WolfchevLaboratory.txt 71 KB

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  1. //===== rAthena Script =======================================
  2. //= Wolfchev's Laboratory
  3. //===== By: ==================================================
  4. //= Kisuka
  5. //===== Current Version: =====================================
  6. //= 1.0
  7. //===== Compatible With: =====================================
  8. //= rAthena Project
  9. //===== Description: =========================================
  10. //= Defeat Wolfchev's human experimentations.
  11. //===== Additional Comments: =================================
  12. //= 1.0 First version, edited. [Euphy]
  13. //= 1.1 Moved the Enchant (Sorcerer#Bio4Reward) and Reward
  14. //= (Weird old man#Bio4Reward) NPC in merchant folder. [Capuche]
  15. //============================================================
  16. // Giacomo Girolam
  17. //============================================================
  18. lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{
  19. if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
  20. mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
  21. close;
  22. }
  23. if (lhz_curse > 30) {
  24. if (!lght_duk01) {
  25. if (Sex == SEX_MALE) {
  26. emotion ET_HNG;
  27. mes "[Giacomo Girolamo]";
  28. mes "....a guy....?";
  29. next;
  30. mes "[Giacomo Girolamo]";
  31. mes "Ah! Hey! Man!";
  32. next;
  33. select("What's up?");
  34. emotion ET_QUESTION, playerattached();
  35. mes "[Giacomo Girolamo]";
  36. mes "Have you ever heard of horrific human experimentation committed in Rekenber Corporation whose head office is here in Lighthalzen?";
  37. next;
  38. select("Whaaat?! human experimentation?");
  39. emotion ET_HUK, playerattached();
  40. mes "[Giacomo Girolamo]";
  41. mes "Yea! human experimentation!!";
  42. mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber.";
  43. next;
  44. emotion ET_PROFUSELY_SWEAT;
  45. mes "[Giacomo Girolamo]";
  46. mes "Well! and those rich people, seem to know something but they never mention that...";
  47. next;
  48. mes "[Giacomo Girolamo]";
  49. mes "Ahh!! And this is a secret that just SOME PEOPLE know. I heard that from Rekenber Lab.,.. a person named...um...Wol....";
  50. next;
  51. emotion ET_SCRATCH;
  52. mes "[Giacomo Girolamo]";
  53. mes "Anyway!! A scientist named Wolf.. something suddenly got sacked. and he must be related with this rumor, I think...";
  54. next;
  55. select("You mean... Wolfchev?");
  56. emotion ET_SURPRISE;
  57. mes "[Giacomo Girolamo]";
  58. mes "Ohhhh?! yeah Wolfchev!! That's right, the name was Wolfchev.. The mad scientist..";
  59. next;
  60. emotion ET_OK;
  61. mes "[Giacomo Girolamo]";
  62. mes "I suppose you can then understand the story faster... I am sure that he's involved in the rumor. I swear.";
  63. next;
  64. mes "[Giacomo Girolamo]";
  65. mes "By the way..what about you? Is there anything that you know about him?";
  66. next;
  67. if (select("Pretend you know nothing.", "Tell him what you know.") == 1) {
  68. mes "["+ strcharinfo(0) +"]";
  69. mes "Not really. I've ever heard of his name, but I don't know anything about him..";
  70. next;
  71. mes "[Giacomo Girolamo]";
  72. mes "Hm.... You sound suspicious, dude! huh?";
  73. next;
  74. } else {
  75. mes "["+ strcharinfo(0) +"]";
  76. mes "He happens to research into Human 'Homunculus' without telling that to Rekenber Corp., and there was a whistle-blower who reported to the corp. so he was fired.";
  77. next;
  78. emotion ET_BEST;
  79. mes "[Giacomo Girolamo]";
  80. mes "Oh! Man..! You seem to know pretty much! By any chance, are you concerned with Rekenber??";
  81. next;
  82. emotion ET_THINK;
  83. mes "["+ strcharinfo(0) +"]";
  84. mes "... .... ...";
  85. next;
  86. }
  87. emotion ET_SCRATCH;
  88. mes "[Giacomo Girolamo]";
  89. mes "Don't worry. I didn't mean anything.";
  90. next;
  91. mes "[Giacomo Girolamo]";
  92. mes "Well! I am just curious only because some people in the slum and some adventurers were missing,";
  93. mes "and I heard that Rekenber was doing human experimentation with those missing people. Hope you don't get me wrong.";
  94. next;
  95. lght_duk01 = 1;
  96. setquest 5109;
  97. mes "Actually, it is not a funny rumor.";
  98. mes "Should investigate the lab where the experiment was carried out.";
  99. close;
  100. } else {
  101. emotion ET_THROB;
  102. mes "[Giacomo Girolamo]";
  103. mes "Oh! What a beautiful lady!!";
  104. next;
  105. emotion ET_QUESTION;
  106. mes "[Giacomo Girolamo]";
  107. mes "How come a beauty is here, in a place with dangerous rumor?";
  108. next;
  109. switch(select("Walking...", "To hang out...", "Shopping...")) {
  110. case 1:
  111. mes "[Giacomo Girolamo]";
  112. mes "Ahh.. Lady, you are so graceful even when you are just walking.....";
  113. next;
  114. break;
  115. case 2:
  116. mes "[Giacomo Girolamo]";
  117. mes "Lady. You are a dignified lady even if you hang out in this poor town...";
  118. next;
  119. break;
  120. case 3:
  121. mes "[Giacomo Girolamo]";
  122. mes "Ahh.. Lady.. Shopping in the slum!!.. Are you a type who needs to look around every single shop?";
  123. next;
  124. break;
  125. }
  126. }
  127. select("... .... ... ....");
  128. mes "[Giacomo Girolamo]";
  129. mes "Well, how dare I ask you and be interested in what the lady does...";
  130. next;
  131. emotion ET_OK;
  132. mes "[Giacomo Girolamo]";
  133. mes "I just hope that the lady gets out of this town with dangerous rumors..";
  134. next;
  135. select("Dangerous rumors?");
  136. emotion ET_QUESTION, playerattached();
  137. mes "[Giacomo Girolamo]";
  138. mes "Ah... Lady may not have heard of the rumor.";
  139. next;
  140. mes "[Giacomo Girolamo]";
  141. mes "Recently, some people from this town, actually from the slum...and some adventurers are missing...";
  142. next;
  143. mes "[Giacomo Girolamo]";
  144. mes "and then the rumor came up, since disappearance cases happen pretty often, that Rekenber is committing a horrible human experimentation in their secret lab.";
  145. next;
  146. select("Excuse me?! human experimentation?");
  147. emotion ET_HUK, playerattached();
  148. mes "[Giacomo Girolamo]";
  149. mes "Yea! human experimentation!!";
  150. mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber.";
  151. next;
  152. mes "[Giacomo Girolamo]";
  153. mes "Well! the rich people either want to believe..I think.. Ah!! And couple of weeks ago. um. what's his name? Wolfchev??";
  154. next;
  155. mes "[Giacomo Girolamo]";
  156. mes "Anyway!! that research got fired from the lab. I think he must be involved with this rumor.";
  157. next;
  158. mes "[Giacomo Girolamo]";
  159. mes "So, please, lady. Please don't be in a place like this and stay in safe ways.";
  160. next;
  161. lght_duk01 = 1;
  162. setquest 5109;
  163. mes "............ It seems a pretty serious matter.";
  164. mes "Should investigate the lab where the experiment was carried out.";
  165. close;
  166. } else {
  167. mes "[Giacomo Girolamo]";
  168. if (Sex == SEX_MALE) {
  169. emotion ET_WRAP;
  170. mes "Take care yourself and don't disappear!";
  171. } else {
  172. emotion ET_BIGTHROB;
  173. mes "Be careful, Lady.";
  174. }
  175. close;
  176. }
  177. } else {
  178. if (Sex == SEX_MALE) {
  179. emotion ET_DELIGHT;
  180. mes "[Giacomo Girolamo]";
  181. mes "Only those beautiful ladies are the reason of my life~!";
  182. mes "I, Giacomo Girolamo Casanova de Seingalt am never interested in guys like you though!!";
  183. next;
  184. emotion ET_FRET;
  185. mes "[Giacomo Girolamo]";
  186. mes "but I can listen to you...you wanna say anything to me?";
  187. next;
  188. switch(select("No..?", "About ladies..", "You Womanizer!!", "Envy you...", "What's the rumor lately?")) {
  189. case 1:
  190. emotion ET_SCRATCH;
  191. mes "[Giacomo Girolamo]";
  192. mes "Hey you, get out of my way then..";
  193. close;
  194. case 2:
  195. emotion ET_FRET;
  196. mes "[Giacomo Girolamo]";
  197. mes "I don't feel like talking about my precious ladies making fun of them. You do it with your friends.";
  198. close;
  199. case 3:
  200. mes "[Giacomo Girolamo]";
  201. mes "Hey.. Excuse me!!! but I'm not a 'Womanizer', I am just a person who adores ladies.";
  202. next;
  203. emotion ET_OK;
  204. mes "[Giacomo Girolamo]";
  205. mes "Of course..... Yea... If I'm a womanizer, all the men on earth are too! I'm just Casanova. umhahahaha.";
  206. close;
  207. case 4:
  208. emotion ET_QUESTION;
  209. mes "[Giacomo Girolamo]";
  210. mes "Haa.. Do you....? not have any woman but your sister and mother around you?";
  211. next;
  212. mes "[Giacomo Girolamo]";
  213. mes "... .... ...";
  214. next;
  215. emotion ET_PROFUSELY_SWEAT;
  216. mes "[Giacomo Girolamo]";
  217. mes "Oh...... sorry.. I got your point....";
  218. close;
  219. case 5:
  220. mes "[Giacomo Girolamo]";
  221. mes "You.. are not like how you seem? Interesting..";
  222. next;
  223. mes "[Giacomo Girolamo]";
  224. mes "Yea, actually recently a lot of people from the slum and some wandering adventurers got disappeared. and I don't know why.";
  225. next;
  226. mes "[Giacomo Girolamo]";
  227. mes "You gotta be careful too..";
  228. close;
  229. }
  230. } else {
  231. emotion ET_QUESTION;
  232. mes "[Giacomo Girolamo]";
  233. mes "Hey, lady?";
  234. next;
  235. mes "[Giacomo Girolamo]";
  236. switch(rand(1,10)) {
  237. case 1:
  238. mes "Wasn't it painful when you fell down from Heaven, my Angel?";
  239. next;
  240. break;
  241. case 2:
  242. mes "You must be tired. Because you are always wandering my mind.";
  243. next;
  244. break;
  245. case 3:
  246. mes "Are you not tired of walking around in my dream last night?";
  247. next;
  248. break;
  249. case 4:
  250. mes "Excuse me. But I think I lost my heart. Could you please borrow me yours?";
  251. next;
  252. break;
  253. case 5:
  254. mes "Do you believe in love at first sight?? Or can we start again..?";
  255. next;
  256. break;
  257. case 6:
  258. mes "I am so sorry but, can you kiss with a person who just met?? Noo? Ok then let me introduce myself.";
  259. next;
  260. break;
  261. case 7:
  262. mes "I'm so lost here since it's the first time. Can you let me know which is the way to your heart?";
  263. next;
  264. break;
  265. case 8:
  266. mes "Give me a map please.. To get a way....I'm fallen in your eyes.";
  267. next;
  268. break;
  269. case 9:
  270. mes "Your eyes....I wanna be forever there.";
  271. next;
  272. break;
  273. case 10:
  274. mes "I promise that I will be your everything in any case, in any difficult situation.";
  275. next;
  276. break;
  277. }
  278. emotion ET_BIGTHROB;
  279. mes "[Giacomo Girolamo]";
  280. mes "Today is the first day we met, but I love you, Lady <3 ";
  281. next;
  282. mes "[Giacomo Girolamo]";
  283. mes "And I am telling you this because I'm just worried about you. You need to get out of this town which is full of disappearance cases.";
  284. close;
  285. }
  286. }
  287. OnTouch:
  288. if (!lght_duk01)
  289. emotion (Sex == SEX_MALE? ET_HNG : ET_BIGTHROB), "Giacomo Girolamo#kiup2";
  290. end;
  291. }
  292. // Warp portal to the 4th Fl.
