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//===== rAthena Script =======================================
//= Horror Toy Factory
//===== Description: =========================================
//= [Official Conversion]
//= Horror Toy Factory Instance
//===== Changelogs: ==========================================
//= 1.0 First version. Uses official script structure and text
//= from iRO. [Capuche]
//============================================================
xmas,237,303,3 script Catherine Jet Johnson 4_F_SKULL06GIRL,{
if (getstatus(SC_MONSTER_TRANSFORM,1) > 0) {
mes "[Catherine Jet Johnson]";
mes "Aaa.. Are you going to go into there?";
next;
mes "[Catherine Jet Johnson]";
mes "You'd better release your transformation if you'd like to enter. It could be dangerous in some ways.";
close;
}
if (BaseLevel < 140) {
mes "[Catherine Jet Johnson]";
mes "Ah, wait! Please wait. This is not a good place for a promising young "+ ( Sex ? "man" : "woman" ) +" like you!";
next;
mes "[Catherine Jet Johnson]";
mes "If you must, come back later after you become far stronger. Hmmm.. I would say.. Lv.140?";
close;
}
mes "^ff0000Be cautious taming or other ways than hunting monsters are not considered as normal killing counts.^000000";
next;
mes "[Catherine Jet Johnson]";
switch( isbegin_quest(12330) ) {
case 0:
mes "Do.. Don't be afraid of me. Now I look ugly, but I wasn't like this before.";
next;
mes "^0000ffThe skull-faced girl in front of you is speaking in a tearful voice. Void holes where there should be eyes are staring at you.^000000";
next;
select("What's wrong with your face?");
mes "[Catherine Jet Johnson]";
mes "This is a long story.. Would you mind if I talk to you? If you waste your time on someone like me?";
next;
if (select( "Quit.", "Please keep talking." ) == 1) {
mes "[Catherine Jet Johnson]";
mes "Okay, take care of yourself. And don't ever come near that odd entrance.";
close;
}
mes "[Catherine Jet Johnson]";
mes "Mmm.. Where should I start.. The story of this town first?...";
next;
mes "^0000ffWith a sigh, the girl begins to speak in a subdued tone like a bard who tells an old story.^000000";
next;
mes "[Catherine Jet Johnson]";
mes "There was a toy factory in this town. All of the people in this town work there and I was one of the employees.";
next;
mes "[Catherine Jet Johnson]";
mes "We all were happy in the beginning. We used to gather around together and have a friendly chat having gingerbread and hot tea after work.";
next;
select("I couldn't even imagine, seeing this mood...");
mes "[Catherine Jet Johnson]";
mes "Yes, because we couldn't earn a living by packaging toys forever. The situations got tough after the villagers left in ones and twos.";
next;
mes "[Catherine Jet Johnson]";
mes "I was the one who worked as an assistant beside the doll craftsman who made dolls to the end.";
next;
mes "^0000ffI could feel her slender jawbone is trembling due to the subtle change of her emotion.^000000";
next;
select("Ask her to continue.");
mes "[Catherine Jet Johnson]";
mes "On the day when the factory is decided to be closed, the doll maker dressed the last doll he made and shed tears.";
next;
mes "[Catherine Jet Johnson]";
mes "Perhaps he thought he wouldn't make dolls anymore.";
next;
mes "[Catherine Jet Johnson]";
mes "He named the last doll ^0000ffCeline Kimi^000000 and stopped all the lines in the factory.";
next;
select("Did he give a doll a name?");
mes "[Catherine Jet Johnson]";
mes "Sometimes so much work goes into a doll as if it were their child to doll makers. Kimi was the one for him.";
next;
mes "[Catherine Jet Johnson]";
mes "I guess his earnestness breathed life to Kimi.";
next;
select("Do you mean the doll is alive?");
mes "[Catherine Jet Johnson]";
mes "Yes, ^0000ffShe^000000 became a living creature. I don't know how, but she is striding in the toy factory with heavy sorrow and rage.";
next;
mes "[Catherine Jet Johnson]";
mes "When I first saw her, she was standing beside the doll maker who died and collapsed. She stood there with a bare expression.";
next;
mes "[Catherine Jet Johnson]";
mes "That's the end. I was outside when I woke up again after I had blacked out. My face has become like this.";
next;
select("Did Kimi do that?");
mes "[Catherine Jet Johnson]";
mes "I don't know.. She would do it, or it could be a different problem. I have no memory of it.";
next;
select("Do you blame her?");
mes "[Catherine Jet Johnson]";
mes "Ah, no. I don't blame her! I just want to know what happened to the doll craftsman on that day.";
next;
mes "[Catherine Jet Johnson]";
mes "I don't think the scene I saw was everything. However, getting into the factory again is.. Re-entering there is...";
next;
mes "[Catherine Jet Johnson]";
mes "Yes, I am scared and reluctant to do it. If there's someone who can help me..";
next;
if (select( "I am not very helpful to you.", "Maybe I can help you with it." ) == 1) {
mes "[Catherine Jet Johnson]";
mes "Thank you for.. for listening to me. Hope you will enjoy your trip..";
close;
}
mes "[Catherine Jet Johnson]";
mes "Heh? You would do me a favor?";
next;
select("Let's get into the factory.");
mes "[Catherine Jet Johnson]";
mes "We.. Well, I cannot help you at all except for providing you with directions. Besides, this can be very dangerous to you.";
next;
select("You can reunite with Kimi, can't you?");
mes "[Catherine Jet Johnson]";
mes "Kimi, you mean Kimi..";
next;
mes "^0000ffShe is thinking about something intently with gaping eyes.^000000";
next;
mes "[Catherine Jet Johnson]";
mes "I.. I've decided. It won't be a great help to you, but I can simply let you know the directions.";
next;
mes "[Catherine Jet Johnson]";
mes "Wait, please wait until I am prepared. I can guide you when I am ready.";
setquest 12330;// Skull-faced Girl
close;
case 1:
mes "Done. Let me try to open the closed door.";
completequest 12330;
break;
case 2:
mes "Kimi's soul is still staying in this ground. When I can let her rest in peace...";
break;
}
next;
if (getcharid(1) < 1) {
mes "^0000ffYou need to organize a party having more than one member to get into Horror Toy Factory.^000000";
close;
}
switch( checkquest(12331,PLAYTIME) ) {
case -1:
if (is_party_leader() == false) {
mes "[Catherine Jet Johnson]";
mes "Eh.. Give me a second. I am talking to the person in charge. Please wait a little bit.";
close;
}
if (select( "Unlock Horror Toy Factory", "Cancel" ) == 1) {
mes "Door will be.. opened soon.. Would you wait for a moment?";
instance_create("Horror Toy Factory");
}
close;
case 0:
case 1:
mes "[Catherine Jet Johnson]";
mes "The smell of preservative from the factory has not gone away. You cannot enter under this state.";
next;
mes "[Catherine Jet Johnson]";
mes "I will keep you from entering until the scent of preservative is completely gone.";
close;
case 2:
mes "^0000ffThe smell of preservative has gone away. You can talk to Catherine Jet Johnson.^000000";
erasequest 12331;
close;
}
}
xmas,233,305,4 script Factory Dimension Telep PORTAL,{
if (getstatus(SC_MONSTER_TRANSFORM,1) > 0) {
mes "[Factory Dimension Teleporter]";
