|
@@ -3,299 +3,790 @@
|
|
//===== By: ==================================================
|
|
//===== By: ==================================================
|
|
//= The eAthena Dev Team
|
|
//= The eAthena Dev Team
|
|
//===== Current Version: =====================================
|
|
//===== Current Version: =====================================
|
|
-//= 1.2
|
|
|
|
|
|
+//= 1.3
|
|
//===== Compatible With: =====================================
|
|
//===== Compatible With: =====================================
|
|
//= eAthena 7.15 +
|
|
//= eAthena 7.15 +
|
|
//===== Description: =========================================
|
|
//===== Description: =========================================
|
|
-//= Book of Devil (MISC_QUEST | 256)
|
|
|
|
-//= Piano Key Ouest (MISC_QUEST | 32)
|
|
|
|
|
|
+//= [Aegis Conversion]
|
|
|
|
+//= Piano Key Ouest
|
|
|
|
+//= - Escape from Niflheim
|
|
|
|
+//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
|
|
|
|
+//= Message Delivery Quest
|
|
|
|
+//= - Deliver a message to Erious' departed wife.
|
|
|
|
+//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
|
|
//===== Additional Comments: =================================
|
|
//===== Additional Comments: =================================
|
|
//= 1.0 Initial release, moved Book of Devil and Piano quest
|
|
//= 1.0 Initial release, moved Book of Devil and Piano quest
|
|
//= from npc/cities/niflheim.txt [Evera]
|
|
//= from npc/cities/niflheim.txt [Evera]
|
|
//= 1.1 Optimized Book of Devil quest. used bit-wise var,
|
|
//= 1.1 Optimized Book of Devil quest. used bit-wise var,
|
|
//= Optimized Piano Quest - now uses 1 variable [Lupus]
|
|
//= Optimized Piano Quest - now uses 1 variable [Lupus]
|
|
//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
|
|
//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
|
|
|
|
+//= 1.3 Moved the Book of Devil quest to custom folder. [L0ne_W0lf]
|
|
|
|
+//= Updated to Aegis 10.3 Standed, added Message Delivery Quest.
|
|
|
|
+//= Rescripted Piano Quest. Prior quest progress will be lost.
|
|
//============================================================
|
|
//============================================================
|
|
|
|
|
|
//=============================================================
|
|
//=============================================================
|
|
-//Quest for Book of Devil
|
|
|
|
|
|
+//Piano Quest
|
|
//=============================================================
|
|
//=============================================================
|
|
-niflheim,184,199,5 script Little Girl#02 793,{
|
|
|
|
- mes "[Sairin]";
|
|
|
|
- if(MISC_QUEST & 256){
|
|
|
|
- mes "Thanks again!";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if(@niflheimlost == 2){
|
|
|
|
- mes "You found him?";
|
|
|
|
- mes "Oh thank you!";
|
|
|
|
- mes "Please, take this as a token of my appreciation.";
|
|
|
|
- getitem 642,1;//Items: Book of Devil,
|
|
|
|
- set MISC_QUEST,MISC_QUEST | 256;
|
|
|
|
- set @niflheimlost,0;
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if(@niflheimlost == 1){
|
|
|
|
-M_YES:
|
|
|
|
- set @niflheimlost,1;
|
|
|
|
- mes "Please find him and tell him where I am! I saw him last in Niflheim Field, the first one...";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "Sir, will you please help me?";
|
|
|
|
- if(BaseJob==Job_Novice){
|
|
|
|
- mes "Oh... you are lost, too...";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- next;
|
|
|
|
- menu "Yes",-, "No",M_NO;
|
|
|
|
-
|
|
|
|
- mes "[Sairin]";
|
|
|
|
- mes "My friend and I went for a hike and ended up wandering into a strange field.";
|
|
|
|
|
|
+niflheim,224,243,3 script Alreg#nif 795,{
|
|
|
|
+ if (nif_piano) set nif_piano,0;
|
|
|
|
+ mes "[Alreg]";
|
|
|
|
+ mes "Me like meat, muheh.";
|
|
|
|
+ mes "You! Look tempting.";
|
|
next;
|
|
next;
|
|
- mes "[Sairin]";
|
|
|
|
- mes "Suddenly, I found a doll. I picked it up, and it turned into a ghost!";
|
|
|
|
|
|
+ mes "[Alreg]";
|
|
|
|
+ mes "Me want to taste you.";
|
|
next;
|
|
next;
|
|
- mes "[Sairin]";
|
|
|
|
- mes "I screamed and ran as fast as I could. When I stopped running, I ended up in this strange town..";
|
|
|
|
- next;
|
|
|
|
- mes "[Sairin]";
|
|
|
|
- mes "No one here will help me, and there are ghosts everywhere! Could you help me find my friend?";
|
|
|
|
- next;
|
|
|
|
- menu "Sure",M_YES, "No",M_NO;
|
|
|
|
-M_NO:
|
|
|
|
- close;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-nif_fild01,213,268,5 script Little Boy 797,{
|
|
|
|
- if(MISC_QUEST & 256){
|
|
|
|
-L_DONE:
|
|
|
|
- set @niflheimlost,2;
|
|
|
|
- mes "[Marius]";
|
|
|
|
- mes "Thank you for helping us!";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- if(@niflheimlost == 2) goto L_PART2;
|
|
|
|
- if(@niflheimlost == 1){
|
|
|
|
- mes "[Marius]";
|
|
|
|
- mes "Who are you?";
