//===== Hercules Script ======================================
//= Faceworm Nest Instance 'Episode 14.3' (jRO Servers)
//===== By: ==================================================
//= pengc2010
//===== Current Version: =====================================
//= 1.2 (Chinese version)
//===== Compatible With: =====================================
//= Hercules
//===== Additional Comments: =================================
//= [jRO Playing Conversion]
//= Translated to Chinese [pengc2010]
//= 1.0 First Version [pengc2010]
//= 1.1 Implemented special skills for MVPs [pengc2010]
//= 1.2 Added jRO quests, translation is not completed [pengc2010]
//============================================================
1@eom mapflag src4instance
//===========================================================================================
// Instance part
//===========================================================================================
1@face mapflag src4instance
dali,83,67,5 script Racing scoreboard#1 857,{
mes "[Faceworm Nests Scores]";
for(.@i = 1; .@i <= 5; .@i++) {
mes "================================";
mes "Party " + .@i
+ " Name: " + (($facewormparty$
[.@i
] == "")?
"^ff0044No Record^000000":("队伍 ^ff0044"+$facewormparty$
[.@i
]+"^000000"));
mes "Clearance Time: ^0000ff" + $facewormtime
[.@i
]/60 + "Mins "+$facewormtime
[.@i
]%60
+ "sec^000000";
mes "Team Members : ^ff9900" + $facewormmember$
[.@i
] +"^000000";
}
mes "================================";
switch(select("Reset Records",
"Delete a specific record",
"Cancel")) {
case 1:
for(.@i = 1; .@i <= 5; .@i++) {
$facewormparty$[.@i] = "";
$facewormtime[.@i] = 0;
$facewormmember$[.@i] = "";
}
mes "- Records have all been reset -";
case 2:
for(.@i = 1; .@i <= 5; .@i++) {
.@
menu$
+= $facewormparty$
[.@i
] + ":";
}
mes "- Which teams record to be deleted ? -";
for(.@i
= .@
select; .@i <
5; .@i
++) {
$facewormparty$[.@i] = $facewormparty$[.@i+1];
$facewormtime[.@i] = $facewormtime[.@i+1];
$facewormmember$[.@i] = $facewormmember$[.@i+1];
}
$facewormparty$[5] = "";
$facewormtime[5] = 0;
$facewormmember$[5] = "";
mes "- The selected record has been deleted -";
case 3:
}
}
dali,80,60,4 script Magic Scholar 755,{
mes "- ^0000ff Dimensional movement traces have disappeared , you can use the device again ^000000- dimensional ." ;
}
mes "Hello , what do you want ?";
switch(select("Open Dimensional Device",
"You are doing here ?",
"About the human face insect nests",
"Nothing")) {
case 1:
if(BaseLevel < 140) {
mes "You are not capable of entering the Dimensional Device.";
mes "Level required : ^ff0000 140 ^000000";
}
