//===== eAthena Script =======================================
//= Quest NPCs located in Lighthalzen
//===== By: ==================================================
//= Persian, Vicious_Pucca, aoa00, Evera, MasterOfMupppets,
//= Lupus, Lord Gywall
//===== Current Version: =====================================
//= 4.7
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= Quests related to Lighthalzen City.
//===== Additional Comments: =================================
//= Grammar/script check please. This was a quick job.
//= Things to add: Look at the thread "Lighthalzen Guard" in SVN script
//= 0.3 Initial Release
//= 0.5 Added mobsters spawn and Einbroch pollution. Alert lasts either 10 minutes or all mob killed.
//= 0.6-0.9 fix small bug. Added Bio-lab entrance Quest. Added Getting security-card Quest.
//= 1.0 Patched "mobsters spawn & Alert" like Real-RO.
//= 1.0a fixed rand(1,10) + comparision. There just can't be 'X < 1' [Lupus]
//= 1.1 Changed the mobster spawn to g_mobster to prevent exploits [MasterOfMuppets]
//= 1.2 Added the cube room quest by DeNy, translated by vicious_pucca. [MasterOfMuppets]
//= Thanks to Linuxwolf for a grammar check as well =).
//= 1.2a Moved Biolab entrance to lhz_dun warps. [Vicious]
//= 1.3 Fixed password bug, fixed endless item exploit, some typos [Lupus]
//= 1.4 Fixed password abuse. When people don't read the password under the picture
//= and enter Zero shit 8) (TODO: I saw some "Sticks" abuses, too.. where you could skip a part of quest...)
//= 1.5 Fixed Mobster's OnDead event(it has to start with "On"!) [Playtester]
//= 1.5a Fixed "free stick" bug, thx 2 Neouni [Lupus]
//= 1.6 Added Gywall's Pickpocket Quest
//= 1.7 Implemented the Friendship quest [MasterOfMuppets]
//= 1.8 Changed the name of the mobsters to Gangster, as it should be. [MasterOfMuppets]
//= 1.9 Added extra input check on Biolab so that the first letter of the word could be capitalized or undercase. [Evera]
//= 2.0 Removed Duplicates [Silent]
//= 2.1 Added first part of Bio Ethics Quest [Evera]
//= 2.2 Added bit to say Bio Ethics is unfinished, and if a player attempts, it warps them
//= out after finished part... Don't want players getting stuck ;_; [Evera]
//= 2.3 Finished Bio Ethics Quest. Need bug testers before moving to trunk, my
//= mind was somewhere else when writing @_@ [Evera]
//= 2.4 Fixed the bug where a str&int debug was shown in the console for
//= test tube in bio labs quest. [Evera]
//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
//= reused cubekey var for 4 Cube Room key vars
//= 2.8 More optimization. Also fixed bug with "2x short sticks -> long" [Lupus]
//= Now uses MISC_QUEST&512 instead of 'hzdun'. WIP
//= 2.9 Fixed Friendship Quest levelup exploit (u could get EXP twice) [Lupus]
//= 3.0 Added Cursed Spirit Quest. [SinSloth]
//= Moved a book non-related to Lighthalzen quests.
//= 3.1 Added Schwartzvalt Trilogy Quest. [SinSloth]
//= 3.2 Updated some NPCs regarding Hugel Rebellion Quest. [SinSloth]
//= 3.2 Removed the NPC "#kiz03-4" as I couldn't find any [L0ne_W0lf]
//= reference to it in the Aegis script.
//= 3.3 Fixed a wrong negative value checking in Schwartzvalt Trilogy quest. [SinSloth]
//= 3.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 3.5 Touch-ups to the Friendship quest. Added EXP reward. [L0ne_W0lf]
//= Added cutins for "Maku" npc, and changed "set HP" to percentheal.
//= 3.5a Adjusted EXP given by "Benkasttein" to be the same as that given by Maku. [L0ne_W0lf]
//= 3.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 3.7 Counter-fixed negative value checking to now look for both positive and negative values
//= since its symbol depends on the time. [SinSloth]
//= 3.8 Removed bio ethic quest definition from header. [L0ne_W0lf]
//= 3.9 Added Rekenber Job quest. Don't know why it hasn't been there before though. [SinSloth]
//= 4.0 Updated several NPCs to Official (iRO) dialog, and restrucured. [L0ne_W0lf]
//= 4.1 Updated Dungeon quest, and Friendhsip quest to 10.3 standards. [L0ne_W0lf]
//= 4.2 Fixed wrong variable type in use in "Box#cube1". [L0ne_W0lf]
//= 4.3 Fixed a bug where if you relog after you take out the Lab Permit from the Box
//= You can't finish the quest. (bugreport:1798) [Samuray22]
//= 4.3a Reverted changes from the last version. . [L0ne_W0lf]
//= Changed temp char vars to normal vars, that unset at end.
//= Tube just makes sure you have 1 or more permits.
//= 4.4 Replaced effect numerics with constants. [L0ne_W0lf]
//= 4.5 Corrected an Incorrect check of the Shinokas_Quest. (bugreport:2276) [Samuray22]
//= Replaced effect numerics with constants.
//= 4.5 Official Gangster Alert script. [Gepard]
//= 4.6 Added quest log entries for:
//= - Cursed Spirit Quest
//= 4.7 Fixed missing label. (bugreport:4654) [L0ne_W0lf]
//============================================================
// Gangster Alert [Aegis Conversion]
//------------------------------------------------------------
lighthalzen,1,1,0 script Law Enforcement -1,{
end;
OnEnable:
mapannounce "lighthalzen","Attention, citizens. Our security has been breached and the city is in Gangster Alert status. Please find shelter immediately!",bc_map;
initnpctimer;
for (set .@i, 0; .@i < 30; set .@i, .@i + 1)
monster "lighthalzen",0,0,"Gangster",1592,1,"Law Enforcement::OnMyMobDead";
end;
OnTimer220000:
killmonster "lighthalzen","Law Enforcement::OnMyMobDead";
mapannounce "lighthalzen","Attention, citizens. Our law enforcement department has successfully contained the situation. Alert status has been canceled.",bc_map;
set $@Lhz_Gangster_Alert, 0;
stopnpctimer;
end;
OnMyMobDead:
end;
}
lighthalzen,267,200,3 script Guard#lhz01 868,{
if (countitem(7350) > 0) {
mes "[Guard]";
mes "Hold it right th--!";
mes "Oh. I'm sorry. I didn't";
mes "realize you were carrying";
mes "a pass and had authorization.";
close2;
warp "lighthalzen",303,229;
end;
}
if ($@Lhz_Gangster_Alert >= 100) {
mes "[Guard]";
mes "Recently too many people";
mes "have been traveling between";
mes "Uptown and the ghetto, so";
mes "we've heightened security";
mes "around here. But how can";
mes "so many sneak through us?";
close;
}
if ($@Lhz_Gangster_Alert > 14) {
mes "[Guard]";
mes "Recently too many people";
mes "have been traveling between";
mes "Uptown and the ghetto, so";
mes "we've heightened security";
mes "around here. But how can";
mes "so many sneak through us?";
donpcevent "Law Enforcement::OnEnable";
set $@Lhz_Gangster_Alert, 100;
close;
}
if (gettime(3) >= 22 || gettime(3) < 2) {
mes "[Guard]";
mes "Zzzz... Zzz...";
mes "ZZZzzzzzzzzzz...";
next;
mes "^3355FFThis guard is";
mes "dozing off, so this is";
mes "the perfect opportunity";
mes "to sneak past him.^000000";
close2;
set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
warp "lighthalzen",303,229;
end;
}
if (rand(1,6) == 3) {
mes "^3355FFThe guard seems distracted";
mes "and is looking elsewhere. Now's";
mes "your chance to sneak past him!^000000";
close2;
set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
warp "lighthalzen",303,229;
end;
}
else {
mes "[Guard]";
mes "Hold it right there!";
mes "I can't permit anyone";
mes "to enter the slums.";
mes "Go back to where you";
mes "came from, adventurer!";
close;
}
}
lighthalzen,294,223,7 script Guard#lhz02 868,{
if (countitem(7350) > 0) {
mes "[Guard]";
mes "Hold it right th--!";
mes "Oh. I'm sorry. I didn't";
mes "realize you were carrying";
mes "a pass and had authorization.";
close2;
warp "lighthalzen",260,199;
end;
}
if ($@Lhz_Gangster_Alert >= 100) {
mes "[Guard]";
mes "Recently too many people";
mes "have been traveling between";
mes "Uptown and the ghetto, so";
mes "we've heightened security";
mes "around here. But how can";
mes "so many sneak through us?";
close;
}
if ($@Lhz_Gangster_Alert > 14) {
mes "[Guard]";
mes "Recently too many people";
mes "have been traveling between";
mes "Uptown and the ghetto, so";
mes "we've heightened security";
mes "around here. But how can";
mes "so many sneak through us?";
donpcevent "Law Enforcement::OnEnable";
set $@Lhz_Gangster_Alert, 100;
close;
}
if (gettime(3) >= 22 || gettime(3) < 2) {
mes "[Guard]";
mes "Zzzz... Zzz...";
mes "ZZZzzzzzzzzzz...";
next;
mes "^3355FFThis guard is";
mes "dozing off, so this is";
mes "the perfect opportunity";
mes "to sneak past him.^000000";
close2;
set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
warp "lighthalzen",260,199;
end;
}
if (rand(1,6) == 3) {
mes "^3355FFThe guard seems distracted";
mes "and is looking elsewhere. Now's";
mes "your chance to sneak past him!^000000";
close2;
set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
warp "lighthalzen",260,199;
end;
}
else {
mes "[Guard]";
mes "Hold it right there!";
mes "I can't permit anyone to";
mes "enter Uptown Lighthalzen!";
mes "If you don't have a pass,";
mes "then move on out of here!";
close;
}
}
//============================================================
// Cube Room
//============================================================
lighthalzen,341,224,3 script Fishbone 868,{
// Retain prior position in quest.
if (piciburn) {
set lhz_sincube,piciburn;
set piciburn,0;
}
// Quest is finished.
if (MISC_QUEST&512) {
mes "[Fishbone]";
mes "Oh hey, it's you!";
mes "Now, listen. If you wanna";
mes "get into Regenschirm again,";
mes "you gotta enter that Sewer Pipe";
mes "that's like, northeast from me.";
mes "It's gross, but you gotta...";
next;
mes "[Fishbone]";
mes "Anyway, good luck in";
mes "whatever it is you're doing";
mes "here in Lighthazlen. Oh, and";
mes "be real careful! Something";
mes "shadier than me is going";
mes "on in this big city~";
close;
}
// Apparantly if the boss quest progress is at 6, you skip the level requirement.
if (lhz_boss == 6 || BaseLevel >= 60) {
if (lhz_sincube == 0) {
mes "[Fishbone]";
mes "What...?";
mes "Is there something";
mes "on my face? Quit looking";
mes "at me and let me do my work.";
set lhz_sincube,1;
close;
}
else if (lhz_sincube == 1) {
mes "[Fishbone]";
mes "Hey. Hey you.";
mes "You're still looking";
mes "at me. Quit it. I'm busy";
mes "here and you're bothering me.";
set lhz_sincube,2;
close;
}
else if (lhz_sincube == 2) {
mes "[Fishbone]";
mes "Seriously, you are";
mes "starting to really get";
mes "on my nerves! What could";
mes "you possibly want from me?!";
next;
mes "["+strcharinfo(0)+"]";
mes "Nothing really.";
mes "I just feel like";
mes "watching you work.";
mes "What exactly are you";
mes "doing anyway, huh?";
next;
mes "[Fishbone]";
mes "Hey! If I could just show";
mes "you what I'm doing, I wouldn't";
mes "be so uptight about you looking";
mes "at what I'm doing, now would I?";
next;
mes "["+strcharinfo(0)+"]";
mes "Nah...";
mes "I just think";
mes "you're uptight";
mes "in general.";
next;
mes "[Fishbone]";
mes "Muthafruit!";
mes "So you're just";
mes "gonna sit and watch";
mes "me all day?! Fine! Then";
mes "I'll just ignore you, jerk!";
next;
mes "[Fishbone]";
mes "...";
mes "......";
mes "Damn it!";
mes "This is really";
mes "ticking me off! Why";
mes "don't you go away?!";
next;
mes "["+strcharinfo(0)+"]";
mes "Well, I was also";
mes "wondering why you're";
mes "working in a place that's";
mes "so, um... depressing.";
next;
mes "[Fishbone]";
mes "Alright, fine!";
mes "But once I tell you";
mes "what I do here, you're";
mes "outta here! Okay? Now,";
mes "your lips are frickin' sealed.";
mes "See, what I do is kinda illegal.";
next;
mes "[Fishbone]";
mes "I provide routes that let";
mes "people enter Lighthalzen,";
mes "or even go anywhere in this";
mes "city, without authorization.";
mes "Hell, I could even get you";
mes "into that Laboratory...";
next;
mes "["+strcharinfo(0)+"]";
mes "W-wait!";
mes "Laboratory?!";
mes "Are you serious?";
mes "Can you get me";
mes "into that place?";
next;
mes "[Fishbone]";
mes "Sonuva--You're not";
mes "gonna leave me alone,";
mes "are you? Look, you seem";
mes "okay, even if you are kinda";
mes "stubborn, kid. But I don't trust";
mes "or serve strangers, period.";
next;
mes "["+strcharinfo(0)+"]";
mes "But isn't there";
mes "anything I can do";
mes "so you can help me";
mes "get into the Laboratory?";
next;
mes "[Fishbone]";
mes "No way, no how.";
mes "No matter how much you";
mes "beg, I can't take a chance";
mes "and just trust anyone who";
mes "wants to know a secret";
mes "route. Now get outta here!";
set lhz_sincube,3;
close;
}
else if (lhz_sincube == 3) {
mes "["+strcharinfo(0)+"]";
mes "Please...";
mes "Please tell me";
mes "how I can get inside";
mes "the Laboratory. I'm...";
mes "I'm begging you!";
next;
mes "[Fishbone]";
mes "No! Now shaddup";
mes "and stop begging, okay?";
mes "You're only embarassing";
mes "yourself! Good grief...";
set lhz_sincube,4;
close;
}
else if (lhz_sincube == 4) {
mes "["+strcharinfo(0)+"]";
mes "Why won't you";
mes "heeeeelp meee?";
mes "Pleeeeeeeease~";
mes "You're the only one";
mes "who knoooooows~";
next;
mes "[Fishbone]";
mes "Yeesh, you're a nutty";
mes "kid. Look, ''no'' means";
mes "''no.'' That's it. That's";
mes "final. How many times do";
mes "you gotta make me spell it out?";
next;
mes "["+strcharinfo(0)+"]";
mes "But there's gotta";
mes "be something I can";
mes "do so you'll help me?";
mes "Th-that's the way i-it";
mes "always w-works. You";
mes "can't just-- You c-can't...";
next;
mes "[Fishbone]";
mes "Alright, you got me.";
mes "But if I'm gonna risk";
mes "my life to help you get";
mes "into that Laboratory I want";
mes "something in return. Okay?";
next;
mes "[Fishbone]";
mes "All you need to do is";
mes "come back here with";
mes "^FF000071,381,305,294,921,000 zeny^000000.";
mes "Then I'll give you all the help";
mes "you need. Alright, good luck";
mes "to you, brave adventurer.";
next;
mes "["+strcharinfo(0)+"]";
mes "You're joking right?!";
mes "There's no way I can ever";
mes "get that much zeny! I'd...";
mes "I'd have to at least take";
mes "over the world or, or...";
next;
mes "[Fishbone]";
mes "Good point.";
mes "Fine, maybe that";
mes "price is a little high.";
mes "I'll just cut it in half,";
mes "then. Still want my";
mes "help? Then bring me...";
next;
mes "[Fishbone]";
mes " ";
mes " ";
mes "...^FF000020 Jellopy^000000.";
next;
mes "[Fishbone]";
mes "Gosh.";
mes "It's like I'm";
mes "doing this for free...";
next;
if (select("Okay.:No! It's impossible!") == 1) {
mes "[Fishbone]";
mes "Alright, then";
mes "bring me back a";
mes "total of 20 Jellopy.";
mes "But you gotta have";
mes "exactly 20 Jellopy on";
mes "you, okay? Seeya pal~";
set lhz_sincube,5;
close;
}
mes "[Fishbone]";
mes "What are you--";
mes "Okay, now you're the";
mes "one who's joking around.";
mes "Look, it's either bring me";
mes "20 Jellopy or 71,381,3--";
mes "whatever number I said-- zeny!";
close;
}
else if (lhz_sincube == 5) {
mes "[Fishbone]";
mes "So...";
mes "Did you bring";
mes "the stuff?";
next;
switch(select("I'm still working on it.:Here you go!:Um... Stuff?")) {
case 1:
mes "[Fishbone]";
mes "Still working on it?";
mes "Okay, I know I didn't";
mes "ask you for very much,";
mes "but gimme some respect";
mes "and get serious about it!";
mes "It's 20 friggin' Jellopies!";
close;
case 2:
if (countitem(909) > 19) {
mes "[Fishbone]";
mes "Ooh. Hey, good work.";
mes "Okay, I can see you're";
mes "the reliable type. A deal";
mes "is a deal, so I'll tell you";
mes "how you can get inside";
mes "that Laboratory.";
next;
mes "[Fishbone]";
mes "Now, if you're wondering";
mes "why I don't got much qualm";
mes "against helping you, it's";
mes "because I used to work in";
mes "the Laboratory... But then";
mes "they laid me off unfairly.";
next;
mes "[Fishbone]";
mes "Anyway, anything I can";
mes "do to cause them trouble";
mes "is good in my book. Let me";
mes "get some stuff ready and";
mes "then I'll tell you what you";
mes "really need to know.";
delitem 909,20; //Jellopy
set lhz_sincube,6;
close;
}
mes "[Fishbone]";
mes "Uh...";
mes "I said 20 Jellopies,";
mes "didn't I? This ain't";
mes "enough pal, so go out";
mes "and get some more!";
close;
case 3:
mes "[Fishbone]";
mes "What the...?";
mes "How could you forget";
mes "something like that?";
mes "Anyway, I asked you to";
mes "bring 20 Jellopies.";
close;
}
}
else if (lhz_sincube == 6) {
mes "[Fishbone]";
if (lhz_boss == 6) {
mes "way to get into Regenschrim";
mes "Lab. However, I do know of";
mes "this secret maze that should";
mes "get you there. Still, if you're";
mes "willing and ready to go...";
}
else {
mes "Okay...";
mes "Are you ready now?";
mes "I'm gonna send you";
mes "someplace where you";
mes "can find the Lab entrance.";
}
next;
switch(select("Not yet.:Yes.")) {
case 1:
mes "[Fishbone]";
mes "Eh...?";
mes "Alright, it's";
mes "not a problem.";
mes "Just take your time.";
close;
}
mes "[Fishbone]";
mes "Great!";
mes "Okay then,";
mes "here we go!";
close2;
set lhz_sincube,7;
switch(rand(1,3)) {
case 1: warp "lhz_cube",67,193; break;
case 2: warp "lhz_cube",66,136; break;
case 3: warp "lhz_cube",66,74; break;
}
end;
}
else if (lhz_sincube < 10) {
mes "[Fishbone]";
mes "Hm, you must not have";
mes "accomplished whatever";
if (lhz_boss == 6) {
mes "it is you need to do in the";
mes "Regenschirm Laboratory yet.";
}
else {
mes "it was you were doing";
mes "in the Laboratory. Do";
}
mes "you want me to send";
mes "you there again?";
next;
if (select("No.:Yes.") == 1) {
mes "[Fishbone]";
mes "Geez, you must have";
mes "really had a hard time";
mes "there. Okay, well, when";
mes "you're ready to go there,";
mes "just let me know, got it?";
close;
}
mes "[Fishbone]";
mes "Got a lot of";
mes "spirit in you,";
mes "don't you? Heh!";
mes "I like you style~";
mes "Get ready, 'cuz";
mes "here we go...!";
close2;
set lhz_sincube,7;
switch(rand(1,3)) {
case 1: warp "lhz_cube",67,193; break;
case 2: warp "lhz_cube",66,136; break;
case 3: warp "lhz_cube",66,74; break;
}
end;
}
else if (lhz_sincube == 10) {
mes "[Fishbone]";
mes "Hey, you came back!";
mes "Good, I was starting";
mes "to get a little worried";
mes "about what happened to";
mes "you. So did you get what";
mes "you wanted over there?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yeah...";
mes "I hope so,";
mes "anyway.";
next;
mes "[Fishbone]";
mes "Good! Whatever you did,";
mes "I hope it messes them up big";
mes "time! I usedta be a respected";
mes "scientist for Regenschirm till";
mes "they laid me off! Serves those";
mes "ungrateful jerkoffs right!";
next;
mes "[Fishbone]";
mes "Then again, my current";
