RoomOfConsciousness.txt 28 KB

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  1. //===== rAthena Script =======================================
  2. //= Instance Room of Consciousness.
  3. //===== Description: =========================================
  4. //- [Walkthrough conversion]
  5. //- Require Banquet main quest.
  6. //===== Changelogs: ==========================================
  7. //= 1.0 First version. [Capuche]
  8. //= 1.1 Added a setting to prevent an exploit
  9. // (searchs "'exploit_disabled" variable - the variable is
  10. // false by default like on official server). [Capuche]
  11. //============================================================
  12. 1@mir,103,40,3 script Fenrir#1mir 4_F_FENRIR,{
  13. if (is_party_leader() == false) // it shouldn't happen
  14. end;
  15. cutin "fenrir_a",2;
  16. mes "[Fenrir]";
  17. mes "Sealed in the underground";
  18. mes "of the Prontera Castle...";
  19. mes "I didn't expect it to be this huge...";
  20. next;
  21. cutin "hero_iris_01",2;
  22. mes "[Iris]";
  23. mes "What on earth is there inside?";
  24. next;
  25. cutin "fenrir_a",2;
  26. mes "[Fenrir]";
  27. mes "I don't know. Let's investigate the inside, first.";
  28. close2;
  29. cutin "",255;
  30. disablenpc instance_npcname("Iris#1mir");
  31. disablenpc instance_npcname("Fenrir#1mir");
  32. end;
  33. OnInstanceInit:
  34. 'map_name$ = instance_mapname("1@mir");
  35. 'step = 0;
  36. // On official server the instance can be repeated if the player log out after the death of Bijou (main quest)
  37. // true: prevent the exploit
  38. // false: like on official - exploitable
  39. 'exploit_disabled = false;
  40. disablenpc instance_npcname("Bijou#2mir");
  41. disablenpc instance_npcname("Fenrir#3mir");
  42. disablenpc instance_npcname("Iris#3mir");
  43. disablenpc instance_npcname("Bijou#3mir");
  44. disablenpc instance_npcname("Renovated Amdarais#3mir");
  45. disablenpc instance_npcname("Fenrir#4mir");
  46. disablenpc instance_npcname("Iris#4mir");
  47. disablenpc instance_npcname("Bijou#4mir");
  48. disablenpc instance_npcname("Fenrir#5mir");
  49. disablenpc instance_npcname("Iris#5mir");
  50. disablenpc instance_npcname("Bijou#5mir");
  51. disablenpc instance_npcname("Sarah#5mir");
  52. disablenpc instance_npcname("Fenrir#6mir");
  53. disablenpc instance_npcname("Iris#6mir");
  54. disablenpc instance_npcname("Bijou#6mir");
  55. disablenpc instance_npcname("Sarah#6mir");
  56. disablenpc instance_npcname("Fenrir#boss1a");
  57. disablenpc instance_npcname("Fenrir#boss1b");
  58. disablenpc instance_npcname("Fenrir#boss1c");
  59. disablenpc instance_npcname("Fenrir#boss1d");
  60. disablenpc instance_npcname("Iris#boss1a");
  61. disablenpc instance_npcname("Iris#boss1b");
  62. disablenpc instance_npcname("Iris#boss1c");
  63. disablenpc instance_npcname("Iris#boss1d");
  64. disablenpc instance_npcname("Fenrir#boss2a");
  65. disablenpc instance_npcname("Fenrir#boss2b");
  66. disablenpc instance_npcname("Fenrir#boss2c");
  67. disablenpc instance_npcname("Fenrir#boss2d");
  68. disablenpc instance_npcname("Iris#boss2a");
  69. disablenpc instance_npcname("Iris#boss2b");
  70. disablenpc instance_npcname("Iris#boss2c");
  71. disablenpc instance_npcname("Iris#boss2d");
  72. disablenpc instance_npcname("eq#mir2");
  73. disablenpc instance_npcname("eq#mir3");
  74. disablenpc instance_npcname("eq#mir4");
  75. disablenpc instance_npcname("eq#mir5");
  76. disablenpc instance_npcname("eq#mir6");
  77. end;
  78. }
  79. 1@mir,100,94,7 script Iris#2mir 4_F_IRIS,{
  80. if (is_party_leader() == false) // it shouldn't happen
  81. end;
  82. if ('step != 0)
  83. end;
  84. mes "[Iris]";
  85. mes "This...this must be...";
  86. mes "Ymir's Heart!";
  87. next;
  88. cutin "fenrir_a",2;
  89. mes "[Fenrir]";
  90. mes "This...";
  91. mes "This is Ymir's Heart...";
  92. next;
  93. cutin "hero_iris_01",255;
  94. mes "~Rumbling~";
  95. next;
  96. specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
  97. cutin "hero_iris_01",2;
  98. mes "[Iris]";
  99. mes "Why is this place shaking?!";
  100. next;
  101. cutin "fenrir_b",2;
  102. mes "[Fenrir]";
  103. mes "~Grunts~ They must've started attacking this place, too.";
  104. next;
  105. enablenpc instance_npcname("Bijou#2mir");
