From 75c3fd1fc3a0dd0dc61f90d5864bb44aa9a1e192 Mon Sep 17 00:00:00 2001 From: Atemo Date: Sun, 4 Aug 2024 15:47:47 +0200 Subject: [PATCH] Updated episode 18 dialogues (#8537) Updated episode 18 dialogues using iRO text. Renamed ep18_1_main variable by ep18_main (see sql update) --- db/re/instance_db.yml | 8 +- db/re/quest_db.yml | 332 +- npc/re/instances/MazeofOz.txt | 376 +- npc/re/instances/ThorGunsuBase.txt | 532 +- npc/re/instances/VillaofDeception.txt | 6 +- npc/re/instances/VillaofHighPriest.txt | 782 +- npc/re/instances/Wolves.txt | 1960 +-- npc/re/merchants/barters.yml | 2 +- .../{quests_18_1.yml => quests_18.yml} | 0 npc/re/quests/quests_17_2.txt | 255 +- npc/re/quests/quests_18.txt | 13096 ++++++++++++++++ npc/re/quests/quests_18_1.txt | 12435 --------------- npc/re/scripts_athena.conf | 2 +- sql-files/upgrades/upgrade_20240803.sql | 1 + 14 files changed, 15272 insertions(+), 14515 deletions(-) rename npc/re/merchants/barters/{quests_18_1.yml => quests_18.yml} (100%) create mode 100644 npc/re/quests/quests_18.txt delete mode 100644 npc/re/quests/quests_18_1.txt create mode 100644 sql-files/upgrades/upgrade_20240803.sql diff --git a/db/re/instance_db.yml b/db/re/instance_db.yml index f52889f647..141623035c 100644 --- a/db/re/instance_db.yml +++ b/db/re/instance_db.yml @@ -501,19 +501,19 @@ Body: 7@thts: true 8@thts: true - Id: 67 - Name: The Maze of Oz + Name: Oz Labyrinth Enter: Map: 1@oz X: 284 Y: 167 - Id: 68 - Name: Thor Gunsu Base + Name: Thor Military Base Enter: Map: 1@tcamp X: 103 Y: 237 - Id: 69 - Name: A Gathering Place of Wolves + Name: Wolves Gathering Place Enter: Map: 1@nyr X: 194 @@ -529,7 +529,7 @@ Body: AdditionalMaps: 2@nyr: true - Id: 71 - Name: Villa of High Priest + Name: High Priest's Villa Enter: Map: 1@adv X: 123 diff --git a/db/re/quest_db.yml b/db/re/quest_db.yml index 70f3984e6a..8354966aa2 100644 --- a/db/re/quest_db.yml +++ b/db/re/quest_db.yml @@ -1578,26 +1578,26 @@ Body: - Id: 3495 Title: Conversation with Jeojin - Id: 3496 - Title: Conversation with Squain + Title: Conversation with Skuain - Id: 3497 Title: Conversation with Senado - Id: 3498 Title: Conversation with Japer - Id: 3499 - Title: Conversation with Shirouan + Title: Conversation with Shiroan - Id: 3500 - Title: Conversation with Ishira + Title: Conversation with Isira - Id: 3501 - Title: Conversation with Gina + Title: Conversation with Dina - Id: 3502 Title: Conversation with Hari - Id: 3503 - Title: Examine the Sky + Title: "[Daily] Opinion Gathering" - Id: 3504 - Title: Look at the Sky - Standby - - Id: 3505 - Title: Report to Junok + Title: "[Cooldown] Opinion Gathering" TimeLimit: 4h + - Id: 3505 + Title: Completed Opinion Gathering - Id: 3507 Title: Illusion Investigation Team - Sheshin - Id: 3508 @@ -3234,26 +3234,28 @@ Body: Title: "[Standby] Subjugation-Yanggeochon" TimeLimit: 4h - Id: 5932 - Title: The Abused Child + Title: Abused Child - Id: 5933 - Title: Business Plan Presentation + Title: Business Plan - Id: 5934 - Title: Gathering Training (1) + Title: Foraging Practice (1) - Id: 5935 - Title: Gathering Training (2) + Title: Foraging Practice (2) - Id: 5936 - Title: Gathering Training (3) + Title: Foraging Practice (3) - Id: 5937 - Title: "[Standby] Flower Room's work" + Title: "[Cooldown] Half Flower Gathering" TimeLimit: 4h - Id: 5938 - Title: Gathering Half Flower + Title: "[Daily] Half Flower Gathering" - Id: 5939 - Title: Gathering Half Flower + Title: "[Daily] Half Flower Gathering" - Id: 5940 - Title: Gathering Half Flower + Title: "[Daily] Half Flower Gathering" - Id: 5941 - Title: Gathering Half Flower + Title: "[Daily] Half Flower Gathering" + - Id: 5942 + Title: Flower Room Opening Ceremony - Id: 6000 Title: Job Change to Taekwon - Id: 6001 @@ -6316,55 +6318,55 @@ Body: DROSERA: true MUSCIPULAR: true - Id: 8681 - Title: To Rachel (1) + Title: Towards Rachel (1) - Id: 8682 - Title: To Rachel (2) + Title: Towards Rachel (2) - Id: 8683 - Title: Please stop fighting + Title: Heated Argument - Id: 8684 - Title: It's over + Title: State of Conflict - Id: 8685 - Title: A suspicious movement detected in the temple + Title: Suspicious Movement - Id: 8686 - Title: The Intruder of the Temple + Title: Intruder of the Temple - Id: 8687 - Title: Did you break it? + Title: Staged Plot - Id: 8688 - Title: Thanks for today's daily food + Title: Today's Daily Bread - Id: 8689 - Title: Today's Daily food - Standby + Title: "[Cooldown] Today's Daily Bread" TimeLimit: 4h - Id: 8690 - Title: Thanks for today's daily food + Title: "[Daily] Today's Daily Bread" - Id: 8691 - Title: Sacred Relics for Essence (1) + Title: Water Purification (1) - Id: 8692 - Title: Sacred Relics for Essence (2) + Title: Water Purification (2) - Id: 8693 - Title: Sacred Relics for Essence (3) + Title: Water Purification (3) - Id: 8694 - Title: Clean Water Procurement - Standby + Title: "[Cooldown] Water Purification" TimeLimit: 4h - Id: 8695 - Title: Procurement of clean water (1) + Title: "[Daily] Water Purification (1)" - Id: 8696 - Title: Procurement of clean water (2) + Title: "[Daily] Water Purification (2)" - Id: 8697 - Title: Procurement of clean water (3) + Title: "[Daily] Water Purification (3)" - Id: 8698 - Title: Late migration + Title: Horim's Bizarre Adventure (1) - Id: 8699 - Title: First Step Out of the City + Title: Horim's Bizarre Adventure (2) - Id: 8700 - Title: I couldn't even come halfway + Title: Horim's Bizarre Adventure (3) - Id: 8701 - Title: Scenery I've Seen for the First Time + Title: Horim's Bizarre Adventure (4) - Id: 8702 - Title: Smell of Volcanic Ash + Title: Horim's Bizarre Adventure (5) - Id: 8703 - Title: The easy way to go + Title: Horim's Bizarre Adventure (6) - Id: 8718 - Title: My friend's regards + Title: Greetings from a Friend - Id: 8719 Title: A new area somewhere in the anthill - Id: 8720 @@ -8196,104 +8198,104 @@ Body: Title: Squirrels are rats, too? Standby TimeLimit: 4h - Id: 11696 - Title: Niren's Request + Title: Niren's Request (1) - Id: 11697 - Title: Niren's Request + Title: Niren's Request (2) - Id: 11698 - Title: Niren's Request + Title: Niren's Request (3) - Id: 11699 - Title: Niren's Request + Title: Niren's Request (4) - Id: 11700 - Title: Niren's Request + Title: Niren's Request (5) - Id: 11701 - Title: Niren's Request + Title: Niren's Request (6) - Id: 11702 - Title: Niren's Request + Title: Niren's Request (7) - Id: 11703 - Title: Niren's Request + Title: Niren's Request (8) - Id: 11704 - Title: Niren's Request + Title: Gray Children (1) - Id: 11705 - Title: Children of Grey + Title: Gray Children (2) - Id: 11706 - Title: Children of Grey + Title: Gray Children (3) - Id: 11707 - Title: Children of Grey + Title: Gray Children (4) - Id: 11708 - Title: Children of Grey + Title: Gray Children (5) - Id: 11709 - Title: Children of Grey + Title: Gray Children (6) - Id: 11710 - Title: Children of Grey + Title: Gray Children (7) - Id: 11711 - Title: Children of Grey + Title: Gray Children (8) - Id: 11712 - Title: Children of Grey + Title: Gray Children (9) - Id: 11713 - Title: Children of Grey + Title: Gray Children (10) - Id: 11714 - Title: Children of Grey + Title: Gray Children (11) - Id: 11715 - Title: Children of Grey + Title: Gray Children (12) - Id: 11716 - Title: Children of Grey + Title: Gray Children (13) - Id: 11717 - Title: Children of Grey + Title: Gray Children (14) - Id: 11718 - Title: Children of Grey + Title: Gray Children (15) - Id: 11719 - Title: Children of Grey + Title: Gray Children (16) - Id: 11720 - Title: Children of Grey + Title: Gray Children (17) - Id: 11721 - Title: Children of Grey + Title: Gray Children (18) - Id: 11722 - Title: Children of Grey + Title: Gray Children (19) - Id: 11723 - Title: Children of Grey + Title: Gray Children (20) - Id: 11724 - Title: Children of Grey + Title: Gray Children (21) - Id: 11725 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (1) - Id: 11726 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (2) - Id: 11727 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (3) - Id: 11728 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (4) - Id: 11729 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (5) - Id: 11730 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (6) Targets: - Id: 1 Location: oz_dun01 Count: 10 - Id: 11731 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (7) - Id: 11732 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (8) - Id: 11733 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (9) - Id: 11734 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (10) - Id: 11735 - Title: Investigation of Oz Labyrinth + Title: The Labyrinth and the Merchant (11) - Id: 11736 - Title: Maze of Oz 1st Floor (170lv) + Title: Oz Labyrinth 1F (170lv) Targets: - Mob: EP18_ASH_TOAD Count: 20 - Id: 11737 - Title: Maze of Oz Level 1 - Standby + Title: "[Cooldown] Oz Labyrinth 1F" TimeLimit: 4h - Id: 11738 - Title: Maze of Oz Level 2 (200lv) + Title: Oz Labyrinth 2F (200lv) Targets: - Mob: EP18_HOT_MOLAR Count: 20 - Id: 11739 - Title: Maze of Oz Level 2 (200lv) + Title: "[Cooldown] Oz Labyrinth 2F" TimeLimit: 4h - Id: 12000 Title: An old friend @@ -9335,30 +9337,30 @@ Body: Title: Let's try again to seal the crack TimeLimit: 4h - Id: 12520 - Title: Villa of Deception + Title: "[Normal] Villa of Deception" - Id: 12521 - Title: Villa of Deception Hard + Title: "[Hard] Villa of Deception" - Id: 12522 - Title: Cooldown: Villa of Deception + Title: "[Cooldown] Villa of Deception" TimeLimit: 4h - Id: 12531 - Title: Future General Candidate + Title: Transporting Goods - Id: 12532 - Title: Trouble at the Top + Title: Broken Wagon - Id: 12533 - Title: The Hidden Helper + Title: Hidden Helper - Id: 12534 - Title: The Missing Camille + Title: Missing Camille - Id: 12535 - Title: The Governor's Decision + Title: Chief Decision - Id: 12536 - Title: The Scattered Luggage (North) + Title: Scattered Goods (North) - Id: 12537 - Title: Scattered Luggage (West) + Title: Scattered Goods (West) - Id: 12538 - Title: The Scattered Luggage (East) + Title: Scattered Goods (East) - Id: 12539 - Title: Scattered Luggage (South) + Title: Scattered Goods (South) - Id: 13000 Title: RWC2011Card Gathering - Id: 13001 @@ -11512,84 +11514,84 @@ Body: - Mob: EP18_FIREWIND_KITE Count: 30 - Id: 16549 - Title: I can't sleep + Title: "[Daily] I can't sleep" Targets: - Mob: EP18_FIREWIND_KITE Count: 30 - Id: 16550 - Title: I Can't Sleep - Wait + Title: "[Cooldown] I can't sleep" TimeLimit: 4h - Id: 16551 - Title: The Story of Dinar + Title: Collecting Folklore (1) - Id: 16552 - Title: Amira's Story + Title: Collecting Folklore (2) - Id: 16553 - Title: Shanina's Grandma's Story + Title: Collecting Folklore (3) - Id: 16554 - Title: Please collect the stories + Title: Collecting Folklore (4) - Id: 16555 - Title: The Story of Dinar + Title: "[Daily] Dinar's Story" - Id: 16556 - Title: Amira's Story + Title: "[Daily] Amira's Story" - Id: 16557 - Title: Shanina's Grandma's Story + Title: "[Daily] Shanina's Story" - Id: 16558 - Title: Please collect the stories + Title: "[Daily] Collecting Folklore" - Id: 16559 - Title: Please collect the stories - Standby + Title: "[Cooldown] Collecting Folklore" TimeLimit: 4h - Id: 16560 - Title: This is not the place + Title: Ahab's Gossip (1) - Id: 16561 - Title: This is not the place + Title: Ahab's Gossip (2) - Id: 16562 - Title: This is not the place + Title: Ahab's Gossip (3) - Id: 16563 - Title: This is not the place + Title: Ahab's Gossip (4) - Id: 16564 - Title: This is not the place + Title: Ahab's Gossip (5) - Id: 16565 - Title: This is not the place + Title: Ahab's Gossip (6) - Id: 16566 - Title: This is not the place + Title: Ahab's Gossip (7) - Id: 16567 - Title: The Contest of the Grey Wolf Forest + Title: Gray Wolf Forest Tournament (1) - Id: 16568 - Title: Everyone's Opinion + Title: People's Opinion (1) - Id: 16569 - Title: Everyone's Opinion + Title: People's Opinion (2) - Id: 16570 - Title: Everyone's Opinion + Title: People's Opinion (3) - Id: 16571 - Title: Everyone's Opinion + Title: People's Opinion (4) - Id: 16572 - Title: The Contest of the Grey Wolf Forest + Title: Gray Wolf Forest Tournament (2) - Id: 16573 - Title: Source of Weapon + Title: Source of Weapons (1) - Id: 16574 - Title: Source of Weapon + Title: Source of Weapons (2) - Id: 16575 - Title: Source of Weapon + Title: Source of Weapons (3) - Id: 16576 - Title: Source of Weapon + Title: Source of Weapons (4) - Id: 16577 - Title: Source of Weapon + Title: Source of Weapons (5) - Id: 16578 - Title: Source of Weapon + Title: Source of Weapons (6) - Id: 16579 - Title: Source of Weapon + Title: Source of Weapons (7) - Id: 16580 - Title: Source of Weapon + Title: Source of Weapons (8) - Id: 16581 - Title: Children Know It + Title: Even children know (1) - Id: 16582 - Title: Children Know It + Title: Even children know (2) - Id: 16583 - Title: Children Know It + Title: Even children know (3) - Id: 16584 - Title: The Price of Labor + Title: The Price of Labor (1) - Id: 16585 - Title: The Price of Labor + Title: The Price of Labor (2) - Id: 17000 Title: Meet with Father Bamph - Id: 17001 @@ -11852,62 +11854,62 @@ Body: Title: (Standby) Thanatos Tower, 12th floor TimeLimit: 4h - Id: 17504 - Title: Where's My Home + Title: Where is My Home (1) - Id: 17505 - Title: Where's My Home + Title: Where is My Home (2) - Id: 17506 - Title: Where's My Home + Title: Where is My Home (3) - Id: 17507 - Title: Where's My Home + Title: Where is My Home (4) - Id: 17508 - Title: Lack of Supplies + Title: "[Daily] Shortage of Supplies" Drops: - Mob: EP18_GREY_WOLF Item: Ep18_Very_Ddan_Crystal Rate: 5000 - Id: 17509 - Title: (Standby) Lack of supplies + Title: "[Cooldown] Shortage of Supplies" TimeLimit: 4h - Id: 17510 - Title: There are no bad beasts in the world + Title: There are no evil beasts in this world (1) - Id: 17511 - Title: There are no bad beasts in the world + Title: There are no evil beasts in this world (2) - Id: 17512 - Title: There are no bad beasts in the world + Title: There are no evil beasts in this world (3) - Id: 17513 - Title: The Unexpected Shepherd + Title: An Unexpected Shepherd (1) - Id: 17514 - Title: The Unexpected Shepherd + Title: An Unexpected Shepherd (2) Targets: - Mob: EP18_ASHRING Count: 20 - Id: 17515 - Title: The Unexpected Shepherd + Title: An Unexpected Shepherd (3) - Id: 17516 - Title: (Standby) Unexpected shepherd + Title: "[Cooldown] An Unexpected Shepherd" TimeLimit: 4h - Id: 17517 - Title: The Rebels + Title: Rebellion (1) - Id: 17518 - Title: The Rebels + Title: Rebellion (2) - Id: 17519 - Title: The Rebels + Title: Rebellion (3) - Id: 17520 - Title: Wolf in the Sheep + Title: Wolf Among Sheep (1) - Id: 17521 - Title: When you need a conversation + Title: Wolf Among Sheep (2) - Id: 17522 - Title: Cleaning the Traitors + Title: Wolf Among Sheep (3) - Id: 17523 - Title: Purification of the Sanctuary + Title: Sanctuary Purification - Id: 17524 - Title: Cleaning the Traitors + Title: "[Completed] Renegade Cleaning" - Id: 17525 - Title: When you need a conversation + Title: Aftermath - Id: 17526 - Title: Purification of the Sanctuary + Title: "[Completed] Sanctuary Purification" - Id: 17527 - Title: (Standby) Cleaning strategy + Title: "[Cooldown] Sanctuary Purification" TimeLimit: 4h - Id: 17566 Title: (Standby) Code name! Is it a star button? @@ -12035,21 +12037,21 @@ Body: Title: Goseong dungeon 1st floor attack TimeLimit: 4h - Id: 18082 - Title: Eligibility to Participate in the Competition + Title: Eligibility to attend the competition - Id: 18083 - Title: Investigation of Daishinkan's Villa + Title: High Priest's Villa - Id: 18084 - Title: Fact Investigation + Title: Fact Finding - Id: 18085 - Title: The Direction of Prayer + Title: Direction of Prayer - Id: 18086 - Title: Make the Grey Wolf Forest Safer + Title: "[Daily] Gray Wolf Forest Hunting" Targets: - Id: 1 Location: gw_fild01 Count: 30 - Id: 18087 - Title: Safer in the Gray Wolf Forest - Standby + Title: "[Cooldown] Gray Wolf Forest Hunting" TimeLimit: 4h - Id: 18100 Title: Legends from Moscovia diff --git a/npc/re/instances/MazeofOz.txt b/npc/re/instances/MazeofOz.txt index 308ec184eb..c2db7cfb48 100644 --- a/npc/re/instances/MazeofOz.txt +++ b/npc/re/instances/MazeofOz.txt @@ -2,34 +2,35 @@ //= Instance: The Maze of Oz. //===== Description: ========================================= //- [Walkthrough conversion] -//- Part of the episode 18.1 main quest. +//- Part of the Episode 18 main quest. //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ // Main Quest: Step 28. -ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{ - .@md_name$ = "The Maze of Oz"; +ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{ + .@md_name$ = "Oz Labyrinth"; - if (ep18_1_main == 29) { - mes "[Miriam in disguise]"; - mes "From now on ^e5555e" + .@md_name$ + "^000000"; - mes "^e5555ePrepare yourself and talk to me again^000000"; + if (ep18_main == 29) { + mes "[Disguised Miriam]"; + mes "We are now entering the ^e5555eMaze of Oz^000000."; + mes "^e5555ePlease finish your preparations^000000 and come back to me."; cutin "ep18_merchant.png",2; - changequest 11717,11719; - ep18_1_main = 30; + erasequest 11717; + setquest 11719; + ep18_main = 30; close3; } - if (ep18_1_main == 30) { - mes "[Miriam in disguise]"; - mes "Then I'll start the ^e5555e" + .@md_name$ + "^000000"; + if (ep18_main == 30) { + mes "[Disguised Miriam]"; + mes "Then let's head to ^e5555e" + .@md_name$ + "^000000"; next; if (getcharid(1) == 0 || is_party_leader() == false) { - mes "[Miriam in disguise]"; - mes "I think it would be a good idea to form a ^ff0000party before enter ^000000.."; + mes "[Disguised Miriam]"; + mes "I think it would be a good idea to form a ^ff0000party before enter^000000.."; close; } - switch( select( "Open the door", "Enter", "Stop" ) ) { + switch( select( "Open the door.", "Enter.", "Quit." ) ) { case 1: if (instance_create(.@md_name$) < 0) { mes "Party: " + getpartyname(getcharid(1)) + ""; @@ -37,21 +38,21 @@ ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{ mes "^0000ff" + .@md_name$ + " ^000000- Unknown error"; close; } - mes "[Miriam in disguise]"; - mes "You'd better wait a little before you go in."; + mes "[Disguised Miriam]"; + mes "It's better to wait a bit before entering."; close; case 2: switch( instance_enter(.@md_name$) ) { case IE_OTHER: - mes "[Miriam in disguise]"; + mes "[Disguised Miriam]"; mes "^ff0000An unknown error occurred.^000000"; close; case IE_NOINSTANCE: - mes "[Miriam in disguise]"; - mes "^ff0000Your party leader has not yet created the dungeon.^000000"; + mes "[Disguised Miriam]"; + mes "Let's wait a bit and try again."; close; case IE_NOMEMBER: - mes "[Miriam in disguise]"; + mes "[Disguised Miriam]"; mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; close; case IE_OK: @@ -62,24 +63,25 @@ ra_fild10,179,176,5 script Merchant#ep18_gorge 4_EP18_MERCHANT,{ end; } } + mes "[Merchant]"; + mes "It seems like someone was nearby but disappeared quickly."; + mes "Where did they go?"; cutin "ep18_merchant.png",2; - mes "[Vendor]"; - mes "Someone must have been around here, but they just disappeared. Where did they go?"; - close3; + close3; OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11717) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11719) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11717) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11719) == 1" ); end; } // Step 1 1@oz,284,164,3 script Rope#outoz 4_ROPEPILE,{ - mes "I think I can climb up with a rope."; + mes "I think we can use the rope to climb up."; next; - if (select( "Use a rope to climb", "Do not use" ) == 2) + if (select( "Use the rope to climb up.", "Do not use." ) == 2) end; - warp "ra_fild10",180,174; + warp "ra_fild10",173,176; end; } @@ -88,64 +90,64 @@ OnInit: end; 'event_oz = 1; .@miriam1$ = instance_npcname("Miriam#ozmd1"); - .@maggi1$ = instance_npcname("Magi#ozmd1"); + .@maggi1$ = instance_npcname("Maggi#ozmd1"); .@mark1$ = instance_npcname("Mark#ozmd1"); .@tamarin1$ = instance_npcname("Tamarin#ozmd1"); .@miriam2$ = instance_npcname("Miriam#ozmd2"); setpcblock PCBLOCK_NPC, true; - npctalk "Miriam: This is the entrance to the labyrinth of Oz.", .@miriam1$; + npctalk "Miriam: This is the entrance to the Labyrinth of Oz.", .@miriam1$; cutin "ep18_miriam_03.png",2; sleep2 2000; npctalk "Miriam: Everyone, please move carefully.", .@miriam1$; sleep2 2000; npctalk "Magi: Something hot and dusty...", .@maggi1$; cutin "4job_maggi_02.PNG",2; - enablenpc .@maggi1$; - enablenpc .@mark1$; - enablenpc .@tamarin1$; + cloakoffnpcself( .@maggi1$ ); + cloakoffnpcself( .@mark1$ ); + cloakoffnpcself( .@tamarin1$ ); sleep2 2000; npctalk "Mark: Are you okay?", .@mark1$; cutin "ep18_mark_01.png",2; sleep2 2000; - npctalk "Miriam: There is lava flowing right below it, always scattering ashes.", .@miriam1$; + npctalk "Miriam: Lava is flowing right below, so ash is always flying.", .@miriam1$; cutin "ep18_miriam_03.png",2; sleep2 2000; - npctalk "Miriam: Beware there may be embers in the lava ash.", .@miriam1$; + npctalk "Miriam: There may be embers left in the lava ash, so please be careful.", .@miriam1$; sleep2 2000; - npctalk "Miriam: If you inhale incorrectly, you will burn your lungs.", .@miriam1$; + npctalk "Miriam: If you inhale it incorrectly, it will burn your lungs.", .@miriam1$; sleep2 2000; - npctalk "Miriam: There don't seem to be any monsters around here, so it's better to move slowly and check the situation again.", .@miriam1$; + npctalk "Miriam: There don't seem to be any monsters around here, so it would be better to move slowly and check the situation again.", .@miriam1$; sleep2 2000; - npctalk "Miriam: Please follow the road to the north first.", .@miriam1$; + npctalk "Miriam: First, please follow the road to the north.", .@miriam1$; sleep2 2000; cutin "",255; setpcblock PCBLOCK_NPC, false; - disablenpc .@maggi1$; - disablenpc .@mark1$; - disablenpc .@tamarin1$; + cloakonnpcself( .@maggi1$ ); + cloakonnpcself( .@mark1$ ); + cloakonnpcself( .@tamarin1$ ); disablenpc .@miriam1$; enablenpc .@miriam2$; end; } -1@oz,279,175,5 duplicate(dummy_npc) Magi#ozmd1 4_4JOB_MAGGI -1@oz,280,175,3 duplicate(dummy_npc) Mark#ozmd1 4_EP18_MARK -1@oz,279,177,3 duplicate(dummy_npc) Tamarin#ozmd1 4_EP18_TAMARIN +1@oz,279,175,5 duplicate(dummy_cloaked_npc) Maggi#ozmd1 4_4JOB_MAGGI +1@oz,280,175,3 duplicate(dummy_cloaked_npc) Mark#ozmd1 4_EP18_MARK +1@oz,279,177,3 duplicate(dummy_cloaked_npc) Tamarin#ozmd1 4_EP18_TAMARIN // Step 2 -1@oz,271,272,3 script Miriam#ozmd2 4_EP18_MIRIAM,{ +1@oz,271,272,3 script(DISABLED) Miriam#ozmd2 4_EP18_MIRIAM,{ if ('event_oz != 1) end; 'event_oz = 2; .@miriam2$ = instance_npcname("Miriam#ozmd2"); 'miriam3$ = instance_npcname("Miriam#ozmd3"); setpcblock PCBLOCK_NPC, true; - npctalk "Miriam: If you cross the bridge in front of you, it's a real maze.", .@miriam2$; + npctalk "Miriam: If you cross the bridge in front of you, it's the real Maze of Oz.", .@miriam2$; sleep2 2000; - npctalk "Miriam: We must be very careful crossing the bridge, let's talk again after.", .@miriam2$; + npctalk "Miriam: You have to be very careful when crossing the bridge, so let's talk again at the bridge.", .@miriam2$; sleep2 2000; setpcblock PCBLOCK_NPC, false; disablenpc .@miriam2$; @@ -153,69 +155,43 @@ OnInit: end; OnInstanceInit: - 'miriam3_id = 0; 'event_oz = 0; 'map_name$ = instance_mapname("1@oz"); - disablenpc instance_npcname("Miriam#ozmd2"); - disablenpc instance_npcname("Miriam#ozmd3"); - disablenpc instance_npcname("Miriam#ozmd4"); - disablenpc instance_npcname("Maram#ozmd5"); - disablenpc instance_npcname("Miriam#ozmd5"); - disablenpc instance_npcname("Maram#ozmd7"); - disablenpc instance_npcname("#oz_way"); - disablenpc instance_npcname("Maram#ozmd6"); - disablenpc instance_npcname("Magi#ozmd1"); - disablenpc instance_npcname("Mark#ozmd1"); - disablenpc instance_npcname("Tamarin#ozmd1"); - disablenpc instance_npcname("Magi#ozmd3"); - disablenpc instance_npcname("Mark#ozmd3"); - disablenpc instance_npcname("Tamarin#ozmd3"); - disablenpc instance_npcname("Maram#ozmd4"); - disablenpc instance_npcname("Magi#ozmd5"); - disablenpc instance_npcname("Mark#ozmd5"); - disablenpc instance_npcname("Tamarin#ozmd5"); - disablenpc instance_npcname("Maram#ozmd8"); - disablenpc instance_npcname("Magi#ozmd6"); - disablenpc instance_npcname("Mark#ozmd6"); - disablenpc instance_npcname("Tamarin#ozmd6"); - disablenpc instance_npcname("Miriam#ozmd7"); - disablenpc instance_npcname("Imril#ozmd7"); end; } // Step 3 -1@oz,241,272,3 script Miriam#ozmd3 EP18_NPC_MIRIAM,{ +1@oz,241,272,3 script(DISABLED) Miriam#ozmd3 EP18_NPC_MIRIAM,{ if ('event_oz != 2) end; 'event_oz = 3; - 'miriam3$ = instance_npcname("Miriam#ozmd3"); - .@maggi3$ = instance_npcname("Magi#ozmd3"); + .@maggi3$ = instance_npcname("Maggi#ozmd3"); .@mark3$ = instance_npcname("Mark#ozmd3"); .@tamarin3$ = instance_npcname("Tamarin#ozmd3"); setpcblock PCBLOCK_NPC, true; - npctalk "Miriam: This bridge is dangerous, so it's best to split your luggage and cross in turn.", 'miriam3$; + npctalk "Miriam: This bridge is dangerous, so it would be better to share the luggage and cross it one at a time.", 'miriam3$; sleep2 2000; - npctalk "Miriam: Then I will cross first, so please follow slowly. It will help not to look under your feet.", 'miriam3$; + npctalk "Miriam: Then, I will cross first, so please follow me slowly. It will be helpful not to look under your feet.", 'miriam3$; sleep2 2000; - npctalk "Tamarin: Wow I can't see the bottom.", .@tamarin3$; - enablenpc .@maggi3$; - enablenpc .@mark3$; - enablenpc .@tamarin3$; + npctalk "Tamarin: Wow... I can't see the bottom.", .@tamarin3$; + cloakoffnpcself( .@maggi3$ ); + cloakoffnpcself( .@mark3$ ); + cloakoffnpcself( .@tamarin3$ ); sleep2 2000; - npctalk "Magi: Your legs look very old...", .@maggi3$; + npctalk "Magi: My legs look really worn out...", .@maggi3$; sleep2 2000; - npctalk "Mark: Everyone be careful", .@mark3$; + npctalk "Mark: Everyone be careful.", .@mark3$; sleep2 2000; setpcblock PCBLOCK_NPC, false; - disablenpc .@maggi3$; - disablenpc .@mark3$; - disablenpc .@tamarin3$; + cloakonnpcself( .@maggi3$ ); + cloakonnpcself( .@mark3$ ); + cloakonnpcself( .@tamarin3$ ); 'miriam3_id = getnpcid(0); - unitwalk 'miriam3_id,231,272, 'miriam3$ + "::OnEvent1"; // several events are required to palliate to our too short value of MAX_WALKPATH (32) used to calculate the pathing + unitwalk 'miriam3_id,231,272, 'miriam3$ + "::OnEvent1"; end; OnEvent1: unitwalk 'miriam3_id,211,272, 'miriam3$ + "::OnEvent2"; @@ -236,13 +212,13 @@ OnEvent5: end; } -1@oz,245,272,3 duplicate(dummy_npc) Magi#ozmd3 4_4JOB_MAGGI -1@oz,244,273,3 duplicate(dummy_npc) Mark#ozmd3 4_EP18_MARK -1@oz,244,270,3 duplicate(dummy_npc) Tamarin#ozmd3 4_EP18_TAMARIN +1@oz,245,272,3 duplicate(dummy_cloaked_npc) Maggi#ozmd3 4_4JOB_MAGGI +1@oz,244,273,3 duplicate(dummy_cloaked_npc) Mark#ozmd3 4_EP18_MARK +1@oz,244,270,3 duplicate(dummy_cloaked_npc) Tamarin#ozmd3 4_EP18_TAMARIN // Step 4 + 5 -1@oz,157,272,3 script Miriam#ozmd4 4_EP18_MIRIAM,{ +1@oz,157,272,3 script(DISABLED) Miriam#ozmd4 4_EP18_MIRIAM,{ if ('event_oz != 3) end; 'event_oz = 4; @@ -250,25 +226,25 @@ OnEvent5: .@miriam4$ = instance_npcname("Miriam#ozmd4"); .@tamarin4$ = instance_npcname("Tamarin#ozmd4"); .@ashtoad2$ = instance_npcname("Ash Toad#ozmd2"); - .@maggi4$ = instance_npcname("Magi#ozmd4"); + .@maggi4$ = instance_npcname("Maggi#ozmd4"); .@mark4$ = instance_npcname("Mark#ozmd4"); .@ashtoad3$ = instance_npcname("Ash Toad#ozmd3"); setpcblock PCBLOCK_NPC, true; - mapannounce 'map_name$, "Miriam: Ah!! A monster!!!", bc_map, 0x00B7EE,FW_NORMAL,16; + mapannounce 'map_name$, "Miriam: Ah!! A monster!!!", bc_map, 0xB7EE,FW_NORMAL,16; sleep2 1500; - mapannounce 'map_name$, "Miriam: I'll take this rude bastard.", bc_map, 0x00B7EE,FW_NORMAL,16; + mapannounce 'map_name$, "Miriam: I will take care of this rude guy.", bc_map, 0xB7EE,FW_NORMAL,16; sleep2 1500; - mapannounce 'map_name$, "Tamarin: Appeared in the back!!!", bc_map, 0x00B7EE,FW_NORMAL,16; + mapannounce 'map_name$, "Tamarin: It also appeared in the back!!!", bc_map, 0xB7EE,FW_NORMAL,16; sleep2 2000; enablenpc .@tamarin4$; sleep2 500; enablenpc .@ashtoad2$; - mapannounce 'map_name$, "Magi: Crazy!!!", bc_map, 0x00B7EE,FW_NORMAL,16; + mapannounce 'map_name$, "Magi: Aaaah!!!", bc_map, 0xB7EE,FW_NORMAL,16; sleep2 500; enablenpc .@maggi4$; enablenpc .@mark4$; - mapannounce 'map_name$, "Mark: Please support me in the front!!!", bc_map, 0x00B7EE,FW_NORMAL,16; + mapannounce 'map_name$, "Mark: Please support the front!!!", bc_map, 0xB7EE,FW_NORMAL,16; sleep2 1000; 'mob_count_oz = 0; monster 'map_name$,145,274,"Ash Toad",21295,1, .@miriam4$ + "::OnMobDead"; // EP18_ASH_TOAD @@ -289,7 +265,7 @@ OnMobDead: .@tamarin4$ = instance_npcname("Tamarin#ozmd4"); .@ashtoad2$ = instance_npcname("Ash Toad#ozmd2"); - .@maggi4$ = instance_npcname("Magi#ozmd4"); + .@maggi4$ = instance_npcname("Maggi#ozmd4"); .@mark4$ = instance_npcname("Mark#ozmd4"); .@ashtoad3$ = instance_npcname("Ash Toad#ozmd3"); .@maram4$ = instance_npcname("Maram#ozmd4"); @@ -301,60 +277,59 @@ OnMobDead: npctalk "Tamarin: I did it!!!", .@tamarin4$; disablenpc .@ashtoad2$; sleep2 2000; - npctalk "Magi: Me too!!", .@maggi4$; + npctalk "Magi: This way too!!", .@maggi4$; disablenpc .@ashtoad3$; sleep2 2000; - npctalk "Miriam: Huh It wasn't a great monster, but it would have been dangerous if they were ordinary merchants.", .@miriam4$; + npctalk "Miriam: Huh... It wasn't a great monster, but it would have been dangerous for ordinary merchants.", .@miriam4$; disablenpc .@ashtoad1$; sleep2 2000; - npctalk "Maram : " + strcharinfo(0) + " Are you okay?", .@maram4$; - enablenpc .@maram4$; + cloakoffnpcself( .@maram4$ ); + npctalk "Maram : " + strcharinfo(0) + ", are you okay?", .@maram4$; sleep2 2000; npctalk "Miriam: You're late! Maram!!!", .@miriam4$; sleep2 2000; - npctalk "Maram: I met a monster on the way, so I'm a little late.", .@maram4$; + npctalk "Maram: I was a little late because I met a monster on the way.", .@maram4$; sleep2 2000; npctalk "Miriam: There were no monsters on the road we passed earlier.", .@miriam4$; sleep2 2000; - npctalk "Maram: Yeah? Where the hell do monsters spring up like this...", .@maram4$; + npctalk "Maram: Really? Where on earth do monsters like this come from?", .@maram4$; sleep2 2000; - npctalk "Maram: It's a big deal because it's getting harder and harder to move goods because of these monsters.", .@maram4$; + npctalk "Maram: It's a big problem because it's getting harder to move supplies because of these monsters.", .@maram4$; sleep2 2000; - npctalk "Tamarin: If you go to the ground?", .@tamarin4$; + npctalk "Tamarin: What if you travel by land?", .@tamarin4$; sleep2 2000; - npctalk "Tamarin: I heard there used to be a bridge to cross a canyon?", .@tamarin4$; + npctalk "Tamarin: I heard there used to be a bridge across the canyon?", .@tamarin4$; sleep2 2000; - npctalk "Tamarin: Because there are still remains...", .@tamarin4$; + npctalk "Tamarin: There are still remains left...", .@tamarin4$; sleep2 2000; - npctalk "Maram: It is said that the bridge above was destroyed when they saw the natives crossing to escape the hardliners' attacks.", .@maram4$; + npctalk "Maram: It is said that the bridge above was destroyed after seeing natives crossing it while fleeing an attack by hardliners.", .@maram4$; sleep2 2000; - npctalk "Maram: The land across the bridge has become uninhabitable due to volcanic ash, so it must have been the intention to dry it to death.", .@maram4$; + npctalk "Maram: The area across the bridge has become uninhabitable due to volcanic ash, so they must have been trying to kill him.", .@maram4$; sleep2 2000; - npctalk "Maram: It's not difficult to make a bridge again...", .@maram4$; + npctalk "Maram: It's not difficult to build a bridge again...", .@maram4$; sleep2 2000; - npctalk "Maram: You can't advertise that you're hiding here by making a bridge because you're in hiding.", .@maram4$; + npctalk "Maram: Since we are in a hiding position, we can't build a bridge or something and advertise that we are hiding here.", .@maram4$; sleep2 2000; - npctalk "Maram: It's dangerous and inconvenient right now, but I have no choice but to use the maze of Oz.", .@maram4$; + npctalk "Maram: Although it is dangerous and inconvenient now, we have no choice but to use the Maze of Oz.", .@maram4$; sleep2 2000; - npctalk "Maram: In this state, it may not have been noticed until now.", .@maram4$; + npctalk "Maram: Because it's in this condition, it may be that it hasn't been discovered until now.", .@maram4$; sleep2 2000; - npctalk "Miriam: Without the Maze of Oz...", .@miriam4$; + npctalk "Miriam: If the Maze of Oz didn't exist...", .@miriam4$; sleep2 2000; - npctalk "Miriam: It must have been a lot harder than it is now.", .@miriam4$; + npctalk "Miriam: It must have been much harder than it is now.", .@miriam4$; sleep2 2000; - npctalk "Maram: That's right", .@maram4$; + npctalk "Maram: That's right.", .@maram4$; sleep2 2000; - npctalk "Maram: Now, shall we walk the lovely maze of Oz again?", .@maram4$; + npctalk "Maram: Now then, shall we walk down the lovely maze of Oz again?", .@maram4$; sleep2 2000; - npctalk "Miriam: What do you mean", .@miriam4$; + npctalk "Miriam: What do you mean...", .@miriam4$; sleep2 2000; - npctalk "Miriam : " + strcharinfo(0) + " From now on, go all the way down until you come to a fork.", .@miriam4$; + npctalk "Miriam : " + strcharinfo(0) + " , from now on, just keep going down until you reach a fork in the road.", .@miriam4$; sleep2 2000; - npctalk "Miriam: It would be nice if the monsters didn't appear...", .@miriam4$; + npctalk "Miriam: It would be nice if monsters didn't appear, but...", .@miriam4$; sleep2 1000; - disablenpc .@maram4$; + cloakonnpcself( .@maram4$ ); setpcblock PCBLOCK_NPC, false; - disablenpc .@maggi4$; disablenpc .@mark4$; disablenpc .@tamarin4$; @@ -366,43 +341,43 @@ OnMobDead: 1@oz,156,272,5 duplicate(dummy_disabled_npc) Ash Toad#ozmd1 EP18_ASH_TOAD 1@oz,164,272,3 duplicate(dummy_disabled_npc) Ash Toad#ozmd2 EP18_ASH_TOAD 1@oz,153,275,5 duplicate(dummy_disabled_npc) Ash Toad#ozmd3 EP18_ASH_TOAD -1@oz,155,275,3 duplicate(dummy_disabled_npc) Magi#ozmd4 4_4JOB_MAGGI +1@oz,155,275,3 duplicate(dummy_disabled_npc) Maggi#ozmd4 4_4JOB_MAGGI 1@oz,156,274,3 duplicate(dummy_disabled_npc) Mark#ozmd4 4_EP18_MARK 1@oz,161,272,5 duplicate(dummy_disabled_npc) Tamarin#ozmd4 4_EP18_TAMARIN -1@oz,162,275,3 duplicate(dummy_npc) Maram#ozmd4 4_EP18_MARAM +1@oz,162,275,3 duplicate(dummy_cloaked_npc) Maram#ozmd4 4_EP18_MARAM // Step 6 -1@oz,98,172,3 script Maram#ozmd5 EP18_NPC_MARAM,{ +1@oz,98,172,3 script(DISABLED) Maram#ozmd5 EP18_NPC_MARAM,{ if ('event_oz != 5) end; 'event_oz = 6; .@miriam$ = instance_npcname("Miriam#ozmd5"); .@maram$ = instance_npcname("Maram#ozmd5"); + npctalk "Maram: It wasn't like this before, but as the ground below begins to melt, perhaps due to the effects of Mount Tor, more monsters are appearing.", .@maram$; + cloakoffnpcself( "Maggi#ozmd5" ); + cloakoffnpcself( "Mark#ozmd5" ); + cloakoffnpcself( "Tamarin#ozmd5" ); enablenpc .@miriam$; - enablenpc instance_npcname("Magi#ozmd5"); - enablenpc instance_npcname("Mark#ozmd5"); - enablenpc instance_npcname("Tamarin#ozmd5"); - npctalk "Maram: It wasn't like this before, but maybe it's the effect of Tor Volcano, as the ground below starts to melt, so more monsters are appearing."; setpcblock PCBLOCK_NPC, true; sleep2 2000; - npctalk "Maram: Especially in areas with a lot of molten ground, when trying to avoid monsters, the lava Because there are many people who are seriously injured or never come back... "; + npctalk "Maram: Especially in areas where the ground has melted a lot, there are many people who try to avoid monsters and end up seriously injured or unable to return due to the lava...", .@maram$; sleep2 2000; - npctalk "Maram: How long will the maze of Oz last..."; + npctalk "Maram: How long will the maze of Oz endure...", .@maram$; sleep2 3000; - mapannounce 'map_name$, "??? : ugh!!!!!!!!!!!!!!!!!!!", bc_map, 0x00B7EE,FW_NORMAL,16; + mapannounce 'map_name$, "??? : Ugh!!!!!", bc_map, 0x00B7EE,FW_NORMAL,16; sleep2 2000; - npctalk "Maram: This voice?!?!?!?!?"; + npctalk "Maram: What is this voice?!?!?!?!?", .@maram$; sleep2 2000; npctalk "Miriam: Imril!!!!", .@miriam$; sleep2 2000; setpcblock PCBLOCK_NPC, false; - npctalk "Maram: I think your friend is in trouble! I'll go first, so please follow me carefully!"; - disablenpc instance_npcname("Magi#ozmd5"); - disablenpc instance_npcname("Mark#ozmd5"); - disablenpc instance_npcname("Tamarin#ozmd5"); + npctalk "Maram: I think my friend is in trouble! I'll go first, so be careful and follow me!", .@maram$; + cloakonnpcself( "Maggi#ozmd5" ); + cloakonnpcself( "Mark#ozmd5" ); + cloakonnpcself( "Tamarin#ozmd5" ); unitwalk getnpcid(0),68,165, .@maram$ + "::OnMove"; donpcevent .@miriam$ + "::OnMove"; end; @@ -413,33 +388,33 @@ OnMove: end; } -1@oz,97,167,3 script Miriam#ozmd5 EP18_NPC_MIRIAM,{ +1@oz,97,167,3 script(DISABLED) Miriam#ozmd5 EP18_NPC_MIRIAM,{ end; OnMove: npcwalkto 67,164; end; } -1@oz,92,170,3 duplicate(dummy_npc) Magi#ozmd5 4_4JOB_MAGGI -1@oz,91,169,3 duplicate(dummy_npc) Mark#ozmd5 4_EP18_MARK -1@oz,89,170,5 duplicate(dummy_npc) Tamarin#ozmd5 4_EP18_TAMARIN +1@oz,92,170,3 duplicate(dummy_cloaked_npc) Maggi#ozmd5 4_4JOB_MAGGI +1@oz,91,169,3 duplicate(dummy_cloaked_npc) Mark#ozmd5 4_EP18_MARK +1@oz,89,170,5 duplicate(dummy_cloaked_npc) Tamarin#ozmd5 4_EP18_TAMARIN // Step 7 -1@oz,68,165,3 script Maram#ozmd7 4_EP18_MARAM,{ +1@oz,68,165,3 script(DISABLED) Maram#ozmd7 4_EP18_MARAM,{ if ('event_oz != 6) end; 'event_oz = 7; - npctalk "Maram: Are you okay, Imril?"; + npctalk "Maram: Imril are you okay?"; donpcevent instance_npcname("Imril#ozmd6") + "::OnStart"; - disablenpc instance_npcname("Maram#ozmd7"); + disablenpc(); end; } // Step 8 -1@oz,61,163,5 script Imril#ozmd6 4_EP18_IMRIL,{ +1@oz,61,163,5 script(DISABLED) Imril#ozmd6 4_EP18_IMRIL,{ end; OnStart: @@ -460,56 +435,57 @@ OnMobDead: .@maram8$ = instance_npcname("Maram#ozmd8"); .@imril6$ = instance_npcname("Imril#ozmd6"); .@miriam5$ = instance_npcname("Miriam#ozmd5"); - .@maggi6$ = instance_npcname("Magi#ozmd6"); + .@maggi6$ = instance_npcname("Maggi#ozmd6"); .@mark6$ = instance_npcname("Mark#ozmd6"); .@tamarin6$ = instance_npcname("Tamarin#ozmd6"); setpcblock PCBLOCK_NPC, true; - enablenpc .@maram8$; - npctalk "Imril: Thanks! We almost died!", .@imril6$; + + cloakoffnpcself( .@maram8$ ); + npctalk "Imril: Thank you! I almost died!", .@imril6$; sleep2 2000; - npctalk "Imril: Don't go downstairs because the atmosphere isn't too bad.", .@imril6$; + npctalk "Imril: The atmosphere is unusual, so don't go downstairs.", .@imril6$; sleep2 2000; - npctalk "Miriam: You seem to see monsters more often than last time.", .@miriam5$; + npctalk "Miriam: It seems like I see monsters more often than last time.", .@miriam5$; sleep2 2000; - npctalk "Imril: But what about those people?", .@imril6$; - enablenpc .@maggi6$; - enablenpc .@mark6$; - enablenpc .@tamarin6$; + npctalk "Imril: And what about those people?", .@imril6$; + cloakoffnpcself( .@maggi6$ ); + cloakoffnpcself( .@mark6$ ); + cloakoffnpcself( .@tamarin6$ ); sleep2 2000; - npctalk "Maram: They are adventurers who sometimes help with mother's work.", .@maram8$; + npctalk "Maram: They are adventurers who sometimes help my mother with her work.", .@maram8$; sleep2 2000; - npctalk "Maram: Trustworthy people, don't be so wary.", .@maram8$; + npctalk "Maram: These are trustworthy people, so don't be so wary.", .@maram8$; sleep2 2000; - npctalk "Imril: Because you trust people too easily.", .@imril6$; + npctalk "Imril: I heard you trust people too easily.", .@imril6$; sleep2 2000; npctalk "Miriam: Yes.", .@miriam5$; sleep2 2000; - npctalk "Maram: Anyway, let's escape before more monsters come out.", .@maram8$; + npctalk "Maram: Anyway, let's escape quickly before more monsters appear.", .@maram8$; sleep2 2000; - npctalk "Maram: Not long left.", .@maram8$; + npctalk "Maram: Not much left.", .@maram8$; sleep2 2000; - npctalk "Maram: It's hard to see, but just follow the road up here!", .@maram8$; + npctalk "Maram: It's hard to see, but you can follow the road up here and keep moving!", .@maram8$; sleep2 2000; npctalk "Tamarin: I think this is the way!", .@tamarin6$; - disablenpc .@maggi6$; - disablenpc .@mark6$; - disablenpc .@tamarin6$; - disablenpc .@maram8$; + cloakonnpcself( .@maggi6$ ); + cloakonnpcself( .@mark6$ ); + cloakonnpcself( .@tamarin6$ ); + cloakonnpcself( .@maram8$ ); enablenpc instance_npcname("#oz_way"); setpcblock PCBLOCK_NPC, false; end; } -1@oz,68,165,3 duplicate(dummy_npc) Maram#ozmd8 4_EP18_MARAM -1@oz,61,168,3 duplicate(dummy_npc) Magi#ozmd6 4_4JOB_MAGGI -1@oz,65,167,3 duplicate(dummy_npc) Mark#ozmd6 4_EP18_MARK -1@oz,59,171,3 duplicate(dummy_npc) Tamarin#ozmd6 4_EP18_TAMARIN +1@oz,68,165,3 duplicate(dummy_cloaked_npc) Maram#ozmd8 4_EP18_MARAM +1@oz,61,168,3 duplicate(dummy_cloaked_npc) Maggi#ozmd6 4_4JOB_MAGGI +1@oz,65,167,3 duplicate(dummy_cloaked_npc) Mark#ozmd6 4_EP18_MARK +1@oz,59,171,3 duplicate(dummy_cloaked_npc) Tamarin#ozmd6 4_EP18_TAMARIN // Step 9 -1@oz,58,256,5 script #oz_way 1_SHADOW_NPC,3,3,{ +1@oz,58,256,5 script(DISABLED) #oz_way 1_SHADOW_NPC,3,3,{ end; OnTouch: if ('event_oz != 8) @@ -520,11 +496,11 @@ OnTouch: } // Step 10 (maybe not required ?) -1@oz,44,255,5 script Maram#ozmd6 4_EP18_MARAM,{ +1@oz,44,255,5 script(DISABLED) Maram#ozmd6 4_EP18_MARAM,{ if ('event_oz != 9) end; 'event_oz = 10; - npctalk "Maram: This way!!!"; + npctalk "Maram: Go down this road."; initnpctimer; end; OnTimer2000: @@ -536,7 +512,7 @@ OnTimer2000: // Step 11 // (Step 29 on the main quest). -1@oz,21,189,5 script Maram#ozmd9 4_EP18_MARAM,{ +1@oz,21,189,5 script(DISABLED) Maram#ozmd9 4_EP18_MARAM,{ if ('event_oz != 10) end; 'event_oz = 11; @@ -546,50 +522,47 @@ OnTimer2000: .@imril7$ = instance_npcname("Imril#ozmd7"); setpcblock PCBLOCK_NPC, true; - npctalk "Maram: Climb up the rope in front of this to get out.", .@maram9$; - enablenpc .@miriam7$; - enablenpc .@imril7$; + npctalk "Maram: If you climb up the rope in front of here, you can go outside.", .@maram9$; + cloakoffnpcself( .@miriam7$ ); + cloakoffnpcself( .@imril7$ ); sleep2 2000; - npctalk "Imril: I'll go get some hidden stuff here, so go up first.", .@imril7$; + npctalk "Imril: I'll take some hidden items here, so go up first.", .@imril7$; sleep2 2000; - npctalk "Miriam: Everyone is very tired. Let's go upstairs.", .@miriam7$; - if (ep18_1_main == 30) { - changequest 11719,11720; - ep18_1_main = 31; + npctalk "Miriam: Everyone is very tired. Let's go up quickly.", .@miriam7$; + if (ep18_main == 30) { + erasequest 11719; + setquest 11720; + ep18_main = 31; } - disablenpc .@miriam7$; - disablenpc .@imril7$; + cloakonnpcself( .@miriam7$ ); + cloakonnpcself( .@imril7$ ); setpcblock PCBLOCK_NPC, false; end; OnInstanceInit: - disablenpc instance_npcname("Maram#ozmd9"); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11719) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11719) == 1" ); end; } -1@oz,22,187,5 duplicate(dummy_npc) Miriam#ozmd7 4_EP18_MIRIAM -1@oz,16,185,3 duplicate(dummy_npc) Imril#ozmd7 4_EP18_IMRIL +1@oz,22,187,5 duplicate(dummy_cloaked_npc) Miriam#ozmd7 4_EP18_MIRIAM +1@oz,16,185,3 duplicate(dummy_cloaked_npc) Imril#ozmd7 4_EP18_IMRIL // Step 12 1@oz,28,190,3 script(DISABLED) Rope#outoz2 4_ROPEPILE,{ - if ('event_oz < 11) - end; - mes "I think I can climb up with a rope."; - next; - switch( select( "Use a rope to climb", "Do not use" ) ) { - case 1: - close2; - warp "gw_fild01",275,337; - end; - case 2: - end; + if ('event_oz != 11) { + mes "It can't be used yet. Let's talk to Maram first."; + close; } + mes "I think I can climb up using the rope."; + next; + if (select( "Use the rope to climb up.", "Do not use." ) == 2) + end; + warp "gw_fild01",275,337; end; OnInstanceInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11720) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11720) == 1" ); end; } @@ -601,7 +574,7 @@ OnTouch_: getmapxy .@map$,.@x,.@y, BL_NPC; monster 'map_name$,.@x-1,.@y,"Ash Toad",21295,1; // EP18_ASH_TOAD monster 'map_name$,.@x+1,.@y,"Rake Hand",21296,1; // EP18_RAKEHAND - disablenpc instance_npcname( strnpcinfo(0) ); + cloakonnpcself(); end; } @@ -612,4 +585,3 @@ OnTouch_: 1@oz,79,203,5 duplicate(#oz01) #oz06 1_SHADOW_NPC,4,4 1@oz,124,261,5 duplicate(#oz01) #oz07 1_SHADOW_NPC,4,4 1@oz,139,279,5 duplicate(#oz01) #oz08 1_SHADOW_NPC,4,4 - diff --git a/npc/re/instances/ThorGunsuBase.txt b/npc/re/instances/ThorGunsuBase.txt index 3b33aab561..37f65e7e8b 100644 --- a/npc/re/instances/ThorGunsuBase.txt +++ b/npc/re/instances/ThorGunsuBase.txt @@ -2,54 +2,56 @@ //= Instance: Thor Gunsu Base. //===== Description: ========================================= //- [Walkthrough conversion] -//- Part of the episode 18.1 main quest. +//- Part of the Episode 18 main quest. //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ // Main Quest: Step 47. que_thr,133,53,5 script Maram#Armybase1 4_EP18_MARAM,{ - if (ep18_1_main != 45 && ep18_1_main != 46) + if (ep18_main < 45 || ep18_main > 46) end; - if (ep18_1_main == 45) { + if (ep18_main == 45) { cutin "ep18_maram_01.png",2; mes "[Maram]"; - mes "You have arrived, adventurer!"; - mes "You did a great job getting here."; + mes "You've arrived, adventurer!"; + mes "Thank you for coming all the way here."; next; cutin "ep18_maram_03.png",2; mes "[Maram]"; - mes "After all, it looks like this next one is real. The guards are different from before..."; - mes "Let's look inside, being careful not to be caught by the guards."; + mes "It seems like this is the real deal after all. The security here is different from what it has been so far...."; + mes "Let's be careful not to be caught by the guards and explore the inside."; next; cutin "ep18_maram_01.png",2; mes "[Maram]"; - mes "Make sure to move out of sight of the guards as much as possible."; - mes "If you make a mistake, you will be attacked, so if you don't break through, we'll meet again here."; - changequest 16577,16578; - ep18_1_main = 46; + mes "Try to move away from the security guard's line of sight as much as possible."; + mes "If you get caught, you might be attacked, so if you can't break through, we'll meet again here."; + erasequest 16577; + setquest 16578; + ep18_main = 46; next; } - else if (ep18_1_main == 46) { + else if (ep18_main == 46) { + cutin "ep18_maram_01.png",2; mes "[Maram]"; - mes "Let's try to get in as far as possible from the guard tower."; + mes "Let's try to go in while avoiding the guard tower as much as possible."; next; } - .@md_name$ = "Thor Gunsu Base"; + .@md_name$ = "Thor Military Base"; cutin "",255; - mes "^FF0000 Any arbitrary processing such as taming monsters in the dungeon is not considered normal. Please note.^000000"; + mes "^FF0000Caution : If you perform arbitrary processing within the dungeon, such as monster taming, it will not be considered normal progress.^000000"; next; // player has party - if (is_party_leader()) { + if (is_party_leader()) // player is leader of the party - .@create$ = "Open " + .@md_name$; - } - switch( select( .@create$, .@md_name$ + " entry" ) ) { + .@create$ = "Apply for entry to " + .@md_name$ + ""; + + switch( select( .@create$, "Enter " + .@md_name$ + "" ) ) { case 1: cutin "ep18_maram_01.png",2; mes "[Maram]"; - mes "When the application is complete, talk to me again and select ^0000CD Thor military base entry^000000"; + mes "When the application is complete, talk to me again and select ^0000CD" + .@md_name$ + " entry^000000"; if (instance_create(.@md_name$) < 0) { mes "Party: " + getpartyname(getcharid(1)) + ""; mes "Leader: " + strcharinfo(0) + ""; @@ -67,14 +69,14 @@ que_thr,133,53,5 script Maram#Armybase1 4_EP18_MARAM,{ case IE_NOINSTANCE: cutin "ep18_maram_01.png",2; mes "[Maram]"; - mes "I don't think the dungeon has been created yet? Please check later."; + mes "It seems like you haven't created the dungeon yet. Please check again in a moment."; close3; case IE_NOMEMBER: mes "[Maram]"; mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; close; case IE_OK: - mapannounce "que_thr", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12; + mapannounce "que_thr", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".", bc_map, 0xFF99; // warp 1@tcamp,103,237; end; } @@ -82,34 +84,24 @@ que_thr,133,53,5 script Maram#Armybase1 4_EP18_MARAM,{ end; OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16577) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16577) == 1" ); end; } -1@tcamp,106,237,3 script Maram#base1 4_EP18_MARAM,{ - cutin "ep18_maram_01.png",2; +1@tcamp,106,237,3 script Maram#Base1 4_EP18_MARAM,{ mes "[Maram]"; - mes "Be careful and explore the inside."; - mes "I heard from Mr. Dandelion earlier, there aren't many people, but there are Watch Towers here and there that monitor a fairly wide area."; + mes "Be careful and explore inside."; + mes "From what I heard from Dandelion earlier, there aren't many people, but there are watchtowers here and there that monitor a fairly wide area."; next; mes "[Maram]"; - mes "If you get caught by the Watch Tower, soldiers will appear, so be careful not to get caught."; - mes "Well, if you find something, please contact me!"; - close3; + mes "If you get caught by the watchtower, soldiers will appear, so be careful not to get caught."; + mes "Well, if you find anything, please contact me!"; + close; OnInstanceInit: + 'step = 0; 'map_tcamp$ = instance_mapname("1@tcamp"); - disablenpc instance_npcname("Document Pile#Site1"); - disablenpc instance_npcname("Document Pile#Site2"); - disablenpc instance_npcname("Document Pile#Site3"); - disablenpc instance_npcname("Document Pile#Site4"); - disablenpc instance_npcname("Document Pile#Site5"); - disablenpc instance_npcname("Maram#Lock1"); - disablenpc instance_npcname("Maram#Lock2"); - disablenpc instance_npcname("Maram#Lock3"); - disablenpc instance_npcname("Maram#Lock4"); - setcell 'map_tcamp$,137,216,142,216,cell_walkable,0; setcell 'map_tcamp$,135,145,144,145,cell_walkable,0; setcell 'map_tcamp$,223,105,223,110,cell_walkable,0; @@ -128,11 +120,11 @@ OnInstanceInit: //------------------------------------------------------------------- // Traps //------------------------------------------------------------------- -1@tcamp,120,228,3 script Watch Tower#Watch1 4_SYSTEM_BOX,7,7,{ +1@tcamp,120,228,3 script Watchtower#Watch1 4_SYSTEM_BOX,7,7,{ end; OnTouch: // note: hidden player trigger the event - npctalk "Detect intruders. Exclude them."; - mapannounce 'map_tcamp$, "Intruder detected, intruder detected. We rule out immediately.", bc_map, 0xFF0000; + npctalk "Intruder detected !!"; + mapannounce 'map_tcamp$, "Intruder found, intruder found. Ruled out immediately.", bc_map, 0xFF0000; getmapxy .@map$,.@x,.@y, BL_NPC; areamonster 'map_tcamp$,.@x-2,.@y-2,.@x+2,.@y+2,"Base Soldier",21309,3; // EP18_MD_THOR_GUARD @@ -147,316 +139,338 @@ OnInstanceInit: end; } -1@tcamp,135,228,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch2 4_SYSTEM_BOX,7,7 -1@tcamp,152,133,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch3 4_SYSTEM_BOX,7,7 -1@tcamp,167,133,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch4 4_SYSTEM_BOX,7,7 -1@tcamp,182,133,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch5 4_SYSTEM_BOX,7,7 -1@tcamp,161,96,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch6 4_SYSTEM_BOX,7,7 -1@tcamp,146,96,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch7 4_SYSTEM_BOX,7,7 -1@tcamp,116,102,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch8 4_SYSTEM_BOX,7,7 -1@tcamp,88,92,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch9 4_SYSTEM_BOX,7,7 -1@tcamp,240,148,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch10 4_SYSTEM_BOX,7,7 -1@tcamp,156,71,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch11 4_SYSTEM_BOX,7,7 -1@tcamp,176,194,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch12 4_SYSTEM_BOX,7,7 -1@tcamp,192,194,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch13 4_SYSTEM_BOX,7,7 -1@tcamp,142,153,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch14 4_SYSTEM_BOX,7,7 -1@tcamp,142,168,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch15 4_SYSTEM_BOX,7,7 -1@tcamp,192,179,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch16 4_SYSTEM_BOX,7,7 -1@tcamp,237,90,3 duplicate(Watch Tower#Watch1) Watch Tower#Watch17 4_SYSTEM_BOX,7,7 +1@tcamp,135,228,3 duplicate(Watchtower#Watch1) Watchtower#Watch2 4_SYSTEM_BOX,7,7 +1@tcamp,152,133,3 duplicate(Watchtower#Watch1) Watchtower#Watch3 4_SYSTEM_BOX,7,7 +1@tcamp,167,133,3 duplicate(Watchtower#Watch1) Watchtower#Watch4 4_SYSTEM_BOX,7,7 +1@tcamp,182,133,3 duplicate(Watchtower#Watch1) Watchtower#Watch5 4_SYSTEM_BOX,7,7 +1@tcamp,161,96,3 duplicate(Watchtower#Watch1) Watchtower#Watch6 4_SYSTEM_BOX,7,7 +1@tcamp,146,96,3 duplicate(Watchtower#Watch1) Watchtower#Watch7 4_SYSTEM_BOX,7,7 +1@tcamp,116,102,3 duplicate(Watchtower#Watch1) Watchtower#Watch8 4_SYSTEM_BOX,7,7 +1@tcamp,88,92,3 duplicate(Watchtower#Watch1) Watchtower#Watch9 4_SYSTEM_BOX,7,7 +1@tcamp,240,148,3 duplicate(Watchtower#Watch1) Watchtower#Watch10 4_SYSTEM_BOX,7,7 +1@tcamp,156,71,3 duplicate(Watchtower#Watch1) Watchtower#Watch11 4_SYSTEM_BOX,7,7 +1@tcamp,176,194,3 duplicate(Watchtower#Watch1) Watchtower#Watch12 4_SYSTEM_BOX,7,7 +1@tcamp,192,194,3 duplicate(Watchtower#Watch1) Watchtower#Watch13 4_SYSTEM_BOX,7,7 +1@tcamp,142,153,3 duplicate(Watchtower#Watch1) Watchtower#Watch14 4_SYSTEM_BOX,7,7 +1@tcamp,142,168,3 duplicate(Watchtower#Watch1) Watchtower#Watch15 4_SYSTEM_BOX,7,7 +1@tcamp,192,179,3 duplicate(Watchtower#Watch1) Watchtower#Watch16 4_SYSTEM_BOX,7,7 +1@tcamp,237,90,3 duplicate(Watchtower#Watch1) Watchtower#Watch17 4_SYSTEM_BOX,7,7 //------------------------------------------------------------------- // Walls //------------------------------------------------------------------- -1@tcamp,138,216,3 script Lock#1-1 4_ROPEPILE,{ - .@maram$ = instance_npcname("Maram#Lock1"); +1@tcamp,138,216,3 script Lock Device#1-1 4_ROPEPILE,{ + .@maram$ = instance_npcname("Maram#Lock Device1"); enablenpc .@maram$; - npctalk "Maram: Wait a minute. I know how to open it.", .@maram$; + npctalk "Maram: Please wait a moment. I know how to open it.", .@maram$; progressbar_npc "3131FF",10; - npctalk "Maram: Now we can pass!", .@maram$; - disablenpc instance_npcname("Lock#1-1"); - disablenpc instance_npcname("Lock#1-2"); + npctalk "Maram: Well, we can pass now!", .@maram$; + disablenpc instance_npcname("Lock Device#1-1"); + disablenpc instance_npcname("Lock Device#1-2"); disablenpc .@maram$; setcell 'map_tcamp$,137,216,142,216,cell_walkable,1; end; } -1@tcamp,141,216,3 duplicate(Lock#1-1) Lock#1-2 4_ROPEPILE -1@tcamp,140,218,3 duplicate(dummy_npc) Maram#Lock1 4_EP18_MARAM +1@tcamp,141,216,3 duplicate(Lock Device#1-1) Lock Device#1-2 4_ROPEPILE +1@tcamp,140,218,3 duplicate(dummy_disabled_npc) Maram#Lock Device1 4_EP18_MARAM -1@tcamp,136,145,3 script Lock#2-1 4_ROPEPILE,{ - .@maram$ = instance_npcname("Maram#Lock2"); +1@tcamp,136,145,3 script Lock Device#2-1 4_ROPEPILE,{ + .@maram$ = instance_npcname("Maram#Lock Device2"); enablenpc .@maram$; progressbar_npc "3131FF",10; npctalk "It would be better to proceed with caution.", .@maram$; - disablenpc instance_npcname("Lock#2-1"); - disablenpc instance_npcname("Lock#2-2"); - disablenpc instance_npcname("Lock#2-3"); - disablenpc instance_npcname("Lock#2-4"); + disablenpc instance_npcname("Lock Device#2-1"); + disablenpc instance_npcname("Lock Device#2-2"); + disablenpc instance_npcname("Lock Device#2-3"); + disablenpc instance_npcname("Lock Device#2-4"); disablenpc .@maram$; setcell 'map_tcamp$,135,145,144,145,cell_walkable,1; end; } -1@tcamp,138,145,3 duplicate(Lock#2-1) Lock#2-2 4_ROPEPILE -1@tcamp,141,145,3 duplicate(Lock#2-1) Lock#2-3 4_ROPEPILE -1@tcamp,143,145,3 duplicate(Lock#2-1) Lock#2-4 4_ROPEPILE -1@tcamp,142,147,3 duplicate(dummy_npc) Maram#Lock2 4_EP18_MARAM +1@tcamp,138,145,3 duplicate(Lock Device#2-1) Lock Device#2-2 4_ROPEPILE +1@tcamp,141,145,3 duplicate(Lock Device#2-1) Lock Device#2-3 4_ROPEPILE +1@tcamp,143,145,3 duplicate(Lock Device#2-1) Lock Device#2-4 4_ROPEPILE +1@tcamp,142,147,3 duplicate(dummy_disabled_npc) Maram#Lock Device2 4_EP18_MARAM -1@tcamp,223,109,3 script Lock#3-1 4_ROPEPILE,{ - .@maram$ = instance_npcname("Maram#Lock3"); +1@tcamp,223,109,3 script Lock Device#3-1 4_ROPEPILE,{ + .@maram$ = instance_npcname("Maram#Lock Device3"); enablenpc .@maram$; - npctalk "Maram: This building looks pretty suspicious, right? There must be a surveillance system in it as well.", .@maram$; + npctalk "Maram: This building looks quite suspicious, right? There must be a surveillance system in here too.", .@maram$; progressbar_npc "3131FF",10; - npctalk "Maram: Let's explore carefully, being careful not to get caught this time.", .@maram$; - disablenpc instance_npcname("Lock#3-1"); - disablenpc instance_npcname("Lock#3-2"); + npctalk "Maram: Let's explore carefully this time, being careful not to get caught.", .@maram$; + disablenpc instance_npcname("Lock Device#3-1"); + disablenpc instance_npcname("Lock Device#3-2"); disablenpc .@maram$; setcell 'map_tcamp$,223,105,223,110,cell_walkable,1; end; } -1@tcamp,223,106,3 duplicate(Lock#3-1) Lock#3-2 4_ROPEPILE -1@tcamp,226,114,3 duplicate(dummy_npc) Maram#Lock3 4_EP18_MARAM +1@tcamp,223,106,3 duplicate(Lock Device#3-1) Lock Device#3-2 4_ROPEPILE +1@tcamp,226,114,3 duplicate(dummy_disabled_npc) Maram#Lock Device3 4_EP18_MARAM -1@tcamp,80,99,3 script Lock#4-1 4_ROPEPILE,{ - .@maram$ = instance_npcname("Maram#Lock4"); +1@tcamp,80,99,3 script Lock Device#4-1 4_ROPEPILE,{ + .@maram$ = instance_npcname("Maram#Lock Device4"); enablenpc .@maram$; - npctalk "Maram: I think you've gotten pretty deep. You should be able to find what you need safely.", .@maram$; + npctalk "Maram: Looks like we're in pretty deep. We should be able to safely find what we need.", .@maram$; progressbar_npc "3131FF",10; - npctalk "Maram: Shall we wish you luck?", .@maram$; - disablenpc instance_npcname("Lock#4-1"); - disablenpc instance_npcname("Lock#4-2"); - disablenpc instance_npcname("Lock#4-3"); + npctalk "Maram: Shall we wish you good luck?", .@maram$; + disablenpc instance_npcname("Lock Device#4-1"); + disablenpc instance_npcname("Lock Device#4-2"); + disablenpc instance_npcname("Lock Device#4-3"); disablenpc .@maram$; setcell 'map_tcamp$,80,94,80,100,cell_walkable,1; - enablenpc instance_npcname("Document Pile#Site1"); - enablenpc instance_npcname("Document Pile#Site2"); - enablenpc instance_npcname("Document Pile#Site3"); - enablenpc instance_npcname("Document Pile#Site4"); - enablenpc instance_npcname("Document Pile#Site5"); - enablenpc instance_npcname("Miriam#base1"); - enablenpc instance_npcname("Maram#base5"); + enablenpc instance_npcname("Pile of documents#Base1"); + enablenpc instance_npcname("Pile of documents#Base2"); + enablenpc instance_npcname("Pile of documents#Base3"); + enablenpc instance_npcname("Pile of documents#Base4"); + enablenpc instance_npcname("Pile of documents#Base5"); + enablenpc instance_npcname("Miriam#Base1"); + enablenpc instance_npcname("Maram#Base5"); + if ('step == 0) + 'step = 1; end; } -1@tcamp,80,97,3 duplicate(Lock#4-1) Lock#4-2 4_ROPEPILE -1@tcamp,80,95,3 duplicate(Lock#4-1) Lock#4-3 4_ROPEPILE -1@tcamp,82,100,3 duplicate(dummy_npc) Maram#Lock4 4_EP18_MARAM +1@tcamp,80,97,3 duplicate(Lock Device#4-1) Lock Device#4-2 4_ROPEPILE +1@tcamp,80,95,3 duplicate(Lock Device#4-1) Lock Device#4-3 4_ROPEPILE +1@tcamp,82,100,3 duplicate(dummy_disabled_npc) Maram#Lock Device4 4_EP18_MARAM //------------------------------------------------------------------- // Final //------------------------------------------------------------------- -1@tcamp,32,100,3 script Document Pile#Site1 4_EP18_PAPERS,{ - mes "[Pile of Papers]"; - mes "All the papers are jumbled up."; - mes "I took out a few sheets from the middle These are the expiry date of the weapon and the sales statement."; +1@tcamp,32,100,3 script(DISABLED) Pile of documents#Base1 4_EP18_PAPERS,{ + if ('step != 1) + end; + mes "[Pile of documents]"; + mes "All kinds of documents are all mixed up."; + mes "I took out a few pages from the middle and found that they were weapons expiration dates and sales records."; next; - mes "[Pile of Papers]"; - mes "Even the date is very recent. There is a record of handing over a large number of weapons to Mr. Dandelion."; - mes "I think I found what I was looking for. I put the documents in my pocket."; + mes "[Pile of documents]"; + mes "Even the date is very recent. There is also a record of handing over a large amount of weapons to Mr. Dandelion."; + mes "It looks like I found what I was looking for. I put the documents in my arms."; close2; getitem 1000409,1; // Ep18_Docu_File - cloakonnpcself( instance_npcname("Document Pile#Site1") ); + cloakonnpcself(); end; } -1@tcamp,49,123,3 script Document Pile#Site2 4_EP18_PAPERS,{ - mes "[Pile of Papers]"; - mes "All the papers are jumbled up."; - mes "At the top of the page the final menu for luncheon dinner?"; +1@tcamp,49,123,3 script(DISABLED) Pile of documents#Base2 4_EP18_PAPERS,{ + if ('step != 1) + end; + mes "[Pile of documents]"; + mes "All kinds of documents are all mixed up."; + mes "On the top page... is it a battle to decide the menu for lunch?"; next; - mes "[Pile of Papers]"; - mes "It seems that the menu is fried fish with sauce."; - mes "You seem to have left unimportant documents. Let's take care of them first."; + mes "[Pile of documents]"; + mes "It looks like the menu has been set on fried fish covered in sauce...."; + mes "It looks like he left behind only unimportant documents. Let's take care of them for now."; close2; getitem 1000409,1; // Ep18_Docu_File - cloakonnpcself( instance_npcname("Document Pile#Site2") ); + cloakonnpcself(); end; } -1@tcamp,29,86,3 script Document Pile#Site3 4_EP18_PAPERS,{ - mes "[Pile of Papers]"; - mes "All the papers are jumbled up."; - mes "I took one out of the middle The layout of the military base guards?"; +1@tcamp,29,86,3 script(DISABLED) Pile of documents#Base3 4_EP18_PAPERS,{ + if ('step != 1) + end; + mes "[Pile of documents]"; + mes "All kinds of documents are all mixed up."; + mes "I took one out from the middle and saw... a map of the security guards at the military base?"; next; - mes "[Pile of Papers]"; - mes "Looking at the date, it was a long time ago."; - mes "You seem to have left unimportant documents. Let's take care of them first."; + mes "[Pile of documents]"; + mes "Looking at the date, it's a long time ago document."; + mes "It looks like he left behind only unimportant documents. Let's take care of them for now."; close2; getitem 1000409,1; // Ep18_Docu_File - cloakonnpcself( instance_npcname("Document Pile#Site3") ); + cloakonnpcself(); end; } -1@tcamp,60,122,3 script Document Pile#Site4 4_EP18_PAPERS,{ - mes "[Pile of Papers]"; - mes "All the papers are jumbled up."; - mes "The top one... 'If you feed the magmaring potatoes and hunt them after a while, will they drop the baked potatoes?'"; +1@tcamp,60,122,3 script(DISABLED) Pile of documents#Base4 4_EP18_PAPERS,{ + if ('step != 1) + end; + mes "[Pile of documents]"; + mes "All kinds of documents are all mixed up."; + mes "The top chapter is... ¡®If you feed a magmaring a potato and then hunt it after a while, should it drop a baked potato?'"; next; - mes "[Pile of Papers]"; - mes "why is this here. But I'm curious about the result!"; - mes "You seem to have left unimportant documents. Let's take care of them first."; + mes "[Pile of documents]"; + mes "...Why is this here? But I'm curious about the results!"; + mes "It looks like he left behind only unimportant documents. Let's take care of them for now."; close2; getitem 1000409,1; // Ep18_Docu_File - cloakonnpcself( instance_npcname("Document Pile#Site4") ); + cloakonnpcself(); end; } -1@tcamp,31,84,3 script Document Pile#Site5 4_EP18_PAPERS,{ - mes "[Pile of Papers]"; - mes "All the papers are jumbled up."; - mes "Picking one out of the middle I found an illustration of the Pope drawn by icing the Pope's cookie icing with a pen."; +1@tcamp,31,84,3 script(DISABLED) Pile of documents#Base5 4_EP18_PAPERS,{ + if ('step != 1) + end; + mes "[Pile of documents]"; + mes "All kinds of documents are all mixed up."; + mes "When I pulled one out from the middle... I found an illustration of the Pope drawn with Pope cookie icing using a pen."; next; - mes "[Pile of Papers]"; - mes "What kind of picture is it? Besides, you drew it very well."; - mes "You seem to have left unimportant documents. Let's take care of them first."; + mes "[Pile of documents]"; + mes "What kind of picture is this? And it's really well drawn...."; + mes "It looks like he left behind only unimportant documents. Let's take care of them for now."; close2; getitem 1000409,1; // Ep18_Docu_File - cloakonnpcself( instance_npcname("Document Pile#Site5") ); + cloakonnpcself(); end; } -1@tcamp,34,100,3 script Miriam#base1 4_EP18_MIRIAM,3,3,{ - disable_items; - if (countitem(1000409) < 5) { // Ep18_Docu_File +1@tcamp,34,100,3 script(DISABLED) Miriam#Base1 4_EP18_MIRIAM,3,3,{ + if ('step == 1) { + if (countitem(1000409) < 5) { // Ep18_Docu_File + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "As expected, you are talented, adventurer. I used all my connections to find out the location."; + mes "It looks like you found the adventurer and Maram right away."; + next; + mes "[Miriam]"; + mes "Please read these documents. They contain what we are looking for."; + mes "Rather than having me explain everything to you, I think it would be better for you to see it for yourself."; + close3; + } + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "[Mini Elly]"; + mes "Get it out of the bag. Put it on your head."; + close; + } + mes "[Miriam]"; + mes "......."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "No, Miriam! How are you here?"; + mes "They said they would conduct a separate investigation!"; + next; + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "How did you and the adventurer dig this far?"; + mes "As expected, your skills are good. I used all my connections to find out the location, but you found it right away."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Let's do something about it, right, adventurer?"; + mes "Anyway, what information did you get?"; + next; cutin "ep18_miriam_02.png",2; mes "[Miriam]"; - mes "As expected, you are talented, adventurer. I used all sorts of connections to find the position."; - mes "It seems that Adventurer and Maram found it at once."; + mes "Look at this document here."; + next; + cutin "",255; + mes "[Mini Elly]"; + mes "This document is a weapon sales record. Please show it to me."; + mes "All of the weapons and firearms that these people disposed of have less than a year left before their expiration date."; + next; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "You sell weapons like this so recklessly."; + mes "If a weapon is not properly maintained, it may not function properly."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "The quality of all weapons coming out of the back hole is the same."; + mes "...But I guess it's at this point in time."; + next; + mes "[Maram]"; + mes "One year is not a long expiration date, but it is not too tight."; + mes "Why did it pour out at this moment when we were preparing for the protest?"; + next; + mes "[Maram]"; + mes "There wouldn't have been a need to dispose of it right away."; + next; + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "This is one of the military bases managed by my adoptive father."; + mes "I was wondering if it would really pop out at a time like this."; + next; + cutin "",255; + select( "If it's your adoptive father, is it Priest Amal?", "That adoptive father who is a hardliner and pro-war?" ); + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "That's right, adventurer. When I looked at the ledger, it doesn't seem like my adoptive father was involved."; + mes "I think it's an isolated corruption at the lowest level, the weapons leak incident."; next; mes "[Miriam]"; - mes "Read some of the documents here. We have what we were looking for."; - mes "I think it would be better to come and see it firsthand than to explain everything."; - close3; + mes "I'll have to dig a little deeper, but that's my guess for now."; + mes "Oh, please give me the documents. I'll take them as evidence."; + delitem 1000409,5; // Ep18_Docu_File + if ('step == 1) + 'step = 2; + if (isbegin_quest(16578) == 1) { + erasequest 16578; + setquest 16579; + } + close2; + cutin "",255; + npctalk "Maram: Ha, this is really fun.", instance_npcname("Maram#Base5"); + end; } - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - mes "[Mini Elly]"; - mes "Get it out of the bag. Put it on your head."; + if ('step == 2) { + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "...Just a moment, I'm reading the document."; close; } - cutin "ep18_miriam_02.png",2; - mes "[Miriam]"; - mes "."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "No, Miriam! How are you here?"; - mes "They said they would investigate separately!"; - next; - cutin "ep18_miriam_01.png",2; - mes "[Miriam]"; - mes "How did you and the adventurer dig this far?"; - mes "You have good skills, too. It was a location that I found using all kinds of connections, but you found it at once."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Let's do some, right, adventurer?"; - mes "Anyway, what information did you get?"; - next; - cutin "ep18_miriam_02.png",2; - mes "[Miriam]"; - mes "Look at this document here."; - next; - cutin "",255; - mes "[Mini Elly]"; - mes "This is a sales statement for arms. Show it to me as well."; - mes "The weapons and firearms these men have disposed of are all less than a year old."; - next; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "How dare you sell such weapons."; - mes "A weapon that is not properly maintained may not function properly."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "The weapons that come out of the back hole are all the same."; - mes "but, at least it's at this point."; - next; - mes "[Maram]"; - mes "A year is not a long term, but it is not tight."; - mes "Why did we pour out at this moment in preparation for the protest?"; - next; - mes "[Maram]"; - mes "You wouldn't have to dispose of it right away."; - next; - npctalk "Maram: haha, this is so funny", instance_npcname("Maram#base5"); - sleep2 300; - cutin "ep18_miriam_02.png",2; - mes "[Miriam]"; - mes "This is one of the military bases managed by my stepfather."; - mes "Just by chance, it really came out at a time like this."; - next; - cutin "",255; - select( "If your stepfather is a priest, Youth Amal?", "The hard-line and pro-war stepfather?" ); - cutin "ep18_miriam_02.png",2; - mes "[Miriam]"; - mes "That's right, adventurer. Looking at the ledger, it doesn't seem like the stepfather was involved."; - mes "I think it was a single corruption at the end, the weapon leak case."; - next; - mes "[Miriam]"; - mes "I'll have to dig a little deeper, but that's my guess for now."; - mes "Oh, give me the documents. I'll take it as evidence."; - delitem 1000409,5; // Ep18_Docu_File - if (isbegin_quest(16578) == 1) { - erasequest 16578; - setquest 16579; - } - close2; - cutin "",255; - npctalk "Maram: haha, this is so funny", instance_npcname("Maram#base5"); end; OnTouch: - npctalk "Miriam: Oh, adventurer? Maram you too!?"; + if (countitem(1000409) < 5) + npctalk "Miriam: Oh, adventurer? Maram, you too!?"; end; OnInstanceInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16578) == 1 && countitem(1000409) > 4" ); // Ep18_Docu_File - disablenpc instance_npcname("Miriam#base1"); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16578) == 1 && countitem(1000409) > 4" ); // Ep18_Docu_File end; } -1@tcamp,32,102,3 script Maram#base5 4_EP18_MARAM,{ - if (isbegin_quest(16579) == 0) { +1@tcamp,32,102,3 script(DISABLED) Maram#Base5 4_EP18_MARAM,{ + if ('step == 1) { cutin "ep18_maram_01.png",2; mes "[Maram]"; - mes "I didn't know Miriam was here, right, adventurer?"; + mes "I didn't know Miriam would be here. Right, adventurer?"; close3; } - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "We moved separately, but in the end we are in the same position."; - mes "Still, what I got in the process was different, so I guess it has its own meaning."; - next; - cutin "ep18_miriam_02.png",2; - mes "[Miriam]"; - mes "Then I must be away for a while."; - mes "I'm going to pass on my findings to my stepfather."; - next; - mes "[Miriam]"; - mes "Because there is a possibility that the adoptive father may not know yet if it is a single corruption."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Is it really an independent corruption? That's probably what bothers me."; - mes "I have something to give to Rachel, Miriam, let's go together."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "I'll give you a shortcut, so can you please tell Suad what you found out here?"; - mes "We will follow soon, so please go ahead and tell me."; - if (ep18_1_main == 46) { - ep18_1_main = 47; - erasequest 16579; - setquest 16580; - getitem "Ep18_Amethyst_Fragment",50; + if ('step == 2) { + mes "[Maram]"; + mes "They moved separately, but ended up in the same place."; + mes "Still, what I gained from the process was different, so I guess it has some meaning."; + next; + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "Then I guess I'll have to leave for a while."; + mes "I'll have to relay what I found out to my adoptive father."; + next; + mes "[Miriam]"; + mes "If it's an isolated corruption, there's a chance that even my adoptive father doesn't know about it yet."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Is this really an isolated case of corruption? That is something that bothers me."; + mes "I also have something to deliver to Rachel, so Miriam, let's go together."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "I will tell you a shortcut to get out, so would you, adventurer, tell Suad what you found out here?"; + mes "We will follow shortly, so please go and tell us first."; + if (ep18_main == 46) { + ep18_main = 47; + erasequest 16579; + setquest 16580; + getitem 1000405,50; // Ep18_Amethyst_Fragment + } + close2; + warp "wolfvill",162,154; + end; } - close2; + // debug warp "wolfvill",162,154; end; OnInstanceInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16579) == 1" ); - disablenpc instance_npcname("Maram#base5"); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16579) == 1" ); end; } diff --git a/npc/re/instances/VillaofDeception.txt b/npc/re/instances/VillaofDeception.txt index b1921589c5..77b16f9128 100644 --- a/npc/re/instances/VillaofDeception.txt +++ b/npc/re/instances/VillaofDeception.txt @@ -2,7 +2,7 @@ //= Instance Villa of Deception. //===== Description: ========================================= //- [Walkthrough conversion] -//- Require to complete the episode 18.1 main quest. +//- Require to complete the Episode 18 main quest. //- The function to drop an item with random option is defined in re/other/glocal_npc2.txt // Notes: // Some of the setting can be modified in 'Optional settings'. @@ -16,14 +16,14 @@ wolfvill,79,260,0 script #con_wp11 HIDDEN_WARP_NPC,4,4,{ end; OnTouch: - if (ep18_1_main < 57) + if (ep18_main < 57) end; cloakoffnpcself( "Aira#con" ); end; } wolfvill,79,260,4 script(CLOAKED) Aira#con 4_M_BRZ_JACI,{ - if (ep18_1_main < 57) + if (ep18_main < 57) end; switch( checkquest(12522,PLAYTIME) ) { case -1: diff --git a/npc/re/instances/VillaofHighPriest.txt b/npc/re/instances/VillaofHighPriest.txt index 68119cec65..684f8e2389 100644 --- a/npc/re/instances/VillaofHighPriest.txt +++ b/npc/re/instances/VillaofHighPriest.txt @@ -2,24 +2,24 @@ //= Instance: Villa of High Priest. //===== Description: ========================================= //- [Walkthrough conversion] -//- Part of the episode 18.1 main quest. +//- Part of the Episode 18 main quest. //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ // Main Quest: Step 61. -oz_dun01,219,117,5 script(CLOAKED) Aira#c12_01 4_M_BRZ_JACI,{ - if (ep18_1_main == 54) { - .@md_name$ = "Villa of High Priest"; +oz_dun01,219,117,5 script(CLOAKED) Ira#c12_01 4_M_BRZ_JACI,{ + if (ep18_main == 54) { + .@md_name$ = "High Priest's Villa"; - mes "[Aira]"; - mes "The entrance to the villa? The key is the entrance."; - mes "Some kind of movement magic? There is something like that."; - mes "When you're ready, shall I guide you to the villa?"; + mes "[Ira]"; + mes "The entrance to the villa? The key is at the entrance."; + mes "Some sort of teleportation magic is applied there."; + mes "If you're ready, shall I guide you to the villa?"; next; - mes "[Aira]"; - mes "And because you never know what's going to happen inside."; - mes "If you have a colleague, I suggest you join them."; + mes "[Ira]"; + mes "And... We don't know what might happen inside."; + mes "If you have companions, I recommend going together."; next; switch( select( "Apply for '" + .@md_name$ + "'.", "Enter '" + .@md_name$ + "'." ) ) { case 1: @@ -28,8 +28,8 @@ oz_dun01,219,117,5 script(CLOAKED) Aira#c12_01 4_M_BRZ_JACI,{ mes "Memorial dungeon requests must be made as a party leader.^000000"; close; } - mes "[Aira]"; - mes "I'll see you then."; + mes "[Ira]"; + mes "Then allow me to escort you."; if (instance_create(.@md_name$) < 0) { mes "Party: " + getpartyname(getcharid(1)) + ""; mes "Leader: " + strcharinfo(0) + ""; @@ -40,19 +40,19 @@ oz_dun01,219,117,5 script(CLOAKED) Aira#c12_01 4_M_BRZ_JACI,{ case 2: switch( instance_enter(.@md_name$) ) { case IE_OTHER: - mes "[Aira]"; + mes "[Ira]"; mes "^ff0000An unknown error occurred.^000000"; close; case IE_NOINSTANCE: - mes "[Aira]"; - mes "^ff0000Your party leader has not yet created the dungeon.^000000"; + mes "[Ira]"; + mes "Hm? Could you please check if the party leader has requested entrance to the villa?"; close; case IE_NOMEMBER: - mes "[Aira]"; + mes "[Ira]"; mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; close; case IE_OK: - mapannounce "oz_dun01", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12; + mapannounce "oz_dun01", "" + strcharinfo(0) + " from the " + getpartyname( getcharid(1) ) + "'s party has entered the " + .@md_name$ + ".", bc_map, 0xFF99; // warp "1@adv",123,17; end; } @@ -62,18 +62,18 @@ oz_dun01,219,117,5 script(CLOAKED) Aira#c12_01 4_M_BRZ_JACI,{ } // warps -1@adv,63,142,0 warp #left_room_in 1,1,1@adv,56,142 -1@adv,60,142,0 warp #left_room_out 1,1,1@adv,66,142 -1@adv,185,142,0 warp #right_room_in 1,1,1@adv,190,142 -1@adv,187,142,0 warp #right_room_out 1,1,1@adv,182,142 -1@adv,173,142,0 warp #center_room_in 1,1,1@adv,167,142 -1@adv,171,142,0 warp #center_room_out 1,1,1@adv,177,142 -1@adv,123,309,0 warp #boss_in 1,1,1@adv,123,321 -1@adv,123,312,0 warp #boss_out 1,1,oz_dun01,220,112 +1@adv,63,142,0 warp(DISABLED) #left_room_in 1,1,1@adv,56,142 +1@adv,60,142,0 warp(DISABLED) #left_room_out 1,1,1@adv,66,142 +1@adv,185,142,0 warp(DISABLED) #right_room_in 1,1,1@adv,190,142 +1@adv,187,142,0 warp(DISABLED) #right_room_out 1,1,1@adv,182,142 +1@adv,173,142,0 warp(DISABLED) #center_room_in 1,1,1@adv,167,142 +1@adv,171,142,0 warp(DISABLED) #center_room_out 1,1,1@adv,177,142 +1@adv,123,309,0 warp(DISABLED) #boss_in 1,1,1@adv,123,321 +1@adv,123,312,0 warp(DISABLED) #boss_out 1,1,oz_dun01,220,112 -1@adv,122,20,5 script Aira#aira01 4_M_BRZ_JACI,{ - npctalk "Don't worry about me, I'll stay near the door and leave immediately if it's dangerous."; +1@adv,122,20,5 script Ira#aira01 4_M_BRZ_JACI,{ + npctalk "Don't worry about me. I'll stay near the door and leave immediately if it's dangerous.", "Ira#aira01"; end; OnInstanceInit: @@ -83,50 +83,6 @@ OnInstanceInit: 'flower_num = rand(1,5); 'map_adv$ = instance_mapname("1@adv"); - - disablenpc instance_npcname("Miriam#miriam02"); - disablenpc instance_npcname("Heart Hunter#rh03"); - disablenpc instance_npcname("Heart Hunter#rh04"); - disablenpc instance_npcname("Heart Hunter#rh05"); - disablenpc instance_npcname("Heart Hunter#rh06"); - disablenpc instance_npcname("Heart Hunter#rh07"); - - disablenpc instance_npcname("#left_room_in"); - disablenpc instance_npcname("#left_room_out"); - disablenpc instance_npcname("#right_room_in"); - disablenpc instance_npcname("#right_room_out"); - disablenpc instance_npcname("#center_room_in"); - disablenpc instance_npcname("#center_room_out"); - disablenpc instance_npcname("#boss_in"); - disablenpc instance_npcname("#boss_out"); - - disablenpc instance_npcname("Silver Key#key01"); - disablenpc instance_npcname("Gold Key#key02"); - - disablenpc instance_npcname("Miriam#miriam03"); - disablenpc instance_npcname("Villa Employee#ex21"); - disablenpc instance_npcname("Villa Employee#ex22"); - disablenpc instance_npcname("Villa Employee#ex23"); - - disablenpc instance_npcname("#flower01"); - disablenpc instance_npcname("#flower02"); - disablenpc instance_npcname("#flower03"); - disablenpc instance_npcname("#flower04"); - disablenpc instance_npcname("#flower05"); - - // middle boss - disablenpc instance_npcname("Shulang#Shulang01"); - - // boss room 1 - disablenpc instance_npcname("Priest Youth#jus01"); - disablenpc instance_npcname("Illusion Bagot#bagot01"); - disablenpc instance_npcname("Miriam#miriam04"); - cloakonnpc instance_npcname("Goddess Form#demigod"); - cloakonnpc instance_npcname("Shulang#Shulang02"); - - // Boss room out - disablenpc instance_npcname("Miriam#miriam05"); - disablenpc instance_npcname("Priest Youth#jus02"); end; } @@ -136,60 +92,69 @@ OnInstanceInit: mes "Are you all gathered?"; close; } - if (ep18_1_main != 54) + if (ep18_main != 54) end; if ('adv_step == 0) { 'adv_step = 1; // note: player can move and talk to other npc - .@npc$ = instance_npcname("Aira#aira01"); + .@ira$ = instance_npcname("Ira#aira01"); sleep 2500; - npctalk "Aira: Here. It'll be fine if only users go on the first floor.", .@npc$; + npctalk "Ira: Here it is. It should be okay since only users go to the first floor.", .@ira$; sleep 2500; - npctalk "Miriam: 2nd floor?"; + npctalk "Miriam: What about the second floor?"; sleep 2500; - npctalk "Aira: The monks are staying. I don't know if they are really monks.", .@npc$; + npctalk "Ira: Bunch of priests are staying there. I don't know if they're really a priest.", .@ira$; sleep 2500; - npctalk "Aira: She's violent and seems to have a weapon.", .@npc$; + npctalk "Ira: They seem to be armed.", .@ira$; sleep 2500; - npctalk "Miriam: Okay. Thanks for the guidance. We'll do a search inside."; + npctalk "Miriam: Okay. Thanks for the guidance. We'll do the inside search."; sleep 2500; - npctalk "Aira: Don't worry about me. Be careful, you two.", .@npc$; + npctalk "Ira: Don't worry about me. Be careful, you two.", .@ira$; sleep 2500; - npctalk "Miriam: Then we'll go up slowly."; + npctalk "Miriam: Then let's go up carefully."; sleep 2500; - npctalk "Aira: Find the key to the 2nd floor banquet hall. There must be something beyond that!", .@npc$; + npctalk "Ira: Find the key to the 2nd floor banquet hall. There must be something beyond that!", .@ira$; + sleep 2500; + npctalk "Miriam: Adventurer, shall we all share our tasks?"; 'adv_step = 2; end; } if ('adv_step == 2) { + mes "[Miriam]"; + mes "I think I should check to see if there are other employees and go up to the second floor."; + npctalk "Miriam: I think I should check to see if there are other employees and go up to the second floor.", instance_npcname("Miriam#miriam01"); + cutin "ep18_miriam_01.png",0; + next; + mes "[Miriam]"; + mes "I feel a sharp presence beyond the central stairs."; + mes "Probably the Heart Hunter who fought in the temple."; + npctalk "Miriam: I feel a fierce presence. Probably the Heart Hunter.", instance_npcname("Miriam#miriam01"); cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "I think we should go up to the second floor to see if there are other employees."; - npctalk "Miriam: I think we should go up to the second floor after seeing if there are other employees."; next; mes "[Miriam]"; - mes "I can feel a sharp presence over the Jungam stairs. Maybe it's the Heart Hunter who fought in the temple."; - npctalk "Miriam: I feel a ferocious presence. Perhaps the Heart Hunter who fought in the temple."; + mes "I'm worried about the missing piece of Ymir's heart."; + mes "If it's about inciting trouble, what happened at the temple is enough."; + npctalk "Miriam: I'm worried about the missing Ymir's heart. What happened at the temple is enough.", instance_npcname("Miriam#miriam01"); next; mes "[Miriam]"; - mes "I'm concerned about Ymir's heart fragment, which seems to have disappeared. The temple alone is enough to promote a riot."; - npctalk "Miriam: I'm concerned about the missing heart fragment of Ymir. The temple alone is enough to provoke a riot."; + mes "What if my father has other plans..."; + mes "If you try to go down the wrong path again, I have to stop him."; + npctalk "Miriam: If my father has another plan and goes down the wrong path, I have to stop him.", instance_npcname("Miriam#miriam01"); next; mes "[Miriam]"; - mes "If your father has another plan and goes the wrong way, you should stop it."; - npctalk "Miriam: If your father is going the wrong way with another plan, we must stop him."; + mes "First, shall we get some information from the villa employees?"; + mes "I see a male employee over there."; + npctalk "Miriam: First, shall we get some information from the remaining employees?", instance_npcname("Miriam#miriam01"); + cutin "ep18_miriam_02.png",0; next; mes "[Miriam]"; - mes "Shall we get information from the remaining employees first?"; - npctalk "Miriam: Shall we get some information from the remaining employees first?"; - next; - mes "[Miriam]"; - mes "I will go to that male employee. Adventurer, please find another employee."; - npctalk "Miriam: I will go to that male servant. Adventurer, please find another employee."; + mes "I'll go to that employee."; + mes "Adventurer, please find another employee and ask him about the mansion."; + npctalk "Miriam: I'll go to that employee. Adventurer, please find another employee.", instance_npcname("Miriam#miriam01"); close2; cutin "",255; - npctalk "Then I'll go to the employee over there."; + npctalk "Then I will go to the employee over there.", instance_npcname("Miriam#miriam01"); if ('adv_step == 2) { 'adv_step = 3; npcwalkto 136,46; @@ -208,25 +173,26 @@ OnInstanceInit: .@rh01$ = instance_npcname("Heart Hunter#rh01"); .@rh02$ = instance_npcname("Heart Hunter#rh02"); - npctalk "Miriam: A Heart Hunter disguised as a priest, right?"; + npctalk "Miriam: After all, it must be a Heart Hunter disguised as a priest, right?", instance_npcname("Miriam#miriam01"); + specialeffect EF_SCREEN_QUAKE; sleep 2000; - emotion ET_SURPRISE, getnpcid(0,"Miriam#miriam01"); - emotion ET_SURPRISE, getnpcid(0,"Villa Employee#extra02"); - mapannounce 'map_adv$, "Someone yells: Ouch! Why are you doing this! Help me!", bc_map, 0xFF99; + emotion ET_SURPRISE, getnpcid(0, instance_npcname("Miriam#miriam01")); + emotion ET_HUK, getnpcid(0, .@extra02$); + mapannounce 'map_adv$, "Crying Voice: Oh my! Why are you like this! Help me!", bc_map, 0xFF99; sleep 1000; - npctalk "Miriam: Screaming now! What's going on?"; + npctalk "Miriam: Now there's screaming! What's happening?", instance_npcname("Miriam#miriam01"); sleep 1000; - mapannounce 'map_adv$, "Ahhhh-!", bc_map, 0xFF99; + mapannounce 'map_adv$, "Kyaaaaaaaaaaa-!", bc_map, 0xFF99; sleep 1000; - npctalk "Miriam: Aira!!"; + npctalk "Miriam: Ira!!", instance_npcname("Miriam#miriam01"); sleep 2500; - npctalk "Miriam: I think something happened. I'll go see Aira."; + npctalk "Miriam: I guess something happened. Let's go to Ira.", instance_npcname("Miriam#miriam01"); sleep 2500; - npctalk "Hans: Lady! Take me too!", .@extra02$; + npctalk "Hans: Miss! Please take me with you!", .@extra02$; sleep 2500; - npctalk "Miriam: Then I'll see if Aira and the others are safe."; + npctalk "Miriam: Then I will come and see if Ira and the others are safe.", instance_npcname("Miriam#miriam01"); sleep 2500; - npctalk "Miriam: Adventurers, please enter first. Hans, let's go together."; + npctalk "Miriam: Adventurer, please enter first. Mr. Hans, let's go together.", instance_npcname("Miriam#miriam01"); sleep 2500; disablenpc .@extra01$; disablenpc .@extra02$; @@ -234,8 +200,8 @@ OnInstanceInit: enablenpc .@rh01$; enablenpc .@rh02$; sleep 1000; - npctalk "Hey, are we spherical?", .@rh01$; - npctalk "Thank you for being deceived into being a colleague in Wolf Village. Friend.", .@rh02$; + npctalk "Oh, isn't it our old friend?", .@rh01$; + npctalk "Thank you for your work on the Wolf Village!", .@rh02$; sleep 2500; disablenpc .@rh01$; disablenpc .@rh02$; @@ -251,33 +217,34 @@ OnInstanceInit: 1@adv,100,24,4 script Villa Employee#extra01 4_F_SHABBY,{ if ('adv_step == 3) { mes "[Villa Employee]"; - mes "I'm new to you, who are you?"; - mes "Are you an elderly guest?"; + mes "This is my first time meeting you. Who are you?"; + mes "Are you the elder's guest?"; next; - select("Where are you, Amal?"); + select( "Where is Amal?" ); mes "[Villa Employee]"; - mes "Will you not be in the chapel?"; - mes "When you come here, you always find the chapel first."; + mes "Wouldn't he be at the chapel?"; + mes "Whenever you come here, please look for the chapel first..."; next; - unittalk getcharid(3), "" + strcharinfo(0) + " : Does the villa have a chapel?"; + unittalk getcharid(3), "" + strcharinfo(0) + " : Is there a chapel at the villa?"; mes "[Villa Employee]"; - mes "Yes. He was a faithful man, so he built a chapel inside the mansion."; + mes "Yes. He seemed to be a man of faith, so he built a chapel inside the mansion."; next; - select("Anyone else?"); + select( "What about other people?" ); mes "[Villa Employee]"; - mes "Most of them were suddenly fired."; - mes "I was told to leave a while ago, but is this telling me to quit my job."; + mes "Most were suddenly fired."; + mes "I also heard someone tell me to leave a little while ago. Is this a sign of mass layoff!?"; next; mes "[Villa Employee]"; - mes "The atmosphere was so wild that I couldn't even ask."; - mes "The chapel can be reached by going up the central staircase and passing through the banquet hall."; - mes "Then see you."; - 'adv_step = 4; + mes "The atmosphere was so heavy that I couldn't even ask."; + mes "The chapel can be reached by going up the central stairs and past the banquet hall."; + mes "Then, go do your business."; + if ('adv_step == 3) + 'adv_step = 4; close; } mes "[Villa Employee]"; - mes "Amal went to the chapel"; - mes "Go up the central staircase and pass the banquet hall to find the chapel."; + mes "Sir Amal went to chapel."; + mes "Go up the central stairs, pass the banquet hall, and you will reach the chapel."; close; } @@ -286,7 +253,7 @@ OnInstanceInit: mes "This is the person Miriam decided to investigate. Let's find another one."; close; } - npctalk "Hans: The atmosphere of the villa is not unusual. All the priests were armed."; + npctalk "Hans: The atmosphere of the villa is unusual. All of the attendant priests were armed.", instance_npcname("Villa Employee#extra02"); end; } @@ -302,7 +269,7 @@ OnMobDead: end; if (mobcount('map_adv$, instance_npcname("adv_extra_02") + "::OnMobDead") < 1) { 'adv_step = 7; - enablenpc instance_npcname("Aira#aira02"); + enablenpc instance_npcname("Ira#aira02"); enablenpc instance_npcname("Anna#anna01"); enablenpc instance_npcname("Hans#hans01"); enablenpc instance_npcname("Miriam#miriam02"); @@ -310,15 +277,16 @@ OnMobDead: end; } -1@adv,124,17,7 script Miriam#miriam02 EP18_NPC_MIRIAM,{ +1@adv,124,17,7 script(DISABLED) Miriam#miriam02 EP18_NPC_MIRIAM,{ if ('adv_step < 10) { if (is_party_leader() == false || 'adv_step != 7) { npctalk "Miriam: Leave this to me and take care of the Heart Hunter on the 2nd floor."; end; } + 'adv_step = 8; + setpcblock PCBLOCK_NPC, true; - 'adv_step = 8; .@miriam$ = instance_npcname("Miriam#miriam02"); .@label$ = .@miriam$ + "::OnMobDead"; @@ -328,18 +296,29 @@ OnMobDead: enablenpc instance_npcname("Heart Hunter#rh06"); enablenpc instance_npcname("Heart Hunter#rh07"); - npctalk "Ha... You obviously didn't tell me to empty it? Why are there still rats?", instance_npcname("Heart Hunter#rh05"); + npctalk "Ha... didn't I clearly tell you to clear everything? Why are there still rats?", instance_npcname("Heart Hunter#rh05"); sleep2 2500; - npctalk "Miriam: Adventurer, I'll take care of this."; + npctalk "Miriam: Adventurer, I will take care of this.", instance_npcname("Miriam#miriam02"); sleep2 2500; - npctalk "Miriam: Adventurer, break through the lobby. We'll split it up."; + npctalk "Miriam: Adventurer, please break through the lobby. Let's process it separately.", instance_npcname("Miriam#miriam02"); sleep2 2000; - npctalk "You can't leave it like that. Block the stairs!", instance_npcname("Heart Hunter#rh05"); + npctalk "You can't just leave like that. Block the stairs!", instance_npcname("Heart Hunter#rh05"); unitwalk getnpcid(0,instance_npcname("Heart Hunter#rh03")), 124,40, .@miriam$ + "::OnMove1"; unitwalk getnpcid(0,instance_npcname("Heart Hunter#rh07")), 124,41, .@miriam$ + "::OnMove2"; sleep2 3000; - npctalk "Miriam: Adventurer! Stop them! I will deal with this place and evacuate everyone!"; + npctalk "Miriam: Adventurer! Please stop them! I'll take care of this and evacuate everyone!", instance_npcname("Miriam#miriam02"); + sleep2 1500; + npctalk "Are you going alone?", instance_npcname("Heart Hunter#rh05"); + sleep2 1500; + npctalk "You can't run away!", instance_npcname("Heart Hunter#rh06"); + sleep2 1000; + npctalk "How dare you!", instance_npcname("Heart Hunter#rh04"); + sleep2 1500; + npctalk "Miriam: Please leave this to me and deal with the Heart Hunter on the second floor.", instance_npcname("Miriam#miriam02"); setpcblock PCBLOCK_NPC, false; + + if ('adv_step != 8) + end; 'adv_step = 9; monster 'map_adv$,125,42,"Heart Hunter",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R @@ -366,9 +345,9 @@ OnMobDead: if ('adv_step == 11) { 'adv_step = 12; setpcblock PCBLOCK_NPC, true; - npctalk "Miriam: The door is locked. Shall we find it separately?"; + npctalk "Miriam: The door is locked. Shall we split up and search for it?", instance_npcname("Miriam#miriam02"); sleep2 2500; - npctalk "Miriam: I'll go through the hallway on the right. Adventurer, please search on the left."; + npctalk "Miriam: I'll go to the right hallway. Adventurer, please search the left side.", instance_npcname("Miriam#miriam02"); setpcblock PCBLOCK_NPC, false; sleep 2500; unitwalk getnpcid(0), 131,97, instance_npcname("Miriam#miriam02") + "::OnRight"; @@ -404,7 +383,7 @@ OnMobDead: disablenpc instance_npcname("Heart Hunter#rh04"); disablenpc instance_npcname("Heart Hunter#rh05"); disablenpc instance_npcname("Heart Hunter#rh06"); - disablenpc instance_npcname("Aira#aira02"); + disablenpc instance_npcname("Ira#aira02"); disablenpc instance_npcname("Anna#anna01"); disablenpc instance_npcname("Hans#hans01"); unitwalk getnpcid(0), 124,47, instance_npcname("Miriam#miriam02") + "::OnMiddle1"; @@ -412,23 +391,23 @@ OnMobDead: end; } -1@adv,119,19,5 script Heart Hunter#rh04 EP18_MD_HEARTHUNTER_R,{ +1@adv,119,19,5 script(DISABLED) Heart Hunter#rh04 EP18_MD_HEARTHUNTER_R,{ npctalk "Your courage is imaginary!"; end; } -1@adv,124,21,3 script Heart Hunter#rh05 EP18_MD_HEARTHUNTER_R,{ +1@adv,124,21,3 script(DISABLED) Heart Hunter#rh05 EP18_MD_HEARTHUNTER_R,{ npctalk "Are you going to handle it yourself?"; end; } -1@adv,130,18,3 script Heart Hunter#rh06 EP18_MD_HEARTHUNTER_R,{ +1@adv,130,18,3 script(DISABLED) Heart Hunter#rh06 EP18_MD_HEARTHUNTER_R,{ npctalk "You can't escape!"; end; } -1@adv,114,14,5 duplicate(dummy_npc) Heart Hunter#rh03 EP18_MD_HEARTHUNTER_R,3,5 -1@adv,133,14,3 duplicate(dummy_npc) Heart Hunter#rh07 EP18_MD_HEARTHUNTER_R,2,5 +1@adv,114,14,5 duplicate(dummy_disabled_npc) Heart Hunter#rh03 EP18_MD_HEARTHUNTER_R,3,5 +1@adv,133,14,3 duplicate(dummy_disabled_npc) Heart Hunter#rh07 EP18_MD_HEARTHUNTER_R,2,5 -1@adv,122,14,7 duplicate(dummy_disabled_npc) Aira#aira02 4_M_BRZ_JACI +1@adv,122,14,7 duplicate(dummy_disabled_npc) Ira#aira02 4_M_BRZ_JACI 1@adv,124,14,6 duplicate(dummy_disabled_npc) Anna#anna01 4_F_SHABBY 1@adv,126,14,1 duplicate(dummy_disabled_npc) Hans#hans01 4_M_MIDDLE @@ -460,7 +439,7 @@ OnMobDead: end; } -1@adv,67,182,3 script Silver Key#key01 4_POINT_WHITE,{ +1@adv,67,182,3 script(DISABLED) Silver Key#key01 4_POINT_WHITE,{ if ('adv_step != 13) end; progressbar "4D4DFF",2; @@ -468,14 +447,14 @@ OnMobDead: end; 'adv_step = 14; disablenpc instance_npcname("Silver Key#key01"); - unittalk getcharid(3), "" + strcharinfo(0) + " : Found a small Silver Key."; + unittalk getcharid(3), "" + strcharinfo(0) + " : I found a small silver key."; end; } 1@adv,63,142,0 script Locked Door#key01 4_POINT_WHITE,{ if ('adv_step < 14) { - mes "A Locked door."; - mes "There is a Silver Keyhole."; + mes "Firmly Locked Door."; + mes "There is a Silver Key hole."; unittalk getcharid(3), "" + strcharinfo(0) + " : I need a Silver Key."; close; } @@ -508,7 +487,7 @@ OnMobDead: end; } -1@adv,29,157,3 script Gold Key#key02 4_POINT_WHITE,{ +1@adv,29,157,3 script(DISABLED) Gold Key#key02 4_POINT_WHITE,{ if ('adv_step != 16) end; progressbar "4D4DFF",2; @@ -516,21 +495,21 @@ OnMobDead: end; 'adv_step = 17; disablenpc instance_npcname("Gold Key#key02"); - unittalk getcharid(3), "" + strcharinfo(0) + " : Found a small golden key."; + unittalk getcharid(3), "" + strcharinfo(0) + " : I found a small golden key."; end; } -1@adv,182,144,4 script Miriam#miriam03 EP18_NPC_MIRIAM,{ +1@adv,182,144,4 script(DISABLED) Miriam#miriam03 EP18_NPC_MIRIAM,{ if ('adv_step < 17) end; if ('adv_step == 17) { mes "[Miriam]"; mes "You found the key."; - mes "It looks like some of the mansion's employees are trapped inside."; - mes "I'm watching the net, so go in."; + mes "It appears that several of the Villa's employees are trapped inside."; + mes "I'll be on guard, so go in."; cutin "ep18_miriam_01.png",0; close2; cutin "",255; @@ -550,16 +529,15 @@ OnMobDead: } if ('adv_step == 19) { mes "[Miriam]"; - mes "If you leave it like this, all of these people will be silenced."; - mes "We must evacuate them before more Heart Hunters come."; + mes "If we leave it like this, all of these people will be disposed."; + mes "We need to evacuate them before more Heart Hunters come in."; cutin "ep18_miriam_01.png",0; next; - npctalk "Miriam: Those inside. I'll escort you. Get out."; mes "[Miriam]"; - mes "Then I'll leave the chapel investigation to the adventurer."; - mes "I will take them and evacuate them."; - mes "Please"; - npctalk "Miriam: Those inside. I'll escort you. Get out."; + mes "Then, I will leave the investigation of the chapel to the adventurer."; + mes "I will take those people and evacuate them."; + mes "Please."; + npctalk "Miriam: People inside. I will escort you. Let's go out.", instance_npcname("Miriam#miriam03"); close2; cutin "",255; disablenpc instance_npcname("Miriam#miriam03"); @@ -568,65 +546,65 @@ OnMobDead: end; } -1@adv,202,145,3 script Villa Employee#ex21 4_F_SHABBY,{ - npctalk "Villa Employee: Get me out of here."; +1@adv,202,145,3 script(DISABLED) Villa Employee#ex21 4_F_SHABBY,{ + npctalk "Villa Employee: Please let me out of here...", instance_npcname("Villa Employee#ex21"); end; } -1@adv,204,143,3 script Villa Employee#ex22 4_M_RACHMAN2,{ +1@adv,204,143,3 script(DISABLED) Villa Employee#ex22 4_M_RACHMAN2,{ if ('adv_step == 18) { mes "[Villa Employee]"; - mes "Destruction of evidence. Destruction of murder!"; - mes "Isn't it a big mistake to have come to protest and stole some chapel after being fired?"; + mes "You're going to dispose the evidence huh! Murderer!"; + mes "Huh?"; next; mes "[Villa Employee]"; - mes "You! Are you here to save us?"; - mes "You heard a voice outside, isn't it, Miss Miriam?"; + mes "You! You're here to save us, right?"; + mes "The voice I heard outside was Miriam, right?"; next; mes "[Villa Employee]"; - mes "Examine the chapel! It's very suspicious!"; + mes "Investigate the chapel! Something definitely suspicious here!"; mes "What? Is the banquet hall closed?"; next; mes "[Villa Employee]"; - mes "Here is the key to the side door."; - mes "You can leave this room and open the door you see right in front of you."; - mes "I have a spare key because it is the door where I usually carry food."; + mes "Here's the key to the side door."; + mes "You can leave this room and open the door right in front of you."; + mes "I have a spare key because this is the door I usually use to deliver food."; next; - npctalk "Villa Employee: Get me out of here..", instance_npcname("Villa Employee#ex21"); mes "[Villa Employee]"; - mes "And save me."; - mes "We are not guilty of anything"; + mes "And please save us."; + mes "We are not guilty of anything."; next; - mes "You got the ^4d4dff spare key^000000."; + mes "You got a ^4d4dffSpare Key^000000."; if ('adv_step == 18) 'adv_step = 19; close; } - npctalk "Villa Employee: You can open the door with a spare key."; + npctalk "Villa Employee: You can open the door with the spare key.", instance_npcname("Villa Employee#ex22"); end; } -1@adv,210,140,6 script Villa Employee#ex23 4_M_RACHMAN1,{ - npctalk "Villa Employee: Are we all going to die?"; +1@adv,210,140,6 script(DISABLED) Villa Employee#ex23 4_M_RACHMAN1,{ + npctalk "Villa Employee: Are we really going to die?", instance_npcname("Villa Employee#ex23"); end; } 1@adv,173,142,0 script Locked Door#key03 4_POINT_YELLOW,{ if ('adv_step < 19) { - mes "A Locked door."; - mes "There is a small keyhole."; + mes "Firmly Locked Door."; + mes "There is a small key hole."; unittalk getcharid(3), "" + strcharinfo(0) + " : I need a key."; close; } + mes "I used a spare key."; progressbar "4D4DFF",2; if ('adv_step != 19) - end; + close; 'adv_step = 20; disablenpc instance_npcname("Locked Door#key03"); enablenpc instance_npcname("#center_room_in"); enablenpc instance_npcname("#center_room_out"); donpcevent instance_npcname("adv_center") + "::OnStart"; - end; + close; } 1@adv,1,1,5 script adv_center -1,{ @@ -654,11 +632,12 @@ OnMobDead: end; } -1@adv,124,210,0 script Colorful door#door01 4_POINT_WHITE,{ +1@adv,124,210,0 script Ornate Door#door01 4_POINT_WHITE,{ if ('adv_step < 20) end; if ('adv_step < 22) { - mes "The door won't open. It's a feeling of strong magical energy gushing out."; + mes "The door won't budge."; + mes "It feels like a strong magical force is blocking the door."; close; } warp 'map_adv$,124,217; @@ -668,11 +647,11 @@ OnMobDead: // custom coordinates 1@adv,124,213,0 warp #garden_out 1,1,1@adv,124,206 -1@adv,115,208,0 script Gorgeous Knight#Knight_left 4_POINT_WHITE,{ +1@adv,115,208,0 script Brilliant Article#Knight_left 4_POINT_WHITE,{ if ('adv_step < 20) end; specialeffect EF_BLUELINE; - specialeffect EF_SPELLBREAKER, AREA, instance_npcname("Colorful door#door01"); + specialeffect EF_SPELLBREAKER, AREA, instance_npcname("Ornate Door#door01"); if ('adv_step != 21) end; if ('Knight_left == 1) @@ -691,11 +670,11 @@ OnMobDead: end; } -1@adv,131,208,0 script Gorgeous Knight#Knight_righ 4_POINT_WHITE,{ +1@adv,131,208,0 script Brilliant Article#Knight_righ 4_POINT_WHITE,{ if ('adv_step < 20) end; specialeffect EF_BLUELINE; - specialeffect EF_SPELLBREAKER, AREA, instance_npcname("Colorful door#door01"); + specialeffect EF_SPELLBREAKER, AREA, instance_npcname("Ornate Door#door01"); if ('adv_step != 21) end; if ('Knight_righ == 1) @@ -716,28 +695,29 @@ OnMobDead: // Garden -1@adv,159,221,3 script #flower01 4_POINT_WHITE,{ +1@adv,159,221,3 script(DISABLED) #flower01 4_POINT_WHITE,{ if ('adv_step < 22) end; mes "There is a flower-shaped device."; next; - if (select( "Operate", "Stop" ) == 1) { - progressbar "4D4DFF",5; - .@num = atoi( replacestr( strnpcinfo(2), "flower0", "" ) ); - if ('flower_num == .@num) { - if ('adv_step != 22) - end; - 'adv_step = 23; - specialeffect EF_BLUELINE; - specialeffect EF_SCREEN_QUAKE; - disablenpc instance_npcname( strnpcinfo(0) ); - enablenpc instance_npcname("Shulang#Shulang01"); - end; - } - mes "Nothing happened"; - close; + if (select( "Use it.", "Leave it." ) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : Let's find another device."; + end; } - end; + progressbar "4D4DFF",5; + .@num = atoi( replacestr( strnpcinfo(2), "flower0", "" ) ); + if ('flower_num == .@num) { + if ('adv_step != 22) + end; + 'adv_step = 23; + specialeffect EF_BLUELINE; + specialeffect EF_SCREEN_QUAKE; + disablenpc instance_npcname( strnpcinfo(0) ); + enablenpc instance_npcname("Schulang#shulang01"); + end; + } + mes "Nothing happened."; + close; } 1@adv,153,255,3 duplicate(#flower01) #flower02 4_POINT_WHITE @@ -749,7 +729,8 @@ OnMobDead: if ('adv_step < 22) end; if ('adv_step == 22) { - mes "There is a person who is engraved with an elegant performance. I can feel the magic that I can't do."; + mes "There is a door with an elegant ^4d4dffLily^000000 engraved on it."; + mes "I feel an unknown magical power."; close; } // (23 or more) @@ -758,50 +739,59 @@ OnMobDead: } // Middle boss -1@adv,124,301,3 script Shulang#Shulang01 4_EP18_shulang,{ +1@adv,124,301,3 script(DISABLED) Schulang#shulang01 4_EP18_SHULANG,{ if ('adv_step != 23) end; if (is_party_leader() == false) { - mes "[Shulang]"; + mes "[Schulang]"; mes "adventurer... didn't you come alone?"; mes "Who is your boss?"; close; } - cutin "ep18_shulang.png",2; - mes "[Shulang]"; - mes "Coming all the way here, it's not normal."; - mes "He's a talent not to be missed."; - mes "How about holding hands with us?"; + mes "[Schulang]"; + mes "Coming this far is not normal."; + mes "He's a talent you don't want to miss."; + mes "How about joining hands with us?"; cutin "ep18_shulang.png",2; next; - select( "Something crazy", "What's the benefit to me?" ); - unittalk getcharid(3), "" + strcharinfo(0) + " : what's the benefit to me?"; - mes "[Shulang]"; - mes "Adventures always seek strength."; - mes "The strength you want, we can give it."; + switch( select( "Nonsense.", "What's in it for me?" ) ) { + case 1: + unittalk getcharid(3), "" + strcharinfo(0) + " : Nonsense."; + mes "[Schulang]"; + mes "I see."; + mes "I didn't think you were this fool."; + next; + break; + case 2: + unittalk getcharid(3), "" + strcharinfo(0) + " : What's in it for me?"; + break; + } + mes "[Schulang]"; + mes "Adventurers always seek strength."; + mes "The strength you want, we can give it to you."; next; - select("Why are you making that suggestion to me?"); - mes "[Shulang]"; - mes "I think I'll get along better than a savvy guy."; + select( "Why are you offering me that?" ); + mes "[Schulang]"; + mes "I think I can communicate better than that stubborn guy."; next; - select("If you're a savvy guy, you mean Asu?"); - mes "[Shulang]"; - mes "It was such a name. A person who can become stronger if he changes his old-fashioned personality."; - mes "Unfortunately, the opportunity is gone."; + select( "If you're a stubborn guy, what do you mean?" ); + mes "[Schulang]"; + mes "It was that kind of name. A talent who can become stronger if he just changes his old-fashioned personality."; + mes "Unfortunately, the opportunity has passed."; next; - mes "[Shulang]"; - mes "Looking at you, I don't think you'll fall for it too easily."; - mes "I can't help it."; + mes "[Schulang]"; + mes "From the looks of it, it doesn't look like you'll accept our offer huh."; + mes "It can't be helped."; close2; cutin "",255; if ('adv_step != 23) end; 'adv_step = 24; - npctalk "Shulang: can't enter anymore"; + npctalk "Schulang: You can no longer enter.", instance_npcname("Schulang#shulang01"); sleep 2500; - npctalk "Shulang: You must die here for a cause."; + npctalk "Schulang: You must die here for the greater good.", instance_npcname("Schulang#shulang01"); sleep 2500; - disablenpc instance_npcname("Shulang#Shulang01"); + disablenpc instance_npcname("Schulang#shulang01"); donpcevent instance_npcname("adv_middle_boss") + "::OnStart"; end; } @@ -812,7 +802,7 @@ OnStart: if ('adv_step != 24) end; .@label$ = instance_npcname("adv_middle_boss") + "::OnMobDead"; - monster 'map_adv$,124,301,"Shulang the Traitor",21314,1, .@label$; // EP18_MD_SCHULANG + monster 'map_adv$,124,301,"Schulang the Traitor",21314,1, .@label$; // EP18_MD_SCHULANG monster 'map_adv$,120,303,"Heart Hunter",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R monster 'map_adv$,127,303,"Heart Hunter",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R end; @@ -822,68 +812,69 @@ OnMobDead: if (mobcount('map_adv$, instance_npcname("adv_middle_boss") + "::OnMobDead") < 1) { 'adv_step = 25; enablenpc instance_npcname("#boss_in"); - enablenpc instance_npcname("Priest Youth#jus01"); + enablenpc instance_npcname("Yus Amal#jus01"); enablenpc instance_npcname("Illusion Bagot#bagot01"); } end; } -1@adv,123,355,5 duplicate(dummy_npc) Miriam#miriam04 EP18_NPC_MIRIAM -1@adv,124,357,3 duplicate(dummy_npc) Goddess Form#demigod 4_EP18_DEMIFREYA -1@adv,122,351,3 duplicate(dummy_npc) Shulang#Shulang02 4_EP18_shulang +1@adv,123,355,5 duplicate(dummy_disabled_npc) Miriam#miriam04 EP18_NPC_MIRIAM + +1@adv,124,357,3 duplicate(dummy_cloaked_npc) Twisted God#demigod 4_EP18_DEMIFREYA +1@adv,122,351,3 duplicate(dummy_cloaked_npc) Schulang#shulang02 4_EP18_SHULANG // Boss room 1 -1@adv,127,356,3 script Illusion Bagot#bagot01 4_EP18_BAGOT,{ +1@adv,127,356,3 script(DISABLED) Illusion Bagot#bagot01 4_EP18_BAGOT,{ npctalk "It's fun."; end; } -1@adv,121,355,5 script Priest Youth#jus01 4_M_RACHOLD,{ +1@adv,121,355,5 script(DISABLED) Yus Amal#jus01 4_M_RACHOLD,{ if ('adv_step != 25) end; if (is_party_leader() == false) { mes "[Youth]"; mes "Do not touch me! The blasphemy!"; - npctalk "Youth: Don't touch me! Profane things!", instance_npcname("Priest Youth#jus01"); + npctalk "Youth: Don't touch me! Profane things!"; close; } .@bagot01$ = instance_npcname("Illusion Bagot#bagot01"); - .@demigod$ = instance_npcname("Goddess Form#demigod"); - .@Shulang02$ = instance_npcname("Shulang#Shulang02"); + .@demigod$ = instance_npcname("Twisted God#demigod"); + .@shulang02$ = instance_npcname("Schulang#shulang02"); .@miriam04$ = instance_npcname("Miriam#miriam04"); - mes "[Youth]"; - mes "The abominable heathen has come all the way here."; - mes "But it doesn't matter"; - mes "You will soon kneel before the supreme divinity."; - npctalk "Youth: Abominable cultists have come all the way here. But soon you will be on your knees before the supreme deity."; + mes "[Amal]"; + mes "These abominable heretics somehow managed to come this far."; + mes "But it doesn't matter."; + mes "You will soon kneel before the Supreme Divinity."; + npctalk "Amal: These abominable heretics somehow managed to come this far. But you will soon kneel before the Supreme Divinity."; next; - mes "[Youth]"; + mes "[Amal]"; mes "I will show miracles to the arrogant servants of Odin."; - mes "Bagot, let the ceremony proceed."; - npctalk "Youth: I will show the arrogant servants of Odin a miracle. Bagot, let the ceremony go on."; + mes "Bagot, please continue with the ritual."; + npctalk "Amal: I will show miracles to the arrogant servants of Odin. Bagot, please continue with the ritual."; next; - mes "[Youth]"; - mes "They will personally witness Freya's miracle and become a witness."; - mes "Get down at the feet of God and be reborn as a servant of God!"; - npctalk "Youth: They themselves will witness Freya's miracles and be witnesses. Get down at God's feet and be reborn as God's servants!"; + mes "[Amal]"; + mes "They will personally witness Freyja's miracles."; + mes "Bow down at the feet of God and be reborn as a servant of God!"; + npctalk "Amal: They will personally witness Freyja's miracles. Bow down and be reborn as a servant of God!"; next; cutin "ep18_bagot_01.png",2; mes "[Bagot]"; - mes "Uhhh... Inspiration. After all, talking."; - mes "Still, I made a promise, so I'll keep it. Do you understand?"; - npctalk "Bagot: Aww Inspiration. After all, I made a promise, so I'll keep it. Do you understand?", .@bagot01$; + mes "Wow... the way you talk.. such inspiration. Anyway,"; + mes "I made a promise, so I will keep it. Do you understand?"; + npctalk "Bagot: Wow... the way you talk.. such inspiration. Anyway, I made a promise, so I will keep it.", .@bagot01$; next; cutin "ep18_bagot_03.png",2; mes "[Bagot]"; - mes "For now, are you an adventurer there?"; - mes "Would you like to see my work?"; - mes "You, too, feel the feeling of taking a beautifully made pottery out of the kiln."; - npctalk "Bagot: Adventurer over there? Would you like to appreciate my work? You too feel the feeling of taking a beautifully crafted pottery from the kiln.", .@bagot01$; + mes "First of all, are you THE adventurer?"; + mes "Would you like to take a look at my work?"; + mes "You too can experience the feeling of taking beautifully crafted pottery out of the kiln."; + npctalk "Bagot: Are you THE adventurer? Would you like to take a look at my work?", .@bagot01$; close2; setpcblock PCBLOCK_NPC, true; - npctalk "Bagot: Bagot is very happy to be able to check the results of the experiment right away~", .@bagot01$; + npctalk "Bagot: It feels great to be able to check the results of the experiment right away.", .@bagot01$; specialeffect EF_DQ9_CHARGE3, AREA, .@demigod$; sleep2 500; specialeffect EF_SCREEN_QUAKE, AREA, .@demigod$; @@ -893,161 +884,159 @@ OnMobDead: cloakoffnpc .@demigod$; // cloakoffnpc to display effect on rAthena setpcblock PCBLOCK_NPC, false; - cutin "ep18_bagot_02.png",2; mes "[Bagot]"; - mes "Voice~ The essence of biotechnology and magic is here!"; - mes "Coming down in the form of a god~!"; - npctalk "Bagot: Voila~ The essence of biotechnology and magic is here! He descends in the form of a god~!", .@bagot01$; + mes "Ta-da~ The essence of science and magic is right here!"; + mes "I will descend a being in the form of a god!"; + npctalk "Bagot: Ta-da~ The essence of science and magic is right here!", .@bagot01$; next; mes "[Bagot]"; - mes "The vessel for the coming of the gods is not a problem for this bagot~!"; - npctalk "Bagot: A vessel for the coming of God is not a job for this bagot~!", .@bagot01$; + mes "Being a vessel for God to descend on is no problem for this bar!"; + npctalk "Bagot: Being a vessel for God to descend on is no problem for this bar!", .@bagot01$; next; cutin "ep18_demifreya.png",1; - mes "[Fake Goddess]"; - mes " ."; - npctalk "A Fake Goddess:.", .@demigod$; + mes "[A Being Called God]"; + mes "...."; + npctalk "A Being Called God: ....", .@demigod$; next; - mes "[Youth]"; - mes "Oh... .oh...! Freya ...! Are you my god!"; - npctalk "Youth: Oh... .oh...! Freya ...! Are you my god!"; + mes "[Amal]"; + mes "Oh.. .Oooh...! Beautiful Freyja... ! Are you my God?"; + npctalk "Amal: Oh.. .Oooh...! Beautiful Freyja... ! Are you my God?"; next; - mes "The name ^4d4dff god looked like a pope growing up.^000000"; - mes "^4d4dff A vessel for the goddess Freya to come to this world. Its essential use.^000000"; + mes "^4d4dffThe so-called divine being looks like a grown-up version of the Pope.^000000"; + mes "^4d4dffA vessel for the goddess Freyja to descend to this world. Its essential purpose.^000000"; next; - select("Maybe the Pope?!"); - unittalk getcharid(3), "" + strcharinfo(0) + " : the Pope?!"; + select( "Could it be the Pope?!" ); + unittalk getcharid(3), "" + strcharinfo(0) + " : Could it be the Pope?!"; cutin "ep18_bagot_02.png",2; mes "[Bagot]"; - mes "What kind of scary sound?"; - mes "No matter how bad the bagots are, they are not big enough to touch the Pope!"; - npctalk "Bagot: What kind of scary sound? Bagot's liver is not big enough to touch the Pope!", .@bagot01$; + mes "What kind of sound is that?"; + mes "No matter how bad Bagot was, he wasn't so mean that he would mess with the Pope!"; + npctalk "Bagot: What kind of sound is that?", .@bagot01$; next; cutin "ep18_bagot_03.png",2; mes "[Bagot]"; - mes "What disrespect are you talking about with my masterpiece?!"; - mes "Are you afraid of my ability to make even the vessel for the coming of God?!"; - npctalk "Bagot: What disgrace are you with my masterpiece?! I'm afraid of my ability to make even a vessel for the coming of God?!", .@bagot01$; + mes "How rude are you to my masterpiece?!"; + mes "Are you afraid of my ability to even create a vessel for God to descend on?"; + npctalk "Bagot: Are you afraid of my ability to even create a vessel for God to descend on?", .@bagot01$; next; cutin "",255; - mes "[Youth]"; - mes "Oh... .oh...! Freya ...! Are you my god!"; - npctalk "Youth: Oh... .oh...! Freya ...! Are you my god!"; + mes "[Amal]"; + mes "Oh.. .Oooh...! My beautiful Goddess Freyja... !"; + npctalk "Amal: Oh.. .Oooh...! My beautiful Goddess Freyja... !"; next; cutin "ep18_bagot_02.png",2; mes "[Bagot]"; - mes "You don't listen to me. So what's wrong? Ah~! Yes, a miracle. Can you show me a miracle~?"; - npctalk "Bagot: You're not listening to me again. So what's wrong? Ah~! Yes, a miracle. Can you show me a miracle~?", .@bagot01$; + mes "You're not listening to me. Then what is it? Oh~! Yes, a miracle. All you have to do is show me a miracle, right?"; + npctalk "Bagot: You're not listening to me. Then what is it? Oh~! Yes, a miracle.", .@bagot01$; next; cutin "ep18_demifreya.png",1; - mes "[Fake Goddess]"; - mes " ."; - npctalk "Fake Goddess:.", .@demigod$; + mes "[A Being Called God]"; + mes "....."; + npctalk "A Being Called God: .....", .@demigod$; next; - mes "[Fake Goddess]"; - mes "."; - npctalk "Fake Goddess:.", .@demigod$; + mes "[A Being Called God]"; + mes "....."; sleep2 500; - mes "huh"; - npctalk "Fake Goddess:huh", .@demigod$; + mes "We"; + npctalk "A Being Called God: ..We..", .@demigod$; sleep2 1000; - mes "han"; - npctalk "Fake Goddess:han", .@demigod$; + mes "..a.."; + npctalk "A Being Called God: ..a..", .@demigod$; sleep2 1000; - mes "everything"; - npctalk "Fake Goddess:all", .@demigod$; + mes "k.."; + npctalk "A Being Called God: k...", .@demigod$; close2; cutin "",255; setpcblock PCBLOCK_NPC, true; sleep2 1500; - specialeffect EF_DQ9_CHARGE3, AREA, .@Shulang02$; + specialeffect EF_DQ9_CHARGE3, AREA, .@shulang02$; sleep2 1000; - specialeffect EF_BEGINSPELL_YB, AREA, .@Shulang02$; - cloakoffnpc .@Shulang02$; + specialeffect EF_BEGINSPELL_YB, AREA, .@shulang02$; + cloakoffnpc .@shulang02$; sleep2 2500; - npctalk "Bagot: What? Did you save him? Hierarch, did you see? What did Bagot say? You said yes.", .@bagot01$; + npctalk "Bagot: What? Did you save him? Did you see the priest? What did Baggot say? I said it would be possible.", .@bagot01$; sleep2 1500; setpcblock PCBLOCK_NPC, false; cutin "ep18_bagot_03.png",2; mes "[Bagot]"; - mes "Here is the proof. Miracle~¡Ù"; - mes "The priest's inspiration. I called your god as promised, so I'll take the heart^000000 with me."; - npctalk "Bagot: Here's the proof. Miracle~¡Ù Priest inspiration. I called your god as promised, so I'll take my heart.", .@bagot01$; + mes "Here's the proof. Miracle~"; + mes "Old priest. Since I summoned your god as promised, I will take the ^4d4dffHeart^000000 with me."; + npctalk "Bagot: Since I summoned your god as promised, I will take the Heart with me.", .@bagot01$; next; mes "[Bagot]"; - mes "I wish you all the best~"; - npctalk "Bagot: I wish you all the best~", .@bagot01$; + mes "I hope you live forever~"; + npctalk "Bagot: I hope you live forever~", .@bagot01$; next; cutin "",255; - mes "[Youth]"; - mes "A humble servant has witnessed a miracle of God!"; - npctalk "Youth: A humble servant has witnessed a miracle of the gods!"; + mes "[Amal]"; + mes "A lowly servant has witnessed the miracles of God!"; + npctalk "Amal: A lowly servant has witnessed the miracles of God!"; next; cutin "ep18_bagot_01.png",2; mes "[Bagot]"; - mes "You don't listen to people?"; - mes "Shulang is a bit pricey, but that's the end of the role."; - npctalk "Bagot: You don't listen to people? It's a shame Shulang is a little pricey, but that's the end of the role.", .@bagot01$; + mes "Are you even listening?"; + mes "Schulang is a bit of a waste, but that's the end of his role."; + npctalk "Bagot: Are you even listening? Schulang is a bit of a waste, but that's the end of his role.", .@bagot01$; next; cutin "ep18_bagot_03.png",2; mes "[Bagot]"; - mes "In the meantime, I kept my promise because I let you live in a strong taste ^000000 ^4d4dff."; - mes "I'll go~. Then adventurer? Goodbye~!"; - npctalk "Bagot: You made me live in 'Strong Taste', so I kept my promise. Then adventurers? Goodbye~!", .@bagot01$; + mes "In the meantime, I kept my promise because I let you live with ^4d4dffstrong taste^000000."; + mes "I'll go~ So adventurer? Hello~!"; + npctalk "Bagot: I have kept my promise since I have been able to live with the 'strong taste' for a while. So adventurer? Hello~!", .@bagot01$; close2; cutin "",255; setpcblock PCBLOCK_NPC, true; disablenpc .@bagot01$; - npctalk "Youth: Oh... Freyja! Put your wrath upon that wicked one!"; - sleep2 2000; - npctalk "Fake Goddess: Kick Kick K K K K K K K K K K K K K K K K G G", .@demigod$; - sleep2 2000; - npctalk "Youth: ? My God. The humble servant is ready to hear the sermon."; - sleep2 2000; - npctalk "Fake Goddess: Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!", .@demigod$; + npctalk "Amal: Oh... Frejya! Please punish these heretics!"; sleep2 2500; - npctalk "Youth: you don't feel divine ? Why ?"; + npctalk "A Being Called God: kkigigig kikikig kkigigig", .@demigod$; + sleep2 2500; + npctalk "Amal: ....? What's wrong my God? Your lowly servant is ready to hear the prophecy..."; + sleep2 2500; + npctalk "A Being Called God: kkigigigi aaaaa!!!!", .@demigod$; + sleep2 2500; + npctalk "Amal: ...I don't feel any divine power...? why...?"; sleep2 2500; specialeffect EF_BEGINSPELL5, AREA, .@demigod$; sleep2 1000; enablenpc .@miriam04$; specialeffect EF_GUARD, AREA, .@miriam04$; sleep2 1000; - npctalk "Youth: How can God attack me?"; + npctalk "Amal: How can God punish me, a loyal servant of Freyja?"; + sleep2 2500; + npctalk "Miriam: This is not the time. You must leave it! That's not God!", .@miriam04$; + sleep2 2500; + npctalk "A Being Called God: kikikig kikikig ....", .@demigod$; + sleep2 2500; + npctalk "Amal: Nonsense! Miriam, get out of the way!"; + sleep2 2500; + npctalk "Miriam: You just almost died. Look straight ahead. Which part of that vile being is God?", .@miriam04$; + sleep2 2500; + npctalk "Miriam: It seems like you need to open your eyes. Father.", .@miriam04$; sleep2 2000; - npctalk "Miriam: This is not the time. You should avoid it! That's not God!", .@miriam04$; - sleep2 2500; - npctalk "Fake Goddess: Kiki Kick Kiki Kick .", .@demigod$; - sleep2 2500; - npctalk "Youth: No way! Miriam, get out of the way!"; - sleep2 2500; - npctalk "Miriam: You almost died. Look straight ahead. Where is that god?", .@miriam04$; - sleep2 1000; - npctalk "Miriam: I think you need some stability. Father.", .@miriam04$; + npctalk "Amal: This can't be happening! Let go of me, Miriam!"; sleep2 2000; - npctalk "Youth: I can't do this! Let go Miriam!"; - sleep2 1500; - npctalk "Fake Goddess: clinging...? clinging kyahahahahahahaha!!!", .@demigod$; + npctalk "A Being Called God: kkigig...? kkigigi kkyahahahahahahaha!!", .@demigod$; sleep2 1000; specialeffect EF_BEGINSPELL5, AREA, .@demigod$; sleep2 700; specialeffect EF_BEGINSPELL_YB, AREA, .@demigod$; - npctalk "Miriam: what are you doing!!!!", .@miriam04$; + npctalk "Miriam: What are you doing!!!!", .@miriam04$; sleep2 800; - disablenpc instance_npcname("Priest Youth#jus01"); + disablenpc instance_npcname("Yus Amal#jus01"); disablenpc .@miriam04$; sleep2 800; - npctalk "Fake Goddess: Crap!!!", .@demigod$; + npctalk "A Being Called God: kyahahahahahahaha!!", .@demigod$; sleep2 1000; setpcblock PCBLOCK_NPC, false; specialeffect EF_BEGINSPELL_YB, AREA, .@demigod$; - mapannounce 'map_adv$, "The chapel is closed.", bc_map, 0x4D4DFF; + mapannounce 'map_adv$, "The chapel has been sealed off.", bc_map, 0x4D4DFF; disablenpc .@demigod$; - disablenpc .@Shulang02$; + disablenpc .@shulang02$; donpcevent instance_npcname("adv_demigod_boss") + "::OnStart"; end; } @@ -1058,109 +1047,102 @@ OnStart: if ('adv_step != 25) end; 'adv_step = 26; - .@label$ = instance_npcname("adv_demigod_boss") + "::OnMobDead"; - monster 'map_adv$,122,351,"Resurrected Schulang",21314,1, .@label$; // EP18_MD_SCHULANG - monster 'map_adv$,124,356,"False God",21315,1, .@label$; // EP18_MD_DEMI_FREYJA + monster 'map_adv$,124,356,"Twisted God",21315,1, instance_npcname("adv_demigod_boss") + "::OnMobDead"; // EP18_MD_DEMI_FREYJA + monster 'map_adv$,122,351,"Resurrected Schulang",21314,1, instance_npcname("adv_demigod_boss") + "::OnMobDead2"; // EP18_MD_SCHULANG + .@boss_gid = $@mobid[0]; - // unofficial spawn of HIDDEN_MOB7 to cast NPC_CANE_OF_EVIL_EYE - monster 'map_adv$,123,338," ",3038,1, instance_npcname("adv_demigod_boss") + "::OnTempDead"; // HIDDEN_MOB7 - .@mob_id = $@mobid[0]; - unitskilluseid .@mob_id,"NPC_INVISIBLE",3,-50; - unitskillusepos .@mob_id,"NPC_CANE_OF_EVIL_EYE",3,123,349,-50; - unitskillusepos .@mob_id,"NPC_CANE_OF_EVIL_EYE",3,133,338,-50; - unitskillusepos .@mob_id,"NPC_CANE_OF_EVIL_EYE",3,113,338,-50; - unitskillusepos .@mob_id,"NPC_CANE_OF_EVIL_EYE",3,123,330,-50; - sleep 3000; - killmonster 'map_adv$, instance_npcname("adv_demigod_boss") + "::OnTempDead"; - end; -OnTempDead: + unitskillusepos .@boss_gid,"NPC_CANE_OF_EVIL_EYE",3,123,349,-50,0,0,1; + unitskillusepos .@boss_gid,"NPC_CANE_OF_EVIL_EYE",3,133,338,-50,0,0,1; + unitskillusepos .@boss_gid,"NPC_CANE_OF_EVIL_EYE",3,113,338,-50,0,0,1; + unitskillusepos .@boss_gid,"NPC_CANE_OF_EVIL_EYE",3,123,330,-50,0,0,1; end; OnMobDead: if ('adv_step != 26) end; if (mobcount('map_adv$, instance_npcname("adv_demigod_boss") + "::OnMobDead") < 1) { 'adv_step = 27; - mapannounce 'map_adv$, "Youth Shout: God--!!!", bc_map, 0xFF0000; + killmonster 'map_adv$, instance_npcname("adv_demigod_boss") + "::OnMobDead2"; + mapannounce 'map_adv$, "Amal's Voice: Oh God--!!!", bc_map, 0xFF0000; enablenpc instance_npcname("#boss_out"); enablenpc instance_npcname("Miriam#miriam05"); - enablenpc instance_npcname("Priest Youth#jus02"); + enablenpc instance_npcname("Yus Amal#jus02"); } end; +OnMobDead2: + end; } // Boss room out -1@adv,121,321,6 script Miriam#miriam05 EP18_NPC_MIRIAM,{ +1@adv,121,321,6 script(DISABLED) Miriam#miriam05 EP18_NPC_MIRIAM,{ if ('adv_step < 27) end; - if ('adv_step == 27) { + if ('adv_step == 27 && ep18_main == 54) { + npctalk "Miriam: Father!", instance_npcname("Miriam#miriam05"); mes "[Miriam]"; - mes "What did he do? He was suddenly thrown out."; - mes "Are you okay?"; + mes "What did he do? It suddenly flew out."; + mes "Are you alright?"; cutin "ep18_miriam_03.png",0; next; cutin "",255; - mes "[Youth]"; - mes "What have you done to God!!!!!!!!!!!!"; - mes "I can't do that!"; - mes "What have I done while waiting for this day!"; + mes "[Amal]"; + mes "What have you done to God!!!!!!!!!!"; + mes "You can't do that!"; + mes "What have I been doing while waiting for this day...!"; next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; - mes "Do you still believe it is a god?"; - mes "Could you say that?"; + mes "Do you still believe that is God?"; + mes "Are you really saying that?"; next; - select("Embrio is out."); + select( "This Embryo fell out." ); mes "[Miriam]"; - mes "Really."; - mes "It resembled the growth of the Holy Father, but ."; - mes "If you see Embryo fall, it must have been something created by a man named Bagot."; + mes "Indeed..."; + mes "It was similar to the Pope's..."; + mes "If you look at the Embryo that has fallen, it must have been something created by someone named Bagot."; next; - select("The analysis will be done here."); + select( "I'll do the analysis here." ); cutin "",255; - mes "[Youth]"; - mes "Miriam! Catch him!"; - mes "You deserve to be punished!"; - mes "blasphemy!"; + mes "[Amal]"; + mes "Miriam! Catch that insolent fool!"; + mes "This person deserves divine punishment!"; + mes "You are a blasphemer!"; next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; - mes "Is it possible?"; - mes "The adventurer is here to help us."; + mes "It can't be."; + mes "The adventurer came this far to help us."; next; mes "[Miriam]"; - mes "It was the same in the temple."; - mes "They must have blinded your father."; + mes "It was like that at the temple too."; + mes "It looks like they blinded my father too."; next; cutin "",255; - mes "[Youth]"; - mes "Are you trying to tell me now that I have fallen for their tricks!"; + mes "[Amal]"; + mes "Are you trying to tell me that I fell for their trick!"; next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; - mes "Let's get out of this place."; - mes "You can talk about the details after examining the Embryo."; + mes "Let's get out of here first."; + mes "You can discuss the details after examining the Embryo."; next; mes "[Miriam]"; - mes "Adventurer, let me know if the identity of the saint is revealed after the investigation is over."; + mes "Adventurer, please let me know if the identity of the Twisted God is revealed after the investigation is complete."; mes "I will take care of my father."; - if (ep18_1_main == 54) { - ep18_1_main = 55; - changequest 18083,18084; - } - if ('adv_step == 27) { - 'adv_step = 28; + ep18_main = 55; + erasequest 18083; + setquest 18084; + if (is_party_leader() == true) enablenpc instance_npcname("#boss_out"); - } close3; } cutin "ep18_miriam_01.png",0; mes "[Miriam]"; - mes "Father, I'll take care of you, so let's get out of here."; + mes "I need to take care of my father, so let's get out of here."; close3; } -1@adv,119,320,6 script Priest Youth#jus02 4_M_RACHOLD,{ - npctalk "Youth: oh my . this can't be ."; +1@adv,119,320,6 script(DISABLED) Yus Amal#jus02 4_M_RACHOLD,{ + npctalk "Amal: ...Oh my... It can't be like this...", instance_npcname("Yus Amal#jus02"); end; } diff --git a/npc/re/instances/Wolves.txt b/npc/re/instances/Wolves.txt index aa1d74485b..188e8ba37e 100644 --- a/npc/re/instances/Wolves.txt +++ b/npc/re/instances/Wolves.txt @@ -1,65 +1,77 @@ //===== rAthena Script ======================================= -//= Instances: A Gathering Place of Wolves and Sanctuary Purification. +//= Instances: Wolves Gathering Place and Sanctuary Purification. //===== Description: ========================================= //- [Walkthrough conversion] -//- A Gathering Place of Wolves is a part of the episode 18.1 main quest. +//- "Wolves Gathering Place" is a part of the Episode 18 main quest. //- Sanctuary Purification is a daily quest. //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ -// Main Quest: Step 54. (entrance npc is a part of the instance A Gathering Place of Wolves) +// Main Quest: Step 54. (entrance npc is a part of the instance Wolves Gathering Place) rachel,167,244,5 duplicate(dummy_cloaked_npc) Suad#sms03 4_EP18_SUAD +rachel,167,242,7 duplicate(dummy_cloaked_npc) Miriam#sms03 4_EP18_MIRIAM -rachel,169,245,3 script Ordinary person#sms04 4_EP18_GW_WOMAN01,{ - if (ep18_1_main < 50) { - end; +rachel,169,245,3 script Ordinary Person#sms04 4_EP18_GW_WOMAN01,{ + if (BaseLevel < 170) { + mes "[Wolf]"; + mes "Are you here to join the protest? But you don't seem like an experienced protester."; + next; + mes "- This quest is available from level 170 onward. -"; + close; } - if (ep18_1_main == 50 || ep18_1_main == 51) { // 17519 == 1 - mes "[Ordinary person]"; - mes "This place is under repair and access is prohibited."; - next; - cutin "ep18_Suad_01.png",2; - cloakoffnpcself( "Suad#sms03" ); + if (ep18_main < 50) { + mes "[Ordinary Person]"; + mes "This area is under maintenance and access is prohibited. It's dangerous. Please step back."; + close; + } + if (ep18_main == 50 || ep18_main == 51) { + if (ep18_main == 50) { + mes "[Ordinary Person]"; + mes "This area is under maintenance and access is prohibited."; + next; + cutin "ep18_suad_01.png",2; + cloakoffnpcself( "Suad#sms03" ); + mes "[Suad]"; + mes "You don't need to be cautious. This person is an adventurer who is with us."; + next; + cutin "ep18_miriam_01.png",0; + cloakoffnpcself( "Miriam#sms03" ); + mes "[Miriam]"; + mes "Are we all gathered now?"; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Yeah, everyone's ready. We just need to signal our people scattered around and enter the temple."; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "We need to move quickly."; + next; + } + cutin "ep18_suad_01.png",2; mes "[Suad]"; - mes "You don't have to be vigilant. This adventurer is with us."; + mes "When we enter here, we can go towards the side entrance of the temple. We'll enter when we receive a response after sending the signal over there. Adventure, can you send the signal?"; next; - cutin "ep18_miriam_01.png",0; - cloakoffnpcself( "Miriam#sms03" ); - mes "[Miriam]"; - mes "Are you all here?"; - next; - cutin "ep18_Suad_01.png",2; - mes "[Suad]"; - mes "Yeah. The preparations are done. Just send a signal to our people and enter the temple."; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "I must move quickly."; - next; - cutin "ep18_Suad_01.png",2; - mes "[Suad]"; - mes "If you enter here, you can enter through the side door of the temple. Adventurer, would you like to enter now?"; - next; - - .@md_name$ = "A Gathering Place of Wolves"; - // player has party + .@md_name$ = "Wolves Gathering Place"; + if (is_party_leader()) { - // player is leader of the party - .@create$ = "Create " + .@md_name$; + .@menu$[0] = "Yes, go ahead and send the signal."; + .@menu$[1] = "Let's enter quickly."; } - switch( select( .@create$, "Enter.", "I need time." ) ) { + switch( select( .@menu$[0], .@menu$[1], "We need to be prepared." ) ) { case 1: - if (instance_create(.@md_name$) < 0) { // Note: not forced solo - mes "Party: " + getpartyname(getcharid(1)) + ""; - mes "Leader: " + strcharinfo(0) + ""; - mes "^0000ff" + .@md_name$ + " ^000000- Unknown error"; - close3; + mes "Beep-"; + next; + instance_create(.@md_name$); + mes "[Suad]"; + mes "Since we've sent the signal, the emergency passage will open soon. Let us know when you're ready. We'll enter immediately."; + if (ep18_main == 50) { + changequest 17519,17520; + ep18_main = 51; } - mes "[Miriam in disguise]"; - mes "You'd better wait a little before you go in."; close3; case 2: switch( instance_enter(.@md_name$) ) { @@ -69,7 +81,7 @@ rachel,169,245,3 script Ordinary person#sms04 4_EP18_GW_WOMAN01,{ close3; case IE_NOINSTANCE: mes "[Suad]"; - mes "Tell the party leader to send the signal when he's ready."; + mes "We haven't sent the signal yet. Once everyone is ready, we'll send the signal immediately."; close3; case IE_NOMEMBER: mes "[Suad]"; @@ -77,40 +89,42 @@ rachel,169,245,3 script Ordinary person#sms04 4_EP18_GW_WOMAN01,{ close3; case IE_OK: mes "[Suad]"; - mes "The signal is here, so move on. Let's go."; - if (ep18_1_main == 50) { + mes "The signal has come, so let's move. Let's enter right away."; + if (ep18_main == 50) { // debug changequest 17519,17520; - ep18_1_main = 51; + ep18_main = 51; } cutin "",255; - mapannounce "rachel", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12; + mapannounce "rachel", "Adventurer " + strcharinfo(0) + " of the " + getpartyname( getcharid(1) ) + " party will enter " + .@md_name$ + " first. All wolves, gather sequentially.", bc_map, 0xFF99; // warp "1@nyr",194,30; close; } end; case 3: + mes "[Suad]"; + mes "Right. Adventurers are also essential forces, so let's wait until they're ready."; close3; } end; } - mes "[Ordinary person]"; - mes "A person from the temple is waiting for you."; + mes "[Ordinary Person]"; + mes "Hello, adventurer. An agent from a temple has been waiting for you."; close2; - cloakoffnpcself( "Miriam#sms03" ); - npctalk "Welcome Mister.", "Miriam#sms03", bc_self; + cloakoffnpcself( "Priest#sms01" ); + npctalk "Adventurer, welcome.", "Priest#sms01", bc_self; end; OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17519) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17519) == 1" ); // Sanctuary Purification questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "checkquest(17527,PLAYTIME) == 2" ); - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "ep18_1_main >= 52 && checkquest(17527,PLAYTIME) == -1 && isbegin_quest(17522) == 0 && isbegin_quest(17523) == 0" ); + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "ep18_main >= 52 && checkquest(17527,PLAYTIME) == -1 && isbegin_quest(17522) == 0 && isbegin_quest(17523) == 0" ); end; } // Instance Sanctuary Purification entrance -rachel,167,242,7 script(CLOAKED) Miriam#sms03 4_EP18_MIRIAM,{ +rachel,167,244,5 script(CLOAKED) Priest#sms01 4_F_TRAINEE,{ if (checkweight(1000405,4) == 0) { mes "- Wait a minute !! -"; mes "- Currently you're carrying -"; @@ -119,119 +133,155 @@ rachel,167,242,7 script(CLOAKED) Miriam#sms03 4_EP18_MIRIAM,{ mes "- after you loose some weight. -"; close; } - .@md_name$ = "Sanctuary Purification"; - if (ep18_1_main >= 52) { // repeatable instance Sanctuary Purification - if (BaseLevel < 170) { - mes "[Priest]"; - mes "You must be at least BaseLevel 170 for this instance."; - close; - } - if (isbegin_quest(17524) == 1 || isbegin_quest(17526) == 1) { - mes "[Priest]"; - mes "Welcome back, adventurer. You've worked hard."; - if (isbegin_quest(17524) == 1) { - erasequest 17524; - .@count = 2; - } - if (isbegin_quest(17526) == 1) { - erasequest 17526; - .@count += 2; - } - getitem 1000405,.@count; // Ep18_Amethyst_Fragment - close; - } - switch( checkquest(17527,PLAYTIME) ) { - case -1: - if (isbegin_quest(17522) == 0 && isbegin_quest(17523) == 0) - callsub( S_Take, 0 ); - break; - case 0: - case 1: - mes "[Jingwan]"; - mes "Please wait the end of the quest delay."; - close; - case 2: - mes "[Priest]"; - mes "Hello! Did you get a good rest? I would be grateful if you could help me today. Please note that the operation can be done once a day."; - erasequest 17527; - if (isbegin_quest(17522) == 0 && isbegin_quest(17523) == 0) - callsub( S_Take, 1 ); - break; - } + if (ep18_main < 52) + end; + // repeatable instance Sanctuary Purification + if (BaseLevel < 170) { mes "[Priest]"; - mes "Are you ready? I'll send you a signal to join."; + mes "You must be at least BaseLevel 170 for this instance."; + close; + } + if (isbegin_quest(17524) == 1 || isbegin_quest(17526) == 1) { + mes "[Priest]"; + mes "Welcome, adventurer. You've been through a lot."; + if (isbegin_quest(17524) == 1) { + erasequest 17524; + .@count = 2; + } + if (isbegin_quest(17526) == 1) { + erasequest 17526; + .@count += 2; + } + getitem 1000405,.@count; // Ep18_Amethyst_Fragment next; - switch( select( "Hey, send a signal", "I'll enter.", "I have a mission I haven't received yet!", "I need more preparation." ) ) { - case 1: + mes "[Priest]"; + mes "Please take a rest from your journey now! See you again!"; + close; + } + .@md_name$ = "Sanctuary Purification"; + + switch( checkquest(17527,PLAYTIME) ) { + case -1: + if (isbegin_quest(17522) == 0 && isbegin_quest(17523) == 0) + callsub( S_Take, 0, "Since we're doing it, let's do both.", "Raid on the defected temple guards.", "Raid on the Heart Hunters.", "", "It's going to be tough." ); + break; + case 0: + case 1: + mes "[Priest]"; + mes "The plan for the next operation hasn't been completed yet. Since it's conducted only once a day, we need to be cautious. Please rest until then, adventurer."; + close; + case 2: + mes "[Priest]"; + mes "Hello! Did you get a good rest? I would be grateful if you could help me today. Please note that the operation can be done once a day."; + erasequest 17527; + if (isbegin_quest(17522) == 0 && isbegin_quest(17523) == 0) + callsub( S_Take, 2, "Since we're doing it, let's do both.", "Raid on the defected temple guards.", "Raid on the Heart Hunters.", "", "It's going to be tough." ); + break; + } + mes "[Priest]"; + mes "Are you ready? I will send the join signal."; + next; + switch( select( "Alright. I'll send the signal.", "I'll proceed.", "I still have a mission pending!", "More preparation is needed." ) ) { + case 1: + mes "[Priest]"; + mes "I've received the rendezvous point. You can join immediately through this emergency exit. When you're ready, proceed to enter."; + if (instance_create(.@md_name$) < 0) { + mes "Party: " + getpartyname(getcharid(1)) + ""; + mes "Leader: " + strcharinfo(0) + ""; + mes "^0000ff" + .@md_name$ + " ^000000- Unknown error"; + close; + } + end; + case 2: + switch( instance_enter(.@md_name$) ) { + case IE_OTHER: + mes "^ff0000An unknown error occurred.^000000"; + close; + case IE_NOINSTANCE: + mes "The memorial dungeon does not exist."; + mes "The party leader did not generate the dungeon yet."; + close; + case IE_NOMEMBER: + mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; + close; + case IE_OK: mes "[Priest]"; - mes "You have been given the junction point. If you go through this emergency exit, you can join immediately. Enter when you are ready."; - if (instance_create(.@md_name$) < 0) { - mes "Party: " + getpartyname(getcharid(1)) + ""; - mes "Leader: " + strcharinfo(0) + ""; - mes "^0000ff" + .@md_name$ + " ^000000- Unknown error"; - close; - } - end; - case 2: - switch( instance_enter(.@md_name$) ) { - case IE_OTHER: - mes "^ff0000An unknown error occurred.