mes "line of work seems to suit";
mes "me much better. And I don't";
mes "gotta worry about formulas";
mes "and algorithms anymore.";
next;
mes "[Fishbone]";
mes "Oh yeah, the place you";
mes "just went to? There's a";
mes "secret path the Laboratory";
mes "there. If you want, I can";
mes "send you back there. So";
mes "what do you say?";
next;
if (select("Sure:No thanks~") == 1) {
mes "[Fishbone]";
mes "Okay then, here";
mes "we go! Good luck";
mes "to you, buddy.";
close2;
switch(rand(1,3)) {
case 1: warp "lhz_cube",67,193; break;
case 2: warp "lhz_cube",66,136; break;
case 3: warp "lhz_cube",66,74; break;
}
end;
}
mes "[Fishbone]";
mes "Alright, it's your";
mes "choice. Oh, and that";
mes "pass you have should";
mes "let you into the Laboratory";
mes "anyway. Good luck to you, pal.";
close;
}
mes "[Fishbone]";
mes "Heya pal!";
mes "It's been a while.";
mes "You doin' good? I'm";
mes "just peachy, thanks~";
close;
}
else if (BaseLevel < 60) {
mes "Hey kid, get";
mes "outta here! Can't";
mes "you tell I'm dealin'";
mes "in something shady";
mes "here? This is no place";
mes "for baby faced guys like you!";
close;
}
else if (lhz_boss > 6) {
mes "[Fishbone]";
mes "Heya pal!";
mes "It's been a while.";
mes "You doin' good? I'm";
mes "just peachy, thanks~";
close;
}
}
lhz_cube,237,198,0 script Bundle of Files#cube 111,{
if (lhz_sincube < 7) {
mes "^3355FFThere are a bunch";
mes "of files scattered";
mes "on the ground.^000000";
close;
}
else if (lhz_sincube < 10) {
if (lhz_secret01 < 1) {
mes "^3355FFThere are a bunch";
mes "of files scattered";
mes "on the ground. They";
mes "seem to contain all";
mes "sorts of information,";
mes "but they're all mixed up.^000000";
next;
if (select("Rummage through the files.:Cancel") == 1) {
mes "^3355FFWhile you are";
mes "rummaging through";
mes "the files, a Red Key";
mes "drops to the ground";
mes "with a clink. You decide";
mes "to keep this ^000000Red Key^3355FF.^000000";
set lhz_secret01,1;
}
close;
}
mes "^3355FFThis is the place";
mes "where you found the";
mes "^000000Red Key^3355FF while you were";
mes "looking through the files";
mes "scattered on the ground.^000000";
close;
}
mes "^3355FFThis is the place";
mes "where you found the";
mes "^000000Red Key^3355FF while you were";
mes "looking through the files";
mes "scattered on the ground.^000000";
close;
}
lhz_cube,234,202,0 script Picture#cube 111,{
if (lhz_secret01 < 2) {
mes "^3355FFThis picture hanging";
mes "on the wall catches";
mes "your attention for some";
mes "inexplicably strange reason.^000000";
next;
if (select("Look behind picture.:Cancel") == 1) {
mes "^3355FFYou push and pull";
mes "with all your strength,";
mes "but the picture won't";
mes "budge. If it's too hard";
mes "to move, there must be";
mes "something hidden behind it.^000000";
}
close;
}
else if (lhz_secret01 == 2) {
mes "^3355FFThis picture hanging";
mes "on the wall catches";
mes "your attention for some";
mes "inexplicably strange reason.^000000";
next;
if (select("Look behind picture.:Cancel") == 1) {
mes "^3355FFYou push and pull";
mes "with all your strength,";
mes "but this picture is too";
mes "hard to move with just";
mes "brute strength alone.^000000";
next;
input .@input$;
if (.@input$ == "Jackknife") {
mes "^3355FFYou take the";
mes "Jackknife, thrust";
mes "it under the picture";
mes "and twist it in order to";
mes "pry the picture off the wall.^000000";
next;
mes "^3355FFBehind the picture, you";
mes "find that the following";
mes "numbers are written:^000000";
mes " ";
set .@number_rand,rand(1,3);
if (.@number_rand == 1) {
mes "4 3 2 9 1 6 8 2 7";
set lhz_secret01,3;
}
else if (.@number_rand == 2) {
mes "3 6 4 1 2 8 7 1 5";
set lhz_secret01,4;
}
else {
mes "4 9 3 7 6 2 8 6 6";
set lhz_secret01,5;
}
close;
}
mes "^3355FFUnfortunately,";
mes "doing that apparently";
mes "wasn't enough to move";
mes "the picture. Perhaps you";
mes "should try something else.^000000";
close;
}
close;
}
else if (lhz_secret01 < 6) {
mes "^3355FFThe following numbers";
mes "were written behind the";
mes "picture. If they were hidden,";
mes "these numbers must have";
mes "some kind of importance.^000000";
mes " ";
if (lhz_secret01 == 3) {
mes "4 3 2 9 1 6 8 2 7";
}
else if (lhz_secret01 == 4) {
mes "3 6 4 1 2 8 7 1 5";
}
else if (lhz_secret01 == 5) {
mes "4 9 3 7 6 2 8 6 6";
}
close;
}
mes "^3355FFThere is a picture";
mes "hanging on the wall.^000000";
next;
if (select("Look beneath picture.:Cancel") == 1) {
mes "^3355FFThere are some";
mes "numbers behind the";
mes "picture, but now there is";
mes "no need to memorize them.^000000";
}
close;
}
lhz_cube,242,201,0 script Drawer#cube 111,{
if (lhz_secret01 < 1) {
mes "^3355FFThe drawer here";
mes "looks interesting,";
mes "but it's locked and";
mes "you can't open it.^000000";
close;
}
else if (lhz_secret01 == 1) {
mes "^3355FF The drawer here";
mes "looks interesting, but";
mes "it's locked. Hopefully, you";
mes "can figure how to open it.^000000";
next;
input .@input$;
if (.@input$ == "Red Key") {
mes "^3355FFYou insert the Red Key";
mes "into the lock and open the";
mes "drawer. Inside, you find a";
mes "^000000Jackknife^3355FF that you decide";
mes "to take. After all, it might";
mes "be handy sometime.^000000";
set lhz_secret01,2;
}
else {
mes "^3355FFUnfortunately, you";
mes "can't open or break";
mes "the lock on the drawer";
mes "by doing that. You need";
mes "to try something else.^000000";
}
close;
}
mes "^3355FFThis is the drawer";
mes "in which you found the";
mes "^000000Jackknife^3355FF. It is now empty";
mes "and devoid of purpose.^000000";
close;
}
lhz_cube,248,179,0 script Chest#cube 111,{
if (lhz_sincube < 7) {
mes "^3355FFYou've found a chest";
mes "with an axe laid on";
mes "top. The axe's purpose";
mes "is completely utilitarian";
mes "and isn't suited for battle.^000000";
close;
}
else if (lhz_sincube == 7) {
mes "^3355FFYou've found a chest,";
mes "but more importantly,";
mes "there is a utility Axe";
mes "laid on top of it.^000000";
next;
if (select("Take the utility Axe.:Cancel") == 1) {
mes "^3355FFWithout shame or";
mes "an ounce of guilt, you";
mes "pick up the utility ^000000Axe^3355FF";
mes "and claim it as your own.^000000";
set lhz_sincube,8;
}
close;
}
mes "^3355FFThis is just a normal";
mes "chest. There used to be";
mes "a utility ^000000Axe^3355FF on top of";
mes "it until you picked it up.^000000";
close;
}
lhz_cube,237,183,0 script Barrel#cube 111,{
set number_line,0;
if (lhz_sincube < 8) {
mes "^3355FFYou have";
mes "found a shabbily";
mes "constructed barrel.^000000";
close;
}
else if (lhz_sincube == 8) {
mes "^3355FFYou have";
mes "found a shabbily";
mes "constructed barrel.";
mes "You sense that there's";
mes "something inside, but";
mes "you need something to";
mes "smash the barrel open.^000000";
next;
input .@input$;
if (.@input$ == "Axe") {
mes "^3355FFAxe in hand, you lift";
mes "it above your head and";
mes "swing it downwards,";
mes "smashing off the top of";
mes "the barrel. Inside, you find a";
mes "box topped with a metal plate.^000000";
next;
mes "^3355FFThe numbers one";
mes "through nine are";
mes "etched on the surface";
mes "of the metal plate on";
mes "top of the box you found,";
mes "like some kind of keypad...^000000";
set lhz_sincube,9;
}
else {
mes "^3355FFDoing that probably won't";
mes "break open this keg. You'll";
mes "need to try something else.^000000";
}
close;
}
else if (lhz_sincube == 9) {
if (lhz_secret01 < 3) {
mes "^3355FFYou decide to enter";
mes "some numbers into the";
mes "metallic keypad. Remember,";
mes "you can only enter single";
mes "digit numbers at one time...^000000";
next;
for( set $@i, 0; .@i < 9; set .@i, .@i + 1 )
input .@input;
mes "^3355FFNothing happened...^000000";
close;
}
else if (lhz_secret01 >= 3 && lhz_secret01 <= 5) {
switch(lhz_secret01) {
case 3: setarray .@numbers[0],4,3,2,9,1,6,8,2,7; break;
case 4: setarray .@numbers[0],3,6,4,1,2,8,7,1,5; break;
case 5: setarray .@numbers[0],4,9,3,7,6,2,8,6,6; break;
}
mes "^3355FFYou decide to enter";
mes "some numbers into the";
mes "numberpad etched on the";
mes "metal plate on top of the box";
mes "you found inside the keg.^000000";
next;
for( set $@i, 0; .@i < 9; set .@i, .@i + 1 ) {
input .@input;
if (.@input == .@numbers[.@i]) set .@number_line,.@number_line+1;
}
if (.@number_line == 9) {
mes "^3355FFThe metal plate slides";
mes "open and you find a key";
mes "Key inside the box. You";
mes "to keep this ^000000Yellow Key^3355FF.^000000";
set lhz_secret01,6;
}
else {
mes "^3355FFNothing happened.";
mes "It's likely that you did not";
mes "enter the correct numbers.^000000";
}
close;
}
mes "^3355FFThis is the box with";
mes "the keypad in which you";
mes "found the ^000000Yellow Key^3355FF.";
mes "The box is now empty.^000000";
close;
}
mes "^3355FFThis is a box";
mes "topped with a metal";
mes "plate that looks like";
mes "a crudely made keypad.^000000";
close;
}
lhz_cube,224,192,0 script Power Generator#cube 111,{
if (lhz_secret01 < 6) {
mes "^3355FFThis is a noisily";
mes "operating huge machine";
mes "with a front panel that has";
mes "a strange mark. There is a";
mes "keyhole on the machine";
mes "right next to this panel.^000000";
next;
input .@input$;
mes "^3355FFNothing happened.";
mes "You probably need";
mes "to find the right key to";
mes "insert into the keyhole.^000000";
close;
}
else if (lhz_secret01 == 6) {
mes "^3355FFThis is a noisily";
mes "operating huge machine";
mes "with a front panel that has";
mes "a strange mark. There is a";
mes "keyhole on the machine";
mes "right next to this panel.^000000";
next;
input .@input$;
if (.@input$ == "Yellow Key") {
mes "^3355FFYou insert the";
mes "Yellow Key into the";
mes "keyhole and turn it,";
mes "causing the machine";
mes "to sputter and deactivate.^000000";
next;
mes "^3355FFYou notice that the";
mes "^000000Status Light ^3355FFnext to the";
mes "bed has now turned off.^000000";
set lhz_secret01,7;
}
else {
mes "^3355FFNothing happened.";
mes "You probably need";
mes "to find the right key to";
mes "insert into the keyhole.^000000";
}
close;
}
mes "^3355FFIt's a giant machine.^000000";
close;
}
lhz_cube,244,201,0 script Status Light#cube 111,{
if (lhz_secret01 < 7) {
mes "^3355FFThe Status Light is";
mes "on. It looks like there's";
mes "something inside the";
mes "bulb, but you can't get";
mes "near it since it generates";
mes "incredibly scorching heat.^000000";
next;
mes "^3355FFNow, if you could";
mes "somehow shut down the";
mes "Power Generator in this";
mes "room, the bulb would be";
mes "cool enough for you to touch...^000000";
close;
}
else if (lhz_secret01 == 7) {
mes "The Status Light";
mes "is now off and the";
mes "bulb has cooled down.";
next;
if (select("Smash the light bulb.:Cancel") == 1) {
mes "^3355FFYou smash the";
mes "Status Light's bulb";
mes "and discover another key.";
mes "You obtained a ^000000Black Key^3355FF.^000000";
set lhz_secret01,8;
}
close;
}
mes "^3355FFYou find the remains";
mes "of a broken light bulb.^000000";
close;
}
lhz_cube,234,200,0 script Desk#cube 111,{
if (lhz_secret02 <= 1) {
mes "^3355FFYou've found";
mes "a completely";
mes "cluttered desk.^000000";
next;
switch(select("On the desk:Under the desk:Desk drawer")) {
case 1:
mes "^3355FFVarious documents,";
mes "books and lab equipment";
mes "are scattered on the desk.";
mes "But none of them seem";
mes "all that useful right now.^000000";
close;
case 2:
if (lhz_secret02 < 1) {
mes "^3355FFUnder this desk, of";
mes "all conceivable places,";
mes "you find a ^000000Short Stick^3355FF";
mes "that you decide to keep.";
mes "You never know when";
mes "you'll need one of those.^000000";
set lhz_secret02,1;
}
else {
mes "^3355FFThis is where you";
mes "found your ^000000Short Stick^3355FF.";
mes "Sadly, there are no more";
mes "hidden treasures for you to";
mes "discover beneath this desk.^000000";
}
close;
case 3:
mes "^3355FFThe desk drawer is";
mes "locked and probably";
mes "with good reason. After all,";
mes "you just tried to invade this";
mes "private and intimate space.^000000";
close;
}
}
else if (lhz_secret02 == 2) {
mes "^3355FFYou're back at the";
mes "messy desk which";
mes "is probably used by";
mes "a high ranking executive";
mes "who has someone else";
mes "do his desk tidying for him.^000000";
next;
switch(select("On the desk:Under the desk:Desk drawer")) {
case 1:
mes "^3355FFAlas, no matter how much";
mes "you rummage through it,";
mes "the clutter on the desk";
mes "proves to be useless to you.^000000";
next;
if (Sex) {
mes "^3355FFAn issue of the";
mes "Dancer magazine,";
mes "''Harmonic Lick'' catches";
mes "your eye, but you really";
mes "shouldn't be interested";
mes "in that publication just";
mes "because of the pictures.^000000";
}
else {
mes "^3355FFAn issue of the female";
mes "entertainment magazine,";
mes "''Magnum Break'' catches";
mes "your eye, but adventurers";
mes "have no time to look at";
mes "pictures of beautiful men.^000000";
}
close;
case 2:
mes "^3355FFUnder the desk, you";
mes "discover another Short";
mes "Stick which happens to";
mes "fit perfectly into the other";
mes "Short Stick you found earlier.";
next;
mes "^3355FFYou combine the two";
mes "lesser sticks to create";
mes "a stick that is superior";
mes "to the sum of its parts.";
mes "You are now the proud";
mes "bearer of a ^000000Long Stick^3355FF.^000000";
set lhz_secret02,3;
close;
case 3:
mes "^3355FFThis desk drawer is";
mes "locked shut and probably";
mes "always will be. It's likely";
mes "that nothing really valuable";
mes "is inside, aside from perhaps";
mes "a hip flask or a candy stash.";
close;
}
}
mes "^3355FFThis desk is cluttered";
mes "with all sorts of random";
mes "objects, but such is its";
mes "destiny as office equipment.^000000";
next;
switch(select("On the desk:Under the desk:Desk drawer")) {
case 1:
mes "^3355FFAlas, no matter how much";
mes "you rummage through it,";
mes "the clutter on the desk";
mes "proves to be useless to you.^000000";
next;
mes "^3355FFThere's part of a newspaper";
mes "here, but it's only the Comics";
mes "section which, of course, isn't";
mes "informative enough for world";
mes "savvy adventurers like you.^000000";
close;
case 2:
mes "^3355FFThis is where you found";
mes "one of two Short Sticks";
mes "to make your ^000000Long Stick^3355FF.";
mes "There isn't anything else";
mes "under here, so it's impossible";
mes "to make your stick any longer.^000000";
close;
case 3:
mes "^3355FFThis desk drawer is";
mes "locked very securely.";
mes "The owner of this desk";
mes "was wise to provide a";
mes "measure of drawer security.";
mes "But why put sticks under the";
mes "desk? This is most curious...^000000";
close;
}
}
lhz_cube,247,198,0 script Bed#cube 111,{
if (lhz_secret02 == 0) {
mes "^3355FFYou've found a bed";
mes "in which the sheets";
mes "are slovenly arranged.^000000";
next;
if (select("On the bed:Under the bed") == 1) {
mes "^3355FFNo one's in the bed";
mes "and if you climbed in,";
mes "you'd just be alone. For";
mes "some people, this may";
mes "be an immutable truth.^000000";
}
else {
mes "^3355FFUnder the bed, you";
mes "discover a ^000000Short Stick^3355FF";
mes "which you decide to";
mes "keep. You never know";
mes "when certain, seemingly";
mes "useless objects will save you.^000000";
set lhz_secret02,2;
}
close;
}
else if (lhz_secret02 == 1) {
mes "^3355FFYou've found a bed";
mes "in which the sheets";
mes "are slovenly arranged.^000000";
next;
if (select("On the bed:Under the bed") == 1) {
mes "^3355FFNo one's in the bed";
mes "and if you climbed in,";
mes "you'd just be alone. For";
mes "some people, this may";
mes "be an immutable truth.^000000";
}
else {
mes "^3355FFUnder the bed, you";
mes "discover another Short";
mes "Stick which happens to";
mes "fit perfectly into the other";
mes "Short Stick you found earlier.";
next;
mes "^3355FFYou combine the two";
mes "lesser sticks to create";
mes "a stick that is superior";
mes "to the sum of its parts.";
mes "You are now the proud";
mes "bearer of a ^000000Long Stick^3355FF.^000000";
set lhz_secret02,3;
}
close;
}
else if (lhz_secret02 == 2) {
mes "^3355FFYou've found a bed";
mes "in which the sheets";
mes "are slovenly arranged.^000000";
next;
if (select("On the bed:Under the bed") == 1) {
mes "^3355FFNo one's in the bed";
mes "and if you climbed in,";
mes "you'd just be alone. For";
mes "some people, this may";
mes "be an immutable truth.^000000";
}
else {
mes "^3355FFIn a distant and";
mes "dusty corner beneath";
mes "the bed, you manage to";
mes "spot an object. If only you";
mes "could reach it somehow...^000000";
next;
input .@input$;
if (.@input$ == "Short Stick") {
mes "^3355FFYou try to reach";
mes "the object by using";
mes "your Short Stick. After";
mes "a few attempts, you had no";
mes "choice but to admit that your";
mes "stick just wasn't long enough.^000000";
}
else {
mes "^3355FFUnfortunately,";
mes "whatever you used to";
mes "try to reach the object";
mes "didn't work. You'll have";
mes "to think of something else.^000000";
}
}
close;
}
else if (lhz_secret02 == 3) {
mes "^3355FFYou find a messy";
mes "bed that may be more";
mes "than meets the eye.^000000";
next;
if (select("On the bed:Under the bed") == 1) {
mes "^3355FFNo one's in the bed";
mes "and if you climbed in,";
mes "you'd just be alone. For";
mes "some people, this may";
mes "be an immutable truth.^000000";
}
else {
mes "^3355FFIn a distant and";
mes "dusty corner beneath";
mes "the bed, you manage to";
mes "spot an object. If only you";
mes "could reach it somehow...^000000";
next;
input .@input$;
if (.@input$ == "Long Stick") {
mes "^3355FFWith Long Stick in";
mes "hand, you manage to";
mes "reach the object and drag";
mes "it under the bed towards you.";
mes "You now possess the ^000000Cube^3355FF";
mes "that was under the bed.^000000";
set lhz_secret02,4;
}
else {
mes "^3355FFUnfortunately,";
mes "whatever you used to";
mes "try to reach the object";
mes "didn't work. You'll have";
mes "to think of something else.^000000";
}
}
close;
}
mes "^3355FFYou've found a bed";
mes "in which the sheets";
mes "are slovenly arranged.^000000";
next;
if (select("On the bed:Under the bed") == 1) {
mes "^3355FFNo one's in the bed";
mes "and if you climbed in,";
mes "you'd just be alone. For";
mes "some people, this may";
mes "be an immutable truth.^000000";
close;
}
mes "^3355FFThis is where you";
mes "managed to find some";