mes "There are some work study programs as monster workers during the Horror Toy Factory tour. Therefore, ^ff0000you are unable to enter when you are transformed.^000000";
close;
}
if (BaseLevel < 140) {
mes "[Factory Dimension Teleporter]";
mes "You are not eligible for dimensional shifting. You should be at least Lv.140.";
close;
}
if (getcharid(1) < 1) {
mes "[Factory Dimension Teleporter]";
mes "You don't have any support? Please organize a party and come again if you go in alone.";
close;
}
switch( checkquest(12331,PLAYTIME) ) {
case -1:
switch( instance_enter("Horror Toy Factory") ) {
case 3:
mes "An unknown error has occurred.";
close;
case 2:
mes "The gateway for dimensional shifting has not been activated.";
close;
case 1:// dummy
mes "[Factory Dimension Teleporter]";
mes "You don't have any support? Please organize a party and come again if you go in alone.";
close;
case 0:
mapannounce "xmas", getpartyname( getcharid(1) ) +" party's party member "+ strcharinfo(0) +" has entered the Horror Toy Factory.", bc_map, "0x00ff99";
setquest 12331;// Trail of Toy Factory
end;
}
case 0:
case 1:
mes "You already have a trail of dimensional shifting. Your access has been denied.";
close;
case 2:
mes "^0000ffThe trail of dimensional shifting disappeared. You are allowed to use Factory Dimension Teleporter.^000000";
erasequest 12331;
close;
}
}
1@xm_d,112,20,6 script Catherine Jet Johnson#0 4_F_SKULL06GIRL,{
if (getstatus(SC_MONSTER_TRANSFORM,1) > 0) {
mes "[Catherine Jet Johnson]";
mes "You cannot come here if you are under the effect of a monster transformation.";
next;
mes "[Catherine Jet Johnson]";
mes "Please wait until the transformation is finished. You cannot move to another area until you become normal.";
close;
}
if (is_party_leader() == false) {
mes "[Catherine Jet Johnson]";
mes "Eh.. Give me a second. I am talking to the person in charge. Please wait.";
close;
}
mes "[Catherine Jet Johnson]";
mes "Everyone is in their mortal corruptible state right?";
npctalk "Catherine Jet Johnson: Everyone is in their mortal corruptible state right?";
next;
switch( select( "Quit the story", "Listen to her story.", "I know your situation. Let's start quickly!" ) ) {
case 1:
mes "[Catherine Jet Johnson]";
mes "Oh, dear. Let me know when you are ready.";
close;
case 2:
donpcevent instance_npcname("Catherine Jet Johnson#01") + "::OnStart";
close;
case 3:
donpcevent instance_npcname("Catherine Jet Johnson#01") + "::OnStart2";
close;
}
}
1@xm_d,112,20,1 script Catherine Jet Johnson#01 4_F_SKULL06GIRL,{
end;
OnStart:
enablenpc instance_npcname("#bgm01");
enablenpc instance_npcname("Catherine Jet Johnson#01");
disablenpc instance_npcname("Catherine Jet Johnson#0");
sleep 3000;
npctalk "Catherine Jet Johnson: This area was Factory No.1. It used to be the place where the toys and dolls were stored before given as presents.";
sleep 5000;
npctalk "Catherine Jet Johnson: Ah, I remember several things. If someone wasn't in the employee's uniform, the guards used to come and scold them....";
sleep 5000;
npctalk "Catherine Jet Johnson: By the way...";
donpcevent instance_npcname("#fac1ct") + "::OnStart";
sleep 3000;
mapannounce 'xm_d_map$, "Factory announcement: Wake up, toy factory working time has come...", bc_map, "0x00ff44";
sleep 6000;
npctalk "Catherine Jet Johnson: Wh.. What happened? Toys and dolls are wandering instead of human workers. As if they are employees...";
sleep 5000;
npctalk "Catherine Jet Johnson: I think other spirits have inhabited the empty factory for too long.";
sleep 3000;
mapannounce 'xm_d_map$, "Factory announcement: Waste and other debris should be kept clear from work areas. This is to keep you safe at all times.", bc_map, "0x00ff44";
sleep 3000;
npctalk "Catherine Jet Johnson: It's just like when humans worked here.";
sleep 3000;
mapannounce 'xm_d_map$, "Factory announcement: Let's make presents for every child's dream today.", bc_map, "0x00ff44";
sleep 3000;
npctalk "Catherine Jet Johnson: But, it's not the time to be happy. Once we find the last factory area, we will need to halt all production lines.";
sleep 1000;
mapannounce 'xm_d_map$, "Factory announcement: Please start product line No.1. Don't forget to wear a safety helmet! This means you Bob!", bc_map, "0x00ff44";
sleep 3000;
npctalk "Catherine Jet Johnson: Ah, maybe we should restore those toys and gift boxes to their original condition.";
sleep 5000;
npctalk "Catherine Jet Johnson: Eh? I... I mean... To return them as they were.. Yes... We need to fight them? I don't know how exactly.";
sleep 2000;
mapannounce 'xm_d_map$, "Factory announcement: All employees must wear a proper uniform and identification. Please check with security if you do not have yours.", bc_map, "0x00ff44";
sleep 3000;
npctalk "Catherine Jet Johnson: Good heavens, I hope the guards are still human. There were boxes of uniforms near here in the past..";
enablenpc instance_npcname("Employees' Uniform Box#1");
enablenpc instance_npcname("Employees' Uniform Box#2");
enablenpc instance_npcname("Employees' Uniform Box#3");
sleep 5000;
npctalk "Catherine Jet Johnson: Ah, they are behind me. You'd better change into the uniform. Fortunately, I still have my employee card.";
sleep 5000;
npctalk "Catherine Jet Johnson: I will find my way around here. Let's meet near the second production line. Cheer up, it's a toy factory. It can't be all that bad!!";
sleep 6000;
disablenpc instance_npcname("Catherine Jet Johnson#01");
disablenpc instance_npcname("#bgm01");
end;
OnStart2:
enablenpc instance_npcname("#bgm01");
enablenpc instance_npcname("Catherine Jet Johnson#01");
disablenpc instance_npcname("Catherine Jet Johnson#0");
sleep 3000;
npctalk "Catherine Jet Johnson: Ah.. We have explored here before? Okay, let's meet at the same spot again.";
sleep 6000;
disablenpc instance_npcname("Catherine Jet Johnson#01");
enablenpc instance_npcname("Employees' Uniform Box#1");
enablenpc instance_npcname("Employees' Uniform Box#2");
enablenpc instance_npcname("Employees' Uniform Box#3");
mapannounce 'xm_d_map$, "Factory announcement: Wake up, toy factory working time has come...", bc_map, "0x00ff44";
sleep 6000;
mapannounce 'xm_d_map$, "Factory announcement: Waste and other debris should be kept clear from work areas. This is to keep you safe at all times.", bc_map, "0x00ff44";
sleep 6000;
mapannounce 'xm_d_map$, "Factory announcement: Let's make presents for every child's dream today.", bc_map, "0x00ff44";
donpcevent instance_npcname("#fac1ct") + "::OnStart";
disablenpc instance_npcname("#bgm01");
end;
}
1@xm_d,112,20,0 script #bgm01 -1,9,9,{
end;
OnTouch:
playBGM "99";
end;
}
1@xm_d,13,105,6 script Employees' Uniform Box#1 4_NONMYSTCASE,{
progressbar "ffff00",1;
playBGM "52";
.@mob_id_transform = getstatus(SC_MONSTER_TRANSFORM,1);
if (.@mob_id_transform == 1246 || .@mob_id_transform < 1) {
mes "^0000ffYou put on a factory uniform. There still seems to be a few uniforms left in the box.^000000";
transform 1246,180000;// COOKIE_XMAS
close;
}
mes "^ff0000You are in transformation.";
mes "You cannot use the uniform box when already transformed.^000000";
close;
}
1@xm_d,116,16,6 duplicate(Employees' Uniform Box#1) Employees' Uniform Box#2 4_NONMYSTCASE
