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Wolfchev Laboratory instance cooldown


tepek

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Hi. how do i change wolfchev laboratory instance cooldown? for now its 3 day but i want to change it to 1 day cooldown. please help

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hi anyone know how to change the wolfchev instance cooldown?

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34 minutes ago, tepek said:

hi anyone know how to change the wolfchev instance cooldown?

it would be possible to check if u can post script

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19 hours ago, Cyro said:

it would be possible to check if u can post script

hi this is the wolfchev script

Spoiler

//===== rAthena Script =======================================
//= Wolfchev's Laboratory
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= Defeat Wolfchev's human experimentations.
//===== Additional Comments: =================================
//= 1.0 First version, edited. [Euphy]
//= 1.1 Moved the Enchant (Sorcerer#Bio4Reward) and Reward
//=        (Weird old man#Bio4Reward) NPC in merchant folder. [Capuche]
//============================================================

// Giacomo Girolam
//============================================================
lighthalzen,303,303,6    script    Giacomo Girolamo#kiup2    4_M_KHMAN,3,3,{
    if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
        mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
        close;
    }
    if (lhz_boss < 30) {
        if (!lght_duk01) {
            if (Sex) {
                emotion e_pif, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "....a guy....?";
                next;
                mes "[Giacomo Girolamo]";
                mes "Ah! Hey! Man!";
                next;
                select("What's up?");
                emotion e_what, 1;
                mes "[Giacomo Girolamo]";
                mes "Have you ever heard of horrific human experimentation committed in Rekenber Corporation whose head office is here in Lighthalzen?";
                next;
                select("Whaaat?! human experimentation?");
                emotion e_omg, 1;
                mes "[Giacomo Girolamo]";
                mes "Yea! human experimentation!!";
                mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber.";
                next;
                emotion e_swt2, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Well! and those rich people, seem to know something but they never mention that...";
                next;
                mes "[Giacomo Girolamo]";
                mes "Ahh!! And this is a secret that just SOME PEOPLE know. I heard that from Rekenber Lab.,.. a person named...um...Wol....";
                next;
                emotion e_hmm, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Anyway!! A scientist named Wolf.. something suddenly got sacked. and he must be related with this rumor, I think...";
                next;
                select("You mean... Wolfchev?");
                emotion e_gasp, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Ohhhh?! yeah Wolfchev!! That's right, the name was Wolfchev.. The mad scientist..";
                next;
                emotion e_ok, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "I suppose you can then understand the story faster... I am sure that he's involved in the rumor. I swear.";
                next;
                mes "[Giacomo Girolamo]";
                mes "By the way..what about you? Is there anything that you know about him?";
                next;
                if (select("Pretend you know nothing.", "Tell him what you know.") == 1) {
                    mes "["+ strcharinfo(0) +"]";
                    mes "Not really. I've ever heard of his name, but I don't know anything about him..";
                    next;
                    mes "[Giacomo Girolamo]";
                    mes "Hm.... You sound suspicious, dude! huh?";
                    next;
                } else {
                    mes "["+ strcharinfo(0) +"]";
                    mes "He happens to research into Human 'Homunculus' without telling that to Rekenber Corp., and there was a whistle-blower who reported to the corp. so he was fired.";
                    next;
                    emotion e_no1, "Giacomo Girolamo#kiup2";
                    mes "[Giacomo Girolamo]";
                    mes "Oh! Man..! You seem to know pretty much! By any chance, are you concerned with Rekenber??";
                    next;
                    emotion e_dots;
                    mes "["+ strcharinfo(0) +"]";
                    mes "... .... ...";
                    next;
                }
                emotion e_hmm, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Don't worry. I didn't mean anything.";
                next;
                mes "[Giacomo Girolamo]";
                mes "Well! I am just curious only because some people in the slum and some adventurers were missing,";
                mes "and I heard that Rekenber was doing human experimentation with those missing people. Hope you don't get me wrong.";
                next;
                lght_duk01 = 1;
                setquest 5109;
                mes "Actually, it is not a funny rumor.";
                mes "Should investigate the lab where the experiment was carried out.";
                close;
            } else {
                emotion e_lv, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Oh! What a beautiful lady!!";
                next;
                emotion e_what, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "How come a beauty is here, in a place with dangerous rumor?";
                next;
                switch(select("Walking...", "To hang out...", "Shopping...")) {
                case 1:
                    mes "[Giacomo Girolamo]";
                    mes "Ahh.. Lady, you are so graceful even when you are just walking.....";
                    next;
                    break;
                case 2:
                    mes "[Giacomo Girolamo]";
                    mes "Lady. You are a dignified lady even if you hang out in this poor town...";
                    next;
                    break;
                case 3:
                    mes "[Giacomo Girolamo]";
                    mes "Ahh.. Lady.. Shopping in the slum!!.. Are you a type who needs to look around every single shop?";
                    next;
                    break;
                }
            }
            select("... .... ... ....");
            mes "[Giacomo Girolamo]";
            mes "Well, how dare I ask you and be interested in what the lady does...";
            next;
            emotion e_ok, "Giacomo Girolamo#kiup2";
            mes "[Giacomo Girolamo]";
            mes "I just hope that the lady gets out of this town with dangerous rumors..";
            next;
            select("Dangerous rumors?");
            emotion e_what, 1;
            mes "[Giacomo Girolamo]";
            mes "Ah... Lady may not have heard of the rumor.";
            next;
            mes "[Giacomo Girolamo]";
            mes "Recently, some people from this town, actually from the slum...and some adventurers are missing...";
            next;
            mes "[Giacomo Girolamo]";
            mes "and then the rumor came up, since disappearance cases happen pretty often, that Rekenber is committing a horrible human experimentation in their secret lab.";
            next;
            select("Excuse me?! human experimentation?");
            emotion e_omg, 1;
            mes "[Giacomo Girolamo]";
            mes "Yea! human experimentation!!";
            mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber.";
            next;
            mes "[Giacomo Girolamo]";
            mes "Well! the rich people either want to believe..I think.. Ah!! And couple of weeks ago. um. what's his name? Wolfchev??";
            next;
            mes "[Giacomo Girolamo]";
            mes "Anyway!! that research got fired from the lab. I think he must be involved with this rumor.";
            next;
            mes "[Giacomo Girolamo]";
            mes "So, please, lady. Please don't be in a place like this and stay in safe ways.";
            next;
            lght_duk01 = 1;
            setquest 5109;
            mes "............ It seems a pretty serious matter.";
            mes "Should investigate the lab where the experiment was carried out.";
            close;
        } else {
            mes "[Giacomo Girolamo]";
            if (Sex) {
                emotion e_paper, "Giacomo Girolamo#kiup2";
                mes "Take care yourself and don't disappear!";
            } else {
                emotion e_lv2, "Giacomo Girolamo#kiup2";
                mes "Be careful, Lady.";
            }
            close;
        }
    } else {
        if (Sex) {
            emotion e_ho, "Giacomo Girolamo#kiup2";
            mes "[Giacomo Girolamo]";
            mes "Only those beautiful ladies are the reason of my life~!";
            mes "I, Giacomo Girolamo Casanova de Seingalt am never interested in guys like you though!!";
            next;
            emotion e_an, "Giacomo Girolamo#kiup2";
            mes "[Giacomo Girolamo]";
            mes "but I can listen to you...you wanna say anything to me?";
            next;
            switch(select("No..?", "About ladies..", "You Womanizer!!", "Envy you...", "What's the rumor lately?")) {
            case 1:
                emotion e_hmm, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Hey you, get out of my way then..";
                close;
            case 2:
                emotion e_an, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "I don't feel like talking about my precious ladies making fun of them. You do it with your friends.";
                close;
            case 3:
                mes "[Giacomo Girolamo]";
                mes "Hey.. Excuse me!!! but I'm not a 'Womanizer', I am just a person who adores ladies.";
                next;
                emotion e_ok, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Of course..... Yea... If I'm a womanizer, all the men on earth are too! I'm just Casanova. umhahahaha.";
                close;
            case 4:
                emotion e_what, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Haa.. Do you....? not have any woman but your sister and mother around you?";
                next;
                mes "[Giacomo Girolamo]";
                mes "... .... ...";
                next;
                emotion e_swt2, "Giacomo Girolamo#kiup2";
                mes "[Giacomo Girolamo]";
                mes "Oh...... sorry.. I got your point....";
                close;
            case 5:
                mes "[Giacomo Girolamo]";
                mes "You.. are not like how you seem? Interesting..";
                next;
                mes "[Giacomo Girolamo]";
                mes "Yea, actually recently a lot of people from the slum and some wandering adventurers got disappeared. and I don't know why.";
                next;
                mes "[Giacomo Girolamo]";
                mes "You gotta be careful too..";
                close;
            }
        } else {
            emotion e_what, "Giacomo Girolamo#kiup2";
            mes "[Giacomo Girolamo]";
            mes "Hey, lady?";
            next;
            mes "[Giacomo Girolamo]";
            switch(rand(1,10)) {
            case 1:
                mes "Wasn't it painful when you fell down from Heaven, my Angel?";
                next;
                break;
            case 2:
                mes "You must be tired. Because you are always wandering my mind.";
                next;
                break;
            case 3:
                mes "Are you not tired of walking around in my dream last night?";
                next;
                break;
            case 4:
                mes "Excuse me. But I think I lost my heart. Could you please borrow me yours?";
                next;
                break;
            case 5:
                mes "Do you believe in love at first sight?? Or can we start again..?";
                next;
                break;
            case 6:
                mes "I am so sorry but, can you kiss with a person who just met?? Noo? Ok then let me introduce myself.";
                next;
                break;
            case 7:
                mes "I'm so lost here since it's the first time. Can you let me know which is the way to your heart?";
                next;
                break;
            case 8:
                mes "Give me a map please.. To get a way....I'm fallen in your eyes.";
                next;
                break;
            case 9:
                mes "Your eyes....I wanna be forever there.";
                next;
                break;
            case 10:
                mes "I promise that I will be your everything in any case, in any difficult situation.";
                next;
                break;
            }
            emotion e_lv2, "Giacomo Girolamo#kiup2";
            mes "[Giacomo Girolamo]";
            mes "Today is the first day we met, but I love you, Lady <3 ";
            next;
            mes "[Giacomo Girolamo]";
            mes "And I am telling you this because I'm just worried about you. You need to get out of this town which is full of disappearance cases.";
            close;
        }
    }

