//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;
}