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//===== rAthena Script =======================================
//= Instance Room of Consciousness.
//===== Description: =========================================
//- [Walkthrough conversion]
//- Require Banquet main quest.
//===== Changelogs: ==========================================
//= 1.0 First version. [Capuche]
//= 1.1 Added a setting to prevent an exploit
// (searchs "'exploit_disabled" variable - the variable is
// false by default like on official server). [Capuche]
//============================================================
1@mir,103,40,3 script Fenrir#1mir 4_F_FENRIR,{
if (is_party_leader() == false) // it shouldn't happen
end;
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "Sealed in the underground";
mes "of the Prontera Castle...";
mes "I didn't expect it to be this huge...";
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "What on earth is there inside?";
next;
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "I don't know. Let's investigate the inside, first.";
close2;
cutin "",255;
disablenpc instance_npcname("Iris#1mir");
disablenpc instance_npcname("Fenrir#1mir");
end;
OnInstanceInit:
'map_name$ = instance_mapname("1@mir");
'step = 0;
// On official server the instance can be repeated if the player log out after the death of Bijou (main quest)
// true: prevent the exploit
// false: like on official - exploitable
'exploit_disabled = false;
disablenpc instance_npcname("Bijou#2mir");
disablenpc instance_npcname("Fenrir#3mir");
disablenpc instance_npcname("Iris#3mir");
disablenpc instance_npcname("Bijou#3mir");
disablenpc instance_npcname("Renovated Amdarais#3mir");
disablenpc instance_npcname("Fenrir#4mir");
disablenpc instance_npcname("Iris#4mir");
disablenpc instance_npcname("Bijou#4mir");
disablenpc instance_npcname("Fenrir#5mir");
disablenpc instance_npcname("Iris#5mir");
disablenpc instance_npcname("Bijou#5mir");
disablenpc instance_npcname("Sarah#5mir");
disablenpc instance_npcname("Fenrir#6mir");
disablenpc instance_npcname("Iris#6mir");
disablenpc instance_npcname("Bijou#6mir");
disablenpc instance_npcname("Sarah#6mir");
disablenpc instance_npcname("Fenrir#boss1a");
disablenpc instance_npcname("Fenrir#boss1b");
disablenpc instance_npcname("Fenrir#boss1c");
disablenpc instance_npcname("Fenrir#boss1d");
disablenpc instance_npcname("Iris#boss1a");
disablenpc instance_npcname("Iris#boss1b");
disablenpc instance_npcname("Iris#boss1c");
disablenpc instance_npcname("Iris#boss1d");
disablenpc instance_npcname("Fenrir#boss2a");
disablenpc instance_npcname("Fenrir#boss2b");
disablenpc instance_npcname("Fenrir#boss2c");
disablenpc instance_npcname("Fenrir#boss2d");
disablenpc instance_npcname("Iris#boss2a");
disablenpc instance_npcname("Iris#boss2b");
disablenpc instance_npcname("Iris#boss2c");
disablenpc instance_npcname("Iris#boss2d");
disablenpc instance_npcname("eq#mir2");
disablenpc instance_npcname("eq#mir3");
disablenpc instance_npcname("eq#mir4");
disablenpc instance_npcname("eq#mir5");
disablenpc instance_npcname("eq#mir6");
end;
}
1@mir,100,94,7 script Iris#2mir 4_F_IRIS,{
if (is_party_leader() == false) // it shouldn't happen
end;
if ('step != 0)
end;
mes "[Iris]";
mes "This...this must be...";
mes "Ymir's Heart!";
next;
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "This...";
mes "This is Ymir's Heart...";
next;
cutin "hero_iris_01",255;
mes "~Rumbling~";
next;
specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
cutin "hero_iris_01",2;
mes "[Iris]";
mes "Why is this place shaking?!";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "~Grunts~ They must've started attacking this place, too.";
next;
enablenpc instance_npcname("Bijou#2mir");
cutin "bijou_01",2;
mes "[Bijou]";
mes "~Grins~ Delighted to see you all.";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "!!";
mes "You've got to be kidding me!";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "From this moment on, we the Immortal Legion by Lord Valkyrie Himelmez";
mes "will take over here.";
next;
specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