|
|
|
|
- mes "...";
|
|
|
|
- mes "You found Sairin?";
|
|
|
|
- mes "She ran to Niflheim?";
|
|
|
|
|
|
+ mes "^FF3355*Crunch* Crunch*^000000";
|
|
|
|
+ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
|
|
|
|
+ set piano_root,rand(1,2);
|
|
|
|
+ percentheal -60,0;
|
|
next;
|
|
next;
|
|
-L_PART2:
|
|
|
|
- mes "[Marius]";
|
|
|
|
- mes "Could you tell her that I am on my way?";
|
|
|
|
- mes "I am a little slow, and its very important that she knows.";
|
|
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "NooOOoOOoOoO~!";
|
|
next;
|
|
next;
|
|
- menu "Yes",L_DONE, "No",-;
|
|
|
|
- close;
|
|
|
|
|
|
+ mes "[Alreg]";
|
|
|
|
+ mes "It long time since I had meat";
|
|
|
|
+ mes "so... so good. You taste";
|
|
|
|
+ mes "good. Alreg give you this";
|
|
|
|
+ mes "for payback. Present!";
|
|
|
|
+ mes "*Burrrp*";
|
|
|
|
+ set nif_esc,rand(1,2);
|
|
|
|
+ getitem 7184,1; //Piano_Keyboard
|
|
|
|
+ close;
|
|
}
|
|
}
|
|
- mes "[Marius]";
|
|
|
|
- mes "Sairin... where are you?";
|
|
|
|
- close;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//=============================================================
|
|
|
|
-//Piano Quest
|
|
|
|
-//=============================================================
|
|
|
|
-niflheim,224,243,3 script Alager 795,{
|
|
|
|
- mes "[Alager]";
|
|
|
|
- mes "Muahaha, I love to eat meat...";
|
|
|
|
- mes "You look... delicious!";
|
|
|
|
- next;
|
|
|
|
- mes "[Alager]";
|
|
|
|
- mes "I'm going to eat you...";
|
|
|
|
- next;
|
|
|
|
- mes "-Chomp bite slurp-";
|
|
|
|
- if(nif_piano&1 || (MISC_QUEST & 32)) goto L_end;
|
|
|
|
- percentheal -60,0;
|
|
|
|
|
|
+ percentheal -30,0;
|
|
next;
|
|
next;
|
|
- mes "[Alager]";
|
|
|
|
- mes "Ahhh, it's been some time since I had such delicious meat!";
|
|
|
|
- // 50% made up, not the slightest idea how to translate these ^^;
|
|
|
|
- mes "as an ex-barbeque chef, my favourite meat";
|
|
|
|
- mes "would be like preparing beef fillet,";
|
|
|
|
- mes "crossed and grilled to perfection";
|
|
|
|
- mes "that would be really delicious... ";
|
|
|
|
|
|
+ mes "["+ strcharinfo(0) +"]";
|
|
|
|
+ mes "Ow~! What are you";
|
|
|
|
+ mes "trying to do, kill me?!";
|
|
next;
|
|
next;
|
|
- mes "[Alager]";
|
|
|
|
- mes "Ah, let me thank you with this,";
|
|
|
|
- mes "I found it on the ground, hoho~";
|
|
|
|
- getitem 7184,1;//Items: Piano Key,
|
|
|
|
- set nif_piano, nif_piano|1;
|
|
|
|
|
|
+ mes "[Alreg]";
|
|
|
|
+ mes "Hm? Oh, no no no.";
|
|
|
|
+ mes "Me am trying to eat you.";
|
|
close;
|
|
close;
|
|
-L_end:
|
|
|
|
- percentheal -30,0;
|
|
|
|
- close;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
-nif_in,105,81,3 script Crayu 794,{
|
|
|
|
|
|
+nif_in,105,81,3 script Crayu#nif 794,{
|
|
mes "[Crayu]";
|
|
mes "[Crayu]";
|
|
- mes "Ah, there was this poem...";
|
|
|
|
- mes "in which author and time of writing was unknown,";
|
|
|
|
- mes "and has been circulating since long ago...";
|
|
|
|
|
|
+ mes "Living one...";
|
|
|
|
+ mes "Listen to this song...";
|
|
|
|
+ mes "It's been sung by many for a";
|
|
|
|
+ mes "long time, but nobody knows";
|
|
|
|
+ mes "when it was made or who wrote it.";
|
|
next;
|
|
next;
|
|
mes "[Crayu]";
|
|
mes "[Crayu]";
|
|
- mes "^FF0000When the sun sets in the western hills,^000000";
|
|
|
|
- mes "^FF0000Where points the velvet gloom of dawn,^000000";
|
|
|
|
- mes "^FF0000The beautiful melody surrounding thy soul,^000000";
|
|
|
|
- mes "^FF0000Is the key from Lord Death's wrath.^000000";
|
|
|
|
|
|
+ mes "^FF00001. Mountain sunset to the west";
|
|
|
|
+ mes "^FF00002. Where the purple dusk falls ";
|
|
|
|
+ mes "^FF00003. Surrounded by beautiful melody";
|
|
|
|
+ mes "^FF00004. You become the key that ignores its master^000000";
|
|
next;
|
|
next;
|
|
- mes "[Crayu]";
|
|
|
|
- if(nif_piano&2 || (MISC_QUEST & 32)){
|
|
|
|
- mes "I wonder what does it mean...";
|
|
|
|
- mes "If you read it carefully,";
|
|
|
|
- mes "it seems to have a deep meaning,";
|
|
|
|
- mes "as if there is a mysterious secret";
|
|
|
|
- mes "hidden within these words...";
|
|
|
|
- close;
|
|
|
|
|
|
+ if (nif_esc == 1 || nif_esc == 4) {
|
|
|
|
+ mes "[Crayu]";
|
|
|
|
+ mes "Okay, wait! Here's a test for you!";
|
|
|
|
+ switch(rand(1,4)) {
|
|
|
|
+ case 1:
|
|
|
|
+ set .@songline$,"Mountain sunset to the west";
|
|
|
|
+ mes "Write down the first line of the song.";
|
|
|
|
+ break;
|
|
|
|
+ case 2:
|
|
|
|
+ set .@songline$,"Where the purple dusk falls";
|
|
|
|
+ mes "Write down the second line of the song.";
|
|
|
|
+ break;
|
|
|
|
+ case 3:
|
|
|
|
+ set .@songline$,"Surrounded by beautiful melody";
|
|
|
|
+ mes "Write down the third line of the song.";
|
|
|
|
+ break;
|
|
|
|
+ case 4:
|
|
|
|
+ set .@songline$,"You become the key that ignores its master";
|
|
|
|
+ mes "Write down the fourth line of the song.";
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ next;
|
|
|
|
+ input .@input$;
|
|
|
|
+ if (.@input$ == .@songline$) {
|
|
|
|
+ mes "[Crayu]";
|
|
|
|
+ mes "Excellent...!";
|
|
|
|
+ mes "So you've been listening~!";
|
|
|
|
+ mes "That makes you one of my";
|
|
|
|
+ mes "favorite guests. Here's a";
|
|
|
|
+ mes "little reward for you.";
|
|
|
|
+ next;
|
|
|
|
+ if (nif_esc == 1) {
|
|
|
|
+ set nif_esc,3;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ set nif_esc,6;
|
|
|
|
+ }
|
|
|
|
+ getitem 7184,1; //Piano_Keyboard
|
|
|
|
+ mes "[Crayu]";
|
|
|
|
+ mes "Lastly, I hope you will show your";
|
|
|
|
+ mes "respect to other Bards, just as";
|
|
|
|
+ mes "you have done for me.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ mes "[Crayu]";
|
|
|
|
+ mes "*Sigh*... If you had only";
|
|
|
|
+ mes "listened to me, it would";
|
|
|
|
+ mes "have been easy to answer.";
|
|
|
|
+ mes "Try to remember the line";
|
|
|
|
+ mes "and try again!";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
- set @nif_random,rand(1,4);
|
|
|
|
- mes "Heh, let me give you a little exam!";
|
|
|
|
- mes "Repeat line no. " + @nif_random + " of the poem";
|
|
|
|
- mes "that you have just heard to me!";
|
|
|
|
next;
|
|
next;
|
|
- input @inputstr1$;
|
|
|
|
- switch(@nif_random){
|
|
|
|
- case 1:
|
|
|
|
- set @str1$,"When the sun sets in the western hills,";
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- set @str1$,"Where points the velvet gloom of dawn,";
|
|
|
|
- break;
|
|
|
|
- case 3:
|
|
|
|
- set @str1$,"The beautiful melody surrounding thy soul,";
|
|
|
|
- break;
|
|
|
|
- case 4:
|
|
|
|
- set @str1$,"Is the key from Lord Death's wrath.";
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
mes "[Crayu]";
|
|
mes "[Crayu]";
|
|
- if(@inputstr1$ == @str1$){
|
|
|
|
- mes "Hoho... I see you have paid attention!";
|
|
|
|
- mes "I am Grey, a wandering poet of yore,";
|
|
|
|
- mes "you are the best audience I have had so far,";
|
|
|
|
- mes "here, take this as a reward.";
|
|
|
|
- getitem 7184,1;//Items: Piano Key,
|
|
|
|
- set nif_piano, nif_piano|2;
|
|
|
|
- next;
|
|
|
|
- mes "[Crayu]";
|
|
|
|
- mes "I hope you will treat other poets";
|
|
|
|
- mes "as well as you treated me, farewell.";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "Aih... If you had paid more attention,";
|
|
|
|
- mes "you would have known the correct answer!";
|
|
|
|
- mes "Come back for the challenge again,";
|
|
|
|
- mes "when you have thought over it!";
|
|
|
|
|
|
+ mes "I wonder what the lyrics mean...";
|
|
|
|
+ mes "They seem quite profound...";
|
|
|
|
+ mes "I have the feeling that this song";
|
|
|
|
+ mes "carries some secret.";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
|
|
|
|
-nif_in,31,20,3 script Kurtz 794,{
|
|
|
|
- mes "[Kurtz]";
|
|
|
|
- mes "Business nowadays is really bad...";
|
|
|
|
- mes "Back when I used to be alive,";
|
|
|
|
- mes "my business was this bad too~!";
|
|
|
|
- if(nif_piano&4 || (MISC_QUEST & 32)) close;
|
|
|
|
- next;
|
|
|
|
- mes "[Kurtz]";
|
|
|
|
- mes "Hey! You there! Dump this for me";
|
|
|
|
- mes "on the way out will you!";
|
|
|
|
- getitem 7184,1;//Items: Piano Key,
|
|
|
|
- set nif_piano, nif_piano|4;
|
|
|
|
- next;
|
|
|
|
- mes "[Kurtz]";
|
|
|
|
- mes "Why is business so bad lately...";
|
|
|
|
- mes "(mumble mumble)";
|
|
|
|
|
|
+nif_in,31,20,3 script Kuzkahina#nif 794,{
|
|
|
|
+ if (nif_esc == 2 || nif_esc == 3) {
|
|
|
|
+ mes "[Kuzkahina]";
|
|
|
|
+ mes "I don't understand";
|
|
|
|
+ mes "why I can't make any";
|
|
|
|
+ mes "money with this store...";
|
|
|
|
+ mes "Even when I was alive";
|
|
|
|
+ mes "I could never make any";
|
|
|
|
+ mes "money with my businesses...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Kuzkahina]";
|
|
|
|
+ mes "Hey you! Make yourself useful";
|
|
|
|
+ mes "and throw this away when you leave.";
|
|
|
|
+ set nif_esc,nif_esc+2;
|
|
|
|
+ getitem 7184,1; //Piano_Keyboard
|
|
|
|
+ next;
|
|
|
|
+ mes "[Kuzkahina]";
|
|
|
|
+ mes "Gosh, what's with this store?";
|
|
|
|
+ mes "How did I end up hiring such useless employees...?";
|
|
|
|
+ mes "*mumble mumble*";
|
|
|
|
+ mes "*mumble mumble*";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Kuzkahina]";
|
|
|
|
+ mes "I don't understand";
|
|
|
|
+ mes "why I can't make any";
|
|
|
|
+ mes "money with this store...";
|
|
|
|
+ mes "Even when I was alive";
|
|
|
|
+ mes "I could never make any";
|
|
|
|
+ mes "money with my businesses...";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
|
|
|
|
-niflheim,169,71,5 script #1 111,2,2,{
|
|
|
|
- if(MISC_QUEST & 32 || nif_piano&8) end;
|
|
|
|
-
|
|
|
|
- mes "- In the nearby tombs -";
|
|
|
|
- mes "- you see something -";
|
|
|
|
- mes "- half buried in the ground -";
|
|
|
|
- mes "- What is it? -";
|
|
|
|
- mes "- Looks like it broke off something -";
|
|
|
|
- next;
|
|
|
|
- mes "- Pick it up? -";
|
|
|
|
- menu "Yes",-,"No",L_end;
|
|
|
|
- getitem 7184,1;//Items: Piano Key,
|
|
|
|
- set nif_piano, nif_piano|8;
|
|
|
|
-L_end:
|
|
|
|
- close;
|
|
|
|
|
|
+niflheim,208,103,1 script #Graveyard1 111,1,1,{
|
|
|
|
+OnTouch:
|
|
|
|
+ if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
|
|
|
|
+ mes "^3355FFYou found something";
|
|
|
|
+ mes "half-buried near a grave.";
|
|
|
|
+ mes "It looks very well-shaped.^000000";
|
|
|
|
+ next;
|
|
|
|
+ mes "^3355FFWould you like to pick it up?^000000";
|
|
|
|
+ if (select("Yes:No") == 1) {
|
|
|
|
+ if (nif_esc < 10) {
|
|
|
|
+ set nif_esc,nif_esc+2;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_esc == 10) {
|
|
|
|
+ set nif_esc,11;
|
|
|
|
+ }
|
|
|
|
+ getitem 7184,1; //Piano_Keyboard
|
|
|
|
+ }
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ end;
|
|
}
|
|
}
|
|
|
|
|
|
-niflheim,208,103,5 script #2 111,2,2,{
|
|
|
|
- if(MISC_QUEST & 32 || nif_piano&32) end;
|
|
|
|
- if(nif_piano&16){
|
|
|
|
- mes "- In the hole you have dug -";
|
|
|
|
- mes "- there is something else -";
|
|
|
|
- mes "- buried deep in the ground -";
|
|
|
|
- mes "- Looks like its another fragment -";
|
|
|
|
|
|
+niflheim,169,71,1 script #Graveyard2 111,1,1,{
|
|
|
|
+OnTouch:
|
|
|
|
+ if (nif_esc == 6 || nif_esc == 9) {
|
|
|
|
+ mes "^3355FFYou found something";
|
|
|
|
+ mes "half-buried near a grave.";
|
|
|
|
+ mes "It looks very well-shaped.^000000";
|
|
next;
|
|
next;
|
|
- mes "- Pick it up? -";
|
|
|
|
- menu "Yes",-,"No",L_end;
|
|
|
|
- getitem 7184,1;//Items: Piano Key,
|
|
|
|
- set nif_piano, nif_piano|32;
|
|
|
|
- L_end:
|
|
|
|
|
|
+ mes "^3355FFWould you like to pick it up?^000000";
|
|
|
|
+ if (select("Yes:No") == 1) {
|
|
|
|
+ set nif_esc,nif_esc+2;
|
|
|
|
+ getitem 7184,1; //Piano_Keyboard
|
|
|
|
+ }
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
- mes "- In the nearby tombs -";
|
|
|
|
- mes "- you see something -";
|
|
|
|
- mes "- half buried in the ground -";
|
|
|
|
- mes "- What is it? -";
|
|
|
|
- mes "- Looks like it broke off something -";
|
|
|
|
- next;
|
|
|
|
- mes "- Pick it up? -";
|
|
|
|
- menu "Yes",-,"No",L_end;
|
|
|
|
- getitem 7184,1;//Items: Piano Key,
|
|
|
|
- set nif_piano, nif_piano|16;
|
|
|
|
- close;
|
|
|
|
|
|
+ end;
|
|
}
|
|
}
|
|
|
|
|
|
-nif_in,115,181,5 script #4 111,3,3,{
|
|
|
|
- mes "- You see a huge old piano -";
|
|
|
|
- if((MISC_QUEST & 32)==0) mes "- with a few keys missing -";
|
|
|
|
- if(MISC_QUEST & 32) mes "- with one key missing -";
|
|
|
|
- if(MISC_QUEST & 32 || countitem(7184) < 6) close;
|
|
|
|
-
|
|
|
|
- delitem 7184,countitem(7184);//Items: Piano Key,
|
|
|
|
- set MISC_QUEST,MISC_QUEST | 32;
|
|
|
|
- set nif_piano, 0;
|
|
|
|
- mes "- You slide the 6 piano keys one -";
|
|
|
|
- mes "- by one into the missing slots -";
|
|
|
|
- mes "- on the piano, but you realize -";
|
|
|
|
- mes "- the left-most side seems to be -";
|
|
|
|
- mes "- missing one more key. -";
|
|
|
|
- close;
|
|
|
|
|
|
+nif_in,115,181,0 script #Piano 111,1,1,{
|
|
|
|
+OnTouch:
|
|
|
|
+ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
|
|
|
|
+ mes "^3355FFYou see a big, heavy piano.";
|
|
|
|
+ mes "You get the feeling that";
|
|
|
|
+ mes "its music would sound magnificient.^000000";
|
|
|
|
+ next;
|
|
|
|
+ mes "^3355FFAs you examine the piano,";
|
|
|
|
+ mes "you find that 7 keys";
|
|
|
|
+ mes "are missing in the";
|
|
|
|
+ mes "middle of the keyboard.";
|
|
|
|
+ mes "If you had all the keys,";
|
|
|
|
+ mes "you could play music...^000000";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ if (nif_esc == 11) {
|
|
|
|
+ set nif_esc,12;
|
|
|
|
+ delitem 7184,6; //Piano_Keyboard
|
|
|
|
+ mes "^3355FFYou took the keys you've found";
|
|
|
|
+ mes "and inserted them into";
|
|
|
|
+ mes "each empty space.^000000";
|
|
|
|
+ next;
|
|
|
|
+ mes "^3355FFBut then you realize";
|
|
|
|
+ mes "that you're missing the last";
|
|
|
|
+ mes "key for the space on the far";
|
|
|
|
+ mes "left of the keyboard...^000000";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ end;
|
|
}
|
|
}
|
|
|
|
|
|
-nif_in,118,151,5 script #5 111,3,3,{
|
|
|
|
- if((MISC_QUEST & 32)==0) end;
|
|
|
|
- mes "- The very moment the long shadow -";
|
|
|
|
- mes "- of your body falls on the piano -";
|
|
|
|
- next;
|
|
|
|
- mes "- You suddenly seem to feel lighter -";
|
|
|
|
- mes "- and your vision starts to blur... -";
|
|
|
|
- next;
|
|
|
|
- warp "nif_in",179,163;
|
|
|
|
- close;
|
|
|
|
|
|
+nif_in,114,181,0 script #Piano3 111,1,1,{
|
|
|
|
+OnTouch:
|
|
|
|
+ if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
|
|
|
|
+ mes "^3355FFAs you bend towards";
|
|
|
|
+ mes "the final empty key space";
|
|
|
|
