//===== Hercules Script =======================================
//= Port Malaya NPC's
//===== By: ==================================================
//= Masao
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= Hercules
//===== Description: =========================================
//= Many Port Malaya NPC's & Quests.
//===== Additional Comments: =================================
//= 1.0 First Version.
//============================================================
malaya,276,55,4 script Optamara Crew#malaya 100,{
if (malaya_hi < 10) {
mes "[Optamara Crew]";
mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
next;
}
else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Optamara Crew]";
mes "I think a nameless adventurer helped take a load off the villagers mind. Yahoo! Would you like to go back to Alberta?";
next;
}
else {
mes "[Optamara Crew]";
mes "Would you like to go back to Alberta with me?";
next;
}
switch (select("Return.:Do not return.")) {
case 1:
mes "[Optamara Crew]";
mes "Great! Lets leave now for Alberta!!";
close2;
warp "alberta",239,68;
end;
case 2:
mes "[Optamara Crew]";
mes "Thats okay. Come here if you ever want to go back to Alberta.";
close;
}
}
alberta,237,71,3 script Optamara Crew#alberta 100,{
mes "[Optamara Crew]";
mes "Hey, there!";
mes "Its 10,000 Zeny to go to Port Malaya. Interested?";
next;
switch (select("About Port Malaya:Go to Port Malaya.:Cancel.")) {
case 1:
mes "[Optamara Crew]";
mes "Port Malaya is a small village you could reach by sailing southwest from Alberta.";
next;
mes "[Optamara Crew]";
mes "I couldnt visit the village because they had some issues there but now it seems all is clear!";
next;
mes "[Optamara Crew]";
mes "I dont know for sure but it was a village that's like a comfortable and cozy park.";
next;
mes "[Optamara Crew]";
mes "I was this close to not coming back to cozy Alberta again.";
next;
mes "[Optamara Crew]";
mes "Im sure youll feel the same once you reach Port Malaya.";
close;
case 2:
if (Zeny > 9999) {
set Zeny, Zeny - 10000;
mes "[Optamara Crew]";
mes "Great!";
mes "Heading for Port Malaya!!";
close2;
warp "Malaya",271,55;
end;
}
mes "[Optamara Crew]";
mes "Oh God!!";
mes "You dont know how far it is from here. Of course its not free. Please come back with 10,000 Zeny. Sorry!";
close;
case 3:
mes "[Optamara Crew]";
mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together.";
close;
}
}
ma_in01,30,94,4 script Inn Keeper#ma 583,{
if (malaya_hi < 10) {
mes "[Inn Keeper]";
mes "Oh my! Visiting?";
mes "What bad timing. The village is a bit unorganized at the moment so Im actually closed. Sorry.";
close;
}
else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Inn Keeper]";
mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you.";
next;
}
else {
mes "[Inn Keeper]";
mes "Welcome.";
mes "This is Port Malaya's best inn, 'Cabin in the City'.";
next;
}
mes "[Inn Keeper]";
mes "Come for a rest? Lodging will be 5,000 Zeny.";
next;
switch (select("Store.:Lodge. - 5,000z:Cancel.")) {
case 1:
mes "[Inn Keeper]";
mes "Successfully stored. See you next time.";
savepoint "ma_in01",43,98;
close;
case 2:
if (Zeny < 5000) {
mes "[Inn Keeper]";
mes "Sorry. I think you are a bit short.";
close;
}
mes "[Inn Keeper]";
mes "Hope you enjoy your stay.";
close2;
set Zeny, Zeny - 5000;
percentheal 100,100;
warp "ma_in01",43,98;
end;
case 3:
close;
}
}
ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{
if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
mes "Cannot proceed because you have too many items in your possession.";
close;
}
mes "[Old Man in Dilemma]";
mes "Oh! Demons are gaining more and more power in this world.";
next;
switch (select("We need to gather items to fight them off.:Ignore.")) {
case 1:
if ((countitem(6497) > 2) && (Zeny > 999)) {
mes "[Old Man in Dilemma]";
mes "You dont seem to be strong enough to fight off demons.";
next;
mes "[Old Man in Dilemma]";
mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?";
next;
switch (select("Create.:No, thank you.")) {
case 1:
if ((countitem(6497) > 2) && (Zeny > 999)) {
specialeffect2 EF_CONE;
specialeffect EF_FORESTLIGHT2;
set Zeny, Zeny - 1000;
getitem 12775,1; //Ancient_Spirit_Amulet
mes "[Old Man in Dilemma]";
mes "Hope you win the fight with the demon.";
close;
}
mes "[Old Man in Dilemma]";
