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Everything posted by ZelosAvalon
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don't work for Hercules! =/
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how can i make an box ? when ppl open it, will earn a random item? i found this code but idk how it work, can any1 explain me ? { getrandgroupitem(IG_GiftBox_2),1; },{},{}
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this part donst work too u can tell me why ? prontera.gat,154,183,3 script Ultimate PvP Warper 966,{ if (.pvp_square$=="") donpcevent "Ultimate PvP Warper::OnClock0000"; mes "[PvP Warper]"; mes "which room you want to join?"; switch(select("PVP Square ["+getmapusers(.pvp_square$)+"/20]:PVP Nightmare ["+getmapusers("guild_vs3")+"/20]:PVP Compass ["+getmapusers("pvp_n_5-5")+"/20]:PVP Purist ["+getmapusers("pvp_n_5-5")+"/20]:PVP Non Donator ["+getmapusers("pvp_n_5-5")+"/20]:PvP Baby Room ["+getmapusers("pvp_n_5-5")+"/20]")) { case 1: // PVP Square if (getmapusers(.pvp_square$) > 99) callsub S_full; callsub S_payment; warp ".pvp_square$",0,0; end; i think its all right!
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87: S_payment: 88: if (Zeny < (98*BaseLevel + 0)) { 89: mes "Not with you don't have enough zeny";* 90: mes "It cost you" + (98*Base Level + 0) + "to enter"; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 91: close; i got this error on Base "L"evel, how can i fix it? maybe Base Level script was change on hercules like checkquest > questprogree?
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i found the error, its when i use command @lang and all npcs bug cuz it! thanks anyway!
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the ranger quest from Hercules github dont work, https://github.com/HerculesWS/Hercules/blob/master/npc/re/jobs/3-1/ranger.txt i try to check from rathena and change checkquest to questprogress but still dont work, any1 know how i can fix it? quest stop in the first npc! i found the error its in Menu: if( select("I'll think about it more:I'll take the test") == 1) {
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thanks for the info, it was all I needed to know,
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I'm not talking about that are required to help me, what I asked was thinking at all! not just me I saw several people are looking for it! I Never Said you are required to do this! I wrote this post with a totally different thought of what you are thinking, now I'm angry, because he was uneducated! so said as he never helped me, so why his complain? if I knew that using the word "futile" would generate so much discussion would never have written this post! each has the free will I find futile sorry if you do not think! but if the person who customize something I think she should chase, not be getting ready, when I asked for help here in the forum on one of rebellion quest that are bugg, I asked to tell me where the quest in the emulator and myself would have sought the error, but I try to fix things yourself first, know the devs here Hercules are not obliged to help and has life, I know! I'm sorry if I somehow demonstrated the contrary, sometimes I can write some things without coherence, in my day to day use the word "futile" does not generate as much fight as well, different countries, different cultures.
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never seen you around, you never give me support, and answered a post of mine, and now comes to speak it? hahahaha I have to laugh even! just think instead of being giving preferences to customizations, should be concerned with the official stuff! I know you have life, I didn't ask you to stay all day, all week doing it! only asked to pay more attention to official stuff! and for me to stay all day answering post asking custom scripts is rather futile! the most of my post was about some error official quests ! and this is not useless! happy easter!
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I don't have much to say, just that these two classes should be prioritized in future updates in the emulator they are falling behind!
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no1 have Oboro and Rebellion quest working to share with us?
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Script might have errors , since it was made when checkquest was there, so have to do a little rewrite . where i can found this quest script in my emulator paste? directory can u give me ?
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Oboro quest message box when you enter in the hidden door doesn't appear! i use Hercules from Herc.ws Github its alwyas update right ? i see this post https://github.com/M45T3Ryu/KO-Proyect/ but i dont know where is the Kagero and Oboro quest inside emulador for change and test, anyone can tell me ? PS: Please Check Odin Temple Excavation Quest pre-requisite for Rebellion quest doesnt work! where is the message box ?????? i pass from the hidden door and nothing happened!
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it's all right, however I'm having this error, what might be happening?
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Quest Odin's Temple Excavation Quest Bugged
ZelosAvalon replied to ZelosAvalon's question in Source Requests
you need this quest for start rebellion quest! Oboro quest have same error, no1 have this quest working for post ? will help me soo much! -
how can i fix it ?
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Quest Odin's Temple Excavation Quest Bugged
ZelosAvalon replied to ZelosAvalon's question in Source Requests
i found npc script have anythink worng with this npc maybe changequest 11000,11002; cuz i dont get any quest after 11001 // Odin Temple Excavation Quest :: hg_tem//============================================================hugel,91,152,1 script Sign 2_BULLETIN_BOARD,{ mes "**Recruitment Notice**"; mes " "; if (hg_odin < 60) { mes "We are now hiring recruits"; mes "for the Odin Shrine Expedition."; mes " "; mes "- Shrine Expedition Dept."; if (!hg_odin) hg_odin = 1; close; } mes "Join our magician"; mes "community, and make"; mes "all your days a festival!"; mes " "; mes "- Hugel Magician Community"; close;}hu_in01,19,161,0 script Alex 1_F_SIGNZISK,{ if (!hg_odin) { mes "[Alex]"; mes "Whatever you're"; mes "trying to sell me,"; mes "I'm not interested!"; mes "Now get out of here!"; close; } else if (hg_odin == 1) { cutin "hu_alex01.bmp",2; mes "[Alex]"; mes "Huh...?"; mes "What do you want?"; next; switch(select("Excuse me...:I saw the recruitment notice and...")) { case 1: mes "[Alex]"; mes "Whatever you're"; mes "trying to sell me,"; mes "I'm not interested!"; mes "Now get out of here!"; close2; cutin "",255; end; case 2: mes "[Alex]"; mes "Oh, so you saw the"; mes "recruitment notice for the"; mes "Odin Shrine Expedition, eh?"; if (BaseLevel > 59) { mes "Hmmm... Alright, you look"; mes "like you're strong enough."; mes "Yeah, I think you qualify."; next; } else { cutin "hu_alex02.bmp",2; mes "Well, I dunno. I think that"; mes "kind of expedition would"; mes "eat you alive. No offense..."; next; mes "[Alex]"; mes "Look, I'll reconsider"; mes "whether you qualify after"; mes "you get train a little more,"; mes "develop your skills, you know,"; mes "get stronger. For now, though,"; mes "I don't think we can use you."; close2; cutin "",255; end; } break; } cutin "hu_alex03.bmp",2; mes "[Alex]"; mes "I'm Alex Helmut, and I'm"; mes "in charge of the expedition."; mes "See that guy over there? That's"; mes "my younger brother Julian who's"; mes "also working on the excavation."; next; mes "[Alex]"; mes "Our main goal in this"; mes "excavation is to retrieve"; mes "some extremely valuable"; mes "item inside the shrine. However,^FFFFFF ^000000 it's too dangerous to go