RoomOfConsciousness.txt 27 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915
  1. //===== rAthena Script =======================================
  2. //= Instance Room of Consciousness.
  3. //===== Description: =========================================
  4. //- [Walkthrough conversion]
  5. //- Require Banquet main quest.
  6. //===== Changelogs: ==========================================
  7. //= 1.0 First version. [Capuche]
  8. //============================================================
  9. 1@mir,103,40,3 script Fenrir#1mir 4_F_FENRIR,{
  10. if (is_party_leader() == false) // it shouldn't happen
  11. end;
  12. cutin "fenrir_a",2;
  13. mes "[Fenrir]";
  14. mes "Sealed in the underground";
  15. mes "of the Prontera Castle...";
  16. mes "I didn't expect it to be this huge...";
  17. next;
  18. cutin "hero_iris_01",2;
  19. mes "[Iris]";
  20. mes "What on earth is there inside?";
  21. next;
  22. cutin "fenrir_a",2;
  23. mes "[Fenrir]";
  24. mes "I don't know. Let's investigate the inside, first.";
  25. close2;
  26. cutin "",255;
  27. disablenpc instance_npcname("Iris#1mir");
  28. disablenpc instance_npcname("Fenrir#1mir");
  29. end;
  30. OnInstanceInit:
  31. 'map_name$ = instance_mapname("1@mir");
  32. 'step = 0;
  33. disablenpc instance_npcname("Bijou#2mir");
  34. disablenpc instance_npcname("Fenrir#3mir");
  35. disablenpc instance_npcname("Iris#3mir");
  36. disablenpc instance_npcname("Bijou#3mir");
  37. disablenpc instance_npcname("Renovated Amdarais#3mir");
  38. disablenpc instance_npcname("Fenrir#4mir");
  39. disablenpc instance_npcname("Iris#4mir");
  40. disablenpc instance_npcname("Bijou#4mir");
  41. disablenpc instance_npcname("Fenrir#5mir");
  42. disablenpc instance_npcname("Iris#5mir");
  43. disablenpc instance_npcname("Bijou#5mir");
  44. disablenpc instance_npcname("Sarah#5mir");
  45. disablenpc instance_npcname("Fenrir#6mir");
  46. disablenpc instance_npcname("Iris#6mir");
  47. disablenpc instance_npcname("Bijou#6mir");
  48. disablenpc instance_npcname("Sarah#6mir");
  49. disablenpc instance_npcname("Fenrir#boss1a");
  50. disablenpc instance_npcname("Fenrir#boss1b");
  51. disablenpc instance_npcname("Fenrir#boss1c");
  52. disablenpc instance_npcname("Fenrir#boss1d");
  53. disablenpc instance_npcname("Iris#boss1a");
  54. disablenpc instance_npcname("Iris#boss1b");
  55. disablenpc instance_npcname("Iris#boss1c");
  56. disablenpc instance_npcname("Iris#boss1d");
  57. disablenpc instance_npcname("Fenrir#boss2a");
  58. disablenpc instance_npcname("Fenrir#boss2b");
  59. disablenpc instance_npcname("Fenrir#boss2c");
  60. disablenpc instance_npcname("Fenrir#boss2d");
  61. disablenpc instance_npcname("Iris#boss2a");
  62. disablenpc instance_npcname("Iris#boss2b");
  63. disablenpc instance_npcname("Iris#boss2c");
  64. disablenpc instance_npcname("Iris#boss2d");
  65. disablenpc instance_npcname("eq#mir2");
  66. disablenpc instance_npcname("eq#mir3");
  67. disablenpc instance_npcname("eq#mir4");
  68. disablenpc instance_npcname("eq#mir5");
  69. disablenpc instance_npcname("eq#mir6");
  70. end;
  71. }
  72. 1@mir,100,94,7 script Iris#2mir 4_F_IRIS,{
  73. if (is_party_leader() == false) // it shouldn't happen
  74. end;
  75. if ('step != 0)
  76. end;
  77. mes "[Iris]";
  78. mes "This...this must be...";
  79. mes "Ymir's Heart!";
  80. next;
  81. cutin "fenrir_a",2;
  82. mes "[Fenrir]";
  83. mes "This...";
  84. mes "This is Ymir's Heart...";
  85. next;
  86. cutin "hero_iris_01",255;
  87. mes "~Rumbling~";
  88. next;
  89. specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
  90. cutin "hero_iris_01",2;
  91. mes "[Iris]";
  92. mes "Why is this place shaking?!";
  93. next;
  94. cutin "fenrir_b",2;
  95. mes "[Fenrir]";
  96. mes "~Grunts~ They must've started attacking this place, too.";
  97. next;
  98. enablenpc instance_npcname("Bijou#2mir");
  99. cutin "bijou_01",2;
  100. mes "[Bijou]";
  101. mes "~Grins~ Delighted to see you all.";
  102. next;
  103. cutin "fenrir_b",2;
