summaryrefslogblamecommitdiff
path: root/npc/re/quests/quests_malaya.txt
blob: 9bab65bea3ade81fe60c29d5f803097aa70e9bec (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507


























































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                  
//===== 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;
}