  293. //============================================================
  294. lhz_dun03,239,78,1 script lhz_dun03_lhz_dun04 WARPNPC,1,1,{
  295. end;
  296. OnTouch:
  297. if (lght_duk01 > 0 && lght_duk01 < 6) {
  298. mes "In order to investigate human experimentation, I had to go down whilst I didn't want to because of gruesome sound.";
  299. close2;
  300. if (lght_duk01 < 3) {
  301. warp "que_lhz", 245, 56;
  302. } else if (lght_duk01 == 3) {
  303. warp "que_lhz", 96, 136;
  304. } else {
  305. warp "que_lhz", 148, 215;
  306. }
  307. } else {
  308. if (lhz_curse < 31) {
  309. mes "- Whistling sound -";
  310. mes "From below, there comes a gruesome sound mingling with the wind.";
  311. close2;
  312. }
  313. warp "lhz_dun04", 245, 56;
  314. }
  315. end;
  316. }
  317. // Warp Portal to the 3rd Fl.
  318. //============================================================
  319. lhz_dun04,244,61,1 warp lhz_dun04_lhz_dun03 1,1,lhz_dun03,240,75
  320. // Inside the Lab
  321. //============================================================
  322. que_lhz,242,50,0 script #01Startpoint -1,3,3,{
  323. end;
  324. OnInit:
  325. initnpctimer;
  326. end;
  327. OnTimer60000:
  328. mapannounce "que_lhz", "Man's whisper: Pl.. please.. save me.. I don't wanna die.. wouaaaa..", bc_map, "0x7DCBF0";
  329. end;
  330. OnTimer120000:
  331. mapannounce "que_lhz", "Woman's whisper: .. Save.. aaaah.. us...", bc_map, "0x7DCBF0";
  332. end;
  333. OnTimer180000:
  334. mapannounce "que_lhz", "Kid's whisper: Bawwww~ Where am I? Mama......aaaa....", bc_map, "0x7DCBF0";
  335. end;
  336. OnTimer240000:
  337. mapannounce "que_lhz", "Oldman's whisper: Kirk...hel...help......", bc_map, "0x7DCBF0";
  338. end;
  339. OnTimer300000:
  340. stopnpctimer;
  341. initnpctimer;
  342. end;
  343. OnTouch:
  344. if (lght_duk01 == 1) {
  345. mes "I arrived at a research facility which seems it has been used till these days.";
  346. next;
  347. mes "There are some destroyed part, but the basic facility seem fine.";
  348. next;
  349. lght_duk01 = 2;
  350. mes "Get around a little more...";
  351. close;
  352. }
  353. end;
  354. }
  355. que_lhz,206,74,4 script Researcher#02 4_LGTSCIENCE,3,3,{
  356. end;
  357. OnTouch:
  358. if (lght_duk01 == 2) {
  359. emotion ET_HUK, playerattached();
  360. mes "["+ strcharinfo(0) +"]";
  361. mes "You!!!! are Wolfchev?";
  362. next;
  363. emotion ET_KIK;
  364. mes "[Wolfchev]";
  365. mes "A Human! kaahaha. People tend to hate this place, why are you here?";
  366. next;
  367. mes "["+ strcharinfo(0) +"]";
  368. mes "You!!! I heard that you were committing human experimentation. Wolfchev!!";
  369. next;
  370. mes "["+ strcharinfo(0) +"]";
  371. mes "And I see that you are still committing that!!!";
  372. next;
  373. emotion ET_KIK;
  374. mes "[Wolfchev]";
  375. mes "Kihihihi. I can see that you know something about me. Is that you who accused me?";
  376. mes "How dare you come back to me after you did that. Kihihih";
  377. next;
  378. mes "[Wolfchev]";
  379. mes "I feel good to see a human";
  380. mes "in a long time, but I gotta go. Kihihihi.";
  381. next;
  382. mes "- Wolfchev ran away giving a awkward laughing sound. -";
  383. next;
  384. erasequest 5109;
  385. setquest 5110;
  386. lght_duk01 = 3;
  387. emotion ET_HUK, playerattached();
  388. mes "["+ strcharinfo(0) +"]";
  389. mes "Whoa! Wolfchev, stop!";
  390. close2;
  391. warp "que_lhz", 96, 136;
  392. }
  393. end;
  394. }
  395. que_lhz,94,119,4 script Researcher#03 4_LGTSCIENCE,{
  396. if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
  397. mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
  398. close;
  399. }
  400. if (lght_duk01 == 3) {
  401. emotion ET_PROFUSELY_SWEAT;
  402. mes "[Wolfchev]";
  403. mes "(Gasping) Pshaw... you are still following me. Hey, why do you keep following me?";
  404. next;
  405. mes "["+ strcharinfo(0) +"]";
  406. mes "Wolfchev.. You said before. that you are doing research for everybody.";
  407. next;
  408. mes "[Wolfchev]";
  409. mes "I might have said that.... so what?";
  410. next;
  411. mes "["+ strcharinfo(0) +"]";
  412. mes "But, your experiment seem really dangerous. How come this is what everybody wants?";
  413. next;
  414. emotion ET_KIK;
  415. mes "[Wolfchev]";
  416. mes "Everyone has a desire to be stronger and wants to dominate others so those other people obey and admire you. Do you not have that desire?";
  417. next;
  418. mes "["+ strcharinfo(0) +"]";
  419. mes "... .... ...";
  420. next;
  421. mes "[Wolfchev]";
  422. mes "If you want to save yourself, should stop following me. Bugger off.";
  423. next;
  424. mes "Wolfchev is again running away with a strange sound.";
  425. next;
  426. lght_duk01 = 4;
  427. mes "["+ strcharinfo(0) +"]";
  428. mes "Awwww!! You!! running away again..... Stop!";
  429. close2;
  430. warp "que_lhz", 148, 215;
  431. }
  432. end;
  433. }
  434. que_lhz,147,224,4 script Researcher#04 4_LGTSCIENCE,{
  435. if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
  436. mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
  437. close;
  438. }
  439. if (lght_duk01 == 4) {
  440. mes "[Wolfchev]";
  441. mes "You are pretty persistent, aren't you? Or I think.......that you like me, huh? Kihihii.";
  442. next;
  443. emotion ET_THINK;
  444. mes "["+ strcharinfo(0) +"]";
  445. mes "... .... ...";
  446. next;
  447. specialeffect EF_SIGHTRASHER;
  448. mes "Wolfchev mocked you at your silence and pressed a button in his hand. Then guinea pigs woken up around him.";
  449. next;
  450. for(.@i = 1; .@i < 9; .@i++)
  451. donpcevent "Human Guinea pig#0"+.@i+"::OnEnable";
  452. mes "[Wolfchev]";
  453. mes "Again.. it's time to say goodbye.";
  454. next;
  455. emotion ET_SURPRISE;
  456. mes "[Wolfchev]";
  457. mes "Well! May be....";
  458. next;
  459. mes "[Wolfchev]";
  460. mes "If you come to me for the experimentation, I can treat you better.";
  461. next;
  462. donpcevent "#Eventctrl::OnEnable";
  463. progressbar "FF00FF", 5;
  464. emotion ET_HUK;
  465. mes "[Wolfchev]";
  466. mes "Oh my,... What happened?";
  467. next;
  468. donpcevent "#Eventctrl::OnEnable2";
  469. for(.@i = 1; .@i < 9; .@i++)
  470. donpcevent "Human Guinea pig#0"+.@i+"::OnDisable";
  471. mes "[Wolfchev]";
  472. mes "No! Don't come to me! Don't!!";
  473. next;
  474. lght_duk01 = 5;
  475. mes "First of all, I gotta handle those guinea pigs!";
  476. close;
  477. } else if (lght_duk01 == 5) {
  478. .@i = rand(1,3);
  479. if (.@i == 2) {
  480. mes "Wolfchev is confused and has no idea now since those monsters are attacking him too.";
  481. next;
  482. specialeffect EF_STUNATTACK;
  483. specialeffect EF_STUNATTACK;
  484. mes "- Hit him to wake him up -";
  485. next;
  486. specialeffect EF_DARKBREATH;
  487. emotion ET_STARE_ABOUT;
  488. mes "["+ strcharinfo(0) +"]";
  489. mes "Hey Dude! Anyway let's get out of here first! Isn't there any place where they cannot reach?";
  490. next;
  491. mes "[Wolfchev]";
  492. mes "Oooops.. then my....my lab....to my lab...";
  493. next;
  494. mes "["+ strcharinfo(0) +"]";
  495. mes "Your lab?? Okay, where's that?";
  496. next;
  497. mes "[Wolfchev]";
  498. mes "to the north....... . Not so far from here..";
  499. next;
  500. erasequest 5110;
  501. setquest 5111;
  502. lght_duk01 = 6;
  503. mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction...";
  504. close;
  505. } else {
  506. emotion ET_CONFUSE;
  507. mes "Wolfchev is confused and has no idea now since those monsters are attacking him too.";
  508. close;
  509. }
  510. } else if (lght_duk01 == 6) {
  511. mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction...";
  512. close;
  513. }
  514. end;
  515. }
  516. // Warp to lhz_dun04 from Wolfchev's Lab
  517. //============================================================
  518. que_lhz,148,251,0 script #Move2lab -1,12,0,{
  519. end;
  520. OnTouch:
  521. if (lght_duk01 == 6) {
  522. mes "I arrived at '^0000FFWolfchev's Lab^000000'.";
  523. close2;
  524. warp "lhz_dun04", 148, 269;
  525. end;
  526. } else {
  527. mes "I still have something to do with Wolfchev.";
  528. close;
  529. }
  530. }
  531. // Event Controller
  532. //============================================================
  533. que_lhz,1,1,0 script #Eventctrl -1,{
  534. end;
  535. OnEnable:
  536. initnpctimer;
  537. end;
  538. OnEnable2:
  539. monster "que_lhz", 139, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  540. monster "que_lhz", 147, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  541. monster "que_lhz", 156, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  542. monster "que_lhz", 156, 224, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  543. monster "que_lhz", 156, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  544. monster "que_lhz", 147, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  545. monster "que_lhz", 139, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  546. monster "que_lhz", 139, 224, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
  547. end;
  548. OnTimer1000:
  549. specialeffect EF_SUI_EXPLOSION,AREA, "#01";
  550. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#01";
  551. end;
  552. OnTimer2000:
  553. specialeffect EF_SUI_EXPLOSION,AREA, "#02";
  554. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#02";
  555. end;
  556. OnTimer3000:
  557. specialeffect EF_SUI_EXPLOSION,AREA, "#03";
  558. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#03";
  559. end;
  560. OnTimer4000:
  561. specialeffect EF_SUI_EXPLOSION,AREA, "#04";
  562. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#04";
  563. end;
  564. OnTimer5000:
  565. specialeffect EF_SUI_EXPLOSION,AREA, "#05";
  566. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#05";
  567. end;
  568. OnTimer6000:
  569. specialeffect EF_SUI_EXPLOSION,AREA, "#06";
  570. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#06";
  571. end;
  572. OnTimer7000:
  573. specialeffect EF_SUI_EXPLOSION,AREA, "#07";
  574. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#07";
  575. end;
  576. OnTimer8000:
  577. specialeffect EF_SUI_EXPLOSION,AREA, "#08";
  578. specialeffect EF_BEGINASURA, AREA, "Human Guinea pig#08";
  579. stopnpctimer;
  580. end;
  581. OnMyMobDead:
  582. if (mobcount("que_lhz", "#Eventctrl::OnMyMobDead") < 4)
  583. killmonster "que_lhz", "#Eventctrl::OnMyMobDead";
  584. }
  585. que_lhz,139,232,0 script #01 -1,{ end; }
  586. que_lhz,147,232,0 script #02 -1,{ end; }
  587. que_lhz,156,232,0 script #03 -1,{ end; }
  588. que_lhz,156,224,0 script #04 -1,{ end; }
  589. que_lhz,156,215,0 script #05 -1,{ end; }
  590. que_lhz,147,215,0 script #06 -1,{ end; }
  591. que_lhz,139,215,0 script #07 -1,{ end; }
  592. que_lhz,139,224,0 script #08 -1,{ end; }
  593. // Human Guinea pigs
  594. //============================================================
  595. que_lhz,140,231,1 script Human Guinea pig#01 2224,{
  596. end;
  597. OnInit:
  598. disablenpc strnpcinfo(0);
  599. end;
  600. OnEnable:
  601. enablenpc strnpcinfo(0);
  602. end;
  603. OnDisable:
  604. specialeffect EF_FLASHER;
  605. disablenpc strnpcinfo(0);
  606. end;
  607. }
  608. que_lhz,147,231,0 duplicate(Human Guinea pig#01) Human Guinea pig#02 2224
  609. que_lhz,155,231,7 duplicate(Human Guinea pig#01) Human Guinea pig#03 2224
  610. que_lhz,155,224,6 duplicate(Human Guinea pig#01) Human Guinea pig#04 2224
  611. que_lhz,155,216,5 duplicate(Human Guinea pig#01) Human Guinea pig#05 2224
  612. que_lhz,147,216,4 duplicate(Human Guinea pig#01) Human Guinea pig#06 2224
  613. que_lhz,140,216,3 duplicate(Human Guinea pig#01) Human Guinea pig#07 2224
  614. que_lhz,140,224,2 duplicate(Human Guinea pig#01) Human Guinea pig#08 2224
  615. // Instance Creation
  616. //============================================================
  617. lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{
  618. if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
  619. mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000";
  620. close;
  621. }
  622. .@quest_time = checkquest(5112, PLAYTIME);
  623. .@killed_bosses = true;
  624. for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) {
  625. if (checkquest(.@quest_id, HUNTING) <= 1)
  626. .@killed_bosses = false;
  627. }
  628. if (lght_duk01 < 6) {
  629. mes "[Researcher]";
  630. mes "What! Do you have any business here?";
  631. next;
  632. if (select("Yes I do!!", "Umm.. No..") == 1) {
  633. mes "[Researcher]";
  634. mes "Why don't stop staring at other's laboratory, and be on your way?";
  635. close;
  636. }
  637. mes "[Researcher]";
  638. mes "Stop wondering here, and be on your way. Will you? Khh Khh.";
  639. close;
  640. } else if (lght_duk01 == 6) {
  641. mes "It seems experimental creatures cannot come near the laboratory, just like Wolfchev said.";
  642. next;
  643. mes "["+ strcharinfo(0) +"]";
  644. mes "Hey, is there any way to stop those creatures? You should know something, you made those things!";
  645. next;
  646. mes "[Wolfchev]";
  647. mes "Urrgg.. I didn't expect them to loose control like that...";
  648. next;
  649. mes "[Wolfchev]";
  650. mes "What is wrong with this whole thing?";
  651. next;
  652. mes "[Wolfchev]";
  653. mes "Urr.. I think they will ruin my whole laboratory!";
  654. next;
  655. emotion ET_BLABLA, playerattached();
  656. mes "["+ strcharinfo(0) +"]";
  657. mes "Hey! Wolfchev!!";
  658. next;
  659. mes "[Wolfchev]";
  660. mes "You!? Hey, please stop them!";
  661. mes "Creatures are ^9f6077organically connected with same job field^000000.";
  662. next;
  663. mes "[Wolfchev]";
  664. mes "There is one special creature being their ^46B951boss position^000000...";
  665. mes "If you could deactivate that creature, all ^A1BB44slave creatures^000000 walking around here will stop moving right away.";
  666. next;
  667. mes "["+ strcharinfo(0) +"]";
  668. mes "Boss creature?";
  669. mes "Hey! Wolfchev! Where is that ^46B951Boss creature^000000?";
  670. next;
  671. mes "[Wolfchev]";
  672. mes "Inside.. of laboratory.. It should be waken up now. It's sad to destroy my life of work, but I can't take this any more.. ...";
  673. next;
  674. mes "["+ strcharinfo(0) +"]";
  675. mes "How can I get into the Wolfchev's laboratory?";
  676. next;
  677. mes "[Wolfchev]";
  678. mes "Oh.. Wait!";
  679. mes "I will help you get in there.";
  680. next;
  681. mes "[Wolfchev]";
  682. mes "Good news is that boss creatures are not set up to wake up all at once, even though slaves are.";
  683. next;
  684. erasequest 5111;
  685. lght_duk01 = 7;
  686. for(.@i = 5113; .@i <= 5125; .@i++)
  687. setquest .@i;
  688. mes "[Wolfchev]";
  689. mes "But still, it is really dangerous since we don't know when they will escape from there.";
  690. mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold.";
  691. close;
  692. } else if (lght_duk01 > 6) {
  693. if (getcharid(1) > 0) {
  694. mes "[Wolfchev]";
  695. mes "Are you all set there? I will prepare the entrance if you are the leader of that party.";
  696. next;
  697. switch(select("Any warnings?", "Going into the laboratory", "Do not enter")) {
  698. case 1:
  699. mes "[Wolfchev]";
  700. mes "I didn't know pressing the emergency alarm would cause such problem. The management system seems to be changed to emergency mode.";
  701. next;
  702. mes "[Wolfchev]";
  703. mes "There are so many systems set up inside of the laboratory, so eve I cannot be sure how systems are twisted by now.";
  704. next;
  705. mes "[Wolfchev]";
  706. mes "Ah! If the emergency system is activating, only the leader of party should control everything. It is a lot of pressure I understand.";
  707. next;
  708. mes "[Wolfchev]";
  709. mes "And just so you know, please do not touch random things out of curiosity. I don't want you to get hurt.";
  710. close;
  711. case 2:
  712. if (.@quest_time == 0) {
  713. mes "[Wolfchev]";
  714. mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know.";
  715. close;
  716. } else {
  717. //if (.@quest_time == 2)
  718. //recall_completequest 5112;
  719. if (isbegin_quest(5112))
  720. erasequest 5112;
  721. if (!.@killed_bosses) {
  722. if (lght_duk01 == 9) {
  723. mes "[Wolfchev]";
  724. mes "You came back, Ka Ha Ha.";
  725. next;
  726. mes "[Wolfchev]";
  727. mes "After you left, I was fixing some system parts. And then suddenly strange thing happened.";
  728. next;
  729. mes "["+ strcharinfo(0) +"]";
  730. mes "What was that?";
  731. next;
  732. mes "[Wolfchev]";
  733. mes "All those boss creatures you took care of started to regenerate themselves..";
  734. next;
  735. mes "["+ strcharinfo(0) +"]";
  736. mes "What.. How is that possible...?!";
  737. next;
  738. mes "[Wolfchev]";
  739. mes "I am also completely lost here.. But, this should not be happening..";
  740. next;
  741. mes "["+ strcharinfo(0) +"]";
  742. mes "... .... ...";
  743. next;
  744. mes "[Wolfchev]";
  745. mes "As you can see, you are the only one I can trust. Would you and your party help me once again deactivating those creatures?";
  746. next;
  747. if (select("I am not sure", "Why not") == 1) {
  748. mes "[Wolfchev]";
  749. mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,";
  750. next;
  751. } else {
  752. for(.@i = 5113; .@i <= 5125; .@i++) {
  753. setquest .@i;
  754. }
  755. lght_duk01 = 10;
  756. mes "[Wolfchev]";
  757. mes "Thank you very much. "+strcharinfo(0)+"";
  758. mes "I will help you get in the laboratory right away.";
  759. next;
  760. }
  761. } else {
  762. mes "[Wolfchev]";
  763. mes "Hmm.. Those boss creatures regenerating once again..";
  764. next;
  765. mes "[Wolfchev]";
  766. mes "Can you help me just one more time?";
  767. next;
  768. if (select("I am not sure", "Why not") == 1) {
  769. mes "[Wolfchev]";
  770. mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,";
  771. next;
  772. } else {
  773. for(.@i = 5113; .@i <= 5125; .@i++) {
  774. setquest .@i;
  775. }
  776. lght_duk01 = 10;
  777. mes "[Wolfchev]";
  778. mes "Thank you. "+strcharinfo(0)+"";
  779. mes "You want to get in there fast, right?";
  780. next;
  781. }
  782. }
  783. }
  784. }
  785. if (is_party_leader() == true) {
  786. if (instance_create("Wolfchev's Laboratory") < 0) {
  787. mes "[Wolfchev]";
  788. mes "Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?";
  789. close;
  790. }
  791. mes "[Wolfchev]";
  792. mes "Please hold on...";
  793. next;
  794. mes "Wolfchev starts to control certain gear.";
  795. next;
  796. progressbar "FF00FF", 2;
  797. mes "[Wolfchev]";
  798. mes "Alright! I have marked lan entering system code as";
  799. mes "^0000ff"+ strcharinfo(1) +"^000000 party leader's name ^0000ff"+ strcharinfo(0) +"^000000!!.";
  800. next;
  801. mes "[Wolfchev]";
  802. mes "Now, your party is free to pass the entrance.";
  803. close;
  804. } else {
  805. mes "[Wolfchev]";
  806. mes "You are not the ^0000ffLeader of the party^000000, are you? Please go get the leader.";
  807. close;
  808. }
  809. case 3:
  810. mes "[Wolfchev]";
