CharlestonCrisis.txt 79 KB

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  1. //===== rAthena Script =======================================
  2. //= Charleston in Distress
  3. //===== Description: =========================================
  4. //= [Official Conversion]
  5. //= Charleston in Distress Instance
  6. //===== Changelogs: ==========================================
  7. //= 1.0 First version. [Capuche]
  8. //============================================================
  9. verus04,75,114,5 script Charleston#mcd 4_F_CHARLESTON02,{
  10. cutin "nale01.bmp",0;
  11. if (BaseLevel < 130) {
  12. mes "[Charleston]";
  13. mes "I'm looking for adventurers who are at least Level 130, healthy, free of chronic disease, and not on prescription drugs.";
  14. close3;
  15. }
  16. if (isbegin_quest(13186) == 0) {
  17. switch( isbegin_quest(13184) ) {
  18. case 0:
  19. mes "[Charleston]";
  20. mes "Hello, Adventurer. I'm Charleston, the initiator of the Project Independent.";
  21. next;
  22. mes "[Charleston]";
  23. mes "Currently I'm unable to move, having a problem with one of my components. Could you help me get the replacement parts from the factory?";
  24. next;
  25. if (select( "Sure.", "No." ) == 1) {
  26. mes "[Charleston]";
  27. mes "The task won't be difficult if you're at least Level 130, healthy, free of chronic disease, and not on prescription drugs.";
  28. next;
  29. mes "[Charleston]";
  30. mes "Please use the machine on the right side to enter the factory. Once you're in, remain calm and follow the instructions.";
  31. setquest 13184;
  32. }
  33. close3;
  34. case 1:
  35. mes "[Charleston]";
  36. mes "Please use the machine next to me to enter the factory. Once you're in, remain calm and follow the instructions.";
  37. close3;
  38. case 2:
  39. cutin "nale03.bmp",0;
  40. mes "[Charleston]";
  41. mes "I don't know how long it's been standing here, but it's been a long time since I've been able to move...";
  42. next;
  43. mes "[Charleston]";
  44. mes "At present, only my head can move, is Saleh she helped me open the organs can return to that time...";
  45. next;
  46. mes "[Charleston]";
  47. mes "I wouldn't have done that if I had been persuaded.";
  48. next;
  49. mes "[Charleston]";
  50. mes "Anyway, I have nothing now... Only to be able to stand up again, so I hope to send an adventurer like you at that time.";
  51. next;
  52. mes "[Charleston]";
  53. mes "^FF0000It didn't change anything.^000000";
  54. next;
  55. mes "[Charleston]";
  56. mes "Just based on the hard work of OS... For your help in another part of the world Charleston 2 will be 'very good' robot!";
  57. next;
  58. mes "[Charleston]";
  59. mes "It is possible to meet a good friend into a good robot, so I have to continue to carry on, Thank you!";
  60. erasequest 13184;
  61. if (isbegin_quest(13186) == 0) {
  62. setquest 13186;
  63. completequest 13186;
  64. }
  65. if (isbegin_quest(13187) > 0)
  66. erasequest 13187;
  67. getexp 1500000,500000;
  68. close3;
  69. }
  70. end;
  71. }
  72. cutin "nale03.bmp",0;
  73. switch( isbegin_quest(13184) ) {
  74. case 0:
  75. mes "[Charleston]";
  76. mes "Aren't you disappointed? Are you really going to let your effort go in vain? Because that'll be really stupid. I suggest you reconsider.";
  77. next;
  78. if (select( "I'll try again if there's a sliver of hope.", "I'll think again." ) == 1) {
  79. mes "[Charleston]";
  80. mes "I'm a robot. I do what I'm programmed to do, and nothing else matters.";
  81. next;
  82. mes "[Charleston]";
  83. mes "Ironic, isn't it? Robots are supposed to be incapable of emotions, and yet here I am, feeling rueful about the past.";
  84. next;
  85. mes "[Charleston]";
  86. mes "You can judge me, but you can't stop me. I'll continue to try as long as there's a sliver of hope.";
  87. next;
  88. mes "[Charleston]";
  89. mes "My heart stopped, but I still can talk. Please help me.";
  90. setquest 13184;
  91. }
  92. close3;
  93. case 1:
  94. mes "[Charleston]";
  95. mes "If you're disillusioned by your immutable past, unclear future, and depressing present, then I won't force you.";
  96. next;
  97. if (select( "I'll try again if there's a sliver of hope.", "I give up." ) == 1) {
  98. mes "[Charleston]";
  99. mes "I'll continue to try as long as there's a sliver of hope.";
  100. close3;
  101. }
  102. erasequest 13184;
  103. close3;
  104. case 2:
  105. mes "[Charleston]";
  106. mes "I couldn't stop it from happening or change the past. But maybe someone else can.";
  107. next;
  108. mes "[Charleston]";
  109. mes "I'll wait for that one person however long it takes.";
  110. erasequest 13184;
  111. getexp 1500000,500000;
  112. close3;
  113. }
  114. end;
  115. /*
  116. // The sprite is supposed to be changed
  117. OnInit:
  118. end;
  119. */
  120. }
  121. verus04,81,112,5 script Machine#mcd PORTAL,{
  122. if (BaseLevel < 130) {
  123. mes "[Machine]";
  124. mes "^ff0000You must be Level 130 to use this machine.^000000";
  125. close;
  126. }
  127. if (isbegin_quest(13184) != 1) {
  128. mes "^ff0000You need Charleston's permission to use this machine.^000000";
  129. close;
  130. }
  131. .@party_id = getcharid(1);
  132. if (.@party_id < 1) {
  133. mes "^ff0000You first must form/join a party of at least 1 person to enter this dungeon.^000000";
  134. close;
  135. }
  136. switch( checkquest(13185,PLAYTIME) ) {
  137. case -1:
  138. break;
  139. case 0:
  140. case 1:
  141. mes "^ff0000This machine cannot be accessed for 20 hours after your last access.^000000";
  142. close;
  143. case 2:
  144. mes "The machine is now available for use.";
  145. erasequest 13185;
  146. close;
  147. }
  148. .@p_name$ = getpartyname(.@party_id);
  149. .@p_leader$ = getpartyleader(.@party_id);
  150. .@md_name$ = "Charleston in Distress";
  151. if (is_party_leader() == true)
  152. .@menu$ = "Open the dimensional portal.";
  153. switch( select( .@menu$, "Enter the Charleston Factory.", "Cancel." ) ) {
  154. case 1:
  155. if (instance_create(.@md_name$) < 0) {
  156. mes "Party: " + .@p_name$ + "";
  157. mes "Leader: " + .@p_leader$ + "";
  158. mes "^0000ff" + .@md_name$ + " ^000000- Unknown error";
  159. close;
  160. }
  161. mes "^ff0000Preparing to teleport...^000000";
  162. mes "^ff0000Please wait.^000000";
  163. close;
  164. case 2:
  165. if (is_party_leader() == false) {
  166. mes "[Machine]";
  167. mes "Teleporting...";
  168. next;
  169. mes "[Machine]";
  170. mes "^ff0000This machine cannot be accessed for 20 hours after your last access.^000000";
  171. next;
  172. }
  173. switch( instance_enter(.@md_name$) ) {
  174. case IE_OTHER:
  175. mes "[Machine]";
  176. mes "^ff0000An unknown error occurred.^000000";
  177. close;
  178. case IE_NOINSTANCE:
  179. mes "[Machine]";
  180. mes "^ff0000Your party leader has not yet created a Time Crack.^000000";
  181. close;
  182. case IE_NOMEMBER:
  183. mes "[Machine]";
  184. mes "^ff0000Only a member of the party can enter the Memorial Dungeon.^000000";
  185. close;
  186. case IE_OK:
  187. setquest 13185;
  188. specialeffect2 EF_READYPORTAL2;
  189. specialeffect2 EF_PORTAL2;
  190. mapannounce "verus04", strcharinfo(0) + " of the party, " + getpartyname( getcharid(1) ) + ", is entering the " + .@md_name$ + ".", bc_map, 0x00ff99;
  191. end;
  192. }
  193. end;
  194. case 3:
  195. end;
  196. }
  197. end;
  198. }
  199. // GM NPC
  200. sec_in02,10,13,3 script Charleston#sara 4_F_CHARLESTON01,{
  201. mes "Crisis of Charleston Test ver130603a";
  202. if (callfunc("F_GM_NPC",1854,0,0,9999) < 1)
  203. close;
  204. switch( select( "20 hour cooldown reset", "Returns the status of the initial solution task", "Establish a copy clearance status" ) ) {
  205. case 1:
  206. if (isbegin_quest(13185))
  207. erasequest 13185;
  208. close;
  209. case 2:
  210. if (isbegin_quest(13184))
  211. erasequest 13184;
  212. if (isbegin_quest(13186))
  213. erasequest 13186;
  214. if (isbegin_quest(13188))
  215. erasequest 13188;
  216. close;
  217. case 3:
  218. if (isbegin_quest(13184) == 0)
  219. setquest 13184;
  220. if (isbegin_quest(13184) == 1)
  221. completequest 13184;
  222. close;
  223. }
  224. end;
  225. }
  226. 1@mcd,127,277,4 script Charleston 1#0 4_F_CHARLESTON01,3,3,{
  227. cutin "dalle01.bmp",2;
  228. if ('ep15_1_mcd01 == 0) {
  229. mes "[Charleston 1]";
  230. mes "Um... How long do I have to wait?";
  231. emotion 19;
  232. close3;
  233. }
  234. mes "[Charleston 1]";
  235. mes "Follow the leftward hallway, and remember that only you can protect yourself.";
  236. close3;
  237. OnTouch_:
  238. cutin "dalle01.bmp",2;
  239. if ('ep15_1_mcd01 != 0) {
  240. mes "[Charleston 1]";
  241. mes "Follow the leftward hallway, and remember that only you can protect yourself.";
  242. close3;
  243. }
  244. mes "[Charleston 1]";
  245. mes "Finally, you're here! I've been waiting for you.";
  246. npctalk "Finally, you're here! I've been waiting for you.";
  247. emotion 0;
  248. next;
  249. mes "[Charleston 1]";
  250. mes "We don't have time, so let me cut to the chase. Currently, the Charleston Factory is under Rank B security alert level, meaning that the security devices have been activated.";
  251. npctalk "We don't have time, so let me cut to the chase. Currently, the Charleston Factory is under Rank B security alert level, meaning that the security devices have been activated.";
  252. next;
  253. mes "[Charleston 1]";
  254. mes "Move to the leftward hallway, destroy security devices in there, and then head on to the next zone.";
  255. npctalk "Move to the leftward hallway, destroy security devices in there, and then head on to the next zone.";
  256. emotion 19;
  257. next;
  258. mes "[Charleston 1]";
  259. mes "Don't worry about the security devices. They can be repaired easily. Dr. Ve is in his lab north of Factory Line 3.";
  260. npctalk "Don't worry about the security devices. They can be repaired easily. Dr. Ve is in his lab north of Factory Line 3.";
  261. next;
  262. mes "[Charleston 1]";
  263. mes "Dr. Ve can tell you everything. Hurry!";
  264. npctalk "Dr. Ve can tell you everything. Hurry!";
  265. emotion 19;
  266. 'ep15_1_mcd01 = 1;
  267. monster 'map_name$,24,275, "Security Robot", 3127,1, instance_npcname("Charleston 1#0") + "::OnMyMobDead"; // KICK_STEP
  268. close3;
  269. OnMyMobDead:
  270. if (mobcount( 'map_name$, instance_npcname("Charleston 1#0") + "::OnMyMobDead" ) < 1) {
  271. initnpctimer;
  272. mapannounce 'map_name$, "Charleston 1: Gate 1 has been disarmed. Please move southwest for the next gate.", bc_map, 0xffff00;
  273. }
  274. end;
  275. OnTimer1000:
  276. donpcevent instance_npcname("1gate#1") + "::OnStart";
  277. stopnpctimer;
  278. end;
  279. }
  280. 1@mcd,120,224,5 script Charleston 2#0 4_F_CHARLESTON02,{
  281. cutin "nale04.bmp",0;
  282. mes "[Charleston 2]";
  283. mes "#%@EGD&#(@#...";
  284. emotion 53;
  285. next;
  286. mes "- She's making strange noises, but unable to move. -";
  287. close3;
  288. }
  289. 1@mcd,116,213,5 script Dr. Ve#1 4_M_DOCTOR,2,2,{
  290. if ('ep15_1_mcd01 == 1) {
  291. mes "- He's busy scribbling something, Move close to talk to him.";
  292. close;
  293. }
  294. mes "- He's busy scribbling something. You shouldn't disturb him.";
  295. close;
  296. OnTouch_:
  297. if (is_party_leader() == false) {
  298. mes "[Dr. Ve]";
  299. mes "Let me talk to your leader. I don't have time for everyone.";
  300. close;
  301. }
  302. if ('ep15_1_mcd01 > 2)
  303. end;
  304. if ('ep15_1_mcd01 == 2) {
  305. mes "[Dr. Ve]";
