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//===== rAthena Script =======================================
//= Old Glast Heim
//===== Description: =========================================
//= Discover the history of events that took place in the
//= Glast Heim castle and how it ended up in ruins.
//===== Changelogs: =================================
//= 1.0 First version. [Euphy, Ziu, Heris]
//= This is a custom version, and may contain bugs.
//= 1.1 Bug fixes; removed redundant OnInstanceInit scripts.
//= 1.2 Add NPC Hugin's Follower [exneval]
//= NPC that give access to Glast Heim Nightmare Mode.
//= 1.3 Add some NPCs placeholder. [exneval]
//= 1.4 Update to its official text. [exneval]
//= Support merchant, enchant, socket features.
//= 1.5 idAthena merge. Removed Hugin's Follower NPCs. [Secretdataz]
//= Changed `set` calls to direct assignments.
//= Cleaned up the script.
//= TODO: Confirm Hugin NPC's code flow.
//= 1.6 Cleaned up the dialogue. [Aleos]
//= 1.7 Implemented fast mode. [Atemo]
// Note: The treasure room is not accessible in fast mode.
//============================================================
glast_01,204,273,5 script Hugin 4_M_SAGE_C,{
if (BaseLevel < 130) {
mes "[Hugin]";
mes "Why don't you come back after becoming stronger?";
mes "Maybe, level 130.";
close;
}
if (isbegin_quest(12316) == 0) {
mes "[Hugin]";
mes "A long time ago, this castle did not look like this.";
next;
mes "[Hugin]";
mes "Ah, I'm sorry. I'm muttering in front of a stranger.";
next;
mes "[Hugin]";
mes "My name is Hugin. I'm studying the dimensional gap between time and space.";
next;
select("There's something like that here?");
mes "[Hugin]";
mes "Have you ever wondered about the history of Glast Heim?";
next;
mes "[Hugin]";
mes "There was a King named Shumiche who was known as a tyrant in the history of the Rune-Midgarts Kingdom.";
next;
mes "[Hugin]";
mes "Time will reveal the true answers if we look in the right places.";
next;
if (select("I don't care about history","That is interesting. Did you find anything?") == 1) {
mes "[Hugin]";
mes "Really? Hmm, please come back later when you are interested then.";
close;
}
mes "[Hugin]";
mes "Actually, dimensional time travel is possible but I'm too afraid to go there.";
next;
mes "[Hugin]";
mes "It might be possible for you!";
next;
mes "[Hugin]";
mes "Do you want to time travel?";
next;
if (select("No, thanks.","Yes, of course I do!") == 1) {
mes "[Hugin]";
mes "Really? But, jumping gigawatts, this is such a great opportunity.";
close;
}
mes "[Hugin]";
mes "I knew that you would understand what I said. Well, please tell me what you want to do.";
setquest 12316;// Meeting Hugin
completequest 12316;
}
else {
mes "[Hugin]";
mes "Umm? Did you see me at another place? I don't think so. What about this time?";
if (isbegin_quest(12322) == 1)
erasequest 12322;
}
next;
switch( checkquest(12317,PLAYTIME) ) {
case -1:
.@party_id = getcharid(1);
.@p_name$ = getpartyname(.@party_id);
.@md_name$ = "Old Glast Heim";
if (!instance_check_party(.@party_id)) {
mes "[Hugin]";
mes "Why don't you make a party with more than 1 person and talk to me again?";
close;
}
if (is_party_leader() == true)
.@menu$ = "Generate Time Gap";
else {
mes "[Hugin]";
mes "Have we met before? No way. It's my first time seeing you. What do you want?";
}
if (isbegin_quest(12318) == 0)
setquest 12318;// Corrupted Soul Hunt
switch( select( .@menu$, "Enter Old Glast Heim", "Cancel" ) ) {
case 1:
switch( instance_create(.@md_name$) ) {
case -3:
dispbottom "Memorial Dungeon, 'Old Glast Heim' is already in progress.",0xFFFFFF;
close;
case -4:
case -2:
case -1:
mes "Party Name: " + getpartyname( getcharid(1) );
mes "Party Leader: " + strcharinfo(0);
mes "^0000ff" + .@md_name$ + "^000000 - time gap generation failed.";
close;
}
mes "[Hugin]";
mes "After the time gap opens, please tell me again.";
close;
case 2:
switch( instance_enter(.@md_name$) ) {
case IE_OTHER:
mes "[Hugin]";
mes "An unknown error has occurred.";
close;
case IE_NOINSTANCE:
mes "[Hugin]";
mes "The time gap is not yet open.";
close;
case IE_NOMEMBER:
mes "[Hugin]";
mes "Your body is not fit to enter the time gap. You won't be able to get in if you're not in a party.";
close;
case IE_OK:
mapannounce "glast_01", "" + getpartyname( getcharid(1) ) + " party member " + strcharinfo(0) + " enters the " + .@md_name$ + ".", bc_map,0x00FF99;
setquest 12317;// Trace of Time Travel
// warp "1@gl_k",150,20;
end;
}
case 3:
close;
}
case 0:
case 1:
mes "[Hugin]";
mes "Oh, my...";
mes "You still have after-effects of time travel. You can't travel again with this condition.";
next;
mes "[Hugin]";
mes "Staying healthy is important, so please take a break and come back again later.";
close;
case 2:
mes "^0000ffAll traces of access to Old Glast Heim have been removed. Now you can talk with Hugin again.^000000";
if (isbegin_quest(12318) == 0)
setquest 12318;// Corrupted Soul Hunt
erasequest 12317;
close;
}
}
// Warps
1@gl_k,96,80,0 warp #2Control 2,2,1@gl_k,80,80
1@gl_k,90,80,0 warp #2Control2 2,2,1@gl_k,105,80
1@gl_k,202,79,0 warp #3Control 2,2,1@gl_k,215,79
1@gl_k,206,79,0 warp #3Control2 2,2,1@gl_k,195,79
1@gl_k,227,216,0 warp #4Control 2,2,1@gl_k,215,216
1@gl_k,222,216,0 warp #4Control2 2,2,1@gl_k,233,216
// 1@gl_k,150,284,0 warp #2F Entrance 2,2,2@gl_k,150,46
2@gl_k,149,32,0 warp #1 Control 2,2,1@gl_k,150,270
2@gl_k,145,123,0 warp #22 Control 2,2,2@gl_k,126,123
2@gl_k,136,122,0 warp #22 Control2 2,2,2@gl_k,150,116
2@gl_k,154,101,0 warp #23 Control 2,2,2@gl_k,174,101
2@gl_k,165,101,0 warp #23 Control2 2,2,2@gl_k,150,111
2@gl_k,150,163,0 warp #24 Control 2,2,2@gl_k,150,179
2@gl_k,150,167,0 warp #24 Control2 2,2,2@gl_k,150,149
1@gl_k,69,168,0 warp #Secret Room Exit 2,2,1@gl_k,48,168
// Floor 1
//============================================================
1@gl_k,149,41,5 script Varmundt#0 4_M_BARMUND,{
if (is_party_leader() == false) {
mes "[Varmundt]";
mes "Where's your leader? I need his help.";
cutin "gl_barmund2",2;
close3;
}
// If the instance has already been completed once, the player can skip sector 1,2,3 and starts from the 1st boss MG_CORRUPTION_ROOT
if (isbegin_quest(12321) == 2) {
mes "You have a previous clear record. You can skip the scenario and proceed accordingly.";
next;
if (select( "Omit moderately.", "Appreciate everything." ) == 1) {
cutin "GL_BARMUND1.bmp",2;
mes "[Varmundt]";
mes "I've seen you, " + strcharinfo(0) + ".";
mes "I'm sure I can trust you. Let's leave right away.";
close2;
cutin "",255;
if ('step == 0) {
'step = 1;
'mode = 2;
disablenpc();
enablenpc instance_npcname("Heinrich#1");
enablenpc instance_npcname("Varmundt#1");
}
end;
}
// (original scenario)
}
.@account_id = getcharid(3);
.@player_name$ = strcharinfo(0);
mes "[Varmundt]";
mes "Are you the one ^0000ffHerico^000000 sent to help me?";
npctalk "Varmundt: Are you the one Herico sent to help me?";
cutin "gl_barmund1",2;
next;
select("Oh. Well I...");
mes "[" + .@player_name$ + "]";
mes "Ah yes, I am. Herico told me to meet you.";
unittalk .@account_id, .@player_name$ + " : Ah yes, I am. Herico told me to meet you.";
next;
mes "[Varmundt]";
mes "We don't have much time. We must report to Sir Heinrich about Himelmez's invasion.";
npctalk "Varmundt: We don't have much time. We must report to Sir Heinrich about Himelmez's invasion.";
cutin "gl_barmund2",2;
next;
select("Himelmez...");
mes "[" + .@player_name$ + "]";
mes "Who is Himelmez?";
unittalk .@account_id, .@player_name$ + " : Who is Himelmez?";
next;
mes "[Varmundt]";
mes "Herico didn't tell you?";
npctalk "Varmundt: Herico didn't tell you?";
cutin "gl_barmund3",2;
next;
mes "[Varmundt]";
mes "She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us.";
npctalk "Varmundt: She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us.";
cutin "gl_barmund2",2;
next;
mes "[Varmundt]";
mes "She might even destroy this whole castle if she wanted to.";
npctalk "Varmundt: She might even destroy this whole castle if she wanted to.";
next;
mes "[Varmundt]";
mes "Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!";
npctalk "Varmundt: Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!";
close2;
cutin "",255;
if ('step == 0) {
'step = 1;
'mode = 1;
disablenpc instance_npcname("Varmundt#0");
enablenpc instance_npcname("Heinrich#1");
enablenpc instance_npcname("Varmundt#1");
}
end;
}
1@gl_k,145,104,6 script Khalitzburg Knightage#1 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "My work shift will be over soon, but the next crew is not coming.";
close;
}
1@gl_k,154,104,3 script Khalitzburg Knightage#2 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "Something you want to tell me?";
close;
}
1@gl_k,145,99,6 script White Knight#3 4_WHITEKNIGHT,{
mes "[White Knight]";
mes "Are you with Varmundt? Commander is waiting for you.";
close;
}
1@gl_k,154,99,3 duplicate(Khalitzburg Knightage#1) White Knight#4 4_WHITEKNIGHT
1@gl_k,145,94,6 script Khalitzburg Knightage#5 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "I had a weird dream last night. My mom was in it... Wonder if she is ok...";
close;
}
1@gl_k,154,94,3 duplicate(White Knight#3) Khalitzburg Knightage#6 4_F_KHALITZBURG
1@gl_k,145,89,6 script White Knight#7 4_WHITEKNIGHT,{
mes "[White Knight]";
mes "Please do not make a mess here.";
close;
}
1@gl_k,154,89,3 duplicate(White Knight#7) White Knight#8 4_WHITEKNIGHT
1@gl_k,145,84,6 script Khalitzburg Knightage#9 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "Orders please.";
close;
}
1@gl_k,154,84,3 duplicate(Khalitzburg Knightage#9) Khalitzburg Knightage#10 4_F_KHALITZBURG
1@gl_k,145,79,6 script White Knight#11 4_WHITEKNIGHT,{
mes "[White Knight]";
mes "How do you know Varmundt? I heard that he's not really a friendly man...";
close;
}
1@gl_k,154,79,3 duplicate(White Knight#11) White Knight#12 4_WHITEKNIGHT
1@gl_k,145,74,6 script Khalitzburg Knightage#13 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "Doesn't this castle seem weird all of a sudden? Something's not quite right.";
close;
}