  811. mes "Need more preparation? Please, we don't have all day.";
  812. close;
  813. }
  814. } else {
  815. mes "[Wolfchev]";
  816. mes "Are you trying to go there along? That is a suicide! Our lab entering system is not as easy as you thinkz`.";
  817. close;
  818. }
  819. } else {
  820. mes "[Wolfchev]";
  821. mes "Woot! Something weird just happen. If this keep happening, maybe we should try other way..";
  822. close;
  823. }
  824. }
  825. lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{
  826. if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
  827. mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000";
  828. close;
  829. }
  830. .@lhz_time = checkquest(5112, PLAYTIME);
  831. if (lght_duk01 < 7) {
  832. mes "It says,";
  833. mes "'^0000FF****'s laboratory member only^000000'";
  834. close;
  835. }
  836. if (.@lhz_time == -1) {
  837. mes "This is an entrance towards Wolfchev's laboratory. Something is howling over the entrance.";
  838. next;
  839. if (select("Go inside", "Think one more time") == 2) {
  840. mes "You have stopped entering to Wolfchev's laboratory.";
  841. close;
  842. }
  843. if (instance_enter("Wolfchev's Laboratory") != IE_OK) { // probably missing failure cases
  844. mes "^FF0000Warning^000000";
  845. mes ""+ strcharinfo(0) +". . .";
  846. mes "^FF0000Unregistered personnel^000000";
  847. next;
  848. pushpc 0, 10;
  849. percentheal -5,0;
  850. specialeffect EF_AUTOCOUNTER;
  851. specialeffect2 EF_BASH;
  852. mes "You have been wounded by laboratory entrance system attack.";
  853. close;
  854. }
  855. mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(1) +"] member ["+ strcharinfo(0) +"] access granted..",bc_map,"0x0DF297";
  856. setquest 5112;
  857. //warp "1@lhz", 45, 148;
  858. close;
  859. } else if (.@lhz_time == 0) {
  860. mes "Di Rit- Di- Di- Dit-";
  861. next;
  862. mes ""+ strcharinfo(0) +". . .";
  863. mes "^FF0000Forbidden personnel^000000";
  864. next;
  865. mes "The system denied your entrance.";
  866. close;
  867. } else if (.@lhz_time >= 1) {
  868. mes "Di Rit- Di- Di- Dit-";
  869. next;
  870. //if (.@lhz_time == 2)
  871. //recall_completequest 5112;
  872. erasequest 5112;
  873. mes ""+ strcharinfo(0) +". . .";
  874. mes "^FF0000Access denial has been deactivated.^000000";
  875. close;
  876. } else {
  877. mes "^FF0000Error! Error!^000000";
  878. mes "^FF0000Please try again.^000000";
  879. close;
  880. }
  881. }
  882. // The Lab No.1 : System 1_1
  883. //============================================================
  884. 1@lhz,35,108,4 script Lab1#1_1 CLEAR_NPC,{
  885. end;
  886. OnInstanceInit:
  887. initnpctimer;
  888. end;
  889. OnDisable:
  890. stopnpctimer;
  891. end;
  892. OnType_02:
  893. donpcevent instance_npcname("Manual Sheet#1_1")+"::OnEnable";
  894. donpcevent instance_npcname("Valve#1_2")+"::OnEnable";
  895. donpcevent instance_npcname("Valve#1_3")+"::OnEnable";
  896. mapannounce instance_mapname("1@lhz"),"[Security System] the persons concerned, access with the emergency access method.",bc_map,"0xff9977";
  897. end;
  898. OnTimer1000:
  899. mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected.",bc_map,"0xff9977";
  900. end;
  901. OnTimer2000:
  902. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.1's security system will be activated.",bc_map,"0xff9977";
  903. end;
  904. OnTimer7000:
  905. donpcevent instance_npcname("MobCtrl1#mob01")+"::OnEnable";
  906. end;
  907. }
  908. // The Lab No.1 Monster Control
  909. //============================================================
  910. 1@lhz,37,108,4 script MobCtrl1#mob01 CLEAR_NPC,{
  911. end;
  912. OnEnable:
  913. .@map$ = instance_mapname("1@lhz");
  914. mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977";
  915. areamonster .@map$,35,159,50,169,"Starving Lab animal",2242,rand(10,15),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
  916. initnpctimer;
  917. end;
  918. OnDisable:
  919. killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
  920. end;
  921. OnTimer180000:
  922. stopnpctimer;
  923. if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
  924. donpcevent instance_npcname("Lab1#1_1")+"::OnType_02";
  925. mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977";
  926. } else {
  927. initnpctimer;
  928. }
  929. end;
  930. OnMyMobDead:
  931. if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
  932. donpcevent instance_npcname("Lab1#1_1")+"::OnType_02";
  933. mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977";
  934. stopnpctimer;
  935. }
  936. end;
  937. }
  938. // Emergency Access Valve Manual
  939. //============================================================
  940. 1@lhz,39,168,0 script Manual Sheet#1_1 CLEAR_NPC,{
  941. mes "There are valve manual sheets littered on the floor.";
  942. next;
  943. if (is_party_leader() == true) {
  944. mes "You the party leader, started to read the manual.";
  945. next;
  946. mes "[Emergency Access Valve Manual]";
  947. switch(lght_duk02) {
  948. case 0:
  949. switch(rand(1,6)) {
  950. case 1:
  951. lght_duk02 = 1;
  952. mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once";
  953. break;
  954. case 2:
  955. lght_duk02 = 2;
  956. mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once";
  957. break;
  958. case 3:
  959. lght_duk02 = 3;
  960. mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice";
  961. break;
  962. case 4:
  963. lght_duk02 = 4;
  964. mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once";
  965. break;
  966. case 5:
  967. lght_duk02 = 5;
  968. mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once";
  969. break;
  970. case 6:
  971. lght_duk02 = 6;
  972. mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice";
  973. break;
  974. default:
  975. mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM.";
  976. break;
  977. }
  978. break;
  979. case 1:
  980. mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once";
  981. break;
  982. case 2:
  983. mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once";
  984. break;
  985. case 3:
  986. mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice";
  987. break;
  988. case 4:
  989. mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once";
  990. break;
  991. case 5:
  992. mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once";
  993. break;
  994. case 6:
  995. mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice";
  996. break;
  997. default:
  998. mes "This is an unknown error. If you get the same problem after trying one more time, contact a GM.";
  999. break;
  1000. }
  1001. } else {
  1002. mes "Let your party leader handle the valve.";
  1003. }
  1004. close;
  1005. OnInstanceInit:
  1006. disablenpc instance_npcname("Manual Sheet#1_1");
  1007. end;
  1008. OnEnable:
  1009. specialeffect EF_LIGHTSPHERE;
  1010. enablenpc instance_npcname("Manual Sheet#1_1");
  1011. end;
  1012. }
  1013. // Left Valve
  1014. //============================================================
  1015. 1@lhz,41,172,0 script Valve#1_2 CLEAR_NPC,{
  1016. .@open_portal = 0;
  1017. mes "This is the left valve for the emergency access.";
  1018. if (is_party_leader() == true) {
  1019. next;
  1020. mes "To which direction do you wish to turn?";
  1021. next;
  1022. if (lght_duk02 < 1 || lght_duk02 > 3) {
  1023. for(.@i = 1; .@i <= 4; .@i++) {
  1024. select("Clockwise", "Counterclockwise");
  1025. mes "-A metal sound-";
  1026. if (.@i != 4)
  1027. mes "and, to which direction then?";
  1028. next;
  1029. }
  1030. } else {
  1031. // lght_duk02 == 1 : Clockwise, Clockwise, Counterclockwise, Clockwise
  1032. // lght_duk02 == 2 : Clockwise, Counterclockwise, Counterclockwise, Clockwise
  1033. // lght_duk02 == 3 : Clockwise, Counterclockwise, Clockwise, Clockwise
  1034. for(.@i = 1; .@i <= 4; .@i++) {
  1035. switch(select("Clockwise", "Counterclockwise")) {
  1036. case 1:
  1037. if ((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 1) || (.@i == 3 && lght_duk02 == 3)) {
  1038. .@open_portal += 1;
  1039. }
  1040. case 2:
  1041. if ((.@i == 2 && lght_duk02 != 1) || (.@i == 3 && lght_duk02 != 3)) {
  1042. .@open_portal += 1;
  1043. }
  1044. }
  1045. mes "-A metal sound-";
  1046. if (.@i != 4)
  1047. mes "and, to which direction then?";
  1048. next;
  1049. }
  1050. }
  1051. if (.@open_portal == 4) {
  1052. donpcevent instance_npcname("#potal_01")+"::OnEnable";
  1053. lght_duk02 = 0;
  1054. mes "-Door opened-";
  1055. next;
  1056. mes "The door which connects to the Lab No.2 is now open.";
  1057. } else {
  1058. lght_duk02 = 0;
  1059. mes "Nothing happened.";
  1060. next;
  1061. mes "You need to review the manual.";
  1062. }
  1063. }
  1064. close;
  1065. OnInstanceInit:
  1066. disablenpc instance_npcname("Valve#1_2");
  1067. end;
  1068. OnEnable:
  1069. specialeffect EF_LIGHTSPHERE;
  1070. enablenpc instance_npcname("Valve#1_2");
  1071. end;
  1072. }
  1073. // Right Valve
  1074. //============================================================
  1075. 1@lhz,52,172,0 script Valve#1_3 CLEAR_NPC,{
  1076. .@open_portal = 0;
  1077. mes "This is the left valve for the emergency access.";
  1078. if (is_party_leader() == true) {
  1079. next;
  1080. mes "To which direction do you wish to turn?";
  1081. next;
  1082. if (lght_duk02 < 4 || lght_duk02 > 6) {
  1083. for(.@i = 1; .@i <= 4; .@i++) {
  1084. select("Clockwise", "Counterclockwise");
  1085. mes "-A metal sound-";
  1086. if (.@i != 4)
  1087. mes "and, to which direction then?";
