//===== eAthena Script ======================================= //= Quest NPCs related to Gonryun //===== By: ================================================== //= KarLaeda //===== Current Version: ===================================== //= 1.2 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= //= [Aegis Conversion] //= Broken Sword Quest (Kept old mechanics) //= Lost Knife Quest //===== Additional Comments: ================================= //= 1.1 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] //= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] //= Added Lost Knife, updated dialog for Broken Sword //= dungeon quest mechanics aportion is still the same. //= 1.2a Bugfixes (bugreport:2404) [Paradox924X] //= 1.2b More Bugfixes (bugreport:2407) [Paradox924X] //============================================================ // Broken Sword //============================================================ gon_in,17,93,5 script Chief#gon 775,{ if (BaseLevel > 50) { if (b_sword == 0) { set b_sword,1; mes "[Shi Yan Wen]"; mes "Hmm...?"; mes "Oh, hello there~"; mes "I am Shi Yan Wen, the chief of"; mes "this village. Allow me to personally welcome you to Kunlun."; next; mes "[Shi Yan Wen]"; mes "Although our village hasn't"; mes "associated with other towns very"; mes "much, we have recently begun"; mes "to allow visitors coming from Alberta."; next; mes "[Shi Yan Wen]"; mes "I feel that this town has been"; mes "isolated for too long. Because"; mes "of that, people in this town aren't too friendly with visitors yet."; next; mes "[Shi Yan Wen]"; mes "Moreover, we've been having a recent problem with thieves"; mes "that have been enjoying themselves far too much in Kunlun..."; mes "Well, you've come to visit here"; mes "so I hope you enjoy your stay."; close; } else if (b_sword < 18) { switch (b_sword) { case 1: mes "[Shi Yan Wen]"; mes "Oh, hello there~"; mes "I am Shi Yan Wen, the chief of"; mes "this village. Allow me to personally welcome you to Kunlun."; next; mes "[Shi Yan Wen]"; mes "Although our village hasn't"; mes "associated with other towns very"; mes "much, we have recently begun"; mes "to allow visitors coming from Alberta."; next; mes "[Shi Yan Wen]"; mes "I feel that this town has been"; mes "isolated for too long. Because"; mes "of that, people in this town aren't too friendly with visitors yet."; next; mes "[Shi Yan Wen]"; mes "Moreover, we've been having a recent problem with thieves"; mes "that have been enjoying themselves far too much in Kunlun..."; mes "Well, you've come to visit here"; mes "so I hope you enjoy your stay."; close; case 2: mes "[Shi Yan Wen]"; mes "Oh, it's you~"; mes "How do you like it here so far?"; mes "As you've probably noticed,"; mes "the village isn't that peaceful, huh?"; next; if (select("It's alright.:I heard that something was stolen...") == 1) { mes "[Shi Yan Wen]"; mes "Well, I'm glad you don't mind."; mes "Just watch out for robbers,"; mes "and try not to act suspicious"; mes "in the village."; close; } mes "[Shi Yan Wen]"; mes "Hmm...you've heard of it?"; mes "It was just last night when the"; mes "robbery occurred. The rumors"; mes "are true. Sadly, there are lots of thieves out there in the village..."; next; switch(select("......:What was stolen?:Was anyone hurt?")) { case 1: mes "[Shi Yan Wen]"; mes "I can't believe it really"; mes "happened... Well, if you see"; mes "any suspicious characters around,"; mes "or find what was stolen, please let me know."; set b_sword,3; close; case 2: mes "[Shi Yan Wen]"; mes "Well..."; mes "Erm...it was..."; mes "...just an ordinary sword."; mes "But to us, it's been a family treasure for many generations."; next; mes "[Shi Yan Wen]"; mes "I must find this sword"; mes "no matter what!"; mes "...but I can't go find it just"; mes "by myself. I'm just too busy."; next; mes "[Shi Yan Wen]"; mes "You know how busy it is to be the"; mes "chief of a village. This is very troubling...*Sigh*"; next; if (select("Hope you find it soon.:Can I find it for you?") == 1) { mes "[Shi Yan Wen]"; mes "um..Thank you."; mes "If you somehow come across it,"; mes "please let me know."; set b_sword,11; close; } mes "[Shi Yan Wen]"; mes "Oh!~ Are you serious??"; mes "...The people in the village are"; mes "very fearful these days because"; mes "of the thieves. It is so difficult"; mes "to ask them for help..."; next; mes "[Shi Yan Wen]"; mes "If you would help me find the sword, I will surely repay you for your efforts."; set b_sword,3; close; case 3: mes "[Shi Yan Wen]"; mes "Fortunately, no one was hurt."; mes "However, the thieves took a"; mes "valuable family treasure"; mes "which has been passed down from"; mes "generation to generation."; next; mes "[Shi Yan Wen]"; mes "I must find this sword"; mes "no matter what!"; mes "...But I can't go find it just"; mes "by myself. I'm just too busy."; next; mes "[Shi Yan Wen]"; mes "You know how busy it is to be the"; mes "chief of a village. This is very troubling...*Sigh*"; next; if (select("Hope you find it soon.:Can I find it for you?") == 1) { mes "[Shi Yan Wen]"; mes "Um..Thank you."; mes "If you somehow come across it,"; mes "please let me know."; set b_sword,11; close; } mes "[Shi Yan Wen]"; mes "Oh!~ Are you serious??"; mes "...The people in the village are"; mes "very fearful these days because"; mes "of the thieves. It is so difficult"; mes "to ask them for help..."; next; mes "[Shi Yan Wen]"; mes "If you would help me find the sword, I will surely repay you for your efforts."; set b_sword,3; close; } case 3: case 4: case 5: mes "[Shi Yan Wen]"; mes "Haven't found it yet?"; mes "There's no rush, take it easy."; mes "You have to take care of"; mes "youself first before"; mes "doing favors for others."; close; case 6: mes "[Shi Yan Wen]"; mes "Oh, you found a clue?"; mes "So far, it looks like"; mes "you're doing good work."; mes "Take this old family medicine, it might be of use sometime soon."; set b_sword,7; getitem 504,3; //White_Potion close; case 7: mes "[Shi Yan Wen]"; mes "It might be helpful for you to"; mes "know that the thief sustained"; mes "an injury, so he is probably not very far from here."; close; case 8: mes "[Shi Yan Wen]"; mes "What...?"; mes "My sword has been broken!?"; mes "Unbelievable~!!"; mes "How could this happen??"; next; mes "[Shi Yan Wen]"; mes "First it's stolen, and now"; mes "it's in pieces... *Sob*"; mes "Would you please search"; mes "for the rest of my sword?"; mes "It means so much to my family..."; close; case 9: mes "[Shi Yan Wen]"; mes "*Sob*..."; mes "...my sword... in pieces..."; mes "I beg of you, please find them"; mes "for me. I will give you something in return."; close; case 10: mes "[Shi Yan Wen]"; mes "Oh!~"; mes "You've found the pieces for me~"; mes "I knew you could do it."; mes "But the sword is still shattered."; mes "What shall I do...?"; next; mes "[Shi Yan Wen]"; mes "If it's okay with you,"; mes "would you repair my sword for me?"; mes "I'll repay you for your help."; next; if (select("No way.:Alright.") == 1) { mes "[Shi Yan Wen]"; mes "Well, I see...you've been such a"; mes "nice person. I truly appreciate"; mes "your hard work. It would be"; mes "wonderful if you could help"; mes "me repair the sword, but I"; mes "will not force you."; next; mes "[Shi Yan Wen]"; mes "I'll find some way to repair"; mes "it. Without your help, I "; mes "would have never found it."; mes "Please accept this as a"; mes "token of my gratitude..."; set b_sword,15; getitem 603,1; //Old_Blue_Box next; mes "[Shi Yan Wen]"; mes "If you find any information"; mes "or clues about that cursed"; mes "thief, please let me know."; mes "I have my sword back but"; mes "there's no way I can forgive"; mes "this affront to my ancestors..."; close; } mes "[Shi Yan Wen]"; mes "Such generosity..."; mes "I'm truly indebted to you..."; mes "I have no idea how this sword"; mes "broke into pieces, though."; mes "You will probably need to find a"; mes "famous blacksmith to repair it."; next; mes "[Shi Yan Wen]"; mes "As I already mentioned, this is"; mes "an important family treasure..."; mes "Oh! I just remembered--"; next; mes "[Shi Yan Wen]"; mes "There's a guy named ^555555Zuo Hei^000000"; mes "in the village. He has been to"; mes "many places around the world."; mes "He may know of such a weaponsmith. Please seek this man out."; next; mes "[Shi Yan Wen]"; mes "Oh, one last thing. This is"; mes "but a trinket, but please"; mes "accept this gift from me."; set b_sword,14; getitem 603,1; //Old_Blue_Box close; case 11: mes "[Shi Yan Wen]"; mes "The village is not in a good"; mes "mood these days, but there are"; mes "still lots of things to see in Kunlun."; close; case 12: mes "[Shi Yan Wen]"; mes "Hmm.. no traces? No clues?"; mes "... Nothing? Well, that's"; mes "alright. Thank you for"; mes "trying to help."; mes "Hmm...."; next; mes "[Shi Yan Wen]"; mes "Here...take this."; mes "Have a good time in Kunlun~"; set b_sword,13; getitem 504,1; //White_Potion close; case 13: mes "[Shi Yan Wen]"; mes "Is everything going well?"; mes "The village has not been"; mes "in a good mood, lately."; mes "Still, please try to"; mes "enjoy yourself."; close; case 14: case 15: case 16: case 17: mes "[Shi Yan Wen]"; mes "I really appreciate what you are"; mes "doing. It's a big relief that"; mes "something is finally being done"; mes "about these thefts."; next; mes "[Shi Yan Wen]"; mes "Perhaps now, peace will finally"; mes "come to the village, just like in the old days..."; close; } } else if (b_sword < 32) { mes "[Shi Yan Wen]"; mes "I appreciate what you are doing,"; mes "and your help has been"; mes "a relief to me. The Village"; mes "seems less tense, much like"; mes "it was in the old days."; next; mes "[Shi Yan Wen]"; mes "Although I hope you'll be"; mes "be able to repair my"; mes "sword soon, you've"; mes "already done so much for"; mes "me. I feel sorry for"; mes "asking you to do more."; close; } else if (b_sword == 32) { if (countitem(1123) < 1) { mes "[Shi Yan Wen]"; mes "Hm....."; mes "Not finished yet, huh?"; mes "Still, it's good to know"; mes "it's being repaired..."; mes "I'll be waiting, then."; close; } mes "[Shi Yan Wen]"; mes "Oh, it's you~ Hello."; mes "............"; mes "Is that my sword?"; mes "Wow, you've done it!"; mes "Good work!"; next; mes "[Shi Yan Wen]"; mes "This is a small gift for you."; mes "Please take it as thanks for a job well done!"; delitem 1123,1; //Haedonggum set b_sword,33; getitem 2404,1; //Shoes_ next; mes "[Shi Yan Wen]"; mes "Thank you for all of your efforts."; mes "With this sword repaired, I no"; mes "longer feel that I am shaming"; mes "my ancestors..."; mes "Heh heh..."; mes "Have a good time in Kunlun."; close; } mes "[Shi Yan Wen]"; mes "Oh, it's you~"; mes "Once again, I'd like to thank"; mes "you for all of your help."; mes "Enjoy your stay in our village."; mes "Heh heh~"; close; } mes "[Shi Yan Wen]"; mes "Hmm...?"; mes "Oh, hello there~"; mes "I am Shi Yan Wen, the chief of"; mes "this village. Allow me to personally welcome you to Kunlun."; next; mes "[Shi Yan Wen]"; mes "Although our village hasn't"; mes "associated with other towns very"; mes "much, we have recently begun"; mes "to allow visitors coming from Alberta."; next; mes "[Shi Yan Wen]"; mes "I feel that this town has been"; mes "isolated for too long. Because"; mes "of that, people in this town aren't too friendly with visitors yet."; next; mes "[Shi Yan Wen]"; mes "Moreover, we've been having a recent problem with thieves"; mes "that have been enjoying themselves far too much in Kunlun..."; mes "Well, you've come to visit here"; mes "so I hope you enjoy your stay."; close; } gon_in,152,35,4 script Hostess#gon 702,{ if (b_sword < 1) { mes "[Mei Yen Fang]"; mes "Oh...you're new here, right?"; mes "Came from out of town?"; mes "It's common to see lots of"; mes "foreigners these days."; mes "It made people in the village busy."; next; mes "[Mei Yen Fang]"; mes "Oh, what am I saying..."; mes "Want some wine?"; next; if (select("Yes, please:No, it's okay.") == 1) { mes "[Mei Yen Fang]"; mes "Oooops~! Oh no..."; mes "A lot of customers came by earlier,"; mes "so now we're out of wine..."; mes "It's getting difficult to keep up with the increasing number of customers..."; close; } mes "[Mei Yen Fang]"; mes "Well, have fun in the village."; mes "Stop by again sometime."; close; } switch(b_sword) { case 1: case 2: mes "[Mei Yen Fang]"; mes "Hey, you know what?"; mes "The chief's house was robbed"; mes "last night. I can't believe"; mes "this happened...I guess this is the work of those thieves..."; next; mes "[Mei Yen Fang]"; mes "How worrisome it all is..."; mes "It could even happen to me!"; mes "I better watch out..."; mes "Oh, what am I saying?"; mes "Enjoy your time in my shop...hehe~"; set b_sword,2; close; case 3: mes "[Mei Yen Fang]"; mes "Oh, it's you again~"; mes "I heard that you've decided"; mes "to help our chief."; mes "Please do your best for him!"; mes "Everyone in the village has"; mes "been on edge..."; next; mes "[Mei Yen Fang]"; mes "Do you see that guy over there"; mes "leaning on the table?"; mes "He seems to know about what"; mes "happened last night, but..."; mes "He's been drinking all night long."; set b_sword,4; close; } if (b_sword > 3 && b_sword < 11) { mes "[Mei Yen Fang]"; mes "Hello there~"; mes "Feeling tension in the village,"; mes "huh? It's all because of those"; mes "thieves... "; next; mes "[Mei Yen Fang]"; mes "They're also making things hard for my business..."; mes " "; mes "*Sigh*"; close; } else if (b_sword == 11 || b_sword == 12) { mes "[Mei Yen Fang]"; mes "Feeling tension in the village,"; mes "huh? I Hope the thief will get caught soon."; mes "..."; close; } mes "[Mei Yen Fang]"; mes "You caught him?!"; mes "Wow, you're very brave."; mes "I should get ready to run the"; mes "shop again. But I'll need to"; mes "order some wine first."; next; mes "[Mei Yen Fang]"; mes "Xue Bong drank all the wine in the"; mes "shop, and I didn't restock any"; mes "since everyone has been scared"; mes "off by the thefts..."; mes "But stop by next time."; mes "I'll have some wine ready."; close; } gon_in,165,16,4 script Man in hangover#gon 748,{ if (b_sword < 4) { mes "[Xue Bong]"; mes "Ahhh.. my stomach.. my head.."; mes "I shouldn't drink so much.."; mes "Ehhhh...."; emotion e_swt2; close; } else if (b_sword < 6) { switch(b_sword) { case 4: if (countitem(506) < 1) { mes "[Xue Bong]"; mes "*Urk!* I feel sick..."; mes "Can somebody bring me a potion?"; mes "*Groan*...."; emotion e_swt2; close; } mes "[Xue Bong]"; mes "Ohhh...my stomach..."; mes "I need something..."; mes "Moan~ Uh, hey you!"; mes "Could you give me one"; mes "of your ^00FF00Green_Potion^000000s?"; mes "I think I'm going to barf..."; next; switch(select("No.:Here, drink this!")) { case 1: mes "[Xue Bong]"; mes "Uhh..."; mes "Are you sure?"; next; switch(select("Sorry, I don't have any.:Here, you can have it!")) { case 1: mes "[Xue Bong]"; mes "C'mon, man..."; mes "I...I'm in freakin' pain here..."; set b_sword,12; close; case 2: delitem 506,1; //Green_Potion set b_sword,5; mes "[Xue Bong]"; mes "Oh man...thanks."; mes "I thought you were teasing me."; mes "I feel much better now."; mes "So...uh, what brings you here?"; next; if (select("Heard about the thief?:Nothing.") == 1) { mes "[Xue Bong]"; mes "Ah, a thief~"; mes "Hmm...let me see.."; mes "I went out for walk in the middle"; mes "of the night while I was drinking."; mes "And I heard a noise."; next; mes "[Xue Bong]"; mes "I looked around and found that the"; mes "area near the chief's house was"; mes "brighter than any other area..."; mes "It was odd..."; mes "[Xue Bong]"; mes "So I kept watching it and"; mes "all of a sudden, I saw something"; mes "moving on the rooftops..."; next; mes "[Xue Bong]"; mes "It disappeared in a second."; mes "I was drunk, and it was dark"; mes "outside. I have no idea"; mes "whether it was a man,"; mes "a poring, or if I had just"; mes "drank too much..eheh."; set b_sword,6; close; } mes "[Xue Bong]"; mes "Okay then, thanks again."; mes "Don't be a drinker like me,"; mes "unless you want to suffer from"; mes "serious hangovers. See you later~"; close; } case 2: delitem 506,1; //Green_Potion set b_sword,5; emotion e_thx; mes "[Xue Bong]"; mes "Whew, Thanks!"; mes "I feel much better now."; mes "Hmm...you seem new around here."; mes "Anything you wanna know?"; next; switch(select("About a thief...:How much have you been drinking?:Nothing~")) { case 1: mes "[Xue Bong]"; mes "Ah, a thief, eh? Let's see..."; mes "I went out for walk in the middle"; mes "of the night while I was drinking."; mes "All of a sudden, I heard a strange noise..."; next; mes "[Xue Bong]"; mes "I looked around and found that the"; mes "area near the chief's house was"; mes "brighter than any other area. It was odd..."; next; mes "[Xue Bong]"; mes "So I kept watching it and,"; mes "all of a sudden, I saw something moving on the rooftops..."; next; if (select("Where to?:Probably a Wild Rose.") == 1) { // trad: Bruterose mes "[Xue Bong]"; mes "Umm?"; mes "Well..let me see.."; mes "It came from... and head to...um..."; mes "murmur.."; next; mes "^3355FFHe started mumbling for a bit^000000"; mes "......"; next; mes "[Xue Bong]"; mes "Ah ha!! Right..."; mes "A shrine, yeah, the thief was"; mes "heading to a shrine and"; mes "disappeared. I'm not"; mes "sure if it was a human or an"; mes "animal..."; set b_sword,6; next; mes "[Xue Bong]"; mes "Anything else I can help you with?"; mes "I appreciate the potion."; next; switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) { case 1: mes "[Xue Bong]"; mes "I'll see you later then."; mes "I'm always be here drinking..eheh."; close; case 2: mes "[Xue Bong]"; mes "Ehh..Don't mind me."; mes "I'm a social drinker..."; mes " "; mes "It's just I don't got nobody to be social with."; close; case 3: mes "[Xue Bong]"; mes "Alright."; mes "Come again whenever you have"; mes "any other questions."; close; } } mes "[Xue Bong]"; mes "Yeah..maybe."; mes "It was so dark outside and I was"; mes "drunk so I don't remember"; mes "clearly. I'm pretty sure it was bigger than that, though."; close; case 2: mes "[Xue Bong]"; mes "Ah..um....I..I don't remember."; mes "When I woke up, There were tons of"; mes "empty bottles around me."; mes "..."; next; mes "^3355FF......."; mes "For some reason, you can't discern his testimony's reliability...