1@xm_d,10,20,6 duplicate(Employees' Uniform Box#1) Employees' Uniform Box#3 4_NONMYSTCASE
1@xm_d,1,5,3 script #fac1ct CLEAR_NPC,{
end;
OnStart:
.@event$ = instance_npcname("#fac1ct") + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
areamonster 'xm_d_map$,16,24,114,112, "Vicious Cookie",2989,31, .@event$; // XM_COOKIE
areamonster 'xm_d_map$,16,24,114,112, "Evil Dwelling Box",2991,36, .@event$;// XM_MYSTCASE
end;
OnMyMobDead:
if (mobcount( 'xm_d_map$, instance_npcname("#fac1ct") + "::OnMyMobDead" ) < 30)
initnpctimer;
end;
OnTimer1000:
killmonster 'xm_d_map$, instance_npcname("#fac1ct") + "::OnMyMobDead";
enablenpc instance_npcname("#fac1bs");
mapannounce 'xm_d_map$, "Coordinator's announcement: Huh? Where's everyone! How dare workers be absent from the line!", bc_map, "0xff8800";
for ( .@i = 61; .@i <= 89; .@i++ )
disablenpc instance_npcname( "alert#"+ .@i );
stopnpctimer;
end;
}
1@xm_d,71,129,3 script #fac1bs 4_M_COOKIE,{
if (is_party_leader() == true) {
.@mob_id_transform = getstatus(SC_MONSTER_TRANSFORM,1);
mes "[Coordinator]";
if (.@mob_id_transform == 1246) {
mes "I can't find the other workers. We don't have time for dawdling. Children are waiting for presents.";
next;
mes "[Coordinator]";
mes "Hurry up! Carry ^ff0000the gift box over there^000000 and move to the east.";
enablenpc instance_npcname("#pck1");
npctalk "Coordinator: Hurry up! Carry the gift box over there and move to the east.";
}
else if (.@mob_id_transform == 1249)
mes "Why are you hanging around! Carry ^ff0000the gift box over here^000000 and move to the east.";
else {
mes "What!? Humans!!!";
donpcevent instance_npcname("#fac1bs") + "::OnAlert";
}
close;
}
end;
OnAlert:
.@npc_name$ = instance_npcname("#fac1bs");
.@event$ = .@npc_name$ + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
npctalk "Coordinator: Guard! Where is a guard! Humans are invading!!";
sleep 3000;
disablenpc .@npc_name$;
for ( .@i = 0; .@i <= 10; .@i++ ) {
areamonster 'xm_d_map$,61,118,71,128, "Guard",2990,1, .@event$;// XM_CRUISER
sleep 300;
}
initnpctimer;
end;
OnMyMobDead:
end;
OnTimer60000:
.@npc_name$ = instance_npcname("#fac1bs");
killmonster 'xm_d_map$, .@npc_name$ + "::OnMyMobDead";
enablenpc .@npc_name$;
npctalk "Coordinator: This kind of thing happens a lot these days...";
stopnpctimer;
end;
}
1@xm_d,65,127,6 script #pck1 4_NONMYSTCASE,{
progressbar "ffff00",1;
.@mob_id_transform = getstatus(SC_MONSTER_TRANSFORM,1);
if (.@mob_id_transform == 1246) {
mes "^0000ffYou are carrying the packaged present.^000000";
transform 1249,180000;// MYSTCASE
}
else if (.@mob_id_transform == 1249)
mes "^009900The box is in your hands. You cannot carry more than one box.^000000";
else
mes "^ff0000You are not in uniform. The Coordinator won't let you pick it up.^000000";
close;
}
1@xm_d,76,129,0 script #fac1wp WARPNPC,2,2,{
end;
OnTouch:
if (getstatus(SC_MONSTER_TRANSFORM,1) == 1249) {
warp 'xm_d_map$,88,129;
playBGM "54";
}
end;
}
1@xm_d,179,129,0 script #fac2wp WARPNPC,2,2,{
end;
OnTouch:
if (getstatus(SC_MONSTER_TRANSFORM,1) == 1249) {
warp 'xm_d_map$,183,100;
playBGM "54";
}
end;
}
1@xm_d,1,5,3 script #alert1 CLEAR_NPC,{
end;
OnStart:
.@r = rand(1,10);
if (.@r == 1)
mapannounce 'xm_d_map$, "Factory announcement: Outsiders are spotted on the product line. Guards, please move out immediately.",bc_map,"0x00ffff";
else if (.@r == 2)
mapannounce 'xm_d_map$, "Factory announcement: Invaders have been identified. Distinction Code AX0829. Type: Human. Chase them away.", bc_map, "0x00ffff";
else if (.@r == 3)
mapannounce 'xm_d_map$, "Guard's announcement: Please leave here immediately, outsiders.", bc_map, "0xffff00";
else if (.@r == 4)
mapannounce 'xm_d_map$, "Factory announcement: Outsiders, hold up your hands and surrender. Otherwise, I will shoot you.", bc_map, "0x00ffff";
else if (.@r == 5)
mapannounce 'xm_d_map$, "Factory announcement: Dispatch the guards. Suppress the invaders.", bc_map, "0x00ffff";
else if (.@r == 6)
mapannounce 'xm_d_map$, "CAUTION: The plant manger is coming to inspect. Wipe out the outsiders.", bc_map, "0xff4444";
else if (.@r == 7)
mapannounce 'xm_d_map$, "Factory announcement: Not good news. Outside creatures are detected. Guards, please mobilize.", bc_map, "0x00ff88";
else if (.@r == 8)
mapannounce 'xm_d_map$, "Factory announcement: Outsiders or invaders are obstacles to factory's operation. You can kill them if necessary.", bc_map, "0xff9999";
else if (.@r == 9)
mapannounce 'xm_d_map$, "Factory announcement: Okay that's it, party's over! Get out of my house!", bc_map, "0x00ffff";
else
mapannounce 'xm_d_map$, "Guard's announcement: Invaders are spotted! They seem human! I will blip them off!", bc_map, "0xffff00";
end;
}
1@xm_d,10,24,0 script alert#61 -1,10,10,{
end;
OnTouch_:
if (getstatus(SC_MONSTER_TRANSFORM,1) != 1246) {
switch( atoi(strnpcinfo(2)) ) {
case 63: case 66:
case 69: case 72:
case 79: case 82:
case 85: case 88:
.@count = 4;
break;
case 61: case 64:
case 67: case 70:
case 73: case 75:
case 77: case 80:
case 83: case 86:
case 89:
.@count = 6;
break;
default:
.@count = 5;
break;
}
getmapxy .@map$, .@x, .@y;
.@npc_name$ = instance_npcname( strnpcinfo(0) );
.@event$ = .@npc_name$ + "::OnMyMobDead";
playBGM "125";
specialeffect EF_VENOMDUST;
donpcevent instance_npcname("#alert1") + "::Onstart";
disablenpc .@npc_name$;
killmonster 'xm_d_map$, .@event$;
areamonster 'xm_d_map$,(.@x-10),(.@y-10),(.@x+10),(.@y+10), "Toy Factory Guard",2990,.@count, .@event$;// XM_CRUISER
initnpctimer;
}
end;
OnTimer45000:
enablenpc();
killmonster 'xm_d_map$, instance_npcname( strnpcinfo(0) ) +"::OnMyMobDead";
stopnpctimer;
end;
OnMyMobDead:
end;
}
1@xm_d,30,24,0 duplicate(alert#61) alert#62 -1,10,10
1@xm_d,50,24,0 duplicate(alert#61) alert#63 -1,10,10
1@xm_d,70,24,0 duplicate(alert#61) alert#64 -1,10,10
1@xm_d,90,24,0 duplicate(alert#61) alert#65 -1,10,10
1@xm_d,10,44,0 duplicate(alert#61) alert#66 -1,10,10
1@xm_d,30,44,0 duplicate(alert#61) alert#67 -1,10,10
1@xm_d,50,44,0 duplicate(alert#61) alert#68 -1,10,10
1@xm_d,70,44,0 duplicate(alert#61) alert#69 -1,10,10
1@xm_d,90,44,0 duplicate(alert#61) alert#70 -1,10,10
1@xm_d,110,44,0 duplicate(alert#61) alert#71 -1,10,10
1@xm_d,10,64,0 duplicate(alert#61) alert#72 -1,10,10
1@xm_d,30,64,0 duplicate(alert#61) alert#73 -1,10,10
1@xm_d,50,64,0 duplicate(alert#61) alert#74 -1,10,10
1@xm_d,70,64,0 duplicate(alert#61) alert#75 -1,10,10
1@xm_d,90,64,0 duplicate(alert#61) alert#76 -1,10,10
1@xm_d,110,64,0 duplicate(alert#61) alert#77 -1,10,10
1@xm_d,10,84,0 duplicate(alert#61) alert#78 -1,10,10
1@xm_d,30,84,0 duplicate(alert#61) alert#79 -1,10,10
1@xm_d,50,84,0 duplicate(alert#61) alert#80 -1,10,10
1@xm_d,70,84,0 duplicate(alert#61) alert#81 -1,10,10
1@xm_d,90,84,0 duplicate(alert#61) alert#82 -1,10,10
1@xm_d,110,84,0 duplicate(alert#61) alert#83 -1,10,10
1@xm_d,10,104,0 duplicate(alert#61) alert#84 -1,10,10
1@xm_d,30,104,0 duplicate(alert#61) alert#85 -1,10,10
1@xm_d,50,104,0 duplicate(alert#61) alert#86 -1,10,10
1@xm_d,70,104,0 duplicate(alert#61) alert#87 -1,10,10
1@xm_d,90,104,0 duplicate(alert#61) alert#88 -1,10,10
1@xm_d,110,104,0 duplicate(alert#61) alert#89 -1,10,10