  106. cutin "bijou_01",2;
  107. mes "[Bijou]";
  108. mes "~Grins~ Delighted to see you all.";
  109. next;
  110. cutin "fenrir_b",2;
  111. mes "[Fenrir]";
  112. mes "!!";
  113. mes "You've got to be kidding me!";
  114. next;
  115. cutin "bijou_01",2;
  116. mes "[Bijou]";
  117. mes "From this moment on, we the Immortal Legion by Lord Valkyrie Himelmez";
  118. mes "will take over here.";
  119. next;
  120. specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
  121. cutin "hero_iris_01",2;
  122. mes "[Iris]";
  123. mes "What? How dare you!";
  124. mes "I'm game. Bring it on!";
  125. next;
  126. cutin "bijou_01",2;
  127. mes "[Bijou]";
  128. mes "~Grins~ Do I look like I have the time to deal with a petty thing like you, human?";
  129. mes "But, out of pure mercy, I'll let you taste the fearful power of the Immortal Legion just a little bit.";
  130. next;
  131. cutin "fenrir_b",2;
  132. mes "[Fenrir]";
  133. mes "~Grunts~ When did all the legionnaires get here?";
  134. close2;
  135. cutin "",255;
  136. if ('step == 0) {
  137. 'step = 1;
  138. donpcevent instance_npcname("eq#mir1") + "::OnEvent";
  139. disablenpc instance_npcname("Iris#2mir");
  140. }
  141. end;
  142. }
  143. 1@mir,101,104,0 script eq#mir1 HIDDEN_WARP_NPC,{
  144. end;
  145. OnEvent:
  146. initnpctimer;
  147. end;
  148. OnTimer200:
  149. disablenpc instance_npcname("Iris#1mir");
  150. disablenpc instance_npcname("Fenrir#1mir");
  151. disablenpc instance_npcname("Fenrir#2mir");
  152. disablenpc instance_npcname("Bijou#2mir");
  153. mapannounce 'map_name$, "Fenrir: The enemies will show up soon! Brace yourself!", bc_map,0xFFFF00,FW_NORMAL,12;
  154. end;
  155. OnTimer2200:
  156. mapannounce 'map_name$, "Fenrir: The enemies are swarming in. We must get rid of them all!", bc_map,0xFFFF00,FW_NORMAL,12;
  157. // coords inaccurate
  158. monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
  159. monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
  160. monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
  161. monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
  162. monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
  163. monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
  164. monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
  165. 'skeleton_wave[0] = 7;
  166. stopnpctimer;
  167. end;
  168. OnMobDead:
  169. 'skeleton_wave[0]--;
  170. if ('skeleton_wave[0] == 0) {
  171. mapannounce 'map_name$, "Iris: ~Exhales~ Did we knock out all the enemies now?", bc_map,0xFFFF00,FW_NORMAL,12;
  172. startnpctimer;
  173. }
  174. end;
  175. OnTimer4200:
  176. mapannounce 'map_name$, "Fenrir: I don't think so. Some of the remnants are still here. Watch out!", bc_map,0xFFFF00,FW_NORMAL,12;
  177. end;
  178. OnTimer6200:
  179. // coords inaccurate
  180. monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
  181. monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
  182. monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
  183. monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
  184. monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
  185. monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
  186. monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
  187. 'skeleton_wave[1] = 7;
  188. stopnpctimer;
  189. end;
  190. OnMobDead2:
  191. 'skeleton_wave[1]--;
  192. if ('skeleton_wave[1] == 0 && 'step == 1) {
  193. 'step = 2;
  194. mapannounce 'map_name$, "Fenrir: Phew! I think we've done here.", bc_map,0xFFFF00,FW_NORMAL,12;
  195. enablenpc instance_npcname("Fenrir#3mir");
  196. enablenpc instance_npcname("Iris#3mir");
  197. enablenpc instance_npcname("Bijou#2mir");
  198. disablenpc instance_npcname("eq#mir1");
  199. }
  200. end;
  201. }
  202. 1@mir,103,85,1 script Iris#3mir 4_F_IRIS,{
  203. if (is_party_leader() == false) // it shouldn't happen
  204. end;
  205. if ('step != 2)
  206. end;
  207. mes "[Bijou]";
  208. mes "~Chuckles~ I think you're not that bad for a human.";
  209. next;
  210. cutin "bijou_02",2;
  211. mes "[Bijou]";
  212. mes "But do you think you can get away from this, again? Wake up, my underlings!";
  213. specialeffect EF_WARP,AREA, instance_npcname("Renovated Amdarais#3mir");
