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- //===== rAthena Script =======================================
- //= Instance Room of Consciousness.
- //===== Description: =========================================
- //- [Walkthrough conversion]
- //- Require Banquet main quest.
- //===== Changelogs: ==========================================
- //= 1.0 First version. [Capuche]
- //= 1.1 Added a setting to prevent an exploit
- // (searchs "'exploit_disabled" variable - the variable is
- // false by default like on official server). [Capuche]
- //============================================================
- 1@mir,103,40,3 script Fenrir#1mir 4_F_FENRIR,{
- if (is_party_leader() == false) // it shouldn't happen
- end;
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "Sealed in the underground";
- mes "of the Prontera Castle...";
- mes "I didn't expect it to be this huge...";
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "What on earth is there inside?";
- next;
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "I don't know. Let's investigate the inside, first.";
- close2;
- cutin "",255;
- disablenpc instance_npcname("Iris#1mir");
- disablenpc instance_npcname("Fenrir#1mir");
- end;
- OnInstanceInit:
- 'map_name$ = instance_mapname("1@mir");
- 'step = 0;
- // On official server the instance can be repeated if the player log out after the death of Bijou (main quest)
- // true: prevent the exploit
- // false: like on official - exploitable
- 'exploit_disabled = false;
- disablenpc instance_npcname("Bijou#2mir");
- disablenpc instance_npcname("Fenrir#3mir");
- disablenpc instance_npcname("Iris#3mir");
- disablenpc instance_npcname("Bijou#3mir");
- disablenpc instance_npcname("Renovated Amdarais#3mir");
- disablenpc instance_npcname("Fenrir#4mir");
- disablenpc instance_npcname("Iris#4mir");
- disablenpc instance_npcname("Bijou#4mir");
- disablenpc instance_npcname("Fenrir#5mir");
- disablenpc instance_npcname("Iris#5mir");
- disablenpc instance_npcname("Bijou#5mir");
- disablenpc instance_npcname("Sarah#5mir");
- disablenpc instance_npcname("Fenrir#6mir");
- disablenpc instance_npcname("Iris#6mir");
- disablenpc instance_npcname("Bijou#6mir");
- disablenpc instance_npcname("Sarah#6mir");
- disablenpc instance_npcname("Fenrir#boss1a");
- disablenpc instance_npcname("Fenrir#boss1b");
- disablenpc instance_npcname("Fenrir#boss1c");
- disablenpc instance_npcname("Fenrir#boss1d");
- disablenpc instance_npcname("Iris#boss1a");
- disablenpc instance_npcname("Iris#boss1b");
- disablenpc instance_npcname("Iris#boss1c");
- disablenpc instance_npcname("Iris#boss1d");
- disablenpc instance_npcname("Fenrir#boss2a");
- disablenpc instance_npcname("Fenrir#boss2b");
- disablenpc instance_npcname("Fenrir#boss2c");
- disablenpc instance_npcname("Fenrir#boss2d");
- disablenpc instance_npcname("Iris#boss2a");
- disablenpc instance_npcname("Iris#boss2b");
- disablenpc instance_npcname("Iris#boss2c");
- disablenpc instance_npcname("Iris#boss2d");
- disablenpc instance_npcname("eq#mir2");
- disablenpc instance_npcname("eq#mir3");
- disablenpc instance_npcname("eq#mir4");
- disablenpc instance_npcname("eq#mir5");
- disablenpc instance_npcname("eq#mir6");
- end;
- }
- 1@mir,100,94,7 script Iris#2mir 4_F_IRIS,{
- if (is_party_leader() == false) // it shouldn't happen
- end;
- if ('step != 0)
- end;
- mes "[Iris]";
- mes "This...this must be...";
- mes "Ymir's Heart!";
- next;
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "This...";
- mes "This is Ymir's Heart...";
- next;
- cutin "hero_iris_01",255;
- mes "~Rumbling~";
- next;
- specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "Why is this place shaking?!";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "~Grunts~ They must've started attacking this place, too.";