mes "sort of strange ^000000Cube^3355FF.^000000";
close;
}
lhz_cube,229,184,0 script Goblet#cube 111,{
if (lhz_sincube < 10) {
if (lhz_secret03 == 0) {
mes "^3355FFYou see an empty";
mes "bottle and a goblet.";
mes "It looks like you";
mes "missed the party.^000000";
next;
if (select("Examine the goblet.:Cancel") == 1) {
mes "^3355FFInside the goblet,";
mes "you find a ^000000Rusty Key^3355FF";
mes "which you decide to keep.";
mes "However, you'll need to get";
mes "rid of that rust somehow.";
mes "Perhaps you can dip the key";
mes "in some corrosive chemical?^000000";
set lhz_secret03,1;
}
close;
}
mes "^3355FFThis is the goblet where";
mes "you found that ^000000Rusty Key^3355FF.^000000";
close;
}
mes "^3355FFThis is goblet cup where";
mes "you found that ^000000Rusty Key^3355FF.^000000";
close;
}
lhz_cube,231,202,0 script Chemicals#cube 111,{
if (lhz_secret03 < 1) {
mes "^3355FFThere is a bottle";
mes "containing slightly";
mes "corrosive chemicals";
mes "that is sitting on the ledge.^000000";
next;
input .@input$;
mes "^3355FFWhatever you tried to";
mes "pour the chemicals on";
mes "wasn't affected at all.";
mes "You should try pouring the";
mes "chemicals on something else.^000000";
close;
}
else if (lhz_secret03 == 1) {
mes "^3355FFThere is a bottle";
mes "containing slightly";
mes "corrosive chemicals";
mes "that is sitting on the ledge.^000000";
next;
input .@input$;
if (.@input$ == "Rusty Key") {
mes "^3355FFPouring the chemicals";
mes "on the Rusty Key removes";
mes "the rust, making it usable";
mes "again. Now that it is clean,";
mes "the Rusty Key has become";
mes "a sparkling ^000000Green Key^3355FF.^000000";
set lhz_secret03,2;
}
else {
mes "^3355FFWhatever you tried to";
mes "pour the chemicals on";
mes "wasn't affected at all.";
mes "You should try pouring the";
mes "chemicals on something else.^000000";
}
close;
}
mes "^3355FFThese are the chemicals";
mes "that you used to clean the";
mes "Rusty Key so that it was";
mes "restored to its original glory,";
mes "becoming the ^000000Green Key^3355FF.^000000";
close;
}
lhz_cube,249,191,0 script Cabinet#cube 111,{
if (lhz_secret03 < 2) {
mes "^3355FFYou've found a";
mes "cabinet that contains";
mes "many drawers. Perhaps";
mes "something useful is inside?";
next;
if (select("Open:Cancel") == 1) {
input .@input$;
mes "^3355FFUnfortunately, the";
mes "cabinet has been locked.";
mes "You'll need the right key";
mes "in order to open the drawers.^000000";
}
close;
}
else if (lhz_secret03 == 2) {
mes "^3355FFYou've found a";
mes "cabinet that contains";
mes "many drawers. Perhaps";
mes "something useful is inside?";
next;
input .@input$;
if (.@input$ == "Green Key") {
mes "^3355FFYou take the Green Key";
mes "and finds that it fits into";
mes "one of the drawer keyholes.";
mes "You open the drawer and";
mes "obtain a strange ^000000Polygon^3355FF.^000000";
set lhz_secret03,3;
}
else {
mes "^3355FFWhatever you tried";
mes "did not succeed in";
mes "opening this cabinet.";
mes "Think. Think of how";
mes "locks are unlocked...";
mes "Then you'll find the";
mes "answer you seek.^000000";
}
close;
}
mes "^3355FFThis is the locker";
mes "where you used the";
mes "Green Key to open one";
mes "of the Drawers and obtained";
mes "a ^000000Polygon^3355FF. You're pretty happy";
mes "with your Polygon and don't";
mes "need to open the other drawers.^000000";
close;
}
lhz_cube,224,197,0 script Experiment Tube#cube 111,{
if (lhz_secret01 < 8) {
mes "^3355FFYou find a strange";
mes "tube that seems to";
mes "contain something.";
mes "Underneath the tube is";
mes "a thin plate with a keyhole";
mes "and a card insertion slot.^000000";
next;
input .@input$;
mes "^3355FFNothing happened.";
mes "You'll probably need";
mes "to find the right key for";
mes "the keyhole and the correct";
mes "card to insert into the slot.^000000";
close;
}
else if (lhz_secret01 == 8) {
mes "^3355FFYou find a strange";
mes "tube that seems to";
mes "contain something.";
mes "Underneath the tube is";
mes "a thin plate with a keyhole";
mes "and a card insertion slot.^000000";
next;
input .@input$;
if (.@input$ == "Black Key") {
mes "^3355FFYou insert the Black Key";
mes "into the keyhole, causing";
mes "the experiment tube to open";
mes "and reveal an ^000000Oval^3355FF which you";
mes "you choose to take with you.^000000";
set lhz_secret01,9;
}
else {
mes "^3355FFNothing happened...^000000";
}
close;
}
else if (lhz_secret01 == 9) {
mes "^3355FFThis is where you";
mes "obtained the ^000000Oval^3355FF.";
mes "As you look around";
mes "the tube's location,";
mes "you notice an artificial";
mes "ground fissure which";
mes "can probably open up...^000000";
close;
}
else {
if (lhz_sincube == 10) {
mes "^3355FFThere is a narrow,";
mes "rectangular card slot";
mes "in front of the tube.^000000";
next;
input .@input$;
if (.@input$ == "Laboratory Permit") {
if (countitem(2657)) {
mes "^3355FFYou insert the";
mes "Laboratory Permit";
mes "into the slot and the";
mes "man made fissure in the";
mes "ground splits open, revealing";
mes "an underground staircase.^000000";
next;
if (select("Go downstairs:Cancel") == 1) {
mes "^3355FFYou walk down";
mes "the long flight";
mes "of winding stairs...^000000";
close2;
//remove variables that are no longer used.
set lhz_sincube,0;
set lhz_secret01,0;
set lhz_secret02,0;
set lhz_secret03,0;
set MISC_QUEST,MISC_QUEST|512;
warp "lhz_cube",177,13;
end;
}
close;
}
mes "^3355FF..............";
mes "Nothing happened.^000000";
close;
}
mes "^3355FFNothing happened.^000000";
close;
}
mes "^3355FFThis is where you";
mes "obtained the ^000000Oval^3355FF.";
mes "As you look around";
mes "the tube's location,";
mes "you notice an articial";
mes "ground fissure which";
mes "can probably open up...^000000";
close;
}
}
lhz_cube,248,193,0 script Box#cube1 111,{
if ((lhz_secret01 < 9) && (lhz_secret02 < 4) && (lhz_secret03 < 3)) {
mes "^3355FFYou find a box with";
mes "three distinctively";
mes "shaped holes.^000000";
next;
select("Oval Hole:Cubic Hole:Polygon Hole");
input .@input$;
mes "^3355FFNothing happened.^000000";
close;
}
else if ((lhz_secret01 != 10) || (lhz_secret02 != 5) || (lhz_secret03 != 4)) {
mes "^3355FFYou find a box with";
mes "three distinctively";
mes "shaped holes.^000000";
next;
switch(select("Oval Hole:Cube Hole:Polygon Hole")) {
case 1:
if (lhz_secret01 == 9) {
next;
input .@input$;
if (.@input$ == "Oval") {
mes "^3355FFYou insert the Oval";
mes "into the Oval shaped";
mes "hole where it fits perfectly.^000000";
set lhz_secret01,10;
close;
}
mes "^3355FFNothing happened.^000000";
close;
}
else if (lhz_secret01 == 10) {
mes "^3355FFThe Oval shaped hole";
mes "already has an Oval in it.";
mes "Besides, it's not you have";
mes "any Ovals to spare, anyway.^000000";
close;
}
input .@input$;
mes "^3355FFNothing happened.^000000";
close;
case 2:
if (lhz_secret02 == 4) {
next;
input .@input$;
if (.@input$ == "Cube") {
mes "^3355FFYou insert the Cube";
mes "into the Cubic hole";
mes "and it clicks into place.";
mes "Your formal Kindergarten";
mes "training is finally justified.^000000";
set lhz_secret02,5;
close;
}
mes "^3355FFNothing happened.^000000";
close;
}
else if (lhz_secret02 == 5) {
mes "^3355FFYou already placed";
mes "a Cube into the hole.";
mes "You could take it back";
mes "out and put it in again,";
mes "but that would just be";
mes "a total waste of time.^000000";
close;
}
input .@input$;
mes "^3355FFNothing happened.^000000";
close;
case 3:
if (lhz_secret03 == 3) {
next;
input .@input$;
if (.@input$ == "Polygon") {
mes "^3355FFFortunately, the";
mes "nondescript Polygon";
mes "that you have is exactly";
mes "the same shape as this";
mes "nondescript Polygonal hole.";
mes "The Polygon fits perfectly,";
mes "almost as if it were destiny.^000000";
set lhz_secret03,4;
close;
}
mes "^3355FFNothing happened.^000000";
close;
}
else if (lhz_secret03 == 4) {
mes "^3355FFThe Polygon is already";
mes "inserted into the hole.";
mes "Trust that this is as much";
mes "as this Polygon can do for you.^000000";
close;
}
input .@input$;
mes "^3355FFNothing happened.^000000";
close;
}
}
else if (lhz_secret01 == 10 && lhz_secret02 == 5 && lhz_secret03 == 4 && lhz_sincube != 10) {
mes "^3355FFYou find a box with";
mes "three distinctively";
mes "shaped holes that";
mes "are now filled with the";
mes "objects you've inserted.^000000";
next;
if (select("Open the box.:Cancel") == 1) {
mes "^3355FFYou open the box";
mes "and find that there's";
mes "a small card labeled";
mes "''Laboratory Permit'' inside.";
mes "You pocket this ^000000Laboratory";
mes "Permit^3355FF, knowing that you";
mes "will be needing it later.";
set lhz_sincube,10;
getitem 2657,1; //Lab_Passport
}
close;
}
mes "^3355FFYou find the open box";
mes "which used to contain";
mes "the ^000000Laboratory Permit^3355FF.";
mes "This box is no longer";
mes "useful to you now, but";
mes "once upon a time, its";
mes "mysteries were a challenge.^000000";
close;
}
lhz_cube,250,184,0 script Door#cube 111,{
mes "^3355FFYou've come upon a";
mes "door that leads outside.^000000";
next;
if (select("Exit:Cancel") == 1) {
warp "lighthalzen",310,302;
end;
}
close;
}
lhz_dun02,224,6,0 script Exit1#lt 45,1,1,{
OnTouch:
if (MISC_QUEST&512) {
warp "lhz_cube",231,90;
end;
}
mes "^3355FFYou found a passage that";
mes "seems to lead somewhere,";
mes "but you get the feeling that";
mes "you shouldn't enter it for now.^000000";
close;
}
//============================================================
// Lighthalzen Pickpocket Mini-Quest
//============================================================
lighthalzen,240,216,4 script Suspicious Guy#lhz_01 870,2,2,{
end;
OnTouch:
switch(rand(1,3)) {
case 1:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 100) {
set zeny,zeny-100;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "I sense something...";
mes "No. It might just";
mes "be my imagination.";
next;
mes "[?????]";
mes "^333333Heh heh heh heh...^000000";
close;
case 2:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 200) {
set zeny,zeny-200;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "I could have sworn";
mes "that these pockets full";
mes "of zeny were heavier";
mes "just a second ago...";
next;
mes "[?????]";
mes "^333333Heh heh heh heh...^000000";
close;
case 3:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 10) {
set zeny,zeny-10;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "What the?!";
mes "That guy, did he just...?";
mes "He did! Hey! That guy";
mes "stole some of my money!";
next;
mes "[Suspicious Guy]";
mes "Oh crap!";
mes "Gotta scram!";
mes "Eat my dust, good guy!";
next;
if (rand(1,4) == 1) {
enablenpc "Suspicious Guy#lhz_03";
disablenpc "Suspicious Guy#lhz_01";
}
else {
enablenpc"Suspicious Guy#lhz_02";
disablenpc "Suspicious Guy#lhz_01";
}
close;
}
}
lighthalzen,220,169,3 script Suspicious Guy#lhz_02 870,2,2,{
end;
OnInit:
disablenpc "Suspicious Guy#lhz_02";
end;
OnTouch:
switch(rand(1,3)) {
case 1:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 100) {
set zeny,zeny-100;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "I sense something...";
mes "No. It might just";
mes "be my imagination.";
next;
mes "[?????]";
mes "^333333Heh heh heh heh...^000000";
close;
case 2:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 200) {
set zeny,zeny-200;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "I could have sworn";
mes "that these pockets full";
mes "of zeny were heavier";
mes "just a second ago...";
next;
mes "[?????]";
mes "^333333Heh heh heh heh...^000000";
close;
case 3:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 10) {
set zeny,zeny-10;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "What the?!";
mes "That guy, did he just...?";
mes "He did! Hey! That guy";
mes "stole some of my money!";
next;
mes "[Suspicious Guy]";
mes "Oh crap!";
mes "Gotta scram!";
mes "Eat my dust, good guy!";
if (rand(1,4) == 1) {
enablenpc "Suspicious Guy#lhz_03";
disablenpc "Suspicious Guy#lhz_02";
}
else {
enablenpc "Suspicious Guy#lhz_01";
disablenpc "Suspicious Guy#lhz_02";
}
close;
}
}
lighthalzen,164,127,4 script Suspicious Guy#lhz_03 870,2,2,{
end;
OnInit:
disablenpc "Suspicious Guy#lhz_03";
end;
OnTouch:
switch(rand(1,5)) {
case 1:
case 2:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 100) {
set zeny,zeny-100;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "I sense something...";
mes "No. It might just";
mes "be my imagination.";
next;
mes "[?????]";
mes "^333333Heh heh heh heh...^000000";
close;
case 3:
case 4:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 200) {
set zeny,zeny-200;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "I could have sworn";
mes "that these pockets full";
mes "of zeny were heavier";
mes "just a second ago...";
next;
mes "[?????]";
mes "^333333Heh heh heh heh...^000000";
close;
case 5:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
if (zeny >= 10) {
set zeny,zeny-10;
}
next;
mes "[" + strcharinfo(0) + "]";
mes "Huh...?";
mes "What the?!";
mes "That guy, did he just...?";
mes "He did! Hey! That guy";
mes "stole some of my money!";
next;
mes "[Suspicious Guy]";
mes "Oh crap!";
mes "Gotta scram!";
mes "Eat my dust, good gu--!";
next;
mes "[" + strcharinfo(0) + "]";
mes "Oh no, you don't!";
mes "I'm turning you in,";
mes "you pickpocket!";
next;
mes "[Suspicious Guy]";
mes "No...! I'm sorry!";
mes "I'll give you back";
mes "your money, just ";
mes "let me go! Crap!";
emotion e_sob;
next;
mes "[" + strcharinfo(0) + "]";
mes "Alright, fine,";
mes "but you better quit";
mes "this life of crime!";
next;
mes "[Suspicious Guy]";
mes "You're right, that was";
mes "wrong of me. Thanks";
mes "for letting me go. Since";
mes "you did me a favor, I'll";
mes "sell you some tonic that";
mes "I use to run really fast.";
next;
mes "[Suspicious Guy]";
mes "I can only sell up to";
mes "three of my secret tonic";
mes "to you since that's all";
mes "I have. Each one will";
mes "cost 15,000 zeny. So";
mes "what do you say?";
next;
switch(select("Give me 1.:Give me 2.:Give me 3.:No, I'm fine.")) {
case 1: set .@number,1; set .@price,15000*1; break;
case 2: set .@number,2; set .@price,15000*2; break;
case 3: set .@number,3; set .@price,15000*3; break;
case 4:
mes "[Suspicious Guy]";
mes "Well...";
mes "You're just gonna";
mes "let me go, then?";
mes "That's awful generous.";
mes "Thanks, I appreciate it.";
next;
mes "[Suspicious Guy]";
mes "Anyway, I'm gonna";
mes "get back to work.";
mes "Heh heh heh~";
}
if (.@number) {
if (Zeny < .@price) {
mes "[Suspicious Guy]";
mes "Er, since I'm quitting";
mes "pickpocketing, I need";
mes "to make cash legitimately";
mes "as a business person. I'm";
mes "real sorry pal, but I can't just";
mes "give these tonics away!";
next;
mes "[Suspicious Guy]";
mes "Anyway, I'm gonna";
mes "get back to work.";
mes "Heh heh heh~";
}
else {
if ((MaxWeight-Weight) < 400) {
mes "[Suspicious Guy]";
mes "Eh, I'm sorry, but you";
mes "don't have enough room";
mes "in your inventory to even";
mes "hold these tonics. Sorry";
mes "pal, but this deal's off.";
next;
mes "[Suspicious Guy]";
mes "Anyway, I'm gonna";
mes "get back to work.";
mes "Heh heh heh~";
}
else {
mes "[Suspicious Guy]";
if (.@number == 1) {
mes "Only one? Alright, you";
mes "might be a cheapskate,";
mes "but I do owe you. Just";
mes "take this and I hope we never";
mes "bump into each other again!";
}
else if (.@number == 2) {
mes "Two, huh? I can dig it.";
mes "Now take these and I hope";
mes "we never see each other";
mes "ever again! Ciao, baby~";
}
else {
mes "You want all three?";
mes "Heh, you're much smarter";
mes "than I thought! Alright, take";
mes "these with my compliments,";
mes "but I hope we never bump";
mes "into each other ever again!";
}
set zeny,zeny-.@price;
getitem 12016,.@number; //Speed_Up_Potion
}
}
}
if (rand(1,2) == 1) {
enablenpc "Suspicious Guy#lhz_01";
disablenpc "Suspicious Guy#lhz_03";
}
else {
enablenpc "Suspicious Guy#lhz_02";
disablenpc "Suspicious Guy#lhz_03";
}
close;
}
}
//==============================================================
// Friendship
//==============================================================
lhz_in02,201,210,5 script Digotz 869,{
if (BaseLevel < 50) {
mes "[Digotz]";
mes "Oh, an adventurer?";
mes "Welcome to Uptown";
mes "Lighthalzen. However,";
mes "I'm afraid this area won't";
mes "have much to offer you";
mes "in the way of excitement.";
next;
mes "[Digotz]";
mes "Not to be rude or";
mes "anything, but this town";
mes "should be safe enough for";
mes "you to explore. I mean, you";
mes "just seem to be kind of new";
mes "at this adventurer thing...";
close;
}
if (friendship > 14) {
mes "^3355FFDigotz has passed";
mes "away, but the look on";
mes "his face seems very";
mes "peaceful and content.^000000";
close;
}
if (friendship == 14) {
mes "^3355FFDigotz is seriously";
mes "injured from a wound";
mes "by a knife that is still";
mes "embedded in his belly.^000000";
next;
mes "["+ strcharinfo(0) +"]";
mes "Digotz...?";
mes "Oh no, let me";
mes "get you some help!";
next;
mes "[Digotz]";
mes "H-hey... It's the";
mes "adventurer... Man,";
mes "that Maku. He always";
mes "did bring me bad luck...";
mes "It's too late for me and";
mes "I don't have much time...";
next;
mes "[Digotz]";
mes "Those guards I told you";
mes "about... The ones who don't";
mes "want the poor and the rich to";
mes "mingle? I... Guess they found";
mes "I was gonna meet my old pal.";
mes "I just wanted to see him...";
next;
mes "[Digotz]";
mes "This guy... In a black";
mes "suit... He just... He just";
mes "stabbed me! I... God. It's";
mes "been so long since I've talked";
mes "to him. We'll hang out and have";
mes "fun, just like the good old days.";
next;
mes "[Digotz]";
mes "I missed my buddies, but now...";
mes "Now I can hear them calling me.";
mes "Now we can all be together just";
mes "like we all promised. Yeah...";
mes "I was wrong. Life's too short";
mes "to be angry with your frie--";
next;
mes "[Digotz]";
mes "..............";
next;
mes "[Digotz]";
mes "..............";
mes ".......................";
next;
mes "[Digotz]";
mes "..............";
mes ".......................";
mes "...............................";
next;
mes "^3355FFDigotz stopped breathing.";
mes "You remove the Knife from";
mes "his lifeless body as a final";
mes "courtesy to a man who";
mes "dearly loved his friends.^000000";
next;
set friendship,15;
getitem 1201,1; //Knife
close;