mes "Short on materials.";
close;
case 2:
mes "[Old Man in Dilemma]";
mes "Hope you win the fight with the demon.";
close;
}
}
mes "[Old Man in Dilemma]";
mes "Cant make it now but there is an old way of making it handed down by generations.";
next;
mes "[Old Man in Dilemma]";
mes "You need to call upon the power of Ancient Spirits. But youll need several important materials first.";
next;
select("What are they?");
mes "[Old Man in Dilemma]";
mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations.";
next;
mes "[Old Man in Dilemma]";
mes "But nobody can get this special item anymore.";
next;
select("Something money cannot buy?");
mes "[Old Man in Dilemma]";
mes "No, no... It's this round little thing, you see?";
next;
select("Are you talking about Zeny?");
mes "[Old Man in Dilemma]";
mes "Looks similar to the special items handed down from generations.";
next;
mes "[Old Man in Dilemma]";
mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons.";
next;
select("Sounds good.");
mes "[Old Man in Dilemma]";
mes "In case you are too weary to take on the demons";
next;
mes "[Old Man in Dilemma]";
mes "come by with 3 Lesser Agimats and 1,000 of those so called Zeny.";
next;
mes "[Old Man in Dilemma]";
mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min.";
close;
case 2:
mes "[Old Man in Dilemma]";
mes "Hope you win the fight with the demon.";
close;
}
}
ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{
if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) {
mes "Cannot proceed because you have too many items in your possession.";
close;
}
mes "[Tikbalang Expert]";
mes "Ive spent 90% of my life studying Tikbalang.";
next;
switch (select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) {
case 1:
mes "[Tikbalang Expert]";
mes "What! I might be imagining things.";
next;
mes "[Tikbalang Expert]";
mes "I look younger than I am because of my baby face. Ha ha ha";
next;
select("... ... ...");
mes "[Tikbalang Expert]";
mes "Trust!! They say faith will bring you luck.";
close;
case 2:
mes "[Tikbalang Expert]";
mes "Ha ha... You ask the right question.";
mes "Im a specialist in that field. Ask me anything.";
next;
select("Why wont you answer me?");
mes "[Tikbalang Expert]";
mes "Have you... ever been fooled by anyone around you? Why cant you believe someones word for it? Really, ask me anything.";
next;
while (.@loop != 1) {
switch (select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) {
case 1:
set .@loop,1;
break;
case 2:
mes "[Tikbalang Expert]";
mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel.";
next;
mes "[Tikbalang Expert]";
mes "They are mischievous creatures.";
next;
mes "[Tikbalang Expert]";
mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out.";
next;
mes "[Tikbalang Expert]";
mes "Or go on your way quietly without disrupting the Tikbalangs.";
next;
mes "[Tikbalang Expert]";
mes "Ha ha ha ha But everyone knows adventurers are never quiet while they travel, right?";
next;
mes "[Tikbalang Expert]";
mes "Never...";
set .@loop,2;
next;
break;
case 3:
mes "[Tikbalang Expert]";
mes "They say Tikbalangs have several distinctions.";
next;
mes "[Tikbalang Expert]";
mes "First, they are very tall ^AAAAAA(tsk.. wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down,";
next;
mes "[Tikbalang Expert]";
mes "Second, is the standard characteristics acknowledged by the association. They have heads and foot like a horse.";
next;
mes "[Tikbalang Expert]";
mes "So with all these appearance treats, Tikbalang is sometimes called the creature from hell.";
set .@loop,3;
next;
break;
case 4:
mes "[Tikbalang Expert]";
mes "There are several fun rumors about Tikbalangs.";
next;
mes "[Tikbalang Expert]";
mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature.";
next;
mes "[Tikbalang Expert]";
mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles.";
next;
mes "[Tikbalang Expert]";
mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'.";
next;
mes "[Tikbalang Expert]";
mes "The association speculates that sayings like 'it rains on Bathorys wedding day' or 'it rains on Moonlight Flowers wedding day' might have derived from the Tikbalangs saying.";
next;
mes "[Tikbalang Expert]";
mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparent but nobody has verified this yet.";