  214. sleep2 3000;
  215. specialeffect EF_ENTRY,AREA, instance_npcname("Renovated Amdarais#3mir");
  216. enablenpc instance_npcname("Renovated Amdarais#3mir");
  217. next;
  218. cutin "hero_iris_01",2;
  219. mes "[Iris]";
  220. mes "What...what's up with this monster?!";
  221. next;
  222. cutin "bijou_01",2;
  223. mes "[Bijou]";
  224. mes "Ah...";
  225. mes "I'll let you in on me before I go.";
  226. mes "I'm Bijou.";
  227. mes "I'm the adjutant to Lord Valkyrie Himelmez.";
  228. next;
  229. cutin "fenrir_b",2;
  230. mes "[Fenrir]";
  231. mes "~Groans~";
  232. mes "No Valkyrie's subordinates ever disappointed me and neither did you.";
  233. mes "Ymir's Heart is a huge energy source. For what do you want to use it anyway?";
  234. next;
  235. cutin "bijou_01",2;
  236. mes "[Bijou]";
  237. mes "......";
  238. mes "You don't need to know. You're going to be wiped out soon anyway.";
  239. next;
  240. cutin "fenrir_b",2;
  241. mes "[Fenrir]";
  242. mes "I don't think you'd use it for any good cause.";
  243. mes "I'll stop Bijou from taking Ymir's Heart. You go ahead and take care of that huge monster!";
  244. close2;
  245. cutin "",255;
  246. if ('step == 2) {
  247. 'step = 3;
  248. donpcevent instance_npcname("eq#mir2") + "::OnEvent";
  249. }
  250. end;
  251. }
  252. 1@mir,101,104,0 script eq#mir2 HIDDEN_WARP_NPC,{
  253. end;
  254. OnEvent:
  255. enablenpc instance_npcname("eq#mir2");
  256. enablenpc instance_npcname("eq#mir3");
  257. disablenpc instance_npcname("Bijou#2mir");
  258. disablenpc instance_npcname("Fenrir#3mir");
  259. disablenpc instance_npcname("Iris#3mir");
  260. disablenpc instance_npcname("Renovated Amdarais#3mir");
  261. monster 'map_name$,101,95,"Renovated Amdarais",3448,1, instance_npcname("eq#mir2") + "::OnMobDead";// P_AMDARAIS
  262. 'boss_id = $@mobid[0];
  263. 'target_event = 1; // Amdarais
  264. initnpctimer;
  265. end;
  266. OnTimer1000:
  267. getunitdata 'boss_id, .@data;
  268. if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
  269. initnpctimer;
  270. end;
  271. }
  272. mapannounce 'map_name$, "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;
  273. end;
  274. OnTimer3000:
  275. mapannounce 'map_name$, "Bijou: ~Chuckles~ Amdarais won't get knocked down that easily.", bc_map,0xFFFF00,FW_NORMAL,12;
  276. end;
  277. OnTimer5000:
  278. mapannounce 'map_name$, "Fenrir: This undead seems to be different from any other undeads.", bc_map,0xFFFF00,FW_NORMAL,12;
  279. end;
  280. OnTimer7000:
  281. mapannounce 'map_name$, "Fenrir: Yes, it's the nucleus! Attack its nucleus to inflict huge damage!", bc_map,0xFFFF00,FW_NORMAL,12;
  282. end;
  283. OnTimer9000:
  284. donpcevent instance_npcname("eq#mir3") + "::OnEvent";
  285. stopnpctimer;
  286. end;
  287. OnMobDead:
  288. if ('step != 3)
  289. end;
  290. 'step = 4;
  291. stopnpctimer;
  292. donpcevent instance_npcname("eq#mir3") + "::OnStop";
  293. if ('random_letter$ != "")
  294. donpcevent instance_npcname( "Fenrir#boss1" + 'random_letter$ ) + "::OnStop";
  295. disablenpc instance_npcname("eq#mir2");
  296. enablenpc instance_npcname("Fenrir#4mir");
  297. enablenpc instance_npcname("Iris#4mir");
  298. end;
  299. }
  300. 1@mir,101,104,0 script eq#mir3 HIDDEN_WARP_NPC,{
  301. end;
  302. OnEvent:
  303. callsub S_Announce, true;
  304. OnEvent2:
  305. callsub S_Announce, false;
  306. S_Announce:
  307. setarray .@list$[0],"a","b","c","d";
  308. 'random_letter$ = .@list$[ rand(4) ];
  309. donpcevent instance_npcname( "Fenrir#boss" + 'target_event + "" + 'random_letter$ ) + "::OnEvent"; // 1: P_AMDARAIS / 2: BIJOU
  310. if (getarg(0) == true)
  311. mapannounce 'map_name$, "Fenrir: Lure it to where I am!", bc_map,0xFFFF00,FW_NORMAL,12;
  312. end;
  313. OnStart:
  314. initnpctimer;
  315. end;
  316. OnTimer25000:
  317. donpcevent instance_npcname("eq#mir3") + "::OnEvent";
  318. stopnpctimer;
  319. end;
  320. OnStop:
  321. stopnpctimer;
  322. disablenpc instance_npcname("eq#mir3");
  323. end;
  324. }
  325. 1@mir,103,80,3 script Fenrir#boss1a 4_F_FENRIR,2,2,{
  326. end;
  327. OnEvent:
  328. 'fenrir_name$ = instance_npcname( strnpcinfo(0) );
  329. 'iris_name$ = instance_npcname( "Iris#" + strnpcinfo(2) );
  330. enablenpc 'fenrir_name$;
  331. enablenpc 'iris_name$;
