nightmare_biolab.txt 70 KB

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  1. //===== rAthena Script =======================================
  2. //= Nightmare Biolab NPCs
  3. //===== Description: =========================================
  4. //= [Walkthrough Conversion]
  5. //= Nightmare Biolab exchange NPCs
  6. //===== Changelogs: ==========================================
  7. //= 1.0 First version. [Capuche]
  8. //============================================================
  9. // Item Functions
  10. //============================================================
  11. function script F_Pieces_Of_Sentiment { // 22687
  12. specialeffect2 EF_HIT4;
  13. .@r = rand(6);
  14. if (.@r == 0)
  15. warp "lhz_dun_n",40,212;
  16. else if (.@r == 1)
  17. warp "lhz_dun_n",87,84;
  18. else if (.@r == 2)
  19. warp "lhz_dun_n",140,89;
  20. else if (.@r == 3)
  21. warp "lhz_dun_n",162,252;
  22. else if (.@r == 4)
  23. warp "lhz_dun_n",201,101;
  24. else
  25. warp "lhz_dun_n",230,138;
  26. delitem 22687,1;
  27. return;
  28. }
  29. function script F_Cursed_Crystal { // 23080
  30. // custom rates
  31. .@r = rand(500);
  32. if (.@r < 10) getitem 23016,100;// Cursed_Fragment
  33. else if (.@r < 352) getitem 23016,200;// Cursed_Fragment
  34. else if (.@r < 469) getitem 23016,300;// Cursed_Fragment
  35. else if (.@r < 498) getitem 23016,400;// Cursed_Fragment
  36. else getitem 23016,500;// Cursed_Fragment
  37. return;
  38. }
  39. function script F_Cursed_Fragment { // 23016
  40. // custom rates
  41. .@r = rand(981);
  42. if (.@r < 166) {
  43. if (rand(2) == 0)
  44. showscript "Please... stay with me...";
  45. else
  46. showscript "Stay... here with me...";
  47. sleep2 200;
  48. warp "Random",0,0;
  49. }
  50. else if (.@r < 231) {
  51. showscript "It's so cold in here...";
  52. sc_start SC_FREEZE,8000,0;
  53. }
  54. else if (.@r < 304) {
  55. showscript "I'm sorry... I will leave now... thank you...";
  56. getitem 6820,1;// Energy_Fragment
  57. }
  58. else if (.@r < 317)
  59. sc_start SC_CONFUSION,3000,0;
  60. else if (.@r < 328) {
  61. showscript "Somebody please help me...";
  62. sc_start SC_CURSE,3000,0;
  63. }
  64. else if (.@r < 408) {
  65. showscript "Dear Odin...";
  66. sc_start SC_ASSUMPTIO,100000,5;
  67. specialeffect2 EF_ASSUMPTIO;
  68. }
  69. else if (.@r < 496) {
  70. showscript "I will never forgive you...!";
  71. sc_start SC_ATKPOTION,600000,10;
  72. sc_start SC_MATKPOTION,600000,10;
  73. }
  74. else {
  75. .@rand = rand(5);
  76. if (.@rand == 0)
  77. showscript "Wake up!";
  78. else if (.@rand == 1)
  79. showscript "Stop it... It hurts...";
  80. else if (.@rand == 2)
  81. showscript "I'm so scared... scared...";
  82. else if (.@rand == 3)
  83. showscript "You shouldn't have come here...";
  84. else
  85. showscript "Hello... Is anyone there... ?";
  86. }
  87. return;
  88. }
  89. // Nightmare Biolab Entrances
  90. lighthalzen,321,218,4 script Ohno Tohiro#1 4_M_RASWORD,{
  91. disable_items;
  92. mes "[Ohno Tohiro]";
  93. mes "I was asked to collect some kind of research charts...";
  94. next;
  95. mes "[Ohno Tohiro]";
  96. mes "Uh...? I didn't realize someone is here already...";
  97. mes "hmm... hmm...";
  98. mes "Is there something you want from me?";
  99. while(true) {
  100. next;
  101. switch( select( "End the conversation.", "Ask him about the tomb of honor.", "Return to the tomb of honor.", "Say that Zeny is not enough." ) ) {
  102. case 1:
  103. mes "[Ohno Tohiro]";
  104. mes "There are many adventurers looking for this crevice, except for you!";
  105. mes "If you change your mind, come back to me again!";
  106. close;
  107. case 2:
  108. mes "[Ohno Tohiro]";
  109. mes "You also heard about the crevice that leads to that place, right?";
  110. mes "There are many adventurers like you these days!";
  111. next;
  112. mes "[Ohno Tohiro]";
  113. mes "I entered this crevice for the first time and guess what? It led to a place where there are so many monsters swarming around.";
  114. next;
  115. mes "[Ohno Tohiro]";
  116. mes "I gave a heads up to one adventurer I know. Then, he showed a high interest in it!";
  117. mes "He kept muttering to himself about biomedical research, labs something like that.";
  118. next;
  119. mes "[Ohno Tohiro]";
  120. mes "He kept asking me to show him how to get there. I felt reluctant to let him know about this crevice because I didn't want others to know about it. But I traded this info for 100,000 Zeny.";
  121. next;
  122. mes "[Ohno Tohiro]";
  123. mes "Not much later, he came back with his body thoroughly injured. It was a miracle that he came back alive... It was horrible...";
  124. mes "However, he was holding several items. At first glance, they looked so powerful that even I felt scared.";
  125. next;
  126. mes "[Ohno Tohiro]";
  127. mes "After that, many adventurers entered this dangerous place through this crevice after hearing the rumor. I hardly found any adventurers coming out of this crevice again. Since then, this place has been called the tomb of honor.";
  128. mes "I earned some money thanks to them, though.";
  129. next;
  130. mes "[Ohno Tohiro]";
  131. mes "You want to know why I earned money?";
  132. mes "I found this place for the first time, so its ownership belongs to me as well! You got a problem with that?";
  133. next;
  134. mes "[Ohno Tohiro]";
  135. mes "Hmm hmm... Anyway, give me 100,000 Zeny. Then, I'll open the door which leads to the crevice for adventurers like you...";
  136. continue;
  137. case 3:
  138. if (Zeny < 100000) {
  139. mes "[Ohno Tohiro]";
  140. mes "You don't have enough money!";
  141. mes "There is nothing free in this world!";
  142. continue;
  143. }
  144. mes "[Ohno Tohiro]";
  145. mes "Let me see... one... two... three";
  146. mes "Alright. Now that I received the Zeny, I'll open the crevice.";
  147. mes "I hope you can come back alive!...";
  148. next;
  149. Zeny = Zeny - 100000;
  150. warp "lhz_dun_n",100,202;
  151. end;
  152. case 4:
  153. mes "[Ohno Tohiro]";
  154. mes "What? You don't have enough Zeny, but you want to enter?";
  155. mes "Hmm... Then... by any chance, you have a research chart?";
  156. next;
  157. mes "[Ohno Tohiro]";
  158. mes "Hush, speak quietly. People around here may hear us. Do you have it or not?";
  159. next;
  160. mes "[Ohno Tohiro]";
  161. mes "Don't ask me why I need it. Just bring me 10 research charts. Then, I'll send you to the tomb of honor for nothing. What you do think?";
  162. next;
  163. if (select( "Go back to the previous menu.", "Hand over 10 research charts." ) == 1) {
  164. mes "[Ohno Tohiro]";
  165. mes "You got any other business with me?";
  166. continue;
  167. }
  168. if (countitem(7347) < 10) {
  169. mes "[Ohno Tohiro]";
  170. mes "It seems 10 research charts are missing now.";
  171. mes "Maybe you didn't pick them up from the warehouse.";
  172. next;
  173. mes "[Ohno Tohiro]";
  174. mes "Is there something else you want from me?";
  175. continue;
  176. }
  177. mes "[Ohno Tohiro]";
  178. mes "Oh... yes, this is it... This is what I need... hoo hoo...";
  179. next;
  180. mes "[Ohno Tohiro]";
  181. mes "I'll send you to the crevice as promised.";
  182. mes "I want you alive. See you again!";
  183. next;
  184. delitem 7347,10;// Research Chart
  185. warp "lhz_dun_n",100,202;
  186. end;
  187. }
  188. }
  189. }
  190. lighthalzen,320,204,3 script A kid with black finger 4_F_04,{
  191. disable_items;
  192. mes "[Lunar]";
  193. mes "What are you looking for? Are you looking for the place where all the dead men roam?";
  194. next;
  195. mes "[Lunar]";
  196. mes "I can take you there if you want. You will need ^0000cd20 Sentimental Fragment and 150K Zeny^000000.";
  197. next;
  198. mes "[Lunar]";
  199. mes "Or you can just see sentiment safely without the interruption of the dead. That will cost you ^0000cd30 Sentimental Fragment and 2M Zeny^000000.";
  200. next;
  201. mes "[Lunar]";
  202. mes "Where do you want to go?";
  203. next;
  204. switch( select( "Where all the dead men roam.", "Only thoughts can be met.", "What kind of place is it?", "I don't mind." ) ) {
  205. case 1:
  206. mes "[Lunar]";
  207. mes "You have everything right?";
  208. next;
  209. if (countitem(22687) < 20 || Zeny < 150000) {
  210. mes "[Lunar]";
  211. mes "Let me see.";
  212. next;
  213. mes "[Lunar]";
  214. mes "It's not enough. You need ^0000cd20 Sentimental Fragment and 150K Zeny^000000. I can't take you there for free.";
  215. close;
  216. }
  217. mes "[Lunar]";
  218. mes "You have everything right?";
  219. next;
  220. mes "[Lunar]";
  221. mes "Good. You have everything. I'll take you there.";
  222. next;
  223. mes "[Lunar]";
  224. mes "But... I'm taking you there for money... you should be careful.";
  225. next;
  226. mes "[Lunar]";
  227. mes "So.. if you go inside, you'll see a ^0000cdStrange Machine that looks like a crystal^000000.";
  228. next;
  229. mes "[Lunar]";
  230. mes "This machine will recover your HP if you use it. It helped me survive. I have no idea why it's in that kind of place though...";
  231. next;
  232. mes "[Lunar]";
  233. mes "I turned off the machine so no one can use it, but I'll let you use it as my special treat.";
  234. next;
  235. mes "[Lunar]";
  236. mes "Please be careful and use the machine if you need to!!";
  237. delitem 22687,20;// Sentimental Fragment
  238. Zeny = Zeny - 150000;
  239. if (isbegin_quest(14683) > 0)
  240. erasequest 14683;
  241. setquest 14683;// Mysterious Device
  242. close2;
  243. warp "lhz_dun_n",162,254;
  244. end;
  245. case 2:
  246. mes "[Lunar]";
  247. mes "You've got all the items and money??";
  248. next;
  249. if (countitem(22687) < 30 || Zeny < 2000000) {
  250. mes "[Lunar]";
  251. mes "Let me see.";
  252. next;
  253. mes "[Lunar]";
  254. mes "It's not enough. ^0000cd30 Sentimental Fragment and 2M Zeny^000000 are needed. I can't take you for free.";
  255. close;
  256. }
  257. mes "[Lunar]";