1@gl_k,154,74,3 duplicate(Khalitzburg Knightage#13) Khalitzburg Knightage#14 4_F_KHALITZBURG
1@gl_k,145,69,6 script White Knight#15 4_WHITEKNIGHT,{
mes "[White Knight]";
mes "I do not like to chat during work.";
close;
}
1@gl_k,154,69,3 duplicate(White Knight#15) White Knight#16 4_WHITEKNIGHT
1@gl_k,145,64,6 script Khalitzburg Knightage#17 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "...";
close;
}
1@gl_k,154,64,3 duplicate(Khalitzburg Knightage#17) Khalitzburg Knightage#18 4_F_KHALITZBURG
1@gl_k,145,59,6 script White Knight#19 4_WHITEKNIGHT,{
mes "[White Knight]";
mes "What can I do for you?";
close;
}
1@gl_k,154,59,3 duplicate(White Knight#19) White Knight#20 4_WHITEKNIGHT
1@gl_k,145,54,6 script Khalitzburg Knightage#21 4_F_KHALITZBURG,{
mes "[Khalitzburg Knightage]";
mes "Is there something you need?";
close;
}
1@gl_k,154,54,3 duplicate(Khalitzburg Knightage#21) Khalitzburg Knightage#22 4_F_KHALITZBURG
1@gl_k,149,100,5 script Heinrich#1 4_M_HEINRICH,{
if (is_party_leader() == false || 'step != 1) {
mes "[Heinrich]";
mes "Where is your leader? I must talk to him.";
cutin "gl_heinrich2",2;
close3;
}
if ('mode == 2) {
cutin "GL_HEINRICH2.bmp",2;
select( "Heinrich, you are in the castle now..." );
mes "[Heinrich]";
mes "Ohh " + strcharinfo(0) + "";
mes "I guess I can trust you. Let's leave right away.";
close2;
cutin "",255;
if ('step == 1) {
'step = 2;
donpcevent instance_npcname("#talkinstance2") + "::OnEnable";
}
end;
}
.@account_id = getcharid(3);
.@player_name$ = strcharinfo(0);
cutin "gl_heinrich2",2;
select("Sir Heinrich. Varmundt...");
mes "[" + .@player_name$ + "]";
mes "Sir Heinrich. Do you know what is happening in the castle now?";
unittalk .@account_id, .@player_name$ + " : Sir Heinrich. Do you know what is happening in the castle now?";
next;
mes "[Heinrich]";
mes "Aren't you the adventurer that came along with Varmundt?";
npctalk "Heinrich: Aren't you the adventurer that came along with Varmundt?";
next;
mes "[Heinrich]";
mes "What is it? Something wrong with the castle?";
npctalk "Heinrich: What is it? Something wrong with the castle?";
next;
select("Himelmez's invasion...");
mes "[" + .@player_name$ + "]";
mes "Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!";
unittalk .@account_id, .@player_name$ + " : Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!";
next;
mes "[Heinrich]";
mes "Haha. Funny. Do you really think that is possible?";
npctalk "Heinrich: Haha. Funny. Do you really think that is possible?";
cutin "gl_heinrich1",2;
next;
mes "[Varmundt]";
mes "I'm not kidding, Sir Heinrich. If I'm correct, then she will be here very soon.";
npctalk "Varmundt: I'm not kidding, Sir Heinrich. If I'm correct, then she will be here very soon.", instance_npcname("Varmundt#1");
cutin "gl_barmund2",2;
next;
mes "[Varmundt]";
mes "We must hide the heart piece in a safe place before Himelmez's attack starts!";
npctalk "Varmundt: We must hide the heart piece in a safe place before Himelmez's attack starts!", instance_npcname("Varmundt#1");
next;
select("Even if you don't believe me...");
mes "[" + .@player_name$ + "]";
mes "I can't make you believe me, but there's no time to argue!";
unittalk .@account_id, .@player_name$ + " : I can't make you believe me, but there's no time to argue!";
cutin "",255;
next;
mes "[Heinrich]";
mes "Thank you for the help. But we don't even have our king with us right now.";
npctalk "Heinrich: Thank you for the help. But we don't even have our king with us right now.";
cutin "gl_heinrich1",2;
next;
mes "[Heinrich]";
mes "We cannot risk moving the heart just because some stranger says so.";
npctalk "Heinrich: We cannot risk moving the heart just because some stranger says so.";
close2;
cutin "",255;
if ('step == 1) {
'step = 2;
donpcevent instance_npcname("#talkinstance1") + "::OnEnable";
}
end;
}
1@gl_k,152,97,3 duplicate(dummy_npc) Varmundt#1 4_M_BARMUND
1@gl_k,149,97,5 duplicate(Varmundt#1) Heinrich#2 4_M_HEINRICH
1@gl_k,149,100,5 duplicate(Varmundt#1) Heinrich#3 4_M_HEINRICH
1@gl_k,149,89,1 duplicate(Varmundt#1) Himelmez#1 4_F_HIMEL
// Control Timer
//============================================================
1@gl_k,1,1,0 script #talkinstance1 HIDDEN_WARP_NPC,{
end;
OnEnable:
disablenpc instance_npcname("Heinrich#1");
enablenpc instance_npcname("Heinrich#2");
enablenpc instance_npcname("Himelmez#1");
mapannounce 'map_name$[0], "????'s: Muahahahaha~!", bc_map,0xFFFF00,FW_NORMAL,18;
initnpctimer;
'npc_himelmez1$ = instance_npcname("Himelmez#1");
'npc_varmundt1$ = instance_npcname("Varmundt#1");
'npc_heinrich2$ = instance_npcname("Heinrich#2");
'npc_heinrich3$ = instance_npcname("Heinrich#3");
end;
OnTimer1500:
npctalk "Heinrich: Who are you?", 'npc_heinrich2$;
end;
OnTimer4500:
npctalk "Himelmez: Well well~ Am I interrupting you? Weren't you expecting me?", 'npc_himelmez1$;
end;
OnTimer10000:
npctalk "Varmundt: Himelmez!! Already!", 'npc_varmundt1$;
end;
OnTimer17500:
npctalk "Himelmez: My name is Lisa Kahn Himelmez. Master of Dullahan, Dead man's Valkyrie, that's what they call me.", 'npc_himelmez1$;
end;
OnTimer22000:
npctalk "Heinrich: Aren't you a little too feminine to be the Ruler of death? We are not afraid of you...", 'npc_heinrich2$;
end;
OnTimer28500:
npctalk "Himelmez: Let's see if you can relax like that after you find out where your king is.", 'npc_himelmez1$;
end;
OnTimer36000:
npctalk "Heinrich: What?", 'npc_heinrich2$;
end;
OnTimer41000:
npctalk "Himelmez: Hmm, now I have your attention do I not?", 'npc_himelmez1$;
end;
OnTimer47000:
npctalk "Himelmez: You don't want the king's position, just wait for him to come back. I like your purity.", 'npc_himelmez1$;
end;
OnTimer54000:
npctalk "Himelmez: It's a pity to meet you in a situation like this.", 'npc_himelmez1$;
end;
OnTimer59000:
npctalk "Heinrich: My king is visiting the Rune-Midgarts royal family. He's not back yet.", 'npc_heinrich2$;
end;
OnTimer66500:
npctalk "Heinrich: And now you are trying to trick me, what has happened to him?!", 'npc_heinrich2$;
end;
OnTimer71500:
npctalk "Himelmez: Well~ I would love to sit down and explain for you, but I'm kind of busy today~", 'npc_himelmez1$;
end;
OnTimer78000:
npctalk "Himelmez: I have business to take care of. My minions will treat you well enough for me~", 'npc_himelmez1$;
end;
OnTimer84500:
npctalk "Heinrich: She probably already knows where the Ymir's heart piece is.", 'npc_heinrich2$;
disablenpc 'npc_himelmez1$;
end;
OnTimer90500:
npctalk "Heinrich: All Khalitzburg and White Knights should follow me now...", 'npc_heinrich2$;
end;
OnTimer92000:
for (.@i = 1; .@i <= 20; .@i += 4) {
hideonnpc instance_npcname("Khalitzburg Knightage#" + .@i);
hideonnpc instance_npcname("Khalitzburg Knightage#" + (.@i+1));
hideonnpc instance_npcname("White Knight#" + (.@i+2));
hideonnpc instance_npcname("White Knight#" + (.@i+3));
}
hideonnpc instance_npcname("Khalitzburg Knightage#21");
hideonnpc instance_npcname("Khalitzburg Knightage#22");
.@label$ = instance_npcname("#talkinstance1") + "::OnMyMobDead";
monster 'map_name$[0],145,59,"Abysmal Knight",2470,1,.@label$;// MG_KNIGHT_OF_ABYSS
monster 'map_name$[0],154,59,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,69,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,69,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,79,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,79,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,89,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,89,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,99,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,99,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,54,"Khalitzburg",2471,1,.@label$;// G_MG_KHALITZBURG
unittalk $@mobid[0],"Water... Someone give me water...";
monster 'map_name$[0],154,54,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Kkkrrrruughgh...";
monster 'map_name$[0],145,64,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Sir Heinrich. Save me...";
monster 'map_name$[0],154,64,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"I miss my sister...";
monster 'map_name$[0],145,74,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Don't leave me alone, help me.";
monster 'map_name$[0],154,74,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Aaarrrrrhhhh";
monster 'map_name$[0],145,84,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"I am so thirsty.";
monster 'map_name$[0],154,84,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Oh...No...I can't die yet...";
monster 'map_name$[0],145,94,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"I feel sick to my stomach urrgg";
monster 'map_name$[0],154,94,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Can someone...";
monster 'map_name$[0],145,104,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Arrgg... My body";
monster 'map_name$[0],154,104,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"My throat is burning!";
end;
OnTimer94000:
npctalk "Heinrich: My men... This can't be happening!", 'npc_heinrich2$;
end;
OnTimer96500:
npctalk "Varmundt: Sir Heinrich, they're all monsters. You need to give them rest!", 'npc_varmundt1$;
end;
OnTimer100000:
npctalk "Heinrich: I'm so sorry...", 'npc_heinrich2$;
end;
OnTimer103000:
npctalk "Heinrich: I am sorry, my knights! Forgive me!", 'npc_heinrich2$;
end;
OnTimer106000:
mapannounce 'map_name$[0], "Sir Heinrich: Death to all!", bc_map,0xFFFF33,FW_NORMAL,15;
end;
OnTimer109000:
mapannounce 'map_name$[0], "Sir Heinrich: Go back to the darkness!", bc_map,0xFFFF33,FW_NORMAL,15;
end;
OnTimer109500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#1");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#2");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#1");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#2");
end;
OnTimer110000:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#3");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#4");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#5");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#6");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#3");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#4");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#5");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#6");