  332. end;
  333. OnTouchNPC:
  334. if ('touch_mob == 0) {
  335. npctalk "Fenrir: Good work! Now it's on you, Iris!", 'fenrir_name$;
  336. 'touch_mob = 1;
  337. initnpctimer;
  338. }
  339. end;
  340. OnTimer2000:
  341. npctalk "Iris: Alright, let me do it! What I, Iris, want is...!", 'iris_name$;
  342. specialeffect EF_BEGINSPELL,AREA, 'iris_name$;
  343. end;
  344. OnTimer4000:
  345. npctalk "Iris: Mabi Amulet! Go!!", 'iris_name$;
  346. if ('target_event == 1)
  347. unittalk 'boss_id, "Aaarrgghhh---!!";
  348. else
  349. unittalk 'boss_id, "Bijou: What the...!!";
  350. end;
  351. OnTimer5000:
  352. npctalk "Iris: It worked!", 'iris_name$;
  353. end;
  354. OnTimer7000:
  355. npctalk "Fenrir: So this is my turn, then. ~Spirited yell~", 'fenrir_name$;
  356. specialeffect EF_BEGINSPELL,AREA, 'fenrir_name$;
  357. specialeffect EF_TETRACASTING,AREA, 'fenrir_name$;
  358. progressbar_npc "000000",3;
  359. end;
  360. OnTimer10000:
  361. npctalk "Fenrir: Take this!!", 'fenrir_name$;
  362. specialeffect EF_SUI_EXPLOSION,AREA, 'fenrir_name$;
  363. specialeffect EF_LORD,AREA, 'fenrir_name$;
  364. specialeffect EF_FLAMELAUNCHER,AREA, 'fenrir_name$;
  365. if ('target_event == 1)
  366. unittalk 'boss_id, "~Screams~";
  367. else
  368. unittalk 'boss_id, "Bijou: ~Groans~ More hurting than I thought...!";
  369. getunitdata 'boss_id, .@data;
  370. if (.@data[UMOB_HP] > 0) {
  371. .@damage = rand(700,1300) * 1000;
  372. if (.@damage >= .@data[UMOB_HP])
  373. .@mob_hp = 0;
  374. else
  375. .@mob_hp = .@data[UMOB_HP] - .@damage;
  376. setunitdata 'boss_id, UMOB_HP, .@mob_hp;
  377. }
  378. end;
  379. OnTimer13000:
  380. npctalk "Fenrir: It's not perfect but I think we've caused a pretty significant amount of damage!", 'fenrir_name$;
  381. end;
  382. OnTimer14500:
  383. npctalk "Fenrir: I've consumed magic too much. I'll take a short break. I'm counting on you, then!", 'fenrir_name$;
  384. end;
  385. OnTimer16500:
  386. donpcevent instance_npcname("eq#mir3") + "::OnStart";
  387. OnStop:
  388. stopnpctimer;
  389. disablenpc();
  390. disablenpc instance_npcname( "Iris#" + strnpcinfo(2) );
  391. 'touch_mob = 0;
  392. 'random_letter$ = "";
  393. end;
  394. }
  395. 1@mir,100,90,7 script Iris#4mir 4_F_IRIS,{
  396. if (is_party_leader() == false) // it shouldn't happen
  397. end;
  398. if ('step != 4)
  399. end;
  400. mes "[Iris]";
  401. mes "Was that it...? Has it gone now?";
  402. mes "So what's left now is...";
  403. next;
  404. enablenpc instance_npcname("Bijou#4mir");
  405. cutin "bijou_01",2;
  406. mes "[Bijou]";
  407. mes "Me...I'm the only one left...";
  408. next;
  409. cutin "hero_iris_01",2;
  410. mes "[Iris]";
  411. mes "What?!";
  412. next;
  413. mes "~POW!~";
  414. specialeffect EF_SUI_EXPLOSION,AREA, instance_npcname("Iris#4mir");
  415. next;
  416. cutin "hero_iris_01",2;
  417. mes "[Iris]";
  418. mes "Aaarrghhh---!!!";
  419. next;
  420. cutin "bijou_01",2;
  421. mes "[Bijou]";
  422. mes "I must say it was rather unexpected. ~Chuckles~";
  423. mes "I didn't expect anyone to defeat Amdarais that I spent three good years to complete.";
  424. next;
  425. cutin "bijou_02",2;
  426. mes "[Bijou]";
  427. mes "You will pay";
  428. mes "for ruining my three-year efforts!!";
  429. mes "Slowly...";
  430. mes "And horribly painfully...!!";
  431. close2;
  432. cutin "",255;
  433. if ('step == 4) {
  434. 'step = 5;
  435. donpcevent instance_npcname("eq#mir4") + "::OnEvent";
  436. }
  437. end;
  438. }
  439. 1@mir,101,104,0 script eq#mir4 HIDDEN_WARP_NPC,{
  440. end;
  441. OnEvent:
  442. enablenpc instance_npcname("eq#mir4");
  443. disablenpc instance_npcname("Fenrir#4mir");
  444. disablenpc instance_npcname("Iris#4mir");
  445. disablenpc instance_npcname("Bijou#4mir");
  446. monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir4") + "::OnMobDead";// BIJOU
  447. 'boss_id = $@mobid[0];
  448. initnpctimer;
  449. end;
  450. OnTimer1000:
  451. getunitdata 'boss_id, .@data;
  452. if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
  453. initnpctimer;
  454. end;
  455. }
  456. donpcevent instance_npcname("eq#mir4") + "::OnMobDead";
  457. end;
  458. OnMobDead:
  459. if ('step != 5)
  460. end;
  461. 'step = 6;