1@xm_d,155,20,0 duplicate(alert#61) alert#90 -1,10,10
1@xm_d,180,50,0 duplicate(alert#61) alert#91 -1,10,10
1@xm_d,205,80,0 duplicate(alert#61) alert#92 -1,10,10
1@xm_d,230,110,0 duplicate(alert#61) alert#93 -1,10,10
1@xm_d,180,20,0 duplicate(alert#61) alert#94 -1,10,10
1@xm_d,180,50,0 duplicate(alert#61) alert#95 -1,10,10
1@xm_d,180,80,0 duplicate(alert#61) alert#96 -1,10,10
1@xm_d,205,20,0 duplicate(alert#61) alert#97 -1,10,10
1@xm_d,205,50,0 duplicate(alert#61) alert#98 -1,10,10
1@xm_d,205,80,0 duplicate(alert#61) alert#99 -1,10,10
1@xm_d,205,110,0 duplicate(alert#61) alert#100 -1,10,10
1@xm_d,230,20,0 duplicate(alert#61) alert#101 -1,10,10
1@xm_d,230,50,0 duplicate(alert#61) alert#102 -1,10,10
1@xm_d,230,80,0 duplicate(alert#61) alert#103 -1,10,10
1@xm_d,230,110,0 duplicate(alert#61) alert#104 -1,10,10
1@xm_d,185,100,6 script Catherine Jet Johnson#2 4_F_SKULL06GIRL,{
if (is_party_leader() == true) {
mes "[Catherine Jet Johnson]";
mes "Lucky you got here safely.";
next;
switch( select( "Quit the story", "Listen to her tactics.", "I know what to do. Proceed quickly!" ) ) {
case 1:
mes "[Catherine Jet Johnson]";
mes "Oh, dear. Let me know when you are ready.";
close;
case 2:
donpcevent instance_npcname("Catherine Jet Johnson#21") + "::OnStart";
close;
case 3:
donpcevent instance_npcname("Catherine Jet Johnson#21") + "::OnStart2";
close;
}
}
mes "[Catherine Jet Johnson]";
mes "Hold on~ I am talking to your manager, so please wait.";
close;
}
1@xm_d,185,100,6 script Catherine Jet Johnson#21 4_F_SKULL06GIRL,{
end;
OnStart:
callsub S_Skip,0;
OnStart2:
callsub S_Skip,1;
S_Skip:
enablenpc instance_npcname("#bgm06");
enablenpc instance_npcname("Catherine Jet Johnson#21");
disablenpc instance_npcname("Catherine Jet Johnson#2");
sleep 3000;
if (getarg(0) == 1)
npctalk "Catherine Jet Johnson: If you find all clues, search other places. I will look for the spot where I met the doll maker last time I was here.";
else {
npctalk "Catherine Jet Johnson: This place was Factory No.2.";
sleep 5000;
npctalk "Catherine Jet Johnson: It used to be filled with people, but now it isn't.";
sleep 5000;
npctalk "Catherine Jet Johnson: Ah, I realized something while coming here. Some...Children...";
sleep 5000;
npctalk "Catherine Jet Johnson: How can I say.. There were lots of very scary, but awfully sad, looking souls.";
sleep 5000;
npctalk "Catherine Jet Johnson: How pitiful they are, but please make them rest if they attack you. Fortunately, they won't come at me.";
sleep 5000;
npctalk "Catherine Jet Johnson: If you see a worker toy on duty while searching here, would you ask it about the doll maker?";
sleep 5000;
npctalk "Catherine Jet Johnson: He might be sent to Heaven if they recall the memory of doll maker. That's the best hope.";
sleep 5000;
npctalk "Catherine Jet Johnson: If you find all clues, search other places. I will look for the spot where I met the doll maker last time I was here.";
sleep 5000;
npctalk "Catherine Jet Johnson: Sorry that I can't be a big help to you. See you in a minute.";
}
sleep 6000;
disablenpc instance_npcname("Catherine Jet Johnson#21");
enablenpc instance_npcname("Employees' Uniform Box#4");
donpcevent instance_npcname("#fac2ct") + "::OnStart";
for ( .@i = 1; .@i <= 10; .@i++ )
enablenpc instance_npcname( "Worker#"+ .@i );
disablenpc instance_npcname("#bgm06");
end;
}
1@xm_d,185,100,0 script #bgm06 -1,9,9,{
end;
OnTouch:
playBGM "99";
end;
}
1@xm_d,185,94,6 script Employees' Uniform Box#4 4_NONMYSTCASE,{
progressbar "ffff00",1;
playBGM "128";
.@mob_id_transform = getstatus(SC_MONSTER_TRANSFORM,1);
if (.@mob_id_transform == 1246 || .@mob_id_transform == 1249 || .@mob_id_transform < 1) {
mes "^0000ff>You changed into uniform.^000000";
transform 1246,300000;// COOKIE_XMAS
close;
}
mes "^ff0000You transformed into a different form.";
mes "You can't seem to put on the uniform over your fangs.^000000";
close;
}
1@xm_d,1,5,3 script #fac2ct CLEAR_NPC,{
end;
OnEnd:
killmonster 'xm_d_map$, instance_npcname("#fac2ct") + "::OnMyMobDead";
end;
OnStart:
.@event$ = instance_npcname("#fac2ct") + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
areamonster 'xm_d_map$,140,18,240,120, "Malicious Baby Ghost",2993,19, .@event$; // XM_HYLOZOIST
areamonster 'xm_d_map$,140,18,240,120, "Evil Dwelling Box",2991,16, .@event$; // XM_MYSTCASE
areamonster 'xm_d_map$,140,18,240,120, "Abandoned Teddy bear",2995,22, .@event$; // XM_TEDDY_BEAR
areamonster 'xm_d_map$,140,18,240,120, "Creepy Demon",2992,16, .@event$; // XM_LUDE
end;
OnMyMobDead:
end;
}
1@xm_d,1,2,3 script #fac2wpc CLEAR_NPC,{
end;
OnStart:
.@fac_open = 'worker[1] + 'worker[2] + 'worker[3] + 'worker[4] + 'worker[5] + 'worker[6] + 'worker[7] + 'worker[8] + 'worker[9] + 'worker[10];
if (.@fac_open == 10) {
enablenpc instance_npcname("#fac3wp");
enablenpc instance_npcname("#fac3wp2");
donpcevent instance_npcname("#fac2ct") + "::OnEnd";
mapannounce 'xm_d_map$, "Factory announcement: Everyone has gone home. The line is shut down and the employee's lounge is open.", bc_map, "0x00ff44";
for ( .@i = 90; .@i <= 104; .@i++ )
disablenpc instance_npcname( "alert#"+ .@i );
}
else
mapannounce 'xm_d_map$, "Factory announcement: Now there are " + (10 - .@fac_open) + " people on the packaging line. Take care of yourself.", bc_map, "0x00ff44";
end;
}
1@xm_d,155,98,3 script Worker#1 4_M_COOKIE,{
if (getstatus(SC_MONSTER_TRANSFORM,1) == 1246) {
.@num = atoi(strnpcinfo(2));
mes "[Worker]";
mes "Huh? What happened?";
next;
if (select( "No, nothing special", "Do you know about the doll maker?" ) == 1) {
mes "[Worker]";
if (.@num == 8)
mes "I'm working now! I'm very busy!";
else
mes "I'm very busy with working, so could you stop chatting?";
close;
}
close2;
setpcblock PCBLOCK_NPC, true;
switch(.@num) {
case 1:
npctalk "Worker: Ah! Grandpa? He's a real good man. He oiled us everyday and cleaned the dust very often.";
sleep2 3000;
npctalk "Worker: I wish he wouldn't pass away. Ah... Ahah... I feel better.";
break;
case 2:
npctalk "Worker: Did Kimi kill the craftsman grandpa? Who said that? That's not true. Kimi was going to save him!";
sleep2 3000;
npctalk "Worker: Ah... B.. By the way, why my does my body become...";
break;
case 3:
npctalk "Worker: He had a chronic cardiac disease, but it was so sudden when it started and he died. Kimi found him and gave him first aid, but..";
sleep2 3000;
npctalk "Worker: Ah.. Did you do something to me? I feel strange...";
break;
case 4:
npctalk "Worker: Kimi didn't move at all for sometime and sat down like ordinary dolls.";
sleep2 3000;
npctalk "Worker: She was about to fly her soul forever... Like me now... Oh, my... What happened to me?";
break;
case 5:
npctalk "Worker: Oh, Kimi.. My dear.. She thought the doll maker passed away because she startled him.";
sleep2 3000;
npctalk "Worker: Grandpa was just very pleased that Kimi was moving..";
break;
case 6:
npctalk "Worker: He could see a living doll for a while. That's what Kimi first did.";
sleep2 3000;
npctalk "Worker: And what she first saw was his death. What a misery.";
break;
case 7:
npctalk "Worker: Kimi was able to hear the Grandpa's voice and feel before she was indwelled.";
sleep2 3000;