  1088. next;
  1089. }
  1090. } else {
  1091. // lght_duk02 == 4 : Counterclockwise, Counterclockwise, Clockwise, Counterclockwise
  1092. // lght_duk02 == 5 : Counterclockwise, Clockwise, Clockwise, Counterclockwise
  1093. // lght_duk02 == 6 : Counterclockwise, Clockwise, Counterclockwise, Counterclockwise
  1094. for(.@i = 1; .@i <= 4; .@i++) {
  1095. switch(select("Clockwise", "Counterclockwise")) {
  1096. case 1:
  1097. if ((.@i == 2 && lght_duk02 != 4) || (.@i == 3 && lght_duk02 != 6))
  1098. .@open_portal += 1;
  1099. break;
  1100. case 2:
  1101. if ((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 4) || (.@i == 3 && lght_duk02 == 6))
  1102. .@open_portal += 1;
  1103. break;
  1104. }
  1105. mes "-A metal sound-";
  1106. if (.@i != 4)
  1107. mes "and, to which direction then?";
  1108. next;
  1109. }
  1110. }
  1111. if (.@open_portal == 4) {
  1112. donpcevent instance_npcname("#potal_01")+"::OnEnable";
  1113. lght_duk02 = 0;
  1114. mes "-Door opened-";
  1115. next;
  1116. mes "The door which connects to the Lab No.2 is now open.";
  1117. } else {
  1118. lght_duk02 = 0;
  1119. mes "Nothing happened.";
  1120. next;
  1121. mes "You need to review the manual.";
  1122. }
  1123. }
  1124. close;
  1125. OnInstanceInit:
  1126. disablenpc instance_npcname("Valve#1_3");
  1127. end;
  1128. OnEnable:
  1129. specialeffect EF_LIGHTSPHERE;
  1130. enablenpc instance_npcname("Valve#1_3");
  1131. end;
  1132. }
  1133. // The Lab No.1 >> The Lab No.2 Warp portal
  1134. //============================================================
  1135. 1@lhz,45,173,0 script #potal_01 WARPNPC,2,2,{
  1136. end;
  1137. OnInstanceInit:
  1138. OnDisable:
  1139. disablenpc instance_npcname("#potal_01");
  1140. end;
  1141. OnEnable:
  1142. mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.2 is now open.",bc_map,"0xff9977";
  1143. enablenpc instance_npcname("#potal_01");
  1144. end;
  1145. OnTouch_:
  1146. warp instance_mapname("1@lhz"), 151, 29;
  1147. end;
  1148. }
  1149. // The Lab No.2
  1150. //============================================================
  1151. 1@lhz,151,29,0 script #2_0 -1,1,1,{
  1152. end;
  1153. OnEnable:
  1154. enablenpc instance_npcname("#2_0");
  1155. end;
  1156. OnDisable:
  1157. disablenpc instance_npcname("#2_0");
  1158. end;
  1159. OnTouch_:
  1160. donpcevent instance_npcname("Lab2#2_1")+"::OnEnable";
  1161. donpcevent instance_npcname("#2_0")+"::OnDisable";
  1162. end;
  1163. }
  1164. // The Lab No.2 2_1 System - Control of Monster Wave and Pipe right before exploding
  1165. //============================================================
  1166. 1@lhz,35,106,4 script Lab2#2_1 CLEAR_NPC,{
  1167. end;
  1168. OnInstanceInit:
  1169. OnDisable:
  1170. stopnpctimer;
  1171. end;
  1172. OnEnable:
  1173. initnpctimer;
  1174. end;
  1175. OnTimer1000:
  1176. mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected in The Lab No.2!!",bc_map,"0xff9977";
  1177. end;
  1178. OnTimer3000:
  1179. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.2 Security system will start working.",bc_map,"0xff9977";
  1180. end;
  1181. OnTimer5000:
  1182. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure in the Lab No.2 is too high.",bc_map,"0xff99ff";
  1183. end;
  1184. OnTimer8000:
  1185. mapannounce instance_mapname("1@lhz"),"[Security System] First security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1186. donpcevent instance_npcname("MobCtrl2#mob02")+"::On01";
  1187. end;
  1188. OnTimer10000:
  1189. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1190. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1191. end;
  1192. OnTimer190000:
  1193. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1194. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1195. end;
  1196. OnTimer303000:
  1197. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Second Security system will start working.",bc_map,"0xff9977";
  1198. end;
  1199. OnTimer308000:
  1200. mapannounce instance_mapname("1@lhz"),"[Security System] Second security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1201. donpcevent instance_npcname("MobCtrl2#mob02")+"::On02";
  1202. end;
  1203. OnTimer370000:
  1204. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1205. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1206. end;
  1207. OnTimer550000:
  1208. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1209. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1210. end;
  1211. OnTimer603000:
  1212. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Third Security system will start working.",bc_map,"0xff9977";
  1213. end;
  1214. OnTimer608000:
  1215. mapannounce instance_mapname("1@lhz"),"[Security System] Third security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1216. donpcevent instance_npcname("MobCtrl2#mob02")+"::On03";
  1217. end;
  1218. OnTimer730000:
  1219. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1220. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1221. end;
  1222. OnTimer903000:
  1223. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fourth Security system will start working.",bc_map,"0xff9977";
  1224. end;
  1225. OnTimer908000:
  1226. mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1227. donpcevent instance_npcname("MobCtrl2#mob02")+"::On04";
  1228. end;
  1229. OnTimer910000:
  1230. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1231. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1232. end;
  1233. OnTimer1090000:
  1234. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1235. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1236. end;
  1237. OnTimer1203000:
  1238. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fifth Security system will start working.",bc_map,"0xff9977";
  1239. end;
  1240. OnTimer1208000:
  1241. mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1242. donpcevent instance_npcname("MobCtrl2#mob02")+"::On05";
  1243. end;
  1244. OnTimer1270000:
  1245. mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
  1246. donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
  1247. stopnpctimer;
  1248. end;
  1249. }
  1250. // The Lab No.2 2_2 System - Pipe Operation Control
  1251. // When 3 pipes explode, system will shut down.
  1252. //============================================================
  1253. 1@lhz,37,106,4 script Lab2#2_2 CLEAR_NPC,{
  1254. end;
  1255. OnInstanceInit:
  1256. 'broken_pipes = 0;
  1257. stopnpctimer;
  1258. end;
  1259. OnPipePressure:
  1260. switch(rand(1,6)) {
  1261. case 1:
  1262. donpcevent instance_npcname("Valve#2_1")+"::OnEnable";
  1263. donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_01";
  1264. case 2:
  1265. donpcevent instance_npcname("Valve#2_2")+"::OnEnable";
  1266. donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_02";
  1267. case 3:
  1268. donpcevent instance_npcname("Valve#2_3")+"::OnEnable";
  1269. donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_03";
  1270. case 4:
  1271. donpcevent instance_npcname("Valve#2_4")+"::OnEnable";
  1272. donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_04";
  1273. case 5:
  1274. donpcevent instance_npcname("Valve#2_5")+"::OnEnable";
  1275. donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_05";
  1276. case 6:
  1277. donpcevent instance_npcname("Valve#2_6")+"::OnEnable";
  1278. donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06";
  1279. }
  1280. initnpctimer;
  1281. end;
  1282. OnDisableValve1:
  1283. disablenpc instance_npcname("Valve#2_1");
  1284. stopnpctimer;
  1285. end;
  1286. OnDisableValve2:
  1287. disablenpc instance_npcname("Valve#2_2");
  1288. stopnpctimer;
  1289. end;
  1290. OnDisableValve3:
  1291. disablenpc instance_npcname("Valve#2_3");
  1292. stopnpctimer;
  1293. end;
  1294. OnDisableValve4:
  1295. disablenpc instance_npcname("Valve#2_4");
  1296. stopnpctimer;
  1297. end;
  1298. OnDisableValve5:
  1299. disablenpc instance_npcname("Valve#2_5");
  1300. stopnpctimer;
  1301. end;
  1302. OnDisableValve6:
  1303. disablenpc instance_npcname("Valve#2_6");
  1304. stopnpctimer;
  1305. end;
  1306. OnTimer63000:
  1307. for(.@i = 1; .@i < 7; .@i++) {
  1308. specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+"");
  1309. disablenpc instance_npcname("Valve#2_"+.@i+"");
  1310. }
  1311. 'broken_pipes += 1;
  1312. if ('broken_pipes == 3) {
  1313. donpcevent instance_npcname("#2_3")+"::OnEnable";
  1314. stopnpctimer;
  1315. } else {
  1316. mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - 'broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff";
  1317. }
  1318. end;
  1319. }
  1320. // The Lab No.2 2_3 System
  1321. //============================================================
  1322. 1@lhz,151,48,0 script #2_3 -1,20,20,{
  1323. end;
  1324. OnInstanceInit:
  1325. disablenpc instance_npcname("#2_3");
  1326. end;
  1327. OnEnable:
  1328. initnpctimer;
  1329. end;
  1330. OnTimer1000:
  1331. mapannounce instance_mapname("1@lhz"),"[Management System] System Freezes! System Freezes! Evacuate from the Lab in 10 seconds.",bc_map,"0xff99ff";
  1332. end;
  1333. OnTimer11000:
  1334. mapannounce instance_mapname("1@lhz"),"[Management System] Evacuate!!",bc_map,"0xff99ff";
  1335. enablenpc instance_npcname("#2_3");
  1336. end;
  1337. OnTouch:
  1338. warp "lhz_dun04", 147, 273;
  1339. end;
  1340. }
  1341. // The Lab No.2 Monster Control
  1342. //============================================================
  1343. 1@lhz,39,106,4 script MobCtrl2#mob02 CLEAR_NPC,{
  1344. end;
  1345. On01:
  1346. .@map$ = instance_mapname("1@lhz");
  1347. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1348. areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,10,.@label$;
  1349. end;
  1350. On02:
  1351. .@map$ = instance_mapname("1@lhz");
  1352. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1353. areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,20,.@label$;
  1354. end;
  1355. On03:
  1356. .@map$ = instance_mapname("1@lhz");
  1357. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1358. areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,16,.@label$;
  1359. end;
  1360. On04:
  1361. .@map$ = instance_mapname("1@lhz");
  1362. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1363. areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,19,.@label$;
  1364. end;
  1365. On05:
  1366. .@map$ = instance_mapname("1@lhz");
  1367. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1368. areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,20,.@label$;
  1369. end;
  1370. On2_01:
  1371. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1372. areamonster instance_mapname("1@lhz"),155,43,161,49,"Starving Lab animal",2243,5,.@label$;
  1373. end;
  1374. On2_02:
  1375. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1376. areamonster instance_mapname("1@lhz"),137,40,143,46,"Starving Lab animal",2243,5,.@label$;
  1377. end;
  1378. On2_03:
  1379. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1380. areamonster instance_mapname("1@lhz"),137,51,143,57,"Starving Lab animal",2243,5,.@label$;
  1381. end;
  1382. On2_04:
  1383. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1384. areamonster instance_mapname("1@lhz"),143,56,149,62,"Starving Lab animal",2243,5,.@label$;
  1385. end;
  1386. On2_05:
  1387. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1388. areamonster instance_mapname("1@lhz"),160,48,166,54,"Starving Lab animal",2243,5,.@label$;
  1389. end;
  1390. On2_06:
  1391. .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1392. areamonster instance_mapname("1@lhz"),135,44,141,50,"Starving Lab animal",2243,5,.@label$;
  1393. end;
  1394. OnDisable:
  1395. killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
  1396. end;
  1397. OnMyMobDead:
  1398. if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead") < 1) {
  1399. donpcevent instance_npcname("#potal_02")+"::OnEnable";
  1400. donpcevent instance_npcname("Lab2#2_1")+"::OnDisable";
  1401. mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.2 has been stopped.",bc_map,"0xff9977";
  1402. }
  1403. end;
  1404. }
  1405. // The Lab No.2 Valves
  1406. //============================================================
  1407. - script bio4FLab2Valve -1,{
  1408. if (is_party_leader() == true) {
  1409. progressbar "0xffff00", 20;
  1410. stopnpctimer;
  1411. donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1";
  1412. disablenpc instance_npcname(strnpcinfo(0));
  1413. end;
  1414. } else {
  1415. mes "Let your party leader handle the valve.";
  1416. close;
  1417. }
  1418. OnInstanceInit:
  1419. disablenpc instance_npcname(strnpcinfo(0));
  1420. end;
  1421. OnEnable:
  1422. enablenpc instance_npcname(strnpcinfo(0));
  1423. initnpctimer;
  1424. end;
  1425. OnTimer3000:
  1426. specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(0));
  1427. stopnpctimer;
  1428. initnpctimer;
  1429. end;
  1430. }
  1431. 1@lhz,158,46,0 duplicate(bio4FLab2Valve) Valve#2_1 CLEAR_NPC
  1432. 1@lhz,138,43,0 duplicate(bio4FLab2Valve) Valve#2_2 CLEAR_NPC
  1433. 1@lhz,139,54,0 duplicate(bio4FLab2Valve) Valve#2_3 CLEAR_NPC
  1434. 1@lhz,145,60,0 duplicate(bio4FLab2Valve) Valve#2_4 CLEAR_NPC
  1435. 1@lhz,165,51,0 duplicate(bio4FLab2Valve) Valve#2_5 CLEAR_NPC
  1436. 1@lhz,137,47,0 duplicate(bio4FLab2Valve) Valve#2_6 CLEAR_NPC
  1437. // The Lab No.2 >> The Lab No.3 Warp portal(General)
  1438. //============================================================
  1439. 1@lhz,151,64,0 script #potal_02 WARPNPC,2,2,{
  1440. end;
  1441. OnInstanceInit:
  1442. OnDisable:
  1443. disablenpc instance_npcname("#potal_02");
  1444. end;
  1445. OnEnable:
  1446. mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.3 is now open.",bc_map,"0xff99ff";
  1447. enablenpc instance_npcname("#potal_02");
  1448. end;
  1449. OnTouch_:
  1450. warp instance_mapname("1@lhz"), 84, 28;
  1451. end;
  1452. }
  1453. // The Lab No.3
  1454. //============================================================
  1455. 1@lhz,84,28,0 script #3_0 -1,1,1,{
  1456. end;
  1457. OnEnable:
  1458. enablenpc instance_npcname("#3_0");
  1459. end;
  1460. OnDisable:
  1461. disablenpc instance_npcname("#3_0");
  1462. end;
  1463. OnTouch_:
  1464. donpcevent instance_npcname("Lab3#3_1")+"::OnEnable";
  1465. donpcevent instance_npcname("#3_0")+"::OnDisable";
  1466. end;
  1467. }
  1468. // The Lab No.3 3_1 System - Monster wave control
  1469. //============================================================
  1470. 1@lhz,35,104,4 script Lab3#3_1 CLEAR_NPC,{
  1471. end;
  1472. OnEnable:
  1473. initnpctimer;
  1474. end;
  1475. OnDisable:
  1476. stopnpctimer;
  1477. end;
  1478. OnTimer1000:
  1479. mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice!",bc_map,"0xff9977";
  1480. donpcevent instance_npcname("MobCtrl3#mob03")+"::OnDisable";
  1481. end;
  1482. OnTimer5000:
  1483. mapannounce instance_mapname("1@lhz"),"[Security System] Intruder Detected in The Lab No.3!!",bc_map,"0xff9977";
  1484. end;
  1485. OnTimer7000:
  1486. mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Security system of The Lab No.3 will start working.",bc_map,"0xff9977";
  1487. end;
  1488. OnTimer12000:
  1489. mapannounce instance_mapname("1@lhz"),"[Security System] First security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1490. donpcevent instance_npcname("MobCtrl3#mob03")+"::On01";
  1491. end;
  1492. OnTimer192000:
  1493. mapannounce instance_mapname("1@lhz"),"[Security System] Second security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1494. donpcevent instance_npcname("MobCtrl3#mob03")+"::On02";
  1495. end;
  1496. OnTimer372000:
  1497. mapannounce instance_mapname("1@lhz"),"[Security System] Third security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1498. donpcevent instance_npcname("MobCtrl3#mob03")+"::On03";
  1499. end;
  1500. OnTimer552000:
  1501. mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system of The Lab No.3activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1502. donpcevent instance_npcname("MobCtrl3#mob03")+"::On04";
  1503. end;
  1504. OnTimer732000:
  1505. mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
  1506. donpcevent instance_npcname("MobCtrl3#mob03")+"::On05";
  1507. stopnpctimer;
  1508. end;
  1509. }
  1510. // The Lab No.3 Monster Control
  1511. //============================================================
  1512. 1@lhz,37,104,4 script MobCtrl3#mob03 CLEAR_NPC,{
  1513. end;
  1514. On01:
  1515. .@map$ = instance_mapname("1@lhz");
  1516. .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
  1517. monster .@map$,80,60,"Starving Lab animal",2242,1,.@label$;
  1518. monster .@map$,81,58,"Starving Lab animal",2242,1,.@label$;
  1519. monster .@map$,82,56,"Starving Lab animal",2242,1,.@label$;
  1520. monster .@map$,84,60,"Starving Lab animal",2242,1,.@label$;
  1521. monster .@map$,85,58,"Starving Lab animal",2242,1,.@label$;
  1522. monster .@map$,82,60,"Starving Lab animal",2243,1,.@label$;
  1523. monster .@map$,83,58,"Starving Lab animal",2243,1,.@label$;
  1524. monster .@map$,85,56,"Starving Lab animal",2243,1,.@label$;
  1525. monster .@map$,86,60,"Starving Lab animal",2243,1,.@label$;
  1526. monster .@map$,87,58,"Starving Lab animal",2243,1,.@label$;
  1527. end;
  1528. On02:
  1529. .@map$ = instance_mapname("1@lhz");
  1530. .@amount1 = rand(1,5);
  1531. .@amount2 = rand(1,5);
  1532. .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
  1533. monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$;
  1534. monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
  1535. monster .@map$,84,60,"Starving Lab animal",2243,.@amount1,.@label$;
  1536. monster .@map$,86,60,"Starving Lab animal",2242,.@amount2,.@label$;
  1537. monster .@map$,81,58,"Starving Lab animal",2242,.@amount1,.@label$;
  1538. monster .@map$,83,58,"Starving Lab animal",2243,.@amount2,.@label$;
  1539. monster .@map$,85,58,"Starving Lab animal",2242,.@amount1,.@label$;
  1540. monster .@map$,87,58,"Starving Lab animal",2242,.@amount2,.@label$;
  1541. monster .@map$,82,56,"Starving Lab animal",2243,.@amount1,.@label$;
  1542. monster .@map$,85,56,"Starving Lab animal",2242,.@amount2,.@label$;
  1543. end;
  1544. On03:
  1545. .@map$ = instance_mapname("1@lhz");
  1546. .@amount1 = rand(1,5);
  1547. .@amount2 = rand(1,5);
  1548. .@amount3 = rand(1,5);
  1549. .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
  1550. monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$;
  1551. monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
  1552. monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$;
  1553. monster .@map$,86,60,"Starving Lab animal",2243,.@amount1,.@label$;
  1554. monster .@map$,81,58,"Starving Lab animal",2242,.@amount2,.@label$;
  1555. monster .@map$,83,58,"Starving Lab animal",2242,.@amount3,.@label$;
  1556. monster .@map$,85,58,"Starving Lab animal",2242,.@amount1,.@label$;
  1557. monster .@map$,87,58,"Starving Lab animal",2243,.@amount2,.@label$;
  1558. monster .@map$,82,56,"Starving Lab animal",2242,.@amount3,.@label$;