OnTouch:
    if (!lght_duk01)
        emotion (Sex ? e_pif : e_lv2), "Giacomo Girolamo#kiup2";
    end;
}

// Warp portal to the 4th Fl.
//============================================================
lhz_dun03,239,78,1    script    lhz_dun03_lhz_dun04    WARPNPC,1,1,{
    end;

OnTouch:
    if (lght_duk01 > 0 && lght_duk01 < 6) {
        mes "In order to investigate human experimentation, I had to go down whilst I didn't want to because of gruesome sound.";
        close2;
        if (lght_duk01 < 3) {
            warp "que_lhz", 245, 56;
        } else if (lght_duk01 == 3) {
            warp "que_lhz", 96, 136;
        } else {
            warp "que_lhz", 148, 215;
        }
    } else {
        if (lhz_boss < 31) {
            mes "- Whistling sound -";
            mes "From below, there comes a gruesome sound mingling with the wind.";
            close2;
        }
        warp "lhz_dun04", 245, 56;
    }
    end;
}

// Warp Portal to the 3rd Fl.
//============================================================
lhz_dun04,244,61,1    warp    lhz_dun04_lhz_dun03    1,1,lhz_dun03,240,75

// Inside the Lab
//============================================================
que_lhz,242,50,0    script    #01Startpoint    -1,3,3,{
    end;

OnInit:
    initnpctimer;
    end;

OnTimer60000:
    mapannounce "que_lhz", "Man's whisper: Pl.. please.. save me.. I don't wanna die.. wouaaaa..", bc_map, "0x7DCBF0";
    end;

OnTimer120000:
    mapannounce "que_lhz", "Woman's whisper: .. Save.. aaaah.. us...", bc_map, "0x7DCBF0";
    end;

OnTimer180000:
    mapannounce "que_lhz", "Kid's whisper: Bawwww~ Where am I? Mama......aaaa....", bc_map, "0x7DCBF0";
    end;

OnTimer240000:
    mapannounce "que_lhz", "Oldman's whisper: Kirk...hel...help......", bc_map, "0x7DCBF0";
    end;

OnTimer300000:
    stopnpctimer;
    initnpctimer;
    end;

OnTouch:
    if (lght_duk01 == 1) {
        mes "I arrived at a research facility which seems it has been used till these days.";
        next;
        mes "There are some destroyed part, but the basic facility seem fine.";
        next;
        lght_duk01 = 2;
        mes "Get around a little more...";
        close;
    }
    end;
}

que_lhz,206,74,4    script    Researcher#02    4_LGTSCIENCE,3,3,{
    end;

OnTouch:
    if (lght_duk01 == 2) {
        emotion e_omg, 1;
        mes "["+ strcharinfo(0) +"]";
        mes "You!!!! are Wolfchev?";
        next;
        emotion e_gg, "Researcher#02";
        mes "[Wolfchev]";
        mes "A Human! kaahaha. People tend to hate this place, why are you here?";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "You!!! I heard that you were committing human experimentation. Wolfchev!!";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "And I see that you are still committing that!!!";
        next;
        emotion e_gg, "Researcher#02";
        mes "[Wolfchev]";
        mes "Kihihihi. I can see that you know something about me. Is that you who accused me?";
        mes "How dare you come back to me after you did that. Kihihih";
        next;
        mes "[Wolfchev]";
        mes "I feel good to see a human";
        mes "in a long time, but I gotta go. Kihihihi.";
        next;
        mes "- Wolfchev ran away giving a awkward laughing sound. -";
        next;
        erasequest 5109;
        setquest 5110;
        lght_duk01 = 3;
        emotion e_omg, 1;
        mes "["+ strcharinfo(0) +"]";
        mes "Whoa! Wolfchev, stop!";
        close2;
        warp "que_lhz", 96, 136;
    }
    end;
}

que_lhz,94,119,4    script    Researcher#03    4_LGTSCIENCE,{
    if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
        mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
        close;
    }
    if (lght_duk01 == 3) {
        emotion e_swt2, "Researcher#03";
        mes "[Wolfchev]";
        mes "(Gasping) Pshaw... you are still following me. Hey, why do you keep following me?";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "Wolfchev.. You said before. that you are doing research for everybody.";
        next;
        mes "[Wolfchev]";
        mes "I might have said that.... so what?";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "But, your experiment seem really dangerous. How come this is what everybody wants?";
        next;
        emotion e_gg, "Researcher#03";
        mes "[Wolfchev]";
        mes "Everyone has a desire to be stronger and wants to dominate others so those other people obey and admire you. Do you not have that desire?";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "... .... ...";
        next;
        mes "[Wolfchev]";
        mes "If you want to save yourself, should stop following me. Bugger off.";
        next;
        mes "Wolfchev is again running away with a strange sound.";
        next;
        lght_duk01 = 4;
        mes "["+ strcharinfo(0) +"]";
        mes "Awwww!! You!! running away again..... Stop!";
        close2;
        warp "que_lhz", 148, 215;
    }
    end;
}

que_lhz,147,224,4    script    Researcher#04    4_LGTSCIENCE,{
    if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
        mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
        close;
    }
    if (lght_duk01 == 4) {
        mes "[Wolfchev]";
        mes "You are pretty persistent, aren't you? Or I think.......that you like me, huh? Kihihii.";
        next;
        emotion e_dots;
        mes "["+ strcharinfo(0) +"]";
        mes "... .... ...";
        next;
        specialeffect EF_SIGHTRASHER;
        mes "Wolfchev mocked you at your silence and pressed a button in his hand. Then guinea pigs woken up around him.";
        next;
        for(.@i = 1; .@i < 9; .@i++)
            donpcevent "Human Guinea pig#0"+.@i+"::OnEnable";
        mes "[Wolfchev]";
        mes "Again.. it's time to say goodbye.";
        next;
        emotion e_gasp, "Researcher#04";
        mes "[Wolfchev]";
        mes "Well! May be....";
        next;
        mes "[Wolfchev]";
        mes "If you come to me for the experimentation, I can treat you better.";
        next;
        donpcevent "#Eventctrl::OnEnable";
        progressbar "FF00FF", 5;
        emotion e_omg, "Researcher#04";
        mes "[Wolfchev]";
        mes "Oh my,... What happened?";
        next;
        donpcevent "#Eventctrl::OnEnable2";
        for(.@i = 1; .@i < 9; .@i++)
            donpcevent "Human Guinea pig#0"+.@i+"::OnDisable";
        mes "[Wolfchev]";
        mes "No! Don't come to me! Don't!!";
        next;
        lght_duk01 = 5;
        mes "First of all, I gotta handle those guinea pigs!";
        close;
    } else if (lght_duk01 == 5) {
        .@i = rand(1,3);
        if (.@i == 2) {
            mes "Wolfchev is confused and has no idea now since those monsters are attacking him too.";
            next;
            specialeffect EF_STUNATTACK;
            specialeffect EF_STUNATTACK;
            mes "- Hit him to wake him up -";
            next;
            specialeffect EF_DARKBREATH;
            emotion e_no;
            mes "["+ strcharinfo(0) +"]";
            mes "Hey Dude! Anyway let's get out of here first! Isn't there any place where they cannot reach?";
            next;
            mes "[Wolfchev]";
            mes "Oooops.. then my....my lab....to my lab...";
            next;
            mes "["+ strcharinfo(0) +"]";
            mes "Your lab?? Okay, where's that?";
            next;
            mes "[Wolfchev]";
            mes "to the north....... . Not so far from here..";
            next;
            erasequest 5110;
            setquest 5111;
            lght_duk01 = 6;
            mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction...";
            close;
        } else {
            emotion e_spin, "Researcher#04";
            mes "Wolfchev is confused and has no idea now since those monsters are attacking him too.";
            close;
        }
    } else if (lght_duk01 == 6) {
        mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction...";
        close;
    }
    end;
}