  104. mes "[Fenrir]";
  105. mes "!!";
  106. mes "You've got to be kidding me!";
  107. next;
  108. cutin "bijou_01",2;
  109. mes "[Bijou]";
  110. mes "From this moment on, we the Immortal Legion by Lord Valkyrie Himelmez";
  111. mes "will take over here.";
  112. next;
  113. specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
  114. cutin "hero_iris_01",2;
  115. mes "[Iris]";
  116. mes "What? How dare you!";
  117. mes "I'm game. Bring it on!";
  118. next;
  119. cutin "bijou_01",2;
  120. mes "[Bijou]";
  121. mes "~Grins~ Do I look like I have the time to deal with a petty thing like you, human?";
  122. mes "But, out of pure mercy, I'll let you taste the fearful power of the Immortal Legion just a little bit.";
  123. next;
  124. cutin "fenrir_b",2;
  125. mes "[Fenrir]";
  126. mes "~Grunts~ When did all the legionnaires get here?";
  127. close2;
  128. cutin "",255;
  129. if ('step == 0) {
  130. 'step = 1;
  131. donpcevent instance_npcname("eq#mir1") + "::OnEvent";
  132. disablenpc instance_npcname("Iris#2mir");
  133. }
  134. end;
  135. }
  136. 1@mir,101,104,0 script eq#mir1 HIDDEN_WARP_NPC,{
  137. end;
  138. OnEvent:
  139. initnpctimer;
  140. end;
  141. OnTimer200:
  142. disablenpc instance_npcname("Iris#1mir");
  143. disablenpc instance_npcname("Fenrir#1mir");
  144. disablenpc instance_npcname("Fenrir#2mir");
  145. disablenpc instance_npcname("Bijou#2mir");
  146. mapannounce 'map_name$, "Fenrir: The enemies will show up soon! Brace yourself!", bc_map,0xFFFF00,FW_NORMAL,12;
  147. end;
  148. OnTimer2200:
  149. mapannounce 'map_name$, "Fenrir: The enemies are swarming in. We must get rid of them all!", bc_map,0xFFFF00,FW_NORMAL,12;
  150. // coords inaccurate
  151. monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
  152. monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
  153. monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
  154. monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
  155. monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
  156. monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
  157. monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
  158. 'skeleton_wave[0] = 7;
  159. stopnpctimer;
  160. end;
  161. OnMobDead:
  162. 'skeleton_wave[0]--;
  163. if ('skeleton_wave[0] == 0) {
  164. mapannounce 'map_name$, "Iris: ~Exhales~ Did we knock out all the enemies now?", bc_map,0xFFFF00,FW_NORMAL,12;
  165. startnpctimer;
  166. }
  167. end;
  168. OnTimer4200:
  169. mapannounce 'map_name$, "Fenrir: I don't think so. Some of the remnants are still here. Watch out!", bc_map,0xFFFF00,FW_NORMAL,12;
  170. end;
  171. OnTimer6200:
  172. // coords inaccurate
  173. monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
  174. monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
  175. monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
  176. monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
  177. monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
  178. monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
  179. monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
  180. 'skeleton_wave[1] = 7;
  181. stopnpctimer;
  182. end;
  183. OnMobDead2:
  184. 'skeleton_wave[1]--;
  185. if ('skeleton_wave[1] == 0 && 'step == 1) {
  186. 'step = 2;
  187. mapannounce 'map_name$, "Fenrir: Phew! I think we've done here.", bc_map,0xFFFF00,FW_NORMAL,12;
  188. enablenpc instance_npcname("Fenrir#3mir");
  189. enablenpc instance_npcname("Iris#3mir");
  190. enablenpc instance_npcname("Bijou#2mir");
  191. disablenpc instance_npcname("eq#mir1");
  192. }
  193. end;
  194. }
  195. 1@mir,103,85,1 script Iris#3mir 4_F_IRIS,{
  196. if (is_party_leader() == false) // it shouldn't happen
  197. end;
  198. if ('step != 2)
  199. end;
  200. mes "[Bijou]";
  201. mes "~Chuckles~ I think you're not that bad for a human.";
  202. next;
  203. cutin "bijou_02",2;
  204. mes "[Bijou]";
  205. mes "But do you think you can get away from this, again? Wake up, my underlings!";