end;
OnTimer110500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#7");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#8");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#9");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#10");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#7");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#8");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#9");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#10");
end;
OnTimer111000:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#11");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#12");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#13");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#14");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#11");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#12");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#13");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#14");
end;
OnTimer111500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#15");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#16");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#17");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#18");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#15");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#16");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#17");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#18");
end;
OnTimer112000:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#19");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#20");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#21");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#22");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#19");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#20");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#21");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#22");
disablenpc 'npc_heinrich2$;
enablenpc 'npc_heinrich3$;
killmonster 'map_name$[0], instance_npcname("#talkinstance1") + "::OnMyMobDead";
end;
OnTimer112500:
npctalk "Heinrich: I killed my own men...", 'npc_heinrich3$;
end;
OnTimer115500:
npctalk "Varmundt: Sir Heinrich! We don't have much time!", 'npc_varmundt1$;
end;
OnTimer118500:
npctalk "Varmundt: If you hurry now, there's a chance!", 'npc_varmundt1$;
end;
OnTimer121500:
npctalk "Heinrich: Varmundt is right. Now is not the time for mourning.", 'npc_heinrich3$;
end;
OnTimer124500:
npctalk "Heinrich: I have a request to you followers.", 'npc_heinrich3$;
end;
OnTimer127500:
npctalk "Heinrich: Himelmez can turn living beings into monsters.", 'npc_heinrich3$;
end;
OnTimer130500:
npctalk "Heinrich: But, there might still be survivors here.", 'npc_heinrich3$;
end;
OnTimer134500:
npctalk "Heinrich: Destroy the monsters and find any survivors.", 'npc_heinrich3$;
end;
OnTimer138500:
npctalk "Heinrich: Varmundt and I will chase Himelmez.", 'npc_heinrich3$;
end;
OnTimer143500:
npctalk "Heinrich: Very well, Varmundt. Let's find Himelmez.", 'npc_heinrich3$;
end;
OnTimer147500:
disablenpc 'npc_heinrich3$;
end;
OnTimer148500:
stopnpctimer;
donpcevent instance_npcname("#ghmemorialmob01") + "::OnStart";
disablenpc 'npc_varmundt1$;
disablenpc instance_npcname("#talkinstance1");
'npc_himelmez1$ = 'npc_varmundt1$ = 'npc_heinrich2$ = 'npc_heinrich3$ = "";
end;
OnMyMobDead:
end;
}
// Fast mode
1@gl_k,1,1,0 script #talkinstance2 HIDDEN_WARP_NPC,{
end;
OnEnable:
disablenpc instance_npcname("Heinrich#1");
enablenpc instance_npcname("Heinrich#2");
enablenpc instance_npcname("Himelmez#1");
mapannounce 'map_name$[0], "????'s: Muahahahaha~!", bc_map,0xFFFF00,FW_NORMAL,18;
initnpctimer;
'npc_himelmez1$ = instance_npcname("Himelmez#1");
'npc_varmundt1$ = instance_npcname("Varmundt#1");
'npc_heinrich2$ = instance_npcname("Heinrich#2");
'npc_heinrich3$ = instance_npcname("Heinrich#3");
end;
OnTimer1500:
npctalk "Heinrich: Who are you?", 'npc_heinrich2$;
end;
OnTimer3500:
npctalk "Himelmez: Well well~ Am I interrupting you? Weren't you expecting me?", 'npc_himelmez1$;
end;
OnTimer7500:
npctalk "Himelmez: I have business to take care of. My minions will treat you well enough for me~", 'npc_himelmez1$;
end;
OnTimer11500:
disablenpc 'npc_himelmez1$;
end;
OnTimer12500:
npctalk "Heinrich: She probably already knows where the Ymir's heart piece is.", 'npc_heinrich2$;
end;
OnTimer16500:
for (.@i = 1; .@i <= 20; .@i += 4) {
hideonnpc instance_npcname("Khalitzburg Knightage#" + .@i);
hideonnpc instance_npcname("Khalitzburg Knightage#" + (.@i+1));
hideonnpc instance_npcname("White Knight#" + (.@i+2));
hideonnpc instance_npcname("White Knight#" + (.@i+3));
}
hideonnpc instance_npcname("Khalitzburg Knightage#21");
hideonnpc instance_npcname("Khalitzburg Knightage#22");
.@label$ = instance_npcname("#talkinstance1") + "::OnMyMobDead";
monster 'map_name$[0],145,59,"Abysmal Knight",2470,1,.@label$;// MG_KNIGHT_OF_ABYSS
monster 'map_name$[0],154,59,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,69,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,69,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,79,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,79,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,89,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,89,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,99,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],154,99,"Abysmal Knight",2470,1,.@label$;
monster 'map_name$[0],145,54,"Khalitzburg",2471,1,.@label$;// G_MG_KHALITZBURG
unittalk $@mobid[0],"Water... Someone give me water...";
monster 'map_name$[0],154,54,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Kkkrrrruughgh...";
monster 'map_name$[0],145,64,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Sir Heinrich. Save me...";
monster 'map_name$[0],154,64,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"I miss my sister...";
monster 'map_name$[0],145,74,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Don't leave me alone, help me.";
monster 'map_name$[0],154,74,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Aaarrrrrhhhh";
monster 'map_name$[0],145,84,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"I am so thirsty.";
monster 'map_name$[0],154,84,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Oh...No...I can't die yet...";
monster 'map_name$[0],145,94,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"I feel sick to my stomach urrgg";
monster 'map_name$[0],154,94,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Can someone...";
monster 'map_name$[0],145,104,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"Arrgg... My body";
monster 'map_name$[0],154,104,"Khalitzburg",2471,1,.@label$;
unittalk $@mobid[0],"My throat is burning!";
end;
OnTimer17500:
npctalk "The dead go where the dead belong! Everyone go back!", 'npc_heinrich2$;
end;
OnTimer18500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#1");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#2");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#1");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#2");
end;
OnTimer19000:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#3");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#4");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#5");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#6");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#3");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#4");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#5");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#6");
end;
OnTimer19500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#7");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#8");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#9");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#10");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#7");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#8");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#9");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#10");
end;
OnTimer20000:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#11");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#12");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#13");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#14");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#11");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#12");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#13");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#14");
end;
OnTimer20500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#15");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#16");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#17");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#18");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#15");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#16");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#17");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#18");
end;
OnTimer21500:
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#19");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("White Knight#20");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#21");
specialeffect EF_GRANDCROSS,AREA, instance_npcname("Khalitzburg Knightage#22");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#19");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("White Knight#20");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#21");
specialeffect EF_LEXAETERNA,AREA, instance_npcname("Khalitzburg Knightage#22");
disablenpc 'npc_heinrich2$;
enablenpc 'npc_heinrich3$;
killmonster 'map_name$[0], instance_npcname("#talkinstance1") + "::OnMyMobDead";
npctalk "Heinrich: Very well, Varmundt. Let's find Himelmez.", 'npc_heinrich3$;
end;
OnTimer25500:
npctalk "Varmundt: Wait, I don't have time to go around the castle and clear a path. I will open a portal that can be tracked as quickly as possible.", 'npc_varmundt1$;
end;
OnTimer27000:
specialeffect EF_BEGINSPELL_N5, AREA, 'npc_varmundt1$;
end;
OnTimer28500:
stopnpctimer;
disablenpc 'npc_heinrich3$;
disablenpc 'npc_varmundt1$;
enablenpc instance_npcname("#cut01");
enablenpc instance_npcname("#Mimelon");
enablenpc instance_npcname("Himelmez#2");
enablenpc instance_npcname("Varmundt#2");
enablenpc instance_npcname("Heinrich#4");
'step = 4;
'npc_himelmez1$ = 'npc_varmundt1$ = 'npc_heinrich2$ = 'npc_heinrich3$ = "";
end;
OnMyMobDead:
end;
}
1@gl_k,149,96,1 script #cut01 GATE_SKYBLUE,{
warp 'map_name$[0],151,232;
end;
}
// Sector 1 Mobs
//============================================================
1@gl_k,1,1,0 script #ghmemorialmob01 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob01");
enablenpc instance_npcname("#2Control");
enablenpc instance_npcname("#2Control2");
mapannounce 'map_name$[0], "A portal has opened to the west.", bc_map,0xFFFF00;
// note: x17 MG_GHOUL / x17 MG_ZOMBIE / x17 MG_WRAITH
.@label$ = instance_npcname("#ghmemorialmob01") + "::OnMyMobDead";
areamonster 'map_name$[0],76,99,87,10,"Grand Chamberlain in pain",2466,14,.@label$;
areamonster 'map_name$[0],67,39,12, 6,"Corrupted Monk",2465,17,.@label$;
areamonster 'map_name$[0],67,39,12, 6,"Grand Chamberlain in pain",2466,3,.@label$;
areamonster 'map_name$[0],32,75,51,58,"Corrupted Steward",2464,5,.@label$;
areamonster 'map_name$[0],45,84,6,137,"Corrupted Steward",2464,12,.@label$;
end;
OnMyMobDead:
.@label$ = instance_npcname("#ghmemorialmob01") + "::OnMyMobDead";
.@mob_dead_num = 51 - mobcount('map_name$[0],.@label$);
if (.@mob_dead_num > 35) {
mapannounce 'map_name$[0], "Himelmez's curse is getting weaker. Find any survivors!", bc_map,0xFFFFFF;
killmonster 'map_name$[0], .@label$;
enablenpc instance_npcname("Altar boy Domun#1");
disablenpc instance_npcname("#ghmemorialmob01");
}
end;
}
1@gl_k,17,51,3 script Altar boy Domun#1 4_M_KID1,{
if (is_party_leader() == false || 'step != 2) {
mes "[Altar boy Domun]";
mes "Save me, save me, please...";
close;
}
.@account_id = getcharid(3);
.@player_name$ = strcharinfo(0);
mes "[Altar boy Domun]";
mes "Save me! Save me!!!";
npctalk "Save me! Save me!!!";
next;
select("Hold on! Are you the only survivor?");
mes "[" + .@player_name$ + "]";
mes "Hold on! Are you the only survivor?";
unittalk .@account_id, .@player_name$ + " : Hold on! Are you the only survivor?";
next;
mes "[Altar boy Domun]";
mes "Chamberlains... monks... They all turned into monsters. I couldn't do anything.";
npctalk "Altar boy Domun: Chamberlains... monks... They all turned into monsters. I couldn't do anything.";
next;
mes "[Altar boy Domun]";
mes "All I could do was... Just hide in here... Nothing, nothing I could do...";
npctalk "Altar boy Domun: All I could do was... Just hide in here... Nothing, nothing I could do...";
next;
select("Pull it together!");
mes "[" + .@player_name$ + "]";
mes "Wake up kid! Go east and find the middle passage to the outside! It is safe there!";
unittalk .@account_id, .@player_name$ + " : Wake up kid! Go east and find the middle passage to the outside! It is safe there!";
next;
mes "[Altar boy Domun]";
mes "To the east passage? Alone? How?";
npctalk "Altar boy Domun: To the east passage? Alone? How?";
next;
select("I will give you a weapon.");
mes "[" + .@player_name$ + "]";
mes "Here's a weapon. Just close your eye and swing for those monsters.";
unittalk .@account_id, .@player_name$ + " : Here's a weapon. Just close your eye and swing for those monsters.";
next;
mes "[Altar boy Domun]";
mes "Ok, I... I'll try.";
npctalk "Altar boy Domun: Ok, I... I'll try.";
if ('step == 2) {
'step = 3;
disablenpc instance_npcname("Altar boy Domun#1");
donpcevent instance_npcname("#ghmemorialmob02") + "::OnStart";
}
close;
}
// Sector 2 Mobs
//============================================================
1@gl_k,1,1,0 script #ghmemorialmob02 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob02");
enablenpc instance_npcname("#3Control");
enablenpc instance_npcname("#3Control2");
for ( .@i = 1; .@i <= 26; .@i++ )
enablenpc instance_npcname("A dead man#" + .@i);
mapannounce 'map_name$[0], "A portal has opened to the east.", bc_map,0xFFFF00;
// note: x34 MG_ZOMBIE / x35 MG_GHOUL
.@label$ = instance_npcname("#ghmemorialmob02") + "::OnMyMobDead";
areamonster 'map_name$[0],236,12,288,52,"Outraged Refiner",2466,18,.@label$;// MG_GHOUL
areamonster 'map_name$[0],236,12,288,52,"Decomposed Blacksmith",2464,17,.@label$;// MG_ZOMBIE
areamonster 'map_name$[0],242,71,286,145,"Outraged Refiner",2466,17,.@label$;
areamonster 'map_name$[0],242,71,286,145,"Decomposed Blacksmith",2464,17,.@label$;
end;
OnMyMobDead:
.@label$ = instance_npcname("#ghmemorialmob02") + "::OnMyMobDead";
.@mob_dead_num = 69 - mobcount('map_name$[0],.@label$);
if (.@mob_dead_num > 56) {
mapannounce 'map_name$[0], "Himelmez's curse is getting weaker. Find any survivors!", bc_map,0xFFFFFF;
killmonster 'map_name$[0],.@label$;
enablenpc instance_npcname("Holgren the Destroyer#1");
disablenpc instance_npcname("#ghmemorialmob02");
}
end;
}
1@gl_k,291,145,3 script Holgren the Destroyer#1 4_F_JOB_BLACKSMITH,{
if (is_party_leader() == false || 'step != 3) {
mes "[Holgren the Destroyer]";
mes "You human?";
close;
}
.@account_id = getcharid(3);
.@player_name$ = strcharinfo(0);
mes "[Holgren the Destroyer]";
mes "Die!! You shall die!!!";
npctalk "Holgren the Destroyer: Die!! You shall die!!!";
specialeffect EF_CRASHEARTH;
next;
select("Relax! I'm not a monster!");
mes "[" + .@player_name$ + "]";
mes "Relax! I am Human. Are you alone? Is anyone else here?";
unittalk .@account_id, .@player_name$ + " : Relax! I am Human. Are you alone? Is anyone else here?";
next;
mes "[Holgren the Destroyer]";
mes "It's only me.";
npctalk "Holgren the Destroyer: It's only me.";
next;
select("It's dangerous here...");
mes "[" + .@player_name$ + "]";
mes "It's dangerous here. You know the way to the middle passage? Can you move?";
unittalk .@account_id, .@player_name$ + " : It's dangerous here. You know the way to the middle passage? Can you move?";
next;
mes "[Holgren the Destroyer]";
mes "Yes, I can move. I need to get out of here.";
npctalk "Holgren the Destroyer: Yes, I can move. I need to get out of here.";
next;
select("Be safe...");
mes "[" + .@player_name$ + "]";
mes "Sorry, I can't go with you.";
unittalk .@account_id, .@player_name$ + " : Sorry, I can't go with you.";
next;
mes "[Holgren the Destroyer]";
mes "It's ok. You've already done enough. I can help myself. Good luck to you too.";
npctalk "Holgren the Destroyer: It's ok. You've already done enough. I can help myself. Good luck to you too.";
if ('step == 3) {
'step = 4;
disablenpc instance_npcname("Holgren the Destroyer#1");
donpcevent instance_npcname("#ghmemorialmob03") + "::OnEnable";
}
close;
}
// Tramp Mobs
//============================================================
1@gl_k,221,82,3 script A dead man#1 4_M_DIEMAN,5,5,{
end;
OnTouch_:
.@i = rand(1,10);
if (.@i == 1) .@mobs = 3;
else if (.@i == 2) .@mobs = 4;
else if (.@i == 3) .@mobs = 5;
else if (.@i < 7) .@mobs = 6;
else .@mobs = 7;
getmapxy .@map$,.@x,.@y, BL_NPC;
specialeffect EF_VENOMDUST;
monster .@map$,.@x,.@y,"Maggot",2467,.@mobs;
disablenpc();
end;
}
1@gl_k,233,123,4 duplicate(A dead man#1) A dead man#2 4_M_DIEMAN,5,5
1@gl_k,258,150,2 duplicate(A dead man#1) A dead man#3 4_M_DIEMAN,5,5
1@gl_k,255,157,5 duplicate(A dead man#1) A dead man#4 4_M_DIEMAN,5,5
1@gl_k,280,167,4 duplicate(A dead man#1) A dead man#5 4_M_DIEMAN,5,5
1@gl_k,293,161,2 duplicate(A dead man#1) A dead man#6 4_M_DIEMAN,5,5
1@gl_k,249,101,3 duplicate(A dead man#1) A dead man#7 4_M_DIEMAN,5,5
1@gl_k,241,86,6 duplicate(A dead man#1) A dead man#8 4_M_DIEMAN,5,5
1@gl_k,246,62,0 duplicate(A dead man#1) A dead man#9 4_M_DIEMAN,5,5
1@gl_k,240,43,7 duplicate(A dead man#1) A dead man#10 4_M_DIEMAN,5,5
1@gl_k,271,19,1 duplicate(A dead man#1) A dead man#11 4_M_DIEMAN,5,5
1@gl_k,282,48,5 duplicate(A dead man#1) A dead man#12 4_M_DIEMAN,5,5
1@gl_k,285,81,7 duplicate(A dead man#1) A dead man#13 4_M_DIEMAN,5,5
1@gl_k,276,106,0 duplicate(A dead man#1) A dead man#14 4_M_DIEMAN,5,5
1@gl_k,261,164,0 duplicate(A dead man#1) A dead man#15 4_M_DIEMAN,5,5
1@gl_k,269,173,0 duplicate(A dead man#1) A dead man#16 4_M_DIEMAN,5,5
1@gl_k,252,120,0 duplicate(A dead man#1) A dead man#17 4_M_DIEMAN,5,5
1@gl_k,213,63,0 duplicate(A dead man#1) A dead man#18 4_M_DIEMAN,5,5
1@gl_k,222,39,0 duplicate(A dead man#1) A dead man#19 4_M_DIEMAN,5,5
1@gl_k,214,27,0 duplicate(A dead man#1) A dead man#20 4_M_DIEMAN,5,5
1@gl_k,223,17,1 duplicate(A dead man#1) A dead man#21 4_M_DIEMAN,5,5
1@gl_k,230,50,2 duplicate(A dead man#1) A dead man#22 4_M_DIEMAN,5,5
1@gl_k,235,16,3 duplicate(A dead man#1) A dead man#23 4_M_DIEMAN,5,5
1@gl_k,226,96,4 duplicate(A dead man#1) A dead man#24 4_M_DIEMAN,5,5
1@gl_k,222,119,5 duplicate(A dead man#1) A dead man#25 4_M_DIEMAN,5,5
1@gl_k,251,20,6 duplicate(A dead man#1) A dead man#26 4_M_DIEMAN,5,5
// Sector 3 Mobs
//============================================================
1@gl_k,1,1,0 script #ghmemorialmob03 HIDDEN_WARP_NPC,{
end;
OnEnable:
enablenpc instance_npcname("#ghmemorialmob03");
enablenpc instance_npcname("#4Control");
enablenpc instance_npcname("#4Control2");
mapannounce 'map_name$[0], "A portal has appeared to the northwest.", bc_map,0xFFFF00;
// note: x50 MG_RAYDRIC / x50 MG_RAYDRIC_ARCHER
.@label$ = instance_npcname("#ghmemorialmob03") + "::OnMyMobDead";
areamonster 'map_name$[0],16,186,43,280,"Outraged Archer",2469,25,.@label$;
areamonster 'map_name$[0],44,191,89,225,"Hungry Palace Guard",2468,25,.@label$;
areamonster 'map_name$[0],115,215,188,273,"Corrupted Palace Guard",2468,20,.@label$;
areamonster 'map_name$[0],108,232,193,281,"Corrupted Palace Guard",2468,5,.@label$;
areamonster 'map_name$[0],158,236,230,250,"Wandering Archer",2469,12,.@label$;
areamonster 'map_name$[0],65,231,155,256,"Wandering Archer",2469,13,.@label$;