  462. killmonster 'map_name$, instance_npcname("eq#mir4") + "::OnMobDead";
  463. stopnpctimer;
  464. enablenpc instance_npcname("Fenrir#5mir");
  465. enablenpc instance_npcname("Iris#5mir");
  466. enablenpc instance_npcname("Bijou#5mir");
  467. disablenpc instance_npcname("eq#mir4");
  468. end;
  469. }
  470. 1@mir,103,90,1 script Fenrir#5mir 4_F_FENRIR,{
  471. if (is_party_leader() == false) // it shouldn't happen
  472. end;
  473. if ('step != 6)
  474. end;
  475. mes "[Fenrir]";
  476. mes "~Groans~ I can't believe nothing seems to work!";
  477. next;
  478. cutin "bijou_01",2;
  479. mes "[Bijou]";
  480. mes "~Chuckles~";
  481. mes "I'll let you taste what despair feels like.";
  482. next;
  483. cutin "bijou_02",2;
  484. mes "[Bijou]";
  485. mes "Frost Diver!";
  486. specialeffect EF_LOCKON,AREA, instance_npcname("Fenrir#5mir");
  487. sleep2 3000;
  488. specialeffect EF_FREEZE,AREA, instance_npcname("Fenrir#5mir");
  489. next;
  490. cutin "fenrir_b",2;
  491. mes "[Fenrir]";
  492. mes "~Groans~";
  493. next;
  494. cutin "bijou_01",2;
  495. mes "[Bijou]";
  496. mes "How does it feel? Painful, eh?";
  497. mes "You must become paralyzed by now.";
  498. mes "...But don't expect me to kill you that easily...";
  499. next;
  500. mes "[Bijou]";
  501. mes "I should take care of this downright annoying cleric gal first.";
  502. next;
  503. cutin "fenrir_b",2;
  504. mes "[Fenrir]";
  505. mes "I...Iris!!";
  506. next;
  507. cutin "sarah_hero3",2;
  508. mes "[Sarah]";
  509. mes "......";
  510. enablenpc instance_npcname("Sarah#5mir");
  511. next;
  512. cutin "bijou_02",2;
  513. mes "[Bijou]";
  514. mes "Sarah...?";
  515. next;
  516. cutin "sarah_hero3",2;
  517. mes "[Sarah]";
  518. mes "So this is it...";
  519. mes "This is the underground of Prontera Castle.";
  520. mes "The place where the first Ymir's Heart is sealed.";
  521. next;
  522. mes "[Sarah]";
  523. mes "And that must be...";
  524. mes "Ymir's Heart...";
  525. next;
  526. cutin "bijou_02",2;
  527. mes "[Bijou]";
  528. mes "What brought you all the way up here?";
  529. mes "Sarah Irine.";
  530. mes "I didn't expect you would show up here.";
  531. next;
  532. cutin "sarah_hero3",2;
  533. mes "[Sarah]";
  534. mes "What do you think you're doing here, Bijou?";
  535. next;
  536. cutin "bijou_01",2;
  537. mes "[Bijou]";
  538. mes "Yes, I was in the middle of taking care of the annoying bugs.";
  539. next;
  540. cutin "sarah_hero3",2;
  541. mes "[Sarah]";
  542. mes "What kind of answer is that, Bijou?";
  543. next;
  544. mes "[Sarah]";
  545. 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?";
  546. next;
  547. cutin "bijou_02",2;
  548. mes "[Bijou]";
  549. mes "Well, that's uh...I did break the 1st seal, though.";
  550. mes "This place will be cleaned up in no time. There is nothing for you to worry about, Sarah.";
  551. next;
  552. mes "[Bijou]";
  553. mes "Trust me and consider it done. Please be yourself as proud Valkyrie.";
  554. next;
  555. cutin "bijou_01",2;
  556. mes "[Bijou]";
  557. 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.)";
  558. next;
  559. cutin "sarah_hero3_2",2;
  560. mes "[Sarah]";
  561. mes "You must be out of your mind, Bijou...There is no Himelmez here.";
  562. next;
  563. cutin "bijou_03",2;
  564. mes "[Bijou]";
  565. mes "....~Gasps~";
  566. mes "I'm out of breath!";
  567. next;
  568. cutin "sarah_hero3_2",2;
  569. mes "[Sarah]";
  570. mes "You'd better keep your mouth shut!";
  571. next;
  572. cutin "bijou_03",2;
  573. mes "[Bijou]";
  574. mes "~Coughs~";
  575. mes "~Keeps coughing~";
  576. next;
  577. cutin "sarah_hero3",2;
  578. mes "[Sarah]";
  579. mes "I can certainly do without a subordinate who wastes time for this kind of petty job.";
  580. mes "Let me take that Ymir's Heart...myself.";
  581. disablenpc instance_npcname("Sarah#5mir");
  582. next;
  583. cutin "bijou_02",2;
  584. mes "[Bijou]";
  585. mes "(She is Valkyrie, indeed. Oh, what can you do about that?)";
  586. next;
  587. cutin "fenrir_b",2;
  588. mes "[Fenrir]";
  589. mes "The time is right!";
  590. mes "Frost Diver!";
  591. specialeffect EF_FREEZE,AREA, instance_npcname("Bijou#5mir");
  592. next;
  593. cutin "bijou_03",2;
  594. mes "[Bijou]";
  595. mes "What did you say?!";