  206. specialeffect EF_WARP,AREA, instance_npcname("Renovated Amdarais#3mir");
  207. sleep2 3000;
  208. specialeffect EF_ENTRY,AREA, instance_npcname("Renovated Amdarais#3mir");
  209. enablenpc instance_npcname("Renovated Amdarais#3mir");
  210. next;
  211. cutin "hero_iris_01",2;
  212. mes "[Iris]";
  213. mes "What...what's up with this monster?!";
  214. next;
  215. cutin "bijou_01",2;
  216. mes "[Bijou]";
  217. mes "Ah...";
  218. mes "I'll let you in on me before I go.";
  219. mes "I'm Bijou.";
  220. mes "I'm the adjutant to Lord Valkyrie Himelmez.";
  221. next;
  222. cutin "fenrir_b",2;
  223. mes "[Fenrir]";
  224. mes "~Groans~";
  225. mes "No Valkyrie's subordinates ever disappointed me and neither did you.";
  226. mes "Ymir's Heart is a huge energy source. For what do you want to use it anyway?";
  227. next;
  228. cutin "bijou_01",2;
  229. mes "[Bijou]";
  230. mes "......";
  231. mes "You don't need to know. You're going to be wiped out soon anyway.";
  232. next;
  233. cutin "fenrir_b",2;
  234. mes "[Fenrir]";
  235. mes "I don't think you'd use it for any good cause.";
  236. mes "I'll stop Bijou from taking Ymir's Heart. You go ahead and take care of that huge monster!";
  237. close2;
  238. cutin "",255;
  239. if ('step == 2) {
  240. 'step = 3;
  241. donpcevent instance_npcname("eq#mir2") + "::OnEvent";
  242. }
  243. end;
  244. }
  245. 1@mir,101,104,0 script eq#mir2 HIDDEN_WARP_NPC,{
  246. end;
  247. OnEvent:
  248. enablenpc instance_npcname("eq#mir2");
  249. enablenpc instance_npcname("eq#mir3");
  250. disablenpc instance_npcname("Bijou#2mir");
  251. disablenpc instance_npcname("Fenrir#3mir");
  252. disablenpc instance_npcname("Iris#3mir");
  253. disablenpc instance_npcname("Renovated Amdarais#3mir");
  254. monster 'map_name$,101,95,"Renovated Amdarais",3448,1, instance_npcname("eq#mir2") + "::OnMobDead";// P_AMDARAIS
  255. 'boss_id = $@mobid[0];
  256. 'target_event = 1; // Amdarais
  257. initnpctimer;
  258. end;
  259. OnTimer1000:
  260. getunitdata 'boss_id, .@data;
  261. if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
  262. initnpctimer;
  263. end;
  264. }
  265. mapannounce 'map_name$, "Iris: Oh, this monster...I don't think its HP doesn't seem to drop no matter how many times I hit.", bc_map,0xFFFF00,FW_NORMAL,12;
  266. end;
  267. OnTimer3000:
  268. mapannounce 'map_name$, "Bijou: ~Chuckles~ Amdarais won't get knocked down that easily.", bc_map,0xFFFF00,FW_NORMAL,12;
  269. end;
  270. OnTimer5000:
  271. mapannounce 'map_name$, "Fenrir: This undead seems to be different from any other undeads.", bc_map,0xFFFF00,FW_NORMAL,12;
  272. end;
  273. OnTimer7000:
  274. mapannounce 'map_name$, "Fenrir: Yes, it's the nucleus! Attack its nucleus to inflict huge damage!", bc_map,0xFFFF00,FW_NORMAL,12;
  275. end;
  276. OnTimer9000:
  277. donpcevent instance_npcname("eq#mir3") + "::OnEvent";
  278. stopnpctimer;
  279. end;
  280. OnMobDead:
  281. if ('step != 3)
  282. end;
  283. 'step = 4;
  284. stopnpctimer;
  285. donpcevent instance_npcname("eq#mir3") + "::OnStop";
  286. if ('random_letter$ != "")
  287. donpcevent instance_npcname( "Fenrir#boss1" + 'random_letter$ ) + "::OnStop";
  288. disablenpc instance_npcname("eq#mir2");
  289. enablenpc instance_npcname("Fenrir#4mir");
  290. enablenpc instance_npcname("Iris#4mir");
  291. end;
  292. }
  293. 1@mir,101,104,0 script eq#mir3 HIDDEN_WARP_NPC,{
  294. end;
  295. OnEvent:
  296. callsub S_Announce, true;
  297. OnEvent2:
  298. callsub S_Announce, false;
  299. S_Announce:
  300. setarray .@list$[0],"a","b","c","d";
  301. 'random_letter$ = .@list$[ rand(4) ];
  302. donpcevent instance_npcname( "Fenrir#boss" + 'target_event + "" + 'random_letter$ ) + "::OnEvent"; // 1: P_AMDARAIS / 2: BIJOU
  303. if (getarg(0) == true)
  304. mapannounce 'map_name$, "Fenrir: Lure it to where I am!", bc_map,0xFFFF00,FW_NORMAL,12;
  305. end;
  306. OnStart:
  307. initnpctimer;
  308. end;
  309. OnTimer25000:
  310. donpcevent instance_npcname("eq#mir3") + "::OnEvent";
  311. stopnpctimer;
  312. end;
  313. OnStop:
  314. stopnpctimer;
  315. disablenpc instance_npcname("eq#mir3");
  316. end;
  317. }
  318. 1@mir,103,80,3 script Fenrir#boss1a 4_F_FENRIR,2,2,{
  319. end;
  320. OnEvent:
  321. 'fenrir_name$ = instance_npcname( strnpcinfo(0) );
  322. 'iris_name$ = instance_npcname( "Iris#" + strnpcinfo(2) );
  323. enablenpc 'fenrir_name$;
  324. enablenpc 'iris_name$;
  325. end;
  326. OnTouchNPC:
  327. if ('touch_mob == 0) {
  328. npctalk "Fenrir: Good work! Now it's on you, Iris!", 'fenrir_name$;
  329. 'touch_mob = 1;
  330. initnpctimer;
  331. }
  332. end;
  333. OnTimer2000:
  334. npctalk "Iris: Alright, let me do it! What I, Iris, want is...!", 'iris_name$;
  335. specialeffect EF_BEGINSPELL,AREA, 'iris_name$;
  336. end;
  337. OnTimer4000:
  338. npctalk "Iris: Mabi Amulet! Go!!", 'iris_name$;
  339. if ('target_event == 1)
  340. unittalk 'boss_id, "Aaarrgghhh---!!";
  341. else
  342. unittalk 'boss_id, "Bijou: What the...!!";
  343. end;
  344. OnTimer5000:
  345. npctalk "Iris: It worked!", 'iris_name$;
  346. end;
  347. OnTimer7000:
  348. npctalk "Fenrir: So this is my turn, then. ~Spirited yell~", 'fenrir_name$;
  349. specialeffect EF_BEGINSPELL,AREA, 'fenrir_name$;
  350. specialeffect EF_TETRACASTING,AREA, 'fenrir_name$;
  351. progressbar_npc "000000",3;
  352. end;
  353. OnTimer10000:
  354. npctalk "Fenrir: Take this!!", 'fenrir_name$;
  355. specialeffect EF_SUI_EXPLOSION,AREA, 'fenrir_name$;
  356. specialeffect EF_LORD,AREA, 'fenrir_name$;
  357. specialeffect EF_FLAMELAUNCHER,AREA, 'fenrir_name$;
  358. if ('target_event == 1)
  359. unittalk 'boss_id, "~Screams~";
  360. else
  361. unittalk 'boss_id, "Bijou: ~Groans~ More hurting than I thought...!";
  362. getunitdata 'boss_id, .@data;
  363. if (.@data[UMOB_HP] > 0) {
  364. .@damage = rand(700,1300) * 1000;
  365. if (.@damage >= .@data[UMOB_HP])
  366. .@mob_hp = 0;
  367. else
  368. .@mob_hp = .@data[UMOB_HP] - .@damage;
  369. setunitdata 'boss_id, UMOB_HP, .@mob_hp;
  370. }
  371. end;
  372. OnTimer13000:
  373. npctalk "Fenrir: It's not perfect but I think we've caused a pretty significant amount of damage!", 'fenrir_name$;
  374. end;
  375. OnTimer14500:
  376. npctalk "Fenrir: I've consumed magic too much. I'll take a short break. I'm counting on you, then!", 'fenrir_name$;
  377. end;
  378. OnTimer16500:
  379. donpcevent instance_npcname("eq#mir3") + "::OnStart";
  380. OnStop:
  381. stopnpctimer;
  382. disablenpc instance_npcname( strnpcinfo(0) );
  383. disablenpc instance_npcname( "Iris#" + strnpcinfo(2) );
  384. 'touch_mob = 0;
  385. 'random_letter$ = "";
  386. end;
  387. }
  388. 1@mir,100,90,7 script Iris#4mir 4_F_IRIS,{
  389. if (is_party_leader() == false) // it shouldn't happen
  390. end;
  391. if ('step != 4)
  392. end;
  393. mes "[Iris]";
  394. mes "Was that it...? Has it gone now?";
  395. mes "So what's left now is...";
  396. next;
  397. enablenpc instance_npcname("Bijou#4mir");
  398. cutin "bijou_01",2;
  399. mes "[Bijou]";
  400. mes "Me...I'm the only one left...";
  401. next;
  402. cutin "hero_iris_01",2;
  403. mes "[Iris]";
  404. mes "What?!";
  405. next;
  406. mes "~POW!~";
  407. specialeffect EF_SUI_EXPLOSION,AREA, instance_npcname("Iris#4mir");
  408. next;
  409. cutin "hero_iris_01",2;
  410. mes "[Iris]";
  411. mes "Aaarrghhh---!!!";
  412. next;
  413. cutin "bijou_01",2;
  414. mes "[Bijou]";
  415. mes "I must say it was rather unexpected. ~Chuckles~";
  416. mes "I didn't expect anyone to defeat Amdarais that I spent three good years to complete.";
  417. next;
  418. cutin "bijou_02",2;
  419. mes "[Bijou]";
  420. mes "You will pay";
  421. mes "for ruining my three-year efforts!!";
  422. mes "Slowly...";
  423. mes "And horribly painfully...!!";
  424. close2;
  425. cutin "",255;
  426. if ('step == 4) {
  427. 'step = 5;
  428. donpcevent instance_npcname("eq#mir4") + "::OnEvent";
  429. }
  430. end;
  431. }