end;
OnMyMobDead:
.@label$ = instance_npcname("#ghmemorialmob03") + "::OnMyMobDead";
.@mob_dead_num = 100 - mobcount('map_name$[0],.@label$);
if (.@mob_dead_num > 85) {
killmonster 'map_name$[0],.@label$;
enablenpc instance_npcname("#Mimelon");
enablenpc instance_npcname("Himelmez#2");
enablenpc instance_npcname("Varmundt#2");
enablenpc instance_npcname("Heinrich#4");
disablenpc instance_npcname("#ghmemorialmob03");
mapannounce 'map_name$[0], "Himelmez: Not bad. Thought you would be dead by now by my creatures~", bc_map,0xFFFFFF;
initnpctimer;
}
end;
OnTimer5000:
mapannounce 'map_name$[0], "Himelmez: I'll wait for you at the north of the castle. I want to see how lucky you are.", bc_map,0xFFFFFF;
stopnpctimer;
end;
}
// 1st MVP
//============================================================
1@gl_k,144,258,6 script Heinrich#4 4_M_HEINRICH,{
mes "[Heinrich]";
mes "Himelmez... I will never forget what you've done to my men.";
cutin "gl_heinrich1",2;
close3;
}
1@gl_k,156,258,3 script Varmundt#2 4_M_BARMUND,{
if ('step < 6)
end;
if (checkweight(6607,1, 6608,1) == 0) {
mes "^ff0000It seems like you have too many types or weights of items. Please organize your inventory.^000000";
close;
}
cutin "gl_barmund1",2;
mes "[Varmundt]";
if (checkquest(12318,HUNTING) != 2) {
mes "I guess this is it. Is it impossible to stop the time traveler's will?!";
mes "A portal seems to have appeared to the north.";
close3;
}
erasequest 12318;
if (isbegin_quest(12319) == 0)
setquest 12319;// Amdarais Hunt
if (isbegin_quest(12320) == 0) {
setquest 12320;// Time Traveler
completequest 12320;
getexp 250000,250000;
}
mes "This item has an extraordinary aura with it. Can be very useful for someone special.";
getitem 6607,1;// Temporal_Crystal
getitem 6608,1;// Coagulated_Spell
close3;
}
1@gl_k,150,257,3 script Himelmez#2 4_F_HIMEL,{
cutin "gl_himel2",2;
mes "[Himelmez]";
mes "Don't look at me nervous like that. It will be over soon...";
close3;
}
1@gl_k,150,257,0 script #Mimelon HIDDEN_WARP_NPC,7,7,{
end;
OnTouch_:
if ('step != 4)
end;
'step = 5;
disablenpc();
if ('mode == 1)
donpcevent instance_npcname("#talkinstance3") + "::OnStart";
else if ('mode == 2)
donpcevent instance_npcname("#talkinstance4") + "::OnStart";
end;
}
1@gl_k,1,1,0 script #talkinstance3 HIDDEN_WARP_NPC,{
end;
OnStart:
initnpctimer;
'npc_himelmez2$ = instance_npcname("Himelmez#2");
'npc_heinrich4$ = instance_npcname("Heinrich#4");
end;
OnTimer3000:
npctalk "Himelmez: Guess you are either lucky or powerful to make it this far.", 'npc_himelmez2$;
end;
OnTimer6000:
npctalk "Himelmez: But it doesn't matter.", 'npc_himelmez2$;
end;
OnTimer9000:
npctalk "Himelmez: You will all die here.", 'npc_himelmez2$;
end;
OnTimer12000:
npctalk "Heinrich: Himelmez! We will not let you get away from us!", 'npc_heinrich4$;
end;
OnTimer15000:
npctalk "Himelmez: Ha ha ha, worry about yourself. You think I am alone here?", 'npc_himelmez2$;
end;
OnTimer18000:
npctalk "Varmundt: Sir Heinrich! I sense something strange and strong coming!", instance_npcname("Varmundt#2");
end;
OnTimer21000:
npctalk "Heinrich: What... These are!", 'npc_heinrich4$;
end;
OnTimer24000:
npctalk "Himelmez: I will go on my way while my new toy entertains you.", 'npc_himelmez2$;
end;
OnTimer27000:
npctalk "Himelmez: Fare well~, hope to see you again sometime, Heinrich.", 'npc_himelmez2$;
end;
OnTimer28000:
disablenpc 'npc_himelmez2$;
end;
OnTimer31000:
npctalk "Heinrich: Sir Varmundt! Help those adventurers. I will go after Himelmez!", 'npc_heinrich4$;
end;
OnTimer32000:
disablenpc 'npc_heinrich4$;
end;
OnTimer35000:
mapannounce 'map_name$[0], "An echoing comes from deep inside of the knight's shrine.", bc_map,0xFFFFFF;
end;
OnTimer38000:
donpcevent instance_npcname("#ghmemorialmob04") + "::OnStart";
stopnpctimer;
'npc_himelmez2$ = 'npc_heinrich4$ = "";
end;
}
1@gl_k,1,1,0 script #talkinstance4 HIDDEN_WARP_NPC,{
end;
OnStart:
initnpctimer;
'npc_himelmez2$ = instance_npcname("Himelmez#2");
'npc_heinrich4$ = instance_npcname("Heinrich#4");
npctalk "Himelmez: Guess you are either lucky or powerful to make it this far.", 'npc_himelmez2$;
end;
OnTimer3500:
disablenpc 'npc_himelmez2$;
end;
OnTimer4500:
npctalk "Heinrich: Sir Varmundt! Help those adventurers. I will go after Himelmez!", 'npc_heinrich4$;
end;
OnTimer6500:
disablenpc 'npc_heinrich4$;
end;
OnTimer9500:
mapannounce 'map_name$[0], "An echoing comes from deep inside of the knight's shrine.", bc_map,0xFFFFFF;
end;
OnTimer14500:
stopnpctimer;
donpcevent instance_npcname("#ghmemorialmob04") + "::OnStart";
'npc_himelmez2$ = 'npc_heinrich4$ = "";
end;
}
1@gl_k,1,1,0 script #ghmemorialmob04 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob04");
monster 'map_name$[0],150,259,"Corrupted Soul",2475,1, instance_npcname("#ghmemorialmob04") + "::OnMyMobDead";// MG_CORRUPTION_ROOT
unittalk $@mobid[0],"Grrrrrrhh~~~";
end;
OnMyMobDead:
if (mobcount('map_name$[0], instance_npcname("#ghmemorialmob04") + "::OnMyMobDead") < 1) {
mapannounce 'map_name$[0], "Opening 2nd floor entrance towards 12 O'clock direction.", bc_map,0xFFFF00;
npctalk "Varmundt: I collected some items dropped from its body. You can take it from me.", instance_npcname("Varmundt#2");
enablenpc instance_npcname("#2F Entrance");
enablenpc instance_npcname("#1 Control");
enablenpc instance_npcname("#Servanton");
enablenpc instance_npcname("Heinrich#21");
enablenpc instance_npcname("Varmundt#21");
donpcevent instance_npcname("#ghmemorialmob05") + "::OnStart";
disablenpc instance_npcname("#ghmemorialmob04");
'step = 6;
}
end;
}
1@gl_k,150,284,0 script #2F Entrance WARPNPC,2,2,{
end;
OnTouch:
if (checkquest(12318,HUNTING) == 2) {
mes "^0000ffIt seems that you did not receive a reward for clearing the first floor. Talk to Varmundt and receive your reward.^000000";
close2;
warp 'map_name$[0],156,256;
end;
}
warp 'map_name$[1],150,46;
end;
}
// Floor 2
//============================================================
2@gl_k,148,67,1 script Heinrich#21 4_M_HEINRICH,{
mes "[Heinrich]";
mes "Himelmez's closed space covers everywhere...";
cutin "gl_heinrich1",2;
close3;
}
2@gl_k,151,71,7 script Varmundt#21 4_M_BARMUND,{
mes "[Varmundt]";
mes "How many times have I done this job? In my dream, I did it over and over again...";
cutin "gl_barmund2",2;
close3;
}
2@gl_k,150,66,0 script #Servanton_effect HIDDEN_WARP_NPC,{
end;
OnEffect:
specialeffect EF_LORD;
end;
}
2@gl_k,150,66,0 script #Servanton HIDDEN_WARP_NPC,7,7,{
end;
OnTouch_:
if ('step != 6)
end;
'step = 7;
disablenpc();
if ('mode == 1)
donpcevent instance_npcname("#talkinstance5") + "::OnStart";
else if ('mode == 2)
donpcevent instance_npcname("#talkinstance6") + "::OnStart";
end;
}
2@gl_k,1,1,0 script #talkinstance5 HIDDEN_WARP_NPC,{
end;
OnStart:
initnpctimer;
'npc_heinrich$ = instance_npcname("Heinrich#21");
'npc_varmundt$ = instance_npcname("Varmundt#21");
end;
OnTimer3000:
npctalk "Heinrich: This structure was not in the castle before!", 'npc_heinrich$;
end;
OnTimer6000:
npctalk "Varmundt: This is Himelmez's closed space. We blocked each area and aisle.", 'npc_varmundt$;
end;
OnTimer9000:
npctalk "Heinrich: We tried to break it down but it's really strong.", 'npc_heinrich$;
end;
OnTimer12000:
npctalk "Varmundt: Step back. Let me try to dispel the magic.", 'npc_varmundt$;
end;
OnTimer15000:
specialeffect EF_LORD,AREA, instance_npcname("#Servanton_effect");
disablenpc instance_npcname("#Servanton_effect");
end;
OnTimer18000:
npctalk "Varmundt: I think that part of closed space is broken down.", 'npc_varmundt$;
end;
OnTimer21000:
npctalk "Varmundt: I have never seen this closed space.", 'npc_varmundt$;
end;
OnTimer24000:
npctalk "Varmundt: Himelmez hides stone chains in undead people's body.", 'npc_varmundt$;
end;
OnTimer27000:
npctalk "Varmundt: Maybe this closed space is maintained with these stone chains.", 'npc_varmundt$;
end;
OnTimer30000:
npctalk "Varmundt: If you want to break it, you have to kill one of those who have a stone chain.", 'npc_varmundt$;
end;
OnTimer33000:
npctalk "Varmundt: But we can't recognize who has a stone chain so we have to purify everything.", 'npc_varmundt$;
end;
OnTimer36000:
npctalk "Heinrich: It is inexcusable behavior.", 'npc_heinrich$;
end;
OnTimer39000:
npctalk "Heinrich: I already exterminated all my soldiers and maybe more...", 'npc_heinrich$;
end;
OnTimer42000:
npctalk "Varmundt: Commander...", 'npc_varmundt$;
end;
OnTimer45000:
npctalk "Varmundt: Commander! You need to be strong.", 'npc_varmundt$;
end;
OnTimer48000:
npctalk "Varmundt: Our enemy is not human.", 'npc_varmundt$;
end;
OnTimer51000:
npctalk "Varmundt: Even though you deny it, they'll never turn back to human.", 'npc_varmundt$;
end;
OnTimer54000:
npctalk "Heinrich: ...", 'npc_heinrich$;
end;
OnTimer57000:
npctalk "Varmundt: Well, let's go then.", 'npc_varmundt$;
end;
OnTimer60000:
npctalk "Varmundt: And you guys, just take a break and follow us.", 'npc_varmundt$;
end;
OnTimer63000:
npctalk "Varmundt: It could be hard fighting so stay strong.", 'npc_varmundt$;
end;
OnTimer66000:
npctalk "Varmundt: Ok, it's time to begin Heinrich.", 'npc_varmundt$;
end;
OnTimer69000:
mapannounce 'map_name$[1], "A portal to the west has opened in the central hallway.", bc_map,0xFFFF00;
disablenpc 'npc_varmundt$;
disablenpc 'npc_heinrich$;
stopnpctimer;
'npc_varmundt$ = 'npc_heinrich$ = "";
enablenpc instance_npcname("#22 Control");
enablenpc instance_npcname("#22 Control2");
end;
}
2@gl_k,1,1,0 script #talkinstance6 HIDDEN_WARP_NPC,{
end;
OnStart:
initnpctimer;
'npc_heinrich$ = instance_npcname("Heinrich#21");
'npc_varmundt$ = instance_npcname("Varmundt#21");
npctalk "Heinrich: This structure was not in the castle before!", 'npc_heinrich$;
end;
OnTimer2000:
npctalk "Varmundt: Ok, it's time to begin Heinrich.", 'npc_varmundt$;
end;
OnTimer3500:
stopnpctimer;
mapannounce 'map_name$[1], "A portal to the west has opened in the central hallway.", bc_map,0xFFFF00;
disablenpc 'npc_varmundt$;
disablenpc 'npc_heinrich$;
'npc_varmundt$ = 'npc_heinrich$ = "";
enablenpc instance_npcname("#22 Control");