^000000"; close; case 3: mes "[Xue Bong]"; mes "Alrighty then."; mes "Hope you don't ever drink like me"; mes "in the future. You'll suffer"; mes "for a long time if you do."; mes "You know what a hangover is, right?"; close; } } case 5: mes "[Xue Bong]"; mes "Oh, it's you. Hey."; mes "Thanks for the potion last time."; mes "What are you up to?"; mes "Got any questions for me?"; next; switch(select("About a thief last night...:Nope, just passing by..")) { case 1: mes "[Xue Bong]"; mes "Ah~ a thief...?"; mes "Hmm...let me see..."; mes "I went out for walk in the middle"; mes "of the night while I was drinking."; mes "All of a sudden, I heard a strange noise..."; next; mes "[Xue Bong]"; mes "I looked around and found that the"; mes "area near the chief's house was"; mes "brighter than any other area. It was odd..."; next; mes "[Xue Bong]"; mes "So I kept watching it and,"; mes "all of a sudden, I saw something moving on the rooftops..."; next; mes "[Xue Bong]"; mes "It disappeared in a second."; mes "I was drunk, and it was dark"; mes "outside. I have no idea"; mes "whether it was a man, a poring,"; mes "or if I just had too much to drink...heheh~"; set b_sword,6; close; case 2: mes "[Xue Bong]"; mes "Okay, then, thanks again."; mes "Don't be a drinker like me,"; mes "unless you want to suffer from"; mes "serious hangovers. See you later~"; close; } } } else if (b_sword < 11) { mes "[Xue Bong]"; mes "Well, hopefully you can find"; mes "those thieves. To keep the"; mes "peace in our village, we need to help out our chief..."; close; } else if (b_sword <14) { switch(b_sword) { case 11: mes "[Xue Bong]"; mes "Ahhh.. my stomach.. my head.."; mes "I shouldn't drink so much.."; mes "ughh...."; emotion e_swt2; close; case 12: mes "[Xue Bong]"; mes "Enhhhh..go away."; mes "You're merciless..."; mes "How could you turn a"; mes "blind eye to a"; mes "boozer's suffering?"; mes "Urk...!"; emotion e_an; close; case 13: mes "[Xue Bong]"; mes "Enhhhh...go away."; mes "You're so coldhearted..."; mes "How could you turn away"; mes "a drunk in need...?"; mes "*Groan*..."; emotion e_an; close; } } mes "[Xue Bong]"; mes "So you found the chief's"; mes "belongings?! I knew it!"; mes "I knew you could do it!"; mes "You're brave enough"; mes "to do anything!"; mes "Good job!"; close; } gon_dun01,148,156,0 script start01#gnbs -1,{ OnInit: sleep 10000; OnCommandOn: donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn"; end; } gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-1::OnCommandOn"; end; OnTimer10000: stopnpctimer; disablenpc "trace1-1#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-1#gnbs"; end; OnCommandOn: enablenpc "trace1-1#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,2,1,0 script timer1-1 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-1"; end; OnCommandOn: enablenpc "timer1-1"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-1"; end; OnTimer3000: donpcevent "#getitem1-1::OnCommandOn"; end; } gon_dun01,202,25,0 script #getitem1-1 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-1"; end; OnCommandOn: enablenpc "#getitem1-1"; donpcevent "timer1-1::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem1-1"; end; } gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-2::OnCommandOn"; end; OnTimer100000: stopnpctimer; disablenpc "trace1-2#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-2#gnbs"; end; OnCommandOn: enablenpc "trace1-2#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,3,1,0 script timer1-2 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-2"; end; OnCommandOn: enablenpc "timer1-2"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-2"; end; OnTimer3000: donpcevent "#getitem1-2::OnCommandOn"; end; } gon_dun01,190,159,0 script #getitem1-2 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-2"; end; OnCommandOn: enablenpc "#getitem1-2"; donpcevent "timer1-2::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem1-2"; end; } gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-3::OnCommandOn"; end; OnTimer90000: stopnpctimer; disablenpc "trace1-3#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-3#gnbs"; end; OnCommandOn: enablenpc "trace1-3#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,4,1,0 script timer1-3 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-3"; end; OnCommandOn: enablenpc "timer1-3"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-3"; end; OnTimer3000: donpcevent "#getitem1-3::OnCommandOn"; end; } gon_dun01,164,53,0 script #getitem1-3 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-3"; end; OnCommandOn: enablenpc "#getitem1-3"; donpcevent "timer1-3::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem1-3"; end; } gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-4::OnCommandOn"; end; OnTimer150000: stopnpctimer; disablenpc "trace1-4#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-4#gnbs"; end; OnCommandOn: enablenpc "trace1-4#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,5,1,0 script timer1-4 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-4"; end; OnCommandOn: enablenpc "timer1-4"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-4"; end; OnTimer3000: donpcevent "#getitem1-4::OnCommandOn"; end; } gon_dun01,134,183,0 script #getitem1-4 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-4"; end; OnCommandOn: enablenpc "#getitem1-4"; donpcevent "timer1-4::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem1-4"; end; } gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{ if (b_sword == 7) donpcevent "timer1-5::OnCommandOn"; end; OnTimer170000: stopnpctimer; disablenpc "trace1-5#gnbs"; donpcevent "start01#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace1-5#gnbs"; end; OnCommandOn: enablenpc "trace1-5#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun01,6,1,0 script timer1-5 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer1-5"; end; OnCommandOn: enablenpc "timer1-5"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer1-5"; end; OnTimer3000: donpcevent "#getitem1-5::OnCommandOn"; end; } gon_dun01,140,257,0 script #getitem1-5 111,2,1,{ if (b_sword != 7) end; set b_sword,8; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem1-5"; end; OnCommandOn: enablenpc "#getitem1-5"; donpcevent "timer1-5::OnCommandOff"; donpcevent "start01#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem1-5"; end; } gon_dun02,1,1,0 script start02#gnbs -1,{ OnInit: sleep 10000; OnCommandOn: donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn"; end; } gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-1::OnCommandOn"; end; OnTimer80000: stopnpctimer; disablenpc "trace2-1#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-1#gnbs"; end; OnCommandOn: enablenpc "trace2-1#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,2,1,0 script timer2-1 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-1"; end; OnCommandOn: enablenpc "timer2-1"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-1"; end; OnTimer3000: donpcevent "#getitem2-1::OnCommandOn"; end; } gon_dun02,202,25,0 script #getitem2-1 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-1"; end; OnCommandOn: enablenpc "#getitem2-1"; donpcevent "timer2-1::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem2-1"; end; } gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-2::OnCommandOn"; end; OnTimer130000: stopnpctimer; disablenpc "trace2-2#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-2#gnbs"; end; OnCommandOn: enablenpc "trace2-2#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,3,1,0 script timer2-2 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-2"; end; OnCommandOn: enablenpc "timer2-2"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-2"; end; OnTimer3000: donpcevent "#getitem2-2::OnCommandOn"; end; } gon_dun02,265,201,0 script #getitem2-2 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-2"; end; OnCommandOn: enablenpc "#getitem2-2"; donpcevent "timer2-2::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem2-2"; end; } gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-3::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace2-3#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-3#gnbs"; end; OnCommandOn: enablenpc "trace2-3#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,4,1,0 script timer2-3 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-3"; end; OnCommandOn: enablenpc "timer2-3"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-3"; end; OnTimer3000: donpcevent "#getitem2-3::OnCommandOn"; end; } gon_dun02,247,128,0 script #getitem2-3 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-3"; end; OnCommandOn: enablenpc "#getitem2-3"; donpcevent "timer2-3::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem2-3"; end; } gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-4::OnCommandOn"; end; OnTimer230000: stopnpctimer; disablenpc "trace2-4#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-4#gnbs"; end; OnCommandOn: enablenpc "trace2-4#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,5,1,0 script timer2-4 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-4"; end; OnCommandOn: enablenpc "timer2-4"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-4"; end; OnTimer3000: donpcevent "#getitem2-4::OnCommandOn"; end; } gon_dun02,149,75,0 script #getitem2-4 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-4"; end; OnCommandOn: enablenpc "#getitem2-4"; donpcevent "timer2-4::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem2-4"; end; } gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-5::OnCommandOn"; end; OnTimer190000: stopnpctimer; disablenpc "trace2-5#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-5#gnbs"; end; OnCommandOn: enablenpc "trace2-5#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,6,1,0 script timer2-5 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-5"; end; OnCommandOn: enablenpc "timer2-5"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-5"; end; OnTimer3000: donpcevent "#getitem2-5::OnCommandOn"; end; } gon_dun02,23,106,0 script #getitem2-5 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-5"; end; OnCommandOn: enablenpc "#getitem2-5"; donpcevent "timer2-5::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem2-5"; end; } gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{ if (b_sword == 8) donpcevent "timer2-6::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace2-6#gnbs"; donpcevent "start02#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace2-6#gnbs"; end; OnCommandOn: enablenpc "trace2-6#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun02,7,1,0 script timer2-6 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer2-6"; end; OnCommandOn: enablenpc "timer2-6"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer2-6"; end; OnTimer3000: donpcevent "#getitem2-6::OnCommandOn"; end; } gon_dun02,249,40,0 script #getitem2-6 111,2,1,{ if (b_sword != 8) end; set b_sword,9; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; close; OnInit: disablenpc "#getitem2-6"; end; OnCommandOn: enablenpc "#getitem2-6"; donpcevent "timer2-6::OnCommandOff"; donpcevent "start02#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem2-6"; end; } gon_dun03,1,1,0 script start03#gnbs -1,{ OnInit: sleep 10000; OnCommandOn: donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn"; end; } gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-1::OnCommandOn"; end; OnTimer200000: stopnpctimer; disablenpc "trace3-1#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-1#gnbs"; end; OnCommandOn: enablenpc "trace3-1#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,2,1,0 script timer3-1 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-1"; end; OnCommandOn: enablenpc "timer3-1"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-1"; end; OnTimer3000: donpcevent "#getitem3-1::OnCommandOn"; end; } gon_dun03,10,74,0 script #getitem3-1 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-1"; end; OnCommandOn: enablenpc "#getitem3-1"; donpcevent "timer3-1::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-1"; end; } gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-2::OnCommandOn"; end; OnTimer130000: stopnpctimer; disablenpc "trace3-2#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-2#gnbs"; end; OnCommandOn: enablenpc "trace3-2#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,3,1,0 script timer3-2 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-2"; end; OnCommandOn: enablenpc "timer3-2"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-2"; end; OnTimer3000: donpcevent "#getitem3-2::OnCommandOn"; end; } gon_dun03,199,102,0 script #getitem3-2 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-2"; end; OnCommandOn: enablenpc "#getitem3-2"; donpcevent "timer3-2::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-2"; end; } gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-3::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace3-3#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-3#gnbs"; end; OnCommandOn: enablenpc "trace3-3#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,4,1,0 script timer3-3 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-3"; end; OnCommandOn: enablenpc "timer3-3"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-3"; end; OnTimer3000: donpcevent "#getitem3-3::OnCommandOn"; end; } gon_dun03,14,163,0 script #getitem3-3 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-3"; end; OnCommandOn: enablenpc "#getitem3-3"; donpcevent "timer3-3::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-3"; end; } gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-4::OnCommandOn"; end; OnTimer230000: stopnpctimer; disablenpc "trace3-4#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-4#gnbs"; end; OnCommandOn: enablenpc "trace3-4#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,5,1,0 script timer3-4 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-4"; end; OnCommandOn: enablenpc "timer3-4"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-4"; end; OnTimer3000: donpcevent "#getitem3-4::OnCommandOn"; end; } gon_dun03,156,263,0 script #getitem3-4 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-4"; end; OnCommandOn: enablenpc "#getitem3-4"; donpcevent "timer3-4::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-4"; end; } gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-5::OnCommandOn"; end; OnTimer190000: stopnpctimer; disablenpc "trace3-5#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-5#gnbs"; end; OnCommandOn: enablenpc "trace3-5#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,6,1,0 script timer3-5 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-5"; end; OnCommandOn: enablenpc "timer3-5"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-5"; end; OnTimer3000: donpcevent "#getitem3-5::OnCommandOn"; end; } gon_dun03,170,90,0 script #getitem3-5 111,2,1,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-5"; end; OnCommandOn: enablenpc "#getitem3-5"; donpcevent "timer3-5::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-5"; end; } gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-6::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace3-6#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-6#gnbs"; end; OnCommandOn: enablenpc "trace3-6#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,7,1,0 script timer3-6 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-6"; end; OnCommandOn: enablenpc "timer3-6"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-6"; end; OnTimer3000: donpcevent "#getitem3-6::OnCommandOn"; end; } gon_dun03,68,39,0 script #getitem3-6 111,1,2,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-6"; end; OnCommandOn: enablenpc "#getitem3-6"; donpcevent "timer3-6::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-6"; end; } gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{ if (b_sword == 9) donpcevent "timer3-7::OnCommandOn"; end; OnTimer110000: stopnpctimer; disablenpc "trace3-7#gnbs"; donpcevent "start03#gnbs::OnCommandOn"; end; OnInit: initnpctimer; stopnpctimer; disablenpc "trace3-7#gnbs"; end; OnCommandOn: enablenpc "trace3-7#gnbs"; setnpctimer 0; startnpctimer; end; } gon_dun03,6,1,0 script timer3-7 -1,{ OnInit: initnpctimer; stopnpctimer; disablenpc "timer3-7"; end; OnCommandOn: enablenpc "timer3-7"; setnpctimer 0; startnpctimer; end; OnCommandOff: stopnpctimer; disablenpc "timer3-7"; end; OnTimer3000: donpcevent "#getitem3-7::OnCommandOn"; end; } gon_dun03,68,213,0 script #getitem3-7 111,1,2,{ if (b_sword != 9) end; set b_sword,10; mes "You found a ^FF0000piece of blade^000000."; mes "Seems like it's a part of the sword you've been looking for."; next; mes "You put all the pieces on the"; mes "ground and assembled them."; mes "It looks like you've found all of the pieces of the blade."; close; OnInit: disablenpc "#getitem3-7"; end; OnCommandOn: enablenpc "#getitem3-7"; donpcevent "timer3-7::OnCommandOff"; donpcevent "start03#gnbs::OnCommandOn"; end; OnCommandOff: disablenpc "#getitem3-7"; end; } gon_in,18,27,5 script Madam#gnbs 771,{ mes "[Shang Hua Yen]"; mes "Ho, ho, ho~"; mes "Who might this be?"; mes "A visitor from out of town~"; mes "Welcome!"; next; if (select("Hello, Madam~:Where's the chief?") == 1) { mes "[Shang Hua Yen]"; mes "Hello, darling~"; close; } if (Sex == 0) { mes "[Shang Hua Yen]"; mes "Hoho~ he's upstairs."; mes "My, are you such a pretty lady~"; mes "Just don't be too enraptured by my husband, alright?"; mes "Tee hee~"; close; } mes "[Shang Hua Yen]"; mes "Oh, he's upstairs..."; mes "My~! Aren't you a darling young"; mes "man. But still, not nearly as handsome as my husband~"; mes "Tee hee~"; emotion e_lv; close; } gon_dun03,62,222,0 script Strange dead body#gnbs 111,{ if (b_sword < 7) { mes "Here's a decomposing corpse."; mes "It seems like monsters devoured it."; close; } else if (b_sword > 6 && b_sword < 11) { mes "There's a written message between the bones of the corpse."; mes "of the corpse."; mes "Take a look?"; next; if (select("Yes.:Eew, no!") == 1) { mes "^3355FFThe paper is old and fading,"; mes "but there are words on it."; mes "It's written in blood."; mes "The letters are faded and it's almost impossible to read...^000000 "; next; mes "^FF0000Damn I can't.. believe.. failed.."; mes "Sayum... I should've.."; mes "watchout.. ehhh.. but.. break"; mes "..pieces.. and seperate.."; mes "I.. with"; mes "this...^000000"; next; mes "^3355FFThe rest was indecipherable..."; mes "He probably couldn't take it any longer...^000000"; close; } mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; mes "Eew, no!"; mes " "; mes "Yucky yucky YUCKY!"; next; mes "^3355FFYou feel like there's something important here..."; mes "But the rotting carcass has a"; mes "foul odor that makes you feel nauseated.^000000"; close; } else if (b_sword == 11 || b_sword == 12) { mes "^3355FFIt's a rotting human corpse..."; mes "I should just pass by.^000000"; close; } mes "^3355FFA skeleton chewed up by"; mes "monsters...I feel sorry for"; mes "him, but start getting this"; mes "really creepy feeling after staring at it for a while.