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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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