^000000"; - close; - case IE_NOINSTANCE: - mes "The memorial dungeon does not exist."; - mes "The party leader did not generate the dungeon yet."; - close; - case IE_NOMEMBER: - mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; - close; - case IE_OK: - mes "[Priest]"; - mes "The signal is here, so let's move on. Let's go straight to the junction."; - mapannounce "rachel", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12; - setquest 17527; - // warp "1@nyr",194,30; - end; - } - end; - case 3: - callsub( S_Take, 0 ); - case 4: + mes "The signal has arrived, so let's move. Let's enter the rendezvous point right away."; + mapannounce "rachel", "" + strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12; + setquest 17527; + // warp "1@nyr",194,30; end; } + end; + case 3: + callsub( S_Take, 1, "", "Raid on the defected temple guards.", "Raid on the Heart Hunters.", "Since we're doing it, let's do both.", "It's going to be tough." ); + case 4: + mes "[Priest]"; + mes "Understood. I'll wait."; + close; } end; S_Take: if (getarg(0) == 0) { - mes "[Jingwan]"; - mes "The main forces that infiltrated the temple are gone, but the Temple Guards who fell to the Heart Hunter side and the remnants of the Heart Hunter who are aiming for the heart remain are a problem."; + mes "[Priest]"; + mes "The main forces that infiltrated the temple have escaped, but we still have trouble with the temple guards who defected to the Heart Hunters and remnants of the Heart Hunters themselves who are after the heart."; next; - mes "[Jingwan]"; - mes "We are working on our own walls, but we would appreciate it if an adventurer would help. Please note that the clearing operation is conducted once a day."; + mes "[Priest]"; + mes "We are conducting raids independently, but we would appreciate your assistance, adventurer. Please note that raids are conducted once a day."; + } + else if (getarg(0) == 1) { + mes "[Priest]"; + mes "Is that so? What mission did you miss?"; } next; - switch( select( "Both of these quests.", "Clear the renegade Temple Guard", "Heart Hunter Sodang", "It must be difficult" ) ) { + switch( select( getarg(1), getarg(2), getarg(3), getarg(4), getarg(5) ) ) { case 1: + case 4: // (same menu as 1 but order is different) if (isbegin_quest(17522) == 0 && isbegin_quest(17524) == 0) setquest 17522; if (isbegin_quest(17523) == 0 && isbegin_quest(17526) == 0) setquest 17523; mes "[Priest]"; - mes "Thank you so much. Then tell me when you're ready."; + mes "Understood."; + next; + mes "[Priest]"; + mes "Then please let me know when you're ready."; close; case 2: - if (isbegin_quest(17522) == 0 && isbegin_quest(17524) == 0) + if (isbegin_quest(17522) == 0 && isbegin_quest(17524) == 0) { setquest 17522; + mes "[Priest]"; + mes "Raid on the defected temple guards.Is that so? Understood."; + next; + mes "[Priest]"; + mes "Then please let me know when you're ready."; + close; + } mes "[Priest]"; - mes "Thank you so much. Then tell me when you're ready."; + mes "It seems you're already engaged in a mission. Very well, please take care of it."; + next; + mes "[Priest]"; + mes "Then please let me know when you're ready."; close; case 3: - if (isbegin_quest(17523) == 0 && isbegin_quest(17526) == 0) + if (isbegin_quest(17523) == 0 && isbegin_quest(17526) == 0) { setquest 17523; + mes "[Priest]"; + mes "Thank you for your cooperation. Let me know when you're ready."; + close; + } mes "[Priest]"; - mes "Thank you so much. Then tell me when you're ready."; + mes "It seems you're already engaged in a mission. Very well, please take care of it."; + next; + mes "[Priest]"; + mes "Then please let me know when you're ready."; close; - case 4: + case 5: + mes "[Priest]"; + mes "If that's the case, then there's nothing we can do. I'll see you next time!"; + close2; + cloakonnpcself( "Priest#sms01" ); end; } end; @@ -248,7 +298,7 @@ OnInstanceInit: 'map_1nyr$ = instance_mapname("1@nyr"); 'map_2nyr$ = instance_mapname("2@nyr"); - if (instance_live_info(ILI_NAME) == "A Gathering Place of Wolves") { // Gathering Place of Wolves instance : disable the stater NPCs of Sanctuary Purification + if (instance_live_info(ILI_NAME) == "Wolves Gathering Place") { // Wolves Gathering Place instance : disable the stater NPCs of Sanctuary Purification disablenpc instance_npcname("#qar101sw"); for ( .@i = 1; .@i < 16; ++.@i ) { @@ -265,13 +315,13 @@ OnInstanceInit: // disablenpc instance_npcname("#cell41"); // duplicate of 8 disablenpc instance_npcname("#qmobg101"); } - else { // Sanctuary Purification instance : disable the stater NPCs of A Gathering Place of Wolves - // Step 1 - Gathering Place of Wolves + else { // Sanctuary Purification instance : disable the stater NPCs of Wolves Gathering Place + // Step 1 - Wolves Gathering Place disablenpc instance_npcname("Miriam#dms101"); disablenpc instance_npcname("Suad#dms101"); - disablenpc instance_npcname("Ramachus#dms102"); + disablenpc instance_npcname("Lamacus#dms102"); disablenpc instance_npcname("Kun#dms112"); - disablenpc instance_npcname("Yoppi#dms122"); + disablenpc instance_npcname("Yopi#dms122"); disablenpc instance_npcname("Angry Crowd#dms171"); disablenpc instance_npcname("Temple Guard#dms101"); disablenpc instance_npcname("Temple Guard#dms111"); @@ -339,7 +389,7 @@ OnInstanceInit: disablenpc instance_npcname("Temple Guard#qdms172"); disablenpc instance_npcname("Temple Guard#qdms182"); - // Step 2 - Gathering Place of Wolves + // Step 2 - Wolves Gathering Place disablenpc instance_npcname("Miriam#dms201"); disablenpc instance_npcname("Temple Guard#dms201"); disablenpc instance_npcname("Temple Guard#dms211"); @@ -348,10 +398,10 @@ OnInstanceInit: disablenpc instance_npcname("Temple Guard#dms241"); disablenpc instance_npcname("#msna01"); - // Step 3 - Gathering Place of Wolves + // Step 3 - Wolves Gathering Place disablenpc instance_npcname("Miriam#dms301"); - disablenpc instance_npcname("Ramachus#dms201"); - disablenpc instance_npcname("Yoppi#dms221"); + disablenpc instance_npcname("Lamacus#dms201"); + disablenpc instance_npcname("Yopi#dms221"); disablenpc instance_npcname("Kun#dms211"); disablenpc instance_npcname("Temple Guard#dms301"); disablenpc instance_npcname("Temple Guard#dms311"); @@ -359,36 +409,36 @@ OnInstanceInit: disablenpc instance_npcname("Temple Guard#dms331"); disablenpc instance_npcname("Temple Guard#dms341"); - // Step 4 - Gathering Place of Wolves + // Step 4 - Wolves Gathering Place disablenpc instance_npcname("Miriam#dms401"); - disablenpc instance_npcname("Ramachus#dms301"); + disablenpc instance_npcname("Lamacus#dms301"); disablenpc instance_npcname("Kun#dms311"); - disablenpc instance_npcname("Yoppi#dms321"); + disablenpc instance_npcname("Yopi#dms321"); disablenpc instance_npcname("Temple Guard#dms401"); disablenpc instance_npcname("Temple Guard#dms411"); disablenpc instance_npcname("Temple Guard#dms421"); disablenpc instance_npcname("Temple Guard#dms431"); disablenpc instance_npcname("Temple Guard#dms441"); - // Step 5 - Gathering Place of Wolves + // Step 5 - Wolves Gathering Place disablenpc instance_npcname("Miriam#dms501"); - disablenpc instance_npcname("Ramachus#dms401"); + disablenpc instance_npcname("Lamacus#dms401"); disablenpc instance_npcname("Kun#dms411"); - disablenpc instance_npcname("Yoppi#dms421"); - disablenpc instance_npcname("Shulang#dms101"); + disablenpc instance_npcname("Yopi#dms421"); + disablenpc instance_npcname("Schulang#dms101"); disablenpc instance_npcname("Temple Guard#dms501"); disablenpc instance_npcname("Temple Guard#dms511"); disablenpc instance_npcname("Temple Guard#dms521"); disablenpc instance_npcname("Temple Guard#dms531"); disablenpc instance_npcname("Temple Guard#dms541"); - // Step 6 - Gathering Place of Wolves + // Step 6 - Wolves Gathering Place // disablenpc instance_npcname("#dmss101"); disablenpc instance_npcname("Miriam#dms601"); - disablenpc instance_npcname("Ramachus#dms501"); + disablenpc instance_npcname("Lamacus#dms501"); disablenpc instance_npcname("Kun#dms511"); - disablenpc instance_npcname("Yoppi#dms521"); - disablenpc instance_npcname("Shulang#dms201"); + disablenpc instance_npcname("Yopi#dms521"); + disablenpc instance_npcname("Schulang#dms201"); disablenpc instance_npcname("Bagot#dms101"); disablenpc instance_npcname("Private Officer#dms101"); disablenpc instance_npcname("Temple Guard#dms601"); @@ -396,16 +446,16 @@ OnInstanceInit: disablenpc instance_npcname("Temple Guard#dms621"); disablenpc instance_npcname("#effc01"); - // Step 7 + 8 - Gathering Place of Wolves + // Step 7 + 8 - Wolves Gathering Place // disablenpc instance_npcname("#dms701"); disablenpc instance_npcname("Miriam#dms701"); - disablenpc instance_npcname("Ramachus#dms601"); + disablenpc instance_npcname("Lamacus#dms601"); disablenpc instance_npcname("Kun#dms611"); - disablenpc instance_npcname("Yoppi#dms621"); + disablenpc instance_npcname("Yopi#dms621"); disablenpc instance_npcname("Niren#dms101"); - disablenpc instance_npcname("Private Officer#dms201"); + disablenpc instance_npcname("High Priest#dms201"); disablenpc instance_npcname("Bagot#dms201"); - disablenpc instance_npcname("Shulang#dms301"); + disablenpc instance_npcname("Schulang#dms301"); disablenpc instance_npcname("Temple Guard#dms701"); disablenpc instance_npcname("Temple Guard#dms711"); disablenpc instance_npcname("Temple Guard#dms721"); @@ -415,11 +465,11 @@ OnInstanceInit: disablenpc instance_npcname("Temple Guard#dms761"); disablenpc instance_npcname("Temple Guard#dms771"); - // Step 9 - Gathering Place of Wolves + // Step 9 - Wolves Gathering Place disablenpc instance_npcname("#dmswch02"); disablenpc instance_npcname("Miriam#dms801"); - // Step 10 - Gathering Place of Wolves + // Step 10 - Wolves Gathering Place disablenpc instance_npcname("Suad#dms102"); disablenpc instance_npcname("Zhed#dms101"); @@ -507,7 +557,7 @@ OnInstanceInit: disablenpc instance_npcname("#2ar201sw"); disablenpc instance_npcname("Heart Hunter#2dms50"); - disablenpc instance_npcname("Heart Hunter#2dms10"); + disablenpc instance_npcname("Temple Guard#2dms10"); disablenpc instance_npcname("Heart Hunter#2dms11"); disablenpc instance_npcname("Heart Hunter#2dms12"); disablenpc instance_npcname("Heart Hunter#2dms13"); @@ -559,9 +609,9 @@ OnInstanceInit: OnTouch_: warp "rachel",117,197; if ('nyr_main_step == 22) { - if (ep18_1_main == 51) { + if (ep18_main == 51) { changequest 17520,17521; - ep18_1_main = 52; + ep18_main = 52; } } end; @@ -652,10 +702,10 @@ OnTouch: sleep2 1000; navigateto("1@nyr",125,41); setpcblock PCBLOCK_NPC, false; - npctalk "In front of me is the gathering place."; + npctalk "Up ahead is the rallying point."; unitwalk getnpcid(0), 162,31, instance_npcname("Miriam#dms101") + "::OnMove1"; sleep 2000; - npctalk "Follow me."; + npctalk "This way, please."; end; OnMove1: @@ -663,69 +713,66 @@ OnMove1: end; OnMove2: unitwalk getnpcid(0), 128,41, instance_npcname("Miriam#dms101") + "::OnMove3"; - npctalk "It's in front of me."; + npctalk "It's right in front of me."; end; OnMove3: if ('nyr_main_step != 1) end; 'nyr_main_step = 2; - npctalk "Suad, what's the situation now?"; - npctalk "No more entry is allowed!", instance_npcname("Temple Guard#dms101"); + npctalk "Suad, what is the situation?", instance_npcname("Miriam#dms101"); + npctalk "No further entry is allowed!", instance_npcname("Temple Guard#dms101"); sleep 1000; - npctalk "Miriam, adventurer. A little further this way.", instance_npcname("Suad#dms101"); + npctalk "Miriam, Adventurer. A little further over here.", instance_npcname("Suad#dms101"); sleep 1000; - npctalk "Awesome! They're treating us like criminals!", instance_npcname("Kun#dms112"); - npctalk "Are we in a place we can't get in?", instance_npcname("Angry Crowd#dms131"); + npctalk "That's too much! They're treating us like criminals!", instance_npcname("Kun#dms112"); + npctalk "Are we in the place we're not supposed to be?", instance_npcname("Angry Crowd#dms131"); sleep 1500; - npctalk "Hey, that was our great-grandmother's land!", instance_npcname("Angry Crowd#dms121"); - npctalk "We have the right to come here too!", instance_npcname("Angry Crowd#dms161"); - npctalk "Has the party leader arrived yet?"; + npctalk "Hey, that place was my great-great-grandmother's land!", instance_npcname("Angry Crowd#dms121"); + npctalk "We have every right to be here!", instance_npcname("Angry Crowd#dms161"); sleep 2000; - npctalk "Yeah!! Get out of here!", instance_npcname("Angry Crowd#dms191"); + npctalk "Yeah!! Get out of our way!", instance_npcname("Angry Crowd#dms191"); npctalk "You pushed us away!", instance_npcname("Angry Crowd#dms181"); sleep 2000; - npctalk "Don't we look human?", instance_npcname("Angry Crowd#dms101"); - npctalk "Are we so happy?", instance_npcname("Angry Crowd#dms131"); + npctalk "Is it because we don't look human?", instance_npcname("Angry Crowd#dms101"); + npctalk "Is it because we look so easy?", instance_npcname("Angry Crowd#dms131"); sleep 2000; - npctalk "We are claiming our rights!", instance_npcname("Angry Crowd#dms121"); - npctalk "What is it, give it back!! Our land!!", instance_npcname("Angry Crowd#dms181"); + npctalk "We're claiming our rightful place!", instance_npcname("Angry Crowd#dms121"); + npctalk "What the hell!! Give our land back!!", instance_npcname("Angry Crowd#dms181"); sleep 2000; - npctalk "We are the old owners of this land and displaced peoples displaced by settlers.", instance_npcname("Angry Crowd#dms101"); - npctalk "Who is disturbing us!", instance_npcname("Angry Crowd#dms141"); + npctalk "We are the longtime owners of this land and have been displaced by the settlers.", instance_npcname("Angry Crowd#dms101"); + npctalk "Who is holding us back?!", instance_npcname("Angry Crowd#dms141"); sleep 2000; - npctalk "We have come to assert our rightful rights as longtime masters of this land.", instance_npcname("Angry Crowd#dms101"); - npctalk "Leave those who are occupying our land illegally!", instance_npcname("Angry Crowd#dms191"); + npctalk "We have come to claim our rightful place as the longtime inhabitants of this land.", instance_npcname("Angry Crowd#dms101"); + npctalk "Those who are illegally occupying our land should leave!", instance_npcname("Angry Crowd#dms191"); sleep 2000; - npctalk "Illegal protests are not allowed! Disband!", instance_npcname("Temple Guard#dms101"); - npctalk "Who said it was illegal?", instance_npcname("Angry Crowd#dms151"); - npctalk "Did you tell us it's illegal now?", instance_npcname("Angry Crowd#dms171"); + npctalk "No illegal protests! Disband now!", instance_npcname("Temple Guard#dms101"); + npctalk "Who said our protest was illegal?", instance_npcname("Angry Crowd#dms151"); + npctalk "You're just making up that it's illegal?", instance_npcname("Angry Crowd#dms171"); sleep 2000; - npctalk "Our requirements are as follows!", instance_npcname("Angry Crowd#dms101"); + npctalk "Our demands are as follows!", instance_npcname("Angry Crowd#dms101"); sleep 2000; - npctalk "One! We are the masters of this land! Get rid of those who occupy illegally!", instance_npcname("Angry Crowd#dms101"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms111"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms121"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms131"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms141"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms151"); - sleep 300; - npctalk "Get away!", instance_npcname("Angry Crowd#dms161"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms171"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms181"); - npctalk "Go away!", instance_npcname("Angry Crowd#dms191"); + npctalk "One! We are the owners of this land! Those who have illegally occupied it must leave!", instance_npcname("Angry Crowd#dms101"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms111"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms121"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms131"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms141"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms151"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms161"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms171"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms181"); + npctalk "Back off!", instance_npcname("Angry Crowd#dms191"); sleep 2000; - npctalk "One! Abolish the baseless discrimination policy and acknowledge our rights!", instance_npcname("Angry Crowd#dms101"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms111"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms121"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms131"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms141"); - sleep 500; - npctalk "Accept it!", instance_npcname("Angry Crowd#dms151"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms161"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms171"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms181"); - npctalk "Accept it!", instance_npcname("Angry Crowd#dms191"); + npctalk "Two! Abolish unfair discriminatory policies and acknowledge our rights!", instance_npcname("Angry Crowd#dms101"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms111"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms121"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms131"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms141"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms151"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms161"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms171"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms181"); + npctalk "Acknowledge it!", instance_npcname("Angry Crowd#dms191"); end; OnStartMove2: @@ -737,13 +784,13 @@ OnMove4: end; OnGuy1: - disablenpc instance_npcname("Ramachus#dms102"); + disablenpc instance_npcname("Lamacus#dms102"); end; OnGuy2: disablenpc instance_npcname("Kun#dms112"); end; OnGuy3: - disablenpc instance_npcname("Yoppi#dms122"); + disablenpc instance_npcname("Yopi#dms122"); end; } @@ -755,75 +802,79 @@ OnGuy3: close3; } if ('nyr_main_step == 2) { - cutin "ep18_Suad_01.png",0; + cutin "ep18_suad_01.png",0; mes "[Suad]"; - mes "The situation is not very good right now, the armed guards seem to have increased their guards like that..."; + mes "It's not looking good right now. I think... The armed guards increasing their security.."; next; - select( "You must have had a big problem with the top raid." ); + select( "Looks like the issue with the riot on top is a big one." ); cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Or the information was leaked. Otherwise, we wouldn't have prepared like this."; + mes "Or the information was leaked. Otherwise, we wouldn't have been prepared."; next; cutin "",255; mes "[Temple Guard]"; - mes "No more entry."; + mes "No further entry is permitted. Surrender to your arrest."; next; mes "[Natives]"; - mes "What have we done! Shouldn't we come in here?"; + mes "What have we done? We're not supposed to be in here!"; next; mes "[Natives]"; - mes "This place used to be our land! Why do you stop me from saying that the original owner wants to enter our land?"; + mes "This is our land! If the owner wants to enter into their own land, why should anyone be stopping them?"; next; mes "[Natives]"; - mes "It is you who are occupying illegally now!"; + mes "You're the ones who are illegally occupying it!"; next; mes "[Natives]"; - mes "What is it, give it back!! Our land!!"; + mes "What the hell, give it back!! Our land!!"; next; - mes "[Resident Representative]"; - mes "We are the longtime owners of this land and displaced people who have been displaced by migrants."; + mes "[Native Leader]"; + mes "We are the longtime owners of this land and have been displaced from our homes by the settlers."; next; - mes "[Resident Representative]"; - mes "We have come to assert our rightful rights as long-time masters of this land."; + mes "[Native Leader]"; + mes "We have come to claim our rightful place as the longtime inhabitants of this land."; next; - mes "[Resident Representative]"; - mes "Our requirements are as follows."; + mes "[Native Leader]"; + mes "Our demands are as follows."; next; - mes "[Resident Representative]"; - mes "One! We are..."; + mes "[Native Leader]"; + mes "One! We have..."; next; - npctalk "It's now. Follow me quietly.", instance_npcname("Ramachus#dms102"); - unitwalk getnpcid(0,instance_npcname("Ramachus#dms102")), 145,34, instance_npcname("Miriam#dms101") + "::OnGuy1"; + npctalk "Now is the time. Follow me quietly.", instance_npcname("Lamacus#dms102"); + npcspeed( 50, instance_npcname("Lamacus#dms102") ); + npcspeed( 50, instance_npcname("Kun#dms112") ); + npcspeed( 50, instance_npcname("Yopi#dms122") ); + unitwalk getnpcid(0,instance_npcname("Lamacus#dms102")), 145,34, instance_npcname("Miriam#dms101") + "::OnGuy1"; sleep2 1000; unitwalk getnpcid(0,instance_npcname("Kun#dms112")), 145,32, instance_npcname("Miriam#dms101") + "::OnGuy2"; - unitwalk getnpcid(0,instance_npcname("Yoppi#dms122")), 145,31, instance_npcname("Miriam#dms101") + "::OnGuy3"; + unitwalk getnpcid(0,instance_npcname("Yopi#dms122")), 145,31, instance_npcname("Miriam#dms101") + "::OnGuy3"; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Suad. Have you given any special instructions to those guys?"; - cutin "ep18_Suad_01.png",0; + mes "Suad, did you give any specific instructions to the people who were rioting at the top?"; + next; + cutin "ep18_suad_01.png",0; mes "[Suad]"; mes "No? Why?"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Hey, do you see those people? They're moving carefully. They're the group that raided the temple."; + mes "See those guys over there? They're moving cautiously. That's the group that did the attack on the top."; next; - cutin "ep18_Suad_03.png",0; + cutin "ep18_suad_03.png",0; mes "[Suad]"; - mes "I haven't given any specific instructions. Are you trying to act alone?"; + mes "I didn't give you any instructions. Are you trying to act on your own?"; next; - select("You seem to be heading towards the temple."); + select( "Looks like they're heading for the temple." ); cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "It's a solo act that hasn't been talked about before. I've already had a record, so wouldn't that be a good thing? I'll have to follow up quietly. I don't know what will happen again."; + mes "It's an action that's not discussed beforehand. I already have a history, and that's not a good thing, is it? I'm going to have to tread quietly, I don't know what else I'm going to do.."; next; - cutin "ep18_Suad_01.png",0; + cutin "ep18_suad_01.png",0; mes "[Suad]"; mes "Are you going alone?"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "To follow you, do you need a group of people to move? Alone is enough. You are here. I'll signal you if anything happens."; + mes "I'm just following behind, why do I need a group? I'm good enough on my own. You stay here, I'll signal if anything happens."; next; if ('nyr_main_step == 2) { 'nyr_main_step = 3; @@ -831,20 +882,20 @@ OnGuy3: enablenpc instance_npcname("Miriam#dms201"); } donpcevent instance_npcname("Miriam#dms101") + "::OnStartMove2"; - cutin "ep18_Suad_03.png",0; + cutin "ep18_suad_03.png",0; mes "[Suad]"; - mes "Is it ok? They only follow behind, but I don't know their purpose. They're disarmed, but I don't know what they're hiding..."; + mes "They say that they're only following, but there's no telling what they might be doing. Even if they're unarmed, they might be hiding something..."; next; - unittalk getcharid(3), "" + strcharinfo(0) + " : I'll follow."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Let me catch up."; mes "[Suad]"; - mes "It's safe then. I can't move around here. Miriam has left a mark, so she follows it. So please."; + mes "Well, that's a relief. I can't make any hasty moves here. Miriam left a trace. Now do me a favor and just follow the trace."; close2; navigateto("1@nyr",179,164); cutin "",255; end; } if ('nyr_main_step == 3) { - cutin "ep18_Suad_01.png",0; + cutin "ep18_suad_01.png",0; mes "[Suad]"; mes "Be careful."; close2; @@ -855,14 +906,14 @@ OnGuy3: end; } -1@nyr,130,34,1 script Ramachus#dms102 EP18_ARMED_VILLAGER01,{ +1@nyr,130,34,1 script Lamacus#dms102 EP18_ARMED_VILLAGER01,{ end; OnInstanceInit: npcspeed 100; end; } -1@nyr,132,32,1 duplicate(Ramachus#dms102) Kun#dms112 EP18_ARMED_VILLAGER02 -1@nyr,130,31,1 duplicate(Ramachus#dms102) Yoppi#dms122 EP18_ARMED_VILLAGER03 +1@nyr,132,32,1 duplicate(Lamacus#dms102) Kun#dms112 EP18_ARMED_VILLAGER02 +1@nyr,130,31,1 duplicate(Lamacus#dms102) Yopi#dms122 EP18_ARMED_VILLAGER03 1@nyr,117,38,7 duplicate(dummy_npc) Angry Crowd#dms171 4_EP18_GW_MIDDLE02 1@nyr,139,46,3 duplicate(dummy_npc) Temple Guard#dms101 4_M_RASWORD @@ -892,70 +943,16 @@ OnInstanceInit: // 2@nyr,37,219,0 script #ar101sw HIDDEN_WARP_NPC,5,5 2@nyr,37,219,3 script Miriam#dms201 4_EP18_MIRIAM,5,5,{ - if (is_party_leader() == false) { - npctalk "Who is the leader of the party?"; - end; - } - if ('nyr_main_step != 4) - end; - mes "[Temple Guard]"; - mes "This is a forbidden place."; - next; - cutin "ep18_miriam_01.png",2; - mes "[Miriam]"; - mes "I am Miriam, daughter of High Priest Youth Amal. I have seen and pursued suspicious people here."; - next; - cutin "",255; - mes "[Temple Guard]"; - mes "Are you here to help the high priest?"; - next; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "Work, help...? Is your father here?"; - next; - cutin "",255; - mes "[Temple Guard]"; - mes "Ah..."; - next; - mapannounce 'map_2nyr$, "Look.", bc_map, 0xFFCC; - mes "[Temple Guard]"; - mes "No one was suspicious here. Go back."; - next; - mapannounce 'map_2nyr$, "Be careful.", bc_map, 0xFFCC; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "Didn't there really be suspicious people? They've definitely entered this place. Give me a moment and I'll check it out quickly."; - next; - cutin "",255; - mes "[Temple Guard]"; - mes "If you come closer than this, I will respond."; - next; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "... I can't help it. Adventurer?"; - next; - select("Yes, I'll deal with it, so keep track."); - mes "[Miriam]"; - mes "Then please! I'll leave a mark, so come and find me."; - next; - cutin "",255; - mes "[Temple Guard]"; - mes "Intruder...! Oops!!!"; - if ('nyr_main_step == 4) { - 'nyr_main_step = 5; - donpcevent instance_npcname("nyr_step_2") + "::OnStart"; - } - close; - + end; OnTouch: // note: player can move - if ('nyr_main_step != 3) + if ('nyr_main_step != 3 || is_party_leader() == false) end; 'nyr_main_step = 4; - npctalk "Are you an adventurer?"; - npctalk "Adventurer? Why are you here?"; + npctalk "Adventurer?", instance_npcname("Miriam#dms201"); + npctalk "Adventurer? Why are you here?", instance_npcname("Miriam#dms201"); sleep 2000; - npctalk "It must have been from Suad. No need to worry."; + npctalk "I was sent by Suad. Don't worry too much about it.", instance_npcname("Miriam#dms201"); sleep 1000; enablenpc instance_npcname("Temple Guard#dms201"); enablenpc instance_npcname("Temple Guard#dms211"); @@ -963,12 +960,69 @@ OnTouch: enablenpc instance_npcname("Temple Guard#dms231"); enablenpc instance_npcname("Temple Guard#dms241"); sleep 500; - npctalk "Who are you! Reveal your identity.", instance_npcname("Temple Guard#dms201"); - npctalk "... it probably passed quietlyIt seems difficult to go, doesn't it?"; + npctalk "Halt! Identify Yourself.", instance_npcname("Temple Guard#dms201"); + npctalk "... It's hard to go by quietly, it seems.", instance_npcname("Miriam#dms201"); end; } -2@nyr,35,215,7 duplicate(dummy_npc) Temple Guard#dms201 4_M_RASWORD +2@nyr,35,215,7 script Temple Guard#dms201 4_M_RASWORD,{ + if (is_party_leader() == false) { + npctalk "Who is the leader of the party?"; + end; + } + if ('nyr_main_step != 4) + end; + mes "[Temple Guard]"; + mes "This place is off-limits."; + next; + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "I'm Miriam, the daughter of High Priest Amal. We've been following a suspicious group of people into this area.."; + next; + cutin "",255; + mes "[Temple Guard]"; + mes "Are you here to help the High Priest with his work?"; + next; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "Work... help...? Is my father here?"; + next; + cutin "",255; + mes "[Temple Guard]"; + mes "Ah..."; + next; + mes "[Temple Guard]"; + mes "No one here is suspicious. You may leave now."; + next; + mapannounce 'map_2nyr$, "Slowly.", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "Please be careful.", bc_map, 0xFFCC; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "Are you sure there aren't any suspicious people coming in? They've obviously gotten into this place, give me a second and I'll check it out quickly."; + next; + cutin "",255; + mes "[Temple Guard]"; + mes "If you get any closer, we will take action."; + next; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "...Can't help it, then. Can you, Adventurer?"; + next; + select( "Yes. I'll handle it, you go after them." ); + mes "[Miriam]"; + mes "Then do me a favor, I'll leave a trail so you can find me.."; + next; + cutin "",255; + disablenpc instance_npcname("Miriam#dms201"); + mes "[Temple Guard]"; + mes "Intruder...! Argh!!!"; + if ('nyr_main_step == 4) { + 'nyr_main_step = 5; + donpcevent instance_npcname("nyr_step_2") + "::OnStart"; + } + close; +} + 2@nyr,34,212,7 duplicate(dummy_npc) Temple Guard#dms211 4_M_RASWORD 2@nyr,36,212,1 duplicate(dummy_npc) Temple Guard#dms221 4_M_RASWORD 2@nyr,33,209,7 duplicate(dummy_npc) Temple Guard#dms231 4_M_RASWORD @@ -981,9 +1035,9 @@ OnStart: // disabled npcs from step 1 disablenpc instance_npcname("Miriam#dms101"); disablenpc instance_npcname("Suad#dms101"); - disablenpc instance_npcname("Ramachus#dms102"); + disablenpc instance_npcname("Lamacus#dms102"); disablenpc instance_npcname("Kun#dms112"); - disablenpc instance_npcname("Yoppi#dms122"); + disablenpc instance_npcname("Yopi#dms122"); disablenpc instance_npcname("Angry Crowd#dms171"); disablenpc instance_npcname("Temple Guard#dms101"); disablenpc instance_npcname("Temple Guard#dms111"); @@ -1023,11 +1077,11 @@ OnMobDead: end; if (mobcount('map_2nyr$, instance_npcname("nyr_step_2") + "::OnMobDead") < 1) { 'nyr_main_step = 6; - mapannounce 'map_2nyr$, "Did you hear a fight somewhere?", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "I heard a fight somewhere?", bc_map, 0xFFCC; enablenpc instance_npcname("#mstep01"); enablenpc instance_npcname("Miriam#dms301"); - enablenpc instance_npcname("Ramachus#dms201"); - enablenpc instance_npcname("Yoppi#dms221"); + enablenpc instance_npcname("Lamacus#dms201"); + enablenpc instance_npcname("Yopi#dms221"); enablenpc instance_npcname("Kun#dms211"); enablenpc instance_npcname("#msna01"); } @@ -1051,67 +1105,68 @@ OnTouch: OnTouch: if ('nyr_main_step != 6) end; - npctalk "You're welcome. Shh- see those people over there?"; - npctalk "I'm sleepy because I smell the book.", instance_npcname("Ramachus#dms201"); + npctalk "You've come to the right place. Shhh - do you see those people over there?", instance_npcname("Miriam#dms301"); + npctalk "The smell of books makes me sleepy.", instance_npcname("Lamacus#dms201"); end; } -2@nyr,37,93,5 script Ramachus#dms201 EP18_ARMED_VILLAGER01,{ +2@nyr,37,93,5 script Lamacus#dms201 EP18_ARMED_VILLAGER01,{ if ('nyr_main_step != 6) end; if (is_party_leader() == false) end; + cutin "ep18_miriam_03.png",2; mes "[Miriam]"; mes "What are you doing here?"; next; cutin "",255; - mes "[Ramachus]"; - mes "Ash! Surprise! What are you doing here? Even an adventurer?"; + mes "[Lamacus]"; + mes "Whoa! What the hell are you doing here, with an Adventurer?"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "You shouldn't be here right now. It will only make our position more difficult if the temple side finds out."; + mes "You shouldn't be here right now. If the Temple finds out, it will only make things more difficult for us."; next; cutin "",255; - mes "[Ramachus]"; - mes "You can't see it? You're opening a library. There must be a lot of secrets of migrants here."; - npctalk "Think. What if we get all of this?", instance_npcname("Kun#dms211"); - npctalk "We can take our weakness!", instance_npcname("Yoppi#dms221"); + mes "[Lamacus]"; + mes "Don't you see? We're breaking into a library. There must be a lot of secrets of the settlers in here."; + npctalk "Think about it. What if we got our hands on all of this?", instance_npcname("Kun#dms211"); + npctalk "We can take advantage of their weaknesses!", instance_npcname("Yopi#dms221"); next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "That's something to think about later. For now, go back. Come back. Your actions now make us more dangerous."; + mes "We can think about that later. For now. Go back. Your actions now could put us in more danger.."; next; cutin "",255; - mes "[Yoppi]"; - mes "You go back, Miriam. I won't act with you who are frustrated anymore."; - npctalk "What is the future for us?", instance_npcname("Kun#dms211"); + mes "[Yopi]"; + mes "Go home, Miriam. I'm not going to cooperate with your stuffy behavior anymore."; + npctalk "Who are you to tell us what to do?", instance_npcname("Kun#dms211"); next; enablenpc instance_npcname("Temple Guard#dms301"); mes "[Temple Guard]"; - mes "Here, intruder!"; + mes "There, intruder!"; next; enablenpc instance_npcname("Temple Guard#dms311"); enablenpc instance_npcname("Temple Guard#dms321"); enablenpc instance_npcname("Temple Guard#dms331"); enablenpc instance_npcname("Temple Guard#dms341"); mes "[Temple Guard]"; - mes "Everyone drop your weapons and raise your hands!"; + mes "Everyone lay down your weapons and raise your hands!"; next; - select("How do I do this?"); + select( "How do I do this?" ); cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "First off, there aren't many, so let's deal with them."; + mes "We're outnumbered, let's deal with it."; next; cutin "",255; mes "[Kun]"; - mes "You've come at a good time. Let's go!"; + mes "Good timing. Then we'll say goodbye!"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Wait!! Adventurer!"; + mes "Hold on, Adventurer!"; next; - select("Leave it here!"); + select( "Leave this one to me!" ); if ('nyr_main_step == 6) { 'nyr_main_step = 7; donpcevent instance_npcname("nyr_step_3") + "::OnStart"; @@ -1120,15 +1175,15 @@ OnTouch: end; } -2@nyr,35,90,5 duplicate(dummy_npc) Yoppi#dms221 EP18_ARMED_VILLAGER03 +2@nyr,35,90,5 duplicate(dummy_npc) Yopi#dms221 EP18_ARMED_VILLAGER03 2@nyr,32,93,1 duplicate(dummy_npc) Kun#dms211 EP18_ARMED_VILLAGER02 2@nyr,1,1,0 script nyr_step_3 -1,{ end; OnStart: disablenpc instance_npcname("Miriam#dms301"); - disablenpc instance_npcname("Ramachus#dms201"); - disablenpc instance_npcname("Yoppi#dms221"); + disablenpc instance_npcname("Lamacus#dms201"); + disablenpc instance_npcname("Yopi#dms221"); disablenpc instance_npcname("Kun#dms211"); disablenpc instance_npcname("Temple Guard#dms301"); disablenpc instance_npcname("Temple Guard#dms311"); @@ -1147,14 +1202,14 @@ OnMobDead: end; if (mobcount('map_2nyr$, instance_npcname("nyr_step_3") + "::OnMobDead") < 1) { 'nyr_main_step = 8; - mapannounce 'map_2nyr$, "Somehow, my back is chilling... It seems like someone is watching...?", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "I feel a chill down my spine... Like someone's watching...?", bc_map, 0xFFCC; disablenpc instance_npcname("#mstep01"); enablenpc instance_npcname("#mstep02"); enablenpc instance_npcname("#mstep03"); enablenpc instance_npcname("Miriam#dms401"); - enablenpc instance_npcname("Ramachus#dms301"); + enablenpc instance_npcname("Lamacus#dms301"); enablenpc instance_npcname("Kun#dms311"); - enablenpc instance_npcname("Yoppi#dms321"); + enablenpc instance_npcname("Yopi#dms321"); } end; } @@ -1172,86 +1227,86 @@ OnMobDead: 2@nyr,87,47,5 script Miriam#dms401 4_EP18_MIRIAM,5,5,{ end; OnTouch: - npctalk "The sound comes from this side."; - npctalk "Sim... Chang...", instance_npcname("Ramachus#dms301"); + npctalk "There's a sound coming from this side.", instance_npcname("Miriam#dms401"); + npctalk "The... heart....", instance_npcname("Lamacus#dms301"); end; } -2@nyr,99,47,1 script Ramachus#dms301 EP18_ARMED_VILLAGER01,{ +2@nyr,99,47,1 script Lamacus#dms301 EP18_ARMED_VILLAGER01,{ if ('nyr_main_step != 8) end; if (is_party_leader() == false) end; - mes "[Ramachus]"; - mes "Did you find it? Do you only talk about denominations here?"; + mes "[Lamacus]"; + mes "Did you find it? What kind of a place is this?"; next; mes "[Kun]"; - mes "Not yet. I don't think he's here. Oh, wait... The Pope...?"; + mes "Not yet. I don't think it's on this side. Oh, wait... The High Priest's...?"; next; - mes "[Yoppi]"; - mes "Leave unrelated books alone. That's not what we're looking for."; + mes "[Yopi]"; + mes "Leave the irrelevant books alone. That's not what we're looking for."; next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; - mes "You...!"; + mes "You guys...!"; next; - select("Shh- wait a minute."); + select( "Shhh-hold on a second." ); cutin "",255; - mes "[Ramachus]"; - mes "Even if it is a secret library, there is no way that such a book would have been left in a place like this."; + mes "[Lamacus]"; + mes "Even the most secretive of libraries wouldn't just leave a book like that lying around."; next; mes "[Kun]"; - mes "Then is there another secret library within the secret library?"; + mes "So is there another secret library within the secret library?"; next; - mes "[Yoppi]"; - mes "I don't know about that. Let's just find it."; + mes "[Yopi]"; + mes "I don't know. Let's just find it."; next; mes "[Kun]"; - mes "It would be nice to know the title."; + mes "It would be nice to know the book title."; next; - mes "[Ramachus]"; - mes "If you knew about it, you would be like this. They told me to bring all the things that look similar. Find them quickly."; + mes "[Lamacus]"; + mes "If I knew that, I wouldn't be here. I'd be like, 'Bring me anything that looks like that.' Go find it."; next; - select("Find something specificDoesn't it seem like that?"); + select( "Doesn't it look like they're looking for a specific book?" ); mes "[Miriam]"; - mes "A specific book...? Not a book for weakness?"; + mes "A specific book...? Not just a book to exploit weaknesses?"; next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; - mes "No, these? Hey! What are you looking for? What's the purpose?"; + mes "No, you mean this? Hey! What are you looking for? For what purpose?"; next; cutin "",255; - mes "[Yoppi]"; - mes "Oh, you're here again! Why are you secretly listening to me? As if you have a dirty heart."; - npctalk "Why do you keep chasing me? Why do you keep interrupting me?", instance_npcname("Kun#dms311"); + mes "[Yopi]"; + mes "Oh, there you go again! Why are you eavesdropping? As if you have something shady to share."; + npctalk "Why do you keep following me? Why do you keep interrupting me?", instance_npcname("Kun#dms311"); next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; - mes "Did you forget? Did you really sneak in with a dirty mind? What book are you looking for?"; + mes "You're the ones who sneaked in with the shady stuff, remember? What's the book you're looking for?"; next; cutin "",255; - mes "[Ramachus]"; - mes "It's really hurt, you. We're just saying we can live well? Don't you know that we all want to live together?"; - npctalk "Are you plotting us now?", instance_npcname("Yoppi#dms321"); - npctalk "What did you say to us?", instance_npcname("Kun#dms311"); + mes "[Lamacus]"; + mes "That really hurts, man. Don't you realize that we're trying to make a good thing out of this? Can't you understand that we're trying to make a better life for everyone?"; + npctalk "Are you setting us up?", instance_npcname("Yopi#dms321"); + npctalk "What did they say to us?", instance_npcname("Kun#dms311"); next; - mes "[Ramachus]"; - mes "He who doesn't know our sincerity. Anyway, the time has come..."; + mes "[Lamacus]"; + mes "They'll never know how much we care. It's about time you showed up, by the way..."; next; cutin "ep18_miriam_03.png",0; mes "[Miriam]"; mes "You have to catch them and make them open their mouths...!"; next; - cutin "",255; - mes "[Temple Guard]"; - mes "Here! The intruder is here!!!"; enablenpc instance_npcname("Temple Guard#dms401"); enablenpc instance_npcname("Temple Guard#dms411"); enablenpc instance_npcname("Temple Guard#dms421"); enablenpc instance_npcname("Temple Guard#dms431"); enablenpc instance_npcname("Temple Guard#dms441"); - npctalk "Come!!! Well done! Let's go guys!", instance_npcname("Ramachus#dms301"); - npctalk "I'll track you down, adventurer, take care of these guys!", instance_npcname("Miriam#dms401"); + cutin "",255; + mes "[Temple Guard]"; + mes "Here we go! The intruder is here!!!"; + npctalk "Here we go!!! Good luck! Let's go, boys!", instance_npcname("Lamacus#dms301"); + npctalk "I'll track them down, and you, Adventurer, take care of these guys!", instance_npcname("Miriam#dms401"); next; mes "[Temple Guard]"; mes "Drop your weapon!!"; @@ -1263,7 +1318,7 @@ OnTouch: } 2@nyr,93,36,3 duplicate(dummy_npc) Kun#dms311 EP18_ARMED_VILLAGER02 -2@nyr,99,38,5 duplicate(dummy_npc) Yoppi#dms321 EP18_ARMED_VILLAGER03 +2@nyr,99,38,5 duplicate(dummy_npc) Yopi#dms321 EP18_ARMED_VILLAGER03 2@nyr,88,44,5 duplicate(dummy_npc) Temple Guard#dms401 4_M_RASWORD 2@nyr,87,46,5 duplicate(dummy_npc) Temple Guard#dms411 4_M_RASWORD 2@nyr,87,42,5 duplicate(dummy_npc) Temple Guard#dms421 4_M_RASWORD @@ -1275,9 +1330,9 @@ OnTouch: end; OnStart: disablenpc instance_npcname("Miriam#dms401"); - disablenpc instance_npcname("Ramachus#dms301"); + disablenpc instance_npcname("Lamacus#dms301"); disablenpc instance_npcname("Kun#dms311"); - disablenpc instance_npcname("Yoppi#dms321"); + disablenpc instance_npcname("Yopi#dms321"); disablenpc instance_npcname("Temple Guard#dms401"); disablenpc instance_npcname("Temple Guard#dms411"); disablenpc instance_npcname("Temple Guard#dms421"); @@ -1295,15 +1350,15 @@ OnMobDead: end; if (mobcount('map_2nyr$, instance_npcname("nyr_step_4") + "::OnMobDead") < 1) { 'nyr_main_step = 10; - mapannounce 'map_2nyr$, "Somehow ominous. I think he's still following us.", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "It's ominous. I feel as though it's still following us.", bc_map, 0xFFCC; disablenpc instance_npcname("#mstep02"); disablenpc instance_npcname("#mstep03"); enablenpc instance_npcname("#mstep04"); enablenpc instance_npcname("#mstep05"); enablenpc instance_npcname("Miriam#dms501"); - enablenpc instance_npcname("Ramachus#dms401"); + enablenpc instance_npcname("Lamacus#dms401"); enablenpc instance_npcname("Kun#dms411"); - enablenpc instance_npcname("Yoppi#dms421"); + enablenpc instance_npcname("Yopi#dms421"); } end; } @@ -1317,52 +1372,51 @@ OnMobDead: npctalk "Didn't the party leader decide to come?", instance_npcname("Miriam#dms501"); end; OnTouch: - npctalk "Can you see the bookshelf over there?"; - npctalk "My fingers will wear out like this.", instance_npcname("Ramachus#dms401"); + npctalk "See that shelf over there?", instance_npcname("Miriam#dms501"); + npctalk "I'm going to burn out my fingers.", instance_npcname("Lamacus#dms401"); end; } -2@nyr,212,104,1 script Ramachus#dms401 EP18_ARMED_VILLAGER01,{ +2@nyr,212,104,1 script Lamacus#dms401 EP18_ARMED_VILLAGER01,{ if ('nyr_main_step != 10) end; if (is_party_leader() == false) end; - mes "[Yoppi]"; - mes "Isn't this the last time?"; + mes "[Yopi]"; + mes "Isn't this the end of the line?"; next; - mes "[Ramachus]"; - mes "That's right. There must be a real secret library."; - npctalk "Uh-huh, that's a bummer.", instance_npcname("Yoppi#dms421"); - npctalk "Aren't you going to hold yourself accountable for failure?", instance_npcname("Kun#dms411"); + mes "[Lamacus]"; + mes "I know. They must have a real secret library."; + npctalk "Oops, that was a waste.", instance_npcname("Yopi#dms421"); + npctalk "You're not going to hold me responsible for failing, are you?", instance_npcname("Kun#dms411"); next; - mes "[Ramachus]"; - mes "I didn't mean to ask you to come and find it, because you asked me to look for it in the first place."; + mes "[Lamacus]"; + mes "I told you to find it in the first place, not just come to me because it's there."; next; mes "[Kun]"; - mes "Ask if I can withdraw."; + mes "Ask if it's okay to back out."; next; - npctalk "This is a wolf, a wolf.", instance_npcname("Ramachus#dms401"); + npctalk "This is Wolf.", instance_npcname("Lamacus#dms401"); sleep2 2000; - npctalk "???: Did you find something?", instance_npcname("Ramachus#dms401"); + npctalk "???: Did you find the item?", instance_npcname("Lamacus#dms401"); sleep2 2000; - npctalk "This is the last library, but it doesn't seem to be here.", instance_npcname("Ramachus#dms401"); + npctalk "This is the last library, but I don't think it's here.", instance_npcname("Lamacus#dms401"); sleep2 2000; - npctalk "???: Wait.", instance_npcname("Ramachus#dms401"); - sleep2 1000; - npctalk "You're really tenacious. You seem to be surprisingly good at killing all the guards.", instance_npcname("Yoppi#dms421"); + npctalk "???: Wait.", instance_npcname("Lamacus#dms401"); mes "[Kun]"; - mes "Wait, am I being silly now? There's Miriam and an adventurer over there."; + mes "Wait, am I seeing things? That's Miriam and the Adventurer."; + npctalk "You're persistent. I'm surprised you beat all the guards.", instance_npcname("Yopi#dms421"); next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Who are you in contact with now?"; + mes "Who are you guys talking to?"; next; - select("Did you get an order?"); + select( "Are you guys paid to do this?" ); cutin "",255; - mes "[Ramachus]"; - mes "Sauce? We don't get that, do we?"; - npctalk "I trust the buyer.", instance_npcname("Kun#dms411"); - npctalk "We never betray.", instance_npcname("Yoppi#dms421"); + mes "[Lamacus]"; + mes "Payment? We don't get that, do we?"; + npctalk "I'm a bit of a believer.", instance_npcname("Kun#dms411"); + npctalk "We don't betray, ever.", instance_npcname("Yopi#dms421"); next; enablenpc instance_npcname("Temple Guard#dms501"); enablenpc instance_npcname("Temple Guard#dms511"); @@ -1376,71 +1430,70 @@ OnTouch: unitwalk getnpcid(0,instance_npcname("Temple Guard#dms541")),199,92; sleep2 500; - npctalk "This is it!", instance_npcname("Temple Guard#dms501"); - npctalk "Hey!! You're here!!", instance_npcname("Ramachus#dms401"); + npctalk "Over here!", instance_npcname("Temple Guard#dms501"); + npctalk "Hey! There you are!!", instance_npcname("Lamacus#dms401"); sleep2 1000; - enablenpc instance_npcname("Shulang#dms101"); - unitwalk getnpcid(0,instance_npcname("Shulang#dms101")),206,96; - npctalk "......", instance_npcname("Shulang#dms101"); - npctalk "Are you here?", instance_npcname("Ramachus#dms401"); - npctalk "Are you here!", instance_npcname("Kun#dms411"); - npctalk "Are you here?", instance_npcname("Yoppi#dms421"); + enablenpc instance_npcname("Schulang#dms101"); + unitwalk getnpcid(0,instance_npcname("Schulang#dms101")),206,96; + npctalk "......", instance_npcname("Schulang#dms101"); + npctalk "You've arrived!", instance_npcname("Lamacus#dms401"); + npctalk "You've arrived!", instance_npcname("Kun#dms411"); + npctalk "You've arrived!", instance_npcname("Yopi#dms421"); sleep2 2000; - cutin "ep18_Shulang.png",0; // when almost finsh walking + cutin "ep18_shulang.png",0; mes "[??]"; - mes "Is this the last library here?"; + mes "Is this the end of the library?"; next; cutin "",255; - mes "[Ramachus]"; - mes "Yes."; + mes "[Lamacus]"; + mes "Yes, it is."; next; - cutin "ep18_Shulang.png",0; + cutin "ep18_shulang.png",0; mes "[??]"; - mes "I wish I could have found the book, but I can't. I'm done with the work over there, so I'm leaving here."; + mes "I wish I could have found the book, but I can't. They've done their work, so we're out of here."; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Who are you! What's your relationship with these guys here?"; + mes "Who are you? What do you have to do with these people?"; next; - cutin "ep18_Shulang.png",0; + cutin "ep18_shulang.png",0; mes "[??]"; - mes "What? What did you put on it?"; + mes "What is it? Is there something else?"; next; cutin "",255; - mes "[Yoppi]"; - mes "I was afraid that someone wasn't a wolf, so I sniffed it and followed it. I'll deal with it soon."; + mes "[Yopi]"; + mes "Someone sniffed out the wolf and decided to follow us. We'll take care of it soon."; next; - cutin "ep18_Shulang.png",0; + cutin "ep18_shulang.png",0; mes "[??]"; - mes "You don't have to. You just withdraw and leave this to these newcomers."; + mes "That's not necessary. You guys should get out of here and let the new guys take over."; next; cutin "",255; - mes "[Ramachus]"; + mes "[Lamacus]"; mes "Yes!!"; next; - next; - disablenpc instance_npcname("Shulang#dms101"); + disablenpc instance_npcname("Schulang#dms101"); cutin "ep18_miriam_03.png",2; mes "[Miriam]"; mes "Wait!!!"; next; cutin "",255; mes "[Temple Guard]"; - mes "All intruders are dealt with!"; - unittalk getcharid(3), "" + strcharinfo(0) + " : who is the intruder?"; + mes "Take care of all intruders!"; + unittalk getcharid(3), "" + strcharinfo(0) + " : Who's the intruder?"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Things seem strangely twisted? Even the Temple Guards were bribed. To find out what happened..."; + mes "It seems like a weird twist of fate, huh? The Temple Guards have been bought off. We need to find out what's going on..."; unittalk getcharid(3), "" + strcharinfo(0) + " : Leave these people to me."; next; cutin "",255; mes "[Temple Guard]"; - mes "Into Power Formation!"; + mes "All hands in formation!"; next; - mes "[Yoppi]"; - mes "Hello~ It was dirty to meet you, let's not meet again?"; + mes "[Yopi]"; + mes "Oh, no~ I'm sorry we've crossed paths, we got dirty, so let's not meet again?"; if ('nyr_main_step == 10) { 'nyr_main_step = 11; donpcevent instance_npcname("nyr_step_5") + "::OnStart"; @@ -1449,9 +1502,9 @@ OnTouch: } 2@nyr,220,98,5 duplicate(dummy_npc) Kun#dms411 EP18_ARMED_VILLAGER02 -2@nyr,220,95,5 duplicate(dummy_npc) Yoppi#dms421 EP18_ARMED_VILLAGER03 +2@nyr,220,95,5 duplicate(dummy_npc) Yopi#dms421 EP18_ARMED_VILLAGER03 -2@nyr,197,96,5 duplicate(dummy_npc) Shulang#dms101 EP18_MD_SCHULANG +2@nyr,197,96,5 duplicate(dummy_npc) Schulang#dms101 EP18_MD_SCHULANG 2@nyr,197,95,5 duplicate(dummy_npc) Temple Guard#dms501 EP18_MD_GUARD_A 2@nyr,197,96,5 duplicate(dummy_npc) Temple Guard#dms511 EP18_MD_GUARD_A 2@nyr,197,93,5 duplicate(dummy_npc) Temple Guard#dms521 EP18_MD_GUARD_A @@ -1467,9 +1520,9 @@ OnStart: disablenpc instance_npcname("Temple Guard#dms521"); disablenpc instance_npcname("Temple Guard#dms531"); disablenpc instance_npcname("Temple Guard#dms541"); - disablenpc instance_npcname("Ramachus#dms401"); + disablenpc instance_npcname("Lamacus#dms401"); disablenpc instance_npcname("Kun#dms411"); - disablenpc instance_npcname("Yoppi#dms421"); + disablenpc instance_npcname("Yopi#dms421"); disablenpc instance_npcname("Miriam#dms501"); .@label$ = instance_npcname("nyr_step_5") + "::OnMobDead"; @@ -1484,16 +1537,16 @@ OnMobDead: end; if (mobcount('map_2nyr$, instance_npcname("nyr_step_5") + "::OnMobDead") < 1) { 'nyr_main_step = 12; - mapannounce 'map_2nyr$, "Beep - Enable Storage Room Unlock Protocol", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "Beep - Vault unlock protocol activated", bc_map, 0xFFCC; disablenpc instance_npcname("#mstep04"); disablenpc instance_npcname("#mstep05"); enablenpc instance_npcname("#mstep06"); enablenpc instance_npcname("Miriam#dms601"); - enablenpc instance_npcname("Ramachus#dms501"); + enablenpc instance_npcname("Lamacus#dms501"); enablenpc instance_npcname("Kun#dms511"); - enablenpc instance_npcname("Yoppi#dms521"); - enablenpc instance_npcname("Shulang#dms201"); + enablenpc instance_npcname("Yopi#dms521"); + enablenpc instance_npcname("Schulang#dms201"); enablenpc instance_npcname("Bagot#dms101"); enablenpc instance_npcname("Private Officer#dms101"); enablenpc instance_npcname("Temple Guard#dms601"); @@ -1514,86 +1567,93 @@ OnMobDead: npctalk "I don't think the party has arrived yet."; end; } - if ('nyr_main_step != 12) - end; .@miriam$ = instance_npcname("Miriam#dms601"); - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "What are you doing? How many people are there? It's hard to see from here, can you see something?"; - next; - select("Some people don't know."); - cutin "ep18_Shulang.png",1; - mes "[???]"; - mes "Are you still far away?"; - next; - cutin "",255; - mes "[Ramachus]"; - mes "Looks like you're almost done."; - next; - cutin "ep18_bagot_01.png",1; - mes "[???]"; - mes "Really, really, the security is thorough."; - next; - cutin "",255; - mes "[???]"; - mes "...don't they have this kind of security?"; - next; - cutin "ep18_bagot_02.png",1; - mes "[???]"; - mes "Sir, don't you know the irony?! Tight security isn't synonymous with cumbersome and demanding procedures, isn't it?"; - next; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "This voice..."; - emotion ET_HUK, playerattached(); - donpcevent .@miriam$ + "::OnEffect"; - next; - select("Do you know anyone?"); - mes "[Miriam]"; - mes "I'm not sure because it's hidden..."; - next; - cutin "",255; - mes "[???]"; - mes "Go in."; - if ('nyr_main_step != 12) - close; - next; - 'nyr_main_step = 13; - disablenpc instance_npcname("#mstep06"); - enablenpc instance_npcname("#mstep07"); - enablenpc instance_npcname("#mstep08"); - enablenpc instance_npcname("Miriam#dms701"); - enablenpc instance_npcname("Ramachus#dms601"); - enablenpc instance_npcname("Kun#dms611"); - enablenpc instance_npcname("Yoppi#dms621"); - enablenpc instance_npcname("Shulang#dms301"); - enablenpc instance_npcname("Bagot#dms201"); - enablenpc instance_npcname("Temple Guard#dms721"); - enablenpc instance_npcname("Temple Guard#dms731"); - enablenpc instance_npcname("Temple Guard#dms741"); + if ('nyr_main_step == 12) { + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "What are you doing? How many people are there? I can't see much from here."; + next; + select( "There are a few people I don't recognize." ); + cutin "ep18_shulang.png",1; + mes "[???]"; + mes "How far are we from there?"; + next; + cutin "",255; + mes "[Lamacus]"; + mes "We're almost there now."; + next; + cutin "ep18_bagot_01.png",1; + mes "[???]"; + mes "It's really, really, really secure. I'm just saying."; + next; + cutin "",255; + mes "[???]"; + mes "... Aren't you at least this secure?"; + next; + cutin "ep18_bagot_02.png",1; + mes "[???]"; + mes "Hey, Mr. Genius, don't you know how to make an irony?! Tight security is not synonymous with cumbersome and demanding procedures, right?"; + next; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "This voice is..."; + donpcevent .@miriam$ + "::OnEffect"; + next; + select( "Do you know them?" ); + mes "[Miriam]"; + mes "It's obscured, so I'm not sure..."; + next; + cutin "",255; + mes "[???]"; + mes "Enter."; + close2; + if ('nyr_main_step != 12) + end; + 'nyr_main_step = 13; + disablenpc instance_npcname("#mstep06"); + enablenpc instance_npcname("#mstep07"); + enablenpc instance_npcname("#mstep08"); - unitwalk getnpcid(0,instance_npcname("Ramachus#dms501")), 120,120, .@miriam$ + "::OnMove1"; - sleep2 2000; - unitwalk getnpcid(0,instance_npcname("Kun#dms511")), 120,121, .@miriam$ + "::OnMove2"; - unitwalk getnpcid(0,instance_npcname("Yoppi#dms521")), 122,121, .@miriam$ + "::OnMove3"; - sleep2 1000; - unitwalk getnpcid(0,instance_npcname("Shulang#dms201")), 120,121, .@miriam$ + "::OnMove4"; - sleep2 500; - disablenpc instance_npcname("Bagot#dms101"); - disablenpc instance_npcname("Private Officer#dms101"); - sleep2 1000; - npctalk "This way! Hurry up and chase me!"; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "Let's go in too."; - sleep2 1000; - unitwalk getnpcid(0,instance_npcname("Temple Guard#dms601")), 118,121, .@miriam$ + "::OnMove5"; - unitwalk getnpcid(0,instance_npcname("Temple Guard#dms611")), 118,121, .@miriam$ + "::OnMove6"; - unitwalk getnpcid(0,instance_npcname("Temple Guard#dms621")), 117,121, .@miriam$ + "::OnMove7"; - close2; - unitwalk getnpcid(0,.@miriam$), 122,119, .@miriam$ + "::OnMove8"; - cutin "",255; + enablenpc instance_npcname("Miriam#dms701"); + enablenpc instance_npcname("Lamacus#dms601"); + enablenpc instance_npcname("Kun#dms611"); + enablenpc instance_npcname("Yopi#dms621"); + enablenpc instance_npcname("Schulang#dms301"); + enablenpc instance_npcname("Bagot#dms201"); + enablenpc instance_npcname("Temple Guard#dms721"); + enablenpc instance_npcname("Temple Guard#dms731"); + enablenpc instance_npcname("Temple Guard#dms741"); + + npcspeed( 150, instance_npcname("Kun#dms511") ); + npcspeed( 150, instance_npcname("Yopi#dms521") ); + npcspeed( 150, instance_npcname("Schulang#dms201") ); + + unitwalk getnpcid(0,instance_npcname("Lamacus#dms501")), 120,120, .@miriam$ + "::OnMove1"; + sleep 2000; + unitwalk getnpcid(0,instance_npcname("Kun#dms511")), 120,121, .@miriam$ + "::OnMove2"; + unitwalk getnpcid(0,instance_npcname("Yopi#dms521")), 122,121, .@miriam$ + "::OnMove3"; + sleep 1000; + unitwalk getnpcid(0,instance_npcname("Schulang#dms201")), 120,121, .@miriam$ + "::OnMove4"; + sleep 500; + disablenpc instance_npcname("Bagot#dms101"); + disablenpc instance_npcname("Private Officer#dms101"); + end; + } + if ('nyr_main_step == 13) { + npctalk "This way! Hurry up and chase him!"; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "Let's go in too."; + sleep2 1000; + unitwalk getnpcid(0,instance_npcname("Temple Guard#dms601")), 118,121, .@miriam$ + "::OnMove5"; + unitwalk getnpcid(0,instance_npcname("Temple Guard#dms611")), 118,121, .@miriam$ + "::OnMove6"; + unitwalk getnpcid(0,instance_npcname("Temple Guard#dms621")), 117,121, .@miriam$ + "::OnMove7"; + close2; + unitwalk getnpcid(0,.@miriam$), 122,119, .@miriam$ + "::OnMove8"; + cutin "",255; + end; + } end; OnEffect: @@ -1604,16 +1664,16 @@ OnEffect: end; OnMove1: - disablenpc instance_npcname("Ramachus#dms501"); + disablenpc instance_npcname("Lamacus#dms501"); end; OnMove2: disablenpc instance_npcname("Kun#dms511"); end; OnMove3: - disablenpc instance_npcname("Yoppi#dms521"); + disablenpc instance_npcname("Yopi#dms521"); end; OnMove4: - disablenpc instance_npcname("Shulang#dms201"); + disablenpc instance_npcname("Schulang#dms201"); end; OnMove5: disablenpc instance_npcname("Temple Guard#dms601"); @@ -1630,14 +1690,14 @@ OnMove8: OnTouch: if ('nyr_main_step == 12) - npctalk "Hey, there are other people? What are you talking about?"; + npctalk "Hey, there are other people over there, what do they say?", instance_npcname("Miriam#dms601"); end; } -2@nyr,125,111,3 duplicate(dummy_npc) Ramachus#dms501 EP18_ARMED_VILLAGER01 +2@nyr,125,111,3 duplicate(dummy_npc) Lamacus#dms501 EP18_ARMED_VILLAGER01 2@nyr,128,107,3 duplicate(dummy_npc) Kun#dms511 EP18_ARMED_VILLAGER02 -2@nyr,128,104,3 duplicate(dummy_npc) Yoppi#dms521 EP18_ARMED_VILLAGER03 -2@nyr,125,101,1 duplicate(dummy_npc) Shulang#dms201 EP18_MD_SCHULANG -2@nyr,122,106,3 duplicate(dummy_npc) Bagot#dms101 4_EP18_Bagot +2@nyr,128,104,3 duplicate(dummy_npc) Yopi#dms521 EP18_ARMED_VILLAGER03 +2@nyr,125,101,1 duplicate(dummy_npc) Schulang#dms201 EP18_MD_SCHULANG +2@nyr,122,106,3 duplicate(dummy_npc) Bagot#dms101 4_EP18_BAGOT 2@nyr,120,107,3 duplicate(dummy_npc) Private Officer#dms101 4_M_RACHOLD 2@nyr,115,102,5 duplicate(dummy_npc) Temple Guard#dms601 EP18_MD_GUARD_A 2@nyr,116,106,5 duplicate(dummy_npc) Temple Guard#dms611 EP18_MD_GUARD_A @@ -1658,100 +1718,99 @@ OnTouch: } if ('nyr_main_step == 13) { mes "[???]"; - mes "Shulang, have you secured it yet? This bag is about to run out of patience."; + mes "Schulang, have you secured it yet? This Bagot is about to lose patience."; next; - mes "[Ramachus]"; - mes "But do we still have to wear this?"; - npctalk "It's boring.", instance_npcname("Yoppi#dms621"); + mes "[Lamacus]"; + mes "But do we have to keep this on?"; + npctalk "It's frustrating.", instance_npcname("Yopi#dms621"); next; - cutin "ep18_Shulang.png",0; - mes "[Shulang]"; - mes "What does it matter? Come all the way here. Do whatever you want."; + cutin "ep18_shulang.png",0; + mes "[Schulang]"; + mes "Who cares? You came this far. Do as you please."; next; - // Requires number as the aegis monster name is not a constant for now - setnpcdisplay( instance_npcname("Ramachus#dms601"), 21308 ); // EP18_MD_HEARTHUNTER_A + setnpcdisplay( instance_npcname("Lamacus#dms601"), 21308 ); // EP18_MD_HEARTHUNTER_A setnpcdisplay( instance_npcname("Kun#dms611"), 21308 ); // EP18_MD_HEARTHUNTER_A - setnpcdisplay( instance_npcname("Yoppi#dms621"), 21308 ); // EP18_MD_HEARTHUNTER_A - npctalk "I thought I was going to die because it was so cumbersome!", instance_npcname("Kun#dms611"); + setnpcdisplay( instance_npcname("Yopi#dms621"), 21308 ); // EP18_MD_HEARTHUNTER_A cutin "",255; - mes "[Yoppi]"; - mes "Hyah- I will live now."; + mes "[Yopi]"; + mes "Hah- now that's a life saver."; + npctalk "I thought it was killing me!", instance_npcname("Kun#dms611"); next; - select("Heart Hunter disguised himself."); + select( "The Heart Hunters were undercover." ); cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Heart Hunter... One of those crazy scientists you talked about... Then from the beginning...!"; + mes "Hearthunter... you're working with those mad scientists you were talking about... from the very beginning...!"; next; cutin "",255; mes "[" + strcharinfo(0) + "]"; - mes "There are still a lot of Heart Hunters that have been converted into Ymir's heart, aren't there?"; + mes "There are still a lot of Heart Hunters remodeled with Ymir's heart left, right?"; next; - cutin "ep18_Shulang.png",0; - mes "[Shulang]"; - mes "Are we spherical? Ah, they're the dwarves that are coming after you. I heard the news."; - npctalk "Oh, those people? You're surprised that they've been following us so persistently. You owed us unknowingly?", instance_npcname("Bagot#dms201"); + cutin "ep18_shulang.png",0; + mes "[Schulang]"; + mes "Was it our old face? Ah, those are the small fries that are said to be tracking you. I heard the news."; + npctalk "Oh, those people? They've been after us so relentlessly that we've surprised ourselves. We didn't realize we were in debt.", instance_npcname("Bagot#dms201"); next; - select("That must be Illusion."); + select( "That would be Illusion." ); cutin "ep18_bagot_02.png",1; mes "[Bagot]"; - mes "Ah, I'm surprised. Do you even know how? It's hard to sell your face."; - npctalk "What does it matter? It'll be gone anyway.", instance_npcname("Shulang#dms301"); + mes "Oh, my God, I don't want to embarrass you."; + npctalk "Who cares, it's going to be gone anyway.", instance_npcname("Schulang#dms301"); next; - enablenpc instance_npcname("Private Officer#dms201"); + enablenpc instance_npcname("High Priest#dms201"); enablenpc instance_npcname("Temple Guard#dms701"); enablenpc instance_npcname("Temple Guard#dms711"); cutin "",255; mes "[???]"; - mes "It's ready."; + mes "You're all good to go."; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; mes "...Father??"; next; cutin "",255; - mes "[Youth Amal]"; - mes "Miriam, you did a good job so far. You've done your part, now go back."; + mes "[Amal]"; + mes "Miriam, You've come this far. You've done your part, now go home."; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "How are you...? What?"; + mes "What do you mean? What are you doing...?"; next; cutin "ep18_bagot_03.png",1; mes "[Bagot]"; - mes "Wow, I was praised by my father. I hope. Praise for parenting is very important."; - mes "BagotI can't even remember when I got it. Ummm... Ah! I never got it, so I don't remember!"; - npctalk "I've gotten compliments, so I can go home and wash my feet and go to sleep.", instance_npcname("Bagot#dms201"); + mes "Wow, you got praised by your dad. That's great. Compliments for good parenting, it's important."; + mes "I don't even remember getting my praise. Um... Ah! I don't remember because I never got it.!"; + npctalk "Now that you've been praised, you can go home, wash off your feet, and sleep..", instance_npcname("Bagot#dms201"); next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "What, what's going on? Why did my father... what did I do?"; + mes "What, what's going on? Why did my dad... What did you do?"; next; cutin "",255; - mes "[Youth Amal]"; - mes "... Once you get what you need, just deal with it and go."; + mes "[Amal]"; + mes "... Once you've got what you need, let's move on."; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; mes "Father! Father!!!"; next; - cutin "ep18_bagot_01.png",4; - disablenpc instance_npcname("Private Officer#dms201"); + disablenpc instance_npcname("High Priest#dms201"); + cutin "ep18_bagot_01.png",1; mes "[Bagot]"; - mes "Damn! A father who praises you but has no affection?"; + mes "A father who praises you but never loves you?"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "What are you doing to your father?"; + mes "What are you doing to my father?"; next; cutin "ep18_bagot_03.png",1; mes "[Bagot]"; - mes "Oh, you don't know? You say your wish is to drive all the natives out of Arunafeltz. We helped a little with that. Of course, it's not free."; - npctalk "You have to do everything you want to do and buy. Otherwise, you will get sick.", instance_npcname("Bagot#dms201"); - npctalk "Hehe- is it okay to imitate you? Give us some compliments too.", instance_npcname("Ramachus#dms601"); + mes "Oh, you don't know, do you? His wish is to drive all the natives out of Arunafeltz. We helped a little with that, but not for free."; + npctalk "You should always live your life doing whatever you want. Otherwise, you're going to be sick.", instance_npcname("Bagot#dms201"); + npctalk "Hehe - did you like your impersonation? Give us a pat on the back.", instance_npcname("Lamacus#dms601"); next; cutin "",255; mes "[Heart Hunter]"; - mes "Miriam Thanks to you and your friends, we were able to complete this riot picture. Thank you very much!"; + mes "Miriam, you and your friends have helped me complete this picture of the riot. Thank you so much!"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; @@ -1759,108 +1818,109 @@ OnTouch: next; cutin "ep18_bagot_01.png",1; mes "[Bagot]"; - mes "What are you talking about? How many times did you go to the temple to protest?"; + mes "What are you talking about, a handful of impulsive protests to the temple?"; next; cutin "ep18_bagot_03.png",1; mes "[Bagot]"; - mes "The protest outside will soon turn into a riot? Then your wish will come true. Then you will make another wish? Will we get paid again?"; + mes "Soon the protest outside will turn into a riot, and then your wish will be granted, and then you'll make another wish, and then we'll get paid again?"; next; - cutin "ep18_Shulang.png",0; - mes "[Shulang]"; - mes "How long are we going to talk about. Let's go."; - mes "Come clean up."; + cutin "ep18_shulang.png",0; + mes "[Schulang]"; + mes "I'm not going to talk forever. Let's go."; + mes "Clean up your mess."; next; cutin "",255; - mes "[Ramachus]"; - mes "four!"; + mes "[Lamacus]"; + mes "Four!"; next; - disablenpc instance_npcname("Shulang#dms301"); + disablenpc instance_npcname("Schulang#dms301"); disablenpc instance_npcname("Bagot#dms201"); mes "[Heart Hunter]"; - mes "I wish there was a Suad here. I wanted to give it a try sometime."; + mes "I wish I had Suad here with me. I wish I could've helped him out sometime."; next; mes "[Heart Hunter]"; - mes "Hello, let me introduce you formally. We are Heart Hunters. We are going to bury you here soon."; - npctalk "I'm not just a Heart Hunter. I'm a very strong Heart Hunter.", instance_npcname("Kun#dms611"); - select("Be careful, they're modified ones."); + mes "Hi, let me formally introduce ourselves. We're the Heart Hunters, and we're about to bury you here."; + npctalk "Not just any heart hunter. He's a really, really good Heart Hunter.", instance_npcname("Kun#dms611"); next; + select( "Watch out, they're modified." ); + next; + specialeffect EF_UNDEADBODY, AREA, instance_npcname("Lamacus#dms601"); + specialeffect EF_NPC_STOP, AREA, instance_npcname("Lamacus#dms601"); cutin "ep18_miriam_03.png",2; - specialeffect EF_UNDEADBODY, AREA, instance_npcname("Ramachus#dms601"); - specialeffect EF_NPC_STOP, AREA, instance_npcname("Ramachus#dms601"); mes "[Miriam]"; - mes "Are you feeling a bit ominous like that?"; + mes "He's always been like that... Is there something ominous about that?"; next; - select("It seems to resonate with Ymir's heart here."); + select( "It seems to resonate with the heart of Ymir here." ); mes "[Miriam]"; - mes "In a nutshell, counting? All right. Hurry up and track it down."; + mes "That's basically a quick count, right? Okay, let's make it quick and get on with it."; if ('nyr_main_step == 13) { 'nyr_main_step = 14; donpcevent instance_npcname("nyr_step_7") + "::OnStart"; - removespecialeffect EF_UNDEADBODY, AREA, instance_npcname("Ramachus#dms601"); - removespecialeffect EF_NPC_STOP, AREA, instance_npcname("Ramachus#dms601"); + removespecialeffect EF_UNDEADBODY, AREA, instance_npcname("Lamacus#dms601"); + removespecialeffect EF_NPC_STOP, AREA, instance_npcname("Lamacus#dms601"); } close3; } if ('nyr_main_step == 15) { cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Ha... ha... Adventurer, are you okay?"; + mes "Ha... Hah... Adventurer, are you all right?"; next; - select("Where did they all go?"); + select( "But where did they all go?" ); enablenpc instance_npcname("Niren#dms101"); enablenpc instance_npcname("Temple Guard#dms751"); enablenpc instance_npcname("Temple Guard#dms761"); enablenpc instance_npcname("Temple Guard#dms771"); - npctalk "What is all this?", instance_npcname("Niren#dms101"); + npctalk "What's this all about?", instance_npcname("Niren#dms101"); cutin "ra_gwoman.bmp",0; mes "[Niren]"; - mes "What is this, all this fuss."; - mes "Adventurer...? Why are you here?"; + mes "What, what's all the fuss about?"; + mes "Adventurer...? Why are you here, Adventurer?"; next; - select("Here..."); + select( "Here's what..." ); mes "[Niren]"; - mes "You've been tracking your co-workers for suspicious behavior, but they're actually spies."; + mes "You've been tracking a colleague who's been acting suspiciously, and it turns out they're actually a mole."; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "Are you also in the same party with my father?"; + mes "You're in the same league as my father.?"; next; cutin "ra_gwoman.bmp",0; mes "[Niren]"; - mes "Priest?? What else does that mean?"; + mes "High Priest?? What does that even mean?"; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "I think my father is probably involved in this."; + mes "I think my father is involved in this."; next; cutin "ra_gwoman.bmp",0; mes "[Niren]"; - mes "What is that... Even the High Priest...? It must be investigated."; - mes "Even among those gathered outside, there must be hidden agitators planted by the gangsters..."; + mes "How is that... High Priest...? We'll have to investigate."; + mes "I'm sure there are instigators lurking in the crowd outside, planted by the bad guys..."; next; - select("Also in Temple Guard."); + select( "It's also among the Temple Guard." ); mes "[Niren]"; - mes "A major overhaul is needed. First, we need to find out what we did here. Are there any dangerous objects, or are there no missing ones..."; + mes "We're going to need to do a major overhaul...first we need to figure out what we've been doing here, making sure there's nothing dangerous, and nothing is lost... even among the Temple Guards."; next; mes "[Niren]"; mes "...!!"; - mes "There is no need to investigate. Ymir's heart piece is missing. It should be there."; + mes "No need to investigate, Ymir's heart shard is missing. It's supposed to be there."; next; - select("Also..."); + select( "I know..." ); mes "[Niren]"; - mes "I can't even imagine what to do with it..."; - mes "It's not like this, we need to inform the facts and follow up...!!"; + mes "What the heck they're going to do with it... I can't even imagine."; + mes "This is not what we should be doing, we need to tell the truth and track them down...!!"; next; mes "[Niren]"; - mes "Ah...! I said that there would be enemy forces among the Temple Guards. First, I have to select a reliable person."; + mes "Ah...! You said there would be enemies among the Temple Guards, so we'll have to pick out the ones we trust first."; next; cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "I'll go. It was probably taken by my father. I can only guess where it went."; + mes "I'll go. That's probably my father's, because I have a pretty good idea of where it might have gone."; next; cutin "ra_gwoman.bmp",0; mes "[Niren]"; - mes "Let's go out and talk about that first, because the situation outside is not so good."; + mes "We'll talk about that when we get outside, because it's not looking good out there."; close2; cutin "",255; if ('nyr_main_step == 15) { @@ -1922,17 +1982,17 @@ OnTouch: end; } -2@nyr,120,206,3 duplicate(dummy_npc) Ramachus#dms601 EP18_ARMED_VILLAGER01 +2@nyr,120,206,3 duplicate(dummy_npc) Lamacus#dms601 EP18_ARMED_VILLAGER01 2@nyr,119,207,3 duplicate(dummy_npc) Kun#dms611 EP18_ARMED_VILLAGER02 -2@nyr,111,207,5 duplicate(dummy_npc) Yoppi#dms621 EP18_ARMED_VILLAGER03 -2@nyr,115,204,5 duplicate(dummy_npc) Shulang#dms301 4_EP18_Shulang -2@nyr,117,205,3 duplicate(dummy_npc) Bagot#dms201 4_EP18_Bagot +2@nyr,111,207,5 duplicate(dummy_npc) Yopi#dms621 EP18_ARMED_VILLAGER03 +2@nyr,115,204,5 duplicate(dummy_npc) Schulang#dms301 4_EP18_SHULANG +2@nyr,117,205,3 duplicate(dummy_npc) Bagot#dms201 4_EP18_BAGOT 2@nyr,112,201,5 duplicate(dummy_npc) Temple Guard#dms721 4_M_RASWORD 2@nyr,121,203,3 duplicate(dummy_npc) Temple Guard#dms731 4_M_RASWORD 2@nyr,121,201,3 duplicate(dummy_npc) Temple Guard#dms741 4_M_RASWORD -2@nyr,115,202,5 duplicate(dummy_npc) Private Officer#dms201 4_M_RACHOLD +2@nyr,115,202,5 duplicate(dummy_npc) High Priest#dms201 4_M_RACHOLD 2@nyr,113,203,5 duplicate(dummy_npc) Temple Guard#dms701 4_M_RASWORD 2@nyr,118,203,3 duplicate(dummy_npc) Temple Guard#dms711 4_M_RASWORD @@ -1949,9 +2009,9 @@ OnStart: disablenpc instance_npcname("#mstep07"); disablenpc instance_npcname("#mstep08"); disablenpc instance_npcname("Miriam#dms701"); - disablenpc instance_npcname("Ramachus#dms601"); + disablenpc instance_npcname("Lamacus#dms601"); disablenpc instance_npcname("Kun#dms611"); - disablenpc instance_npcname("Yoppi#dms621"); + disablenpc instance_npcname("Yopi#dms621"); disablenpc instance_npcname("Temple Guard#dms701"); disablenpc instance_npcname("Temple Guard#dms711"); disablenpc instance_npcname("Temple Guard#dms721"); @@ -1994,15 +2054,15 @@ OnTouch: 'nyr_main_step = 17; donpcevent instance_npcname("Miriam#dms801") + "::OnMove1"; navigateto("1@nyr",129,165); - mapannounce 'map_1nyr$, "We are alive too! Get to know us!", bc_map, 0xFFCC; - npctalk "Things don't seem right. Let's take a closer look.", instance_npcname("Miriam#dms801"); + mapannounce 'map_2nyr$, "We're alive! Please notice us!", bc_map, 0xFFCC; + npctalk "I don't think this is a good situation. I need to get closer.", instance_npcname("Miriam#dms801"); sleep 2000; - npctalk "This is it", instance_npcname("Miriam#dms801"); - mapannounce 'map_1nyr$, "We are alive! We are alive!", bc_map, 0xFFCC; + npctalk "This way.", instance_npcname("Miriam#dms801"); + mapannounce 'map_2nyr$, "We're alive! We're alive!!", bc_map, 0xFFCC; sleep 3000; - mapannounce 'map_1nyr$, "We exist! We exist!", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "We exist!! Exist!!", bc_map, 0xFFCC; sleep 5000; - mapannounce 'map_1nyr$, "Give back the rights to the owner of this land! Give it back!", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "Give the right back to the owner of this land! Give it back!!", bc_map, 0xFFCC; npctalk "Give it back!", instance_npcname("Angry Crowd#dms201"); npctalk "Give it back!", instance_npcname("Angry Crowd#dms211"); npctalk "Give it back!", instance_npcname("Angry Crowd#dms221"); @@ -2019,41 +2079,41 @@ OnTouch: npctalk "Give it back!", instance_npcname("Angry Crowd#dms232"); npctalk "Give it back!", instance_npcname("Angry Crowd#dms242"); sleep 5000; - mapannounce 'map_1nyr$, "We are alive! We are alive!", bc_map, 0xFFCC; - npctalk "Alive!", instance_npcname("Angry Crowd#dms201"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms211"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms221"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms231"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms241"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms251"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms261"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms271"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms281"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms291"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms202"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms212"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms222"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms232"); - npctalk "Alive!", instance_npcname("Angry Crowd#dms242"); + mapannounce 'map_2nyr$, "We too are alive! Alive!", bc_map, 0xFFCC; + npctalk "We're alive!", instance_npcname("Angry Crowd#dms201"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms211"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms221"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms231"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms241"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms251"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms261"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms271"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms281"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms291"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms202"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms212"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms222"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms232"); + npctalk "We're alive!", instance_npcname("Angry Crowd#dms242"); sleep 5000; - mapannounce 'map_1nyr$, "We exist! We exist!", bc_map, 0xFFCC; - npctalk "Exists!", instance_npcname("Angry Crowd#dms201"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms211"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms221"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms231"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms241"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms251"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms261"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms271"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms281"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms291"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms202"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms212"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms222"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms232"); - npctalk "Exists!", instance_npcname("Angry Crowd#dms242"); + mapannounce 'map_2nyr$, "We too are exist! Exist!!", bc_map, 0xFFCC; + npctalk "We exist!", instance_npcname("Angry Crowd#dms201"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms211"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms221"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms231"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms241"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms251"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms261"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms271"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms281"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms291"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms202"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms212"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms222"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms232"); + npctalk "We exist!", instance_npcname("Angry Crowd#dms242"); sleep 5000; - mapannounce 'map_1nyr$, "Give back the rights to the owner of this land! Give it back!", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "Give this land back to its rightful owner! Give it back!!", bc_map, 0xFFCC; npctalk "Give it back!", instance_npcname("Angry Crowd#dms201"); npctalk "Give it back!", instance_npcname("Angry Crowd#dms211"); npctalk "Give it back!", instance_npcname("Angry Crowd#dms221"); @@ -2079,52 +2139,52 @@ OnTouch: } if ('nyr_main_step == 18) { mes "[Crowd]"; - mes "Get to know us!"; + mes "Acknowledge us!"; next; mes "[Crowd]"; - mes "We are alive too! Here we are!!"; + mes "We're alive! We are here!!"; next; mes "[Crowd]"; - mes "This is our land!"; + mes "This is Our Land!"; next; mes "[Crowd]"; - mes "Give back the land to the owner of the land!"; + mes "Return the land to the rightful owners of the land!"; next; mes "[Temple Guard]"; - mes "If you disband now, I won't ask you to break into the temple!"; + mes "If you dismiss now, we will not charge you for trespassing on the temple!"; next; mes "[Temple Guard]"; - mes "I'll give you exactly half an hour! Go back on time!"; + mes "I'll give you exactly 30 minutes! Go back within the time limit!"; next; mes "[Crowd]"; mes "Are you threatening us now?"; next; mes "[Crowd]"; - mes "What are you going to do with us?"; + mes "What are you going to do?"; next; mes "[Crowd]"; - mes "Are you going to catch them all and put them in jail?"; + mes "You're going to arrest everyone and put them in jail, right?"; next; mes "[Crowd]"; - mes "As long as it's like this, we'll attack firstlet's go!!!"; + mes "At this point, let's go in first!!!"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "Something is strange. People are trying to be radical"; + mes "Something's not right. People are getting too aggressive."; next; mes "[Miriam]"; - mes "Things don't seem right. I need to call Suad. But where is the High Priest?"; - npctalk "Call someone Suad! Hurry!", instance_npcname("Miriam#dms801"); + mes "This doesn't look good. I need to get Suad, but where's the deputy?"; + npctalk "Somebody get Suad, it's urgent!", instance_npcname("Miriam#dms801"); next; enablenpc instance_npcname("Niren#dms201"); enablenpc instance_npcname("Zhed#dms101"); cutin "ra_gwoman.bmp",2; mes "[Niren]"; - mes "You were here. I also brought High Priest Zhed."; + mes "There you are. I brought along Priest Zhed."; next; cutin "ra_gman2.bmp",2; mes "[Zhed]"; - mes "What's going on? Does it have anything to do with the crowds here? Or, inside the temple..."; + mes "What's going on here? Does it have something to do with the people who have flocked here? Or, is there something inside the temple that's causing this..."; next; if ('nyr_main_step == 18) { 'nyr_main_step = 19; @@ -2135,19 +2195,21 @@ OnTouch: enablenpc instance_npcname("Suad#dms102"); npctalk "What's going on? You said you found it in a hurry?", instance_npcname("Suad#dms102"); } - cutin "ep18_Suad_04.png",0; + cutin "ep18_suad_04.png",0; mes "[Suad]"; - mes "What's going on? You said you found it in a hurry?"; + mes "What's going on? You said it's something urgent."; + npctalk "What's going on? You said it's something urgent.", instance_npcname("Suad#dms102"); close3; } if ('nyr_main_step == 21) { 'nyr_main_step = 22; - disablenpc instance_npcname("Miriam#dms801"); enablenpc instance_npcname("#dmwrp02"); navigateto("1@nyr",45,28); + npctalk "Adventurer, please be safe.", instance_npcname("Miriam#dms801"); cutin "ep18_miriam_03.png",2; mes "[Miriam]"; - mes "If it's roughly settled, move quickly. Everyone is waiting in a safe place."; + mes "Once you've got it covered, move fast. They're waiting for you at the safe house."; + disablenpc instance_npcname("Miriam#dms801"); close3; } end; @@ -2177,72 +2239,71 @@ OnMove4: } if ('nyr_main_step != 19) end; - cutin "ep18_Suad_04.png",0; + cutin "ep18_suad_04.png",0; mes "[Suad]"; mes "What's going on?"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "There is a spy among us."; + mes "We have a mole among us."; next; - cutin "ep18_Suad_04.png",0; + cutin "ep18_suad_04.png",0; mes "[Suad]"; - mes "A spy? Where?"; + mes "A mole? Where?"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "Suad, first, explain the situation here. I think we are on the verge of a riot, right? Hello, High Priest Zhed."; + mes "Suad, first of all, give us an overview of the situation here. It sounds like we're on the verge of a riot, is that right? Oh, hello, Priest Zhed."; next; - cutin "ep18_Suad_02.png",0; + cutin "ep18_suad_02.png",0; mes "[Suad]"; - mes "Why is the high priest here?"; + mes "Why is the High Priest here?"; next; cutin "ra_gman2.bmp",2; mes "[Zhed]"; - mes "Miriam? Was Miriam involved in this?"; + mes "Miriam? Did Miriam have anything to do with this?"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "There is another cause. Before that, listen to the situation. Suad?"; + mes "There's a reason for that, but first, let's talk about the situation, Suad?"; next; - cutin "ep18_Suad_03.png",0; + cutin "ep18_suad_03.png",0; mes "[Suad]"; - mes "It's not very good right now. It's getting out of control. The temple side is also coming out strongly and recommending disbanding. There's not much time left. We're preparing to withdraw."; + mes "It's not good. It's spiraling out of control. The temple is coming down hard on us. They're recommending we disband. We're running out of time. We're preparing to evacuate."; next; - cutin "ep18_Suad_01.png",0; + cutin "ep18_suad_01.png",0; mes "[Suad]"; - mes "The people you chased? How did it go?"; + mes "What happened to the people you followed?"; next; - select("I'll explain."); + select( "Let me explain." ); cutin "",255; - mes "- I told you what happened inside the temple. -"; + mes "- The events inside the temple. -"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "My father and outside forces colluded to do this. To divide Arunafeltz and oppress the natives."; + mes "My father and a foreign power conspired to divide Arunafeltz and oppress the natives..."; next; - cutin "ep18_Suad_04.png",0; + cutin "ep18_suad_04.png",0; mes "[Suad]"; - mes "Are there... traitors among us?"; + mes "There's a mole among us... but who's the impostor?"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "It would be more accurate to say that he hid rather than a traitor. He was never on our side from the start."; + mes "It's more accurate to say they're gone into hiding than traitorous. They were never on our side to begin with."; next; - cutin "ep18_Suad_02.png",0; + cutin "ep18_suad_02.png",0; mes "[Suad]"; - mes "So you almost got caught up in a planned riot from the start?"; + mes "So we were almost in the middle of an organized riot from the start?"; next; cutin "ra_gwoman.bmp",2; mes "[Niren]"; - mes "This is not the time. They said they also mixed in the temple side, so we have to take over both forces first."; + mes "This is not the time. They've infiltrated the temple as well, so we have to take on both sides.."; next; - mapannounce 'map_1nyr$, "beep--------", bc_map, 0xFF0000; - cutin "ep18_Suad_04.png",0; + mapannounce 'map_2nyr$, "Pii-", bc_map, 0xFF0000; + cutin "ep18_suad_04.png",0; mes "[Suad]"; - mes "What is this whistle? It's not our signal?"; + mes "What's that whistle? It's not our signal."; next; - cutin "",255; setnpcdisplay( instance_npcname("Temple Guard#dms802"), 21308 ); // EP18_MD_HEARTHUNTER_A setnpcdisplay( instance_npcname("Temple Guard#dms812"), 21308 ); // EP18_MD_HEARTHUNTER_A setnpcdisplay( instance_npcname("Temple Guard#dms822"), 21308 ); // EP18_MD_HEARTHUNTER_A @@ -2253,14 +2314,13 @@ OnMove4: setnpcdisplay( instance_npcname("Angry Crowd#dms222"), 21308 ); // EP18_MD_HEARTHUNTER_A setnpcdisplay( instance_npcname("Angry Crowd#dms232"), 21308 ); // EP18_MD_HEARTHUNTER_A setnpcdisplay( instance_npcname("Angry Crowd#dms242"), 21308 ); // EP18_MD_HEARTHUNTER_A - npctalk "Now?", instance_npcname("Angry Crowd#dms202"); + npctalk "Is it now?", instance_npcname("Angry Crowd#dms202"); npctalk "Now!", instance_npcname("Temple Guard#dms832"); + cutin "",255; mes "[Crowd]"; - mes "Why are you taking off your clothes?"; + mes "Why you're taking clothes off??"; next; - disablenpc instance_npcname("Temple Guard#dms802"); disablenpc instance_npcname("Temple Guard#dms812"); - disablenpc instance_npcname("Temple Guard#dms822"); disablenpc instance_npcname("Temple Guard#dms832"); disablenpc instance_npcname("Temple Guard#dms842"); disablenpc instance_npcname("Angry Crowd#dms202"); @@ -2268,28 +2328,23 @@ OnMove4: disablenpc instance_npcname("Angry Crowd#dms222"); disablenpc instance_npcname("Angry Crowd#dms232"); disablenpc instance_npcname("Angry Crowd#dms242"); - enablenpc instance_npcname("Heart Hunter#dms101"); enablenpc instance_npcname("Heart Hunter#dms111"); - enablenpc instance_npcname("Heart Hunter#dms121"); - enablenpc instance_npcname("Heart Hunter#dms131"); enablenpc instance_npcname("Heart Hunter#dms141"); - enablenpc instance_npcname("Heart Hunter#dms151"); enablenpc instance_npcname("Heart Hunter#dms161"); enablenpc instance_npcname("Heart Hunter#dms171"); enablenpc instance_npcname("Heart Hunter#dms181"); enablenpc instance_npcname("Heart Hunter#dms191"); mes "[Temple Guard]"; - mes "Don't be vigilant!"; + mes "Keep your guard up!"; next; mes "[Crowd]"; - mes "What are you doing? What are you doing?"; + mes "What the hell are you doing??"; next; - npctalk "Sorry. I have no personal feelings.", instance_npcname("Heart Hunter#dms101"); - npctalk "You should have done that when you were told to disband!", instance_npcname("Heart Hunter#dms121"); - npctalk "You still don't know what's going on?", instance_npcname("Heart Hunter#dms141"); - npctalk "What goddess is a goddess? Better trust me!", instance_npcname("Heart Hunter#dms171"); - npctalk "How do you like the taste of oppression??", instance_npcname("Heart Hunter#dms191"); + npctalk "Sorry. Nothing personal.", instance_npcname("Heart Hunter#dms101"); + npctalk "I still don't understand. What's going on?", instance_npcname("Heart Hunter#dms141"); + npctalk "What kind of a goddess is she? You should trust me!", instance_npcname("Heart Hunter#dms171"); + npctalk "How's that for a taste of repression?", instance_npcname("Heart Hunter#dms191"); specialeffect EF_M03, AREA, instance_npcname("Heart Hunter#dms101"); specialeffect EF_M03, AREA, instance_npcname("Heart Hunter#dms111"); specialeffect EF_M02, AREA, instance_npcname("Heart Hunter#dms121"); @@ -2301,22 +2356,22 @@ OnMove4: specialeffect EF_M02, AREA, instance_npcname("Heart Hunter#dms181"); specialeffect EF_M03, AREA, instance_npcname("Heart Hunter#dms191"); mes "[Crowd]"; - mes "Ahhhhhhhhhhhh!!! Temple Guards catch people!!!"; + mes "Argh!!!! Argh!!! The temple guard grabs a man!!!"; next; mes "[Temple Guard]"; - mes "It's a riot! Let's take it down!!"; + mes "It's a riot! Put it down!"; next; cutin "ep18_miriam_03.png",1; mes "[Miriam]"; - mes "Ah... it's late...!!"; + mes "Oh... I'm late...!"; next; - cutin "ep18_Suad_02.png",0; + cutin "ep18_suad_02.png",0; mes "[Suad]"; - mes "You have to stop the brute force attacks."; + mes "We need to stop the brute-force attackers."; next; cutin "ra_gwoman.bmp",2; mes "[Niren]"; - mes "I'll evacuate people."; + mes "I'll evacuate the people."; if ('nyr_main_step == 19) { 'nyr_main_step = 20; donpcevent instance_npcname("nyr_step_10") + "::OnStart"; @@ -2363,6 +2418,8 @@ OnStart: disablenpc instance_npcname("Heart Hunter#dms171"); disablenpc instance_npcname("Heart Hunter#dms181"); disablenpc instance_npcname("Heart Hunter#dms191"); + disablenpc instance_npcname("Temple Guard#dms802"); + disablenpc instance_npcname("Temple Guard#dms822"); .@label$ = instance_npcname("nyr_step_10") + "::OnMobDead"; monster 'map_1nyr$,123,168,"Heart Hunter",21308,1, .@label$; // EP18_MD_HEARTHUNTER_A monster 'map_1nyr$,118,168,"Heart Hunter",21308,1, .@label$; // EP18_MD_HEARTHUNTER_A @@ -2475,29 +2532,30 @@ OnTouch: enablenpc instance_npcname("Temple Guard#qdms171"); enablenpc instance_npcname("Temple Guard#qdms181"); - sleep 1000; // note: player can walk - npctalk "Welcome adventurer. Thank you for joining us in this sweeping operation", instance_npcname("Temple Guard#qdms101"); + sleep 1000; // (player can walk) + npctalk "Adventurer, welcome. Thank you for joining us on this cleansing operation.", instance_npcname("Temple Guard#qdms101"); sleep 1500; - npctalk "Have you all gathered?", instance_npcname("Temple Guard#qdms101"); + npctalk "Is everyone assembled?", instance_npcname("Temple Guard#qdms101"); sleep 1000; - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms111"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms121"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms131"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms141"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms151"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms161"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms171"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms181"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms111"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms121"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms131"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms141"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms151"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms161"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms171"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#qdms181"); sleep 1000; - npctalk "The traitors who have 'breaked their oaths and abandoned their life of service to the Goddess are messing around here!", instance_npcname("Temple Guard#qdms101"); + npctalk "Renegades who have forsaken a life of serving the goddess and broken their oath are disturbing this place!", instance_npcname("Temple Guard#qdms101"); sleep 1500; - npctalk "It is also our mission to exercise the will of the goddess upon them!!!", instance_npcname("Temple Guard#qdms101"); + npctalk "It is also our duty to enact the will of the goddess upon them!", instance_npcname("Temple Guard#qdms101"); sleep 1500; - npctalk "From here, three garden areas, one temple entrance area, and four barrels have been blocked, so clean them.", instance_npcname("Temple Guard#qdms101"); + npctalk "We have blocked off four areas from this point onwards: three garden zones and one entrance to the temple. Let us purify them sequentially.", instance_npcname("Temple Guard#qdms101"); sleep 1500; - npctalk "Go!!", instance_npcname("Temple Guard#qdms101"); + npctalk "Beware, allies may not be distinguishable from foes in the darkness! Exercise caution to avoid attacking our own!", instance_npcname("Temple Guard#qdms101"); enablenpc instance_npcname("Temple Guard#qdms01"); sleep 1500; + npctalk "To your respective positions!", instance_npcname("Temple Guard#qdms101"); disablenpc instance_npcname("Temple Guard#qdms101"); disablenpc instance_npcname("Temple Guard#qdms111"); @@ -2530,63 +2588,63 @@ OnTouch: 1@nyr,1,1,0 script #qmobg101 -1,{ end; OnStart01: - callsub( S_Call, 1, "Nobody can stop us!", "Temple Guard#qdms01", 165,45, 170,58 ); // basic routine to spawn the monsters + callsub( S_Call, 1, "No one can stop us!", "Temple Guard#qdms01", 165,45, 168,47, 170,58 ); // basic routine to spawn the monsters OnMobDead1: - callsub( S_Next, 2, "There are still enemies in Area 1! Search!", "Temple Guard#qdms02" ); // basic routine to enable the next npcs + callsub( S_Next, 2, "There are still enemies remaining in Zone 1! Search and destroy!", "Temple Guard#qdms02" ); // basic routine to enable the next npcs OnStart02: - callsub( S_Call, 2, "We are stronger now!", "Temple Guard#qdms02", 159,114, 183,111, 186,122 ); + callsub( S_Call, 2, "We have grown stronger now!", "Temple Guard#qdms02", 159,114, 162,114, 186,122 ); OnMobDead2: - callsub( S_Next, 3, "There are still enemies in Area 1! Search!", "Temple Guard#qdms03" ); + callsub( S_Next, 3, "Zone 1 still harbors foes! Search and eliminate them!", "Temple Guard#qdms03" ); OnStart03: - callsub( S_Call, 3, "You're driving us like prey!! I can't stand it!", "Temple Guard#qdms03", 163,141, 164,132 ); + callsub( S_Call, 3, "They're driving us like prey!! Unacceptable!", "Temple Guard#qdms03", 165,141, 164,132, 165,136, 165,127 ); OnMobDead3: - callsub( S_Next, 4, "Clear Area 1! Move to Area 2!!", "Temple Guard#qdms21", "#qwpto01" ); + callsub( S_Next, 4, "Zone 1 cleared! Everyone, move to Zone 2!", "Temple Guard#qdms21", "#qwpto01" ); OnStart21: - callsub( S_Call, 4, "Do you know my heart?", "Temple Guard#qdms21", 137,124 ); + callsub( S_Call, 4, "Do you know what's in my heart?", "Temple Guard#qdms21", 137,124 ); OnMobDead4: - callsub( S_Next, 5, "The magic enemy in Area 2 remains! Search for it!", "Temple Guard#qdms22" ); + callsub( S_Next, 5, "Enemies still remain in Zone 2! Search and destroy!", "Temple Guard#qdms22" ); OnStart22: - callsub(S_Call, 5, "You must avoid it!", "Temple Guard#qdms22", 114,111, 102,98, 108,78, 120,78, 126,110 ); + callsub(S_Call, 5, "We must avoid them quickly!", "Temple Guard#qdms22", 114,111, 102,98, 108,78, 120,78, 126,110 ); OnMobDead5: - callsub( S_Next, 6, "There are still enemies in Area 2! Search!", "Temple Guard#qdms23" ); + callsub( S_Next, 6, "Enemies still remain in Zone 2! Search and destroy!", "Temple Guard#qdms23" ); OnStart23: - callsub( S_Call, 6, "Do you think I'll just be beaten?", "Temple Guard#qdms23", 138,61, 130,47, 125,36, 105,47, 103,35 ); + callsub( S_Call, 6, "Do you think I'll just stand by and take it?", "Temple Guard#qdms23", 138,61, 130,47, 123,35, 105,47, 103,35 ); OnMobDead6: - callsub( S_Next, 7, "Clear Area 2! Move to Area 3!!", "Temple Guard#qdms31", "#qwpto03" ); + callsub( S_Next, 7, "Zone 2 cleared! Everyone, move to Zone 3!", "Temple Guard#qdms31", "#qwpto03" ); OnStart31: - callsub( S_Call, 7, "Are we wrong??", "Temple Guard#qdms31", 74,39, 60,32, 54,47 ); + callsub( S_Call, 7, "What did we do wrong??", "Temple Guard#qdms31", 74,39, 59,31, 54,47 ); OnMobDead7: - callsub( S_Next, 8, "There are still enemies in Area 3! Search for it!", "Temple Guard#qdms32" ); + callsub( S_Next, 8, "Enemies still remain in Zone 3! Search and destroy!", "Temple Guard#qdms32" ); OnStart32: - callsub( S_Call, 8, "You must avoid it!!", "Temple Guard#qdms32", 62,61, 54,76, 73,97, 73,87 ); + callsub( S_Call, 8, "We must avoid them quickly!", "Temple Guard#qdms32", 63,61, 54,76, 77,100 ); OnMobDead8: - callsub( S_Next, 9, "There is another magical enemy in Area 3! Search for it!!", "Temple Guard#qdms33" ); + callsub( S_Next, 9, "Enemies still remain in Zone 3! Search and destroy!", "Temple Guard#qdms33" ); OnStart33: - callsub( S_Call, 9, "Ike!!!", "Temple Guard#qdms33", 55,111, 69,114, 54,122, 49,119, 64,141, 80,141 ); + callsub( S_Call, 9, "Eek!!", "Temple Guard#qdms33", 55,111, 74,120, 54,127, 80,140, 64,141 ); OnMobDead9: - callsub( S_Next, 10, "Clear Area 3! Move to Area 4!", "Temple Guard#qdms41", "#areaw03" ); + callsub( S_Next, 10, "Zone 3 cleared! Everyone, move to Zone 4!", "Temple Guard#qdms41", "#areaw03" ); OnStart41: - callsub( S_Call, 10, "It's really tough.", "Temple Guard#qdms41", 94,183, 80,180, 62,183 ); + callsub( S_Call, 10, "You guys are really tough.", "Temple Guard#qdms41", 94,185, 79,180, 62,183, 68,199 ); OnMobDead10: - callsub( S_Next, 11, "There are still enemies in Area 4!", "Temple Guard#qdms42" ); + callsub( S_Next, 11, "Enemies still remain in Zone 4! Search and destroy!", "Temple Guard#qdms42" ); OnStart42: - callsub( S_Call, 11, "You must avoid it!", "Temple Guard#qdms42", 119,173, 146,181, 178,182 ); + callsub( S_Call, 11, "We must avoid them quickly!", "Temple Guard#qdms42", 119,168, 146,183, 177,182 ); OnMobDead11: if ('nyr_daily_step != 12) end; if (mobcount('map_1nyr$, instance_npcname("#qmobg101") + "::OnMobDead11") > 0) end; - mapannounce 'map_1nyr$, "All areas clear! Gather at the temple entrance!", bc_map, 0xFFCC; + mapannounce 'map_1nyr$, "All zones cleared! Gather at the entrance of the temple!", bc_map, 0xFFCC; for ( .@i = 0; .@i < 9; ++.@i ) enablenpc instance_npcname("Temple Guard#qdms1" + .@i + "2"); end; @@ -2611,12 +2669,12 @@ S_Call: // basic routine to display the message and spawn the monsters disablenpc instance_npcname( getarg(2) ); getmapxy .@map$, .@x, .@y, BL_NPC, getarg(2); .@label$ = instance_npcname("#qmobg101") + "::OnMobDead" + .@num; - areamonster 'map_1nyr$, .@x-2, .@y-2, .@x+2, .@y+2, "Abandoned Temple Guard",21311,1, .@label$; // EP18_MD_GUARD_B + areamonster 'map_1nyr$, .@x-2, .@y-2, .@x+2, .@y+2, "Renegade Guard",21311,1, .@label$; // EP18_MD_GUARD_B for ( .@i = 3; .@i < getargcount(); .@i += 2 ) { if (rand(2)) monster 'map_1nyr$, getarg(.@i), getarg(.@i+1),"Temple Guard",21310,1, .@label$; // EP18_MD_GUARD_A else - monster 'map_1nyr$, getarg(.@i), getarg(.@i+1),"Traditional Shrine Guard",21311,1, .@label$; // EP18_MD_GUARD_B + monster 'map_1nyr$, getarg(.@i), getarg(.@i+1),"Renegade Guard",21311,1, .@label$; // EP18_MD_GUARD_B } end; } @@ -2647,23 +2705,22 @@ OnTouch: end; if ('nyr_daily_step != 12) end; - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms112"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms122"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms132"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms142"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms152"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms162"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms172"); - npctalk "Yeah!!", instance_npcname("Temple Guard#qdms182"); - mes "[Temple Guard Captain]"; - mes "You did a great job! The sweeping will continue every day! Let's break up and rest for today!"; + mes "Well done, everyone! The cleansing will continue daily! Let's disband for today and take a rest!"; + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms112"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms122"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms132"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms142"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms152"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms162"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms172"); + npctalk "Yes, sir!!", instance_npcname("Temple Guard#qdms182"); next; mes "[Temple Guard Captain]"; - mes "Adventurer, thanks for your help."; + mes "Adventurer, thank you for your assistance."; next; mes "[Temple Guard Captain]"; - mes "I heard that you are also participating in a separate sweeping operation inside the temple. So, thank you!"; + mes "I've heard that you'll also be joining us for a separate cleansing operation inside the temple. We'll be counting on you!"; close2; if ('nyr_daily_step != 12) end; @@ -2715,38 +2772,36 @@ OnTouch: 'nyr_daily_step = 14; for ( .@i = 0; .@i < 7; ++.@i ) enablenpc instance_npcname("Temple Guard#2dms1" + .@i + "1"); - npctalk "This is the heart of this temple!", instance_npcname("Temple Guard#2dms101"); + npctalk "Inspect all the facilities and ensure security. Anyone attempting to breach and gain power must be dealt with!", instance_npcname("Temple Guard#2dms101"); sleep 2000; - npctalk "Check all methods of facility, secure high entry, and deal with all who seek strength!", instance_npcname("Temple Guard#2dms101"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#2dms111"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#2dms121"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#2dms131"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#2dms141"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#2dms151"); + npctalk "Yes, sir!", instance_npcname("Temple Guard#2dms161"); sleep 2000; - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms111"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms121"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms131"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms141"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms151"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms161"); - sleep 2000; - npctalk "Go!", instance_npcname("Temple Guard#2dms101"); + npctalk "To your respective positions!", instance_npcname("Temple Guard#2dms101"); sleep 2000; for ( .@i = 1; .@i < 7; ++.@i ) disablenpc instance_npcname("Temple Guard#2dms1" + .@i + "1"); - npctalk "Adventurer, thank you for participating in the sweeping operation!", instance_npcname("Temple Guard#2dms101"); + npctalk "Adventurer, thank you for participating in the cleansing operation!", instance_npcname("Temple Guard#2dms101"); sleep 2000; - npctalk "Adventurers, I would like to ask you for a separate mission besides dealing with the intruders.", instance_npcname("Temple Guard#2dms101"); + npctalk "In addition to dealing with intruders, I have another task for you.", instance_npcname("Temple Guard#2dms101"); sleep 2000; - npctalk "I will temporarily issue administrator rights to the leader of the party, so please set a new security number for the security facility every day.", instance_npcname("Temple Guard#2dms101"); + npctalk "Temporarily, I'll grant administrator privileges to the leader of the party. Please reset the security code for the changing security facilities daily.", instance_npcname("Temple Guard#2dms101"); sleep 2000; 'code = rand(1000,9999); - npctalk "Today's security number is " + 'code + ". Be sure to set it after confirming that the library and storage are empty.", instance_npcname("Temple Guard#2dms101"); + npctalk "Today's security code is " + 'code + ". Make sure the storage and warehouse are empty before setting it!", instance_npcname("Temple Guard#2dms101"); sleep 2000; - npctalk "Then let's go on a mission!", instance_npcname("Temple Guard#2dms101"); - enablenpc instance_npcname("Heart Hunter#2dms10"); + npctalk "Now, let's begin the mission!", instance_npcname("Temple Guard#2dms101"); + enablenpc instance_npcname("Temple Guard#2dms10"); end; } 2@nyr,35,187,7 script Temple Guard#2dms101 4_M_RASWORD,{ if ('code > 0) - npctalk "Forgot your security number? Today's security number is " + 'code + ". Hurry up! I'll join you soon."; + npctalk "Have you forgotten the security code? Today's security code is " + 'code + "! Hurry! I'll join you shortly!", instance_npcname("Temple Guard#2dms101"); end; } @@ -2762,59 +2817,59 @@ OnTouch: 2@nyr,1,1,0 script #nyr_puri_mob_2 -1,{ end; OnStart10: - callsub( S_Call, 14, "Ah! Surprise!", "Heart Hunter#2dms10" ); + callsub( S_Call, 14, "Ah! What a surprise!", "Temple Guard#2dms10" ); OnMobDead14: - callsub( S_Next, 15, "There are still enemies in Area 1! Search for it!!", "Heart Hunter#2dms11" ); + callsub( S_Next, 15, "Enemies still remain in Zone 1! Search and destroy!", "Heart Hunter#2dms11" ); OnStart11: - callsub( S_Call, 15, "What? Why are they doing this??", "Heart Hunter#2dms11" ); + callsub( S_Call, 15, "What? Why them??", "Heart Hunter#2dms11" ); OnMobDead15: - callsub( S_Next, 16, "There are still enemies in Area 1! Search for it!!", "Heart Hunter#2dms12" ); + callsub( S_Next, 16, "Enemies still remain in Zone 1! Search and destroy!", "Heart Hunter#2dms12" ); OnStart12: - callsub( S_Call, 16, "Ike!!!", "Heart Hunter#2dms12" ); + callsub( S_Call, 16, "Eek!!", "Heart Hunter#2dms12" ); OnMobDead16: - callsub( S_Next, 17, "Corridor clear near the library 1! Move up to library 1!", "Heart Hunter#2dms13", "#2mstep01" ); + callsub( S_Next, 17, "Corridors near Storage 1 cleared! Proceed to Storage 1!", "Heart Hunter#2dms13", "#2mstep01" ); OnStart13: - callsub( S_Call, 17, "Mayu! Annoying! Leave us alone!", "Heart Hunter#2dms13", 33,104, 31,79, 31,67, 18,81 ); + callsub( S_Call, 17, "Ugh! Annoying! Can't they just leave us alone!", "Heart Hunter#2dms13", 33,104, 31,79, 31,67, 18,81 ); OnMobDead17: - callsub( S_Next, 18, "Library 1 clear! Waiting for Security reset", "#2mstep02" ); + callsub( S_Next, 18, "Storage 1 cleared! Awaiting security code reset", "#2mstep02" ); OnStart20: - callsub( S_Call, 20, "Why are you so diligent!!", "Heart Hunter#2dms20" ); + callsub( S_Call, 20, "Why is everyone so persistent!!", "Heart Hunter#2dms20" ); OnMobDead20: - callsub( S_Next, 21, "There is a beautiful man in the second area! Search for it!!", "Heart Hunter#2dms21" ); + callsub( S_Next, 21, "Enemies still remain in Zone 2! Search and destroy!", "Heart Hunter#2dms21" ); OnStart21: callsub( S_Call, 21, "Leave us alone!", "Heart Hunter#2dms21" ); OnMobDead21: - callsub( S_Next, 22, "Second area clear! 2 sets transferred!!", "Heart Hunter#2dms22", "#2mstep03" ); + callsub( S_Next, 22, "Corridors near Storage 2 cleared! Proceed to Storage 2!", "Heart Hunter#2dms22", "#2mstep03" ); OnStart22: - callsub( S_Call, 22, "If you just find that book...!! Who are you?", "Heart Hunter#2dms22", 94,62, 132,62, 156,48, 156,36, 132,17, 100,16 , 83,33, 91,44); + callsub( S_Call, 22, "If only I could find that book...! Gasp! Who are you?", "Heart Hunter#2dms22", 94,62, 132,62, 156,48, 150,40, 132,17, 100,16 , 83,33, 93,44); OnMobDead22: - callsub( S_Next, 23, "Second area clear! Waiting for Security reset", "#2mstep04" ); + callsub( S_Next, 23, "Storage 2 cleared! Awaiting security code reset", "#2mstep04" ); OnStart30: - callsub( S_Call, 25, "I'll just make it!!", "Heart Hunter#2dms30" ); + callsub( S_Call, 25, "I won't leave you alone!!", "Heart Hunter#2dms30" ); OnMobDead25: - callsub( S_Next, 26, "There are still enemies in Area 3, Search!", "Heart Hunter#2dms31" ); + callsub( S_Next, 26, "Enemies still remain in Zone 3! Search and destroy!", "Heart Hunter#2dms31" ); OnStart31: - callsub( S_Call, 26, "Really persistent! Tired!", "Heart Hunter#2dms31" ); + callsub( S_Call, 26, "So persistent! I'm sick of it!", "Heart Hunter#2dms31" ); OnMobDead26: - callsub( S_Next, 27, "Corridor clear near the Library 3! Enter Library 3!", "Heart Hunter#2dms32", "#2mstep05" ); + callsub( S_Next, 27, "Corridors near Storage 3 cleared! Proceed to Storage 3!", "Heart Hunter#2dms32", "#2mstep05" ); OnStart32: - callsub( S_Call, 27, "I need to go to the Mercer archive!!!", "Heart Hunter#2dms32", 195,99, 215,101, 192,80, 205,64, 214,57 ); + callsub( S_Call, 27, "We need to hurry to the warehouse! Argh!!", "Heart Hunter#2dms32", 195,99, 214,101, 198,86, 205,64, 213,52 ); OnMobDead27: - callsub( S_Next, 28, "Library 3 clear! Waiting for security number reset", "#2mstep06" ); + callsub( S_Next, 28, "Storage 3 cleared! Awaiting security code reset", "#2mstep06" ); OnStart40: - callsub( S_Call, 30, "I haven't gotten what I want yet!", "Heart Hunter#2dms40" ); + callsub( S_Call, 30, "I haven't got what I want yet!", "Heart Hunter#2dms40" ); OnMobDead30: - callsub( S_Next, 31, "Central clear! Enter storage room!", "#2mstep07", "#2mstep08", "Heart Hunter#2dms41", "Heart Hunter#2dms42", "Heart Hunter#2dms43", "Heart Hunter#2dms44", "Heart Hunter#2dms45", + callsub( S_Next, 31, "Center cleared! Proceed to the storage room!", "#2mstep07", "#2mstep08", "Heart Hunter#2dms41", "Heart Hunter#2dms42", "Heart Hunter#2dms43", "Heart Hunter#2dms44", "Heart Hunter#2dms45", "Heart Hunter#2dms46", "Heart Hunter#2dms47", "Heart Hunter#2dms48", "Heart Hunter#2dms49", "#2ar201sw" ); S_Next: @@ -2838,11 +2893,11 @@ S_Call: .@label$ = instance_npcname("#nyr_puri_mob_2") + "::OnMobDead" + .@num; if (getargcount() < 4) { getmapxy .@map$, .@x, .@y, BL_NPC, getarg(2); - monster 'map_2nyr$, .@x, .@y,"Heart Hunter at the Villa",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R + monster 'map_2nyr$, .@x, .@y,"Heart Hunter",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R } else { for ( .@i = 3; .@i < getargcount(); .@i += 2 ) { - monster 'map_2nyr$, getarg(.@i), getarg(.@i+1),"Heart Hunter at the Villa",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R + monster 'map_2nyr$, getarg(.@i), getarg(.@i+1),"Heart Hunter",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R } } end; @@ -2852,15 +2907,15 @@ OnFinal: end; if (mobcount('map_2nyr$, instance_npcname("#nyr_puri_mob_2") + "::OnFinal") > 0) end; - mapannounce 'map_2nyr$, "Waiting for Vault number reset!", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "Vault Security Code Reset in Progress!", bc_map, 0xFFCC; disablenpc instance_npcname("#2mstep07"); disablenpc instance_npcname("#2mstep08"); - enablenpc instance_npcname("#2mstep09"); - enablenpc instance_npcname("#2mstep10"); + // enablenpc instance_npcname("#2mstep09"); + // enablenpc instance_npcname("#2mstep10"); end; } -2@nyr,35,171,5 script Heart Hunter#2dms10 EP18_MD_HEARTHUNTER_R,5,5,{ +2@nyr,35,171,5 script Temple Guard#2dms10 EP18_MD_HEARTHUNTER_R,5,5,{ end; OnTouch: if (is_party_leader() == false) @@ -2869,44 +2924,90 @@ OnTouch: donpcevent instance_npcname("#nyr_puri_mob_2") + "::OnStart" + .@string$; end; } -2@nyr,36,146,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms11 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,64,131,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms12 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,42,104,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms13 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,36,146,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms11 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,64,131,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms12 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,42,104,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms13 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,69,103,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms20 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,106,78,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms21 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,94,62,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms22 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,69,103,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms20 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,106,78,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms21 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,94,62,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms22 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,129,75,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms30 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,158,104,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms31 EP18_MD_HEARTHUNTER_R,5,5 -2@nyr,195,99,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms32 EP18_MD_HEARTHUNTER_R,5,5 - -2@nyr,174,109,5 duplicate(Heart Hunter#2dms10) Heart Hunter#2dms40 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,129,75,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms30 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,158,104,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms31 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,195,99,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms32 EP18_MD_HEARTHUNTER_R,5,5 +2@nyr,174,109,5 duplicate(Temple Guard#2dms10) Heart Hunter#2dms40 EP18_MD_HEARTHUNTER_R,5,5 + // final battle 2@nyr,115,177,3 script Heart Hunter#2dms41 EP18_MD_HEARTHUNTER_R,5,5,{ end; OnTouch: - npctalk "Uh~ I think the meat is coming~"; + npctalk "Ah, it seems like something is coming~", instance_npcname("Heart Hunter#2dms41"); end; } 2@nyr,126,174,5 script Heart Hunter#2dms42 EP18_MD_HEARTHUNTER_R,5,5,{ end; OnTouch: - npctalk "You are seated!!"; + npctalk "Thrilling!!! Incredible!!!", instance_npcname("Heart Hunter#2dms42"); + end; +} + +2@nyr,117,207,1 script Heart Hunter#2dms43 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "I recall seeing this last time, but how did we deal with it again...", instance_npcname("Heart Hunter#2dms43"); + end; +} + +2@nyr,115,206,7 script Heart Hunter#2dms44 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "That's not how you do it.", instance_npcname("Heart Hunter#2dms44"); + end; +} + +2@nyr,119,206,1 script Heart Hunter#2dms45 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "If you can't do it, step aside. I'll handle it.", instance_npcname("Heart Hunter#2dms45"); + end; +} + +2@nyr,129,199,5 script Heart Hunter#2dms46 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "Oh, I'm afraid of heights.", instance_npcname("Heart Hunter#2dms46"); + end; +} + +2@nyr,113,194,3 script Heart Hunter#2dms47 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "There's something here!", instance_npcname("Heart Hunter#2dms47"); + end; +} + +2@nyr,111,209,5 script Heart Hunter#2dms48 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "Hey! This is exhilarating~", instance_npcname("Heart Hunter#2dms48"); + end; +} + +2@nyr,112,206,5 script Heart Hunter#2dms49 EP18_MD_HEARTHUNTER_R,2,2,{ + end; +OnTouch: + npctalk "When will this be over...", instance_npcname("Heart Hunter#2dms49"); + end; +} + +2@nyr,115,201,5 script Heart Hunter#2dms50 EP17_1_BELLARE1,{ + npctalk "What is it? Probably just your mood.", instance_npcname("Heart Hunter#2dms50"); end; } -2@nyr,117,207,1 duplicate(dummy_npc) Heart Hunter#2dms43 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,115,206,7 duplicate(dummy_npc) Heart Hunter#2dms44 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,119,206,1 duplicate(dummy_npc) Heart Hunter#2dms45 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,129,199,5 duplicate(dummy_npc) Heart Hunter#2dms46 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,113,194,3 duplicate(dummy_npc) Heart Hunter#2dms47 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,111,209,5 duplicate(dummy_npc) Heart Hunter#2dms48 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,112,206,5 duplicate(dummy_npc) Heart Hunter#2dms49 EP18_MD_HEARTHUNTER_R,2,2 -2@nyr,115,201,5 duplicate(dummy_npc) Heart Hunter#2dms50 EP17_1_BELLARE1 2@nyr,118,200,0 script #2ar201sw HIDDEN_WARP_NPC,5,5,{ end; @@ -2920,83 +3021,85 @@ OnTouch: enablenpc instance_npcname("Heart Hunter#2dms50"); emotion ET_QUESTION, getnpcid(0,instance_npcname("Heart Hunter#2dms50")); sleep 500; - npctalk "What? An intruder came?", instance_npcname("Heart Hunter#2dms50"); + npctalk "What's this? An uninvited guest?", instance_npcname("Heart Hunter#2dms50"); sleep 2000; - npctalk "What else are you doing, so no one can come in? Calm down!", instance_npcname("Heart Hunter#2dms50"); + npctalk "What were you all doing that you didn't notice someone entering? Snap out of it!", instance_npcname("Heart Hunter#2dms50"); sleep 2000; - npctalk "Mmm~ I'm drunk~ I'm drunk with my heart's magic~", instance_npcname("Heart Hunter#2dms48"); + npctalk "Ah~ I'm intoxicated~ Intoxicated by the magic of the heart~", instance_npcname("Heart Hunter#2dms48"); sleep 2000; - npctalk "Isn't that the only magic allowed by the state?", instance_npcname("Heart Hunter#2dms48"); - npctalk "What do you mean? This is not even allowed by the state, did you forget?", instance_npcname("Heart Hunter#2dms44"); + npctalk "Isn't this the only magic permitted by the kingdom?", instance_npcname("Heart Hunter#2dms48"); + npctalk "What are you talking about? This isn't permitted by the kingdom either. Have you forgotten?", instance_npcname("Heart Hunter#2dms44"); sleep 2000; - npctalk "Oh, that's right. Were we trespassing?", instance_npcname("Heart Hunter#2dms49"); + npctalk "Oh, right. We were trespassing illegally, weren't we?", instance_npcname("Heart Hunter#2dms49"); sleep 200; - npctalk "Is it more exciting because it tastes illegal?", instance_npcname("Heart Hunter#2dms48"); - npctalk "Hey! This is a bit strange, isn't the heart's magic power not fully released even after finishing it?", instance_npcname("Heart Hunter#2dms43"); - npctalk "So get away from it! I'll try it!!", instance_npcname("Heart Hunter#2dms45"); + npctalk "Perhaps the thrill comes from it being illegal?", instance_npcname("Heart Hunter#2dms48"); + npctalk "Hey! This is strange. No matter how I manipulate it, the magic of the heart isn't emitting.", instance_npcname("Heart Hunter#2dms43"); + npctalk "Then step aside! Let me try!!", instance_npcname("Heart Hunter#2dms45"); sleep 2000; - npctalk "What? So, what is this thrill that flows through my body right now?", instance_npcname("Heart Hunter#2dms48"); + npctalk "What? So, what's this exhilaration flowing through my body right now?", instance_npcname("Heart Hunter#2dms48"); sleep 2000; - npctalk "Look carefully. There may be a short circuit.", instance_npcname("Heart Hunter#2dms49"); - npctalk "Hey, it's exciting once in a while.", instance_npcname("Heart Hunter#2dms48"); - npctalk "You said you saw the controls over your shoulder before? Trust only you?", instance_npcname("Heart Hunter#2dms50"); + npctalk "Hmm, my mood feels exhilarating for once.", instance_npcname("Heart Hunter#2dms48"); + npctalk "Examine it carefully. It could be tampered with.", instance_npcname("Heart Hunter#2dms49"); + npctalk "You claimed to have seen the manipulation technique before? And you want us to believe only you?", instance_npcname("Heart Hunter#2dms50"); sleep 1000; - npctalk "That's... Wait, it says security number mismatch?", instance_npcname("Heart Hunter#2dms43"); + npctalk "That... wait a moment, it's showing a mismatch in security code?", instance_npcname("Heart Hunter#2dms43"); sleep 2000; - npctalk "Security code mismatch? Hmm... I think it has something to do with the adventurers here? Isn't it?", instance_npcname("Heart Hunter#2dms50"); + npctalk "Security code mismatch? Hmm... I think it might be related to the adventurer here? Right?", instance_npcname("Heart Hunter#2dms50"); sleep 2000; - npctalk "Could you enter the ticket security code? Then we will all be very happy.", instance_npcname("Heart Hunter#2dms50"); + npctalk "Could you input the changed security code? Then we'll all be truly happy.", instance_npcname("Heart Hunter#2dms50"); sleep 2000; - npctalk "Get out of the way, machines say you have to hit them to hear them!", instance_npcname("Heart Hunter#2dms45"); - npctalk "Hey! Who treats machines like that?", instance_npcname("Heart Hunter#2dms43"); - specialeffect EF_HIT1, AREA, instance_npcname("Heart Hunter#2dms45"); + npctalk "Step aside. Sometimes machines need to be hit to listen!", instance_npcname("Heart Hunter#2dms45"); + specialeffect EF_HITDARK, AREA, instance_npcname("Heart Hunter#2dms45"); + specialeffect EF_MAGICCRASHER, AREA, instance_npcname("Heart Hunter#2dms45"); + npctalk "Hey! Who's handling the machine like that?", instance_npcname("Heart Hunter#2dms43"); sleep 2000; - npctalk "Ah!!! It's suddenly more exciting!! Is this your mood?", instance_npcname("Heart Hunter#2dms48"); - npctalk "Looks like you're right! The boy suddenly glows!", instance_npcname("Heart Hunter#2dms44"); + specialeffect EF_LIGHTNINGLOADER, AREA, instance_npcname("Heart Hunter#2dms48"); specialeffect EF_MAGICALATTHIT, AREA, instance_npcname("Heart Hunter#2dms48"); + npctalk "Oops!!! Suddenly it got more exhilarating!! Is this also because of my mood?", instance_npcname("Heart Hunter#2dms48"); + npctalk "Looks like it's short-circuiting! It's emitting light from it!", instance_npcname("Heart Hunter#2dms44"); sleep 2000; - npctalk "Ahhhhhhhh!!!", instance_npcname("Heart Hunter#2dms48"); - npctalk "Ah!! He's cool!!!", instance_npcname("Heart Hunter#2dms44"); - npctalk "Why only him... ? Something is strange?", instance_npcname("Heart Hunter#2dms43"); - specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms48"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms48"); + specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms48"); + npctalk "Aaahhh!!!", instance_npcname("Heart Hunter#2dms48"); + npctalk "Hey!! This one's amazing!!!", instance_npcname("Heart Hunter#2dms44"); + npctalk "Why only that...? Something's odd here?", instance_npcname("Heart Hunter#2dms43"); sleep 2000; - npctalk "What...?", instance_npcname("Heart Hunter#2dms43"); - npctalk "What is this?", instance_npcname("Heart Hunter#2dms44"); - npctalk "You should also knock on the broken machine!", instance_npcname("Heart Hunter#2dms45"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms43"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms44"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms45"); + npctalk "Huh...?", instance_npcname("Heart Hunter#2dms43"); + npctalk "What's this?", instance_npcname("Heart Hunter#2dms44"); + npctalk "As expected, you have to smack a malfunctioning machine!", instance_npcname("Heart Hunter#2dms45"); sleep 2000; - npctalk "Am I electrocuted too? I'm not very good looking?", instance_npcname("Heart Hunter#2dms49"); + specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms49"); + specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms49"); + npctalk "Am I also getting shocked? Is there something wrong with my body too?", instance_npcname("Heart Hunter#2dms49"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms43"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms44"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms45"); - specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms49"); sleep 2000; - npctalk "It's not that I succeeded, look, can we all resonate with the heart?", instance_npcname("Heart Hunter#2dms45"); - specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms49"); + npctalk "That's not it, I succeeded. Look, we're all resonating with the heart, aren't we?", instance_npcname("Heart Hunter#2dms45"); sleep 200; - npctalk "...", instance_npcname("Heart Hunter#2dms48"); + npctalk "Ah...", instance_npcname("Heart Hunter#2dms50"); sleep 2000; specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms41"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms42"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms46"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms47"); specialeffect EF_NPC_STOP, AREA, instance_npcname("Heart Hunter#2dms50"); - npctalk "What is it, I can't get the heart's magic power out, but it resonates well. Then I should try this power?", instance_npcname("Heart Hunter#2dms50"); - npctalk "There is an adventurer, that's perfect.", instance_npcname("Heart Hunter#2dms49"); - npctalk "Okay. Otherwise, it would have been obvious to us all, right?", instance_npcname("Heart Hunter#2dms45"); - npctalk "Ah! I went to Frontera and saw that. Everyone was beating eggs?", instance_npcname("Heart Hunter#2dms44"); + npctalk "Whatever. Although we couldn't extract the magic of the heart, our resonance is working well. Shall we test this power then?", instance_npcname("Heart Hunter#2dms50"); + npctalk "Luckily, there's an adventurer here. Perfect timing.", instance_npcname("Heart Hunter#2dms49"); + npctalk "Good. It's fortunate. Otherwise, we might have quarreled among ourselves, right?", instance_npcname("Heart Hunter#2dms45"); + npctalk "Ah! I saw something like that in Prontera. Everyone was hitting eggs there, right?", instance_npcname("Heart Hunter#2dms44"); sleep 2000; specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms41"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms42"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms46"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms47"); specialeffect EF_UNDEADBODY, AREA, instance_npcname("Heart Hunter#2dms50"); - npctalk "I don't have any personal feelings, but if we let it go like this, we'll be in trouble.", instance_npcname("Heart Hunter#2dms50"); + npctalk "There are no personal feelings involved, but if we let this pass as it is, we'll be in trouble.", instance_npcname("Heart Hunter#2dms50"); sleep 2000; - npctalk "Things that would have been nice if we just passed by without knowing, there is nothing we can do about it, bye.", instance_npcname("Heart Hunter#2dms50"); + npctalk "It would've been better if you just pretended not to know and passed by. Oh well, goodbye.", instance_npcname("Heart Hunter#2dms50"); for ( .@i = 41; .@i < 51; ++.@i ) { hideonnpc instance_npcname("Heart Hunter#2dms" + .@i ); @@ -3004,15 +3107,15 @@ OnTouch: } .@label$ = instance_npcname("#nyr_puri_mob_2") + "::OnFinal"; - monster 'map_2nyr$,122,194,"Heart Hunter at the Villa",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R - monster 'map_2nyr$,118,196,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,117,207,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,115,206,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,119,206,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,113,194,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,111,209,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,112,206,"Heart Hunter at the Villa",21312,1, .@label$; - monster 'map_2nyr$,115,201,"Heart Hunter at the Villa",21313,1, .@label$; // EP18_MD_HEARTHUNTER_F + monster 'map_2nyr$,122,194,"Resonator",21312,1, .@label$; // EP18_MD_HEARTHUNTER_R + monster 'map_2nyr$,118,196,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,117,207,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,115,206,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,119,206,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,113,194,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,111,209,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,112,206,"Resonator",21312,1, .@label$; + monster 'map_2nyr$,115,201,"Resonator",21313,1, .@label$; // EP18_MD_HEARTHUNTER_F end; } @@ -3078,7 +3181,7 @@ OnTouch: end; OnTouch: warp 'map_2nyr$,120,147; - navigateto("2@nyr",120,197); + navigateto("2@nyr",120,200); end; } @@ -3086,6 +3189,7 @@ OnTouch: end; OnTouch: warp 'map_2nyr$,120,134; + navigateto("2@nyr",151,131); if (is_party_leader() == false) end; if ('nyr_daily_step != 32) @@ -3120,19 +3224,19 @@ OnTouch: switch( atoi( replacestr( strnpcinfo(2), "2dms", "" ) ) ) { case 10: .@step = 19; - .@mes$ = "The first library security number has been reset."; + .@mes$ = "Security code for Storage 1 has been reset."; .@enable$ = "Heart Hunter#2dms20"; - setarray .@xy[0],119,71; + setarray .@xy[0],119,73; break; case 20: .@step = 24; - .@mes$ = "Security number for the second library has been reset."; + .@mes$ = "Security code for Storage 2 has been reset."; .@enable$ = "Heart Hunter#2dms30"; setarray .@xy[0],183,104; break; case 30: .@step = 29; - .@mes$ = "The third library security number has been reset."; + .@mes$ = "Security code for Storage 3 has been reset."; .@enable$ = "Heart Hunter#2dms40"; setarray .@xy[0],120,123; break; @@ -3141,7 +3245,7 @@ OnTouch: } if ('nyr_daily_step != .@step) end; - mes "Waiting for security code reset. Please enter a new security code."; + mes "Awaiting security code reset. Please input the new security code."; next; input .@num; if (.@num != 'code) { @@ -3149,6 +3253,8 @@ OnTouch: close; } mes .@mes$; + if (.@npctalk$ != "") + npctalk .@npctalk$; if ('nyr_daily_step == .@step) { 'nyr_daily_step = .@step + 1; enablenpc instance_npcname( .@enable$ ); @@ -3156,7 +3262,21 @@ OnTouch: navigateto("2@nyr",.@xy[0],.@xy[1]); close; OnTouch: - npctalk "Waiting for security number reset"; + switch( atoi( replacestr( strnpcinfo(2), "2dms", "" ) ) ) { + case 10: + .@step = 19; + break; + case 20: + .@step = 24; + break; + case 30: + .@step = 29; + break; + } + if ('nyr_daily_step <= .@step) + npctalk "Awaiting security code reset"; + else + npctalk "Security code reset completed."; end; } 2@nyr,115,69,5 duplicate(Security Device#2dms10) Security Device#2dms20 4_POINT_BLUE,5,5 @@ -3167,14 +3287,14 @@ OnTouch: end; if ('nyr_daily_step != 33) end; - mes "Waiting for security code reset. Please enter a new security code."; + mes "Security code reset in progress. Please enter the new security code."; next; input .@num; if (.@num != 'code) { mes "Cancel input"; close; } - mes "The locker room security number has been reset."; + mes "Vault security code has been reset."; if ('nyr_daily_step == 33) { 'nyr_daily_step = 34; enablenpc instance_npcname("#2mstep10"); @@ -3187,14 +3307,18 @@ OnTouch: enablenpc instance_npcname("Temple Guard#2dms251"); enablenpc instance_npcname("Temple Guard#2dms261"); enablenpc instance_npcname("#msnavi01"); + mapannounce 'map_2nyr$, "Do you think we'll give up just like that? We've already tasted it. Just watch!", bc_map, 0xFFCC; mapannounce 'map_2nyr$, "Do you think the crowd will give up because of the delay? The taste of baboons dried up? Leave it!", bc_map, 0xFFCC; sleep2 1000; - mapannounce 'map_2nyr$, "Look, the whole area screams towards the clearer power outlets!", bc_map, 0xFFCC; + mapannounce 'map_2nyr$, "All sectors cleared! Gather at the exit!", bc_map, 0xFFCC; } navigateto("2@nyr",151,131); close; OnTouch: - npctalk "Waiting for security number reset."; + if ('nyr_daily_step <= 33) + npctalk "Vault Security Code Reset in Progress"; + else + npctalk "Vault security code has been reset."; end; } @@ -3206,19 +3330,19 @@ OnTouch: if ('nyr_daily_step != 34) end; 'nyr_daily_step = 35; - npctalk "Everyone worked hard!"; + npctalk "Thank you all for your hard work!", instance_npcname("Temple Guard#2dms201"); sleep 2000; - npctalk "Only a handful should purify the temple every day!"; + npctalk "We will need to cleanse the temple daily for a while!", instance_npcname("Temple Guard#2dms201"); sleep 2000; - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms211"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms221"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms231"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms241"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms251"); - npctalk "Yeah!!", instance_npcname("Temple Guard#2dms261"); - // npctalk "to disband all under!"; + npctalk "Four!!", instance_npcname("Temple Guard#2dms211"); + npctalk "Four!!", instance_npcname("Temple Guard#2dms221"); + npctalk "Four!!", instance_npcname("Temple Guard#2dms231"); + npctalk "Four!!", instance_npcname("Temple Guard#2dms241"); + npctalk "Four!!", instance_npcname("Temple Guard#2dms251"); + npctalk "Four!!", instance_npcname("Temple Guard#2dms261"); + npctalk "Everyone, you may now disperse!", instance_npcname("Temple Guard#2dms201"); sleep 2000; - npctalk "I'll do it again because the temple has a lot of trouble."; + npctalk "Adventurers, thank you for your hard work as well! Until we meet again!", instance_npcname("Temple Guard#2dms201"); end; } diff --git a/npc/re/merchants/barters.yml b/npc/re/merchants/barters.yml index 0b4bd3bd8d..d5cb3e867f 100644 --- a/npc/re/merchants/barters.yml +++ b/npc/re/merchants/barters.yml @@ -60,4 +60,4 @@ Footer: - Path: npc/re/merchants/barters/enchan_illusion_dungeons.yml - Path: npc/re/merchants/barters/quests_exp_175.yml - Path: npc/re/merchants/barters/mysterious_cookie_shop.yml - - Path: npc/re/merchants/barters/quests_18_1.yml + - Path: npc/re/merchants/barters/quests_18.yml diff --git a/npc/re/merchants/barters/quests_18_1.yml b/npc/re/merchants/barters/quests_18.yml similarity index 100% rename from npc/re/merchants/barters/quests_18_1.yml rename to npc/re/merchants/barters/quests_18.yml diff --git a/npc/re/quests/quests_17_2.txt b/npc/re/quests/quests_17_2.txt index 17b314693f..b63ffc98c0 100644 --- a/npc/re/quests/quests_17_2.txt +++ b/npc/re/quests/quests_17_2.txt @@ -4007,8 +4007,8 @@ OnInit: } -// ba_in01,26,266,3 script Smart Ellie#ep18ely01 4_EP17_TABLET,{ -ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ +// ba_in01,26,266,3 script Smart Elly#ep18ely01 4_EP17_TABLET,{ +ba_in01,26,266,3 script Smart Elly#ep172_ely01 4_EP17_TABLET,{ if (checkweight(1000103,15) == 0) { mes "You cannot proceed with the quest because you have too many items in your possession."; mes "Please clean up your inventory and try again."; @@ -4016,39 +4016,39 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ } if (ep17_2_main < 32) { cutin "ep172_beta.bmp", 2; - mes "[Ellie]"; + mes "[Elly]"; mes "Hello, guest."; mes "I'm responsible for the airship hangar's information."; - mes "Please call me Ellie."; + mes "Please call me Elly."; close3; } if (ep17_2_main == 32) { cutin "ep172_beta",2; - mes "[Ellie]"; + mes "[Elly]"; mes "Hello, guest."; mes "I'm responsible for the airship hangar's information."; - mes "Please call me Ellie."; + mes "Please call me Elly."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "After the master had destroyed this place, I have been doing something else for a while, but..."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "Now I'm back at Alpha's request."; - mes "Please leave the hangar's matters to me, Ellie."; + mes "Please leave the hangar's matters to me, Elly."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "The leader of the 'intruders' had freely access the area for the master's collection 3..."; mes "I returned here to manage it."; npctalk "Sounds troublesome.", "", bc_self; next; - mes "[Ellie]"; + mes "[Elly]"; mes "We are currently tracking the expected path after receiving the incident report."; mes "However, tracking it is not easy because the main system of No. 3 is completely disconnected."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "The 'invaders' which the 'guests' calls the 'Illusions' has a 99.9% chance that they made modifications on the system."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "Dear 'guests', are you here?"; cloakoffnpcself( "Est#ep172_est02" ); cloakoffnpcself( "Rookie#ep172_rk03" ); @@ -4063,15 +4063,15 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ mes "I told Alpha that the analysisable data in the current state is over."; next; cutin "ep172_beta",2; - mes "[Ellie]"; + mes "[Elly]"; mes "Yes. I have sent the data."; mes "Currently, there is no reception from the master's collection 3, but we have caught some unusual signals."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "This facility has not been used for a long time, but it has been secretly used by the 'intruders' and..."; npctalk "Unusual signal?", "Rookie#ep172_rk03", bc_self; next; - mes "[Ellie]"; + mes "[Elly]"; mes "There are traces of magical communication with certain places outside the mansion."; mes "It's an intermittent signal."; next; @@ -4081,16 +4081,16 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ mes "Where? the enterprise?"; next; cutin "ep172_beta",2; - mes "[Ellie]"; + mes "[Elly]"; mes "According to the analysis, it's a one-way reception."; mes "It appears to be collecting reports from the outside..."