set .@loop,4;
next;
break;
case 5:
mes "[Tikbalang Expert]";
mes "Tikbalangs usually live in dark, busy places where there arent many people around.";
next;
mes "[Tikbalang Expert]";
mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees.";
next;
mes "[Tikbalang Expert]";
mes "And this is just my opinion but wouldnt you agree that they are living in dark places because it is easier to play pranks on people?";
set .@loop,5;
next;
break;
}
}
mes "[Tikbalang Expert]";
mes "I think this is enough explanation for now. You wouldnt understand other highly sophisticated topics with specific terminology and all anyway.";
next;
mes "[Tikbalang Expert]";
mes "Oh! Do you have any other questions?";
next;
mes "[Tikbalang Expert]";
mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions.";
close;
case 3:
mes "[Tikbalang Expert]";
mes "Ha ha ha. Do you now know how great I am?";
next;
if ((countitem(6496) > 2) && (countitem(6497) > 4)) {
mes "[Tikbalang Expert]";
mes "Oh! Isnt this material to make 'Tikbalang Belt' used to tame Tikbalangs?";
next;
mes "[Tikbalang Expert]";
mes "The '^F80835Tikbalang Belt ^000000' is used to capture Tikbalangs without the hassle. But that doesnt mean its 100% successful. Interested? Do you want me to make one for you?";
next;
switch (select("Yes, Im interested.:No, I can capture one myself.")) {
case 1:
delitem 6496,3; //Tikbalang_Thick_Spine
getitem 12699,1; //Tikbalang_Belt
mes "[Tikbalang Expert]";
mes "Yiiiiiiiiiiii! Yap!";
next;
specialeffect EF_SONICBLOW2;
select("Huh?");
mes "[Tikbalang Expert]";
mes "The '^F80835Tikbalang Belt ^000000' is already created";
close;
case 2:
mes "[Tikbalang Expert]";
mes "You? Ha... You can try if you want to.";
close;
}
}
mes "[Tikbalang Expert]";
mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?";
next;
switch (select("Easy way.:Hard way.")) {
case 1:
mes "[Tikbalang Expert]";
mes "Ha ha. Ive come up with the easy way myself.";
next;
mes "[Tikbalang Expert]";
mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make";
next;
mes "[Tikbalang Expert]";
mes "a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs.";
next;
mes "[Tikbalang Expert]";
mes "Ha ha ha ha ha!";
mes "I will say it again.";
mes "Its 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?";
close;
case 2:
mes "[Tikbalang Expert]";
mes "Its easy for me but I dont know about you.";
next;
mes "[Tikbalang Expert]";
mes "Tikbalangs have a sharp, pointy mane behind their neck.";
next;
mes "[Tikbalang Expert]";
mes "Of course! There are several of them but you must get the three thickest ones.";
next;
mes "[Tikbalang Expert]";
mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out.";
next;
mes "[Tikbalang Expert]";
mes "Now let me explain how to pull these manes out.";
next;
mes "[Tikbalang Expert]";
mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang.";
next;
mes "[Tikbalang Expert]";
mes "Of course! The Tikbalang will get mad and try to shake you off with all its might.";
next;
mes "[Tikbalang Expert]";
mes "All you have to do is hold on until the Tikbalang gets exhausted.";
next;
mes "[Tikbalang Expert]";
mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But lets not focus on too much details.";
next;
mes "[Tikbalang Expert]";
mes "Which means!! The Tikbalang is already tamed.";
close;
}
}
}
ma_fild01,74,367,6 script Unidentified Creature#01 572,2,2,{
end;
OnInit:
set .@kafre_who, rand(1,4);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
} else if (.@kafre_who == 3) {
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#03::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
} else {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnEnable";
}
end;
OnEnable:
hideoffnpc "Unidentified Creature#01";
end;
OnDisable:
hideonnpc "Unidentified Creature#01";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
} else if (.@kafre_who == 3) {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#03::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
} else {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnEnable";
}
end;
OnTouch:
if (getcharid(1) != 0) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#01::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name04$,strcharinfo(0);
}