.@md_name$ = "Faceworm";
mes "Dimensional movement of a great burden on the body ,";
mes "You need to take a break in order to use it again.";
mes "From the beginning of last use Dimensional Device , rest for at least 23 hours .";
}
if (!.@party_id) {
mes "Please form a team to enter";
}
mes "Tell your Party Leader to apply for Dimensional Device";
}
mes "Party Name: "+.@p_name$;
mes "^0000ff"+.@md_name$
+" ^000000- Reservation Failed!";
}
mes "The time gap was created. When you're ready, talk to me again.";
case 2:
mes "I am a research scholar dimensional crack phenomenon .";
mes "It appears next to the Dimensional Device can travel freely to the past.";
mes "我曾经试图干涉这里自然产生的次元裂缝。";
mes "完全无法驾驭,很长时间之内研究都毫无进展。";
mes "在他们的研究之下,控制裂缝的能量也成为了可行的事情。";
mes "他们的研究成果,就是旁边这个Dimensional Device。";
mes "我负责的这个Dimensional Device,";
mes "那时的斐扬,还栖息着一种叫做人面虫的奇异生物。";
mes "通过这个Dimensional Device狩猎人面虫的冒险者非常多。";
mes "旁边的记录板就记载着排名最靠前的冒险者,和他们的记录。";
mes "‐^ff0000只有140级以上才能进入^000000‐";
case 3:
mes "以前,斐扬附近常有路人被巨大怪物袭击的事件,";
mes "你在人面虫巢穴中,可能会发现很多被害人的遗物。";
mes "如果把这些遗物交还给被害人家属的话,他们可能也会得到一些慰藉吧。";
mes "如果需要的话,我可以把你传送至斐扬。";
if(select("Cancel",
"拜托了") == 2) {
}
case 4:
}
}
dali,77,58,4 script Dimensional Device 10007,{
if (!.@party_id) {
mes "[Dimensional Device]";
mes "Dimensional Device Only in the case of the composition of the team will be able to use .";
}
mes "[Dimensional Device]";
mes "[Dimensional Device]";
mes "Dimensional movement traces still remain. Please wait for some time to use it again.";
}
mes "Dimensional Device Normal operation";
if(select("Into the human face insect nests",
"Cancel") == 2) {
mes "- Away from the sub-element device -";
}
switch(instance_enter(.@md_name$)) {
case 3:
mes "An unknown error has occurred.";
case 2:
mes "The memorial dungeon "+.@md_name$
+" does not exist.";
mes "The party leader did not generate the dungeon yet.";
case 1:
mes "Only the registered members can enter the instance "+.@md_name$
+".";
case 0:
//warp "1@gl_k",150,20;
}
}
1@face,109,348,5 script 卡奥斯#face 683,{
}
switch('progress) {
case 0:
'members = $@partymembercount;
'membername$ = $@partymembername$[0];
for(.@i = 1; .@i < 'members; .@i++) {
'membername$ += " " + $@partymembername$[.@i];
}
mes "嗯?我可没听说过其他赏金猎人会来这。";
select("这一定是有什么误会,我们不是赏金猎人。");
mes "哈哈!你看你,傻傻的就跑进来了啊?人面虫是这附近出没的怪物啊!";
npctalk "哈哈!你看你,傻傻的就跑进来了啊?人面虫是这附近出没的怪物啊!";
mes "算了,不管了,只要你不妨碍到我们,我们也不会管你的。";
npctalk "算了,不管了,只要你不妨碍到我们,我们也不会管你的。";
mes "嘿嘿!最近天气真好,艾瑞丝的心情也好棒哟~";
mes "艾瑞丝!附近似乎有人面虫的动静,皇后的巢穴大概就在这森林里!";
npctalk "艾瑞丝!附近似乎有人面虫的动静,皇后的巢穴大概就在这森林里!";
mes "嗯!我们快去把他们解决吧!那边的冒险家们,你们要小心了,人面虫群已经开始活动了!";
npctalk "嗯!我们快去把他们解决吧!那边的冒险家们,你们要小心了,因为人面虫现在正在排山倒海涌过来呢!";