cutin "hero_iris_01",2;
mes "[Iris]";
mes "What? How dare you!";
mes "I'm game. Bring it on!";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "~Grins~ Do I look like I have the time to deal with a petty thing like you, human?";
mes "But, out of pure mercy, I'll let you taste the fearful power of the Immortal Legion just a little bit.";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "~Grunts~ When did all the legionnaires get here?";
close2;
cutin "",255;
if ('step == 0) {
'step = 1;
donpcevent instance_npcname("eq#mir1") + "::OnEvent";
disablenpc instance_npcname("Iris#2mir");
}
end;
}
1@mir,101,104,0 script eq#mir1 HIDDEN_WARP_NPC,{
end;
OnEvent:
initnpctimer;
end;
OnTimer200:
disablenpc instance_npcname("Iris#1mir");
disablenpc instance_npcname("Fenrir#1mir");
disablenpc instance_npcname("Fenrir#2mir");
disablenpc instance_npcname("Bijou#2mir");
mapannounce 'map_name$, "Fenrir: The enemies will show up soon! Brace yourself!", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer2200:
mapannounce 'map_name$, "Fenrir: The enemies are swarming in. We must get rid of them all!", bc_map,0xFFFF00,FW_NORMAL,12;
// coords inaccurate
monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
'skeleton_wave[0] = 7;
stopnpctimer;
end;
OnMobDead:
'skeleton_wave[0]--;
if ('skeleton_wave[0] == 0) {
mapannounce 'map_name$, "Iris: ~Exhales~ Did we knock out all the enemies now?", bc_map,0xFFFF00,FW_NORMAL,12;
startnpctimer;
}
end;
OnTimer4200:
mapannounce 'map_name$, "Fenrir: I don't think so. Some of the remnants are still here. Watch out!", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer6200:
// coords inaccurate
monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
'skeleton_wave[1] = 7;
stopnpctimer;
end;
OnMobDead2:
'skeleton_wave[1]--;
if ('skeleton_wave[1] == 0 && 'step == 1) {
'step = 2;
mapannounce 'map_name$, "Fenrir: Phew! I think we've done here.", bc_map,0xFFFF00,FW_NORMAL,12;
enablenpc instance_npcname("Fenrir#3mir");
enablenpc instance_npcname("Iris#3mir");
enablenpc instance_npcname("Bijou#2mir");
disablenpc instance_npcname("eq#mir1");
}
end;
}
1@mir,103,85,1 script Iris#3mir 4_F_IRIS,{
if (is_party_leader() == false) // it shouldn't happen
end;
if ('step != 2)
end;
mes "[Bijou]";
mes "~Chuckles~ I think you're not that bad for a human.";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "But do you think you can get away from this, again? Wake up, my underlings!";
specialeffect EF_WARP,AREA, instance_npcname("Renovated Amdarais#3mir");
sleep2 3000;
specialeffect EF_ENTRY,AREA, instance_npcname("Renovated Amdarais#3mir");
enablenpc instance_npcname("Renovated Amdarais#3mir");
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "What...what's up with this monster?!";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "Ah...";
mes "I'll let you in on me before I go.";
mes "I'm Bijou.";
mes "I'm the adjutant to Lord Valkyrie Himelmez.";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "~Groans~";
mes "No Valkyrie's subordinates ever disappointed me and neither did you.";
mes "Ymir's Heart is a huge energy source. For what do you want to use it anyway?";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "......";
mes "You don't need to know. You're going to be wiped out soon anyway.";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "I don't think you'd use it for any good cause.";
mes "I'll stop Bijou from taking Ymir's Heart. You go ahead and take care of that huge monster!";
close2;
cutin "",255;
if ('step == 2) {
'step = 3;
donpcevent instance_npcname("eq#mir2") + "::OnEvent";
}
end;
}
1@mir,101,104,0 script eq#mir2 HIDDEN_WARP_NPC,{
end;
OnEvent:
enablenpc instance_npcname("eq#mir2");
enablenpc instance_npcname("eq#mir3");
disablenpc instance_npcname("Bijou#2mir");
disablenpc instance_npcname("Fenrir#3mir");
disablenpc instance_npcname("Iris#3mir");
disablenpc instance_npcname("Renovated Amdarais#3mir");
monster 'map_name$,101,95,"Renovated Amdarais",3448,1, instance_npcname("eq#mir2") + "::OnMobDead";// P_AMDARAIS
'boss_id = $@mobid[0];
'target_event = 1; // Amdarais