  432. 1@mir,101,104,0 script eq#mir4 HIDDEN_WARP_NPC,{
  433. end;
  434. OnEvent:
  435. enablenpc instance_npcname("eq#mir4");
  436. disablenpc instance_npcname("Fenrir#4mir");
  437. disablenpc instance_npcname("Iris#4mir");
  438. disablenpc instance_npcname("Bijou#4mir");
  439. monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir4") + "::OnMobDead";// BIJOU
  440. 'boss_id = $@mobid[0];
  441. initnpctimer;
  442. end;
  443. OnTimer1000:
  444. getunitdata 'boss_id, .@data;
  445. if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
  446. initnpctimer;
  447. end;
  448. }
  449. donpcevent instance_npcname("eq#mir4") + "::OnMobDead";
  450. end;
  451. OnMobDead:
  452. if ('step != 5)
  453. end;
  454. 'step = 6;
  455. killmonster 'map_name$, instance_npcname("eq#mir4") + "::OnMobDead";
  456. stopnpctimer;
  457. enablenpc instance_npcname("Fenrir#5mir");
  458. enablenpc instance_npcname("Iris#5mir");
  459. enablenpc instance_npcname("Bijou#5mir");
  460. disablenpc instance_npcname("eq#mir4");
  461. end;
  462. }
  463. 1@mir,103,90,1 script Fenrir#5mir 4_F_FENRIR,{
  464. if (is_party_leader() == false) // it shouldn't happen
  465. end;
  466. if ('step != 6)
  467. end;
  468. mes "[Fenrir]";
  469. mes "~Groans~ I can't believe nothing seems to work!";
  470. next;
  471. cutin "bijou_01",2;
  472. mes "[Bijou]";
  473. mes "~Chuckles~";
  474. mes "I'll let you taste what despair feels like.";
  475. next;
  476. cutin "bijou_02",2;
  477. mes "[Bijou]";
  478. mes "Frost Diver!";
  479. specialeffect EF_LOCKON,AREA, instance_npcname("Fenrir#5mir");
  480. sleep2 3000;
  481. specialeffect EF_FREEZE,AREA, instance_npcname("Fenrir#5mir");
  482. next;
  483. cutin "fenrir_b",2;
  484. mes "[Fenrir]";
  485. mes "~Groans~";
  486. next;
  487. cutin "bijou_01",2;
  488. mes "[Bijou]";
  489. mes "How does it feel? Painful, eh?";
  490. mes "You must become paralyzed by now.";
  491. mes "...But don't expect me to kill you that easily...";
  492. next;
  493. mes "[Bijou]";
  494. mes "I should take care of this downright annoying cleric gal first.";
  495. next;
  496. cutin "fenrir_b",2;
  497. mes "[Fenrir]";
  498. mes "I...Iris!!";
  499. next;
  500. cutin "sarah_hero3",2;
  501. mes "[Sarah]";
  502. mes "......";
  503. enablenpc instance_npcname("Sarah#5mir");
  504. next;
  505. cutin "bijou_02",2;
  506. mes "[Bijou]";
  507. mes "Sarah...?";
  508. next;
  509. cutin "sarah_hero3",2;
  510. mes "[Sarah]";
  511. mes "So this is it...";
  512. mes "This is the underground of Prontera Castle.";
  513. mes "The place where the first Ymir's Heart is sealed.";
  514. next;
  515. mes "[Sarah]";
  516. mes "And that must be...";
  517. mes "Ymir's Heart...";
  518. next;
  519. cutin "bijou_02",2;
  520. mes "[Bijou]";
  521. mes "What brought you all the way up here?";
  522. mes "Sarah Irine.";
  523. mes "I didn't expect you would show up here.";
  524. next;
  525. cutin "sarah_hero3",2;
  526. mes "[Sarah]";
  527. mes "What do you think you're doing here, Bijou?";
  528. next;
  529. cutin "bijou_01",2;
  530. mes "[Bijou]";
  531. mes "Yes, I was in the middle of taking care of the annoying bugs.";
  532. next;
  533. cutin "sarah_hero3",2;
  534. mes "[Sarah]";
  535. mes "What kind of answer is that, Bijou?";
  536. next;
  537. mes "[Sarah]";
  538. mes "My question was: what are you still doing here, totally goofing off, and, why didn't you break any sealing off of Ymir's Heart?";
  539. next;
  540. cutin "bijou_02",2;
  541. mes "[Bijou]";
  542. mes "Well, that's uh...I did break the 1st seal, though.";
  543. mes "This place will be cleaned up in no time. There is nothing for you to worry about, Sarah.";
  544. next;
  545. mes "[Bijou]";
  546. mes "Trust me and consider it done. Please be yourself as proud Valkyrie.";
  547. next;
  548. cutin "bijou_01",2;
  549. mes "[Bijou]";
  550. mes "(~Scoffs~ What an uptight, pathetic Valkyrie she is! I can't believe a greenhorn like you are treated the same as Himelmez. That is so unfair.)";
  551. next;
  552. cutin "sarah_hero3_2",2;
  553. mes "[Sarah]";
  554. mes "You must be out of your mind, Bijou...There is no Himelmez here.";
  555. next;
  556. cutin "bijou_03",2;
  557. mes "[Bijou]";
  558. mes "....~Gasps~";
  559. mes "I'm out of breath!";
  560. next;
  561. cutin "sarah_hero3_2",2;
  562. mes "[Sarah]";
  563. mes "You'd better keep your mouth shut!";
  564. next;
  565. cutin "bijou_03",2;
  566. mes "[Bijou]";
  567. mes "~Coughs~";
  568. mes "~Keeps coughing~";
  569. next;
  570. cutin "sarah_hero3",2;
  571. mes "[Sarah]";
  572. mes "I can certainly do without a subordinate who wastes time for this kind of petty job.";
  573. mes "Let me take that Ymir's Heart...myself.";
  574. disablenpc instance_npcname("Sarah#5mir");
  575. next;
  576. cutin "bijou_02",2;
  577. mes "[Bijou]";
  578. mes "(She is Valkyrie, indeed. Oh, what can you do about that?)";
  579. next;
  580. cutin "fenrir_b",2;
  581. mes "[Fenrir]";
  582. mes "The time is right!";
  583. mes "Frost Diver!";
  584. specialeffect EF_FREEZE,AREA, instance_npcname("Bijou#5mir");
  585. next;
  586. cutin "bijou_03",2;
  587. mes "[Bijou]";
  588. mes "What did you say?!";
  589. next;
  590. mes "[Bijou]";
  591. mes "Whoa...That was a close; call.";
  592. mes "How could this happen?";
  593. next;
  594. cutin "fenrir_a",2;
  595. mes "[Fenrir]";
  596. mes "This magic...";
  597. mes "This must be high-level magic as I expected. It's pretty tough to cast it.";
  598. next;
  599. cutin "bijou_02",2;
  600. mes "[Bijou]";
  601. mes "(What is this?! Did she just master the magic that I used on her?)";
  602. next;
  603. cutin "fenrir_a",2;
  604. mes "[Fenrir]";
  605. mes "Iris! This is a healing potion.";
  606. mes "Drink it and you'll come to your senses.";
  607. next;
  608. sleep2 500;
  609. specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
  610. cutin "hero_iris_01",2;
  611. mes "[Iris]";
  612. mes "~Muffled sound~";
  613. next;
  614. sleep2 500;
  615. specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
  616. cutin "fenrir_a",2;
  617. mes "[Fenrir]";
  618. mes "Oh, you woke up now?";
  619. next;
  620. cutin "hero_iris_01",2;
  621. mes "[Iris]";
  622. mes "Umm....";
  623. mes "~Vomiting sound~";
  624. mes "Yuck! Is this bitter!";
  625. mes "What the heck is this?!";
  626. mes "What did you give to me?";
  627. next;
  628. cutin "fenrir_a",2;
  629. mes "[Fenrir]";
  630. mes "So you woke up, Iris.";
  631. mes "I'm so relieved.";
  632. next;
  633. cutin "hero_iris_01",2;
  634. mes "[Iris]";
  635. mes "~Sighs~ By the way, Fenrir!";
  636. mes "What about Ymir's Heart?";
  637. next;
  638. cutin "bijou_02",2;
  639. mes "[Bijou]";
  640. mes "(...Fenrir? I thought too much about Ymir's Heart and totally forgot about her. If my guess is right, she must be...!)";
  641. next;
  642. mes "[Bijou]";
  643. mes "~Exhales~ I see. That's right.";
  644. mes "That beast's blood flowing through your body...That was the answer!";
  645. next;
  646. cutin "bijou_01",2;
  647. mes "[Bijou]";
  648. mes "Then, let me serve you the right way! ~Chuckles~";
  649. mes "I didn't expect to see the hero from a thousand years ago!";
  650. next;
  651. cutin "bijou_03",2;
  652. mes "[Bijou]";
  653. mes "Die!!";
  654. next;
  655. cutin "fenrir_b",2;
  656. mes "[Fenrir]";
  657. mes "...Be careful. She's about to attack!";
  658. close2;
  659. cutin "",255;
  660. if ('step == 6) {
  661. 'step = 7;
  662. donpcevent instance_npcname("eq#mir5") + "::OnEvent";
  663. }
  664. end;
  665. }
  666. 1@mir,101,104,0 script eq#mir5 HIDDEN_WARP_NPC,{
  667. end;
  668. OnEvent:
  669. enablenpc instance_npcname("eq#mir3");
  670. enablenpc instance_npcname("eq#mir5");
  671. disablenpc instance_npcname("Bijou#5mir");
  672. disablenpc instance_npcname("Fenrir#5mir");
  673. disablenpc instance_npcname("Iris#5mir");
  674. monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir5") + "::OnMobDead";// BIJOU
  675. 'boss_id = $@mobid[0];