^000000"; close; } gonryun,139,142,7 script Girl##gnbs1 772,{ if (b_sword < 12) { mes "[Shi Ying Xiao]"; mes ".........."; mes "I was happy meeting visitors"; mes "from outside the village,"; mes "but because of the thief, I feel terrible now..."; emotion e_dots; close; } mes "[Shi Ying Xiao]"; mes "Hehe..."; mes "I am so happy now~"; mes "Lots of visitors are coming to our"; mes "village now. But most of all,"; mes "Someone found my father's heirloom~"; next; if (select("I'm glad you're relieved.:That would be me!") == 1) { mes "[Shi Ying Xiao]"; mes "Yes, the mood of the entire"; mes "village seems to have calmed..."; mes "I'm sure whoever found my father's sword is a great person."; close; } mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; mes "That would be me!"; next; mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; mes "I AM YOUR HERO!"; next; emotion e_heh; mes "[Shi Ying Xiao]"; mes "Thank you so much for bringing hope to our village, hero~"; close; } gonryun,100,241,0 script Stranger#gnbs 733,{ if (b_sword < 14) { mes "[Zuo Hei]"; mes "Hmm..."; mes "I'm pretty busy right now, come back later."; emotion e_dots; close; } else if (b_sword < 17) { switch(b_sword) { case 14: switch(nakha) { case 0: mes "[Zuo Hei]"; mes "Hmm..."; mes "What is it?"; mes "What do you want?"; mes "I don't like to be bothered."; next; if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { mes "[Zuo Hei]"; mes "Ahh.."; mes "So you're the one who found"; mes "the sword, eh?"; mes "Did you also get asked to repair it?"; next; if (select("Exactly.:No..I'm just...") == 1) { mes "[Zuo Hei]"; mes "Hmm..."; mes "If you want some information from"; mes "me, come back after helping the"; mes "person in the village who's in"; mes "trouble right now."; next; mes "[Zuo Hei]"; mes "It's another heirloom"; mes "problem, but I want to"; mes "see for myself that"; mes "you're really interested"; mes "in helping others."; set b_sword,16; close; } mes "[Zuo Hei]"; mes "Hmm, I didn't think so..."; mes "Now, don't bother me anymore."; mes "I've got a bunch of things to do."; close; } mes "[Zuo Hei]"; mes "Grr..."; mes "Why should you care about the"; mes "someone else's personality?"; mes "That's none of your business."; mes "Take a look in the mirror first"; mes "before you say things like that."; emotion e_ag; close; case 1: mes "[Zuo Hei]"; mes "Hmm..."; mes "You're in the middle of helping"; mes "someone now, I hear."; mes "Why don't you go and take care of them first."; mes "Once you start to help someone,"; mes "you can't just quit halfway."; set b_sword,16; close; case 2: mes "[Zuo Hei]"; mes "Hmm..."; mes "You're in the middle of helping"; mes "someone now, I hear."; mes "Why don't you go and take care of them first."; mes "Once you start to help someone,"; mes "you can't just quit halfway."; set b_sword,16; close; case 3: mes "[Zuo Hei]"; mes "Hmm..."; mes "What do you want??"; next; if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { mes "[Zuo Hei]"; mes "Ahh..."; mes "So you are the one who found"; mes "the sword, eh? I assume you were also asked to repair it..."; next; if (select("Exactly.:No...I'm just...") == 1) { mes "[Zuo Hei]"; mes "Hmm..."; mes "Since it's been shattered,"; mes "you'll need a very skilled smith."; mes "Go to ^FF0000Geffen^000000, you'll find someone"; mes "who can help you."; set b_sword,17; close; } mes "[Zuo Hei]"; mes "Hmm, I didn't think so..."; mes "Now, don't bother me anymore."; mes "I've got a bunch of things to do."; close; } mes "[Zuo Hei]"; mes "Grr..."; mes "Why should you care about the"; mes "someone else's personality?"; mes "That's none of your business."; mes "Take a look in the mirror first"; mes "before you say things like that."; emotion e_ag; close; case 4: mes "[Zuo Hei]"; mes "Guess I was wasting my time."; mes "If you make a promise to someone,"; mes "it's your responsibility to"; mes "follow through with it to completion."; next; mes "[Zuo Hei]"; mes "I don't like people who fail to"; mes "keep the promises they make."; mes "You'll not get any information from me."; mes "Don't ever bother me again."; set b_sword,15; close; } break; case 15: mes "[Zuo Hei]"; mes "Sorry, I'm busy right now."; mes "Why don't you come back later."; emotion e_dots; close; case 16: switch(nakha) { case 0: mes "[Zuo Hei]"; mes "Hmm......"; mes "You're not done with the"; mes "requirement I've given you..."; mes "I can't give you any information"; mes "until you finish your job."; close; case 1: mes "[Zuo Hei]"; mes "Hmm...."; mes "Once you start to help someone,"; mes "you can't just quit halfway."; mes "Why don't you go and take care of them first."; close; case 2: mes "[Zuo Hei]"; mes "Hmm...."; mes "Once you start to help someone,"; mes "you can't just quit halfway."; mes "Why don't you go and take care of them first."; close; case 3: mes "[Zuo Hei]"; mes "Hmm......"; mes "What do you want?"; next; if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { mes "[Zuo Hei]"; mes "Ahh..."; mes "So you are the one who found"; mes "the sword eh?"; mes "Did you also get asked to repair it?"; next; if (select("Exactly.:No, i'm just...") == 1) { mes "[Zuo Hei]"; mes "Hmm..."; mes "Since it's been shattered,"; mes "you'll need a very skilled smith."; mes "Go to ^FF0000Geffen^000000, you'll find someone"; mes "who can help you."; set b_sword,17; close; } mes "[Zuo Hei]"; mes "Oh, I suppose not."; mes "Why are you asking me, then?"; mes "Don't bother me anymore."; mes "I've got a bunch of things to do."; close; } mes "[Zuo Hei]"; mes "Grr..."; mes "Why should you care about the"; mes "someone else's personality?"; mes "That's none of your business."; mes "Take a look in the mirror first"; mes "before you say things like that."; emotion e_ag; close; case 4: mes "[Zuo Hei]"; mes "Guess I was wasting my time."; mes "If you make a promise to"; mes "someone, it's your"; mes "responsibility to"; mes "follow through with it to completion."; next; mes "[Zuo Hei]"; mes "I don't like people who fail"; mes "to keep their promises."; mes "You'll not get any information from me. Don't ever bother me again."; set b_sword,15; close; } } } else if (b_sword < 33) { mes "[Zuo Hei]"; mes "Hey there...uhm.."; mes "Didn't I tell you to go to ^FF0000Geffen^000000?"; mes "You'll find a famous blacksmith"; mes "that can repair the sword for you."; mes "That's all the information I can"; mes "give you, really."; next; mes "[Zuo Hei]"; mes "It's up to you to make good use of it."; close; } mes "[Zuo Hei]"; mes "Hmm..."; mes "Helping people in trouble is"; mes "such a nice thing to do."; mes "You are doing the right thing."; close; } geffen_in,71,112,2 script Blacksmith#SaYumMoon 731,{ if (b_sword < 17) { mes "[Aumgarl]"; mes "*Sob*..*sob*...."; mes "My poor baby Lyroo.."; mes "*Sniff*..."; close; } else if (b_sword < 32) { switch(b_sword) { case 17: mes "[Aumgarl]"; mes "*Sob*..."; mes "My poor baby Lyroo.."; mes "*Sniff*..."; next; if (select("Sir...?:...........") == 1) { mes "[Aumgarl]"; mes "Hmm...Who are you?"; mes "Do you need something?"; mes "If not, please leave..."; next; if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) { mes "[Aumgarl]"; mes "Umm..."; mes "I'm sorry, but we're closed."; mes "Come again another time."; mes "Goodbye."; set b_sword,18; close; } mes "[Aumgarl]"; mes "Yes, I am a blacksmith,"; mes "but I don't think I'm famous."; mes "And unfortunately, we're closed right now."; close; } mes "[Aumgarl]"; mes "If you have nothing to say to me,"; mes "then please leave me alone."; close; case 18: mes "[Aumgarl]"; mes "Like I said, we're closed!"; mes "Come back later."; if (rand(1,8) == 7) { set b_sword,19; mes "Didn't you hear me?! Sheesh!"; } close2; warp "geffen",173,169; end; case 19: mes "[Aumgarl]"; mes "Hmm..."; mes "You're a persistent one!!"; mes "What is it that you want?"; next; switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) { case 1: mes "[Aumgarl]"; mes "....."; mes "........."; mes "............."; mes "..................."; mes "........................"; next; mes "[Aumgarl]"; mes "Who the heck are you?"; mes "What do you want with my"; mes "granddaughter all of a sudden!?"; mes "Get the hell out of here!"; mes "Don't ever come back here again!"; emotion e_pif; close; case 2: mes "[Aumgarl]"; mes "You're darn right~"; mes "My granddaughter is soo~ pretty."; mes "Hahaha...ah....hah..."; mes ".....*Sob, sob*...."; next; switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) { case 1: mes "[Aumgarl]"; mes "....."; mes "........."; mes "............."; mes "..................."; mes "........................"; next; mes "[Aumgarl]"; mes "Who the heck are you?"; mes "What do you want with my"; mes "granddaughter all of a sudden!?"; mes "Get out of here you pervert!"; mes "Don't ever come back here again!"; emotion e_pif; close; case 2: mes "[Aumgarl]"; mes "..............."; mes "A sword?"; mes "I don't remember when the last"; mes "time I worked with steel was."; mes "Hmm..."; mes "May I see the sword?"; next; mes "[Aumgarl]"; mes "Hmm......"; mes "Hmmmm......"; mes "............"; next; mes "^0000FFHe intently studied the pieces of the sword for a while.