donpcevent "Unidentified Creature#01::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#01::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild01,109,116,4 script Unidentified Creature#02 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#02";
end;
OnDisable:
hideonnpc "Unidentified Creature#02";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#04::OnDisable";
} else if (.@kafre_who == 3) {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#03::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
}
else {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnEnable";
}
end;
OnTouch:
if (getpartyleader(getcharid(1),1) == getcharid(3)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#02::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name04$,strcharinfo(0);
}
donpcevent "Unidentified Creature#02::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#02::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild01,280,150,6 script Unidentified Creature#03 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#03";
end;
OnDisable:
hideonnpc "Unidentified Creature#03";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
} else {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnEnable";
}
end;
OnTouch:
if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#03::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name04$,strcharinfo(0);
}
donpcevent "Unidentified Creature#03::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#03::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild01,309,221,6 script Unidentified Creature#04 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#04";
end;
OnDisable:
hideonnpc "Unidentified Creature#04";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#04::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
} else {
donpcevent "Unidentified Creature#01::OnDisable";
donpcevent "Unidentified Creature#02::OnDisable";
donpcevent "Unidentified Creature#03::OnEnable";
donpcevent "Unidentified Creature#04::OnDisable";
}
end;
OnTouch:
set .@kafre_tok, rand(1,100);
if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#04::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name04$,strcharinfo(0);
}
donpcevent "Unidentified Creature#04::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#04::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild02,282,41,4 script Unidentified Creature#05 572,2,2,{
end;
OnInit:
set .@kafre_who, rand(1,4);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnEnable";
donpcevent "Unidentified Creature#07::OnDisable";
} else if (.@kafre_who == 3) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnEnable";
} else {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
donpcevent "Unidentified Creature#08::OnEnable";
}
end;
OnEnable:
hideoffnpc "Unidentified Creature#05";
end;
OnDisable:
hideonnpc "Unidentified Creature#05";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnEnable";
donpcevent "Unidentified Creature#07::OnDisable";
} else if (.@kafre_who == 3) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnEnable";
} else {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
donpcevent "Unidentified Creature#08::OnEnable";
}
end;
OnTouch:
if (getcharid(1) != 0) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#05::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name05$,strcharinfo(0);
}
donpcevent "Unidentified Creature#05::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#05::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild02,246,324,4 script Unidentified Creature#06 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#06";
end;
OnDisable:
hideonnpc "Unidentified Creature#06";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
} else if (.@kafre_who == 3) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnEnable";
} else {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
donpcevent "Unidentified Creature#08::OnEnable";
}
end;
OnTouch:
if (getpartyleader(getcharid(1),1) == getcharid(3)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#06::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name05$,strcharinfo(0);
}
donpcevent "Unidentified Creature#06::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#06::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild02,71,296,6 script Unidentified Creature#07 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#07";