  258. mes "Good. You have everything. I'll take you there.";
  259. next;
  260. mes "[Lunar]";
  261. mes "The exit is outside of the wall.";
  262. next;
  263. mes "[Lunar]";
  264. mes "^EE0000Well, I also have a warning. Your location can't be saved in there, so if you log off or get disconnected, you'll be moved to your save point.";
  265. close2;
  266. delitem 22687,30;
  267. Zeny = Zeny - 2000000;
  268. warp "lhz_d_n2",60,44;
  269. end;
  270. case 3:
  271. mes "[Lunar]";
  272. mes "I dug in the ground to find something to eat and I found something even better.";
  273. next;
  274. mes "[Lunar]";
  275. mes "The living can't survive there. Only the dead roam around.";
  276. next;
  277. mes "[Lunar]";
  278. mes "There's a rumor.. that people who went there never came back...";
  279. next;
  280. mes "[Lunar]";
  281. mes "I was so scared but.. it became clear that it's a popular place for adventurers to visit.";
  282. next;
  283. mes "[Lunar]";
  284. mes "The place I arrived at was ^0000cdnear Strange Sentiment^000000.";
  285. next;
  286. mes "[Lunar]";
  287. mes "I ran away since so many dead men tried to kill me.";
  288. next;
  289. mes "[Lunar]";
  290. mes "But then I got lost and fell down to a weird place.";
  291. next;
  292. mes "[Lunar]";
  293. mes "The place was the same as where the dead men roam ^0000cdbut there are only sentiments^000000. I was so scared, so I got out right away.";
  294. next;
  295. mes "[Lunar]";
  296. mes "I will take you there if you give me the money and items.";
  297. next;
  298. mes "[Lunar]";
  299. mes "You might go easier without his help.";
  300. close;
  301. case 4:
  302. mes "[Lunar]";
  303. mes "Please visit me any time. We have nothing to lose anyway.";
  304. close;
  305. }
  306. }
  307. lighthalzen,327,216,3 script Crevice#1 4_CRACK,{
  308. end;
  309. OnInit:
  310. while(true) {
  311. sleep 6000;
  312. specialeffect EF_AGIUP3;
  313. }
  314. end;
  315. }
  316. // Dungeon exit
  317. lhz_dun_n,96,203,3 script Dungeon gateway#1 4_CRACK,{
  318. if (select( "Don't exit the dungeon.", "Exit the dungeon." ) == 1) {
  319. mes "- You still have business to deal with here -";
  320. close;
  321. }
  322. warp "lighthalzen",310,228;
  323. end;
  324. OnInit:
  325. while(true) {
  326. sleep 6000;
  327. specialeffect EF_AGIUP3;
  328. }
  329. end;
  330. }
  331. // Lighthalzen Exchange NPCs
  332. lighthalzen,319,213,4 script Veteran Adventurer#JCv2 4_M_MELODY,2,2,{
  333. disable_items;
  334. mes "[Veteran Adventurer]";
  335. mes "Oh! You want to exchange mind or grudge pieces?";
  336. next;
  337. setarray .@items[0],
  338. 6469,200, // Will of Warrior
  339. 6470,200, // Blood Thirst
  340. 6471,300; // Ghost Chill
  341. .@color$[0] = countitem(6820) < 200 ? "^777777" : "^000000";
  342. .@color$[1] = countitem(6820) < 300 ? "^777777" : "^000000";
  343. .@s = select( "Listen to the story.", .@color$[0] + "1 Will of Warrior (200 Energy pieces)", .@color$[0] + "1 Blood Thirst (200 energy pieces)", .@color$[1] + "1 Ghost Chill (300 energy pieces)^000000" ) - 2;
  344. if (.@s == -1) {
  345. emotion ET_QUESTION;
  346. mes "[Veteran Adventurer]";
  347. mes "You look like you have free time, don't you? Well, my business is slow these days too...";
  348. next;
  349. mes "[Veteran Adventurer]";
  350. mes "One day, the guild master entered in my guild all of a sudden...";
  351. next;
  352. mes "[Veteran Adventurer]";
  353. mes "'^1F294DI'll make all members in all guilds wear the Cloak of the Fallen Soldier!!^000000'.";
  354. next;
  355. mes "[Veteran Adventurer]";
  356. mes "As you know, this equipment requires a large amount of material, so all guild members had no choice but to be stuck in the dungeon and forced to work.";
  357. next;
  358. mes "[Veteran Adventurer]";
  359. mes "You never know what luck you eventually may have. I flung myself into this digging work with determination and found so many rare pieces.";
  360. next;
  361. mes "[Veteran Adventurer]";
  362. mes "Ms. Sub-guild master sent me to exchange things with others as a pile kept forming.";
  363. next;
  364. mes "[Veteran Adventurer]";
  365. mes "Of course, the amount of exchange was decided by the guild master emphasizing";
  366. mes "'^1F294DI'll never accept it if it's below this amount!!^000000'...";
  367. next;
  368. emotion ET_HNG;
  369. mes "[Veteran Adventurer]";
  370. mes "Ms. Sub-guild master tried to throw dirt into the guild master's eyes. We really had a hard time stopping her.";
  371. next;
  372. mes "[Veteran Adventurer]";
  373. mes "I guess we can take care of it quickly if he adjusts it to a low amount. (sigh)... That's what happened.";
  374. close;
  375. }
  376. .@s *= 2;
  377. mes "[Veteran Adventurer]";
  378. mes "^3300661 " + getitemname(.@items[.@s]) + "^000000 is exchanged with ^CC3333" + .@items[.@s+1] + " Energy Pieces^000000.";
  379. next;
  380. if (select( "Exchange.", "Do not exchange." ) == 2) {
  381. emotion ET_OTL;
  382. mes "[Veteran Adventurer]";
  383. mes "What?... I thought you were going to exchange it.";
  384. close;
  385. }
  386. while(true) {
  387. if (countitem(6820) < .@items[.@s+1]) {
  388. emotion ET_SORRY;
  389. mes "[Veteran Adventurer]";
  390. mes "Sorry. I don't have a choice because the guild master ordered it. You need " + .@items[.@s+1] + " items, if he says no, I'm not at liberty to exchange it.";
  391. close;
  392. }
  393. delitem 6820, .@items[.@s+1];// Energy Pieces
  394. getitem .@items[.@s],1;
  395. mes "[Veteran Adventurer]";
  396. mes "Would you like to continue to exchange it?";
  397. next;
  398. if (select( "Continue with the exchange.", "Stop the exchange." ) == 2) {
  399. emotion ET_THANKS;
  400. mes "[Veteran Adventurer]";
  401. mes "Thank you... I guess I won't be punished by the guild master, thanks to you.";
  402. close;
  403. }
  404. }
  405. end;
  406. OnTouch:
  407. .@r = rand(4);
  408. if (.@r == 0)
  409. npctalk "I would like to exchange 1 Will of Warrior for 200 energy pieces.", "", bc_self;
  410. else if (.@r == 1)
  411. npctalk "I would like to exchange 1 Ghost Chill with 300 energy pieces.", "", bc_self;
  412. else if (.@r == 2)
  413. npctalk "I would like to exchange 1 Blood Thirst with 200 energy pieces.", "", bc_self;
  414. else {
  415. emotion ET_OHNO;
  416. npctalk "Oh!... Why is it so difficult to find pieces?", "", bc_self;
  417. }
  418. end;
  419. }
  420. lighthalzen,312,296,4 script Bully#JCv2 4_M_LGTPOOR,{
  421. disable_items;
  422. mes "[Bully]";
  423. mes "Hey, buddy. Do you have some remaining Energy pieces? I'll exchange them with something appropriate if you want.";
  424. next;
  425. .@s = select(
  426. "Listen to the story.",
  427. ( countitem(25127) < 2000 ? "^777777" : "^000000" ) + "1 Energy Fragment (2000 Silent E Particles)",
  428. ( countitem(25128) < 1000 ? "^777777" : "^000000" ) + "1 Energy Fragment (1000 Weak E Particles)",
  429. ( countitem(25129) < 500 ? "^777777" : "^000000" ) + "1 Energy Fragment (500 Unstable E Particles)",
  430. ( countitem(25130) < 500 ? "^777777" : "^000000" ) + "1 Energy Fragment (500 Sinister E Particles)",
  431. ( countitem(25131) < 50 ? "^777777" : "^000000" ) + "1 Energy Fragment (50 Fallen E Particles)",
  432. ( countitem(6820) < 50 ? "^777777" : "^000000" ) + "1 Sentimental Fragment (50 Energy Fragments)",
  433. ( countitem(6820) < 666 ? "^777777" : "^000000" ) + "1 Cursed Fragment (666 Energy Fragments)"
  434. ) - 2;
  435. if (.@s == -1) {
  436. emotion ET_THINK;
  437. mes "[Bully]";
  438. mes ". . . . . . .";
  439. next;
  440. mes "[Bully]";
  441. mes "Hmm... this is quite unexpected.";
  442. mes "Normally he ignores me and goes on to do his work.";
  443. next;
  444. mes "[Bully]";
  445. mes "I'm sorry, but I've got nothing to say. I'm just doing this because I can earn lots of money.";
  446. close;
  447. }
  448. setarray .@exchange[0],
  449. 6820, 25127,2000, // Silent Energy Particle -> Energy Fragment
  450. 6820, 25128,1000, // Weak Energy Particles -> Energy Fragment
  451. 6820, 25129,500, // Unstable Energy Particle -> Energy Fragment
  452. 6820, 25130,500, // Sinister Energy Particle -> Energy Fragment
  453. 6820, 25131,50, // Fallen Energy Particle -> Energy Fragment
  454. 22687, 6820,50, // Energy Fragment -> Sentimental Fragment
  455. 23016, 6820,666; // Energy Fragment -> Cursed Fragment
  456. .@index = .@s * 3;
  457. mes "[Bully]";
  458. mes "Are you sure you want to exchange ^330066" + .@exchange[.@index+2] + " " + getitemname(.@exchange[.@index+1]) + "^000000 with ^CC33331 " + getitemname(.@exchange[.@index]) + "^000000?";
  459. next;
  460. if (select( "Exchange.", "Do not exchange." ) == 2) {
  461. emotion ET_HNG;
  462. mes "[Bully]";
  463. mes "Well... if you don't like it, never mind.";
  464. close;
  465. }
  466. while(true) {
  467. if (countitem(.@exchange[.@index+1]) < .@exchange[.@index+2]) {
  468. emotion ET_SCRATCH;
  469. mes "[Bully]";
  470. mes "No... No... you shouldn't do this.";
  471. mes "You told me you would exchange it with " + .@exchange[.@index+2] + " (item)s.";
  472. close;
  473. }
  474. delitem .@exchange[.@index+1], .@exchange[.@index+2];
  475. getitem .@exchange[.@index], 1;
  476. emotion ET_SEXY;
  477. mes "[Bully]";
  478. mes "Oh thank you. Is there something else you want to exchange?";
  479. next;
  480. if (select( "Continue with the exchange.", "Stop the exchange." ) == 2) {
  481. mes "[Bully]";
  482. mes "When you have some energy piece left, come to me again.";
  483. close;
  484. }
  485. }
  486. }
  487. // Enchants NPCs
  488. lhz_dun_n,145,265,4 script Silent Mind#JCv2 4_CENERE,{
  489. disable_items;
  490. mes "[Silent Mind]";
  491. mes ". . . . . .!";
  492. mes "...";
  493. mes "^FF0000*You can obtain the Death's Chest when you give 3 of the same types of souls to the mind.*^000000";
  494. next;
  495. setarray .@item[0],6814,6815,6816,6817,6818,6819;
  496. for ( .@i = 0; .@i < 6; ++.@i ) {
  497. if (countitem(.@item[.@i]) < 3)
