//===== rAthena Script ======================================= //= Flame Basin Quests //===== Description: ========================================= //= [Official Conversion] //= Quests NPCs from Flame Basin //===== Changelogs: ========================================== //= 1.0 First version. Thanks to Dia from https://www.divine-pride.net/ ! [Capuche] //= 1.1 Added Dimensional Travel Quest. [Capuche] //= 1.2 Added Flaming Basin and Doom Prayers quests. [Capuche] //============================================================ moro_vol,94,110,5 script Guardian Nidhogg#143nyd01 4_F_NYDHOG,{ mes "[Nidhogg]"; if (ep4_3_mockill == 0) { mes "Soon we'll face a decisive war."; mes "I'll do my best to fulfill my duty as the Guardian."; cutin "ep14_nyd04.bmp",2; next; mes "[Nidhogg]"; mes "I'm preparing a gift for you to make up for my past transgressions against you."; close3; } if ($ep143_3_expbuff == 1) { mes "I hope you'll like my gift. Yggdrasil's blessing doesn't last forever, "; mes "but it'll last at least long enough to aid you and your party in battle."; cutin "ep14_nyd04.bmp",2; close3; } if (ep4_3_mockill == 1 && countitem(6715) > 0) { mes "Oh, it's a shard of his soul."; mes "He's destined to endlessly roam the world that he's created in his mind."; mes "Vengeance is meted out, but the results aren't as satisfying as I thought."; cutin "ep14_nyd01.bmp",2; next; mes "[Nidhogg]"; mes "May I have this Soul Shard?"; mes "In exchange, I'll give you and your party"; mes "the biggest gift I can give."; cutin "ep14_nyd03.bmp",2; next; if (select( "Give the Soul Shard.", "Decline." ) == 2) { mes "[Nidhogg]"; mes "Watch out for the Demon God's negative influence on you."; cutin "ep14_nyd04.bmp",2; close3; } if ($ep143_3_expbuff == 1) { mes "[Nidhogg]"; mes "Oh, you already received Yggdrasil's blessing."; mes "I'll take a rain check on this."; cutin "ep14_nyd01.bmp",2; close3; } cutin "ep14_nyd04.bmp",2; mes "[Nidhogg]"; mes "Thank you."; mes "May Yggdrasil bless you."; delitem 6715,1;// P_Of_Evil_Soul $ep143_3_expbuff = 1; $ep143_3_exptime = 0; ep4_3_mockill = 2; announce "Nidhogg: May Yggdrasil bless the Demon God slayers " + strcharinfo(0) + " and others.", bc_all, "0xFF0000"; donpcevent "Loki#1432loki01::OnEventOn"; next; mes "^4d4dffGood job taking out Demon God Morocc. The server EXP rate has increased by 10% for about 1 hour.^000000"; close3; } mes "I don't understand this;"; mes "I badly wanted to get rid of him from this world,"; mes "yet I feel like I'm empty on the inside."; cutin "ep14_nyd02.bmp",2; next; mes "[Nidhogg]"; mes "This must be"; mes "how people feel when they've lost their jobs overnight."; cutin "ep14_nyd01.bmp",2; next; mes "[Nidhogg]"; mes "At least I've saved enough money"; mes "to go without a job for a while."; cutin "ep14_nyd04.bmp",2; close3; OnEventOn: if ($ep143_3_expbuff == 1) { initnpctimer; setbattleflag( "quest_exp_rate", getbattleflag("quest_exp_rate") + 10 ); setbattleflag( "base_exp_rate", getbattleflag("base_exp_rate") + 10 ); setbattleflag( "job_exp_rate", getbattleflag("job_exp_rate") + 10 ); } end; OnTimer60000: if ($ep143_3_exptime < 60) { $ep143_3_exptime++; initnpctimer; } else donpcevent "Guardian Nidhogg#143nyd01::OnStop"; end; OnStop: stopnpctimer; if ($ep143_3_expbuff == 1) { $ep143_3_expbuff = 0; $ep143_3_exptime = 0; setbattleflag( "quest_exp_rate", getbattleflag("quest_exp_rate") - 10 ); setbattleflag( "base_exp_rate", getbattleflag("base_exp_rate") - 10 ); setbattleflag( "job_exp_rate", getbattleflag("job_exp_rate") - 10 ); } end; OnInit: if ($ep143_3_expbuff == 1) initnpctimer; end; OnInterIfInitOnce: if ($ep143_3_expbuff == 1) donpcevent "Guardian Nidhogg#143nyd01::OnEventOn"; end; } moro_vol,97,110,3 script Loki#1432loki01 4_M_ROKI2,{ cutin "ep14_roki01.bmp",2; mes "[Loki]"; mes "Things haven't even started off yet;"; mes "they will only when his true colors are revealed."; close3; OnEventOn: initnpctimer; end; OnTimer5000: announce "For defeating Morocc, you have been rewarded with an extra 10% Server EXP reward for 1 hour.", bc_all, "0xFF0000"; end; OnTimer11500: announce " ", bc_all, "0xFF0000"; end; OnTimer12000: donpcevent "Guardian Nidhogg#143nyd01::OnEventOn"; stopnpctimer; end; } moro_vol,98,107,3 script Magic Scholar#143avt01 4_M_FAIRYAVANT,{ if (checkweight(1304,3) == 0) { mes "You are carrying too many items to proceed with the quest."; mes "Please make some room in your inventory."; close; } cutin "avant01.bmp",1; if (ep14_2_mylord < 33) { mes "[Magic Scholar]"; mes "Stop bothering me."; mes "If you're here to donate your body for my experiment, then you can stay."; mes "Or scram!"; close3; } if (ep14_2_mylord == 33) { mes "[Avant]"; mes "What brings you, rookie?"; mes "Did you come to laugh at my misery, like everyone else?"; next; select( "Why are you here?", "Are you sorry for what you've done?" ); mes "[Avant]"; mes "*Snort*"; mes "This is a matter of pride."; mes "I admit that my action sent my kinsmen in harm's way."; next; cutin "avant02.bmp",1; mes "[Avant]"; mes "I want to say that I'm doing this to make up for what I did,"; mes "like everyone wants to believe. *Smirk*"; next; mes "[Avant]"; mes "But if I'm honest with myself,"; mes "I'm doing this to get back at Shnaim and Morocc for using me like a tool."; next; mes "[Avant]"; mes "I'm planning to be the last one standing after everything goes down."; ep14_2_mylord = 34; close3; } if (BaseLevel < 140) { mes "[Avant]"; mes "I've got no use for weaklings."; mes "Come back when you become stronger."; close3; } switch( checkquest(7584,PLAYTIME) ) { case -1: if (isbegin_quest(7583) == 1) {// Collecting Mana if (countitem(6708) > 2) { mes "[Avant]"; mes "Not bad, rookie."; mes "Let me take the Mana Crystallines."; mes "Good job."; delitem 6708, countitem(6708);// Mana_crystal erasequest 7583;// Collecting Mana setquest 7584;// Unending Battle getexp 350000,350000; close3; } mes "[Avant]"; mes "Greenhorn, if you defeat those strong Demons, you'll find some mana crystallines."; mes "I want you to bring them to me,"; mes "at least three at a time. Got it?"; close3; } if (checkquest(7581,HUNTING) == 0 || checkquest(7581,HUNTING) == 1) { mes "[Avant]"; mes "Hey, rookie."; mes "Do you see those massive goons?"; mes "If you hunt those Distorted,"; next; mes "[Avant]"; mes "Blazing, and Freezing Reincarnations, you'll find some mana crystallines."; mes "Part of mana stolen from the orb, the crystallines are what"; mes "make those Demon runts so strong."; next; mes "[Avant]"; mes "I want you to"; mes "get rid of them and bring me Mana Crystallines."; mes "Don't try to keep them from me: they're not useful for you."; next; mes "[Avant]"; mes "Three Reincarnations, thus three Mana Crystallines."; mes "Bring them at least for Kardui of Eclage."; setquest 7583;// Collecting Mana close3; } mes "[Avant]"; mes "Hm, I didn't know such a small amount of mana could produce"; mes "such great power."; mes "Dirty Demons."; close3; case 0: case 1: mes "[Avant]"; mes "I hope you'll come back for the next subjugation."; close3; case 2: mes "[Avant]"; mes "Soon the Human Alliance will send out a Demon subjugation party. Come by before you leave."; mes "You want to collect the mana, don't you?"; erasequest 7584; close3; } end; OnInit: questinfo( QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 140 && ep14_2_mylord > 33 && !isbegin_quest(7583) && !isbegin_quest(7584) && isbegin_quest(7581) == 1" ); end; } moro_vol,95,108,7 script Hishieh#143hisie01 4_M_FARIY_HISIE,{ cutin "hisie01.bmp",0; mes "[Hishieh]"; if (ep14_2_mylord < 15) { mes "Are you from the Human Alliance?"; mes "I don't remember asking for your assistance, yet."; next; mes "[Hishieh]"; mes "If something were to happen, I'd send word to your commander-in-chief, Hibba Agip."; close3; } if (ep14_2_mylord < 33) { mes "Can we really learn the truth about the Demon God in this place?"; mes "It's filled with creatures I've never seen."; next; mes "[Hishieh]"; mes "Creepy..."; close3; } if (ep14_2_mylord == 33) { mes "The instigator of all the bad things is really hiding out in here, huh?"; mes "How exciting!"; next; mes "[Hishieh]"; mes "Oh, why am I here?"; mes "I came on Kar's behalf."; mes "He can't leave Eclage while supplying it with mana that the orb can't."; next; mes "[Hishieh]"; mes "Our priorities lie with Yggdrasil and her Guardian."; mes "Plus, we really can't afford to lose the newborn Mayor."; next; cutin "hisie04.bmp",0; mes "[Hishieh]"; mes "I was able to persuade the Elders to let me command the army,"; mes "but I'm still a commander in name only."; next; select("What happened to Avant?"); cutin "hisie02.bmp",0; mes "[Hishieh]"; mes "Hm..."; mes "We're using his knowledge."; mes "We could have killed him, but that would've been too easy."; next; mes "[Hishieh]"; mes "It's a kind of revenge I guess, huh."; mes "After all, his only transgression is that he loves his science too much."; next; mes "[Hishieh]"; mes "Even the Elders acknowledged his talent and decided to save his life."; mes "Above all..."; next; mes "[Hishieh]"; mes "(Lowering his voice)"; mes "No one else knows the orb's mana has been stolen."; mes "As far as others know, Avant's only responsible for me and Kar."; next; mes "[Hishieh]"; mes "Avant's over there. You can ask him questions if you'd like."; mes "Hah hah. "; close3; } switch( checkquest(7600,PLAYTIME) ) { case -1: switch( checkquest(7595,HUNTING) ) { case -1: if (isbegin_quest(7593) == 1) { mes "The Temple of the Demon God, huh? Okay, well if you find stray mana from the orb in there, could you take care of it?"; mes "I don't know what kind of shape the mana is taking at the moment, but you won't mistake it for anything else."; next; mes "[Hishieh]"; mes "If you find stray mana from the orb, then please hit and disperse it."; mes "It'll find its way back to Yggdrasil and the orb."; mes "Can you do that for us?"; next; if (select( "Gladly.", "Sorry." ) == 2) { cutin "hisie02.bmp",0; mes "[Hishieh]"; mes "No worries."; mes "I'll ask someone else."; mes "We're good."; close3; } mes "[Hishieh]"; mes "I owe you so much,"; mes "I don't know how to repay you."; mes "Thank you."; next; mes "[Hishieh]"; mes "Please release 3 Brilliant Manas, 3 Life Manas, and 3 Earth Manas."; mes "I'll be counting on you."; mes "Come back safely, you hear?"; setquest 7595;// Wandering Orb Magic close3; } mes "Avant knows about the orb's mana better than anyone else."; mes "Even Kar and I can barely stand Avant, but he really needs your help."; next; mes "[Hishieh]"; mes "This isn't just about collecting the orb's mana, but also has to do with the Demon God."; mes "Most of my kinsmen don't know yet the orb's core mana has been stolen."; next; cutin "hisie02.bmp",0; mes "[Hishieh]"; mes "And I want to keep it that way."; mes "Please help us."; mes "Kar and I really need you."; close3; case 0: case 1: mes "All you have to do is just hit and disperse the moving globes of mana in the Temple of the Demon God."; mes "Then the mana will be returned to Yggdrasil."; next; mes "[Hishieh]"; mes "If you find solidified, immobile mana, just absorb them"; mes "by touching it."; next; mes "[Hishieh]"; mes "It's no longer useful for us, but this is for you"; mes "to fight the Demons."; close3; case 2: cutin "hisie04.bmp",0; mes "Good job!"; mes "I've felt the mana returning."; mes "You did great. Kar will be excited!"; next; cutin "hisie01.bmp",0; mes "[Hishieh]"; mes "This isn't much, but I want you to have it."; mes "Hope you'll like it."; mes "A substantial amount of mana has been leaked out of the orb."; next; mes "[Hishieh]"; mes "If you're planning to reenter the Temple of the Demon God, then please look for more mana globes."; mes "You should go rest for now."; erasequest 7595;// Wandering Orb Magic setquest 7600;// Promising Tomorrow getitem 22567,1;// Squad_Prize getexp 1000000,500000; close3; } case 0: case 1: mes "Not all the stray globes of mana from the orb have been retrieved,"; mes "though we're making progress."; mes "I'll appreciate if you can come back tomorrow and help us again."; close3; case 2: erasequest 7600;// Promising Tomorrow mes "If you're planning to reenter the Temple of the Demon God, then I'd like to ask you a favor."; mes "Yes, it's the same thing I asked you before:"; mes "return the mana."; next; mes "[Hishieh]"; mes "Talk to me again if you want to help us."; close3; } end; OnInit: questinfo( QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 160 && ep14_2_mylord > 33 && !isbegin_quest(7595) && !isbegin_quest(7600) && isbegin_quest(7593) == 1" ); end; } moro_vol,108,88,5 script Commander Hibba Agip#14301 4_M_REDSWORD,{ cutin "ep13_captin_edq.bmp",2; mes "[Hibba Agip]"; if (ep14_3_mors01 == 0 || BaseLevel < 160) { mes "This place is bizarre beyond comprehension."; mes "Morocc is here somewhere."; next; mes "[Hibba Agip]"; mes "This definitely looks abysmal enough for someone like him to hang around."; mes "Those must have been dragged in from the Morocc Desert, then contaminated by his evil energy."; next; mes "[Hibba Agip]"; mes "Sigh..."; mes "We have a long and winding load ahead of us."; mes "..."; next; mes "[Hibba Agip]"; mes "Sigh."; mes "I'll call you when I need you."; mes "Till then, focus on staying alive."; close3; } if (ep4_3_mockill == 0) { if (isbegin_quest(7597) == 1) { mes "Ah, our hero is back!"; mes "Mwah hah hah, finally we've reached the end of our expedition!"; mes "Good job!"; mes "I thank you on behalf of the entire humankind."; next; mes "[Adjutant Abidal]"; mes "You're incredible!"; mes "You've saved the world!"; mes "After this, I'm going to go back home..."; next; mes "[Hiva Agip]"; mes "Abidal, enough!"; mes "Are you trying to raise a red flag?!"; next; mes "[Hiva Agip]"; mes "This isn't much, but I want you to have it."; mes "Thank you for your service."; mes "Hah hah."; mes "Finally I can sleep!"; next; mes "[Hiva Agip]"; mes "Wait, I sense something ominous around you..."; mes "Oh gods, what is this?!"; mes "Are you trying to have your soul devoured by the Demon God?!"; next; mes "[Hiva Agip]"; mes "Give it to me, and I'll crystallize it for you."; mes "And I want you to meet that Guardian lady at the Laphine camp."; mes "She might know about this."; ep4_3_mockill = 1; erasequest 7597;// Fall of the False God setquest 7598;// Caged God getitem 22567,1;// Squad_Prize getitem 6715,1;// P_Of_Evil_Soul getexp 1000000,500000; close3; } if (isbegin_quest(7593) == 1) { mes "The Temple of the Demon God is discovered inside the cave in the central hill."; mes "A tree is blocking the entry to the temple."; next; mes "[Hibba Agip]"; mes "That purple lady called the Guardian said she'd go there soon."; mes "You should find her."; close3; } mes "Well-met."; mes "I've heard a path has been cleared in that dark cave."; mes "Sometimes I think this condemned basin is alive."; next; mes "[Hibba Agip]"; mes "You're smart and capable. I don't have to explain why I'm telling you this, do I?"; mes "Don't worry. I've sent out an advance party."; next; mes "[Hibba Agip]"; mes "Be joyous, comrade!"; mes "It won't be long before our perilous journey is over!"; mes "And you'll be the one to end it."; next; mes "[Hibba Agip]"; mes "We've decided to call the newly discovered place the Temple of the Demon God."; mes "Actually the first scout named it, and the name stuck."; next; mes "[Hibba Agip]"; mes "I'd like to put you on a subjugation mission in the Temple of the Demon God."; mes "This is not an order, but a request;"; mes "you decide to take the mission at your own risk."; next; if (select( "I'll do it.", "No." ) == 2) { mes "[Hibba Agip]"; mes "I understand"; mes "you don't want to risk your life for the world peace."; mes "Enjoy living until the end of the world."; close3; } mes "[Hibba Agip]"; mes "I knew I chose the right person for the job."; mes "Loki said the Demon God hadn't fully recovered from"; mes "the damage received upon the break of his seal."; next; mes "[Hibba Agip]"; mes "He's still licking his wounds,"; mes "which gives us a perfect opportunity to get at him."; mes "Good luck."; setquest 7593;// Demon God Subjugation close3; } if (isbegin_quest(7597) == 1) { mes "*Whistle* Good work!"; mes "How's the Temple of the Demon God?"; mes "Still the same?"; next; mes "[Hiva Agip]"; mes "Take your reward."; mes "See you again."; erasequest 7597;// Fall of the False God setquest 7598;// Caged God getitem 22567,1;// Squad_Prize getexp 1000000,500000; close3; } switch( checkquest(7598,PLAYTIME) ) { case -1: mes "For the life of me, I can't figure out what's happening."; mes "This place has gone to the dogs since that monster proclaimed that he would replace God."; next; mes "[Hiva Agip]"; mes "I'm afraid once warped, dimensions can never be the same."; mes "Could you go back to the Temple of the Demon God once more?"; next; if (select( "Sure.", "No." ) == 2) { mes "[Hiva Agip]"; mes "I understand."; mes "You've done enough already."; mes "I'll send someone else."; close3; } mes "[Hiva Agip]"; mes "The Temple of the Demon God is stuck in a