Chaos: case 0: mes "Hmm? I wasn't expecting other bounty hunters to be here."; npctalk "Hmm? I wasn't expecting other bounty hunters to be here."; next; mes "We've scouted the vicinity and found faceworms around. Are you here to join the expedition?"; npctalk "We've scouted the vicinity and found faceworms around. Are you here to join the expedition?"; next; mes "Sigh, nevermind. I wouldn't mind if you join us as long as you don't bring us trouble. We won't back you up here!"; npctalk "Sigh, nevermind. I wouldn't mind if you join us as long as you don't bring us trouble. We won't back you up here!"; next; mes "I sense a bad omen coming our way!"; npctalk "I sense a bad omen coming our way!"; next; mes "Iris, it seems like the Faceworms are making a move. The Queen's Hive is probably around here."; npctalk "Iris, it seems like the Faceworms are making a move. The Queen's Hive is probably around here."; next; mes "I guess both of us should take care of it as soon as possible!"; npctalk "I guess both of us should take care of it as soon as possible!"; next; mes "Let's go Iris !!"; npctalk "Let's go Iris !!"; emotion e_go; movenpc .@npc_name$,120,97; break; case 1: mes "Woah ~ This is really not something we've expected."; npctalk "Woah ~ This is really not something we've expected."; next; mes "That was fast, it's great!"; npctalk "That was fast, it's great!"; next; mes "However don't get too full of yourselves, it wouldn't be this easy if its the Queen."; npctalk "However don't get too full of yourselves, it wouldn't be this easy if its the Queen."; next; mes "The Faceworm you faced just now, were just mutated Faceworms."; npctalk "The Faceworm you faced just now, were just mutated Faceworms."; next; mes "Never underestimate it, you have seen how far it can go !"; npctalk "Never underestimate it, you have seen how far it can go !"; next; mes "It seems like there are no more Faceworms around the vicinity, I will go ahead first. Iris, you deal with these adventurers!"; npctalk "It seems like there are no more Faceworms around the vicinity, I will go ahead first. Iris, you deal with these adventurers!"; next; movenpc .@npc_name$,153,114; break; case 2: mes "I'll admit that you are strong, but you shall be more careful starting from here onwards."; npctalk "I'll admit that you are strong, but you shall be more careful starting from here onwards."; next; mes "The narrow valley in front is way more dangerous..."; npctalk "The narrow valley in front is way more dangerous..."; movenpc .@npc_name$,257,169; break; case 3: mes "You did good surviving till now."; npctalk "You did good surviving till now."; next; mes "However, our plan seems to be working well."; npctalk "However, our plan seems to be working well."; next; mes "We're probably getting near to the Queen's Hive now."; npctalk "We're probably getting near to the Queen's Hive now."; next; mes "Stay alert!!"; npctalk "Stay alert!!"; movenpc .@npc_name$,206,153; break; case 4: mes "Hmm, this cave seems abit too large for a typical Faceworm??"; npctalk "Hmm, this cave seems abit too large for a typical Faceworm??"; next; mes "I'll head inside and scout it out!"; npctalk "I'll head inside and scout it out!"; movenpc .@npc_name$,211,157; break; } close2; OnHelp: 'talking = 1; npctalk "!!? What in the hell is this?!"; sleep 2000; .@message$ = "ah"; for ( .@i = 0; .@i < 5; .@i++ ) { .@message$ = replacestr( .@message$,"ah","aaahhh" ); npctalk .@message$+"..."; emotion e_hlp; sleep 350; } donpcevent instance_npcname( "#faceworm_effect" )+"::OnEffect"; .@npc_name$ = strnpcinfo(3); movenpc .@npc_name$,206,153; hideoffnpc .@npc_name$; npctalk "Damn, that was way too close. I almost became food for the Queen."; emotion e_wah; sleep 3000; npctalk "I can feel its rage and it is coming towards us now. I guess we shall hide ourself now."; emotion e_wah; sleep 1000; hideonnpc .