LastRoom.txt 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590
  1. //===== rAthena Script =======================================
  2. //= The Last Room
  3. //===== Description: =========================================
  4. //= [Walkthrough Conversion]
  5. //= The Last Room Instance
  6. //===== Changelogs: ==========================================
  7. //= 1.0 First version. [Capuche]
  8. //============================================================
  9. un_myst,163,38,5 script Mark 4_M_BLUEMAN,{
  10. mes "[Mark]";
  11. cutin "bu_mark1.bmp",0;
  12. if (BaseLevel < 150) {
  13. mes "It's dangerous here.";
  14. mes "It would be better to come back next time when we are stronger.";
  15. close3;
  16. }
  17. if (getcharid(1) < 1) {
  18. mes "...It doesn't feel right here.";
  19. mes "It may be dangerous alone so it might be better to form a party.";
  20. close3;
  21. }
  22. mes "Unlike the other doors we saw this door has traces of it being blocked from this side.";
  23. next;
  24. mes "[Mark]";
  25. mes "Is there something inside?";
  26. next;
  27. switch( checkquest(11379,PLAYTIME) ) {
  28. case -1:
  29. .@party_id = getcharid(1);
  30. if (is_party_leader() == true)
  31. .@string$ = "Open door.";
  32. .@s = select( .@string$, "Go in.", "Quit." );
  33. if (.@s == 1) {
  34. mes "[Mark]";
  35. mes "I'm opening the door.";
  36. mes "Go in when the door is completely open.";
  37. instance_create("Last room");
  38. }
  39. else if (.@s == 2) {
  40. mes "[Mark]";
  41. switch( instance_enter("Last room") ) {
  42. case IE_NOMEMBER:
  43. case IE_NOINSTANCE:
  44. case IE_OTHER:
  45. mes "The door won't open right.";
  46. break;
  47. case IE_OK:
  48. mapannounce "un_myst", strcharinfo(0) + " of the party, " + getpartyname(.@party_id) + ", is entering Last room.",bc_map,"0x00FF99";
  49. setquest 11379;// Final Room
  50. if (isbegin_quest(11380) == 0)
  51. setquest 11380;// Final Room
  52. break;
  53. }
  54. }
  55. close3;
  56. case 0:
  57. case 1:
  58. mes "[Mark]";
  59. cutin "bu_mark1.bmp",0;
  60. mes "...You look tired.";
  61. mes "Since you went there you should take a day to rest.";
  62. close3;
  63. case 2:
  64. mes "[Mark]";
  65. cutin "bu_mark1.bmp",0;
  66. mes "I can't believe you want to enter a place like this again...";
  67. erasequest 11379;// Final Room
  68. close3;
  69. }
  70. }
  71. // 1st step
  72. 1@uns,139,41,3 script Mark#room1 4_M_BLUEMAN,{
  73. mes "[Mark]";
  74. mes "Something doesn't feel right. It is better that we move carefully.";
  75. cutin "bu_mark4.bmp",0;
  76. close3;
  77. }
  78. 1@uns,145,32,5 script Alph#room1 4_M_BLACKMAN,{
  79. mes "[Alph]";
  80. mes "There are suspicious traces everywhere.";
  81. mes "Some kind of heavy machine seems to have passed...";
  82. cutin "bu_alp1.bmp",2;
  83. close3;
  84. }
  85. 1@uns,145,37,3 script Tamarin#room1 4_M_TAMARIN,{
  86. mes "[Tamarin]";
  87. mes "Verity, are you alright?";
  88. mes "You do not look good...";
  89. cutin "ep143_taang.bmp",2;
  90. close3;
  91. }
  92. 1@uns,143,38,5 script Du#room1 4_M_REDMAN,{
  93. mes "[Du]";
  94. mes "I have a bad feeling about this...";