// Warp to lhz_dun04 from Wolfchev's Lab
//============================================================
que_lhz,148,251,0    script    #Move2lab    -1,12,0,{
    end;

OnTouch:
    if (lght_duk01 == 6) {
        mes "I arrived at '^0000FFWolfchev's Lab^000000'.";
        close2;
        warp "lhz_dun04", 148, 269;
        end;
    } else {
        mes "I still have something to do with Wolfchev.";
        close;
    }
}

// Event Controller
//============================================================
que_lhz,1,1,0    script    #Eventctrl    -1,{
    end;

OnEnable:
    initnpctimer;
    end;

OnEnable2:
    monster "que_lhz", 139, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 147, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 156, 232, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 156, 224, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 156, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 147, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 139, 215, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    monster "que_lhz", 139, 224, "Human Guinea pig", 2244, 1, "#Eventctrl::OnMyMobDead";
    end;

OnTimer1000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#01";
    specialeffect EF_BEGINASURA, "Human Guinea pig#01";
    end;

OnTimer2000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#02";
    specialeffect EF_BEGINASURA, "Human Guinea pig#02";
    end;

OnTimer3000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#03";
    specialeffect EF_BEGINASURA, "Human Guinea pig#03";
    end;

OnTimer4000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#04";
    specialeffect EF_BEGINASURA, "Human Guinea pig#04";
    end;

OnTimer5000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#05";
    specialeffect EF_BEGINASURA, "Human Guinea pig#05";
    end;

OnTimer6000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#06";
    specialeffect EF_BEGINASURA, "Human Guinea pig#06";
    end;

OnTimer7000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#07";
    specialeffect EF_BEGINASURA, "Human Guinea pig#07";
    end;

OnTimer8000:
    specialeffect EF_SUI_EXPLOSION,AREA, "#08";
    specialeffect EF_BEGINASURA, "Human Guinea pig#08";
    stopnpctimer;
    end;

OnMyMobDead:
    if (mobcount("que_lhz", "#Eventctrl::OnMyMobDead") < 4)
        killmonster "que_lhz", "#Eventctrl::OnMyMobDead";
}
que_lhz,139,232,0    script    #01    -1,{ end; }
que_lhz,147,232,0    script    #02    -1,{ end; }
que_lhz,156,232,0    script    #03    -1,{ end; }
que_lhz,156,224,0    script    #04    -1,{ end; }
que_lhz,156,215,0    script    #05    -1,{ end; }
que_lhz,147,215,0    script    #06    -1,{ end; }
que_lhz,139,215,0    script    #07    -1,{ end; }
que_lhz,139,224,0    script    #08    -1,{ end; }

// Human Guinea pigs
//============================================================
que_lhz,140,231,1    script    Human Guinea pig#01    2224,{
    end;

OnInit:
    disablenpc strnpcinfo(0);
    end;

OnEnable:
    enablenpc strnpcinfo(0);
    end;

OnDisable:
    specialeffect EF_FLASHER;
    disablenpc strnpcinfo(0);
    end;
}
que_lhz,147,231,0    duplicate(Human Guinea pig#01)    Human Guinea pig#02    2224
que_lhz,155,231,7    duplicate(Human Guinea pig#01)    Human Guinea pig#03    2224
que_lhz,155,224,6    duplicate(Human Guinea pig#01)    Human Guinea pig#04    2224
que_lhz,155,216,5    duplicate(Human Guinea pig#01)    Human Guinea pig#05    2224
que_lhz,147,216,4    duplicate(Human Guinea pig#01)    Human Guinea pig#06    2224
que_lhz,140,216,3    duplicate(Human Guinea pig#01)    Human Guinea pig#07    2224
que_lhz,140,224,2    duplicate(Human Guinea pig#01)    Human Guinea pig#08    2224

// Instance Creation
//============================================================
lhz_dun04,151,276,3    script    Researcher#memo    4_LGTSCIENCE,{
    if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
        mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000";
        close;
    }
    .@quest_time = checkquest(5112, PLAYTIME);
    .@killed_bosses = true;
    for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) {
        if (checkquest(.@quest_id, HUNTING) <= 1)
            .@killed_bosses = false;
    }
    if (lght_duk01 < 6) {
        mes "[Researcher]";
        mes "What! Do you have any business here?";
        next;
        if (select("Yes I do!!", "Umm.. No..") == 1) {
            mes "[Researcher]";
            mes "Why don't stop staring at other's laboratory, and be on your way?";
            close;
        }
        mes "[Researcher]";
        mes "Stop wondering here, and be on your way. Will you? Khh Khh.";
        close;
    } else if (lght_duk01 == 6) {
        mes "It seems experimental creatures cannot come near the laboratory, just like Wolfchev said.";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "Hey, is there any way to stop those creatures? You should know something, you made those things!";
        next;
        mes "[Wolfchev]";
        mes "Urrgg.. I didn't expect them to loose control like that...";
        next;
        mes "[Wolfchev]";
        mes "What is wrong with this whole thing?";
        next;
        mes "[Wolfchev]";
        mes "Urr.. I think they will ruin my whole laboratory!";
        next;
        emotion e_loud, 1;
        mes "["+ strcharinfo(0) +"]";
        mes "Hey! Wolfchev!!";
        next;
        mes "[Wolfchev]";
        mes "You!? Hey, please stop them!";
        mes "Creatures are ^9f6077organically connected with same job field^000000.";
        next;
        mes "[Wolfchev]";
        mes "There is one special creature being their ^46B951boss position^000000...";
        mes "If you could deactivate that creature, all ^A1BB44slave creatures^000000 walking around here will stop moving right away.";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "Boss creature?";
        mes "Hey! Wolfchev! Where is that ^46B951Boss creature^000000?";
        next;
        mes "[Wolfchev]";
        mes "Inside.. of laboratory.. It should be waken up now. It's sad to destroy my life of work, but I can't take this any more.. ...";
        next;
        mes "["+ strcharinfo(0) +"]";
        mes "How can I get into the Wolfchev's laboratory?";
        next;
        mes "[Wolfchev]";
        mes "Oh.. Wait!";
        mes "I will help you get in there.";
        next;
        mes "[Wolfchev]";
        mes "Good news is that boss creatures are not set up to wake up all at once, even though slaves are.";
        next;
        erasequest 5111;
        lght_duk01 = 7;
        for(.@i = 5113; .@i <= 5125; .@i++)
            setquest .@i;
        mes "[Wolfchev]";
        mes "But still, it is really dangerous since we don't know when they will escape from there.";
        mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold.";
        close;
    } else if (lght_duk01 > 6) {
        if (getcharid(1) > 0) {
            mes "[Wolfchev]";
            mes "Are you all set there? I will prepare the entrance if you are the leader of that party.";
            next;
            switch(select("Any warnings?", "Going into the laboratory", "Do not enter")) {
            case 1:
                mes "[Wolfchev]";
                mes "I didn't know pressing the emergency alarm would cause such problem. The management system seems to be changed to emergency mode.";
                next;
                mes "[Wolfchev]";
                mes "There are so many systems set up inside of the laboratory, so eve I cannot be sure how systems are twisted by now.";
                next;
                mes "[Wolfchev]";
                mes "Ah! If the emergency system is activating, only the leader of party should control everything. It is a lot of pressure I understand.";
                next;
                mes "[Wolfchev]";
                mes "And just so you know, please do not touch random things out of curiosity. I don't want you to get hurt.";
                close;
            case 2:
                if (.@quest_time == 0) {
                    mes "[Wolfchev]";
                    mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know.";
                    close;
                } else {
                    //if (.@quest_time == 2)
                        //recall_completequest 5112;
                    if (isbegin_quest(5112))
                        erasequest 5112;
                    if (!.@killed_bosses) {
                        if (lght_duk01 == 9) {
                            mes "[Wolfchev]";
                            mes "You came back, Ka Ha Ha.";
                            next;
                            mes "[Wolfchev]";
                            mes "After you left, I was fixing some system parts. And then suddenly strange thing happened.";
                            next;
                            mes "["+ strcharinfo(0) +"]";
                            mes "What was that?";
                            next;
                            mes "[Wolfchev]";
                            mes "All those boss creatures you took care of started to regenerate themselves..";
                            next;
                            mes "["+ strcharinfo(0) +"]";
                            mes "What.. How is that possible...?!";
                            next;
                            mes "[Wolfchev]";
                            mes "I am also completely lost here.. But, this should not be happening..";
                            next;
                            mes "["+ strcharinfo(0) +"]";
                            mes "... .... ...";
                            next;
                            mes "[Wolfchev]";
                            mes "As you can see, you are the only one I can trust. Would you and your party help me once again deactivating those creatures?";
                            next;
                            if (select("I am not sure", "Why not") == 1) {
                                mes "[Wolfchev]";
                                mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,";
                                next;
                            } else {
                                for(.@i = 5113; .@i <= 5125; .@i++) {
                                    setquest .@i;
                                }
                                lght_duk01 = 10;
                                mes "[Wolfchev]";
                                mes "Thank you very much. "+strcharinfo(0)+"";
                                mes "I will help you get in the laboratory right away.";
                                next;
                            }
                        } else {
                            mes "[Wolfchev]";
                            mes "Hmm.. Those boss creatures regenerating once again..";
                            next;
                            mes "[Wolfchev]";
                            mes "Can you help me just one more time?";
                            next;
                            if (select("I am not sure", "Why not") == 1) {
                                mes "[Wolfchev]";
                                mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,";
                                next;
                            } else {
                                for(.@i = 5113; .@i <= 5125; .@i++) {
                                    setquest .@i;
                                }
                                lght_duk01 = 10;
                                mes "[Wolfchev]";
                                mes "Thank you. "+strcharinfo(0)+"";
                                mes "You want to get in there fast, right?";
                                next;
                            }
                        }
                    }
                }
                if (getpartyleader(getcharid(1),2) == getcharid(0)) {
                    if (instance_create("Wolfchev's Laboratory") < 0) {
                        mes "[Wolfchev]";
                        mes "Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?";
                        close;
                    }
                    mes "[Wolfchev]";
                    mes "Please hold on...";
                    next;
                    mes "Wolfchev starts to control certain gear.";
                    next;
                    progressbar "FF00FF", 2;
                    mes "[Wolfchev]";
                    mes "Alright! I have marked lan entering system code as";
                    mes "^0000ff"+ strcharinfo(1) +"^000000 party leader's name ^0000ff"+ strcharinfo(0) +"^000000!!.";
                    next;
                    mes "[Wolfchev]";
                    mes "Now, your party is free to pass the entrance.";
                    close;
                } else {
                    mes "[Wolfchev]";
                    mes "You are not the ^0000ffLeader of the party^000000, are you? Please go get the leader.";
                    close;
                }
            case 3:
                mes "[Wolfchev]";
                mes "Need more preparation? Please, we don't have all day.";
                close;
            }
        } else {
            mes "[Wolfchev]";
            mes "Are you trying to go there along? That is a suicide! Our lab entering system is not as easy as you thinkz`.";
            close;
        }
    } else {
        mes "[Wolfchev]";
        mes "Woot! Something weird just happen. If this keep happening, maybe we should try other way..";
        close;
    }
}