npctalk "Worker: Perhaps Grandpa's affection made her move and become alive. Ahah.. I'm sleepy..";
break;
case 8:
npctalk "Worker: Grandpa was a good man! Pity on Kimi! Kimi loved Grandpa! But Grandpa died. I'm sad!";
sleep2 3000;
break;
case 9:
npctalk "Worker: He was so amazed to see Kimi's opening eyes and his heart... It became like that.";
sleep2 3000;
npctalk "Worker: Anyhow, why my is my body... It's likely to float in the air.... Something strange.";
break;
case 10:
npctalk "Worker: Kimi didn't hurt Grandpa! Kimi's wanted to save Grandpa! People are scared of Kimi, but Kimi is kind! Kimi is a good girl!";
sleep2 3000;
npctalk "Worker: Grandpa... I miss him. Grandpa, Grandpa...";
break;
}
sleep2 3000;
disablenpc();
if ('worker[.@num] == 0) {
'worker[.@num] = 1;
donpcevent instance_npcname("#fac2wpc") + "::OnStart";
}
setpcblock PCBLOCK_NPC, false;
end;
}
mes "[Worker]";
mes "What!? You are not one of us!!";
donpcevent instance_npcname( strnpcinfo(0) ) + "::OnAlert";
close;
OnAlert:
.@npc_name$ = instance_npcname( strnpcinfo(0) );
killmonster 'xm_d_map$, .@npc_name$ + "::OnMyMobDead";
.@num = atoi(strnpcinfo(2));
if (.@num == 8)
npctalk "Worker: Guard! Guard!!";
else
npctalk "Worker: Guard, Guard! Where are you?! Humans are here!!";
sleep 3000;
switch(.@num) {
case 9:
setarray .@coord[0],233,27;
break;
case 10:
setarray .@coord[0],209,27;
break;
default:
getmapxy .@map$, .@coord[0], .@coord[1], BL_NPC;
break;
}
areamonster 'xm_d_map$,(.@coord[0]-8),(.@coord[1]-8),(.@coord[0]+8),(.@coord[1]+8), "Guard",2990,21, .@npc_name$ + "::OnMyMobDead";
disablenpc .@npc_name$;
if ('worker[.@num] == 0) {
'worker[.@num] = 1;
donpcevent instance_npcname("#fac2wpc") + "::OnStart";
}
initnpctimer;
end;
OnTimer60000:
killmonster 'xm_d_map$, instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
stopnpctimer;
end;
OnMyMobDead:
end;
}
1@xm_d,130,72,3 duplicate(Worker#1) Worker#2 4_M_COOKIE
1@xm_d,134,34,1 duplicate(Worker#1) Worker#3 4_M_COOKIE
1@xm_d,195,28,3 duplicate(Worker#1) Worker#4 4_M_COOKIE
1@xm_d,228,30,1 duplicate(Worker#1) Worker#5 4_M_COOKIE
1@xm_d,203,55,3 duplicate(Worker#1) Worker#6 4_M_COOKIE
1@xm_d,132,52,1 duplicate(Worker#1) Worker#7 4_M_COOKIE
1@xm_d,162,52,1 duplicate(Worker#1) Worker#8 4_M_COOKIE
1@xm_d,242,17,5 duplicate(Worker#1) Worker#9 4_M_COOKIE
1@xm_d,209,15,3 duplicate(Worker#1) Worker#10 4_M_COOKIE
// Note : aegis script have OnClick part
1@xm_d,131,208,0 script Captured Santa#2 4_M_SANTA,10,10,{
end;
OnTouch_:
disablenpc instance_npcname("Captured Santa#2");
enablenpc instance_npcname("Captured Santa#3");
donpcevent instance_npcname("Antonio#1") + "::OnStart";
enablenpc instance_npcname("#bgm04");
end;
}
1@xm_d,131,208,8 script Captured Santa#3 4_M_SANTA,{
mes "[Captured Santa]";
mes "Even if no one owns it, its not right to steal it from everyone.";
close;
}
1@xm_d,131,213,4 script Antonio#1 4_M_ANTONIO,{
mes "[Antonio]";
mes "Hey, Santa. Stop being stuffy, you old man. Fair is fair after all, kekeke.";
close;
OnStart:
.@antonio$ = instance_npcname("Antonio#1");
.@santa$ = instance_npcname("Captured Santa#3");
sleep 3000;
npctalk "Antonio: Listen to me, Santa~ I mean, I like this factory.", .@antonio$;
sleep 3000;
npctalk "Antonio: No one owns it~ And there are a number of things I can use.", .@antonio$;
sleep 3000;
npctalk "Captured Santa: You silly! Just to be sure, I followed you. Now you steal from everyones factory!", .@santa$;
sleep 4000;
npctalk "Antonio: Hey, is this a big deal if I have surplus presents? I don't know about that~", .@antonio$;
sleep 4000;
npctalk "Captured Santa: Whew... Okay, but think about that how children feel when they got them.", .@santa$;
sleep 4000;
npctalk "Captured Santa: How they feel if they know you distributed the masterless things to them?", .@santa$;
sleep 4000;
npctalk "Antonio: Hmm...", .@antonio$;
sleep 2000;
npctalk "Antonio: Maybe... I will be happy?! Anyway, that's a present, kekekeke.", .@antonio$;
sleep 5000;
npctalk "Captured Santa: Who said the present itself is the problem! You'd better stop this theft, Antonio!", .@santa$;
sleep 5000;
mapannounce 'xm_d_map$, "Factory announcement: The sending preparations have finished in Factory No.3.", bc_map, "0x00ff44";
sleep 5000;
mapannounce 'xm_d_map$, "Factory announcement: Delivery employees, please stand by.", bc_map, "0x00ff44";
sleep 3000;
npctalk "Antonio: Oh! Wohuhu! A bunch of presents are delayed. Let's have a party today?!", .@antonio$;
sleep 4000;
npctalk "Antonio: Hey, human. You can follow me if you'd like to help. I'm okay unless you disturb me!", .@antonio$;
sleep 4000;
disablenpc .@antonio$;
sleep 2000;
npctalk "Captured Santa: Tha.. That dude has no ethics!", .@santa$;
sleep 4000;
npctalk "Captured Santa: Hey, would you go kick that Antonio out? He might run away if you hit several times.", .@santa$;
sleep 5000;
npctalk "Captured Santa: Its not right to steal from the community!", .@santa$;
disablenpc instance_npcname("#bgm04");
enablenpc instance_npcname("#fac4wp");
enablenpc instance_npcname("#fac4wp2");
donpcevent instance_npcname("#fac3ct") + "::OnStart";
donpcevent instance_npcname("#fac3ct2") + "::OnStart";
donpcevent instance_npcname("#fac3ct3") + "::OnStart";
sleep 3000;
enablenpc instance_npcname("#bgm05");
end;
}
1@xm_d,131,208,0 script #bgm04 -1,9,9,{
end;
OnTouch:
playBGM "54";
end;
}
1@xm_d,131,208,0 script #bgm05 -1,9,9,{
end;
OnTouch:
playBGM "105";
end;
}
1@xm_d,1,5,3 script #fac3ct CLEAR_NPC,{
end;
OnEnd:
killmonster 'xm_d_map$, instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
end;
OnStart:
.@event$ = instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
areamonster 'xm_d_map$,13,144,121,248, "Dancing Marionette",2994,37, .@event$; // XM_MARIONETTE
areamonster 'xm_d_map$,13,144,121,248, "Decorated Evil Tree",2987,31, .@event$; // XM_TREE
areamonster 'xm_d_map$,13,144,121,248, "Abandoned Teddy bear",2995,43, .@event$;// XM_TEDDY_BEAR
areamonster 'xm_d_map$,13,144,121,248, "Creepy Demon",2992,31, .@event$; // XM_LUDE
end;
OnMyMobDead:
end;
}
1@xm_d,1,5,3 script #fac3ct2 CLEAR_NPC,{
end;
OnEnd:
killmonster 'xm_d_map$, instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
end;
OnStart:
.@event$ = instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
areamonster 'xm_d_map$,159,215,241,247, "Malicious Baby Ghost",2993,13, .@event$; // XM_HYLOZOIST
areamonster 'xm_d_map$,159,215,241,247, "Decorated Evil Tree",2987,11, .@event$; // XM_TREE
areamonster 'xm_d_map$,159,215,241,247, "Abandoned Teddy bear",2995,15, .@event$; // XM_TEDDY_BEAR
areamonster 'xm_d_map$,159,215,241,247, "Creepy Demon",2992,11, .@event$; // XM_LUDE
end;
OnMyMobDead:
end;
}
1@xm_d,1,5,3 script #fac3ct3 CLEAR_NPC,{
end;
OnStart:
if (rand(1,10) > 3)
areamonster 'xm_d_map$,13,144,121,248 ,"Antonio",2988,1, instance_npcname("#fac3ct3")+"::OnMyMobDead";// ANTONIO
else
areamonster 'xm_d_map$,159,215,241,247, "Antonio",2988,1, instance_npcname("#fac3ct3")+"::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount( 'xm_d_map$, instance_npcname("#fac3ct3") + "::OnMyMobDead" ) < 1)
initnpctimer;
end;
OnTimer1000:
OnEnd:
killmonster 'xm_d_map$, instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