initnpctimer;
end;
OnTimer1000:
getunitdata 'boss_id, .@data;
if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
initnpctimer;
end;
}
mapannounce 'map_name$, "Iris: Oh, this monster...I don't think its HP doesn't seem to drop no matter how many times I hit.", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer3000:
mapannounce 'map_name$, "Bijou: ~Chuckles~ Amdarais won't get knocked down that easily.", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer5000:
mapannounce 'map_name$, "Fenrir: This undead seems to be different from any other undeads.", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer7000:
mapannounce 'map_name$, "Fenrir: Yes, it's the nucleus! Attack its nucleus to inflict huge damage!", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer9000:
donpcevent instance_npcname("eq#mir3") + "::OnEvent";
stopnpctimer;
end;
OnMobDead:
if ('step != 3)
end;
'step = 4;
stopnpctimer;
donpcevent instance_npcname("eq#mir3") + "::OnStop";
if ('random_letter$ != "")
donpcevent instance_npcname( "Fenrir#boss1" + 'random_letter$ ) + "::OnStop";
disablenpc instance_npcname("eq#mir2");
enablenpc instance_npcname("Fenrir#4mir");
enablenpc instance_npcname("Iris#4mir");
end;
}
1@mir,101,104,0 script eq#mir3 HIDDEN_WARP_NPC,{
end;
OnEvent:
callsub S_Announce, true;
OnEvent2:
callsub S_Announce, false;
S_Announce:
setarray .@list$[0],"a","b","c","d";
'random_letter$ = .@list$[ rand(4) ];
donpcevent instance_npcname( "Fenrir#boss" + 'target_event + "" + 'random_letter$ ) + "::OnEvent"; // 1: P_AMDARAIS / 2: BIJOU
if (getarg(0) == true)
mapannounce 'map_name$, "Fenrir: Lure it to where I am!", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnStart:
initnpctimer;
end;
OnTimer25000:
donpcevent instance_npcname("eq#mir3") + "::OnEvent";
stopnpctimer;
end;
OnStop:
stopnpctimer;
disablenpc instance_npcname("eq#mir3");
end;
}
1@mir,103,80,3 script Fenrir#boss1a 4_F_FENRIR,2,2,{
end;
OnEvent:
'fenrir_name$ = instance_npcname( strnpcinfo(0) );
'iris_name$ = instance_npcname( "Iris#" + strnpcinfo(2) );
enablenpc 'fenrir_name$;
enablenpc 'iris_name$;
end;
OnTouchNPC:
if ('touch_mob == 0) {
npctalk "Fenrir: Good work! Now it's on you, Iris!", 'fenrir_name$;
'touch_mob = 1;
initnpctimer;
}
end;
OnTimer2000:
npctalk "Iris: Alright, let me do it! What I, Iris, want is...!", 'iris_name$;
specialeffect EF_BEGINSPELL,AREA, 'iris_name$;
end;
OnTimer4000:
npctalk "Iris: Mabi Amulet! Go!!", 'iris_name$;
if ('target_event == 1)
unittalk 'boss_id, "Aaarrgghhh---!!";
else
unittalk 'boss_id, "Bijou: What the...!!";
end;
OnTimer5000:
npctalk "Iris: It worked!", 'iris_name$;
end;
OnTimer7000:
npctalk "Fenrir: So this is my turn, then. ~Spirited yell~", 'fenrir_name$;
specialeffect EF_BEGINSPELL,AREA, 'fenrir_name$;
specialeffect EF_TETRACASTING,AREA, 'fenrir_name$;
progressbar_npc "000000",3;
end;
OnTimer10000:
npctalk "Fenrir: Take this!!", 'fenrir_name$;
specialeffect EF_SUI_EXPLOSION,AREA, 'fenrir_name$;
specialeffect EF_LORD,AREA, 'fenrir_name$;
specialeffect EF_FLAMELAUNCHER,AREA, 'fenrir_name$;
if ('target_event == 1)
unittalk 'boss_id, "~Screams~";
else
unittalk 'boss_id, "Bijou: ~Groans~ More hurting than I thought...!";
getunitdata 'boss_id, .@data;
if (.@data[UMOB_HP] > 0) {
.@damage = rand(700,1300) * 1000;
if (.@damage >= .@data[UMOB_HP])
.@mob_hp = 0;
else
.@mob_hp = .@data[UMOB_HP] - .@damage;
setunitdata 'boss_id, UMOB_HP, .@mob_hp;
}
end;
OnTimer13000:
npctalk "Fenrir: It's not perfect but I think we've caused a pretty significant amount of damage!", 'fenrir_name$;
end;
OnTimer14500:
npctalk "Fenrir: I've consumed magic too much. I'll take a short break. I'm counting on you, then!", 'fenrir_name$;
end;
OnTimer16500:
donpcevent instance_npcname("eq#mir3") + "::OnStart";
OnStop:
stopnpctimer;
disablenpc();
disablenpc instance_npcname( "Iris#" + strnpcinfo(2) );
'touch_mob = 0;
'random_letter$ = "";
end;
}
1@mir,100,90,7 script Iris#4mir 4_F_IRIS,{
if (is_party_leader() == false) // it shouldn't happen
end;
if ('step != 4)
end;
mes "[Iris]";
mes "Was that it...? Has it gone now?";
mes "So what's left now is...";
next;