case 1:
mes "刚刚的只是人面虫的突变种,但可不能因此就小看它们";
npctalk "刚刚的只是人面虫的突变种,但可不能因此就小看它们";
mes "对了!杀了突变种之后不是拿到了它的皮吗?那个可是非常有用的东西";
npctalk "对了!杀了突变种之后不是拿到了它的皮吗?那个可是非常有用的东西";
mes "不过如果战斗时间太长,鳞片就会受损,也就变成一件没用的古董了";
mes "听说厉害的猎人们能够迅速正确地把价值不斐的鳞片剥下来呢!";
mes "太勉强了!实在强人所难!而且我只会用怒爆! 我想那些鳞片应该都被烧毁了…";
npctalk "太勉强了!实在强人所难!而且我只会用怒爆! 我想那些鳞片应该都被烧毁了…";
mes "总之这里看来并没有我们想狩猎的怪物,所以我们先走一步了,你就在这里处理这些小不点吧!";
npctalk "总之这里看来并没有我们想狩猎的怪物,所以我们先走一步了,你就在这里处理这些小不点吧!";
// 第二区域小怪
case 2:
mes "你们的实力真不错~不过现在开始可要小心了!这狭窄的峡谷可是处处暗藏危机的!?";
npctalk "你们的实力真不错~不过现在开始可要小心了!这狭窄的峡谷可是处处暗藏危机的!?";
case 4:
mes "这个嘛…说是人面虫巢穴好像又太大了点";
mes "不会怎样的啦!看起来根本不危险,我一下就回来了,这里就交给你啦!";
npctalk "不会怎样的啦!看起来根本不危险,我一下就回来了,这里就交给你啦!";
mes "啊啊!卡奥斯这个冒失鬼,又这么莽撞!";
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊!哎哟喂呀!这是什么啊!?",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊…",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊啊…",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊啊啊…",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊啊啊啊…",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊啊啊啊啊…",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊啊啊啊啊啊…",
bc_map,0xFF1493;
mapannounce instance_mapname
("1@face"),
"卡奥斯 : 啊啊啊啊啊啊啊!!",
bc_map,0xFF1493;
mes "嘿嘿~人面虫皇后发怒了,正往咱们这边来呢!看起来很恐怖,我们暂时找地方躲起来吧!";
npctalk "嘿嘿~人面虫皇后发怒了,正往咱们这边来呢!看起来很恐怖,我们暂时找地方躲起来吧!";
// 人面虫皇后
case 5:
mes "也没办法了,装备都耗损了,看来今天差不多要撤退了";
npctalk "也没办法了,装备都耗损了,看来今天差不多要撤退了";
mes "虽然没遇到人面虫国王有点可惜,但还好我们没有受伤";
mes "今天的战斗你们功不可没,我不会再小看你们了";
mes "啊啊~我还在想能不能消灭国王什么的,真是可惜了";
mes "卡奥斯,我累了,我们还是快回村里吧!?";
}
OnInstanceInit:
'progress = 0;
.@map$ = instance_mapname("1@face");
monster .@map$,
0,
0,
"--ja--",
1166,
20;
monster .@map$,
0,
0,
"--ja--",
1277,
20;
monster .@map$,
0,
0,
"--ja--",
1494,
20;
}
1@face,115,347,4 script 艾瑞丝#face 666,{
OnTalk1:
OnTalk2:
OnTalk3:
OnTalk4:
OnTalk5:
npctalk "不过如果战斗时间太长,鳞片就会受损,也就变成一件没用的古董了";
OnTalk6:
npctalk "听说厉害的猎人们能够快速、正确的把价值不斐的鳞片剥下来呢!";
OnTalk7:
OnTalk8:
OnTalk9:
OnTalk10:
OnTalk11:
OnTalk12:
OnTalk13:
OnTalk14:
OnTalk15:
OnTalk16:
OnTalk17:
npctalk "也好,虽然没遇到人面虫国王有点可惜,但还好我们没有人员伤亡";
OnTalk18:
}
1@face,0,0,0 script 卡奥斯#facehelp 683,3,3,{
OnEnable:
OnTouch_:
if(!'trigger) {
if(!'BossID) {
}
getunitdata 'BossID,.@array;
if(distance(.@x,.@y,.@array
[6],.@array
[7]) <
7){
//specialeffect3 90,'BossID;
mapannounce .@map$,
"卡奥斯必杀伤害命中!,造成了"+.@num
+"伤害",
bc_map,0x00ff99;
setunitdata 'BossID,2,.@array[2]-.@num;
}
else
mapannounce .@map$,
"卡奥斯的呐喊 : 怎么那么不中用,连引诱都不会!",
bc_map,0xFF1493;
}
OnTimer30000:
'trigger = 0;
.@map$ = instance_mapname("1@face");
switch(.@dec){
case 1:
case 2:
case 3:
case 4:
}
mapannounce .@map$,
"卡奥斯的呐喊 : 啊!快去引诱怪物来"+(.@dec
==1?