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "It will take some time to completely analyze the code because it was used by the 'intruders' for one-way reception."; next; cutin "16loo_01",0; mes "[Rookie]"; - mes "Then, Ellie, I'll ask for one thing."; + mes "Then, Elly, I'll ask for one thing."; mes "Continue receiving the signals as if the 'intruders' leader is still here."; next; cutin "ep162_est01",1; @@ -4099,7 +4099,7 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ mes "With that, we'll be able to trace back the other collaborators out there."; next; cutin "ep172_beta",2; - mes "[Ellie]"; + mes "[Elly]"; mes "I will do as you say."; mes "We will maintain information patters of the 'intruders' and collect information received from their accomplices from outside the mansion."; next; @@ -4135,10 +4135,10 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ cutin "16loo_03",0; mes "[Rookie]"; mes "Then I'll let everyone and help Alpha."; - mes "Take good care of Ellie!"; + mes "Take good care of Elly!"; next; cutin "ep172_beta",2; - mes "[Ellie]"; + mes "[Elly]"; mes "Do not worry about this place."; mes "Me and Almond will take care of it."; mes "You can be rest assured."; @@ -4148,189 +4148,190 @@ ba_in01,26,266,3 script Smart Ellie#ep172_ely01 4_EP17_TABLET,{ cloakonnpcself( "Rookie#ep172_rk03" ); end; } - if (ep18_1_main == 0 && BaseLevel >= 170) { + if (ep18_main == 0 && BaseLevel >= 170) { cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "The periodic signal has not yet been received."; - mes "The whereabouts of your master's collection#3 are also being tracked."; + mes "[Elly]"; + mes "No regular signals have been received yet."; + mes "We're also tracking the whereabouts of your collection #3."; next; - mes "[Ellie]"; - mes "Don't worry."; - mes "Time is on our side"; + mes "[Elly]"; + mes "No worries."; + mes "Time is on our side."; next; - mes "[Ellie]"; - mes "I and Alpha will analyze the information properly, so if you clean up the abandoned remnants... Ah!"; + mes "[Elly]"; + mes "We'll properly analyze the information, so it would be great if the guest could clean up the remnants left behind... Oh!"; next; - mes "[Ellie]"; - mes "Please don't go anywhere for a moment."; - mes "It will be over soon"; - mes "Time was on our side, wasn't it?"; + mes "[Elly]"; + mes "Just a moment, please stay here."; + mes "It'll be over soon."; + mes "Time is on our side, right?"; next; - // note: progressbar_npc must be after "next" otherwise the client may crash - progressbar_npc "FFFF00",4; - mes "[Ellie]"; + mes "[Elly]"; mes "Wait a minute..."; mes "..."; mes "..."; + // note: progressbar_npc must be after "next" otherwise the client may crash + // progressbar_npc "FFFF00",4; next; - mes "[Ellie]"; - mes "As soon as the password is decrypted, it will be fast."; - mes "The thing that took the longest is an instant."; + progressbar_npc "FFFF00",4; + mes "[Elly]"; + mes "Once we decrypt the code, it'll be quick."; + mes "The longest part is over, so it feels like it went by in a flash."; next; - mes "[Ellie]"; - mes "There is something in ^0000FFRachel^000000"; - mes "Of course I've only heard of Rachel, but I've never been there."; - mes "The 'collaborators' there don't seem to know that their heads have moved yet."; + mes "[Elly]"; + mes "There is something in ^0000FFRachel^000000."; + mes "Of course, I've only heard of Rachel, and I've never been there."; + mes "The 'collaborators' at that location seem unaware of their leaders' movements as of yet."; next; - mes "[Ellie]"; - mes "Although we don't know where your master's Collection#3 is yet, we'll have to keep an eye out for information coming in here..."; - mes "what if?"; + mes "[Elly]"; + mes "Although we still don't know the whereabouts of Master's Collection No. 3, we need to continue to gather information coming in from here..."; + mes "What should we do?"; next; select( "What?" ); mes "[" + strcharinfo(0) + "]"; - mes "What are you doing?"; + mes "What should I do?"; next; - mes "[Ellie]"; - mes "The collaborator's position has been roughly secured. Reportedly 'waiting for your next instruction',"; - mes "Then, before the next instruction is issued, we should catch up on that side as soon as possible..."; + mes "[Elly]"; + mes "The location of the collaborator has been roughly secured. According to the report, they are awaiting further instructions, so..."; + mes "In that case, we should thoroughly investigate that area before the next instructions are given..."; cloakoffnpcself( "Rookie#ep181_rk01" ); - cloakoffnpcself( "EST#ep181_est01" ); - npctalk "Rookie: Did you call?", "Rookie#ep181_rk01", bc_self; - npctalk "EST: It ended sooner than I thought.", "EST#ep181_est01", bc_self; + cloakoffnpcself( "Est#ep181_est01" ); + npctalk "Rookie: Did you call me?", "Rookie#ep181_rk01", bc_self; + npctalk "Est: That was quicker than I thought.", "Est#ep181_est01", bc_self; next; cutin "ep162_est01.bmp",1; - mes "[EST]"; - mes "Okay then Rachel..."; + mes "[Est]"; + mes "Okay, so Rachel..."; next; cutin "16loo_01.bmp",0; mes "[Rookie]"; - mes "Rachel... who's going?"; + mes "Rachel... Who's going?"; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "Is this a conflict of opinion?"; + mes "[Elly]"; + mes "Are we having a difference of opinion?"; next; cutin "16loo_03.bmp",0; mes "[Rookie]"; - mes "It's not like that..."; - mes "I think it will be a bit difficult if we all go."; + mes "Not really..."; + mes "I think it would be a little awkward if we all went."; next; cutin "ep162_est01.bmp",1; - mes "[EST]"; - mes "Ah... I see."; - mes "Yes. If 'Rebellion' moves, it could become a diplomatic matter."; + mes "[Est]"; + mes "Ah, I see."; + mes "Yes. If the Rebellion moves, it could become a diplomatic issue."; next; cutin "16loo_03.bmp",0; mes "[Rookie]"; - mes "Yes. Especially if it's Rachel."; - mes "The problem between the mansion and the business has not yet been fully resolved..."; + mes "Yes, even more so if it's Rachel."; + mes "...and the problems between the mansion and the company haven't all been solved yet."; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "Okay."; + mes "[Elly]"; + mes "I see."; next; - mes "[Ellie]"; - mes "Then..."; + mes "[Elly]"; + mes "If so, then..."; next; - select( "Why are you looking at me?" ); + select( "Why are they looking at me?" ); cutin "",255; mes "[" + strcharinfo(0) + "]"; - mes "what are you doing?"; + mes "What do I do?"; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; + mes "[Elly]"; mes "Let's go, Rachel."; - npctalk "Rookie: name.", "Rookie#ep181_rk01", bc_self; - npctalk "Est: Name.", "EST#ep181_est01", bc_self; + npctalk "Rookie: So it's a place name, huh?", "Rookie#ep181_rk01", bc_self; + npctalk "Est: A place name.", "Est#ep181_est01", bc_self; next; - mes "[Ellie]"; - mes "Are other guests affiliated?"; - mes "It is difficult when disputes arise because of jurisdiction."; - mes "You never know how long it will take, so it's not suitable for a companion."; + mes "[Elly]"; + mes "But the other guests have affiliations, don't they?"; + mes "It will be difficult if there is a conflict due to jurisdiction."; + mes "You don't know how long it will take, so it's not a good idea to accompany them."; next; cutin "ep162_est01.bmp",1; - mes "[EST]"; - mes "It sounds like you want to go there yourself."; + mes "[Est]"; + mes "That sounds like you're saying you're definitely going to go in person."; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "Yes."; - mes "Please wait a minute."; + mes "[Elly]"; + mes "Yes, it is."; + mes "Please wait a moment."; next; - progressbar_npc "00CCFF",7; - mes "[Ellie]"; + progressbar_npc "CCFF",7; + mes "[Elly]"; mes "..."; next; - mes "[Ellie]"; - mes "You have permission."; - npctalk "Meeting ended.", "", bc_self; + mes "[Elly]"; + mes "You're authorized."; + npctalk "The meeting has ended.", "Smart Elly#ep18ely01", bc_self; next; - mes "[Ellie]"; - mes "The purpose is support, not hindrance."; - mes "I will follow you without burden."; - mes "I'll give you this."; + mes "[Elly]"; + mes "The purpose is not to hinder but to support."; + mes "We'll follow along, no pressure."; + mes "I will give this to you."; next; cutin "",255; - mes "What Ellie gave her was a doll with a slightly droopy feel that resembled Ellie."; - mes "It may not necessarily be Ellie."; + mes "What Elly gave was a doll that looked exactly like Elly and felt a little stretched out."; + mes "It may not be Elly, but..."; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "We have equipment that can transmit and receive data over long distances."; - mes "Because we are such beings."; + mes "[Elly]"; + mes "We also have equipment capable of long-distance data transmission and reception."; + mes "Because that's who we are."; next; - mes "[Ellie]"; - mes "But things are a little different now, so I'll give you a simple beta."; - npctalk "Be sure to take it with you", "", bc_self; + mes "[Elly]"; + mes "But things are a little different now, so I'll give you a beta version."; + npctalk "Don't forget to take it with you.", "Smart Elly#ep18ely01", bc_self; next; cutin "16loo_02.bmp",0; mes "[Rookie]"; - mes "Uh... Mini Ellie?"; + mes "Uh... Mini Elly?"; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "Okay. I'll take that name."; - mes "Using the resources of the main body, it is possible to collect visual and auditory information and communicate like a clone."; + mes "[Elly]"; + mes "Great, I'm adopting that name."; + mes "I can collect information like vision and hearing and communicate like an avatar using my own resources."; next; - mes "[Ellie]"; - mes "There is no individual core, so the information obtained is not shared between betas unless I update it,"; - mes "If communication is lost, it's just a doll."; + mes "[Elly]"; + mes "There are no individual cores, so the information I get is not shared between betas unless I update it,"; + mes "If communication is lost, it's just a puppet."; next; cutin "16loo_01.bmp",0; mes "[Rookie]"; - mes "Then call us if you need assistance."; - mes "Like Ellie, we will provide generous support except for the manpower."; + mes "Then call us if you need our support."; + mes "I will support you without reservation, just like Elly, except for manpower."; next; cutin "ep172_beta.bmp",2; - mes "[Ellie]"; - mes "It will be so"; + mes "[Elly]"; + mes "Yes, I will do that."; mes "Please take care of yourself."; - npctalk "I'm going with you, but it's strange to greet you like this.", "", bc_self; + npctalk "It's strange to be greeting each other like this when we're going together.", "Smart Elly#ep18ely01", bc_self; next; - mes "[Ellie]"; - mes "The almost exact coordinates from which the signal was sent..."; - mes "About [here]rachel,182,176,0,101,0"; - ep18_1_main = 1; + mes "[Elly]"; + mes "The nearly exact coordinates of the signal's origin are..."; + mes "around [here]rachel,182,176,0,101,0 or so."; + ep18_main = 1; setquest 8681; getitem 400127,1; // Ep18_Mini_Elly close3; } - if (ep18_1_main == 1) { - mes "[Ellie]"; - mes "Please be safe."; + if (ep18_main == 1) { + mes "[Elly]"; + mes "Safe travels to Rachel."; close; } cutin "ep172_beta",2; - mes "[Ellie]"; + mes "[Elly]"; mes "No intermittent signal has been received yet."; mes "The whereabouts of the master's collection 3 are also being tracked at the same time."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "Don't worry."; mes "Time is on our side."; next; - mes "[Ellie]"; + mes "[Elly]"; mes "Me and Alpha will analyze the information properly, so I'd like you to clean up the intruders remnant."; close3; @@ -4339,7 +4340,7 @@ OnInit: // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18018) == 1" ); // check for episode 17.2 completion - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8681) == 0 && isbegin_quest(18018) == 2 && BaseLevel >= 170" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8681) == 0 && isbegin_quest(18018) == 2 && BaseLevel >= 170" ); end; } @@ -9389,8 +9390,8 @@ ba_in01,32,250,3 script Sweety#ep172_swty 4_EP17_SWEETY,{ mes "[Almond]"; mes "Not possible."; mes "You won't be able to receieve it even if it came."; - mes "Ellie took your receiving chip while we're repairing you."; - mes "Doesn't that mean Ellie will take the orders for you?"; + mes "Elly took your receiving chip while we're repairing you."; + mes "Doesn't that mean Elly will take the orders for you?"; npctalk "No! I'll receive my next orders soon!", "", bc_self; next; mes "[Almond]"; diff --git a/npc/re/quests/quests_18.txt b/npc/re/quests/quests_18.txt new file mode 100644 index 0000000000..51362f5c57 --- /dev/null +++ b/npc/re/quests/quests_18.txt @@ -0,0 +1,13096 @@ +//===== rAthena Script ======================================= +//= Direction of Prayer +//===== Description: ========================================= +//= [Walkthrough Conversion] +//--- Main quest NPCs for Episode 18 +// +// Notes: +// - The last value of ep18_main is 57 +//===== Changelogs: ========================================== +//= 1.0 First version. [Capuche] +//============================================================ + +// Main Quest: Step 1. +// ba_in01,26,266,3 script Smart Elly#ep18ely01 4_EP17_TABLET,{ + +ba_in01,22,262,6 script(CLOAKED) Est#ep181_est01 4_F_ESTLOVELOY,{ + if (ep18_main == 1) { + mes "[Est]"; + mes "Take care of yourself."; + close; + } + end; +} + + +// ba_in01,24,262,7 script(CLOAKED) Rookie#ep181_rk01 4_M_ROOKIE,3,0,{ +ba_in01,24,262,7 script(CLOAKED) Rookie#ep181_rk01 4_M_ROOKIE,{ + if (ep18_main == 1) { + cutin "16loo_03.bmp",0; + mes "[Rookie]"; + mes "It's unfortunate, but it is what it is."; + mes "We also have a company job to do, so we can't just sit around and play."; + mes "See you when it's all resolved."; + close3; + } + end; +// OnTouch: // unknown effect + // end; +} + + +// Main Quest: Step 2. +rachel,182,176,3 script Masked Girl 4_F_MASK,5,5,{ + .@char_id = getcharid(0); + if (ep18_main == 1) { + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "Someone is giving a speech in a loud voice."; + next; + mes "[Mini Elly]"; + mes "Please take it out of the bag and put it on top of my head."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: Please take it out of the bag and put it on top of my head.", bc_self; + close; + } + mes "Someone is giving a speech in a loud voice."; + next; + mes "[Mini Elly]"; + mes "I've received a signal that you've arrived at your local coordinates."; + mes "Is this the location I called you to?"; + next; + switch( select( "Correct", "No" ) ) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Right, here we are."; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "I don't think it's here."; + next; + mes "[Mini Elly]"; + mes "That's odd, but it seems to fit with the information coming from Mini Elly right now, so let's check around."; + break; + } + next; + mes "[Mini Elly]"; + mes "Does the guest see anything suspicious?"; + mes "I've never seen anyone who was neither an intruder nor a guest, but I know that those masked people are suspicious."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Those people are residents here..."; + next; + mes "[Mini Elly]"; + mes "Isn't that an interesting outfit?"; + mes "I'll remember that."; + next; + mes "[Spokesman]"; + mes "...No."; + mes "We're not talking about peace with your neighbors or anything like that."; + mes "What we need is a slightly better future."; + npctalk "Speaker: If we don't act now, the future of Arunafeltz will be in disarray!", "Masked Person", bc_self; + cloakoffnpcself( "Crowd#ep18c01" ); + cloakoffnpcself( "Crowd#ep18c04" ); + npctalk "What is it?", "Crowd#ep18c01", bc_self; + next; + mes "[Spokesman]"; + mes "If this isn't repetition, what else can you call it?"; + mes "How can we ignore this when it's clearly a sign of a divided country?"; + cloakoffnpcself( "Crowd#ep18c05" ); + next; + mes "[Spokesman]"; + mes "Why did this happen?"; + mes "Why can't you respect the other person?"; + mes "I'm sure everyone has their own thoughts, but I'd say this."; + cloakoffnpcself( "Crowd#ep18c02" ); + npctalk "Who is it?", "Crowd#ep18c02", bc_self; + next; + mes "[Spokesman]"; + mes "What does it mean to you as a citizen of this country to entrust all your values to your birth lineage and commit violence against it?"; + mes "What does it mean to you?"; + cloakoffnpcself( "Nervous Priest#e18a" ); + cloakoffnpcself( "Crowd#ep18c03" ); + npctalk "Who is it?", "Crowd#ep18c01", bc_self; + npctalk "Drag it out!", "Crowd#ep18c02", bc_self; + npctalk "I've never seen them before. Who on earth are they?", "Crowd#ep18c03", bc_self; + next; + mes "[Spokesman]"; + mes "Don't you think it's strange to get angry over such a story?"; + npctalk "Correct!", "Crowd#ep18c04", bc_self; + npctalk "Hey, what are you, a native!", "Crowd#ep18c02", bc_self; + npctalk "Isn't it strange that there's a need to distinguish that?", "Crowd#ep18c03", bc_self; + next; + mes "[Spokesman]"; + mes "I don't wish for you to fight."; + mes "Unless we all come together, we have no future."; + npctalk "What's your deal again!", "Crowd#ep18c02", bc_self; + npctalk "This guy doesn't have an answer.", "Crowd#ep18c04", bc_self; + next; + mes "The speaker continued their speech without paying any attention to the voice from the audience."; + next; + mes "[Mini Elly]"; + mes "It's interesting. There are quite a few people wearing masks. It seems like even if we all have the same face like us, we can still distinguish each other."; + npctalk "Hey, words are nice, but with people continuing to get hurt and taken to the hospital, do you think just talking will solve anything?", "Crowd#ep18c02", bc_self; + npctalk "Whose fault is that?", "Crowd#ep18c05", bc_self; + next; + mes "[Mini Elly]"; + mes "Why is this person interrupting someone who is saying the right thing?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Because I believe it's not right."; + npctalk "You see, I've seen it before. When there's a fight, is it just a battlefield, or sometimes are immigrants the only targets?", "Crowd#ep18c02", bc_self; + npctalk "I heard it was because the indigenous kids were beaten up before and then they retaliated.", "Crowd#ep18c05", bc_self; + next; + mes "[Mini Elly]"; + mes "It seems like the fuss is getting louder."; + mes "Everyone seems to think they're right and don't want to listen to what anyone else has to say."; + npctalk "It's wrong to use violence against people in the first place!", "Crowd#ep18c05", bc_self; + npctalk "They must have done something wrong.", "Crowd#ep18c02", bc_self; + npctalk "I really dislike hearing the phrase 'they must have done something wrong.' What exactly does 'something wrong' mean?", "Crowd#ep18c04", bc_self; + next; + mes "[Mini Elly]"; + mes "The noise seems to be getting louder than before."; + npctalk "Telling victims they have a reason to be victimized is wrong!", "Crowd#ep18c05", bc_self; + next; + mes "[Nervous Priest]"; + mes "What should we do... Should we intervene?"; + npctalk "This is trouble...", "Nervous Priest#e18a", bc_self; + completequest 8681; + setquest 8682; + ep18_main = 2; + close; + } + + if (ep18_main == 2) { + mes "The speech knows no end."; + mes "The atmosphere around is hostile."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: It seems like there's someone here who doesn't quite fit in.", bc_self; + + cloakoffnpcself( "Crowd#ep18c01" ); + cloakoffnpcself( "Crowd#ep18c04" ); + cloakoffnpcself( "Crowd#ep18c05" ); + cloakoffnpcself( "Crowd#ep18c02" ); + cloakoffnpcself( "Nervous Priest#e18a" ); + cloakoffnpcself( "Crowd#ep18c03" ); + close; + } + if (ep18_main == 3 || ep18_main == 4) { + mes "The speech knows no end."; + mes "The unfortunate priest is looking the other way."; + + cloakoffnpcself( "Crowd#ep18c01" ); + cloakoffnpcself( "Crowd#ep18c04" ); + cloakoffnpcself( "Crowd#ep18c05" ); + cloakoffnpcself( "Crowd#ep18c02" ); + cloakoffnpcself( "Nervous Priest#e18a" ); + cloakoffnpcself( "Crowd#ep18c03" ); + cloakoffnpcself( "Crowd#ep18c06" ); + close; + } + if (ep18_main == 4) { + cloakoffnpcself( "Girl#ep18c07" ); + cloakoffnpcself( "Guard Gala#ep18c08" ); + cloakoffnpcself( "Guard Izu#ep18c09" ); + + mes "[Masked Person]"; + mes "Someone here gave a speech while wearing a mask?"; + mes "Hmmm..."; + next; + mes "[Masked Person]"; + mes "Don't get me wrong, you outsiders might not know it, but we recognize each other through this half-covered mask."; + next; + mes "[Masked Person]"; + mes "He's a brave man, no disguise."; + mes "You're probably the only one who can't tell the difference between him and me."; + close; + } + mes "[Masked Person]"; + mes "Freya is love."; + close; + +OnTouch: + .@char_id = getcharid(0); + if (ep18_main == 0) { + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "Where did the droopy Elly go?"; + close; + } + end; + } + if (ep18_main == 1) { + mes "[Mini Elly]"; + mes "Please take it out of the bag and put it on top of my head."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: Please take it out of the bag and put it on top of my head.", bc_self; + close; + } + if (ep18_main == 2 || ep18_main == 3) { + cloakoffnpcself( "Crowd#ep18c01" ); + cloakoffnpcself( "Crowd#ep18c04" ); + cloakoffnpcself( "Crowd#ep18c05" ); + cloakoffnpcself( "Crowd#ep18c02" ); + cloakoffnpcself( "Nervous Priest#e18a" ); + cloakoffnpcself( "Crowd#ep18c03" ); + if (ep18_main == 3) + cloakoffnpcself( "Crowd#ep18c06" ); + end; + } + if (ep18_main == 4) { + cloakoffnpcself( "Girl#ep18c07" ); + cloakoffnpcself( "Guard Gala#ep18c08" ); + cloakoffnpcself( "Guard Izu#ep18c09" ); + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8681) == 1" ); + end; +} + +rachel,179,175,7 duplicate(dummy_cloaked_npc) Crowd#ep18c01 4_F_MASK +rachel,177,178,5 duplicate(dummy_cloaked_npc) Crowd#ep18c02 4_M_RACHMAN1 +rachel,179,171,7 duplicate(dummy_cloaked_npc) Crowd#ep18c03 4_M_RACHMAN2 +rachel,181,170,0 duplicate(dummy_cloaked_npc) Crowd#ep18c04 4_M_MIDDLE +rachel,186,173,1 duplicate(dummy_cloaked_npc) Crowd#ep18c05 4_F_MASK +rachel,184,171,1 duplicate(dummy_cloaked_npc) Crowd#ep18c06 4_F_MASK + +rachel,187,170,3 script(CLOAKED) Girl#ep18c07 4_F_DST_CHILD,{ + mes "[Girl]"; + mes "Oh my! Everyone is running away!"; + close; +} + +rachel,187,173,3 script(CLOAKED) Guard Gala#ep18c08 4_M_RASWORD,{ + mes "[Guard Gala]"; + mes "We'll talk about that in a minute."; + close; +} + +rachel,187,174,3 script(CLOAKED) Guard Izu#ep18c09 4_M_RASWORD,{ + mes "[Guard Izu]"; + mes "Sigh..."; + close; +} + +// Main Quest: Step 3. +rachel,183,170,3 script(CLOAKED) Nervous Priest#e18a 4_M_TRAINEE,{ + if (checkweight(1000405,20) == 0) { + mes "- You can't proceed with the quest because you have too many items in your possession. -"; + close; + } + .@char_id = getcharid(0); + if (ep18_main == 2) { + cloakoffnpcself( "Crowd#ep18c06" ); + mes "[Nervous Priest]"; + mes "...?"; + mes "Oh, did you hear me, I'm sorry."; + next; + mes "[Nervous Priest]"; + mes "Um... Well, you see. There have been a lot of these kinds of disturbances lately."; + next; + mes "[Nervous Priest]"; + mes "So... Is the adventurer visiting Rachel for the first time?"; + npctalk "How do I supposed to know that? You're a joke.", "Crowd#ep18c02", bc_self; + npctalk "What? Is there anything this guy can't say?", "Crowd#ep18c04", bc_self; + next; + select( "No" ); + mes "[Nervous Priest]"; + mes "Well..."; + mes "I'm not sure how much you know about Arunafeltz, but..."; + mes "Are you aware of any disputes between residents of... origin..."; + next; + select( "I've heard" ); + mes "[Nervous Priest]"; + mes "Okay, shamefully... this is an ongoing situation."; + mes "I've seen some people doing this kind of stump speech lately..."; + next; + mes "[Nervous Priest]"; + mes "I've had people interrupt me like that."; + mes "But as much as I'd like to stop them, I can't, as you can see..."; + npctalk "Why are you fighting with him?", "Crowd#ep18c01", bc_self; + npctalk "They say fighting is for the ignorant.", "Crowd#ep18c03", bc_self; + next; + mes "[Nervous Priest]"; + mes "...for fear of being seen as siding with the ruling class, the migrants."; + mes "But that doesn't mean you can pretend you didn't see it..."; + next; + mes "[Nervous Priest]"; + mes "Once again, I was nervously watching a speech by someone I had never seen before, and before I knew it,..."; + npctalk "What?", "Crowd#ep18c02", bc_self; + npctalk "Sounds like a good fit, right?", "Crowd#ep18c03", bc_self; + next; + mes "[Nervous Priest]"; + mes "..."; + npctalk "This guy?", "Crowd#ep18c02", bc_self; + npctalk "Ah, fists are flying, fists are flying. Just try hitting me.", "Crowd#ep18c03", bc_self; + next; + mes "[Nervous Priest]"; + mes "This is bad..."; + mes "Adventurer, have you ever..."; + next; + select( "You want me to stop?" ); + mes "[Nervous Priest]"; + mes "..May the protection of Freya be upon us."; + changequest 8682,8683; + ep18_main = 3; + close; + } + if (ep18_main == 3) { + mes "What should we do?"; + next; + select( "Please try to be quiet.", "What's wrong with you? Why are you behaving like this?", "Hey, you pot-bellied old man over there!" ); + mes "[Stuffed Crowd]"; + mes "Who are you calling an old man?"; + npctalk "What's going on here?", "Crowd#ep18c02", bc_self; + npctalk "Oops...", "Nervous Priest#e18a", bc_self; + next; + select( "What is it? It's an adventurer." ); + mes "[Stuffed Crowd]"; + mes "Huh? Who wasn't an adventurer in their youth?"; + mes "How far have you been? I'm the guy who climbed to the top of the Thor volcano up there."; + mes "Not like those fragile natives."; + npctalk "That's nonsense, it's probably just a tourist gimmick.", "Crowd#ep18c03", bc_self; + npctalk "There are always those who boast about such things.", "Crowd#ep18c05", bc_self; + next; + select( "I am at the Temple of Sessrumnir" ); + mes "[" + strcharinfo(0) + "]"; + mes "I am at the Temple of Sessrumnir, and..."; + next; + cloakoffnpcself( "Girl#ep18c07" ); + cloakoffnpcself( "Guard Gala#ep18c08" ); + cloakoffnpcself( "Guard Izu#ep18c09" ); + mes "[Girl]"; + mes "Security officer! There he is!"; + next; + mes "[Stuffed Crowd]"; + mes "Goodness, who called for security again?"; + npctalk "Ah, before it becomes troublesome, let's bail.", "Crowd#ep18c04", bc_self; + npctalk "I hope I never have to see your face again.", "Crowd#ep18c05", bc_self; + npctalk "I should probably just go home...", "Crowd#ep18c06", bc_self; + cloakonnpcself( "Crowd#ep18c01" ); + cloakonnpcself( "Crowd#ep18c02" ); + cloakonnpcself( "Crowd#ep18c03" ); + cloakonnpcself( "Crowd#ep18c04" ); + cloakonnpcself( "Crowd#ep18c05" ); + cloakonnpcself( "Crowd#ep18c06" ); + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: Are you just going to let this slide like water under the bridge?", bc_self; + next; + mes "[Guard Gala]"; + mes "I heard there was a fight, so I came to see..."; + mes "Adventurer?"; + next; + mes "[Nervous Priest]"; + mes "Oh, no, no, no! Adventurer here is trying to help me..."; + mes "Ah, I am Priest Junok. I have returned to Sessrumnir this time."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "" + strcharinfo(0) + "."; + mes "Adventurer."; + next; + mes "[Guard Gala]"; + mes "Thank you."; + mes "With the atmosphere being so grim these days..."; + next; + select( "What exactly is going on?" ); + mes "[" + strcharinfo(0) + "]"; + mes "What on earth is happening?"; + mes "To think such a brawl is happening..."; + next; + mes "The security officer and the priest paused for a moment, looked around, exchanged glances, and nodded in agreement."; + next; + mes "[Junok]"; + mes "Adventurer, what did you say earlier at the Temple of Sethrunir?"; + mes "Since I also have something to attend to at the temple, it seems like a good idea to have a chat over there for a while."; + mes "Let's continue talking in front of the temple."; + changequest 8683,8684; // todo 8684 unlock side quest kids bas gauche and gramp bas middle. kid flower uncloed at start + ep18_main = 4; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + navigateto("ra_temple",72,54); + close; + } + if (ep18_main == 4) { + mes "[Junok]"; + mes "I'll follow you shortly."; + mes "See you at [in front of the temple]ra_temple,72,54,0,101,0."; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8682) == 1 || isbegin_quest(8683) == 1" ); + end; +} + + +ra_temple,118,30,0 script #ep18w01 HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch: + if (ep18_main == 4) { + .@char_id = getcharid(0); + cloakoffnpcself( "Nervous Priest#e18b" ); + cloakoffnpcself( "Guard Gala#ep18c10" ); + end; + } + if (ep18_main == 5 || ep18_main == 6) { + .@char_id = getcharid(0); + cloakoffnpcself( "Nervous Priest#e18c" ); + cloakoffnpcself( "Guard Gala#ep18c12" ); + cloakoffnpcself( "Guard Izu#ep18c13" ); + cloakoffnpcself( "Guard Calsort#c14" ); + cloakoffnpcself( "Heart Hunter#ep18c15" ); + cloakoffnpcself( "Heart Hunter#ep18c16" ); + end; + } + end; +} + +ra_temple,72,54,0 duplicate(#ep18w01) #ep18wj1 HIDDEN_WARP_NPC,4,4 +ra_temple,39,143,0 duplicate(#ep18w01) #ep18w02_A HIDDEN_WARP_NPC,3,3 +ra_temple,20,134,0 duplicate(#ep18w01) #ep18w02_B HIDDEN_WARP_NPC,3,3 +ra_temple,30,142,0 duplicate(#ep18w01) #ep18w02_C HIDDEN_WARP_NPC,3,3 + +// Main Quest: Step 4. +ra_temple,72,54,5 script(CLOAKED) Nervous Priest#e18b 4_M_TRAINEE,{ + if (ep18_main == 4) { + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "[Mini Elly]"; + mes "Please take it out of the bag and put it on top of my head."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: Please take it out of the bag and put it on top of my head.", bc_self; + close; + } + mes "[Mini Elly]"; + mes "Guest, just a moment, please."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: I'm curious about something.", bc_self; + next; + if (select( "Elly, what's going on?", "Because of the clues?" ) == 2) { + mes "[Mini Elly]"; + mes "Well, that's one thing."; + next; + } + mes "[Mini Elly]"; + mes "You've been here before, right?"; + npctalk "Junok: Adventurer?", "Nervous Priest#e18b", bc_self; + next; + select( "Yes" ); + mes "[Mini Elly]"; + mes "I've been getting some strange looks on the way here. I'm sure my guest felt it too..."; + mes "Is it a neighborhood with a lot of people with that kind of outlook?"; + next; + select( "That wasn't the case." ); + mes "[Mini Elly]"; + mes "Could they be associated with the 'intruders'?"; + next; + select( "Maybe." ); + mes "[Mini Elly]"; + mes "Do you think they recognized the guest?"; + npctalk "Junok: ?", "Nervous Priest#e18b", bc_self; + next; + mes "[" + strcharinfo(0) + "]"; + mes "They doesn't."; + next; + mes "[Junok]"; + mes "Adventurer, why are you thinking so deeply?"; + next; + select( "It's nothing" ); + mes "[Junok]"; + mes "Anyway... it seems like we can talk a bit more quietly here."; + next; + mes "[Junok]"; + mes "I've only just returned to Rachel, so I don't know, but..."; + mes "It's gotten pretty ugly compared to what it used to be."; + next; + mes "[Junok]"; + mes "The conflict between natives and migrants is growing."; + mes "There are some people who are a little more... out there than usual, who are openly encouraging it."; + next; + mes "[Junok]"; + mes "There are also those who, if detained by security for reasons that could have led to a fight for other reasons, would label all as your natives, your immigrants... and use that as an excuse."; + next; + mes "[Junok]"; + mes "I am making efforts to resolve this, but..."; + next; + mes "[Guard Gala]"; + mes "Recently, unidentified individuals have been attempting to invade the Temple of Sethrunir."; + npctalk "Guard: Weak and uncoordinated for the purpose of breaking in.", "Guard Gala#ep18c10", bc_self; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: breaking in?", bc_self; + next; + mes "[Guard Gala]"; + mes "It's one thing to keep trying to break into the most secure temple in the capital city of Rachel, but..."; + unittalk getcharid(3), "" + strcharinfo(0) + " : Mini Elly: Isn't it suspicious even to the guest's ears?", bc_self; + next; + mes "[Guard Gala]"; + mes "With the temple currently on high alert to deal with them, there are times when we're unable to respond promptly to civilian disputes."; + next; + mes "[Guard Gala]"; + mes "Given the uncertainty of how far it might escalate and where such incidents might suddenly emerge, we can't rashly resort to a full-scale response..."; + mes "Expanding the security force excessively isn't a viable option either."; + next; + mes "[Guard Gala]"; + mes "It's a truly difficult situation... Huh?"; + cloakoffnpcself( "Rookie Guard#ep18c11" ); + npctalk "Rookie Guard: Intruders to the west of the temple!", "Rookie Guard#ep18c11", bc_self; + next; + mes "[Guard Gala]"; + mes "They're attacking in broad daylight again! Let's go!"; + mes "Adventurer, please come with us!"; + next; + select( "Why would you trust me?" ); + mes "[" + strcharinfo(0) + "]"; + mes "Do you even know who I am?"; + mes "What if they're intruders?"; + next; + mes "[Guard Gala]"; + mes "I've been guarding the temple for quite a long time."; + mes "Would you have told this story to someone you didn't even know?"; + npctalk "Junok: Did you know each other?", "Nervous Priest#e18b", bc_self; + npctalk "Guard Gala: Unilaterally.", "Guard Gala#ep18c10", bc_self; + next; + mes "[Guard Gala]"; + mes "Let's hurry!"; + changequest 8684,8685; + ep18_main = 5; + navigateto("ra_temple",30,142); + cloakonnpcself( "Nervous Priest#e18b" ); + cloakonnpcself( "Guard Gala#ep18c10" ); + cloakonnpcself( "Rookie Guard#ep18c11" ); + + cloakoffnpcself( "Nervous Priest#e18c" ); + cloakoffnpcself( "Guard Gala#ep18c12" ); + cloakoffnpcself( "Guard Izu#ep18c13" ); + cloakoffnpcself( "Guard Calsort#c14" ); + cloakoffnpcself( "Heart Hunter#ep18c15" ); + cloakoffnpcself( "Heart Hunter#ep18c16" ); + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8684) == 1" ); + end; +} + +ra_temple,75,54,3 duplicate(dummy_cloaked_npc) Guard Gala#ep18c10 4_M_RASWORD +ra_temple,78,56,3 duplicate(dummy_cloaked_npc) Rookie Guard#ep18c11 4_M_RASWORD + +// Main Quest: Step 5. +// ra_temple,20,134,0 script #ep18w02_1 HIDDEN_WARP_NPC,3,3,{ +ra_temple,20,134,0 script #ep18w02_1_A HIDDEN_WARP_NPC,3,3,{ + end; +OnTouch: + if (ep18_main == 5) { + cloakoffnpcself( "Nervous Priest#e18c" ); + cloakoffnpcself( "Guard Gala#ep18c12" ); + cloakoffnpcself( "Guard Izu#ep18c13" ); + cloakoffnpcself( "Guard Calsort#c14" ); + cloakoffnpcself( "Heart Hunter#ep18c15" ); + cloakoffnpcself( "Heart Hunter#ep18c16" ); + end; + } + end; +} +// ra_temple,30,142,0 duplicate() #ep18w02_1 HIDDEN_WARP_NPC,3,3,{ +ra_temple,30,142,0 duplicate(#ep18w02_1_A) #ep18w02_1_B HIDDEN_WARP_NPC,3,3 + +ra_temple,30,142,1 script(CLOAKED) Nervous Priest#e18c 4_M_TRAINEE,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + .@char_id = getcharid(0); + if (ep18_main == 5) { + mes "[Mini Elly]"; + mes "You look familiar, do I know you?"; + next; + mes "[Mini Elly]"; + mes "You found me faster than I expected."; + next; + select( "You still don't know the situation at the mansion, do you?" ); + mes "[" + strcharinfo(0) + "]"; + mes "The ones dispatched to the mansion could be from a different team..."; + next; + mes "[Guard Izu]"; + mes "You are surrounded! Surrender!"; + next; + mes "[Heart Hunter]"; + mes "Hmph, calling this a surround. Just as the rumors say."; + next; + mes "[Guard Izu]"; + mes "What? You guys have failed and run away a whopping 14 times so far!"; + next; + mes "[Guard Calsort]"; + mes "It's actually 15 times."; + npctalk "Hmph.", "Heart Hunter#ep18c15", bc_self; + next; + mes "[Heart Hunter]"; + mes "That was our rookie scouts we sent!"; + mes "Now we've mapped out all your patrol routes. Be prepared."; + next; + mes "[Guard Gala]"; + mes "We'll have to change tactics."; + next; + mes "[Heart Hunter]"; + mes "..."; + next; + mes "[Guard]"; + mes "..."; + next; + mes "[Heart Hunter]"; + mes "This time it's over! The special forces are already at the temple..."; + next; + cloakoffnpcself( "Marshal Chive#c17" ); + mes "[Marshal Chive]"; + mes "If it's the special forces, are these the ones?"; + cloakoffnpcself( "Heart Hunter#ep18c18" ); + cloakoffnpcself( "Heart Hunter#ep18c19" ); + npctalk "Ugh...", "Heart Hunter#ep18c19", bc_self; + npctalk "Darn it.", "Heart Hunter#ep18c18", bc_self; + next; + mes "[Guard Gala]"; + mes "Seems like it's over."; + next; + mes "[Heart Hunter]"; + mes "...Next time, we'll definitely succeed!"; + cloakonnpcself( "Heart Hunter#ep18c15" ); + cloakonnpcself( "Heart Hunter#ep18c16" ); + erasequest 8685; + setquest 8686; + ep18_main = 6; + next; + // Fallthrough + } + if (ep18_main == 6) { + mes "[Guard Gala]"; + mes "..."; + mes "It's strange indeed. They've been coming in so carelessly, so conspicuously, multiple times, and now they're resorting to such obvious lies and theatrics."; + mes "Even placing bait has become suspicious at this point."; + next; + mes "[Guard Gala]"; + mes "Where did they send them..."; + next; + select( "The truth is, the reason I came to Rachel was..." ); + mes "[" + strcharinfo(0) + "]"; + mes "I've come to find those who are connected to them..."; + next; + mes "[Junok]"; + mes "I see. Was there a connection?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Not so much a connection, but rather..."; + next; + mes "I explained that I couldn't give a full explanation of the situation, but that their purpose was to break in."; + next; + mes "[Guard Gala]"; + mes "Hmmm..."; + mes "Have you met Niren?"; + mes "Since it's been a while since you dropped by, you probably haven't greeted everyone yet."; + next; + mes "[Guard Gala]"; + mes "Not forcing you or anything, but..."; + mes "Anyway, you have to go in and see them eventually. Why not pay a visit while you're here?"; + npctalk "Guard Galla: Detain those individuals for now. They must be newcomers.", "Guard Gala#ep18c12", bc_self; + npctalk "Guard Chive: Understood.", "Marshal Chive#c17", bc_self; + next; + mes "[Guard Gala]"; + mes "Let's discuss the details... over there."; + erasequest 8686; + setquest 8687; + ep18_main = 7; + getitem 1000405,30; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close2; + navigateto("ra_temin",173,40); + cloakonnpcself( "Nervous Priest#e18c" ); + cloakonnpcself( "Guard Gala#ep18c12" ); + cloakonnpcself( "Guard Izu#ep18c13" ); + cloakonnpcself( "Guard Calsort#c14" ); + cloakonnpcself( "Marshal Chive#c17" ); + cloakonnpcself( "Heart Hunter#ep18c18" ); + cloakonnpcself( "Heart Hunter#ep18c19" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8685) == 1 || isbegin_quest(8686) == 1" ); + end; +} + +ra_temple,25,147,5 duplicate(dummy_cloaked_npc) Guard Gala#ep18c12 4_M_RASWORD + +ra_temple,29,143,1 script(CLOAKED) Guard Izu#ep18c13 4_M_RASWORD,{ + npctalk "Guard Iz: Priest, please don't step forward!", "", bc_self; + end; +} + +ra_temple,26,145,7 script(CLOAKED) Guard Calsort#c14 4_M_RASWORD,{ + npctalk "Guard Karlsoth: Put down your weapons!", "", bc_self; + end; +} + +ra_temple,31,147,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c15 G_EP17_2_HEART_HUNTER +ra_temple,29,146,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c16 G_EP17_2_HEART_HUNTER + +ra_temple,35,141,1 duplicate(dummy_cloaked_npc) Marshal Chive#c17 4_M_RASWORD +ra_temple,36,140,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c18 G_EP17_2_HEART_HUNTER +ra_temple,37,140,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c19 G_EP17_2_HEART_HUNTER + + +ra_temple,168,169,3 script Eridanus#fp 4_M_MIDDLE1,{ + mes "[Eridanus]"; + mes "Haha, the main gate is that way, adventurer."; + mes "You have to climb the stairs."; + next; + select( "What are you doing?" ); + mes "[Eridanus]"; + mes "Maintenance work, as you can see."; + mes "...But I'm feeling a little uneasy."; + next; + mes "[Eridanus]"; + mes "Hmm. You're an adventurer."; + mes "I've been hearing a strange noise coming from the holy ground recently."; + next; + mes "[Eridanus]"; + mes "I think it's because of the accident a while ago..."; + next; + select( "Accident?" ); + mes "[Eridanus]"; + mes "(In a low voice)"; + mes "There was a tiny accident of mana leakage in there."; + mes "The higher-ups are trying to hush it up, but I heard the accident caused some monster emergence."; + next; + mes "[Eridanus]"; + mes "My superiors dismissed it as a hogwash,"; + mes "but listen."; + mes "...Can't you hear this strange noise coming from below?"; + next; + mes "[Eridanus]"; + mes "If this really is a monster, it means there's a monster trapped in the holy temple, which is a big problem."; + mes "Ugh..."; + next; + mes "[Eridanus]"; + mes "Oh right! You can get rid of the monster for our goddess!"; + mes "I'm sure the higher-ups will reprimand me for being indulgent, but I can't turn my eyes away from a monster problem!"; + next; + mes "[Eridanus]"; + mes "We should step up for the pope!"; + mes "So? Are you up for it?"; + next; + mes "[Eridanus]"; + mes "There would be fanatics who went mad and became monsters."; + mes "Kill ^4d4dffIsilla, Vanberk, and Hodremlin^000000."; + next; + if (select( "Accept", "Refuse." ) == 2) { + mes "[Eridanus]"; + mes "Grr, I can't just stand by when monsters are rampaging in there...!"; + close; + } + mes "[Eridanus]"; + mes "Thank you for doing this."; + mes "Please be careful."; + mes "Take this ventilation shaft. It leads to the place where monsters are running amok."; + close2; + warp "ra_san01",47,47; + end; +} + +// Main Quest: Step 6. +ra_temin,173,40,3 script Guard Dent#ep18 4_M_RASWORD,{ + if (ep18_main == 7) { + mes "[Guard Dent]"; + mes "Hold on!!"; + mes "Hey!"; + mes "Can't you see the line?"; + mes "^e5555eIf you're here to see ^000000Niren^000000, then follow the order!"; + npctalk "Hold on!! Hey!", "Guard Dent#ep18", bc_self; + next; + mes "[Elly]"; + mes "There are really a lot of people."; + mes "But it'll be a problem if we don't meet Niren soon."; + cutin "ep172_beta.bmp",2; + next; + select( "It's said to be an urgent matter." ); + cutin "",255; + mes "[Guard Dent]"; + mes "What?"; + mes "I'm in a hurry too, you know?"; + npctalk "What?", "Guard Dent#ep18", bc_self; + next; + mes "[Guard Dent]"; + mes "Ugh~"; + mes "Do you even know how many times I've been dispatched to stop fights just today alone?!"; + mes "People keep fighting left and right, and it's driving us crazy too!"; + npctalk "Sigh~ If only everyone would stop fighting for once...", "Guard Dent#ep18", bc_self; + next; + mes "[Guard Dent]"; + mes "They don't even pretend to listen when we try to stop the fights!"; + mes "They've been fighting over whether they're ^e5555eimmigrants^000000 or ^e5555enatives^000000 for ages, but these days, it's really no joke!"; + next; + mes "[Guard Dent]"; + mes "They start yEllyng about ^e5555ediscrimination^000000 against natives as soon as we say anything..."; + mes "Just thinking about it makes my headache."; + npctalk "Just thinking about it makes my head ache.", "Guard Dent#ep18", bc_self; + next; + mes "[Security Officer Dent]"; + mes "How have you been lately? Neil?"; + erasequest 8687; + setquest 11696; + ep18_main = 8; + close; + } + if (ep18_main == 8) { + mes "[Guard Dent]"; + mes "How have you been lately? Neil?"; + close; + } + mes "[Guard Dent]"; + mes "Sigh~"; + mes "If only everyone would stop fighting for once..."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11696) == 0 && isbegin_quest(8687) == 1" ); + end; +} + +// Main Quest: Step 7. and 10. +ra_temin,174,38,3 script Guard Neil#ep18 4_DST_SOLDIER,{ + if (ep18_main == 8) { + mes "[Guard Neil]"; + mes "Hey, cut it out!"; + mes "But still, you're better than me."; + mes "You know as well as I do that. I'm a native."; + npctalk "Hey, cut it out!", "Guard Neil#ep18", bc_self; + next; + mes "[Guard Neil]"; + mes "Before I even start talking, they tell me to call another security guard from a native."; + npctalk "Discrimination is no joke!", "Guard Neil#ep18", bc_self; + next; + mes "[Guard Neil]"; + mes "I'm tired of hearing things like 'Do you even know who I am?' when it comes to my native background."; + mes "What do they even think the security guard is for!"; + next; + mes "[Guard Neil]"; + mes "To be honest, things have been really strange lately."; + mes "Even people who never caused these problems before are getting involved in fights, turning small fights into big ones."; + next; + mes "[Guard Neil]"; + mes "Exactly!"; + mes "It's been chaotic everywhere lately."; + mes "Now that I think about it, I also came to the temple yesterday."; + mes "The priest over there is the one who called me yesterday, right?"; + mes "How's the temple these days?"; + changequest 11696,11697; + ep18_main = 9; + close; + } + if (ep18_main == 9) { + mes "[Guard Neil]"; + mes "Exactly!"; + mes "Things have been chaotic everywhere lately."; + mes "Come to think of it, I was also at the temple yesterday."; + mes "Was the priest there the one who called me yesterday?"; + mes "How's the temple these days?"; + close; + } + if (ep18_main == 10) { + mes "[Guard Neil]"; + mes "Ah~"; + mes "Niren seems to be very busy..."; + close; + } + if (ep18_main == 11 || ep18_main == 12) { + mes "[High Priestess Niren]"; + mes "Neil, did you happen to see ^e5555eMaram^000000 today?"; + cloakoffnpcself( "Niren#ep18_in1" ); + cutin "ra_gwoman.bmp",2; + next; + cutin "",255; + mes "[Guard Neil]"; + mes "Maram?"; + mes "I think I saw him around the ^e5555eplaza^000000 on my way to the temple earlier..."; + next; + mes "[Guard Neil]"; + mes "I'm not sure if he's still at the plaza, but maybe we could ask the people there to find out where Maram went?"; + next; + mes "[High Priestess Niren]"; + mes "Hmm... I see."; + mes "The task I asked to " + strcharinfo(0) + " earlier, my son Maram will help with that."; + mes "He knows more about this matter than anyone else."; + npctalk "My son Maram will help with the task I asked earlier.", "Niren#ep18_in1", bc_self; + cutin "ra_gwoman.bmp",2; + next; + mes "[High Priestess Niren]"; + mes "I would introduce him myself, but as you can see, I can't leave my post right now."; + mes "If you ask around ^e5555enear the plaza^000000, you should be able to find him."; + if (ep18_main == 11) { + changequest 11699,11700; + ep18_main = 12; + } + close2; + navigateto("rachel",137,135); + cloakonnpcself( "Niren#ep18_in1" ); + cutin "",255; + end; + } + mes "[Guard Neil]"; + mes "Ugh..."; + mes "Where could High Priestess Niren have gone..."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11696) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11699) == 1" ); + end; +} + +// Main Quest: Step 8. +ra_temin,172,36,7 script Priest Freya#ep18 4_F_MASK1,{ + if (ep18_main == 9) { + mes "[Priest Freya]"; + mes "We always pray for the true faith and peace of mind of our believers."; + next; + mes "[Guard Neil]"; + mes "Ugh, enough with those scripted greetings~"; + mes "I saw it myself, what~"; + mes "And besides, if it's nothing serious, there's no reason for the priest to be standing here like this."; + next; + mes "[Guard Neil]"; + mes "Don't we need to know the situation of the people these days so that the security guards can be prepared?"; + mes "Especially since we don't know much about the situation of people coming to the temple."; + npctalk "We don't know much about the situation of people coming to the temple.", "Guard Neil#ep18", bc_self; + next; + mes "[Guard Dent]"; + mes "Give us some information~"; + npctalk "Give us some information~", "Guard Dent#ep18", bc_self; + next; + mes "[Priest Freya]"; + mes "The temple is a place for praying for Priest Freya."; + mes "With a calm heart..."; + next; + mes "[Guard Neil]"; + mes "I saw it yesterday."; + mes "Here, in the middle of people fighting each other, this priest with half a mask off..."; + next; + mes "[Priest Freya]"; + mes "Oh no!!!"; + mes "Wait a moment!"; + mes "Stop right there!!!"; + npctalk "Oh no!!! Wait a moment!", "Priest Freya#ep18", bc_self; + next; + mes "[Priest Freya]"; + mes "Sigh..."; + next; + mes "[Priest Freya]"; + mes "Actually..."; + next; + mes "[Priest Freya]"; + mes "It's true that there have been more people causing problems at the temple lately."; + next; + mes "[Priest Freya]"; + mes "Mostly, they're people venting personal grievances rather than raising official complaints, causing disturbances or shouting at the entrance of the temple."; + next; + mes "[High Priestess Niren]"; + mes "Hold on..."; + mes "Could we hear more details about this?"; + cloakoffnpcself( "Niren#ep18_in1" ); + npctalk "Could we hear more details about this?", "Niren#ep18_in1", bc_self; + cutin "ra_gwoman.bmp",2; + next; + cutin "",255; + mes "[Priest Freya]"; + mes "High Priestess Niren!!!!"; + npctalk "High Priestess Niren!!!!", "Priest Freya#ep18", bc_self; + next; + mes "[Priest Freya]"; + mes "Ah, well..."; + mes "It's been common for people with personal grievances to come to the temple and shout, and we've been trying to calm them down and send them away,"; + next; + mes "[Priest Freya]"; + mes "But recently, there have been more incidents of physical fights among the people visiting the temple..."; + next; + mes "[High Priestess Niren]"; + mes "Physical fights in the sacred temple..."; + mes "Was there no way to resolve their grievances through dialogue?"; + npctalk "Unbelievable...", "Niren#ep18_in1", bc_self; + cutin "ra_gwoman.bmp",2; + next; + cutin "",255; + mes "[Priest Freya]"; + mes "Some people, even though we try to reconcile their opinions, accuse us of being heretics and cause disturbances, while others ask how long we will tolerate these heretics. It's not easy for us to resolve these situations."; + next; + mes "[Priest Freya]"; + mes "But since they are complaining like that, it seems like they can't complain to Niren directly and take their anger out on the temple."; + mes "Because they know how important Niren values harmony"; + next; + mes "[High Priestess Niren]"; + mes "Sigh..."; + mes "Heretics..."; + mes "It seems that our efforts to eliminate discrimination haven't reached their hearts."; + cutin "ra_gwoman.bmp",2; + npctalk "Sigh...", "Niren#ep18_in1", bc_self; + next; + mes "[High Priestess Niren]"; + mes "Moreover, causing fights even at the temple is not an issue we can easily overlook."; + next; + mes "[High Priestess Niren]"; + mes "I've heard some disagreements to some extent, but... I may have been wrong to think that they would naturally resolve if we lived together, got to know each other, and understood each other."; + next; + cutin "",255; + mes "[Priest Freya]"; + mes "Even though the hardliners have stepped back, it's not easy for the hearts of those who supported them to change all at once."; + next; + mes "[High Priestess Niren]"; + mes "Sadly, that's true."; + mes "The time we waited for self-healing has turned into the result of festering wounds."; + mes "Now, even dialogue for reconciliation won't be easy..."; + cutin "ra_gwoman.bmp",2; + next; + mes "[High Priestess Niren]"; + mes "We need some kind of catalyst..."; + next; + cutin "",255; + mes "[Guard Dent]"; + mes "High Priestess Niren."; + mes "How about this adventurer here as a catalyst?"; + mes "They're a complete outsider."; + mes "Well... wouldn't it be possible to at least start a conversation?"; + next; + mes "[Guard Dent]"; + mes "Anyway, they came here to see you because they have something to say to you."; + next; + mes "[High Priestess Niren]"; + mes "Oh my...!"; + mes "" + strcharinfo(0) + "!!!"; + mes "I didn't even notice that " + strcharinfo(0) + " was here because I've been so distracted."; + npctalk "Oh my...!", "Niren#ep18_in1", bc_self; + cutin "ra_gwoman.bmp",2; + next; + mes "[High Priestess Niren]"; + mes "As you can see, we're currently swamped with internal issues regarding ^e5555eRachel^000000."; + mes "But what is it that you want to tell me?"; + next; + select( "About the intruder." ); + mes "[High Priestess Niren]"; + mes "Ah..."; + mes "It's a bit difficult to discuss that here."; + mes "Please follow me."; + changequest 11697,11698; + ep18_main = 10; + close2; + cloakonnpcself( "Niren#ep18_in1" ); + cutin "",255; + navigateto("ra_temin",213,87); + end; + } + if (ep18_main == 10) { + mes "[Priest Freya]"; + mes "It seems High Priestess Niren was looking for you. Did you not meet him?"; + next; + mes "[High Priestess Niren]"; + mes "" + strcharinfo(0) + ", please follow me this way."; + cloakoffnpcself( "Niren#ep18_in1" ); + cutin "ra_gwoman.bmp",2; + close2; + cloakonnpcself( "Niren#ep18_in1" ); + cutin "",255; + navigateto("ra_temin",213,87); + end; + } + mes "[Priest Freya]"; + mes "We always pray for the sincere faith and peace of mind of our believers."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11697) == 1" ); + end; +} + +ra_temin,170,38,5 duplicate(dummy_cloaked_npc) Niren#ep18_in1 4_F_MADAME +ra_temin,171,42,5 duplicate(dummy_npc) Rachelite#ep18_in1 4_F_SHABBY +ra_temin,173,43,3 duplicate(dummy_npc) Rachelite#ep18_in2 4_M_RACHMAN2 +ra_temin,175,36,0 duplicate(dummy_npc) Rachelite#ep18_in3 4_F_DESERT +ra_temin,170,35,1 duplicate(dummy_npc) Rachel Resident#ep18_in4 4_M_DST_GRAND +ra_temin,174,34,3 duplicate(dummy_npc) Rachel Resident#ep18_in5 4_M_MIDDLE +ra_temin,177,33,5 duplicate(dummy_npc) Rachel Resident#ep18_in6 4_M_CHILD1 +ra_temin,173,32,0 duplicate(dummy_npc) Rachel Resident#ep18_in7 4_F_MASK + +// Main Quest: Step 9. +ra_temin,213,87,3 script Niren#ep18_in2 4_F_MADAME,{ + if (ep18_main == 10) { + mes "[High Priestess Niren]"; + mes "It seems there won't be anyone listening here."; + mes "^e5555eEspecially on sensitive matters^000000 like this,"; + mes "I apologize for having to discuss it in a place like this."; + cutin "ra_gwoman.bmp",2; + next; + select( "Explain about the intruder's identity." ); + mes "[High Priestess Niren]"; + mes "That's possible!!!"; + mes "^e5555eHeart Hunters^000000 are already targeting ^e5555eYmir's Heart fragments^000000, so we can't afford to ignore this!"; + next; + mes "[High Priestess Niren]"; + mes "They infiltrated so easily..."; + mes "We need to immediately ^e5555eStrengthen the security near the Heart Vault^000000 and actively cooperate with ^e5555eRebEllyon^000000."; + next; + mes "[High Priestess Niren]"; + mes "But no matter how much we reinforce the security near the Heart Vault, with the recent tense atmosphere among the residents, it's actually an ideal situation for intruders to run rampant."; + next; + mes "[High Priestess Niren]"; + mes "I'll focus on reinforcing the security for now, so could I ask you, " + strcharinfo(0) + ", to ^e5555eMediate among the residents^000000?"; + next; + mes "[High Priestess Niren]"; + mes "No..."; + mes "Rather than mediating, just listening to their stories and relaying them would be enough."; + next; + mes "[High Priestess Niren]"; + mes "When making a decision that I thought would make many people happy, I failed to properly consider the feelings of those who didn't support that choice."; + next; + mes "[High Priestess Niren]"; + mes "It's not realistic to expect everyone to get along overnight."; + mes "Just..."; + mes "If we can understand what the grievances are..."; + mes "I believe we can start over."; + next; + mes "[High Priestess Niren]"; + mes "Right now, it seems like nobody is willing to listen, but like Dent said, perhaps an outsider like " + strcharinfo(0) + " might be able to help with the conversation."; + next; + mes "[Elly]"; + mes "Human relationships are complicated."; + cutin "ep172_beta.bmp",2; + next; + mes "[High Priestess Niren]"; + mes "Haha... indeed."; + mes "Shall we head back to the entrance of the temple for now?"; + mes "^e5555eWe need to check with the security^000000 team as well..."; + cutin "ra_gwoman.bmp",2; + changequest 11698,11699; + ep18_main = 11; + close2; + cutin "",255; + navigateto("ra_temin",174,38); + end; + } + if (ep18_main == 11) { + mes "[High Priestess Niren]"; + mes "Right now, it seems like nobody is willing to listen, but like Dent said, perhaps an outsider like " + strcharinfo(0) + " might be able to help with the conversation."; + cutin "ra_gwoman.bmp",2; + next; + mes "[High Priestess Niren]"; + mes "Shall we head back to the entrance of the temple for now?"; + mes "^e5555eWe need to check with the security^000000 team as well..."; + close2; + cutin "",255; + navigateto("ra_temin",174,38); + end; + } + mes "[High Priestess Niren]"; + mes "I'm a bit busy right now..."; + mes "Sorry about that."; + cutin "ra_gwoman.bmp",2; + close3; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11698) == 1" ); + end; +} + +// Main Quest: Step 11. +rachel,137,135,7 script Villager#ep18_Rachel1 4_M_MIDDLE,{ + if (ep18_main == 12) { + select( "Ask if they've seen Maram." ); + mes "[Villager]"; + mes "What?"; + mes "I don't know!"; + mes "Why would I know where that guy is."; + npctalk "What? I don't know!", "Villager#ep18_Rachel1", bc_self; + next; + mes "[Villager]"; + mes "Come to think of it, you!"; + mes "You're a new face around here..."; + next; + mes "[Villager]"; + mes "Why are you looking for him?"; + mes "Is there something suspicious going on?"; + next; + mes "[Elly]"; + mes "They're not very friendly."; + mes "Since they don't seem like they'll tell us where Maram is, let's ask someone else."; + cutin "ep172_beta.bmp",2; + changequest 11700,11701; + ep18_main = 13; + close2; + cutin "",255; + navigateto("rachel",105,134); + end; + } + if (ep18_main == 13) { + mes "[Villager]"; + mes "Why are you looking for him?"; + mes "Is there something suspicious going on?"; + next; + mes "[Elly]"; + mes "They're not very friendly."; + mes "Since they don't seem like they'll tell us where Maram is, let's ask someone else."; + cutin "ep172_beta.bmp",2; + close2; + cutin "",255; + navigateto("rachel",105,134); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11700) == 1" ); + end; +} + +// Main Quest: Step 12. +rachel,105,134,3 script Villager#ep18_Rachel2 4_M_RACHMAN1,{ + if (ep18_main == 13) { + select( "Ask if they've seen Maram." ); + mes "[Villager]"; + mes "..."; + next; + mes "[Villager]"; + mes "I'm not sure?"; + next; + mes "[Villager]"; + mes "But who are you?"; + mes "Why are you looking for Maram?"; + next; + mes "[Villager]"; + mes "How do you know Maram?"; + npctalk "Suspicious?", "Villager#ep18_Rachel2", bc_self; + next; + mes "[Elly]"; + mes "This person doesn't seem like they'll tell us where Maram is either."; + mes "Let's ask someone else."; + changequest 11701,11702; + ep18_main = 14; + close2; + navigateto("rachel",69,117); + end; + } + if (ep18_main == 14) { + mes "[Villager]"; + mes "Who are you?"; + mes "Why are you looking for Maram?"; + next; + mes "[Villager]"; + mes "How do you know Maram?"; + npctalk "Suspicious?", "Villager#ep18_Rachel2", bc_self; + next; + mes "[Elly]"; + mes "This person doesn't seem like they'll tell us where Maram is either."; + mes "Let's ask someone else."; + close2; + navigateto("rachel",69,117); + end; + } + mes "[Villager]"; + mes "..."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11701) == 1" ); + end; +} + +// Main Quest: Step 13. +rachel,69,117,7 script Villager#ep18_Rachel3 4_F_SHABBY,{ + if (ep18_main == 14) { + select( "Ask if they've seen Maram." ); + mes "[Villager]"; + mes "If you're looking for Maram, they mentioned having an appointment nearby."; + mes "They passed by here, so if you go ^e5555eUpwards^000000 from here, you might meet them."; + erasequest 11702; + setquest 11703; + ep18_main = 15; + close2; + navigateto("rachel",70,147); + end; + } + if (ep18_main == 15) { + mes "[Villager]"; + mes "If you're looking for Maram, they mentioned having an appointment nearby."; + mes "They passed by here, so if you go ^e5555eUpwards^000000 from here, you might meet them."; + close2; + navigateto("rachel",70,147); + end; + } + mes "[Villager]"; + mes "These days, the atmosphere in Rachel seems a bit gloomy."; + mes "Is there something going on?"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11702) == 1" ); + end; +} + +rachel,66,135,0 script #Flower Room Main HIDDEN_WARP_NPC,10,10,{ + end; +OnTouch: + // Picking Half Flowers quest + if (isbegin_quest(5936) == 2) + cloakoffnpcself( "Mejai#E18_7" ); + else if (isbegin_quest(5933) > 0 || isbegin_quest(5934) == 1 || isbegin_quest(5935) == 1 || isbegin_quest(5936) == 1) { + cloakoffnpcself( "Mejai#E18_5" ); + cloakoffnpcself( "Half Flower#E18_6" ); + } + // main quest + if (ep18_main == 16) { + cloakoffnpcself( "Miriam#ep18_Rachel" ); + end; + } + if (ep18_main == 19 || ep18_main == 20) { + cloakoffnpcself( "Miriam#ep18_merchant2" ); + cloakoffnpcself( "Maram#ep18_merchant2" ); + end; + } + if (ep18_main == 21 || ep18_main == 22 || ep18_main == 26) { + cloakoffnpcself( "Merchant#ep18_Rachel3" ); + if (ep18_main == 22) + cloakoffnpcself( "Miriam#ep18_merchant3" ); + end; + } + end; +} +rachel,112,136,0 duplicate(#Flower Room Main) Niren Great Hall HIDDEN_WARP_NPC,5,5 +rachel,115,125,0 duplicate(#Flower Room Main) Reminder#ra01 HIDDEN_WARP_NPC,3,3 + +// Main Quest: Step 14. and 24. +rachel,70,147,3 script Maram#ep18_Rachel 4_EP18_MARAM,{ + if (ep18_main < 15) { + mes "[Maram]"; + mes "I wonder when Miriam will arrive~"; + cutin "ep18_maram_01.png",2; + close3; + } + if (ep18_main == 15) { + mes "[Maram]"; + mes "Hello."; + mes "I believe it's our first meeting. Is this your first time in Rachel?"; + mes "May the blessings of Freyja be with you, traveler."; + cutin "ep18_maram_01.png",2; + next; + select( "Deliver Niren's message." ); + mes "[Maram]"; + mes "Ah!"; + mes "If it's a task entrusted by my mother, then I must do my best to help!!!"; + npctalk "Just leave it to me.", "Maram#ep18_Rachel", bc_self; + cutin "ep18_maram_02.png",2; + next; + mes "[Elly]"; + mes "But we don't know much about the situation here. How can we mediate between people?"; + cutin "ep172_beta.bmp",2; + next; + mes "[Maram]"; + mes "From my perspective..."; + mes "Before mediating between people, I hope you understand the situation faced by the natives and our Gray Children."; + cutin "ep18_maram_01.png",2; + next; + select( "Who are the Gray Children?" ); + mes "[Maram]"; + mes "Rachel..."; + mes "It's a city with a beautiful temple now, but it used to be a ^e5555eBarren Wasteland^000000 where the natives lived."; + next; + mes "[Maram]"; + mes "But one day, ^e5555eFreyja's Disciples^000000 suddenly came and pushed the natives aside, building the temple."; + next; + mes "[Maram]"; + mes "Some people who followed the temple to settle down here tried to live together with the newcomers, but ^e5555emany couldn't bear it and left^000000 or... some ^e5555esuffered^000000."; + next; + mes "[Maram]"; + mes "It would have been good if those were just things of the past... but they've ^e5555econtinued until now^000000."; + mes "As a result, there are ^e5555echildren who have lost their place to go^000000, and I am one of them."; + next; + mes "[Maram]"; + mes "My adoptive mother, who felt sorry for us, adopted me. And since she became a high-ranking priestess, she has been leading the way in ^e5555eadopting us into the homes of wealthy immigrants^000000."; + next; + mes "[Maram]"; + mes "Some people found this unacceptable and ^e5555ediscriminated against us^000000, calling us the Gray Children. But my mother hoped that we would become bridges between immigrants and natives."; + npctalk "Why are they like that...", "Maram#ep18_Rachel", bc_self; + next; + mes "[Maram]"; + mes "We couldn't fit in anywhere properly, just remained as an outsiders."; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "It would be better to hear such stories ^e5555edirectly from people^000000, but..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "I have an ^e5555eimportant appointment with a friend^000000 right now, so could you please allow me to meet my friend and explain the situation later?"; + next; + mes "[Maram]"; + mes "The time we agreed to meet..."; + next; + mes "[???]"; + mes "It's already been 5 minutes, hasn't it?"; + cutin "ep18_miriam_03.png",2; + cloakoffnpcself( "Miriam#ep18_Rachel" ); + npctalk "It's already been 5 minutes, hasn't it?", "Miriam#ep18_Rachel", bc_self; + next; + mes "[Maram]"; + mes "^e5555eMiriam!"; + mes "Since when have you been here?"; + cutin "ep18_maram_01.png",2; + npctalk "What a surprise!", "Maram#ep18_Rachel", bc_self; + next; + mes "[Miriam]"; + mes "But more importantly..."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Oh!"; + mes "This is my ^e5555eFriend Miriam^000000."; + mes "Miriam, these are " + strcharinfo(0) + " and... Elly?"; + mes "They've come to see me at my mother's request."; + cutin "ep18_maram_01.png",2; + erasequest 11703; + setquest 11704; + ep18_main = 16; + close2; + cutin "",255; + navigateto("rachel",62,144); + end; + } + if (ep18_main == 16) { + mes "[Maram]"; + mes "Oh!"; + mes "This is my ^e5555eFriend Miriam^000000."; + mes "Miriam, these are " + strcharinfo(0) + " and... Elly?"; + mes "They've come to see me at my mother's request."; + cutin "ep18_maram_01.png",2; + close2; + cutin "",255; + navigateto("rachel",62,144); + end; + } + if (ep18_main == 17) { + mes "[Maram]"; + mes "I'm sorry, " + strcharinfo(0) + " but could we leave after I quickly buy something?"; + mes "It'll be quick if I just place the order."; + npctalk "Please wait just a moment.", "Maram#ep18_Rachel", bc_self; + cutin "ep18_maram_01.png",2; + close2; + cutin "",255; + navigateto("rachel",87,122); + end; + } + if (ep18_main < 25) { + mes "[Maram]"; + mes "Buying the item isn't as easy as I thought."; + npctalk "Ugh...", "Maram#ep18_Rachel", bc_self; + cutin "ep18_maram_01.png",2; + close3; + } + if (ep18_main == 25) { + mes "[Maram]"; + mes "Ah!"; + mes "" + strcharinfo(0) + ", you are here."; + mes "We've gathered the necessary personnel, although we're a bit short."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "When Miriam returns... Oh!"; + npctalk "Oh!", "Tamarin#ep18_Maram", bc_self; + next; + mes "[Tamarin]"; + mes "Oh!"; + mes "It's Lord Niren's son!"; + cloakoffnpcself( "Tamarin#ep18_Maram" ); + cutin "ep18_tamarin_04.png",2; + npctalk "Oh!", "Tamarin#ep18_Maram", bc_self; + next; + mes "[Maram]"; + mes "Ah, you're the ones who came looking for my mother last time."; + mes "Tamarin, Mark, and Maggi, right?"; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "Maram."; + cloakoffnpcself( "Miriam#ep18_Rachel" ); + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Miriam, you're back?"; + mes "Did you find the clothes?"; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "I brought some, but..."; + mes "Is this enough?"; + cutin "ep18_miriam_01.png",2; + next; + mes "[Maram]"; + mes "Hahaha!"; + mes "That outfit, could it be..."; + mes "It's perfect!"; + cutin "ep18_maram_02.png",2; + npctalk "Hahaha!", "Tamarin#ep18_Maram", bc_self; + next; + mes "[Maram]"; + mes "Now that we've gathered all the necessary personnel and prepared the clothes, let me explain the plan."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "We'll wear the clothes brought by Miriam and head to the top of this exotic town to move the goods."; + mes "I can't disclose the destination yet, so just follow me."; + next; + mes "[Maram]"; + mes "" + strcharinfo(0) + ", please go to the ^e5555estore where you bought the items^000000 and inform them that you will be leaving soon."; + mes "The others will change into the clothes with me and head to the entrance of the village first."; + erasequest 11713; + setquest 11714; + ep18_main = 26; + close2; + cloakoffnpcself( "Merchant#ep18_Rachel3" ); + cloakonnpcself( "Miriam#ep18_Rachel" ); + cloakonnpcself( "Tamarin#ep18_Maram" ); + cutin "",255; + navigateto("rachel",137,85); + end; + } + if (ep18_main == 26) { + mes "[Maram]"; + mes "Now that all the necessary personnel are gathered and the clothes are ready, let me explain the plan."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "We'll ^e5555eput on the clothes Miriam brought and pretend to be a foreign merchant^000000, then move the goods."; + mes "I can't disclose the destination yet, so just follow me."; + next; + mes "[Maram]"; + mes "" + strcharinfo(0) + ", could you please go to the shop where you bought the items earlier and inform them that we'll be leaving soon?"; + mes "The others will change into the clothes with me and head to the entrance of the village first."; + close2; + cloakoffnpcself( "Merchant#ep18_Rachel3" ); + cloakonnpcself( "Miriam#ep18_Rachel" ); + cloakonnpcself( "Tamarin#ep18_Maram" ); + cutin "",255; + navigateto("rachel",137,85); + end; + } + if (ep18_main == 27) { + mes "[Maram]"; + mes "" + strcharinfo(0) + ", thanks to you, it seems like things are going quite smoothly!"; + cutin "ep18_maram_01.png",2; + close3; + } + mes "[Maram]"; + mes "" + strcharinfo(0) + ", thanks to you, it seems like things are going quite smoothly!"; + cutin "ep18_maram_01.png",2; + close3; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11703) == 1" ); + + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11713) == 1" ); + end; +} + +// Main Quest: Step 15. +rachel,62,144,5 script(CLOAKED) Miriam#ep18_Rachel 4_EP18_MIRIAM,{ + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; + end; + } + if (ep18_main == 16) { + select( "Greetings." ); + mes "[Miriam]"; + mes "Hello, how are you?"; + mes "Nice to meet you."; + mes "" + strcharinfo(0) + "."; + mes "I'm Miriam, a friend of Maram."; + cutin "ep18_miriam_01.png",2; + next; + mes "[Maram]"; + mes "So, Miriam, here's the thing."; + mes "My mother asked you to help " + strcharinfo(0) + ", so I might not be able to go with you this time."; + mes "Can you go alone?"; + cutin "ep18_maram_01.png",2; + npctalk "Sorry.", "Maram#ep18_Rachel", bc_self; + next; + mes "[Miriam]"; + mes "If it's something Niren asked for, then there's no helping it."; + mes "But we can't even leave because we don't have the items."; + cutin "ep18_miriam_03.png",2; + npctalk "No items?", "Miriam#ep18_Rachel", bc_self; + next; + mes "[Maram]"; + mes "What?"; + mes "Didn't you buy them?"; + cutin "ep18_maram_03.png",2; + npctalk "What?", "Maram#ep18_Rachel", bc_self; + next; + mes "[Miriam]"; + mes "Here, a check."; + cutin "ep18_miriam_03.png",2; + npctalk "I'll return it.", "Miriam#ep18_Rachel", bc_self; + next; + mes "[Maram]"; + mes "Ugh..."; + mes "You didn't make a mistake while buying the items or something, did you?"; + cutin "ep18_maram_02.png",2; + next; + mes "[Miriam]"; + mes "Me...?"; + cutin "ep18_miriam_03.png",2; + npctalk "What are you implying!", "Miriam#ep18_Rachel", bc_self; + next; + mes "[Maram]"; + mes "You're good most of the time, but sometimes you get annoyed..."; + cutin "ep18_maram_02.png",2; + next; + mes "[Miriam]"; + mes "No, right?"; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Sigh..."; + mes "This is really a big problem..."; + cutin "ep18_maram_03.png",2; + npctalk "This is bad!", "Maram#ep18_Rachel", bc_self; + next; + mes "[Miriam]"; + mes "Can't you buy from those merchants last time?"; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Hmm..."; + mes "If I want to deal with them, ^e5555eI have to go myself^000000..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "" + strcharinfo(0) + ", I'm sorry, but would it be okay if I just quickly buy the items and then leave?"; + mes "It'll be quick because I just need to place the order."; + npctalk "Please wait a moment.", "Maram#ep18_Rachel", bc_self; + erasequest 11704; + setquest 11705; + ep18_main = 17; + close2; + cutin "",255; + navigateto("rachel",87,122); + cloakonnpcself( "Miriam#ep18_Rachel" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11704) == 1" ); + end; +} + +rachel,68,146,5 duplicate(dummy_cloaked_npc) Tamarin#ep18_Maram 4_EP18_TAMARIN + +// Main Quest: Step 16. +rachel,87,122,7 script Merchant#ep18_Rachel1 4_F_DST_GRAND,{ + if (ep18_main == 17) { + mes "[Maram]"; + mes "Hello."; + mes "Merchant Sreen."; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Sreen]"; + mes "What are you here for!"; + mes "We have nothing to sell to you, get out from here!"; + next; + mes "[Maram]"; + mes "Please don't say that."; + cutin "ep18_maram_02.png",2; + next; + cutin "",255; + mes "[Merchant Sreen]"; + mes "Just because of Niren, I won't forcibly chase you away!"; + next; + mes "[Miriam]"; + mes "Stop it."; + mes "Let's go back."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Miriam]"; + mes "I apologize."; + mes "Merchant Sreen."; + next; + mes "[Maram]"; + mes "But Miriam..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "Let's go!"; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "You were so confident, but ended up looking embarrassed from the start."; + mes "Shall we try ^e5555eanother store^000000 then?"; + cutin "ep18_maram_02.png",2; + erasequest 11705; + setquest 11706; + ep18_main = 18; + close2; + cutin "",255; + navigateto("rachel",107,102); + end; + } + mes "[Merchant Sreen]"; + mes "Hmm... Have you come from another region?"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11705) == 1" ); + end; +} + +// Main Quest: Step 17. +rachel,107,102,7 script Merchant#ep18_Rachel2 4_M_DESERT,{ + if (ep18_main == 18) { + mes "[Maram]"; + mes "Hello."; + mes "Mr. Sannat."; + mes "Is Mrs. Sannat doing well too?"; + cutin "ep18_maram_02.png",2; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Ah..."; + mes "Okay..."; + mes "What's the matter?"; + mes "Maram."; + next; + mes "[Merchant Sannat]"; + mes "..."; + next; + mes "[Maram]"; + mes "I'm interested in buying some of the items listed here."; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Ah... um..."; + mes "I'm sorry, but we don't have much stock at the moment."; + next; + mes "[Maram]"; + mes "Then, could you please check the list and see if there are any items are available?"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Um..."; + mes "I'm sorry, but the items we have here are all low in stock..."; + next; + mes "[Maram]"; + mes "That's alright, even if they're a bit low in stock."; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "I'm sorry..."; + next; + mes "[Maram]"; + mes "Then, what about bread and meat..."; + cutin "ep18_maram_03.png",2; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Ah..."; + mes "Those are already reserved..."; + next; + mes "[Maram]"; + mes "..."; + cutin "ep18_maram_03.png",2; + next; + mes "[Maram]"; + mes "Alright... I'm sorry."; + mes "Then, next time..."; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Okay..."; + erasequest 11706; + setquest 11707; + ep18_main = 19; + close2; + cloakoffnpcself( "Miriam#ep18_merchant2" ); + cloakoffnpcself( "Maram#ep18_merchant2" ); + navigateto("rachel",117,104); + end; + } + if (ep18_main == 19 || ep18_main == 20) { + mes "[Merchant Sannat]"; + mes "I'm sorry..."; + next; + mes "[Maram]"; + mes "Then, how about bread and meat..."; + cutin "ep18_maram_03.png",2; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Ah..."; + mes "Those are already reserved..."; + next; + mes "[Maram]"; + mes "..."; + cutin "ep18_maram_03.png",2; + next; + mes "[Maram]"; + mes "Yes... I'm sorry."; + mes "Then, next time..."; + next; + cutin "",255; + mes "[Merchant Sannat]"; + mes "Alright..."; + close2; + cloakoffnpcself( "Miriam#ep18_merchant2" ); + cloakoffnpcself( "Maram#ep18_merchant2" ); + navigateto("rachel",117,104); + end; + } + if (ep18_main == 21) { + cloakoffnpcself( "Merchant#ep18_Rachel3" ); + end; + } + if (ep18_main == 22) { + cloakoffnpcself( "Miriam#ep18_merchant3" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11706) == 1" ); + end; +} + +// Main Quest: Step 18. +rachel,117,104,5 script(CLOAKED) Miriam#ep18_merchant2 4_EP18_MIRIAM,{ + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; + end; + } + if (ep18_main == 19) { + mes "[Miriam]"; + mes "Ughhh..."; + cutin "ep18_miriam_03.png",2; + npctalk "What is this!", "Miriam#ep18_merchant2", bc_self; + next; + mes "[Maram]"; + mes "..."; + cutin "ep18_maram_03.png",2; + npctalk "Calm down, Miriam.", "Maram#ep18_merchant2", bc_self; + next; + mes "[Miriam]"; + mes "Before confessing my embarrassing behavior, let me apologize in advance."; + mes "I'm sorry."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "???"; + cutin "ep18_maram_03.png",2; + next; + mes "[Miriam]"; + mes "I know it's impolite, but truthfully, I overheard a bit of the conversation between " + strcharinfo(0) + " and Maram earlier."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Miriam]"; + mes "While I cannot be certain of how Niren and " + strcharinfo(0) + " perceive the current ^e5555econflict among Rachel residents^000000, I believe what you've seen just now would have given you a clear indication."; + next; + mes "[Miriam]"; + mes "Saying there are no goods to sell to the ^e5555eGray Children^000000..."; + next; + mes "[Maram]"; + mes "Miriam, it's not..."; + cutin "ep18_maram_03.png",2; + next; + mes "[Miriam]"; + mes "Maram, this is reality."; + mes "You know it as well."; + cutin "ep18_miriam_03.png",2; + npctalk "This is reality.", "Miriam#ep18_merchant2", bc_self; + next; + mes "[Maram]"; + mes "Miriam..."; + cutin "ep18_maram_03.png",2; + next; + mes "[Miriam]"; + mes "..."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Yeah, you're right."; + mes "Both Mr. Sreen and Mr. Sannat were ^e5555eparticipants in selling goods^000000 until recently..."; + mes "But now, even they are reluctant to sell."; + cutin "ep18_maram_01.png",2; + npctalk "You're right.", "Maram#ep18_merchant2", bc_self; + next; + mes "[Miriam]"; + mes "..."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Yeah!!!"; + mes "That's right!!!"; + mes "It would be easier if we just admit it to ourselves!!!"; + cutin "ep18_maram_02.png",2; + npctalk "Forget it!", "Maram#ep18_merchant2", bc_self; + next; + mes "[Maram]"; + mes "Instead of constantly complaining about how things are, let's think about how to acquire the goods!"; + erasequest 11707; + setquest 11708; + ep18_main = 20; + close2; + cutin "",255; + navigateto("rachel",119,103); + end; + } + if (ep18_main == 20) { + mes "[Miriam]"; + mes "..."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Yeah!!!"; + mes "That's right!!!"; + mes "It would be easier if we just admit it to ourselves!!!"; + cutin "ep18_maram_02.png",2; + npctalk "Forget it!", "Maram#ep18_merchant2", bc_self; + next; + mes "[Maram]"; + mes "Instead of constantly complaining about how things are, let's think about how to acquire the goods!"; + close2; + cutin "",255; + navigateto("rachel",119,103); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11707) == 1" ); + end; +} + +// Main Quest: Step 19. +rachel,119,103,3 script(CLOAKED) Maram#ep18_merchant2 4_EP18_MARAM,{ + if (ep18_main == 20) { + mes "[Maram]"; + mes "This is really a big problem."; + mes "We need to acquire the goods somehow, quickly."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "It might be better to go to another city to buy them, although it'll be tough..."; + mes "But with the situation in Rachel and also with what Mother has asked, it's difficult to go to another city..."; + next; + mes "[Maram]"; + mes "At times like this, it would be great if we had a passing ^e5555eTrade delegation from another country^000000."; + mes "From another country..."; + next; + mes "[Maram]"; + mes "!!!"; + next; + mes "[Maram]"; + mes "Oh!!!!"; + mes "That's it!!!!"; + mes "" + strcharinfo(0) + "!!!!"; + npctalk "Oh!!!! That's it!!!!", "Maram#ep18_merchant2", bc_self; + next; + mes "[Maram]"; + mes "I have a favor to ask!"; + mes "^e5555eCould you please help me secretly buy the goods for Mother?"; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "^e5555eWith an outsider^000000 like " + strcharinfo(0) + ", we might be able to buy the goods!"; + next; + select( "Reason for Buying Goods" ); + mes "[Maram]"; + mes "Ah~"; + mes "That's..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "How long do you plan to keep it a secret?"; + mes "If someone asks for such a favor without knowing the reason, it's natural to refuse."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Right."; + mes "I understand."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "" + strcharinfo(0) + "..."; + mes "Actually, Miriam and I are ^e5555eHelping indigenous people struggling in another area^000000."; + mes "^e5555eProcure the supplies needed to live^000000 is one of those tasks."; + next; + mes "[Maram]"; + mes "Although it's called ^e5555eDiscrimination and Persecution^000000, in reality, it's almost like escaping from ^e5555eHardliners or Extremists^000000."; + mes "For those ^e5555eFugitives^000000, the only way to survive was ^e5555eTo Hide^000000."; + next; + mes "[Maram]"; + mes "Living in hiding... Even if they could survive without our help... Or rather, even if they couldn't it would have been better if they could somehow make a living, but unfortunately, that's not the case."; + cutin "ep18_maram_03.png",2; + npctalk "Even if they couldn't survive without our help...", "Maram#ep18_merchant2", bc_self; + next; + mes "[Miriam]"; + mes "I also request the same."; + mes "To prevent children exhausted from hunger from following the same path as me... Experiencing the same suffering."; + cutin "ep18_miriam_03.png",2; + npctalk "To prevent those children from experiencing the same suffering as me.", "Miriam#ep18_merchant2", bc_self; + next; + switch( select( "Help them.", "Don't help them.", "Inform Niren." ) ) { + case 1: + mes "[Maram]"; + mes "Thank you!"; + mes "Let's go right away!"; + mes "Since it would be strange to go back to the shop we just visited, it's better to go to the ^e5555eShop across the square^000000."; + npctalk "Thank you!", "Maram#ep18_merchant2", bc_self; + npctalk "Thank you!", "Miriam#ep18_merchant2", bc_self; + cutin "ep18_maram_02.png",2; + erasequest 11708; + setquest 11709; + ep18_main = 21; + cloakoffnpcself( "Merchant#ep18_Rachel3" ); + close2; + cutin "",255; + cloakonnpcself( "Miriam#ep18_merchant2" ); + cloakonnpcself( "Maram#ep18_merchant2" ); + navigateto("rachel",137,85); + end; + case 2: + case 3: + close3; + } + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11708) == 1" ); + end; +} + +// Main Quest: Step 20. and 25. +rachel,137,85,5 script(CLOAKED) Merchant#ep18_Rachel3 4_M_MIDDLE1,{ + if (ep18_main == 21) { + mes "[Maram]"; + mes "Hello~"; + mes "Merchant Rencia~"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "What's up."; + mes "Not for you......"; + next; + mes "[Maram]"; + mes "Actually, this merchant here is the one."; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "Hmm..."; + mes "Doesn't look like a merchant?"; + next; + mes "[Maram]"; + mes "This person is actually a Merchant " + strcharinfo(0) + " from Maroll."; + mes "Since they travel around trading in various places, they often encounter dangerous areas, so they're armed~"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "Maroll, heard of it before..."; + next; + mes "[Maram]"; + mes "Meeting monsters on the road would be a big problem~"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "That's true."; + next; + mes "[Maram]"; + mes "Now!"; + mes "Here's the list of items!"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "You're buying all this alone?"; + next; + mes "[Maram]"; + mes "Of course~ The other merchants are waiting elsewhere."; + mes "Right?"; + cutin "ep18_maram_02.png",2; + next; + cutin "",255; + switch( select( "Said to be at the tavern.", "Said to be at the inn.", "Said to be at the temple." ) ) { + case 1: + mes "[Merchant Rencia]"; + mes "Hmm, I've heard rumors of outsiders occasionally showing up these days..."; + next; + mes "[Merchant Rencia]"; + mes "Anyway, since it seems you didn't bring separate carriers, just let us know when you're leaving town, and we'll deliver it to the town entrance."; + next; + mes "[Maram]"; + mes "You really don't have to go through all this trouble..."; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "Huh?"; + mes "Why not?"; + next; + mes "[Maram]"; + mes "We haven't even decided on a departure time yet..."; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "I'll prepare in advance, so just let me know when the time is set."; + mes "You're buying this much, so I should provide this level of service~!"; + next; + mes "[Maram]"; + mes "..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "Thank you for offering to deliver."; + mes "We'll inform you once the departure time is decided."; + mes "See you when we depart."; + cutin "ep18_miriam_03.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "Thank you for your purchase."; + mes "Merchant " + strcharinfo(0) + " from Maroll."; + next; + mes "[Miriam]"; + mes "Let's have a little chat ^e5555eover here^000000."; + cutin "ep18_miriam_03.png",2; + erasequest 11709; + setquest 11710; + ep18_main = 22; + close2; + cutin "",255; + cloakoffnpcself( "Miriam#ep18_merchant3" ); + navigateto("rachel",120,79); + end; + case 2: + close3; + case 3: + close3; + } + } + if (ep18_main == 22) { + mes "[Merchant Rencia]"; + mes "I'll prepare in advance, so just let me know when the time is set."; + mes "You're buying this much, so I should provide this level of Service~!"; + next; + mes "[Maram]"; + mes "..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "Thank you for offering to deliver."; + mes "We'll inform you once the departure time is decided."; + mes "See you when we depart."; + cutin "ep18_miriam_03.png",2; + next; + cutin "",255; + mes "[Merchant Rencia]"; + mes "Thank you for your purchase."; + mes "Merchant " + strcharinfo(0) + " from Maroll."; + next; + mes "[Miriam]"; + mes "Let's have a little chat ^e5555eover here^000000."; + cutin "ep18_miriam_03.png",2; + close2; + cutin "",255; + cloakoffnpcself( "Miriam#ep18_merchant3" ); + navigateto("rachel",120,79); + end; + } + if (ep18_main == 26) { + mes "[Merchant Rencia]"; + mes "Ah!"; + mes "So you're that merchant from earlier."; + mes "Did you forget something?"; + next; + select( "I'm ready to depart." ); + mes "[Merchant Rencia]"; + mes "Is that so?"; + mes "Then I'll have my employee contact you, and you can pick up the goods at the ^e5555eWestern Entrance^000000 of the town."; + changequest 11714,11715; + ep18_main = 27; + close2; + navigateto("rachel",41,132); + end; + } + if (ep18_main == 27) { + mes "[Merchant Rencia]"; + mes "Ah!"; + mes "You're the merchant from earlier."; + mes "Did you forget something?"; + next; + select( "I'm ready to depart." ); + mes "[Merchant Rencia]"; + mes "Is that so?"; + mes "Then I'll have my employee contact you, and you can pick up the goods at the ^e5555eWestern Entrance^000000 of the town."; + close2; + navigateto("rachel",41,132); + end; + } + mes "[Merchant Rencia]"; + mes "Thank you for your purchase!"; + mes "If you need more items in the future, please feel free to ask~"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11709) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11714) == 1" ); + end; +} + +// Main Quest: Step 21. +rachel,120,79,5 script(CLOAKED) Miriam#ep18_merchant3 4_EP18_MIRIAM,{ + if (ep18_main == 22) { + mes "[Miriam]"; + mes "You're not even looking this way while we talk..."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Well..."; + mes "There's nothing I can do about it."; + mes "Let's just be grateful that we were able to buy the items safely thanks to you, " + strcharinfo(0) + "."; + cutin "ep18_maram_02.png",2; + next; + mes "[Miriam]"; + mes "We shouldn't let our guard down until everything is completely in our hands."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Yeah, it seems like Rencia is a bit suspicious because we're together."; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "A person who doesn't want to sell items."; + mes "And a merchant who came with combat attire."; + mes "Other unseen members of the merchant group."; + mes "Even if they agree to deliver the items, they hesitate..."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Miriam]"; + mes "It's natural to be suspicious, isn't it?"; + next; + mes "[Maram]"; + mes "Haha?!"; + mes "Well, it's all lies in reality~"; + cutin "ep18_maram_02.png",2; + next; + mes "[Miriam]"; + mes "Is this a time to laugh!!!!"; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Sorry sorry~"; + mes "Anyway, even though it's a service, seeing as they say it will be delivered right before departure, I think I'd like to check ^e5555edirectly at the top^000000."; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "To ensure that you receive your goods safely, it would be a good idea to ^e5555edecorate it to look like a real merchant^000000."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "I can only see a future ^e5555ejust the three of us went and our things were taken away on the spot^000000."; + next; + mes "[Maram]"; + mes "Then, we'll need ^e5555epeople who will pretend to be a merchant^000000.."; + next; + mes "[Maram]"; + mes "It's dangerous for this matter to be heard by other merchants."; + mes "I will ^e5555ehire adventurers from outside as escort mercenaries^000000."; + mes "Miriam, could you please find some clothes that a merchant would wear?"; + next; + mes "[Miriam]"; + mes "Got it."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "As for you, " + strcharinfo(0) + "..."; + mes "Hmm......"; + mes "Well......"; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "Would you like to rest here in this shop for a moment?"; + mes "I'll order ^e5555efood^000000 for you, so when you're finished eating, please come to the ^e5555eunder the tree we first met^000000."; + next; + mes "[Maram]"; + mes "If you happen to meet anyone you know, please casually mention about hiring mercenaries."; + next; + mes "[Elly]"; + mes "It seems like our tasks keep changing."; + cutin "ep172_beta.bmp",2; + erasequest 11710; + setquest 11711; + ep18_main = 23; + close2; + cutin "",255; + cloakonnpcself( "Miriam#ep18_merchant3" ); + navigateto("rachel",108,73); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11710) == 1" ); + end; +} + +// Main Quest: Step 22. +rachel,108,74,3 script Dumplings#ep18_Rachel 4_POINT_RED,{ + if (ep18_main == 23) { + select( "Eat the food Maram ordered." ); + mes "[Tamarin]"; + mes "Oh?"; + mes "Hey, " + strcharinfo(0) + "!"; + mes "Nice to see you!"; + cloakoffnpcself( "Tamarin#ep18_Rachel_dumpling" ); + cutin "ep18_tamarin_04.png",2; + npctalk "Nice to see you!", "Tamarin#ep18_Rachel_dumpling", bc_self; + next; + mes "[Tamarin]"; + mes "What a coincidence to meet here!"; + cutin "ep18_tamarin_02.png",2; + npctalk "Nice to see you again!", "Tamarin#ep18_Rachel_dumpling", bc_self; + next; + mes "[Tamarin]"; + mes "Is the food here really good?"; + mes "I tried it when I visited Rachel before and it was so delicious that I always make sure to visit this place whenever I'm here."; + next; + mes "[Tamarin]"; + mes "Excuse me, could I have one dumpling, please?"; + cutin "ep18_tamarin_01.png",2; + next; + select( "Ask what they're doing." ); + mes "[Tamarin]"; + mes "Are you eating dumplings?"; + mes "Oh!"; + mes "Are you here in Rachel?"; + next; + mes "[Tamarin]"; + mes "Well... I can't go into details, but I received a request, and after meeting with Niren, I suddenly needed extra guards, so I brought Duran and Alph with me."; + next; + mes "[Tamarin]"; + mes "So we're waiting for them, and if we have to wait too long, we might consider moving on to the next area..."; + mes "But we'll see."; + npctalk "We'll manage to catch up.", "Tamarin#ep18_Rachel_dumpling", bc_self; + next; + select( "Request assistance with the merchant disguise." ); + next; + mes "[Tamarin]"; + mes "Oh!"; + mes "That sounds like a good idea."; + mes "Let's go find Mark and Maggie and head over together."; + mes "They're probably shopping near the square."; + cutin "ep18_tamarin_02.png",2; + erasequest 11711; + setquest 11712; + ep18_main = 24; + close2; + cutin "",255; + cloakonnpcself( "Tamarin#ep18_Rachel_dumpling" ); + navigateto("rachel",122,120); + end; + } + if (ep18_main == 24) { + select( "Eat the food Maram ordered." ); + mes "[Tamarin]"; + mes "Once you finish the dumplings, let's find Mark and Maggie and go together."; + mes "They're probably shopping near the square."; + cloakoffnpcself( "Tamarin#ep18_Rachel_dumpling" ); + cutin "ep18_tamarin_02.png",2; + close2; + cutin "",255; + cloakonnpcself( "Tamarin#ep18_Rachel_dumpling" ); + navigateto("rachel",122,120); + end; + } + mes "- The dumplings look delicious. -"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11711) == 1" ); + end; +} + +rachel,105,73,5 duplicate(dummy_cloaked_npc) Tamarin#ep18_Rachel_dumpling 4_EP18_TAMARIN + +// Main Quest: Step 23. +rachel,122,120,3 script Mark#ep18_Rachel 4_EP18_MARK,{ + if (ep18_main == 24) { + mes "[Mark]"; + mes "Hello."; + mes "" + strcharinfo(0) + "."; + cutin "ep18_mark_01.png",2; + next; + mes "[Maggi]"; + mes "Oh... Hello..."; + cutin "4job_maggi_04.PNG",2; + next; + mes "[Tamarin]"; + mes "Mark, Maggi, are you done with your business?"; + mes "" + strcharinfo(0) + " introduced you to a job, right?"; + mes "We're going to meet the client now, so let's go together."; + cutin "ep18_tamarin_01.png",2; + next; + mes "[Mark]"; + mes "Oh..."; + mes "I found the book Alph requested."; + mes "But I couldn't find the snacks that Dew asked for."; + cutin "ep18_mark_02.png",2; + next; + mes "[Tamarin]"; + mes "Then we can leave now."; + mes "Let's head to the meeting place."; + cutin "ep18_tamarin_02.png",2; + changequest 11712,11713; + ep18_main = 25; + close2; + cutin "",255; + navigateto("rachel",70,147); + end; + } + if (ep18_main == 25) { + mes "[Mark]"; + mes "Oh..."; + mes "I found the book Alph requested."; + mes "But I couldn't find the snacks that Dew asked for."; + cutin "ep18_mark_02.png",2; + next; + mes "[Tamarin]"; + mes "Then we can leave now."; + mes "Let's head to the meeting place."; + cutin "ep18_tamarin_02.png",2; + close2; + cutin "",255; + navigateto("rachel",70,147); + end; + } + mes "[Mark]"; + mes "Hello"; + mes "" + strcharinfo(0) + "."; + cutin "ep18_mark_01.png",2; + close3; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11712) == 1" ); + end; +} + +rachel,121,120,5 script Magi#ep18_rachel 4_4JOB_MAGGI,{ + mes "[Maggi]"; + mes "Oh... Hello..."; + cutin "4job_maggi_04.PNG",2; + close3; +} + +// Main Quest: Step 26. +rachel,41,132,3 script Box#ep18_procurement4 4_WOODBOX,{ + if (ep18_main == 27) { + mes "[Merchant Rencia]"; + mes "Then please check if the ordered items are correct..."; + next; + select( "Hand over the check." ); + mes "[Merchant Rencia]"; + mes "Ah~"; + mes "The amount is just right!"; + mes "Thank you!"; + mes "Please use our service again next time~!"; + next; + mes "[Maram]"; + mes "Before you leave " + strcharinfo(0) + ", let's ^e5555echeck the path outside the door^000000."; + cutin "ep18_maram_01.png",2; + erasequest 11715; + setquest 11716; + ep18_main = 28; + close2; + cutin "",255; + navigateto("ra_fild11",354,235); + end; + } + if (ep18_main == 28) { + mes "[Maram]"; + mes "Before you leave " + strcharinfo(0) + ", let's ^e5555echeck the path outside the door^000000."; + cutin "ep18_maram_01.png",2; + close2; + cutin "",255; + navigateto("ra_fild11",354,235); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11715) == 1" ); + end; +} + +rachel,42,133,3 duplicate(dummy_npc) Box#ep18_procurement1 4_WOODBOX +rachel,40,133,3 duplicate(dummy_npc) Box#ep18_procurement2 4_WOODBOX +rachel,39,132,3 duplicate(dummy_npc) Box#ep18_procurement3 4_WOODBOX + +// Main Quest: Step 27. +ra_fild11,354,235,3 script Merchant#ep18_rachel 4_EP18_MERCHANT,{ + if (ep18_main == 28 || ep18_main == 29) { + mes "[Disguised Maram]"; + mes "From now on, please escort " + strcharinfo(0) + " along with Miriam and Tamarin to ^e5555eOz Gorge^000000 located to the west."; + cutin "ep18_merchant.png",2; + next; + mes "[Disguised Maram]"; + mes "Considering the circumstances, I don't think we can take all these people with us, so I'll send them back and follow afterwards."; + next; + mes "[Disguised Maram]"; + mes "To avoid revealing our destination, it's best to move to a different location and send the people back."; + if (ep18_main == 28) { + erasequest 11716; + setquest 11717; + ep18_main = 29; + } + close2; + cutin "",255; + navigateto("ra_fild10",179,176); + end; + } + mes "[Merchant]"; + mes "The wind is rough..."; + cutin "ep18_merchant.png",2; + close3; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11716) == 1" ); + end; +} + +// Main Quest: Step 28. (entrance npc is a part of the instance Maze of Oz) +// Main Quest: Step 29. (1@oz solo instance) + +// Main Quest: Step 30. +gw_fild01,276,339,3 duplicate(dummy_cloaked_npc) Maram#ep18_Ozexit 4_EP18_MARAM + +gw_fild01,273,339,3 script #ep18_in front of Oz Exit 4_POINT_RED,1,1,{ +// trigger OnClick + OnTouch, so OnTouch commented + // end; +// OnTouch: + if (ep18_main == 31 || ep18_main == 32) { + mes "[Maram]"; + mes "Ah!"; + mes "Finally, I'm out!"; + cloakoffnpcself( "Maram#ep18_Ozexit" ); + cutin "ep18_maram_01.png",2; + npctalk "I'm so exhausted...", "Maram#ep18_Ozexit", bc_self; + next; + mes "[Maram]"; + mes "If you head a bit ^e5555ewest^000000 from here, you'll find the entrance to the ^e5555evillage^000000."; + next; + select( "Village?" ); + mes "[Maram]"; + mes "It's more like a ^e5555ehideout^000000 where people who fled from Rachel hide rather than a village."; + next; + mes "[Maram]"; + mes "It's better to see it for yourself than to hear me explain."; + if (ep18_main == 31) { + completequest 11720; + setquest 11721; + ep18_main = 32; + } + close2; + cutin "",255; + cloakonnpcself( "Maram#ep18_Ozexit" ); + navigateto("gw_fild01",35,102); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11720) == 1" ); + end; +} + +// Main Quest: Step 31. + 33. +gw_fild01,39,100,5 duplicate(dummy_npc) Exotic Merchant#ep18_gw2 4_EP18_MERCHANT +gw_fild01,34,96,3 duplicate(dummy_npc) Exotic Merchant#ep18_gw3 4_EP18_MERCHANT + +gw_fild01,35,102,5 script Maram#ep18_gw 4_EP18_MARAM,{ + if (ep18_main == 32) { + mes "[Camper]"; + mes "Hoooray~~~"; + mes "Sometimes, camping like this isn't so bad~~~"; + next; + mes "[Maram]"; + mes "It's me! Me!"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Camper]"; + mes "You?"; + mes "Do we know each other?"; + next; + mes "[Maram]"; + mes "What are you talking about?"; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "Is this the reaction when you bring an ^e5555eoutsider^000000?"; + cloakoffnpcself( "Miriam#ep18_gw" ); + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "Ah..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Imril]"; + mes "Then I'll go ahead."; + cloakoffnpcself( "Imril#ep18_gw" ); + cutin "ep18_imril_02.png",2; + next; + mes "[Maram]"; + mes "Oops!! Imril, wait a moment!!!!"; + cutin "ep18_maram_01.png",2; + erasequest 11721; + setquest 11722; + ep18_main = 33; + close3; + } + if (ep18_main == 33) { + mes "[Maram]"; + mes "Ah..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Imril]"; + mes "Then I'll go ahead."; + cloakoffnpcself( "Imril#ep18_gw" ); + cutin "ep18_imril_02.png",2; + next; + mes "[Maram]"; + mes "Oops!! Imril, wait a moment!!!!"; + cutin "ep18_maram_01.png",2; + close3; + } + if (ep18_main == 34) { + mes "[Maram]"; + mes "Suad is late..."; + mes "What if she doesn't come at all?"; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "We should return to Rachel."; + mes "If trust is already broken, ^e5555ewe might not be able to enter the village again.^000000"; + cutin "ep18_miriam_03.png",2; + next; + mes "[Maram]"; + mes "But if we continue like this, the people in the village will only suffer more."; + mes "If necessary, even the help of outsiders..."; + cutin "ep18_maram_01.png",2; + next; + mes "[Miriam]"; + mes "You don't understand."; + cutin "ep18_miriam_03.png",2; + npctalk "You're both the same and different from us.", "Miriam#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "..."; + cutin "ep18_maram_03.png",2; + next; + mes "[Maram]"; + mes "I also... want to understand... you all..."; + npctalk "I'm sorry...", "Maram#ep18_gw", bc_self; + next; + mes "[Miriam]"; + mes "..."; + cutin "ep18_miriam_03.png",2; + npctalk "To say such things, I'm the one who should apologize.", "Miriam#ep18_gw", bc_self; + next; + mes "[Suad]"; + mes "To bring an outsider without any consultation..."; + mes "Consider yourself fortunate that I came to hear your last excuse, considering our past relationship."; + cutin "ep18_suad_03.png",2; + cloakoffnpcself( "Suad#ep18_gw" ); + next; + mes "[Maram]"; + mes "Suad!"; + mes "Bringing an outsider to the village entrance without saying a word was reckless of me!"; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "But these individuals are trustworthy enough for Mother to entrust important tasks to them!"; + mes "There's no need to worry; nothing bad will happen!"; + cutin "ep18_maram_01.png",2; + next; + mes "[Suad]"; + mes "Is Niren giving you that much trust to handle tasks?"; + mes "What does it matter if you have Niren's trust?"; + cutin "ep18_suad_03.png",2; + npctalk "It means nothing!", "Suad#ep18_gw", bc_self; + next; + mes "[Suad]"; + mes "Niren doesn't even know that you're delivering goods here."; + next; + mes "[Maram]"; + mes "That's..."; + cutin "ep18_maram_01.png",2; + npctalk "That's true, but...", "Maram#ep18_gw", bc_self; + next; + mes "[Miriam]"; + mes "Stop mocking Suad."; + cutin "ep18_miriam_03.png",2; + npctalk "Enough with the words!", "Miriam#ep18_gw", bc_self; + next; + mes "[Suad]"; + mes "I'm not mocking."; + mes "I'm just stating the truth..."; + cutin "ep18_suad_03.png",2; + next; + mes "[Miriam]"; + mes "If it's the truth, ^e5555ethen in Rachel, we won't have anyone to sell goods to us anymore,^000000 and we'll all starve to death like this."; + cutin "ep18_miriam_03.png",2; + npctalk "That's not what we want, right?", "Miriam#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "You can buy goods from Veins or other villages, but ^e5555ethe number of people who can pass through Oz Labyrinth is decreasing.^000000"; + cutin "ep18_maram_01.png",2; + npctalk "Even Imril was in danger.", "Maram#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "For now, ^e5555eif you have combat skills, you can pass by killing monsters,^000000 but later it might not be about combat skills; ^e5555ethe entire maze might be locked in lava.^000000"; + next; + mes "[Maram]"; + mes "By then, the people who could help wouldn't even be able to come this far."; + npctalk "By then, it'll be too late!", "Maram#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "And if only ^e5555emediation between the natives and immigrants requested by Mother could be achieved, we could cross Oz's Gorge again with a bridge!"; + next; + mes "[Suad]"; + mes "Mediation? It seems like Niren is having another dreamy idea."; + mes "Just like when the ^e5555egray children^000000 appeared."; + cutin "ep18_suad_03.png",2; + npctalk "It seems like Niren is having another dreamy idea.", "Suad#ep18_gw", bc_self; + next; + mes "[Miriam]"; + mes "But thanks to that, we were able to avoid hunger, and now we can help the children in the village."; + cutin "ep18_miriam_03.png",2; + next; + mes "[Suad]"; + mes "Fine."; + mes "Then let's give them a chance."; + mes "Just like Niren gave us a chance."; + cutin "ep18_suad_03.png",2; + npctalk "I abandoned that chance and ran away...", "Suad#ep18_gw", bc_self; + next; + mes "[Miriam]"; + mes "What?"; + cutin "ep18_miriam_03.png",2; + npctalk "Are you allowing this so easily?", "Miriam#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "Really?!"; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "Seriously?"; + cutin "ep18_miriam_03.png",2; + npctalk "I honestly didn't expect much!", "Maram#ep18_gw", bc_self; + next; + mes "[Suad]"; + mes "What is it?"; + mes "That reaction."; + cutin "ep18_suad_03.png",2; + npctalk "Then go back!!", "Suad#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "No~ No~"; + mes "Thank you~"; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "Then let's go to the ^e5555eVillage^000000 before Suad changes his mind!"; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "Let's discuss the details inside."; + erasequest 11723; + setquest 11724; + ep18_main = 35; + close2; + cutin "",255; + cloakonnpcself( "Miriam#ep18_gw" ); + cloakonnpcself( "Suad#ep18_gw" ); + warp "wolfvill",152,113; + end; + } + if (ep18_main == 35) { + mes "[Maram]"; + mes "Then let's hurry and go to the ^e5555evillage^000000 before Suad changes his mind!"; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "Let's discuss the details inside."; + close2; + cutin "",255; + warp "wolfvill",152,113; + end; + } + mes "[Maram]"; + mes "Hoo~"; + mes "Shall we try lighting a campfire or something?"; + cutin "ep18_maram_01.png",2; + close3; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11721) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11723) == 1" ); + end; +} + +gw_fild01,36,103,5 duplicate(dummy_cloaked_npc) Miriam#ep18_gw 4_EP18_MIRIAM +gw_fild01,41,103,5 duplicate(dummy_cloaked_npc) Suad#ep18_gw 4_EP18_SUAD + +// Main Quest: Step 32. +gw_fild01,37,105,5 script(CLOAKED) Imril#ep18_gw 4_EP18_IMRIL,{ + if (ep18_main == 33) { + mes "[Imril]"; + mes "Why."; + cutin "ep18_imril_01.png",2; + next; + mes "[Maram]"; + mes "Don't go alone, help us a little."; + cutin "ep18_maram_01.png",2; + next; + mes "[Imril]"; + mes "Not bringing outsiders is our ^e5555erule^000000."; + mes "Even if you ask for help, there's nothing I can do."; + cutin "ep18_imril_02.png",2; + npctalk "What power do I have.", "Imril#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "Hmm..."; + cutin "ep18_maram_03.png",2; + next; + mes "[Maram]"; + mes "Then how about going to the village and calling for ^e5555eSuad^000000?"; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "Because of bringing outsiders, I don't think even I will be allowed to enter the village."; + cutin "ep18_maram_01.png",2; + npctalk "Help me...", "Maram#ep18_gw", bc_self; + next; + mes "[Imril]"; + mes "^e5555eSuad^000000 is sensitive about that."; + mes "Should have told him in advance."; + cutin "ep18_imril_02.png",2; + npctalk "He's going to be really angry.", "Imril#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "This time, things got messed up before I could tell."; + mes "You roughly know the ^e5555eRachel situation^000000 right now."; + cutin "ep18_maram_01.png",2; + next; + mes "[Imril]"; + mes "That's why I went to ^e5555eVeins^000000 to buy goods."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "I owe him a favor for helping earlier, so I'll ask ^e5555eSuad^000000."; + mes "But don't expect much."; + cutin "ep18_imril_03.png",2; + next; + mes "[Maram]"; + mes "Got it."; + cutin "ep18_maram_01.png",2; + npctalk "Thanks.", "Maram#ep18_gw", bc_self; + next; + mes "[Maram]"; + mes "" + strcharinfo(0) + ", to enter the village, it seems we'll need to meet and persuade ^e5555eSuad^000000."; + mes "I'm not sure if he'll agree to meet us though..."; + next; + mes "[Maram]"; + mes "Let's wait for ^e5555eSuad^000000 to arrive first."; + erasequest 11722; + setquest 11723; + ep18_main = 34; + close2; + cloakonnpcself( "Imril#ep18_gw" ); + cutin "",255; + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11722) == 1" ); + end; +} + +// Main Quest: Step 34. +// + Quest: Investigation of Oz Labyrinth. Step 1 + 13 (final). +wolfvill,143,114,5 duplicate(dummy_cloaked_npc) Maram#ep18_wv 4_EP18_MARAM +wolfvill,145,114,5 duplicate(dummy_cloaked_npc) Miriam#ep18_wv 4_EP18_MIRIAM + +wolfvill,143,113,5 script Imril#ep18_wv 4_EP18_IMRIL,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 35) + end; + if (ep18_main == 35) { + mes "[Imril]"; + mes "Hey!"; + mes "You really came in, didn't you?"; + cutin "ep18_imril_03.png",2; + next; + mes "[Imril]"; + mes "I did convey the message."; + mes "But ^e5555eSuad^000000 won't allow outsiders to enter the village!"; + cutin "ep18_imril_02.png",2; + next; + mes "[Miriam]"; + mes "That probably indicates that the village situation isn't that good."; + cloakoffnpcself( "Miriam#ep18_wv" ); + cloakoffnpcself( "Maram#ep18_wv" ); + cutin "ep18_miriam_03.png",2; + next; + mes "[Elly]"; + mes "It's difficult to be self-sufficient in this environment."; + mes "Even the trees are as hard as rocks."; + mes "Or perhaps they're not trees, but rocks?"; + cutin "ep172_beta.bmp",2; + next; + mes "[Maram]"; + mes "I think the situation will improve if we can receive a little help from the outside."; + cutin "ep18_maram_01.png",2; + next; + mes "[Imril]"; + mes "That would be good if it happens."; + mes "Suad may not have said it, but he must have been thinking about it for quite some time."; + cutin "ep18_imril_01.png",2; + npctalk "Because he's someone with a strong sense of responsibility.", "Imril#ep18_wv", bc_self; + next; + mes "[Maram]"; + mes "And it seems that " + strcharinfo(0) + "'s help with purchasing items was effective!"; + cutin "ep18_maram_02.png",2; + next; + mes "[Maram]"; + mes "^e5555eThey may say that entry is only permitted when acquiring supplies^000000, but once they realize that you're ^e5555esomeone trustworthy^000000, they might feel more at ease."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "So, shall we start by talking to ^e5555ethe villagers^000000 for now?"; + next; + mes "[Maram]"; + mes "^e5555eListening to the stories^000000 of the people and getting to know them might reveal ^e5555ethe key to what my mother entrusted^000000."; + // note: unlocks side quests + completequest 11724; + ep18_main = 36; + getitem 1000405,50; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close2; + cutin "",255; + cloakonnpcself( "Miriam#ep18_wv" ); + cloakonnpcself( "Maram#ep18_wv" ); + end; + } + + // Quest before the daily quests + switch( isbegin_quest(11735) ) { + case 0: + switch( isbegin_quest(11725) ) { + case 0: + mes "[Imril]"; + mes "Thanks to you, I was able to safely pass through ^e5555eOz Labyrinth^000000."; + mes "Thank you."; + cutin "ep18_imril_03.png",2; + next; + mes "[Imril]"; + mes "In the past, as long as I was careful, traveling alone wasn't a big issue. But these days, it's getting harder to go alone."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Considering our village's current situation, I can't always have an escort, and besides, it's risky to attract attention by traveling in a group."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "It would be great if we could investigate deeper into Oz Labyrinth."; + mes "Status of the lava..."; + mes "Distribution of monsters..."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Hmm..."; + mes "Adventurer, since you're strong, would you accompany me to ^e5555eOz Labyrinth when you have some free time^000000?"; + mes "It might be a shameless request, but it's not every day that I have the chance to meet someone as strong as an adventurer like you."; + next; + if (select( "Depart now!", "Later..." ) == 2) { + mes "[Imril]"; + mes "Alright!"; + mes "If you're busy right now, I guess there's nothing to be done."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "If you have time later, will you come with me?"; + close3; + } + mes "[Imril]"; + mes "Wow!"; + mes "Really?"; + mes "You're willingly accepting my request like this? I'm touched!"; + cutin "ep18_imril_03.png",2; + next; + mes "[Imril]"; + mes "Then let's meet at ^e5555eOz Labyrinth entrance^000000 first!"; + mes "You remember the way, right?"; + cutin "ep18_imril_02.png",2; + setquest 11725; + close2; + cutin "",255; + navigateto("oz_dun01",27,184); + end; + case 1: + mes "[Imril]"; + mes "The monsters that were moving or dealing with lava are obstacles."; + mes "It would be great if there were a way to completely eliminate them."; + cutin "ep18_imril_01.png",2; + close3; + case 2: + end; + } + end; + case 1: + mes "[Imril]"; + mes "Ah..."; + mes "My skin feels prickly."; + cutin "ep18_imril_02.png",2; + next; + mes "[Suad]"; + mes "Where's the fool who dared to venture deep into the maze with such attire?"; + mes "Be grateful you're not roasted alive!"; + cutin "ep18_suad_03.png",2; + next; + mes "[Imril]"; + mes "Anyway, no matter what you say!"; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Anyway, ^e5555eOz Labyrinth situation is getting worse^000000."; + mes "^e5555eThe lava area is expanding^000000."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "At this rate, there won't be much time left to navigate through Maze of Oz."; + next; + mes "[Suad]"; + mes "Indeed, if the lava has spread to that extent, we need a solution as soon as possible."; + cutin "ep18_suad_03.png",2; + next; + mes "[Suad]"; + mes "For now..."; + mes "To send workers, we need to reduce the number of monsters in Maze of Oz."; + next; + cutin "",255; + completequest 11735; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + mes "^4d4dffYou receive a favorable evaluation about you.^000000"; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + } + close; + case 2: + break; + } + mes "[Imril]"; + mes "Monsters that were moving luggage or dealing with lava are obstacles."; + mes "It would be great if there were a way to eliminate them completely."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "What do you say, adventurer?"; + mes "^e5555eInterested in monster extermination^000000?"; + cutin "ep18_imril_02.png",2; + next; + + .@menu$[0] = "Oz Labyrinth 1F [170]"; + if (checkquest(11737,PLAYTIME) == 0 || checkquest(11737,PLAYTIME) == 1) + .@menu$[0] = "^8C8C8C" + .@menu$[0] + "(pending)^000000"; + else if (checkquest(11736,HUNTING) == 0 || checkquest(11736,HUNTING) == 1) + .@menu$[0] = "^8C8C8C" + .@menu$[0] + "(running)^000000"; + + .@menu$[1] = "Oz Labyrinth 2F [200]"; + if (BaseLevel < 200) + .@menu$[1] = "^8C8C8C" + .@menu$[1] + " (Insufficient level)^000000"; + else if (checkquest(11739,PLAYTIME) == 0 || checkquest(11739,PLAYTIME) == 1) + .@menu$[1] = "^8C8C8C" + .@menu$[1] + "(pending)^000000"; + else if (checkquest(11738,HUNTING) == 0 || checkquest(11738,HUNTING) == 1) + .@menu$[1] = "^8C8C8C" + .@menu$[1] + "(running)^000000"; + + switch( select( .@menu$[0], .@menu$[1], "Stop" ) ) { + case 1: + switch( checkquest(11737,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Imril]"; + mes "You did a great job today. Thank you."; + mes "Will you help me tomorrow too?."; + cutin "ep18_imril_04.png",2; + close3; + case 2: + erasequest 11737; + break; + } + switch( checkquest(11736,HUNTING) ) { + case -1: + mes "[Imril]"; + mes "^e5555ePlease defeat about 20 " + getmonsterinfo(21295, MOB_NAME) + " on the 1st floor of Oz Labyrinth.^000000"; + mes "Even if the number of monsters decreases slightly, it will greatly help travelers passing through the maze."; + cutin "ep18_imril_03.png",2; + next; + if (select( "Accept.", "Stop here." ) == 2) { + mes "[Imril]"; + mes "Why~? Are you busy?"; + cutin "ep18_imril_02.png",2; + close3; + } + mes "[Imril]"; + mes "Then be careful on your way back~"; + setquest 11736; + close3; + case 0: + case 1: + mes "[Imril]"; + mes "^e5555ePlease defeat about 20 " + getmonsterinfo(21295, MOB_NAME) + " on the 1st floor of Oz Labyrinth.^000000"; + mes "Even if the number of monsters decreases slightly, it will greatly help travelers passing through the maze."; + cutin "ep18_imril_03.png",2; + close3; + case 2: + mes "[Imril]"; + mes "Are you done already?"; + mes "Because it's reliable!"; + cutin "ep18_imril_04.png",2; + erasequest 11736; + setquest 11737; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 4364880,3000000; + close3; + } + case 2: + if (BaseLevel < 200) { + mes "[Imril]"; + mes "This is still too dangerous, so ^ff0000wait until you're around level 200^000000 to try again!"; + close; + } + switch( checkquest(11739,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Imril]"; + mes "You did a great job today. Thank you."; + mes "Will you help me tomorrow too?."; + cutin "ep18_imril_04.png",2; + close3; + case 2: + erasequest 11739; + break; + } + switch( checkquest(11738,HUNTING) ) { + case -1: + mes "[Imril]"; + mes "^e5555eDefeat about 20^000000 " + getmonsterinfo("EP18_HOT_MOLAR", MOB_NAME) + " in the second floor of the maze of Oz."; + mes "Because even a small reduction in the number of monsters will be of great help to the hawkers who pass through the maze."; + cutin "ep18_imril_03.png",2; + next; + if (select( "Accept", "Stop" ) == 2) + close3; + mes "[Imril]"; + mes "Then be careful and go there~"; + setquest 11738; + close3; + case 0: + case 1: + mes "[Imril]"; + mes "^e5555eDefeat about 20^000000 " + getmonsterinfo("EP18_HOT_MOLAR", MOB_NAME) + " in the second floor of the maze of Oz."; + mes "Because even a small reduction in the number of monsters will be of great help to the hawkers who pass through the maze."; + cutin "ep18_imril_03.png",2; + close3; + case 2: + mes "[Imril]"; + mes "Are you done already?"; + mes "Because it's reliable!"; + cutin "ep18_imril_04.png",2; + erasequest 11738; + setquest 11739; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 11588320,3000000; + close3; + } + end; + case 3: + mes "[Imril]"; + mes "Why~? Are you busy?"; + cutin "ep18_imril_02.png",2; + close3; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11724) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(11725) == 0" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11735) == 1" ); + + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11736,HUNTING) == -1 && (checkquest(11737,PLAYTIME) == -1 || checkquest(11737,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11736,HUNTING) == 2" ); + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11738,HUNTING) == -1 && (checkquest(11739,PLAYTIME) == -1 || checkquest(11739,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11738,HUNTING) == 2" ); + end; +} + +// Main Quest: Step 35. +wolfvill,180,179,3 script Village Boy#category 4_M_DST_CHILD,{ + if (ep18_main == 37) { + mes "[Village Boy]"; + mes "The tournament is about to begin."; + mes "It's not a small-scale meeting that happens frequently; it's a tournament where trustworthy people from all around participate!"; + next; + mes "[Village Boy]"; + mes "[Over there]wolfvill,144,151,0,101,0 is where you should go. There's a spot for the adventurer too."; + mes "Of course, now that you're an adventurer, you're someone we can trust."; + erasequest 18082; + setquest 16567; + ep18_main = 38; + close; + } + if (ep18_main == 38) { + mes "[Boy]"; + mes "The meeting is about to start! Not just any meeting, but a competition!"; + mes "[People]wolfvill,144,151,0,101,0 They're gathered together. Adventurers, go quickly!"; + close; + } + mes "[Boy]"; + mes "In our village, meetings are held frequently. Everyone gathers to share their opinions at those times."; + mes "But competitions are different! It's a really important occasion!"; + next; + mes "[Boy]"; + mes "Of course, not just anyone can participate."; + mes "They said only trustworthy friends from the village can join."; + next; + mes "[Boy]"; + mes "Can adventurers participate in the event too?"; + mes "Well, that's up to you, the adventurer!"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(18082) == 1" ); + end; +} + +wolfvill,146,148,0 script #contest1 HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch: + .@char_id = getcharid(0); + if (ep18_main == 38 || ep18_main == 39 || ep18_main == 40) { + cloakoffnpcself( "Maram#1" ); + cloakoffnpcself( "Suad#1" ); + cloakoffnpcself( "Miriam#1" ); + cloakoffnpcself( "Radical Youth#Radical2" ); + cloakoffnpcself( "Excited Youth#Radical3" ); + cloakoffnpcself( "Radical Young Man#Radic" ); + cloakoffnpcself( "Hot-blooded Youth#Radic" ); + cloakoffnpcself( "Angry Youth#Radical5" ); + cloakoffnpcself( "Timid Old Man#Elder3" ); + cloakoffnpcself( "Timid Old Man#Elder4" ); + cloakoffnpcself( "Embarrassed Old Man#Eld" ); + cloakoffnpcself( "Passionate Old Man#Weap" ); + cloakoffnpcself( "Neutral Youth#Neutral3" ); + cloakoffnpcself( "Timid Youth#Neutral1" ); + cloakoffnpcself( "Quiet Youth#Neutral2" ); + cloakoffnpcself( "Native Old Man#Elder1" ); + cloakoffnpcself( "Passionate Youth#Radica" ); + end; + } + if (ep18_main == 41) { + cloakoffnpcself( "Maram#1" ); + cloakoffnpcself( "Suad#1" ); + cloakoffnpcself( "Miriam#1" ); + cloakoffnpcself( "Radical Young Man#Radic" ); + cloakoffnpcself( "Excited Youth#Radical3" ); + end; + } + if (ep18_main == 42) { + cloakoffnpcself( "Suad#1" ); + cloakoffnpcself( "Radical Young Man#Radic" ); + cloakoffnpcself( "Excited Youth#Radical3" ); + end; + } + if (ep18_main == 47) { + cloakoffnpcself( "Suad#sms01" ); + npctalk ".......", "Suad#sms01", bc_self; + end; + } + if (ep18_main == 49) { + cloakoffnpcself( "Suad#sms02" ); + cloakoffnpcself( "Maram#sms02" ); + cloakoffnpcself( "Miriam#sms02" ); + cloakoffnpcself( "Lamacus#sms01" ); + cloakoffnpcself( "Kun#sms01" ); + cloakoffnpcself( "Yopi#sms01" ); + end; + } + end; +} + +wolfvill,147,148,3 script(CLOAKED) Radical Youth#Radical2 4_DST_SOLDIER,{ + npctalk "Let's fight! We must fight!", "Radical Youth#Radical2", bc_self; + end; +} + +wolfvill,145,144,7 script(CLOAKED) Excited Youth#Radical3 4_EP18_GW_MAN02,{ + npctalk "Hahaha! Of course, I should win if I fight!", "Excited Youth#Radical3", bc_self; + end; +} + +wolfvill,148,144,1 script(CLOAKED) Hot-blooded Youth#Radic 4_EP18_GW_WOMAN01,{ + npctalk "Destroy them all! Hoo! Hoo!", "Hot-blooded Youth#Radic", bc_self; + end; +} + +wolfvill,143,148,5 script(CLOAKED) Angry Youth#Radical5 4_EP18_GW_MAN02,{ + npctalk "Burn everything!", "Angry Youth#Radical5", bc_self; + end; +} + +// Main Quest: Step 36 + 41. +wolfvill,144,151,5 script(CLOAKED) Suad#1 4_EP18_SUAD,{ + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "[Mini Elly]"; + mes "Take it out of the bag. Please put it on top of your head."; + close; + } + if (ep18_main < 38) + end; + if (ep18_main == 38) { + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "You're a little late. No, there's no blame."; + mes "Come this way. The meeting will start soon."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Finally being invited to this place, Adventurer, you're truly amazing."; + mes "Well, we hoped for the same treatment too."; + next; + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "... Nonsense. Adventurer, don't pay too much attention to Maram's words."; + mes "It's an important occasion. Maram, don't behave like usual."; + next; + cutin "ep18_maram_03.png",2; + emotion ET_HUK, getnpcid(0,"Maram#1"); + mes "[Maram]"; + mes "No, Miriam! If you say it like that, it sounds like I did something wrong."; + mes "Oh, okay, okay. I'll focus."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Even if it's late, Suad is the exception, and actually, there is still time before the meeting starts."; + mes "Adventurer, how about hearing people's opinions in advance before coming?"; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "I think it would be helpful for sure to participate in the meeting...."; + mes "As you listen to the story, please also organize your perspective as an adventurer."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Sure. That's not bad either."; + mes "If you've heard enough, go ahead and tell me. Let's start the meeting."; + erasequest 16567; + setquest 16568; + setquest 16569; + setquest 16570; + setquest 16571; + ep18_main = 39; + close3; + } + if (ep18_main == 39) { + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Once you've heard enough, tell me. I'll start the meeting."; + close3; + } + if (ep18_main == 40) { + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Did everyone listen to it? We are also ready on this end."; + mes "Let's start the meeting in a moment."; + next; + mes "[Suad]"; + mes "Everyone has gathered in their seats."; + mes "Now, let's begin the meeting."; + npctalk "Suad: Everyone has gathered in their seats. Now, let's begin the meeting.", "Suad#1", bc_self; + next; + mes "[Suad]"; + mes "Today, we are going to discuss future response measures."; + mes "The current situation of Gray Wolf Village is not very favorable."; + next; + cutin "ep18_suad_03.png",2; + mes "[Suad]"; + mes "Today, countless people are crossing the canyon of Oz and coming to the village."; + mes "In contrast, the supply of food and necessities is critically insufficient."; + next; + mes "[Suad]"; + mes "We now need to decide on the direction to move forward."; + mes "Those who have something to say, please feel free to speak."; + next; + cutin "",255; + emotion ET_ANGER, getnpcid(0,"Passionate Youth#Radica"); + mes "[Radical Man]"; + mes "Let's show the spicy taste to Rachel's immigrants."; + mes "We must destroy their temple!"; + npctalk "That's right! That's right!", "Radical Youth#Radical2", bc_self; + npctalk "We must destroy everything!", "Hot-blooded Youth#Radic", bc_self; + next; + mes "[Mini Elly]"; + mes "I felt it while listening to the story earlier, but those people are particularly rough."; + mes "It is difficult to determine from the information given so far whether their expressions are rough or whether they are inherently rough."; + next; + mes "[Native old man]"; + mes "But haven't we been living peacefully until now?"; + mes "Suddenly destroying the temple, what kind of nonsense is that, making such a racket out of the blue!"; + npctalk "There are things to say and things not to say!", "Timid Old Man#Elder4", bc_self; + next; + mes "[Radical Man]"; + mes "How long must I hide in this palm-sized piece of land?"; + mes "Didn't Mr. Suad also mention a shortage of both resources and land compared to humans?"; + next; + emotion ET_ANGER, getnpcid(0,"Passionate Youth#Radica"); + mes "[Radical Man]"; + mes "Originally, Rachel's land belonged to our indigenous people."; + mes "Now is the time to take it back!"; + npctalk "We need to break and seize it!", "Hot-blooded Youth#Radic", bc_self; + npctalk "That's right, we must fight now! It's war!", "Hot-blooded Youth#Radic", bc_self; + next; + mes "[Native old man]"; + mes "It's easier said than done. What are you going to do without any preparation?"; + mes "And do you not know that once blood is shed, it cannot be undone?"; + npctalk "Talking about war without even trying to fight is absurd!", "Timid Old Man#Elder3", bc_self; + next; + mes "[Radical Man]"; + mes "Have we not shed blood until now?"; + mes "They might not have shed any either."; + next; + mes "[Radical Man]"; + mes "But the marginalized indigenous people, exposed to violence and enduring countless years without even receiving proper wages."; + mes "If what they shed isn't blood and tears, what else can you call it?"; + npctalk "The only option left for us is war!", "Radical Youth#Radical2", bc_self; + npctalk "Those who oppose are just the same oppressors!", "Angry Youth#Radical5", bc_self; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Uh, it seems to be getting a bit overheated."; + mes "Suad, don't you think you need to calm down a bit?"; + next; + cutin "ep18_suad_03.png",2; + emotion ET_THINK, getnpcid(0,"Suad#1"); + mes "[Suad]"; + mes "Let's watch a little more."; + next; + cutin "",255; + mes "[Mini Elly]"; + mes "It's a bit strange."; + mes "The rhetoric that even drives those who disagree into a corner seems like an enemy tactic."; + next; + mes "[Radical Man]"; + mes "we have endured enough!"; + mes "Let's show our anger to those who are captivated only by the goddess!"; + npctalk "Let's show our anger!", "Radical Youth#Radical2", bc_self; + next; + mes "[Elderly Man]"; + mes "They seem like fearless young ones, don't they?"; + mes "One wrong move, and they could all die! Why must they take such risks?"; + next; + mes "[Radical Man]"; + mes "Hmph, those who have hidden here, with the sole reason of preserving their insignificant lives, wouldn't understand."; + mes "We have already staked our lives and are prepared to wash away blood with blood!"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Did you do it? I haven't done it yet... They say you should wash blood off with cold water for it to come off well."; + next; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "It's not the time for jokes, Maram."; + mes "And Suad, if you don't organize things properly, the opinions of the forest residents will completely diverge like this."; + next; + mes "[Miriam]"; + mes "Even if I don't feel like it, it seems like it's time to organize now."; + next; + cutin "ep18_suad_03.png",2; + emotion ET_THINK, getnpcid(0,"Suad#1"); + mes "[Suad]"; + mes "Enough, this is not a place for us to blush among ourselves. It's a space to gather opinions and move forward."; + mes "Let's stop, this is not a place we created to make our faces red among ourselves."; + npctalk "Suad: Enough, this is not a place for us to blush among ourselves.", "Suad#1", bc_self; + next; + cutin "",255; + emotion ET_ANGER, getnpcid(0,"Passionate Youth#Radica"); + mes "[Radical Man]"; + mes "So, from now on, are we going to break everything in our path?"; + mes "Surely, Mr. Suad, you're not aligning yourself with those defeatists, are you?"; + next; + mes "[Elderly Man]"; + mes "Look here. It's not like I'll be swayed by those ignorant, noisy kids blabbering about anything in that bright blue color, right?"; + next; + cutin "ep18_suad_02.png",2; + mes "[Suad]"; + mes "Do you want to leave me?"; + mes "If you believed someone would listen to your side, it seems I've misunderstood you all this time."; + next; + cutin "ep18_suad_03.png",2; + mes "[Suad]"; + mes "I will listen to the perspectives and reasons from both sides."; + mes " There is an opinion that staying here indefinitely is not possible, and another opinion that rushing without preparation will lead to disgrace. Both are not wrong."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "So let's not think about taking sides among ourselves, but try to persuade each other."; + mes "It means to explain how and why you should realize your opinions."; + npctalk "...", "Embarrassed Old Man#Eld", bc_self; + npctalk "...", "Radical Youth#Radical2", bc_self; + next; + cutin "",255; + mes "[Radical Man]"; + mes "We already have the ability to arm ourselves."; + mes "The argument that we are not prepared is meaningless."; + next; + cutin "ep18_maram_03.png",2; + emotion ET_QUESTION, getnpcid(0,"Maram#1"); + mes "[Maram]"; + mes "Huh? Are you saying there's a weapons purchasing route that I don't know about?"; + mes "That's the first time I've heard of such a thing...."; + next; + cutin "",255; + mes "[Radical Man]"; + mes "Until when do you plan to prepare!"; + mes "Until we grow old and die? Until our next generation learns to give up completely?"; + next; + mes "[Native old man]"; + mes "But armed conflict is dangerous. If we fail, it will be irreparable."; + mes "Rebellion is not an option. The furthest we can support is through protests."; + npctalk "We also agree up to the protests.", "Timid Old Man#Elder4", bc_self; + npctalk "We oppose war, but if it's protests....", "Timid Youth#Neutral1", bc_self; + next; + mes "[Timid Old-man]"; + mes "Sure. We don't want to be completely driven as reactionary elements!"; + mes "If such a stigma is stamped, it will also become difficult to live here."; + next; + mes "[Timid Old-man]"; + mes "I just want to show that we have this much dissatisfaction."; + mes "I'm against things like smashing everything."; + npctalk "Yes, that's right. Let's try to keep it quiet.", "Neutral Youth#Neutral3", bc_self; + next; + mes "[Timid Man]"; + mes "If everyone can come together with strength, we also support the protest."; + mes "Let's show our opinions."; + next; + mes "[Radical Man]"; + mes "Even if you protest, nonviolent protests that are only done through words have no effect at all!"; + mes "At the very least, you need to occupy the temple and make your protest."; + next; + mes "[Passionate Man]"; + mes "That's right. Just pretend you heard about it and speak loudly, okay?"; + mes "If we take away what matters most to them, they'll start paying attention to us."; + next; + mes "[Mini Elly]"; + mes "The peaceful gathering of opinions seemed to be taking place, but it has turned back into a violent direction again..."; + next; + cutin "ep18_suad_01.png",2; + emotion ET_SURPRISE, getnpcid(0,"Suad#1"); + mes "[Suad]"; + mes "Stop, have we gathered enough opinions?"; + mes "Are we in favor of carrying out the protest, occupying the temple, and making our intentions known?"; + next; + cutin "",255; + mes "[Radical Man]"; + mes "It's not entirely to my liking, but... that seems to be the point of agreement."; + next; + mes "[Native old man]"; + mes "It still looks dangerous, but we need to make our intentions known nonetheless."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Then, to discuss the details further, we will proceed with an additional meeting."; + mes "You understand that this meeting must be confidential, right?"; + npctalk "Suad: Let's conclude the main meeting here.", "Suad#1", bc_self; + next; + mes "[Suad]"; + mes "Adventurer, Marum, and Miriam. With a few exceptions, let's disband for now."; + mes "We'll inform you of the detailed plan after the operation is finalized."; + next; + cutin "",255; + mes "[Radical Man]"; + mes "Let's show something through a nonviolent protest!"; + mes "Aja, aja!"; + next; + mes "[Elderly Man]"; + mes "id we make the right judgment?"; + mes "I don't think we should be swayed by what Adel suggests."; + cloakonnpcself( "Passionate Youth#Radica" ); + cloakonnpcself( "Quiet Youth#Neutral2" ); + cloakonnpcself( "Timid Old Man#Elder3" ); + cloakonnpcself( "Angry Youth#Radical5" ); + next; + mes "[Neutral Youth]"; + mes "Can we really do this?"; + mes "Nevertheless, since it's decided at the competition, we should cooperate as much as possible."; + cloakonnpcself( "Native Old Man#Elder1" ); + cloakonnpcself( "Embarrassed Old Man#Eld" ); + cloakonnpcself( "Hot-blooded Youth#Radic" ); + cloakonnpcself( "Timid Youth#Neutral1" ); + next; + cutin "ep18_miriam_03.png",2; + cloakonnpcself( "Passionate Old Man#Weap" ); + cloakonnpcself( "Radical Youth#Radical2" ); + cloakonnpcself( "Neutral Youth#Neutral3" ); + cloakonnpcself( "Timid Old Man#Elder4" ); + mes "[Miriam]"; + mes "Well, adventurer. I have a brief matter to discuss, could you come over here for a moment?"; + mes "Suad, Maram. I request that you also take a moment before the meeting."; + erasequest 16572; + setquest 16573; + ep18_main = 41; + close3; + } + if (ep18_main == 41) { + cutin "ep18_suad_03.png",2; + mes "[Suad]"; + mes "What's going on? If it's a sudden decision, it might be quite hard to implement it in reality from now on."; + next; + cutin "ep18_miriam_03.png",2; + mes "[Miriam]"; + mes "Important talk. Please give me a moment."; + close3; + } + if (ep18_main == 42) { + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Well then, I'll count on you."; + mes "I'll be doing what I can here as well."; + next; + mes "[Suad]"; + mes "Minimizing conflicts as much as possible and ensuring the protest concludes safely... that's what I mean."; + close3; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16567) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16572) == 1" ); + end; +} + +// Main Quest: Step 37. +wolfvill,145,146,5 script(CLOAKED) Passionate Youth#Radica 4_EP18_GW_MAN01,{ + if (ep18_main < 38) + end; + if (ep18_main == 39) { + if (isbegin_quest(16568) == 1) { + mes "[Radical Man]"; + mes "All temples like the Temple of Freya must be destroyed!"; + mes "Let's show who the true owner of this land is!"; + next; + mes "[Radical Man]"; + mes "Hoou! Hoou! Hoou! Hoou!"; + mes "We need to become stronger! We need to arm ourselves!"; + next; + mes "[Passionate Man]"; + mes "Whoo! Whoo! Let's win! Let's fight!"; + npctalk "Let's win! Let's fight!", "Radical Youth#Radical2", bc_self; + npctalk "Let's win! Let's fight!", "Radical Young Man#Radic", bc_self; + npctalk "Let's win! Let's fight!", "Excited Youth#Radical3", bc_self; + npctalk "Let's win! Let's fight!", "Hot-blooded Youth#Radic", bc_self; + npctalk "Let's win! Let's fight!", "Angry Youth#Radical5", bc_self; + next; + mes "[Radical Man]"; + mes "It is to protect ourselves and find a place to settle!"; + mes "It is what we need to do right now!"; + completequest 16568; + if (isbegin_quest(16568) == 2 && isbegin_quest(16569) == 2 && isbegin_quest(16570) == 2 && isbegin_quest(16571) == 2) { + erasequest 16568; + erasequest 16569; + erasequest 16570; + erasequest 16571; + setquest 16572; + ep18_main = 40; + } + close3; + } + } + mes "[Radical Man]"; + mes "Let's show who the owner of this land is!"; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16568) == 1" ); + end; +} + +// Main Quest: Step 38. +wolfvill,139,148,5 script(CLOAKED) Native Old Man#Elder1 4_EP18_GW_OLD01,{ + if (ep18_main < 38) + end; + if (ep18_main == 39) { + if (isbegin_quest(16569) == 1) { + mes "[Native old man]"; + mes "I have never left this village since I was born."; + mes "I was born, raised, and grew old in this town."; + next; + mes "[Native old man]"; + mes "Even though I've lived like this until now, it doesn't mean there haven't been any problems......."; + mes "But now, do I really have to resort to drastic measures?"; + next; + mes "[Native old man]"; + mes "Could it be that young people are doing senseless things due to blood rushing to their heads?"; + mes "What if they face consequences for making a big mistake?"; + next; + mes "[Native old man]"; + mes "No, I'm not completely opposed to the thoughts of the young people."; + mes "But let's just not do anything too extreme."; + completequest 16569; + if (isbegin_quest(16568) == 2 && isbegin_quest(16569) == 2 && isbegin_quest(16570) == 2 && isbegin_quest(16571) == 2) { + erasequest 16568; + erasequest 16569; + erasequest 16570; + erasequest 16571; + setquest 16572; + ep18_main = 40; + unittalk getcharid(3), "" + strcharinfo(0) + " : It seems like I've heard enough at this point. Let's go back to Suad.", bc_self; + } + close3; + } + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16569) == 1" ); + end; +} + +// Main Quest: Step 39. +wolfvill,150,147,1 script(CLOAKED) Passionate Old Man#Weap 4_M_MIDDLE,{ + if (ep18_main < 38) + end; + if (ep18_main == 39) { + if (isbegin_quest(16570) == 1) { + mes "[Passionate Man]"; + mes "Oh, my! Aren't you the adventurer!"; + mes "You must be nervous before the competition, right? Have a drink here to relax."; + next; + select( "I'll have what you're having.", "Where then, bottoms up!" ); + mes "[Passionate Man]"; + mes "Hey, that Suad's person is quite particular. Quite meticulous."; + mes "Is there really a need to be so rigid like that?"; + next; + mes "[Passionate Man]"; + mes "Don't be too tense just because it's a formal setting. Just speak comfortably."; + mes "If possible, it would be even better if the adventurer supports our opinions!"; + next; + mes "[Passionate Man]"; + mes "What do you think our opinion is? Of course, it's war."; + mes "Look at these weapons. We're already fully armed and prepared!"; + next; + mes "[Passionate Man]"; + mes "Just go to Rachel and sweep away everything, whether it's a goddess or whatever."; + mes "It shows how much we've endured and lived up to now!"; + completequest 16570; + if (isbegin_quest(16568) == 2 && isbegin_quest(16569) == 2 && isbegin_quest(16570) == 2 && isbegin_quest(16571) == 2) { + erasequest 16568; + erasequest 16569; + erasequest 16570; + erasequest 16571; + setquest 16572; + ep18_main = 40; + } + close3; + } + } + mes "[Passionate Man]"; + mes "It's a competition, a competition. A big event!"; + mes "So, let's have a drink! Cheers, cheers!"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16570) == 1" ); + end; +} + +// Main Quest: Step 40. +wolfvill,152,145,1 script(CLOAKED) Timid Youth#Neutral1 4_M_RACHMAN1,{ + if (ep18_main < 39) + end; + if (ep18_main == 39) { + if (isbegin_quest(16571) == 1) { + mes "[Timid Man]"; + mes "Oh, our opinions?"; + mes "We're still young, is it okay to say such things?"; + next; + mes "[Timid Man]"; + mes "Well, those guys over there who scream so loudly are young, after all."; + mes "I don't know what they believe in and why they're causing such a commotion to fight...."; + next; + mes "[Timid Man]"; + mes "I don't think we really believe we can just beat and break all the Rachel immigrants."; + mes "The difference in numbers alone is this significant."; + next; + mes "[Timid Man]"; + mes "We didn't even undergo special forces training, did we?"; + mes "But still, I don't know who started it, suddenly those guys increased like that, and it just makes me uneasy."; + completequest 16571; + if (isbegin_quest(16568) == 2 && isbegin_quest(16569) == 2 && isbegin_quest(16570) == 2 && isbegin_quest(16571) == 2) { + erasequest 16568; + erasequest 16569; + erasequest 16570; + erasequest 16571; + setquest 16572; + ep18_main = 40; + } + close3; + } + } + mes "[Timid Man]"; + mes "We're still young, is it okay to express our opinions in such a loud manner?"; + mes "Even though it's a competition, I doubt the adults will have loud voices, right?"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16571) == 1" ); + end; +} + +wolfvill,149,152,3 script(CLOAKED) Maram#1 4_EP18_MARAM,{ + if (ep18_main == 38) { + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Hoo hoo hoo, you've finally made it to this place."; + mes "You trusted my judgment, but you're even more impressive than I thought, adventurer."; + next; + mes "[Maram]"; + mes "I hope you'll actively participate in the meeting as well."; + mes "Suad can be a bit stubborn, you know. We need someone to soften that a bit~"; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "I am counting on the adventurer. I still trust my instincts, you know."; + mes "I believe in my vision and words."; + close3; + } + if (ep18_main == 39) { + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Shh! The competition is about to start soon."; + mes "If I make noise, I'll get scolded by Miriam and Suad, you know?"; + close3; + } + if (ep18_main == 40) { + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Shh! The competition is about to start soon."; + mes "If I make noise, will I get scolded by Miriam and Suad beforehand?"; + next; + mes "[Maram]"; + mes "So, adventurer, please listen to the story of Suad with us."; + mes "Of course, also the stories of other people."; + close3; + } + end; +} + +// Main Quest: Step 42. +wolfvill,148,153,3 script(CLOAKED) Miriam#1 4_EP18_MIRIAM,{ + if (checkweight(1000405,40) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "[Mini Elly]"; + mes "Take it out of the bag. Please put it on top of your head."; + close; + } + if (ep18_main == 38) { + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "Ah, I knew you would come to the competition after all."; + mes "There was no one opposed to the adventurer coming."; + next; + cutin "ep18_miriam_02.png",2; + mes "[Miriam]"; + mes "You must have worked hard here, right?"; + mes "You're truly impressive."; + close3; + } + if (ep18_main == 39) { + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "Well, have you heard everyone's opinions?"; + mes "How was it? Have you made up your mind, adventurer?"; + close3; + } + if (ep18_main == 40) { + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "Well, have you listened to people's opinions?"; + mes "What did you think? Have you made up your mind, adventurer?"; + next; + mes "[Miriam]"; + mes "If that's the case, let's wait for the meeting to start."; + mes "Suad will make the opening declaration."; + close3; + } + if (ep18_main == 41) { + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "What's going on? It seems like a real headache to prepare for the protest."; + mes "Ah, seriously, because I'm a man who works for a living."; + next; + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "No joke. Look at those people. Isn't it strange? The ones who were shouting about being armed earlier."; + mes "Take a good look at their armed state. It's not for hunting."; + next; + cutin "",255; + mes "[Mini Elly]"; + mes "I've analyzed it too. Those weapons are classified as anti-personnel, meaning they're for warfare."; + mes "Even if you try to hunt with those, the prey will be torn apart, rendering them useless for that purpose."; + next; + cutin "ep18_suad_03.png",2; + mes "[Suad]"; + mes "What happened?"; + mes "It can't be easy to acquire such weaponry."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Oh... I can confidently say that such things are not readily available in the market."; + mes "I wonder where they came from."; + next; + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "There's a guess, but it's not certain."; + mes "So, what if we try to identify those people and find out where they're from?"; + next; + cutin "ep18_suad_03.png",2; + mes "[Suad]"; + mes "I see. Anyway, some level of armament is necessary for the protest."; + mes "What if we offer some bait in exchange for information?"; + next; + cutin "ep18_suad_02.png",2; + mes "[Suad]"; + mes "And I don't necessarily oppose arming ourselves through actual transactions."; + mes "The reason we've been oppressed so far is because we lacked strength."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Hey, leader. At best, we've reduced the matter from a struggle to a protest, but What should we do if we are tempted by weapons in the midst of war?"; + mes "Let's just find the source, just the source."