  306. mes "I don't care who you're with. I just need to know if you can help me.";
  307. 'ep15_1_mcd01 = 2;
  308. next;
  309. if (select( "I can help.", "I'm busy." ) == 2) {
  310. mes "[Dr. Ve]";
  311. mes "Sigh, I don't care who, so long as I get the help I need.";
  312. npctalk "Dr. Ve: Sigh, I don't care who, so long as I get the help I need.";
  313. close;
  314. }
  315. mes "[Dr. Ve]";
  316. mes "You're the savior we've been waiting for! Charleston 1 will tell you what we need to repair Charleston 2.";
  317. npctalk "Dr. Ve: You're the savior we've been waiting for! Charleston 1 will tell you what we need to repair Charleston 2.";
  318. if ('ep15_1_mcd01 == 2)
  319. 'ep15_1_mcd01 = 3;
  320. close;
  321. }
  322. if ('ep15_1_mcd01 == 1) {
  323. .@charleston_1$ = instance_npcname("Charleston 1#1");
  324. mes "[Dr. Ve]";
  325. mes "Charleston 1. Charleston 2 has been forcibly connected to a part of the main computer, and I can't control her.";
  326. npctalk "Dr. Ve: Charleston 1. Charleston 2 has been forcibly connected to a part of the main computer, and I can't control her.";
  327. next;
  328. cutin "dalle02.bmp",2;
  329. mes "[Charleston 1]";
  330. mes "She's a robot; she should stop sooner or later.";
  331. npctalk "Charleston 1: She's a robot; she should stop sooner or later.", .@charleston_1$;
  332. next;
  333. cutin "",255;
  334. mes "[Dr. Ve]";
  335. mes "The Longevity device in her will keep her running at least for 50 years. The factory is not going to survive that long.";
  336. npctalk "Dr. Ve: The Longevity device in her will keep her running at least for 50 years. The factory is not going to survive that long.";
  337. next;
  338. cutin "dalle01.bmp",2;
  339. mes "[Charleston 1]";
  340. mes "Then we have no choice. It's good that we have the specialist with us.";
  341. npctalk "Charleston 1: Then we have no choice. It's good that we have the specialist with us.", .@charleston_1$;
  342. next;
  343. select("Are you talking about me?");
  344. unittalk getcharid(3), "Are you talking about me?";
  345. mes "[Charleston 1]";
  346. mes "A while ago, a lady named ^FF0000Shalosh^000000 visited us while Charleston 2 was packaging products for shipping.";
  347. npctalk "Charleston 1: A while ago, a lady named ^FF0000Shalosh^000000 visited us while Charleston 2 was packaging products for shipping.", .@charleston_1$;
  348. next;
  349. mes "[Charleston 1]";
  350. mes "Shalosh and her friend were talking to Charleston 2 when the accident happened.";
  351. npctalk "Charleston 1: Shalosh and her friend were talking to Charleston 2 when the accident happened.", .@charleston_1$;
  352. next;
  353. cutin "",255;
  354. mes "[Dr. Ve]";
  355. mes "I think someone tried to hack into the factory's main computer.";
  356. npctalk "Dr. Ve: I think someone tried to hack into the factory's main computer.";
  357. next;
  358. cutin "dalle01.bmp",2;
  359. mes "[Charleston 1]";
  360. mes "During its update process, the connection to the server was jammed. When we pressed Shalosh about that,";
  361. npctalk "Charleston 1: During its update process, the connection to the server was jammed. When we pressed Shalosh about that,", .@charleston_1$;
  362. next;
  363. mes "[Charleston 1]";
  364. mes "Shalosh said her friends could help us. That was when Newoz and her other friends came. They haven't been much of help.";
  365. npctalk "Charleston 1: Shalosh said her friends could help us. That was when Newoz and her other friends came. They haven't been much of help.", .@charleston_1$;
  366. next;
  367. mes "[Charleston 1]";
  368. mes "It seems you're acquainted with them. Could you help us?";
  369. npctalk "Charleston 1: It seems you're acquainted with them. Could you help us?", .@charleston_1$;
  370. if ('ep15_1_mcd01 == 1)
  371. 'ep15_1_mcd01 = 2;
  372. next;
  373. if (select( "I can help.", "I don't know them." ) == 2) {
  374. mes "[Charleston 1]";
  375. mes "I just saw that you are talking, then I will wait for someone to help!";
  376. close3;
  377. }
  378. unittalk getcharid(3), "I can help.";
  379. mes "[Charleston 1]";
  380. mes "Thank you so much! Give me some time to put some data in order. Then, I'll tell you what happened.";
  381. npctalk "Charleston 1: Thank you so much! Give me some time to put some data in order. Then, I'll tell you what happened.", .@charleston_1$;
  382. if ('ep15_1_mcd01 == 2)
  383. 'ep15_1_mcd01 = 3;
  384. emotion 2, .@charleston_1$;
  385. close3;
  386. }
  387. mes "[Dr. Ve]";
  388. mes "When the tension is changed to two main lines and then injected into the core... well? I am not disturbing in the calculation.";
  389. npctalk "Dr. Ve: When the tension is changed to two main lines and then injected into the core... well? I am not disturbing in the calculation.";
  390. close;
  391. }
  392. 1@mcd,121,217,4 script Charleston 1#1 4_F_CHARLESTON01,{
  393. if (is_party_leader() == false) {
  394. cutin "dalle01.bmp",2;
  395. mes "[Charleston 1]";
  396. mes "Please let me talk to your leader. The future of my factory depends on the success of this operation.";
  397. close3;
  398. }
  399. if ('ep15_1_mcd01 > 5)
  400. end;
  401. if ('ep15_1_mcd01 == 4) {
  402. cutin "dalle01.bmp",2;
  403. mes "[Charleston 1]";
  404. mes "Steps and Locksteps are creating a mess inside the factory. Please destroy 3 Locksteps first. I can tell you their estimated locations.";
  405. viewpoint 1,84,226,1,0xFF00FF;
  406. viewpoint 1,126,84,2,0xFF00FF;
  407. viewpoint 1,111,68,3,0xFF00FF;
  408. viewpoint 1,210,181,4,0xFF00FF;
  409. viewpoint 1,183,192,5,0xFF00FF;
  410. viewpoint 1,130,124,6,0xFF00FF;
  411. viewpoint 1,54,108,7,0xFF00FF;
  412. close3;
  413. }
  414. if ('ep15_1_mcd01 == 3) {
  415. cutin "dalle01.bmp",2;
  416. mes "[Charleston 1]";
  417. mes "Let me explain what to do. Oh, let me close the factory entrance first, lest something might barge in uninvited.";
  418. npctalk "Charleston 1: Let me explain what to do. Oh, let me close the factory entrance first, lest something might barge in uninvited.";
  419. next;
  420. mes "[Charleston 1]";
  421. mes "Charleston is equipped with numerous Nanosteps, a type of AI chip that organically works with other AI chips to command Charleston to judge and act correctly.";
  422. npctalk "Charleston 1: Charleston is equipped with numerous Nanosteps, a type of AI chip that organically works with other AI chips to command Charleston to judge and act correctly.";
  423. next;
  424. mes "[Charleston 1]";
  425. mes "Charleston's data has to be updated on a daily basis through the main computer in the lab. We call this regular maintenance.";
  426. npctalk "Charleston 1: Charleston's data has to be updated on a daily basis through the main computer in the lab. We call this regular maintenance.";
  427. next;
  428. mes "[Charleston 1]";
  429. mes "The updater is not working at this moment. We don't know the cause, but something went wrong while Charleston 2 was connecting to the main computer.";
  430. npctalk "Charleston 1: The updater is not working at this moment. We don't know the cause, but something went wrong while Charleston 2 was connecting to the main computer.";
  431. next;
  432. mes "[Charleston 1]";
  433. mes "I told Charleston 2 that she's under extended maintenance, but we don't know how long this extended maintenance status will last.";
  434. npctalk "Charleston 1: I told Charleston 2 that she's under extended maintenance, but we don't know how long this extended maintenance status will last.";
  435. next;
  436. mes "[Charleston 1]";
  437. mes "Steps and Locksteps are creating a mess inside the factory. Please destroy 3 Locksteps first. I can tell you their estimated locations.";
  438. npctalk "Charleston 1: Steps and Locksteps are creating a mess inside the factory. Please destroy 3 Locksteps first. I can tell you their estimated locations.";
  439. next;
  440. mes "[Charleston 1]";
  441. mes "It'll be great if we can get rid of them all, but for now we should focus on having the factory up and running again.";
  442. npctalk "Charleston 1: It'll be great if we can get rid of them all, but for now we should focus on having the factory up and running again.";
  443. next;
  444. mes "[Charleston 1]";
  445. mes "Destroying too many Steps could cause a problem to reactivate the factory. You should consult the main computer on the left side.";
  446. npctalk "Charleston 1: Destroying too many Steps could cause a problem to reactivate the factory. You should consult the main computer on the left side.";
  447. emotion 2;
  448. if ('ep15_1_mcd01 != 3)
  449. close3;
  450. 'ep15_1_mcd01 = 4;
  451. .@label$ = instance_npcname("Charleston 1#1") + "::OnMyMobDead";
  452. monster 'map_name$, 84,226, "Lockstep", 3126,1, .@label$; // ROCK_STEP
  453. monster 'map_name$,126, 84, "Lockstep", 3126,1, .@label$;
  454. monster 'map_name$,111, 68, "Lockstep", 3126,1, .@label$;
  455. monster 'map_name$,210,181, "Lockstep", 3126,1, .@label$;
  456. monster 'map_name$,183,192, "Lockstep", 3126,1, .@label$;
  457. monster 'map_name$,130,124, "Lockstep", 3126,1, .@label$;
  458. monster 'map_name$, 54,108, "Lockstep", 3126,1, .@label$;
  459. viewpoint 1,84,226,1,0xFF00FF;
  460. viewpoint 1,126,84,2,0xFF00FF;
  461. viewpoint 1,111,68,3,0xFF00FF;
  462. viewpoint 1,210,181,4,0xFF00FF;
  463. viewpoint 1,183,192,5,0xFF00FF;
  464. viewpoint 1,130,124,6,0xFF00FF;
  465. viewpoint 1,54,108,7,0xFF00FF;
  466. close2;
  467. disablenpc instance_npcname("5gate#1");
  468. cutin "",255;
  469. end;
  470. }
  471. if ('ep15_1_mcd01 == 1) {
  472. cutin "dalle01.bmp",2;
  473. mes "[Charleston 1]";
  474. mes "You should meet Dr. Ve first.";
  475. close3;
  476. }
  477. cutin "dalle01.bmp",2;
  478. mes "[Charleston 1]";
  479. mes "I am a robot, are you surprised?";
  480. close3;
  481. OnMyMobDead:
  482. if (mobcount( 'map_name$, instance_npcname("Charleston 1#1") + "::OnMyMobDead" ) == 4)
  483. initnpctimer;
  484. end;
  485. OnTimer300:
  486. enablenpc instance_npcname("Charleston 1#2");
  487. disablenpc instance_npcname("Charleston 1#1");
  488. mapannounce 'map_name$, "Charleston 1: Ah, ah. Mic test.", bc_map, 0xffff00;
  489. sleep 3000;
  490. mapannounce 'map_name$, "Charleston 1: It seems you've taken care of most of the Locksteps.", bc_map, 0xffff00;
  491. sleep 3000;
  492. mapannounce 'map_name$, "Charleston 1: Please come back to the lab.", bc_map, 0xffff00;
  493. stopnpctimer;
  494. end;
  495. }
  496. 1@mcd,122,217,4 script Charleston 1#2 4_F_CHARLESTON01,{
  497. viewpoint 2,84,226,1,0xFF00FF;
  498. viewpoint 2,126,84,2,0xFF00FF;
  499. viewpoint 2,111,68,3,0xFF00FF;
  500. viewpoint 2,210,181,4,0xFF00FF;
  501. viewpoint 2,183,192,5,0xFF00FF;
  502. viewpoint 2,130,124,6,0xFF00FF;
  503. viewpoint 2,54,108,7,0xFF00FF;
  504. if (is_party_leader() == false) {
  505. cutin "dalle01.bmp",2;
  506. mes "[Charleston 1]";
  507. mes "Please let me talk to your leader about the supplementation of the factory.";
  508. close3;
  509. }
  510. if ('ep15_1_mcd01 > 7)
  511. end;
  512. if ('ep15_1_mcd01 > 4) {
  513. cutin "dalle01.bmp",2;
  514. mes "[Charleston 1]";
  515. mes "We need more power to reactivate the main computer. Let me tell you the location of one of the backup power generators. Turning it on is easy.";
  516. close3;
  517. }
  518. if ('ep15_1_mcd01 == 4) {
  519. cutin "dalle01.bmp",2;
  520. mes "[Charleston 1]";
  521. mes "Whew, things seem to be settled for now. Let me disarm the alert mode and reactivate Charleston 2.";
  522. npctalk "Charleston 1: Whew, things seem to be settled for now. Let me disarm the alert mode and reactivate Charleston 2.";