}
if (friendship == 13) {
mes "[Digotz]";
mes "Wh-whoa, I need to";
mes "get ready! That Maku's";
mes "gonna make fun of me if";
mes "I look too rich and pampered.";
mes "Damn! Where did I put all of";
mes "my fashionable street clothes?";
close;
}
if ((friendship == 12 && countitem(7351) > 0)) {
mes "[Digotz]";
mes "Even if Benkaistein";
mes "did come back, I don't";
mes "think I could forgive Maku.";
mes "In fact, you know what?";
mes "I think I'd even be madder!";
next;
if (select("Show Benkaistein's Journal.:Don't show Benkaistein's Journal.") == 1) {
mes "[Digotz]";
mes "Why am I so ticked off?";
mes "^3355FF*Sigh*^000000 You have something";
mes "to show me? Huh? Benkaistein";
mes "wanted me to read this diary";
mes "of his? Sure, why not? I do";
mes "owe him a lot over the years...";
next;
mes "[Benkaistein's Journal]";
mes "^856363Today, me, Digotz and";
mes "Maku played this crazy flying";
mes "game. Basically, we make";
mes "these wings out of wood and";
mes "paper, jump off these hills";
mes "and try to fly. Dumb, I know.^000000";
next;
mes "[Benkaistein's Journal]";
mes "^856363Today it was my turn to";
mes "jump and flap my arms with";
mes "these fake, badly made wings.";
mes "It's not really a fun game when";
mes "I think about it. Boy, I hope";
mes "we don't do that again.^000000";
next;
mes "[Digotz]";
mes "Oh yeah, I remember that!";
mes "Maku wore the wings most";
mes "of the time, but I still hold";
mes "the record for staying in the";
mes "air the longest! Yeah, I was";
mes "a regular Kid Pegasus~";
next;
mes "[Benkaistein's Journal]";
mes "^856363Maku, Digotz and me went";
mes "outside of town. Of course,";
mes "we didn't tell anyone or else";
mes "we'd get in trouble. It was";
mes "a really exciting day. But";
mes "then, we ran into a monster!^000000";
next;
mes "[Benkaistein's Journal]";
mes "^856363I wanted to run away but Maku";
mes "and Digotz wanted to beat it so";
mes "that we could become heroes.";
mes "Of course, we got hurt pretty";
mes "bad and the monster got away.";
mes "Boy, mom was not happy...^000000";
next;
mes "[Digotz]";
mes "Huh. I don't remember";
mes "that so well. But I know that";
mes "Benkaistein, me and Maku";
mes "weren't afraid of anything back";
mes "then. We must have been totally";
mes "nuts to fight a monster, though.";
next;
mes "[Benkaistein's Journal]";
mes "^856363Digotz's been sick for three";
mes "days now. It's just a normal";
mes "cold and Maku keeps saying";
mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
mes "go visit him and see if he's okay.^000000";
next;
mes "[Digotz]";
mes "I think I remember being";
mes "pretty sick. Maku was worried?";
mes "I... I must have had a horrible";
mes "life threatening disease like,";
mes "um, Gonorrhitis. You know.";
mes "That might have been it.";
next;
mes "[Benkaistein's Journal]";
mes "^856363Mom and dad keep telling";
mes "me not to hang out with Maku";
mes "anymore. Their reason is really";
mes "dumb, and I don't care if he is";
mes "poor. He's one of the best guys";
mes "that I'll ever know.^000000";
next;
mes "[Benkaistein's Journal]";
mes "^856363Digotz's family is really";
mes "rich and they don't want him";
mes "to see Maku anymore either.";
mes "But Digotz doesn't care.";
mes "I know he likes Maku a lot.^000000";
next;
mes "[Digotz]";
mes "Well, we were a lot";
mes "younger and closer back";
mes "then, so... ^333333*Ahem!*^000000 Why did";
mes "Benkaistein even write that?!";
next;
mes "[Benkaistein's Journal]";
mes "^856363Today, the three of us";
mes "made an oath of brotherhood,";
mes "just like we read in the comic";
mes "book. We swore we'd always";
mes "be friends no matter what.";
mes "For always and for always.^000000";
next;
mes "[Digotz]";
mes "I... I was forced to make";
mes "that oath! And people do";
mes "change, you know! I mean,";
mes "we were basically just kids,";
mes "it's not like that oath really";
mes "means anything now, does it?";
next;
set friendship,13;
mes "[Digotz]";
mes "That does it. I'm gonna";
mes "go see that Maku. I don't";
mes "miss him or anything, but";
mes "I gotta get him to cancel";
mes "that oath. And maybe I'll";
mes "beat up him a little bit.";
close;
}
mes "[Digotz]";
mes "I don't understand";
mes "why I'm so angry!";
mes "I'm starting to act";
mes "more like Maku, though,";
mes "don't get me wrong, it's";
mes "not like I care about the guy.";
close;
}
if (friendship == 7) {
mes "[Digotz]";
mes "Even if Benkaistein came";
mes "back from wherever he was";
mes "studying, I don't think he'd be";
mes "able to get Maku to apologize";
mes "to me. That guy is just way";
mes "too stubborn for his own good!";
close;
}
if (friendship == 6) {
mes "[Digotz]";
mes "Oh, it's been a while.";
mes "What are you doing back";
mes "over here? And, um, did";
mes "you deliver that message";
mes "to Maku? Now when I think";
mes "about it, I was kind of--";
next;
mes "["+ strcharinfo(0) +"]";
mes "I delivered your message";
mes "word for word, and Maku";
mes "got angry, called you names";
mes "and has been threatening to";
mes "beat you up pretty badly.";
next;
mes "[Digotz]";
mes "That no-good, dirty";
mes "lying rotten scoundrel!";
mes "If it weren't for those";
mes "guards, I'd head over to";
mes "the ghetto and beat Maku";
mes "up myself! That stupid guy!";
next;
mes "[Digotz]";
mes "During times like this,";
mes "I really miss ^FF0000Benkaistein^000000.";
mes "That guy would always have";
mes "an answer for this kind of";
mes "situation. Yeah, I think he's";
mes "in some far off town, studying.";
next;
mes "[Digotz]";
mes "Supposedly he's in that";
mes "place, whatever it's called,";
mes "since there's a ton of books";
mes "there that he can use. But";
mes "yeah, Benkaistein would";
mes "always be the mediator...";
next;
mes "[Digotz]";
mes "Even back then, when";
mes "me, him and Maku used to";
mes "hang out, Benkaistein would";
mes "mediate if we got into some";
mes "argument. Still, he couldn't";
mes "do anything about Maku now...";
set friendship,7;
next;
mes "[Digotz]";
mes "I don't know why,";
mes "but I'm so angry!";
mes "Why am I stressing";
mes "out so much over this?!";
close;
}
if ((friendship == 4 || friendship == 5)) {
mes "[Digotz]";
mes "Still checking out";
mes "Uptown Lighthalzen?";
mes "Not like I'd care, but if you";
mes "do happen to see Maku,";
mes "deliver this little message";
mes "for me, sentence by sentence.";
next;
mes "[Digotz]";
mes "^FF0000Hopeless bastard!";
mes "^FF0000You're still a stubborn jerk!";
mes "^FF0000You owe me at least 3 lunches!";
mes "^FF0000Not to mention an apology!";
mes "^FF0000But who cares what you think?!";
mes "I'm so goddamn happy without you!^000000";
close;
}
if (friendship == 3) {
mes "[Digotz]";
mes "I know that the";
mes "opulence of Uptown";
mes "seems rather attractive,";
mes "but trust me. This place";
mes "is colorless. Now, have";
mes "you visited the poor district?";
next;
select("Yes, I did already...");
mes "["+ strcharinfo(0) +"]";
mes "Yes, I did already...";
mes "And I met someone";
mes "named Maku there.";
next;
mes "[Digotz]";
mes "Maku?! Oh, he must have";
mes "mentioned something about";
mes "me. But I don't care what he";
mes "says, unless it's an apology";
mes "for being a fully blown jerk.";
mes "Ever since we were kids...";
next;
mes "[Digotz]";
mes "Anyway, we used to be close,";
mes "but that guy was never a true";
mes "friend of mine! Like that one";
mes "time he cheated to beat me at";
mes "arm wrestling! Or when he never";
mes "thanked me for buying us lunch!";
next;
mes "[Digotz]";
mes "Sure, he might have helped";
mes "me a little in meeting my first";
mes "girlfriend, but I'll never ever";
mes "forgive him for fixing me up";
mes "on the worst blind dates a";
mes "man can possibly experience!";
next;
mes "[Digotz]";
mes "Maku doesn't know a damn";
mes "about friendship! Even if I did";
mes "want to see him, there are these";
mes "people who don't want the rich";
mes "to ever meet with the poor.";
next;
mes "[Digotz]";
mes "If Maku's fine, that's";
mes "good enough to hear for";
mes "me! There's no need for me";
mes "to go all the way over there";
mes "and check up on him! I only";
mes "have one regret though...";
next;
mes "[Digotz]";
mes "I only wish I had one";
mes "last chance to see Maku...";
mes "So that I could kick his sorry";
mes "ass myself! Yeah, that's right!";
mes "Arrogant bastard! But still,";
mes "I'm not able to do that...";
next;
mes "[Digotz]";
mes "The security guards here";
mes "will never allow the rich and";
mes "poor to meet, fearing that";
mes "the poor will disturb the peace";
mes "and order of the city. It's a dumb rule made for dumb people.";
next;
mes "[Digotz]";
mes "Still, it's pretty scary that";
mes "someone can get punished";
mes "for violating such a stupid";
mes "taboo, actually. Anyway, if";
mes "you see Maku again, tell";
mes "him this for me, got it?";
next;
mes "[Digotz]";
mes "^FF0000Hopeless bastard!";
mes "^FF0000You're still a stubborn jerk!";
mes "^FF0000You owe me at least 3 lunches!";
mes "^FF0000Not to mention an apology!";
mes "^FF0000But who cares what you think?!";
mes "I'm so goddamn happy without you!^000000";
set friendship,4;
close;
}
if (friendship == 2) {
mes "[Digotz]";
mes "What are you still";
mes "doing hanging around";
mes "here? There's nothing";
mes "interesting in Uptown";
mes "for you to see, adventurer.";
next;
mes "[Digotz]";
mes "Gosh...!";
mes "Just hearing about";
mes "Maku makes me so feel";
mes "so upset for some reason!";
close;
}
if (friendship == 1) {
mes "[Digotz]";
mes "Oh, an adventurer?";
mes "Welcome to Uptown";
mes "Lighthalzen. However,";
mes "I'm afraid this area won't";
mes "have much to offer you";
mes "in the way of excitement.";
next;
mes "[Digotz]";
mes "My name is Digotz,";
mes "just another citizen";
mes "of Upper Lighthalzen.";
mes "I hope that you enjoy";
mes "your stay in my hometown.";
next;
select("Do you know someone named Maku?");
mes "[Digotz]";
mes "Maku? Maku. Yes, he's my";
mes "childhood friend. Or he was,";
mes "anyway. Now he's just a jerk.";
mes "In any case, we can't hang";
mes "out, even if we wanted to,";
mes "for several reasons.";
next;
mes "[Digotz]";
mes "Hey, why am I even";
mes "talking about this? It's";
mes "not like I'm bothered by";
mes "the fact me and Maku aren't";
mes "pals anymore. You know what?";
mes "Just forget everything I said.";
set friendship,2;
close;
}
mes "[Digotz]";
mes "Oh, an adventurer?";
mes "Welcome to Uptown";
mes "Lighthalzen. However,";
mes "I'm afraid this area won't";
mes "have much to offer you";
mes "in the way of excitement.";
next;
mes "[Digotz]";
mes "Feel free to take";
mes "a look around if you";
mes "so wish. I'm actually";
mes "glad to see somebody";
mes "aside from the stuck up";
mes "rich people who live here.";
close;
}
lighthalzen,337,232,3 script Maku 870,{
if (friendship > 14) {
cutin "lhz_macu07",2;
mes "[Maku]";
mes "Why is this guy so";
mes "late? Once he shows";
mes "up, I swear, I'm gonna...!";
next;
mes "[Maku]";
mes "Eh, he might have";
mes "some kinda reason for";
mes "being late, but if he don't,";
mes "I've been saving a whole";
mes "six pack of kickass to open,";
mes "just for him. Heh heh heh~";
close2;
cutin "lhz_macu07",255;
end;
}
if (friendship == 14) {
cutin "lhz_macu05",2;
mes "[Maku]";
mes "Why is Digotz";
mes "so late? This isn't";
mes "like him at all. Maybe";
mes "something's wrong?";
close2;
cutin "lhz_macu05",255;
end;
}
if (friendship == 13 && countitem(7351) > 0) {
cutin "lhz_macu06",2;
mes "[Maku]";
mes "Hey, what is that? You want";
mes "I should read this journal?";
mes "Er, okay, but I'm none too";
mes "comfortable going through";
mes "somebody's diary. It's just";
mes "kinda... creepy, you know?";
next;
mes "[Maku]";
mes "Hey, this thing is";
mes "Benkaistein's. I haven't";
mes "seen that guy in a long while.";
mes "Ah, so he gave it to you for me";
mes "to read? Alright, I owe him a";
mes "favor or two, so I oughta...";
next;
cutin "lhz_macu06",255;
mes "[Benkaistein's Journal]";
mes "^856363Today, me, Digotz and";
mes "Maku played this crazy flying";
mes "game. Basically, we make";
mes "these wings out of wood and";
mes "paper, jump off these hills";
mes "and try to fly. Dumb, I know.^000000";
next;
mes "[Benkaistein's Journal]";
mes "^856363Today it was my turn to";
mes "jump and flap my arms with";
mes "these fake, badly made wings.";
mes "It's not really a fun game when";
mes "I think about it. Boy, I hope";
mes "we don't do that again.^000000";
next;
cutin "lhz_macu03",2;
mes "[Maku]";
mes "What is he talking about?!";
mes "That game was real fun!";
mes "Yeah, I usually wore the";
mes "wings and Digotz always";
mes "wanted to wear them too.";
next;
cutin "lhz_macu03",255;
mes "[Benkaistein's Journal]";
mes "^856363Maku, Digotz and me went";
mes "outside of town. Of course,";
mes "we didn't tell anyone or else";
mes "we'd get in trouble. It was";
mes "a really exciting day. But";
mes "then, we ran into a monster!^000000";
next;
mes "[Benkaistein's Journal]";
mes "^856363I wanted to run away but Maku";
mes "and Digotz wanted to beat it so";
mes "that we could become heroes.";
mes "Of course, we got hurt pretty";
mes "bad and the monster got away.";
mes "Boy, mom was not happy...^000000";
next;
cutin "lhz_macu03",2;
mes "[Maku]";
mes "That's right! Back then,";
mes "the three of us weren't";
mes "afraid of anything! Of course,";
mes "Digotz got beat up the most.";
mes "But I gotta say, he was also";
mes "the most fearless of us.";
next;
cutin "lhz_macu03",255;
mes "[Benkaistein's Journal]";
mes "^856363Digot's been sick for three";
mes "days now. It's just a normal";
mes "cold and Maku keeps saying";
mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
mes "go visit him and see if he's okay.^000000";
next;
cutin "lhz_macu04",2;
mes "[Maku]";
mes "Wh-what?! No, I wasn't";
mes "worried at all! That must";
mes "have been the time Digot";
mes "caught Clymonia. You know,";
mes "that, uh, horrible disease. No";
mes "one should have that one!";
next;
cutin "lhz_macu04",255;
mes "[Benkaistein's Journal]";
mes "^856363Mom and dad keep telling";
mes "me not to hang out with Maku";
mes "anymore. Their reason is really";
mes "dumb, and I don't care if he is";
mes "poor. He's one of the best guys";
mes "that I'll ever know.^000000";
next;
cutin "lhz_macu01",2;
mes "[Benkaistein's Journal]";
mes "^856363Digotz's family is really";
mes "rich and they don't want him";
mes "to see Maku anymore either.";
mes "But Digotz doesn't care.";
mes "I know he likes Maku a lot.^000000";
next;
mes "[Maku]";
mes "...";
mes "......";
next;
cutin "lhz_macu01",255;
mes "[Benkaistein's Journal]";
mes "^856363Today, the three of us";
mes "made an oath of brotherhood,";
mes "just like we read in the comic";
mes "book. We swore we'd always";
mes "be friends no matter what.";
mes "For always and for always.^000000";
next;
cutin "lhz_macu06",2;
mes "[Maku]";
mes "Well, that's true,";
mes "I guess, but people";
mes "change! Besides, we got";
mes "that idea from a comic book!";
mes "Well, if he apologizes first,";
mes "I guess I better forgive him.";
next;
mes "["+ strcharinfo(0) +"]";
mes "Good...";
mes "Because Digotz said";
mes "that he'll be coming";
mes "by in a few days.";
next;
cutin "lhz_macu07",2;
mes "[Maku]";
mes "What?! He's really coming";
mes "here? What for? It's too late";
mes "to patch things up! Still, I'd be";
mes "a real prick if I didn't see him. Alright, fine! I'll teach that guy";
mes "a lesson once he's here!";
next;
mes "[Maku]";
mes "And, um, gimme that";
mes "journal! I'm gonna read";
mes "more of it so I can make";
mes "fun of Digotz. Bwahahaha!";
mes "But yeah, um, thanks. Not";
mes "that I'm grateful or anything.";
cutin "lhz_macu07",255;
next;
delitem 7351,1; //Friend's_Diary
set friendship,14;
if (BaseLevel > 90) {
getexp 700000,0;
}
else if (BaseLevel > 75) {
getexp 400000,0;
}
else {
getexp 200000,0;
}
cutin "lhz_macu04",2;
mes "[Maku]";
mes "So, uh, I guess";
mes "I'll see you later.";
mes "Um, now I gotta get";
mes "ready for something.";
mes "^333333(But not to see Digotz!)^000000";
close2;
cutin "lhz_macu04",255;
end;
}
if (friendship > 5 && friendship < 13) {
cutin "lhz_macu06",2;
mes "[Maku]";
mes "Arrrrgh! Whenever I hear";
mes "about that Digotz, I get so";
mes "peeved! Is that guy giving";
mes "me the brushoff just because";
mes "I'm not a rich guy like he is?!";
next;
mes "[Maku]";
mes "I can't...";
mes "I can't even beat him up";
mes "all properly because of";
mes "all those freakin' guards!";
mes "Arrrrrrrgh! Man, where's";
mes "Benkaistein when I need him?";
close2;
cutin "lhz_macu06",255;
end;
}
if (friendship == 5) {
mes "[Maku]";
mes "RrrrRrrrr....";
mes "RrrrrRRRrrRR....";
mes "GGGGGRRRRR...";
next;
mes "^3355FFUh oh...";
mes "It looks like Maku";
mes "is starting to rage";
mes "just a bit too much.^000000";
next;
mes "...";
mes "......";
mes ".........";
next;
cutin "lhz_macu06",2;
mes "[Maku]";
mes "Gggrrrr...";
next;
mes "[Maku]";
mes "GRAAAAAAAAH~!";
mes "Who the hell does he";
mes "think he is, telling me";
mes "all sorts of crap!? Digotz,";
mes "you're not getting away";
mes "with this! Gonna wreck you!!";
next;
mes "^3355FFMaku's seething quickly";
mes "explodes into pure, violent";
mes "rage. You manage to calm";
mes "him down after a while, but";
mes "barely keep yourself from";
mes "getting killed in this outburst.^000000";
percentheal -50,0;
next;
mes "[Maku]";
mes "^333333*Pant pant* *Whew~*^000000";
mes "D-don't worry, I've got";
mes "a grip on myself now.";
mes "Thanks for not letting me";
mes "get too crazy. Times like";
mes "this, I really miss ^FF0000Benkaistein^000000.";
next;
mes "[Maku]";
mes "Benkaistein would always";
mes "make sure that I'd stay out";
mes "of fights. I really miss that";
mes "guy. Still, he ain't around...";
next;
set friendship,6;
mes "[Maku]";
mes "Damn those guards!";
mes "If they weren't there,";
mes "I could just go over and";
mes "kick Digotz's ass! I swear,";
mes "if it weren't for them...!";
close2;
cutin "lhz_macu06",255;
end;
}
if (friendship == 4) {
cutin "lhz_macu05",2;
mes "[Maku]";
mes "What the hell are you";
mes "still doing around here?";
mes "You must have better things";
mes "to do than talk to a ruffian";
mes "like me or that snobby and";
mes "totally prickish Digotz.";
next;
select("Speaking of which...");
mes "["+ strcharinfo(0) +"]";