  1559. monster .@map$,85,56,"Starving Lab animal",2242,.@amount1,.@label$;
  1560. end;
  1561. On04:
  1562. .@map$ = instance_mapname("1@lhz");
  1563. .@amount1 = rand(1,5);
  1564. .@amount2 = rand(1,5);
  1565. .@amount3 = rand(1,5);
  1566. .@amount4 = rand(1,5);
  1567. .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
  1568. monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$;
  1569. monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
  1570. monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$;
  1571. monster .@map$,86,60,"Starving Lab animal",2242,.@amount4,.@label$;
  1572. monster .@map$,81,58,"Starving Lab animal",2243,.@amount1,.@label$;
  1573. monster .@map$,83,58,"Starving Lab animal",2242,.@amount2,.@label$;
  1574. monster .@map$,85,58,"Starving Lab animal",2242,.@amount3,.@label$;
  1575. monster .@map$,87,58,"Starving Lab animal",2242,.@amount4,.@label$;
  1576. monster .@map$,82,56,"Starving Lab animal",2243,.@amount1,.@label$;
  1577. monster .@map$,85,56,"Starving Lab animal",2242,.@amount2,.@label$;
  1578. end;
  1579. On05:
  1580. .@map$ = instance_mapname("1@lhz");
  1581. .@amount1 = rand(1,5);
  1582. .@amount2 = rand(1,5);
  1583. .@amount3 = rand(1,5);
  1584. .@amount4 = rand(1,5);
  1585. .@amount5 = rand(1,5);
  1586. .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
  1587. monster .@map$,80,60,"Starving Lab animal",2243,.@amount1,.@label$;
  1588. monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
  1589. monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$;
  1590. monster .@map$,86,60,"Starving Lab animal",2243,.@amount4,.@label$;
  1591. monster .@map$,81,58,"Starving Lab animal",2242,.@amount5,.@label$;
  1592. monster .@map$,83,58,"Starving Lab animal",2242,.@amount1,.@label$;
  1593. monster .@map$,85,58,"Starving Lab animal",2243,.@amount2,.@label$;
  1594. monster .@map$,87,58,"Starving Lab animal",2242,.@amount3,.@label$;
  1595. monster .@map$,82,56,"Starving Lab animal",2242,.@amount4,.@label$;
  1596. monster .@map$,85,56,"Starving Lab animal",2243,.@amount5,.@label$;
  1597. end;
  1598. OnDisable:
  1599. killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
  1600. end;
  1601. OnMyMobDead:
  1602. if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead") < 1) {
  1603. donpcevent instance_npcname("#potal_03")+"::OnEnable";
  1604. donpcevent instance_npcname("Lab3#3_1")+"::OnDisable";
  1605. mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.3 has been stopped.",bc_map,"0xff9977";
  1606. }
  1607. end;
  1608. }
  1609. // The Lab No.3 >> Boss's Room Warp portal
  1610. //============================================================
  1611. 1@lhz,83,62,0 script #potal_03 WARPNPC,2,2,{
  1612. end;
  1613. OnInstanceInit:
  1614. disablenpc instance_npcname("#potal_03");
  1615. end;
  1616. OnEnable:
  1617. mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.4 is now open.",bc_map,"0x7799ff";
  1618. enablenpc instance_npcname("#potal_03");
  1619. end;
  1620. OnDisable:
  1621. disablenpc instance_npcname("#potal_03");
  1622. end;
  1623. OnTouch_:
  1624. warp instance_mapname("1@lhz"), 137, 100;
  1625. end;
  1626. }
  1627. // The Lab No.4
  1628. //============================================================
  1629. 1@lhz,137,100,0 script #4_0 -1,1,1,{
  1630. end;
  1631. OnEnable:
  1632. enablenpc instance_npcname("#4_0");
  1633. end;
  1634. OnDisable:
  1635. disablenpc instance_npcname("#4_0");
  1636. end;
  1637. OnTouch_:
  1638. donpcevent instance_npcname("Lab4#4_1")+"::OnEnable";
  1639. donpcevent instance_npcname("#4_0")+"::OnDisable";
  1640. end;
  1641. }
  1642. // The Lab No.4 4_1 System - Summon of Boss Monster
  1643. //============================================================
  1644. 1@lhz,35,102,4 script Lab4#4_1 CLEAR_NPC,{
  1645. end;
  1646. OnEnable:
  1647. initnpctimer;
  1648. end;
  1649. OnDisable:
  1650. stopnpctimer;
  1651. end;
  1652. OnTimer1000:
  1653. mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0";
  1654. specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01");
  1655. end;
  1656. OnTimer2000:
  1657. specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02");
  1658. end;
  1659. OnTimer3000:
  1660. mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0";
  1661. specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03");
  1662. end;
  1663. OnTimer4000:
  1664. specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04");
  1665. end;
  1666. OnTimer5000:
  1667. mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0";
  1668. specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05");
  1669. end;
  1670. OnTimer6000:
  1671. specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06");
  1672. end;
  1673. OnTimer7000:
  1674. mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0";
  1675. specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07");
  1676. end;
  1677. OnTimer8000:
  1678. specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08");
  1679. end;
  1680. OnTimer9000:
  1681. mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0";
  1682. specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09");
  1683. end;
  1684. OnTimer10000:
  1685. specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10");
  1686. end;
  1687. OnTimer11000:
  1688. mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0";
  1689. specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11");
  1690. end;
  1691. OnTimer12000:
  1692. specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12");
  1693. end;
  1694. OnTimer13000:
  1695. mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0";
  1696. specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13");
  1697. end;
  1698. OnTimer14000:
  1699. specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14");
  1700. end;
  1701. OnTimer15000:
  1702. specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15");
  1703. end;
  1704. OnTimer16000:
  1705. specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16");
  1706. end;
  1707. OnTimer17000:
  1708. mapannounce instance_mapname("1@lhz"),"Whisper: Ah....it....it's too late......",bc_map,"0x7DCBF0";
  1709. donpcevent instance_npcname("MobCtrl4#mob04")+"::OnEnable";
  1710. stopnpctimer;
  1711. end;
  1712. }
  1713. // Area No. 4 - Boss Summon Control
  1714. //============================================================
  1715. 1@lhz,37,102,4 script MobCtrl4#mob04 CLEAR_NPC,{
  1716. end;
  1717. OnEnable:
  1718. switch(rand(1,13)) {
  1719. case 1:
  1720. donpcevent instance_npcname("Seyren Windsor#boss01")+"::OnEnable";
  1721. end;
  1722. case 2:
  1723. donpcevent instance_npcname("Cecile Damon#boss02")+"::OnEnable";
  1724. end;
  1725. case 3:
  1726. donpcevent instance_npcname("Gertie Wie#boss03")+"::OnEnable";
  1727. end;
  1728. case 4:
  1729. donpcevent instance_npcname("Eremes Guile#boss04")+"::OnEnable";
  1730. end;
  1731. case 5:
  1732. donpcevent instance_npcname("Trentini#boss05")+"::OnEnable";
  1733. end;
  1734. case 6:
  1735. donpcevent instance_npcname("Chen Liu#boss06")+"::OnEnable";
  1736. end;
  1737. case 7:
  1738. donpcevent instance_npcname("Alphochio Basil#boss07")+"::OnEnable";
  1739. end;
  1740. case 8:
  1741. donpcevent instance_npcname("Flamel Emul#boss08")+"::OnEnable";
  1742. end;
  1743. case 9:
  1744. donpcevent instance_npcname("Randel Lawrence#boss09")+"::OnEnable";
  1745. end;
  1746. case 10:
  1747. donpcevent instance_npcname("Celia Alde#boss10")+"::OnEnable";
  1748. end;
  1749. case 11:
  1750. donpcevent instance_npcname("Kathryne Keyron#boss11")+"::OnEnable";
  1751. end;
  1752. case 12:
  1753. donpcevent instance_npcname("Margaretha Sorin#boss12")+"::OnEnable";
  1754. end;
  1755. case 13:
  1756. donpcevent instance_npcname("Howard Alt-Eisen#boss13")+"::OnEnable";
  1757. end;
  1758. }
  1759. OnDisable:
  1760. //stopnpctimer;
  1761. end;
  1762. }
  1763. // Random Experiments in Tubes
  1764. //============================================================
  1765. 1@lhz,156,148,3 script Type_**Gren#boss14 4_M_03,{ end; }
  1766. 1@lhz,152,152,3 script Type_**Roke#boss15 4_M_HUMAN_01,{ end; }
  1767. 1@lhz,148,156,3 script Type_**Dree#boss16 4_M_DWARF,{ end; }
  1768. // Bosses
  1769. //============================================================
  1770. - script bio4FBoss -1,{
  1771. end;
  1772. OnEnable:
  1773. .@map$ = instance_mapname("1@lhz");
  1774. .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
  1775. specialeffect EF_SUI_EXPLOSION;
  1776. if (strnpcinfo(0) == "Seyren Windsor#boss01")
  1777. monster .@map$,129,154,"Load Knight Seyren",1646,1,.@label$;
  1778. else if (strnpcinfo(0) == "Cecile Damon#boss02")
  1779. monster .@map$,125,150,"Sniper Cecile",1650,1,.@label$;
  1780. else if (strnpcinfo(0) == "Gertie Wie#boss03")
  1781. monster .@map$,121,146,"Stalker Gertie",2239,1,.@label$;
  1782. else if (strnpcinfo(0) == "Eremes Guile#boss04")
  1783. monster .@map$,117,142,"Assassin Cross Eremes",1647,1,.@label$;
  1784. else if (strnpcinfo(0) == "Trentini#boss05")
  1785. monster .@map$,117,125,"Gypsy Trentini",2241,1,.@label$;
  1786. else if (strnpcinfo(0) == "Chen Liu#boss06")
  1787. monster .@map$,121,121,"Champion Chen",2238,1,.@label$;
  1788. else if (strnpcinfo(0) == "Alphochio Basil#boss07")
  1789. monster .@map$,125,117,"Crown Alphochio",2240,1,.@label$;
  1790. else if (strnpcinfo(0) == "Flamel Emul#boss08")
  1791. monster .@map$,129,113,"Creator Flamel",2236,1,.@label$;
  1792. else if (strnpcinfo(0) == "Randel Lawrence#boss09")
