diff options
author | Hercules.ws <Hercules@efficiently.awesome> | 2013-12-21 02:23:12 +0100 |
---|---|---|
committer | HerculesWSAPI <Hercules@efficiently.awesome> | 2013-12-21 02:23:12 +0100 |
commit | 68b3278813a12514a6ff589777715968036dae07 (patch) | |
tree | 687c8fc8669e798da6a85676d5cbb719def4817b | |
parent | 16f474b77830e1f03e0ec31fbf2a9d15fa3d880b (diff) | |
download | hercules-68b3278813a12514a6ff589777715968036dae07.tar.gz hercules-68b3278813a12514a6ff589777715968036dae07.tar.bz2 hercules-68b3278813a12514a6ff589777715968036dae07.tar.xz hercules-68b3278813a12514a6ff589777715968036dae07.zip |
HPM Hooks Update
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
-rw-r--r-- | npc/quests/quests_13_1.txt | 28054 | ||||
-rw-r--r-- | npc/re/quests/quests_malaya.txt | 18304 |
2 files changed, 23179 insertions, 23179 deletions
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt index 5961b3a2a..446e31ffd 100644 --- a/npc/quests/quests_13_1.txt +++ b/npc/quests/quests_13_1.txt @@ -1,14027 +1,14027 @@ -//===== Hercules Script ======================================
-//= Quest NPCs related to Ash-Vacuum
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 3.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Contains Quests:
-//= Onward to the Other World
-//= - Will differ from iRO wiki's version as iRO changed it.
-//= I may mimic the change later for those who want it.
-//= New Surroundings
-//= Attitude to the New
-//= Finding a Fairy & Finding a Giant Tree
-//= The Tripartite Union's Feud
-//= Cat Hand Agent
-//= Part Time Work
-//= Report from the New World
-//= Persuing Rayan Moore
-//===== Additional Comments: =================================
-//= 3.0 Fixed a missing variable check. [Joseph]
-//= 3.1 Updated RE/Pre-RE EXP. [Euphy]
-//= 3.2 Updated ep13_start and dialog to match official script. [Joseph]
-//= 3.3 Updated to match the latest official script. [Euphy]
-//= 3.3a Added Izlude RE coordinates. [Euphy]
-//= 3.4 Added GM management function and NPC. [Euphy]
-//============================================================
-
-// Onward to the New World :: ep13_gogo
-//============================================================
-function script Promotional_Staff {
- mes "[Promotional Staff]";
- mes "We are looking for adventurers who are super curious and extremely brave.";
- mes "Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
-}
-
-prontera,163,53,3 script Promotional Staff#prt 4W_SAILOR,{
- callfunc "Promotional_Staff";
- end;
-}
-
-prt_castle,121,51,3 script Alliance Manager#prt 4_M_CRU_OLD,{
- if (ep13_ryu == 13) {
- mes "[Alliance Manager]";
- mes "If we'd had the initiative over Schwartzvald, we could take advantage over them! But we lost the opportunity.";
- next;
- mes "[Alliance Manager]";
- mes "Though we are allied with them, that's nothing more than a formality.";
- mes "We will take advantage over them.";
- next;
- mes "[Alliance Manager]";
- mes "Do you know what we are here for? These are the things that help to have control over multiple countries and get to know their magic.";
- next;
- mes "[Alliance Manager]";
- mes "Whatever. Though the things are not useful to us, we'd better destroy them, to prevent them from being used by others.";
- next;
- mes "[Alliance Manager]";
- mes "Anything except things which are not found on Rune-Midgarts... keep them hidden. Just let us know of whatever you are holding.";
- close;
- }
- if (ep13_ryu == 12) {
- mes "[Alliance Manager]";
- mes "...Do you have any business with me?";
- next;
- mes "[Alliance Manager]";
- mes "Hm... The boss had you come to me,";
- mes "to talk about the issues? Ok!";
- next;
- mes "[Alliance Manager]";
- mes "So, everything is going well?";
- mes "You're allied with Schwartzvald?";
- mes "They will join with you.";
- mes "I know this.";
- next;
- mes "[Alliance Manager]";
- mes "Hm....ok.";
- next;
- mes "[Alliance Manager]";
- mes "You are all going, forward through";
- mes "the dimensional rift...";
- next;
- mes "[Alliance Manager]";
- mes "Good. It's started.";
- mes "We also need to be preparted to not";
- mes "let ourselves be convinced to turn over.";
- next;
- mes "[Alliance Manager]";
- mes "We are so-called 'allies',";
- mes "so we can't take advantages over";
- mes "each other in public, but we can do";
- mes "it secretly.";
- next;
- mes "[Alliance Manager]";
- mes "The Schwartzvald... they are all";
- mes "snobs. I know what they did.";
- mes "They'll try to get what they can";
- mes "with little or no work. I know";
- mes "their dirty tricks.";
- next;
- mes "[Alliance Manager]";
- mes "We shouldn't loose anything to them,";
- mes "no way! We are not as powerful as";
- mes "most of them.";
- next;
- mes "[Alliance Manager]";
- mes "We only have a strange dimensional";
- mes "rift in our reserves, but nothing";
- mes "else... Only we are about to trick";
- mes "them, to win over them!";
- next;
- mes "[Alliance Manager]";
- mes "You are a member of our alliance.";
- mes "Always be careful not to get lost.";
- next;
- changequest 10068,10069;
- set ep13_ryu,13;
- mes "[Alliance Manager]";
- mes "Thanks for reporting to us.";
- mes "We are better prepared.";
- mes "Good job. You can go now.";
- close;
- }
- mes "[Alliance Manager]";
- mes "Do you have any business here?";
- close;
-}
-
-prt_castle,117,51,5 script Member of Alliance#prt 4_M_SAGE_A,{
- if ((ep13_ryu == 12) || (ep13_ryu == 13)) {
- mes "[Member of Alliance]";
- mes "If we have absolute power, we wouldn't have to get along with Schwartzvald and Arunafeltz.";
- next;
- mes "[Member of Alliance]";
- mes "I don't know when Satan Morroc will attack us, and whether we're powerful enough to detect him.";
- next;
- mes "[Member of Alliance]";
- mes "We couldn't avoid cooperating with them. We don't have many choices left.";
- next;
- mes "[Member of Alliance]";
- mes "So we will take advantage over them in secret, in this dimensional rift.";
- close;
- }
- mes "[Member of Alliance]";
- mes "If we'd have had more power,";
- mes "we wouldn't be like this now.";
- mes "Strength is most important.";
- close;
-}
-
-prt_castle,83,67,5 script Recruiter for the Brave 4_M_MANAGER,{
- if (ep13_ryu == 12) {
- mes "[Recruiter]";
- mes "Why have you come again?";
- mes "You'd better go to Schwartzvald to register.";
- next;
- mes "[Recruiter]";
- mes "What? You came to here to convey a story? Go ahead.";
- next;
- mes "[Recruiter]";
- mes "Move to the side. There's a Manager who is dealing with all of us, and is involved in international relations here on Rune Midgard.";
- next;
- mes "[Recruiter]";
- mes "Just talk to him.";
- close;
- }
- if (ep13_ryu > 8) {
- mes "[Recruiter]";
- mes "Just go there.";
- mes "You can get nothing from me.";
- mes "Let's rush to";
- mes "^FF0000Lighthalzen^000000, which is the original place for the three kingdoms...";
- close;
- }
- if (ep13_ryu == 8) {
- mes "[Recruiter]";
- mes "I've heard of you.";
- mes "You've finished the tests from the Promotional Staff?";
- next;
- mes "[Recruiter]";
- mes "You are definitely brave enough to venture to this new land.";
- mes "I will now appoint you to detect and have adventures in Ash-Vacuum.";
- next;
- select("Ash-Vacuum?");
- mes "[Recruiter]";
- mes "Hm. That's the code name of the place where you will have your adventure. Frankly, we don't know exactly what it is, but we call it 'Ash-Vacuum'.";
- next;
- mes "[Recruiter]";
- mes "Believe it or not,";
- mes "it's definitely true.";
- mes "So listen carefully.";
- mes "Please.";
- next;
- mes "[Recruiter]";
- mes "Ash-Vacuum... is a living place... that's totally different from where we are living now.";
- next;
- mes "[Recruiter]";
- mes "It's an unknown place.";
- mes "We don't know what's there,";
- mes "or who is living there.";
- mes "It's beyond our guess.";
- mes "Nobody knows.";
- next;
- mes "[Recruiter]";
- mes "Only the brave, like you, deserve to go there. There will be many dangerous things around you, but you must explore it on behalf of Rune Midgard.";
- next;
- mes "[Recruiter]";
- mes "Hmm......";
- next;
- mes "[Recruiter]";
- mes "Anyway, I am sure that there are many opportunities for fame and fortune there...";
- next;
- mes "[Recruiter]";
- mes "First, you should go to ^FF0000Lighthalzen^000000 to register for the United Midgard Alliance. I believe they are meeting at the Rekenber Corporation Headquarters...";
- next;
- mes "[Recruiter]";
- mes "You can get a detailed guide, better than me, there. Go there and find him...";
- next;
- mes "[Recruiter]";
- mes "I've done what I can. Go there, and get to it!";
- next;
- mes "[Recruiter]";
- mes "Remember, go to ^FF0000Lighthalzen^000000, then follow the directions of the guide there.";
- next;
- changequest 10064,10065;
- set ep13_ryu,9;
- if (checkre(3))
- getexp 66000,21000;
- else
- getexp 660000,210000;
- mes "[Recruiter]";
- mes "Just go there!";
- mes "And listen carefully";
- mes "about your mission!";
- mes "I'm done here...";
- close;
- }
- if (ep13_ryu > 0) {
- mes "[Recruiter]";
- mes "What're you doing here?";
- mes "Just go to ^FF0000Aldebaran^000000, and find the ^FF0000Promotional Staff^000000. As I advised you, you'd better save time.";
- close;
- }
- mes "[Recruiter]";
- mes "Brave ones! Come to me!";
- mes "Real brave people!";
- mes "Would you mind trying a challenging mission?";
- next;
- mes "[Recruiter]";
- mes "I am a recruiter looking for brave people in Prontera! My goal is to recruit the bravest adventurers for this mission.";
- next;
- mes "[Recruiter]";
- mes "Would you like to join?";
- mes "This is always open to you.";
- mes "I know, you're super curious.";
- mes "Just try whatever you want.";
- next;
- switch(select("Yes, I am interested.:No, thanks.")) {
- case 1:
- mes "[Recruiter]";
- mes "Oh! Yes! You're quite curious!";
- mes "You're a real adventurer.";
- mes "A genuine desire for adventure.";
- mes "Ok! Let me start by telling you the story of the mission!!";
- next;
- mes "[Recruiter]";
- mes "All of this of course, the Promotional Staff can tell you, but they're not that reliable. So, let me explain to you. Just listen carefully.";
- next;
- mes "[Recruiter]";
- mes "Um... There's not that much to tell you...";
- mes "...";
- next;
- mes "[Recruiter]";
- mes "The point is that we want someone who is curious and brave, to go to new places. And I choose you!!";
- next;
- mes "[Recruiter]";
- mes "This is a special place among unknown places. Quite special! I can't tell you much just now. Just believe me that it is truly uncommon!";
- next;
- mes "[Recruiter]";
- mes "So, now, let me test you.";
- mes "Once I get you qualified,";
- mes "I will tell you everything.";
- next;
- mes "[Recruiter]";