perpetual time loop,"; mes "just like all the other Dimensional Cracks."; next; mes "[Hiva Agip]"; mes "He tried desperately to escape from this world, but all to no avail."; mes "That world of his is now filled with nothing but hellish memories that repeat themselves over and over."; next; mes "[Hiva Agip]"; mes "Good luck exploring the temple. If you see Morocc again, don't hesitate to kill the Demon God again."; mes "He doesn't deserve commiseration."; mes "Godspeed."; if (isbegin_quest(7593) == 0) setquest 7593;// Demon God Subjugation close3; case 0: case 1: mes "Now that we've taken care of the main body, we can take things slow."; mes "Why don't you go rest for now?"; mes "Leave the rest to us."; close3; case 2: erasequest 7598;// Caged God mes "I wouldn't believe you had an intense battle yesterday if I didn't already know about it."; mes "Are you ready for another battle?"; next; mes "[Hiva Agip]"; mes "Let me know when you're ready."; mes "Morocc is gone, yet his temple stands."; mes "It might have something to do with the Dimensional Crack."; next; mes "[Hiva Agip]"; mes "Oh, don't worry. I'm not thinking to send you out there."; mes "Hah hah hah!"; close3; } end; OnInit: questinfo( QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 160 && ep4_3_mockill > 0 && !isbegin_quest(7593) && !isbegin_quest(7597) && !isbegin_quest(7598)" ); questinfo( QTYPE_QUEST2, QMARK_NONE, "!isbegin_quest(7598) && !isbegin_quest(7593) && isbegin_quest(7597) == 1" ); end; } moro_vol,110,90,3 script Adjutant Abidal#14302 4_M_SAGE_C,{ switch( checkquest(7599,PLAYTIME) ) { case -1: switch( checkquest(7594,HUNTING) ) { case -1: if (isbegin_quest(7593) == 1) { mes "[Abidal]"; mes "Are you on the quest to subjugate the Temple of the Demon God?"; mes "Then please do me a favor."; mes "Our scouts have reported on the presence of a Frost Spider and a Fire Wolf that have tasted the Frost of Genesis."; next; mes "[Abidal]"; mes "They're just as evil as their master Morocc."; mes "Please exterminate the Frost Spider and Fire Wolf."; next; if (select( "Accept.", "Decline." ) == 2) { mes "[Abidal]"; mes "Are you afraid you can't handle them?"; mes "I understand."; mes "They're formidable enemies."; close; } mes "[Abidal]"; mes "Thank you."; mes "The Fire Spider is called Brinaranea; the Fire Wolf, Muspellskoll."; mes "Please exterminate those creatures of the Demon God."; mes "Good luck."; setquest 7594;// Frost Spider and Fire Wolf close; } mes "[Abidal]"; mes "Did you come to help us subjugate the Demon God?"; mes "Please be careful; the environment of this place keeps changing without any warning."; close; case 0: case 1: mes "[Abidal]"; mes "According to my intel, the Demon God has several henchmen."; mes "I'd like you to eliminate the biggest threat among them."; next; mes "[Abidal]"; mes "It won't be easy, but I have faith in you."; mes "The future of Midgard rests on your shoulders."; close; case 2: mes "[Abidal]"; mes "You did it!"; mes "I knew you would!"; mes "Congratulations!"; next; mes "[Abidal]"; mes "But I'm afraid this is not over yet."; mes "I have this nagging sense of misgiving."; mes "I'm sorry. Maybe I'm thinking irrationally."; next; mes "[Abidal]"; mes "I've prepared a small token of appreciation for you."; mes "I'm sorry this is the best I can do."; mes "Thank you for your hard work."; erasequest 7594;// Frost Spider and Fire Wolf setquest 7599;// Unending Hunt getitem 22567,1;// Squad_Prize close; } case 0: case 1: mes "[Abidal]"; mes "You did great. You should go rest."; close; case 2: erasequest 7599;// Unending Hunt mes "[Abidal]"; mes "Are you well rested?"; mes "You look like you are."; mes "That's great because we're worried about the Temple of the Demon God. We can't seem to close it."; next; mes "[Abidal]"; mes "I might ask you again to exterminate Frost Spiders and Fire Wolves."; mes "Why wouldn't the Temple of the Demon God disappear?"; close; } end; OnInit: questinfo( QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 160 && !isbegin_quest(7594) && !isbegin_quest(7599) && isbegin_quest(7593) == 1" ); end; } moro_vol,111,87,1 script Instructor Igrid#14303 4_M_CRU,{ if (BaseLevel < 140) { mes "[Instructor Igrid]"; mes "You."; mes "(Shaking her head) You won't do."; mes "You're too weak to fight these Demons."; mes "Go back and train some more."; close; } switch( checkquest(7582,PLAYTIME) ) { case -1: switch( checkquest(7581,HUNTING) ) { case -1: mes "[Instructor Igrid]"; mes "Hey, well-met."; mes "I need your help."; mes "Some of those Demons pouring out of the Flaming Basin are a real pain in the neck."; next; mes "[Instructor Igrid]"; mes "Morocc Reincarnations have invaded here just as well, and some of them are noticeably strong."; mes "I want you to get rid of them."; next; if (select( "Why me?", "Sure." ) == 1) { mes "[Instructor Igrid]"; mes "Um, this is unexpected."; mes "I thought you came to protect the peace and prosperity of Midgard. Did you not?"; next; mes "[Instructor Igrid]"; mes "Maybe I gave you too much credit."; mes "All right, I'll ask someone else."; mes "I'm really disappointed in you."; close; } mes "[Instructor Igrid]"; mes "You don't disappoint me."; mes "Listen, in the center of the basin is a high hill."; mes "In four directions from the center roams a strong Demon."; next; mes "[Instructor Igrid]"; mes "They look just like those Reincarnations that attacked Morocc City,"; mes "but bigger and stronger."; next; mes "[Instructor Igrid]"; mes "For the smooth operation of the subjugation mission,"; mes "please ^4d4dffeliminate Distorted Morocc Reincarnation, Blazing Morocc Reincarnation, and Freezing Morocc Reincarnation.^000000"; mes "I'll be counting on you."; setquest 7581;// Eliminating Risks close; case 0: case 1: mes "[Instructor Igrid]"; mes "Please ^4d4dffeliminate Distorted Morocc Reincarnation, Blazing Morocc Reincarnation, and Freezing Morocc Reincarnation.^000000"; mes "You can find them stationed in four directions from the center of the basin."; close; case 2: mes "[Instructor Igrid]"; mes "You really took out those strong Demons."; mes "That should be enough to break the spirit of the rest."; mes "Good job."; next; mes "[Instructor Igrid]"; mes "I hope you'll come back to help me again."; mes "Let's go back home together, yeah?"; erasequest 7581;// Eliminating Risks setquest 7582;// Daily Cleaning getexp 1000000,800000; close; } case 0: case 1: mes "[Instructor Igrid]"; mes "You."; mes "Do you mean those giant reincarnations?"; mes "I've assigned some more adventurers to take care of them."; next; mes "[Instructor Igrid]"; mes "You should rest for the day. Come back to hunt tomorrow."; close; case 2: mes "[Instructor Igrid]"; mes "It's almost time for a Demon hunt."; mes "Aren't you excited? Because I am! Hah hah!"; erasequest 7582;// Daily Cleaning close; } end; OnInit: questinfo( QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 140 && !isbegin_quest(7581) && !isbegin_quest(7582)" ); end; } moro_vol,136,84,3 script Jeruth Hesranta#ep143 4_MAN_JERUTOO,{ if (checkweight(1304,3) == 0) { mes "You are carrying too many items to proceed with the quest."; mes "Please make some room in your inventory."; close; } cutin "ep13_heslanta.bmp",2; mes "[Jeruth Hesranta]"; if (ep13_3_secret < 22) { mes "I'm Hesranta, commander of the Sappha army."; mes "It's my honor to fight beside you Humans."; close3; } if (ep13_3_secret < 24) {// custom translation mes "I didn't expect to see you here!"; mes "... although a lot of things happened, I'm still waiting for you to complete the first thing I asked!"; next; mes "[Jeruth Hesranta]"; mes "Please come back to help me!"; close3; } if (ep13_3_secret == 24) { mes "Long time, no see."; mes "Do you remember me?"; mes "We had an important discussion together back in Diel."; next; select("Why are you here?"); mes "[Jeruth Hesranta]"; mes "I persuaded the Elders to let me bring an army here."; mes "As you suspected, Ahat isn't a Sappha."; next; mes "[Jeruth Hesranta]"; mes "Only I'm aware of that knowledge at the moment."; mes "Everyone else has pretty much forgotten he ever existed."; next; mes "[Jeruth Hesranta]"; mes "My undying suspicion about him kept me safe from Ahat's hypnosis."; mes "He used the unspeakable talent to disappear."; next; mes "[Jeruth Hesranta]"; mes "After he disappeared, I persuaded the Elders that we must join the subjugation of the Demon God."; mes "Other Sapphas were against me, for the safety of our kind,"; next; mes "[Jeruth Hesranta]"; mes "but it's in our nature to help our friends at all costs."; mes "So I've brought our bravest Gartens to the battlefield."; next; mes "[Jeruth Hesranta]"; mes "Long story short,"; mes "you no longer have to work for Ahat."; mes "If you need the Contribution Certificate, do me a favor later and I'll give you one."; next; mes "[Jeruth Hesranta]"; mes "You know Chesher, don't you?"; mes "When it comes to him,"; mes "I can't trust anyone else."; next; mes "[Jeruth Hesranta]"; mes "I want to collect information about him first before I proceed with my plan."; mes "Please stay safe until I talk to you again."; ep13_3_secret = 25; ep13_3_ahtdayq = 0; if (isbegin_quest(7200) > 0) erasequest 7200;// Cheshire's call if (isbegin_quest(7201) > 0) erasequest 7201;// Removing traces getitem 6304,1;// Sapa_Feat_Cert delitem 6305, countitem(6305); // Frozen_Skin_Piece delitem 6306, countitem(6306); // Solid_Bloodstain delitem 6307, countitem(6307); // Suspicious_Magic_Stone close3; } if (ep13_3_secret == 25) { if (BaseLevel < 140) {// custom translation mes "Do you remember that we talked about Chesher?"; mes "He's a sensitive issue, so I can't talk to other Sapphas about him."; next; mes "[Jeruth Hesranta]"; mes "But... it does not seem to please you,"; mes "go back and train some more."; close3; } mes "Do you remember that we talked about Chesher?"; mes "He's a sensitive issue, so I can't talk to other Sapphas about him."; mes "And I was thinking..."; next; mes "[Jeruth Hesranta]"; mes "Maybe you could help me confirm my suspicion."; next; select("What suspicion?"); mes "[Jeruth Hesranta]"; mes "There are some things that don't seem to belong to this Flaming Basin."; mes "They're boxes of some kind."; next; mes "[Jeruth Hesranta]"; mes "Animated by the Demon God's evil energy, those boxes are running amok about the basin."; mes "Now I'm concerned..."; next; select("You're concerned?"); mes "[Jeruth Hesranta]"; mes "They're the spitting images of Bradium Boxes in Dicastes."; mes "Could you exterminate them and help me determine their identity?"; next; mes "[Jeruth Hesranta]"; mes "They really could be the Bradium Boxes that Chesher stole from Dicastes."; mes "If so, I can use the boxes to replenish my army."; next; select("And retrieve the stolen Bradiums as well."); mes "[Jeruth Hesranta]"; mes "Correct. My army isn't getting much support, since this expedition has been solely my idea."; mes "It's just wishful thinking; we won't know until we have the boxes."; next; mes "[Jeruth Hesranta]"; mes "For now please hunt one box and let me know what you find from it."; mes "I'll be waiting."; setquest 7578;// Rampaging Box ep13_3_secret = 26; close3; } if (ep13_3_secret == 26) { if (checkquest(7578,HUNTING) != 2) { cutin "ep13_heslanta.bmp",2; mes "[Jeruth Hesranta]"; mes "Just hunt 1 ^4d4dffRampaging Box^000000 and bring me what you find inside it."; if (isbegin_quest(7578) == 0) setquest 7578; close3; } if (countitem(6392) < 1) {// Bradium_Box mes "I see that you've subjugated a Rampaging Box,"; mes "but my real objective was to check its contents."; mes "^4d4dffPlease exterminate a box and bring me the item you've found from it.^000000"; close3; } mes "I was right."; mes "It's amazing how such an animate object can move on its own."; mes "It must be enchanted, don't you think?"; next; mes "[Jeruth Hesranta]"; mes "This confirms my suspicion:"; mes "those boxes in the Flaming Basin are Bradium Boxes from El Dicastes."; next; mes "[Jeruth Hesranta]"; mes "I don't want to impose on your kindness, but I hope you'll continue to hunt these boxes."; mes "You're the only one I can trust with this, at least for now."; mes "Gartens are brave, but they'll want to understand why Bradium Boxes are found in this place."; next; mes "[Jeruth Hesranta]"; mes "Then I'll have to tell them everything,"; mes "starting with Ahat, and that most Sapphas have forgotten about him will make things really complicated."; next; select("When do I start?"); mes "[Jeruth Hesranta]"; mes "How about now?"; mes "^4d4dffPlease hunt those Rampaging Boxes and collect 10 Bradium Boxes.^000000"; delitem 6392,1;// Bradium_Box completequest 7578;// Rampaging Box setquest 7579;// Collecting Bradiums ep13_3_secret = 27; getexp 300000,300000; close3; } switch( checkquest(7580,PLAYTIME) ) { case -1: switch( checkquest(7579,HUNTING) ) { case 0: cutin "ep13_heslanta.bmp",2; mes "[Jeruth Hesranta]"; mes "Welcome back."; mes "Are you ready for the day?"; break; case 1: cutin "ep13_heslanta.bmp",2; mes "[Jeruth Hesranta]"; mes "Rampaging Boxes themselves aren't threatening, but they're surrounded by dangerous monsters. Please be careful."; next; mes "[Jeruth Hesranta]"; mes "Happy hunting!"; close3; case 2: if (countitem(6392) < 10) { mes "It's amazing how those ore-filled boxes are moving on their own."; mes "Maybe that's how the Demon God is recruiting his soldiers."; close3; } cutin "ep13_heslanta.bmp",2; mes "[Jeruth Hesranta]"; mes "Good job."; mes "I can't thank you enough."; mes "Let me take all the Bradium Boxes."; next; mes "[Jeruth Hesranta]"; mes "I can feel other people's eyes on us. Hah hah."; mes "See you again."; delitem 6392, countitem(6392);// Bradium_Box erasequest 7579;// Collecting Bradiums setquest 7580;// Collecting Every Day getexp 800000,800000; getitem 6304,1;// Sapa_Feat_Cert close3; } break; case 0: case 1: mes "Hah hah, we're not in a hurry at the moment."; mes "I wonder if Chesher knows we're stealing back his Bradium Boxes."; next; mes "[Jeruth Hesranta]"; mes "What should I feed the poor cat later?"; mes "Oh, keep up the good work collecting Bradium Boxes."; break; case 2: cutin "ep13_heslanta.bmp",2; mes "[Jeruth Hesranta]"; mes "It's time to collect Bradium Boxes."; erasequest 7580;// Collecting Every Day break; } next; if (select( "I'll get on with it.", "I'll come back later." ) == 2) { mes "[Jeruth Hesranta]"; mes "No problem."; mes "Come back whenever you can."; next; mes "[Jeruth Hesranta]"; mes "I'm sorry that"; mes "I can't stop asking you for favors."; close3; } mes "[Jeruth Hesranta]"; mes "That's the spirit!"; mes "hunt Rampaging Boxes and collect Bradiums."; setquest 7579;// Collecting Bradiums close3; OnInit: /* officially disabled questinfo QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 140 && BaseLevel <= 160"; // 3650 = [ep13_3_secret] SetQuestItem 1 3650 24 */ questinfo( QTYPE_QUEST2, QMARK_NONE, "BaseLevel >= 140 && BaseLevel <= 160 && ep13_3_secret > 26 && !isbegin_quest(7579) && !isbegin_quest(7580)" ); end; } // Others function script kick_mob { sleep2 1000; npctalk getarg(0); specialeffect EF_METEORSTORM; sleep2 getarg(1); unitwarp 0,"moro_vol",165,165; return; } moro_vol,88,107,5 script Magic Scholar Dophe#143vol01 4_F_FAIRYKID5,{ mes "[Dophe]"; mes "A Human, I see."; mes "Looking at you, I can't help but muse on our situation."; mes "You and I are having conversation."; next; mes "[Dophe]"; mes "This so-called Dimensional Crack, where the Demon God has taken up residence, falls into Bifrost's jurisdiction."; next; mes "[Dophe]"; mes "He and us are like two sides of the coin, or above and below the waterline."; next; mes "[Dophe]"; mes "He and us aren't exactly running parallel to each other, but maybe standing in a universe parallel to each other's."; next; mes "[Dophe]"; mes "..."; next; mes "[Dophe]"; mes "My point is:"; mes "he could be under our nose, and we're unable to see him."; mes "If his lair is located somewhere in Bifrost's territory,"; next; mes "[Dophe]"; mes "the only possible scenario for us is"; mes "obliteration."; close; } moro_vol,87,104,5 script Magic Scholar Konpana#143vol02 4_M_FAIRYKID5,{ mes "[Konpana]"; mes "This place is nothing like I've imagined."; mes "No grassy field or forest, really?"; close; } moro_vol,88,102,6 script Magic Scholar Makia#143vol03 4_M_FAIRYKID3,{ mes "[Makia]"; mes "This place is overrun with strange creatures."; mes "Everywhere is burning with fire, yet the air isn't suffocating."; mes "Amazing."; close; } moro_vol,104,109,0 script Combat Laphine#sol01 4_M_FAIRYSOLDIER,{ end; } moro_vol,106,109,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol02 4_M_FAIRYSOLDIER moro_vol,108,109,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol03 4_M_FAIRYSOLDIER moro_vol,104,107,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol04 4_M_FAIRYSOLDIER moro_vol,106,107,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol05 4_M_FAIRYSOLDIER moro_vol,108,107,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol06 4_M_FAIRYSOLDIER moro_vol,104,105,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol07 4_M_FAIRYSOLDIER moro_vol,106,105,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol08 4_M_FAIRYSOLDIER moro_vol,108,105,0 duplicate(Combat Laphine#sol01) Combat Laphine#sol09 4_M_FAIRYSOLDIER moro_vol,106,111,3 script Battle Commander#sol10 4_M_FAIRYSOLDIER,3,3,{ mes "[Commander Laphine]"; mes "We're in the process of regrouping for the upcoming battle."; mes "Please don't bother us."; close; OnTouch: if (getvariableofnpc(.is_enabled,"#soltalk01") == 0) donpcevent "#soltalk01::OnEventOn"; end; } moro_vol,2,2,0 script #soltalk01 CLEAR_NPC,{ end; OnEventOn: .is_enabled = 1; enablenpc "#soltalk01"; sleep 3000; npctalk "Commander: Soldiers, finally it's time to put your training to use!", "Battle Commander#sol10"; sleep 3000; npctalk "Commander: WE ARE!", "Battle Commander#sol10"; sleep 2000; npctalk "WE ARE!", "Combat Laphine#sol01"; npctalk "WE ARE!", "Combat Laphine#sol02"; npctalk "WE ARE!", "Combat Laphine#sol03"; sleep 1500; npctalk "THE PROUD!", "Combat Laphine#sol04"; npctalk "THE PROUD!", "Combat Laphine#sol05"; npctalk "THE PROUD!", "Combat Laphine#sol06"; sleep 1500; npctalk "LAPHNES!", "Combat Laphine#sol07"; npctalk "LAPHNES!", "Combat Laphine#sol08"; npctalk "LAPHNES!", "Combat Laphine#sol09"; sleep 3000; npctalk "Commander: We fight evil!", "Battle Commander#sol10"; sleep 2000; npctalk "Fight evil!", "Combat Laphine#sol01"; npctalk "Fight evil!", "Combat Laphine#sol02"; npctalk "Fight evil!", "Combat Laphine#sol03"; npctalk "Fight evil!", "Combat Laphine#sol04"; npctalk "Fight evil!", "Combat Laphine#sol05"; npctalk "Fight evil!", "Combat Laphine#sol06"; npctalk "Fight evil!", "Combat Laphine#sol07"; npctalk "Fight evil!", "Combat Laphine#sol08"; npctalk "Fight evil!", "Combat Laphine#sol09"; sleep 17000; disablenpc "#soltalk01"; .is_enabled = 0; end; OnInit: disablenpc "#soltalk01"; end; } moro_vol,101,102,0 script Laphine Magician#wsol01 4_F_FAIRY2,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "...Freeze them all! Freeze!"; else if (.