lhz_dun04,147,279,0    script    Laboratory Entrance#memo    CLEAR_NPC,{
    if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
        mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000";
        close;
    }
    .@lhz_time = checkquest(5112, PLAYTIME);
    if (lght_duk01 < 7) {
        mes "It says,";
        mes "'^0000FF****'s laboratory member only^000000'";
        close;
    }
    if (.@lhz_time == -1) {
        mes "This is an entrance towards Wolfchev's laboratory. Something is howling over the entrance.";
        next;
        if (select("Go inside", "Think one more time") == 2) {
            mes "You have stopped entering to Wolfchev's laboratory.";
            close;
        }
        if (instance_enter("Wolfchev's Laboratory") != 0) {  // probably missing failure cases
            mes "^FF0000Warning^000000";
            mes ""+ strcharinfo(0) +". . .";
            mes "^FF0000Unregistered personnel^000000";
            next;
            pushpc 0, 10;
            percentheal -5,0;
            specialeffect EF_AUTOCOUNTER;
            specialeffect2 EF_BASH;
            mes "You have been wounded by laboratory entrance system attack.";
            close;
        }
        mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(1) +"] member ["+ strcharinfo(0) +"] access granted..",bc_map,"0x0DF297";
        setquest 5112;
        //warp "1@lhz", 45, 148;
        close;
    } else if (.@lhz_time == 0) {
        mes "Di Rit- Di- Di- Dit-";
        next;
        mes ""+ strcharinfo(0) +". . .";
        mes "^FF0000Forbidden personnel^000000";
        next;
        mes "The system denied your entrance.";
        close;
    } else if (.@lhz_time >= 1) {
        mes "Di Rit- Di- Di- Dit-";
        next;
        //if (.@lhz_time == 2)
            //recall_completequest 5112;
        erasequest 5112;
        mes ""+ strcharinfo(0) +". . .";
        mes "^FF0000Access denial has been deactivated.^000000";
        close;
    } else {
        mes "^FF0000Error! Error!^000000";
        mes "^FF0000Please try again.^000000";
        close;
    }
}

// The Lab No.1 : System 1_1
//============================================================
1@lhz,35,108,4    script    Lab1#1_1    CLEAR_NPC,{
    end;

OnInstanceInit:
    initnpctimer;
    end;

OnDisable:
    stopnpctimer;
    end;

OnType_02:
    donpcevent instance_npcname("Manual Sheet#1_1")+"::OnEnable";
    donpcevent instance_npcname("Valve#1_2")+"::OnEnable";
    donpcevent instance_npcname("Valve#1_3")+"::OnEnable";
    mapannounce instance_mapname("1@lhz"),"[Security System] the persons concerned, access with the emergency access method.",bc_map,"0xff9977";
    end;

OnTimer1000:
    mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected.",bc_map,"0xff9977";
    end;

OnTimer2000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.1's security system will be activated.",bc_map,"0xff9977";
    end;

OnTimer7000:
    donpcevent instance_npcname("MobCtrl1#mob01")+"::OnEnable";
    end;
}

// The Lab No.1 Monster Control
//============================================================
1@lhz,37,108,4    script    MobCtrl1#mob01    CLEAR_NPC,{
    end;

OnEnable:
    .@map$ = instance_mapname("1@lhz");
    mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977";
    areamonster .@map$,35,159,50,169,"Starving Lab animal",2242,rand(10,15),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
    initnpctimer;
    end;

OnDisable:
    killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
    end;

OnTimer180000:
    stopnpctimer;
    if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
        donpcevent instance_npcname("Lab1#1_1")+"::OnType_02";
        mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977";
    } else {
        initnpctimer;
    }
    end;

OnMyMobDead:
    if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
        donpcevent instance_npcname("Lab1#1_1")+"::OnType_02";
        mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977";
        stopnpctimer;
    }
    end;
}

// Emergency Access Valve Manual
//============================================================
1@lhz,39,168,0    script    Manual Sheet#1_1    CLEAR_NPC,{
    mes "There are valve manual sheets littered on the floor.";
    next;
    if (getpartyleader(getcharid(1),2) == getcharid(0)) {
        mes "You the party leader, started to read the manual.";
        next;
        mes "[Emergency Access Valve Manual]";
        switch(lght_duk02) {
        case 0:
            switch(rand(1,6)) {
            case 1:
                lght_duk02 = 1;
                mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once";
                break;
            case 2:
                lght_duk02 = 2;
                mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once";
                break;
            case 3:
                lght_duk02 = 3;
                mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice";
                break;
            case 4:
                lght_duk02 = 4;
                mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once";
                break;
            case 5:
                lght_duk02 = 5;
                mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once";
                break;
            case 6:
                lght_duk02 = 6;
                mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice";
                break;
            default:
                mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM.";
                break;
            }
            break;
        case 1:
            mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once";
            break;
        case 2:
            mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once";
            break;
        case 3:
            mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice";
            break;
        case 4:
            mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once";
            break;
        case 5:
            mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once";
            break;
        case 6:
            mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice";
            break;
        default:
            mes "This is an unknown error. If you get the same problem after trying one more time, contact a GM.";
            break;
        }
    } else {
        mes "Let your party leader handle the valve.";
    }
    close;