  95. cutin "bu_du1.bmp",2;
  96. close3;
  97. }
  98. 1@uns,143,39,5 script Maggi#room1 4_F_PINKWOMAN,{
  99. mes "[Maggi]";
  100. mes "Aahh....";
  101. cutin "bu_maggi4.bmp",2;
  102. close3;
  103. }
  104. 1@uns,144,37,3 script Verity#room1 4_F_BERRYTEA,{
  105. if ('protocole < 2) {
  106. mes "[Verity]";
  107. mes "Umph...I suddenly have a feeling that's not good.";
  108. cutin "EP15_2_brt_6.bmp",2;
  109. if (is_party_leader() == false) {
  110. mes "I wish to talk with the leader.";
  111. close3;
  112. }
  113. npctalk "Verity: Umph...I suddenly have a feeling that's not good.";
  114. next;
  115. mes "[Verity]";
  116. mes "Something is splitting my head....Ugh....";
  117. npctalk "Verity: Something is splitting my head....Ugh....";
  118. next;
  119. mes "[Verity]";
  120. mes "....Ugh....";
  121. npctalk "Verity: ....Ugh....";
  122. next;
  123. mes "[Du]";
  124. mes "Sister! Are you alright?!";
  125. cutin "bu_du5.bmp",2;
  126. npctalk "Du: Sister! Are you alright?!", instance_npcname("Du#room1");
  127. next;
  128. mes "[Verity]";
  129. mes "....Have to go back....";
  130. cutin "EP15_2_brt_7.bmp",2;
  131. npctalk "Verity: ....Have to go back....";
  132. next;
  133. mes "[Tamarin]";
  134. mes "Verity, are you alright?";
  135. mes "Can you walk?";
  136. cutin "ep143_tahuk.bmp",2;
  137. npctalk "Tamarin: Verity, are you alright? Can you walk?", instance_npcname("Tamarin#room1");
  138. next;
  139. mes "[Verity]";
  140. mes "Ugh...";
  141. cutin "EP15_2_brt_6.bmp",2;
  142. npctalk "Verity: Ugh...";
  143. next;
  144. mes "[Du]";
  145. mes "" + strcharinfo(0) + "! I think it is better that you go back.";
  146. cutin "bu_du5.bmp",2;
  147. npctalk "Du: " + strcharinfo(0) + "! I think it is better that you go back.", instance_npcname("Du#room1");
  148. next;
  149. mes "[Verity]";
  150. mes "N...no. I will catch up soon so go on ahead.";
  151. cutin "EP15_2_brt_4.bmp",2;
  152. npctalk "Verity: N...no. I will catch up soon so go on ahead.";
  153. next;
  154. mes "[Tamarin]";
  155. mes "Then I will stay with Verity until she recovers so you can go on ahead.";
  156. cutin "ep143_tahuk.bmp",2;
  157. npctalk "Tamarin: Then I will stay with Verity until she recovers so you can go on ahead.";
  158. close2;
  159. if ('protocole == 0)
  160. 'protocole = 1;
  161. cutin "",255;
  162. }
  163. end;
  164. }
  165. 1@uns,140,45,0 script #lrdoor2 HIDDEN_WARP_NPC,6,6,{
  166. end;
  167. OnTouch:
  168. if ('protocole == 0)
  169. warp 'map_name$,142,30;
  170. else if ('protocole == 1) {
  171. 'protocole = 2;
  172. disablenpc instance_npcname("#lrdoor2");
  173. disablenpc instance_npcname("Mark#room1");
  174. disablenpc instance_npcname("Du#room1");
  175. disablenpc instance_npcname("Tamarin#room1");
  176. disablenpc instance_npcname("Verity#room1");
  177. disablenpc instance_npcname("Maggi#room1");
  178. disablenpc instance_npcname("Alph#room1");
  179. mapannounce 'map_name$, "-----------------Creak---------------------",bc_map,"0xFF0000";
  180. sleep 2000;
  181. mapannounce 'map_name$, "-----Creak---Wrr--------------------------",bc_map,"0xFF0000";
  182. sleep 2000;