  596. next;
  597. mes "[Bijou]";
  598. mes "Whoa...That was a close; call.";
  599. mes "How could this happen?";
  600. next;
  601. cutin "fenrir_a",2;
  602. mes "[Fenrir]";
  603. mes "This magic...";
  604. mes "This must be high-level magic as I expected. It's pretty tough to cast it.";
  605. next;
  606. cutin "bijou_02",2;
  607. mes "[Bijou]";
  608. mes "(What is this?! Did she just master the magic that I used on her?)";
  609. next;
  610. cutin "fenrir_a",2;
  611. mes "[Fenrir]";
  612. mes "Iris! This is a healing potion.";
  613. mes "Drink it and you'll come to your senses.";
  614. next;
  615. sleep2 500;
  616. specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
  617. cutin "hero_iris_01",2;
  618. mes "[Iris]";
  619. mes "~Muffled sound~";
  620. next;
  621. sleep2 500;
  622. specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
  623. cutin "fenrir_a",2;
  624. mes "[Fenrir]";
  625. mes "Oh, you woke up now?";
  626. next;
  627. cutin "hero_iris_01",2;
  628. mes "[Iris]";
  629. mes "Umm....";
  630. mes "~Vomiting sound~";
  631. mes "Yuck! Is this bitter!";
  632. mes "What the heck is this?!";
  633. mes "What did you give to me?";
  634. next;
  635. cutin "fenrir_a",2;
  636. mes "[Fenrir]";
  637. mes "So you woke up, Iris.";
  638. mes "I'm so relieved.";
  639. next;
  640. cutin "hero_iris_01",2;
  641. mes "[Iris]";
  642. mes "~Sighs~ By the way, Fenrir!";
  643. mes "What about Ymir's Heart?";
  644. next;
  645. cutin "bijou_02",2;
  646. mes "[Bijou]";
  647. mes "(...Fenrir? I thought too much about Ymir's Heart and totally forgot about her. If my guess is right, she must be...!)";
  648. next;
  649. mes "[Bijou]";
  650. mes "~Exhales~ I see. That's right.";
  651. mes "That beast's blood flowing through your body...That was the answer!";
  652. next;
  653. cutin "bijou_01",2;
  654. mes "[Bijou]";
  655. mes "Then, let me serve you the right way! ~Chuckles~";
  656. mes "I didn't expect to see the hero from a thousand years ago!";
  657. next;
  658. cutin "bijou_03",2;
  659. mes "[Bijou]";
  660. mes "Die!!";
  661. next;
  662. cutin "fenrir_b",2;
  663. mes "[Fenrir]";
  664. mes "...Be careful. She's about to attack!";
  665. close2;
  666. cutin "",255;
  667. if ('step == 6) {
  668. 'step = 7;
  669. donpcevent instance_npcname("eq#mir5") + "::OnEvent";
  670. }
  671. end;
  672. }
  673. 1@mir,101,104,0 script eq#mir5 HIDDEN_WARP_NPC,{
  674. end;
  675. OnEvent:
  676. enablenpc instance_npcname("eq#mir3");
  677. enablenpc instance_npcname("eq#mir5");
  678. disablenpc instance_npcname("Bijou#5mir");
  679. disablenpc instance_npcname("Fenrir#5mir");
  680. disablenpc instance_npcname("Iris#5mir");
  681. monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir5") + "::OnMobDead";// BIJOU
  682. 'boss_id = $@mobid[0];
  683. 'target_event = 2;
  684. initnpctimer;
  685. end;
  686. OnTimer1000:
  687. getunitdata 'boss_id, .@data;
  688. if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
  689. initnpctimer;
  690. end;
  691. }
  692. end;
  693. OnTimer3000:
  694. mapannounce 'map_name$, "Iris: Let's fight together and we will win again!", bc_map,0xFFFF00,FW_NORMAL,12;
  695. end;
  696. OnTimer5000:
  697. mapannounce 'map_name$, "Fenrir: I think so, too. This time, too, I'd like to ask you to lure it to where I am.", bc_map,0xFFFF00,FW_NORMAL,12;
  698. end;
  699. OnTimer7000:
  700. mapannounce 'map_name$, "Bijou: ......", bc_map,0xFFFF00,FW_NORMAL,12;
  701. donpcevent instance_npcname("eq#mir3") + "::OnEvent2";
  702. donpcevent instance_npcname("eq#mir6") + "::OnTalk";
  703. stopnpctimer;
  704. end;
  705. OnMobDead:
  706. if ('step != 7)
  707. end;
  708. 'step = 8;
  709. stopnpctimer;
  710. donpcevent instance_npcname("eq#mir3") + "::OnStop";
  711. donpcevent instance_npcname("eq#mir6") + "::OnStop";
  712. if ('random_letter$ != "")
  713. donpcevent instance_npcname( "Fenrir#boss2" + 'random_letter$ ) + "::OnStop";
  714. disablenpc instance_npcname("eq#mir5");
  715. enablenpc instance_npcname("Fenrir#6mir");
  716. enablenpc instance_npcname("Iris#6mir");
  717. enablenpc instance_npcname("Bijou#6mir");
  718. if (playerattached() && 'exploit_disabled && ep16_royal == 19) {
  719. erasequest 7700;// Once More!