- mes "Just go to the ^FF0000Promotional Staff^000000 in Aldebaran and get permission. They can judge you more carefully than me. Go ahead.";
- next;
- mes "[Recruiter]";
- mes "They will take care of everything, if you say that you've been sent by the Recruiter in Prontera.";
- next;
- setquest 10057;
- set ep13_ryu,1;
- mes "[Recruiter]";
- mes "Time is zeny, just go.";
- mes "As soon as you visit the Promotional Staff, you will be allowed to travel to the unknown land.";
- close;
- case 2:
- mes "[Recruiter]";
- mes "Are you seriously enjoying your adventures? You're not that curious.";
- next;
- mes "[Recruiter]";
- mes "Just go about your business!";
- next;
- mes "[Recruiter]";
- mes "-Muttering and complaining...-";
- close;
- }
-}
-
-aldebaran,127,138,3 script Promotional Staff#alde 4W_SAILOR,{
- if (ep13_ryu > 3) {
- mes "[Promotional Staff]";
- mes "Did you try out for the test, or are you already enjoying your adventures?";
- close;
- }
- if (ep13_ryu == 3) {
- mes "[Promotional Staff]";
- mes "Just visit the ^FF0000Promotional Staff in Geffen^000000. You have no business with me anymore. Bless you. I wish you a safe adventure.";
- close;
- }
- if (ep13_ryu == 2) {
- if (countitem(909) < 300) {
- mes "[Promotional Staff]";
- mes "Don't forget to bring... ^FF0000300 Jellopy^000000.";
- mes "Got it? ^FF0000300 Jellopy^000000!";
- mes "Let me know once you got them.";
- close;
- }
- mes "[Promotional Staff]";
- mes "Hey! Let me know once you collect all of them.";
- mes "Don't disturb me anymore. I'm a busy man... What a waste.";
- next;
- mes "[Promotional Staff]";
- mes "Hm? Did you bring all of them?";
- mes "No! It's quite an annoying job";
- mes "I'm impressed that you managed to do such a menial thing to bring 300 Jellopy!";
- next;
- mes "[Promotional Staff]";
- mes "You have guts kid!";
- mes "You're a good-willed person!";
- mes "Ok, you win!";
- mes "You pass!!";
- next;
- mes "[Promotional Staff]";
- mes "Adventurers like you";
- mes "are not common";
- mes "A hard-boiled soldier!";
- mes "Stronger than me!";
- next;
- mes "[Promotional Staff]";
- mes "Now can you go to the";
- mes "Promotional Staff in Geffen?";
- mes "He will test you again.";
- next;
- mes "[Promotional Staff]";
- mes "You know this isn't an easy quest.";
- mes "You resolved to carry it out, didn't you?";
- mes "Brace yourself for it.";
- next;
- delitem 909,300; //Jellopy
- changequest 10058,10059;
- set ep13_ryu,3;
- mes "[Promotional Staff]";
- mes "Anyway you did the first step.";
- mes "Bless you!";
- close;
- }
- if (ep13_ryu == 1) {
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-versed person, right? Are you interested in my story?";
- next;
- select("I have something for you.");
- mes "[Promotional Staff]";
- mes "For me??";
- mes "I hate annoying stuff.";
- next;
- mes "[Promotional Staff]";
- mes "Ahh... I sensed that I would get your request.";
- mes "The recruiter sent you here to get tested?";
- mes "Hmm.";
- next;
- mes "[Promotional Staff]";
- mes "Ah! They always push me,";
- mes "to suffer from so much work";
- mes "I live a hard life!";
- next;
- mes "[Promotional Staff]";
- mes "My job is testing if you are strong and brave enough for this adventure.";
- mes "What a bother!";
- next;
- mes "[Promotional Staff]";
- mes "I will accept you if you bring me ^FF0000300 Jellopy^000000.";
- mes "I believe that you can bring them to me.";
- mes "Are you ready?";
- next;
- changequest 10057,10058;
- set ep13_ryu,2;
- mes "[Promotional Staff]";
- mes "Just go ahead and hunt monsters, or whatever and collect 300 jellopies.";
- mes "Then we can go forward.";
- close;
- }
- callfunc "Promotional_Staff";
- end;
-}
-
-geffen,90,67,3 script Promotional Staff#gef 4W_SAILOR,{
- if (ep13_ryu > 6) {
- mes "[Promotional Staff]";
- mes "Did you take the test?";
- mes "Or are you already enjoying your adventure?";
- close;
- }
- if (ep13_ryu == 6) {
- mes "[Promotional Staff]";
- mes "You didn't visit ^FF0000Izlude^000000, did you?";
- mes "Or do you have any business in Geffen?";
- close;
- }
- if (ep13_ryu == 5) {
- if (countitem(723) == 0) {
- mes "[Promotional Staff]";
- mes "^FF00001 Ruby!!^000000.";
- mes "Don't you forget it!";
- mes "Hurry up! Time is zeny!";
- close;
- }
- mes "[Promotional Staff]";
- mes "Wow, you brought a genuine Jewel.";
- mes "You are absolutely qualified.";
- mes "I can tell these things.";
- next;
- mes "[Promotional Staff]";
- mes "Am I exaggerating?";
- mes "It's true that you're";
- mes "considerably strong.";
- next;
- mes "[Promotional Staff]";
- mes "Ok! My job is done.";
- mes "Good job!!";
- next;
- mes "[Promotional Staff]";
- mes "Next step is Izlude!";
- mes "You can get tested by the Promotional Staff there.";
- mes "Hurry up!";
- next;
- mes "[Promotional Staff]";
- mes "The unknown place...";
- mes "It is a very dangerous place so you must go through these tests before we can send you....";
- mes "We're pretty picky.";
- next;
- delitem 723,1; //Cardinal_Jewel
- changequest 10061,10062;
- set ep13_ryu,6;
- mes "[Promotional Staff]";
- mes "I hope you can do it!";
- mes "Good luck!";
- close;
- }
- if (ep13_ryu == 4) {
- if (countitem(721) == 0) {
- mes "[Promotional Staff]";
- mes "The one you should bring me is";
- mes "^FF0000Emerald^000000. Can you get it?";
- close;
- }
- mes "[Promotional Staff]";
- mes "You brought it so soon!";
- mes "You're a real adventurer!";
- mes "I will accept this Emerald as evidence.";
- next;
- mes "[Promotional Staff]";
- mes "This isn't something I wanted to keep for myself.";
- mes "You know that, right?";
- next;
- mes "[Promotional Staff]";
- mes "Next bring me ^FF00001 Ruby^000000.";
- mes "I can't judge you with only one jewel.";
- mes "So I need one more stone.";
- next;
- delitem 721,1; //Azure_Jewel
- changequest 10060,10061;
- set ep13_ryu,5;
- mes "[Promotional Staff]";
- mes "Please bring me a Ruby.";
- mes "As I mentioned, this is the second request.";
- mes "I will wait until you bring me a stone again.";
- close;
- }
- if (ep13_ryu == 3) {
- mes "[Promotional Staff]";
- mes "We are recruiting adventurers who are strong and curious. Try your life at something more challenging.";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- select("The Staff in Aldebaran sent me.");
- mes "[Promotional Staff]";
- mes "Oh he did?";
- next;
- mes "[Promotional Staff]";
- mes "Ok, I guess that it's time for the second part of your test.";
- next;
- mes "[Promotional Staff]";
- mes "I need you to gather some stones for me.";
- next;
- mes "[Promotional Staff]";
- mes "I will accept you if you bring ^FF00001 Emerald^000000.";
- mes "Are you ready?";
- next;
- changequest 10059,10060;
- set ep13_ryu,4;
- mes "[Promotional Staff]";
- mes "Just bring me ^ff00001 Emerald^000000.";
- mes "That isn't hard for you right?";
- mes "Then we can go forward.";
- close;
- }
- callfunc "Promotional_Staff";
- end;
-}
-
-- script ::PromotionalStaff_izlude -1,{
- if (ep13_ryu > 8) {
- mes "[Promotional Staff]";
- mes "I bless you for your future! May it be full of happiness!";
- close;
- }
- if (ep13_ryu == 8) {
- mes "[Promotional Staff]";
- mes "The test is done!";
- mes "If you have any other business, go to the palace.";
- close;
- }
- if (ep13_ryu == 7) {
- if (BaseLevel < 70) {
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "You should level up more before";
- mes "considering this adventure.";
- next;
- mes "[Promotional Staff]";
- mes "I don't need adventurers who are";
- mes "body-builders... but at least";
- mes "someone not so little!!";
- close;
- }
- mes "[Promotional Staff]";
- mes "Wow! You are considerably";
- mes "stronger than before!";
- mes "Let me see...";
- mes "You look different!";
- next;
- mes "[Promotional Staff]";
- mes "Um...";
- next;
- mes "[Promotional Staff]";
- mes "Ok, it's done!";
- mes "You seemed a sore weak of a soul,";
- mes "but now, you're quite stronger than";
- mes "before. Great! You will do!!";
- next;
- mes "[Promotional Staff]";
- mes "We have quite high expectations to meet.";
- mes "Though the new place is dangerous,";
- mes "no need to check thoroughly";
- mes "anymore.";
- next;
- mes "[Promotional Staff]";
- mes "It's not a hell-hole!";
- mes "Ukk!";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, just go back to the";
- mes "Recruiter. I will forward to him";
- mes "that you passed all the steps. Good";
- mes "job, friend!";
- next;
- changequest 10063,10064;
- set ep13_ryu,8;
- mes "[Promotional Staff]";
- mes "Bless all of your heart,";
- mes "for your great future!";
- close;
- }
- if (ep13_ryu == 6) {
- mes "[Promotional Staff]";
- mes "We are recruiting adventurers";
- mes "who are quite strong and curious.";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable adventurer. Are you interested in my story?";
- next;
- select("I have something for you.");
- mes "[Promotional Staff]";
- mes "Um, you're the one sent to be tested, correct? You are in the right place. I'm the Promotional Staff in Izlude.";
- next;
- mes "[Promotional Staff]";
- mes "I guess you're qualified enough to go... I think no more testing is needed.";
- next;
- mes "[Promotional Staff]";
- mes "Let me see...";
- next;
- if (BaseLevel > 69) {
- mes "[Promotional Staff]";
- mes "I think you're good enough!";
- mes "No more testing!!";
- mes "Ok! You pass!";
- next;
- mes "[Promotional Staff]";
- mes "We have quite high expectations to meet.";
- mes "Though the new place is dangerous,";
- mes "no need to check thoroughly right now.";
- next;
- mes "[Promotional Staff]";
- mes "It's not a hell-hole!";
- mes "Ukk...";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, just go back to the recruiter.";
- mes "I will forward to him that you passed all the steps.";
- mes "Good job, friend!";
- next;
- changequest 10062,10064;
- set ep13_ryu,8;
- mes "[Promotional Staff]";
- mes "May Freya bless you,";
- mes "for your great future!";
- close;
- }
- else {
- mes "[Promotional Staff]";
- mes "Hmm...";
- next;
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "I can't let you pass.";
- next;
- changequest 10062,10063;
- set ep13_ryu,7;
- mes "[Promotional Staff]";
- mes "Please level up a little more. I";
- mes "can't accept that you're strong";
- mes "enough. Sorry.";
- close;
- }
- }
- callfunc "Promotional_Staff";
- end;
-}
-
-lighthalzen,220,292,3 script Guide#ep13_1 4_M_HUMAN_02,{
- if (ep13_ryu > 8) {
- mes "[Guide]";
- mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
- next;
- mes "[Guide]";
- mes "You have to register your name. Go to the 2nd floor in Rekenbereu on the northwest side.";
- next;
- mes "[Guide]";
- mes "Be careful not to lose your way!";
- close;
- }
- mes "[Guide]";
- mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
- close;
-}
-