@ttemp == 2) npctalk "(Exhaling through his mouth)"; else if (.@ttemp == 3) npctalk "..."; else if (.@ttemp == 4) npctalk "..."; else npctalk "The Guardian is watching. I can't make any mistakes."; end; } moro_vol,103,102,0 script Laphine Magician#wsol02 4_F_MORAFINE1,{ if (rand(1,5) == 5) npctalk "Shush."; else npctalk "..."; end; } moro_vol,105,102,0 script Laphine Magician#wsol03 4_M_FAIRYKID5,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Those Humans behind us are bothering me."; else if (.@ttemp == 2) npctalk "I shouldn't have volunteered to come here. I miss my yai..."; else if (.@ttemp == 3) npctalk "..."; else if (.@ttemp == 4) npctalk "How long do we have to wait?"; else npctalk "Sigh."; end; } moro_vol,107,102,0 script Laphine Magician#wsol04 4_F_FAIRYKID5,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "I'm nervous."; else if (.@ttemp == 2) npctalk "The Sapphas aren't enemies... The Sapphas aren't enemies... Argh, but I want to beat them senseless!"; else if (.@ttemp == 3) npctalk "..."; else if (.@ttemp == 4) npctalk "..."; else npctalk "I'm trying to remember to fire the moment I see the enemy."; end; } moro_vol,109,102,0 script Laphine Magician#wsol05 4_M_FAIRYKID5,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "I'm trying to remember to fire the moment I see the enemy."; else if (.@ttemp == 2) npctalk "I like tension--it keeps me on edge. Heh heh."; else if (.@ttemp == 3) npctalk "..."; else if (.@ttemp == 4) npctalk "..."; else npctalk "I'm nervous."; end; } moro_vol,93,128,1 script Combat Laphine#line01 4_M_FAIRYSOLDIER2,2,3,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Yeah, yeah~"; else if (.@ttemp == 2) npctalk "Watch out!"; else if (.@ttemp == 3) npctalk "*Yawn*"; else if (.@ttemp == 4) npctalk "Please be careful."; else npctalk "Back off--it's dangerous!"; end; OnTouch: // prevent the player from triggering the text end; OnTouchNPC: .@hidden_name$ = strnpcinfo(2); if (.@hidden_name$ == "line01") kick_mob( "Enemy in sight!",2000 ); else if (.@hidden_name$ == "line03") kick_mob( "G-get away!",2000 ); else if (.@hidden_name$ == "line05") kick_mob( "Don't you dare!",2000 ); else if (.@hidden_name$ == "line07") kick_mob( "Enemy in sight!",2000 ); end; } moro_vol,96,130,1 duplicate(Combat Laphine#line01) Combat Laphine#line02 4_M_FAIRYSOLDIER2 moro_vol,99,131,1 duplicate(Combat Laphine#line01) Combat Laphine#line03 4_M_FAIRYSOLDIER2,2,3 moro_vol,102,132,7 duplicate(Combat Laphine#line01) Combat Laphine#line04 4_M_FAIRYSOLDIER moro_vol,105,132,7 duplicate(Combat Laphine#line01) Combat Laphine#line05 4_F_FAIRYSOLDIER,2,3 moro_vol,108,131,7 duplicate(Combat Laphine#line01) Combat Laphine#line06 4_M_FAIRYSOLDIER2 moro_vol,111,129,7 duplicate(Combat Laphine#line01) Combat Laphine#line07 4_M_FAIRYSOLDIER,2,3 moro_vol,85,117,1 script Combat Laphine#line11 4_F_FAIRYSOLDIER,2,2,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Yeah, yeah~"; else if (.@ttemp == 2) npctalk "Watch out!"; else if (.@ttemp == 3) npctalk "You're in a war zone. Don't let your guard down."; else if (.@ttemp == 4) npctalk "Please be careful."; else npctalk "I'm worried for the guys at the front lines."; end; OnTouch: end; OnTouchNPC: .@hidden_name$ = strnpcinfo(2); if (.@hidden_name$ == "line11") kick_mob( "You've come this far, huh?",2000 ); else if (.@hidden_name$ == "line13") kick_mob( "Enemy in sight!",2000 ); else if (.@hidden_name$ == "line15") kick_mob( "I'll wipe the floor with you!",2000 ); else if (.@hidden_name$ == "line17") kick_mob( "Yaap-!",2000 ); else if (.@hidden_name$ == "line19") kick_mob( "Enemy in sight!",2000 ); end; } moro_vol,89,118,1 duplicate(Combat Laphine#line11) Combat Laphine#line12 4_M_FAIRYSOLDIER moro_vol,92,119,7 duplicate(Combat Laphine#line11) Combat Laphine#line13 4_M_FAIRYSOLDIER,2,2 moro_vol,96,119,7 duplicate(Combat Laphine#line11) Combat Laphine#line14 4_M_FAIRYSOLDIER2 moro_vol,100,117,7 duplicate(Combat Laphine#line11) Combat Laphine#line15 4_M_FAIRYSOLDIER,2,2 moro_vol,107,118,7 duplicate(Combat Laphine#line11) Combat Laphine#line17 4_F_FAIRYSOLDIER,2,2 moro_vol,114,114,7 duplicate(Combat Laphine#line11) Combat Laphine#line19 4_M_FAIRYSOLDIER2,2,2 moro_vol,103,118,1 script Combat Laphine#line16 4_F_FAIRYSOLDIER,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "The Sapphas had better not flank us."; else if (.@ttemp == 2) npctalk "Watch out!"; else if (.@ttemp == 3) npctalk "You're in a war zone. Don't let your guard down."; else if (.@ttemp == 4) npctalk "Please be careful."; else npctalk "I'm worried for the guys at the front lines."; end; } moro_vol,110,117,7 duplicate(Combat Laphine#line16) Combat Laphine#line18 4_M_FAIRYSOLDIER2 moro_vol,104,86,3 script Ryoson#14304 4_M_ALCHE_A,{ mes "[Ryoson]"; mes "Of course I'm nervous. You don't have to ask me that."; mes "Why the Administrative Officer put me in charge of the knights is beyond me."; next; mes "[Ryoson]"; mes "They're not knights-in-training, or even apprentice knights. They're freaking Rune Knights."; mes "Ah, I'm too inexperienced and powerless to do anything with them."; next; mes "[Ryoson]"; mes "At least my safety is guaranteed so long as the three knights are with me."; mes "I hope."; close; } moro_vol,101,87,5 script Rune-Midgarts Knight#mid01 4_M_KNIGHT_BLACK,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "..."; else if (.@ttemp == 2) npctalk "Too quiet."; else if (.@ttemp == 3) npctalk "I really need to let off some steam."; else if (.@ttemp == 4) npctalk "Grr..."; else npctalk "..."; end; } moro_vol,101,85,5 script Rune-Midgarts Knight#mid02 4_M_KNIGHT_GOLD,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "I'm here to protect important personnel."; else if (.@ttemp == 2) npctalk "Ryoson, don't panic--fear spreads like wildfire."; else if (.@ttemp == 3) npctalk "I really hope I can accomplish my mission."; else if (.@ttemp == 4) npctalk "Sigh."; else npctalk "So far, so good."; end; } moro_vol,103,83,1 script Rune-Midgarts Knight#mid03 4_M_KNIGHT_SILVER,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Ryoson, no one's going to bite ya. Don't be so afraid."; else if (.@ttemp == 2) npctalk "Fighting the Demon God is like every knight's wet dream has come true."; else if (.@ttemp == 3) npctalk "Hmm..."; else if (.@ttemp == 4) npctalk "Tension in the battlefield always thrills me."; else npctalk "..."; end; } moro_vol,110,83,3 script Hugh#14305 4_M_LGTGUARD,{ mes "[Hugh]"; mes "We're here at last."; mes "At first, I couldn't believe all those rumors about the Demon God's hideout and stronghold."; next; mes "[Hugh]"; mes "As things stand, I have no hope of going back to the mainland any time soon."; next; mes "[Hugh]"; mes "Gosh, I'm tired of those guys."; mes "I'd better find the Demon God quickly."; next; mes "[Hugh]"; mes "Have I thought about losing?"; mes "I have, but I try not to."; mes "I'll never going to win if I let myself believe I'll lose."; next; mes "[Hugh]"; mes "We Schwarzwaldians are born to win."; close; } moro_vol,108,81,7 script Schwarzwald Elite#sch01 4_M_EIN_SOLDIER,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "For the glory of Schwarzwald!"; else if (.@ttemp == 2) npctalk "I thought Einbroch had bad air, and this place is no better."; else if (.@ttemp == 3) npctalk "..."; else if (.@ttemp == 4) npctalk "We're going to win!"; else npctalk "..."; end; } moro_vol,111,80,1 script Schwarzwald Elite#sch02 4_M_EIN_SOLDIER,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "For the glory of Schwarzwald!"; else if (.@ttemp == 2) npctalk "For Midgard!"; else if (.@ttemp == 3) npctalk "..."; else if (.@ttemp == 4) npctalk "We're going to win!"; else npctalk "..."; end; } moro_vol,113,81,3 script Schwarzwald Elite#sch03 4_M_EIN_SOLDIER,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Sigh."; else if (.@ttemp == 2) npctalk "Which one would you prefer: fighting the Demon God or standing watch in Einbroch?"; else if (.@ttemp == 3) npctalk "My eyes are suddenly misty... I'd better chin up... *Inhale*"; else if (.@ttemp == 4) npctalk "We're going to win, though."; else npctalk "I wish I trained harder."; end; } moro_vol,118,86,5 script Henjinne#14306 4_M_RACHMAN1,{ mes "[Henjinne]"; mes "This place is much more exciting than I imagined!"; mes "Where's the Demon God anyway?"; next; mes "[Henjinne]"; mes "Neither hide nor hair of him is to be seen."; mes "Mwah hah hah!"; close; } moro_vol,116,84,7 script Arunafeltz Crusader#aru01 4_M_TRAINEE,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Everything is Her will."; else if (.@ttemp == 2) npctalk "Having to coexist with heretics..."; else if (.@ttemp == 3) npctalk "I've never seen so many different groups of heretics congregating in one place."; else if (.@ttemp == 4) npctalk "May the Goddess bless you."; else npctalk "..."; end; } moro_vol,118,83,7 script Arunafeltz Crusader#aru02 4_F_MASK,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Everything is Her will."; else if (.@ttemp == 2) npctalk "Having to coexist with heretics..."; else if (.@ttemp == 3) npctalk "I've never seen so many different groups of heretics congregating in one place."; else if (.@ttemp == 4) npctalk "May the Goddess bless you."; else npctalk "..."; end; } moro_vol,121,84,1 script Arunafeltz Crusader#aru03 4_F_TRAINEE,{ .@ttemp = rand(1,5); if (.@ttemp == 1) npctalk "Goddess is watching over us."; else if (.@ttemp == 2) npctalk "May the Goddess bless you."; else if (.@ttemp == 3) npctalk "Everything is Her will."; else if (.@ttemp == 4) npctalk "Having to coexist with heretics..."; else npctalk "..."; end; } moro_vol,119,106,3 script Instructor Jakken#h_sol01 4_M_YOUNGKNIGHT,3,3,{ mes "[Instructor Jakken]"; mes "When I volunteered for the Ash-Bakum Expedition, I knew this day would come."; next; mes "[Instructor Jakken]"; mes "I'm ready."; mes "I'm going to fight to the death for the peace of the Midgard Continent."; next; mes "[Instructor Jakken]"; mes "But I'm nervous all the same."; mes "I really need to work on my emotional control. I don't want to scare anyone else."; close; OnTouch: if (getvariableofnpc(.is_enabled,"#soltalk02") == 0) donpcevent "#soltalk02::OnEventOn"; end; } moro_vol,2,3,0 script #soltalk02 CLEAR_NPC,{ end; OnEventOn: .is_enabled = 1; enablenpc "#soltalk02"; sleep 3000; npctalk "Jakken: Soldiers, we're from different countries, but we've gathered here for one goal!", "Instructor Jakken#h_sol01"; sleep 3000; npctalk "Jakken: Let's show the enemy the power of our union!", "Instructor Jakken#h_sol01"; sleep 2000; npctalk "Jakken: Commence your march to glory!", "Instructor Jakken#h_sol01"; sleep 1500; npctalk "At dawn~", "Midgard Alliance Soldier#h_sol02"; npctalk "I had a dream~", "Midgard Alliance Soldier#h_sol03"; npctalk "Of my home~", "Midgard Alliance Soldier#h_sol04"; sleep 3000; npctalk "I put on my jacket~", "Midgard Alliance Soldier#h_sol05"; npctalk "Put on my helm~", "Midgard Alliance Soldier#h_sol06"; npctalk "Getting ready for a new day~", "Midgard Alliance Soldier#h_sol07"; sleep 3000; npctalk "I'm ready~", "Midgard Alliance Soldier#h_sol08"; npctalk "I wear my sword~", "Midgard Alliance Soldier#h_sol09"; npctalk "Step out under the morning sun~", "Midgard Alliance Soldier#h_sol10"; sleep 3000; npctalk "I look up~", "Midgard Alliance Soldier#h_sol11"; npctalk "I look up~", "Midgard Alliance Soldier#h_sol12"; npctalk "Look forward~", "Midgard Alliance Soldier#h_sol13"; sleep 3000; npctalk "Water's pure~", "Midgard Alliance Soldier#h_sol02"; npctalk "Mountains are green~", "Midgard Alliance Soldier#h_sol03"; npctalk "For my home~", "Midgard Alliance Soldier#h_sol04"; sleep 3000; npctalk "I won't stop~", "Midgard Alliance Soldier#h_sol05"; npctalk "Until I defeat", "Midgard Alliance Soldier#h_sol06"; npctalk "The Demon God!", "Midgard Alliance Soldier#h_sol07"; sleep 3000; npctalk "I won't stop~", "Midgard Alliance Soldier#h_sol08"; npctalk "Until I defeat", "Midgard Alliance Soldier#h_sol09"; npctalk "The Demon God!", "Midgard Alliance Soldier#h_sol10"; sleep 3000; npctalk "Waaaah-!", "Midgard Alliance Soldier#h_sol11"; npctalk "Haaaaah-!", "Midgard Alliance Soldier#h_sol12"; npctalk "Haaaaah-!", "Midgard Alliance Soldier#h_sol13"; sleep 18000; disablenpc "#soltalk02"; .is_enabled = 0; end; OnInit: disablenpc "#soltalk02"; end; } moro_vol,117,104,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol02 4_M_MOC_SOLDIER moro_vol,117,102,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol05 4_M_MOC_SOLDIER moro_vol,117,100,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol08 4_M_MOC_SOLDIER moro_vol,117,98,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol11 4_M_MOC_SOLDIER moro_vol,119,104,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol03 4_M_EIN_SOLDIER moro_vol,119,102,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol06 4_M_EIN_SOLDIER moro_vol,119,100,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol09 4_M_LGTGUARD moro_vol,119,98,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol12 4_M_LGTGUARD moro_vol,121,104,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol04 4_M_RASWORD moro_vol,121,102,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol07 4_M_RASWORD moro_vol,121,100,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol10 4_DST_SOLDIER moro_vol,121,98,1 duplicate(Combat Laphine#sol01) Midgard Alliance Soldier#h_sol13 4_DST_SOLDIER moro_vol,105,97,3 script Expedition Assassin#ass01 4_M_ACROSS,{ mes "[Expedition Assassin]"; mes "A new mission will be announced soon."; mes "Our objective is to locate the Demon God."; next; mes "[Expedition Assassin]"; mes "Let me check the intel our predecessors have left for us."; next; mes "[Expedition Assassin]"; mes "..."; mes "It's rude to eavesdrop on others, even if they're your colleagues."; close; } moro_vol,103,96,5 script Expedition Assassin#ass02 4_F_ACROSS,{ mes "[Expedition Assassin]"; mes "This area... Well,"; mes "I'll check it out later."; next; mes "[Expedition Assassin]"; mes "Sigh."; mes "Can't you see we're having a meeting? Please leave."; close; } moro_vol,105,95,1 script Expedition Assassin#ass03 4_TOWER_15,{ mes "[Expedition Assassin]"; mes "... "; mes "Well, I'm at the bottom of the food chain."; mes "I just watch what my seniors do."; mes "That's all."; close; } moro_vol,114,128,1 script Continental Guard#line01 4_M_MOCASS1,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "It is dangerous past this point. Please move back."; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Please be careful."; end; OnTouch: end; OnTouchNPC: kick_mob( "Don't you dare!",1000 ); end; } moro_vol,119,130,1 duplicate(Continental Guard#line01) Continental Guard#line02 4_M_MOCASS2 moro_vol,122,130,7 duplicate(Continental Guard#line01) Continental Guard#line03 4_M_MOCASS1,2,2 moro_vol,125,129,7 duplicate(Continental Guard#line01) Continental Guard#line04 4_M_MOCASS1 moro_vol,127,127,7 duplicate(Continental Guard#line01) Continental Guard#line05 4_M_MOCASS2 moro_vol,135,123,1 script Midgard Alliance Soldier#line21 4_M_MONK,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Those Continentals are damn good fighters."; else if (.