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "It doesn't look good for Suad to take the lead here."; + mes "How about the adventurer and Miriam take the lead in the investigation?"; + next; + cutin "ep18_miriam_01.png",2; + mes "[Miriam]"; + mes "I have something I want to investigate on the other side, rather than confronting those people directly."; + mes "So, I'll leave the direct contact to you and the adventurer, Mara."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Alright. Shall we go to work, adventurer?"; + mes "Approach while pretending to be interested in a deal, just to be safe."; + mes "With this map, it shouldn't be too difficult."; + erasequest 16573; + setquest 16574; + ep18_main = 42; + getitem 1000405,40; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close2; + cutin "",255; + cloakonnpcself( "Miriam#1" ); + cloakonnpcself( "Maram#1" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16573) == 1" ); + end; +} + +// Main Quest: Step 43. +wolfvill,143,145,7 script(CLOAKED) Radical Young Man#Radic 4_M_RASWORD,{ + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + mes "[Mini Elly]"; + mes "Take it out of the bag. Please put it on top of your head."; + close; + } + if (ep18_main == 42) { + cloakonnpcself( "Suad#1" ); + cloakoffnpcself( "Maram#1_1" ); + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Hello."; + mes "I have something I'd like to ask for a moment. Is it okay?"; + next; + cutin "",255; + mes "[Radical Man]"; + mes "What's going on? I don't really have anything to say."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "No, the weaponry is incredibly cool."; + mes "It seems like it would be hard to find anywhere else, where did you get it?"; + next; + cutin "",255; + mes "[Radical Man]"; + mes "This? I bought it because someone was selling it really cheap!"; + mes "To protect myself and to show off to others... Who would dare to mess with me when I'm dressed like this?"; + next; + mes "[Energetic Man]"; + mes "That's right, that's right! We need this level of protection to be safe even during protests!"; + mes "Do you think they'll cower in fear and bow their heads at the temple on their own?"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Can you provide some information on who sold it over here?"; + next; + cutin "",255; + mes "[Radical Man]"; + mes "Uh... We can't just wear it bare. We did put some effort into acquiring it, after all."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "But they said they sold it very cheap over there, didn't they?"; + mes "It seems like they are trying to clear their inventory. In that case, should we go with what we know, or what the temple knows~"; + next; + cutin "",255; + mes "[Energetic Man]"; + mes "Ha, well. It wouldn't be good if weapons sold so cheaply end up in the hands of those possessed by the Goddess, right?"; + mes "Just say it. Anyway, if we're going to the protest, we have to be armed."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "You thought well. As expected, are you wise?"; + next; + cutin "",255; + mes "[Radical Man]"; + mes "I understand... but we can't just meet casually."; + mes "First, go to Rachel and meet Bearded Jack."; + next; + npctalk "Maram: Bearded Jack?", "Maram#1_1", bc_self; + mes "[Radical Man]"; + mes "If you say you came to buy a fragrant dandelion, They'll guide you from there."; + mes "I'm not one to disregard what's called security. I'm not a fool either."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Who's the fool? All I've said so far is that I'm wise."; + mes "Thanks for the great information!"; + next; + cutin "",255; + mes "[Mini Elly]"; + mes "You're going back to Rachel. Let's reset the target coordinates."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Well then, adventurer. It seems like we'll have to take a bit of a detour to find the core, as expected."; + mes "Let's go together to [Rachel]rachel,75,44,0,101,0!"; + erasequest 16574; + setquest 16575; + ep18_main = 43; + cutin "",255; + close2; + cutin "",255; + cloakonnpcself(); + cloakonnpcself( "Excited Youth#Radical3" ); + cloakonnpcself( "Maram#1_1" ); + end; + } + mes "[Radical Man]"; + mes "Wouldn't it be safe to be armed like this?"; + mes "Even those guys with goddess syndrome like Rachels will cower and bow their heads on their own!"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16574) == 1" ); + end; +} + +wolfvill,148,145,3 duplicate(dummy_cloaked_npc) Maram#1_1 4_EP18_MARAM + +wolfvill,140,150,5 script(CLOAKED) Embarrassed Old Man#Eld 4_EP18_GW_MIDDLE01,{ + npctalk "No, why are those young people behaving like that?", "Embarrassed Old Man#Eld", bc_self; + end; +} + +wolfvill,138,145,7 script(CLOAKED) Timid Old Man#Elder3 4_EP18_GW_MIDDLE02,{ + npctalk "That seems a bit off, tsk tsk.", "Timid Old Man#Elder3", bc_self; + end; +} + +wolfvill,141,146,7 script(CLOAKED) Timid Old Man#Elder4 4_M_DST_GRAND,{ + npctalk "It would be nice if you would listen to our opinions too...", "Timid Old Man#Elder4", bc_self; + end; +} + +wolfvill,154,146,1 script(CLOAKED) Quiet Youth#Neutral2 4_EP18_GW_MAN02,{ + npctalk "...", "Quiet Youth#Neutral2", bc_self; + end; +} + +wolfvill,151,150,1 script(CLOAKED) Neutral Youth#Neutral3 4_EP18_GW_MAN01,{ + npctalk "I don't agree with any opinions. Everyone is too naive.", "Neutral Youth#Neutral3", bc_self; + end; +} + +// Main Quest: Step 44. +rachel,72,42,3 duplicate(dummy_cloaked_npc) Maram#1_2 4_EP18_MARAM + +rachel,75,44,3 script Bearded Jack#armsman_rachel 4_M_MIDDLE1,{ + if (ep18_main == 43) { + cloakoffnpcself( "Maram#1_2" ); + mes "[Mini Elly]"; + mes "You have arrived. The business of 'Bearded Jack' is a hardware store."; + next; + mes "[Bearded Jack]"; + mes "Welcome. How can I help you?"; + next; + mes "[Bearded Jack]"; + mes "When it comes to kitchen knives and pots, there's no place like our shop in Rachel."; + mes "Take your time looking around."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Uh, we came looking for something a little different."; + mes "What was that, Adventurer?"; + next; + cutin "",255; + switch( select( "Smelly Sock", "Smelly Dandelion", "Scented Sock", "Scented Dandelion" ) ) { + case 1: + mes "[Mini Elly]"; + mes "Hmm, I don't think that was it."; + next; + mes "[Bearded Jack]"; + mes "Why would you find such dirty things in our store?"; + close2; + cloakonnpcself( "Maram#1_2" ); + end; + case 2: + mes "[Bearded Jack]"; + mes "Well, look who's finally arrived."; + mes "Did you come to check out the place where the fragrant dandelions bloom?"; + next; + mes "[Bearded Jack]"; + mes "Go to Veins. You'll find me there."; + mes "In a corner of Veins Village, there's a weapon merchant that not many people know about."; + next; + mes "[Bearded Jack]"; + mes "If anyone asks who recommended you, just say it's Jack's recommendation, of course."; + mes "They're probably just doing business for a short time so they can hit and run quickly. so if you're too late, they won't deal with you"; + next; + mes "[Bearded Jack]"; + mes "Well, after connecting to [Weapon Shop]veins,293,282,0,101,0 it's not under my jurisdiction anymore."; + mes "Well then, give it your best shot."; + erasequest 16575; + setquest 16576; + ep18_main = 44; + close2; + cloakonnpcself( "Maram#1_2" ); + end; + case 3: + mes "[Mini Elly]"; + mes "Um, I don't think it was."; + next; + mes "[Bearded Jack]"; + mes "No, our store is a hardware store, not a laundry."; + close2; + cloakonnpcself( "Maram#1_2" ); + end; + case 4: + end; + } + } + if (ep18_main == 44) { + mes "[Bearded Jack]"; + mes "Well, [Weapon Merchant]veins,293,282,0,101,0 is not under my jurisdiction since you linked it."; + mes "Then do your best."; + cloakonnpcself( "Maram#1_2" ); + close; + } + mes "[Bearded Jack]"; + mes "Welcome. This is 'Bearded Jack' hardware store."; + mes "We sell very well-made kitchen knives and pots."; + next; + mes "[Bearded Jack]"; + mes "My name? Of course, it's Bearded Jack."; + mes "This store is all mine!"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16575) == 1" ); + end; +} + +// Main Quest: Step 45. +veins,289,281,7 duplicate(dummy_cloaked_npc) Maram#1_3 4_EP18_MARAM + +veins,293,282,3 script Dandelion#weapons_bains 4_M_DESERT,{ + if (ep18_main == 44) { + mes "[Maram]"; + mes "Hello~"; + mes "Are you in business?"; + next; + cutin "",255; + mes "[Dandelion]"; + mes "We're closed."; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Don't be like that. I came here because Jack introduced me, saying there are smelly dandelions here."; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Who is it, Dandelion, who is it!"; + mes "hich jerk came up with such a strange password!"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Ah, your name is... So, it was Dandelion."; + mes "For something related to security, it's quite simple, isn't it."; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Anyway, what's going on!"; + mes "If you came to buy weapons, just take what you need without hesitation."; + next; + select( "I came here to buy some weapons..." ); + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Right? What the adventurer is saying is correct."; + mes "Rather than coming to buy one or two weapons, it's more like a bulk purchase, shall we say?"; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Bulk purchase? How much are you planning to buy?"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Well, roughly this much?"; + mes "Is this amount acceptable at this store?"; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Gulp, th-that much? Are you suggesting war?"; + mes "W-well, if you give me a little time, it seems possible."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "What should we do? We don't have much time."; + mes "I hope we can find it as soon as possible."; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Call your schedule. I'll try to accommodate as soon as possible."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "That's good too, but how about connecting us directly with the supplier?"; + mes "We'll take care of the intermediary fees without any inconvenience."; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Hey! Who's revealing the background while doing business!"; + mes "Enough, go back, go back!"; + next; + cutin "ep18_maram_02.png",2; + mes "[Maram]"; + mes "Hey, who are you kidding? I already know everything. Selling this at such a special price is just a flashy business strategy, right?"; + mes "Anyway, we're not going to have a long-term business relationship, are we? "; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "So, I'm just asking for a bit of information from your end."; + mes "Whether it's our urgent situation or the guy taking off the intermediary fee, either works. Isn't it a win-win?"; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Mmm... Alright. But absolutely do not leak it."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Such obvious words."; + next; + cutin "",255; + mes "[Dandelion]"; + mes "It's the Thor Volcano. Deep inside, there's a secret base, and the weapons come from there."; + mes "I'm letting you know because once their stock there runs out, the deal is going to be cut off anyway."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "From the way you're talking, it seems like you'll cut ties soon, huh?"; + next; + cutin "",255; + mes "[Dandelion]"; + mes "Kid, don't try to float around more. Find out the rest yourself."; + mes "If you've got what you wanted, pay the commission and leave."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Thor Volcano's secret base... this smells very suspicious."; + mes "I have a feeling this might be our final destination, don't you think?"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "I'll see you at [Thor Volcano]thor_v01,169,169,0,101,0 Make sure to come prepared!"; + mes "Don't enter the military base directly; instead, come in the direction of 3 o'clock from there, and I'll be waiting for you."; + erasequest 16576; + setquest 16577; + ep18_main = 45; + close2; + cutin "",255; + cloakonnpcself( "Maram#1_3" ); + end; + } + if (ep18_main == 45) { + cloakoffnpcself( "Maram#1_3" ); + mes "[Dandelion]"; + mes "Kid, don't try to float around more. Find out the rest yourself."; + mes "If you've got what you wanted, pay the commission and leave."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "I'll see you at[Thor Volcano]thor_v01,169,169,0,101,0 Make sure to come prepared!"; + mes "Don't enter the military base directly; instead, come in the direction of 3 o'clock from there, and I'll be waiting for you."; + close2; + cutin "",255; + cloakonnpcself( "Maram#1_3" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16576) == 1" ); + end; +} + +// Main Quest: Step 46. +thor_v01,169,169,3 script Maram#Armybase-Secret passage 4_EP18_MARAM,{ + if (ep18_main == 45 || ep18_main == 46) { + mes "[Maram]"; + mes "Over here! Follow me!"; + mes "Here's a [shortcut]que_thr,133,53,0,101,0 that will take you around a bit, but it'll keep you out of sight."; + close2; + warp "que_thr",181,53; + end; + } + end; +} + +// Main Quest: Step 47. (entrance npc is a part of the instance Thor Gunsu Base) +// Main Quest: Step 48-50 inside the instance 1@tcamp. + +// Main Quest: Step 51. +wolfvill,140,112,0 duplicate(#contest1) #sms01 HIDDEN_WARP_NPC,5,5 + +wolfvill,142,109,1 duplicate(dummy_cloaked_npc) Miriam#sms01 4_EP18_MIRIAM +wolfvill,143,110,1 duplicate(dummy_cloaked_npc) Maram#sms01 4_EP18_MARAM + +wolfvill,140,112,5 script(CLOAKED) Suad#sms01 4_EP18_SUAD,{ + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + npctalk ".......", "Suad#sms01", bc_self; + unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; + end; + } + if (ep18_main == 47) { + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "Adventurer? Why have you returned already? Didn't you go to investigate the origin of the weapon with Miriam?"; + next; + select( "I found out, but the origin is..." ); + cutin "",255; + mes "[Mini Elly]"; + mes "That's not all. The bigger issue is that the weapons and ammunition that should have been disposed of have been flowing in without any guarantee of stability."; + mes "The analysis results indicate that the risk of the stored gunpowder and unmanaged weapons is approximately 9.72%."; + next; + cutin "ep18_suad_03.png",0; + mes "[Suad]"; + mes "I anticipated it, but it's worse than I thought. I was only concerned about the origin. I can't guarantee the stability of the weapons either. They're old weapons..."; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "While we do need armament, we can't use items with questionable origins. If we start tracing the weapons leaked from the other side and make it an issue, things could escalate into a bad situation."; + next; + mes "[Suad]"; + mes "However, finding a reliable supplier and negotiating deals will also take time, so we need to make careful decisions."; + next; + mes "[Suad]"; + mes "For now, let's retrieve all the weapons and discuss the future plan with Maram and Miriam when they return."; + mes "Didn't Miriam and Maram return together?"; + next; + select( "To expose the weapons smuggling..." ); + mes "[Suad]"; + mes "Yeah, it seems like waiting is all we can do for now."; + next; + cloakoffnpcself( "Miriam#sms01" ); + cloakoffnpcself( "Maram#sms01" ); + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Suad!!! Suad, Suad!!! Something big happened! Big trouble, big trouble!!! Suad! Listen, listen to me, Suad!!!"; + next; + cutin "ep18_suad_04.png",0; + mes "[Suad]"; + mes "Maram, Miriam. What's going on?"; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "We're all~~ going to die like this!!"; + next; + cutin "ep18_suad_04.png",0; + mes "[Suad]"; + mes "...What? Can you please explain in more detail? Why?"; + next; + cutin "ep18_miriam_03.png",1; + mes "[Miriam]"; + mes "I'll explain. Maram, why don't you sit down over there and calm down a bit."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Really? I'm a little startled... My heart is pounding."; + npctalk "You...?", "Miriam#sms01", bc_self; + npctalk "You didn't know? You really didn't know.", "Maram#sms01", bc_self; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "Do you remember the people we armed before?"; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "They were weapons from the Thor Volcano, right? I heard that from the adventurer. Did we eventually find out about it from Rachel's side?"; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "Actually, I heard that the group raided the headquarters of the migrants. They took everything the headquarters had."; + next; + cutin "ep18_suad_04.png",0; + mes "[Suad]"; + mes "What? When did that happen?"; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "It hasn't been long, but Rachel's side already knows about it."; + next; + cutin "ep18_suad_03.png",0; + mes "[Suad]"; + mes "Oh no... Why on earth...?"; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "It's not over yet. They're claiming over there that since we armed ourselves and carried out the attack, we're rebels. It seems like the voices advocating for a tough response are gaining strength."; + next; + cutin "ep18_suad_03.png",0; + mes "[Suad]"; + mes "This is the worst. If they launch an attack first... No, that's not it. We should meet with them first."; + next; + cutin "ep18_miriam_03.png",1; + mes "[Miriam]"; + mes "How do you plan to do that?"; + next; + cutin "ep18_suad_03.png",0; + mes "[Suad]"; + mes "We need to hold them accountable for their sudden actions that put our position at a disadvantage. We need to assess the scale and prepare a response strategy."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Let's go together. I know where it is! [¾îµð¿¡]wolfvill,131,257,0,101,0Adventure, come with us. I have a feeling that we might need a third-party witness!"; + erasequest 16580; + setquest 17517; + ep18_main = 48; + close2; + cutin "",255; + cloakonnpcself( "Maram#sms01" ); + cloakonnpcself( "Miriam#sms01" ); + cloakonnpcself( "Suad#sms01" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16580) == 1" ); + end; +} + +// Main Quest: Step 52. +wolfvill,132,256,1 duplicate(dummy_npc) Goods#sms01 4_WOODBOX +wolfvill,131,258,1 duplicate(dummy_npc) Goods#sms02 4_WOODBOX +wolfvill,132,258,1 duplicate(dummy_npc) Goods#sms03 4_WOODBOX + +wolfvill,131,257,1 script Goods#sms04 4_WOODBOX,{ + if (ep18_main == 48) { + setpcblock PCBLOCK_NPC, true; + cloakoffnpcself( "Suad#sms02" ); + cloakoffnpcself( "Maram#sms02" ); + cloakoffnpcself( "Miriam#sms02" ); + npctalk "Is this plundered goods?", "Suad#sms02", bc_self; + sleep2 1000; + npctalk "Oh... They're really here, the plundered items.", "Maram#sms02", bc_self; + npctalk "Ah...", "Miriam#sms02", bc_self; + sleep2 2000; + cloakoffnpcself( "Lamacus#sms01" ); + cloakoffnpcself( "Kun#sms01" ); + cloakoffnpcself( "Yopi#sms01" ); + npctalk "Who dares to recklessly touch someone else's belongings?", "Lamacus#sms01", bc_self; + npctalk "Has the master thief appeared?", "Kun#sms01", bc_self; + npctalk "It's audacious. Other people's belongings!!!", "Yopi#sms01", bc_self; + sleep2 2000; + emotion ET_QUESTION, getnpcid(0,"Lamacus#sms01"); + setpcblock PCBLOCK_NPC, false; + + mes "[Lamacus]"; + mes "Oh? Suad! Miriam and Maram are here too."; + next; + mes "[Kun]"; + mes "What's going on, everyone? If it's about the weapons, I've already said everything before."; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Is there something else that needs to be said besides that?"; + next; + cutin "",255; + mes "[Yopi]"; + mes "Hey~ that's scary~ Why all of a sudden? Bringing in strangers too. Is there something to be afraid of?"; + npctalk "Who is that person?", "Kun#sms01", bc_self; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "What nonsense is this? I'm more afraid of you guys! How can you attack the upper ranks?"; + next; + cutin "",255; + mes "[Lamacus]"; + mes "Oh, that? You don't have to praise me."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Really~Ah?"; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "We came to hear the reason why you attacked the innocent upper ranks."; + next; + cutin "",255; + mes "[Kun]"; + mes "What's this about? You've all gathered here over something trivial?"; + next; + cutin "ep18_suad_02.png",1; + mes "[Suad]"; + mes "Something trivial? Because of what you've done, we're being branded as rebels. You've given them an excuse to attack us!"; + next; + cutin "",255; + mes "[Yopi]"; + mes "If they attack us, we'll just counterattack. What's there to worry about? We have weapons now too, you know?"; + npctalk "What's the problem?", "Kun#sms01", bc_self; + npctalk "Talking is easy, huh?", "Maram#sms02", bc_self; + next; + mes "[Yopi]"; + mes "Do you know who we robbed? If you knew, you'd thank us. It wasn't an innocent upper rank, you know?"; + npctalk "You'll also regret treating us like this.", "Lamacus#sms01", bc_self; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Do you know what it's called when you attack and rob the upper ranks regardless of innocence? It's called robbery."; + next; + cutin "",255; + mes "[Kun]"; + mes "No, this is too much. Robbery? We targeted Ahmad's upper ranks."; + next; + emotion ET_SURPRISE, getnpcid(0,"Suad#sms02"); + emotion ET_HUK, getnpcid(0,"Miriam#sms02"); + emotion ET_HUK, getnpcid(0,"Maram#sms02"); + emotion ET_QUESTION, playerattached(); + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "If it's Ahmad..."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Isn't it Suad's?"; + npctalk "Oh... It was there, after all.", "Maram#sms02", bc_self; + next; + cutin "",255; + mes "[Kun]"; + mes "Yeah! They treated us like trash and even ignored their own sons!"; + next; + mes "[Lamacus]"; + mes "They were sucking people like us dry!"; + npctalk "I thought it was a mosquito...?", "Yopi#sms01", bc_self; + next; + mes "[Yopi]"; + mes "Isn't it a good thing that we sought revenge on Suad and secured the necessary supplies?"; + npctalk "There's so much we need!", "Lamacus#sms01", bc_self; + next; + mes "[Kun]"; + mes "Exactly!! You suffered a lot because of your father. You came here because of him."; + next; + mes "[Kun]"; + mes "Simply because you're indigenous, he not only refused to acknowledge you as a capable son but also subjected you to abuse. In fact, he probably never even acknowledged you as his son."; + next; + mes "[Yopi]"; + mes "Is there anyone here who doesn't know Suad's story??"; + npctalk "No, there isn't. Think about it carefully. We avenged you.", "Kun#sms01", bc_self; + next; + mes "[Lamacus]"; + mes "You always imagined it in your heart, right? You didn't deserve such treatment. You wanted revenge against your stepfather."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Say something, Suad."; + next; + cutin "ep18_suad_03.png",1; + mes "[Suad]"; + mes "...Sigh... Alright, I understand... Just... Let's be careful next time. I understand why you did what you did, but we could end up in even bigger trouble..."; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Suad? Is that the end of it?"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "I may not know much about this kind of thing, but from my limited perspective, won't they continue like this in the future? Shouldn't we arm ourselves just in case?"; + next; + cutin "ep18_suad_03.png",1; + mes "[Suad]"; + mes "Given the shortage of supplies in the village, that's true. It's becoming increasingly difficult for trade."; + next; + mes "[Suad]"; + mes "And as I mentioned before, being armed is necessary. We'll need to find new sources while keeping what we've already acquired. That's why I wanted to discuss it with you all"; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Suad? Tell us. Are you completely unaware of this decision? Can you honestly say you have no involvement in this matter?"; + next; + cutin "ep18_suad_03.png",1; + mes "[Suad]"; + mes "Wait, wait. I need some time to gather my thoughts."; + erasequest 17517; + setquest 17518; + ep18_main = 49; + close3; + } + if (ep18_main == 49) { + cloakoffnpcself( "Suad#sms02" ); + cloakoffnpcself( "Maram#sms02" ); + cloakoffnpcself( "Miriam#sms02" ); + cloakoffnpcself( "Lamacus#sms01" ); + cloakoffnpcself( "Kun#sms01" ); + cloakoffnpcself( "Yopi#sms01" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17517) == 1" ); + end; +} + +// Main Quest: Step 53. +wolfvill,131,252,3 script(CLOAKED) Lamacus#sms01 EP18_ARMED_VILLAGER01,{ + if (checkweight(1000405,30) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main == 49) { + mes "[Kun]"; + mes "No! But you know, when I think about it, what did we do wrong? Why are they trying to stop us?"; + npctalk "I don't know either. Didn't we help them?", "Yopi#sms01", bc_self; + next; + mes "[Lamacus]"; + mes "We're not trying to take everything for ourselves, we just want everyone to live well."; + next; + mes "[Yopi]"; + mes "Right? That's what I think too. Maybe if we work harder and more actively, they'll change their minds?"; + next; + select( "Can we leave it as it is...?" ); + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "No, we can't. Of course not. Acting recklessly without thinking about the future, is that what adults do?"; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Suad, please speak up."; + next; + cutin "",255; + cloakoffnpcself( "Citizen#sms01" ); + cloakoffnpcself( "Citizen#sms02" ); + cloakoffnpcself( "Citizen#sms03" ); + mes "[Citizen]"; + mes "Everyone's here. You mentioned an attack on the upper ranks? What's going on?"; + next; + mes "[Citizen]"; + mes "Well done. Sometimes you just have to stir things up. Are we supposed to be powerless and do nothing? They've been looking down on us, and it's time to stop being ignored."; + npctalk "We need to show that we can also make some waves.", "Citizen#sms02", bc_self; + next; + mes "[Yopi]"; + mes "But now Suad is saying we shouldn't do it."; + next; + mes "[Citizen]"; + mes "Why? Why is he saying not to do it? "; + next; + mes "[Kun]"; + mes "Well, he's saying our actions could put us in more danger, but I'm too confused to understand what he's talking about"; + next; + mes "[Lamacus]"; + mes "Are they going to chase us out of Rachel just because we raided the upper ranks? They're going to attack us?"; + npctalk "What do they mean, chasing us out!?", "Citizen#sms01", bc_self; + npctalk "They're going to attack us??", "Citizen#sms03", bc_self; + npctalk "Is this true?", "Citizen#sms02", bc_self; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "I see. Our position has become extremely unfavorable. There haven't been any major moves yet, but public opinion is not in our favor."; + next; + cutin "",255; + mes "[Lamacus]"; + mes "Isn't this the time when we should raise our voices even more?"; + npctalk "We're humans too. Just like them.", "Citizen#sms02", bc_self; + npctalk "Now that we have weapons too.", "Kun#sms01", bc_self; + next; + mes "[Citizen]"; + mes "Let's show them what we're made of!!! Let's raise our voices!!"; + npctalk "Yeah!! Let's do it!!!", "Citizen#sms02", bc_self; + npctalk "Now it's our turn to speak up!", "Citizen#sms01", bc_self; + npctalk "That's right! It's our time to do so!", "Lamacus#sms01", bc_self; + npctalk "How much longer are we going to live like this?", "Kun#sms01", bc_self; + npctalk "That's right!!!", "Yopi#sms01", bc_self; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Just calm down for a moment."; + next; + cutin "",255; + mes "[Citizen]"; + mes "Suad! How much longer do we have to live like this? I feel so unfairly treated, I can't take it anymore!"; + npctalk "Why do we have to live hiding like fugitives?", "Citizen#sms03", bc_self; + npctalk "We can't live like this forever.", "Citizen#sms01", bc_self; + next; + mes "[Kun]"; + mes "Suad, you're being too cautious. We'll go and do it ourselves. Just like the ones who raided the upper ranks. Nothing will happen."; + next; + mes "[Citizen]"; + mes "Fortunately, we have an adventurer here. What do you think? You must have seen a lot traveling around, right?"; + next; + select( "I..." ); + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "The atmosphere is getting tense..."; + next; + select( "It seems like things are taking a strange turn." ); + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "People seem to be breaking free from Suad's control, and if it continues like this..."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Bang! Help! Somebody save me!"; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "Yeah. Let's do it. Protest. We can't wait forever."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "What? Like this? Right now? Without any preparation?"; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "It's not like we haven't prepared at all. We've been gradually moving through Rachel, hiding, and when the time is right, we can join from the temple."; + next; + cutin "",255; + mes "[Lamacus]"; + mes "Tonight after sunset seems like a good time. The guards will be changing shifts, so the security will be lax."; + next; + mes "[Citizen]"; + mes "Great!!! I'll gather the people!!"; + next; + cloakonnpcself( "Citizen#sms01" ); + cloakonnpcself( "Citizen#sms02" ); + cloakonnpcself( "Citizen#sms03" ); + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Maran, you stay here and prepare for any potential situations."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Got it."; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "And you guys, leave all those weapons behind."; + next; + cutin "",255; + mes "[Yopi]"; + mes "Oh, why!! We need to protect ourselves too!!"; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "We're not going there to incite armed conflict. If by chance something unfortunate happens while we're carrying weapons, we'll truly be branded as rebels."; + next; + cutin "",255; + mes "[Kun]"; + mes "Ah, alright! Anyway, Suad seems to be worried a lot."; + next; + mes "[Lamacus]"; + mes "Why worry about something that hasn't even happened yet?"; + next; + cutin "ep18_suad_01.png",1; + mes "[Suad]"; + mes "Alright, now that it's settled, let's hurry. Let's meet at [in front of the temple]rachel,169,245,0,101,0"; + erasequest 17518; + setquest 17519; + ep18_main = 50; + getitem 1000405,30; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close2; + cutin "",255; + cloakonnpcself( "Suad#sms02" ); + cloakonnpcself( "Maram#sms02" ); + cloakonnpcself( "Miriam#sms02" ); + end; + } + if (ep18_main == 50) { + mes "[Lamacus]"; + mes "What are you doing? We agreed to meet at [in front of the temple]rachel,169,245,0,101,0."; + close2; + cloakonnpcself( "Lamacus#sms01" ); + cloakonnpcself( "Kun#sms01" ); + cloakonnpcself( "Yopi#sms01" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17518) == 1" ); + end; +} + +wolfvill,129,256,3 duplicate(dummy_cloaked_npc) Kun#sms01 EP18_ARMED_VILLAGER02 +wolfvill,126,255,5 duplicate(dummy_cloaked_npc) Yopi#sms01 EP18_ARMED_VILLAGER03 + +wolfvill,129,251,1 duplicate(dummy_cloaked_npc) Citizen#sms01 4_M_RACHMAN1 +wolfvill,129,248,7 duplicate(dummy_cloaked_npc) Citizen#sms02 4_M_MIDDLE1 +wolfvill,132,250,1 duplicate(dummy_cloaked_npc) Citizen#sms03 4_EP18_GW_MAN01 + +wolfvill,126,252,7 duplicate(dummy_cloaked_npc) Suad#sms02 4_EP18_SUAD +wolfvill,124,253,5 duplicate(dummy_cloaked_npc) Miriam#sms02 4_EP18_MIRIAM +wolfvill,127,250,7 duplicate(dummy_cloaked_npc) Maram#sms02 4_EP18_MARAM + +// Main Quest: Step 54. (entrance npc is a part of the instance A Gathering Place of Wolves) +// Main Quest: Step 55-58 instance 1@nyr. + +// Main Quest: Step 59. +rachel,118,197,1 duplicate(dummy_cloaked_npc) Miriam#sms04 4_EP18_MIRIAM +rachel,119,199,3 duplicate(dummy_cloaked_npc) Suad#sms04 4_EP18_SUAD + +rachel,115,198,5 script(CLOAKED) Zed#sms01 4_M_RACHOLD1,{ + cutin "ra_gman2.bmp",0; + mes "[Zed]"; + mes "I think I'm going to be very busy from now on."; + close3; +} + +rachel,116,200,5 script Niren#sms01 4_F_MADAME,{ + if (checkweight(1000405,60) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main == 52) { + cloakoffnpcself( "Zed#sms01" ); + if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly + unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; + end; + } + setpcblock PCBLOCK_NPC, true; + npctalk "We've roughly assessed the number of casualties.", "Zed#sms01", bc_self; + sleep2 800; + cloakoffnpcself( "Suad#sms04" ); + cloakoffnpcself( "Miriam#sms04" ); + npctalk "We've also moved everyone to the safety zone here.", "Miriam#sms04", bc_self; + setpcblock PCBLOCK_NPC, false; + + cutin "ra_gwoman.bmp",0; + mes "[Niren]"; + mes "The damage... is too great."; + next; + cutin "ep18_suad_03.png",2; + mes "[Suad]"; + mes "Moreover, with the bloodshed that occurred, rumors of a native uprising will spread in no time. It's already a bad situation with the headquarters attack incident."; + next; + cutin "ra_gman2.bmp",0; + mes "[Zed]"; + mes "Don't worry about public opinion. Let us handle the recovery."; + next; + cutin "ra_gwoman.bmp",0; + mes "[Niren]"; + mes "It turns out that recent events were all part of a scheme."; + next; + cutin "ra_gman2.bmp",0; + mes "[Zed]"; + mes "It was our oversight not to examine the suspicious movements within the temple more closely."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Let's save self-blame for later and focus on resolving the situation on both sides for now."; + next; + cutin "ra_gwoman.bmp",0; + mes "[Niren]"; + mes "Are we sure about the involvement of the Youth Amal Vice-Chancellor?"; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "After the setback, my deputy, who had been languishing, suddenly regained vigor and became enthusiastic. Since then, tensions between the natives and immigrants of Arunafeltz have gradually escalated."; + next; + cutin "",255; + mes "[Mini Elly]"; + mes "That aligns roughly with the time when the Heart Hunters escaped from the mansion."; + next; + cutin "ra_gman2.bmp",0; + mes "[Zed]"; + mes "It seems certain that they conspired together after all."; + next; + select( "Because I even witnessed it." ); + cutin "ra_gwoman.bmp",0; + mes "[Niren]"; + mes "One thing that's troubling is that the Vice-Chancellor of Youth Amal wouldn't be unaware of the value of the Imir's Heart Fragment. Simply causing conflict by infiltrating the organization wouldn't have been enough to easily betray it..."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Did they agree to receive something more and hand it over?"; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "I'm not sure, but my deputy... No, I need to go and confirm it myself."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "Where are you going? Do you have any idea where to start looking?"; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "There's a summer villa on the outskirts of Rachel. Recently, my deputy has been frequenting that place for medical treatment. If he's colluding with those mad scientists to plan something, that's probably where he'd be."; + next; + cutin "",255; + mes "[Mini Elly]"; + mes "We'll need to do some tracking."; + next; + cutin "ra_gwoman.bmp",0; + mes "[Niren]"; + mes "Tracking down the person who stole the Heart Fragment should be left to Miriam. I hope the adventurer will accompany her."; + next; + select( "Understood." ); + cutin "ra_gman2.bmp",0; + mes "[Zed]"; + mes "We'll stay here to attend to the injured and identify any remaining stragglers who might still be around. We also need to consider public opinion."; + next; + cutin "ep18_suad_01.png",2; + mes "[Suad]"; + mes "We need to return to the forest and handle the aftermath there as well."; + mes "Miriam, adventurer. Then I entrust you with tracking."; + next; + cutin "ep18_miriam_01.png",1; + mes "[Miriam]"; + mes "Let's go, adventurer. Before heading to the villa, there's someone who will accompany us. Let's meet at [¿ÀÁîÀÇ ¹Ì·Î]oz_dun01,223,116,0,101,0"; + erasequest 17521; + setquest 17525; + ep18_main = 53; + getitem 1000405,60; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close2; + cutin "",255; + cloakonnpcself( "Miriam#sms04" ); + cloakonnpcself( "Suad#sms04" ); + end; + } + if (ep18_main == 53) { + cutin "ra_gwoman.bmp",0; + mes "[Niren]"; + mes "We agreed to meet Miriam at [Maze of Oz]oz_dun01,223,116,0,101,0"; + close3; + } + mes "[Miriam]"; + mes "The situation here is not so good these days."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17521) == 1" ); + end; +} + +// Main Quest: Step 60. +oz_dun01,223,116,3 script Appointment Point#c12_evt01 4_POINT_BLUE,5,5,{ + if (ep18_main < 53) + end; + if (ep18_main == 53) { + mes "Arrived at the meeting place."; + mes "It seems like the others haven't arrived yet."; + mes "Let's wait."; + close2; + setpcblock PCBLOCK_NPC, true; + emotion ET_THINK, playerattached(); + sleep2 2000; + emotion ET_SLEEPY, playerattached(); + cloakoffnpcself( "Maram#c12_01" ); + npctalk "Oh! It's still there!", "Maram#c12_01", bc_self; + sleep2 500; + cloakoffnpcself( "Suad#c12_01" ); + npctalk "Isn't it too late?", "Suad#c12_01", bc_self; + setpcblock PCBLOCK_NPC, false; + + select( "Were you waiting for Miriam?" ); + mes "[Maram]"; + mes "I asked for my mother's permission and came out for a moment."; + mes "I'm in the middle of handling the protest so I have to go back soon but..."; + mes "Where is Miriam?"; + cutin "ep18_maram_01.png",2; + next; + mes "[Suad]"; + mes "There she comes."; + cutin "ep18_suad_01.png",0; + next; + cloakoffnpcself( "Miriam#c12_01" ); + cloakoffnpcself( "Ira#c12_01" ); + mes "[Miriam]"; + mes "Sorry for being late. I took some time to find someone."; + cutin "ep18_miriam_01.png",0; + next; + mes "[Miriam]"; + mes "This is Ira."; + mes "She's a child who often brings my father's books, but she needs help to enter the villa."; + next; + cutin "",255; + npctalk "Hello.", "Ira#c12_01", bc_self; + next; + mes "[Maram]"; + mes "What, why is Ira here?"; + mes "Is she related to this matter?"; + cutin "ep18_maram_01.png",2; + next; + cutin "",255; + mes "[Ira]"; + mes "Long time no see, Maramoppa."; + mes "I came to repay a favor to Miriam unnie while I'm at it."; + next; + mes "[Ira]"; + mes "You said there's something to see at the villa?"; + mes "I've been pushing Sir Amal's wheelchair around, so I've been everywhere."; + next; + mes "[Ira]"; + mes "Coincidentally, I have the keys for the servants. I haven't returned them yet because I've been accompanying Sir Amal recently."; + mes "Even recently, I haven't returned them as I've been out with Sir Amal."; + next; + mes "[Ira]"; + mes "And about that villa."; + mes "Sometimes we lend it to the priests."; + mes "That's what happened this time too."; + mes "But it's a bit strange."; + next; + mes "[Suad]"; + mes "Strange?"; + mes "It would be good if you could be specific."; + cutin "ep18_suad_04.png",0; + next; + cutin "",255; + mes "[Ira]"; + mes "They said some priests would be staying for a while, but it feels like a lie..."; + next; + mes "[Ira]"; + mes "It seems like Sir Amal is operating another secret group."; + mes "Last time, he said he'd wage war but got pushed out of the temple, didn't he?"; + next; + mes "[Ira]"; + mes "It seems like he hasn't given up yet."; + mes "This time, there seem to be more dangerous people staying at the villa than last time."; + next; + mes "[Ira]"; + mes "I don't care who, but I wish someone would stop him."; + mes "The atmosphere is not good either."; + mes "If there's a war, we, the indigenous people, will be the ones caught in the crossfire."; + next; + mes "[Miriam]"; + mes "Well... no, it won't be a war."; + mes "You can relax, it's okay."; + cutin "ep18_miriam_01.png",0; + next; + cutin "",255; + mes "[Ira]"; + mes "Sister! How can you be so calm?"; + mes "Do you know how scary it was for me to manage the villa?!"; + mes "Especially with that strange woman there..."; + next; + mes "[Maram]"; + mes "Hahaha...."; + mes "Alright, calm down, Ira."; + mes "We're gathered here to figure that out now."; + cutin "ep18_maram_02.png",2; + next; + mes "[Miriam]"; + mes "For that reason, we're planning to enter the villa where aggressive guests are staying."; + mes "Since they seem to be the same people we encountered at the temple."; + cutin "ep18_miriam_01.png",0; + next; + mes "[Suad]"; + mes "I understand what you mean."; + mes "Honestly, I'd like to go with you."; + mes "But there are still things I need to take care of."; + cutin "ep18_suad_01.png",0; + next; + mes "[Maram]"; + mes "Yeah. I hurriedly asked for permission and left for a moment."; + mes "I still need to handle the protest and do some coordination work."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "Sorry, but Suadand I won't be able to go with you.."; + mes "Can you understand?"; + next; + mes "[Miriam]"; + mes "Of course."; + mes "It's better for you to handle matters among yourselves."; + mes "I'll rely on the people of the Wolf Village."; + cutin "ep18_miriam_01.png",0; + next; + mes "[Miriam]"; + mes "Then, " + strcharinfo(0) + ", will you scout the villa with us?"; + next; + select( "Leave it to me." ); + mes "[Suad]"; + mes "Thank you for understanding."; + mes "If you safely enter the villa, we'll bring Ira with us."; + cutin "ep18_suad_01.png",0; + next; + mes "[Miriam]"; + mes "Thank you."; + mes "Then, Ira. Will you send us to the villa?"; + cutin "ep18_miriam_01.png",0; + next; + cutin "",255; + mes "[Ira]"; + mes "Of course."; + mes "Just talk to me when you're ready."; + mes "I'll send you right away."; + erasequest 17525; + setquest 18083; + ep18_main = 54; + close; + } + if (ep18_main == 54) { + npctalk "Are you ready?", "Ira#c12_01", bc_self; + cloakoffnpcself( "Miriam#c12_01" ); + cloakoffnpcself( "Ira#c12_01" ); + end; + } + if (ep18_main == 55) { + cloakoffnpcself( "Maram#c12_01" ); + end; + } + mes "You can enter the MD Memorial's villa story mode."; + mes "Adventurers who have already completed it can only enter to accompany fellow adventurers."; + mes "Would you like to enter together for your companion?"; + next; + .@md_name$ = "High Priest's Villa"; + + select( "Enter the " + .@md_name$ + "" ); + + switch( instance_enter(.@md_name$) ) { + case IE_OTHER: + mes "^ff0000An unknown error occurred.^000000"; + close; + case IE_NOINSTANCE: + mes "Accompanying is not currently possible. Please check if your accompanying party member has applied for MD."; + close; + case IE_NOMEMBER: + mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000"; + close; + case IE_OK: + mapannounce "oz_dun01", "" + strcharinfo(0) + " from the " + getpartyname( getcharid(1) ) + "'s party has entered the " + .@md_name$ + ".", bc_map, 0xFF99; + // warp "1@adv",123,17; + end; + } + end; + +OnTouch: + if (ep18_main == 54) { + npctalk "Are you ready?", "Ira#c12_01", bc_self; + cloakoffnpcself( "Miriam#c12_01" ); + cloakoffnpcself( "Ira#c12_01" ); + end; + } + if (ep18_main == 55) { + cloakoffnpcself( "Maram#c12_01" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(17525) == 1" ); + end; +} + +oz_dun01,223,120,5 script(CLOAKED) Suad#c12_01 4_EP18_SUAD,{ + mes "[Suad]"; + mes "I'm sorry for burdening you with this annoying task."; + mes "But the Gray Wolf Village members must be waiting for me."; + cutin "ep18_suad_01.png",0; + next; + mes "[Suad]"; + mes "I entrust Miriam to you."; + close3; +} + +oz_dun01,220,118,5 script(CLOAKED) Miriam#c12_01 4_EP18_MIRIAM,{ + mes "[Miriam]"; + mes "Only Miriam and the adventurer can enter the villa."; + mes "Suadand Maram will return to handle the protest."; + cutin "ep18_miriam_01.png",0; + next; + mes "[Miriam]"; + mes "The villa is said to be located under this gorge."; + mes "Ira has a separate entrance key, so when you're ready, talk to Ira."; + close3; +} + +// Main Quest: Step 61. (entrance npc is a part of the instance Villa of High Priest) +// Main Quest: Step 62-66 inside the instance. + +// Main Quest: Step 67. +oz_dun01,225,119,3 script(CLOAKED) Maram#c12_01 4_EP18_MARAM,{ + if (ep18_main == 55) { + mes "[Maram]"; + mes "Oh, you're here."; + mes "The situation has been somewhat resolved, so I came to see you."; + mes "Miriam and Priest Yus have gone to the temple."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "Due to Priest Yus rampage, Suadwas kind of forced to escort him away."; + mes "They said they'll discuss the details at the temple."; + next; + mes "[Maram]"; + mes "Will you go there right away?"; + next; + if (select( "I'll ask for your help.", "I'll go on my own." ) == 2) + end; + mes "[Maram]"; + mes "Then let's go together this way. Haha..."; + close2; + cutin "",255; + warp "ra_temin",169,26; + end; + } + mes "[Maram]"; + mes "Even if this event was fabricated by the Heart Hunters and the Illusions, it was going to explode someday."; + cutin "ep18_maram_01.png",2; + next; + mes "[Maram]"; + mes "I don't know why it's so hard for everyone to live well together."; + cutin "ep18_maram_03.png",2; + next; + mes "[Maram]"; + mes "These worries are left up to us."; + mes "Adventures, investigate the villa with Miriam."; + mes "I don't know what Amal is thinking."; + cutin "ep18_maram_01.png",2; + close3; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18084) == 1" ); + end; +} + +// Main Quest: Step 68. +ra_temin,256,130,1 script Temple Knight#c12_02 4_M_RASWORD,3,3,{ + if (ep18_main == 55 || ep18_main == 56) + end; + mes "[Temple Knight]"; + mes "The Sanctuary Sethrumnir."; + mes "The general chapel is not here, so please go back."; + close; +OnTouch: + if (ep18_main == 55 || ep18_main == 56) { + npctalk "I have been waiting. Please come inside.", "Temple Knight#c12_02", bc_self; + cloakoffnpcself( "Niren#c12last" ); + cloakoffnpcself( "Maram#c12last" ); + cloakoffnpcself( "Suad#c12last" ); + cloakoffnpcself( "Miriam#c12_02" ); + end; + } + npctalk "Access is prohibited except for officials.", "Temple Knight#c12_02", bc_self; + warp "ra_temin",255,138; + end; +} + +ra_temin,254,117,5 script(CLOAKED) Miriam#c12_02 4_EP18_MIRIAM,{ + if (getequipid(EQI_HEAD_TOP) == 400127 && countitem(400127) == 1) { // player must unequip the item + mes "You must have the stretched Elly with you."; + close; + } + if (ep18_main == 55) { + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "During your arrival, I heard some detailed stories...."; + mes "It seems that the real goal was the arrival of Freyja, through the fragment of Ymir."; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Setting fire between the natives and immigrants was also to divert the attention of the temple and the people."; + mes "Sigh...."; + mes "[Miriam]"; + mes "How many people suffered and struggled because of that incident...."; + next; + mes "[Miriam]"; + mes "The gods? What are the gods, really?"; + mes "What did my father wish for, to offer such misguided prayers?"; + next; + mes "[Miriam]"; + mes "...."; + mes "I'll have to ask more to find out the details."; + mes "But, I'm really disillusioned with blind faith."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "You really have no shame."; + mes "I never imagined Youth would do such a thing."; + next; + mes "[Niren]"; + mes "Do you remember he used to be the leader of the hardliners?"; + mes "But he couldn't start a war."; + mes "After retreating from the frontline because of that, he's been scheming something like this from behind."; + next; + mes "[Niren]"; + mes "We are servants of the gods, serving their will."; + mes "We are always waiting, hoping that Freyja will speak to us again."; + next; + mes "[Niren]"; + mes "But even so, we must not dare to summon the gods to the mortal realm."; + mes "That's not the will of the gods."; + next; + mes "[Niren]"; + mes "Youth has violated taboo."; + mes "Daring to call oneself a servant of the gods and trying to take the gods as one's own."; + next; + mes "[Niren]"; + mes "That alone is unforgivable, but he also caused pain to the gods and innocent people for that."; + mes "What should we do about the lost fragment of Ymir's heart...."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Mother."; + mes "We can retrieve the fragment of Ymir's heart."; + mes "Don't worry too much."; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "You're right."; + mes "I will also retrieve the fragment of Ymir's heart."; + next; + mes "The story is getting longer."; + mes "When can we intervene...."; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "...."; + mes "If you're here, show your presence."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "Oh, we were discussing without even realizing that the adventurer had arrived."; + mes "What about your investigation?"; + mes "It's about the remnants of that blasphemous thing found in Youth's mansion."; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "The 'Bagot,' was it?"; + mes "What we saw at the mansion was a chimera created by the Bagot...."; + close2; + cutin "",255; + unittalk getcharid(3), "" + strcharinfo(0) + " : Elly: Allow me to explain.", bc_self; + cloakoffnpcself( "Elly's Figure#c12_02" ); + specialeffect EF_BLUELIGHTBODY, AREA, "Elly's Figure#c12_02"; + erasequest 18084; + setquest 18085; + ep18_main = 56; + end; + } + npctalk "We had to stop Father before he committed a greater sin.", "Miriam#c12_02", bc_self; + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(18084) == 1" ); + end; +} + +// Main Quest: Step 69. +ra_temin,258,117,3 script(CLOAKED) Elly's Figure#c12_02 4_EP17_TABLET,{ + disable_items; + if (checkweight(1201,2) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (getequipid(EQI_HEAD_TOP) == 400127 && countitem(400127) == 1 || countitem(400127) == 0) { + mes "Must carry a droopy Elly in the inventory."; + close; + } + if (ep18_main == 56) { + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "I projected my original form because it seems like a story you all need to hear together."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Oh... I sometimes heard a faint moaning sound somewhere, and it was here?"; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "You look composed. Indeed, I can say you are the adventurer's party."; + mes "Let's get straight to the point. This form has a short duration."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "Truly surprising, but please do. I need to understand the true identity of Freya's manifestation."; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "Alright. Let me explain quickly."; + mes "The remains collected from the mansion were structurally identical to the Embryo, the origin of Homunculus."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Embryo?"; + mes "What's that? Some kind of alchemy?"; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "Do you know about this field?"; + mes "The Embryo is the fetal form of the artificial life form, the Homunculus."; + next; + mes "[Elly]"; + mes "Artificial life forms are beautiful. Depending on the alchemist who nurtures them, they can take on hundreds of different forms."; + next; + mes "[Elly]"; + mes "Bagot based the Chimera on the Embryo, modeled after the Pope, and then modified it into a Chimera."; + mes "What you saw in the mansion was that modified Chimera."; + next; + select( "Because it's an illusion." ); + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "Can I know more about this illusion?"; + next; + mes "I explained briefly about the illusion."; + next; + cutin "ep18_suad_02.png",0; + mes "[Suad]"; + mes "So, we were fooled by Bagot's trickery to get a piece of Ymir's heart to summon a goddess?"; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "In summary, yes."; + mes "You catch on quickly. You must have an excellent brain."; + next; + cutin "ep18_suad_03.png",0; + mes "[Suad]"; + mes "I understand well that Yuseh got caught up in the illusion's ploy and tried to summon a goddess but ended up self-destructing."; + mes "But what about the illusion? Where did Bagot and the heart go?"; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "Most of all, I... I can't stand the fact that we suffered because of some personal power play, not just God's will."; + next; + cutin "ep18_miriam_03.png",0; + mes "[Miriam]"; + mes "Suad."; + mes "I feel the same way. We all do."; + mes "Above all, the fact that I was closest and still didn't notice is the worst..."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "Mother. What should we do from now on?"; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "Form a council."; + mes "As far as I can see, this country lacks communication."; + mes "How can you know what you want if the natives and immigrants don't talk to each other?"; + next; + mes "[Elly]"; + mes "Give status and power to the natives. Guarantee them legally."; + mes "It's difficult but easy. You just have to guarantee it."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "I see. Rather than just waiting for God's word and forcing it, we need to listen to people's stories."; + mes "Such fundamental..."; + next; + cutin "ep18_maram_03.png",2; + mes "[Maram]"; + mes "But the ruling class won't stay quiet."; + mes "If anything, there might be more resistance and turmoil than now."; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "Ha, but we can't just stay like this, can we?"; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "Right. Reform is necessary."; + mes "We can't just shout at walls and hide in the forest forever."; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "Humans. Don't worry."; + mes "Time is always on our side."; + mes "Your role is to strengthen the opposite side to match the power of authority. That's all."; + next; + mes "[Elly]"; + mes "The rest will be resolved by time and human adaptability."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "This is a great lesson from an outsider."; + mes "Understood. Let's formally raise this issue for discussion."; + next; + mes "[Niren]"; + mes "If it's Zedd Mansion, it might be of great help."; + mes "You guys decide on a representative for the natives."; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "Suad is here. Father."; + mes "And there's me and Maram. Aren't we here for this day?"; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "It's time for the children of gray to do their job."; + mes "The reason Mother adopted us, was it for this day?"; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "Don't worry about this side. Just make sure to prepare a proper board."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "Thank you. You've grown well..."; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "Alright. The situation in this country is actually beyond my knowledge, but it seems to have been resolved well."; + mes "Now let's go back to the story of the illusion."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Right. Bagot took Ymir's heart and went somewhere, right?"; + mes "And the adventurer will leave to find the heart."; + next; + select( "We need to know Bagot's whereabouts." ); + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "Bagot seems to have headed to the northern continent."; + mes "I remember having a conversation with my father about Jormungand."; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "The north?"; + mes "Are you talking about Jormungand, the sealed area beyond the barrier?"; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "Is it true? That Jormungand is sealed. Bagot seems interested."; + mes "Bagot was interested in resurrecting a god."; + next; + mes "[Miriam]"; + mes "At first, it seemed like a false promise of a divine advent just to steal Ymir's heart, but...."; + mes "No one knows what he will do with Ymir's heart he obtained."; + next; + mes "[Miriam]"; + mes "However, it seems that one of Bagot's companions has already moved to the northern continent."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Jormungand exists?"; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "The Jormungand sect did exist."; + mes "The heroes who won in the fight against the sect became the founders of the Rune-Midgarts Kingdom."; + next; + mes "[Niren]"; + mes "At that time, they fought in the name of Odin, not Freya, as we did."; + mes "Clearly, it was Freya who unfolded the meaning for humans."; + next; + mes "[Niren]"; + mes "However, the family of heroes who won the fight against the Church founded a country in the name of Odin."; + mes "There is also a story that Jormungand placed a curse on the victorious hero and first king because of this."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "I've never heard of this before?"; + mes "Curse...?"; + next; + select( "The curse is not important." ); + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "Yes. The story of the current royal curse isn't important."; + mes "What's important is that the Jormungand sect did exist."; + next; + mes "[Niren]"; + mes "The story of Jormungand being sealed in the place called the northern continent is also told."; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "If Bagot really wants to resurrect a god, he will aim for Jormungand next."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "That must be prevented."; + mes "The darkness of the continent is greater than the divine war that lasted a thousand years."; + mes "We must track down and stop Bagot."; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "The north is a sealed land. It's not easy to cross the barrier."; + next; + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "Because there's a barrier, we can't cross it?"; + mes "Then did Bagot use Ymir's heart to cross the barrier?"; + next; + mes "[Miriam]"; + mes "To track him down, we need to find a way to cross the barrier that blocks the north."; + mes "It will take time."; + next; + cutin "ep172_beta.bmp",2; + mes "[Elly]"; + mes "I'll do that."; + mes "Let me return to the mansion and find a way to cross the barrier."; + next; + mes "[Elly]"; + mes "And it's not boasting, but if you had used the owner's unfairness, you would have crossed that barrier somehow, right?"; + mes "If you used the unfairness, you could track the traces."; + next; + mes "[Elly]"; + mes "I'll return to the administrator's main body. I'll give you this shell as a souvenir for the adventurer."; + mes "See you at the mansion."; + ep18_main = 57; + completequest 18085; + delitem 400127,1; // Ep18_Mini_Elly + getitem 400128,1; // Costume Dropping Elly + getitem 1000405,180; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + next; + cloakonnpcself( "Elly's Figure#c12_02" ); + cutin "ep18_miriam_01.png",0; + mes "[Miriam]"; + mes "There's nothing we can do until more information gathers."; + mes "I'll try to have a conversation with my father a bit more."; + mes "Thank you for your help."; + next; + cutin "ep18_suad_01.png",0; + mes "[Suad]"; + mes "Then I'll return to the Gray Wolf Forest."; + mes "Niren, please call me back when the council is formed. I'll prepare until then."; + next; + cutin "ep18_maram_01.png",2; + mes "[Maram]"; + mes "Then shall I go and listen to Miriam and Yuse's story together?"; + mes "I want to help find Ymir's heart fragment."; + next; + cutin "ra_gwoman.bmp",2; + mes "[Niren]"; + mes "Then I'll go meet Deputy Jed."; + mes "Adventurer, you've done us a service once again."; + next; + mes "[Niren]"; + mes "Prayers are always directed towards God,"; + mes "to support those who make wishes ..."; + mes "But what did Yuse pray for?"; + next; + mes "[Niren]"; + mes "At the end of that prayer is only downfall."; + mes "..."; + close3; + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18085) == 1" ); + end; +} + +ra_temin,254,114,7 script(CLOAKED) Suad#c12last 4_EP18_SUAD,{ + if (ep18_main < 57) { + npctalk "...", "Suad#c12last", bc_self; + end; + } + npctalk "Thank you for helping the Gray Wolf Forest.", "Suad#c12last", bc_self; + end; +} + +ra_temin,258,114,3 script(CLOAKED) Niren#c12last 4_F_RACHOLD,{ + npctalk "I didn't expect Youth to be like that...", "Niren#c12last", bc_self; + end; +} + +ra_temin,259,111,1 script(CLOAKED) Maram#c12last 4_EP18_MARAM,{ + if (ep18_main < 57) { + npctalk "Miriam has brought some information, let's hear it together.", "Maram#c12last", bc_self; + end; + } + npctalk "I would appreciate it if I could accompany you when you go to find the heart.", "Maram#c12last", bc_self; + end; +} + + + +//--- Daily quests +//------------------------------------------------------------------- +// Quest: Investigation of Oz Labyrinth. Step 1 + 13 (final). (NPC part of the main quest). +// wolfvill,143,113,5 script Imril#ep18_wv 4_EP18_IMRIL,{ + +// Quest: Investigation of Oz Labyrinth. Step 2. +oz_dun01,27,184,5 script #ep18_sb1 4_POINT_RED,{ + if (isbegin_quest(11725) == 1 || isbegin_quest(11726) == 1) { + mes "[Imril]"; + mes "Phew... It's hot!"; + mes "It used to be a cool cave..."; + mes "Now, just standing still feels like sweat is pouring down."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "If we stay too long, I might get dizzy, so let's explore quickly."; + mes "For now, this path is an ^e5555eexternal path^000000, so we just need to walk straight."; + if (isbegin_quest(11725) == 1) { + completequest 11725; + setquest 11726; + } + close2; + cutin "",255; + navigateto("oz_dun01",68,284); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11725) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 3. +oz_dun01,68,284,5 script Box#ep18_sb1 4_WOODBOX,{ + if (isbegin_quest(11726) == 1 || isbegin_quest(11727) == 1) { + mes "[Imril]"; + mes "Someone left their luggage behind."; + mes "Sometimes when facing monsters or feeling too exhausted to carry items, people hide their luggage like this and move on."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "While it's important to move items, life is precious."; + mes "Since we're close to the entrance here, it's convenient to retrieve the items later."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Let's leave this luggage for now and move on."; + if (isbegin_quest(11726) == 1) { + erasequest 11726; + setquest 11727; + } + close2; + cutin "",255; + navigateto("oz_dun01",65,189); + end; + } + mes "- A box has been left unattended. -"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11726) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 4. +oz_dun01,65,189,5 script Steep Road#ep18_sb1 4_POINT_RED,{ + if (isbegin_quest(11727) == 1 || isbegin_quest(11728) == 1) { + mes "[Imril]"; + mes "The path here is rough, so be careful."; + mes "You might slip and hurt your ankle if you're not careful."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Let's go down straight from here."; + if (isbegin_quest(11727) == 1) { + erasequest 11727; + setquest 11728; + } + close2; + cutin "",255; + navigateto("oz_dun01",111,96); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11727) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 5. +oz_dun01,111,96,5 script Steaming Hole#ep18_sb1 4_POINT_RED,{ + if (isbegin_quest(11728) == 1 || isbegin_quest(11729) == 1) { + mes "[Imril]"; + mes "Hoo!"; + mes "It's hot!"; + mes "Steam is escaping from the cracked crevice."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "Fortunately, the ground seems okay for now, but steam rising indicates that the ground deep below has heated up, so we might not be able to go much further before lava starts flowing."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "It's really serious that it's starting to heat up near the main path..."; + next; + cutin "",255; + mes "[???]"; + mes "Imril!!"; + if (isbegin_quest(11728) == 1) { + erasequest 11728; + setquest 11729; + } + close2; + navigateto("oz_dun01",100,92); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11728) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 6 + 7 + 8. +oz_dun01,100,92,3 script ???#ep18_sb1 4_EP18_GW_MIDDLE02,{ + if (isbegin_quest(11729) == 1) { + mes "[Imril]"; + mes "Are you okay, Paul?"; + cutin "ep18_imril_02.png",2; + next; + cutin "",255; + mes "[Paul]"; + mes "Haha..."; + mes "I got hit by hot steam while running away from monsters."; + mes "I let my guard down on the path I always took."; + next; + mes "[Paul]"; + mes "I'm not sure where my belongings went either."; + mes "Getting hurt and losing my belongings, it's miserable..."; + next; + mes "[Imril]"; + mes "Don't say that, your life is more important than your belongings."; + cutin "ep18_imril_02.png",2; + next; + cutin "",255; + mes "[Paul]"; + mes "Yeah..."; + mes "Thanks."; + next; + mes "[Imril]"; + mes "I have some potions here, so drink this and return to the village first."; + mes "You can find your belongings later."; + cutin "ep18_imril_01.png",2; + next; + cutin "",255; + mes "[Paul]"; + mes "No, keep it!"; + mes "We can't waste the village's valuable resources like this."; + next; + mes "[Paul]"; + mes "Rest for a while, then go back to the village and apply ointment."; + next; + mes "[Paul]"; + mes "Still, I don't want to get hit by monsters while recovering, so can you help me ^e5555eclean up the monsters nearby^000000?"; + erasequest 11729; + setquest 11730; + close; + } + switch( checkquest(11730,HUNTING) ) { + case -1: + break; + case 0: + case 1: + mes "[Paul]"; + mes "Rest for a while, then go back to the village and apply ointment."; + next; + mes "[Paul]"; + mes "Still, I don't want to get hit by monsters while recovering, so can you help me ^e5555eclean up the monsters nearby^000000?"; + close; + case 2: + mes "[Paul]"; + mes "Phew~"; + mes "Thanks!"; + mes "I'm feeling a bit better now and can move."; + next; + mes "[Paul]"; + mes "Well, I'll slowly head back to the village now."; + mes "It's good to investigate the maze, but be careful of your health."; + next; + mes "[Imril]"; + mes "Got it."; + mes "Take care, Paul."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Hmm..."; + mes "Steam rising from various places is indeed a big problem, not just the monsters."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "Travelers rarely descend further down, but if they are chased by monsters, they might take the wrong path..."; + next; + mes "[Imril]"; + mes "Let's ^e5555ego down a bit more^000000 for now."; + erasequest 11730; + setquest 11731; + close2; + cutin "",255; + navigateto("oz_dun01",134,56); + end; + } + if (isbegin_quest(11731) == 1) { + mes "[Paul]"; + mes "Well, I'll slowly head back to the village now."; + mes "It's good to investigate the maze, but be careful of your health."; + next; + mes "[Imril]"; + mes "Got it."; + mes "Take care, Paul."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Hmm..."; + mes "Steam rising from various places is indeed a big problem, not just the monsters."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "Travelers rarely descend further down, but if they are chased by monsters, they might take the wrong path..."; + next; + mes "[Imril]"; + mes "Let's ^e5555ego down a bit more^000000 for now."; + close2; + cutin "",255; + navigateto("oz_dun01",134,56); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11729) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "checkquest(11730,HUNTING) == 2" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 9. +oz_dun01,134,56,5 script Box#ep18_sb2 4_WOODBOX,{ + if (isbegin_quest(11731) == 1 || isbegin_quest(11732) == 1) { + mes "[Imril]"; + mes "There's some luggage here too..."; + mes "Could this be the luggage Paul lost?"; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "Let's just remember the location for now and retrieve it later."; + mes "We still need to check ^e5555efurther down^000000."; + mes "This way..."; + if (isbegin_quest(11731) == 1) { + erasequest 11731; + setquest 11732; + } + close2; + cutin "",255; + navigateto("oz_dun01",110,37); + end; + } + mes "- The box is left unattended. -"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11731) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 10. +oz_dun01,110,37,5 script #ep18_sb2 4_POINT_RED,{ + if (isbegin_quest(11732) == 1 || isbegin_quest(11733) == 1) { + mes "[Imril]"; + mes "Ugh..."; + mes "The heat is already unbearable."; + mes "It's even more dangerous down here, so we really need to be careful."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "To be honest, unless you're as strong as an adventurer, coming this far is as good as a death sentence."; + cutin "ep18_imril_01.png",2; + next; + mes "[Imril]"; + mes "But since I'm here with you, I'll venture further down."; + if (isbegin_quest(11732) == 1) { + erasequest 11732; + setquest 11733; + } + close2; + cutin "",255; + navigateto("oz_dun02",152,276); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11732) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 11. +oz_dun02,152,276,5 script #ep18_sb3 4_POINT_RED,{ + if (isbegin_quest(11733) == 1 || isbegin_quest(11734) == 1) { + mes "[Imril]"; + mes "It seems like the monsters down here have slightly changed their form just from coming down a bit further."; + mes "Even this level of change could pose a risk to adventurers, don't you think?"; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "Since it's too dangerous here, let's just take a quick look around and then head back to town."; + if (isbegin_quest(11733) == 1) { + erasequest 11733; + setquest 11734; + } + close2; + cutin "",255; + navigateto("oz_dun02",143,231); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11733) == 1" ); + end; +} + +// Quest: Investigation of Oz Labyrinth. Step 12. +oz_dun02,143,231,3 script Old Man#ep18_sb1 4_EP18_GW_OLD01,{ + if (isbegin_quest(11734) == 1) { + mes "[Imril]"; + mes "Elder!!!!"; + mes "You're safe!!!"; + cutin "ep18_imril_03.png",2; + next; + cutin "",255; + mes "[Elder]"; + mes "No."; + mes "Who is this?"; + mes "Isn't this Imril?"; + mes "Why did you come to such a dangerous place?"; + next; + mes "[Imril]"; + mes "No, why are you really here, Elder."; + cutin "ep18_imril_02.png",2; + next; + cutin "",255; + mes "[Maze Master Elder]"; + mes "The maze master is in the maze, where else would I be."; + next; + mes "[Imril]"; + mes "But this place is too dangerous with monsters..."; + cutin "ep18_imril_01.png",2; + next; + cutin "",255; + mes "[Maze Master Elder]"; + mes "Well, it's not only here, so don't worry."; + mes "With all the noise the monsters are making these days, I thought there might be someone in danger and came down to check."; + next; + mes "[Maze Master Elder]"; + mes "I've told Suad that the lava has reached this far, and below here, the ground has already melted a lot, making it even more dangerous, so don't go down."; + next; + mes "[Maze Master Elder]"; + mes "If it were an adventurer next to you, it might be okay, but it's too dangerous for you."; + next; + mes "[Imril]"; + mes "Got it."; + mes "Please take care of yourself, Elder."; + mes "Hurry back to the village."; + cutin "ep18_imril_02.png",2; + next; + cutin "",255; + mes "[Maze Master Elder]"; + mes "Oh my~"; + mes "If the maze master isn't in the maze, who will manage the maze!"; + next; + mes "[Imril]"; + mes "Anyway, stubbornness..."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "As Inspirational said, I don't think I can handle going further down, so let's go back to the ^e5555evillage^000000."; + mes "I feel like my skin is burning even now."; + erasequest 11734; + setquest 11735; + close2; + cutin "",255; + navigateto("wolfvill",143,113); + end; + } + if (isbegin_quest(11735) == 1) { + mes "[Maze Master Elder]"; + mes "Oh my~"; + mes "If the maze Master isn't in the maze, who will manage the maze!"; + next; + mes "[Imril]"; + mes "Anyway, you're so stubborn..."; + cutin "ep18_imril_02.png",2; + next; + mes "[Imril]"; + mes "As the elder said, I don't think I can go down any further, so let's go back to ^e5555eVillage^00000."; + mes "Even now, my skin feels like it's going to burn."; + close2; + cutin "",255; + navigateto("wolfvill",143,113); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(11734) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Training Grey Wolves. Step 1 + 4 (final). +wolfvill,120,117,1 duplicate(dummy_npc) Aisha#wms01 4_F_SHABBY + +wolfvill,121,113,1 script Peco#wms01 4_PECOPECO,{ + npctalk "Gwogak... Gwogak...", "Peco#wms01", bc_self; + end; +} + +wolfvill,117,113,7 script Pando#wms01 4_HEN,{ + npctalk "Cluck cluck cluck-", "Pande#wms01", bc_self; + end; +} + +wolfvill,123,110,5 script Guest#wms01 4_HEN,{ + npctalk "....cluck?", "Pandu#wms01", bc_self; + end; +} + +wolfvill,125,111,3 script Cute#wms01 4_HEN,{ + npctalk "Cluck!! Cluck!!!", "Pando#wms01", bc_self; + end; +} + +wolfvill,121,119,3 script Goat#wms01 EP18_GREY_GOAT,{ + emotion ET_DELIGHT; + npctalk "Yaaaawwwwn~~~", "", bc_self; + end; +} + +wolfvill,124,116,3 script Sheep#wms01 4_LAM,{ + npctalk "Yum...", "", bc_self; + end; +} + +wolfvill,117,119,5 script Scania#wms01 4_EP18_GW_MAN02,5,5,{ + if (checkweight(1000405,10) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Scania]"; + mes "Oh my, look at him breathing. Isn't our little pup just adorable?"; + close; + } + switch( isbegin_quest(17510) ) { + case 0: + mes "[Scania]"; + mes "Hey, buddy, it's time for you to learn a foreign language too..."; + npctalk "What's up?", "Goat#wms01", bc_self; + next; + mes "[Scania]"; + mes "Oh my, look at this! Look at the way they're breathing. They're a genius at inhaling and exhaling! A true genius!"; + next; + cloakoffnpcself( "Maram#wms01" ); + mes "[Maram]"; + mes "Hello! Scania!"; + next; + mes "[Scania]"; + mes "Maram? When did you come? You came earlier than expected?"; + next; + mes "[Maram]"; + mes "Thanks to the adventurer's help, I came a little faster this time."; + npctalk "Hello. You are a strong and mighty adventurer.", "Maram#wms01", bc_self; + next; + mes "[Scania]"; + mes "Is this the newcomer who just arrived?"; + next; + mes "[Maram]"; + mes "Oh, that's not it. He is not from around here. He is from a completely different place. He helped with purchasing goods this time, and they've transported them all the way here."; + npctalk "He is a strong and mighty adventurer.", "Maram#wms01", bc_self; + next; + mes "[Scania]"; + mes "Hmm... An adventurer...? So, they're an outsider? Are we sure about your identity? What if we search through everything he have?"; + mes "Or perhaps we could let slip some information over there? If not, what if they try to claim our land like those immigrants?"; + next; + mes "[Maram]"; + mes "No, not him! He have nothing but kind words for everyone they meet! They're not that kind of person at all. Why would you compare him to those troublemakers?"; + next; + mes "[Scania]"; + mes "Do you think someone's intentions are written on their face? Whether they're a thief or a military member, that's something we'll find out over time!"; + mes "Isha brought back a wolf cub, and now, Marem, are you bringing back people?"; + npctalk "Bringing back, huh! Watch your words!", "Maram#wms01", bc_self; + next; + select( "I'm not that kind of person, though." ); + mes "[Maram]"; + mes "Oh, of course, what comes out of their mouth isn't the truth. It's just talk, that's all."; + mes "By the way, a wolf cub? What wolf cub?"; + next; + mes "[Scania]"; + mes "Oh! Isha brought back a Baby Grey Wolf from the forest not too long ago! She won't even listen when we tell her to take it back to the woods!"; + next; + mes "[Scania]"; + mes "Do you know what that means? It's already causing trouble for our sheep! Even now, it's behaving like that. What will happen when it gets bigger? It will definitely harm our sheep!"; + mes "So, why don't you go and try saying it once! I won't listen to what you say!"; + next; + mes "[Maram]"; + mes "Oh? That's actually a great suggestion. It would be a very constructive conversation. But what should I do? I have to tidy up the stuff I brought."; + npctalk "Oh, what's with the awkward tone?", "Scania#wms01", bc_self; + next; + mes "[Maram]"; + mes "Ah, of course! Adventurer! Would you care to go? Explore this place, take in the sights, and perhaps make a lasting impression on the locals as well."; + mes "Since we'll be staying here for a while anyway, right? Everyone here is as friendly and kind-hearted as I am, so you won't encounter any hostility."; + next; + mes "[Maram]"; + mes "Right, Scania?"; + next; + mes "[Scania]"; + mes "......"; + npctalk "What's with the glare?", "Maram#wms01", bc_self; + next; + mes "[Maram]"; + mes "Just go and check whether what Aisha brought back is a real wolf cub or just a puppy that looks like a wolf."; + npctalk "It's a wolf even without checking! I saw it all!", "Scania#wms01", bc_self; + next; + select( "What about verifying it?" ); + mes "[Maram]"; + mes "Oh... well, I haven't really thought that far. But wouldn't it be troublesome if it's really a wolf cub? Even a puppy would be a hassle in that case."; + npctalk "Where would the trouble be?", "Scania#wms01", bc_self; + next; + mes "[Maram]"; + mes "Let me explain for our newly arrived adventurer. Here, the land is such that there aren't many animals suitable for raising."; + next; + mes "[Maram]"; + mes "Mostly, Skania takes care of the sheep and chickens. There are hardly any cattle or pigs that can adapt to such places. Therefore, livestock is really precious here."; + next; + mes "[Scania]"; + mes "But what if what Aisha is carrying is indeed a wolf cub?"; + next; + mes "[Maram]"; + mes "The mother is coming to find her cub!"; + next; + mes "[Scania]"; + mes "Even if the mother doesn't come looking for it?"; + next; + mes "[Maram]"; + mes "The cub will grow up and start harming the livestock!"; + next; + emotion ET_SWEAT, playerattached(); + mes "[Scania]"; + mes "Did you hear?"; + next; + select( "Where should I go?" ); + mes "[Maram]"; + mes "Where did Aisha live again? Ah, right! [Upper Side]wolfvill,99,178,0,101,0, if you go there, you'll find Aisha's house."; + next; + emotion ET_SWEAT, playerattached(); + mes "[Scania]"; + mes "But there's no point in saying it, right? If I persuade you, it might change your mind about me too."; + npctalk "Skania, adventurer, you are not someone whose worth is judged by your opinion.", "Maram#wms01", bc_self; + npctalk "Who said that? I'll take care of it.", "Scania#wms01", bc_self; + next; + mes "[Maram]"; + mes "Adventurer, then, please go and return safely! I'll take my leave for now too!"; + setquest 17510; + close2; + cloakonnpcself( "Maram#wms01" ); + end; + case 1: + mes "[Scania]"; + mes "[Aisha]wolfvill,99,178,0,101,0, no matter how many times I say it to you, it won't make a difference, will it? If I persuade you, it might change my opinion of you too."; + close; + case 2: + break; + } + switch( isbegin_quest(17512) ) { + case 0: + mes "[Scania]"; + mes "[Aisha]wolfvill,99,178,0,101,0 for a hundred days won't help? If you convince me, I'll change my opinion of you."; + close; + case 1: + mes "[Scania]"; + mes "Woof woof. Today's walk is over now. I'm too tired."; + next; + mes "[Goat]"; + mes "Yaaawwwn---"; + next; + mes "[Scania]"; + mes "I can't let you go alone. How can I send you to such a dangerous place alone? Of course, I know you can handle a walk by yourself, but I'm worried."; + next; + setnpcdisplay( "Boksil#wms01", 21324 ); // EP18_GREY_WOLF_BABY + cloakoffnpcself( "Aisha#wms01" ); + cloakoffnpcself( "Boksil#wms01" ); + npctalk "Scania!", "Aisha#wms01", bc_self; + mes "[Scania]"; + mes "Aisha? Why are you here? Did you come to return the wolf?"; + next; + npctalk "Wow!!", "Boksil#wms01", bc_self; + mes "[Scania]"; + mes "No, it's not like that. You brought the wolf... with you? In front of the sheep? Are you out of your mind?"; + next; + mes "[Scania]"; + mes "Why on earth are you trying to raise a wolf? Do you need a dog? Then get a dog."; + mes "No, I'll just become the dog. I'll mess up your house too and occasionally bite you."; + next; + mes "[Aisha]"; + mes "Scania, I heard your wishes loud and clear. So, did you even send a person to me? Are you treating me like some kind of a contractor, adventurer?"; + next; + mes "[Aisha]"; + mes "Despite all your efforts, so what? This person has already sided with me! Hahaha! Come on, show me that face of despair!"; + next; + mes "[Scania]"; + mes "What? Adventurer? You betrayed me? How could you do that? Betrayal at first sight, isn't that too much? I should have known. Outsiders like you can't be trusted."; + next; + mes "[Aisha]"; + mes "Scania, have you ever been to the Ice Caves? Is the blood flowing in your veins colder than the frozen water there? You cold-blooded one!"; + npctalk "What? Was that water frozen?", "Scania#wms01", bc_self; + npctalk "No...?", "Aisha#wms01", bc_self; + next; + mes "[Aisha]"; + mes "How can you even suggest sending this small and fragile little creature back to such a dangerous place? Its mother is dead, and it can't survive on its own."; + next; + mes "[Scania]"; + mes "Its mother... is gone?"; + next; + mes "[Aisha]"; + mes "I said that, didn't I? I told you a hundred times. You didn't listen again, did you? You just believe what you want to believe, right?"; + next; + mes "[Aisha]"; + mes "I don't know about you, but I can't bear to send this small and fragile young wolf back to the market."; + next; + mes "[Scania]"; + mes "But if that wolf grows up, our sheep..."; + next; + mes "[Aisha]"; + mes "Don't worry about that. Adventurer?"; + next; + select( "Oh, do I need to talk about it?" ); + mes "[Aisha]"; + mes "You won't listen to me anyway. You never listen to me when I talk, and you only believe what other people say."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "This wolf cub will be fine if it is trained. If it grows up with other friends from a young age, it will not harm them and will instead protect the sheep."; + next; + mes "[Aisha]"; + mes "Did you hear me? Where is your refutation? Come on, smart genius! Sit down! Hands up!"; + emotion ET_WRAP, getnpcid(0,"Aisha#wms01"); + npctalk "Woof!!", "Boksil#wms01", bc_self; + emotion ET_ROCK, getnpcid(0,"Boksil#wms01"); + npctalk "I'm glad you think so! You did a great job too! We're both genius!", "Aisha#wms01", bc_self; + next; + mes "[Scania]"; + mes "It's true. But... but I don't know how long it will last... I don't know if it will be able to suppress its wild nature..."; + next; + mes "[Scania]"; + mes "But most of all, I don't think you'll be able to train it that patiently."; + npctalk "What are you looking at me for? Hey, come with me.", "Aisha#wms01", bc_self; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I'll help you with any nervousness so you can be fully trained. I'll take him for walks so we can bond."; + next; + mes "[Scania]"; + mes "But..."; + next; + mes "[Aisha]"; + mes "You said it was hard to keep chasing after the cub when he went for walks alone. Isn't this a good thing?"; + npctalk "A shepherd who is too lazy to feed his sheep.", "Aisha#wms01", bc_self; + next; + mes "[Scania]"; + mes "Are you sure you can take care of our wolf cub? I'm worried about him being outside with all the dangerous monsters."; + next; + mes "[Aisha]"; + mes "See those calluses on your hands, Adventurer? You said Maram brought him here, so he must be trustworthy. He's a veteran we trained in minutes!"; + npctalk "There's nothing you can't do!", "Aisha#wms01", bc_self; + next; + mes "[Scania]"; + mes "Oh, well... I can't help coming all the way here, so can I ask you a favor? Hehe."; + next; + mes "[Aisha]"; + mes "You're so excited, like you've been waiting for this moment. Aren't you taking it too cold?"; + next; + mes "[Scania]"; + mes "Oh no~ You're so~ desperately~ asking!! So, I can't help but..."; + next; + mes "[Aisha]"; + mes "Anyway... I need to talk to the villagers about the cub. Our little one is safe! Let's go, little cub!"; + npctalk "Woof!", "Boksil#wms01", bc_self; + next; + cloakonnpcself( "Aisha#wms01" ); + cloakonnpcself( "Boksil#wms01" ); + mes "[Scania]"; + mes "Oh... suddenly became a temporary shepherd, huh...? Thank you. I had a lot to do. What can I do to help?"; + next; + mes "[Scania]"; + mes "Ah, right! Outsiders often like these sorts of things. Do you like it, adventurer? Even if you don't, you can exchange it for something you like with someone who does. Take it with you."; + next; + mes "[Scania]"; + mes "Sure, see you on our walk then."; + mes "^4d4dffYou receive favorable evaluations.^000000"; + completequest 17512; + getitem 1000405,10; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + close; + case 2: + break; + } + + // daily + switch( checkquest(17516,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Scania]"; + mes "Please wait the end of the quest delay."; + close; + case 2: + erasequest 17516; + break; + } + if (isbegin_quest(17515) == 1) { + mes "[Scania]"; + mes "Adventurer, you've worked hard. I think our dog is also satisfied. Did you have a good meal time? Then, please try again tomorrow!"; + erasequest 17515; + setquest 17516; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + close; + } + if (isbegin_quest(17514) == 1) { + mes "[Scania]"; + mes "There are a few places the dog likes, and I will guide you. You only need to deal with dangerous monsters nearby."; + next; + mes "[Scania]"; + mes "It's a pain in the ass because ashrings rush in. Please take care of the surrounding ashrings. I usually catch 20 eagles a day. Then please."; + close; + } + switch( isbegin_quest(17513) ) { + case 0: + mes "[Scania]"; + mes "Adventurer, I came on time for our walk. But Aisha didn't show up..."; + next; + setnpcdisplay( "Boksil#wms01", 21324 ); // EP18_GREY_WOLF_BABY + cloakoffnpcself( "Aisha#wms01" ); + cloakoffnpcself( "Boksil#wms01" ); + mes "[Aisha]"; + mes "Ta-da! We're here!"; + next; + mes "[Boksil]"; + mes "Woof!!"; + next; + mes "[Scania]"; + mes "Sure, I'll take you for a walk. Really... do I have to go too? Can I trust you to handle it?"; + next; + if (select( "Alright then.", "I'm a bit busy today." ) == 2) { + mes "[Scania]"; + mes "Ah... I see... You're busy. Well, then there's nothing to be done about it."; + next; + mes "[Scania]"; + mes "Oh, come on, look at my disappointed face. There's nothing I can do. Today, come with me. Well then, goodbye, adventurer!"; + close; + } + mes "[Aisha]"; + mes "If you're worried, you can come along."; + next; + mes "[Scania]"; + mes "h, no. Alright then, I'll leave it to you. Take care, pup. If you're worried or don't like it, let me know and come home. Got it?"; + next; + mes "[Goat]"; + mes "Yahaaaaawwwn---"; + next; + mes "[Scania]"; + mes "I'll guide you to a few places that the pup likes. He can find and eat on his own, so just take care of any nearby dangerous monsters."; + next; + mes "[Scania]"; + mes "Ashlings keep swarming and causing headaches... Please take care of the nearby Ashlings. We usually end up catching about 20 of them per day. So, I'd appreciate your help with that."; + setquest 17513; + close2; + cloakonnpcself( "Boksil#wms01" ); + cloakonnpcself( "Goat#wms01" ); + navigateto("gw_fild01",138,106); + end; + case 1: + mes "[Scania]"; + mes "I'll guide you to a few places that the pup likes. Just take care of any nearby dangerous monsters."; + next; + mes "[Scania]"; + mes "Ashlings keep swarming and causing headaches... Please take care of the nearby Ashlings. We usually end up catching about 20 of them per day. So, I'd appreciate your help with that."; + close; + case 2: + end; + } + end; + +OnTouch_: + if (isbegin_quest(17510) == 0) + npctalk "Hey, buddy, even if you want to go for a walk, try to be patient for a little while.", "Scania#wms01", bc_self; + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17510) == 0 && isbegin_quest(11724) == 2" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17512) == 1" ); + + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17512) == 2 && isbegin_quest(17515) == 1" ); + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(17512) == 2 && isbegin_quest(17513) == 0 && isbegin_quest(17514) == 0 && (checkquest(17516,PLAYTIME) == -1 || checkquest(17516,PLAYTIME) == 2)" ); + end; +} + +wolfvill,120,121,3 duplicate(dummy_cloaked_npc) Maram#wms01 4_EP18_MARAM +wolfvill,119,117,1 duplicate(dummy_cloaked_npc) Boksil#wms01 EP18_GREY_WOLF_BABY + +// Quest: Training Grey Wolves. Step 2. +wolfvill,99,178,5 script Aisha#wms02 4_F_SHABBY,{ + if (isbegin_quest(17512) == 1) { + mes "[Aisha]"; + mes "We need to show Scania that our Boksil is safe and reliable!"; + close; + } + switch( isbegin_quest(17510) ) { + case 0: + mes "[Aisha]"; + mes "Do you want to see wolf cub poop? How cute is it? Oh, but don't touch it."; + close; + case 1: + mes "[Aisha]"; + mes "Boksil~ Let's live together forever with me. If someone comes to harm you, I will personally bury them in the Oz Maze. So don't worry, Wolf Cub~ Just trust me and let's live happily."; + next; + mes "[Boksil]"; + mes "Woof---"; + emotion ET_FRET, getnpcid(0,"Boksil#wms02"); + next; + mes "[Aisha]"; + mes "No, Boksil. Calm down a bit. Oh dear. What will happen if you still act unfamiliar? No, I'm not saying anything to you... Let's get closer, shall we?"; + next; + mes "[Boksil]"; + mes "Roaarrrr---"; + next; + mes "[Aisha]"; + mes "I understand, I understand. You need some time alone. Honestly, I feel the same way. In the end, we're all alone in this world. So let's live well on our own while still living together."; + next; + mes "[Boksil]"; + mes "Roarrrrrr---"; + next; + mes "[Aisha]"; + mes "Why? What did I do...... Huh? Who are you? I've never seen you before."; + npctalk "Our Boksil, did she become cautious because a stranger came? Oh, well done~", "Aisha#wms02", bc_self; + npctalk "Roar--", "Boksil#wms02", bc_self; + next; + select( "So this is the wolf cub?" ); + mes "[Aisha]"; + mes "Don't get too close to my wolf cub. Put your hands down. Turn around and disappear."; + next; + select( "I'm not a bad guy..." ); + mes "[Aisha]"; + mes "I don't call anyone a bad people. Anyone who tells me to abandon my wolf cub is a villain. And I show no mercy to villains."; + next; + select( "How long have you been here?" ); + mes "[Aisha]"; + mes "I can't disclose that as it's personal information. Why do you ask?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "No, this wolf cub, I don't think he's trained yet."; + next; + mes "[Aisha]"; + mes "... No, that's. She's about a month old now. There's no way she can train while she's still a baby. "; + next; + select( "Actually, I'm here to..." ); + mes "[Aisha]"; + mes "What? I knew it! Get at least 10 paces away from my wolf cub right now. Don't come any closer."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I am not here to take her, I am here to check on here... If she separated from the pack, we have to put them back, and we have to be prepared for the mother wolf to come looking for them."; + next; + mes "[Aisha]"; + mes "She's not stray out of the pack, she was picked up next to next to its dying mother wolf."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Oops. It's probably nervous about being separated from his mother and living in a strange place."; + next; + mes "[Aisha]"; + mes "Are you sure you're not here to take her away, then why are you here?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I did come to persuade after confirming whether it was indeed a wolf cub..."; + next; + mes "[Aisha]"; + mes "I knew it! Sent by Scania, right? Why are you meddling with other people's pets? Our wolf cub isn't dangerous, so go back. There's nothing more to see."; + next; + select( "As long as you're careful, there's nothing to worry about." ); + mes "[Aisha]"; + mes "Do you really think so? Do you really think our wolf cub could be a potential threat? Look at how small and cute she is..."; + npctalk "Roarr--", "Boksil#wms02", bc_self; + npctalk "Oh, does Boksil not like compliments? Alright, alright.", "Aisha#wms02", bc_self; + next; + mes "[" + strcharinfo(0) + "]"; + mes "You might have thought so under normal circumstances, but... if she doesn't have a mother, at least there wouldn't be any reason for wolves to come here."; + next; + mes "[Aisha]"; + mes "I understand what you're saying! But stupid Scania doesn't know that! Even a complete stranger like you understands my heart so well!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Moreover, this motherless wolf cub wouldn't be able to survive on its own."; + next; + mes "[Aisha]"; + mes "That's right! That cold-hearted one has turned ice-cold right down to the head."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "However, for Boksil to live in the village, she needs training. She must learn how to interact with others without causing harm and how to get along."; + next; + mes "[Aisha]"; + mes "She is still so young...?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "It should be done when she's young. If we start training it from a young age, there won't be any of the concerns the villagers have."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Firm tone, immediate response, and sufficient praise will be enough for it to understand well. Wolves are smart, you know. What does wolf cub like the most?"; + next; + mes "[Aisha]"; + mes "Hm... Meat? But there isn't any right now. Do adventurers have some?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Oh...! There's no meat to give as a snack, meat... I need to bring some meat."; + completequest 17510; + setquest 17511; + close; + case 2: + mes "[Aisha]"; + mes "How are you supposed to train with meat? You only need one?"; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17510) == 1" ); + end; +} + +// Quest: Training Grey Wolves. Step 3. +wolfvill,100,177,1 script Boksil#wms02 EP18_GREY_WOLF_BABY,{ + if (checkweight(1000405,10) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + switch( isbegin_quest(17511) ) { + case 0: + emotion ET_QUESTION; + npctalk "Woof?", "", bc_self; + mes "[Aisha]"; + mes "Oh, don't touch our Boksil! She doesn't like it!"; + close; + case 1: + if (countitem(517) < 1) { // Meat + mes "[Aisha]"; + mes "Didn't you say you needed a chunk of meat? is not it?"; + close; + } + mes "[" + strcharinfo(0) + "]"; + mes "Hello~ I am " + strcharinfo(0) + ". Your name is Boksil, right? Nice to meet you. Are you feeling anxious in this unfamiliar place? I know exactly how you feel, I know everything about you."; + next; + emotion ET_FRET, getnpcid(0,"Boksil#wms02"); + mes "[Boksil]"; + mes "Roarrr---"; + npctalk "Is everything okay? You seem uncomfortable.", "Aisha#wms02", bc_self; + next; + mes "[" + strcharinfo(0) + "]"; + mes "But it's okay. Everything's fine. There's no one here who would harm our Boksil. Don't worry."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Now we're all living together. With a warm shelter and delicious food to eat."; + mes "Then we need to establish some rules. Okay?"; + next; + emotion ET_QUESTION, getnpcid(0,"Boksil#wms02"); + mes "[Boksil]"; + mes "Woof?"; + next; + mes "[Aisha]"; + mes "I feel like I'm talking to a child."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Here, look. Meat. Does Boksil like meat? Grilled, raw, or boiled? You've never tried grilled? That's okay, you'll have plenty of opportunities to try it in the future."; + next; + emotion ET_THROB, getnpcid(0,"Boksil#wms02"); + mes "[Boksil]"; + mes "Woof!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Let's do it right."; + mes "Boksil, sit down!"; + mes "Wait!"; + mes "Well done. Here is your meat."; + emotion ET_THROB, getnpcid(0,"Boksil#wms02"); + next; + mes "[" + strcharinfo(0) + "]"; + mes "Did you see? If she follows instructions like this, please give her a lot of praise."; + next; + mes "[Aisha]"; + mes "Mom, Mom. Isn't our child a real genius?"; + mes "Our Boksil did a great job!!!!"; + emotion ET_GOODBOY, getnpcid(0,"Boksil#wms02"); + next; + mes "[" + strcharinfo(0) + "]"; + mes "We need to keep doing this until she gets used to it. Repetitive training is important. Just keep doing it like you're doing now."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Boksil, sit."; + mes "Hand."; + mes "Wait. Now, try it yourself."; + next; + mes "[Aisha]"; + mes "Boksil, sit!"; + mes "Hand!"; + mes "Wow, that's really amazing."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Training these kinds of domestic animals varies. Making them feel secure in this place and building a good bond with them will help them settle in well."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "And if they also interact with other friends and spend time together from a young age, they should get along well without any major issues."; + next; + mes "[Aisha]"; + mes "Do people recognize that?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "You just need to show them what you've done. It shows that Boksil is ready to live as a member of this village."; + mes "Let's go back to [Scania]wolfvill,117,119,0,101,0 and show off our wonderful and majestic Boksil."; + delitem 517,1; // Meat + completequest 17511; + setquest 17512; + getitem 1000405,10; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + close; + case 2: + mes "[Aisha]"; + mes "Boksil is cute. But we're going to [Scania]wolfvill,117,119,0,101,0 right? Don't forget."; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17511) == 1 && countitem(517) > 0" ); + end; +} +//------------------------------------------------------------------- + +// Quest: Training Grey Wolves. Daily. +gw_fild01,138,106,5 script Grass#wms01 4_POINT_YELLOW,5,5,{ + if (isbegin_quest(17513) == 1) { + setpcblock PCBLOCK_NPC, true; + npctalk "Yahaha?", "Goat#wms02", bc_self; + sleep2 2000; + setnpcdisplay( "Boksil#wms03", 21324 ); // EP18_GREY_WOLF_BABY + erasequest 17513; + setquest 17514; + unittalk getcharid(3), "" + strcharinfo(0) + " : Already here. Do you like it here? Oh... There's no grass here. Let's look for another place. Do you have any place in mind?", bc_self; + sleep2 1500; + npctalk "Yaaaaa!", "Goat#wms02", bc_self; + sleep2 1500; + setpcblock PCBLOCK_NPC, false; + cloakonnpcself( "Goat#wms02" ); + cloakonnpcself( "Boksil#wms03" ); + setnpcdisplay( "Boksil#wms03", CLEAR_NPC ); + unittalk getcharid(3), "" + strcharinfo(0) + " : Already gone. Let's get Ashring!", bc_self; + end; + } + if (checkquest(17514,HUNTING) == 2) { + setpcblock PCBLOCK_NPC, true; + setnpcdisplay( "Boksil#wms03", 21324 ); // EP18_GREY_WOLF_BABY + cloakoffnpcself( "Goat#wms02" ); + cloakoffnpcself( "Boksil#wms03" ); + erasequest 17514; + setquest 17515; + unittalk getcharid(3), "Are you full?", bc_self; + sleep2 1000; + npctalk "Yah ha ha!", "", bc_self; + sleep2 1000; + unittalk getcharid(3), "Did Boksil take good care of the dog?", bc_self; + sleep2 1000; + npctalk "Woof!!!", "Boksil#wms03", bc_self; + sleep2 1500; + unittalk getcharid(3), "Good job. Let's go home!!!", bc_self; + cloakonnpcself( "Goat#wms02" ); + cloakonnpcself( "Boksil#wms03" ); + setnpcdisplay( "Boksil#wms03", CLEAR_NPC ); + setpcblock PCBLOCK_NPC, false; + end; + } + end; +OnTouch: + if (isbegin_quest(17513) == 1 || checkquest(17514,HUNTING) == 2) { + cloakoffnpcself( "Goat#wms02" ); + cloakoffnpcself( "Boksil#wms03" ); + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17513) == 1 || checkquest(17514,HUNTING) == 2" ); + end; +} + +gw_fild01,160,104,0 script Delicious grass#wms11 HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch: + if (isbegin_quest(17513) == 1 || checkquest(17514,HUNTING) == 2) { + cloakoffnpcself( "Goat#wms02" ); + cloakoffnpcself( "Boksil#wms03" ); + } + end; +} +gw_fild01,26,101,0 duplicate(Delicious grass#wms11) #wms01 HIDDEN_WARP_NPC,3,3 + +gw_fild01,138,106,3 script(CLOAKED) Goat#wms02 EP18_GREY_GOAT,{ + if (isbegin_quest(17513) == 1) { + setpcblock PCBLOCK_NPC, true; + npctalk "Yah ha ha?", "", bc_self; + sleep2 2000; + setnpcdisplay( "Boksil#wms03", 21324 ); // EP18_GREY_WOLF_BABY + erasequest 17513; + setquest 17514; + unittalk getcharid(3), "You've already been here. Do you like it? Ah.. There is no grass here. Let's find another place. Is there any place you want?", bc_self; + sleep2 1500; + npctalk "Yah ha ha!", "", bc_self; + sleep2 1500; + setpcblock PCBLOCK_NPC, false; + cloakonnpcself( "Goat#wms02" ); + cloakonnpcself( "Boksil#wms03" ); + setnpcdisplay( "Boksil#wms03", CLEAR_NPC ); + unittalk getcharid(3), "Already gone. Let's catch Ashling!!", bc_self; + end; + } + if (checkquest(17514,HUNTING) == 2) { + setpcblock PCBLOCK_NPC, true; + setnpcdisplay( "Boksil#wms03", 21324 ); // EP18_GREY_WOLF_BABY + cloakoffnpcself( "Goat#wms02" ); + cloakoffnpcself( "Boksil#wms03" ); + erasequest 17514; + setquest 17515; + unittalk getcharid(3), "Are you full?", bc_self; + sleep2 1000; + npctalk "Yah ha ha!", "", bc_self; + sleep2 1000; + unittalk getcharid(3), "Did Boksil take good care of the dog?", bc_self; + sleep2 1000; + npctalk "Woof!!!", "Boksil#wms03", bc_self; + sleep2 1500; + unittalk getcharid(3), "Good job. Let's go home!!!", bc_self; + cloakonnpcself( "Goat#wms02" ); + cloakonnpcself( "Boksil#wms03" ); + setnpcdisplay( "Boksil#wms03", CLEAR_NPC ); + setpcblock PCBLOCK_NPC, false; + end; + } + end; +} + +gw_fild01,137,104,7 duplicate(dummy_npc) Boksil#wms03 CLEAR_NPC +//------------------------------------------------------------------- + + + +//------------------------------------------------------------------- +// Quest: Ahab's Request. Step 1 + 8 (final). +wolfvill,85,111,3 script Zlan#ep18 4_M_RACHMAN1,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Zlan]"; + mes "Why are you eavesdropping on other people's conversations?"; + close; + } + switch( isbegin_quest(16560) ) { + case 0: + mes "[Zlan]"; + mes "Uh, once again at the village meeting, all they did was talk nonsense, that old man."; + next; + mes "[Redcell]"; + mes "That old man? Ah, the one whose name cannot be mentioned?"; + next; + mes "[Zlan]"; + mes "I mean, I can't mention it."; + mes "I heard he was someone important in Rahel, said to have some influence in the Gray Wolf Forest."; + next; + mes "[Zlan]"; + mes "That old man, whether it's Ahap or Ahab!"; + mes "He doesn't act like that when he's in Rachel~ He must have messed up~"; + next; + mes "[Zlan]"; + mes "If that's the case, why bother coming here instead of staying in Rachel?"; + mes "I really don't understand!"; + next; + mes "[Karr]"; + mes "Does she still not realize she's in Rachel?"; + mes "Even sleeping in a drafty tent, hasn't she woken up from her dream yet?"; + next; + mes "[Zlan]"; + mes "If you want to dream, do it alone."; + mes "Why bother others with your troubles?"; + next; + mes "[Redcell]"; + mes "Who do you think you are, eavesdropping on our conversation?"; + mes "Are you the Ahab old man's spy?"; + next; + mes "[Karr]"; + mes "You're not even smart enough to cultivate weeds like Ahab."; + mes "So, who are you? Eavesdropping on others' gossip. Shameful."; + next; + select( "Just a passing traveler." ); + mes "[Zlan]"; + mes "Liar. Where's a passing traveler in this Gray Wolf Forest?"; + mes "They must be related to us somehow."; + next; + mes "[Redcell]"; + mes "If you won't speak, we'll have to use force to make you."; + mes "Are you really just going to keep lying?"; + next; + mes "[Karr]"; + mes "Calm down, Redcell. Even if Zlan is not a passing traveler, there could still be someone here we don't know about but wouldn't be out of place."; + next; + mes "[Zlan]"; + mes "Who would that be?"; + setquest 16560; + close; + case 1: + mes "[Zlan]"; + mes "Now that Ahab is starting to listen to people... He doesn't seem like such a bad person after all."; + mes "Yeah, that's just how adults communicate."; + next; + mes "[Zlan]"; + mes "It's a relief that they don't end up causing too much trouble by just blocking each other's ears and shouting"; + mes "Thanks to you. I appreciate it."; + close; + case 2: + break; + } + if (isbegin_quest(16566) == 1) { + mes "[Zlan]"; + mes "You're back? What did Ahab say?"; + mes "What? He said he'll start listening to others now?"; + next; + mes "[Zlan]"; + mes "I guess he hasn't been listening until now."; + next; + mes "[Kayar]"; + mes "Hmph... Don't tease, Zlan."; + mes "What matters now is that he's decided to do it properly."; + next; + mes "[Redcell]"; + mes "Ya, ya."; + mes "Why did Dah... I mean, Ahab change his mind?"; + mes "You must have convinced him, being a high-ranking or well-connected person."; + next; + mes "[Redcell]"; + mes "Thanks to you, we don't have to kick people out of here anymore."; + mes "Even though he said he'd do it, it was still uncomfortable."; + next; + mes "[Kayar]"; + mes "I may not be a representative at the village meetings... but we'll show some courtesy."; + mes "We're lucky to have someone like you."; + completequest 16566; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + mes " "; + mes "^4d4dffA favorable evaluation of you occurs.^000000"; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + close; + } + if (isbegin_quest(16566) == 2) { + mes "[Zlan]"; + mes "Now that Ahab is starting to listen to people... He doesn't seem like such a bad person after all."; + mes "Yeah, that's just how adults communicate."; + next; + mes "[Zlan]"; + mes "It's a relief that they don't end up causing too much trouble by just blocking each other's ears and shouting"; + mes "Thanks to you. I appreciate it."; + close; + } + mes "[Zlan]"; + mes "I hope you'll leave if you don't intend to follow the rules of this forest."; + mes "You're no different. Rules are meant to be followed."; + next; + mes "[Zlan]"; + mes "The same goes for manners. A society without manners and rules? Barbaric."; + mes "I don't want to be in a state of wilderness!"; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16560) == 0 && isbegin_quest(11724) == 2" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16566) == 1" ); + end; +} + +// Quest: Ahab's Request. Step 2. +wolfvill,83,109,5 script Karr#ep18 4W_M_03,{ + switch( isbegin_quest(16560) ) { + case 0: + mes "[Karr]"; + mes "Ah, it's troubling. There's a bothersome issue."; + next; + mes "[Karr]"; + mes "It's a problem with relationships, so I don't want to talk to someone I don't know..."; + close; + case 1: + mes "[Karr]"; + mes "Would it make sense to speak if it's an important guest?"; + mes "Since we can't even know about the affairs of the leaders here."; + next; + mes "[Zlan]"; + mes "Is that true?"; + mes "...Well, if it's a secret to us, then maybe they won't tell us."; + next; + mes "[Redcell]"; + mes "If they're really important, then listen to us."; + mes "If not? They're probably still someone important. Listen."; + next; + mes "[Redcell]"; + mes "That elder... no, that's just a nickname we use among ourselves."; + mes "How can we help that Mr. Ahap?"; + next; + mes "[Zlan]"; + mes "He's a really bothersome old man, that guy!"; + mes "He always interrupts village meetings and talks nonsense."; + next; + mes "[Zlan]"; + mes "He doesn't listen to others and just keeps rambling on, and it's not even useful."; + mes "He insists he's an elder, so we should listen to him, but it's so frustrating."; + next; + mes "[Zlan]"; + mes "I heard he used to boss around the immigrants and live off them."; + mes "Thinking he can tell the natives what to do based on his past is ridiculous."; + next; + mes "[Karr]"; + mes "I just want to chase him away if I can."; + mes "Maybe if we gather our opinions and assert ourselves strongly."; + next; + mes "[Redcell]"; + mes "Hey, even if that's true, it's not right."; + mes "This is where people with nowhere else to go gather."; + next; + mes "[Redcell]"; + mes "If we drive him away, he'll have nowhere to go."; + next; + mes "[Zlan]"; + mes "But do we have to put up with that charade forever?"; + mes "I have nowhere else to go either, so can I just start acting however I want?"; + next; + mes "[Karr]"; + mes "If you do that, then we'll both be charades. I can't stand it..."; + next; + mes "[Redcell]"; + mes "Hey, you there, high and mighty! You seem really interested in our affairs, still listening?"; + mes "Even if you're not high and mighty, it doesn't matter. Someone with a broad reach!"; + completequest 16560; + setquest 16561; + close; + case 2: + break; + } + if (isbegin_quest(16566) == 2) { + mes "[Karr]"; + mes "People rarely change... was I witnessing one of those rare changes?"; + next; + mes "[Karr]"; + mes "It might still need more time, but Mr. Ahap, until now, seems like he could be a good neighbor."; + close; + } + mes "[Karr]"; + mes "In our village, only important people don't participate in village management meetings."; + mes "Of course, the decisions themselves are made by the important people, but still..."; + next; + mes "[Karr]"; + mes "So, there's no one who interferes with the meetings just because they attend."; + mes "Except for that Mr. Ahap."; + next; + mes "[Karr]"; + mes "I don't like that attitude, not at all..."; + mes "The longer it goes on, the worse the impact will be."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16560) == 1" ); + end; +} + +// Quest: Ahab's Request. Step 3. +wolfvill,87,109,3 script Redcell#ep18 4_M_DESERT,{ + if (isbegin_quest(16566) == 2) { + mes "[Redcell]"; + mes "Mr. Ahab, you seem to be becoming more bearable to be around."; + mes "There's still a lot to watch out for, but compared to before, you're much better now."; + next; + mes "[Redcell]"; + mes "Watching someone change is a sacred moment."; + mes "I should also try harder to behave like a human."; + close; + } + if (isbegin_quest(16562) == 1) { + mes "[Redcell]"; + mes "Make that old Mr. Ahab into a person."; + mes "Shouldn't a person look like a person and act like a person...?"; + next; + mes "[Redcell]"; + mes "Is it too much criticism? ...Well, I'll admit it's a bit much."; + mes "But after working together, you'll see for yourself."; + close; + } + if (isbegin_quest(16561) == 1) { + mes "[Redcell]"; + mes "Have you heard everything up to now?"; + mes "You're the only one who can help us solve this suffering."; + next; + mes "[Zlan]"; + mes "Since there's really no solution, if it doesn't work out, I'll suggest expulsion from the village by gathering opinions."; + next; + mes "[Redcell]"; + mes "Geez, let's put that off for later..."; + mes "But in the end, that'll probably be the last solution."; + next; + mes "[Karr]"; + mes "It's not just us who are bothered, so if we propose it, it'll be accepted."; + mes "Everyone attending the village meeting is in trouble."; + next; + mes "[Redcell]"; + mes "But! Let's leave that for later."; + mes "Help me a bit before the end comes. Bro."; + next; + mes "[Karr]"; + mes "We can't communicate with that old man."; + mes "Why don't you go and talk to him?"; + next; + mes "[Redcell]"; + mes "Wow, that sounds great. Go and talk to him, find out why he's like that, if it's possible for him not to be like that."; + mes "It's a real lifetime request."; + next; + mes "[Zlan]"; + mes "Do it as a lifetime request. I'm saving it for when I get a lover."; + next; + mes "[Redcell]"; + mes "Yeah, that's fine. I won't be dating anyone."; + mes "So that's my lifelong wish. Make that old grump into a person."; + next; + mes "[Karr]"; + mes "It seems like your wish is getting bigger."; + mes "Anyway, please do it. Go and talk to Mr. Ahap. "; + erasequest 16561; + setquest 16562; + close; + } + mes "[Redcell]"; + mes "Someone who can't understand a word! Someone stupid! Someone who makes you say things again! Someone who shows emotions in their work!"; + next; + mes "[Redcell]"; + mes "Someone who hides their mistakes and then can't undo them! Someone who can't take responsibility for their own actions!"; + next; + mes "[Redcell]"; + mes "It's just disgusting!"; + next; + mes "[Redcell]"; + mes "Why do so many people hate you like this?"; + mes "No, I hate just one person... Just one person!"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16561) == 1" ); + end; +} + +// Quest: Ahab's Request. Step 4 + 6 + 7. +wolfvill,127,155,3 script Ahab#ep18 4_M_MIDDLE1,{ + if (ep18_main < 36) { + mes "[Ahab]"; + mes "Oh, someone new. Are you a resident here?"; + mes "Heh heh, it's natural for those in power to have trouble remembering everyone. You'll understand."; + next; + mes "[Ahab]"; + mes "Who am I? Why, I'm none other than Ahab, of course."; + mes "I'm the one who goes all the way to the council that decides everything in the village, that's me."; + close; + } + if (isbegin_quest(16566) == 1) { + mes "[Ahab]"; + mes "I, I'm also trying my best."; + mes "So please don't chase me away."; + next; + mes "[Ahab]"; + mes "If I get chased away from here, I have nowhere else to go."; + mes "So I've been trying to do my best in my own way. But if everyone dislikes me."; + close; + } + if (isbegin_quest(16565) == 1) { + mes "[Ahab]"; + mes "Tsk tsk, alright, let's hear about manners, Ahab."; + mes "If you keep babbling nonsense, I won't forgive you!"; + next; + select( "Do you know that people dislike you, Ahab?" ); + mes "[Ahab]"; + mes "Ah... I know! So what!"; + mes "Is it my fault? They mock the elders for being old!"; + next; + select( "That's not the issue.", "It's your problem, Ahab." ); + mes "[Ahab]"; + mes "What do you mean I have a problem!"; + mes "I don't have any problems!"; + next; + select( "You're considering sending me away from here." ); + mes "[Ahab]"; + mes "What, what did you say? That's not possible!"; + mes "I have nowhere else to go but here."; + next; + mes "[Ahab]"; + mes "In Rachel... everything was going well..."; + mes "Among the locals, it was a pride that no one was as successful as me."; + next; + mes "[Ahab]"; + mes "But due to a misunderstanding with the immigrant boss..."; + mes "I lost all my wealth and had nowhere else to go, so I came here."; + next; + mes "[Ahab]"; + mes "Hey. How can I avoid being sent away from here?"; + next; + mes "[Ahab]"; + mes "I know it. That I have no power here."; + mes "Huh? I have no power or money now. What should I do?"; + next; + select( "You don't need power and money.", "Treat people with respect." ); + mes "[Ahab]"; + mes "Hmm, I'm doing my best."; + mes "I give advice to young people and attend village meetings to voice my opinions."; + next; + mes "[Ahab]"; + mes "Is my effort wrong?"; + next; + select( "Don't think of yourself as superior." ); + mes "[Ahab]"; + mes "But I'm an adult! Is it wrong for an adult to expect to be treated as an adult?"; + next; + select( "Then, perhaps you should leave...." ); + mes "[Ahab]"; + mes "Hmm, hmm... What should I do!"; + next; + select( "Don't shout first.", "Unsolicited advice about the situation is just nagging.", "Listen to what others have to say.", "Try to learn about this place." ); + mes "[Ahab]"; + mes "Ah... I see. Since I've listened to your advice."; + mes "I didn't even raise my voice, did I?"; + next; + mes "[Ahab]"; + mes "I'll try to listen to your advice."; + mes "So... please don't chase me away from here."; + next; + mes "[Ahab]"; + mes "I just wanted to get along well with the young people..."; + mes "Was that so upsetting? It's a bit bitter...."; + next; + mes "[Ahab]"; + mes "Anyway, thanks for coming to talk instead of immediately chasing me away."; + mes "Tell [Other People]wolfvill,85,111,0,101,0 that I'll try to do better now...."; + erasequest 16565; + setquest 16566; + close; + } + if (isbegin_quest(16564) == 1) { + mes "[Ahab]"; + mes "Oh, did you buy the cucumber sauce? Let me see. "; + mes "You bought the right one."; + next; + mes "[Ahab]"; + mes "So, where should we try to eat?"; + mes "I haven't had a proper meal in that watered-down place for a while, I'm quite hungry."; + next; + select( "But first, let's talk..." ); + mes "[Ahab]"; + mes "Oh, you impudent young one!"; + mes "When an elder is about to eat, one must wait politely until the end!"; + next; + mes "[Ahab]"; + mes "In Rachel, if there were someone like you, they would've scolded us for not learning anything!"; + next; + select( "This is about manners, Ahab." ); + mes "[Ahab]"; + mes "Ahab? Ahab? No, are you boasting because you ran an errand now!"; + mes "If you run an errand twice, then, oh, you'll become best buddies with them and have dinner!"; + next; + mes "[Ahab]"; + mes "Alright, let's hear your precious words then!"; + mes "......While we eat!"; + erasequest 16564; + setquest 16565; + close; + } + if (isbegin_quest(16563) == 1) { + mes "[Ahab]"; + mes "Why aren't you going already? Can't you understand my words?"; + mes "Sigh, the young ones here just can't learn any manners."; + next; + mes "[Ahab]"; + mes "Hurry up and go to [Munomart]rachel,135,64,0,101,0 and buy cucumber sauce!"; + mes "What, do I have to give you money? Hurry up and go!"; + close; + } + if (isbegin_quest(16562) == 1) { + mes "[Ahab]"; + mes "Oh, someone new. Are you a resident here?"; + mes "Heh heh, it's natural for those in power to have trouble remembering everyone. You'll understand."; + next; + mes "[Ahab]"; + mes "Right, while you're here, could you do me a favor?"; + mes "It's not difficult. It's a simple task that even a fool could do."; + next; + mes "[Ahab]"; + mes "It's just that someone like me has different values of time available to them."; + mes "Of course, I'm expensive. Haha!"; + next; + if (select( "I'll run the errand for you.", "I'm not here for that kind of thing." ) == 2) + end; + mes "[Ahab]"; + mes "Oh, how noble of you."; + mes "Yes, a young person should have a bit of nobility."; + next; + mes "[Ahab]"; + mes "You see, there's a delicious sauce that I must have with my meals."; + mes "Without it, it feels like I haven't eaten anything at all..."; + next; + mes "[Ahab]"; + mes "So, go to Rachel and buy some sauce."; + mes "If you ask for cucumber sauce at Munomart, they'll understand."; + next; + mes "[Ahab]"; + mes "Hurry, or it'll go bad. Just get one bottle from [Munomart]rachel,135,64,0,101,0."; + mes "Freshness is key to good taste."; + erasequest 16562; + setquest 16563; + close; + } + mes "[Ahab]"; + mes "At the meeting, I try to be humble."; + mes "Then the young men's eyes became softer..."; + next; + mes "[Ahab]"; + mes "I think it might be a little to say that it's not a change, but an attitude, and the world is changing. There is no one who doesn't change."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16562) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16564) == 1" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16565) == 1" ); + end; +} + +// Quest: Ahab's Request. Step 5. +rachel,135,64,3 script Shopkeeper#ep18 4_M_RACHMAN2,{ + if (isbegin_quest(16563) == 1) { + mes "[Shop Owner]"; + mes "Welcome, this is Munomart grocery store."; + mes "What ingredients are you looking for?"; + next; + if (select( "Obirerger Sauce", "Obiger Sauce", "Oiger Sauce", "Oiger Sauce" ) != 3) { + mes "[Shop Owner]"; + mes "Hmm? We don't have that sauce."; + mes "I've never even heard of a sauce with that name before."; + close; + } + mes "[Shop Owner]"; + mes "Ah, Oiger Sauce! Let me see... Here it is."; + mes "This sauce contains cucumber and yogurt, so it's very refreshing. It tastes great when spread on bread."; + next; + mes "[Shop Owner]"; + mes "How many would you like? One? Here you go."; + mes "Store it in a cool place and consume it quickly after opening the seal."; + erasequest 16563; + setquest 16564; + close; + } + mes "[Shop Owner]"; + mes "Welcome, this is Munomart grocery store."; + mes "It's Rachel's best grocery store, yes."; + next; + mes "[Shop Owner]"; + mes "Most restaurants use our ingredients."; + mes "Just take them home, heat them up, cook them, and voila! You'll have a great meal in no time!"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16563) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Collecting Folklore. Step 1 + 5 (final). +wolfvill,61,170,5 script Folklorist Gudra#ep18 4_F_SHABBY,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Folklorist Gudra]"; + mes "I assume you must be a new villager around here. Who are you?"; + close; + } + switch( isbegin_quest(16554) ) { + case 0: + if ((isbegin_quest(16551)+isbegin_quest(16552)+isbegin_quest(16553)) == 0) { + select( "Scholar, what are you doing?" ); + mes "[Folklorist Gudra]"; + mes "Oh, oh oh."; + mes "...Do I seem like a scholar to you?"; + next; + select( "You're not a scholar?" ); + mes "[Folklorist Gudra]"; + mes "No! I used to be a scholar. Long time ago."; + mes "I'm pleased that someone from outside immediately recognizes me as a Scholar."; + next; + mes "[Folklorist Gudra]"; + mes "Hmm, hmm. What are you asking about what I'm doing."; + mes "I'm organizing the collected stories."; + next; + mes "[Folklorist Gudra]"; + mes "It's about gathering the myths and folk tales handed down to us."; + mes "It's also about preserving the precious cultural heritage of indigenous people."; + next; + mes "[Folklorist Gudra]"; + mes "To ensure that these stories are not lost and can be passed down to future generations, we'll publish them as books."; + next; + mes "[Folklorist Gudra]"; + mes "It seems like you're interested."; + mes "...Are you interested in this work?"; + next; + if (select( "Interested.", "Not interested." ) == 2) + end; + mes "[Folklorist Gudra]"; + mes "So, your interest means you're willing to help?"; + mes "Extra hands are always welcome. I would be glad if you could assist."; + next; + mes "[Folklorist Gudra]"; + mes "Do you know how to write? Excellent."; + mes "Please gather stories from the villagers."; + next; + mes "[Folklorist Gudra]"; + mes "I've promised to listen to the stories of one child, one young person, and one grandmother from the village."; + next; + mes "[Folklorist Gudra]"; + mes "They say it's a long story, so we may not finish in one day. We'll need your patience."; + mes "Here, I'll give you a notebook for gathering stories."; + next; + mes "[Folklorist Gudra]"; + mes "The child's name is Dinar. The young person is a woman named Amira."; + mes "After that, you can go to Grandma Shania and write down her story."; + setquest 16551; + setquest 16552; + setquest 16553; + getitem 1000408,1; // Ep18_Recording_Note + close; + } + if (countitem(1000408) < 1) { + getitem 1000408,1; // Ep18_Recording_Note + } + mes "[Folklorist Gudra]"; + mes "We've made a promise to listen to stories from one child, one young person, and one grandmother in the village."; + next; + mes "[Folklorist Gudra]"; + mes "Since it's a long story and can't be heard all in one day, we'll need your patience to help us through it."; + next; + mes "[Folklorist Gudra]"; + mes "The child's name is Dinar. The young woman is called Amira."; + mes "Next, go to Grandma Shanina's place, listen to her story, and write it down."; + close; + case 1: + mes "[Folklorist Gudra]"; + mes "Dinar and Amira, did you come to tell stories to Granny Shannina?"; + mes "I'm excited to hear what stories they are. Please show me the notebook."; + next; + mes "[Folklorist Gudra]"; + mes "Is this the story Amira told you?"; + mes "It's really diverse and wonderful! I also remember hearing stories about these gods when I was young."; + next; + mes "[Folklorist Gudra]"; + mes "But the names of the animal gods in this story are similar to the ones I heard when I was young, but a little different."; + mes "Hmm, I'll need to do some research."; + next; + mes "[Folklorist Gudra]"; + mes "These are great stories that fuel my research interests!"; + mes "Please continue to record Amira's stories for me in the future."; + next; + mes "[Folklorist Gudra]"; + mes "I'd appreciate it if you could come back tomorrow and record the next part of this story."; + mes "Thank you. This is your payment for today's work."; + delitem 1000408,1; // Ep18_Recording_Note + completequest 16554; + setquest 16559; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + mes " "; + mes "^4d4dffA favorable evaluation of you occurs.^000000"; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + close; + case 2: + break; + } + switch( checkquest(16559,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Folklorist Gudra]"; + mes "As much as I'd like to hear all the stories today..."; + mes "Both of you, the adventurer and the people would tire out."; + next; + mes "[Folklorist Gudra]"; + mes "Take a good rest for the remaining day, and please come back after dawn."; + mes "During that time, I'll organize and analyze the stories you've gathered."; + close; + case 2: + erasequest 16559; + break; + } + switch( isbegin_quest(16558) ) { + case 0: + if ((isbegin_quest(16555)+isbegin_quest(16556)+isbegin_quest(16557)) == 0) { + mes "[Folklorist Gudra]"; + mes "We appreciated your last visit."; + mes "Today, we would also like to record our conversation."; + next; + mes "[Folklorist Gudra]"; + mes "Dinar and Amira, please go to Grandma Shanina and listen to her story, then write it down."; + mes "Here are some blank notebooks for you."; + next; + if (select( "I'll go.", "It's difficult right now." ) == 2) { + mes "[Folklorist Gudra]"; + mes "Ah, is it difficult right now? It's okay, we can do it later."; + mes "Just remember, this work requires patience and persistence."; + next; + mes "[Folklorist Gudra]"; + mes "We're already colleagues on the same path, aren't we?"; + mes "If it's tough, you can take a break. As long as we keep moving forward steadily."; + close; + } + mes "[Folklorist Gudra]"; + mes "Thank you for always being willing to help."; + mes "I will repay this kindness by making a good storybook."; + next; + mes "[Folklorist Gudra]"; + mes "Oh, of course, I'll make sure you're paid for your work today too."; + mes "That's important too, isn't it? I understand."; + setquest 16555; + setquest 16556; + setquest 16557; + getitem 1000408,1; // Ep18_Recording_Note + close; + } + if (countitem(1000408) < 1) { + getitem 1000408,1; // Ep18_Recording_Note + } + break; + case 1: + if (countitem(1000408) < 1) { + getitem 1000408,1; // Ep18_Recording_Note + } + mes "[Folklorist Gudra]"; + mes "Dinar and Amira, did you bring stories from Shannina Grandma?"; + mes "I'm excited to hear what kind of stories they are. Please show me the notebook."; + next; + mes "[Folklorist Gudra]"; + mes "Amira's stories include many myths familiar to me as well."; + mes "They are stories that all indigenous people here have heard and grown up with."; + next; + mes "[Folklorist Gudra]"; + mes "Of course, there are some differences from the myths I know..."; + mes "But researching those differences and commonalities is precisely my job, isn't it?"; + next; + mes "[Folklorist Gudra]"; + mes "These are stories that fuel my research curiosity!"; + mes "I hope you continue to transcribe Amira's stories."; + next; + mes "[Folklorist Gudra]"; + mes "I'd appreciate it if you could come back tomorrow and transcribe the next part of this story."; + mes "Thank you. This is your payment for today's work."; + delitem 1000408,1; // Ep18_Recording_Note + erasequest 16555; + erasequest 16556; + erasequest 16557; + erasequest 16558; + setquest 16559; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close; + case 2: // shouldn't happen + break; + } + mes "[Folklorist Gudra]"; + mes "Dinar and Amira, please go to Grandma Shani's house and listen to her story and write it down."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(16554) == 0 && isbegin_quest(16551) == 0" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16554) == 1" ); + + // note: QTYPE_DAILYQUEST to take the quest, QTYPE_QUEST otherwise + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(16554) == 2 && isbegin_quest(16558) == 0 && isbegin_quest(16555) == 0 && (checkquest(16559,PLAYTIME) == -1 || checkquest(16559,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16554) == 2 && isbegin_quest(16558) == 1" ); + end; +} + +// Quest: Collecting Folklore. Step 2. +wolfvill,106,224,3 script Dinar#ep18 4_F_DST_CHILD,{ + if (isbegin_quest(16551) == 1) { + mes "[Dinar]"; + mes "You've come to listen to my story, right?"; + mes "Oh, that's right. I promised Granny Gudra!"; + next; + mes "[Dinar]"; + mes "Hmm, hmm. I'll tell you once, so write it down carefully."; + mes "This is something I really experienced."; + next; + select( "Not just a rumor?" ); + mes "[Dinar]"; + mes "What's a rumor? Anyway, please pay attention!"; + mes "Long ago, when I was still young."; + next; + select( "You're still young now..." ); + mes "[Dinar]"; + mes "Oh, you keep interrupting!"; + mes "Among the gray wolves in the Gray Wolf Forest, there was one that seemed like the leader..."; + completequest 16551; + if (isbegin_quest(16552) == 2 && isbegin_quest(16553) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : I've written down all three stories. Let's return to Gudra.", bc_self; + setquest 16554; + } + close; + } + if (isbegin_quest(16555) == 1) { + mes "[Dinar]"; + mes "You've come to listen to my story again today!"; + mes "Aunt Gudra said she'll turn it into a book later."; + next; + mes "[Dinar]"; + mes "Hmm..., where did we leave off last time?"; + mes "Did we stop in the middle of the scene where the dragon and the fairy have their final showdown?"; + next; + mes "[Dinar]"; + mes "As the dragon summoned the giant tower of metal for the last time, the fairy confronted it by summoning the giant spirit of fire..."; + completequest 16555; + if (isbegin_quest(16557) == 2 && isbegin_quest(16556) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : I've written down all three stories. Let's return to Gudra.", bc_self; + setquest 16558; + } + close; + } + mes "[Dinar]"; + mes "I really enjoy reading interesting stories."; + mes "Reading and imagining the next story is even better!"; + next; + mes "[Dinar]"; + mes "The characters, they come alive in my mind."; + mes "I just need to watch them like watching a play."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16551) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16555) == 1" ); + end; +} + +// Quest: Collecting Folklore. Step 3. +wolfvill,180,204,3 script Amira#ep18 4_F_DESERT,{ + if (isbegin_quest(16552) == 1) { + mes "[Amira]"; + mes "Are you the one who came after being asked by Sister Gudra?"; + mes "She made a strange request. She wants to hear an old... story that I know."; + next; + mes "[Amira]"; + mes "Anyway, I promised to tell the story I heard from our grandfather before we came to the Gray Wolf Forest."; + next; + mes "[Amira]"; + mes "Are you ready to listen? Alright, I'll tell you slowly."; + mes "There are far more gods in the world than we know..."; + completequest 16552; + if (isbegin_quest(16551) == 2 && isbegin_quest(16553) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : I've written down all three stories. Let's return to Gudra.", bc_self; + setquest 16554; + } + close; + } + if (isbegin_quest(16556) == 1) { + mes "[Amira]"; + mes "You've come for Sister Gudra's errand again today."; + mes "What does she want to use these stories for?"; + next; + mes "[Amira]"; + mes "Anyway, I'll tell you the next story."; + mes "This is also a story our grandfather told us, some gods are still..."; + next; + mes "[Amira]"; + mes "...So, um, what was the name? I don't remember well, but anyway, the important thing is..."; + completequest 16556; + if (isbegin_quest(1655) == 2 && isbegin_quest(16557) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : I've written down all three stories. Let's return to Gudra.", bc_self; + setquest 16558; + } + close; + } + mes "[Amira]"; + mes "Our grandfather said so. It's important not to forget our gods."; + mes "That's why he's telling me all these stories."; + next; + mes "[Amira]"; + mes "I've heard so many stories, but now there are some that I've forgotten..."; + mes "If Sister Gudra turns them into a book, I won't forget them anymore."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16552) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16556) == 1" ); + end; +} + +// Quest: Collecting Folklore. Step 4. +wolfvill,154,184,5 script Shanina#ep18 4_F_DST_GRAND,{ + if (isbegin_quest(16553) == 1) { + mes "[Shanina]"; + mes "Ah, Grodra's errand? You came to hear an old tale, didn't you?"; + mes "I'll tell you a story. It's a very old story, not everyone's cup of tea, perhaps, but it's one my grandmother used to tell me."; + next; + mes "[Shanina]"; + mes "Worried it won't be entertaining? Don't worry. It'll be a pleasant distraction."; + next; + mes "[Shanina]"; + mes "So, long long ago. In a time long past, there lived a blacksmith..."; + completequest 16553; + if (isbegin_quest(16551) == 2 && isbegin_quest(16552) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : I've written down all three stories. Let's return to Gudra.", bc_self; + setquest 16554; + } + close; + } + if (isbegin_quest(16557) == 1) { + mes "[Shanina]"; + mes "Here you are again for Gudra's errand. Quite diligent, aren't you."; + mes "You said the stories I tell are alright, didn't you?"; + next; + mes "[Shanina]"; + mes "I'm glad if it helps Gudra."; + mes "How far did we get in the story? Is it time for a new tale today?"; + next; + mes "[Shanina]"; + mes "Oh, the last story wasn't finished yet, was it? My memory's a bit foggy."; + mes "Did I mention the blacksmith riding an owl down from the sky?"; + next; + mes "[Shanina]"; + mes "Right, my memory serves me well."; + mes "Then please tell the next part. The pitiful nymph..."; + completequest 16557; + if (isbegin_quest(16555) == 2 && isbegin_quest(16556) == 2) { + unittalk getcharid(3), "" + strcharinfo(0) + " : I've written down all three stories. Let's return to Gudra.", bc_self; + setquest 16558; + } + close; + } + mes "[Shanina]"; + mes "There's not much excitement in my life now, but telling old tales to young children is enjoyable."; + next; + mes "[Shanina]"; + mes "I'm very grateful to have someone to listen. Blessings upon them."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16553) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(16557) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Purifying Water. Step 1 + 4 (final). +wolfvill,103,230,3 script Budan#ep18 4_M_RACHMAN1,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Budan]"; + mes "Outsiders are coming in and out from here."; + mes "If you're just snooping around out of curiosity, I can't let you in."; + close; + } + switch( isbegin_quest(8693) ) { + case 0: + if (isbegin_quest(8691) == 1 || isbegin_quest(8692) == 1) { + mes "[Budan]"; + mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; + mes "Just say a few words and buy it."; + mes "I beg you."; + close; + } + // isbegin_quest(8691) == 0 + mes "[Budan]"; + mes "We've heard that you've been poking your nose into our business...."; + mes "I also heard that they will teach you how to do it easily."; + mes "Can you help me too?"; + next; + mes "[Budan]"; + mes "As you can see, we can't easily get to Rachel."; + mes "So this is something I really want you to help me with, adventurer."; + next; + mes "[Budan]"; + mes "I want you to get me some things that can only be made in Rachel's Temple of Sessrumnir."; + mes "As you can see, there is no easy access to clean water in the area due to volcanic ash and sand in the area around Rachel."; + next; + mes "[Budan]"; + mes "So I developed a water purification artefact..."; + mes "This thing really absorbs the dirt in the water through some unknown magical process."; + mes "Even all kinds of miscellaneous magical powers."; + next; + mes "[Budan]"; + mes "Even the sulfur spring water, which contains the mysterious magic of this forest, can be turned into drinking water."; + mes "But the magic doesn't last long... so you have to buy it when you need it."; + next; + mes "[Budan]"; + mes "You get the idea."; + mes "Can I ask for help?"; + mes "Even if we go anyway... they won't sell it to us."; + next; + mes "[Budan]"; + mes "Pretend to be a merchant who stopped by Rachel and quietly buy one, and put it in the water tank over there."; + mes "Then you will get completely purified, clean water."; + mes "You just need to bring it to me."; + next; + if (select( "It won't be difficult", "It will be difficult" ) == 2) { + mes "[Budan]"; + mes "If you're busy, so be it then."; + close; + } + mes "[Budan]"; + mes "It was a long story, but thank you for the short answer."; + next; + setquest 8691; + mes "[Budan]"; + mes "If you go to a temple, there will probably be worshippers out doing good deeds that day."; + mes "Just say a few words and buy it."; + mes "Please do me a favor."; + close; + case 1: + if (countitem(1000411) < 1) { + mes "[Budan]"; + mes "If you go to a temple, there will probably be worshippers out doing good deeds that day."; + mes "Just say a few words and buy it."; + mes "Please do me a favor."; + close; + } + delitem 1000411,1; // Ep18_Purified_Bucket + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + completequest 8693; + setquest 8694; + add_reputation_points(REPUTATION_EP18, 100); + mes "[Budan]"; + mes "We've had some good water for a while."; + close; + case 2: + break; + } + + // daily + switch( checkquest(8694,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Budan]"; + mes "I've got plenty of drinking water for a while."; + close; + case 2: + erasequest 8694; + break; + } + if (isbegin_quest(8695) == 1 || isbegin_quest(8696) == 1) { + mes "[Budan]"; + mes "If you go to a temple, there will probably be worshippers out doing good deeds that day."; + mes "Just say a few words and buy it."; + mes "Please do me a favor."; + close; + } + if (isbegin_quest(8697) == 1) { + if (countitem(1000411) < 1) { + mes "[Budan]"; + mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; + mes "Just say a few words and buy it."; + mes "I beg you."; + close; + } + delitem 1000411,1; // Ep18_Purified_Bucket + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + // erasequest 8695; + // erasequest 8696; + erasequest 8697; + setquest 8694; + getexp 18252408,2000000; + mes "[Budan]"; + mes "Thank you for helping me secure drinking water. Then I will boil this and prepare a meal."; + mes "If you have time to stay here tomorrow, may I ask for another route to Rachel?"; + next; + select( "I do", "I think I will be busy tomorrow" ); + mes "[Budan]"; + mes "Is your answer quick?"; + mes "Sorry for the long journey. But I want to feed my kids something safe. Thanks."; + close; + } + mes "[Budan]"; + mes "Adventurer, you're back."; + mes "Do you have time to go to Rachel?"; + next; + mes "[Budan]"; + mes "Pretend to be a merchant who stopped by Rachel and quietly buy one, and put it in the water tank over there."; + mes "Then you will get completely purified, clean water."; + mes "You just need to bring it to me."; + next; + if (select( "It won't be difficult", "It will be difficult" ) == 2) { + mes "[Budan]"; + mes "If you're busy, so be it then."; + close; + } + mes "[Budan]"; + mes "It was a long story, but thank you for the short answer."; + next; + setquest 8695; + mes "[Budan]"; + mes "If you go to a temple, there will probably be worshippers out doing good deeds that day."; + mes "Just say a few words and buy it."; + mes "Please do me a favor."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8691) == 0 && isbegin_quest(8692) == 0 && isbegin_quest(8693) == 0 && isbegin_quest(11724) == 2" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8693) == 1" ); + + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8693) == 2 && (checkquest(8694,PLAYTIME) == -1 || checkquest(8694,PLAYTIME) == 2) && isbegin_quest(8695) == 0 && isbegin_quest(8696) == 0 && isbegin_quest(8697) == 0" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8697) == 1" ); + end; +} + +// Quest: Purifying Water. Step 2. +rachel,103,141,5 script Salesman#ep18 4_M_DESERT,{ + if (checkweight(1000405,20) == 0) { + mes "- You can't proceed with the quest because you have too many items in your possession. -"; + close; + } + if (isbegin_quest(8692) == 1 && countitem(1000410) > 0) { + mes "[Salesman]"; + mes "May you be safe~"; + close; + } + if (isbegin_quest(8691) == 1 || isbegin_quest(8692) == 1 && countitem(1000410) < 1) { + mes "[Salesman]"; + mes "Today's we have holy water purification relic~!"; + mes "Come early before they're all sold out~!"; + next; + mes "[Salesman]"; + mes "Huh?"; + mes "How may I help you, outsider?"; + next; + select( "I need it to go to the top" ); + mes "[Salesman]"; + mes "Alas, you've heard the rumors~"; + mes "I'll explain briefly~"; + mes "It is a consecrated holy purification relic that purifies a large amount of contaminated water at once."; + mes "This is it~"; + next; + mes "[Salesman]"; + mes "It's made in the temple~"; + mes "Now that the waterways are well-maintained, it's not in such high demand~"; + mes "I'm only making a small amount~"; + mes "The ingredients are hard to find~"; + next; + mes "[Salesman]"; + mes "I need it in a few days, so I can't buy it in bulk~"; + mes "But~ there's only so much water you can purify in a single use~"; + next; + mes "[Salesman]"; + mes "If you run out of water on the way to your destination, and you have a suitable hydration station, you can use the item~"; + mes "It's better than carrying water~"; + next; + mes "[Salesman]"; + mes "But you have to boil the water once~"; + mes "Some people say it smells~"; + next; + mes "[Salesman]"; + mes "It's 550 Zeny.