+ mes "to take a better look at it...^000000";
|
|
|
|
+ next;
|
|
|
|
+ soundeffect "complete.wav",0;
|
|
|
|
+ next;
|
|
|
|
+ if (nif_esc == 12) {
|
|
|
|
+ set MISC_QUEST,MISC_QUEST | 32;
|
|
|
|
+ set nif_piano, 0;
|
|
|
|
+ }
|
|
|
|
+ mes "^3355FFYou begin to feel dizzy and";
|
|
|
|
+ mes "your body feels as if it were";
|
|
|
|
+ mes "floating in air. Then, your";
|
|
|
|
+ mes "vision starts to blur...^000000";
|
|
|
|
+ close2;
|
|
|
|
+ warp "nif_in",179,163;
|
|
|
|
+ end;
|
|
|
|
+ }
|
|
|
|
+ end;
|
|
}
|
|
}
|
|
|
|
|
|
-nif_in,188,168,3 script Witch 792,{
|
|
|
|
|
|
+nif_in,188,168,3 script Witch#nif 792,{
|
|
mes "[Kirkena]";
|
|
mes "[Kirkena]";
|
|
- mes "Hmm?... Aren't you a living human?";
|
|
|
|
- mes "Must have took you some effort";
|
|
|
|
- mes "to get to this place...";
|
|
|
|
- mes "Whatever reason though, this is not a place";
|
|
|
|
- mes "the living shall belong...";
|
|
|
|
|
|
+ mes "Huh? ...You're alive, aren't you?";
|
|
|
|
+ mes "I'm not sure how more of you are";
|
|
|
|
+ mes "able to get here and I don't";
|
|
|
|
+ mes "know your reasons for coming,";
|
|
|
|
+ mes "but this place is dangerous for";
|
|
|
|
+ mes "the living.";
|
|
next;
|
|
next;
|
|
mes "[Kirkena]";
|
|
mes "[Kirkena]";
|
|
- mes "I shall use my powers to send you back";
|
|
|
|
- mes "but you should not return in the future.";
|
|
|
|
|
|
+ mes "I am sending you back";
|
|
|
|
+ mes "outside of this town.";
|
|
|
|
+ mes "If you can help it, you";
|
|
|
|
+ mes "better not come back to";
|
|
|
|
+ mes "this place.";
|
|
close2;
|
|
close2;
|
|
warp "umbala",138,208;
|
|
warp "umbala",138,208;
|
|
end;
|
|
end;
|
|
}
|
|
}
|
|
|
|
+
|
|
|
|
+//=============================================================
|
|
|
|
+// Message Delivery Quest
|
|
|
|
+//=============================================================
|
|
|
|
+prt_in,161,20,3 script Erious#nif 92,{
|
|
|
|
+ if (MISC_QUEST & 16384) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I wish you safety from harm";
|
|
|
|
+ mes "in your journeys, adventurer.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ if (nif_revive == 0) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "*Sob*Sob*";
|
|
|
|
+ mes "*Cries* Wahhh...!";
|
|
|
|
+ mes "Elly, how could you";
|
|
|
|
+ mes "leave me this way...";
|
|
|
|
+ emotion e_sob;
|
|
|
|
+ next;
|
|
|
|
+ if (select("Comfort him.:Neglect him.") == 1) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Ah, thank you for your kindness.";
|
|
|
|
+ mes "*Sob* My wife died while I was on";
|
|
|
|
+ mes "a trip. I'm so sorry that I";
|
|
|
|
+ mes "couldn't be with her when";
|
|
|
|
+ mes "the end came...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I wish I could talk to my Elly,";
|
|
|
|
+ mes "although I know it's too late now.";
|
|
|
|
+ mes "*Cries* But... there is one last";
|
|
|
|
+ mes "hope that I have. My absolute";
|
|
|
|
+ mes "final chance...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I was told that somewhere";
|
|
|
|
+ mes "in this world, there exists a town";
|
|
|
|
+ mes "where the dead reside. I might be";
|
|
|
|
+ mes "able to meet my wife there, but";
|
|
|
|
+ mes "I cannot leave my children here";
|
|
|
|
+ mes "without me. *Cries*";
|
|
|
|
+ next;
|
|
|
|
+ if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Oh, can you?";
|
|
|
|
+ mes "Thank you so much for your";
|
|
|
|
+ mes "generosity. If you can do";
|
|
|
|
+ mes "this for me, I would be";
|
|
|
|
+ mes "greatly indebted to you.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "You're an adventurer, aren't you?";
|
|
|
|
+ mes "If your journeys take you to that";
|
|
|
|
+ mes "town of the dead, and if you";
|
|
|
|
+ mes "happen to meet her by chance...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Please send Elly a message for me,";
|
|
|
|
+ mes "let her know that what happened";
|
|
|
|
+ mes "a month ago was all my fault.";
|
|
|
|
+ mes "Thank you for your help,";
|
|
|
|
+ mes "and please take care.";
|
|
|
|
+ set nif_revive,1;
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "*Cries* Is there no way that I";
|
|
|
|
+ mes "can see her again? If I could";
|
|
|
|
+ mes "talk to her at least once more,";
|
|
|
|
+ mes "even if it's the last time,";
|
|
|
|
+ mes "I would do anything...";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "*Cries* Eeeeelllllyyyy~~~~!";
|
|
|
|
+ mes "I never thought that would be";
|
|
|
|
+ mes "the last time we would see";
|
|
|
|
+ mes "each other...";
|
|
|
|
+ mes "*Sob*...";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_revive == 1) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "This place I was told about...";
|
|
|
|
+ mes "The town of the dead...";
|
|
|
|
+ mes "From what I remember, it was";
|
|
|
|