end;
OnDisable:
hideonnpc "Unidentified Creature#07";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
donpcevent "Unidentified Creature#08::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnEnable";
donpcevent "Unidentified Creature#07::OnDisable";
} else {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
donpcevent "Unidentified Creature#08::OnEnable";
}
end;
OnTouch:
if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#07::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name05$,strcharinfo(0);
}
donpcevent "Unidentified Creature#07::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#07::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_fild02,32,263,4 script Unidentified Creature#08 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#08";
end;
OnDisable:
hideonnpc "Unidentified Creature#08";
end;
OnBingx2:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnEnable";
donpcevent "Unidentified Creature#07::OnDisable";
} else {
donpcevent "Unidentified Creature#05::OnDisable";
donpcevent "Unidentified Creature#06::OnDisable";
donpcevent "Unidentified Creature#07::OnEnable";
}
end;
OnTouch:
set .@kafre_tok, rand(1,100);
if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#08::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name05$,strcharinfo(0);
}
donpcevent "Unidentified Creature#08::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#08::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_scene01,195,92,4 script Unidentified Creature#09 572,2,2,{
end;
OnInit:
set .@kafre_who, rand(1,3);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#09::OnEnable";
donpcevent "Unidentified Creature#10::OnDisable";
donpcevent "Unidentified Creature#11::OnDisable";
} else if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#09::OnDisable";
donpcevent "Unidentified Creature#10::OnEnable";
donpcevent "Unidentified Creature#11::OnDisable";
} else {
donpcevent "Unidentified Creature#09::OnDisable";
donpcevent "Unidentified Creature#10::OnDisable";
donpcevent "Unidentified Creature#11::OnEnable";
}
end;
OnEnable:
hideoffnpc "Unidentified Creature#09";
end;
OnDisable:
hideonnpc "Unidentified Creature#09";
end;
OnBingx2:
set .@kafre_who, rand(1,2);
if (.@kafre_who == 2) {
donpcevent "Unidentified Creature#09::OnDisable";
donpcevent "Unidentified Creature#10::OnEnable";
donpcevent "Unidentified Creature#11::OnDisable";
} else {
donpcevent "Unidentified Creature#09::OnDisable";
donpcevent "Unidentified Creature#10::OnDisable";
donpcevent "Unidentified Creature#11::OnEnable";
}
end;
OnTouch:
if (getcharid(1) != 0) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#09::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name06$,strcharinfo(0);
}
donpcevent "Unidentified Creature#09::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#09::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_scene01,158,139,4 script Unidentified Creature#10 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#10";
end;
OnDisable:
hideonnpc "Unidentified Creature#10";
end;
OnBingx2:
set .@kafre_who, rand(1,2);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#09::OnEnable";
donpcevent "Unidentified Creature#10::OnDisable";
donpcevent "Unidentified Creature#11::OnDisable";
} else {
donpcevent "Unidentified Creature#09::OnDisable";
donpcevent "Unidentified Creature#10::OnDisable";
donpcevent "Unidentified Creature#11::OnEnable";
}
end;
OnTouch:
if (getpartyleader(getcharid(1),1) == getcharid(3)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#10::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name06$,strcharinfo(0);
}
donpcevent "Unidentified Creature#10::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#10::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
ma_scene01,167,112,6 script Unidentified Creature#11 572,2,2,{
end;
OnEnable:
hideoffnpc "Unidentified Creature#11";
end;
OnDisable:
hideonnpc "Unidentified Creature#11";
end;
OnBingx2:
set .@kafre_who, rand(1,2);
if (.@kafre_who == 1) {
donpcevent "Unidentified Creature#09::OnEnable";
donpcevent "Unidentified Creature#10::OnDisable";
} else {
donpcevent "Unidentified Creature#10::OnEnable";
}
end;
OnTouch:
if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