mes "Speaking of which...";
mes "I spoke to Digotz again.";
mes "He told me to give you a";
mes "message, but I'm not sure th--";
next;
mes "[Maku]";
mes "That no-good bastard";
mes "has a message for me?!";
mes "Oh, I'm soooo honored~";
mes "Tell me what that fink";
mes "has to say, line by line!";
next;
input .@input$;
if (.@input$ == "Hopeless bastard!") {
mes "[Maku]";
mes "''Hopeless bastard?!''";
mes "Well, at least he had";
mes "the stomach to say that.";
mes "Through somebody else";
mes "anyway! What else'd he say?!";
next;
input .@input$;
if (.@input$ == "You're still a stubborn jerk!") {
mes "[Maku]";
mes "''Stubborn jerk?!''";
mes "Takes one to know one,";
mes "bastard! Why I oughta--";
mes "Grrr! What'd he say next?!";
next;
input .@input$;
if (.@input$ == "You owe me at least 3 lunches!") {
mes "[Maku]";
mes "Three lunches?!";
mes "I treated that guy to";
mes "lunch, like, fifteen times!";
mes "I tell you, the guy does not";
mes "know the meaning of friendship!";
mes "What else did that moron say?!";
next;
input .@input$;
if (.@input$ == "Not to mention an apology!") {
cutin "lhz_macu05",255;
mes "[Maku]";
mes "Me, apologize?!";
mes "He should be on his hands";
mes "and knees begging for my";
mes "frickin' forgiveness! That...";
mes "That selfish no-good stupid...";
mes "W-what else did he tell you?!";
next;
input .@input$;
if (.@input$ == "But who cares what you think?!") {
mes "[Maku]";
mes "''Who cares what I think?!''";
mes "GRRRAAAH~!! Who cares";
mes "what he thinks!! ^333333*Pant Pant*^000000";
mes "I'm gonna murderlize that";
mes "dumb creep! He can't possibly";
mes "make me angrier than I am now!";
next;
input .@input$;
if (.@input$ == "I'm so goddamn happy without you!") {
set friendship,5;
cutin "lhz_macu06",2;
mes "[Maku]";
mes "That's it.";
mes "It's decided. The";
mes "next time I see Digotz,";
mes "I'm gonna plaster his";
mes "face all over the floor.";
close2;
cutin "lhz_macu06",255;
end;
}
}
}
}
}
}
mes "[Maku]";
mes "Wha...? I dunno if Digotz";
mes "would say something like";
mes "that. You sure you heard";
mes "him carefully enough? It's";
mes "been a while, but I know";
mes "how Digotz talks, man.";
close2;
cutin "lhz_macu01",255;
end;
}
if (friendship == 3) {
cutin "lhz_macu03",2;
mes "[Maku]";
mes "Man, I need to blow off some";
mes "steam! Sure, me and Digotz";
mes "were buds before and maybe";
mes "we might seem like friends now,";
mes "but not anymore, though we used";
mes "to be closer than this. Argh!";
next;
mes "[Maku]";
mes "Don't get me wrong, I don't";
mes "miss the guy or anything like";
mes "that and I don't feel sorry about";
mes "what happened. But if he ever";
mes "came to apologize to me, I'd";
mes "probably accept, you know.";
next;
mes "[Maku]";
mes "Well, after thinking";
mes "about it, of course.";
mes "I mean, I'm not the one";
mes "holding a grudge. It's all";
mes "that guy's fault! Sheeeesh!";
close2;
cutin "lhz_macu03",255;
end;
}
if (friendship == 2) {
mes "[Maku]";
mes "Hey, what are you";
mes "doing back over here?";
mes "I thought I recommended";
mes "going over to check out";
mes "Uptown Lighthalzen. This";
mes "place is pretty run-down...";
next;
select("I actually met Digotz and...");
cutin "lhz_macu05",2;
mes "[Maku]";
mes "You what...?!";
mes "You saw my old pal,";
mes "Digotz?! Er, I mean,";
mes "Mister Alexander Digotz,";
mes "who usedta be my buddy,";
mes "but obviously not anymore.";
next;
cutin "lhz_macu05",255;
cutin "lhz_macu02",2;
mes "[Maku]";
mes "Sure, we were real close";
mes "at one time, but that was";
mes "too long ago. It's been a";
mes "long time since we hung";
mes "out and he probably hates";
mes "my penniless guts and...";
set friendship,3;
next;
mes "[Maku]";
mes "Crud, just listen to";
mes "me, I sound like a wuss.";
mes "I don't miss Digotz! In fact,";
mes "I hate the guy, one hundred";
mes "percent! The next time I see";
mes "him, I'll beat him to a pulp!";
close2;
cutin "lhz_macu02",255;
end;
}
if (friendship == 1) {
cutin "lhz_macu01",2;
mes "[Maku]";
mes "Hey, you're one of";
mes "those adventurers, eh?";
mes "Welcome to the ghetto.";
mes "Nothing too adventurous";
mes "here, but hey, you can";
mes "explore all you want.";
next;
mes "[Maku]";
mes "I don't know if you know,";
mes "but actually, the people who";
mes "live here ain't allowed to";
mes "explore this whole city. It's";
mes "kind of taboo to talk about,";
mes "but what do I care, right?";
next;
mes "[Maku]";
mes "Yeah, basically the rich";
mes "people here are too afraid";
mes "of the poor people comin' to";
mes "see them, so the security in";
mes "this city is pretty tight! Those";
mes "upper class guys are trash...";
next;
mes "[Maku]";
mes "I didn't used to think";
mes "this way. I actually used";
mes "to have a pretty rich friend";
mes "till I found out he's not all";
mes "I thought he was. That";
mes "moron! Why's he like that?!";
next;
mes "[Maku]";
mes "Eh, forget about it.";
mes "Why am I even talking";
mes "about my personal life";
mes "to someone I just met";
mes "anyway? Sure, we all";
mes "do it, but still...";
set friendship,1;
next;
mes "[Maku]";
mes "Well, when you get";
mes "bored of the ghetto,";
mes "you really oughta check";
mes "out the rich section of town.";
mes "I'm bitter, but I'll also admit";
mes "it's way nicer than this place.";
close2;
cutin "lhz_macu01",255;
end;
}
cutin "lhz_macu01",2;
mes "[Maku]";
mes "Hey, you're one of";
mes "those adventurers, eh?";
mes "Welcome to the ghetto.";
mes "Nothing too adventurous";
mes "here, but hey, you can";
mes "explore all you want.";
next;
mes "[Maku]";
mes "I don't know if you know,";
mes "but actually, the people who";
mes "live here ain't allowed to";
mes "explore this whole city. It's";
mes "kind of taboo to talk about,";
mes "but what do I care, right?";
next;
mes "[Maku]";
mes "Yeah, basically the rich";
mes "people here are too afraid";
mes "of the poor people comin' to";
mes "see them, so the security in";
mes "this city is pretty tight! Those";
mes "upper class guys are trash...";
next;
mes "[Maku]";
mes "I didn't used to think";
mes "this way. I actually used";
mes "to have a pretty rich friend";
mes "till I found out he's not all";
mes "I thought he was. That";
mes "moron! Why's he like that?!";
next;
mes "[Maku]";
mes "Eh, forget about it.";
mes "Why am I even talking";
mes "about my personal life";
mes "to someone I just met";
mes "anyway? Sure, we all";
mes "do it, but still...";
set friendship,1;
next;
mes "[Maku]";
mes "Well, when you get";
mes "bored of the ghetto,";
mes "you really oughta check";
mes "out the rich section of town.";
mes "I'm bitter, but I'll also admit";
mes "it's way nicer than this place.";
close2;
cutin "lhz_macu01",255;
cutin "lhz_macu02",255;
cutin "lhz_macu03",255;
cutin "lhz_macu04",255;
cutin "lhz_macu05",255;
cutin "lhz_macu06",255;
cutin "lhz_macu07",255;
end;
}
yuno_in04,107,14,5 script Student 754,{
if (friendship == 7 || friendship == 8) {
mes "[Joey Choryee]";
mes "This is a study area where";
mes "you're not supposed to speak,";
mes "walk or even breathe loudly.";
mes "Still, students like Benkaistein can tune out the whole world";
mes "when they study hard enough...";
next;
set friendship,8;
mes "[Joey Choryee]";
mes "Benkaistein...?";
mes "He's in the north part";
mes "of this room. He's a real";
mes "nice guy, but a little anal.";
mes "Well, he's too organized";
mes "and he labels everything!";
close;
}
mes "[Joey Choryee]";
mes "Property damage. Huh.";
mes "It has to do with lightning";
mes "and fire and water and stuff";
mes "like that? Here I thought it";
mes "meant, I dunno, buildings";
mes "getting wrecked or something.";
close;
}
yuno_in04,96,106,5 script Passionate Student 754,{
if ((MaxWeight-Weight) < 300 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
mes "Please come back after";
mes "using the Kafra Service";
mes "to store some of your items.^000000";
close;
}
if (friendship == 15) {
mes "[Benkaistein]";
mes "Were you able to bring";
mes "my journal to Digotz and";
mes "Maku? I'm pretty sure it'd";
mes "remind them of all the good";
mes "times we had. I know they";
mes "sure can be stubborn...";
next;
mes "[Benkaistein]";
mes "Anyway, I really";
mes "appreciate all your";
mes "help. When I go back";
mes "home, I look forward to";
mes "seeing the two of them again.";
next;
mes "[Benkaistein]";
mes "Until then, I need to research,";
mes "finish my thesis and accomplish";
mes "my academic goals. Oh, please";
mes "take this pass which will let you";
mes "go back and forth between the";
mes "rich and poor areas as my thanks.";
next;
set friendship,16;
if (BaseLevel > 90) {
getexp 700000,0;
}
else if (BaseLevel > 75) {
getexp 400000,0;
}
else {
getexp 200000,0;
}
getitem 7350,1; //Pass
mes "[Benkaistein]";
mes "Anyway, I wish you";
mes "safety in your travels,";
mes "adventurer. When the three";
mes "of us get together, I'll be";
mes "sure to let you know~";
close;
}
if ((friendship == 11 && countitem(7351) > 0)) {
mes "[Benkaistein]";
mes "Aw nuts, this is";
mes "taking much longer";
mes "than I had expected.";
mes "Now where did I put";
mes "that thing? Hmmmm...";
next;
mes "[Benkaistein]";
mes "Oh, is that it?";
mes "Did you find my";
mes "journal? Quick, let";
mes "me check. Yes, yes...";
mes "This is it! Thank you";
mes "for finding this for me!";
next;
mes "[Benkaistein]";
mes "Would you mind doing";
mes "a favor for me? It'd be";
mes "better if I talk to them";
mes "myself, but I'm too busy";
mes "working on this thesis...";
next;
mes "[Benkaistein]";
mes "Would you please give this";
mes "journal to Digotz and Maku?";
mes "I wrote in it when we were";
mes "really young, so it should";
mes "remind them of all the good";
mes "times we used to share.";
next;
set friendship,12;
mes "[Benkaistein]";
mes "Anyway, this should at";
mes "least help them realize";
mes "how stupid they've been";
mes "acting. Thanks in advance,";
mes "and please take care of";
mes "Maku and Digotz for me.";
close;
}
if ((friendship == 10 || friendship == 11)) {
mes "[Benkaistein]";
mes "Aw nuts, this is";
mes "taking much longer";
mes "than I had expected.";
mes "Now where did I put";
mes "that thing? Hmmmm...";
next;
mes "^3355FFPerhaps it would";
mes "be best if you help";
mes "Benkaistein look for";
mes "he is searching for.^000000";
close;
}
if (friendship == 9) {
mes "[Passionate Student]";
mes "Oh, you startled me!";
mes "Still, I'm aware that it's";
mes "hard to get my attention";
mes "once I immerse myself";
mes "in a book. So, how can";
mes "I help you, adventurer?";
next;
select("Tell him about Maku and Digotz.");
mes "[Benkaistein]";
mes "Oh, how are my friends";
mes "doing? Oh, what? They're";
mes "having a huge fight just";
mes "because one's rich and";
mes "the other one's poor?";
mes "That's pretty childish!";
next;
mes "[Benkaistein]";
mes "But then again, that's just";
mes "like them. *Sigh* I really want";
mes "to go back home and get those";
mes "two to make up, but I also need";
mes "to finish this thesis. Let's see... What can I possibly do from here?";
next;
set friendship,10;
mes "[Benkaistein]";
mes "Oh, I know what I can do!";
mes "Wait, but where did I put it?";
mes "Oh, how could I lose something";
mes "so important? Wait! Would you";
mes "please wait a second while";
mes "I look for something?";
close;
}
if (friendship == 8) {
mes "[Passionate Student]";
mes "Let's see, now.";
mes "Wind Magic, Black Magic,";
mes "Porings, ah, there it is.";
mes "Monster race properties.";
mes "Hopefully this contains";
mes "the information I need...";
next;
mes "^3355FFUpon briefly glancing at";
mes "this student's belongings,";
mes "you notice that the name";
mes "''Benkaistein'' is printed";
mes "on them. This is the friend";
mes "mentioned by Maku and Digotz!^000000";
next;
select("Excuse me...");
mes "["+ strcharinfo(0) +"]";
mes "Excuse me...";
mes "Benkaistein?";
next;
mes "[Passionate Student]";
mes "...The world of humans";
mes "and the world of demons,";
mes "yes, yes... No, what I'm";
mes "looking for is a reference";
mes "to the heavens or Asgard.";
mes "Hmm, this here might help...";
next;
select("Hey...");
mes "["+ strcharinfo(0) +"]";
mes "Hey...";
mes "Over here.";
mes "Benkaistein!";
next;
mes "[Passionate Student]";
mes "...Oh, now that's a very";
mes "interesting observation.";
mes "If I can incorporate that";
mes "into my thesis without too";
mes "much trouble, my standpoint";
mes "would look much more solid...";
next;
select("HEY YOU...!");
mes "["+ strcharinfo(0) +"]";
mes "HEY YOU...!";
mes "BENKAISTEIN~!";
next;
mes "[Passionate Student]";
mes "Oh, good heavens!";
mes "C-can't you keep";
mes "your voice down?";
mes "I-I'm trying to study!";
mes "No, wait. Have you been";
mes "calling me all this time?";
set friendship,9;
close;
}
mes "[Passionate Student]";
mes "Let's see, now.";
mes "Wind Magic, Black Magic,";
mes "Porings, ah, there it is.";
mes "Monster race properties.";
mes "Hopefully this contains";
mes "the information I need...";
next;
mes "^3355FFThis student seems to";
mes "be dilligently conducting";
mes "intensive research on some";
mes "academic subject. For now,";
mes "it would be best to leave him";
mes "alone so that he can study.^000000";
close;
}
yuno_in04,168,117,3 script Book#lhz 111,{
if (friendship == 11) {
mes "^3355FFThere's nothing";
mes "over here that you";
mes "really need anymore.^000000";
close;
}
if (friendship == 10) {
set friendship,11;
getitem 7351,1; //Friend's_Diary
mes "^3355FFThis book is labeled,";
mes "''Benkaistein's Journal";
mes "Vol. 6.'' This is probably";
mes "what Benkaistein was trying";
mes "to find, so it might be best to";
mes "bring this and show it to him.^000000";
close;
}
mes "^3355FFThere's nothing of";
mes "any real interest";
mes "over here for now.^000000";
close;
}
///Cursed Spirit Quest
lhz_dun01,147,106,0 script #kiz01-1 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
soundeffect "loli_ruri_stand.wav",0;
set lhz_curse,1;
setquest 2086;
}
else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,5);
sc_start SC_Curse,1000,0;
soundeffect "loli_ruri_stand.wav",0;
if (@lhz_ghost == 1) {
mes "[??????]";
mes "...................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "[??????]";
mes "...elp....help...";
close;
}
else if (@lhz_ghost == 4) {
mes "[??????]";
mes "...................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "[??????]";
mes "I...";
mes "I despise the living.";
close;
}
}
}
end;
}
lhz_dun01,239,135,0 duplicate(#kiz01-1) #kiz01-2 -1,3,3
lhz_dun01,66,212,0 duplicate(#kiz01-1) #kiz01-3 -1,3,3
lhz_dun01,225,198,0 duplicate(#kiz01-1) #kiz01-4 -1,3,3
lhz_dun02,244,229,0 script #kiz02-1 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
set lhz_curse,1;
setquest 2086;
}
else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,10);
sc_start SC_Curse,1000,0;
soundeffect "tao_gunka_stand.wav",0;
if (@lhz_ghost == 1) {
mes "[??????]";
mes "...................";
next;
soundeffect "tao_gunka_stand.wav",0;
mes "[??????]";
mes "...elp....help...";
close;
}
else if (@lhz_ghost == 4) {
mes "[??????]";
mes "...................";
next;
soundeffect "tao_gunka_stand.wav",0;
mes "[??????]";
mes "I...";
mes "I despise the living.";
close;
}
}
}
end;
}
lhz_dun02,60,298,0 duplicate(#kiz02-1) #kiz02-2 -1,3,3
lhz_dun02,267,278,0 duplicate(#kiz02-1) #kiz02-3 -1,3,3
lhz_dun02,94,199,0 duplicate(#kiz02-1) #kiz02-4 -1,3,3
lhz_dun03,244,51,0 script #kiz03-1 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
set lhz_curse,1;
setquest 2086;
}
else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,10);
sc_start SC_Curse,1000,0;
soundeffect "tao_gunka_stand.wav",0;
if (@lhz_ghost == 1) {
mes "[??????]";
mes "...................";
next;
soundeffect "tao_gunka_stand.wav",0;
mes "[??????]";
mes "...elp....help...";
close;
}
else if (@lhz_ghost == 4) {
mes "[??????]";
mes "...................";
next;
soundeffect "tao_gunka_stand.wav",0;
mes "[??????]";
mes "I...";
mes "I despise the living.";
close;
}
}
}
end;
}
lhz_dun03,123,191,0 duplicate(#kiz03-1) #kiz03-2 -1,3,3
lhz_dun03,74,140,0 duplicate(#kiz03-1) #kiz03-3 -1,3,3
lighthalzen,344,278,0 script #kiz03 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
sc_start SC_Curse,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
sc_start SC_Blind,60000,0;
mes "............";
next;
mes "[?????]";
mes "Honey, I'm sorry,";
mes "but I... We know how";
mes "hungry you are, but we";
mes "have nothing to feed you.";
next;
mes "[?????]";
mes "*Sniff* I know, I know,";
mes "but somehow, that tragic";
mes "truth eats away at me just";
mes "a little bit more everyday...";
next;
mes "[?????]";
mes "D-damn it...!";
mes "Why do we have";
mes "to live like this?!";
mes "It's like we're less";
mes "than animals. I hate this!";
next;
mes "............";
next;
mes "............";
next;
emotion e_what,1;
mes "["+strcharinfo(0)+"]";
mes "Those voices weren't";
mes "just in my head, were they?";
mes "Hello...? Anybody there...?";
close2;
sc_end SC_Blind;
sc_start SC_Curse,5000,0;
if (!lhz_spi01) set lhz_spi01,1;
}
}
end;
}
lhz_in03,178,22,0 script #kiz04 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
soundeffect "tao_gunka_stand.wav",0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
sc_start SC_Blind,60000,0;
mes "............";
next;
mes "[?????]";
mes "Hey, you won't";
mes "believe it! Rekenber";
mes "decided to hire us!";
next;
mes "[???????]";
mes "You sure that's so great?";
mes "Those big corporations";
mes "always take advantage";
mes "of the little guy. We're";
mes "probably gonna end up";
mes "slavin' away for our wages...";
next;
mes "[?????]";
mes "No, that's not the";
mes "case at all. I mean,";
mes "sure, we won't start off";
mes "with much responsibility,";
mes "but they'll pay us well!";
next;
mes "[?????]";
mes "Well, we do need to eat.";
mes "If they're true to their word,";
mes "that'll be even better!";
next;
mes "............";
next;
mes "............";
next;
mes "[???]";
mes "Waaaah!";
mes "Waaaaaaah~!";
next;
mes "[????]";
mes "Woman, shut this";
mes "baby up! Shut up, kid!";
next;
mes "[?????]";
mes "Honey, please...";
mes "He's just a baby!";
next;
mes "[????]";
mes "I don't care how";
mes "crummy this house is!";
mes "It's mine and I want quiet!";
next;
mes "............";
next;
mes "............";
next;
emotion e_what,1;
mes "["+strcharinfo(0)+"]";
mes "I'm hearing things";