@ttemp == 2) npctalk "Those Arunafeltz knuckleheads, why don't they come forward?"; else npctalk "I can take down any of you!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Don't you dare!",1000 ); end; } moro_vol,139,124,1 script Midgard Alliance Soldier#line22 4_F_CRU,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "..."; else if (.@ttemp == 2) npctalk "Please be careful."; else npctalk "They don't stop coming."; end; } moro_vol,143,124,1 script Midgard Alliance Soldier#line23 4_M_JOB_WIZARD,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "The Guardians are making things easier, but..."; else if (.@ttemp == 2) npctalk "Step back."; else npctalk "Sigh..."; end; } moro_vol,147,124,7 script Midgard Alliance Soldier#line24 4_M_MOC_SOLDIER,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "..."; else if (.@ttemp == 2) npctalk "Please be careful."; else npctalk "Please step back."; end; OnTouch: end; OnTouchNPC: kick_mob( "Enemy in sight!",1000 ); end; } moro_vol,150,121,7 script Midgard Alliance Soldier#line25 4_M_MOC_SOLDIER,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Wh-where's the next relief?!"; else if (.@ttemp == 2) npctalk "Why are we the only ones on the front line?"; else npctalk "D-don't come closer!"; end; } moro_vol,151,119,7 script Midgard Alliance Soldier#line26 4_M_EIN_SOLDIER,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Stop acting like a hero and move back!"; else if (.@ttemp == 2) npctalk "I'm always on guard duty wherever I go."; else npctalk "I can get through the night. I must."; end; } moro_vol,153,116,7 script Midgard Alliance Soldier#line27 4_M_EIN_SOLDIER,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "..."; else if (.@ttemp == 2) npctalk "They don't stop coming."; else npctalk "Please be careful."; end; OnTouch: end; OnTouchNPC: kick_mob( "Begone!",1000 ); end; } moro_vol,118,115,1 script Midgard Alliance Soldier#line31 4_M_JOB_WIZARD,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "I think I've chosen the wrong team..."; else if (.@ttemp == 2) npctalk "I'm tired of hearing them yelling heretics."; else npctalk "Ugh, how did I get myself into this mess?"; end; OnTouch: end; OnTouchNPC: kick_mob( "SCRAM!",1000 ); end; } moro_vol,121,115,1 script Midgard Alliance Soldier#line32 4_M_EIN_SOLDIER,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "...Loud."; else if (.@ttemp == 2) npctalk "The front lines are most dangerous."; else npctalk "Sigh..."; end; } moro_vol,124,116,1 script Midgard Alliance Soldier#line33 4_M_EIN_SOLDIER,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "All clear."; else if (.@ttemp == 2) npctalk "I'll protect this defense line."; else npctalk "Watch out!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Begone!",1000 ); end; } moro_vol,128,116,1 script Midgard Alliance Soldier#line34 4_M_EIN_SOLDIER,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "I wasn't napping!"; else if (.@ttemp == 2) npctalk "...Yeah, yeah... Everything's clear, sir!"; else npctalk "Yeah, yeah, of course."; end; } moro_vol,131,115,7 script Midgard Alliance Soldier#line35 4_M_RASWORD,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "I can't believe I'm fighting beside heretics."; else if (.@ttemp == 2) npctalk "..."; else npctalk "May the Goddess bless you."; end; } moro_vol,133,113,7 script Midgard Alliance Soldier#line36 4_DST_SOLDIER,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "*Yawn* Where's the next relief?"; else if (.@ttemp == 2) npctalk "Hey, stop loitering. You're going to get yourself killed."; else npctalk "...This is tiring."; end; } moro_vol,136,111,7 script Midgard Alliance Soldier#line37 4_M_RASWORD,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Please step back."; else if (.@ttemp == 2) npctalk "Our defense line is intact."; else npctalk "Please be careful."; end; OnTouch: end; OnTouchNPC: kick_mob( "Enemy in sight!",1000 ); end; } moro_vol,138,108,7 script Midgard Alliance Soldier#line38 4_DST_SOLDIER,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "May the Goddess bless you."; else if (.@ttemp == 2) npctalk "Keep your eyes forward! Everything's clear!"; else npctalk "All clear!"; end; } moro_vol,134,83,5 script Jeruth Vehanus#ep143 4_MAN_JERUTOO,{ mes "[Vehanus]"; mes "You came here, too."; mes "You can communicate with me without the ring, I see."; next; mes "[Vehanus]"; mes "Now I wonder how far Bifrost's grace reaches."; mes "Maybe I should use this opportunity to get to know the Laphines."; next; mes "[Vehanus]"; mes "I admire Hesranta's bravery."; mes "He's come to the battlefield, willing to ally with our enemy Laphines."; next; mes "[Vehanus]"; mes "I really hope we won't have to fight Laphines in here."; close; } moro_vol,138,84,3 script Adjutant Tiera#ep143 4_MAN_NITT,{ mes "[Tiera]"; mes "The Jeruths and Nits in Dicastes Diel may have acquiesced Hesranta's plea,"; next; mes "[Tiera]"; mes "but I'm completely with him on this."; mes "Our enemies are our friends in the face of a common enemy: Demon God."; next; mes "[Tiera]"; mes "We can be cowards and let others fight the fight for us, sure,"; mes "but what if they lose? We'll go down with them, and that'll be on us."; next; mes "[Tiera]"; mes "The same goes for you, Humans."; mes "We fight this fight to win."; close; } moro_vol,134,87,1 script Advance Captain Avaranc#ep143 4_MAN_GALTUN,{ mes "[Avaranche]"; mes "My unit consists of the best of the best Gartens."; mes "Human warrior,"; mes "I've waited for this day to fight beside you."; next; mes "[Avaranche]"; mes "I swear on my life that I won't stop fighting until the Demon God is defeated!"; close; } moro_vol,131,86,1 script Dicastes Garten#gal01 4_MAN_GALTUN1,{ mes "[Dicastes Garten]"; mes "When can we fight?"; mes "When?"; next; mes "[Dicastes Garten]"; mes "I can't believe I have to fight alongside those accursed Laphines."; mes "I still remember what they did to us in the last battle."; close; } moro_vol,138,87,7 script Dicastes Garten#gal02 4_MAN_GALTUN1,{ mes "[Dicastes Garten]"; mes "My duty is to protect Jeruth Hesranta."; mes "You'd better step back,"; mes "or I'll consider you my enemy."; close; } moro_vol,140,97,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal11 4_MAN_GALTUN1 moro_vol,143,97,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal12 4_MAN_GALTUN1 moro_vol,146,97,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal13 4_MAN_GALTUN1 moro_vol,140,94,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal14 4_MAN_GALTUN moro_vol,143,94,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal15 4_MAN_GALTUN moro_vol,146,94,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal16 4_MAN_GALTUN moro_vol,150,86,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal21 4_MAN_GALTUN1 moro_vol,153,86,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal22 4_MAN_GALTUN1 moro_vol,156,86,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal23 4_MAN_GALTUN1 moro_vol,150,83,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal24 4_MAN_GALTUN moro_vol,153,83,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal25 4_MAN_GALTUN moro_vol,156,83,1 duplicate(Combat Laphine#sol01) Dicastes Elite#gal26 4_MAN_GALTUN moro_vol,139,104,1 script Manuk Defender#line01 4_MAN_GALTUN1,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Back off, Humanling!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Enemy in sight!",1000 ); end; } moro_vol,143,106,1 duplicate(Manuk Defender#line01) Manuk Defender#line02 4_MAN_GALTUN1,2,2 moro_vol,147,108,1 script Manuk Defender#line03 4_MAN_GALTUN1,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Do you hear some bugs buzzing?"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "..."; end; } moro_vol,152,109,1 script Manuk Defender#line04 4_MAN_GALTUN1,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Back off, Humanling!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Not a chance!",1000 ); end; } moro_vol,156,110,1 script Manuk Defender#line05 4_MAN_GALTUN1,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Don't compare us to those winged jerks!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Why does it have to be the Laphines?"; end; } moro_vol,160,110,7 script Manuk Defender#line06 4_MAN_GALTUN1,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Back off, Humanling!"; end; OnTouch: end; OnTouchNPC: kick_mob( "*Snort*",1000 ); end; } moro_vol,164,109,7 script Manuk Defender#line07 4_MAN_GALTUN1,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "We're superior to the Laphines."; end; } moro_vol,167,107,7 script Manuk Defender#line08 4_MAN_GALTUN1,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Back off, Humanling!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Are you an enemy?",1000 ); end; } moro_vol,169,104,7 script Manuk Defender#line09 4_MAN_GALTUN1,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "Too loud."; else npctalk "Back off, Humanling!"; end; } moro_vol,171,100,5 script Manuk Defender#line10 4_MAN_GALTUN1,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Back off, Humanling!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Don't underestimate us!",1000 ); end; } moro_vol,172,95,5 script Manuk Defender#line11 4_MAN_GALTUN1,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "We Gartens never retreat!"; end; } moro_vol,173,89,5 script Manuk Defender#line12 4_MAN_GALTUN1,2,2,{ .@ttemp = rand(1,3); if (.@ttemp == 1) npctalk "Hm!"; else if (.@ttemp == 2) npctalk "All clear."; else npctalk "Back off, Humanling!"; end; OnTouch: end; OnTouchNPC: kick_mob( "Not a chance!",1000 ); end; } // Dimensional Travel Quest morocc,138,238,4 script Piled Rags#ep14bs 4_M_DIEMAN,{ if (BaseLevel < 140) { mes "- There is a pile of dirty rags. -"; close; } if (checkweight(1119,3) == 0) { mes "- You are carrying too many items to proceed with the quest. -"; close; } if (ep14_3_newerabs == 0) { mes "- There is a pile of dirty rags. -"; next; if (select( "Leave it.", "Remove it." ) == 1) { mes "- You left the pile of dirty rags where it is. -"; close; } mes "[???]"; mes "Ugh..."; next; mes "- A moan is heard underneath the pile of rags. -"; next; if (select( "Run.", "Shake the rags." ) == 1) { mes "- Startled, you ran. -"; close; } mes "[" + strcharinfo(0) + "]"; mes "Hey,"; mes "wake up!"; next; mes "[???]"; mes "Ugh..."; next; mes "[" + strcharinfo(0) + "]"; mes "Are you all right?"; next; mes "[???]"; mes "Ugh..."; mes "I n-need food..."; mes "I could even eat ^0000FFMonster's Feed^000000. Please..."; next; mes "- Again he lost consciousness, exhausted just from talking."; mes "You should feed him ^0000FFMonster's Feed^000000. -"; setquest 11349;// Dimensional Travel ep14_3_newerabs = 1; close; } if (ep14_3_newerabs < 5) { if (ep14_3_newerabs == 1) { if (countitem(528) < 1) { mes "- Again he lost consciousness, exhausted just from talking."; mes "You should feed him ^0000FFMonster's Feed^000000. -"; close; } mes "[???]"; mes "Ugh..."; next; if (select( "Leave it.", "Give Monster's Feed." ) == 1) { mes "[???]"; mes "Ugh... H-help..."; close; } mes "[???]"; mes "Ugh..."; mes "Yuck!"; cutin "ep143_tadir.bmp",2; delitem 528,1;// Monster's Feed completequest 11349;// Dimensional Travel setquest 11350;// Dimensional Travel ep14_3_newerabs = 2; next; mes "[???]"; mes "*Chomp Chomp*"; mes "*Barf*"; next; mes "[???]"; mes "Phew..."; next; } if (ep14_3_newerabs == 2) { mes "[" + strcharinfo(0) + "]"; mes "Are you all right?"; next; mes "[???]"; mes "*Retch* Oh, yes, thanks to you."; mes "*Retch*"; cutin "ep143_tadir.bmp",2; next; mes "[???]"; mes "I thought I was going to die. I'm lucky to be alive."; next; mes "[???]"; mes "I've been having nothing but bad luck lately."; next; mes "[???]"; mes "I got sucked into some strange place, separated from the rest of my party. The place I arrived was terrible. There was no sign of Human habitation."; next; mes "[???]"; mes "It's a miracle that I'm here."; next; mes "[???]"; mes "I lucked out."; mes "Still alive."; mes "Hah hah hah!"; next; mes "[???]"; mes "Oh!"; mes "Where are my manners? I forgot to thank you properly."; next; mes "[???]"; mes "Thank you"; mes "for feeding me, though the feed tasted horrible."; next; mes "[???]"; mes "I'm glad I didn't die on the street. The world is still a beautiful place."; mes "I'm moved."; next; mes "[Tamarin]"; mes "My name is ^0000FFTamarin^000000."; mes "I'm an adventurer, and no, this isn't my preferred attire."; next; select("Introduce yourself."); mes "[Tamarin]"; mes "" + strcharinfo(0) + ", huh? That's a good name."; next; } if (ep14_3_newerabs <= 3) { mes "[Tamarin]"; mes "Ah,"; mes "I'd better do something before people start asking if I'm homeless."; cutin "ep143_tadir.bmp",2; next; mes "[Tamarin]"; mes "Do you know a place where I can wash myself?"; next; if (select( "Tell him the place.", "Say you don't know." ) == 2) { mes "[Tamarin]"; mes "Water is scarce in the desert, huh?"; ep14_3_newerabs = 3; close3; } } if (ep14_3_newerabs <= 4) { mes "[Tamarin]"; mes "Ah,"; mes "do you mean the ^0000FFoasis near the northwestern sphinx^000000?"; cutin "ep143_tadir.bmp",2; next; mes "[Tamarin]"; mes "I've been in Morocc, but this is my first time inside the village."; mes "I remember hearing that the place holds special water."; next; mes "[Tamarin]"; mes "I feel excited to wash myself with the special water!"; mes "I'm going to the oasis now. Could you wait for me?"; next; mes "[Tamarin]"; mes "It'll take a while before I feel strong again, but at least I can walk on my own."; mes "Hah hah hah!"; next; if (select( "Watch him.", "Accompany him." ) == 1) { mes "[Tamarin]"; mes "(Braces himself and inhales.)"; mes "Wait, wait."; mes "I can stand up on my own."; next; mes "[Tamarin]"; mes "Wait, wait!"; ep14_3_newerabs = 4; close3; } mes "[Tamarin]"; mes "How kind of you!"; mes "The world is still an okay place to live."; next; mes "[Tamarin]"; mes "Then, let's go to the ^0000FFoasis near the northwestern sphinx^000000."; changequest 11350,11351; ep14_3_newerabs = 5; close3; } } if (ep14_3_newerabs == 5) { mes "[Tamarin]"; mes "How kind of you!"; mes "The world is still an okay place to live."; cutin "ep143_tadir.bmp",2; next; mes "[Tamarin]"; mes "Then, let's go to the ^0000FFoasis near the northwestern sphinx^000000."; close3; } mes "- There is a pile of dirty rags. -"; close; OnInit: questinfo( QTYPE_QUEST, QMARK_YELLOW, "BaseLevel >= 140 && !isbegin_quest(11349)" ); end; } moc_ruins,106,140,4 script Tamarin#ep14bs_ru 4_M_TAMARIN,{ if (ep14_3_newerabs == 5 || ep14_3_newerabs == 6) { if (ep14_3_newerabs == 5) { mes "[Tamarin]"; mes "Pah!"; mes "This feels great!"; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "The water feels too warm for my liking, but beggars can't be choosers."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "You saved me from starvation, and took me to this great place. I must have been a great person in the past life"; mes "to deserve such kindness."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "I want to repay you, fellow adventurer."; mes "I lost all my belongings when I fell into that strange hole and got separated from my party,"; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "but at least I can tell you an ^0000FFinteresting story^000000."; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "It's about the strange place I've been to."; cutin "ep143_tahuk.bmp",2; next; if (select( "Not interested.", "I'm listening." ) == 1) { mes "[Tamarin]"; mes "All right, then."; mes "I thought you were serious about adventuring."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "Then"; mes "do you want your Monster's Feed back?"; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "*Retch*"; cutin "ep143_taang.bmp",2; close3; } mes "[Tamarin]"; mes "I knew you'd be interested!"; mes "Nothing piques adventurers' interest like the story of a strange place, right?"; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "Ahem."; mes "The story begins with my journey to the ^0000FFOther World^000000, the latest hot spot for adventurers."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "Adventurer Tamarin and his party went on a journey to the land of the unknown, Other World."; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "Their journey was perilous, but they bravely moved forward."; cutin "ep143_taang.bmp",2; next; mes "[Tamarin]"; mes "Oh,"; mes "why am I speaking in the third-person perspective?"; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "My original inspiration was Bard, but then I became a Hunter because my friends thought that suited me better."; cutin "ep143_tasmi.bmp",2; next; select("Ask him to be more straightforward."); mes "[Tamarin]"; mes "Yes."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "A while ago, my friends and I decided to explore the Other World together."