^000000"; next; mes "[Aumgarl]"; mes "Hmm..."; mes "So this is the one, huh?"; mes "Well...I am sorry, but this sword"; mes "is not something I can repair"; mes "at the moment."; next; mes "[Aumgarl]"; mes "Why don't you go find"; mes "another blacksmith?"; mes "I am truly sorry."; close; case 3: mes "[Aumgarl]"; mes "Um..well..."; mes "This is not something I normally"; mes "tell strangers, but...."; mes "My granddaughter Lyroo has"; mes "an incurable disease..."; next; mes "[Aumgarl]"; mes "Not long after she was born,"; mes "her parents died from an accident."; mes "Since that day, I have been taking care of her..."; next; mes "[Aumgarl]"; mes "But that wasn't the end of it..."; mes "Soon after, she started to suffer"; mes "from a serious illness. I've met"; mes "doctors from all around"; mes "Rune-Midgard..."; next; mes "[Aumgarl]"; mes "But not one of them could"; mes "diagnose her sickness..."; next; switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) { case 1: mes "[Aumgarl]"; mes "*Sigh*..."; mes "I'll just have to accept it"; mes "as her fate. I just feel"; mes "so sorry for Lyroo."; mes "..."; emotion e_dots; close; case 2: mes "[Aumgarl]"; mes "Umm..."; mes "What do you mean...?"; mes "'Make her happy?'"; mes "You're not making any sense..."; mes "I'm confused..."; next; switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) { case 1: mes "[Aumgarl]"; mes "..."; mes "What are you talking about?"; mes "Make her happy all the time?"; mes "She is dying even at"; mes "this moment."; next; mes "[Aumgarl]"; mes "I think you're out of"; mes "your mind, sicko!"; mes "Get out of here!"; close; case 2: mes "[Aumgarl]"; mes "...What do you mean?"; mes "You want to take her to where?"; mes "What are you gonna do?"; next; if (select("I will cure her.:I am sorry.") == 1) { mes "[Aumgarl]"; mes "It's useless talking about"; mes "it any longer. I don't think"; mes "there is anyone who can"; mes "cure my granddaughter."; close; } mes "[Aumgarl]"; mes "Ahh..."; mes "I'm not blaming you."; mes "It's not your fault anyway."; mes "...*Sigh*..."; next; if (select("Well...:I'll pray for her recovery.") == 1) { mes "[Aumgarl]"; mes "Err.."; mes "I am sorry to ask you this..."; mes "But would you do me a favor?"; mes "Umm..."; next; if (select("No.:Sure.") == 1) { mes "[Aumgarl]"; mes "Err..."; mes "Alright, I won't bother you.."; mes "Goodbye..."; close; } mes "[Aumgarl]"; mes "It won't be easy, but"; mes "would you help me to find"; mes "a doctor...No, anybody"; mes "who can cure Lyroo..."; next; mes "[Aumgarl]"; mes "Anyone who has any information about her illness?? Please..."; mes "...*Sob*..."; next; select("Yes, Sir."); mes "[Aumgarl]"; mes "Oh..."; mes "Thank you so much."; mes "If Lyroo can get her health back,"; mes "I'll never forget your help."; next; mes "[Aumgarl]"; mes "Thank you..."; mes "Thank you..."; set b_sword,20; close; } mes "[Aumgarl]"; mes "Well...thank you."; mes "I'm going to try my best to"; mes "make her happy until the"; mes "very end.."; mes "Please come by sometime"; mes "to say hi to Lyroo."; close; case 3: mes "[Aumgarl]"; mes "............."; mes "How're you going to cure"; mes "my granddaughter?"; mes "You don't look like"; mes "a doctor to me."; next; switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) { case 1: mes "[Aumgarl]"; mes "Ehm..."; mes "Do I look like a fool to you?"; mes "I hate people who lie like that. Get out of my sight."; mes "Get out of my sight."; mes " "; emotion e_pif; close2; warp "geffen",173,169; end; case 2: mes "[Aumgarl]"; mes "A famous doctor?"; mes "I've met all kinds of"; mes "famous doctors. I've"; mes "probably met whoever"; mes "you may know already."; close; case 3: mes "[Aumgarl]"; mes "................"; mes "You want to cure her"; mes "no matter what?"; mes "How're going to do that?"; mes "What if it turns worse,"; mes "Huh?"; next; mes "[Aumgarl]"; mes "I'm tired of your bragging."; mes "Please just leave us alone."; close; } } case 3: mes "[Aumgarl]"; mes "................."; mes "Thanks for your concern..."; mes "but you're a stranger to us."; mes "I can't let you do that."; mes "Thanks anyways."; close; } } case 3: mes "[Aumgarl]"; mes "........."; mes "Umm..."; mes "I'm sorry, but I am"; mes "very tired right now."; mes "Can't help you..."; close; } case 20: case 21: case 22: case 23: mes "[Aumgarl]"; mes "Hmmm..."; mes "Why don't you try looking"; mes "someplace that's always"; mes "crowded with people. I'm"; mes "sure there must be someone"; mes "out there who knows..."; close; case 24: case 25: case 26: mes "[Aumgarl]"; mes "Ahh..."; mes "Lyroo is upstairs..."; mes "Bue she's in pain."; mes "Try not to talk to her"; mes "for too long."; close; case 27: mes "[Aumgarl]"; mes "Oh my..."; mes "Thank you..."; mes "I never thought you'd"; mes "really help me."; mes "Go ahead and see Lyroo."; close; case 28: mes "[Aumgarl]"; mes "Thank you so much..."; mes "Without your help..."; emotion e_sob; mes "it would have been hopeless."; next; mes "[Aumgarl]"; mes "Alright...."; mes "Is there anything I can"; mes "do for you? I want to"; mes "return your favor somehow."; next; switch(select("No...I don't need anything.:Would you repair the sword for me?")) { case 1: mes "[Aumgarl]"; mes "Hmm..."; mes "Whenever you have a favor to ask,"; mes "come and find me. I'll do"; mes "my best to help you."; set b_sword,29; close; case 2: mes "[Aumgarl]"; mes "Hmm...."; mes "Show me this sword."; mes "I need to take a look at it first"; mes "to find out whether I can repair it or not."; next; mes "^0000FFYou Show the pieces of the"; mes "broken sword to Aumgarl."; mes "...................."; mes "Aumgarl took a careful look"; mes "at the pieces for awhile...^000000"; next; mes "..."; mes "..."; mes "..."; mes "..."; next; mes "[Aumgarl]"; mes "Hmm..."; mes "It's not possible to start work"; mes "immediately. I'll need"; mes "some materials."; next; mes "[Aumgarl]"; mes "To repair this sword, I need"; mes "to restock my supplies."; mes "Since Lyroo is upstairs in pain,"; mes "I don't think I can leave the house."; next; mes "[Aumgarl]"; mes "So...could you get the"; mes "materials for me?"; mes "I am sorry I am asking"; mes "you to do this, as well."; next; if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) { mes "[Aumgarl]"; mes "Umm....."; mes "I am sorry I can't"; mes "help you right away."; mes "Come back here when"; mes "you need my help then."; close; } mes "[Aumgarl]"; mes "Oh~~ really?"; mes "Thank you!"; mes "I'm sure I can repair it for you."; mes "Now, listen carefully,"; mes "this is what I will need-"; next; mes "[Aumgarl]"; mes "^FF00FF One Anvil"; mes "2 Rough Oridecons"; mes "5 Broken Swords"; mes "2 Steels"; mes "1 Hammer of Blacksmith"; mes "2 Star Crumbs"; mes "5 Live Coals^000000"; next; mes "[Aumgarl]"; mes "It's quite a lot, huh?"; mes "But these are the necessary"; mes "supplies we need to repair the sword."; mes "I'll go find some other materials."; set b_sword,30; close; } case 29: mes "[Aumgarl]"; mes "Oh~ It's you."; mes "Got any favors to ask?"; mes "I'll do my best"; mes "to help you."; next; switch(select("Maybe next time...:Please repair this sword for me.")) { case 1: mes "[Aumgarl]"; mes "Well..."; mes "If you ever have a favor to"; mes "ask, come and find me."; close; case 2: mes "[Aumgarl]"; mes "Hmm...."; mes "Show me this sword."; mes "I need to take a look at it first"; mes "to find out whether I can repair it or not."; next; mes "^0000FFYou show the pieces of the"; mes "broken sword to Aumgarl."; mes "...................."; mes "Aumgarl took a careful look"; mes "at the pieces for a while...^000000"; next; mes "..."; mes "..."; mes "..."; mes "..."; next; mes "[Aumgarl]"; mes "Hmm..."; mes "Well,"; mes "It's not possible to start work"; mes "immediately."; mes "I need some materials."; next; mes "[Aumgarl]"; mes "To repair this sword, I need"; mes "to restock my supplies."; mes "Since Lyroo is upstairs in pain,"; mes "I don't think I can leave the house."; next; mes "[Aumgarl]"; mes "So...could you get the"; mes "materials for me?"; mes "I am sorry I am asking"; mes "you to do this, as well."; next; if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) { mes "[Aumgarl]"; mes "Umm....."; mes "I am sorry I can't"; mes "help you right away."; mes "Come back here when"; mes "you need my help then."; close; } mes "[Aumgarl]"; mes "Oh~~ really?"; mes "Thank you!"; mes "I'm sure I can repair it for you."; mes "Now, listen carefully,"; mes "this is what I will need-"; next; mes "[Aumgarl]"; mes "^FF00FF One Anvil"; mes "2 Rough Oridecons"; mes "5 Broken Swords"; mes "2 Steels"; mes "1 Hammer of Blacksmith"; mes "2 Star Crumbs"; mes "5 Live Coals^000000"; next; mes "[Aumgarl]"; mes "It's quite alot, huh?"; mes "These are necessary supplies."; mes "We need them to repair the sword."; mes "I'll go find some other materials."; set b_sword,30; close; } case 30: if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) { mes "[Aumgarl]"; mes "Oh, good! You got them all."; mes "Alright, come back later,"; mes "and I'll have it repaired."; delitem 986,1; //Anvil delitem 756,2; //Oridecon_Stone delitem 7110,5; //Vroken_Sword delitem 999,2; //Steel delitem 1005,1; //Hammer_Of_Blacksmith delitem 1000,2; //Star_Crumb delitem 7098,5; //Live_Coal set b_sword,31; close; } mes "[Aumgarl]"; mes "Hmm....."; mes "Haven't found everything yet?"; mes "Here's the list again-"; next; mes "[Aumgarl]"; mes "^FF00FF 1 Anvil"; mes "2 Rough Oridecons"; mes "5 Broken Swords"; mes "2 Steels"; mes "1 Hammer of Blacksmith"; mes "2 Star Crumbs"; mes "5 Live Coals^000000"; next; mes "[Aumgarl]"; mes "Wrote them down?"; mes "I've almost found the other materials."; close; case 31: if (rand(1,5) == 2) { mes "[Aumgarl]"; mes "Hey, you're back."; mes "Here it is! This sword"; mes "is a great one, for"; mes "sure. I noticed that at"; mes "first sight."; mes "Indeed..."; next; mes "[Aumgarl]"; mes "I haven't seen quality"; mes "of this magnitude in a"; mes "in a long time."; mes "I envy you..."; mes "Hehehe......"; next; mes "'You received repaired"; mes "'^FF0000SaYumMoon's sword^000000'."; set b_sword,32; getitem 1123,1; //Haedonggum close; } mes "[Aumgarl]"; mes "Umm... it's not done yet."; mes "Would you give me a little"; mes "bit more time? It's taking"; mes "longer than I thought. Sorry."; close; } } mes "[Aumgarl]"; mes "Thank you..."; mes "You've been a great help"; mes "to us. I hope my work"; mes "has been of some use to you."; close; } geffen_in,106,106,7 script Girl#gnbs2 716,{ if (b_sword < 20) { mes "[Lyroo]"; mes "Ah...Ah...."; mes "Ah...Hi......."; next; mes "^0000FFThis girl seems to be in serious pain...