mes "again! Where are all of";
mes "these voices coming from?";
close2;
soundeffect "tao_gunka_stand.wav",0;
sc_end SC_Blind;
sc_start SC_Curse,5000,0;
if (!lhz_spi02) set lhz_spi02,1;
}
}
end;
}
lighthalzen,295,227,0 script #kiz05 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
sc_start SC_Blind,60000,0;
mes "............";
next;
mes "[?????]";
mes "Mommy, why don't those";
mes "dirty people get new clothes?";
mes "Don't they know it's gross?";
mes "They're scaring me...";
next;
mes "[???????]";
mes "Honey, don't look at";
mes "them and hurry up!";
next;
mes "[????]";
mes "Please, do you have";
mes "any spare change? I...";
mes "I need something to eat...";
next;
mes "............";
next;
mes "............";
next;
mes "["+strcharinfo(0)+"]";
mes "This is...";
mes "This is insane!";
mes "I must be hallucinating!";
close2;
soundeffect "loli_ruri_stand.wav",0;
sc_end SC_Blind;
sc_start SC_Curse,3000,0;
if (!lhz_spi03) set lhz_spi03,1;
}
}
end;
}
lighthalzen,364,315,0 script #kiz06 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
sc_start SC_Blind,60000,0;
mes "............";
next;
mes "[?????]";
mes "Listen, I know you're";
mes "the newest hire, but you've";
mes "shown us a lot of potential.";
mes "I think you'd be a perfect";
mes "fit for this new position.";
next;
mes "[???????]";
mes "Are you really serious?";
next;
mes "[?????]";
mes "I'll tell it to you straight.";
mes "This new position will require";
mes "you to be away from home once";
mes "in a while, but that comes with";
mes "the new responsibilities.";
next;
mes "[?????]";
mes "But you'll receive";
mes "many new benefits that";
mes "I'm sure your family would";
mes "appreciate and you'll be";
mes "generously compensated.";
next;
mes "[???????]";
mes ".............";
next;
mes "[???????]";
mes "...Alright, I'm in.";
next;
mes "............";
next;
mes "............";
next;
mes "["+strcharinfo(0)+"]";
mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
sc_end SC_Blind;
sc_start SC_Curse,5000,0;
if (!lhz_spi04) set lhz_spi04,1;
}
}
end;
}
lhz_in01,113,150,0 script #kiz07 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
sc_start SC_Blind,60000,0;
mes "............";
next;
mes "[?????]";
mes "So, what exactly did you";
mes "want me to do? I'm sorry,";
mes "I wasn't able to gather my";
mes "actual job function from";
mes "the presentation...";
next;
mes "[???]";
mes "Hee hee hee~";
mes "Don't worry about it.";
mes "Just relax and stay";
mes "right where you are.";
next;
mes "[?????]";
mes "Mmm. Alright.";
mes "I just thought that I was";
mes "supposed to go somewhere,";
mes "that's all. Um, shouldn't";
mes "I be getting ready...?";
next;
mes "[???]";
mes "Oh, don't worry about";
mes "that, either. All of the";
mes "arrangements will be";
mes "taken care of. You'll";
mes "be taken to that far";
mes "off place very soon...";
next;
mes "............";
next;
mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
sc_end SC_Blind;
sc_start SC_Curse,3000,0;
if (!lhz_curse == 6) set lhz_curse,7;
}
}
end;
}
lhz_in01,272,227,0 script #kiz08 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
sc_start SC_Curse,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
sc_start SC_Blind,60000,0;
mes "............";
next;
mes "[????]";
mes "Oh, I'm so sorry to";
mes "hear that you want to";
mes "quit. Are you sure there";
mes "isn't anything we can do";
mes "to change your mind?";
next;
mes "[???]";
mes "Well, I'm thinking of";
mes "retiring early and just";
mes "spending more time";
mes "with my family. But I won't";
mes "ever talk about the company";
mes "or any of its, well, secrets.";
next;
mes "[????]";
mes "I really appreciate";
mes "your honesty and sincerity.";
mes "You've really done a great";
mes "job for us and I can't thank";
mes "you enough for your years of";
mes "dedication to this company.";
next;
mes "[???]";
mes "Thank you, sir.";
next;
mes "[????]";
mes "It would be a great loss";
mes "for this company to let you";
mes "go now. But I guess we have";
mes "no choice, since you've had";
mes "that horrible accident.";
next;
mes "[???]";
mes "Sir...?";
mes "Accident...?";
mes "I don't understand";
mes "what you're talking ab--";
next;
mes "[???]";
mes "N-no! Please...!";
mes "I didn't, I swear on";
mes "my life that I won't ever";
mes "say anything about this";
mes "place! I'm begging you,";
mes "for the love of god!";
next;
mes "[????]";
mes "Your life...?";
mes "Sorry, not good enough.";
mes "You should have known.";
next;
mes "[???]";
mes "Ssstop! I have chil--";
mes "MY LEEEEGS!! OH MY GOD";
mes "WHAT HAVE YOU DONE TO";
mes "MY LEGS?! HELP ME, OH MY G--";
next;
mes "............";
next;
mes "............";
close;
soundeffect "tao_gunka_stand.wav",0;
sc_end SC_Blind;
sc_start SC_Curse,3000,0;
if (lhz_curse == 11) set lhz_curse,12;
}
}
end;
}
lhz_in01,206,129,0 script #kiz09 -1,5,5,{
OnTouch_:
if (countitem(7345) > 0) {
if (lhz_curse == 12) {
mes "............";
next;
mes "............";
soundeffect "loli_ruri_stand.wav",0;
sc_start SC_Curse,1000,0;
close2;
warp "lhz_que01",26,27;
}
else if (((lhz_curse > 0) && (lhz_curse < 12)) && ((lhz_curse > 12) && (lhz_curse < 26))) {
sc_start SC_Curse,1000,0;
}
}
end;
}
lhz_que01,21,31,5 script #li_Varmunt 755,{
if (countitem(7345) > 0) {
if (lhz_curse == 12) {
mes "[??]";
mes "Doctor Varmunt,";
mes "you've finally agreed";
mes "to join us. Welcome!";
next;
emotion e_swt,"#li_Varmunt";
mes "[Varmunt]";
mes "Well, I don't know if I agree";
mes "with this company's policies,";
mes "but the project you're offering";
mes "seems to be an opportunity that";
mes "comes once in a lifetime, so...";
next;
emotion e_no1,"#li_researcher";
mes "[??]";
mes "To be honest, this project";
mes "can only be a success with";
mes "your cooperation. We need";
mes "your genius and will provide";
mes "whatever you require.";
next;
mes "[Varmunt]";
mes "I'm flattered.";
mes "And of course, I'll";
mes "do my best. It's just";
mes "that this deal sounds";
mes "too good to be true...";
next;
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "...................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes ".....................";
next;
mes ".......................";
next;
mes "[??]";
mes "Amazing. You've accomplished";
mes "what most have thought to be";
mes "impossible ahead of schedule.";
mes "An imitation of Ymir's Heart!";
mes "This will surely spur Airship";
mes "and Guardian development~!";
next;
mes "[Varmunt]";
mes "I still don't believe that";
mes "were able to do it. This is";
mes "a huge leap for science, even";
mes "if this imitation isn't as powerful as the real Ymir's Heart.";
next;
mes "[??]";
mes "Come, we must celebrate!";
mes "Let's go outside and have";
mes "a toast in your honor! Ha ha~";
next;
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "....................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "......................";
next;
mes "[??]";
mes "But why, Doctor Varmunt?";
mes "If you're unhappy with the";
mes "Rekenber Corporation for";
mes "any reason whatsoever...";
next;
mes "[Varmunt]";
mes "Well, I don't really";
mes "have a reason to remain";
mes "now that we've accomplished";
mes "what I've agreed to do. It's time for me to return and work on";
mes "my personal research.";
next;
mes "[??]";
mes "Please, Doctor Varmunt,";
mes "reconsider! You may have";
mes "full use of our facilities to";
mes "conduct your research. I'm";
mes "willing to make you an offer.";
next;
mes "[Varmunt]";
mes "No, I can't...";
mes "If I continue to work";
mes "here, I'm afraid I might";
mes "make a lot of people";
mes "unhappy. But, thank";
mes "you for everything.";
next;
mes "[??]";
mes "Wait...";
mes "Doctor Varmunt.";
mes "You forgot your cane.";
next;
mes "[Varmunt]";
mes "Since when have you";
mes "seen me use a cane?";
mes "And even if I did,";
mes "that one isn't mi--";
next;
mes "...";
next;
mes "...";
mes "......";
next;
mes "...";
mes "......";
mes ".........";
set lhz_curse,13;
close2;
warp "lhz_in01",206,129;
end;
}
else {
warp "lhz_in01",206,129;
}
}
else {
warp "lhz_in01",206,129;
}
end;
}
lhz_que01,29,24,3 script #li_researcher 754,{
if (countitem(7345) > 0) {
if (lhz_curse == 12) {
mes "Doctor Varmunt,";
mes "you've finally agreed";
mes "to join us. Welcome!";
next;
emotion e_swt,"#li_Varmunt";
mes "[Varmunt]";
mes "Well, I don't know if I agree";
mes "with this company's policies,";
mes "but the project you're offering";
mes "seems to be an opportunity that";
mes "comes once in a lifetime, so...";
next;
emotion e_no1,"#li_researcher";
mes "[??]";
mes "To be honest, this project";
mes "can only be a success with";
mes "your cooperation. We need";
mes "your genius and will provide";
mes "whatever you require.";
next;
mes "[Varmunt]";
mes "I'm flattered.";
mes "And of course, I'll";
mes "do my best. It's just";
mes "that this deal sounds";
mes "too good to be true...";
next;
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "...................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes ".....................";
next;
mes ".......................";
next;
mes "[??]";
mes "Amazing. You've accomplished";
mes "what most have thought to be";
mes "impossible ahead of schedule.";
mes "An imitation of Ymir's Heart!";
mes "This will surely spur Airship";
mes "and Guardian development~!";
next;
mes "[Varmunt]";
mes "I still don't believe that";
mes "were able to do it. This is";
mes "a huge leap for science, even";
mes "if this imitation isn't as powerful as the real Ymir's Heart.";
next;
mes "[??]";
mes "Come, we must celebrate!";
mes "Let's go outside and have";
mes "a toast in your honor! Ha ha~";
next;
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
mes ".................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "....................";
next;
soundeffect "loli_ruri_stand.wav",0;
mes "......................";
next;
mes "[??]";
mes "But why, Doctor Varmunt?";
mes "If you're unhappy with the";
mes "Rekenber Corporation for";
mes "any reason whatsoever...";
next;
mes "[Varmunt]";
mes "Well, I don't really";
mes "have a reason to remain";
mes "now that we've accomplished";
mes "what I've agreed to do. It's time for me to return and work on";
mes "my personal research.";
next;
mes "[??]";
mes "Please, Doctor Varmunt,";
mes "reconsider! You may have";
mes "full use of our facilities to";
mes "conduct your research. I'm";
mes "willing to make you an offer.";
next;
mes "[Varmunt]";
mes "No, I can't...";
mes "If I continue to work";
mes "here, I'm afraid I might";
mes "make a lot of people";
mes "unhappy. But, thank";
mes "you for everything.";
next;
mes "[??]";
mes "Wait...";
mes "Doctor Varmunt.";
mes "You forgot your cane.";
next;
mes "[Varmunt]";
mes "Since when have you";
mes "seen me use a cane?";
mes "And even if I did,";
mes "that one isn't mi--";
next;
mes "...";
next;
mes "...";
mes "......";
next;
mes "...";
mes "......";
mes ".........";
set lhz_curse,13;
close2;
warp "lhz_in01",206,129;
end;
}
else {
warp "lhz_in01",206,129;
}
}
else {
warp "lhz_in01",206,129;
}
end;
}
lhz_in01,282,166,0 script #kiz10 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0) {
if (lhz_curse == 16) {
if (checkweight(1201,1) == 1) {
mes "^3355FFThere's something on";
mes "the floor, but you can't";
mes "really take a good look at";
mes "what it is right now. Perhaps";
mes "if you freed up more space";
mes "in your inventory...";
close;
}
mes "...";
mes "......";
next;
mes "...";
mes "......";
mes ".........";
soundeffect "loli_ruri_stand.wav",0;
sc_start SC_Curse,1000,0;
close2;
warp "lhz_que01",98,59;
end;
}
else if (((lhz_curse > 0) && (lhz_curse < 16)) && ((lhz_curse > 16) && (lhz_curse < 26))) {
sc_start SC_Curse,1000,0;
}
}
end;
}
lhz_que01,99,74,5 script #li_Man 48,{
if (lhz_curse == 16) {
mes "[???]";
mes "It's over.";
mes "I really want";
mes "to quit. This is";
mes "the end for me.";
next;
mes "[Peco Peco]";
mes "^3131FFThis is the end!";
mes "This is the end!^000000";
next;
mes "[???]";
mes "He was right to say that";
mes "we'd be paid well, but going";
mes "through this much torture isn't";
mes "worth any sum of money in the";
mes "world to me. *Sigh* Money...";
next;
mes "[???]";
mes "She must be so worried";
mes "about me by now. And her";
mes "health is so bad. I'm such";
mes "a fool for leaving her behind.";
next;
mes "[Peco Peco]";
mes "Such a fool!";
mes "Such a fool!";
mes "*Squaaawk~*";
next;
mes "[???]";
mes "Damn it!";
mes "Shut up, you stupid bird!";
mes "Be quiet for just a minute!";
next;
mes "[Peco Peco]";
mes "*Squaaaawk!*";
mes "Death Penalty!";
mes "Death Penalty!";
next;
mes "[???]";
mes "Death penalty?";
mes "Where'd you learn";
mes "to say something weird";
mes "like that? Huh. That's...";
next;
mes "..............";
next;
mes ".................";
next;
mes "....................";
next;
mes "......................";
next;
mes "[???]";
mes "I'm the only one still";
mes "in this room. Everyone";
mes "else left and never came";
mes "back. If they were... And";
mes "I were to go out... Then...";
mes "Maybe I better not leave.";
next;
mes "[???]";
mes "If I could only give";
mes "this pendant back to";
mes "her, she wouldn't have";
mes "to worry about me that";
mes "much. But I might not";
mes "be able to get back...";
next;
mes "[???]";
mes "........";
next;
mes "[?????]";
mes "Hey there, been";
mes "waiting long? It's";
mes "time for you to finish";
mes "up your contract.";
next;
mes "[???]";
mes "Finish up my...?";
mes "N-no! I've decided!";
mes "I'm not leaving this room!";
next;
mes "[?????]";
mes "Hey hey, what the hell";
mes "are you talking about?";
mes "You came here to work,";
mes "didn't you? And now it's";
mes "time for you to collect, so...";
next;
mes "[???]";
mes "N-no, l-let go of me!";
mes "Please let me go!";
mes "I want to see her again,";
mes "please let me see her...!";
next;
mes "...";
mes "......";
next;
mes "...";
mes "......";
mes ".........";
next;
mes "^3355FF*Clink*^000000";
next;
mes "[??]";
mes "Hm? Who the hell";
mes "brought in this cheap";
mes "jewery? Someone must";
mes "have forgotten to throw";
mes "away their trash...";
next;
mes "[????]";
mes "Yeah, it's just a";
mes "cheap trinket. That";
mes "pendant isn't even";
mes "worth picking up.";
next;
mes "^3131FFYou pick up an old";
mes "pendant from the ground.";
mes "No matter how hard you try,";
mes "you can't open its clasp to see";
mes "what this pendant contains.^000000";
set lhz_curse,17;
changequest 2090,2091;
getitem 7341,1; //Worn_Out_Pendant
close2;
warp "lhz_in01",278,162;
}
else {
warp "lhz_in01",278,162;
}
end;
}
lhz_que01,90,71,5 script #li_bird 1019,3,3,{
mes "[Peco Peco]";
mes "You're a fool!";
mes "You're a fool!";
mes "You're a fool!";
close;
OnTouch_:
mes "[Peco Peco]";
mes "You're a fool!";
mes "You're a fool!";
mes "You're a fool!";
close;
}
lighthalzen,346,263,3 script Elder#lhz 846,{
if (countitem(7345) > 0) {
if ((lhz_curse == 1) && (lhz_spi01 == 1) && (lhz_spi02 == 1) && (lhz_spi03 == 1) && (lhz_spi04 == 1)) {
mes "[Elder]";
mes "No wonder you look";
mes "so weary. Come, let";
mes "me help relieve you";
mes "of the burden that";
mes "you are carrying.";
next;
switch(select("Um, burden...?:Crazy old woman!")) {
case 1:
mes "[Elder]";
mes "Ah yes, they may not";
mes "be apparent to you, but";
mes "my eyes can clearly see";
mes "them. Yes. You're being";
mes "followed by those things.";
next;
select("Things?");
mes "[Elder]";
mes "Yes. The best way I can";
mes "describe them is as evil";
mes "thoughts left in the world";
mes "when someone dies in";
mes "such a way that his grudge";
mes "survives to menace the living.";
next;
mes "[Elder]";
mes "Sometimes, these lingering";
mes "thoughts are created when";
mes "someone is broken hearted";
mes "or clings to this plane for the";
mes "sake of a loved one. Yes, those";
mes "thoughts are following you.";
next;
mes "[Elder]";
mes "I don't know why they";
mes "are following you, but I'm";
mes "certain they're there. Have";
mes "you been experiencing chills";
mes "down your spine, cold sweats,";
mes "maybe even hearing voices?";
soundeffect "loli_ruri_stand.wav",0;
sc_start SC_Curse,5000,0;
next;
select("Yes! How do I get rid of them?");
mes "[Elder]";
mes "Well, usually these lingering";
mes "thoughts have some sort of";
mes "physical anchor, an object";
mes "that has feelings attached";
mes "to it, something important";
mes "to its late owner.";
next;
mes "[Elder]";
mes "The rage they're directing";
mes "at you seems to be growing";
mes "and I can see the angry spirits";
mes "pulling at the hems of your";
mes "clothes. Tell me, have you";
mes "wronged anyone recently?!";
next;
select("I don't... think so.:I can't remember every bad thing I've done!");
mes "[Elder]";
mes "Well, you better do";
mes "something soon, before";
mes "the evil taints your mind";
mes "and drives you to insanity!";
mes "Now, I need to know for sure";
mes "if you've been hearing voices.";
next;
select("Y-yes, I have.");
mes "[Elder]";
mes "There's still hope.";
mes "The spirits are trying";
mes "to reach you for now, but";
mes "if you wait too long, you may";
mes "become a victim of their wrath.";
mes "Hurry, there is much to do!";
next;
mes "[Elder]";
mes "You must appease these";
mes "forces by finding out what";
mes "happened to them in life.";
mes "Now, I don't possess great";
mes "power, but I can encourage";
mes "the spirits to guide you.";
next;
mes "[Elder]";
mes "I can only have the spirits";
mes "reveal the places they wish";
mes "for you to search only once.";
mes "You must remember the";
mes "locations that I am about";
mes "to show you. Get ready...";
specialeffect2 EF_SIGHT;
next;
mes "[Elder]";
mes "Yaaaaappp ---!";
specialeffect2 EF_SIGHTRASHER;
specialeffect2 EF_VOLCANO;
specialeffect2 EF_MAPPILLAR;
next;
mes "[Elder]";
mes "There! The locations";
mes "you must search should";
mes "be clear to you now! Don't";
mes "forget these placemarks!";
viewpoint 1,104,282,1,0xFF99FF33;
viewpoint 1,105,282,2,0xFF99FF33;
viewpoint 1,104,281,3,0xFF99FF33;
viewpoint 1,105,281,4,0xFF99FF33;
next;
mes "[Elder]";
mes "Good luck, youngster.";
mes "I hope you can appease";
mes "the wrath of these spirits...";
mes "But as long as you let them guide you, you ought to be safe.";
set lhz_curse,6;
changequest 2086,2087;
close;
case 2:
mes "[Elder]";
mes "Crazy...? Hm, you must";
mes "not quite understand what's";
mes "happening to you. Please do";