enablenpc instance_npcname("Bijou#4mir");
cutin "bijou_01",2;
mes "[Bijou]";
mes "Me...I'm the only one left...";
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "What?!";
next;
mes "~POW!~";
specialeffect EF_SUI_EXPLOSION,AREA, instance_npcname("Iris#4mir");
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "Aaarrghhh---!!!";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "I must say it was rather unexpected. ~Chuckles~";
mes "I didn't expect anyone to defeat Amdarais that I spent three good years to complete.";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "You will pay";
mes "for ruining my three-year efforts!!";
mes "Slowly...";
mes "And horribly painfully...!!";
close2;
cutin "",255;
if ('step == 4) {
'step = 5;
donpcevent instance_npcname("eq#mir4") + "::OnEvent";
}
end;
}
1@mir,101,104,0 script eq#mir4 HIDDEN_WARP_NPC,{
end;
OnEvent:
enablenpc instance_npcname("eq#mir4");
disablenpc instance_npcname("Fenrir#4mir");
disablenpc instance_npcname("Iris#4mir");
disablenpc instance_npcname("Bijou#4mir");
monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir4") + "::OnMobDead";// BIJOU
'boss_id = $@mobid[0];
initnpctimer;
end;
OnTimer1000:
getunitdata 'boss_id, .@data;
if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
initnpctimer;
end;
}
donpcevent instance_npcname("eq#mir4") + "::OnMobDead";
end;
OnMobDead:
if ('step != 5)
end;
'step = 6;
killmonster 'map_name$, instance_npcname("eq#mir4") + "::OnMobDead";
stopnpctimer;
enablenpc instance_npcname("Fenrir#5mir");
enablenpc instance_npcname("Iris#5mir");
enablenpc instance_npcname("Bijou#5mir");
disablenpc instance_npcname("eq#mir4");
end;
}
1@mir,103,90,1 script Fenrir#5mir 4_F_FENRIR,{
if (is_party_leader() == false) // it shouldn't happen
end;
if ('step != 6)
end;
mes "[Fenrir]";
mes "~Groans~ I can't believe nothing seems to work!";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "~Chuckles~";
mes "I'll let you taste what despair feels like.";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "Frost Diver!";
specialeffect EF_LOCKON,AREA, instance_npcname("Fenrir#5mir");
sleep2 3000;
specialeffect EF_FREEZE,AREA, instance_npcname("Fenrir#5mir");
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "~Groans~";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "How does it feel? Painful, eh?";
mes "You must become paralyzed by now.";
mes "...But don't expect me to kill you that easily...";
next;
mes "[Bijou]";
mes "I should take care of this downright annoying cleric gal first.";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "I...Iris!!";
next;
cutin "sarah_hero3",2;
mes "[Sarah]";
mes "......";
enablenpc instance_npcname("Sarah#5mir");
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "Sarah...?";
next;
cutin "sarah_hero3",2;
mes "[Sarah]";
mes "So this is it...";
mes "This is the underground of Prontera Castle.";
mes "The place where the first Ymir's Heart is sealed.";
next;
mes "[Sarah]";
mes "And that must be...";
mes "Ymir's Heart...";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "What brought you all the way up here?";
mes "Sarah Irine.";
mes "I didn't expect you would show up here.";
next;
cutin "sarah_hero3",2;
mes "[Sarah]";
mes "What do you think you're doing here, Bijou?";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "Yes, I was in the middle of taking care of the annoying bugs.";
next;
cutin "sarah_hero3",2;
mes "[Sarah]";
mes "What kind of answer is that, Bijou?";
next;
mes "[Sarah]";
mes "My question was: what are you still doing here, totally goofing off, and, why didn't you break any sealing off of Ymir's Heart?";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "Well, that's uh...I did break the 1st seal, though.";
mes "This place will be cleaned up in no time. There is nothing for you to worry about, Sarah.";
next;
mes "[Bijou]";
mes "Trust me and consider it done. Please be yourself as proud Valkyrie.";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "(~Scoffs~ What an uptight, pathetic Valkyrie she is! I can't believe a greenhorn like you are treated the same as Himelmez. That is so unfair.)";