OnInstanceInit:
    disablenpc instance_npcname("Manual Sheet#1_1");
    end;

OnEnable:
    specialeffect EF_LIGHTSPHERE;
    enablenpc instance_npcname("Manual Sheet#1_1");
    end; 
}

// Left Valve
//============================================================
1@lhz,41,172,0    script    Valve#1_2    CLEAR_NPC,{
    .@open_portal = 0;
    mes "This is the left valve for the emergency access.";
    if (getpartyleader(getcharid(1),2) == getcharid(0)) {
        next;
        mes "To which direction do you wish to turn?";
        next;
        if (lght_duk02 < 1 || lght_duk02 > 3) {
            for(.@i = 1; .@i <= 4; .@i++) {
                select("Clockwise", "Counterclockwise");
                mes "-A metal sound-";
                if (.@i != 4)
                    mes "and, to which direction then?";
                next;
            }
        } else {
            // lght_duk02 == 1 : Clockwise, Clockwise, Counterclockwise, Clockwise
            // lght_duk02 == 2 : Clockwise, Counterclockwise, Counterclockwise, Clockwise
            // lght_duk02 == 3 : Clockwise, Counterclockwise, Clockwise, Clockwise
            for(.@i = 1; .@i <= 4; .@i++) {
                switch(select("Clockwise", "Counterclockwise")) {
                case 1:
                    if ((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 1) || (.@i == 3 && lght_duk02 == 3)) {
                        .@open_portal += 1;
                    }
                case 2:
                    if ((.@i == 2 && lght_duk02 != 1) || (.@i == 3 && lght_duk02 != 3)) {
                        .@open_portal += 1;
                    }
                }
                mes "-A metal sound-";
                if (.@i != 4)
                    mes "and, to which direction then?";
                next;
            }
        }
        if (.@open_portal == 4) {
            donpcevent instance_npcname("#potal_01")+"::OnEnable";
            lght_duk02 = 0;
            mes "-Door opened-";
            next;
            mes "The door which connects to the Lab No.2 is now open.";
        } else {
            lght_duk02 = 0;
            mes "Nothing happened.";
            next;
            mes "You need to review the manual.";
        }
    }
    close;

OnInstanceInit:
    disablenpc instance_npcname("Valve#1_2");
    end;

OnEnable:
    specialeffect EF_LIGHTSPHERE;
    enablenpc instance_npcname("Valve#1_2");
    end;
}

// Right Valve
//============================================================
1@lhz,52,172,0    script    Valve#1_3    CLEAR_NPC,{
    .@open_portal = 0;
    mes "This is the left valve for the emergency access.";
    if (getpartyleader(getcharid(1),2) == getcharid(0)) {
        next;
        mes "To which direction do you wish to turn?";
        next;
        if (lght_duk02 < 4 || lght_duk02 > 6) {
            for(.@i = 1; .@i <= 4; .@i++) {
                select("Clockwise", "Counterclockwise");
                mes "-A metal sound-";
                if (.@i != 4)
                    mes "and, to which direction then?";
                next;
            }
        } else {
            // lght_duk02 == 4 : Counterclockwise, Counterclockwise, Clockwise, Counterclockwise
            // lght_duk02 == 5 : Counterclockwise, Clockwise, Clockwise, Counterclockwise
            // lght_duk02 == 6 : Counterclockwise, Clockwise, Counterclockwise, Counterclockwise
            for(.@i = 1; .@i <= 4; .@i++) {
                switch(select("Clockwise", "Counterclockwise")) {
                case 1:
                    if ((.@i == 2 && lght_duk02 != 4) || (.@i == 3 && lght_duk02 != 6))
                        .@open_portal += 1;
                    break;
                case 2:
                    if ((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 4) || (.@i == 3 && lght_duk02 == 6))
                        .@open_portal += 1;
                    break;
                }
                mes "-A metal sound-";
                if (.@i != 4)
                    mes "and, to which direction then?";
                next;
            }
        }
        if (.@open_portal == 4) {
            donpcevent instance_npcname("#potal_01")+"::OnEnable";
            lght_duk02 = 0;
            mes "-Door opened-";
            next;
            mes "The door which connects to the Lab No.2 is now open.";
        } else {
            lght_duk02 = 0;
            mes "Nothing happened.";
            next;
            mes "You need to review the manual.";
        }
    }
    close;

OnInstanceInit:
    disablenpc instance_npcname("Valve#1_3");
    end;

OnEnable:
    specialeffect EF_LIGHTSPHERE;
    enablenpc instance_npcname("Valve#1_3");
    end;
}


// The Lab No.1 >> The Lab No.2 Warp portal
//============================================================
1@lhz,45,173,0    script    #potal_01    WARPNPC,2,2,{
    end;

OnInstanceInit:
OnDisable:
    disablenpc instance_npcname("#potal_01");
    end;

OnEnable:
    mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.2 is now open.",bc_map,"0xff9977";
    enablenpc instance_npcname("#potal_01");
    end;

OnTouch:
    warp instance_mapname("1@lhz"), 151, 29;
    end;
}

// The Lab No.2
//============================================================
1@lhz,151,29,0    script    #2_0    -1,1,1,{
    end;

OnEnable:
    enablenpc instance_npcname("#2_0");
    end;

OnDisable:
    disablenpc instance_npcname("#2_0");
    end;

OnTouch:
    donpcevent instance_npcname("Lab2#2_1")+"::OnEnable";
    donpcevent instance_npcname("#2_0")+"::OnDisable";
    end;
}

// The Lab No.2 2_1 System - Control of Monster Wave and Pipe right before exploding
//============================================================
1@lhz,35,106,4    script    Lab2#2_1    CLEAR_NPC,{
    end;

OnInstanceInit:
OnDisable:
    stopnpctimer;
    end;

OnEnable:
    initnpctimer;
    end;

OnTimer1000:
    mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected in The Lab No.2!!",bc_map,"0xff9977";
    end;

OnTimer3000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.2 Security system will start working.",bc_map,"0xff9977";
    end;

OnTimer5000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure in the Lab No.2 is too high.",bc_map,"0xff99ff";
    end;

OnTimer8000:
    mapannounce instance_mapname("1@lhz"),"[Security System] First security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl2#mob02")+"::On01";
    end;

OnTimer10000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer190000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer303000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Second Security system will start working.",bc_map,"0xff9977";
    end;

OnTimer308000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Second security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl2#mob02")+"::On02";
    end;

OnTimer370000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer550000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer603000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Third Security system will start working.",bc_map,"0xff9977";
    end;

OnTimer608000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Third security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl2#mob02")+"::On03";
    end;

OnTimer730000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer903000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fourth Security system will start working.",bc_map,"0xff9977";
    end;

OnTimer908000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl2#mob02")+"::On04";
    end;

OnTimer910000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer1090000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    end;

OnTimer1203000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fifth Security system will start working.",bc_map,"0xff9977";
    end;

OnTimer1208000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl2#mob02")+"::On05";
    end;

OnTimer1270000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
    donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
    stopnpctimer;
    end;
}

// The Lab No.2 2_2 System - Pipe Operation Control
// When 3 pipes explode, system will shut down.
//============================================================
1@lhz,37,106,4    script    Lab2#2_2    CLEAR_NPC,{
    end;

OnInstanceInit:
    'broken_pipes = 0;
    stopnpctimer;
    end;

OnPipePressure:
    switch(rand(1,6)) {
    case 1:
        donpcevent instance_npcname("Valve#2_1")+"::OnEnable";
        donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_01";
    case 2:
        donpcevent instance_npcname("Valve#2_2")+"::OnEnable";
        donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_02";
    case 3:
        donpcevent instance_npcname("Valve#2_3")+"::OnEnable";
        donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_03";
    case 4:
        donpcevent instance_npcname("Valve#2_4")+"::OnEnable";
        donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_04";
    case 5:
        donpcevent instance_npcname("Valve#2_5")+"::OnEnable";
        donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_05";
    case 6:
        donpcevent instance_npcname("Valve#2_6")+"::OnEnable";
        donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06";
    }
    initnpctimer;
    end;

OnDisableValve1:
    disablenpc instance_npcname("Valve#2_1");
    stopnpctimer;
    end;

OnDisableValve2:
    disablenpc instance_npcname("Valve#2_2");
    stopnpctimer;
    end;

OnDisableValve3:
    disablenpc instance_npcname("Valve#2_3");
    stopnpctimer;
    end;