  720. setquest 7701;// Lost Imir Heart
  721. ep16_royal = 20;
  722. }
  723. end;
  724. }
  725. 1@mir,101,104,0 script eq#mir6 HIDDEN_WARP_NPC,{
  726. end;
  727. OnTalk:
  728. enablenpc instance_npcname("eq#mir6");
  729. initnpctimer;
  730. end;
  731. OnTimer20000:
  732. .@r = rand(3);
  733. if (.@r == 0)
  734. unittalk 'boss_id, "Bijou: To Lord Himelmez!";
  735. else if (.@r == 1)
  736. unittalk 'boss_id, "Bijou: Heh...You're still alive!";
  737. else
  738. unittalk 'boss_id, "Bijou: ~Chuckles~ Are you feeling the pain?";
  739. initnpctimer;
  740. end;
  741. OnStop:
  742. stopnpctimer;
  743. end;
  744. }
  745. 1@mir,100,95,5 script Iris#6mir 4_F_IRIS,{
  746. if (is_party_leader() == false) // it shouldn't happen
  747. end;
  748. if ('step != 8)
  749. end;
  750. mes "[Iris]";
  751. mes "~Grunts~";
  752. next;
  753. cutin "bijou_01",2;
  754. mes "[Bijou]";
  755. mes "~Evil laughter~ Die!";
  756. mes "Clerics deserve to die!";
  757. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  758. next;
  759. cutin "fenrir_b",2;
  760. mes "[Fenrir]";
  761. mes "Iris!!";
  762. mes "No! Stop!!";
  763. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  764. next;
  765. cutin "bijou_01",2;
  766. mes "[Bijou]";
  767. mes "~Chuckles~";
  768. mes "So you're looking for a partner, eh?";
  769. mes "Good idea, but...I think it's too late.";
  770. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  771. next;
  772. mes "[Bijou]";
  773. mes "Because...";
  774. mes "This will be the final, fatal blow to you. Wahahaha!";
  775. specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
  776. next;
  777. sleep2 300;
  778. enablenpc instance_npcname("Sarah#6mir");
  779. cutin "bijou_03",2;
  780. mes "[Bijou]";
  781. mes "....~Sighs~";
  782. mes "Huh?...In my stomach...";
  783. mes "This knife...";
  784. mes "Sa...Sarah...? How?";
  785. specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
  786. next;
  787. cutin "bijou_death",4;
  788. mes "[Sarah]";
  789. mes "Is that all you want to say?";
  790. mes "Don't worry. I'll let Himelmez know of your brave contribution. Don't blame me, Bijou.";
  791. next;
  792. mes "[Bijou]";
  793. mes "Why...? Tell me why!";
  794. mes "...That...that little chick...Was that it? Because she's your sister? Was that it? Tell me, Sarah!";
  795. next;
  796. mes "[Bijou]";
  797. mes "~Groans~";
  798. specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
  799. disablenpc instance_npcname("Bijou#6mir");
  800. next;
  801. mes "[Sarah]";
  802. mes "......";
  803. mes "Your soul has been set free, Bijou.";
  804. next;
  805. cutin "hero_iris_01",2;
  806. mes "[Iris]";
  807. mes "(Did she save me...?)";
  808. next;
  809. mes "[Iris]";
  810. mes "Sarah...";
  811. mes "It's Sarah, right?";
  812. mes "People say we parted when we were little...";
  813. next;
  814. mes "[Iris]";
  815. mes "...So what's your plan, huh? Why...why did you save me?!";
  816. mes "Don't you ever think this will ever change my belief! I will never, ever forgive you!";
  817. next;
  818. mes "[Iris]";
  819. mes "Mom...Dad...Every people in our town. I'm going to revenge!";
  820. next;
  821. cutin "sarah_hero3",2;
  822. mes "[Sarah]";
  823. mes "Shut that mouth!";
  824. mes "Don't be a drama queen as if you're the only victim here.";