next;
cutin "sarah_hero3_2",2;
mes "[Sarah]";
mes "You must be out of your mind, Bijou...There is no Himelmez here.";
next;
cutin "bijou_03",2;
mes "[Bijou]";
mes "....~Gasps~";
mes "I'm out of breath!";
next;
cutin "sarah_hero3_2",2;
mes "[Sarah]";
mes "You'd better keep your mouth shut!";
next;
cutin "bijou_03",2;
mes "[Bijou]";
mes "~Coughs~";
mes "~Keeps coughing~";
next;
cutin "sarah_hero3",2;
mes "[Sarah]";
mes "I can certainly do without a subordinate who wastes time for this kind of petty job.";
mes "Let me take that Ymir's Heart...myself.";
disablenpc instance_npcname("Sarah#5mir");
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "(She is Valkyrie, indeed. Oh, what can you do about that?)";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "The time is right!";
mes "Frost Diver!";
specialeffect EF_FREEZE,AREA, instance_npcname("Bijou#5mir");
next;
cutin "bijou_03",2;
mes "[Bijou]";
mes "What did you say?!";
next;
mes "[Bijou]";
mes "Whoa...That was a close; call.";
mes "How could this happen?";
next;
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "This magic...";
mes "This must be high-level magic as I expected. It's pretty tough to cast it.";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "(What is this?! Did she just master the magic that I used on her?)";
next;
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "Iris! This is a healing potion.";
mes "Drink it and you'll come to your senses.";
next;
sleep2 500;
specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
cutin "hero_iris_01",2;
mes "[Iris]";
mes "~Muffled sound~";
next;
sleep2 500;
specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "Oh, you woke up now?";
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "Umm....";
mes "~Vomiting sound~";
mes "Yuck! Is this bitter!";
mes "What the heck is this?!";
mes "What did you give to me?";
next;
cutin "fenrir_a",2;
mes "[Fenrir]";
mes "So you woke up, Iris.";
mes "I'm so relieved.";
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "~Sighs~ By the way, Fenrir!";
mes "What about Ymir's Heart?";
next;
cutin "bijou_02",2;
mes "[Bijou]";
mes "(...Fenrir? I thought too much about Ymir's Heart and totally forgot about her. If my guess is right, she must be...!)";
next;
mes "[Bijou]";
mes "~Exhales~ I see. That's right.";
mes "That beast's blood flowing through your body...That was the answer!";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "Then, let me serve you the right way! ~Chuckles~";
mes "I didn't expect to see the hero from a thousand years ago!";
next;
cutin "bijou_03",2;
mes "[Bijou]";
mes "Die!!";
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "...Be careful. She's about to attack!";
close2;
cutin "",255;
if ('step == 6) {
'step = 7;
donpcevent instance_npcname("eq#mir5") + "::OnEvent";
}
end;
}
1@mir,101,104,0 script eq#mir5 HIDDEN_WARP_NPC,{
end;
OnEvent:
enablenpc instance_npcname("eq#mir3");
enablenpc instance_npcname("eq#mir5");
disablenpc instance_npcname("Bijou#5mir");
disablenpc instance_npcname("Fenrir#5mir");
disablenpc instance_npcname("Iris#5mir");
monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir5") + "::OnMobDead";// BIJOU
'boss_id = $@mobid[0];
'target_event = 2;
initnpctimer;
end;
OnTimer1000:
getunitdata 'boss_id, .@data;
if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
initnpctimer;
end;
}
end;
OnTimer3000:
mapannounce 'map_name$, "Iris: Let's fight together and we will win again!", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer5000:
mapannounce 'map_name$, "Fenrir: I think so, too. This time, too, I'd like to ask you to lure it to where I am.", bc_map,0xFFFF00,FW_NORMAL,12;
end;
OnTimer7000:
mapannounce 'map_name$, "Bijou: ......", bc_map,0xFFFF00,FW_NORMAL,12;
donpcevent instance_npcname("eq#mir3") + "::OnEvent2";
donpcevent instance_npcname("eq#mir6") + "::OnTalk";
stopnpctimer;
end;
OnMobDead:
if ('step != 7)
end;
'step = 8;
stopnpctimer;
donpcevent instance_npcname("eq#mir3") + "::OnStop";
donpcevent instance_npcname("eq#mir6") + "::OnStop";
if ('random_letter$ != "")