  1793. monster .@map$,146,113,"Paladin Randel",2235,1,.@label$;
  1794. else if (strnpcinfo(0) == "Celia Alde#boss10")
  1795. monster .@map$,150,117,"Professor Celia",2237,1,.@label$;
  1796. else if (strnpcinfo(0) == "Kathryne Keyron#boss11")
  1797. monster .@map$,154,121,"High Wizard Kathryne",1651,1,.@label$;
  1798. else if (strnpcinfo(0) == "Margaretha Sorin#boss12")
  1799. monster .@map$,158,125,"High Priest Margaretha",1649,1,.@label$;
  1800. else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13")
  1801. monster .@map$,158,142,"White Smith Howard",1648,1,.@label$;
  1802. end;
  1803. OnDisable:
  1804. killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
  1805. disablenpc instance_npcname(strnpcinfo(0));
  1806. end;
  1807. OnMyMobDead:
  1808. if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
  1809. .@map$ = instance_mapname("1@lhz");
  1810. if (strnpcinfo(0) == "Seyren Windsor#boss01")
  1811. mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02";
  1812. else if (strnpcinfo(0) == "Cecile Damon#boss02")
  1813. mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02";
  1814. else if (strnpcinfo(0) == "Gertie Wie#boss03")
  1815. mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02";
  1816. else if (strnpcinfo(0) == "Eremes Guile#boss04")
  1817. mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02";
  1818. else if (strnpcinfo(0) == "Trentini#boss05")
  1819. mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02";
  1820. else if (strnpcinfo(0) == "Chen Liu#boss06")
  1821. mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02";
  1822. else if (strnpcinfo(0) == "Alphochio Basil#boss07")
  1823. mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02";
  1824. else if (strnpcinfo(0) == "Flamel Emul#boss08")
  1825. mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02";
  1826. else if (strnpcinfo(0) == "Randel Lawrence#boss09")
  1827. mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02";
  1828. else if (strnpcinfo(0) == "Celia Alde#boss10")
  1829. mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02";
  1830. else if (strnpcinfo(0) == "Kathryne Keyron#boss11")
  1831. mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02";
  1832. else if (strnpcinfo(0) == "Margaretha Sorin#boss12")
  1833. mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02";
  1834. else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13")
  1835. mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02";
  1836. donpcevent instance_npcname("Wolfchev#last")+"::OnEnable";
  1837. donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
  1838. }
  1839. end;
  1840. }
  1841. 1@lhz,127,156,5 duplicate(bio4FBoss) Seyren Windsor#boss01 1646
  1842. 1@lhz,123,152,5 duplicate(bio4FBoss) Cecile Damon#boss02 1650
  1843. 1@lhz,119,148,5 duplicate(bio4FBoss) Gertie Wie#boss03 2239
  1844. 1@lhz,115,144,5 duplicate(bio4FBoss) Eremes Guile#boss04 1647
  1845. 1@lhz,115,123,7 duplicate(bio4FBoss) Trentini#boss05 2241
  1846. 1@lhz,119,119,7 duplicate(bio4FBoss) Chen Liu#boss06 2238
  1847. 1@lhz,123,115,7 duplicate(bio4FBoss) Alphochio Basil#boss07 2240
  1848. 1@lhz,127,111,7 duplicate(bio4FBoss) Flamel Emul#boss08 2236
  1849. 1@lhz,148,111,1 duplicate(bio4FBoss) Randel Lawrence#boss09 2235
  1850. 1@lhz,152,115,1 duplicate(bio4FBoss) Celia Alde#boss10 2237
  1851. 1@lhz,156,119,1 duplicate(bio4FBoss) Kathryne Keyron#boss11 1651
  1852. 1@lhz,160,123,1 duplicate(bio4FBoss) Margaretha Sorin#boss12 1649
  1853. 1@lhz,160,144,3 duplicate(bio4FBoss) Howard Alt-Eisen#boss13 1648
  1854. // Wolfchev - Final encounter
  1855. //============================================================
  1856. 1@lhz,137,156,7 script Wolfchev#last 4_LGTSCIENCE,{
  1857. if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
  1858. mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
  1859. close;
  1860. }
  1861. for(.@i = 5113; .@i <= 5125; .@i++) {
  1862. switch( checkquest(.@i,HUNTING) ) {
  1863. case -1:
  1864. break;
  1865. case 0:
  1866. case 1:
  1867. .@all_quests_complete += 1;
  1868. break;
  1869. case 2:
  1870. .@all_quests_complete += 2;
  1871. break;
  1872. }
  1873. }
  1874. if (.@all_quests_complete == 26) {
  1875. // Quests Complete. Get Rewards.
  1876. if (lght_duk01 == 8) {
  1877. // First time beating the instance.
  1878. mes "[Wolfchev]";
  1879. mes "You finally defeated my Boss creature.";
  1880. next;
  1881. mes "[Wolfchev]";
  1882. mes "Finally. is this the result?? For whom did I experiment? Did they cheat me?";
  1883. next;
  1884. mes "[Wolfchev]";
  1885. mes "The button was supposed to be pressed for an emergency case...but..";
  1886. next;
  1887. mes "[Wolfchev]";
  1888. mes "Hey... You and I met by a bad connection....";
  1889. next;
  1890. mes "[Wolfchev]";
  1891. mes "But...., you helped me... How could you do that?";
  1892. next;
  1893. mes "["+ strcharinfo(0) +"]";
  1894. mes "When I met you for the first time, you seemed mad but sad, even if you could commit those cruel and horrific experiments.";
  1895. next;
  1896. mes "["+ strcharinfo(0) +"]";
  1897. mes "But actually, you did that because you was lonely,.. you just concentrated on that for this reason, huh?";
  1898. next;
  1899. mes "[Wolfchev]";
  1900. mes "HAHAHAHA. Loneliness... you say?";
  1901. next;
  1902. mes "[Wolfchev]";
  1903. mes "It might be seen like that to you. But, it isn't. Loneliness is just a good and easy excuse of the losers.";
  1904. next;
  1905. mes "[Wolfchev]";
  1906. mes "I'm so happy doing experiments pursuing for a perfection, I never feel lonely.";
  1907. next;
  1908. mes "[Wolfchev]";
  1909. mes "Anyway, since I realized that Rekenber betrayed me, I cannot just let them do what they want.";
  1910. next;
  1911. mes "[Wolfchev]";
  1912. mes "For now, I will leave them alone, but I will make them cry and regret for trying to remove Wolfchev.";
  1913. next;
  1914. mes "["+ strcharinfo(0) +"]";
  1915. mes "... .... ... ....";
  1916. next;
  1917. lght_duk01 = 9;
  1918. callsub L_Reward;
  1919. mes "[Wolfchev]";
  1920. mes "aaaaaah, "+ strcharinfo(0) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore.";
  1921. next;
  1922. mes "[Wolfchev]";
  1923. mes "And, if you can...hope you to come back often, especially with your friends. I want the place to be with human heart again so the sadness in here gets disappear.";
  1924. next;
  1925. mes "I looked at Wolfchev again before leaving his lab. and I could feel that he was not obsessed anymore..";
  1926. close2;
  1927. warp "lhz_dun04", 147, 273;
  1928. end;
  1929. } else {
  1930. mes "[Wolfchev]";
  1931. mes "You did defeat all of the Boss creatures. Thank you again.";
  1932. next;
  1933. callsub L_Reward;
  1934. mes "[Wolfchev]";
  1935. mes "I say again, "+ strcharinfo(0) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore.";
  1936. next;
  1937. mes "[Wolfchev]";
  1938. mes "Khahaha, See you again. Do you want to get out of here now?";
  1939. next;
  1940. if (select("Not yet", "Yes") == 1) {
  1941. mes "[Wolfchev]";
  1942. mes "Then tell me when you want to.";
  1943. close;
  1944. }
  1945. mes "[Wolfchev]";
  1946. mes "Then I will send you out.";
  1947. close2;
  1948. warp "lhz_dun04", 147, 273;
  1949. end;
  1950. }
  1951. } else {
  1952. if (.@all_quests_complete == 0) {
  1953. mes "[Wolfchev]";
  1954. mes "I was looking at the system.... don't know who made this..... but it's so complicated to get..no idea...";
  1955. next;
  1956. } else {
  1957. mes "[Wolfchev]";
  1958. mes "kakakaah.. Thank you. You handled those Boss creatures well...";
  1959. next;
  1960. }
  1961. if (lght_duk01 == 7) {
  1962. lght_duk01 = 8;
  1963. mes "[Wolfchev]";
  1964. mes "While you were struggling...";
  1965. next;
  1966. mes "[Wolfchev]";
  1967. mes "I figured something out... and there's a system error which doesn't let us come and go freely, so you could help me in 72 hours... Go somewhere to rest before you come back.";
  1968. next;
  1969. mes "[Wolfchev]";
  1970. mes "Ah... and I can send you out of my laboratory. Do you want?";
  1971. next;
  1972. } else {
  1973. mes "[Wolfchev]";
  1974. mes "Do you want to get out of here now?";
  1975. next;
  1976. }
  1977. if (select("Not yet", "Yes") == 1) {
  1978. mes "[Wolfchev]";
  1979. mes "Then tell me when you want to.";
  1980. close;
  1981. }
  1982. mes "[Wolfchev]";
  1983. mes "Then I will send you out.";
  1984. close2;
  1985. warp "lhz_dun04", 147, 273;
  1986. end;
  1987. }
  1988. L_Reward:
  1989. for(.@i = 5113; .@i <= 5125; .@i++) {
  1990. erasequest .@i;
  1991. }
  1992. .@r = rand(1, 1000);
  1993. if (.@r < 84) getitem 2582, 1; //Salvage_Cape
  1994. else if (.@r < 167) getitem 18570, 1; //Ancient_Gold_Deco
  1995. else if (.@r < 250) getitem 1490, 1; //Giant_Lance
  1996. else if (.@r < 333) getitem 16017, 1; //Bloody_Cross
  1997. else if (.@r < 416) getitem 1291, 1; //Guillotine_Katar
  1998. else if (.@r < 499) getitem 1584, 1; //Chilly_Spell_Book
  1999. else if (.@r < 582) getitem 6471, 10; //Goast_Chill
  2000. else if (.@r < 665) getitem 6470, 10; //Blood_Thirst
  2001. else if (.@r < 748) getitem 6469, 10; //Will_Of_Warrior
  2002. else if (.@r < 831) getitem 6471, 20; //Goast_Chill
  2003. else if (.@r < 914) getitem 6470, 20; //Blood_Thirst
  2004. else getitem 6469, 20; //Will_Of_Warrior
  2005. return;
  2006. OnInstanceInit:
  2007. OnDisable:
  2008. disablenpc instance_npcname("Wolfchev#last");
  2009. end;
  2010. OnEnable:
  2011. enablenpc instance_npcname("Wolfchev#last");
  2012. end;
  2013. }