  676. 'target_event = 2;
  677. initnpctimer;
  678. end;
  679. OnTimer1000:
  680. getunitdata 'boss_id, .@data;
  681. if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
  682. initnpctimer;
  683. end;
  684. }
  685. end;
  686. OnTimer3000:
  687. mapannounce 'map_name$, "Iris: Let's fight together and we will win again!", bc_map,0xFFFF00,FW_NORMAL,12;
  688. end;
  689. OnTimer5000:
  690. mapannounce 'map_name$, "Fenrir: I think so, too. This time, too, I'd like to ask you to lure it to where I am.", bc_map,0xFFFF00,FW_NORMAL,12;
  691. end;
  692. OnTimer7000:
  693. mapannounce 'map_name$, "Bijou: ......", bc_map,0xFFFF00,FW_NORMAL,12;
  694. donpcevent instance_npcname("eq#mir3") + "::OnEvent2";
  695. donpcevent instance_npcname("eq#mir6") + "::OnTalk";
  696. stopnpctimer;
  697. end;
  698. OnMobDead:
  699. if ('step != 7)
  700. end;
  701. 'step = 8;
  702. stopnpctimer;
  703. donpcevent instance_npcname("eq#mir3") + "::OnStop";
  704. donpcevent instance_npcname("eq#mir6") + "::OnStop";
  705. if ('random_letter$ != "")
  706. donpcevent instance_npcname( "Fenrir#boss2" + 'random_letter$ ) + "::OnStop";
  707. disablenpc instance_npcname("eq#mir5");
  708. enablenpc instance_npcname("Fenrir#6mir");
  709. enablenpc instance_npcname("Iris#6mir");
  710. enablenpc instance_npcname("Bijou#6mir");
  711. end;
  712. }
  713. 1@mir,101,104,0 script eq#mir6 HIDDEN_WARP_NPC,{
  714. end;
  715. OnTalk:
  716. enablenpc instance_npcname("eq#mir6");
  717. initnpctimer;
  718. end;
  719. OnTimer20000:
  720. .@r = rand(3);
  721. if (.@r == 0)
  722. unittalk 'boss_id, "Bijou: To Lord Himelmez!";
  723. else if (.@r == 1)
  724. unittalk 'boss_id, "Bijou: Heh...You're still alive!";
  725. else
  726. unittalk 'boss_id, "Bijou: ~Chuckles~ Are you feeling the pain?";
  727. initnpctimer;
  728. end;
  729. OnStop:
  730. stopnpctimer;
  731. }
  732. 1@mir,100,95,5 script Iris#6mir 4_F_IRIS,{
  733. if (is_party_leader() == false) // it shouldn't happen
  734. end;
  735. if ('step != 8)
  736. end;
  737. mes "[Iris]";
  738. mes "~Grunts~";
  739. next;
  740. cutin "bijou_01",2;
  741. mes "[Bijou]";
  742. mes "~Evil laughter~ Die!";
  743. mes "Clerics deserve to die!";
  744. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  745. next;
  746. cutin "fenrir_b",2;
  747. mes "[Fenrir]";
  748. mes "Iris!!";
  749. mes "No! Stop!!";
  750. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  751. next;
  752. cutin "bijou_01",2;
  753. mes "[Bijou]";
  754. mes "~Chuckles~";
  755. mes "So you're looking for a partner, eh?";
  756. mes "Good idea, but...I think it's too late.";
  757. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  758. next;
  759. mes "[Bijou]";
  760. mes "Because...";
  761. mes "This will be the final, fatal blow to you. Wahahaha!";
  762. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  763. next;
  764. sleep2 300;
  765. enablenpc instance_npcname("Sarah#6mir");
  766. cutin "bijou_03",2;
  767. mes "[Bijou]";
  768. mes "....~Sighs~";
  769. mes "Huh?...In my stomach...";
  770. mes "This knife...";
  771. mes "Sa...Sarah...? How?";
  772. specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
  773. next;
  774. cutin "bijou_death",4;
  775. mes "[Sarah]";
  776. mes "Is that all you want to say?";
  777. mes "Don't worry. I'll let Himelmez know of your brave contribution. Don't blame me, Bijou.";
  778. next;
  779. mes "[Bijou]";
  780. mes "Why...? Tell me why!";
  781. mes "...That...that little chick...Was that it? Because she's your sister? Was that it? Tell me, Sarah!";
  782. next;
  783. mes "[Bijou]";
  784. mes "~Groans~";
  785. specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
  786. disablenpc instance_npcname("Bijou#6mir");
  787. next;
  788. mes "[Sarah]";
  789. mes "......";
  790. mes "Your soul has been set free, Bijou.";
  791. next;
  792. cutin "hero_iris_01",2;
  793. mes "[Iris]";
  794. mes "(Did she save me...?)";
  795. next;
  796. mes "[Iris]";
  797. mes "Sarah...";