donpcevent instance_npcname( "Fenrir#boss2" + 'random_letter$ ) + "::OnStop";
disablenpc instance_npcname("eq#mir5");
enablenpc instance_npcname("Fenrir#6mir");
enablenpc instance_npcname("Iris#6mir");
enablenpc instance_npcname("Bijou#6mir");
if (playerattached() && 'exploit_disabled && ep16_royal == 19) {
erasequest 7700;// Once More!
setquest 7701;// Lost Imir Heart
ep16_royal = 20;
}
end;
}
1@mir,101,104,0 script eq#mir6 HIDDEN_WARP_NPC,{
end;
OnTalk:
enablenpc instance_npcname("eq#mir6");
initnpctimer;
end;
OnTimer20000:
.@r = rand(3);
if (.@r == 0)
unittalk 'boss_id, "Bijou: To Lord Himelmez!";
else if (.@r == 1)
unittalk 'boss_id, "Bijou: Heh...You're still alive!";
else
unittalk 'boss_id, "Bijou: ~Chuckles~ Are you feeling the pain?";
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
}
1@mir,100,95,5 script Iris#6mir 4_F_IRIS,{
if (is_party_leader() == false) // it shouldn't happen
end;
if ('step != 8)
end;
mes "[Iris]";
mes "~Grunts~";
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "~Evil laughter~ Die!";
mes "Clerics deserve to die!";
specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
next;
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "Iris!!";
mes "No! Stop!!";
specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
next;
cutin "bijou_01",2;
mes "[Bijou]";
mes "~Chuckles~";
mes "So you're looking for a partner, eh?";
mes "Good idea, but...I think it's too late.";
specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
next;
mes "[Bijou]";
mes "Because...";
mes "This will be the final, fatal blow to you. Wahahaha!";
specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
next;
sleep2 300;
enablenpc instance_npcname("Sarah#6mir");
cutin "bijou_03",2;
mes "[Bijou]";
mes "....~Sighs~";
mes "Huh?...In my stomach...";
mes "This knife...";
mes "Sa...Sarah...? How?";
specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
next;
cutin "bijou_death",4;
mes "[Sarah]";
mes "Is that all you want to say?";
mes "Don't worry. I'll let Himelmez know of your brave contribution. Don't blame me, Bijou.";
next;
mes "[Bijou]";
mes "Why...? Tell me why!";
mes "...That...that little chick...Was that it? Because she's your sister? Was that it? Tell me, Sarah!";
next;
mes "[Bijou]";
mes "~Groans~";
specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
disablenpc instance_npcname("Bijou#6mir");
next;
mes "[Sarah]";
mes "......";
mes "Your soul has been set free, Bijou.";
next;
cutin "hero_iris_01",2;
mes "[Iris]";
mes "(Did she save me...?)";
next;
mes "[Iris]";
mes "Sarah...";
mes "It's Sarah, right?";
mes "People say we parted when we were little...";
next;
mes "[Iris]";
mes "...So what's your plan, huh? Why...why did you save me?!";
mes "Don't you ever think this will ever change my belief! I will never, ever forgive you!";
next;
mes "[Iris]";
mes "Mom...Dad...Every people in our town. I'm going to revenge!";
next;
cutin "sarah_hero3",2;
mes "[Sarah]";
mes "Shut that mouth!";
mes "Don't be a drama queen as if you're the only victim here.";
mes "They just paid the price for what they sinned. The sin that they committed by killing my mother 12 years ago.";
next;
mes "[Sarah]";
mes "Do you want me to tell you the truth? Those 'loved ones' you're incessantly talking about...Our great elder and the people in our town were actually...";
next;
mes "[Sarah]";
mes "......";
mes "Stop it...";
mes "Ymir's Heart comes first, no matter what.";
next;
mes "[Sarah]";
mes "Mark my word.";
mes "I didn't let you live.";
mes "I will let you die soon.";
mes "I make sure you no longer see the light of day the next time when we meet.";
next;
mes "[Sarah]";
mes "Don't you ever let anyone kill you until then, Iris.";
mes "I'd better bid farewell for today, then.";
disablenpc instance_npcname("Sarah#6mir");
next;
specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#6mir");
cutin "fenrir_b",2;
mes "[Fenrir]";
mes "~Grunts~ That Valkyrie destroyed the ceiling when taking Ymir's Heart!";
next;
mes "[Fenrir]";
mes "We'd better get out of here, too! This place is too dangerous!";
close2;
if (ep16_royal == 19) {
erasequest 7700;// Once More!