donpcevent "Unidentified Creature#11::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
set .@slot_name, rand(1,5);
if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
set $ma_name06$,strcharinfo(0);
}
donpcevent "Unidentified Creature#11::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
donpcevent "Unidentified Creature#11::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
malaya,227,311,4 script Grandma#ma01 575,{
if (malaya_hi < 10) {
mes "[Grandma]";
mes "Youre not from around here? Take care of yourself.";
next;
mes "[Grandma]";
mes "Im worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Grandma]";
mes "I heard there is an outsider that is helping the village.";
next;
mes "[Grandma]";
mes "Then my daughter-in-law will be safe.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
mes "[Grandma]";
mes "Heard there is this" + .@name$ + "that follows Meoneonuncle around.";
next;
mes "[Grandma]";
mes "I will cheer for their forbidden love.";
close;
}
mes "[Grandma]";
mes "Im worried about my pregnant daughter-in-law. Hope Meoneonuncle wont bother her.";
next;
select("Meoneonuncle?");
mes "[Grandma]";
mes "Not from around here? Let me tell you why even a foreigner like you should be careful.";
next;
mes "[Grandma]";
mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby.";
next;
mes "[Grandma]";
mes "But happiness never lasts forever, right? The baby was miscarried from an accident,";
next;
mes "[Grandma]";
mes "She eventually passed away after grieving over her lost baby for days.";
next;
select("That is a sad story.");
mes "[Grandma]";
mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village.";
next;
mes "[Grandma]";
mes "If you ever walk around Port Malaya at night.";
next;
mes "[Grandma]";
mes "and hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncles wings flapping.";
close;
}
malaya,189,263,4 script Drumming Young Man #ma02 578,{
if (malaya_hi < 10) {
emotion e_omg;
mes "[Drumming Young Man]";
mes "Ugh... its just like that time before";
next;
emotion e_omg;
mes "[Drumming Young Man]";
mes "when the moon was swallowed. Argh!";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Drumming Young Man]";
mes "I think the village was saved by a nameless adventurer.";
next;
emotion e_sigh;
mes "[Drumming Young Man]";
mes "Phew... I thought Bakonawa appeared again.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
mes "[Drumming Young Man]";
mes "" + .@name$ + "is said to have stopped Bakonawa from swallowing the moon. Isnt it awesome? I'm so relieved.";
close;
}
mes "[Drumming Young Man]";
mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya.";
next;
mes "[Drumming Young Man]";
mes "But I know that Bakonawa could also 'swallow people', too.";
next;
select("Huk! Then isn't it dangerous?");
emotion e_gg;
mes "[Drumming Young Man]";
mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person.";
next;
mes "[Drumming Young Man]";
mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already.";
next;
select("Wow. What is it?");
mes "[Drumming Young Man]";
mes "He is sensitive to noise so when hes about to swallow the moon!!";
next;
mes "[Drumming Young Man]";
mes "Thats your chance!! It doesnt matter what kind of noise!! Whether its a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
next;
mes "[Drumming Young Man]";
mes "Then Bakonawa will get surprised, spit out the moon and run away!";
next;
mes "[Drumming Young Man]";
mes "Carry a drum around with you. Youll find it handy.";
close;
}
malaya,270,59,4 script Port Guard#ma03 570,{
if (malaya_hi < 10) {
emotion e_swt2;
mes "[Port Guard]";
mes "The village is chaotic these days. Is it okay for me to be off like this?";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
emotion e_no;
mes "[Port Guard]";
mes "The village is somewhat stable now but you should still be careful walking around at night.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
mes "[Port Guard]";
mes "" + .@name$ + "is said to escape from Bu waya alive after being captured. This person must be powerful.";
close;
}
emotion e_omg;
mes "[Port Guard]";
mes "What!! Port all clear!!";
next;
mes "[Port Guard]";
mes "Huh? Youre not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
next;
select("What document?");
mes "[Port Guard]";