~"; + next; + if (select( "Buy", "Don't buy" ) == 2) { + mes "[Salesman]"; + mes "Buy what you need~"; + mes "May the goddess Freyja bless you~"; + close; + } + if (Zeny < 550) { + mes "[Salesman]"; + mes "You don't have enough Zeny."; + close; + } + Zeny -= 550; + if (isbegin_quest(8691) == 1) { + erasequest 8691; + setquest 8692; + } + getitem 1000410,1; // Ep18_Water_Filter + mes "[Salesman]"; + mes "Here is the item~"; + mes "May the goddess Freyja bless you."; + close; + } + if (isbegin_quest(8695) == 1 || isbegin_quest(8696) == 1 && countitem(1000410) < 1) { + mes "[Salesman]"; + mes "It is a holy relic for the essence of today's fish~"; + mes "Hurry up before it's sold out~"; + next; + mes "[Salesman]"; + mes "Ah, the last time you went to the top, didn't you?"; + mes "You came back sooner than expected. It seems that business is going well~"; + next; + switch( select( "Buy a relic", "Listen to an explanation", "Cancel" ) ) { + case 1: + break; + case 2: + end; + case 3: + end; + } + mes "[Salesman]"; + mes "This is 550 Jenny~"; + next; + if (select( "buy", "don't buy" ) == 2) + end; + if (Zeny < 550) { + mes "[Salesman]"; + mes "You don't have enough Zeny."; + close; + } + Zeny -= 550; + if (isbegin_quest(8695) == 1) { + erasequest 8695; + setquest 8696; + } + getitem 1000410,1; // Ep18_Water_Filter + mes "[Salesman]"; + mes "The stuff is here~"; + mes "May Goddess Freya bless you~"; + close; + } + mes "[Salesman]"; + mes "Today's holy water purification relic has just been released~"; + mes "Just one in front of each person. Now, come quickly~"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8691) == 1" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8695) == 1" ); + end; +} + +// Quest: Purifying Water. Step 3. +wolfvill,104,235,0 script Water barrel#ep1801 CLEAR_NPC,{ + if (isbegin_quest(8692) == 1 || isbegin_quest(8696) == 1) { + if (countitem(1000410) < 1) + end; + if (checkweight(1000411,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + specialeffect EF_BLUECASTING; + specialeffect EF_STOPEFFECT; + specialeffect EF_HEALSP; + specialeffect EF_SMOKE; + delitem 1000410,1; // Ep18_Water_Filter + getitem 1000411,1; // Ep18_Purified_Bucket + if (isbegin_quest(8692) == 1) + changequest 8692,8693; + else + changequest 8696,8697; + mes "I thought it was relatively clean water, but when I put a holy object in it, it glowed brightly and gave me a somewhat sacred feeling."; + mes "As the light subsides, the water looks clean."; + next; + mes "I'll put it in a bucket and take it to Budan."; + close; + } + mes "This is a water container for drinking water used throughout the village."; + mes "One side contains clean water, the other relatively clean water."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8692) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8696) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Transporting Goods. Step 1 + 3. +wolfvill,53,234,0 script #ep18_wp01 HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (ep18_main < 36) + end; + cloakoffnpcself( "Hazar#ep18_1" ); + cloakoffnpcself( "Camille#ep18_1" ); + cloakoffnpcself( "Transport Cart#ep18_1" ); + end; +} + +wolfvill,50,234,6 script(CLOAKED) Hazar#ep18_1 4_EP18_HAZAR,{ + if (ep18_main < 36) + end; + switch( isbegin_quest(12532) ) { + case 0: + mes "^0000ffAn elderly person is scolding a young man.^000000"; + next; + npctalk "Did I tell you that I had to leave today or not?", "Hazar#ep18_1", bc_self; + next; + npctalk "Yes, you did.", "Camille#ep18_1", bc_self; + next; + npctalk "What's the matter with this cart? There's gold on the cart wheels, huh? Did you replace them with new wheels, or are my eyes getting too old to see?", "Hazar#ep18_1", bc_self; + next; + npctalk "Sorry! I quickly looked for new wheels, but I couldn't find any spares....", "Camille#ep18_1", bc_self; + next; + npctalk "To go upstream, there should be 30 pieces of leather among the items, but it seems I can't see it. Is this also a problem with my eyes?", "Hazar#ep18_1", bc_self; + next; + emotion ET_HUK, getnpcid(0,"Camille#ep18_1"); + npctalk "Opps!", "Camille#ep18_1", bc_self; + next; + npctalk "Where did the ox, which was pulling the cart, go off to now? I must be getting old, it seems like I should retire now. I can't see anything in front of the cart.", "Hazar#ep18_1", bc_self; + next; + npctalk "I'm sorry. I'll be there soon!", "Camille#ep18_1", bc_self; + next; + npctalk "Have you recruited anyone to be the escort knight? Why doesn't anyone appear? Surely you don't expect me to pull this carriage alone.", "Hazar#ep18_1", bc_self; + next; + npctalk "That's... Master, I tried to recruit for the journey, but no one volunteered.", "Camille#ep18_1", bc_self; + next; + npctalk "You have no intention of going upstream, Camille.... What are you thinking?.", "Hazar#ep18_1", bc_self; + next; + npctalk "......", "Camille#ep18_1", bc_self; + next; + npctalk "I will inquire thoroughly about any shortcomings in the preparations later, but for now, let's focus on practical matters.", "Hazar#ep18_1", bc_self; + next; + npctalk "The transaction date has already been set, and the upstream carriage must depart. We need to address the issue of the carriage wheels and the insufficient upstream items. How do you plan to resolve it? ", "Hazar#ep18_1", bc_self; + next; + npctalk "Um... for now, I will work on adjusting the leather quantity! Uma has sent someone, so it should be ready soon", "Camille#ep18_1", bc_self; + next; + npctalk "What should we do about the carriage wheels? They look so unstable that it might collapse after just a few steps.", "Hazar#ep18_1", bc_self; + next; + if (select( "interfere", "ignore" ) == 2) { + mes "^0000ffThere's nothing good in intervening, so let's go our own way.^000000"; + close; + } + npctalk "Hmm? What do you want with us? We've got enough trouble with that carriage wheels. Don't disturb us....", "Hazar#ep18_1", bc_self; + next; + select( "Describe how to repair" ); + unittalk getcharid(3), "" + strcharinfo(0) + " : If we reinforce the wheel with a strong cord, it should roll somehow, don't you think?", bc_self; + next; + npctalk "Oh, this person. The carriage wheel isn't like a wooden chair or anything... No, is it even possible?", "Hazar#ep18_1", bc_self; + next; + if (select( "Wouldn't it be a good idea to at least give it a try?", "Indeed, it seems impossible." ) == 2) { + mes "^0000ffLet's stop involved at this point^000000"; + close; + } + npctalk "Adventurer. I am responsible for this ascent. If the adventurer solves the cart wheel, we will pay the adventurer the appropriate experience points based on the vision of our clan", "Camille#ep18_1", bc_self; + next; + if (select( "Alright!", "I guess that doesn't work." ) == 2) + end; + npctalk "Thank you. Could you please take a look at this carriage right here?", "Camille#ep18_1", bc_self; + specialeffect 1090, AREA, "Transport Cart#ep18_1"; + next; + npctalk "I would appreciate it if you could reinforce the wheels of this carriage enough for use in the expedition. Thank you. I need to go check the leather that will be used for the expedition, so I will be away for a moment..", "Camille#ep18_1", bc_self; + setquest 12532; + cloakonnpcself( "Camille#ep18_1" ); + close; + case 1: + npctalk "Hmm, I'm not sure if you can really fix that carriage wheel, but I'll give you the benefit of the doubt..", "Hazar#ep18_1", bc_self; + end; + case 2: + break; + } + switch( isbegin_quest(12533) ) { + case 0: + mes "^0000ffHazar gazes with a friendly look^000000"; + next; + npctalk "Ah... you have quite an interesting skill, don't you?", "Hazar#ep18_1", bc_self; + next; + npctalk "By the way, has Camille finished organizing things yet?", "Hazar#ep18_1", bc_self; + next; + npctalk "Master, I have confirmed all the necessary supplies for the expedition. Now, we just need to check the carriage, and then we can depart...", "Camille#ep18_1", bc_self; + next; + npctalk "The adventurer here has taken care of the carriage wheels. Please express our gratitude.", "Hazar#ep18_1", bc_self; + next; + npctalk "Thank you so much, adventurer. When you return from the expedition, please come visit us. Would you mind sharing your name?", "Camille#ep18_1", bc_self; + next; + select( "My name is " + strcharinfo(0) + " that's all." ); + select( "As the journey is long, let's depart for now.." ); + npctalk "Your are correct. I need to set off on the expedition for now. I will definitely come and greet you upon my return. " + strcharinfo(0) + " Alright then. I'll be off now, Master.", "Camille#ep18_1", bc_self; + next; + cloakonnpcself( "Camille#ep18_1" ); + cloakonnpcself( "Transport Cart#ep18_1" ); + npctalk "Thank you for helping me with my shortcomings. Despite being clever, I tend to overthink, and I unintentionally showed a shameful side of myself..", "Hazar#ep18_1", bc_self; + next; + npctalk "I cannot guarantee whether that fellow will successfully complete the expedition unharmed. If my body were in better condition, I would have led the expedition.", "Hazar#ep18_1", bc_self; + next; + npctalk "" + strcharinfo(0) + " Of course,If you have the time, could you please grant this old man one more favor?", "Hazar#ep18_1", bc_self; + next; + select( "Please go ahead and tell me" ); + npctalk "Camille is commanding the expedition for the first time, and it's making me uneasy in various ways. I wonder if they'll be able to avoid monster attacks. ", "Hazar#ep18_1", bc_self; + next; + npctalk "So, what I'm asking is, could you kindly keep an eye on him from behind while following along? I can't offer much, but I sincerely request your assistance..", "Hazar#ep18_1", bc_self; + next; + if (select( "I accept", "I decline" ) == 2) + end; + npctalk "You're welcome. Truly, you have my gratitude." + strcharinfo(0) + "", "Hazar#ep18_1", bc_self; + setquest 12533; + close; + case 1: + mes "^0000ffHazar gazes with a friendly look^000000"; + next; + npctalk "Well then, I should get back to my duties as well.", "Hazar#ep18_1", bc_self; + cloakonnpcself( "Hazar#ep18_1" ); + close; + case 2: + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8692) == 1" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12532) == 0 && isbegin_quest(11724) == 2" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(12533) == 0 && isbegin_quest(12532) == 2" ); + end; +} + +// Quest: Transporting Goods. Step 2. +wolfvill,53,234,4 script Transport Cart#ep18_1 4_EP18_WAGON,{ + if (ep18_main < 36) + end; + if (isbegin_quest(12532) == 1) { + mes "^0000ffAlthough it looks fine, there is a worn-out carriage wheel..^000000"; + next; + if (select( "I attempt maintenance work", "I stop the maintenance work" ) == 2) { + mes "^0000ffLet's revisit this when it comes to mind later.^000000"; + close; + } + progressbar_npc "FFFF00",2; + if (countitem(7197) < 1) { + mes "Materials suitable for reinforcing the carriage wheel [Tough Vines]7197 unavailable."; + close; + } + // note: Tough_Vines not deleted on fail + .@r = rand(1,5); + if (.@r == 1) { + specialeffect EF_REFINEOK; + mes "^0000ffRepair successful!^000000"; + delitem 7197,1; // Tough_Vines + removespecialeffect 1090; + completequest 12532; + close; + } + specialeffect EF_REFINEFAIL; + mes "^0000ffIt doesn't seem to have been properly reinforced yet. The material hasn't disappeared, so let's keep trying^000000"; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(12532) == 1" ); + end; +} + +wolfvill,56,234,4 script(CLOAKED) Camille#ep18_1 4_EP18_KAMIL,{ + mes "^0000ffHe seems preoccupied, perhaps scolded by Hazar^000000"; + close; +} + +// Quest: Transporting Goods. Step 4. +gw_fild01,115,130,0 script #ep18_wp02 HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (isbegin_quest(12533) == 1) + cloakoffnpcself( "Transport Cart#ep18_2" ); + end; +} + +gw_fild01,115,130,4 script(CLOAKED) Transport Cart#ep18_2 4_EP18_WAGON,{ + if (ep18_main < 36) + end; + if (isbegin_quest(12533) == 1) { + mes "^0000ffIt's clear that the carriage led by Camille has left. Judging by the scattered cargo, something unfavorable must have happened. I need to find Camille.^000000"; + completequest 12533; + setquest 12534; + close; + } + mes "^0000ffIt seems that most of the cargo has already been lost.^000000"; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(12533) == 1" ); + end; +} + +// Quest: Transporting Goods. Step 5. +gw_fild01,202,102,0 script #ep18_wp03 HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (isbegin_quest(12534) == 1) { + cloakoffnpcself( "#ep18_2_mon" ); + cloakoffnpcself( "Camille#ep18_2" ); + end; + } + if (isbegin_quest(12534) == 2 && isbegin_quest(12535) == 0) { + cloakoffnpcself( "Camille#ep18_2" ); + end; + } + end; +} + +gw_fild01,205,102,4 script(CLOAKED) #ep18_2_mon EP18_GREY_WOLF,{ + if (ep18_main < 36) + end; + if (isbegin_quest(12534) != 1) + end; + .@wolf_hp = 1000; + .@camille_hp = 1000; + + mes "^0000ffThe situation doesn't seem favorable.^000000"; + next; + npctalk "Arrgghh...", "#ep18_2_mon", bc_self; + next; + npctalk "Good grief", "Camille#ep18_2", bc_self; + next; + mes "^0000ffSeems like I'm about to collapse. Unable to focus on where to attack, my eyes are rolling without restraint. Probably won't last even a second, becoming an easy meal for the wolves^000000"; + next; + while(1) { + next; + switch( select( "Give combat advice to Camille", "I handle the wolves personally", "Pretend not to notice and pass by" ) ) { + case 1: + mes "^0000ffTell Camille where to attack the wolves?^000000"; + PlayBGM "182"; + while(1) { + mes "Wolf vitality - ^ff0000" + .@wolf_hp + "^000000"; + mes "Camille's vitality - ^0000ff" + .@camille_hp + "^000000"; + next; + switch( select( "Timid attack(High probability)", "Moderate attack(Normal probability)", "Strong attack(Low probability)", "Counterattack(Thin Probability)", "Run away for now" ) ) { + case 1: + .@wolf_chance = 65; // 65% chance the wolf is being hit / 35% Camille + .@wolf_damage = rand(25,50); + .@camille_damage = rand(45,93); + break; + case 2: + .@wolf_chance = 42; + .@wolf_damage = rand(32,58); + .@camille_damage = rand(37,72); + break; + case 3: + .@wolf_chance = 30; + .@wolf_damage = rand(45,70); + .@camille_damage = rand(34,53); + break; + case 4: + .@wolf_chance = 25; + .@wolf_damage = rand(66,80); + .@camille_damage = rand(26,50); + break; + case 5: + mes "I'm upset, but there's no chance of winning now. Let's fix it and try again"; + close; + } + if (.@wolf_chance > rand(100)) { + .@wolf_hp = .@wolf_hp - .@wolf_damage; + npctalk "-" + .@wolf_damage, "#ep18_2_mon", bc_self; + npctalk " ", "Camille#ep18_2", bc_self; + specialeffect EF_ACIDDEMON, SELF, "#ep18_2_mon"; + specialeffect EF_HFLIMOON3, SELF, "#ep18_2_mon"; + } + else { + .@camille_hp = .@camille_hp - .@camille_damage; + npctalk " ", "#ep18_2_mon", bc_self; + npctalk "-" + .@camille_damage, "Camille#ep18_2", bc_self; + specialeffect EF_ACIDDEMON, SELF, "Camille#ep18_2"; + specialeffect EF_HFLIMOON3, SELF, "Camille#ep18_2"; + } + if (.@wolf_hp < 1) { + mes "^0000ffYou have defeated the gray wolf.^000000"; + completequest 12534; + cloakonnpcself( "#ep18_2_mon" ); + playbgm "183"; + close; + } + if (.@camille_hp < 1) { + next; + mes "^ff0000Dangerous!! I need to stop the battle and restore Camille's health.^000000"; + playbgm "183"; + close; + } + } + break; + case 2: + mes "^0000ff No, it might be right to just help Camille grow up on her own....^000000"; + continue; + case 3: + mes "^0000ffCome back later and build Camille's grave.^000000"; + close; + } + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(12534) == 1" ); + end; +} + +// Quest: Transporting Goods. Step 6. +gw_fild01,201,102,6 script Camille#ep18_2 4_EP18_KAMIL,{ + if (ep18_main < 36) + end; + if (isbegin_quest(12534) == 2 && isbegin_quest(12535) == 0) { + mes "^0000ffCamille's body is trembling thinly with the excitement after the battle.^000000"; + npctalk "Heuk...heuk... ", "Camille#ep18_2", bc_self; + next; + select( "You had pretty good movement", "That was terrible. Don't touch a sword again" ); + npctalk "No " + strcharinfo(0) + "If it weren't for your instructions, I would have been completely defeated..", "Camille#ep18_2", bc_self; + next; + select( "Why did you abandon the carriage and come this far??" ); + npctalk "I was chasing the guys who were running away with the goods, and that's how it happened. I wasn't able to recover everything, but I did manage to save some of it..", "Camille#ep18_2", bc_self; + next; + npctalk "I need to move the expedition carriage back to the village first. We should gather the remaining supplies and apologize for the inconvenience..", "Camille#ep18_2", bc_self; + next; + select( "Isn't it just an accident? Apologizing might be unnecessary...." ); + npctalk "The goods were essential for the village's survival. Losing them will be a major setback..", "Camille#ep18_2", bc_self; + next; + select( "You're being too harsh on the trade manager." ); + npctalk "The fact that I insisted on leading the trade caravan even though my master stopped me is my fault. It's not like I was forced to do it.", "Camille#ep18_2", bc_self; + next; + npctalk "If I die or run away here, my master will have to take responsibility. That must never happen.", "Camille#ep18_2", bc_self; + next; + select( "I'm not going to argue with you anymore. Just do what you think is best..", "Should we run away?" ); + npctalk "Thank you again for your help. I need to get back to my line now. If fate leads us, I hope to see you again...", "Camille#ep18_2", bc_self; + setquest 12535; + close2; + npctalk "You haven't left yet. I'll go first..", "Camille#ep18_2", bc_self; + cloakonnpcself( "Camille#ep18_2" ); + setnpcdisplay( "Boksil#wms03", CLEAR_NPC ); + end; + } + mes "^0000ffIt seems like you're not in a state to listen to the conversation properly.^000000"; + close; + +OnInit: + cloakonnpc strnpcinfo(0); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(12534) == 2 && isbegin_quest(12535) == 0" ); + end; +} + +wolfvill,76,210,0 script #ep18_wp03_ HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch_: + if (isbegin_quest(12531) == 1 || isbegin_quest(12535) == 1) { + cloakoffnpcself( "Hazar#ep18_3" ); + cloakoffnpcself( "Camille#ep18_3" ); + cloakoffnpcself( "Observer#ep18_31" ); + cloakoffnpcself( "Observer#ep18_32" ); + cloakoffnpcself( "Observer#ep18_33" ); + } + end; +} + +// Quest: Transporting Goods. Step 7 + 12 (final). +wolfvill,75,214,4 script(CLOAKED) Hazar#ep18_3 4_EP18_HAZAR,{ + if (ep18_main < 36) + end; + if (!checkweight(1000405,20)) { + mes "^ff0000 I think the weight of the items I have is too much. Please organize Tori once.^000000"; + close; + } + if (isbegin_quest(12535) == 1) { + mes "^0000ffA meeting is taking place among the leaders of the Grey Wolf Village.^000000"; + next; + npctalk "I apologize to everyone. I was lacking, and I couldn't properly guide my apprentice..", "Hazar#ep18_3", bc_self; + next; + npctalk "Hazar, it's not your fault. It's more about Camille's ambitious decision to push the expedition beyond its limits..", "Observer#ep18_31", bc_self; + next; + npctalk "No, it was my decision to push my apprentice into the expedition against their will..", "Hazar#ep18_3", bc_self; + next; + npctalk "Is that really true, Camille? Are you saying your mentor forced you into the expedition against your will.", "Observer#ep18_33", bc_self; + next; + npctalk "I sincerely apologize to everyone. And, it wasn't my mentor who forced me; I insisted on the expedition against their advice.", "Camille#ep18_3", bc_self; + next; + npctalk "I knew it would come to this. Something seemed off ever since Hazar suddenly mentioned feeling unwell.", "Observer#ep18_32", bc_self; + next; + npctalk "Camille, what on earth are you doing right now!", "Hazar#ep18_3", bc_self; + next; + npctalk "I insisted against my mentor's advice and failed to complete the task properly. It's all my fault.", "Camille#ep18_3", bc_self; + next; + npctalk "Ahem... hmm", "Observer#ep18_31", bc_self; + npctalk "Wow~", "Observer#ep18_32", bc_self; + npctalk "Tsk Tsk.", "Observer#ep18_33", bc_self; + next; + npctalk "Seems like I have a rough idea of the situation now. Well then, let's discuss the post-incident procedures?", "Observer#ep18_33", bc_self; + next; + npctalk "Listen, everyone! Why are we rushing to make decisions like this!", "Hazar#ep18_3", bc_self; + next; + npctalk "In truth, haven't we been watching over Camille since they were young? While I understand the circumstances.", "Observer#ep18_32", bc_self; + next; + npctalk "Indeed, there are circumstances, but the leadership has its own rules and regulations, right?.", "Observer#ep18_33", bc_self; + next; + emotion ET_HUK, getnpcid(0,"Observer#ep18_31"); + npctalk "This person! According to the regulations, you should face the consequences! It's not something to be taken lightly!", "Observer#ep18_31", bc_self; + next; + npctalk "No, that's true, but... sigh, what should we do about this?.", "Observer#ep18_33", bc_self; + next; + npctalk "I will follow the rules. It seems appropriate since it was my own decision..", "Camille#ep18_3", bc_self; + next; + npctalk "Oh no! Camille, you rascal! This is not the time for you to speak!", "Hazar#ep18_3", bc_self; + next; + npctalk "Calm down. We're talking about the rules of the leadership. Let's first examine the basis for Camille's decision.", "Observer#ep18_31", bc_self; + next; + npctalk "A loss of 800kg of fur/leather intended for winter budget allocation. Additionally, the failure to purchase provisions due to this loss..", "Observer#ep18_33", bc_self; + next; + npctalk "Well... even now, couldn't we organize a search party from the leadership to find the lost cargo?", "Observer#ep18_31", bc_self; + next; + npctalk "That's true. However, if the leadership resolves the situation, Camille's mistake will officially become a subject for punishment..", "Observer#ep18_33", bc_self; + next; + npctalk "Right, as of now, the villagers and the practical members of the leadership are still unaware of this fact. The moment we send out a search party, Camille's guilt will be confirmed.", "Observer#ep18_32", bc_self; + next; + select( "Let's consider other advice" ); + unittalk getcharid(3), "" + strcharinfo(0) + " : If an external party unofficially recovers the cargo and returns it, how would it be handled by the leadership?", bc_self; + next; + npctalk "No, you are " + strcharinfo(0) + "aren't you?", "Hazar#ep18_3", bc_self; + next; + npctalk "Oh, that's a good suggestion. If an outsider discreetly resolves it without anyone knowing, the incident itself may be considered non-existent..", "Observer#ep18_33", bc_self; + next; + npctalk "The leadership's rules cannot punish what they do not know..", "Observer#ep18_31", bc_self; + next; + npctalk "" + strcharinfo(0) + "does that mean... it's acceptable to interpret it as an offer to find the lost cargo on behalf of our leadership?", "Hazar#ep18_3", bc_self; + next; + select( "I'll give it a try.", "What kind of joke is this?." ); + npctalk "Thank you " + strcharinfo(0) + "I'll take the lead and guide the way", "Camille#ep18_3", bc_self; + next; + npctalk "No, that won't do. This incident needs to become nonexistent. Camille, you can't take the lead on this..", "Observer#ep18_33", bc_self; + next; + npctalk "" + strcharinfo(0) + "You refer to me? Thank you for stepping forward on behalf of our poor Camille. I express my gratitude in your stead.", "Observer#ep18_31", bc_self; + next; + npctalk "I also express my gratitude. Despite some flaws in that lad, he's a talent that shouldn't lose his life over such an incident.", "Observer#ep18_32", bc_self; + next; + npctalk "Expressing my gratitude to such an extent is difficult. What are you going to do? I'll provide you with Camille's approximate location.", "Hazar#ep18_3", bc_self; + next; + npctalk "Yes, I understand.", "Camille#ep18_3", bc_self; + next; + mes "^ff0000I've obtained rough information about where the cargo taken by Camille was headed.^000000"; + completequest 12535; + setquest 12536; + setquest 12537; + setquest 12538; + setquest 12539; + next; + npctalk "Then " + strcharinfo(0) + "I'm putting everything on you", "Hazar#ep18_3", bc_self; + next; + npctalk "Um, this meeting never happened. Let's quickly disperse.", "Observer#ep18_31", bc_self; + next; + npctalk "Of course. I'm busy too. Let's disperse.", "Observer#ep18_33", bc_self; + next; + cloakonnpcself( "Hazar#ep18_3" ); + cloakonnpcself( "Camille#ep18_3" ); + cloakonnpcself( "Observer#ep18_31" ); + cloakonnpcself( "Observer#ep18_32" ); + cloakonnpcself( "Observer#ep18_33" ); + close; + } + if (isbegin_quest(12531) == 1) { + mes "^0000ffA meeting is taking place among the leaders of the Grey Wolf Village..^000000"; + next; + unittalk getcharid(3), "" + strcharinfo(0) + " : I've collected the lost cargo as soon as it was spotted. Please check the quantity..", bc_self; + next; + npctalk "Oh, this quickly?", "Observer#ep18_31", bc_self; + next; + npctalk "It seems I owe you a debt for the second time already. Well, considering the battle with Camille, is it the third time?", "Hazar#ep18_3", bc_self; + next; + npctalk "You have my gratitude. Truly... thank you..", "Camille#ep18_3", bc_self; + next; + npctalk "Let's see, 500 leather, 280 fur processing... hmm, a bit short on fur, but...", "Observer#ep18_32", bc_self; + next; + npctalk "At this level, it's just ordinary loss and damage.", "Observer#ep18_33", bc_self; + next; + npctalk "Indeed, it's well within an acceptable range. Phew... We can proceed with the meeting agenda again.", "Observer#ep18_31", bc_self; + next; + select( "What will be the new agenda?" ); + npctalk "The original agenda was a meeting regarding the loss of trade goods, but now it has changed to a discussion about the delay in the leadership's departure. Isn't that correct, Chief?", "Observer#ep18_33", bc_self; + next; + npctalk "Oh... hmm. Yes, I see. It looks like we'll be departing two days later than the original schedule.", "Hazar#ep18_3", bc_self; + next; + npctalk "Master... that is...", "Camille#ep18_3", bc_self; + next; + npctalk "Stay calm, Camille. Now, let's not rush to conclusions. What is the punishment for delaying?", "Hazar#ep18_3", bc_self; + next; + npctalk "It's a reflection period within the next three months, handling the duties of the leadership and reflecting on my actions as a top-tier administrator.", "Observer#ep18_33", bc_self; + next; + npctalk "I have no objections.", "Observer#ep18_31", bc_self; + next; + npctalk "I also have no objections..", "Observer#ep18_32", bc_self; + next; + npctalk "Seems like you've dodged a major crisis there, Camille", "Hazar#ep18_3", bc_self; + next; + npctalk "Thank you, Master. I'm also grateful to the Chief.", "Camille#ep18_3", bc_self; + next; + npctalk "Ahem, enough of this. Since the departure is delayed, go and prepare to set out again.", "Observer#ep18_31", bc_self; + next; + npctalk "Indeed, starting from today, I'll have to endure the punishment as soon as possible.", "Observer#ep18_32", bc_self; + next; + npctalk "Now that the important matters are settled, let's conclude our discussion. Thank you once again, " + strcharinfo(0) + "I truly appreciate it. Here's a small token of my gratitude.", "Hazar#ep18_3", bc_self; + next; + npctalk "Thank you very much " + strcharinfo(0) + "You're my lifesaver. Here's a small token of my gratitude.", "Camille#ep18_3", bc_self; + emotion ET_CRY, getnpcid(0,"Observer#ep18_31"); + completequest 12531; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + next; + mes "^4d4dffYou are receiving favorable evaluations.^000000"; + close2; + cloakonnpcself( "Hazar#ep18_3" ); + cloakonnpcself( "Camille#ep18_3" ); + cloakonnpcself( "Observer#ep18_31" ); + cloakonnpcself( "Observer#ep18_32" ); + cloakonnpcself( "Observer#ep18_33" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12535) == 1" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12531) == 1" ); + end; +} + +wolfvill,79,213,3 duplicate(dummy_cloaked_npc) Camille#ep18_3 4_EP18_KAMIL + +wolfvill,77,207,8 script(CLOAKED) Observer#ep18_33 4_M_RACHMAN1,{ + mes "[Observer]"; + mes "Hmm, let's save personal stories for later.."; + close; +} + +wolfvill,74,208,8 script(CLOAKED) Observer#ep18_32 4_M_MIDDLE1,{ + mes "[Observer]"; + mes "There's no time for small talk."; + close; +} + +wolfvill,72,209,8 script(CLOAKED) Observer#ep18_31 4_M_MIDDLE,{ + mes "[Observer]"; + mes "In upper-level meetings, small talk is prohibited.."; + close; +} + +// Quest: Transporting Goods. Step 8 + 9 + 10 + 11. +gw_fild01,242,325,4 script #ep18_12536 4_POINT_RED,5,5,{ + if (isnpccloaked(strnpcinfo(0)) == true) + end; + .@quest_id = atoi( replacestr(strnpcinfo(2), "ep18_", "") ); + .@state = isbegin_quest(.@quest_id); + if (.@state == 1) { + specialeffect EF_BIG_PORTAL, SELF; // 561 + progressbar_npc "FFFF00",2; + completequest .@quest_id; + removespecialeffect 561; + specialeffect EF_ICECRASH, SELF; // 135 + + if (isbegin_quest(12536) == 2 && isbegin_quest(12537) == 2 && isbegin_quest(12538) == 2 && isbegin_quest(12539) == 2) + setquest 12531; + cloakonnpc strnpcinfo(0), getcharid(0); + } + end; + +OnTouch: + end; + +OnInit: + .@quest_id = atoi( replacestr(strnpcinfo(2), "ep18_", "") ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(" + .@quest_id + ") == 1" ); + end; +} +gw_fild01,89,211,4 duplicate(#ep18_12536) #ep18_12537 4_POINT_RED,5,5 +gw_fild01,347,194,4 duplicate(#ep18_12536) #ep18_12538 4_POINT_RED,5,5 +gw_fild01,230,52,4 duplicate(#ep18_12536) #ep18_12539 4_POINT_RED,5,5 + +gw_fild01,242,325,0 script #wp12536 HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch_: + .@quest_id = atoi( replacestr(strnpcinfo(2), "wp", "") ); + if (isbegin_quest(.@quest_id) == 1) + cloakoffnpcself( "#ep18_" + .@quest_id ); + end; +} +gw_fild01,89,211,0 duplicate(#wp12536) #wp12537 HIDDEN_WARP_NPC,5,5 +gw_fild01,347,194,0 duplicate(#wp12536) #wp12538 HIDDEN_WARP_NPC,5,5 +gw_fild01,230,52,0 duplicate(#wp12536) #wp12539 HIDDEN_WARP_NPC,5,5 +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Clinic Construction. Step 1 + 3 + 4 + 5 (final). +wolfvill,171,253,5 script Ezekiel#hms01 4_M_RACHMAN2,5,5,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Ezekiel]"; + mes "I can't have made the wrong choice in coming here...?"; + close; + } + switch( isbegin_quest(17507) ) { + case 0: + if (isbegin_quest(17506) == 1) { + if (countitem(999) < 3) { + mes "[Ezekiel]"; + mes "We can get most things here, but not steel. I'd like to ask for a small favor. Just 3..."; + close; + } + mes "[Ezekiel]"; + mes "Steel!! Steel, when will it come! ... oh it's here. You're here, Adventurer. It's heavy, isn't it? Give it to me. I can't let you hold it for another second, you're a precious person. Thank you. You've done a good job."; + next; + mes "[Ezekiel]"; + mes "When the clinic is completed, we'll engrave your name on the foundation stone so that your name will live on in the lives of future newborns."; + next; + emotion ET_SWEAT, playerattached(); + mes "[Ezekiel]"; + mes "Although time passes and the building disappears, the adventurer's will will remain forever."; + next; + select( "No, it's not necessary..." ); + mes "[Ezekiel]"; + mes "With this steel, I'll now build a clinic that would withstand any kind of weather, and will stand up to any elements."; + next; + cloakoffnpcself( "Old Man#hms01" ); + cloakoffnpcself( "Old Man#hms02" ); + cloakoffnpcself( "Old Man#hms03" ); + mes "[Old Man]"; + mes "Wait, what are you doing?"; + npctalk "Didn't I make myself clear?", "Old Man#hms03", bc_self; + next; + mes "[Old Man]"; + mes "Are you saying you're going to build a Clinic? Now?"; + next; + select( "Calm down, old man..." ); + mes "[Old Man]"; + mes "What do you mean by Calm down? We're having an ice-cold, rational conversation. Now!"; + npctalk "We don't have the energy to do this!", "Old Man#hms02", bc_self; + next; + mes "[Ezekiel]"; + mes "Why are you doing this? Are you being territorial about the newcomers?"; + next; + mes "[Old Man]"; + mes "Oh my, we're not those kind of people."; + npctalk "What? What do you mean?", "Old Man#hms03", bc_self; + next; + mes "[Ezekiel]"; + mes "Then why are you so opposed to it?"; + next; + mes "[Old Man]"; + mes "The comfortable life you want is a trap. Something foreign, something comfortable. Those things will ruin us."; + next; + mes "[Ezekiel]"; + mes "Comfortable housing, thriving schools, clean clinics. Why shouldn't we have them? We've avoided discrimination, not convenience."; + next; + mes "[Ezekiel]"; + mes "I live here anyway, what's the harm in having better facilities?"; + next; + mes "[Old Man]"; + mes "No, I guess that's what the newcomers want?"; + npctalk "Exactly!", "Old Man#hms01", bc_self; + next; + mes "[Old Man]"; + mes "Accustoming your body to comfort makes an uncomfortable life unbearable. Live with satisfaction within the minimum life they provide."; + mes "They say that if you protest, they will take this away too."; + next; + mes "[Old Man]"; + mes "How long do you think we're going to live here, never mind take our land back!"; + npctalk "I mean it!", "Old Man#hms03", bc_self; + next; + mes "[Old Man]"; + mes "What you have now is enough, what more do you need?"; + next; + mes "[Ezekiel]"; + mes "I'm not doing this because I'm ungrateful. They say that they are not bringing it here because this it's too foreign for them. Technology and facilities have developed over time, but you just don't understand it!"; + next; + cloakoffnpcself( "Maram#hms01" ); + cloakoffnpcself( "Villager#hms01" ); + cloakoffnpcself( "Injured#hms01" ); + mes "[Joel]"; + mes "Oh my, I think I'm dying. Help..."; + npctalk "Someone is waving to me in the distance...", "Injured#hms01", bc_self; + next; + mes "[Maram]"; + mes "Ezekiel!!! Something is wrong!"; + next; + mes "[Ezekiel]"; + mes "Maram? What is it? What happened?"; + next; + mes "[Joel]"; + mes "If I die... put my accumulated wealth...! With me. Did you get it?! It's unfair! Maram, make sure you guard my grave well! Don't let a single penny be stolen!"; + emotion ET_CRY, getnpcid(0,"Injured#hms01"); + next; + mes "[Maram]"; + mes "No, you won't die. Don't be ominous."; + next; + mes "[Old Man]"; + mes "What's wrong with Joel?"; + next; + mes "[Maram]"; + mes "There's been an accident while moving the luggage. I need to get it taken care of quickly. Can you do that, Ezekiel?"; + next; + mes "[Old Man]"; + mes "Oh my, how come? I can't use one leg at all and I'm still fine."; + next; + mes "[Old Man]"; + mes "Let me see. Hmm..."; + next; + mes "[Old Man]"; + mes "Let's move it to my house quickly. I may not be able to use my legs, but I need to at least apply some medicine to prevent them from rotting."; + npctalk "I beg your pardon? Are his legs rotting??", "Injured#hms01", bc_self; + npctalk "Would you rather have a plaster?", "Maram#hms01", bc_self; + next; + mes "[Joel]"; + mes "Do I have to cut my legs off like Mr. White Pine over here? I can't do that... I just bought a new pair of work boots...!"; + next; + mes "[Old Man]"; + mes "Are your boots a problem now?"; + next; + mes "[Joel]"; + mes "... That's right, Maram. I have a favor to ask. Can you find someone who is missing a left leg but has a healthy right leg? I guess I'll have to sell him my right boot."; + mes "Sir, please make this as smooth as possible."; + npctalk "Ah, the size doesn't matter.", "Injured#hms01", bc_self; + next; + mes "[Ezekiel]"; + mes "I'm not going to cutting your leg off, I can heal it."; + next; + mes "[Old Man]"; + mes "What? With a leg that is shaped like that?"; + next; + mes "[Old Man]"; + mes "How do you fix a leg like that...! Let's cut it off and put some medicine on it to stop it from getting infected! Don't waste time by holding it...!"; + next; + mes "[Ezekiel]"; + mes "I'm saying I can do it because I can do it. Everybody, get out of the way."; + next; + mes "[Maram]"; + mes "You'll have to trust him. Ezekiel may not look like much in your eyes, but he's pretty good, right?"; + npctalk "I didn't go out of my way to bring him in.", "Maram#hms01", bc_self; + next; + mes "[Old Man]"; + mes "No, the time is...!"; + next; + specialeffect EF_HEALSP, AREA, "Injured#hms01"; + mes "[Ezekiel]"; + mes "Ahhh... If only we had the right equipment... I could have done it faster... I can't help it."; + next; + specialeffect EF_REPAIRWEAPON, AREA, "Injured#hms01"; + mes "[Joel]"; + mes "Aaaaaah!!! I'm dying!!!"; + npctalk "Oh, no!!!", "Old Man#hms01", bc_self; + npctalk "Isn't he supposed to heal him?", "Old Man#hms02", bc_self; + npctalk "Stop it!!!!", "Old Man#hms03", bc_self; + delitem 999,3; // Steel + erasequest 17506; + setquest 17507; + close; + } + if (isbegin_quest(17505) == 1) { + mes "[Ezekiel]"; + mes "Adventurer, how's it going, can I start my construction?"; + next; + select( "About that..." ); + mes "[Ezekiel]"; + mes "I'm trying to keep it out of the way so it doesn't affect anything else, but I guess that doesn't work either."; + next; + mes "[Ezekiel]"; + mes "But I can't give up, and I'm glad you're willing to come back and talk about it, but before then, I need to get a group of like-minded people together and get ready to convince them."; + next; + mes "[Ezekiel]"; + mes "I thought about doing what they said, but I can't. I don't know what else to do, but this is something I need to do."; + next; + mes "[Ezekiel]"; + mes "Speaking of which, Adventurer, I have a favor to ask."; + next; + select( "What is it?" ); + mes "[Ezekiel]"; + mes "You can get most things here, but not Steel. Because of how difficult it is to bring it in, not to mention you need a lot of facilities to make Steel. So, Would it be okay if you bring me 3 of them? just 3..."; + next; + select( "I'll bring it to you." ); + mes "[Ezekiel]"; + mes "Thank you for your generosity. I'm glad you're so sympathetic to my cause and willing to help... I'll go get ready for construction."; + erasequest 17505; + setquest 17506; + close; + } + if (isbegin_quest(17504) == 1) { + mes "[Ezekiel]"; + mes "Please convince [sir]wolfvill,176,111,0,101,0that we need this facility."; + close; + } + mes "[Ezekiel]"; + mes "Ezekiel, you didn't come here to live a life of riches. You came here to do a job!"; + next; + mes "[Ezekiel]"; + mes "No, but to live here as myself is to really live. I am an eternal stranger here, am I not?"; + next; + cloakoffnpcself( "Maram#hms01" ); + select( "That person...?" ); + mes "[Maram]"; + mes "Shhh- wait a minute, listen to what he's saying, he sounds like he's saying something."; + next; + mes "[Ezekiel]"; + mes "No, but I'm just as much an outsider here as I am there. Isn't that the same? Shouldn't I be more comfortable?"; + mes "Maybe I should just give up and go home."; + next; + mes "[Ezekiel]"; + mes "No, but that's what I initially aimed for. Finding my roots..."; + next; + mes "[Maram]"; + mes "Ezekiel! How have you been? Why are you muttering to yourself like that?"; + next; + mes "[Ezekiel]"; + mes "Maram? Maram?? That's great. You know what, listen to me. You're busy? You're busy, but listen. Who am I going to tell this to? I don't even know anybody yet. So listen to me."; + npctalk "Okay, okay, I'm listening, calm down.", "Maram#hms01", bc_self; + next; + mes "[Ezekiel]"; + mes "I told you I was going to build a clinic here. When I came here, there was no decent clinic, so I build one."; + next; + mes "[Maram]"; + mes "That's right. That's why I got a lot of things to fill it with this time."; + npctalk "Really? We'll see about that later. Just listen to the story first.", "Ezekiel#hms01", bc_self; + next; + mes "[Ezekiel]"; + mes "I did that, but as soon as I started digging, the elders here stopped me. They say we should live in harmony with nature as we have done up until now, but they look at me as some sort of environmental destroyer. Am I that kind of person?"; + next; + mes "[Ezekiel]"; + mes "Is it really that destructive to nature and the environment to just build a more hygienic, more modern clinic, which would allow for a faster response in an emergency?"; + next; + mes "[Maram]"; + mes "No. You aren't that kind of person. Everyone else, but never you."; + next; + mes "[Ezekiel]"; + mes "Isn't that right? And you've gotten me to the point where... I'm not doing anything right now because I'm thinking, Am I really a bad person?"; + next; + mes "[Maram]"; + mes "If that's the case, you should talk to Suad. That's not fair. We're all trying to live together. The clinic isn't against nature. Oh, come on."; + next; + mes "[Ezekiel]"; + mes "Well... I talked to Suad... but he said there was nothing he could do and that he couldn't do what he wanted either."; + next; + mes "[Ezekiel]"; + mes "I told him that we need a clinic, but we can't just push it through because the elderly people who have lived here for a long time are against it, so we have to convince them."; + next; + mes "[Maram]"; + mes "From the sounds of it, so does he. We can't ignore the opinions of the elders, after all, and it's not like Suad's the kind of guy who'd bend over backwards to do so."; + next; + mes "[Ezekiel]"; + mes "So... I'm... going back to Rachel... What do you think?"; + next; + mes "[Maram]"; + mes "What, you came this far and you're going back?"; + next; + mes "[Ezekiel]"; + mes "No, I didn't set out to go back... It's just that people are like that, they come here to have a better life, and if it's the same here or there, why wouldn't they want to stay where it's easier..."; + next; + mes "[Ezekiel]"; + mes "So what I'm saying is... I'm trying to figure it out. When did I say I would just cut it and go back? Can you please not listen to me however you want?"; + next; + mes "[Maram]"; + mes "Hmmm... but the clinic is a necessity as far as I'm concerned, and if I can make the case..."; + next; + mes "[Maram]"; + mes "That's right! I think the adventurer might be able to help us out. You know, this adventurer is really good at talking, don't you think his face makes him believable? This is just the kind of prize that grown-ups like."; + next; + mes "[Maram]"; + mes "He has a big heart, and he helped us buy and transport supplies."; + next; + mes "[Ezekiel]"; + mes "He's a nice guy. He's a good man, yes, but..."; + next; + mes "[Ezekiel]"; + mes "...Is that really the kind of person who gets the favor of the adults? They're so... so... stubborn."; + npctalk "You're so good at calling yourself stubborn.", "Maram#hms01", bc_self; + next; + mes "[Maram]"; + mes "You have to make the most of it. Even if I can't persuade you, what else is there to do but listen to more nagging? Is that the adventurer going to listen to that instead?"; + npctalk "Oh, that's kind of nice.", "Ezekiel#hms01", bc_self; + next; + mes "[Ezekiel]"; + mes "Well... Can I ask you a favor?"; + mes "Adventurer, do me a favor, we really need a modern clinic here, even if it's not as big as the one from Rachel."; + next; + mes "[Ezekiel]"; + mes "Where I am now, if I get hurt or sick, I have to rely on folk remedies from the past."; + npctalk "Oh, I know what that is! They put an unknown salve on the wound!", "Maram#hms01", bc_self; + next; + mes "[Ezekiel]"; + mes "I have some medicines and medical supplies from Rachel, but they are scarce, and I'm not in the right place to use them."; + next; + mes "[Ezekiel]"; + mes "But there's nothing I can do to convince the naysayers, so I'm going to ask an adventurer [sir]wolfvill,176,111,0,101,0 to do it for me."; + next; + mes "[Maram]"; + mes "Please do, and in the meantime, I'll go meet some other people."; + setquest 17504; + close2; + cloakonnpcself( "Maram#hms01" ); + end; + case 1: + specialeffect EF_PHARMACY_OK, AREA, "Injured#hms01"; + specialeffect EF_HEALSP, AREA, "Injured#hms01"; + mes "[Ezekiel]"; + mes "How about this? Don't push yourself for a while, eat good food, think good thoughts, and rest well, and you'll be able to walk or run lightly."; + next; + mes "[Joel]"; + mes "Am I alive?? Am I alive?? Is my leg okay??"; + next; + mes "[Maram]"; + mes "Uh, since you say it is, it must be, right?"; + next; + mes "[Joel]"; + mes "Thank you so much!! You saved my boots! What's your name? I'll be good to you in the future. You're my savior. I never forget his saviors. For life."; + next; + mes "[Old Man]"; + mes "So, how did you save the leg?"; + next; + mes "[Ezekiel]"; + mes "Because that's what I learned. If the clinic had been properly equipped, we could have treated him more completely and accelerated his recovery."; + next; + mes "[Old Man]"; + mes "Hmm... Is that what everyone does these days?"; + next; + mes "[Ezekiel]"; + mes "Yeah, it's not going to cost you your leg, as long as you treat it right."; + next; + mes "[Old Man]"; + mes "You can do that faster and more appropriately if you have a clinic, right?"; + next; + mes "[Ezekiel]"; + mes "Yes...? Isn't that right...?"; + next; + mes "[Old Man]"; + mes "Hmm... That's the way it is these days, isn't it, Adventurer?"; + next; + select( "That's the way it is these days." ); + mes "[Ezekiel]"; + mes "Like I said, it's not the technology of the foreigns, it's the technology and facilities of the advanced era."; + next; + mes "[Old Man]"; + mes "Hmm, I don't think this is something you should just blindly oppose."; + npctalk "It looks like it could be useful.", "Old Man#hms01", bc_self; + next; + mes "[Old Man]"; + mes "Right? That's my opinion too. It's about saving people. If we do it our way, we can save something from death."; + npctalk "If only we could have done this...", "Old Man#hms02", bc_self; + next; + mes "[Old Man]"; + mes "Hmm... How long would it take to build that clinic?"; + next; + mes "[Ezekiel]"; + mes "Eh...? Well, it depends on labor and capital."; + next; + mes "[Old Man]"; + mes "We'll help you as much as we can. Let's build it."; + npctalk "I'll carry anything I can.", "Old Man#hms03", bc_self; + next; + mes "[Old Man]"; + mes "Instead, it should fit in with the way of life here, it should fit in with the place."; + npctalk "Because the elderly here have a hard time adapting to anything too new.", "Old Man#hms02", bc_self; + next; + mes "[Ezekiel]"; + mes "I see... I understand it."; + next; + mes "[Maram]"; + mes "Wow, you guys thought of everything. This is exactly what I need, and I'm all for it."; + next; + mes "[Old Man]"; + mes "Is there anything else we need here?"; + next; + mes "[Old Man]"; + mes "What, you're accepting more than clinics?"; + next; + mes "[Old Man]"; + mes "Didn't that make you think? You have to go with the flow. You can't be stubborn forever."; + next; + mes "[Old Man]"; + mes "I mean, we're not going to live the way we do now, even if we do reclaim our land. We already live differently than we used to."; + next; + mes "[Old Man]"; + mes "Hey, young man, if there's anything else that's important or necessary, let me know and we'll give it some thought."; + next; + mes "[Ezekiel]"; + mes "I will. I'll build the clinic as close to this place as possible, as you said."; + next; + mes "[Old Man]"; + mes "Yeah. You know we're not going to live here forever, right?"; + next; + mes "[Ezekiel]"; + mes "Yes, that's exactly what I thought."; + next; + mes "[Old Man]"; + mes "Well, we'll take our leave. Thank you for your time today."; + next; + cloakonnpcself( "Old Man#hms01" ); + cloakonnpcself( "Old Man#hms02" ); + cloakonnpcself( "Old Man#hms03" ); + mes "[Maram]"; + mes "Let's see!!!"; + mes "Whoa- that's a relief, isn't it?"; + next; + mes "[Ezekiel]"; + mes "Yeah, it's there... right? But it's so abrupt that it's a little baffling, isn't it?"; + next; + mes "[Maram]"; + mes "Now that they've seen it with their own eyes, they think differently. That's good. Now, let's finish what we started, shall we?"; + next; + mes "[Ezekiel]"; + mes "Yes. But first, I think we need to change the design to match this place. "; + next; + mes "[Maram]"; + mes "The Adventurer will help you, right?"; + next; + select( "That's... right..." ); + mes "[Maram]"; + mes "If you need any equipment or tools, let me know in advance and I'll bring them next time."; + mes "Joel, let's go get some rest, too."; + next; + mes "[Joel]"; + mes "Goodbye, my savior. I'll be back in the near future!"; + emotion ET_THROB, getnpcid(0,"Injured#hms01"); + next; + cloakonnpcself( "Maram#hms01" ); + cloakonnpcself( "Villager#hms01" ); + cloakonnpcself( "Injured#hms01" ); + mes "[Ezekiel]"; + mes "Adventurer, thank you so much for your help. This is what I got when I got settled here, and I don't need anything... I'll give it to you, Adventurer, as a token of my appreciation."; + next; + mes "[Ezekiel]"; + mes "Well, until next time, and maybe I'll ask you for a favor, so stop by often!"; + completequest 17507; + mes "^4d4dffThis will result in a favorable evaluation of you.^000000"; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + close; + case 2: + break; + } + // daily + switch( checkquest(17509,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Ezekiel]"; + mes "Ugh, it's hard. Adventurer, what's going on here. The thing you brought me is under construction... It's dangerous if you're here, so come back after dawn."; + close; + case 2: + erasequest 17509; + break; + } + switch( isbegin_quest(17508) ) { + case 0: + mes "[Ezekiel]"; + mes "Hello, Adventurer."; + next; + select( "How's the construction going?" ); + mes "[Ezekiel]"; + mes "It's fine. But we're still short on some things, like Steel and Very Unusual Crystals."; + next; + mes "[Ezekiel]"; + mes "They use a lot of crystals here, and they're very hard, so they're great to use here and there."; + next; + if (select( "I'll get it for you.", "I'd love to get you one, but..." ) == 2) { + mes "[Ezekiel]"; + mes "Are you busy? It seemed like that. Even if you are busy, make sure to eat your meals."; + close; + } + mes "[Ezekiel]"; + mes "Wow, thank you so much!"; + next; + mes "[Ezekiel]"; + mes "I would need 1 Steel and 10 Very Unusual Crystal, and the Very Unusual Crystal can be obtained from the Gray Wolf."; + mes "I'll wait!"; + setquest 17508; + close; + case 1: + if (countitem(999) < 1 || countitem(1000406) < 10) { + mes "[Ezekiel]"; + mes "Thank you, Adventurer, for your efforts. Uh... but we're a little low on quantity, did you forget...?"; + next; + mes "[Ezekiel]"; + mes "I would need 1 Steel and 10 Very Unusual Crystal, and the Very Unusual Crystal can be obtained from the Gray Wolf."; + close; + } + mes "[Ezekiel]"; + mes "Adventurer, you've worked hard. I'm always grateful. I'll take a break today and see you again after dawn!"; + delitem 999,1; // Steel + delitem 1000406,10; // Ep18_Very_Ddan_Crystal + erasequest 17508; + setquest 17509; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + close; + case 2: // impossible + end; + } + end; + +OnTouch: + if (isbegin_quest(17504) == 0 && isbegin_quest(17505) == 0 && isbegin_quest(17506) == 0 && isbegin_quest(17507) == 0) + npctalk "What wealth and glory did you come here to enjoy. What did you do?", "Ezekiel#hms01", bc_self; + else if (isbegin_quest(17507) == 1) { + cloakoffnpcself( "Old Man#hms01" ); + cloakoffnpcself( "Old Man#hms02" ); + cloakoffnpcself( "Old Man#hms03" ); + cloakoffnpcself( "Maram#hms01" ); + cloakoffnpcself( "Villager#hms01" ); + cloakoffnpcself( "Injured#hms01" ); + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(17504) == 0 && isbegin_quest(17505) == 0 && isbegin_quest(17506) == 0 && isbegin_quest(17507) == 0" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17505) == 1" ); + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17506) == 1 && countitem(999) >= 2" ); // Steel + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17507) == 1" ); + + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(17507) == 2 && isbegin_quest(17508) == 0 && (checkquest(17509,PLAYTIME) == -1 || checkquest(17509,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17508) == 1 && countitem(999) > 0 && countitem(1000406) > 9" ); + end; +} + +wolfvill,174,252,3 duplicate(dummy_cloaked_npc) Maram#hms01 4_EP18_MARAM +wolfvill,175,249,1 duplicate(dummy_cloaked_npc) Old Man#hms01 4_EP18_GW_OLD01 +wolfvill,173,247,1 duplicate(dummy_cloaked_npc) Old Man#hms02 4_EP18_GW_OLD02 +wolfvill,170,248,7 duplicate(dummy_cloaked_npc) Old Man#hms03 4_EP18_GW_MIDDLE01 +wolfvill,170,251,5 duplicate(dummy_cloaked_npc) Villager#hms01 4_M_RACHMAN1 +wolfvill,172,250,1 duplicate(dummy_cloaked_npc) Injured#hms01 4_M_DIEMAN + +// Quest: Clinic Construction. Step 2. +wolfvill,174,111,5 script Old Man#hms05 4_EP18_GW_OLD02,{ + mes "[Old man]"; + mes "If you have any difficulties in life, tell me."; + close; +} + +wolfvill,178,110,3 script Old Man#hms06 4_EP18_GW_MIDDLE01,{ + mes "[Old Man]"; + mes "Do you have any questions?"; + close; +} + +wolfvill,176,111,3 script Old Man#hms04 4_EP18_GW_OLD01,{ + if (ep18_main < 36) { + mes "[Old Man]"; + mes "I've got to see the newcomers."; + close; + } + if (isbegin_quest(17504) == 1) { + mes "[Old Man]"; + mes "The people who came in this time will also have to adapt well."; + next; + mes "[Old Man]"; + mes "We'll have to take another look."; + next; + mes "[Old Man]"; + mes "She doesn't like it when I visit too often. You think it's the same as when we were kids?"; + next; + mes "[Old Man]"; + mes "Now, if you want to live here from now on, you have to fit in. You have to follow the rules here so we can all live in harmony."; + next; + mes "[Old Man]"; + mes "Whether it's the same as ours or not, it's always nice to have one more neighbor to talk to. Who doesn't love a friendly neighbor?"; + npctalk "Everyone adjusted that way.", "Old Man#hms05", bc_self; + next; + select( "I..." ); + mes "[Old Man]"; + mes "Who are you? I don't recognize you."; + npctalk "Is this a newcomer?", "Old Man#hms05", bc_self; + npctalk "I'm not forgetting something, am I?", "Old Man#hms06", bc_self; + next; + mes "[Old Man]"; + mes "Oh, you're back again? Wasn't it a while ago? Are you going to be here more often now?"; + next; + mes "[Old Man]"; + mes "Welcome, welcome, welcome, and be sure to ask if you have any questions."; + next; + mes "[Old Man]"; + mes "Feel free to ask, not everyone here is bothered by that."; + next; + select( "I'm here for a clinic matter..." ); + mes "[Old Man]"; + mes "What's that? A clinic? This can't be the clinic they're building, can it?"; + npctalk "Sure. What else could it be?", "Old Man#hms05", bc_self; + next; + mes "[Old Man]"; + mes "I think I said it well enough for everyone to understand. There is no need to build a clinic, and you should not build one."; + next; + mes "[Old Man]"; + mes "Why build a new building, a foreign one even, when you can just do the treatment where you are now?"; + next; + mes "[Old Man]"; + mes "Isn't that how we all live without it?"; + next; + select( "Because medical facilities are important." ); + mes "[Old Man]"; + mes "No, what? So you're saying this is because we don't think it's important? Are we not good enough?"; + npctalk "We're not being grumpy for no reason.", "Old Man#hms06", bc_self; + next; + mes "[Old Man]"; + mes "We know it's good, we know it's comfortable, we know how good it is, but you can't get used to it."; + next; + mes "[Old Man]"; + mes "We get used to the way of life of the foreigners, and eventually we get used to it, and then we can't live without that convenience."; + npctalk "That's what the people occupying our land want.", "Old Man#hms05", bc_self; + next; + mes "[Old Man]"; + mes "What you have now is enough, but you shouldn't rely on it. That means losing."; + next; + select( "But it's a necessary facility." ); + mes "[Old Man]"; + mes "Well, it hasn't been lacking, because if it had, we wouldn't have survived here for as long as we have."; + next; + mes "[Old Man]"; + mes "Anyway, I think that's the case. Even though I said it in a nice way, you still don't understand."; + next; + mes "[Old Man]"; + mes "If you want to live here from now on, you'd better forget all about life over there as soon as possible."; + next; + mes "[Old Man]"; + mes "The sooner you adapt to life here, the better off you will be."; + next; + select( "I'm not... I'm not from here..." ); + mes "[Old Man]"; + mes "What? You're not even from here? What right do you have to interfere?"; + next; + mes "[Old Man]"; + mes "Calm down. You can do that. Don't be mad at him, he's been helping your kids."; + next; + mes "[Old Man]"; + mes "We'll talk about [that tooth]wolfvill,171,253,0,101,0 on the clinic later, but I think we should keep the outsiders out of this."; + erasequest 17504; + setquest 17505; + close; + } + if (isbegin_quest(17505) == 1) { + mes "[Old Man]"; + mes "We'll talk about [that tooth]wolfvill,171,253,0,101,0 on the clinic later, but I think we should keep the outsiders out of this."; + close; + } + mes "[Old man]"; + mes "I'll have to go to the newcomers."; + close; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(17504) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Checking Traps for Food. Step 1 + 3 (final). +wolfvill,197,170,5 script Larama#ep18 4_M_DESERT,{ + if (rand(2)) + mes "He is busy sharpening his knife, so I call, but there is no answer."; + else { + mes "[Larama]"; + mes "Oh, I'm busy right now. We'll talk later."; + } + close; +} + +wolfvill,202,166,3 script Eruin#ep18 4_F_SHABBY,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Eruin]"; + mes "..."; + mes "Hunting non-monster animals in this forest is forbidden for outsiders.."; + mes "Don't catch any rabbits."; + close; + } + switch( isbegin_quest(8688) ) { + case 0: + mes "[Eruin]"; + mes "...You say an adventurer has arrived."; + mes "Are you wandering around, looking for something to do?"; + next; + if (select( "Yes", "No" ) == 2) { + mes "[Eruin]"; + mes "If you don't have anything to do, don't just sit around here and watch the fire that's been lit over there."; + close; + } + mes "[Eruin]"; + mes "I am in charge of livestock and wildlife viewing with the Eruin and their families over there."; + mes "It's also my job to maintain knives and other blades."; + npctalk "take care of Eruin's grandmother~!", "Larama#ep18", bc_self; + next; + mes "[Eruin]"; + mes "...Tsk tsk."; + npctalk "hehe.", "Larama#ep18", bc_self; + next; + mes "[Eruin]"; + mes "If there's one thing I'd leave to an outsider, it's to checking the traps I set this morning."; + mes "Can you do it?"; + next; + select( "That shouldn't be too hard" ); + mes "[Eruin]"; + mes "It's good to have a quick answer."; + mes "..."; + next; + setquest 8688; + mes "[Eruin]"; + mes "[Gray Wolf Forest]gw_fild01,25,101,0,101,0 If you look around, you'll see a bunch of traps.."; + mes "If you've got some time, go get five of them."; + mes "If you leave the remaining bait alone, something will catch on it again, so you'll just have to wait and see."; + next; + mes "[Eruin]"; + mes "Thank you for your hard work."; + close; + case 1: + .@trap01 = countitem(1000412); + .@trap02 = countitem(1000413); + .@trap03 = countitem(1000414); + if ((.@trap01 + .@trap02 + .@trap03) < 5) { + mes "[Eruin]"; + mes "[Gray Wolf Forest]gw_fild01,25,101,0,101,0I'd like you to collect about 5 of the things caught in the trap."; + close; + } + if (.@trap01 > 0) + delitem 1000412, .@trap01; + if (.@trap02 > 0) + delitem 1000413, .@trap02; + if (.@trap03 > 0) + delitem 1000414, .@trap03; + + completequest 8688; + setquest 8689; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + mes "^4d4dffThis will result in a favorable assessment of you.^000000"; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + next; + mes "[Eruin]"; + mes "...Okay. Good job."; + mes "If you're free enough to hang around here tomorrow, can I ask you again?"; + next; + if (select( "Sure", "I think I'll be busy tomorrow" ) == 2) + end; + mes "[Eruin]"; + mes "Okay. I'm in charge of trapping and grooming, so I'm always working, so if you peek again, I'll know and I'll make you do the work instead of bothering me."; + mes "It's no different for an outsider."; + close; + case 2: + break; + } + + // daily + switch( checkquest(8689,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Eruin]"; + mes "Go back and rest today."; + close; + case 2: + erasequest 8689; + break; + } + switch( isbegin_quest(8690) ) { + case 0: + mes "[Eruin]"; + mes "Are you here? I see you're snooping around again, so it looks like you're free."; + next; + switch( select( "Go investigate the trap", "Chat", "Quit" ) ) { + case 1: + mes "[Eruin]"; + mes "If you lend a hand, I have a lot of other things to do, so I appreciate it."; + mes "While going around the area, collect 5 things caught in the traps I've set up."; + next; + if (select( "Accept", "Decline" ) == 2) { + mes "[Eruin]"; + mes "Stop fidgeting and sit still. You're restless."; + close; + } + setquest 8690; + mes "[Eruin]"; + mes "If you leave the remaining bait alone, something else will be caught again, so just wait and see."; + mes "Thanks for your hard work."; + close; + case 2: + mes "[Eruin]"; + mes "Stop fidgeting and sit still. You're restless."; + close; + case 3: + mes "[Eruin]"; + mes "Since when have you been setting traps?"; + mes "Hmm. Since you quit being an adventurer?"; + close; + } + end; + case 1: + .@trap01 = countitem(1000412); + .@trap02 = countitem(1000413); + .@trap03 = countitem(1000414); + if ((.@trap01 + .@trap02 + .@trap03) < 5) { + mes "[Eruin]"; + mes "It would be nice if you could gather about 5 things caught in traps from [Gray Wolf Forest]gw_fild01,25,101,0,101,0."; + close; + } + if (.@trap01 > 0) + delitem 1000412, .@trap01; + if (.@trap02 > 0) + delitem 1000413, .@trap02; + if (.@trap03 > 0) + delitem 1000414, .@trap03; + + erasequest 8690; + setquest 8689; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + mes "[Eruin]"; + mes "...Okay. Good job."; + mes "If you are free enough to be here tomorrow as well, can I ask you again?"; + next; + if (select( "Okay", "I think I'll be busy tomorrow" ) == 2) + end; + mes "[Eruin]"; + mes "That's good."; + mes "He does not refuse help. Thank you."; + close; + case 2: // impossible + end; + } + end; + +OnInit: + // note: the questinfo on official is never removed except by PLAYTIME == 1 + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(8688) == 0" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8688) == 1" ); + + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8688) == 2 && isbegin_quest(8690) == 0 && (checkquest(8689,PLAYTIME) == -1 || checkquest(8689,PLAYTIME) == 2)" ); + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8690) == 1" ); + + // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(8688) == 0" ); + // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8688) == 1 && (countitem(1000412)+countitem(1000413)+countitem(1000414)) > 4" ); + // questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8688) == 2 && isbegin_quest(8690) == 0 && (checkquest(8689,PLAYTIME) == -1 || checkquest(8689,PLAYTIME) == 2)" ); + // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8690) == 1 && (countitem(1000412)+countitem(1000413)+countitem(1000414)) > 4" ); + end; +} + +// Quest: Checking Traps for Food. Step 2. +gw_fild01,24,122,0 script Trap Set#01 CLEAR_NPC,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) + end; + if (isbegin_quest(8688) == 1 || isbegin_quest(8690) == 1) { + .@amount = countitem(1000412) + countitem(1000413) + countitem(1000414); + if (.@amount >= 5) { + mes "I've collected enough things caught in the traps today."; + mes "Let's bring it to [Eruin]wolfvill,202,166,0,101,0."; + close; + } + specialeffect2 EF_STEAL; + progressbar "FFFF00",10; + .@r = rand(1,5); + if (.@r == 1) + getitem 1000412,1; // Ep18_Trapped01 + else if (.@r == 2) + getitem 1000413,1; // Ep18_Trapped02 + else if (.@r == 3) + getitem 1000414,1; // Ep18_Trapped03 + else + mes "I didn't get anything..."; + disablenpc strnpcinfo(0); + initnpctimer; + end; + } + end; +OnTimer60000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(8688) == 1" ); + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(8690) == 1" ); + end; +} +gw_fild01,93,113,0 duplicate(Trap Set#01) Trap Set#02 CLEAR_NPC +gw_fild01,106,126,0 duplicate(Trap Set#01) Trap Set#03 CLEAR_NPC +gw_fild01,213,130,0 duplicate(Trap Set#01) Trap Set#04 CLEAR_NPC +gw_fild01,267,156,0 duplicate(Trap Set#01) Trap Set#05 CLEAR_NPC +gw_fild01,229,205,0 duplicate(Trap Set#01) Trap Set#06 CLEAR_NPC +gw_fild01,192,210,0 duplicate(Trap Set#01) Trap Set#07 CLEAR_NPC +gw_fild01,153,212,0 duplicate(Trap Set#01) Trap Set#08 CLEAR_NPC +gw_fild01,121,245,0 duplicate(Trap Set#01) Trap Set#09 CLEAR_NPC +gw_fild01,86,327,0 duplicate(Trap Set#01) Trap Set#10 CLEAR_NPC +gw_fild01,126,356,0 duplicate(Trap Set#01) Trap Set#11 CLEAR_NPC +gw_fild01,175,339,0 duplicate(Trap Set#01) Trap Set#12 CLEAR_NPC +gw_fild01,192,361,0 duplicate(Trap Set#01) Trap Set#13 CLEAR_NPC +gw_fild01,232,319,0 duplicate(Trap Set#01) Trap Set#14 CLEAR_NPC +gw_fild01,257,297,0 duplicate(Trap Set#01) Trap Set#15 CLEAR_NPC +gw_fild01,249,245,0 duplicate(Trap Set#01) Trap Set#16 CLEAR_NPC +gw_fild01,303,276,0 duplicate(Trap Set#01) Trap Set#17 CLEAR_NPC +gw_fild01,325,254,0 duplicate(Trap Set#01) Trap Set#18 CLEAR_NPC +gw_fild01,335,241,0 duplicate(Trap Set#01) Trap Set#19 CLEAR_NPC +gw_fild01,308,318,0 duplicate(Trap Set#01) Trap Set#20 CLEAR_NPC +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + "s. Step 1 + 2 + 3 (final). +wolfvill,147,97,5 script Ahir#ep18 4_M_DST_CHILD,3,3,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) { + mes "[Ahir]"; + mes "Ah, an outsider..."; + close; + } + if (isbegin_quest(16548) != 2) { + switch( checkquest(16548,HUNTING) ) { + case -1: + mes "[Ahir]"; + mes "Haaam... Huh? Someone I haven't seen before. Are you a new member of the Gray Wolf Village?"; + mes "Ugh..."; + next; + select( "Did you have trouble sleeping last night?" ); + mes "[Ahir]"; + mes "Yes, I couldn't sleep a wink."; + mes "Haaam... In the forest of the Gray Wolves, if you lie down to sleep, you hear all sorts of sounds."; + next; + mes "[Ahir]"; + mes "The sounds of fireflies, the chatter of adults, the sounds of beasts..."; + mes "The most disturbing sound that disrupts sleep is the cries of various monsters"; + next; + mes "[Ahir]"; + mes "Huam... Among them, the cries of the " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + " are the most frightening."; + mes "People even worry that they might bring sparks and burn down the entire village."; + next; + mes "[Ahir]"; + mes "The sight of them crying with sparks in their mouths and the suppressed voices are truly terrifying..."; + mes "Ugh, just thinking about it makes my body tremble."; + next; + select( "I'm an Adventurer, shall I hunt them down for you?" ); + mes "[Ahir]"; + mes "Wow! You're an Adventurer?"; + mes "In that case, I'll definitely ask for your help!"; + next; + mes "[Ahir]"; + mes "Would you catch only 30 " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + " for us?"; + mes "If we hunt down a bunch, maybe the " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + " will keep quiet for tonight."; + next; + if (select( "Just leave it to me!", "Oops, I'm in a bit of a pickle right now." ) == 2) { + mes "[Ahir]"; + mes "Well, I imagine even adventurers like you must be busy, right?"; + mes "I know you are been busy right now, but have you ever try to close your eyes and sleep well with all these various noises? That's what happened to me recently."; + close; + } + mes "[Ahir]"; + mes "Wow, thank you, Adventurer!"; + mes "It's 30 " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + ". I'll be counting on you."; + next; + mes "[Ahir]"; + mes "Once you've hunted them all down please let me know by return to me. I'll prepare a small reward for you!"; + setquest 16548; + close; + case 0: + case 1: + mes "[Ahir]"; + mes "Thank you, Adventurer!"; + mes "There are 30 " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + ". Please, take care of them."; + close; + case 2: + mes "[Ahir]"; + mes "Thank you! The chirping sound of the windstorm kite has definitely been reduced!"; + mes "I can sleep comfortably tonight."; + next; + mes "[Ahir]"; + mes "Okay, it probably won't last long."; + mes "It will increase again tomorrow, but I hope you will come again after dawn and catch a " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + "."; + next; + mes "[Ahir]"; + mes "This is a thank you for letting me sleep well tonight."; + mes "Please accept even a small heart, adventurer."; + completequest 16548; + setquest 16550; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + mes " "; + mes "^4d4dff A favorable rating for you occurs.^000000"; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + close; + } + } + switch( checkquest(16550,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Ahir]"; + mes "It looks like the " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + " is still lurking."; + mes "If you provoke me now, it might be more noisy because of evil."; + next; + mes "[Ahir]"; + mes "Will you come back after dawn and catch a " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + "?"; + mes "I beg you, Adventurer."; + close; + case 2: + erasequest 16550; + break; + } + switch( checkquest(16549,HUNTING) ) { + case -1: + mes "[Ahir]"; + mes "Sigh, I'm so sleepy again today."; + mes "Adventurer, would you mind catching only 30 " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + " for me?"; + next; + mes "[Ahir]"; + mes "If you hunt in a group, the " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + " will probably be silent tonight."; + next; + if (select( "For sure, I will catch them all.", "I'm not interested to catch them." ) == 2) { + mes "[Ahir]"; + mes "Well, I suppose you're busy too, Adventurer?"; + mes "You must be tired, so go ahead and get some rest. It might be hard to sleep with all this chipred, though."; + close; + } + mes "[Ahir]"; + mes "Wow, thank you, Adventurer!"; + mes "It's 30 " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + "s, I really appreciate it."; + next; + mes "[Ahir]"; + mes "After you've hunted them all, please come back and let me know. I'll prepare a small reward for you!"; + setquest 16549; + close; + case 0: + case 1: + mes "[Ahir]"; + mes "Thank you, Adventurer!"; + mes "There are 30 " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + "s. Please, take care of them."; + close; + case 2: + mes "[Ahir]"; + mes "Thank you! The chirping sound of the windstorm kite has definitely been reduced!"; + mes "I can sleep comfortably tonight."; + next; + mes "[Ahir]"; + mes "Okay, it probably won't last long."; + mes "It will increase again tomorrow, but I hope you will come again after dawn and catch a " + getmonsterinfo("EP18_FIREWIND_KITE", MOB_NAME) + "."; + next; + mes "[Ahir]"; + mes "This is a thank you for letting me sleep well tonight."; + mes "Please accept even a small heart, adventurer."; + erasequest 16549; + setquest 16550; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 10318080,3000000; + close; + } + end; + +OnTouch_: + npctalk "Ahir: I'm really tired... and need more sleep.", "Ahir#ep18", bc_self; + end; + +OnInit: + // first completion + questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(16548,HUNTING) == -1 && isbegin_quest(11724) == 2" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(16548,HUNTING) == 2" ); + + // daily + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(16548) == 2 && checkquest(16549,HUNTING) == -1 && (checkquest(16550,PLAYTIME) == -1 || checkquest(16550,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(16549,HUNTING) == 2" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Childhood Friends. Step 1. +wolfvill,182,82,5 script Albert#ep18 4_M_RACHMAN1,{ + if (ep18_main < 36) { + mes "[Albert]"; + mes "..."; + close; + } + switch( isbegin_quest(8718) ) { + case 0: + mes "[Albert]"; + mes "If you ever decide to go back to Rachel, will you do me a favor?"; + next; + mes "[Albert]"; + mes "To put it bluntly... I have a friend who worked as a clerk at Rachel's hotel."; + mes "If he hasn't come here yet, he's probably still working there."; + next; + mes "[Albert]"; + mes "Me and my friend... Horim has lived next door to me since we were kids."; + mes "I used to live in Rachel, but I couldn't stand it anymore, so..."; + next; + mes "[Albert]"; + mes "Their family and my family decided to knit Rachel."; + mes "But Horim said he would stay in Rachel."; + mes "We couldn't wait any longer, so we left him behind and moved him here."; + next; + mes "[Albert]"; + mes "Rachel is a big city, but right now he's alone."; + mes "..."; + mes "If you don't mind, I was wondering if I could stop by and see how he is doing."; + next; + if (select( "Sure", "I'm not going anywhere for a while." ) == 2) { + mes "[Albert]"; + mes "If that's the case, so be it then."; + close; + } + mes "[Albert]"; + mes "thanks."; + mes "Just... stop by and take a look. You don't need to report to me."; + setquest 8718; + close; + case 1: + mes "[Albert]"; + mes "You don't need to report to me."; + mes "All you have to do is check that Horim is doing well."; + close; + case 2: + mes "[Alber]"; + mes "Has he met the boy?"; + mes "Yes."; + mes "...yes."; + mes "I said everything I couldn't say when I left."; + mes "Now I have no regrets left."; + next; + mes "[Alber]"; + mes "It feels like a gray forest is shining."; + mes "I can't."; + mes "All adventurers, thanks to you."; + mes "Thank you."; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8718) == 0 && isbegin_quest(11724) == 2" ); + end; +} + +// Quest: Childhood Friends. Step 2. +ra_in01,386,44,0 script #ep18w01_ HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (isbegin_quest(8718) == 1) { + cloakoffnpcself( "Employee#ep1800" ); + } + end; +} + +ra_in01,388,59,5 script(CLOAKED) Employee#ep1800 4_M_RACHMAN2,{ + if (ep18_main < 36) + end; + if (isbegin_quest(8718) == 1) { + mes "[Employee]"; + mes "...!"; + mes "Adventurer, you smell like volcanic ash."; + mes "Thor Volcano... no, it doesn't."; + next; + mes "The employee looked around for a moment and then said in a low voice, I'm sorry."; + next; + mes "[Employee]"; + mes "Have you ever found your way to a grey wolf forest..."; + next; + if (select( "I know.", "I don't know" ) == 2) { + mes "[Employee]"; + mes "Pretending you don't know won't help."; + next; + } + mes "[Employee]"; + mes "...I was wondering if you could direct me there."; + mes "I really... I really want to go there."; + next; + mes "[Employee]"; + mes "I know it's a dangerous road, and I'm not an adventurer..."; + mes "But I really have no way to get there."; + next; + mes "[Employee]"; + mes "My friends and family were leaving, so I decided to hang in there, but..."; + mes "They all left like a bunch of vandals one night, thinking I was going to interfere."; + mes "And then, of course, we didn't hear from them..."; + next; + mes "[Employee]"; + mes "Please take me there."; + mes "I don't have anybody anymore."; + next; + select( "Did something go wrong?" ); + mes "He hadn't even finished introducing himself."; + next; + mes "[Employee]"; + mes "Yeah, I don't know what the hell I'm talking about."; + mes "My name is Horim."; + mes "Adventurer..."; + mes "" + strcharinfo(0) + ", you?"; + next; + mes "[Horim]"; + mes "Then... " + strcharinfo(0) + "You."; + mes "Once you've been there, you're in the Ouris in, you know the situation."; + next; + mes "[Horim]"; + mes "It was better than it is now, until my family left."; + mes "It looks no different now than it did then..."; + next; + mes "[Horim]"; + mes "Now, on the surface...it's fine, we have a bunch of policies. But underneath, it's festering and festering..."; + mes "When I'm out on the street, I can't even hear myself laugh. I feel like someone else is calling me, us, names."; + mes "I can't take it anymore..."; + next; + select( "Once I started..." ); + mes "[" + strcharinfo(0) + "]"; + mes "If you start it once, it will be the same on the second or third time."; + next; + mes "[Horim]"; + mes "...Thank you. Thank you so much..."; + next; + mes "Horim managed to squeeze out a word of thanks and breathed a sigh of relief."; + next; + npctalk "Employee: Coming~", "Employee#ep1801", bc_self; + mes "[Horim]"; + mes "...I'm sorry, sir. I've got a little something going on right now, and I have to go."; + next; + mes "[Horim]"; + mes "Later, See you outside the gates of Rachel."; + completequest 8718; + setquest 8698; + close2; + cloakonnpcself( "Employee#ep1800" ); + cloakonnpcself( "Employee#ep1801" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8718) == 1" ); + end; +} + +ra_in01,388,63,5 script Employee#ep1801 4_M_03,{ + mes "[Employee]"; + mes "Ha~ I wonder what happens when people use such harsh words."; + next; + mes "[Employee]"; + mes "Ackoooo! Welcome! Freyja's favor be with you!"; + close; +} + +// Quest: Childhood Friends. Step 3. +ra_fild11,355,226,0 script #ep18w02__ HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (isbegin_quest(8698) == 1) + cloakoffnpcself( "Horim#ep1810" ); + end; +} + +ra_fild11,350,236,0 script #Horim01 HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (isbegin_quest(8698) == 1) + cloakoffnpcself( "Horim#ep1810" ); + end; +} + +ra_fild11,350,236,3 script(CLOAKED) Horim#ep1810 4_M_RACHMAN2,{ + if (ep18_main < 36) + end; + if (isbegin_quest(8698) == 1) { + mes "[Horim]"; + mes "...Ah, adventurer."; + mes "In fact, I've never been farther from the city than this."; + next; + mes "[Horim]"; + mes "So where is my hometown?"; + mes "Is it Rachel?"; + next; + mes "[Horim]"; + mes "If you've never felt at ease no matter where you are..."; + mes "I wonder if I should leave Rachel after all...?"; + next; + mes "[Horim]"; + mes "...That was a long way to put it."; + mes "Which way from here?"; + mes "I'll follow your lead."; + navigateto("ra_fild10",375,293); + erasequest 8698; + setquest 8699; + cloakonnpcself( "Horim#ep1810" ); + next; + mes "Let's head back to the grey wolf forest."; + close; + } + end; +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8698) == 1" ); + end; +} + +// Quest: Childhood Friends. Step 4. +ra_fild10,375,293,0 script #Horim02 HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch: + if (isbegin_quest(8699) == 1) + cloakoffnpcself( "Horim#ep1811" ); + end; +} + +ra_fild10,379,282,0 script #Horim03 HIDDEN_WARP_NPC,3,3,{ + end; +OnTouch: + if (isbegin_quest(8699) == 1) + cloakoffnpcself( "Horim#ep1811" ); + end; +} + +ra_fild10,375,293,5 script(CLOAKED) Horim#ep1811 4_M_RACHMAN2,5,5,{ + if (ep18_main < 36) + end; + if (isbegin_quest(8699) == 1) { + mes "[Horim]"; + mes "Adventurer, hold on a second."; + mes "Where are we now?"; + next; + mes "[Horim]"; + mes "I looked back and saw Rachel... The city walls were so far away."; + mes "How much further do we have to go?"; + next; + mes "[Horim]"; + mes "..."; + mes "We're not even halfway there?"; + next; + mes "[Horim]"; + mes "Will the road be rough?"; + mes "Will the family get along?"; + next; + mes "[Horim]"; + mes "Will your friends get along?"; + mes "Do you mind if I go?"; + navigateto("oz_dun01",285,170); + erasequest 8699; + setquest 8700; + cloakonnpcself( "Horim#ep1811" ); + next; + mes "Let's head back to the grey wolf forest."; + close; + } + end; + +OnTouch: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8699) == 1" ); + end; +} + +// Quest: Childhood Friends. Step 5. +oz_dun01,285,169,0 script #ep18w04 HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (isbegin_quest(8700) == 1) + cloakoffnpcself( "Horim#ep1812" ); + end; +} + +oz_dun01,285,170,5 script Horim#ep1812 4_M_RACHMAN2,{ + if (ep18_main < 36) + end; + if (isbegin_quest(8700) == 1) { + mes "[Horim]"; + mes "I've never seen anything like it."; + next; + mes "[Horim]"; + mes "As an adventurer, you see things like this all the time."; + next; + mes "[Horim]"; + mes "What does it look like there?"; + mes "Word on the street is that it's not a very comfortable place to live."; + next; + mes "[Horim]"; + mes "Still..."; + next; + mes "[Horim]"; + mes "I like this path."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "This length?"; + next; + mes "[Horim]"; + mes "There are so many monsters, you can't go alone..."; + mes "You've traveled so much, aren't you getting a little tired of adventuring?"; + next; + mes "[Horim]"; + mes "That's okay, I'm good at this."; + mes "After all, this is what I do for a living."; + next; + mes "[Horim]"; + mes "Let's go."; + navigateto("gw_fild01",272,342); + erasequest 8700; + setquest 8701; + cloakonnpcself( "Horim#ep1812" ); + next; + mes "Let's head back to the gray wolf forest."; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8700) == 1" ); + end; +} + +// Quest: Childhood Friends. Step 6. +gw_fild01,272,342,0 script #Horim04 HIDDEN_WARP_NPC,5,5,{ + end; +OnTouch: + if (isbegin_quest(8701) == 1) { + cloakoffnpcself( "Horim#ep1813" ); + end; + } + end; +} +gw_fild01,275,338,0 duplicate(#Horim04) #ep18w04_ HIDDEN_WARP_NPC,4,4 + +gw_fild01,272,342,5 script(CLOAKED) Horim#ep1813 4_M_RACHMAN2,{ + if (ep18_main < 36) + end; + if (isbegin_quest(8701) == 1) { + mes "[Horim]"; + mes "The smell of volcanic ash has changed."; + next; + mes "[Horim]"; + mes "Remember what I told you when we first met the Adventurer?"; + mes "Thor volcano and volcanic ash smell different."; + next; + mes "[Horim]"; + mes "It's... I've never been out there, but I've had people come into my workplace and smell like that."; + mes "They must have some kind of weapon... Those men must have came from the Thor volcano."; + next; + mes "[Horim]"; + mes "How did you know they were hiding a weapon?"; + mes "They don't see our people anyway."; + next; + mes "[Horim]"; + mes "Sometimes they'll talk about something confidential at the dinner table as if we can't really see them."; + mes "Even if you try not to listen, you'll hear a word or two."; + next; + mes "[Horim]"; + mes "Of course, if it's a really important story, I wouldn't say it in a place like that."; + next; + mes "[Horim]"; + mes "However, some people have a slightly different smell of volcanic ash."; + mes "People like me..."; + next; + mes "[Horim]"; + mes "Will I get that smell too?"; + mes "..."; + next; + mes "[Horim]"; + mes "...Let's go."; + navigateto("gw_fild01",36,99); + erasequest 8701; + setquest 8702; + cloakonnpcself( "Horim#ep1813" ); + cloakoffnpcself( "Horim#ep1814" ); + next; + mes "Let's head back to Grey Wolf Village."; + close; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8701) == 1" ); + end; +} + +// Quest: Childhood Friends. Step 7. +gw_fild01,36,99,0 script #HorimF HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + if (isbegin_quest(8702) == 1) { + cloakoffnpcself( "Horim#ep1814" ); + navigateto("ra_fild11",358,229); + } + end; +} + +gw_fild01,36,99,5 script(CLOAKED) Horim#ep1814 4_M_RACHMAN2,{ + if (ep18_main < 36) + end; + if (isbegin_quest(8702) == 1) { + mes "[Horim]"; + mes "Let's take a little break here..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Where?"; + next; + mes "[Horim]"; + mes "There are also logs..."; + next; + mes "[Gatekeeper]"; + mes "Hello?"; + next; + mes "[Horim]"; + mes "hello..."; + next; + mes "[Horim]"; + mes "Is it hard to live there?"; + next; + select( "You don't have to think too hard about it." ); + mes "[" + strcharinfo(0) + "]"; + mes "I don't think you need to think about it too much."; + next; + mes "[Horim]"; + mes "You're right."; + mes "I'm already..."; + mes "Left Rachel"; + next; + mes "[Horim]"; + mes "..."; + next; + select( "Reason for leaving" ); + mes "[" + strcharinfo(0) + "]"; + mes "You said you're following because all your friends and family are gone, right?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "So why bother?"; + next; + mes "[Horim]"; + mes "Adventurer..."; + mes "Okay. So, adventurer, is there a place you have to go back to?"; + mes "First of all, many of the customers who used to come to where I worked were not adventurers."; + next; + mes "[Horim]"; + mes "But I need a place to return to."; + mes "A place to say goodnight to everyone, turn off the lights, and go to sleep."; + next; + mes "[Horim]"; + mes "It's not because I'm lonely..."; + mes "..."; + next; + mes "Horim swallowed while trying to say something."; + next; + mes "[Horim]"; + mes "There are people like that too."; + next; + mes "[Horim]"; + mes "...Let's go."; + next; + mes "[Gatekeeper]"; + mes "Is this someone coming to town?"; + next; + mes "[Horim]"; + mes "?"; + next; + mes "[Gatekeeper]"; + mes "I've heard the story. If he's the one who brought you, you can trust him. Get in here."; + next; + mes "[Horim]"; + mes "yes?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "This is the entrance."; + mes "Enter."; + close2; + erasequest 8702; + setquest 8703; + warp "wolfvill",270,26; + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(8702) == 1" ); + end; +} + +// Quest: Childhood Friends. Step 8 (final). +wolfvill,271,26,0 script #HorimG HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch_: + if (isbegin_quest(8703) == 1) + cloakoffnpcself( "Horim#ep1815" ); + end; +} + +wolfvill,266,26,5 script(CLOAKED) Horim#ep1815 4_M_RACHMAN2,{ + if (checkweight(1000405,20) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep18_main < 36) + end; + if (isbegin_quest(8703) == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "It's here."; + next; + mes "[Horim]"; + mes "..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Are you disappointed?"; + next; + mes "[Horim]"; + mes "No."; + next; + mes "[Horim]"; + mes "I'll look for my family."; + mes "It must be here somewhere, right?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I'm sure you'll be happy because I didn't abandon you."; + mes "As you said, you are good at working hard, so I would welcome it."; + next; + mes "[Horim]"; + mes "Whoops..."; + next; + mes "[Horim]"; + mes "Thanks."; + next; + mes "[Horim]"; + mes "Thank you so much!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Can I go now?"; + next; + mes "[Horim]"; + mes "Sure."; + mes "Tonight... It's been a while since I can say good night to everyone."; + next; + mes "[Horim]"; + mes "May your journey be blessed, adventurer..."; + completequest 8703; + getitem 1000405,20; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; + mes "^4d4dffA favorable evaluation of you will occur.^000000"; + add_reputation_points(REPUTATION_EP18, 100); + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + // next; + close2; + cloakonnpcself( "Horim#ep1815" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8703) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Helping the Children. Step 1. +rachel,38,44,3 script Samariam#ep18 4_M_CHILD1,{ + if (BaseLevel < 170) { + mes " - This quest is only available for players level 170 and above - "; + close; + } + if (isbegin_quest(16581) == 0) { + mes "[Samariam]"; + mes "Man, I'm thirsty. Could you get me some water? Your house is the closest."; + next; + mes "[Karl]"; + mes "Do you have anything to eat at home? If not, could you buy some dried fruit?"; + mes "Man, you're so kind."; + next; + mes "[Naiman]"; + mes "There's... nothing to eat."; + mes "I don't have any money...."; + next; + mes "[Lukshi]"; + mes "Hey, where's this house with nothing to eat?"; + mes "You're just being stingy, aren't you?"; + next; + mes "[Samariam]"; + mes "Disappointing, Naiman."; + mes "I thought you were a kind person."; + next; + mes "[Naiman]"; + mes "Oh, no!"; + mes "We have water, so I'll go fetch some."; + next; + mes "[Samariam]"; + mes "Fine. Water will be wasted. Where's our share?"; + mes "Even water is bought with money, yet you claim to have none."; + setquest 16581; + close; + } + mes "[Samariam]"; + mes "Ah, I'm hungry and thirsty from playing."; + mes "I wish I could sit somewhere cool and have some iced tea with dried fruit."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "BaseLevel >= 170 && isbegin_quest(16581) == 0" ); + end; +} + +// Quest: Helping the Children. Step 2. +rachel,37,42,7 script Karl#ep18 4_M_RACHMAN1,{ + if (isbegin_quest(16581) == 1) { + mes "[Karl]"; + mes "Why don't you have any money? Doesn't your dad work at Lukshi's pawn shop?"; + mes "Is it because Lukshi's mom didn't give your dad any money?"; + next; + mes "[Lukshi]"; + mes "Our mom gives money to your dad, but you don't want to buy us a single fruit that's on sale?"; + next; + mes "[Samariam]"; + mes "Alright, let's stop. It's pitiful~ Let's stop saying we don't have money."; + next; + mes "[Naiman]"; + mes "No!!! It's not pitiful...."; + mes "It's not pitiful...!!"; + next; + mes "[Samariam]"; + mes "Oh, sorry~ It was a joke."; + mes "Why are you getting serious and angry. Scary...."; + next; + mes "[Samariam]"; + mes "I heard the natives are a bit hot-tempered, but still, isn't it a bit much to get angry one by one?"; + mes "Isn't it?"; + next; + mes "[Karl]"; + mes "Yeah, that's right. Even if you're angry, you have to know how to endure it to play together."; + mes "Be grateful to us for playing with a kid like you."; + completequest 16581; + setquest 16582; + close; + } + mes "[Karl]"; + mes "I want to drink sweet tea with lots of ice."; + mes "Then it would be even more fun to play!"; + next; + mes "[Karl]"; + mes "It's too hot and I'm thirsty right now."; + mes "But I don't want to go home either."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16581) == 1" ); + end; +} + +// Quest: Helping the Children. Step 3. +rachel,40,45,3 script Lukshi#ep18 4_M_DST_CHILD,{ + if (isbegin_quest(16582) == 1) { + mes "[Lukshi]"; + mes "Yes, you should thank us!"; + next; + select( "I can't stand it anymore.", "Stop bothering us." ); + mes "[Lukshi]"; + mes "Hmm? Who are you to interrupt us while we're playing?"; + mes "You don't seem like you belong here... Why are you meddling?"; + next; + select( "Is that playing?", "It's playing, not bothering." ); + mes "[Samariam]"; + mes "It's inevitable that we're a bit different from you due to our age~"; + mes "This one is a native here, and we're all immigrants."; + next; + mes "[Samariam]"; + mes "Everyone knows that natives have some shortcomings compared to immigrants, right?"; + mes "But still, we're all playing together like this."; + next; + mes "[Naiman]"; + mes "No! Who says that? What's the difference between natives and immigrants!"; + next; + mes "[Karl]"; + mes "Shouting again."; + mes "You're proving that natives are more hot-tempered."; + next; + select( "You're behaving in a way that makes people angry.", "Of course, people get angry when you speak like that." ); + mes "[Samariam]"; + mes "But it's true, isn't it?"; + mes "Naiman's dad works at Lukshi's shop, and Lukshi's mom always says that."; + next; + mes "[Samariam]"; + mes "Natives learn things late and are hot-tempered."; + mes "But the aunty who hires such natives and pays them a salary is amazing, right?"; + erasequest 16582; + setquest 16583; + close; + } + mes "[Lukshi]"; + mes "We have cool drinks and snacks at our house!"; + mes "But it's too far... Isn't Naiman's house the closest from here?"; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16582) == 1" ); + end; +} + +// Quest: Helping the Children. Step 4 (final). +rachel,36,45,5 script Naiman#ep18 4_F_DST_CHILD,{ + if (isbegin_quest(16583) == 1) { + if (checkweight(1000405,10) == 0) { + mes "[Notice]"; + mes " - Your inventory is full. Please check the weight and the quantity of items you're carrying, then talk to me again. -"; + close; + } + mes "[Naiman]"; + mes "......"; + next; + select( "Why do you hang out with these kids?" ); + mes "[Naiman]"; + mes "Yes, yes?"; + next; + select( "Why do you let them treat you like this?" ); + mes "[Naiman]"; + mes "Well... they're my friends."; + mes "If it weren't for them, I wouldn't have anyone to hang out with."; + next; + mes "[Samariam]"; + mes "See? Naiman hangs out with us because he likes it."; + mes "If we were really bothering him, he wouldn't hang out with us."; + next; + mes "[Lukshi]"; + mes "I already know that foreigners are busybodies, but...."; + mes "Don't butt in on things you don't understand."; + next; + mes "[Naiman]"; + mes "I... I'm going home to get some water."; + mes "And... sorry for getting upset for no reason."; + next; + cloakonnpcself( "Naiman#ep18" ); + mes "[Samariam]"; + mes "Well, things happen when you hang out together, right?"; + mes "Don't worry too much."; + next; + cloakonnpcself( "Samariam#ep18" ); + mes "[Lukshi]"; + mes "Let's go somewhere else and have fun."; + mes "Let's leave the busybody foreigner here."; + next; + cloakonnpcself( "Lukshi#ep18" ); + mes "[Karl]"; + mes "Yeah, let's do that."; + mes "Goodbye, foreign adventurer!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "....Feels like I've gained some life experience."; + mes "It's not exactly a pleasant feeling, but...."; + cloakonnpcself( "Karl#ep18" ); + erasequest 16583; + getitem 1000405,10; // Ep18_Amethyst_Fragment + close; + } + mes "[Naiman]"; + mes "It's hot... I want to go home."; + mes "But everyone else wants to play more....."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16583) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Price of Labor. Step 1 + 3 (final). +rachel,181,51,3 script Amodipin#ep18 4_M_MIDDLE,{ + if (checkweight(1000405,10) == 0) { + mes "[Notice]"; + mes " - Your inventory is full. Please check the weight and the quantity of items you're carrying, then talk to me again. -"; + close; + } + if (BaseLevel < 170) { + mes " - This quest is only available for players level 170 and above - "; + close; + } + if (isbegin_quest(16584) == 0) { + mes "[Amodipin]"; + mes "They still haven't paid the salary today. It's been three months already..."; + mes "I'd love to quit this shop right away, but then I wouldn't have any way to get the overdue salary."; + next; + mes "[Amodipin]"; + mes "And if rumors spread that I quit like that, as a native, I won't be able to work in other shops either."; + mes "Oh, what should I do..."; + next; + mes "[Amodipin]"; + mes "Oh, were you listening to my story?"; + mes "Judging by your outfit, you must be an adventurer. How lucky. Living a free life as an adventurer..."; + next; + mes "[Amodipin]"; + mes "Um, excuse my shamelessness, but I have a favor to ask of you."; + mes "Although my boss pretends to listen to me, if it's advice from a famous adventurer like yourself, I think he'll pay attention."; + next; + mes "[Amodipin]"; + mes "Could you please go to my boss's shop and urge him to pay my salary?"; + mes "I can't even afford to buy tomorrow's meal like this."; + next; + if (select( "I'll help.", "Why should I?" ) == 2) { + mes "[Amodipin]"; + mes "You don't necessarily have to do that."; + mes "I was just curious if you could help a bit."; + close; + } + mes "[Amodipin]"; + mes "Thank you, thank you!"; + mes "My boss's shop is [here]rachel,136,95,0,101,0."; + setquest 16584; + close; + } + if (isbegin_quest(16585) == 1) { + mes "[Amodipin]"; + mes "You came. Do you have some good news?"; + next; + select( "Share my story." ); + mes "[Amodipin]"; + mes "They'll pay the overdue salary tomorrow! Oh, thank you so much. I'm really grateful."; + mes "Now I can buy food and clothes for my children."; + next; + mes "[Amodipin]"; + mes "I might get scolded tomorrow, but honestly, I'm happier that I finally got my salary."; + mes "Getting scolded is nothing, it's just for a day or two."; + next; + mes "[Amodipin]"; + mes "Aren't you angry? Of course, I am."; + mes "But what can I do? Being born as a native was my mistake."; + next; + mes "[Amodipin]"; + mes "I can't even run away anywhere."; + mes "I heard rumors about a village where natives who fled to Veins live, but I doubt if such a place really exists."; + next; + mes "[Amodipin]"; + mes "But even if it does, I don't have the courage to live there. Oh, I've talked too much."; + mes "I'm sorry for keeping you busy. Thank you so much!"; + erasequest 16585; + getitem 1000405,10; // Ep18_Amethyst_Fragment + close; + } + mes "[Amodipin]"; + mes "Worrying about meals every day, worrying about the children... There's never a day without worry."; + mes "Why was I born a native, to suffer unnecessary hardships."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "BaseLevel >= 170 && isbegin_quest(16584) == 0" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16585) == 1" ); + end; +} + +// Quest: Price of Labor. Step 2. +rachel,136,95,3 script Dahil#ep18 4_M_RACHMAN2,{ + if (isbegin_quest(16584) == 1) { + mes "[Dahil]"; + mes "Welcome, I am Dahil."; + mes "Nice to meet you. Judging by your attire, you must be an adventurer!"; + next; + mes "[Dahil]"; + mes "I really like adventurers!"; + mes "I once dreamed of being an adventurer myself. But then I took an arrow to the knee and now I'm stuck in the city."; + next; + mes "[Dahil]"; + mes "If you're okay with it, could you browse some items while telling me your adventure stories?"; + next; + select( "I came for a different story." ); + mes "[Dahil]"; + mes "A different story?"; + mes "Hmm, about Amodipin's salary? Did Amodipin ask you to talk about it?"; + next; + mes "[Dahil]"; + mes "Well, Amodipin may know about it, but the shop's situation isn't good."; + mes "I promised to pay it all at once next month, but using my favorite adventurer."; + next; + mes "[Dahil]"; + mes "Is it fair to hide behind someone else's back like that?"; + mes "You seemed to be good at your job so I hired you, but maybe I should reconsider hiring natives."; + next; + select( "What do you mean by that?" ); + mes "[Dahil]"; + mes "Oh, don't worry about it, adventurer. It's an old ritual problem with the natives."; + mes "They're weak and like to hide behind others."; + next; + select( "Still, withholding wages is wrong", "Isn't that discrimination?" ); + mes "[Dahil]"; + mes "Who doesn't know that? Even if you know, if there's no money, what can you do?"; + mes "Well, Amodipin's salary is the last to be paid. But that can't be helped."; + next; + mes "[Dahil]"; + mes "It's not discrimination against the natives."; + mes "It's just that he's the last one to come in, so the order goes like that."; + next; + mes "[Dahil]"; + mes "Ah, why do I have to talk only about this with adventurers?"; + mes "Tell Amodipin to put the salary in tomorrow and stop this nonsense."; + next; + mes "[Dahil]"; + mes "I won't discipline you for this incident, but please tell [Amodipin]rachel,181,51,0,101,0 to come to work properly."; + mes "I'm not someone who discriminates against natives, but they lack responsibility, so if I scold them, I might just leave it at that."; + completequest 16584; + setquest 16585; + close; + } + mes "[Dahil]"; + mes "I am currently running the shop, but I really like adventurers!"; + mes "I once dreamed of being an adventurer myself. But then I took an arrow to the knee and got stuck in the city."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16584) == 1" ); + end; +} +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Quest: Gather Opinions in Rachel. Step 1 + 2 (final). +rachel,155,236,3 script Junok#atm 4_M_TRAINEE,{ + if (checkweight(1000405,10) == 0) { + mes "[Junok]"; + mes "I hope the situation calms down soon. Let's talk after you've organize some of your belongings."; + close; + } + if (BaseLevel < 170) { + mes "[Junok]"; + mes "Hello. It seems you may lack the experience to undertake my request at the moment."; + next; + mes "[Junok]"; + mes "Please come back to me after gaining a bit more training."; + next; + mes "- This quest is available for those level 170 and above. -"; + close; + } + if (ep18_main < 12) + end; // unknown text + switch( checkquest(3504,PLAYTIME) ) { + case -1: // first time + if (isbegin_quest(3503) == 0) { + mes "[Junok]"; + mes "Hello, my name is Priest Junok."; + next; + mes "[Junok]"; + mes "This village has been divided into two factions, the natives and the immigrants, for some time now, leading to a state of confrontation."; + next; + mes "[Junok]"; + mes "Efforts to resolve the conflict between the two factions are ongoing, but clear results have not been achieved."; + next; + mes "[Junok]"; + mes "Therefore, I would like you to approach each of them directly and find out what the issues are."; + next; + mes "[Junok]"; + mes "Would you be able to have a conversation with them on my behalf? I find it difficult to leave my post."; + next; + if (select( "Yes.", "Next Time." ) == 2) { + mes "[Junok]"; + mes "I'm disappointed that you rejected me. My heart is in so much pain."; + close; + } + setquest 3503; + + setarray .@quest_id[0],3493,3494,3495,3496,3497,3498,3499,3500,3501,3502; + .@size = getarraysize(.@quest_id); + + for ( .@i = 0; .@i < 6; ++.@i ) { + .@r = rand(.@size); + setquest .@quest_id[.@r]; + deletearray .@quest_id[.@r],1; + .@size--; + } + mes "[Junok]"; + mes "Please talk to the specified 3 natives and 3 immigrants, and let me know the results afterward."; + next; + mes "[Junok]"; + mes "The list of people to talk to can be found in the quest window or mini-map."; + close; + } + break; + case 0: + case 1: + mes "[Junok]"; + mes "Today, I have gathered enough information. If you need assistance again, please come back tomorrow."; + close; + case 2: // daily + if (isbegin_quest(3503) == 0) { + mes "[Junok]"; + mes "Sure, I'll check the atmosphere between the indigenous people and the immigrants today. If there's anything specific you need assistance with, feel free to let me know."; + next; + if (select( "Yes", "No." ) == 2) + end; + erasequest 3504; + setquest 3503; + + setarray .@quest_id[0],3493,3494,3495,3496,3497,3498,3499,3500,3501,3502; + .@size = getarraysize(.@quest_id); + + for ( .@i = 0; .@i < 6; ++.@i ) { + .@r = rand(.@size); + setquest .@quest_id[.@r]; + deletearray .@quest_id[.@r],1; + .@size--; + } + mes "[Junok]"; + mes "Then, I'll leave it to you. If you need any assistance, feel free to ask. Have a great day!."; + next; + mes "[Junok]"; + mes "Please come back after talking to the 3 natives and the 3 immigrants."; + next; + mes "[Junok]"; + mes "The list of people to talk to can be found in the quest window or on the mini-map."; + close; + } + break; + } + switch( isbegin_quest(3505) ) { + case 0: + mes "[Junok]"; + mes "Please have conversations with all 6 citizens and return afterward."; + close; + case 1: // task completed + switch( checkquest(3504,PLAYTIME) ) { + case -1: // first completion + mes "[Junok]"; + mes "Is that so..."; + next; + mes "[Junok]"; + mes "It seems there is still a lot of resentment between them."; + next; + mes "[Junok]"; + mes "It's worse than I expected. Hm... I wonder what can be done about this."; + next; + getitem 1000405,10; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; // dummy value + break; + case 0: + case 1: // (shouldn't happen) + mes "[Junok]"; + mes "Today, I have gathered enough information. If you need assistance again, please come back tomorrow."; + close; + case 2: // daily quest + mes "[Junok]"; + mes "Is that so..."; + next; + mes "[Junok]"; + mes "It seems there is still a lot of resentment between them."; + next; + mes "[Junok]"; + mes "It's worse than I expected. Hm... I wonder what can be done about this."; + next; + getitem 1000405,3; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + break; + } + for ( .@i = 3493; .@i < 3506; ++.@i ) { + if (isbegin_quest(.@i) > 0) + erasequest .@i; + } + setquest 3504; + mes "[Junok]"; + mes "It was helpful guidance.."; + next; + mes "[Junok]"; + mes "Thank you for your help. Please come again if you can assist tomorrow."; + close; + case 2: + end; + } + end; + +OnInit: + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "ep18_main >= 12 && isbegin_quest(3503) == 0 && (checkquest(3504,PLAYTIME) == -1 || checkquest(3504,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3505) == 1" ); + end; +} + +rachel,69,234,3 script Jarad#atm1 4_M_CHILD1,2,2,{ + if (isbegin_quest(3493) == 1) { + mes "[Jarad]"; + mes "Hello."; + next; + mes "[Jarad]"; + mes "There was a big disturbance in the village not too long ago."; + next; + mes "[Jarad]"; + mes "A speaker was giving a speech on the theme of respecting the dignity of an ideal human, but it seems to have stirred up some of the audience instead."; + next; + mes "[Jarad]"; + mes "I also felt that the speech was not received as favorably as one would hope."; + next; + mes "[Jarad]"; + mes "It was merely an idealistic narrative, detached from reality."; + next; + mes "[Jarad]"; + mes "A loud exchange of words occurred, and even physical confrontation seemed imminent, but bystanders managed to prevent it."; + next; + mes "[Jarad]"; + mes "Well, if it doesn't affect me personally, I don't really mind."; + next; + completequest 3493; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; // setquest here to prevent bug + mes "[Jarad]"; + mes "Have a good day!"; + next; + mes " - You have completed the conversation with Jarad. - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + // setquest 3505; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Jarad]"; + mes "Quietly..."; + next; + mes "[Jarad]"; + mes "I want to live without any trouble.."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3493) == 1" ); + end; +} + +rachel,100,72,3 script Rohi#atm2 4_F_SHABBY,2,2,{ + if (isbegin_quest(3494) == 1) { + mes "[Rohi]"; + mes "Hello, My name is Rohi."; + next; + mes "[Rohi]"; + mes "I was living in poverty without any suitable work until recently..."; + next; + mes "[Rohi]"; + mes "Thanks to Dina, I was able work on building management work recently, allowing me to put food on the table."; + next; + mes "[Rohi]"; + mes "However, from some point onward, the given working hours have increased, but there has been no increase in compensation for that."; + next; + mes "[Rohi]"; + mes "Why is that happening? Even among immigrants, Dina is considered wealthy, so it doesn't seem like she would lack the funds to pay."; + next; + mes "[Rohi]"; + mes "I talked directly to Dina about the unfair aspect, but it was in vain."; + next; + mes "[Rohi]"; + mes "Even if they offer a lower salary, many people are willing to take the job, you know..."; + next; + mes "[Rohi]"; + mes "I've decided to wait for now, as Maram and other senior members are currently discussing ways to address this issue and find a solution."; + next; + completequest 3494; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Rohi]"; + mes "Thank you, I wish you a peaceful day as well!."; + next; + mes " - You concluded the conversation with Rohi - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Rohi]"; + mes "With so much work given today, I'm not sure if I can finish everything on time.."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3494) == 1" ); + end; +} + +rachel,258,207,3 script Jeojin#atm3 4_F_RACHOLD,2,2,{ + if (isbegin_quest(3495) == 1) { + mes "[Jeojin]"; + mes "Hello, I'm called Jeojin."; + next; + mes "[Jeojin]"; + mes "You could say I'm a native, having lived in this area since my ancestors' time."; + next; + mes "[Jeojin]"; + mes "These days, there's been some noise due to friction with immigrants."; + next; + mes "[Jeojin]"; + mes "Some of them are wealthy, and among them, Dina, in particular, holds significant economic power."; + next; + mes "[Jeojin]"; + mes "Even among the native, I, who have a considerable amount of property, can't really compare with that person."; + next; + mes "[Jeojin]"; + mes "They've begun to influence the native business district, and policies are being shaped in their favor, making my business gradually more difficult."; + next; + mes "[Jeojin]"; + mes "At that time, Dina proposed to purchase some of the buildings I own. I'm not sure what to do."; + next; + completequest 3495; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Jeojin]"; + mes "Well then, have a nice day."; + next; + mes " - You've finished the conversation with Jeojin. - "; + next; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Jeojin]"; + mes "Hmm... What should I do"; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3495) == 1" ); + end; +} + +rachel,159,173,3 script Squain#atm4 4_M_LGTPOOR,2,2,{ + if (isbegin_quest(3496) == 1) { + mes "[Squain]"; + mes "Hello~~"; + next; + mes "[Squain]"; + mes "Thank you so much for the job."; + next; + mes "[Squain]"; + mes "You don't have to depend on others anymore!"; + next; + mes "[Squain]"; + mes "If I get paid, I'd like to change the clothes I'm wearing first."; + next; + mes "[Squain]"; + mes "There have been many people's help..."; + next; + mes "[Squain]"; + mes "Now I will become a person who can help others."; + next; + completequest 3496; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Squain]"; + mes "Then enter carefully."; + next; + mes " - Finished the conversation with Squain. - "; + next; + mes " - Let's find the next contact. - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + end; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3496) == 1" ); + end; +} + +rachel,190,30,5 script Senado#atm5 4_F_MONK,2,2,{ + if (isbegin_quest(3497) == 1) { + mes "[Senado]"; + mes "Hello."; + next; + mes "[Senado]"; + mes "Senado is someone who has trained in martial arts for over 20 years."; + next; + mes "[Senado]"; + mes "I've been traveling to various villages to test the strength of my accumulated martial arts skills. After breaking many dojos, I settled here in Rachel quite a while ago."; + next; + mes "[Senado]"; + mes "However, lately, I've sensed that the atmosphere in this village is not quite right."; + next; + mes "[Senado]"; + mes "It seems that people are divided into two factions and engaged in a confrontation, a conflict between the natives and immigrants..."; + next; + mes "[Senado]"; + mes "In a strict sense, I belong to the natives. However, I don't want to be part of this confrontation."; + next; + mes "[Senado]"; + mes "I have no interest in their power struggle."; + next; + completequest 3497; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Senado]"; + mes "Then let's meet again next time."; + next; + mes " - I have finished the conversation with Senado. - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Senado]"; + mes "Whether native or immigrant..."; + next; + mes "[Senado]"; + mes "I don't know why they are so divided and arguing."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3497) == 1" ); + end; +} + +rachel,210,52,5 script Japer#atm6 1_ETC_01,2,2,{ + if (isbegin_quest(3498) == 1) { + mes "[Japer]"; + mes "Hello, they call me Trader Japer.."; + next; + mes "[Japer]"; + mes "I believe I have exceptional business skills compared to anyone else. That's how I've reached my current position."; + next; + mes "[Japer]"; + mes "Certainly, the prosperity of the nation is not possible without dedicated individuals like me fulfilling their roles diligently, don't you think?"; + next; + mes "[Japer]"; + mes "Moreover, by establishing a significant merchants' association, I've been able to provide employment opportunities for many indigenous residents living in Rachel.."; + next; + mes "[Japer]"; + mes "I see, it seems that there's currently a lot of tension and conflict between the immigrants and the native, especially with growing dissatisfaction towards me."; + next; + mes "[Japer]"; + mes "It seems that the current working conditions are not satisfactory, and there's a sense of dissatisfaction, thinking that without me, they might not have had those job opportunities in the first place."; + next; + mes "[Japer]"; + mes "I am trembling because of the native people who are not only ungrateful but also filled with a sense of victimhood"; + next; + completequest 3498; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Japer]"; + mes "So, until next time then.."; + next; + mes " - You've finished talking to Japer - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Japer]"; + mes "I was able to accumulate wealth by sticking to my own methods"; + next; + mes "[Japer]"; + mes "They are misunderstanding me."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3498) == 1" ); + end; +} + +rachel,40,73,7 script Shiroan#atm7 1_F_02,2,2,{ + if (isbegin_quest(3499) == 1) { + mes "[Shiroan]"; + mes "Hello."; + next; + mes "[Shiroan]"; + mes "I am Japer disciple, Shiroan."; + next; + mes "[Shiroan]"; + mes "I have always followed Japer."; + next; + mes "[Shiroan]"; + mes "His excellent business skills are truly something to learn from."; + next; + mes "[Shiroan]"; + mes "However, sometimes he forces things too much."; + next; + mes "[Shiroan]"; + mes "As a result, conflicts with the native he employed increased"; + next; + mes "[Shiroan]"; + mes "He is so stubborn that he doesn't listen to me... It's worrisome."; + next; + completequest 3499; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Shiroan]"; + mes "Then I hope you have a peaceful day."; + next; + mes " - I have finished the conversation with Shiroan. - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Shiroan]"; + mes "I hope Japer stops arguing."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3499) == 1" ); + end; +} + +rachel,88,151,3 script Ishira#atm8 1_F_03,2,2,{ + if (isbegin_quest(3500) == 1) { + mes "[Isira]"; + mes "Hello, nice to meet you. I'm Isira. How can I help you?"; + next; + mes "[Isira]"; + mes "I am a faithful follower of Freyja."; + next; + mes "[Isira]"; + mes "Is the atmosphere among the believers tense lately?"; + next; + mes "[Isira]"; + mes "I wasn't aware of it, but it seems that the tension between the native and immigrants has escalated recently, judging by the current situation."; + next; + mes "[Isira]"; + mes "The land, already rugged, was transformed into a fertile field through the grace of the goddess, providing a path for sustenance and life..."; + next; + mes "[Isira]"; + mes "Shouldn't we be grateful instead??"; + next; + mes "[Isira]"; + mes "Despite that, the recent disturbance that occurred a while ago... sigh..."; + next; + mes "[Isira]"; + mes "I'm not sure what exactly is causing the dissatisfaction."; + next; + completequest 3500; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Isira]"; + mes "Then, have a peaceful day."; + next; + mes " - The conversation with Isira has concluded. - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Isira]"; + mes "Thanks to the immigrants, the benefits received by the natives must be significant..."; + next; + mes "[Isira]"; + mes "I don't really understand why they're acting like that."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3500) == 1" ); + end; +} + +rachel,240,182,5 script Dina#atm9 1_F_04,2,2,{ + if (isbegin_quest(3501) == 1) { + mes "[Dina]"; + mes "Hello, what brings you here??"; + next; + mes "[Dina]"; + mes "Ah~ It seems there are various rumors circulating about me in a negative light, right?"; + next; + mes "[Dina]"; + mes "I hope you don't only think about the parts you heard from."; + next; + mes "[Dina]"; + mes "To accumulate the wealth I have now, I have always acted strategically and pragmatically."; + next; + mes "[Dina]"; + mes "It's regrettable to hear various negative stories recently, considering that we have a contractual relationship based on mutual understanding.."; + next; + mes "[Dina]"; + mes "If it's about the building acquisition, I plan to maintain the current position.."; + next; + mes "[Dina]"; + mes "It's a process of rightfully gaining profit. Saying anything against this would be unreasonable.."; + next; + completequest 3501; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Dina]"; + mes "Wishing you a good day!."; + next; + mes " - I have finished the conversation with Dina. - "; + next; + mes " - Let's find the next person - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Dina]"; + mes "Oh well, I don't know why I'm the only one dealing with this."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3501) == 1" ); + end; +} + +rachel,212,52,3 script Hari#atm10 1_F_MERCHANT_02,2,2,{ + if (isbegin_quest(3502) == 1) { + mes "[Hari]"; + mes "Hello, this is Jafer's wife Hari."; + next; + mes "[Hari]"; + mes "Because of his fiery nature, sometimes when an accident occurs, I take care of the rearrangement.a person who does."; + next; + mes "[Hari]"; + mes "I suffered a lot because there was no compromise on the wage increase for the natives."; + next; + mes "[Hari]"; + mes "Actually, I didn't think there was any need for a raise, but I hated fighting with my husband more."; + next; + mes "[Hari]"; + mes "Anyway, I'm glad there seems to be some compromise."; + next; + mes "[Hari]"; + mes "I want you to be quiet now."; + next; + completequest 3502; + for ( .@i = 3493; .@i <= 3502; ++.@i ) + .@total += isbegin_quest(.@i); + if (.@total == 12) + setquest 3505; + mes "[Hari]"; + mes "Then just go inside~"; + next; + mes " - Conversation with Hari is over. - "; + next; + mes " - Let's find the next contact. - "; + if (.@total == 12) { + next; + mes " - You have completed conversations with all 6 individuals. Let's return to Junok -"; + } + close; + } + mes "[Hari]"; + mes "Hello, this is Hari."; + next; + mes "[Hari]"; + mes "She is the stubborn and unyielding lady in front of me."; + close; + +OnTouch_: + end; + +OnInit: + questinfo( QTYPE_QUEST2, QMARK_YELLOW, "isbegin_quest(3502) == 1" ); + end; +} +//------------------------------------------------------------------- + + + +//------------------------------------------------------------------- +// Quest: Picking Half Flowers. Step 1. +rachel,169,79,0 script(CLOAKED) #Directing Warp WARPNPC,{ + end; +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "BaseLevel >= 170 && isbegin_quest(5932) == 0" ); + end; +} + +rachel,170,80,6 duplicate(dummy_cloaked_npc) Greedy Man#E18_1 4_M_RASWORD +rachel,172,80,4 duplicate(dummy_cloaked_npc) Abused Child#E18_2 4_M_DST_CHILD +rachel,175,80,4 duplicate(dummy_cloaked_npc) Abused Child#E18_3 4_M_DST_CHILD + +rachel,176,80,0 script #Hoesopflowerstart HIDDEN_WARP_NPC,10,10,{ + end; +OnTouch: + if (BaseLevel < 170) + end; + switch( isbegin_quest(5932) ) { + case 0: + cloakoffnpcself( "#Directing Warp" ); + cloakoffnpcself( "Greedy Man#E18_1" ); + cloakoffnpcself( "Abused Child#E18_2" ); + + mes "- A man who appears to be greedy"; + mes "- Is yelling at a child."; + next; + if (select( "Listen to what's happening.", "Ignore it." ) == 2) + end; + emotion ET_FRET, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: Is this all I get in return after feeding and sheltering a tribal child with nowhere else to go?", "Greedy Man#E18_1", bc_self; + emotion ET_SURPRISE, playerattached(); + unittalk getcharid(3), "" + strcharinfo(0) + " : ??", bc_self; + next; + emotion ET_ANGER, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: Huh?! This isn't even funny. How dare you lay your hands on a guest's wallet?", "Greedy Man#E18_1", bc_self; + next; + emotion ET_FRET, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: Ugh... I was just heeding the advice around not to be lenient with the natives.", "Greedy Man#E18_1", bc_self; + next; + npctalk "Man: I must have lost my mind for a moment. I'll let it slide this time, but disappear from my sight immediately.", "Greedy Man#E18_1", bc_self; + specialeffect EF_HIT1, AREA, "Abused Child#E18_2"; + npctalk "Child: Aah!", "Abused Child#E18_2", bc_self; + emotion ET_PROFUSELY_SWAT, getnpcid(0,"Abused Child#E18_2"); + cloakonnpcself( "Abused Child#E18_2" ); + cloakoffnpcself( "Abused Child#E18_3" ); + next; + emotion ET_STARE, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: Can't you keep quiet? What are you doing making such a fuss and yelling all over the neighborhood?!", "Greedy Man#E18_1", bc_self; + next; + emotion ET_CRY, getnpcid(0,"Abused Child#E18_3"); + npctalk "Child: I didn't do anything. I've never seen the guest's wallet.", "Abused Child#E18_3", bc_self; + next; + npctalk "Man: This... This...", "Greedy Man#E18_1", bc_self; + next; + npctalk "Man: How dare this kid talk back instead of begging for forgiveness?!", "Greedy Man#E18_1", bc_self; + next; + npctalk "Man: So now you're lying even after I tried to let it slide and give you forgiveness?", "Greedy Man#E18_1", bc_self; + next; + emotion ET_BLABLA, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: I don't need insolent brats like you around! You're fired immediately!", "Greedy Man#E18_1", bc_self; + next; + cloakonnpcself( "Abused Child#E18_3" ); + cloakoffnpcself( "Abused Child#E18_2" ); + emotion ET_CRY, getnpcid(0,"Abused Child#E18_2"); + npctalk "Child: You're wrong, sir.", "Abused Child#E18_2", bc_self; + next; + npctalk "Child: Please, do not fire me... I needs to earn money for my father medication.", "Abused Child#E18_2", bc_self; + next; + emotion ET_FRET, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: ?! Medication expenses?", "Greedy Man#E18_1", bc_self; + next; + npctalk "Man: That's your business. Why should I even care?", "Greedy Man#E18_1", bc_self; + next; + npctalk "Child: Sir, then how about the money I've earned for working until now?", "Abused Child#E18_2", bc_self; + next; + emotion ET_QUESTION, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: What? Money you've earned?", "Greedy Man#E18_1", bc_self; + next; + npctalk "Man: Huh? What kind of era is this? I've heard all sorts of nonsense, but asking for money shamelessly after getting caught stealing?", "Greedy Man#E18_1", bc_self; + next; + emotion ET_QUESTION, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: Claiming compensation for the stolen wallet is embarrassing enough, but now you're asking for money? How laughable.", "Greedy Man#E18_1", bc_self; + next; + emotion ET_CRY, getnpcid(0,"Abused Child#E18_2"); + specialeffect EF_HIT1, AREA, "Abused Child#E18_2"; + npctalk "Child: Aah!", "Abused Child#E18_2", bc_self; + cloakonnpcself( "Abused Child#E18_2" ); + cloakoffnpcself( "Abused Child#E18_4" ); + next; + npctalk "Man: Hey! Can't you keep it down?", "Greedy Man#E18_1", bc_self; + next; + npctalk "Man: Kid, if you're wandering around here again and I catch you, you better be prepared.", "Greedy Man#E18_1", bc_self; + next; + setquest 5932; + emotion ET_FRET, getnpcid(0,"Greedy Man#E18_1"); + npctalk "Man: Ah, luck just isn't on my side.", "Greedy Man#E18_1", bc_self; + cloakonnpcself( "#Directing Warp" ); + cloakonnpcself( "Greedy Man#E18_1" ); + close; + case 1: + cloakonnpcself( "#Directing Warp" ); + cloakonnpcself( "Greedy Man#E18_1" ); + cloakoffnpcself( "Abused Child#E18_4" ); + end; + case 2: + end; + } +} + +rachel,180,80,4 script(CLOAKED) Abused Child#E18_4 4_M_DST_CHILD,{ + if (checkweight(1000405,10) == 0) { + mes "- You have too many items to proceed. -"; + close; + } + if (isbegin_quest(5932) == 1) { + mes "[Kid]"; + mes "Ah.. unlucky, isn't it? Dealing with a mere native."; + next; + mes "[Kid]"; + mes "Ah.. I gave him some freedom with the money, but I didn't give him too much freedom, so it was quite satisfying. I thought it would last."; + next; + select( "Are you okay?" ); + mes "[Kid]"; + mes "Uncle What?"; + next; + mes "[Kid]"; + mes "Mister You seem like an outsider, so spare me your shallow sympathy. This kind of treatment is common for natives."; + next; + mes "[Kid]"; + mes "Then Mister can continue on their way. It wasn't nice meeting you, and let's not meet again~"; + next; + emotion ET_STARE_ABOUT; + mes "[Kid]"; + mes "Ha... I knew I'd get caught."; + next; + emotion ET_KIK; + mes "[Kid]"; + mes "Even the boss is stupid. What I stole wasn't the guest's wallet."; + next; + mes "[Kid]"; + mes "Oh! But then, who stole the guest's wallet? If I stole that too, I'd feel more fair."; + next; + mes "[Kid]"; + mes "Let's see... How much did I take?"; + next; + emotion ET_MONEY; + mes "[Kid]"; + mes "One. Two... Three, four, five, squid, spicy beef stew, seven, octopus, cross screwdriver."; + next; + mes "[Kid]"; + mes "Oh my, salty. It's salty."; + next; + emotion ET_THINK; + sleep2 3000; + emotion ET_SWEAT; + mes "[Kid]"; + mes "Haha? Mister.. You're still here? Did you see me counting money? Planning to twist the boss's arm?"; + next; + select( "How about returning it since you won't use it?" ); + mes "[Kid]"; + mes "Ha.. This Mister! You're still talking nice words, haven't you seen just now?"; + next; + mes "[Kid]"; + mes "I haven't even received a proper salary for months of hard work?"; + next; + mes "[Kid]"; + mes "Even if I can't, at least taking the boss's wallet will provide some comfort for the unpaid salary."; + next; + mes "[Kid]"; + mes "Oh, whatever! If you're gonna twist, just twist. Now, my father has recovered enough to move around on his own."; + next; + mes "[Kid]"; + mes "We were also slowly gathering business funds to start up."; + next; + select( "What kind of business? Nothing illegal, right?" ); + mes "[Kid]"; + mes "Hehe.. You, Mister! You're up to something big, Mister."; + next; + mes "[Kid]"; + mes "Are you trying to snatch other people's business ideas with your sharp tongue?"; + next; + mes "[Kid]"; + mes "It's not easy for me to do it alone, and you don't seem like a bad adult, so I'll make an exception."; + next; + mes "[Kid]"; + mes "I'll give you a rough sketch of the spot I've set aside for my business. If you're really interested in my business, come find me."; + next; + completequest 5932; + setquest 5933; + mes "[Kid]"; + mes "Oh! And my name is Mejai. See you again."; + close2; + cloakonnpcself( "Abused Child#E18_4" ); + end; + } + end; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5932) == 1" ); + end; +} + +// Quest: Picking Half Flowers. Step 2. +rachel,70,135,4 script(CLOAKED) Mejai#E18_5 4_M_DST_CHILD,{ + if (checkweight(1000405,10) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (isbegin_quest(5933) == 1) { + mes "[Mejai]"; + mes "Well, well, well. So this Mister is really here. The fact that you're here means you're interested in my business, right?"; + next; + mes "[Mejai]"; + mes "Hm... What should I do.."; + next; + mes "[Mejai]"; + mes "Ah, hiding things doesn't suit my nature, so I'll just be honest."; + next; + mes "[Mejai]"; + mes "There have been a few people who came to listen to my business plan, but as soon as they heard it, they all just left."; + next; + if (select( "What's going on?", "I'm not interested." ) == 2) { + mes "[Mejai]"; + mes "Hmph!"; + mes "Uncle Why bother coming here and wasting time if you're not even interested?"; + close; + } + mes "[Mejai]"; + mes "Huh! Don't be surprised to hear this, I'll be selling flowers in this desert."; + next; + emotion ET_QUESTION, playerattached(); + sleep2 3000; + emotion ET_THINK, playerattached(); + mes "[Mejai]"; + mes "Why? What? Look at this, look. This is why outsiders say it's not possible. Do you know how precious flowers are in the desert?"; + next; + mes "[Mejai]"; + mes "MisterHave you seen a flower shop in Rachel?"; + next; + emotion ET_OK, playerattached(); + mes "[Mejai]"; + mes "Well, of course you've seen it. There must be a flower shop in Rachel, right?"; + next; + mes "[Mejai]"; + mes "If a shop that only sells arrangements, not living flowers, can be called a flower shop, that is."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "But where can you get flowers then?"; + next; + mes "[Mejai]"; + mes "That's the problem, exactly. You're quite sharp, Mister. I like that."; + next; + mes "[Mejai]"; + mes "It's not impossible to get fresh flowers around here. It's rare, but there are ways to obtain them."; + next; + mes "[Mejai]"; + mes "Have you heard of Half Flowers? Outsiders probably aren't familiar with them. Have you asked the locals on Aldebaran?"; + next; + mes "[Mejai]"; + mes "It's a beautiful and mysterious flower that only blooms in the Grey Wolf Forest. My dad said he picked one to propose to my mom."; + next; + mes "[Mejai]"; + mes "And ever since Mom passed away, Dad would only talk about the method of gathering Half Flowers when he drank."; + next; + mes "[Mejai]"; + mes "They say Half Flowers bloom under trees, near rocks, or beside grass."; + next; + mes "[Mejai]"; + mes "You have to consider the humidity around the flower and cut it at angles of 10, 20, and 30 degrees."; + next; + emotion ET_THINK; + mes "[Mejai]"; + mes "Ah... I got a little excited. Whenever my dad talks about this, it stresses me out."; + next; + mes "[Mejai]"; + mes "Well, in the end, it became my business, so all his lectures about it turned out to be worthwhile.."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "So, what can I help you with?"; + next; + mes "[Mejai]"; + mes "I believe that maintaining an ample supply of Half Flowers is crucial for the stable operation of the business I'm planning."; + next; + mes "[Mejai]"; + mes "So, I plan to contract with numerous adventurers. Of course, you, Mister, will be one of those adventurers, right?"; + next; + mes "[Mejai]"; + mes "Uncle will be tasked with gathering Half Flowers in the Gray Wolf Forest."; + next; + mes "[Mejai]"; + mes "Of course, there are additional ventures I plan to pursue once this business stabilizes, but let's save that discussion for when the business is truly stable."; + next; + mes "[Mejai]"; + mes "What do you say, Mister? Will you work with me?"; + next; + if (select( "Let's do it.", "It's a bit inconvenient right now." ) == 2) { + completequest 5933; + mes "[Mejai]"; + mes "Well, if it's inconvenient, there's nothing we can do."; + next; + mes "[Mejai]"; + mes "In life, there may come a day when we can work together again, right? If you ever reconsider, let's give working together a try."; + close; + } + mes "[Mejai]"; + mes "Okay. I think mutual respect between the boss and employees is important. You can guess why I say this."; + next; + mes "[Mejai]"; + mes "Now that we are working together, please call me President Mejai from now on. I will respect you as well as the staff."; + next; + mes "[Mejai]"; + mes "I'm not going to treat you badly. I'm tired of that kind of thing..."; + next; + mes "[Mejai]"; + mes "First of all, I would like to educate you on the most important task, how to gather Half Flowers."; + next; + erasequest 5933; + setquest 5934; + mes "[Mejai]"; + mes "Talk to me when you're ready."; + close; + } + if (isbegin_quest(5933) == 2) { + mes "[Mejai]"; + mes "Back again? I'm quite busy preparing for the business, so please refrain from bothering me unless you have something important?"; + next; + if (select( "Sorry, maybe later.", "Can I participate in the business?" ) == 1) { + mes "[Mejai]"; + mes "Be cautious. I have a lot on my mind, so I can be sharp."; + close; + } + mes "[Mejai]"; + mes "Really? Hm!"; + mes "Understood. I believe mutual respect between the employer and employees is crucial. You might guess why I'm saying this."; + next; + mes "[Mejai]"; + mes "Now that we're working together, please address me as Manager Mejai from now on. I'll also ensure to respect you as a member of the team rather than just Mister."; + next; + mes "[Mejai]"; + mes "You won't find me acting recklessly. I've grown tired of such behavior..."; + next; + mes "[Mejai]"; + mes "First and foremost, it would be wise to educate on the most crucial task, which is the method of harvesting Half Flowers."; + next; + erasequest 5933; + setquest 5934; + mes "[Mejai]"; + mes "Talk to me when you're ready."; + close; + } + if (isbegin_quest(5934) == 1) { + mes "[Mejai]"; + mes "Are you ready to begin the Half Flower harvesting education?"; + next; + if (select( "Manager, please proceed.", "Just a moment." ) == 2) { + mes "[Mejai]"; + mes "Take your time."; + close; + } + mes "[Mejai]"; + mes "Hmm, welcome to the Half Flower harvesting education."; + next; + mes "[Mejai]"; + mes "The harvesting process is divided into four main steps. First, you'll cut the stems."; + next; + mes "[Mejai]"; + mes "Second, you'll remove the leaves from the cut stems."; + next; + mes "[Mejai]"; + mes "Third, you'll dip the stem ends into a small container filled with water and secret powder, mixing them well."; + next; + mes "[Mejai]"; + mes "Lastly, you'll package the stem ends carefully in a small container to prevent the flowers from wilting."; + next; + mes "[Mejai]"; + mes "Looking at it simply in terms of the method, it shouldn't be too difficult, right?"; + next; + mes "[Mejai]"; + mes "In the advanced stages, however, the angle at which the stems are cut, the number of leaves removed depending on the location where the Half Flowers are blooming, and the amount of water and secret powder in the container may vary..."; + next; + mes "[Mejai]"; + mes "Don't worry. I'll make sure to provide detailed instructions when you take on the task, so you won't forget anything."; + next; + mes "[Mejai]"; + mes "Can you see the practice Half Flower next to you?"; + next; + mes "[Mejai]"; + mes "I think I invested half of my money into making this practice Half Flower when I started my business."; + next; + mes "[Mejai]"; + mes "Well, I don't regret it since it made it easier to train employees. Shall we practice as if it were the real thing?"; + next; + erasequest 5934; + setquest 5935; + mes "[Mejai]"; + mes "What do you think? Shall we assume that the Half Flowers are blooming under the trees and practice with the practice Half Flower next to me?"; + close; + } + if (isbegin_quest(5935) == 1) { + mes "[Mejai]"; + mes "Please pay attention to the practice Half Flower next to me."; + close2; + cloakoffnpcself( "Half Flower#E18_6" ); + end; + } + if (isbegin_quest(5936) == 1) { + // if (rentalcountitem(1000407) < 1) + mes "[Mejai]"; + mes "Well done. The future Half Flower collection will proceed in the same manner as just now."; + next; + mes "[Mejai]"; + mes "It will be your task to deliver the collected flowers to me."; + next; + mes "[Mejai]"; + mes "As you, as a staff member, are engaged in various other tasks simultaneously..."; + next; + mes "[Mejai]"; + mes "I would appreciate it if you could bring them to me before the Half Flowers wilt while you are working."; + next; + mes "[Mejai]"; + mes "Oh! One tip I should mention is that the longer you collect the flowers using the method I provided, the longer they will last."; + next; + select( "When shall we start our work?" ); + mes "[Mejai]"; + mes "Today, I'm also busy preparing for the shop opening, so how about starting from tomorrow?"; + next; + select( "Sure. See you tomorrow." ); + mes "[Mejai]"; + mes "Oh dear, I need to give you this."; + next; + mes "[Mejai]"; + mes "I've done my fair share of work, but during the training period, I can't just let you off the hook for this and that."; + next; + if (rentalcountitem(1000407) > 0) + delitem 1000407,1; // Ep18_Half_Flower + completequest 5936; + setquest 5937; + getitem 1000405,10; // Ep18_Amethyst_Fragment + getexp 7769124,3000000; // dummy value + mes "[Mejai]"; + mes "What I'm giving you now is a reward for today's training. Rest well and see you tomorrow."; + close; + } + mes "[Mejai]"; + mes "Rest well, and I'll see you tomorrow."; + close; + +OnInit: + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5933) == 1" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5934) == 1" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5936) == 1" ); + end; +} + +// Quest: Picking Half Flowers. Step 3 (final). +rachel,72,133,4 script(CLOAKED) Half Flower#E18_6 4_EP18_HALFFLOWER,{ + if (checkweight(1000407,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (isbegin_quest(5935) == 1) { + setarray .@good_answer[0],2,2,2,3; + .@time = 86400; + mes "This is a practice Half Flower."; + next; + npctalk "Mejai: Let's assume that Half Flowers are blooming under the trees and start practicing.", "Mejai#E18_5", bc_self; + next; + npctalk "Mejai: Shall we start by cutting the stems of the Half Flowers?", "Mejai#E18_5", bc_self; + next; + if (select( "Cut at 10¡Æ angle.", "Cut at 20¡Æ angle.", "Cut at 30¡Æ angle.", "Cut at 40¡Æ angle." ) != .@good_answer[0]) + .@time /= 2; + progressbar "FFFF00",1; + npctalk "Mejai: Thank you for your decision. Let's start by cutting the stem first.", "Mejai#E18_5", bc_self; + next; + npctalk "Mejai: Understood. Next, I'll remove the leaves. I'll leave just enough and remove the rest.", "Mejai#E18_5", bc_self; + next; + if (select( "Leave 2 leaves.", "Leave 4 leaves.", "Leave 6 leaves.", "Leave 8 leaves." ) != .@good_answer[1]) + .@time /= 2; + progressbar "FFFF00",1; + npctalk "Mejai: Well done. Next, we'll prepare a jar to soak the stem end.", "Mejai#E18_5", bc_self; + next; + npctalk "Mejai: First, please fill the small jar with water.", "Mejai#E18_5", bc_self; + next; + if (select( "Pour 20 ml.", "Pour 30 ml.", "Pour 40 ml.", "Pour 50 ml." ) != .@good_answer[2]) + .@time /= 2; + progressbar "FFFF00",1; + npctalk "Mejai: I'll now add the secret powder I made to the water and mix it.", "Mejai#E18_5", bc_self; + next; + npctalk "Mejai: Please mix it in the right amount.", "Mejai#E18_5", bc_self; + next; + if (select( "Add 2 grams.", "Add 4 grams.", "Add 6 grams.", "Add 8 grams." ) != .@good_answer[3]) + .@time /= 2; + npctalk "Mejai: Now, for the final step.", "Mejai#E18_5", bc_self; + next; + npctalk "Mejai: Now, just put the cut stem ends into the container with the water and secret powder we just mixed, and we're done with the packaging!", "Mejai#E18_5", bc_self; + next; + progressbar "FFFF00",1; + // note: the timer decreases according to the answer but no idea of the ratio + rentitem 1000407,.@time; // Ep18_Half_Flower + erasequest 5935; + setquest 5936; + cloakonnpcself( "Half Flower#E18_6" ); + npctalk "Mejai: Completed! Would you bring me the half flower you just harvested?", "Mejai#E18_5", bc_self; + close; + } + end; + +OnInit: + setunittitle( getnpcid(0), "For Practice" ); + + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5935) == 1" ); + end; +} + +// daily quest +rachel,70,135,4 script(CLOAKED) Mejai#E18_7 4_M_DST_CHILD,{ + if (checkweight(1000405,3) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (isbegin_quest(5933) == 1) { + if (checkquest(5937,PLAYTIME) == 2) + erasequest 5937; + npctalk "Mejai: Oh, you're here? Shall we start today energetically as well?", "Mejai#E18_7", bc_self; + mes "[Mejai]"; + mes "Welcome. We were just about to hold a modest opening ceremony for the 'Flower Room'."; + next; + mes "[Mejai]"; + mes "Hm..."; + next; + mes "[Mejai]"; + mes "Although not everyone could attend this gathering, I am truly grateful to those who could join us and illuminate this occasion."; + next; + mes "[Mejai]"; + mes "I must succeed here."; + next; + mes "[Mejai]"; + mes "I know it's not ideal, but this business was started with every last penny I could gather."; + next; + mes "[Mejai]"; + mes "There's no safety net. So, I'll do my best, and I hope you, my employees, will do the same."; + next; + mes "[Mejai]"; + mes "I'll strive to be a boss who repays your best efforts with my own."; + next; + setquest 5942; + completequest 5942; + mes "[Mejai]"; + mes "Grand opening over! Shall we now put our hearts into our work?"; + next; + } + setpcblock PCBLOCK_NPC, true; + if (checkquest(5937,PLAYTIME) != 2) + npctalk "Mejai: Hello. Let's do our best today too.", "Mejai#E18_7", bc_self; + else { + npctalk "Mejai: Come on! Today's work is done.", "Mejai#E18_7", bc_self; + sleep2 1000; + setpcblock PCBLOCK_NPC, false; + npctalk "Mejai: Go home and be faithful to your family. It's not like this is the only thing you have to do.", "Mejai#E18_7", bc_self; + end; + } + sleep2 1000; + setpcblock PCBLOCK_NPC, false; + switch( select( "I'm currently busy..", "Harvesting Half Flowers", "Delivering Half Flowers" ) ) { + case 1: + npctalk "Mejai: It seems you're busy with something? Please come see me when you're free.", "Mejai#E18_7", bc_self; + end; + case 2: + for ( .@id = 5938; .@id < 5942; .@id++ ) { + if (isbegin_quest(.@id) == 1) { + .@quest_id = .@id; + break; + } + } + if (.@quest_id == 0) + .@quest_id = rand(5938,5941); + + switch( isbegin_quest(.@quest_id) ) { + case 0: + npctalk "Mejai: Are you planning to collect half flowers?", "Mejai#E18_7", bc_self; + if (select( "I'll go collect them.", "I'll skip today." ) == 2) + end; + switch( checkquest(5937,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + npctalk "Mejai: Oh! Are you sure?", "Mejai#E18_7", bc_self; + setpcblock PCBLOCK_NPC, true; + sleep2 1000; + setpcblock PCBLOCK_NPC, false; + npctalk "Mejai: Since today hasn't ended yet, if you happen to finish your tasks early today, please consider helping out at the Flower Room as well.", "Mejai#E18_7", bc_self; + end; + case 2: + break; + } + setquest .@quest_id; + npctalk "Mejai: Please be careful of the half flowers blooming near the trees today.", "Mejai#E18_7", bc_self; + setpcblock PCBLOCK_NPC, true; + sleep2 1000; + setpcblock PCBLOCK_NPC, false; + npctalk "Mejai: Alright! Fighting! Bring back some fresh half flowers with vigor today.", "Mejai#E18_7", bc_self; + end; + case 1: + if (rentalcountitem(1000407) < 1) { + npctalk "Mejai: Please continue your hard work for the fresh Half Flowers today.", "Mejai#E18_7", bc_self; + end; + } + delitem 1000407,1; // Eps18_Half_Flower + erasequest .@quest_id; + if (checkquest(5937,PLAYTIME) == 2) + erasequest 5937; + setquest 5937; + getitem 1000405,3; // Ep18_Amethyst_Fragment + getexp 18252408,2000000; + npctalk "Mejai: You've worked hard today as well. Please leave the rest to me.", "Mejai#E18_7", bc_self; + end; + case 2: + end; // impossible + } + end; + case 3: + npctalk "Mejai: It's a service that I'm still contemplating. Perhaps we could initiate it once the business stabilizes a bit?", "Mejai#E18_7", bc_self; + setpcblock PCBLOCK_NPC, true; + sleep2 1000; + setpcblock PCBLOCK_NPC, false; + npctalk "Mejai: When that time comes, I'll rely on your assistance.", "Mejai#E18_7", bc_self; + end; + } + end; + +OnInit: + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(5936) == 2 && isbegin_quest(5938) == 0 && isbegin_quest(5939) == 0 && isbegin_quest(5940) == 0 && isbegin_quest(5941) == 0 && checkquest(5937,PLAYTIME) == 2" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5936) == 2 && rentalcountitem(1000407) > 0" ); + end; +} + +gw_fild01,325,376,1 script Half Flower#EP18_R01 4_EP18_HALFFLOWER,7,7,{ + if (checkweight(1000407,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + for ( .@id = 5938; .@id < 5942; .@id++ ) { + if (isbegin_quest(.@id) == 1) { + .@quest_id = .@id; + break; + } + } + if (.@quest_id == 0) { + unittalk getcharid(3), "Half flower is blooming", bc_self; + end; + } + // player interacts with the npc according to the quest ID + // 5938 requires EP18_R (flower near a Rock) + // 5939 requires EP18_L (?) + // 5940 requires EP18_T (Tree) + // 5941 requires EP18_W (Water) + switch( .@quest_id ) { + case 5938: + .@string$ = "EP18_R"; + setarray .@good_answer[0],4,1,4,1; + break; + case 5939: + .@string$ = "EP18_L"; + setarray .@good_answer[0],3,2,3,2; + break; + case 5940: + .@string$ = "EP18_T"; + setarray .@good_answer[0],2,2,2,3; + break; + case 5941: + .@string$ = "EP18_W"; + setarray .@good_answer[0],1,4,1,4; + break; + } + if (compare(strnpcinfo(2), .@string$) == false) { + cloakonnpc strnpcinfo(0), getcharid(0); + end; + } + if (rentalcountitem(1000407) > 0) { + mes "- the Half Flower is more"; + mes "- not necessary, before wither"; + mes "- Bring it to Mejai."; + close; + } + .@time = 86400; + mes "- The Half Flower is in bloom. Let's"; + mes "- gather the required materials from the"; + mes "- harvesting tool provided by Mejai."; + next; + unittalk getcharid(3), "" + strcharinfo(0) + " : What angle should I cut the stem?", bc_self; + next; + if (select("Cut at 10¡Æ angle", "Cut at 20¡Æ angle", "Cut at 30¡Æ angle", "Cut at 40¡Æ angle" ) != .@good_answer[0]) + .@time /= 2; + progressbar "FFFF00",1; + unittalk getcharid(3), "" + strcharinfo(0) + " : How many leaves should I leave?", bc_self; + next; + if (select("Leave 2 leaves", "Leave 4 leaves", "Leave 6 leaves", "Leave 8 leaves" ) != .@good_answer[1]) + .@time /= 2; + progressbar "FFFF00",1; + unittalk getcharid(3), "" + strcharinfo(0) + " : How many milliliters of water should I put in the small bottle?", bc_self; + next; + if (select("Put in 20 ml", "Put in 30 ml", "Put in 40 ml", "Put in 50 ml" ) != .@good_answer[2]) + .@time /= 2; + progressbar "FFFF00",1; + unittalk getcharid(3), "" + strcharinfo(0) + " : How many grams of secret powder should I put in?", bc_self; + next; + if (select( "Put in 2 grams.", "Put in 4 grams.", "Put in 6 grams.", "Put in 8 grams." ) != .@good_answer[3]) + .@time /= 2; + progressbar "FFFF00",1; + cloakonnpcself(); + // note: the timer decreases according to the answer but no idea of the ratio + rentitem 1000407, .@time; // Ep18_Half_Flower + mes "- You have harvested the Half Flower."; + mes "- Let's deliver it to Mejai before it withers."; + close; + +OnTouch: + for ( .@id = 5938; .@id < 5942; .@id++ ) { + if (isbegin_quest(.@id) == 1) { + .@quest_id = .@id; + break; + } + } + if (.@quest_id == 0) + end; + setarray .@string$[5938], "EP18_R", "EP18_L", "EP18_T", "EP18_W"; + if (compare(strnpcinfo(2), .@string$[.@quest_id]) == false) { + cloakonnpc strnpcinfo(0), getcharid(0); + end; + } + end; +} +gw_fild01,280,106,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R02 4_EP18_HALFFLOWER,7,7 +gw_fild01,382,271,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R03 4_EP18_HALFFLOWER,7,7 +gw_fild02,291,248,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R04 4_EP18_HALFFLOWER,7,7 +gw_fild02,119,93,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R05 4_EP18_HALFFLOWER,7,7 +gw_fild02,287,321,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R06 4_EP18_HALFFLOWER,7,7 + +gw_fild01,297,310,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L01 4_EP18_HALFFLOWER,7,7 +gw_fild01,219,211,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L02 4_EP18_HALFFLOWER,7,7 +gw_fild01,316,150,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L03 4_EP18_HALFFLOWER,7,7 +gw_fild02,104,338,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L04 4_EP18_HALFFLOWER,7,7 +gw_fild02,207,101,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L05 4_EP18_HALFFLOWER,7,7 +gw_fild02,268,262,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L06 4_EP18_HALFFLOWER,7,7 +gw_fild02,144,94,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L07 4_EP18_HALFFLOWER,7,7 +wolfvill,212,86,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L08 4_EP18_HALFFLOWER,7,7 +wolfvill,143,43,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L09 4_EP18_HALFFLOWER,7,7 +wolfvill,58,113,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L10 4_EP18_HALFFLOWER,7,7 + +gw_fild01,157,92,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T01 4_EP18_HALFFLOWER,7,7 +gw_fild01,189,183,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T02 4_EP18_HALFFLOWER,7,7 +gw_fild01,202,358,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T03 4_EP18_HALFFLOWER,7,7 +gw_fild01,279,64,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T04 4_EP18_HALFFLOWER,7,7 +gw_fild01,159,206,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T05 4_EP18_HALFFLOWER,7,7 +gw_fild02,125,367,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T06 4_EP18_HALFFLOWER,7,7 +gw_fild02,114,355,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T07 4_EP18_HALFFLOWER,7,7 +gw_fild02,248,288,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T08 4_EP18_HALFFLOWER,7,7 +wolfvill,258,226,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T09 4_EP18_HALFFLOWER,7,7 +wolfvill,130,203,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T10 4_EP18_HALFFLOWER,7,7 + +gw_fild01,48,83,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W01 4_EP18_HALFFLOWER,7,7 +wolfvill,88,57,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W02 4_EP18_HALFFLOWER,7,7 +wolfvill,65,95,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W03 4_EP18_HALFFLOWER,7,7 +wolfvill,78,222,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W04 4_EP18_HALFFLOWER,7,7 +wolfvill,193,238,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W05 4_EP18_HALFFLOWER,7,7 +wolfvill,208,245,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W06 4_EP18_HALFFLOWER,7,7 +//------------------------------------------------------------------- + + +//------------------------------------------------------------------- +// Others daily +gw_fild01,32,101,3 script Camper#to_wolfvill 4_M_SITDOWN,{ + if (ep18_main < 35) { + mes "[Camper]"; + mes "I couldn't find a job, and I kept failing my exams, so I left home in a fit of rage..."; + mes "Then I stumbled upon a place like this."; + mes "I'm planning to stay here for a little while."; + npctalk "I wanted to try camping~", "", bc_self; + next; + mes "[Camper]"; + mes "Aren't you scared?"; + mes "The old timers who asked me when I was going to get a job and everytime I meet them are way scarier."; + mes "..."; + close; + } + if (checkweight(1000405,4) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (checkquest(18086,HUNTING) == 2) { + mes "[Gatekeeper]"; + mes "Oh, I heard you said it was peaceful, so you did my favor."; + mes "Thank you."; + mes "Come on, I'll give you what I have."; + erasequest 18086; + setquest 18087; + add_reputation_points(REPUTATION_EP18, 30); + if (get_reputation_points(REPUTATION_EP18) >= 5000) + .@bonus = 1; + if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest + ep18_main = 37; + setquest 18082; + mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; + mes "You are eligible to participate in the ^4d4dff conference.^000000"; + } + getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment + getexp 9956480,2000000; + next; + } + mes "[Gatekeeper]"; + mes "Are you going to the village?"; + next; + switch( select( "To the Grey Wolf Village", "Don't go.", "Who are you?", "Make Grey Wolf Forest safer" ) ) { + case 1: + mes "[Gatekeeper]"; + mes "Alright. You need to go through the gap between those trees."; + mes "Follow me."; + close2; + warp "wolfvill",270,26; + end; + case 2: + mes "[Gatekeeper]"; + mes "Okay then. How about hunting some monsters nearby?"; + mes "They were too noisy when I was trying to sleep."; + close; + case 3: + mes "[Gatekeeper]"; + mes "As you can see, I'm the gate keeper."; + mes "I also drive away any unwanted visitors."; + mes "Usually, I disguise myself as a vagabond, but I'm not actually one."; + mes "Don't you dare think of me as one!"; + close; + case 4: + if (ep18_main == 35) { + mes "[Gatekeeper]"; + mes "No, no. I wouldn't ask for a favor right after meeting you."; + mes "The forest may be a bit dangerous, but it's alright."; + close; + } + switch( checkquest(18087,PLAYTIME) ) { + case -1: + break; + case 0: + case 1: + mes "[Gatekeeper]"; + mes "Um... it'll be fine for a while."; + mes "It's been a threat to some extent, so if they think about it, they won't attack."; + close; + case 2: + erasequest 18087; + break; + } + switch( checkquest(18086,HUNTING) ) { + case -1: + mes "[Gatekeeper]"; + mes "As you can see, I'm guarding the entrance here."; + mes "Sometimes monsters come all the way here and bother me even though I'm tired."; + next; + mes "[Gatekeeper]"; + mes "Would you clear about thirty monsters in the nearby forest regardless of the type?"; + mes "I have some beautiful amethyst fragments I found lying around. I'll give them to you."; + next; + if (select( "Accept the request", "Refuse" ) == 2) { + mes "[Gatekeeper]"; + mes "I see... You're someone who doesn't care about the safety of a poor gatekeeper's life..."; + mes "Got it. I'll sincerely remember this deep in my heart."; + close; + } + mes "[Gatekeeper]"; + mes "Thank you!"; + mes "Now I can relax and unwind a bit!"; + mes "I'll leave it to you then."; + setquest 18086; + close; + case 0: + case 1: + mes "[Gatekeeper]"; + mes "Anything's fine. Just hunt some monsters nearby."; + mes "That way, I can stand guard more safely too, right?"; + close; + case 2: + end; + } + } + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "ep18_main == 35" ); + + questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "ep18_main > 35 && checkquest(18086,HUNTING) == -1 && (checkquest(18087,PLAYTIME) == -1 || checkquest(18087,PLAYTIME) == 2)" ); + questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(18086,HUNTING) == 2" ); + end; +} +//------------------------------------------------------------------- + + + +//--- Others NPCs +//============================================================ +oz_dun01,284,164,3 script Rope#to_ra_fild10 4_ROPEPILE,{ + if (ep18_main < 31) + end; + mes "Looks like you can climb using a rope."; + next; + if (select( "Use the rope to ascend.", "Don't use." ) == 2) { + emotion ET_THINK, playerattached(); + end; + } + warp "ra_fild10",173,176; + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) == 2" ); + end; +} + +oz_dun01,28,190,3 script Rope#to_gw_fild01 4_ROPEPILE,{ + if (ep18_main < 31) + end; + mes "Looks like you can climb using a rope."; + next; + if (select( "Use the rope to ascend.", "Don't use." ) == 2) { + emotion ET_THINK, playerattached(); + end; + } + warp "gw_fild01",275,337; + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) == 2" ); + end; +} + + +gw_fild01,279,335,3 script Rope#to_oz_dun01 4_ROPEPILE,{ + if (ep18_main < 31) + end; + mes "It seems there's a cave beneath the gap in the rock,"; + mes "and looks like you can slip through using a rope."; + next; + if (select( "Use the rope to descend.", "Don't use." ) == 2) { + emotion ET_THINK, playerattached(); + end; + } + warp "oz_dun01",27,188; + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) > 0" ); + end; +} + +ra_fild10,175,179,3 script Rope#to_oz_dun01_ 4_ROPEPILE,{ + if (ep18_main < 31) + end; + mes "It seems there's a cave beneath the gap in the rock,"; + mes "and looks like you can slip through using a rope."; + next; + if (select( "Use the rope to descend.", "Don't use." ) == 2) { + emotion ET_THINK, playerattached(); + end; + } + warp "oz_dun01",284,167; + end; + +OnInit: + questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) > 0" ); + end; +} + + + +//------------------------------------------------------------------- +// Other NPCs +//------------------------------------------------------------------- + +gw_fild01,396,269,3 script Old milestone#ep18 2_BOARD2,{ + mes "Only traces of a broken bridge over the cliff are visible."; + mes "This path is not currently in use."; + close; +} + +wolfvill,90,261,6 script Syeil#E18_D7 4_F_RUSWOMAN1,{ + mes "[Syeil]"; + mes "I was frustrated and came to this deserted place, and yet, there's still someone here."; + close; +} + +wolfvill,269,68,4 script Seil#E18_D8 4_F_RUSWOMAN2,{ + mes "[Seil]"; + mes "Oh-ho! Welcome to the Grey Wolf Village."; + close; +} + +wolfvill,167,253,1 duplicate(dummy_npc) Building materials#hms01 4_WOODBOX +wolfvill,166,252,1 duplicate(dummy_npc) Building materials#hms02 4_WOODBOX +wolfvill,165,254,1 duplicate(dummy_npc) Building materials#hms03 4_ROPEPILE +wolfvill,165,250,1 duplicate(dummy_npc) Building materials#hms04 4_WOODPILE +wolfvill,164,251,1 duplicate(dummy_npc) Building materials#hms05 4_BRICKPILE + +wolfvill,154,217,3 script Sarana#cmm01 4_EP18_GW_WOMAN01,{ + mes "[Sarana]"; + mes "We usually plant corn or soybeans here."; + mes "You can plant them anywhere and they'll thrive, just make sure you fertilize them well."; + next; + mes "[Sarana]"; + mes "Potatoes grow consistently well, but other than that..."; + mes "Ha... I want to eat something made with wheat flour."; + close; +} + +wolfvill,146,131,1 duplicate(dummy_npc) Village child#cmm01 4_EP18_GW_CHILD02 + +wolfvill,192,146,3 script Oha#cmm01 4_EP18_GW_MIDDLE01,{ + mes "[Oha]"; + mes "Does this make 35 servings? I'm always boiling it, but I can't get the right amount."; + close; +} + +wolfvill,123,162,7 script Zen#cmm01 4_EP18_GW_OLD02,{ + mes "[Zen]"; + mes "Just keep it safe so that the primordial fire does not devour this village and forest..."; + close; +} + +wolfvill,38,243,5 duplicate(dummy_npc) #con_admin CLEAR_NPC + +wolfvill,188,140,7 script Cassoulet#villager 4_EP18_GW_CHILD01,{ + mes "[Cassoulet]"; + mes "Hiya... What a delicious smell."; + mes "I'll wait here until everything is cooked."; + next; + mes "[Cassoulet]"; + mes "Hiya... What a delicious smell."; + mes "I'll wait here until everything is cooked."; + close; +} + +wolfvill,202,130,7 script Hiyares#villager 4_EP18_GW_WOMAN02,{ + mes "[Hiyares]"; + mes "This is a precious fermentation container. Please don't touch it yet, as it's still fermenting."; + next; + mes "[Hiyares]"; + mes "It's a fermented food made with a starter culture passed down since my great-great-grandfather's time."; + mes "Honestly, I'm not a big fan because it has a strong smell."; + close; +} + +wolfvill,224,230,3 script Director#villager 4_EP18_GW_CHILD02,{ + mes "[Director]"; + mes "You can't go into the water? Why?"; + next; + mes "[Director]"; + mes "You look so warm and comfortable... I want to play in the water."; + mes "If you're playing with the wind, you'll soon be full of ash."; + close; +} + + +gw_fild01,147,137,2 script Boksil#wms04 EP18_GREY_WOLF_BABY,{ + end; +OnMove: + while(1) { + switch( .move ) { + case 0: + .val = !.val; + setarray .@a[0],147,137; + setarray .@b[0],147,138; + break; + case 1: + setarray .@a[0],148,127; + setarray .@b[0],147,127; + break; + case 2: + setarray .@a[0],159,115; + setarray .@b[0],160,115; + break; + case 3: + setarray .@a[0],159,104; + setarray .@b[0],160,104; + break; + case 4: + setarray .@a[0],159,93; + setarray .@b[0],160,93; + break; + case 5: + setarray .@a[0],160,82; + setarray .@b[0],161,82; + break; + case 6: + .val = !.val; + setarray .@a[0],161,71; + setarray .@b[0],162,71; + break; + } + .move = .move + .sens[.val]; + unitstopwalk getnpcid(0),USW_FORCE_STOP; + unitstopwalk getnpcid(0,"Goat#wms03"),USW_FORCE_STOP; + unitwalk getnpcid(0),.@a[0],.@a[1]; + unitwalk getnpcid(0,"Goat#wms03"),.@b[0],.@b[1]; + sleep 6000; + } + end; +OnInit: + npcspeed 300; + setarray .sens[0],1,-1; + .move = 1; + donpcevent strnpcinfo(0) + "::OnMove"; + end; +} + +gw_fild01,147,138,15 script Goat#wms03 EP18_GREY_GOAT,{ + end; +OnInit: + npcspeed 300; + end; +} + + +//------------------------------------------------------------------- +// Dummy NPCs (need to check the dialog) +//------------------------------------------------------------------- +// rachel,67,134,8 duplicate(dummy_cloaked_npc) Guest#E18_8 4_M_OLDSCHOLAR +// rachel,114,66,2 duplicate(dummy_npc) Flower Lady#E18_9 4_F_GODEMOM +// rachel,55,106,6 duplicate(dummy_npc) Telling#E18_D6 4_F_07 // an old npc already exists at this location + +rachel,135,208,6 duplicate(dummy_npc) Physics#E18_D1 4_F_MASK +rachel,163,196,4 duplicate(dummy_npc) Molly#E18_D2 4_F_MASK1 +rachel,31,89,6 duplicate(dummy_npc) Tiling#E18_D5 4_F_02 + + +//------------------------------------------------------------------- +// Merchants NPCs +//------------------------------------------------------------------- + +// Storage and unlock reputation feature +wolfvill,167,135,3 script Asad#asad 4_EP18_GW_MAN01,{ + if (checkweight(1201,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + .@reputation = get_reputation_points(REPUTATION_EP18); + if (.@reputation < 1000) { + mes "[Asad]"; + mes "Sir, it's been a while since I've seen you."; + mes "Once you get somewhat familiar with the village, come find me."; + mes "I'll offer you some conveniences."; + next; + mes "[Asad]"; + mes "But that's only if you're ^4d4dffgoing to participate in the tournament^000000."; + mes "I don't just do favors for anyone."; + next; + mes "[Asad]"; + mes "If you look closely, there will be places where a helping hand is needed."; + mes "By lending a hand, you'll earn some goodwill among the people, I reckon."; + mes "Give it your best shot."; + close; + } + + if (.@reputation >= 3000) { + mes "[Asad]"; + mes "Welcome, my wolf-like " + strcharinfo(0) + "."; + mes "What do you need?"; + mes "Oh, I've been looking for a better smelting box."; + mes "Would you like to exchange it for amethyst?"; + } + else { + mes "[Asad]"; + mes "Welcome, Sir."; + mes "Would you like to tidy up some things?"; + mes "Or would you like to browse through some items I have for sale?"; + } + next; + .@amethyst_name$ = getitemname(1000405); + if (.@reputation >= 4000) + .@menu$[2] = "Exchange Smelting Box for " + .@amethyst_name$; + else if (.@reputation >= 3000) + .@menu$[1] = "Exchange Smelting Box for " + .@amethyst_name$; + if (.@reputation >= 2000) + .@menu$[0] = "Request space movement."; + switch( select( "Use the Storage.", "Use the store.", .@menu$[0], .@menu$[1], .@menu$[2] ) ) { + case 1: + mes "[Asad]"; + mes "The Storage fee is 200z."; + mes "Which Storage would you like to open?"; + next; + select( "Storage 1" ); + if (Zeny < 200) + end; + Zeny -= 200; + mes "[Asad]"; + mes "Alright, I'll open the Storage."; + mes "Use it well."; + close2; + openstorage(); + end; + case 2: + mes "[Asad]"; + mes "Are you going to sell items?"; + mes "Are you going to buy what you need?"; + next; + switch( select( "Buy items.", "Sell items." ) ) { + case 1: + mes "[Asad]"; + mes "I'm not sure if I have everything you need."; + mes "But whatever it is, you can count on me."; + close2; + callshop "Tool Dealer#wolf",1; + end; + case 2: + mes "[Asad]"; + mes "Alright. I'll sell you anything at a reasonable price."; + close2; + callshop "Tool Dealer#wolf",2; + end; + } + end; + case 3: + mes "[Asad]"; + mes "Do you want to teleport to Rachel for 1 " + .@amethyst_name$ + " ?"; + next; + if (select( "No", "Yes" ) == 1) + end; + if (countitem(1000405) < 1) { + mes "[Asad]"; + mes "You don't have enough material."; + close; + } + delitem 1000405,1; // Ep18_Amethyst_Fragment + warp "rachel",115,125; + end; + case 4: + mes "[Asad]"; + mes "Amethyst shop?"; + mes "You can exchange them for a smelting box.."; + close2; + callshop "barter_ep18_2",1; + end; + case 5: + mes "[Asad]"; + mes "Amethyst shop?"; + mes "You can exchange them for a smelting box.."; + close2; + callshop "barter_ep18_3",1; + end; + } + end; +} + +// (custom tool dealer) +- shop Tool Dealer#wolf -1,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1 + +// Greywolf enchant +wolfvill,164,137,3 script Emmet#emet 4_EP18_GW_WOMAN01,{ + if (ep18_main < 38) { + mes "[Emmet]"; + mes "Hello there!"; + mes "I see you've recently received some [Amethyst Fragment]1000405 in the village, right?"; + mes "I've noticed that people often exchange them, considering them symbols of luck or something."; + next; + mes "[Emmet]"; + mes "We're collecting crystals."; + mes "Would you mind giving them to me later if you happen to gather a large amount?"; + next; + mes "[Emmet]"; + mes "Of course, I won't just take the crystal pieces for nothing."; + mes "I'll exchange them for equipment or other items that adventurers like yourself might need."; + next; + mes "[Emmet]"; + mes "When you gather a large amount, please come to me."; + mes "You understand, right?"; + close; + } + disable_items; + mes "[Emmet]"; + mes "Hello."; + mes "Do you happen to have [Amethyst Fragment]1000405?"; + mes "We are collecting crystals."; + next; + mes "[Emmet]"; + mes "We offer carefully crafted ^4d4dffarmor and enchantments^000000 in exchange for crystals."; + mes "What would you like to do?"; + next; + switch( select( "Exchange Armor", "Gray Wolf Enchantment" ) ) { + case 1: + mes "[Emmet]"; + mes "As promised, you've brought many Amethyst Fragment?"; + mes "Take your time and have a look around."; + close2; + callshop "barter_ep18_1",1; + end; + case 2: + mes "[Emmet]"; + mes "Do you have enough equipment and materials for enchanting?"; + mes "I mean, the Amethyst Fragment."; + mes "Please select the part you want to enchant."; + next; + switch( select( "Armor", "Coat", "Shoes", "Right(R) Accessory", "Left(L) Accessory" ) ) { + case 1: + mes "[Emmet]"; + mes "You're enchanting the armor, I see."; + close2; + item_enchant(1); + end; + case 2: + mes "[Emmet]"; + mes "You're enchanting the footwear, I see."; + close2; + item_enchant(2); + end; + case 3: + mes "[Emmet]"; + mes "You're enchanting the shoes, I see."; + close2; + item_enchant(3); + end; + case 4: + mes "[Emmet]"; + mes "You're enchanting the right accessory, I see."; + close2; + item_enchant(4); + end; + case 5: + mes "[Emmet]"; + mes "You're enchanting the left accessory, I see."; + close2; + item_enchant(5); + end; + } + end; + } + end; +} + +// item exchange +wolfvill,170,131,3 script Bamdat#bamdat 4_EP18_GW_OLD02,{ + if (ep18_main < 38) { + mes "[Bamdatt]"; + mes "I used to be a recognized technician in the past."; + mes "Now it's hard to find any work..."; + mes "But if there ever comes a time when my skills are needed, I'll be ready to help."; + close; + } + disable_items; + mes "[Bamdatt]"; + mes "I heard the shrine's villa has changed in a very strange way, right?"; + mes "It's where the fallen god passed by...."; + mes "The loot obtained from there must also be filled with false beliefs."; + next; + mes "[Bamdatt]"; + mes "If you wish, I can perform a purification ritual to transform them into weapons filled with true faith."; + mes "My sorcerous skills will also be put to good use."; + next; + mes "[Bamdatt]"; + mes "You have a choice between a basic purification ritual, which significantly reduces refining power, and an advanced purification ritual, which maintains most of the refining power."; + next; + mes "You can reform the +9 refined Adulter Pides weapon series into the Vibtus Pides series."; + mes "The refining power dropped varies depending on the purification ritual chosen."; + next; + switch( select( "Basic Purification Ritual", "Advanced Purification Ritual", "Never mind." ) ) { + case 1: + mes "[Bamdatt]"; + mes "May the blessings of the gods be with you."; + close2; + item_reform("Consecrate_Weapon_1"); + end; + case 2: + mes "[Bamdatt]"; + mes "May the blessings of the gods be with you."; + close2; + item_reform("Consecrate_Weapon_2"); + end; + case 3: + mes "[Bamdatt]"; + mes "Hmm? You seem to possess skills comparable to researchers from other countries."; + close; + } + end; +} diff --git a/npc/re/quests/quests_18_1.txt b/npc/re/quests/quests_18_1.txt deleted file mode 100644 index a9dd2760cb..0000000000 --- a/npc/re/quests/quests_18_1.txt +++ /dev/null @@ -1,12435 +0,0 @@ -//===== rAthena Script ======================================= -//= Direction of Prayer -//===== Description: ========================================= -//= [Walkthrough Conversion] -//--- Main quest NPCs for Episode 18.1 -// -// Notes: -// - The last value of ep18_1_main is 57 -//===== Changelogs: ========================================== -//= 1.0 First version. [Capuche] -//============================================================ - -// Main Quest: Step 1. -// ba_in01,26,266,3 script Smart Ellie#ep18ely01 4_EP17_TABLET,{ - -ba_in01,22,262,6 script(CLOAKED) EST#ep181_est01 4_F_ESTLOVELOY,{ - if (ep18_1_main == 1) { - mes "[EST]"; - mes "Take care of yourself."; - close; - } - end; -} - - -// ba_in01,24,262,7 script(CLOAKED) Rookie#ep181_rk01 4_M_ROOKIE,3,0,{ -ba_in01,24,262,7 script(CLOAKED) Rookie#ep181_rk01 4_M_ROOKIE,{ - if (ep18_1_main == 1) { - cutin "16loo_03.bmp",0; - mes "[Rookie]"; - mes "I'm sorry, but I can't help it."; - mes "We also have to take care of corporate work, so we can't just play around."; - mes "See you again after everything is resolved."; - close3; - } - end; -// OnTouch: // unknown effect - // end; -} - - -// Main Quest: Step 2. -rachel,182,176,3 script Masked Girl 4_F_MASK,5,5,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - mes "Someone is speaking loudly"; - next; - mes "[Mini Elly]"; - mes "Take me out of the bag. Put me on your head."; - npctalk "Mini Elly: Take me out of the bag. Put me on your head.", "", bc_self; - close; - } - .@char_id = getcharid(0); - if (ep18_1_main == 1) { - mes "Someone is speaking loudly"; - next; - mes "[Mini Elly]"; - mes "I have received a signal that I have arrived at roughly local coordinates."; - mes "Is this the place I called you?"; - next; - if (select( "yes", "no" ) == 2) - end; - mes "[" + strcharinfo(0) + "]"; - mes "That's right. Somewhere around here."; - next; - mes "[Mini Elly]"; - mes "Is there anything suspicious in your eyes?"; - mes "I've never seen anyone who is neither an intruder nor a guest, and I know that those wearing those masks are suspicious."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "They are the residents here..."; - next; - mes "[Mini Elly]"; - mes "Is that so? It's a strange outfit."; - mes "I will remember."; - next; - mes "[Speaker]"; - mes "...not"; - mes "It's not about being at peace with your neighbors or anything like that."; - mes "What we need is a slightly better future."; - npctalk "Speaker: If we don't act now, the future of our Arunafeltz will be ruined!", "", bc_self; - cloakoffnpcself( "Spectator#ep18c01" ); - cloakoffnpcself( "Spectator#ep18c04" ); - npctalk "What is it?", "Spectator#ep18c01", bc_self; - next; - mes "[Speaker]"; - mes "What can you say if this isn't an antagonism?"; - mes "Anyone can see that this is a sign that the country is going to be divided, can you ignore it like this?"; - cloakoffnpcself( "Spectator#ep18c05" ); - next; - mes "[Speaker]"; - mes "Why the hell did this happen?"; - mes "Why don't you respect the other person?"; - mes "Each one may have their own opinion, but I would like to say this."; - cloakoffnpcself( "Spectator#ep18c02" ); - npctalk "Who are you?", "Spectator#ep18c02", bc_self; - next; - mes "[Speaker]"; - mes "What does it mean to you as a citizen of this country to commit all your values ??to your birth line and to engage in violence?"; - mes "What does it mean to you?"; - cloakoffnpcself( "Female Priest#e18a" ); - cloakoffnpcself( "Spectator#ep18c03" ); - npctalk "Who are you?", "Spectator#ep18c01", bc_self; - npctalk "Take it out!", "Spectator#ep18c02", bc_self; - npctalk "I've never seen it before, who the hell is that?", "Spectator#ep18c03", bc_self; - next; - mes "[Speaker]"; - mes "Don't you think it's weird to be angry about something like this?"; - npctalk "Right!", "Spectator#ep18c04", bc_self; - npctalk "Hey what are you, native!", "Spectator#ep18c02", bc_self; - npctalk "Isn't it strange that we need to distinguish that?", "Spectator#ep18c03", bc_self; - next; - mes "[Speaker]"; - mes "I don't want you to fight"; - mes "Unless everyone is together, we have no future."; - npctalk "Who are you again!", "Spectator#ep18c02", bc_self; - npctalk "This person has no answer", "Spectator#ep18c04", bc_self; - next; - mes "The speaker didn't mind the murmuring of the audience and went on with it."; - next; - mes "[Mini Elly]"; - mes "It's amazing. There are quite a few people wearing masks. Even if we all have the same face, we can tell each other apart."; - npctalk "Hey, that's fine, people keep getting hurt and being taken to the hospital, so what's the point?", "Spectator#ep18c02", bc_self; - npctalk "Who's to blame for that?", "Spectator#ep18c05", bc_self; - next; - mes "[Mini Elly]"; - mes "why does that person interfere with the right person?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Because I don't believe that's right."; - npctalk "I saw it a while ago, I said that the fight was just a fight, didn't it only target migrants?", "Spectator#ep18c02", bc_self; - npctalk "I heard that the native kids came back after being beaten?", "Spectator#ep18c05", bc_self; - next; - mes "[Mini Elly]"; - mes "The commotion is growing."; - mes "Everyone argues that only they are right, and they don't seem to want to listen to what others are saying."; - npctalk "It's wrong to use violence against people in the first place!", "Spectator#ep18c05", bc_self; - npctalk "You must have done the right thing.", "Spectator#ep18c02", bc_self; - npctalk "I hate to hear the word right. What the hell is right?", "Spectator#ep18c04", bc_self; - next; - mes "[Mini Elly]"; - mes "The sound is getting louder than before."; - npctalk "It's wrong to say that you have a cause for harming the victim!", "Spectator#ep18c05", bc_self; - next; - mes "[Priest looking nervous]"; - mes "What should I do... Should I dry it?"; - npctalk "It's a big deal...", "Female Priest#e18a", bc_self; - completequest 8681; - setquest 8682; - ep18_1_main = 2; - close; - } - - if (ep18_1_main >= 2 && ep18_1_main <= 4) { - mes "Speech never stops"; - mes "The atmosphere is harsh."; - npctalk "Mini Elly: There's someone out there that doesn't fit this place.", "", bc_self; - - if (ep18_1_main == 2 || ep18_1_main == 3) { - cloakoffnpcself( "Spectator#ep18c01" ); - cloakoffnpcself( "Spectator#ep18c04" ); - cloakoffnpcself( "Spectator#ep18c05" ); - cloakoffnpcself( "Spectator#ep18c02" ); - cloakoffnpcself( "Female Priest#e18a" ); - cloakoffnpcself( "Spectator#ep18c03" ); - if (ep18_1_main == 3) - cloakoffnpcself( "Spectator#ep18c06" ); - } - else { - cloakoffnpcself( "Girl#ep18c07" ); - cloakoffnpcself( "Policeman Gala#ep18c08" ); - cloakoffnpcself( "Policeman Iz#ep18c09" ); - } - close; - } - end; - -OnTouch: - .@char_id = getcharid(0); - if (ep18_1_main == 2 || ep18_1_main == 3) { - cloakoffnpcself( "Spectator#ep18c01" ); - cloakoffnpcself( "Spectator#ep18c04" ); - cloakoffnpcself( "Spectator#ep18c05" ); - cloakoffnpcself( "Spectator#ep18c02" ); - cloakoffnpcself( "Female Priest#e18a" ); - cloakoffnpcself( "Spectator#ep18c03" ); - if (ep18_1_main == 3) - cloakoffnpcself( "Spectator#ep18c06" ); - end; - } - if (ep18_1_main == 4) { - cloakoffnpcself( "Girl#ep18c07" ); - cloakoffnpcself( "Policeman Gala#ep18c08" ); - cloakoffnpcself( "Policeman Iz#ep18c09" ); - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8681) == 1" ); - end; -} - -rachel,179,175,7 duplicate(dummy_cloaked_npc) Spectator#ep18c01 4_F_MASK -rachel,177,178,5 duplicate(dummy_cloaked_npc) Spectator#ep18c02 4_M_RACHMAN1 -rachel,179,171,7 duplicate(dummy_cloaked_npc) Spectator#ep18c03 4_M_RACHMAN2 -rachel,181,170,0 duplicate(dummy_cloaked_npc) Spectator#ep18c04 4_M_MIDDLE -rachel,186,173,1 duplicate(dummy_cloaked_npc) Spectator#ep18c05 4_F_MASK -rachel,184,171,1 duplicate(dummy_cloaked_npc) Spectator#ep18c06 4_F_MASK -rachel,187,170,3 duplicate(dummy_cloaked_npc) Girl#ep18c07 4_F_DST_CHILD -rachel,187,173,3 duplicate(dummy_cloaked_npc) Policeman Gala#ep18c08 4_M_RASWORD -rachel,187,174,3 duplicate(dummy_cloaked_npc) Policeman Iz#ep18c09 4_M_RASWORD - -// Main Quest: Step 3. -rachel,183,170,3 script(CLOAKED) Female Priest#e18a 4_M_TRAINEE,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - .@char_id = getcharid(0); - if (ep18_1_main == 2) { - cloakoffnpcself( "Spectator#ep18c06" ); - mes "[The Impatient Priest]"; - mes "...?"; - mes "Oh, did you hear me? I'm sorry."; - next; - mes "[The Impatient Priest]"; - mes "That... there. Apparently there are a lot of unrest like this these days."; - next; - mes "[The Impatient Priest]"; - mes "So... Did you come to Rachel for the first time?"; - npctalk "How do I know that? I'll see all the funny ones.", "Spectator#ep18c02", bc_self; - npctalk "What? Is there anything that this bastard can't say because he wants to hear it?", "Spectator#ep18c04", bc_self; - next; - select("No" ); - mes "[The Impatient Priest]"; - mes "Ummm..."; - mes "I don't know how much you know about Arunafelz..."; - mes "Are you aware of the conflict between..."; - next; - select( "heard" ); - mes "[The Impatient Priest]"; - mes "That's right. It's a shame... This is a chronic situation."; - mes "Recently, it seems that some people are giving street speeches like this..."; - next; - mes "[The Impatient Priest]"; - mes "People who interrupt me like that often appear."; - mes "But even if I want to dry it, as you can see..."; - npctalk "Why are you fighting like that?", "Spectator#ep18c01", bc_self; - npctalk "Fighting is only for ignorant things.", "Spectator#ep18c03", bc_self; - next; - mes "[The Impatient Priest]"; - mes "...I can't get out easily because it seems like I'm on the side of the ruling class, immigrants."; - mes "But you can't pretend you didn't see it..."; - next; - mes "[The Impatient Priest]"; - mes "This time, I was worried about a speech by a person I had never seen before, so I didn't realize it..."; - npctalk "What and how?", "Spectator#ep18c02", bc_self; - npctalk "Looks right?", "Spectator#ep18c03", bc_self; - next; - mes "[The Impatient Priest]"; - mes "..."; - npctalk "Is this kid?", "Spectator#ep18c02", bc_self; - npctalk "Uh huh, fists come out, fists come out. Just hit me.", "Spectator#ep18c03", bc_self; - next; - mes "[The Impatient Priest]"; - mes "It's a big deal..."; - mes "Adventurer, maybe..."; - next; - select( "Do you want it to dry?" ); - mes "[The Impatient Priest]"; - mes "...Blessed be Freya."; - changequest 8682,8683; - ep18_1_main = 3; - close; - } - if (ep18_1_main == 3) { - mes "How do I do it?"; - next; - select( "Man, be quiet there", "What the hell is that man over there?", "The man who came out of the boat!" ); - mes "[Spectators out of the boat]"; - mes "Who said you are uncle?"; - npctalk "What else is this?", "Spectator#ep18c02", bc_self; - npctalk "Aigoo...", "", bc_self; - next; - select( "What is it, adventurer" ); - mes "[Spectators out of the boat]"; - mes "Huh? Who hasn't been an adventurer in their youth?"; - mes "Where have you been? I'm the one who climbed to the top of the Thor volcano over there."; - mes "Unlike the fragile natives."; - npctalk "It's a no-brainer, that must be a tourist product.", "Spectator#ep18c03", bc_self; - npctalk "There must be kids who brag about that.", "Spectator#ep18c05", bc_self; - next; - select( "I am in the Temple of Sethrumnir" ); - mes "[" + strcharinfo(0) + "]"; - mes "Further in the Temple of Sethrumnir..."; - next; - cloakoffnpcself( "Girl#ep18c07" ); - cloakoffnpcself( "Policeman Gala#ep18c08" ); - cloakoffnpcself( "Policeman Iz#ep18c09" ); - mes "[Girl]"; - mes "Senior security guard! There you go!"; - next; - mes "[Spectators out of the boat]"; - mes "Dude, who else sang that?"; - npctalk "Aww, let's play before it gets annoying.", "Spectator#ep18c04", bc_self; - npctalk "I hope we never see each other again", "Spectator#ep18c05", bc_self; - npctalk "I need to go home...", "Spectator#ep18c06", bc_self; - cloakonnpcself( "Spectator#ep18c01" ); - cloakonnpcself( "Spectator#ep18c02" ); - cloakonnpcself( "Spectator#ep18c03" ); - cloakonnpcself( "Spectator#ep18c04" ); - cloakonnpcself( "Spectator#ep18c05" ); - cloakonnpcself( "Spectator#ep18c06" ); - npctalk "Mini Elly: Are you saying things like this are going to be washed away like the ebb?", "", bc_self; - next; - mes "[Policeman Gala]"; - mes "There was a fight, so I came to see it..."; - mes "adventurer?"; - next; - mes "[The Impatient Priest]"; - mes "Oh no! The adventurer teacher here is here to help me..."; - mes "Ah, I am Priest Junok. I have returned to Sethrumnir this time."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "" + strcharinfo(0) + "."; - mes "adventurer"; - next; - mes "[Policeman Gala]"; - mes "Good job"; - mes "The atmosphere is ugly these days..."; - next; - select( "What the hell is going on?" ); - mes "[" + strcharinfo(0) + "]"; - mes "What the hell is going on?"; - mes "It's such a mess..."; - next; - mes "The security guard and the priest thought for a moment, then looked around, exchanged glances and nodded."; - next; - mes "[Junok]"; - mes "Adventurer, in the Temple of Sethrumnir, what did you say?"; - mes "In the meantime, I also have a job to see at the temple, so I think you can talk there for a while."; - mes "Keep talking in front of the temple."; - changequest 8683,8684; - ep18_1_main = 4; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - navigateto("ra_temple",72,54); - close; - } - if (ep18_1_main == 4) { - mes "[Junok]"; - mes "I'll follow you soon."; - mes "See you at [in front of the temple]ra_temple,72,54,0,101,0"; - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8682) == 1 || isbegin_quest(8683) == 1" ); - end; -} - - -ra_temple,118,30,0 script #ep18w01 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch: - if (ep18_1_main == 4) { - .@char_id = getcharid(0); - cloakoffnpcself( "Female Priest#e18b" ); - cloakoffnpcself( "Policeman Gala#ep18c10" ); - end; - } - if (ep18_1_main == 5 || ep18_1_main == 6) { - .@char_id = getcharid(0); - cloakoffnpcself( "Female Priest#e18c" ); - cloakoffnpcself( "Policeman Gala#ep18c12" ); - cloakoffnpcself( "Policeman Iz#ep18c13" ); - cloakoffnpcself( "Policeman Calsort#c14" ); - cloakoffnpcself( "Heart Hunter#ep18c15" ); - cloakoffnpcself( "Heart Hunter#ep18c16" ); - end; - } - end; -} - -ra_temple,72,54,0 duplicate(#ep18w01) #ep18wj1 HIDDEN_WARP_NPC,4,4 -ra_temple,39,143,0 duplicate(#ep18w01) #ep18w02_A HIDDEN_WARP_NPC,3,3 -ra_temple,20,134,0 duplicate(#ep18w01) #ep18w02_B HIDDEN_WARP_NPC,3,3 -ra_temple,30,142,0 duplicate(#ep18w01) #ep18w02_C HIDDEN_WARP_NPC,3,3 - -// Main Quest: Step 4. -ra_temple,72,54,5 script(CLOAKED) Female Priest#e18b 4_M_TRAINEE,{ - if (ep18_1_main == 4) { - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - mes "[Mini Elly]"; - mes "Take me out of the bag. Put me on your head."; - npctalk "Mini Elly: Take me out of the bag. Put me on your head.", "", bc_self; - close; - } - mes "[Mini Elly]"; - mes "Guests, wait a minute."; - npctalk "Mini Elly: I have a question.", "", bc_self; - next; - if (select( "Ellie, what's going on?", "For a clue?" ) == 2) { - mes "[Mini Elly]"; - mes "That's it, though."; - next; - } - .@char_id = getcharid(0); - mes "[Mini Elly]"; - mes "Have you ever been here before?"; - npctalk "Junok: Adventurer?", "", bc_self; - next; - select( "Yes" ); - mes "[Mini Elly]"; - mes "While coming all the way here, I felt strange gazes. The guests must have felt..."; - mes "Is this a town where there are many people with that kind of view?"; - next; - select( "I didn't" ); - mes "[Mini Elly]"; - mes "Are they related to 'intruders'?"; - next; - select( "maybe" ); - mes "[Mini Elly]"; - mes "Do you think you have recognized the guest?"; - npctalk "Junok: ?", "", bc_self; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Not so."; - next; - mes "[Junok]"; - mes "Adventurer, what are you thinking so deeply about?"; - next; - select("Nothing" ); - mes "[Junok]"; - mes "Anyway... we can talk quietly here."; - next; - mes "[Junok]"; - mes "I've just returned to Rachel, so I don't know for sure..."; - mes "The atmosphere has become quite ugly compared to before."; - next; - mes "[Junok]"; - mes "The conflict between indigenous peoples and migrants is growing."; - mes "There are people out there who talk more than usual... as if they were promoting it."; - next; - mes "[Junok]"; - mes "Some people use the same excuse to say that you are a native or a migrant..."; - next; - mes "[Junok]"; - mes "We are trying to solve this, but..."; - next; - mes "[Policeman Gala]"; - mes "Recently, unknown people are trying to break into the Temple of Sethrumnir."; - npctalk "Policeman: Weak and inconsistent for an intrusion itself.", "Policeman Gala#ep18c10", bc_self; - npctalk "Mini Ellie: Intrusion?", "", bc_self; - next; - mes "[Policeman Gala]"; - mes "It's very strange to keep trying to break into the safest temple in Rachel, the capital, but..."; - npctalk "Mini Elly: Isn't it suspicious to hear from customers?", "", bc_self; - next; - mes "[Policeman Gala]"; - mes "To deal with them, the temple is now on alert. So there are some parts that are not able to respond in time to civil disputes these days."; - next; - mes "[Policeman Gala]"; - mes "We don't know how long it will last, and we don't know where it will come out so suddenly, so we can't take a hasty full response..."; - mes "However, it is difficult to multiply the security guard by multiples."; - next; - mes "[Policeman Gala]"; - mes "It's really difficult... um?"; - cloakoffnpcself( "Rookie Policeman#ep18c11" ); - npctalk "Rookie Policeman: Invaders west of the temple!", "Rookie Policeman#ep18c11", bc_self; - next; - mes "[Policeman Gala]"; - mes "They are attacking again in broad daylight! Let's go!"; - mes "Let's go together, adventurer!"; - next; - select( "What do you believe in me?" ); - mes "[" + strcharinfo(0) + "]"; - mes "Do you know who I am?"; - mes "What if it's a gang of intruders?"; - next; - mes "[Policeman Gala]"; - mes "I have been guarding the temple for quite some time."; - mes "Would you have told this story to someone you didn't know?"; - npctalk "Junok: Did you know?", "", bc_self; - npctalk "Policeman Gala: One-sided.", "Policeman Gala#ep18c10", bc_self; - next; - mes "[Policeman Gala]"; - mes "Let's go!"; - changequest 8684,8685; - ep18_1_main = 5; - navigateto("ra_temple",30,142); - cloakonnpcself( "Female Priest#e18b" ); - cloakonnpcself( "Policeman Gala#ep18c10" ); - cloakonnpcself( "Rookie Policeman#ep18c11" ); - - cloakoffnpcself( "Female Priest#e18c" ); - cloakoffnpcself( "Policeman Gala#ep18c12" ); - cloakoffnpcself( "Policeman Iz#ep18c13" ); - cloakoffnpcself( "Policeman Calsort#c14" ); - cloakoffnpcself( "Heart Hunter#ep18c15" ); - cloakoffnpcself( "Heart Hunter#ep18c16" ); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8684) == 1" ); - end; -} - -ra_temple,75,54,3 duplicate(dummy_cloaked_npc) Policeman Gala#ep18c10 4_M_RASWORD -ra_temple,78,56,3 duplicate(dummy_cloaked_npc) Rookie Policeman#ep18c11 4_M_RASWORD - -// Main Quest: Step 5. -ra_temple,30,142,1 script(CLOAKED) Female Priest#e18c 4_M_TRAINEE,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - .@char_id = getcharid(0); - if (ep18_1_main == 5) { - mes "[Mini Elly]"; - mes "Do you remember seeing this place?"; - next; - mes "[Mini Elly]"; - mes "You found it sooner than I thought."; - next; - select( "I don't know the status of the mansion yet" ); - mes "[" + strcharinfo(0) + "]"; - mes "Maybe it's a different team from those sent to the mansion..."; - next; - mes "[Policeman Iz]"; - mes "You are under siege! Surrender!"; - next; - mes "[Heart Hunter]"; - mes "Heh, to call this a siege at this level. Just as rumored."; - next; - mes "[Policeman Iz]"; - mes "What is it? You guys have failed a total of 14 times so far and ran away!"; - next; - mes "[Policeman Calsort]"; - mes "This is number 15."; - npctalk "Kek.", "Heart Hunter#ep18c15", bc_self; - next; - mes "[Heart Hunter]"; - mes "These were our new recruits sent out on reconnaissance!"; - mes "Now you have identified all your patrol routes. Be prepared."; - next; - mes "[Policeman Gala]"; - mes "I'll have to change it."; - next; - mes "[Heart Hunter]"; - mes "..."; - next; - mes "[Guardians]"; - mes "..."; - next; - mes "[Heart Hunter]"; - mes "Because this is the end! The detachment is already in the temple..."; - next; - cloakoffnpcself( "Policeman Chaiv#c17" ); - mes "[Policeman Chaiv]"; - mes "If it's a separate group, these are these?"; - cloakoffnpcself( "Heart Hunter#ep18c18" ); - cloakoffnpcself( "Heart Hunter#ep18c19" ); - npctalk "Ugh...", "Hearthunter#ep18c19", bc_self; - npctalk "Damn..", "Hearthunter#ep18c18", bc_self; - next; - mes "[Policeman Gala]"; - mes "I think I'm done."; - next; - mes "[Heart Hunter]"; - mes "...the next time you will definitely succeed!"; - cloakonnpcself( "Heart Hunter#ep18c15" ); - cloakonnpcself( "Heart Hunter#ep18c16" ); - changequest 8685,8686; - ep18_1_main = 6; - next; - mes "[Policeman Gala]"; - mes "..."; - mes "It's a strange thing. It's strangely lax, conspicuous, and attacked over and over again, and now it's even a play where such lies are obvious."; - mes "Even the bait is questionable."; - next; - mes "[Policeman Gala]"; - mes "Where the hell did they send them..."; - next; - select( "Actually, what came to Rachel now" ); - mes "[" + strcharinfo(0) + "]"; - mes "I've come to find those related to them..."; - next; - mes "[Junok]"; - mes "Did you have a relationship?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "More than that..."; - next; - mes "I couldn't explain everything, so I explained that their purpose was to invade."; - next; - mes "[Policeman Gala]"; - mes "Hmm..."; - mes "Have you met Niren?"; - mes "It's been a while since you stopped by, so you probably haven't said hello yet."; - next; - mes "[Policeman Gala]"; - mes "Forcing... but not."; - mes "A report must go in anyway. How about visiting once?"; - npctalk "Policeman Gala: Detain them first. They must be new.", "Policeman Gala#ep18c12", bc_self; - npctalk "Policeman Chaiv: I see", "Policeman Chaiv#c17", bc_self; - next; - mes "[Policeman Gala]"; - mes "More details... tell me there"; - changequest 8686,8687; - ep18_1_main = 7; - getitem 1000405,30; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close2; - navigateto("ra_temin",173,40); - cloakonnpcself( "Female Priest#e18c" ); - cloakonnpcself( "Policeman Gala#ep18c12" ); - cloakonnpcself( "Policeman Iz#ep18c13" ); - cloakonnpcself( "Policeman Calsort#c14" ); - cloakonnpcself( "Policeman Chaiv#c17" ); - cloakonnpcself( "Heart Hunter#ep18c18" ); - cloakonnpcself( "Heart Hunter#ep18c19" ); - end; - } - if (ep18_1_main == 6) { - mes "[Policeman Gala]"; - mes "..."; - mes "It's a strange thing. It's strangely lax, conspicuous, and attacked over and over again, and now it's even a play where such lies are obvious."; - mes "Even the bait is questionable."; - next; - mes "[Policeman Gala]"; - mes "Where the hell did they send them..."; - next; - select( "Actually, what came to Rachel now" ); - mes "[" + strcharinfo(0) + "]"; - mes "I've come to find those related to them..."; - next; - mes "[Junok]"; - mes "Did you have a relationship?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "More than that..."; - next; - mes "I couldn't explain everything, so I explained that their purpose was to invade."; - next; - mes "[Policeman Gala]"; - mes "Hmm..."; - mes "Have you met Niren?"; - mes "It's been a while since you stopped by, so you probably haven't said hello yet."; - next; - mes "[Policeman Gala]"; - mes "Forcing... but not."; - mes "A report must go in anyway. How about visiting once?"; - npctalk "Policeman Gala: Detain them first. They must be new.", "Policeman Gala#ep18c12", bc_self; - npctalk "Policeman Chaiv: I see", "Policeman Chaiv#c17", bc_self; - next; - mes "[Policeman Gala]"; - mes "More details... tell me there"; - changequest 8686,8687; - ep18_1_main = 7; - getitem 1000405,30; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close2; - navigateto("ra_temin",173,40); - cloakonnpcself( "Heart Hunter#ep18c15" ); - cloakonnpcself( "Heart Hunter#ep18c16" ); - cloakonnpcself( "Female Priest#e18c" ); - cloakonnpcself( "PolicemanGala#ep18c12" ); - cloakonnpcself( "Policeman Iz#ep18c13" ); - cloakonnpcself( "Policeman Calsort#c14" ); - cloakonnpcself( "Policeman Chaiv#c17" ); - cloakonnpcself( "Heart Hunter#ep18c18" ); - cloakonnpcself( "Heart Hunter#ep18c19" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8685) == 1 || isbegin_quest(8686) == 1" ); - end; -} - -ra_temple,25,147,5 duplicate(dummy_cloaked_npc) Policeman Gala#ep18c12 4_M_RASWORD -ra_temple,29,143,1 duplicate(dummy_cloaked_npc) Policeman Iz#ep18c13 4_M_RASWORD -ra_temple,26,145,7 duplicate(dummy_cloaked_npc) Policeman Calsort#c14 4_M_RASWORD -ra_temple,31,147,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c15 G_EP17_2_HEART_HUNTER -ra_temple,29,146,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c16 G_EP17_2_HEART_HUNTER - -ra_temple,35,141,1 duplicate(dummy_cloaked_npc) Policeman Chaiv#c17 4_M_RASWORD -ra_temple,36,140,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c18 G_EP17_2_HEART_HUNTER -ra_temple,37,140,4 duplicate(dummy_cloaked_npc) Heart Hunter#ep18c19 G_EP17_2_HEART_HUNTER - -// Main Quest: Step 6. -ra_temin,173,40,3 script Guard Dent#ep18 4_M_RASWORD,{ - if (ep18_1_main == 7) { - mes "[Guard Dent]"; - mes "Wait!!"; - mes "Hey!"; - mes "Can't you see the line?"; - mes "^e5555e If you're here to see Niren^000000, follow the order!"; - npctalk "Wait!! Hey!", "Dent the security guard#ep18", bc_self; - next; - mes "[Ellie]"; - mes "There are so many people."; - mes "But if I don't meet Niren-sama soon, I'll be in trouble."; - cutin "ep172_beta.bmp",2; - next; - select("It's urgent." ); - cutin "",255; - mes "[Guard Dent]"; - mes "What?"; - mes "I'm in a hurry too"; - npctalk "What?", "Guard Dent#ep18", bc_self; - next; - mes "[Guard Dent]"; - mes "Oh~"; - mes "Do you know how many times I've been dispatched to stop a fight just today?!"; - mes "People are fighting all the time, so this place is not even crazy!"; - npctalk "Uh-huh~ I wish everyone would stop fighting...", "Dent of the security guard#ep18", bc_self; - next; - mes "[Guard Dent]"; - mes "Even if you try to stop the fight, you won't listen!"; - mes "I used to fight saying that it was ^e5555e migrant ^000000 or ^e5555e native ^000000, but these days it's really no joke!"; - next; - mes "[Guard Dent]"; - mes "If you say anything, they start yelling at natives ^e5555e discrimination^000000..."; - mes "I get a headache just thinking about it."; - npctalk "I get a headache just thinking about it.", "Dent of the security guard#ep18", bc_self; - next; - mes "[Guard Dent]"; - mes "How are you these days? Neil?"; - completequest 8687; - setquest 11696; - ep18_1_main = 8; - close; - } - mes "[Guard Dent]"; - mes "Ugh~"; - mes "I wish everyone would stop fighting..."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11696) == 0 && isbegin_quest(8687) == 1" ); - end; -} - -// Main Quest: Step 7. and 10. -ra_temin,174,38,3 script Marshall Neil#ep18 4_DST_SOLDIER,{ - if (ep18_1_main == 8) { - mes "[Marshall Neil]"; - mes "Don't do it!"; - mes "But you are better than me."; - mes "You know I'm of indigenous origin."; - npctalk "Don't talk!", "", bc_self; - next; - mes "[Marshall Neil]"; - mes "Before I even start talking, I'm told to call other security guards because I'm a native."; - npctalk "I'm not racist!", "", bc_self; - next; - mes "[Marshall Neil]"; - mes "I'm tired of hearing the voices of aboriginal subjects, dare to say, do you know who I am?"; - mes "What do you think of the security guard!"; - next; - mes "[Marshall Neil]"; - mes "To be honest, it's really weird these days."; - mes "Because even people who didn't cause problems like this before start to get involved in fights, and even small fights turn into big fights."; - next; - mes "[Marshall Neil]"; - mes "That's right!"; - mes "Recently, there has been no uproar here and there."; - mes "By the way, I also came to the temple yesterday"; - mes "Are you the priest who called me yesterday?"; - mes "How's the temple these days?"; - changequest 11696,11697; - ep18_1_main = 9; - close; - } - if (ep18_1_main == 11 || ep18_1_main == 12) { - mes "[High Priest Niren]"; - mes "Neil didn't you see ^e5555eMaram^000000 today?"; - cloakoffnpcself( "Niren#ep18_in1" ); - cutin "ra_gwoman.bmp",2; - next; - cutin "",255; - mes "[Marshall Neil]"; - mes "Are you Maram?"; - mes "I think I saw it on the way to the temple ^e5555e square^000000..."; - next; - mes "[Marshall Neil]"; - mes "I don't know if it's still in the square, but if you ask the people in the square ^e5555e, maybe you'll find out where ^000000 Maram has gone?"; - next; - mes "[High Priest Niren]"; - mes "Hmm I see."; - mes "" + strcharinfo(0) + " ^e5555eMy son Maram will help you with your request.^000000"; - mes "He's a kid who knows this better than anyone else."; - npctalk "My son Maram will help you with what I asked you earlier.", "Niren#ep18_in1", bc_self; - cutin "ra_gwoman.bmp",2; - next; - mes "[High Priest Niren]"; - mes "I wish I could introduce myself, but as you can see, I can't leave right now."; - mes "Ask people at ^000000 near the square ^e5555e and you will find them."; - if (ep18_1_main == 11) { - changequest 11699,11700; - ep18_1_main = 12; - } - close2; - navigateto("rachel",137,135); - cloakonnpcself( "Niren#ep18_in1" ); - cutin "",255; - end; - } - mes "[Marshall Neil]"; - mes "Ugh..."; - mes "Where did you go..."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11696) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11699) == 1" ); - end; -} - -// Main Quest: Step 8. -ra_temin,172,36,7 script Freyja Priest#ep18 4_F_MASK1,{ - if (ep18_1_main == 9) { - mes "[Freyja Priest]"; - mes "We are always praying for the sincere faith and peace of mind of our members."; - next; - mes "[Marshall Neil]"; - mes "Ah, not that stereotyped greeting~"; - mes "I saw what~"; - mes "Besides, there's no way priests can stand in line like this if nothing happens."; - next; - mes "[Marshall Neil]"; - mes "If people need to know what the situation is these days, won't the security forces prepare for a response?"; - mes "Especially because we don't know the situation of those who come to the temple."; - npctalk "Because we don't even know the situation of people who come to the temple.", "Marshall Neil#ep18", bc_self; - next; - mes "[Guard Dent]"; - mes "Give me some information~"; - npctalk "Give me some information~", "Dent of security guard#ep18", bc_self; - next; - mes "[Freyja Priest]"; - mes "The temple is a place to pray for Freyja."; - mes "With a sincere heart"; - next; - mes "[Marshall Neil]"; - mes "I saw it yesterday."; - mes "This priest here half-masked..."; - next; - mes "[Freyja Priest]"; - mes "Evil!!!"; - mes "Wait a minute!"; - mes "Until there!!!"; - npctalk "Evil!!! Wait a minute!", "", bc_self; - next; - mes "[Freyja Priest]"; - mes "Heavy breath..."; - next; - mes "[Freyja Priest]"; - mes "Actually"; - next; - mes "[Freyja Priest]"; - mes "It is true that these days, more and more people are causing problems in temples."; - next; - mes "[Freyja Priest]"; - mes "Most of the content is not something that can be officially objected to, but people who express personal grievances, only to the extent of rioting or screaming at the entrance of the temple."; - next; - mes "[High Priest Niren]"; - mes "Wait..."; - mes "Can I hear the story in detail now?"; - cloakoffnpcself( "Niren#ep18_in1" ); - npctalk "Can I hear the story in detail now?", "Niren#ep18_in1", bc_self; - cutin "ra_gwoman.bmp",2; - next; - cutin "",255; - mes "[Freyja Priest]"; - mes "Niren!!!!"; - npctalk "Niren!!!!", "", bc_self; - next; - mes "[Freyja Priest]"; - mes "Oh, that's"; - mes "People with personal dissatisfaction have come to the temple and shouted, which has been a common occurrence for a long time, and we are taking care of it and sending it back."; - next; - mes "[Freyja Priest]"; - mes "Recently, there have been a lot of fights between people who have come to the temple..."; - next; - mes "[High Priest Niren]"; - mes "A fight in the sacred temple..."; - mes "Isn't there any way to resolve their complaints through dialogue?"; - npctalk "Oh my God", "Niren#ep18_in1", bc_self; - cutin "ra_gwoman.bmp",2; - next; - cutin "",255; - mes "[Freyja Priest]"; - mes "Even if we try to reconcile opinions, there are people who call them heretics and ignore them, and there are people who ask how long they will let them stand still, so it is not an easy situation for us to solve."; - next; - mes "[Freyja Priest]"; - mes "But because of such dissatisfaction, I can't directly protest to Niren, but it seems like I'm arguing at the temple."; - mes "Because they know how important Niren-sama is to harmony."; - next; - mes "[High Priest Niren]"; - mes "Ha..."; - mes "Heresy"; - mes "Efforts to eliminate discrimination seem to have not reached their hearts."; - cutin "ra_gwoman.bmp",2; - npctalk "Haha...", "Niren#ep18_in1", bc_self; - next; - mes "[High Priest Niren]"; - mes "Besides, it's not something that can be easily overcome to start a fight even in the temple."; - next; - mes "[High Priest Niren]"; - mes "I've heard of some conflicts of opinion, but...I may be wrong, thinking that if we get to know each other and understand each other, it will be resolved naturally."; - next; - cutin "",255; - mes "[Freyja Priest]"; - mes "Even if the hardliners retreat, the hearts of those who supported them will not change all at once."; - next; - mes "[High Priest Niren]"; - mes "Sad but true."; - mes "Wait for self-healing is the result of letting the wound swell and burst."; - mes "It won't be easy to even talk for reconciliation..."; - cutin "ra_gwoman.bmp",2; - next; - mes "[High Priest Niren]"; - mes "Something must be triggered..."; - next; - cutin "",255; - mes "[Guard Dent]"; - mes "Niren."; - mes "If there is a chance, how about this adventurer here?"; - mes "Because you are a total outsider."; - mes "Well... maybe we can't even start a conversation?"; - next; - mes "[Guard Dent]"; - mes "Anyway, he said he came to Niren because he had something to say."; - next; - mes "[High Priest Niren]"; - mes "Oh my...!"; - mes "" + strcharinfo(0) + "Sir!!!"; - mes "I'm out of my mind " + strcharinfo(0) + "I didn't even notice you were there."; - npctalk "Oh my...!", "Niren#ep18_in1", bc_self; - cutin "ra_gwoman.bmp",2; - next; - mes "[High Priest Niren]"; - mes "As you can see, I'm sorry that I'm busy right now with ^e5555eRachel's internal problems^000000."; - mes "But what you're going to say to me is..."; - next; - select( "About the intruder." ); - mes "[High Priest Niren]"; - mes "Ah..."; - mes "Wait, it's a bit difficult to talk about that here."; - mes "Follow me this way"; - changequest 11697,11698; - ep18_1_main = 10; - close2; - cloakonnpcself( "Niren#ep18_in1" ); - cutin "",255; - navigateto("ra_temin",213,87); - end; - } - mes "[Freyja Priest]"; - mes "We are always praying for the sincere faith and peace of mind of our members."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11697) == 1" ); - end; -} - -ra_temin,170,38,5 duplicate(dummy_cloaked_npc) Niren#ep18_in1 4_F_MADAME -ra_temin,171,42,5 duplicate(dummy_npc) Rachelite#ep18_in1 4_F_SHABBY -ra_temin,173,43,3 duplicate(dummy_npc) Rachelite#ep18_in2 4_M_RACHMAN2 -ra_temin,175,36,0 duplicate(dummy_npc) Rachelite#ep18_in3 4_F_DESERT -ra_temin,170,35,1 duplicate(dummy_npc) Rachel Resident#ep18_in4 4_M_DST_GRAND -ra_temin,174,34,3 duplicate(dummy_npc) Rachel Resident#ep18_in5 4_M_MIDDLE -ra_temin,177,33,5 duplicate(dummy_npc) Rachel Resident#ep18_in6 4_M_CHILD1 -ra_temin,173,32,0 duplicate(dummy_npc) Rachel Resident#ep18_in7 4_F_MASK - -// Main Quest: Step 9. -ra_temin,213,87,3 script Niren#ep18_in2 4_F_MADAME,{ - if (ep18_1_main == 10) { - mes "[High Priest Niren]"; - mes "I don't think anyone would listen here."; - mes "^e5555eThis is a particularly sensitive matter^000000,"; - mes "I'm sorry to bring you to this place."; - cutin "ra_gwoman.bmp",2; - next; - select( "Describe the intruder's identity." ); - mes "[High Priest Niren]"; - mes "I can't!!!"; - mes "If the ^e5555eHeart Hunters^000000 are aiming for the ^e5555e Ymir's Heart Piece^000000, we can't stand still!"; - next; - mes "[High Priest Niren]"; - mes "I'm sure you'll break in so easily..."; - mes "Right now ^e5555eWe will strengthen the security of the heart chamber^000000 and actively cooperate with the ^e5555eRebellion^000000."; - next; - mes "[High Priest Niren]"; - mes "But it is true that no matter how much security is tightened in the heart chamber, the recent chaos among the residents has made it an ideal situation for intruders to rampage."; - next; - mes "[High Priest Niren]"; - mes "I'll focus on security reinforcement work for now" + strcharinfo(0) + "Can I ask you to mediate the villagers ^e5555e^000000?"; - next; - mes "[High Priest Niren]"; - mes "No"; - mes "It is not enough to intervene, just to listen and tell their stories."; - next; - mes "[High Priest Niren]"; - mes "Many people made a decision they thought would make them happy, and I didn't really understand the hearts of those who didn't support that choice."; - next; - mes "[High Priest Niren]"; - mes "You don't want everyone to get along overnight."; - mes "Just"; - mes "What is the dissatisfaction"; - mes "I believe that if I knew where I went wrong, I could start over."; - next; - mes "[High Priest Niren]"; - mes "I don't think I'm going to listen to anyone right now, but as Dent said, " + strcharinfo(0) + " might tell you a story."; - next; - mes "[Ellie]"; - mes "Relationships between people are complicated."; - cutin "ep172_beta.bmp",2; - next; - mes "[High Priest Niren]"; - mes "Ha ha... it is"; - mes "Then shall we go back to the temple entrance again?"; - mes "^e5555e I have something to ask of the security guards^000000..."; - cutin "ra_gwoman.bmp",2; - changequest 11698,11699; - ep18_1_main = 11; - close2; - cutin "",255; - navigateto("ra_temin",174,38); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11698) == 1" ); - end; -} - -// Main Quest: Step 11. -rachel,137,135,7 script Villager#ep18_Rachel1 4_M_MIDDLE,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 12) { - select( "Ask if you have seen Maram" ); - mes "[Villager]"; - mes "What?"; - mes "I don't know!"; - mes "What do I know where he is."; - npctalk "What? I don't know!", "The villager#ep18_Rachel1", bc_self; - next; - mes "[Villager]"; - mes "By the way, you!"; - mes "It's a face I haven't seen around here..."; - next; - mes "[Villager]"; - mes "Why are you looking for him?"; - mes "Aren't you up to something strange?"; - next; - mes "[Ellie]"; - mes "You are an unkind person."; - mes "I can't seem to tell you where Maram is, so ask someone else."; - cutin "ep172_beta.bmp",2; - changequest 11700,11701; - ep18_1_main = 13; - close2; - cutin "",255; - navigateto("rachel",105,134); - end; - } - if (ep18_1_main == 13) { - mes "[Ellie]"; - mes "You are an unkind person."; - mes "I can't seem to tell you where Maram is, so ask someone else."; - cutin "ep172_beta.bmp",2; - close2; - cutin "",255; - navigateto("rachel",105,134); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11700) == 1" ); - end; -} - -// Main Quest: Step 12. -rachel,105,134,3 script Villager#ep18_Rachel2 4_M_RACHMAN1,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 13) { - select( "Ask if you have seen Maram" ); - mes "[Villager]"; - mes ""; - next; - mes "[Villager]"; - mes "I'm not sure?"; - next; - mes "[Villager]"; - mes "But who are you?"; - mes "Why are you looking for Maram?"; - next; - mes "[Villager]"; - mes "How do you know Maram?"; - npctalk "Is it suspicious?", "The villager#ep18_Rachel2", bc_self; - next; - mes "[Ellie]"; - mes "I don't think this person will even tell you where Maram is."; - mes "Ask someone else."; - changequest 11701,11702; - ep18_1_main = 14; - close2; - navigateto("rachel",69,117); - end; - } - if (ep18_1_main == 14) { - mes "[Ellie]"; - mes "I don't think this person will even tell you where Maram is."; - mes "Ask someone else."; - close2; - navigateto("rachel",69,117); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11701) == 1" ); - end; -} - -// Main Quest: Step 13. -rachel,69,117,7 script Villager#ep18_Rachel3 4_F_SHABBY,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 14) { - select( "Ask if you have seen Maram" ); - mes "[Villager]"; - mes "I think Maram said he had an appointment nearby."; - mes "I passed this way, so if you go up ^e5555e, you may meet ^000000"; - changequest 11702,11703; - ep18_1_main = 15; - close2; - navigateto("rachel",70,147); - end; - } - if (ep18_1_main == 15) { - mes "[Villager]"; - mes "I think Maram said he had an appointment nearby."; - mes "I passed this way, so if you go up ^e5555e, you may meet ^000000"; - close2; - navigateto("rachel",70,147); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11702) == 1" ); - end; -} - -rachel,66,135,0 script #Flower Room Main HIDDEN_WARP_NPC,10,10,{ - end; -OnTouch: - // Picking Half Flowers quest - if (isbegin_quest(5936) == 2) - cloakoffnpcself( "Mejai#E18_7" ); - else if (isbegin_quest(5933) == 1 || isbegin_quest(5934) == 1 || isbegin_quest(5935) == 1 || isbegin_quest(5936) == 1) { - cloakoffnpcself( "Mejai#E18_5" ); - cloakoffnpcself( "Half Flower#E18_6" ); - } - // main quest - if (ep18_1_main == 16) { - cloakoffnpcself( "Miriam#ep18_Rachel" ); - end; - } - if (ep18_1_main == 19 || ep18_1_main == 20) { - cloakoffnpcself( "Miriam#ep18_merchant2" ); - cloakoffnpcself( "Maram#ep18_merchant2" ); - end; - } - if (ep18_1_main == 21 || ep18_1_main == 22 || ep18_1_main == 26) { - cloakoffnpcself( "Merchant#ep18_Rachel3" ); - if (ep18_1_main == 22) - cloakoffnpcself( "Miriam#ep18_merchant3" ); - end; - } - end; -} -rachel,112,136,0 duplicate(#Flower Room Main) Niren Great Hall HIDDEN_WARP_NPC,5,5 -rachel,115,125,0 duplicate(#Flower Room Main) Reminder#ra01 HIDDEN_WARP_NPC,3,3 - -// Main Quest: Step 14. and 24. -rachel,70,147,3 script Maram#ep18_Rachel 4_EP18_MARAM,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 15) { - mes "[Maram]"; - mes "Hello"; - mes "I think it's the first time I've met you, is this your first time with Rachel?"; - mes "May the traveler be blessed with Freya-sama."; - cutin "ep18_maram_01.png",2; - next; - select( "Tell me Niren's words." ); - mes "[Maram]"; - mes "Ah!"; - mes "If my mother entrusted me with a job, of course I have to do my best to help!!!"; - npctalk "Leave it to me.", "Maram#ep18_Rachel", bc_self; - cutin "ep18_maram_02.png",2; - next; - mes "[Ellie]"; - mes "But we don't know the situation here, so how can we mediate?"; - cutin "ep172_beta.bmp",2; - next; - mes "[Maram]"; - mes "From my point of view..."; - mes "Before you intervene, I want you to know about the plight of the natives and of us ^e5555ethe children of the gray^000000."; - cutin "ep18_maram_01.png",2; - next; - select( "What is a gray child?" ); - mes "[Maram]"; - mes "Rachel..."; - mes "Now it's a city with beautiful temples, but it was quite a while ago ^e5555e was a wasteland ^000000 where the natives lived."; - next; - mes "[Maram]"; - mes "But one day, ^e5555eFreya's followers ^000000 who suddenly came, pushed out the natives and built a temple."; - next; - mes "[Maram]"; - mes "There were people who tried to live with the people who migrated along the temple, but ^e5555e many people couldn't stand it and left this place^000000 ^e5555eThere were also people who suffered bad things^000000."; - next; - mes "[Maram]"; - mes "It would be nice if things like that were just a thing of the past... ^e5555e It continues to be ^000000 until now."; - mes "The result is ^e5555e displaced children^000000, and I am one of them."; - next; - mes "[Maram]"; - mes "My mother, who felt sorry for that, adopted me, and after she became a high priest, she took the lead in adopting the children ^e5555e into the homes of wealthy immigrants^000000"; - next; - mes "[Maram]"; - mes "People who disliked it called us ^e5555eGray Children^000000 and ^e5555eDiscrimination^000000, but my mother wanted us to be a bridge between migrants and indigenous peoples."; - npctalk "Why are you doing this...", "Maram#ep18_Rachel", bc_self; - next; - mes "[Maram]"; - mes "I was nothing but a heterogeneous entity that could not be properly mixed."; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "I think it would be better to hear this story from ^e5555e people ^000000 directly..."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "I have an important appointment with a friend ^e5555e^000000 right now, so could you give me time to meet and explain?"; - next; - mes "[Maram]"; - mes "The time we agreed to meet..."; - next; - mes "[???]"; - mes "It's been 5 minutes already?"; - cutin "ep18_miriam_03.png",2; - cloakoffnpcself( "Miriam#ep18_Rachel" ); - npctalk "It's been 5 minutes already?", "Miriam#ep18_Rachel", bc_self; - next; - mes "[Maram]"; - mes "^e5555eMiriam!^000000"; - mes "Since when?"; - cutin "ep18_maram_01.png",2; - npctalk "Surprised!", "Maram#ep18_Rachel", bc_self; - next; - mes "[Miriam]"; - mes "More than that"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Ah!"; - mes "" + strcharinfo(0) + " This is my ^e5555e friend Miriam^000000"; - mes "Miriam these people are " + strcharinfo(0) + "and... Ellie?"; - mes "She came to find me at the request of her mother."; - cutin "ep18_maram_01.png",2; - changequest 11703,11704; - ep18_1_main = 16; - close2; - cutin "",255; - navigateto("rachel",62,144); - end; - } - if (ep18_1_main == 16) { - mes "[Maram]"; - mes "Ah!"; - mes "" + strcharinfo(0) + " This is my ^e5555e friend Miriam^000000"; - mes "Miriam these people are " + strcharinfo(0) + "and... Ellie?"; - mes "You came to me at the request of my mother."; - cutin "ep18_maram_01.png",2; - close2; - cutin "",255; - navigateto("rachel",62,144); - end; - } - if (ep18_1_main == 25) { - mes "[Maram]"; - mes "Ah!"; - mes "" + strcharinfo(0) + " You are here."; - mes "It's a little short, but we've gathered some of the people we need."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "When Miriam returns... ah!"; - npctalk "Ah!", "Maram#ep18_Rachel", bc_self; - next; - mes "[Tamarin]"; - mes "Oh!"; - mes "Niren-sama's son!"; - cloakoffnpcself( "Tamarin#ep18_Maram" ); - cutin "ep18_tamarin_04.png",2; - npctalk "Oh!", "Tamarin#ep18_Maram", bc_self; - next; - mes "[Maram]"; - mes "Ah, the people who visited my mother last time."; - mes "Tamarin-nim, Mark, and Magi, right?"; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "Maram."; - cloakoffnpcself( "Miriam#ep18_Rachel" ); - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Are you back Miriam?"; - mes "Did you find the clothes?"; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "I just brought it..."; - mes "Is this enough?"; - cutin "ep18_miriam_01.png",2; - next; - mes "[Maram]"; - mes "Ahahah!"; - mes "That clothes..."; - mes "Very good!"; - cutin "ep18_maram_02.png",2; - npctalk "Hahahahaha!", "Maram#ep18_Rachel", bc_self; - next; - mes "[Maram]"; - mes "Then all the necessary people have gathered and the clothes are ready, so I'll explain the job."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "We are going to move things to the top of the exotic ^000000 wearing clothes brought by ^e5555eMiriam."; - mes "I can't tell you the destination yet, so all you have to do is follow me."; - next; - mes "[Maram]"; - mes "" + strcharinfo(0) + "Please go to the store where you bought ^e5555e a while ago^000000 and tell them that you are leaving soon."; - mes "The others change clothes with me and go to the village entrance first."; - changequest 11713,11714; - ep18_1_main = 26; - close2; - cloakoffnpcself( "Merchant#ep18_Rachel3" ); - cloakonnpcself( "Miriam#ep18_Rachel" ); - cloakonnpcself( "Tamarin#ep18_Maram" ); - cutin "",255; - navigateto("rachel",137,85); - end; - } - if (ep18_1_main == 26) { - mes "[Maram]"; - mes "Then all the necessary people have gathered and the clothes are ready, so I'll explain the job."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "We are going to move things to the top of the exotic ^000000 wearing clothes brought by ^e5555eMiriam."; - mes "I can't tell you the destination yet, so all you have to do is follow me."; - next; - mes "[Maram]"; - mes "" + strcharinfo(0) + "Please go to the store where you bought ^e5555e a while ago^000000 and tell them that you are leaving soon."; - mes "The others change clothes with me and go to the village entrance first."; - close2; - cloakoffnpcself( "Merchant#ep18_Rachel3" ); - cloakonnpcself( "Miriam#ep18_Rachel" ); - cloakonnpcself( "Tamarin#ep18_Maram" ); - cutin "",255; - navigateto("rachel",137,85); - end; - } - mes "[Maram]"; - mes "When is Miriam coming?"; - cutin "ep18_maram_01.png",2; - close3; - -OnInit: - // note: on official the questinfo from this npc disappears when the quest 11703 is given by the previous npc, this is most likely a bug - or it's illogical - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11703) == 1" ); - - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11713) == 1" ); - end; -} - -// Main Quest: Step 15. -rachel,62,144,5 script(CLOAKED) Miriam#ep18_Rachel 4_EP18_MIRIAM,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 16) { - select( "Greetings" ); - mes "[Miriam]"; - mes "How are you?"; - mes "Nice to meet you"; - mes "" + strcharinfo(0) + "."; - mes "My name is Miriam, Maram's friend."; - cutin "ep18_miriam_01.png",2; - next; - mes "[Maram]"; - mes "That's why, Miriam."; - mes "My mother told me to help " + strcharinfo(0) + ", so I don't think I can go with you this time."; - mes "Can you go alone?"; - cutin "ep18_maram_01.png",2; - npctalk "I'm sorry", "Maram#ep18_Rachel", bc_self; - next; - mes "[Miriam]"; - mes "If Niren-sama made you do it, there is nothing you can do."; - mes "But I can't even start because I don't have anything."; - cutin "ep18_miriam_03.png",2; - npctalk "I don't have anything?", "Miriam#ep18_Rachel", bc_self; - next; - mes "[Maram]"; - mes "What?"; - mes "Did you not buy it?"; - cutin "ep18_maram_03.png",2; - npctalk "What?", "Maram#ep18_Rachel", bc_self; - next; - mes "[Miriam]"; - mes "Here, check here."; - cutin "ep18_miriam_03.png",2; - npctalk "I'll give it back.", "Miriam#ep18_Rachel", bc_self; - next; - mes "[Maram]"; - mes "Ugh..."; - mes "Isn't there something wrong with buying something?"; - cutin "ep18_maram_02.png",2; - next; - mes "[Miriam]"; - mes "I...?"; - cutin "ep18_miriam_03.png",2; - npctalk "What do you see me as!", "Miriam#ep18_Rachel", bc_self; - next; - mes "[Maram]"; - mes "Because you're good, sometimes you get angry..."; - cutin "ep18_maram_02.png",2; - next; - mes "[Miriam]"; - mes "Isn't it?"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Ha..."; - mes "It's a really big deal..."; - cutin "ep18_maram_03.png",2; - npctalk "Damn!", "Maram#ep18_Rachel", bc_self; - next; - mes "[Miriam]"; - mes "Can't you buy from those merchants last time?"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Ummm..."; - mes "To do business with them, ^e5555e I would have to go to ^000000 myself..."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "" + strcharinfo(0) + " Excuse me, but is it okay if I just buy something and leave?"; - mes "Just place an order and it will be over soon."; - npctalk "Please wait a moment.", "Maram#ep18_Rachel", bc_self; - changequest 11704,11705; - ep18_1_main = 17; - close2; - cutin "",255; - navigateto("rachel",87,122); - cloakonnpcself( "Miriam#ep18_Rachel" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11704) == 1" ); - end; -} - -rachel,68,146,5 duplicate(dummy_cloaked_npc) Tamarin#ep18_Maram 4_EP18_TAMARIN - -// Main Quest: Step 16. -rachel,87,122,7 script Merchant#ep18_Rachel1 4_F_DST_GRAND,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 17) { - mes "[Maram]"; - mes "Hello"; - mes "Chief Shilin."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Shilin]"; - mes "What are you here for!"; - mes "You guys have nothing to sell, so go back!"; - next; - mes "[Maram]"; - mes "Don't say that."; - cutin "ep18_maram_02.png",2; - next; - cutin "",255; - mes "[Merchant Shilin]"; - mes "Looking at Niren-sama, I don't think he's forcibly kicked him out!"; - next; - mes "[Miriam]"; - mes "Stop."; - mes "Let's go back"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Miriam]"; - mes "I'm sorry"; - mes "Chief Shilin."; - next; - mes "[Maram]"; - mes "But Miriam"; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "Let's go!"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "I spoke confidently, but from the beginning I was embarrassed."; - mes "Then ^e5555e Shall we go to another store^000000?"; - cutin "ep18_maram_02.png",2; - changequest 11705,11706; - ep18_1_main = 18; - close2; - cutin "",255; - navigateto("rachel",107,102); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11705) == 1" ); - end; -} - -// Main Quest: Step 17. -rachel,107,102,7 script Merchant#ep18_Rachel2 4_M_DESERT,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 18) { - mes "[Maram]"; - mes "Hello"; - mes "Uncle Sannat."; - mes "AuntAre you okay too?"; - cutin "ep18_maram_02.png",2; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Ah..."; - mes "Yes..."; - mes "What's going on?"; - mes "Maram."; - next; - mes "[Trader Sannat]"; - mes ""; - next; - mes "[Maram]"; - mes "I want to buy some of the items listed here."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Ah... well..."; - mes "I'm sorry, but we don't have a lot of stock right now."; - next; - mes "[Maram]"; - mes "Then take a look at the list and only stock items are ok."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Ummm..."; - mes "I'm sorry, but the items here are out of stock..."; - next; - mes "[Maram]"; - mes "Then it's okay if you don't have enough."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "I'm sorry..."; - next; - mes "[Maram]"; - mes "Then bread and meat"; - cutin "ep18_maram_03.png",2; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Ah..."; - mes "It's already reserved..."; - next; - mes "[Maram]"; - mes ""; - cutin "ep18_maram_03.png",2; - next; - mes "[Maram]"; - mes "Yes... I'm sorry."; - mes "Then next time..."; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Yeah..."; - changequest 11706,11707; - ep18_1_main = 19; - close2; - cloakoffnpcself( "Miriam#ep18_merchant2" ); - cloakoffnpcself( "Maram#ep18_merchant2" ); - navigateto("rachel",117,104); - end; - } - if (ep18_1_main == 19 || ep18_1_main == 20) { - mes "[Trader Sannat]"; - mes "I'm sorry..."; - next; - mes "[Maram]"; - mes "Then bread and meat"; - cutin "ep18_maram_03.png",2; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Ah..."; - mes "It's already reserved..."; - next; - mes "[Maram]"; - mes ""; - cutin "ep18_maram_03.png",2; - next; - mes "[Maram]"; - mes "Yes... I'm sorry."; - mes "Then next time..."; - next; - cutin "",255; - mes "[Trader Sannat]"; - mes "Yeah..."; - close2; - cloakoffnpcself( "Miriam#ep18_merchant2" ); - cloakoffnpcself( "Maram#ep18_merchant2" ); - navigateto("rachel",117,104); - end; - } - if (ep18_1_main == 21) { - cloakoffnpcself( "Merchant#ep18_Rachel3" ); - end; - } - if (ep18_1_main == 22) { - cloakoffnpcself( "Miriam#ep18_merchant3" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11706) == 1" ); - end; -} - -// Main Quest: Step 18. -rachel,117,104,5 script(CLOAKED) Miriam#ep18_merchant2 4_EP18_MIRIAM,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 19) { - mes "[Miriam]"; - mes "Ha ha ha..."; - cutin "ep18_miriam_03.png",2; - npctalk "what is this!", "Miriam#ep18_merchant2", bc_self; - next; - mes "[Maram]"; - mes ""; - cutin "ep18_maram_03.png",2; - npctalk "Calm down Miriam.", "Maram#ep18_merchant2", bc_self; - next; - mes "[Miriam]"; - mes "Before I confess my shameful actions, I apologize."; - mes "I'm sorry"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "???"; - cutin "ep18_maram_03.png",2; - next; - mes "[Miriam]"; - mes "I know it's against the rules, but actually " + strcharinfo(0) + "I overheard this conversation with Maram."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Miriam]"; - mes "Niren and " + strcharinfo(0) + "I don't know what you think the friction between ^e5555eRachel's villagers^000000 is right now, but I'm sure you've seen it now."; - next; - mes "[Miriam]"; - mes "^e5555eThe gray children^000000 are saying that they have nothing to sell..."; - next; - mes "[Maram]"; - mes "Miriam so far..."; - cutin "ep18_maram_03.png",2; - next; - mes "[Miriam]"; - mes "Maram this is real"; - mes "You know it well"; - cutin "ep18_miriam_03.png",2; - npctalk "This is real.", "Miriam#ep18_merchant2", bc_self; - next; - mes "[Maram]"; - mes "Miriam"; - cutin "ep18_maram_03.png",2; - next; - mes "[Miriam]"; - mes ""; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Yeah, you're right."; - mes "Boss Shirin and Uncle Sannat ^e5555e Until recently, there were people who sold things ^000000, but..."; - mes "Now that even they don't want to sell things."; - cutin "ep18_maram_01.png",2; - npctalk "You're right.", "Maram#ep18_merchant2", bc_self; - next; - mes "[Miriam]"; - mes ""; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Yes!!!"; - mes "Yes!!!"; - mes "I'd feel better if I admit it!!!"; - cutin "ep18_maram_02.png",2; - npctalk "Era!", "Maram#ep18_merchant2", bc_self; - next; - mes "[Maram]"; - mes "Let's think about how we can buy things rather than continue to grumble about what happened anyway!"; - changequest 11707,11708; - ep18_1_main = 20; - close2; - cutin "",255; - navigateto("rachel",119,103); - end; - } - if (ep18_1_main == 20) { - mes "[Miriam]"; - mes ""; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Yes!!!"; - mes "Yes!!!"; - mes "I'd feel better if I admit it!!!"; - cutin "ep18_maram_02.png",2; - npctalk "Era!", "Maram#ep18_merchant2", bc_self; - next; - mes "[Maram]"; - mes "Let's think about how we can buy things rather than continue to grumble about what happened anyway!"; - close2; - cutin "",255; - navigateto("rachel",119,103); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11707) == 1" ); - end; -} - -// Main Quest: Step 19. -rachel,119,103,3 script(CLOAKED) Maram#ep18_merchant2 4_EP18_MARAM,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 20) { - mes "[Maram]"; - mes "By the way, that's a big deal."; - mes "If you don't get something quickly, somehow."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "It's going to be hard, but I'd rather live in another city~"; - mes "However, Rachel's situation is also My mother ordered me It's difficult to go to another city..."; - next; - mes "[Maram]"; - mes "In such a case, it would be good if ^e5555e traders in other countries ^000000 pass."; - mes "Other country"; - next; - mes "[Maram]"; - mes "!!!"; - next; - mes "[Maram]"; - mes "Ah!!!!"; - mes "That's it!!!!"; - mes "" + strcharinfo(0) + "!!!!"; - npctalk "Ah!!!! That's it!!!!", "Maram#ep18_merchant2", bc_self; - next; - mes "[Maram]"; - mes "I have a favor!"; - mes "^e5555e Could you help me buy things in secret from my mother^000000?"; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "^e5555e With the outsider ^000000 " + strcharinfo(0) + ", you might be able to buy something!"; - next; - select( "Why buy something" ); - mes "[Maram]"; - mes "Ah~"; - mes "That's"; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "How long do you plan to hide it?"; - mes "If you get a request like that without knowing why, it's natural to decline."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Yes."; - mes "Okay."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "" + strcharinfo(0) + ","; - mes "Actually, Miriam and I are ^e5555e helping the poor indigenous peoples who are living in other areas^000000"; - mes "^e5555e Procurement of materials necessary for living^000000 is one of those tasks."; - next; - mes "[Maram]"; - mes "^e5555eDiscrimination and persecution^000000 is said, but in fact, it is the same as running away ^000000 from ^e5555e hardliners and fanatics."; - mes "The only way for those ^e5555e fugitives ^000000 to survive was ^e5555e hide^000000"; - next; - mes "[Maram]"; - mes "Living in hiding is enough... without our help...No, even if it's not enough It would have been nice if I could have survived somehow, but I can't."; - cutin "ep18_maram_03.png",2; - npctalk "It would have been nice if I could live somehow even if it wasn't enough...", "Maram#ep18_merchant2", bc_self; - next; - mes "[Miriam]"; - mes "Me too, please"; - mes "I want to prevent starving children from walking the same path as me... I just want to prevent them from suffering the same." ; - cutin "ep18_miriam_03.png",2; - npctalk "I just want to prevent those children from going through the same pain as me.", "Miriam#ep18_merchant2", bc_self; - next; - switch( select( "Help", "Do not help", "Reach Niren" ) ) { - case 1: - mes "[Maram]"; - mes "Thank you!"; - mes "Then let's go now!"; - mes "It's a bit strange to go back to the store you went to before, so I'd like the shop on the other side of the ^e5555e square^000000."; - npctalk "Thank you!", "Maram#ep18_merchant2", bc_self; - npctalk "Thank you!", "Miriam#ep18_merchant2", bc_self; - cutin "ep18_maram_02.png",2; - changequest 11708,11709; - ep18_1_main = 21; - cloakoffnpcself( "Merchant#ep18_Rachel3" ); - close2; - cutin "",255; - cloakonnpcself( "Miriam#ep18_merchant2" ); - cloakonnpcself( "Maram#ep18_merchant2" ); - navigateto("rachel",137,85); - end; - case 2: - case 3: - close3; - } - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11708) == 1" ); - end; -} - -// Main Quest: Step 20. and 25. -rachel,137,85,5 script(CLOAKED) Merchant#ep18_Rachel3 4_M_MIDDLE1,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 21) { - mes "[Maram]"; - mes "Hello~"; - mes "Chief Rencia~"; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "What is it?"; - mes "Not to you..."; - next; - mes "[Maram]"; - mes "Not me, this merchant hereis true."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "Hmm..."; - mes "You don't look like a merchant?"; - next; - mes "[Maram]"; - mes "This is ^e5555e" + strcharinfo(0) + "^000000"; - mes "Because you're trading around here and there, you'll often pass dangerous areas, so you're armed~"; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "I think I've heard of Marol..."; - next; - mes "[Maram]"; - mes "If you meet Monster on the road, it's a big deal~"; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "thatThat's right."; - next; - mes "[Maram]"; - mes "Now!"; - mes "Here is the inventory!"; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "Are you saying you come and buy this large amount alone?"; - next; - mes "[Maram]"; - mes "Dang-Yeon-Hee- The other top performers are waiting elsewhere."; - mes "Is that so?"; - cutin "ep18_maram_02.png",2; - next; - cutin "",255; - switch( select( "It is said to be in a bar.", "It is said to be in an inn.", "It is said to be in a temple." ) ) { - case 1: - mes "[Merchant Rencia]"; - mes "Hmm, I've heard that outsiders are occasionally seen these days..."; - next; - mes "[Merchant Rencia]"; - mes "Anyway, it looks like you didn't bring your own luggage, so if you tell me when ^e5555e is leaving the village, I will deliver it to the village entrance^000000."; - next; - mes "[Maram]"; - mes "Even if you don't do that..."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "Huh?"; - mes "Why?"; - next; - mes "[Maram]"; - mes "The departure time hasn't been decided yet..."; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "I will prepare it in advance, so please let me know when the time is decided."; - mes "You buy so much, but I have to do this service~!"; - next; - mes "[Maram]"; - mes ""; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "Thank you for even delivering."; - mes "I'll let you know when the departure time is decided."; - mes "Then I'll see you when we leave."; - cutin "ep18_miriam_03.png",2; - next; - cutin "",255; - mes "[Merchant Rencia]"; - mes "Thank you for your purchase."; - mes "" + strcharinfo(0) + "."; - next; - mes "[Miriam]"; - mes "We'll talk a little bit here ^e5555e^000000"; - cutin "ep18_miriam_03.png",2; - changequest 11709,11710; - ep18_1_main = 22; - close2; - cutin "",255; - cloakoffnpcself( "Miriam#ep18_merchant3" ); - navigateto("rachel",120,79); - end; - case 2: - close3; - case 3: - close3; - } - } - if (ep18_1_main == 22) { - mes "[Miriam]"; - mes "We'll talk a little bit here ^e5555e^000000"; - cutin "ep18_miriam_03.png",2; - close2; - cutin "",255; - cloakoffnpcself( "Miriam#ep18_merchant3" ); - navigateto("rachel",120,79); - end; - } - if (ep18_1_main == 26 || ep18_1_main == 27) { - mes "[Merchant Rencia]"; - mes "Ah!"; - mes "It's the merchant earlier."; - mes "Did you forget something?"; - next; - select( "Ready to leave" ); - mes "[Merchant Rencia]"; - mes "Are you?"; - mes "Then I will contact the staff, so you can pick up the items at the west entrance of the village ^e5555e^000000."; - if (ep18_1_main == 26) { - changequest 11714,11715; - ep18_1_main = 27; - } - close2; - navigateto("rachel",41,132); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11709) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11714) == 1" ); - end; -} - -// Main Quest: Step 21. -rachel,120,79,5 script(CLOAKED) Miriam#ep18_merchant3 4_EP18_MIRIAM,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 22) { - mes "[Miriam]"; - mes "I talk to you, but I don't even look at you..."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "What"; - mes "I can't help it."; - mes "" + strcharinfo(0) + " Let's just say we're lucky to have bought the item thanks to you."; - cutin "ep18_maram_02.png",2; - next; - mes "[Miriam]"; - mes "You must not be vigilant until it is completely in our hands."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Actually, I think Ms. Rencia is a little suspicious of her because we're together."; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "People who do not want to sell things."; - mes "And the merchant in combat attire who came with him."; - mes "Other unseen members."; - mes "The appearance of hesitating even if they offer to deliver..."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Miriam]"; - mes "Isn't it supposed to be suspicious?"; - next; - mes "[Maram]"; - mes "Ahah?!"; - mes "Well, it's actually all lies~"; - cutin "ep18_maram_02.png",2; - next; - mes "[Miriam]"; - mes "It's time to laugh!!!!"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "I'm sorry, sorry~"; - mes "Even if it's a service, it's delivered right before departure. ^e5555e I think I'd like to check the top ^000000."; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "In order to receive the goods safely, it is better to set up ^e5555e to look like a real merchant when you leave ^000000"; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "If only the three of us ^e5555e go, we can only see the future where things are stolen and thrown away ^000000 on the spot."; - next; - mes "[Maram]"; - mes "Then you'll need ^000000 people to disguise themselves as ^e5555e..."; - next; - mes "[Maram]"; - mes "It's dangerous for this to get into the ears of other merchants."; - mes "I will hire adventurers from outside ^e5555e as escort mercenaries^000000."; - mes "Miriam, can you bring me some clothes for a top to wear?"; - next; - mes "[Miriam]"; - mes "Okay."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "" + strcharinfo(0) + "is..."; - mes "Well..."; - mes "Ummm..."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "Would you like to take a break in the store in front of here?"; - mes "^e5555e I will order food^000000, so when you're done, please come to ^e5555e under the first tree you met^000000"; - next; - mes "[Maram]"; - mes "If you meet someone you know ^e5555e, I'd appreciate it if you could suggest a little bit of a mercenary story ^000000~"; - next; - mes "[Ellie]"; - mes "Something we do is constantly changing."; - cutin "ep172_beta.bmp",2; - changequest 11710,11711; - ep18_1_main = 23; - close2; - cutin "",255; - cloakonnpcself( "Miriam#ep18_merchant3" ); - navigateto("rachel",108,73); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11710) == 1" ); - end; -} - -// Main Quest: Step 22. -rachel,108,74,3 script Dumpling#ep18_Rachel 4_POINT_RED,{ - if (getequipid(EQI_HEAD_TOP) != 400127) // Ep18_Mini_Elly - end; - if (ep18_1_main == 23) { - select( "Eat Maram's order" ); - mes "[Tamarin]"; - mes "Oh?"; - mes "" + strcharinfo(0) + "!!"; - mes "Hello!"; - cloakoffnpcself( "Tamarin#ep18_Rachel dumpling" ); - cutin "ep18_tamarin_04.png",2; - npctalk "Nice to meet you!", "Tamarin#ep18_Rachel dumplings", bc_self; - next; - mes "[Tamarin]"; - mes "It's a coincidence that we met here!"; - cutin "ep18_tamarin_02.png",2; - npctalk "Meet you again!", "Tamarin#ep18_Rachel dumplings", bc_self; - next; - mes "[Tamarin]"; - mes "Isn't this really delicious?"; - mes "I tried it when I was in Rachel before and it was so delicious that I always stop by this restaurant every time I come."; - next; - mes "[Tamarin]"; - mes "President, give me a dumpling here!!!"; - cutin "ep18_tamarin_01.png",2; - next; - select( "What are you doing?" ); - mes "[Tamarin]"; - mes "Are you eating dumplings?"; - mes "Ah!"; - mes "Are you from Rachel?"; - next; - mes "[Tamarin]"; - mes "Well... I can't tell you in detail, but ^e5555e I met Niren-nim because I had a request, and I urgently needed manpower for the guard, so I took Mr. Durang Alf^000000."; - next; - mes "[Tamarin]"; - mes "So the two of you are taking a short break in Rachel to wait."; - mes "If it seems like I'll have to wait too long, I'm thinking about moving to the next area first..."; - npctalk "I will follow you.", "Tamarin#ep18_Rachel dumplings", bc_self; - next; - select( "Request the top disguise." ); - next; - mes "[Tamarin]"; - mes "Oh!"; - mes "Is that good?"; - mes "Then ^e5555eMark and Magi^000000 are also found and go together."; - mes "You are probably shopping^000000 near the ^e5555e square."; - cutin "ep18_tamarin_02.png",2; - changequest 11711,11712; - ep18_1_main = 24; - close2; - cutin "",255; - cloakonnpcself( "Tamarin#ep18_Rachel dumpling" ); - navigateto("rachel",122,120); - end; - } - if (ep18_1_main == 24) { - select( "Eat Maram's order" ); - mes "[Tamarin]"; - mes "If you eat all the dumplings, we'll find ^e5555eMark and Magi^000000 and we'll go together."; - mes "You are probably shopping^000000 near the ^e5555e square."; - cloakoffnpcself( "Tamarin#ep18_Rachel dumpling" ); - cutin "ep18_tamarin_02.png",2; - // erasequest 11711; // commented as it shouldn't happen - cutin "",255; - cloakonnpcself( "Tamarin#ep18_Rachel dumpling" ); - navigateto("rachel",122,120); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11711) == 1" ); - end; -} - -rachel,105,73,5 duplicate(dummy_cloaked_npc) Tamarin#ep18_Rachel dumpling 4_EP18_TAMARIN - -// Main Quest: Step 23. -rachel,122,120,3 script Mark#ep18_Rachel 4_EP18_MARK,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 24) { - mes "[Mark]"; - mes "Hello"; - mes "" + strcharinfo(0) + "."; - cutin "ep18_mark_01.png",2; - next; - mes "[Magi]"; - mes "Ah...hello..."; - cutin "4job_maggi_04.PNG",2; - next; - mes "[Tamarin]"; - mes "Mark, are you done with your business, Magi?"; - mes "" + strcharinfo(0) + "Because you introduced me to this job?"; - mes "I'm going to meet the client from now on, let's go together."; - cutin "ep18_tamarin_01.png",2; - next; - mes "[Mark]"; - mes "Ah..."; - mes "I found the book Mr. Alp asked for."; - mes "I couldn't find the cookies Dew asked for."; - cutin "ep18_mark_02.png",2; - next; - mes "[Tamarin]"; - mes "Then we can leave."; - mes "Let's go to the meeting place."; - cutin "ep18_tamarin_02.png",2; - if (ep18_1_main == 24) { - changequest 11712,11713; - ep18_1_main = 25; - } - close2; - cutin "",255; - navigateto("rachel",70,147); - end; - } - if (ep18_1_main == 25) { - mes "[Mark]"; - mes "Ah..."; - mes "I found the book Mr. Alp asked for."; - mes "I couldn't find the cookies Dew asked for."; - cutin "ep18_mark_02.png",2; - next; - mes "[Tamarin]"; - mes "Then we can leave."; - mes "Let's go to the meeting place."; - cutin "ep18_tamarin_02.png",2; - close2; - cutin "",255; - navigateto("rachel",70,147); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11712) == 1" ); - end; -} - -rachel,121,120,5 script Magi#ep18_rachel 4_4JOB_MAGGI,{ - mes "[Magi]"; - mes "Ah...hello..."; - cutin "4job_maggi_04.PNG",2; - close3; -} - -// Main Quest: Step 26. -rachel,41,132,3 script box#ep18_procurement4 4_WOODBOX,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 27) { - mes "[Merchant Rencia]"; - mes "Then check if the order is correct..."; - next; - select( "Pass the check" ); - mes "[Merchant Rencia]"; - mes "Ahh~"; - mes "The amount is just right!"; - mes "Thank you!"; - mes "Please use again next time~!"; - next; - mes "[Maram]"; - mes "" + strcharinfo(0) + " Before leaving ^e5555e, check the way outside the door ^000000."; - cutin "ep18_maram_01.png",2; - changequest 11715,11716; - ep18_1_main = 28; - close2; - cutin "",255; - navigateto("ra_fild11",354,235); - end; - } - if (ep18_1_main == 28) { - mes "[Maram]"; - mes "" + strcharinfo(0) + " Before leaving ^e5555e, check the way outside the door ^000000."; - cutin "ep18_maram_01.png",2; - close2; - cutin "",255; - navigateto("ra_fild11",354,235); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11715) == 1" ); - end; -} - -rachel,42,133,3 duplicate(dummy_npc) box#ep18_procurement1 4_WOODBOX -rachel,40,133,3 duplicate(dummy_npc) box#ep18_procurement2 4_WOODBOX -rachel,39,132,3 duplicate(dummy_npc) box#ep18_procurement3 4_WOODBOX - -// Main Quest: Step 27. -ra_fild11,354,235,3 script Merchant#ep18_rachel 4_EP18_MERCHANT,{ - if (ep18_1_main == 28 || ep18_1_main == 29) { - mes "[Maram in disguise]"; - mes "" + strcharinfo(0) + " From now on, Miriam, Tamarin and the others, please go to Oz Gorge^000000 west of ^e5555e."; - cutin "ep18_merchant.png",2; - next; - mes "[Maram in disguise]"; - mes "I don't think I'll be able to take all of these people because of work, so I'll send them back and follow them."; - next; - mes "[Maram in disguise]"; - mes "If we don't want to see our ^e5555e destination, we think it's better to go somewhere else ^000000 and send people back."; - if (ep18_1_main == 28) { - changequest 11716,11717; - ep18_1_main = 29; - } - close2; - cutin "",255; - navigateto("ra_fild10",179,176); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11716) == 1" ); - end; -} - -// Main Quest: Step 28. (entrance npc is a part of the instance Maze of Oz) -// Main Quest: Step 29. (1@oz solo instance) - -// Main Quest: Step 30. -gw_fild01,276,339,3 duplicate(dummy_cloaked_npc) Maram#ep18_Ozexit 4_EP18_MARAM - -gw_fild01,273,339,3 script #ep18_in front of Oz Exit 4_POINT_RED,1,1,{ -// trigger OnClick + OnTouch, so OnTouch commented - // end; -// OnTouch: - if (ep18_1_main == 31 || ep18_1_main == 32) { - mes "[Maram]"; - mes "Phew!"; - mes "Finally out!"; - cloakoffnpcself( "Maram#ep18_Ozexit" ); - cutin "ep18_maram_01.png",2; - npctalk "I'm so tired...", "Maram#ep18_Exit of Oz", bc_self; - next; - mes "[Maram]"; - mes "From here ^e5555e to the west^000000 a little further, there is the entrance to the village ^e5555e^000000"; - next; - select( "town?" ); - mes "[Maram]"; - mes "It's more like a ^e5555e hideout^000000 where Rachel's fugitives are hiding, rather than a village."; - next; - mes "[Maram]"; - mes "You'd better see it yourself than I say."; - if (ep18_1_main == 31) { - completequest 11720; - setquest 11721; - ep18_1_main = 32; - } - close2; - cutin "",255; - cloakonnpcself( "Maram#ep18_Ozexit" ); - navigateto("gw_fild01",35,102); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11720) == 1" ); - end; -} - -// Main Quest: Step 31. + 33. -gw_fild01,39,100,5 duplicate(dummy_npc) Exotic Merchant#ep18_gw2 4_EP18_MERCHANT -gw_fild01,34,96,3 duplicate(dummy_npc) Exotic Merchant#ep18_gw3 4_EP18_MERCHANT - -gw_fild01,35,102,5 script Maram#ep18_gw 4_EP18_MARAM,{ - if (ep18_1_main == 32) { - mes "[Camper]"; - mes "Ahhhh~~~"; - mes "It's not bad to go camping like this sometimes~~~"; - next; - mes "[Maram]"; - mes "It's me! It's me!"; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Camper]"; - mes "Are you my country?"; - mes "Did we know each other?"; - next; - mes "[Maram]"; - mes "What are you talking about?"; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "^e5555eIs this the reaction when I bring in an outsider ^000000?"; - cloakoffnpcself( "Miriam#ep18_gw" ); - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "Ah..."; - cutin "ep18_maram_01.png",2; - next; - mes "[Imril]"; - mes "Then I'll go first."; - cloakoffnpcself( "Imril#ep18_gw" ); - cutin "ep18_imril_02.png",2; - next; - mes "[Maram]"; - mes "Ah!! Imril wait!!!!"; - cutin "ep18_maram_01.png",2; - changequest 11721,11722; - ep18_1_main = 33; - close3; - } - if (ep18_1_main == 33) { - mes "[Maram]"; - mes "Ah..."; - cutin "ep18_maram_01.png",2; - next; - mes "[Imril]"; - mes "Then I'll go first."; - cloakoffnpcself( "Imril#ep18_gw" ); - cutin "ep18_imril_02.png",2; - next; - mes "[Maram]"; - mes "Ah!! Imril wait!!!!"; - cutin "ep18_maram_01.png",2; - close3; - } - if (ep18_1_main == 34) { - mes "[Maram]"; - mes "Suad is late..."; - mes "What if it really doesn't come?"; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "Go back to Rachel."; - mes "If trust has already been broken ^e5555e, you may never be able to enter the village again^000000"; - cutin "ep18_miriam_03.png",2; - next; - mes "[Maram]"; - mes "But at this rate, the villagers will only continue to suffer."; - mes "If you need help from an outsider..."; - cutin "ep18_maram_01.png",2; - next; - mes "[Miriam]"; - mes "You don't understand"; - cutin "ep18_miriam_03.png",2; - npctalk "Because you are like us and different.", "Miriam#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes ""; - cutin "ep18_maram_03.png",2; - next; - mes "[Maram]"; - mes "I also... want to understand... you guys..."; - npctalk "I'm sorry", "Maram#ep18_gw", bc_self; - next; - mes "[Miriam]"; - mes ""; - cutin "ep18_miriam_03.png",2; - npctalk "I'm so sorry I said that.", "Miriam#ep18_gw", bc_self; - next; - mes "[Suad]"; - mes "How can such a guy bring an outsider without any advice?"; - mes "Considering the past, be grateful that you came to listen to even the last excuse."; - cutin "ep18_suad_03.png",2; - cloakoffnpcself( "Suad#ep18_gw" ); - next; - mes "[Maram]"; - mes "Suad!"; - mes "I was reckless to bring an outsider to the village entrance without a word!"; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "But they are trustworthy enough to entrust your mother with an important task!"; - mes "What you worry about won't happen!"; - cutin "ep18_maram_01.png",2; - next; - mes "[Suad]"; - mes "Is it enough credit for Niren-sama to entrust you with the work?"; - mes "What does it have to do with being trusted by Niren?"; - cutin "ep18_suad_03.png",2; - npctalk "It means nothing!", "Suad#ep18_gw", bc_self; - next; - mes "[Suad]"; - mes "Niren-sama wouldn't even know you were delivering supplies here."; - next; - mes "[Maram]"; - mes "That's"; - cutin "ep18_maram_01.png",2; - npctalk "That's right...", "Maram#ep18_gw", bc_self; - next; - mes "[Miriam]"; - mes "Stop sarcastic Suad"; - cutin "ep18_miriam_03.png",2; - npctalk "Speak up!", "Miriam#ep18_gw", bc_self; - next; - mes "[Suad]"; - mes "I'm not sarcastic"; - mes "I was just telling the truth"; - cutin "ep18_suad_03.png",2; - next; - mes "[Miriam]"; - mes "If true ^e5555e, Rachel no longer sells anything to us, and if this continues, we will all die of starvation^000000."; - cutin "ep18_miriam_03.png",2; - npctalk "You don't want to be like that, do you?", "Miriam#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "You can buy things in Baines and other towns, but fewer and fewer people can get through the maze of Oz^000000."; - cutin "ep18_maram_01.png",2; - npctalk "Imril was also dangerous.", "Maram#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "Still ^e5555eIf you have combat skills^000000, you can pass by killing monsters, but in the future, it's not a battle skill problem, ^e5555eThe entire maze may be submerged in lava^000000."; - next; - mes "[Maram]"; - mes "Then the people who will help you won't even come here."; - npctalk "It's too late then!", "Maram#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "And if ^e5555eMother requested ^000000 ^e5555eAboriginal and migrant mediation^000000, we will be able to cross the Gorge of Oz by bridge again!"; - next; - mes "[Suad]"; - mes "Intervention? Niren-sama is thinking like a dream again."; - mes "^e5555eGray children^000000 were born."; - cutin "ep18_suad_03.png",2; - npctalk "Niren-nim is thinking like a dream again.", "Suad#ep18_gw", bc_self; - next; - mes "[Miriam]"; - mes "But thanks to you, I was never hungry and now I can help the village children not starve."; - cutin "ep18_miriam_03.png",2; - next; - mes "[Suad]"; - mes "Okay."; - mes "Then give me a chance."; - mes "Like Niren gave us a chance."; - cutin "ep18_suad_03.png",2; - npctalk "I gave up the opportunity and ran away...", "Suad#ep18_gw", bc_self; - next; - mes "[Miriam]"; - mes "What?"; - cutin "ep18_miriam_03.png",2; - npctalk "Are you allowing this easily?", "Miriam#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "Really?!"; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "Are you serious?"; - cutin "ep18_miriam_03.png",2; - npctalk "Actually, I didn't expect much!", "Maram#ep18_gw", bc_self; - next; - mes "[Suad]"; - mes "What is it,"; - mes "That reaction."; - cutin "ep18_suad_03.png",2; - npctalk "Then go back!!", "Suad#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "No~ No~"; - mes "Thank you~"; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "Then, before Suad changes his mind, come to the village ^e5555e^000000!"; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "Let's go ahead and talk about the details."; - ep18_1_main = 35; - changequest 11723,11724; - close2; - cutin "",255; - cloakonnpcself( "Miriam#ep18_gw" ); - cloakonnpcself( "Suad#ep18_gw" ); - warp "wolfvill",152,113; - end; - } - mes "[Maram]"; - mes "Hmm~"; - mes "Shall we light a bonfire?"; - cutin "ep18_maram_01.png",2; - close3; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11721) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11723) == 1" ); - end; -} - -gw_fild01,36,103,5 duplicate(dummy_cloaked_npc) Miriam#ep18_gw 4_EP18_MIRIAM -gw_fild01,41,103,5 duplicate(dummy_cloaked_npc) Suad#ep18_gw 4_EP18_SUAD - -// Main Quest: Step 32. -gw_fild01,37,105,5 script(CLOAKED) Imril#ep18_gw 4_EP18_IMRIL,{ - if (ep18_1_main == 33) { - mes "[Imril]"; - mes "why."; - cutin "ep18_imril_01.png",2; - next; - mes "[Maram]"; - mes "Don't go alone, help us."; - cutin "ep18_maram_01.png",2; - next; - mes "[Imril]"; - mes "It's ^e5555eour rule^000000 not to bring in outsiders."; - mes "Even if you ask for help, I can't do anything."; - cutin "ep18_imril_02.png",2; - npctalk "What power do I have?", "Imril#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "Ummm..."; - cutin "ep18_maram_03.png",2; - next; - mes "[Maram]"; - mes "Then why don't you go to the village and call me ^e5555e Suad^000000?"; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "I don't think I'll let you into the village because I brought in an outsider."; - cutin "ep18_maram_01.png",2; - npctalk "Save me", "Maram#ep18_gw", bc_self; - next; - mes "[Imril]"; - mes "^e5555eSuad^000000 is sensitive to such things."; - mes "Didn't you tell me beforehand?"; - cutin "ep18_imril_02.png",2; - npctalk "You must be very angry.", "Imril#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "This time, things got messed up, so I didn't have time to talk in advance."; - mes "Now ^e5555eRachel's situation^000000, you know about it."; - cutin "ep18_maram_01.png",2; - next; - mes "[Imril]"; - mes "That's why I went all the way to ^e5555eBaines^000000 to buy stuff."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "I've already helped you, so I'll ask ^e5555eSuad^000000."; - mes "But don't expect too much."; - cutin "ep18_imril_03.png",2; - next; - mes "[Maram]"; - mes "Okay."; - cutin "ep18_maram_01.png",2; - npctalk "Thank you", "Maram#ep18_gw", bc_self; - next; - mes "[Maram]"; - mes "Vegetable Merchant Adventurer_C735-nim, I think you need to persuade ^000000 with Suad to enter the village ^e5555e."; - mes "I don't know if I'll meet you..."; - next; - mes "[Maram]"; - mes "Let's wait until ^e5555eSuad^000000 comes"; - completequest 11722; - setquest 11723; - ep18_1_main = 34; - close2; - cloakonnpcself( "Imril#ep18_gw" ); - cutin "",255; - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11722) == 1" ); - end; -} - -// Main Quest: Step 34. -// + Quest: Investigation of Oz Labyrinth. Step 1 + 13 (final). -wolfvill,143,114,5 duplicate(dummy_cloaked_npc) Maram#ep18_wv 4_EP18_MARAM -wolfvill,145,114,5 duplicate(dummy_cloaked_npc) Miriam#ep18_wv 4_EP18_MIRIAM - -wolfvill,143,113,5 script Imril#ep18_wv 4_EP18_IMRIL,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 35) - end; - if (ep18_1_main == 35) { - mes "[Imril]"; - mes "!"; - mes "Are you really here?"; - cutin "ep18_imril_03.png",2; - next; - mes "[Imril]"; - mes "I did convey the message."; - mes "That ^e5555esuad^000000 would allow outsiders to enter the town!"; - cutin "ep18_imril_02.png",2; - next; - mes "[Miriam]"; - mes "That means that the situation in the village is not good."; - cloakoffnpcself( "Miriam#ep18_wv" ); - cloakoffnpcself( "Maram#ep18_wv" ); - cutin "ep18_miriam_03.png",2; - next; - mes "[Ellie]"; - mes "In this kind of environment, it's unreasonable to be self-sufficient.yo. This."; - mes "Wood is hard as stone."; - mes "Isn't it a stone, not a tree?"; - cutin "ep172_beta.bmp",2; - next; - mes "[Maram]"; - mes "I think the situation will be better than it is now if we can get a little help from outside."; - cutin "ep18_maram_01.png",2; - next; - mes "[Imril]"; - mes "It would be nice if that was the case."; - mes "Souard didn't say anything, but he must have been quite troubled."; - cutin "ep18_imril_01.png",2; - npctalk "Because he has a strong sense of responsibility.", "Imril#ep18_wv", bc_self; - next; - mes "[Maram]"; - mes "And, as expected, vegetable merchant adventurer_C735's help with purchases seems to have worked!"; - cutin "ep18_maram_02.png",2; - next; - mes "[Maram]"; - mes "^e5555eYou say that you will only be allowed to enter^000000 to procure supplies, but knowing that Vegetable Merchant Adventurer_C735 is ^e5555e a trustworthy person^000000 will make you more relaxed."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "Then, shall we start by having a conversation with the villagers ^e5555e^000000?"; - next; - mes "[Maram]"; - mes "^e5555e Listening to people's stories^000000 and getting to know them ^e5555e might reveal a clue about the work that your mother has entrusted to you^000000."; - // note: unlocks side quests - completequest 11724; - ep18_1_main = 36; - getitem 1000405,50; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close2; - cutin "",255; - cloakonnpcself( "Miriam#ep18_wv" ); - cloakonnpcself( "Maram#ep18_wv" ); - end; - } - - // Quest before the daily quests - switch( isbegin_quest(11735) ) { - case 0: - switch( isbegin_quest(11725) ) { - case 0: - mes "[Imril]"; - mes "Thanks to you, I was able to safely pass ^e5555eMaze of Oz^000000"; - mes "Thank you."; - cutin "ep18_imril_03.png",2; - next; - mes "[Imril]"; - mes "In the past, if you were careful, going alone wasn't a big problem, but these days it's getting harder and harder to go alone."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Currently, due to the circumstances of our village, it is impossible to take an escort with us every time, and it is dangerous to see a group of people traveling together."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "I wish I could explore the depths of the labyrinth of Oz."; - mes "Lava progress..."; - mes "The distribution of monsters..."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Hmm..."; - mes "Adventurer, you are strong, so in your spare time ^e5555e Why don't you go to the maze of Oz with me^000000?"; - mes "Even if it's a frivolous request, the chance to meet someone as strong as an adventurer is rare."; - next; - switch( select( "Leave now!", "Later..." ) ) { - case 1: - mes "[Imril]"; - mes "Wow!"; - mes "Really?"; - mes "Isn't it impressive that you were so willing to do something like this?"; - cutin "ep18_imril_03.png",2; - next; - mes "[Imril]"; - mes "Then, let's meet at ^e5555eOz's maze entrance^000000!"; - mes "Do you remember the way?"; - cutin "ep18_imril_02.png",2; - setquest 11725; - navigateto("oz_dun01",27,184); - close3; - case 2: - close3; - } - end; - case 1: - cutin "ep18_imril_02.png",2; - mes "[Imril]"; - mes "whether carrying loads or handling lava"; - mes "Monsters are a stumbling block."; - mes "It would be nice if there was a way to get rid of it."; - navigateto("oz_dun01",27,184); - close3; - case 2: - end; - } - end; - case 1: - mes "[Imril]"; - mes "Ah..."; - mes "It stings on my skin."; - cutin "ep18_imril_02.png",2; - next; - mes "[Suad]"; - mes "What idiot goes so deep into the maze in a dress like that."; - mes "I'm glad it wasn't baked as is!"; - cutin "ep18_suad_03.png",2; - next; - mes "[Imril]"; - mes "Whatever you say!"; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Anyway ^e5555eMaze of Oz Things are getting worse and worse^000000"; - mes "^e5555e The lava area is also getting up and there is ^000000."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "If this were the case, there wouldn't be much left to traverse the maze of Oz."; - next; - mes "[Suad]"; - mes "Certainly, if the lava has spread to that extent, countermeasures must be taken as soon as possible."; - cutin "ep18_suad_03.png",2; - next; - mes "[Suad]"; - mes "For now"; - mes "You'll need to reduce the number of monsters in the Labyrinth of Oz to send people to work on."; - next; - cutin "",255; - completequest 11735; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - mes "^4d4dff A favorable rating for you occurs.^000000"; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - } - close; - case 2: - break; - } - - mes "[Imril]"; - mes "The monsters that were carrying luggage and handling lava are a stumbling block."; - mes "It would be nice if there was a way to get rid of it."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "How are you, Adventurer?"; - mes "^e5555e Are you interested in defeating monsters^000000?"; - cutin "ep18_imril_02.png",2; - next; - - .@menu$[0] = "Maze of Oz Level 1[170]"; - if (checkquest(11737,PLAYTIME) == 0 || checkquest(11737,PLAYTIME) == 1) - .@menu$[0] = "^8C8C8C" + .@menu$[0] + "(pending)^000000"; - else if (checkquest(11736,HUNTING) == 0 || checkquest(11736,HUNTING) == 1) - .@menu$[0] = "^8C8C8C" + .@menu$[0] + "(running)^000000"; - - .@menu$[1] = "Maze of Oz Level 2[200]"; - if (checkquest(11739,PLAYTIME) == 0 || checkquest(11739,PLAYTIME) == 1) - .@menu$[1] = "^8C8C8C" + .@menu$[1] + "(pending)^000000"; - else if (checkquest(11738,HUNTING) == 0 || checkquest(11738,HUNTING) == 1) - .@menu$[1] = "^8C8C8C" + .@menu$[1] + "(running)^000000"; - - switch( select( .@menu$[0], .@menu$[1], "Stop" ) ) { - case 1: - switch( checkquest(11737,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Imril]"; - mes "You did a great job today. Thank you."; - mes "Will you help me tomorrow too?."; - cutin "ep18_imril_04.png",2; - close3; - case 2: - erasequest 11737; - break; - } - switch( checkquest(11736,HUNTING) ) { - case -1: - mes "[Imril]"; - mes "^e5555eDefeat about 20^000000 " + strmobinfo(1,21295) + " in the first floor of the maze of Oz."; - mes "Because even a small reduction in the number of monsters will be of great help to the hawkers who pass through the maze."; - cutin "ep18_imril_03.png",2; - next; - if (select( "Accept", "Stop" ) == 2) - close3; - mes "[Imril]"; - mes "Then be careful and go there~"; - setquest 11736; - close3; - case 0: - case 1: - mes "[Imril]"; - mes "^e5555eDefeat about 20^000000 " + strmobinfo(1,21295) + " in the first floor of the maze of Oz."; - mes "Because even a small reduction in the number of monsters will be of great help to the hawkers who pass through the maze."; - cutin "ep18_imril_03.png",2; - close3; - case 2: - mes "[Imril]"; - mes "Are you done already?"; - mes "Because it's reliable!"; - cutin "ep18_imril_04.png",2; - erasequest 11736; - setquest 11737; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 4364880,3000000; - close3; - } - case 2: - switch( checkquest(11739,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Imril]"; - mes "You did a great job today. Thank you."; - mes "Will you help me tomorrow too?."; - cutin "ep18_imril_04.png",2; - close3; - case 2: - erasequest 11739; - break; - } - switch( checkquest(11738,HUNTING) ) { - case -1: - mes "[Imril]"; - mes "^e5555eDefeat about 20^000000 " + strmobinfo(1,21298) + " in the second floor of the maze of Oz."; - mes "Because even a small reduction in the number of monsters will be of great help to the hawkers who pass through the maze."; - cutin "ep18_imril_03.png",2; - next; - if (select( "Accept", "Stop" ) == 2) - close3; - mes "[Imril]"; - mes "Then be careful and go there~"; - setquest 11738; - close3; - case 0: - case 1: - mes "[Imril]"; - mes "^e5555eDefeat about 20^000000 " + strmobinfo(1,21298) + " in the second floor of the maze of Oz."; - mes "Because even a small reduction in the number of monsters will be of great help to the hawkers who pass through the maze."; - cutin "ep18_imril_03.png",2; - close3; - case 2: - mes "[Imril]"; - mes "Are you done already?"; - mes "Because it's reliable!"; - cutin "ep18_imril_04.png",2; - erasequest 11738; - setquest 11739; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 11588320,3000000; - close3; - } - end; - case 3: - close3; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(11725) == 0" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11735) == 1" ); - - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11736,HUNTING) == -1 && (checkquest(11737,PLAYTIME) == -1 || checkquest(11737,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11736,HUNTING) == 2" ); - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11738,HUNTING) == -1 && (checkquest(11739,PLAYTIME) == -1 || checkquest(11739,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11735) == 2 && checkquest(11738,HUNTING) == 2" ); - end; -} - -// Main Quest: Step 35. -wolfvill,180,179,3 script Village boy#distinction 4_M_DST_CHILD,{ - if (ep18_1_main == 37) { - mes "[Village Boy]"; - mes "The conference is starting soon."; - mes "It's not a small, frequent meeting, it's a contest with all the people you trust!"; - next; - mes "[Village Boy]"; - mes "You can go to [the other way]wolfvill,144,151,0,101,0. Adventurer's seat is also available."; - mes "Of course, adventurers are also trustworthy now."; - completequest 18082; - setquest 16567; - ep18_1_main = 38; - close; - } - mes "[Boy]"; - mes "Meetings are often held in our village, because everyone gathers opinions there."; - mes "But the competition is different! It's really important!"; - next; - mes "[Boy]"; - mes "Of course not everyone can participate."; - mes "I said only friends from trusted villages would participate."; - next; - mes "[Boy]"; - mes "Is this an event that even adventurers can participate in?"; - mes "It's up to you, adventurer!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18082) == 1" ); - end; -} - -wolfvill,146,148,0 script #contest1 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch: - .@char_id = getcharid(0); - if (ep18_1_main == 38 || ep18_1_main == 39 || ep18_1_main == 40) { - cloakoffnpcself( "Radical Man#Extremist2" ); - cloakoffnpcself( "Suad#1" ); - cloakoffnpcself( "Miriam#1" ); - cloakoffnpcself( "Maram#1" ); - cloakoffnpcself( "Radical Man#extremist1" ); - cloakoffnpcself( "Radical Man#extremist2_" ); - cloakoffnpcself( "Exciting Youth#Extreme3" ); - cloakoffnpcself( "Hot-tempered youth#extremist4" ); - cloakoffnpcself( "Angry Youth#Extremist5" ); - cloakoffnpcself( "Native Old Man#Senior1" ); - cloakoffnpcself( "Embarrassed old man#Senior2" ); - cloakoffnpcself( "Timid middle-aged#senior3" ); - cloakoffnpcself( "Timid old man#senior4" ); - cloakoffnpcself( "Passionate man#WeaponHolder1" ); - cloakoffnpcself( "Skeptical Young Man#neutral1" ); - cloakoffnpcself( "Silent Youth#Neutral2" ); - cloakoffnpcself( "Neutral Youth#Neutral3" ); - end; - } - if (ep18_1_main == 41) { - cloakoffnpcself( "Maram#1" ); - cloakoffnpcself( "Suad#1" ); - cloakoffnpcself( "Miriam#1" ); - cloakoffnpcself( "Radical Man#Extremist2" ); - cloakoffnpcself( "Exciting Youth#Extreme3" ); - end; - } - if (ep18_1_main == 42) { - cloakoffnpcself( "Suad#1" ); - cloakoffnpcself( "Radical Man#Extremist2" ); - cloakoffnpcself( "Exciting Youth#Extreme3" ); - end; - } - if (ep18_1_main == 47) { - cloakoffnpcself( "Suad#sms01" ); - npctalk ".......", "Suad#sms01", bc_self; - end; - } - if (ep18_1_main == 49) { - cloakoffnpcself( "Suad#sms02" ); - cloakoffnpcself( "Maram#sms02" ); - cloakoffnpcself( "Miriam#sms02" ); - cloakoffnpcself( "Lamachus#sms01" ); - cloakoffnpcself( "Kun#sms01" ); - cloakoffnpcself( "Yoppi#sms01" ); - end; - } - end; -} - -wolfvill,147,148,3 script(CLOAKED) Radical Man#extremist2_ 4_DST_SOLDIER,{ - npctalk "Let's fight! We must fight!", "", bc_self; - end; -} - -wolfvill,145,144,7 script(CLOAKED) Exciting Youth#Extreme3 4_EP18_GW_MAN02,{ - npctalk "Hahahaha! If we fight, we must win!", "", bc_self; - end; -} - -wolfvill,148,144,1 script(CLOAKED) Hot-tempered youth#extremist4 4_EP18_GW_WOMAN01,{ - npctalk "Let's smash them all! Heavy! Heavy!", "", bc_self; - end; -} - -wolfvill,143,148,5 script(CLOAKED) Angry Youth#Extremist5 4_EP18_GW_MAN02,{ - npctalk "You have to show everything spicy!", "", bc_self; - end; -} - -// Main Quest: Step 36 + 41. -wolfvill,144,151,5 script(CLOAKED) Suad#1 4_EP18_SUAD,{ - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - mes "[Mini Elly]"; - mes "Take me out of the bag. Put me on your head."; - close; - } - if (ep18_1_main < 38) - end; - if (ep18_1_main == 38) { - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "You're a little late. No, I'm not blaming you."; - mes "Come this way. The meeting will start soon."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "After all, being invited to this event, adventurer-nim is amazing."; - mes "Well, we do that too.I was hoping you would."; - next; - cutin "ep18_miriam_02.png",2; - mes "[Miriam]"; - mes "...a nonsense. Adventurer, don't worry too much about Maram's words."; - mes "It's an important position. Maram, don't act like you normally do."; - next; - cutin "ep18_maram_03.png",2; - emotion ET_HUK, getnpcid(0,"Maram#1"); - mes "[Maram]"; - mes "No, Miriam! When I say that, I think I'm usually wrong."; - mes "Oh, okay, okay. I'll focus."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Even if it's late, Suad is Yunan, and in fact there is still time left for the meeting to start."; - mes "Adventurer, how about coming to hear people's opinions in advance?"; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "I think it will definitely help you to participate in the meeting...."; - mes "Listen to the story, and summarize the position of the adventurer."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "Yeah. That's not bad either."; - mes "If you've heard enough, tell me. I'll start the meeting."; - erasequest 16567; - setquest 16568; - setquest 16569; - setquest 16570; - setquest 16571; - ep18_1_main = 39; - close2; - cutin "",255; - emotion ET_THINK; - emotion ET_ANGER, getnpcid(0,"Radical Man#extremist1"); - end; - } - if (ep18_1_main == 40) { - .@char_id = getcharid(0); - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "Have you all heard of it? This one is also ready."; - mes "Let's start the meeting in a little while."; - next; - mes "[Suad]"; - mes "Everyone has gathered."; - mes "Now let's start the conference."; - npctalk "Suad: Everyone has gathered. Let's start the contest now.", "Suad#1", bc_self; - next; - mes "[Suad]"; - mes "Today we are going to talk about future countermeasures."; - mes "The current location of the Gray Wolf Village is not very good."; - next; - cutin "ep18_suad_03.png",2; - mes "[Suad]"; - mes "Today, thousands of people cross the canyon of Oz and come to the village."; - mes "On the other hand, the supply of food and daily necessities is insufficient."; - next; - mes "[Suad]"; - mes "We now have to decide which way to go."; - mes "If you have something you want to say, please feel free to say it."; - next; - cutin "",255; - emotion ET_ANGER, getnpcid(0,"Radical Man#extremist1"); - mes "[Radical Man]"; - mes "Let's show Rachel's settlers a savory taste."; - mes "You must destroy their temple!"; - npctalk "That's right! That's right!", "Radical Man#extremist2_", bc_self; - npctalk "You have to destroy them all!", "Hot-tempered youth#extremist4", bc_self; - next; - mes "[Mini Elly]"; - mes "I felt it while listening to the story, but those guys are particularly harsh."; - mes "It is difficult to determine whether the expressions are rough or those who are originally rough, but with the information given so far."; - next; - mes "[native old man]"; - mes "But haven't we had a good time in peace so far?"; - mes "Suddenly destroying the temple, what is the sound of a spear beating while sleeping!"; - npctalk "There are things to say and things not to say!", "Timid old man#senior4", bc_self; - next; - mes "[Radical Man]"; - mes "How long do you have to hide in this palm-sized piece of land?"; - mes "Didn't Mr. Suad also say that he lacks resources and land compared to people?"; - next; - emotion ET_ANGER, getnpcid(0,"Radical Man#extremist1"); - mes "[Radical Man]"; - mes "Originally the land of Rachel belonged to our natives."; - mes "It's time to get your money back!"; - npctalk "You must destroy it and take it back!", "Hot-tempered youth#extremist4", bc_self; - npctalk "Okay, we have to fight now! It's a war!", "Hot-tempered youth#extremist4", bc_self; - next; - mes "[native old man]"; - mes "It's easy to say, what are you going to do without preparation!"; - mes "Besides, don't you know that once you bleed, you can't get it back?"; - npctalk "Things that have never been in a fight are luck for war!", "Timid middle-aged#senior3", bc_self; - next; - mes "[Radical Man]"; - mes "Have we not bled until now?"; - mes "They may not have shed."; - next; - mes "[Radical Man]"; - mes "But the despised indigenous peoples, many years of exposure to violence and unpaid wages."; - mes "What do you mean if all they shed wasn't blood and tears?"; - npctalk "The only option left for us is war!", "Radical Man#Extremist2", bc_self; - npctalk "All who oppose are the same persecutors!", "Angry Youth#Extremist5", bc_self; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Uh, I think it's overheating."; - mes "Suad, don't you need to calm down?"; - next; - cutin "ep18_suad_03.png",2; - emotion ET_THINK; - mes "[Suad]"; - mes "let's wait a little longer."; - next; - cutin "",255; - mes "[Mini Elly]"; - mes "It's a bit odd."; - mes "It's a way of turning even those who oppose it into an enemy."; - next; - mes "[Radical Man]"; - mes "We have endured enough!"; - mes "Let's show our wrath to those who are obsessed with Goddess!"; - npctalk "Let's show our wrath!", "Radical Man#extremist2_", bc_self; - next; - mes "[embarrassed old man]"; - mes "I, like those fearless little ones."; - mes "If you make a mistake, everyone will die, isn't it! Why take such a risk!"; - next; - mes "[Radical Man]"; - mes "Heh, I don't know those who hide here only to save their lives."; - mes "We have already risked our lives to wash our blood with blood!"; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Did you do it? I'm still.... Blood washes well with cold water."; - next; - cutin "ep18_miriam_03.png",2; - mes "[Miriam]"; - mes "This is not the time to be joking, Maram."; - mes "And Suad, if you don't really clean it up, the forest residents will be completely divided like this."; - next; - mes "[Miriam]"; - mes "Even if you don't like it, I think it needs to be cleaned up by now."; - next; - cutin "ep18_suad_03.png",2; - emotion ET_THINK; - mes "[Suad]"; - mes "...Stop it, this is not a place for us to blush."; - mes "It's a place to gather opinions and move forward."; - npctalk "Suad: Stop, this is not a place we made to blush amongst ourselves.", "Suad#1", bc_self; - next; - cutin "",255; - emotion ET_ANGER, getnpcid(0,"Radical Man#extremist1"); - mes "[Radical Man]"; - mes "Then go ahead and destroy everything!"; - mes "Is Mr. Suad also on the side of those defeatists?"; - next; - mes "[embarrassed old man]"; - mes "Look. Those blue-eyed kids don't know what they're talking about!"; - next; - cutin "ep18_suad_02.png",2; - mes "[Suad]"; - mes "Do you want to think about me?"; - mes "If you believed that someone would take a side, you must have misunderstood you until now."; - next; - cutin "ep18_suad_03.png",2; - mes "[Suad]"; - mes "I will listen to both sides' positions and arguments."; - mes "The opinion that you cannot stay here forever, the opinion that the team will be embarrassed if you go out without preparation. Both are not wrong."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "So, let's persuade each other rather than taking sides."; - mes "It means to say how and why their opinions should be realized."; - npctalk ".", "Embarrassed old man#Senior2", bc_self; - npctalk ".", "Radical Man#extremist2_", bc_self; - next; - cutin "",255; - mes "[Radical Man]"; - mes "We already have the capacity to arm ourselves."; - mes "It is pointless to point out that you are not ready."; - next; - cutin "ep18_maram_03.png",2; - emotion ET_QUESTION, getnpcid(0,"Maram#1"); - mes "[Maram]"; - mes "Huh? Are you saying there is a way to buy weapons that I don't know about?"; - mes "It's the first time I've heard that..."; - next; - cutin "",255; - mes "[Radical Man]"; - mes "Besides, how long are you going to prepare!"; - mes "Until we grow old and die? Until our next generation learns to give up completely?"; - next; - mes "[native old man]"; - mes "But armed conflict is dangerous. Failure will get you out of control."; - mes "No rebellion. All we can do is support protests."; - npctalk "Until the protests, we are in favor.", "Timid old man#senior4", bc_self; - npctalk "War is against war, but if it's a protest...", "Skeptical Young Man#neutral1", bc_self; - next; - mes "[timid old man]"; - mes "Yeah. We don't want to be completely rebounded either!"; - mes "It would be difficult to live here with such a stigma."; - next; - mes "[timid old man]"; - mes "I just want to show that we are so dissatisfied."; - mes "It's the opposite of destroying everything."; - npctalk "Yes. Be as quiet as possible.", "Neutral Youth#Neutral3", bc_self; - next; - mes "[timid youth]"; - mes "...if everyone can join forces, we will also support the protests."; - mes "Let's show our opinion"; - next; - mes "[Radical Man]"; - mes "Non-violent demonstrations that are mere verbal demonstrations have no effect!"; - mes "You must at least capture the temple and protest."; - next; - mes "[Hot-blooded old man]"; - mes "That's right. Can you just pretend you heard me say it out loud?"; - mes "They will listen to us only when we lose what they value the most."; - next; - mes "[Mini Elly]"; - mes "I thought we could gather opinions in a peaceful way, but then it turns into a violent one..."; - next; - cutin "ep18_suad_01.png",2; - emotion ET_SURPRISE; - mes "[Suad]"; - mes "Stop, how many opinions have you gathered?"; - mes "Do you agree with the idea of ??proceeding with the protest, occupying the temple and making our will known?"; - next; - cutin "",255; - mes "[Radical Man]"; - mes "I don't like it at all...but that's the point of discussion."; - next; - mes "[Native Old Man]"; - mes "It still looks dangerous, but we'll still have to make our point."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "Then we will hold an additional meeting to discuss the details."; - mes "Do you understand that this meeting must be a secret meeting?"; - npctalk "Suad: The conference will end here.", "Suad#1", bc_self; - next; - mes "[Suad]"; - mes "Adventures, and Maram and Miriam. And with the exception of a few, let them disband."; - mes "The detailed operation is the operation establishmentI'll let you know when it's over."; - next; - cutin "",255; - mes "[Radical Man]"; - mes "Let's show something through armed demonstrations!"; - mes "Ahhhhhhhhhh!"; - next; - mes "[embarrassed old man]"; - mes "Maybe we made the right decision."; - mes "It's not like you're being dragged along the way your son said."; - cloakonnpcself( "Radical Man#extremist1" ); - cloakonnpcself( "Silent Youth#Neutral2" ); - cloakonnpcself( "Timid middle-aged#senior3" ); - cloakonnpcself( "Angry Youth#Extremist5" ); - next; - mes "[neutral youth]"; - mes "Can we really do it?"; - mes "But as long as it's decided at the convention, we'll have to cooperate as much as possible."; - cloakonnpcself( "Native Old Man#Senior1" ); - cloakonnpcself( "Embarrassed old man#Senior2" ); - cloakonnpcself( "Hot-tempered youth#extremist4" ); - cloakonnpcself( "Skeptical Young Man#neutral1" ); - next; - cutin "ep18_miriam_03.png",2; - cloakonnpcself( "Passionate man#WeaponHolder1" ); - cloakonnpcself( "Radical Man#extremist2_" ); - cloakonnpcself( "Neutral Youth#Neutral3" ); - cloakonnpcself( "Timid old man#senior4" ); - mes "[Miriam]"; - mes "Well, adventurer. I have something to tell you, so could you please come over here?"; - mes "Suad, Maram. I ask you to take a moment before the meeting as well."; - changequest 16572,16573; - // erasequest 16567; - ep18_1_main = 41; - close3; - } - if (ep18_1_main == 41) { - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "If you've heard enough, tell me. I'll start the meeting."; - close3; - } - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "If you've heard enough, tell me. I'll start the meeting."; - close3; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16567) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16572) == 1" ); - end; -} - -// Main Quest: Step 37. -wolfvill,145,146,5 script(CLOAKED) Radical Man#extremist1 4_EP18_GW_MAN01,{ - if (ep18_1_main < 38) - end; - if (ep18_1_main == 39) { - if (isbegin_quest(16568) == 1) { - mes "[Radical Man]"; - mes "You must destroy all Freya's temples!"; - mes "Let us show you who owns this land!"; - next; - mes "[Radical Man]"; - mes "Hoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo"; - mes "We must be strong! We must be armed!"; - next; - mes "[Radical Man]"; - mes "Heavy! Whoa! Let's win! Let's fight!"; - npctalk "Let's win! Let's fight!", "Radical Man#extremist2_", bc_self; - npctalk "Let's win! Let's fight!", "Radical Man#Extremist2", bc_self; - npctalk "Let's win! Let's fight!", "Exciting Youth#Extreme3", bc_self; - npctalk "Let's win! Let's fight!", "Hot-tempered youth#extremist4", bc_self; - npctalk "Let's win! Let's fight!", "Angry Youth#Extremist5", bc_self; - next; - emotion ET_QUESTION, getnpcid(0,"Maram#1"); - mes "[Radical Man]"; - mes "It is to protect ourselves and find a place to stand!"; - mes "This is what we need to do right now!"; - completequest 16568; - if (isbegin_quest(16569) == 2 && isbegin_quest(16570) == 2 && isbegin_quest(16571) == 2) { - setquest 16572; - ep18_1_main = 40; - } - close2; - emotion ET_ANGER; - end; - } - } - mes "[Radical Man]"; - mes "Let us show you who owns this land!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16568) == 1" ); - end; -} - -// Main Quest: Step 38. -wolfvill,139,148,5 script(CLOAKED) Native Old Man#Senior1 4_EP18_GW_OLD01,{ - if (ep18_1_main < 38) - end; - if (ep18_1_main == 39) { - if (isbegin_quest(16569) == 1) { - mes "[Native Old Man]"; - mes "I have never left this town since I was born."; - mes "I was born, raised, and grown up in this town."; - next; - mes "[Native Old Man]"; - mes "It means that there was no problem even if I lived like that until now..."; - mes "But now, should I use a radical method?"; - next; - mes "[Native Old Man]"; - mes "Isn't the young man doing something wrong with blood on his head?"; - mes "What should I do if I work too hard and get 4 months?"; - next; - mes "[Native Old Man]"; - mes "No, I'm not against the idea of ??young people at all"; - mes "But just don't do anything too extreme."; - completequest 16569; - npctalk "I think I've heard enough of this. Let's go back to Suad.", "", bc_self; - if (isbegin_quest(16568) == 2 && isbegin_quest(16570) == 2 && isbegin_quest(16571) == 2) { - setquest 16572; - ep18_1_main = 40; - } - close2; - emotion ET_THINK, getnpcid(0,"Suad#1"); - emotion ET_ANGER, getnpcid(0,"Radical Man#extremist1"); - sleep2 500; - npctalk "I don't think that's a good thing, it's stinky.", "Timid middle-aged#senior3", bc_self; - sleep2 2000; - emotion ET_QUESTION, getnpcid(0,"Maram#1"); - sleep2 1500; - npctalk "I don't think that's a good thing, it's stinky.", "Timid middle-aged#senior3", bc_self; - sleep2 1000; - npctalk "I don't think that's a good thing, it's stinky.", "Timid middle-aged#senior3", bc_self; - sleep2 1000; - end; - } - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16569) == 1" ); - end; -} - -// Main Quest: Step 39. -wolfvill,150,147,1 script(CLOAKED) Passionate man#WeaponHolder1 4_M_MIDDLE,{ - if (ep18_1_main < 38) - end; - if (ep18_1_main == 39) { - if (isbegin_quest(16570) == 1) { - mes "[Hot-blooded old man]"; - mes "Hey, isn't this an adventurer!"; - mes "Before the competition, you were nervous? Let's have a drink here."; - next; - select( "I will decline", "Well then, gulp!" ); - mes "[Hot-blooded old man]"; - mes "Ah, that Suad man. He's strict."; - mes "You're not going to be that hard, don't you?"; - next; - mes "[Hot-blooded old man]"; - mes "Don't be too nervous because it's a hard seat. You just have to say what you're comfortable with."; - mes "If possible, it would be better if the adventurer supported our opinion!"; - next; - mes "[Hot-blooded old man]"; - mes "What's our opinion? It's war, of course."; - mes "Look at this weapon. We are ready to arm ourselves!"; - next; - mes "[Hot-blooded old man]"; - mes "The rest are all goddesses going to Rachel and wiped out."; - mes "It shows how much we have endured so far!"; - completequest 16570; - if (isbegin_quest(16568) == 2 && isbegin_quest(16569) == 2 && isbegin_quest(16571) == 2) { - setquest 16572; - ep18_1_main = 40; - } - close2; - npctalk "Let's smash them all! Heavy! Heavy!", "Hot-tempered youth#extremist4", bc_self; - end; - } - } - mes "[Hot-blooded old man]"; - mes "It's a convention, a convention. It's a big event!"; - mes "You should have a drink! Drink, drink!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16570) == 1" ); - end; -} - -// Main Quest: Step 40. -wolfvill,152,145,1 script(CLOAKED) Skeptical Young Man#neutral1 4_M_RACHMAN1,{ - if (ep18_1_main < 39) - end; - if (ep18_1_main == 39) { - if (isbegin_quest(16571) == 1) { - mes "[Skeptical Young Man]"; - mes "Uh, our opinion?"; - mes "We're still young, can we just say that?"; - next; - emotion ET_SURPRISE, getnpcid(0,"Suad#1"); - mes "[Skeptical Young Man]"; - mes "Well, those screaming guys over there are also young."; - mes "I don't know what they believed in to fight..."; - next; - mes "[Skeptical Young Man]"; - mes "You don't really think we can smash all the Rachel settlers."; - mes "The number of heads is so different."; - next; - emotion ET_THINK, getnpcid(0,"Suad#1"); - mes "[Skeptical Young Man]"; - mes "Didn't we just do commando training or something?"; - mes "But whoever started it, the number of kids like that suddenly increased, and I'm just worried."; - completequest 16571; - if (isbegin_quest(16568) == 2 && isbegin_quest(16569) == 2 && isbegin_quest(16570) == 2) { - setquest 16572; - ep18_1_main = 40; - } - close2; - emotion ET_ANGER, getnpcid(0,"Radical Man#extremist1"); - sleep2 500; - npctalk ".", "Silent Youth#Neutral2", bc_self; - end; - } - } - mes "[Skeptical Young Man]"; - mes "We're still young, can we just say our opinions out loud?"; - mes "Even though it's a convention, don't adults have a loud voice?"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16571) == 1" ); - end; -} - -wolfvill,149,152,3 script(CLOAKED) Maram#1 4_EP18_MARAM,{ - if (ep18_1_main == 40) { // 16572 = 2 - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Shhh! The contest will start soon."; - mes "If I talk, Miriam and Suad will be scolded?"; - next; - emotion ET_SURPRISE, getnpcid(0,"Suad#1"); - mes "[Maram]"; - mes "So, adventurer-sama, please listen to Suad's story together."; - mes "Of course other people's stories."; - close3; - } - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Huh, huh, you're finally here."; - mes "You believed in my eyes, but you're even more amazing than I thought, Adventurer, aren't you?"; - next; - mes "[Maram]"; - mes "I hope you will be active in the meeting as well."; - mes "Suad is a bit stubborn. I need someone to soften it up a bit~"; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "I'm looking forward to adventurers."; - mes "I still believe in my eyes."; - close3; -} - -// Main Quest: Step 42. -wolfvill,148,153,3 script(CLOAKED) Miriam#1 4_EP18_MIRIAM,{ - if (checkweight(1000405,40) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main == 41) { - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "What's going on? It seems like a lot of trouble to prepare for a demonstration."; - mes "Ah, really, because I'm a business man, I."; - next; - cutin "ep18_miriam_01.png",2; - mes "[Miriam]"; - mes "I'm not kidding. Hey, those people. Isn't it strange? The guys who said they could be armed."; - mes "Look at your armament. Not for hunting."; - next; - cutin "",255; - mes "[Mini Elly]"; - mes "I also analyzed them. They are classified as anti-personnel weapons, i.e. for warfare."; - mes "If you try to hunt with that, your prey will become tattered, and you will not be able to use it."; - next; - cutin "ep18_suad_03.png",2; - mes "[Suad]"; - mes "What happened?"; - mes "You wouldn't be able to get such an armament easily."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Oh I can assure you, Maram, that stuff like that just doesn't go on the market."; - mes "Where did it come from?"; - next; - cutin "ep18_miriam_01.png",2; - mes "[Miriam]"; - mes "I'm not sure where I'm guessing, but I'm not sure."; - mes "So, can you dig them up and find out the source?"; - next; - cutin "ep18_suad_03.png",2; - mes "[Suad]"; - mes "That's right. If it's for a demonstration anyway, you'll need some armament."; - mes "How about throwing a snack for a trade?"; - next; - cutin "ep18_suad_02.png",2; - mes "[Suad]"; - mes "And I'm not against actually trading and arming."; - mes "The reason we've been oppressed so far is because we don't have the strength."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Hey, leader. At best, I've reduced work from struggle to demonstration, but what if I'm addicted to war weapons?"; - mes "Let's find out the source, only the source."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "It doesn't look good for Suad to come out here."; - mes "Me and Adventurer, why don't Miriam go on an investigation?"; - next; - cutin "ep18_miriam_01.png",2; - mes "[Miriam]"; - mes "There is something I want to investigate other than digging into those people myself."; - mes "So I'll ask you and the adventurer to come in direct contact, Maram."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Okay. Then let's go to work, adventurer?"; - mes "Approach it while pretending you want to trade."; - mes "It won't be difficult with this Maram."; - changequest 16573,16574; - ep18_1_main = 42; - getitem 1000405,40; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close2; - cutin "",255; - cloakonnpcself( "Miriam#1" ); - cloakonnpcself( "Maram#1" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16573) == 1" ); - end; -} - -// Main Quest: Step 43. -wolfvill,143,145,7 script(CLOAKED) Radical Man#Extremist2 4_M_RASWORD,{ - if (ep18_1_main == 42) { - cloakonnpcself( "Suad#1" ); - cloakoffnpcself( "Maram#1_1" ); - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Uh, hello."; - mes "I want to ask you something. Is it okay?"; - next; - cutin "",255; - mes "[Radical Man]"; - mes "What's going on? I have nothing to say."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "No, the armament is very cool."; - mes "I don't think you can get it anywhere, where did you get it?"; - next; - cutin "",255; - mes "[Radical Man]"; - mes "Is this? Someone bought it because it was so cheap!"; - mes "To protect my body, to show others... Who would attack me with such an armament?"; - next; - mes "[Radical Man]"; - mes "That's right! You need to be armed like this to be safe in protests!"; - mes "Aren't you afraid to bow your head in the temple?"; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Who sold it, can you give me some information here?"; - next; - cutin "",255; - mes "[Radical Man]"; - mes "Uh... You can't do it with bare mouth. It's a purchase that we also worked hard for."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "But you said that you sold it very cheaply, didn't you?"; - mes "It's a stock disposal or something. If that's the case, would it be better for us to know that, or would it be better for the temple to know~"; - next; - cutin "",255; - mes "[Radical Man]"; - mes "Hey, really. Shouldn't it be okay for a weapon that is sold so cheaply to fall into the hands of those with goddess disease?"; - mes "Let me just tell you. If you want to go to a protest anyway, you have to be armed."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Thought well. Are you wise?"; - next; - cutin "",255; - mes "[Radical Man]"; - mes "Okay...but we just won't meet."; - mes "Go to Rachel and meet Jack the Beard."; - next; - npctalk "Maram: Bearded jack?", "Maram#1_1", bc_self; - mes "[Radical Man]"; - mes "If you say you came to buy a smelly dandelion, they will guide you there."; - mes "I mean, I know how to keep security. I'm not stupid either."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Who's stupid? I've only said wise so far."; - mes "Thanks for the good info!"; - next; - cutin "",255; - mes "[Mini Elly]"; - mes "You're going back to Rachel. Let's reset the target coordinates."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Well then, adventurer. I guess I'll have to go round and round to find the core."; - mes "Let's go to [Rachel]rachel,75,44,0,101,0 together!"; - changequest 16574,16575; - ep18_1_main = 43; - cutin "",255; - cloakonnpcself( "Radical Man#Extremist2" ); - cloakonnpcself( "Exciting Youth#Extreme3" ); - cloakonnpcself( "Maram#1_1" ); - close; - } - mes "[Radical Man]"; - mes "Isn't it safe to be armed like this?"; - mes "Rachel with the goddess disease will be frightened and bow their heads!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16574) == 1" ); - end; -} - -wolfvill,148,145,3 duplicate(dummy_cloaked_npc) Maram#1_1 4_EP18_MARAM - -wolfvill,140,150,5 script(CLOAKED) Embarrassed old man#Senior2 4_EP18_GW_MIDDLE01,{ - npctalk "No, why are these young people like that?", "", bc_self; - end; -} - -wolfvill,138,145,7 script(CLOAKED) Timid middle-aged#senior3 4_EP18_GW_MIDDLE02,{ - npctalk "I don't think that's a good thing, it's stinky.", "", bc_self; - end; -} - -wolfvill,141,146,7 script(CLOAKED) Timid old man#senior4 4_M_DST_GRAND,{ - npctalk "I'd love to hear your opinions...", "", bc_self; - end; -} - -wolfvill,154,146,1 script(CLOAKED) Silent Youth#Neutral2 4_EP18_GW_MAN02,{ - npctalk ".", "", bc_self; - end; -} - -wolfvill,151,150,1 script(CLOAKED) Neutral Youth#Neutral3 4_EP18_GW_MAN01,{ - npctalk "I don't agree with any opinion. They're all so pure.", "", bc_self; - end; -} - -// Main Quest: Step 44. -rachel,72,42,3 duplicate(dummy_cloaked_npc) Maram#1_2 4_EP18_MARAM - -rachel,75,44,3 script Bearded jack#armsman_rachel 4_M_MIDDLE1,{ - if (ep18_1_main == 43) { - cloakoffnpcself( "Maram#1_2" ); - mes "[Mini Elly]"; - mes "You have arrived. The 'Bearded jack' industry is a hardware store."; - next; - mes "[Bearded jack]"; - mes "Come here. What did you come looking for?"; - next; - mes "[Bearded jack]"; - mes "When it comes to knives and pots, there's nothing like our shop in Rachel."; - mes "Look around slowly."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Uh, we came looking for something a little different."; - mes "Adventurer, what was that?"; - next; - cutin "",255; - switch( select( "Smelly Sock", "Smelly Dandelion", "Scented Sock", "Scented Dandelion" ) ) { - case 1: - mes "[Mini Elly]"; - mes "Um, I don't think it was."; - next; - mes "[Bearded jack]"; - mes "Why do you find such dirty things in our store?"; - close2; - cloakonnpcself( "Maram#1_2" ); - end; - case 2: - mes "[Bearded jack]"; - mes "Heh, I found it right."; - mes "Have you come to hear where the smelly dandelions bloom?"; - next; - mes "[Bearded jack]"; - mes "Let's go to Baines, we'll meet you there."; - mes "There is an unknown weapons dealer in the corner of Baines."; - next; - mes "[Bearded jack]"; - mes "If you ask who you came as an introduction, you can of course say that it was Jack's introduction."; - mes "It's probably just a short trade in order to hit and run away. If it's too late, I won't deal with you."; - next; - mes "[Bearded jack]"; - mes "Well, [Weapon Merchant]veins,293,282,0,101,0 is not under my jurisdiction since you linked it."; - mes "Then do your best."; - changequest 16575,16576; - ep18_1_main = 44; - cloakonnpcself( "Maram#1_2" ); - navigateto("veins",293,282); - close; - case 3: - mes "[Mini Elly]"; - mes "Um, I don't think it was."; - next; - mes "[Bearded jack]"; - mes "No, our store is a hardware store, not a laundry."; - close2; - cloakonnpcself( "Maram#1_2" ); - end; - case 4: - end; - } - } - if (ep18_1_main == 44) { - mes "[Bearded jack]"; - mes "Well, [Weapon Merchant]veins,293,282,0,101,0 is not under my jurisdiction since you linked it."; - mes "Then do your best."; - cloakonnpcself( "Maram#1_2" ); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16575) == 1" ); - end; -} - -// Main Quest: Step 45. -veins,289,281,7 duplicate(dummy_cloaked_npc) Maram#1_3 4_EP18_MARAM - -veins,293,282,3 script Dandelion#weapons_bains 4_M_DESERT,{ - if (ep18_1_main == 44) { - cloakoffnpcself( "Maram#1_3" ); - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Hello~"; - mes "Do you do business?"; - next; - cutin "",255; - mes "[Dandelion]"; - mes "I don't."; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Don't do that. I'm here because Jack introduced me to dandelions blooming here."; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Who is dandelion, who!"; - mes "Someone came up with such a strange password!"; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Aha, the name is so it's a dandelion."; - mes "Security is simple enough for what it is."; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Anyway, what's going on!"; - mes "If you come here to buy weapons, you just blow what you really need and take it with you."; - next; - select( "Rather than buying some weapons..." ); - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Is that right? Adventurer is right."; - mes "Buy in bulk rather than just buying a weapon or two, huh?"; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Buy in bulk? How much to buy."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Well, roughly this amount?"; - mes "Is this store accepting everything?"; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Gulp, he, that much? War?"; - mes "Joe, I think it would be possible if you give me a little time."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "What? We don't have time."; - mes "I wish I could get it as soon as possible."; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Call the schedule. I'll try to fit it as best as I can."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "That's fine, but how about connecting us with the supplier?"; - mes "I'll take care of the brokerage fee so you won't be disappointed."; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Hey! Who looks at the bottom while doing business!"; - mes "Okay, go back, go back!"; - next; - cutin "ep18_maram_02.png",2; - mes "[Maram]"; - mes "Hey, who said that? I already know everything. Selling this at a special price like this is a shiny business, isn't it?"; - mes "It's not like we're going to trade for a long time anyway."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "So, I just want a little bit of your information."; - mes "It's good for us in a hurry, and the guy who pays a lot of brokerage fees is good. Isn't it one stone two sets?"; - next; - cutin "",255; - mes "[Dandelion]"; - mes "Okay... that's fine. Instead, you should never leak it."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Such a natural thing to say."; - next; - cutin "",255; - mes "[Dandelion]"; - mes "It's Volcano Thor. If you go deep inside, there's a secret base, a weapon from there."; - mes "I'm just letting you know that the deal is going to end when the stock there anyway."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Seeing you say that, it seems like it will be cut off soon?"; - next; - cutin "",255; - mes "[Dandelion]"; - mes "You bastard, don't try to think more and figure out the rest yourself."; - mes "When you get what you want, pay a fee and go."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "The secret base of Thor Volcano... this smells very strange."; - mes "Isn't this supposed to be our final destination?"; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "I'll see you at [Thor Volcano]thor_v01,169,169,0,101,0 as Mr. Dandelion told me. Prepare properly and come!"; - mes "Don't go directly to the military base, come from there at 3 o'clock and I'll be waiting for you."; - changequest 16576,16577; - ep18_1_main = 45; - cutin "",255; - cloakonnpcself( "Maram#1_3" ); - navigateto("que_thr",133,53); - close; - } - if (ep18_1_main == 45) { - mes "[Maram]"; - mes "I'll see you at [Thor Volcano]thor_v01,169,169,0,101,0 as Mr. Dandelion told me. Prepare properly and come!"; - mes "Don't go directly to the military base, come from there at 3 o'clock and I'll be waiting for you."; - cloakonnpcself( "Maram#1_3" ); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16576) == 1" ); - end; -} - -// Main Quest: Step 46. -thor_v01,169,169,3 script Maram#Armybase-Secret passage 4_EP18_MARAM,{ - if (ep18_1_main == 45 || ep18_1_main == 46) { - mes "[Maram]"; - mes "Here, here! Follow me!"; - mes "It's a [shortcut]que_thr,133,53,0,101,0 that rotates a little but can avoid surveillance."; - close2; - warp "que_thr",181,53; - end; - } - end; -} - -// Main Quest: Step 47. (entrance npc is a part of the instance Thor Gunsu Base) -// Main Quest: Step 48-50 inside the instance 1@tcamp. - -// Main Quest: Step 51. -wolfvill,140,112,0 duplicate(#contest1) #sms01 HIDDEN_WARP_NPC,5,5 - -wolfvill,142,109,1 duplicate(dummy_cloaked_npc) Miriam#sms01 4_EP18_MIRIAM -wolfvill,143,110,1 duplicate(dummy_cloaked_npc) Maram#sms01 4_EP18_MARAM - -wolfvill,140,112,5 script(CLOAKED) Suad#sms01 4_EP18_SUAD,{ - if (ep18_1_main == 47) { - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "Adventurer? Why are you back already? Didn't you go with Miriam to investigate the source of the weapon?"; - next; - select( "I know, but the source is..." ); - cutin "",255; - mes "[Mini Elly]"; - mes "Not only that. The bigger problem is that weapons and ammunition that have to be disposed of have flowed in unsafe conditions."; - mes "Analysis shows that the risk of old gunpowder and unmanaged weapons is about 9.72%."; - next; - cutin "ep18_suad_03.png",0; - mes "[Suad]"; - mes "I expected it, but it's worse than I thought. I was only concerned about the source. I can't guarantee the stability of the weapon. It's an old weapon..."; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "Arms are necessary, but we can't use those that have a problematic source. If we track down weapons leaking from over there and make a problem with them, we could end up in a bad situation."; - next; - mes "[Suad]"; - mes "But finding a stable supplier and opening a trade will take a long time, so you have to decide carefully."; - next; - mes "[Suad]"; - mes "Retrieve all weapons for now, then let Maram and Miriam discuss when they return."; - mes "Didn't Miriam and Maram come back together?"; - next; - select( "To inform the trafficking..." ); - mes "[Suad]"; - mes "Yes. All I can do is wait."; - next; - cloakoffnpcself( "Miriam#sms01" ); - cloakoffnpcself( "Maram#sms01" ); - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Suad!!! Suad, Suad!!! It's a big deal! It's a big deal, it's a big deal!!! Suad! Listen, listen to me, Suad!!!"; - next; - cutin "ep18_suad_04.png",0; - mes "[Suad]"; - mes "Maram, Miriam. What's going on?"; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "If this is the case, we will all die!!"; - next; - cutin "ep18_suad_04.png",0; - mes "[Suad]"; - mes "...what? Please elaborate. Why?"; - next; - cutin "ep18_miriam_03.png",1; - mes "[Miriam]"; - mes "I'll explain. Maram, you sit over there and calm down."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Is that so? I'm surprised... I'm a little new-chested."; - npctalk "Are you...?", "Miriam#sms01", bc_self; - npctalk "Didn't you know? You didn't know", "Maram#sms01", bc_self; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "People who were armed before, remember?"; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "They said they were the weapons of Thor Volcano? I heard that from an adventurer. Did Rachel find out after all?"; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "No, I heard that the group raided the migrant's top. They said they brought everything they had."; - next; - cutin "ep18_suad_04.png",0; - mes "[Suad]"; - mes "What? When?"; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "It's been awhile, but Rachel already knows about it."; - next; - cutin "ep18_suad_03.png",0; - mes "[Suad]"; - mes "Gee... Why...?"; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "It's not over yet. I think they're claiming that we're armed and raiding, so they're rebels. The voice for a tougher response is gaining strength."; - next; - cutin "ep18_suad_03.png",0; - mes "[Suad]"; - mes "Oh my, that's the worst. If that side attacks first... No, no. I'll have to meet them first."; - next; - cutin "ep18_miriam_03.png",1; - mes "[Miriam]"; - mes "What are you going to do?"; - next; - cutin "ep18_suad_03.png",0; - mes "[Suad]"; - mes "We should be held accountable for putting our position at a disadvantage with an unexpected action. We need to figure out the scale and come up with countermeasures."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Go together. I, [Where]wolfvill,131,257,0,101,0I know there is! Adventurer goes with you too. There will be a need for a third-party witness. I feel the same way!"; - completequest 16580; - setquest 17517; - ep18_1_main = 48; - close2; - cutin "",255; - cloakonnpcself( "Maram#sms01" ); - cloakonnpcself( "Miriam#sms01" ); - cloakonnpcself( "Suad#sms01" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16580) == 1" ); - end; -} - -// Main Quest: Step 52. -wolfvill,132,256,1 duplicate(dummy_npc) Loot#sms01 4_WOODBOX -wolfvill,131,258,1 duplicate(dummy_npc) Loot#sms02 4_WOODBOX -wolfvill,132,258,1 duplicate(dummy_npc) Loot#sms03 4_WOODBOX - -wolfvill,131,257,1 script Loot#sms04 4_WOODBOX,{ - if (ep18_1_main == 48) { - setpcblock PCBLOCK_NPC, true; - cloakoffnpcself( "Suad#sms02" ); - cloakoffnpcself( "Maram#sms02" ); - cloakoffnpcself( "Miriam#sms02" ); - npctalk "Is this a loot?", "Suad#sms02", bc_self; - sleep2 1000; - npctalk "Ha... Really, looted stuff.", "Maram#sms02", bc_self; - npctalk "ÇÏ...", "Miriam#sms02", bc_self; - sleep2 2000; - cloakoffnpcself( "Lamachus#sms01" ); - cloakoffnpcself( "Kun#sms01" ); - cloakoffnpcself( "Yoppi#sms01" ); - npctalk "Who touches other people's things?", "Lamachus#sms01", bc_self; - npctalk "Did the thief teacher appear?", "Kun#sms01", bc_self; - npctalk "The liver is too big. Other people's stuff!!", "Yoppi#sms01", bc_self; - sleep2 2000; - emotion ET_QUESTION, getnpcid(0,"Lamachus#sms01"); - setpcblock PCBLOCK_NPC, false; - mes "[Lamachus]"; - mes "Huh? Suad! Miriam and Maram are here too."; - next; - mes "[Kun]"; - mes "What's going on everyone? That's all I said before about weapons."; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Is there anything more to say besides that?"; - next; - cutin "",255; - mes "[Yoppi]"; - mes "Hey~ It's scary~ Why all of a sudden? You're even bringing in a stranger. Is there anything to scare you?"; - npctalk "Who is that person?", "Kun#sms01", bc_self; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "I'm so scared? I'm more scared of you! How can I raid the top?"; - next; - cutin "",255; - mes "[Lamachus]"; - mes "Oh, that? You don't have to praise me."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Chiyingcha, isn't it?"; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "We're here to tell you why we raided the innocent top."; - next; - cutin "",255; - mes "[Kun]"; - mes "What? Did you come all this way with nothing?"; - next; - cutin "ep18_suad_02.png",1; - mes "[Suad]"; - mes "Nothing? What you've done now is driving us into rebels. You gave us an excuse to attack us!"; - next; - cutin "",255; - mes "[Yoppi]"; - mes "If you attack from there, you can counterattack. What are you worried about? We have weapons now, don't we?"; - npctalk "What's wrong?", "Kun#sms01", bc_self; - npctalk "Is it easy to talk?", "Maram#sms02", bc_self; - next; - mes "[Yoppi]"; - mes "Do you know who we robbed? You'd thank us if you found out? It's not an Innocent Top?"; - npctalk "You'd be sorry for doing this to us now.", "Lamachus#sms01", bc_self; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Do you know what it's called to leave innocent and raid the top? It's called robbery."; - next; - cutin "",255; - mes "[Kun]"; - mes "No, really, it's too much. Robbery. The gun we turned was the top of Ahmad."; - next; - emotion ET_SURPRISE, getnpcid(0,"Suad#sms02"); - emotion ET_HUK, getnpcid(0,"Miriam#sms02"); - emotion ET_HUK, getnpcid(0,"Maram#sms02"); - emotion ET_QUESTION, playerattached(); - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Amad Ramen..."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Isn't that Suadne?"; - npctalk "Uh... there, there it was", "Maram#sms02", bc_self; - next; - cutin "",255; - mes "[Kun]"; - mes "Yeah! He treated us like trash and ignored even his own adopted son!"; - next; - mes "[Lamachus]"; - mes "there used to suck people like us!"; - npctalk "Mosquito...?", "Yoppi#sms01", bc_self; - next; - mes "[Yoppi]"; - mes "Isn't it good that we took revenge on Suad and obtained the necessary supplies?"; - npctalk "There are a lot of things we need!", "Lamachus#sms01", bc_self; - next; - mes "[Kun]"; - mes "That's right!! You suffered a lot because of your father. You came here because of your father."; - next; - mes "[Kun]"; - mes "Just because you're a native, you didn't admit to being a handsome son and abused him. No, he wouldn't even admit he was a son."; - next; - mes "[Yoppi]"; - mes "Who doesn't know about Suad's troubles here??"; - npctalk "No, no. Think carefully. We're taking your revenge.", "Kun#sms01", bc_self; - next; - mes "[Lamachus]"; - mes "You always just imagined in your mind? You don't need to be treated like that. You want revenge on your stepfather."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Tell me something, Suad."; - next; - cutin "ep18_suad_03.png",1; - mes "[Suad]"; - mes "... ha... I get it... Well... Be careful next time. I know what you guys are thinking, but we could be in a bigger danger... ."; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Suad? Is that the end?"; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "I'm not familiar with this kind of thing. From my short insight, they will continue to be like this in the future, so shouldn't they be armed?"; - next; - cutin "ep18_suad_03.png",1; - mes "[Suad]"; - mes "It is true that there is a shortage of supplies in the village. It is true that trade is getting harder and harder."; - next; - mes "[Suad]"; - mes "And the armament... As I said before, we need armament. We'll have to leave the things we've already acquired and find a new one. Still, that's why I wanted to discuss it with you."; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Suad? Tell me. You don't have a boss at this disposal? Can you say that you don't have any?"; - next; - cutin "ep18_suad_03.png",1; - mes "[Suad]"; - mes "Wait, wait. I need some time to organize my thoughts."; - changequest 17517,17518; - ep18_1_main = 49; - close3; - } - if (ep18_1_main == 49) { - cloakoffnpcself( "Suad#sms02" ); - cloakoffnpcself( "Maram#sms02" ); - cloakoffnpcself( "Miriam#sms02" ); - cloakoffnpcself( "Lamachus#sms01" ); - cloakoffnpcself( "Kun#sms01" ); - cloakoffnpcself( "Yoppi#sms01" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17517) == 1" ); - end; -} - -// Main Quest: Step 53. -wolfvill,131,252,3 script(CLOAKED) Lamachus#sms01 EP18_ARMED_VILLAGER01,{ - if (checkweight(1000405,30) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main == 49) { - mes "[Kun]"; - mes "No! But I was just thinking about it. What did we do wrong? Why are you not doing it?"; - npctalk "I don't know that either? Did we help?", "Yoppi#sms01", bc_self; - next; - mes "[Lamachus]"; - mes "It's not that we're going to eat alone, it's that we all want to live well."; - next; - mes "[Yoppi]"; - mes "Is that right? I think so. Maybe we will change our minds if we work harder and be more active?"; - next; - select( "Can I leave it that way..?" ); - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "No way. Of course.If you do whatever you want without thinking about the future, is that a child or an adult?"; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Suad. Talk to me."; - next; - cutin "",255; - cloakoffnpcself( "Resident#sms01" ); - cloakoffnpcself( "Resident#sms02" ); - cloakoffnpcself( "Resident#sms03" ); - mes "[resident]"; - mes "Everyone was here. They said they raided the top? Did you get anything?"; - next; - mes "[resident]"; - mes "Good job. We just have to give it a go. What, we have no power and there is no evil. We've been quiet until now, so we're just looking down and ignoring."; - npctalk "We have to show that we can squirm too.", "Jumin#sms02", bc_self; - next; - mes "[Yoppi]"; - mes "By the way, Suad told me not to do it now~"; - next; - mes "[resident]"; - mes "Why don't you?"; - next; - mes "[Kun]"; - mes "Well, our actions put us more at risk, I'm not sure what you're talking about because I have a bad brain~"; - next; - mes "[Lamachus]"; - mes "We weightlifted us from Rachel because we robbed the top~ Deal to attack us."; - npctalk "What weightlifting we are!", "Jumin#sms01", bc_self; - npctalk "Attack us??", "Resident#sms03", bc_self; - npctalk "Is this true?", "Resident#sms02", bc_self; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "Yes. The position has become very disadvantageous. There has not been much movement yet, but public opinion is not good."; - next; - cutin "",255; - mes "[Lamachus]"; - mes "In times like these, shouldn't we have to raise our voices?"; - npctalk "We are human too. Just like you.", "Jumin#sms02", bc_self; - npctalk "Now armed.", "Kun#sms01", bc_self; - next; - mes "[resident]"; - mes "Let's Jailbreak!!! Let's raise our voices!!"; - npctalk "Yes!! Then!!!", "Jumin#sms02", bc_self; - npctalk "It's time for us to talk too!", "Jumin#sms01", bc_self; - npctalk "Is that right? It's time for us too!", "Lamachus#sms01", bc_self; - npctalk "How long will you live like this?", "Kun#sms01", bc_self; - npctalk "Yes!!!", "Yoppi#sms01", bc_self; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Calm down for a second."; - next; - cutin "",255; - mes "[resident]"; - mes "Suad! How long do we have to live like this? I'm going to die of unfairness!"; - npctalk "Why do we have to hide like fugitives?", "Resident#sms03", bc_self; - npctalk "You can't live like this forever.", "Jumin#sms01", bc_self; - next; - mes "[Kun]"; - mes "Suad, you're too careful. We'll go and do it. Just like the ones who raided the top. It's okay."; - next; - mes "[resident]"; - mes "There was an adventurer here too. What do you think? Didn't you see it a lot while traveling around?"; - next; - select( "I..." ); - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "The atmosphere is getting..."; - next; - select( "It seems strange." ); - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "People are out of Suad's control, if that's the case."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Bang! Ahhh! It saves people! What's going on."; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "Yes. Let's do it. Demonstration. It's true that we can't wait forever."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "What? Like this? Right now? Without preparation?"; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "It's not that they didn't prepare at all. You can move to Rachel little by little and hide, and when the time comes, you can join the temple."; - next; - cutin "",255; - mes "[Lamachus]"; - mes "It's good to be at sunset today. The guards are shifting and the boundaries will loosen."; - next; - mes "[resident]"; - mes "Okay!!! I'll gather people!!"; - next; - cloakonnpcself( "Resident#sms01" ); - cloakonnpcself( "Resident#sms02" ); - cloakonnpcself( "Resident#sms03" ); - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "Maram, you stay here just in case."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Okay."; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "And, you guys leave all those weapons behind."; - next; - cutin "",255; - mes "[Yoppi]"; - mes "Oh, why!! We have to protect ourselves too!!"; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "Because we're not going to start an armed conflict. If anything bad happens while we're still carrying weapons, we're really going to turn into rebels."; - next; - cutin "",255; - mes "[Kun]"; - mes "Ah, okay! Suad worries a lot anyway."; - next; - mes "[Lamachus]"; - mes "Why worry in advance about things that will never happen?"; - next; - cutin "ep18_suad_01.png",1; - mes "[Suad]"; - mes "Well, it's decided, so let's hurry. Gather at Rachel's [in front of the temple]rachel,169,245,0,101,0"; - changequest 17518,17519; - ep18_1_main = 50; - getitem 1000405,30; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close2; - cutin "",255; - cloakonnpcself( "Suad#sms02" ); - cloakonnpcself( "Maram#sms02" ); - cloakonnpcself( "Miriam#sms02" ); - end; - } - if (ep18_1_main == 50) { - mes "[Lamachus]"; - mes "What are you doing? We decided to go to Rachel's [in front of the temple]rachel,169,245,0,101,0"; - close2; - cloakonnpcself( "Lamachus#sms01" ); - cloakonnpcself( "Kun#sms01" ); - cloakonnpcself( "Yoppi#sms01" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17518) == 1" ); - end; -} - -wolfvill,129,256,3 duplicate(dummy_cloaked_npc) Kun#sms01 EP18_ARMED_VILLAGER02 -wolfvill,126,255,5 duplicate(dummy_cloaked_npc) Yoppi#sms01 EP18_ARMED_VILLAGER03 - -wolfvill,129,251,1 duplicate(dummy_cloaked_npc) Resident#sms01 4_M_RACHMAN1 -wolfvill,129,248,7 duplicate(dummy_cloaked_npc) Resident#sms02 4_M_MIDDLE1 -wolfvill,132,250,1 duplicate(dummy_cloaked_npc) Resident#sms03 4_EP18_GW_MAN01 - -wolfvill,126,252,7 duplicate(dummy_cloaked_npc) Suad#sms02 4_EP18_SUAD -wolfvill,124,253,5 duplicate(dummy_cloaked_npc) Miriam#sms02 4_EP18_MIRIAM -wolfvill,127,250,7 duplicate(dummy_cloaked_npc) Maram#sms02 4_EP18_MARAM - -// Main Quest: Step 54. (entrance npc is a part of the instance A Gathering Place of Wolves) -// Main Quest: Step 55-58 instance 1@nyr. - -// Main Quest: Step 59. -rachel,118,197,1 duplicate(dummy_cloaked_npc) Miriam#sms04 4_EP18_MIRIAM -rachel,119,199,3 duplicate(dummy_cloaked_npc) Suad#sms04 4_EP18_SUAD - -rachel,115,198,5 script(CLOAKED) Zhed#sms01 4_M_RACHOLD1,{ - cutin "ra_gman2.bmp",0; - mes "[Zhed]"; - mes "I think I'll be very busy from now on."; - close3; -} - -rachel,116,200,5 script Niren#sms01 4_F_MADAME,{ - if (checkweight(1000405,60) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (getequipid(EQI_HEAD_TOP) != 400127) { // Ep18_Mini_Elly - unittalk getcharid(3), "" + strcharinfo(0) + " : Where did Mini Elly go?", bc_self; - end; - } - if (ep18_1_main == 52) { - setpcblock PCBLOCK_NPC, true; - cloakoffnpcself( "Zhed#sms01" ); - npctalk "The number of casualties is over.", "Zhed#sms01", bc_self; - sleep2 800; - cloakoffnpcself( "Suad#sms04" ); - cloakoffnpcself( "Miriam#sms04" ); - npctalk "All of this has been moved to a safe place.", "Miriam#sms04", bc_self; - setpcblock PCBLOCK_NPC, false; - - cutin "ra_gwoman.bmp",0; - mes "[Niren]"; - mes "The damage is... too great."; - next; - cutin "ep18_suad_03.png",2; - mes "[Suad]"; - mes "Besides, there's bloodshed, so rumors will quickly spread to Aboriginal riots. Already in a bad yard with a raid on the top."; - next; - cutin "ra_gman2.bmp",0; - mes "[Zhed]"; - mes "Don't worry about public opinion. Let's fix it."; - next; - cutin "ra_gwoman.bmp",0; - mes "[Niren]"; - mes "All the things that have happened recently were scheming."; - next; - cutin "ra_gman2.bmp",0; - mes "[Zhed]"; - mes "It's our ignorance that we didn't take a closer look at the disturbing movements within the temple."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "I think I'll do it later, and I think both of us will have to settle the situation first."; - next; - cutin "ra_gwoman.bmp",0; - mes "[Niren]"; - mes "Are you sure High Priest Youth Amal was involved?"; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "There was a period when my withered stepfather, who had been withered after the fall, suddenly revived and became more motivated. From then on, conflicts between the natives and settlers of Arunafelts emerged one by one."; - next; - cutin "",255; - mes "[Mini Elly]"; - mes "It fits perfectly with the time when the Heart Hunters escaped from the mansion."; - next; - cutin "ra_gman2.bmp",0; - mes "[Zhed]"; - mes "Then I'm sure the two of them colluded."; - next; - select( "Because I even witnessed it." ); - cutin "ra_gwoman.bmp",0; - mes "[Niren]"; - mes "One question is, High Priest Youth Amal will not know the value of Ymir's heart piece. It would not have been easy to give up just by infiltrating the organization and causing conflict..."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "Did you give it to me to get something more?"; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "I'm not sure, but the foster father... No, I'll have to go check it out myself."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "Where are you going? Any guesses?"; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "There is a summer cottage on the outskirts of Rachel. You've been looking for a sanatorium there lately, maybe if you're working with those crazy scientists to work something out."; - next; - cutin "",255; - mes "[Mini Elly]"; - mes "You must be tracked."; - next; - cutin "ra_gwoman.bmp",0; - mes "[Niren]"; - mes "Miriam, don't leave it up to you to track down the person who stole the heart piece. I hope the adventurer will accompany you."; - next; - select("Okay." ); - cutin "ra_gman2.bmp",0; - mes "[Zhed]"; - mes "We will pick up the wounded here and search for any remnants that may remain. We must also pay attention to public opinion."; - next; - cutin "ep18_suad_01.png",2; - mes "[Suad]"; - mes "We'll have to go back to the forest and do some follow-up."; - mes "Miriam, adventurer. Please follow me then."; - next; - cutin "ep18_miriam_01.png",1; - mes "[Miriam]"; - mes "Come on, adventurer. I have someone to accompany me before going to the villa, so I'll meet you at [Maze of Oz]oz_dun01,223,116,0,101,0"; - completequest 17521; - setquest 17525; - ep18_1_main = 53; - getitem 1000405,60; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close2; - cutin "",255; - cloakonnpcself( "Miriam#sms04" ); - cloakonnpcself( "Suad#sms04" ); - end; - } - if (ep18_1_main == 53) { - cutin "ra_gwoman.bmp",0; - mes "[Niren]"; - mes "Did you not agree to meet Miriam at [Maze of Oz]oz_dun01,223,116,0,101,0"; - close3; - } - mes "[Miriam]"; - mes "The situation here is not so good these days."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17521) == 1" ); - end; -} - -// Main Quest: Step 60. -oz_dun01,223,116,3 script Appointmentpoint#c12_evt01 4_POINT_BLUE,5,5,{ - if (ep18_1_main == 53) { - if (isnpccloaked("Maram#c12_01") == true) { - mes "You have arrived at your appointment."; - mes "The other party doesn't seem to have arrived yet."; - mes "Let's wait"; - close2; - setpcblock PCBLOCK_NPC, true; - emotion ET_THINK, playerattached(); - sleep2 2000; - emotion ET_SLEEPY, playerattached(); - cloakoffnpcself( "Maram#c12_01" ); - npctalk "Ah! It's still there!", "Maram#c12_01", bc_self; - sleep2 500; - cloakoffnpcself( "Suad#c12_01" ); - npctalk "Isn't it late?", "Suad#c12_01", bc_self; - setpcblock PCBLOCK_NPC, false; - end; - } - select( "Was waiting for Miriam?" ); - mes "[Maram]"; - mes "I apologized to my mother and came out for a while."; - mes "I'm still working on the protests, so I have to go back soon..."; - mes "Where is Miriam?"; - cutin "ep18_maram_01.png",2; - next; - mes "[Suad]"; - mes "He's coming."; - cutin "ep18_suad_01.png",0; - next; - cloakoffnpcself( "Miriam#c12_01" ); - cloakoffnpcself( "Aira#c12_01" ); - mes "[Miriam]"; - mes "Sorry for being late. It took some time to find someone."; - cutin "ep18_miriam_01.png",0; - next; - mes "[Miriam]"; - mes "This is Aira."; - mes "He is a child who often serves his father, and he needs help to get into the villa."; - next; - cutin "",255; - npctalk "Hello", "Aira#c12_01", bc_self; - next; - mes "[Maram]"; - mes "What, why did Aira come here?"; - mes "Does this have anything to do with this?"; - cutin "ep18_maram_01.png",2; - next; - cutin "",255; - mes "[Aira]"; - mes "Long time no see. Maram brother."; - mes "I came here to repay the debt I owed to Miriam unnie."; - next; - mes "[Aira]"; - mes "You want to see the villa?"; - mes "If you push Amal's wheelchair, he goes everywhere."; - next; - mes "[Aira]"; - mes "I just got the user key I got."; - mes "I've been traveling with Amal lately, so I haven't returned it yet."; - next; - mes "[Aira]"; - mes "And the villa."; - mes "Sometimes you lend it to a monk."; - mes "It was like this again."; - mes "But it's kind of weird."; - next; - mes "[Suad]"; - mes "Is it strange?"; - mes "I'd like to be specific."; - cutin "ep18_suad_04.png",0; - next; - cutin "",255; - mes "[Aira]"; - mes "People called monks say they stay for a while, but it seems like monks are lying."; - next; - mes "[Aira]"; - mes "It seems that Amal is running a secret group again."; - mes "You said you were going to war last time, but you were pushed out of the temple, didn't you?"; - next; - mes "[Aira]"; - mes "It seems you haven't given up yet."; - mes "This time, more dangerous people are staying in the villa than the last time."; - next; - mes "[Aira]"; - mes "Whoever likes it, I'd like it to dry a bit."; - mes "Rachel's mood is not good."; - mes "If there is a war, it will be our natives who stand by the arrowhead."; - next; - mes "[Miriam]"; - mes "Well. no, it won't be a war."; - mes "It's okay to be safe."; - cutin "ep18_miriam_01.png",0; - next; - cutin "",255; - mes "[Aira]"; - mes "Sister! How can you be so carefree?"; - mes "Do you know how scared I was while managing the villa?!"; - mes "There is a particularly crazy woman...."; - next; - mes "[Maram]"; - mes "Ahah..."; - mes "Okay. Calm down, Aira."; - mes "Because we're here to find out from now on."; - cutin "ep18_maram_02.png",2; - next; - mes "[Miriam]"; - mes "For that reason, we are going to go into the villa where radical guests are staying."; - mes "Probably because the people I met in the temple are like the guests."; - cutin "ep18_miriam_01.png",0; - next; - mes "[Suad]"; - mes "I know what you mean."; - mes "Honestly, I want to go with you."; - mes "But there is still work to be done."; - cutin "ep18_suad_01.png",0; - next; - mes "[Maram]"; - mes "Yes. I apologized in a hurry and left for a while."; - mes "The protests need to be sorted out, and they need to be coordinated."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "I'm sorry, but Suad and I can't be together."; - mes "Can you understand?"; - next; - mes "[Miriam]"; - mes "Of course not."; - mes "It would be more appropriate for you to solve problems between people."; - mes "Take care of the people of the Wolf Village."; - cutin "ep18_miriam_01.png",0; - next; - mes "[Miriam]"; - mes "Then " + strcharinfo(0) + "Sir, would you like to scout the villa together?"; - next; - select( "Leave it to me." ); - mes "[Suad]"; - mes "Thank you for your understanding."; - mes "If you guys get into the villa safely, we'll take Aira with us."; - cutin "ep18_suad_01.png",0; - next; - mes "[Miriam]"; - mes "Thank you."; - mes "Well, Aira. Will you send us to the villa?"; - cutin "ep18_miriam_01.png",0; - next; - cutin "",255; - mes "[Aira]"; - mes "Okay."; - mes "Talk to me when you're ready."; - mes "I'll send it to you right away."; - completequest 17525; - setquest 18083; - ep18_1_main = 54; - close; - } - if (ep18_1_main == 54) { - npctalk "Are you ready?", "Aira#c12_01", bc_self; - cloakoffnpcself( "Miriam#c12_01" ); - cloakoffnpcself( "Aira#c12_01" ); - end; - } - if (ep18_1_main == 55) { - cloakoffnpcself( "Maram#c12_01" ); - end; - } - end; - -OnTouch: - if (ep18_1_main == 54) { - npctalk "Are you ready?", "Aira#c12_01", bc_self; - cloakoffnpcself( "Miriam#c12_01" ); - cloakoffnpcself( "Aira#c12_01" ); - end; - } - if (ep18_1_main == 55) { - cloakoffnpcself( "Maram#c12_01" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(17525) == 1" ); - end; -} - -oz_dun01,223,120,5 script(CLOAKED) Suad#c12_01 4_EP18_SUAD,{ - mes "[Suad]"; - mes "Sorry for taking on a nuisance."; - mes "But the members of the gray wolf village will be waiting for me."; - cutin "ep18_suad_01.png",0; - next; - mes "[Suad]"; - mes "Please ask Miriam"; - close3; -} - -oz_dun01,220,118,5 script(CLOAKED) Miriam#c12_01 4_EP18_MIRIAM,{ - mes "[Miriam]"; - mes "Only me and the adventurer can enter the villa."; - mes "Suad and Maram will return to settle the protests"; - cutin "ep18_miriam_01.png",0; - next; - mes "[Miriam]"; - mes "The villa is said to be at the bottom of this canyon."; - mes "Aira says she has a separate entry key, so when she's ready, talk to Aira."; - close3; -} - -// Main Quest: Step 61. (entrance npc is a part of the instance Villa of High Priest) -// Main Quest: Step 62-66 inside the instance. - -// Main Quest: Step 67. -oz_dun01,225,119,3 script(CLOAKED) Maram#c12_01 4_EP18_MARAM,{ - if (ep18_1_main == 55) { - mes "[Maram]"; - mes "Ah, you came out"; - mes "I've come to some degree of unrest."; - mes "Miriam and Priest Youth went to the temple."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "Youth-nim was a bit raging, so Suad took him and left him."; - mes "They told me to talk in detail at the temple."; - next; - mes "[Maram]"; - mes "Would you like to go right away?"; - next; - switch( select( "I'll ask you.", "I'll take care of it." ) ) { - case 1: - mes "[Maram]"; - mes "Then let's go this way together. Haha.."; - close2; - cutin "",255; - warp "ra_temin",169,26; - end; - case 2: - close3; - } - end; - } - mes "[Maram]"; - mes "Even if this event was fabricated by the Heart Hunters and the Illusions, it was going to explode someday."; - cutin "ep18_maram_01.png",2; - next; - mes "[Maram]"; - mes "I don't know why it's so hard for everyone to live well together."; - cutin "ep18_maram_03.png",2; - next; - mes "[Maram]"; - mes "These worries are left up to us."; - mes "Adventures, investigate the villa with Miriam."; - mes "I don't know what Amal is thinking."; - cutin "ep18_maram_01.png",2; - close3; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18084) == 1" ); - end; -} - -// Main Quest: Step 68. -ra_temin,256,130,1 script Temple Knight#c12_02 4_M_RASWORD,3,3,{ - if (ep18_1_main == 55 || ep18_1_main == 56) - end; - mes "[Temple Knight]"; - mes "The Sanctuary Sethrumnir."; - mes "The general chapel is not here, so please go back."; - close; -OnTouch: - if (ep18_1_main == 55 || ep18_1_main == 56) { - npctalk "I was waiting. Please eat inside.", "Temple Knight#c12_02", bc_self; - cloakoffnpcself( "Suad#c12last" ); - cloakoffnpcself( "Miriam#c12_02" ); - cloakoffnpcself( "Niren#c12last" ); - cloakoffnpcself( "Maram#c12last" ); - end; - } - npctalk "Access is prohibited except for officials.", "Temple Knight#c12_02", bc_self; - warp "ra_temin",255,138; - end; -} - -ra_temin,254,117,5 script(CLOAKED) Miriam#c12_02 4_EP18_MIRIAM,{ - if (getequipid(EQI_HEAD_TOP) == 400127 && countitem(400127) == 1) { // player must unequip the item - mes "Must carry a droopy Ellie in your inventory."; - close; - } - if (ep18_1_main == 55) { - mes "[Miriam]"; - mes "I heard more details during your visit, but ."; - mes "It seems that Freya-sama's advent as a piece of Ymir's heart was the real goal."; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "It was to divert the attention of the temple and the people that set fires between the natives and the settlers."; - mes "Ha..."; - next; - mes "[Miriam]"; - mes "How many people were heartbroken and had a hard time because of that...."; - next; - mes "[Miriam]"; - mes "God? What is all God?"; - mes "What the hell did my father want for such a false prayer?"; - next; - mes "[Miriam]"; - mes "."; - mes "I'll have to investigate further to find out more about the story"; - mes "I am very disillusioned with blind faith."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "You guys really have no qualms."; - mes "I really never imagined that he would do that."; - next; - mes "[Niren]"; - mes "Do you remember the other day that he was the head of the hardliners?"; - mes "But he could not wage war."; - mes "I'm guessing he's behind the scenes and he's behind the scenes."; - next; - mes "[Niren]"; - mes "We are God's servants and we are servants of God's will."; - mes "We are always waiting for Freyja's voice to be heard again."; - next; - mes "[Niren]"; - mes "But that doesn't mean you don't dare to bring God to earth."; - mes "Isn't that God's will?"; - next; - mes "[Niren]"; - mes "Youth is breaking the taboo."; - mes "Someone who dares to claim that humans are servants of God has summoned God to make him his own."; - next; - mes "[Niren]"; - mes "That alone is unforgivable, but for that it has made believers and innocent people suffer."; - mes "What should I do with the missing Ymir's heart ...."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "mother."; - mes "The piece of Ymir's heart may come back."; - mes "Don't worry too much."; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "That's right"; - mes "I will also bring back Ymir's heart piece."; - next; - mes "The story is getting longer."; - mes "When can I wear it."; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "."; - mes "If you have come, make a sign that you have come."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "Hey, you were talking without knowing that the adventurer was coming."; - mes "What about investigating?"; - mes "The remnants of the blasphemies found in Youth's villa."; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "Did you say bagot?"; - mes "What we saw at the villa was a chimera created by Bagot..."; - close2; - cutin "",255; - unittalk getcharid(3), "" + strcharinfo(0) + " Ellie: I'll explain that.", bc_self; - cloakoffnpcself( "Ellie's shape#c12_02" ); - specialeffect EF_BLUELIGHTBODY, AREA, "Ellie's shape#c12_02"; - changequest 18084,18085; - ep18_1_main = 56; - end; - } - if (ep18_1_main == 56) { - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "Did you say bagot?"; - mes "What we saw at the villa was a chimera created by Bagot..."; - close2; - cutin "",255; - unittalk getcharid(3), "" + strcharinfo(0) + " Eli: I'll explain that.", bc_self; - cloakoffnpcself( "Ellie's shape#c12_02" ); - specialeffect EF_BLUELIGHTBODY, AREA, "Ellie's shape#c12_02"; - end; - } - if (ep18_1_main == 57) { - npctalk "I had to stop my father before he commits a bigger sin.", "Miriam#c12_02", bc_self; - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18084) == 1" ); - end; -} - -// Main Quest: Step 69. -ra_temin,258,117,3 script(CLOAKED) Ellie's shape#c12_02 4_EP17_TABLET,{ - disable_items; - if (checkweight(1201,2) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (getequipid(EQI_HEAD_TOP) == 400127 && countitem(400127) == 1 || countitem(400127) == 0) { - mes "Must carry a droopy Ellie in the inventory."; - close; - } - if (ep18_1_main == 56) { - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "I think it's a story that you all need to hear, so I projected my original self."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Oh.... I heard a chime sometimes coming from somewhere, so you were here?"; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "It's nice to see you calming down. You can say that they are an adventurer's party."; - mes "Let's get to the bottom of our heads and get to the point. The maintenance time for this look is short."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "It's really surprising, but please do. I need to know the identity of Freya-sama's incarnation."; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "Okay. I'll explain quickly."; - mes "The wreckage collected from the villa was basically identical to the structure of Embryo, the source of the homunculus."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Embrio?"; - mes "What is it? Is it like alchemy?"; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "Do you know anything about this field?"; - mes "You can think of Embryo as the embryonic form of an artificial organism, homunculus."; - next; - mes "[Ellie]"; - mes "Artificial life forms are beautiful. Depending on the magician they raise, they can have a hundred or ten thousand appearances."; - next; - mes "[Ellie]"; - mes "Based on Embryo, Bagot was bred to resemble the Pope and then transformed into a Chimera."; - mes "I saw that modified chimera at the cottage."; - next; - select( "Because Illusion" ); - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "Can you tell me more about that Illusion?"; - next; - mes "He gave me a rough idea about Illusion."; - next; - cutin "ep18_suad_02.png",0; - mes "[Suad]"; - mes "At the end of the day, did we play with the trick that Illusion used to get Ymir's heart piece?"; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "In summary, yes."; - mes "You are a talented person with an excellent brain because you understand quickly."; - next; - cutin "ep18_suad_03.png",0; - mes "[Suad]"; - mes "I understand very well that Youss-sama killed himself while trying to summon the goddess while playing under the clutches of Illusion."; - mes "Then the Illusion? Where did Bagot and his heart go?"; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "More than anything else, I can't stand the fact that we were suffering from a ploy for personal power after all, just saying God's will."; - next; - cutin "ep18_miriam_03.png",0; - mes "[Miriam]"; - mes "Suad."; - mes "Me too. We all will."; - mes "Above all, the fact that I didn't notice even though I was in the nearest place...."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "Mother. What should we do next?"; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "Form a parliament."; - mes "This country lacks communication from Eli's observation."; - mes "Indigenous people and migrants don't talk to each other, how do they know what they want?"; - next; - mes "[Ellie]"; - mes "Give the Indigenous peoples status and power. Ensure them legally."; - mes "It's difficult but easy. You just have to guarantee it."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "That's right. It's not just about waiting for the word of God and forcing it, it's about being able to listen to people as well."; - mes "such a fundamental ."; - next; - cutin "ep18_maram_03.png",2; - mes "[Maram]"; - mes "But the basic establishment won't stand still."; - mes "Rather than now, more resistance and disturbances may arise."; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "Hey, isn't it impossible to stay like this forever?"; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "That's right. We need reform."; - mes "You can't always scream at the wall and hide in the woods."; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "Humans. Don't worry."; - mes "Time is always on our side"; - mes "Your role is to apply force to the opposite side to match the pendulum of power. That's all."; - next; - mes "[Ellie]"; - mes "The rest is solved by time and human adaptability."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "This is a great lesson from foreign guests."; - mes "Okay. Let's put this on the official agenda so that we can proceed."; - next; - mes "[Niren]"; - mes "Perhaps High Zhed would be of great help."; - mes "You choose representatives of the natives."; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "There is Suad. Priest."; - mes "And me and Maram. Aren't we here for this day?"; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "It's the gray children's turn to do their job."; - mes "My mother adopted me, it must have been for today."; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "Don't worry about this, just prepare a proper plate."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "Thank you. You grew up well."; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "Okay. The situation in this country is not really my knowledge, but it seems to have been resolved."; - mes "Now let's go back to the Illusion story."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Yeah. Bagot went somewhere with Ymir's heart piece?"; - mes "And the adventurer will go looking for the heart."; - next; - select( "You need to know where Bagot is." ); - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "Bagot seems to have headed towards the northern continent."; - mes "I heard you once talked about Jormungand with your father."; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "North?"; - mes "Are you talking about the area where Jormungand is sealed beyond the barrier?"; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "Really? Jormungand is sealed. Bagot is interesting."; - mes "It is said that Bagott was interested in resurrecting the gods."; - next; - mes "[Miriam]"; - mes "At first, it seems that he promised a false god to come in order to steal Ymir's heart piece..."; - mes "No one knows what he will do with the heart of Ymir that he has in his hands."; - next; - mes "[Miriam]"; - mes "However, it seems that Bagot's colleagues have already moved to the northern continent."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Does Jormungand exist?"; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "The Jormungand Church was real."; - mes "It was the heroes who became the beginnings of the Rune-Midgarts Kingdom to win the battle against the Church."; - next; - mes "[Niren]"; - mes "They fought in the name of Odin, and we fought in the name of Freya."; - mes "It must have been Freya-sama who opened up the will for humans."; - next; - mes "[Niren]"; - mes "But the family of heroes who won the battle against the Order established a nation in the name of Odin."; - mes "There is a story that Jormungand was a victorious hero and cursed the first king."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Is this your first time hearing about it?"; - mes "Curse?"; - next; - select( "Curse doesn't matter" ); - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "Yeah. Now the story of the curse of the royal family doesn't matter."; - mes "The important thing is that the Jormungand Church was real."; - next; - mes "[Niren]"; - mes "It is also said that Jormungand, which is sealed in a place called the Northern Continent, does exist."; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "If Bagot really wants to resurrect the gods, then he will go after Jormungand."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "You have to stop that."; - mes "The darkness of the continent greater than the thousand years of Shinma War was Jormungand."; - mes "You have to track down and stop a man named Bagot."; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "The northern part is a sealed land. There is a barrier, so it cannot be easily crossed."; - next; - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "Is there a barrier that you can't cross?"; - mes "Then did you use Ymir's Heart Fragment to cross the barrier?"; - next; - mes "[Miriam]"; - mes "To pursue him, we must find a way to cross the barrier blocking the north."; - mes "It will take time."; - next; - cutin "ep172_beta.png",2; - mes "[Ellie]"; - mes "I'll do that."; - mes "Let's go back to the mansion and find a way to get over the barrier."; - next; - mes "[Ellie]"; - mes "And I'm not proud of it, but if I used the airship of my master, I wouldn't have crossed that barrier somehow?"; - mes "If he used injustice, he would be able to trace the trail."; - next; - mes "[Ellie]"; - mes "I'll have to go back to the aircraft manager's body. I'll give this shell to the adventurer as a souvenir."; - mes "See you at the mansion."; - ep18_1_main = 57; - completequest 18085; - delitem 400127,1; // Ep18_Mini_Elly - getitem 400128,1; // Costume Dropping Elly - getitem 1000405,180; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - next; - cloakonnpcself( "Ellie's shape#c12_02" ); - cutin "ep18_miriam_01.png",0; - mes "[Miriam]"; - mes "There is nothing we can do until more information is gathered."; - mes "I'll talk more with my father."; - mes "Thanks for your help."; - next; - cutin "ep18_suad_01.png",0; - mes "[Suad]"; - mes "Then I'll go back to the gray wolf forest."; - mes "Niren-sama. Please call again when the council is formed. We will prepare before then."; - next; - cutin "ep18_maram_01.png",2; - mes "[Maram]"; - mes "Then, shall I listen to the story of the youth with Miriam?"; - mes "I want to help find the fragment of Ymir's heart."; - next; - cutin "ra_gwoman.bmp",2; - mes "[Niren]"; - mes "Then I must go see High Priest Iman Zhed."; - mes "Adventurer. I'm indebted to you this time."; - next; - mes "[Niren]"; - mes "pray always to God"; - mes "It is to be raised to care for those who pray ."; - mes "To what did the youth pray?"; - next; - mes "[Niren]"; - mes "There is only hell at the end of that prayer."; - mes "."; - close3; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(18085) == 1" ); - end; -} - -ra_temin,254,114,7 script(CLOAKED) Suad#c12last 4_EP18_SUAD,{ - npctalk "Thank you for helping the Gray Wolf Forest", "", bc_self; - end; -} - -ra_temin,258,114,3 script(CLOAKED) Niren#c12last 4_F_RACHOLD,{ - npctalk "Time will help us as a man named Eli said. This timeis not God, but time .", "", bc_self; - end; -} - -ra_temin,259,111,1 script(CLOAKED) Maram#c12last 4_EP18_MARAM,{ - npctalk "I wish I could accompany you to find the heart.", "", bc_self; - end; -} - - - -//--- Daily quests -//------------------------------------------------------------------- -// Quest: Investigation of Oz Labyrinth. Step 1 + 13 (final). (NPC part of the main quest). -// wolfvill,143,113,5 script Imril#ep18_wv 4_EP18_IMRIL,{ - -// Quest: Investigation of Oz Labyrinth. Step 2. -oz_dun01,27,184,5 script #ep18_sb1 4_POINT_RED,{ - switch( isbegin_quest(11725) ) { - case 0: - end; - case 1: - mes "[Imril]"; - mes "Huh It's hot!"; - mes "It used to be a cool cave"; - mes "I think I'll be sweating profusely even if I stand still."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "You'll get dizzy if you stay too long, so let's look around."; - mes "For now, this road is ^e5555e only one road^000000, so you can keep walking."; - completequest 11725; - setquest 11726; - cutin "",255; - navigateto("oz_dun01",68,284); - close; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11725) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 3. -oz_dun01,68,284,5 script Box#ep18_sb1 4_WOODBOX,{ - switch( isbegin_quest(11726) ) { - case 0: - end; - case 1: - mes "[Imril]"; - mes "Someone left their luggage."; - mes "If you run into a monster or you are too tired to move things, you can hide your luggage and move it like this."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "Moving things is important, but you only have one life."; - mes "It's close to the entrance, so it's easy to retrieve things."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Then let's retrieve this luggage later and move on."; - changequest 11726,11727; - cutin "",255; - navigateto("oz_dun01",65,189); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11726) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 4. -oz_dun01,65,189,5 script Steep Road#ep18_sb1 4_POINT_RED,{ - switch( isbegin_quest(11727) ) { - case 0: - end; - case 1: - mes "[Imril]"; - mes "The road here is rough, so be careful."; - mes "If you accidentally slip, your ankle bone will not be safe."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Let's go all the way down to ^e5555e^000000 from here."; - changequest 11727,11728; - cutin "",255; - navigateto("oz_dun01",111,96); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11727) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 5. -oz_dun01,111,96,5 script Steam hole#ep18 4_POINT_RED,{ - switch( isbegin_quest(11728) ) { - case 0: - end; - case 1: - mes "[Imril]"; - mes "Whoa!"; - mes "It's hot!"; - mes "Steam is escaping from the fissure."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "Fortunately, the bottom seems to be fine, but the steam rising is a sign that the depths in the earth are hot, so lava may leak out of here soon."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "It's really a big deal that it's starting to get so hot near the road I usually go to..."; - next; - cutin "",255; - mes "[???]"; - mes "Imril!!"; - changequest 11728,11729; - navigateto("oz_dun01",100,92); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11728) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 6 + 7 + 8. -oz_dun01,100,92,3 script ???#ep18_sb1 4_EP18_GW_MIDDLE02,{ - switch( isbegin_quest(11729) ) { - case 0: - break; - case 1: - mes "[Imril]"; - mes "Are you okay? Mr. Pauls?"; - cutin "ep18_imril_02.png",2; - next; - cutin "",255; - mes "[Paul]"; - mes "Ahah..."; - mes "I was hit by hot steam while running away from a monster."; - mes "I was careless because it was the road I always walked."; - next; - mes "[Paul]"; - mes "I don't even know where I spilled my luggage."; - mes "It's unfortunate that you only get hurt and lose your luggage..."; - next; - mes "[Imril]"; - mes "Your life is more important than your burden, so don't say that."; - cutin "ep18_imril_02.png",2; - next; - cutin "",255; - mes "[Paul]"; - mes "Yes."; - mes "Thank you"; - next; - mes "[Imril]"; - mes "I brought you a potion here, so drink it and go back to the village first."; - mes "You can find your luggage later."; - cutin "ep18_imril_01.png",2; - next; - cutin "",255; - mes "[Paul]"; - mes "No, leave it alone!"; - mes "You can't waste the village's ^e5555e precious material^000000 like this."; - next; - mes "[Paul]"; - mes "You can rest for a while and then go back to the village and apply the ointment."; - next; - mes "[Paul]"; - mes "Still, I don't want to be hit by monsters while recovering, so why don't you clean up the monsters in the vicinity ^e5555e^000000?"; - changequest 11729,11730; - close; - } - switch( checkquest(11730,HUNTING) ) { - case -1: - break; - case 0: - case 1: - mes "[Paul]"; - mes "You can rest for a while and then go back to the village and apply the ointment."; - next; - mes "[Paul]"; - mes "Still, I don't want to be hit by monsters while recovering, so why don't you clean up the monsters in the vicinity ^e5555e^000000?"; - close; - case 2: - mes "[Paul]"; - mes "Phew~"; - mes "Thank you!"; - mes "Now I can move a little."; - next; - mes "[Paul]"; - mes "Then I'll go back to the village soon."; - mes "Exploring the maze is good, but be careful."; - next; - mes "[Imril]"; - mes "Okay"; - mes "Be careful, Mr. Pauls."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Hmm"; - mes "Not only monsters, but also steam gushing out here and there is a big problem."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "The vendors don't often go down further, but sometimes they go the wrong way when they're being chased by monsters..."; - next; - mes "[Imril]"; - mes "Let's go down a bit ^e5555e^000000 first."; - changequest 11730,11731; - cutin "",255; - navigateto("oz_dun01",134,56); - close; - } - if (isbegin_quest(11731) == 1) { - mes "[Imril]"; - mes "Hmm"; - mes "Not only monsters, but also steam gushing out here and there is a big problem."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "The vendors don't often go down further, but sometimes they go the wrong way when they're being chased by monsters..."; - next; - mes "[Imril]"; - mes "Let's go down a bit ^e5555e^000000 first."; - cutin "",255; - navigateto("oz_dun01",134,56); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11729) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(11730,HUNTING) == 2" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 9. -oz_dun01,134,56,5 script Box#ep18_sb2 4_WOODBOX,{ - if (isbegin_quest(11731) == 1) { - mes "[Imril]"; - mes "I have luggage here..."; - mes "Is Mr. Pauls the lost luggage?"; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "For now, remember the location and retrieve it later."; - mes "Because we still have to check ^000000 below ^e5555e."; - mes "This way"; - changequest 11731,11732; - cutin "",255; - navigateto("oz_dun01",110,37); - close; - } - mes "- The box is left unattended. -"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11731) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 10. -oz_dun01,110,37,5 script #ep18_sb2 4_POINT_RED,{ - switch( isbegin_quest(11732) ) { - case 0: - end; - case 1: - mes "[Imril]"; - mes "Ugh..."; - mes "The heat is no joke already."; - mes "It's more dangerous down here, so be careful."; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "Actually, unless you're a strong person like adventurer-sama, if you've come this far, it's like a dead life."; - cutin "ep18_imril_01.png",2; - next; - mes "[Imril]"; - mes "I also came with an adventurer, so I'm going downstairs."; - changequest 11732,11733; - cutin "ep18_imril_01.png",2; - navigateto("oz_dun02",152,276); - close3; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11732) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 11. -oz_dun02,152,276,5 script #ep18_sb3 4_POINT_RED,{ - switch( isbegin_quest(11733) ) { - case 0: - end; - case 1: - mes "[Imril]"; - mes "It's just a little further down the road ^e5555eThe shape of the monster is also slightly different^000000."; - mes "If it's like this, it might be a little dangerous for you, right?"; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "It's too dangerous here, so let's look around a bit more and return to the village."; - changequest 11733,11734; - cutin "",255; - navigateto("oz_dun02",143,231); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11733) == 1" ); - end; -} - -// Quest: Investigation of Oz Labyrinth. Step 12. -oz_dun02,143,231,3 script Old#ep18_sb1 4_EP18_GW_OLD01,{ - if (isbegin_quest(11734) == 1) { - mes "[Imril]"; - mes "Sir!!!!"; - mes "You're safe!!!"; - cutin "ep18_imril_03.png",2; - next; - cutin "",255; - mes "[Elderly Man]"; - mes "No."; - mes "Who is this?"; - mes "Isn't that Imril?"; - mes "Why are you in such a dangerous place!"; - next; - mes "[Imril]"; - mes "No, sir, why are you here?"; - cutin "ep18_imril_02.png",2; - next; - cutin "",255; - mes "[Maze Keeper]"; - mes "The maze keeper is in the maze, then where are you?"; - next; - mes "[Imril]"; - mes "But the monsters here are too dangerous..."; - cutin "ep18_imril_01.png",2; - next; - cutin "",255; - mes "[Maze Keeper]"; - mes "Well, I'm not the only one here, so don't worry."; - mes "The monsters these days are so noisy, I just came down to see if anyone was in danger."; - next; - mes "[Maze Keeper]"; - mes "Tell me that the lava has come up here ^e5555eSuad^000000, and below this point, the bottom has already melted a lot and it's become more dangerous, so don't go down."; - next; - mes "[Maze Keeper]"; - mes "It's too dangerous for you if it's the adventurer yangban next to you."; - next; - mes "[Imril]"; - mes "Okay"; - mes "You too, take care of yourself."; - mes "Come back to town."; - cutin "ep18_imril_02.png",2; - next; - cutin "",255; - mes "[Maze Keeper]"; - mes "Uh-huh"; - mes "If the maze keeper is not in the maze, who manages the maze!"; - next; - mes "[Imril]"; - mes "Anyway, stubbornness"; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "I don't think I can stand going further down as the headmaster said, so let's go back to the village ^e5555e^000000"; - mes "I feel like my skin is still ripe."; - changequest 11734,11735; - cutin "",255; - navigateto("wolfvill",143,113); - close; - } - if (isbegin_quest(11735) == 1) { - mes "[Maze Keeper]"; - mes "Uh-huh"; - mes "If the maze keeper is not in the maze, who manages the maze!"; - next; - mes "[Imril]"; - mes "Anyway, stubbornness"; - cutin "ep18_imril_02.png",2; - next; - mes "[Imril]"; - mes "I don't think I can stand going further down as the headmaster said, so let's go back to the village ^e5555e^000000"; - mes "I feel like my skin is still ripe."; - cutin "",255; - navigateto("wolfvill",143,113); - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11734) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Training Grey Wolves. Step 1 + 4 (final). -wolfvill,121,119,3 duplicate(dummy_npc) Bowwow#wms01 EP18_GREY_GOAT -wolfvill,120,117,1 duplicate(dummy_npc) Aisha#wms01 4_F_SHABBY -wolfvill,124,116,3 duplicate(dummy_npc) Sheep#wms01 4_LAM -wolfvill,121,113,1 duplicate(dummy_npc) Cookko#wms01 4_PECOPECO -wolfvill,117,113,7 duplicate(dummy_npc) Littlecoco#wms01 4_HEN -wolfvill,123,110,5 duplicate(dummy_npc) Guest#wms01 4_HEN -wolfvill,125,111,3 duplicate(dummy_npc) Cute#wms01 4_HEN - -wolfvill,117,119,5 script Scania#wms01 4_EP18_GW_MAN02,5,5,{ - if (checkweight(1000405,10) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(17510) ) { - case 0: - mes "[Scania]"; - mes "Dog, you should learn a foreign language too..."; - npctalk "Night?", "Bowwow#wms01", bc_self; - next; - mes "[Scania]"; - mes "Oh my gosh, look at how he breathes. He's a genius, a genius!!"; - next; - cloakoffnpcself( "Maram#wms01" ); - mes "[Maram]"; - mes "Hello! Scania!"; - next; - mes "[Scania]"; - mes "Maram? When did you arrive? Did you come earlier than expected?"; - next; - mes "[Maram]"; - mes "The adventurer helped me, so I came a little faster this time."; - npctalk "Greetings. You are a strong and strong adventurer.", "Maram#wms01", bc_self; - next; - mes "[Scania]"; - mes "Are you the one who passed this time?"; - next; - mes "[Maram]"; - mes "Is that a kid? It's not from this person. It's from a different place. You helped me with the purchase this time, so I brought it here."; - npctalk "He was a very strong and strong adventurer.", "Maram#wms01", bc_self; - next; - mes "[Scania]"; - mes "Hmm... Adventurer...? So, you're a foreigner? Are you sure of your identity? If you confide everything here? Or if you say anything over there? Or if you take over our land like those settlers?"; - next; - mes "[Maram]"; - mes "No, he!! There's nothing you can't say in front of people! You're not like that?"; - next; - setnpcdisplay( "Baby Grey Wolf#wms01", 21324 ); // EP18_GREY_WOLF_BABY - mes "[Scania]"; - mes "Does that person wear that on their face? Whether it's a thief or a military family remains to be seen!"; - mes "Aisha picked up some wolf cubs, Maram, are you picking up people?"; - npctalk "Pick it up! Be careful!", "Maram#wms01", bc_self; - next; - select( "I'm not that kind of person?" ); - mes "[Maram]"; - mes "Oh, of course, what comes out of his mouth isn't the truth, it's just the words. Words."; - mes "Wolf cub by the way? What wolf cub?"; - next; - mes "[Scania]"; - mes "Uh-huh! Aisha picked up a gray wolf cub from the forest a while ago! Bring it back!Even if I tell you to leave it all, I won't listen!"; - next; - mes "[Scania]"; - mes "Do you know what it is? He's already flirting with our sheep! It's the same now, but what if it's a little bigger? It'll hurt our sheep!"; - mes "So you go and tell me! You won't listen to what I say!"; - next; - mes "[Maram]"; - mes "Huh? That's a good suggestion. It's going to be a very progressive conversation. But what? I need to organize my luggage."; - npctalk "What is that awkward tone?", "Scania#wms01", bc_self; - next; - mes "[Maram]"; - mes "Ah, yes! Adventurer! Would you like to visit this place? To take a look around here, and to stamp people's eyes."; - mes "You have to stay here for a while anyway? Everyone here is kind and friendly like me, so I won't be harsh."; - next; - mes "[Maram]"; - mes "Is that right, Scania?"; - next; - mes "[Scania]"; - mes "......"; - npctalk "What else are you looking for like that?", "Maram#wms01", bc_self; - next; - mes "[Maram]"; - mes "You just have to go and see if the one Aisha picked up is a real wolf pup or just a puppy that looks like a wolf."; - npctalk "It's a wolf even if you don't check it! I've seen it all!", "Scania#wms01", bc_self; - next; - select( "After confirming?" ); - mes "[Maram]"; - mes "Uh... Well? I didn't even think about it that far. But wouldn't it be a problem if it was a real wolf baby? Puppies are in trouble too."; - npctalk "Where are you in trouble?", "Scania#wms01", bc_self; - next; - mes "[Maram]"; - mes "To explain for the adventurer who has just arrived, there are not many animals that can be raised here because of this land."; - next; - mes "[Maram]"; - mes "Nearly all the goats and chickens that Scania cares for. Few cattle or pigs can adapt to places like this. That's why livestock is so precious."; - next; - mes "[Scania]"; - mes "But what if Aisha has a wolf cub?"; - next; - mes "[Maram]"; - mes "The mother is coming to find her cubs!"; - next; - mes "[Scania]"; - mes "Even if your mother doesn't come to find you?"; - next; - mes "[Maram]"; - mes "The cubs will grow up and harm the livestock!"; - next; - emotion ET_SWEAT, playerattached(); - mes "[Scania]"; - mes "Did you hear that?"; - next; - select( "Where can I go?" ); - mes "[Maram]"; - mes "Where did Aisha live? She ah! This she [top] wolfvill, 99,178,0,101,0 there is Aisha's house."; - next; - emotion ET_SWEAT, playerattached(); - mes "[Scania]"; - mes "But there's no use talking about it? If you convince me, I'll change my mind about you."; - npctalk "Scania, adventurers are not valued in your opinion.", "Maram#wms01", bc_self; - npctalk "Who says what? You'll be fine.", "Scania#wms01", bc_self; - next; - mes "[Maram]"; - mes "Adventurer, then go! I'll go too!"; - setquest 17510; - cloakonnpcself( "Maram#wms01" ); - close; - case 1: - mes "[Scania]"; - mes "[Aisha]wolfvill,99,178,0,101,0 for a hundred days won't help? If you convince me, I'll change my opinion of you."; - close; - case 2: - break; - } - switch( isbegin_quest(17512) ) { - case 0: - mes "[Scania]"; - mes "[Aisha]wolfvill,99,178,0,101,0 for a hundred days won't help? If you convince me, I'll change my opinion of you."; - close; - case 1: - mes "[Scania]"; - mes "Dog dog. Today's walk is over. I'm having a hard time."; - next; - mes "[Bowwow]"; - mes "yaaaaa---"; - next; - mes "[Scania]"; - mes "I can't let you go alone. How can I send you alone in that dangerous place. Of course I know you can go for a walk alone, but I'm anxious."; - next; - setnpcdisplay( "Baby Grey Wolf#wms01", 21324 ); // EP18_GREY_WOLF_BABY - cloakoffnpcself( "Aisha#wms01" ); - cloakoffnpcself( "Baby Grey Wolf#wms01" ); - npctalk "Scania!", "Aisha#wms01", bc_self; - mes "[Scania]"; - mes "Aisha? Why are you here? Did the wolf come back?"; - next; - npctalk "Woof!!", "Baby Grey Wolf#wms01", bc_self; - mes "[Scania]"; - mes "Isn't it? Did you bring... a wolf? In front of the sheep? Are you insane?"; - next; - mes "[Scania]"; - mes "Why the hell do you want a wolf? You need a dog? Then you can have a dog."; - mes "No. I'll just be a dog. I mess up your house and sometimes bite."; - next; - mes "[Aisha]"; - mes "Scania, I have heard your wishes. So you sent me someone? What kind of contractor is your adventurer?"; - next; - mes "[Aisha]"; - mes "I tried so hard, but what? This guy has already turned to me! Hahaha! Come on, show me your despairing face!!"; - next; - mes "[Scania]"; - mes "What? Adventurer? Have you betrayed me? How can you do that? Isn't it too much to say that you betrayed me in the first place? I knew this."; - next; - mes "[Aisha]"; - mes "Scania, have you been to an ice cave? The blood in your veins is colder than the frozen water there? You cold-blooded!"; - npctalk "What? Was that frozen water?", "Scania#wms01", bc_self; - npctalk "No...?", "Aisha#wms01", bc_self; - next; - mes "[Aisha]"; - mes "How do you send this little and fragile Boksil to that dangerous place. Even her mother died, so she can't live alone."; - next; - mes "[Scania]"; - mes "You lost your mother...?"; - next; - mes "[Aisha]"; - mes "I did. I said it 100 times. You didn't hear it again? Are you believing what you want to believe?"; - next; - mes "[Aisha]"; - mes "Whatever you do, I will never return this little, fragile young wolf back to my limbs."; - next; - setnpcdisplay( "Baby Grey Wolf#wms01", 21324 ); // EP18_GREY_WOLF_BABY - mes "[Scania]"; - mes "But when the wolf is big, our sheep..."; - next; - mes "[Aisha]"; - mes "Don't worry about that. Adventurer?"; - next; - select( "Oh, should I talk to you?" ); - mes "[Aisha]"; - mes "Because if I tell you, you won't listen. When I talk, you don't listen, because you have to tell others to believe."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "This baby wolf will be fine as long as you train it. If you grow up together with other friends from a young age, you won't harm it and will rather protect the sheep."; - next; - mes "[Aisha]"; - mes "Did you hear? Where are you going to argue? Now, you clever genius Boksil! Sit down! Hands!"; - emotion ET_WRAP, getnpcid(0,"Aisha#wms01"); - npctalk "Woof!!", "Baby Grey Wolf#wms01", bc_self; - emotion ET_ROCK, getnpcid(0,"Baby Grey Wolf#wms01"); - npctalk "Good job!!! Our smart boksil!", "Aisha#wms01", bc_self; - next; - mes "[Scania]"; - mes "It's true. But... But I don't know how long it will last... I don't know if I can really hit the wild..."; - next; - mes "[Scania]"; - mes "First of all, I don't think you're going to train that hard."; - npctalk "What? What do you see me as! Hey, follow me.", "Aisha#wms01", bc_self; - next; - mes "[" + strcharinfo(0) + "]"; - mes "If you're anxious, I'll help you. So that you can be perfectly trained. I also help you for a walk with both of your friends to build a bond."; - next; - mes "[Scania]"; - mes "But..."; - next; - mes "[Aisha]"; - mes "You said that it's hard to follow a dog walking alone every day. Isn't that a good thing?"; - npctalk "I'm tired of feeding grass on the theme of shepherds.", "Aisha#wms01", bc_self; - next; - mes "[Scania]"; - mes "Really... instead of me? Is that so...? Can you take good care of our dog? There are a lot of dangerous monsters out there."; - next; - mes "[Aisha]"; - mes "Can't you see the calluses on the adventurer's hand? He said Maram brought him? Then he'd be trustworthy. Our Boksil is a veteran who trained in minutes too!"; - npctalk "There's nothing you can't do!", "Aisha#wms01", bc_self; - next; - mes "[Scania]"; - mes "Ah, so... I can't help it to come out like this."; - next; - mes "[Aisha]"; - mes "I like you so much as if you've been waiting for this moment. Isn't it too cold to take it?"; - next; - mes "[Scania]"; - mes "No, you're asking so earnestly!! So I have no choice but to..."; - next; - mes "[Aisha]"; - mes "Anyway... I have to tell the villagers about Boksil. Our Boksil is safe! Let's go, Boksil!"; - npctalk "Woof!", "Baby Grey Wolf#wms01", bc_self; - next; - cloakonnpcself( "Aisha#wms01" ); - cloakonnpcself( "Baby Grey Wolf#wms01" ); - mes "[Scania]"; - mes "Uh... Suddenly you have an acting shepherd...? Thank you. I have a lot of work to do. What can I do?"; - next; - mes "[Scania]"; - mes "Oh yes! A lot of foreigners like this kind of thing. Adventurers like it too? Even if you don't like it, you can change it to something the person you like needs, so take it."; - next; - mes "[Scania]"; - mes "Well, I'll see you when I go for a walk."; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - completequest 17512; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,10; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - setnpcdisplay("Baby Grey Wolf#wms01", 21324 ); // EP18_GREY_WOLF_BABY - close; - case 2: - break; - } - - // daily - switch( checkquest(17516,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Scania]"; - mes "Please wait the end of the quest delay."; - close; - case 2: - erasequest 17516; - break; - } - if (isbegin_quest(17515) == 1) { - mes "[Scania]"; - mes "Adventurer, you've worked hard. I think our dog is also satisfied. Did you have a good meal time? Then, please try again tomorrow!"; - erasequest 17515; - setquest 17516; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - close; - } - if (isbegin_quest(17514) == 1) { - mes "[Scania]"; - mes "There are a few places the dog likes, and I will guide you. You only need to deal with dangerous monsters nearby."; - next; - mes "[Scania]"; - mes "It's a pain in the ass because ashrings rush in. Please take care of the surrounding ashrings. I usually catch 20 eagles a day. Then please."; - close; - } - switch( isbegin_quest(17513) ) { - case 0: - mes "[Scania]"; - mes "Adventurer, you came just in time for a walk. But Aisha didn't come..."; - next; - setnpcdisplay( "Baby Grey Wolf#wms01", 21324 ); // EP18_GREY_WOLF_BABY - cloakoffnpcself( "Aisha#wms01" ); - cloakoffnpcself( "Baby Grey Wolf#wms01" ); - mes "[Aisha]"; - mes "Wow! We're here!"; - next; - mes "[Baby Grey Wolf]"; - mes "Wait!!"; - next; - mes "[Scania]"; - mes "Then please take a walk. Really.. Can I not go? Can I trust you?"; - next; - if (select( "Okay.", "I'm a little busy today." ) == 2) - end; - mes "[Aisha]"; - mes "If you are anxious, follow me."; - next; - mes "[Scania]"; - mes "Oh no. Well then, please take care of me. Doggy. Have a good day. If you are anxious or not satisfied, talk and come home. Okay?"; - next; - mes "[Dog]"; - mes "yaaaaaa---"; - next; - mes "[Scania]"; - mes "There are a few places the dog likes, and I will guide you. You only need to deal with dangerous monsters nearby."; - next; - mes "[Scania]"; - mes "It's a pain in the ass because ashrings rush in. Please take care of the surrounding ashrings. I usually catch 20 eagles a day. Then please."; - setquest 17513; - close2; - cloakonnpcself( "Aisha#wms01" ); - cloakonnpcself( "Baby Grey Wolf#wms01" ); - navigateto("gw_fild01",138,106); - end; - case 1: - mes "[Scania]"; - mes "There are a few places the dog likes, and I will guide you. You only need to deal with dangerous monsters nearby."; - next; - mes "[Scania]"; - mes "It's a pain in the ass because ashrings rush in. Please take care of the surrounding ashrings. I usually catch 20 eagles a day. Then, please."; - close; - case 2: - end; - } - end; - -OnTouch_: - if (isbegin_quest(17510) == 0) - npctalk "Dog, even if you want to go for a walk, be patient.", "Scania#wms01", bc_self; - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17510) == 0 && isbegin_quest(11724) == 2" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17512) == 1" ); - - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(17512) == 2 && isbegin_quest(17513) == 0 && isbegin_quest(17514) == 0 && (checkquest(17516,PLAYTIME) == -1 || checkquest(17516,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17512) == 2 && isbegin_quest(17515) == 1" ); - end; -} - -wolfvill,120,121,3 duplicate(dummy_cloaked_npc) Maram#wms01 4_EP18_MARAM -wolfvill,119,117,1 duplicate(dummy_cloaked_npc) Baby Grey Wolf#wms01 EP18_GREY_WOLF_BABY - -// Quest: Training Grey Wolves. Step 2. -wolfvill,99,178,5 script Aisha#wms02 4_F_SHABBY,{ - switch( isbegin_quest(17510) ) { - case 0: - end; - case 1: - mes "[Aisha]"; - mes "Boksil, let's live with your sister for a thousand years. If someone comes to harm you, she will directly bury you in the Oz maze. Don't worry about it, Boksil, let's just trust your sister and live happily."; - next; - mes "[Baby Grey Wolf]"; - mes "Uh----"; - emotion ET_FRET, getnpcid(0,"Baby Grey Wolf#wms02"); - next; - mes "[Aisha]"; - mes "No, Boksil. Calm down. Oh, what if it's still unfamiliar to you. No, I'm not saying anything to you... Let's get closer."; - next; - mes "[Baby Grey Wolf]"; - mes "Groooooooooooooooooooooooooooooooooooooo king!!"; - next; - mes "[Aisha]"; - mes "Okay, okay. You need time to be alone. Actually, I am too. The world is all alone anyway. So let's each live well and live together."; - next; - mes "[Baby Grey Wolf]"; - mes "Rulle---"; - next; - mes "[Aisha]"; - mes "Why? What did I do... Oh? Who are you? It's the first time I've seen him."; - npctalk "Our Boksil was wary of strangers coming? Oh, you did well~", "Aisha#wms02", bc_self; - npctalk "Rul--", "Baby Grey Wolf#wms02", bc_self; - next; - select( "Is this wolf that wolf cub?" ); - mes "[Aisha]"; - mes "Don't come close to our Boksil. Put your hands down. Turn around and disappear."; - next; - select( "I'm not that bad guy..." ); - mes "[Aisha]"; - mes "I don't say bad people are bad people. Anyone who tells me to get rid of my goodies is bad guys. And I have no mercy on bad guys."; - next; - select( "How long have you been here?" ); - mes "[Aisha]"; - mes "I can't tell you because it's personal information. Why are you asking?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "No, this little wolf. I don't think he's trained yet."; - next; - mes "[Aisha]"; - mes "... No, that's. It's been about a month now. I'm still a baby, so I can't train."; - next; - select( "Actually, I came..." ); - mes "[Aisha]"; - mes "What? I thought it would! Stay 10 steps away from Boksil. Don't come closer."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "I'm not here to take you, I'm here to take a look... If you fall from the pack, you have to send it back. You have to be prepared because the mother wolf might come looking for you."; - next; - mes "[Aisha]"; - mes "I didn't fall out of the pack. I mean, I brought something that was dying next to a dead mother wolf."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Damn it. It seems that you are worried about living in an unfamiliar place away from your mother."; - next; - mes "[Aisha]"; - mes "Aren't you really here to take me? Then why are you here?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "I came here to convince you after confirming that it is really a wolf cub..."; - next; - mes "[Aisha]"; - mes "I thought so! Scania sent it? No, why are you telling me to put it in someone else's pet? We're not in danger, so go back. There's nothing else to see."; - next; - select( "There's nothing wrong with being careful." ); - mes "[Aisha]"; - mes "You really think so? Do you really think our Boksil will be a potential threat? He's so small and cute...?"; - npctalk "Rul--", "Baby Grey Wolf#wms02", bc_self; - npctalk "Oh, Bok-sil hates compliments? Okay, okay.", "Aisha#wms02", bc_self; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Usually I would have thought so... If there was no mother, at least there would be no reason for the wolves to come here."; - next; - mes "[Aisha]"; - mes "Because that's what I mean! But stupid Scania doesn't know that! People who don't know me like this know my heart so well!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Besides, this motherless wolf cub cannot survive alone."; - next; - mes "[Aisha]"; - mes "That's right! That cold-blooded head turned to ice."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "But Boksil needs training to live together in the village. He needs to learn how to get along without harming others."; - next; - mes "[Aisha]"; - mes "You're still so young...?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "You have to do it when you're young. If you train from a young age, the villagers won't be afraid."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "As long as you give them a firm tone, an immediate reaction, and enough compliments, they'll understand. Wolves are smart. What's Boksil's favorite thing?"; - next; - mes "[Aisha]"; - mes "Um... meat? But not now. Do you have any adventurers?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Ah...! I don't have any meat for a snack, meat... I'll have to bring some meat."; - completequest 17510; - setquest 17511; - close; - case 2: - mes "[Aisha]"; - mes "How do you train with meat? All you need is one?"; - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17510) == 1" ); - end; -} - -// Quest: Training Grey Wolves. Step 3. -wolfvill,100,177,1 script Baby Grey Wolf#wms02 EP18_GREY_WOLF_BABY,{ - if (checkweight(1000405,10) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - switch( isbegin_quest(17511) ) { - case 0: - end; - case 1: - if (countitem(517) < 1) { // Meat - emotion ET_QUESTION; - npctalk "Mung?", "Baby Grey Wolf#wms02", bc_self; - mes "[Aisha]"; - mes "Didn't I say you needed a piece of meat, didn't you?"; - close; - } - disable_items; - .@player_name$ = strcharinfo(0); - mes "[" + .@player_name$ + "]"; - mes "Hello~ I'm " + .@player_name$ + ". Is this Boksil? Nice to meet you. Are you worried about coming to an unfamiliar place? I know how you feel, I know everything."; - next; - emotion ET_FRET, getnpcid(0,"Baby Grey Wolf#wms02"); - mes "[Baby Grey Wolf]"; - mes "rumble---"; - npctalk "Are you okay? It looks uncomfortable to plant.", "Aisha#wms02", bc_self; - next; - mes "[" + .@player_name$ + "]"; - mes "But it's okay. Everything's okay. There's no one here to hurt Boksil. Don't worry."; - next; - mes "[" + .@player_name$ + "]"; - mes "Now we are all living together. Having a warm home and eating delicious food."; - mes "To do that, we have to set some rules, okay?"; - next; - emotion ET_QUESTION, getnpcid(0,"Baby Grey Wolf#wms02"); - mes "[Baby Grey Wolf]"; - mes "Wah?"; - next; - mes "[Aisha]"; - mes "It sounds like you're talking to a child."; - next; - mes "[" + .@player_name$ + "]"; - mes "Come on, look. Meat. Does Boksil like meat? Grilled? Raw? Boiled? Have you tried grilled? It's okay. There are many opportunities to eat in the future."; - next; - emotion ET_THROB, getnpcid(0,"Baby Grey Wolf#wms02"); - mes "[Baby Grey Wolf]"; - mes "Wah!"; - next; - mes "[" + .@player_name$ + "]"; - mes "Let's do our best"; - mes "Boksil, sit down!"; - mes "Wait!"; - mes "Good job. Now, meat."; - emotion ET_THROB, getnpcid(0,"Baby Grey Wolf#wms02"); - next; - mes "[" + .@player_name$ + "]"; - mes "Did you see it? Please give me lots of compliments if you follow the instructions."; - next; - mes "[Aisha]"; - mes "Mommy, mommy. Isn't our kid a real genius?"; - mes "Our boksil did a good job!!!!"; - emotion ET_GOODBOY, getnpcid(0,"Baby Grey Wolf#wms02"); - next; - mes "[" + .@player_name$ + "]"; - mes "You have to keep doing it until you get used to it. Repetitions are important. You just have to do it the way you are now."; - next; - mes "[" + .@player_name$ + "]"; - mes "Boksil, sit down."; - mes "hand."; - mes "Wait. Now, try it yourself."; - next; - mes "[Aisha]"; - mes "Boksil, sit down!"; - mes"hand!"; - mes "Wow, that's amazing."; - next; - mes "[" + .@player_name$ + "]"; - mes "These canines are up to you to train. They make this place feel like a safe home, and if you bond well, they will get along."; - next; - mes "[" + .@player_name$ + "]"; - mes "And if you greet other friends and stay together from childhood, you will get along without any major problems."; - next; - mes "[Aisha]"; - mes "Would people know that?"; - next; - mes "[" + .@player_name$ + "]"; - mes "You just have to show them what you've done, so that Boksil is ready to live as a member of this village."; - mes "[Scania]Go to wolfvill,117,119,0,101,0. Go and show us our handsome and handsome Boksil."; - delitem 517,1; // Meat - completequest 17511; - setquest 17512; - getitem 1000405,10; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - close; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17511) == 1 && countitem(517) > 0" ); // Meat - end; -} -//------------------------------------------------------------------- - -// Quest: Training Grey Wolves. Daily. -gw_fild01,138,106,5 script Grass#wms01 4_POINT_YELLOW,5,5,{ - if (isbegin_quest(17513) == 1) { - setpcblock PCBLOCK_NPC, true; - npctalk "Yah ha ha?", "", bc_self; - sleep2 2000; - setnpcdisplay( "Baby Grey Wolf#wms03", 21324 ); // EP18_GREY_WOLF_BABY - erasequest 17513; - setquest 17514; - unittalk getcharid(3), "You've already been here. Do you like it? Ah.. There is no grass here. Let's find another place. Is there any place you want?", bc_self; - sleep2 1500; - npctalk "Yah ha ha!", "", bc_self; - sleep2 1500; - setpcblock PCBLOCK_NPC, false; - cloakonnpcself( "Dog#wms02" ); - cloakonnpcself( "Baby Grey Wolf#wms03" ); - setnpcdisplay( "Baby Grey Wolf#wms03", CLEAR_NPC ); - unittalk getcharid(3), "Already gone. Let's catch Ashling!!", bc_self; - end; - } - if (checkquest(17514,HUNTING) == 2) { - setpcblock PCBLOCK_NPC, true; - setnpcdisplay( "Baby Grey Wolf#wms03", 21324 ); // EP18_GREY_WOLF_BABY - cloakoffnpcself( "Dog#wms02" ); - cloakoffnpcself( "Baby Grey Wolf#wms03" ); - erasequest 17514; - setquest 17515; - unittalk getcharid(3), "Are you full?", bc_self; - sleep2 1000; - npctalk "Yah ha ha!", "", bc_self; - sleep2 1000; - unittalk getcharid(3), "Did Boksil take good care of the dog?", bc_self; - sleep2 1000; - npctalk "Woof!!!", "Baby Grey Wolf#wms03", bc_self; - sleep2 1500; - unittalk getcharid(3), "Good job. Let's go home!!!", bc_self; - cloakonnpcself( "Dog#wms02" ); - cloakonnpcself( "Baby Grey Wolf#wms03" ); - setnpcdisplay( "Baby Grey Wolf#wms03", CLEAR_NPC ); - setpcblock PCBLOCK_NPC, false; - end; - } - end; -OnTouch: - if (isbegin_quest(17513) == 1 || checkquest(17514,HUNTING) == 2) { - cloakoffnpcself( "Dog#wms02" ); - cloakoffnpcself( "Baby Grey Wolf#wms03" ); - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17513) == 1 || checkquest(17514,HUNTING) == 2" ); - end; -} - -gw_fild01,160,104,0 script Delicious grass#wms11 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch: - if (isbegin_quest(17513) == 1 || checkquest(17514,HUNTING) == 2) { - cloakoffnpcself( "Dog#wms02" ); - cloakoffnpcself( "Baby Grey Wolf#wms03" ); - } - end; -} -gw_fild01,26,101,0 duplicate(Delicious grass#wms11) #wms01 HIDDEN_WARP_NPC,3,3 - -gw_fild01,138,106,3 script(CLOAKED) Dog#wms02 EP18_GREY_GOAT,{ - if (isbegin_quest(17513) == 1) { - setpcblock PCBLOCK_NPC, true; - npctalk "Yah ha ha?", "", bc_self; - sleep2 2000; - setnpcdisplay( "Baby Grey Wolf#wms03", 21324 ); // EP18_GREY_WOLF_BABY - erasequest 17513; - setquest 17514; - unittalk getcharid(3), "You've already been here. Do you like it? Ah.. There is no grass here. Let's find another place. Is there any place you want?", bc_self; - sleep2 1500; - npctalk "Yah ha ha!", "", bc_self; - sleep2 1500; - setpcblock PCBLOCK_NPC, false; - cloakonnpcself( "Dog#wms02" ); - cloakonnpcself( "Baby Grey Wolf#wms03" ); - setnpcdisplay( "Baby Grey Wolf#wms03", CLEAR_NPC ); - unittalk getcharid(3), "Already gone. Let's catch Ashling!!", bc_self; - end; - } - if (checkquest(17514,HUNTING) == 2) { - setpcblock PCBLOCK_NPC, true; - setnpcdisplay( "Baby Grey Wolf#wms03", 21324 ); // EP18_GREY_WOLF_BABY - cloakoffnpcself( "Dog#wms02" ); - cloakoffnpcself( "Baby Grey Wolf#wms03" ); - erasequest 17514; - setquest 17515; - unittalk getcharid(3), "Are you full?", bc_self; - sleep2 1000; - npctalk "Yah ha ha!", "", bc_self; - sleep2 1000; - unittalk getcharid(3), "Did Boksil take good care of the dog?", bc_self; - sleep2 1000; - npctalk "Woof!!!", "Baby Grey Wolf#wms03", bc_self; - sleep2 1500; - unittalk getcharid(3), "Good job. Let's go home!!!", bc_self; - cloakonnpcself( "Dog#wms02" ); - cloakonnpcself( "Baby Grey Wolf#wms03" ); - setnpcdisplay( "Baby Grey Wolf#wms03", CLEAR_NPC ); - setpcblock PCBLOCK_NPC, false; - end; - } - end; -} - -gw_fild01,137,104,7 duplicate(dummy_npc) Baby Grey Wolf#wms03 CLEAR_NPC -//------------------------------------------------------------------- - - - -//------------------------------------------------------------------- -// Quest: Ahab's Request. Step 1 + 8 (final). -wolfvill,85,111,3 script Zlan#ep18 4_M_RACHMAN1,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(16560) ) { - case 0: - mes "[Zlan]"; - mes "Ugh, we were just talking strange things at the village meeting today, man."; - next; - mes "[Desel]"; - mes "That man? Oh, the unnamed man?"; - next; - mes "[Zlan]"; - mes "I can't say anything I can't say."; - mes "Something high in Rachel, what kind of power is that in the gray wolf forest."; - next; - mes "[Zlan]"; - mes "The man who asks if it's Ahab or Clam!"; - mes "It's not like that in Rachel I'm meeting~ I'm wrong~"; - next; - mes "[Zlan]"; - mes "If that's the case, why don't you stay with Rachel? Why did you come all the way here?"; - mes "I really don't understand!"; - next; - mes "[Kayar]"; - mes "She still thinks she is in Rachel."; - mes "Are you sleeping in the windy tent and still haven't woken up from your dream?"; - next; - mes "[Zlan]"; - mes "If you're going to dream, you can dream alone."; - mes "Why are you so rude to others?"; - next; - mes "[Desel]"; - mes "...what are you, are you eavesdropping on us?"; - mes "Is it the clam uncle's stingray!"; - next; - mes "[Kayar]"; - mes "You're not even a great person smart enough to grow something like sagebrush."; - mes "So, who are you? Overhearing other people's gossip. Embarrassed."; - next; - select( "I'm just a passing traveler." ); - mes "[Zlan]"; - mes "Liar. Where is the traveler who passed through this gray wolf forest?"; - mes "Somehow related to us."; - next; - mes "[Desel]"; - mes "If you don't say it, you'll have no choice but to listen~"; - mes "Are you really going to tell lies?"; - next; - mes "[Kayar]"; - mes "Calm down, Redsell. As Zlan said, I'm not a passerby. Is there anyone that we don't know but wouldn't be surprised to be here?"; - next; - mes "[Zlan]"; - mes "Who is that?"; - setquest 16560; - close; - case 1: - mes "[Zlan]"; - mes "Mr. Ahab is starting to listen a little... I don't think he's a very bad person."; - mes "Yes, this is how adults interact."; - next; - mes "[Zlan]"; - mes "I'm glad we didn't say anything because we covered each other's ears and squawked, and eventually kicked them out."; - mes "Thanks to you. Thank you."; - close; - case 2: - break; - } - if (isbegin_quest(16566) == 1) { - mes "[Zlan]"; - mes "Have you been here? What is clam?"; - mes "What? You said you would listen to others now?"; - next; - mes "[Zlan]"; - mes "As expected, you haven't heard it until now."; - next; - mes "[Kayar]"; - mes "Suck don't make fun of me, Zlan."; - mes "Now it's important to do it right."; - next; - mes "[Desel]"; - mes "Yes, yes."; - mes "Dam no, what's wrong with Mr. Ahab?"; - mes "You must have told me well, a tall person or a wide person."; - next; - mes "[Desel]"; - mes "Thank you. Thanks to you, we don't even have to send people out of here."; - mes "Even if I said yes, it was very uncomfortable."; - next; - mes "[Kayar]"; - mes "Representing the village meeting We are not able to attend the meeting, but we will show a little sincerity."; - mes "It's nice to have someone like you."; - completequest 16566; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - mes " "; - mes "^4d4dff A favorable rating for you occurs.^000000"; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - close; - } - mes "[Zlan]"; - mes "If you don't want to abide by the rules of this forest, please leave."; - mes "So are you. Rules are there to keep."; - next; - mes "[Zlan]"; - mes "It's the same with manners. Society is a place without manners and rules? It's barbarism."; - mes "I don't want to be wild!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16560) == 0 && isbegin_quest(11724) == 2" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16566) == 1" ); - end; -} - -// Quest: Ahab's Request. Step 2. -wolfvill,83,109,5 script Kayar#ep18 4W_M_03,{ - switch( isbegin_quest(16560) ) { - case 0: - mes "[Kayar]"; - mes "Oh, I'm in trouble. I've got a troublesome problem."; - next; - mes "[Kayar]"; - mes "I hate talking to people I don't know because it's a relationship problem..."; - close; - case 1: - mes "[Kayar]"; - mes "Wouldn't it make sense to be a guest of high ranks?"; - mes "Because we can't keep up with the affairs of the leaders here."; - next; - mes "[Zlan]"; - mes "You, is that true?"; - mes "...well, if it's a secret from us, you won't tell us."; - next; - mes "[Desel]"; - mes "If you are a really tall person, listen to us."; - mes "Isn't he a tall person? Still, he must be something important. Listen to me."; - next; - mes "[Desel]"; - mes "That clam..., no, that's the nickname we call each other."; - mes "How can I help a man named Ahab?"; - next; - mes "[Zlan]"; - mes "You're a real troublemaker, that guy!"; - mes "I'm going to die for interrupting every village meeting and talking nonsense."; - next; - mes "[Zlan]"; - mes "You don't listen to other people, you just say what you want to say, but that's not a useful word to hear again."; - mes "Because he is the oldest, he insists that he be heard as a superior, but his head hurts so much."; - next; - mes "[Zlan]"; - mes "I heard that he was a great man who lived as a co-worker with the migrants."; - mes "If you think that you can say this to the natives with the melodies you used back then, you are mistaken."; - next; - mes "[Kayar]"; - mes "If I could just kick you out, I would."; - mes "Maybe we can gather our opinions and make a strong argument."; - next; - mes "[Desel]"; - mes "Hey, anyway, that's not it."; - mes "I mean, this is a place for people who have nowhere else to go."; - next; - mes "[Desel]"; - mes "If you get him out of here, he'll have nowhere to go."; - next; - mes "[Zlan]"; - mes "But how long do we have to accept that truth?"; - mes "I have nowhere else to go but here, so can I just act my way from now on?"; - next; - mes "[Kayar]"; - mes "If you do, the truth becomes two. I can't stand it..."; - next; - mes "[Desel]"; - mes "Yeah, there's a high-ranking person! You're still listening, so you're interested in our work?"; - mes "It doesn't matter if you're not tall. You're a wide person!"; - completequest 16560; - setquest 16561; - close; - case 2: - break; - } - mes "[Kayar]"; - mes "In our village, not only high-ranking people participate in village management meetings."; - mes "Of course, the decision itself is made by high-ranking people..."; - next; - mes "[Kayar]"; - mes "So, no one is bothering you just because you're in a meeting."; - mes "Except that clam uncle."; - next; - mes "[Kayar]"; - mes "I don't like that attitude, I really don't like it..."; - mes "The longer it goes, the worse the effect will be."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16560) == 1" ); - end; -} - -// Quest: Ahab's Request. Step 3. -wolfvill,87,109,3 script Desel#ep18 4_M_DESERT,{ - if (isbegin_quest(16562) == 1) { - mes "[Desel]"; - mes "Make me that Ahab uncle."; - mes "A person has to look like a person to be a person, or act like a person to become a person...."; - next; - mes "[Desel]"; - mes "Isn't that too much slander? ...well, I admit it a little."; - mes "But you'll find out after working with them."; - close; - } - if (isbegin_quest(16561) == 1) { - mes "[Desel]"; - mes "Did you hear about it?"; - mes "You are the only one who can solve our pain."; - next; - mes "[Zlan]"; - mes "Since there is no real answer, if it doesn't work, we will gather opinions and propose to leave the village."; - next; - mes "[Desel]"; - mes "Damn it, let's put that aside..."; - mes "But again, that would be the last solution."; - next; - mes "[Kayar]"; - mes "We're not the only ones with trouble, so if you propose, it will work."; - mes "Now everyone who attends the village meeting is in trouble."; - next; - mes "[Desel]"; - mes "But! Let's do it last."; - mes "Help me before the end comes, bro."; - next; - mes "[Kayar]"; - mes "We can't talk to him."; - mes "Can't you go and talk to me?"; - next; - mes "[Desel]"; - mes "Uh, wow. That would be nice. Let's talk and find out why you do that and why you can't be like that."; - mes "It's truly a lifetime request."; - next; - mes "[Zlan]"; - mes "Do this as a request for the rest of your life. I've saved it and will use it when I have a lover."; - next; - mes "[Desel]"; - mes "Yeah, that's probably fine, because I'm not dating."; - mes "So this is my lifelong wish. Please make me a man that Ahab uncle."; - next; - mes "[Kayar]"; - mes "Somehow, my wish seems to be getting bigger."; - mes "Anyway, please take care of me. [Mr. Ahab] Go and talk to wolfvill,127,155,0,101,0."; - changequest 16561,16562; - close; - } - mes "[Desel]"; - mes "People who don't understand words! Stupid people! People who make you say things over and over again! People who show their emotions at work!"; - next; - mes "[Desel]"; - mes "A person who hides his mistakes and secretly reveals them when there is no way back! A person who can't take responsibility for his work!"; - next; - mes "[Desel]"; - mes "I just hate it!"; - next; - mes "[Desel]"; - mes "Why do so many people hate it?"; - mes "No, the person I hate the only one!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16561) == 1" ); - end; -} - -// Quest: Ahab's Request. Step 4 + 6 + 7. -wolfvill,127,155,3 script Ahab#ep18 4_M_MIDDLE1,{ - if (isbegin_quest(16566) == 1) { - mes "[Ahab]"; - mes "I, I am trying too."; - mes "Then don't kick me out."; - next; - mes "[Ahab]"; - mes "If I get kicked out of here, I have nowhere to go."; - mes "So I tried to do my best on my own. Everyone hates it."; - navigateto("wolfvill",85,111); - close; - } - if (isbegin_quest(16565) == 1) { - mes "[Ahab]"; - mes "Zep, yes, where can I talk about Ahab's manners?"; - mes "I won't forgive you if you keep talking to me!"; - next; - select( "You know what people hate Ahab?" ); - mes "[Ahab]"; - mes "Ah I know! What's wrong with that!"; - mes "Is it my fault? Young people are bullying old people!"; - next; - select( "It's not like that.", "It's Mr. Ahab's problem." ); - mes "[Ahab]"; - mes "What's wrong with me!"; - mes "I have no problem!"; - next; - select( "I'm even thinking of exporting it here." ); - mes "[Ahab]"; - mes "What, what? That's not okay!"; - mes "I have nowhere to go but here."; - next; - mes "[Ahab]"; - mes "In Rachel everything was going well"; - mes "I was proud that none of the natives was as successful as me."; - next; - mes "[Ahab]"; - mes "However, I accidentally hated the boss of migrants..."; - mes "I came here because I had lost all my possessions and had nowhere to go."; - next; - mes "[Ahab]"; - mes "Hey, hey. How can I not get kicked out of here?"; - next; - mes "[Ahab]"; - mes "Actually I know. I have no power here."; - mes "Huh? Now I have no power and no money. What should I do?"; - next; - select( "I don't need power or money.", "Treat people politely." ); - mes "[Ahab]"; - mes "Ugh, I'm doing my best."; - mes "I give advice to young people, and I go to town meetings all the time to give my opinions."; - next; - mes "[Ahab]"; - mes "Are you saying my efforts are wrong?"; - next; - select("You can't think of it as a superior" ); - mes "[Ahab]"; - mes "But, I'm an adult! Is it wrong to expect a grown-up to be treated like a grown-up?"; - next; - select( "Then you will be kicked out..." ); - mes "[Ahab]"; - mes "No, no, no... what should I do!"; - next; - select( "Don't shout.", "Advice that doesn't know the situation is nagging.", "Listen to others.", "Try to learn about this place." ); - mes "[Ahab]"; - mes "Ah ok. ok. don't kick me out."; - mes "Look, I've listened to you first. You're not even screaming?"; - next; - mes "[Ahab]"; - mes "I will listen to your advice."; - mes "So you can't kick me out of here."; - next; - mes "[Ahab]"; - mes "I... just wanted to get along well with young people..."; - mes "Was it so bad that it was a bit bittersweet..."; - next; - mes "[Ahab]"; - mes "Anyway, thank you for coming to talk to me without letting me go right away."; - mes "I'll do my best anyway [other people] Tell wolfvill,85,111,0,101,0..."; - changequest 16565,16566; - navigateto("wolfvill",85,111); - close; - } - if (isbegin_quest(16564) == 1) { - mes "[Ahab]"; - mes "Oh, did you get the cucumber sauce? Let's see."; - mes "You bought it right."; - next; - mes "[Ahab]"; - mes "Then where would you like to eat?"; - mes "I'm really hungry because I haven't been able to eat properly in this cold place."; - next; - select( "Let's talk before that..." ); - mes "[Ahab]"; - mes "Hey, yo, you're a young thing with no manners!"; - mes "The old man is eating, so you have to wait politely until it's over!"; - next; - mes "[Ahab]"; - mes "Rachel pointed at me that I couldn't learn everything if I had a guy like you!"; - next; - select( "This is a story about courtesy of Mr. Ahab." ); - mes "[Ahab]"; - mes "Mr. Ahab? Mr. Ahab? No, you are campaigning for some errands now!"; - mes "If I run errands twice, uh, I'll be very shoulder-to-shoulder and eat my friends!"; - next; - mes "[Ahab]"; - mes "Yes, let's hear that precious word!"; - mes "I will listen while eating!"; - changequest 16564,16565; - close; - } - if (isbegin_quest(16563) == 1) { - mes "[Ahab]"; - mes "If you don't eat it quickly, it will go bad, so buy just one bottle from [Mernomart]rachel,135,64,0,101,0"; - mes "It tastes good when eaten fresh."; - close2; - navigateto("rachel",135,64); - end; - } - if (isbegin_quest(16562) == 1) { - mes "[Ahab]"; - mes "Woah, something. Someone I haven't seen. Are you a resident here?"; - mes "Heh heh heh. In the beginning, it's hard for a superior to remember all of his subordinates. You should understand."; - next; - mes "[Ahab]"; - mes "Yes, I'm here, so you can run my errands."; - mes "It's not difficult. It's a simple thing that even an idiot can do."; - next; - mes "[Ahab]"; - mes "For a person like me, the value of available time is different for each person."; - mes "Of course I am expensive. Ha ha ha!"; - next; - switch( select( "I'll do an errand for you.", "I'm not here to do that." ) ) { - case 1: - mes "[Ahab]"; - mes "Oh, it's good to be obedient~"; - mes "Yeah. A young man should have a bit of a docile taste."; - next; - mes "[Ahab]"; - mes "It's no different, because I have a delicious sauce that I must accompany my meal."; - mes "If you don't have it, you don't feel like you've eaten at all..."; - next; - mes "[Ahab]"; - mes "So, go to Rachel and get some sauce."; - mes "If you go to Manomart and say it's cucumber sauce, they'll understand."; - next; - mes "[Ahab]"; - mes "If you don't eat it quickly, it will go bad, so buy just one bottle from [Mernomart]rachel,135,64,0,101,0"; - mes "It tastes good when eaten fresh."; - changequest 16562,16563; - close2; - navigateto("rachel",135,64); - end; - case 2: - end; - } - } - mes "[Ahab]"; - mes "At the meeting, I try to be humble."; - mes "Then the young men's eyes became softer..."; - next; - mes "[Ahab]"; - mes "I think it might be a little to say that it's not a change, but an attitude, and the world is changing. There is no one who doesn't change."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16562) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16564) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16565) == 1" ); - end; -} - -// Quest: Ahab's Request. Step 5. -rachel,135,64,3 script Shop Keeper#ep18 4_M_RACHMAN2,{ - if (isbegin_quest(16563) == 1) { - mes "[Shop Keeper]"; - mes "Welcome to the grocery store Manomart."; - mes "What material are you looking for?"; - next; - if (select( "Obi Lugger Sauce", "Obi Gut Sauce", "Cucumber Sauce", "Cucumber Sauce" ) != 3) { - mes "[Shop Keeper]"; - mes "Hmm? There is no such source."; - mes "Isn't that a sauce you've never heard of?"; - close; - } - mes "[Shop Keeper]"; - mes "Ah~ the cucumber sauce! Let's see... it's here."; - mes "Cucumber and yogurt are added to this sauce, so it is very refreshing and delicious when served on bread."; - next; - mes "[Shop Keeper]"; - mes "How many? One? Here it is."; - mes "Keep in a cool place and eat soon after opening the seal."; - changequest 16563,16564; - close; - } - mes "[Shop Keeper]"; - mes "Welcome. Grocery store Manomart. Rachel's best grocery store. Yes."; - next; - mes "[Shop Keeper]"; - mes "Because most restaurants use our ingredients."; - mes "Take it, heat it up, cook it, and fry it, and you'll be ready to eat!"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16563) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Collecting Folklore. Step 1 + 5 (final). -wolfvill,61,170,5 script Folklorist Gudra#ep18 4_F_SHABBY,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(16554) ) { - case 0: - if ((isbegin_quest(16551)+isbegin_quest(16552)+isbegin_quest(16553)) == 0) { - select( "Scholar, what are you doing?" ); - mes "[Folklorist Gudra]"; - mes "Oh, oh."; - mes "do I look like a scholar?"; - next; - select( "Are you not a scholar?" ); - mes "[Folklorist Gudra]"; - mes "No! That's a scholar. I am a scholar."; - mes "I'm glad that someone from outside sees me as a scholar right away."; - next; - mes "[Folklorist Gudra]"; - mes "Hmm, hmm. What are you doing?"; - mes "I'm organizing the stories I've recorded."; - next; - mes "[Folklorist Gudra]"; - mes "Collecting myths and oral tales handed down to us."; - mes "It is also about safeguarding the precious cultural property of the indigenous peoples"; - next; - mes "[Folklorist Gudra]"; - mes "These stories will not be lost, and will be published in a book so that they can be passed on to future generations."; - next; - mes "[Folklorist Gudra]"; - mes "You seem to be interested in listening."; - mes "are you interested in this work?"; - next; - switch( select( "I am interested", "I am not interested" ) ) { - case 1: - mes "[Folklorist Gudra]"; - mes "If you are interested, does that mean you are willing to help?"; - mes "Hands are always needed. I'd be happy to help."; - next; - mes "[Folklorist Gudra]"; - mes "Can you write? Good."; - mes "Please record stories from the villagers."; - next; - mes "[Folklorist Gudra]"; - mes "I have made an appointment to hear from a village child, a young man, and a grandmother."; - next; - mes "[Folklorist Gudra]"; - mes "It's a long story, so you won't be able to hear it all in one day, so you need to help with a little bit of breathing."; - mes "Here, I'll give you a journal for recording."; - next; - mes "[Folklorist Gudra]"; - mes "The child's name is Dina. The young man is a woman named Amira."; - mes "Then go to Shani or her grandmother, listen to the story, and write it down."; - setquest 16551; - setquest 16552; - setquest 16553; - getitem 1000408,1; // Ep18_Recording_Note - close; - case 2: - end; - } - end; - } - if (countitem(1000408) < 1) { - getitem 1000408,1; // Ep18_Recording_Note - } - mes "[Folklorist Gudra]"; - mes "I have made an appointment to hear from a village child, a young man, and a grandmother."; - next; - mes "[Folklorist Gudra]"; - mes "It's a long story, so you won't be able to hear it all in one day, so you need to help with a little bit of breathing."; - next; - mes "[Folklorist Gudra]"; - mes "The child's name is Dina. The young man is a woman named Amira."; - mes "Then go to Shanina Grandma and listen to the story and write it down."; - close; - case 1: - mes "[Folklorist Gudra]"; - mes "Dina and Amira, have you been writing stories to Grandma Shanina?"; - mes "I'm excited about what kind of story it will be. Come on, show me your notebook."; - next; - mes "[Folklorist Gudra]"; - mes "Uhhhhhh... This is a fairy tale that I can't tell my kids right now."; - mes "It contains discriminatory stereotypes that are unacceptable by today's standards."; - next; - mes "[Folklorist Gudra]"; - mes "Oh, don't get me wrong. I just can't tell the kids, but it's a great resource for me."; - mes "Who did you hear this from?"; - next; - mes "[Folklorist Gudra]"; - mes "Are you saying this is the story that Shanina Grandma told me?"; - mes "A story that her grandmother grew up listening to when she was young...."; - next; - mes "[Folklorist Gudra]"; - mes "I will read this carefully and organize it."; - mes "Please continue to receive stories from Shanina Grandma."; - next; - mes "[Folklorist Gudra]"; - mes "I hope you will come back tomorrow and dictate the next part of this story."; - mes "Thank you. This is your pay for today's work."; - delitem 1000408,1; // Ep18_Recording_Note - completequest 16554; - setquest 16559; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - mes " "; - mes "^4d4dff A favorable rating for you occurs.^000000"; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - close; - case 2: - break; - } - switch( checkquest(16559,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Folklorist Gudra]"; - mes "It's like I thought, I want to hear all the stories within today.... So, adventurers and people will be exhausted."; - next; - mes "[Folklorist Gudra]"; - mes "Get a good rest for the rest of the day, and come back after dawn."; - mes "I will organize and analyze the stories you have gathered."; - close; - case 2: - erasequest 16559; - break; - } - switch( isbegin_quest(16558) ) { - case 0: - if ((isbegin_quest(16555)+isbegin_quest(16556)+isbegin_quest(16557)) == 0) { - mes "[Folklorist Gudra]"; - mes "Thank you last time"; - mes "I would like you to record the story today as well."; - next; - mes "[Folklorist Gudra]"; - mes "Dina and Amira, go to Grandma Shanina and listen to the story and write it down."; - mes "I'll give you a notebook for recording here."; - next; - if (select( "I'll go.", "It's difficult right now." ) == 2) - end; - mes "[Folklorist Gudra]"; - mes "Thank you for always being willing to take on a task."; - mes "I will repay this favor by making a good storybook."; - next; - mes "[Folklorist Gudra]"; - mes "Oh, of course, I'll take care of your daily chi for today."; - mes "Isn't that also important? I know."; - setquest 16555; - setquest 16556; - setquest 16557; - getitem 1000408,1; // Ep18_Recording_Note - close; - } - if (countitem(1000408) < 1) { - getitem 1000408,1; // Ep18_Recording_Note - } - break; - case 1: - if (countitem(1000408) < 1) { - getitem 1000408,1; // Ep18_Recording_Note - } - mes "[Folklorist Gudra]"; - mes "Dina and Amira, have you been writing stories to Grandma Shanina?"; - mes "I'm excited about what kind of story it will be. Come on, show me your notebook."; - next; - mes "[Folklorist Gudra]"; - mes "Uhhhhhh... This is a fairy tale that I can't tell my kids right now."; - mes "It contains discriminatory stereotypes that are unacceptable by today's standards."; - next; - mes "[Folklorist Gudra]"; - mes "But all of that is research material."; - mes "Isn't it interesting that the past times are melted into fairy tales?"; - next; - mes "[Folklorist Gudra]"; - mes "I will read this carefully and organize it."; - mes "Please continue to receive stories from Shanina Grandma."; - next; - mes "[Folklorist Gudra]"; - mes "I hope you will come back tomorrow and dictate the next part of this story."; - mes "Thank you. This is your pay for today's work."; - delitem 1000408,1; // Ep18_Recording_Note - erasequest 16555; - erasequest 16556; - erasequest 16557; - erasequest 16558; - setquest 16559; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close; - case 2: // shouldn't happen - break; - } - mes "[Folklorist Gudra]"; - mes "I have made an appointment to hear from a village child, a young man, and a grandmother."; - next; - mes "[Folklorist Gudra]"; - mes "It's a long story, so you won't be able to hear it all in one day, so you need to help with a little bit of breathing."; - next; - mes "[Folklorist Gudra]"; - mes "The child's name is Dina. The young man is a woman named Amira."; - mes "Then go to Shanina Grandma and listen to the story and write it down."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(16554) == 0 && isbegin_quest(16551) == 0" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16554) == 1" ); - - // note: QTYPE_DAILYQUEST to take the quest, QTYPE_QUEST otherwise - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(16554) == 2 && isbegin_quest(16558) == 0 && isbegin_quest(16555) == 0 && (checkquest(16559,PLAYTIME) == -1 || checkquest(16559,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16554) == 2 && isbegin_quest(16558) == 1" ); - end; -} - -// Quest: Collecting Folklore. Step 2. -wolfvill,106,224,3 script Dina#ep18 4_F_DST_CHILD,{ - if (isbegin_quest(16551) == 1) { - mes "[Dina]"; - mes "Are you here to hear me?"; - mes "Oh, I'm right. I promised Aunt Gudra!"; - next; - mes "[Dina]"; - mes "Hmm, hmmm. I will only tell you once, so please write well."; - mes "This is what I really experienced."; - next; - select( "Isn't this an oral story?" ); - mes "[Dina]"; - mes "What is oral tradition? Anyway, please listen carefully!"; - mes "Once upon a time, when I was still young."; - next; - select( "I'm still young..." ); - mes "[Dina]"; - mes "Uh-huh, you keep talking!"; - mes "Among the gray wolves I met in the gray wolf forest, there was a wolf who seemed to be the head..."; - completequest 16551; - if (isbegin_quest(16552) == 2 && isbegin_quest(16553) == 2) { - npctalk "I wrote down all three stories. Let's go back to Gudra.", "", bc_self; - setquest 16554; - } - close; - } - if (isbegin_quest(16555) == 1) { - mes "[Dina]"; - mes "You came to hear my story today too!"; - mes "Aunt Gudra said she would make a book later."; - next; - mes "[Dina]"; - mes "Um..., how far did you go last time?"; - mes "Dragon with sapphire eyes meeting a purple fairy, wasn't it?"; - next; - mes "[Dina]"; - mes "The purple fairy was actually one of the most outstanding of the fairies, how did I prove this..."; - completequest 16555; - if (isbegin_quest(16557) == 2 && isbegin_quest(16556) == 2) { - npctalk "I wrote down all three stories. Let's go back to Gudra.", "", bc_self; - setquest 16558; - } - close; - } - mes "[Dina]"; - mes "I love reading interesting stories."; - mes "It's better to read and imagine the next story!"; - next; - mes "[Dina]"; - mes "The main characters, live in my heart."; - mes "I just have to watch the characters as if they were in a play."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16551) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16555) == 1" ); - end; -} - -// Quest: Collecting Folklore. Step 3. -wolfvill,180,204,3 script Amira#ep18 4_F_DESERT,{ - if (isbegin_quest(16552) == 1) { - mes "[Amira]"; - mes "Are you the one who was asked by her older sister Gudra?"; - mes "Her sister made a strange request. Tell me a story from the old days you know..."; - next; - mes "[Amira]"; - mes "Anyway, I promised to tell you the story I heard from my late grandfather before we came to the Gray Wolf Forest."; - next; - mes "[Amira]"; - mes "Are you ready to listen? Now, I'll speak slowly."; - mes "There are many more gods in the world than we know..."; - completequest 16552; - if (isbegin_quest(16551) == 2 && isbegin_quest(16553) == 2) { - npctalk "I wrote down all three stories. Let's go back to Gudra.", "", bc_self; - setquest 16554; - } - close; - } - if (isbegin_quest(16556) == 1) { - mes "[Amira]"; - mes "Goudra unnie's errand came today as well."; - mes "Where are you collecting these stories to be written?"; - next; - mes "[Amira]"; - mes "Anyway, I'll tell you the next story."; - mes "This is also a story my grandfather told me, but some gods still..."; - next; - mes "[Amira]"; - mes "...so, um, what was the name. I can't remember it very well, but the important thing is..."; - completequest 16556; - if (isbegin_quest(1655) == 2 && isbegin_quest(16557) == 2) { - npctalk "I wrote down all three stories. Let's go back to Gudra.", "", bc_self; - setquest 16558; - } - close; - } - mes "[Amira]"; - mes "My grandfather said it. It is important not to forget our gods."; - mes "That's why you tell me so many stories."; - next; - mes "[Amira]"; - mes "I've heard so many stories, but now there are some that I forgot..."; - mes "If Gudra unnie makes a book, I won't forget it anymore."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16552) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16556) == 1" ); - end; -} - -// Quest: Collecting Folklore. Step 4. -wolfvill,154,184,5 script Shanina#ep18 4_F_DST_GRAND,{ - if (isbegin_quest(16553) == 1) { - mes "[Shanina]"; - mes "Oh, is that Gudra's errand? Did you come to hear the old story?"; - mes "I'll tell you. It's a very old story, my grandmother told me, so it may not be your taste."; - next; - mes "[Shanina]"; - mes "Isn't that a nuisance? Don't worry. It's fun being a pastime."; - next; - mes "[Shanina]"; - mes "Well then, once upon a time, a very long time ago. There was a blacksmith living there"; - completequest 16553; - if (isbegin_quest(16551) == 2 && isbegin_quest(16552) == 2) { - npctalk "I wrote down all three stories. Let's go back to Gudra.", "", bc_self; - setquest 16554; - } - close; - } - if (isbegin_quest(16557) == 1) { - mes "[Shanina]"; - mes "You came to Gudra's errand again today. You're also diligent."; - mes "Did you say that the story I tell you is okay?"; - next; - mes "[Shanina]"; - mes "I'd be happy if I could help Gudra."; - mes "How far have you been? Is it your turn to tell a new story today?"; - next; - mes "[Shanina]"; - mes "Ah, the last story isn't over yet. I can't remember."; - mes "Did you hear that the blacksmith rode an owl that came down from the sky and went up to the sky?"; - next; - mes "[Shanina]"; - mes "Yes, I have a good memory."; - mes "Then I'll tell you the next part. Stop the poor angel..."; - completequest 16557; - if (isbegin_quest(16555) == 2 && isbegin_quest(16556) == 2) { - npctalk "I wrote down all three stories. Let's go back to Gudra.", "", bc_self; - setquest 16558; - } - close; - } - mes "[Shanina]"; - mes "Grandma doesn't have much fun in life anymore, but she enjoys telling little children old stories."; - next; - mes "[Shanina]"; - mes "Thank you very much for having a child who comes and listens. You will be blessed."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16553) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16557) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Purifying Water. Step 1 + 4 (final). -wolfvill,103,230,3 script Budan#ep18 4_M_RACHMAN1,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8693) ) { - case 0: - if (isbegin_quest(8691) == 1 || isbegin_quest(8692) == 1) { - mes "[Budan]"; - mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; - mes "Just say a few words and buy it."; - mes "I beg you."; - close; - } - // isbegin_quest(8691) == 0 - mes "[Budan]"; - mes "I want to hear you, so meddle in our affairs..."; - mes "They tell me how to do it easily."; - mes "Can I help you too?"; - next; - mes "[Budan]"; - mes "You know we can't get to Rachel easily."; - mes "So this is something I really need your help with, adventurer."; - next; - mes "[Budan]"; - mes "I want you to buy me some items that can only be made in Rachel's Temple of Sethrumnir."; - mes "As you can see, clean water is not readily available in this area because of the volcanic ash and the sand near Rachel."; - next; - mes "[Budan]"; - mes "That's why it was developed as a holy water for purification..."; - mes "This is it, it really absorbs the filth in the water through some mysterious magical treatment."; - mes "Even all kinds of miscellaneous magic."; - next; - mes "[Budan]"; - mes "Even the sulfur spring water that contains the mysterious magic of this forest can be turned into drinking water."; - mes "But the magic doesn't last long... you have to buy it when you need it."; - next; - mes "[Budan]"; - mes "You know what I mean."; - mes "Can I ask for help?"; - mes "Anyway we go... they don't sell to us."; - next; - mes "[Budan]"; - mes "Looking at Rachel, pretending to be the owner, buy a sneak peek and put it in the water bottle over there."; - mes "Then you will have completely purified, clean water."; - mes "You can bring it to me."; - next; - switch( select( "It shouldn't be difficult", "It shouldn't be difficult" ) ) { - case 1: - mes "[Budan]"; - mes "Thank you for the short reply, which was a long talk."; - next; - setquest 8691; - mes "[Budan]"; - mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; - mes "Just say a few words and buy it."; - mes "I beg you."; - close; - case 2: - end; - } - case 1: - if (countitem(1000411) < 1) { - mes "[Budan]"; - mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; - mes "Just say a few words and buy it."; - mes "I beg you."; - close; - } - delitem 1000411,1; // Ep18_Purified_Bucket - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - completequest 8693; - setquest 8694; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - mes "^4d4dff A favorable rating for you occurs.^000000"; - next; - mes "[Budan]"; - mes "Thank you for helping me secure drinking water. Then I will boil this and prepare a meal."; - mes "If you have time to stay here tomorrow, may I ask for another route to Rachel?"; - next; - select( "I do", "I think I will be busy tomorrow" ); - mes "[Budan]"; - mes "Is your answer quick?"; - mes "Sorry for the long journey. But I want to feed my kids something safe. Thanks."; - close; - case 2: - break; - } - - // daily - switch( checkquest(8694,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Budan]"; - mes "I've got plenty of drinking water for a while."; - close; - case 2: - erasequest 8694; - break; - } - if (isbegin_quest(8695) == 1 || isbegin_quest(8696) == 1) { - mes "[Budan]"; - mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; - mes "Just say a few words and buy it."; - mes "I beg you."; - close; - } - if (isbegin_quest(8697) == 1) { - if (countitem(1000411) < 1) { - mes "[Budan]"; - mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; - mes "Just say a few words and buy it."; - mes "I beg you."; - close; - } - delitem 1000411,1; // Ep18_Purified_Bucket - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - // erasequest 8695; - // erasequest 8696; - erasequest 8697; - setquest 8694; - getexp 18252408,2000000; - mes "[Budan]"; - mes "Thank you for helping me secure drinking water. Then I will boil this and prepare a meal."; - mes "If you have time to stay here tomorrow, may I ask for another route to Rachel?"; - next; - select( "I do", "I think I will be busy tomorrow" ); - mes "[Budan]"; - mes "Is your answer quick?"; - mes "Sorry for the long journey. But I want to feed my kids something safe. Thanks."; - close; - } - mes "[Budan]"; - mes "Adventurer, here you are again."; - mes "Can you afford to go to Rachel?"; - next; - mes "[Budan]"; - mes "Looking at Rachel, pretending to be the owner, buy a sneak peek and put it in the water bottle over there."; - mes "Then you will have completely purified, clean water."; - mes "You can bring it to me."; - next; - if (select( "It shouldn't be difficult", "It shouldn't be difficult" ) == 2) - end; - mes "[Budan]"; - mes "Thank you for the short reply, which was a long talk."; - next; - setquest 8695; - mes "[Budan]"; - mes "If you go in front of the temple, there will probably be devotees out there for good deeds that day."; - mes "Just say a few words and buy it."; - mes "I beg you."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8691) == 0 && isbegin_quest(8692) == 0 && isbegin_quest(8693) == 0 && isbegin_quest(11724) == 2" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8693) == 1" ); - - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8693) == 2 && (checkquest(8694,PLAYTIME) == -1 || checkquest(8694,PLAYTIME) == 2) && isbegin_quest(8695) == 0 && isbegin_quest(8696) == 0 && isbegin_quest(8697) == 0" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8697) == 1" ); - end; -} - -// Quest: Purifying Water. Step 2. -rachel,103,141,5 script Hallowed Salesperson#ep18 4_M_DESERT,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (isbegin_quest(8691) == 1 || isbegin_quest(8692) == 1 && countitem(1000410) < 1) { - mes "[Holy Relic Salesman]"; - mes "It is a holy relic for the essence of today's fish~"; - mes "Hurry up before it's sold out~"; - next; - mes "[Holy Relic Salesman]"; - mes "Huh?"; - mes "What's going on? Alien?"; - next; - select("Needed for purified water" ); - mes "[Holy Relic Salesman]"; - mes "Ah~ You came to hear the rumors~"; - mes "I'll explain briefly~"; - mes "It is a consecrated holy water for purification that purifies a large amount of polluted water at once~"; - mes "This is it~"; - next; - mes "[Holy Relic Salesman]"; - mes "It's made in a temple~"; - mes "Now that the waterway is well maintained, there is not much demand for it~"; - mes "I'm making a small amount~"; - mes "The materials are also difficult~"; - next; - mes "[Holy Relic Salesman]"; - mes "I can't buy in bulk because I have to use it within a few days~"; - mes "But~ Since there is quite a lot of water that can be purified with one use~"; - next; - mes "[Holy Relic Salesman]"; - mes "If there is a suitable water supply point when the water runs out on the way to the destination~"; - mes "maybe better than carrying water"; - next; - mes "[Holy Relic Salesman]"; - mes "But you have to boil it once."; - mes "Some people say it smells~"; - next; - mes "[Holy Relic Salesman]"; - mes "This is 550 Jenny~"; - next; - switch( select( "Buy", "Don't buy" ) ) { - case 1: - if (Zeny < 550) { - mes "[Holy Relic Salesman]"; - mes "You don't have enough Zeny."; - close; - } - Zeny -= 550; - if (isbegin_quest(8691) == 1) { - erasequest 8691; - setquest 8692; - } - getitem 1000410,1; // Ep18_Water_Filter - mes "[Holy Relic Salesman]"; - mes "The stuff is here~"; - mes "May Goddess Freya bless you~"; - close2; - navigateto("wolfvill",104,234); - end; - case 2: - end; - } - } - if (isbegin_quest(8695) == 1 || isbegin_quest(8696) == 1 && countitem(1000410) < 1) { - mes "[Holy Relic Salesman]"; - mes "It is a holy relic for the essence of today's fish~"; - mes "Hurry up before it's sold out~"; - next; - mes "[Holy Relic Salesman]"; - mes "Ah, the last time you went to the top, didn't you?"; - mes "You came back sooner than expected. It seems that business is going well~"; - next; - switch( select( "Buy a relic", "Listen to an explanation", "Cancel" ) ) { - case 1: - break; - case 2: - end; - case 3: - end; - } - mes "[Holy Relic Salesman]"; - mes "This is 550 Jenny~"; - next; - if (select( "buy", "don't buy" ) == 2) - end; - if (Zeny < 550) { - mes "[Holy Relic Salesman]"; - mes "You don't have enough Zeny."; - close; - } - Zeny -= 550; - if (isbegin_quest(8695) == 1) { - erasequest 8695; - setquest 8696; - } - getitem 1000410,1; // Ep18_Water_Filter - mes "[Holy Relic Salesman]"; - mes "The stuff is here~"; - mes "May Goddess Freya bless you~"; - close; - } - mes "[Holy Relic Salesman]"; - mes "Today's sale has run out~"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8691) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8695) == 1" ); - end; -} - -// Quest: Purifying Water. Step 3. -wolfvill,104,235,0 script Water barrel#ep1801 CLEAR_NPC,{ - if (isbegin_quest(8692) == 1 || isbegin_quest(8696) == 1) { - if (countitem(1000410) > 0) { - if (checkweight(1000411,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - specialeffect EF_BLUECASTING; - specialeffect EF_STOPEFFECT; - specialeffect EF_HEALSP; - specialeffect EF_SMOKE; - delitem 1000410,1; // Ep18_Water_Filter - getitem 1000411,1; // Ep18_Purified_Bucket - if (isbegin_quest(8692) == 1) - changequest 8692,8693; - else - changequest 8696,8697; - mes "I thought it was relatively clean water, but when I put a holy object in it, it emits a bright light and somehow has a sacred feeling."; - mes "When the light goes down, the water looks clear even if you pretend."; - next; - mes "I'll put it in a bucket and take it to Budan."; - close; - } - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8692) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8696) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Transporting Goods. Step 1 + 3. -wolfvill,53,234,0 script #ep18_wp01 HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (ep18_1_main < 36) - end; - cloakoffnpcself( "Hazar#ep18_1" ); - cloakoffnpcself( "Camille#ep18_1" ); - cloakoffnpcself( "Wagon#ep18_1" ); - end; -} - -wolfvill,50,234,6 script(CLOAKED) Hazar#ep18_1 4_EP18_HAZAR,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(12532) ) { - case 0: - mes "^0000ffThe old man is scolding the young man^000000"; - next; - npctalk "Did I say that I had to leave today or not?", "Hazar#ep18_1", bc_self; - next; - npctalk "Ha thank you.", "Camille#ep18_1", bc_self; - next; - npctalk "By the way, what's the shape of this cart? There's a crack in the wheel. Maybe you replaced it with a new one, but my eyes aren't getting old?", "Hazar#ep18_1", bc_self; - next; - npctalk "Sorry! I was in a hurry to find a new wheel, but I can't find a spare...", "Camille#ep18_1", bc_self; - next; - npctalk "There should be 30 bags of leather for the items going uphill. This is also invisible to my eyes. Is this also a problem with my eyes.", "Hazar#ep18_1", bc_self; - next; - emotion ET_HUK, getnpcid(0,"Camille#ep18_1"); - npctalk "Hey!", "Camille#ep18_1", bc_self; - next; - npctalk "Where else did Uma to pull the cart go? I'm old enough to retire. I can't see anything in front of the cart.", "Hazar#ep18_1", bc_self; - next; - npctalk "Sorry, it will arrive soon!!", "Camille#ep18_1", bc_self; - next; - npctalk "Have you recruited someone to use as an escort? How come you don't see anyone? I'm sure you were going to lead the entire cart by yourself", "Hazar#ep18_1", bc_self; - next; - npctalk "That's... Master, I've been recruiting since the decision to go up, but no one volunteered.", "Camille#ep18_1", bc_self; - next; - npctalk "You have no intention of going up, Camille... What are you thinking?", "Hazar#ep18_1", bc_self; - next; - npctalk "......", "Camille#ep18_1", bc_self; - next; - npctalk "I'll take a serious look at the lack of preparation for the ascent later, but let's start with a realistic story first.", "Hazar#ep18_1", bc_self; - next; - npctalk "The transaction date has already been set, and the ascending cart must start. We will have to look at the resolution of the cart wheel and the insufficient ascending items. How are you going to solve it?", "Hazar#ep18_1", bc_self; - next; - npctalk "This... First of all, I will work on matching the leather quantity! Uma has sent someone to prepare it soon", "Camille#ep18_1", bc_self; - next; - npctalk "What about the wheel of the cart? It looks like it will collapse after not being able to take a few steps.", "Hazar#ep18_1", bc_self; - next; - select( "interrupt", "ignore" ); - npctalk "Um? We've been worrying about it since a while ago, so are we going to see anything? We're in trouble because of that wheelbarrow, so don't disturb me...", "Hazar#ep18_1", bc_self; - next; - select("Describe the repair method" ); - npctalk "This. If you reinforce the wheel with a tough string, it will roll somehow?", "", bc_self; - next; - npctalk "No, this guy. The cart wheel isn't like a wooden chair... No. Could it be possible?", "Hazar#ep18_1", bc_self; - next; - select( "Isn't it better to try?", "It's too much" ); - npctalk "Adventurer. I am responsible for this ascent. If the adventurer solves the cart wheel, we will pay the adventurer the appropriate experience points based on the vision of our clan", "Camille#ep18_1", bc_self; - next; - if (select( "Transaction established!", "I can't do that" ) == 2) - end; - npctalk "Thank you. Could you take a look at this cart right here?", "Camille#ep18_1", bc_self; - specialeffect 1090, AREA, "Wagon#ep18_1"; - next; - npctalk "I would appreciate it if you could reinforce the wheels of this cart enough to use it for ascending. I will go back to check the leather used for ascending, so I will be away for a while.", "Camille#ep18_1", bc_self; - setquest 12532; - emotion ET_HUK, getnpcid(0,"Camille#ep18_1"); - cloakonnpcself( "Camille#ep18_1" ); - close; - case 1: - end; - case 2: - break; - } - switch( isbegin_quest(12533) ) { - case 0: - mes "^0000ffHazard looks at him with friendly eyes^000000"; - next; - progressbar_npc "FFFF00",2; - npctalk "Hey... you have some pretty strange talents.", "Hazar#ep18_1", bc_self; - next; - npctalk "By the way, this guy Camille isn't finished yet", "Hazar#ep18_1", bc_self; - next; - npctalk "I have checked all the items necessary for the senior climb. Now, if I only check the cart and leave...", "Camille#ep18_1", bc_self; - next; - npctalk "The wheel of the cart was taken care of by the adventurers here. Let me thank you.", "Hazar#ep18_1", bc_self; - next; - npctalk "Ah, thank you so much Adventurer. I'll make sure to visit you when I get back from the mountain. Could you tell me your name?", "Camille#ep18_1", bc_self; - next; - select( "My name is " + strcharinfo(0) + "" ); - select( "We have a long way to go, so let's start." ); - npctalk "That's right. I'll have to leave for the first time. I'll greet you after I return. " + strcharinfo(0) + ". Then I'll be back. Senior", "Camille#ep18_1", bc_self; - next; - cloakonnpcself( "Camille#ep18_1" ); - cloakonnpcself( "Wagon#ep18_1" ); - npctalk "Thank you so much for helping my poor successor. I'm a smart but thoughtful child, so I guess I was unintentionally ashamed.", "Hazar#ep18_1", bc_self; - next; - npctalk "I can't say for sure whether that guy will finish the climb safely or not. If my body was a little better, he would have led the climb.", "Hazar#ep18_1", bc_self; - next; - npctalk "" + strcharinfo(0) + " Can I call you Mr. If you can afford it, can you do one more request from this old man?", "Hazar#ep18_1", bc_self; - next; - select("Tell me" ); - npctalk "It's the first time that Camille conducts an ascent, so I don't think he's at ease. I wonder if he'll be able to avoid monster attacks. ", "Hazar#ep18_1", bc_self; - next; - npctalk "So, can you please follow him in moderation and look after him from behind? It's not a big deal, but please.", "Hazar#ep18_1", bc_self; - next; - if (select( "accept", "reject" ) == 2) - end; - npctalk "Thank you. Thank you very much" + strcharinfo(0) + " Mr.", "Hazar#ep18_1", bc_self; - setquest 12533; - close; - case 1: - case 2: - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8692) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12532) == 0 && isbegin_quest(11724) == 2" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12533) == 0 && isbegin_quest(12532) == 2" ); - end; -} - -// Quest: Transporting Goods. Step 2. -wolfvill,53,234,4 script Wagon#ep18_1 4_EP18_WAGON,{ - if (ep18_1_main < 36) - end; - if (isbegin_quest(12532) == 1) { - mes "^0000ffIt looks fine, but I see an old wagon wheel.^000000"; - next; - if (select( "Try repair work", "Stop" ) == 2) - end; - progressbar_npc "FFFF00",2; - if (countitem(7197) < 1) { - mes "There is no [material]7197 to reinforce the wagon wheel."; - close; - } - // note: Tough_Vines not deleted on fail - .@r = rand(1,5); - if (.@r == 1) { - specialeffect EF_REFINEOK; - mes "^0000ffRepair successful!^000000"; - delitem 7197,1; // Tough_Vines - removespecialeffect 1090; - completequest 12532; - close; - } - specialeffect EF_REFINEFAIL; - mes "^0000ff It doesn't seem to have been properly reinforced yet. The material hasn't disappeared, so let's keep trying^000000"; - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12532) == 1" ); - end; -} - -wolfvill,56,234,4 script(CLOAKED) Camille#ep18_1 4_EP18_KAMIL,{ - mes "^0000ffHazard looks like he's getting mad at him^000000"; - close; -} - -// Quest: Transporting Goods. Step 4. -gw_fild01,115,130,0 script #ep18_wp02 HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (isbegin_quest(12533) == 1) - cloakoffnpcself( "Wagon#ep18_2" ); - end; -} - -gw_fild01,115,130,4 script(CLOAKED) Wagon#ep18_2 4_EP18_WAGON,{ - if (ep18_1_main < 36) - end; - if (isbegin_quest(12533) == 1) { - mes "^0000ffIt is clear that the wagon was led by Camille. From the condition of the cargo scattered everywhere, something bad must have happened. I'll have to look for Camille^000000"; - completequest 12533; - setquest 12534; - close; - } - mes "^0000ff Looks like most of the cargo has already been lost.^000000"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12533) == 1" ); - end; -} - -// Quest: Transporting Goods. Step 5. -gw_fild01,202,102,0 script #ep18_wp03 HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (isbegin_quest(12534) == 1) { - cloakoffnpcself( "#ep18_2_mon" ); - cloakoffnpcself( "Camille#ep18_2" ); - end; - } - if (isbegin_quest(12534) == 2 && isbegin_quest(12535) == 0) { - cloakoffnpcself( "Camille#ep18_2" ); - end; - } - end; -} - -gw_fild01,205,102,4 script(CLOAKED) #ep18_2_mon EP18_GREY_WOLF,{ - if (ep18_1_main < 36) - end; - if (isbegin_quest(12534) != 1) - end; - .@wolf_hp = 1000; - .@camille_hp = 1000; - - mes "^0000ffThe situation doesn't look very good^000000"; - next; - npctalk "rumble...", "#ep18_2_mon", bc_self; - next; - npctalk "Damn", "Camille#ep18_2", bc_self; - next; - mes "^0000ff I feel like I'm going to fall. I can't even keep my eyes on where to attack, so I'm rolling my eyes relentlessly. I'll probably end up with wolf food that doesn't last even a second and melts away ^000000"; - while(1) { - next; - switch( select("Combat advice to Camille", "Treat the wolf yourself", "Walk by" ) ) { - case 1: - mes "^0000ffWhere are you going to tell Camille to attack the wolf?^000000"; - playbgm "182"; - while(1) { - mes "Wolf Health - ^ff0000" + .@wolf_hp + "^000000"; - mes "Camille's Health - ^0000ff" + .@camille_hp + "^000000"; - next; - switch( select( "timid attack (high probability)", "moderate attack (normal probability)", "big attack (low probability)", "converting blow (low probability)", "Make them run away" ) ) { - case 1: - .@wolf_chance = 65; // 65% chance the wolf is being hit / 35% Camille - .@wolf_damage = rand(25,50); - .@camille_damage = rand(45,93); - break; - case 2: - .@wolf_chance = 42; - .@wolf_damage = rand(32,58); - .@camille_damage = rand(37,72); - break; - case 3: - .@wolf_chance = 30; - .@wolf_damage = rand(45,70); - .@camille_damage = rand(34,53); - break; - case 4: - .@wolf_chance = 25; - .@wolf_damage = rand(66,80); - .@camille_damage = rand(26,50); - break; - case 5: - mes "I'm upset, but there's no chance of winning now. Let's fix it and try again"; - close; - } - if (.@wolf_chance > rand(100)) { - .@wolf_hp = .@wolf_hp - .@wolf_damage; - npctalk "-" + .@wolf_damage, "#ep18_2_mon", bc_self; - npctalk " ", "Camille#ep18_2", bc_self; - specialeffect EF_ACIDDEMON, SELF, "#ep18_2_mon"; - specialeffect EF_HFLIMOON3, SELF, "#ep18_2_mon"; - } - else { - .@camille_hp = .@camille_hp - .@camille_damage; - npctalk " ", "#ep18_2_mon", bc_self; - npctalk "-" + .@camille_damage, "Camille#ep18_2", bc_self; - specialeffect EF_ACIDDEMON, SELF, "Camille#ep18_2"; - specialeffect EF_HFLIMOON3, SELF, "Camille#ep18_2"; - } - if (.@wolf_hp < 1) { - mes "^0000ff You defeated the gray wolf.^000000"; - completequest 12534; - cloakonnpcself( "#ep18_2_mon" ); - playbgm "183"; - close; - } - if (.@camille_hp < 1) { - next; - mes "^ff0000Dangerous!! I need to stop the battle and restore Camille's health.^000000"; - playbgm "183"; - close; - } - } - break; - case 2: - mes "^0000ff No, it might be right to just help Camille grow up on her own....^000000"; - continue; - case 3: - mes "^0000ffCome back later and build Camille's grave.^000000"; - close; - } - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12534) == 1" ); - end; -} - -// Quest: Transporting Goods. Step 6. -gw_fild01,201,102,6 script Camille#ep18_2 4_EP18_KAMIL,{ - if (ep18_1_main < 36) - end; - if (isbegin_quest(12534) == 2 && isbegin_quest(12535) == 0) { - mes "^0000ff Camille's body is trembling with excitement after the battle.^000000"; - npctalk "Uhhhhhhhh...", "Camille#ep18_2", bc_self; - next; - select( "It was a pretty good move", "It wasn't good. Don't hold a knife in the future" ); - npctalk "No" + strcharinfo(0) + "If it wasn't for your instructions, I'd be stuck.", "Camille#ep18_2", bc_self; - next; - select( "Why did you leave the cart here?" ); - npctalk "It happened while chasing those who were scattered all over the place with trade goods. I didn't recover all of them, but I did get some.", "Camille#ep18_2", bc_self; - next; - npctalk "First, we need to move the ascending cart back to the village. We need to pack up the rest of our luggage and make a claim.", "Camille#ep18_2", bc_self; - next; - select( "Isn't it just an accident? It's enough to ask for a crime..." ); - npctalk "They were trade goods to be exchanged for food and daily necessities to support the village's several months' livelihood. Perhaps the crime is not light.", "Camille#ep18_2", bc_self; - next; - select( "You're too harsh on the trade officer" ); - npctalk "Master stopped me from the beginning, but I ended up insisting that I want to lead the way. It's not forcing me to take it, so it's my responsibility.", "Camille#ep18_2", bc_self; - next; - npctalk "If I died here or if I ran away, Master would be held responsible. That's absolutely not going to happen.", "Camille#ep18_2", bc_self; - next; - if (select( "Yes, it's your job, so do it yourself.", "How about running away like this?" ) == 2) - end; - npctalk "Thanks again for your help. Now I have to clear the procession and come back again. I hope to see you again if fate guides you...", "Camille#ep18_2", bc_self; - setquest 12535; - navigateto("wolfvill",79,211); - cloakonnpcself( "Camille#ep18_2" ); - close; - } - mes "^0000ff It seems that you cannot hear the story properly^000000"; - close; - -OnInit: - cloakonnpc strnpcinfo(0); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12534) == 2 && isbegin_quest(12535) == 0" ); - end; -} - -wolfvill,76,210,0 script #ep18_wp03_ HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch_: - if (isbegin_quest(12531) == 1 || isbegin_quest(12535) == 1) { - cloakoffnpcself( "Hazar#ep18_3" ); - cloakoffnpcself( "Camille#ep18_3" ); - cloakoffnpcself( "Villager#ep18_31" ); - cloakoffnpcself( "Villager#ep18_32" ); - cloakoffnpcself( "Villager#ep18_33" ); - } - end; -} - -// Quest: Transporting Goods. Step 7 + 12 (final). -wolfvill,75,214,4 script(CLOAKED) Hazar#ep18_3 4_EP18_HAZAR,{ - if (ep18_1_main < 36) - end; - if (!checkweight(1000405,20)) { - mes "^ff0000 I think the weight of the items I have is too much. Please organize Tori once.^000000"; - close; - } - if (isbegin_quest(12535) == 1) { - mes "^0000ff A meeting between the head of the wolf village and the owners of the wolf village is being held.^000000"; - next; - npctalk "I feel sorry for everyone. I couldn't get enough disciples because I didn't have enough.", "Hazar#ep18_3", bc_self; - next; - npctalk "It's not your problem, Hazard. It's probably Camille's problem, who was too greedy for going uphill.", "Villager#ep18_31", bc_self; - next; - npctalk "No, I was the one who forced my disciple to experience ascending.", "Hazar#ep18_3", bc_self; - next; - npctalk "Is that real, Camille? Is it true that your master was forcing your back?", "Villager#ep18_33", bc_self; - next; - npctalk "I'm really sorry to everyone. And Master didn't pat me on the back, I was stubborn.", "Camille#ep18_3", bc_self; - next; - npctalk "I knew this was going to happen. For some reason, something strange happened when Hazard suddenly felt uncomfortable.", "Villager#ep18_32", bc_self; - next; - npctalk "Camille, you bastard! What are you doing now!", "Hazar#ep18_3", bc_self; - next; - npctalk "I'm stubborn with my master. I couldn't even get the job done properly. It's all my fault.", "Camille#ep18_3", bc_self; - next; - npctalk "Hmmm... Hmmm", "Villager#ep18_31", bc_self; - npctalk "Eing~", "Villager#ep18_32", bc_self; - npctalk "ttttttt.", "Villager#ep18_33", bc_self; - next; - npctalk "Well, I think I got a rough idea of ??what happened. Then, should we discuss the post-processing now?", "Villager#ep18_33", bc_self; - next; - npctalk "Hey guys! How can you make such a hasty decision!", "Hazar#ep18_3", bc_self; - next; - npctalk "Actually, we've been watching Camille since childhood. I want to take care of the situation.", "Villager#ep18_32", bc_self; - next; - npctalk "It's a matter of the circumstances, but there are rules for the top, right?", "Villager#ep18_33", bc_self; - next; - emotion ET_HUK, getnpcid(0, "Villager#ep18_31"); - npctalk "This person! If you follow the rules above, you should give up your head! It's not a rude thing to talk about!", "Villager#ep18_31", bc_self; - next; - npctalk "No, that's right... Ha, how do I do this?", "Villager#ep18_33", bc_self; - next; - npctalk "I will follow the rules. I did it myself, so I guess that's right.", "Camille#ep18_3", bc_self; - next; - npctalk "Uh-huh! Camille, you bastard! You're not in a position to speak up!", "Hazar#ep18_3", bc_self; - next; - npctalk "Calm down. Speaking of the rules above. Let's examine the grounds for Camille's disposition first.", "Villager#ep18_31", bc_self; - next; - npctalk "The loss of 800kg of clothing/leather for winter budget. And the failure to purchase food materials due to the loss.", "Villager#ep18_33", bc_self; - next; - npctalk "Ummm... Can't we just pack up the upper search team and find our luggage?", "Villager#ep18_31", bc_self; - next; - npctalk "I do, but Camille's mistake will be officially sanctioned once the top has resolved the situation.", "Villager#ep18_33", bc_self; - next; - npctalk "Yeah, now, the villagers and the top executives don't know this yet. Camille's guilt is confirmed as soon as the search is sent.", "Villager#ep18_32", bc_self; - next; - select( "Try another advice" ); - npctalk "What happens if the top outsider unofficially retrieves and returns the cargo?", "", bc_self; - next; - npctalk "No, you are " + strcharinfo(0) + "Are you not Mr.", "Hazar#ep18_3", bc_self; - next; - npctalk "Ah, that's a good opinion. If an outsider solves it without anyone knowing, then this case would never have happened.", "Villager#ep18_33", bc_self; - next; - npctalk "You can't punish something without the above rules.", "Villager#ep18_31", bc_self; - next; - npctalk "" + strcharinfo(0) + "Mr. Could it be that... can I take that as saying that we will find lost items on our behalf?", "Hazar#ep18_3", bc_self; - next; - if (select( "I'll give it a try", "What are you kidding me?" ) == 2) - end; - npctalk "Thank you " + strcharinfo(0) + "Sir. I will lead the way.", "Camille#ep18_3", bc_self; - next; - npctalk "No, that shouldn't be happening. This should be a non-event. Camille, you shouldn't step in.", "Villager#ep18_33", bc_self; - next; - npctalk "" + strcharinfo(0) + "Did you say nim? I'll thank you for coming out for our ugly Camille.", "Villager#ep18_31", bc_self; - next; - npctalk "I'd like to thank you too. Even if he's a bit shy, he's a talented person who shouldn't lose his life because of this.", "Villager#ep18_32", bc_self; - next; - npctalk "I'm so grateful that I can't say anything. What are you doing, I'll tell you about Camille's approximate location.", "Hazar#ep18_3", bc_self; - next; - emotion ET_HUK, getnpcid(0, "Villager#ep18_31"); - sleep2 400; - npctalk "Yes! I see", "Camille#ep18_3", bc_self; - next; - mes "^ff0000We have obtained a rough idea of ??where the cargo looted from Camille was headed^000000"; - completequest 12535; - setquest 12536; - setquest 12537; - setquest 12538; - setquest 12539; - next; - npctalk "Then " + strcharinfo(0) + "I'll bet everything on Mr.", "Hazar#ep18_3", bc_self; - next; - npctalk "Well, this was a meeting that didn't exist. Let's disband quickly", "Villager#ep18_31", bc_self; - next; - emotion ET_HUK, getnpcid(0, "Villager#ep18_31"); - npctalk "That's right. I'm also busy with work.", "Villager#ep18_33", bc_self; - next; - cloakonnpcself( "Hazar#ep18_3" ); - cloakonnpcself( "Camille#ep18_3" ); - cloakonnpcself( "Villager#ep18_31" ); - cloakonnpcself( "Villager#ep18_32" ); - cloakonnpcself( "Villager#ep18_33" ); - close; - } - if (isbegin_quest(12531) == 1) { - mes "^0000ff A meeting between the head of the wolf village and the owners of the wolf village is being held.^000000"; - next; - npctalk "Lost cargo has been collected as shown. Let's check the quantity.", "", bc_self; - next; - npctalk "Oh. So fast?", "Villager#ep18_31", bc_self; - next; - npctalk "I feel like I have already been owed to you twice. No, I was also owed to you in Camille's battle, so three times?", "Hazar#ep18_3", bc_self; - next; - npctalk "I'm sorry. I really... thank you.", "Camille#ep18_3", bc_self; - next; - npctalk "Let's see, leather 500, cloth processing 280. Ummm... the cloth is a bit lacking...", "Villager#ep18_32", bc_self; - next; - npctalk "That's about the level of a typical defective product. ", "Villager#ep18_33", bc_self; - next; - npctalk "Yeah, it's not within the allowable range. If that's the case, huh... I think we can reschedule the meeting agenda", "Villager#ep18_31", bc_self; - next; - select( "What will change to?" ); - npctalk "The original agenda was a meeting about the loss of trade goods. Now it has been changed to the agenda for delaying the top departure. Isn't it, General?", "Villager#ep18_33", bc_self; - next; - npctalk "Uh...hmmmm. That's right. We started two days later than the original schedule", "Hazar#ep18_3", bc_self; - next; - npctalk "Master... that's", "Camille#ep18_3", bc_self; - next; - npctalk "Shut up, Camille. Well, let's come to a conclusion quickly. What's the punishment for being delayed?", "Hazar#ep18_3", bc_self; - next; - npctalk "This is a probationary sentence within 3 months. I am reflecting on my work as an upper-level administrator", "Villager#ep18_33", bc_self; - next; - emotion ET_CRY, getnpcid(0, "Villager#ep18_31"); - npctalk "I have no objection", "Villager#ep18_31", bc_self; - next; - npctalk "I have no objection, either.", "Villager#ep18_32", bc_self; - next; - npctalk "That's right, Camille. You've never had a sore throat.", "Hazar#ep18_3", bc_self; - next; - npctalk "Thank you, Master. Thank you also to the upper-level Lords", "Camille#ep18_3", bc_self; - next; - npctalk "Uhhhhhh, what are you doing? The climb has been delayed, so hurry up and get ready to start again.", "Villager#ep18_31", bc_self; - next; - npctalk "Yes, I have to be punished from today, so it will end sooner than a day.", "Villager#ep18_32", bc_self; - next; - npctalk "Then the important issue is over, so let's wrap this up." + strcharinfo(0) + "Thank you again Mr.", "Hazar#ep18_3", bc_self; - next; - npctalk "Thank you so much " + strcharinfo(0) + "Sir. You are my lifesaver. Here is a small but small token of my gratitude.", "Camille#ep18_3", bc_self; - emotion ET_CRY, getnpcid(0, "Villager#ep18_31"); - completequest 12531; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - close2; - cloakonnpcself( "Hazar#ep18_3" ); - cloakonnpcself( "Camille#ep18_3" ); - cloakonnpcself( "Villager#ep18_31" ); - cloakonnpcself( "Villager#ep18_32" ); - cloakonnpcself( "Villager#ep18_33" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12535) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(12531) == 1" ); - end; -} - -wolfvill,79,213,3 duplicate(dummy_cloaked_npc) Camille#ep18_3 4_EP18_KAMIL - -wolfvill,77,207,8 script(CLOAKED) Villager#ep18_33 4_M_RACHMAN1,{ - mes "[Villager]"; - mes "Hmmmm, let's talk about private things later."; - close; -} - -wolfvill,74,208,8 script(CLOAKED) Villager#ep18_32 4_M_MIDDLE1,{ - mes "[Villager]"; - mes "No time to chat"; - close; -} - -wolfvill,72,209,8 script(CLOAKED) Villager#ep18_31 4_M_MIDDLE,{ - mes "[Villager]"; - mes "It is forbidden to chat during the upper meeting."; - close; -} - -// Quest: Transporting Goods. Step 8 + 9 + 10 + 11. -gw_fild01,242,325,4 script #ep18_12536 4_POINT_RED,5,5,{ - if (isnpccloaked(strnpcinfo(0)) == true) - end; - .@quest_id = atoi( replacestr(strnpcinfo(2), "ep18_", "") ); - .@state = isbegin_quest(.@quest_id); - if (.@state == 1) { - specialeffect EF_BIG_PORTAL, SELF; // 561 - progressbar_npc "FFFF00",2; - completequest .@quest_id; - removespecialeffect 561; - specialeffect EF_ICECRASH, SELF; // 135 - - if (isbegin_quest(12536) == 2 && isbegin_quest(12537) == 2 && isbegin_quest(12538) == 2 && isbegin_quest(12539) == 2) - setquest 12531; - cloakonnpc strnpcinfo(0), getcharid(0); - } - end; - -OnTouch: - end; - -OnInit: - .@quest_id = atoi( replacestr(strnpcinfo(2), "ep18_", "") ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(" + .@quest_id + ") == 1" ); - end; -} -gw_fild01,89,211,4 duplicate(#ep18_12536) #ep18_12537 4_POINT_RED,5,5 -gw_fild01,347,194,4 duplicate(#ep18_12536) #ep18_12538 4_POINT_RED,5,5 -gw_fild01,230,52,4 duplicate(#ep18_12536) #ep18_12539 4_POINT_RED,5,5 - -gw_fild01,242,325,0 script #wp12536 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch_: - .@quest_id = atoi( replacestr(strnpcinfo(2), "wp", "") ); - if (isbegin_quest(.@quest_id) == 1) - cloakoffnpcself( "#ep18_" + .@quest_id ); - end; -} -gw_fild01,89,211,0 duplicate(#wp12536) #wp12537 HIDDEN_WARP_NPC,5,5 -gw_fild01,347,194,0 duplicate(#wp12536) #wp12538 HIDDEN_WARP_NPC,5,5 -gw_fild01,230,52,0 duplicate(#wp12536) #wp12539 HIDDEN_WARP_NPC,5,5 -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Clinic Construction. Step 1 + 3 + 4 + 5 (final). -wolfvill,171,253,5 script Ezekiel#hms01 4_M_RACHMAN2,5,5,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(17507) ) { - case 0: - if (isbegin_quest(17506) == 1) { - if (countitem(999) < 3) { - mes "[Ezekiel]"; - mes "Anything you can get here, but not just steel. It's difficult to import, and you need a lot of facilities to make steel. I'd like a little favor. Only about three..."; - close; - } - mes "[Ezekiel]"; - mes "Steel!! When is steel coming! ... is here. You're here, Adventurer. Is it heavy? Please come here. You are precious, but I can't keep you holding it for one second. Thank you. Thank you for your hard work."; - next; - mes "[Ezekiel]"; - mes "When this clinic is completed, we will engraved the name of the adventurer on the cornerstone so that the name of the adventurer will be widely known to newborn babies in the future."; - next; - emotion ET_SWEAT, playerattached(); - mes "[Ezekiel]"; - mes "Even if the building disappears over the years, the will of the adventurer will remain forever."; - next; - select( "No, it's not necessary..." ); - mes "[Ezekiel]"; - mes "With this steel I will now build a clinic like steel. It won't budge even in the wind and rain."; - next; - cloakoffnpcself( "Old man#hms01" ); - cloakoffnpcself( "Old man#hms02" ); - cloakoffnpcself( "Old man#hms03" ); - mes "[Old man]"; - mes "No, what are you doing now?"; - npctalk "Didn't I explain it so you could understand?", "Old man#hms03", bc_self; - next; - mes "[Old man]"; - mes "Are you planning to build this clinic? Now?"; - next; - select( "Old people calm their excitement..." ); - mes "[Old man]"; - mes "What and when were we excited? We're talking with the most ice-cold reason, now!"; - npctalk "We don't have the energy to spend like this!", "Old man#hms02", bc_self; - next; - mes "[Ezekiel]"; - mes "Why the hell are you doing this? Are you territorial with new immigrants?"; - next; - mes "[Old man]"; - mes "Oh, we're not like that."; - npctalk "What? What?", "Old man#hms03", bc_self; - next; - mes "[Ezekiel]"; - mes "Then why are you so opposed?"; - next; - mes "[Old man]"; - mes "The comfortable life you desire is a trap. The foreign, the comfortable. Those things will ruin us."; - next; - mes "[Ezekiel]"; - mes "Comfortable living spaces, decent schools, clean clinics. What can we not enjoy? We have been avoiding discrimination, not convenience."; - next; - mes "[Ezekiel]"; - mes "What's wrong with living here anyway, having better facilities?"; - next; - mes "[Old man]"; - mes "No, well, that's what the migrants want?"; - npctalk "Yes!", "Old man#hms01", bc_self; - next; - mes "[Old man]"; - mes "To accustom the body to comfort and to make an uncomfortable life intolerable. Live contentedly in the minimum life they provide."; - mes "They say that if you protest, they will even take it away."; - next; - mes "[Old man]"; - mes "How long do you think we will live here? We have no intention of reclaiming our land!"; - npctalk "I mean!", "Old man#hms03", bc_self; - next; - mes "[Old man]"; - mes "What I have now is enough, what more do you need?"; - next; - mes "[Ezekiel]"; - mes "I'm not doing this out of envy. I'm not bringing it here because it's a migrant style. It's a technology and facility that has developed over time, but you don't understand it!"; - next; - cloakoffnpcself( "Maram#hms01" ); - cloakoffnpcself( "Villager#hms01" ); - cloakoffnpcself( "Injured#hms01" ); - mes "[Joel]"; - mes "Oh, I'm dying. I'm dying..."; - npctalk "Someone beckons from afar...", "Injured#hms01", bc_self; - next; - mes "[Maram]"; - mes "Ezekiel!!! It's a big deal!"; - next; - mes "[Ezekiel]"; - mes "Maram? Why? What's going on?"; - next; - mes "[Joel]"; - mes "If I die... my fortune I've saved up...! Take me on a ride. How did you collect it! It's unfair! Maram, you keep an eye on it! Don't let a single stone be stolen!"; - emotion ET_CRY, getnpcid(0,"Injured#hms01"); - next; - mes "[Maram]"; - mes "No, you won't die. Don't say anything sinister."; - next; - mes "[Old man]"; - mes "Why is Joel like this?"; - next; - mes "[Maram]"; - mes "There was an accident while moving the luggage. I think we need to deal with it quickly. Is it possible, Ezekiel?"; - next; - mes "[Old man]"; - mes "Oh my gosh, why? One leg is completely disabled."; - next; - mes "[Old man]"; - mes "Let's see. Hmm..."; - next; - mes "[Old man]"; - mes "Move to my house immediately. I can't use my legs, but I'll have to put some medicine on it so it doesn't rot."; - npctalk "What? My leg is rotting??", "Injured#hms01", bc_self; - npctalk "Can I have the plaster?", "Maram#hms01", bc_self; - next; - mes "[Joel]"; - mes "Me, me, do I have to cut off my legs like the old poplar? That's not okay...! I'm so excited I bought a new work boot...!"; - next; - mes "[Old man]"; - mes "Are the boots a problem now?"; - next; - mes "[Joel]"; - mes "...Yes, Maram. I have a favor. Can you find someone who doesn't have a left leg but has a strong right leg? I'm going to sell my right boot to him."; - mes "Senior, please be as smooth as possible."; - npctalk "size doesn't matter", "Injured#hms01", bc_self; - next; - mes "[Ezekiel]"; - mes "I don't cut my leg. I can cure it."; - next; - mes "[Old man]"; - mes "What? Are your legs that shape?"; - next; - mes "[Old man]"; - mes"How can you fix a leg like that...! Hurry up and cut it off and apply some medicine to prevent infection! Don't waste your time holding on to it...!"; - next; - mes "[Ezekiel]"; - mes "I'm saying you can do it because you can do it. Everyone please get out of the way."; - next; - mes "[Maram]"; - mes "Elderly people, trust me first. Ezekiel may look a little out of place in the eyes of the elderly, but he's pretty good, isn't he?"; - npctalk "I didn't take it for nothing.", "Maram#hms01", bc_self; - next; - mes "[Old man]"; - mes "No, time is...!"; - next; - specialeffect EF_HEALSP, AREA, "Injured#hms01"; - mes "[Ezekiel]"; - mes "Ah... if the equipment was right... I could do it faster... I can't help it."; - next; - specialeffect EF_REPAIRWEAPON, AREA, "Injured#hms01"; - mes "[Joel]"; - mes "Aaaaaaaaaaaaaaa I'm dying!!!"; - npctalk "Damn!!!", "Old man#hms01", bc_self; - npctalk "Isn't that how you catch people?", "Old man#hms02", bc_self; - npctalk "You must stop these people!!!!", "Old man#hms03", bc_self; - delitem 999,3; // Steel - changequest 17506,17507; - close; - } - if (isbegin_quest(17505) == 1) { - mes "[Ezekiel]"; - mes "Adventurer, how is it? Can I start the construction?"; - next; - select( "I told you..." ); - mes "[Ezekiel]"; - mes "Ah, is that so? Still, I'm building it on the outskirts so that it doesn't affect other places as much as possible, but I don't think that's possible either."; - next; - mes "[Ezekiel]"; - mes "Still, I can't give up. I'll have to gather like-minded people and prepare to persuade me to come back and talk to them."; - next; - mes "[Ezekiel]"; - mes "I thought about doing what they said, but I can't. I don't know anything else, but this is absolutely necessary."; - next; - mes "[Ezekiel]"; - mes "So, adventurer, I have a favor."; - next; - select( "What's going on?" ); - mes "[Ezekiel]"; - mes "Anything you can get here, but not just steel. It's difficult to import, and you need a lot of facilities to make steel. I'd like a little favor. Only about three..."; - next; - select( "I'll bring you" ); - mes "[Ezekiel]"; - mes "Thank you for willingly accepting. Until you agree with my work and help me... Then I will be preparing for the construction."; - changequest 17505,17506; - close3; - } - if (isbegin_quest(17504) == 1) { - mes "[Ezekiel]"; - mes "Convince the [Old man]wolfvill,176,111,0,101,0. It's a necessary facility."; - close; - } - mes "[Ezekiel]"; - mes "Ezekiel, what wealth and glory did you come here to enjoy. What the hell did you do!"; - next; - mes "[Ezekiel]"; - mes "No. But living here as me is really living life. Am I a permanent stranger there?"; - next; - cloakoffnpcself( "Maram#hms01" ); - select( "Who is that...?" ); - mes "[Maram]"; - mes "Shh- wait a minute. Listen to what they have to say. I think you're saying something funny."; - next; - mes "[Ezekiel]"; - mes "No, by the way, you are treated like an outsider here as well? Isn't it the same here or there? Then, wouldn't it be better to be more comfortable?"; - mes "Should I just give up and go back?"; - next; - mes "[Ezekiel]"; - mes "No, but there is something I was aiming for in the beginning. After all, finding my roots..."; - next; - mes "[Maram]"; - mes "Ezekiel! How are you? What are you muttering to yourself?"; - next; - mes "[Ezekiel]"; - mes "Maram? Maram?? All right. You know. Listen to me. Busy? Busy, listen to me. Who am I going to tell this to? I don't even have close friends yet. So, listen."; - npctalk "Okay, okay. I'll listen, so calm down.", "Maram#hms01", bc_self; - next; - mes "[Ezekiel]"; - mes "I told you I was going to build a clinic here. I came here and there is no such thing as a decent clinic, so I said I would build one."; - next; - mes "[Maram]"; - mes "That's right. That's why I've been looking for a lot of stuff to put in it this time."; - npctalk "Okay? We'll see about that later. Listen first.", "Ezekiel#hms01", bc_self; - next; - mes "[Ezekiel]"; - mes "But, as soon as you open the shovel, the elders here dry you up. They see me as a destroyer of the environment, saying that I have to live in harmony with nature as I did until now. Am I that kind of person?"; - next; - mes "[Ezekiel]"; - mes "Just building a more sanitary and more modern clinic is such an act of destroying nature and the environment? Can we respond more quickly in case of emergency?"; - next; - mes "[Maram]"; - mes "No. You're never like that. Everyone else is, but you're never alone."; - next; - mes "[Ezekiel]"; - mes "Is that right? But you drove me like that... Am I really trash? I can't do anything right now."; - next; - mes "[Maram]"; - mes "If that's the case, talk to Suad. It's too much. It's about wanting everyone to live well together. The clinic isn't against nature. It's true."; - next; - mes "[Ezekiel]"; - mes "That's... I've talked to Suad... He said he can't help it and he can't do it on his own."; - next; - mes "[Ezekiel]"; - mes "It is necessary to have a clinic, but the opinions of the elderly who have lived here for a long time are that they can't just push it, so they have no choice but to persuade them."; - next; - mes "[Maram]"; - mes "I heard that he is too. In any case, you can't ignore the opinions of the elders. It's not like Suad's personality is wielding as much as he wants, ignoring them."; - next; - mes "[Ezekiel]"; - mes "So... I... go back to Rachel... what do you think?"; - next; - mes "[Maram]"; - mes "What? You came all the way here to go back?"; - next; - mes "[Ezekiel]"; - mes "No, I didn't intend to go back... That's what people are. I came here to live a better life, but if it's the same here or there, wouldn't you want to be more comfortable..."; - next; - mes "[Ezekiel]"; - mes "So I mean... you're thinking. When did I say I was going to cut it off and go back? Will you not listen to me?"; - next; - mes "[Maram]"; - mes "Hmm... But I think the clinic is absolutely necessary. How can I persuade you well..."; - next; - mes "[Maram]"; - mes "Yes! I think an adventurer can help you? Hey, this adventurer is very good at talking? Doesn't it make you believe just by looking at his face? It's just an award that adults will like."; - next; - mes "[Maram]"; - mes "He was kind and helped us from purchasing materials to transporting them."; - next; - mes "[Ezekiel]"; - mes "You are a good person. You are a good person. You are, but..."; - next; - mes "[Ezekiel]"; - mes "...really such a person is liked by adults? Very... those... stubborn people."; - npctalk "You wrap up the word stubbornness well.", "Maram#hms01", bc_self; - next; - mes "[Maram]"; - mes "It's only the bottom line. Even if you can't convince you, there's nothing more than listening to a nag? Is that adventurer going to listen to you instead?"; - npctalk "Oh, that's nice?", "Ezekiel#hms01", bc_self; - next; - mes "[Ezekiel]"; - mes "Then... Shall I ask you a favor?"; - mes "Adventurer, I have a favor. We need a state-of-the-art clinic here, though not as big as Rachel."; - next; - mes "[Ezekiel]"; - mes "Now, if you get hurt or get sick, you have no choice but to rely on folk remedies from ancient times."; - npctalk "Ah, I know what it is! He put some mysterious plaster on the wound!", "Maram#hms01", bc_self; - next; - mes "[Ezekiel]"; - mes "There are medicines and medical tools that Rachel brings in little by little, but they are not enough. There is no suitable environment to use them."; - next; - mes "[Ezekiel]"; - mes "However, there is no way for me to convince those who oppose it. So, [Old man]wolfvill,176,111,0,101,0 ask an adventurer called the Freepass Award I'll give it to you."; - next; - mes "[Maram]"; - mes "Please, please. In the meantime, I will also meet other people."; - setquest 17504; - cloakonnpcself( "Maram#hms01" ); - navigateto("wolfvill",176,111); - close; - case 1: - specialeffect EF_PHARMACY_OK, AREA, "Injured#hms01"; - specialeffect EF_HEALSP, AREA, "Injured#hms01"; - mes "[Ezekiel]"; - mes "How do you feel? If you don't overdo it for a while, eat good food, and take a good rest while thinking good thoughts, you will be able to walk or do a light run."; - next; - mes "[Joel]"; - mes "Am I alive?? Did I buy?? Is my leg okay??"; - next; - mes "[Maram]"; - mes "Uh, that's why you're saying that, right?"; - next; - mes "[Joel]"; - mes "Thank you so much!! You protected my boots! What's your name? I'll take good care of you in the future. You are my benefactor. Yoel will never forget my benefactor. Forever."; - next; - mes "[Old man]"; - mes "Hey, how did you save a broken leg?"; - next; - mes "[Ezekiel]"; - mes "Because that's what I learned. If the clinic had been properly equipped, it would have been a more complete treatment and a faster recovery."; - next; - mes "[Old man]"; - mes "Ho... Is everyone doing that these days?"; - next; - mes "[Ezekiel]"; - mes "That's right. It doesn't damage your legs. As long as you do it properly."; - next; - mes "[Old man]"; - mes "You mean you can do that faster and more appropriately if you have a clinic?"; - next; - mes "[Ezekiel]"; - mes "Yes...? Is it...?"; - next; - mes "[Old man]"; - mes "Hmm... that's the way it is these days? Adventurers there, really?"; - next; - select( "Everything is like this these days." ); - mes "[Ezekiel]"; - mes "As I said, it is not the technology of migrants, but the technology and facilities of the advanced age."; - next; - mes "[Old man]"; - mes "Hang on, I don't think it's something that you're just going to oppose."; - npctalk "Looks very useful.", "Old man#hms01", bc_self; - next; - mes "[Old man]"; - mes "Is that right? I think so. It's about saving people. If we do it our way, we can save the dead."; - npctalk "If only the poplar house did this...", "The old man#hms02", bc_self; - next; - mes "[Old man]"; - mes "Hmm... that clinic, how long will it take to build it?"; - next; - mes "[Ezekiel]"; - mes "Yes...? It is, it depends on manpower and capital."; - next; - mes "[Old man]"; - mes "We will support you as much as possible. Build it once."; - npctalk "I'll give it to you anyway.", "Old man#hms03", bc_self; - next; - mes "[Old man]"; - mes "Instead, it should fit into the way of life here, to the mood of the place."; - npctalk "Because old people here have a hard time adapting to new things.", "Old man#hms02", bc_self; - next; - mes "[Ezekiel]"; - mes "That's it... I see."; - next; - mes "[Maram]"; - mes "Hey, you've taken good care of the elders. This is really necessary. I'm thankful for everything."; - next; - mes "[Old man]"; - mes "Is there anything else you need here?"; - next; - mes "[Old man]"; - mes "What? Will you accept more than a clinic?"; - next; - mes "[Old man]"; - mes "Can't you feel anything while watching that? As time goes by, you have to live according to the way it flows. You can't be stubborn forever."; - next; - mes "[Old man]"; - mes "Well, even if we get back to our homeland, we're not going to live the way we are now. We're already living the way we used to."; - next; - mes "[Old man]"; - mes "Hey, young man. If you have anything else important or necessary, tell me. We'll think about it."; - next; - mes "[Ezekiel]"; - mes "I will. I will build the clinic as much as possible according to the elders' advice."; - next; - mes "[Old man]"; - mes "Yes. You know how long we won't be living here?"; - next; - mes "[Ezekiel]"; - mes "Yes! I think so."; - next; - mes "[Old man]"; - mes "Well then, we can go. You've worked hard today."; - next; - cloakonnpcself( "Old man#hms01" ); - cloakonnpcself( "Old man#hms02" ); - cloakonnpcself( "Old man#hms03" ); - mes "[Maram]"; - mes "Take a look!!!"; - mes "Whoa- I'm really happy, right?"; - next; - mes "[Ezekiel]"; - mes "That's it.. isn't it? But it's so sudden that it's embarrassing??"; - next; - mes "[Maram]"; - mes "Even the elders have changed their minds after seeing them with their own eyes. I think it's good. Now, then, should we build what we built now?"; - next; - mes "[Ezekiel]"; - mes "Yeah. But before that, I think we need to change the design to suit this place first."; - next; - mes "[Maram]"; - mes "The adventurer will help you, right?"; - next; - select( "Yeah... that's right..." ); - mes "[Maram]"; - mes "If you have any equipment or tools you need, tell me in advance. I'll bring it to you next time."; - mes "Joel, let's go and get some rest."; - next; - mes "[Joel]"; - mes "Goodbye, my benefactor. I'll be back soon!"; - emotion ET_THROB, getnpcid(0,"Injured#hms01"); - next; - cloakonnpcself( "Maram#hms01" ); - cloakonnpcself( "Villager#hms01" ); - cloakonnpcself( "Injured#hms01" ); - mes "[Ezekiel]"; - mes "Adventurer, thank you very much for your help. This is what I got while I settled here, I don't need anything... I'll give it to the adventurer. As a sign of wishing you well in the future."; - next; - mes "[Ezekiel]"; - mes "Well then, see you next time. Maybe I can ask you a favor, so please stop by often!"; - completequest 17507; - mes "^4d4dff A favorable rating for you occurs.^000000"; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - close; - case 2: - break; - } - // daily - switch( checkquest(17509,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Ezekiel]"; - mes "Ugh, it's hard. Adventurer, what's going on here. The thing you brought me is under construction... It's dangerous if you're here, so come back after dawn."; - close; - case 2: - erasequest 17509; - break; - } - switch( isbegin_quest(17508) ) { - case 0: - mes "[Ezekiel]"; - mes "Hello, adventurer."; - next; - select("Is the construction going well?"); - mes "[Ezekiel]"; - mes "Of course. But still we are short of some supplies, such as steel or berry crystals."; - next; - mes "[Ezekiel]"; - mes "A lot of crystals are used here. It's very hard, so it's good to use everywhere."; - next; - if (select( "I'll save you", "I want to save you..." ) == 2) - end; - mes "[Ezekiel]"; - mes "Wow, thank you so much!"; - next; - mes "[Ezekiel]"; - mes "I would like 1 steel and 10 berry tandan crystals, please. You can get berry tandan crystals from the gray wolf."; - mes "I'll wait!"; - setquest 17508; - close; - case 1: - if (countitem(999) < 1 || countitem(1000406) < 10) { - mes "[Ezekiel]"; - mes "I would like 1 steel and 10 berry tandan crystals, please. You can get berry tandan crystals from the gray wolf."; - mes "I'll wait!"; - close; - } - mes "[Ezekiel]"; - mes "Adventurer, you've worked hard. I'm always grateful. I'll take a break today and see you again after dawn!"; - delitem 999,1; // Steel - delitem 1000406,10; // Ep18_Very_Ddan_Crystal - erasequest 17508; - setquest 17509; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - close; - case 2: // impossible - end; - } - end; - -OnTouch: - if (isbegin_quest(17504) == 0 && isbegin_quest(17505) == 0 && isbegin_quest(17506) == 0 && isbegin_quest(17507) == 0) - npctalk "What wealth and glory did you come here to enjoy. What did you do?", "Ezekiel#hms01", bc_self; - else if (isbegin_quest(17507) == 1) { - cloakoffnpcself( "Old man#hms01" ); - cloakoffnpcself( "Old man#hms02" ); - cloakoffnpcself( "Old man#hms03" ); - cloakoffnpcself( "Maram#hms01" ); - cloakoffnpcself( "Villager#hms01" ); - cloakoffnpcself( "Injured#hms01" ); - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(17504) == 0 && isbegin_quest(17505) == 0 && isbegin_quest(17506) == 0 && isbegin_quest(17507) == 0" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17505) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17506) == 1 && countitem(999) >= 2" ); // Steel - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17507) == 1" ); - - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(17507) == 2 && isbegin_quest(17508) == 0 && (checkquest(17509,PLAYTIME) == -1 || checkquest(17509,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17508) == 1 && countitem(999) > 0 && countitem(1000406) > 9" ); - end; -} - -wolfvill,174,252,3 duplicate(dummy_cloaked_npc) Maram#hms01 4_EP18_MARAM -wolfvill,175,249,1 duplicate(dummy_cloaked_npc) Old man#hms01 4_EP18_GW_OLD01 -wolfvill,173,247,1 duplicate(dummy_cloaked_npc) Old man#hms02 4_EP18_GW_OLD02 -wolfvill,170,248,7 duplicate(dummy_cloaked_npc) Old man#hms03 4_EP18_GW_MIDDLE01 -wolfvill,170,251,5 duplicate(dummy_cloaked_npc) Villager#hms01 4_M_RACHMAN1 -wolfvill,172,250,1 duplicate(dummy_cloaked_npc) Injured#hms01 4_M_DIEMAN - -// Quest: Clinic Construction. Step 2. -wolfvill,174,111,5 script Old man#hms05 4_EP18_GW_OLD02,{ - mes "[Old man]"; - mes "If you have any difficulties in life, tell me."; - close; -} - -wolfvill,178,110,3 script Old man#hms06 4_EP18_GW_MIDDLE01,{ - mes "[Old man]"; - mes "Do you have any questions?"; - close; -} - -wolfvill,176,111,3 script Old man#hms04 4_EP18_GW_OLD01,{ - if (ep18_1_main < 36) - end; - if (isbegin_quest(17504) == 1) { - mes "[Old man]"; - mes "The people who came in this time must also adapt well."; - next; - mes "[Old man]"; - mes "We should take another look."; - next; - mes "[Old man]"; - mes "I hate it when I visit you too often. Do you think it's the same as ours?"; - next; - mes "[Old man]"; - mes "Now, if you want to live here in the future, you have to agree. If you follow the rules here, we can all live in harmony. Cancer."; - next; - mes "[Old man]"; - mes "Whether it's the same as ours or not, it's easy to get used to if we talk more than once."; - npctalk "All my peers have adapted like that.", "Old man#hms05", bc_self; - next; - select( "I..." ); - mes "[Old man]"; - mes "Who are you? It's a face you haven't seen before?"; - npctalk "Are you new here?", "Old man#hms05", bc_self; - npctalk "Isn't that right? I don't remember?", "Old man#hms06", bc_self; - next; - mes "[Old man]"; - mes "Oh, you've been here again? Haven't you been here recently? Are you able to come often now?"; - next; - mes "[Old man]"; - mes "Welcome, welcome. If there is anything difficult, please ask."; - next; - mes "[Old man]"; - mes "Everyone here doesn't bother with that, so feel free to ask."; - next; - select( "I came to the clinic for a problem..." ); - mes "[Old man]"; - mes "What? Clinic? It's probably not the same clinic you used to do, right?"; - npctalk "That's right. Anything other than that.", "Old man#hms05", bc_self; - next; - mes "[Old man]"; - mes "I think I spoke well to everyone at the time. You don't need to build a clinic, don't build it."; - next; - mes "[Old man]"; - mes "It is enough to treat now, and you can do it in an existing place like now."; - next; - mes "[Old man]"; - mes "Isn't everyone living like this without them?"; - next; - select( "Because medical facilities are important" ); - mes "[Old man]"; - mes "No, what? So it's because we don't care? Are we short?"; - npctalk "We're not being grumpy for no reason.", "Old man#hms06", bc_self; - next; - mes "[Old man]"; - mes "We know that it's good. It's comfortable and it's good. But it's because you don't have to get used to it."; - next; - mes "[Old man]"; - mes "Once we become accustomed to the lives of migrants, we end up getting immersed in them and later we will not be able to live without their convenience."; - npctalk "That's what those who occupy our land want.", "Old man#hms05", bc_self; - next; - mes "[Old man]"; - mes "Cancer. Just being here is enough, you shouldn't lean on it. That's losing."; - next; - select( "But it's a necessary facility." ); - mes "[Old man]"; - mes "Well, so far we haven't had enough. If it wasn't enough, we wouldn't have survived here for so long."; - next; - mes "[Old man]"; - mes "I think that's the case. I didn't understand you even though you talked well."; - next; - mes "[Old man]"; - mes "If you're going to live here from now on, you'd better forget all the life over there as soon as possible."; - next; - mes "[Old man]"; - mes "The sooner you adjust to life here, the better off you are."; - next; - select( "I'm not... I'm not here..." ); - mes "[Old man]"; - mes "What? It's not even from here? How can a foreigner be meddling like this?"; - next; - mes "[Old man]"; - mes "Calm down. It can be. You helped the kids, so don't be angry."; - next; - mes "[Old man]"; - mes "As for the clinic case, we'll go to [he]wolfvill,171,253,0,101,0 and talk to him one more time, so I hope outsiders get out of this business. "; - erasequest 17504; - setquest 17505; - navigateto("wolfvill",171,253); - close; - } - mes "[Old man]"; - mes "I'll have to go to the newcomers."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(17504) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Checking Traps for Food. Step 1 + 3 (final). -wolfvill,197,170,5 script Larama#ep18 4_M_DESERT,{ - if (rand(2)) - mes "He is busy sharpening his knife, so I call, but there is no answer."; - else { - mes "[Larama]"; - mes "Ah~ I'm busy right now. I'll talk later."; - } - close; -} - -wolfvill,202,166,3 script Eruin#ep18 4_F_SHABBY,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8688) ) { - case 0: - mes "[Eruin]"; - mes "...they said an adventurer came."; - mes "Looking around, looking for something to do?"; - next; - if (select( "yes", "no" ) == 2) - end; - mes "[Eruin]"; - mes "I am in charge of livestock and wildlife observation with Larama and her family over there."; - mes "It's my job to maintain knives and other cutlery."; - npctalk "Take care of Grandma Eruin~!", "Larama#ep18", bc_self; - next; - mes "[Eruin]"; - mes "...Hehehe."; - npctalk "Hehehe.", "Larama#ep18", bc_self; - next; - mes "[Eruin]"; - mes "Any job worth entrusting to an outsider is just checking out the traps we've set up this morning."; - mes "Can you do it?"; - next; - select("It's not that difficult" ); - mes "[Eruin]"; - mes "It's good that the answer is quick."; - mes "..."; - next; - setquest 8688; - mes "[Eruin]"; - mes "[Grey Wolf Forest]gw_fild01,25,101,0,101,0 If you look here and there, you will find several traps."; - mes "If there is something hanging, please collect about 5."; - mes "If you leave the remaining bait alone, it will catch something again, so you'll have to wait and see."; - next; - mes "[Eruin]"; - mes "Please do your best."; - close; - case 1: - .@trap01 = countitem(1000412); - .@trap02 = countitem(1000413); - .@trap03 = countitem(1000414); - if ((.@trap01 + .@trap02 + .@trap03) < 5) { - mes "[Eruin]"; - mes "[Grey Wolf Forest]gw_fild01,25,101,0,101,0 I'd like to collect 5 or so of the traps."; - close; - } - if (.@trap01 > 0) - delitem 1000412, .@trap01; - if (.@trap02 > 0) - delitem 1000413, .@trap02; - if (.@trap03 > 0) - delitem 1000414, .@trap03; - - completequest 8688; - setquest 8689; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - mes "^4d4dff A favorable rating for you occurs.^000000"; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - next; - mes "[Eruin]"; - mes "...Okay. Good job."; - mes "If you are free enough to be here tomorrow as well, can I ask you again?"; - next; - if (select( "Okay", "I think I'll be busy tomorrow" ) == 2) - end; - mes "[Eruin]"; - mes "That's good."; - mes "He does not refuse help. Thank you."; - close; - case 2: - break; - } - - // daily - switch( checkquest(8689,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Eruin]"; - mes "Go back and rest today."; - close; - case 2: - erasequest 8689; - break; - } - switch( isbegin_quest(8690) ) { - case 0: - mes "[Eruin]"; - mes "Are you here? It looks like you're taking a break from looking around again."; - next; - switch( select( "go to investigate the trap", "talk", "stop" ) ) { - case 1: - break; - case 2: - end; - case 3: - end; - } - mes "[Eruin]"; - mes "If you help me, I have a lot of other things to do, so I'd appreciate it."; - mes "[Grey Wolf Forest]gw_fild01,25,101,0,101,0 If you look here and there, you will find several traps."; - mes "If there is something hanging, please bring back 5 of them."; - next; - if (select( "accept", "reject" ) == 2) - end; - setquest 8690; - mes "[Eruin]"; - mes "If you leave the remaining bait alone, it will catch something again, so you'll have to wait and see."; - mes "Please do your best."; - close; - case 1: - .@trap01 = countitem(1000412); - .@trap02 = countitem(1000413); - .@trap03 = countitem(1000414); - if ((.@trap01 + .@trap02 + .@trap03) < 5) { - mes "[Eruin]"; - mes "[Grey Wolf Forest]gw_fild01,25,101,0,101,0 I'd like to collect 5 or so of the traps."; - close; - } - if (.@trap01 > 0) - delitem 1000412, .@trap01; - if (.@trap02 > 0) - delitem 1000413, .@trap02; - if (.@trap03 > 0) - delitem 1000414, .@trap03; - - erasequest 8690; - setquest 8689; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - mes "[Eruin]"; - mes "...Okay. Good job."; - mes "If you are free enough to be here tomorrow as well, can I ask you again?"; - next; - if (select( "Okay", "I think I'll be busy tomorrow" ) == 2) - end; - mes "[Eruin]"; - mes "That's good."; - mes "He does not refuse help. Thank you."; - close; - case 2: // impossible - end; - } - end; - -OnInit: - // note: the questinfo on official is never removed except by PLAYTIME == 1 - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(8688) == 0" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8688) == 1" ); - - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8688) == 2 && isbegin_quest(8690) == 0 && (checkquest(8689,PLAYTIME) == -1 || checkquest(8689,PLAYTIME) == 2)" ); - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8690) == 1" ); - - // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(11724) == 2 && isbegin_quest(8688) == 0" ); - // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8688) == 1 && (countitem(1000412)+countitem(1000413)+countitem(1000414)) > 4" ); - // questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(8688) == 2 && isbegin_quest(8690) == 0 && (checkquest(8689,PLAYTIME) == -1 || checkquest(8689,PLAYTIME) == 2)" ); - // questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8690) == 1 && (countitem(1000412)+countitem(1000413)+countitem(1000414)) > 4" ); - end; -} - -// Quest: Checking Traps for Food. Step 2. -gw_fild01,24,122,0 script Installed trap#01 CLEAR_NPC,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - if (isbegin_quest(8688) == 1 || isbegin_quest(8690) == 1) { - .@amount = countitem(1000412) + countitem(1000413) + countitem(1000414); - if (.@amount >= 5) { - mes "Today we have recovered enough of the traps."; - mes "Let's bring it to [Eruin]wolfvill,202,166,0,101,0"; - close; - } - specialeffect2 EF_STEAL; - progressbar "FFFF00",10; - .@r = rand(1,5); - if (.@r == 1) - getitem 1000412,1; // Ep18_Trapped01 - else if (.@r == 2) - getitem 1000413,1; // Ep18_Trapped02 - else if (.@r == 3) - getitem 1000414,1; // Ep18_Trapped03 - else - mes "I didn't get anything..."; - disablenpc strnpcinfo(0); - initnpctimer; - end; - } - end; -OnTimer60000: - enablenpc strnpcinfo(0); - stopnpctimer; - end; - -OnInit: - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(8688) == 1" ); - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(8690) == 1" ); - end; -} -gw_fild01,93,113,0 duplicate(Installed trap#01) Installed trap#02 CLEAR_NPC -gw_fild01,106,126,0 duplicate(Installed trap#01) Installed trap#03 CLEAR_NPC -gw_fild01,213,130,0 duplicate(Installed trap#01) Installed trap#04 CLEAR_NPC -gw_fild01,267,156,0 duplicate(Installed trap#01) Installed trap#05 CLEAR_NPC -gw_fild01,229,205,0 duplicate(Installed trap#01) Installed trap#06 CLEAR_NPC -gw_fild01,192,210,0 duplicate(Installed trap#01) Installed trap#07 CLEAR_NPC -gw_fild01,153,212,0 duplicate(Installed trap#01) Installed trap#08 CLEAR_NPC -gw_fild01,121,245,0 duplicate(Installed trap#01) Installed trap#09 CLEAR_NPC -gw_fild01,86,327,0 duplicate(Installed trap#01) Installed trap#10 CLEAR_NPC -gw_fild01,126,356,0 duplicate(Installed trap#01) Installed trap#11 CLEAR_NPC -gw_fild01,175,339,0 duplicate(Installed trap#01) Installed trap#12 CLEAR_NPC -gw_fild01,192,361,0 duplicate(Installed trap#01) Installed trap#13 CLEAR_NPC -gw_fild01,232,319,0 duplicate(Installed trap#01) Installed trap#14 CLEAR_NPC -gw_fild01,257,297,0 duplicate(Installed trap#01) Installed trap#15 CLEAR_NPC -gw_fild01,249,245,0 duplicate(Installed trap#01) Installed trap#16 CLEAR_NPC -gw_fild01,303,276,0 duplicate(Installed trap#01) Installed trap#17 CLEAR_NPC -gw_fild01,325,254,0 duplicate(Installed trap#01) Installed trap#18 CLEAR_NPC -gw_fild01,335,241,0 duplicate(Installed trap#01) Installed trap#19 CLEAR_NPC -gw_fild01,308,318,0 duplicate(Installed trap#01) Installed trap#20 CLEAR_NPC -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Firewind Kites. Step 1 + 2 + 3 (final). -wolfvill,147,97,5 script Ahir#ep18 4_M_DST_CHILD,3,3,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - if (isbegin_quest(16548) != 2) { - switch( checkquest(16548,HUNTING) ) { - case -1: - mes "[Ahir]"; - mes "Ha-am... Huh? Someone I haven't seen. Are you a new member of the Gray Wolf Village?"; - mes "Ahhh..."; - next; - select( "Did you not sleep well at night?" ); - mes "[Ahir]"; - mes "Yes, I haven't slept."; - mes "Ha-a-am in the forest of gray wolves, when you lie down to sleep, you can hear all kinds of noises."; - next; - mes "[Ahir]"; - mes "The sound of bugs, the sound of adults talking, the sound of animals..."; - mes "The most disturbing thing is the sounds of all kinds of monsters."; - next; - mes "[Ahir]"; - mes "Huam Among them, the sound of a kite chirping is the scariest."; - mes "Even adults are worried about when the fire will come and burn the whole village."; - next; - mes "[Ahir]"; - mes "It's really scary to cry with a suppressed voice with an embers in your mouth..."; - mes "Ugh, my body is shaking just thinking about it."; - next; - select( "I'm an adventurer, would you like me to hunt?" ); - mes "[Ahir]"; - mes "Wow! Were you an adventurer?"; - mes "Then I'll be sure to ask!"; - next; - mes "[Ahir]"; - mes "Can't you just catch 30 " + strmobinfo(1,21306) + "?"; - mes "If you hunt a herd, the " + strmobinfo(1,21306) + " may be holding their breath tonight."; - next; - switch( select( "Leave it to me!", "Oops, I'm in trouble now." ) ) { - case 1: - mes "[Ahir]"; - mes "wow, thank you. Adventurer!"; - mes "30 fire and wind kites. I'll be sure to ask for it."; - next; - mes "[Ahir]"; - mes "If you come back from hunting and tell me, I will prepare even a small reward!"; - setquest 16548; - close; - case 2: - end; - } - case 0: - case 1: - mes "[Ahir]"; - mes "Thank you. Adventurer! Thirty " + strmobinfo(1,21306) + ". I'll be sure to ask for it."; - close; - case 2: - mes "[Ahir]"; - mes "Thank you! The chirping sound of the windstorm kite has definitely been reduced!"; - mes "I can sleep comfortably tonight."; - next; - mes "[Ahir]"; - mes "Okay, it probably won't last long."; - mes "It will increase again tomorrow, but I hope you will come again after dawn and catch a " + strmobinfo(1,21306) + "."; - next; - mes "[Ahir]"; - mes "This is a thank you for letting me sleep well tonight."; - mes "Please accept even a small heart, adventurer."; - completequest 16548; - setquest 16550; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - mes " "; - mes "^4d4dff A favorable rating for you occurs.^000000"; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - close; - } - } - switch( checkquest(16550,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Ahir]"; - mes "It looks like the " + strmobinfo(1,21306) + " is still lurking."; - mes "If you provoke me now, it might be more noisy because of evil."; - next; - mes "[Ahir]"; - mes "Will you come back after dawn and catch a " + strmobinfo(1,21306) + "?"; - mes "I beg you, Adventurer."; - close; - case 2: - erasequest 16550; - break; - } - switch( checkquest(16549,HUNTING) ) { - case -1: - mes "[Ahir]"; - mes "Ha-am, I'm so sleepy today."; - mes "Adventurer, won't you just catch 30 " + strmobinfo(1,21306) + "?"; - next; - mes "[Ahir]"; - mes "If you hunt a pack, the " + strmobinfo(1,21306) + " will be holding their breath tonight."; - next; - switch( select( "Hold it", "Do not grab it" ) ) { - case 1: - mes "[Ahir]"; - mes "Wow, thank you. Adventurer!"; - mes "30 " + strmobinfo(1,21306) + ". I'll be sure to ask for it."; - next; - mes "[Ahir]"; - mes "If you come back from hunting and tell me, I will prepare even a small reward!"; - setquest 16549; - close; - case 2: - end; - } - end; - case 0: - case 1: - mes "[Ahir]"; - mes "Thank you. Adventurer! Thirty " + strmobinfo(1,21306) + ". I'll be sure to ask for it."; - close; - case 2: - mes "[Ahir]"; - mes "Thank you! The chirping sound of the windstorm kite has definitely been reduced!"; - mes "I can sleep comfortably tonight."; - next; - mes "[Ahir]"; - mes "Okay, it probably won't last long."; - mes "It will increase again tomorrow, but I hope you will come again after dawn and catch a " + strmobinfo(1,21306) + "."; - next; - mes "[Ahir]"; - mes "This is a thank you for letting me sleep well tonight."; - mes "Please accept even a small heart, adventurer."; - erasequest 16549; - setquest 16550; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 10318080,3000000; - close; - } - end; - -OnTouch_: - npctalk "Ahir: I'm sleepy... so tired.", "", bc_self; - end; - -OnInit: - // first completion - questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(16548,HUNTING) == -1 && isbegin_quest(11724) == 2" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(16548,HUNTING) == 2" ); - - // daily - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(16548) == 2 && checkquest(16549,HUNTING) == -1 && (checkquest(16550,PLAYTIME) == -1 || checkquest(16550,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(16549,HUNTING) == 2" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Childhood Friends. Step 1. -wolfvill,182,82,5 script Alber#ep18 4_M_RACHMAN1,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8718) ) { - case 0: - mes "[Alber]"; - mes "If you ever want to go back to Rachel, won't you do one thing for me?"; - next; - mes "[Alber]"; - mes "To be honest... I have a friend of mine who worked as a waitress at Rachel's hotel."; - mes "If you haven't come here yet, you're probably still working there."; - next; - mes "[Alber]"; - mes "Me and my friend... Horim has lived next door since childhood."; - mes "I used to live in Rachel. But, I just couldn't stand it..."; - next; - mes "[Alber]"; - mes "Their family and my family decided to knit Rachel."; - mes "But Horimman said he would stay with Rachel."; - mes "We couldn't delay any longer, so we left him and moved here."; - next; - mes "[Alber]"; - mes "Rachel is a big city, but now she is alone."; - mes "..."; - mes "If it's okay with you, can you stop by and see how you live?"; - next; - switch( select( "I do", "I don't have time to go" ) ) { - case 1: - mes "[Alber]"; - mes "Thank you"; - mes "Just... stop by. You don't have to report to me."; - setquest 8718; - navigateto("ra_in01",388,59); - close; - case 2: - end; - } - end; - case 1: - mes "[Alber]"; - mes "You don't have to report to me."; - mes "You only need to check that Horim is doing well."; - close; - case 2: - mes "[Alber]"; - mes "Has he met the boy?"; - mes "Yes."; - mes "...yes."; - mes "I said everything I couldn't say when I left."; - mes "Now I have no regrets left."; - next; - mes "[Alber]"; - mes "It feels like a gray forest is shining."; - mes "I can't."; - mes "All adventurers, thanks to you."; - mes "Thank you."; - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8718) == 0 && isbegin_quest(11724) == 2" ); - end; -} - -// Quest: Childhood Friends. Step 2. -ra_in01,386,44,0 script #ep18w01_ HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (isbegin_quest(8718) == 1) { - cloakoffnpcself( "Employee#ep1800" ); - cloakoffnpcself( "Employee#ep1801" ); - } - end; -} - -ra_in01,388,59,5 script(CLOAKED) Employee#ep1800 4_M_RACHMAN2,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8718) ) { - case 0: - end; - case 1: - mes "[Employee]"; - mes "...!"; - mes "Adventurer, you smell of volcanic ash."; - mes "Thor Volcano... No."; - next; - mes "The employee looked around for a moment and spoke in a low voice."; - next; - mes "[Employee]"; - mes "Maybe the road to the gray wolf forest..."; - next; - switch( select( "I know", "I don't know" ) ) { - case 1: - mes "[Employee]"; - mes "...can you guide me there?"; - mes "Really... I really want to go there."; - next; - mes "[Employee]"; - mes "I know it's a dangerous road. I'm not an adventurer..."; - mes "But I really have no way to get there."; - next; - mes "[Employee]"; - mes "My friends and family said they were leaving, so I told them to hold on a bit longer..."; - mes "I thought I was going to get in the way, so they all ran away one night."; - mes "Then, of course, the news was cut off..."; - next; - mes "[Employee]"; - mes "Please take me there"; - mes "I don't have anyone anymore"; - next; - select( "Something went wrong?" ); - mes "He smiled bitterly, not yet finished introducing himself."; - next; - mes "[Employee]"; - mes "That's right, what am I talking about to someone I've never met?"; - mes "My name is Horim."; - mes "The Adventurer is..."; - mes "" + strcharinfo(0) + "Your name?"; - next; - mes "[Horim]"; - mes "So... " + strcharinfo(0) + "Sir."; - mes "Once you've been there, it means that you know the current situation we are in."; - next; - mes "[Horim]"; - mes "It was better than now until my family left."; - mes "It doesn't look any different now and then..."; - next; - mes "[Horim]"; - mes "Now... it looks fine on the outside. There are various policies. But inside, it's stinky..."; - mes "When I go out on the street, it's hard to even hear laughter. It's like someone is cursing me or us."; - mes "I can't stand it anymore..."; - next; - select( "Once started..." ); - mes "[" + strcharinfo(0) + "]"; - mes "Started once, twice or three times the same."; - next; - mes "[Horim]"; - mes "...Thank you. Thank you so much..."; - next; - mes "Horim barely squeezed a word of thanks and sighed in relief."; - next; - npctalk "Employee: Yes~", "Employee#ep1801", bc_self; - mes "[Horim]"; - mes "...I'm sorry. I'm a little busy right now, so I guess I'll have to go."; - next; - mes "[Horim]"; - mes "See you later, outside Rachel's West Gate."; - completequest 8718; - setquest 8698; - cloakonnpcself( "Employee#ep1800" ); - cloakonnpcself( "Employee#ep1801" ); - close; - case 2: - end; - } - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8718) == 1" ); - end; -} - -ra_in01,388,63,5 duplicate(dummy_cloaked_npc) Employee#ep1801 4_M_03 - -// Quest: Childhood Friends. Step 3. -ra_fild11,355,226,0 script #ep18w02__ HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (isbegin_quest(8698) == 1) - cloakoffnpcself( "Horim#ep1810" ); - end; -} - -ra_fild11,350,236,0 script #Horim01 HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (isbegin_quest(8698) == 1) - cloakoffnpcself( "Horim#ep1810" ); - end; -} - -ra_fild11,350,236,3 script(CLOAKED) Horim#ep1810 4_M_RACHMAN2,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8698) ) { - case 0: - end; - case 1: - mes "[Horim]"; - mes "...Oh, adventurer."; - mes "Actually I've never been farther from the city than here."; - next; - mes "[Horim]"; - mes "Then where is my hometown?"; - mes "Is it Rachel?"; - next; - mes "[Horim]"; - mes "If you have never felt comfortable wherever you are..."; - mes "Is it right to leave Rachel...?"; - next; - mes "[Horim]"; - mes "...that was too long."; - mes "Which direction is it from here?"; - mes "I will follow you wherever you go."; - navigateto("ra_fild10",375,293); - changequest 8698,8699; - cloakonnpcself( "Horim#ep1810" ); - next; - mes "Let's head back to the gray wolf forest."; - navigateto("ra_fild10",375,293); - close; - case 2: - end; - } - end; -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8698) == 1" ); - end; -} - -// Quest: Childhood Friends. Step 4. -ra_fild10,375,293,0 script #Horim02 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch: - if (isbegin_quest(8699) == 1) - cloakoffnpcself( "Horim#ep1811" ); - end; -} - -ra_fild10,379,282,0 script #Horim03 HIDDEN_WARP_NPC,3,3,{ - end; -OnTouch: - if (isbegin_quest(8699) == 1) - cloakoffnpcself( "Horim#ep1811" ); - end; -} - -ra_fild10,375,293,5 script(CLOAKED) Horim#ep1811 4_M_RACHMAN2,5,5,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8699) ) { - case 0: - end; - case 1: - mes "[Horim]"; - mes "Adventurer, wait a minute."; - mes "Where are you here?"; - next; - mes "[Horim]"; - mes "I looked back and Rachel... I saw the wall too far away."; - mes "How much more do I have to go?"; - next; - mes "[Horim]"; - mes "..."; - mes "Is this not even halfway here?"; - next; - mes "[Horim]"; - mes "Is the road rough?"; - mes "Is your family doing well?"; - next; - mes "[Horim]"; - mes "Are your friends doing well?"; - mes "Is it okay if I go?"; - navigateto("oz_dun01",285,170); - changequest 8699,8700; - cloakonnpcself( "Horim#ep1811" ); - next; - mes "Let's head back to the gray wolf forest."; - close; - case 2: - end; - } - end; - -OnTouch: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8699) == 1" ); - end; -} - -// Quest: Childhood Friends. Step 5. -oz_dun01,285,169,0 script #ep18w04 HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (isbegin_quest(8700) == 1) - cloakoffnpcself( "Horim#ep1812" ); - end; -} - -oz_dun01,285,170,5 script Horim#ep1812 4_M_RACHMAN2,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8700) ) { - case 0: - end; - case 1: - mes "[Horim]"; - mes "I've never seen a landscape like this."; - next; - mes "[Horim]"; - mes "You must have always seen something like this."; - next; - mes "[Horim]"; - mes "What kind of landscape is that place?"; - mes "I heard rumors that life was not so comfortable."; - next; - mes "[Horim]"; - mes "But..."; - next; - mes "[Horim]"; - mes "This road is nice"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "This way?"; - next; - mes "[Horim]"; - mes "There are a lot of monsters, so I can't come alone..."; - mes "Isn't it strange that Adventurer-nim has traveled so much now?"; - next; - mes "[Horim]"; - mes "It's okay, I'm confident in my chores."; - mes "Because it was my job to work hard."; - next; - mes "[Horim]"; - mes "Let's go"; - navigateto("gw_fild01",272,342); - changequest 8700,8701; - cloakonnpcself( "Horim#ep1812" ); - next; - mes "Let's head back to the gray wolf forest."; - close; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8700) == 1" ); - end; -} - -// Quest: Childhood Friends. Step 6. -gw_fild01,272,342,0 script #Horim04 HIDDEN_WARP_NPC,5,5,{ - end; -OnTouch: - if (isbegin_quest(8701) == 1) { - cloakoffnpcself( "Horim#ep1813" ); - navigateto("ra_fild11",358,229); - } - end; -} -gw_fild01,275,338,0 duplicate(#Horim04) #ep18w04_ HIDDEN_WARP_NPC,4,4 - -gw_fild01,272,342,5 script(CLOAKED) Horim#ep1813 4_M_RACHMAN2,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8701) ) { - case 0: - end; - case 1: - mes "[Horim]"; - mes "The ash smell has changed."; - next; - mes "[Horim]"; - mes "Do you remember what I said when I first met Adventurer?"; - mes "Thor Volcano and Volcanic Ash smell different."; - next; - mes "[Horim]"; - mes "That's... I've never been outside, but sometimes the guests who come to my work smell it."; - mes "Obviously they came from Thor Volcano who hid some weapon..."; - next; - mes "[Horim]"; - mes "How did you know you hid the weapon?"; - mes "They don't see our employees anyway."; - next; - mes "[Horim]"; - mes "Sometimes at dinner, we talk about some sort of secret as if we really can't see it."; - mes "Even if you don't listen, you can hear a word or two."; - next; - mes "[Horim]"; - mes "Of course, it's a really important story, but I won't say it in such a place."; - next; - mes "[Horim]"; - mes "But there are people who have a slightly different smell of ash."; - mes "People like me... people."; - next; - mes "[Horim]"; - mes "Can I smell that too?"; - mes "..."; - next; - mes "[Horim]"; - mes "...let's go"; - navigateto("gw_fild01",36,99); - changequest 8701,8702; - cloakonnpcself( "Horim#ep1813" ); - next; - mes "Let's head back to the gray wolf village."; - close; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8701) == 1" ); - end; -} - -// Quest: Childhood Friends. Step 7. -gw_fild01,36,99,0 script #HorimF HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (isbegin_quest(8702) == 1) { - cloakoffnpcself( "Horim#ep1814" ); - navigateto("ra_fild11",358,229); - } - end; -} - -gw_fild01,36,99,5 script(CLOAKED) Horim#ep1814 4_M_RACHMAN2,{ - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8702) ) { - case 0: - end; - case 1: - mes "[Horim]"; - mes "Let's take a break here..."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Where?"; - next; - mes "[Horim]"; - mes "There are logs..."; - next; - mes "[Gatekeeper]"; - mes "Hello?"; - next; - mes "[Horim]"; - mes "Hello..."; - next; - mes "[Horim]"; - mes "Does it seem difficult to live there?"; - next; - select( "Don't worry too much" ); - mes "[" + strcharinfo(0) + "]"; - mes "I don't think you need to worry too much."; - next; - mes "[Horim]"; - mes "I will."; - mes "Already I..."; - mes "I left Rachel."; - next; - mes "[Horim]"; - mes "..."; - next; - select( "Reason for leaving" ); - mes "[" + strcharinfo(0) + "]"; - mes "You said that all your friends and family went away and followed you?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Then why do I need to think again?"; - next; - mes "[Horim]"; - mes "The Adventurer is..."; - mes "That's right. Is there a place you must go back to?"; - mes "Once upon a time, many adventurers who came to my place of work did not."; - next; - mes "[Horim]"; - mes "But I need a place to return to."; - mes "A place to go to sleep after telling everyone to sleep well."; - next; - mes "[Horim]"; - mes "Not because I'm lonely..."; - mes "..."; - next; - mes "Horim swallowed while trying to say something."; - next; - mes "[Horim]"; - mes "There are those kinds of people."; - next; - mes "[Horim]"; - mes "...let's go"; - next; - mes "[Gatekeeper]"; - mes "Are you coming to town?"; - next; - mes "[Horim]"; - mes "?"; - next; - mes "[Gatekeeper]"; - mes "I've heard of it. If you're the one who brought it here, you'd believe it. Go inside."; - next; - mes "[Horim]"; - mes "Yes?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "This is the entrance."; - mes "Go in."; - changequest 8702,8703; - close2; - warp "wolfvill",270,26; - end; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8702) == 1" ); - end; -} - -// Quest: Childhood Friends. Step 8 (final). -wolfvill,271,26,0 script #HorimG HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch_: - if (isbegin_quest(8703) == 1) - cloakoffnpcself( "Horim#ep1815" ); - end; -} - -wolfvill,266,26,5 script(CLOAKED) Horim#ep1815 4_M_RACHMAN2,{ - if (checkweight(1000405,20) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 36) - end; - switch( isbegin_quest(8703) ) { - case 0: - end; - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "Here."; - next; - mes "[Horim]"; - mes "..."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Are you disappointed?"; - next; - mes "[Horim]"; - mes "No."; - next; - mes "[Horim]"; - mes "...I will find my family."; - mes "Somewhere here?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "I'm glad I didn't forsake you."; - mes "You'll be welcome because you're good at doing your best."; - next; - mes "[Horim]"; - mes "Whoops..."; - next; - mes "[Horim]"; - mes "Thank you"; - next; - mes "[Horim]"; - mes "Thank you so much!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Now then, can I go?"; - next; - mes "[Horim]"; - mes "Yes."; - mes "Tonight... after a long time I can tell everyone good night."; - next; - mes "[Horim]"; - mes "Blessed be the adventurer's journey ahead..."; - completequest 8703; - getitem 1000405,20; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; - mes "^4d4dff A favorable rating for you occurs.^000000"; - add_reputation_points(REPUTATION_EP18, 100); - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - next; - close2; - cloakonnpcself( "Horim#ep1815" ); - end; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(8703) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Helping the Children. Step 1. -rachel,38,44,3 script Samaritan#ep18 4_M_CHILD1,{ - if (BaseLevel < 170) - end; - if (isbegin_quest(16581) == 0) { - mes "[Samaritan]"; - mes "Niman, I'm thirsty. Can you get me some water? Your house is the closest here."; - next; - mes "[Kar]"; - mes "Do you have anything to eat at home? If not, buy me some dried fruits."; - mes "Only me, you're nice."; - next; - mes "[Naiman]"; - mes "I don't have anything to eat"; - mes "I have no money."; - next; - mes "[Lucky]"; - mes "Hey, where's the house without food?"; - mes "It's because we don't want to give it to you."; - next; - mes "[Samaritan]"; - mes "It's a disappointment, only my age."; - mes "I thought you were a good boy"; - next; - mes "[Naiman]"; - mes "Oh no!"; - mes "There is water, so go and get some water."; - next; - mes "[Samaritan]"; - mes "Okay. Water must be scarce. Where can we get something?"; - mes "You pay money to buy water, but you say you don't have money in your house."; - setquest 16581; - close; - } - mes "[Samaritan]"; - mes "Oh, I'm hungry and thirsty after playing."; - mes "I wish I could sit somewhere cool and eat iced tea and dried fruits."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16581) == 0" ); - end; -} - -// Quest: Helping the Children. Step 2. -rachel,37,42,7 script Kar#ep18 4_M_RACHMAN1,{ - if (isbegin_quest(16581) == 1) { - mes "[Kar]"; - mes "Why don't you have no money? Your father is Lucky and works at a cloth shop."; - mes "You mean you're lucky, your mom didn't give your dad any money?"; - next; - mes "[Lucky]"; - mes "My mom gives your dad money, but you don't want to buy us a piece of dried fruit, do you?"; - next; - mes "[Samaritan]"; - mes "Hey, okay, stop it. You're pitiful~ Let's stop because we don't have money."; - next; - mes "[Naiman]"; - mes "No!!! I'm not sorry..."; - mes "I'm not sorry...!!"; - next; - mes "[Samaritan]"; - mes "Uh, sorry~ I'm joking."; - mes "Why do you get angry because you're sober. It's scary."; - next; - mes "[Samaritan]"; - mes "I heard that the natives are a little hot-tempered, but it's a little bit irritating, right?"; - mes "Isn't it?"; - next; - mes "[Kar]"; - mes "That's right. You have to be able to be patient when you're angry so we can play together."; - mes "Thank you for playing with a kid like you."; - completequest 16581; - setquest 16582; - close; - } - mes "[Kar]"; - mes "I want to drink sweet tea with lots of ice."; - mes "After that, I think it will be more fun to play!"; - next; - mes "[Kar]"; - mes "It's too hot and I'm thirsty right now."; - mes "I don't want to go home though."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16581) == 1" ); - end; -} - -// Quest: Helping the Children. Step 3. -rachel,40,45,3 script Lucky#ep18 4_M_DST_CHILD,{ - if (isbegin_quest(16582) == 1) { - mes "[Lucky]"; - mes "That's right, thank you!"; - next; - select( "I can't see you", "Stop bullying me." ); - mes "[Lucky]"; - mes "Um? Who is that? Do you join us in our game?"; - mes "I don't think you're a human here... Why are you meddling?"; - next; - select( "Is that playing?", "Playing, teasing me." ); - mes "[Samaritan]"; - mes "It is unavoidable that we are different only in our age~"; - mes "He's a native here, we're all migrants."; - next; - mes "[Samaritan]"; - mes "Everyone knows that the natives are a little less than the migrants, right?"; - mes "But we play together like this."; - next; - mes "[Naiman]"; - mes "No! Who is it? What is the difference between natives and migrants!"; - next; - mes "[Kar]"; - mes "Scream again"; - mes "You are proving that the natives are more hot-blooded."; - next; - select( "You can't help but be angry", "Of course you'll get angry if you say that." ); - mes "[Samaritan]"; - mes "But is it true?"; - mes "Naiman's dad works at Lucky's cloth shop, but Lucky's mom always does."; - next; - mes "[Samaritan]"; - mes "Indigenous people are late to teachLearned and hot-blooded."; - mes "It's great to have an aunt who hires and pays such natives."; - erasequest 16582; - setquest 16583; - close; - } - mes "[Lucky]"; - mes "When we go to my house, we have cool tea and snacks!"; - mes "But it's too far... Isn't Naiman's house the closest here?"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16582) == 1" ); - end; -} - -// Quest: Helping the Children. Step 4 (final). -rachel,36,45,5 script Naiman#ep18 4_F_DST_CHILD,{ - if (isbegin_quest(16583) == 1) { - if (checkweight(1000405,10) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - mes "[Naiman]"; - mes "."; - next; - select("Why do you hang out with them?"); - mes "[Naiman]"; - mes "Yes, yes?"; - next; - select("Why are you being treated like this?"); - mes "[Naiman]"; - mes "Yeah... they're friends."; - mes "There is no one else to play with except them."; - next; - mes "[Samaritan]"; - mes "Look. You're just old enough to play with us."; - mes "If we really bothered him, we just wouldn't have played with us."; - next; - mes "[Lucky]"; - mes "I've heard that strangers are meddling, but..."; - mes "Don't meddle in things you don't even know."; - next; - mes "[Naiman]"; - mes "I... go home and fetch water."; - mes "And... I'm sorry for being rude for nothing."; - next; - cloakonnpcself( "Naiman#ep18" ); - mes "[Samaritan]"; - mes "Well, it might be like playing together, isn't it?"; - mes "Don't worry too much."; - next; - cloakonnpcself( "Samaritan#ep18" ); - mes "[Lucky]"; - mes "Now let's go play somewhere else."; - mes "Leave the meddling stranger here."; - next; - cloakonnpcself( "Lucky#ep18" ); - mes "[Kar]"; - mes "Yes, then."; - mes "Goodbye, stranger adventurer!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "...I feel like I have accumulated some life experience."; - mes "It's not a very good feeling..."; - cloakonnpcself( "Kar#ep18" ); - erasequest 16583; - getitem 1000405,10; // Ep18_Amethyst_Fragment - close; - } - mes "[Naiman]"; - mes "It's hot... I want to go home."; - mes "But because everyone wants to play more..."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16583) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Price of Labor. Step 1 + 3 (final). -rachel,181,51,3 script Amodipine#ep18 4_M_MIDDLE,{ - if (checkweight(1000405,10) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (isbegin_quest(16584) == 0) { - mes "[Amodipine]"; - mes "You can't get your paycheck today. It's already been delayed for three months..."; - mes "I would like to quit this store right away, but if I do, there will be no way to get a delayed salary."; - next; - mes "[Amodipine]"; - mes "Besides, if the rumors spread that they ran out like that, Native Americans like me won't be able to work in other stores."; - mes "Ah, what should I do..."; - next; - mes "[Amodipine]"; - mes "Hey, did you hear me?"; - mes "Looking at your outfit, you look like an adventurer. It's good. A life of free adventure...."; - next; - mes "[Amodipine]"; - mes "I, I have a favor to ask of the adventurer."; - mes "My boss pretends to listen to me, but I think he'll listen to what a famous adventurer says."; - next; - mes "[Amodipine]"; - mes "Can't you go to my boss's shop and ask for a paycheck?"; - mes "I can't even buy a meal tomorrow at this rate."; - next; - if (select( "I'll help you", "Why would you do that?" ) == 2) - end; - mes "[Amodipine]"; - mes "Thank you, thank you!"; - mes "Our boss's shop is [here]rachel,136,95,0,101,0"; - setquest 16584; - close; - } - if (isbegin_quest(16585) == 1) { - mes "[Amodipine]"; - mes "Are you here. Any good news?"; - next; - select("Tell me what you shared"); - mes "[Amodipine]"; - mes "I'm going to pay my late salary tomorrow! Oh, thanks. Thank you so much."; - mes "Now I can buy food and clothes for the children."; - next; - mes "[Amodipine]"; - mes "If you go tomorrow, you'll hear a bit of nagging, but I'm actually more happy that you got your paycheck."; - mes "You're nagging me, it's not like it's a day or two."; - next; - mes "[Amodipine]"; - mes "Aren't you mad? That's mad."; - mes "But how can I say I'm angry. It's wrong to be born aboriginal."; - next; - mes "[Amodipine]"; - mes "You can't run away and live."; - mes "I've heard rumors that there is a village on the Baines side of the fugitive Aboriginal people, but I'm sure it's true."; - next; - mes "[Amodipine]"; - mes "But I don't even have the courage to live there. Oh my, you talked too much."; - mes "Sorry for holding on to you when you're busy. Thank you so much!"; - completequest 16585; - getitem 1000405,10; // Ep18_Amethyst_Fragment - close; - } - mes "[Amodipine]"; - mes "Every day I worry about my meals, I worry about my children, I don't sleep well."; - mes "Why do I have to suffer because I was born as an indigenous person?"; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16584) == 0" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16585) == 1" ); - end; -} - -// Quest: Price of Labor. Step 2. -rachel,136,95,3 script Dahill#ep18 4_M_RACHMAN2,{ - if (isbegin_quest(16584) == 1) { - mes "[Dahil]"; - mes "Welcome, this is Dahill Sanghoe."; - mes "Nice to meet you. You look like you're an adventurer!"; - next; - mes "[Dahil]"; - mes "I love adventurers!"; - mes "I once dreamed of being an adventurer. Then I got shot in the knee by an arrow, and now I'm stuck in the city."; - next; - mes "[Dahil]"; - mes "If it's okay with you, please take a look at the items and tell me about your adventures."; - next; - select("I'm here to tell you another story"); - mes "[Dahil]"; - mes "A different story?"; - mes "Ummm, you mean Amodipine's salary? Did Amodipine ask for it?"; - next; - mes "[Dahil]"; - mes "Uhm, I know Amodipine, of course, but things are not going well in the store."; - mes "I said that I would give it all at once next month, but you're using my favorite adventurer."; - next; - mes "[Dahil]"; - mes "Should I say that it is native to hide behind others cowardly?"; - mes "So far, I have hired them because they seem to be doing well, but should I think about hiring indigenous people again?"; - next; - select("What do you mean by that?"); - mes "[Dahil]"; - mes "Oh, adventurer, don't worry. It's like an old ritual problem of the natives."; - mes "I am weak and like to hide behind others."; - next; - select( "It's still wrong to pay arrears", "Isn't that discrimination" ); - mes "[Dahil]"; - mes "It's because someone doesn't know. It's because they don't have money to know."; - mes "Well, the pay to Amodipine was the latest. But it can't be helped."; - next; - mes "[Dahil]"; - mes "It's not like Aboriginal discrimination."; - mes "It's just that the order was reversed because the employee was the last to arrive."; - next; - mes "[Dahil]"; - mes "Hey, I don't know why you have to talk like this with Adventurer-nim."; - mes "Tell Amodipine to stop working like this, I'll give you a paycheck tomorrow."; - next; - mes "[Dahil]"; - mes "I won't scold you for this, so please tell [Amodipine]rachel,181,51,0,101,0 to go to work and work properly."; - mes "I'm not a racist, but Aboriginal people are irresponsible, so if you scold me, I might quit."; - completequest 16584; - setquest 16585; - close; - } - mes "[Dahil]"; - mes "Now I run a business, but I love adventurers!"; - mes "I once dreamed of being an adventurer. Then I got hit by an arrow in the knee and I'm stuck in the city."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(16584) == 1" ); - end; -} -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Quest: Gather Opinions in Rachel. Step 1 + 2 (final). -rachel,155,236,3 script Junok#atm 4_M_TRAINEE,{ - if (checkweight(1000405,10) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - switch( checkquest(3504,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Junok]"; - mes "I got enough information today. If you can help again tomorrow, please come back."; - close; - case 2: - break; - } - switch( isbegin_quest(3503) ) { - case 0: - mes "[Junok]"; - mes "Hello, my name is Priest Junok."; - next; - mes "[Junok]"; - mes "This village is at some point in a state of confrontation with two factions, the natives and the migrants."; - next; - mes "[Junok]"; - mes "Efforts to resolve the conflict between the two factions continue, but no clear results have been achieved."; - next; - mes "[Junok]"; - mes "That's why I want you to personally approach them and find out what the problem is."; - next; - mes "[Junok]"; - mes "Can the adventurer come and talk to them instead of me? It's hard for me to leave."; - next; - if (select( "Do it", "Do it next" ) == 2) - end; - setquest 3503; - - setarray .@quest_id[0],3493,3494,3495,3496,3497,3498,3499,3500,3501,3502; - .@size = getarraysize(.@quest_id); - - for ( .@i = 0; .@i < 6; ++.@i ) { - .@r = rand(.@size); - setquest .@quest_id[.@r]; - deletearray .@quest_id[.@r],1; - .@size--; - } - mes "[Junok]"; - mes "You can come after talking to the 3 natives and 3 immigrants you have designated."; - next; - mes "[Junok]"; - mes "For a list of people to talk to, please refer to the quest window or the minimap."; - close; - case 1: - break; - case 2: - end; - } - switch( isbegin_quest(3505) ) { - case 0: - mes "[Junok]"; - mes "You can come after talking to the 3 natives and 3 immigrants you have designated."; - next; - mes "[Junok]"; - mes "For a list of people to talk to, please refer to the quest window or the minimap."; - close; - case 1: - switch( checkquest(3504,PLAYTIME) ) { - case -1: // first time - mes "[Junok]"; - mes "Is that so..."; - next; - mes "[Junok]"; - mes "It seems that there is still a lot of sediment between each other."; - next; - mes "[Junok]"; - mes "It's worse than I expected, hmm... I don't know if I should mess with it."; - next; - getitem 1000405,10; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; // dummy value - break; - case 0: - case 1: - mes "[Junok]"; - mes "I got enough information today. If you can help again tomorrow, please come back."; - close; - case 2: - mes "[Junok]"; - mes "Well, I see. It seems things are starting to get better."; - next; - mes "[Junok]"; - mes "It seems that the effort is worthwhile."; - next; - mes "[Junok]"; - mes "The future will be more important."; - next; - getitem 1000405,3; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - break; - } - for ( .@i = 3493; .@i < 3506; ++.@i ) { - if (isbegin_quest(.@i) > 0) - erasequest .@i; - } - setquest 3504; - mes "[Junok]"; - mes "It was a good reference."; - next; - mes "[Junok]"; - mes "Thank you for your help. If you can help again tomorrow, please come back."; - close; - case 2: - end; - } - end; - -OnInit: - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "isbegin_quest(3503) == 0 && (checkquest(3504,PLAYTIME) == -1 || checkquest(3504,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3505) == 1" ); - end; -} - -rachel,69,234,3 script Jarad#atm1 4_M_CHILD1,2,2,{ - if (isbegin_quest(3493) == 1) { - mes "[Jarad]"; - mes "Hello"; - next; - mes "[Jarad]"; - mes "As a native, I was in a position to accept whatever treatment was given to us."; - next; - mes "[Jarad]"; - mes "If it is impossible to change your surroundings by your own efforts, give up change and live a life of conformity."; - next; - mes "[Jarad]"; - mes "It's something I've felt in my short life, although it has created a rather indifferent attitude..."; - next; - mes "[Jarad]"; - mes "But now it seems that something is really starting to change."; - next; - mes "[Jarad]"; - mes "It is said that there are institutional arrangements for us, so I'll try to believe it."; - next; - completequest 3493; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; // setquest here to prevent bug - mes "[Jarad]"; - mes "Have a nice day then."; - next; - mes " - End of conversation with Jarad. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - // setquest 3505; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3493) == 1" ); - end; -} - -rachel,100,72,3 script Rohi#atm2 4_F_SHABBY,2,2,{ - if (isbegin_quest(3494) == 1) { - mes "[Rohi]"; - mes "Hello, how have you been?"; - next; - mes "[Rohi]"; - mes "Gina finally agreed."; - next; - mes "[Rohi]"; - mes "Finally, I am able to receive a proper salary from Gina-sama."; - next; - mes "[Rohi]"; - mes "It was difficult for me to do on my own, I am really grateful to Maram and the priests."; - next; - mes "[Rohi]"; - mes "It's great to hear that other people who were in a similar position to me also had improvements."; - next; - mes "[Rohi]"; - mes "Now that I can sleep a little more comfortably, I would also like to thank the adventurer."; - next; - completequest 3494; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Rohi]"; - mes "Then I hope you have a good day as well."; - next; - mes " - Finished the conversation with Rohi. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3494) == 1" ); - end; -} - -rachel,258,207,3 script Lord#atm3 4_F_RACHOLD,2,2,{ - if (isbegin_quest(3495) == 1) { - mes "[Lord]"; - mes "Hello, how are you?"; - next; - mes "[Lord]"; - mes "If the priests had been a little late, they would have sold the building."; - next; - mes "[Lord]"; - mes "Isn't that the measure to ensure that indigenous peoples and migrants have equal rights in business?"; - next; - mes "[Lord]"; - mes "I am amazed and grateful that the settlers accept it..."; - next; - mes "[Lord]"; - mes "Anyway, I think the time has come to spur my business."; - next; - mes "[Lord]"; - mes "I want you to support me as well."; - next; - completequest 3495; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Lord]"; - mes "Have a nice day then."; - next; - mes " - End of conversation with Lord. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3495) == 1" ); - end; -} - -rachel,159,173,3 script Squain#atm4 4_M_LGTPOOR,2,2,{ - if (isbegin_quest(3496) == 1) { - mes "[Squain]"; - mes "Hello~~"; - next; - mes "[Squain]"; - mes "Thank you so much for the job."; - next; - mes "[Squain]"; - mes "You don't have to depend on others anymore!"; - next; - mes "[Squain]"; - mes "If I get paid, I'd like to change the clothes I'm wearing first."; - next; - mes "[Squain]"; - mes "There have been many people's help..."; - next; - mes "[Squain]"; - mes "Now I will become a person who can help others."; - next; - completequest 3496; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Squain]"; - mes "Then enter carefully."; - next; - mes " - Finished the conversation with Squain. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3496) == 1" ); - end; -} - -rachel,190,30,5 script Senado#atm5 4_F_MONK,2,2,{ - if (isbegin_quest(3497) == 1) { - mes "[Senado]"; - mes "Hello, I'm Senado."; - next; - mes "[Senado]"; - mes "Not long ago, a strong challenger appeared and came to a conclusion."; - next; - mes "[Senado]"; - mes "The challenger was a fighter from immigrants, so it was quite a hot topic."; - next; - mes "[Senado]"; - mes "On behalf of the indigenous people, you can never lose!! It wasn't prepared enough, but..."; - next; - mes "[Senado]"; - mes "It was more important for me to be able to adjust the rental fee according to the changed policy."; - next; - mes "[Senado]"; - mes "Oh, and Dalian ended with my victory."; - next; - mes "[Senado]"; - mes "You also feel unusual martial arts... It would be good to fight with me once in a while."; - next; - completequest 3497; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Senado]"; - mes "Then I'll see you next time."; - next; - mes " - Finished the conversation with Senado. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3497) == 1" ); - end; -} - -rachel,210,52,5 script Japer#atm6 1_ETC_01,2,2,{ - if (isbegin_quest(3498) == 1) { - mes "[Japer]"; - mes "Hello, my name is Merchant Japer."; - next; - mes "[Japer]"; - mes "Some of the items I own are exclusive to quite a few."; - next; - mes "[Japer]"; - mes "It is true that this has made it difficult for indigenous merchants to compete."; - next; - mes "[Japer]"; - mes "So there is a system that prevents one merchant from buying all of a certain item."; - next; - mes "[Japer]"; - mes "Besides, I think it should be done in the direction of raising the wages of the indigenous people I hire."; - next; - mes "[Japer]"; - mes "It's true that it's a huge loss right now, but the commercial district itself will become more active, so I'll have to look at it for a long time now that it's like this."; - next; - mes "[Japer]"; - mes "It seems that I've been too stubborn, so I'm a little concerned."; - next; - completequest 3498; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Japer]"; - mes "Then see you next time."; - next; - mes " - End of conversation with Japer. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3498) == 1" ); - end; -} - -rachel,40,73,7 script Shiroan#atm7 1_F_02,2,2,{ - if (isbegin_quest(3499) == 1) { - mes "[Shiroan]"; - mes "Hello, this is Jafer's disciple Siroan."; - next; - mes "[Shiroan]"; - mes "Have you ever heard of a man struck by lightning by the natives?"; - next; - mes "[Shiroan]"; - mes "Yes, that person is me..."; - next; - mes "[Shiroan]"; - mes "It's a matter of negotiating with Jafer."; - next; - mes "[Shiroan]"; - mes "It's difficult to approach Jafer, who has a tight stomach, so that must have been the case with me, who is more sympathetic..."; - next; - mes "[Shiroan]"; - mes "But now that our interests are aligned to some extent, I think we can move around with confidence."; - next; - mes "[Shiroan]"; - mes "Good job"; - next; - completequest 3499; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Shiroan]"; - mes "Then I hope you have a peaceful day."; - next; - mes " - Conversation with Shiroan is over. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3499) == 1" ); - end; -} - -rachel,88,151,3 script Ishira#atm8 1_F_03,2,2,{ - if (isbegin_quest(3500) == 1) { - mes "[Ishira]"; - mes "Hello, how are you?"; - next; - mes "[Ishira]"; - mes "The atmosphere of the village is changing little by little due to the intervention of the priests."; - next; - mes "[Ishira]"; - mes "If you change your position, you can feel that you have been treated unfairly enough."; - next; - mes "[Ishira]"; - mes "I think they had good reason to be outraged in a speech that was given a while ago."; - next; - mes "[Ishira]"; - mes "But it's true that it was too much. At least not with violence!"; - next; - mes "[Ishira]"; - mes "In any case, I hope that the relationship between the natives and the migrants will improve little by little."; - next; - completequest 3500; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Ishira]"; - mes "Then have a peaceful day."; - next; - mes " - Finished the conversation with Ishira. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3500) == 1" ); - end; -} - -rachel,240,182,5 script Gina#atm9 1_F_04,2,2,{ - if (isbegin_quest(3501) == 1) { - mes "[Gina]"; - mes "Hello, how are you?"; - next; - mes "[Gina]"; - mes "I didn't get along very well."; - next; - mes "[Gina]"; - mes "We were able to expand our business by purchasing additional buildings, but it ended in failure."; - next; - mes "[Gina]"; - mes "But now that I think about it, even if we had succeeded in purchasing additional buildings, problems would have arisen."; - next; - mes "[Gina]"; - mes "So I just decided to accept this state for now."; - next; - mes "[Gina]"; - mes "These days, I think we need to stop thinking negatively and have a positive mindset."; - next; - completequest 3501; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Gina]"; - mes "Then I hope you have a nice day."; - next; - mes " - Finished the conversation with Gina. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3501) == 1" ); - end; -} - -rachel,212,52,3 script Hari#atm10 1_F_MERCHANT_02,2,2,{ - if (isbegin_quest(3502) == 1) { - mes "[Hari]"; - mes "Hello, this is Jafer's wife Hari."; - next; - mes "[Hari]"; - mes "Because of his fiery nature, sometimes when an accident occurs, I take care of the rearrangement.a person who does."; - next; - mes "[Hari]"; - mes "I suffered a lot because there was no compromise on the wage increase for the natives."; - next; - mes "[Hari]"; - mes "Actually, I didn't think there was any need for a raise, but I hated fighting with my husband more."; - next; - mes "[Hari]"; - mes "Anyway, I'm glad there seems to be some compromise."; - next; - mes "[Hari]"; - mes "I want you to be quiet now."; - next; - completequest 3502; - for ( .@i = 3493; .@i <= 3502; ++.@i ) - .@total += isbegin_quest(.@i); - if (.@total == 12) - setquest 3505; - mes "[Hari]"; - mes "Then just go inside~"; - next; - mes " - Conversation with Hari is over. - "; - next; - mes " - Let's find the next contact. - "; - if (.@total == 12) { - next; - mes " - I have finished talking to all 6 people. Let's go back to Junok. -"; - } - close; - } - end; - -OnTouch_: - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(3502) == 1" ); - end; -} -//------------------------------------------------------------------- - - - -//------------------------------------------------------------------- -// Quest: Picking Half Flowers. Step 1. -rachel,169,79,0 script(CLOAKED) #Warp for flower WARPNPC,{ - end; -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5932) == 0" ); - end; -} - -rachel,170,80,6 duplicate(dummy_cloaked_npc) Greedy man#E18_1 4_M_RASWORD -rachel,172,80,4 duplicate(dummy_cloaked_npc) Abused child#E18_2 4_M_DST_CHILD -rachel,175,80,4 duplicate(dummy_cloaked_npc) Abused child#E18_3 4_M_DST_CHILD - -rachel,176,80,0 script #Hoesopflowerstart HIDDEN_WARP_NPC,10,10,{ - end; -OnTouch: - switch( isbegin_quest(5932) ) { - case 0: - cloakoffnpcself( "#Warp for flower" ); // weird but official - cloakoffnpcself( "Greedy man#E18_1" ); - cloakoffnpcself( "Abused child#E18_2" ); - - mes "- a man who looks greedy"; - mes "- You are abusing a child."; - next; - if (select( "Listen to what's going on", "Ignore" ) == 2) - end; - emotion ET_FRET, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: Feeding and putting a native kid who doesn't come and goes, is that the only reward you get?", "Greedy man#E18_1", bc_self; - emotion ET_SURPRISE, playerattached(); - unittalk getcharid(3), "" + strcharinfo(0) + " : ??", bc_self; - next; - emotion ET_ANGER, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: Ha?! That's not even funny. How dare you touch a customer's wallet?", "Greedy man#E18_1", bc_self; - next; - emotion ET_FRET, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: Eying - I was listening to the advice of people around me not to have any dealings with the natives.", "Greedy man#E18_1", bc_self; - next; - npctalk "Man: I lost my mind for a while. I'll look at you this time, so disappear from my eyes right now.", "Greedy man#E18_1", bc_self; - sleep2 300; - specialeffect EF_HIT1, AREA, "Abused child#E18_2"; - npctalk "Child: Aww!", "Abused child#E18_2", bc_self; - emotion ET_PROFUSELY_SWAT, getnpcid(0,"Abused child#E18_2"); - cloakonnpcself( "Abused child#E18_2" ); - cloakoffnpcself( "Abused child#E18_3" ); - next; - emotion ET_STARE, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: Can't you be quiet? Are you screaming and fussing in the neighborhood?!", "Greedy man#E18_1", bc_self; - next; - emotion ET_CRY, getnpcid(0,"Abused child#E18_3"); - sleep2 300; - npctalk "Child: I didn't. I've never seen a guest wallet.", "Abused child#E18_3", bc_self; - next; - npctalk "Man: This.. This..", "Greedy man#E18_1", bc_self; - next; - npctalk "Man: I don't know if this kid can't beg, but where does he get the full answer?", "Greedy man#E18_1", bc_self; - next; - npctalk "Man: The last time you tried to be nice and gracious, are you even lying now?", "Greedy man#E18_1", bc_self; - next; - emotion ET_BLABLA, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: I don't need a cheeky little bastard like you! Get fired right now!", "Gaudy Man#E18_1", bc_self; - next; - cloakonnpcself( "Abused child#E18_3" ); - sleep2 300; - cloakoffnpcself( "Abused child#E18_2" ); - emotion ET_CRY, getnpcid(0,"Abused child#E18_2"); - npctalk "Child: The boss was wrong", "Abused child#E18_2", bc_self; - next; - npctalk "Child: Please, just get fired. I have to pay for my father's medicine.", "Abused child#E18_2", bc_self; - next; - emotion ET_FRET, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: ?! What's the drug?", "Greedy man#E18_1", bc_self; - next; - npctalk "Man: That's your guy. Should I take care of that too?", "Greedy man#E18_1", bc_self; - next; - npctalk "Child: Boss, then even the money I worked so far...", "Abused child#E18_2", bc_self; - next; - emotion ET_QUESTION, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: What? Worked Money?", "Gravish Man#E18_1", bc_self; - next; - npctalk "Man: Huh, how long have I lived? I hear all sorts of bullshit, blatantly asking for money on the subject of stealing?", "Greedy man#E18_1", bc_self; - next; - emotion ET_QUESTION, getnpcid(0,"Greedy man#E18_1"); - sleep2 300; - npctalk "Man: It's okay to claim compensation for a stolen wallet, but what? Money? You sat there laughing.", "Greedy man#E18_1", bc_self; - next; - emotion ET_CRY, getnpcid(0,"Abused child#E18_2"); - sleep2 300; - specialeffect EF_HIT1, AREA, "Abused child#E18_2"; - npctalk "Child: Aww!", "Abused child#E18_2", bc_self; - cloakonnpcself( "Abused child#E18_2" ); - cloakoffnpcself( "Abused child#E18_4" ); - next; - npctalk "Man: Icy! It's loud!", "Greedy man#E18_1", bc_self; - next; - npctalk "Man: Little boy, you'd better be prepared if you catch my eye while you're around here again.", "Greedy man#E18_1", bc_self; - next; - setquest 5932; - emotion ET_FRET, getnpcid(0,"Greedy man#E18_1"); - npctalk "Man: Awkwardly.", "Greedy man#E18_1", bc_self; - cloakonnpcself( "#Warp for flower" ); - cloakonnpcself( "Greedy man#E18_1" ); - close; - case 1: - cloakonnpcself( "#Warp for flower" ); - cloakonnpcself( "Greedy man#E18_1" ); - cloakoffnpcself( "Abused child#E18_4" ); - end; - case 2: - end; - } -} - -rachel,180,80,4 script(CLOAKED) Abused child#E18_4 4_M_DST_CHILD,{ - if (isbegin_quest(5932) == 1) { - mes "[child]"; - mes "Ah.. that's bad luck, it's the Aboriginal people who are very happy."; - next; - mes "[child]"; - mes "Ah.. I gave money freely, but I did not cut it freely, so I liked it quite a bit, but I thought it would last a long time."; - next; - select("Are you okay?"); - mes "[child]"; - mes "What are you doing?"; - next; - mes "[child]"; - mes "You look like a foreigner, but if you are a clumsy sympathizer, please stop. This kind of treatment is common among indigenous people."; - next; - mes "[child]"; - mes "Then you keep going the way you went. It wasn't nice to meet you, but let's not meet again~"; - next; - emotion ET_STARE_ABOUT, getnpcid(0,"Abused child#E18_4"); - mes "[child]"; - mes "Ha.. I thought I was caught."; - next; - emotion ET_KIK, getnpcid(0,"Abused child#E18_4"); - mes "[child]"; - mes "Even the boss is stupid, but I didn't steal the customer's wallet."; - next; - mes "[child]"; - mes "Ah! But who else stole the customer's wallet? It's less embarrassing if I stole it too."; - next; - mes "[child]"; - mes "Let's see, how much did you hear?"; - next; - emotion ET_MONEY, getnpcid(0,"Abused child#E18_4"); - mes "[child]"; - mes "one. two.. ginseng, raccoon dog, squid, yukgaejang, childogi, palpuni, serpent, cross driver"; - next; - mes "[child]"; - mes "Hey, it's salty. It's salty."; - next; - emotion ET_THINK, getnpcid(0,"Abused child#E18_4"); - sleep2 3000; - emotion ET_SWEAT, getnpcid(0,"Abused child#E18_4"); - mes "[child]"; - mes "Haha? Mister.. haven't you gone yet? Have you seen all the money counting? Are you going to braid to the boss?"; - next; - select("It won't come, so why not return it?"); - mes "[child]"; - mes "Ha.. this uncle! People are saying nice things again, haven't you seen them before?"; - next; - mes "[child]"; - mes "Did I not get my paycheck after working hard for months?"; - next; - mes "[child]"; - mes "Even if you can't, you need to take care of your boss' wallet so that even a small consolation fee will be satisfied."; - next; - mes "[child]"; - mes "Oh, I don't know! If you want to brag, say braid. Now, my father is healthy enough to be able to move on his own."; - next; - mes "[child]"; - mes "Because I was about to open the business by gathering roughly all of my business funds."; - next; - select("What business? Isn't it illegal?"); - mes "[child]"; - mes "Heh heh.. This uncle! He's going to make a big deal out of it. "; - next; - mes "[child]"; - mes "Where are you trying to steal someone else's business idea?"; - next; - mes "[child]"; - mes "Well, it's a difficult task for me to do alone, and I don't think I'm an adult with a bad personality, so I'll give you a special offer."; - next; - mes "[child]"; - mes "I'll give you a map of the places I've been looking for business. If you're really interested in my business, let me know."; - next; - completequest 5932; - setquest 5933; - mes "[child]"; - mes "Oh! And my name is Mejay. See you again."; - close2; - cloakonnpcself( "Abused child#E18_4" ); - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5932) == 1" ); - end; -} - -// Quest: Picking Half Flowers. Step 2. -rachel,70,135,4 script(CLOAKED) Mejai#E18_5 4_M_DST_CHILD,{ - if (checkweight(1000405,10) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (isbegin_quest(5933) == 1) { - mes "[Mejai]"; - mes "Oh my God, this guy is really here. Does that mean he's interested in my business?"; - next; - mes "[Mejai]"; - mes "Hmm.. what should I do.."; - next; - mes "[Mejai]"; - mes "Hiding this isn't my aptitude, I'll just be honest."; - next; - mes "[Mejai]"; - mes "There were a few people who came to hear about my business plan, and as soon as they heard it, they all just left."; - next; - if (select( "What the hell are you doing?", "I'm not interested?" ) == 2) - end; - mes "[Mejai]"; - mes "Heh! Don't be surprised to hear that, I'm selling flowers in this desert."; - next; - emotion ET_QUESTION, playerattached(); - sleep2 3000; - emotion ET_THINK, playerattached(); - mes "[Mejai]"; - mes "Why? What? Look, this. Foreigners shouldn't be like this. Do you know how precious flowers are in the desert?"; - next; - mes "[Mejai]"; - mes "Did you see the flower shop in Rachel, Mister?"; - next; - emotion ET_OK, playerattached(); - mes "[Mejai]"; - mes "Well, of course, you must have seen it, doesn't Rachel not have a flower shop?"; - next; - mes "[Mejai]"; - mes "If a florist selling only artificial flowers, not living flowers, could be called a florist."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "By the way, where to get flowers?"; - next; - mes "[Mejai]"; - mes "Yeah, that's the problem. You're pretty sharp? I like it."; - next; - mes "[Mejai]"; - mes "It's not that you can't find fresh flowers around here. It's rare, but there are ways to get them."; - next; - mes "[Mejai]"; - mes "You know it's a Half Flower? Maybe outsiders don't know. Do the natives here know?"; - next; - mes "[Mejai]"; - mes "It is a beautiful and mysterious flower that only blooms in the gray wolf forest. It is said that when my father proposed to my mother, I cut it and proposed it."; - next; - mes "[Mejai]"; - mes "And since her mother died, her father only drank alcohol, and he taught me how to gather Half Flowers."; - next; - mes "[Mejai]"; - mes "What if the place where the Half Flower blooms is under a tree... What if it's under a stone... What if it's by the grass..."; - next; - mes "[Mejai]"; - mes "Considering the humidity around the flower, the direction of cutting should be at an angle of 10 degrees, 20 degrees, or 30 degrees.."; - next; - emotion ET_THINK, getnpcid(0,"Mejai#E18_5"); - mes "[Mejai]"; - mes "Ah.. I was excited for a moment. Every time my dad told me this, it was stressful..."; - next; - mes "[Mejai]"; - mes "Well, after all, I ended up doing business with it, so it was all nagging that turned into blood and flesh..."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "So what can I do to help?"; - next; - mes "[Mejai]"; - mes "I think it's important to keep a sufficient supply of Half Flowers in order for the business we're planning to run stably."; - next; - mes "[Mejai]"; - mes "So I'm planning to sign a contract with a lot of adventurers. Of course you'll be one of them too, right?"; - next; - mes "[Mejai]"; - mes "I'm going to go to the old Gray Wolf Forest and collect Half Flowers."; - next; - mes "[Mejai]"; - mes "Of course, there are other projects we want to do when this business is stable, but we'll talk about it after things are really stable."; - next; - mes "[Mejai]"; - mes "How about working with me, Mister?"; - next; - if (select( "Okay.", "I'm having a hard time right now." ) == 2) - end; - mes "[Mejai]"; - mes "Okay. I think mutual respect between the boss and employees is important. You can guess why I say this."; - next; - mes "[Mejai]"; - mes "Now that we are working together, please call me President Mejai from now on. I will respect you as well as the staff."; - next; - mes "[Mejai]"; - mes "I'm not going to treat you badly. I'm tired of that kind of thing..."; - next; - mes "[Mejai]"; - mes "First of all, I would like to educate you on the most important task, how to gather Half Flowers."; - next; - erasequest 5933; - setquest 5934; - mes "[Mejai]"; - mes "Talk to me when you're ready."; - close; - } - if (isbegin_quest(5934) == 1) { - mes "[Mejai]"; - mes "I'm thinking of starting a Half Flower gathering training, are you ready?"; - next; - if (select( "Sir, let's start.", "Wait a minute." ) == 2) - end; - mes "[Mejai]"; - mes "Welcome to the Half Flower collection training."; - next; - mes "[Mejai]"; - mes "Collecting Half Flowers is divided into four stages. First, cut the stems."; - next; - mes "[Mejai]"; - mes "And remove the leaves from the second cut stem..."; - next; - mes "[Mejai]"; - mes "Thirdly, put water and secret powder in a small container for soaking the tip of the stem and mix well."; - next; - mes "[Mejai]"; - mes "Put the tip of the stem in the fourth and last small barrel and wrap it well to avoid damaging the flower."; - next; - mes "[Mejai]"; - mes "Isn't it difficult to simply look at the method?"; - next; - mes "[Mejai]"; - mes "Due to the deepening process, depending on where the Half Flower is blooming, the angle at which the stem is cut, the number of leaves to be removed, the amount of water and secret powder in the barrel, etc. will vary..."; - next; - mes "[Mejai]"; - mes "Don't worry. I'll write it down in detail when you get the job so that you never forget it."; - next; - mes "[Mejai]"; - mes "Can you see the Half Flower I made for practice next to you?"; - next; - mes "[Mejai]"; - mes "I think I invested half of the money I had to make this practice Half Flower when I started."; - next; - mes "[Mejai]"; - mes "Well, I don't regret it because it's become easier to train employees. Then let's practice like a real one?"; - next; - erasequest 5934; - setquest 5935; - mes "[Mejai]"; - mes "What would be good? Let's practice for practice, assuming that the Half Flower is blooming under the tree."; - close; - } - if (isbegin_quest(5935) == 1) { - mes "[Mejai]"; - mes "Please pay attention to the Half Flower for practice beside me, not me."; - close; - } - if (isbegin_quest(5936) == 1) { - // if (rentalcountitem(1000407) < 1) - mes "[Mejai]"; - mes "Thank you for your hard work. The next Half Flower collection will be carried out in the same way."; - next; - mes "[Mejai]"; - mes "All you have to do is deliver the collected flowers to me."; - next; - mes "[map]"; - mes "Unlike me, the employee is a person who does many different things at the same time.."; - next; - mes "[Mejai]"; - mes "I would appreciate it if you could bring me the Half Flower before it withers while you work."; - next; - mes "[Mejai]"; - mes "Ah! One tip, the more you collect the same as I told you, the longer the flowers will last."; - next; - select("When will the work start?"); - mes "[Mejai]"; - mes "Today, I'm also preparing to open the store. I'm busy, so why not start tomorrow?"; - next; - select("Okay. See you tomorrow."); - mes "[Mejai]"; - mes "Oops, I have to give this to you."; - next; - mes "[Mejai]"; - mes "I've been doing a lot of work for two days, but it can't be that unsightly to do one thing and another on the pretext of the training period while doing the job one by one."; - next; - if (rentalcountitem(1000407) > 0) - delitem 1000407,1; // Ep18_Half_Flower - completequest 5936; - setquest 5937; - getitem 1000405,10; // Ep18_Amethyst_Fragment - getexp 7769124,3000000; // dummy value - mes "[Mejai]"; - mes "What I'm giving you now is a reward for today's education. Take a good rest and see you tomorrow."; - close; - } - mes "[Mejai]"; - mes "Are you here? Eunha Cho. Not yet"; - mes "La open, I sat down. It's the first day, so it's right to prepare something."; - next; - mes "[Mejai]"; - mes "It will be open soon, so see."; - close; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5933) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5934) == 1" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5936) == 1" ); - end; -} - -// Quest: Picking Half Flowers. Step 3 (final). -rachel,72,133,4 script(CLOAKED) Half Flower#E18_6 4_EP18_HALFFLOWER,{ - if (checkweight(1000407,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (isbegin_quest(5935) == 1) { - setarray .@good_answer[0],2,2,2,3; - .@time = 86400; - mes "This is a practice Half Flower."; - next; - npctalk "Mejai: Let's start by assuming that a Half Flower blooms under a purple tree.", "Mejai#E18_5", bc_self; - next; - npctalk "Mejai: Shall we cut the stem of the Half Flower first?", "Mejai#E18_5", bc_self; - next; - if (select("Cut to 10¡Æ", "Cut to 20¡Æ", "Cut to 30¡Æ", "Cut to 40¡Æ" ) != .@good_answer[0]) - .@time /= 2; - progressbar "FFFF00",1; - npctalk "Mejai: Well done. First you cut the stems.", "Mejay#E18_5", bc_self; - next; - npctalk "Mejai: Next, I'll remove the leaves. Leave only as much as I can and remove the rest.", "Mejai#E18_5", bc_self; - next; - if (select("Leave 2 cards", "Leave 4 cards", "Leave 6 cards", "Leave 8 cards" ) != .@good_answer[1]) - .@time /= 2; - progressbar "FFFF00",1; - npctalk "Mejay: Well done. Next I'll prepare a bottle for the stem tip.", "Mejay#E18_5", bc_self; - next; - npctalk "Mejai: First fill the small bottle with water.", "Mejai#E18_5", bc_self; - next; - if (select("Contains 20 ml", "Contains 30 ml", "Contains 40 ml", "Contains 50 ml" ) != .@good_answer[2]) - .@time /= 2; - progressbar "FFFF00",1; - npctalk "Mejai: I'm going to add my secret powder to the water and mix it.", "Mejai#E18_5", bc_self; - next; - npctalk "Mejay: Mix it properly.", "Mejay#E18_5", bc_self; - next; - if (select( "put 2 gC.", "Add 4 g.", "Add 6 g.", "Add 8 g." ) != .@good_answer[3]) - .@time /= 2; - npctalk "Mejai: Now finally", "Mejai#E18_5", bc_self; - next; - npctalk "Mejai: Just put the cut stem ends in a bucket of water and secret powder and wrap!", "Mejai#E18_5", bc_self; - next; - progressbar "FFFF00",1; - // note: the timer decreases according to the answer but no idea of the ratio - rentitem 1000407,.@time; // Ep18_Half_Flower - erasequest 5935; - setquest 5936; - cloakonnpcself( "Half Flower#E18_6" ); - npctalk "Mejai: Complete! Then will you bring me the Half Flower you just collected?", "Mejai#E18_5", bc_self; - close; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5935) == 1" ); - end; -} - -// daily quest -rachel,70,135,4 script(CLOAKED) Mejai#E18_7 4_M_DST_CHILD,{ - if (checkweight(1000405,3) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - setpcblock PCBLOCK_NPC, true; - if (checkquest(5937,PLAYTIME) != 2) - npctalk "Mejai: Hello. Let's do our best today.", "", bc_self; - else { - npctalk "Mejai: Oh, are you here? Let's start today, shall we?", "", bc_self; - sleep2 1000; - npctalk "Mejai: Hello. It's Saturday, so why don't you try to work with a relaxed mind?", "", bc_self; - } - sleep2 1000; - setpcblock PCBLOCK_NPC, false; - switch( select( "I'm busy right now..", "Gathering Half Flowers", "Shipping Half Flowers" ) ) { - case 1: - npctalk "Mejai: Are you busy? Find me when you are comfortable.", "", bc_self; - end; - case 2: - for ( .@id = 5938; .@id < 5942; .@id++ ) { - if (isbegin_quest(.@id) == 1) { - .@quest_id = .@id; - break; - } - } - if (.@quest_id == 0) - .@quest_id = rand(5938,5941); - - switch( isbegin_quest(.@quest_id) ) { - case 0: - npctalk "Mejai: Are you going to go gather Half Flowers?", "", bc_self; - if (select( "I'll collect it.", "I'll skip today." ) == 2) { - end; - } - switch( checkquest(5937,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - npctalk "Mejai: Oh! Do you?", "", bc_self; - sleep2 1000; - npctalk "Mejai: It's not over yet, so if today's work is done early, please help with the Flower Room.", "", bc_self; - end; - case 2: - break; - } - setquest .@quest_id; - npctalk "Mejai: Pay attention to the Half Flower that blooms on the flatland today.", "", bc_self; - sleep2 1000; - npctalk "Mejai: Alright! Fighting today! Please do your best to bring fresh Half Flowers.", "", bc_self; - end; - case 1: - if (rentalcountitem(1000407) < 1) { - npctalk "Mejai: Pay attention to the Half Flower that blooms on the flatland today.", "", bc_self; - sleep2 1000; - npctalk "Mejai: Alright! Fighting today! Please do your best to bring fresh Half Flowers.", "", bc_self; - end; - } - delitem 1000407,1; // Ep18_Half_Flower - erasequest .@quest_id; - if (checkquest(5937,PLAYTIME) == 2) - erasequest 5937; - setquest 5937; - getitem 1000405,3; // Ep18_Amethyst_Fragment - getexp 18252408,2000000; - npctalk "Mejai: You worked hard today. Leave the rest to me.", "", bc_self; - end; - case 2: - end; // impossible - } - end; - case 3: - npctalk "Mejai: It's a service I'm still thinking about. Won't it start when the business is a little more stable?", "", bc_self; - sleep2 1000; - npctalk "Mejai: Please take care of me when that time comes.", "", bc_self; - end; - } - end; - -OnInit: - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5936) == 2 && isbegin_quest(5938) == 0 && isbegin_quest(5939) == 0 && isbegin_quest(5940) == 0 && isbegin_quest(5941) == 0 && checkquest(5937,PLAYTIME) == 2" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(5936) == 2 && rentalcountitem(1000407) > 0" ); - end; -} - -gw_fild01,325,376,1 script Half Flower#EP18_R01 4_EP18_HALFFLOWER,7,7,{ - if (checkweight(1000407,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - for ( .@id = 5938; .@id < 5942; .@id++ ) { - if (isbegin_quest(.@id) == 1) { - .@quest_id = .@id; - break; - } - } - if (.@quest_id == 0) { - unittalk getcharid(3), "Half flower is blooming", bc_self; - end; - } - // player interacts with the npc according to the quest ID - // 5938 requires EP18_R (flower near a Rock) - // 5939 requires EP18_L (?) - // 5940 requires EP18_T (Tree) - // 5941 requires EP18_W (Water) - switch( .@quest_id ) { - case 5938: - .@string$ = "EP18_R"; - setarray .@good_answer[0],4,1,4,1; - break; - case 5939: - .@string$ = "EP18_L"; - setarray .@good_answer[0],3,2,3,2; - break; - case 5940: - .@string$ = "EP18_T"; - setarray .@good_answer[0],2,2,2,3; - break; - case 5941: - .@string$ = "EP18_W"; - setarray .@good_answer[0],1,4,1,4; - break; - } - if (compare(strnpcinfo(2), .@string$) == false) { - cloakonnpc strnpcinfo(0), getcharid(0); - end; - } - if (rentalcountitem(1000407) > 0) { - mes "- the Half Flower is more"; - mes "- not necessary, before wither"; - mes "- Bring it to Mejai."; - close; - } - .@time = 86400; - mes "- the half-flower is blooming. Mejaiga"; - mes "- Necessary for the Gathering Tool you gave me"; - mes "- Let's find and gather materials."; - next; - unittalk getcharid(3), "" + strcharinfo(0) + " : How do I cut the stem at an angle?", bc_self; - next; - if (select("Cut to 10¡Æ", "Cut to 20¡Æ", "Cut to 30¡Æ", "Cut to 40¡Æ" ) != .@good_answer[0]) - .@time /= 2; - progressbar "FFFF00",1; - unittalk getcharid(3), "" + strcharinfo(0) + " : how many leaves to leave?", bc_self; - next; - if (select("Leave 2 cards", "Leave 4 cards", "Leave 6 cards", "Leave 8 cards" ) != .@good_answer[1]) - .@time /= 2; - progressbar "FFFF00",1; - unittalk getcharid(3), "" + strcharinfo(0) + " : How many ml of water will a small bottle hold?", bc_self; - next; - if (select("Contains 20 ml", "Contains 30 ml", "Contains 40 ml", "Contains 50 ml" ) != .@good_answer[2]) - .@time /= 2; - progressbar "FFFF00",1; - unittalk getcharid(3), "" + strcharinfo(0) + " : How many grams of secret powder should you put in?", bc_self; - next; - if (select( "Add 2 g", "Put 4 g", "Put 6 g", "Put 8 g" ) != .@good_answer[3]) - .@time /= 2; - progressbar "FFFF00",1; - cloakonnpc strnpcinfo(0), getcharid(0); - // note: the timer decreases according to the answer but no idea of the ratio - rentitem 1000407, .@time; // Ep18_Half_Flower - mes "- I have collected Half Flowers"; - mes "- Bring it to Mejai before it withers."; - close; - -OnTouch: - for ( .@id = 5938; .@id < 5942; .@id++ ) { - if (isbegin_quest(.@id) == 1) { - .@quest_id = .@id; - break; - } - } - if (.@quest_id == 0) - end; - setarray .@string$[5938], "EP18_R", "EP18_L", "EP18_T", "EP18_W"; - if (compare(strnpcinfo(2), .@string$[.@quest_id]) == false) { - cloakonnpc strnpcinfo(0), getcharid(0); - end; - } - end; -} -gw_fild01,280,106,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R02 4_EP18_HALFFLOWER,7,7 -gw_fild01,382,271,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R03 4_EP18_HALFFLOWER,7,7 -gw_fild02,291,248,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R04 4_EP18_HALFFLOWER,7,7 -gw_fild02,119,93,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R05 4_EP18_HALFFLOWER,7,7 -gw_fild02,287,321,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_R06 4_EP18_HALFFLOWER,7,7 - -gw_fild01,297,310,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L01 4_EP18_HALFFLOWER,7,7 -gw_fild01,219,211,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L02 4_EP18_HALFFLOWER,7,7 -gw_fild01,316,150,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L03 4_EP18_HALFFLOWER,7,7 -gw_fild02,104,338,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L04 4_EP18_HALFFLOWER,7,7 -gw_fild02,207,101,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L05 4_EP18_HALFFLOWER,7,7 -gw_fild02,268,262,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L06 4_EP18_HALFFLOWER,7,7 -gw_fild02,144,94,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L07 4_EP18_HALFFLOWER,7,7 -wolfvill,212,86,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L08 4_EP18_HALFFLOWER,7,7 -wolfvill,143,43,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L09 4_EP18_HALFFLOWER,7,7 -wolfvill,58,113,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_L10 4_EP18_HALFFLOWER,7,7 - -gw_fild01,157,92,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T01 4_EP18_HALFFLOWER,7,7 -gw_fild01,189,183,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T02 4_EP18_HALFFLOWER,7,7 -gw_fild01,202,358,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T03 4_EP18_HALFFLOWER,7,7 -gw_fild01,279,64,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T04 4_EP18_HALFFLOWER,7,7 -gw_fild01,159,206,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T05 4_EP18_HALFFLOWER,7,7 -gw_fild02,125,367,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T06 4_EP18_HALFFLOWER,7,7 -gw_fild02,114,355,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T07 4_EP18_HALFFLOWER,7,7 -gw_fild02,248,288,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T08 4_EP18_HALFFLOWER,7,7 -wolfvill,258,226,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T09 4_EP18_HALFFLOWER,7,7 -wolfvill,130,203,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_T10 4_EP18_HALFFLOWER,7,7 - -gw_fild01,48,83,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W01 4_EP18_HALFFLOWER,7,7 -wolfvill,88,57,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W02 4_EP18_HALFFLOWER,7,7 -wolfvill,65,95,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W03 4_EP18_HALFFLOWER,7,7 -wolfvill,78,222,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W04 4_EP18_HALFFLOWER,7,7 -wolfvill,193,238,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W05 4_EP18_HALFFLOWER,7,7 -wolfvill,208,245,1 duplicate(Half Flower#EP18_R01) Half Flower#EP18_W06 4_EP18_HALFFLOWER,7,7 -//------------------------------------------------------------------- - - -//------------------------------------------------------------------- -// Others daily -gw_fild01,32,101,3 script Camper#to_wolfvill 4_M_SITDOWN,{ - if (ep18_1_main < 35) - end; - if (checkweight(1000405,4) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (checkquest(18086,HUNTING) == 2) { - mes "[Gatekeeper]"; - mes "Oh, I heard you said it was peaceful, so you did my favor."; - mes "Thank you."; - mes "Come on, I'll give you what I have."; - erasequest 18086; - setquest 18087; - add_reputation_points(REPUTATION_EP18, 30); - if (get_reputation_points(REPUTATION_EP18) >= 5000) - .@bonus = 1; - if (get_reputation_points(REPUTATION_EP18) >= 1000 && ep18_1_main == 36) {// Custom implementation: reputation 1000 on wolfvill => player can continue the main quest - ep18_1_main = 37; - setquest 18082; - mes "^4d4dff The villagers of the gray wolf have accepted you as part of the village.^000000"; - mes "You are eligible to participate in the ^4d4dff conference.^000000"; - } - getitem 1000405,3+.@bonus; // Ep18_Amethyst_Fragment - getexp 9956480,2000000; - next; - } - mes "[Gatekeeper]"; - mes "Are you going into town?"; - next; - switch( select( "To the gray wolf village", "Do not go", "What is it?", "Secure the gray wolf forest" ) ) { - case 1: - mes "[Gate]"; - mes "Okay. You have to go through the trees here."; - mes "Follow me."; - close2; - warp "wolfvill",270,26; - end; - case 2: - end; - case 3: - end; - case 4: - switch( checkquest(18087,PLAYTIME) ) { - case -1: - break; - case 0: - case 1: - mes "[Gatekeeper]"; - mes "Um... it'll be fine for a while."; - mes "It's been a threat to some extent, so if they think about it, they won't attack."; - close; - case 2: - erasequest 18087; - break; - } - switch( checkquest(18086,HUNTING) ) { - case -1: - mes "[Gatekeeper]"; - mes "As you can see, I'm guarding the entrance from here, right?"; - mes "Sometimes even though I'm tired, monsters come all the way here and torment me."; - next; - mes "[Gatekeeper]"; - mes "Can you kill only 30 monsters in the forest near here, of any kind?"; - mes "I have a piece of amethyst I picked up because it's beautiful, I'll give it to you."; - next; - switch( select( "Request accept", "Reject request" ) ) { - case 1: - mes "[Gatekeeper]"; - mes "Thank you!"; - mes "Now I can relax and rest a bit!"; - mes "Then I'll ask you."; - setquest 18086; - close; - case 2: - end; - } - case 0: - case 1: - mes "[Gatekeeper]"; - mes "Can you kill only 30 monsters in the forest near here, of any kind?"; - mes "I have a piece of amethyst I picked up because it's beautiful, I'll give it to you."; - close; - case 2: - end; - } - } - end; - -OnInit: - // note: click me icon appears after talking to MARAM. Daily quest icon appears later on - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "ep18_1_main == 35" ); - - questinfo( QTYPE_DAILYQUEST, QMARK_YELLOW, "ep18_1_main > 35 && checkquest(18086,HUNTING) == -1 && (checkquest(18087,PLAYTIME) == -1 || checkquest(18087,PLAYTIME) == 2)" ); - questinfo( QTYPE_QUEST, QMARK_YELLOW, "checkquest(18086,HUNTING) == 2" ); - end; -} -//------------------------------------------------------------------- - - - -//--- Others NPCs -//============================================================ -oz_dun01,284,164,3 script Rope#to_ra_fild10 4_ROPEPILE,{ - if (ep18_1_main >= 31) { - mes "I think I can climb up with a rope."; - next; - switch( select( "Use a rope to climb", "Do not use" ) ) { - case 1: - close2; - warp "ra_fild10",173,176; - end; - case 2: - emotion ET_THINK, playerattached(); - end; - } - } - end; - -OnInit: - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) == 2" ); - end; -} - -oz_dun01,28,190,3 script Rope#to_gw_fild01 4_ROPEPILE,{ - if (ep18_1_main >= 31) { - mes "I think I can climb up with a rope."; - next; - switch( select( "Use a rope to climb", "Do not use" ) ) { - case 1: - close2; - warp "gw_fild01",275,337; - end; - case 2: - emotion ET_THINK, playerattached(); - end; - } - } - end; - -OnInit: - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) == 2" ); - end; -} - - -gw_fild01,279,335,3 script Rope#to_oz_dun01 4_ROPEPILE,{ - if (ep18_1_main >= 31) { - mes "Under the fissures in the rock you can see an underground cavern."; - mes "I think you can use a rope to get into a crevice."; - next; - switch( select( "Use a rope to go down", "Do not use" ) ) { - case 1: - close2; - warp "oz_dun01",27,188; - end; - case 2: - emotion ET_THINK, playerattached(); - end; - } - } - end; - -OnInit: - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) > 0" ); - end; -} - -ra_fild10,175,179,3 script Rope#to_oz_dun01_ 4_ROPEPILE,{ - if (ep18_1_main >= 31) { - mes "Under the fissures in the rock you can see an underground cavern."; - mes "I think you can use a rope to get into a crevice."; - next; - switch( select( "Use a rope to go down", "Do not use" ) ) { - case 1: - close2; - warp "oz_dun01",284,167; - end; - case 2: - emotion ET_THINK, playerattached(); - end; - } - } - end; - -OnInit: - questinfo( QTYPE_CLICKME, QMARK_YELLOW, "isbegin_quest(11720) > 0" ); - end; -} - - - -//------------------------------------------------------------------- -// Other NPCs -//------------------------------------------------------------------- - -gw_fild01,396,269,3 script Old milestone#ep18 2_BOARD2,{ - mes "Only traces of a broken bridge over the cliff are visible."; - mes "This path is not currently in use."; - close; -} - -wolfvill,90,261,6 script Shale#E18_D7 4_F_RUSWOMAN1,{ - mes "[Shale]"; - mes "I came to a place where there was no one because it was frustrating, but there is also someone here."; - close; -} - -wolfvill,269,68,4 duplicate(dummy_npc) Vendor#E18_D8 4_F_RUSWOMAN2 - -wolfvill,167,253,1 duplicate(dummy_npc) Building materials#hms01 4_WOODBOX -wolfvill,166,252,1 duplicate(dummy_npc) Building materials#hms02 4_WOODBOX -wolfvill,165,254,1 duplicate(dummy_npc) Building materials#hms03 4_ROPEPILE -wolfvill,165,250,1 duplicate(dummy_npc) Building materials#hms04 4_WOODPILE -wolfvill,164,251,1 duplicate(dummy_npc) Building materials#hms05 4_BRICKPILE - -wolfvill,154,217,3 script Sarana#cmm01 4_EP18_GW_WOMAN01,{ - mes "[Sarana]"; - mes "Here mainly corn and soybeans are planted."; - mes "It grows well no matter how you plant it. You just need to fertilize it well."; - next; - mes "[Sarana]"; - mes "Potatoes also grow steadily, but other than that..."; - mes "Ha... I want to eat food made from wheat."; - close; -} - -wolfvill,146,131,1 duplicate(dummy_npc) Village child#cmm01 4_EP18_GW_CHILD02 - -wolfvill,192,146,3 script Oha#cmm01 4_EP18_GW_MIDDLE01,{ - mes "[Oha]"; - mes "Will this be enough for 35 people? I can't get enough of it even if I cook it every day."; - close; -} - -wolfvill,123,162,7 script Zen#cmm01 4_EP18_GW_OLD02,{ - mes "[Zen]"; - mes "Just keep it safe so that the primordial fire does not devour this village and forest..."; - close; -} - -wolfvill,38,243,5 duplicate(dummy_npc) #con_admin CLEAR_NPC - -wolfvill,188,140,7 script Casule#village 4_EP18_GW_CHILD01,{ - mes "[Casule]"; - mes "Hey... it smells delicious."; - mes "I will wait here until it boils."; - next; - mes "[Casule]"; - mes "What if I'm late and I don't have my share?"; - mes "I'm going to wait in line here and eat first."; - close; -} - -wolfvill,202,130,7 script Hyyares#villager 4_EP18_GW_WOMAN02,{ - mes "[Hyyares]"; - mes "This is a valuable storage container. You must not touch it as it is still ripening."; - next; - mes "[Hyyares]"; - mes "It's a fermented food made from fermented species handed down from the days of my grandfather."; - mes "Actually, I don't like it very much because it smells so stinky."; - close; -} - -wolfvill,224,230,3 script Director#villager 4_EP18_GW_CHILD02,{ - mes "[Director]"; - mes "You can't go into the water? Why?"; - next; - mes "[Director]"; - mes "You look so warm and comfortable... I want to play in the water."; - mes "If you're playing with the wind, you'll soon be full of ash."; - close; -} - - -gw_fild01,147,137,2 script Baby Grey Wolf#wms04 EP18_GREY_WOLF_BABY,{ - end; -OnMove: - while(1) { - switch( .move ) { - case 0: - .val = !.val; - setarray .@a[0],147,137; - setarray .@b[0],147,138; - break; - case 1: - setarray .@a[0],148,127; - setarray .@b[0],147,127; - break; - case 2: - setarray .@a[0],159,115; - setarray .@b[0],160,115; - break; - case 3: - setarray .@a[0],159,104; - setarray .@b[0],160,104; - break; - case 4: - setarray .@a[0],159,93; - setarray .@b[0],160,93; - break; - case 5: - setarray .@a[0],160,82; - setarray .@b[0],161,82; - break; - case 6: - .val = !.val; - setarray .@a[0],161,71; - setarray .@b[0],162,71; - break; - } - .move = .move + .sens[.val]; - unitstopwalk getnpcid(0),USW_FORCE_STOP; - unitstopwalk getnpcid(0,"Goat#wms03"),USW_FORCE_STOP; - unitwalk getnpcid(0),.@a[0],.@a[1]; - unitwalk getnpcid(0,"Goat#wms03"),.@b[0],.@b[1]; - sleep 6000; - } - end; -OnInit: - npcspeed 300; - setarray .sens[0],1,-1; - .move = 1; - donpcevent strnpcinfo(0) + "::OnMove"; - end; -} - -gw_fild01,147,138,15 script Goat#wms03 EP18_GREY_GOAT,{ - end; -OnInit: - npcspeed 300; - end; -} - - -//------------------------------------------------------------------- -// Dummy NPCs (need to check the dialog) -//------------------------------------------------------------------- -// rachel,67,134,8 duplicate(dummy_cloaked_npc) Guest#E18_8 4_M_OLDSCHOLAR -// rachel,114,66,2 duplicate(dummy_npc) Flower Lady#E18_9 4_F_GODEMOM -// rachel,55,106,6 duplicate(dummy_npc) Telling#E18_D6 4_F_07 // an old npc already exists at this location - -rachel,135,208,6 duplicate(dummy_npc) Physics#E18_D1 4_F_MASK -rachel,163,196,4 duplicate(dummy_npc) Molly#E18_D2 4_F_MASK1 -rachel,31,89,6 duplicate(dummy_npc) Tiling#E18_D5 4_F_02 - - -//------------------------------------------------------------------- -// Merchants NPCs -//------------------------------------------------------------------- - -// Storage and unlock reputation feature -wolfvill,167,135,3 script Assad#asad 4_EP18_GW_MAN01,{ - if (checkweight(1201,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - if (ep18_1_main < 38) { - mes "[Assad]"; - mes "" + strcharinfo(0) + ", it's a face I haven't seen in a while."; - mes "Come to me when you get used to the village."; - mes "I'll take care of this and that."; - next; - mes "[Assad]"; - mes "But the reputation should be enough to attend the ^4d4dffconference^000000."; - mes "It's not a favor to anyone."; - next; - mes "[Assad]"; - mes "If you look closely, there will be places where they need a hand."; - mes "If you help out a little, you will build up a level between people, right?"; - mes "Try hard"; - close; - } - .@reputation = get_reputation_points(REPUTATION_EP18); - if (.@reputation >= 3000) { - mes "[Assad]"; - mes "Welcome, my wolf-like " + strcharinfo(0) + "."; - mes "What do you need?"; - mes "Oh, I've been looking for a better smelting box."; - mes "Would you like to exchange it for amethyst?"; - } - else { - mes "[Assad]"; - mes "Welcome, " + strcharinfo(0) + "."; - mes "Would you like to organize your luggage?"; - mes "Or I'm in business, would you like to see some stuff?"; - } - next; - .@amethyst_name$ = getitemname(1000405); - if (.@reputation >= 4000) - .@menu$[2] = "Exchange Smelting Box for " + .@amethyst_name$; - else if (.@reputation >= 3000) - .@menu$[1] = "Exchange Smelting Box for " + .@amethyst_name$; - if (.@reputation >= 2000) - .@menu$[0] = "Request space movement."; - switch( select( "Use the warehouse", "Use the store", .@menu$[0], .@menu$[1], .@menu$[2] ) ) { - case 1: - mes "[Assad]"; - mes "The warehouse fee is 200z."; - mes "Which warehouse would you like to open?"; - next; - switch( select( "Warehouse #1", "" ) ) { - // switch( select( "Warehouse #1", "Warehouse #2" ) ) { - case 1: - if (Zeny < 200) - end; - Zeny -= 200; - mes "[Assad]"; - mes "Come on, I'll open the warehouse."; - mes "Use it well."; - close2; - openstorage(); - end; - case 2: - end; - } - break; - case 2: - mes "[Assad]"; - mes "Do you want to sell your belongings?"; - next; - switch( select( "Open the store", "Sell your belongings." ) ) { - case 1: - close2; - callshop "Tool Dealer#wolf",1; - end; - case 2: - close2; - callshop "Tool Dealer#wolf",2; - end; - } - end; - case 3: - mes "[Assad]"; - mes "Do you want to teleport to Rachel for 1 " + .@amethyst_name$ + " ?"; - next; - if (select( "No", "Yes" ) == 1) - end; - if (countitem(1000405) < 1) { - mes "[Assad]"; - mes "You don't have enough material."; - close; - } - delitem 1000405,1; // Ep18_Amethyst_Fragment - warp "rachel",115,125; - end; - case 4: - mes "[Assad]"; - mes "Amethyst shop?"; - mes "You can exchange them for a smelting box.."; - close2; - callshop "barter_ep18_2",1; - end; - case 5: - mes "[Assad]"; - mes "Amethyst shop?"; - mes "You can exchange them for a smelting box.."; - close2; - callshop "barter_ep18_3",1; - end; - } - end; -} - -// (custom tool dealer) -- shop Tool Dealer#wolf -1,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1 - -// Greywolf enchant -wolfvill,164,137,3 script Emmett#emet 4_EP18_GW_WOMAN01,{ - if (ep18_1_main < 38) - end; - disable_items; - mes "[Emmett]"; - mes "Hello"; - mes "Do you have [Amethyst Fragment]1000405?"; - mes "We are collecting amethyst."; - next; - mes "[Emmett]"; - mes "I can provide you powerful crafted ^4d4dff armor and enchantment^000000."; - mes "What would you like to do?"; - next; - switch( select( "Exchange Armor", "Greywolf Enchant" ) ) { - case 1: - mes "[Emmett]"; - mes "Did you collect a lot of amethyst fragments as promised?"; - mes "Look."; - close2; - callshop "barter_ep18_1",1; - end; - case 2: - mes "[Emmett]"; - mes "Choose the part you want to enchant."; - next; - switch( select( "Armor", "Garment", "Shoes", "Right acc", "Left(L) acc" ) ) { - case 1: - mes "[Emmett]"; - mes "You are enchanting armor."; - close2; - item_enchant(1); - end; - case 2: - mes "[Emmett]"; - mes "You are enchanting Garment."; - close2; - item_enchant(2); - end; - case 3: - mes "[Emmett]"; - mes "You are enchanting Shoes."; - close2; - item_enchant(3); - end; - case 4: - mes "[Emmett]"; - mes "You're giving the right accessory an enchantment."; - close2; - item_enchant(4); - end; - case 5: - mes "[Emmett]"; - mes "You are enchanting the accessory on the left."; - close2; - item_enchant(5); - end; - } - end; - } - end; -} - -// item exchange -wolfvill,170,131,3 script Bamdat#bamdat 4_EP18_GW_OLD02,{ - if (ep18_1_main < 38) - end; - disable_items; - mes "[Night Dart]"; - mes "The priest's villa has changed very strangely, hasn't it?"; - mes "The loot obtained there must also be filled with good beliefs."; - next; - mes "[Night Dart]"; - mes "If you wish, I will perform a purification ritual and turn it into a better weapon ."; - mes "My petty skills will be useful."; - next; - mes "[Night Dart]"; - mes "Choose between the ^4d4dffnormal purification ritual^000000, which has a lower the refine rate, and the ^4d4dffadvanced purification ritual^000000, which does not lower the refine rate that much."; - next; - mes "^4d4dff +9 Reforged Adulter Fides weapon series can be reformed into Vicatus Fides series.^000000"; - mes "^4d4dffThe refinement level varies depending on the selected purification ritual.^000000"; - next; - switch( select("General Purification Ritual", "Advanced Purification Ritual", "Stop" ) ) { - case 1: - mes "[Night Dart]"; - mes "God bless you."; - close2; - item_reform("Consecrate_Weapon_1"); - end; - case 2: - mes "[Night Dart]"; - mes "God bless you."; - close2; - item_reform("Consecrate_Weapon_2"); - end; - case 3: - end; - } - end; -} diff --git a/npc/re/scripts_athena.conf b/npc/re/scripts_athena.conf index fb6a1bec1e..eb69abb7ac 100644 --- a/npc/re/scripts_athena.conf +++ b/npc/re/scripts_athena.conf @@ -242,7 +242,7 @@ npc: npc/re/quests/quests_16_2.txt npc: npc/re/quests/quests_illusion_dungeons.txt npc: npc/re/quests/quests_17_1.txt npc: npc/re/quests/quests_17_2.txt -npc: npc/re/quests/quests_18_1.txt +npc: npc/re/quests/quests_18.txt npc: npc/re/quests/quests_aldebaran.txt npc: npc/re/quests/quests_dewata.txt npc: npc/re/quests/quests_dicastes.txt diff --git a/sql-files/upgrades/upgrade_20240803.sql b/sql-files/upgrades/upgrade_20240803.sql new file mode 100644 index 0000000000..024af45d4d --- /dev/null +++ b/sql-files/upgrades/upgrade_20240803.sql @@ -0,0 +1 @@ +UPDATE `char_reg_num` SET `key` = 'ep18_main' WHERE `key` = 'ep18_1_main';