-lhz_in01,136,260,5 script Munkenro#1 4_M_RUSMAN1,{
- if (ep13_ryu == 20) {
- mes "-At this spot, it's possible to overhear something. Listen carefully through the wall...-";
- next;
- mes "[Munkenro]";
- mes "You're a good buddy!";
- mes "But...";
- next;
- mes "[Munkenro]";
- mes "We can't avoid this...";
- mes "You know better than I!";
- mes "We can't go through this,";
- mes "in this current status.";
- next;
- mes "[Munkenro]";
- mes "I did all I could do...";
- mes "Please...";
- next;
- mes "[Munkenro]";
- mes "......";
- next;
- mes "[Munkenro]";
- mes "............";
- next;
- mes "..................";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "There's no avoiding it.";
- mes "Ok, I need to try.";
- close;
- }
- if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
- mes "[Munkenro]";
- mes "You are ready to try this...";
- next;
- mes "[Munkenro]";
- mes "Oh! My friend...";
- next;
- mes "[Munkenro]";
- mes "Nothing can be controlled anymore... Am I trying this...?";
- close;
- }
- if ((ep13_ryu == 15) || (ep13_ryu == 16) || (ep13_ryu == 17)) {
- mes "[Munkenro]";
- mes "Peace for the three kingdoms...?";
- mes "Isn't it impossible...?";
- next;
- mes "[Munkenro]";
- mes "Are you sure that";
- mes "you can do that?";
- close;
- }
- if (ep13_ryu == 14) {
- mes "[Munkenro]";
- mes "Nothing shall prevent me from doing my duty. Nothing!";
- next;
- mes "[Munkenro]";
- mes "Sikaiz is a kind and upright person. But he can't be cautious about everything. It could cause serious problems.";
- next;
- mes "[Munkenro]";
- mes "So that's why I am here for him. I always worry about him...";
- next;
- mes "[Munkenro]";
- mes "I don't know what I would do if something were to happen...";
- close;
- }
- mes "[Munkenro]";
- mes "......";
- close;
-}
-
-lhz_in01,132,259,5 script Sikaiz#1 4_M_LGTGUARD,{
- if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
- mes "[Sikaiz]";
- mes "Please come to me ASAP.";
- mes "I hope you play an active part.";
- next;
- mes "[Sikaiz]";
- mes "We all expect you to make the biggest impact.";
- close;
- }
- if (ep13_ryu == 17) {
- mes "[Sikaiz]";
- mes "Only thing you should do is write down your name and show me your great face";
- next;
- mes "[Sikaiz]";
- mes "I already accept you. Just write down your name here. Go ahead.";
- next;
- input .@input$;
- if (.@input$ != strcharinfo(0)) {
- mes "[Sikaiz]";
- mes "Don't you know your own name?";
- mes "Write it again.";
- close;
- }
- else {
- mes "[Sikaiz]";
- mes "Ok. I got your name, " + strcharinfo(0) + ". Great name! Registration is done!";
- mes "You've become a member of the three kingdoms!";
- next;
- mes "[Sikaiz]";
- mes "All done.";
- mes "Go to the field Officer of Schwartzvalt. He should be in the banquet hall of this building downstairs.";
- next;
- mes "[Sikaiz]";
- mes "Only thing left for you is to go to the Officer to say that you are leaving now.";
- next;
- mes "[Sikaiz]";
- mes "As soon as you tell him,";
- mes "come back to me again.";
- mes "You are not the only one expecting this great challenge. I am too.";
- next;
- mes "[Sikaiz]";
- mes "I believe you can do it!";
- mes "It would bear watching you.";
- next;
- changequest 10073,10074;
- set ep13_ryu,18;
- mes "[Sikaiz]";
- mes "See you then.";
- close;
- }
- }
- if (ep13_ryu == 16) {
- mes "[Sikaiz]";
- mes "You came back!";
- mes "Fast learner!";
- mes "I love that you're a member of my alliance.";
- next;
- mes "[Sikaiz]";
- mes "Our preparations will soon be complete.";
- next;
- mes "[Sikaiz]";
- mes "We will surely share all our information with the three kingdoms, and study them.";
- next;
- mes "[Sikaiz]";
- mes "Definitely, you are the one to face all the trials and tribulations.";
- next;
- mes "[Sikaiz]";
- mes "The important thing is that we need to share all the current information relevant to this place.";
- next;
- mes "[Sikaiz]";
- mes "I advise you,";
- mes "if you get friendly with";
- mes "the creatures in there,";
- mes "that's a kind source to know.";
- mes "I'll believe you.";
- next;
- mes "[Sikaiz]";
- mes "Let's conclude.";
- mes "You need to investigate and report to us as much as possible. That's not that tough.";
- next;
- changequest 10072,10073;
- set ep13_ryu,17;
- mes "[Sikaiz]";
- mes "Don't worry so much.";
- mes "We will support you.";
- mes "As we can.";
- mes "So I will tell you the last step to becoming a member of the alliance.";
- close;
- }
- if (ep13_ryu == 15) {
- mes "[Sikaiz]";
- mes "In ^FF0000Cheshrumnir in Rachel^000000,";
- mes "there is a Manager.";
- next;
- mes "[Sikaiz]";
- mes "You already met someone like that from Rune-Midgarts. So no more explanation is needed.";
- close;
- }
- if (ep13_ryu == 14) {
- mes "[Sikaiz]";
- mes "Ok, so we should talk about";
- mes "the tasks we should go through.";
- mes "These are about it...";
- next;
- mes "[Munkenro]";
- mes "Hey, sorry for interrupting you. I also have information to send to Arunafeltz.";
- next;
- mes "[Munkenro]";
- mes "We're in a hurry.";
- next;
- mes "[Sikaiz]";
- mes "Hey! You hear that? Sorry I'm sure that you've got many things to do. Can I request one more thing? I can't deal with it myself.";
- next;
- mes "[Sikaiz]";
- mes "I feel like I am forcing you, but I hope to get your help. Go to the ^FF0000Cheshrumnir Guard^000000 in Rachel and deliver Munkenro's message for me.";
- next;
- changequest 10070,10071;
- set ep13_ryu,15;
- mes "[Sikaiz]";
- mes "It's the same mission you did for Rune-Midgarts, so it shouldn't be that hard. I hope you can do it.";
- close;
- }
- if (ep13_ryu == 13) {
- mes "[Sikaiz]";
- mes "You did it already?";
- mes "You are a quick worker.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I promised to tell you about the three kingdoms... This is kind of a long story, so please listen carefully.";
- next;
- mes "[Sikaiz]";
- mes "The adventurers for Ash-vacuum! The alliance for the three kingdoms! Rune-Midgarts, Schwartzvalt, Arunafeltz!";
- mes "Three kingdoms united for one thing!";
- next;
- mes "[Sikaiz]";
- mes "Frankly, there's a Dimensional Rift in the Sograt desert, so they can inspect it themselves, but it's not that good of a place to inspect the rift's magic well.";
- next;
- mes "[Sikaiz]";
- mes "We are a little bit better in magic, but not that much developed in science as compared with Schwartzvalt, and not as wise compared with Arunafeltz.";
- next;
- mes "[Sikaiz]";
- mes "So we need to get help from other countries, because the Ash-vacuum is quite a profitable place. That is why we made the Alliance to get into the Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "The three kingdoms were enemies before. Fortunately, it's going well now. It's fine.";
- next;
- mes "[Sikaiz]";
- mes "This alliance is a first step for peace among the three kingdoms. You know they are all for themselves, so this needs harmony. That's the one thing to pursue, as head of an alliance.";
- next;
- mes "[Sikaiz]";
- mes "Honestly, I am also forced by my kingdom, to further our own interests and not others.";
- next;
- mes "[Sikaiz]";
- mes "But the most valuable thing is the unity. Not each kingdom's interest. If we spoil the greatest plans, it's too regrettable.";
- next;
- mes "[Sikaiz]";
- mes "Though I belong to Schwartzvalt, I need to balance the three kingdoms, as a leader... so I can't support my kingdom too much over the others.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I believe that my friend can assist me well.";
- mes "Though he is from another kingdom, he's supported me thus far.";
- next;
- mes "[Sikaiz]";
- mes "He's the man to my left.";
- mes "We call him Munk.";
- mes "His real name is... Munkenro.";
- next;
- mes "[Sikaiz]";
- mes "He is a kind of manager for Schwaltzvald and he is the main contact point of the kingdom's people, since he's quite closely in communication with them.";
- next;
- changequest 10069,10070;
- set ep13_ryu,14;
- mes "[Sikaiz]";
- mes "That's enough talk about the three kingdoms. Now, let's move on to the next stories.";
- close;
- }
- if (ep13_ryu == 12) {
- mes "[Sikaiz]";
- mes "Go to Prontera in Rune-Midgarts and find the Manager there. Tell him that the Alliance is doing well and that we are entering the rift.";
- close;
- }
- if (ep13_ryu == 11) {
- mes "[Sikaiz]";
- mes "So, what do you want to know more of? You already know about the Ash-Vacuum. Is there anything else you'd like me to tell you?";
- next;
- select("The three kingdoms...");
- mes "[Sikaiz]";
- mes "Ah, I need to tell you about the alliance, but first, may I ask something?";
- next;
- mes "[Sikaiz]";
- mes "I need to report its status to the managers in Rune-Midgarts. I can't do it right now. May I ask you a favor?";
- next;
- mes "[Sikaiz]";
- mes "It's not that difficult. Just tell them to prepare for the trip to the Dimensional Rift. It's quite easy, isn't it?";
- next;
- changequest 10067,10068;
- set ep13_ryu,12;
- mes "[Sikaiz]";
- mes "We're running out of time, so I will answer you when you come back. Ok?";
- close;
- }
- if (ep13_ryu == 10) {
- mes "[Sikaiz]";
- mes "Whew......";
- next;
- mes "[Sikaiz]";
- mes "You come to be registered as an adventurer? Then I'm the one to talk to. I am Sikaiz, the head of the United Midgard Alliance.";
- next;
- mes "[Sikaiz]";
- mes "You come here from Prontera? Then you have been sent by the Recruiter. Didn't he tell you about the stories? Maybe he thought that I would tell you everything.";
- next;
- mes "[Sikaiz]";
- mes "I can tell you, but, he's so obstinate. So many kinds of people are living in this world, but quite few are as obstinate as him.";
- next;
- mes "[Sikaiz]";
- mes "The registration is also important now, but I will tell you about our status here. May I begin?";
- next;
- select("Sure.");
- mes "[Sikaiz]";
- mes "Ok. Let me tell you about the Ash-Vacuum. It's quite a long story. So please bear with me.";
- next;
- mes "[Sikaiz]";
- mes "^FF0000Ash-Vacuum^000000....";
- mes "This isn't the world of mortals.";
- mes "Then what is it...";
- mes "Nobody knows.";
- next;
- mes "[Sikaiz]";
- mes "Now, we only know that there are living beings there, and that they are not approachable by everyone.";
- next;
- mes "[Sikaiz]";
- mes "The name, 'Ash-Vacuum', is so we can identify it easily.";
- next;
- mes "[Sikaiz]";
- mes "You're probably wondering how we got there...";
- mes "The answer lies with Satan Morroc.";
- next;
- mes "[Sikaiz]";
- mes "Can you imagine?";
- mes "Why did Satan Morroc";
- mes "run away from there???";
- mes "That's the important thing.";
- next;
- mes "[Sikaiz]";
- mes "He made a gate to run away, by himself. It's very unlike him.";
- next;
- mes "[Sikaiz]";
- mes "But he did make some mistakes. He left an opened gate. Nobody knows if it was intentional... or maybe...";
