//===== rAthena Script ======================================= //= Sage's Legacy //===== Description: ========================================= //= [Walkthrough Conversion] //--- NPC quests for Episode 17.2 //===== Changelog: =========================================== //= 1.0 Initial release [crazyarashi] //= 1.1 Optimizations and cleanup [Everade] //============================================================ ba_pw02,93,89,0script???????????????#ep172_bapw2-0010081,{ if (isbegin_quest(18001) == 1) { cutin "bu_du5",2; mes "[ ??????????????? ]"; mes "Urrrrrrrrrrrr!!!!"; mes "Gruueeeeek...!!!"; next; cutin "",255; mes "- When I looked at the strange sound, I saw a person who seems to be drowning. -"; next; if (select("Help him.:Ignore it.") == 2) { cutin "bu_du5",2; mes "[ ??????????????? ]"; mes "Eeeeeek..."; close2; cutin "",255; cloakonnpc "Dew#ep172_bapw2-00",getcharid(0); end; } mes "- It seems he is already incapable to do any action. Let's go get him a piece of Yggdrasil Leaf. -"; completequest 18001; setquest 11615; close2; cloakonnpc "Dew#ep172_bapw2-00",getcharid(0); end; } if (isbegin_quest(11615) == 1) { if (!countitem(610)) { mes "- It seems he is already incapable to do any action. Let's go get him a piece of Yggdrasil Leaf. -"; close; } cloakoffnpc "Dew#ep172_bapw2-01",getcharid(0); mes "[ Dew ]"; mes "Cough cough!!!!"; mes "Eeeeeek."; delitem 610,1; completequest 11615; setquest 11616; next; mes "[ Dew ]"; mes "Wooooo!!!!"; next; cutin "bu_du4",2; mes "[ Dew ]"; mes "Ehem..."; mes "I thought I was going to die!"; next; mes "[ Dew ]"; mes "Thank you!!"; mes "You saved my life!"; mes "I will never forget your kindness..."; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "...Ah!!"; mes "Ahhhhhhhhhhhh!!"; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "Look who's here!!!"; mes strcharinfo(0)+"!!!"; next; mes "[ Dew ]"; mes "It's really fate to meet you in a place like this again!!!"; next; cutin "bu_du3",2; mes "[ Dew ]"; mes "If it wasn't for you, I'd wake up at the Prontera Church!"; mes "For a moment, I saw Mark smiling brightly carrying a donation bag..."; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "it's terrible... I don't want to... think about it again..."; next; cutin "bu_du4",2; mes "[ Dew ]"; mes "anyways, apart from that terrible story... you saved me here..."; mes "Are you here to investigate the mansion?"; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "As expected of someone whom I recognize as my rival!"; mes "Isn't this place awesome???"; mes "I can't believe this place has been hidden so far..."; next; } if (isbegin_quest(11616) == 1) { cloakoffnpc "Dew#ep172_bapw2-01",getcharid(0); cutin "bu_du1",2; mes "[ Dew ]"; mes "This is not the time for this!"; mes "Let's go up!!!"; mes "Now!!"; next; mes "[ Dew ]"; mes "I'm sure the other guys are gonna take all the fun for themselves!!!"; next; cutin "bu_du3",2; mes "[ Dew ]"; mes "Well, we should go and meet up with Mark and the others."; mes "Hmm..."; mes "Ohhhhhhhhhhhhhhhhh!!"; next; cutin "bu_du1",2; mes "[ Dew ]"; mes "All right, over there!"; mes "I think I can hear Magi's voice over there!!!"; close2; cutin "",255; navigateto("ba_pw02",7,149); cloakonnpc "Dew#ep172_bapw2-01",getcharid(0); end; } mes "- It seems to be a purifying device for dirty water. -"; close; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18001) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11615) && countitem(610) > 0"; end; } ba_pw02,90,93,5duplicate(dummy_cloaked_npc)Dew#ep172_bapw2-004_M_REDMAN ba_pw02,93,93,3duplicate(dummy_cloaked_npc)Dew#ep172_bapw2-014_M_REDMAN ba_pw01,14,115,0script#ep172_ev_00HIDDEN_WARP_NPC,2,2,{ end; OnTouch: if (isbegin_quest(11616) == 1) { cloakoffnpc "Magi#ep172_bapw1-00",getcharid(0); cutin "bu_maggi4",2; mes "[ Magi ]"; mes "Aaaaaaah!!!"; mes "Don't... don't come near me!!"; mes "If you come any closer, I'll attack you!!!"; next; cloakoffnpc "Dew#ep172_bapw1-00",getcharid(0); cutin "bu_du5",2; mes "[ Dew ]"; mes "Aaaaaah!!!"; mes "Magi!!!"; next; mes "[ Dew ]"; mes "These guys~~~"; mes "How dare you, Magi!"; next; mes "[ Dew ]"; mes "Ignition Break...!!!"; next; cutin "",255; cloakoffnpc "Lasis#ep172_bapw1-00",getcharid(0); specialeffect EF_DESPERADO,AREA,"Lasis#ep172_bapw1-00"; mes "[ Lasis ]"; mes "Magi, are you okay?"; mes "Are you hurt somewhere?"; mes "Phew... I thought it was Heart Hunters... It would be dangerous to be ambushed again in a place like this."; next; mes "[ Lasis ]"; mes "Ugh..."; mes "I used a big skill and my wound hurts..."; next; cutin "bu_maggi4",2; mes "[ Magi ]"; mes "Lasis, your wound has just healed, don't strain it. Don't push yourself too hard!!!"; mes "Come. This way..."; next; cutin "",255; mes "[ Lasis ]"; mes "It's alright, Mark's healing skills have almost healed me completely."; next; cutin "bu_du1",2; mes "[ Dew ]"; mes "Magi, are you okay?"; mes "Where are the others?"; mes "And who's this guy?"; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Dew?!"; mes "Where have you been!!"; mes "Do you know how worried I was when you suddenly disappeared?"; mes "We've waited for a long time and you didn't show up, so Mark went to look for you!"; next; cutin "",255; mes "[ Lasis ]"; mes "Oh!"; mes "Is this the guy Mark's looking for?"; next; mes "[ Lasis ]"; mes "It's nice to meet you."; mes "I'm Lasis of the Rebellion."; mes "You're Dew, and you're... I saw you at the base before..."; next; cutin "bu_maggi1",2; mes "[ Magi ]"; mes "I met Lasis earlier on the way up here."; mes "When Mark and I were alone, suddenly the a huge number of enemy came out of nowhere."; next; cutin "bu_du3",2; mes "[ Dew ]"; mes "Without me too..."; next; cutin "",255; mes "Bang!!!"; next; cutin "bu_du4",2; mes "[ Dew ]"; mes "Ouch!!!"; next; cloakoffnpc "Mark#ep172_bapw1-00",getcharid(0); cutin "bu_mark3",2; mes "[ Mark ]"; mes "What were you doing!!!"; mes "What do you think I'm talking about?"; mes "I told you not to go anywhere!!!!!"; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "It hurts!!!"; next; cutin "bu_mark3",2; mes "[ Mark ]"; mes "Oh, my God. This guy is so..."; mes "Sigh..."; next; cutin "",255; mes "[ Lasis ]"; mes "Mark, take a look at this place."; next; cutin "bu_mark1",2; mes "[ Mark ]"; mes "Are you certain about this?"; next; cutin "",255; mes "[ Lasis ]"; mes "Yes, it's the same gem that we got from the Heart Hunters that you knocked down earlier."; mes "I wonder if it's really just a gem."; next; cutin "bu_mark1",2; mes "[ Mark ]"; mes "Since the Heart Hunters have something like this in their possession, I'm sure it's something important since."; mes "Let's keep it for now."; mes "I'll figure something out later."; next; mes "[ Mark ]"; mes "I've got a notice from Alp... that they found the door on their way back, so let's get up there before it gets any more dangerous."; completequest 11616; setquest 11617; close2; cutin "",255; cloakonnpc "Dew#ep172_bapw1-00",getcharid(0); cloakonnpc "Mark#ep172_bapw1-00",getcharid(0); cloakonnpc "Magi#ep172_bapw1-00",getcharid(0); cloakonnpc "Lasis#ep172_bapw1-00",getcharid(0); navigateto("ba_pw01",87,290); end; } if (isbegin_quest(11617) == 1) { cloakoffnpc "Mark#ep172_bapw1-00",getcharid(0); cutin "bu_mark1",2; mes "[ Mark ]"; mes "I've got a notice from Alp... that they found the door on their way back, so let's get up there before it gets any more dangerous."; navigateto("ba_pw01",87,290); close2; cutin "",255; cloakonnpc "Mark#ep172_bapw1-00",getcharid(0); end; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11616) == 1"; end; } ba_pw01,17,115,3duplicate(dummy_cloaked_npc)Dew#ep172_bapw1-004_M_REDMAN ba_pw01,16,115,3duplicate(dummy_cloaked_npc)Mark#ep172_bapw1-004_M_BLUEMAN ba_pw01,20,119,5duplicate(dummy_cloaked_npc)Magi#ep172_bapw1-004_F_PINKWOMAN ba_pw01,19,119,3duplicate(dummy_cloaked_npc)Lasis#ep172_bapw1-004_M_REBELLION ba_pw01,87,290,3scriptAlp#ep172_bapw1-004_M_BLACKMAN,{ if (isbegin_quest(11618) < 2) { cutin "bu_alp3",2; mes "[ Alp ]"; mes "You're here..."; mes "This way..."; if (isbegin_quest(11617) == 1) { completequest 11617; setquest 11618; } close2; cutin "",255; warp "ba_in01",23,315; end; } cutin "bu_alp3",2; mes "[ Alp ]"; mes "This devices can supply energy for a city... no, it can supply energy on a country level scale."; mes "What the hell is this devices for?"; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11617) == 1"; end; } ba_in01,20,319,3scriptLasis#ep172_bain1-004_M_REBELLION,{ if (isbegin_quest(11620) < 2) { mes "[ Lasis ]"; mes "We're finally here."; mes "I've got someone to wait, let's split up here."; next; mes "[ Lasis ]"; mes "Even if we split up here, I think I'll stay in this area for quite a while, so let me know if anything happens."; next; cloakoffnpc "Dew#ep172_bain01-00",getcharid(0); cloakoffnpc "Mark#ep172_bain01-00",getcharid(0); cloakoffnpc "Magi#ep172_bain01-00",getcharid(0); npctalk "Dew : Oh, is this another strange room?! Shouldn't we go outside?! Oh!!! Look at the window over there. There are so many amazing machines!!!","Dew#ep172_bain01-00",bc_self; cutin "bu_mark2",2; mes "[ Mark ]"; mes "We'll go ahead first."; mes "Thank you, Lasis."; next; cutin "bu_maggi2",2; mes "[ Magi ]"; mes "See you later~"; next; cutin "bu_mark2",2; mes "[ Mark ]"; mes "The door that goes to the inside is locked, so let's go outside."; if (isbegin_quest(11618) == 1) { completequest 11618; setquest 11620; } close2; cutin "",255; cloakonnpc "Dew#ep172_bain01-00",getcharid(0); cloakonnpc "Mark#ep172_bain01-00",getcharid(0); cloakonnpc "Magi#ep172_bain01-00",getcharid(0); navigateto("ba_maison",70,145); end; } mes "[ Lasis ]"; mes "By the way, why were you late?"; close; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11618) == 1"; end; } ba_in01,31,321,5duplicate(dummy_cloaked_npc)Dew#ep172_bain01-004_M_REDMAN ba_in01,19,322,5duplicate(dummy_cloaked_npc)Mark#ep172_bain01-004_M_BLUEMAN ba_in01,18,323,5duplicate(dummy_cloaked_npc)Magi#ep172_bain01-004_F_PINKWOMAN ba_maison,70,145,3scriptTamarin#ep172_bamaison-004_EP17_TAMARIN,{ if (isbegin_quest(11620) == 1) { cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "You came?"; mes "Why are you so late?"; next; cloakoffnpc "Dew#ep172_bamaison-00",getcharid(0); cloakoffnpc "Mark#ep172_bamaison-00",getcharid(0); cloakoffnpc "Magi#ep172_bamaison-00",getcharid(0); cutin "bu_mark1",2; mes "[ Mark ]"; mes "Sorry~ Dew suddenly disappeared again."; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Kehahahahahahah!!!"; mes "What is wrong with your clothes!!"; next; cutin "ep172_tamarin03",2; mes "[ Tamarin ]"; mes "They told me that you need a registration to get around the mansion, so I signed up and they suddenly replaced my clothes with this!"; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Kuahahaahahahaha!!!"; mes "I laughed so hard, that it made my stomach hurt!!!"; next; cutin "ep172_tamarin03",2; mes "[ Tamarin ]"; mes "Stop laughing!"; next; mes "[ Tamarin ]"; mes "Stop laughing and register immediately."; mes "Talk to Alpha near the door, She'll register you as guests."; if (isbegin_quest(11620) == 1) { completequest 11620; getitem 1000103,5; getexp 300000,300000; } close2; cutin "",255; cloakonnpc "Dew#ep172_bamaison-00",getcharid(0); cloakonnpc "Mark#ep172_bamaison-00",getcharid(0); cloakonnpc "Magi#ep172_bamaison-00",getcharid(0); end; } if (isbegin_quest(17333) > 0 && isbegin_quest(11621) == 0) { cloakoffnpc "Dew#ep172_bamaison-00",getcharid(0); cloakoffnpc "Mark#ep172_bamaison-00",getcharid(0); cloakoffnpc "Magi#ep172_bamaison-00",getcharid(0); cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Why is everyone like this..."; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Kahahahahahahak!!!!"; next; cutin "ep172_tamarin03",2; mes "[ Tamarin ]"; mes "Stop laughing!!!"; mes "You should have changed clothes..."; next; cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Keh!!!!!!"; mes "This smell!!!!!!!!!!!!!!"; mes "It's smell so bad!!!!"; next; cutin "bu_mark4",2; mes "[ Mark ]"; mes "Come to think if it, you look so dirty in a bright place."; mes "Ugh... You smell awful!!"; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Dew."; mes "You have a rotten smell..."; next; cutin "bu_du1",2; mes "[ Dew ]"; mes "Huh?"; mes "Is it because I feel into the sewers?"; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "Yeah!!"; mes "Listen, I fell into the sewers earlier, and it was really dangerous!"; mes "My lifesaver was..."; next; cutin "bu_mark3",2; mes "[ Mark ]"; mes "You reek, don't come near me you idiot!!!"; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Uehhhhhhhh..."; mes "I reek!!!!"; mes "This is no joke!!!"; next; mes "[ Dew ]"; mes "Water!!!"; mes "I need clean water!!!!!"; next; mes "[ Dew ]"; mes "Oh, there's something just right over there?!"; next; cutin "bu_mark3",2; mes "[ Mark ]"; mes "Where are you going!!!"; setquest 11621; close2; cutin "",255; cloakonnpc "Dew#ep172_bamaison-00",getcharid(0); cloakonnpc "Mark#ep172_bamaison-00",getcharid(0); cloakonnpc "Magi#ep172_bamaison-00",getcharid(0); navigateto("ba_maison",85,111); end; } if (isbegin_quest(11621) == 1) { cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Keh!!!!!!"; mes "This smell!!!!!!!!!!!!!!"; mes "It's smell so bad!!!!"; next; cutin "bu_mark4",2; mes "[ Mark ]"; mes "Come to think if it, you look so dirty in a bright place."; mes "Ugh... You smell awful!!"; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Dew."; mes "You have a rotten smell..."; next; cutin "bu_du1",2; mes "[ Dew ]"; mes "Huh?"; mes "Is it because I feel into the sewers?"; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "Yeah!!"; mes "Listen, I fell into the sewers earlier, and it was really dangerous!"; mes "My lifesaver was..."; next; cutin "bu_mark3",2; mes "[ Mark ]"; mes "You reek, don't come near me you idiot!!!"; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Uehhhhhhhh..."; mes "I reek!!!!"; mes "This is no joke!!!"; next; mes "[ Dew ]"; mes "Water!!!"; mes "I need clean water!!!!!"; next; mes "[ Dew ]"; mes "Oh, there's something just right over there?!"; next; cutin "bu_mark3",2; mes "[ Mark ]"; mes "Where are you going!!!"; close2; cutin "",255; navigateto("ba_maison",85,111); end; } if (isbegin_quest(11633) == 2) { cutin "ep172_tamarin01",2; mes "[ Tamarin ]"; mes "Hello, " + strcharinfo(0) + "."; mes "I've got a temporary assignment from Alpha and I'm requesting assistance from other adventurers."; next; switch (checkquest(11639,PLAYTIME)) { case -1: break; case 0: case 1: cutin "ep172_tamarin04",2; mes "[ Tamarin ]"; mes "Today's work has already been completed. Thank you for offering a hand."; close3; case 2: erasequest 11639; break; } switch (checkquest(11638,HUNTING)) { case -1: mes "[ Tamarin ]"; mes "We are requesting the collection of the Guardian Parts remnants around the mansion, it seems to have been attacked recently and it's harming the residential enviroment of the mansion."; mes "Please collect 20 Guardian Parts to improve the enviromental image of the mansion."; next; if (select("Accept.:Decline.") == 2) { cutin "ep172_tamarin04",2; mes "[ Tamarin ]"; mes "I hope you have safe and comfortable time here."; close3; } cutin "ep172_tamarin04",2; mes "[ Tamarin ]"; mes "Thank you very much."; setquest 11638; close3; case 0: case 1: mes "[ Tamarin ]"; mes "Hmm... " + strcharinfo(0) + ", you already accepted this request."; close3; case 2: cutin "ep172_tamarin04",2; mes "[ Tamarin ]"; mes "I have confirmed that you completed this request. Thank you very much."; erasequest 11638; setquest 11639; getitem 1000103,2; close3; } } cutin "ep172_tamarin01",2; mes "[ Tamarin ]"; mes "I heard that the Varmundt's mansion was burned down during the uprising of mercenaries... I think it's a lot different from what's written in the books."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11620) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(11621) == 0"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11639,PLAYTIME) == -1 && checkquest(11638,HUNTING) == -1"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11639,PLAYTIME) == 2 && checkquest(11638,HUNTING) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11638,HUNTING) == 2"; end; } ba_maison,69,146,5duplicate(dummy_cloaked_npc)Dew#ep172_bamaison-004_M_REDMAN ba_maison,66,145,5duplicate(dummy_cloaked_npc)Mark#ep172_bamaison-004_M_BLUEMAN ba_maison,68,146,5duplicate(dummy_cloaked_npc)Magi#ep172_bamaison-004_F_PINKWOMAN ba_maison,74,150,3scriptMansion Manager a#ep172_bamaison-004_EP17_MASTER_A,{ if (isbegin_quest(11620) < 2) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "If you are a guest to the mansion, please complete a guest registration first. Please understand that we are not responsible for any mishap that is caused by mistaking you as an intruder."; close3; } if (isbegin_quest(11620) == 2 && isbegin_quest(17333) == 0) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Welcome. It's a pleasure to meet you. I was worried that you got lost in the mansion."; next; mes "[ Mansion Manager a ]"; mes "We have issued you a guest license. Unlike a formal invitation from Varmundt, this card is only temporary."; next; mes "[ Mansion Manager a ]"; mes "Since you did not commit any harm to the property such as vandalism or theft, unlike the other intruders. You were given a temporary license for the investigation."; next; mes "[ Mansion Manager a ]"; mes "This is a measure taken to prevent unpleasant incidents that may occur while you're wandering the mansion prior to the investigation."; next; mes "[ Mansion Manager a ]"; mes "We kindly ask for your understanding. After confirming the purpose, method, and your identity, we will allow your investigation in the mansion."; next; mes "[ Mansion Manager a ]"; mes "First, please tell me your name."; next; cutin "",255; select("I'm " + strcharinfo(0) + "."); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes strcharinfo(0) + ". What is the purpose of your visit to the mansion?"; next; cutin "",255; select("I am..."); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "....."; mes "Please wait a moment.."; npctalk "The purpose... is... for.......","",bc_self; next; mes "....."; next; mes "....."; mes "............."; next; mes "....."; mes "............."; mes "..................."; next; mes "[ Mansion Manager a ]"; mes "...Do you happen to have a party with you?"; next; cutin "",255; select("I came with the Rebellions and some government officials."); mes "....."; next; mes "....."; mes "............."; next; mes "....."; mes "............."; mes "..................."; next; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Excuse me. " + strcharinfo(0) + ", I will issue you a formal guest license right away."; next; cutin "",255; select("What? Suddenly?"); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "I registered after confirming the identity and purpose of the visit of the other party members who came together from other places in the mansion."; next; mes "[ Mansion Manager a ]"; mes "Your ^0000CDparty^000000 has been granted formal status automatically because they were from the ^0000CDsame party^000000 who visited this mansion the other day."; next; mes "[ Mansion Manager a ]"; mes "In addition, they have also stated that, you have come here to ^0000CDcatch the intruders^000000 who are making a disturbance inside the mansion."; next; mes "[ Mansion Manager a ]"; mes "Therefore, we will also issue a formal guest license for the mansion to your party, " + strcharinfo(0); next; mes "[ Mansion Manager a ]"; mes "Please wait a moment."; next; cutin "",255; progressbar_npc "00FF00",2; specialeffect EF_VALLENTINE; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes strcharinfo(0)+". Welcome to the Varmundt's Mansion. Nice to meet you. I'm a the manager of this mansion."; next; mes "[ Mansion Manager a ]"; mes "From now on. " + strcharinfo(0) + ", As a guest of honor, you are free to use the facilities in this mansion. If you have any question, please feel free to contact the nearest automatic dolls."; next; mes "[ Mansion Manager a ]"; mes "Also, if you need help cleaning up and information about the intruders in the mansion, we will fully cooperate."; mes "To that end, we've opened the outside of the mansion to the general public."; next; cutin "",255; select("Thank you."); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "I'll share the list of the new registered guests with " + strcharinfo(0) + " to the other automatic dolls."; next; progressbar_npc "00FF00",2; mes "[ Mansion Manager a ]"; mes strcharinfo(0) + ", all of the automatic dolls in the mansion are... dear... oh..."; next; mes "....."; next; mes "....."; mes "............."; next; mes "....."; mes "............."; mes "..................."; next; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "I'm sorry, please wait a moment."; setquest 17333; close3; } if (isbegin_quest(17333) == 1) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Again... trouble..."; next; cutin "",255; select("Is there a problem?"); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "I there's a problem with the ^0000CDrepeaters^000000 in some areas. The signal is not transmitting or not being received."; next; close2; select("Repeater?"); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "All the automatic dolls in the mansion are connected to a wireless network."; mes "We use that network to share information to every automatic dolls in the mansion in an instant."; next; mes "[ Mansion Manager a ]"; mes "It's important for things like, guest registration and schedules sharing."; next; mes "[ Mansion Manager a ]"; mes "If you want to relay an information to anywhere in the mansion. Use the repeater to relay the information to all automatic dolls."; next; mes "[ Mansion Manager a ]"; mes "I have already send the information of the updated guest lists. But, I haven't received a confirmation from some automatic dolls."; next; mes "[ Mansion Manager a ]"; mes "The repeater in the area where the signal is not transmitting has failed."; next; close2; select("Does it break down often?"); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Failure is not frequent because we meticulously maintain it."; mes "However, when the ^0000CDintruders^000000 entered the mansion the other day, they disassembled and extorted the facilities in the mansion."; next; mes "[ Mansion Manager a ]"; mes "Some automatic dolls were destroyed by the intruders."; next; mes "[ Mansion Manager a ]"; mes "I'll have to check which area's repeater is not functioning properly."; next; mes "[ Mansion Manager a ]"; mes "I apologize, but could you wait a little longer? I have to check which area is the problem and manually forward the updated guest list."; next; cutin "",255; progressbar_npc "00FF00",2; npctalk "Accommodations... Signal received...","",bc_self; sleep2 2000; npctalk "Laboratory... Signal received...","",bc_self; sleep2 2000; npctalk "Auditorium... Signal received...","",bc_self; sleep2 2000; npctalk "Restaurants... Signal failed...","",bc_self; sleep2 2000; npctalk "Guard Post... Signal received...","",bc_self; sleep2 2000; npctalk "Pavilion... Signal failed...","",bc_self; sleep2 2000; npctalk "Warehouse... Signal received...","",bc_self; sleep2 2000; npctalk "Garden... Signal failed...","",bc_self; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Our of the 20 repeaters, only three have not responded. I'm glad that the count is small. We'll go the place where the signal can't get through to manually pass through the updated guest list. We also need to check the repeaters."; next; cutin "",255; sleep2 700; cloakoffnpc "Tommy#ep172_bamaison00",getcharid(0); cloakoffnpc "Meimei#ep172_bamaison00",getcharid(0); mes "[ Tommy ]"; mes "Is it here??"; npctalk "Is it here??","Tommy#ep172_bamaison00",bc_self; next; mes "[ Meimei ]"; mes "Oh, adventurer, here you are."; npctalk "Oh, adventurer, here you are.","Meimei#ep172_bamaison00",bc_self; next; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Another person. Are they a part of your party?"; next; cutin "",255; select("Yes, I'm with them."); mes "[ Meimei ]"; mes "Wow, this is the mansion. Varmdunt's Mansion!"; npctalk "Wow, this is the mansion. Varmdunt's Mansion!","Meimei#ep172_bamaison00",bc_self; next; mes "[ Tommy ]"; mes "Adventurer! The movement of the Illusions has been confirmed inside the mansion. Soon we're going to form a team, figure out the structure of the mansion, and start the operation."; next; select("I'll be waiting."); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "If you're new, please come this way. I'll officially register you as a guest of the mansion."; next; mes "[ Mansion Manager a ]"; mes "Oh, before that... " + strcharinfo(0) + ", have you looked around the mansion?"; next; cutin "",255; select("Not yet."); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Then, may I take the liberty of asking you a favor? I didn't mean to eavesdrop, but you said you needed to figure out the structure of the mansion."; next; mes "[ Mansion Manager a ]"; mes "Can you tell the automatic dolls near the broken repeater to check the broken repeater?"; next; mes "[ Mansion Manager a ]"; mes "It's a good course to take a look around the mansion."; next; mes "[ Mansion Manager a ]"; mes "It's my job, but I don't have enough time to register, update and share information manually since guests are still coming in."; next; cutin "",255; if (select("I'll do that.:I need to do something first.") == 2) { mes "[ Mansion Manager a ]"; mes "Is that so, I'm sorry for asking too much on your busy schedule."; mes "Feel free to look around the mansion."; close3; } cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Thank you for accepting my troublesome request."; mes "There are automatic dolls who haven't receieve the updated guest list yet, but we have officially granted " + strcharinfo(0) + " as a guest. The dolls will recognize you as you get close to them."; next; mes "[ Mansion Manager a ]"; mes "Everyone else has received the list, so it won't be that inconvenient to use the mansion. If you need any assistance, feel free to contact the nearest automatic doll."; next; mes "[ Mansion Manager a ]"; mes "First, the nearest is the <NAVI>[restaurant]<INFO>ba_maison,146,109,0,101,0</INFO></NAVI>. You should go over there. If you tell the nearest automatic doll near the repeater about the problem, they will take care of it for you."; next; mes "[ Mansion Manager a ]"; mes "Then, please."; completequest 17333; setquest 17334; close2; cutin "",255; navigateto("ba_maison",146,109); end; } if (isbegin_quest(17335) < 2) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "First, the nearest is the <NAVI>[restaurant]<INFO>ba_maison,146,109,0,101,0</INFO></NAVI>. You should go over there. If you tell the nearest automatic doll near the repeater about the problem, they will take care of it for you."; close3; } if (isbegin_quest(17336) < 2) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "The <NAVI>[pavilion]<INFO>ba_maison,334,143,0,101,0</INFO></NAVI> is this way. automatic doll over there will take care of the broken repeater if you deliver it."; cloakonnpc "Tommy#ep172_bamaison00",getcharid(0); cloakonnpc "Meimei#ep172_bamaison00",getcharid(0); close3; } if (isbegin_quest(17337) < 2) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Tell the problem to the automatic doll near the broken repeater on the <NAVI>[central garden]<INFO>ba_maison,245,206,0,0,0</INFO></NAVI> area and it will take care of it."; close3; } if (isbegin_quest(17338) == 1) { cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes strcharinfo(0) + ", welcome back. Have you looked around the mansion? Also, did you delivered the message to the automatic dolls near the broken repeater's area?"; next; cutin "",255; select("I delivered them all."); mes "[ Mansion Manager a ]"; mes "Thank you so much for your hard work. Let me check the network status for a moment."; progressbar_npc "00FF00",2; next; cutin "",255; npctalk "Accommodations... Signal received...","",bc_self; sleep2 2000; npctalk "Laboratory... Signal received...","",bc_self; sleep2 2000; npctalk "Auditorium... Signal received...","",bc_self; sleep2 2000; npctalk "Restaurants... Signal received...","",bc_self; sleep2 2000; npctalk "Guard Post... Signal received...","",bc_self; sleep2 2000; npctalk "Pavilion... Signal received...","",bc_self; sleep2 2000; npctalk "Warehouse... Signal received...","",bc_self; sleep2 2000; npctalk "Garden... Signal received...","",bc_self; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "The network of the mansion has been restored and the signals in all areas are being sent and received clearly."; mes "Now, you can use all the facilities of the mansion as an official guest."; next; mes "[ Mansion Manager a ]"; mes strcharinfo(0) + ", Thank you very much."; mes "You handled this troublesome intruders very well. It gave me an impression that, you're a very skilled adventurer who handles this kind of situation splendidly."; next; mes "[ Mansion Manager a ]"; mes "You quickly learned the geography of the mansion, and you quickly become accustomed with the automatic dolls. It was impressive."; next; mes "[ Mansion Manager a ]"; mes "Please take a look around the mansion and if you ever find any problems, I would like to ask for your help."; next; mes "[ Mansion Manager a ]"; mes "We automatic dolls serve the human guests as how we served the owner of the mansion, we are already familiar with it. But we have insufficient information and response skills to unfamiliar problems."; next; mes "[ Mansion Manager a ]"; mes "We still haven't resolved the problem with the intruders. From a non-human perspective, it seems difficult to resolve it because there are many parts that doesn't have enough information."; next; mes "[ Mansion Manager a ]"; mes "We would like to collect resolving intruder problems related data through " + strcharinfo(0) + ", It will be a great help in future cases."; next; cutin "",255; select("Okay."); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "It's not much, but as a token of appreciation, I will give you this."; mes "This is a ^0000CDBarmeal Ticket^000000, you can use it in the mansion's restaurant."; mes "You can freely eat anything with it, feel free to use it anytime."; next; mes "[ Mansion Manager a ]"; mes "The mansion's <NAVI>[restaurant]<INFO>ba_maison,146,109,0,101,0</INFO></NAVI> is located at the bottom, as I showed earlier."; next; cutin "",255; select("Have you seen my party?"); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Those who came before you are now staying at the <NAVI>[tea house]<INFO>ba_maison,206,106,0,101,0</INFO></NAVI>, please take a look around and talk with them."; next; mes "[ Mansion Manager a ]"; mes "If you have any inconvenience in the mansion, please feel free to tell any automatic dolls. Please take this Barmeal Ticket, as a token of appreciation for your hard work."; completequest 17338; setquest 17381; getitem 1000103,5; close2; cutin "",255; end; } cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Welcome, " + strcharinfo(0) + "."; next; if (isbegin_quest(17381) == 1) { mes "[ Mansion Manager a ]"; mes "Those who came before you are now staying at the <NAVI>[tea house]<INFO>ba_maison,102,65,0,101,0</INFO></NAVI>, please take a look around and talk with them."; next; } switch (checkquest(17341,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Mansion Manager a ]"; mes "Do you have something you need or are you uncomfortable in any ways?"; mes "Oh, by any chance did you come to bring me a spare communication chips for the repeater?"; next; mes "[ Mansion Manager a ]"; mes "The supply of the repeater's communication chips is sufficient."; mes "Don't worry about the repeater. Please rest for today and come back ^0000CDafter dawn^000000."; close; case 2: mes "[ Mansion Manager a ]"; mes "Are you here today to help me get spare communication chips for the repeater?"; next; if (select("Yes.:No.") == 2) { mes "[ Mansion Manager a ]"; mes "In that case, did you come here because of any inconvenience while using the mansion facilities?"; mes "If you tell the nearest automatic doll, we'll take care of it right away."; close3; } mes "[ Mansion Manager a ]"; mes "Thank you so much for your help today."; next; mes "[ Mansion Manager a ]"; mes "Please bring me ^0000CD10 Automatic Doll Communication Chips^000000 for the repeater. I think that will be enough for the days supply."; next; mes "[ Mansion Manager a ]"; mes "It also help us with the broken automatic dolls roaming around the mansion. Please take care of any Broken Betas roaming around the mansion and bring it's communication chips with you."; next; mes "[ Mansion Manager a ]"; mes "Then, please adventurer."; erasequest 17341; setquest 17340; close; } switch (isbegin_quest(17340)) { case 0: mes "[ Mansion Manager a ]"; mes "Do you have something you need or are you uncomfortable in any ways?"; next; cutin "",255; select("Is the network working fine?"); cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Are you here for that matter? Thank you very much for your concern."; next; mes "[ Mansion Manager a ]"; mes "Just like the previous situation, the network status in some area of the mansion are losing connectivity."; next; mes "[ Mansion Manager a ]"; mes "Although it's repaired upon discovery, it's a problem that occurs continuously. The necessary communication chips demand are difficult to supply."; next; mes "[ Mansion Manager a ]"; mes "In addition, the broken automatic dolls is wandering around and keeps destroying the repeaters, doubling the supply needed."; next; cutin "",255; if (select("Can I help?:Oh, that must be difficult.") == 2) { mes "[ Mansion Manager a ]"; mes "Thank you for considering the difficulties. We will take care of the repeater as soon as possible so that there will be no inconvenience when using it."; close; } cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Thank you very much. But I'm afraid that I'm taking too much of your time " + strcharinfo(0) + "... If you don't mind at all, I'd like to ask you a favor."; next; mes "[ Mansion Manager a ]"; mes "Please bring me ^0000CD10 Automatic Doll Communication Chips^000000 for the repeater. I think that will be enough for the days supply."; next; mes "[ Mansion Manager a ]"; mes "It also help us with the broken automatic dolls roaming around the mansion. Please take care of any Broken Betas roaming around the mansion and bring it's communication chips with you."; next; mes "[ Mansion Manager a ]"; mes "Then, please adventurer."; setquest 17340; close3; case 1: cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "Did you bring the Automatic Doll Communication Chips that I asked for?"; next; if (countitem(1000232) < 10) { mes "[ Mansion Manager a ]"; mes "Please bring me ^0000CD10 Automatic Doll Communication Chips^000000 for the repeater. I think that will be enough for the days supply."; next; mes "[ Mansion Manager a ]"; mes "It also help us with the broken automatic dolls roaming around the mansion. Please take care of any Broken Betas roaming around the mansion and bring its communication chips with you."; close3; } mes "[ Mansion Manager a ]"; mes "This is enough for the day. Thank you for your hard work."; mes "If you have time, I'd like to ask for your help again ^0000CDafter dawn^000000, If you don't mind please come again tomorrow."; next; mes "[ Mansion Manager a ]"; mes "Thank you very much. Please take this with you."; erasequest 17340; setquest 17341; delitem 1000232,10; getitem 1000103,2; close2; cutin "",255; end; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11620) == 2 && isbegin_quest(17333) == 0"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17338) == 1"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(17338) == 2 && checkquest(17341,PLAYTIME) == -1 && isbegin_quest(17340) == 0"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(17338) == 2 && checkquest(17341,PLAYTIME) == 2 && isbegin_quest(17340) == 0"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17338) == 2 && isbegin_quest(17340) == 1 && countitem(1000232) >= 10"; end; } ba_maison,72,151,5scriptTommy#ep172_bamaison004_M_GUNSLINGER2,{ mes "[ Tommy ]"; mes "This mansion is huge. I'm actually like this place."; mes "I didn't even know there was something like this."; close; OnInit: cloakonnpc(); end; } ba_maison,70,150,5scriptMeimei#ep172_bamaison004_F_REBELLION3,{ mes "[ Meimei ]"; mes "So, this is where you are. The mercenaries..."; close; OnInit: cloakonnpc(); end; } ba_maison,146,109,5scriptTasty#ep172_bamaison-004_EP17_BASIC_B,{ if (isbegin_quest(17334) == 1) { mes "[ Tasty ]"; mes "Ugh! Now, wait. What is that? Tch, the intruder?"; emotion ET_HUK; next; mes "[ Tasty ]"; mes "That's right! That's right! Oh, what should I do? What do I do, What do I do? Security? Oh, yeah. I was told to call security."; npctalk "Come here, security, security...","",bc_self; progressbar_npc "00FF00",2; next; sleep2 1150; mes "[ Tasty ]"; mes "What? It's not working! When did it break down? Oh, what do I do?"; emotion ET_HUK; next; mes "[ Tasty ]"; mes "Yeah! Mochi! I'll give you a piece of Mochi, so why don't we go somewhere else? You like mochi, don't you?"; next; emotion ET_QUESTION,getcharid(3); select("..."); mes "[ Tasty ]"; mes "Oh, it's not mochi? Aren't you the guy I met before? Then, meat? Do you like meat? You like meat, don't you? I've never seen anyone who doesn't like meat. I'll give you all the meat I have."; next; emotion ET_SWEAT,getcharid(3); select("......"); mes "[ Tasty ]"; mes "Strange? It's not meat? Then what can I get you? Do you want to go back?"; emotion ET_QUESTION; next; mes "[ Tasty ]"; mes "Oh, what should I do? I was told not to run to the intruders. Are you here to ^0000CDtake my parts^000000? Is this the end of me?"; next; emotion ET_SWEAT,getcharid(3); select("I'm not that kind of person."); mes "[ Tasty ]"; mes "You're not that kind of person...? Then, what kind of person are you?"; next; mes "[ Tasty ]"; mes "Hold on...? You're right? You're not drooling, and your eyes are normal. Are you not an ^0000CDintruder^000000?"; emotion ET_QUESTION; next; select("I'm a guest of the mansion, but..."); mes "[ Tasty ]"; mes "What? A guest? Oh wait. I'll check..."; emotion ET_HUK; progressbar_npc "00FF00",2; next; mes "[ Tasty ]"; mes "It's real? But... You're a first time guest? New guest? Finally? Oh, I'm sorry for mistaking you as an intruder."; emotion ET_SURPRISE; next; mes "[ Tasty ]"; mes "I thought you were one of the intruder."; mes "Somehow, everyone said they were running away, it's because of you, the new guests, right?"; next; mes "[ Tasty ]"; mes "What's your relationship with the intruder? Are we natural enemies? Which way is above the pyramid? The intruders is running away, so it's your fault?"; next; select("It's not like that."); mes "[ Tasty ]"; mes "Oh, really? I didn't know because it's been so long since I saw a human being."; mes "So why didn't I recognize a guest? All new guests would have been shared to us."; next; select("The repeater is broken, so..."); mes "[ Tasty ]"; mes "Oh, no wonder! The network stopped working suddenly. The repeater is not functioning! Then why isn't Alpha coming?"; next; select("Alpha is busy right now."); mes "[ Tasty ]"; mes "Alpha is too busy to come? No way. Oh, were you trying to help me voluntarily? What an unusual guest. Come to think of it, there was a^0000CDcustomer like that before^000000."; next; mes "[ Tasty ]"; mes "I'm sorry."; mes "The guest who visited the mansion showed interest in the mansion and us automatic dolls, but there were no guests who helped us around the mansion."; next; mes "[ Tasty ]"; mes "Anyway, If we have a lot of guests, they'll be coming to eat soon. I've got to prepare. It's been a long time since I've had guests."; next; mes "[ Tasty ]"; mes "I haven't had any guests in the restaurant for a long time. I had no customer when I was cooking. The intruders... when they got here. My eyes change and I took them away. They were not guests."; next; mes "[ Tasty ]"; mes "The invaders didn't last long, but they threw the mansion into chaos in that brief moment. They took the machines in the mansion, the automatic dools, everything that seemed useful to them were removed out of place."; next; mes "[ Tasty ]"; mes "That repeater over there must have a ^0000CDbroken communication chip too^000000?"; next; mes "[ Tasty ]"; mes "Damn humans. Most of them seems to have run away by now, but there are still some left. I've seen them here a few times. They're after the food."; next; mes "[ Tasty ]"; mes "Again, I'm sorry."; mes "Now that I see it, I don't know why I mistaken you as an intruder. You're different."; next; mes "[ Tasty ]"; mes "Anyway, I have to fix the repeater. Let me see..."; next; mes "[ Tasty ]"; mes "Well... the communication chip was ripped off! I'll have to put it in. Where should we get it right now? I have to greet guests?"; next; cloakoffnpc "Strange Automatic Doll#ep172_bamaison-00",getcharid(0); npctalk "Let's burn them all!!! Hehehe!","Strange Automatic Doll#ep172_bamaison-00",bc_self; specialeffect EF_FIREWALL,AREA,"Strange Automatic Doll#ep172_bamaison-00"; sleep2 1100; mes "[ Tasty ]"; mes "Ugh- There's another broken one over there."; next; mes "[ Tasty ]"; mes "......"; mes "...... wait?"; next; mes "[ Tasty ]"; mes strcharinfo(0) + ". Can you catch that? Can you do it?"; next; select("A broken automatic doll?"); mes "[ Tasty ]"; mes "Uh. All communication chips are standard, so if they're replaced with a new one. I think it'll return back to normal."; next; select("Uh..."); mes "[ Tasty ]"; mes "Why do you look like that? Is it because you're reluctant to hurt an automatic doll in front of another one? Don't worry about that."; next; mes "[ Tasty ]"; mes "We need to repair it anyway, but we need to capture it first."; mes "You can think of it as saving the trouble for us automatic dolls."; next; mes "[ Tasty ]"; mes "If you leave it alone, it will wander around the mansion and destroy it, so you'll have to deal with it quickly as you can."; mes "It's better to capture it, then take out the chip and use it to fix the repeater."; next; mes "[ Tasty ]"; mes "Everyone has been doing that ever since the intruders showed up. Even if " + strcharinfo(0) + "doesn't do it, it's all up to us automatic dolls."; mes "It's nice to work a little bit."; next; completequest 17334; setquest 17335; mes "[ Tasty ]"; mes "Please take care of the Broken Beta and bring ^0000CD1 Automatic Doll Communication Chip^000000."; npctalk "Garden! Let's go to the garden!!","Strange Automatic Doll#ep172_bamaison-00",bc_self; sleep2 300; cloakonnpc "Strange Automatic Doll#ep172_bamaison-00",getcharid(0); npctalk "Oh, it ran away! Just grab another broken one and bring it to me.","",bc_self; close; } if (isbegin_quest(17335) == 1) { mes "[ Tasty ]"; mes "What about the communication chip?"; next; if (!countitem(1000232)) { mes "[ Tasty ]"; mes "You haven't yet? Are you reluctant to hurt an automatic doll? Don't worry about it. I will do it later on anyway."; next; mes "[ Tasty ]"; mes "I'll take care of the broken automatic dolls, just bring ^0000CD1 Automatic Doll Communication Chip^000000."; } else { mes "[ Tasty ]"; mes "Did you bring it? Give it to me. I'll fix it. Thank you very much for bringing it."; next; mes "[ Tasty ]"; mes "By the way, is that the only broken repeater?"; next; select("The pavilion and the garden..."); mes "[ Tasty ]"; mes "Oh, really? Then go ahead to the <NAVI>[pavilion]<INFO>ba_maison,334,143,0,0,0</INFO></NAVI> first. It's the closest one here. Just follow this road over here."; next; mes "[ Tasty ]"; mes "Don't touch the broken repeater carelessly. Tell the nearby automatic dolls over there and they'll take care of it."; next; mes "[ Tasty ]"; mes "Do you happen to have a Barmeal Ticket? It's use to eat at the restaurant. I'll give you this, so come and eat later! I'll prepare a good food for you! As thanks!"; delitem 1000232,countitem(1000232); completequest 17335; setquest 17336; getitem 1000103,5; getexp 300000,300000; close2; navigateto("ba_maison",334,143); } end; } if (isbegin_quest(17336) == 1) { mes "[ Tasty ]"; mes "Go ahead to the <NAVI>[pavilion]<INFO>ba_maison,334,143,0,0,0</INFO></NAVI> first. It's the closest one here. Just follow this road over here."; next; mes "[ Tasty ]"; mes "Don't touch the broken repeater carelessly. Tell the nearby automatic dolls over there and they'll take care of it."; close; } mes "[ Tasty ]"; mes "What should I make today...What should I do to make it taste good?"; close; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17334) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17335) == 1 && countitem(1000232) > 0"; end; } ba_maison,148,107,3duplicate(dummy_cloaked_npc)Strange Automatic Doll#ep172_bamaison-004_EP17_BASIC_B_NG ba_maison,334,143,3scriptRepeater#ep172_bamaison-002_POSTBOX,{ if (isbegin_quest(17336) == 1) { mes "[ " + strcharinfo(0) + " ]"; mes "There's no one here...? What should I do with this? Is the automatic doll communication chip broken again...?"; next; mes "[ " + strcharinfo(0) + " ]"; mes "What if I open this...?"; next; mes "[ " + strcharinfo(0) + " ]"; mes "Argh!!!! My hand!!"; specialeffect2 EF_THUNDERSTORM2; specialeffect2 EF_STASIS; next; cloakoffnpc "Worry#ep172_repeater-00",getcharid(0); sleep2 1000; specialeffect EF_FIREHIT; sleep2 1000; specialeffect EF_FIREHIT; mes "[ Worry ]"; mes "This...! What a mess! Here we go again! It wants to fight."; npctalk "This...! What a mess! Here we go again! It wants to fight.","Worry#ep172_repeater-00",bc_self; next; mes "[ Worry ]"; mes "Get out of my head right now!"; next; select("Over there..."); mes "[ Worry ]"; mes "Are you trying to control me?"; npctalk "That's not how it works.","Worry#ep172_repeater-00",bc_self; next; mes "[ Worry ]"; mes "This little thing! I'll dispose of it!"; npctalk "At this rate, we're all going to suffer!","Worry#ep172_repeater-00",bc_self; specialeffect EF_FIREHIT; next; mes "[ Worry ]"; mes "Are you trying to take over me?? Just try!!"; specialeffect EF_FIREHIT; next; select("What should I do? Should I just go?"); cloakoffnpc "Kimchi#ep172_repeater-01",getcharid(0); mes "[ Kimchi ]"; mes "Phew- Here you are. Why do you keep escaping? Calm down for a bit."; npctalk "Okay.","Worry#ep172_repeater-00",bc_self; next; mes "[ Kimchi ]"; mes "Anyway, who...? An intruder? ...Is it not?"; next; mes "[ Kimchi ]"; mes "Oh, you're a guest, aren't you? Those who come and go in front of the pavilion are also guests."; next; mes "[ Kimchi ]"; mes "But that's weird. If you're a guest, I would recognize you in an instance."; mes "You are not an unregistered guest, you're a regular guest here."; next; select("They can't share it because of the repeater."); mes "[ Kimchi ]"; mes "Oh, it's because of that! Everytime time I find something broken, I'll repair it, but as you can see, even if I take my eyes out for a moment, Wary comes out and break it like this."; next; mes "[ Kimchi ]"; mes "Oh, did our hawk bit you? It's been going on since he was attacked by the ^0000CDintruders^000000. I already fixed it before, but Wary always come out and does this..."; next; mes "[ Kimchi ]"; mes "There are a lot of dolls that became like this."; mes "They will return to normal if you fix it, but there are so many dolls that we are a hard time fixing all of them."; next; mes "[ Kimchi ]"; mes "I heard the hawks wander around the mansion and ruin it."; next; mes "[ Kimchi ]"; mes "I'm sorry to interrupt you at your break. Please enjoy this area of the Varmundt's mansion to your hearts content."; next; mes "[ Worry ]"; mes "How can this thing be this lively."; npctalk "You better start talking!","Worry#ep172_repeater-00",bc_self; specialeffect EF_FIREHIT; next; mes "[ Worry ]"; mes "You, are you going to get out of my head or not? If you won't then I'll go out!"; next; mes "[ Kimchi ]"; mes "Hey, hey. Why are you opening the repeater?"; specialeffect EF_FIREHIT,AREA,"Worry#ep172_repeater-00"; next; select("Oh, you need to fix it quickly."); mes "[ Worry ]"; mes "What the hell are you? Are you pitying me?"; npctalk "Are you one of them?","Worry#ep172_repeater-00",bc_self; next; mes "[ Kimchi ]"; mes "Hey, this person is not an intruder. It's our guest. Let them enjoy here in the mansion."; next; mes "[ Kimchi ]"; mes "I'll fix the repeater quickly. Wary will surely come out and destroy it, but don't worry we can fix it again."; next; mes "[ Kimchi ]"; mes "Thank you for letting me know in person. Here, atleast, take this. Are there any other places where it doesn't work? I don't think there's only one or two places."; emotion ET_OHNO,getnpcid(0,"Kimchi#ep172_repeater-01"); next; select("The garden in front of the mansion."); mes "[ Kimchi ]"; mes "Oh, it's not working there either."; mes "Go up from this road and turn left to go to the <NAVI>[central garden]<INFO>ba_maison,245,206,0,0,0</INFO></NAVI>."; next; mes "[ Kimchi ]"; mes "Come on, Warry. Let's go back."; npctalk "Yes!","Worry#ep172_repeater-00",bc_self; sleep2 1000; cloakonnpc "Worry#ep172_repeater-00",getcharid(0); cloakonnpc "Kimchi#ep172_repeater-01",getcharid(0); completequest 17336; setquest 17337; getitem 1000103,5; close2; navigateto("ba_maison",245,206); end; } if (isbegin_quest(17337) == 1) { mes "[ " + strcharinfo(0) + " ]"; mes "The doll told me to go up from this road and turn left to go to the <NAVI>[central garden]<INFO>ba_maison,245,206,0,0,0</INFO></NAVI>."; close; } npctalk ".....","",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17336) == 1"; end; } ba_maison,333,144,5duplicate(dummy_cloaked_npc)Worry#ep172_repeater-004_EP17_SCISSORE ba_maison,331,145,5duplicate(dummy_cloaked_npc)Kimchi#ep172_repeater-014_EP17_TABLET ba_maison,245,206,5scriptGabriel#ep172_bamaison-004_EP17_GUARD_B,5,5,{ if (isbegin_quest(17333) < 2) { npctalk "Only authorize persons are allowed to access this area.","",bc_self; end; } if (isbegin_quest(17338) == 1) { mes "[ Gabriel ]"; mes "If this is the last one, please report back to <NAVI>[Alpha]<INFO>ba_maison,74,150,0,0,0</INFO></NAVI>."; close; } mes "[ Gabriel ]"; mes "May I help you?"; mes "This place is accessible only to authorized personnels."; mes "Please return to the entrance."; close; OnTouch: if (isbegin_quest(17333) == 0) { npctalk "Only authorize persons are allowed to access this area.","",bc_self; end; } if (isbegin_quest(17337) == 1) { mes "[ Gabriel ]"; mes "Don't come any closer."; mes "This place is accessible only to authorized personnels."; next; select("Oh, I am..."); mes "[ Gabriel ]"; mes "I'm not concern about that. I don't need to know anything about you. This place is restricted. Raise your hands and don't come any closer."; next; mes "[ Gabriel ]"; mes "Don't even think about using weapons, I'm way faster than you are. Where did you come from?"; next; select("The sewer, but I..."); mes "[ Gabriel ]"; mes "So you came from the sewers, huh. Then stand still until I hand you over to the security."; next; sleep2 1500; npctalk "Calling. Area 4. Area 4.","",bc_self; sleep2 2000; npctalk "Security Office : This is area 4, over.","",bc_self; sleep2 2000; npctalk "I need support. There's an intruder in area 7, over.","",bc_self; sleep2 2000; npctalk "Security Office : Currently, all intruders have been repelled. Patrolling is not required anymore, over.","",bc_self; sleep2 2000; npctalk "What are you talking about when there's one right in front of me? Area 4! Area 4??","",bc_self; sleep2 2000; npctalk "Security Office : ...","",bc_self; select("I'm a guest at the mansion."); mes "[ Gabriel ]"; mes "A guest? If you are one I would have known."; unittalk getcharid(3),strcharinfo(0) + " : I'm saying the truth..."; next; mes "[ Gabriel ]"; mes "I will check it for a moment. Don't move from your spot."; progressbar_npc "00FF00",2; next; mes "[ Gabriel ]"; mes "Oh, you're a real guest aren't you? You're a special guest who has permission to access all areas... I apologize for my mistake. Please excuse me."; next; select("I can't believe it. You suddenly attacked me."); mes "[ Gabriel ]"; mes "Attack? Did I attack? I only responded according to the intruder response manual. Oh, did you felt like you were attacked?"; next; select("No..."); mes "[ Gabriel ]"; mes "Once again, I apologize for my mistake."; mes "Recently, we guards are more suspicious and sharper because of the intruders. Also, among the them there is a man with a low profile that appeared and resisted strongly."; next; mes "[ Gabriel ]"; mes "By the way, how were you able to get permission to access all areas? Normally, ordinary guests can only use non-restricted areas."; next; mes "[ Gabriel ]"; mes "If you were such a distinguished guest, I should have received your information much earlier."; next; select("It's because of the repeater."); mes "[ Gabriel ]"; mes "The repeater? The repeater here is working fine..."; next; mes "[ Gabriel ]"; mes "Wait, this isn't a signal problem, suddenly there's a ^0000CDhacking channel^000000 jamming it... right?"; next; select("Hacking?"); mes "[ Gabriel ]"; mes "Knowing that the automatic dolls in the mansion send and receive signals throught the repeater. Sometimes, people ^0000CDhack the repeater^000000 to try to control the automatic dolls or to keep track of what's happening inside the mansion."; next; mes "[ Gabriel ]"; mes "There are still intruders left inside the mansion."; mes "I must search thoroughly."; next; mes "[ Gabriel ]"; mes "Previously, the intruders were alerted because of a guest who wandered around the mansion, thinking there were no such guest int the mansion."; next; mes "[ Gabriel ]"; mes "But that doesn't change the fact that they're intruders. Unlike the previous guest who were just curious, they infiltrated the premises and commited all kinds of violence in the mansion. Don't you think they're like a thief?"; next; mes "[ Gabriel ]"; mes strcharinfo(0) + ", If you don't want to be misunderstood by the other automatic dolls in the mansion, especially in the vicinity of restricted areas, you should identify yourself in advance."; next; select("This is the last."); mes "[ Gabriel ]"; mes "Is that so? Then I'll have to hurry and the repeater, please excuse me."; mes "Also, it's not much but please accept this as an apology."; next; mes "[ Gabriel ]"; mes "If this is the last one, please report back to <NAVI>[Alpha]<INFO>ba_maison,74,150,0,0,0</INFO></NAVI>. Also... Welcome to the Varmundt's Mansion. If you need assistance, feel free to ask any automatic doll."; completequest 17337; setquest 17338; getitem 1000103,5; close2; navigateto("ba_maison",74,150); end; } if (isbegin_quest(17338) == 1) { mes "[ Gabriel ]"; mes "If this is the last one, please report back to <NAVI>[Alpha]<INFO>ba_maison,74,150,0,0,0</INFO></NAVI>."; close; } if (isbegin_quest(17339) > 0) { mes "[ Gabriel ]"; mes "Hello, adventurer."; close; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17337) == 1"; end; } ba_in01,221,116,0script#ep172_tea_evHIDDEN_WARP_NPC,2,2,{ end; OnTouch: setarray .@quest,16442,16443,16444,16445,16453; for (.@i = 0; .@i < getarraysize(.@quest); .@i++) if (isbegin_quest(.@quest[.@i]) != 2) .@miss++; if (.@miss || isbegin_quest(16448) > 0 && isbegin_quest(16452) < 1) cloakonnpc "Kaya Toss#ep172_bain01-00",getcharid(0); if (isbegin_quest(16452) > 0) cloakoffnpc "Tatio#ep172_bain01-00",getcharid(0); if (isbegin_quest(16452) == 2) cloakonnpc "Rookie#ep172_bain01-00",getcharid(0); end; } ba_in01,206,106,3scriptPhilofontes#ep172_bain01-004_M_PHILOFONTES,{ if (isbegin_quest(17381) == 0) { cutin "ep16_tes01",2; mes "[ Tess ]"; mes "Can you meet Alpha first and then come back here at the teahouse?"; mes "It seems that the first thing you need to do here is register yourself as a guest."; mes "- A preceding quest still exist. -"; close3; } if (isbegin_quest(17381) == 1) { cutin "ep16_tes01",2; mes "[ Tess ]"; mes "Dien, please check the authenticity again."; mes "This is a document that the goverment examined when the mercenaries stayed here at the Varmundt Mansion."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Well... even if tried to check the authenticity many times."; mes "I'm not sure to what extent our cooperation will go."; next; mes "[ Dien ]"; mes "I'm a bit tired of saying the same thing over and over again."; next; cutin "",255; mes "(The mood looks bad, Let's observe for now.)"; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "If you take a look, you'll be to understand this evidence."; mes "It's a proof that the goverment tried to talk to the mercenaries, but they didn't respond to it."; next; cutin "ep162_rds01",2; mes "[ Ridsh ]"; mes "That kind of talk never happened! Not a single soul from the government came to talk you know?"; mes "I already said no, how long will you keep asking me to find out the truth like a parrot?"; next; cutin "ep162_rds02",2; mes "[ Ridsh ]"; mes "It's the same when you brought us new documents, you're lying!"; mes "You've been lying to us several times already!"; next; cutin "ep16_tes03",2; mes "[ Tess ]"; mes "Why would you think that we'll deliberately use false documents...!"; mes "Ah, " + strcharinfo(0) + ", since when have you been here? I've shown you a shameful side of me."; next; mes "[ Tess ]"; mes "I'm talking with the Rebellion <NAVI>[Elders]<INFO>ba_maison,203,103,0,0,0</INFO></NAVI>, but it's difficult to verify events that happened in the past..."; completequest 17381; setquest 16440; close3; } if (isbegin_quest(16440) == 1) { cutin "ep16_tes03",2; mes "[ Tess ]"; mes "I'm talking with the Rebellion <NAVI>[Elders]<INFO>ba_maison,203,103,0,0,0</INFO></NAVI>, but they're quite stubborn, perhaps because they're already seniors."; next; cutin "ep162_rds02",2; mes "[ Ridsh ]"; mes "Hey! Who are you calling seniors?"; close3; } if (isbegin_quest(16446) == 0) { cutin "ep16_tes01",2; mes "[ Tess ]"; mes "Adventurer, please go to the managers of the mansion and find out what happened about the time when the mercenaries stayed here in Varmdunt Mansion."; close3; } if (isbegin_quest(16446) == 1) { npctalk "Tess : Please pay attention to Ridsh.","",bc_self; end; } if (isbegin_quest(16447) == 1) { npctalk "Tess : I think Kaya Toss has something to say.","",bc_self; end; } if (isbegin_quest(16452) < 2) { npctalk "Tess : All of us were playing in the hands of the corporate.","",bc_self; end; } npctalk "Tess : Thank you for all your help, adventurer.","",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17381) == 1"; end; } ba_in01,203,103,5scriptDien#ep172_bain01-004_F_DIENE,{ if (isbegin_quest(16440) == 0) { cutin "ep162_dn02",2; mes "[ Dien ]"; mes "If you're looking for a high-quality tea, this mansion is the place you're looking for."; mes "The tea that I'm drinking in Einbech is not bad, but it's incomparable from the tea here."; close3; } if (isbegin_quest(16440) == 1) { cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Hmm... Hey, gentleman from the government. Why do you keep asking for evidence when you don't believe what we're saying?"; next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "Let's bring a false documents to the mercenaries and ask them to prove every mistakes. We can't say anything about that."; next; cutin "ep162_dn02",2; mes "[ Dien ]"; mes "It's a waste of time."; mes "I'd rather find another way, instead of wasting my time doing something contradictory."; next; cutin "ep16_tes02",2; mes "[ Tess ]"; mes "... what else could there be, other than to examine the records and write report."; mes "Are you saying that you can't believe goverment-made report unconditionally?"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "For a minute, could you listen to me?"; next; mes "[ Rookie ]"; mes "The question is, isn't it the credibility of the record itself?"; mes "No matter how much we use that record with mixed opinions, we won't be able to reach an agreement."; next; cutin "ep16_tes02",2; mes "[ Tess ]"; mes "...as a result, this happened."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "So instead of relying on the government records, why don't we investigate the events that really happened here?"; next; mes "[ Rookie ]"; mes "This place is the base of the Mercenaries War, If you investigate it with your own eyes, you might see things you haven't seen before."; next; cutin "",255; select("It's a good idea."); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Well, who can remember exactly and vividly what occured here?"; next; cutin "",255; if (select("The Mansion Manager.:The Cleaning Robots.")) { cutin "16loo_03",2; mes "[ Rookie ]"; mes "Adventurer, cleaning robots only response to what people say."; mes "Ah, yes. The mansion managers would remember it!"; next; } cutin "16loo_01",2; mes "[ Rookie ]"; mes "Yes, the Varmdunt Mansion Managers! It's not human, but it probably a more neutral source of data."; next; cutin "ep162_rds02",2; mes "[ Ridsh ]"; mes "Lucky, Why aren't you listening to us and taking the government's side?"; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "It's a reasonable way. But who will witness it?"; mes "If I said I would, you wouldn't believe me."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "If the government is asking me to believe the lies they've been building until now, then I can't cooperate with you."; next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "How would you know if the government really tried to talk to the mercenaries, also how would you know that the mercenaries rejected it. You're just bringing us evidence that none of us have know."; next; cutin "ep16_tes03",2; mes "[ Tess ]"; mes "The elders wouldn't even go out to investigate themselves...,"; mes "Adventurer, you're the only one that the elders will believe."; next; cutin "",255; select("I'll get their permission."); cutin "ep162_dn01",2; mes "[ Dien ]"; mes "I can believe what the adventurer done so far."; mes "Will you listen to the managers for us, adventurer?"; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "The existence of the adventurer is very important to both parties and invaluable in this place where various enemy forces are in motion."; next; cutin "ep16_tes03",2; mes "[ Tess ]"; mes "Adventurer, please go to the managers of the mansion and find out what happened about the time when the mercenaries stayed here in Varmdunt Mansion."; next; if (select("Accept.:Refuse.") == 2) { cutin "ep16_tes02",2; mes "[ Tess ]"; mes "Are you busy or it's just a bad time?"; mes "Don't you like what I asked you to do?"; mes "I can't force you to do it."; close3; } cutin "ep162_dn02",2; mes "[ Dien ]"; mes "Thank you, adventurer. It seems you're left with the troublesome work again."; mes "I look forward to the truth that is given by a neutral party."; close2; cutin "",255; completequest 16440; setarray .@quest,16441,16442,16443,16444,16445; for (.@i = 0; .@i < getarraysize(.@quest); .@i++) setquest .@quest[.@i]; end; } if (isbegin_quest(16446) == 0) { cutin "ep162_dn02",2; mes "[ Dien ]"; mes "Thank you, adventurer. It seems you're left with the troublesome work again."; mes "I look forward to the truth that is given by a neutral party."; close3; } if (isbegin_quest(16446) == 1) { npctalk "Dien : Would you mind listening to Ridsh's story?","",bc_self; end; } if (isbegin_quest(16447) == 1) { npctalk "Dien : Let's hear what the corporate has to say.","",bc_self; end; } if (isbegin_quest(16452) < 2) { npctalk "Dien : I have nothing to say right now, please excuse me.","",bc_self; end; } npctalk "Dien : The scent of the tea is nice. Would you like a drink?","",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16440) == 1"; end; } ba_in01,202,108,5scriptRookie#ep172_bain01-004_M_ROOKIE,{ if (isbegin_quest(16440) < 2) { npctalk "Rookie : Well, we made a lot of progress. It's all thanks to your help adventurer.","",bc_self; end; } if (isbegin_quest(16441) == 1) { setarray .@quest,16442,16443,16444,16445,16453; for (.@i = 0; .@i < getarraysize(.@quest); .@i++) { if (isbegin_quest(.@quest[.@i]) != 2) .@miss++; } if (.@miss) { cutin "16loo_01",2; mes "[ Rookie ]"; mes "The managers knows the truth about the mercenary war."; mes "They're all automatic dolls, they will have a vivid memory and they won't tell lies."; next; mes "[ Rookie ]"; mes "Please listen to the stories of those days, adventurer."; close3; } cutin "16loo_01",2; mes "[ Rookie ]"; mes "Have you heard enough from the managers?"; mes "Now, tell us about the facts that you've heard."; next; cutin "",255; select("Tell the story of the mysterious body."); cutin "16loo_03",2; mes "[ Rookie ]"; mes "There is a body suddenly, What do you mean?"; emotion ET_SWEAT; next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "It is said that the body that was found was not of the mercenaries, mansion's staff, or part of the corporate... Do you have any specific information?"; next; cutin "",255; select("Hand over specific data."); cutin "ep162_rds03",2; mes "[ Ridsh ]"; mes "This person doesn't really look like a mercenary. Why would a person like this be near Varmdunt Mansion and be killed?"; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "Wait... Show me the data too."; next; mes "[ Tess ]"; mes ".................."; mes ".................."; emotion ET_SURPRISE,getnpcid(0,"Philofontes#ep172_bain01-00"); next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Is there something bothering you about this data?"; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "We know who this person is."; mes "This person is one of the commissioner the government sent to the mercenaries for the negotiation."; next; mes "[ Tess ]"; mes "It's said that the commissioner didn't come back after being sent, the commissioner was later presumed as a missing person."; mes "But, later found dead in the Varmdunt Mansion."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "So, you're saying... A government official who went to see the mercenaries, was killed before even meeting the mercenaries..."; next; mes "[ Rookie ]"; mes "This, who did such thing."; next; cutin "",255; switch (select("The Enterprise.:The Government.:The Mercenaries.")) { case 1: cutin "16loo_03",2; mes "[ Rookie ]"; mes "...There is no evidence, adventurer."; mes "Your words gives me heartaches."; emotion ET_SWEAT; next; mes "[ Rookie ]"; mes "We should talk more carefully."; break; case 2: cutin "ep16_tes02",2; mes "[ Tess ]"; mes "Why would someone from the government kill the one they sent?"; emotion ET_QUESTION,getnpcid(0,"Philofontes#ep172_bain01-00"); next; cutin "ep16_tes03",2; mes "[ Tess ]"; mes "Even if it's the government's opposition, it would have been difficult to commit murder without escaping the eyes of the mercenaries' and workers inside the Varmdunt Mansion."; break; case 3: cutin "ep162_dn03",2; mes "[ Dien ]"; mes "No, the mercenaries didn't even know it was a person from the government. Even the body was found late."; emotion ET_SURPRISE,getnpcid(0,"Dien#ep172_bain01-00"); next; mes "[ Dien ]"; mes "It wasn't the mercenaries."; break; } next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "It would have been a difficult to avoid the eyes of the mercenaries' and workers in the Varmdunt Mansion."; mes "But, the mercenaries are not the culprit."; next; cutin "",255; emotion ET_SURPRISE,getnpcid(0,"Dien#ep172_bain01-00"); select("It's probably the mercenaries."); cutin "ep162_dn03",2; mes "[ Dien ]"; mes "Are you saying that we're lying? Even after listening to the managers?!"; next; cutin "",255; select("There must have been a traitor among the mercenaries."); cutin "ep162_dn03",2; mes "[ Dien ]"; mes "I'm sure there's enough evidence for you to say that."; mes "Now, show us the evidence."; next; cutin "",255; if (select("H's suspicious behavior.:Evidence of internal communication with the enterprise.") == 1) { cutin "16loo_01",2; mes "[ Rookie ]"; mes "... But there's no evidence."; mes "Right now, we can't rely on suspicions. We need proof, adventurer."; close3; } cutin "ep171_kaya03",2; mes "[ Kaya Toss ]"; mes "Thats... No, it's an envelope with the corporate's seal on it. It's badly crumpled. Where did you get this envelope? It's an item that's strictly forbidden to leak outside of Rekenber."; emotion ET_SURPRISE,getnpcid(0,"Kaya Toss#ep172_bain01-00"); next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Look at the contents of the envelope. That's what's important."; mes "It's been a long time since I've last read, but I can read it perfectly, like it's a command book."; emotion ET_SURPRISE,getnpcid(0,"Dien#ep172_bain01-00"); next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "I've asked someone to 'dispose' of the government personnel to prevent contact with the mercenaries... And I told him to break inside Varmdunt Mansion and steal Varmdunt's research data..."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "It's signed by the recipient, 'H. Luckenberg"; mes "It's a proof of the identity of the traitor that you mentioned."; next; cutin "ep171_kaya02",2; mes "[ Kaya Toss ]"; mes ".........."; emotion ET_THINK,getnpcid(0,"Kaya Toss#ep172_bain01-00"); next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Corporate representative, You don't look so well."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "...I need some time, I have something that I want to check."; mes "I'll get in touch with my secretary, please continue without me."; emotion ET_THINK,getnpcid(0,"Kaya Toss#ep172_bain01-00"); cloakonnpc "Kaya Toss#ep172_bain01-00",getcharid(0); close2; cutin "",255; completequest 16441; setquest 16446; end; } if (isbegin_quest(16446) == 1) { npctalk "Rookie : Let's listen to Ridsh.","",bc_self; end; } if (isbegin_quest(16447) == 1) { npctalk "Rookie : Let's listen to the corporate representative.","",bc_self; end; } if (isbegin_quest(16448) == 1) { cutin "16loo_03",2; mes "[ Rookie ]"; mes "Adventurer, Hey. Mr. Kaya was quite depressed. do you mind checking on Mr. Kaya?"; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "It's always for something bad to happen at times like this..."; mes "I'd be reassured if could take a look at the <NAVI>[garden]<INFO>ba_maison,103,92,0,101,0</INFO></NAVI>."; close2; cutin "",255; completequest 16448; setquest 16449; end; } if (isbegin_quest(16452) < 2) { npctalk "Rookie : Well, at this point, I'd rather refrain from speaking, right?","",bc_self; end; } npctalk "Rookie : Well, we made a lot of progress. It's all thanks to your help adventurer.","",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16441) == 1 && isbegin_quest(16442) == 2 && isbegin_quest(16443) == 2 && isbegin_quest(16444) == 2 && isbegin_quest(16445) == 2 && isbegin_quest(16453) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16448) == 1"; end; } ba_in01,208,110,3scriptRidsh#ep172_bain01-004_F_LEEDSH,{ if (isbegin_quest(16446) == 0) { cutin "ep162_rds02",2; mes "[ Ridsh ]"; mes "I hope you're not thinking that we're stuck."; close3; } if (isbegin_quest(16446) == 1) { cutin "ep162_rds01",2; mes "[ Ridsh ]"; mes "Is there anything else suspicious about the mercenary?"; next; cutin "",255; select("Tell about various suspicious activities."); cutin "ep16_tes01",2; mes "[ Tess ]"; mes "From the mercenaries' perspective, he was suspicious."; mes "However, it seems only a few people knew about it, and they believe each other, so the whole thing was not revealed."; next; cutin "ep162_rds01",2; mes "[ Ridsh ]"; mes "That's entirely the mercenary's mistake."; mes "I would have known if I had a doubt and poked more into it."; emotion ET_SWEAT; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "If we found out more about 'H. Luckenberg' at that time..."; mes "The Mercenary War might have ended differently."; next; cutin "ep16_tes02",2; mes "[ Tess ]"; mes "I'm glad to know the truth."; mes "The government offered an aid, but they were stopped by the companies..."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "I apologize for not listening to your plead."; mes "You weren't making false evidence. You just didn't know the truth."; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "I also want to apologize, for not believing your side of the story and forcing the evidence that we have brought."; next; cloakoffnpc "Kaya Toss#ep172_bain01-00",getcharid(0); cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes ".........."; mes "I'm sorry for leaving suddenly."; next; mes "[ Kaya Toss ]"; mes "Something came in to my mind, and I checked it."; mes "I'd like to tell you something what I have found out on my side."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "What is it?"; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "On the corporate's employee directory... there is someone who has an exact match of H. Luckenberg's activity during that time."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "I see."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "He was recorded as a returning employee from a long business trip during the mercenary war."; mes "However, the place he went to was not documented."; next; mes "[ Kaya Toss ]"; mes "My secretary, Grey, searched through an incomplete records and found this note among the remaining work log memos."; mes "'As fast as possible (Traces of erased memo) lead them to the mansion'"; next; mes "[ Kaya Toss ]"; mes "The subject of the memo is vaguely written but it can be clearly understood."; mes "That, he was in Varmdunt Mansion..."; next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "So that's what happened."; mes "The government and mercenaries have been played by the companies again."; next; cutin "ep171_kaya02",2; mes "[ Kaya Toss ]"; mes "It's a shame..."; close2; cutin "",255; completequest 16446; setquest 16447; end; } if (isbegin_quest(16447) == 1) { npctalk "Ridsh : The corporate guy wants to say something.","",bc_self; end; } if (isbegin_quest(16452) < 2) { npctalk "Ridsh : I have nothing to say right now.","",bc_self; end; } npctalk "Ridsh : Would you like some tea? There's a snack here if you want.","",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16446) == 1"; end; } ba_in01,207,102,3scriptKaya Toss#ep172_bain01-004_EP17_KAYA,{ if (isbegin_quest(16440) == 1) { npctalk "Kaya Toss : Please listen to the elders.","",bc_self; end; } if (isbegin_quest(16447) == 1) { cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "All contextual, and material evidence evidence leads to the corporate."; mes "This is, really, a shame."; next; cutin "ep171_kaya02",2; mes "[ Kaya Toss ]"; mes "I am sorry."; mes "As the Vice President, I feel responsible for all of this."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Well... Mr. Corporate Representative, what's the difference between you feeling responsible at this point?"; mes "If you apologized, will it bring the dead back?"; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "I will take full responsibility for everything, starting by not forgetting the past."; next; cutin "ep162_rds03",2; mes "[ Ridsh ]"; mes "The past? No. It's about what's happening now, the present time. Those Rebellion kids and those who are still sick at Cor are happening now."; mes "Everything you say of the past continues to this day."; next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "What are going to do now? You can apologize as much as you want. But it's hard to change people's mind."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "Let's stop talking about this now. I don't want to talk to you anymore if you continue to repeat the words of taking responsibility without even saying what you're planning to do."; next; cutin "ep171_kaya03",2; mes "[ Kaya Toss ]"; mes "But, Elder........"; next; cutin "ep162_ctn01",2; mes "[ Cotnes ]"; mes "When you talk proudly like that, it's better not to do it pitifully."; mes "Hohoho, Then I'm off too."; close2; cutin "",255; completequest 16447; setquest 16448; cloakonnpc "Kaya Toss#ep172_bain01-00",getcharid(0); npctalk "Kaya Toss : I'll come back after I organize my thoughts for a moment.","",bc_self; end; } cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Recently, I'm thinking for a lot of things."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16447) == 1"; end; } ba_in01,205,109,3scriptTatio#ep172_bain01-004_M_TATIO,{ if (isbegin_quest(16452) == 1) { cutin "ep162_dn01",2; mes "[ Dien ]"; mes "We've got a new visitor after our walk."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "No, Tatio! I've sent you a call through Grey, but I didn't expect you to arrive this soon!"; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "From what I heard from Grey, it seemed like an urgent matter."; mes "I decided it would be better to visit in person as soon as possible."; next; cutin "ep162_dn02",2; mes "[ Dien ]"; mes "It's important for you to show us what you're going to do."; mes "That's a good first step."; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "As you know, Rekenber has already taken a step forward."; mes "Hasn't the use of warp magic restriction in your country has been lifted?"; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "Yes, that kind of consideration was given by the corporate."; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "Besides that, I intend to do what a corporate must do."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "I've already told you,but now is not a good time to make vague promises."; mes "I'm curious about what specific things you can do."; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "I left as soon as I got contact from Vice President Kaya Toss and just arrived."; mes "I know what you want hear, but I can't simply decide everything here."; next; mes "[ Tatio ]"; mes "However, I am going to tell you all the promises I can make with my authority."; next; mes "[ Tatio ]"; mes "Vice President Toss, I've seen the reports that you've worked with the government agents and adventurers."; mes "Thank you for your hard work."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Thank you, Tatio."; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "I've seen everything that's happened."; mes "Now, I have to make my own move."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Ah... Are you talking about the secretary?"; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "In order to manage the corporate integrity. We will strictly enforce the rules that can prevent these things from happening in the future."; next; mes "[ Tatio ]"; mes "It's hard to tell everything now, but I promise to work with the government and the private sector, rather than the corporate itself."; next; cutin "ep16_tes02",2; mes "[ Tess ]"; mes "So, you're planning to tell your secretary's opinion to the president, right?"; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "We will also accept Vice President Kaya Toss' opinion and throughly analyze what he has investigated so far, and distribute the compensations and punishment accordingly."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "That's the president's will, right?"; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "Yes... of course."; next; mes "[ Tatio ]"; mes "For that purpose, the corporate wants to talk more with the government and the Rebellions."; next; cutin "ep16_tes01",2; mes "[ Tess ]"; mes "This is also what the goverment is hoping for."; mes "I have a lot to talk about in the future."; next; cutin "ep162_dn02",2; mes "[ Dien ]"; mes "Since you're here and there are delicious tea and snacks, why don't you tell us stories?"; mes "You came all the way here, you didn't come empty-handed, did you?"; next; cutin "ep15_tatio01",2; mes "[ Tatio ]"; mes "Let's start right away."; mes "This place is good for long conversations."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "The more advanced the story, the more welcome it is."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Well, the... Adventurer, I'm sure the representatives here will be having a long conversation."; mes "Shall we go outside?"; next; select("I'll listen more.:I'll go outside."); cutin "16loo_02",2; mes "[ Rookie ]"; mes "As you like adventurer, I'll wait outside."; mes "You did a great job wandering around the mansion."; next; mes "[ Rookie ]"; mes "Also, it's a small amount but I'll give you some Barmeal Tickets. I got it from the automatic dolls here."; mes "It's thank for your hardwork!"; close2; cutin "",255; cloakonnpc "Rookie#ep172_bain01-00",getcharid(0); completequest 16452; getitem 1000103,15; end; } npctalk "Tatio : I will humbly listen to anything.","",bc_self; end; OnInit: cloakonnpc(); questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16452) == 1"; end; } ba_in01,204,113,5scriptCotnes#ep172_bain01-004_F_COATNEIS,{ if (isbegin_quest(16446) == 0) { cutin "ep162_ctn01",2; mes "[ Cotnes ]"; mes "I don't have the luxury, to listen to your stories."; close3; } if (isbegin_quest(16446) == 1) { npctalk "Cotnes : It looks like Ridsh has something to say.","",bc_self; end; } if (isbegin_quest(16447) == 1) { npctalk "Cotnes : Hohoho, I think the corporate representative has something to say.","",bc_self; end; } if (isbegin_quest(16452) < 2) { npctalk "Cotnes : Well, I have nothing to say right now.","",bc_self; end; } npctalk "Cotnes : Everyone here is in high spirit. Hohoho.","",bc_self; end; } ba_maison,103,92,3scriptKaya Toss#ep172_bamaison-004_EP17_KAYA,{ if (isbegin_quest(16449) == 1) { cloakoffnpc "Assassin#ep172_bamaison-00",getcharid(0); mes "[ ??? ]"; mes "To think you're really going to take out the liver and gallbladder for everyone."; mes "The corporate is ashamed of you."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "?!?"; next; cutin "ep171_kaya03",2; mes "[ Kaya Toss ]"; mes "Who are you. Why are you hiding in a place like this?"; next; cutin "",255; mes "[ ??? ]"; mes "Vice President, I'm with the Rekenber's Board. ...... You don't need to know my identity."; next; cutin "ep171_kaya03",2; mes "[ Kaya Toss ]"; mes "You rude...! This is not a place for anyone to come and go. Why did you sneak and look for me?"; next; cutin "",255; mes "[ ??? ]"; mes "The corporate is worried about the Vice President's action. How long are you going to be swayed by their eloquence? What would you do if a representative of the corporate repeatedly acts againt the interest of the corporate?"; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Act against the corporate's interest, I'm always working for the benefit of the corporate."; next; cutin "",255; mes "[ ??? ]"; mes "Let's pick one. Excessive promise of compensation for an accident, overestimation of corporate responsibility."; mes "You're hurting not only the corporate's finances but also its reputation."; next; mes "[ ??? ]"; mes "Why would the corporate compensate for an accident caused by the Illusions?"; mes "Rather, it should be the corporate that should receive compensation."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Is there a problem when I promised the welfare benefits of the corporate to those who we hired and working under the name of the corporate?"; next; cutin "",255; mes "[ ??? ]"; mes "You're giving too much benefits."; mes "At this rate, more and more people will want to extort money from the corporate for various reasons."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "I don't think all of that is too much."; mes "I'm just doing what we have to do."; next; cutin "",255; mes "[ ??? ]"; mes "Phew...... If I had been through with you, I wouldn't have come. That's it. I didn't come here to have a conversation anyway."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "What do you mean?"; next; cutin "",255; mes "[ ??? ]"; mes "A conversation is meaningless. It's time for you to disappear from this place!"; next; select("It's dangerous!"); cloakoffnpc "Dien#ep172_bamaison-00",getcharid(0); cutin "ep162_dn03",2; mes "[ Dien ]"; mes "It's dangerous!"; emotion ET_SURPRISE,getnpcid(0,"Dien#ep172_bamaison-00"); next; cloakoffnpc "Ridsh#ep172_bamaison-00",getcharid(0); cutin "ep162_rds02",2; mes "[ Ridsh ]"; mes "I've come here to see what's wrong, and looks like a rat appeared."; emotion ET_SURPRISE,getnpcid(0,"Ridsh#ep172_bamaison-00"); next; cloakoffnpc "Cotnes#ep172_bamaison-00",getcharid(0); cutin "ep162_ctn02",2; mes "[ Cotnes ]"; mes "Who are you! I'm not going to let you go!"; emotion ET_SURPRISE,getnpcid(0,"Cotnes#ep172_bamaison-00"); next; cutin "",255; mes "[ ??? ]"; mes "Shit, were you caught?! By these uselessly sharp old people!"; next; cloakonnpc "Assassin#ep172_bamaison-00",getcharid(0); cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Do, thank you for your help, Elders. It's... It's a job I've devoted my while life to. And the corporate sent an assassin to kill me."; next; mes "[ Kaya Toss ]"; mes "I won't lose though."; mes "The only path for the corporate is clearing the past and improving the present."; close2; cutin "",255; completequest 16449; setquest 16450; end; } if (isbegin_quest(16450) == 1) { cloakoffnpc "Dien#ep172_bamaison-00",getcharid(0); cloakoffnpc "Ridsh#ep172_bamaison-00",getcharid(0); cloakoffnpc "Cotnes#ep172_bamaison-00",getcharid(0); cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "I won't lose though."; mes "The only path for the corporate is clearing the past and improving the present."; close3; } if (isbegin_quest(16451) == 1) { cloakoffnpc "Dien#ep172_bamaison-00",getcharid(0); cloakoffnpc "Ridsh#ep172_bamaison-00",getcharid(0); cloakoffnpc "Cotnes#ep172_bamaison-00",getcharid(0); cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Understood. I'm going to contact the company and ask for an important person to talk more deeply with the government and the Rebellions."; next; mes "[ Kaya Toss ]"; mes "We should investigate this incident properly and catch the culprit."; mes "Thank you again for your cooperation."; next; cutin "ep162_dn01",2; mes "[ Dien ]"; mes "You must have been very surprised, but I gave my thanks to you for proceeding quickly."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "Then let's return to the tea house. I also want to calm down a little."; mes "Elders, will you come with me?"; next; cutin "ep162_dn02",2; mes "[ Dien ]"; mes "I'd be happy to escort you."; next; cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "I'd be grateful if you would come with us too, adventurer."; mes "Let's have a tea together, while waiting for the important person to come."; close2; cutin "",255; cloakonnpc "Dien#ep172_bamaison-00",getcharid(0); cloakonnpc "Ridsh#ep172_bamaison-00",getcharid(0); cloakonnpc "Cotnes#ep172_bamaison-00",getcharid(0); completequest 16451; setquest 16452; getitem 1000103,15; end; } cutin "ep171_kaya01",2; mes "[ Kaya Toss ]"; mes "I'm here to think for a moment."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16449) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16451) == 1"; end; } ba_maison,100,90,7scriptDien#ep172_bamaison-004_F_DIENE,{ if (isbegin_quest(16450) == 1) { cutin "ep162_dn01",2; mes "[ Dien ]"; mes "I've heard your opinions."; mes "Well... I now understand that the word you said about taking responsibility wasn't gilded in front of us."; next; mes "[ Dien ]"; mes "However, there is no reason to believe that you can apologize for everything that the corporates have done."; mes "Just trust yourself a little bit more, I just thought I'd watch what you'll do from now."; next; cutin "ep162_dn03",2; mes "[ Dien ]"; mes "Do not forget. Even if we disappear someday, the younger generations, new rebellions, countless innocent people who have been affected by the wrong doings of the corporates and those who are not, are all watching the corporates' actions."; next; mes "[ Dien ]"; mes "If you're already decided, I would like talk with the representative more clearly."; mes "Also, in order for us to do the job correctly, it would be better to accompany not only us, but also the people of the president."; next; cutin "ep162_dn02",2; mes "[ Dien ]"; mes "For starter, show us what you can do with your first step."; close2; cutin "",255; completequest 16450; setquest 16451; end; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16450) == 1"; cloakonnpc(); end; } ba_maison,105,95,3scriptRidsh#ep172_bamaison-004_F_LEEDSH,{ npctalk "Ridsh : Tell the president to come out!","",bc_self; end; OnInit: cloakonnpc(); end; } ba_maison,105,90,1scriptCotnes#ep172_bamaison-004_F_COATNEIS,{ npctalk "Ridsh : Are you fine, Mr. Kaya?","",bc_self; end; OnInit: cloakonnpc(); end; } ba_maison,100,95,5duplicate(dummy_cloaked_npc)Assassin#ep172_bamaison-004_M_MASKMAN //= Managers functionscript172_manager_check{ questinfo_refresh(); setarray .@quest,16442,16443,16444,16445; for (.@i = 0; .@i < getarraysize(.@quest); .@i++) { if (isbegin_quest(.@quest[.@i]) != 2) .@miss++; } if (!.@miss) unittalk getcharid(3),strcharinfo(0) + " : I think I've heard enough stories. Should I go back to the teahouse now?",bc_self; return; } ba_maison,189,56,3scriptYunas#ep172_bamaison-004_EP17_BASIC_B,{ if (isbegin_quest(16441) == 1) { cutin "ep172_beta",2; mes "[ Yunas ]"; mes "Welcome, honored guest, I'm an automatic doll with an identifier called Yunas."; mes "Of course, I'm standing here to assist any guests that needs it."; next; cutin "",255; select("I want to ask about past records."); cutin "ep172_beta",2; mes "[ Yunas ]"; mes "What record would you like me to check?"; next; cutin "",255; select("Any record of mercenaries is a bell."); cutin "ep172_beta",2; mes "[ Yunas ]"; mes "I'll prepare the record. Please wait a moment."; next; mes "[ Yunas ]"; mes "As the guest requested. I'll deliver random selection of record about mercenaries in the database."; next; cutin "",255; cloakoffnpc "Mercenary#172_yunas_0",getcharid(0); cloakoffnpc "Mercenary#172_yunas_1",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_yunas_0"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_yunas_1"; mes ".................."; mes ".................."; next; mes "[ Mercenary ]"; mes "How did we get here?"; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_0"); next; mes "[ Mercenary ]"; mes "A mansion... of someone you never knew."; mes "I have never been in a mansion like this before."; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_1"); next; mes "[ Mercenary ]"; mes "What kind of person is Varmdunt, who accepted us willingly?"; emotion ET_QUESTION,getnpcid(0,"Mercenary#172_yunas_0"); next; mes "[ Mercenary ]"; mes "Oh, you should've asked who it is."; mes "Aren't you the one who saved us when we thought we're all going to die?"; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_1"); next; mes "[ Mercenary ]"; mes "Yes, we're alive thanks to Mr. Varmdunt and Mr. H"; mes "If Mr.H hadn't asked us to come here, we'd all be dead by now."; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_0"); next; mes "[ Mercenary ]"; mes "Let's regain our strength here and prepare for the fight."; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_1"); next; mes ".................."; mes ".................."; cloakonnpc "Mercenary#172_yunas_0",getcharid(0); cloakonnpc "Mercenary#172_yunas_1",getcharid(0); next; cutin "ep172_beta",2; mes "[ Yunas ]"; mes "Do you have any more records you'd want to take a look at?"; next; cutin "",255; if (select("I'm curious about the guy named Mr. H.:No more.") == 2) { cutin "ep172_beta",2; mes "[ Yunas ]"; mes "Thank you for reading the records!"; mes "If you need any more records, please do not hesitate to ask."; close3; } cutin "",255; cloakoffnpc "Mercenary#172_yunas_2",getcharid(0); cloakoffnpc "Mercenary#172_yunas_3",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_yunas_2"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_yunas_3"; mes ".................."; mes ".................."; next; mes "[ Mercenary ]"; mes "... I think I've finally calm down."; mes "Everyone was furious."; emotion ET_SWEAT,getnpcid(0,"Mercenary#172_yunas_2"); next; mes "[ Mercenary ]"; mes "But it was something that had to be done."; mes "People simply died like that, people... There was blood everywhere and their eyes turned over."; mes "Now that I think about it, I deeply regret it."; emotion ET_KEK,getnpcid(0,"Mercenary#172_yunas_3"); next; mes "[ Mercenary ]"; mes "We used the substitute plan and we took more casualty than we should have."; mes "I should have stopped Mr. H."; mes "Everyone started yelling and panicking that we had to get rid of them first..."; emotion ET_SCRATCH,getnpcid(0,"Mercenary#172_yunas_2"); next; mes "[ Mercenary ]"; mes "Neither Mr.H and we are not so bled up back then."; mes "Don't blame Mr.H too much."; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_3"); next; mes "[ Mercenary ]"; mes "Well, that's true... Let's stop talking about, dwelling on it will just be hard on us."; emotion ET_THINK,getnpcid(0,"Mercenary#172_yunas_2"); next; mes ".................."; mes ".................."; cloakonnpc "Mercenary#172_yunas_2",getcharid(0); cloakonnpc "Mercenary#172_yunas_3",getcharid(0); next; cutin "ep172_beta",2; mes "[ Yunas ]"; mes "Do you have any more records you'd want to take a look at?"; next; cutin "",255; select("I'm done."); cutin "ep172_beta",2; mes "[ Yunas ]"; mes "Thank you for reading the records!"; mes "If you need any more records, please do not hesitate to ask."; next; mes "- I need to remember what I heard carefully. -"; close2; cutin "",255; if (isbegin_quest(16442) == 1) completequest 16442; 172_manager_check; end; } cutin "ep172_beta",2; mes "[ Yunas ]"; mes "Welcome to the Varmdunt Mansion. The Varmundt Mansion provides various benefits such as medical services, shopping and entertainment, and leisure activities..."; next; mes "[ Yunas ]"; mes "Uh. Oops. This is not it. I have mistakenly told you the wrong thing."; mes "Please disregard it..."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16442) == 1"; end; } ba_maison,187,54,5duplicate(dummy_cloaked_npc)Mercenary#172_yunas_01_ETC_01 ba_maison,190,54,3duplicate(dummy_cloaked_npc)Mercenary#172_yunas_11_F_MERCHANT_02 ba_maison,187,54,5duplicate(dummy_cloaked_npc)Mercenary#172_yunas_21_M_JOBGUIDER ba_maison,190,54,3duplicate(dummy_cloaked_npc)Mercenary#172_yunas_31_M_SMITH ba_maison,318,169,5scriptSkippy#ep172_bamaison-004_EP17_BASIC_B,{ if (isbegin_quest(16441) == 1) { cutin "ep172_beta",2; mes "[ Skippy ]"; mes "Do you want any records from a guest from the past?"; mes "Do you have a specific record in mind?"; next; cutin "",255; select("Any record of incidents and accidents."); cutin "ep172_beta",2; mes "[ Skippy ]"; mes "Let me check for a moment..."; mes "Record is randomly selected from the incedent and accident category."; next; mes "[ Skippy ]"; mes "Incident, record 5872, confirmed."; mes "I'll play back the records of that time."; next; cutin "",255; cloakoffnpc "Mercenary#172_skippy_0",getcharid(0); cloakoffnpc "Mercenary#172_skippy_1",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_skippy_0"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_skippy_1"; mes ".................."; mes ".................."; next; mes "[ Mercenary ]"; mes "A body was found near the wall of the mansion."; emotion ET_SURPRISE,getnpcid(0,"Mercenary#172_skippy_0"); next; mes "[ Mercenary ]"; mes "What's that horrible story?"; mes "Whose body is it?"; emotion ET_SURPRISE,getnpcid(0,"Mercenary#172_skippy_1"); next; mes "[ Mercenary ]"; mes "Well, no one knows. Even the managers doesn't know."; mes "The body was neatly dressed, and doesn't look like a mercenary at all."; emotion ET_THINK,getnpcid(0,"Mercenary#172_skippy_0"); next; mes "[ Mercenary ]"; mes "Do you think they're already here?"; mes "But the corporate people aren't going to dress up and visit us."; emotion ET_QUESTION,getnpcid(0,"Mercenary#172_skippy_1"); next; mes "[ Mercenary ]"; mes "I know, it's just an apparition that's grumbling,"; mes "I hope it's not a big deal..."; emotion ET_THINK,getnpcid(0,"Mercenary#172_skippy_0"); next; mes ".................."; mes ".................."; cloakonnpc "Mercenary#172_skippy_0",getcharid(0); cloakonnpc "Mercenary#172_skippy_1",getcharid(0); next; cutin "ep172_beta",2; mes "[ Skippy ]"; mes "The record playback has finished."; mes "Do you need any information about other records?"; next; cutin "",255; select("I need more information about the body."); cutin "ep172_beta",2; mes "[ Skippy ]"; mes "Please wait a moment, gender is female, name is unidentified and she was wearing a gray suit, but very disheveled with blood."; mes "The cause of death was an attack from behind... then..."; next; mes "- I received a records of an unknown body. -"; close2; cutin "",255; if (isbegin_quest(16443) == 1) completequest 16443; 172_manager_check; end; } cutin "ep172_beta",2; mes "[ Skippy ]"; mes "Hello, there. Do you need a record of the past guests?"; mes "The guest list is recorded in a huge database."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16443) == 1"; end; } ba_maison,321,168,3duplicate(dummy_cloaked_npc)Mercenary#172_skippy_01_M_02 ba_maison,322,165,3duplicate(dummy_cloaked_npc)Mercenary#172_skippy_11_F_04 ba_maison,249,161,3scriptAdore#ep172_bamaison-004_EP17_BASIC_B,{ if (isbegin_quest(16441) == 1) { cutin "ep172_beta",2; mes "[ Adore ]"; mes "Hello, guest. Can I help you?"; next; cutin "",255; select("Records about the mercenaries in the past."); cutin "ep172_beta",2; mes "[ Adore ]"; mes "There's a lot of record about past guests, what kind of records do you need?"; next; cutin "",255; select("About a mercenary named H."); cutin "ep172_beta",2; mes "[ Adore ]"; mes "Searching, searching... Search complete. There are a very few records about Mr. H..."; mes "However, there are many records of what others said about Mr. H."; next; mes "[ Adore ]"; mes "If you want to read about the record, I will prepare it for you."; next; cutin "",255; cloakoffnpc "Mercenary#172_adore_0",getcharid(0); cloakoffnpc "Mercenary#172_adore_1",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_adore_0"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_adore_1"; mes ".................."; mes ".................."; next; mes "[ Mercenary ]"; mes "By the way, where's Mr. H?"; mes "I've been looking for him for a while, but..."; emotion ET_QUESTION,getnpcid(0,"Mercenary#172_adore_0"); next; mes "[ Mercenary ]"; mes "It seems his away often."; mes "I have to talk to him someday. What if the corporates suddenly comes in."; emotion ET_THINK,getnpcid(0,"Mercenary#172_adore_1"); next; mes "[ Mercenary ]"; mes "Not long ago, I saw Mr. H talking with someone I don't know."; emotion ET_THINK,getnpcid(0,"Mercenary#172_adore_0"); next; mes "[ Mercenary ]"; mes "A person you don't know, where would you find a person a random person here?"; emotion ET_QUESTION,getnpcid(0,"Mercenary#172_adore_1"); next; mes "[ Mercenary ]"; mes "That's why it's weird. He was also thoroughly checking the perimeter, but I'm good at hiding."; emotion ET_THINK,getnpcid(0,"Mercenary#172_adore_0"); next; mes "[ Mercenary ]"; mes "What did they talk about?"; emotion ET_THINK,getnpcid(0,"Mercenary#172_adore_1"); next; mes "[ Mercenary ]"; mes "I didn't hear it because it was too far."; emotion ET_THINK,getnpcid(0,"Mercenary#172_adore_0"); next; mes "[ Mercenary ]"; mes "You didn't hide well, you were just far away!"; mes "Anyway, that's really suspicious. What the hell is going on?"; mes ".................."; mes ".................."; emotion ET_SWEAT,getnpcid(0,"Mercenary#172_adore_1"); next; cloakonnpc "Mercenary#172_adore_0",getcharid(0); cloakonnpc "Mercenary#172_adore_1",getcharid(0); cutin "ep172_beta",2; mes "[ Adore ]"; mes "Record out is complete."; mes "Do you need more information about H.?"; next; cutin "",255; select("H's conversation with the stranger."); cutin "ep172_beta",2; mes "[ Adore ]"; mes "Searching... no results found. We don't have any record of that information."; mes "This record was recorded by a cleaning robot and the manager without ears."; next; cutin "",255; select("The place where the conversation was recorded."); cutin "ep172_beta",2; mes "[ Adore ]"; mes "Searching... Through the records of the cleaning robot, I can guide you to the last recognized location at that record."; mes "I will give you the coordinate. Please follow this <NAVI>[guide]<INFO>ba_maison,357,291,0,101,0</INFO></NAVI>."; close2; cutin "",255; if (isbegin_quest(16444) == 1) { completequest 16444; setquest 16453; } 172_manager_check; end; } cutin "ep172_beta",2; mes "[ Adore ]"; mes "Hello, there. How can I help you?"; mes "I am really glad to assist any guest."; next; mes "[ Adore ]"; mes "You should do anything to please me!"; mes "Yes, I am created that way."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16444) == 1"; end; } ba_maison,246,158,5duplicate(dummy_cloaked_npc)Mercenary#172_adore_01_M_02 ba_maison,249,158,3duplicate(dummy_cloaked_npc)Mercenary#172_adore_11_M_ORIENT01 ba_maison,232,310,5scriptNono#ep172_bamaison-004_EP17_BASIC_B,{ if (isbegin_quest(16441) == 1) { mes "- Do you remember any of the guests' conversations? -"; next; cutin "ep172_beta",2; mes "[ Nono ]"; mes "You mean the old guests?"; mes "Of course I remember everything!"; mes "What story would you like to hear? I'll tell you all about it!"; next; mes "[ Nono ]"; mes "I have searched the database for past guests' conversations, the records are selected randomly!"; mes "Here are the following results!"; cutin "",255; next; .@s = select("Someone's Travel.:Traces of Discovery.:Goverment Criticism."); cutin "ep172_beta",2; mes "[ Nono ]"; mes "I'll play the record!"; next; cutin "",255; mes ".................."; mes ".................."; switch (.@s) { case 1: cloakoffnpc "Mercenary#172_nono_0",getcharid(0); cloakoffnpc "Mercenary#172_nono_1",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_nono_0"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_nono_1"; next; mes "[ Mercenary ]"; mes "There is a mercenary who was almost thrown out while trying to go deep into the mansion. Who is it?"; emotion ET_QUESTION,getnpcid(0,"Mercenary#172_nono_0"); next; mes "[ Mercenary ]"; mes "I think it was Mr. H. Why would he do such a thing."; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_1"); next; mes "[ Mercenary ]"; mes "Yeah. The supply that was provided to us are enough to get by already."; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_0"); next; mes "[ Mercenary ]"; mes "Did H. needed more Barmeal Tickets?"; mes "Even if he didn't need it, I would still have shared it to him if he asked."; emotion ET_QUESTION,getnpcid(0,"Mercenary#172_nono_1"); next; mes "[ Mercenary ]"; mes "I'm suspicious of Mr. H. Don't you think he's only doing that stands out?"; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_0"); next; mes "[ Mercenary ]"; mes "Come on, don't say that. We should trust each other."; emotion ET_BLABLA,getnpcid(0,"Mercenary#172_nono_1"); close2; cloakonnpc "Mercenary#172_nono_0",getcharid(0); cloakonnpc "Mercenary#172_nono_1",getcharid(0); break; case 2: cloakoffnpc "Mercenary#172_nono_2",getcharid(0); cloakoffnpc "Mercenary#172_nono_3",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_nono_2"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_nono_3"; next; mes "[ Mercenary ]"; mes "Another suspicious trace was found near the mansion."; mes "This time, someone said it's the trace of a fierce battle, but none of us got hurt or went missing."; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_2"); next; mes "[ Mercenary ]"; mes "I've heard it too. It must have been those corporate guys! We musn't stay here and clean up out there."; emotion ET_ANGER,getnpcid(0,"Mercenary#172_nono_3"); next; mes "[ Mercenary ]"; mes "Calm down. You don't even know what happened, do you?"; mes "No one was hurt but they found a lot of blood stains. The leaders are still investigating it."; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_2"); next; mes "[ Mercenary ]"; mes "How can we not know anything when there is a lot of mess happening out there. I'm so frustrating, very frustrating!!"; emotion ET_STARE,getnpcid(0,"Mercenary#172_nono_3"); close2; cloakonnpc "Mercenary#172_nono_2",getcharid(0); cloakonnpc "Mercenary#172_nono_3",getcharid(0); break; case 3: cloakoffnpc "Mercenary#172_nono_4",getcharid(0); cloakoffnpc "Mercenary#172_nono_5",getcharid(0); specialeffect EF_DA_SPACE,AREA,"Mercenary#172_nono_4"; specialeffect EF_DA_SPACE,AREA,"Mercenary#172_nono_5"; next; mes "[ Mercenary ]"; mes "I thought that the goverment will mediate in the case of an incident, but it's as if we didn't exist in the goverment's eyes."; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_4"); next; mes "[ Mercenary ]"; mes "There's no movement at all, let alone mediation."; mes "Are we not citizens? How could they do this!"; emotion ET_ANGER,getnpcid(0,"Mercenary#172_nono_5"); next; mes "[ Mercenary ]"; mes "There's been a lot of bloodshed, and such big commotions."; mes "If the government doesn't come forward at times like this, someone has to step up and advance the government forward."; emotion ET_SURPRISE,getnpcid(0,"Mercenary#172_nono_4"); next; mes "[ Mercenary ]"; mes "But no one's stepping up. The government is not like a real government, it's not moving forward at all."; emotion ET_THINK,getnpcid(0,"Mercenary#172_nono_5"); close2; cloakonnpc "Mercenary#172_nono_4",getcharid(0); cloakonnpc "Mercenary#172_nono_5",getcharid(0); break; } if (isbegin_quest(16445) == 1) completequest 16445; 172_manager_check; end; } cutin "ep172_beta",2; mes "[ Nono ]"; mes "My name is Nono, and I want to fly high in the sky."; mes "I was named Nono because I want to be called that way."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16445) == 1"; end; } ba_maison,234,307,5duplicate(dummy_cloaked_npc)Mercenary#172_nono_04_M_ORIENT02 ba_maison,237,307,3duplicate(dummy_cloaked_npc)Mercenary#172_nono_14_F_01 ba_maison,234,307,5duplicate(dummy_cloaked_npc)Mercenary#172_nono_21_F_MERCHANT_02 ba_maison,237,307,3duplicate(dummy_cloaked_npc)Mercenary#172_nono_31_M_02 ba_maison,234,307,5duplicate(dummy_cloaked_npc)Mercenary#172_nono_41_M_INNKEEPER ba_maison,237,307,3duplicate(dummy_cloaked_npc)Mercenary#172_nono_52_F_MAGICMASTER ba_maison,357,291,3scriptCleaning Robot#ep172_bamaison-004_EP17_CLEANER_W,{ if (isbegin_quest(16453) == 1) { cutin "ep172_omega",2; mes "- A little away from the reception area, a cleaning robot lies discharged in the shadow. It seems like it's been here for a very long time. -"; next; mes "- I turned it upside down and it's stopped because of a little paper envelope stucked in it. -"; next; mes "- Is this a Rekenber's pattern on the envelope? Why are these things here?"; next; mes "- Carefully, I took out the envelope to not tear it. -"; close2; cutin "",255; completequest 16453; end; } cutin "ep172_omega",2; mes "- ......? -"; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16453) == 1"; end; } ba_maison,106,65,0script#ep172_maison_ev-00HIDDEN_WARP_NPC,3,3,{ end; OnTouch: if (isbegin_quest(16452) == 2 && isbegin_quest(18002) == 0) { cloakoffnpc "Rookie#ep172_bamaison-00",getcharid(0); cloakoffnpc "Manager#ep172_bamaison-00",getcharid(0); } end; } ba_maison,116,67,5scriptRookie#ep172_bamaison-004_M_ROOKIE,{ if (isbegin_quest(16452) == 2 && isbegin_quest(18002) == 0) { setpcblock PCBLOCK_ALL,true; sleep2 2000; npctalk "I'm looking forward to your kind cooperation.","Manager#ep172_bamaison-00",bc_self; sleep2 2000; cloakonnpc "Manager#ep172_bamaison-00",getcharid(0); setpcblock PCBLOCK_ALL,false; select("What's wrong?"); cutin "16loo_01",0; mes "[ Rookie ]"; mes "It's about the intruder in the mansion."; mes "There's another mansion manager who's been damaged by the heart hunters."; next; mes "[ Rookie ]"; mes "This time again, the communication was interrupted first, the managers must have been attacked before the security officers noticed it."; next; cutin "16loo_03",0; mes "[ Rookie ]"; mes "Alpha said that we can fix anything that's broken, but there's a bigger problem..."; next; mes "[ Rookie ]"; mes "The hacked automatic doll is immediately cut off from the network to prevent contamination, assuming that Alpha has a strong signal."; next; mes "[ Rookie ]"; mes "Even the identification code is broken."; mes "Alpha said that we will have to use force to automatic dolls like that."; next; mes "[ Rookie ]"; mes "If there's an automatic doll attacking us, we'll take it out of course."; mes "Alpha asked me to bring it's 'Core'."; next; select("Core?"); cutin "16loo_01",0; mes "[ Rookie ]"; mes "It's the one on their chests. I guess it's the only way to fix the automatic dolls."; mes "I'll be glad if I can recover the cores..."; next; mes "[ Rookie ]"; mes "When on earth will those people arrive?"; mes "I'm a bit frustrated because I couldn't find a single Illusion's member."; next; mes "[ Rookie ]"; mes "I can't find where they're hiding during daytime......,"; mes "I think they're working after the sun goes down, but they're in trouble in many ways."; next; mes "[ Rookie ]"; mes "Anyway, Alpha said, we have to deal with the automatic robots who are not able to distinguish identification code and recover the cores."; mes "Would you like to come with me?"; next; cloakoffnpc "Elyumina#ep172_bamaison-00",getcharid(0); cloakoffnpc "Rebellion#ep172_bamaison-00",getcharid(0); sleep2 200; npctalk "Rookie, where are you!! You're here!!","Elyumina#ep172_bamaison-00",bc_self; sleep2 1500; npctalk "Surprise!","",bc_self; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "Those guys are really crazy! Why the hell are you doing this to me? Traitor? You traitor?"; mes "Do you think it is right for enemies to call you a traitor?"; next; cutin "16loo_03",0; mes "[ Rookie ]"; mes "Um... Mina? Can you talk to people without biting them?"; mes "I don't understand what you're saying? Did you just speak a human language just now?"; next; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "Ha-! Is that it?"; mes "Hey, why do you keep leaving me alone?"; mes "Don't leave me alone, even if I'm mean and sarcastic! Please, do you understand?"; next; cutin "",255; select("What happened?"); mes "[ Rebellion ]"; mes "The manager who brought the meal suddenly changed and attack Elyumina."; mes "Fortunately, I was on the guest list, and the manager reverted to it's normal state right away,"; next; mes "[ Rebellion ]"; mes "The manager used the tray that it was carrying to struck Elyumina in the head so strong, that it made a loud sound."; npctalk "I thought you saw the lettuce flying to you.","Rebellion#ep172_bamaison-00",bc_self; next; cutin "16loo_02",0; mes "[ Rookie ]"; mes "I've heard a similar story from Alpha, and I would never thought it was you."; mes "If you told me as soon as the incident happened, that would've been great."; mes "Well, are you all right?"; next; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "Great? Did you experience it? That wasn't even the end! You heartless bastard!"; mes "There's also the manager who was sweeping the garden, and suddenly attacked me!"; mes "It kept saying 'kill the traitor'!"; npctalk "You bastard, what about my safety!","Elyumina#ep172_bamaison-00",bc_self; next; cutin "16loo_02",0; mes "[ Rookie ]"; mes "Aha ha ha... don't get too excited, anyway."; mes "I was just about to check it, look here, the adventurer here is going with me."; next; mes "[ Rookie ]"; mes "We're going to retrieve the cores of the hacked managers that Alpha talked about."; mes "Why don't you just go back and stay with the other Rebellions?"; npctalk "I always have something to do!","Rebellion#ep172_bamaison-00",bc_self; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "You, I'll return now."; mes "Never come empty-handed you hear!"; mes "I need to find a safe place!"; next; cloakonnpc "Elyumina#ep172_bamaison-00",getcharid(0); cloakonnpc "Rebellion#ep172_bamaison-00",getcharid(0); cutin "16loo_02",0; mes "[ Rookie ]"; mes "I can't help it. I'm worried about Elyumina's safety."; mes "I'm also worried about the managers who lost their identification code that Alpha mentioned."; next; mes "[ Rookie ]"; mes "Shall we retrieve the cores first? If you found a 'Broken Manager', retrieve it's core."; next; mes "[ Rookie ]"; mes "I'm going to look up on the northern area, you can look at the southern area."; next; mes "[ Rookie ]"; mes "Let's meet up at the lake on the eastern end of the road and wrap it up."; mes "Then, I'll get going first."; setquest 18002; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16452) == 2 && isbegin_quest(18002) == 0"; cloakonnpc(); end; } ba_maison,118,68,3duplicate(dummy_cloaked_npc)Manager#ep172_bamaison-004_EP17_MASTER_A ba_maison,120,67,3duplicate(dummy_cloaked_npc)Elyumina#ep172_bamaison-004_EP17_ELYUMINA ba_maison,122,66,1duplicate(dummy_cloaked_npc)Rebellion#ep172_bamaison-004_M_REBELLION3 ba_maison,150,47,0script#ep172_body-0CLEAR_NPC,{ .@id = atoi(replacestr(strnpcinfo(2),"ep172_body-","")); .@quest = 18003 + .@id; .@count = countitem(1000226); if (isbegin_quest(18002) == 1 && isbegin_quest(.@quest) == 0 && .@count < 5) { cloakonnpc strnpcinfo(0),getcharid(0); cloakoffnpc "#ep172_beta-" + .@id,getcharid(0); mes "The body of Manager Beta is hidden under the landscapes."; next; mes "I've recovered the core."; mes "I'll let Alpha know later so she can retrieve the doll's body."; setquest .@quest; completequest .@quest; getitem 1000226,1; if ((.@count+1) < 5) { mes "Let's look for more."; } else { mes "I've recovered enough cores."; completequest 18002; setquest 18013; } close; } end; OnInit: .@id = atoi(replacestr(strnpcinfo(2),"ep172_body-","")); .@quest = 18003 + .@id; questinfo QTYPE_CLICKME,QMARK_YELLOW,"isbegin_quest(18002) == 1 && isbegin_quest(" + .@quest + ") == 0 && countitem(1000226) < 5"; end; } ba_maison,208,87,0duplicate(#ep172_body-0)#ep172_body-1CLEAR_NPC ba_maison,221,193,0duplicate(#ep172_body-0)#ep172_body-2CLEAR_NPC ba_maison,314,146,0duplicate(#ep172_body-0)#ep172_body-3CLEAR_NPC ba_maison,338,267,0duplicate(#ep172_body-0)#ep172_body-4CLEAR_NPC ba_maison,275,313,0duplicate(#ep172_body-0)#ep172_body-5CLEAR_NPC ba_maison,207,276,0duplicate(#ep172_body-0)#ep172_body-6CLEAR_NPC ba_maison,131,197,0duplicate(#ep172_body-0)#ep172_body-7CLEAR_NPC ba_maison,64,187,0duplicate(#ep172_body-0)#ep172_body-8CLEAR_NPC ba_maison,70,256,0duplicate(#ep172_body-0)#ep172_body-9CLEAR_NPC ba_maison,150,47,3duplicate(dummy_cloaked_npc)#ep172_beta-04_EP17_BROKENBETA ba_maison,208,87,3duplicate(dummy_cloaked_npc)#ep172_beta-14_EP17_BROKENBETA ba_maison,221,193,3duplicate(dummy_cloaked_npc)#ep172_beta-24_EP17_BROKENBETA ba_maison,314,146,3duplicate(dummy_cloaked_npc)#ep172_beta-34_EP17_BROKENBETA ba_maison,338,267,3duplicate(dummy_cloaked_npc)#ep172_beta-44_EP17_BROKENBETA ba_maison,275,313,3duplicate(dummy_cloaked_npc)#ep172_beta-54_EP17_BROKENBETA ba_maison,207,276,3duplicate(dummy_cloaked_npc)#ep172_beta-64_EP17_BROKENBETA ba_maison,131,197,3duplicate(dummy_cloaked_npc)#ep172_beta-74_EP17_BROKENBETA ba_maison,64,187,3duplicate(dummy_cloaked_npc)#ep172_beta-84_EP17_BROKENBETA ba_maison,70,256,3duplicate(dummy_cloaked_npc)#ep172_beta-94_EP17_BROKENBETA ba_maison,303,141,3scriptElena Bolkova#ep172_bamaison-004_F_ELENA,{ if (isbegin_quest(18013) == 1) { cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Hey, adventurer, this way. Did you get any results?"; next; select("Why, Elena?"); cutin "162elena_02",2; mes "[ Elena Bolkova ]"; mes "Lucky asked me a favor."; mes "Elyumina seems to have been attacked again."; mes "I just happen to be nearby at the time and somehow pull her out from that predicament."; next; select("Show her the cores."); cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Did you found anything unusual?"; mes "I've already searched a lot of places in the mansion, and all of it were empty."; next; mes "[ Elena Bolkova ]"; mes "What, so did you?"; mes "How do these guys avoid our eyes and keep making trouble?"; mes "It's very annoying."; close2; sleep2 1000; cutin "",255; setpcblock PCBLOCK_ALL,true; cloakoffnpc "Eisen Werner#ep172_bamaison-00",getcharid(0); specialeffect EF_BEGINSPELL,AREA,"Eisen Werner#ep172_bamaison-00"; sleep2 500; npctalk "...Where... is the coordinate setting wrong? What's this place?","Eisen Werner#ep172_bamaison-00",bc_self; sleep2 1500; npctalk "Oh? Who's this?!","",bc_self; specialeffect EF_CONCENTRATION; sleep2 500; specialeffect EF_PIERCE,AREA,"Eisen Werner#ep172_bamaison-00"; sleep2 500; cutin "ep16_eisen03",0; mes "[ Eisen ]"; mes "What is this!!!!"; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Hey, suspicious guy, you're that guy, right?"; mes "You look exactly like guy that I missed at the lab last time."; specialeffect EF_TRACKCASTING,AREA,"Eisen Werner#ep172_bamaison-00"; next; mes "[ Elena Bolkova ]"; mes "I'm very lucky. How did a big fish like you ended up here?"; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "What, the mercenaries really became the dogs of the republic aren't they?"; mes "You already destroyed my lab. What else do I need to do?"; next; mes "[ Eisen ]"; mes "I don't have anything to say to you, so just let me go."; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Stop opening your filthy mouth."; mes "Ha, My personality has already died a long time ago."; mes "Uh, take this guy as prisoner, uh and keep him alive."; specialeffect EF_MAGICALBULLET,AREA,"Eisen Werner#ep172_bamaison-00"; npctalk "Ugh...","","Eisen Werner#ep172_bamaison-00"; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "What do you want from me?"; mes "Seyren failed because of that adventurer."; mes "Was he a hopeless failure too?"; next; select("Is it right to talk about experiments in this situation?"); mes "[ Eisen ]"; mes "What's left if you take the research and the experiments out of me?"; mes "Stop asking the obvious."; mes "All right. I won't fall for your provocation. Instead I'll ask you one thing."; mes "If you answer me, I am willing to cooperate with you in response."; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "You're not in the position to negotiate, are you?"; specialeffect EF_MAGICALBULLET,AREA,"Eisen Werner#ep172_bamaison-00"; npctalk "Damn it!","Eisen Werner#ep172_bamaison-00",bc_self; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "Damn it! I won't run away, so stop!"; mes "Where did the guys from Cor go?"; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "(This guy, why would he be curious about that? It looks like he came here to join his colleagues late... Wouldn't we know where the others are if we successfully talk it out?)"; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "Why are you being so quiet? Did you already disposed them?"; next; select("She is currently held captive."); mes "[ Eisen ]"; mes "Really? Then take me there."; mes "I don't want to wander around this crappy garden anymore."; npctalk "(Hehehe. I will take care of you all the moment I join my colleagues.)"; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "You look so arrogant, don't you?"; mes "I don't know what you're planning, but I Elena Bolkova will take you."; next; cutin "ep16_eisen02",0; mes "[ Eisen ]"; mes "I'm willing to come with you."; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "What a weird guy. I'll take this guy with me. Rookie is probably there too."; next; cutin "162elena_02",2; mes "[ Elena Bolkova ]"; mes "Huh? Where will I bring this guy?"; mes "Ah, the guesthouse. We are currently using it as a prison."; mes "Follow me. Also, I'll take all the cores with me."; completequest 18013; setquest 18014; delitem 1000226,countitem(1000226); getitem 1000103,10; setpcblock PCBLOCK_ALL,false; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); cloakonnpc "Eisen Werner#ep172_bamaison-00",getcharid(0); end; } if (isbegin_quest(18014) == 1) { cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "I'll see you at the guesthouse."; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); end; } cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "I'm watching the area to see if there are hidden enemies lurking around."; mes "There are a lot of blind spots in this place."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18013) == 1"; end; } ba_maison,301,148,5duplicate(dummy_cloaked_npc)Eisen Werner#ep172_bamaison-004_M_EISEN ba_in01,35,142,5scriptRebellion#guesthouse_to_jail4_M_REBELLION3,{ if (isbegin_quest(18014) == 0) { mes "[ Rebellion ]"; mes "There is nothing particular here."; close; } mes "[ Rebellion ]"; mes "Are you going in?"; next; if (select("Yes.:No.") == 2) { mes "[ Rebellion ]"; mes "I'll stay here and keep this place safe."; close; } if (isbegin_quest(18014) > 1 && isbegin_quest(18017) < 2) cloakoffnpc "Eisen Werner#ep172_bain-00",getcharid(0); warp "ba_in01",28,144; end; } ba_in01,20,145,3scriptElena Bolkova#ep172_bain01-004_F_ELENA,{ if (isbegin_quest(18014) == 1) { cutin "162elena_02",2; mes "[ Elena Bolkova ]"; mes "Oh, here you are, this way, is Lucky not here yet?"; next; cloakoffnpc "Rookie#ep172_bain01-01",getcharid(0); cutin "16loo_01",1; mes "[ Rookie ]"; mes "No, no, I'm here too. Am a bit late?"; mes "I talked to Alpha for a moment."; next; mes "[ Rookie ]"; mes "Who is that?"; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "A big catch?"; mes "Just watch. It's a sight for these two to play."; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "Hey, this is different from what we've talked about."; mes "Who is this?"; next; select("That's the guy in Cor that you've mentioned."); cutin "ep16_eisen02",0; mes "[ Eisen ]"; mes "This kid? I can't recall...?"; mes "Are you lying to me?"; next; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "Who are you to treat me like that?!"; mes "Are you a dog of those punks?"; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "They betrayed me first, and they're calling me a traitor."; mes "Are you with those punks?"; next; cutin "ep16_eisen03",0; mes "[ Eisen ]"; mes "I can't believe it, Is this really the Illusion?"; mes "No, are you really a member of the Illusion?"; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "What the hell are you talking about?! Why would I be held here when I'm not even one of the Illusion!"; mes "What should I do, You didn't recognize the Great Elyumina. Do you want me to hit your head?"; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "Hey, Rebellion, I need you to change this one to something that talks properly."; mes "If you want any information from me, bring me a decent Illusion member."; next; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "No, did you wuss out just now?"; mes "Hey, I've been telling you that I'm a member of the Illusion for a while now. Do you even know how many years I've been doing this for?"; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "(See, isn't it funny? Watching them fight like that.)"; next; cutin "16loo_01",1; mes "[ Rookie ]"; mes "(Do you think it's an internal division? Come to think of it, you said he was the director of the research facility of the previous operation, right? How was he captured by us?)"; next; cutin "ep16_eisen01",0; mes "[ Eisen ]"; mes "You are lacking something important, you don't have a 'chip'!"; mes "If only the 'chip' was detected, I wouldn't have come in here, and I would never have met a con like you."; next; mes "[ Eisen ]"; mes "The Illusion is an alliance, but it's like a structure of thought. The official members has a 'chip' planted in their body, it's use to recognize traitors like you."; next; mes "[ Eisen ]"; mes "Unless that 'chip' exist in you, you're not one of the Illusion. Do you get it now? You kid."; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "Ho? Did you hear that, Rookie? It's called 'chip'."; mes "This stupid thing blew it all out of his mouth."; mes "Fucking bastards, they left me alone."; mes "You mean, I who were in the middle of it all, were just a pawn, right?"; next; cutin "ep16_eisen03",0; mes "[ Eisen ]"; mes "Wa... wait...!"; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "Is it too late to make a stupid expression now?"; mes "Are you a self proclaimed elite member of the Illusion?"; mes "Rookie! I'll rip this off his neck and make a tracker to trace those 'chips'!"; next; mes "[ Elyumina ]"; mes "Yeah! Let's do it! Revenge on the traitors! Chaos! Destruction! Revenge! Fall!"; close2; setpcblock PCBLOCK_ALL,true; npctalk "Rookie! Use that thing over there!","Elyumina#ep172_bain01-00",bc_self; sleep2 1500; npctalk "What? Now?","Rookie#ep172_bain01-01",bc_self; specialeffect EF_GRIMTOOTH,AREA,"Rookie#ep172_bain01-01"; specialeffect EF_NPC_STOP,AREA,"Eisen Werner#ep172_bain-00"; npctalk "What's this...! Ugh...,","Eisen Werner#ep172_bain-00",bc_self; sleep2 1000; npctalk "Get knocked out, bastard!","Elyumina#ep172_bain01-00",bc_self; sleep2 1000; specialeffect EF_HIT4,AREA,"Eisen Werner#ep172_bain-00"; sleep2 1000; setpcblock PCBLOCK_ALL,false; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "How dare you play with me?"; mes "How dare you ignore the Great Elyumina, the line is very short, isn't it?"; next; cutin "162elena_02",2; mes "[ Elena Bolkova ]"; mes "Fuahahahahaha!!!!"; mes "No, what am I seeing?!!!"; mes "I thought our teamwork was good, but we're not as good as our enemies?"; next; cutin "16loo_02",1; mes "[ Rookie ]"; mes "I know."; mes "Mina, what are you going to do now?"; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "To guarantee my research rights, I'm going to make you something you'd like."; mes "No, I just can't stand being harassed like this just because I'm a traitor, right?"; next; mes "[ Elyumina ]"; mes "I'll investigate the 'chip' planted in this guy's body and create a tracker that respond to this 'chip'."; mes "I've been building something before to protect myself from those hearthunters."; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "I wouldn't have gone this far too if I didn't protect my own life."; mes "Anyway, Please get me some materials that I need while I'm trying to rip off this guy. what's this guy called again, Eisen?"; next; cutin "16loo_01",0; mes "[ Rookie ]"; mes "What materials do you need?"; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "10 Fluorescent Liquid, 10 Broken Sword, and some modules..."; next; cutin "16loo_01",0; mes "[ Rookie ]"; mes "Do you need that many? I hope you're not thinking about something stupid. I'll get the modules from Cor."; mes "Adventurer, could you get us the Fluorescent Liquids and Broken Swords?"; next; mes "[ Rookie ]"; mes "I think I've seen a fluorescent liquid in the sewage treatment plant, you can get it if you catch a black colored heart hunter scout."; next; cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Then I'll stay here and protect this place, and when he wakes up, shouldn't someone stay here and knock him out again?"; mes "You two, can leave it to me. Don't worry about this place."; completequest 18014; setquest 18015; close2; cutin "",255; npctalk "Rookie : Then I'll be back!","Rookie#ep172_bain01-01",bc_self; sleep2 2000; removespecialeffect EF_NPC_STOP,SELF,"Eisen Werner#ep172_bain-00"; cloakonnpc "Rookie#ep172_bain01-01",getcharid(0); end; } if (isbegin_quest(18016) == 1) { cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Erst is probably right in the front lounge."; mes "Go ahead and meet with Erst first, and I'll join later."; close3; } if (isbegin_quest(18018) == 1 && isbegin_quest(18019) == 1) { cutin "162elena_01",2; mes "[ Elena ]"; mes "Oh, where is Eisen Werner."; mes "He was taken by Tess. It looks like they're going to interrogate him on their own."; next; mes "[ Elena ]"; mes "And he'll be locked up somewhere for the rest of his life."; mes "Elyumina would have been like that too. Elyumina's pretty lucky, right?"; next; mes "[ Elena ]"; mes "Don't worry about this place. I'll keep it safe."; close3; } cutin "162elena_01",2; mes "[ Elena Bolkova ]"; mes "Don't worry about this place. I'm guarding it properly."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18014) == 1"; end; } ba_in01,14,145,1duplicate(dummy_cloaked_npc)Rookie#ep172_bain01-014_M_ROOKIE ba_in01,13,149,5scriptEisen Werner#ep172_bain-004_M_EISEN,{ if (isbegin_quest(18015)) { mes "He is thoroughly constrained for what he has done."; close; } end; OnInit: cloakonnpc(); end; } ba_in01,15,147,3scriptElyumina#ep172_bain01-004_EP17_ELYUMINA,{ if (isbegin_quest(18014) == 1) { cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "Now you're safe, and all you have to do is chase those traitors to the end."; mes "Hahahahaha!! I'll be the winner who survived until the end."; close3; } if (isbegin_quest(18015) == 1) { if (countitem(7110) < 10 || countitem(7326) < 10) { cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "Hmm~ Modules modules~ Hmm~"; mes "Cores cores~ Hmm~"; mes "What are you doing? Why didn't bring the materials I told you about?"; close3; } cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "Good, good~ Hmm"; mes "If you do this here..."; next; mes "[ Elyumina ]"; mes "A masterpiece is born!"; mes "If you send a signal, the receiver will~"; next; specialeffect EF_GUIDEDATTACK,AREA,"Eisen Werner#ep172_bain-00"; mes "[ Elyumina ]"; mes "That's a good catch!"; mes "Now, with this, go after the remnant of the Heart Hunter and the traitors."; next; select("By myself?"); cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Can you do it alone when I'm holding the tracker?"; mes "I can't believe I was caught by this guy."; mes "It's a disgrace to me, the great Elyumina."; next; cutin "162elena_01",0; mes "[ Elena Bolkova ]"; mes "Huh, how about me if there's no one else to go with?"; mes "or Erst."; mes "Didn't you join Erst in the last operation?"; next; select("Where is Erst?"); mes "[ Elena Bolkova ]"; mes "She is probably right in the front lounge."; mes "Didn't you see her when you came?"; mes "I'll also take the opportunity to turn them over and join you later."; next; mes "[ Elena Bolkova ]"; mes "Erst, is good with brainstorm things. Hahahaha."; mes "Go ahead and meet with Erst."; delitem 7110,10; delitem 7326,10; completequest 18015; setquest 18016; getitem 1000092,1; //Elyumina Tracker getitem 1000103,10; close3; } if (isbegin_quest(18018) == 1) { cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "I've heard the news. Those bastards."; mes "However, Is it true that all the important Illusion members we're able to run away?"; next; mes "[ Elyumina ]"; mes "You hid like rats, and you secretly operated at night, right?"; mes "Let's see how far they can ran away."; close3; } cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "*Chuckles*, I'll go find those traitors."; mes "Adventurer, *Chuckles*"; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18015) == 1 && countitem(7110) >= 10 && countitem(7326) >= 10"; end; } ba_in01,51,157,3scriptEst#ep172_bain01-004_F_ESTLOVELOY,{ if (isbegin_quest(18016) == 1) { cutin "ep162_est01",2; mes "[ Est ]"; mes "Adventurer, what's that?"; next; cutin "ep162_est02",2; mes "[ Est ]"; mes "Ho..., a tracker that tells you where the Illusion and Heart Hunters are?"; mes "That's a little tempting."; next; mes "[ Est ]"; mes "Based on their behavior so far, they seem to be working in the dark when the sun sets."; mes "Let's wait until the sun goes down and then proceed to the operation quietly."; next; cutin "ep162_est01",2; mes "[ Est ]"; mes "I'm going to reduce the night patrol drastically today so they can crawl out of their caves."; mes "I'm going to make the exterior of the mansion look empty."; next; mes "[ Est ]"; mes "I'll tell the managers about the operation."; mes "Don't wander around the garden at night, it'll be dangerous."; next; mes "[ Est ]"; mes "It's an obvious trap, but I don't think they'll let this opportunity pass by."; next; mes "[ Est ]"; mes "If you have no objection, we'll proceed as it is."; mes "You should get ready for the operation."; mes "Talk to me when you're ready."; completequest 18016; setquest 18017; close3; } if (checkquest(18017,HUNTING) == 1) { .@party_id = getcharid(1); if (!.@party_id) { mes "^0000CDThis is a memorial dungeon.^000000"; mes "Please create a party and try again."; mes "^0000CDA party can be created using the /organize partyname command.^000000"; close; } cutin "ep162_est01",2; mes "[ Est ]"; mes "Shall we go?"; next; .@md_name$ = "Twilight Garden"; .@party_name$ = getpartyname(.@party_id); if (select("Create '" + .@md_name$ + "'.","Enter '" + .@md_name$ + "'.'") == 1) { if (!is_party_leader()) { mes "^4D4DFFThis place is a memorial dungeon."; mes "You have to be a party leader to create a memorial dungeon.^000000"; close; } if (instance_create(.@md_name$) == -3) dispbottom "The reservation of the instance '" + .@md_name$ + "' has failed due to an active instance."; cutin "ep162_est01",2; mes "[ Est ]"; mes "Then, let's proceed quietly."; close2; } else { if (instance_enter(.@md_name$) == IE_OK) mapannounce "ba_in01", strcharinfo(0) + " of the party, "+ .@party_name$ +", is entering the " + .@md_name$ + ".", bc_map, "0x00FF99"; else { cutin "ep162_est01",2; mes "[ Est ]"; mes "Let's wait out a little longer before going out... We can't be careless."; close2; } } cutin "",255; end; } if (checkquest(18017,HUNTING) == 2) { cutin "ep162_est03",2; mes "[ Est ]"; mes "We handed the prisoner to Alpha."; mes "By the way, I've prepared a trap to cause a commotion, and to catch the non-officer members."; next; cutin "ep162_est01",2; mes "[ Est ]"; mes "They're not easy to catch..."; mes "Alpha is going to do some more research on the airship hangar, so go check it out."; next; mes "[ Est ]"; mes "Let's take a break for now."; mes "Sigh... You did a great job."; completequest 18017; setquest 18018; delitem 1000092,1; next; mes "[ Est ]"; mes "Oh, I'll also take the Radar."; mes "It'll be helpful for looking for the rest of the members."; close3; } if (isbegin_quest(18018) == 1) { cutin "ep162_est01",2; mes "We're going to investigate the airship hangar."; mes "I'm going to explain to the rest of the Rebellion first, so go ahead and take care of it."; close3; } mes "[ Est ]"; mes "Can you see all the wine in here?"; mes "There is a lot of luxurious selection of wine here. Did the sage like wine?"; close; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18016) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18017) == 1"; end; } ba_in01,26,266,3scriptSmart Ellie#172_hangar_04_EP17_TABLET,{ if (isbegin_quest(18018) == 1) { cutin "ep172_beta",2; mes "[ Ellie ]"; mes "Hello, guest."; mes "I'm responsible for the airship hangar's information."; mes "Please call me Ellie."; next; mes "[ Ellie ]"; mes "After the master had destroyed this place, I have been doing something else for a while, but..."; next; mes "[ Ellie ]"; mes "Now I'm back at Alpha's request."; mes "Please leave the hangar's matters to me, Ellie."; next; mes "[ Ellie ]"; mes "The leader of the 'intruders' had freely access the area for the master's collection 3..."; mes "I returned here to manage it."; npctalk "Sounds troublesome.","",bc_self;; next; mes "[ Ellie ]"; mes "We are currently tracking the expected path after receiving the incident report."; mes "However, tracking it is not easy because the main system of No. 3 is completely disconnected."; next; mes "[ Ellie ]"; mes "The 'invaders' which the 'guests' calls the 'Illusions' has a 99.9% chance that they made modifications on the system."; next; mes "[ Ellie ]"; mes "Dear 'guests', are you here?"; cloakoffnpc "Est#172_hangar_0",getcharid(0); cloakoffnpc "Rookie#172_hangar_0",getcharid(0); next; cutin "ep162_est01",1; mes "[ Erst ]"; mes "Um, yeah. What's the big deal?"; mes "You've been having a hard time since last night."; next; cutin "16loo_01",0; mes "[ Rookie ]"; mes "I told Alpha that the analysisable data in the current state is over."; next; cutin "ep172_beta",2; mes "[ Ellie ]"; mes "Yes. I have sent the data."; mes "Currently, there is no reception from the master's collection 3, but we have caught some unusual signals."; next; mes "[ Ellie ]"; mes "This facility has not been used for a long time, but it has been secretly used by the 'intruders' and..."; npctalk "Unusual signal?","Rookie#172_hangar_0",bc_self; next; mes "[ Ellie ]"; mes "There are traces of magical communication with certain places outside the mansion."; mes "It's an intermittent signal."; next; cutin "ep162_est01",0; mes "[ Erst ]"; mes "What, do they keep in touch with the outside world regularly?"; mes "Where? the enterprise?"; next; cutin "ep172_beta",2; mes "[ Ellie ]"; mes "According to the analysis, it's a one-way reception."; mes "It appears to be collecting reports from the outside..."; next; mes "[ Ellie ]"; mes "It will take some time to completely analyze the code because it was used by the 'intruders' for one-way reception."; next; cutin "16loo_01",0; mes "[ Rookie ]"; mes "Then, Ellie, I'll ask for one thing."; mes "Continue receiving the signals as if the 'intruders' leader is still here."; next; cutin "ep162_est01",1; mes "[ Erst ]"; mes "That's a smart move, Rookie."; mes "With that, we'll be able to trace back the other collaborators out there."; next; cutin "ep172_beta",2; mes "[ Ellie ]"; mes "I will do as you say."; mes "We will maintain information patters of the 'intruders' and collect information received from their accomplices from outside the mansion."; next; cutin "16loo_03",0; mes "[ Rookie ]"; mes "If we're lucky, we might be able to locate the airship route that the 'Illusions' used to ran away."; next; cutin "ep162_est01",1; mes "[ Erst ]"; mes "So we really didn't catch the 'Illusions' here after all."; mes "Except for that kid."; next; cutin "16loo_01",0; mes "[ Rookie ]"; mes "We protected the mansion... Can't we be a little bit satisfied?"; mes "Tess seems to be working hard on coordinating with the companies, so that's all for us."; next; cutin "16loo_03",0; mes "[ Rookie ]"; mes "As always, you did great."; mes "We were close, but next time we'll catch the rest of them."; mes "I've been collecting these, I'll let you have it, adventurer."; completequest 18018; getitem 1000103,15; next; cutin "ep162_est01",1; mes "[ Erst ]"; mes "I'll stay in the guest house, if you need anything, come over there."; next; cutin "16loo_03",0; mes "[ Rookie ]"; mes "Then I'll let everyone and help Alpha."; mes "Take good care of Ellie!"; next; cutin "ep172_beta",2; mes "[ Ellie ]"; mes "Do not worry about this place."; mes "Me and Almond will take care of it."; mes "You can be rest assured."; close2; cutin "",255; cloakonnpc "Est#172_hangar_0",getcharid(0); cloakonnpc "Rookie#172_hangar_0",getcharid(0); end; } if (isbegin_quest(18018) == 2 && isbegin_quest(8681) == 0 && BaseLevel < 170) { cutin "ep172_beta",2; mes "[ Ellie ]"; mes "No intermittent signal has been received yet."; mes "The whereabouts of the master's collection 3 are also being tracked at the same time."; next; mes "[ Ellie ]"; mes "Don't worry."; mes "Time is on our side."; next; mes "[ Ellie ]"; mes "Me and Alpha will analyze the information properly, so I'd like you to clean up the intruders remnant."; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18018) == 2 && isbegin_quest(8681) == 0 && BaseLevel >= 170"; end; } ba_in01,22,262,5duplicate(dummy_cloaked_npc)Est#172_hangar_04_F_ESTLOVELOY ba_in01,24,262,7duplicate(dummy_cloaked_npc)Rookie#172_hangar_04_M_ROOKIE ba_in01,28,255,5scriptManager Beta Almond#172_hangar_04_EP17_BASIC_B,{ if (isbegin_quest(18018) < 2) { cutin "ep172_beta",2; mes "[ Almond ]"; mes "Hello? It's nice to see you again~"; mes "I owe you for taking care of me last night."; mes "Are you in charge of this place starting today? I'll clean up well."; next; mes "[ Almond ]"; mes "I am repairing Sweety's broken parts, he is good at breaking them."; mes "He wants to fight often, so you have to be careful~"; next; mes "[ Almond ]"; mes "If you want to do a combat training, just tell me."; mes "I'll clean up for you."; close3; } if (isbegin_quest(18019) == 0) { cutin "ep172_beta",2; mes "[ Almond ]"; mes "Sweety woke up. He might know something."; mes "Can you talk to him?"; setquest 18019; close3; } if (isbegin_quest(18019) == 1) { cutin "ep172_beta",2; mes "[ Almond ]"; mes "Almond didn't understand half of what Sweety was saying."; mes "But a fighting machine? I do remember seeing him fight in the library before."; close3; } if (isbegin_quest(18024) == 1 && countitem(1000226) >= 10) { .@count = countitem(1000226); cutin "ep172_beta",2; mes "[ Almond ]"; mes "This cores is enough~ We'll use it to repair the broken automatic dolls..., and those with remaining data will be fix in no time."; mes "I'll give you this Barmeal Ticket in return."; erasequest 18024; setquest 18025; delitem 1000226,10; getitem 1000103,2; close3; } if (checkquest(18022,HUNTING) == 1) { .@md_name$ = "Hey! Sweety"; .@party_id = getcharid(1); .@party_name$ = getpartyname(.@party_id); if (!.@party_id) { mes "^0000CDThis is a memorial dungeon.^000000"; mes "Please create a party and try again."; mes "^0000CDA party can be created using the /organize partyname command.^000000"; close; } mes "[ Almond ]"; mes "Sweety signed up for a battle?"; mes "It's fine as long as Almond keep an eye on him."; next; if (checkquest(18025,PLAYTIME) == 2) erasequest 18025; if (isbegin_quest(18024) == 0 && checkquest(18025,PLAYTIME) == -1) { mes "Also, while on your way, please go out to the garden and pick up the 'cores' of the broken automatic dolls."; setquest 18024; } next; if (select("Create '" + .@md_name$ + "'.","Enter '" + .@md_name$ + "'.'") == 1) { if (!is_party_leader()) { mes "^4D4DFFThis place is a memorial dungeon."; mes "You have to be a party leader to create a memorial dungeon.^000000"; close; } if (instance_create(.@md_name$) == -3) dispbottom "The reservation of the instance '" + .@md_name$ + "' has failed due to an active instance."; mes "[ Almond ]"; mes "Let's clean up the mess~"; close3; } else { if (instance_enter(.@md_name$) == IE_OK) mapannounce "ba_in01", strcharinfo(0) + " of the party, "+ .@party_name$ +", is entering the " + .@md_name$ + ".", bc_map, "0x00FF99"; else { mes "[ Almond ]"; mes "Can you give me time to organize it?"; close2; } cutin "",255; end; } } cutin "ep172_beta",2; mes "[ Almond ]"; mes "Repairing Sweety. The automatic doll Almond is busy."; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18018) == 2 && isbegin_quest(18019) == 0"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"checkquest(18022,HUNTING) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18018) == 2 && isbegin_quest(18024) == 1 && countitem(1000226) >= 10"; end; } ba_in01,33,250,3scriptSweety#172_hangar_04_EP17_SWEETY,{ if (isbegin_quest(18018) < 2) { cutin "ep172_beta",2; mes "[ Almond ]"; mes "His body's base is the same as ours, so it's easy to repair."; mes "I'll tell you, when he wake up later."; close3; } if (isbegin_quest(18019) == 0) { cutin "ep172_sweety01",2; mes "[ Sweety ]"; mes "What are you looking at?"; mes "Get away from me?!"; close3; } if (isbegin_quest(18019) == 1) { cutin "ep172_sweety01",2; mes "[ Sweety ]"; mes "Ah. I have a new body..."; next; cutin "ep172_beta",0; mes "[ Almond ]"; mes "sweety. You are wrong."; mes "It's not a new body, we just repaired your damages. Do you understand?"; next; mes "[ Almond ]"; mes "It's amazing that you're compatible with our automatic dolls part."; mes "Alpha said that sweety's body's base is the same as ours."; next; cutin "ep172_sweety03",2; mes "[ Sweety ]"; mes "Huh, what do you know."; mes "In short, my body is immortal."; next; select("You were a human before, right?"); cutin "ep172_beta",0; mes "[ Almond ]"; mes "If you think outside of the box, all creatures that can talk and rationally are human beings."; mes "But, Me and sweety aren't humans because we don't have any biological definition, am I right? Haha."; next; cutin "ep172_sweety03",2; mes "[ Sweety ]"; mes "What nonsense! I'm a human being! I was human!"; next; mes "[ Sweety ]"; mes "I was the only one recognized among the bunch of idiots!"; mes "Do you know how I survived?"; npctalk "Haha, the past.","Manager Beta Almond#172_hangar_0",bc_self; next; mes "[ Sweety ]"; mes "Would I have been abandoned like the rest of them, if it wasn't for my genius brain?"; mes "But isn't it great that I survived?"; next; select("It's a nice story..."); cutin "ep172_beta",0; mes "[ Almond ]"; mes "From my perspective... Sweety has a person's brain, right?"; mes "His body was modified like an automatic doll."; mes "Does that make you an automatic doll like us~?"; next; cutin "ep172_sweety03",2; mes "[ Sweety ]"; mes "Don't treat me like I'm the same as you!"; mes "I'm a member of the Illusion!"; mes "I'm just buying time, I wont fall down easily!"; mes "Soon-"; next; select("Soon?"); cutin "ep172_beta",0; mes "[ Almond ]"; mes "It seems you're mistaken, Sweety."; mes "The leader of the 'intruders' or the one that the guests call the Illusions has ran away, right?"; mes "Doesn't that mean that they abandoned you?"; mes "That's what I understood from the current situation."; next; mes "[ Almond ]"; mes "Not possible."; mes "You won't be able to receieve it even if it came."; mes "Ellie took your receiving chip while we're repairing you."; mes "Doesn't that mean Ellie will take the orders for you?"; npctalk "No! I'll receive my next orders soon!","",bc_self; next; mes "[ Almond ]"; mes "What do you think should I do, adventurer?"; mes "I couldn't destroy him because this kid has a brain of a 'human child'."; next; cutin "ep172_sweety02",2; mes "[ Sweety ]"; mes "You...? What are you talking about?"; mes "What are you going to do with me?"; mes "My teachers wouldn't abandon me!"; next; cutin "ep172_beta",0; mes "[ Almond ]"; mes "Can I make a suggestion?"; mes "Sweety is expected to express extreme stress due to anxiety."; next; mes "[ Almond ]"; mes "Wouldn't it be better if you deal with him whenever Sweety goes on a rampage?"; mes "Then I'll repair him after."; next; mes "[ Almond ]"; mes "I've once read a book about a training where the trainer knocks down the trainee whenever they try to get up, isn't it common?"; mes "In this case, I'll ask you to be trainer."; npctalk "Hey! Can't you hear me?!","",bc_self; completequest 18019; next; cutin "ep172_sweety04",2; mes "[ Sweety ]"; mes "... ... so you won't even listen to my opinions...?"; close2; cutin "",255; end; } switch (checkquest(18023,PLAYTIME)) { case -1: break; case 0: case 1: cutin "ep172_sweety04",2; mes "[ Sweety ]"; mes "I won't fall for your tricks, even if you look at me like that."; mes "Go away. I need to be repaired."; close3; case 2: mes "[ Sweety ]"; mes "I'm fully repaired!"; mes "You. Next time I'll really beat you to death!"; erasequest 18023; close; } switch (checkquest(18022,HUNTING)) { case -1: cutin "ep172_sweety01",2; mes "[ Sweety ]"; mes "What is it? What's going on?"; mes "Did you come back here to die in my hands?"; next; if (select("Apply for battle.:Have a conversation.") == 2) { cutin "ep172_sweety04",2; mes "[ Sweety ]"; mes "Do you think I'll tell you anything if you do that...?"; mes "Why don't you just go and die?"; close2; cutin "",255; npctalk "Sweety, you always talk like that~","Manager Beta Almond#172_hangar_0",bc_self; end; } cutin "ep172_sweety03",2; mes "[ Sweety ]"; mes "I'm glad to hear that."; mes "If you want to battle, you're welcome anytime!"; next; cutin "ep172_sweety01",2; mes "[ Sweety ]"; mes "But there's a problem. If you want to fight me, you have to convince Almond."; mes "Can you do it?"; next; if (select("I can.:It's impossible.") == 2) { cutin "ep172_sweety02",2; mes "[ Sweety ]"; mes "What, you're just a nobody anyways."; close3; } if (isbegin_quest(18022) == 0) setquest 18022; mes "[ Sweety ]"; mes "*chuckles*... I won't let you live this time... *chuckles*"; close3; case 0: case 1: cutin "ep172_sweety03",2; mes "[ Sweety ]"; mes "Whoo-hoo... Come on, tell Almond!"; mes "I'm going to warm up this body!"; mes "And today's the day that I'll take you down!"; close3; case 2: cutin "ep172_sweety02",2; mes "[ Sweety ]"; mes "...Tch, I really don't want to see you."; mes "Just take this and go away!"; erasequest 18022; setquest 18023; getitem 1000103,4; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(18019) == 1"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(18019) == 2 && checkquest(18023) == -1 && checkquest(18022,HUNTING) == -1"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(18019) == 2 && checkquest(18023) == 2 && checkquest(18022,HUNTING) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(18022,HUNTING) == 2"; end; } ba_in01,14,257,5scriptAutomatic Doll Guard Beta#172_hangar_04_EP17_GUARD_B,{ npctalk "You don't have to worry. This place is well guarded."; end; } ba_in01,30,252,5scriptAutomatic Doll Guard Beta#ep172_hangar_14_EP17_GUARD_B,{ npctalk "We're on 24-hour surveillance."; end; } ba_in01,30,248,3scriptAutomatic Doll Guard Beta#ep172_hangar_24_EP17_GUARD_B,{ npctalk "Rest assured. The dolls can monitor without even blinking their eyes.","Automatic Doll Guard Beta#ep172_hangar_1"; end; } ba_maison,33,220,0script#ep172_maison_ev-01HIDDEN_WARP_NPC,3,3,{ end; OnTouch: if (isbegin_quest(18018) == 2 && isbegin_quest(18021) == 0) { cloakoffnpc "Philofontes#ep172_bamaison-01",getcharid(0); cloakoffnpc "Crux#ep172_bamaison-00",getcharid(0); } end; } ba_maison,36,221,3scriptPhilofontes#ep172_bamaison-014_M_PHILOFONTES,{ mes "[ Philofontes ]"; mes "Nice to see you again."; mes "Mr. Crux here came from Rune-Midgarts."; mes "I think he's here to deliver some important news."; close; OnInit: cloakonnpc(); end; } ba_maison,38,219,5scriptCrux#ep172_bamaison-004_EP16_CRUX,{ if (isbegin_quest(18018) == 2 && isbegin_quest(18021) == 0) { cutin "ep16_crux_findel02",2; mes "[ Crux ]"; mes "Adventurer! Long time no see!"; mes "I've been hearing news occasionally through the court wizard..."; next; mes "[ Crux ]"; mes "If you're schedule is open, won't you come with me to the Prontera Palace?"; next; select("What happened?"); mes "[ Crux ]"; mes "We can't keep the throne empty for too long."; mes "Thanks to your visit to Terra Gloria last time, The coronation ceremony will be held soon."; next; mes "[ Crux ]"; mes "Everyone in the royal family wants to give thanks to you, adventurer."; mes "Of course, even the ladies of my family."; mes "If we leave now..."; next; mes "[ Crux ]"; mes "We will arrive on time for the coronation."; mes "I came here to pick you up."; next; mes "[ Crux ]"; mes "Shall we go?"; setquest 18021; next; if (select("Let's go right now.:Let's go a bit later.") == 2) { mes "[ Crux ]"; mes "I see. Well, you have a busy schedule after all."; mes "Is there a place where I can wait?"; next; cutin "ep16_tes01",0; mes "[ Philofontes ]"; mes "There is a guest house in the northern part of the mansion."; mes "The Rebellion are currently using it as a lounge, is it fine if you wait over there?"; next; cutin "ep16_crux_findel02",2; mes "[ Crux ]"; mes "Is that so?"; mes "Then I'll be waiting at the guest house."; mes "See you later, " + strcharinfo(0) + "."; npctalk "I'll get going."; close2; cutin "",255; cloakonnpc "Philofontes#ep172_bamaison-01",getcharid(0); cloakonnpc "Crux#ep172_bamaison-00",getcharid(0); end; } cutin "ep16_tes01",0; mes "[ Philofontes ]"; mes "I will tell the others about it."; mes "See you later."; next; cutin "ep16_crux_findel02",2; mes "[ Crux ]"; mes "Then, let us go."; close2; cutin "",255; cloakonnpc "Philofontes#ep172_bamaison-01",getcharid(0); cloakonnpc "Crux#ep172_bamaison-00",getcharid(0); warp "prt_cas",138,342; } end; OnInit: cloakonnpc(); end; } ba_in01,37,138,0script#ep172_bain01-02HIDDEN_WARP_NPC,2,2,{ end; OnTouch: if (isbegin_quest(18021) == 1) cloakoffnpc "Crux#ep172_bain-00",getcharid(0); end; } ba_in01,48,146,3scriptCrux#ep172_bain-004_EP16_CRUX,{ if (isbegin_quest(18021) == 1) { cutin "ep16_crux_findel02",2; mes "[ Crux ]"; mes "It's cozy and nice here."; mes "There is also a beautiful rest area in the main house of the Nerius family."; mes "When we're off duty, we usually play dice together."; next; mes "[ Crux ]"; mes "Well, shall we leave now?"; next; if (select("Let's go right now.:Let's go a bit later.") == 2) { mes "[ Crux ]"; mes "I'll wait for you."; close3; } mes "[ Crux ]"; mes "Then, let us go."; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); warp "prt_cas",138,342; } end; OnInit: cloakonnpc(); end; } prt_cas,138,342,0script#172_prtcas_evHIDDEN_WARP_NPC,3,3,{ end; OnTouch: if (isbegin_quest(18021) == 1) { setpcblock PCBLOCK_ALL,true; sleep2 2000; specialeffect2 EF_DEVIL10; specialeffect2 EF_DEVIL10; setpcblock PCBLOCK_ALL,false; mes "I arrived with Crux to the Prontera Palace, the palace was filled with a strange excitement."; next; mes "The people in the hall, were the royal family and nobility of the royal family who we saw before."; next; cutin "ep171_coronation",4; mes "At the end of the red carpet, there's a young man who's on his knees with a crown on his head."; next; mes "He restored his honor by regaining the glory he had lost."; next; mes "He who once had nothing but misery in his name."; next; mes "He who only saw the world, last time when he was with me."; next; mes "Wearing a crown named Glory, while his head towards the earth."; next; mes "The moment it is declared, a new time will begin."; next; mes "My heart starts pounding hard at the fact that I'm standing in the middle of the passage of time."; next; mes "This proved the fact that the path that I've been walking is not wrong."; next; mes "At the end of a long adventure, that young man standing in front of the throne, was guided by my hand."; next; mes "Knowing the sorrow of the unchosen, knowing the pain of the past that cannot be reversed."; next; mes "I knew you'd stand in the way of the future, you're not assertive and knows how to seek help."; next; mes "You will be a great king."; completequest 18021; close2; cutin "",255; removespecialeffect2 EF_DEVIL10; } end; } prt_cas,140,344,3scriptChamberlain Bell#ep172_prtcas4_M_RUSMAN1,{ if (isbegin_quest(18021) < 2) end; mes "[ Bell ]"; mes "I was waiting for your return."; mes "Where should I take you?"; next; if (select("Go out.:Talk.") == 2) { mes "[ Bell ]"; mes "I didn't expect at all that it would turn out like this."; close; } mes "[ Bell ]"; mes "Then, let us go."; close2; warp "prt_cas",215,160; end; } prt_cas,325,263,3scriptNyhill M. Heine#ep172_prtcas4_EP17_NIHIL_K,{ if (isbegin_quest(18021) < 2) end; if (isbegin_quest(18020) == 0) { cutin "ep171_nihil01",2; mes "[ Nyhill ]"; mes "What a surprise guest!"; mes "I didn't expect that we'll meet like this."; mes "Thank you for coming despite your busy schedule."; next; select("You look good in that."); mes "[ Nyhill ]"; mes "I feel like I'm wearing someone else's clothes..."; mes "I'm still wondering if I can really do this."; mes "I mean, is it really okay?"; next; select("You'll do well."); cutin "ep171_nihil02",2; mes "[ Nyhill ]"; mes "If you say so, then I'll believe in you."; mes "You'll stop me if I ever went astray someday, right?"; next; mes "[ Nyhill ]"; mes "I believe you will."; mes "Because you're an upright person."; mes "Also..."; next; mes "[ Nyhill ]"; mes "Feel free rest whenever you want."; mes "After all, you're not alone."; setquest 18020; completequest 18020; close3; } cutin "ep171_nihil01",2; mes "[ Nyhill ]"; mes "I can only see you for a moment now."; mes "I will have to take over the king's responsibilities soon."; next; cutin "ep171_nihil02",2; mes "[ Nyhill ]"; mes "So, stay healthy, and if you ever need help someday, I will help you with all my power."; close3; } //= Library Quest ba_maison,85,111,0scriptFountain#ep172_bamaison-0010081,{ if (isbegin_quest(11622) == 1) { cloakoffnpc "Mark#ep172_fountain",getcharid(0); cloakoffnpc "Magi#ep172_fountain",getcharid(0); cloakoffnpc "Dew#ep172_fountain",getcharid(0); cloakoffnpc "Alp#ep172_fountain",getcharid(0); cloakoffnpc "Oliver#ep172_fountain",getcharid(0); cutin "bu_mark1",2; mes "[ Mark ]"; mes "Where should we go first..."; next; mes "[ Oliver ]"; mes "Of course it's the library!"; next; cutin "bu_alp3",2; mes "[ Alp ]"; mes "Oh!"; mes "As expected, you know something!!! It's the great sage Varmdunt!!! He's a legend, that no one has ever surpassed him during and after his time."; next; mes "[ Alp ]"; mes "It's said that the science and technology are only maintaining the foundation that he has established, but they can't implement things that have no data left from his research."; mes "It's a library that holds that research that he loved!!! It's a privately owned library, but I heard it's bigger than the Geffen Library!!! It's been a while since I've been this excited!!!"; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Ugh..."; mes "It came out..."; mes "The bookmania..."; next; cutin "bu_maggi1",2; mes "[ Magi ]"; mes "Me too!!!"; mes "I wonder how many magic books are there!"; next; cutin "bu_mark2",2; mes "[ Mark ]"; mes "The Great Sage Varmdunt is said to excel in magic and healing, right?"; mes "Come on! Let's go to the library."; close2; cutin "",255; cloakonnpc "Mark#ep172_fountain",getcharid(0); cloakonnpc "Magi#ep172_fountain",getcharid(0); cloakonnpc "Dew#ep172_fountain",getcharid(0); cloakonnpc "Alp#ep172_fountain",getcharid(0); cloakonnpc "Oliver#ep172_fountain",getcharid(0); navigateto("ba_in01",211,83); end; } if (isbegin_quest(11621) == 1) { cloakoffnpc "Dew#ep172_fountain",getcharid(0); cutin "bu_du5",2; mes "[ Dew ]"; mes "Ugh! Ugh!"; mes "Ha... I think I'm going to be fine now."; next; cloakoffnpc "Mark#ep172_fountain",getcharid(0); cloakoffnpc "Magi#ep172_fountain",getcharid(0); cutin "bu_mark3",2; mes "[ Mark ]"; mes "Hey!!!"; mes "What are you doing in the fountain!!!"; mes "Get out of there now!!!"; next; cloakoffnpc "Mansion Manager ß#ep172_fountain",getcharid(0); cutin "ep172_beta",2; mes "[ Mansion Manager ß ]"; mes "Warning."; mes "This facility is not for cleaning. Going in it is prohibited."; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Eeeeek!!!"; mes "Who is that!!!"; next; cutin "ep172_beta",2; mes "[ Mansion Manager ß ]"; mes "I'm Mansion Manager ß of [The Mansion of the Great Sage Varmundt]."; mes "The facilities in the mansion are public, and is being used by every guest."; mes "Please follow thhe instructions when using the facility."; next; mes "[ Mansion Manager ß ]"; mes "Warnings are being recorded during abnormal usage of a facility, and if warnings accumulate, you will be removed from the mansion."; next; mes "[ Mansion Manager ß ]"; mes "In addition, there is a facility for body washing located in the basement of the mansion. We encourage guests who visits the mansion, to visit Meditatio, the great bathhouse."; next; mes "[ Mansion Manager ß ]"; mes "Then, I hope you have a comfortable time. Thank you."; next; cloakonnpc "Mansion Manager ß#ep172_fountain",getcharid(0); cutin "bu_du4",2; mes "[ Dew ]"; mes "Isn't it too much to probibit washing in the fountain?"; next; cutin "bu_mark3",2; mes "[ Mark ]"; mes "No, It's enough measure, but..."; next; cutin "bu_maggi4",2; mes "[ Magi ]"; mes "Mark..."; mes "Mark..."; next; cutin "bu_mark2",2; mes "[ Mark ]"; mes "Yeah?"; mes "What's wrong?"; next; cutin "bu_maggi4",2; mes "[ Magi ]"; mes "Look at the guards over there."; mes "It's... it's all broken up."; next; cloakoffnpc "Alp#ep172_fountain",getcharid(0); cutin "bu_alp3",2; mes "[ Alp ]"; mes "I also saw a lot on the way here."; next; cutin "bu_mark4",2; mes "[ Mark ]"; mes "As expected of the Heart Hunters..."; mes "This is not the time to be doing this."; mes "We need to hurry up with the investigation."; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Yes!"; mes "I won't let the Heart Hunters ruin this wonderful place!"; next; cutin "bu_mark1",2; mes "[ Mark ]"; mes "Where should we go first..."; next; cloakoffnpc "Oliver#ep172_fountain",getcharid(0); mes "[ Oliver ]"; mes "Of course it's the library!"; next; cutin "bu_alp3",2; mes "[ Alp ]"; mes "Oh!"; mes "As expected, you know something!!! It's the great sage Varmdunt!!! He's a legend, that no one has ever surpassed him during and after his time."; next; mes "[ Alp ]"; mes "It's said that the science and technology are only maintaining the foundation that he has established, but they can't implement things that have no data left from his research."; mes "It's a library that holds that research that he loved!!! It's a privately owned library, but I heard it's bigger than the Geffen Library!!! It's been a while since I've been this excited!!!"; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Ugh..."; mes "It came out..."; mes "The bookmania..."; next; cutin "bu_maggi1",2; mes "[ Magi ]"; mes "Me too!!!"; mes "I wonder how many magic books are there!"; next; cutin "bu_mark2",2; mes "[ Mark ]"; mes "The Great Sage Varmdunt is said to excel in magic and healing, right?"; mes "Come on! Let's go to the library."; completequest 11621; setquest 11622; close2; cutin "",255; cloakonnpc "Mark#ep172_fountain",getcharid(0); cloakonnpc "Magi#ep172_fountain",getcharid(0); cloakonnpc "Dew#ep172_fountain",getcharid(0); cloakonnpc "Alp#ep172_fountain",getcharid(0); cloakonnpc "Oliver#ep172_fountain",getcharid(0); navigateto("ba_in01",211,83); end; } mes "- It's the fountain where Dew washed his body."; mes "Fortunately, it seems that it has been cleaned already. -"; close; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11621) == 1"; end; } ba_maison,82,110,5duplicate(dummy_cloaked_npc)Mansion Manager ß#ep172_fountain4_EP17_BASIC_B ba_maison,89,109,3duplicate(dummy_cloaked_npc)Dew#ep172_fountain4_M_REDMAN ba_maison,88,113,5duplicate(dummy_cloaked_npc)Mark#ep172_fountain4_M_BLUEMAN ba_maison,87,114,5duplicate(dummy_cloaked_npc)Magi#ep172_fountain4_F_PINKWOMAN ba_maison,78,112,3duplicate(dummy_cloaked_npc)Alp#ep172_fountain4_M_BLACKMAN ba_maison,84,109,5duplicate(dummy_cloaked_npc)Oliver#ep172_fountain4_M_OLIVER ba_in01,211,183,0script#libent_to_libraryWARPNPC,2,2,{ end; OnTouch: if (isbegin_quest(11622) == 0) { mes "The pile of fire in front of door prevent us from going forward."; close; } if (isbegin_quest(11622) == 1) { cloakoffnpc "Mark#ep172_libent",getcharid(0); cloakoffnpc "Magi#ep172_libent",getcharid(0); cloakoffnpc "Dew#ep172_libent",getcharid(0); cloakoffnpc "Oliver#ep172_libent",getcharid(0); cutin "bu_du5",2; mes "[ Dew ]"; mes "Is this the entrance to the library?"; mes "The entrance seems normal... No, fire!!!"; mes "There's a fire!!!"; next; specialeffect EF_WATERBALL,AREA,"ep172_firepit-01"; for (.@i = 0; .@i < 4; .@i++) classchange 4_TRACE,"#ep172_firepit-" + .@i,bc_self; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Kyaaah!!!"; mes "It's dangerous!!"; mes "Wa... Waterball!!!"; next; cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Uhh..."; mes "What's going on here?"; next; mes "Click"; next; cloakoffnpc "Mansion Manager a#ep172_libent",getcharid(0); for (.@i = 0; .@i < 4; .@i++) classchange 4_BONFIRE,"#ep172_firepit-" + .@i,bc_self; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "This material is installed by the master himself, and cannot be removed with the master's permission."; next; mes "[ Mansion Manager a ]"; mes "Therefore, we would like to ask you to refrain from entering. It could pose a fatal risk to your discharge from the mansion, and we are not responsible for any injuries or deaths if you forced your way in despite the warning."; next; cutin "bu_du5",2; mes "[ Dew ]"; mes "Fire...?"; next; cutin "bu_mark1",2; mes "[ Mark ]"; mes "No matter how good your recovery skills are, you cannot recover hair or clothes..."; next; cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "I don't think we can enter..."; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "That's too bad..."; next; cloakoffnpc "Alp#ep172_libent",getcharid(0); cutin "bu_alp1",2; mes "[ Alp ]"; mes "......"; next; cutin "ep172_alpha",2; mes "[ Mansion Manager a ]"; mes "I hope you stay safe and have a comfortable time."; next; cloakonnpc "Mansion Manager a#ep172_libent",getcharid(0); cutin "bu_alp1",2; mes "[ Alp ]"; mes "..."; next; cutin "bu_alp1",2; mes "[ Alp ]"; mes "All right..."; mes "She's gone..."; mes "Let's break through!!"; next; cutin "bu_mark1",2; mes "[ Mark ]"; mes "Well..."; mes "You weren't warned for killing the fire, so it's okay, right?"; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "One more time."; mes "Magi!!"; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Waterball!!!"; completequest 11622; setquest 11623; close2; navigateto("ba_lib",157,19); warp "ba_lib",159,12; cloakonnpc "Mark#ep172_libent",getcharid(0); cloakonnpc "Magi#ep172_libent",getcharid(0); cloakonnpc "Dew#ep172_libent",getcharid(0); cloakonnpc "Oliver#ep172_libent",getcharid(0); cloakonnpc "Alp#ep172_libent",getcharid(0); end; } if (isbegin_quest(11623) == 1) { cutin "bu_du2",2; mes "[ Dew ]"; mes "One more time."; mes "Magi!!"; next; cutin "bu_maggi3",2; mes "[ Magi ]"; mes "Waterball!!!"; close2; cutin "",255; navigateto("ba_lib",157,19); } warp "ba_lib",159,12; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11622) == 1"; end; } ba_in01,213,178,3duplicate(dummy_cloaked_npc)Dew#ep172_libent4_M_REDMAN ba_in01,209,181,5duplicate(dummy_cloaked_npc)Mark#ep172_libent4_M_BLUEMAN ba_in01,209,179,5duplicate(dummy_cloaked_npc)Magi#ep172_libent4_F_PINKWOMAN ba_in01,213,181,3duplicate(dummy_cloaked_npc)Oliver#ep172_libent4_M_OLIVER ba_in01,210,184,5duplicate(dummy_cloaked_npc)Alp#ep172_libent4_M_BLACKMAN ba_in01,209,186,5duplicate(dummy_cloaked_npc)Mansion Manager a#ep172_libent4_EP17_MASTER_A ba_in01,210,186,3duplicate(dummy_npc)#ep172_firepit-04_BONFIRE ba_in01,211,186,3duplicate(dummy_npc)#ep172_firepit-14_BONFIRE ba_in01,212,186,3duplicate(dummy_npc)#ep172_firepit-24_BONFIRE ba_in01,213,186,3duplicate(dummy_npc)#ep172_firepit-34_BONFIRE ba_lib,157,19,5scriptMansion Manager ß#ep172_balib4_EP17_BASIC_B,{ if (isbegin_quest(11623) == 1) { cutin "ep172_beta",2; mes "[ Mansion Manager ß ]"; mes "Please be quiet inside the library. Also, you need to register to use the library. If you don't register, you won't be able to read any book inside the library."; next; select("Register."); mes "[ Mansion Manager ß ]"; mes "You have been registered."; mes "Would you like to confirm your party's registration?"; next; cutin "bu_du3",2; mes "[ Dew ]"; mes "Ahh!"; mes "I'm done!"; mes "The others have already found a book, and got captivated by it..."; mes "and they told me to stay here and wait!"; next; cutin "bu_du1",2; mes "[ Dew ]"; mes "You have your library registration already, is there a book you're looking for?"; mes "I don't care about books... you should look around."; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "While you're looking around, let the other guys know that they need to register... See you later~~~"; completequest 11623; setquest 11624; setquest 11625; setquest 11626; setquest 11627; setquest 11628; close3; } for (.@i = 11629; .@i < 11634; .@i++) { if (isbegin_quest(.@i) == 0) .@miss++; else if (isbegin_quest(.@i) == 1) .@done++; else continue; } if (isbegin_quest(11623) == 2 && .@miss > 0) { cutin "ep172_beta",2; mes "[ Mansion Manager ß ]"; mes "Please be quiet inside the library. Also, you need to register to use the library. If you don't register, you won't be able to read any book inside the library."; next; mes "[ Mansion Manager ß ]"; mes "Would you like to confirm your party's registration?"; next; cutin "bu_du3",2; mes "[ Dew ]"; mes "Ahh!"; mes "I'm done!"; mes "The others have already found a book, and got captivated by it..."; mes "and they told me to stay here and wait!"; next; cutin "bu_du1",2; mes "[ Dew ]"; mes "You have your library registration already, is there a book you're looking for?"; mes "I don't care about books... you should look around."; next; cutin "bu_du2",2; mes "[ Dew ]"; mes "While you're looking around, let the other guys know that they need to register... See you later~~~"; close3; } if (isbegin_quest(11623) == 2 && .@done == 5) { cutin "ep172_beta",2; mes "[ Mansion Manager ß ]"; mes "Thank you for your party confirmation."; mes strcharinfo(0) + " and 4... 5... 4... 6... 7... 4... 3... people has been registered."; mes "Thank you for your cooperation."; for (.@i = 11629; .@i < 11634; .@i++) { if (isbegin_quest(.@i) == 1) completequest .@i; } getitem 1000103,5; close3; } cutin "ep172_beta",2; mes "[ Mansion Manager ß ]"; mes "Hello, " + strcharinfo(0) + "."; mes "The following requests are only for library users, we'd appreciate if you'd give us your support."; next; function get_prefix; .@worm$ = get_prefix(11634,11635); .@book$ = get_prefix(11636,11637); explode(.@T$,.@worm$,":"); explode(.@TT$,.@book$,":"); switch (select(((atoi(.@T$[1]) == false)?"^777777":"") + "Ultimate Bookworm" + "[" + .@T$[0] + "]^000000",((atoi(.@TT$[1]) == false)?"^777777":"") + "Ultimate Book" + "[" + .@TT$[0] + "]^000000","Cancel")) { case 1: .@hunt = 11634; .@cooldown = 11635; break; case 2: .@hunt = 11636; .@cooldown = 11637; break; case 3: mes "[ Mansion Manager ß ]"; mes "I hope you stay safe and have a comfortable time."; close3; } switch (checkquest(.@cooldown,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Mansion Manager ß ]"; mes "Today's work has already been completed."; mes "Thank you."; close3; case 2: erasequest .@cooldown; break; } switch (checkquest(.@hunt,HUNTING)) { case -1: if (.@hunt == 11634) { mes "[ Mansion Manager ß ]"; mes "Recently, we received an inquiry that the number of the Bookworms that feeds on magic books has increased exponentially, causing inconvenience in using the library."; mes "Please take care of 20 Bookworms to improve the environment of the library."; } else { mes "[ Mansion Manager ß ]"; mes "Recently, we received an inquiry that the library's bookshelves was in a mess because of the spellbooks, that wanders away from their designated section."; mes "Please collect 20 Roaming Spellbook around to improve the environment of the library."; } next; if (select("Accept:Decline") == 2) { mes "[ Mansion Manager ß ]"; mes "I hope you stay safe and have a comfortable time."; close3; } mes "[ Mansion Manager ß ]"; mes "Thank you very much."; setquest .@hunt; close3; case 0: case 1: mes "[ Mansion Manager ß ]"; mes "This quest is already active."; close3; case 2: mes "[ Mansion Manager ß ]"; mes "I have confirmed the completion of the request."; mes "Thank you."; setquest .@cooldown; erasequest .@hunt; getitem 1000103,2; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11623) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11629) == 1 && isbegin_quest(11630) == 1 && isbegin_quest(11631) == 1 && isbegin_quest(11632) == 1 && isbegin_quest(11633) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11634,HUNTING) == -1 && checkquest(11635,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11634,HUNTING) == -1 && checkquest(11635,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11634,HUNTING) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11636,HUNTING) == -1 && checkquest(11637,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11636,HUNTING) == -1 && checkquest(11637,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11633) == 2 && checkquest(11636,HUNTING) == 2"; end; functionget_prefix{ .@hunt = checkquest(getarg(0),HUNTING); .@cd = checkquest(getarg(1),PLAYTIME); if (.@cd == 0) return "Waiting:0"; else if (.@cd == -1 && .@hunt == -1) return "130:1"; else if (.@cd == -1 && .@hunt == 0 || .@hunt == 1) return "Ongoing:0"; else return "130:1"; } } ba_lib,159,19,5scriptDew#ep172_balib4_M_REDMAN,{ cutin "bu_du3",2; mes "[ Dew ]"; mes "Maybe I'll take home... some books..."; close3; } ba_lib,84,85,3scriptMark#ep172_balib4_M_BLUEMAN,{ .@quest_id = 11624; if (isbegin_quest(.@quest_id) == 1) { cutin "bu_mark2",2; mes "[ Mark ]"; mes "This is unbelievable!!!!"; mes "I can't believe there are so many books that I couldn't find in the Prontera library!"; next; cutin "bu_mark1",2; mes "[ Mark ]"; mes "You need to register? I was in a hurry, I didn't even take a look into it."; mes "I'll go ahead and register first."; completequest .@quest_id; setquest .@quest_id + 5; close3; } if (isbegin_quest(.@quest_id + 5) == 1) { cutin "bu_mark1",2; mes "[ Mark ]"; mes "You need to register? I was in a hurry, I didn't even take a look into it."; mes "I'll go ahead and register first."; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11624) == 1"; end; } ba_lib,96,208,5scriptTamarin#ep172_balib4_EP17_TAMARIN,{ .@quest_id = 11627; if (isbegin_quest(.@quest_id) == 1 || isbegin_quest(.@quest_id + 5) == 1) { cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Library registration... I was so excited about the library that I just came in. There are so many books that I want to read... I'll go register as soon as possible."; next; cloakoffnpc "????????#ep172_balib-0",getcharid(0); cutin "ep172_barmund_b03",2; mes "[ ???????? ]"; mes "It's over here~"; mes "Let me know if you've seen the book, [City of Fairies]~"; next; cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Huh? City of Fairies?"; mes "I don't know?"; next; cutin "ep172_barmund_b04",2; mes "[ ???????? ]"; mes "Eh? You don't know?"; mes "That's odd?"; mes "I'm sure that you would know where it is..."; next; cutin "ep172_barmund_b05",2; mes "[ ???????? ]"; mes "Oh!"; mes "Looking at you closely, you look quite different from the other managers, am I right?"; next; cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "It's totally different, even if you don't look closely!!!"; next; cutin "ep172_barmund_b05",2; mes "[ ???????? ]"; mes "Yeah, yeah~"; mes "I got it already."; mes "I'll look for it myself!"; if (isbegin_quest(.@quest_id) == 1) { completequest .@quest_id; setquest .@quest_id + 5; } close2; cutin "",255; cloakonnpc "????????#ep172_balib-0",getcharid(0); end; } cutin "ep172_tamarin02",2; mes "[ Tamarin ]"; mes "Do I really look like one of the managers here?"; mes "What, without a doubt?!"; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11627) == 1"; end; } ba_lib,99,209,3duplicate(dummy_cloaked_npc)????????#ep172_balib-04_EP17_BOY_B ba_lib,199,233,3scriptOliver#ep172_balib4_M_OLIVER,{ .@quest_id = 11628; if (isbegin_quest(.@quest_id) == 1 || isbegin_quest(.@quest_id + 5) == 1) { cutin "bu_oliver5",2; mes "[ Oliver ]"; mes "Hmm..."; mes "This also..."; mes "That one too..."; mes "You've read it all, haven't you?"; next; mes "[ Oliver ]"; mes "I thought I could find a new book..."; mes "By the way... where did you found these books..."; next; cloakoffnpc "????????#ep172_balib-1",getcharid(0); cutin "ep172_barmund_a03",2; mes "[ ???????? ]"; mes "Even if you already read a book, you might be able to discover new parts by reading it again."; next; cutin "bu_oliver2",2; mes "[ Oliver ]"; mes "But once I read a book, I remember every word in it."; next; cutin "ep172_barmund_a03",2; mes "[ ???????? ]"; mes "But, the emotions you'll feel will be different, depending on the situation you are in."; next; cutin "bu_oliver5",2; mes "[ Oliver ]"; mes "Oh~~ That's right!"; next; cutin "bu_oliver2",2; mes "[ Oliver ]"; mes "By the way... who are you brother?"; next; cloakonnpc "????????#ep172_balib-1",getcharid(0); cutin "ep172_barmund_a03",2; mes "[ ???????? ]"; mes "Well?"; mes "Like the book in your hand."; mes "You don't know who I am right now, but you'll eventually know who I am if you think it over and over again."; next; cutin "bu_oliver5",2; mes "[ Oliver ]"; mes "That brother was quite strange..."; mes "Then I'll decide with this book as the brother said!!!"; if (isbegin_quest(.@quest_id) == 1) { completequest .@quest_id; setquest .@quest_id + 5; } close3; } cutin "bu_oliver1",2; mes "I hope this book is interesting."; mes "Right?"; close3; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11628) == 1"; end; } ba_lib,202,232,1duplicate(dummy_cloaked_npc)????????#ep172_balib-14_EP17_BOY_A ba_lib,112,266,5scriptMagi#ep172_balib4_F_PINKWOMAN,{ .@quest_id = 11625; if (isbegin_quest(.@quest_id) == 1 || isbegin_quest(.@quest_id + 5) == 1) { cutin "bu_maggi3",2; mes "[ Magi ]"; mes "It's amazing!!!"; mes "There are so many magic spells that I've never seen before!!!!!"; next; mes "[ Magi ]"; mes "Library registration?"; mes "Was there something like that?"; next; cutin "bu_maggi2",2; mes "[ Magi ]"; mes "Wait a minute... I'll just look at this a little bit more and go register!!!"; if (isbegin_quest(.@quest_id) == 1) { completequest .@quest_id; setquest .@quest_id + 5; } close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11625) == 1"; end; } ba_lib,293,234,3scriptAlp#ep172_balib4_M_BLACKMAN,{ .@quest_id = 11626; if (isbegin_quest(.@quest_id) == 1 || isbegin_quest(.@quest_id + 5) == 1) { cutin "bu_alp1",2; mes "[ Alp ]"; mes "Haha~"; next; cutin "",255; mes "- I'd better not talk to him right now. -"; if (isbegin_quest(.@quest_id) == 1) { completequest .@quest_id; setquest .@quest_id + 5; } close; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(11626) == 1"; end; } //Daily Quest ba_in01,24,322,3scriptCleaning Robot O#ep172_bain-0020640,{ npctalk "(?_??) ? Loading..","",bc_self; sleep2 1000; npctalk "Cleaning Robot O : Communication is in progress for user recognition.","",bc_self; sleep2 2000; npctalk "(?_?*) ? Connect !!","",bc_self; sleep2 1000; if (isbegin_quest(17333) == 0) { npctalk "Cleaning Robot O : Unauthorized user. Communication terminated.","",bc_self; end; } npctalk "Cleaning Robot O : User authorized. Nice to meet you."; sleep2 1000; if (isbegin_quest(5892) < 2) { mes "[ Cleaning Robot O ]"; mes "Hello, Guest! Nice to meet you~ I'm Cleaning Robot O~"; next; select("Hi. Nice to meet you."); mes "[ Cleaning Robot O ]"; mes "The task of the cleaning robot is to clean up the sewage and the first power plant."; npctalk "?(^?^)?Cleaning..","",bc_self; next; mes "[ Cleaning Robot O ]"; mes "But Cleaning Robot O can't clean right now~ Sad~"; npctalk "?(X_X)?","",bc_self; next; mes "[ Cleaning Robot O ]"; mes "Unauthorized users prevents us cleaning robots to do our job~"; npctalk "(-_-a);;;","",bc_self; next; mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O is having difficulties. Good Guest, I need your help~ Please~"; npctalk "?? ??? ??","",bc_self; next; if (select("Okay. I'll help you.: I don't want to!") == 2) { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O~ is sad.."; npctalk "(?_?)?","",bc_self; close; } mes "[ Cleaning Robot O ]"; mes "The guest are really kind~"; mes "Cleaning Robot O~ is very happy"; npctalk "(=?=)??????","",bc_self; setquest 5892; completequest 5892; close; } if (checkquest(5893,HUNTING) == 2 && checkquest(5894,HUNTING) == 2 && checkquest(5895,HUNTING) == 2) { mes "[ Cleaning Robot O ]"; mes "Thank you very much, Cleaning Robot O is happy to be able to go clean up."; erasequest 5893; erasequest 5894; erasequest 5895; setquest 5896; getitem 1000103,2; close; } if (checkquest(5897,HUNTING) == 2 && checkquest(5898,HUNTING) == 2 && checkquest(5899,HUNTING) == 2) { mes "[ Cleaning Robot O ]"; mes "Thank you very much, Cleaning Robot O is happy to be able to go clean up."; erasequest 5897; erasequest 5898; erasequest 5899; setquest 5900; getitem 1000103,2; close; } switch (rand(1,4)) { case 1: npctalk "(=?=)/","",bc_self; break; case 2: npctalk "?(^?^)? Power..","",bc_self; break; case 3: npctalk "(=?=)~?","",bc_self; break; case 4: npctalk "?(^?^)?Cleaning..","",bc_self; break; } function get_prefix; .@sewage$ = get_prefix(5893,5895,5896); .@power$ = get_prefix(5897,5899,5900); explode(.@T$,.@sewage$,":"); explode(.@TT$,.@power$,":"); mes "[ Cleaning Robot O ]"; mes "Cleaning is fun~"; next; switch (select(((atoi(.@T$[1]) == false)?"^777777":"") + "[" + .@T$[0] + "]^000000" + " Sewage Plant Cleaning",((atoi(.@TT$[1]) == false)?"^777777":"") + "[" + .@TT$[0] + "]^000000" + " 1st Power Plant Cleaning","Good luck.")) { case 1: setarray .@quest,5893,5894,5895; .@cd = 5896; break; case 2: setarray .@quest,5897,5898,5899; .@cd = 5900; break; case 3: npctalk "(T_T). .(?_?). .(zZzZ)","",bc_self; mes "[ Cleaning Robot O ]"; mes "Communication ended."; close; } switch (checkquest(.@cd,PLAYTIME)) { case -1: break; case 0: case 1: if (.@quest[0] == 5893) { mes "[ Cleaning Robot O ]"; mes "Thank you, nice guest~ Cleaning Robot O has already treated the sewage plant."; } else { mes "[ Cleaning Robot O ]"; mes "Thank you, nice guest~ Cleaning Robot O has already cleaned the first power plant."; } close; case 2: erasequest .@cd; break; } switch (checkquest(.@quest[0])) { case -1: if (.@quest[0] == 5893) { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O was supposed to be the one treating the sewage plant."; mes "We can't clean up because there more, Venenum, Waterfall, and Cramps~"; } else { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O can't clean the first power plant because there are many Elite Bellare, Magical Dolor, and Unleashed Magic."; } npctalk "(?^?) OTL ..","",bc_self; next; if (.@quest[0] == 5893) { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O is sad~"; mes "I think I'll be able to treat the sewage plant, if you're able to take care of 44 Venenum, Waterfall, and Cramps."; } else { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O is sad~"; mes "I think I'll be able to treat the first power plant, if you're able to take care of 44 Elite Bellare, Magical Dolor, and Unleashed Magic."; } npctalk "(???)~?","",bc_self; next; if (select("I'll help.:Refuse.") == 2) { npctalk "?(@?@)?","",bc_self; mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O~ is sad.."; close; } mes "[ Cleaning Robot O ]"; mes "Thank you very much~"; npctalk "(???)~?","",bc_self; for (.@i = 0; .@i < getarraysize(.@quest); .@i++) setquest .@quest[.@i]; close; case 0: case 1: case 2: if (.@quest[0] == 5893) { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O was supposed to be the one treating the sewage plant."; mes "I'm sad because I can't clean~ Monsters are so scary~"; } else { mes "[ Cleaning Robot O ]"; mes "Cleaning Robot O was supposed to be the one cleaning the first power plant."; mes "I'm sad because I can't clean~ Monsters are so scary~"; } npctalk "?(?_=)?","",bc_self; close; } end; functionget_prefix{ for (.@i = getarg(0); .@i < getarg(1)+1; .@i++) { if (checkquest(.@i,HUNTING) == 0 || checkquest(.@i,HUNTING) == 1) { .@active = 1; break; } } .@cd = checkquest(getarg(2),PLAYTIME); if (.@cd == 0) return "Waiting:0"; else if (.@cd == -1 && .@active == 0) return "Daily:1"; else if (.@cd == -1 && .@active == 1) return "Ongoing:0"; else return "Daily:1"; } OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(5892) == 0"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(5892) == 2 && checkquest(5896,PLAYTIME) == -1 && checkquest(5893,HUNTING) == -1"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(5892) == 2 && checkquest(5896,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(5893,HUNTING) == 2 && checkquest(5894,HUNTING) == 2 && checkquest(5895,HUNTING) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(5893,HUNTING) == 2 && checkquest(5894,HUNTING) == 2 && checkquest(5895,HUNTING) == 2"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(5892) == 2 && checkquest(5900,PLAYTIME) == -1 && checkquest(5897,HUNTING) == -1"; questinfo QTYPE_DAILYQUEST,QMARK_YELLOW,"isbegin_quest(5892) == 2 && checkquest(5900,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(5897,HUNTING) == 2 && checkquest(5898,HUNTING) == 2 && checkquest(5899,HUNTING) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(5897,HUNTING) == 2 && checkquest(5898,HUNTING) == 2 && checkquest(5899,HUNTING) == 2"; donpcevent strnpcinfo(0) + "::OnMove"; end; OnMove: .@gid = getnpcid(0); npcspeed rand(50,200); .@x = rand(16,31); .@y = rand(311,332); while (!checkcell("ba_in01",.@x,.@y,cell_chkpass)) { .@x = rand(16,31); .@y = rand(311,332); } unitwalk .@gid,.@x,.@y; .@skip = 0; switch (rand(1,11)) { case 1: .@emote$ = "(?????)"; break; case 2: .@emote$ = "?(^?^)??==?"; break; case 3: .@emote$ = "(=?=)??????"; break; case 4: .@emote$ = "(???)"; break; case 5: .@emote$ = "(???)"; break; case 6: .@emote$ = "(???)"; break; case 7: .@emote$ = "(???)~?"; break; case 8: .@emote$ = "(???)"; break; case 9: .@emote$ = "(*'?'*)b"; break; default: .@skip = 1; break; } if (!.@skip) npctalk .@emote$; sleep rand(1500,5000); donpcevent strnpcinfo(0) + "::OnMove"; end; } //= 160 Daily ba_2whs01,150,51,5scriptChirp#ep172_2whs01-004_EP17_BASKET,{ if (BaseLevel < 160) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "This place is dangerous."; mes "Please come back again when you are able to protect yourself better."; next; mes "- You must be atleast level 160 to perform this quest. -"; close3; } if (isbegin_quest(17333) == 0) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Since all places are open to special guests, we can't stop you from coming in here. However, if you're going to look around the warehouse, you shouldn't touch anything here."; close3; } if (isbegin_quest(17342) == 0) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "What a mess is this."; mes "How did you come in here?"; mes "You don't even have a key with you."; next; cutin "",255; if (select("What's this place for?:I don't want to cause trouble, I'll go back.") == 2) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Maybe you just got in accidentally."; close3; } cutin "ep172_beta",2; mes "[ Chirp ]"; mes "A human."; mes "In addition... a guest?"; next; mes "[ Chirp ]"; mes "Did you come here to find the mansion's blueprint?"; mes "I'll bring it to you, if you can wait."; mes "I remember the saying, that human lacks patience."; next; mes "[ Chirp ]"; mes "This is the second warehouse of the Varmdunt Mansion."; next; cutin "",255; select("Warehouse...?"); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Oh, is there no concept of warehouse for humans outside? The warehouse is where you store things that you don't use."; unittalk getcharid(3),strcharinfo(0) + " : I know that!",bc_self; next; mes "[ Chirp ]"; mes "I came here to get the mansion's blueprint and the ingredients for the restaurant. Did you come here in person because you don't trust me? If that's the case, please don't worry."; next; mes "[ Chirp ]"; mes "I've been in charge of the warehouse for a very long time, I can quickly old or very small items that have been stored."; mes "Needless to say, I also remember where the blueprint is."; next; mes "[ Chirp ]"; mes "I'm an automatic doll. We don't lose memories."; next; cutin "",255; if (select("I'm not looking for a blueprint.:This place is very complicated.") == 1) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Is that so? I misunderstood the situation."; mes "I didn't think there would be any humans visiting the warehouse. Usually the humans that come all the way here were usually thieves."; next; mes "[ Chirp ]"; mes "That doesn't mean that you are a thief. Becayse you wouldn't have qualified as a guest. The Varmdunt Mansion does not invite everyone as a guest."; next; mes "[ Chirp ]"; mes "Even if you have that intention, it won't be easy to find what you want here anyway."; next; select("This place is very complicated."); } cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Of course, it's an old warehouse of Varmdunt."; mes "It's this big now because there is not enough space to keep all items from all over the continent, that's why we constantly expanded and renovated it."; next; mes "[ Chirp ]"; mes "Although it looks complex from what the eyes see, It's really not that complicated because everything is organized according to it classification."; next; mes "[ Chirp ]"; mes "This is only possible because it is a very large space unlike what you see outside. So if you're waiting for it, please go back and wait for me... I'll bring it to you soon."; next; cutin "",255; select("Why?"); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "I think I'll be delayed a little because of the broken cleaning robots. It's an automatic robot that was hacked by the intruders. I'm thinking of how to clean the mess it made."; next; mes "[ Chirp ]"; mes "^CC0000Setting it on fire^000000 will be the cleanest way, don't you think?"; next; cutin "",255; select("What? Everything will be burnt."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "That's okay. They're all fireproof. Even if it burns everything, the mansion plans are in the other warehouses. We have to go a little far, but it's fine. Rest assured."; next; mes "[ Chirp ]"; mes "It's fastest and cleanest to handle everything at once."; next; cutin "",255; select("That's not the problem..."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Then, what is the problem?"; next; cutin "",255; if (select("I'd rather call the security.:I'd rather call the superiors.") == 2) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "What do you mean by calling the superiors?"; mes "Are you telling me to leave the superiors to solve this problem?"; next; } else { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "It would be fine to call the security, but it would take a lot of time."; mes "Are you fine with that? Security will be in place and it will take at least a day to put them under control and deal with them."; next; } cutin "ep172_beta",2; mes "[ Chirp ]"; mes "It's not necessary to waste time passing a problem, when you can handle it on your own, no?"; next; mes "[ Chirp ]"; mes "However, We are told to respect the guest's opinion as much as possible. Please wait a moment."; unittalk getcharid(3),strcharinfo(0) + " : I'm so eager to...",bc_self; progressbar_npc "00FF00",3; next; cloakoffnpc "Beta#ep172_2whs01-00",getcharid(0); cutin "ep172_beta",0; mes "[ Beta ]"; mes "You called? What's going on? Is it long? I'm busy right now."; next; cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Look over here. What do you think?"; mes "What do you want me to do with all the broken cleaning robots here?"; mes "Do you have a good idea?"; next; cutin "ep172_beta",0; mes "[ Beta ]"; mes "Oh. It's a serious situation."; next; cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Right? Now, tell me how to solve it quickly."; mes "For the human guest here to hear. Because the guest wants me to call you here for another solution."; next; cutin "ep172_beta",0; mes "[ Beta ]"; mes "The problem is not only in this place. There's no security that I can send here right now."; next; cutin "ep172_beta",2; mes "[ Chirp ]"; mes "I need to get something for the guest here right now. If I go in there now, will I end up broken just like them? Is that fine?"; next; cutin "ep172_beta",0; mes "[ Beta ]"; mes "You can't do that, but I can't help you. I'll send you help as soon as possible. But not until tomorrow."; next; cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Can I start a fire?"; next; cutin "ep172_beta",0; mes "[ Beta ]"; mes "No. Don't. The broken robot will just move to another place."; mes "Also, we can't risk our guests into such thing."; next; cutin "ep172_beta",2; mes "[ Chirp ]"; mes "I'm confident that I can keep the fire from spreading."; next; cutin "ep172_beta",0; mes "[ Beta ]"; mes "You can't. The more you delay me like this, the slower the process it gets. Wait a little longer. And ask the guest's for their understanding."; next; cloakonnpc "Beta#ep172_2whs01-00",getcharid(0); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Have you seen it? Even if I call my superior, there's no help that will come right now. I can't even proceed with my solution of starting a fire anymore. I could have started it, if you didn't talk to me."; next; mes "[ Chirp ]"; mes "What should I do now? There's something I need to get from over there, and If I went there, I'll end up broken just like them. I'm not a combat type doll after all."; next; mes "[ Chirp ]"; mes "I can avoid them to some extent, but I'm worried because there are too many of them. If they attacked all at once, even the strongest dolls will be destroyed in no time."; next; mes "[ Chirp ]"; mes "Of course, I can go sacrifice myself for this request."; mes "But, I don't think that's not the choice right now. It would be more valuable if I sacrifice myself for something more important."; next; mes "[ Chirp ]"; mes "Besides, who else would manage the warehouse?"; mes "No one even knows what's where."; next; cutin "",255; select("Should I sort it out?"); cutin "ep172_beta",2; mes "[ Chirp ]"; mes strcharinfo(0) + ", Are you sure?"; mes "Are you saying that you're going to sort out those cleaning robots?"; next; if (select("Can't I do it?:You look troubled.") == 2) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Are you showing pity to me for being helpless in front of the automatic doll in the warehouse? Do humans feel responsible for things they didn't do?"; } else { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Is the fault of one human, the fault of all human?"; } next; cutin "",255; select("No."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Is that so? That's why we've misunderstood. They're all connected, so they share everything. Both blame and responsiblity."; next; cutin "",255; select("Varmdunt is also human."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "He's different. He's a wise man."; mes "If he's here now, he would have solve all the problems. Or maybe the problem itself didn't occur."; next; mes "[ Chirp ]"; mes "Thank you for your help, but there was a notice telling to cooperate with the guests as much as possible without causing you harm. I'll think of another way. Anything will do."; next; cutin "",255; select("I'm a combatant."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "... Is that so? If you're a combatant, you're job is to deal with these kind of things, isn't it? Wouldn't that hurt you?"; next; cutin "",255; select("Not at all."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "I see, you're a human being who finds pleasure with these kind of things. I've heard of it before. Then I'd like to ask you a favor. Oh, of course, I'll reward you for it."; emotion ET_SWEAT,getcharid(3); next; mes "[ Chirp ]"; mes "Please collect ^0000CDFive Cleaning Robot^000000."; mes "Then I'll be able to get through this mess."; mes "I hope you find pleasure on it."; setquest 17342; close3; } if (isbegin_quest(17342) == 1) { if (checkquest(17342,HUNTING) < 2) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Are you done? There are still too many of them. I need you to work harder."; mes "Please collect ^0000CDFive Cleaning Robot^000000."; mes "Then I'll be able to get through this mess."; close3; } cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Did you enjoy it? I wonder if you get pleasure from destroying it or pleasure from conservation, But I don't have to know that."; next; mes "[ Chirp ]"; mes "Thanks to you, I was able to retrieve the stuffs that we need."; mes "At that level, you can move your body faster than normal."; next; mes "- Rumbling -"; next; mes "- Rattling -"; next; mes "[ Chirp ]"; mes "Did you hear that?"; next; cutin "",255; select("Is that a rattling sound?"); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Yes, that's right. Stay still, and be quiet."; next; mes "- Rattling -"; next; mes "- ...Ooh... Uh... -"; next; mes "[ Chirp ]"; mes "It's the sound made by an automatic doll based on the voice pattern. But it's not a sound of an automatic dolls near here. It's a little bit far from here."; next; mes "[ Chirp ]"; mes "I think it's from the basement. If it's really from the basement, it's a big deal."; next; cutin "",255; select("Why?"); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Unlike this warehouse, only Varmdunt can enter the basement. There are a lot of secrets and dangerous thing there."; emotion ET_SURPRISE; next; mes "[ Chirp ]"; mes "If automatic dolls or human go in and mess with a dangerous object by mistake."; mes "A foreseeable destruction will surely occur."; next; mes "[ Chirp ]"; mes "If this is really from the underground, and that's a sound of an automatic doll, only destruction awaits us."; next; mes "[ Chirp ]"; mes "It's only a matter of time before this place becomes ash from the massive explosion. It's a different level from my plan to set it on fire."; next; mes "[ Chirp ]"; mes "There's danger lurking underground."; mes "Someone has to check it. If you check what happened, we might be able to ask your superiors to come soon. Then It'll be fine."; next; mes "[ Chirp ]"; mes "We need to do something to stop this."; next; mes "[ Chirp ]"; mes "I have to go pick up the blueprint and ingredients while the broken automatic dolls is organized."; next; mes "[ Chirp ]"; mes strcharinfo(0) + " is a combatant."; mes "So the rest is..."; next; cutin "",255; select("...to go and check it."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Oh, you would? That's unexpected."; mes "I can't believe you don't do this much security job. I'll keep that in mind. Taking care of guest's entertaiment is one of our job."; emotion ET_SWEAT,getcharid(3); next; mes "[ Chirp ]"; mes "There'a stairway that goes underground in the ^0000CDuppermost part of the warehouse^000000. Go down stairs and check the situation below. Don't touch anything there."; next; mes "[ Chirp ]"; mes "Go ahead and come back when you're done."; completequest 17342; setquest 17343; getitem 1000103,3; close3; } if (isbegin_quest(17343) == 1) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "There'a stairway that goes underground in the ^0000CDuppermost part of the warehouse^000000. Go down stairs and check the situation below. Don't touch anything there."; close3; } if (isbegin_quest(17344) == 1) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Have you checked? What's the situation underground?"; next; cutin "",255; select("It's locked."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Was it locked? But how did the automatic doll go in? That's even a bigger problem. This proves that there is a hole in the security of the mansion, the intruders also entered through as passage other than the only entrance."; next; mes "[ Chirp ]"; mes "It would be a good idea to check it... You said it was locked. I can't force myself to get in, I need to find the emergency key."; next; mes "[ Chirp ]"; mes "It was only for the master, but after going down to the basement, the master left an emergency key that can only be used if something goes wrong with the master or a dangerous emergency."; next; mes "[ Chirp ]"; mes "That would be know a dangerous emergency."; next; cutin "",255; select("Give it to me."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Do you like treasure hunt? Or do you have an exceptional talent for treasure hunting? If not, I hope you'll have it from now on."; next; mes "[ Chirp ]"; mes "The master hid a ^0000CDtotal of three emergency keys in the warehouse^000000. And there is still a lot of broken automatic dolls in here."; next; cutin "",255; select("That means..."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "That's right. It's time for you to have fun again. I'm glad to help you like this again."; next; mes "[ Chirp ]"; mes "You can go down to the basement by finding all the emergency keys at the hints that I'll point out. Use it to unlock the door that goes down to the basement."; next; mes "[ Chirp ]"; mes "<NAVI>[Spinning World]<INFO>ba_2whs01,110,217,0,101,0</INFO></NAVI>. He said all the truth is beneath it. Try to find a place with such an item."; next; mes "[ Chirp ]"; mes "He also said that in a <NAVI>[place]<INFO>ba_2whs01,110,217,0,101,0</INFO></NAVI> where your breath freezes, everything is said to remain unchanged forever."; next; mes "[ Chirp ]"; mes "Lastly, he said that all air must be hollow. He also said that it uses a lot of energy. I can't even guess where <NAVI>[such a place]<INFO>ba_2whs01,110,217,0,101,0</INFO></NAVI> is."; next; mes "[ Chirp ]"; mes "I don't know what all the hints mean, but you adventurer are a human like our master. You might be interpret them."; next; mes "[ Chirp ]"; mes "I don't expect you to interpret even a single line of the great master's will, but... If you don't know, you can just go search everywhere. Then go ahead and come back."; next; mes "[ Chirp ]"; mes "Oh, I forgot to tell you this."; mes "The warehouse is very dangerous, so you have to be very careful. Okay?"; completequest 17344; getitem 1000103,3; setquest 17345; setquest 17346; setquest 17347; close3; } if (isbegin_quest(17347) == 0) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "<NAVI>[Spinning World]<INFO>ba_2whs01,110,217,0,101,0</INFO></NAVI>. He said all the truth is beneath it. Try to find a place with such an item."; next; mes "[ Chirp ]"; mes "He also said that in a <NAVI>[place]<INFO>ba_2whs01,110,217,0,101,0</INFO></NAVI> where your breath freezes, everything is said to remain unchanged forever."; next; mes "[ Chirp ]"; mes "Lastly, he said that all air must be hollow. He also said that it uses a lot of energy. I can't even guess where <NAVI>[such a place]<INFO>ba_2whs01,110,217,0,101,0</INFO></NAVI> is."; next; mes "[ Chirp ]"; mes "I don't know what all the hints mean, but you adventurer are a human like our master. You might be interpret them."; next; mes "[ Chirp ]"; mes "I don't expect you to interpret even a single line of the great master's will, but... If you don't know, you can just go search everywhere. Then go ahead and come back."; close3; } if (isbegin_quest(17358) == 0) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Did you check the situation of the underground?"; mes "What do you think? I see... You haven't checked it out yet. I'll be waiting."; close3; } if (isbegin_quest(17358) == 1) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Did you check the situation of the underground?"; mes "How was it? Good thing you came back, I was already thinking of a way to tell Alpha the news that the guest " + strcharinfo(0) + " has died."; emotion ET_SWEAT,getcharid(3); next; mes "[ Chirp ]"; mes "It was very unpleasant for me. But fortunately, you're alive. Why did you took so long? Have you encountered a problem down there that your abilities can't handle?"; next; mes "[ Chirp ]"; mes "I've heard that sometimes humans are reckless in challenging things beyond their abilities."; next; cutin "",255; select("It's..."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "So, to summarize " + strcharinfo(0) + "'s words, if you hadn't opened the door and went underground, it wouldn't have been dangerous and it would remain safe down there."; next; cutin "",255; select("Yes."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "And there's someone who got a new body."; next; mes "[ Chirp ]"; mes "Even though I warned you not to touch anything, you still collected the parts that made the body. Is that correct?"; next; cutin "",255; select("Yes..."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "I don't know what it's like. In the worst case scenario, it might come up from the basement and destroy us. Is that correct?"; next; cutin "",255; select("But it's not leaving..."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Think about it this way. Why did the master bother to keep his head in the danger zone? A head laid alone in a place full of dangerous goods. Perhaps that thing is also a dangerous ."; next; mes "[ Chirp ]"; mes "Even the highest class of the combat automatic dolls are not made in the basement's dangerous zone. It may be a next generation of weapon. You're lucky if you were able to distinguish it as an ally."; next; mes "[ Chirp ]"; mes "If that ise the case, the catastrophe that the automatic doll will bring is no longer a concern."; next; mes "[ Chirp ]"; mes "Now, how would you like to solve this problem? " + strcharinfo(0) + ", going down to the basement with his arms and legs, with good intention to finish it's body."; next; cutin "",255; select("That's too much..."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "What are you going to do, " + strcharinfo(0) + ". Are you going to go back down there to have more fun? But if you're going to do it yourself, you don't need to ask for it everytime."; next; cutin "",255; select("....."); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Fortunately, you said that it won't leave the basement. Then, there's only one way."; next; mes "[ Chirp ]"; mes "^0000CDI'm going to cover this up quietly^000000. In this mansion, no in the world, only me and " + strcharinfo(0) + " should know about this."; next; mes "[ Chirp ]"; mes "You must also share the role. I'll stay here to stop anyone from entering and leaving the basement. We will also monitor that thing to see if it will leave the basement."; next; mes "[ Chirp ]"; mes "^0000CD" + strcharinfo(0) + " should come here everyday^000000, and help clear up the warehouse and the basement ."; next; cutin "",255; select("Clear up?"); cutin "ep172_beta",2; mes "[ Chirp ]"; mes "It wasn't a problem like the broken cleaning robots. While inspecting the warehouse, we noticed that there's some residual intruders in it. They said it was a Heart Hunter Skirmishers. As I said before, I have a lot of work to do."; next; mes "[ Chirp ]"; mes "To protect the goods here in the warehouse, I'd like you clear up those Heart Hunters. And clear up the broken warehouse manager in the basement so that we don't make an enemy out of that thing in the basement."; next; mes "[ Chirp ]"; mes "There's nothing to lose, and you can use it for your personal entertaiment. Of course, I'll pay you accordingly. I'll register your data so that you can get in and out of the basement without an emergency key."; next; select("Sure."); mes "[ Chirp ]"; mes "Thank you. I'll give you this voucher as token of your promise. Then, let's keep it as a secret."; mes "I'll also take the emergency key back."; completequest 17358; delitem 1000102,3; getitem 1000103,6; close3; } cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Are you here to keep our promise?"; mes "Which job would you like to take on?"; next; function get_prefix; .@warehouse$ = get_prefix(17359,17360); .@underground$ = get_prefix(17361,17362); explode(.@T$,.@warehouse$,":"); explode(.@TT$,.@underground$,":"); switch (select(((atoi(.@T$[1]) == false)?"^777777":"") + "Warehouse Clearance" + .@T$[0] + "^000000",((atoi(.@TT$[1]) == false)?"^777777":"") + "Basement Clearance" + .@TT$[0] + "^000000","Is there something wrong?")) { case 1: .@lvl = 160; .@hunt = 17359; .@cooldown = 17360; break; case 2: .@lvl = 170; if (BaseLevel < 170) { cutin "ep172_beta",2; mes "[ Chirp ]"; mes "What? You mean the basement?"; mes "Like I said, the basement is very dangerous place, so... It looks difficult for you. How about spending your life on something more valuable?"; next; cutin "",255; mes "- You must be atleast level " + .@lvl + " to perform this quest. -"; close; } .@hunt = 17361; .@cooldown = 17362; break; case 3: cutin "ep172_beta",2; mes "[ Chirp ]"; mes "Nothing's wrong yet. But no one knows how long it will last. Don't let your guard down"; close3; } switch (checkquest(.@cooldown,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Chirp ]"; mes "If we make too much noise, that thing in the basement might come up here. Please come back after dawn."; close3; case 2: erasequest .@cooldown; break; } switch (checkquest(.@hunt,HUNTING)) { case -1: if (.@hunt == 17359) { mes "[ Chirp ]"; mes "You really like fighting. Then, I'd like you deal with ^0000CD20 Heart Hunter Skirmisher^000000 in the warehouse."; } else { mes "[ Chirp ]"; mes "You really like fighting. Then, I'd like you to deal with ^0000CD20 Broken Warehouse Manager000000 in the basement."; } next; if (select("I got it.:I want to rest today") == 2) { mes "[ Chirp ]"; mes "Is that so? I thought you'd want to do it every day for your personal entertaiment."; mes "That's unexpected."; close3; } mes "[ Chirp ]"; mes "In the meantime, I'll do what I can here."; setquest .@hunt; close3; case 0: case 1: mes "[ Chirp ]"; mes "Have you taken care of everything?"; next; if (.@hunt == 17359) { mes "[ Chirp ]"; mes "Don't you see them running around like that?"; mes "Then, I'd like you deal with ^0000CD20 Heart Hunter Skirmisher^000000 in the warehouse."; close3; } else { mes "[ Chirp ]"; mes "Don't you see them running around like that?"; mes "Then, I'd like you to deal with ^0000CD20 Broken Warehouse Manager000000 in the basement."; } close3; case 2: mes "[ Chirp ]"; mes "Have you taken care of everything?"; next; mes "I can confirm that the population has decreased."; mes "Now, I can start my job."; mes "Thank you. Please come back after dawn."; setquest .@cooldown; erasequest .@hunt; getitem 1000103,1; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"BaseLevel >= 160 && isbegin_quest(17333) > 0 && checkquest(17342,HUNTING) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"BaseLevel >= 160 && isbegin_quest(17333) > 0 && checkquest(17342,HUNTING) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17344) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 2 && checkquest(17359,HUNTING) == -1 && checkquest(17360,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 2 && checkquest(17359,HUNTING) == -1 && checkquest(17360,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 2 && checkquest(17359,HUNTING) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 2 && BaseLevel >= 170 && checkquest(17361,HUNTING) == -1 && checkquest(17362,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 2 && BaseLevel >= 170 && checkquest(17361,HUNTING) == -1 && checkquest(17362,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17358) == 2 && BaseLevel >= 170 && checkquest(17361,HUNTING) == 2"; end; functionget_prefix{ .@hunt = checkquest(getarg(0),HUNTING); .@cd = checkquest(getarg(1),PLAYTIME); if (.@cd == 0) return " - Waiting:0"; else if (.@cd == -1 && .@hunt == -1) return ":1"; else if (.@cd == -1 && .@hunt == 0 || .@hunt == 1) return " - Ongoing:0"; else if (.@cd == -1 && .@hunt == 2) return " - Completed:1"; else return ":1"; } } ba_2whs01,153,49,1duplicate(dummy_cloaked_npc)Beta#ep172_2whs01-004_EP17_BASIC_B ba_2whs01,110,218,0scriptEmergency Key#ep172_04_ENERGY_WHITE,{ .@id = atoi(replacestr(strnpcinfo(2),"ep172_","")); .@quest_id = (17345 + .@id); switch (.@id) { case 0: .@word$ = "Let's take a closer look under the map..."; break; case 1: .@word$ = "Oh, it's cold..."; break; case 2: .@word$ = "Let me put my hand in..."; break; } if (isbegin_quest(.@quest_id) == 1) { setpcblock PCBLOCK_ALL,true; unittalk getcharid(3),strcharinfo(0) + " : She said there's an emergency key over here... " + .@word$,bc_self; sleep2 2500; unittalk getcharid(3),strcharinfo(0) + " : I've found it!!!",bc_self; sleep2 2500; setpcblock PCBLOCK_ALL,false; if (countitem(1000102) >= 3) unittalk getcharid(3),strcharinfo(0) + " : Let's go find the other emergency key.",bc_self; else unittalk getcharid(3),strcharinfo(0) + " : Let's go find the other emergency key.",bc_self; completequest .@quest_id; getitem 1000102,1; if (countitem(1000102) >= 3) setquest 17348; cloakonnpc strnpcinfo(0),getcharid(0); } end; OnInit: cloakonnpc(); .@id = atoi(replacestr(strnpcinfo(2),"ep172_","")); .@quest_id = 17345 + .@id; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(" + .@quest_id + ") == 1"; end; } ba_2whs01,14,282,0duplicate(Emergency Key#ep172_0)Emergency Key#ep172_14_ENERGY_WHITE ba_2whs01,222,257,0duplicate(Emergency Key#ep172_0)Emergency Key#ep172_24_ENERGY_WHITE ba_2whs01,110,218,0script#ep172_key_ev_0HIDDEN_WARP_NPC,3,3,{ end; OnTouch: .@id = atoi(replacestr(strnpcinfo(2),"ep172_key_ev_","")); .@quest_id = (17345 + .@id); if (isbegin_quest(.@quest_id) == 1) cloakoffnpc "Emergency Key#ep172_" + .@id,getcharid(0); end; } ba_2whs01,14,282,0duplicate(#ep172_key_ev_0)#ep172_key_ev_1HIDDEN_WARP_NPC,3,3 ba_2whs01,222,257,0duplicate(#ep172_key_ev_0)#ep172_key_ev_2HIDDEN_WARP_NPC,3,3 ba_2whs01,276,290,0scriptLock#ep172_2whs01-0010081,{ if (isbegin_quest(17348) == 2) { npctalk "Welcome.","",bc_self; sleep2 2000; warp "ba_2whs02",338,332; end; } if (isbegin_quest(17343) == 1) { mes "- The door is firmly locked. -"; next; mes "- Rattling -"; next; mes "- W... who... -"; next; mes "- I heard a slighly clearer sound than I heard at the entrance. But I can't go down and check because I have no key. Let's go back and ask. -"; completequest 17343; setquest 17344; close; } if (isbegin_quest(17348) == 1) { setpcblock PCBLOCK_ALL,true; unittalk getcharid(3),"I put three emergency keys in the lock and the door opened.",bc_self; sleep2 2000; npctalk "Emergency door opening.","",bc_self; sleep2 2000; npctalk "Emergency Level 1.",bc_self; sleep2 2000; npctalk "Priority is life protection.",bc_self; sleep2 2000; npctalk "If a person is found injured, please check the signs of life and conduct a quick rescue operation.",bc_self; sleep2 2000; setpcblock PCBLOCK_ALL,false; completequest 17348; setquest 17349; warp "ba_2whs02",338,332; end; } mes "- The door is firmly locked. -"; close; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17343) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17348) == 1"; end; } ba_2whs02,37,312,3scriptHead#ep172_2whs014_GHOSTRING,{ if (isbegin_quest(17349) == 1) { mes "[ Head ]"; mes "Hey~ Who's there~"; next; select("I heard a noise from here."); mes "[ Head ]"; mes "Master? Are you the master? Come on! What took you so long?"; next; mes "[ Head ]"; mes "But... your face has changed a lot. What happened to it? Where have you been? What have you been doing?"; next; select("I'm not Varmdunt."); mes "[ Head ]"; mes "So... who're you? Who is the master? How did you get in here?"; next; select("I'm a guest."); mes "[ Head ]"; mes "A guest? Oh, so you're here at the invitation of the master? I've never seen a guest before! Actually, it's my first time seeing someone other than my master! Nice to meet you. Second Human! I'm T2WH-0448."; next; mes "[ T2WH-0448 ]"; mes "By the way, how's the outside these days?"; mes "I've been asleep for a long time. It was too loud recently, that's why I woke up."; next; mes "[ T2WH-0448 ]"; mes "...I actually don't know anything about the outside as well as the old days."; mes "I was here since I was born. The only thing I know is the stories that my master told me."; next; mes "[ T2WH-0448 ]"; mes "He said he'd take me outside when he finished me later. He said he'd connect me to the other automatic dolls. That's why I've been waiting for the master to come back."; next; mes "[ T2WH-0448 ]"; mes "It's been too long since the master came. How long have I been asleep?"; next; mes "[ T2WH-0448 ]"; mes "How did you get here? They said only the master could come in here, right? Unless it's an emergency... Oh! Did the master die? Is he hurt? Is that why he couldn't come?"; next; select("That's not it..."); mes "[ T2WH-0448 ]"; mes "Really? Are you a descendant of a guest who visited here a long time ago, and you're here to deal with the invaders? You're pretty cool Second Human, aren't you?"; next; mes "[ T2WH-0448 ]"; mes "Hasn't the master come to the mansion for a long time as well as here? Is something wrong?"; next; mes "[ T2WH-0448 ]"; mes "Then, why are you here? Opening the door with the emergency key. You can't simply pick those keys up."; next; select("There was a suspicious sound in the basement."); mes "[ T2WH-0448 ]"; mes "Oh. The sound of me singing? You mistook me for a broken automatic doll? But what's that? That thing behind you?"; next; mes "[ T2WH-0448 ]"; mes "You said it's broken, but why aren't they falling down and flashing? Why are they attacking? Automatic dolls weren't supposed to attack guests, right?"; next; select("These are the dolls broken down by the intruder."); mes "[ T2WH-0448 ]"; mes "Really? But, you brought it here? Why?"; next; select("Wasn't this the original one?"); mes "[ T2WH-0448 ]"; mes "No, there wasn't anything here. It was completely empty. You brought him in with you on your way in."; next; select("I'm sorry. They must've come in with me opening the door."); mes "[ T2WH-0448 ]"; mes "How am I supposed to be doing this without being able to move among those fiends? If they hurt me, will I disappear without being able to defend once?"; next; select("Should I bring you it out?"); mes "[ T2WH-0448 ]"; mes "No, you can't. The master left me here. So I have to stay here. Until the master returns."; next; mes "[ T2WH-0448 ]"; mes "But what about all that? I don't want to disappear without even going outside."; next; mes "[ T2WH-0448 ]"; mes "You can protect me. That'll do. Also please bring me some parts so I can build my body."; next; select("What?"); mes "[ T2WH-0448 ]"; mes "You brought them here, you should be responsible for it."; mes "I'll hide as much as I can so that they don't find me, but if they attack, I'll be able to run away, even If I can't fight back."; next; mes "[ T2WH-0448 ]"; mes "It won't work as it is. You shouldn't have open the door. I'm too small and fragile."; next; select("What should I do?"); mes "[ T2WH-0448 ]"; mes "This is the place where the master used to make things out of all the things he had collected."; mes "It's how I was born."; mes "So please bring me something that I can ^0000CDgo use and make my body^000000."; next; mes "[ T2WH-0448 ]"; mes "A body... arms and legs, right?"; mes "It's okay to have only a legs, but everyone seems to have arms."; next; mes "[ T2WH-0448 ]"; mes "Unless the masters moved it."; mes "I'm sure there's a room down there that's good for the body, and somewhere that's good for the arms, and somewhere that's good for the legs."; next; mes "[ T2WH-0448 ]"; mes "The closest place is where the <NAVI>[body]<INFO>ba_2whs02,31,50,0,101,0</INFO></NAVI> is, so go there first. Get me one quickly. I'm scared."; completequest 17349; setquest 17350; close; } if (isbegin_quest(17353) == 0) { mes "[ T2WH-0448 ]"; mes "The closest place is where the body is, so go there first. Get me one quickly. I'm scared."; close; } if (isbegin_quest(17353) == 1) { mes "[ T2WH-0448 ]"; mes "You brought it? Come on. Put it together."; next; progressbar_npc "00FF00",2; mes "[ T2WH-0448 ]"; mes "Are you done? Where is it..."; next; specialeffect EF_M01; setnpcdisplay strnpcinfo(0),4_F_KR_TIGER; if (isbegin_quest(17357) == 0) { setquest 17357; completequest 17357; } mes "[ T2WH-0448 ]"; mes "What do you think? Is it weird?"; next; select("Cute."); mes "[ T2WH-0448 ]"; mes "I really like it. Thank you. Now I'm a little relieved."; next; select("I have to go back and report the situation."); mes "[ T2WH-0448 ]"; mes "To whom? What's her name?"; mes "Is it an automatic doll? or human?"; next; select("Oh, to a doll..."); mes "[ T2WH-0448 ]"; mes "Really? All the old automatic dolls outside got a name? Then give me a name too. My master didn't make a name for me. It's just a serial number."; next; select("All of a sudden?"); mes "[ T2WH-0448 ]"; mes "Can't you name me? Can it only be done by special human? But, you're a special guest, too."; next; mes "[ T2WH-0448 ]"; mes "Then, there's nothing we can do. I have no choice but to think. Um... How about this? Varmdunt."; next; select("What??"); mes "[ T2WH-0448 ]"; mes "Why? Is it strange? I don't know any names. How about the underground gatekeeper? Home... I'll have to think a little bit more about the name. I have to wait here until the master comes back anyway."; next; mes "[ T2WH-0448 ]"; mes "I can think while avoiding them. Or I can ask him to name me when he comes back."; next; mes "[ T2WH-0448 ]"; mes "You said, you should go up and report to another automatic doll, right? Well, bye! Thank you for your help."; completequest 17353; setquest 17358; getitem 1000103,3; close; } if (isbegin_quest(17358) == 1) { mes "[ T2WH-0448 ]"; mes "You said, you should go up and report to another automatic doll, right? Do you think I can do this?"; close; } end; OnInit: cloakonnpc(); questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17349) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17353) == 1"; end; } ba_2whs02,37,312,3script#ep172_ev2whs01HIDDEN_WARP_NPC,5,5,{ end; OnTouch: cloakoffnpc "Head#ep172_2whs01",getcharid(0); if (isbegin_quest(17349) == 1) setnpcdisplay "Head#ep172_2whs01",4_GHOSTRING; end; } ba_2whs02,31,50,0scriptJunk#ep172_whs2body4_ENERGY_BLACK,{ if (isbegin_quest(17351) == 1) { unittalk getcharid(3),strcharinfo(0) + " : I already found something useful for the body. Now, let's go find an arm.",bc_self; end; } if (isbegin_quest(17350) == 1) { setpcblock PCBLOCK_ALL,true; unittalk getcharid(3),strcharinfo(0) + " : Let's see... What's worth using as the body...",bc_self; progressbar_npc "00FF00",2; setpcblock PCBLOCK_ALL,false; if (isbegin_quest(17354) == 0) { setquest 17354; completequest 17354; unittalk getcharid(3),strcharinfo(0) + " : I can't see anything suitable. Let's look again.",bc_self; } else { unittalk getcharid(3),strcharinfo(0) + " : Looks like it can be used as a body. I'll take it. Let's look for the arms next.",bc_self; completequest 17350; setquest 17351; getitem 1000101,1; } end; } unittalk getcharid(3),strcharinfo(0) + " : I shouldn't touch these kind things.",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17350) == 1"; end; } ba_2whs02,129,82,0scriptJunk#ep172_whs2arm4_ENERGY_BLACK,{ if (isbegin_quest(17352) == 1) { unittalk getcharid(3),strcharinfo(0) + " : I already found something useful for the arm. Now, let's go find a leg.",bc_self; end; } if (isbegin_quest(17351) == 1) { setpcblock PCBLOCK_ALL,true; unittalk getcharid(3),strcharinfo(0) + " : Arm... arm... I wonder which is suitable...",bc_self; progressbar_npc "00FF00",2; setpcblock PCBLOCK_ALL,false; if (isbegin_quest(17355) == 0) { setquest 17355; completequest 17355; unittalk getcharid(3),strcharinfo(0) + " : I can't see anything suitable. Let's look again.",bc_self; } else { unittalk getcharid(3),strcharinfo(0) + " : Is this good enough for the arm? Will it be okay? Let's just take it for now. Now all we have to do is find a leg.",bc_self; completequest 17351; setquest 17352; getitem 1000101,1; } end; } unittalk getcharid(3),strcharinfo(0) + " : I'll just keep it pile up like this.",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17351) == 1"; end; } ba_2whs02,239,124,0scriptJunk#ep172_whs2leg4_ENERGY_BLACK,{ if (isbegin_quest(17353) == 1) { unittalk getcharid(3),strcharinfo(0) + " : I already found everything. Let's go back.",bc_self; end; } if (isbegin_quest(17352) == 1) { setpcblock PCBLOCK_ALL,true; unittalk getcharid(3),strcharinfo(0) + " : Arm... arm... I wonder which is suitable...",bc_self; progressbar_npc "00FF00",2; setpcblock PCBLOCK_ALL,false; if (isbegin_quest(17356) == 0) { setquest 17356; completequest 17356; unittalk getcharid(3),strcharinfo(0) + " : I can't see anything suitable. Let's look again.",bc_self; } else { unittalk getcharid(3),strcharinfo(0) + " : Would he be satisfied with a leg like this? Let's go back.",bc_self; completequest 17352; setquest 17353; getitem 1000101,1; } end; } unittalk getcharid(3),strcharinfo(0) + " : Isn't this dangerous?",bc_self; end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17352) == 1"; end; } //= 180 Daily ba_maison,79,278,3scriptEuropa#ep172_dq1804_EP17_BASIC_B,{ if (BaseLevel < 180) { mes "*buzz*..."; mes "*buzz*......"; mes "..."; next; mes "[ Europa ]"; mes "You are still quite inexperienced."; mes "Please come back later..."; mes "*buzz*"; next; mes "- You must be atleast level 180 to take this quest. -"; close; } if (isbegin_quest(17333) == 0) { cutin "ep172_beta",2; mes "[ Europa ]"; mes "The reactor are open to all special guests, however I recommend not going inside at the moment."; close3; } if (isbegin_quest(3389) == 0) { mes "[ Europa ]"; mes "Hello... How are you."; mes "I'm... the second horsepower plant manager... *buzz*..."; next; mes "[ Europa ]"; mes "My name is Europa..."; next; mes "[ Europa ]"; mes "Welcome to the Varmdunt Mansion... welcome... *buzz*..."; next; select("You don't look well."); mes "[ Europa ]"; mes "Can you take a look at the... chips in front of me..."; next; mes "[ Europa ]"; mes "It's from the second horsepower plant... that we've collected.. It's a... chip that interferes with radio waves..."; next; mes "- In front of Europa, there's a heap of delicious looking potato chips. -"; next; select("It's a potato chips no matter how much I look at it..?"); mes "[ Europa ]"; mes "This... bio-interference chip has been interfering my network... There... it's... it's... it's the processing of the biochips... Can I ask you to do me a favor...?"; next; select("How should I handle this?"); mes "[ Europa ]"; mes "Those who has... life... I understand that they can handle the biochips... *buzz*"; next; mes "[ Europa ]"; mes "For efficient communication... *buzz*... please handle the chips... *buzz*"; next; mes "- She must be asking you to eat the potato chips! -"; next; mes "- Would you like to eat the potato chips piled up in front of Europa? -"; next; if (select("Eat it.:No thanks.") == 2) { mes "[ Europa ]"; mes "*buzz*..."; mes "..."; mes "..."; close; } mes "[ " + strcharinfo(0) + " ]"; mes "Nom nom nom nom... crunch crunch... wobble wobble........"; next; mes "- I've finished all the heap of potato chips that in front of Europa!! -"; next; mes "[ Europa ]"; mes "Thank you very much. The removal of the bio-interference chips has been confirmed."; mes "Communication check completed. The connection to the network is in good condition."; next; mes "[ Europa ]"; mes "Restarting the system. Please speak to me in a moment."; setquest 3389; close; } if (isbegin_quest(3389) == 1) { mes "[ Europa ]"; mes "Hello. Thank you for handling the biointerference chips. Now I can communicate with the network properly. I'm Europa, the manager of the second power plant."; next; mes "[ Europa ]"; mes "Let me tell you about the biochips that you've just handled. The chips is installed by the Illusions called ^0000CDMagic Poisoned Sanare^000000 in the second horsepower plant for the sole purpose of jamming radio waves."; next; mes "[ Europa ]"; mes "It's a chip that's letal to the automatic dolls ability to communicate, and these days, it's a major disruption to the management of the second horsepower power plant."; next; mes "[ Europa ]"; mes "I went into the second power plant myself and retrieved the chips, but there was no way for me to deal with them, and it became difficult situation because of the network failure."; next; mes "[ Europa ]"; mes "The problem was resolved, thanks to you handling the chips. " + strcharinfo(0) + ", Thank you very much."; next; mes "[ Europa ]"; mes "I'm sorry to ask after saying my thanks, but it's quite urgent, so could you do me a favor?"; next; select("What is it?"); mes "[ Europa ]"; mes "As I mentioned, the Illusion, ^0000CDMagic Poisoned Sanare^000000, are still installing the jamming chips that I mentioned in the second horsepower plant. If I went in like this, I'll probably end up malfunctioning again."; next; mes "[ Europa ]"; mes "Adventurer, could you go in the second horsepower plant and collect 10 ^0000CDPotato Chips^000000?"; next; if (select("Accept.:Refuse.") == 2) { mes "[ Europa ]"; mes "If it continue like this, I'll probably end up malfunctioning again. I need your help."; close; } mes "[ Europa ]"; mes "The best way is to get rid of the ^0000CDMagic Poisoned Sanare^000000 and collect the chips before they install it."; next; mes "[ Europa ]"; mes "Please collect 10 ^0000CDPotato Chips^000000."; close2; completequest 3389; setquest 3390; end; } if (isbegin_quest(3390) == 1) { if (countitem(1000225) < 10) { mes "[ Europa ]"; mes "Please collect 10 Potato Chips and bring them to me."; close; } mes "[ Europa ]"; mes "I checked the collection of 10 potato chips. Please process the biochip."; next; mes "- I've eaten all of the potato chips without a single leftover. -"; next; mes "[ Europa ]"; mes "The processing of potato chips has been confirmed. Thank you very much."; delitem 1000225,10; getitem 1000103,1; completequest 3390; setquest 3391; close; } switch (checkquest(3391,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Europa ]"; mes "You have collected enough for today. Could you come and see me again after a day?"; close; case 2: erasequest 3391; break; } switch (isbegin_quest(3392)) { case 0: mes "[ Europa ]"; mes "Adventurer, are you here to help me again?"; mes "Then, could you collect 10 ^0000CDPotato Chips^000000 from the ^0000CDMagic Poisoned Sanare^000000 in the second horsepower plant again?"; next; if (select("Accept.:Refuse.") == 2) { mes "[ Europa ]"; mes "If it continue like this, I'll probably end up malfunctioning again. I need your help."; close; } mes "[ Europa ]"; mes "Then, please collect 10 ^0000CDPotato Chips^000000."; setquest 3392; close; case 1: if (countitem(1000225) < 10) { mes "[ Europa ]"; mes "Please collect 10 Potato Chips and bring them to me."; close; } mes "[ Europa ]"; mes "I checked the collection of 10 potato chips. Please process the biochip."; next; mes "- I've eaten all of the potato chips without a single leftover. -"; next; mes "[ Europa ]"; mes "The processing of potato chips has been confirmed. Thank you very much."; delitem 1000225,10; getitem 1000103,1; erasequest 3392; setquest 3391; close; } OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && BaseLevel >= 180 && isbegin_quest(3389) == 0"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(3389) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(3390) == 1 && countitem(1000225) >= 10"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(3392) == 1 && countitem(1000225) >= 10"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(3390) == 2 && isbegin_quest(3392) == 0 && checkquest(3391,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(3390) == 2 && isbegin_quest(3392) == 0 && checkquest(3391,PLAYTIME) == 2"; end; } //= Bath ba_in01,384,38,3scriptShrine#ep172_bath_04_EP17_BUCKETS,5,5,{ if (isbegin_quest(17333) == 0) { mes "[ Shrine ]"; mes "I apologize, but the bath house is currently closed due to an internal condition, and we cannot assure the reopening time. Please come back later. If you would like a quiet bath, please use the private bathroom provided with your guest room."; close; } if (isbegin_quest(17363) == 0) { cloakoffnpc "Rookie#ep172_bath_0",getcharid(0); cloakoffnpc "Denny#ep172_bath_0",getcharid(0); cloakoffnpc "Molar#ep172_bath_0",getcharid(0); cloakoffnpc "Canine#ep172_bath_0",getcharid(0); cloakoffnpc "Danae#ep172_bath_0",getcharid(0); cloakoffnpc "Magenta#ep172_bath_0",getcharid(0); cloakoffnpc "Cyan#ep172_bath_0",getcharid(0); cutin "ep172_beta",2; mes "[ Shrine ]"; mes "I apologize. It is Varmdunt Mansion's policy to keep guests from ^0000CDdangerous situations^000000. Please wait a little longer."; npctalk "Why does it take so long to search? Let us in. I can find it faster.","Denny#ep172_bath_0",bc_self; npctalk "We're experts in this field.","Molar#ep172_bath_0",bc_self; next; cutin "",255; mes "[ Magenta ]"; mes "Let's not keep to what the danger is to ourselves , please let us know."; npctalk "Time goes by while we're standing in here.","Canine#ep172_bath_0",bc_self; next; cutin "ep172_beta",2; mes "[ Shrine ]"; mes "Sorry, we have yet to figure it out. The search is aimed at investigating the existence of risk factors. Please wait a little longer. Please understand this is a procedure."; npctalk "If this goes wrong, I'll hold you responsible!","Cyan#ep172_bath_0",bc_self; npctalk "We also have that procedure! You're interrupting the operation!","Denny#ep172_bath_0",bc_self; next; mes "[ Shrine ]"; mes "I repeat, you can't go in unless your safety is confirmed. I'll abide your request once I hear from my colleagues."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "We are told to cooperate with the automatic dolls of the mansion as much as possible. But if you don't move at the end, we have no choice but to use force, right?"; next; if (select("Rookie? What's going on?:It looks complicated, I'll just pass it by.") == 2) { cutin "ep172_beta",2; mes "[ Shrine ]"; mes "Then, we have no choice but to call the guards."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Hmm... What should I do with this?"; close3; } cutin "16loo_02",2; mes "[ Rookie ]"; mes "Oh, the adventurer is here too. If you're here for a bath, I'm afraid you can't use it for a while. Look at that. The automatic doll is blocking the entrance."; next; cutin "ep172_beta",2; mes "[ Shrine ]"; mes "There's a ghost coming out of here. You should watch yourself too."; next; select("Ghost??"); cutin "16loo_01",2; mes "[ Rookie ]"; mes "I don't know what it is yet. As you know, the moment we entered the mansion, everyone scattered to check the facilities."; mes "The scout team, who went to check for possible Illusion remnants in the bathhouse, came back dead. There is ^0000CDsomething inside the bathhouse^000000."; npctalk "It's not a ghost, it's just a conspiracy around the mansion!","Denny#ep172_bath_0",bc_self; npctalk "It's a ghost. It has to be a ghost!","Magenta#ep172_bath_0",bc_self; npctalk "There's something. That's terrifying. I'm excited!","Cyan#ep172_bath_0",bc_self; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "I had to figure out what was really inside, whether it was the Illusion's weird prank, that's why this time ^0000CDGonie^000000 went in. It's perfect to move quietly by yourself."; next; select("So why are you here...?"); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Well... It's been a while since Gonie went in, but hasn't come out yet. If someone with a power like Gonie doesn't come out after the time limit, it means there is a problem."; next; mes "[ Rookie ]"; mes "I'm here to follow the procedure to find out what's the dangerous something are because I'm certain there are unknown risks. We shouldn't let unknown risks interfere with our mission in this mansion."; npctalk "Is there a something?","Danae#ep172_bath_0",bc_self; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "The force that we sent in lost... We should be more careful. And as you can see, they're blocking us."; npctalk "Is Gonie just a simple force? It's too cold to losses in the midst of this.","Molar#ep172_bath_0",bc_self; npctalk "He's still alive. That's what my guts tell me!","Denny#ep172_bath_0",bc_self; npctalk "Let's go in there quickly and find him. The adventurer is here too, we can find him faster!","Magenta#ep172_bath_0",bc_self; next; cutin "ep172_beta",2; mes "[ Shrine ]"; mes "I'm sorry, but we're still searching now. When it's over please listen to the results and decide from there."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "There are certain dangers in this mansion now. Whether there is more or not is a very important matter for us."; next; mes "[ Rookie ]"; mes "We need to check first if the risk is supernatural or it's the ^0000CDIllusions^000000. Can you tell me more? Maybe it's the reason the Illusion came to this mansion in the first place."; mes "Otherwise, it's likely to fall into their hands."; next; cutin "ep172_beta",2; mes "[ Shrine ]"; mes "I fully understand what you're trying to say. But the procedure..."; mes "Oh! The one who went to search are coming back. Talk to them."; next; cloakoffnpc "Boiler#ep172_bath_0",getcharid(0); cloakoffnpc "Sweep#ep172_bath_0",getcharid(0); cutin "ep172_beta",0; mes "[ Boiler ]"; mes "Wrong, you're all wrong. There's no danger."; next; cutin "ep172_beta",1; mes "[ Sweep ]"; mes "There were no guests who were said to have died. Did they really go in?"; npctalk "No! How! You may not even know the dangers that lurks in their management!","Denny#ep172_bath_0",bc_self; npctalk "A lot of people saw it.","Cyan#ep172_bath_0",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Were there really no missing person in there?"; next; cutin "ep172_beta",1; mes "[ Sweep ]"; mes "Maybe he ran away."; npctalk "You've only been fooled.","Boiler#ep172_bath_0",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "If so, I would come back earlier. Even if it's not, I'm sure I'll get a contact from a crew, who are scattered around the mansion."; next; select("Any guess?"); cutin "ep172_beta",2; mes "[ Shrine ]"; mes "Among what you have said, the most suspicious is the action of the intruders."; next; cutin "ep172_beta",0; mes "[ Boiler ]"; mes "Shrine, isn't that it? The long dark green ^0000CD hair^000000. It appeared a long time ago."; npctalk "Hair... there's a possibility. It doesn't match anything in the bathhouse.","",bc_self; next; select("Hair?"); cutin "ep172_beta",2; mes "[ Shrine ]"; mes "Literally as Boiler said. Since from a very long time ago, unknown hair was often found. Perhaps the hair and the unknown dangers of the bath is the same."; npctalk "What are you talking about now?","Denny#ep172_bath_0",bc_self; next; cutin "ep172_beta",1; mes "[ Sweep ]"; mes "I think it's better to let the human guests in and search themselves."; mes "We didn't sense the unknown danger and we failed to locate the human guests. Perhaps because we can't feel like humans do."; next; cutin "ep172_beta",0; mes "[ Boiler ]"; mes "You're right. Human being have senses. Maybe we'll find we missed as an automatic doll. Maybe this time we'll be able to identify whose hair is that."; next; cutin "ep172_beta",1; mes "[ Sweep ]"; mes "We've heard the characteristic of the missing persons, but I'm sure the human guests are likely to recognize them better."; npctalk "There's an automatic doll here that can think.","Cyan#ep172_bath_0",bc_self; next; cutin "ep172_beta",2; mes "[ Shrine ]"; mes "......that makes sense. All right."; mes "From now on, we will open the bathhouse to our guests. Please pay special attention while conducting the search, as there are circumstances and testimonies suspecting the existence of unidentified creatures."; next; mes "[ Shrine ]"; mes "If you see a monster while inside the bath, please don't rush to make contact with it and tell the dolls around you. Please let me know if you need any help finding the missing persons."; next; mes "[ Shrine ]"; mes "Then, I'll take you inside."; npctalk "They fought amongst themselves, and then they suddenly.","Denny#ep172_bath_0",bc_self; next; mes "[ Shrine ]"; mes "Well, before we enter, I'd like to ask you one thing."; mes "The skills such as ^CC0000Water Ball and Aqua Benedicta^000000 are prohibited in Meditatio, the grand bath."; mes "I ask for your understanding."; next; cutin "",255; mes "[ Magenta ]"; mes "There's... you know, Lucky. Um... um... don't get me wrong. Wouldn't it be better if Lucky stays here?"; npctalk "Yeah, that's right. We'll look for Gonie. You'd better stay here.","Cyan#ep172_bath_0",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "What are you talking about? I'm good at finding lost items. I may not be good enough for field missions, but I can atleast protect myself. You don't trust me that much?"; next; cutin "",255; mes "[ Magenta ]"; mes "No!! Lucky you're the best! The best!! You know we really can't live without Lucky! But..."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Okay. I'll stay. Then I'll look around the entrance area. I have to check who's going in and out anyway. There's only one entrance to the bath."; next; select("I'll come with you."); cutin "16loo_02",2; mes "[ Rookie ]"; mes "It feels reassuring when the adventurer is with us."; mes "Then, come and go <NAVI>[inside]<INFO>ba_bath,165,43,0,101,0</INFO></NAVI>. If we find anything, we'll send a signal."; setquest 17363; close2; cutin "",255; cloakonnpc "Rookie#ep172_bath_0",getcharid(0); cloakonnpc "Denny#ep172_bath_0",getcharid(0); cloakonnpc "Molar#ep172_bath_0",getcharid(0); cloakonnpc "Canine#ep172_bath_0",getcharid(0); cloakonnpc "Danae#ep172_bath_0",getcharid(0); cloakonnpc "Magenta#ep172_bath_0",getcharid(0); cloakonnpc "Cyan#ep172_bath_0",getcharid(0); cloakonnpc "Boiler#ep172_bath_0",getcharid(0); cloakonnpc "Sweep#ep172_bath_0",getcharid(0); end; } if (isbegin_quest(17374) < 2) { mes "[ Shrine ]"; mes "Go ahead <NAVI>[inside]<INFO>ba_bath,165,43,0,101,0</INFO></NAVI>. If you see a monster while inside the bath, please don't rush to make contact with it and tell the dolls around you."; navigateto("ba_bath",165,43); next; mes "^EE0000[ ?Caution? ]^000000"; mes "For protection and management of the facility, the grand bathhouse Meditatio prohibits the use of the skills such as ^CC0000Water Ball and Aqua Benedicta^000000."; close; } mes "[ Shrine ]"; mes "Hello. Feel free to use the bathhouse to comfortably to relieve your fatigue."; next; mes "^EE0000[ ?Caution? ]^000000"; mes "For protection and management of the facility, the grand bathhouse Meditatio prohibits the use of the skills such as ^CC0000Water Ball and Aqua Benedicta^000000."; close; OnTouch: if (isbegin_quest(17333) > 0 && isbegin_quest(17363) == 0) { cloakoffnpc "Rookie#ep172_bath_0",getcharid(0); cloakoffnpc "Denny#ep172_bath_0",getcharid(0); cloakoffnpc "Molar#ep172_bath_0",getcharid(0); cloakoffnpc "Canine#ep172_bath_0",getcharid(0); cloakoffnpc "Danae#ep172_bath_0",getcharid(0); cloakoffnpc "Magenta#ep172_bath_0",getcharid(0); cloakoffnpc "Cyan#ep172_bath_0",getcharid(0); } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(17363) == 0"; end; } ba_in01,381,39,5duplicate(dummy_cloaked_npc)Rookie#ep172_bath_04_M_ROOKIE ba_in01,379,36,7duplicate(dummy_cloaked_npc)Danae#ep172_bath_04_F_REBELLION2 ba_in01,385,41,3duplicate(dummy_cloaked_npc)Canine#ep172_bath_04_F_REBELLION3 ba_in01,383,41,5duplicate(dummy_cloaked_npc)Denny#ep172_bath_04_M_REBELLION3 ba_in01,379,42,5duplicate(dummy_cloaked_npc)Magenta#ep172_bath_04_M_GUNSLINGER2 ba_in01,379,38,5duplicate(dummy_cloaked_npc)Molar#ep172_bath_04_M_REBELLION ba_in01,383,36,7duplicate(dummy_cloaked_npc)Cyan#ep172_bath_04_F_REBELLION3 ba_in01,384,40,3duplicate(dummy_cloaked_npc)Boiler#ep172_bath_04_EP17_BASIC_B ba_in01,385,37,3duplicate(dummy_cloaked_npc)Sweep#ep172_bath_04_EP17_CLEANER ba_bath,165,43,3scriptShrine#ep172_bath_14_EP17_BUCKETS,5,5,{ if (isbegin_quest(17363) < 1) { cutin "ep172_beta",0; mes "[ Shrine ]"; mes "Varmdunt Mansion's bath house has been famous for a long time. Varmdunt is a person who valued taking a rest at the end of an exhausting day."; next; mes "[ Shrine ]"; mes "He enjoyed bathing as he could relieve his fatigue, get energized for tomorrow, and organize his thoughts, and as he could improve his blood flow and replenish moisture in his skin."; next; mes "[ Shrine ]"; mes "Augmenting the bath house due to his interest in various bathing methods, the bath house has expanded to today’s size. The guests to the mansion have used the bath house and have praised its facilities."; next; mes "[ Shrine ]"; mes "Because of that, the mansion’s bathhouse became very famous. I hope that you get replenished in this historic bath house."; close3; } if (isbegin_quest(17363) == 1) { cloakoffnpc "Rookie#ep172_bath_1",getcharid(0); cloakoffnpc "Denny#ep172_bath_1",getcharid(0); cloakoffnpc "Molar#ep172_bath_1",getcharid(0); cloakoffnpc "Canine#ep172_bath_1",getcharid(0); cloakoffnpc "Danae#ep172_bath_1",getcharid(0); cloakoffnpc "Magenta#ep172_bath_1",getcharid(0); cloakoffnpc "Cyan#ep172_bath_1",getcharid(0); cutin "ep172_beta",0; mes "[ Shrine ]"; mes "Please come, your party is already here."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Is everyone gathered? In pairs, follow the procedures for searching dangerous goods and for searching missing persons. Send a signal when you find anything, and the meeting area is in the lounge."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "We should focus on searching for the dangerous goods rather than the the missing persons. The identity of the dangerous being has not yet been revealed, and various testimonies and circumstances presumed it's a humans, monster, automatic doll, and supernatural beings."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Denny and Canine. The humans are likely to be individual or groups of Illusion remnants or a third party. There is also the possibility of them using a different exit other than what is known, so check the facilities carefully."; npctalk "Okay.","Denny#ep172_bath_1",bc_self; npctalk "Let's go.","Canine#ep172_bath_1",bc_self; next; cloakonnpc "Denny#ep172_bath_1",getcharid(0); cloakonnpc "Canine#ep172_bath_1",getcharid(0); mes "[ Rookie ]"; mes "Cyan and Danae. Next is the monsters. Since it's a bathhouse, it's assumed that there are aquatic monsters, or something like them. So focus on the bath and pipes."; npctalk "Leave it to me.","Cyan#ep172_bath_1",bc_self; npctalk "Roger!","Danae#ep172_bath_1",bc_self; next; cloakonnpc "Cyan#ep172_bath_1",getcharid(0); cloakonnpc "Danae#ep172_bath_1",getcharid(0); mes "[ Rookie ]"; mes "If it's a broken automatic doll, you know this mansion well, so you'll have to listen to the bath managers first. I'll do this one."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Last but not the least, if it's a ghost..."; next; cutin "",255; mes "[ Magenta ]"; mes "I know!! I'll take a look! At the ceiling! and drains!"; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "... Okay. Magenta. Go with Molar."; npctalk "Got it!","Magenta#ep172_bath_1",bc_self; next; cloakonnpc "Magenta#ep172_bath_1",getcharid(0); cloakonnpc "Molar#ep172_bath_1",getcharid(0); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Adventurer meet with the other managers like me to check if there's anything suspicious about the other automatic dolls. I have to get the blueprints first."; next; cutin "",255; specialeffect EF_DRAGONSMOKE,AREA,"Rookie#ep172_bath_1"; specialeffect EF_PEONG,AREA,"Rookie#ep172_bath_1"; mes "Ching"; next; specialeffect EF_DRAGONSMOKE,AREA,"Rookie#ep172_bath_1"; cutin "16loo_03",2; mes "[ Rookie ]"; mes "I think I should start with this ^0000CDsteam^000000."; mes "It's so blurry, I can't barely see things."; next; select("I'll go to the Boiler Room."); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Will you? I'll take the blueprints from Shrine here. Adventurer, please go to the <NAVI>[boiler room]<INFO>ba_bath,286,68,0,101,0</INFO></NAVI> and ask them to shut down. I'll catch up with you soon."; completequest 17363; setquest 17364; close3; } if (isbegin_quest(17366) < 1) { cutin "16loo_01",2; mes "[ Rookie ]"; mes "Will you? I'll take the blueprints from Shrine here. Adventurer, please go to the <NAVI>[boiler room]<INFO>ba_bath,286,68,0,101,0</INFO></NAVI> and ask them to shut down. I'll catch up with you soon."; close3; } if (isbegin_quest(17366) == 1) { cutin "16loo_01",2; mes "[ Rookie ]"; mes "I usually go on a mission alone, but this is the first time I haven't heard from him in so long. That's why everyone is looking for him anxiously. Something happened. Think about it quickly."; next; cutin "ep172_beta",0; mes "[ Shrine ]"; mes "Even if you say that, I have nothing to say."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Hm? Adventurer? The boiler seems to have stopped, where do you plan on going?"; next; select("Didn't you say that we should go to the lake?"); cutin "16loo_03",2; mes "[ Rookie ]"; mes "Who? ... me? Adventurer, did you really ^0000CDsee me^000000?"; next; select("Come to think of it..."); cutin "16loo_01",2; mes "[ Rookie ]"; mes "The tone seemed stiff and perplexed... That's definitely not me. I guess it's the unknown entity that appears in this bathhouse."; mes "That's quite a headache. I can't believe it can mimic other people's appearance. No, in a way, it's better than that."; next; mes "[ Rookie ]"; mes "Seeing that I told you to go to the lake, I think it was trying to get you out of the bathhouse somehow. So it's not a supernatural being."; next; mes "[ Rookie ]"; mes "Whatever it is, we'll have to settle it before it falls to chaos."; next; cutin "",255; mes "P-peeep-"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Adventurer, let's go to the <NAVI>[lounge]<INFO>ba_bath,203,58,0,101,0</INFO></NAVI>."; completequest 17366; setquest 17367; close2; cutin "",255; navigateto("ba_bath",203,58); end; } if (isbegin_quest(17367) == 1) { cutin "ep172_beta",0; mes "[ Shrine ]"; mes "Your party went to the <NAVI>[lounge]<INFO>ba_bath,203,58,0,101,0</INFO></NAVI>."; close2; cutin "",255; navigateto("ba_bath",203,58); end; } if (isbegin_quest(17368) == 1) { cutin "ep172_beta",0; mes "[ Shrine ]"; mes "How's the search for the creature going?"; close3; } if (isbegin_quest(17374) < 1) { cutin "ep172_beta",0; mes "[ Shrine ]"; mes "Aren't you in a middle of an operation?"; close3; } cutin "ep172_beta",0; mes "[ Shrine ]"; mes "Is there any inconvenience in using the bathhouse?"; close3; OnTouch: if (isbegin_quest(17363) == 1) { cloakoffnpc "Rookie#ep172_bath_1",getcharid(0); cloakoffnpc "Denny#ep172_bath_1",getcharid(0); cloakoffnpc "Molar#ep172_bath_1",getcharid(0); cloakoffnpc "Canine#ep172_bath_1",getcharid(0); cloakoffnpc "Danae#ep172_bath_1",getcharid(0); cloakoffnpc "Magenta#ep172_bath_1",getcharid(0); cloakoffnpc "Cyan#ep172_bath_1",getcharid(0); } if (isbegin_quest(17366) == 1) cloakoffnpc "Rookie#ep172_bath_1",getcharid(0); end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17363) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17366) == 1"; end; } ba_bath,162,43,5duplicate(dummy_cloaked_npc)Danae#ep172_bath_14_F_REBELLION2 ba_bath,163,39,7duplicate(dummy_cloaked_npc)Canine#ep172_bath_14_F_REBELLION3 ba_bath,163,43,5duplicate(dummy_cloaked_npc)Denny#ep172_bath_14_M_REBELLION3 ba_bath,167,40,1duplicate(dummy_cloaked_npc)Magenta#ep172_bath_14_M_GUNSLINGER2 ba_bath,165,40,7duplicate(dummy_cloaked_npc)Molar#ep172_bath_14_M_REBELLION ba_bath,163,41,7duplicate(dummy_cloaked_npc)Cyan#ep172_bath_14_F_REBELLION3 ba_bath,166,42,3scriptRookie#ep172_bath_14_M_ROOKIE,{ if (isbegin_quest(17366) == 1) { cutin "16loo_01",2; mes "[ Rookie ]"; mes "Will you? I'll take the blueprints from Shrine here. Adventurer, please go to the <NAVI>[boiler room]<INFO>ba_bath,286,68,0,101,0</INFO></NAVI> and ask them to shut down. I'll catch up with you soon."; close3; } end; OnInit: cloakonnpc(); end; } ba_bath,203,58,0script#ep172_bath_ev_1HIDDEN_WARP_NPC,5,5,{ end; OnTouch: if (isbegin_quest(17367) == 1) cloakoffnpc "Rookie#ep172_bath_3",getcharid(0); end; } ba_bath,203,58,3scriptRookie#ep172_bath_34_M_ROOKIE,{ if (isbegin_quest(17367) == 1) { cloakoffnpc "Molar#ep172_bath_2",getcharid(0); cloakoffnpc "Magenta#ep172_bath_2",getcharid(0); mes "[ Magenta ]"; mes "Lucky! You're safe! I thought something happened to you because you were alone!"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Did you see me too?"; next; cloakoffnpc "Canine#ep172_bath_2",getcharid(0); cloakoffnpc "Denny#ep172_bath_2",getcharid(0); cutin "",255; mes "[ Denny ]"; mes "Lucky? Are you the one who fired the signal? Why did you call us, didn't you tell us to go to the lake?"; next; cloakoffnpc "Danae#ep172_bath_2",getcharid(0); cloakoffnpc "Cyan#ep172_bath_2",getcharid(0); mes "[ Cyan ]"; mes "How did you get here faster than me?"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Hold on, calm down. Did you all of you see me out there?"; next; cutin "",255; mes "[ Denny ]"; mes "Of course! If Lucky is not Lucky, then who is it?"; npctalk "I wouldn't lie to you.","Cyan#ep172_bath_2",bc_self; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Then it doesn't seem to be one of them."; mes "Listen. We don't know the identity of the unknown entity here yet. But it's not an automatic doll nor ghost. It's not a monster. Not even a supernatural being."; npctalk "So what is it?","Cyan#ep172_bath_2",bc_self; next; cutin "",255; mes "[ Denny ]"; mes "How did you figure it out?"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "I met everyone once. You saw me out there, didn't you? I even told you where to go. Didn't you feel anything out of place? It's a fake that imitates me."; next; cutin "",255; mes "[ Magenta ]"; mes "What?? It wasn't really you?"; npctalk "It looks exactly like you.","Cyan#ep172_bath_2",bc_self; npctalk "Oh, that's right! He also told me to go to the lake too!","Denny#ep172_bath_2",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "I've been with Shrine all this time. The adventurer met with the fake and almost went to the lake."; mes "Given the circumstances, it's an intelligent life and it doesn't mean to hurt us. It's just trying to get us out of this place. There's a high possibility that Gonie's safe."; next; cutin "",255; mes "[ Magenta ]"; mes "You mean I've been fooled by fake? Whoever it is, I'll find it out."; npctalk "You lied to me...","Cyan#ep172_bath_2",bc_self; npctalk "Ha. Yeah. I'm amazing.","Denny#ep172_bath_2",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Our opponent knows this bathhouse well. Given that it knows the existence of a lake where the water drains intermittently, it also might know a secret passage."; next; mes "[ Rookie ]"; mes "You'll get used to the water. And... the steam. Yeah it must know how to use the steam. I don't know what it's doing with the steam. But there's gotta be something else more than obstructing the view. So, be careful."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "The opponent will be very fast on the water. Like an aquatic creature."; next; cutin "",255; mes "[ Magenta ]"; mes "Well, then we should keep it out of the water."; npctalk "Maybe it's a Racoon.","Cyan#ep172_bath_2",bc_self; npctalk "Yeah, let's drive it away!","Denny#ep172_bath_2",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Denny, prepare to set up a trap. A tight one."; npctalk "I never thought I'd use a trap here. I'm glad I brought it.","Denny#ep172_bath_2",bc_self; next; mes "[ Rookie ]"; mes "Magenta, block the drain and possible location for retreat."; npctalk "I've seen it all before.","Magenta#ep172_bath_2",bc_self; next; mes "[ Rookie ]"; mes "Next, use a smoke bomb and blank bombs while moving from one side to another. Be careful not get the ammunition wet, there's a lot of water and steam in here. And lastly do not damage the facility here."; npctalk "Okay.","Cyan#ep172_bath_2",bc_self; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Hmm... There's a lot of water in here, so it'd be nice if we can use it. If we catch it's feet with ice... Can we use the freezing trap?"; next; cutin "",255; mes "[ Denny ]"; mes "I brought it all here. Let me see... here it is."; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "Adventurer, take these ^0000CDfreezing trap^000000. Please plant it in every marked ?? <NAVI>[places]<INFO>ba_bath,55,55,0,101,0</INFO></NAVI>. You just have to plant it in place and keep it steady. Please hurry."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Then, move out!"; completequest 17367; setquest 17368; getitem 1000103,7; getitem 1000100,4; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); cloakonnpc "Rookie#ep172_bath_2",getcharid(0); cloakonnpc "Denny#ep172_bath_2",getcharid(0); cloakonnpc "Molar#ep172_bath_2",getcharid(0); cloakonnpc "Canine#ep172_bath_2",getcharid(0); cloakonnpc "Danae#ep172_bath_2",getcharid(0); cloakonnpc "Magenta#ep172_bath_2",getcharid(0); cloakonnpc "Cyan#ep172_bath_2",getcharid(0); end; } end; OnInit: cloakonnpc(); questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17367) == 1"; end; } ba_bath,202,54,7duplicate(dummy_cloaked_npc)Danae#ep172_bath_24_F_REBELLION2 ba_bath,204,54,1duplicate(dummy_cloaked_npc)Canine#ep172_bath_24_F_REBELLION3 ba_bath,201,58,5duplicate(dummy_cloaked_npc)Denny#ep172_bath_24_M_REBELLION3 ba_bath,204,56,1duplicate(dummy_cloaked_npc)Magenta#ep172_bath_24_M_GUNSLINGER2 ba_bath,200,57,7duplicate(dummy_cloaked_npc)Molar#ep172_bath_24_M_REBELLION ba_bath,201,55,7duplicate(dummy_cloaked_npc)Cyan#ep172_bath_24_F_REBELLION3 ba_bath,55,55,0script#ep172_bath_trap_0HIDDEN_WARP_NPC,3,3,{ end; OnTouch: .@id = atoi(replacestr(strnpcinfo(2),"ep172_bath_trap_","")); .@quest = 17368 + .@id; if (isbegin_quest(.@quest) == 1) cloakoffnpc "Marked Position#ep172_bath_trap_" + .@id,getcharid(0); end; } ba_bath,306,121,0duplicate(#ep172_bath_trap_0)#ep172_bath_trap_1HIDDEN_WARP_NPC,3,3 ba_bath,21,276,0duplicate(#ep172_bath_trap_0)#ep172_bath_trap_2HIDDEN_WARP_NPC,3,3 ba_bath,155,305,0duplicate(#ep172_bath_trap_0)#ep172_bath_trap_3HIDDEN_WARP_NPC,3,3 ba_bath,55,55,5scriptMarked Position#ep172_bath_trap_010081,{ .@id = atoi(replacestr(strnpcinfo(2),"ep172_bath_trap_","")); .@quest = 17368 + .@id; if (isbegin_quest(.@quest) == 1) { specialeffect EF_ICEMINE_1; specialeffect EF_ICECRASH; switch (.@id) { case 0: .@talk$ = "This must be the place. The cold air started to flow when the trap was set. Let's move to the next location."; .@x = 306; .@y = 121; break; case 1: .@talk$ = "I set the trap where Lucky asked me too. Let's move to the next location."; .@x = 21; .@y = 276; break; case 2: .@talk$ = "I set the trap securely in the marked position. Let's move to the next location."; .@x = 155; .@y = 305; break; case 3: .@talk$ = "I've finally set all the traps securely. Where should I go now?"; .@x = 286; .@y = 298; break; } unittalk getcharid(3),strcharinfo(0) + " : " + .@talk$,bc_self; if (.@id == 3) { setpcblock PCBLOCK_ALL,true; sleep2 500; cloakoffnpc "Magenta#ep172_bath_trap",getcharid(0); npctalk "Adventurer, have you set up all the traps? It already started over there. Hurry and go.","Magenta#ep172_bath_trap",bc_self; sleep2 1500; setpcblock PCBLOCK_ALL,false; cloakonnpc "Magenta#ep172_bath_trap",getcharid(0); } cloakonnpc strnpcinfo(0),getcharid(0); completequest .@quest; setquest .@quest + 1; if (countitem(1000100)) delitem 1000100,1; navigateto("ba_bath",.@x,.@y); } end; OnInit: .@id = atoi(replacestr(strnpcinfo(2),"ep172_bath_trap_","")); .@quest = 17368 + .@id; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(" +.@quest + ") == 1"; cloakonnpc(); end; } ba_bath,306,121,0duplicate(Marked Position#ep172_bath_trap_0)Marked Position#ep172_bath_trap_110081 ba_bath,21,276,0duplicate(Marked Position#ep172_bath_trap_0)Marked Position#ep172_bath_trap_210081 ba_bath,155,305,0duplicate(Marked Position#ep172_bath_trap_0)Marked Position#ep172_bath_trap_310081 ba_bath,154,303,5duplicate(dummy_cloaked_npc)Magenta#ep172_bath_trap4_M_GUNSLINGER2 ba_bath,286,298,0script#ep172_bath_ev_2HIDDEN_WARP_NPC,5,5,{ end; OnTouch: if (isbegin_quest(17372) == 1) { cloakoffnpc "Unknown Creature#ep172_bath_0",getcharid(0); classchange(4_CENERE,"",bc_self); } if (isbegin_quest(17373) == 1) { cloakoffnpc "Unknown Creature#ep172_bath_0",getcharid(0); classchange(4_M_GONY,"",bc_self); cloakoffnpc "Rookie#ep172_bath_4",getcharid(0); cloakoffnpc "Denny#ep172_bath_4",getcharid(0); cloakoffnpc "Magenta#ep172_bath_4",getcharid(0); cloakoffnpc "Cyan#ep172_bath_3",getcharid(0); cloakoffnpc "Molar#ep172_bath_3",getcharid(0); cloakoffnpc "Canine#ep172_bath_3",getcharid(0); cloakoffnpc "Danae#ep172_bath_3",getcharid(0); cloakoffnpc "Gonie#ep172_bath_1",getcharid(0); } if (isbegin_quest(17374) == 1) { cloakoffnpc "Rookie#ep172_bath_4",getcharid(0); cloakoffnpc "Denny#ep172_bath_4",getcharid(0); cloakoffnpc "Magenta#ep172_bath_4",getcharid(0); cloakoffnpc "Cyan#ep172_bath_3",getcharid(0); cloakoffnpc "Molar#ep172_bath_3",getcharid(0); cloakoffnpc "Canine#ep172_bath_3",getcharid(0); cloakoffnpc "Danae#ep172_bath_3",getcharid(0); cloakoffnpc "Gonie#ep172_bath_1",getcharid(0); } end; } ba_bath,286,298,3scriptUnknown Creature#ep172_bath_04_EP17_MERMAID,{ if (isbegin_quest(17372) == 1) { cloakoffnpc "Rookie#ep172_bath_4",getcharid(0); cloakoffnpc "Denny#ep172_bath_3",getcharid(0); cloakoffnpc "Magenta#ep172_bath_3",getcharid(0); cloakoffnpc "Cyan#ep172_bath_3",getcharid(0); cloakoffnpc "Molar#ep172_bath_3",getcharid(0); cloakoffnpc "Canine#ep172_bath_3",getcharid(0); cloakoffnpc "Danae#ep172_bath_3",getcharid(0); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Adventurer, you arrived just in time."; mes "Here, the one in front of us. Everybody be careful."; next; cutin "",255; mes "Ching-"; specialeffect EF_SMOKE; specialeffect EF_PEONG; next; select("This steam must be..."); classchange 4_M_ROOKIE,"",bc_self; cloakoffnpc "Gonie#ep172_bath_0",getcharid(0); mes "[ Denny ]"; mes "Isn't that Gonie? And there are... two Lucky?"; npctalk "Lucky...?","Denny#ep172_bath_3",bc_self; npctalk "Who's real?","Magenta#ep172_bath_3",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Of course it's me! Who did you guys come all the way here with? We're here to catch that fake."; npctalk "This is Lucky. Right.","Molar#ep172_bath_3",bc_self; npctalk "Of course it's me!","Rookie#ep172_bath_4",bc_self; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "I don't know who you are, but since you don't have a place to run away, you'd better not think about it. This place is surrounded by three party. Denny, Magenta. Check Gonie."; next; cutin "16loo_01",0; mes "[ ?????? ]"; mes "......"; npctalk "......","",bc_self; next; cutin "",255; cloakonnpc "Denny#ep172_bath_3",getcharid(0); cloakonnpc "Magenta#ep172_bath_3",getcharid(0); sleep2 1000; cloakoffnpc "Denny#ep172_bath_4",getcharid(0); cloakoffnpc "Magenta#ep172_bath_4",getcharid(0); mes "[ Denny ]"; mes "Gonie, stayed hidden and go stuck. There seems to be no traumas."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Take out all the potions that you have."; next; cutin "",255; mes "[ Magenta ]"; mes "Is that necessary? It'll heal up in no time, I just need to spray water here and a few slap on the cheek."; npctalk "You, I told you to stop readying spy novels, right?","Cyan#ep172_bath_3",bc_self; next; cloakonnpc "Rookie#ep172_bath_4",getcharid(0); sleep2 1000; cloakoffnpc "Rookie#ep172_bath_5",getcharid(0); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Gonie, Gonie? Drink this. Can you drink it?"; npctalk "Lucky, you'd better stand back a little. I think I'll get confused when you get too close with it.","Canine#ep172_bath_3",bc_self; next; cutin "",255; mes "[ Magenta ]"; mes "Lucky, stand back a little bit. Is that really Gonie? Not a fake one? Let's check it out."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "How could it be not Gonie, there's literally a fake me over there."; next; cutin "16go_03.bmp",2; mes "[ Gonie ]"; mes "......!!"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Gonie? Are you awake now? Are you alright?"; next; mes "[ Rookie ]"; mes "Everyone take cover! You too adventurer!"; specialeffect EF_SUI_EXPLOSION,AREA,"Gonie#ep172_bath_0"; next; cutin "",255; select("Yes!"); cloakonnpc "Rookie#ep172_bath_5",getcharid(0); sleep2 1500; cloakoffnpc "Rookie#ep172_bath_4",getcharid(0); mes "[ Denny ]"; mes "No, even if you told us to cover..."; next; mes "Ching-"; specialeffect EF_SMOKE; specialeffect EF_PEONG; next; classchange 4_M_GONY,"",bc_self; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Ah! Again, another steam!!!"; next; cutin "",255; mes "[ Denny ]"; mes "Now, Gonie... there's two of them."; npctalk "Hey, Lucky. Gonie doesn't even know the code. What should we do?","Denny#ep172_bath_4",bc_self; npctalk "Doesn't the left one looks like Gonie? He looks like he's having a hard time?","Magenta#ep172_bath_4",bc_self; npctalk "Gonie is obviously the one on the right. Look at those eyes.","Canine#ep172_bath_3",bc_self; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "Everybody be quiet. We have an easy and sure way to recognize the real Gonie."; mes "Gonie? Which one is the real Gonie?"; next; cutin "16go_03",2; mes "[ Gonie ]"; mes "......"; npctalk "......","Gonie#ep172_bath_0",bc_self; next; cutin "16go_03",0; mes "[ Gonie ]"; mes "Of course it's me."; npctalk "Of course it's me.","",bc_self; next; cutin "",255; mes "[ Cyan ]"; mes "Huh... really. It's too easy. Even a newborn child can surely answer this one."; npctalk "Denny, Magenta. Hold the fake firmly.","Rookie#ep172_bath_4",bc_self; next; cutin "16go_03",0; mes "[ Gonie ]"; mes "What's wrong with you? Let go of me! That's the fake!"; npctalk "What's wrong with you? Let go of me! That's the fake!","",bc_self; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "Adventurer, do you which one is the real one?"; next; cutin "",255; if (select("The silent one.:The one who claims to be the real one.") == 2) { mes "[ Cyan ]"; mes "We're disappointed in you! You still don't know after hanging with us for sometime now, how."; } else { mes "[ Cyan ]"; mes "You have a good eyes, adventurer."; } next; mes "[ Cyan ]"; mes "Gonie, come over here."; next; cutin "16go_03",2; mes "[ Gonie ]"; mes "......"; npctalk "......","Gonie#ep172_bath_0",bc_self; next; cutin "",255; cloakonnpc "Gonie#ep172_bath_0",getcharid(0); sleep2 1500; cloakoffnpc "Gonie#ep172_bath_1",getcharid(0); mes "[ Magenta ]"; mes "Hahaha! Our Gonie is a very silent person!!"; npctalk "Reveal who you are! You villain!!!","Cyan#ep172_bath_3",bc_self; npctalk "You're more like a villain, Cyan...","Danae#ep172_bath_3",bc_self; next; cutin "16go_03",0; mes "[ ?????? ]"; mes "Sigh... I guess I've delayed it too much. I'm going to get out of this form right away."; mes "I, cured his injures... Well, since we haven't done anything to each other, why don't we end it up like this?"; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "You can't do that. He's the victim here. Isn't that right, Gonie?"; next; cutin "16go_03",2; mes "[ Gonie ]"; mes "......"; npctalk "......","Gonie#ep172_bath_1",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Okay. Shall we talk now? Who are you exactly?"; next; cutin "16go_03",0; mes "[ ?????? ]"; mes "Before that..."; completequest 17372; setquest 17373; close3; } if (isbegin_quest(17373) == 1) { cutin "16go_03",0; mes "[ ?????? ]"; mes "Before that, don't touch me. I won't attack you. But let me go as it is. Then I won't hurt you."; mes "I gave him back. Wasn't that what you're aiming for? If you let me go, you'll be blessed in the future."; npctalk "Who's hurting who? I don't you don't know the situation you're in.","Denny#ep172_bath_4",bc_self; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "I was looking for Gonie, but that's not what's not all I was looking for. I've been looking for the one who put Gonie in danger. It might hurt other people too."; mes "We can't return with risks like this. We have to do some research..."; npctalk "But how can do it nicely!","Denny#ep172_bath_4",bc_self; next; cutin "16go_03",0; mes "[ ?????? ]"; mes "Well, I won't do anything anymore, so just bite this. I'm not a villain."; npctalk "Sigh~ I'm not curious at all~","Magenta#ep172_bath_4",bc_self; npctalk "I guess everyone learn such cliche lines from somewhere. It's all the same.","Canine#ep172_bath_3",bc_self; npctalk "I'd like to know where's the place. So I can turn it to ashes.","Molar#ep172_bath_3",bc_self; next; cloakoffnpc "Shrine#ep172_bath_2",getcharid(0); cutin "ep172_beta",1; mes "[ Shrine ]"; mes "What's the fuss about? If there's an accident..."; mes "There's two person...? Is this what you're talking about " + strcharinfo(0) + "?"; npctalk "Oh no... even an automatic doll...","",bc_self; next; cutin "",255; select("Yes. The other one is a fake."); cutin "ep172_beta",1; mes "[ Shrine ]"; mes "Please wait a moment. I'll deal with it."; mes "Who are you? Please identify yourself. Why are you bothering the guests here?"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Wait, are you going to keep talking like that? It's confusing, why don't you talk to him in his original form?"; next; cutin "16go_03",0; mes "[ ?????? ]"; mes "Well... I understand. I need you to put your gun away. I won't run nor hurt you."; next; cutin "",255; specialeffect EF_SMOKE; specialeffect EF_PEONG; classchange 4_EP17_MERMAID,"",bc_self; mes "[ ?????? ]"; mes "This is who I am."; next; select("A mermaid?"); emotion ET_HUK; mes "[ ?????? ]"; mes "Is it the term for half human and fish for humans?"; mes "I'm not exactly the same species as the mermaids here."; next; mes "[ ?????? ]"; mes "But it's complicated to describe our kind, so call me whatever you're comfortable with."; mes "Even if you call me that anyway, there's no one here who would dispute about it. Above all, we are not the same guests of Varmundt."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "You really know the master, so are you a guest? Then, please let me know your name."; next; cutin "",255; mes "[ ?????? ]"; mes "Is it self-introduction time? I've heard that the people here introduce themselves before socializing. I'm a princess. I'm from the East Sea."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "Please wait a moment. I'll check."; npctalk "By the way, where is the East Sea? I've never heard of it.","Denny#ep172_bath_4",bc_self; next; cutin "",255; mes "[ Magenta ]"; mes "Why are you here when you're a princess?"; next; mes "[ Princess ]"; mes "It's... it's... no what I meant... it's not that I don't want to show up in front of my people."; mes "Don't look at me like that. I've heard my name among humans, but where I was born and raised is completely different."; npctalk "Oh, she's not a princess. Her name is Princess","Cyan#ep172_bath_3",bc_self; npctalk "You're right. Shrine should be able to find it.","Denny#ep172_bath_4",bc_self; npctalk "The name fits you.","Magenta#ep172_bath_4",bc_self; npctalk "Really? Do I really look like a strong being that can support everything?","",bc_self; sleep2 1500; npctalk "... that's what you meant?","Magenta#ep172_bath_4",bc_self; sleep2 1000; npctalk "... that's what it means.","",bc_self; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "I'm sorry, I've double-checked the list, but I can't find your name. May I have your name again?"; next; cutin "",255; mes "[ Princess ]"; mes "I'm probably not in the list. That's what I asked for."; mes "I've been wandering away from home. That's how Varmdunt was able to let me use the mansion's bathhouse without anyone contacting him about me."; next; mes "[ Princess ]"; mes "I don't remember the exact time since its some quite time ago already... and Varmdunt haven't showed up for a long time."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "So it's been a while since you've been in and out of this bathhouse. But as Princess claims, we need to make sure that you're a guest of the bathhouse."; next; mes "[ Shrine ]"; mes "Please understand that this is a necessary confirmation procedure without the master giving us any other word. Do you happen to have any memento or messages from the master?"; next; cutin "",255; mes "[ Princess ]"; mes "I'm afraid that I don't have any. I was supposed to be quiet in the first place."; next; mes "[ Princess ]"; mes "I've been staying on the water around here. Then I met Varmundt who was taking a walk outside the mansion."; mes "Varmdunt knew my situation and was very kind to invite me to his mansion and make the bathhouse available for me at any time."; next; mes "[ Princess ]"; mes "I'm using it quietly without letting anyone know in regards to the concern to my situation, that's why I'm wary of people. Especially I'm avoiding contact with the automatic dolls that are different from living things."; mes "Varmdunt also gave me a special access to be able to enter the bathhouse."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "Security would have been triggeered the moment an outsider entered the mansion in an unusual way for certain. Okay. Excuse me. I'll make sure you don't have any inconvenience in registering and using the bathhouse as an official guest."; next; cutin "",255; mes "[ Princess ]"; mes "Well, do I have to?"; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "If you use it without registering, it may cause unnecessary misunderstanding to other guests, so you should atleast register. The master is also not here for consultation."; next; cutin "",255; mes "[ Princess ]"; mes "Then... I understand."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "I'll take care of it. May I have your name again."; next; cutin "",255; mes "[ Princess ]"; mes "Princess, from the East Sea."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Is it our turn now? Why don't we talk while you register?"; completequest 17373; setquest 17374; close3; } if (isbegin_quest(17374) == 1) { mes "[ Princess ]"; mes "What do you want to know?"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "I know why you're here. But why did you attack people? You could have known that he didn't mean to hurt you."; next; cutin "",255; mes "[ Princess ]"; mes "First of all, I didn't attack him. He's been following me for a long time. And then I accidentally..."; mes "I was going to treat the fainted man and let him out nicely, but then you guys just came in and..."; next; mes "[ Princess ]"; mes "I always tried to get people out of here, but it didn't work. I didn't mean to harm you. I was reluctant to make contact in the first place."; mes "That's why Varmdunt considered me, since I've been chased for a long time, I've stopped reflexively... That's what my anxiety is about."; next; select("Why are you so reluctant?"); mes "[ Princess ]"; mes "It's because of my sexuality. It forced me to leave my hometown after being bullied. That's why when I come into contact with other people, I become unknowingly wary."; mes "I'm so sorry if I hurt you. Please forgive me for doing something unintentionally to protect myself."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "I don't know... he said he was injured but he didn't mean it, and he's a guest at this mansion."; next; mes "[ Rookie ]"; mes "As long as you promise to not disturb or harm other people, we're going to step down at this point. What do you say?"; next; cutin "",255; mes "[ Princess ]"; mes "Of course, I will promise with my honor on it."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Then we'll trust your word of honor, and we'll wrap it up and step down."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "Thank you for waiting. Princess of the East Sea, I've registered you as an official guest of Varmdunt Mansion. I apologize if it took some time since the communication is unstable."; mes "The princess can now stay in this mansion as a guest of Varmdunt. Please feel free to use it."; next; cutin "",255; mes "[ Princess ]"; mes "I'm curious about something. Is Varmdunt busy these days? I've been looking for him, but he hasn't shown up for a while."; mes "Should I think that Varmdunt won't show anytime in the future?"; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "The master may come back tomorrow. But his return is not expected for a while."; next; cutin "",255; mes "[ Princess ]"; mes "Then can I use this bathhouse as my base to make my new force?"; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "I'm sorry, but what do you mean?"; next; cutin "",255; mes "[ Princess ]"; mes "I'm trying to get back to my people of my hometown by creating a new force. Don't you need a base to pull that off?"; mes "I've been in and out of this place for a long time, but it's been a hassle for me to keep doing that. So let me own this place."; npctalk "What's that supposed to mean?","Denny#ep172_bath_4",bc_self; npctalk "Does that make any sense?","Molar#ep172_bath_3",bc_self; npctalk "Well, I've never heard of that logic before.","Canine#ep172_bath_3",bc_self; next; cloakoffnpc "Boiler#ep172_bath_3",getcharid(0); cloakoffnpc "Sweep#ep172_bath_2",getcharid(0); cutin "ep172_beta",1; mes "[ Sweep ]"; mes "What is the conversation that we heard as soon as we arrived?"; next; cutin "ep172_beta",2; mes "[ Boiler ]"; mes "What are you talking about? This is the bathhouse of the Varmdunt Mansion."; next; cutin "",255; mes "[ Princess ]"; mes "Varmdunt will understand. He has a broad sense of understanding, so he'll allow me to wander from his home just as he helped me hide myself in this bathhouse. Gladly."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "Althought he master has granted you access to the bathhouse and have been generous as you have said, you should show some sincerity to it."; mes "Please don't ignore the kindness of master Varmdunt and show courtesy."; npctalk "It is illegal extortion to acquire real estate of an object whose intention cannot be expressed.","Sweep#ep172_bath_2",bc_self; next; cutin "",255; mes "[ Princess ]"; mes "I disagree. If you have lived in a particular place for a long time, that property should belong to you. That's how everyone lives."; mes "Or how about this one? Why don't you recognize me as the official successor to the legacy of Varmdunt. Can't you claim legitimate ownership during the owners absence?"; npctalk "Wait, is my common sense weird? Is that normal?","Denny#ep172_bath_4",bc_self; npctalk "That sounds plausible, but it's weird if you listen to it carefully. Did you force Varmdunt to adopt you?","Magenta#ep172_bath_4",bc_self; npctalk "I think... so?","Molar#ep172_bath_3",bc_self; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "The rightful owner of this mansion is Varmdunt, and even a long-term resident cannot claim ownership."; mes "When the master Varmdunt comes back later, we'll discuss it ourselves. It's not something we can tell you about as guest."; npctalk "Real state is scary.","Danae#ep172_bath_3",bc_self; npctalk "People like us should just follow the law.","Denny#ep172_bath_4",bc_self; npctalk "Why do you keep taking the master's property.","Boiler#ep172_bath_3",bc_self; npctalk "There's no logic to your argument and there's no argument to be made out of it.","Sweep#ep172_bath_2",bc_self; next; cutin "",255; mes "[ Princess ]"; mes "There's a secret all over this mansion. The same goes for this bathhouse. At first glance, it seems to have been built in disorder while following the flow of interest, but it has its own rules."; mes "It looks like the flow lines are made according to the order of baths and the temperature of the water, but even the lines are very meaningful, as everything in this mansion."; next; mes "[ Princess ]"; mes "Where can you get the sunlight and moonlight, the ceiling where the light grunts in the water. Besides those drainage pipes... He made those for a great research that you wouldn't understand. It's not just a bathhouse."; next; mes "[ Princess ]"; mes "Is there anyone who understands even one of these things? Varmdunt also doesn't want the bathhouse to be abandoned and forgotten in the long time."; mes "I have everything I need here to avenge the disgrace of my life. Why can't I use it?"; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "I repeat, I'm telling you. You can't make all the decision yourself. Neither us nor the princess who's just a guest."; next; cutin "",255; select("How are you going to gather forces?"); mes "[ Princess ]"; mes "Shouldn't you ask the guy who came here? The one right on front of me."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "How do you think you're going to do that? I think you'd better grow your own strength first."; mes "If you have power before you truly had power, you'd just break down and lose it."; next; cutin "",255; mes "[ Princess ]"; mes "... I already know that I'm weak even if you don't say that. But I don't know what to do."; npctalk "Woah... this atmosphere...","Magenta#ep172_bath_4",bc_self; next; select("You can start training."); mes "[ Princess ]"; mes "Training...? But with who... Ah...!"; npctalk "I suddenly feel nervous.","Denny#ep172_bath_4",bc_self; npctalk "Why are you looking at us like that?","Cyan#ep172_bath_3",bc_self; next; mes "[ Princess ]"; mes "You guys look strong. Why don't you fight and train me? I don't have the means to protect myself, the only reason I survived because I'm weak and hiding."; mes "So I want you to teach how to properly survive and fight."; npctalk "As expected...","Danae#ep172_bath_3",bc_self; next; mes "[ Magenta ]"; mes "That sounds fun. Are we going to shoot you? We only know how to shoot, will that be okay? I'm perfectly fine with revolver to gatling guns, you can choose whatever you want for me."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Ammunition fighting isn't right for anyone who usually stays in the underwater. So you'd rather ask the adventurer over here for help rather than us."; next; mes "[ Princess ]"; mes "Is that so...? I'd like to fight you often, if you don't mind adventurer."; next; select("Sure, it's not so hard."); mes "[ Princess ]"; mes "Thank you very much. I look forward to meeting you for training."; mes "I apologize for causing you trouble. Forgive me. But do you know friendships become stonger after a quarrel? We are not the same guests of Varmdunt."; next; cutin "ep172_beta",1; mes "[ Shrine ]"; mes "Are you done talking? " + strcharinfo(0) + ", thank you very much for your help in many ways. This is a small amount but please accept it."; npctalk "Why aren't we receiving any?","Magenta#ep172_bath_4",bc_self; next; cutin "ep172_beta",0; mes "[ Boiler ]"; mes "Adventurer, whenever you're free please come to the Boiler Room. I'll you for one thing."; mes "Well, we're going to go now."; next; mes "[ Shrine ]"; mes "If you need anything, please feel free to visit us. It was unintentionally rude to you, too."; next; cloakonnpc "Shrine#ep172_bath_2",getcharid(0); cloakonnpc "Boiler#ep172_bath_3",getcharid(0); cloakonnpc "Sweep#ep172_bath_2",getcharid(0); cutin "16loo_01",2; mes "[ Rookie ]"; mes "We've found Gonie, and we've confirmed there's no danger in the bathhouse, so let's go."; npctalk "Thank you for your helping us find Gonie, adventurer.","Cyan#ep172_bath_3",bc_self; next; cutin "",255; cloakonnpc "Rookie#ep172_bath_4",getcharid(0); cloakonnpc "Denny#ep172_bath_4",getcharid(0); cloakonnpc "Magenta#ep172_bath_4",getcharid(0); cloakonnpc "Cyan#ep172_bath_3",getcharid(0); cloakonnpc "Molar#ep172_bath_3",getcharid(0); cloakonnpc "Canine#ep172_bath_3",getcharid(0); cloakonnpc "Danae#ep172_bath_3",getcharid(0); cloakonnpc "Gonie#ep172_bath_1",getcharid(0); mes "[ Princess ]"; mes "You'd better go now. See you next time."; completequest 17374; getitem 1000103,16; close2; cloakonnpc strnpcinfo(0),getcharid(0); end; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17372) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17373) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17374) == 1"; cloakonnpc(); end; } ba_bath,285,297,7duplicate(dummy_cloaked_npc)Gonie#ep172_bath_04_M_GONY ba_bath,282,296,7duplicate(dummy_cloaked_npc)Gonie#ep172_bath_14_M_GONY ba_bath,283,295,7duplicate(dummy_cloaked_npc)Rookie#ep172_bath_44_M_ROOKIE ba_bath,283,298,5duplicate(dummy_cloaked_npc)Rookie#ep172_bath_54_M_ROOKIE ba_bath,281,298,7duplicate(dummy_cloaked_npc)Denny#ep172_bath_34_M_REBELLION3 ba_bath,285,294,1duplicate(dummy_cloaked_npc)Magenta#ep172_bath_34_M_GUNSLINGER2 ba_bath,285,299,5duplicate(dummy_cloaked_npc)Denny#ep172_bath_44_M_REBELLION3 ba_bath,285,294,1duplicate(dummy_cloaked_npc)Magenta#ep172_bath_44_M_GUNSLINGER2 ba_bath,287,295,7duplicate(dummy_cloaked_npc)Cyan#ep172_bath_34_F_REBELLION3 ba_bath,283,300,5duplicate(dummy_cloaked_npc)Molar#ep172_bath_34_M_REBELLION ba_bath,281,295,7duplicate(dummy_cloaked_npc)Canine#ep172_bath_34_F_REBELLION3 ba_bath,283,293,7duplicate(dummy_cloaked_npc)Danae#ep172_bath_34_F_REBELLION2 ba_bath,284,297,7duplicate(dummy_cloaked_npc)Shrine#ep172_bath_24_EP17_BUCKETS ba_bath,282,297,5duplicate(dummy_cloaked_npc)Boiler#ep172_bath_34_EP17_BASIC_B ba_bath,280,297,5duplicate(dummy_cloaked_npc)Sweep#ep172_bath_24_EP17_CLEANER ba_bath,286,68,5scriptBoiler#ep172_bath_14_EP17_BASIC_B,{ if (isbegin_quest(17364) == 1) { cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Uhh, human guests shouldn't just come in here. This place is not very durable."; next; cutin "",255; select("I have something to check."); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Umm... I can't stop you. But be careful with the pipes. It'll melt your skin when you touch it in the wrong place."; mes "But what's the point? We don't have much time."; next; cutin "",255; select("Please shut down the boiler."); mes "[ Boiler ]"; mes "Boiler? ^0000CDIt's already stopped^000000, right? That's weird. The steam is still coming out? Is the boiler not working? Look at this. I was checking it out while it's on stop."; mes "Is it because the water hasn't cooled down yet? Anyways, I already turned the boiler off."; next; cloakonnpc strnpcinfo(0),getcharid(0); cloakoffnpc "Boiler#ep172_bath_2",getcharid(0); cutin "",255; mes "[ Boiler ]"; mes "I think this will be perfect. Oh... it's not perfect, but it's useful."; next; cloakonnpc "Boiler#ep172_bath_2",getcharid(0); cloakoffnpc strnpcinfo(0),getcharid(0); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Have you seen this a lot on your way here?"; next; cutin "",255; select("No, I've never seen it before."); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Um... I picked it up on the way here, and it looked like an automatic doll accessory. There are so many people out there that I thought they were all over the place. I was going to pick it up and repair it."; next; mes "[ Boiler ]"; mes "By the way, broken dolls are still appearing out of order. Why is that even if we fix broken automatic dolls, broken dolls are still appearing? Is the errors self-replicating?"; mes "I can't even clean up properly. But I have to anyway. I have to thank you."; npctalk "I clean often, but there are many of them.","Sweep#ep172_bath_1",bc_self; next; mes "[ Boiler ]"; mes "... are you not going? I already turned off the boiler. Isn't that why you came here?"; next; cutin "",255; select("Is it an automatic doll?"); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "What? The monster?"; next; cutin "ep172_beta",2; mes "[ Sweep ]"; mes "I don't think so. Didn't you think ever think we'd notice it first, if it was?"; next; cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Those things out there are the work of the invaders... They want it to be like that."; npctalk "Evil intruders. The intruders destroyed many facilities, even some of us were destroyed. We're restoring everything.","",bc_self; next; cutin "",255; select("What do you think about the monster?"); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Maybe it's the ^0000CDghost in the boiler^000000."; next; cutin "ep172_beta",2; mes "[ Sweep ]"; mes "What are you talking about?"; next; cutin "ep172_beta",1; mes "[ Boiler ]"; mes "The ghost. Don't you know what a ghost is? Do you know about it " + strcharinfo(0) + "? It's a something that died, and floats around without a physical form."; mes "What happens here is very similar to what the ghost humans talk about."; next; cutin "",255; select("Then, the identity of the ghost..."); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "Um... I don't it's what you're thinking. Ah~ I thought it was a human ghost. But no, I think it was the automatic doll that used to manage this place before I even came."; mes "It was a small bath boiler at the time, and it was often overloaded with water from so many baths. It couldn't withstand the high pressure."; next; mes "[ Boiler ]"; mes "Anyways, it exploded while I was working on it, and the other automatic doll was burned down. Maybe it's that automatic doll."; mes "I wonder if that doll's data was engraved in some unknown way. In this boiler."; next; mes "[ Boiler ]"; mes "This boiler move sometimes on its own without anyone using it, but I think the data from the past automatic dolls remains and continues to carry out commands."; mes "Then it makes sense to hear the sound without form and make noises. You can also see strange shapes because of the steam that comes out."; next; cutin "",255; select("That's quite scary."); cutin "ep172_beta",1; mes "[ Boiler ]"; mes "It's scary. The valve here think it's just a boiler. Is it scary? Valve, look over here."; next; cutin "ep172_omega",4; mes "[ Valve ]"; mes "Beep-"; next; cutin "ep172_beta",2; mes "[ Sweep ]"; mes "The boiler's spectre, do you think it makes sense? It's probably because of a problem that we haven't found yet. But maybe because we are automatic dolls."; next; mes "[ Sweep ]"; mes "We think that there must be something missing because we can't hear the sounds or feel the signs like the human guests."; next; mes "[ Sweep ]"; mes "But in the end, we didn't even notice the existence of the problem. Problems that we probably won't find because of the limitations of us being a doll."; mes "That's why I suggested to find the problem with the guests."; next; mes "[ Sweep ]"; mes "Honestly, we didn't know what was weird because there were no customers for a long time. Not until the human guests came in, so isn't it reasonable to note the difference between humans and automatic dolls?"; next; mes "[ Sweep ]"; mes "I heard that humans have developed senses and emotions. And the thinking ability to put it all together."; mes "We only collect information and find a conclusion, but humans are different. I've heard you gather all personal experiences, thoughts, and imagination to come up with a conclusion."; next; mes "[ Sweep ]"; mes "I hope we can solve the problem."; next; cutin "ep172_beta",0; mes "[ Boiler ]"; mes "Since the boiler has been turned off. Please tell the <NAVI>[other guests]<INFO>ba_bath,270,94,0,101,0</INFO></NAVI> to search freely."; completequest 17364; setquest 17365; getitem 1000103,7; close3; } if (isbegin_quest(17365) == 1) { cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Sweep, go meet the <NAVI>[other guests]<INFO>ba_bath,270,94,0,101,0</INFO></NAVI>. I have to keep my eyes on the boiler. If you find out anything, come here and let me know. Because I'm curious."; close3; } if (isbegin_quest(17374) < 2) { cutin "ep172_beta",2; mes "[ Boiler ]"; mes "It would be better to look somewhere else than this place."; close3; } if (isbegin_quest(17375) < 2) { npctalk "Maybe it's done!","Valve#ep172_bath_0",bc_self; cloakonnpc "Valve#ep172_bath_0",getcharid(0); sleep2 1000; cutin "ep172_beta",2; mes "[ Boiler ]"; mes "What are you curious about? Do you have any questions for us?"; next; cutin "",255; if (select("Boiler...:About medicinal herbs...") == 2) { cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Medicinal herbs? Are you curious about the herbs that is used in the bath? Why? Is the bath water not to your liking?"; next; cutin "",255; select("I really like it."); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Is that why you came here?"; close3; } cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Boiler? Are you curious about the boiler? Why? Are you planning to steal the boiler?"; next; cutin "",255; select("Steal the boiler?"); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Oh, am I wrong? The intruder was very interested in the boiler and the supply system. They stealed the other boiler without my knowledge."; mes "But. " + strcharinfo(0) + " doesn't seem to be interested in it. I was just wondering if you wanted to take the boiler. If i'm wrong then nevermind."; next; mes "[ Boiler ]"; mes "But what will the intruder do with it? Do you think they're planning on making an open-air bath?"; mes "Hmm.. I don't really know what they could do with the boiler. Can you humans make anything out of it? Do you have an idea, " + strcharinfo(0) + "?"; next; cutin "",255; select("What else did they do?"); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Hmmm... I liking soaking myself, but I'm more obsessed with the boiler. They seemed to be interested in the purification facility."; next; mes "[ Boiler ]"; mes "I was excited to explain about boilers. But I didn't know that they would steal it. I~ really didn't know. Is humans famous for acting on a whim?"; next; mes "[ Boiler ]"; mes strcharinfo(0) + ", are you acting on whim too? I don't know much about humans yet. There's a lot to know. That's how I prepare. I won't let them steal it again."; next; mes "[ Boiler ]"; mes "For example. My master says that it's cool when he soaked in the bath, but when I soaked myself. It's incredibly hot. Did I set the temperature wrong? I did, but it wasn't for him."; next; mes "[ Boiler ]"; mes "But it's cool. What does that mean? Am I mistaken?"; next; mes "[ Boiler ]"; mes "And then. If you soak these dry leaves in hot water, the contents of the leaves comes out. But it's just that."; mes "But somehow it's good for your health, that's why we fill every bath with herbal leaves. Do humans breath on their skins? Or do you drink water from your skins?"; next; mes "[ Boiler ]"; mes "Humans are happy to immerse themselves in the bath. Why is that?"; next; mes "[ Boiler ]"; mes "Oh, there's another one! Why do you put ground seaweed in the bath and apply the water on your face?"; next; mes "[ Boiler ]"; mes "I was so curious that I tried it myself, but I didn't know what it was good for. Maybe because I'm an automatic doll?"; next; mes "[ Boiler ]"; mes "If I had five senses like humans, I could have understand humans better. Why didn't the master gave us that?"; next; cloakoffnpc "Valve#ep172_bath_0",getcharid(0); cutin "ep172_omega",4; mes "[ Valve ]"; mes "It's all done. You have to drink now."; next; cutin "ep172_beta",2; mes "[ Boiler ]"; mes "I'm not going to drink. No one's drinking."; next; cutin "ep172_omega",4; mes "[ Valve ]"; mes "Is not ready yet? Can't you just drink a little? Squeeze it out and you'll get a lot of essence."; next; cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Valve. Humans are not tea bags. Remember, I've said this many times."; next; cloakonnpc "Valve#ep172_bath_0",getcharid(0); cloakoffnpc "Valve#ep172_bath_1",getcharid(0); cutin "ep172_omega",4; mes "[ Valve ]"; mes "All you have to do is boil the water well."; next; mes "[ Valve ]"; mes "The temperature needs to be increased to make it better."; cloakonnpc strnpcinfo(0),getcharid(0); cloakoffnpc "Boiler#ep172_bath_2",getcharid(0); next; cutin "ep172_beta",2; mes "[ Boiler ]"; mes "I told you not to touch the boiler."; next; specialeffect EF_PIERCE,AREA,"Valve#ep172_bath_1"; mes "- Ack! -"; next; mes "[ Boiler ]"; mes "Stop it and come over here."; next; cloakonnpc "Valve#ep172_bath_1",getcharid(0); cloakoffnpc "Valve#ep172_bath_0",getcharid(0); cloakonnpc "Boiler#ep172_bath_2",getcharid(0); cloakoffnpc strnpcinfo(0),getcharid(0); mes "[ Boiler ]"; mes "It's okay because it's quiet for a while."; next; cutin "",255; select("It looks dangerous, but the disposal..."); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Why waste it! It'll still be useful if we fix it. Who am I supposed to work with if you scrap Valve? I don't like strangers."; next; cutin "",255; select("Why don't you fix it?"); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Because I can't leave my hands off the boiler? The intruders broke the boiler and the valves, and there was no time to fix them."; next; mes "[ Boiler ]"; mes "I'm alone and the boiler room has to be ran by two, but I'm the only one left. There's no time to fix it. I can send it somewhere else, I'm worried that they'll reformat the data."; mes "It's not so serious, I can fix it slowly. Valve is not that bad, it only touches the boiler sometimes. I don't know much about humans, but I know a lot about herbs and boilers."; next; mes "[ Boiler ]"; mes "But I still have to fix it."; mes "Hmm... " + strcharinfo(0) + "? Are you free?"; next; cutin "",255; select("Why?"); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "If you're free, please help me. I'm short on hands. The valve and the boiler needs to be fixed. But I'm alone and the other dolls are busy."; mes "I wish I were two. Wow... wouldn't it be nice? If there were two of me, this would be the best boiler room."; next; mes "[ Boiler ]"; mes "I'll ask Alpha to clone me. I don't know if it's possible, but logically, it's more efficient if there's two of me."; mes "But, what can I do right now? There's no other me. I should ask for help. So please help me if you're free."; next; cutin "",255; if (select("I'll help you.:I have to go take a bath.") == 2) { cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Really? Then there's nothing I can do. You also look tired, so I'll send you herbs for recovery. Goodbye."; close3; } cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Thank you. Then, can you handle 20 ^0000CDbroken automatic dolls^000000? I also need 5 ^0000CDbroken automatic doll parts^000000."; next; cutin "",255; select("Sure."); cutin "ep172_beta",2; mes "[ Boiler ]"; mes "Yes, then please."; setquest 17375; completequest 17375; setquest 17376; close3; } cutin "ep172_beta",2; mes "[ Boiler ]"; mes "What brings you here today? Oh, is it for work?"; next; switch (checkquest(17377,PLAYTIME)) { case -1: break; case 0: case 1: .@display$ = " - Cooldown"; .@color = true; .@cd = true; break; case 2: break; } switch (checkquest(17376,HUNTING)) { case -1: .@inactive = true; break; case 0: case 1: .@display$ = " - On Progress"; .@color = true; .@active = true; break; case 2: .@complete = true; break; } if (select(((.@color == true)?"^C0C0C0":"^000000") + "Help on work" + .@display$ + "^000000","I came to say hello.") == 2) { mes "[ Boiler ]"; mes "Yes, I don't know why you are here. Nothing has changed here. We are still working on the boiler."; close3; } if (.@cd) { mes "[ Boiler ]"; mes "Umm... I heard humans break down easily if they work too much. Please go get some rest and come back after dawn."; close3; } if (.@inactive) { if (select("Let me handle it.:I'l like to take a break today.") == 2) { mes "[ Boiler ]"; mes "That's weird. I thought you came to see me because you want to get work, right? Well, I understand."; } else { mes "[ Boiler ]"; mes "How can there be such a sincere human? Then, today too please handle 20 ^0000CDbroken automatic dolls^000000 and bring 5 ^0000CDbroken automatic doll parts^000000."; setquest 17376; } erasequest 17377; close3; } if (.@active) { mes "[ Boiler ]"; mes "Are you done with your work?"; next; mes "[ Boiler ]"; if (countitem(1000231) < 5) { mes "Where is it? We need 5 Broken Automatic Doll Parts. I think there is a hole in your bag. You should check it."; close3; } mes "Did you handle the 20 Broken Automatic Dolls? Are you injured somewhere?"; close3; } if (.@complete) { if (countitem(1000231) < 5) { mes "[ Boiler ]"; mes "Where is it? We need 5 Broken Automatic Doll Parts. I think there is a hole in your bag. You should check it."; close3; } mes "[ Boiler ]"; mes "Are you done with your work?"; next; mes "[ Boiler ]"; mes "You've brought a lot. Well, I'll trade it for this barmeal ticket. Thank you."; erasequest 17376; setquest 17377; delitem 1000231,5; getitem rand(100147,100149),1; getitem 1000103,2; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17364) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17374) == 2 && isbegin_quest(17375) == 0"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17375) == 2 && checkquest(17376,HUNTING) == -1 && checkquest(17377,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17375) == 2 && checkquest(17376,HUNTING) == -1 && checkquest(17377,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(17376,HUNTING) == 2 && countitem(1000231) >= 5"; end; } ba_bath,289,65,5duplicate(dummy_cloaked_npc)Boiler#ep172_bath_24_EP17_BASIC_B ba_bath,288,67,3scriptSweep#ep172_bath_14_EP17_CLEANER,{ if (isbegin_quest(17364) == 1) { cutin "ep172_beta",2; mes "[ Sweep ]"; mes "What's going on? See you come all the way here, are you here to look at something at the boiler?"; close3; } if (isbegin_quest(17365) == 1) { cutin "ep172_beta",2; mes "[ Sweep ]"; mes "The boiler is already stopped. Isn't that why you're here? Shouldn't you go and report?"; close3; } if (isbegin_quest(17374) < 2) { cutin "ep172_beta",2; mes "[ Sweep ]"; mes "Is there anything left to see here? Didn't you have something to do?"; close3; } if (isbegin_quest(17378) < 2) { cutin "ep172_beta",2; mes "[ Sweep ]"; mes "What's going on? Do we still have a story to hear? Haven't you found the all the answer for the monsters?"; next; cutin "",255; select("I'd like to talk to you."); cutin "ep172_beta",2; mes "[ Sweep ]"; mes "What do you want to talk about? The only thing I can talk about is cleaning. Are you curious about cleaning?"; mes "Hygiene is very important here because it's a public bath. Besides cleaning regularly everyday, I do it as often as necessary."; next; mes "[ Sweep ]"; mes "Automatic dolls for cleaning sweeps foreign substances and dirt all over the place. This basic policy is to send all the guests out of the bathhouse when cleaning, but if the guest want to continue taking a bath, we shouldn't bother them and wait."; next; mes "[ Sweep ]"; mes "However, it is not recommended that the automatic dolls that come out for cleaning should not be approached as much as possible because they are dangerous and they're for cleaning purposes only."; mes "Actually, the cleaning dolls wasn't as strong as it is now. The measure was taken inevitably because of the intruders."; next; cutin "",255; select("Because of the intruders?"); cutin "ep172_beta",2; mes "[ Sweep ]"; mes "Have you seen the intruder before? When I found them in the bath, my switch for intruder was activated, I didn't let them in. But they came by swarm and forced their way in."; next; mes "[ Sweep ]"; mes "They went through places where you can fit your body, such as water pipes and drains. The fish from the lake are also able to enter through the pipes."; mes "Thanks to them, cleaning became more difficult. The intruder even interfered when I was cleaning. And they didn't even bother helping me clean after."; next; mes "[ Sweep ]"; mes "This is a bathhouse. Hygiene should be the top priority. The cleaner automatic dolls are strengthened because of that."; next; mes "[ Sweep ]"; mes "The intruder took a step back however they're not completely gone yet. Therefore, the cleaner dolls had no choice but to remain the strengthened form. So be careful when coming into contact during cleaning time."; next; cutin "",255; select("Were you interrupted a lot?"); cutin "ep172_beta",2; mes "[ Sweep ]"; mes "I don't know what the humans want."; mes "However, humans needs to take a bath and the space to do so. The task that was given to me was cleaning. It's all I know."; next; mes "[ Sweep ]"; mes "There were two groups of intruders. One was obsessed with the bath and the other one is in it's facilites. What they had in common is that they're both obsessed with something."; next; mes "[ Sweep ]"; mes "Humans that are obsessed with bathing did not cooperate with the cleaning, and humans obsessed with the facilities destroyed the facilites and the automatic dolls managing it."; mes "The boiler was ripped apart and stolen, pipes were broken, and automatic dolls are dismantled. The other say they don't know how long will it take to recover from this. The situation in the other part of the mansion is not much different, the entire mansion is in this predicament."; next; mes "[ Sweep ]"; mes "What is the biggest feature that distinguish guests from the intruders? Why do guests and intruders have different behavior patterns? How do humans tell the difference between the two?"; next; mes "[ Sweep ]"; mes "We, the automatic dolls, think it's natural that we don't know because we've only been in contact with guests before."; mes "We can't feel things that humans can. I can't even feel the touch of the end of my hand."; next; mes "[ Sweep ]"; mes "But even if I don't know such thing, It won't impose a problem on my work. I can clean. I can carry out the task that was given to me. What is designated as trash should be swept away."; next; mes "[ Sweep ]"; mes "Human beings are human beings, automatic dolls are automatic dolls."; next; mes "[ Sweep ]"; mes "But... I'd be happy if you could help me with one thing. Are you interested?"; next; cutin "",255; if (select("I'd be happy to.:I'm a little busy.") == 2) { cutin "ep172_beta",2; mes "[ Sweep ]"; mes "I see. I understand. I learned that I should not take the time of a busy guest."; close3; } cutin "ep172_beta",2; mes "[ Sweep ]"; mes "Then can I ask you to exterminate ^0000CD15 Boiling Piranha and 15 Boiling Marc^000000. They are one of the main cause of the miss in the bathhouse."; next; mes "[ Sweep ]"; mes "Other parts of the mansion are also lacking in hands, so we have to do it ourselves. I clean up whenever I can, but there are too many. It must not be delayed too much because it's about hygiene and safety. Then, please."; setquest 17378; completequest 17378; setquest 17379; close3; } cutin "ep172_beta",2; mes "[ Sweep ]"; mes "What's the matter? Are you here to help me?"; next; switch (checkquest(17380,PLAYTIME)) { case -1: break; case 0: case 1: .@display$ = " - Cooldown"; .@color = true; .@cd = true; break; case 2: break; } switch (checkquest(17379,HUNTING)) { case -1: .@inactive = true; break; case 0: case 1: .@display$ = " - On Progress"; .@color = true; .@active = true; break; case 2: .@complete = true; break; } if (select(((.@color == true)?"^C0C0C0":"^000000") + "Fish extermination" + .@display$ + "^000000","I'm curious about cleaning.") == 2) { mes "[ Sweep ]"; mes "Cleaning is something I do usually. It's just difficult at the moment since there are too many obstacles."; close3; } if (.@cd) { mes "[ Sweep ]"; mes "Um.. I'm happy that you're here to help me. But I've heard that humans need a lot of rest. Please come back again after dawn."; close3; } if (.@inactive) { mes "[ Sweep ]"; mes "Thank you for your help. Then can I ask you to exterminate ^0000CD15 Boiling Piranha and 15 Boiling Marc^000000?"; next; if (select("All right.:I'd like to take a break today..") == 2) { mes "[ Sweep ]"; mes "I see. I've heard that humans should rest often."; } else { mes "[ Sweep ]"; mes "Then I'll let you handle it."; setquest 17379; } erasequest 17380; } if (.@active) { mes "[ Sweep ]"; mes "Have you dealt with it?"; next; mes "[ Boiler ]"; mes "Did you forgot about it? then please exterminate ^0000CD15 Boiling Piranha and 15 Boiling Marc^000000."; close3; } if (.@complete) { mes "[ Sweep ]"; mes "Have you dealt with it?"; next; mes "[ Boiler ]"; mes "Perfect. Thank you very much. I'd be more grateful if you could come back after dawn."; erasequest 17379; setquest 17380; getitem 1000103,2; close3; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17374) == 2 && isbegin_quest(17378) == 0"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17378) == 2 && checkquest(17379,HUNTING) == -1 && checkquest(17380,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17378) == 2 && checkquest(17379,HUNTING) == -1 && checkquest(17380,PLAYTIME) == 2"; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(17379,HUNTING) == 2"; end; } ba_bath,284,67,5scriptValve#ep172_bath_04_EP17_CLEANER_W,{ npctalk "Beep- Are you lost?","",bc_self; end; } ba_bath,289,64,5duplicate(dummy_cloaked_npc)Valve#ep172_bath_14_EP17_CLEANER_W ba_bath,270,94,0script#ep172_bath_ev_0HIDDEN_WARP_NPC,5,5,{ end; OnTouch: if (isbegin_quest(17365) == 1) cloakoffnpc "Rookie#ep172_bath_2",getcharid(0); end; } ba_bath,270,94,5scriptRookie#ep172_bath_24_M_ROOKIE,{ if (isbegin_quest(17365) == 1) { cutin "16loo_03",2; mes "[ Rookie ]"; mes "...This, that..."; next; select("Lucky?"); cutin "16loo_01",2; mes "[ Rookie ]"; mes "What? Yes. There's... nothing here. I'd rather go to the ^0000CDlake^000000."; next; mes "[ Rookie ]"; mes "There maybe something <NAVI>[there]<INFO>ba_bath,165,43,0,101,0</INFO></NAVI>. Let's take a look."; completequest 17365; setquest 17366; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); cloakoffnpc "Rookie#ep172_bath_1",getcharid(0); end; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17365) == 1"; cloakonnpc(); end; } ba_bath,254,270,3scriptNameless Spring#ep172_bathinfo4_BOARD3,{ mes "^006600?Nameless Spring?^000000"; mes "^006600This is the place when you want to forget everything and immerse yourself into nature. However, if things are too difficult. Please come to us for assistance.^000000"; close; } ba_bath,259,191,3scriptFootbath#ep172_bathinfo4_BOARD3,{ mes "^006600?Footbath?^000000"; mes "^006600No need to be grand. Feel free to go and soak your feet.^000000"; close; } ba_bath,162,139,3scriptFountain of Wisdom#ep172_bathinfo4_BOARD3,{ mes "^006600?Fountain of Wisdom - Public Bath?^000000"; mes "^006600The oldest and most famous bath in Varmundt Mansion. Soak yourself in this bath and think about the deepest, most difficult things in your heart. The answer will surely come up.^000000"; close; } ba_bath,31,276,5scriptCold Spring#ep172_bathinfo4_BOARD3,{ mes "^006600?Cold Spring - Cold Bath?^000000"; mes "^0000CDSoak yourself in the cold spring if you want to be ice-cold. The cold air in the bath will bring together your disordered spirit.^000000"; close; } //= Water Garden ba_pw02,42,267,5scriptLensis#ep172_bapw2-020629,{ if (isbegin_quest(17333) == 0) { mes "[ Lensis ]"; mes "Users who are not registered as guests are considered enemy."; next; mes "- A preceding quest still exist. -"; close; } if (isbegin_quest(16427) == 0) { cloakoffnpc "Elyumina#ep172_bapw2-0",getcharid(0); cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "I just realized, My way of thinking is wrong. This guy called Varmundt isn't he amazing?"; mes "To think these beautiful automatic dolls exist. I should've come in more earlier."; npctalk "Elyumina : If I had, I wouldn't have been caught.","Elyumina#ep172_bapw2-0",bc_self; emotion ET_SURPRISE,getnpcid(0,"Elyumina#ep172_bapw2-0"); next; mes "[ Elyumina ]"; mes "It's beautiful, this form of connection that allows the core entity to freely control sub-objects deployed throughout the mansion with centralized network control method..."; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "and yet, it's operating in a way that makes the individuality of the sub-objects stands out."; mes "It's fun. I wonder what kind of machine it works with."; emotion ET_BIGTHROB,getnpcid(0,"Elyumina#ep172_bapw2-0"); next; cloakoffnpc "Rookie#ep172_bapw2-0",getcharid(0); cloakoffnpc "Lazy#ep172_bapw2-0",getcharid(0); cutin "16loo_03",2; mes "[ Rookie ]"; mes "You seem happy. I don't know what makes you happy though."; emotion ET_SWEAT,getnpcid(0,"Rookie#ep172_bapw2-0"); next; mes "[ Rookie ]"; mes "Be careful anyway. There's a near toxic sewage running right under this thin sheet of iron."; next; cutin "16lei_02",2; mes "[ Lazy ]"; mes "I guess you can't hear us because you're too absorbed in the new machines and the automatic doll. You're like a kid with a new toy, Ms. Criminal Scientist."; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "Are you an automatic doll that manages this place? Can I talk to you for a moment?"; mes "Don't worry, I'm not a suspicious person."; emotion ET_DELIGHT,getnpcid(0,"Elyumina#ep172_bapw2-0"); next; cutin "16lei_02",2; mes "[ Lazy ]"; mes "It's more like a person than an automatic doll."; mes "What? Wait, the automatic doll looks a little weird. Ms. Criminal Scientist, be careful..."; next; cutin "ep172_beta",2; mes "[ Lensis ]"; mes "Recognized. Intruder recognized, initiating immediate exclusion."; next; cloakonnpc "Elyumina#ep172_bapw2-0",getcharid(0); cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Wait, wait a minute. I'm properly licensed... Argh!"; specialeffect EF_ICECRASH,AREA,"Elyumina#ep172_bapw2-0"; emotion ET_HUK,getnpcid(0,"Elyumina#ep172_bapw2-0"); next; cloakonnpc "Rookie#ep172_bapw2-0",getcharid(0); cutin "16loo_03",2; mes "[ Rookie ]"; mes "Oh, it's dangerous!"; emotion ET_HUK,getnpcid(0,"Rookie#ep172_bapw2-0"); next; cloakoffnpc "Elyumina#ep172_bapw2-0",getcharid(0); cloakoffnpc "Rookie#ep172_bapw2-0",getcharid(0); cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Ugh! Cough, cough, cough!"; mes "Argh! What the hell is this? I almost died! I can't believe you did it in such a lovely way. You're all wet!"; emotion ET_KEK,getnpcid(0,"Elyumina#ep172_bapw2-0"); next; mes "[ Elyumina ]"; mes "You know how to be forgiven for just being pretty, don't you? The world is not that easy! ... wh, what kind of headache is this?"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "...... It could have been a disaster."; mes "This person is with us. I'm not an intruder. Alpha said you can communicate with her, but why did you do this?"; npctalk "Lazy : The angry context is a bit weird. Are you sure you're okay?","Lazy#ep172_bapw2-0",bc_self; next; cutin "ep172_beta",2; mes "[ Lensis ]"; mes "Network check, automatic error correction. Reconfirming packets......"; mes "Ah, I confirmed."; mes "......however, more than 62% of the intruders had similar behavior patterns, so I considered you as an intruder."; next; cutin "16loo_03",2; mes "[ Lazy ]"; mes "Where did the 38% went to?"; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Don't joke like that, Lazy!"; mes "You know Mina is no longer an Ilusion."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Wait, I'm a little weird... My head hurts, I'm starting to feel dizzy and nauseous."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "What should we do. The sewage around here is coming for the laboratory, that's why it's almost toxic."; mes "I can't believe you fell into the water that looks very bad even at first glance."; emotion ET_THINK,getnpcid(0,"Rookie#ep172_bapw2-0"); next; cutin "",255; select("Shouldn't you see a doctor?"); cutin "16loo_01",2; mes "[ Rookie ]"; mes "That's a good idea. Adventurer, can you go ahead into the <NAVI>[mansion]<INFO>ba_maison,169,270,0,101,0</INFO></NAVI> and tell to them to prepare a medical faciltiy?"; mes "Me and Lazy will take care of Elyumina and follow quickly."; next; cutin "",255; if (select("Leave it to me!:Refuse.") == 2) { cutin "16loo_01",2; mes "[ Rookie ]"; mes "Adventurer, there's no way that you'd think Mina is still an Illusion, right?"; mes "Having received the weapons and modules made by Mina herself!"; close3; } cutin "16loo_01",2; mes "[ Rookie ]"; mes "Thank you, adventurer! I'll be right with you."; mes "Ah, Mina. Her face looks blue, isn't it? Adventurer, please tell them to get ready quickly!"; navigateto("ba_maison",169,270); close2; cutin "",255; setquest 16427; cloakonnpc "Elyumina#ep172_bapw2-0",getcharid(0); cloakonnpc "Rookie#ep172_bapw2-0",getcharid(0); cloakonnpc "Lazy#ep172_bapw2-0",getcharid(0); end; } cutin "ep172_beta",2; mes "[ Lensis ]"; mes "Hello, guest. Welcome to the sewage treatment plant."; next; mes "[ Lensis ]"; mes "This area is where the laboratory sewage is discharged into and it's very dangerous for skin contact or ingestion, which can lead to immediate death, so we recommend for everyone to stay away from it."; next; mes "[ Lensis ]"; mes "If you need a poison, I will provide you......"; close3; OnInit: questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(16427) == 0"); end; } ba_pw02,45,267,3scriptElyumina#ep172_bapw2-04_EP17_ELYUMINA,{ emotion ET_DELIGHT; npctalk "Elyumina : I just realized, My way of thinking is wrong. This guy called Varmundt isn't he amazing?","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_pw02,50,264,3scriptRookie#ep172_bapw2-04_M_ROOKIE,{ npctalk "Rookie : I don't know how I ended up with these two people.","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_pw02,48,262,1scriptLazy#ep172_bapw2-04_M_LAZY,{ npctalk "Lazy : Um, it's a little hard to breathe here.","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_maison,169,270,5scriptNeed#ep172_bamaison-004_EP17_BASIC_B,{ if (isbegin_quest(16427) == 1) { cutin "ep172_beta",2; mes "[ Need ]"; mes "Wow~ You're a guest!"; mes "Hello. I've been waiting for a guest to come all this time."; emotion ET_SURPRISE; next; mes "[ Need ]"; mes "What do you want me to do first? Meal? Rest? Bath?"; mes "I'll prepare anything for you. Just tell me."; next; select("I need a medical facility."); cutin "ep172_beta",2; mes "[ Need ]"; mes "Ah, ahhhhhh! Dear guest, are you hurt? Where? How? How much?!"; mes "I'll prepare the medical equipments and rest areas right now!"; emotion ET_KEK; next; select("No, it's not......"); cloakoffnpc "Rookie#ep172_bamaison-w0",getcharid(0); cloakoffnpc "Lazy#ep172_bamaison-w0",getcharid(0); cloakoffnpc "Elyumina#ep172_bamaison-w0",getcharid(0); cutin "16loo_01",2; mes "[ Rookie ]"; mes "Your complexion looks like dirt. You can't walk straight... You will have to change your wet clothes."; mes "I'm sure the adventurer will have the medical facility ready for you to get treatment right away. So, cheer up."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Ugh... it feels weird. Ah, I can see the machine flowing and the river of screws..."; next; cutin "16lei_03",2; mes "[ Lazy ]"; mes "What are you looking at. I don't think it's normal. Criminal Scientist, are you all right?"; next; cutin "ep172_beta",2; mes "[ Need ]"; mes "Huh? It's an intruder, an intruder!"; mes "Don't worry, I won't let them harm you. I'll call for security assistance!"; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Oh... I'm feeling a little bit better now. Intruder or whatever. All I have to do is cross that river, ahahaha..."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Wait, wait a minute. She is with us."; mes "We need a diagnosis and treatment. I'd like to ask you to hurry."; next; cutin "ep172_beta",2; mes "[ Need ]"; mes "A diagnosis is not needed. I have been told what happened."; mes "You have been in contact with the contaminated sewage that is specially discharge from the sewage treatment plant, haven't you?"; next; mes "[ Need ]"; mes "You have come into contact with a dangerous chemicals from the laboratory..."; mes "Basically, your life is at risk!"; npctalk "Elyumina : No, I didn't do it because I wanted to make contact. I'm telling you that's true.","Elyumina#ep172_bamaison-w0",bc_self; next; mes "[ Need ]"; mes "Oh, You can understand that you're addicted to poison."; mes "Hmm, that's a big deal~"; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "'Hmm, that's a big deal~' well, it's not a big deal!"; mes "Is there any way we can decipher it?"; npctalk "Lazy : Well, it's a pleasant talk. But, you're not in a situation like that at all, are you?","Lazy#ep172_bamaison-w0",bc_self; next; cutin "ep172_beta",2; mes "[ Need ]"; mes "Well, dear guest. She's not a guest. You're an intruder aren't you?"; mes "We can't give intruders the same benefit as the guests."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Yes, yes. I suppose so. Okay, just leave it alone......"; mes "Because if you just leave it, it will die on its own. Goodbye, my beloved machines, I'm going first."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "You talk too badly. Come on, is there any way?"; mes "Just because you were an Illusion once doesn't mean you're an Illusion forever. Although you still have to pay for your sins. You have to live with that, too."; next; cutin "ep172_beta",2; mes "[ Need ]"; mes "You wouldn't be able to say that if you knew how much the intruders had ruined our precious work."; npctalk "Lazy : Yeah, She still looks line an Illusion, but slightly different from the Illusion. Just slightly.","Lazy#ep172_bamaison-w0",bc_self; npctalk "Elyumina : It's slightly...... can you please not lump me as the same category as those idiots?","Elyumina#ep172_bamaison-w0",bc_self; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "I have no choice but to use this method."; mes "Alright, ^0000CDas a mercenary who came here as a guest of Varmundt!!!^000000"; mes "I want to save this person. Tell me how!"; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "...... Why are you doing that? What am I saying? Of course, I'm the Great Elyumina, but you..."; next; cutin "ep172_beta",2; mes "[ Need ]"; mes "That... If you say that..."; mes "You can make an antidote using the ^0000CDLeaves of the Silva Papilla^000000, a material from the water garden. It was raised by the master for that purpose."; next; mes "[ Need ]"; mes "But, I don't know if the gardeners will let you enter."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "The information is enough. Because this person's life is in danger! You said <NAVI>[Water Garden]<INFO>ba_maison,239,47,0,101,0</INFO></NAVI>, right?"; mes "Let's go, we'll check it ourselves."; close2; cutin "",255; completequest 16427; setquest 16428; cloakonnpc "Rookie#ep172_bamaison-w0",getcharid(0); cloakonnpc "Lazy#ep172_bamaison-w0",getcharid(0); cloakonnpc "Elyumina#ep172_bamaison-w0",getcharid(0); end; } if (isbegin_quest(16428) == 1) { cutin "ep172_beta",2; mes "[ Need ]"; mes "You can make an antidote using the ^0000CDLeaves of the Silva Papilla^000000, a material from the <NAVI>[water garden]<INFO>ba_maison,239,47,0,101,0</INFO></NAVI>. It was raised by the master for that purpose."; close2; cutin "",255; navigateto("ba_maison",239,47); end; } cutin "ep172_beta",2; mes "[ Need ]"; mes "The hamster in the garden eats anything."; mes "However, you should not attack the hamster."; next; mes "[ Need ]"; mes "Oh, a cleaning robot? Of course, some managers call it that, but......"; mes "I call it a hamster. I read it in a book. It said that everything that diligently picks up things and puts it in the mouth is a hamster. And, a hamster is cuter than a cleaning robot, right?"; close3; OnInit: questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) == 2 && isbegin_quest(16427) == 1"); end; } ba_maison,177,268,3scriptRookie#ep172_bamaison-w04_M_ROOKIE,{ npctalk "Rookie : Ah, Mina is so weak, I can't get used to it~!","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_maison,174,266,3scriptElyumina#ep172_bamaison-w04_EP17_ELYUMINA,{ npctalk "Elyumina : I think I'm a bit better now. It doesn't matter what happen to you when you're hated like this......","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_maison,176,270,3scriptLazy#ep172_bamaison-w04_M_LAZY,{ npctalk "Lazy : I've never seen Ms. Criminal Scientist so depressed before.","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_maison,235,45,3scriptRookie#ep172_bamaison-w14_M_ROOKIE,{ npctalk "Rookie : I'm a sinner for letting you suffer alone. We should have went there too.","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_maison,233,48,5scriptLazy#ep172_bamaison-w14_M_LAZY,{ npctalk "Lazy : I'm not in charge of combat. So, adventurer, do you have a favor to ask?","",bc_self; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: cloakonnpc(); end; } ba_maison,234,51,5scriptElyumina#ep172_bamaison-w14_EP17_ELYUMINA,{ if (isbegin_quest(16428) == 1) { cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "..............................,"; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Damn it... Am I afraid to die like this!"; mes "Tch, something that's wet doesn't dry out well."; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); end; } if (isbegin_quest(16430) == 0) { if (checkquest(16429,HUNTING) == 0 || checkquest(16429,HUNTING) == 1) { cloakoffnpc "Elyumina#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Rookie#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Lazy#ep172_bamaison-w1",getcharid(0); cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "I'm dizzy... don't shake me."; mes "I can't go, even if I force myself, I can't go. I'll just give you trouble when I go."; next; cutin "16lei_02",2; mes "[ Lazy ]"; mes "...Woah, you cared about that? Ms. Criminal Scientist, this is a surprise."; next; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "Shut up! There's no need for consideration for idiots!"; mes "I'm resting here anyway. I can't move a leg."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "I need to keep an eye on Mina, so I'll stay here, adventurer."; next; cutin "16lei_01",2; mes "[ Lazy ]"; mes "I'm not in charge of combat. So, adventurer, do you have a favor to ask?"; next; select("Is it fate to go the water garden alone..."); cutin "16loo_03",2; mes "[ Rookie ]"; mes "I'm sorry, adventurer. How about having a party with another adventurer?"; close2; cutin "",255; cloakonnpc "Elyumina#ep172_bamaison-w1",getcharid(0); cloakonnpc "Rookie#ep172_bamaison-w1",getcharid(0); cloakonnpc "Lazy#ep172_bamaison-w1",getcharid(0); end; } if (checkquest(16429,HUNTING) == 2) { cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Ugh, I think I lost my mind for a moment and came back to see the end of the world!"; mes "Ah, this is driving me crazy. Hey, when's the antidote going to be finished?"; emotion ET_KEK; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); end; } } if (isbegin_quest(16430) == 1) { cloakoffnpc "Elyumina#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Rookie#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Lazy#ep172_bamaison-w1",getcharid(0); select("Hand over the antidote."); cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "...... What is this?"; mes "Oh..., Is that it. The antidote."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "I'm sorry to make you suffer alone. We should have been there for you."; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "...... you know, thank you."; next; cutin "16lei_03",2; mes "[ Lazy ]"; mes "Huh, I can't hear you well. Speak up, please."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Don't worry, I didn't say that to you!"; next; cutin "16lei_01",2; mes "[ Lazy ]"; mes "Yeah, right, why don't you go ahead and try it? It's hard to look over the Criminal Scientist when you're lingering beside me."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Oh, I'm so sick of it..."; mes "Anyways, you, " + strcharinfo(0) + ". Thank you for getting me the antidote."; next; mes "[ Elyumina ]"; mes "And you... Was it Rocky? Lucky? Anyways, Rebellion, thank you for running around for me."; npctalk "......Rookie, it's Rookie.","Rookie#ep172_bamaison-w1",bc_self; npctalk "What about me? Are you not thanking me?","Lazy#ep172_bamaison-w1",bc_self; next; mes "[ Elyumina ]"; mes "Like you guys said, I'm not an Illusion already."; mes "I don't feel like I belong there anyway. I only stayed because they supported my research."; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "It's different when someone insist on it and others acknowledge it."; next; mes "[ Elyumina ]"; mes "Also being hated by such cute, smart, automatic dolls... is not so bad."; next; cutin "16lei_03",2; mes "[ Lazy ]"; mes "I think that's the main point of what I want to say...?"; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "Anyway, I'm not going to get involved with those idiots again. I promise."; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "And if there's anything I can do, I'll cooperate on catching them."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Ah, yeah. This conversation is a little akward..."; mes "But thank you."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "By the way, I'm sure the adventurer had a really hard time coming back from the water garden."; mes "It's not much, but I'll give you some of my meal tickets. You'll take it, right?"; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "Look forward to helping Seihyu in her work. I'll come help when I feel like it!"; close2; cutin "",255; cloakonnpc "Elyumina#ep172_bamaison-w1",getcharid(0); cloakonnpc "Rookie#ep172_bamaison-w1",getcharid(0); cloakonnpc "Lazy#ep172_bamaison-w1",getcharid(0); completequest 16430; getitem 1000103,20; end; } cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Adventurer, be quiet! I can't be caught here alone!"; next; cutin "ep171_elyumina02",2; mes "[ Elyumina ]"; mes "You, if you're going to take away my precious opportunity to talk to the automatic dolls of Varmundt, I'll kill you!"; close2; cutin "",255; cloakonnpc strnpcinfo(0),getcharid(0); end; OnInit: questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 1"); end; } ba_maison,239,47,3scriptSeihyu#172_water_garden4_EP17_SCISSORE,{ if (isbegin_quest(16428) == 0) { cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Hello, guest."; mes "This is the docks, but there are no ships operating at the moment."; close3; } if (isbegin_quest(16428) == 1) { cloakoffnpc "Elyumina#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Rookie#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Lazy#ep172_bamaison-w1",getcharid(0); cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "......................"; next; cutin "16lei_02",2; mes "[ Lazy ]"; mes "your gaze feels cold."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Welcome, gue......"; mes "What can I do for you?"; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "I'd like to get permission."; mes "Can we enter into the water garden? I have to get a ^0000CDLeaf of Silver Papilla^000000 inside."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Ah~ She came! You're the one who requested that!"; mes "I don't want to help an intruder!"; next; cutin "16lei_03",2; mes "[ Lazy ]"; mes "I've been wondering since a while ago, we're in a same group but, how do you distinguish the intruder from the guests?"; next; mes "[ Lazy ]"; mes "There's nothing that says intruder on the face of this Criminal Scientist."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "We can't distinguish. It's just data collection. Every word you say and actions are datas that we collect."; next; mes "[ Seihyu ]"; mes "And we compare it to produce the best result. Then we exclude out the intruders, this is course of action from Alpha."; next; mes "[ Seihyu ]"; mes "I want to ask. Why are you trying to save that person?"; mes "Isn't she a person who've harmed you too?"; next; mes "[ Seihyu ]"; mes "Is it because you still have a need for it?"; mes "Is that what humans do?"; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "Well, that is..."; next; cutin "",255; switch (select("Elyumina is our colleague.:She helped enough to pay back what she've done.:I don't want to kill an enemy or a colleague.")) { case 1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "How come? I'm learning what a colleague is."; mes "According to the definition, she is definitely not a colleague."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "Humans being are stupid. That's why I'm doing something different than the beautiful thinking of a machine......... it's kind of miserable but that's my story."; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "Anyway, a machine with such curiosity, it's so attractive. I want to know more about your way of thinking."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "I excluded you."; mes "Human judgement is also too difficult for me. But thank you for your opinion."; break; case 2: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Is that so? Did you save her for the reason that she could be helpful in the future?"; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "Ha, haha... Isn't it similar to an automatic doll?"; mes "You are working like this to be helpful, to help people."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Don't compare us with you."; mes "... but the human standard of judgement, I think are a little bit understable."; break; case 3: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "I didn't expect you to say that."; mes "Based on the data collected overtime, human beings are a species that hurts each other if necessary."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "I didn't want to kill anyone."; mes "But they were so weak and stupid that they kept dying on their own."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "The opinion of the excluded is worthless."; next; mes "[ Seihyu ]"; mes "...human beings are really tricky."; mes "I don't understand your criteria, but I understood them anyway."; break; } next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "... Okay. If so, do me a favor."; mes "We will give you passage to the water garden, but please help us out in our work."; next; mes "[ Seihyu ]"; mes "Due to the intruders' interference, severals tasks in the water garden have been immobilize."; mes "If you promise to help me with this, I'll open the water garden for you."; next; cutin "",255; if (select("Help.:Don't Help.") == 2) { mes "[ Seihyu ]"; mes "Then there's no deal."; mes "As I said before, I have a duty to exclude the intruder."; close3; } cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "It's a deal."; mes "This is just a deal. I'm still aware of my duty to exclude the intruders."; next; cutin "ep171_elyumina04",2; mes "[ Elyumina ]"; mes "At this point, I'm starting to feel nauseous. I will definitely make you fall for me."; next; cutin "16lei_02",2; mes "[ Lazy ]"; mes "You sound like the heroine of a romance novel, but the other person is very vague."; next; cutin "16loo_03",2; mes "[ Rookie ]"; mes "All right, All right. Whether it's revenge play or a romance novel, we should make an antidote first and talk after you get better."; mes "Mina, can you move? They say it's dangerous inside..."; next; cutin "ep171_elyumina03",2; mes "[ Elyumina ]"; mes "...... sorry, I can't overdo it."; mes "It's hard even just to walk now."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Well, then I guess I'll have to stay to keep an eye on Mina."; mes "Adventurer, could you go inside and get the leaves of the Silva Papilla?"; next; cutin "16lei_01",2; mes "[ Lazy ]"; mes "I'm a noncombatant, so I'll stay outside. My power is only to protect myself. It's a precaution that I do to keep the pain to a minimum."; next; cutin "",255; if (select("I'll be right back.:I'm a noncombatant, too.") == 2) { cutin "16lei_01",2; mes "[ Lazy ]"; mes "Huh? Adventurer... Look back on the battle you've been so far."; mes "And put your hands on your chest and think again."; } else { cutin "16loo_03",2; mes "[ Rookie ]"; mes "I believe in the adventurer."; mes "Please be careful."; } next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Then, we'll be waiting here."; mes "Please go talk to Seihyu again."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "You can speak to <NAVI>[Harad]<INFO>ba_maison,238,44,0,101,0</INFO></NAVI> next to me, and enter the water garden."; mes "It could be dangerous to enter, but the adventurer had chosen it, so be careful."; next; cutin "16lei_02",2; mes "[ Lazy ]"; mes "I think it's in and out of it's mind, that automatic doll......"; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "The automatic doll is okay though."; close2; cutin "",255; completequest 16428; setquest 16429; end; } if (isbegin_quest(16429) == 1) { if (checkquest(16429,HUNTING) < 2) { cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "You can speak to <NAVI>[Harad]<INFO>ba_maison,238,44,0,101,0</INFO></NAVI> next to me, and enter the water garden."; mes "It could be dangerous to enter, but the adventurer had chosen it, so be careful."; close3; } if (checkquest(16429,HUNTING) == 2) { cloakoffnpc "Elyumina#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Rookie#ep172_bamaison-w1",getcharid(0); cloakoffnpc "Lazy#ep172_bamaison-w1",getcharid(0); cutin "16loo_02",2; mes "[ Rookie ]"; mes "You've returned in one piece."; mes "Good going, adventurer!"; next; cutin "16lei_01",2; mes "[ Lazy ]"; mes "We've got the leaves of the Silva Papilla, so I'm going to ask someone to create an antidote."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "I can make the antidote."; mes "In the first place, the leaves of Silva Papilla itself is an antidote to several kinds of symptoms, so all you have to do is to change to formulation to make it easier for the guest to intake."; next; cutin "16loo_02",2; mes "[ Rookie ]"; mes "Then... can you make it?"; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "All right. Give the leaves of Silva Papilla to me."; next; cutin "",255; select("Hand over the leaves of Silva Papilla"); cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "....................."; next; mes "[ Seihyu ]"; mes "....................."; mes "....................."; next; mes "[ Seihyu ]"; mes "....................."; mes "....................."; mes "....................."; next; cutin "ep171_elyumina01",2; mes "[ Elyumina ]"; mes "It's so nice to see smart automatic dolls made by others."; mes "I want to study and analyze... If only this dizziness goes away..."; next; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "I'm not happy from your compliment."; mes "...... Here, the antidote."; next; cutin "",255; select("Receive the antidote."); cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Well, I'd like to ask you to continue helping after you're done with your work."; mes "I believe that you will keep your promise."; next; cutin "16loo_01",2; mes "[ Rookie ]"; mes "Please give the antidote to <NAVI>[Mina]<INFO>ba_maison,234,51,0,101,0</INFO></NAVI>."; close2; cutin "",255; completequest 16429; setquest 16430; end; } } if (isbegin_quest(16430) == 1) { cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Well, I'd like to ask you to continue helping after you're done with your work."; mes "I believe that you will keep your promise."; close3; } cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Welcome back, dear guest."; mes "Are you here to keep your promise? I have a few things to ask for today."; next; cutin "",255; switch (select("Silva Papilla Hunt:Grand Papilla Hunt:Missing Gardener:Do not help.")) { case 1: switch (checkquest(16432,PLAYTIME)) { case -1: break; case 0: case 1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "You need to rest a little. Oh, not only you, but the water garden also needs to rest."; mes "We have a plant culture set by the gardeners, so that's it for today."; next; mes "[ Seihyu ]"; mes "Please take a rest and come back after dawn."; mes "I'll be happy to ask for your help again."; close3; case 2: erasequest 16432; break; } switch (checkquest(16431,HUNTING)) { case -1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "As you already know, a plant called Silva Papilla lives in the deepest part of the water garden."; mes "It is a very intelligent and sensitive plant that can control multiple butterflies."; next; mes "[ Seihyu ]"; mes "Due to the recent events of intruders, the number of dolls has been greatly reduced, our gardeners can't handle the tricky plant as of now."; next; mes "[ Seihyu ]"; mes "can you go into the water garden to hunt down and secure me a ^0000CDSilva Papilla^000000?"; next; cutin "",255; if (select("I'll help you.:I can't help you right now.") == 2) break; mes "Thank you. After you hunt one down, the other gardeners will handle the rest."; mes "You can speak to <NAVI>[Harad]<INFO>ba_maison,238,44,0,101,0</INFO></NAVI> next to me, and enter the water garden."; close2; setquest 16431; end; case 0: case 1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Due to the recent events of intruders, the number of dolls has been greatly reduced, our gardeners can't handle the tricky plant as of now."; next; mes "[ Seihyu ]"; mes "can you go into the water garden to hunt down and secure me a ^0000CDSilva Papilla^000000?"; close3; case 2: cutin "ep172_beta",2; mes "[ Harad ]"; mes "You've secured a Silva Papilla."; mes "I have already confirmed with one of the gardener inside."; next; mes "[ Harad ]"; mes "Thank you for helping out the gardeners."; mes "I'll ask for your help again next time, if you have the time."; next; mes "[ Harad ]"; mes "I'll give you some Barmeal Tickets in return for your help. You can use it freely at the mansion's restaurant."; close2; cutin "",255; setquest 16432; erasequest 16431; getitem 1000103,4; end; } break; case 2: if (BaseLevel < 180) { cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "To do this favor from me, I'm afraid that I'll be putting the guest in danger."; next; mes "[ Seihyu ]"; mes "Since the Grand Papilla are hard to handle in many ways. I would prefer to ask this if you're more used to the water garden already."; next; mes "- You must be atleast level 180 to take this quest. -"; close3; } switch (checkquest(16434,PLAYTIME)) { case -1: break; case 0: case 1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "You need to rest a little. Oh, not only you, but the water garden also needs to rest."; mes "We have a plant culture set by the gardeners, so that's it for today."; next; mes "[ Seihyu ]"; mes "Please take a rest and come back after dawn."; mes "I'll be happy to ask for your help again."; close3; case 2: erasequest 16434; break; } switch (checkquest(16433,HUNTING)) { case -1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "As you already know, a plant called Grand Papilla lives in the deepest part of the water garden."; mes "It is a very intelligent and sensitive plant that can control multiple butterflies."; next; mes "[ Seihyu ]"; mes "Due to the recent events of intruders, the number of dolls has been greatly reduced, our gardeners can't handle the tricky plant as of now."; next; mes "[ Seihyu ]"; mes "can you go into the water garden to hunt down and secure me a ^0000CDGrand Papilla^000000?"; next; cutin "",255; if (select("I'll help you.:I can't help you right now.") == 2) break; mes "Thank you. After you hunt one down, the other gardeners will handle the rest."; mes "You can speak to <NAVI>[Harad]<INFO>ba_maison,238,44,0,101,0</INFO></NAVI> next to me, and enter the water garden."; close2; setquest 16433; end; case 0: case 1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Due to the recent events of intruders, the number of dolls has been greatly reduced, our gardeners can't handle the tricky plant as of now."; next; mes "[ Seihyu ]"; mes "can you go into the water garden to hunt down and secure me a ^0000CDGrand Papilla^000000?"; close3; case 2: cutin "ep172_beta",2; mes "[ Harad ]"; mes "You've secured a Grand Papilla."; mes "I have already confirmed with one of the gardener inside."; next; mes "[ Harad ]"; mes "Thank you for helping out the gardeners."; mes "I'll ask for your help again next time, if you have the time."; next; mes "[ Harad ]"; mes "I'll give you some Barmeal Tickets in return for your help. You can use it freely at the mansion's restaurant."; close2; cutin "",255; setquest 16434; erasequest 16433; getitem 1000103,6; end; } break; case 3: switch (checkquest(16436,PLAYTIME)) { case -1: break; case 0: case 1: cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "You need to rest a little. Oh, not only you, but the water garden also needs to rest."; mes "We have a plant culture set by the gardeners, so that's it for today."; next; mes "[ Seihyu ]"; mes "Please take a rest and come back after dawn."; mes "I'll be happy to ask for your help again."; close3; case 2: erasequest 16436; break; } if (isbegin_quest(16435) == 1) { if (countitem(1000099) > 0) { cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Have you checked? How are the gardeners?"; mes "I have been informed that the dolls are safe. I guess it simply forgot to make regular contact."; next; mes "[ Seihyu ]"; mes "The gardener always forget to contact me, so I think I'll have to go through a full inspection as the manager of these district."; mes "Or maybe the intruders are causing some sort of disturbance. First of all, it seems the only way is to check the number of people every time."; next; cutin "",255; select("Hand over the cookies you received."); cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "......... Cookies?"; mes "Did you received this? Of course, it's a snack that only the gardeners have, it can also be used as confirmation that they are well."; next; mes "[ Seihyu ]"; mes "Anyway, thank you for checking. Have some cookies. They say it's delicious. It's a cookie that nourishes the animals and plants in the garden, but guests also like it when I give it to them."; next; mes "[ Harad ]"; mes "I'll give you some Barmeal Tickets in return for your help. You can use it freely at the mansion's restaurant."; close2; cutin "",255; setquest 16436; erasequest 16435; delitem 1000099,countitem(1000099); getitem 1000103,4; end; } cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "The common place where the gardeners is losing connectivity is on the maze garden."; mes "Would you please go inside the water garden and check if the gardeners are all right?"; close3; } cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Due to the recent event of intruders and plant changes, gardeners are frequently replaced. However, there are gardeners who entered water garden and lost connectivity."; next; mes "[ Seihyu ]"; mes "I assumed there was a problem in the garden, since the connectivity to the other gardener was often cut off."; next; mes "[ Seihyu ]"; mes "Could you go in and check if it's a network problem, fail to communicate, or maybe check if the other gardeners are fine?"; next; cutin "",255; if (select("I'll go and check for you.:Refuse.") == 2) break; cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Thank you. If you ever meet one of the gardeners, please tell them to contact me."; close2; cutin "",255; setquest 16435; end; case 4: break; } cutin "ep172_beta",2; mes "[ Seihyu ]"; mes "Do you have a moment? It's always good to have a helping hand. I'll be here. If you have the time, please come and talk to me."; close3; OnInit: questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16428) == 1"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"checkquest(16429,HUNTING) == 2"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && checkquest(16432,PLAYTIME) == -1 && checkquest(16431,HUNTING) == -1"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && checkquest(16432,PLAYTIME) == 2 && checkquest(16431,HUNTING) == -1"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && checkquest(16432,PLAYTIME) == -1 && checkquest(16431,HUNTING) == 2"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && BaseLevel >= 180 && checkquest(16434,PLAYTIME) == -1 && checkquest(16433,HUNTING) == -1"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && BaseLevel >= 180 && checkquest(16434,PLAYTIME) == 2 && checkquest(16433,HUNTING) == -1"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && BaseLevel >= 180 && checkquest(16434,PLAYTIME) == -1 && checkquest(16433,HUNTING) == 2"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && checkquest(16436,PLAYTIME) == -1 && isbegin_quest(16435) == 0"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && checkquest(16436,PLAYTIME) == 2 && isbegin_quest(16435) == 0"); questinfo(QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(16430) == 2 && isbegin_quest(16435) == 1 && countitem(1000099) > 1"); end; } ba_maison,238,44,5scriptHarad#172_water_garden4_EP17_BASIC_B,{ if (isbegin_quest(16430) < 2 && isbegin_quest(16429) < 1) { cutin "ep172_beta",2; mes "[ Harad ]"; mes "Hello, guest."; mes "This place is the docks."; next; mes "[ Harad ]"; mes "We don't have any ships operating right now. But the scenery is nice, feel free to take a look around for a while!"; close3; } switch (checkquest(16439,PLAYTIME)) { case -1: break; case 0: case 1: cutin "ep172_beta",2; mes "[ Harad ]"; mes "In accordance with the Gardeners' plant cultivation and herbicide plans. Admission to the water garden is limited once per day for both the normal and hard water garden."; next; mes "[ Harad ]"; mes "Thank you for your understanding."; mes "Please take enough rest and come back again after dawn!"; close3; case 2: erasequest 16439; break; } cutin "ep172_beta",2; mes "[ Harad ]"; mes "Would you like to take a ride to the water garden?"; mes "The ship only run once a day!"; next; mes "^FF0000Please note that, any abnormal monster handling inside the instance such as taming, is not considered normal.^000000"; mes ""; mes "^FF0000The party leader who received the quest for the 'Water Garden' or 'Water Garden Hard' must enter the instance to proceed. In the case of party leader changes, the instance will be cancelled and you may not proceed.^000000"; next; cutin "",255; .@party_id = getcharid(1); .@normal = is_party_leader(); .@hard = (is_party_leader() && isbegin_quest(16430) == 2); switch (select((.@normal ? "Create Water Garden":""),( .@hard ? "Create Water Garden Hard":""),"^0000CDGarden Entrance^000000")) { case 1: .@md_name$ = "Water Garden"; .@qid = 16437; .@qid2 = 16438; break; case 2: if (BaseLevel < 180) { cutin "ep172_beta",2; mes "[ Harad ]"; mes "You can tell me if you want to enter the water garden."; mes "But it's dangerous inside. You can't enter right now."; next; mes "- This MD is for level 180 or above. -"; close3; } .@md_name$ = "Water Garden Hard"; .@qid = 16438; .@qid2 = 16437; break; case 3: if (isbegin_quest(16430) == 0) { .@qid = 16437; .@md_name$ = "Water Garden"; } else { .@instance_name$ = instance_live_info(ILI_NAME,instance_id()); if (.@instance_name$ != "Water Garden" && .@instance_name$ != "Water Garden Hard") { cutin "ep172_beta",2; mes "[ Harad ]"; mes "The instance has not been created yet."; mes "Please check it."; close3; } cutin "ep172_beta",2; mes "[ Harad ]"; mes "Enter the ^CC0000"+ .@instance_name$ + "^000000."; next; cutin "",255; if (select("^0000CDEnter Water Garden:Enter Water Garden Hard^000000") == 1) .@md_name$ = "Water Garden"; else .@md_name$ = "Water Garden Hard"; } .@party_name$ = getpartyname(.@party_id); if (instance_enter(.@md_name$) == IE_OK) { setquest 16439; mapannounce "ba_maison", strcharinfo(0) + " of the party, "+ .@party_name$ +", is entering the " + .@md_name$ + ".", bc_map, "0x00FF99"; } else { cutin "ep172_beta",2; mes "[ Harad ]"; mes "The instance has not been created yet."; mes "Please check it."; close2; cutin "",255; } end; } if (instance_create(.@md_name$) == -3) dispbottom "The reservation of the instance '" + .@md_name$ + "' has failed due to an active instance."; if (isbegin_quest(.@qid)) erasequest .@qid; if (isbegin_quest(.@qid2)) erasequest .@qid2; setquest .@qid; mes "[ Harad ]"; mes "When the " + .@md_name$ + " MD has opened, please speak to me again and select ^0000CDEnter " + .@md_name$ + "^000000."; close; } //= Lost Farm In Time ba_maison,311,206,3scriptLuina#172_lost_04_EP17_BASIC_B,{ if (BaseLevel < 150) { mes "[ Cotton ]"; mes "Well, you look to weak to work. I don't think you can do it right now."; next; mes "- This quest is for level 150 or higher -"; close; } if (isbegin_quest(17333) == 0) { mes "- I've met eyes with the automatic doll in front of the farming facility. -"; next; mes "- The doll looked at me up and down, and turn its head. -"; close; } if (isbegin_quest(8586) == 0) { mes "- I've met eyes with the automatic doll in front of the farming facility. -"; next; mes "[ Automatic Doll ]"; mes "Heart rate, blood pressure, and body temperature is all normal."; mes "Breathing is normal. Eyes stability normal."; mes "Checking registration information..."; next; mes "- The doll looked at me up and down, and as if she look satisfied. -"; next; mes "[ Automatic Doll ]"; mes "Hello, " + strcharinfo(0) + "?"; mes "Did you come to see farming facility?"; npctalk "Meow.","Kitty#172_lost_0",bc_self; next; if (select("Huh.:No.") == 2) { mes "[ Automatic Doll ]"; mes "This is the farming facility, where Kitty and the others live."; mes "Just talk to me, if you're interested."; mes "I will explain everything to you."; close; } mes "[ Automatic Doll ]"; mes "Kitty, hold still for a minute. Good boy~"; mes "I am in charge of the farm facility here."; mes "I fix the plants, give it fertilizer and feed kitty here and his friends."; npctalk "Purr.","Kitty#172_lost_0",bc_self; next; mes "[ Automatic Doll ]"; mes "The ingredients for the dessert that comes out from the cafeteria is harvested here."; mes "Ehem."; next; mes "[ Automatic Doll ]"; mes "There have been a lot of guests lately, so we've been given more orders to harvest."; mes "My colleague from an another job has just been assigned to this place, but she's a little clumsy."; mes "It's easy to get a good harvest when everyone listens."; next; select("You're talkative."); mes "[ Luina ]"; mes "Oh, I forgot that I should introduce myself first, if I wanted to talk to a guest for a long time."; mes "My name is Luina."; next; mes "[ Luina ]"; mes "Kitty here is a plant called a Pitaya. It's an improved ancient species that lived somewhere on this island."; mes "I don't know if it's weird, but I'm not a Pitaya, but I'm good at listening."; next; mes "- Luina stroked the Pitaya. -"; npctalk "Purr.","Kitty#172_lost_0",bc_self; next; mes "[ Luina ]"; mes "My master told me, I should name cute little things."; mes "Kitty, Butterfly, Happy, and so on."; mes "Pitaya is a small and cute creature, so I gave them a name."; next; mes "[ Luina ]"; mes "Kitty is the cutest, the pitaya over here is Kitty."; next; mes "[ Luina ]"; mes "So..."; mes "Are you here to cut off some tails?"; next; select("Tail?:I don't have a tail."); mes "[ Luina ]"; mes "You're here to cut off some tails, aren't you?"; mes "Oh, I've made a mistake."; mes "Hold on for a while. I'll process the explanation."; setquest 8586; close; } if (isbegin_quest(8586) == 1) { mes "[ Luina ]"; mes "If you look at Kitty right now, He doesn't have roots, right?"; mes "It absorbs moisture from the air and photosyntheses it even without the roots."; mes "Just some fertilizer... and some foods."; next; mes "[ Luina ]"; mes "When you plant the seeds, they grow out of the ground, but I've never seen a multiple sprout before."; next; mes "[ Luina ]"; mes "For the tail, You just grab the Pitaya, stroke it like this, and let them go."; next; mes "- Luina held the Pitaya, demo to on how to pull the tail and put it down. -"; next; mes "[ Luina ]"; mes "No, no. I didn't pull it."; mes "The harvested tail is not necessarily enough to eat."; mes "You have to take the loss into account."; npctalk "Cluck...!","Kitty#172_lost_0",bc_self; next; mes "[ Luina ]"; mes "You need to remove the seeds and the skin, but it's not difficult."; mes "After processing it, the harvested Pitaya tail goes up to the table."; next; mes "[ Luina ]"; mes "Harvesting is actually a bit difficult, so my colleague, 'Silk', will guide you."; mes "You can enter even without a harvest. I'll just let you in here without a guide."; next; mes "[ Luina ]"; mes "If you're free, talk to 'Cotton' here, she's the play manager, and she'll let you know what to do."; mes "I know it's a little hard for you, but... if you lend us a hand, we will properly compensate you."; npctalk "Cotton : I wish it's a little higher...","Cotton#172_lost_0",bc_self; next; mes "[ Luina ]"; mes "Now that you've heard the instructions, you can enter now."; mes "You can just go in if you want to look around."; next; mes "[ Luina ]"; mes "We talked about Cotton's job first, but it's actually the harvest that's more urgent."; mes "If you're confident in your combat skills, I'd like you to help with the harvest."; mes "I wish you can help me with the harvest..."; mes "We have to feed Boss Kitty also."; next; select("Boss Kitty?"); mes "[ Luina ]"; mes "I just call him that, He is a little different from the other, it's hiding in a place that's hard to see."; mes "If you want to see him around, you'll have to sprink the food and make it a little noisy around the farm."; next; mes "[ Luina ]"; mes "I'm the one in charge of the harvest, so please talk to me anytime you want!"; completequest 8586; next; mes "[ Luina ]"; mes "Let's talk about the details when you want to help."; close; } if (isbegin_quest(8589) == 1) { mes "[ Luina ]"; mes "Did the younglings came to play with you?"; mes "That's strange... I heard you very well."; mes "... what? Even Silk?"; mes "What happened?"; next; select("She is pretending to be a cat."); emotion ET_FRET,"Kitty#172_lost_0"; mes "[ Kitty ]"; mes "Cluck."; next; mes "-- The cat hid behind Luina before she reached it. --"; next; mes "[ Luina ]"; mes "What..."; next; mes "[ Luina ]"; mes "Maybe... just maybe?"; mes "It's listening to me?"; next; select("I guess."); mes "[ Luina ]"; mes "Kitty."; npctalk "*Growl*","Kitty#172_lost_0",bc_self; next; mes "[ Luina ]"; mes "..."; mes "Is this what the guests would say as 'embarassed'?"; npctalk "*Croak*","Kitty#172_lost_0",bc_self; next; mes "- When Luina reached out her hand to the cat, it put it's heads up to her hand. -"; next; mes "- Luina's face became complex with a satisfied expression while petting the cat. -"; next; mes "[ Luina ]"; mes "Hmm..."; mes "Won't the guest will be able to befriend meow someday?"; next; mes "[ Luina ]"; mes "Wouldn't it be great if we continued playing with them like this?"; npctalk "*Croak*","Kitty#172_lost_0",bc_self; next; mes "[ Luina ]"; mes "Yes! Please help Silk again tomorrow as well."; mes "Then, one day... You'll be able to befriend all of the Pitayas!"; mes "Here... it's a token of promise."; completequest 8589; getitem 1000103,20; next; mes "[ Luina ]"; mes "Probably."; npctalk "Quack Quack.","Kitty#172_lost_0",bc_self; next; mes "- The cat cried with a high pitch sound as if it's excited. -"; next; } switch (checkquest(8587,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Luina ]"; mes "We have completed the necessary harvest for today."; mes "We will resume our harvest again by dawn. Come back by then."; close; case 2: mes "[ Luina ]"; mes "^0000FFOur struggle with the Pitaya seems like a long time ago.^000000"; mes "^0000FFI now have the courage again to go back into the farming facility again.^000000"; erasequest 8587; close; } .@party_id = getcharid(1); if (!.@party_id) { mes "^FF0000You must organize for atleast one person or join a party to enter.^000000"; close; } .@md_name$ = "Farm Lost in Time"; mes "[ Luina ]"; mes "Hello, " + strcharinfo(0) + "."; mes "Are you going to enter the farming facility today?"; next; switch (select((is_party_leader() ? "Create " + .@md_name$:""),"Enter the dungeon.","Cancel")) { case 1: if (instance_create(.@md_name$) == -3) dispbottom "The reservation of the instance '" + .@md_name$ + "' has failed due to an active instance."; mes "[ Luina ]"; mes "Please wait for a moment~"; mes "I'll prepare the food for today."; close; case 2: if (instance_enter(.@md_name$) == IE_OK) { setquest 8587; if (isbegin_quest(8588) > 0) erasequest 8588; setquest 8588; mapannounce "ba_maison", strcharinfo(0) + " of the party, "+ .@party_name$ +", is entering the " + .@md_name$ + ".", bc_map, "0x00FF99"; } else { mes "^FF0000The memorial dungeon hasn't been created yet.^000000"; close; } break; case 3: break; } end; OnInit: questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(17333) > 0 && isbegin_quest(8586) == 0"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(8586) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(8589) == 1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(8586) == 2 && checkquest(8587,PLAYTIME) == -1"; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(8586) == 2 && checkquest(8587,PLAYTIME) == 2"; end; } ba_maison,306,206,5scriptCotton#172_lost_04_EP17_BASIC_B,{ if (BaseLevel < 150) { mes "[ Cotton ]"; mes "Well, you look to weak to work. I don't think you can do it right now."; next; mes "- This quest is for level 150 or higher -"; close; } if (isbegin_quest(8586) != 2) { mes "- I've met eyes with the automatic doll in front of the breeding area. -"; next; mes "- The doll looked at me up and down, and turn its head. -"; close; } switch (checkquest(8595,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Cotton ]"; mes "You're already full of grass today... So I'll ask you again tomorrow, kind guest!"; close; case 2: mes "[ Cotton ]"; mes "It seems you have rest enough, do you want to play with the Pitayas again?"; erasequest 8595; close; } for (.@i = 0; .@i < 5; .@i++) { if (checkquest(.quest_id[.@i],HUNTING) == 0 || checkquest(.quest_id[.@i],HUNTING) == 1) { switch (.quest_id[.@i]) { case 8590: .@color$ = "^FF45FFRed"; break; case 8591: .@color$ = "^FFBF8CYellow"; break; case 8592: .@color$ = "^0AFFC8Blue"; break; case 8593: .@color$ = "^A679BFViolet"; break; case 8594: .@color$ = "^9ABF94Green"; break; } mes "[ Cotton ]"; mes "Please take care of 20 " + .@color$ + " Pitayas^000000 in the farm... No, I mean just pet them!"; close; } if (checkquest(.quest_id[.@i],HUNTING) == 2) { switch (.quest_id[.@i]) { case 8590: .@color$ = "red"; break; case 8591: .@color$ = "yellow"; break; case 8592: .@color$ = "blue"; break; case 8593: .@color$ = "violet"; break; case 8594: .@color$ = "green"; break; } mes "[ Cotton ]"; mes "Ah! There's a lot of " + .@color$ + " on you... Ah, you've been playing with the Pitayas."; mes "Thank you!"; mes "Here's your payment for your hard work."; setquest 8595; erasequest .quest_id[.@i]; getitem 1000103,2; next; mes "[ Cotton ]"; mes "Please assist us again tomorrow!"; close; } } mes "[ Cotton ]"; mes "Are you here to help us? If you don't mind, could you play with the pitayas in the farm? Of course, I'll reward you for it."; next; switch (select("Accept Request.:Decline Request.:Ask details.")) { case 1: .@quest = .quest_id[rand(5)]; switch (.@quest) { case 8590: .@color$ = "^FF45FFRed"; break; case 8591: .@color$ = "^FFBF8CYellow"; break; case 8592: .@color$ = "^0AFFC8Blue"; break; case 8593: .@color$ = "^A679BFViolet"; break; case 8594: .@color$ = "^9ABF94Green"; break; } mes "[ Cotton ]"; mes "Thank you very much!"; mes "For today. I'd like you to play with 20 " + .@color$ + " Pitayas^000000 please."; mes "You can distinguish them by color. You can go in right now. Have fun!"; setquest .@quest; break; case 2: mes "[ Cotton ]"; mes "Sorry for asking during your busy time."; mes "Anyway, in the future, let me know if you have time."; break; case 3: mes "[ Cotton ]"; mes "You just have to go inside the farm and play with the Pitayas. If you accept the request, I will choose one color, but you can kill only 20 a day... No, I mean just pet them."; mes "Don't worry. Pitayas are naturally violent when they play, usually we get bitten when playing with them."; next; mes "[ Cotton ]"; mes "It took quite a long time to realize that equally violent play was appropriate."; mes "Anyway, let me know if you have time."; break; } close; OnInit: setarray .quest_id,8590,8591,8592,8593,8594; for (.@i = 0; .@i < getarraysize(.quest_id); .@i++) { .@prefix$ += " checkquest(" + .quest_id[.@i] + ",HUNTING) == -1"; if (.@i < 4) .@prefix$ += " &&"; } questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(8586) == 2 && checkquest(8595,PLAYTIME) == -1 &&" + .@prefix$; questinfo QTYPE_QUEST,QMARK_YELLOW,"isbegin_quest(8586) == 2 && checkquest(8595,PLAYTIME) == 2 &&" + .@prefix$; questinfo QTYPE_QUEST,QMARK_YELLOW,"checkquest(8590,HUNTING) == 2 || checkquest(8591,HUNTING) == 2 || checkquest(8592,HUNTING) == 2 || checkquest(8593,HUNTING) == 2 || checkquest(8594,HUNTING) == 2"; end; } ba_maison,309,206,5scriptKitty#172_lost_020653,{ switch (rand(1,3)) { case 1: .@talk$ = "..."; case 2: .@talk$ = "Tweet."; case 3: .@talk$ = "Cluck."; } npctalk "Kitty : " + .@talk$,"",bc_self; end; } //= Hidden Garden ba_maison,120,320,0script#172_hgd_evHIDDEN_WARP_NPC,3,3,{ end; OnTouch: cloakoffnpc "#172_hgd_rep",getcharid(0); specialeffect EF_WHITEBODY,AREA,"#172_hgd_rep"; if (isbegin_quest(12497) == 0) npctalk "Stand back from the perimeter of the security area. Outsiders are prohibited from accessing it.","#172_hgd_rep",bc_self; end; } ba_maison,120,321,5script#172_hgd_rep20698,{ //You can start this quest without registering on alpha if (isbegin_quest(12497) == 0) { mes "[ Flower Garden Manager ]"; mes "An unregistered guest has been detected."; next; .@party_id = getcharid(1); if (!.@party_id || !is_party_leader()) { mes "[ Flower Garden Manager ]"; mes "You cannot proceed to the next step, if you do not have the authority of the party leader."; close; } .@party_name$ = getpartyname(.@party_id); mes "[ Flower Garden Manager ]"; mes "If you're an administrator who lost authority, you can get the authority reissued through an authentication procedure."; next; .@md_name$ = "Hidden Flower Garden"; .@name$ = instance_live_info(ILI_NAME,instance_id(IM_PARTY)); .@enter$ = (.@name$ == .@md_name$ ? "^FF0000Enter^000000":""); switch (select("Quit and Stand Back.","Authenticate Identity",.@enter$)) { case 1: mes "[ Flower Garden Manager ]"; mes "A wise choice."; break; case 2: if (instance_create(.@md_name$) == -3) dispbottom "The reservation of the instance '" + .@md_name$ + "' has failed due to an active instance."; break; case 3: if (instance_enter(.@md_name$) == IE_OK) mapannounce "ba_maison", strcharinfo(0) + " of the party, "+ .@party_name$ +", is entering the " + .@md_name$ + ".", bc_map, "0x00FF99"; else { mes "[ Flower Garden Manager ]"; mes "You can only move to the place when the party manager has completed all permits. Please re-check your issued access area."; } break; } close; } switch (checkquest(12498,PLAYTIME)) { case -1: break; case 0: case 1: mes "[ Flower Garden Manager ]"; mes "You just entered the security area."; mes "Please rest your body for a day as Sigma ordered."; close; case 2: erasequest 12498; break; } mes "[ Flower Garden Manager ]"; mes "Your identity been identified. You may enter the security area. How may I help you?"; next; switch (select("Stand back.","Identity Authentication","Enter Zone")) { case 1: mes "[ Flower Garden Manager ]"; mes "Alright."; close; case 2: switch (select("Stand back.", ((BaseLevel >= 150)?"1st Security Zone.":""),((BaseLevel >= 180)?"^FF00002nd Security Zone.^000000":""))) { case 1: mes "[ Flower Garden Manager ]"; mes "Alright."; close; case 2: .@md_name$ = "1st Security Zone"; break; case 3: .@md_name$ = "2nd Security Zone"; break; } .@party_id = getcharid(1); if (!.@party_id || !is_party_leader()) { mes "[ Flower Garden Manager ]"; mes "Only the party leader can start the identity verification. Let's leave it up to person in charge."; close; } if (instance_create(.@md_name$) == -3) dispbottom "The reservation of the instance '" + .@md_name$ + "' has failed due to an active instance."; end; case 3: switch (select(((BaseLevel >= 150)?"1st Security Zone.":""),((BaseLevel >= 180)?"^FF00002nd Security Zone^000000":""))) { case 1: .@md_name$ = "1st Security Zone"; .@qid = 12499; .@qid2 = 12500; break; case 2: .@md_name$ = "2nd Security Zone"; .@qid = 12500; .@qid2 = 12499; break; } .@party_id = getcharid(1); .@party_name$ = getpartyname(.@party_id); if (instance_enter(.@md_name$) == IE_OK) { setquest 12498; if (isbegin_quest(.@qid)) erasequest .@qid; if (isbegin_quest(.@qid2)) erasequest .@qid2; setquest .@qid; mapannounce "ba_maison", strcharinfo(0) + " of the party, "+ .@party_name$ +", is entering the " + .@md_name$ + ".", bc_map, "0x00FF99"; } else { mes "[ Flower Garden Manager ]"; mes "You can only move to the place when the party manager has completed all permits. Please re-check your issued access area."; close; } end; } OnInit: cloakonnpc(); end; }