]"; mes "Kihihihi. I can see that you know something about me. Is that you who accused me?"; mes "How dare you come back to me after you did that. Kihihih"; next; mes "[Wolfchev]"; mes "I feel good to see a human"; mes "in a long time, but I gotta go. Kihihihi."; next; mes "- Wolfchev ran away giving a awkward laughing sound. -"; next; erasequest 5109; setquest 5110; lght_duk01 = 3; emotion ET_HUK, playerattached(); mes "["+ strcharinfo(0) +"]"; mes "Whoa! Wolfchev, stop!"; close2; warp "que_lhz", 96, 136; } end; } que_lhz,94,119,4 script Researcher#03 4_LGTSCIENCE,{ if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; close; } if (lght_duk01 == 3) { emotion ET_PROFUSELY_SWEAT; mes "[Wolfchev]"; mes "(Gasping) Pshaw... you are still following me. Hey, why do you keep following me?"; next; mes "["+ strcharinfo(0) +"]"; mes "Wolfchev.. You said before. that you are doing research for everybody."; next; mes "[Wolfchev]"; mes "I might have said that.... so what?"; next; mes "["+ strcharinfo(0) +"]"; mes "But, your experiment seem really dangerous. How come this is what everybody wants?"; next; emotion ET_KIK; mes "[Wolfchev]"; mes "Everyone has a desire to be stronger and wants to dominate others so those other people obey and admire you. Do you not have that desire?"; next; mes "["+ strcharinfo(0) +"]"; mes "... .... ..."; next; mes "[Wolfchev]"; mes "If you want to save yourself, should stop following me. Bugger off."; next; mes "Wolfchev is again running away with a strange sound."; next; lght_duk01 = 4; mes "["+ strcharinfo(0) +"]"; mes "Awwww!! You!! running away again..... Stop!"; close2; warp "que_lhz", 148, 215; } end; } que_lhz,147,224,4 script Researcher#04 4_LGTSCIENCE,{ if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; close; } if (lght_duk01 == 4) { mes "[Wolfchev]"; mes "You are pretty persistent, aren't you? Or I think.......that you like me, huh? Kihihii."; next; emotion ET_THINK; mes "["+ strcharinfo(0) +"]"; mes "... .... ..."; next; specialeffect EF_SIGHTRASHER; mes "Wolfchev mocked you at your silence and pressed a button in his hand. Then guinea pigs woken up around him."; next; for(.@i = 1; .@i < 9; .@i++) donpcevent "Human Guinea pig#0"+.@i+"::OnEnable"; mes "[Wolfchev]"; mes "Again.. it's time to say goodbye."; next; emotion ET_SURPRISE; mes "[Wolfchev]"; mes "Well! May be...."; next; mes "[Wolfchev]"; mes "If you come to me for the experimentation, I can treat you better."; next; donpcevent "#Eventctrl::OnEnable"; progressbar "FF00FF", 5; emotion ET_HUK; mes "[Wolfchev]"; mes "Oh my,... What happened?"; next; donpcevent "#Eventctrl::OnEnable2"; for(.@i = 1; .@i < 9; .@i++) donpcevent "Human Guinea pig#0"+.@i+"::OnDisable"; mes "[Wolfchev]"; mes "No! Don't come to me! Don't!!"; next; lght_duk01 = 5; mes "First of all, I gotta handle those guinea pigs!"; close; } else if (lght_duk01 == 5) { .@i = rand(1,3); if (.@i == 2) { mes "Wolfchev is confused and has no idea now since those monsters are attacking him too."; next; specialeffect EF_STUNATTACK; specialeffect EF_STUNATTACK; mes "- Hit him to wake him up -"; next; specialeffect EF_DARKBREATH; emotion ET_STARE_ABOUT; mes "["+ strcharinfo(0) +"]"; mes "Hey Dude! Anyway let's get out of here first! Isn't there any place where they cannot reach?"; next; mes "[Wolfchev]"; mes "Oooops.. then my....my lab....to my lab..."; next; mes "["+ strcharinfo(0) +"]"; mes "Your lab?? Okay, where's that?"; next; mes "[Wolfchev]"; mes "to the north....... . Not so far from here.."; next; erasequest 5110; setquest 5111; lght_duk01 = 6; mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction..."; close; } else { emotion ET_CONFUSE; mes "Wolfchev is confused and has no idea now since those monsters are attacking him too."; close; } } else if (lght_duk01 == 6) { mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction..."; close; } end; } // Warp to lhz_dun04 from Wolfchev's Lab //============================================================ que_lhz,148,251,0 script #Move2lab -1,12,0,{ end; OnTouch: if (lght_duk01 == 6) { mes "I arrived at '^0000FFWolfchev's Lab^000000'."; close2; warp "lhz_dun04", 148, 269; end; } else { mes "I still have something to do with Wolfchev."; close; } } // Event Controller //============================================================ que_lhz,1,1,0 script #Eventctrl -1,{ end; OnEnable: initnpctimer; end; OnEnable2: monster "que_lhz", 139, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 147, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 156, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 156, 224, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 156, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 147, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 139, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; monster "que_lhz", 139, 224, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead"; end; OnTimer1000: specialeffect EF_SUI_EXPLOSION,AREA, "#01"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#01"; end; OnTimer2000: specialeffect EF_SUI_EXPLOSION,AREA, "#02"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#02"; end; OnTimer3000: specialeffect EF_SUI_EXPLOSION,AREA, "#03"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#03"; end; OnTimer4000: specialeffect EF_SUI_EXPLOSION,AREA, "#04"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#04"; end; OnTimer5000: specialeffect EF_SUI_EXPLOSION,AREA, "#05"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#05"; end; OnTimer6000: specialeffect EF_SUI_EXPLOSION,AREA, "#06"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#06"; end; OnTimer7000: specialeffect EF_SUI_EXPLOSION,AREA, "#07"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#07"; end; OnTimer8000: specialeffect EF_SUI_EXPLOSION,AREA, "#08"; specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#08"; stopnpctimer; end; OnMyMobDead: if (mobcount("que_lhz", "#Eventctrl::OnMyMobDead") < 4) killmonster "que_lhz", "#Eventctrl::OnMyMobDead"; } que_lhz,139,232,0 script #01 -1,{ end; } que_lhz,147,232,0 script #02 -1,{ end; } que_lhz,156,232,0 script #03 -1,{ end; } que_lhz,156,224,0 script #04 -1,{ end; } que_lhz,156,215,0 script #05 -1,{ end; } que_lhz,147,215,0 script #06 -1,{ end; } que_lhz,139,215,0 script #07 -1,{ end; } que_lhz,139,224,0 script #08 -1,{ end; } // Human Guinea pigs //============================================================ que_lhz,140,231,1 script Human Guinea pig#01 2224,{ end; OnInit: disablenpc(); end; OnEnable: enablenpc(); end; OnDisable: specialeffect EF_FLASHER; disablenpc(); end; } que_lhz,147,231,0 duplicate(Human Guinea pig#01) Human Guinea pig#02 2224 que_lhz,155,231,7 duplicate(Human Guinea pig#01) Human Guinea pig#03 2224 que_lhz,155,224,6 duplicate(Human Guinea pig#01) Human Guinea pig#04 2224 que_lhz,155,216,5 duplicate(Human Guinea pig#01) Human Guinea pig#05 2224 que_lhz,147,216,4 duplicate(Human Guinea pig#01) Human Guinea pig#06 2224 que_lhz,140,216,3 duplicate(Human Guinea pig#01) Human Guinea pig#07 2224 que_lhz,140,224,2 duplicate(Human Guinea pig#01) Human Guinea pig#08 2224 // Instance Creation //============================================================ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000"; close; } .@quest_time = checkquest(5112, PLAYTIME); .@killed_bosses = true; for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) { if (checkquest(.@quest_id, HUNTING) <= 1) .@killed_bosses = false; } if (lght_duk01 < 6) { mes "[Researcher]"; mes "What! Do you have any business here?"; next; if (select("Yes I do!!", "Umm.. No..") == 1) { mes "[Researcher]"; mes "Why don't stop staring at other's laboratory, and be on your way?"; close; } mes "[Researcher]"; mes "Stop wondering here, and be on your way. Will you? Khh Khh."; close; } else if (lght_duk01 == 6) { mes "It seems experimental creatures cannot come near the laboratory, just like Wolfchev said."; next; mes "["+ strcharinfo(0) +"]"; mes "Hey, is there any way to stop those creatures? You should know something, you made those things!"; next; mes "[Wolfchev]"; mes "Urrgg.. I didn't expect them to loose control like that..."; next; mes "[Wolfchev]"; mes "What is wrong with this whole thing?"; next; mes "[Wolfchev]"; mes "Urr.. I think they will ruin my whole laboratory!"; next; emotion ET_BLABLA, playerattached(); mes "["+ strcharinfo(0) +"]"; mes "Hey! Wolfchev!!"; next; mes "[Wolfchev]"; mes "You!? Hey, please stop them!"; mes "Creatures are ^9f6077organically connected with same job field^000000."; next; mes "[Wolfchev]"; mes "There is one special creature being their ^46B951boss position^000000..."; mes "If you could deactivate that creature, all ^A1BB44slave creatures^000000 walking around here will stop moving right away."; next; mes "["+ strcharinfo(0) +"]"; mes "Boss creature?"; mes "Hey! Wolfchev! Where is that ^46B951Boss creature^000000?"; next; mes "[Wolfchev]"; mes "Inside.. of laboratory.. It should be waken up now. It's sad to destroy my life of work, but I can't take this any more.. ..."; next; mes "["+ strcharinfo(0) +"]"; mes "How can I get into the Wolfchev's laboratory?"; next; mes "[Wolfchev]"; mes "Oh.. Wait!"; mes "I will help you get in there."; next; mes "[Wolfchev]"; mes "Good news is that boss creatures are not set up to wake up all at once, even though slaves are."; next; erasequest 5111; lght_duk01 = 7; for(.@i = 5113; .@i <= 5125; .@i++) setquest .@i; mes "[Wolfchev]"; mes "But still, it is really dangerous since we don't know when they will escape from there."; mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold."; close; } else if (lght_duk01 > 6) { if (getcharid(1) > 0) { mes "[Wolfchev]"; mes "Are you all set there? I will prepare the entrance if you are the leader of that party."; next; switch(select("Any warnings?", "Going into the laboratory", "Do not enter")) { case 1: mes "[Wolfchev]"; mes "I didn't know pressing the emergency alarm would cause such problem. The management system seems to be changed to emergency mode."; next; mes "[Wolfchev]"; mes "There are so many systems set up inside of the laboratory, so eve I cannot be sure how systems are twisted by now."; next; mes "[Wolfchev]"; mes "Ah! If the emergency system is activating, only the leader of party should control everything. It is a lot of pressure I understand."; next; mes "[Wolfchev]"; mes "And just so you know, please do not touch random things out of curiosity. I don't want you to get hurt."; close; case 2: if (.@quest_time == 0) { mes "[Wolfchev]"; mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know."; close; } else { //if (.@quest_time == 2) //recall_completequest 5112; if (isbegin_quest(5112)) erasequest 5112; if (!.@killed_bosses) { if (lght_duk01 == 9) { mes "[Wolfchev]"; mes "You came back, Ka Ha Ha."; next; mes "[Wolfchev]"; mes "After you left, I was fixing some system parts. And then suddenly strange thing happened."; next; mes "["+ strcharinfo(0) +"]"; mes "What was that?"; next; mes "[Wolfchev]"; mes "All those boss creatures you took care of started to regenerate themselves.."; next; mes "["+ strcharinfo(0) +"]"; mes "What.. How is that possible...?!"; next; mes "[Wolfchev]"; mes "I am also completely lost here.. But, this should not be happening.."; next; mes "["+ strcharinfo(0) +"]"; mes "... .... ..."; next; mes "[Wolfchev]"; mes "As you can see, you are the only one I can trust. Would you and your party help me once again deactivating those creatures?"; next; if (select("I am not sure", "Why not") == 1) { mes "[Wolfchev]"; mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,"; next; } else { for(.@i = 5113; .@i <= 5125; .@i++) { setquest .@i; } lght_duk01 = 10; mes "[Wolfchev]"; mes "Thank you very much. "+strcharinfo(0)+""; mes "I will help you get in the laboratory right away."; next; } } else { mes "[Wolfchev]"; mes "Hmm.. Those boss creatures regenerating once again.."; next; mes "[Wolfchev]"; mes "Can you help me just one more time?"; next; if (select("I am not sure", "Why not") == 1) { mes "[Wolfchev]"; mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,"; next; } else { for(.@i = 5113; .@i <= 5125; .@i++) { setquest .@i; } lght_duk01 = 10; mes "[Wolfchev]"; mes "Thank you. "+strcharinfo(0)+""; mes "You want to get in there fast, right?"; next; } } } } if (is_party_leader() == true) { if (instance_create("Wolfchev's Laboratory") < 0) { mes "[Wolfchev]"; mes "Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?"; close; } mes "[Wolfchev]"; mes "Please hold on..."; next; mes "Wolfchev starts to control certain gear."; next; progressbar "FF00FF", 2; mes "[Wolfchev]"; mes "Alright! I have marked lan entering system code as"; mes "^0000ff"+ strcharinfo(1) +"^000000 party leader's name ^0000ff"+ strcharinfo(0) +"^000000!!."; next; mes "[Wolfchev]"; mes "Now, your party is free to pass the entrance."; close; } else { mes "[Wolfchev]"; mes "You are not the ^0000ffLeader of the party^000000, are you? Please go get the leader."; close; } case 3: mes "[Wolfchev]"; mes "Need more preparation? Please, we don't have all day."; close; } } else { mes "[Wolfchev]"; mes "Are you trying to go there along? That is a suicide! Our lab entering system is not as easy as you thinkz`."; close; } } else { mes "[Wolfchev]"; mes "Woot! Something weird just happen. If this keep happening, maybe we should try other way.."; close; } } lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000"; close; } .@lhz_time = checkquest(5112, PLAYTIME); if (lght_duk01 < 7) { mes "It says,"; mes "'^0000FF****'s laboratory member only^000000'"; close; } if (.@lhz_time == -1) { mes "This is an entrance towards Wolfchev's laboratory. Something is howling over the entrance."; next; if (select("Go inside", "Think one more time") == 2) { mes "You have stopped entering to Wolfchev's laboratory."; close; } if (instance_enter("Wolfchev's Laboratory") != IE_OK) { // probably missing failure cases mes "^FF0000Warning^000000"; mes ""+ strcharinfo(0) +". . ."; mes "^FF0000Unregistered personnel^000000"; next; pushpc 0, 10; percentheal -5,0; specialeffect EF_AUTOCOUNTER; specialeffect2 EF_BASH; mes "You have been wounded by laboratory entrance system attack."; close; } mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(1) +"] member ["+ strcharinfo(0) +"] access granted..",bc_map,"0x0DF297"; setquest 5112; //warp "1@lhz", 45, 148; close; } else if (.@lhz_time == 0) { mes "Di Rit- Di- Di- Dit-"; next; mes ""+ strcharinfo(0) +". . ."; mes "^FF0000Forbidden personnel^000000"; next; mes "The system denied your entrance."; close; } else if (.@lhz_time >= 1) { mes "Di Rit- Di- Di- Dit-"; next; //if (.@lhz_time == 2) //recall_completequest 5112; erasequest 5112; mes ""+ strcharinfo(0) +". . ."; mes "^FF0000Access denial has been deactivated.^000000"; close; } else { mes "^FF0000Error! Error!^000000"; mes "^FF0000Please try again.^000000"; close; } } // The Lab No.1 : System 1_1 //============================================================ 1@lhz,35,108,4 script Lab1#1_1 CLEAR_NPC,{ end; OnInstanceInit: initnpctimer; end; OnDisable: stopnpctimer; end; OnType_02: donpcevent instance_npcname("Manual Sheet#1_1")+"::OnEnable"; donpcevent instance_npcname("Valve#1_2")+"::OnEnable"; donpcevent instance_npcname("Valve#1_3")+"::OnEnable"; mapannounce instance_mapname("1@lhz"),"[Security System] the persons concerned, access with the emergency access method.",bc_map,"0xff9977"; end; OnTimer1000: mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected.",bc_map,"0xff9977"; end; OnTimer2000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.1's security system will be activated.",bc_map,"0xff9977"; end; OnTimer7000: donpcevent instance_npcname("MobCtrl1#mob01")+"::OnEnable"; end; } // The Lab No.1 Monster Control //============================================================ 1@lhz,37,108,4 script MobCtrl1#mob01 CLEAR_NPC,{ end; OnEnable: .@map$ = instance_mapname("1@lhz"); mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977"; areamonster .@map$,35,159,50,169,"Starving Lab animal",2242,rand(10,15),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; initnpctimer; end; OnDisable: killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; end; OnTimer180000: stopnpctimer; if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; } else { initnpctimer; } end; OnMyMobDead: if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; stopnpctimer; } end; } // Emergency Access Valve Manual //============================================================ 1@lhz,39,168,0 script Manual Sheet#1_1 CLEAR_NPC,{ mes "There are valve manual sheets littered on the floor."; next; if (is_party_leader() == true) { mes "You the party leader, started to read the manual."; next; mes "[Emergency Access Valve Manual]"; switch(lght_duk02) { case 0: switch(rand(1,6)) { case 1: lght_duk02 = 1; mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once"; break; case 2: lght_duk02 = 2; mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once"; break; case 3: lght_duk02 = 3; mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice"; break; case 4: lght_duk02 = 4; mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once"; break; case 5: lght_duk02 = 5; mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once"; break; case 6: lght_duk02 = 6; mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice"; break; default: mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM."; break; } break; case 1: mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once"; break; case 2: mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once"; break; case 3: mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice"; break; case 4: mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once"; break; case 5: mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once"; break; case 6: mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice"; break; default: mes "This is an unknown error. If you get the same problem after trying one more time, contact a GM."; break; } } else { mes "Let your party leader handle the valve."; } close; OnInstanceInit: disablenpc instance_npcname("Manual Sheet#1_1"); end; OnEnable: specialeffect EF_LIGHTSPHERE; enablenpc instance_npcname("Manual Sheet#1_1"); end; } // Left Valve //============================================================ 1@lhz,41,172,0 script Valve#1_2 CLEAR_NPC,{ .@open_portal = 0; mes "This is the left valve for the emergency access."; if (is_party_leader() == true) { next; mes "To which direction do you wish to turn?"; next; if (lght_duk02 < 1 || lght_duk02 > 3) { for(.@i = 1; .@i <= 4; .@i++) { select("Clockwise", "Counterclockwise"); mes "-A metal sound-"; if (.@i != 4) mes "and, to which direction then?"; next; } } else { // lght_duk02 == 1 : Clockwise, Clockwise, Counterclockwise, Clockwise // lght_duk02 == 2 : Clockwise, Counterclockwise, Counterclockwise, Clockwise // lght_duk02 == 3 : Clockwise, Counterclockwise, Clockwise, Clockwise for(.@i = 1; .@i <= 4; .@i++) { switch(select("Clockwise", "Counterclockwise")) { case 1: if ((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 1) || (.@i == 3 && lght_duk02 == 3)) { .@open_portal += 1; } case 2: if ((.@i == 2 && lght_duk02 != 1) || (.@i == 3 && lght_duk02 != 3)) { .@open_portal += 1; } } mes "-A metal sound-"; if (.@i != 4) mes "and, to which direction then?"; next; } } if (.@open_portal == 4) { donpcevent instance_npcname("#potal_01")+"::OnEnable"; lght_duk02 = 0; mes "-Door opened-"; next; mes "The door which connects to the Lab No.2 is now open."; } else { lght_duk02 = 0; mes "Nothing happened."; next; mes "You need to review the manual."; } } close; OnInstanceInit: disablenpc instance_npcname("Valve#1_2"); end; OnEnable: specialeffect EF_LIGHTSPHERE; enablenpc instance_npcname("Valve#1_2"); end; } // Right Valve //============================================================ 1@lhz,52,172,0 script Valve#1_3 CLEAR_NPC,{ .@open_portal = 0; mes "This is the left valve for the emergency access."; if (is_party_leader() == true) { next; mes "To which direction do you wish to turn?"; next; if (lght_duk02 < 4 || lght_duk02 > 6) { for(.@i = 1; .@i <= 4; .@i++) { select("Clockwise", "Counterclockwise"); mes "-A metal sound-"; if (.@i != 4) mes "and, to which direction then?"; next; } } else { // lght_duk02 == 4 : Counterclockwise, Counterclockwise, Clockwise, Counterclockwise // lght_duk02 == 5 : Counterclockwise, Clockwise, Clockwise, Counterclockwise // lght_duk02 == 6 : Counterclockwise, Clockwise, Counterclockwise, Counterclockwise for(.@i = 1; .@i <= 4; .@i++) { switch(select("Clockwise", "Counterclockwise")) { case 1: if ((.@i == 2 && lght_duk02 != 4) || (.@i == 3 && lght_duk02 != 6)) .@open_portal += 1; break; case 2: if ((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 4) || (.@i == 3 && lght_duk02 == 6)) .@open_portal += 1; break; } mes "-A metal sound-"; if (.@i != 4) mes "and, to which direction then?"; next; } } if (.@open_portal == 4) { donpcevent instance_npcname("#potal_01")+"::OnEnable"; lght_duk02 = 0; mes "-Door opened-"; next; mes "The door which connects to the Lab No.2 is now open."; } else { lght_duk02 = 0; mes "Nothing happened."; next; mes "You need to review the manual."; } } close; OnInstanceInit: disablenpc instance_npcname("Valve#1_3"); end; OnEnable: specialeffect EF_LIGHTSPHERE; enablenpc instance_npcname("Valve#1_3"); end; } // The Lab No.1 >> The Lab No.2 Warp portal //============================================================ 1@lhz,45,173,0 script #potal_01 WARPNPC,2,2,{ end; OnInstanceInit: OnDisable: disablenpc instance_npcname("#potal_01"); end; OnEnable: mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.2 is now open.",bc_map,"0xff9977"; enablenpc instance_npcname("#potal_01"); end; OnTouch_: warp instance_mapname("1@lhz"), 151, 29; end; } // The Lab No.2 //============================================================ 1@lhz,151,29,0 script #2_0 -1,1,1,{ end; OnEnable: enablenpc instance_npcname("#2_0"); end; OnDisable: disablenpc instance_npcname("#2_0"); end; OnTouch_: donpcevent instance_npcname("Lab2#2_1")+"::OnEnable"; donpcevent instance_npcname("#2_0")+"::OnDisable"; end; } // The Lab No.2 2_1 System - Control of Monster Wave and Pipe right before exploding //============================================================ 1@lhz,35,106,4 script Lab2#2_1 CLEAR_NPC,{ end; OnInstanceInit: OnDisable: stopnpctimer; end; OnEnable: initnpctimer; end; OnTimer1000: mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected in The Lab No.2!!",bc_map,"0xff9977"; end; OnTimer3000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.2 Security system will start working.",bc_map,"0xff9977"; end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure in the Lab No.2 is too high.",bc_map,"0xff99ff"; end; OnTimer8000: mapannounce instance_mapname("1@lhz"),"[Security System] First security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On01"; end; OnTimer10000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer190000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer303000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Second Security system will start working.",bc_map,"0xff9977"; end; OnTimer308000: mapannounce instance_mapname("1@lhz"),"[Security System] Second security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On02"; end; OnTimer370000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer550000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer603000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Third Security system will start working.",bc_map,"0xff9977"; end; OnTimer608000: mapannounce instance_mapname("1@lhz"),"[Security System] Third security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On03"; end; OnTimer730000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer903000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fourth Security system will start working.",bc_map,"0xff9977"; end; OnTimer908000: mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On04"; end; OnTimer910000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer1090000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; end; OnTimer1203000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fifth Security system will start working.",bc_map,"0xff9977"; end; OnTimer1208000: mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On05"; end; OnTimer1270000: mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff"; donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure"; stopnpctimer; end; } // The Lab No.2 2_2 System - Pipe Operation Control // When 3 pipes explode, system will shut down. //============================================================ 1@lhz,37,106,4 script Lab2#2_2 CLEAR_NPC,{ end; OnInstanceInit: 'broken_pipes = 0; stopnpctimer; end; OnPipePressure: switch(rand(1,6)) { case 1: donpcevent instance_npcname("Valve#2_1")+"::OnEnable"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_01"; case 2: donpcevent instance_npcname("Valve#2_2")+"::OnEnable"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_02"; case 3: donpcevent instance_npcname("Valve#2_3")+"::OnEnable"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_03"; case 4: donpcevent instance_npcname("Valve#2_4")+"::OnEnable"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_04"; case 5: donpcevent instance_npcname("Valve#2_5")+"::OnEnable"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_05"; case 6: donpcevent instance_npcname("Valve#2_6")+"::OnEnable"; donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06"; } initnpctimer; end; OnDisableValve1: disablenpc instance_npcname("Valve#2_1"); stopnpctimer; end; OnDisableValve2: disablenpc instance_npcname("Valve#2_2"); stopnpctimer; end; OnDisableValve3: disablenpc instance_npcname("Valve#2_3"); stopnpctimer; end; OnDisableValve4: disablenpc instance_npcname("Valve#2_4"); stopnpctimer; end; OnDisableValve5: disablenpc instance_npcname("Valve#2_5"); stopnpctimer; end; OnDisableValve6: disablenpc instance_npcname("Valve#2_6"); stopnpctimer; end; OnTimer63000: for(.@i = 1; .@i < 7; .@i++) { specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+""); disablenpc instance_npcname("Valve#2_"+.@i+""); } 'broken_pipes += 1; if ('broken_pipes == 3) { donpcevent instance_npcname("#2_3")+"::OnEnable"; stopnpctimer; } else { mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - 'broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff"; } end; } // The Lab No.2 2_3 System //============================================================ 1@lhz,151,48,0 script #2_3 -1,20,20,{ end; OnInstanceInit: disablenpc instance_npcname("#2_3"); end; OnEnable: initnpctimer; end; OnTimer1000: mapannounce instance_mapname("1@lhz"),"[Management System] System Freezes! System Freezes! Evacuate from the Lab in 10 seconds.",bc_map,"0xff99ff"; end; OnTimer11000: mapannounce instance_mapname("1@lhz"),"[Management System] Evacuate!!",bc_map,"0xff99ff"; enablenpc instance_npcname("#2_3"); end; OnTouch: warp "lhz_dun04", 147, 273; end; } // The Lab No.2 Monster Control //============================================================ 1@lhz,39,106,4 script MobCtrl2#mob02 CLEAR_NPC,{ end; On01: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,10,.@label$; end; On02: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,20,.@label$; end; On03: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,16,.@label$; end; On04: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,19,.@label$; end; On05: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,20,.@label$; end; On2_01: .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster instance_mapname("1@lhz"),155,43,161,49,"Starving Lab animal",2243,5,.@label$; end; On2_02: .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster instance_mapname("1@lhz"),137,40,143,46,"Starving Lab animal",2243,5,.@label$; end; On2_03: .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster instance_mapname("1@lhz"),137,51,143,57,"Starving Lab animal",2243,5,.@label$; end; On2_04: .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster instance_mapname("1@lhz"),143,56,149,62,"Starving Lab animal",2243,5,.@label$; end; On2_05: .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster instance_mapname("1@lhz"),160,48,166,54,"Starving Lab animal",2243,5,.@label$; end; On2_06: .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; areamonster instance_mapname("1@lhz"),135,44,141,50,"Starving Lab animal",2243,5,.@label$; end; OnDisable: killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead"; end; OnMyMobDead: if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("#potal_02")+"::OnEnable"; donpcevent instance_npcname("Lab2#2_1")+"::OnDisable"; mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.2 has been stopped.",bc_map,"0xff9977"; } end; } // The Lab No.2 Valves //============================================================ - script bio4FLab2Valve -1,{ if (is_party_leader() == true) { progressbar "0xffff00", 20; stopnpctimer; donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1"; disablenpc(); end; } else { mes "Let your party leader handle the valve."; close; } OnInstanceInit: disablenpc(); end; OnEnable: enablenpc(); initnpctimer; end; OnTimer3000: specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(0)); stopnpctimer; initnpctimer; end; } 1@lhz,158,46,0 duplicate(bio4FLab2Valve) Valve#2_1 CLEAR_NPC 1@lhz,138,43,0 duplicate(bio4FLab2Valve) Valve#2_2 CLEAR_NPC 1@lhz,139,54,0 duplicate(bio4FLab2Valve) Valve#2_3 CLEAR_NPC 1@lhz,145,60,0 duplicate(bio4FLab2Valve) Valve#2_4 CLEAR_NPC 1@lhz,165,51,0 duplicate(bio4FLab2Valve) Valve#2_5 CLEAR_NPC 1@lhz,137,47,0 duplicate(bio4FLab2Valve) Valve#2_6 CLEAR_NPC // The Lab No.2 >> The Lab No.3 Warp portal(General) //============================================================ 1@lhz,151,64,0 script #potal_02 WARPNPC,2,2,{ end; OnInstanceInit: OnDisable: disablenpc instance_npcname("#potal_02"); end; OnEnable: mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.3 is now open.",bc_map,"0xff99ff"; enablenpc instance_npcname("#potal_02"); end; OnTouch_: warp instance_mapname("1@lhz"), 84, 28; end; } // The Lab No.3 //============================================================ 1@lhz,84,28,0 script #3_0 -1,1,1,{ end; OnEnable: enablenpc instance_npcname("#3_0"); end; OnDisable: disablenpc instance_npcname("#3_0"); end; OnTouch_: donpcevent instance_npcname("Lab3#3_1")+"::OnEnable"; donpcevent instance_npcname("#3_0")+"::OnDisable"; end; } // The Lab No.3 3_1 System - Monster wave control //============================================================ 1@lhz,35,104,4 script Lab3#3_1 CLEAR_NPC,{ end; OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer1000: mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice!",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl3#mob03")+"::OnDisable"; end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"[Security System] Intruder Detected in The Lab No.3!!",bc_map,"0xff9977"; end; OnTimer7000: mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Security system of The Lab No.3 will start working.",bc_map,"0xff9977"; end; OnTimer12000: mapannounce instance_mapname("1@lhz"),"[Security System] First security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl3#mob03")+"::On01"; end; OnTimer192000: mapannounce instance_mapname("1@lhz"),"[Security System] Second security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl3#mob03")+"::On02"; end; OnTimer372000: mapannounce instance_mapname("1@lhz"),"[Security System] Third security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl3#mob03")+"::On03"; end; OnTimer552000: mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system of The Lab No.3activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl3#mob03")+"::On04"; end; OnTimer732000: mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977"; donpcevent instance_npcname("MobCtrl3#mob03")+"::On05"; stopnpctimer; end; } // The Lab No.3 Monster Control //============================================================ 1@lhz,37,104,4 script MobCtrl3#mob03 CLEAR_NPC,{ end; On01: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; monster .@map$,80,60,"Starving Lab animal",2242,1,.@label$; monster .@map$,81,58,"Starving Lab animal",2242,1,.@label$; monster .@map$,82,56,"Starving Lab animal",2242,1,.@label$; monster .@map$,84,60,"Starving Lab animal",2242,1,.@label$; monster .@map$,85,58,"Starving Lab animal",2242,1,.@label$; monster .@map$,82,60,"Starving Lab animal",2243,1,.@label$; monster .@map$,83,58,"Starving Lab animal",2243,1,.@label$; monster .@map$,85,56,"Starving Lab animal",2243,1,.@label$; monster .@map$,86,60,"Starving Lab animal",2243,1,.@label$; monster .@map$,87,58,"Starving Lab animal",2243,1,.@label$; end; On02: .@map$ = instance_mapname("1@lhz"); .@amount1 = rand(1,5); .@amount2 = rand(1,5); .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,84,60,"Starving Lab animal",2243,.@amount1,.@label$; monster .@map$,86,60,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,81,58,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,83,58,"Starving Lab animal",2243,.@amount2,.@label$; monster .@map$,85,58,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,87,58,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,82,56,"Starving Lab animal",2243,.@amount1,.@label$; monster .@map$,85,56,"Starving Lab animal",2242,.@amount2,.@label$; end; On03: .@map$ = instance_mapname("1@lhz"); .@amount1 = rand(1,5); .@amount2 = rand(1,5); .@amount3 = rand(1,5); .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,86,60,"Starving Lab animal",2243,.@amount1,.@label$; monster .@map$,81,58,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,83,58,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,85,58,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,87,58,"Starving Lab animal",2243,.@amount2,.@label$; monster .@map$,82,56,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,85,56,"Starving Lab animal",2242,.@amount1,.@label$; end; On04: .@map$ = instance_mapname("1@lhz"); .@amount1 = rand(1,5); .@amount2 = rand(1,5); .@amount3 = rand(1,5); .@amount4 = rand(1,5); .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,86,60,"Starving Lab animal",2242,.@amount4,.@label$; monster .@map$,81,58,"Starving Lab animal",2243,.@amount1,.@label$; monster .@map$,83,58,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,85,58,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,87,58,"Starving Lab animal",2242,.@amount4,.@label$; monster .@map$,82,56,"Starving Lab animal",2243,.@amount1,.@label$; monster .@map$,85,56,"Starving Lab animal",2242,.@amount2,.@label$; end; On05: .@map$ = instance_mapname("1@lhz"); .@amount1 = rand(1,5); .@amount2 = rand(1,5); .@amount3 = rand(1,5); .@amount4 = rand(1,5); .@amount5 = rand(1,5); .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; monster .@map$,80,60,"Starving Lab animal",2243,.@amount1,.@label$; monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$; monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,86,60,"Starving Lab animal",2243,.@amount4,.@label$; monster .@map$,81,58,"Starving Lab animal",2242,.@amount5,.@label$; monster .@map$,83,58,"Starving Lab animal",2242,.@amount1,.@label$; monster .@map$,85,58,"Starving Lab animal",2243,.@amount2,.@label$; monster .@map$,87,58,"Starving Lab animal",2242,.@amount3,.@label$; monster .@map$,82,56,"Starving Lab animal",2242,.@amount4,.@label$; monster .@map$,85,56,"Starving Lab animal",2243,.@amount5,.@label$; end; OnDisable: killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead"; end; OnMyMobDead: if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("#potal_03")+"::OnEnable"; donpcevent instance_npcname("Lab3#3_1")+"::OnDisable"; mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.3 has been stopped.",bc_map,"0xff9977"; } end; } // The Lab No.3 >> Boss's Room Warp portal //============================================================ 1@lhz,83,62,0 script #potal_03 WARPNPC,2,2,{ end; OnInstanceInit: disablenpc instance_npcname("#potal_03"); end; OnEnable: mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.4 is now open.",bc_map,"0x7799ff"; enablenpc instance_npcname("#potal_03"); end; OnDisable: disablenpc instance_npcname("#potal_03"); end; OnTouch_: warp instance_mapname("1@lhz"), 137, 100; end; } // The Lab No.4 //============================================================ 1@lhz,137,100,0 script #4_0 -1,1,1,{ end; OnEnable: enablenpc instance_npcname("#4_0"); end; OnDisable: disablenpc instance_npcname("#4_0"); end; OnTouch_: donpcevent instance_npcname("Lab4#4_1")+"::OnEnable"; donpcevent instance_npcname("#4_0")+"::OnDisable"; end; } // The Lab No.4 4_1 System - Summon of Boss Monster //============================================================ 1@lhz,35,102,4 script Lab4#4_1 CLEAR_NPC,{ end; OnEnable: initnpctimer; end; OnDisable: stopnpctimer; end; OnTimer1000: mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01"); end; OnTimer2000: specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02"); end; OnTimer3000: mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03"); end; OnTimer4000: specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04"); end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05"); end; OnTimer6000: specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06"); end; OnTimer7000: mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07"); end; OnTimer8000: specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08"); end; OnTimer9000: mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09"); end; OnTimer10000: specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10"); end; OnTimer11000: mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11"); end; OnTimer12000: specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12"); end; OnTimer13000: mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0"; specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13"); end; OnTimer14000: specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14"); end; OnTimer15000: specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15"); end; OnTimer16000: specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16"); end; OnTimer17000: mapannounce instance_mapname("1@lhz"),"Whisper: Ah....it....it's too late......",bc_map,"0x7DCBF0"; donpcevent instance_npcname("MobCtrl4#mob04")+"::OnEnable"; stopnpctimer; end; } // Area No. 4 - Boss Summon Control //============================================================ 1@lhz,37,102,4 script MobCtrl4#mob04 CLEAR_NPC,{ end; OnEnable: switch(rand(1,13)) { case 1: donpcevent instance_npcname("Seyren Windsor#boss01")+"::OnEnable"; end; case 2: donpcevent instance_npcname("Cecile Damon#boss02")+"::OnEnable"; end; case 3: donpcevent instance_npcname("Gertie Wie#boss03")+"::OnEnable"; end; case 4: donpcevent instance_npcname("Eremes Guile#boss04")+"::OnEnable"; end; case 5: donpcevent instance_npcname("Trentini#boss05")+"::OnEnable"; end; case 6: donpcevent instance_npcname("Chen Liu#boss06")+"::OnEnable"; end; case 7: donpcevent instance_npcname("Alphochio Basil#boss07")+"::OnEnable"; end; case 8: donpcevent instance_npcname("Flamel Emul#boss08")+"::OnEnable"; end; case 9: donpcevent instance_npcname("Randel Lawrence#boss09")+"::OnEnable"; end; case 10: donpcevent instance_npcname("Celia Alde#boss10")+"::OnEnable"; end; case 11: donpcevent instance_npcname("Kathryne Keyron#boss11")+"::OnEnable"; end; case 12: donpcevent instance_npcname("Margaretha Sorin#boss12")+"::OnEnable"; end; case 13: donpcevent instance_npcname("Howard Alt-Eisen#boss13")+"::OnEnable"; end; } OnDisable: //stopnpctimer; end; } // Random Experiments in Tubes //============================================================ 1@lhz,156,148,3 script Type_**Gren#boss14 4_M_03,{ end; } 1@lhz,152,152,3 script Type_**Roke#boss15 4_M_HUMAN_01,{ end; } 1@lhz,148,156,3 script Type_**Dree#boss16 4_M_DWARF,{ end; } // Bosses //============================================================ - script bio4FBoss -1,{ end; OnEnable: .@map$ = instance_mapname("1@lhz"); .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; specialeffect EF_SUI_EXPLOSION; if (strnpcinfo(0) == "Seyren Windsor#boss01") monster .@map$,129,154,"Load Knight Seyren",1646,1,.@label$; else if (strnpcinfo(0) == "Cecile Damon#boss02") monster .@map$,125,150,"Sniper Cecile",1650,1,.@label$; else if (strnpcinfo(0) == "Gertie Wie#boss03") monster .@map$,121,146,"Stalker Gertie",2239,1,.@label$; else if (strnpcinfo(0) == "Eremes Guile#boss04") monster .@map$,117,142,"Assassin Cross Eremes",1647,1,.@label$; else if (strnpcinfo(0) == "Trentini#boss05") monster .@map$,117,125,"Gypsy Trentini",2241,1,.@label$; else if (strnpcinfo(0) == "Chen Liu#boss06") monster .@map$,121,121,"Champion Chen",2238,1,.@label$; else if (strnpcinfo(0) == "Alphochio Basil#boss07") monster .@map$,125,117,"Crown Alphochio",2240,1,.@label$; else if (strnpcinfo(0) == "Flamel Emul#boss08") monster .@map$,129,113,"Creator Flamel",2236,1,.@label$; else if (strnpcinfo(0) == "Randel Lawrence#boss09") monster .@map$,146,113,"Paladin Randel",2235,1,.@label$; else if (strnpcinfo(0) == "Celia Alde#boss10") monster .@map$,150,117,"Professor Celia",2237,1,.@label$; else if (strnpcinfo(0) == "Kathryne Keyron#boss11") monster .@map$,154,121,"High Wizard Kathryne",1651,1,.@label$; else if (strnpcinfo(0) == "Margaretha Sorin#boss12") monster .@map$,158,125,"High Priest Margaretha",1649,1,.@label$; else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13") monster .@map$,158,142,"White Smith Howard",1648,1,.@label$; end; OnDisable: killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; disablenpc(); end; OnMyMobDead: if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { .@map$ = instance_mapname("1@lhz"); if (strnpcinfo(0) == "Seyren Windsor#boss01") mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Cecile Damon#boss02") mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Gertie Wie#boss03") mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Eremes Guile#boss04") mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Trentini#boss05") mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Chen Liu#boss06") mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Alphochio Basil#boss07") mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Flamel Emul#boss08") mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Randel Lawrence#boss09") mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Celia Alde#boss10") mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Kathryne Keyron#boss11") mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Margaretha Sorin#boss12") mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02"; else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13") mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02"; donpcevent instance_npcname("Wolfchev#last")+"::OnEnable"; donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; } end; } 1@lhz,127,156,5 duplicate(bio4FBoss) Seyren Windsor#boss01 1646 1@lhz,123,152,5 duplicate(bio4FBoss) Cecile Damon#boss02 1650 1@lhz,119,148,5 duplicate(bio4FBoss) Gertie Wie#boss03 2239 1@lhz,115,144,5 duplicate(bio4FBoss) Eremes Guile#boss04 1647 1@lhz,115,123,7 duplicate(bio4FBoss) Trentini#boss05 2241 1@lhz,119,119,7 duplicate(bio4FBoss) Chen Liu#boss06 2238 1@lhz,123,115,7 duplicate(bio4FBoss) Alphochio Basil#boss07 2240 1@lhz,127,111,7 duplicate(bio4FBoss) Flamel Emul#boss08 2236 1@lhz,148,111,1 duplicate(bio4FBoss) Randel Lawrence#boss09 2235 1@lhz,152,115,1 duplicate(bio4FBoss) Celia Alde#boss10 2237 1@lhz,156,119,1 duplicate(bio4FBoss) Kathryne Keyron#boss11 1651 1@lhz,160,123,1 duplicate(bio4FBoss) Margaretha Sorin#boss12 1649 1@lhz,160,144,3 duplicate(bio4FBoss) Howard Alt-Eisen#boss13 1648 // Wolfchev - Final encounter //============================================================ 1@lhz,137,156,7 script Wolfchev#last 4_LGTSCIENCE,{ if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) { mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000"; close; } for(.@i = 5113; .@i <= 5125; .@i++) { switch( checkquest(.@i,HUNTING) ) { case -1: break; case 0: case 1: .@all_quests_complete += 1; break; case 2: .@all_quests_complete += 2; break; } } if (.@all_quests_complete == 26) { // Quests Complete. Get Rewards. if (lght_duk01 == 8) { // First time beating the instance. mes "[Wolfchev]"; mes "You finally defeated my Boss creature."; next; mes "[Wolfchev]"; mes "Finally. is this the result?? For whom did I experiment? Did they cheat me?"; next; mes "[Wolfchev]"; mes "The button was supposed to be pressed for an emergency case...but.."; next; mes "[Wolfchev]"; mes "Hey... You and I met by a bad connection...."; next; mes "[Wolfchev]"; mes "But...., you helped me... How could you do that?"; next; mes "["+ strcharinfo(0) +"]"; mes "When I met you for the first time, you seemed mad but sad, even if you could commit those cruel and horrific experiments."; next; mes "["+ strcharinfo(0) +"]"; mes "But actually, you did that because you was lonely,.. you just concentrated on that for this reason, huh?"; next; mes "[Wolfchev]"; mes "HAHAHAHA. Loneliness... you say?"; next; mes "[Wolfchev]"; mes "It might be seen like that to you. But, it isn't. Loneliness is just a good and easy excuse of the losers."; next; mes "[Wolfchev]"; mes "I'm so happy doing experiments pursuing for a perfection, I never feel lonely."; next; mes "[Wolfchev]"; mes "Anyway, since I realized that Rekenber betrayed me, I cannot just let them do what they want."; next; mes "[Wolfchev]"; mes "For now, I will leave them alone, but I will make them cry and regret for trying to remove Wolfchev."; next; mes "["+ strcharinfo(0) +"]"; mes "... .... ... ...."; next; lght_duk01 = 9; callsub L_Reward; mes "[Wolfchev]"; mes "aaaaaah, "+ strcharinfo(0) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore."; next; mes "[Wolfchev]"; mes "And, if you can...hope you to come back often, especially with your friends. I want the place to be with human heart again so the sadness in here gets disappear."; next; mes "I looked at Wolfchev again before leaving his lab. and I could feel that he was not obsessed anymore.."; close2; warp "lhz_dun04", 147, 273; end; } else { mes "[Wolfchev]"; mes "You did defeat all of the Boss creatures. Thank you again."; next; callsub L_Reward; mes "[Wolfchev]"; mes "I say again, "+ strcharinfo(0) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore."; next; mes "[Wolfchev]"; mes "Khahaha, See you again. Do you want to get out of here now?"; next; if (select("Not yet", "Yes") == 1) { mes "[Wolfchev]"; mes "Then tell me when you want to."; close; } mes "[Wolfchev]"; mes "Then I will send you out."; close2; warp "lhz_dun04", 147, 273; end; } } else { if (.@all_quests_complete == 0) { mes "[Wolfchev]"; mes "I was looking at the system.... don't know who made this..... but it's so complicated to get..no idea..."; next; } else { mes "[Wolfchev]"; mes "kakakaah.. Thank you. You handled those Boss creatures well..."; next; } if (lght_duk01 == 7) { lght_duk01 = 8; mes "[Wolfchev]"; mes "While you were struggling..."; next; mes "[Wolfchev]"; mes "I figured something out... and there's a system error which doesn't let us come and go freely, so you could help me in 72 hours... Go somewhere to rest before you come back."; next; mes "[Wolfchev]"; mes "Ah... and I can send you out of my laboratory. Do you want?"; next; } else { mes "[Wolfchev]"; mes "Do you want to get out of here now?"; next; } if (select("Not yet", "Yes") == 1) { mes "[Wolfchev]"; mes "Then tell me when you want to."; close; } mes "[Wolfchev]"; mes "Then I will send you out."; close2; warp "lhz_dun04", 147, 273; end; } L_Reward: for(.@i = 5113; .@i <= 5125; .@i++) { erasequest .@i; } .@r = rand(1, 1000); if (.@r < 84) getitem 2582, 1; //Salvage_Cape else if (.@r < 167) getitem 18570, 1; //Ancient_Gold_Deco else if (.@r < 250) getitem 1490, 1; //Giant_Lance else if (.@r < 333) getitem 16017, 1; //Bloody_Cross else if (.@r < 416) getitem 1291, 1; //Guillotine_Katar else if (.@r < 499) getitem 1584, 1; //Chilly_Spell_Book else if (.@r < 582) getitem 6471, 10; //Goast_Chill else if (.@r < 665) getitem 6470, 10; //Blood_Thirst else if (.@r < 748) getitem 6469, 10; //Will_Of_Warrior else if (.@r < 831) getitem 6471, 20; //Goast_Chill else if (.@r < 914) getitem 6470, 20; //Blood_Thirst else getitem 6469, 20; //Will_Of_Warrior return; OnInstanceInit: OnDisable: disablenpc instance_npcname("Wolfchev#last"); end; OnEnable: enablenpc instance_npcname("Wolfchev#last"); end; }