^000000"; close; } else if (b_sword < 24) { mes "[Lyroo]"; mes "Aaa....Aaa...."; mes "you...you...."; mes "you are the....one..."; mes "who will....cure...."; mes "...me? Aa...."; next; mes "[Lyroo]"; mes "..tha... thank you...."; next; mes "^0000FFBetter stop talking to her and"; mes "hurry and find a cure.^000000"; close; } else if (b_sword == 24 || b_sword == 25 || b_sword == 26) { mes "[Lyroo]"; mes "Ahh...ahh...."; if (Sex == 0) mes "It's ..you.. pretty...sister.."; else mes "It's ..you.. handsome...brother.."; mes "Ahh...heh heh..."; next; if (select("Ask about her health condition.:Talk to her for a while.") == 1) { if (rand(1,4) == 3) { mes "[Lyroo]"; mes "Uh....umm...?"; mes "Umm... I..."; mes "I can't talk...too long.."; mes "So...listen...."; mes "carefully..please..."; next; mes "[Lyroo]"; mes "^0030FFMy body...repeatedly turns cold and"; mes "hot... I'm not sweating at all..."; mes "....But I'm paralyzed...often"; mes "often..and...my heart beats..."; mes "...irregularly.^000000"; next; mes "[Lyroo]"; mes "Ahh...hah~"; mes "..........."; next; mes "^0000FFShe seems to have fallen asleep.^000000"; close; } mes "[Lyroo]"; mes "I...am...so..."; mes "...tired."; mes "............."; next; mes "^0000FFShe seems to have fallen asleep.^000000"; close; } mes "[Lyroo]"; mes "Ahh........"; mes "I..want to ...talk to...you.."; mes "but.... sorry...."; next; mes "^0000FFShe seems to have fallen asleep.^000000"; close; } else if (b_sword == 27) { mes "[Lyroo]"; mes "uh...umm?"; if (Sex == 0) mes "Ah....It's you, pretty sister..."; else mes "Ah....It's you, handsome brother..."; mes "Uhm? what is that you have?"; next; if (select("It's nothing.:It's your medicine.") == 1) { mes "[Lyroo]"; mes "Oh..."; mes "Alright..."; mes "..."; next; mes "^0000FFYou really should be giving her the medicine.^000000"; close; } mes "[Lyroo]"; mes "Ah!"; mes "You found the medicine~!"; mes "I'm...so relieved..."; next; mes "^0000FFYou gave her the medicine you"; mes "received from Cylrnel."; mes "After taking the medicine, Lyroo"; mes "fell asleep.^000000"; delitem 606,1; //Aloebera set b_sword,28; close; } mes "[Lyroo]"; mes "Heehehe..."; if (Sex == 0) mes "Thank you my pretty sister."; else mes "Thank you handsome brother~"; mes "I'll get my health back"; mes "and be a strong girl!"; close; } prontera,275,86,2 script Young man#SaYumMoon 97,{ if (b_sword < 20) { mes "[Neil]"; mes "Oh man, it feels so good"; mes "to be out of the hospital..."; mes "I thought I was going to be"; mes "there forever~!"; next; mes "[Neil]"; mes "Listen guy, appreciate"; mes "your health, 'cuz almost"; mes "nothing is worse than"; mes "being really really sick..."; close; } mes "[Neil]"; mes "Not long ago, I was in the"; mes "hospital, stuck lying in bed..."; mes "No one knew what was wrong"; mes "with me...but I grew weaker"; mes "everyday..."; next; mes "[Neil]"; mes "But then, this ^FF5000doctor from Juno^000000"; mes "arrived, and she helped me"; mes "recover in no time!"; mes "Though...I still can't walk so well."; next; mes "[Neil]"; mes "All the other doctors had said"; mes "my case was hopeless, and that"; mes "I'd never recover. Luckily,"; mes "this Juno doctor was able to"; mes "find a cure..."; next; mes "[Neil]"; mes "It was a miracle!"; mes "I'm so happy to be alive!"; if (b_sword == 20) set b_sword,21; close; } yuno,208,164,4 script Active little girl#gnbs 101,{ if (b_sword < 21) { mes "[Hisa]"; mes "....."; mes "This town is so boring."; mes "No events, no festivals..."; mes "All people do all day is stay at"; mes "at home and study. How dull!"; close; } mes "[Hisa]"; mes "There's one person in Juno that"; mes "I still respect. Her name is ^FF5500Cylrnel^000000."; next; mes "[Hisa]"; mes "She's an expert in medical"; mes "treatment. Whenever someone falls"; mes "ill in this town, she comes to"; mes "cure that person right away..."; next; mes "[Hisa]"; mes "She also tells me lots of"; mes "interesting stories about"; mes "her experiences. She's even"; mes "made a journey around the"; mes "world... It's so interesting!"; next; mes "[Hisa]"; mes "She's probably at home after"; mes "coming back from some trip."; mes "Haha~"; if (b_sword == 21) set b_sword,22; if (rand(1,2) == 2) { next; mes "[Hisa]"; mes "Oh right~!"; mes "She's also known to be a fickle"; mes "and forgetful woman. So you'd better watch out, hehe~"; } close; } yuno_in01,99,101,4 script Doctor#gnbs 744,{ if (b_sword < 23) { mes "[??????]"; mes "I don't believe we've met"; mes "before, but would you mind"; mes "coming back later? I've got a lot of work to do at the moment."; close; } else if (b_sword < 27) { switch(b_sword) { case 23: mes "[Cylrnel]"; mes "Hello, can I help you?"; mes "If it's not urgent,"; mes "please come back later."; next; if (rand(1,4) == 2) { mes "[Cylrnel]"; mes "Hmm...you look like you"; mes "want to ask me something?"; next; if (select("You're so beautiful.:Do you like traveling?") == 1) { if (rand(1,4) == 4) { mes "[Cylrnel]"; mes "...excuse me?"; mes "Ah ha ha~"; mes "You're a funny guy."; mes "Trying to hit on me?"; mes "Ah ha ha ha."; next; if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) { if (rand(1,3) == 3) { mes "[Cylrnel]"; mes "HAHAHAHHAHAHAHAH!"; mes "Ah...I'm sorry.."; mes "I haven't seen a guy like you"; mes "for a long time."; emotion e_heh; next; mes "[Cylrnel]"; mes "You make me laugh..."; mes "But guess what?"; mes "I already know you're not"; mes "here to hit on me."; mes "So what did you really want?"; next; select("Well, actually..."); mes "^FF0000You Tell Cylrnel about Lyroo,"; mes "and about the favor for Aumgarl the blacksmith.^000000"; next; if (rand(1,3) == 2) { mes "[Cylrnel]"; mes "Hmm....."; mes "So that's what happened..."; mes "Well, I need to know the"; mes "exact symptoms...go and"; mes "find out for me and then"; mes "come back afterwards."; next; mes "[Cylrnel]"; mes "Without the exact symptoms, I can't make an accurate diagnosis."; set b_sword,24; close; } mes "[Cylrnel]"; mes "Well now..."; mes "That's quite a long story."; next; mes "[Cylrnel]"; mes "I have no idea why you're"; mes "trying to help these people,"; mes "so it's a bit hard to believe"; mes "you..."; close; } mes "[Cylrnel]"; mes "Oh brother!"; mes "I never thought someone"; mes "like you could still exist."; mes "I'm sorry, but you're"; mes "really not my type."; close; } if (rand(1,3) == 3) { mes "[Cylrnel]"; mes "Is that so?"; mes "well then,"; mes "Let me hear your story."; next; select("Well, it's like this..."); mes "^FF0000You Tell Cylrnel about Lyroo,"; mes "and about the favor of Aumgarl the blacksmith.^000000"; next; if (rand(1,3) == 2) { mes "[Cylrnel]"; mes "Hmm....."; mes "So that's what happened..."; mes "Well, I need to know the"; mes "exact symptoms...go and"; mes "find out for me and then"; mes "come back afterwards."; next; mes "[Cylrnel]"; mes "Without the exact symptoms, I can't make an accurate diagnosis."; set b_sword,24; close; } mes "[Cylrnel]"; mes "Well now..."; mes "That's quite a long story."; next; mes "[Cylrnel]"; mes "I have no idea why you're"; mes "trying to help these people,"; mes "so it's a bit hard to believe"; mes "you..."; close; } mes "[Cylrnel]"; mes "Well..."; mes "While I'd like to help,"; mes "You're a stranger, and the"; mes "residents need my help."; mes "I don't have any extra time"; mes "to help you. Please leave."; close2; warp "yuno",246,143; end; } mes "[Cylrnel]"; mes "Ahahaha.."; mes "You're a funny guy."; mes "But, that won't"; mes "work on me!"; close; } mes "[Cylrnel]"; mes "Err...well, I do, but..."; mes "If you don't have any"; mes "favors to ask, please leave."; mes "I'm very busy right now."; close; } mes "[Cylrnel]"; mes "I'm sorry, but I don't have"; mes "any time for you right now."; close; case 24: mes "[Cylrnel]"; mes "Oh, you're back..."; mes "Did you figure out the symptoms?"; mes "I wanted to go with you, but"; mes "I've been really busy."; next; if (select("Not yet...:Yes, Here.") == 1) { mes "[Cylrnel]"; mes "What! Why not!?"; mes "Hurry to her house!"; mes "She's in serious pain!"; mes "Her body could be paralyzed"; mes "at any moment!"; close; } mes "[Cylrnel]"; mes "What a relief..."; mes "You're earlier than I thought."; mes "I'll ask you some questions about"; mes "her condition. Answer correctly."; next; mes "[Cylrnel]"; mes "First, how was her body temperature?"; set sick,0; next; switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) { case 1: set .@sick1$,"Very hot."; break; case 2: set .@sick1$,"Very cold."; break; case 3: set .@sick1$,"Normal."; break; case 4: set .@sick1$,"Turns hot and cold repeatedly"; set .@sick,.@sick+1; break; } mes "[Cylrnel]"; mes "Okay..."; mes "Now, about physiological condition."; next; switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) { case 1: set .@sick2$,"No sweating at all."; set .@sick,.@sick+1; break; case 2: set .@sick2$,"Sweating all over the body."; break; case 3: set .@sick2$,"Runny nose."; break; case 4: set .@sick2$,"No tears, sweats at all."; break; } mes "[Cylrnel]"; mes "Next, tell me about"; mes "her physical condition."; next; switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) { case 1: set .@sick3$,"Nothing in particular."; break; case 2: set .@sick3$,"Becomes paralyzed often."; set .@sick,.@sick+1; break; case 3: set .@sick3$,"Muscles became soft."; break; case 4: set .@sick3$,"Muscles became hard."; break; } mes "[Cylrnel]"; mes "How about internal organs?"; next; switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) { case 1: set .@sick4$,"Stomach hurts like it's been stabbed by a knife."; break; case 2: set .@sick4$,"Head hurts like it's been smashed by a hammer."; break; case 3: set .@sick4$,"Heart beats irregularly."; set .@sick,.@sick+1; break; case 4: set .@sick4$,"Has difficulty in breathing."; break; } mes "[Cylrnel]"; mes "Hmm.. alright."; mes "Let me check this."; mes "so the symptoms are"; mes ".............."; next; mes "[Cylrnel]"; mes "^FF0000"+.@sick1$+""; mes ""+.@sick2$+""; mes ""+.@sick3$+""; mes ""+.@sick4$+"^000000"; mes "right?"; next; if (select("No..not exactly..:Yes, I am sure.") == 1) { mes "[Cylrnel]"; mes "Then go back to her and"; mes "find the exact symptoms"; mes "right away~!!"; close; } mes "[Cylrnel]"; mes "You're sure about this, right?"; mes "If they're the wrong symptoms,"; mes "I can't be responsible."; next; if (select("Err..let me go and double check.:I'm sure.") == 1) { mes "[Cylrnel]"; mes "Then, go back to her and"; mes "find the exact symptoms"; mes "right away~!!"; close; } mes "[Cylrnel]"; mes "Hmm....."; mes "Aright. I'll trust you."; mes "Now, go get these ingredients."; mes "Get them as fast as possible."; mes "Alright?"; next; if (.@sick == 4) { mes "[Cylrnel]"; mes "^FF00002 Yggdrasil Seeds"; mes "3 Aloes"; mes "1 Witherless Rose"; mes "10 Witch Starsands"; mes "5 Burning Hearts"; mes "5 Ice Cubics"; set b_sword,26; next; mes "[Cylrnel]"; mes "Wrote them down?"; mes "I'll tell you once again."; mes "We need..."; next; mes "[Cylrnel]"; mes "^FF00002 Yggdrasil Seeds"; mes "3 Aloes"; mes "1 Witherless Rose"; mes "10 Witch Starsands"; mes "5 Burning Hearts"; mes "5 Ice Cubics"; next; } else { mes "[Cylrnel]"; mes "^FF00001 Yggdrasil Seed"; mes "1 Aloe"; mes "5 Witch Starsands"; mes "3 Burning Hearts"; mes "3 Ice Cubics"; set b_sword,25; next; mes "[Cylrnel]"; mes "Wrote them down?"; mes "I'll tell you once again."; mes "We need..."; next; mes "[Cylrnel]"; mes "^FF00001 Yggdrasil Seed"; mes "1 Aloe"; mes "5 Witch Starsands"; mes "3 Burning Hearts"; mes "3 Ice Cubics"; next; } mes "[Cylrnel]"; mes "Get them as fast as possible."; mes "There isn't much time for Lyroo."; close; case 25: if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 2 && countitem(7066) > 2) { mes "[Cylrnel]"; mes "Hmm..."; mes "Good, you got them all."; mes "Let me see now..."; mes "............."; next; mes "^FF0000Cylrnel began to mix"; mes "the ingredients."; mes "................"; mes "............."; mes "........."; mes "......^000000"; next; mes "[Cylrnel]"; mes "............"; mes "What the?!?!"; mes "..."; mes "Hey you..."; mes "You gave me the wrong information!"; delitem 608,1; //Seed_Of_Yggdrasil delitem 704,1; //Aloe delitem 1061,5; //Starsand_Of_Witch delitem 7097,3; //Burning_Heart delitem 7066,3; //Ice_Piece set b_sword,24; next; mes "[Cylrnel]"; mes "I've chosen the ingredients"; mes "according to the symptoms"; mes "you've described..."; mes "But this isn't medicine!!"; mes "Now go and find out her exact symptoms!"; close2; warp "yuno",246,143; end; } mes "[Cylrnel]"; mes "..."; mes "Hey~ you don't have all"; mes "the ingredients yet."; mes "Go get them all right away."; next; mes "[Cylrnel]"; mes "^FF00001 Seed of Yggdrasil"; mes "1 Aloe"; mes "5 Witch Starsands"; mes "3 Burning Hearts"; mes "3 Ice Cubics"; next; mes "[Cylrnel]"; mes "Alright?"; mes "Now, hurry up!"; close2; warp "yuno",246,143; end; case 26: if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) { mes "[Cylrnel]"; mes "Hmm..."; mes "Good, you got them all."; mes "Let me see.."; mes "............."; next; mes "^FF0000Cylrnel began to mix"; mes "the ingredients."; mes "................"; mes "............."; mes "........."; mes "......^000000"; next; mes "[Cylrnel]"; mes "Here~! It's done..."; mes "I don't think this medicine will"; mes "cure her disease completely."; mes "However, it will greatly alleviate her pain."; next; mes "[Cylrnel]"; mes "It wasn't easy to make this"; mes "medicine. Take care, bring"; mes "this to Lyroo and give her my regards..."; delitem 608,2; //Seed_Of_Yggdrasil delitem 704,3; //Aloe delitem 748,1; //Witherless_Rose delitem 1061,10; //Starsand_Of_Witch delitem 7097,5; //Burning_Heart delitem 7066,5; //Ice_Piece set b_sword,27; getitem 606,1; //Aloebera close; } mes "[Cylrnel]"; mes "..."; mes "Hey~ You don't have all"; mes "the ingredients yet."; mes "Go get them all right away!"; next; mes "[Cylrnel]"; mes "^FF00002 Yggdrasil Seeds"; mes "3 Aloes"; mes "1 Witherless Rose"; mes "10 Witch Starsands"; mes "5 Burning Hearts"; mes "5 Ice Cubics"; next; mes "[Cylrnel]"; mes "Alright?"; mes "Go get them as fast as possible."; close2; warp "yuno",246,143; end; } } mes "[Cylrnel]"; mes "Hey there..."; mes "How is she doing?"; mes "Getting better?"; mes "By taking that medicine,"; mes "she'll recover fast."; next; mes "[Cylrnel]"; mes "Tell her to come to me"; mes "sometime to get medical"; mes "treatment. Walking from her"; mes "house to here would be good"; mes "exercise too."; next; mes "[Cylrnel]"; mes "The name of her disease is"; mes "called '^FF0000Amarhade^000000'."; mes "It's a rare, relatively"; mes "unknown illness, so an exact"; mes "treatment hasn't been found yet."; next; mes "[Cylrnel]"; mes "But I found a treatment..."; mes "And...it's..a...secret! Haha~!"; emotion e_ho; close; } yuno_in01,104,94,0 script go away#gnbs 139,2,1,{ OnTouch: if (b_sword < 22) { mes "[??????]"; mes "^FF0000What are you doing here?"; mes "Get out of here!^000000"; close2; warp "yuno",246,143; end; } else if (b_sword == 22) { if (rand(1,10) == 10) { mes "[??????]"; mes "I am very busy right now. Please leave."; set b_sword,23; close; } mes "[??????]"; mes "^FF0000What are you doing here?"; mes "Get out of here!^000000"; close2; warp "yuno",246,143; end; } end; } // Lost Knife //============================================================ gonryun,237,226,3 script Han Ran Jiao#gon 776,{ if (nakha == 0) { mes "[Han Ran Jiao]"; mes "Oh no! What will I do?!"; mes "I can't believe I dropped"; mes "my irreplaceable knife! Ahhhhhh!"; next; if (BaseLevel >= 20) { set nakha,1; mes "[Han Ran Jiao]"; mes "I need to go down to get it"; mes "but...the monsters..."; mes "I'm so scared... What should I do?!"; close; } } if (nakha == 1) { mes "[Han Ran Jiao]"; mes "Oh no! What will I do?"; mes "I can't believe I dropped"; mes "my irreplaceable knife! Ahhhhhh!"; next; mes "[Han Ran Jiao]"; mes "I need to go down to get it"; mes "but...the monsters..."; mes "I'm so scared... What should I do?!"; close; } if (nakha == 2 && countitem(1201) > 0) { mes "[Han Ran Jiao]"; mes "Ehhhh... what should I do..."; mes "Oh~! I didn't notice you there."; mes "Can I help you with anything?"; mes "Hmm?"; next; mes "[Han Ran Jiao]"; mes "That...that knife!"; mes "That's my ancestor's sacred knife"; mes "that I accidentally dropped from"; mes "here! Where did you get it!?"; next; mes "[Han Ran Jiao]"; mes "I dropped that knife from being"; mes "careless. It belongs to one of my"; mes "ancestors. I know it looks like"; mes "a cheap knife..."; next; mes "[Han Ran Jiao]"; mes "But it has been in the"; mes "family for a very long time."; mes "Would you please return that"; mes "knife to me?"; next; if (select("Return the knife.:Refuse.") == 1) { set nakha,3; delitem 1201,1; //Knife mes "[Han Ran Jiao]"; mes "Thank you! Thank you so much!"; mes "Please take these potions."; mes "They may not be much, but they"; mes "are the best I can give you."; getitem 505,2; //Blue_Potion next; mes "[Han Ran Jiao]"; mes "You kept my family heirloom safe!"; mes "I give you my deepest gratitude"; mes "for returning this."; close; } mes "[Han Ran Jiao]"; mes "No~! My family heirloom!!"; mes "You scoundrel! May the spirits"; mes "forever haunt you! My curse shall be upon your head!"; close; } if (nakha == 2) { mes "[Han Ran Jiao]"; mes "Oh no! What will I do?"; mes "I can't believe I dropped"; mes "my irreplaceable knife! Ahhhhhh!"; next; mes "[Han Ran Jiao]"; mes "I need to go down to get it"; mes "but...the monsters..."; mes "I'm so scared... What should I do?!"; close; } if (nakha == 3) { mes "[Han Ran Jiao]"; mes "My neighbor seemed looked pretty bothered about something..."; mes "Oh well, I have better things to worry about than his fancy tea."; close; } } gon_fild01,245,257,0 script #gonknife 111,3,3,{ OnTouch: if (nakha == 1) { set nakha,2; mes "^3355FFHm? What's this?"; mes " "; mes "Something was hidden beneath the leaves...^000000"; mes " "; mes "- You have found an old knife -"; close2; getitem 1201,1; //Knife } end; }