  498. .@menu$ += "^777777Not enough " + getitemname(.@item[.@i]) + ".^000000:";
  499. else
  500. .@menu$ += "Hand over 3 " + getitemname(.@item[.@i]) + ".:";
  501. }
  502. .@s = select(.@menu$) - 1;
  503. while(true) {
  504. if (countitem(.@item[.@s]) < 3) {
  505. emotion ET_HNG;
  506. mes "[Silent Mind]";
  507. mes "!. . . . . .";
  508. mes "^FF0000*You need 3 of the same types of souls to trade with the Death's Chest.*^000000";
  509. close;
  510. }
  511. delitem .@item[.@s],3;
  512. getitem 22679,1;// Chest_of_Death
  513. emotion ET_HUNGRY;
  514. mes "[Silent Mind]";
  515. mes ". . . . . .";
  516. mes "...";
  517. mes "^FF0000*You've obtained the Death's Chest. Would you like to continue the trade?*^000000";
  518. next;
  519. if (select( "Continue with the exchange.", "Stop the exchange." ) == 2) {
  520. mes "[Silent Mind]";
  521. mes ". . . . . .";
  522. close;
  523. }
  524. }
  525. }
  526. lhz_dun_n,134,265,2 script Wandering Mind#JCv2 4_CENERE,{
  527. disable_items;
  528. npctalk "Kkk... I can... sense...", "", bc_self;
  529. mes "[Wandering Mind]";
  530. mes "Kkk... I can... sense...the grudges...of countless...subjects...";
  531. next;
  532. npctalk "Who... am... I?...", "", bc_self;
  533. mes "[Wandering Mind]";
  534. mes "Where is... here?... here?... Aaargh... Who... am... I?... I cannot... remember...";
  535. next;
  536. mes "[Wandering Mind]";
  537. mes "I need... grudge's... grudge's... strong... power... It will help... both me... and you... all... Kkk...";
  538. next;
  539. switch( select( "Old Helmet enchant", "Old Helmet reset", "Old Helmet enchant description" ) ) {
  540. case 1:
  541. npctalk "Hand over... grudge... grudge...", "", bc_self;
  542. mes "[Wandering Mind]";
  543. mes "Krrr... hehe... hand over... grudge's... grudge's... strong power... I'll enchant... a special power... into the helmet...";
  544. mes "^FF0000*If you bring Cursed Fragment, you can enchant it into the Old Helmet.*^000000";
  545. next;
  546. .@equip_id = getequipid(EQI_HEAD_TOP);
  547. switch(.@equip_id) {
  548. case 18971:// Old_Rune_Circlet
  549. case 18972:// Old_Mitra
  550. case 18973:// Old_Driver_Band_R
  551. case 18974:// Old_Driver_Band_Y
  552. case 18975:// Old_Shadow_Handicraft
  553. case 18976:// Old_Minstrel_Song_Hat
  554. case 18977:// Old_Midas_Whisper
  555. case 18978:// Old_Magic_Stone_Hat
  556. case 18979:// Old_Blazing_Soul
  557. case 18980:// Old_Wind_Whisper
  558. case 18981:// Old_Dying_Swan
  559. case 18982:// Old_Circlet_Of_Bone
  560. case 18983:// Old_Protect_Of_Crown
  561. case 18984:// Old_Camo_RabbitHood
  562. break;
  563. default:
  564. npctalk "Destroy it... Destroy it...", "", bc_self;
  565. mes "[Wandering Mind]";
  566. mes "This is... interesting... In that helmet... there is no fragrance... filled with a special power... Do you want... destruction...? kkk...";
  567. mes "^FF0000*Enchantment using Cursed Fragment is only possible in the Old Helmet.*^000000";
  568. close;
  569. }
  570. mes "[Wandering Mind]";
  571. .@requirement = 10; // 10 Cursed Fragments by default
  572. setarray .@card[0], getequipcardid(EQI_HEAD_TOP,0), getequipcardid(EQI_HEAD_TOP,1), getequipcardid(EQI_HEAD_TOP,2), getequipcardid(EQI_HEAD_TOP,3);
  573. .@refine = getequiprefinerycnt(EQI_HEAD_TOP);
  574. if (.@card[3] == 0) {
  575. .@slot = 3;
  576. mes "How about... we begin... lightly?... Test... your luck... Kr..hehe...";
  577. mes "^FF0000*Attempts enchantment to 4th slot. One of 6 statuses is randomly enchanted.*^000000";
  578. }
  579. else if (.@card[2] == 0) {
  580. .@slot = 2;
  581. mes "Kr... hehe... Do... you like... your... first... enchantment?...";
  582. mes "^FF0000*Attempts enchantment to 3rd slot. One of 6 statuses is randomly enchanted.*^000000";
  583. }
  584. else if (.@card[1] == 0) {
  585. .@slot = 1;
  586. mes "Kr... hehe... Whether there will be... a door... to acquire... a much stronger power... will be... decided... now...";
  587. mes "^FF0000*Attempts enchantment to 2nd slot.";
  588. mes "Once you succeed in Mettle, Magic Essence, Acute, Master Archer, Adamantine, Affection enchantments, it can be reinforced.*^000000";
  589. }
  590. else {
  591. // enchant leveling
  592. switch( .@card[1] ) {
  593. case 29061: // Ambition1Lv
  594. case 29071: // Tab1Lv
  595. case 29081: // Expect1Lv
  596. case 29091: // ArchLine1Lv
  597. case 29101: // Steel1Lv
  598. case 29111: // Mercy1Lv
  599. mes "Kr... he... he... You are... lucky... I wish... you all the success!... Only then... will you come and visit me... with more grudges... I suppose...";
  600. .@requirement = 20;
  601. .@enchant_level = 1;
  602. .@enchant_rate = 80;
  603. break;
  604. case 29062: // Ambition2Lv
  605. case 29072: // Tab2Lv
  606. case 29082: // Expect2Lv
  607. case 29092: // ArchLine2Lv
  608. case 29102: // Steel2Lv
  609. case 29112: // Mercy2Lv
  610. mes "3rd... level... reinforcement?... If you succeed... you will... gain... much stronger powers... but if you fail... you'll lose the powers... that you've gathered... so far...";
  611. .@requirement = 40;
  612. .@enchant_level = 2;
  613. .@enchant_rate = 70;
  614. break;
  615. case 29063: // Ambition3Lv
  616. case 29073: // Tab3Lv
  617. case 29083: // Expect3Lv
  618. case 29093: // ArchLine3Lv
  619. case 29103: // Steel3Lv
  620. case 29113: // Mercy3Lv
  621. mes "4th... level... reinforcement?... If you succeed... you will... gain... much stronger powers... but if you fail... you'll lose the powers... that you've gathered... so far...";
  622. .@requirement = 50;
  623. .@enchant_level = 3;
  624. .@enchant_rate = 50;
  625. break;
  626. case 29064: // Ambition4Lv
  627. case 29074: // Tab4Lv
  628. case 29084: // Expect4Lv
  629. case 29094: // ArchLine4Lv
  630. case 29104: // Steel4Lv
  631. case 29114: // Mercy4Lv
  632. mes "5th... level... reinforcement?... Are you... ready... to control... such huge... powers?... but if you fail... the result will be... worth... seeing...";
  633. .@requirement = 70;
  634. .@enchant_level = 4;
  635. .@enchant_rate = 20;
  636. break;
  637. case 29065: // Ambition5Lv
  638. case 29075: // Tab5Lv
  639. case 29085: // Expect5Lv
  640. case 29095: // ArchLine5Lv
  641. case 29105: // Steel5Lv
  642. case 29115: // Mercy5Lv
  643. mes "6th... level... reinforcement?... Are you... ready... to control... such huge... powers?... but if you fail... the result will be... worth... seeing...";
  644. .@requirement = 100;
  645. .@enchant_level = 5;
  646. .@enchant_rate = 20; // unknown rates
  647. break;
  648. case 29066: // Ambition6Lv
  649. case 29076: // Tab6Lv
  650. case 29086: // Expect6Lv
  651. case 29096: // ArchLine6Lv
  652. case 29106: // Steel6Lv
  653. case 29116: // Mercy6Lv
  654. // custom text
  655. mes "7th... level... reinforcement?... Are you... ready... to control... such huge... powers?... but if you fail... the result will be... worth... seeing...";
  656. .@requirement = 150;
  657. .@enchant_level = 6;
  658. .@enchant_rate = 20; // unknown rates
  659. break;
  660. case 29067: // Ambition7Lv
  661. case 29077: // Tab7Lv
  662. case 29087: // Expect7Lv
  663. case 29097: // ArchLine7Lv
  664. case 29107: // Steel7Lv
  665. case 29117: // Mercy7Lv
  666. // custom text
  667. mes "8th... level... reinforcement?... Are you... ready... to control... such huge... powers?... but if you fail... the result will be... worth... seeing...";
  668. .@requirement = 250;
  669. .@enchant_level = 7;
  670. .@enchant_rate = 20; // unknown rates
  671. break;
  672. case 29068: // Ambition8Lv
  673. case 29078: // Tab8Lv
  674. case 29088: // Expect8Lv
  675. case 29098: // ArchLine8Lv
  676. case 29108: // Steel8Lv
  677. case 29118: // Mercy8Lv
  678. // custom text
  679. mes "9th... level... reinforcement?... Are you... ready... to control... such huge... powers?... but if you fail... the result will be... worth... seeing...";
  680. .@requirement = 500;
  681. .@enchant_level = 8;
  682. .@enchant_rate = 20; // unknown rates
  683. break;
  684. case 29069: // Ambition9Lv
  685. case 29079: // Tab9Lv
  686. case 29089: // Expect9Lv
  687. case 29099: // ArchLine9Lv
  688. case 29109: // Steel9Lv
  689. case 29119: // Mercy9Lv
  690. // custom text
  691. mes "10th... level... reinforcement?... Are you... ready... to control... such huge... powers?... but if you fail... the result will be... worth... seeing...";
  692. .@requirement = 1000;
  693. .@enchant_level = 9;
  694. .@enchant_rate = 20; // unknown rates
  695. break;
  696. case 29070: // Ambition10Lv
  697. case 29080: // Tab10Lv
  698. case 29090: // Expect10Lv
  699. case 29100: // ArchLine10Lv
  700. case 29110: // Steel10Lv
  701. case 29120: // Mercy10Lv
  702. // custom text
  703. default:
  704. mes "Krr hehe... It's impossible... to reinforce... this power... The only way left is... to reset...";
  705. mes "^FF0000*Mettle, Magic Spirit, Vigor, Bull's Eye, Adamantine, Benevolence";
  706. mes "You can reinforce the enchantment level only when the equipment is enchanted.*^000000";
  707. close;
  708. }
  709. .@slot = 999;
  710. }
  711. next;
  712. mes "[Wandering Mind]";
  713. mes "However...before that happens... I need to check... whether or not you have... sufficient Cursed Fragments... ";
  714. next;
  715. mes "[Wandering Mind]";
  716. mes "Cursed... Fragments..." + .@requirement + " are... needed... I wonder... whether... you can afford... them?... kk... kk...";
  717. mes "^FF0000*In enchantment, " + .@requirement + " Cursed Fragment(s) is(are) required.*^000000";
  718. next;
  719. if (select( "Pay fee.", "Do not pay fee." ) == 2) {
  720. mes "[Wandering Mind]";
  721. mes "K...kk... It seems... you're not... ready to accept... such a huge power... yet...";
  722. close;
  723. }
  724. if (countitem(23016) < .@requirement) {// Cursed Fragment
  725. mes "[Wandering Mind]";
  726. mes "K...kk... are you... kidding... me?... How come... you... crave for... the power... with such a trivial grudge?...";