  183. mapannounce 'map_name$, "--------------Wirrrrrrr-----------------",bc_map,"0xFF0000";
  184. sleep 2000;
  185. mapannounce 'map_name$, "-----Zizip--------Zizizip------------------",bc_map,"0xFF0000";
  186. sleep 2000;
  187. mapannounce 'map_name$, "System message : Intruder detected.",bc_map,"0xFF0000";
  188. sleep 2000;
  189. mapannounce 'map_name$, "System message : Sealing off entrance and eliminating intruder according to designated protocols.",bc_map,"0xFF0000";
  190. donpcevent instance_npcname("protocole1") + "::OnStart";
  191. }
  192. end;
  193. }
  194. 1@uns,1,1,0 script protocole1 -1,{
  195. end;
  196. OnStart:
  197. enablenpc instance_npcname("protocole1");
  198. monster 'map_name$,47,49,"System message",3253,1, instance_npcname("protocole1") + "::OnMyMobDead2";
  199. callsub S_Spawn;
  200. OnTimer300000:
  201. mapannounce 'map_name$, "System message : Eliminating intruder.",bc_map,"0xFF0000";
  202. callsub S_Spawn;
  203. S_Spawn:
  204. initnpctimer;
  205. .@npc_name$ = instance_npcname("protocole1");
  206. // don't kill System message
  207. killmonster 'map_name$, .@npc_name$ + "::OnMyMobDead";
  208. areamonster 'map_name$,118,56,131,67, "Machine Component",3251,6, .@npc_name$ + "::OnMyMobDead";
  209. areamonster 'map_name$, 62,82, 61,67, "Machine Component",3251,6, .@npc_name$ + "::OnMyMobDead";
  210. areamonster 'map_name$, 46,89, 64,96, "Machine Component",3251,6, .@npc_name$ + "::OnMyMobDead";
  211. areamonster 'map_name$,118,56,131,67, "Machine Component",3252,6, .@npc_name$ + "::OnMyMobDead";
  212. areamonster 'map_name$, 62,82, 61,67, "Machine Component",3252,6, .@npc_name$ + "::OnMyMobDead";
  213. areamonster 'map_name$, 46,89, 64,96, "Machine Component",3252,6, .@npc_name$ + "::OnMyMobDead";
  214. end;
  215. OnMyMobDead:
  216. OnMyMobDead2:
  217. .@count = mobcount( 'map_name$, instance_npcname("protocole1") + "::OnMyMobDead" ) + mobcount( 'map_name$, instance_npcname("protocole1") + "::OnMyMobDead2" );
  218. if (.@count < 1) {
  219. mapannounce 'map_name$, "System message : First protocol failed. Commencing next protocol.",bc_map,"0xFF0000";
  220. stopnpctimer;
  221. enablenpc instance_npcname("Tamarin#room2");
  222. disablenpc instance_npcname("protocole1");
  223. }
  224. end;
  225. }
  226. 1@uns,67,97,3 script Tamarin#room2 4_M_TAMARIN,{
  227. mes "[Tamarin]";
  228. mes "Huff huff... Verity suddenly huff huff couldn't even stand straight before huff huff...";
  229. cutin "ep143_tahuk.bmp",2;
  230. if (is_party_leader() == false) {
  231. next;
  232. mes "[Tamarin]";
  233. mes "I don't think this is a problem we can solve by talking amongst ourselves.";
  234. mes "Let's ask the leader's opinion first.";
  235. close3;
  236. }
  237. npctalk "Tamarin: Huff huff... Verity suddenly huff huff couldn't even stand straight before huff huff...";
  238. next;
  239. mes "[Tamarin]";
  240. mes "Ran off so fast huff...huff... to even catch up. Huff huff";
  241. npctalk "Tamarin: Ran off so fast huff...huff... to even catch up. Huff huff";
  242. next;
  243. mapannounce 'map_name$, "System message : An unidentified object is moving fast from Zone 1 to Zone 2.",bc_map,"0xFF0000";