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "Since it'd be our first visit to the Other World, we wanted to go to a more popular spot, but one of us wouldn't have it--he was so excited that he started acting out of control."; cutin "ep143_taang.bmp",2; next; mes "[Tamarin]"; mes "When I came back to my senses, I was alone in a strange place."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "The ^0000FFland was burning with perpetual flames^000000 that weren't too hot to touch, and ^0000FFstrange-looking plants and insects^000000 were crawling all over the place."; next; mes "[Tamarin]"; mes "At first I yelled for help and moved around hoping to find others, but all to no avail."; next; mes "[Tamarin]"; mes "After a few days of having nothing to eat, I started to eat anything I saw off the ground, and I had the worst diarrhea ever."; cutin "ep143_taang.bmp",2; next; mes "[Tamarin]"; mes "I didn't know how many days had passed before I saw a group of some entities that I thought were men at a glance."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "But ^0000FFthey looked too strange to pass as human^000000."; mes "I couldn't talk to them, so I just jumped into the Crack that they came through."; next; mes "[Tamarin]"; mes "My knees gave way and I rolled on my side. When I looked around, I was back at the ^0000FFDimensional Crack^000000 where my friends and I first arrived."; next; mes "[Tamarin]"; mes "I came out through the ^0000FFMorocc Dimensional Teleporter^000000 and used every ounce of my energy to get to Morocc."; next; mes "[Tamarin]"; mes "Sigh..."; mes "I wonder if my friends are safe."; cutin "ep143_tasta.bmp",2; next; } mes "[Tamarin]"; mes "I should seek them out,"; mes "but first I want to go back to that strange place when I get my full strength back. Not many people have a chance to see such a special place, you know."; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "Fortunately for me, with the ^0000FFMorocc restoration work^000000 underway, I shouldn't have a problem making money through some part-time jobs."; next; if (select( "Tell him have safe travel.", "Tell him you want to tag along." ) == 1) { mes "[Tamarin]"; mes "I will."; mes "Thank you for saving me."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "This is the beauty of adventuring:"; mes "making new friends!"; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "I'll be in Morocc for a while, making some money and getting ready for another adventure. I hope I can see you again before I leave."; ep14_3_newerabs = 6; close3; } mes "[Tamarin]"; mes "!!"; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "Do you mean it?"; next; mes "[Tamarin]"; mes "By the gods I'm a lucky bastard!"; mes "*Sob*"; cutin "ep143_taang.bmp",2; next; mes "[Tamarin]"; mes "Then meet me at the ^0000FFDimensional Crack^000000. I need to replenish myself first."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "It may take a while for me to get everything packed, so get your other business done in the meantime."; erasequest 11351;// Dimensional Travel setquest 11352;// Dimensional Travel ep14_3_newerabs = 7; close3; } if (ep14_3_newerabs == 7) { mes "[Tamarin]"; mes "Then meet me at the ^0000FFDimensional Crack^000000. I need to replenish myself first."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "It may take a while for me to get everything packed, so get your other business done in the meantime."; close3; } mes "[Tamarin]"; mes "Pah!"; mes "This feels great!"; cutin "ep143_tasmi.bmp",2; close3; } dali,112,69,4 script Tamarin#ep14bs_cha 4_M_TAMARIN,{ if (ep14_3_newerabs == 7) { mes "[Tamarin]"; mes "" + strcharinfo(0) + ", over here!"; mes "You're early."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "(Glancing around surreptitiously)"; mes "I hope no one's watching us."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "I've hidden the opening to that place: I didn't want anyone to get there before me."; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "At that time, I was too distracted to remember where the opening was, but I think it's definitely ^0000FFsomewhere on the 2nd floor^000000."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "Meet me in front of the ^0000FFHidden Crack^000000. Make sure no one follows you there."; mes "I've ^0000FFcovered the opening with dirt^000000. I hope no one dug it open."; erasequest 11352;// Dimensional Travel setquest 11353;// Dimensional Travel ep14_3_newerabs = 8; close3; } if (ep14_3_newerabs == 8) { mes "[Tamarin]"; mes "I've hidden the opening to that place: I didn't want anyone to get there before me."; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "At that time, I was too distracted to remember where the opening was, but I think it's definitely ^0000FFsomewhere on the 2nd floor^000000."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "Meet me in front of the ^0000FFHidden Crack^000000. Make sure no one follows you there."; mes "I've ^0000FFcovered the opening with dirt^000000. I hope no one dug it open."; close3; } mes "[Tamarin]"; mes "Hm, my mark had better stay where I left it."; cutin "ep143_tahuk.bmp",2; close3; } dali02,90,62,0 script Sand Mound#ep14bs 4_SOIL,{ if (ep14_3_newerabs < 8) { mes "- A mound of sand stands awkwardly, looking out of place. -"; close; } if (ep14_3_newerabs == 8) { mes "- A mound of sand stands awkwardly, looking out of place. -"; next; mes "[Tamarin]"; mes "Whew!"; mes "I'm glad you've found me."; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "Let me clear the dirt..."; mes "Be mindful of the opening. It's quite narrow."; cutin "ep143_tasta.bmp",2; next; if (select( "Enter.", "Quit." ) == 2) { mes "[Tamarin]"; mes "Aren't you going in?"; cutin "ep143_tahuk.bmp",2; close3; } mes "- The passage is barely wide enough to contain one person. -"; completequest 11353;// Dimensional Travel ep14_3_newerabs = 9; close2; warp "moro_vol",136,135; end; } mes "- A mound of sand stands awkwardly, looking out of place. -"; next; if (select( "Enter.", "Quit." ) == 2) { mes "You decided not to enter."; close; } mes "- The passage is barely wide enough to contain one person. -"; close2; warp "moro_vol",136,135; end; } moro_vol,137,136,0 script Sand Mound#ep14bs_ 4_SOIL,{ if (ep14_3_newerabs < 9) { mes "- A mound of sand stands awkwardly, looking out of place. -"; close; } mes "- A mound of sand stands awkwardly, looking out of place. -"; next; if (select( "Return to the Dimensional Crack.", "Quit." ) == 2) { mes "You decided not to enter."; close; } mes "- The passage is barely wide enough to contain one person. -"; close2; warp "dali02",91,63; end; } moro_vol,132,140,4 script Tamarin#ep14bs_ju 4_M_TAMARIN,{ if (ep14_3_newerabs == 9) { mes "[Tamarin]"; mes "Whoa!"; mes "I didn't expect to see so many people."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "I'm disappointed that I'm not the first one to discover the place, and am glad that I'm not alone in this dismal place."; cutin "ep143_taang.bmp",2; next; mes "[Tamarin]"; mes "I see more of those entities that look sort of like men."; mes "This place might be much more than I thought it was!"; cutin "ep143_tasmi.bmp",2; next; mes "[Tamarin]"; mes "Look!"; mes "Walking trees!"; mes "Grrr-!"; cutin "ep143_tahuk.bmp",2; next; mes "[Barget Tiblack]"; mes "HEY!"; mes "What the hell do you think you're doing?!"; cutin "",255; setquest 11354;// Specimen Collection ep14_3_newerabs = 15; close; } if (ep14_3_newerabs == 15) { mes "[Tamarin]"; mes "Look!"; mes "Walking trees!"; mes "Grrr-!"; cutin "ep143_tahuk.bmp",2; next; mes "[Barget Tiblack]"; mes "HEY!"; mes "What the hell do you think you're doing?!"; cutin "",255; close; } if (ep14_3_newerabs == 16) { mes "[Tamarin]"; mes "They might kick us out if they know we sneaked in."; mes "Let's do what they ask for now, yeah?"; cutin "ep143_taang.bmp",2; close3; } if (ep14_3_newerabs == 17 || ep14_3_newerabs == 18) { mes "[Tamarin]"; mes "Collecting the plant specimens doesn't sound too difficult. We can split them between us."; cutin "ep143_tasta.bmp",2; next; mes "[Tamarin]"; mes "^0000FFWhen you collect 25 Sonia stems, meet me by the big rock in the center of this place^000000."; if (ep14_3_newerabs == 17) { erasequest 11356;// Specimen Collection setquest 11357;// Specimen Collection ep14_3_newerabs = 18; } close3; } if (ep14_3_newerabs == 19) { if (countitem(6690) < 25) {// YummyStem mes "[Tamarin]"; mes "Ooh! (Wincing)"; mes "You don't have enough stems."; mes "Get more and take them to Barget."; cutin "ep143_tahuk.bmp",2; close3; } mes "[Tamarin]"; mes "Let's report to Barget first."; cutin "ep143_tahuk.bmp",2; close3; } if (ep14_3_newerabs == 21 || ep14_3_newerabs == 22) { mes "[Tamarin]"; mes "Come on,"; mes "hurry over to ^0000FFInstructor Rugen^000000!"; cutin "ep143_tahuk.bmp",2; close3; } if (ep14_3_newerabs == 23) { mes "[Tamarin]"; mes "Thank the gods, who knew that thing I ate out of hunger would save me?"; mes "Let's report to Barget."; cutin "ep143_tahuk.bmp",2; close3; } if (ep14_3_newerabs == 24) { mes "[Tamarin]"; mes "Arrgh!"; mes "" + strcharinfo(0) + " Get in the cave before everyone else explores it!"; cutin "ep143_tahuk.bmp",2; close3; } mes "[Tamarin]"; mes "Ugh..."; mes "I was the first to come to this place!"; cutin "ep143_taang.bmp",2; close3; } moro_vol,142,131,5 script Barget Tiblack#ep14bs 4_M_ALCHE_D,{ if (checkweight(1119,3) == 0) { mes "- You are carrying too many items to proceed with the quest. -"; close; } if (ep14_3_newerabs < 15) { mes "[Barget Tiblack]"; mes "Ugh, I'm exhausted."; mes "I understand the urgency, but that doesn't mean I like being bossed around."; close; } if (ep14_3_newerabs == 15) { mes "[Barget Tiblack]"; mes "You've ruined my precious samples!"; mes "I've asked people of your ilk to steer clear of my work zone. Didn't your superiors tell you that?"; next; mes "[Barget Tiblack]"; mes "I haven't even finished the research at the camp, and they dragged me away for yet another burdening project."; next; mes "[Barget Tiblack]"; mes "I demand an assistant!"; mes "Enough with that budget problem!"; mes "Argh!"; next; mes "[Barget Tiblack]"; mes "..."; mes "..."; next; mes "[Barget Tiblack]"; mes "All right."; mes "You two over there!"; mes "You must have too much time on your hands, loitering about aimlessly. Make yourself useful and help me collect samples."; next; mes "[Barget Tiblack]"; mes "You've ruined my existing samples, after all."; next; mes "[Barget Tiblack]"; mes "First, I want to collect animal specimens."; mes "It's not uncommon to see mutant animals around here. Recently, one of them was confirmed as a ^0000FFcompletely new species^000000."; next; mes "[Barget Tiblack]"; mes "^0000FFThis new species of insect is called the Firebugs because they're surrounded by flames and live in fire pits like that over there^000000."; next; mes "[Barget Tiblack]"; mes "Firebugs that crawl out of their pits die soon after."; next; mes "[Barget Tiblack]"; mes "Please investigate ^0000FF20 fire pits and collect 50 Burning Insect Shells from Firebugs^000000."; mes "Be careful not to burn yourself in the process."; erasequest 11354;// Specimen Collection setquest 11355;// Specimen Collection ep14_3_newerabs = 16; close; } if (ep14_3_newerabs < 19) { if (ep14_3_newerabs == 16) { if (countitem(6689) < 50 || checkquest(11355,HUNTING) != 2) { mes "[Barget Tiblack]"; mes "First, I want to collect animal specimens."; mes "It's not uncommon to see mutant animals around here. Recently, one of them was confirmed as a ^0000FFcompletely new species^000000."; next; mes "[Barget Tiblack]"; mes "^0000FFThis new species of insect is called the Firebugs because they're surrounded by flames and live in fire pits like that over there^000000."; next; mes "[Barget Tiblack]"; mes "Firebugs that crawl out of their pits die soon after."; next; mes "[Barget Tiblack]"; mes "Please investigate ^0000FF20 fire pits and collect 50 Burning Insect Shells from Firebugs^000000."; mes "Be careful not to burn yourself in the process."; close; } mes "[Barget Tiblack]"; mes "Oh,"; mes "well done!"; mes "You finished your task more quickly than I anticipated."; delitem 6689,50;// BurningSkin erasequest 11355;// Specimen Collection setquest 11356;// Specimen Collection ep14_3_newerabs = 17; next; mes "[Barget Tiblack]"; mes "Ouch, HOT!"; mes "*Huffing Puffing*"; mes "Let me bottle them before they get cold, and send them to the lab."; next; } mes "[Barget Tiblack]"; mes "Now, it's time for plant specimens."; mes "Our target plant is called Sonia, a very primitive type of plant."; next; mes "[Barget Tiblack]"; mes "At a glance, Sonias look like plastic tubes, but their structure is very minimal."; next; mes "[Barget Tiblack]"; mes "They're not difficult to gather. Please ^0000FFpick 50 Sonias and bring me 50 stems^000000."; next; mes "[Barget Tiblack]"; mes "Sonia specimens are the last of my specimen collection. If you happen to ^0000FFsee peculiar Sonias^000000, please don't hesitate to let me know."; next; mes "[Barget Tiblack]"; mes "Try not to stray too far away from the base. It's too dangerous out there."; mes "Come back safely."; next; mes "[Tamarin]"; mes "Hm..."; mes "" + strcharinfo(0) + ", wait!"; cutin "ep143_tahuk.bmp",2; close3; } if (ep14_3_newerabs == 19) { if (countitem(6690) < 25) { mes "[Barget Tiblack]"; mes "How are you doing with collecting Sonias?"; close; } mes "[Barget Tiblack]"; mes "Ah,"; mes "welcome back!"; mes "I forgot to tell you ^0000FFnot to go near the rock in the center of this place^000000."; next; mes "[Barget Tiblack]"; mes "When I realized my mistake, I called a rescue party, so worried for your safety. I'm glad you're back unscathed."; next; mes "[Barget Tiblack]"; mes "I apologize for being a total jerk."; mes "I was stressed out about my heavy workload."; next; mes "[Barget Tiblack]"; mes "I still have so many things to do... Sigh..."; next; select("Tell her about the central rock."); mes "[Barget Tiblack]"; mes "Say WHAT?!"; mes "You went there?!"; mes "And you came back unscathed? How?"; next; mes "[Barget Tiblack]"; mes "Everyone else who went there ^0000FFfell into a coma due to the noxious gas released from the rock^000000."; next; mes "[Barget Tiblack]"; mes "What did you do?"; mes "This is a great discovery!"; next; select("Relay what happened."); mes "[Barget Tiblack]"; mes "You ate a Sonia stem."; mes "Okay, I've known the stem is nontoxic, but I haven't finished its substance research yet. Did you experience any side effect?"; next; mes "[Barget Tiblack]"; mes "Wow!"; mes "This really is a great discovery!"; next; mes "[Barget Tiblack]"; mes "I'd better get back to the research..."; mes "No, we first must ^0000FFtreat those patients who need Sonia stems. Please bring them to me.^000000"; next; mes "[Barget Tiblack]"; mes "^0000FFInstructor Rugen manages them^000000, so you can bring them to him."; mes "Please hand me the document. I'll sign it for you."; next; mes "[Barget Tiblack]"; mes "I'd better get back to my stem research. I'll ask someone else for assistance."; mes "You lucked out this time. Better not make a habit of eating things off the ground."; erasequest 11358;// Specimen Collection setquest 11359;// Antidote ep14_3_newerabs = 20; close; } if (ep14_3_newerabs == 20) { mes "[Barget Tiblack]"; mes "I'd better get back to the research..."; mes "No, we first must ^0000FFtreat those patients who need Sonia stems. Please bring them to me.