enablenpc instance_npcname("#22 Control2");
end;
}
// Spots
// Note: timer is the only condition for them to respawn
2@gl_k,118,141,0 script #ogh_2-1 HIDDEN_WARP_NPC,20,20,{
end;
OnTouch_:
disablenpc();
.@hidden_name$ = strnpcinfo(2);
.@event_type = atoi( charat(.@hidden_name$,4) );
.@event_number = atoi( charat(.@hidden_name$,6) );
if (.@event_type == 2)
.@event$ = instance_npcname("#ghmemorialmob05") + "::OnMyMobDead" + .@event_number; // left side
else
.@event$ = instance_npcname("#ghmemorialmob06") + "::OnMyMobDead" + .@event_number; // right side
killmonster 'map_name$[1], .@event$;
getmapxy .@map$,.@x,.@y, BL_NPC;
monster .@map$,.@x,.@y, "Corrupted Palace Guard", 2468,1, .@event$;
monster .@map$,.@x,.@y, "Archer of Death", 2469,1, .@event$;
monster .@map$,.@x,.@y, "Corrupted Abysmal Knight", 2470,1, .@event$;
monster .@map$,.@x,.@y, "Suffered Khalitzburg", 2471,1, .@event$;
monster .@map$,.@x,.@y, "Bloody Knight", 2472,1, .@event$;
initnpctimer;
end;
OnTimer30000:
enablenpc();
stopnpctimer;
end;
OnStop:
disablenpc();
stopnpctimer;
end;
}
2@gl_k,128,81,0 duplicate(#ogh_2-1) #ogh_2-2 HIDDEN_WARP_NPC,20,20
2@gl_k,131,54,0 duplicate(#ogh_2-1) #ogh_2-3 HIDDEN_WARP_NPC,20,20
2@gl_k,89,48,0 duplicate(#ogh_2-1) #ogh_2-4 HIDDEN_WARP_NPC,20,20
2@gl_k,64,117,0 duplicate(#ogh_2-1) #ogh_2-5 HIDDEN_WARP_NPC,20,20
2@gl_k,62,82,0 duplicate(#ogh_2-1) #ogh_2-6 HIDDEN_WARP_NPC,20,20
2@gl_k,38,138,0 duplicate(#ogh_2-1) #ogh_2-7 HIDDEN_WARP_NPC,20,20
2@gl_k,171,120,0 duplicate(#ogh_2-1) #ogh_3-1 HIDDEN_WARP_NPC,20,20
2@gl_k,232,133,0 duplicate(#ogh_2-1) #ogh_3-2 HIDDEN_WARP_NPC,20,20
2@gl_k,256,149,0 duplicate(#ogh_2-1) #ogh_3-3 HIDDEN_WARP_NPC,20,20
2@gl_k,212,106,0 duplicate(#ogh_2-1) #ogh_3-4 HIDDEN_WARP_NPC,20,20
2@gl_k,243,73,0 duplicate(#ogh_2-1) #ogh_3-5 HIDDEN_WARP_NPC,20,20
2@gl_k,229,26,0 duplicate(#ogh_2-1) #ogh_3-6 HIDDEN_WARP_NPC,20,20
2@gl_k,181,34,0 duplicate(#ogh_2-1) #ogh_3-7 HIDDEN_WARP_NPC,20,20
// Commander 1
2@gl_k,1,1,0 script #ghmemorialmob05 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob05");
for ( .@i = 1; .@i <= 7; .@i++ )
enablenpc instance_npcname("#ogh_2-" + .@i);
end;
OnMyMobDead1:
OnMyMobDead2:
OnMyMobDead3:
OnMyMobDead4:
OnMyMobDead5:
OnMyMobDead6:
OnMyMobDead7:
if (mobcount('map_name$[1], instance_npcname("#ghmemorialmob05") + "::OnBossDead") > 0) // Prevent boss re-spawn
end;
if ('mode == 2) // Higher (but unknown) spawn rate in fast mode
.@r = 10;
else
.@r = 50;
if (rand(.@r) == 0) {
mapannounce 'map_name$[1], "Evil Forces are appearing in this area.", bc_map,0xFFFF44,FW_NORMAL,15;
killmonster 'map_name$[1], instance_npcname("#ghmemorialmob05") + "::OnBossDead";
.@r = rand(4) * 2;
setarray .@coord[0], 41,146, 58,44, 122,148, 131,64;
monster 'map_name$[1],.@coord[.@r],.@coord[.@r+1], "1st Commander of Destruction",2473,1, instance_npcname("#ghmemorialmob05") + "::OnBossDead";
}
end;
OnBossDead:
disablenpc();
mapannounce 'map_name$[1], "A portal has opened to the east in the central hallway.", bc_map,0xFFFF00;
enablenpc instance_npcname("#23 Control");
enablenpc instance_npcname("#23 Control2");
donpcevent instance_npcname("#ghmemorialmob06") + "::OnStart";
// Event stopped and monsters in this sector killed
for ( .@i = 1; .@i <= 7; .@i++ )
donpcevent instance_npcname("#ogh_2-" + .@i) + "::OnStop";
.@npc_name$ = instance_npcname("#ghmemorialmob05");
for ( .@i = 1; .@i <= 7; .@i++ )
killmonster 'map_name$[1], .@npc_name$ + "::OnMyMobDead" + .@i;
end;
}
// Commander 2
2@gl_k,1,1,0 script #ghmemorialmob06 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob06");
for ( .@i = 1; .@i <= 7; .@i++ )
enablenpc instance_npcname("#ogh_3-" + .@i);
// Fix spawn
.@label$ = instance_npcname("#ghmemorialmob06") + "::OnMyMobDead";
monster 'map_name$[1],252, 75, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],253, 76, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],247, 77, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],248, 80, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],236,100, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],240,100, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],242,100, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],244,100, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],199,111, "Corrupted Palace Guard",2468,1, .@label$;
monster 'map_name$[1],181,107, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],177,110, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],236, 27, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],242, 27, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],252, 26, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],172,130, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],171,127, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],173,127, "Wandering Archer",2469,1, .@label$;
monster 'map_name$[1],177, 69, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],186, 66, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],189, 67, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],190, 68, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],257,157, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],246,159, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],237,158, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],206,159, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],172,120, "Corrupted Abysmal Knight",2470,1, .@label$;
monster 'map_name$[1],226, 30, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],226, 38, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],228, 29, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],226, 63, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],268,137, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],263,138, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],259,138, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],259,138, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],187,121, "Suffered Khalitzburg",2471,1, .@label$;
monster 'map_name$[1],265, 52, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],265, 55, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],264, 79, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],225, 92, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],237, 92, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],249, 92, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],256, 93, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],264,100, "Bloody Knight",2472,1, .@label$;
monster 'map_name$[1],181,120, "Bloody Knight",2472,1, .@label$;
end;
OnMyMobDead:
OnMyMobDead1:
OnMyMobDead2:
OnMyMobDead3:
OnMyMobDead4:
OnMyMobDead5:
OnMyMobDead6:
OnMyMobDead7:
if (mobcount('map_name$[1], instance_npcname("#ghmemorialmob06") + "::OnBossDead") > 0) // Prevent boss re-spawn
end;
if ('mode == 2) // Higher (but unknown) spawn rate in fast mode
.@r = 10;
else
.@r = 50;
if (rand(.@r) == 0) {
mapannounce 'map_name$[1], "An evil presence has teleported into this area.", bc_map,0xFFFF44,FW_NORMAL,15;
killmonster 'map_name$[1], instance_npcname("#ghmemorialmob06") + "::OnBossDead";
.@r = rand(4) * 2;
setarray .@coord[0], 166,119, 211,45, 227,139, 245,74;
monster 'map_name$[1],.@coord[.@r],.@coord[.@r+1], "2nd Commander of Destruction",2474,1, instance_npcname("#ghmemorialmob06") + "::OnBossDead";
}
end;
OnBossDead:
disablenpc();
mapannounce 'map_name$[1], "A new portal has appeared at the end of the central corridor.", bc_map,0xFFFF00;
enablenpc instance_npcname("#24 Control");
enablenpc instance_npcname("#24 Control2");
enablenpc instance_npcname("#Geron");
for ( .@i = 1; .@i <= 35; .@i++ )
enablenpc instance_npcname("Decomposed body#" + .@i);
// Event stopped and monsters in this sector killed
for ( .@i = 1; .@i <= 7; .@i++ )
donpcevent instance_npcname("#ogh_3-" + .@i) + "::OnStop";
.@npc_name$ = instance_npcname("#ghmemorialmob06");
killmonster 'map_name$[1], .@npc_name$ + "::OnMyMobDead";
for ( .@i = 1; .@i <= 7; .@i++ )
killmonster 'map_name$[1], .@npc_name$ + "::OnMyMobDead" + .@i;
// Hidden mobs
setarray .@coord[0],
37,265, 57,265, 77,265, 97,265, 117,265, 188,264, 208,264,
50,172, 70,172, 90,172, 110,172, 170,172, 210,172, 230,172,
88,214, 108,214, 128,214, 180,219, 200,219, 220,219, 240,219;
.@size = getarraysize(.@coord);
for ( .@i = 0; .@i < .@size; .@i += 2 )
monster 'map_name$[1], .@coord[.@i], .@coord[.@i+1], "Flame of destruction",2337,1;// HIDDEN_MOB
end;
}
// Amdarais Room Entrance
2@gl_k,150,180,0 script #Geron HIDDEN_WARP_NPC,7,7,{
end;
OnTouch_:
if ('step != 7)
end;
'step = 8;
disablenpc instance_npcname("#Geron");
mapannounce 'map_name$[1], "???: Do not come here! It's a trap... Kkkkah!!!", bc_map,0xFF7777,FW_NORMAL,15;
enablenpc instance_npcname("Himelmez#22");
enablenpc instance_npcname("Varmundt#23");
enablenpc instance_npcname("Heinrich#23");
enablenpc instance_npcname("Gerhalt#23");
end;
}
2@gl_k,143,260,4 script Decomposed body#1 4_M_DIEMAN,5,5,{
end;
OnTouch_:
disablenpc();
.@i = rand(1,10);
if (.@i == 1) .@mobs = 3;
else if (.@i == 2) .@mobs = 4;
else if (.@i == 3) .@mobs = 5;
else if (.@i < 7) .@mobs = 6;
else .@mobs = 7;
.@event$ = instance_npcname( strnpcinfo(0) ) + "::OnMobDead";
killmonster 'map_name$[1], .@event$;
getmapxy .@map$,.@x,.@y, BL_NPC;
specialeffect EF_VENOMDUST;
monster .@map$,.@x,.@y,"Maggot",2467,.@mobs, .@event$;
initnpctimer;
end;
OnTimer45000:
enablenpc();
stopnpctimer;
end;
OnMobDead:
end;
}
2@gl_k,145,236,4 duplicate(Decomposed body#1) Decomposed body#2 4_M_DIEMAN,5,5
2@gl_k,141,222,2 duplicate(Decomposed body#1) Decomposed body#3 4_M_DIEMAN,5,5
2@gl_k,147,203,5 duplicate(Decomposed body#1) Decomposed body#4 4_M_DIEMAN,5,5
2@gl_k,167,225,4 duplicate(Decomposed body#1) Decomposed body#5 4_M_DIEMAN,5,5
2@gl_k,172,233,2 duplicate(Decomposed body#1) Decomposed body#6 4_M_DIEMAN,5,5
2@gl_k,176,244,3 duplicate(Decomposed body#1) Decomposed body#7 4_M_DIEMAN,5,5
2@gl_k,184,248,6 duplicate(Decomposed body#1) Decomposed body#8 4_M_DIEMAN,5,5
2@gl_k,193,228,0 duplicate(Decomposed body#1) Decomposed body#9 4_M_DIEMAN,5,5
2@gl_k,206,250,7 duplicate(Decomposed body#1) Decomposed body#10 4_M_DIEMAN,5,5