mes "not hesitate to come back to";
mes "me when you realize that you";
mes "need my help, youngster.";
close;
}
}
else if ((lhz_curse > 5) && (lhz_curse < 17)) {
mes "[Elder]";
mes "I'm sorry, but there's";
mes "nothing more I can do for";
mes "you right now. But if you";
mes "find anything related to the";
mes "spirits that torment you,";
mes "please let me know.";
close;
}
else if (lhz_curse == 17) {
if (countitem(7341) > 0) {
mes "[Elder]";
mes "Greetings, adventurer.";
mes "How goes your search for";
mes "the remains of the spirits";
mes "that still cling to this plane?";
next;
switch(select("Show him the Pendant.:Cancel")) {
case 1:
mes "[Elder]";
mes "Oh my... There are some";
mes "incredibly powerful emotions";
mes "clinging to this pendant. If we";
mes "don't do anything about this,";
mes "you'll be cursed very soon.";
mes "This is what you must do.";
next;
mes "[Elder]";
mes "Hurry and bring";
mes "^3131FF5 Holy Water^000000 and";
mes "^3131FF1 Bouquet^000000. The Holy Water";
mes "will purify this Pendant and";
mes "the Bouquet will comfort";
mes "the spirit of its owner.";
next;
mes "[Elder]";
mes "You don't have much";
mes "time, so return to me";
mes "as soon as possible!";
mes "It won't be long until";
mes "the spirits are consumed";
mes "by their supernatural rage...";
set lhz_curse,18;
changequest 2091,2092;
close;
case 2:
close;
}
}
else {
mes "[Elder]";
mes "Greetings, adventurer.";
mes "How goes your search for";
mes "the remains of the spirits";
mes "that still cling to this plane?";
next;
mes "[Elder]";
mes "Wait...";
mes "Why do I sense";
mes "that you've found";
mes "something, but have";
mes "not brought it with you?";
mes "You must retrace your steps!";
close;
}
}
else if (lhz_curse == 18) {
if ((countitem(523) > 4) && (countitem(744) > 0) && (countitem(7341) > 0)) {
mes "[Elder]";
mes "Good, good.";
mes "All is in readiness.";
mes "Please be silent as";
mes "I focus my spirit for the";
mes "great task before me.";
next;
mes "[Elder]";
mes "...";
mes "......";
mes ".........";
mes "Hooooooo...";
specialeffect2 EF_BENEDICTIO;
next;
mes "[Elder]";
mes "Yaaaaapp ---!";
specialeffect2 EF_ASPERSIO;
next;
mes "[Elder]";
mes "Whew! I've managed";
mes "to nullify this curse for you.";
mes "That still doesn't change the";
mes "fact that what happened to this";
mes "pendant's owner was tragic...";
next;
mes "[Elder]";
mes "Why don't you bring";
mes "this pendant to the place";
mes "where it really belongs?";
mes "I'm sure that would bring";
mes "great comfort to its owner.";
next;
mes "^3355FFSuddenly, the clasp on";
mes "the pendant pops open,";
mes "revealing a picture of a happy";
mes "couple. Somehow, the girl in";
mes "the picture, sitting uncomfortably^FFFFFF^3355FF in an old chair, looks familiar...^000000";
set lhz_curse,19;
changequest 2092,2093;
delitem 523,5; //Holy_Water
delitem 744,1; //Bunch_Of_Flowers
close;
}
else {
mes "[Elder]";
mes "Hurry and bring";
mes "^3131FF5 Holy Water^000000 and";
mes "^3131FF1 Bouquet^000000 in order";
mes "for me to nullify this";
mes "curse. Do not forget to";
mes "bring the Pendant as well.";
close;
}
}
else {
mes "[Elder]";
mes "Predators are always";
mes "on the lookout for easy";
mes "prey. Be careful, youngster!";
mes "You look innocent enough";
mes "to become a victim in the city.";
next;
switch(select("About Lighthalzen:About the Slum:????")) {
case 1:
mes "[Elder]";
mes "Lighthalzen might seem";
mes "like a splendid city at first,";
mes "but you'll quickly learn that";
mes "the poor are segregated from";
mes "the rich and treated as less";
mes "than second class citizens.";
next;
mes "[Elder]";
mes "At first, separation between";
mes "the rich and poor districts was";
mes "subtly enforced. They built the";
mes "railroad right between the two";
mes "districts to make it easier for";
mes "the rich to ignore the poor.";
next;
mes "[Elder]";
mes "But now they even have";
mes "guards to make sure that";
mes "the poor can't bother the";
mes "rich. I'm pretty sure that";
mes "this segregation won't be";
mes "ending anytime soon...";
next;
mes "[Elder]";
mes "Now, I've heard that the";
mes "Rekenber Corporation is";
mes "actually providing jobs for";
mes "people in the slums. Beggars";
mes "can't be choosers, so I'm sure";
mes "these jobs aren't that great.";
close;
case 2:
mes "[Elder]";
mes "To live in the slum is to";
mes "be familiar with poverty,";
mes "disease, condemnation";
mes "and contempt. But we're all";
mes "still people, you know, so let";
mes "go of any of your misgivings.";
next;
mes "[Elder]";
mes "We're struggling just";
mes "to survive here. At the";
mes "very least, please respect";
mes "that. It's a fact that the";
mes "people in the rich district";
mes "seem to keep forgetting.";
close;
case 3:
mes "[Elder]";
mes "Well, if you need any";
mes "help around here or have";
mes "any questions, come back";
mes "and ask me. I get the feeling";
mes "that we'll probably meet again.";
close;
}
}
}
else {
if (lhz_curse < 1) {
mes "[Elder]";
mes "Predators are always";
mes "on the lookout for easy";
mes "prey. Be careful, youngster!";
mes "You look innocent enough";
mes "to become a victim in the city.";
next;
switch(select("About Lighthalzen:About the Slum:????")) {
case 1:
mes "[Elder]";
mes "Lighthalzen might seem";
mes "like a splendid city at first,";
mes "but you'll quickly learn that";
mes "the poor are segregated from";
mes "the rich and treated as less";
mes "than second class citizens.";
next;
mes "[Elder]";
mes "At first, separation between";
mes "the rich and poor districts was";
mes "subtly enforced. They built the";
mes "railroad right between the two";
mes "districts to make it easier for";
mes "the rich to ignore the poor.";
next;
mes "[Elder]";
mes "But now they even have";
mes "guards to make sure that";
mes "the poor can't bother the";
mes "rich. I'm pretty sure that";
mes "this segregation won't be";
mes "ending anytime soon...";
next;
mes "[Elder]";
mes "Now, I've heard that the";
mes "Rekenber Corporation is";
mes "actually providing jobs for";
mes "people in the slums. Beggars";
mes "can't be choosers, so I'm sure";
mes "these jobs aren't that great.";
close;
case 2:
mes "[Elder]";
mes "To live in the slum is to";
mes "be familiar with poverty,";
mes "disease, condemnation";
mes "and contempt. But we're all";
mes "still people, you know, so let";
mes "go of any of your misgivings.";
next;
mes "[Elder]";
mes "We're struggling just";
mes "to survive here. At the";
mes "very least, please respect";
mes "that. It's a fact that the";
mes "people in the rich district";
mes "seem to keep forgetting.";
close;
case 3:
mes "[Elder]";
mes "Well, if you need any";
mes "help around here or have";
mes "any questions, come back";
mes "and ask me. I get the feeling";
mes "that we'll probably meet again.";
close;
}
}
else {
mes "[Elder]";
mes "Predators are always";
mes "on the lookout for easy";
mes "prey. Be careful, youngster!";
mes "You look innocent enough";
mes "to become a victim in the city.";
next;
switch(select("About Lighthalzen:About the Slum:????")) {
case 1:
mes "[Elder]";
mes "Lighthalzen might seem";
mes "like a splendid city at first,";
mes "but you'll quickly learn that";
mes "the poor are segregated from";
mes "the rich and treated as less";
mes "than second class citizens.";
next;
mes "[Elder]";
mes "At first, separation between";
mes "the rich and poor districts was";
mes "subtly enforced. They built the";
mes "railroad right between the two";
mes "districts to make it easier for";
mes "the rich to ignore the poor.";
next;
mes "[Elder]";
mes "But now they even have";
mes "guards to make sure that";
mes "the poor can't bother the";
mes "rich. I'm pretty sure that";
mes "this segregation won't be";
mes "ending anytime soon...";
next;
mes "[Elder]";
mes "Now, I've heard that the";
mes "Rekenber Corporation is";
mes "actually providing jobs for";
mes "people in the slums. Beggars";
mes "can't be choosers, so I'm sure";
mes "these jobs aren't that great.";
close;
case 2:
mes "[Elder]";
mes "To live in the slum is to";
mes "be familiar with poverty,";
mes "disease, condemnation";
mes "and contempt. But we're all";
mes "still people, you know, so let";
mes "go of any of your misgivings.";
next;
mes "[Elder]";
mes "We're struggling just";
mes "to survive here. At the";
mes "very least, please respect";
mes "that. It's a fact that the";
mes "people in the rich district";
mes "seem to keep forgetting.";
close;
case 3:
mes "[Elder]";
mes "Well, if you need any";
mes "help around here or have";
mes "any questions, come back";
mes "and ask me. I get the feeling";
mes "that we'll probably meet again.";
close;
}
}
}
}
lhz_in03,32,162,3 script Crippled Girl#li_tre 53,{
if (lhz_curse == 23) {
if (countitem(7341) > 0) {
mes "["+strcharinfo(0)+"]";
mes "Hey there, are";
mes "you feeling alright?";
next;
mes "[Crippled Girl]";
mes "Oh, thanks,";
mes "I'm fine. But...";
mes "Have we met before?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yeah, we did.";
mes "You should know who";
mes "I am by now. Hey, you";
mes "didn't forget, did you?";
next;
mes "[Lady]";
mes "Oh, how do I put this?";
mes "The fever she had for the";
mes "last few days. She's gotten";
mes "better, but she's forgotten";
mes "everything that's happened";
mes "in the past few weeks...";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh... Oh. I'm so";
mes "sorry. But maybe this";
mes "is for the best? Here,";
mes "I think you should keep";
mes "this pendant, though.";
next;
mes "^3131ffYou place the";
mes "old pendant";
mes "into her hands.^000000";
next;
specialeffect2 EF_FORESTLIGHT4;
mes "...............";
next;
mes "["+strcharinfo(0)+"]";
mes "...";
mes "......";
next;
mes "[Possessed "+strcharinfo(0)+"]";
mes "^3131FFSetsu, please remember";
mes "that I'd never do anything";
mes "to hurt you. Forgive me for";
mes "leaving you behind. I hope";
mes "that one day we'll meet";
mes "again, little princess.^000000";
next;
mes "[Possessed "+strcharinfo(0)+"]";
mes "^3131FFUntil then, I want";
mes "you to be happy, okay?";
mes "Your brother's always";
mes "gonna be looking out for";
mes "you, one way or another...^000000";
next;
mes "[Setsu]";
mes "My brother's...";
mes "That's my brother's";
mes "voice! Brother!";
next;
mes "["+strcharinfo(0)+"]";
mes "Eh? What? Whoa...";
mes "What came over me?";
mes "The last thing I reme--";
next;
mes "[Setsu]";
mes "...";
mes "......";
next;
mes "["+strcharinfo(0)+"]";
mes "Well...";
mes "This is awkward.";
delitem 7341,1; //Worn_Out_Pendant
set lhz_curse,24;
close;
}
else {
mes "["+strcharinfo(0)+"]";
mes "Hey there, are";
mes "you feeling alright?";
next;
mes "[Crippled Girl]";
mes "Oh, thanks,";
mes "I'm fine. But...";
mes "Have we met before?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yeah, we did.";
mes "You should know who";
mes "I am by now. Hey, you";
mes "didn't forget, did you?";
next;
mes "[Lady]";
mes "Oh, how do I put this?";
mes "The fever she had for the";
mes "last few days. She's gotten";
mes "better, but she's forgotten";
mes "everything that's happened";
mes "in the past few weeks...";
next;
mes "^3131ffThis would be a good";
mes "opportunity to give her the...^000000";
close;
}
}
else if (lhz_curse == 24) {
mes "[Setsu]";
mes "...";
mes "......";
close;
}
else if (lhz_curse == 25) {
mes "[Setsu]";
mes "Excuse me, I can't still";
mes "walk but I don't cry";
mes "anymore. I'm doing my best!";
close;
}
else {
mes "[Crippled Girl]";
mes "...";
mes "......";
mes "*Sigh...*";
next;
select("Hello, how are you?");
mes "[Crippled Girl]";
mes "Oh, I'm fine,";
mes "thanks for asking.";
mes "I'm just waiting for";
mes "somebody, that's all.";
if (lhz_curse == 19) {
next;
switch(select("Show her the Pendant.:Okay, have a good day.")) {
case 1:
break;
case 2:
mes "[Crippled Girl]";
mes "Okay,";
mes "bye-bye...";
close;
}
mes "["+strcharinfo(0)+"]";
mes "Um, would you have";
mes "any idea who might";
mes "have owned this pendant?";
next;
if (countitem(7341) < 1) {
mes "[Crippled Girl]";
mes "What are you talking about?";
close;
}
emotion e_gasp,"Crippled Girl#li_tre";
mes "[Crippled Girl]";
mes "Oh, that's mine!";
mes "I gave it to my big brother";
mes "before he went away on some";
mes "sort of business trip. You must";
mes "be his friend, is that right?";
next;
mes "["+strcharinfo(0)+"]";
mes "Actually, um,";
mes "you know what...?";
next;
switch(select("Brutal Truth:Break it to her gently")) {
case 1:
mes "...";
mes "......";
next;
mes "["+strcharinfo(0)+"]";
mes "...So basically, your";
mes "brother's @lhz_ghost, oh right,";
mes "did I mention he was dead?";
mes "Anyway, so he's not alive";
mes "anymore, but his spirit or";
mes "whatever is still around and--";
next;
mes "[Crippled Girl]";
mes "...";
mes "......";
next;
mes "[Crippled Girl]";
mes "...Dead?";
mes "No! I don't believe you!";
mes "He can't die! He was the";
mes "bravest and the sweetest";
mes "and the-- Leave me alone!";
mes "Oh god, get the hell away!";
next;
mes "["+strcharinfo(0)+"]";
mes "...";
mes "......";
mes "Sheesh.";
mes "Don't kill the";
mes "messenger.";
set lhz_curse,20;
close2;
warp "lighthalzen",322,323;
end;
case 2:
if (countitem(7341) > 0) {
mes "[Crippled Girl]";
mes "Did you meet my";
mes "big brother...?";
next;
mes "[Crippled Girl]";
mes "My brother is a strong";
mes "person, and I should be";
mes "happy of that, because";
mes "nothing could happen";
mes "to him.";
next;
mes "["+strcharinfo(0)+"]";
mes "Um... yes. So...";
next;
mes "["+strcharinfo(0)+"]";
mes "Sure, your big brother must be happy.";
mes "He'll come back sometime.";
mes "You should sleep to be healthy";
mes "once your brother returns.";
next;
mes "[Crippled Girl]";
mes "Yes! I must be okay";
mes "and be able to walk when my";
mes "brother come.";
next;
mes "^3131ffYou place the";
mes "old pendant";
mes "into her hands.^000000";
next;
specialeffect2 EF_FORESTLIGHT4;
mes "......";
next;
mes "["+strcharinfo(0)+"]";
mes "...............";
next;
mes "[Possessed "+strcharinfo(0)+"]";
mes "^3131FFSetsu, please remember";
mes "that I'd never do anything";
mes "to hurt you. Forgive me for";
mes "leaving you behind. I hope";
mes "that one day we'll meet";
mes "again, little princess.^000000";
next;
mes "[Possessed "+strcharinfo(0)+"]";
mes "^3131FFUntil then, I want";
mes "you to be happy, okay?";
mes "Your brother's always";
mes "gonna be looking out for";
mes "you, one way or another...^000000";
next;
mes "[Setsu]";
mes "My brother's...";
mes "That's my brother's";
mes "voice! Brother!";
next;
mes "["+strcharinfo(0)+"]";
mes "Eh? What? Whoa...";
mes "What came over me?";
mes "The last thing I reme--";
next;
mes "^FF0000Tears fall from the";
mes "girl's face, then you...^000000";
next;
switch(select("Distract her:Comfort her")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "Oh, all of this was a play...";
mes "Y-yes a play, I was practising.";
mes "Ha ha~ Is it okay, isn't it?";
next;
mes "[Setsu]";
mes "Oh, you surprised me!";
mes "Even though I didn't think";
mes "it was really my brother, you know?";
next;
mes "["+strcharinfo(0)+"]";
mes "Excuse me...";
next;
mes "[Setsu]";
mes "I'll do my best!";
mes "I must be okay when my brother return.";
mes "He'll be very proud of me.";
mes "Heh heh~";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes, I'm sure of that.";
delitem 7341,1; //Worn_Out_Pendant
set lhz_curse,25;
close;
case 2:
mes "["+strcharinfo(0)+"]";
mes "Crying have no use!";
mes "You're a very pretty";
mes "girl to be ruining your";
mes "face with useless tears.";
next;
mes "[Setsu]";
mes "............";
next;
mes "["+strcharinfo(0)+"]";
mes "You should do your best";
mes "to be healthy for the time";
mes "your big brother return.";
next;
mes "[Setsu]";
mes "Yes...";
next;
mes "["+strcharinfo(0)+"]";
mes "Listen, when your brother";
mes "return you'll celebrate in";
mes "a beautiful place.";
next;
mes "[Setsu]";
mes "Really?";
mes "It's a promise then! Heh heh~";
next;
mes "["+strcharinfo(0)+"]";
mes "I hope it'll be soon!";
mes "When I return I want you to be";
mes "able to walk. See you soon, then!";
next;
mes "[Setsu]";
mes "I'll try hard!";
delitem 7341,1; //Worn_Out_Pendant
set lhz_curse,25;
close;
}
}
else {
mes "[Crippled Girl]";
mes "Did you meet my";
mes "big brother...?";
next;
mes "[Crippled Girl]";
mes "My brother is a strong";
mes "person, and I should be";
mes "happy of that, because";
mes "nothing could happen";
mes "to him.";
next;
mes "["+strcharinfo(0)+"]";
mes "Um... yes. So...";
next;
mes "["+strcharinfo(0)+"]";
mes "Sure, your big brother must be happy.";
mes "He'll come back sometime.";
mes "You should sleep to be healthy";
mes "once your brother returns.";
next;
mes "[Crippled Girl]";
mes "Yes! I must be okay";
mes "and be able to walk when my";
mes "brother come.";
close;
}
}
}
close;
}
}
lighthalzen,324,322,0 script #li_door 45,2,2,{
OnTouch_:
if ((lhz_curse > 19) && (lhz_curse < 23)) {
mes "^3355FFThe door is locked.^000000";
set lhz_curse,lhz_curse+1;
close;
}
else if (lhz_curse > 23) {
mes "^3355FFThe door is locked.^000000";
next;
mes "[Citizen]";
mes "I'm sorry, but another";
mes "epidemic is starting to";
mes "spread around the slums.";
mes "We're not going outside and we're keeping our children safe!";
next;
mes "[Citizen]";
mes "Not to be unfriendly,";
mes "but you should be careful";
mes "too. The living conditions";
mes "of this area aren't exactly";
mes "sanitary, you know?";
close;
}
else {
warp "lhz_in03",15,162;
}
end;
}
lhz_in03,12,162,0 warp #to_lhz 1,1,lighthalzen,321,322
lighthalzen,319,321,0 script #li_bother -1,3,3,{
OnTouch_:
if ((lhz_curse == 24 ) || (lhz_curse == 25)) {
mes ".............";
next;
mes "*Shhhzzzzzzz!*";
specialeffect2 EF_MAPPILLAR;
next;
mes "[????]";
mes "...........";
next;
mes "[????]";
mes "^FF0000...I'm sorry...";
mes "......I appreciate";
mes "that you.............^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "H-huh?!";
mes "What was that?";
mes "That can't be the";
mes "wind, I must be";
mes "hearing things again...";
next;
mes "["+strcharinfo(0)+"]";
mes "Wait. I thought I was";
mes "rid of those thoughts";
mes "or spirits, whatever was";
mes "haunting me before. Maybe";
mes "they still want me to do";
mes "something for them. Hmmm...";
next;
mes "["+strcharinfo(0)+"]";
mes "I get the feeling that";
mes "all of their suffering";
mes "is tied to the ^FF0000Rekenber";