mes "It says that travelers should be careful of monsters when walking in the village at night.";
next;
mes "[Port Guard]";
mes "Buwaya dont come to the village often but there are cases when they snatch people in the boxes they carry at night.";
next;
mes "[Port Guard]";
mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided.";
next;
if (select("I see.:Is there any way to prevent them from coming?") == 1) {
mes "[Port Guard]";
mes "Be careful at night!";
close;
}
mes "[Port Guard]";
mes "They say you can attack Buwayas weak point inside the box they carry if you ever get caught in one.";
next;
mes "[Port Guard]";
mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar.";
next;
emotion e_hmm;
mes "[Port Guard]";
mes "But if the fluttering sound is small or if you dont hear anything, lets just say you should prepare for attack and with for luck.";
close;
}
malaya,88,252,4 script Little Girl #ma04 576,{
if (malaya_hi < 10) {
mes "[Little Girl]";
mes "Im scared but I have to visit the fairy in the forest.";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Little Girl]";
mes "He he. Father said I can visit the fairy in the forest when the village calms down.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
mes "[Little Girl]";
mes "A little while ago" + .@name$ + "came and told me a fun story.";
next;
mes "[Little Girl]";
mes "'I planted a pair of pear trees in the yard.'";
mes "He he. Isnt it fun?" + .@name$ + "seems like a fun person.";
close;
}
mes "[Little Girl]";
mes "Father said I wont catch skin diseases once Im friends with the fairy from the forest.";
next;
select("What is this fairy?");
mes "[Little Girl]";
mes "Encanto! Encanto fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies,";
next;
mes "[Little Girl]";
mes "but boy fairies are prettier. Why is that?";
close;
}
malaya,219,92,6 script Little Kid#ma05 577,{
if (malaya_hi < 10) {
mes "[Little Kid]";
mes "My mom told me not to play outside because its dangerous. Why?";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Little Kid]";
mes "My mom told me I can play but only in Port Malaya.";
next;
mes "[Little Kid]";
mes "He he. But I never thought of going outside of Port Malaya.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
mes "[Little Kid]";
mes "I heard someone took Jejelings hat in Baryo Mahiwaga.";
next;
mes "[Little Kid]";
mes "Why would someone steal a monsters hat?" + .@name$ + "must be desperate.";
next;
mes "[Little Kid]";
mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didnt hear me.";
close;
}
mes "[Little Kid]";
mes "I think someone is stealing all the hats in the village.";
next;
mes "[Little Kid]";
mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago.";
next;
mes "[Little Kid]";
mes "Hmm... do you think Jejeling took it?";
next;
mes "[Little Kid]";
mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat...";
close;
}
malaya,363,283,4 script Local#ma06 582,{
if (malaya_hi < 10) {
mes "[Local]";
mes "Hmm... is it time to be careful of the witches' curse?";
next;
mes "[Local]";
mes "Beware of Mongkukurums needle, foreigner.";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Local]";
mes "Welcome to Port Malaya, foreigner..";
next;
mes "[Local]";
mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,6);
if (.@name_tak02 == 1) {
mes "[Local]";
mes "Be careful walking around the village at night." + .@name$ + "was taken down by Wokwok.";
close;
} else if (.@name_tak02 == 2) {
mes "[Local]";
mes "" + .@name$ + "is said to successfully tame a Tikbalang. This person must be courageous. Wonder if Ill get to see this tamed Tikbalang? �ѹ� ���� ������..";
close;
} else if (.@name_tak02 == 3) {
mes "[Local]";
mes "Have you ever seen Bongisungisu? I heard" + .@name$ + "is hunting down Bongisungisus.";
close;
} else if (.@name_tak02 == 4) {
mes "[Local]";
mes "If you plan to go out of the village, be careful of Tiucknuc" + .@name$ + "is said to be tricked by Tiucknuc and had to go to the to the hospital.";
close;
}
mes "[Local]";
mes "The village is chaotic these days. Looks like Mongkukurum is back in the village.";
next;
select("Mongkukurum?");
mes "[Local]";
mes "A monster that is also called witch. Looks like a person and also wears clothes.";
next;
mes "[Local]";
mes "Mongkukurum makes a doll out of the people it sees and curses it with needles.";