  727. mes "^FF0000*In enchantment, Cursed Fragment(s) 10 item(s) is(are) required.";
  728. mes "Check the amount of Cursed Fragments you possess.*^000000";
  729. close;
  730. }
  731. mes "[Wandering Mind]";
  732. mes "Krr.. hehe... It's... the power of the grudge... I think... this power... is strong... enough to...";
  733. mes "^FF0000*Equipment smelting level, card, equipment loss doesn't occur. However, the enchantment level may be downgraded, depending on the success or failure.*^000000";
  734. next;
  735. if (select( "Perform the enchantment.", "Do not perform the enchantment." ) == 2) {
  736. mes "[Wandering Mind]";
  737. mes "K...kk... It seems... you're not... ready to accept... such a huge power... yet...";
  738. close;
  739. }
  740. progressbar "000000",1;
  741. delitem 23016, .@requirement;// Cursed Fragment
  742. // anti-hack
  743. if (callfunc("F_IsEquipIDHack", EQI_HEAD_TOP, .@equip_id) || callfunc("F_IsEquipCardHack", EQI_HEAD_TOP, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", EQI_HEAD_TOP, .@refine))
  744. close;
  745. switch(.@slot) {
  746. case 3:
  747. case 2:
  748. setarray .@enchant[0],
  749. 4700, // Strength1
  750. 4701, // Strength2
  751. 4702, // Strength3
  752. 4703, // Strength4
  753. 4704, // Strength5
  754. 4710, // Inteligence1
  755. 4711, // Inteligence2
  756. 4712, // Inteligence3
  757. 4713, // Inteligence4
  758. 4714, // Inteligence5
  759. 4720, // Dexterity1
  760. 4721, // Dexterity2
  761. 4722, // Dexterity3
  762. 4723, // Dexterity4
  763. 4724, // Dexterity5
  764. 4730, // Agility1
  765. 4731, // Agility2
  766. 4732, // Agility3
  767. 4733, // Agility4
  768. 4734, // Agility5
  769. 4740, // Vitality1
  770. 4741, // Vitality2
  771. 4742, // Vitality3
  772. 4743, // Vitality4
  773. 4744, // Vitality5
  774. 4750, // Luck1
  775. 4751, // Luck2
  776. 4752, // Luck3
  777. 4753, // Luck4
  778. 4754; // Luck5
  779. .@card[.@slot] = .@enchant[ rand( getarraysize(.@enchant) ) ]; // unknown rates
  780. break;
  781. case 1:
  782. setarray .@enchant[0],
  783. 4703, // Strength4
  784. 4704, // Strength5
  785. 4713, // Inteligence4
  786. 4714, // Inteligence5
  787. 4723, // Dexterity4
  788. 4724, // Dexterity5
  789. 4733, // Agility4
  790. 4734, // Agility5
  791. 4743, // Vitality4
  792. 4744, // Vitality5
  793. 4753, // Luck4
  794. 4754, // Luck5
  795. 29061, // Ambition1Lv
  796. 29071, // Tab1Lv
  797. 29081, // Expect1Lv
  798. 29091, // ArchLine1Lv
  799. 29101, // Steel1Lv
  800. 29111; // Mercy1Lv
  801. .@card[1] = .@enchant[ rand( getarraysize(.@enchant) ) ]; // unknown rates
  802. break;
  803. case 999:
  804. // enchant leveling
  805. if (.@enchant_rate > rand(100))
  806. .@level_dt = 1;
  807. else
  808. .@level_dt = -1;
  809. .@enchant_level += .@level_dt;
  810. .@card[1] += .@level_dt;
  811. if (.@card[1] < 29061 || .@card[1] > 29120) {
  812. mes "[Wandering Mind]";
  813. mes "Something bad happened.";
  814. close;
  815. }
  816. if (.@enchant_level < 1 || .@enchant_level > 10) {
  817. // item not deleted
  818. specialeffect2 EF_SUI_EXPLOSION;
  819. mes "[Wandering Mind]";
  820. mes "K..aargh...!! The power of the grudge... was driven... into a frenzy... However... fortunately it didn't explode because the power... was.... weak.";
  821. close;
  822. }
  823. break;
  824. default:
  825. mes "[Wandering Mind]";
  826. mes "Something bad happened.";
  827. close;
  828. }
  829. delequip EQI_HEAD_TOP;
  830. getitem2 .@equip_id,1,1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3];
  831. if (.@level_dt == -1) {// can only happens during enchant leveling
  832. specialeffect2 EF_SUI_EXPLOSION;
  833. mes "[Wandering Mind]";
  834. mes "K..aargh...!! The power of the grudge... was driven... to a frenzy... The power... which used to be... stable... also fell... one level down...";
  835. mes "^FF0000*Due to enchantment failure, it has been downgraded one level down.*^000000";
  836. close;
  837. }
  838. specialeffect2 EF_FIREHIT;
  839. mes "[Wandering Mind]";
  840. mes "It... is a success. I can sense that the power of the grudge has become stronger.";
  841. mes "^FF0000*Congratulation. You've succeeded in enchantment.*^000000";
  842. close;
  843. case 2:
  844. .@equip_id = getequipid(EQI_HEAD_TOP);
  845. switch(.@equip_id) {
  846. case 18971:// Old_Rune_Circlet
  847. case 18972:// Old_Mitra
  848. case 18973:// Old_Driver_Band_R
  849. case 18974:// Old_Driver_Band_Y
  850. case 18975:// Old_Shadow_Handicraft
  851. case 18976:// Old_Minstrel_Song_Hat
  852. case 18977:// Old_Midas_Whisper
  853. case 18978:// Old_Magic_Stone_Hat
  854. case 18979:// Old_Blazing_Soul
  855. case 18980:// Old_Wind_Whisper
  856. case 18981:// Old_Dying_Swan
  857. case 18982:// Old_Circlet_Of_Bone
  858. case 18983:// Old_Protect_Of_Crown
  859. case 18984:// Old_Camo_RabbitHood
  860. break;
  861. default:
  862. npctalk "Destroy it... Destroy it...", "", bc_self;
  863. mes "[Wandering Mind]";
  864. mes "This is... interesting... In that helmet... there is no fragrance... filled with a special power... Do you want... destruction...? kkk...";
  865. mes "^FF0000*Enchantment using Cursed Fragments is only possible in the Old Helmet.*^000000";
  866. close;
  867. }
  868. setarray .@card[0], getequipcardid(EQI_HEAD_TOP,0), getequipcardid(EQI_HEAD_TOP,1), getequipcardid(EQI_HEAD_TOP,2), getequipcardid(EQI_HEAD_TOP,3);
  869. .@refine = getequiprefinerycnt(EQI_HEAD_TOP);
  870. if (.@card[3] < 1) {// one enchant required
  871. npctalk "You are... very calm...", "", bc_self;
  872. mes "[Wandering Mind]";
  873. mes "kkk... You look pretty calm... There is no power... contained... in the thing... I gave... to you...";
  874. mes "^FF0000*This helmet is not enchanted, so it cannot be reset.*^000000";
  875. close;
  876. }
  877. npctalk "Krr... hehe... I will eat... well... today...", "", bc_self;
  878. mes "[Wandering Mind]";
  879. mes "Kkk... You don't... like this power?... Bring me 10 mind powers... Then, I'll make this power... disappear...";
  880. mes "^FF0000*You need 10 Sentimental Fragments to reset it.";
  881. mes "All enchantments applied to the helmet, except for the smelting level of equipment and 1 slot card, will be reset.*^000000";
  882. next;
  883. if (select( "Ignore him.", "Pay fee." ) == 1) {
  884. npctalk "Forever...", "", bc_self;
  885. mes "[Wandering Mind]";
  886. mes "I'll... wait for... you... If you need me to... I'll wait for you... forever... kkk...";
  887. close;
  888. }
  889. if (countitem(22687) < 10) {// Sentimental Fragment
  890. mes "Kk..k... If you... don't bring...";
  891. mes "10 mind powers... I will be... in trouble...";
  892. mes "^FF0000*You need 10 Sentimental Fragments to reset it.";
  893. mes "Check the amount of Sentimental Fragments that you possess.*^000000";
  894. close;
  895. }
  896. npctalk "K... kk...", "", bc_self;
  897. mes "[Wandering Mind]";
  898. mes "Fine!... I'll... reset... the enchantment... of the old helmet... I think... we may be able to absorb... a strong mind...";
  899. next;
  900. progressbar "000000",2;
  901. specialeffect2 EF_FIREHIT;
  902. delitem 22687,10;// Sentimental Fragment
  903. if (callfunc("F_IsEquipIDHack", EQI_HEAD_TOP, .@equip_id) || callfunc("F_IsEquipCardHack", EQI_HEAD_TOP, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", EQI_HEAD_TOP, .@refine))
  904. close;
  905. delequip EQI_HEAD_TOP;
  906. getitem2 .@equip_id,1,1,.@refine,0,.@card[0],0,0,0;
  907. mes "[Wandering Mind]";
  908. mes "K..kk... The power... of a strong grudge... has been... absorbed... Things I've lost... K.. aargh...";
  909. close;
  910. case 3:
  911. for ( .@i = 18971; .@i <= 18984; ++.@i ) {
  912. if (.@i < 18977)
  913. .@string$[0] += getitemname(.@i) + ", ";
  914. else if (.@i < 18984)
  915. .@string$[1] += getitemname(.@i) + ", ";
  916. else
  917. .@string$[2] = getitemname(.@i);
  918. }
  919. mes "[Wandering Mind]";
  920. mes "Do you want... power?... If so, you... need to have... the old Helmet..";
  921. mes "^FF0000*You can enchant it into the " + .@string$[0];
  922. mes "" + .@string$[1];
  923. mes "" + .@string$[2] + ".*^000000";
  924. next;
  925. mes "[Wandering Mind]";
  926. mes "If you... bring grudge's... power... I'll... give you... great power...";
  927. mes "^FF0000*You need Cursed Fragments in order to enchant it.*^000000";
  928. next;
  929. mes "[Wandering Mind]";
  930. mes "Kkk... Of course... in order to obtain... great power... you may need... a countless amount of... grudge's... power...";
  931. mes "^FF0000*Enchantment is proceeded in the order of 4, 3, 2 slots. You need 10 Cursed Fragments when you enchant each slot for the first time.*^000000";
  932. next;
  933. mes "[Wandering Mind]";
  934. mes "If you have... the opportunity... you might be... able to upgrade... the enchantment level... ";
  935. mes "^FF0000*When reinforcing the enchant level, 50, 70, 100, 150, 250, 500, 1000 Cursed Fragments are consumed, depending on the enchant level";
  936. mes "increase after 20 Cursed Fragments in the 2nd step, and 40 Cursed Fragments in the 3rd step.*^000000";
  937. close;
  938. }
  939. }
  940. lhz_dun_n,143,269,4 script Victimized Soul's Mind#1 4_M_DEATH2,{
  941. disable_items;
  942. .@r = rand(5);
  943. if (.@r == 0)
  944. npctalk "You... are the ones... who turned... me... into a monster...", "", bc_self;
  945. else if (.@r == 1)
  946. npctalk "Please save me... I'll... do whatever... you order...", "", bc_self;
  947. else if (.@r == 2)
  948. npctalk "My beloved... wife and daughter... are waiting for... me... at home...", "", bc_self;
  949. else if (.@r == 3)
  950. npctalk "After such... a terrible thing.. you... did", "", bc_self;
  951. else
  952. npctalk "My...leg...my...arm...", "", bc_self;
  953. mes "[Victimized Soul's Mind]";
  954. mes "Countless... subjects'... minds...";
  955. mes "Past...present...and revenge...";
  956. mes "Who are you...";
  957. mes "Can...you console... us who... are tormented in sadness?...";
  958. next;
  959. if (.@r == 0)
  960. npctalk "Even after I die... or in my dream...", "", bc_self;
  961. else if (.@r == 1)
  962. npctalk "Please... save me... Please put away... that knife... It scares me...", "", bc_self;
  963. else if (.@r == 2)
  964. npctalk "Please... just... let me go... I'll give you money... as much as you want...", "", bc_self;
  965. else if (.@r == 3)
  966. npctalk "Aren't... you afraid of... God's... wrath?...", "", bc_self;
  967. else
  968. npctalk "Aargh... Ah... Urgh...", "", bc_self;
  969. mes "[Victimized Soul's Mind]";
  970. mes "If you... can... do it... maybe... I can... give... you guys help...";
  971. next;
  972. if (.@r == 0)
  973. npctalk "I'll munch you... into pieces...", "", bc_self;
  974. else if (.@r == 1)
  975. npctalk "Please... Aaargh...", "", bc_self;
  976. else if (.@r == 2)
  977. npctalk "Please...", "", bc_self;
  978. else if (.@r == 3)
  979. npctalk "God... will protect... you... if you... repent... your sin... just now...", "", bc_self;
  980. else
  981. npctalk "...shrieking...", "", bc_self;
  982. mes "[Victimized Soul's Mind]";
  983. mes "Weapon which appears... to be filled with... strong minds... our sadness... and resentment...";
  984. mes "If you... bring... one... I'll restore... it... to energy... pieces...";
  985. while(true) {
  986. next;
  987. if (select( "Hand over the weapon.", "End the conversation." ) == 2) {
  988. mes "[Victimized Soul's Mind]";
  989. mes "...You... will... find me... again...";
  990. close;
  991. }
  992. mes "[Victimized Soul's Mind]";
  993. mes "What kind... of mind... is contained... in this... weapon?...";
  994. next;
  995. while(true) {
  996. switch( select( "Go back to previous menu.", "Katar", "Bow", "Axe, Mace, Book", "Wand", "Sword, Dagger", "Spear, Two-handed sword", "Musical instrument, Whip, Knuckle" ) ) {
  997. case 1:
  998. break;
  999. case 2:
  1000. callsub S_Exchange,
  1001. 1284, // Krishna
  1002. 1290, // Agent_Katar
  1003. 1285, // Chakram
  1004. 1291; // Guillotine_Katar
  1005. continue;
  1006. case 3:
  1007. callsub S_Exchange,
  1008. 18109, // Catapult
  1009. 18110, // Big_CrossBow
  1010. 1745, // Falken_Blitz
  1011. 18103, // Mystic_Bow
  1012. 18111; // Creeper_Bow
  1013. continue;
  1014. case 4:
  1015. callsub S_Exchange,
  1016. 1311, // Vecer_Axe
  1017. 1392, // Ygnus_Stale
  1018. 1393, // End_Sektura
  1019. 16017, // Bloody_Cross
  1020. 16010, // Red_Ether_Bag
  1021. 2161, // Geffenia_Book_Water
  1022. 1584, // Chilly_Spell_Book
  1023. 16000, // Erde
  1024. 16001; // Red_Square_Bag
  1025. continue;
  1026. case 5:
  1027. callsub S_Exchange,
  1028. 2005, // Dea_Staff
  1029. 2004, // Kronos
  1030. 1647, // Croce_Staff
  1031. 1659, // Recovery_Light
  1032. 1646, // La'cryma_Stick
  1033. 1654; // Mental_Stick
  1034. continue;
  1035. case 6:
  1036. callsub S_Exchange,
  1037. 13431, // Chrome_Sword
  1038. 13421, // Ruber
  1039. 13061, // Black_Wing
  1040. 13062, // Ancient_Dagger
  1041. 13070, // Scarletto_Nail
  1042. 13069, // Aztoe_Nail
  1043. 13046, // Krieg
  1044. 13047; // Weihna
  1045. continue;
  1046. case 7:
  1047. callsub S_Exchange,
  1048. 1433, // Imperial_Spear
  1049. 1435, // Cannon_Spear
  1050. 1490, // Giant_Lance
  1051. 1196, // Chrome_Twohand_Sword
  1052. 1189; // Krasnaya
  1053. continue;
  1054. case 8:
  1055. callsub S_Exchange,
  1056. 1930, // Green_Whistle
  1057. 1984, // Stem_Whip
  1058. 1985, // Rosebine
  1059. 1830; // Sura_Rampage
  1060. continue;
  1061. }
  1062. break;
  1063. }
  1064. }
  1065. end;
  1066. S_Exchange:
  1067. .@size = getargcount();
  1068. .@menu$ = "Go back to previous menu.:";
  1069. for ( .@i = 0; .@i < .@size; .@i++ ) {
  1070. if (countitem(getarg(.@i)) < 1)
  1071. .@menu$ += "^777777Not enough " + getitemname(getarg(.@i)) + ".^000000:";
  1072. else
  1073. .@menu$ += "You have " + getitemname(getarg(.@i)) + ".:";
  1074. }
  1075. .@s = select(.@menu$) - 2;
  1076. if (.@s == -1)
  1077. return;
  1078. mes "[Victimized Soul's Mind]";
  1079. mes "You...have chosen... the weapon... which appears to be... filled with... strong minds... I'm... trying to restore it... into Energy Fragments... Do you... agree with it?";
  1080. next;
  1081. if (select( "Disagree with it.", "Acquire Energy Fragments." ) == 2) {
  1082. if (countitem(getarg(.@s)) < 1) {
  1083. mes "[Victimized Soul's Mind]";
  1084. mes "You don't... have... ^006400" + getitemname(getarg(.@s)) + "^000000...";
  1085. mes "Do you have... any other business... with me?...";
  1086. next;
  1087. return;
  1088. }
  1089. progressbar "000000",5;
  1090. specialeffect EF_BLACKBODY;
  1091. specialeffect EF_GUMGANG4;
  1092. specialeffect EF_DARKCASTING2;
  1093. specialeffect EF_RG_COIN7;
  1094. percentheal -50,-50;
  1095. specialeffect2 EF_POISONSMOKE;
  1096. specialeffect2 EF_NPC_BURNT;
  1097. delitem getarg(.@s),1;
  1098. getitem 6820, rand(1,3);// Energy Fragment
  1099. mes "[Victimized Soul's Mind]";
  1100. mes "I have made... Energy... Fragment... by restoring ^006400" + getitemname(getarg(.@s)) + "^000000...";
  1101. next;
  1102. mes "- I got critical damage - - by mind's powerful wavelength - - which seeped into my body. -";
  1103. next;
  1104. }
  1105. mes "[Victimized Soul's Mind]";
  1106. mes "Do you have... any other business... with me?...";
  1107. next;
  1108. return;
  1109. }
  1110. lhz_dun_n,136,269,6 script Sorrowful Soul's Mind#1 4_M_DEATH,{
  1111. disable_items;
  1112. .@r = rand(5);
  1113. if (.@r == 0)
  1114. npctalk "Mom...It hurts...", "", bc_self;
  1115. else if (.@r == 1)
  1116. npctalk "Go to hell...all of you...", "", bc_self;
  1117. else if (.@r == 2)
  1118. npctalk "I don't get it. Why...me?...", "", bc_self;
  1119. else if (.@r == 3)
  1120. npctalk "Ughhh...I don't... deserve this...", "", bc_self;
  1121. else
  1122. npctalk "You guys are all...demons...", "", bc_self;
  1123. mes "[Sorrowful Soul's Mind]";
  1124. mes "Countless... subjects'... minds...";
  1125. mes "Past...present...and revenge...";
  1126. next;
  1127. if (.@r == 0)
  1128. npctalk "My heart... is too painful...", "", bc_self;
  1129. else if (.@r == 1)
  1130. npctalk "I... will... send you there...", "", bc_self;
  1131. else if (.@r == 2)
  1132. npctalk "I... don't have much time left... to stay here.", "", bc_self;
  1133. else if (.@r == 3)
  1134. npctalk "You thought... you would stay alive... after everything you've done?...", "", bc_self;
  1135. else
  1136. npctalk "I'm innocent... I... don't deserve this...", "", bc_self;
  1137. mes "[Sorrowful Soul's Mind]";
  1138. mes "Who are you?...";
  1139. mes "Can...you take back our souls again... tormented... in sadness?...";
  1140. next;
  1141. if (.@r == 0)
  1142. npctalk "I want to... go... home...", "", bc_self;
  1143. else if (.@r == 1)
  1144. npctalk "I'll... curse you... even after... I die...", "", bc_self;
  1145. else if (.@r == 2)
  1146. npctalk "I have...nothing...", "", bc_self;
  1147. else if (.@r == 3)
  1148. npctalk "What are you... thinking?...", "", bc_self;
  1149. else
  1150. npctalk "You... don't even... have... a family?...", "", bc_self;
  1151. mes "[Sorrowful Soul's Mind]";
  1152. mes "If you... can... do it... maybe... I can... give... you guys... what... you need...";
  1153. next;
  1154. setarray .@item_name$[0],
  1155. getitemname(18971), // Old_Rune_Circlet
  1156. getitemname(18972), // Old_Mitra
  1157. getitemname(18973), // Old_Driver_Band_R
  1158. getitemname(18974), // Old_Driver_Band_Y
  1159. getitemname(18975), // Old_Shadow_Handicraft
  1160. getitemname(18976), // Old_Minstrel_Song_Hat
  1161. getitemname(18977), // Old_Midas_Whisper
  1162. getitemname(18978), // Old_Magic_Stone_Hat
  1163. getitemname(18979), // Old_Blazing_Soul
  1164. getitemname(18980), // Old_Wind_Whisper
  1165. getitemname(18981), // Old_Dying_Swan
  1166. getitemname(18984), // Old_Camo_RabbitHood
  1167. getitemname(18982), // Old_Circlet_Of_Bone
  1168. getitemname(18983), // Old_Protect_Of_Crown
  1169. getitemname(20749); // Cloak of the Fallen Soldier[1]
  1170. while(true) {
  1171. if (select( "Hand over the soul.", "End the conversation." ) == 2) {
  1172. mes "[Sorrowful Soul's Mind]";
  1173. mes "...I wish... you... can come back... to me again...";
  1174. close;
  1175. }
  1176. mes "[Sorrowful Soul's Mind]";
  1177. mes "If you hand over... our soul...I'll make something... filled with... special powers.. using a combination...";
  1178. mes "What... do you... want?...";
  1179. while(true) {
  1180. next;
  1181. switch( select( "Go back to the previous menu.", .@item_name$[0], .@item_name$[1], .@item_name$[2], .@item_name$[3], .@item_name$[4], .@item_name$[5], .@item_name$[6], .@item_name$[7], .@item_name$[8], .@item_name$[9], .@item_name$[10], .@item_name$[11], .@item_name$[12], .@item_name$[13], .@item_name$[14] + "[1]" ) ) {
  1182. case 1:
  1183. break;
  1184. case 2:
  1185. mes "- " + .@item_name$[0] + " -";
  1186. mes "^006400This item cannot be traded with other accounts.^000000";
  1187. mes "^006400All State + 1, MDEF+ 5^000000";
  1188. mes "^006400ATK + 4 per 1 refinement level increase^000000";
  1189. mes "^006400ASPD + 1 per 5 refinement level increase^000000";
  1190. mes "^006400Increases MHP, MSP by 1% 2 each refinement level increase^000000";
  1191. mes "^006400Increases Ignition Break damage by 20%^000000";
  1192. mes "^006400per 2 refinement level increase^000000";
  1193. mes "^006400Increases Hundred Spear damage by 15%^000000";
  1194. mes "^006400per 2 refinement level increase^000000";
  1195. mes "^006400Type: Helmet Defense: 10^000000";
  1196. mes "^006400Location: Top Weight: 10^000000";
  1197. mes "^006400SLOT: 1^000000";
  1198. mes "^006400Required Level: 170 Job: Rune Knight^000000";
  1199. callsub S_Make,
  1200. 18971, // Old_Rune_Circlet
  1201. 19961, // C_Rune_Circlet
  1202. 6814; // Swordman_Soul
  1203. continue;
  1204. case 3:
  1205. mes "- " + .@item_name$[1] + " -";
  1206. mes "^006400This item cannot be traded with other accounts.^000000";
  1207. mes "^006400All State + 1, MDEF+ 5^000000";
  1208. mes "^006400MATK + 2, ATK + 4, Heal Amount + 2% per 1 refinement level increase.^000000";
  1209. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1210. mes "^006400Increases Judex damage by 20% per 2 refinement level increase.^000000";
  1211. mes "^006400Increases Magnus Exorcismus damage by 10% per 2 refinement level increase.^000000";
  1212. mes "^006400Type: Helmet Defense: 10^000000";
  1213. mes "^006400Location: Top Weight: 10^000000";
  1214. mes "^006400SLOT: 1^000000";
  1215. mes "^006400Required Level: 170 Job: Archbishop^000000";
  1216. callsub S_Make,
  1217. 18972, // Old_Mitra
  1218. 19962, // C_Mitra
  1219. 6819; // Acolyte_Soul
  1220. continue;
  1221. case 4:
  1222. mes "- " + .@item_name$[2] + " -";
  1223. mes "^006400This item cannot be traded with other accounts.^000000";
  1224. mes "^006400All State + 1^000000";
  1225. mes "^006400ATK + 4 per 1 refinement level increase^000000";
  1226. mes "^006400ASPD + 1 per 5 refinement level increase^000000";
  1227. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1228. mes "^006400Increases Power Swing damage by 20% per 2 refinement level increase.^000000";
  1229. mes "^006400Increases Axe Tornado damage by 20% per 2 refinement level increase.^000000";
  1230. mes "^006400Type: Helmet Defense: 10^000000";
  1231. mes "^006400Location: Top Weight: 10^000000";
  1232. mes "^006400SLOT: 1^000000";
  1233. mes "^006400Required Level: 170 Job: Mechanic^000000";
  1234. callsub S_Make,
  1235. 18973, // Old_Driver_Band_R
  1236. 19963, // C_Driver_Band_R
  1237. 6815; // Merchant_Soul
  1238. continue;
  1239. case 5:
  1240. mes "- " + .@item_name$[3] + " -";
  1241. mes "^006400This item cannot be traded with other accounts.^000000";
  1242. mes "^006400All State + 1^000000";
  1243. mes "^006400ATK + 4 per 1 refinement level increase^000000";
  1244. mes "^006400ASPD + 1 per 5 refinement level increase^000000";
  1245. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1246. mes "^006400Increases Arm Cannon damage by 5% per 2 refinement level increase.^000000";
  1247. mes "^006400Reduces Suicidal Destruction cooldown by 10 seconds per 4 refinement level increase.^000000";
  1248. mes "^006400Type: Helmet Defense: 10^000000";
  1249. mes "^006400Location: Top Weight: 10^000000";
  1250. mes "^006400SLOT: 1^000000";
  1251. mes "^006400Required Level: 170 Job: Mechanic^000000";
  1252. callsub S_Make,
  1253. 18974, // Old_Driver_Band_Y
  1254. 19964, // C_Driver_Band_Y
  1255. 6815; // Merchant_Soul
  1256. continue;
  1257. case 6:
  1258. mes "- " + .@item_name$[4] + " -";
  1259. mes "^006400This item cannot be traded with other accounts.^000000";
  1260. mes "^006400All State + 1^000000";
  1261. mes "^006400ATK + 4, MATK + 4 per each refinement level increase.^000000";
  1262. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1263. mes "^006400Increases Triangle Shot damage by 25% per 2 refinement level increase.^000000";
  1264. mes "^006400Reduces Masquerade-unlock key, Enervation cooldown by 1 second when your character's refinement level reaches 6.^000000";
  1265. mes "^006400Reduces Masquerade-Laziness, Weakness cooldown by 1 second when your character's refinement level reaches 8.^000000";
  1266. mes "^006400Reduces Masquerade-Ignorance, Gloomy cooldown by 1 second when your character's refinement level reaches 10.^000000";
  1267. mes "^006400Type: Helmet Defense: 10^000000";
  1268. mes "^006400Location: Top Weight: 10^000000";
  1269. mes "^006400SLOT: 1^000000";
  1270. mes "^006400Required Level: 170 Job: Shadow_Chaser^000000";
  1271. callsub S_Make,
  1272. 18975, // Old_Shadow_Handicraft
  1273. 19965, // C_Shadow_Handicraft
  1274. 6816; // Thief_Soul
  1275. continue;
  1276. case 7:
  1277. mes "- " + .@item_name$[5] + " -";
  1278. mes "^006400This item cannot be traded with other accounts.^000000";
  1279. mes "^006400All State + 1^000000";
  1280. mes "^006400Increases ranged physical damage by 1% per each refinement level increase.^000000";
  1281. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1282. mes "^006400Increases Arrow Vulcan damage by 20% per 2 refinement level increase.^000000";
  1283. mes "^006400Increases Severe Rainstorm damage by 5% per 2 refinement level increase.^000000";
  1284. mes "^006400Type: Helmet Defense: 10^000000";
  1285. mes "^006400Location: Top Weight: 10^000000";
  1286. mes "^006400SLOT: 1^000000";
  1287. mes "^006400Required Level: 170 Job: Minstrel^000000";
  1288. callsub S_Make,
  1289. 18976, // Old_Minstrel_Song_Hat
  1290. 19966, // C_Minstrel_Song_Hat
  1291. 6818; // Archer_Soul
  1292. continue;
  1293. case 8:
  1294. mes "- " + .@item_name$[6] + " -";
  1295. mes "^006400This item cannot be traded with other accounts.^000000";
  1296. mes "^006400All State + 1^000000";
  1297. mes "^006400ATK + 4 per 1 refinement level increase^000000";
  1298. mes "^006400Increases ranged physical damage by 1% per 2 refinement level increase.^000000";
  1299. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1300. mes "^006400Increases Cart Cannon damage by 15% per 2 refinement level increase.^000000";
  1301. mes "^006400Type: Helmet Defense: 10^000000";
  1302. mes "^006400Location: Top Weight: 10^000000";
  1303. mes "^006400SLOT: 1^000000";
  1304. mes "^006400Required Level: 170 Job: Generic^000000";
  1305. callsub S_Make,
  1306. 18977, // Old_Midas_Whisper
  1307. 19967, // C_Midas_Whisper
  1308. 6815; // Merchant_Soul
  1309. continue;
  1310. case 9:
  1311. mes "- " + .@item_name$[7] + " -";
  1312. mes "^006400This item cannot be traded with other accounts.^000000";
  1313. mes "^006400All State + 1 MDEF+ 5^000000";
  1314. mes "^006400Increases SP regen by 20%.^000000";
  1315. mes "^006400MATK + 1% per each refinement level increase.^000000";
  1316. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1317. mes "^006400Increases Soul Expansion damage by 5% per 2 refinement level increase.^000000";
  1318. mes "^006400Reduces Crimson Rock cooldown by 1 second.^000000";
  1319. mes "^006400Reduces Crimson Rock cooldown by 0.1 depending on refinement level.^000000";
  1320. mes "^006400Type: Helmet Defense: 10^000000";
  1321. mes "^006400Location: Top Weight: 10^000000";
  1322. mes "^006400SLOT: 1^000000";
  1323. mes "^006400Required Level: 170 Job: Warlock^000000";
  1324. callsub S_Make,
  1325. 18978, // Old_Magic_Stone_Hat
  1326. 19968, // C_Magic_Stone_Hat
  1327. 6817; // Mage_Soul
  1328. continue;
  1329. case 10:
  1330. mes "- " + .@item_name$[8] + " -";
  1331. mes "^006400This item cannot be traded with other accounts.^000000";
  1332. mes "^006400All State + 1^000000";
  1333. mes "^006400ATK + 4, CRI + 2 per each refinement level increase.^000000";
  1334. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1335. mes "^006400Increases Rampage Blaster damage by 15% per 2 refinement level increase.^000000";
  1336. mes "^006400Increases Lightning Shot damage by 20% per 2 refinement level increase.^000000";
  1337. mes "^006400Type: Helmet Defense: 10^000000";
  1338. mes "^006400Location: Top Weight: 10^000000";
  1339. mes "^006400SLOT: 1^000000";
  1340. mes "^006400Required Level: 170 Job: Sura^000000";
  1341. callsub S_Make,
  1342. 18979, // Old_Blazing_Soul
  1343. 19969, // C_Blazing_Soul
  1344. 6819; // Acolyte_Soul
  1345. continue;
  1346. case 11:
  1347. mes "- " + .@item_name$[9] + " -";
  1348. mes "^006400This item cannot be traded with other accounts.^000000";
  1349. mes "^006400All State + 1 MDEF+ 5.^000000";
  1350. mes "^006400MATK + 1%, ATK + 4 per each refinement level increase.^000000";
  1351. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1352. mes "^006400Increases Poison Burst damage by 15% per 2 refinement level increase.^000000";
  1353. mes "^006400Increases Varetyr Spear damage by 20% per 2 refinement level increase.^000000";
  1354. mes "^006400Type: Helmet Defense: 10^000000";
  1355. mes "^006400Location: Top Weight: 10^000000";
  1356. mes "^006400SLOT: 1^000000";
  1357. mes "^006400Required Level: 170 Job: Sorcerer^000000";
  1358. callsub S_Make,
  1359. 18980, // Old_Wind_Whisper
  1360. 19970, // C_Wind_Whisper
  1361. 6817; // Mage_Soul
  1362. continue;
  1363. case 12:
  1364. mes "- " + .@item_name$[10] + " -";
  1365. mes "^006400This item cannot be traded with other accounts.^000000";
  1366. mes "^006400All State + 1^000000";
  1367. mes "^006400Increases ranged physical damage by 1% per each refinement level increase.^000000";
  1368. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1369. mes "^006400Increases Arrow Vulcan damage by 20% per 2 refinement level increase.^000000";
  1370. mes "^006400Increases Severe Rainstorm damage by 5% per 2 refinement level increase.^000000";
  1371. mes "^006400Type: Helmet Defense: 10^000000";
  1372. mes "^006400Location: Top Weight: 10^000000";
  1373. mes "^006400SLOT: 1^000000";
  1374. mes "^006400Required Level: 170 Job: Wanderer^000000";
  1375. callsub S_Make,
  1376. 18981, // Old_Dying_Swan
  1377. 19971, // C_Dying_Swan
  1378. 6818; // Archer_Soul
  1379. continue;
  1380. case 13:
  1381. mes "- " + .@item_name$[11] + " -";
  1382. mes "^006400This item cannot be traded with other accounts.^000000";
  1383. mes "^006400All State + 1^000000";
  1384. mes "^006400Increases ranged physical damage by 1% per each refinement level increase.^000000";
  1385. mes "^006400Complete evasion +1 per 3 refinement level increase.^000000";
  1386. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1387. mes "^006400Increases Cluster Bomb damage by 15% per 2 refinement level increase.^000000";
  1388. mes "^006400Increases Warg Strike damage by 10% per 2 refinement level increase.^000000";
  1389. mes "^006400Type: Helmet Defense: 10^000000";
  1390. mes "^006400Location: Top Weight: 10^000000";
  1391. mes "^006400SLOT: 1^000000";
  1392. mes "^006400Required Level: 170 Job: Ranger^000000";
  1393. callsub S_Make,
  1394. 18984, // Old_Camo_RabbitHood
  1395. 19974, // C_Camouflage_RabbitHood
  1396. 6818; // Archer_Soul
  1397. continue;
  1398. case 14:
  1399. mes "- " + .@item_name$[12] + " -";
  1400. mes "^006400This item cannot be traded with other accounts.^000000";
  1401. mes "^006400All State + 1^000000";
  1402. mes "^006400Increases critical damage by 1% and attack speed per each refinement level increase (Reduces attack delay 1%)^000000";
  1403. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1404. mes "^006400Increases Cross Impact damage by 10% per 2 refinement level increase.^000000";
  1405. mes "^006400Increases Cross Reaper Slash damage by 20% per 2 refinement level increase.^000000";
  1406. mes "^006400Type: Helmet Defense: 10^000000";
  1407. mes "^006400Location: Top Weight: 10^000000";
  1408. mes "^006400SLOT: 1^000000";
  1409. mes "^006400Required Level: 170 Job: Guillotine_Cross^000000";
  1410. callsub S_Make,
  1411. 18982, // Old_Circlet_Of_Bone
  1412. 19973, // C_Circlet_Of_Bone
  1413. 6816; // Thief_Soul
  1414. continue;
  1415. case 15:
  1416. mes "- " + .@item_name$[13] + " -";
  1417. mes "^006400This item cannot be traded with other accounts.^000000";
  1418. mes "^006400All State + 1 MDEF+ 5.^000000";
  1419. mes "^006400ATK + 4 per 1 refinement level increase^000000";
  1420. mes "^006400ASPD + 1 per 5 refinement level increase^000000";
  1421. mes "^006400Increases MHP, MSP by 1% per 2 refinement level increase^000000";
  1422. mes "^006400Increases Cannon Spear damage by 20% per 2 refinement level increase.^000000";
  1423. mes "^006400Increases Over Brand damage by 5% per 2 refinement level increase.^000000";
  1424. mes "^006400Type: Helmet Defense: 10^000000";
  1425. mes "^006400Location: Top Weight: 10^000000";
  1426. mes "^006400SLOT: 1^000000";
  1427. mes "^006400Required Level: 170 Job: Royal Guard^000000";
  1428. callsub S_Make,
  1429. 18983, // Old_Protect_Of_Crown
  1430. 19972, // C_Protect_Of_Crown
  1431. 6814; // Swordman_Soul
  1432. continue;
  1433. case 16:
  1434. mes "- " + .@item_name$[14] + "[1] -";
  1435. mes "^006400Legendary clock known to have been worn by those^000000 ^006400who fought bravely and were killed in the battle.";
  1436. mes "Increases MHP, MSP by 1% per 2 refinement level increase";
  1437. mes "ATK + 10 when your character's pure STR reaches 90.";
  1438. mes "(Additional ATK + 2 per each refinement level increase)";
  1439. mes "MATK + 20 when your character's pure INT reaches 90.";
  1440. mes "(Additional MATK + 3 per each refinement level increase)";
  1441. mes "when your character's pure VIT reaches 90";
  1442. mes "3% resistance against normal attack";
  1443. mes "(Additional 3% when refinement level reaches 8,";
  1444. mes "Additional 4% when refinement level reaches 10)";
  1445. mes "when your character's pure AGI reaches 90";
  1446. mes "Increased attack speed (3% attack delay reduction)";
  1447. mes "(Attack delay additionally decreased by 1% per 2 refinement level increase)";
  1448. mes "(Additional ASPD + 1 when your character's refinement level reaches 10.)";
  1449. mes "When your character's pure DEX reaches 90";
  1450. mes "Increases ranged attack power by 3%";
  1451. mes "(Additional 1% per 2 refinement level increase)";
  1452. mes "When your character's LUK reaches 90";
  1453. mes "Increases critical damage by 5%.";
  1454. mes "(Additional 1% per each refinement level increase)";
  1455. mes "Type: Robe Defense: 30";
  1456. mes "Weight: 60";
  1457. mes "SLOT: 1";
  1458. mes "Required Level: 170 Job: All^000000";
  1459. callsub S_Make,
  1460. 20749, // Manteau_Of_Fallen_
  1461. 20748, // Manteau_Of_Fallen
  1462. 6471, // Goast_Chill
  1463. true;
  1464. continue;
  1465. }
  1466. break;
  1467. }
  1468. }
  1469. S_Make:
  1470. .@reward_id = getarg(0);
  1471. .@equipment_req = getarg(1);
  1472. .@item_misc_req = getarg(2);
  1473. if (getarg(3,0)) {
  1474. setarray .@string$[0], "chill", "cloak";
  1475. setarray .@material[0],20,100; // chill, energy
  1476. }
  1477. else {
  1478. setarray .@string$[0], "soul", "hat";
  1479. setarray .@material[0],1,20; // soul, energy
  1480. }
  1481. next;
  1482. mes "[Sorrowful Soul's Mind]";
  1483. mes "In order to make... ^006400" + getitemname(.@reward_id) + "^000000...";
  1484. mes "Bring their... wandering " + .@string$[0] + ", " + .@string$[1] + "... the vessel to hold the soul and... the dark energy... filling up this place...";
  1485. next;
  1486. mes "[Sorrowful Soul's Mind]";
  1487. mes "I need 1 " + getitemname(.@equipment_req) + ", " + .@material[0] + " " + getitemname(.@item_misc_req) + "... " + .@material[1] + " " + getitemname(6820) + "..";
  1488. mes "If 5 times of " + getitemname(6820) + " and " + .@string$[0] + "s are collected... you... will never fail...";
  1489. mes "How... would... you do it?";
  1490. next;
  1491. switch( select( "Go back to the previous menu.", "Use " + .@material[1] + " energies, " + .@material[0] + " " + .@string$[0], "Use " + (.@material[1] * 5) + " energies, " + (.@material[0] * 5) + " " + .@string$[0] + "s" ) ) {
  1492. case 1:
  1493. mes "[Sorrowful Soul's Mind]";
  1494. mes "I hoped that... you could... see... other things... as well...";
  1495. return;
  1496. case 2:
  1497. .@rate = 1;
  1498. break;
  1499. case 3:
  1500. .@rate = 5;
  1501. break;
  1502. }
  1503. if (countitem(.@equipment_req) < 1 || countitem(.@item_misc_req) < (.@material[0] * .@rate) || countitem(6820) < (.@material[1] * .@rate)) {
  1504. mes "[Sorrowful Soul's Mind]";
  1505. mes "You don't... have... enough material... to make... ^006400" + getitemname(.@reward_id) + "^000000...";
  1506. return;
  1507. }
  1508. progressbar "000000",5;
  1509. percentheal -50,-50;
  1510. specialeffect2 EF_POISONSMOKE;
  1511. specialeffect2 EF_NPC_BURNT;
  1512. delitem .@equipment_req, 1;
  1513. delitem .@item_misc_req, (.@material[0] * .@rate);
  1514. delitem 6820, (.@material[1] * .@rate);// Energy Fragment
  1515. if ((20*.@rate) > rand(100)) {
  1516. specialeffect EF_BLACKBODY;
  1517. specialeffect EF_GUMGANG4;
  1518. specialeffect EF_DARKCASTING2;
  1519. specialeffect EF_RG_COIN7;
  1520. mes "[Sorrowful Soul's Mind]";
  1521. mes "Here is... ^006400" + getitemname(.@reward_id) + "^000000...";
  1522. getitem .@reward_id,1;
  1523. }
  1524. else {
  1525. specialeffect EF_POISONSMOKE;
  1526. specialeffect EF_GUMGANG4;
  1527. mes "[Sorrowful Soul's Mind]";
  1528. mes "^006400" + getitemname(.@reward_id) + "^000000... failed...";
  1529. }
  1530. next;
  1531. mes "- I got critical damage - - by the mind's powerful wavelength - - which seeped into my body. -";
  1532. next;
  1533. mes "[Sorrowful Soul's Mind]";
  1534. mes "Is there... anything... I can... help you with?...";
  1535. return;
  1536. }
  1537. // Exchange npcs - safe map (no mobs)
  1538. lhz_d_n2,53,49,4 duplicate(Silent Mind#JCv2) Silent Mind#JCv2C 4_CENERE
  1539. lhz_d_n2,42,49,2 duplicate(Wandering Mind#JCv2) Wandering Mind#JCv2C 4_CENERE
  1540. lhz_d_n2,51,53,4 duplicate(Victimized Soul's Mind#1) Victimized Soul's Mind#1C 4_M_DEATH2
  1541. lhz_d_n2,44,53,6 duplicate(Sorrowful Soul's Mind#1) Sorrowful Soul's Mind#1C 4_M_DEATH
  1542. // Safe map - Exit
  1543. lhz_d_n2,34,45,3 script #lhzdw 1_SHADOW_NPC,{
  1544. mes "[Bastets]";
  1545. mes "You can see the exit.";
  1546. next;
  1547. if (select( "Go back to Lighthalzen.", "Don't go back." ) == 1)
  1548. warp "lighthalzen",310,228;
  1549. end;
  1550. }
  1551. // Heal
  1552. lhz_dun_n,167,259,2 script A Questionable Device#l 4_SYSTEM_BOX,3,3,{
  1553. if (isbegin_quest(14683) == 1) {
  1554. mes "[System Message]";
  1555. mes "Emergency Protocol activated. The user will be able to run RT-223.";
  1556. next;
  1557. if (select( "Do not run.", "Run." ) == 2) {
  1558. mes "[System Message]";
  1559. mes "All personnel should act in accordance with the emergency rules.";
  1560. close;
  1561. }
  1562. specialeffect EF_MAPPILLAR;
  1563. mes "[System Message]";
  1564. mes "Running RT-223 to the user. Standby mode will be activated after this process.";
  1565. specialeffect2 EF_BABY;
  1566. percentheal 100,100;
  1567. completequest 14683;// Mysterious Device
  1568. close;
  1569. }
  1570. end;
  1571. OnTouch:
  1572. npctalk "All personnel should act in accordance with the emergency rules.", "", bc_self;
  1573. end;
  1574. OnInit:
  1575. questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(14683) == 1" );
  1576. end;
  1577. }
  1578. // Misc
  1579. lhz_dun_n,75,121,0 script #Alphoccio_Basil_A1 HIDDEN_WARP_NPC,3,3,{
  1580. end;
  1581. OnTouch:
  1582. specialeffect EF_BAT2;
  1583. disablenpc strnpcinfo(0);
  1584. initnpctimer;
  1585. end;
  1586. OnTimer1000:
  1587. .@npc_name$ = strnpcinfo(0);
  1588. if (.@npc_name$ == "#Alphoccio_Basil_A1") npctalk "It was my mistake to think that this will be just traveling...", "#lhz_dun_talk_A23";
  1589. else if (.@npc_name$ == "#Alphoccio_Basil_A2") npctalk "I thought we could make songs and travel around the world forever...", "#lhz_dun_talk_A24";
  1590. else if (.@npc_name$ == "#Catherine Cheiron_A1") npctalk "It's a very strange trick...", "#lhz_dun_talk_A5";
  1591. else if (.@npc_name$ == "#Flamel_Emule_A1") npctalk "I've never felt so helpless before...", "#lhz_dun_talk_A15";
  1592. else if (.@npc_name$ == "#Gertie_Wie_A1") npctalk "We have been used...", "#lhz_dun_talk_A21";
  1593. else if (.@npc_name$ == "#Gertie_Wie_A2") npctalk "I should have received more money if I knew this would happen...", "#lhz_dun_talk_A22";
  1594. else if (.@npc_name$ == "#Harword Alt-Eisen_A2") npctalk "I cannot see my future anymore...", "#lhz_dun_talk_A10";
  1595. else if (.@npc_name$ == "#Shecil_Damon_A2") npctalk "I cannot die like this here...", "#lhz_dun_talk_A12";
  1596. else if (.@npc_name$ == "#Flamel_Emule_A2") npctalk "I feel like... my consciousness... is no longer me...", "#lhz_dun_talk_A16";
  1597. // incomplete
  1598. end;
  1599. OnTimer40000:
  1600. stopnpctimer;
  1601. enablenpc strnpcinfo(0);
  1602. end;
  1603. }
  1604. lhz_dun_n,92,102,0 duplicate(#Alphoccio_Basil_A1) #Alphoccio_Basil_A2 HIDDEN_WARP_NPC,3,3
  1605. lhz_dun_n,150,74,0 duplicate(#Alphoccio_Basil_A1) #Catherine Cheiron_A1 HIDDEN_WARP_NPC,3,3
  1606. lhz_dun_n,174,98,0 duplicate(#Alphoccio_Basil_A1) #Katrinn Chiron_A2 HIDDEN_WARP_NPC,3,3
  1607. lhz_dun_n,25,65,0 duplicate(#Alphoccio_Basil_A1) #Celia_Alde_A1 HIDDEN_WARP_NPC,3,3
  1608. lhz_dun_n,60,102,0 duplicate(#Alphoccio_Basil_A1) #Celia_Alde_A2 HIDDEN_WARP_NPC,3,3
  1609. lhz_dun_n,194,188,0 duplicate(#Alphoccio_Basil_A1) #Chen_Liu_A1 HIDDEN_WARP_NPC,3,3
  1610. lhz_dun_n,255,206,0 duplicate(#Alphoccio_Basil_A1) #Chen_Liu_A2 HIDDEN_WARP_NPC,3,3
  1611. lhz_dun_n,81,184,0 duplicate(#Alphoccio_Basil_A1) #Eremes_Guille_A1 HIDDEN_WARP_NPC,3,3
  1612. lhz_dun_n,113,191,0 duplicate(#Alphoccio_Basil_A1) #Eremes_Guille_A2 HIDDEN_WARP_NPC,3,3
  1613. lhz_dun_n,84,87,0 duplicate(#Alphoccio_Basil_A1) #Flamel_Emule_A1 HIDDEN_WARP_NPC,3,3
  1614. lhz_dun_n,39,55,0 duplicate(#Alphoccio_Basil_A1) #Flamel_Emule_A2 HIDDEN_WARP_NPC,3,3
  1615. lhz_dun_n,232,198,0 duplicate(#Alphoccio_Basil_A1) #Gertie_Wie_A1 HIDDEN_WARP_NPC,3,3
  1616. lhz_dun_n,130,148,0 duplicate(#Alphoccio_Basil_A1) #Gertie_Wie_A2 HIDDEN_WARP_NPC,3,3
  1617. lhz_dun_n,119,195,0 duplicate(#Alphoccio_Basil_A1) #Harword Alt-Eisen_A1 HIDDEN_WARP_NPC,3,3
  1618. lhz_dun_n,158,210,0 duplicate(#Alphoccio_Basil_A1) #Harword Alt-Eisen_A2 HIDDEN_WARP_NPC,3,3
  1619. lhz_dun_n,159,122,0 duplicate(#Alphoccio_Basil_A1) #Magaleta_Sorin_A1 HIDDEN_WARP_NPC,3,3
  1620. lhz_dun_n,133,39,0 duplicate(#Alphoccio_Basil_A1) #Magaleta_Sorin_A2 HIDDEN_WARP_NPC,3,3
  1621. lhz_dun_n,168,193,0 duplicate(#Alphoccio_Basil_A1) #Randel_Lawrence_A1 HIDDEN_WARP_NPC,3,3
  1622. lhz_dun_n,188,188,0 duplicate(#Alphoccio_Basil_A1) #Randel_Lawrence_A2 HIDDEN_WARP_NPC,3,3
  1623. lhz_dun_n,44,155,0 duplicate(#Alphoccio_Basil_A1) #Seyren Windsor_A1 HIDDEN_WARP_NPC,3,3
  1624. lhz_dun_n,54,221,0 duplicate(#Alphoccio_Basil_A1) #Seyren Windsor_A2 HIDDEN_WARP_NPC,3,3
  1625. lhz_dun_n,249,66,0 duplicate(#Alphoccio_Basil_A1) #Shecil_Damon_A1 HIDDEN_WARP_NPC,3,3
  1626. lhz_dun_n,213,97,0 duplicate(#Alphoccio_Basil_A1) #Shecil_Damon_A2 HIDDEN_WARP_NPC,3,3
  1627. lhz_dun_n,191,129,0 duplicate(#Alphoccio_Basil_A1) #Trentini_A1 HIDDEN_WARP_NPC,3,3
  1628. lhz_dun_n,259,132,0 duplicate(#Alphoccio_Basil_A1) #Trentini_A2 HIDDEN_WARP_NPC,3,3
  1629. lhz_dun_n,44,155,6 script #lhz_dun_talk_A1 CLEAR_NPC,{ end; }
  1630. lhz_dun_n,54,221,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A2 CLEAR_NPC
  1631. lhz_dun_n,159,122,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A3 CLEAR_NPC
  1632. lhz_dun_n,133,39,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A4 CLEAR_NPC
  1633. lhz_dun_n,150,74,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A5 CLEAR_NPC
  1634. lhz_dun_n,174,98,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A6 CLEAR_NPC
  1635. lhz_dun_n,81,184,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A7 CLEAR_NPC
  1636. lhz_dun_n,113,191,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A8 CLEAR_NPC
  1637. lhz_dun_n,119,195,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A9 CLEAR_NPC
  1638. lhz_dun_n,158,210,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A10 CLEAR_NPC
  1639. lhz_dun_n,249,66,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A11 CLEAR_NPC
  1640. lhz_dun_n,213,97,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A12 CLEAR_NPC
  1641. lhz_dun_n,168,193,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A13 CLEAR_NPC
  1642. lhz_dun_n,188,188,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A14 CLEAR_NPC
  1643. lhz_dun_n,84,87,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A15 CLEAR_NPC
  1644. lhz_dun_n,39,55,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A16 CLEAR_NPC
  1645. lhz_dun_n,25,65,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A17 CLEAR_NPC
  1646. lhz_dun_n,60,102,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A18 CLEAR_NPC
  1647. lhz_dun_n,194,188,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A19 CLEAR_NPC
  1648. lhz_dun_n,255,206,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A20 CLEAR_NPC
  1649. lhz_dun_n,232,198,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A21 CLEAR_NPC
  1650. lhz_dun_n,130,148,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A22 CLEAR_NPC
  1651. lhz_dun_n,75,121,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A23 CLEAR_NPC
  1652. lhz_dun_n,92,102,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A24 CLEAR_NPC
  1653. lhz_dun_n,191,129,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A25 CLEAR_NPC
  1654. lhz_dun_n,259,132,6 duplicate(#lhz_dun_talk_A1) #lhz_dun_talk_A26 CLEAR_NPC
  1655. // npc location -> quest ID inaccurate
  1656. lhz_dun_n,132,61,2 script A Questionable Device#14684 4_SYSTEM_BOX,5,5,{
  1657. end;
  1658. OnTouch:
  1659. .@quest_id = atoi(strnpcinfo(2));
  1660. switch( checkquest(.@quest_id,PLAYTIME) ) {
  1661. case -1:
  1662. break;
  1663. case 0:
  1664. case 1:
  1665. npctalk "... Current... Required... Cool.. Down..Time..";
  1666. end;
  1667. case 2:
  1668. erasequest .@quest_id;
  1669. break;
  1670. }
  1671. specialeffect EF_MAPPILLAR;
  1672. npctalk "Emergency Protocol... Activated.. to.. RT..017... Cooldown... 1 hour......";
  1673. specialeffect2 EF_BABY;
  1674. setquest .@quest_id;// Mysterious Device
  1675. switch( .@quest_id ) {
  1676. case 14684:
  1677. // atk dmg+10%, def+10% on monsters (inaccurates, unknown values)
  1678. // atk+: Swordman, Thief / def+: Acolyte, Merchant
  1679. sc_start2 SC_LHZ_DUN_N1,1800000,10,10,10000,SCSTART_NOTICKDEF; /// last 30 mins
  1680. break;
  1681. case 14685:
  1682. // atk+: Acolyte, Merchant / def+: Mage, Archer
  1683. sc_start2 SC_LHZ_DUN_N2,1800000,10,10,10000,SCSTART_NOTICKDEF;
  1684. break;
  1685. case 14686:
  1686. // atk+: Mage, Archer / def+: Swordman, Thief
  1687. sc_start2 SC_LHZ_DUN_N3,1800000,10,10,10000,SCSTART_NOTICKDEF;
  1688. break;
  1689. case 14687:
  1690. // atk+: MvPs / def+: MvPs
  1691. sc_start2 SC_LHZ_DUN_N4,1800000,10,10,10000,SCSTART_NOTICKDEF;
  1692. break;
  1693. }
  1694. end;
  1695. OnInit:
  1696. .@condition$ = "!isbegin_quest(" + strnpcinfo(2) + ")";
  1697. questinfo( QTYPE_QUEST, QMARK_YELLOW, .@condition$ );
  1698. end;
  1699. }
  1700. lhz_dun_n,53,127,2 duplicate(A Questionable Device#14684) A Questionable Device#14685 4_SYSTEM_BOX,5,5
  1701. lhz_dun_n,214,127,2 duplicate(A Questionable Device#14684) A Questionable Device#14686 4_SYSTEM_BOX,5,5
  1702. lhz_dun_n,148,148,2 duplicate(A Questionable Device#14684) A Questionable Device#14687 4_SYSTEM_BOX,5,5
  1703. /*
  1704. // Unknown effects
  1705. lhz_dun_n,130,204,2 script Dead Man#lhzd01 4_TOWER_06,5,5
  1706. lhz_dun_n,78,133,2 script Dead Man#lhzd02 4_TOWER_06,5,5
  1707. lhz_dun_n,47,65,2 script Dead Man#lhzd03 4_TOWER_06,5,5
  1708. lhz_dun_n,141,39,2 script Dead Man#lhzd04 4_TOWER_06,5,5
  1709. lhz_dun_n,123,85,2 script Dead Man#lhzd05 4_TOWER_06,5,5
  1710. lhz_dun_n,212,71,2 script Dead Man#lhzd06 4_TOWER_06,5,5
  1711. lhz_dun_n,213,109,2 script Dead Man#lhzd07 4_TOWER_06,5,5
  1712. lhz_dun_n,145,179,2 script Dead Man#lhzd08 4_TOWER_06,5,5
  1713. lhz_dun_n,233,135,2 script Dead Man#lhzd09 4_TOWER_06,5,5
  1714. lhz_dun_n,241,201,2 script Dead Man#lhzd10 4_TOWER_06,5,5
  1715. lhz_dun_n,150,211,2 script Dead Man#lhzd11 4_TOWER_03,5,5
  1716. lhz_dun_n,69,144,2 script Dead Man#lhzd12 4_TOWER_03,5,5
  1717. lhz_dun_n,113,81,2 script Dead Man#lhzd13 4_TOWER_03,5,5
  1718. lhz_dun_n,144,64,2 script Dead Man#lhzd14 4_TOWER_03,5,5
  1719. lhz_dun_n,157,93,2 script Dead Man#lhzd15 4_TOWER_03,5,5
  1720. lhz_dun_n,231,69,2 script Dead Man#lhzd16 4_TOWER_03,5,5
  1721. lhz_dun_n,179,107,2 script Dead Man#lhzd17 4_TOWER_03,5,5
  1722. lhz_dun_n,172,175,2 script Dead Man#lhzd18 4_TOWER_03,5,5
  1723. lhz_dun_n,228,149,2 script Dead Man#lhzd19 4_TOWER_03,5,5
  1724. lhz_dun_n,248,218,2 script Dead Man#lhzd20 4_TOWER_03,5,5
  1725. lhz_dun_n,139,233,2 script Dead Man#lhzd21 4_TOWER_08,5,5
  1726. lhz_dun_n,69,110,2 script Dead Man#lhzd22 4_TOWER_08,5,5
  1727. lhz_dun_n,100,109,2 script Dead Man#lhzd23 4_TOWER_08,5,5
  1728. lhz_dun_n,137,72,2 script Dead Man#lhzd24 4_TOWER_08,5,5
  1729. lhz_dun_n,169,85,2 script Dead Man#lhzd25 4_TOWER_08,5,5
  1730. lhz_dun_n,245,63,2 script Dead Man#lhzd26 4_TOWER_08,5,5
  1731. lhz_dun_n,182,126,2 script Dead Man#lhzd27 4_TOWER_08,5,5
  1732. lhz_dun_n,182,154,2 script Dead Man#lhzd28 4_TOWER_08,5,5
  1733. lhz_dun_n,246,141,2 script Dead Man#lhzd29 4_TOWER_08,5,5
  1734. lhz_dun_n,236,226,2 script Dead Man#lhzd30 4_TOWER_08,5,5
  1735. lhz_dun_n,38,200,2 script Dead Man#lhzd31 4_TOWER_11,5,5
  1736. lhz_dun_n,95,86,2 script Dead Man#lhzd32 4_TOWER_11,5,5
  1737. lhz_dun_n,98,138,2 script Dead Man#lhzd33 4_TOWER_11,5,5
  1738. lhz_dun_n,145,89,2 script Dead Man#lhzd34 4_TOWER_11,5,5
  1739. lhz_dun_n,186,92,2 script Dead Man#lhzd35 4_TOWER_11,5,5
  1740. lhz_dun_n,181,148,2 script Dead Man#lhzd36 4_TOWER_11,5,5
  1741. lhz_dun_n,181,148,2 script Dead Man#lhzd37 4_TOWER_11,5,5
  1742. lhz_dun_n,203,144,2 script Dead Man#lhzd38 4_TOWER_11,5,5
  1743. lhz_dun_n,240,134,2 script Dead Man#lhzd39 4_TOWER_11,5,5
  1744. lhz_dun_n,141,129,2 script Dead Man#lhzd40 4_TOWER_11,5,5
  1745. lhz_dun_n,81,160,2 script Dead Man#lhzd41 4_TOWER_13,5,5
  1746. lhz_dun_n,41,77,2 script Dead Man#lhzd42 4_TOWER_13,5,5
  1747. lhz_dun_n,99,162,2 script Dead Man#lhzd43 4_TOWER_13,5,5
  1748. lhz_dun_n,136,95,2 script Dead Man#lhzd44 4_TOWER_13,5,5
  1749. lhz_dun_n,184,80,2 script Dead Man#lhzd45 4_TOWER_13,5,5
  1750. lhz_dun_n,202,102,2 script Dead Man#lhzd46 4_TOWER_13,5,5
  1751. lhz_dun_n,157,143,2 script Dead Man#lhzd47 4_TOWER_13,5,5
  1752. lhz_dun_n,202,133,2 script Dead Man#lhzd48 4_TOWER_13,5,5
  1753. lhz_dun_n,220,178,2 script Dead Man#lhzd49 4_TOWER_13,5,5
  1754. lhz_dun_n,131,148,2 script Dead Man#lhzd50 4_TOWER_13,5,5
  1755. */