donpcevent instance_npcname("#fac3ct") + "::OnEnd";
donpcevent instance_npcname("#fac3ct2") + "::OnEnd";
donpcevent instance_npcname("#finalbs") + "::OnStart";
disablenpc instance_npcname("Captured Santa#3");
mapannounce 'xm_d_map$, "???: I won't harm you if you leave quietly without spoiling it for me.", bc_map, "0xff8800";
stopnpctimer;
end;
}
1@xm_d,1,5,3 script #finalbs CLEAR_NPC,{
end;
OnStart:
enablenpc instance_npcname("Catherine Jet Johnson#5");
enablenpc instance_npcname("Celine Kimi#0");
enablenpc instance_npcname("#fac5wp");
// enablenpc instance_npcname("#fac5wp2");// never enabled
enablenpc instance_npcname("#jeton1");
end;
}
/*
// never enabled
1@xm_d,160,208,0 script #fac5wp2 WARPNPC,2,2,{
end;
OnTouch:
warp 'xm_d_map$,145,208;
end;
}
*/
1@xm_d,233,183,3 script Celine Kimi#0 4_F_KIMI,{
mes "[Celine Kimi]";
mes "Did you come here as well? Why are all of the humans so anxious to destroy what we built?";
close;
}
1@xm_d,222,183,0 script #jeton1 -1,7,7,{
end;
OnTouch_:
disablenpc instance_npcname("#jeton1");
donpcevent instance_npcname("Catherine Jet Johnson#5") + "::OnStart";
enablenpc instance_npcname("#bgm02");
end;
}
1@xm_d,222,183,0 script #bgm02 -1,9,9,{
end;
OnTouch:
playBGM "101";
end;
}
1@xm_d,222,183,6 script Catherine Jet Johnson#5 4_F_SKULL06GIRL,{
mes "[Catherine Jet Johnson]";
mes "Wa.. Watch out! Kimi isn't under the normal status.";
close;
OnStart:
.@kimi$ = instance_npcname("Celine Kimi#0");
sleep 2000;
npctalk "Catherine Jet Johnson: Kimi! Listen to me. I didn't come here to blame you.";
sleep 3000;
npctalk "Celine Kimi: Everyone hates me!... You don't like me as well? This ugly and creepy doll likes me...", .@kimi$;
sleep 4000;
npctalk "Catherine Jet Johnson: Kimi, I heard about you from dolls here. The doll maker adored you so much!";
sleep 4000;
mapannounce 'xm_d_map$, "Phantom's yell: Lie!", bc_map, "0xff8800";
sleep 1000;
npctalk "Celine Kimi: Don't lie. If that's true, why didn't he see me with love in his eyes?", .@kimi$;
sleep 4000;
npctalk "Celine Kimi: Why didn't he say my name? [Kimi] [Kimi!] I was anxious to hear the Grandpa's voice.", .@kimi$;
sleep 4000;
mapannounce 'xm_d_map$, "Phantom's yell: Yes, Kimi~ Father was frightened! He was scared of you~", bc_map, "0xff8800";
sleep 3000;
npctalk "Catherine Jet Johnson: No, don't listen to it, Kimi! He really cherished you.";
sleep 3000;
npctalk "Celine Kimi: Did he... cherish me?", .@kimi$;
sleep 3000;
npctalk "Catherine Jet Johnson: Yes, when you start to move, he was so plea...";
sleep 1000;
mapannounce 'xm_d_map$, "Phantom's yell: He was scared of your appearance and his heart stopped, Kimi~ You killed him!", bc_map, "0xff8800";
sleep 3000;
npctalk "Celine Kimi: D.. Did I.. kill him?...", .@kimi$;
sleep 2000;
npctalk "Catherine Jet Johnson: No, Kimi! I've realized that. I misunderstood you. He was sick!";
sleep 3000;
npctalk "Celine Kimi: D.. Di.. Did I... kill... him?", .@kimi$;
sleep 2000;
mapannounce 'xm_d_map$, "Phantom's yell: See how you look, Kimi~ See the mirror~ How do yo feel? ", bc_map, "0xff8800";
sleep 3000;
npctalk "Celine Kimi: I... I...", .@kimi$;
sleep 1000;
mapannounce 'xm_d_map$, "Phantom's yell: Don't you agree you are frightening? No one loves you, Kimi~", bc_map, "0xff8800";
sleep 3000;
npctalk "Celine Kimi: Because of me, grandpa is dead...", .@kimi$;
specialeffect EF_MAPPILLAR2, AREA, .@kimi$;
sleep 3000;
npctalk "Catherine Jet Johnson: It has become serious. Kimi is suffering. It would be dangerous under this condition!";
specialeffect EF_MAPPILLAR2, AREA, .@kimi$;
sleep 1000;
mapannounce 'xm_d_map$, "Phantom's yell: Rage~ Sorrow~ No one cries for you, Kimi~", bc_map, "0xff8800";
sleep 3000;
npctalk "Catherine Jet Johnson: I will find the emergency exit to escape. Run away, adventurer!";
sleep 3000;
disablenpc instance_npcname("Catherine Jet Johnson#5");
sleep 2000;
disablenpc .@kimi$;
donpcevent instance_npcname("#finalbs2") + "::OnStart";
disablenpc instance_npcname("#bgm02");
end;
}
1@xm_d,1,5,3 script #finalbs2 CLEAR_NPC,{
end;
OnStart:
stopnpctimer;
enablenpc instance_npcname("#bgm03");
.@event$ = instance_npcname("#finalbs2") + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
monster 'xm_d_map$,231,184, "Celine Kimi",2996,1, .@event$;// XM_CELINE_KIMI
'celene_id = $@mobid[0];
monster 'xm_d_map$,226,190, "Kimi's Phantom",2997,1, .@event$;// G_XM_CELINE_KIMI
'phantom_id = $@mobid[0];
setunitdata 'celene_id, UMOB_HP,20000000;
setunitdata 'phantom_id,UMOB_HP,20000000;
unittalk 'celene_id, "I don't want to be deserted. I don't want to be abandoned.";
initnpctimer;
end;
OnMyMobDead:
if (mobcount( 'xm_d_map$, instance_npcname("#finalbs2") + "::OnMyMobDead" ) < 1)
donpcevent instance_npcname("#finalbs2") + "::OnEnd";
end;
OnEnd:
stopnpctimer;
killmonster 'xm_d_map$, instance_npcname("#finalbs2") + "::OnMyMobDead";
disablenpc instance_npcname("#bgm03");
donpcevent instance_npcname("#finalbs_e") + "::OnStart";
end;
OnTalk:
.@chat_r = rand(1,10);
if (.@chat_r == 1)
unittalk 'celene_id, "I will burn you with hell's inferno.";
else if (.@chat_r == 2)
unittalk 'celene_id, "Will you bear this flame?!";
else if (.@chat_r == 3)
unittalk 'celene_id, "I shouldn't have, but...";
else if (.@chat_r == 4)
unittalk 'celene_id, "It's boiling!... Bear it if you can.";
else if (.@chat_r == 5)
unittalk 'celene_id, "Breathe as much as you can. It'll be the last breath you take.";
else if (.@chat_r == 6)
unittalk 'celene_id, "Frankly, I don't like fire.";
else
unittalk 'celene_id, "Everyone is afraid of me! What have I done so wrong?!";
end;
OnTimer1000:
if (unitexists('celene_id) == true) {
getunitdata 'celene_id, .@data;
if ((.@data[UMOB_X] < 211 || .@data[UMOB_X] > 241 || .@data[UMOB_Y] < 166 || .@data[UMOB_Y] > 201) && (.@data[UMOB_X] > 0 || .@data[UMOB_Y] > 0)) {
mapannounce 'xm_d_map$, "Celine Kimi: No! I should keep my place!",bc_map,"0xff6666",FW_NORMAL,15;
donpcevent instance_npcname("#finalbs2") + "::Onfail";
}
}
end;
Onfail:
stopnpctimer;
killmonster 'xm_d_map$, instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
enablenpc instance_npcname("Celine Kimi#2");
disablenpc instance_npcname("#bgm03");
enablenpc instance_npcname("#kimion1");
end;
OnTimer5000:
if (unitexists('celene_id) == true)
donpcevent instance_npcname("#bssk01") + "::OnStart";
end;
OnTimer10000:
if (mobcount( 'xm_d_map$, instance_npcname("#finalbs2") + "::OnMyMobDead" ) > 1) {
.@npc_name$ = instance_npcname("#finalbs2");
getunitdata 'celene_id, .@MOB_HP1;
getunitdata 'phantom_id, .@MOB_HP2;
if (.@MOB_HP1[UMOB_HP] > .@MOB_HP2[UMOB_HP]) {
setarray .@mob_hp[0], .@MOB_HP1[UMOB_HP], .@MOB_HP2[UMOB_HP];
setarray .@string$[0],
"You and I are the one! I will recover you!",
"Celine Kimi recovers herself and her phantom ";
.@talk = 'celene_id;
}
else if (.@MOB_HP2[UMOB_HP] > .@MOB_HP1[UMOB_HP]) {
setarray .@mob_hp[0], .@MOB_HP2[UMOB_HP], .@MOB_HP1[UMOB_HP];
setarray .@string$[0],
"I will restore you!!",
"Celine Kimi's phantom recovers herself and her master ";
.@talk = 'phantom_id;
}
.@diff_hp = .@mob_hp[0] - .@mob_hp[1];
if (.@diff_hp > 100000) {
.@set_bs_hp = (.@diff_hp * 5) / 10;
.@MOB_HP3 = .@mob_hp[0] + .@set_bs_hp;