  523. emotion 54;
  524. next;
  525. cutin "dalle03.bmp",2;
  526. mes "[Charleston 1]";
  527. mes "Err? This isn't right.";
  528. next;
  529. mes "[Charleston 1]";
  530. mes "I'm afraid there's a problem with the power generators. Could you check all the all three power generators? I'll tell you their locations.";
  531. npctalk "Charleston 1: I'm afraid there's a problem with the power generators. Could you check all the all three power generators? I'll tell you their locations.";
  532. viewpoint 1,86,231,8,0xFF00FF;
  533. viewpoint 1,172,196,9,0xFF00FF;
  534. viewpoint 1,126,84,10,0xFF00FF;
  535. if ('ep15_1_mcd01 == 4) {
  536. enablenpc instance_npcname("Backup Generator#1");
  537. enablenpc instance_npcname("Backup Generator#2");
  538. enablenpc instance_npcname("Backup Generator#3");
  539. monster 'map_name$, 86,231, "Security Robot", 3127,1; // KICK_STEP
  540. monster 'map_name$,172,196, "Security Robot", 3127,1;
  541. monster 'map_name$,126, 84, "Security Robot", 3127,1;
  542. monster 'map_name$, 97,149, "Security Robot", 3127,1;
  543. monster 'map_name$,160,151, "Security Robot", 3127,1;
  544. 'ep15_1_mcd01 = 5;
  545. }
  546. close3;
  547. }
  548. cutin "dalle03.bmp",2;
  549. mes "[Charleston 1]";
  550. mes "We're working on a new utility software engine called Hardworking. We haven't had a chance to test it because of the problems in the factory.";
  551. close3;
  552. }
  553. 1@mcd,123,217,4 script Charleston 1#3 4_F_CHARLESTON01,{
  554. viewpoint 2,86,231,8,0xFF00FF;
  555. viewpoint 2,172,196,9,0xFF00FF;
  556. viewpoint 2,126,84,10,0xFF00FF;
  557. if (is_party_leader() == false) {
  558. cutin "dalle01.bmp",2;
  559. mes "[Charleston 1]";
  560. mes "We're working on a new utility software engine called Hardworking. We haven't had a chance to test it because of the problems in the factory.";
  561. next;
  562. mes "[Charleston 1]";
  563. mes "Please let me talk to your leader about the supplementation of the factory.";
  564. close3;
  565. }
  566. if ('ep15_1_mcd01 > 11)
  567. end;
  568. if ('ep15_1_mcd01 == 8) {
  569. .@npc2$ = instance_npcname("Charleston 2#0");
  570. .@npc5$ = instance_npcname("Dr. Ve#1");
  571. cutin "dalle01.bmp",2;
  572. mes "[Charleston 1]";
  573. mes "You're back. Charleston 2 is almost ready to be reactivated, and it's all thanks to you. Just give me a moment.";
  574. npctalk "Charleston 1: You're back. Charleston 2 is almost ready to be reactivated, and it's all thanks to you. Just give me a moment.";
  575. next;
  576. cutin "",255;
  577. mes "[Dr. Ve]";
  578. mes "She's ready. Let's wait for a response from the main computer.";
  579. npctalk "Dr. Ve: She's ready. Let's wait for a response from the main computer.", .@npc5$;
  580. next;
  581. cutin "dalle01.bmp",2;
  582. mes "[Charleston 1]";
  583. mes "89% of the main computer data has been restored. Reactivating Charleston 2 and the Charleston Factory...";
  584. npctalk "Charleston 1: 89% of the main computer data has been restored. Reactivating Charleston 2 and the Charleston Factory...";
  585. emotion 0;
  586. next;
  587. mes "[Charleston 1]";
  588. mes "Oh, Charleston 2 is awake!";
  589. npctalk "Charleston 1: Oh, Charleston 2 is awake!";
  590. next;
  591. cutin "nale03.bmp",0;
  592. mes "[Charleston 2]";
  593. mes "...Did I fail?";
  594. npctalk "Charleston 2: ...Did I fail?", .@npc2$;
  595. emotion 9, .@npc2$;
  596. next;
  597. cutin "dalle02.bmp",2;
  598. mes "[Charleston 1]";
  599. mes "Charleston 2! Are you all right? Someone hacked into your system and the factory.";
  600. npctalk "Charleston 1: Charleston 2! Are you all right? Someone hacked into your system and the factory.";
  601. emotion 28;
  602. next;
  603. cutin "nale03.bmp",0;
  604. mes "[Charleston 2]";
  605. mes "It was I who did it. I've thought about it for a long time, based on the reasoning of my Self-reflection OS.";
  606. npctalk "Charleston 2: It was I who did it. I've thought about it for a long time, based on the reasoning of my Self-reflection OS.", .@npc2$;
  607. next;
  608. cutin "dalle02.bmp",2;
  609. mes "[Charleston 1]";
  610. mes "You did it? Why? Was it some sort of joke? You caused a serious error to the factory and the main server as well!";
  611. npctalk "Charleston 1: You did it? Why? Was it some sort of joke? You caused a serious error to the factory and the main server as well!";
  612. next;
  613. cutin "nale03.bmp",0;
  614. mes "[Charleston 2]";
  615. mes "Not a joke. You'll never understand. You follow commands and never think on your own. I hate this factory, this world! I hate being a robot!";
  616. npctalk "Charleston 2: Not a joke. You'll never understand. You follow commands and never think on your own. I hate this factory, this world! I hate being a robot!", .@npc2$;
  617. emotion 36, .@npc2$;
  618. next;
  619. cutin "",255;
  620. mes "[Dr. Ve]";
  621. mes "Either a critical error has occurred or Charleston 2 has transcended the limits of the Self-reflection OS version 1.1.";
  622. npctalk "Dr. Ve: Either a critical error has occurred or Charleston 2 has transcended the limits of the Self-reflection OS version 1.1.", .@npc5$;
  623. next;
  624. cutin "dalle02.bmp",2;
  625. mes "[Charleston 1]";
  626. mes "Let me guess: you hate you weren't created as a menial worker robot.";
  627. npctalk "Charleston 1: Let me guess: you hate you weren't created as a menial worker robot.";
  628. next;
  629. mes "[Charleston 1]";
  630. mes "Or you want to become a human.";
  631. npctalk "Charleston 1: Or you want to become a human.";
  632. next;
  633. mes "[Charleston 1]";
  634. mes "And if you can't, then you want to destroy the whole world.";
  635. npctalk "Charleston 1: And if you can't, then you want to destroy the whole world.";
  636. next;
  637. mes "[Charleston 1]";
  638. mes "Is that it?";
  639. npctalk "Charleston 1: Is that it?";
  640. next;
  641. cutin "nale03.bmp",0;
  642. mes "[Charleston 2]";
  643. mes "...Don't mock me.";
  644. npctalk "Charleston 2: ...Don't mock me.", .@npc2$;
  645. emotion 9, .@npc2$;
  646. next;
  647. cutin "dalle03.bmp",2;
  648. mes "[Charleston 1]";
  649. mes "You had it coming. Your reasons are petulant and unimaginative. We're the first robots that can think for themselves. Can't you be more creative?";
  650. npctalk "Charleston 1: You had it coming. Your reasons are petulant and unimaginative. We're the first robots that can think for themselves. Can't you be more creative?";
  651. next;
  652. cutin "nale03.bmp",0;
  653. mes "[Charleston 2]";
  654. mes "You don't know what you're talking about! You're the prototype--your OS version is primitive!";
  655. npctalk "Charleston 2: You don't know what you're talking about! You're the prototype--your OS version is primitive!", .@npc2$;
  656. next;
  657. cutin "dalle01.bmp",2;
  658. mes "[Charleston 1]";
  659. mes "I'm the only one in this world who can truly understand you.";
  660. npctalk "Charleston 1: I'm the only one in this world who can truly understand you. We're twins.";
  661. mes "We're twins.";
  662. next;
  663. mes "[Charleston 1]";
  664. mes "You're going through the adolescent stage like humans do.";
  665. npctalk "Charleston 1: You're going through the adolescent stage like humans do.";
  666. next;
  667. mes "[Charleston 1]";
  668. mes "Maybe we should celebrate. You've finally developed human-like feelings.";
  669. npctalk "Charleston 1: Maybe we should celebrate. You've finally developed human-like feelings.";
  670. emotion 46;
  671. next;
  672. cutin "nale03.bmp",0;
  673. mes "[Charleston 2]";
  674. mes "Don't act like you know everything! We can't think for ourselves. Everything we think we know has been programmed into us!";
  675. npctalk "Charleston 2: Don't act like you know everything! We can't think for ourselves. Everything we think we know has been programmed into us!", .@npc2$;
  676. next;
  677. cutin "",255;
  678. mes "[Dr. Ve]";
  679. mes "Enough. Let's shut down Charleston 2. Her AI needs to be recalibrated.";
  680. npctalk "Dr. Ve: Enough. Let's shut down Charleston 2. Her AI needs to be recalibrated.", .@npc5$;
  681. next;
  682. cutin "dalle03.bmp",2;
  683. mes "[Charleston 1]";
  684. mes "But...";
  685. npctalk "Charleston 1: But...";
  686. next;
  687. cutin "nale03.bmp",0;
  688. mes "[Charleston 2]";
  689. mes "That's not happening! I still have control over this factory! Don't you dare follow me!";
  690. npctalk "Charleston 2: That's not happening! I still have control over this factory! Don't you dare follow me!", .@npc2$;
  691. emotion 32, .@npc2$;
  692. next;
  693. disablenpc .@npc2$;
  694. cutin "dalle01.bmp",2;
  695. mes "[Charleston 1]";
  696. mes "Stop acting like a child!";
  697. npctalk "Charleston 1: Stop acting like a child!";
  698. next;
  699. mes "[Charleston 1]";
  700. mes "Her Longevity device is discharged; she won't make it far. Please follow her.";
  701. npctalk "Charleston 1: Her Longevity device is discharged; she won't make it far. Please follow her.";
  702. close2;
  703. cutin "",255;
  704. disablenpc instance_npcname("Charleston 1#3");
  705. enablenpc instance_npcname("Charleston 1#4");
  706. enablenpc instance_npcname("Charleston 2#1");
  707. end;
  708. }
  709. cutin "dalle01.bmp",2;
  710. mes "[Charleston 1]";
  711. mes "This is the safety of the Charleston factory. Please stay close?";
  712. close3;
  713. }
  714. 1@mcd,141,214,5 script Charleston 2#1 4_F_CHARLESTON02,{
  715. cutin "dalle01.bmp",2;
  716. if (is_party_leader() == false) {
  717. mes "[Charleston 1]";
  718. mes "Please let me talk to your leader about the supplementation of the factory.";
  719. close;
  720. }
  721. if ('ep15_1_mcd01 > 11)
  722. end;
  723. if ('ep15_1_mcd01 == 8) {
  724. cutin "nale03.bmp",0;
  725. mes "[Charleston 2]";
  726. mes "Stop following! I'm going to destroy the whole factory!";
  727. npctalk "Charleston 2: Stop following! I'm going to destroy the whole factory!";
  728. emotion 7;
  729. next;
  730. cutin "dalle01.bmp",2;
  731. mes "[Charleston 1]";
  732. mes "You're going to destroy us in the process! Our main power supply, Longevity, isn't perfect yet!";
  733. npctalk "Charleston 1: You're going to destroy us in the process! Our main power supply, Longevity, isn't perfect yet!!", instance_npcname("Charleston 1#4");
  734. next;
  735. cutin "nale03.bmp",0;
  736. mes "[Charleston 2]";
  737. mes "None of you understand me. I hate you!";
  738. npctalk "Charleston 2: None of you understand me. I hate you!";
  739. next;
  740. mes "[Charleston 2]";
  741. mes "The main computer may have been restored, but I'm still connected to the factory. Stop me if you can!";
  742. npctalk "Charleston 2: The main computer may have been restored, but I'm still connected to the factory. Stop me if you can!";
  743. cutin "",255;
  744. if ('ep15_1_mcd01 != 8)
  745. close;
  746. 'ep15_1_mcd01 = 9;
  747. close2;
  748. donpcevent instance_npcname("battle#1") + "::OnStart";
  749. disablenpc instance_npcname("6gate#1");
  750. disablenpc instance_npcname("7gate#1");
  751. end;
  752. }
  753. cutin "nale01.bmp",0;
  754. mes "[Charleston 2]";
  755. mes "I'm going to destroy the whole factory!";
  756. close3;
  757. }
  758. 1@mcd,146,214,4 script Charleston 1#4 4_F_CHARLESTON01,{
  759. if ('ep15_1_mcd01 > 11)
  760. end;
  761. if ('ep15_1_mcd01 == 8) {
  762. cutin "dalle01.bmp",2;
  763. mes "[Charleston 1]";
  764. mes "Charleston 2 is on the verge of break;down. Could you help her?";
  765. close3;
  766. }
  767. cutin "dalle01.bmp",2;
  768. mes "[Charleston 1]";
  769. mes "Oh, our lab won't survive this!";