^000000"; next; mes "[Barget Tiblack]"; mes "^0000FFInstructor Rugen manages them^000000, so you can bring them to him."; mes "Please hand me the document. I'll sign it for you."; next; mes "[Barget Tiblack]"; mes "I'd better get back to my stem research. I'll ask someone else for assistance."; mes "You lucked out this time. Better not make a habit of eating things off the ground."; close; } if (ep14_3_newerabs < 23) { mes "[Barget Tiblack]"; mes "Did you see Instructor Rugen?"; close; } if (ep14_3_newerabs == 23) { mes "[Barget Tiblack]"; mes "Hah hah hah!"; mes "How did it go?"; mes "They worked, didn't they?"; next; mes "[Barget Tiblack]"; mes "I have high hopes for my research."; mes "Your seemingly reckless decision has saved many lives."; next; mes "[Barget Tiblack]"; mes "With this, we'll soon be able to investigate that ^0000FFsuspicious cave^000000 from the inside out!"; next; select("What cave?"); mes "[Barget Tiblack]"; mes "Oh, the cave that releases the noxious gas."; mes "The gas is ^0000FFso thick in the air, you can't see the cave entrance clearly^000000."; next; mes "[Barget Tiblack]"; mes "Those who we gave the first batch of the vaccine already left to the cave."; mes "We haven't heard from them yet. I'd like to believe it's a good sign."; next; mes "[Barget Tiblack]"; mes "If it weren't two of you, I could have pulled all my hair out in frustration."; mes "Good job, you guys!"; getexp 0,1500000; completequest 11362;// Antidote ep14_3_newerabs = 24; close; } mes "[Barget Tiblack]"; mes "Those who we gave the first batch of the vaccine already left to the cave."; mes "We haven't heard from them yet. I'd like to believe it's a good sign."; next; mes "[Barget Tiblack]"; mes "If it weren't two of you, I could have pulled all my hair out in frustration."; mes "Good job, you guys!"; close; } moro_vol,198,179,4 script Tamarin#ep14bs_st 4_M_TAMARIN,{ if (ep14_3_newerabs < 18) { mes "[Tamarin]"; mes "Hm..."; mes "We don't have time for this!"; cutin "ep143_taang.bmp",2; close3; } if (ep14_3_newerabs == 18) { if (countitem(6690) < 25 || checkquest(11357,HUNTING) != 2) { mes "[Tamarin]"; mes "^0000FFWhen you collect 25 Sonia stems, meet me here^000000."; cutin "ep143_tasta.bmp",2; close3; } mes "[Tamarin]"; mes "I don't remember this rock was so big."; mes "Or seeing these strange things around it."; mes "I also smell ^0000FFsmoke^000000."; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "Again,"; mes "I don't remember seeing ^0000FFso many strange animals and plants^000000 either."; mes "These are Sonias, right? They weren't so many before."; next; mes "[Tamarin]"; mes "If they were, I wouldn't have had to starve."; mes "Sonias were the most delicious and least toxic among all the plants I tried."; cutin "ep143_taang.bmp",2; next; mes "[Tamarin]"; mes "" + strcharinfo(0) + ", do you want to taste it?"; mes "I brought a few stems for memories' sake."; cutin "ep143_tasmi.bmp",2; next; cutin "",255; mes "- Taste of Sonia -"; mes "Its thick, tongue-warming sap fills your mouth with delicious aroma."; next; mes "[Tamarin]"; mes "What do you think?"; mes "Delicious, huh?"; cutin "ep143_tahuk.bmp",2; next; mes "[Tamarin]"; mes "I've got only a few left. Let's take turns to gather some more."; cutin "ep143_tasmi.bmp",2; erasequest 11357;// Specimen Collection setquest 11358;// Specimen Collection ep14_3_newerabs = 19; close3; } if (ep14_3_newerabs == 19) { mes "[Tamarin]"; mes "I've got only a few left. Let's take turns to gather some more."; cutin "ep143_tasmi.bmp",2; close3; } if (ep14_3_newerabs < 23) { mes "[Tamarin]"; mes "Come on,"; mes "hurry over to ^0000FFInstructor Rugen^000000!"; cutin "ep143_tahuk.bmp",2; close3; } if (ep14_3_newerabs == 23) { mes "[Tamarin]"; mes "Thank the gods, who knew that thing I ate out of hunger would save me?"; mes "Let's report to Barget."; cutin "ep143_tahuk.bmp",2; close3; } mes "[Tamarin]"; mes "Arrgh!"; mes "" + strcharinfo(0) + " get in there before everyone else explores it!"; cutin "ep143_tahuk.bmp",2; next; if (select( "Enter.", "Quit." ) == 2) { mes "[Tamarin]"; mes "Ah..."; cutin "ep143_taang.bmp",2; close3; } mes "[Tamarin]"; mes "The floor is dark. Watch your step!"; close2; warp "moro_cav",40,50; end; } moro_vol,105,71,5 script Instructor Rugen#ep14bs 4_M_YOUNGKNIGHT,{ if (ep14_3_newerabs < 20) { mes "[Instructor Rugen]"; mes "Phew..."; mes "Why were you so reckless?"; next; mes "[Instructor Rugen]"; mes "Is this worth it?"; mes "..."; close; } if (ep14_3_newerabs == 20) { mes "[Instructor Rugen]"; mes "Phew..."; mes "Why were you so reckless?"; next; mes "[Instructor Rugen]"; mes "Is this worth it?"; mes "..."; next; if (select( "Talk to him.", "No, he looks too upset to talk." ) == 2) { mes "[Instructor Rugen]"; mes "Sigh..."; mes "This is just..."; close; } mes "[Instructor Rugen]"; mes "How may I help you?"; mes "If you're seeking medical assistance, then please describe your symptoms at the reception desk and wait until help arrives."; next; select("Give Sonia stems."); if (countitem(6690) < 25) { mes "[Instructor Rugen]"; mes "These aren't enough."; mes "Could you check the number of your Sonia stems?"; close; } mes "[Instructor Rugen]"; mes "Are you serious?"; mes "Dr. Tiblack sent you, so I should believe you."; mes "I'll feed these to the patients."; delitem 6690,25;// YummyStem erasequest 11359;// Antidote setquest 11360;// Antidote ep14_3_newerabs = 21; close; } if (ep14_3_newerabs == 21) { mes "[Instructor Rugen]"; mes "Are you serious?"; mes "Dr. Tiblack sent you, so I should believe you."; mes "I'll feed these to the patients."; close; } if (ep14_3_newerabs == 22) { mes "[Instructor Rugen]"; mes "Oh!"; mes "Otto!"; mes "Can you see me?"; next; mes "[Otto]"; mes "Ugh..."; next; mes "[Instructor Rugen]"; mes "Oh!"; mes "It worked!"; next; mes "[Instructor Rugen]"; mes "The patients are showing remarkable improvements, though they need to stay in bed for now."; mes "I'll feed the stems to the most critical patients, and wait for Dr. Tiblack to finish her research."; next; mes "[Instructor Rugen]"; mes "I'll give you a report on the patients' responses to the stem. Please bring the report to ^0000FFDr. Tiblack^000000."; mes "Hah hah."; mes "It worked!"; erasequest 11361;// Antidote setquest 11362;// Antidote ep14_3_newerabs = 23; close; } if (ep14_3_newerabs == 23) { mes "[Instructor Rugen]"; mes "The patients are showing remarkable improvements, though they need to stay in bed for now."; mes "I'll feed the stems to the most critical patients, and wait for Dr. Tiblack to finish her research."; next; mes "[Instructor Rugen]"; mes "I'll give you a report on the patients' responses to the stem. Please bring the report to ^0000FFDr. Tiblack^000000."; mes "Hah hah."; mes "It worked!"; close; } mes "[Instructor Rugen]"; mes "I'm glad that the research resulted in our favor."; mes "My comrades are well on their way to a full recovery."; mes "Thank to you."; close; } moro_vol,104,70,4 script Intoxicated Patient#ep14bs 4_M_LIEMAN,{ if (ep14_3_newerabs == 21) { mes "[Poisoned Patient]"; mes "Ugh..."; next; mes "- You feed him a Sonia stem. The color instantly returns to his face. -"; erasequest 11360;// Antidote setquest 11361;// Antidote ep14_3_newerabs = 22; close; } if (ep14_3_newerabs == 22) { mes "[Poisoned Patient]"; mes "Ugh..."; next; mes "- You feed him a Sonia stem. The color instantly returns to his face. -"; mes "- Talk to Instructor Rugen. -"; close; } mes "[Poisoned Patient]"; mes "Ugh..."; close; } moro_vol,101,72,4 script Patient#ep14bs1 4_M_PATIENT,{ mes "[Patient]"; mes "Ugh..."; close; } moro_vol,101,74,4 script Patient#ep14bs2 4_F_FAIRYKID6,{ mes "[Patient]"; mes "*Moan*"; close; } moro_vol,103,71,6 script Patient#ep14bs3 4_F_PATIENT,{ mes "[Patient]"; mes "*Groan*"; close; } moro_vol,106,69,4 script Patient#ep14bs4 4_M_PATIENT,{ mes "[Patient]"; mes "Aww... Ugh..."; close; } // Warps moro_cav,64,13,0 warp #ep14_3What caveExit 3,3,moro_vol,198,176 // Merchants moro_vol,95,96,6 shop Tool Merchant 4_CAT_DOWN,611:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1 moro_vol,1,2,3 script #f_boss_c CLEAR_NPC,{ end; OnInit: donpcevent "#f_boss_c::OnStart0"; donpcevent "#f_boss_c::OnStart1"; donpcevent "#f_boss_c::OnStart2"; initnpctimer; end; OnTimer20000: donpcevent "#f_boss_c::OnM_chk0"; donpcevent "#f_boss_c::OnM_chk1"; donpcevent "#f_boss_c::OnM_chk2"; initnpctimer; end; OnStart0: killmonster "moro_vol", "#f_boss_c::OnMobDead0"; areamonster "moro_vol",273,233,283,243,"Morocc Twisted Vassal",3040,1, "#f_boss_c::OnMobDead0"; .gid[0] = $@mobid[0]; end; OnStart1: killmonster "moro_vol", "#f_boss_c::OnMobDead1"; areamonster "moro_vol",287,126,297,136,"Morocc Fire Vassal",3039,1, "#f_boss_c::OnMobDead1"; .gid[1] = $@mobid[0]; end; OnStart2: killmonster "moro_vol", "#f_boss_c::OnMobDead2"; areamonster "moro_vol",211,240,221,250,"Morocc Cold Vassal",3041,1, "#f_boss_c::OnMobDead2"; .gid[2] = $@mobid[0]; end; OnFail0: callsub( S_Fail, 0, 3040, "Morocc Twisted Vassal", 278,238 ); // B_MOROCC_2 OnFail1: callsub( S_Fail, 1, 3039, "Morocc Fire Vassal", 292,131 ); // B_MOROCC_1 OnFail2: callsub( S_Fail, 2, 3041, "Morocc Cold Vassal", 216,245 ); // B_MOROCC_4 S_Fail: .@index = getarg(0); sleep 4000; if (unitexists(.gid[.@index]) == true) { getunitdata .gid[.@index], .@data; .@x1 = getarg(3) - 5; .@y1 = getarg(4) - 5; .@x2 = getarg(3) + 5; .@y2 = getarg(4) + 5; killmonster "moro_vol", "#f_boss_c::OnMobDead" + .@index; areamonster "moro_vol",.@x1,.@y1,.@x2,.@y2,getarg(2),getarg(1),1, "#f_boss_c::OnMobDead" + .@index; .gid[.@index] = $@mobid[0]; setunitdata .gid[.@index], UMOB_HP, .@data[UMOB_HP]; } end; OnM_chk0: callsub( S_M_chk, 0, 278,238 ); OnM_chk1: callsub( S_M_chk, 1, 292,131 ); OnM_chk2: callsub( S_M_chk, 2, 216,245 ); S_M_chk: .@index = getarg(0); if (unitexists(.gid[.@index]) == true) { getunitdata .gid[.@index], .@data; if ((.@data[UMOB_X] < (getarg(1) - 15)) || (.@data[UMOB_X] > (getarg(1) + 15)) || (.@data[UMOB_Y] < (getarg(2) - 15)) || (.@data[UMOB_Y] > (getarg(2) + 15))) { unittalk .gid[.@index], "I have to go back to my position, this is his order.!"; donpcevent "#f_boss_c::OnFail" + .@index; } } end; OnMobDead0: callsub( S_MobDead, 0 ); OnMobDead1: callsub( S_MobDead, 1 ); OnMobDead2: callsub( S_MobDead, 2 ); S_MobDead: .@index = getarg(0); .gid[.@index] = 0; if (mobcount("moro_vol", "#f_boss_c::OnMobDead" + .@index) < 1) initnpctimer "#f_boss" + .@index; end; } moro_vol,1,2,3 script #f_boss0 CLEAR_NPC,{ end; OnInit: disablenpc "#f_boss0"; end; OnTimer60000: sscanf( strnpcinfo(2), "f_boss%d", .@num ); donpcevent "#f_boss_c::OnStart" + .@num; stopnpctimer; end; } moro_vol,1,2,3 duplicate(#f_boss0) #f_boss1 CLEAR_NPC moro_vol,1,2,3 duplicate(#f_boss0) #f_boss2 CLEAR_NPC moro_vol,86,167,7 script Advance Base Defender#1 4_M_CRU_HEAD,3,3,{ mes "[Advance Base Defender]"; .@num = atoi(strnpcinfo(2)); if (.@num == 1 || .@num == 11) mes "This place is too dangerous. Return to the base, now!"; else if (.@num == 2 || .@num == 12) mes "I'll see that no monster sneak into the base."; else if (.@num == 3 || .@num == 13) mes "Sigh, how long do I have to do this?"; else if (.@num == 4 || .@num == 14) mes "Don't worry. I'm here to protect you."; else if (.@num == 5 || .@num == 15) mes "We're in the middle of the battlefield. I can't talk for too long."; else if (.@num == 6 || .@num == 16) mes "Please step aside. You're blocking my vision."; else if (.@num == 7 || .@num == 17) mes "If you have time for chit-chat, then kill one more enemy instead."; else if (.@num == 8 || .@num == 18) mes "Bah, I'm cold and hungry... Oh, I was just talking to myself."; else if (.@num == 9 || .@num == 19) mes "Be careful: this place is overrun with dangerous monsters."; else if (.@num == 10 || .@num == 20) mes "For every monster I kill, one or more appear to take its place."; close; OnTouch: end; OnTouchNPC: .@t_rnd = rand(1,4); if (.@t_rnd == 1) npctalk "Advance Base Defender: Creature of Depravity, I command you to return to the Netherworld."; else if (.@t_rnd == 2) npctalk "Advance Base Defender: Not a step closer to my base, monsters!"; else if (.@t_rnd == 3) npctalk "Advance Base Defender: Stop right there, monsters! Don't you dare get close to our sanctuary!"; else if (.@t_rnd == 4) npctalk "Advance Base Defender: Begone, monsters! This land belongs to the Army of Holy Light!"; specialeffect EF_BEGINSPELL; sleep2 1000; .@c_rnd = rand(1,4); if (.@c_rnd == 1) specialeffect EF_LORD; else if (.@c_rnd == 2) specialeffect EF_STORMGUST; else if (.@c_rnd == 3) specialeffect EF_SIGNUM; else if (.@c_rnd == 4) specialeffect EF_SUI_EXPLOSION; sleep2 2000; unitwarp 0,"moro_vol",145,148; end; } moro_vol,93,166,7 duplicate(Advance Base Defender#1) Advance Base Defender#2 4_M_CRU_KNT,3,3 moro_vol,100,165,7 duplicate(Advance Base Defender#1) Advance Base Defender#3 4_M_CRU_SOLD,3,3 moro_vol,107,164,7 duplicate(Advance Base Defender#1) Advance Base Defender#4 4_M_KY_HEAD,3,3 moro_vol,114,162,7 duplicate(Advance Base Defender#1) Advance Base Defender#5 4_M_KY_KIYOM,3,3 moro_vol,121,160,7 duplicate(Advance Base Defender#1) Advance Base Defender#6 4_M_KY_KNT,3,3 moro_vol,128,158,7 duplicate(Advance Base Defender#1) Advance Base Defender#7 4_M_CRU_HEAD,3,3 moro_vol,135,155,7 duplicate(Advance Base Defender#1) Advance Base Defender#8 4_M_CRU_KNT,3,3 moro_vol,142,152,7 duplicate(Advance Base Defender#1) Advance Base Defender#9 4_M_CRU_SOLD,3,3 moro_vol,149,148,7 duplicate(Advance Base Defender#1) Advance Base Defender#10 4_M_KY_HEAD,3,3 moro_vol,156,144,7 duplicate(Advance Base Defender#1) Advance Base Defender#11 4_M_KY_KIYOM,3,3 moro_vol,162,137,6 duplicate(Advance Base Defender#1) Advance Base Defender#12 4_M_KY_KNT,3,3 moro_vol,168,130,6 duplicate(Advance Base Defender#1) Advance Base Defender#13 4_M_CRU_HEAD,3,3 moro_vol,174,123,6 duplicate(Advance Base Defender#1) Advance Base Defender#14 4_M_CRU_KNT,3,3 moro_vol,178,116,6 duplicate(Advance Base Defender#1) Advance Base Defender#15 4_M_CRU_SOLD,3,3 moro_vol,182,109,6 duplicate(Advance Base Defender#1) Advance Base Defender#16 4_M_KY_HEAD,3,3 moro_vol,185,102,6 duplicate(Advance Base Defender#1) Advance Base Defender#17 4_M_KY_KIYOM,3,3 moro_vol,187,95,6 duplicate(Advance Base Defender#1) Advance Base Defender#18 4_M_KY_KNT,3,3 moro_vol,189,88,6 duplicate(Advance Base Defender#1) Advance Base Defender#19 4_M_CRU_HEAD,3,3 moro_vol,191,81,6 duplicate(Advance Base Defender#1) Advance Base Defender#20 4_M_CRU_KNT,3,3 // Flaming Basin and Doom Prayers // gef_fild02,106,225,4 script Base Investigator#bl 4_M_KY_HEAD,{ moro_vol,131,103,3 script Base Investigator#bl 4_M_KY_HEAD,{ if (checkweight(1301,3) == 0) { mes "- Cannot progress with the dialogue because you have too many items. -"; close; } if (BaseLevel < 150) { mes "[Base Investigator]"; mes "You look super weak!"; mes "Why are you here??"; next; mes "[Base Investigator]"; mes "Well, there are not enough people!"; mes "But we will wait until you reach level 150."; mes "Please come back later!"; close; } if (ep14_3_fall_bless == 0) { mes "[Base Investigator]"; mes "Have you noticed it, too?"; mes "Yes, the monsters in this area are really quite strange."; next; mes "[Base Investigator]"; mes "They appear to be mutant versions of Midgard monsters"; next; mes "[Base Investigator]"; mes "Worse still, their number has been rapidly increasing."; mes "We must keep an eye on them."; next; mes "[Base Investigator]"; mes "To my regret, everyone seems so busy that I can't ask them for help, despite the seriousness of the investigation."; mes "This is not a safe environment."; next; switch( select( "What's going on?", "Why can't you do it yourself?", "Do you want me to do it?" ) ) { case 1: mes "[Base Investigator]"; mes "The environmental characteristics of this area are making the investigation too difficult."; mes "The scenery looks familiar, yet in a way... strange."; mes "The place looks like it's on the verge of utter collapse but.. I can see bursts of vibrant growth."; next; mes "[Base Investigator]"; mes "What is this place?"; close; case 2: mes "[Base Investigator]"; mes "Like everyone else from a noble background,"; mes "I only know how to command others."; emotion 4, playerattached(); close; case 3: mes "[Base Investigator]"; mes "Of all those monsters,"; mes "^0000FFFire Condors^000000 look most dangerous."; mes "Those birds with burning tails charge headlong toward everyone they see. You may be able to run from them, but you will always get singed."; next; select("Do you want me to hunt Fire Condors?"); mes "[Base Investigator]"; mes "No, I have no one to dispose their carcasses."; mes "My purpose is, after all, an investigation."; mes "Just bring me"; mes "15 ^FF0000Burning Feathers^000000"; mes "from ^0000FFFire Condors^000000."; next; if (select( "I'm as busy as you!", "Got it." ) == 1) { mes "[Base Investigator]"; mes "You acted as if you'd help me."; mes "Were you messing with me?"; close; } mes "[Base Investigator]"; mes "Bring me"; mes "^FF000015 Burning Feathers^000000"; mes "from ^0000FFFire Condors^000000."; mes "Hurry before more people fall victim to those vicious birds!"; setquest 1264; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 1; close; } } if (ep14_3_fall_bless == 1) { if (countitem(6691) < 15) { mes "[Base Investigator]"; mes "I thought you'd be hard at work by now,"; mes "gathering ^FF000015 Burning Feathers^000000"; mes "from ^0000FFFire Condors^000000,"; mes "so I called an emergency meeting of"; mes "my investigators."; next; mes "[Base Investigator]"; mes "And you're still in town,"; mes "enjoying a leisurely walk."; close; } mes "[Base Investigator]"; mes "You brought"; mes "all the ^FF000015 Burning Feathers^000000."; mes "Thank you. Now I can"; mes "proceed with my investigation."; next; mes "[Base Investigator]"; mes "Most of all, I can finally enjoy the warmth of a fire!"; emotion 21; next; mes "[Base Investigator]"; mes "Did you notice the worrisome expression on my face?"; next; if (select( "Nope. Never.", "I did, instantly." ) == 1) { mes "[Base Investigator]"; mes "That's not the answer I expected,"; mes "but I'll continue with the spiel"; mes "I've prepared."; mes "Sigh..."; next; mes "[Base Investigator]"; mes "A scout hasn't returned"; mes "from the Flaming Basin."; mes "I want you to go check"; mes "what happened to him."; next; if (select( "No can do.", "Sure." ) == 1) { mes "[Base Investigator]"; mes "I know you'll do it anyway!"; close; } mes "[Base Investigator]"; mes "The scout headed for the area teeming with monsters."; mes "Keep your eyes peeled for him."; delitem 6691,15;// BurningFeather completequest 1264; // Flaming Basin and Doom Prayers setquest 1265; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 2; close; } mes "[Base