+ mes "located near some rest area.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "All day and night, it's filled";
|
|
|
|
+ mes "with never ending screams of";
|
|
|
|
+ mes "agony and despair. I hope that";
|
|
|
|
+ mes "this will be helpful in your search.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_revive == 5 || nif_revive == 6) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Oh my! You really found the town,";
|
|
|
|
+ mes "have you? I really appreciate that";
|
|
|
|
+ mes "you've endured all this hardship";
|
|
|
|
+ mes "for me... Um...So in the end...";
|
|
|
|
+ mes "Were you able to meet my Elly?";
|
|
|
|
+ next;
|
|
|
|
+ if (select("Yes.:Sorry, I couldn't.") == 1) {
|
|
|
|
+ if (nif_revive == 6 && countitem(934) > 0) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Are you serious? What did she say?";
|
|
|
|
+ mes "Did she say she will forgive me?";
|
|
|
|
+ next;
|
|
|
|
+ select("Yes. And she gave me...this.");
|
|
|
|
+ delitem 934,1; //Mementos
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Ah...In this box were the gifts";
|
|
|
|
+ mes "I gave her when we started";
|
|
|
|
+ mes "seeing each other. She had a";
|
|
|
|
+ mes "serious illness even before we";
|
|
|
|
+ mes "met, so I promised her that I";
|
|
|
|
+ mes "would cure her illness...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "That's why I went on that trip...";
|
|
|
|
+ mes "to find a cure or medicine";
|
|
|
|
+ mes "for her... But my efforts turned";
|
|
|
|
+ mes "out to be a good for nothing.";
|
|
|
|
+ mes "...................";
|
|
|
|
+ mes ".........";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Anyway, I appreciate your";
|
|
|
|
+ mes "generousity. I want to pay";
|
|
|
|
+ mes "you back for all the trouble";
|
|
|
|
+ mes "I caused you, but I only have";
|
|
|
|
+ mes "the medicine I found for her";
|
|
|
|
+ mes "illness during this trip.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I hope you will take this medicine";
|
|
|
|
+ mes "as a token of my gratitute.";
|
|
|
|
+ next;
|
|
|
|
+ if (checkweight(610,26)) {
|
|
|
|
+ set MISC_QUEST,MISC_QUEST | 16384;
|
|
|
|
+ set nif_revive,0;
|
|
|
|
+ getitem 607,2; //Yggdrasilberry
|
|
|
|
+ getitem 608,2; //Seed_Of_Yggdrasil
|
|
|
|
+ getitem 610,10; //Leaf_Of_Yggdrasil
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Thank you for everything.";
|
|
|
|
+ mes "I wish you luck and safety";
|
|
|
|
+ mes "in your adventures.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I have something to give you,";
|
|
|
|
+ mes "but you're carrying too much";
|
|
|
|
+ mes "stuff for me to give it to";
|
|
|
|
+ mes "right now. Why don't you";
|
|
|
|
+ mes "store your items somewhere?";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_revive == 6 && countitem(934) < 1) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I guess you misunderstood";
|
|
|
|
+ mes "something or you're trying";
|
|
|
|
+ mes "to scam a man in grief.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ if (nif_revive == 5) {
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I see...you have failed to find";
|
|
|
|
+ mes "her... However, I also understand";
|
|
|
|
+ mes "that fulfilling my request may";
|
|
|
|
+ mes "be impossible...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "You've really gone out of your way";
|
|
|
|
+ mes "to help me, so I want to give you";
|
|
|
|
+ mes "something as a token of my";
|
|
|
|
+ mes "gratitute.";
|
|
|
|
+ next;
|
|
|
|
+ if (checkweight(610,10)) {
|
|
|
|
+ set MISC_QUEST,MISC_QUEST | 16384;
|
|
|
|
+ set nif_revive,0;
|
|
|
|
+ getitem 610,10; //Leaf_Of_Yggdrasil
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "Thank you for everything.";
|
|
|
|
+ mes "I wish you luck and safety";
|
|
|
|
+ mes "from harm in your journeys.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I have something to give you,";
|
|
|
|
+ mes "but you're carrying too much";
|
|
|
|
+ mes "stuff for me to give it to";
|
|
|
|
+ mes "right now. Why don't you";
|
|
|
|
+ mes "store your items somewhere?";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Erious]";
|
|
|
|
+ mes "I see...";
|
|
|
|
+ mes "...Wait! Doesn't that belong";
|
|
|
|
+ mes "to my wife, Elly? Why are you";
|
|
|
|
+ mes "trying to cheat a grieving man...?";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ end;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+umbala,215,181,3 script Billik 733,{
|
|
|
|
+ if (nif_revive > 1 || MISC_QUEST & 16384) {
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "Well, long time no see.";
|
|
|
|
+ mes "If you have a chance in the";
|
|
|
|
+ mes "future, let's meet in the";
|
|
|
|
+ mes "town of the dead later.";
|
|
|
|
+ mes "Hahahaha~";
|
|
|
|
+ emotion e_no1;
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ if (nif_revive == 1) {