- next;
- mes "[Sikaiz]";
- mes "We call the dimensional rift:";
- mes "Time-Gap of Dimension.";
- mes "Who knows what secrets lie in that world beyond.";
- next;
- mes "[Sikaiz]";
- mes "So we've inspected it.";
- mes "And there's not much info to get from it. We can't guess if it's from the past... or the future... Even WE don't know where it is.";
- next;
- mes "[Sikaiz]";
- mes "That's the place!";
- mes "Ash-Vacuum!";
- mes "We are all in this together!";
- next;
- mes "[Sikaiz]";
- mes "Is that enough?";
- mes "Though I am the head of the Alliance, I don't know much else about it. That's why we are all here. To do some research.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I told you about Ash-Vacuum. What I know about it all. Though you still don't know much about it, that's all I can tell you.";
- next;
- changequest 10066,10067;
- set ep13_ryu,11;
- mes "[Sikaiz]";
- mes "If you have any other questions, you can still ask me...";
- close;
- }
- if (ep13_ryu == 9) {
- mes "- The man standing in front -";
- mes "- is delivering a speech. -";
- mes "- Let's listen. -";
- next;
- mes "[Sikaiz]";
- mes "I, Sikaiz, make it a point that we should pursue the great development of the Midgard continent with the research of the newly discovered Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "So we must not fight for own interests, we must not forget the mission. We are all together on this, to go through all the same trials.";
- next;
- mes "[Sikaiz]";
- mes "This mission shouldn't be for each kingdom's interest alone. If we are not strongly allied for our mission, we will not succeed in discovering the unknown places of Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "Now we should think we are all belonging to the Midgard continent. That's home for all of us.";
- next;
- mes "[Sikaiz]";
- mes "We will leave for Ash-Vacuum, through the dimensional rift soon.";
- mes "You all should be relaxed about completing this mission. If there are more adventurers to register, let them come to me.";
- next;
- changequest 10065,10066;
- set ep13_ryu,10;
- mes "- The speech has ended. -";
- mes "- Let's move on. -";
- close;
- }
- mes "[Sikaiz]";
- mes "......";
- close;
-}
-
-function script Guard_13_1 {
- mes "[Guard]";
- if (ep13_ryu > 19) {
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",getarg(1),getarg(2);
- end;
- }
- if (ep13_ryu > 8) {
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "You are not allowed";
- mes "to enter.";
- if (!getarg(0)) close;
- close2;
- warp "lhz_in01",getarg(1),getarg(2);
- end;
- }
- end;
-}
-
-lhz_in01,115,250,3 script Guard#ep13_1-1 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,108,252;
-OnTouch:
- callfunc "Guard_13_1",1,108,252;
-}
-lhz_in01,115,252,3 duplicate(Guard#ep13_1-1) Guard#ep13_1-2 4_M_HUMAN_02,2,2
-
-lhz_in01,147,252,7 script Guard#ep13_1-3 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,152,252;
-OnTouch:
- callfunc "Guard_13_1",1,152,252;
-}
-lhz_in01,147,250,7 duplicate(Guard#ep13_1-3) Guard#ep13_1-4 4_M_HUMAN_02,2,2
-
-lhz_in01,124,234,5 script Guard#ep13_1-5 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,123,229;
-OnTouch:
- callfunc "Guard_13_1",1,123,229;
-}
-lhz_in01,121,234,5 duplicate(Guard#ep13_1-5) Guard#ep13_1-6 4_M_HUMAN_02,2,2
-
-lhz_in01,137,234,5 script Guard#ep13_1-7 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,139,228;
-OnTouch:
- callfunc "Guard_13_1",1,139,228;
-}
-lhz_in01,140,234,5 duplicate(Guard#ep13_1-7) Guard#ep13_1-8 4_M_HUMAN_02,2,2
-
-lhz_in01,130,232,5 script Guard#ep13_1-9 4_M_HUMAN_02,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- next;
- mes "[Guard]";
- mes "Will you go to the dimensional rift right now?";
- next;
- mes "[Guard]";
- mes "If you want,";
- mes "I can send you to the Time-Gap of Dimension.";
- next;
- switch(select("Send me there.:I will go there myself.")) {
- case 1:
- mes "[Guard]";
- mes "Ok, I will send you to the dimensional rift. Once you get there, just find the head of the alliance.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "You are something of an adventurer... Ok. I got it...";
- next;
- mes "[Guard]";
- mes "Once you get there, just find the head of the alliance.";
- close;
- }
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-}
-
-lhz_in01,128,249,1 script Member of Alliance#1 4_M_KHMAN,{
- if (ep13_ryu > 19) {
- mes "-Munkenro and Sakaiz don't seem to be getting along very well anymore.-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Hm, ok!";
- mes "That's right.";
- close;
-}
-
-lhz_in01,136,245,1 script Member of Alliance#2 4_M_LGTMAN,{
- if (ep13_ryu > 19) {
- mes "-You should probably head over to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "The heads of the alliance, Sikaiz and Munkenro...";
- next;
- mes "[Member of Alliance]";
- mes "They have different values,";
- mes "so that sometimes causes conflict, but nothing serious has happened so far.";
- next;
- mes "[Member of Alliance]";
- mes "Friendship is the most valuable in this world.";
- close;
-}
-
-lhz_in01,140,245,1 script Member of Alliance#3 4_M_03,{
- if (ep13_ryu > 19) {
- mes "-You're still here? You're a member of the alliance now so you should head to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "I know we are all to go to the dimensional rift. That's why we are allied strongly. But we gather here... so far from there...";
- next;
- mes "[Member of Alliance]";
- mes "I think we'd better gather in Prontera on Rune-Midgarts, where I am living.";
- next;
- mes "[Member of Alliance]";
- mes "Or just warp for commuting.";
- mes "I would hope so.";
- close;
-}
-
-lhz_in01,136,249,1 script Member of Alliance#4 4_LGTSCIENCE,{
- if (ep13_ryu > 19) {
- mes "-I'm sure they'll settle their little dispute somehow. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Hm...";
- next;
- mes "[Member of Alliance]";
- mes "Hm...";
- next;
- mes "[Member of Alliance]";
- mes "Whoosh...";
- next;
- mes "[Member of Alliance]";
- mes "I am concentrating now!!";
- mes "Don't worry!";
- close;
-}
-
-lhz_in01,124,245,1 script Member of Alliance#5 4_M_RACHOLD1,{
- if (ep13_ryu > 19) {
- mes "-Maybe Munk is a better leader instead of Sakaiz. Anyways you should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "The head of the alliance, Sikaiz... doesn't look healthy.";
- next;
- mes "[Member of Alliance]";
- mes "But his upright eyes";
- mes "are quite reliable.";
- next;
- mes "[Member of Alliance]";
- mes "Munkenro looks so willing to do anything for success. As well as he also seems flexible...";
- close;
-}
-
-lhz_in01,136,241,3 script Member of Alliance#6 4_M_DIEMAN,{
- if (ep13_ryu > 19) {
- mes "-I'm so bored!!! You should be heading to the dimensional rift next to Morroc and find the Guard there. It's probably less boring there than it is here-";
- close;
- }
- mes "[Member of Alliance]";
- mes "I am almost dying of boredom!";
- next;
- mes "[Member of Alliance]";
- mes "So boring!";
- next;
- mes "[Member of Alliance]";
- mes "I am not in a good mood.";
- close;
-}
-
-lhz_in01,126,249,1 script Member of Alliance#7 4_M_RACHMAN2,{
- if (ep13_ryu > 19) {
- mes "-We haven't even started and we're already bickering. Just ignore the politics and head to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Three kingdoms for world peace...";
- mes "Will it be successful?";
- close;
-}
-
-lhz_in01,122,245,1 script Member of Alliance#8 4_F_SITDOWN,{
- if (ep13_ryu > 19) {
- mes "-You shouldn't stay around here and listen to all the complaining. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Why is there so much complaining?";
- next;
- mes "[Member of Alliance]";
- mes "I'm going along for the benefit of my country.";
- next;
- mes "[Member of Alliance]";
- mes "I wonder if the managers are all talk.";
- close;
-}
-
-ra_temple,119,113,3 script Alliance Manager#ra 4_M_TRAINEE,{
- if (ep13_ryu == 16) {
- mes "[Manager]";
- mes "With blessings from the Goddess Freya! We three kingdoms will know success! It's all we want. ...Khkhkhkh...";
- close;
- }
- if (ep13_ryu == 15) {
- mes "[Manager]";
- mes "What brings you here, if you won't worship Freya? Just go away.";
- next;
- mes "[Manager]";
- mes "Hm, you've come here to report the status of the alliance? Ok, let me listen.";
- next;
- mes "[Manager]";
- mes "Hm, everything is going well";
- mes "and almost prepared for a good start... Hm-hmm...";
- next;
- mes "[Manager]";
- mes "I hate to meet people from Rune-Midgarts, but I can't avoid it.";
- next;
- mes "[Manager]";
- mes "We're all together for this mission now... They would sacrifice for Freya.";
- next;
- changequest 10071,10072;
- set ep13_ryu,16;
- mes "[Manager]";
- mes "Now you can go back.";
- mes "Just say I received the report of the status well.";
- close;
- }
- mes "[Manager]";
- mes "Goddess Freya, keep us forever!!";
- next;
- mes "[Manager]";
- mes "Ash-Vacuum...";
- mes "It will be mine soon...";
- mes "Khkhkh!";
- close;
-}
-
-lhz_in01,32,22,3 script Officer A 4_M_MANAGER,{
- if (ep13_ryu == 20) {
- mes "[Officer]";
- mes "Why don't you go back there?";
- mes "Are you afraid to go back?";
- mes "Khkhkh!";
- next;
- mes "[Officer]";
- mes "Just go back to the meeting room.";
- mes "Your allies are there together.";
- mes "Khkhkh!";
- mes "Nevermind.";
- mes "Bye.";
- close;
- }
- if (ep13_ryu == 19) {
- mes "[Officer A]";
- mes "So why do you come to me?";
- mes "What's wrong?";
- next;
- mes "[Officer B]";
- mes "Got any business?";
- next;
- mes "[Officer A]";
- mes "I think not.";
- mes "You come to tell me that you're leaving for the mission.";
- mes "Am I right?";
- next;
- mes "[Officer B]";
- mes "You were sent by Sikaiz...";
- mes "Right?";
- next;
- mes "[Officer A]";
- mes "Ok, I got your report.";
- mes "Just go back there.";
- mes "Good luck.";
- next;
- mes "[Officer B]";
- mes "Just do your best";
- mes "...or whatever you do...";
- next;
- changequest 10075,10076;
- set ep13_ryu,20;
- mes "[Officer A]";
- mes "Just return there. Good job.";
- close;
- }
- if (ep13_ryu == 18) {
- mes "[Officer A]";
- mes "Sikaiz isn't understandable...";
- mes "I can't help it...";
- next;
- mes "[Officer B]";
- mes "His voice for peace is";
- mes "only his own way.";
- mes "Three kingdoms for one mission...";
- mes "No peace...";
- mes "We even get no advantage.";
- next;
- mes "[Officer A]";
- mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
- next;
- mes "[Officer A]";
- mes "Is there any way to change their ways?";
- next;
- mes "[Officer B]";
- mes "If they changed,";
- mes "we wouldn't get in trouble.";
- mes "But he is not compromising.";
- next;
- mes "[Officer A]";
- mes "So what??";
- mes "We wouldn't get our interests,";
- mes "and just do nothing for ourselves?";
- next;
- mes "[Officer B]";
- mes "There's always Munkenro.";
- next;
- mes "[Officer A]";
- mes "So what...?";
- next;
- mes "[Officer B]";
- mes "As honest as Sikaiz...";
- mes "As flexible as Sikaiz...";
- mes "But easy to go over him...";
- next;
- mes "[Officer B]";
- mes "We can't cut him out,";
- mes "so just take the lead from Munkenro. It's easier!";
- next;
- mes "[Officer A]";
- mes "Oh!!";
- mes "That's a good idea.";
- mes "Anyway...";
- mes "Some visitors are coming.";
- mes "Let's talk about it later.";
- next;
- changequest 10074,10075;
- set ep13_ryu,19;
- mes "[Officer B]";
- mes "Um, what's your business?";
- close;
- }
- mes "[Officer A]";
- mes "For our own interest,";
- mes "we need to abandon other kingdoms.";
- close;
-}
-
-lhz_in01,30,24,5 script Officer B 4_M_MANAGER,{
- if (ep13_ryu == 20) {
- mes "[Officer]";
- mes "Why don't you go back there?";
- mes "Are you afraid to go back?";
- mes "Khkhkh!";
- next;
- mes "[Officer]";
- mes "Just go back to the meeting room.";
- mes "Your allies are there together.";
- mes "Khkhkh!";
- mes "Nevermind.";
- mes "Bye.";
- close;
- }
- if (ep13_ryu == 19) {
- mes "[Officer A]";
- mes "So why do you come to me?";
- mes "What's wrong?";
- next;
- mes "[Officer B]";
- mes "Got any business?";
- next;
- mes "[Officer A]";
- mes "I think not.";
- mes "You come to tell me that you're leaving for the mission.";
- mes "Am I right?";
- next;
- mes "[Officer B]";
- mes "You were sent by Sikaiz...";
- mes "Right?";
- next;
- mes "[Officer A]";
- mes "Ok, I got your report.";
- mes "Just go back there.";
- mes "Good luck.";
- next;
- mes "[Officer B]";
- mes "Just do your best";
- mes "...or whatever you do...";
- next;
- changequest 10075,10076;
- set ep13_ryu,20;
- mes "[Officer A]";
- mes "Just return there. Good job.";
- close;
- }
- if (ep13_ryu == 18) {
- mes "[Officer A]";
- mes "Sikaiz isn't understandable...";
- mes "I can't help it...";
- next;
- mes "[Officer B]";
- mes "His voice for peace is";
- mes "only his own way.";
- mes "Three kingdoms for one mission...";
- mes "No peace...";
- mes "We even get no advantage.";
- next;
- mes "[Officer A]";
- mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
- next;
- mes "[Officer A]";
- mes "Is there any way to change their ways?";
- next;
- mes "[Officer B]";
- mes "If they changed,";
- mes "we wouldn't get in trouble.";
- mes "But he is not compromising.";
- next;
- mes "[Officer A]";
- mes "So what??";
- mes "We wouldn't get our interests,";
- mes "and just do nothing for ourselves?";
- next;
- mes "[Officer B]";
- mes "There's always Munkenro.";
- next;
- mes "[Officer A]";
- mes "So what...?";
- next;
- mes "[Officer B]";
- mes "As honest as Sikaiz...";
- mes "As flexible as Sikaiz...";
- mes "But easy to go over him...";
- next;
- mes "[Officer B]";
- mes "We can't cut him out,";
- mes "so just take the lead from Munkenro. It's easier!";
- next;
- mes "[Officer A]";
- mes "Oh!!";
- mes "That's a good idea.";
- mes "Anyway...";
- mes "Some visitors are coming.";
- mes "Let's talk about it later.";
- next;
- changequest 10074,10075;
- set ep13_ryu,19;
- mes "[Officer B]";
- mes "Um, what's your business?";
- close;
- }
- mes "[Officer B]";
- mes "The most important things are money and power. If we don't get at least one, we're just like the slummy poor.";
- close;
-}
-
-moc_fild20,349,179,3 script Rift Guard#1 4_M_MOC_SOLDIER,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "Ah, you are a member of the alliance that discovered the dimensional rift? Welcome. Everything is prepared. Just enter and find the camp when you pass through the rift.";
- next;
- mes "[Guard]";
- mes "The new head of the alliance, Munkenro, will direct all of us.";
- next;
- mes "[Guard]";
- mes "Then you will pass.";
- mes "Are you ready?";
- next;
- switch(select("Yes, sure.:Please wait.")) {
- case 1:
- mes "[Guard]";
- mes "Good luck.";
- close2;
- warp "moc_fild22b",38,195;
- end;
- case 2:
- mes "[Guard]";
- mes "Just tell me once you are ready. I will let you pass right away.";
- close;
- }
- }
- mes "[Guard]";
- mes "You're not allowed to enter here.";
- mes "If you have any business, just ask the guard behind me, or just leave.";
- close;
-}
-
-moc_fild22b,37,196,5 script Rift Guard#2 4_M_MOC_SOLDIER,{
- mes "[Guard]";
- mes "Are you the new adventurer?";
- mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
- next;
- mes "[Guard]";
- mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
- next;
- mes "[Guard]";
- mes "If you want to run away from here, just let me know, I will guide you.";
- next;
- switch(select("Escape.:Nah.")) {
- case 1:
- mes "[Guard]";
- mes "Ok.";
- mes "Follow me, I will let you out of here.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "Ok, just go ahead for yourself.";
- close;
- }
-}
-
-moc_fild22b,330,154,3 script Rift Guard#3 4_M_MOC_SOLDIER,{
- mes "[Guard]";
- mes "Are you new here?";
- mes "You look like you need to find the head of the alliance. You can find him near the center of the dimensional rift.";
- next;
- mes "[Guard]";
- mes "Just right there.";
- mes "There's a pillar of stone.";
- mes "Very close!";
- close;
-}
-
-moc_fild22b,230,197,5 script Munkenro#2 4_M_RUSMAN1,{
- if (ep13_ryu == 100) {
- mes "[Munkenro]";
- mes "Are you ready to discover Ash-Vacuum?";
- next;
- switch(select("Yes, of course!:Please, wait...")) {
- case 1:
- mes "[Munkenro]";
- mes "I wish you good luck!";
- mes "I hope you are successful in your adventures in Ash-Vacuum!";
- next;
- mes "[Munkenro]";
- mes "(...I just follow your lead!)";
- mes "(I remember you're strong-willed.)";
- mes "(Though I am guilty,)";
- mes "(I will do my best.)";
- close2;
- warp "mid_camp",210,291;
- end;
- case 2:
- mes "[Munkenro]";
- mes "Go prepare.";
- close;
- }
- }
- if (ep13_ryu == 20) {
- mes "[Munkenro]";
- mes "I am the head of the Three Kingdoms Alliance. You've come here for the discovery of the dimensional rift. Am I right?";
- next;
- mes "[Munkenro]";
- mes "Um. You're the one that";
- mes "did some favors before...";
- mes "Your name is " + strcharinfo(0) + "?";
- mes "I remember you.";
- next;
- mes "[Munkenro]";
- mes "Sikaiz retired from his position urgently. I am his replacement.";
- next;
- mes "[Munkenro]";
- mes "You don't need to know in detail all about it now. That's not important to you. Is it?";
- next;
- mes "[Munkenro]";
- mes "You are here for the discovery of the dimensional rift. I can't send you there right away. I know that you've passed your tests, but that's the past. You have not been tested by me. ~";
- next;
- mes "[Munkenro]";
- mes "So you need to be tested again. I don't have too much time to test you now. So let's just do a short test.";
- next;
- mes "[Munkenro]";
- mes "Now the soldiers here will start to attack you... If you survive, I will approve of you. Just do it in good time.";
- next;
- mes "[Munkenro]";
- mes "This can prove that you're strong enough. That's the minimum test I can perform.";
- next;
- changequest 10076,10077;
- set ep13_ryu,21;
- mes "[Munkenro]";
- mes "Once you get ready,";
- mes "just let me know.";
- close;
- }
- if (ep13_ryu == 21) {
- mes "[Munkenro]";
- mes "Are you ready??";
- mes "Let's start!";
- next;
- switch(select("Ready!!:Please, wait...")) {
- case 1:
- mes "[Munkenro]";
- mes "Ok, just have a good adventure.";
- next;
- set ep13_ryu,22;
- changequest 10077,10078;
- donpcevent "Head of the Alliance#moo::OnEnable";
- mes "[Munkenro]";
- mes "If you are too late,";
- mes "it will be considered as a failure, so come back soon.";
- close;
- case 2:
- mes "[Munkenro]";
- mes "If you hesitate,";
- mes "it means you fail.";
- mes "I will give you one more chance. Go ahead.";
- close;
- }
- }
- if ($@ep13_test == 2) {
- mes "[Munkenro]";
- mes "You're quite shrewd...";
- mes "How come you passed the test";
- mes "before? I can't believe this.";
- next;
- mes "[Munkenro]";
- mes "I will give you one more chance.";
- mes "Don't make any mistakes again.";
- next;
- set ep13_ryu,21;
- set $@ep13_test,0;
- mes "[Munkenro]";
- mes "Once you get ready,";
- mes "just let me know,";
- mes "to start!";
- close;
- }
- if ($@ep13_test == 1) {
- mes "[Munkenro]";
- mes "We are testing the other adventurers, so unless you have any business with me, visit me later.";
- close;
- }
- if (($@ep13_test == 0) && (ep13_ryu == 22)) {
- mes "[Munkenro]";
- mes "Good! You did a good job!";
- mes "Though we didn't get enough time to test, I think it's almost perfect.";
- next;
- mes "[Munkenro]";
- mes "You can feel I am too strict... I'm just doing what I need to do as head of the Alliance.";
- next;
- mes "[Munkenro]";
- mes "If I can't manage the alliance well, I will feel guilty, that I am not doing Sikaiz's job any justice. Anyway, I will do my best.";
- next;
- mes "[Munkenro]";
- mes "Huh? I'm just whining.";
- mes "You don't need to hear this.";
- mes "Just forget it.";
- next;
- completequest 10078;
- set ep13_ryu,100;
- if (checkre(3))
- getexp 66000,21000;
- else
- getexp 660000,210000;
- mes "[Munkenro]";
- mes "I will let you go there.";
- mes "Let me know once you are ready.";
- close;
- }
-}
-
-moc_fild22b,1,1,0 script Head of the Alliance#moo -1,{
-OnInit:
- disablenpc "Head of the Alliance#moo";
- end;
-
-OnEnable:
- mapannounce "moc_fild22b","Head of the Alliance: I command that all soldiers attack the adventurers around here for 15 minutes. This is an order!",bc_map;
- enablenpc "Head of the Alliance#moo";
- set $@ep13_test,1;
- initnpctimer;
- monster "moc_fild22b",0,0,"Allied Soldier",1851,80,"Head of the Alliance#moo::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
- set $@ep13_test,0;
- disablenpc "Head of the Alliance#moo";
- end;
-
-OnMyMobDead:
- if (mobcount("moc_fild22b","Head of the Alliance#moo::OnMyMobDead") < 41) {
- donpcevent "Head of the Alliance#moo::OnDisable";
- }
- end;
-
-OnTimer900000:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
- set $@ep13_test,2;
- disablenpc "Head of the Alliance#moo";
- stopnpctimer;
- end;
-}
-
-mid_camp,213,286,3 script Rift Guard#4 4_M_MOC_SOLDIER,{
- mes "[Guard]";
- mes "Are you the new adventurer?";
- mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
- next;
- mes "[Guard]";
- mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
- next;
- mes "[Guard]";
- mes "If you want to run away from here, just let me know, I will guide you.";
- next;
- switch(select("Escape.:Nah.")) {
- case 1:
- mes "[Guard]";
- mes "Ok.";
- mes "Follow me, I will let you out of here.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "Ok, just go ahead for yourself.";
- close;
- }
-}
-
-moc_ruins,137,89,5 script Time-Space Gap Guard 4_M_MOC_SOLDIER,{