"东":.@dec
==2?
"南":.@dec
==3?
"西":"北")+"边!由我来送它一拳!",
bc_map,0x00FFFF;
OnDisable:
OnInstanceInit:
}
1@face,0,0,0 script #BlackLogic -1,{
OnInstanceInit:
OnStart:
OnEnd:
.@map$ = instance_mapname("1@face");
OnTimer10000:
.@map$ = instance_mapname("1@face");
getunitdata 'BossID,.@bossdata;
.@x = .@bossdata[6];
.@y = .@bossdata[7];
switch('progress) {
case 0:
areamonster .@map$, .@x
-3,.@y
-3,.@x
+3,.@y
+3,
"--ja--",
2540,
4,.@label$;
case 1:
monster .@map$, .@x,.@y,
"--ja--",
2537,
4,.@label$;
for(.@i = 0; .@i < 4; .@i++)
setunitdata $@mobid[.@i],29,1;
case 2:
for(.@i = 0; .@i < 6; .@i++)
for(.@j = 0; .@j < 6; .@j++)
monster(.@map$, .@x
-5+.@i
*2,.@y
-5+.@j
*2,
"--ja--",
2531,
1,.@label$
);
}
case 3:
}
}
1@face,0,0,0 script #QueenLogic -1,{
OnInstanceInit:
OnStart:
OnEnd:
.@map$ = instance_mapname("1@face");
OnTimer15000:
.@map$ = instance_mapname("1@face");
getunitdata 'BossID,.@bossdata;
.@x = .@bossdata[6];
.@y = .@bossdata[7];
case 1:
areamonster .@map$, .@x
-3,.@y
-3,.@x
+3,.@y
+3,
"--ja--",
2540,
('SkillLv
)?
4:2,.@label$;
case 2:
if(!'SkillLv) {
for(.@i = 0; .@i < 6; .@i++)
for(.@j = 0; .@j < 6; .@j++)
monster(.@map$, .@x
-5+.@i
*2,.@y
-5+.@j
*2,
"--ja--",
2531,
1,.@label$
);
}
else {
for(.@i = 0; .@i < 8; .@i++)
for(.@j = 0; .@j < 8; .@j++)
monster(.@map$, .@x
-7+.@i
*2,.@y
-7+.@j
*2,
"--ja--",
2531,
1,.@label$
);
}
}
case 3:
}
}
1@face,0,0,0 script #faceworm -1,{
OnStart:
.@map$ = instance_mapname("1@face");
switch('progress) {
case 0:
mapannounce .@map$,
"人面虫竞速战斗开始,作战速度越快,越有机会拿到高级奖励!",
bc_map,0xFFFF90;
// 第一区域小怪
case 1:
case 2:
}
OnMyMobDead:
.@map$ = instance_mapname("1@face");
if(!.@mob){
switch('progress){
case 0:
mapannounce .@map$,
"人面虫已经纷纷退却,有更巨大的家伙出现了!",
bc_map,0xFFFF90;
case 1:
mapannounce .@map$,
"人面虫已经纷纷退却,有更巨大的家伙出现了!",
bc_map,0xFFFF90;
case 2:
mapannounce .@map$,
"人面虫已经纷纷退却,有更巨大的家伙出现了!",
bc_map,0xFFFF90;
case 3:
}
}
else
OnQueen:
.@map$ = instance_mapname("1@face");
setunitdata 'BossID,3,26000000 + 'members*2000000;
setunitdata 'BossID,2,26000000 + 'members*2000000;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
setunitdata $@mobid[0],29,1;
OnBlackFace:
'progress++;
.@map$ = instance_mapname("1@face");
.@hour = .@time2/3600;
.@min = .@time2/60;
.@sec = .@time2%60;
mapannounce .@map$,
"[人面虫巢穴],第"+'progress
+"区域通关花费时间是「"+(.@hour<
10?
"0"+.@hour
:.@hour
)+":"+(.@min<
10?
"0"+.@min
:.@min
)+":"+(.@sec<
10?
"0"+.@sec
:.@sec
)+"」",
bc_map,0x0fff8c;
// 纪录 1-4 关通过时间
'time['progress]=.@time2;
switch('progress){
case 1:
mapannounce .@map$,
"打败巨大躯干的怪物后,发现了它出入的洞口,这真是一个大到足以通往另一个地区的巨大地穴呢!",
bc_map,0xFFFF00;
case 2:
mapannounce .@map$,
"从南方传来很大的声响,可能是刚才被杀怪物的巢穴",
bc_map,0xFFFF00;
case 3:
mapannounce .@map$,
"南方传来了石堆崩解的声音,或许是条连结其他地方的通道呢!",
bc_map,0xFFFF00;
mapannounce .@map$,
"卡奥斯的呐喊 : 育!冒险家们!到那边要小心一点,到处都是剧毒呢",
bc_map,0x00FFFF;
mapannounce .@map$,
"卡奥斯的呐喊 : 我们正在找其他巢穴,如果有什么发现再告诉我们吧!",
bc_map,0x00FFFF;
// 第四区域小怪
case 4:
mapannounce .@map$,
"听到石堆崩解的声音,好像发现了其他条通道",
bc_map,0xFFFF00;
}
OnQueenDead:
'BossID = 0;
'progress++;
.@hour = .@time2/3600;
.@min = .@time2/60;
.@sec = .@time2%60;
mapannounce instance_mapname
("1@face"),
"[人面虫巢穴] 副本完成!最后区域通关花费时间是「"+(.@hour<
10?
"0"+.@hour
:.@hour
)+":"+(.@min<
10?
"0"+.@min
:.@min
)+":"+(.@sec<
10?
"0"+.@sec
:.@sec
)+"」",
bc_map,0x0fff8c;
// 纪录 1-4 关通过时间
'time[5]=.@time2;
.@totaltime = 0;
for(.@i = 0; .@i < 5; .@i++)
.@totaltime += 'time[.@i+1];
.@rank = 0;
for(.@i = 1; .@i <= 5; .@i++) {
if(.@totaltime < $facewormtime[.@i] || !$facewormtime[.@i]) {
.@rank = .@i;
}
}
if(.@rank) {
for(.@i = 5; .@i > rank; .@i -= 1) {
if($facewormtime[.@i]) {
$facewormtime[.@i+1] = $facewormtime[.@i];
$facewormparty$[.@i+1] = $facewormparty$[.@i];
$facewormmember$[.@i+1] = $facewommember$[.@i];
}
}
$facewormtime[.@rank] = .@totaltime;
$facewormparty$[.@rank] = 'partyname$;
$facewormmember$[.@rank] = 'membername$;
.@hour = .@totaltime/3600;
.@min = .@totaltime/60;
.@sec = .@totaltime%60;
announce "恭喜队伍"+'partyname$
+"在[人面虫巢穴]竞速中获得了第"+.@rank
+"名!总花费时间是「"+(.@hour<
10?
"0"+.@hour
:.@hour
)+":"+(.@min<
10?
"0"+.@min
:.@min
)+":"+(.@sec<
10?