  825. mes "They just paid the price for what they sinned. The sin that they committed by killing my mother 12 years ago.";
  826. next;
  827. mes "[Sarah]";
  828. 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...";
  829. next;
  830. mes "[Sarah]";
  831. mes "......";
  832. mes "Stop it...";
  833. mes "Ymir's Heart comes first, no matter what.";
  834. next;
  835. mes "[Sarah]";
  836. mes "Mark my word.";
  837. mes "I didn't let you live.";
  838. mes "I will let you die soon.";
  839. mes "I make sure you no longer see the light of day the next time when we meet.";
  840. next;
  841. mes "[Sarah]";
  842. mes "Don't you ever let anyone kill you until then, Iris.";
  843. mes "I'd better bid farewell for today, then.";
  844. disablenpc instance_npcname("Sarah#6mir");
  845. next;
  846. specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#6mir");
  847. cutin "fenrir_b",2;
  848. mes "[Fenrir]";
  849. mes "~Grunts~ That Valkyrie destroyed the ceiling when taking Ymir's Heart!";
  850. next;
  851. mes "[Fenrir]";
  852. mes "We'd better get out of here, too! This place is too dangerous!";
  853. close2;
  854. if (ep16_royal == 19) {
  855. erasequest 7700;// Once More!
  856. setquest 7701;// Lost Imir Heart
  857. ep16_royal = 20;
  858. }
  859. warp "prt_lib_q",88,83;
  860. end;
  861. }
  862. 1@mir,100,40,5 duplicate(dummy_npc) Iris#1mir 4_F_IRIS
  863. 1@mir,103,94,1 duplicate(dummy_npc) Fenrir#2mir 4_F_FENRIR
  864. 1@mir,102,98,3 duplicate(dummy_npc) Bijou#2mir 4_F_BIJOU
  865. 1@mir,100,85,7 duplicate(dummy_npc) Fenrir#3mir 4_F_FENRIR
  866. 1@mir,102,88,3 duplicate(dummy_npc) Bijou#3mir 4_F_BIJOU
  867. 1@mir,101,95,1 duplicate(dummy_npc) Renovated Amdarais#3mir 3448
  868. 1@mir,94,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1b 4_F_FENRIR,2,2
  869. 1@mir,112,73,3 duplicate(Fenrir#boss1a) Fenrir#boss1c 4_F_FENRIR,2,2
  870. 1@mir,103,60,3 duplicate(Fenrir#boss1a) Fenrir#boss1d 4_F_FENRIR,2,2
  871. 1@mir,100,80,5 duplicate(dummy_npc) Iris#boss1a 4_F_IRIS
  872. 1@mir,91,73,5 duplicate(dummy_npc) Iris#boss1b 4_F_IRIS
  873. 1@mir,109,73,5 duplicate(dummy_npc) Iris#boss1c 4_F_IRIS
  874. 1@mir,100,60,5 duplicate(dummy_npc) Iris#boss1d 4_F_IRIS
  875. 1@mir,103,76,3 duplicate(Fenrir#boss1a) Fenrir#boss2a 4_F_FENRIR,2,2
  876. 1@mir,94,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2b 4_F_FENRIR,2,2
  877. 1@mir,112,70,3 duplicate(Fenrir#boss1a) Fenrir#boss2c 4_F_FENRIR,2,2
  878. 1@mir,103,63,3 duplicate(Fenrir#boss1a) Fenrir#boss2d 4_F_FENRIR,2,2
  879. 1@mir,100,76,5 duplicate(dummy_npc) Iris#boss2a 4_F_IRIS
  880. 1@mir,91,70,5 duplicate(dummy_npc) Iris#boss2b 4_F_IRIS
  881. 1@mir,109,70,5 duplicate(dummy_npc) Iris#boss2c 4_F_IRIS
  882. 1@mir,100,63,5 duplicate(dummy_npc) Iris#boss2d 4_F_IRIS
  883. 1@mir,102,95,3 duplicate(dummy_npc) Bijou#4mir 4_F_BIJOU
  884. 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#4mir 4_F_FENRIR
  885. 1@mir,102,95,3 duplicate(dummy_npc) Bijou#5mir 4_F_BIJOU
  886. 1@mir,99,95,5 duplicate(dummy_npc) Sarah#5mir 4_F_SARAH
  887. 1@mir,100,90,7 duplicate(dummy_npc) Iris#5mir 4_F_IRIS
  888. 1@mir,102,95,3 duplicate(dummy_npc) Bijou#6mir 4_F_BIJOU
  889. 1@mir,104,95,3 duplicate(dummy_npc) Sarah#6mir 4_F_SARAH
  890. 1@mir,103,90,1 duplicate(dummy_npc) Fenrir#6mir 4_F_FENRIR