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;