if (.@MOB_HP3 > 66666666)
.@MOB_HP3 = 66666666;
setunitdata 'celene_id, UMOB_HP, .@MOB_HP3;
setunitdata 'phantom_id, UMOB_HP, .@MOB_HP3;
donpcevent instance_npcname("#eff_f01") + "::OnStart";
unittalk .@talk, .@string$[0];
sleep 1000;
mapannounce 'xm_d_map$, .@string$[1] + .@set_bs_hp +" HP has been recovered.", bc_map, "0xff6666";
donpcevent instance_npcname("#heal_c") + "::OnStart";
}
initnpctimer;
}
end;
}
1@xm_d,216,193,3 script #eff_f01 CLEAR_NPC,{
end;
OnStart:
for ( .@i = 1; .@i < 10; .@i++ )
specialeffect EF_HEARTCASTING, AREA, instance_npcname( "#eff_f0"+ .@i );
end;
}
1@xm_d,226,193,3 script #eff_f02 CLEAR_NPC,{
end;
}
1@xm_d,236,193,3 duplicate(#eff_f02) #eff_f03 CLEAR_NPC
1@xm_d,216,183,3 duplicate(#eff_f02) #eff_f04 CLEAR_NPC
1@xm_d,226,183,3 duplicate(#eff_f02) #eff_f05 CLEAR_NPC
1@xm_d,236,183,3 duplicate(#eff_f02) #eff_f06 CLEAR_NPC
1@xm_d,216,173,3 duplicate(#eff_f02) #eff_f07 CLEAR_NPC
1@xm_d,226,173,3 duplicate(#eff_f02) #eff_f08 CLEAR_NPC
1@xm_d,236,173,3 duplicate(#eff_f02) #eff_f09 CLEAR_NPC
1@xm_d,1,5,3 script #bssk01 CLEAR_NPC,{
end;
OnStart:
.@r = rand(1,3);
if (.@r == 1)
donpcevent instance_npcname("#bssk02") + "::OnStart";
else if (.@r == 2)
donpcevent instance_npcname("#bssk03") + "::OnStart";
end;
}
1@xm_d,1,5,3 script #bssk02 CLEAR_NPC,{
end;
OnStart:
donpcevent instance_npcname("#finalbs2") + "::OnTalk";
for ( .@i = 1; .@i < 5; .@i++ )
donpcevent instance_npcname( "#crssk"+ .@i ) + "::OnStart";
end;
}
1@xm_d,1,5,3 script #bssk03 CLEAR_NPC,{
end;
OnStart:
.@event$ = instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
while (unitexists('celene_id) == true) {
getunitdata 'celene_id, .@data;
.@x = .@data[UMOB_X] + rand(1,20) - 10;
.@y = .@data[UMOB_Y] + rand(1,20) - 10;
monster 'xm_d_map$,.@x,.@y, "#f_w_1",3038,1, .@event$;// HIDDEN_MOB7
.@mon_num++;
if (.@mon_num > 20)
break;
sleep 200;
}
sleep 6000;
killmonster 'xm_d_map$, .@event$;
end;
OnMyMobDead:
end;
}
1@xm_d,1,5,3 script #crssk1 CLEAR_NPC,{
end;
OnStart:
.@event$ = instance_npcname( strnpcinfo(0) ) + "::OnMyMobDead";
killmonster 'xm_d_map$, .@event$;
getunitdata 'celene_id, .@data;
setarray .@coord[0], .@data[UMOB_X], .@data[UMOB_Y];
.@num = atoi(strnpcinfo(2));
.@index = ( .@num > 2 ? 1 : 0 );// x or y
.@signe = pow(-1,.@num+1);
while(1) {
.@coord[.@index] = .@coord[.@index] + (2 * .@signe);
.@coord[!.@index] = .@coord[!.@index] + rand(0,2) - 1;
monster 'xm_d_map$,.@coord[0], .@coord[1], "#f_w_1",3038,1, .@event$;
if (.@coord[0] < 211 || .@coord[0] > 241 || .@coord[1] < 166 || .@coord[1] > 201)
break;
sleep 200;
}
sleep 6000;
killmonster 'xm_d_map$, .@event$;
end;
OnMyMobDead:
end;
}
1@xm_d,1,5,3 duplicate(#crssk1) #crssk2 CLEAR_NPC
1@xm_d,1,5,3 duplicate(#crssk1) #crssk3 CLEAR_NPC
1@xm_d,1,5,3 duplicate(#crssk1) #crssk4 CLEAR_NPC
1@xm_d,233,183,0 script #kimion1 -1,7,7,{
end;
OnTouch_:
disablenpc instance_npcname("#kimion1");
donpcevent instance_npcname("Celine Kimi#2") + "::OnStart";
end;
}
1@xm_d,233,183,3 script Celine Kimi#2 4_F_KIMI,{
mes "[Celine Kimi]";
mes "You also... came here to kill me?";
close;
OnStart:
npctalk "Celine Kimi: You also... came here to kill me?";
specialeffect EF_MAPPILLAR2;
sleep 5000;
disablenpc instance_npcname("Celine Kimi#2");
donpcevent instance_npcname("#finalbs2") + "::OnStart";
end;
}
1@xm_d,228,183,0 script #bgm03 -1,25,25,{
end;
OnTouch:
playBGM "123";
end;
}
1@xm_d,1,5,3 script #heal_c CLEAR_NPC,{
end;
OnStart:
if (rand(1,10) > 4)
initnpctimer;
end;
OnTimer3000:
mapannounce 'xm_d_map$, "Celine Kimi and her phantom have shared their strength. They will be stronger than ever!",bc_map,"0xff6666";
stopnpctimer;
end;
}
1@xm_d,1,5,3 script #finalbs_e CLEAR_NPC,{
end;
OnStart:
mapannounce 'xm_d_map$, "Celine Kimi: It is no use to defeat me! My body will be restored.",bc_map,"0xff6666",FW_NORMAL,15;
enablenpc instance_npcname("#fac6wp");
enablenpc instance_npcname("#jeton2");
enablenpc instance_npcname("Catherine Jet Johnson#6");
for ( .@i = 1; .@i <= 10; .@i++ )
enablenpc instance_npcname("Packaged Present#"+ .@i);
sleep 6000;
mapannounce 'xm_d_map$, "Catherine Jet Johnson's yell: Are you okay? Flee to the south emergency exit!",bc_map,"0xffff00";
end;
}
1@xm_d,218,145,0 script #jeton2 -1,4,4,{
end;
OnTouch_:
disablenpc instance_npcname("#jeton2");
donpcevent instance_npcname("Catherine Jet Johnson#6") + "::OnStart";
end;
}
1@xm_d,218,145,5 script Catherine Jet Johnson#6 4_F_SKULL06GIRL,{
end;
OnStart:
sleep 1000;
npctalk "Catherine Jet Johnson: Unfortunately, I have failed to persuade Kimi.";
sleep 3000;
npctalk "Catherine Jet Johnson: What was the voice of that phantom? Why does it torment Kimi so harshly...";
sleep 4000;
npctalk "Catherine Jet Johnson: I guess that the curse of my face was from the unidentified voice.";
sleep 4000;
npctalk "Catherine Jet Johnson: Anyway, even Kimi hates everyone and has collected her recollections here a lot.";
sleep 6000;
npctalk "Catherine Jet Johnson: I will end this thing safely even if her soul will return and she won't be disappointed.";
sleep 5000;
npctalk "Catherine Jet Johnson: Thanks to you, everything that I have wondered is completely resolved. Please call me again if you are going to send her to Heaven next time.";
sleep 5000;
npctalk "Catherine Jet Johnson: I will open the exit way out. I will go outside first, so just follow me.";
sleep 3000;
disablenpc instance_npcname("Catherine Jet Johnson#6");
enablenpc instance_npcname("#exwp1");
end;
}
1@xm_d,218,150,5 script #exwp1 PORTAL,{
mes "Will you exit?";
next;
if (select( "Take a look around", "Go outside" ) == 1) {
mes "Stop the machine.";
close;
}
close2;
warp "xmas",233,300;
end;
}
1@xm_d,210,141,3 script Packaged Present#1 4_TREASURE_BOX,{
specialeffect EF_COIN;
disablenpc();
initnpctimer;
end;
OnTimer1000:
switch( atoi(strnpcinfo(2)) ) {
case 1:
.@num = rand(4,8);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(208,212), rand(139,143);// Bloody_Coin
if (rand(1,1000) > 150)
makeitem 644,1, 'xm_d_map$,209,141;// Gift_Box;
if (rand(1,1000) > 600)
makeitem 617,1, 'xm_d_map$,210,141;// Old_Violet_Box;
if (rand(1,1000) > 900)
makeitem 22534,1, 'xm_d_map$,211,141;// Closedmind_Box
break;
case 2:
.@num = rand(3,7);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(212,216), rand(139,143);// Bloody_Coin
if (rand(1,1000) > 400)
makeitem 603,1, 'xm_d_map$,213,141;// Old_Blue_Box
if (rand(1,1000) > 700)
makeitem 616,1, 'xm_d_map$,214,141;// Old_Card_Album
if (rand(1,1000) > 950)
makeitem 13442,1, 'xm_d_map$,215,141;// Old_Parasol
break;
case 3:
.@num = rand(2,6);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(216,220), rand(139,143);// Bloody_Coin
if (rand(1,1000) > 850)
makeitem 7229,1, 'xm_d_map$,217,141;// Silver_Bullion
if (rand(1,1000) > 800)
makeitem 12246,1, 'xm_d_map$,218,141;// Magic_Card_Album
if (rand(1,1000) > 950)
makeitem 2486,1, 'xm_d_map$,219,141;// Shadow_Walk_
break;
case 4:
.@num = rand(4,8);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(220,224), rand(139,143);// Bloody_Coin
if (rand(1,1000) > 700)
makeitem 7228,1, 'xm_d_map$,221,141;// Gold_Bullion
if (rand(1,1000) > 600)
makeitem 617,1, 'xm_d_map$,222,141;// Old_Violet_Box
if (rand(1,1000) > 900)
makeitem 22534,1, 'xm_d_map$,223,141;// Closedmind_Box
break;
case 5:
.@num = rand(3,7);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(224,228), rand(139,143);// Bloody_Coin
if (rand(1,1000) > 150)
makeitem 644,1, 'xm_d_map$,225,141;// Gift_Box
if (rand(1,1000) > 700)
makeitem 616,1, 'xm_d_map$,226,141;// Old_Card_Album
if (rand(1,1000) > 950)
makeitem 2976,1, 'xm_d_map$,227,141;// Red_Lantern
break;
case 6:
.@num = rand(2,6);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(208,212), rand(134,138);// Bloody_Coin
if (rand(1,1000) > 400)
makeitem 603,1, 'xm_d_map$,209,136;// Old_Blue_Box
if (rand(1,1000) > 800)
makeitem 12246,1, 'xm_d_map$,210,136;// Magic_Card_Album
if (rand(1,1000) > 950)
makeitem 2977,1, 'xm_d_map$,211,136;// Hurt_Mind
break;
case 7:
.@num = rand(4,8);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(212,216), rand(134,138);// Bloody_Coin
if (rand(1,1000) > 850)
makeitem 7229,1, 'xm_d_map$,213,136;// Silver_Bullion
if (rand(1,1000) > 600)
makeitem 617,1, 'xm_d_map$,214,136;// Old_Violet_Box
if (rand(1,1000) > 900)
makeitem 22534,1, 'xm_d_map$,215,136;// Closedmind_Box
break;
case 8:
.@num = rand(3,7);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(216,220), rand(134,138);// Bloody_Coin
if (rand(1,1000) > 700)
makeitem 7228,1, 'xm_d_map$,217,136;// Gold_Bullion
if (rand(1,1000) > 700)
makeitem 616,1, 'xm_d_map$,218,136;// Old_Card_Album
if (rand(1,1000) > 950)
makeitem 2978,1, 'xm_d_map$,219,136;// KindHeart
break;
case 9:
.@num = rand(2,6);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(220,224), rand(134,138);// Bloody_Coin
if (rand(1,1000) > 150)
makeitem 644,1, 'xm_d_map$,221,136;// Gift_Box
if (rand(1,1000) > 800)
makeitem 12246,1, 'xm_d_map$,222,136;// Magic_Card_Album
if (rand(1,1000) > 950)
makeitem 18848,1, 'xm_d_map$,223,136;// Lush_Rose
break;
case 10:
.@num = rand(4,8);
for ( .@i = 0; .@i < .@num; .@i++ )
makeitem 7642,1, 'xm_d_map$, rand(224,228), rand(134,138);// Bloody_Coin
if (rand(1,1000) > 400)
makeitem 603,1, 'xm_d_map$,225,136;// Old_Blue_Box
if (rand(1,1000) > 600)
makeitem 617,1, 'xm_d_map$,226,136;// Old_Violet_Box
if (rand(1,1000) > 900)
makeitem 22534,1, 'xm_d_map$,227,136;// Closedmind_Box
break;
}
stopnpctimer;
end;
}
1@xm_d,214,141,3 duplicate(Packaged Present#1) Packaged Present#2 4_TREASURE_BOX
1@xm_d,218,141,3 duplicate(Packaged Present#1) Packaged Present#3 4_TREASURE_BOX
1@xm_d,222,141,3 duplicate(Packaged Present#1) Packaged Present#4 4_TREASURE_BOX
1@xm_d,226,141,3 duplicate(Packaged Present#1) Packaged Present#5 4_TREASURE_BOX
1@xm_d,210,136,3 duplicate(Packaged Present#1) Packaged Present#6 4_TREASURE_BOX
1@xm_d,214,136,3 duplicate(Packaged Present#1) Packaged Present#7 4_TREASURE_BOX
1@xm_d,218,136,3 duplicate(Packaged Present#1) Packaged Present#8 4_TREASURE_BOX
1@xm_d,222,136,3 duplicate(Packaged Present#1) Packaged Present#9 4_TREASURE_BOX
1@xm_d,226,136,3 duplicate(Packaged Present#1) Packaged Present#10 4_TREASURE_BOX
// Warps
//==========================================
1@xm_d,79,129,0 warp2 #fac1wp2 2,2,1@xm_d,73,129
1@xm_d,184,109,0 warp2 #fac2wp2 2,2,1@xm_d,170,129
1@xm_d,130,178,0 warp2 #fac3wp 2,2,1@xm_d,130,193
1@xm_d,130,184,0 warp2 #fac3wp2 2,2,1@xm_d,129,173
1@xm_d,107,208,0 warp2 #fac4wp 2,2,1@xm_d,87,208
1@xm_d,95,208,0 warp2 #fac4wp2 2,2,1@xm_d,115,208
1@xm_d,152,208,0 warp2 #fac5wp 2,2,1@xm_d,167,208
1@xm_d,205,159,0 warp2 #fac6wp 2,2,1@xm_d,205,147
// Instance GM Functions :: mx_xm_ad
//==========================================
1@xm_d,1,1,3 script #adsw CLEAR_NPC,{
if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "[Time Manager]";
mes "What time would you like to return?";
next;
switch (select("Cancel:Factory No.1 Complete:Factory No.2 Complete:Factory No.3 Complete:Boss Start:Boss Complete")) {
case 1:
break;
case 2:
transform 1246,180000;
enablenpc instance_npcname("#fac1bs");
mapannounce 'xm_d_map$, "Coordinator's announcement: Huh? Where's everyone! How dare the workers be absent from their line and muck around!",bc_map,"0xff8800";
warp 'xm_d_map$,70,125;
break;
case 3:
for ( .@i = 1; .@i <= 10; ++.@i )
disablenpc instance_npcname( "Worker#" + .@i );
donpcevent instance_npcname("#fac2wpc") + "::OnStart";
warp 'xm_d_map$,131,210;
break;
case 4:
donpcevent instance_npcname("#fac3ct3") + "::OnEnd";
warp 'xm_d_map$,131,210;
break;
case 5:
donpcevent instance_npcname("#finalbs2") + "::OnStart";
warp 'xm_d_map$,215,182;
break;
case 6:
donpcevent instance_npcname("#finalbs2") + "::OnEnd";
warp 'xm_d_map$,215,182;
break;
}
}
close;
}
1@xm_d,3,1,3 script #adsw2 CLEAR_NPC,{
if (callfunc("F_GM_NPC",1854,0) == 1) {
if (unitexists('Antonio) == true)
getunitdata 'Antonio, .@mob;
mapannounce 'xm_d_map$, "Factory announcement: Exist in " + .@mob[UMOB_X] + " - " + .@mob[UMOB_Y] + ".",bc_map,"0x00ff44";
}
end;
OnInstanceInit:
'xm_d_map$ = instance_mapname("1@xm_d");
// Warps
disablenpc instance_npcname("#fac3wp");
disablenpc instance_npcname("#fac3wp2");
disablenpc instance_npcname("#fac4wp");
disablenpc instance_npcname("#fac4wp2");
disablenpc instance_npcname("#fac5wp");
// disablenpc instance_npcname("#fac5wp2");
disablenpc instance_npcname("#fac6wp");
// Bgm
disablenpc instance_npcname("#bgm01");
disablenpc instance_npcname("#bgm02");
disablenpc instance_npcname("#bgm03");
disablenpc instance_npcname("#bgm04");
disablenpc instance_npcname("#bgm05");
disablenpc instance_npcname("#bgm06");
// Step 1
disablenpc instance_npcname("Catherine Jet Johnson#01");
disablenpc instance_npcname("Employees' Uniform Box#1");
disablenpc instance_npcname("Employees' Uniform Box#2");
disablenpc instance_npcname("Employees' Uniform Box#3");
hideonnpc instance_npcname("#fac1ct");
disablenpc instance_npcname("#fac1bs");
disablenpc instance_npcname("#pck1");
disablenpc instance_npcname("#alert1");
// Step 2
disablenpc instance_npcname("Catherine Jet Johnson#21");
disablenpc instance_npcname("Employees' Uniform Box#4");
hideonnpc instance_npcname("#fac2ct");
disablenpc instance_npcname("#fac2wpc");
for ( .@i = 1; .@i < 11; ++.@i )
disablenpc instance_npcname("Worker#" + .@i);
// Step 3
disablenpc instance_npcname("Captured Santa#3");
hideonnpc instance_npcname("#fac3ct");
hideonnpc instance_npcname("#fac3ct2");
hideonnpc instance_npcname("#fac3ct3");
// Boss
disablenpc instance_npcname("#finalbs");
hideonnpc instance_npcname("#finalbs2");
disablenpc instance_npcname("Celine Kimi#0");
disablenpc instance_npcname("#jeton1");
disablenpc instance_npcname("Catherine Jet Johnson#5");
for ( .@i = 1; .@i < 10; ++.@i )
hideonnpc instance_npcname("#eff_f0" + .@i);
disablenpc instance_npcname("#bssk01");
disablenpc instance_npcname("#bssk02");
for ( .@i = 1; .@i < 5; ++.@i )
hideonnpc instance_npcname("#crssk" + .@i);
disablenpc instance_npcname("#kimion1");
disablenpc instance_npcname("Celine Kimi#2");
disablenpc instance_npcname("#heal_c");
// Exit
disablenpc instance_npcname("#finalbs_e");
disablenpc instance_npcname("#jeton2");
disablenpc instance_npcname("Catherine Jet Johnson#6");
disablenpc instance_npcname("#exwp1");
for ( .@i = 1; .@i < 11; ++.@i )
disablenpc instance_npcname("Packaged Present#" + .@i);
end;
}