OnDisableValve4:
    disablenpc instance_npcname("Valve#2_4");
    stopnpctimer;
    end;

OnDisableValve5:
    disablenpc instance_npcname("Valve#2_5");
    stopnpctimer;
    end;

OnDisableValve6:
    disablenpc instance_npcname("Valve#2_6");
    stopnpctimer;
    end;

OnTimer63000:
    for(.@i = 1; .@i < 7; .@i++) {
        specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+"");
        disablenpc instance_npcname("Valve#2_"+.@i+"");
    }
    'broken_pipes += 1;
    if ('broken_pipes == 3) {
        donpcevent instance_npcname("#2_3")+"::OnEnable";
        stopnpctimer;
    } else {
        mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - 'broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff";
    }
    end;
}

// The Lab No.2 2_3 System
//============================================================
1@lhz,151,48,0    script    #2_3    -1,20,20,{
    end;

OnInstanceInit:
    disablenpc instance_npcname("#2_3");
    end;

OnEnable:
    initnpctimer;
    end;

OnTimer1000:
    mapannounce instance_mapname("1@lhz"),"[Management System] System Freezes! System Freezes! Evacuate from the Lab in 10 seconds.",bc_map,"0xff99ff";
    end;

OnTimer11000:
    mapannounce instance_mapname("1@lhz"),"[Management System] Evacuate!!",bc_map,"0xff99ff";
    enablenpc instance_npcname("#2_3");
    end;

OnTouch:
    warp "lhz_dun04", 147, 273;
    end;
}

// The Lab No.2 Monster Control
//============================================================
1@lhz,39,106,4    script    MobCtrl2#mob02    CLEAR_NPC,{
    end;

On01:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,10,.@label$;
    end;

On02:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,20,.@label$;
    end;

On03:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,16,.@label$;
    end;

On04:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,19,.@label$;
    end;

On05:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster .@map$,139,37,164,58,"Starving Lab animal",2242,20,.@label$;
    end;

On2_01:
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster instance_mapname("1@lhz"),155,43,161,49,"Starving Lab animal",2243,5,.@label$;
    end;

On2_02:
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster instance_mapname("1@lhz"),137,40,143,46,"Starving Lab animal",2243,5,.@label$;
    end;

On2_03:
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster instance_mapname("1@lhz"),137,51,143,57,"Starving Lab animal",2243,5,.@label$;
    end;

On2_04:
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster instance_mapname("1@lhz"),143,56,149,62,"Starving Lab animal",2243,5,.@label$;
    end;

On2_05:
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster instance_mapname("1@lhz"),160,48,166,54,"Starving Lab animal",2243,5,.@label$;
    end;

On2_06:
    .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    areamonster instance_mapname("1@lhz"),135,44,141,50,"Starving Lab animal",2243,5,.@label$;
    end;

OnDisable:
    killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
    end;

OnMyMobDead:
    if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead") < 1) {
        donpcevent instance_npcname("#potal_02")+"::OnEnable";
        donpcevent instance_npcname("Lab2#2_1")+"::OnDisable";
        mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.2 has been stopped.",bc_map,"0xff9977";
    }
    end;
}

// The Lab No.2 Valves
//============================================================
-    script    bio4FLab2Valve    -1,{
    if (getpartyleader(getcharid(1),2) == getcharid(0)) {
        progressbar "0xffff00", 20;
        stopnpctimer;
        donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1";
        disablenpc instance_npcname(strnpcinfo(0));
        end;
    } else {
        mes "Let your party leader handle the valve.";
        close;
    }

OnInstanceInit:
    disablenpc instance_npcname(strnpcinfo(0));
    end;

OnEnable:
    enablenpc instance_npcname(strnpcinfo(0));
    initnpctimer;
    end;

OnTimer3000:
    specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(0));
    stopnpctimer;
    initnpctimer;
    end;
}
1@lhz,158,46,0    duplicate(bio4FLab2Valve)    Valve#2_1    CLEAR_NPC
1@lhz,138,43,0    duplicate(bio4FLab2Valve)    Valve#2_2    CLEAR_NPC
1@lhz,139,54,0    duplicate(bio4FLab2Valve)    Valve#2_3    CLEAR_NPC
1@lhz,145,60,0    duplicate(bio4FLab2Valve)    Valve#2_4    CLEAR_NPC
1@lhz,165,51,0    duplicate(bio4FLab2Valve)    Valve#2_5    CLEAR_NPC
1@lhz,137,47,0    duplicate(bio4FLab2Valve)    Valve#2_6    CLEAR_NPC

// The Lab No.2 >> The Lab No.3 Warp portal(General)
//============================================================
1@lhz,151,64,0    script    #potal_02    WARPNPC,2,2,{
    end;

OnInstanceInit:
OnDisable:
    disablenpc instance_npcname("#potal_02");
    end;

OnEnable:
    mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.3 is now open.",bc_map,"0xff99ff";
    enablenpc instance_npcname("#potal_02");
    end;

OnTouch:
    warp instance_mapname("1@lhz"), 84, 28;
    end;
}

// The Lab No.3
//============================================================
1@lhz,84,28,0    script    #3_0    -1,1,1,{
    end;

OnEnable:
    enablenpc instance_npcname("#3_0");
    end;

OnDisable:
    disablenpc instance_npcname("#3_0");
    end;

OnTouch:
    donpcevent instance_npcname("Lab3#3_1")+"::OnEnable";
    donpcevent instance_npcname("#3_0")+"::OnDisable";
    end;
}

// The Lab No.3 3_1 System - Monster wave control
//============================================================
1@lhz,35,104,4    script    Lab3#3_1    CLEAR_NPC,{
    end;

OnEnable:
    initnpctimer;
    end;

OnDisable:
    stopnpctimer;
    end;

OnTimer1000:
    mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice!",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl3#mob03")+"::OnDisable";
    end;

OnTimer5000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Intruder Detected in The Lab No.3!!",bc_map,"0xff9977";
    end;

OnTimer7000:
    mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Security system of The Lab No.3 will start working.",bc_map,"0xff9977";
    end;

OnTimer12000:
    mapannounce instance_mapname("1@lhz"),"[Security System] First security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl3#mob03")+"::On01";
    end;

OnTimer192000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Second security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl3#mob03")+"::On02";
    end;

OnTimer372000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Third security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl3#mob03")+"::On03";
    end;

OnTimer552000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system of The Lab No.3activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl3#mob03")+"::On04";
    end;

OnTimer732000:
    mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
    donpcevent instance_npcname("MobCtrl3#mob03")+"::On05";
    stopnpctimer;
    end;
}

// The Lab No.3 Monster Control
//============================================================
1@lhz,37,104,4    script    MobCtrl3#mob03    CLEAR_NPC,{
    end;

On01:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
    monster .@map$,80,60,"Starving Lab animal",2242,1,.@label$;
    monster .@map$,81,58,"Starving Lab animal",2242,1,.@label$;
    monster .@map$,82,56,"Starving Lab animal",2242,1,.@label$;
    monster .@map$,84,60,"Starving Lab animal",2242,1,.@label$;
    monster .@map$,85,58,"Starving Lab animal",2242,1,.@label$;
    monster .@map$,82,60,"Starving Lab animal",2243,1,.@label$;
    monster .@map$,83,58,"Starving Lab animal",2243,1,.@label$;
    monster .@map$,85,56,"Starving Lab animal",2243,1,.@label$;        
    monster .@map$,86,60,"Starving Lab animal",2243,1,.@label$;
    monster .@map$,87,58,"Starving Lab animal",2243,1,.@label$;
    end;

On02:
    .@map$ = instance_mapname("1@lhz");
    .@amount1 = rand(1,5);
    .@amount2 = rand(1,5);
    .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
    monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,84,60,"Starving Lab animal",2243,.@amount1,.@label$;
    monster .@map$,86,60,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,81,58,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,83,58,"Starving Lab animal",2243,.@amount2,.@label$;
    monster .@map$,85,58,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,87,58,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,82,56,"Starving Lab animal",2243,.@amount1,.@label$;
    monster .@map$,85,56,"Starving Lab animal",2242,.@amount2,.@label$;
    end;

On03:
    .@map$ = instance_mapname("1@lhz");
    .@amount1 = rand(1,5);
    .@amount2 = rand(1,5);
    .@amount3 = rand(1,5);
    .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
    monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,86,60,"Starving Lab animal",2243,.@amount1,.@label$;
    monster .@map$,81,58,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,83,58,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,85,58,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,87,58,"Starving Lab animal",2243,.@amount2,.@label$;
    monster .@map$,82,56,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,85,56,"Starving Lab animal",2242,.@amount1,.@label$;
    end;