@npc_name$; 'talking = 0; donpcevent instance_npcname( "Iris#faceworm" )+"::OnHelp"; end; OnEnd: npctalk "Woah, this expedition took longer than expected."; sleep 3000; npctalk "It seems that our equipments are mostly broken now after that battle, we'll need to repair it."; sleep 3000; npctalk "We should all head back and get some rest."; sleep 3000; npctalk "Y.. You did well today!"; sleep 2000; npctalk "I won't deny what you all did today, the rewards are all yours."; sleep 6000; npctalk "Alright, let's head back to the village."; sleep 3000; hideonnpc strnpcinfo(3); end; Iris: case 0: mes "Hey Chaos, don't rush in there yourself!"; npctalk "Hey Chaos, don't rush in there yourself!"; next; mes "It would be dangerous if you met the Queen when you're alone."; npctalk "It would be dangerous if you met the Queen when you're alone."; next; mes "Damn, he never listens to me."; npctalk "Damn, he never listens to me."; next; mes "Sorry, but I need to regroup with him before he comes out with any problems."; npctalk "Sorry, but I need to regroup with him before he comes out with any problems."; next; mes "Stay safe, we'll meet again young adventurers."; npctalk "Stay safe, we'll meet again young adventurers."; emotion e_no1; movenpc .@npc_name$,127,99; donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart1"; break; case 1: mes "Hey Chaos, not again??!!"; npctalk "Hey Chaos, not again??!!"; next; mes "By the way, did you obtain the Skin after you killed it? That item is useful."; npctalk "By the way, did you obtain the Skin after you killed it? That item is useful."; next; mes "But if you drag the battle too long, the skin could be damaged by some unknown factors and be rendered useless. Be wary of that."; npctalk "But if you drag the battle too long, the skin could be damaged by some unknown factors and be rendered useless. Be wary of that."; next; mes "I heard that some veteran hunters were able to defeat it in no time, obtaining the skin in its perfect form."; npctalk "I heard that some veteran hunters were able to defeat it in no time, obtaining the skin in its perfect form."; next; mes "Though, Chaos is unable to do that. *hehe*"; npctalk "Though, Chaos is unable to do that. *hehe*"; next; mes "Come on, let's follow Chaos!! I am sure he needs our help too."; npctalk "Come on, let's follow Chaos!! I am sure he needs our help too."; emotion e_no1; movenpc .@npc_name$,159,115; donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart2"; break; case 2: mes "Thread wisely, there might be alot of traps."; npctalk "Thread wisely, there might be alot of traps."; next; mes "Look carefully around you. Stay Alert!"; npctalk "Look carefully around you. Stay Alert!"; next; mes "We'll move on to scout the area."; npctalk "We'll move on to scout the area."; emotion e_no1; movenpc .@npc_name$,265,171; donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart3"; break; case 3: mes "We're gonna eliminate all the remaining Faceworm once and for all."; npctalk "We're gonna eliminate all the remaining Faceworm once and for all."; next; mes "Don't give up, let us fight till the end brave adventurers."; npctalk "Don't give up, let us fight till the end brave adventurers."; movenpc .@npc_name$,221,153; donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart4"; break; case 4: mes "Come on Chaos!! Are you kidding!!??"; npctalk "Come on Chaos!! Are you kidding!!??"; next; mes "That's way too dangerous, we have no idea what could be waiting inside."; npctalk "That's way too dangerous, we have no idea what could be waiting inside."; donpcevent instance_npcname( "Chaos#faceworm" )+"::OnHelp"; close2; cutin "",255; end; OnHelp: .@npc_name$ = strnpcinfo(3); npctalk "Damn, Chaos you're such a Fool!!"; sleep 1000; npctalk "You should have just died inside there and become the food for Queen."; sleep 2000; npctalk "Damn it, run and save yourself adventurers!"; sleep 3000; hideonnpc .@npc_name$; donpcevent instance_npcname( "faceworm_nest_instance" )+"::OnStart5"; end; OnEnd: sleep 4000; npctalk "But this monster doesnt seem like the one we are looking for?"; sleep 3000; npctalk "Although we didn't have the chance to meet with the Faceworm King, I am glad for the fact that we suffered no casualties."; sleep 6000; npctalk "Let's get back to the village , shall we ?? I am tired."; enablenpc instance_npcname("Transport Device#fexit"); sleep 3000; hideonnpc strnpcinfo(3); end;