setquest 7701;// Lost Imir Heart
ep16_royal = 20;
}
warp "prt_lib_q",88,83;
end;
}
1@mir,100,40,5 duplicate(dummy_npc) Iris#1mir 4_F_IRIS
1@mir,103,94,1 duplicate(dummy_npc) Fenrir#2mir 4_F_FENRIR
1@mir,102,98,3 duplicate(dummy_npc) Bijou#2mir 4_F_BIJOU
1@mir,100,85,7 duplicate(dummy_npc) Fenrir#3mir 4_F_FENRIR
1@mir,102,88,3 duplicate(dummy_npc) Bijou#3mir 4_F_BIJOU
1@mir,101,95,1 duplicate(dummy_npc) Renovated Amdarais#3mir 3448
1@mir,94,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1b 4_F_FENRIR,2,2
1@mir,112,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1c 4_F_FENRIR,2,2
1@mir,103,60,3 duplicate(Fenrir#boss1a) Fenrir#boss1d 4_F_FENRIR,2,2
1@mir,100,80,5 duplicate(dummy_npc) Iris#boss1a 4_F_IRIS
1@mir,91,73,5 duplicate(dummy_npc) Iris#boss1b 4_F_IRIS
1@mir,109,73,5 duplicate(dummy_npc) Iris#boss1c 4_F_IRIS
1@mir,100,60,5 duplicate(dummy_npc) Iris#boss1d 4_F_IRIS
1@mir,103,76,3 duplicate(Fenrir#boss1a) Fenrir#boss2a 4_F_FENRIR,2,2
1@mir,94,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2b 4_F_FENRIR,2,2
1@mir,112,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2c 4_F_FENRIR,2,2
1@mir,103,63,3 duplicate(Fenrir#boss1a) Fenrir#boss2d 4_F_FENRIR,2,2
1@mir,100,76,5 duplicate(dummy_npc) Iris#boss2a 4_F_IRIS
1@mir,91,70,5 duplicate(dummy_npc) Iris#boss2b 4_F_IRIS
1@mir,109,70,5 duplicate(dummy_npc) Iris#boss2c 4_F_IRIS
1@mir,100,63,5 duplicate(dummy_npc) Iris#boss2d 4_F_IRIS
1@mir,102,95,3 duplicate(dummy_npc) Bijou#4mir 4_F_BIJOU
1@mir,103,90,1 duplicate(dummy_npc) Fenrir#4mir 4_F_FENRIR
1@mir,102,95,3 duplicate(dummy_npc) Bijou#5mir 4_F_BIJOU
1@mir,99,95,5 duplicate(dummy_npc) Sarah#5mir 4_F_SARAH
1@mir,100,90,7 duplicate(dummy_npc) Iris#5mir 4_F_IRIS
1@mir,102,95,3 duplicate(dummy_npc) Bijou#6mir 4_F_BIJOU
1@mir,104,95,3 duplicate(dummy_npc) Sarah#6mir 4_F_SARAH
1@mir,103,90,1 duplicate(dummy_npc) Fenrir#6mir 4_F_FENRIR