viewing paste lutiawarps/spawns/etc | Text

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//Removal of Official NPCs
-   script  warpRemove  FAKENPC,{
    OnInit:
        disablenpc("xmas_dun1-1");
        disablenpc("xmas_dun1-2");
        disablenpc("Mr. Claus");
        disablenpc("xmas_fild2");
        disablenpc("Bulletin Board#23");
        end;
}
 
//== lutia01: Lutia Coast (lutia01) ============================
lutia01,0,0,0,0 monster Marin   1242,30,5000,0,0
lutia01,0,0,0,0 monster Snow Bunny  2501,50,5000,0,0
lutia01,0,0,0,0 boss_monster    Mastermarin 2523,1,300000,300000,0
lutia01,0,0,0,0 monster Garm Baby   1515,3,300000,0,0
lutia01,0,0,0,0 monster Sasquatch   1243,3,300000,0,0
 
//== lutia02: Northern Lutie (lutia02) ================================
lutia02,0,0,0,0 monster Santa Poring    1062,35,5000,0,0
lutia02,0,0,0,0 monster Santa Poporing  2512,40,5000,0,0
lutia02,0,0,0,0 monster Marin   1242,25,5000,0,0
lutia02,0,0,0,0 monster Snow Bunny  2501,10,10000,0,0
 
//Remember to comment or remove the old toy factory warps
//Lutie Field01->New Lutie Entrance Map
xmas_fild01,43,64,0 warp    lutia01 1,2,lutia01,277,264
lutia01,283,264,0   warp    lutia02 1,12,xmas_fild01,48,64
//lutie~north field
xmas,143,313,0  warp    lutia03 1,1,lutia02,185,32
xmas,136,332,0  warp    lutia04 1,1,lutia02,161,23
lutia02,186,27,0    warp    lutia05 1,1,xmas,143,309
lutia02,161,17,0    warp    lutia06 1,1,xmas,136,329
lutia02,147,109,0   warp    lutia07 1,1,xmas_dun01,206,19
xmas_dun01,206,12,0 warp    lutia08 1,1,lutia02,147,105
 
aldebaran,222,221,4 script  Lutia Travel Agent#1    4_F_06,{
    mes "[Lutia Travel Agent]";
    mes "Hello there! Do you want to visit Lutia? It's great during this time of the year!~";
    next;
    switch(select("Inquire", "Go to Lutia'", "Cancel")) {
    case 1:
        mes "[Lutia Travel Agent]";
        mes "Lutia's a country far northeast of Hugel. It houses several towns and villages. Its capital city, Kaldheim, is home to The Great Library, the largest library in all of Midgard!";
        next;
        mes "[Lutia Travel Agent]";
        mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
        next;
        mes "[Lutia Travel Agent]";
        mes "I'm stationed here to guide people to Lutia. Ask me at any time, and I'll send you there~";
        next;
        mes "[Lutia Travel Agent]";
        mes "There's also travel agents at the port in Alberta and Hugel, in case you're in those towns and wish to visit the land of eternal winters~";
        close;
    case 2:
        close2;
        warp "lutia01",43,144;
        end;
    case 3:
        mes "[Lutia Travel Agent]";
        mes "If you want to visit Lutia, just let me know!";
        close;
    }
}
alberta,195,138,3   duplicate(Lutia Travel Agent#1) Lutia Travel Agent#2    4_F_06
hugel,189,113,4 duplicate(Lutia Travel Agent#1) Lutia Travel Agent#3    4_F_06
 
lutia01,44,149,4    script  Sailor#lutia01  4_M_05,{
    mes "[Lutia Sailor]";
    mes "Do you want to return to Alberta?";
    next;
    switch(select("Yes:Nah")) {
    case 1:
        mes "[Lutia Sailor]";
        mes "Let's go then.";
        close2;
        warp "alberta",192,135;
        end;
    case 2:
        mes "[Lutia Sailor]";
        mes "There's much to do around here. Have fun, enjoy yourself.";
        close;
    }
}
 
 
//Husky Hat, repeatable
lutia02,177,300,4   script  Laurie#huskyhat 4_F_KID2,{
    setarray .@items, Fur, White_Dyestuffs, Animal's_Skin, Fluff, Resist_Water;
    setarray .@amount, 30,              10,            75,    40,            1;
        // Checking weight
    if ((MaxWeight-Weight) < 200) {
        mes "[Laurie]";
        mes "Your can't carry any more items, go store some stuff!";
        close;
    }
    else if (checkweight(18891,1) == 0) {
        mes "[Laurie]";
        mes "Your can't carry any more items, go store some stuff!";
        close;
    }
    mes "[Laurie]";
    mes "You look like you're not from around here.";
    mes "Are ya used to the cold yet?";
    next;
    mes "[Laurie]";
    mes "Want a hat to protect your head from the cold?";
    next;
    if (select("I'm not interested:Sure, why not") == 1) {
        mes "[Laurie]";
        mes "Don't come crying to me if you die from hypothermia then!";
        close;
    }
    if (callfunc("F_CheckItem", .@items, .@amount)) {
        mes "[Laurie]";
        mes "Yay, you got everything I need already!";
        next;
        mes "[Laurie]";
        mes "Give me a while to make the hat like mommy showed me.";
        next;
        if (select("Wait, nevermind:Okay") == 1) {
            mes "[Laurie]";
            mes "You don't want it anymore!? Why so indecisive!";
            close;
        }
        mes "[Laurie]";
        mes "Okay, I'll start.";
        next;
        emotion e_swt2;
        progressbar "0x00FF00", 30;
        mes "[Laurie]";
        mes "Aaaand...";
        next;
        mes "[Laurie]";
        mes "Here, a Husky Hat!";
        callfunc("F_DeleteItem", .@items, .@amount);
        getitem 18891,1; //husky hat
        emotion e_no1;
        next;
        mes "[Laurie]";
        mes "See ya later!";
        close;
    }
    mes "[Laurie]";
    mes "If you bring me some materials, I can make you a ^0000FFcute hat resembling a dog^000000.";
    next;
    mes "[Laurie]";
    mes "Bring me:^0000FF";
    callfunc("F_PrintItemList", .@items, .@amount);
    mes "^000000I will make you a ^0000FFcute hat resembling a dog^000000 then.";
    next;
    if (select("No thanks:Sure")==1) {
        mes "[Laurie]";
        mes "When you die of hypothermia, you'll be sorry!";
        close;
    }
    mes "[Laurie]";
    mes "Bring me:^0000FF";
    callfunc("F_PrintItemList", .@items, .@amount);
    close;
}
 
//Flavor NPC
lutia02,157,299,5   script  Villager#lutia02    4_F_05,{
    mes "[Villager]";
    mes "The snowstorms have gotten fiercer recently...";
    mes "We can barely go for a walk nowadays.";
    close;
}
 
lutia02,273,321,4   script  Worker#Lu02 4_M_SITDOWN,{
    if(LutiaTrain == 35){ //train quest done
        mes "[Worker]";
        mes "I'm so glad the train is working again. I can get back to work soon.";
    }
    mes "[Worker]";
    mes "The train company hasn't been offering its services for some time now.";
    next;
    mes "[Worker]";
    mes "Yet I'm still asked to stand around here to do nothing.";
    close;
}
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