Investigator]"; // google translate.. mes "Not bad! You guys...."; mes "Please eat three bowls of gongs!"; next; mes "[Base Investigator]"; mes "A scout hasn't returned"; mes "from the Flaming Basin."; mes "I want you to go check"; mes "what happened to him."; next; if (select( "No can do.", "Sure." ) == 1) { mes "[Base Investigator]"; mes "I know you'll do it anyway!"; close; } mes "[Base Investigator]"; mes "The scout headed for the area teeming with monsters."; mes "Keep your eyes peeled for him."; delitem 6691,15;// BurningFeather completequest 1264; // Flaming Basin and Doom Prayers setquest 1265; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 2; close; } if (ep14_3_fall_bless < 4) { mes "[Base Investigator]"; mes "I sent you out to look for the scout."; mes "Did you come back or haven't you left at all?"; next; mes "[Base Investigator]"; mes "Go look for the scout in the place teeming with monsters!"; close; } if (ep14_3_fall_bless == 4) { mes "[Base Investigator]"; mes "Did you find the scout?"; mes "He's resting and rewriting his scout journal?"; next; mes "[Base Investigator]"; mes "He does not disappoint me."; mes "He's a good soldier!"; emotion 21; emotion 4, playerattached(); next; mes "[Base Investigator]"; mes "Now that we've found the missing scout,"; mes "I want you to move on to the next mission."; next; mes "[Base Investigator]"; mes "You know the number of mysterious monsters"; mes "in this Flaming Basin has been continuously increasing."; next; select("I know."); mes "[Base Investigator]"; mes "Things could quickly go out of control"; mes "if they expand to the outside world."; mes "If they encounter other monsters in Midgard or the Other World,"; mes "they could go on a rampage,"; next; mes "[Base Investigator]"; mes "could spread deadly virus,"; mes "could procreate powerful mutants,"; mes "or worse."; next; mes "[Base Investigator]"; mes "For now, the best solution would be"; mes "a large cull, and I want you to do it."; next; mes "[Base Investigator]"; mes "Please exterminate"; mes "20 ^0000FFFire Sandmen^000000"; mes "and ^0000FFFire Frilldoras^000000."; next; if (select( "Do it yourself!", "I'll do my best." ) == 1) { mes "[Base Investigator]"; mes "I hate to repeat myself,"; mes "but like everyone else from a noble background,"; mes "I only know how to command others."; emotion 19, playerattached(); close; } mes "[Base Investigator]"; mes "Hurry, those monsters are breeding even as we speak."; next; mes "[Base Investigator]"; mes "Please exterminate"; mes "20 ^0000FFFire Sandmen^000000"; mes "and 20 ^0000FFFire Frilldoras^000000."; completequest 1267; // Flaming Basin and Doom Prayers setquest 1268; // Flaming Basin and Doom Prayers setquest 1269; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 5; close; } if (ep14_3_fall_bless == 5) { if (checkquest(1268,HUNTING) == 2 && checkquest(1269,HUNTING) == 2) { mes "[Base Investigator]"; mes "You exterminated"; mes "20 ^0000FFFire Sandmen^000000"; mes "and 20 ^0000FFFire Frilldoras^000000 as I ordered."; next; mes "[Base Investigator]"; mes "Thanks to you we've found an effective wayto deal with the monsters."; next; mes "[Base Investigator]"; mes "From this moment on, my soldiers will take over."; completequest 1268; // Flaming Basin and Doom Prayers completequest 1269; // Flaming Basin and Doom Prayers setquest 1297; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 6; getexp 0,100000; close; } mes "[Base Investigator]"; mes "Hurry, those monsters are"; mes "multiplying themselves even as we speak."; next; mes "[Base Investigator]"; mes "Please exterminate"; mes "20 ^0000FFFire Sandmen^000000"; mes "and 20 ^0000FFFire Frilldoras^000000."; close; } mes "[Base Investigator]"; mes "So leave it to us to take care of this area, and you go ahead and head north."; mes "I want you to do something about that strange group of people over there."; next; mes "[Base Investigator]"; mes "They've appeared out of nowhere."; mes "doing everything they can to pester us."; emotion 28; close; OnInit: questinfo( QTYPE_QUEST, QMARK_YELLOW, "BaseLevel >= 150 && isbegin_quest(1264) == 0 && ep14_3_fall_bless == 0" ); end; } //gef_fild02,106,225,4 script Scout#bl 4_M_CRU_SOLD,{ moro_vol,234,301,3 script Scout#bl 4_M_CRU_SOLD,{ if (checkweight(1301,3) == 0) { mes "- Cannot progress with the dialogue because you have too many items. -"; close; } if (ep14_3_fall_bless == 0) { mes "[Scout]"; mes "I was sent to investigate these monsters."; mes "It's unfair that I'm alone"; mes "in this dangerous place with no backup!"; close; } if (ep14_3_fall_bless == 1) { mes "[Scout]"; mes "I was sent to investigate these monsters."; mes "It's unfair that I'm alone"; mes "in this dangerous place with no backup!"; next; mes "[Scout]"; mes "Argh, I'm just gonna go AWOL!"; close; } if (ep14_3_fall_bless == 2) { mes "[Scout]"; mes "Welcome!"; mes "I'm in dire need of help!"; next; mes "[Scout]"; mes "I came here alone on a recon mission."; mes "A horde of monsters surrounded me, keeping me from leaving,"; mes "so I had no choice but to hang around."; next; if (select("Stay chilling then.", "Let's go back with me.") == 1) { mes "[Scout]"; mes "You're afraid I might ask for help,"; mes "I see."; close; } mes "[Scout]"; mes "I'm not injured, save a few scrapes,"; mes "but ^0000FFFire Sandmen^000000 stole"; mes "my ^FF0000scout journal^000000."; next; mes "[Scout]"; mes "Without the ^FF0000scout journal^000000, I can't go back."; mes "I'll be lucky"; mes "if my superiors don't court-martial me."; next; mes "[Scout]"; mes "Don't I sound pitiful?"; mes "Doesn't it inspire you to help me?"; next; if (select("Neh.", "It does.") == 1) { mes "[Scout]"; mes "All right, then I'll just have to"; mes "stay here and chill until help arrives."; close; } mes "[Scout]"; mes "Okay, here's what you can do to help:"; mes "Please bring ^FF0000Scout Journals^000000"; mes "from ^0000FFFire Sandmen^000000."; next; mes "[Scout]"; mes "The journal could have been separated into pages, snapped at by those feral monsters."; mes "I don't care; I still need them to show to my superiors."; mes "Please bring me"; mes "20 ^FF0000Scout Journals^000000."; next; mes "[Scout]"; mes "Be careful--they can ambush you and snatch away ^FF0000Scout Journals^000000 before you know it."; completequest 1265; // Flaming Basin and Doom Prayers setquest 1266; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 3; close; } if (ep14_3_fall_bless == 3) { if (countitem(6692) < 20) { mes "[Scout]"; mes "Please bring 20 ^FF0000Scout Journals^000000"; mes "from ^0000FFFire Sandmen^000000."; next; mes "[Scout]"; mes "Be careful--they can ambush you and snatch away ^FF0000Scout Journals^000000 before you know it."; close; } mes "[Scout]"; mes "Did you already find"; mes "20 ^FF0000Scout Journals^000000?"; mes "If I knew you're so fast, I would have asked you for 100 pages instead."; next; mes "[Scout]"; mes "My wounds are throbbing from the thought of punishment"; mes "that might await me at the base."; next; mes "[Scout]"; mes "I'll follow you as soon as I'm done reorganizing these pages."; mes "Please report to the Investigator"; mes "and put in a good word"; mes "for me."; delitem 6692,20;// PatrolLog completequest 1266; // Flaming Basin and Doom Prayers setquest 1267; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 4; close; } if (ep14_3_fall_bless == 4) { mes "[Scout]"; mes "I'll follow you as soon as I'm done reorganizing these pages."; mes "Please report to the Investigator"; mes "and put in a good word"; mes "for me."; close; } mes "[Scout]"; mes "I was sent to investigate these monsters."; mes "It's unfair that I'm alone"; mes "in this dangerous place with no backup!"; close; } moro_vol,227,294,0 script #bg1 HIDDEN_WARP_NPC,2,2,{ end; OnTouch: if (ep14_3_fall_bless != 3) end; getmapxy .@map$,.@x,.@y, BL_NPC; sscanf( strnpcinfo(2), "bg%d", .@npc_num ); if (.@npc_num == 9) { .@count = 2; .@y = 302; } else if (.@npc_num == 1 || .@npc_num == 4 || .@npc_num == 5 || .@npc_num == 7 || .@npc_num == 8) .@count = 3; else .@count = 2; if (countitem(6692) >= .@count) { mes "You have been ambushed by Fire Sandmen!"; delitem 6692, .@count;// PatrolLog monster "moro_vol",.@x,(.@y-2)," ",3021,1; monster "moro_vol",.@x,(.@y-1)," ",3021,1; monster "moro_vol",.@x,.@y," ",3021,1; close; } end; } moro_vol,236,292,0 duplicate(#bg1) #bg2 HIDDEN_WARP_NPC,2,2 moro_vol,219,302,0 duplicate(#bg1) #bg3 HIDDEN_WARP_NPC,2,2 moro_vol,214,292,0 duplicate(#bg1) #bg4 HIDDEN_WARP_NPC,2,2 moro_vol,233,283,0 duplicate(#bg1) #bg5 HIDDEN_WARP_NPC,2,2 moro_vol,243,277,0 duplicate(#bg1) #bg6 HIDDEN_WARP_NPC,2,2 moro_vol,220,278,0 duplicate(#bg1) #bg7 HIDDEN_WARP_NPC,2,2 moro_vol,205,282,0 duplicate(#bg1) #bg8 HIDDEN_WARP_NPC,2,2 moro_vol,195,301,0 duplicate(#bg1) #bg9 HIDDEN_WARP_NPC,2,2 moro_vol,232,266,0 duplicate(#bg1) #bg10 HIDDEN_WARP_NPC,2,2 // moro_vol,104,141,3 script Doom Prayers Leader#bl 4_M_BELIEVER01,{ moro_vol,91,197,3 script Doom Prayers Leader#bl 4_M_BELIEVER01,{ if (checkweight(1301,3) == 0) { mes "- Cannot progress with the dialogue because you have too many items. -"; close; } if (ep14_3_fall_bless < 6) { mes "[Doom Prayers Leader]"; mes "Finally, doomsday has come!"; mes "Destruction is a blessing!"; next; mes "[Doom Prayers Leader]"; mes "Guide us to the inside!"; mes "We're chosen by the gods!"; mes "The day when the destruction of the world begins."; next; mes "[Doom Prayers Leader]"; mes "Blood for the blood go~~"; mes "I mean destruction is good!"; mes "Destruction is a blessing!"; close; } if (ep14_3_fall_bless == 6) { mes "[Doom Prayers Leader]"; mes "Finally, doomsday has come!"; mes "Destruction is a blessing!"; next; mes "[Doom Prayers]"; mes "Destruction! Is! A! Blessing!"; mes "Destruction! Is! A! Blessing!"; next; mes "[Doom Prayers]"; mes "Destruction! Blessing!"; mes "We are the chosen ones!"; next; mes "[Doom Prayers Leader]"; mes "Guide us to the inside!"; mes "We're chosen by the gods!"; mes "The day when the destruction of the world begins,"; next; mes "[Doom Prayers Leader]"; mes "The gun is good!"; mes "The HODE is evil!"; next; switch( select( "What god do you serve?", "Who are you?", "Go back!" ) ) { case 1: mes "[Doom Prayers Leader]"; mes "We serve the God of Destruction!"; mes "He oversees the destruction of everything--from the destruction of a star to that of an entire galaxy,"; mes "and from the spoilage of my breakfast to that of my dinner."; close; case 2: mes "[Doom Prayers Leader]"; mes "We're the Doom Prayers!"; mes "We serve the God of Destruction,"; mes "and pray to him to bless us with the end of the world."; next; mes "[Doom Prayers Leader]"; mes "Only after everything else is destroyed,"; mes "we can be truly blessed."; next; mes "[Doom Prayers Leader]"; mes "Those sudden cracks"; mes "in the ground."; mes "Those talking Cats."; mes "Those green giants."; next; mes "[Doom Prayers Leader]"; mes "They prove the end is near!"; mes "Oh, doomsday has arrived!"; mes "Destruction is a blessing!"; close; case 3: mes "[Doom Prayers Leader]"; mes "No, we won't!"; mes "Finally, doomsday has arrived!"; mes "We've been dying for the blessing!"; mes "I want to be there before everyone else!"; next; mes "[Doom Prayers Leader]"; mes "Hell no, we won't go!"; mes "Let us in there!"; mes "We've been chosen by the God of Destruction."; mes "Unlike you, we're invincible!"; next; select("Can you prove it?"); mes "[Doom Prayers Leader]"; mes "How dare you challenge me?!"; mes "All right, I'll prove it to you!"; next; mes "[Doom Prayers Leader]"; mes "Search this Doomsland and find ^FF000040 Blessing Stones^000000."; mes "Throw them at us, and you'll see."; next; mes "[Doom Prayers Leader]"; mes "The moment they hit our bodies,"; mes "they'll turn into flower petals with a loud pop!"; mes "Destruction is a blessing!"; next; select("Doomsland?"); mes "[Guard]"; mes "That's what those crazy people call this Flaming Basin."; next; mes "[Guard]"; mes "And what they call ^FF0000Blessing Stones^000000 are simply the debris fell off ^0000FFFire Golems^000000."; next; mes "The only way to send away these crazy people must be prove them they're wrong."; mes "Do you want to hunt ^0000FFFire Golems^000000"; mes "and collect 40 ^FF0000Blessing Stones^000000?"; next; if (select( "No, I couldn't care less!", "I'll collect the stones." ) == 1) { mes "[Doom Prayers Leader]"; mes "I see you're afraid of witnessing the grace of our god lest that might change your mind."; mes "Stop bothering me and scram!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayers Leader]"; mes "Go ahead, bring ^FF0000Blessing Stones^000000 and throw them at us!"; mes "You'll see those stones turning into falling flower petals!"; mes "Then you'll cry and beg me to let you join us."; completequest 1297; // Flaming Basin and Doom Prayers setquest 1270; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 7; close; } } if (ep14_3_fall_bless == 7) { if (countitem(6693) < 39) { // Stone_Of_Blessing mes "[Doom Prayers Leader]"; mes "Search this Doomsland and find ^FF000040 Blessing Stones^000000."; mes "Throw them at us, and you'll see."; next; mes "[Doom Prayers Leader]"; mes "The moment they hit our bodies, they'll turn into flower petals with a loud pop!"; mes "Destruction is a blessing!"; next; mes "Hunt ^0000FFFire Golems^000000 and collect 40 ^FF0000Blessing Stones^000000."; close; } mes "[Doom Prayers Leader]"; mes "You brought 40 ^FF0000Blessing Stones^000000."; mes "Okay, we're ready."; mes "Throw the stones at us!"; next; mes "[Doom Prayers Leader]"; mes "Be prepared for the miracle!"; mes "Come on, hit us hard!"; mes "Destruction is a blessing!"; next; mes "*Whiz*"; mes "*WHIZZ*"; next; mes "*Whiz*"; mes "*WHIZZ*"; mes "*WHIZZ*"; mes "*WHIZZ*"; next; mes "[Doom Prayers]"; mes "Yelp!"; emotion 19; emotion 19, getnpcid(0, "Doom Prayers Second-in-command#bl"); emotion 28, getnpcid(0, "Doom Prayer#bl1"); emotion 19, getnpcid(0, "Doom Prayer#bl2"); emotion 19, getnpcid(0, "Doom Prayer#bl3"); emotion 28, getnpcid(0, "Doom Prayer#bl4"); next; mes "[Doom Prayers]"; mes "Yelp!"; mes "Ouch! Geez!"; emotion 19; emotion 19, getnpcid(0, "Doom Prayers Second-in-command#bl"); emotion 28, getnpcid(0, "Doom Prayer#bl1"); emotion 19, getnpcid(0, "Doom Prayer#bl3"); emotion 28, getnpcid(0, "Doom Prayer#bl4"); emotion 19, getnpcid(0, "Doom Prayer#bl6"); emotion 28, getnpcid(0, "Doom Prayer#bl7"); emotion 19, getnpcid(0, "Doom Prayer#bl9"); emotion 28, getnpcid(0, "Doom Prayer#bl0"); emotion 19, getnpcid(0, "Doom Prayer#bl12"); next; mes "[Doom Prayers]"; mes "Kyaah-!"; mes "Aww! Err!"; emotion 19; emotion 19, getnpcid(0, "Doom Prayers Second-in-command#bl"); emotion 28, getnpcid(0, "Doom Prayer#bl1"); emotion 4, getnpcid(0, "Doom Prayer#bl2"); emotion 19, getnpcid(0, "Doom Prayer#bl3"); emotion 28, getnpcid(0, "Doom Prayer#bl4"); emotion 4, getnpcid(0, "Doom Prayer#bl5"); emotion 19, getnpcid(0, "Doom Prayer#bl6"); emotion 28, getnpcid(0, "Doom Prayer#bl7"); emotion 19, getnpcid(0, "Doom Prayer#bl8"); emotion 19, getnpcid(0, "Doom Prayer#bl9"); emotion 28, getnpcid(0, "Doom Prayer#bl0"); emotion 19, getnpcid(0, "Doom Prayer#bl11"); emotion 19, getnpcid(0, "Doom Prayer#bl12"); next; mes "[Doom Prayers Leader]"; mes "That hurts!"; mes "That hurts like hell!"; mes "STOP! Stop hitting me in the face!"; next; if (select( "Keep throwing.", "Stop throwing.") == 2) { mes "Instead of turning into flower petals, the stones inflicted immense pain on those who got hit."; mes "You decided to stop throwing the stones."; delitem 6693,40;// Stone_Of_Blessing completequest 1270; // Flaming Basin and Doom Prayers setquest 1271; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 8; close; } mes "[Doom Prayers]"; mes "Yelp!"; mes "My head!"; mes "Aww! Kyaaooh-!"; emotion 19; emotion 19, getnpcid(0, "Doom Prayers Second-in-command#bl"); emotion 28, getnpcid(0, "Doom Prayer#bl1"); emotion 19, getnpcid(0, "Doom Prayer#bl2"); emotion 19, getnpcid(0, "Doom Prayer#bl3"); emotion 28, getnpcid(0, "Doom Prayer#bl4"); next; mes "[Doom Prayers]"; mes "Kyaah-!"; mes "My nose!"; mes "Kyaah-! Kyaarrr-!"; emotion 19; emotion 19, getnpcid(0, "Doom Prayers Second-in-command#bl"); emotion 28, getnpcid(0, "Doom Prayer#bl1"); emotion 4, getnpcid(0, "Doom Prayer#bl2"); emotion 19, getnpcid(0, "Doom Prayer#bl3"); emotion 28, getnpcid(0, "Doom Prayer#bl4"); emotion 4, getnpcid(0, "Doom Prayer#bl5"); emotion 19, getnpcid(0, "Doom Prayer#bl6"); emotion 28, getnpcid(0, "Doom Prayer#bl7"); emotion 19, getnpcid(0, "Doom Prayer#bl8"); emotion 19, getnpcid(0, "Doom Prayer#bl9"); emotion 28, getnpcid(0, "Doom Prayer#bl0"); emotion 19, getnpcid(0, "Doom Prayer#bl11"); emotion 19, getnpcid(0, "Doom Prayer#bl12"); next; mes "[Doom Prayers Leader]"; mes "Hurt!"; mes "Hurt like hell!"; mes "I wasn't ready!"; mes "Stop! Let's do over!"; close; } if (ep14_3_fall_bless == 8) { mes "[Doom Prayers Leader]"; mes "Brothers and sisters, calm down!"; mes "That heretic has fooled us with the wrong stones!"; next; mes "[Doom Prayers]"; mes "I knew it!"; next; mes "[Doom Prayers]"; mes "Boo!"; mes "Boo!"; emotion 32; emotion 32, getnpcid(0, "Doom Prayers Second-in-command#bl"); emotion 6, getnpcid(0, "Doom Prayer#bl1"); emotion 6, getnpcid(0, "Doom Prayer#bl2"); emotion 6, getnpcid(0, "Doom Prayer#bl3"); emotion 6, getnpcid(0, "Doom Prayer#bl4"); emotion 6, getnpcid(0, "Doom Prayer#bl5"); emotion 6, getnpcid(0, "Doom Prayer#bl6"); emotion 6, getnpcid(0, "Doom Prayer#bl7"); emotion 6, getnpcid(0, "Doom Prayer#bl8"); emotion 6, getnpcid(0, "Doom Prayer#bl9"); emotion 6, getnpcid(0, "Doom Prayer#bl0"); emotion 6, getnpcid(0, "Doom Prayer#bl11"); emotion 6, getnpcid(0, "Doom Prayer#bl12"); next; mes "[Doom Prayers]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; next; mes "[Doom Prayers Leader]"; mes "You're a coward!"; mes "I command you again."; next; mes "[Doom Prayers Leader]"; mes "Bring the blood of the monsters that roam Doomsland."; mes "I shall drink it and levitate to guide you all to the true faith!"; next; mes "[Guard]"; mes "He means the ^FF0000Monster Bloods^000000"; mes "from ^0000FFFire Frilldoras^000000 and and ^0000FFFire Sandmen^000000."; mes "I presume 30 bottles should suffice."; next; if (select( "No, I couldn't care less!", "I'll collect Monster Bloods.") == 1) { mes "[Doom Prayers Leader]"; mes "I knew you'd say yes!"; mes "I can sense your fear about the possibility of witnessing the grace of the God of Destruction."; next; mes "[Doom Prayers Leader]"; mes "Stop bothering me and scram!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayers Leader]"; mes "Now go bring me Monster Bloods!"; mes "Hunt those heinous ^0000FFFire Frilldoras^000000 and and ^0000FFFire Sandmen^000000, and bring me 30 ^FF0000Monster Bloods^000000."; next; mes "[Doom Prayers Leader]"; mes "This is a perilous task."; mes "I'll understand if you want to run."; mes "If you really want to do this against my advice, then do as you wish."; mes "Mwah hah hah!"; completequest 1271; // Flaming Basin and Doom Prayers setquest 1272; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 9; close; } if (ep14_3_fall_bless == 9) { if (countitem(6694) < 29) { mes "[Doom Prayers Leader]"; mes "Now go bring me Monster Bloods!"; mes "Hunt those heinous ^0000FFFire Frilldoras^000000 and and ^0000FFFire Sandmen^000000, and bring me 30 ^FF0000Monster Bloods^000000."; next; mes "[Doom Prayers Leader]"; mes "This is a perilous task."; mes "I'll understand if you want to run."; mes "If you really want to do this against my advice, then do as you wish."; mes "Mwah hah hah!"; close; } mes "[Doom Prayers Leader]"; mes "You must have too much time on your hands, heretic: you really brought all the ^FF0000Monster Bloods^000000."; next; mes "[Doom Prayers Leader]"; mes "Lo and behold!"; mes "I'll drink this and levitate myself with its power!"; next; mes "[Doom Prayers Leader]"; mes "*Gulp Gulp*"; next; mes "[Doom Prayers Leader]"; mes "*Slosh Slosh*"; next; mes "[Doom Prayers Leader]"; mes "*Guzzle Guzzle*"; next; mes "[Doom Prayers Leader]"; mes "*Burp*"; next; mes "[Doom Prayers Leader]"; mes "*Rumble*"; next; mes "[Doom Prayers Leader]"; mes "..."; mes "Ugh..."; emotion 4; next; mes "The color drains from his face."; mes "You catch a whiff of what smells like diarrhea."; next; mes "His lips thin in silent embarrassment."; emotion 28; delitem 6694,30;// Monster_Blood completequest 1272; // Flaming Basin and Doom Prayers setquest 1273; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 10; close; } if (ep14_3_fall_bless < 12) { mes "Enveloped in a cloud of vile stink, he remains silent."; next; mes "His second-in-command is angrily pointing his finger at you."; mes "You should talk to him."; close; } if (ep14_3_fall_bless == 12) { mes "[Doom Prayers Leader]"; mes "Sigh, the world hasn't ended, again."; mes "What I wouldn't give to go back home now and change to some fresh underwear..."; next; mes "[Doom Prayers Leader]"; mes "I'll wait for the next natural disaster and gather more followers to call forth the God of Destruction!"; next; mes "[Doom Prayers Leader]"; mes "Thanks to you, though, that whether accident has shocked everyone and put them in their place."; next; mes "[Doom Prayers Leader]"; mes "My followers have been doubting their faith in me, and haven't paid their memberships for months."; mes "I should reward you for your help."; next; mes "[Doom Prayers Leader]"; mes "I hope you'll come to our next gathering and work your whether miracle again."; completequest 1275; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 13; getexp 2000000,0; close; } mes "[Doom Prayers Leader]"; mes "Thanks to you, that whether accident has shocked everyone and put them in their place."; next; mes "[Doom Prayers Leader]"; mes "I hope you'll come to our next gathering and work your whether miracle again."; close; OnInit: questinfo( QTYPE_QUEST, QMARK_YELLOW, "BaseLevel >= 150 && isbegin_quest(1270) == 0 && isbegin_quest(1297) == 1 && ep14_3_fall_bless == 6" ); end; } moro_vol,95,195,3 script Doom Prayers Second-in-command#bl 4_F_BELIEVER01,{ if (checkweight(1301,3) == 0) { mes "- Cannot progress with the dialogue because you have too many items. -"; close; } if (ep14_3_fall_bless < 10) { mes "[Doom Prayers Second-in-command]"; mes "Doom Prayers!"; mes "Pray Harder!"; mes "Destruction! Blessing!"; next; mes "[Doom Prayers]"; mes "Destruction! Blessing!"; mes "Destruction! Blessing!"; close; } if (ep14_3_fall_bless == 10) { mes "[Doom Prayers Second-in-command]"; mes "Doom Prayers, don't panic! Stay calm!"; next; mes "[Doom Prayers Second-in-command]"; mes "Soon the judgment will begin and we'll be blessed."; mes "We'll want for nothing!"; next; mes "[Doom Prayers Second-in-command]"; mes "Let's pray together and raise the Blessing Gate!"; mes "Destruction! Blessing!"; next; mes "[Doom Prayers]"; mes "Destruction! Blessing!"; mes "Destruction! Blessing!"; next; mes "[Doom Prayers Second-in-command]"; mes "Oh, I see a light!"; mes "If only I can hold 30 ^FF0000Fire Golem's Stone Teeth^000000 and 30 ^FF0000Fire Frilldora's Napes^000000 in my hands!"; next; mes "[Doom Prayers Second-in-command]"; mes "The tall Blessing Gate will appear itself before us, wide open for us!"; next; mes "[Doom Prayers]"; mes "Oh!"; next; mes "[Doom Prayers Second-in-command]"; mes "Doom Prayers, charge forward, break everything in your path, and fearlessly swing your bare hands at those dangerous monsters!"; next; mes "[Doom Prayers Second-in-command]"; mes "Bring me 30 ^FF0000Fire Golem's Stone Teeth^000000 and 30 ^FF0000Fire Frilldora's Napes^000000."; next; if (select( "No, I couldn't care less!", "I'll bring them." ) == 1) { mes "[Doom Prayers Second-in-command]"; mes "Listen up, Doom Prayers!"; mes "That heartless heretic couldn't care less about us."; mes "What a relief!"; next; mes "[Doom Prayers Second-in-command]"; mes "Now, hunt those heinous monsters with your bare hands and get me the materials!"; next; mes "[Doom Prayers Second-in-command]"; mes "Don't be afraid if you can't fight even Porings;"; mes "I know in your mind, you're as strong as Baphomet!"; emotion 19, playerattached(); close; } mes "[Doom Prayers Second-in-command]"; mes "All right, Doom Prayers!"; mes "Let's give this heretic one more chance at the blessing!"; next; mes "[Doom Prayers Second-in-command]"; mes "Now go bring me 30 ^FF0000Fire Golem's Stone Teeth^000000 and 30 ^FF0000Fire Frilldora's Napes^000000."; completequest 1273; // Flaming Basin and Doom Prayers setquest 1274; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 11; close; } if (ep14_3_fall_bless == 11) { if (countitem(6695) < 30 || countitem(6696) < 30) { mes "[Doom Prayers Second-in-command]"; mes "Now go bring me 30 ^FF0000Fire Golem's Stone Teeth^000000 and 30 ^FF0000Fire Frilldora's Napes^000000."; close; } mes "[Doom Prayers Second-in-command]"; mes "Oh Doom Prayers, be joyous--finally we have all the materials!"; mes "Destruction! Blessing!"; next; mes "[Doom Prayers]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; next; mes "[Doom Prayers Second-in-command]"; mes "Let's pray together and raise the Blessing Gate!"; next; mes "[Doom Prayers]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; next; mes "[Doom Prayers]"; mes "..."; next; mes "[Doom Prayers]"; mes "!!!"; next; mes "[Doom Prayers]"; mes "Kyaah-!"; mes "Aww! Err!"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayers Leader#bl"; specialeffect EF_SUI_EXPLOSION; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl1"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl2"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl3"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl4"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl5"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl6"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl7"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl8"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl9"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl0"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl11"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl12"; next; mes "[Doom Prayers]"; mes "Kyaah-!"; mes "It really is the end of the world!"; mes "We're going to die! Kyaah-!"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayers Leader#bl"; specialeffect EF_SUI_EXPLOSION; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl1"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl2"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl3"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl4"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl5"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl6"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl7"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl8"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl9"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl0"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl11"; specialeffect EF_SUI_EXPLOSION, AREA, "Doom Prayer#bl12"; next; mes "Whether the God of Destruction really exists or not, this small group of fanatics aren't as special as they'd like to believe."; mes "You should talk to Doom Prayers Leader again."; delitem 6695,30;// ToothOfFlameGolem delitem 6696,30;// ToothOfFlameFrilldora completequest 1274; // Flaming Basin and Doom Prayers setquest 1275; // Flaming Basin and Doom Prayers ep14_3_fall_bless = 12; close; } mes "[Doom Prayers Second-in-command]"; mes "Aww... I'm scared..."; mes "I could have run already if only I were alone."; mes "This is just too scary. I'm gonna cry a little more..."; close; } moro_vol,100,183,1 script Base Sentry#bl 4_M_KY_SOLD,{ mes "[Base Sentry]"; mes "This area is dangerous."; mes "Please refrain from exploring it alone."; close; } moro_vol,102,188,1 duplicate(Base Sentry#bl) Base Sentry#bl1 4_M_KY_SOLD moro_vol,104,193,1 duplicate(Base Sentry#bl) Base Sentry#bl2 4_M_KY_SOLD moro_vol,95,182,1 duplicate(Base Sentry#bl) Base Sentry#bl3 4_M_KY_SOLD moro_vol,90,181,7 duplicate(Base Sentry#bl) Base Sentry#bl4 4_M_KY_SOLD moro_vol,85,196,7 script Doom Prayer#bl1 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayer]"; mes "Aww, scary!"; mes "I really want to go home!"; close; } moro_vol,87,193,7 script Doom Prayer#bl2 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction! Blessing!"; mes "We are the chosen ones!"; close; } mes "[Doom Prayer]"; mes "How terrifying!"; mes "I'm gonna run first chance I get!"; close; } moro_vol,90,191,7 script Doom Prayer#bl3 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayer]"; mes "I've relinquished everything I had to the Leader, but for what?!"; next; mes "[Doom Prayer]"; mes "..."; mes "Maybe I didn't pray hard enough."; close; } moro_vol,93,189,7 script Doom Prayer#bl4 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction! Blessing!"; mes "We are the chosen ones!"; close; } mes "[Doom Prayer]"; mes "Aww, scary!"; mes "I really want to go home!"; close; } moro_vol,83,193,7 script Doom Prayer#bl5 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayer]"; mes "*Wail*"; mes "Argh, I'm scared!"; close; } moro_vol,86,190,7 script Doom Prayer#bl6 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayer]"; mes "Aww, scary!"; mes "I really want to go home!"; close; } moro_vol,89,188,7 script Doom Prayer#bl7 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction! Blessing!"; mes "We are the chosen ones!"; close; } mes "[Doom Prayer]"; mes "Err, I'm scared!"; mes "I shouldn't have come!"; close; } moro_vol,93,185,7 script Doom Prayer#bl8 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayer]"; mes "Aww, scary!"; mes "I really want to go home!"; mes "I hate the Leader!"; close; } moro_vol,81,197,7 script Doom Prayer#bl9 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction! Blessing!"; mes "We are the chosen ones!"; close; } mes "[Doom Prayer]"; mes "I can't believe the Leader anymore!"; mes "I'll probably make a better leader than him!"; close; } moro_vol,84,201,5 script Doom Prayer#bl0 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction is a blessing!"; mes "Destruction is a blessing!"; close; } mes "[Doom Prayer]"; mes "Aww, scary!"; mes "So scary, I'm gonna wet my pants!"; close; } moro_vol,97,187,5 script Doom Prayer#bl11 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Destruction! Blessing!"; mes "We are the chosen ones!"; close; } mes "[Doom Prayer]"; mes "This is all too terrifying..."; mes "Maybe my faith isn't deep enough..."; mes "I'd better offer more money!"; close; } moro_vol,82,189,7 script Doom Prayer#bl12 4_M_BELIEVER02,{ if (ep14_3_fall_bless < 12) { mes "[Doom Prayer]"; mes "Oh, God of Destruction!"; mes "Let your wrath fall unto this world!"; mes "Let me be the sole benefactor of your blessing!"; close; } mes "[Doom Prayer]"; mes "This is all too terrifying..."; mes "Maybe my faith isn't deep enough..."; mes "I'd better offer more money!"; close; } moro_vol,96,205,0 script #bp1 HIDDEN_WARP_NPC,2,2,{ end; OnTouchNPC: unitwarp 0,"moro_vol",145,148; end; } moro_vol,106,189,0 duplicate(#bp1) #bp2 HIDDEN_WARP_NPC,2,2 moro_vol,78,210,0 duplicate(#bp1) #bp3 HIDDEN_WARP_NPC,2,2 moro_vol,78,185,0 duplicate(#bp1) #bp6 HIDDEN_WARP_NPC,2,2 // moro_vol,96,196,0 duplicate(#bp1) #bp4 HIDDEN_WARP_NPC,2,2 // moro_vol,96,182,0 duplicate(#bp1) #bp5 HIDDEN_WARP_NPC,2,2 // moro_vol,105,194,0 duplicate(#bp1) #bp7 HIDDEN_WARP_NPC,2,2 //-- GM NPCs moro_vol,5,1,3 script #timemaster CLEAR_NPC,{ if (callfunc("F_GM_NPC",1854,0,0,9999) < 1) end; mes "Current server experience status: " + $ep143_3_expbuff; mes "Currently elapsed: " + $ep143_3_exptime; mes "What do you want to do?"; next; switch( select( "Adjust the timer", "Pause timer", "Restart timer", "Initialization" ) ) { case 1: mes "Please enter the timer."; next; input .@input,0,9999; mes "Time is set to " + .@input; $ep143_3_exptime = .@input; close; case 2: mes "Timer in pause."; stopnpctimer "Guardian Nidhogg#143nyd01"; close; case 3: mes "Restart the clock."; initnpctimer "Guardian Nidhogg#143nyd01"; close; case 4: mes "Clock initialized."; donpcevent "Guardian Nidhogg#143nyd01::OnStop"; close; } } // gef_fild02,98,226,4 script Perishing Blessing Assistant#bl 4_FROG,{ moro_vol,1,3,4 script Perishing Blessing Assistant#bl 4_FROG,{ if (callfunc("F_GM_NPC",1854,0) < 1) { mes "Cough!"; close; } mes "[Perishing Blessing Assistant]"; mes "What do you want?"; mes "Speak out loud!"; next; switch( select( "Task initialization", "Flame feather 15", "Patrol log 20", "Before hunting", "Blessing Stone 40", "Monster Blood 30", "Final Reward", "Before the door of blessing is opened" ) ) { case 1: mes "[Perishing Blessing Assistant]"; mes "Done!"; ep14_3_fall_bless = 0; for ( .@i = 1264; .@i <= 1275; .@i++ ) { if (isbegin_quest(.@i) > 0) erasequest .@i; } if (isbegin_quest(1297) > 0) erasequest 1297; close; case 2: mes "[Perishing Blessing Assistant]"; mes "Done!"; getitem 6691,15;// BurningFeather close; case 3: mes "[Perishing Blessing Assistant]"; mes "Done!"; getitem 6692,20;// PatrolLog close; case 4: mes "[Perishing Blessing Assistant]"; mes "Done!"; setquest 1268; setquest 1269; for ( .@i = 1264; .@i <= 1267; .@i++ ) { if (isbegin_quest(.@i) > 0) erasequest .@i; } for ( .@i = 1270; .@i <= 1275; .@i++ ) { if (isbegin_quest(.@i) > 0) erasequest .@i; } if (isbegin_quest(1297) > 0) erasequest 1297; ep14_3_fall_bless = 4; close; case 5: mes "[Perishing Blessing Assistant]"; mes "Done!"; getitem 6693,40;// Stone_Of_Blessing close; case 6: mes "[Perishing Blessing Assistant]"; mes "Done!"; getitem 6694,30;// Monster_Blood close; case 7: mes "[Perishing Blessing Assistant]"; mes "Done!"; getitem 6695,30;// ToothOfFlameGolem getitem 6696,30;// ToothOfFlameFrilldora close; case 8: mes "[Perishing Blessing Assistant]"; mes "Done!"; setquest 1274; ep14_3_fall_bless = 11; for ( .@i = 1264; .@i <= 1273; .@i++ ) { if (isbegin_quest(.@i) > 0) erasequest .@i; } if (isbegin_quest(1275) > 0) erasequest 1275; if (isbegin_quest(1297) > 0) erasequest 1297; getitem 6695,30;// ToothOfFlameGolem getitem 6696,30;// ToothOfFlameFrilldora close; } end; }