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Chaos:
case 0:
            mes "Hmm? I wasn't expecting other bounty hunters to be here.";
            npctalk "Hmm? I wasn't expecting other bounty hunters to be here.";
            next;
            mes "We've scouted the vicinity and found faceworms around. Are you here to join the expedition?";
            npctalk "We've scouted the vicinity and found faceworms around. Are you here to join the expedition?";
            next;
            mes "Sigh, nevermind. I wouldn't mind if you join us as long as you don't bring us trouble. We won't back you up here!";
            npctalk "Sigh, nevermind. I wouldn't mind if you join us as long as you don't bring us trouble. We won't back you up here!";
            next;
            mes "I sense a bad omen coming our way!";
            npctalk "I sense a bad omen coming our way!";
            next;
            mes "Iris, it seems like the Faceworms are making a move. The Queen's Hive is probably around here."; 
            npctalk "Iris, it seems like the Faceworms are making a move. The Queen's Hive is probably around here."; 
            next;
            mes "I guess both of us should take care of it as soon as possible!";
            npctalk "I guess both of us should take care of it as soon as possible!";
            next;
            mes "Let's go Iris !!";
            npctalk "Let's go Iris !!";
            emotion e_go;
            movenpc .@npc_name$,120,97;
            break;
        case 1:
            mes "Woah ~ This is really not something we've expected.";
            npctalk "Woah ~ This is really not something we've expected.";
            next;
            mes "That was fast, it's great!";
            npctalk "That was fast, it's great!";
            next;
            mes "However don't get too full of yourselves, it wouldn't be this easy if its the Queen.";
            npctalk "However don't get too full of yourselves, it wouldn't be this easy if its the Queen.";
            next;
            mes "The Faceworm you faced just now, were just mutated Faceworms.";
            npctalk "The Faceworm you faced just now, were just mutated Faceworms.";
            next;
            mes "Never underestimate it, you have seen how far it can go !";
            npctalk "Never underestimate it, you have seen how far it can go !";
            next;
            mes "It seems like there are no more Faceworms around the vicinity, I will go ahead first. Iris, you deal with these adventurers!";
            npctalk "It seems like there are no more Faceworms around the vicinity, I will go ahead first. Iris, you deal with these adventurers!";
            next;
            movenpc .@npc_name$,153,114;
            break;
        case 2:
            mes "I'll admit that you are strong, but you should be more careful starting from here onwards.";
            npctalk "I'll admit that you are strong, but you should be more careful starting from here onwards.";
            next;
            mes "The narrow valley in front is way more dangerous...";
            npctalk "The narrow valley in front is way more dangerous...";
            movenpc .@npc_name$,257,169;
            break;
        case 3:
            mes "You did good surviving till now.";
            npctalk "You did good surviving till now.";
            next;
            mes "However, our plan seems to be working well.";
            npctalk "However, our plan seems to be working well.";
            next;
            mes "We're probably getting near to the Queen's Hive now.";
            npctalk "We're probably getting near to the Queen's Hive now.";
            next;
            mes "Stay alert!!";
            npctalk "Stay alert!!";
            movenpc .@npc_name$,206,153;
            break;
        case 4:
            mes "Hmm, this cave seems abit too large for a typical Faceworm??";
            npctalk "Hmm, this cave seems abit too large for a typical Faceworm??";
            next;
            mes "I'll head inside and scout it out!";
            npctalk "I'll head inside and scout it out!";
            movenpc .@npc_name$,211,157;
            break;
    }
    close2;
OnHelp:
        'talking = 1;
        npctalk "!!? What in the hell is this?!";
        sleep 2000;
        .@message$ = "ah";
        for ( .@i = 0; .@i < 5; .@i++ ) {
            .@message$ = replacestr( .@message$,"ah","aaahhh" );
            npctalk .@message$+"...";
            emotion e_hlp;
            sleep 350;
        }
        
        donpcevent instance_npcname( "#faceworm_effect" )+"::OnEffect";
        .@npc_name$ = strnpcinfo(3);
        movenpc .@npc_name$,206,153;
        hideoffnpc .@npc_name$;
        npctalk "Damn, that was way too close. I almost became food for the Queen.";
        emotion e_wah;
        sleep 3000;
        npctalk "I can feel its rage and it is coming for us now. I guess we shall hide ourselves now.";
        emotion e_wah;
        sleep 1000;
        hideonnpc .@npc_name$;
        'talking = 0;
        donpcevent instance_npcname( "Iris#faceworm" )+"::OnHelp";
        end;
        