2@gl_k,130,249,1 duplicate(Decomposed body#1) Decomposed body#11 4_M_DIEMAN,5,5
2@gl_k,122,236,5 duplicate(Decomposed body#1) Decomposed body#12 4_M_DIEMAN,5,5
2@gl_k,130,228,7 duplicate(Decomposed body#1) Decomposed body#13 4_M_DIEMAN,5,5
2@gl_k,106,226,0 duplicate(Decomposed body#1) Decomposed body#14 4_M_DIEMAN,5,5
2@gl_k,104,245,0 duplicate(Decomposed body#1) Decomposed body#15 4_M_DIEMAN,5,5
2@gl_k,131,187,0 duplicate(Decomposed body#1) Decomposed body#16 4_M_DIEMAN,5,5
2@gl_k,121,197,0 duplicate(Decomposed body#1) Decomposed body#17 4_M_DIEMAN,5,5
2@gl_k,107,194,0 duplicate(Decomposed body#1) Decomposed body#18 4_M_DIEMAN,5,5
2@gl_k,92,187,0 duplicate(Decomposed body#1) Decomposed body#19 4_M_DIEMAN,5,5
2@gl_k,153,214,3 duplicate(Decomposed body#1) Decomposed body#20 4_M_DIEMAN,5,5
2@gl_k,155,195,4 duplicate(Decomposed body#1) Decomposed body#21 4_M_DIEMAN,5,5
2@gl_k,154,188,2 duplicate(Decomposed body#1) Decomposed body#22 4_M_DIEMAN,5,5
2@gl_k,143,195,5 duplicate(Decomposed body#1) Decomposed body#23 4_M_DIEMAN,5,5
2@gl_k,132,214,4 duplicate(Decomposed body#1) Decomposed body#24 4_M_DIEMAN,5,5
2@gl_k,125,208,2 duplicate(Decomposed body#1) Decomposed body#25 4_M_DIEMAN,5,5
2@gl_k,114,210,3 duplicate(Decomposed body#1) Decomposed body#26 4_M_DIEMAN,5,5
2@gl_k,137,182,6 duplicate(Decomposed body#1) Decomposed body#27 4_M_DIEMAN,5,5
2@gl_k,138,246,0 duplicate(Decomposed body#1) Decomposed body#28 4_M_DIEMAN,5,5
2@gl_k,132,260,7 duplicate(Decomposed body#1) Decomposed body#29 4_M_DIEMAN,5,5
2@gl_k,128,251,1 duplicate(Decomposed body#1) Decomposed body#30 4_M_DIEMAN,5,5
2@gl_k,179,260,3 duplicate(Decomposed body#1) Decomposed body#31 4_M_DIEMAN,5,5
2@gl_k,170,261,4 duplicate(Decomposed body#1) Decomposed body#32 4_M_DIEMAN,5,5
2@gl_k,177,219,2 duplicate(Decomposed body#1) Decomposed body#33 4_M_DIEMAN,5,5
2@gl_k,190,214,5 duplicate(Decomposed body#1) Decomposed body#34 4_M_DIEMAN,5,5
2@gl_k,201,214,4 duplicate(Decomposed body#1) Decomposed body#35 4_M_DIEMAN,5,5
// Amdarais Spawn
2@gl_k,153,250,8 script Heinrich#23 4_M_HEINRICH,{
cutin "gl_heinrich1",2;
mes "[Heinrich]";
mes "What are you putting on Himelmez!";
close3;
}
2@gl_k,162,250,1 script Varmundt#23 4_M_BARMUND,{
mes "[Varmundt]";
mes "Can't take off this bridle...";
cutin "gl_barmund2",2;
close3;
}
2@gl_k,158,255,1 script Gerhalt#23 4_LEVITATEMAN,{
mes "[Gerhalt]";
mes "Uuuuu... Khhhah! Just run away with the commander.";
close;
}
2@gl_k,158,252,1 script Himelmez#22 4_F_HIMEL,3,3,{
cutin "gl_himel2",2;
mes "[Himelmez]";
mes "That is amazing ~ you made it all the way here. May I say thank you?";
close3;
OnTouch_:
if ('step != 8)
end;
'step = 9;
disablenpc();
if ('mode == 1)
donpcevent instance_npcname("#talkinstance7") + "::OnStart";
else if ('mode == 2)
donpcevent instance_npcname("#talkinstance8") + "::OnStart";
end;
}
2@gl_k,1,1,0 script #talkinstance7 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("Himelmez#23");
initnpctimer;
'npc_himelmez$ = instance_npcname("Himelmez#23");
'npc_gerhalt$ = instance_npcname("Gerhalt#23");
'npc_heinrich$ = instance_npcname("Heinrich#23");
'npc_varmundt$ = instance_npcname("Varmundt#23");
end;
OnTimer3000:
npctalk "Himelmez: Amazing~ I thought that you were not even close to getting here...", 'npc_himelmez$;
end;
OnTimer6000:
npctalk "Gerhalt: Kkkkah! Run away! I can't endure anymore!", 'npc_gerhalt$;
end;
OnTimer9000:
npctalk "Heinrich: Gerhalt!", 'npc_heinrich$;
end;
OnTimer15000:
npctalk "Heinrich: What are you doing to my soldier Himelmez!", 'npc_heinrich$;
end;
OnTimer18000:
npctalk "Himelmez: Hoo hoo, I already found a piece of Ymir's heart, Heinrich.", 'npc_himelmez$;
end;
OnTimer21000:
npctalk "Himelmez: If he did not bother me it would have been faster.", 'npc_himelmez$;
end;
OnTimer24000:
npctalk "Gerhalt: Commandant... Come on, you need to run away from here... Ugh.", 'npc_gerhalt$;
end;
OnTimer27000:
npctalk "Himelmez: Really? What makes you think so?", 'npc_himelmez$;
end;
OnTimer30000:
npctalk "Heinrich: Himelmez! You already made what you wanted so there is no more need for a sacrifice!", 'npc_heinrich$;
end;
OnTimer33000:
npctalk "Heinrich: Let him go! I don't need to see anyone else suffer!", 'npc_heinrich$;
end;
OnTimer36000:
npctalk "Himelmez: Let him go? I think... No...", 'npc_himelmez$;
end;
OnTimer39000:
npctalk "Himelmez: Besides, this is your last surviving soldier, Heinrich.", 'npc_himelmez$;
end;
OnTimer42000:
npctalk "Himelmez: He made life difficult for me.", 'npc_himelmez$;
end;
OnTimer45000:
npctalk "Himelmez: He is perfectly fit for my new creation Amdarais.", 'npc_himelmez$;
end;
OnTimer48000:
npctalk "Heinrich: I'll never forgive you.", 'npc_heinrich$;
end;
OnTimer51000:
npctalk "Himelmez: Uh uh~ I'm so scared.", 'npc_himelmez$;
end;
OnTimer54000:
npctalk "Himelmez: Anyway, we will have a chance to see because we need to talk more.", 'npc_himelmez$;
end;
OnTimer57000:
npctalk "Himelmez: So long boys.", 'npc_himelmez$;
end;
OnTimer60000:
specialeffect EF_BARRIER, AREA, 'npc_gerhalt$;
end;
OnTimer63000:
disablenpc 'npc_himelmez$;
end;
OnTimer65000:
npctalk "Gerhalt: You can make my body but you can't take my soul, Himelmez!", 'npc_gerhalt$;
end;
OnTimer66000:
specialeffect EF_CHAINCOMBO, AREA, 'npc_gerhalt$;
end;
OnTimer67000:
npctalk "Heinrich: I'll never let you get away Himelmez!!", 'npc_heinrich$;
specialeffect EF_MAPPILLAR, AREA, 'npc_gerhalt$;
end;
OnTimer70000:
specialeffect EF_MAPPILLAR2, AREA, 'npc_gerhalt$;
specialeffect EF_MAPPILLAR, AREA, 'npc_gerhalt$;
disablenpc 'npc_heinrich$;
npctalk "Varmundt: We have no choice. We have to fight against Amdarais!", 'npc_varmundt$;
end;
OnTimer73000:
mapannounce 'map_name$[1], "Gerhalt's body is changing.", bc_map,0xFFFFFF;
end;
OnTimer76000:
specialeffect EF_LORD, AREA, 'npc_gerhalt$;
disablenpc 'npc_varmundt$;
mapannounce 'map_name$[1], "Varmundt: Let me help this battle with my illusion. Just follow the illusion's orders.", bc_map,0xFFFF00;
end;
OnTimer80000:
disablenpc 'npc_gerhalt$;
donpcevent instance_npcname("#ghmemorialmob07") + "::OnStart";
stopnpctimer;
'npc_himelmez$ = 'npc_gerhalt$ = 'npc_heinrich$ = 'npc_varmundt$ = "";
end;
}
2@gl_k,1,1,0 script #talkinstance8 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("Himelmez#23");
initnpctimer;
'npc_himelmez$ = instance_npcname("Himelmez#23");
'npc_gerhalt$ = instance_npcname("Gerhalt#23");
'npc_heinrich$ = instance_npcname("Heinrich#23");
'npc_varmundt$ = instance_npcname("Varmundt#23");
npctalk "Himelmez: Amazing~ I thought that you were not even close to getting here...", 'npc_himelmez$;
end;
OnTimer1500:
specialeffect EF_BARRIER, AREA, 'npc_gerhalt$;
end;
OnTimer3500:
specialeffect EF_MAPPILLAR, AREA, 'npc_gerhalt$;
end;
OnTimer5000:
specialeffect EF_MAPPILLAR2, AREA, 'npc_gerhalt$;
end;
OnTimer5500:
disablenpc 'npc_himelmez$;
end;
OnTimer7000:
specialeffect EF_CHAINCOMBO, AREA, 'npc_gerhalt$;
end;
OnTimer10000:
npctalk "Heinrich: I'll never let you get away Himelmez!!", 'npc_heinrich$;
end;
OnTimer11000:
disablenpc 'npc_heinrich$;
npctalk "Varmundt: We have no choice. We have to fight against Amdarais!", 'npc_varmundt$;
end;
OnTimer14000:
specialeffect EF_MAPPILLAR2, AREA, 'npc_gerhalt$;
specialeffect EF_MAPPILLAR, AREA, 'npc_gerhalt$;
end;
OnTimer14500:
mapannounce 'map_name$[1], "Gerhalt's body is changing.", bc_map,0xFFFFFF;
end;
OnTimer15500:
disablenpc 'npc_varmundt$;
mapannounce 'map_name$[1], "Varmundt: Let me help this battle with my illusion. Just follow the illusion's orders.", bc_map,0xFFFF00;
end;
OnTimer17500:
specialeffect EF_LORD, AREA, 'npc_gerhalt$;
end;
OnTimer20500:
stopnpctimer;
disablenpc 'npc_gerhalt$;
donpcevent instance_npcname("#ghmemorialmob07") + "::OnStart";
'npc_himelmez$ = 'npc_gerhalt$ = 'npc_heinrich$ = 'npc_varmundt$ = "";
end;
}
2@gl_k,158,252,4 script Himelmez#23 4_F_HIMEL,{
cutin "gl_himel2",2;
mes "[Himelmez]";
mes "That is amazing ~ you made it all the way here. May I say thank you?";
close3;
}
2@gl_k,1,1,0 script #ghmemorialmob07 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob07");
monster 'map_name$[1],158,255,"Amdarais",2476,1,instance_npcname("#ghmemorialmob07") + "::OnMyMobDead";// MG_AMDARAIS
'boss_id = $@mobid[0];
unittalk 'boss_id, "Run away... run away from me...";
initnpctimer;
end;
OnTimer5000:
unittalk 'boss_id, "I don't want... I don't want to kill anyone. Uhuuuuuh";
end;
OnTimer10000:
unittalk 'boss_id, "Please kill me! Please!";
end;
OnTimer16000:
unittalk 'boss_id, "Eeeeee...eee...die... die...";
end;
OnTimer22000:
unittalk 'boss_id, "Demolition... Death!...";
end;
OnTimer55000:
donpcevent instance_npcname("#ghmemorialmob08") + "::OnStart";// Varmundt buffs and additionnal monsters
stopnpctimer;
end;
OnMyMobDead:
if (mobcount('map_name$[1], instance_npcname("#ghmemorialmob07") + "::OnMyMobDead") < 1) {
stopnpctimer;
enablenpc instance_npcname("Hugin#21");
enablenpc instance_npcname("#Secret Room Exit");
stopnpctimer;
disablenpc instance_npcname("#ghmemorialmob07");
// note: monsters from #ghmemorialmob08 still alive on Amdarais's dead
}
end;
}
// Varmundt Buffs
2@gl_k,1,1,0 script #ghmemorialmob08 HIDDEN_WARP_NPC,{
end;
OnStart:
enablenpc instance_npcname("#ghmemorialmob08");
initnpctimer;
end;
OnTimer5000:
if (unitexists('boss_id) == 0) {
disablenpc instance_npcname("#ghmemorialmob08");
stopnpctimer;
end;
}
getunitdata 'boss_id, .@data;
.@percent_hp = (.@data[UMOB_HP] * 100) / .@data[UMOB_MAXHP];
mapannounce 'map_name$[1], "Amdarais HP " + .@percent_hp + "% reach!", bc_map,0x70DBDB;
// event type every 10%
switch( .@percent_hp / 10 ) {
case 10:
break;
case 9:
donpcevent instance_npcname("Varmundt's Ghost#Buff2") + "::OnEvent";
break;
case 8:
donpcevent instance_npcname("Varmundt's Ghost#Buff3") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Suffered Khalitzburg",2471,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
case 7:
donpcevent instance_npcname("Varmundt's Ghost#Buff3") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Abysmal Knight",2470,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