- next;
- enablenpc instance_npcname("Bijou#2mir");
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "~Grins~ Delighted to see you all.";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "!!";
- mes "You've got to be kidding me!";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "From this moment on, we the Immortal Legion by Lord Valkyrie Himelmez";
- mes "will take over here.";
- next;
- specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "What? How dare you!";
- mes "I'm game. Bring it on!";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "~Grins~ Do I look like I have the time to deal with a petty thing like you, human?";
- mes "But, out of pure mercy, I'll let you taste the fearful power of the Immortal Legion just a little bit.";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "~Grunts~ When did all the legionnaires get here?";
- close2;
- cutin "",255;
- if ('step == 0) {
- 'step = 1;
- donpcevent instance_npcname("eq#mir1") + "::OnEvent";
- disablenpc instance_npcname("Iris#2mir");
- }
- end;
- }
- 1@mir,101,104,0 script eq#mir1 HIDDEN_WARP_NPC,{
- end;
- OnEvent:
- initnpctimer;
- end;
- OnTimer200:
- disablenpc instance_npcname("Iris#1mir");
- disablenpc instance_npcname("Fenrir#1mir");
- disablenpc instance_npcname("Fenrir#2mir");
- disablenpc instance_npcname("Bijou#2mir");
- mapannounce 'map_name$, "Fenrir: The enemies will show up soon! Brace yourself!", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer2200:
- mapannounce 'map_name$, "Fenrir: The enemies are swarming in. We must get rid of them all!", bc_map,0xFFFF00,FW_NORMAL,12;
- // coords inaccurate
- monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
- monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
- monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
- monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
- monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
- monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
- monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
- 'skeleton_wave[0] = 7;
- stopnpctimer;
- end;
- OnMobDead:
- 'skeleton_wave[0]--;
- if ('skeleton_wave[0] == 0) {
- mapannounce 'map_name$, "Iris: ~Exhales~ Did we knock out all the enemies now?", bc_map,0xFFFF00,FW_NORMAL,12;
- startnpctimer;
- }
- end;
- OnTimer4200:
- mapannounce 'map_name$, "Fenrir: I don't think so. Some of the remnants are still here. Watch out!", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer6200:
- // coords inaccurate
- monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
- monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
- monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
- monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
- monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
- monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
- monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
- 'skeleton_wave[1] = 7;
- stopnpctimer;
- end;
- OnMobDead2:
- 'skeleton_wave[1]--;
- if ('skeleton_wave[1] == 0 && 'step == 1) {
- 'step = 2;
- mapannounce 'map_name$, "Fenrir: Phew! I think we've done here.", bc_map,0xFFFF00,FW_NORMAL,12;
- enablenpc instance_npcname("Fenrir#3mir");
- enablenpc instance_npcname("Iris#3mir");
- enablenpc instance_npcname("Bijou#2mir");
- disablenpc instance_npcname("eq#mir1");
- }
- end;
- }
- 1@mir,103,85,1 script Iris#3mir 4_F_IRIS,{
- if (is_party_leader() == false) // it shouldn't happen
- end;
- if ('step != 2)
- end;
- mes "[Bijou]";
- mes "~Chuckles~ I think you're not that bad for a human.";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "But do you think you can get away from this, again? Wake up, my underlings!";
- specialeffect EF_WARP,AREA, instance_npcname("Renovated Amdarais#3mir");
- sleep2 3000;
- specialeffect EF_ENTRY,AREA, instance_npcname("Renovated Amdarais#3mir");
- enablenpc instance_npcname("Renovated Amdarais#3mir");
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "What...what's up with this monster?!";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "Ah...";
- mes "I'll let you in on me before I go.";
- mes "I'm Bijou.";
- mes "I'm the adjutant to Lord Valkyrie Himelmez.";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "~Groans~";
- mes "No Valkyrie's subordinates ever disappointed me and neither did you.";
- mes "Ymir's Heart is a huge energy source. For what do you want to use it anyway?";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "......";
- mes "You don't need to know. You're going to be wiped out soon anyway.";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "I don't think you'd use it for any good cause.";
- mes "I'll stop Bijou from taking Ymir's Heart. You go ahead and take care of that huge monster!";
- close2;
- cutin "",255;
- if ('step == 2) {
- 'step = 3;
- donpcevent instance_npcname("eq#mir2") + "::OnEvent";
- }
- end;
- }
- 1@mir,101,104,0 script eq#mir2 HIDDEN_WARP_NPC,{
- end;
- OnEvent:
- enablenpc instance_npcname("eq#mir2");
- enablenpc instance_npcname("eq#mir3");
- disablenpc instance_npcname("Bijou#2mir");
- disablenpc instance_npcname("Fenrir#3mir");
- disablenpc instance_npcname("Iris#3mir");
- disablenpc instance_npcname("Renovated Amdarais#3mir");
- monster 'map_name$,101,95,"Renovated Amdarais",3448,1, instance_npcname("eq#mir2") + "::OnMobDead";// P_AMDARAIS
- 'boss_id = $@mobid[0];
- 'target_event = 1; // Amdarais
- initnpctimer;
- end;
- OnTimer1000:
- getunitdata 'boss_id, .@data;
- if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
- initnpctimer;
- end;
- }
- mapannounce 'map_name$, "Iris: Oh, this monster...I don't think its HP doesn't seem to drop no matter how many times I hit.", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer3000:
- mapannounce 'map_name$, "Bijou: ~Chuckles~ Amdarais won't get knocked down that easily.", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer5000:
- mapannounce 'map_name$, "Fenrir: This undead seems to be different from any other undeads.", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer7000:
- mapannounce 'map_name$, "Fenrir: Yes, it's the nucleus! Attack its nucleus to inflict huge damage!", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer9000:
- donpcevent instance_npcname("eq#mir3") + "::OnEvent";
- stopnpctimer;
- end;
- OnMobDead:
- if ('step != 3)
- end;
- 'step = 4;
- stopnpctimer;
- donpcevent instance_npcname("eq#mir3") + "::OnStop";
- if ('random_letter$ != "")
- donpcevent instance_npcname( "Fenrir#boss1" + 'random_letter$ ) + "::OnStop";
- disablenpc instance_npcname("eq#mir2");
- enablenpc instance_npcname("Fenrir#4mir");
- enablenpc instance_npcname("Iris#4mir");
- end;
- }
- 1@mir,101,104,0 script eq#mir3 HIDDEN_WARP_NPC,{
- end;
- OnEvent:
- callsub S_Announce, true;
- OnEvent2:
- callsub S_Announce, false;
- S_Announce:
- setarray .@list$[0],"a","b","c","d";
- 'random_letter$ = .@list$[ rand(4) ];
- donpcevent instance_npcname( "Fenrir#boss" + 'target_event + "" + 'random_letter$ ) + "::OnEvent"; // 1: P_AMDARAIS / 2: BIJOU
- if (getarg(0) == true)
- mapannounce 'map_name$, "Fenrir: Lure it to where I am!", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnStart:
- initnpctimer;
- end;
- OnTimer25000:
- donpcevent instance_npcname("eq#mir3") + "::OnEvent";
- stopnpctimer;
- end;
- OnStop:
- stopnpctimer;
- disablenpc instance_npcname("eq#mir3");
- end;
- }
- 1@mir,103,80,3 script Fenrir#boss1a 4_F_FENRIR,2,2,{
- end;
- OnEvent:
- 'fenrir_name$ = instance_npcname( strnpcinfo(0) );
- 'iris_name$ = instance_npcname( "Iris#" + strnpcinfo(2) );
- enablenpc 'fenrir_name$;
- enablenpc 'iris_name$;
- end;
- OnTouchNPC:
- if ('touch_mob == 0) {
- npctalk "Fenrir: Good work! Now it's on you, Iris!", 'fenrir_name$;
- 'touch_mob = 1;
- initnpctimer;
- }
- end;
- OnTimer2000:
- npctalk "Iris: Alright, let me do it! What I, Iris, want is...!", 'iris_name$;
- specialeffect EF_BEGINSPELL,AREA, 'iris_name$;
- end;
- OnTimer4000:
- npctalk "Iris: Mabi Amulet! Go!!", 'iris_name$;
- if ('target_event == 1)
- unittalk 'boss_id, "Aaarrgghhh---!!";
- else
- unittalk 'boss_id, "Bijou: What the...!!";
- end;
- OnTimer5000:
- npctalk "Iris: It worked!", 'iris_name$;
- end;
- OnTimer7000:
- npctalk "Fenrir: So this is my turn, then. ~Spirited yell~", 'fenrir_name$;
- specialeffect EF_BEGINSPELL,AREA, 'fenrir_name$;
- specialeffect EF_TETRACASTING,AREA, 'fenrir_name$;
- progressbar_npc "000000",3;
- end;
- OnTimer10000:
- npctalk "Fenrir: Take this!!", 'fenrir_name$;
- specialeffect EF_SUI_EXPLOSION,AREA, 'fenrir_name$;
- specialeffect EF_LORD,AREA, 'fenrir_name$;
- specialeffect EF_FLAMELAUNCHER,AREA, 'fenrir_name$;
- if ('target_event == 1)
- unittalk 'boss_id, "~Screams~";
- else
- unittalk 'boss_id, "Bijou: ~Groans~ More hurting than I thought...!";
- getunitdata 'boss_id, .@data;
- if (.@data[UMOB_HP] > 0) {
- .@damage = rand(700,1300) * 1000;
- if (.@damage >= .@data[UMOB_HP])
- .@mob_hp = 0;
- else
- .@mob_hp = .@data[UMOB_HP] - .@damage;
- setunitdata 'boss_id, UMOB_HP, .@mob_hp;
- }
- end;
- OnTimer13000:
- npctalk "Fenrir: It's not perfect but I think we've caused a pretty significant amount of damage!", 'fenrir_name$;
- end;
- OnTimer14500:
- npctalk "Fenrir: I've consumed magic too much. I'll take a short break. I'm counting on you, then!", 'fenrir_name$;
- end;
- OnTimer16500:
- donpcevent instance_npcname("eq#mir3") + "::OnStart";
- OnStop:
- stopnpctimer;
- disablenpc();
- disablenpc instance_npcname( "Iris#" + strnpcinfo(2) );
- 'touch_mob = 0;
- 'random_letter$ = "";
- end;
- }
- 1@mir,100,90,7 script Iris#4mir 4_F_IRIS,{
- if (is_party_leader() == false) // it shouldn't happen
- end;
- if ('step != 4)
- end;
- mes "[Iris]";
- mes "Was that it...? Has it gone now?";
- mes "So what's left now is...";
- next;
- enablenpc instance_npcname("Bijou#4mir");
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "Me...I'm the only one left...";
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "What?!";
- next;
- mes "~POW!~";
- specialeffect EF_SUI_EXPLOSION,AREA, instance_npcname("Iris#4mir");
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "Aaarrghhh---!!!";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "I must say it was rather unexpected. ~Chuckles~";
- mes "I didn't expect anyone to defeat Amdarais that I spent three good years to complete.";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "You will pay";
- mes "for ruining my three-year efforts!!";
- mes "Slowly...";
- mes "And horribly painfully...!!";
- close2;
- cutin "",255;
- if ('step == 4) {
- 'step = 5;
- donpcevent instance_npcname("eq#mir4") + "::OnEvent";
- }
- end;
- }
- 1@mir,101,104,0 script eq#mir4 HIDDEN_WARP_NPC,{
- end;
- OnEvent:
- enablenpc instance_npcname("eq#mir4");
- disablenpc instance_npcname("Fenrir#4mir");
- disablenpc instance_npcname("Iris#4mir");
- disablenpc instance_npcname("Bijou#4mir");
- monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir4") + "::OnMobDead";// BIJOU
- 'boss_id = $@mobid[0];
- initnpctimer;
- end;
- OnTimer1000:
- getunitdata 'boss_id, .@data;
- if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
- initnpctimer;
- end;
- }
- donpcevent instance_npcname("eq#mir4") + "::OnMobDead";
- end;
- OnMobDead:
- if ('step != 5)
- end;
- 'step = 6;
- killmonster 'map_name$, instance_npcname("eq#mir4") + "::OnMobDead";
- stopnpctimer;
- enablenpc instance_npcname("Fenrir#5mir");
- enablenpc instance_npcname("Iris#5mir");
- enablenpc instance_npcname("Bijou#5mir");
- disablenpc instance_npcname("eq#mir4");
- end;
- }
- 1@mir,103,90,1 script Fenrir#5mir 4_F_FENRIR,{
- if (is_party_leader() == false) // it shouldn't happen
- end;
- if ('step != 6)
- end;
- mes "[Fenrir]";
- mes "~Groans~ I can't believe nothing seems to work!";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "~Chuckles~";
- mes "I'll let you taste what despair feels like.";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "Frost Diver!";
- specialeffect EF_LOCKON,AREA, instance_npcname("Fenrir#5mir");
- sleep2 3000;
- specialeffect EF_FREEZE,AREA, instance_npcname("Fenrir#5mir");
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "~Groans~";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "How does it feel? Painful, eh?";
- mes "You must become paralyzed by now.";
- mes "...But don't expect me to kill you that easily...";
- next;
- mes "[Bijou]";
- mes "I should take care of this downright annoying cleric gal first.";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "I...Iris!!";
- next;
- cutin "sarah_hero3",2;
- mes "[Sarah]";
- mes "......";
- enablenpc instance_npcname("Sarah#5mir");
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "Sarah...?";
- next;
- cutin "sarah_hero3",2;
- mes "[Sarah]";
- mes "So this is it...";
- mes "This is the underground of Prontera Castle.";
- mes "The place where the first Ymir's Heart is sealed.";
- next;
- mes "[Sarah]";
- mes "And that must be...";
- mes "Ymir's Heart...";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "What brought you all the way up here?";
- mes "Sarah Irine.";
- mes "I didn't expect you would show up here.";
- next;
- cutin "sarah_hero3",2;
- mes "[Sarah]";
- mes "What do you think you're doing here, Bijou?";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "Yes, I was in the middle of taking care of the annoying bugs.";
- next;
- cutin "sarah_hero3",2;
- mes "[Sarah]";
- mes "What kind of answer is that, Bijou?";
- next;
- mes "[Sarah]";
- mes "My question was: what are you still doing here, totally goofing off, and, why didn't you break any sealing off of Ymir's Heart?";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "Well, that's uh...I did break the 1st seal, though.";
- mes "This place will be cleaned up in no time. There is nothing for you to worry about, Sarah.";
- next;
- mes "[Bijou]";
- mes "Trust me and consider it done. Please be yourself as proud Valkyrie.";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "(~Scoffs~ What an uptight, pathetic Valkyrie she is! I can't believe a greenhorn like you are treated the same as Himelmez. That is so unfair.)";
- next;
- cutin "sarah_hero3_2",2;
- mes "[Sarah]";
- mes "You must be out of your mind, Bijou...There is no Himelmez here.";
- next;
- cutin "bijou_03",2;
- mes "[Bijou]";
- mes "....~Gasps~";
- mes "I'm out of breath!";
- next;
- cutin "sarah_hero3_2",2;
- mes "[Sarah]";
- mes "You'd better keep your mouth shut!";
- next;
- cutin "bijou_03",2;
- mes "[Bijou]";
- mes "~Coughs~";
- mes "~Keeps coughing~";
- next;
- cutin "sarah_hero3",2;
- mes "[Sarah]";
- mes "I can certainly do without a subordinate who wastes time for this kind of petty job.";
- mes "Let me take that Ymir's Heart...myself.";
- disablenpc instance_npcname("Sarah#5mir");
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "(She is Valkyrie, indeed. Oh, what can you do about that?)";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "The time is right!";
- mes "Frost Diver!";
- specialeffect EF_FREEZE,AREA, instance_npcname("Bijou#5mir");
- next;
- cutin "bijou_03",2;
- mes "[Bijou]";
- mes "What did you say?!";
- next;
- mes "[Bijou]";
- mes "Whoa...That was a close; call.";
- mes "How could this happen?";
- next;
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "This magic...";
- mes "This must be high-level magic as I expected. It's pretty tough to cast it.";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "(What is this?! Did she just master the magic that I used on her?)";
- next;
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "Iris! This is a healing potion.";
- mes "Drink it and you'll come to your senses.";
- next;
- sleep2 500;
- specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "~Muffled sound~";
- next;
- sleep2 500;
- specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "Oh, you woke up now?";
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "Umm....";
- mes "~Vomiting sound~";
- mes "Yuck! Is this bitter!";
- mes "What the heck is this?!";
- mes "What did you give to me?";
- next;
- cutin "fenrir_a",2;
- mes "[Fenrir]";
- mes "So you woke up, Iris.";
- mes "I'm so relieved.";
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "~Sighs~ By the way, Fenrir!";
- mes "What about Ymir's Heart?";
- next;
- cutin "bijou_02",2;
- mes "[Bijou]";
- mes "(...Fenrir? I thought too much about Ymir's Heart and totally forgot about her. If my guess is right, she must be...!)";
- next;
- mes "[Bijou]";
- mes "~Exhales~ I see. That's right.";
- mes "That beast's blood flowing through your body...That was the answer!";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "Then, let me serve you the right way! ~Chuckles~";
- mes "I didn't expect to see the hero from a thousand years ago!";
- next;
- cutin "bijou_03",2;
- mes "[Bijou]";
- mes "Die!!";
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "...Be careful. She's about to attack!";
- close2;
- cutin "",255;
- if ('step == 6) {
- 'step = 7;
- donpcevent instance_npcname("eq#mir5") + "::OnEvent";
- }
- end;
- }
- 1@mir,101,104,0 script eq#mir5 HIDDEN_WARP_NPC,{
- end;
- OnEvent:
- enablenpc instance_npcname("eq#mir3");
- enablenpc instance_npcname("eq#mir5");
- disablenpc instance_npcname("Bijou#5mir");
- disablenpc instance_npcname("Fenrir#5mir");
- disablenpc instance_npcname("Iris#5mir");
- monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir5") + "::OnMobDead";// BIJOU
- 'boss_id = $@mobid[0];
- 'target_event = 2;
- initnpctimer;
- end;
- OnTimer1000:
- getunitdata 'boss_id, .@data;
- if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
- initnpctimer;
- end;
- }
- end;
- OnTimer3000:
- mapannounce 'map_name$, "Iris: Let's fight together and we will win again!", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer5000:
- mapannounce 'map_name$, "Fenrir: I think so, too. This time, too, I'd like to ask you to lure it to where I am.", bc_map,0xFFFF00,FW_NORMAL,12;
- end;
- OnTimer7000:
- mapannounce 'map_name$, "Bijou: ......", bc_map,0xFFFF00,FW_NORMAL,12;
- donpcevent instance_npcname("eq#mir3") + "::OnEvent2";
- donpcevent instance_npcname("eq#mir6") + "::OnTalk";
- stopnpctimer;
- end;
- OnMobDead:
- if ('step != 7)
- end;
- 'step = 8;
- stopnpctimer;
- donpcevent instance_npcname("eq#mir3") + "::OnStop";
- donpcevent instance_npcname("eq#mir6") + "::OnStop";
- if ('random_letter$ != "")
- donpcevent instance_npcname( "Fenrir#boss2" + 'random_letter$ ) + "::OnStop";
- disablenpc instance_npcname("eq#mir5");
- enablenpc instance_npcname("Fenrir#6mir");
- enablenpc instance_npcname("Iris#6mir");
- enablenpc instance_npcname("Bijou#6mir");
- if (playerattached() && 'exploit_disabled && ep16_royal == 19) {
- erasequest 7700;// Once More!
- setquest 7701;// Lost Imir Heart
- ep16_royal = 20;
- }
- end;
- }
- 1@mir,101,104,0 script eq#mir6 HIDDEN_WARP_NPC,{
- end;
- OnTalk:
- enablenpc instance_npcname("eq#mir6");
- initnpctimer;
- end;
- OnTimer20000:
- .@r = rand(3);
- if (.@r == 0)
- unittalk 'boss_id, "Bijou: To Lord Himelmez!";
- else if (.@r == 1)
- unittalk 'boss_id, "Bijou: Heh...You're still alive!";
- else
- unittalk 'boss_id, "Bijou: ~Chuckles~ Are you feeling the pain?";
- initnpctimer;
- end;
- OnStop:
- stopnpctimer;
- end;
- }
- 1@mir,100,95,5 script Iris#6mir 4_F_IRIS,{
- if (is_party_leader() == false) // it shouldn't happen
- end;
- if ('step != 8)
- end;
- mes "[Iris]";
- mes "~Grunts~";
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "~Evil laughter~ Die!";
- mes "Clerics deserve to die!";
- specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
- next;
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "Iris!!";
- mes "No! Stop!!";
- specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
- next;
- cutin "bijou_01",2;
- mes "[Bijou]";
- mes "~Chuckles~";
- mes "So you're looking for a partner, eh?";
- mes "Good idea, but...I think it's too late.";
- specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
- next;
- mes "[Bijou]";
- mes "Because...";
- mes "This will be the final, fatal blow to you. Wahahaha!";
- specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
- next;
- sleep2 300;
- enablenpc instance_npcname("Sarah#6mir");
- cutin "bijou_03",2;
- mes "[Bijou]";
- mes "....~Sighs~";
- mes "Huh?...In my stomach...";
- mes "This knife...";
- mes "Sa...Sarah...? How?";
- specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
- next;
- cutin "bijou_death",4;
- mes "[Sarah]";
- mes "Is that all you want to say?";
- mes "Don't worry. I'll let Himelmez know of your brave contribution. Don't blame me, Bijou.";
- next;
- mes "[Bijou]";
- mes "Why...? Tell me why!";
- mes "...That...that little chick...Was that it? Because she's your sister? Was that it? Tell me, Sarah!";
- next;
- mes "[Bijou]";
- mes "~Groans~";
- specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
- disablenpc instance_npcname("Bijou#6mir");
- next;
- mes "[Sarah]";
- mes "......";
- mes "Your soul has been set free, Bijou.";
- next;
- cutin "hero_iris_01",2;
- mes "[Iris]";
- mes "(Did she save me...?)";
- next;
- mes "[Iris]";
- mes "Sarah...";
- mes "It's Sarah, right?";
- mes "People say we parted when we were little...";
- next;
- mes "[Iris]";
- mes "...So what's your plan, huh? Why...why did you save me?!";
- mes "Don't you ever think this will ever change my belief! I will never, ever forgive you!";
- next;
- mes "[Iris]";
- mes "Mom...Dad...Every people in our town. I'm going to revenge!";
- next;
- cutin "sarah_hero3",2;
- mes "[Sarah]";
- mes "Shut that mouth!";
- mes "Don't be a drama queen as if you're the only victim here.";
- mes "They just paid the price for what they sinned. The sin that they committed by killing my mother 12 years ago.";
- next;
- mes "[Sarah]";
- mes "Do you want me to tell you the truth? Those 'loved ones' you're incessantly talking about...Our great elder and the people in our town were actually...";
- next;
- mes "[Sarah]";
- mes "......";
- mes "Stop it...";
- mes "Ymir's Heart comes first, no matter what.";
- next;
- mes "[Sarah]";
- mes "Mark my word.";
- mes "I didn't let you live.";
- mes "I will let you die soon.";
- mes "I make sure you no longer see the light of day the next time when we meet.";
- next;
- mes "[Sarah]";
- mes "Don't you ever let anyone kill you until then, Iris.";
- mes "I'd better bid farewell for today, then.";
- disablenpc instance_npcname("Sarah#6mir");
- next;
- specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#6mir");
- cutin "fenrir_b",2;
- mes "[Fenrir]";
- mes "~Grunts~ That Valkyrie destroyed the ceiling when taking Ymir's Heart!";
- next;
- mes "[Fenrir]";
- mes "We'd better get out of here, too! This place is too dangerous!";
- close2;
- if (ep16_royal == 19) {
- erasequest 7700;// Once More!
- setquest 7701;// Lost Imir Heart
- ep16_royal = 20;
- }
- warp "prt_lib_q",88,83;
- end;
- }
- 1@mir,100,40,5 duplicate(dummy_npc) Iris#1mir 4_F_IRIS
- 1@mir,103,94,1 duplicate(dummy_npc) Fenrir#2mir 4_F_FENRIR
- 1@mir,102,98,3 duplicate(dummy_npc) Bijou#2mir 4_F_BIJOU
- 1@mir,100,85,7 duplicate(dummy_npc) Fenrir#3mir 4_F_FENRIR
- 1@mir,102,88,3 duplicate(dummy_npc) Bijou#3mir 4_F_BIJOU
- 1@mir,101,95,1 duplicate(dummy_npc) Renovated Amdarais#3mir 3448
- 1@mir,94,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1b 4_F_FENRIR,2,2
- 1@mir,112,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1c 4_F_FENRIR,2,2
- 1@mir,103,60,3 duplicate(Fenrir#boss1a) Fenrir#boss1d 4_F_FENRIR,2,2
- 1@mir,100,80,5 duplicate(dummy_npc) Iris#boss1a 4_F_IRIS
- 1@mir,91,73,5 duplicate(dummy_npc) Iris#boss1b 4_F_IRIS
- 1@mir,109,73,5 duplicate(dummy_npc) Iris#boss1c 4_F_IRIS
- 1@mir,100,60,5 duplicate(dummy_npc) Iris#boss1d 4_F_IRIS
- 1@mir,103,76,3 duplicate(Fenrir#boss1a) Fenrir#boss2a 4_F_FENRIR,2,2
- 1@mir,94,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2b 4_F_FENRIR,2,2
- 1@mir,112,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2c 4_F_FENRIR,2,2
- 1@mir,103,63,3 duplicate(Fenrir#boss1a) Fenrir#boss2d 4_F_FENRIR,2,2
- 1@mir,100,76,5 duplicate(dummy_npc) Iris#boss2a 4_F_IRIS
- 1@mir,91,70,5 duplicate(dummy_npc) Iris#boss2b 4_F_IRIS
- 1@mir,109,70,5 duplicate(dummy_npc) Iris#boss2c 4_F_IRIS
- 1@mir,100,63,5 duplicate(dummy_npc) Iris#boss2d 4_F_IRIS
- 1@mir,102,95,3 duplicate(dummy_npc) Bijou#4mir 4_F_BIJOU
- 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#4mir 4_F_FENRIR
- 1@mir,102,95,3 duplicate(dummy_npc) Bijou#5mir 4_F_BIJOU
- 1@mir,99,95,5 duplicate(dummy_npc) Sarah#5mir 4_F_SARAH
- 1@mir,100,90,7 duplicate(dummy_npc) Iris#5mir 4_F_IRIS
- 1@mir,102,95,3 duplicate(dummy_npc) Bijou#6mir 4_F_BIJOU
- 1@mir,104,95,3 duplicate(dummy_npc) Sarah#6mir 4_F_SARAH
- 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#6mir 4_F_FENRIR
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