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "The Town of the dead...";
|
|
|
|
+ mes "It's a very dangerous place.";
|
|
|
|
+ mes "Why would you want to go there?";
|
|
|
|
+ next;
|
|
|
|
+ if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) {
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "Someone you have to meet there...";
|
|
|
|
+ mes "Hmm... I suppose you wish to";
|
|
|
|
+ mes "contact the dead...";
|
|
|
|
+ mes "I can also see that you're";
|
|
|
|
+ mes "determined to go.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "*Sigh* Okay, if you really want to";
|
|
|
|
+ mes "go, you must find a man named";
|
|
|
|
+ mes "'Feylin.' It's very important to";
|
|
|
|
+ mes "let him know that I introduced";
|
|
|
|
+ mes "him to you.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "He's not very trusting, but he";
|
|
|
|
+ mes "likes roses a lot, so bring a rose";
|
|
|
|
+ mes "for him. That way, he'll know for";
|
|
|
|
+ mes "sure that I've sent you.";
|
|
|
|
+ set nif_revive,2;
|
|
|
|
+ next;
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "The town of the dead is located";
|
|
|
|
+ mes "north of this place. Remember, it";
|
|
|
|
+ mes "is very dangerous to go there,";
|
|
|
|
+ mes "even for well experienced";
|
|
|
|
+ mes "adventurers, so...";
|
|
|
|
+ mes "Be careful.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "Hahaha~ I guess you like adventure";
|
|
|
|
+ mes "as much as I do. Although it's a";
|
|
|
|
+ mes "very dangrous place, you will be";
|
|
|
|
+ mes "paid back for your effort after";
|
|
|
|
+ mes "you get there. But be careful.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_revive == 0) {
|
|
|
|
+ mes "[Billik]";
|
|
|
|
+ mes "What brings you here? I'm busy,";
|
|
|
|
+ mes "leave if you don't have any business.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+niflheim,153,215,3 script Feylin 794,{
|
|
|
|
+ if (nif_revive == 2) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ if (Sex == 1) {
|
|
|
|
+ mes "Poor guy...";
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ mes "Poor girl...";
|
|
|
|
+ }
|
|
|
|
+ mes "Dying at such a young age...";
|
|
|
|
+ mes "I am always sorry to see the";
|
|
|
|
+ mes "young pass away.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "............??";
|
|
|
|
+ mes "Oh, I see you're not dead yet,";
|
|
|
|
+ mes "are you? It's unbelievable to";
|
|
|
|
+ mes "see another living person";
|
|
|
|
+ mes "in this town.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Are you coming to rescue someone,";
|
|
|
|
+ mes "or do you have another purpose?";
|
|
|
|
+ mes "If you came here to meet a";
|
|
|
|
+ mes "deceased friend of yours, you've";
|
|
|
|
+ mes "come to the wrong person.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Nobody in Niffelheim can";
|
|
|
|
+ mes "perform that kind of miracle...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "I can tell you have been through";
|
|
|
|
+ mes "much hardship, but unfortunately,";
|
|
|
|
+ mes "you came here for nothing. I hope";
|
|
|
|
+ mes "you go back to where you came";
|
|
|
|
+ mes "from before it's too late.";
|
|
|
|
+ set nif_revive,3;
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_revive == 3) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "I've asked you to leave this";
|
|
|
|
+ mes "town immediately. I'm sorry";
|
|
|
|
+ mes "but I know nothing about what";
|
|
|
|
+ mes "you are asking.";
|
|
|
|
+ emotion e_an;
|
|
|
|
+ next;
|
|
|
|
+ if (select("But...:I am sorry.") == 1) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "You must know something...";
|
|
|
|
+ mes "Otherwise, you wouldn't be";
|
|
|
|
+ mes "so stubborn. I am not sure";
|
|
|
|
+ mes "who told you contacting the";
|
|
|
|
+ mes "dead might be possible...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "But I surely wouldn't have told";
|
|
|
|
+ mes "you. Besides, speaking about";
|
|
|
|
+ mes "such things is taboo.";
|
|
|
|
+ set nif_revive,4;
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Please consider leaving this";
|
|
|
|
+ mes "place as soon as possible.";
|
|
|
|
+ mes "Nobody should stay in";
|
|
|
|
+ mes "Niflheim for too long.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (nif_revive == 4) {
|
|
|
|
+ if (countitem(748) > 0) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Huh, Billik must have sent you.";
|
|
|
|
+ mes "Since I'm indebted to him, I";
|
|
|
|
+ mes "suppose I will help you.";
|
|
|
|
+ mes "But let me warn you.";
|
|
|
|
+ mes "The price that I demand may be";
|
|
|
|
+ mes "more that you expect...";
|
|
|
|
+ next;
|
|
|
|
+ if (select("I'm willing to do this.:I don't think I can do this.") == 1) {
|
|
|
|
+ if (BaseLevel > 79 && BaseLevel < 100) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Alright, but you must promise";