in there"; mes "if you're not strong enough."; next; mes "[Alex]"; mes "Anyway, if you'd like to"; mes "help us, please take a look"; mes "around the shrine and see"; mes "if you'd want to work for us."; mes "Please talk to the Boatman"; mes "to travel to the shrine, okay?"; hg_odin = 2; setquest 11000; close2; cutin "",255; end; } else if (hg_odin == 2) { cutin "hu_alex03.bmp",2; mes "[Alex]"; mes "You really oughtta"; mes "check out the shrine"; mes "for yourself first. Just talk"; mes "to the Boatman so that"; mes "he take you over there."; close2; cutin "",255; end; } else if (hg_odin == 3) { cutin "hu_alex01.bmp",2; mes "[Alex]"; mes "Oh, so you've gone"; mes "and seen the shrine"; mes "already. So will you help"; mes "us in our expedition?"; next; switch(select("Who are the people in the next room?:Well...:Yes, I do.")) { case 1: cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "Oh... Them."; mes "They're officially my"; mes "co-workers, but quite"; mes "frankly, they were forced"; mes "upon me by the Rune-Midgarts"; mes "Kingdom. It can't be helped..."; next; mes "[Alex]"; mes "Anyway, I have to accept"; mes "them to help international"; mes "relations or something silly"; mes "like that. They say they're here^FFFFFF ^000000 to research religious relics,"; mes "but I just don't trust them."; next; cutin "hu_alex04.bmp",2; mes "[Alex]"; mes "In fact, I think it's"; mes "obvious that they're here"; mes "for something else, though"; mes "I'm not sure what it may be."; mes "And that gray haired lady..."; mes "She totally creeps me out!"; close2; cutin "",255; end; case 2: mes "[Alex]"; mes "Yeah, well, I know"; mes "it might be a tough"; mes "decision to make. Well,"; mes "take your time. I understand"; mes "that you have to weigh the"; mes "risks and everything."; close2; cutin "",255; end; case 3: mes "[Alex]"; mes "Great! In that case, your"; mes "first assignment is to bring"; mes "me ^3355FF5 Runes of the Darkness^000000"; mes "from the shrine. Don't worry,"; mes "I'll make sure that you're"; mes "rewarded for your efforts."; hg_odin = 4; changequest 11000,11001; next; mes "[Alex]"; mes "This is your chance"; mes "to show me that your"; mes "dependability and sense"; mes "of responsibility. Then,"; mes "we can move on to the"; mes "more important stuff."; close2; cutin "",255; end; } } else if (hg_odin == 4) { cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "What are you still"; mes "doing here? Shouldn't"; mes "you be headed to the"; mes "shrine already?"; next; switch(select("What was I supposed to gather?:I'm leaving, I'm leaving!")) { case 1: cutin "hu_alex03.bmp",2; mes "[Alex]"; mes "You've forgotten"; mes "already? I asked you"; mes "to bring me ^3355FF5 Runes"; mes "of the Darkness^000000. Okay,"; mes "now hurry up and get to it."; close2; cutin "",255; end; case 2: mes "[Alex]"; mes "That's fine..."; mes "Just keep in mind that"; mes "we're running behind"; mes "schedule. If only that"; mes "grey haired crone wasn't"; mes "here... We'd be done by now!"; close2; cutin "",255; end; } } else if (hg_odin == 5) { cutin "hu_alex01.bmp",2; mes "[Alex]"; mes "Well, it's about"; mes "time you came back."; mes "So did you bring me"; mes "^3355FF5 Runes of the Darkness^000000?"; next; switch(select("Er, not yet...:There you go!")) { case 1: cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "Wh-what?!"; mes "You came here just to"; mes "tell me that? Come back"; mes "when you're done and"; mes "don't waste my time!"; next; emotion e_ho,0,"Julian"; mes "[Julian]"; mes "Hey, you know what,"; mes "Alex? You can't push"; mes "people around like that."; mes "Besides, this adventurer"; mes "isn't a pushover, you know?"; next; cutin "hu_alex03.bmp",2; emotion e_an; mes "[Alex]"; mes "What was that...?"; mes "Are you trying to"; mes "make me mad, Julian?"; next; cutin "hu_alex02.bmp",2; mes "[Julian]"; mes "All I'm saying is that"; mes "most adventurers know that"; mes "you can't pay them what they're"; mes "worth. That's why so many of"; mes "them are going in and out"; mes "of the other room, you know."; next; cutin "hu_alex04.bmp",2; mes "[Alex]"; mes "That... grey... haired...!"; mes "N-no... Calm down, Alex..."; mes "Lose your head, you lose"; mes "everything... D-don't stoop"; mes "down to her level."; next; cutin "hu_alex01.bmp",2; mes "[Alex]"; mes "Alright, I'm not in any"; mes "position to make demands"; mes "of you... But I would really"; mes "appreciate it if you would"; mes "bring me 5 Runes of the"; mes "Darkness as soon as possible."; close2; cutin "",255; end; case 2: if (countitem(7511) > 4) { delitem 7511,5; //Rune_Of_Darkness hg_odin = 6; //Old_Blue_Box changequest 11000,11002; getitem 603,1; mes "[Alex]"; mes "Oh! Thank you"; mes "so much, I'm sure"; mes "these Runes will help"; mes "us in our research. I know"; mes "this isn't much, but please"; mes "accept this Old Blue Box."; next; mes "[Julian]"; mes "Wait..."; mes "Research?"; mes "Since when did"; mes "you do research?"; next; cutin "hu_alex03.bmp",2; mes "[Alex]"; mes "Gosh, Julian,"; mes "will you just"; mes "shut up for a bit?"; next; mes "[Julian]"; mes "Why? I'm the one who"; mes "does all the grunt work"; mes "and actual research."; mes "You think you're so"; mes "big just ''supervising...''"; next; cutin "hu_alex04.bmp",2; mes "[Alex]"; mes "J-Julian!"; next; mes "[Julian]"; mes "Right, right, we've"; mes "got a visitor. Yeah,"; mes "okay, sorry about that."; next; cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "I'm sorry about all"; mes "this. If you don't mind,"; mes "we'll continue our research"; mes "and hopefully finish our"; mes "project soon. Thanks once"; mes "again for all of your help."; close2; cutin "",255; end; } cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "Hm? Oh, this isn't"; mes "enough Runes of the"; mes "Darkness. I asked you"; mes "to bring me 5 of them..."; close2; cutin "",255; end; } } else if (hg_odin == 6) { cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "...Darn it! I think I might"; mes "have miscalculated. Maybe"; mes "I really do need more of"; mes "these. What am I gonna do?"; mes "And what is that grey haired"; mes "crone thinking? Hmmmm..."; next; emotion e_omg; cutin "hu_alex03.bmp",2; cutin "hu_alex01.bmp",2; mes "[Alex]"; mes "O-Oh! I had no idea that"; mes "you were there! Y-you"; mes "didn't hear anything"; mes "s-strange, did you?"; mes "Hahahahahahaha!"; close2; cutin "",255; end; } else if (hg_odin > 11 && hg_odin < 17) { cutin "hu_alex03.bmp",2; mes "[Alex]"; mes "Excuse me?"; mes "The grey haired crone"; mes "offered you a part time"; mes "job, but won't pay you?"; next; mes "[Alex]"; mes "She's really shameless!"; mes "We don't have much to pay"; mes "volunteers, but we should"; mes "at least give them something!"; mes "How can she do this?! Oh, er,"; mes "let me introduce myself first."; next; cutin "hu_alex01.bmp",2; mes "[Alex]"; mes "I'm Alex Helmut, and I'm"; mes "in charge of the expedition."; mes "See that guy over there? That's"; mes "my younger brother Julian who's"; mes "also working on the excavation."; next; cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "As supervisor of this"; mes "operation, I'm ashamed to"; mes "say that the excavation is"; mes "proceeding behind schedule."; mes "If only that grey haired crone"; mes "in the next room weren't here!"; next; mes "[Alex]"; mes "I can't work with"; mes "her at all! She's"; mes "manipulative, greedy,"; mes "selfish, and two faced!"; mes "There's got to be another"; mes "reason why she's here...!"; close2; cutin "",255; end; } else { cutin "hu_alex02.bmp",2; mes "[Alex]"; mes "Hm? Did you need"; mes "something? I'm sorry,"; mes "but I can't help you"; mes "right now. I'm pretty"; mes "busy, so I just want to"; mes "be left alone for a while."; close2; cutin "",255; end; }}hu_in01,14,11,4 script Laura 1_F_GYPSY,{ if (!hg_odin) { cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Hm? What are you doing"; mes "here? Ashe, Ashe! Get"; mes "this person out of here!"; close2; cutin "",255; warp "hu_in01",15,76; end; } else if (hg_odin == 1) { cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Hm? Oh, you must be"; mes "here in response to our"; mes "recruitment notice, yes?"; if (BaseLevel < 60) { cutin "hu_laura01.bmp",2; mes "Let me take a look at you..."; mes "Oh, you're all skin and bone!"; mes "I can't use someone like you."; close2; cutin "",255; end; } mes "I'm Laura Laurence, the"; mes "Rune-Midgarts Kingdom rep"; mes "for the Odin Shrine Expedition."; next; mes "[Laura]"; mes "My assistant, Ashe"; mes "Milton, is right over"; mes "there. Say, 'Hello,' Ashe."; next; emotion e_heh,0,"Ashe"; mes "[Ashe]"; mes "Hello!"; next; mes "[Laura]"; mes "As you may already know,"; mes "we're here to uncover relics"; mes "from the Odin Shrine. However,"; mes "the shrine is infested with"; mes "powerful creatures that a weak"; mes "woman like me can never defeat."; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Would you let a poor"; mes "fragile woman like me go"; mes "in there alone? Someone like"; mes "you must go in there for me."; mes "Hence, the recruitment notice."; next; mes "[Laura]"; mes "Now, we can't actually pay"; mes "you for your work. In fact,"; mes "we have absolutely nothing to"; mes "give you. But you'd be doing"; mes "a great service your country,"; mes "the Rune-Midgart's Kingdom."; next; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Think about it!"; mes "You'd be making a great"; mes "contribution, helping us"; mes "learn more about the age"; mes "when the gods showed"; mes "themselves to humans!"; next; switch(select("Nah, forget it.:Yes, I'll do it!")) { case 1: cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "W-Wait! Think about"; mes "the importance of learning"; mes "about the age of gods! If you"; mes "don't help us, then who will?"; mes "We need to work together to"; mes "build a better future, right?"; next; if(select("But you can't pay me.:Alright, I'll do it.") == 1) { cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "You're right."; mes "It's like I said"; mes "before. I don't have"; mes "anything to pay you."; mes "..............................."; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Curses! If this project had"; mes "more funding, we'd have more"; mes "than a cheesy recruitment ad,"; mes "and some professional staff"; mes "like those rich Schwaltzvalt"; mes "Republic boys in the next room!"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Fine, it's your choice"; mes "whether you want to work"; mes "for us. I'm just disappointed"; mes "that someone like you won't"; mes "help us. I mean, don't you"; mes "have any patriotism at all?"; close2; cutin "hu_laura02.bmp",255; end; } // Allow fall-through into the next case statment as this is a minor bug in aegis. //break; case 2: mes "[Laura]"; mes "Perfect! Now, you first"; mes "you need to go to the shrine"; mes "and survey the area for your"; mes "own benefit. Talk to the Boatman,^FFFFFF ^000000 and he'll take you there, okay?"; mes "Hurry up and come back soon!"; hg_odin = 12; setquest 11003; close2; cutin "hu_laura04.bmp",255; end; } } else if (hg_odin > 1 && hg_odin < 6) { mes "["+strcharinfo(0)+"]"; mes "Excuse me, but"; mes "what are you guys"; mes "doing over here?"; next; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "What are we doing...?"; mes "This is the shrine expedition"; mes "office. You know, we're doing"; mes "research on the artifacts found"; mes "in the Odin Shrine on behalf"; mes "of the Rune-Midgarts Kingdom."; next; switch(select("About Alex and Julian:Alright, now I understand.")) { case 1: cutin "hu_laura01.bmp",2; mes "["+strcharinfo(0)+"]"; mes "These people in the other"; mes "room, Alex and Julian, are"; mes "they also working in this same"; mes "expedition in the Odin Shrine?"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "...Oh. You must be working"; mes "for those rich Schwaltvalt"; mes "Republic kids. I can't work"; mes "with that impudent girl, at"; mes "all, so we're actually working"; mes "in separate offices."; next; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Sorry, let me introduce"; mes "myself. I'm Laura Laurence,"; mes "the leader of the Odin Shrine"; mes "expedition for the Rune Midgarts^FFFFFF ^000000 Kingdom. Ashe Milton is my"; mes "assistant for this excavation."; next; emotion e_heh,0,"Ashe"; mes "[Ashe]"; mes "Hello!"; next; mes "[Laura]"; mes "If you'd rather do"; mes "a service for your"; mes "country and quit working"; mes "for those wealthy snobs, then"; mes "come back here and let me know."; close2; cutin "hu_laura04.bmp",255; end; case 2: cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "......"; mes "........."; mes "............"; close2; cutin "hu_laura01.bmp",255; end; } } else if (hg_odin == 6) { cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Hey, I know you..."; mes "You're a volunteer for the"; mes "other office's expedition,"; mes "right? Your timing couldn't"; mes "be more perfect. Why don't"; mes "you help us for a while?"; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Basically, I want you"; mes "to spy on that snobby girl,"; mes "Alex of the Schwaltzvalt"; mes "Republic office, and report"; mes "what she's actually doing to me. ^FFFFFF ^000000"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "I have to know..."; mes "I need to know whether"; mes "they discovered ''that thing''"; mes "already. They can't have found"; mes "it before us. It's impossible!"; next; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Anyway, just eavesdrop"; mes "on the Schwaltvalt Office"; mes "by putting your ear really"; mes "close to the door, and listen"; mes "to them talk. Will you do that?"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "..............................."; mes "Of course, you're"; mes "going to do it. Right?"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "RIGHT?!"; next; select("Yeah, yeah, whatever.:Sure thing.:I s-s-s-suppose...!:Yes, Ma'am!"); hg_odin = 17; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Good."; mes "Now do it!"; close2; cutin "hu_laura04.bmp",255; end; } else if (hg_odin == 12) { cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Ask the Boatman to take"; mes "you to the Odin Shrine so"; mes "that you can actually see it"; mes "for yourself. If you don't think^FFFFFF ^000000 you can handle the expedition,"; mes "then you can just let me know."; close2; cutin "hu_laura02.bmp",255; end; } else if (hg_odin == 13) { cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Have you been to the"; mes "Odin Shrine already?"; mes "I know it's scary, but we"; mes "need to finish our research"; mes "for the good of mankind."; next; select("Yeah, yeah, whatever.:I see.:You're right, Ma'am."); mes "[Laura]"; mes "Well, then."; mes "Did you happen to"; mes "find anything while"; mes "you were there?"; next; switch(select("Jellopies.:No.")) { case 1: cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "You can freakin' find"; mes "Jellopy anywhere! I meant,"; mes "did you find anything special"; mes "while you were at the shrine!"; next; break; case 2: cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Well, that's fine."; mes "I did tell you to just"; mes "take a look around, so"; mes "I didn't expect you to"; mes "bring me anything."; next; break; } cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Anyway, are you still willing"; mes "to help us? I know that I said"; mes "that we can't pay you, but to"; mes "be fair, I can offer you something from my special collection."; mes "How does that sound?"; next; switch(select("Who are the guys in the other room?:Well...:Yes!")) { case 1: cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Oh, those are the"; mes "Schwartzvalt Republic"; mes "representatives for this"; mes "Odin Shrine expedition."; mes "Personally, I think they're"; mes "just a bunch of rich phonies."; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "And that Alex girl..."; mes "She may seem polite,"; mes "but she's always giving"; mes "these dirty looks, and"; mes "greets me with a fake"; mes "smile. I hate her!"; next; emotion e_swt2,0,"Ashe"; mes "[Ashe]"; mes "Ms. Laurence...!"; mes "Stop it, please!"; mes "It's embarassing to"; mes "hear you talk about"; mes "a colleague like that."; next; mes "[Laura]"; mes "C-colleague?! No way!"; mes "I despise that spoiled brat,"; mes "and she doesn't deserve the"; mes "position that her rich daddy"; mes "probably bought for her! Grrr!"; mes "Come back later, I'm too mad!"; close2; cutin "hu_laura03.bmp",255; end; case 2: mes "[Laura]"; mes "If you're having second"; mes "thoughts, it might not be"; mes "the best idea to work for me."; mes "I mean, I believe in following"; mes "your gut instincts, you know?"; close2; cutin "hu_laura04.bmp",255; end; case 3: hg_odin = 14; changequest 11003,11004; mes "[Laura]"; mes "That's what I've been"; mes "waiting to hear! Alright,"; mes "please fetch me ^3355FF5 Runes of"; mes "the Darkness^000000 from the Odin"; mes "Shrine. Go now, adventurer~"; close2; cutin "hu_laura04.bmp",255; end; } } else if (hg_odin == 14) { cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Hm? You've got a job"; mes "to do, don't you? What"; mes "are you still doing here?"; next; switch(select("What was I supposed to gather?:Don't worry, I'm leaving.")) { case 1: mes "[Laura]"; mes "You're supposed"; mes "to bring me ^3355FF5 Runes"; mes "of the Darkness^000000. Now,"; mes "don't forget this time!"; close2; cutin "hu_laura02.bmp",255; end; case 2: mes "[Laura]"; mes "Well, try to hurry up"; mes "if you can. I'm already"; mes "behind schedule because"; mes "we have to work with those"; mes "snobby rich kids in the"; mes "other office. ^333333*Sigh...*^000000"; close2; cutin "hu_laura02.bmp",255; end; } } else if (hg_odin == 15) { cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Oh, you've come back."; mes "So where are the Runes"; mes "of the Darkness you brought?"; next; switch(select("Er, I don't have them yet...:Right here!")) { case 1: cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "This isn't really one"; mes "of those jobs where you"; mes "can take your time. Sure,^FFFFFF ^000000 I didn't give you a deadline, but"; mes "we can't make progress on our^FFFFFF ^000000 research until you make progress."; close2; cutin "hu_laura03.bmp",255; end; case 2: if (countitem(7511) > 4) { delitem 7511,5; //Rune_Of_Darkness hg_odin = 16; changequest 11004,11005; getitem 603,1; //Old_Blue_Box mes "[Laura]"; mes "Oooh, nice job. It's good"; mes "that we have more of these"; mes "to study. Though, it seems"; mes "that the more we research,"; mes "the quicker it seems that"; mes "we're not getting anywhere..."; next; mes "[Laura]"; mes "Hey..."; mes "Ashe. Why aren't we"; mes "making any progress?"; mes "What exactly have you"; mes "been doing? None of those"; mes "runes have any writing?"; next; mes "[Ashe]"; mes "Well, I think there's"; mes "supposed to be writing,"; mes "but these runes are pretty"; mes "old. I've got to polish this"; mes "gunk off without damaging"; mes "any writing that's there..."; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "By the way, what have the other guys been doing?"; mes "What, they don't do anything but wasting their time?"; mes "Ah~ I see. They are thinking that this is the perfect excuse"; mes "for them to relax and rest."; mes "Well, somehow they are the citizens of this country, you know."; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "What do you think those"; mes "Schwaltzvalt snobs are doing?"; mes "They must think this project"; mes "is an excuse for them to relax"; mes "and slack off! They can afford^FFFFFF ^000000 to, obviously. Hmpf! Rich people!"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "They've got things so easy,"; mes "while we're barely covering"; mes "our research expenses!"; mes "In fact, we've had to cut"; mes "so many corners, skip"; mes "meals and amenities..."; next; mes "[Ashe]"; mes "I know! How can we"; mes "carry on professional"; mes "research in a shack?"; mes "We're literally living at"; mes "poverty standards here..."; mes "Are we still researchers?"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "I know that!"; mes "I know that already!"; mes "S-stop bringing it up!"; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "This is pathetic."; mes "I can't even afford the"; mes "energy to continue this"; mes "conversation. You too,"; mes "why don't you take a rest?"; close2; cutin "hu_laura01.bmp",255; end; } else if (!countitem(7511)) { cutin "hu_laura02.bmp",2; mes "[Laura]"; mes ".................."; mes "What is this?!"; mes "You're supposed to"; mes "bring me 5 of them!"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "Is this your way of"; mes "saying that you don't"; mes "want to work for us?"; mes "Why don't you say it"; mes "to my face, eh?"; next; mes "[Ashe]"; mes "Ms. Laurence, please,"; mes "calm down! We're in no"; mes "position to yell at anyone,"; mes "especially volunteers! You"; mes "of all people should know"; mes "that they're doing us a favor!"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Okay, Ashe, I get it!"; mes "And as for you, I'll give"; mes "you another chance. Next"; mes "time you see me, bring"; mes "5 Runes of the Darkness!"; close2; cutin "hu_laura02.bmp",255; end; } else if (countitem(7511) == 1) { cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "...Only one?"; mes "Look at me. I asked"; mes "you for five. I know that"; mes "one is better than nothing..."; mes "But it's pretty darn close. Go"; mes "get me 4 more this instant!"; close2; cutin "hu_laura03.bmp",255; end; } else if (countitem(7511) == 2) { cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "One, two..."; mes "Huh? Th-that's all?!"; mes "When I ask for 5 Runes"; mes "of the Darkness, I mean"; mes "5, not 2. Now hurry up"; mes "and just do what I asked!"; close2; cutin "hu_laura03.bmp",255; end; } else { mes "[Laura]"; mes "One, two, three..."; mes "That's it? Don't you"; mes "know how to count to 5?"; mes "Go and get me more of those"; mes "Runes of the Darkness now!"; next; cutin "hu_laura03.bmp",2; close2; cutin "hu_laura03.bmp",255; end; } } } else if (hg_odin == 16) { cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "I wonder how much progress"; mes "those pampered Schwaltzvalt"; mes "snobs actually made. They've"; mes "got the funds, so they could"; mes "actually be further ahead"; mes "than we are right now..."; next; mes "[Laura]"; mes "I have to know..."; mes "I need to know whether"; mes "they discovered ''that thing''"; mes "already. They can't have found"; mes "it before us. It's impossible!"; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "...Hey, you."; next; if ( select( "...:...Me?" ) == 1) { mes "[Laura]"; mes "Hey, hey!"; mes "Hey hey hey!"; next; mes "["+strcharinfo(0)+"]"; mes "...Me?"; next; } mes "[Laura]"; mes "Basically, I want you"; mes "to spy on that snobby girl,"; mes "Alex of the Schwaltzvalt"; mes "Republic office, and report"; mes "what she's actually doing to me. ^FFFFFF ^000000"; next; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Anyway, just eavesdrop"; mes "on the Schwaltvalt Office"; mes "by putting your ear really"; mes "close to the door, and listen"; mes "to them talk. Will you do that?"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "..............................."; mes "Of course, you're"; mes "going to do it. Right?"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "RIGHT?!"; next; select("Yeah, yeah, whatever.:Sure thing.:I s-s-s-suppose...!:Yes, Ma'am!"); hg_odin = 17; for(.@i = 11002; .@i <= 11005; ++.@i) { if (questprogress(.@i) && questprogress(.@i) != 2) completequest .@i; } setquest 11006; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "Good."; mes "Now do it!"; close2; cutin "hu_laura04.bmp",255; end; } else if (hg_odin == 17) { cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "What are you standing"; mes "around here for? Go and"; mes "eavesdrop on those snobs"; mes "next door! I must know"; mes "what they're really up to!"; close2; cutin "hu_laura02.bmp",255; end; } else if (hg_odin == 18 || hg_odin == 19) { cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Frankly, I know I'm paying"; mes "you nothing to be spy, but"; mes "please tell me what you"; mes "learned about the Schwaltzvalt"; mes "Republic Research Team."; next; switch(select("Giantes:Ymir's Heart:Nothing")) { case 1: cutin "hu_laura04.bmp",2; mes "["+strcharinfo(0)+"]"; mes "I'm guessing that you're"; mes "already familiar with the"; mes "creature known as Giantes"; mes "since you're an archaeologist."; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Of course! It's an"; mes "ancient beast on which"; mes "the Guardians were inspired."; mes "N-no way...! Are they here to"; mes "finish their guardian research?"; mes "What else did you learn?"; next; case 2: mes "["+strcharinfo(0)+"]"; mes "Well, have you"; mes "ever heard of Ymir's..."; next; emotion e_gasp,0,"Ashe"; mes "[Ashe]"; mes "...Heart?"; mes "Ymir's Heart, right?"; next; mes "[Laura]"; mes "Ashe, you know about"; mes "this? What exactly"; mes "is Ymir's Heart?"; next; switch(select("It's candy.:It's a book.:It's a place.:Ymir was a giant...")) { case 1: mes "["+strcharinfo(0)+"]"; mes "It's this..."; mes "Um, really..."; next; break; case 2: mes "["+strcharinfo(0)+"]"; mes "Er, you see..."; mes "A lot of people know"; mes "about Ymir's Heart..."; next; break; case 3: mes "["+strcharinfo(0)+"]"; mes "You know the expression,"; mes "''Home is where the heart"; mes "is?'' Er, well, Ymir's Heart..."; next; break; case 4: mes "["+strcharinfo(0)+"]"; mes "The truth is,"; mes "Ymir was this giant..."; next; break; } emotion e_ok,0,"Ashe"; mes "[Ashe]"; mes "Ymir's Heart?"; mes "That's a clothing"; mes "brand, isn't it? Yeah,"; mes "it's popular amongst"; mes "the trendy crowd in the"; mes "Schwaltzvalt Republic."; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "Clothing brand?"; mes "You mean those snobs"; mes "are just spending their"; mes "time talking about fashion"; mes "in there? Huh. Don't they"; mes "have better things to do?"; next; cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "In the meantime, would"; mes "you do one more favor for"; mes "me? I'd like you to go to"; mes "the shrine one last time."; mes "I hear that it's built on"; mes "two connected islands..."; next; mes "[Laura]"; mes "I want you to check the"; mes "inner island, and see"; mes "what you can find while"; mes "I investigate the Schwaltzvalt"; mes "Research Team. I'm sorry, but"; mes "you're the only one I can ask."; hg_odin = 20; changequest 11006,11007; close2; cutin "hu_laura04.bmp",255; end; case 3: mes "[Laura]"; mes "Nothing...?"; mes "Are you sure that's"; mes "all you learned?"; close2; cutin "hu_laura01.bmp",255; end; } } else if (hg_odin == 20) { cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "I wonder..."; mes "What could be going on?"; mes "Hopefully I'll be able"; mes "to find the answers..."; close2; cutin "hu_laura01.bmp",255; end; }}hu_in01,18,167,4 script Julian 4_M_04,{ if (!hg_odin) { mes "[Julian]"; mes "^333333*Sigh...*^000000"; close; } else if (hg_odin == 1) { mes "[Julian]"; mes "Say, are you here"; mes "for a job? We're looking"; mes "for someone that's passionate"; mes "about ancient history. If you"; mes "want to make money, then this"; mes "this the wrong place for you~"; next; mes "[Julian]"; mes "This is supposed to be"; mes "a collaborative excavation,"; mes "but the team leaders are too"; mes "stubborn and refuse to make"; mes "any compromises. It's been"; mes "incredibly frustrating..."; next; mes "[Julian]"; mes "Basically, each of our teams"; mes "is conducting its own research"; mes "for now. Now, we need your help"; mes "to find any relics from the Odin ^FFFFFF ^000000 Shrine. We'd appreciate it if you"; mes "brought as many as you can!"; close; } else if (hg_odin == 2) { mes "[Julian]"; mes "You sure you want"; mes "to work for someone"; mes "like my boss? Can't"; mes "you tell that she's"; mes "evil? Escape from this"; mes "place while you still can!"; next; mes "[Alex]"; mes "Julian...!"; next; mes "[Julian]"; mes "See what I mean?"; close; } else if (hg_odin == 3) { mes "[Julian]"; mes "Wow, you must really"; mes "like this kind of work,"; mes "huh? I didn't really expect"; mes "that you'd go to the shrine..."; close; } else if (hg_odin == 4) { mes "[Julian]"; mes "I'm amazed to see you"; mes "working so hard. You must"; mes "like pleasing other people,"; mes "I guess, but try not to be too"; mes "kind. Wouldn't want that..."; close; } else if (hg_odin == 5) { mes "[Julian]"; mes "Geez..."; mes "You're a really nice"; mes "person, you know that?"; mes "Just try not to be taken"; mes "for a sucker, okay?"; close; } else { mes "[Julian]"; mes "Why are both of our"; mes "team leaders so bull"; mes "headed? Maybe it has"; mes "something to do with"; mes "them being old and single."; mes "Don't tell them I said that!"; close; }}hu_in01,16,21,0 script Ashe#5 HIDDEN_WARP_NPC,2,2,{OnTouch: if (hg_odin == 18) { mes "[Ashe]"; mes "......?"; next; hg_odin = 19; mes "[Ashe]"; mes "......"; mes "........."; close; }}hu_in01,16,20,4 script Ashe 4_F_SISTER,{ switch(hg_odin) { case 0: mes "[Ashe]"; mes "Hello, may I help you?"; mes "Please understand that"; mes "unauthorized personnel"; mes "are prohibited from entering"; mes "this area. Have you come to"; mes "assist in the expedition?"; close; case 1: mes "[Ashe]"; mes "Oh, you've here in response"; mes "to the recruitment notice?"; mes "Well then, let me give you"; mes "a brief idea about the work."; mes "First off, we can't pay you any"; mes "money, so you'd be a volunteer."; next; mes "[Ashe]"; mes "Instead, you're allowed to"; mes "keep whatever you excavate"; mes "in the Odin Shrine, so long"; mes "as we don't need it for our"; mes "research. This opportunity"; mes "might prove worthwhile to you."; next; mes "[Ashe]"; mes "Now, we should be working"; mes "together with the Schwaltvalt"; mes "Republic's Research Team, but"; mes "our leaders aren't getting along^FFFFFF ^000000 at all. There's just a huge"; mes "clash of personalities..."; next; mes "[Ashe]"; mes "In any case, if you'd"; mes "like to join us in our"; mes "efforts to uncover the"; mes "secrets of the past, then"; mes "please speak to Ms. Laurence."; close; case 2: case 12: mes "[Ashe]"; mes "So you're off to the"; mes "Odin Shrine? Good luck,"; mes "and be careful, alright?"; close; case 3: case 13: mes "[Ashe]"; mes "Oh, you're back"; mes "earlier than I thought!"; mes "I think someone with"; mes "your talent can be"; mes "a really big help to us!"; close; case 4: mes "[Ashe]"; mes "Hm? You've decided to"; mes "help the Schwaltzvalt Team?"; mes "That's fine, but I'm afraid"; mes "Ms. Laurence may be a little"; mes "upset by that. Well, it's fine"; mes "with me. I don't really care."; close; case 5: mes "[Ashe]"; mes "How's the work coming"; mes "along? I know the team"; mes "leaders hate each other,"; mes "but they should recognize"; mes "that one person's victory"; mes "in research is victory for all."; close; case 6: mes "[Ashe]"; mes "How's the work coming"; mes "along? I know the team"; mes "leaders hate each other,"; mes "but they should recognize"; mes "that one person's victory"; mes "in research is victory for all."; close; case 14: mes "[Ashe]"; mes "Please keep up"; mes "the good work~"; close; case 15: if (countitem(7511) > 4) { mes "[Ashe]"; mes "Well, it looks like"; mes "everything turned out"; mes "alright in the end, huh?"; mes "Good work getting those runes."; close; } mes "[Ashe]"; mes "Oh, dear, you don't"; mes "look very well. Did"; mes "something happen?"; close; case 16: mes "[Ashe]"; mes "I know that Ms. Laurence"; mes "can be... vocally aggressive,"; mes "but I'm sure that she really"; mes "appreciates all of your hard"; mes "work. Thank you so much for"; mes "all of your efforts~"; close; case 17: mes "[Ashe]"; mes "Why does Ms. Laurence"; mes "have to be this way?"; mes "I honestly think this"; mes "rivalry is awfully petty..."; close; case 19: mes "[Ashe]"; mes "Ehm..."; mes "Don't worry"; mes "about it~"; close; case 20: mes "[Ashe]"; mes "Please don't ask"; mes "me about anything..."; mes "Besides, I mean"; mes "you no harm~"; close; }}hu_in01,174,90,0 script Entrance HIDDEN_WARP_NPC,2,2,{OnTouch: if (hg_odin == 22 || hg_odin == 23) { mes "[Laura]"; mes "So it means that everyone fooled me!"; next; mes "== Laura is violently wielding a thick file in the air. =="; close; }}hu_in01,159,84,3 script Laura#2 1_F_GYPSY,{ if (hg_odin == 22 || hg_odin == 23) { cutin "hu_laura03.bmp",2; emotion e_an,0,"Laura#2"; mes "[Laura]"; mes "Wh-what...?!"; mes "Does this mean"; mes "that everyone has"; mes "had me fooled this"; mes "whole time?! This is"; mes "complete lunacy!"; next; cutin "hu_alex04.bmp",0; emotion e_an,0,"Alex#2"; mes "[Alex]"; mes "What are you talking"; mes "about, you crazy wench?"; mes "You saw the shrine on the"; mes "other side! That's no secret!"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "I'm not talking about that!"; mes "I saw your brother digging"; mes "everywhere in town in the"; mes "middle of the night!"; next; cutin "hu_alex04.bmp",0; mes "[Alex]"; mes "Lies...!"; mes "Where the hell did"; mes "you get that idea?"; mes "What makes you think"; mes "there are artifacts buried"; mes "around here inside town?"; next; mes "[Alex]"; mes "Besides, what makes you"; mes "think that my brother would"; mes "waste so much time doing"; mes "something so ridiculous?"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "Hahahaha! Yeah,"; mes "defend your brother"; mes "as much as you like,"; mes "you hypocrite! What do"; mes "you care about him, I know"; mes "you two really hate each other!"; next; cutin "hu_alex04.bmp",0; mes "[Alex]"; mes "What was that...?"; mes "I dare you to say"; mes "that again! I'll make"; mes "sure that you regret it!"; next; cutin "hu_laura01.bmp",2; mes "[Laura]"; mes "I know that you were helping"; mes "him in his excavations. There's"; mes "no way so much progress can be"; mes "done by one man alone! In fact,"; mes "I have evidence that proves it!"; next; mes "^3355FFLaura violently"; mes "waves a thick file"; mes "clasped in her hands.^000000"; next; emotion e_omg,0,"Julian#2"; mes "[Julian]"; mes "What...?"; mes "Argh, that's--!"; next; emotion e_ag,0,"Laura#2"; mes "[Laura]"; mes "That's right."; mes "Now tell me, what the"; mes "hell is ''^FF0000Ymir's Heart?^000000''"; next; cutin "hu_alex02.bmp",0; mes "[Alex]"; mes "......"; mes "Julian!"; next; emotion e_swt2,0,"Julian#2"; mes "[Julian]"; mes "Uh, this isn't my fault!"; mes "Sh-she doesn't have any"; mes "right to come into our office!"; next; cutin "hu_laura02.bmp",2; mes "[Laura]"; mes "Hah! Aren't we supposed to"; mes "be equal partners in the same"; mes "expedition? That's what I heard"; mes "at the beginning! But you guys"; mes "have something different in mind! ^FFFFFF ^000000"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "It's awfully suspicious: you"; mes "guys are only going out at"; mes "night, and you're making so"; mes "little progress with the Odin"; mes "Shrine excavation. Tell me,"; mes "what are your true goals?!"; next; cutin "hu_alex03.bmp",0; emotion e_swt2,0,"Alex#2"; mes "[Alex]"; mes "I-I don't know what you're"; mes "talking about! J-Julian must"; mes "have gotten some mission, and"; mes "has been carrying it out without^FFFFFF ^000000 my consent! Don't go twisting"; mes "the facts, you... you thief!"; next; cutin "hu_laura03.bmp",2; mes "[Laura]"; mes "Thief...?!"; mes "Look who's"; mes "talking!"; next; mes "^3355FFLaura tossed the file"; mes "away, and threateningly"; mes "rolled up her sleeves.^000000"; next; emotion e_sob,0,"Ashe#2"; mes "[Ashe]"; mes "S-stop!"; mes "Both of you!"; next; emotion e_swt2,0,"Laura#2"; mes "[Laura]"; mes "Stay out of"; mes "this, Ashe!"; next; cutin "hu_alex04.bmp",0; emotion e_an,0,"Alex#2"; mes "[Alex]"; mes "Yeah, this is none"; mes "of your business!"; next; hg_odin = 25; mes "[Ashe]"; mes "Oh... Oh, dear!"; close2; cutin "hu_alex04.bmp",255; end; } else if (hg_odin > 23) { cutin "hu_laura03.bmp",2; emotion e_an,0,"Laura#2"; mes "[Laura]"; mes "Hah...!"; mes "Did you..."; mes "Just hit me?"; next; cutin "hu_alex04.bmp",0; emotion e_an,0,"Alex#2"; mes "[Alex]"; mes "You crazy...!"; close2; cutin "hu_alex04.bmp",255; end; }}hu_in01,158,84,5 duplicate(Laura#2) Alex#2 1_F_SIGNZISK,0,0hu_in01,162,85,4 script Ashe#2 4_F_SISTER,{ if (hg_odin == 22 || hg_odin == 23) { mes "[Ashe]"; mes "This..."; mes "This doesn't"; mes "look good at all!"; close; } else if (hg_odin == 25) { mes "^3355FFAshe picked up"; mes "the file that Laura"; mes "tossed away.^000000"; next; mes "[Ashe]"; mes "Um, I've got a favor"; mes "of my own to ask you."; mes "Would you please bring"; mes "this file to Morroc? Just"; mes "bring it to my comrade"; mes "over at the South Gate."; next; mes "[Ashe]"; mes "I'm sorry, but we don't"; mes "have much time left. I guess"; mes "this is the last time we will"; mes "ever see each other, so thank"; mes "you for all your help, friend."; next; hg_odin = 59; changequest 11007,11008; mes "[Ashe]"; mes "Don't worry, my comrade"; mes "at Morroc's South Gate will"; mes "explain everything once you"; mes "find him. Please hurry!"; close; } else if (hg_odin == 59) { mes "[Ashe]"; mes "Don't worry, my comrade"; mes "at Morroc's South Gate will"; mes "explain everything once you"; mes "find him. Please hurry, and"; mes "find him as soon as you can!"; close; }}hu_in01,171,90,0 script Ashe#3 HIDDEN_WARP_NPC,2,2,{OnTouch: if (hg_odin == 25) { mes "^3355FFAshe picked up"; mes "the file that Laura"; mes "tossed away.^000000"; next; mes "[Ashe]"; mes "Um, I've got a favor"; mes "of my own to ask you."; mes "Would you please bring"; mes "this file to Morroc? Just"; mes "bring it to my comrade"; mes "over at the South Gate."; next; mes "[Ashe]"; mes "I'm sorry, but we don't"; mes "have much time left. I guess"; mes "this is the last time we will"; mes "ever see each other, so thank"; mes "you for all your help, friend."; next; hg_odin = 59; mes "[Ashe]"; mes "Don't worry, my comrade"; mes "at Morroc's South Gate will"; mes "explain everything once you"; mes "find him. Please hurry!"; close; }}hu_in01,155,82,4 script Julian#2 4_M_04,{ if (hg_odin == 22 || hg_odin == 23) { mes "[Julian]"; mes "I..."; mes "I don't know"; mes "what I should do!"; close; } mes "[Julian]"; mes "I've stopped caring"; mes "whether they fight or"; mes "not... I'm so not get"; mes "involved. If you want,"; mes "you can try to stop them..."; close;}moc_fild12,160,372,0 script Hit HIDDEN_WARP_NPC,{ end;}moc_fild12,160,365,0 script Ashe#4 HIDDEN_WARP_NPC,4,4,{OnTouch: if (hg_odin == 59) { mes "[???]"; mes "...Silence."; next; mes "[???]"; mes "Don't turn, don't"; mes "flinch, don't even"; mes "breathe. You're being"; mes "followed. Hold on a sec"; mes "while I take care of him."; next; specialeffect EF_SONICBLOWHIT,AREA,"Hit"; mes "[???]"; mes "Ha!"; next; mes "[???]"; mes "..............................."; mes "Good. You've done some"; mes "good work. Just drop the file"; mes "to the ground. And for your"; mes "own good, don't turn around."; next; mes "^3355FFYou drop the file"; mes "to the ground, and it"; mes "immediately vanishes in"; mes "a small whirlwind of sand.^000000"; next; mes "[???]"; mes "I know that you've"; mes "gotten involved in all"; mes "this unexpectedly. Before"; mes "I leave, have you got any"; mes "questions? Otherwise, I'll go."; next; switch(select("Who's Ashe?:What happened to Laura?")) { case 1: mes "[???]"; mes "You'll never see her"; mes "again. She's already"; mes "been assigned to a new"; mes "mission. If it makes you"; mes "feel better, she's one of the"; mes "members of ''Secret Wing.''"; next; break; case 2: mes "[???]"; mes "She'll be fine. If you're that"; mes "interested in archaeology,"; mes "you'll be happy to know that"; mes "she'll run the excavation the"; mes "way she wants to. Rekenber and Arunafeltz should leave her alone."; next; mes "[???]"; mes "You're probably curious"; mes "about Ashe, and perhaps"; mes "myself as well. Now, have you"; mes "ever heard of ''Secret Wing?''"; next; break; } mes "[???]"; mes "Secret Wing is a secret"; mes "organization that's scattered"; mes "now, but some of the members"; mes "are still active. Just consider us enemies of Rekenber Corporation"; mes "in the Schwaltzvalt Republic."; next; mes "[???]"; mes "Everything you saw and"; mes "heard is all true. The ghost"; mes "of Giantes still remains within"; mes "the Odin Shrine. Rekenber wants"; mes "it for their ends, as well as"; mes "Arunafeltz. It's complicated..."; next; mes "[???]"; mes "The people of Rune-Midgarts"; mes "and Schwaltzvalt Republic still"; mes "don't know what's going on."; mes "A lot of people are just being"; mes "used... Like that one lady,"; mes "that archaeologist, Laura."; next; getexp (checkre(3))?100000:700000,0; hg_odin = 60; completequest 11008; mes "[???]"; mes "...Thanks for"; mes "the file. Take care."; mes "Always watch your back."; close; }}hugel,209,109,2 script Boatman#hugel 4_M_SEAMAN,{ mes "[Boatman]"; mes "Ah, hello~"; mes "Would you like to sail"; mes "to the Odin Shrine? The"; mes "fare for 1 passenger is"; mes "800 zeny. Shall we board?"; next; switch(select("No, thanks.:Sure!")) { case 1: mes "[Boatman]"; mes "Ah, alright."; mes "If you change your"; mes "mind, I invite you"; mes "to return and just"; mes "let me know."; close; case 2: if (Zeny < 800) { mes "[Boatman]"; mes "Hm? You don't have enough"; mes "money to pay the fare. Well,"; mes "just come back when you do"; mes "have the zeny, and then I'll"; mes "take you to the Odin Shrine."; close; } mes "[Boatman]"; mes "Alright then,"; mes "climb aboard!"; mes "We'll arrive near"; mes "the Odin Shrine soon~"; close2; Zeny -= 800; if (hg_odin == 2) hg_odin = 3; else if (hg_odin == 4) hg_odin = 5; else if (hg_odin == 12) hg_odin = 13; else if (hg_odin == 14) hg_odin = 15; warp "odin_tem01",100,146; end; }}odin_tem01,93,146,4 script Boatman 4_M_SEAMAN,{ mes "[Boatman]"; mes "Ah, would you"; mes "like to sail back to"; mes "Hugel now, or did you"; mes "want to explore a bit more?"; next; switch(select("I still need to look around...:Yes, take me back to Hugel.")) { case 1: mes "[Boatman]"; mes "Well, alright."; mes "Just let me know"; mes "when you're ready to"; mes "leave this dangerous place."; close; case 2: mes "[Boatman]"; mes "Alright then,"; mes "climb aboard!"; mes "We'll arrive near"; mes "Hugel very soon~"; close2; warp "hugel",206,109; end; }}odin_tem03,4,2,0 script OdinInit -1,{OnInit: initnpctimer; end;OnTimer100000: stopnpctimer; switch(rand(1,5)) { case 1: donpcevent "warpinside#1::OnEnter"; end; case 2: donpcevent "warpinside#2::OnEnter"; end; case 3: donpcevent "warpinside#3::OnEnter"; end; case 4: donpcevent "warpinside#4::OnEnter"; end; case 5: donpcevent "warpinside#5::OnEnter"; end; }}odin_tem03,266,302,0 script warpinside#1 HIDDEN_WARP_NPC,3,3,{OnInit: disablenpc "warpinside#1"; end;OnEnter: enablenpc "warpinside#1"; end;OnTouch: if (hg_odin > 19 && hg_odin < 23) { switch(rand(1,4)) { case 1: donpcevent "warpinside#2::OnEnter"; break; case 2: donpcevent "warpinside#3::OnEnter"; break; case 3: donpcevent "warpinside#4::OnEnter"; break; case 4: donpcevent "warpinside#5::OnEnter"; break; } disablenpc "warpinside#1"; hg_odin = 21; warp "que_hugel",36,179; end; }}odin_tem03,288,271,0 script warpinside#2 HIDDEN_WARP_NPC,3,3,{OnInit: disablenpc "warpinside#2"; end;OnEnter: enablenpc "warpinside#2"; end;OnTouch: if (hg_odin > 19 && hg_odin < 23) { switch(rand(1,4)) { case 1: donpcevent "warpinside#1::OnEnter"; break; case 2: donpcevent "warpinside#3::OnEnter"; break; case 3: donpcevent "warpinside#4::OnEnter"; break; case 4: donpcevent "warpinside#5::OnEnter"; break; } disablenpc "warpinside#2"; hg_odin = 21; warp "que_hugel",36,179; end; }}odin_tem03,283,241,0 script warpinside#3 HIDDEN_WARP_NPC,3,3,{OnInit: disablenpc "warpinside#3"; end;OnEnter: enablenpc "warpinside#3"; end;OnTouch: if (hg_odin > 19 && hg_odin < 23) { switch(rand(1,4)) { case 1: donpcevent "warpinside#1::OnEnter"; break; case 2: donpcevent "warpinside#2::OnEnter"; break; case 3: donpcevent "warpinside#4::OnEnter"; break; case 4: donpcevent "warpinside#5::OnEnter"; break; } disablenpc "warpinside#3"; hg_odin = 21; warp "que_hugel",36,179; end; }}odin_tem03,179,275,0 script warpinside#4 HIDDEN_WARP_NPC,3,3,{OnInit: disablenpc "warpinside#4"; end;OnEnter: enablenpc "warpinside#4"; end;OnTouch: if (hg_odin > 19 && hg_odin < 23) { switch(rand(1,4)) { case 1: donpcevent "warpinside#1::OnEnter"; break; case 2: donpcevent "warpinside#2::OnEnter"; break; case 3: donpcevent "warpinside#3::OnEnter"; break; case 4: donpcevent "warpinside#5::OnEnter"; break; } disablenpc "warpinside#4"; hg_odin = 21; warp "que_hugel",36,179; end; }}odin_tem03,320,264,0 script warpinside#5 HIDDEN_WARP_NPC,3,3,{OnInit: disablenpc "warpinside#5"; end;OnEnter: enablenpc "warpinside#5"; end;OnTouch: if (hg_odin > 19 && hg_odin < 23) { switch(rand(1,4)) { case 1: donpcevent "warpinside#1::OnEnter"; break; case 2: donpcevent "warpinside#2::OnEnter"; break; case 3: donpcevent "warpinside#3::OnEnter"; break; case 4: donpcevent "warpinside#4::OnEnter"; break; } disablenpc "warpinside#5"; hg_odin = 21; warp "que_hugel",36,179; end; }}hu_in01,99,90,0 script Empty HIDDEN_WARP_NPC,3,3,{OnTouch: mes "^3355FFThis place is empty."; mes "Everyone must"; mes "have already left.^000000"; close;}que_hugel,35,29,5 script object#1 HIDDEN_WARP_NPC,2,2,{OnTouch: if (hg_odin == 21) { mes "^3355FFA weathered structure"; mes "of the Odin Shrine is"; mes "half buried beneath the"; mes "ground, but it still looks"; mes "fairly stable and durable.^000000"; next; mes "["+strcharinfo(0)+"]"; mes "......"; mes "........."; next; switch(select("Pass:Explore")) { case 1: mes "^3355FFYou decided to pass"; mes "by the shrine's remnants.^000000"; close; case 2: if (rand(1,3) == 1) { mes "^3355FFYou catch a bright"; mes "shimmer among the"; mes "remnants of the shrine.^000000"; next; switch(select("Ignore:Pick it up")) { case 1: mes "^3355FFYou decide to continue"; mes "searching through the"; mes "shrine's ruins.^000000"; close; case 2: mes "^3355FFYou find a shining stone"; mes "within the ruins, and carefully"; mes "put it into your bag.^000000"; next; mes "^FF0000Thud!^000000"; next; mes "["+strcharinfo(0)+"]"; mes "What...?"; mes "What was"; mes "that noise?!"; next; specialeffect EF_LORD; specialeffect EF_LORD; specialeffect EF_LORD; mes "["+strcharinfo(0)+"]"; mes "Wa...waaaahhhh!"; close2; hg_odin = 22; warp "que_hugel",163,31; end; } } mes "^3355FFUnfortunately, you"; mes "were unable to find"; mes "anything in the ruins.^000000"; close; } } else if (hg_odin == 22) { warp "que_hugel",163,31; end; }}que_hugel,163,31,0 script object#2 HIDDEN_WARP_NPC,3,3,{OnTouch: mes "^3355FFWhen you come back"; mes "to your senses, you"; mes "find that nothing is"; mes "left in this place.^000000"; close;}que_hugel,163,178,0 script object#3 HIDDEN_WARP_NPC,3,3,{OnTouch: if (hg_odin == 22) { mes "["+strcharinfo(0)+"]"; mes "Huh?"; mes "What's happening?"; next; mes "["+strcharinfo(0)+"]"; mes "Waaaaahhhh!"; close2; hg_odin = 23; warp "odin_tem03",264,260; end; }}hu_in01,15,108,0 script alex#warp WARPNPC,1,1,{OnTouch: if (hg_odin == 17) { mes "[Alex]"; mes "Haven't you found it yet?"; mes "You said that it'd be here!"; mes "You told me so many people"; mes "are drawn to his place since"; mes "Ymir's Heart might really"; mes "be buried in this area!"; next; mes "[Julian]"; mes "I'm pretty sure it's"; mes "around here somewhere,"; mes "but I need more time to dig!"; next; mes "[Alex]"; mes "I understand why you wanted"; mes "to follow me here, but there's"; mes "no way to confirm its existence"; mes "in this area without digging"; mes "it up. Plus, I'm still worried"; mes "about the ''Shinokas'' issue..."; next; mes "["+strcharinfo(0)+"]"; mes "...Shinokas?"; next; mes "[Alex]"; mes "We couldn't find"; mes "Ymir's Heart inside"; mes "the village, either..."; mes "Why don't you just--"; next; mes "[Julian]"; mes "Yeah, you think you can do"; mes "everything yourself since"; mes "you're so much better than"; mes "me, huh?! I'm the black sheep"; mes "of the family, and father loves"; mes "you more than me, right?!"; next; mes "[Alex]"; mes "You already know that."; next; mes "[Julian]"; mes "Wha--?!"; mes "Why... I...!"; next; mes "[Alex]"; mes "Geez, you're impatient."; mes "Listen, your ambitions"; mes "can ruin everything. You're"; mes "not planning on defying me,"; mes "are you? Because if you are..."; next; mes "[Julian]"; mes "You can never understand"; mes "why I want to find Ymir's"; mes "Heart! I'm not going to give"; mes "up looking for it, so just"; mes "leave me alone!"; next; mes "[Alex]"; mes "I know you better than"; mes "yourself, and I can do"; mes "everything better than you"; mes "can. Forget Ymir's Heart for"; mes "now. Giantes is our highest,"; mes "most important priority!"; next; mes "[Julian]"; mes "You always...!"; mes "..............................."; mes "Wait... You hear that?"; next; hg_odin = 18; mes "[Alex]"; mes "We'll continue this"; mes "conversation later."; close; } else if (hg_odin == 18) { mes "......"; mes "........."; close; } else { warp "hu_in01",15,155; end; }}hugel,52,90,0 script alex#warp2 WARPNPC,1,1,{OnTouch: if (hg_odin > 59) warp "hu_in01",102,90; else if (hg_odin > 21 && hg_odin < 60) warp "hu_in01",173,90; else warp "hu_in01",33,90; end;}hu_in01,155,70,0 script alex#warp3 WARPNPC,1,1,{OnTouch: mes "^3355FFThe door is locked.^000000"; close;}hu_in01,155,108,0 script alex#warp4 WARPNPC,1,1,{OnTouch: mes "^3355FFThe door is locked.^000000"; close;} -
I'm doing the quest of rebellion however there is a prerequisite, which is making the quest Odin's Temple Excavation Quest but when she tells me to get 5 Rune of Darkness, after that the quest doesn't continue! it is locked there, you can continue the quest, but in the end will not end, and you can't do the quest for Rebellion, anyone know how I can fix this?
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i need to edit it for an sql table, I use the #Event_Points variables (points earned every monster you kill), and T_Event_Points (this variable accumulates the total points received events, to know how many you already won in total) how can i put it in sql table and creat an Event Ranking showing the players with more Event Points, i need the sql table and modify this script for working, any1 can help me ? StartEvent: // Menu Start Event mes "[Event Invasion]"; mes ".map$"; mes ".MvpID"; mes ".ItemID"; mes ".MobID"; mes ".MobX"; mes "Start Event now?"; switch(select("Yes:No")){ case 1: next; mes "^FF0000Starting the event...^000000"; close2; goto OnStart; case 2: mes "Ok, start just when you're sure!"; goto Main; } end; OnStart: set .mobs_left, .MobX; sleep2 1000; announce "[ Rune-Midgard Guard ]: We have trouble here in the town " + .map$ + "!", bc_all; sleep2 5000; announce "[ Rune-Midgard Guard ]: Everyone, we need your help to get rid of these "+getmonsterinfo(.MobID,0)+"!", bc_all; set .mobs_left, .MobX; monster .map$,0,0,getmonsterinfo(.MobID,0) +" [Event] ",.MobID,.MobX,strnpcinfo(3) + "::OnMyMobDead"; end; OnTimer1805000: // 30 minutes later, kills all the mobs. killmonster .map$,"Event Invasion::OnMyMobDead"; set .mobs_left,0;OnStop: // When the event is stopped by a GM, or all monsters dead. killmonster .map$,strnpcinfo(3) + "::OnMyMobDead"; killmonster .map$,strnpcinfo(3) + "::OnSpecialMobDead"; announce "It seems that "+strcharinfo(0)+" has ended the Invasion!",bc_all; end;OnMyMobDead: //When a Monster is killed set .mobs_left, .mobs_left-1; if (.mobs_left==0) { announce "[ Rune-Midgard Guard ]: "+getmonsterinfo(.MvpID,0)+" has spawned in " + .map$ + "!", bc_all; monster .map$,0,0,getmonsterinfo(.MvpID,0),.MvpID,1,"Event Invasion::OnSpecialMobDead"; } else { set #Event_point, #Event_point + 1; set #T_Event_point, #T_Event_point + 1; announce "["+.mobs_left+"/"+.MobX+"] Monster left.",bc_map; } end;OnSpecialMobDead: set #Event_point, #Event_point + 10; set #T_Event_point, #T_Event_point + 10; announce strcharinfo(0)+" has fought off the "+ getmonsterinfo(.MobID,0) +" Invasion and has been awarded a worthy prize!", bc_all; getitem .ItemID,1; donpcevent "Event Invasion::OnStop"; set .map$,"null"; set .MvpID,"-"; set .ItemID,"-"; set .MobID,"-"; set .MobX,"0"; } end;}
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i want an npc floating rate automatic start every weekend, Start Friday 23:59 and ends Monday 00:00, can anyone help me ? and its possible to create an npc with this configuration but like woe controller npc? i can choose the data and hours this will happen? is yes, how can i do this ?
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inside my translations.conf have this: //====================================================//= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ '__/ __| | | | |/ _ / __|//= | | | | __/ | | (__| |_| | | __/__ //= _| |_/___|_| ___|__,_|_|___||___///= //= http://herc.ws/board/ //================= More Information =================//= http://herc.ws/board/topic/8687-hercules-ultimate-localization-design///====================================================// Translations generated with —-generate-translations// should be pointed to here//====================================================translations: ( //"path/to/my/Language.po", //"db/Spanish.po", //(Example)) what i need to do ? now i got this error [Warning]: clif_parse: Received unsupported packet (packet 0x357a (0x4800), 9 bytes received), disconnecting session #7.
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[Error]: load_translations: map server default_language setting '' is not a loaded language anyone know how can i fix this error?
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how can I create an NPC that would be walking around the map? he would not get teleporting, he would move as a player! can any1 help me with this script?
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Alguem ai tem as quests do Eden do lvl 100 ao 175 ????
ZelosAvalon replied to ZelosAvalon's question in Suporte a Script
funcionou , entrei em contato com o dastgir e ele resolveu os bugs! -
Alguem ai tem as quests do Eden do lvl 100 ao 175 ????
ZelosAvalon replied to ZelosAvalon's question in Suporte a Script
outra coisa que eu percebi que ta dando erro, pelo menos aqui quando eu pego as quests elas não estão vindo para o meu menu de quests e mesmo que eu mate os monstros e volte no npc , não aparece nenhuma msg q eu terminei a quest, é como se eu nem tivesse pego ela!