On04:
    .@map$ = instance_mapname("1@lhz");
    .@amount1 = rand(1,5);
    .@amount2 = rand(1,5);
    .@amount3 = rand(1,5);
    .@amount4 = rand(1,5);
    .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
    monster .@map$,80,60,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,86,60,"Starving Lab animal",2242,.@amount4,.@label$;
    monster .@map$,81,58,"Starving Lab animal",2243,.@amount1,.@label$;
    monster .@map$,83,58,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,85,58,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,87,58,"Starving Lab animal",2242,.@amount4,.@label$;
    monster .@map$,82,56,"Starving Lab animal",2243,.@amount1,.@label$;
    monster .@map$,85,56,"Starving Lab animal",2242,.@amount2,.@label$;
    end;

On05:
    .@map$ = instance_mapname("1@lhz");
    .@amount1 = rand(1,5);
    .@amount2 = rand(1,5);
    .@amount3 = rand(1,5);
    .@amount4 = rand(1,5);
    .@amount5 = rand(1,5);
    .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
    monster .@map$,80,60,"Starving Lab animal",2243,.@amount1,.@label$;
    monster .@map$,82,60,"Starving Lab animal",2242,.@amount2,.@label$;
    monster .@map$,84,60,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,86,60,"Starving Lab animal",2243,.@amount4,.@label$;
    monster .@map$,81,58,"Starving Lab animal",2242,.@amount5,.@label$;
    monster .@map$,83,58,"Starving Lab animal",2242,.@amount1,.@label$;
    monster .@map$,85,58,"Starving Lab animal",2243,.@amount2,.@label$;
    monster .@map$,87,58,"Starving Lab animal",2242,.@amount3,.@label$;
    monster .@map$,82,56,"Starving Lab animal",2242,.@amount4,.@label$;
    monster .@map$,85,56,"Starving Lab animal",2243,.@amount5,.@label$;
    end;

OnDisable:
    killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
    end;

OnMyMobDead:
    if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead") < 1) {
        donpcevent instance_npcname("#potal_03")+"::OnEnable";
        donpcevent instance_npcname("Lab3#3_1")+"::OnDisable";
        mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.3 has been stopped.",bc_map,"0xff9977";
    }
    end;
}

// The Lab No.3 >> Boss's Room Warp portal
//============================================================
1@lhz,83,62,0    script    #potal_03    WARPNPC,2,2,{
    end;

OnInstanceInit:
    disablenpc instance_npcname("#potal_03");
    end;

OnEnable:
    mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.4 is now open.",bc_map,"0x7799ff";
    enablenpc instance_npcname("#potal_03");
    end;

OnDisable:
    disablenpc instance_npcname("#potal_03");
    end;

OnTouch:
    warp instance_mapname("1@lhz"), 137, 100;
    end;
}

// The Lab No.4
//============================================================
1@lhz,137,100,0    script    #4_0    -1,1,1,{
    end;

OnEnable:
    enablenpc instance_npcname("#4_0");
    end;

OnDisable:
    disablenpc instance_npcname("#4_0");
    end;

OnTouch:
    donpcevent instance_npcname("Lab4#4_1")+"::OnEnable";
    donpcevent instance_npcname("#4_0")+"::OnDisable";
    end;
}

// The Lab No.4 4_1 System - Summon of Boss Monster
//============================================================
1@lhz,35,102,4    script    Lab4#4_1    CLEAR_NPC,{
    end;

OnEnable:
    initnpctimer;
    end;

OnDisable:
    stopnpctimer;
    end;

OnTimer1000:
    mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01");
    end;

OnTimer2000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02");
    end;

OnTimer3000:
    mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03");
    end;

OnTimer4000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04");
    end;

OnTimer5000:
    mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05");
    end;

OnTimer6000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06");
    end;

OnTimer7000:
    mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07");
    end;

OnTimer8000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08");
    end;

OnTimer9000:
    mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09");
    end;

OnTimer10000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10");
    end;

OnTimer11000:
    mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11");
    end;

OnTimer12000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12");
    end;

OnTimer13000:
    mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0";
    specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13");
    end;

OnTimer14000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14");
    end;

OnTimer15000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15");
    end;

OnTimer16000:
    specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16");
    end;

OnTimer17000:
    mapannounce instance_mapname("1@lhz"),"Whisper: Ah....it....it's too late......",bc_map,"0x7DCBF0";
    donpcevent instance_npcname("MobCtrl4#mob04")+"::OnEnable";
    stopnpctimer;
    end;
}

// Area No. 4 - Boss Summon Control
//============================================================
1@lhz,37,102,4    script    MobCtrl4#mob04    CLEAR_NPC,{
    end;

OnEnable:
    switch(rand(1,13)) {
    case 1:
        donpcevent instance_npcname("Seyren Windsor#boss01")+"::OnEnable";
        end;
    case 2:
        donpcevent instance_npcname("Cecile Damon#boss02")+"::OnEnable";
        end;
    case 3:
        donpcevent instance_npcname("Gertie Wie#boss03")+"::OnEnable";
        end;
    case 4:
        donpcevent instance_npcname("Eremes Guile#boss04")+"::OnEnable";
        end;
    case 5:
        donpcevent instance_npcname("Trentini#boss05")+"::OnEnable";
        end;
    case 6:
        donpcevent instance_npcname("Chen Liu#boss06")+"::OnEnable";
        end;
    case 7:
        donpcevent instance_npcname("Alphochio Basil#boss07")+"::OnEnable";
        end;
    case 8:
        donpcevent instance_npcname("Flamel Emul#boss08")+"::OnEnable";
        end;
    case 9:
        donpcevent instance_npcname("Randel Lawrence#boss09")+"::OnEnable";
        end;
    case 10:
        donpcevent instance_npcname("Celia Alde#boss10")+"::OnEnable";
        end;
    case 11:
        donpcevent instance_npcname("Kathryne Keyron#boss11")+"::OnEnable";
        end;
    case 12:
        donpcevent instance_npcname("Margaretha Sorin#boss12")+"::OnEnable";
        end;
    case 13:
        donpcevent instance_npcname("Howard Alt-Eisen#boss13")+"::OnEnable";
        end; 
    }

OnDisable:
    //stopnpctimer;
    end;
}

// Random Experiments in Tubes
//============================================================
1@lhz,156,148,3    script    Type_**Gren#boss14    4_M_03,{ end; }
1@lhz,152,152,3    script    Type_**Roke#boss15    4_M_HUMAN_01,{ end; }
1@lhz,148,156,3    script    Type_**Dree#boss16    4_M_DWARF,{ end; }

// Bosses
//============================================================
-    script    bio4FBoss    -1,{
    end;

OnEnable:
    .@map$ = instance_mapname("1@lhz");
    .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
    specialeffect EF_SUI_EXPLOSION;

    if (strnpcinfo(0) == "Seyren Windsor#boss01")
        monster .@map$,129,154,"Load Knight Seyren",1646,1,.@label$;
    else if (strnpcinfo(0) == "Cecile Damon#boss02")
        monster .@map$,125,150,"Sniper Cecile",1650,1,.@label$;
    else if (strnpcinfo(0) == "Gertie Wie#boss03")
        monster .@map$,121,146,"Stalker Gertie",2239,1,.@label$;
    else if (strnpcinfo(0) == "Eremes Guile#boss04")
        monster .@map$,117,142,"Assassin Cross Eremes",1647,1,.@label$;
    else if (strnpcinfo(0) == "Trentini#boss05")
        monster .@map$,117,125,"Gypsy Trentini",2241,1,.@label$;
    else if (strnpcinfo(0) == "Chen Liu#boss06")
        monster .@map$,121,121,"Champion Chen",2238,1,.@label$;
    else if (strnpcinfo(0) == "Alphochio Basil#boss07")
        monster .@map$,125,117,"Crown Alphochio",2240,1,.@label$;
    else if (strnpcinfo(0) == "Flamel Emul#boss08")
        monster .@map$,129,113,"Creator Flamel",2236,1,.@label$;
    else if (strnpcinfo(0) == "Randel Lawrence#boss09")
        monster .@map$,146,113,"Paladin Randel",2235,1,.@label$;
    else if (strnpcinfo(0) == "Celia Alde#boss10")
        monster .@map$,150,117,"Professor Celia",2237,1,.@label$;
    else if (strnpcinfo(0) == "Kathryne Keyron#boss11")
        monster .@map$,154,121,"High Wizard Kathryne",1651,1,.@label$;
    else if (strnpcinfo(0) == "Margaretha Sorin#boss12")
        monster .@map$,158,125,"High Priest Margaretha",1649,1,.@label$;
    else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13")
        monster .@map$,158,142,"White Smith Howard",1648,1,.@label$;

    end;