|
|
|
|
+ mes "me that you will not let other";
|
|
|
|
+ mes "people know what I am about";
|
|
|
|
+ mes "to tell you.";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "This sorcery requires great";
|
|
|
|
+ mes "sacrifice. Needless to say, there";
|
|
|
|
+ mes "is a chance that this spell may";
|
|
|
|
+ mes "fail. I must also have";
|
|
|
|
+ mes "10 Yggdrasil Leaf to cast this";
|
|
|
|
+ mes "spell. Do you wish to continue?";
|
|
|
|
+ next;
|
|
|
|
+ if (select("Yes:No") == 1) {
|
|
|
|
+ if (countitem(610) > 9) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "I see. Then we shall begin.";
|
|
|
|
+ mes "Woombahsokasabahah!";
|
|
|
|
+ mes "Woombah woombah hoombabah!";
|
|
|
|
+ mes "Yeeeeep!";
|
|
|
|
+ next;
|
|
|
|
+ set .@nif_revive1,rand(1,100);
|
|
|
|
+ if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "...I am sorry.";
|
|
|
|
+ mes "I have failed to summon";
|
|
|
|
+ mes "who you wish to see. I am";
|
|
|
|
+ mes "really sorry for this result.";
|
|
|
|
+ emotion e_omg;
|
|
|
|
+ delitem 748,1; //Witherless_Rose
|
|
|
|
+ delitem 610,10; //Leaf_Of_Yggdrasil
|
|
|
|
+ set nif_revive,5;
|
|
|
|
+ percentheal -99,0;
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Unfortunately, it may be";
|
|
|
|
+ mes "impossible to summon the";
|
|
|
|
+ mes "spirit of the person with";
|
|
|
|
+ mes "whom you wished to speak...";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
|
|
|
|
+ delitem 748,1; //Witherless_Rose
|
|
|
|
+ delitem 610,10; //Leaf_Of_Yggdrasil
|
|
|
|
+ percentheal -50,0;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "..........";
|
|
|
|
+ mes "..........";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Elly]";
|
|
|
|
+ mes "..........";
|
|
|
|
+ mes ".....Umm...";
|
|
|
|
+ mes "...Wasn't I just dead?";
|
|
|
|
+ mes "Um, do I know you?";
|
|
|
|
+ next;
|
|
|
|
+ select("I brought a message from your husband.");
|
|
|
|
+ mes "[Elly]";
|
|
|
|
+ mes "Oh...I see...I'm sorry that I could not meet him before I died...";
|
|
|
|
+ mes "So what is his message for me?";
|
|
|
|
+ next;
|
|
|
|
+ select("Forgive him for what happened a month ago.");
|
|
|
|
+ mes "[Elly]";
|
|
|
|
+ mes "*Sigh* He's such a nice husband...";
|
|
|
|
+ mes "He pays such attention, even to";
|
|
|
|
+ mes "the little things. Though, I";
|
|
|
|
+ mes "should be the one apologizing";
|
|
|
|
+ mes "to him...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Elly]";
|
|
|
|
+ mes "Please give him this box, and tell";
|
|
|
|
+ mes "him to forget about me. He should";
|
|
|
|
+ mes "live the rest of his life happily";
|
|
|
|
+ mes "with someone else. Oh, also let";
|
|
|
|
+ mes "him know that I forgive him.";
|
|
|
|
+ set nif_revive,6;
|
|
|
|
+ getitem 934,1; //Mementos
|
|
|
|
+ next;
|
|
|
|
+ mes "[Elly]";
|
|
|
|
+ mes "I am glad to hear from my";
|
|
|
|
+ mes "husband one more time. But I";
|
|
|
|
+ mes "think I have to go now.";
|
|
|
|
+ mes "Thank you for your trouble.";
|
|
|
|
+ mes "Farewell...";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Elly]";
|
|
|
|
+ mes ".....................";
|
|
|
|
+ mes "....................";
|
|
|
|
+ next;
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "I guess you have accomplished what";
|
|
|
|
+ mes "you wanted. Well then, be careful";
|
|
|
|
+ mes "when you go back...";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "If you don't have the";
|
|
|
|
+ mes "items, we cannot proceed.";
|
|
|
|
+ mes "Remember, I need 10 Yggdrasil";
|
|
|
|
+ mes "Leaves to perform this spell.";
|
|
|
|
+ mes "Please bring them as soon";
|
|
|
|
+ mes "as possible.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "I hope you will bring the items";
|
|
|
|
+ mes "first. But... I don't have the";
|
|
|
|
+ mes "confidence to promise that";
|
|
|
|
+ mes "this spell will cast successfully.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "Hmm... You don't seem to have";
|
|
|
|
+ mes "the strength to endure the";
|
|
|
|
+ mes "casting of this spell. At";
|
|
|
|
+ mes "your current strength, this";
|
|
|
|
+ mes "spell will kill you.";
|
|
|
|
+ mes "I cannot take that risk.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "You made a good decision.";
|
|
|
|
+ mes "It's not a good idea to perform";
|
|
|
|
+ mes "this kind of sorcery in the";
|
|
|
|
+ mes "first place because of the";
|
|
|
|
+ mes "risks involved...";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "No matter how many times you ask";
|
|
|
|
+ mes "me, I cannot help you. Please";
|
|
|
|
+ mes "leave this place as soon as you can.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "[Feylin]";
|
|
|
|
+ mes "What makes you to come to such";
|
|
|
|
+ mes "a dangerous town? Please leave";
|
|
|
|
+ mes "this place as soon as you can.";
|
|
|
|
+ close;
|
|
|
|
+}
|