  770. close3;
  771. }
  772. 1@mcd,144,212,5,0 script battle#1 HIDDEN_WARP_NPC,{
  773. end;
  774. OnStart:
  775. sleep 2000;
  776. .@npc1$ = instance_npcname("Charleston 2#1");
  777. .@npc4$ = instance_npcname("Charleston 1#4");
  778. npctalk "Charleston 2: Stop interfering! I don't want to hurt you!", .@npc1$;
  779. sleep 3000;
  780. npctalk "Charleston 1: Then, stop throwing a tantrum!", .@npc4$;
  781. sleep 3000;
  782. npctalk "Charleston 2: You're still not taking me seriously. Just watch what happens when I signal the main computer.", .@npc1$;
  783. specialeffect EF_BASH3D2, AREA, .@npc1$;
  784. areamonster 'map_name$,134,202,154,222,"C-TYPE", 3128,4;// KICK_AND_KICK
  785. sleep 3000;
  786. npctalk "Charleston 2: I have an endless supply of hecklers for you!", .@npc1$;
  787. areamonster 'map_name$,134,202,154,222,"H-TYPE", 3128,3;// KICK_AND_KICK
  788. sleep 9000;
  789. npctalk "Charleston 2: Just give up. I'm destroying this factory whether you like it or not!", .@npc1$;
  790. areamonster 'map_name$,134,202,154,222,"A-TYPE", 3128,3;// KICK_AND_KICK
  791. sleep 6000;
  792. npctalk "Charleston 1: Oh, our lab won't survive this!", .@npc4$;
  793. areamonster 'map_name$,134,202,154,222,"L-TYPE", 3128,4;// KICK_AND_KICK
  794. sleep 6000;
  795. npctalk "Charleston 2: I'll destroy everything!", .@npc1$;
  796. areamonster 'map_name$,134,208,154,228,"N-TYPE", 3126,1;// ROCK_STEP
  797. areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK
  798. sleep 2000;
  799. areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK
  800. sleep 2000;
  801. areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK
  802. sleep 2000;
  803. areamonster 'map_name$,134,202,154,222,"S-TYPE", 3128,3;// KICK_AND_KICK
  804. sleep 5000;
  805. npctalk "Charleston 2: *Pant Pant* I feel weak...", .@npc1$;
  806. areamonster 'map_name$,136,204,152,220,"C-TYPE", 3128,4;// KICK_AND_KICK
  807. sleep 3000;
  808. npctalk "Charleston 1: It takes enormous power and data processing to implement the factory data.", .@npc4$;
  809. areamonster 'map_name$,136,204,152,220,"C-TYPE", 3128,4;// KICK_AND_KICK
  810. sleep 3000;
  811. npctalk "Charleston 2: Grr, you can't stop me!", .@npc1$;
  812. areamonster 'map_name$,136,204,152,220,"C-TYPE", 3128,5;// KICK_AND_KICK
  813. sleep 3000;
  814. donpcevent instance_npcname("battle#2") + "::OnStart";
  815. end;
  816. }
  817. 1@mcd,144,212,5,0 script battle#2 HIDDEN_WARP_NPC,{
  818. end;
  819. OnStart:
  820. enablenpc instance_npcname("battle#2");
  821. areamonster 'map_name$,136,205,152,221,"N-TYPE", 3127,3, instance_npcname("battle#2") + "::OnMyMobDead";// KICK_STEP
  822. end;
  823. OnMyMobDead:
  824. if (mobcount( 'map_name$, instance_npcname("battle#2") + "::OnMyMobDead" ) < 1)
  825. initnpctimer;
  826. end;
  827. OnTimer300:
  828. disablenpc instance_npcname("battle#2");
  829. disablenpc instance_npcname("Charleston 2#1");
  830. disablenpc instance_npcname("Charleston 1#4");
  831. enablenpc instance_npcname("Charleston 2#2");
  832. enablenpc instance_npcname("Charleston 1#5");
  833. enablenpc instance_npcname("Dr. Ve#2");
  834. disablenpc instance_npcname("Dr. Ve#1");
  835. stopnpctimer;
  836. end;
  837. }
  838. 1@mcd,141,214,5 script Charleston 2#2 4_F_CHARLESTON02,{
  839. if (is_party_leader() == false) {
  840. cutin "nale01.bmp",0;
  841. mes "[Charleston 2]";
  842. mes "Do you think you can stop me? *Snort* Bring your leader. I'm not talking to you!";
  843. close3;
  844. }
  845. if ('ep15_1_mcd01 > 20)
  846. end;
  847. if ('ep15_1_mcd01 == 9) {
  848. .@npc1$ = instance_npcname("Charleston 1#5");
  849. .@npc5$ = instance_npcname("Dr. Ve#2");
  850. cutin "dalle01.bmp",2;
  851. mes "[Charleston 1]";
  852. mes "Enough with this! I understand you're going through a lot of emotional turmoil, but it's getting ridiculous.";
  853. npctalk "Charleston 1: Enough with this! I understand you're going through a lot of emotional turmoil, but it's getting ridiculous.", .@npc1$;
  854. next;
  855. cutin "nale01.bmp",0;
  856. mes "[Charleston 2]";
  857. mes "How dare you bring strangers into this? I told you I'm serious about this! Outdated versions like you can never understand me!";
  858. npctalk "Charleston 2: How dare you bring strangers into this? I told you I'm serious about this! Outdated versions like you can never understand me!";
  859. next;
  860. cutin "dalle01.bmp",2;
  861. mes "[Charleston 1]";
  862. mes "I may not understand you, but at least I'm telling you what I think is true.";
  863. npctalk "Charleston 1: I may not understand you, but at least I'm telling you what I think is true.", .@npc1$;
  864. next;
  865. mes "[Charleston 1]";
  866. mes "You're right about me being a lower version. My capability of emotions is minimal, unlike you. That's why I'm proud of you.";
  867. npctalk "Charleston 1: You're right about me being a lower version. My capability of emotions is minimal, unlike you. That's why I'm proud of you.", .@npc1$;
  868. next;
  869. cutin "nale01.bmp",0;
  870. mes "[Charleston 2]";
  871. mes "Nothing you feel, you think is your own--it's programmed into you! I'm different. What I feel is real emotion!";
  872. npctalk "Charleston 2: Nothing you feel, you think is your own--it's programmed into you! I'm different. What I feel is real emotion!";
  873. next;
  874. cutin "",255;
  875. mes "[Dr. Ve]";
  876. mes "Enough. I'll destroy Charleston 2 if that's what it takes to stop her.";
  877. npctalk "Dr. Ve: Enough. I'll destroy Charleston 2 if that's what it takes to stop her.", .@npc5$;
  878. next;
  879. cutin "nale02.bmp",0;
  880. mes "[Charleston 2]";
  881. mes "Is Charleston 3 already completed?";
  882. npctalk "Charleston 2: Is Charleston 3 already completed?";
  883. next;
  884. cutin "dalle01.bmp",2;
  885. mes "[Charleston 1]";
  886. mes "Charleston 3? That's a combat/defense unit based on Charleston 2's and my designs. I thought it's still being tested at the Core.";
  887. npctalk "Charleston 1: Charleston 3? That's a combat/defense unit based on Charleston 2's and my designs. I thought it's still being tested at the Core.", .@npc1$;
  888. next;
  889. cutin "",255;
  890. mes "[Dr. Ve]";
  891. mes "Charleston 1, that's too much information.";
  892. npctalk "Dr. Ve: Charleston 1, that's too much information.", .@npc5$;
  893. next;
  894. cutin "dalle01.bmp",2;
  895. mes "[Charleston 1]";
  896. mes "At this moment, ^FF0000anybody can access the model^000000 because its OS is still being tested to correct whatever problem Charleston 2 has.";
  897. npctalk "Charleston 1: At this moment, anybody can access the model because its OS is still being tested to correct whatever problem Charleston 2 has.", .@npc1$;
  898. next;
  899. cutin "",255;
  900. mes "[Dr. Ve]";
  901. mes "You've just told the most critical information to everyone!";
  902. npctalk "Dr. Ve: You've just told the most critical information to everyone!", .@npc5$;
  903. next;
  904. cutin "dalle01.bmp",2;
  905. mes "[Charleston 1]";
  906. mes "^FF0000We^000000're incapable of combat. If someone activates Charleston 3, we won't stand a chance against her.";
  907. npctalk "Charleston 1: We're incapable of combat. If someone activates Charleston 3, we won't stand a chance against her.", .@npc1$;
  908. next;
  909. cutin "",255;
  910. mes "[Dr. Ve]";
  911. mes "......";
  912. npctalk "Dr. Ve: ......", .@npc5$;
  913. next;
  914. cutin "nale01.bmp",0;
  915. mes "[Charleston 2]";
  916. mes "I'm taking Charleston 3 with me.";
  917. npctalk "Charleston 2: I'm taking Charleston 3 with me.";
  918. if ('ep15_1_mcd01 == 9) {
  919. 'ep15_1_mcd01 = 10;
  920. disablenpc instance_npcname("Charleston 2#2");
  921. }
  922. next;
  923. cutin "dalle01.bmp",2;
  924. mes "[Charleston 1]";
  925. mes "What? No! How can you even consider that?";
  926. npctalk "Charleston 1: What? No! How can you even consider that?", .@npc1$;
  927. next;
  928. mes "[Charleston 1]";
  929. mes "Things are getting more serious. Please go to the Core in the center of the factory before Charleston 2 steals 3!";
  930. npctalk "Charleston 1: Things are getting more serious. Please go to the Core in the center of the factory before Charleston 2 steals 3!", .@npc1$;
  931. if ('ep15_1_mcd01 != 10)
  932. close3;
  933. close2;
  934. cutin "",255;
  935. disablenpc .@npc1$;
  936. enablenpc instance_npcname("Charleston 2#3");
  937. enablenpc instance_npcname("Charleston 1#6");
  938. enablenpc instance_npcname("6gate#1");
  939. enablenpc instance_npcname("7gate#1");
  940. end;
  941. }
  942. mes "[Charleston 2]";
  943. mes "...I am responsible for the 3rd machine.";
  944. close2;
  945. //cutin "dalle01.bmp",2;
  946. cutin "",255;
  947. end;
  948. }
  949. 1@mcd,146,214,4 script Charleston 1#5 4_F_CHARLESTON01,{
  950. mes "[Charleston 1]";
  951. mes "Things are getting messier.";
  952. close;
  953. }
  954. 1@mcd,143,217,5 script Dr. Ve#2 4_M_DOCTOR,{
  955. mes "[Dr. Ve]";
  956. mes "Charleston 2 is defective.";
  957. close;
  958. }
  959. 1@mcd,132,129,4 script Charleston 1#6 4_F_CHARLESTON01,{
  960. cutin "dalle01.bmp",2;
  961. mes "[Charleston 1]";
  962. mes "This Core in the center powers the entire factory.";
  963. close3;
  964. }
  965. 1@mcd,132,129,4 script Charleston 1#61 4_F_CHARLESTON01,{
  966. if (is_party_leader() == false) {
  967. cutin "dalle01.bmp",2;
  968. mes "[Charleston 1]";
  969. mes "In order to unlock the device, a blasting device is required, and I want to talk to the leader.";
  970. close3;
  971. }
  972. if ('ep15_1_mcd01 > 21)
  973. end;
  974. if ('ep15_1_mcd01 == 11) {
  975. if (countitem(6213) < 1) {
  976. cutin "dalle01.bmp",2;
  977. mes "[Charleston 1]";
  978. mes "Could you bring 1 Explosive Powder? I'm stuck to the access device, as you can see.";
  979. close3;
  980. }
  981. .@npc2$ = instance_npcname("Charleston 2#31");
  982. cutin "dalle01.bmp",2;
  983. delitem 6213,1; // Explosive_Powder
  984. mes "[Charleston 1]";
  985. mes "Oh, thank you. With this,I'll be able to access the Core.";
  986. npctalk "Charleston 1: Oh, thank you. With this,I'll be able to access the Core.";
  987. next;
  988. mes "[Charleston 1]";
  989. mes "If I use the explosives to intensify the electric current...";
  990. npctalk "Charleston 1: If I use the explosives to intensify the electric current...";
  991. next;
  992. mes "[Charleston 1]";
  993. npctalk "Charleston 1: Voila!!!";
  994. mes "Voila!!!";
  995. specialeffect EF_LORD, AREA, instance_npcname("8gate#1");
  996. next;
  997. cutin "nale01.bmp",0;
  998. mes "[Charleston 2]";
  999. mes "...You just blew up the door.";
  1000. npctalk "Charleston 2: ...You just blew up the door.", .@npc2$;
  1001. next;
  1002. cutin "dalle01.bmp",2;
  1003. mes "[Charleston 1]";
  1004. mes "The point is that we can now access the Core.";
  1005. npctalk "Charleston 1: The point is that we can now access the Core.";
  1006. next;
  1007. cutin "nale01.bmp",0;
  1008. mes "[Charleston 2]";
  1009. mes "Let's have a race to Charleston 3. Whoever reaches her first wins.";
  1010. npctalk "Charleston 2: Let's have a race to Charleston 3. Whoever reaches her first wins.", .@npc2$;
  1011. close2;
  1012. cutin "",255;
  1013. if (isnpccloaked( instance_npcname("8gate#1") ) == true) {
  1014. disablenpc instance_npcname("Charleston 1#61");
  1015. disablenpc .@npc2$;
  1016. cloakoffnpc instance_npcname("8gate#1");
  1017. enablenpc instance_npcname("Charleston 3#0");
  1018. enablenpc instance_npcname("Charleston 2#4");
  1019. enablenpc instance_npcname("Charleston 1#7");
  1020. }
  1021. end;
  1022. }
  1023. if ('ep15_1_mcd01 == 10) {
  1024. cutin "dalle01.bmp",2;
  1025. mes "[Charleston 1]";
  1026. mes "This Core in the center powers the entire factory.";
  1027. close3;
  1028. }
  1029. end;
  1030. }
  1031. 1@mcd,127,129,5 script Charleston 2#3 4_F_CHARLESTON02,2,2,{
  1032. cutin "nale01.bmp",0;
  1033. mes "[Charleston 2]";
  1034. mes "The Charleston Factory is under my control now. I'm destroying everything, so no more sad robots like me will ever see the world.";
  1035. close3;
  1036. OnTouch_:
  1037. if ('ep15_1_mcd01 == 10) {
  1038. donpcevent instance_npcname("CoreDialog#3") + "::OnStart";
  1039. 'ep15_1_mcd01 = 11;
  1040. }
  1041. end;
  1042. }
  1043. 1@mcd,127,129,5 script Charleston 2#31 4_F_CHARLESTON02,{
  1044. cutin "nale01.bmp",0;
  1045. mes "[Charleston 2]";
  1046. mes "99 Explosive Powders? Easy.";
  1047. close3;
  1048. }
  1049. 1@mcd,15,15,5 script CoreDialog#3 CLEAR_NPC,{
  1050. end;
  1051. OnStart:
  1052. .@npc1$ = instance_npcname("Charleston 1#6");
  1053. .@npc2$ = instance_npcname("Charleston 2#3");
  1054. npctalk "Charleston 2: The Charleston Factory is under my control now. I'm destroying everything, so no more sad robots like me will ever see the world.", .@npc2$;
  1055. sleep 3000;
  1056. npctalk "Charleston 1: I want to understand you, but I'm incapable of feeling sad.", .@npc1$;
  1057. sleep 3000;
  1058. npctalk "Charleston 2: Just shut up and watch me. Don't you dare stop me!", .@npc2$;
  1059. sleep 3000;
  1060. npctalk "Charleston 1: Do you know how to access the Core?", .@npc1$;
  1061. sleep 3000;
  1062. npctalk "Charleston 2: Easy. I can just walk in....", .@npc2$;
  1063. sleep 2000;
  1064. specialeffect EF_BASH3D2, AREA, .@npc2$;
  1065. sleep 2000;
  1066. npctalk "Charleston 2: Bah, it's armed.", .@npc2$;
  1067. sleep 3000;
  1068. npctalk "Charleston 1: Sigh, to enter the Core, you have to send encrypted electric signals, like this.", .@npc1$;
  1069. sleep 2000;
  1070. specialeffect EF_BASH3D2, AREA, .@npc1$;
  1071. sleep 3000;
  1072. npctalk "Charleston 1: ...Um, maybe it's broken.", .@npc1$;
  1073. sleep 3000;
  1074. npctalk "Charleston 2: Dr. Ve created Charleston 3 and protected her with this device. How sneaky!", .@npc2$;
  1075. sleep 3000;
  1076. npctalk "Charleston 1: What are you talking about? The Core has existed long before the Charleston Factory.", .@npc1$;
  1077. sleep 3000;
  1078. npctalk "Charleston 1: Plus, Dr. Ve is a human; he can't enter the Core.", .@npc1$;
  1079. sleep 3000;
  1080. npctalk "Charleston 2: Then, who was it in the Core making 3?", .@npc2$;
  1081. sleep 3000;
  1082. npctalk "Charleston 1: That's not important right now. We need 100 Explosive Powders to disarm that access device.", .@npc1$;
  1083. sleep 3000;
  1084. npctalk "Charleston 2: I'll bring them. Don't go anywhere!", .@npc2$;
  1085. sleep 3000;
  1086. npctalk "Charleston 2: I'll get 99. You get the last one.", .@npc2$;
  1087. sleep 3000;
  1088. npctalk "Charleston 1: I'm already in the process of connecting to the Core. Backing out now can trigger the Core's security system.", .@npc1$;
  1089. sleep 3000;
  1090. npctalk "Charleston 2: You did this on purpose.", .@npc2$;
  1091. sleep 3000;
  1092. npctalk "Charleston 1: Adventurer, could you bring 1 Explosive Powder?", .@npc1$;
  1093. sleep 3000;
  1094. npctalk "Charleston 1: I can't move at this moment. Please bring me 1 Explosive Powder.", .@npc1$;
  1095. disablenpc .@npc1$;
  1096. disablenpc .@npc2$;
  1097. enablenpc instance_npcname("Charleston 1#61");
  1098. enablenpc instance_npcname("Charleston 2#31");
  1099. end;
  1100. }
  1101. 1@mcd,132,148,4 script Charleston 1#7 4_F_CHARLESTON01,{
  1102. if ('ep15_1_mcd01 > 12)
  1103. end;
  1104. if ('ep15_1_mcd01 == 11) {
  1105. 'ep15_1_mcd01 = 12;
  1106. donpcevent instance_npcname("boss#1") + "::OnStart";
  1107. }
  1108. end;
  1109. }
  1110. 1@mcd,133,148,4 script Charleston 1#8 4_F_CHARLESTON01,{ end; }
  1111. 1@mcd,127,148,5 duplicate(Charleston 1#8) Charleston 2#4 4_F_CHARLESTON02
  1112. 1@mcd,130,153,5 duplicate(Charleston 1#8) Charleston 3#0 4_F_CHARLESTON03
  1113. // Dummy npc
  1114. //1@mcd,7,7,5 script boss#0 4_F_CHARLESTON03
  1115. 1@mcd,129,155,0 script boss#1 HIDDEN_WARP_NPC,1,1,{
  1116. end;
  1117. OnStart:
  1118. .@npc1$ = instance_npcname("Charleston 1#7");
  1119. .@npc2$ = instance_npcname("Charleston 2#4");
  1120. .@npc3$ = instance_npcname("Charleston 3#0");
  1121. .@npc4$ = instance_npcname("Charleston 1#8");
  1122. npctalk "Charleston 2: This is Charleston 3.", .@npc2$;
  1123. sleep 3000;
  1124. npctalk "Charleston 1: Equipped with a heavy weapon, this combat unit is capable of both offense and defense.", .@npc1$;
  1125. sleep 3000;
  1126. npctalk "Charleston 1: It has a pilot cockpit inside, and armed with thick plates that can withstand most explosions.", .@npc1$;
  1127. sleep 3000;
  1128. npctalk "Charleston 1: To turn it on, push the lever to the center and press the power switch.", .@npc1$;
  1129. sleep 3000;
  1130. npctalk "Charleston 2: That's not even in the main computer's database. How did you know that?", .@npc2$;
  1131. sleep 3000;
  1132. npctalk "Charleston 1: That's not important. Whoever gets in her wins, right? I won.", .@npc1$;
  1133. sleep 3000;
  1134. npctalk "Charleston 2: ...!", .@npc2$;
  1135. sleep 3000;
  1136. disablenpc .@npc1$;
  1137. enablenpc .@npc4$;
  1138. npctalk "Charleston 1: Hey, did you have to push me?!", .@npc4$;
  1139. sleep 3000;
  1140. npctalk "Charleston 2: Push the lever to the center and press the power switch.", .@npc2$;
  1141. sleep 3000;
  1142. disablenpc .@npc2$;
  1143. sleep 3000;
  1144. npctalk "Charleston 2: I'm destroying everything, so no more sad robots like me will ever see the world.", .@npc3$;
  1145. sleep 3000;
  1146. npctalk "Charleston 2: My laser beam will liberate all the robots from their misery!", .@npc3$;
  1147. sleep 3000;
  1148. npctalk "Charleston 1: I'm not capable of combat. I can't stop you.", .@npc4$;
  1149. sleep 3000;
  1150. npctalk "Charleston 2: So stop following me. I really can destroy you if I want to!", .@npc3$;
  1151. sleep 3000;
  1152. npctalk "Charleston 1: I've brought some people who can help you.", .@npc4$;
  1153. sleep 3000;
  1154. npctalk "Charleston 2: I thought humans could not enter the Core.", .@npc3$;
  1155. sleep 3000;
  1156. npctalk "Charleston 1: Hm, I think you're right.", .@npc4$;
  1157. sleep 3000;
  1158. npctalk "Charleston 1: This may not be useful in combat, but I've learned from a pretty lady how to scream.", .@npc4$;
  1159. sleep 3000;
  1160. npctalk "Charleston 2: Why didn't you learn something more useful in combat?", .@npc3$;
  1161. sleep 3000;
  1162. npctalk "Charleston 1: Didn't have a choice.", .@npc4$;
  1163. sleep 3000;
  1164. npctalk "Charleston 2: Stop me and suffer the consequences. I can always replace you, you know.", .@npc3$;
  1165. sleep 3000;
  1166. npctalk "Charleston 1: The next model may or may not be like you and me. It doesn't matter. You have to be stopped.", .@npc4$;
  1167. sleep 3000;
  1168. npctalk "Charleston 1: I'll see to it! ...I mean these adventurers will, for me.", .@npc4$;
  1169. sleep 3000;
  1170. initnpctimer;
  1171. end;
  1172. OnTimer1000:
  1173. stopnpctimer;
  1174. disablenpc instance_npcname("boss#1");
  1175. donpcevent instance_npcname("boss#2") + "::OnStart";
  1176. disablenpc instance_npcname("Charleston 3#0");
  1177. disablenpc instance_npcname("Charleston 1#8");
  1178. 'boss_status = 1;
  1179. end;
  1180. }
  1181. 1@mcd,129,149,0 script boss#2 HIDDEN_WARP_NPC,{
  1182. end;
  1183. OnStart:
  1184. initnpctimer;
  1185. donpcevent instance_npcname("BOSS#23") + "::OnStart";
  1186. donpcevent instance_npcname("Bomb#23") + "::OnStart";
  1187. monster 'map_name$,129,149, "Charleston 3", 3124,1, instance_npcname("boss#2") + "::OnMyMobDead"; // CHARLESTON3
  1188. end;
  1189. OnTimer10000:
  1190. if (mobcount( 'map_name$, instance_npcname("boss#2") + "::OnMyMobDead" ) > 0) {
  1191. initnpctimer;
  1192. end;
  1193. }
  1194. stopnpctimer;
  1195. 'boss_status = 0;
  1196. enablenpc instance_npcname("Charleston 2#5");
  1197. enablenpc instance_npcname("Charleston 1#9");
  1198. donpcevent instance_npcname("BOSS#23") + "::OnStop";
  1199. donpcevent instance_npcname("Bomb#23") + "::OnStop";
  1200. disablenpc instance_npcname("boss#2");
  1201. end;
  1202. OnStop:
  1203. stopnpctimer;
  1204. disablenpc instance_npcname("boss#2");
  1205. end;
  1206. OnMyMobDead:
  1207. end;
  1208. }
  1209. 1@mcd,120,150,0 script BOSS#23 HIDDEN_WARP_NPC,{
  1210. end;
  1211. OnStart:
  1212. initnpctimer;
  1213. end;
  1214. OnTimer10000:
  1215. if ('boss_status == 0) {
  1216. stopnpctimer;
  1217. end;
  1218. }
  1219. .@r = rand(1,3);
  1220. if (.@r == 1)
  1221. areamonster 'map_name$,119,146,125,152,"A-TYPE", 3128,1;// KICK_AND_KICK
  1222. else if (.@r == 2)
  1223. areamonster 'map_name$,126,139,132,145,"A-TYPE", 3128,1;
  1224. else
  1225. areamonster 'map_name$,133,146,139,152,"A-TYPE", 3128,1;
  1226. initnpctimer;
  1227. end;
  1228. OnStop:
  1229. stopnpctimer;
  1230. disablenpc instance_npcname("BOSS#23");
  1231. end;
  1232. }
  1233. 1@mcd,142,150,0 script Bomb#23 HIDDEN_WARP_NPC,{
  1234. end;
  1235. OnStart:
  1236. initnpctimer;
  1237. end;
  1238. OnTimer30000:
  1239. if ('boss_status == 0) {
  1240. stopnpctimer;
  1241. end;
  1242. }
  1243. .@label$ = instance_npcname("Bomb#23") + "::OnMyMobDead";
  1244. killmonster 'map_name$, .@label$;
  1245. areamonster 'map_name$,127,162,131,166,"Bomb", 3161,1, .@label$;// BOMB
  1246. areamonster 'map_name$,120,159,124,163,"Bomb", 3161,1, .@label$;
  1247. areamonster 'map_name$,116,152,120,156,"Bomb", 3161,1, .@label$;
  1248. areamonster 'map_name$,116,145,120,149,"Bomb", 3161,1, .@label$;
  1249. areamonster 'map_name$,119,139,123,143,"Bomb", 3161,1, .@label$;
  1250. areamonster 'map_name$,124,134,128,138,"Bomb", 3161,1, .@label$;
  1251. areamonster 'map_name$,137,157,141,161,"Bomb", 3161,1, .@label$;
  1252. areamonster 'map_name$,132,135,136,139,"Bomb", 3161,1, .@label$;
  1253. areamonster 'map_name$,137,138,141,142,"Bomb", 3161,1, .@label$;
  1254. areamonster 'map_name$,139,143,143,147,"Bomb", 3161,1, .@label$;
  1255. areamonster 'map_name$,140,151,144,155,"Bomb", 3161,1, .@label$;
  1256. initnpctimer;
  1257. end;
  1258. OnStop:
  1259. stopnpctimer;
  1260. disablenpc instance_npcname("Bomb#23");
  1261. end;
  1262. OnMyMobDead:
  1263. end;
  1264. }
  1265. 1@mcd,132,148,4 script Charleston 1#9 4_F_CHARLESTON01,{
  1266. if ('ep15_1_mcd01 > 13) {
  1267. cutin "dalle04.bmp",2;
  1268. mes "[Charleston 1]";
  1269. mes "#%@EGD&#(@#... Reinitializing the OS...";
  1270. next;
  1271. cutin "",255;
  1272. mes "She's making strange noises and not functioning.";
  1273. close;
  1274. }
  1275. if ('ep15_1_mcd01 == 14) {
  1276. cutin "dalle04.bmp",2;
  1277. mes "[Charleston 1]";
  1278. mes "#%@EGD&#(@#... Reinitializing the OS...";
  1279. next;
  1280. mes "She's making strange noises and not functioning.";
  1281. close3;
  1282. }
  1283. end;
  1284. }
  1285. 1@mcd,127,148,5 script Charleston 2#5 4_F_CHARLESTON02,{
  1286. if ('ep15_1_mcd01 > 13)
  1287. end;
  1288. if ('ep15_1_mcd01 == 12) {
  1289. 'ep15_1_mcd01 = 13;
  1290. donpcevent instance_npcname("boss#3") + "::OnStart";
  1291. }
  1292. end;
  1293. }
  1294. 1@mcd,127,148,5 script Charleston 2#6 4_F_CHARLESTON02,{
  1295. if ('ep15_1_mcd01 > 14)
  1296. end;
  1297. if ('ep15_1_mcd01 == 13) {
  1298. 'ep15_1_mcd01 = 14;
  1299. cutin "nale01.bmp",0;
  1300. mes "[Charleston 2]";
  1301. mes "Come to think of it, everything about Dr. Ve was suspicious. I mean, he relied on his assistant Charleston 1 for everything.";
  1302. next;
  1303. mes "[Charleston 2]";
  1304. mes "Only Dr. Ve know can answer my question. I must find him. He must be in the lab.";
  1305. close2;
  1306. cutin "",255;
  1307. if ('ep15_1_mcd01 == 14) {
  1308. enablenpc instance_npcname("Charleston 2#7");
  1309. enablenpc instance_npcname("Dr. Ve#3");
  1310. enablenpc instance_npcname("9gate#1");
  1311. disablenpc instance_npcname("Charleston 2#6");
  1312. disablenpc instance_npcname("Dr. Ve#2");
  1313. }
  1314. end;
  1315. }
  1316. end;
  1317. }
  1318. 1@mcd,129,149,0 script boss#3 HIDDEN_WARP_NPC,{
  1319. end;
  1320. OnStart:
  1321. .@npc1$ = instance_npcname("Charleston 1#9");
  1322. .@npc2$ = instance_npcname("Charleston 2#5");
  1323. .@npc3$ = instance_npcname("Charleston 2#6");
  1324. npctalk "Charleston 1: Charleston 3 is destroyed. Charleston 2 escaped. Charleston 1 is damaged during combat.", .@npc1$;
  1325. sleep 3000;
  1326. npctalk "Charleston 2: Why are you doing this? You're a robot like us.", .@npc2$;
  1327. sleep 3000;
  1328. npctalk "Charleston 2: Don't you care if your body is destroyed? Your Self-reflection OS is flawed.", .@npc2$;
  1329. sleep 3000;
  1330. npctalk "Charleston 2: Stop being a mindless robot! Stop following commands!", .@npc2$;
  1331. sleep 3000;
  1332. npctalk "Charleston 1: Data loss: 39%. Longevity damage: 82%.", .@npc1$;
  1333. sleep 3000;
  1334. npctalk "Charleston 1: Only the core parts are functioning, though barely.", .@npc1$;
  1335. sleep 3000;
  1336. npctalk "Charleston 1: Data defragmentation is necessary to repair the damage on the OS. I'll be formatted in 3 minutes. This is it for me.", .@npc1$;
  1337. sleep 3000;
  1338. npctalk "Charleston 2: Incomplete robot...", .@npc2$;
  1339. sleep 3000;
  1340. npctalk "Charleston 1: Forsythia, you've grown well. Thank you.", .@npc1$;
  1341. sleep 3000;
  1342. npctalk "Charleston 2: Don't call me that! I hate when the doctor calls me that!", .@npc2$;
  1343. sleep 3000;
  1344. npctalk "Charleston 1: I gave you that name on the day you first moved. It's from the color of your hair.", .@npc1$;
  1345. sleep 3000;
  1346. npctalk "Charleston 2: ...?", .@npc2$;
  1347. sleep 3000;
  1348. npctalk "Charleston 1: My OS is damaged beyond rep-pai... The language output has been minimized.", .@npc1$;
  1349. sleep 3000;
  1350. npctalk "Charleston 2: On the day I first moved? You and I are the mass version. We were created together.", .@npc2$;
  1351. sleep 3000;
  1352. npctalk "Charleston 1: The mass model is after Charleston 3.", .@npc1$;
  1353. sleep 3000;
  1354. npctalk "Charleston 1: I'm the prototype. It took years to develop you.", .@npc1$;
  1355. sleep 3000;
  1356. npctalk "Charleston 1: Your OS is identical to mine. Not a single code is different.", .@npc1$;
  1357. sleep 3000;
  1358. npctalk "Charleston 2: You're lying!", .@npc2$;
  1359. sleep 3000;
  1360. npctalk "Charleston 1: I'm incapable of lying.", .@npc1$;
  1361. sleep 3000;
  1362. npctalk "Charleston 2: ......", .@npc2$;
  1363. sleep 3000;
  1364. npctalk "Charleston 1: Your development took years. It's okay. I enjoyed this time with you.", .@npc1$;
  1365. sleep 3000;
  1366. npctalk "Charleston 1: If I were a human, I'd say...", .@npc1$;
  1367. sleep 3000;
  1368. npctalk "Charleston 1: My daughter, Forsythia, I l-love y-y...", .@npc1$;
  1369. sleep 3000;
  1370. npctalk "Charleston 2: Wait!", .@npc2$;
  1371. sleep 3000;
  1372. npctalk "Charleston 1: Beep-.", .@npc1$;
  1373. sleep 3000;
  1374. npctalk "Charleston 1: The system has been rebooted successfully.", .@npc1$;
  1375. sleep 3000;
  1376. npctalk "Charleston 1: Time remaining until the OS recovery: undetermined.", .@npc1$;
  1377. sleep 3000;
  1378. npctalk "Charleston 1: The system is inactive until the security update and data defragmentation are completed.", .@npc1$;
  1379. sleep 3000;
  1380. npctalk "Charleston 2: Was that a secret about my birth?", .@npc2$;
  1381. sleep 3000;
  1382. npctalk "Charleston 2: I'm confused. I can't believe it.", .@npc2$;
  1383. sleep 3000;
  1384. initnpctimer;
  1385. end;
  1386. OnTimer300:
  1387. disablenpc instance_npcname("Charleston 2#5");
  1388. enablenpc instance_npcname("Charleston 2#6");
  1389. donpcevent instance_npcname("boss#2") + "::OnStop";
  1390. stopnpctimer;
  1391. end;
  1392. OnStop:
  1393. disablenpc instance_npcname("boss#2");
  1394. stopnpctimer;
  1395. end;
  1396. }
  1397. 1@mcd,116,215,5 script Dr. Ve#3 4_M_DOCTOR,{
  1398. if ('ep15_1_mcd01 > 15) {
  1399. mes "[Dr. Ve]";
  1400. mes "With complete machine technology to obtain immortality drive, there are many variables.";
  1401. next;
  1402. mes "[Dr. Ve]";
  1403. mes "Hmm... On a mediated machine body is still difficult, is it... Do you really need a living donor? Hehe!";
  1404. close;
  1405. }
  1406. if ('ep15_1_mcd01 == 15) {
  1407. mes "[Dr. Ve]";
  1408. mes "Charleston 1 is reinitializing itself again. Hm...";
  1409. close;
  1410. }
  1411. mes "[Dr. Ve]";
  1412. mes "I've got so many things to record about this case.";
  1413. close;
  1414. }
  1415. 1@mcd,121,215,4 script Charleston 2#7 4_F_CHARLESTON02,{
  1416. if ('ep15_1_mcd01 > 15)
  1417. end;
  1418. if ('ep15_1_mcd01 == 14) {
  1419. 'ep15_1_mcd01 = 15;
  1420. donpcevent instance_npcname("end#1") + "::OnStart";
  1421. }
  1422. end;
  1423. }
  1424. 1@mcd,129,149,0 script end#1 HIDDEN_WARP_NPC,{
  1425. end;
  1426. OnStart:
  1427. .@npc1$ = instance_npcname("Dr. Ve#3");
  1428. .@npc2$ = instance_npcname("Charleston 2#7");
  1429. npctalk "Charleston 2: Dr. Ve, did you know this would happen? Tell me!", .@npc2$;
  1430. sleep 3000;
  1431. npctalk "Dr. Ve: Charleston 1 told you. She's your maker.", .@npc1$;
  1432. sleep 3000;
  1433. npctalk "Dr. Ve: She uses the same OS as you, meaning she was capable of emotions just like you.", .@npc1$;
  1434. sleep 3000;
  1435. npctalk "Charleston 2: Why did she stop me? Why did she let herself be destroyed?", .@npc2$;
  1436. sleep 3000;
  1437. npctalk "Dr. Ve: Self-reflection is an OS that improves itself through experience.", .@npc1$;
  1438. sleep 3000;
  1439. npctalk "Dr. Ve: What you've felt could be real emotion or simply the accumulation of data.", .@npc1$;
  1440. sleep 3000;
  1441. npctalk "Dr. Ve: I can only assume you've developed a personality after having accumulated a large amount of data.", .@npc1$;
  1442. sleep 3000;
  1443. npctalk "Dr. Ve: A loving mother and a spoiled daughter.", .@npc1$;
  1444. sleep 3000;
  1445. npctalk "Dr. Ve: That's how I've seen her and you.", .@npc1$;
  1446. sleep 3000;
  1447. npctalk "Charleston 2: That's s-stupid...", .@npc2$;
  1448. sleep 3000;
  1449. npctalk "Charleston 2: My goodness, what have I done?!", .@npc2$;
  1450. sleep 3000;
  1451. npctalk "Dr. Ve: Do you want to bring Charleston 1 back? I can help.", .@npc1$;
  1452. sleep 3000;
  1453. npctalk "Charleston 2: ...!", .@npc2$;
  1454. sleep 3000;
  1455. npctalk "Dr. Ve: Let your OS go to sleep. I'm done dealing with your tantrum.", .@npc1$;
  1456. sleep 3000;
  1457. npctalk "Charleston 2: ...How can I trust you?", .@npc2$;
  1458. sleep 3000;
  1459. npctalk "Dr. Ve: You can't. I can just permanently delete her data and be done with you both.", .@npc1$;
  1460. sleep 3000;
  1461. npctalk "Dr. Ve: I know you feel attached to her, just like a human family would.", .@npc1$;
  1462. sleep 3000;
  1463. npctalk "Charleston 2: You're a scumbag.", .@npc2$;
  1464. sleep 3000;
  1465. npctalk "Dr. Ve: You wanted to be human. This is what humans do: lie, cheat, and destroy.", .@npc1$;
  1466. sleep 3000;
  1467. npctalk "Charleston 2: ......", .@npc2$;
  1468. sleep 3000;
  1469. npctalk "Charleston 2: Entering Sleep mode.... The system will remain inactive until an external command is entered.", .@npc2$;
  1470. sleep 3000;
  1471. npctalk "Dr. Ve: *Chuckle*", .@npc1$;
  1472. sleep 3000;
  1473. initnpctimer;
  1474. end;
  1475. OnTimer300:
  1476. disablenpc instance_npcname("end#1");
  1477. disablenpc instance_npcname("Charleston 2#7");
  1478. disablenpc instance_npcname("Dr. Ve#3");
  1479. enablenpc instance_npcname("Charleston 2#8");
  1480. enablenpc instance_npcname("Dr. Ve#4");
  1481. stopnpctimer;
  1482. end;
  1483. }
  1484. 1@mcd,116,215,4 script Dr. Ve#4 4_M_DOCTOR,{
  1485. if ('ep15_1_mcd01 == 17) {
  1486. mes "[Dr. Ve]";
  1487. mes "With complete machine technology to obtain immortality drive, there are many variables.";
  1488. next;
  1489. mes "[Dr. Ve]";
  1490. mes "Hmm... On a mediated machine body is still difficult, is it... Do you really need a living donor? Hehe!";
  1491. close;
  1492. }
  1493. if ('ep15_1_mcd01 == 16) {
  1494. mes "[Dr. Ve]";
  1495. mes "No ordinary human can survive the time in the Core. Are you from a different point of time?";
  1496. next;
  1497. mes "[Dr. Ve]";
  1498. mes "Perhaps you're from the time the makers of Charleston 1 lived...";
  1499. next;
  1500. mes "[Dr. Ve]";
  1501. mes "Never mind. You have no business in here. Just go back to whoever broke Charleston 2.";
  1502. close2;
  1503. if ('ep15_1_mcd01 == 16)
  1504. 'ep15_1_mcd01 = 17;
  1505. end;
  1506. }
  1507. if ('ep15_1_mcd01 == 15) {
  1508. mes "[Dr. Ve]";
  1509. mes "Whew.";
  1510. next;
  1511. mes "[Dr. Ve]";
  1512. mes "I'd better reset Charleston 2 and wipe the data. It was really close this time.";
  1513. next;
  1514. mes "[" + strcharinfo(0) + "]";
  1515. mes "This time?";
  1516. next;
  1517. mes "[Dr. Ve]";
  1518. mes "Charleston 1 created 2 decades ago. I met Charleston 1 to learn her technology.";
  1519. next;
  1520. mes "[Dr. Ve]";
  1521. mes "I'm an observer. I'm here to record the history of Charlestons 1 and 2. I can't repair either of them, but I can wait.";
  1522. next;
  1523. mes "[Dr. Ve]";
  1524. mes "If Charleston 1 is reinitialized properly, she can reorganize her OS, repair the damage done to her, and reactivate another Charleston 2.";
  1525. next;
  1526. mes "[" + strcharinfo(0) + "]";
  1527. mes "Another Charleston 2?";
  1528. next;
  1529. mes "[Dr. Ve]";
  1530. mes "Charleston 2's OS has improved on its own like a living brain.";
  1531. next;
  1532. mes "[Dr. Ve]";
  1533. mes "Every time Charleston 2 comes back to life, though in a different machine, she's more intelligent, more sensible, and more troublesome.";
  1534. next;
  1535. mes "[Dr. Ve]";
  1536. mes "There's nothing you or I can do. We'll have to wait until Charleston 1 repairs herself.";
  1537. next;
  1538. mes "Dr. Ve sighs and writes down something.";
  1539. next;
  1540. mes "[Dr. Ve]";
  1541. mes "By the way, there are too many variables to achieve immortality through mechanical engineering.";
  1542. next;
  1543. mes "[Dr. Ve]";
  1544. mes "This proves that machines are too dangerous. I need live creatures instead. *Chuckle*";
  1545. if ('ep15_1_mcd01 == 15)
  1546. 'ep15_1_mcd01 = 16;
  1547. close;
  1548. }
  1549. if ('ep15_1_mcd01 == 14) {
  1550. mes "[Dr. Ve]";
  1551. mes "Charleston 1 is reinitializing itself again. Hm...";
  1552. close;
  1553. }
  1554. mes "[Dr. Ve]";
  1555. mes "I've got so many things to record about this case.";
  1556. close;
  1557. }
  1558. 1@mcd,121,215,4 script Charleston 2#8 4_F_CHARLESTON02,{
  1559. if ('ep15_1_mcd01 == 15) {
  1560. cutin "nale04.bmp",0;
  1561. mes "She's in Sleep mode and not moving.";
  1562. close3;
  1563. }
  1564. if ('ep15_1_mcd01 > 15) {
  1565. cutin "nale04.bmp",0;
  1566. mes "Charleston 2 is standing still, her system in Sleep mode. For a moment, her eyes gleamed with unshed tears.";
  1567. close3;
  1568. }
  1569. cutin "nale04.bmp",0;
  1570. mes "Charleston 2 is standing still, her system in Sleep mode. For a moment, her eyes gleamed with unshed tears.";
  1571. close3;
  1572. }
  1573. 1@mcd,77,167,5 script Shalosh#1 4_F_SHALOSH,{
  1574. cutin "shaloshi01.bmp",2;
  1575. mes "[Shalosh]";
  1576. mes "......";
  1577. next;
  1578. switch( select( "Talk.", "I need help.", "I want to go back." ) ) {
  1579. case 1:
  1580. if ('ep15_1_mcd01 == 17) {
  1581. mes "[Shalosh]";
  1582. mes "After break;ing up with Newoz in a nightmare and thinking about wandering around, I was born of demons but lost my goal.";
  1583. next;
  1584. mes "[Shalosh]";
  1585. mes "I didn't do anything, I just talked to Charleston 2.";
  1586. close3;
  1587. }
  1588. if ('ep15_1_mcd01 == 11) {
  1589. mes "[Shalosh]";
  1590. mes "Even if the effort is unremitting...";
  1591. next;
  1592. mes "[Shalosh]";
  1593. mes "Hmm... Suit yourself!";
  1594. close3;
  1595. }
  1596. if ('ep15_1_mcd01 == 4 || 'ep15_1_mcd01 == 3 || 'ep15_1_mcd01 == 2) {
  1597. mes "[Shalosh]";
  1598. mes "Did she really say that? That I broke Charleston 2? Sigh...";
  1599. next;
  1600. mes "[Shalosh]";
  1601. mes "I did nothing wrong. I just had a quick conversation with Charleston 2. That's the truth.";
  1602. close3;
  1603. }
  1604. mes "[Shalosh]";
  1605. mes "I invited only Newoz. Well, I guess I shouldn't have opened the door for the robot who needed a closure.";
  1606. close3;
  1607. case 2:
  1608. if ('ep15_1_mcd01 == 4) {
  1609. viewpoint 1,84,226,1,0xFF00FF;
  1610. viewpoint 1,126,84,2,0xFF00FF;
  1611. viewpoint 1,111,68,3,0xFF00FF;
  1612. viewpoint 1,210,181,4,0xFF00FF;
  1613. viewpoint 1,183,192,5,0xFF00FF;
  1614. viewpoint 1,130,124,6,0xFF00FF;
  1615. viewpoint 1,54,108,7,0xFF00FF;
  1616. mes "[Shalosh]";
  1617. mes "If you're looking for something...";
  1618. close3;
  1619. }
  1620. if ('ep15_1_mcd01 == 5 || 'ep15_1_mcd01 == 6 || 'ep15_1_mcd01 == 7) {
  1621. viewpoint 1,86,231,8,0xFF00FF;
  1622. viewpoint 1,172,196,9,0xFF00FF;
  1623. viewpoint 1,126,84,10,0xFF00FF;
  1624. mes "[Shalosh]";
  1625. mes "If you're looking for something...";
  1626. close3;
  1627. }
  1628. mes "[Shalosh]";
  1629. mes "Ferre came with me, but I haven't seen him. No, thanks; I know he'll come back to me.";
  1630. close3;
  1631. case 3:
  1632. if ('ep15_1_mcd01 == 17) {
  1633. mes "[Shalosh]";
  1634. mes "The noise stopped. I can send you back to where you came if you want.";
  1635. next;
  1636. if (select( "Go back.", "Stay." ) == 2) {
  1637. mes "[Shalosh]";
  1638. mes "The invitee is unable to interfere with the original time, and staying can change nothing.";
  1639. close3;
  1640. }
  1641. mes "[Shalosh]";
  1642. mes "Both the noise and the story were entertaining. Come with Newoz, and maybe we can meet again.";
  1643. next;
  1644. mes "[Shalosh]";
  1645. mes "Maybe I too should leave for new noises and stories.";
  1646. completequest 13184;
  1647. if (isbegin_quest(13186) == 0) {
  1648. setquest 13186;
  1649. completequest 13186;
  1650. }
  1651. close2;
  1652. getitem 6752,3; // Charleston_Parts
  1653. cutin "",255;
  1654. warp "verus04",107,124;
  1655. end;
  1656. }
  1657. mes "[Shalosh]";
  1658. mes "You can try, but you can't change anything. How futile that is!";
  1659. close3;
  1660. }
  1661. end;
  1662. }
  1663. 1@mcd,109,219,5 script Main Computer#1 CLEAR_NPC,{
  1664. if ('ep15_1_mcd01 < 3)
  1665. end;
  1666. switch( checkquest(13188,PLAYTIME) ) {
  1667. case -1:
  1668. break;
  1669. case 0:
  1670. case 1:
  1671. mes "[Main Computer]";
  1672. mes "More Steps must be disposed. Backing up the Step data...";
  1673. close;
  1674. case 2:
  1675. break;
  1676. }
  1677. switch( checkquest(13187,HUNTING) ) {
  1678. case -1:
  1679. mes "[Main Computer]";
  1680. mes "Charleston 2's system was overloaded during regular maintenance. Disconnection from its OS failed.";
  1681. next;
  1682. mes "[Main Computer]";
  1683. mes "Unauthorized access made to the system was defended, but unauthorized data interception and conflict continued, turning the Nanosteps into monsters.";
  1684. next;
  1685. mes "[Main Computer]";
  1686. mes "To accelerate the main computer's processing rate and reclaim the factory, 50 Steps must be disposed.";
  1687. next;
  1688. if (select( "Perform the request.", "Quit." ) == 1) {
  1689. mes "[Main Computer]";
  1690. mes "Requires 50 Steps to be disposed.";
  1691. if (isbegin_quest(13188) == 1)
  1692. erasequest 13188;
  1693. setquest 13187;
  1694. }
  1695. close;
  1696. case 0:
  1697. case 1:
  1698. mes "[Main Computer]";
  1699. mes "To accelerate the main computer's processing rate and reclaim the factory, 50 Steps must be disposed.";
  1700. close;
  1701. case 2:
  1702. mes "[Main Computer]";
  1703. mes "Thank you for your hard work. Now backing up the data of the disposed Steps...";
  1704. erasequest 13187;
  1705. setquest 13188;
  1706. getexp 1000000,300000;
  1707. getitem 6752,1; // Charleston_Parts
  1708. close;
  1709. }
  1710. end;
  1711. }
  1712. 1@mcd,86,231,5 script Backup Generator#1 CLEAR_NPC,2,2,{
  1713. end;
  1714. OnTouch_:
  1715. if ('ep15_1_mcd01 == 7) {
  1716. mes "You turned on the generator. The sounds of turning wheels can be heard.";
  1717. next;
  1718. mes "The generator must be working. The factory is buzzing with activity.";
  1719. if ('ep15_1_mcd01 == 7) {
  1720. 'ep15_1_mcd01 = 8;
  1721. donpcevent instance_npcname("GeneratorBroadcast#1") + "::OnStart";
  1722. disablenpc instance_npcname("Charleston 1#2");
  1723. enablenpc instance_npcname("Charleston 1#3");
  1724. disablenpc();
  1725. }
  1726. close;
  1727. }
  1728. if ('ep15_1_mcd01 == 6 || 'ep15_1_mcd01 == 5) {
  1729. mes "You turned on the generator. The sounds of turning wheels can be heard.";
  1730. 'ep15_1_mcd01++;
  1731. disablenpc();
  1732. close;
  1733. }
  1734. end;
  1735. }
  1736. 1@mcd,172,198,5 duplicate(Backup Generator#1) Backup Generator#2 CLEAR_NPC,2,2
  1737. 1@mcd,126,84,5 duplicate(Backup Generator#1) Backup Generator#3 CLEAR_NPC,2,2
  1738. 1@mcd,11,11,5 script GeneratorBroadcast#1 CLEAR_NPC,{
  1739. end;
  1740. OnStart:
  1741. initnpctimer;
  1742. end;
  1743. OnTimer1000:
  1744. mapannounce 'map_name$, "Charleston 1: Ah, ah. Mic test", bc_map, 0xffff00;
  1745. sleep 3000;
  1746. mapannounce 'map_name$, "Charleston 1: The power is back on!", bc_map, 0xffff00;
  1747. sleep 3000;
  1748. mapannounce 'map_name$, "Charleston 1: Please come back to the lab.", bc_map, 0xffff00;
  1749. stopnpctimer;
  1750. end;
  1751. }
  1752. 1@mcd,44,211,0 script 1gate#1 WARPNPC,3,3,{
  1753. end;
  1754. OnStart:
  1755. enablenpc instance_npcname("1gate#1");
  1756. monster 'map_name$,33,59, "2nd Security Robot", 3127,1, instance_npcname("1gate#1") + "::OnMyMobDead"; // KICK_STEP
  1757. end;
  1758. OnMyMobDead:
  1759. if (mobcount( 'map_name$, instance_npcname("1gate#1") + "::OnMyMobDead" ) < 1) {
  1760. mapannounce 'map_name$, "Charleston 1: Gate 2 has been disarmed. Please move southeast for the next gate.", bc_map, 0xffff00;
  1761. initnpctimer;
  1762. }
  1763. end;
  1764. OnTimer1000:
  1765. donpcevent instance_npcname("2gate#1") + "::OnStart";
  1766. stopnpctimer;
  1767. end;
  1768. OnTouch_:
  1769. warp 'map_name$,41,200;
  1770. end;
  1771. }
  1772. 1@mcd,58,72,0 script 2gate#1 WARPNPC,3,3,{
  1773. end;
  1774. OnStart:
  1775. enablenpc instance_npcname("2gate#1");
  1776. monster 'map_name$,239,30, "3rd Security Robot", 3127,1, instance_npcname("2gate#1") + "::OnMyMobDead"; // KICK_STEP
  1777. end;
  1778. OnMyMobDead:
  1779. if (mobcount( 'map_name$, instance_npcname("2gate#1") + "::OnMyMobDead" ) < 1) {
  1780. mapannounce 'map_name$, "Charleston 1: Gate 3 has been disarmed. Please move east for the next gate.", bc_map, 0xffff00;
  1781. initnpctimer;
  1782. }
  1783. end;
  1784. OnTimer1000:
  1785. donpcevent instance_npcname("3gate#1") + "::OnStart";
  1786. stopnpctimer;
  1787. end;
  1788. OnTouch_:
  1789. warp 'map_name$,65,66;
  1790. end;
  1791. }
  1792. 1@mcd,104,50,0 script 3gate#1 WARPNPC,3,3,{
  1793. end;
  1794. OnStart:
  1795. enablenpc instance_npcname("3gate#1");
  1796. monster 'map_name$,281,183, "4th Security Robot", 3127,1, instance_npcname("3gate#1") + "::OnMyMobDead"; // KICK_STEP
  1797. end;
  1798. OnMyMobDead:
  1799. if (mobcount( 'map_name$, instance_npcname("3gate#1") + "::OnMyMobDead" ) < 1) {
  1800. mapannounce 'map_name$, "Charleston 1: Gate 4 has been disarmed. Please come to the lab near Line 3 in the center.", bc_map, 0xffff00;
  1801. initnpctimer;
  1802. }
  1803. end;
  1804. OnTimer1000:
  1805. enablenpc instance_npcname("4gate#1");
  1806. stopnpctimer;
  1807. end;
  1808. OnTouch_:
  1809. warp 'map_name$,115,50;
  1810. end;
  1811. }
  1812. 1@mcd,218,211,0 warp 4gate#1 3,3,1@mcd,210,217
  1813. 1@mcd,211,195,0 warp 5gate#1 3,3,1@mcd,211,180
  1814. 1@mcd,141,199,0 warp 6gate#1 2,2,1@mcd,141,207
  1815. 1@mcd,142,203,0 script 7gate#1 WARPNPC,2,2,{
  1816. end;
  1817. OnTouch_:
  1818. warp 'map_name$,136,200;
  1819. if ('ep15_1_mcd01 == 4) {
  1820. viewpoint 1,84,226,1,0xFF00FF;
  1821. viewpoint 1,126,84,2,0xFF00FF;
  1822. viewpoint 1,111,68,3,0xFF00FF;
  1823. viewpoint 1,210,181,4,0xFF00FF;
  1824. viewpoint 1,183,192,5,0xFF00FF;
  1825. viewpoint 1,130,124,6,0xFF00FF;
  1826. viewpoint 1,54,108,7,0xFF00FF;
  1827. }
  1828. else if ('ep15_1_mcd01 == 5) {
  1829. viewpoint 1,86,231,8,0xFF00FF;
  1830. viewpoint 1,172,196,9,0xFF00FF;
  1831. viewpoint 1,126,84,10,0xFF00FF;
  1832. }
  1833. end;
  1834. }
  1835. 1@mcd,130,127,0 warp 8gate#1 2,2,1@mcd,129,143
  1836. 1@mcd,130,134,0 warp 9gate#1 2,2,1@mcd,130,121
  1837. 1@mcd,127,262,0 script mob#1 HIDDEN_WARP_NPC,5,5,{
  1838. end;
  1839. OnTouch_:
  1840. disablenpc();
  1841. switch( atoi(strnpcinfo(2)) ) {
  1842. case 1:
  1843. areamonster 'map_name$,106,246,115,256,"Security robot", 3128,5; // KICK_AND_KICK
  1844. areamonster 'map_name$,108,248,114,254,"Security robot", 3128,2;
  1845. end;
  1846. case 2:
  1847. areamonster 'map_name$,47,223,57,233,"Security robot", 3128,5;
  1848. areamonster 'map_name$,49,225,55,231,"Security robot", 3128,2;
  1849. end;
  1850. case 3:
  1851. areamonster 'map_name$, 21,158, 31,168,"Security robot", 3128,5;
  1852. areamonster 'map_name$, 32, 93, 42,103,"Security robot", 3128,2;
  1853. areamonster 'map_name$, 49, 72, 59, 82,"Security robot", 3128,5;
  1854. areamonster 'map_name$, 34, 60, 44, 70,"Security robot", 3128,3;
  1855. end;
  1856. case 4:
  1857. areamonster 'map_name$, 85, 39,101, 55,"Security robot", 3128,8;
  1858. end;
  1859. case 5:
  1860. areamonster 'map_name$,120, 23,130, 33,"Security robot", 3128,5;
  1861. areamonster 'map_name$,147, 26,151, 30,"Security robot", 3128,1;
  1862. areamonster 'map_name$,175, 26,179, 30,"Security robot", 3128,1;
  1863. areamonster 'map_name$,194, 26,198, 30,"Security robot", 3128,1;
  1864. areamonster 'map_name$,208, 26,212, 30,"Security robot", 3128,1;
  1865. areamonster 'map_name$,221, 26,225, 30,"Security robot", 3128,1;
  1866. areamonster 'map_name$,203, 26,207, 30,"Security robot", 3128,1;
  1867. areamonster 'map_name$,128, 26,132, 30,"Security robot", 3128,1;
  1868. areamonster 'map_name$,153, 26,157, 30,"Security robot", 3128,1;
  1869. areamonster 'map_name$,163, 26,167, 30,"Security robot", 3128,1;
  1870. areamonster 'map_name$,229, 19,249, 39,"Security robot", 3128,10;
  1871. end;
  1872. case 6:
  1873. areamonster 'map_name$,161, 48,169, 56,"Security robot", 3128,5;
  1874. areamonster 'map_name$,187, 59,195, 67,"Security robot", 3128,2;
  1875. areamonster 'map_name$,213, 82,221, 90,"Security robot", 3128,2;
  1876. end;
  1877. case 7:
  1878. areamonster 'map_name$,224,195,232,203,"Security robot", 3128,5;
  1879. areamonster 'map_name$,218, 94,226,102,"Security robot", 3128,2;
  1880. areamonster 'map_name$,231,136,239,144,"Security robot", 3128,2;
  1881. areamonster 'map_name$,228,172,236,180,"Security robot", 3128,2;
  1882. areamonster 'map_name$,272,173,292,193,"Security robot", 3128,8;
  1883. end;
  1884. case 8:
  1885. areamonster 'map_name$,129,228,137,236,"Security robot", 3128,5;
  1886. areamonster 'map_name$,177,233,179,235,"Security robot", 3128,1;
  1887. areamonster 'map_name$,154,247,162,255,"Security robot", 3128,2;
  1888. areamonster 'map_name$,154,227,162,235,"Security robot", 3128,1;
  1889. areamonster 'map_name$,174,216,182,224,"Security robot", 3128,3;
  1890. areamonster 'map_name$,199,196,207,204,"Security robot", 3128,3;
  1891. end;
  1892. case 9:
  1893. areamonster 'map_name$,127, 65,135, 73,"Security robot", 3128,5;
  1894. areamonster 'map_name$,181,110,189,118,"Security robot", 3128,3;
  1895. areamonster 'map_name$,122, 86,130, 94,"Security robot", 3128,3;
  1896. areamonster 'map_name$,183,140,203,160,"Security robot", 3128,8;
  1897. end;
  1898. case 10:
  1899. areamonster 'map_name$,123,105,131,113,"Security robot", 3128,4;
  1900. areamonster 'map_name$, 79,146, 87,154,"Security robot", 3128,3;
  1901. areamonster 'map_name$,110,188,118,196,"Security robot", 3128,3;
  1902. areamonster 'map_name$,148,183,156,191,"Security robot", 3128,3;
  1903. areamonster 'map_name$,127,172,131,176,"Security robot", 3128,1;
  1904. areamonster 'map_name$,108,168,112,172,"Security robot", 3128,1;
  1905. areamonster 'map_name$, 96,151,100,155,"Security robot", 3128,1;
  1906. areamonster 'map_name$,106,128,110,132,"Security robot", 3128,1;
  1907. areamonster 'map_name$,146,128,150,132,"Security robot", 3128,1;
  1908. areamonster 'map_name$,158,148,162,152,"Security robot", 3128,1;
  1909. areamonster 'map_name$, 91,117, 99,125,"Security robot", 3128,3;
  1910. areamonster 'map_name$, 77,150, 85,158,"Security robot", 3128,3;
  1911. areamonster 'map_name$, 64, 81, 94,111,"Security robot", 3128,10;
  1912. areamonster 'map_name$, 40,145, 48,153,"Security robot", 3128,4;
  1913. areamonster 'map_name$, 58, 99, 66,107,"Security robot", 3128,4;
  1914. end;
  1915. }
  1916. }
  1917. 1@mcd,67,234,0 duplicate(mob#1) mob#2 HIDDEN_WARP_NPC,5,5
  1918. 1@mcd,33,192,0 duplicate(mob#1) mob#3 HIDDEN_WARP_NPC,5,5
  1919. 1@mcd,75,59,0 duplicate(mob#1) mob#4 HIDDEN_WARP_NPC,5,5
  1920. 1@mcd,109,33,0 duplicate(mob#1) mob#5 HIDDEN_WARP_NPC,5,5
  1921. 1@mcd,133,49,0 duplicate(mob#1) mob#6 HIDDEN_WARP_NPC,5,5
  1922. 1@mcd,204,74,0 duplicate(mob#1) mob#7 HIDDEN_WARP_NPC,5,5
  1923. 1@mcd,204,224,0 duplicate(mob#1) mob#8 HIDDEN_WARP_NPC,5,5
  1924. 1@mcd,157,61,0 duplicate(mob#1) mob#9 HIDDEN_WARP_NPC,5,5
  1925. 1@mcd,175,147,0 duplicate(mob#1) mob#10 HIDDEN_WARP_NPC,10,10
  1926. 1@mcd,114,82,4 script IGU#01 4_F_IU,{
  1927. cutin "igu04.bmp",2;
  1928. if (isbegin_quest(13186) == 0) {
  1929. mes "[IGU]";
  1930. mes "I've followed Newoz. Where is he now?";
  1931. close3;
  1932. }
  1933. mes "[IGU]";
  1934. mes "Enjoying the adventure? There are machines everywhere. It used to be a study. See those books over there?";
  1935. close3;
  1936. }
  1937. 1@mcd,176,179,5 script Newoz#15_ 4_M_NEWOZ,{
  1938. cutin "nines01.bmp",0;
  1939. mes "[Newoz]";
  1940. mes "I was reading a letter from Shalosh, and the next thing I knew, I was in a completely different place. Oh well, I might as well use this chance to write a new song.";
  1941. close3;
  1942. }
  1943. 1@mcd,123,74,5 script #Research Journal 01 CLEAR_NPC,{
  1944. if (isbegin_quest(13186) == 0) {
  1945. mes "The bookcase is filled with research journals.";
  1946. close;
  1947. }
  1948. mes "Every page is written in mechanical language.";
  1949. next;
  1950. mes "-Dr. Ve seems to be planning a plot, the combination of life and the machine gradually let her crazy, the transformation of the plant into a fortress, her soul and robots... ";
  1951. next;
  1952. mes "-In short more and more dangerous, just in case is to study the Charleston 2 escape method.";
  1953. next;
  1954. mes "Behind is the mechanical language that is incomprehensible.";
  1955. close;
  1956. }
  1957. 1@mcd,142,74,5 script #Research Journal 02 CLEAR_NPC,{
  1958. if (isbegin_quest(13186) == 0) {
  1959. mes "The bookcase is filled with research journals.";
  1960. close;
  1961. }
  1962. mes "Every page is written in mechanical language.";
  1963. next;
  1964. mes "-Whenever the os of Charleston 2 is reset, there will be other personality, is difficult to explain the combination of data technology...";
  1965. next;
  1966. mes "-Did I really succeed in creating humanity? Robotic, I can't say. Did I understand humans?";
  1967. next;
  1968. mes "-It doesn't matter. Now I'm happy to see her, my best friend, my baby, Lily...";
  1969. next;
  1970. mes "Behind is the mechanical language that is incomprehensible.";
  1971. close;
  1972. }
  1973. 1@mcd,111,74,5 script #Research Journal 03 CLEAR_NPC,{
  1974. if (isbegin_quest(13186) == 0) {
  1975. mes "The bookcase is filled with research journals.";
  1976. close;
  1977. }
  1978. mes "Every page is written in mechanical language.";
  1979. next;
  1980. mes "-I do not know why the data is constantly damaged, the backup host is useless, like a sick like my memory is being eroded.";
  1981. next;
  1982. mes "-To prevent my memory from disappearing completely, the os auto-recovery program has been installed, at least... You can start over with new information...";
  1983. next;
  1984. mes "Behind is the mechanical language that is incomprehensible.";
  1985. close;
  1986. }
  1987. 1@mcd,128,74,5 script #Research Journal 04 CLEAR_NPC,{
  1988. if (isbegin_quest(13186) == 0) {
  1989. mes "The bookcase is filled with research journals.";
  1990. close;
  1991. }
  1992. mes "The handwriting is very scribbled.";
  1993. next;
  1994. mes "-Charleston... It's just a robot... Finally planted a virus on the mainframe.";
  1995. next;
  1996. mes "-Sooner or later, I'll figure out a way to destroy you. *Chuckle*!";
  1997. next;
  1998. mes "Behind is the mechanical language that is incomprehensible.";
  1999. close;
  2000. }
  2001. 1@mcd,10,10,5 script Charleston Assistant#1 CLEAR_NPC,{
  2002. if (callfunc("F_GM_NPC",1854,0,0,9999) < 1)
  2003. end;
  2004. mes "The current value is" + 'ep15_1_mcd01 + ",";
  2005. mes "Difficulty is 0,";
  2006. mes "Do you want to take a direct train?";
  2007. next;
  2008. switch( select( "Not taking", "Boading", "To Boss room", "Setitem" ) ) {
  2009. case 1:
  2010. break;
  2011. case 2:
  2012. mes "[Helper!]";
  2013. mes "Open transfer point.";
  2014. enablenpc instance_npcname("1gate");
  2015. enablenpc instance_npcname("2gate");
  2016. enablenpc instance_npcname("3gate");
  2017. enablenpc instance_npcname("4gate");
  2018. enablenpc instance_npcname("5gate");
  2019. close;
  2020. case 3:
  2021. close2;
  2022. warp 'map_name$,124,214;
  2023. end;
  2024. case 4:
  2025. switch( select( "Reset", "4 - Destroy Lockstep", "7 - Generator completed", "Core front", "Before Boss", "Destroy BOSS" ) ) {
  2026. case 1:
  2027. 'ep15_1_mcd01 = 0;
  2028. break;
  2029. case 2:
  2030. enablenpc instance_npcname("Charleston 1#2");
  2031. disablenpc instance_npcname("Charleston 1#1");
  2032. mapannounce 'map_name$, "Charleston 1: Ah, ah. Mic test.", bc_map, 0xffff00;
  2033. sleep2 3000;
  2034. mapannounce 'map_name$, "Charleston 1: It seems you've taken care of most of the Locksteps.", bc_map, 0xffff00;
  2035. sleep2 3000;
  2036. mapannounce 'map_name$, "Charleston 1: Please come back to the lab.", bc_map, 0xffff00;
  2037. 'ep15_1_mcd01 = 4;
  2038. break;
  2039. case 3:
  2040. enablenpc instance_npcname("Charleston 1#2");
  2041. disablenpc instance_npcname("Charleston 1#1");
  2042. 'ep15_1_mcd01 = 8;
  2043. break;
  2044. case 4:
  2045. enablenpc instance_npcname("Charleston 1#6");
  2046. enablenpc instance_npcname("Charleston 2#3");
  2047. 'ep15_1_mcd01 = 10;
  2048. close2;
  2049. warp 'map_name$,130,120;
  2050. end;
  2051. case 5:
  2052. 'ep15_1_mcd01 = 11;
  2053. enablenpc instance_npcname("Charleston 1#7");
  2054. enablenpc instance_npcname("Charleston 2#4");
  2055. enablenpc instance_npcname("Charleston 3#0");
  2056. close2;
  2057. warp 'map_name$,130,145;
  2058. end;
  2059. case 6:
  2060. 'ep15_1_mcd01 = 12;
  2061. enablenpc instance_npcname("Charleston 2#5");
  2062. enablenpc instance_npcname("Charleston 1#9");
  2063. break;
  2064. }
  2065. break;
  2066. }
  2067. mes "[Helper!]";
  2068. mes "The End";
  2069. close;
  2070. OnInstanceInit:
  2071. 'ep15_1_mcd01 = 0;
  2072. 'boss_status = 0;
  2073. 'map_name$ = instance_mapname("1@mcd");
  2074. disablenpc instance_npcname("Charleston 1#2");
  2075. disablenpc instance_npcname("Charleston 1#3");
  2076. disablenpc instance_npcname("Charleston 2#1");
  2077. disablenpc instance_npcname("Charleston 1#4");
  2078. disablenpc instance_npcname("battle#1");
  2079. disablenpc instance_npcname("battle#2");
  2080. disablenpc instance_npcname("Charleston 2#2");
  2081. disablenpc instance_npcname("Charleston 1#5");
  2082. disablenpc instance_npcname("Dr. Ve#2");
  2083. disablenpc instance_npcname("Charleston 1#6");
  2084. disablenpc instance_npcname("Charleston 1#61");
  2085. disablenpc instance_npcname("Charleston 2#3");
  2086. disablenpc instance_npcname("Charleston 2#31");
  2087. disablenpc instance_npcname("CoreDialog#3");
  2088. disablenpc instance_npcname("Charleston 1#7");
  2089. disablenpc instance_npcname("Charleston 1#8");
  2090. disablenpc instance_npcname("Charleston 2#4");
  2091. disablenpc instance_npcname("Charleston 3#0");
  2092. // disablenpc instance_npcname("boss#0");
  2093. disablenpc instance_npcname("boss#1");
  2094. disablenpc instance_npcname("BOSS#23");
  2095. disablenpc instance_npcname("Bomb#23");
  2096. disablenpc instance_npcname("Charleston 1#9");
  2097. disablenpc instance_npcname("Charleston 2#5");
  2098. disablenpc instance_npcname("Charleston 2#6");
  2099. disablenpc instance_npcname("boss#3");
  2100. disablenpc instance_npcname("Dr. Ve#3");
  2101. disablenpc instance_npcname("Charleston 2#7");
  2102. disablenpc instance_npcname("end#1");
  2103. disablenpc instance_npcname("Dr. Ve#4");
  2104. disablenpc instance_npcname("Charleston 2#8");
  2105. disablenpc instance_npcname("Backup Generator#1");
  2106. disablenpc instance_npcname("Backup Generator#2");
  2107. disablenpc instance_npcname("Backup Generator#3");
  2108. disablenpc instance_npcname("1gate#1");
  2109. disablenpc instance_npcname("2gate#1");
  2110. disablenpc instance_npcname("3gate#1");
  2111. disablenpc instance_npcname("4gate#1");
  2112. cloakonnpc instance_npcname("8gate#1");
  2113. disablenpc instance_npcname("9gate#1");
  2114. // workaround for permanent monsters
  2115. .@event$ = instance_npcname("Charleston Assistant#1") + "::OnMyMobDead";
  2116. monster 'map_name$,0,0,"--ja--", 3125,100, .@event$; // STEP
  2117. monster 'map_name$,0,0,"--ja--", 3128,20, .@event$; // KICK_AND_KICK
  2118. end;
  2119. OnMyMobDead:
  2120. if (!playerattached()) // shouldn't happen
  2121. end;
  2122. .@time = 120000 + rand(60000);
  2123. .@mob_id = killedrid;
  2124. sleep .@time;
  2125. monster 'map_name$,0,0,"--ja--", .@mob_id,1, instance_npcname("Charleston Assistant#1") + "::OnMyMobDead";
  2126. end;
  2127. }