"0"+.@sec
:.@sec
)+"」",
bc_all,0xFFFF00;
}
OnTimer65000:
if('progress < 5 && 'BossID) {
getunitdata 'BossID,.@bossdata;
mobremove 'BossID;
.@hp = .@bossdata[2];
.@mhp = .@bossdata[3];
.@x = .@bossdata[6];
.@y = .@bossdata[7];
'BossID
= monster(instance_mapname
("1@face"),.@x,.@y,
"--ja--",.@mob,
1,
instance_npcname("#faceworm")+"::OnQueenDead");
setunitdata 'BossID,3,.@mhp;
setunitdata 'BossID,2,.@hp;
switch(.@mob) {
case 2532: .@element$
= "火";
break;
case 2533: .@element$
= "地";
break;
case 2534: .@element$
= "水";
break;
case 2535: .@element$
= "风";
break;
}
mapannounce instance_mapname
("1@face"),
"人面虫女皇试图用"+.@element$
+"属性外壳包裹住自己!",
bc_map,0xffff90;
} else
}
1@face,0,0,0 script 人面虫宝箱::Facebox 10005,{
case 1:
case 2:
case 3:
case 4:
setarray .@card,
4700,
4710,
4720,
4730,
4740,
4750,
4701,
4711,
4721,
4731,
4741,
4751,
4702,
4712,
4722,
4732,
4742,
4752,
4703,
4713,
4723,
4733,
4743,
4753,
4704,
4714,
4724,
4734,
4744,
4754;
if(rand(1,
100) <
= 70) makeitem2
20717,
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(2,
5),
0,
0,
0,.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
else makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(4,
6),
0,
0,
rand(4853,
4858),.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
} else {
if(rand(1,
100) <
= 70) makeitem2
20717,
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(0,
3),
0,
0,
0,
0,.@card
[rand(getarraysize(.@card
))];
else makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(2,
4),
0,
0,
0,.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
}
// 皇后的宝箱
case 5:
setarray .@card,
4700,
4710,
4720,
4730,
4740,
4750,
4701,
4711,
4721,
4731,
4741,
4751,
4702,
4712,
4722,
4732,
4742,
4752,
4703,
4713,
4723,
4733,
4743,
4753,
4704,
4714,
4724,
4734,
4744,
4754,
4705,
4715,
4725,
4735,
4745,
4755,
4706,
4716,
4726,
4736,
4746,
4756;
if(.@rate <= 20){
for(set .@i,
0; .@i<.@amount;
set .@i,.@i
+1) makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(9,
11),
0,
0,
rand(4853,
4858),.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
} else if(.@rate <= 50){
for(set .@i,
0; .@i<.@amount;
set .@i,.@i
+1) makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(5,
9),
0,
0,
0,.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
} else {
for(set .@i,
0; .@i<.@amount;
set .@i,.@i
+1) makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(3,
7),
0,
0,
0,
0,.@card
[rand(getarraysize(.@card
))];
}
} else {
if(.@rate <
= 5) makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(9,
11),
0,
0,
rand(4853,
4858),.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
else if(.@rate <
= 25) makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(5,
9),
0,
0,
0,.@card
[rand(getarraysize(.@card
))],.@card
[rand(getarraysize(.@card
))];
else makeitem2
rand(20717,
20718),
1,.@map$,.@x
+rand(-2,
2),.@y
+rand(-2,
2),
0,
rand(3,
7),
0,
0,
0,
0,.@card
[rand(getarraysize(.@card
))];
}
}
OnInstanceInit:
}
1@face,154,82,5 duplicate(Facebox) 人面虫宝箱#1 10005
1@face,160,271,5 duplicate(Facebox) 人面虫宝箱#2 10005
1@face,276,308,5 duplicate(Facebox) 人面虫宝箱#3 10005
1@face,215,107,5 duplicate(Facebox) 人面虫宝箱#4 10005
1@face,211,159,5 duplicate(Facebox) 人面虫宝箱#5 10005