next;
select("Is there a way to recognize this monster?");
mes "[Local]";
mes "There is one way. All Mongkukurum have red eyes.";
next;
mes "[Local]";
mes "You can recognize them by their eyes but! You must remember one thing.";
next;
mes "[Local]";
mes "You will be captivated by Mongkukurum if you stare at their eyes too long.";
next;
mes "[Local]";
mes "Never ever stare into their eyes for too long.";
close;
}
malaya,41,127,6 script Old Man #ma07 574,{
if (malaya_hi < 10) {
mes "[Old Man]";
mes "Foreigners are not welcomed that much when our village is chaotic like these days.";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Old Man]";
mes "You are out of luck visiting the village at a time like this and not being welcomed.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
mes "[Old Man]";
mes "" + .@name$ + "is said to throw out Jellopy in this village.";
next;
mes "[Old Man]";
mes "Tsk, tsk... Must be a person that isnt worthy of a Jellopy.";
close;
}
mes "[Old Man]";
mes "You must also look out to see if Bangungot lives in a tree you are about to cut down.";
next;
mes "[Old Man]";
mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars.";
next;
select("What happens?");
mes "[Old Man]";
mes "Well, for a Bangungot, it means losing its home so they get revengeful.";
next;
mes "[Old Man]";
mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first.";
next;
mes "[Old Man]";
mes "But as time goes by and their vengeance grow, they sit on top of you until you suffocate.";
next;
select("Oh, gosh...");
mes "[Old Man]";
mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep on it.";
close;
}
malaya,63,185,4 script Woman#ma08 583,{
if (malaya_hi < 10) {
mes "[Woman]";
mes "I dont have anything to share with you.";
close;
} else if ((malaya_hi > 9) && (malaya_hi < 20)) {
mes "[Woman]";
mes "Im worried about the children. I hope they arent terrified from whats going on in the village.";
close;
}
set .@name_tak01, rand(1,6);
if (.@name_tak01 == 1){
set .@name$,$ma_name01$;
}else if (.@name_tak01 == 2){
set .@name$,$ma_name02$;
}else if (.@name_tak01 == 3){
set .@name$,$ma_name03$;
}else if (.@name_tak01 == 4){
set .@name$,$ma_name04$;
}else if (.@name_tak01 == 5){
set .@name$,$ma_name05$;
}else{
set .@name$,$ma_name06$;
}
set .@name_tak02, rand(1,3);
if (.@name_tak02 == 2) {
set .@nongdum, rand(1,10);
if (.@nongdum == 1) {
mes "[Woman]";
mes "I like fun stories. Not so long ago," + .@name$ + "came and told me a funny story.";
next;
mes "[Woman]";
mes "'My aunt stepped on an ant.'";
next;
} else if (.@nongdum == 2) {
mes "[Woman]";
mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
next;
mes "[Woman]";
mes "'You eat chili on a chilly day.'";
next;
} else if (.@nongdum == 3) {
mes "[Woman]";
mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
next;
mes "[Woman]";
mes "'Why are you putting flour on that flower?'";
next;
} else if (.@nongdum == 4) {
mes "[Woman]";
mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
next;
mes "[Woman]";
mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'";
next;
mes "[Woman]";
mes "said that and was kicked out of the Tool Store.";
next;
} else if (.@nongdum == 5) {
mes "[Woman]";
mes "A Kafra Employee Im friends with told me a story about a customer.";
next;
mes "[Woman]";
mes "'Kafra, the wise never marry and when they marry, they become otherwise.'";
next;
mes "[Woman]";
mes "He he... I do like funny stories but a bit difficult for my taste.";
close;
} else {
mes "[Woman]";
mes "I like fun stories. Oh by the way!" + .@name$ + ", love is photogenic. Dont you agree?";
next;
mes "[Woman]";
mes "It needs darkness to develop.";
next;
}
mes "[Woman]";
mes "He he. Isnt it fun?";
close;
}
mes "[Woman]";
mes "If you hear a baby crying from the forest outside of the village, never go near it.";
next;
select("Why?");
mes "[Woman]";
mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby.";
next;
mes "[Woman]";
mes "But when kind travelers pick up the baby, it turns back into its original form and attacks.";
next;
select("Sounds like a sneaky monster.");
mes "[Woman]";
mes "Yes, this monster is bad to trick the kindness of travelers but,";
next;
mes "[Woman]";
mes "there is rumor that the monster came from the soul of a baby that never been born. So sad.";
close;
}