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@@ -129,7 +129,30 @@ function script F_Cursed_Fragment { // 23016
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lighthalzen,321,218,4 script Ohno Tohiro#1 4_M_RASWORD,{
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disable_items;
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mes "[Ohno Tohiro]";
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- mes "I was asked to collect some kind of research charts...";
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+ .@r = rand(1,10);
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+ if (.@r < 6)
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+ mes "I was asked to collect some kind of research charts...";
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+ else if (.@r < 7) {
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+ mes "- I hear somebody talking - - remote communication -";
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+ next;
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+ mes "[Ohno Tohiro]";
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+ mes "Yes... everything is proceeding smoothly.";
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+ mes "The status of the report collection is okay.";
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+ mes "Yes, sir.";
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+ next;
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+ mes "[Ohno Tohiro]";
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+ mes "I'll immediately report the information related to the laboratory as a top priority.";
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+ mes "Yes, sir... I'll do so.";
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+ next;
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+ mes "[Ohno Tohiro]";
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+ mes "Oh somebody has come! I'll call you again later.";
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+ }
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+ else {
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+ mes "[Ohno Tohiro]";
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+ mes "My shoulders are heavy.";
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+ mes "Our long-cherished wish..";
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+ mes "One by one, slowly..";
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+ }
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next;
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mes "[Ohno Tohiro]";
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mes "Uh...? I didn't realize someone is here already...";
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@@ -185,8 +208,10 @@ lighthalzen,321,218,4 script Ohno Tohiro#1 4_M_RASWORD,{
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mes "Alright. Now that I received the Zeny, I'll open the crevice.";
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mes "I hope you can come back alive!...";
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next;
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- Zeny = Zeny - 100000;
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- warp "lhz_dun_n",100,202;
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+ if (Zeny >= 100000) {
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+ Zeny -= 100000;
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+ warp "lhz_dun_n",100,202;
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+ }
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end;
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case 4:
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mes "[Ohno Tohiro]";
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@@ -220,7 +245,7 @@ lighthalzen,321,218,4 script Ohno Tohiro#1 4_M_RASWORD,{
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mes "I'll send you to the crevice as promised.";
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mes "I want you alive. See you again!";
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next;
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- delitem 7347,10;// Research Chart
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+ delitem 7347,10;// Lab_Staff_Record
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warp "lhz_dun_n",100,202;
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end;
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}
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@@ -348,10 +373,13 @@ lighthalzen,320,204,3 script A kid with black finger 4_F_04,{
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lighthalzen,327,216,3 script Crevice#1 4_CRACK,{
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end;
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OnInit:
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- while(true) {
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- sleep 6000;
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- specialeffect EF_AGIUP3;
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- }
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+ initnpctimer;
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+ end;
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+OnTimer5000:
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+ specialeffect EF_AGIUP3;
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+ end;
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+OnTimer6000:
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+ initnpctimer;
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end;
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}
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@@ -363,12 +391,14 @@ lhz_dun_n,96,203,3 script Dungeon gateway#1 4_CRACK,{
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}
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warp "lighthalzen",310,228;
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end;
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-
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OnInit:
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- while(true) {
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- sleep 6000;
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- specialeffect EF_AGIUP3;
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- }
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+ initnpctimer;
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+ end;
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+OnTimer5000:
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+ specialeffect EF_AGIUP3;
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+ end;
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+OnTimer6000:
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+ initnpctimer;
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end;
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}
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@@ -1040,6 +1070,12 @@ lhz_dun_n,143,269,4 script Victimized Soul's Mind#1 4_M_DEATH2,{
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mes "If you... bring... one... I'll restore... it... to energy... pieces...";
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while(true) {
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next;
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+ if (checkweight(2677,5) == 0) {
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+ mes "[Victimized Soul's Mind]";
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+ mes "Your backpack..";
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+ mes "is filled...";
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+ close;
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+ }
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if (select( "Hand over the weapon.", "End the conversation." ) == 2) {
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mes "[Victimized Soul's Mind]";
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mes "...You... will... find me... again...";
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@@ -1125,7 +1161,7 @@ S_Exchange:
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.@menu$ = "Go back to previous menu.:";
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for ( .@i = 0; .@i < .@size; .@i++ ) {
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if (countitem(getarg(.@i)) < 1)
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- .@menu$ += "^777777Not enough " + getitemname(getarg(.@i)) + ".^000000:";
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+ .@menu$ += "^999999Not enough " + getitemname(getarg(.@i)) + ".^000000:";
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else
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.@menu$ += "You have " + getitemname(getarg(.@i)) + ".:";
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}
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@@ -1143,7 +1179,8 @@ S_Exchange:
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next;
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return;
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}
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- progressbar "000000",5;
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+ donpcevent strnpcinfo(0) + "::OnBar";
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+ sleep2 5000;
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specialeffect EF_BLACKBODY;
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specialeffect EF_GUMGANG4;
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specialeffect EF_DARKCASTING2;
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@@ -1152,7 +1189,14 @@ S_Exchange:
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specialeffect2 EF_POISONSMOKE;
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specialeffect2 EF_NPC_BURNT;
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delitem getarg(.@s),1;
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- getitem 6820, rand(1,3);// Energy Fragment
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+ .@r = rand(100);
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+ if (.@r < 70)
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+ .@amount = 1;
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+ else if (.@r < 90)
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+ .@amount = 2;
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+ else
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+ .@amount = 3;
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+ getitem 6820, .@amount;// Energy Fragment
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mes "[Victimized Soul's Mind]";
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mes "I have made... Energy... Fragment... by restoring ^006400" + getitemname(getarg(.@s)) + "^000000...";
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next;
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@@ -1163,6 +1207,10 @@ S_Exchange:
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mes "Do you have... any other business... with me?...";
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next;
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return;
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+
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+OnBar:
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+ progressbar_npc "000000",5;
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+ end;
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}
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lhz_dun_n,136,269,6 script Sorrowful Soul's Mind#1 4_M_DEATH,{
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@@ -1226,6 +1274,12 @@ lhz_dun_n,136,269,6 script Sorrowful Soul's Mind#1 4_M_DEATH,{
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getitemname(18983), // Old_Protect_Of_Crown
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getitemname(20749); // Cloak of the Fallen Soldier[1]
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while(true) {
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+ if (checkweight(2677,5) == 0) {
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+ mes "[Sorrowful Soul's Mind]";
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+ mes "Your backpack..";
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+ mes "is filled...";
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+ close;
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+ }
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if (select( "Hand over the soul.", "End the conversation." ) == 2) {
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mes "[Sorrowful Soul's Mind]";
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mes "...I wish... you... can come back... to me again...";
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