1@face,216,160,0 script Dimensional Device#face 10007,{
mes "[Dimensional Device]";
mes "人面虫巢穴已通关,请选择离开或是留下";
}
mes "-没有使用Dimensional Device-";
OnInstanceInit:
}
1@face,
149,
92,
0 warp 区域一传送点#face
1,
1,
1@face,
127,
95
1@face,
131,
86,
0 warp 回区域一传送点#face
1,
1,
1@face,
155,
87
1@face,
139,
100,
0 warp 区域二传送点#face
1,
1,
1@face,
156,
115
1@face,
148,
107,
0 warp 回区域二传送点
1#face
1,
1,
1@face,
127,
95
1@face,
249,
186,
0 warp 区域三传送点#face
1,
1,
1@face,
260,
170;
1@face,
254,
175,
0 warp 回区域三传送点
1#face
1,
1,
1@face,
246,
192
1@face,
204,
122,
0 warp 区域四传送点#face
1,
1,
1@face,
210,
145
// 第一区域陷阱
1@face,0,0,0 script 人面虫幼虫的洞穴::Facewormhole 557,4,4,{
OnTouch:
}
// 第一区域 人面虫幼虫
1@face,68,240,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#1 557,4,4
1@face,81,263,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#2 557,4,4
1@face,67,284,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#3 557,4,4
1@face,76,315,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#4 557,4,4
1@face,91,333,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#5 557,4,4
1@face,75,208,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#6 557,4,4
1@face,60,186,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#7 557,4,4
1@face,74,160,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#8 557,4,4
1@face,65,130,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#9 557,4,4
1@face,69,107,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#10 557,4,4
1@face,86,77,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#11 557,4,4
1@face,100,74,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#12 557,4,4
1@face,127,69,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#13 557,4,4
1@face,145,79,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#14 557,4,4
// 第二区域陷阱
1@face,0,0,0 script 毒囊袋::VenomBug 139,4,4,{
OnTouch:
for(.@i
= 0; .@i<
3; .@i
++) monster .@map$,
rand(.@x
-5,.@x
+5),
rand(.@y
-5,.@y
+5),
"--ja--",
2531,
1;
}
// 第二区域 人面虫幼虫
1@face,110,300,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#15 557,4,4
1@face,116,286,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#16 557,4,4
1@face,120,273,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#17 557,4,4
1@face,122,255,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#18 557,4,4
1@face,136,236,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#19 557,4,4
1@face,125,218,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#20 557,4,4
1@face,123,201,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#21 557,4,4
1@face,110,183,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#22 557,4,4
1@face,123,157,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#23 557,4,4
1@face,100,131,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#24 557,4,4
1@face,128,86,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#25 557,4,4
1@face,130,191,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#26 557,4,4
1@face,142,214,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#27 557,4,4
1@face,147,235,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#28 557,4,4
1@face,173,266,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#29 557,4,4
1@face,195,275,0 duplicate(Facewormhole) 人面虫幼虫的洞穴#30 557,4,4