mes "Corporation^000000 and that";
mes "^FF0000Regenschirm Laboratory^000000.";
set lhz_curse,26;
changequest 2093,2094;
if (BaseLevel < 70)
getexp 80000,30000;
else if ((BaseLevel > 69) && (BaseLevel < 80))
getexp 100000,50000;
else if ((BaseLevel > 79) && (BaseLevel < 90))
getexp 150000,80000;
else if ((BaseLevel > 89) && (BaseLevel < 151))
getexp 200000,100000;
}
end;
}
lhz_in01,114,181,5 script Representative#li_01 71,{
if (lhz_curse == 7) {
mes "[Representative]";
mes "Greetings, and welcome";
mes "to the Rekenber Corporation.";
mes "How may I be of service today?";
next;
switch(select("Building Information:Corporation History")) {
case 1:
mes "[Representative]";
mes "Please tell me";
mes "which floor you'd like";
mes "to know more about.";
next;
while (1) {
switch(select("1F:2F:B1:Cancel")) {
case 1:
mes "[Representative]";
mes "The ^3131FFRekenber Library^000000 can";
mes "be found at the end of the";
mes "left hallway. Our library is";
mes "a great resource of innovative";
mes "ideas and information for our";
mes "system development employees.";
next;
mes "[Representative]";
mes "The ^3131FFBall Room^000000, where";
mes "various official events are";
mes "usually held, can be accessed";
mes "through the right hallway.";
next;
break;
case 2:
mes "[Representative]";
mes "Please use the stairs";
mes "located on both sides of";
mes "the Help Desk to go to the";
mes "Second Floor. The Second";
mes "Floor is mostly used for";
mes "administrative purposes.";
next;
mes "[Representative]";
mes "There, you can find";
mes "the ^3131FFConference Room^000000,";
mes "^3131FFSecretary's Office^000000, the";
mes "^3131FFAuditorium^000000 and the";
mes "^3131FFChairman's Office^000000.";
next;
break;
case 3:
mes "[Representative]";
mes "The first underground floor";
mes "is used by ^3131FFRegenschirm^000000,";
mes "our laboratory affiliate. For";
mes "security reasons, this floor";
mes "is not accessible to visitors.";
next;
break;
case 4:
mes "[Representative]";
mes "We are always doing our";
mes "best to provide the best";
mes "services to our customers.";
mes "Remember that Rekenber";
mes "is the name you can trust.";
mes "Thank you and have a nice day.";
close;
}
}
case 2:
mes "[Representative]";
mes "If you're interested in";
mes "learning the history of";
mes "our corporation, please";
mes "speak to the representative";
mes "inside our Library. Thank you.";
next;
mes "[Representative]";
mes "Please head down";
mes "the hallway to the left in";
mes "order to find our Library.";
mes "Thank you and have a nice day.";
set lhz_curse,8;
changequest 2087,2088;
close;
}
}
else {
mes "[Representative]";
mes "Greetings, and welcome";
mes "to the Rekenber Corporation.";
mes "How may I be of service today?";
next;
switch(select("Building Information.")) {
case 1:
mes "[Representative]";
mes "Please tell me";
mes "which floor you'd like";
mes "to know more about.";
next;
while (1) {
switch(select("1F:2F:B1:Cancel")) {
case 1:
mes "[Representative]";
mes "The ^3131FFRekenber Library^000000 can";
mes "be found at the end of the";
mes "left hallway. Our library is";
mes "a great resource of innovative";
mes "ideas and information for our";
mes "system development employees.";
next;
mes "[Representative]";
mes "The ^3131FFBall Room^000000, where";
mes "various official events are";
mes "usually held, can be accessed";
mes "through the right hallway.";
next;
break;
case 2:
mes "[Representative]";
mes "Please use the stairs";
mes "located on both sides of";
mes "the Help Desk to go to the";
mes "Second Floor. The Second";
mes "Floor is mostly used for";
mes "administrative purposes.";
next;
mes "[Representative]";
mes "There, you can find";
mes "the ^3131FFConference Room^000000,";
mes "^3131FFSecretary's Office^000000, the";
mes "^3131FFAuditorium^000000 and the";
mes "^3131FFChairman's Office^000000.";
next;
break;
case 3:
mes "[Representative]";
mes "The first underground floor";
mes "is used by ^3131FFRegenschirm^000000,";
mes "our laboratory affiliate. For";
mes "security reasons, this floor";
mes "is not accessible to visitors.";
next;
break;
case 4:
mes "[Representative]";
mes "We are always doing our";
mes "best to provide the best";
mes "services to our customers.";
mes "Remember that Rekenber";
mes "is the name you can trust.";
mes "Thank you and have a nice day.";
close;
}
}
}
}
}
lhz_in01,27,247,5 script Representative#li_02 71,{
if (lhz_curse > 6) {
mes "[Representative]";
mes "Welcome to the";
mes "Rekenber Corporation.";
mes "How may I help you?";
next;
switch(select("Corporation History:Rekenber's Businesses")) {
case 1:
mes "[Representative]";
mes "Rekenber was established";
mes "400 years ago, around the";
mes "same time as the foundation";
mes "of the Schwaltzvalt Republic.";
next;
mes "[Representative]";
mes "We began as the ''Zent Zerter";
mes "Lighthal Research Center,''";
mes "named after our first chairman.";
mes "In 560 A.W. (After War), our";
mes "organization was renamed after";
mes "our new chairman, Mr. Rekenber.";
next;
mes "[Representative]";
mes "Mr. Rekenber expanded the";
mes "Corporation's purposes, but";
mes "also founded the Regenschirm";
mes "Laboratory to continue this";
mes "company's original goal of";
mes "scientific research.";
next;
mes "[Representative]";
mes "In the year 700 A.W.,";
mes "^FF0000Doctor Varmunt^000000 joined";
mes "Regenschirm. It was his work";
mes "in science that enabled the";
mes "Rekenber Corporation to grow into the nation's biggest company.";
if (lhz_curse == 8) set lhz_curse,9;
else if (lhz_curse == 9) set lhz_curse,10;
next;
break;
case 2:
mes "[Representative]";
mes "In addition to merchandising,";
mes "freight transport and trading,";
mes "the Rekenber Corporation is";
mes "also heavily involved with";
mes "providing the Airship service,";
mes "one of our major projects.";
next;
mes "[Representative]";
mes "Rekenber is involved in";
mes "almost any business that";
mes "you can imagine. Remember";
mes "that Rekenber is the name";
mes "that you can trust.";
if (lhz_curse == 8) set lhz_curse,9;
else if (lhz_curse == 9) set lhz_curse,10;
next;
break;
}
mes "[Representative]";
mes "If you'd like to know more";
mes "about our mission statement,";
mes "please refer to the Rekenber";
mes "Guidebook located to my side.";
mes "Thank you and have a nice day.";
changequest 2088,2089;
close;
}
else {
mes "[Representative]";
mes "Welcome to the";
mes "Rekenber Corporation.";
mes "How may I help you?";
next;
switch(select("Building Information.")) {
case 1:
mes "[Representative]";
mes "Please tell me";
mes "which floor you'd like";
mes "to know more about.";
next;
while (1) {
switch(select("1F:2F:B1:Cancel")) {
case 1:
mes "[Representative]";
mes "The ^3131FFRekenber Library^000000 can";
mes "be found at the end of the";
mes "left hallway. Our library is";
mes "a great resource of innovative";
mes "ideas and information for our";
mes "system development employees.";
next;
mes "[Representative]";
mes "The ^3131FFBall Room^000000, where";
mes "various official events are";
mes "usually held, can be accessed";
mes "through the right hallway.";
next;
break;
case 2:
mes "[Representative]";
mes "Please use the stairs";
mes "located on both sides of";
mes "the Help Desk to go to the";
mes "Second Floor. The Second";
mes "Floor is mostly used for";
mes "administrative purposes.";
next;
mes "[Representative]";
mes "There, you can find";
mes "the ^3131FFConference Room^000000,";
mes "^3131FFSecretary's Office^000000, the";
mes "^3131FFAuditorium^000000 and the";
mes "^3131FFChairman's Office^000000.";
next;
break;
case 3:
mes "[Representative]";
mes "The first underground floor";
mes "is used by ^3131FFRegenschirm^000000,";
mes "our laboratory affiliate. For";
mes "security reasons, this floor";
mes "is not accessible to visitors.";
next;
break;
case 4:
mes "[Representative]";
mes "We are always doing our";
mes "best to provide the best";
mes "services to our customers.";
mes "Remember that Rekenber";
mes "is the name you can trust.";
mes "Thank you and have a nice day.";
close;
}
}
}
}
}
lhz_in01,25,251,3 script Rekenber Guidebook#li 111,{
mes "..............";
next;
mes "^3131FF#The Vision^000000";
mes "In the pursuit of knowledge,";
mes "Rekenber will search the";
mes "Rune-Midgart continent for";
mes "ancient relics. We hope to make";
mes "significant scientific progress by learning the secrets of the past.";
next;
mes "By making scientific";
mes "headway, we hope we can";
mes "improve current technologies";
mes "to provide more convenient";
mes "and affordable services in";
mes "the Schwaltzvalt Republic.";
next;
mes "^3131FF#The Commitment^000000";
mes "Although magic and the";
mes "power of the gods has always";
mes "maintained an aura of mystery";
mes "and superstition, Rekenber hopes^FFFFFF ^3131FF to understand these forces from";
mes "a more logical standpoint.";
next;
mes "^FF0000Our goal is to make";
mes "the lives of our customers";
mes "easier and more enjoyable";
mes "by making the ancient power";
mes "of the gods more accessible";
mes "by means of new technologies.";
if (lhz_curse == 10) set lhz_curse,11;
next;
mes "..............";
close;
}
lhz_in01,273,121,1 script Mad Scientist#li 865,{
if (lhz_curse == 13) {
mes "[Wolfchev]";
mes "No one shall";
mes "interrupt my";
mes "research! If you";
mes "dare, I'll simply...";
mes "Eat you. Eat you alive.";
next;
switch(select("No... N-no!:Do you need any help?")) {
case 1:
mes "[Wolfchev]";
mes "Out of my sight,";
mes "microcephalic fool!";
close;
case 2:
mes "[Wolfchev]";
mes "Huh? You think I have";
mes "the luxury of remembering";
mes "the face of every part-timer";
mes "I've fired? Get lost, or I'll";
mes "treat you to the pain of";
mes "being eaten alive!";
set lhz_curse,14;
close;
}
}
else if (lhz_curse == 14) {
mes "[Wolfchev]";
mes "You again?!";
mes "What the hell do";
mes "you want from me?!";
emotion e_ag,"Mad Scientist#li";
next;
switch(select("Let me speak with you.:Sorry for bothering you.")) {
case 1:
mes "[Wolfchev]";
mes "I don't have time to";
mes "waste with drivel! I'm";
mes "too busy with my research!";
next;
mes "[Wolfchev]";
mes "...........!";
emotion e_gasp,"Mad Scientist#li";
next;
mes "[Wolfchev]";
mes "Ah, but wait! I am collecting";
mes "something. Yes, bring me the";
mes "thing I must collect. Yes, yes.";
mes "Here's a hint... It's round...";
mes "Shiny... Kids love playing games with them! Oh, I said too much!";
set lhz_curse,15;
changequest 2089,2090;
close;
case 2:
emotion e_an,"Mad Scientist#li";
mes "[Wolfchev]";
mes "''Sorry?!'' Do you";
mes "think ''sorry'' will";
mes "get back that precious";
mes "minute I've lost yelling";
mes "at you?! Get the hell out!";
close;
}
}
else if (lhz_curse == 15) {
if (countitem(746) > 0) {
delitem 746,1; //Glass_Bead
mes "[Wolfchev]";
mes "Yes...! Beads!";
mes "You brought them!";
mes "You're not as dumb";
mes "as I thought you'd be!";
next;
switch(select("Why do you want Glass Beads?")) {
case 1:
mes "[Wolfchev]";
mes "..................";
mes "I take that back!";
mes "You should know by";
mes "now that I would never";
mes "tell you why I neeeeed";
mes "these Beads. Bweh-heh!";
emotion e_gg,"Mad Scientist#li";
next;
break;
}
mes "[Wolfchev]";
mes "This favor you've done";
mes "is worth a small chat and";
mes "I can spare a minute or two";
mes "for you inane questions. So";
mes "what is it you want to know?!";
next;
while (1) {
switch(select("Ask about hobbies:Ask about work")) {
case 1:
if (Sex == 1) {
mes "[Wolfchev]";
mes "Hyuu~ I think you're";
mes "just a little too innocent";
mes "to know about my secret";
mes "hobby. Yes, yes, I couldn't";
mes "tell you possibly, it'd be";
mes "so weird, so strange...";
next;
}
else {
mes "[Wolfchev]";
mes "Oh. Oh no, oh no,";
mes "I couldn't possibly...";
mes "It's a-- I-It's a secret.";
mes "You wouldn't want to know";
mes "anyway. Bweh-heh-heh-heh!";
next;
}
break;
case 2:
mes "[Wolfchev]";
mes "Oh, I don't know if you";
mes "can call it work. After all,";
mes "I do research whatever it is";
mes "I want. And they pay me to";
mes "do it! This is the best place";
mes "for a scientist like me, yes.";
next;
mes "[Wolfchev]";
mes "Now, in a perfect world,";
mes "my test subjects would be";
mes "much more cooperative, but";
mes "I suppose I cannot blame";
mes "them. Not that I cause them";
mes "undue suffering or anything...";
next;
set .@exit,1;
break;
}
if (.@exit) break;
}
switch(select("What kind of research?")) {
case 1:
mes "[Wolfchev]";
mes "Well, I couldn't tell you";
mes "exactly. But don't you";
mes "worry, the discovery I'm";
mes "working on will benefit the";
mes "entire world, you'll see.";
next;
mes "[Wolfchev]";
mes "Let's just say that once";
mes "I'm successful, I'll satisfy";
mes "one of mankind's most primal";
mes "instincts, the desire to become";
mes "powerful and gain dominance";
mes "over those that are weaker.";
next;
mes "[Wolfchev]";
mes "I haven't made as much";
mes "progress as I'd like, but";
mes "no matter. It's only a matter";
mes "of experimentation! Yes, to";
mes "make mankind stronger and";
mes "better and more powerful and--";
next;
break;
}
select("Um, what are you testing on?");
mes "[Wolfchev]";
mes "What do you know?";
mes "I better get back to";
mes "work if I wish to keep";
mes "on schedule. I can't afford";
mes "the leisure of speaking with";
mes "you any longer. Bweh heh heh!";
set lhz_curse,16;
close;
}
else {
mes "[Wolfchev]";
mes "I don't have time to";
mes "waste with drivel! I'm";
mes "too busy with my research!";
next;
mes "[Wolfchev]";
mes "...........!";
emotion e_gasp,"Mad Scientist#li";
next;
emotion e_gg,"Mad Scientist#li";
mes "[Wolfchev]";
mes "Ah, but wait! I am collecting";
mes "something. Yes, bring me the";
mes "thing I must collect. Yes, yes.";
mes "Here's a hint... It's round...";
mes "Shiny... Kids love playing games with them! Oh, I said too much!";
close;
}
}
}
lhz_in01,286,226,3 script Secretary Slierre#li 831,{
if (lhz_curse == 26) {
mes "[Sueii Slierre]";
mes "Excuse me, but you are";
mes "not allowed to be in here.";
mes "If you have questions regarding";
mes "the Rekenber Corporation, I can";
mes "direct you to someone qualified";
mes "to give you an answer.";
next;
switch(select("About the Slums:About Secretary Slierre")) {
case 1:
mes "[Sueii Slierre]";
mes "The slums? All I know";
mes "is that this corporation";
mes "specifically targeted that";
mes "area in order to provide ample";
mes "opportunity for employment.";
set lhz_curse,27;
close;
case 2:
mes "[Sueii Slierre]";
mes "I'm Sueii Slierre,";
mes "the personal secretary";
mes "for the chairman of the";
mes "Rekenber Corporation.";
close;
}
}
else if (lhz_curse == 27) {
mes "[Sueii Slierre]";
mes "Did you have something";
mes "else to ask? I can only";
mes "divulge information that is";
mes "public knowledge, but I can";
mes "tell you who to contact for";
mes "more specific inquiries.";
next;
switch(select("About the Laboratory:About the Corporation")) {
case 1:
mes "[Sueii Slierre]";
mes "Rekenber is perhaps the";
mes "biggest contributer of the";
mes "Regenschirm Laboratory.";
mes "Their work will benefit the";
mes "entire Rune-Midgard continent, hence our highly involved support.";
next;
mes "[Sueii Slierre]";
mes "A representative at the";
mes "Help Desk will be happy";
mes "to assist you if you have";
mes "more inquiries regarding";
mes "the Regenschirm Laboratory.";
set lhz_curse,28;
close;
case 2:
mes "[Sueii Slierre]";
mes "I'm sorry, but I don't have";
mes "any special information";
mes "regarding our corporation.";
mes "Why don't you ask one of";
mes "our representatives at the";
mes "Help Desk to learn more?";
close;
}
}
else if (lhz_curse == 28) {
mes "[Sueii Slierre]";
mes "You're back? I really";
mes "doubt that I can be of";
mes "any assistance to you.";
next;
switch(select("Wolfchev's Research")) {
case 1:
mes "[Sueii Slierre]";
mes ".............!";
emotion e_gasp,"Secretary Slierre#li";
next;
mes "[Sueii Slierre]";
mes "How do you know";
mes "Wolfchev? Are you an";
mes "acquaintance of his or...?";
next;
switch(select("I'm a friend of his.:Oh, we're family, you know...:I've heard about him before, so...")) {
case 1:
mes "[Sueii Slierre]";
mes "Well, Wolfchev is not";
mes "only brilliant, he's also";
mes "a respected professional.";
mes "He should be doing just fine.";
next;
break;
case 2:
mes "[Sueii Slierre]";
mes "Ah, you should be";
mes "very proud of Wolfchev.";
mes "In addition to being a";
mes "genius, Wolfchev is also";
mes "quite the professional,";
mes "truly a model scientist.";
next;
break;
case 3:
mes "[Sueii Slierre]";
mes "Ah yes, Wolfchev has";
mes "quite the reputation. In";
mes "fact, he's in such high";
mes "demand that Regenschirm";
mes "wants him on their staff.";
close;
}
mes "[Sueii Slierre]";
mes "Now if you'll excuse me,";
mes "I have many task to perform,";
mes "so please visit our Help Desk";
mes "if you have further inquiries.";
next;
switch(select("W-Wait!:Alright, I understand.")) {
case 1:
mes "[Sueii Slierre]";
mes "...";
mes "......";
next;
break;
case 2:
mes "[Sueii Slierre]";
mes "Thank you for your";
mes "cooperation. As you well";
mes "know, the Help Desk is there";
mes "to answer any of your questions regarding the Rekenber Corporation.";
close;
}
mes "[Sueii Slierre]";
mes "I'm sorry, but please";
mes "understand that my office";
mes "isn't the place for visitors to";
mes "submit their general inquiries.";
mes "Please visit the Help Desk if";
mes "you have any more questions.";
next;
select("About Wolfchev's Research");
emotion e_dots,"Secretary Slierre#li";
mes "[Sueii Slierre]";
mes "I couldn't tell you any";
mes "more about Wolfchev.";
mes "But is there anything you";
mes "need to tell me about him?";
mes "Well, if you have something";
mes "to ask, be quick about it.";
next;
switch(select("Wolfchev's Past:Wolfchev's Test Subjects")) {
case 1:
mes "[Sueii Slierre]";
mes "I remember hearing that he";
mes "received a high recommendation";
mes "to work here, but specifics elude me since I don't work in Human";
mes "Resources. There's a rumor that";
mes "he had a troubled love life...";
next;
mes "[Sueii Slierre]";
mes "But aside from a few";
mes "rumors, we really don't";
mes "know much about Wolfchev's";
mes "personal life. But then again,";
mes "it may be unethical to pry too";
mes "much into our employee's lives.";
close;
case 2: