//===== rAthena Script =======================================
//= Port Malaya Quest NPCs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 0.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Quest NPCs related to Port Malaya.
//===== Additional Comments: =================================
//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
//= 0.2 Added Tribe Blacksmith [DeadlySilence]
//============================================================
// Traders
//============================================================
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) >= 3 && Zeny >= 1000) {
mes "[Old Man in Dilemma]";
mes "You don't 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;
if(select("Create.:No, thank you.") == 1) {
if (countitem(6497) >= 3 && Zeny >= 1000) {
specialeffect2 EF_CONE;
specialeffect EF_FORESTLIGHT2;
set Zeny, Zeny-1000;
getitem 12775,1; //Ancient_Spirit_Agimat
} else {
mes "[Old Man in Dilemma]";
mes "Short on materials.";
close;
}
}
mes "[Old Man in Dilemma]";
mes "Hope you win the fight with the demon.";
close;
}
mes "[Old Man in Dilemma]";
mes "Can't 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 you'll 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 "I 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 "I'm a specialist in that field. Ask me anything.";
next;
select("Why won't you answer me?");
mes "[Tikbalang Expert]";
mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything.";
next;
while(1) {
switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) {
case 1:
mes "[Tikbalang Expert]";
mes "I think this is enough explanation for now. You wouldn't 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 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...";
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 feet like a horse.";
next;
mes "[Tikbalang Expert]";
mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell.";
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 Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying.";
next;
mes "[Tikbalang Expert]";
mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet.";
break;
case 5:
mes "[Tikbalang Expert]";
mes "Tikbalangs usually live in dark, busy places where there aren't 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 wouldn't you agree that they are living in dark places because it is easier to play pranks on people?";
break;
}
next;
}
case 3:
mes "[Tikbalang Expert]";
mes "Ha ha ha. Do you now know how great I am?";
next;
if (countitem(6496) >= 3 && countitem(6497) >= 5) {
mes "[Tikbalang Expert]";
mes "Oh! Isn't 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 doesn't mean it's 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. I've 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 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 "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?";
close;
case 2:
mes "[Tikbalang Expert]";
mes "It's easy for me but I don't 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 let's not focus on too much details.";
next;
mes "[Tikbalang Expert]";
mes "Which means!! The Tikbalang is already tamed.";
close;
}
}
}
// MVP Armors :: mvpitem
// ============================================================
ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
mes "[Bayani]";
mes "I will upgrade your armor if you bring one that holds enormous power.";
next;
switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) {
case 1:
mes "[Bayani]";
mes "Your questions are too simple, but!";
next;
mes "[Bayani]";
mes "Are also important.";
next;
mes "[Bayani]";
mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon.";
next;
mes "[Bayani]";
mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya.";
next;
mes "[Bayani]";
mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya.";
next;
mes "[Bayani]";
mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot.";
next;
mes "[Bayani]";
mes "As just mentioned.";
next;
mes "[Bayani]";
mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters.";
close;
case 2:
mes "[Bayani]";
mes "Learned well.";
mes "Seems you learned that there is no such thing as free in life.";
next;
mes "[Bayani]";
mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000.";
next;
mes "[Bayani]";
mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining.";
next;
mes "[Bayani]";
mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!";
next;
mes "[Bayani]";
mes "You get a completely new and improved armor from old scraps.";
next;
mes "[Bayani]";
mes "Always look forward to this.";
close;
case 3:
mes "[Bayani]";
mes "Listen, because this is a very important question.";
next;
mes "[Bayani]";
mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful.";
next;
mes "[Bayani]";
mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!";
next;
while (1) {
switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) {
case 1:
mes "[Bayani]";
mes "Looks like you ran out of questions.";
mes "Don't forget. You'll have to give up something to gain something.";
close;
case 2:
mes "[Bayani]";
mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone.";
next;
mes "[Bayani]";
mes "But I'm sure the inner you thinks this isn't enough.";
next;
mes "[Bayani]";
mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded.";
next;
break;
case 3:
mes "[Bayani]";
mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements.";
next;
mes "[Bayani]";
mes "But not enough. Can't believe that a shield doesnt have a place to equip a card.";
next;
mes "[Bayani]";
mes "That is why I can add an extra slot for a card to your socket if upgraded.";
next;
break;
case 4:
mes "[Bayani]";
mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters.";
next;
mes "[Bayani]";
mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!";
next;
mes "[Bayani]";
mes "Don't worry! I can add an extra slot for a card to your socket if upgraded.";
next;
break;
case 5:
mes "[Bayani]";
mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above.";
next;
mes "[Bayani]";
mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people.";
next;
mes "[Bayani]";
mes "But of course, +14 refinement isn't easy but there is an easy way to get it.";
next;
mes "[Bayani]";
mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!";
next;
mes "[Bayani]";
mes "And it doesn't end there!!";
mes "I will also put in an extra slot in your socket to add a card.";
next;
break;
}
mes "[Bayani]";
mes "However, you'll have to give up something to gain something.";
next;
mes "[Bayani]";
mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000";
next;
mes "[Bayani]";
mes "Think it through. Next question?";
next;
}
}
mes "[Bayani]";
mes "Ha ha ha ha ha ha ha! Good!";
mes "You've brought the materials, right?";
next;
if (select("Oh... sorry...:Preparations are complete!!") == 1) {
mes "[Bayani]";
mes "Oh no!!";
mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!";
close;
}
if (countitem(6499) < 20) {
mes "[Bayani]";
mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item.";
close;
}
mes "[Bayani]";
mes "So what armor will it be?";
next;
switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) {
case 1:
.@part = EQI_ARMOR;
.@item = 15051;
.@newItem = 15052;
break;
case 2:
.@part = EQI_HAND_L;
.@item = 2169;
.@newItem = 2170;
break;
case 3:
.@part = EQI_GARMENT;
.@item = 2590;
.@newItem = 2591;
break;
case 4:
.@part = EQI_SHOES;
.@item = 2491;
.@newItem = 2492;
break;
}
if (!(.@item)) {
mes "[Bayani]";
mes "You should wear the equipment to upgrade and not come without it on you.";
close;
} else if (getequipid(.@part) != .@item) {
mes "[Bayani]";
mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + ".";
close;
} else if (getequiprefinerycnt(.@part) < 9) {
mes "[Bayani]";
mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor.";
close;
}
mes "[Bayani]";
mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement.";
next;
mes "[Bayani]";
mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?";
next;
if (select("No.:Yes.") == 1) {
mes "[Bayani]";
mes "What? You didn't know this? Then, read through my instructions and come back again.";
close;
}
mes "[Bayani]";
mes "Good. Next question. Once refinement is done,";
mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000";
mes "Do you understand this point?";
next;
if (select("No.:Yes.") == 1) {
mes "[Bayani]";
mes "What? You didn't know this? Then, read through my instructions and come back again.";
close;
}
mes "[Bayani]";
mes "Awesome! Then let's start refining " + getitemname(.@item) + ".";
next;
specialeffect EF_SONICBLOW;
mes "[Bayani]";
mes "Pow!! Wow!! Flip... flop!";
next;
specialeffect2 EF_TRIPLEATTACK;
mes "[Bayani]";
mes "BAM!!";
next;
delitem 6499,20; //Ancient_Grudge
delequip .@part;
getitem .@newItem, 1;
mes "[Bayani]";
mes "Ha ha. Perfect.";
mes "Congratulations. Your armor is better than ever.";
close;
}