    OnEnd:
        npctalk "Woah, this expedition took longer than expected.";
        sleep 3000;
        npctalk "It seems that our equipments are mostly broken now after that battle, we'll need to repair it.";
        sleep 3000;
        npctalk "We should all head back and get some rest.";
        sleep 3000;
        npctalk "Y.. You did well today!";
        sleep 2000;
        npctalk "I won't deny what you all did today, the rewards are all yours.";
        sleep 6000;
        npctalk "Alright, let's head back to the village.";
        sleep 3000;
        hideonnpc strnpcinfo(3);
        end;
 
 
 
Iris:
case 0:
            mes "Hey Chaos, don't rush in there yourself!";
            npctalk "Hey Chaos, don't rush in there yourself!";
            next;
            mes "It would be dangerous if you met the Queen when you're alone.";
            npctalk "It would be dangerous if you met the Queen when you're alone.";
            next;
            mes "Damn, he never listens to me.";
            npctalk "Damn, he never listens to me.";
            next;
            mes "Sorry, but I need to regroup with him before he comes out with any problems.";
            npctalk "Sorry, but I need to regroup with him before he comes out with any problems.";
            next;
            mes "Stay safe, we'll meet again young adventurers.";
            npctalk "Stay safe, we'll meet again young adventurers.";
            emotion e_no1;
            movenpc .@npc_name$,127,99;
            donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart1";
            break;
        case 1:
            mes "Hey Chaos, not again??!!";
            npctalk "Hey Chaos, not again??!!";
            next;
            mes "By the way, did you obtain the Skin after you killed it? That item is useful.";
            npctalk "By the way, did you obtain the Skin after you killed it? That item is useful.";
            next;
            mes "But if you drag the battle too long, the skin could be damaged by some unknown factors and be rendered useless. Be wary of that.";
            npctalk "But if you drag the battle too long, the skin could be damaged by some unknown factors and be rendered useless. Be wary of that.";
            next;
            mes "I heard that some veteran hunters were able to defeat it in no time, obtaining the skin in its perfect form.";
            npctalk "I heard that some veteran hunters were able to defeat it in no time, obtaining the skin in its perfect form.";
            next;
            mes "Even Chaos is unable to do this. *hehe*";
            npctalk "Even Chaos is unable to do this. *hehe*";
            next;
            mes "Come on, let's follow Chaos!! I am sure he needs our help too.";
            npctalk "Come on, let's follow Chaos!! I am sure he needs our help too.";
            emotion e_no1;
            movenpc .@npc_name$,159,115;
            donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart2";
            break;
        case 2:
            mes "Thread wisely, there might be alot of traps.";
            npctalk "Thread wisely, there might be alot of traps.";
            next;
            mes "Look carefully around you. Stay Alert!";
            npctalk "Look carefully around you. Stay Alert!";
            next;
            mes "We'll move on to scout the area.";
            npctalk "We'll move on to scout the area.";
            emotion e_no1;
            movenpc .@npc_name$,265,171;
            donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart3";
            break;
        case 3:
            mes "We're gonna eliminate all the remaining Faceworm once and for all.";
            npctalk "We're gonna eliminate all the remaining Faceworm once and for all.";
            next;
            mes "Don't give up, let us fight till the end brave adventurers.";
            npctalk "Don't give up, let us fight till the end brave adventurers.";
            movenpc .@npc_name$,221,153;
            donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart4";
            break;
        case 4:
            mes "Come on Chaos!! Are you kidding!!??";
            npctalk "Come on Chaos!! Are you kidding!!??";
            next;
            mes "That's way too dangerous, we have no idea what could be waiting inside.";
            npctalk "That's way too dangerous, we have no idea what could be waiting inside.";
            donpcevent instance_npcname( "Chaos#faceworm" )+"::OnHelp";
            close2;
            cutin "",255;
            end;
OnHelp: 
        .@npc_name$ = strnpcinfo(3);
        npctalk "Damn, Chaos you're such a Fool!!";
        sleep 1000;
        npctalk "You should have just died inside there and become the food for Queen.";
        sleep 2000;
        npctalk "Damn it, run and save yourself adventurers!";
        sleep 3000;
        hideonnpc .@npc_name$;
        donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart5";
        end;
        
    OnEnd:
        sleep 4000;
        npctalk "But this monster doesnt seem like the one we are looking for?";
        sleep 3000;
        npctalk "Although we didn't have the chance to meet with the Faceworm King, I am glad for the fact that we suffered no casualties.";
        sleep 6000;
        npctalk "Let's get back to the village , shall we ?? I am tired.";
        enablenpc instance_npcname("Transport Device#fexit");
        sleep 3000;
        hideonnpc strnpcinfo(3);
        end;
 
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