  798. mes "It's Sarah, right?";
  799. mes "People say we parted when we were little...";
  800. next;
  801. mes "[Iris]";
  802. mes "...So what's your plan, huh? Why...why did you save me?!";
  803. mes "Don't you ever think this will ever change my belief! I will never, ever forgive you!";
  804. next;
  805. mes "[Iris]";
  806. mes "Mom...Dad...Every people in our town. I'm going to revenge!";
  807. next;
  808. cutin "sarah_hero3",2;
  809. mes "[Sarah]";
  810. mes "Shut that mouth!";
  811. mes "Don't be a drama queen as if you're the only victim here.";
  812. mes "They just paid the price for what they sinned. The sin that they committed by killing my mother 12 years ago.";
  813. next;
  814. mes "[Sarah]";
  815. mes "Do you want me to tell you the truth? Those 'loved ones' you're incessantly talking about...Our great elder and the people in our town were actually...";
  816. next;
  817. mes "[Sarah]";
  818. mes "......";
  819. mes "Stop it...";
  820. mes "Ymir's Heart comes first, no matter what.";
  821. next;
  822. mes "[Sarah]";
  823. mes "Mark my word.";
  824. mes "I didn't let you live.";
  825. mes "I will let you die soon.";
  826. mes "I make sure you no longer see the light of day the next time when we meet.";
  827. next;
  828. mes "[Sarah]";
  829. mes "Don't you ever let anyone kill you until then, Iris.";
  830. mes "I'd better bid farewell for today, then.";
  831. disablenpc instance_npcname("Sarah#6mir");
  832. next;
  833. specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#6mir");
  834. cutin "fenrir_b",2;
  835. mes "[Fenrir]";
  836. mes "~Grunts~ That Valkyrie destroyed the ceiling when taking Ymir's Heart!";
  837. next;
  838. mes "[Fenrir]";
  839. mes "We'd better get out of here, too! This place is too dangerous!";
  840. close2;
  841. if (banquet_main_quest == 21) {
  842. erasequest 7700;// Once More!
  843. setquest 7701;// Lost Imir Heart
  844. banquet_main_quest = 22;
  845. }
  846. warp "prt_lib_q",88,83;
  847. end;
  848. }
  849. 1@mir,100,40,5 duplicate(dummy_npc) Iris#1mir 4_F_IRIS
  850. 1@mir,103,94,1 duplicate(dummy_npc) Fenrir#2mir 4_F_FENRIR
  851. 1@mir,102,98,3 duplicate(dummy_npc) Bijou#2mir 4_F_BIJOU
  852. 1@mir,100,85,7 duplicate(dummy_npc) Fenrir#3mir 4_F_FENRIR
  853. 1@mir,102,88,3 duplicate(dummy_npc) Bijou#3mir 4_F_BIJOU
  854. 1@mir,101,95,1 duplicate(dummy_npc) Renovated Amdarais#3mir 3448
  855. 1@mir,94,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1b 4_F_FENRIR,2,2
  856. 1@mir,112,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1c 4_F_FENRIR,2,2
  857. 1@mir,103,60,3 duplicate(Fenrir#boss1a) Fenrir#boss1d 4_F_FENRIR,2,2
  858. 1@mir,100,80,5 duplicate(dummy_npc) Iris#boss1a 4_F_IRIS
  859. 1@mir,91,73,5 duplicate(dummy_npc) Iris#boss1b 4_F_IRIS
  860. 1@mir,109,73,5 duplicate(dummy_npc) Iris#boss1c 4_F_IRIS
  861. 1@mir,100,60,5 duplicate(dummy_npc) Iris#boss1d 4_F_IRIS
  862. 1@mir,103,76,3 duplicate(Fenrir#boss1a) Fenrir#boss2a 4_F_FENRIR,2,2
  863. 1@mir,94,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2b 4_F_FENRIR,2,2
  864. 1@mir,112,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2c 4_F_FENRIR,2,2
  865. 1@mir,103,63,3 duplicate(Fenrir#boss1a) Fenrir#boss2d 4_F_FENRIR,2,2
  866. 1@mir,100,76,5 duplicate(dummy_npc) Iris#boss2a 4_F_IRIS
  867. 1@mir,91,70,5 duplicate(dummy_npc) Iris#boss2b 4_F_IRIS
  868. 1@mir,109,70,5 duplicate(dummy_npc) Iris#boss2c 4_F_IRIS
  869. 1@mir,100,63,5 duplicate(dummy_npc) Iris#boss2d 4_F_IRIS
  870. 1@mir,102,95,3 duplicate(dummy_npc) Bijou#4mir 4_F_BIJOU
  871. 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#4mir 4_F_FENRIR
  872. 1@mir,102,95,3 duplicate(dummy_npc) Bijou#5mir 4_F_BIJOU
  873. 1@mir,99,95,5 duplicate(dummy_npc) Sarah#5mir 4_F_SARAH
  874. 1@mir,100,90,7 duplicate(dummy_npc) Iris#5mir 4_F_IRIS
  875. 1@mir,102,95,3 duplicate(dummy_npc) Bijou#6mir 4_F_BIJOU
  876. 1@mir,104,95,3 duplicate(dummy_npc) Sarah#6mir 4_F_SARAH
  877. 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#6mir 4_F_FENRIR