  244. mes "[Tamarin]";
  245. mes "Uh... Could Verity have gone that far?";
  246. npctalk "Tamarin: Uh... Could Verity have gone that far?";
  247. next;
  248. mapannounce 'map_name$, "System message : Commencing emergency protocol.",bc_map,"0xFF0000";
  249. mes "[Tamarin]";
  250. mes "We need to find Verity quickly";
  251. npctalk "Tamarin: We need to find Verity quickly";
  252. next;
  253. mes "[Tamarin]";
  254. mes "There is only the route going up so go ahead.";
  255. npctalk "Tamarin: There is only the route going up so go ahead.";
  256. close2;
  257. if ('protocole == 2) {
  258. 'protocole = 3;
  259. enablenpc instance_npcname("#lrdoor4");
  260. for ( .@i = 1; .@i < 16; ++.@i )
  261. enablenpc instance_npcname( "#lrboom" + .@i );
  262. enablenpc instance_npcname("Verity#room2");
  263. enablenpc instance_npcname("Verity#room3");
  264. }
  265. cutin "",255;
  266. end;
  267. }
  268. // 2nd step
  269. 1@uns,100,121,0 warp2 #lrdoor4 3,3,1@uns,145,107
  270. 1@uns,157,94,0 script #lrboom1 4_CRACK,2,2,{
  271. end;
  272. OnTouch:
  273. .@npc_name$ = instance_npcname( strnpcinfo(0) );
  274. areamonster 'map_name$,176,26,196,52, "Machine Component", (3251 + rand(2)), 3, .@npc_name$ + "::OnMyMobDead";
  275. mapannounce 'map_name$, "System message : Intruder detected in Zone 2.",bc_map,"0xFF0000";
  276. disablenpc .@npc_name$;
  277. end;
  278. OnMyMobDead:
  279. end;
  280. }
  281. 1@uns,164,97,0 duplicate(#lrboom1) #lrboom2 4_CRACK,2,2
  282. 1@uns,166,92,0 duplicate(#lrboom1) #lrboom3 4_CRACK,2,2
  283. 1@uns,170,96,0 duplicate(#lrboom1) #lrboom4 4_CRACK,2,2
  284. 1@uns,175,93,0 duplicate(#lrboom1) #lrboom5 4_CRACK,2,2
  285. 1@uns,190,97,0 duplicate(#lrboom1) #lrboom6 4_CRACK,2,2
  286. 1@uns,194,94,0 duplicate(#lrboom1) #lrboom7 4_CRACK,2,2
  287. 1@uns,199,96,0 duplicate(#lrboom1) #lrboom8 4_CRACK,2,2
  288. 1@uns,206,93,0 duplicate(#lrboom1) #lrboom9 4_CRACK,2,2
  289. 1@uns,217,91,0 duplicate(#lrboom1) #lrboom10 4_CRACK,2,2
  290. 1@uns,224,79,0 duplicate(#lrboom1) #lrboom11 4_CRACK,2,2
  291. 1@uns,227,73,0 duplicate(#lrboom1) #lrboom12 4_CRACK,2,2
  292. 1@uns,227,69,0 duplicate(#lrboom1) #lrboom13 4_CRACK,2,2
  293. 1@uns,220,63,0 duplicate(#lrboom1) #lrboom14 4_CRACK,2,2
  294. 1@uns,201,60,0 duplicate(#lrboom1) #lrboom15 4_CRACK,2,2
  295. 1@uns,224,29,3 script Verity#room2 4_F_BERRYTEA,{
  296. mes "[Verity]";
  297. mes "Ah...Where am I..";
  298. mes "What happened?";
  299. cutin "EP15_2_brt_6.bmp",2;
  300. next;
  301. mes "[Verity]";
  302. mes "My head...is splitting.";
  303. mes "A sound coming from this...door...";
  304. next;
  305. if (select( "Quit.", "Go inside." ) == 1) {
  306. mes "[Verity]";
  307. mes "Go back...we have to go back...";
  308. cutin "EP15_2_brt_7.bmp",2;
  309. close3;
  310. }
  311. mes "[Verity]";
  312. mes "Quickly...we have to go back...";
  313. cutin "EP15_2_brt_7.bmp",2;
  314. close2;
  315. warp 'map_name$,240,255;
  316. cutin "",255;
  317. end;
  318. }
  319. // Last step
  320. 1@uns,242,253,3 script Verity#room3 4_F_BERRYTEA,{
  321. mes "[Verity]";
  322. mes "Finally.. We came back...";
  323. mes "Finally.....";
  324. cutin "EP15_2_brt_7.bmp",2;
  325. close2;
  326. cutin "",255;
  327. if ('protocole == 3) {
  328. 'protocole = 4;
  329. disablenpc instance_npcname("Verity#room3");
  330. donpcevent instance_npcname("protocole3") + "::OnStart";
  331. }
  332. end;
  333. }
  334. 1@uns,1,1,0 script protocole3 -1,{
  335. end;
  336. OnStart:
  337. enablenpc instance_npcname("protocole3");
  338. initnpctimer;
  339. mapannounce 'map_name$, "System message : Intruder detected in Mother Room.",bc_map,"0xFF0000";
  340. monster 'map_name$,247,270,"T_W_O",3254,1, instance_npcname("protocole3") + "::OnMyMobDead";
  341. end;
  342. OnTimer2000:
  343. mapannounce 'map_name$, "System message : Commencing final protocol.",bc_map,"0xFF0000";
  344. end;
  345. OnTimer4000:
  346. mapannounce 'map_name$, "System message : Changing all systems from maintenance mode to combat mode.",bc_map,"0xFF0000";
  347. end;
  348. OnTimer6000:
  349. mapannounce 'map_name$, "System message : This is the final protocol to protect... all unrelated personnel please evacuate.",bc_map,"0xFF0000";
  350. end;
  351. OnTimer9000:
  352. mapannounce 'map_name$, "T_W_O : Have to go back..... This place isn't it....",bc_map,"0xFF0000";
  353. end;
  354. OnTimer28000:
  355. mapannounce 'map_name$, "System message : System damage occurred.",bc_map,"0xFF0000";
  356. areamonster 'map_name$,222,250,267,281, "System message",3253,3, instance_npcname("protocole3") + "::OnMyMobDead2";
  357. end;
  358. OnTimer30000:
  359. mapannounce 'map_name$, "T_W_O : Who am I? Why am I here?.",bc_map,"0xFF0000";
  360. end;
  361. OnTimer58000:
  362. mapannounce 'map_name$, "System message : There may be critical damage within the Zone during system damage so please be careful.",bc_map,"0xFF0000";
  363. end;
  364. OnTimer88000:
  365. mapannounce 'map_name$, "System message : System damage occurred.",bc_map,"0xFF0000";
  366. areamonster 'map_name$,222,250,267,281, "System message",3253,3, instance_npcname("protocole3") + "::OnMyMobDead2";
  367. end;
  368. OnTimer98000:
  369. mapannounce 'map_name$, "T_W_O : There is nothing left....",bc_map,"0xFF0000";
  370. end;
  371. OnTimer108000:
  372. mapannounce 'map_name$, "T_W_O : I... Nor them....",bc_map,"0xFF0000";
  373. end;
  374. OnTimer148000:
  375. mapannounce 'map_name$, "System message : System damage occurred.",bc_map,"0xFF0000";
  376. areamonster 'map_name$,222,250,267,281, "System message",3253,3, instance_npcname("protocole3") + "::OnMyMobDead2";
  377. end;
  378. OnTimer208000:
  379. mapannounce 'map_name$, "System message : System damage occurred.",bc_map,"0xFF0000";
  380. areamonster 'map_name$,222,250,267,281, "System message",3253,3, instance_npcname("protocole3") + "::OnMyMobDead2";
  381. stopnpctimer;
  382. end;
  383. OnMyMobDead:
  384. stopnpctimer;
  385. killmonster 'map_name$, instance_npcname("protocole3") + "::OnMyMobDead2";
  386. mapannounce 'map_name$, "System message : All protocols failed. Locking down area excluding threat element.",bc_map,"0xFF0000";
  387. enablenpc instance_npcname("Alph#room4");
  388. enablenpc instance_npcname("Tamarin#room4");
  389. enablenpc instance_npcname("Maggi#room4");
  390. enablenpc instance_npcname("Du#room4");
  391. enablenpc instance_npcname("Mark#room4");
  392. enablenpc instance_npcname("Verity#room4");
  393. disablenpc instance_npcname("protocole3");
  394. end;
  395. OnMyMobDead2:
  396. end;
  397. }
  398. 1@uns,236,258,1 script Alph#room4 4_M_BLACKMAN,{
  399. mes "[Alph]";
  400. mes "It's too early to relax...";
  401. cutin "bu_alp1.bmp",2;
  402. close3;
  403. }
  404. 1@uns,244,257,3 script Tamarin#room4 4_M_TAMARIN,{
  405. mes "[Tamarin]";
  406. mes "Verity!!!";
  407. mes "Pull yourself together!";
  408. cutin "ep143_tahuk.bmp",2;
  409. close3;
  410. }
  411. 1@uns,245,254,3 script Maggi#room4 4_F_PINKWOMAN,{
  412. mes "[Maggi]";
  413. mes "Verity, are you alright?";
  414. cutin "bu_maggi4.bmp",2;
  415. close3;
  416. }
  417. 1@uns,244,254,3 script Du#room4 4_M_REDMAN,{
  418. mes "[Du]";
  419. mes "Sister!";
  420. mes "What happened?!";
  421. mes "Are you alright?";
  422. cutin "bu_du5.bmp",2;
  423. close3;
  424. }
  425. 1@uns,242,255,5 script Mark#room4 4_M_BLUEMAN,{
  426. mes "[Mark]";
  427. mes "Everybody out of the way!";
  428. mes "I will cast Heal!!!";
  429. cutin "bu_mark4.bmp",0;
  430. close3;
  431. }
  432. 1@uns,242,253,3 script Verity#room4 4_F_BERRYTEA,{
  433. mes "[Du]";
  434. mes "Sister!";
  435. mes "What happened?!";
  436. mes "Are you alright?";
  437. cutin "bu_du5.bmp",2;
  438. npctalk "Du: Sister! What happened?! Are you alright?", instance_npcname("Du#room4");
  439. next;
  440. mes "[Tamarin]";
  441. mes "Verity!!!";
  442. mes "Pull yourself together!";
  443. cutin "ep143_tahuk.bmp",2;
  444. npctalk "Tamarin: Verity!!! Pull yourself together!", instance_npcname("Tamarin#room4");
  445. next;
  446. mes "[Mark]";
  447. mes "Everybody out of the way!";
  448. mes "I will cast Heal!!!";
  449. cutin "bu_mark4.bmp",0;
  450. npctalk "Mark: Everybody out of the way! I will cast Heal!!!", instance_npcname("Mark#room4");
  451. next;
  452. mes "[Verity]";
  453. mes "Uh..uhm...";
  454. cutin "EP15_2_brt_4.bmp",2;
  455. npctalk "Verity: Uh..uhm...";
  456. next;
  457. mes "[Verity]";
  458. mes "Oh...";
  459. mes "What is going on.";
  460. mes "With serious faces.";
  461. cutin "EP15_2_brt_5.bmp",2;
  462. npctalk "Verity Oh... What is going on. With serious faces.";
  463. next;
  464. mes "[Du]";
  465. mes "What do you think!";
  466. mes "You don't remember?";
  467. cutin "bu_du4.bmp",2;
  468. npctalk "Du: What do you think! You don't remember?", instance_npcname("Du#room4");
  469. next;
  470. mes "[Verity]";
  471. mes "Remember?";
  472. cutin "EP15_2_brt_5.bmp",2;
  473. npctalk "Verity: Remember?";
  474. next;
  475. mes "[Verity]";
  476. mes "... Come to think of it where am I?";
  477. cutin "EP15_2_brt_3.bmp",2;
  478. npctalk "Verity: ... Come to think of it where am I?";
  479. next;
  480. mes "[Tamarin]";
  481. mes "Verity you really don't remember anything?";
  482. mes "Before...";
  483. cutin "ep143_tahuk.bmp",2;
  484. npctalk "Tamarin: Verity you really don't remember anything? Before...", instance_npcname("Tamarin#room4");
  485. next;
  486. mes "[Verity]";
  487. mes "Uhm...";
  488. mes "I think my head was splitting since I went underground...";
  489. npctalk "Verity: I think my head was splitting since I went underground...";
  490. cutin "EP15_2_brt_3.bmp",2;
  491. next;
  492. mes "[Verity]";
  493. mes "I don't remember anything after that.";
  494. npctalk "Verity: I don't remember anything after that.";
  495. cutin "EP15_2_brt_5.bmp",2;
  496. next;
  497. mes "[Du]";
  498. mes "Just now something tremendous...";
  499. cutin "bu_du4.bmp",2;
  500. npctalk "Du: Just now something tremendous...", instance_npcname("Du#room4");
  501. next;
  502. mes "[Alph]";
  503. mes "Hey... I don't think this is a situation where we should be chatting right now.";
  504. cutin "bu_alp3.bmp",2;
  505. npctalk "Alph: Hey... I don't think this is a situation where we should be chatting right now.", instance_npcname("Alph#room4");
  506. next;
  507. mes "[Du]";
  508. mes "You call this chatting?";
  509. mes "It was tremendous before okay?";
  510. cutin "bu_du4.bmp",2;
  511. npctalk "Du: You call this chatting? It was tremendous before okay?", instance_npcname("Du#room4");
  512. next;
  513. mes "[Alph]";
  514. mes "Do you hear this?";
  515. mes "Something is coming...";
  516. cutin "bu_alp1.bmp",2;
  517. npctalk "Alph: Do you hear this? Something is coming...", instance_npcname("Alph#room4");
  518. next;
  519. mes "[Tamarin]";
  520. mes "Now...now that I look the ground is..., shaking a little, right?";
  521. cutin "ep143_tahuk.bmp",2;
  522. npctalk "Tamarin: Now...now that I look the ground is..., shaking a little, right?", instance_npcname("Tamarin#room4");
  523. next;
  524. mes "[Du]";
  525. mes "What...what's this?";
  526. cutin "bu_du4.bmp",2;
  527. npctalk "Du: What...what's this?", instance_npcname("Du#room4");
  528. next;
  529. mes "[Alph]";
  530. mes "This is...dangerous.";
  531. mes "This is not a level we can handle...";
  532. cutin "bu_alp2.bmp",2;
  533. npctalk "Alph: This is...dangerous. This is not a level we can handle...", instance_npcname("Alph#room4");
  534. next;
  535. mes "[Mark]";
  536. mes "Qui...quickly outside!!!!!";
  537. cutin "bu_mark4.bmp",0;
  538. npctalk "Mark: Qui...quickly outside!!!!!", instance_npcname("Mark#room4");
  539. close2;
  540. warp "un_bunker",299,162;
  541. cutin "",255;
  542. end;
  543. OnInstanceInit:
  544. 'map_name$ = instance_mapname("1@uns");
  545. 'protocole = 0;
  546. // 1st step
  547. disablenpc instance_npcname("protocole1");
  548. disablenpc instance_npcname("Tamarin#room2");
  549. disablenpc instance_npcname("#lrdoor4");
  550. // 2nd step
  551. disablenpc instance_npcname("Verity#room2");
  552. for ( .@i = 1; .@i < 16; ++.@i )
  553. disablenpc instance_npcname( "#lrboom" + .@i );
  554. // Last step
  555. disablenpc instance_npcname("Verity#room3");
  556. disablenpc instance_npcname("protocole3");
  557. disablenpc instance_npcname("Alph#room4");
  558. disablenpc instance_npcname("Tamarin#room4");
  559. disablenpc instance_npcname("Maggi#room4");
  560. disablenpc instance_npcname("Du#room4");
  561. disablenpc instance_npcname("Mark#room4");
  562. disablenpc instance_npcname("Verity#room4");
  563. end;
  564. }