case 6:
donpcevent instance_npcname("Varmundt's Ghost#Buff3") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Bloody Knight",2472,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
case 5:
donpcevent instance_npcname("Varmundt's Ghost#Buff2") + "::OnEvent";
break;
case 4:
donpcevent instance_npcname("Varmundt's Ghost#Buff3") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Wandering Archer",2469,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
case 3:
donpcevent instance_npcname("Varmundt's Ghost#Buff1") + "::OnEvent";
donpcevent instance_npcname("Varmundt's Ghost#Buff3") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Bloody Knight",2472,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
case 2:
donpcevent instance_npcname("Varmundt's Ghost#Buff1") + "::OnEvent";
donpcevent instance_npcname("Varmundt's Ghost#Buff3") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Abysmal Knight",2470,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
case 1:
case 0:
donpcevent instance_npcname("Varmundt's Ghost#Buff1") + "::OnEvent";
donpcevent instance_npcname("Varmundt's Ghost#Buff4") + "::OnEvent";
areamonster 'map_name$[1],140,220,175,255,"Wandering Archer",2469,6, instance_npcname("#ghmemorialmob08") + "::OnMobDead";
break;
}
end;
OnTimer30000:
killmonster 'map_name$[1], instance_npcname("#ghmemorialmob08") + "::OnMobDead";
initnpctimer;
end;
OnMobDead:
end;
}
2@gl_k,150,247,5 script Varmundt's Ghost#Buff1 4_M_BARMUND,2,2,{
end;
OnTouch:
specialeffect2 EF_ENHANCE;
.@num = atoi( replacestr(strnpcinfo(2), "Buff", "") );
if (.@num == 1)
sc_start SC_GLASTHEIM_HIDDEN,30000,1,10000,SCSTART_NOTICKDEF;
else if (.@num == 2)
sc_start SC_GLASTHEIM_STATE,30000,1,10000,SCSTART_NOTICKDEF;
else if (.@num == 3) {
sc_start SC_GLASTHEIM_HEAL,30000,1,10000,SCSTART_NOTICKDEF;
sc_start SC_GLASTHEIM_HPSP,30000,1,10000,SCSTART_NOTICKDEF;
}
else {
sc_start SC_GLASTHEIM_DEF,30000,1,10000,SCSTART_NOTICKDEF;
sc_start SC_GLASTHEIM_ITEMDEF,30000,1,10000,SCSTART_NOTICKDEF;
}
end;
OnEvent:
initnpctimer;
enablenpc();
.@num = atoi( replacestr(strnpcinfo(2), "Buff", "") );
if (.@num == 1)
npctalk "Varmundt's Ghost: Amdarais may use a strong magic shield! Stay close to me and I'll protect you!";
else if (.@num == 2)
npctalk "Varmundt's Ghost: Now's a chance to attack! Come closer to me and strike!";
else if (.@num == 3)
npctalk "Varmundt's Ghost: If you don't want to be attacked by Amdarais' zombie, come to me and get more power!";
else
npctalk "Varmundt's Ghost: If you don't want to be attacked by Amdarais's power, come to me and get more power!";
end;
OnTimer10000:
stopnpctimer;
disablenpc();
end;
}
2@gl_k,165,247,3 duplicate(Varmundt's Ghost#Buff1) Varmundt's Ghost#Buff2 4_M_BARMUND,2,2
2@gl_k,150,232,8 duplicate(Varmundt's Ghost#Buff1) Varmundt's Ghost#Buff3 4_M_BARMUND,2,2
2@gl_k,165,232,2 duplicate(Varmundt's Ghost#Buff1) Varmundt's Ghost#Buff4 4_M_BARMUND,2,2
2@gl_k,158,241,1 script Hugin#21 4_M_SAGE_C,{
if ('step != 9)
end;
if (checkquest(12319,HUNTING) == 2) {// note: complete hunting 'Corrupted Soul Hunt' prerequis
if (checkweight(6607,5, 6608,5) == 0) {
mes "^ff0000It seems like you have too many types or weights of items. Please organize your inventory.^000000";
close;
}
mes "[Hugin]";
mes "Hm, you are very well. First of all, let me give you some loot from Amdarais.";
erasequest 12319;
setquest 12322;// Space Distortion
if (isbegin_quest(12321) == 0) {
setquest 12321;// Time Conqueror
completequest 12321;
getitem 6607,5;// Temporal_Crystal
getitem 6608,5;// Coagulated_Spell
getexp 350000,350000;
}
else {
getitem 6607,1;// Temporal_Crystal
getitem 6608,1;// Coagulated_Spell
}
next;
mes "[Hugin]";
mes "Varmundt's time is stopped by me.";
mes "And your time will be distorted soon.";
specialeffect2 EF_BLIND;
soundeffect "_blind.wav",0;
next;
mes "[Hugin]";
mes "Maybe this poor time traveler will try to stop Glast Heim's tragedy from happening.";
next;
mes "[Hugin]";
mes "However, we will never overlook his behavior now and forever...";
next;
mes "[Hugin]";
mes "Now let me remove your memory. If you see me again it will be someone new.";
specialeffect2 EF_FREEZE;
close2;
warp 'map_name$[1],158,244;
end;
}
mes "[Hugin]";
mes "Oops. I almost distorted the time gap. Come over here. We need to go out!";
next;
select("You were just with me...");
mes "[Hugin]";
mes "What did you say just before?";
mes "Anyway, that is not important. The gap of time will be closed so we need to get out of here.";
next;
if (select("Let me look around more:Please let me out") == 1) {
mes "[Hugin]";
mes "Really? This place will be break down soon. Please look around quickly.";
close;
}
close2;
warp "glast_01",204,270;
end;
}
// Treasure Room
//============================================================
1@gl_k,165,136,3 script Strange crack#2 CLEAR_NPC,{
if ('step != 9)
end;
if (isbegin_quest(12322) == 0) {// Space Distortion
mes "The crack looks suspicious but nothing more to check.";
close;
}
specialeffect EF_SPELLBREAKER;
.@random = rand(1,4);
switch( atoi(strnpcinfo(2)) ) {
case 2:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 719,1,"this",165,138;
makeitem 6608,1,"this",165,138;
break;
case 3:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 720,1,"this",159,138;
if (rand(1,4) == 4)
makeitem2 15066,1,"this",159,138,0,0,0,0,0,0,0;
makeitem 6608,1,"this",159,138;
makeitem 7229,1,"this",159,138;
break;
case 4:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 721,1,"this",153,138;
if (rand(1,4) == 4)
makeitem2 13086,1,"this",153,138,0,0,0,0,0,0,0;
makeitem 6608,1,"this",153,138;
makeitem 7230,1,"this",153,138;
break;
case 5:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 722,1,"this",147,138;
if (rand(1,4) == 4)
makeitem2 2949,1,"this",147,138,0,0,0,0,0,0,0;
makeitem 6612,1,"this",147,138;
makeitem 6613,1,"this",147,138;
makeitem 6608,1,"this",147,138;
break;
case 6:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 725,1,"this",141,138;
makeitem 7228,1,"this",141,138;
if (rand(1,4) == 4)
makeitem2 13440,1,"this",141,138,0,0,0,0,0,0,0;
makeitem 6608,1,"this",141,138;
break;
case 7:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 726,1,"this",135,138;
if (rand(1,4) == 4)
makeitem2 2022,1,"this",135,138,0,0,0,0,0,0,0;
makeitem 6608,1,"this",135,138;
break;
case 8:
for ( .@i = 1; .@i <= .@random; ++.@i )
makeitem 727,1,"this",129,138;
if (rand(1,4) == 4)
makeitem2 21007,1,"this",129,138,0,0,0,0,0,0,0;
makeitem 6608,1,"this",129,138;
break;
}
disablenpc();
end;
}
1@gl_k,159,136,3 duplicate(Strange crack#2) Strange crack#3 CLEAR_NPC
1@gl_k,153,136,3 duplicate(Strange crack#2) Strange crack#4 CLEAR_NPC
1@gl_k,147,136,3 duplicate(Strange crack#2) Strange crack#5 CLEAR_NPC
1@gl_k,141,136,3 duplicate(Strange crack#2) Strange crack#6 CLEAR_NPC
1@gl_k,135,136,3 duplicate(Strange crack#2) Strange crack#7 CLEAR_NPC
1@gl_k,129,136,3 duplicate(Strange crack#2) Strange crack#8 CLEAR_NPC
1@gl_k,269,267,3 script Strange crack#1 CLEAR_NPC,{
if (isbegin_quest(12322) == 0) {// Space Distortion
mes "The crack looks suspicious but nothing more to check.";
close;
}
warp 'map_name$[0],149,198;
end;
OnInstanceInit:
'step = 0;
'mode = 0;
'map_name$[0] = instance_mapname("1@gl_k");
'map_name$[1] = instance_mapname("2@gl_k");
// Entrance
disablenpc instance_npcname("Himelmez#1");
disablenpc instance_npcname("Varmundt#1");
disablenpc instance_npcname("Heinrich#1");
disablenpc instance_npcname("Heinrich#2");
disablenpc instance_npcname("Heinrich#3");
// Rescue 1
disablenpc instance_npcname("#ghmemorialmob01");
disablenpc instance_npcname("Altar boy Domun#1");
// Rescue 2
disablenpc instance_npcname("#ghmemorialmob02");
disablenpc instance_npcname("Holgren the Destroyer#1");
for ( .@i = 1; .@i <= 26; .@i++ )
disablenpc instance_npcname("A dead man#" + .@i);
// Sector 3
disablenpc instance_npcname("#ghmemorialmob03");
// Root of Corruption
disablenpc instance_npcname("Himelmez#2");
disablenpc instance_npcname("Varmundt#2");
disablenpc instance_npcname("Heinrich#4");
disablenpc instance_npcname("#Mimelon");
disablenpc instance_npcname("#ghmemorialmob04");
// Entrance 2nd map
disablenpc instance_npcname("Varmundt#21");
disablenpc instance_npcname("Heinrich#21");
disablenpc instance_npcname("#Servanton");
hideonnpc instance_npcname("#Servanton_effect");
// Commanders
disablenpc instance_npcname("#ghmemorialmob05");
disablenpc instance_npcname("#ghmemorialmob06");
for ( .@i = 1; .@i <= 7; .@i++ ) {
disablenpc instance_npcname("#ogh_2-" + .@i);
disablenpc instance_npcname("#ogh_3-" + .@i);
}
// Amdarais Room Entrance
disablenpc instance_npcname("#Geron");
for ( .@i = 1; .@i <= 35; .@i++ )
disablenpc instance_npcname("Decomposed body#" + .@i);
// Amdarais Spawn
disablenpc instance_npcname("Gerhalt#23");
disablenpc instance_npcname("Himelmez#22");
disablenpc instance_npcname("Himelmez#23");
disablenpc instance_npcname("Varmundt#23");
disablenpc instance_npcname("Heinrich#23");
disablenpc instance_npcname("#ghmemorialmob07");
// Varmundt Buffs
disablenpc instance_npcname("#ghmemorialmob08");
disablenpc instance_npcname("Varmundt's Ghost#Buff1");
disablenpc instance_npcname("Varmundt's Ghost#Buff2");
disablenpc instance_npcname("Varmundt's Ghost#Buff3");
disablenpc instance_npcname("Varmundt's Ghost#Buff4");
disablenpc instance_npcname("Hugin#21");
// Warps
disablenpc instance_npcname("#2Control");
disablenpc instance_npcname("#2Control2");
disablenpc instance_npcname("#3Control");
disablenpc instance_npcname("#3Control2");
disablenpc instance_npcname("#4Control");
disablenpc instance_npcname("#4Control2");
disablenpc instance_npcname("#2F Entrance");
disablenpc instance_npcname("#1 Control");
disablenpc instance_npcname("#22 Control");
disablenpc instance_npcname("#22 Control2");
disablenpc instance_npcname("#23 Control");
disablenpc instance_npcname("#23 Control2");
disablenpc instance_npcname("#24 Control");
disablenpc instance_npcname("#24 Control2");
disablenpc instance_npcname("#Secret Room Exit");
// Fast mode
disablenpc instance_npcname("#cut01");
end;
}