OnDisable:
    killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
    disablenpc instance_npcname(strnpcinfo(0));
    end;

OnMyMobDead:
    if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
        .@map$ = instance_mapname("1@lhz");

        if (strnpcinfo(0) == "Seyren Windsor#boss01")
            mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Cecile Damon#boss02")
            mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Gertie Wie#boss03")
            mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Eremes Guile#boss04")
            mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Trentini#boss05")
            mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Chen Liu#boss06")
            mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Alphochio Basil#boss07")
            mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Flamel Emul#boss08")
            mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Randel Lawrence#boss09")
            mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Celia Alde#boss10")
            mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Kathryne Keyron#boss11")
            mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Margaretha Sorin#boss12")
            mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02";
        else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13")
            mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02";

        donpcevent instance_npcname("Wolfchev#last")+"::OnEnable";
        donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
    }
    end;
}
1@lhz,127,156,5    duplicate(bio4FBoss)    Seyren Windsor#boss01    1646
1@lhz,123,152,5    duplicate(bio4FBoss)    Cecile Damon#boss02    1650
1@lhz,119,148,5    duplicate(bio4FBoss)    Gertie Wie#boss03    2239
1@lhz,115,144,5    duplicate(bio4FBoss)    Eremes Guile#boss04    1647
1@lhz,115,123,7    duplicate(bio4FBoss)    Trentini#boss05    2241
1@lhz,119,119,7    duplicate(bio4FBoss)    Chen Liu#boss06    2238
1@lhz,123,115,7    duplicate(bio4FBoss)    Alphochio Basil#boss07    2240
1@lhz,127,111,7    duplicate(bio4FBoss)    Flamel Emul#boss08    2236
1@lhz,148,111,1    duplicate(bio4FBoss)    Randel Lawrence#boss09    2235
1@lhz,152,115,1    duplicate(bio4FBoss)    Celia Alde#boss10    2237
1@lhz,156,119,1    duplicate(bio4FBoss)    Kathryne Keyron#boss11    1651
1@lhz,160,123,1    duplicate(bio4FBoss)    Margaretha Sorin#boss12    1649
1@lhz,160,144,3    duplicate(bio4FBoss)    Howard Alt-Eisen#boss13    1648

// Wolfchev - Final encounter
//============================================================
1@lhz,137,156,7    script    Wolfchev#last    4_LGTSCIENCE,{
    if ((MaxWeight - Weight) < 1000 || !checkweight(1201, 1)) {
        mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
        close;
    }
    for(.@i = 5113; .@i <= 5125; .@i++) {
        switch( checkquest(.@i,HUNTING) ) {
        case -1:
            break;
        case 0:
        case 1:
            .@all_quests_complete += 1;
            break;
        case 2:
            .@all_quests_complete += 2;
            break;
        }
    }
    if (.@all_quests_complete == 26) {
        // Quests Complete. Get Rewards.
        if (lght_duk01 == 8) {
            // First time beating the instance.
            mes "[Wolfchev]";
            mes "You finally defeated my Boss creature.";
            next;
            mes "[Wolfchev]";
            mes "Finally. is this the result?? For whom did I experiment? Did they cheat me?";
            next;
            mes "[Wolfchev]";
            mes "The button was supposed to be pressed for an emergency case...but..";
            next;
            mes "[Wolfchev]";
            mes "Hey... You and I met by a bad connection....";
            next;
            mes "[Wolfchev]";
            mes "But...., you helped me... How could you do that?";
            next;
            mes "["+ strcharinfo(0) +"]";
            mes "When I met you for the first time, you seemed mad but sad, even if you could commit those cruel and horrific experiments.";
            next;
            mes "["+ strcharinfo(0) +"]";
            mes "But actually, you did that because you was lonely,.. you just concentrated on that for this reason, huh?";
            next;
            mes "[Wolfchev]";
            mes "HAHAHAHA. Loneliness... you say?";
            next;
            mes "[Wolfchev]";
            mes "It might be seen like that to you. But, it isn't. Loneliness is just a good and easy excuse of the losers.";
            next;
            mes "[Wolfchev]";
            mes "I'm so happy doing experiments pursuing for a perfection, I never feel lonely.";
            next;
            mes "[Wolfchev]";
            mes "Anyway, since I realized that Rekenber betrayed me, I cannot just let them do what they want.";
            next;
            mes "[Wolfchev]";
            mes "For now, I will leave them alone, but I will make them cry and regret for trying to remove Wolfchev.";
            next;
            mes "["+ strcharinfo(0) +"]";
            mes "... .... ... ....";
            next;
            lght_duk01 = 9;
            callsub L_Reward;
            mes "[Wolfchev]";
            mes "aaaaaah, "+ strcharinfo(0) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore.";
            next;
            mes "[Wolfchev]";
            mes "And, if you can...hope you to come back often, especially with your friends. I want the place to be with human heart again so the sadness in here gets disappear.";
            next;
            mes "I looked at Wolfchev again before leaving his lab. and I could feel that he was not obsessed anymore..";
            close2;
            warp "lhz_dun04", 147, 273;
            end;
        } else {
            mes "[Wolfchev]";
            mes "You did defeat all of the Boss creatures. Thank you again.";
            next;
            callsub L_Reward;
            mes "[Wolfchev]";
            mes "I say again, "+ strcharinfo(0) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore.";
            next;
            mes "[Wolfchev]";
            mes "Khahaha, See you again. Do you want to get out of here now?";
            next;
            if (select("Not yet", "Yes") == 1) {
                mes "[Wolfchev]";
                mes "Then tell me when you want to.";
                close;
            }
            mes "[Wolfchev]";
            mes "Then I will send you out.";
            close2;
            warp "lhz_dun04", 147, 273;
            end;
        }
    } else {
        if (.@all_quests_complete == 0) {
            mes "[Wolfchev]";
            mes "I was looking at the system.... don't know who made this..... but it's so complicated to get..no idea...";
            next;
        } else {
            mes "[Wolfchev]";
            mes "kakakaah.. Thank you. You handled those Boss creatures well...";
            next;
        }
        if (lght_duk01 == 7) {
            lght_duk01 = 8;
            mes "[Wolfchev]";
            mes "While you were struggling...";
            next;
            mes "[Wolfchev]";
            mes "I figured something out... and there's a system error which doesn't let us come and go freely, so you could help me in 72 hours... Go somewhere to rest before you come back.";
            next;
            mes "[Wolfchev]";
            mes "Ah... and I can send you out of my laboratory. Do you want?";
            next;
        } else {
            mes "[Wolfchev]";
            mes "Do you want to get out of here now?";
            next;
        }
        if (select("Not yet", "Yes") == 1) {
            mes "[Wolfchev]";
            mes "Then tell me when you want to.";
            close;
        }
        mes "[Wolfchev]";
        mes "Then I will send you out.";
        close2;
        warp "lhz_dun04", 147, 273;
        end;
    }

L_Reward:
    for(.@i = 5113; .@i <= 5125; .@i++) {
        erasequest .@i;
    }
    .@r = rand(1, 1000);
    if      (.@r < 84)  getitem 2582,  1; //Salvage_Cape
    else if (.@r < 167) getitem 18570, 1; //Ancient_Gold_Deco
    else if (.@r < 250) getitem 1490,  1; //Giant_Lance
    else if (.@r < 333) getitem 16017, 1; //Bloody_Cross
    else if (.@r < 416) getitem 1291,  1; //Guillotine_Katar
    else if (.@r < 499) getitem 1584,  1; //Chilly_Spell_Book
    else if (.@r < 582) getitem 6471, 10; //Goast_Chill
    else if (.@r < 665) getitem 6470, 10; //Blood_Thirst
    else if (.@r < 748) getitem 6469, 10; //Will_Of_Warrior
    else if (.@r < 831) getitem 6471, 20; //Goast_Chill
    else if (.@r < 914) getitem 6470, 20; //Blood_Thirst
    else                getitem 6469, 20; //Will_Of_Warrior
    return;

OnInstanceInit:
OnDisable:
    disablenpc instance_npcname("Wolfchev#last");
    end;

OnEnable:
    enablenpc instance_npcname("Wolfchev#last");
    end;
}
 

 

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anyone can help?

 

anyone can help?

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go to db/re/quest_db.txt

search for quest ID 5112 and change 259200 to 86400

5112,86400,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"Laboratory Restricted Access"    //259200 original 3days

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