// 第三区域陷阱
1@face,0,0,0 script 毒雾沼泽::Poisonsmoke 139,{
OnInstanceInit:
OnTimer700:
for(set .@i,
0; .@i<
20;
set .@i,.@i
+1){
}
}
1@face,0,0,0 script #Blackpoison 139,{
OnDisable:
OnInstanceInit:
OnEnable:
OnTimer700:
for(.@i = 0; .@i < 50; .@i++){
}
}
1@face,0,0,0 script #Queenpoison 139,{
OnDisable:
OnInstanceInit:
OnEnable:
OnTimer700:
if('SkillLv) {
.@range = 7;
.@damage = -3;
.@numbers = 60;
}
else {
.@range = 5;
.@damage = -1;
.@numbers = 30;
}
areapercentheal .@map$,.@x
-.@range,.@y
+.@range,.@x
+.@range,.@y
-.@range,.@damage,
0;
for(.@i = 0; .@i < .@numbers; .@i++){
}
}
// 第三区域毒囊袋 毒囊袋
1@face,154,132,0 duplicate(VenomBug) 毒囊袋#1 139,4,4
1@face,167,137,0 duplicate(VenomBug) 毒囊袋#2 139,4,4
1@face,162,149,0 duplicate(VenomBug) 毒囊袋#3 139,4,4
1@face,168,162,0 duplicate(VenomBug) 毒囊袋#4 139,4,4
1@face,165,175,0 duplicate(VenomBug) 毒囊袋#5 139,4,4
1@face,178,189,0 duplicate(VenomBug) 毒囊袋#6 139,4,4
1@face,183,204,0 duplicate(VenomBug) 毒囊袋#7 139,4,4
1@face,203,205,0 duplicate(VenomBug) 毒囊袋#8 139,4,4
1@face,220,206,0 duplicate(VenomBug) 毒囊袋#9 139,4,4
1@face,234,208,0 duplicate(VenomBug) 毒囊袋#10 139,4,4
1@face,246,218,0 duplicate(VenomBug) 毒囊袋#11 139,4,4
1@face,244,230,0 duplicate(VenomBug) 毒囊袋#12 139,4,4
1@face,246,245,0 duplicate(VenomBug) 毒囊袋#13 139,4,4
1@face,240,262,0 duplicate(VenomBug) 毒囊袋#14 139,4,4
1@face,238,276,0 duplicate(VenomBug) 毒囊袋#15 139,4,4
1@face,244,287,0 duplicate(VenomBug) 毒囊袋#16 139,4,4
1@face,259,292,0 duplicate(VenomBug) 毒囊袋#17 139,4,4
1@face,269,299,0 duplicate(VenomBug) 毒囊袋#18 139,4,4
1@face,276,309,0 duplicate(VenomBug) 毒囊袋#19 139,4,4
1@face,294,316,0 duplicate(VenomBug) 毒囊袋#20 139,4,4
1@face,305,322,0 duplicate(VenomBug) 毒囊袋#21 139,4,4
1@face,300,335,0 duplicate(VenomBug) 毒囊袋#22 139,4,4
1@face,288,339,0 duplicate(VenomBug) 毒囊袋#23 139,4,4
1@face,274,339,0 duplicate(VenomBug) 毒囊袋#24 139,4,4
1@face,262,330,0 duplicate(VenomBug) 毒囊袋#25 139,4,4
1@face,244,343,0 duplicate(VenomBug) 毒囊袋#26 139,4,4
1@face,225,348,0 duplicate(VenomBug) 毒囊袋#27 139,4,4
1@face,222,326,0 duplicate(VenomBug) 毒囊袋#28 139,4,4
1@face,226,303,0 duplicate(VenomBug) 毒囊袋#29 139,4,4
1@face,237,297,0 duplicate(VenomBug) 毒囊袋#30 139,4,4
// 第四区域 毒雾沼泽
1@face,265,161,0 duplicate(Poisonsmoke) 毒雾沼泽#1 139
1@face,290,159,0 duplicate(Poisonsmoke) 毒雾沼泽#2 139
1@face,306,145,0 duplicate(Poisonsmoke) 毒雾沼泽#3 139
1@face,311,119,0 duplicate(Poisonsmoke) 毒雾沼泽#4 139
1@face,281,117,0 duplicate(Poisonsmoke) 毒雾沼泽#5 139
1@face,253,118,0 duplicate(Poisonsmoke) 毒雾沼泽#6 139
1@face,245,98,0 duplicate(Poisonsmoke) 毒雾沼泽#7 139
1@face,265,93,0 duplicate(Poisonsmoke) 毒雾沼泽#8 139
1@face,287,87,0 duplicate(Poisonsmoke) 毒雾沼泽#9 139
1@face,301,74,0 duplicate(Poisonsmoke) 毒雾沼泽#10 139
1@face,308,59,0 duplicate(Poisonsmoke) 毒雾沼泽#11 139
1@face,284,60,0 duplicate(Poisonsmoke) 毒雾沼泽#12 139
1@face,262,69,0 duplicate(Poisonsmoke) 毒雾沼泽#13 139
1@face,235,73,0 duplicate(Poisonsmoke) 毒雾沼泽#14 139
1@face,221,90,0 duplicate(Poisonsmoke) 毒雾沼泽#15 139
1@face,211,106,0 duplicate(Poisonsmoke) 毒雾沼泽#16 139
1@face,216,117,0 duplicate(Poisonsmoke) 毒雾沼泽#17 139
1@face,230,105,0 duplicate(Poisonsmoke) 毒雾沼泽#18 139
1@face,251,103,0 duplicate(Poisonsmoke) 毒雾沼泽#19 139
1@face,272,108,0 duplicate(Poisonsmoke) 毒雾沼泽#20 139