- if (ep13_ryu == 100) {
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "Honestly, I should keep";
- mes "to the dimensional rift,";
- mes "but it's quite scary.";
- mes "I ran away from it.";
- next;
- mes "[Guard]";
- mes "Ah?";
- mes "You're quite brave!";
- mes "And not scared about things around you. I envy you...";
- next;
- mes "[Guard]";
- mes "I am a coward but,";
- mes "I can send you through the dimensional rift. That's the only thing I can do for you.";
- next;
- mes "[Guard]";
- mes "I send you there easily,";
- mes "but don't tell others about me. Ok??";
- next;
- mes "[Guard]";
- mes "Then, do you want to go through the Time-Space Gap now??";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Guard]";
- mes "Ok, then I will send you there. As I already said, don't tell anybody about me. Anyway... good luck!!";
- close2;
- warp "moc_fild22b",49,195;
- end;
- case 2:
- mes "[Guard]";
- mes "It's ok.";
- mes "Just don't tell anybody about me. Please.";
- close;
- }
- }
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "onestly, I should keep";
- mes "to the dimensional rift,";
- mes "but it's quite scary.";
- mes "I ran away from it.";
- next;
- mes "[Guard]";
- mes "- Trembling. -";
- mes "Please keep the secret";
- mes "about me being here.";
- mes "I am so scared!!";
- close;
-}
-
-moc_fild22b,370,370,3 script Allied Manager#gm 4W_SAILOR,{
- callfunc "F_GM_NPC";
- mes "[Manager]";
- mes "Please enter the password.";
- next;
- set .@i, callfunc("F_GM_NPC",8028,0,0,9000);
- if (.@i == -2) {
- mes "[Manager]";
- mes "Incorrect password.";
- close;
- } else if (.@i == -1) {
- mes "[Manager]";
- mes "Please enter a password other then 0.";
- close;
- } else if (.@i == 0) {
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- } else {
- mes "[Manager]";
- mes "What would you like to do?";
- next;
- switch(select("Reset the Allied Attacks.:Nothing.")) {
- case 1:
- mes "[Manager]";
- mes "Resetting the allied attacks.";
- set $@ep13_test,2;
- disablenpc "Head of the Alliance#moo";
- close;
- case 2:
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- }
- }
-}
-
-// New Surroundings :: ep13_newbs
-//============================================================
-mid_camp,222,283,4 script Marian#ep13bs 4_F_JOB_HUNTER,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "[Marian]";
- mes "You have too many items~";
- mes "Drop some and come back to me.";
- close;
- }
- if (ep13_newbs < 1) {
- if (ep13_ryu > 99 || ep13_start > 99) {
- mes "[Marian]";
- mes "You must be a stranger here.";
- mes "Is this your first visit here?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Marian]";
- mes "As expected~";
- mes "I'm not lying, but usually";
- mes "I never forget a face.";
- emotion e_lv;
- next;
- mes "[Marian]";
- mes "Well, anyway...";
- mes "If this is your first time here,";
- mes "you'd better see ^0000FFInstructor Lugen^000000.";
- mes "He can help you adjust";
- mes "to these surroundings.";
- next;
- mes "[Marian]";
- mes "Go to the right to find";
- mes "^0000FFInstructor Lugen^000000.";
- set ep13_newbs,1;
- getitem 12322,1; //Chocolate_Pie
- setquest 11084;
- close;
- case 2:
- mes "[Marian]";
- mes "Well~ It is weird~";
- next;
- mes " - ransacking - ";
- mes " - flap - ";
- next;
- mes "[Marian]";
- mes "Hmm, you're not";
- mes "from around here.";
- next;
- mes "[Marian]";
- mes "Go to the right along this way";
- mes "and you'll find ^0000FFInstructor Lugen^000000.";
- mes "Talk to him, first.";
- set ep13_newbs,1;
- getitem 12322,1; //Chocolate_Pie
- setquest 11084;
- close;
- }
- }
- else {
- mes "[Marian]";
- mes "......";
- mes "I'm sorry but,";
- mes "I'm a bit busy now...";
- close;
- }
- }
- if (ep13_newbs == 1) {
- mes "[Marian]";
- mes "Go to the right to see ^0000FFInstructor Lugen^000000.";
- emotion e_lv;
- close;
- }
- if ((ep13_newbs > 1) && (ep13_newbs < 13)) {
- mes "[Marian]";
- mes "Wow, good to see you again.";
- mes "Do you feel comfortable around here?";
- emotion e_lv;
- close;
- }
- if (ep13_newbs == 13) {
- mes "[Marian]";
- mes "Hey, how are you?";
- mes "What brings you here?";
- emotion e_lv;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The instructor sent me.";
- mes "He told me to get supplies from the motherland.";
- next;
- mes "[Marian]";
- mes "Ah, you must be talking about~?";
- mes "Let me see~~";
- next;
- mes "[Marian]";
- mes "This and that~~";
- next;
- mes "[Marian]";
- mes "Hmm, not this one.";
- next;
- mes "[Marian]";
- mes "Ah, I got it!";
- mes "Here they are!";
- mes "And this is for you.";
- mes "Go, go~~";
- set ep13_newbs,14;
- getitem 6045,3; //Supply_Box
- getitem 12322,1; //Chocolate_Pie
- changequest 11091,11092;
- close;
- }
- if (ep13_newbs > 13 && ep13_newbs < 20) {
- if (ep13_newbs < 16) set .@i,3;
- else if (ep13_newbs < 18) set .@i,2;
- else set .@i,1;
- if (countitem(6045) < .@i) {
- mes "[Marian]";
- mes "Ha! You misplaced the Supply Box?!";
- mes "What the~~?";
- emotion e_omg;
- next;
- mes "[Marian]";
- mes "Ok, I have spares.";
- mes "Let me give one to you.";
- mes "Don't misplace this one, ok?!";
- getitem 6045,1; //Supply_Box
- close;
- }
- else {
- mes "[Marian]";
- mes "Do your job, man~";
- mes "And please say hello";
- mes "to the instructor.";
- emotion e_lv;
- close;
- }
- }
- else {
- mes "[Marian]";
- mes "Hey~";
- mes "How have you been recently?";
- mes "I am busy all the time...";
- emotion e_sob;
- next;
- mes "[Marian]";
- mes "The supplies from the motherland are...";
- mes "Ah...";
- mes "Nothing, do not care...";
- mes "Hohoho...";
- emotion e_omg;
- close;
- }
-}
-
-mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{
- if (checkweight(1201,1) == 0) {
- mes "[Instructor Lugen]";
- mes "You are carrying too much weight.";
- mes "Please try again after losing some weight.";
- close;
- }
- if (ep13_newbs < 1) {
- mes "[Instructor Lugen]";
- mes "Huuu, no time to rest.";
- mes "When re-enforcements come.";
- close;
- }
- if (ep13_newbs == 1) {
- mes "[Instructor Lugen]";
- mes "Huuu, no time to rest.";
- mes "When re-enforcements come.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me.";
- next;
- mes "[Instructor Lugen]";
- mes "Hi!";
- mes "What brings you here?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Marian sent me to here.";
- next;
- mes "[Instructor Lugen]";
- mes "Ah!";
- mes "Are you from the motherland?";
- mes "I am Lugen Jednic from.";
- mes "the federal survey team,";
- mes "in charge of educating.";
- mes "new employees.";
- next;
- mes "[Instructor Lugen]";
- mes "To join the team,";
- mes "you simply need to register.";
- next;
- mes "[Instructor Lugen]";
- mes "Once you register, you";
- mes "will be provided with";
- mes "ccommodations and food.";
- mes "There will be plenty of";
- mes "missions for you.";
- next;
- mes "[Instructor Lugen]";
- mes "Will you join the survey team?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Instructor Lugen]";
- mes "Registration is simple.";
- mes "Go to the big building.";
- mes "in the center and talk";
- mes "to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- set ep13_newbs,3;
- changequest 11084,11085;
- close;
- case 2:
- mes "[Instructor Lugen]";
- mes "You don't want to join?";
- mes "If you change your mind, come back later.";
- set ep13_newbs,2;
- close;
- }
- }
- if (ep13_newbs == 2) {
- mes "[Instructor Lugen]";
- mes "Ah, you came back.";
- mes "I have been waiting for you.";
- next;
- mes "[Instructor Lugen]";
- mes "Will ou join the survey team?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "I will register...";
- next;
- mes "[Instructor Lugen]";
- mes "[Instructor Lugen]";
- mes "Registration is simple.";
- mes "Go to the big building.";
- mes "in the center and talk";
- mes "to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- set ep13_newbs,3;
- changequest 11084,11085;
- close;
- case 2:
- mes "[Instructor Lugen]";
- mes "You don't want to join?";
- mes "If you change your mind, come back later.";
- close;
- }
- }
- if (ep13_newbs == 3) {
- mes "[Instructor Lugen]";
- mes "To register, Go to the";
- mes "big building in the center";
- mes "and talk to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- close;
- }
- if (ep13_newbs == 4) {
- mes "[Instructor Lugen]";
- mes "I got a call from the receptionist.";
- mes "Now take your nameplate and go";
- mes "to your accomodations down";
- mes "in the barracks.";
- next;
- mes "[Instructor Lugen]";
- mes "So take some rest and I will";
- mes "see you tomorrow morning.";
- next;
- mes "[Instructor Lugen]";
- mes "You need to share the barracks";
- mes "with others, so make sure to";
- mes "talk with them while you're there.";
- set ep13_newbs,5;
- getitem 12322,1; //Chocolate_Pie
- completequest 11086;
- close;
- }
- if ((ep13_newbs > 4) && (ep13_newbs < 12)) {
- mes "[Instructor Lugen]";
- mes "You need to share the barracks";
- mes "with others, so make sure to";
- mes "talk with them while you're there.";
- close;
- }
- if (ep13_newbs == 12) {
- mes "[Instructor Lugen]";
- mes "How was your stay here?";
- mes "It is cold. Warm yourself";
- mes "and try not to catch a cold.";
- next;
- mes "[Instructor Lugen]";
- mes "And I have a request of you, "+ strcharinfo(0) +".";
- next;
- mes "[Instructor Lugen]";
- mes "It is to distribute supplies";
- mes "from the motherland,";
- mes "It's not very difficult.";
- mes "Just think of it as a way";
- mes "to meet people here.";
- next;
- mes "[Instructor Lugen]";
- mes "Anyway, Go to Marian,";
- mes "whom you met when";
- mes "you first came here and";
- mes "get the supplies from her.";
- set ep13_newbs,13;
- getitem 12322,1; //Chocolate_Pie
- setquest 11091;
- close;
- }
- if (ep13_newbs == 13) {
- mes "[Instructor Lugen]";
- mes "Anyway, Go to Marian,";
- mes "whom you met when";
- mes "you first came here and";
- mes "get the supplies from her.";
- close;
- }
- if (ep13_newbs == 14) {
- if (countitem(6045) > 2) {
- mes "[Instructor Lugen]";
- mes "Did you recieve the supplies?";
- mes "Can you show them to me, please?";
- next;
- mes "[Instructor Lugen]";
- mes "Hmm...";
- next;
- mes "[Instructor Lugen]";
- mes "Ok, then, please deliver";
- mes "them to their receivers.";
- next;
- mes "[Instructor Lugen]";
- mes "The first box should be sent to";
- mes "Jan, northwest of the camp.";
- mes "She may be around the fence.";
- set ep13_newbs,15;
- changequest 11092,11093;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 15) {
- if (countitem(6045) > 2) {
- mes "[Instructor Lugen]";
- mes "The first box should be sent to";
- mes "Jan, northwest of the camp.";
- mes "She may be around the fence.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 16) {
- mes "[Instructor Lugen]";
- mes "So, did you get the";
- mes "supplies to Jan?";
- mes "She was waiting";
- mes "for it a month ago.";
- mes "Thanks so much.";
- next;
- if (countitem(6045) > 1) {
- mes "[Instructor Lugen]";
- mes "Next, this box is for Gerard.";
- mes "He is investigating across the";
- mes "west bridge outside the camp.";
- next;
- mes "[Instructor Lugen]";
- mes "Freya be with you.";
- set ep13_newbs,17;
- changequest 11094,11095;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 17) {
- if (countitem(6045) > 1) {
- mes "[Instructor Lugen]";
- mes "Next, this box is for Gerard.";
- mes "He is investigating across the";
- mes "west bridge outside the camp.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 18) {
- mes "[Instructor Lugen]";
- mes "Well done.";
- mes "Is Gerard well?";
- next;
- mes "[Instructor Lugen]";
- mes "I've been worrying";
- mes "about him since he";
- mes "disappeared after";
- mes "going out for the";
- mes "investigation.";
- next;
- if (countitem(6045) > 0) {
- mes "[Instructor Lugen]";
- mes "And the last box is for";
- mes "Alberto at the entrance";
- mes "of the eastern field.";
- next;
- mes "[Instructor Lugen]";
- mes "Perhaps, he ordered";
- mes "the heavy coat.";
- mes "It's freezing there so";
- mes "you'd better hurry.";
- next;
- mes "[Instructor Lugen]";
- mes "Please deliver it to him.";
- set ep13_newbs,19;
- changequest 11096,11097;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 19) {
- if (countitem(6045) > 0) {
- mes "[Instructor Lugen]";
- mes "And the last box is for";
- mes "Alberto at the entrance";
- mes "of the eastern field.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 20) {
- mes "[Instructor Lugen]";
- mes "It was really good to request";
- mes "you, "+ strcharinfo(0) +".";
- mes "Your work has been";
- mes "a great help to us.";
- mes "I really appreciate it.";
- next;
- mes "[Instructor Lugen]";
- mes "You must be tired now,";
- mes "please take care of yourself.";
- mes "I have more things";
- mes "to do now, ha...";
- emotion e_pif;
- set ep13_newbs,21;
- completequest 11098;
- close;
- }
- if (ep13_newbs == 21) {
- if (rand(1,3) == 2) {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What is wrong with you?";
- next;
- mes "[Instructor Lugen]";
- mes "Ah, nothing...";
- mes "I'm just talking to myself.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I've never seen you sigh.";
- mes "If you have something";
- mes "to say please tell me.";
- next;
- mes "[Instructor Lugen]";
- mes "It's just a personal thing...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Tell me.";
- mes "I think I can help you.";
- next;
- mes "[Instructor Lugen]";
- mes "I-I'm, sorry to tell you but...";
- next;
- mes "[Instructor Lugen]";
- mes "I came here together";
- mes "with my friend but we";
- mes "aren't allowed to leave,";
- mes "so I don't know how he is.";
- next;
- mes "[Instructor Lugen]";
- mes "It was rumored that";
- mes "he's gotten worse so";
- mes "I'm worried about him.";
- next;
- mes "[Instructor Lugen]";
- mes "But, I'm so busy working";
- mes "and it makes me...";
- mes "*sigh*";
- next;
- switch(select("Help.:Just listen.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "I will help with your problem!";
- next;
- mes "[Instructor Lugen]";
- mes "No, it is ok.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Don't say no!";
- mes "It's not a problem at all!";
- mes "So, I'll go to him for you";
- mes "and see if he is ok, alright?!";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, I really want to help~";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- mes "I really appreciate that.";
- mes "If so, can you please";
- mes "deliver this letter to him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You can count on me!!";
- next;
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working";
- mes "on the barrier in the west.";
- mes "Please give it to him.";
- set ep13_newbs,23;
- getitem 6043,1; //Letter_From_Lugen
- setquest 11099;
- close;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, ya work is tough.";
- next;
- mes "[Instructor Lugen]";
- mes "Yes.. I really appreciate your listening to me.";
- mes "It makes me feel better.";
- set ep13_newbs,22;
- close;
- }
- }
- else {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- close;
- }
- }
- if (ep13_newbs == 22) {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- next;
- switch(select("Help him.:Just pass.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "May I help you?";
- next;
- mes "[Instructor Lugen]";
- mes "No, it's ok.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Don't say no!";
- mes "It is not difficult at all!";
- mes "So, I'm supposed to go to him and see if he's ok, right?";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, I really want to help~";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- mes "I really appreciate that.";
- mes "If so, can you please deliver this letter to him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You believe me!!";
- next;
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working on the barrier in the west.";
- mes "Please give it to him.";
- set ep13_newbs,23;
- getitem 6043,1; //Letter_From_Lugen
- setquest 11099;
- close;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Hmm...";
- close;
- }
- }
- if (ep13_newbs == 23) {
- if (countitem(6043) < 1) {
- mes "[Instructor Lugen]";
- mes "Ah, did you lose the letter?";
- mes "That's ok. It's no big deal.";
- mes "I'll write it again.";
- getitem 6043,1; //Letter_From_Lugen
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working";
- mes "on the barrier in the west.";
- mes "Please give it to him.";
- close;
- }
- }
- if (ep13_newbs == 24) {
- mes "["+ strcharinfo(0) +"]";
- mes "Instructor! I met Otto!";
- mes "He is doing very well~";
- next;
- mes "[Instructor Lugen]";
- mes "Phew, it's really good to hear.";
- mes "I was so worried about him";
- mes "being sick and far away";
- mes "from his homeland.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I have a letter from him, too.";
- next;
- if (countitem(6044) < 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Huh, ehh..?!?!";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "I am far away from my home";
- mes "the feeling that family and";
- mes "friends give to me are really important.";
- next;
- mes "[Instructor Lugen]";
- mes "I don't know how to thank you.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hehe, don't mention it.";
- mes "And Otto said that he";
- mes "would come to see you.";
- emotion e_shy,1;
- next;
- mes "[Instructor Lugen]";
- mes "Did he?";
- mes "It's been so long";
- mes "since we last met.";
- next;
- mes "[Instructor Lugen]";
- mes "And this is for you.";
- delitem 6044,1; //Letter_From_Otto
- set ep13_newbs,100;
- getitem 617,1; //Old_Violet_Box
- getitem 12322,5; //Chocolate_Pie
- if (checkre(3))
- getexp 100000,10000;
- else
- getexp 1000000,100000;
- completequest 11100;
- close;
- }
- }
- if (ep13_newbs == 100) {
- mes "[Instructor Lugen]";
- mes "Thanks for doing that.";
- mes "My friend wrote me that he";
- mes "would have some spare time.";
- next;
- mes "[Instructor Lugen]";
- mes "It is good to see you,";
- mes ""+ strcharinfo(0) +",";
- mes "enjoy yourself here.";
- mes "If you have any troubles,";
- mes "come to see me.";
- next;
- mes "[Instructor Lugen]";
- mes "I so happy that I've";
- mes "met a person like";
- mes "you, "+ strcharinfo(0) +".";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that I nave no time to rest this week.";
- close;
- }
-}
-
-mid_camp,123,290,4 script Otto#ep13bs 4_M_RUSMAN1,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (ep13_newbs == 23) {
- mes "["+ strcharinfo(0) +"]";
- mes "Mr. Otto?!";
- next;
- mes "[Otto]";
- mes "Hmm, how can I help you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Instructor Lugen sent me!";
- mes "He is worrying about you getting worse.";
- next;
- mes "[Otto]";
- mes "Oh, is he...";
- mes "It was just a cold.";
- mes "It was nothing.";
- mes "He's still overprotective..";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "That's good to hear.";
- mes "Ah, and he wrote this letter for you.";
- next;
- if (countitem(6043) < 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Eh, where is it...";
- next;
- mes "[Otto]";
- mes "......";
- close;
- }
- else {
- mes "[Otto]";
- mes "We are not allowed to leave our posts,";
- mes "so I am wondering about him, as well.";
- next;
- mes "[Otto]";
- mes "A letter, I never expected this, huhu.";
- next;
- mes "- Otto is reading the letter -";
- mes "- with the smile on his face. -";
- next;
- mes "[Otto]";
- mes "I am sorry but, can you please";
- mes "tell him that I am ok now by";
- mes "giving him this letter.";
- next;
- mes "[Otto]";
- mes "And I will have a vacation";
- mes "in the near future and will";
- mes "use that time to visit him.";
- delitem 6043,1; //Letter_From_Lugen
- set ep13_newbs,24;
- getitem 6044,1; //Letter_From_Otto
- getitem 12322,1; //Chocolate_Pie
- changequest 11099,11100;
- close;
- }
- }
- if (ep13_newbs == 24) {
- if (countitem(6044) < 1) {
- mes "[Otto]";
- mes "You lost the letter?";
- mes "I'll write it again.";
- getitem 6044,1; //Letter_From_Otto
- close;
- }
- else {
- mes "[Otto]";
- mes "I am sorry but, can you please";
- mes "tell him that I am ok now by";
- mes "giving him this letter.";
- next;
- mes "[Otto]";
- mes "And I will have a vacation";
- mes "in the near future and will";
- mes "use that time to visit him.";
- close;
- }
- }
- if (ep13_newbs > 99) {
- mes "[Otto]";
- mes "Thanks to you,";
- mes "I was able to meet";
- mes "him some days ago.";
- mes "He, wasn't feeling good, either.";
- next;
- mes "[Otto]";
- mes "It seems that I will";
- mes "have more free time,";
- mes "so I will take that time";
- mes "to visit him more often.";
- close;
- }
- else {
- mes "[Otto]";
- mes "This place has a totally different environment on both sides.";
- next;
- mes "[Otto]";
- mes "Is it natural,";
- mes "or artificial?";
- close;
- }
-}
-
-mid_campin,106,122,4 script Receptionist Brink#ep13b 4_M_ORIENT02,{
- if (ep13_newbs < 3) {
- mes "[Brink]";
- mes "Hmm... Hey...";
- mes "...I mean...";
- mes "Hmm...";
- mes "...I would...";
- emotion e_swt2;
- close;
- }
- if (ep13_newbs == 3) {
- mes "[Brink]";
- mes "Hmm... Hey...";
- mes "...What makes...";
- mes "Hmm...";
- mes "...I would...";
- emotion e_swt2;
- next;
- mes "[Brink]";
- mes "Hmmm... Hey...";
- mes "...register...";
- mes "I mean...";
- next;
- switch(select("I am here to register.:Just stand.")) {
- case 1:
- mes "[Brink]";
- mes "Ah... I mean...";
- mes "Hmm...";
- mes "...Hey...";
- mes "What...your name...";
- emotion e_swt2;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "My name is "+ strcharinfo(0) +".";
- next;
- mes "[Brink]";
- mes "...Ah...";
- mes ""+ strcharinfo(0) +"...";
- mes "You...";
- mes "...registered...Hmm...";
- mes "...";
- emotion e_swt2;
- next;
- mes "[Brink]";
- mes "Here...";
- mes "Hmm...";
- mes "sign...";
- next;
- mes "[Brink]";
- mes "Hmmm...";
- mes "and...";
- mes "I mean...";
- emotion e_swt2;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is it finished?";
- next;
- mes "[Brink]";
- mes "Hm...";
- mes "...Yes...";
- mes "Then...";
- next;
- mes "[Brink]";
- mes "And...";
- mes "......This thing...";
- mes "...Ehh...";
- next;
- mes "- I guess I'm registered -";
- mes "- I'd better go back to Lugen -";
- set ep13_newbs,4;
- getitem 12322,1; //Chocolate_Pie
- changequest 11085,11086;
- close;
- case 2:
- mes "[Brink]";
- mes "And...";
- mes "......This thing...";
- mes "...Ehh...";
- emotion e_swt2;
- close;
- }
- }
- else {
- mes "[Brink]";
- mes "...Hey...";
- mes "I mean...";
- mes "...Well...nice...";
- mes "Then...";
- next;
- mes "[Brink]";
- mes "...Life...";
- mes "...Hmmm...";
- close;
- }
-}
-
-mid_camp,264,263,4 script Diego#ep13bs 4_M_RACHMAN1,{
- if (ep13_newbs < 5) {
- mes "[Diego]";
- mes "I'm busy right now!";
- emotion e_swt2;
- close;
- }
- if (ep13_newbs == 5) {
- mes "[Diego]";
- mes "Wow, this is tent is big!";
- mes "Hey, you there, adventurer. Please help me.";
- emotion e_sob;
- next;
- switch(select("Help him.:Don't help.")) {
- case 1:
- mes "[Diego]";
- mes "Thanks.";
- emotion e_thx;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What do you need?";
- next;
- mes "[Diego]";
- mes "Ah...";
- mes "When I passed by here...";
- mes "I kicked the post by mistake";
- mes "and now it's broken.";
- next;
- mes "[Diego]";
- mes "I need to ask others for help";
- mes "while I hold this post up.";
- next;
- mes "[Diego]";
- mes "Well, let me see...";
- mes "I'm really lucky to see you,";
- mes "passing by here, "+ strcharinfo(0) +".";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hah!! How did you know my name?!";
- emotion e_omg,1;
- next;
- mes "[Diego]";
- mes "It's on your nameplate.";
- emotion e_dots;
- next;
- select("So how can I help you.");
- mes "[Diego]";
- mes "While I hold this post up,";
- mes "please get materials to fix it.";
- next;
- mes "[Diego]";
- mes "I need the bar to sustain this";
- mes "post and a rope to tie it.";
- next;
- mes "[Diego]";
- mes "You can find many trees";
- mes "west of the camp for branches";
- mes "that we can use as a post.";
- next;
- mes "[Diego]";
- mes "And you can find the weird";
- mes "plant called ^0000FFNepenthes^000000";
- mes "at the field east of the camp it's vines are very strong.";
- next;
- mes "[Diego]";
- mes "I think we should be";
- mes "able to fix this with";
- mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
- mes "Please bring them to me!!!";
- set ep13_newbs,6;
- setquest 11087;
- close;
- case 2:
- mes "[Diego]";
- mes "...";
- mes "You're too harsh.";
- mes "Sob...";
- emotion e_sob;
- close;
- }
- }
- if (ep13_newbs == 6) {
- if ((countitem(6041) > 19) && (countitem(6042) > 19)) {
- mes "[Diego]";
- mes "Oh!!";
- mes "You finally brought";
- mes "the materials!";
- mes "I'm so grateful!!";
- emotion e_sob;
- next;
- mes "[Diego]";
- mes "Ok, so while I hold this post,";
- mes "please attach the branches";
- mes "and tie it up with the vines.";
- delitem 6041,20; //Strong_Bine
- delitem 6042,20; //Ordinary_Branch
- set ep13_newbs,7;
- changequest 11087,11088;
- close;
- }
- else {
- mes "[Diego]";
- mes "I think we should be";
- mes "able to fix this with";
- mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
- mes "Please bring them to me!!!";
- close;
- }
- }
- if (ep13_newbs == 7) {
- mes "[Diego]";
- mes "Ok, so while I hold this post,";
- mes "please attach the branches";
- mes "and tie it up with the vines.";
- close;
- }
- if (ep13_newbs == 8) {
- mes "[Diego]";
- mes "Please do the same for the other one.";
- close;
- }
- if (ep13_newbs == 9) {
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- else {
- mes "[Diego]";
- mes "Thanks to your help,";
- mes "I can protect the barracks.";
- mes "When I was in trouble,";
- mes "you came along.";
- mes "It's got to be fate.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "No, I just...";
- mes "I was assigned to stay";
- mes "in these barracks.";
- emotion e_swt2,1;
- next;
- mes "[Diego]";
- mes "Oh!!!";
- mes "Then it this really is fate!!!";
- mes "And this is the special";
- mes "product of this camp,";
- mes "^0000FFChocolate Pie^000000.";
- next;
- mes "[Diego]";
- mes "Please come in and";
- mes "take some rest for the";
- mes "expedition tomorrow!!";
- set ep13_newbs,10;
- getitem 12322,5; //Chocolate_Pie
- completequest 11090;
- close2;
- warp "mid_campin",291,128;
- end;
- }
- }
- else {
- mes "[Diego]";
- mes "I'm busy right now!";
- emotion e_swt2;
- close;
- }
-}
-
-mid_campin,291,128,1 script #ep13bs HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (ep13_newbs < 4) {
- mes "- It's a neat and tidy bed -";
- mes "- It seems that nobody used it. -";
- close;
- }
- if ((ep13_newbs > 3) && (ep13_newbs < 10)) {
- mes "- It's a neat and tidy bed -";
- mes "- It seems that I will use this one. -";
- close;
- }
- if (ep13_newbs == 10) {
- mes "["+ strcharinfo(0) +"]";
- mes "Haaaam~~~~~";
- mes "what a good night!!";
- next;
- mes "- I slept well -";
- mes "- and feel better. -";
- mes "- I think I need to go -";
- mes "- to Instructor Lugen -";
- set ep13_newbs,11;
- close;
- }
- else {
- mes "- The bed that I use -";
- mes "- It is comfortable. -.";
- close;
- }
-}
-
-mid_campin,295,128,4 script Lucas#ep13bs 4_M_ACROSS,{
- if (ep13_newbs < 11) {
- mes "[Lucas]";
- mes "......";
- close;
- }
- if (ep13_newbs == 11) {
- mes "[Lucas]";
- mes "......";
- next;
- mes "[Lucas]";
- mes "...Hmm...";
- mes "Replacement?";
- mes "......";
- next;
- mes "[Lucas]";
- mes "The Federal team's still...";
- mes "send us people using the";
- mes "dangerous way.";
- next;
- switch(select("Dangerous way?:Disregard it.")) {
- case 1:
- mes "[Lucas]";
- mes "......";
- mes "I have been here for a long time.";
- next;
- mes "[Lucas]";
- mes "To breach the dimensional crack, the assassin team was deployed first...";
- next;
- mes "[Lucas]";
- mes "However, most of my men...";
- mes "......";
- next;
- mes "[Lucas]";
- mes "No, just ignore what I said.";
- mes "......";
- set ep13_newbs,12;
- //getitem 12322,1; //Chocolate_Pie
- close;
- case 2:
- mes "[Lucas]";
- mes "......";
- close;
- }
- }
- if ((ep13_newbs > 11) && (ep13_newbs < 100)) {
- mes "[Lucas]";
- mes "You seem to live hard all the time...";
- close;
- }
- else {
- mes "[Lucas]";
- mes "The motherland constantly";
- mes "sends us people...";
- mes "Is that passage safe?";
- close;
- }
-}
-
-mid_campin,292,120,4 script Davi#ep13bs 4_M_DIEMAN,{
- mes "[Davi]";
- mes "Ahhh, my body...";
- mes "I walked too much...";
- mes "and my body hurts.";
- emotion e_sob;
- close;
-}
-
-mid_camp,160,298,4 script Jan#ep13bs 4_LGTSCIENCE,{
- if (ep13_newbs == 15) {
- if (countitem(6045) > 0) {
- mes "[Jan]";
- mes "Wawa, what is this~";
- mes "Hey, is that for me?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Yes...";
- emotion e_swt,1;
- next;
- mes "[Jan]";
- mes "Ahhh, it's exciting~";
- mes "I love it.";
- emotion e_awsm;
- next;
- mes "[Jan]";
- mes "I want to unwrap it right now~";
- mes "Please tell the Instructor";
- mes "I'm grateful~";
- mes "Uhuhu.";
- delitem 6045,1; //Supply_Box
- set ep13_newbs,16;
- getitem 12322,1; //Chocolate_Pie
- changequest 11093,11094;
- close;
- }
- else {
- mes "[Jan]";
- mes "Why hasn't the product";
- mes "that I ordered one month";
- mes "ago come yet?";
- emotion e_an;
- close;
- }
- }
- else if (ep13_newbs == 16) {
- mes "[Jan]";
- mes "I really wanted it.";
- mes "I really love it~~";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What is... it~~?";
- next;
- mes "[Jan]";
- mes "......";
- mes "......";
- next;
- mes "[Jan]";
- mes "It, it's a secret...";
- emotion e_shy;
- close;
- }
- else {
- mes "[Jan]";
- mes "The more I study around here,";
- mes "the more I find strange things.";
- next;
- mes "[Jan]";
- mes "It seems to stimulate my";
- mes "passion as a scientist?";
- close;
- }
-}
-
-mid_camp,30,168,4 script Gerard#ep13bs 4_DST_SOLDIER,{
- if (ep13_newbs == 17) {
- if (countitem(6045) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "Are you Gerard?";
- next;
- mes "[Gerard]";
- mes "Yes, I am.";
- mes "What brings you here?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Instructor Lugen sent";
- mes "me for an errand.";
- next;
- mes "[Gerard]";
- mes "Ah! Supplies.";
- mes "The supplies that ran out.";
- next;
- mes "[Gerard]";
- mes "I am so hungry that";
- mes "I was considering";
- mes "going back to the camp.";
- mes "I really appreciate this.";
- emotion e_rice;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...";
- mes "You ran out of supplies, but";
- mes "you didn't go back to the camp?";
- next;
- mes "[Gerard]";
- mes "Yes.";
- mes "This place is really interesting";
- mes "and I don't want to leave at all.";
- next;
- mes "[Gerard]";
- mes "Please tell the instructor that";
- mes "I won't be back for some time.";
- emotion e_no1;
- delitem 6045,1; //Supply_Box
- set ep13_newbs,18;
- getitem 12322,1; //Chocolate_Pie
- changequest 11095,11096;
- close;
- }
- else {
- mes "[Gerard]";
- mes "Hhhh, I am starving.";
- mes "When will the supplies come?";
- mes "It is killing me...";
- emotion e_sob;
- close;
- }
- }
- else if (ep13_newbs == 18) {
- mes "[Gerard]";
- mes "Hu, I am full now.";
- mes "Time to continue on";
- mes "with the exploration!!!";
- close;
- }
- else {
- mes "[Gerard]";
- mes "I was born in a desert";
- mes "and have never seen";
- mes "a field so green.";
- mes "So, to study here.";
- mes "is very interesting.";
- next;
- mes "[Gerard]";
- mes "By the way... is this a";
- mes "mushroom or a tree?";
- close;
- }
-}
-
-man_fild01,80,248,4 script Alberto#ep13bs 4_M_RASWORD,{
- if (ep13_newbs == 19) {
- if (countitem(6045) > 0) {
- mes "[Alberto]";
- mes "Hhh, I am cold...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Mr. Alberto, take this.";
- mes "The Instructor sent";
- mes "me on an errand.";
- next;
- mes "[Alberto]";
- mes "I finally got it.";
- mes "My coat...sniff.";
- mes "It's freezing here.";
- emotion e_sob;
- next;
- mes "[Alberto]";
- mes "Sniff...";
- mes "- rustling sound -";
- next;
- mes "[Alberto]";
- mes "Ah, I am sorry but...";
- mes "My hands are so cold";
- mes "that I cannot open it.";
- mes "Can you open it for me?.";
- next;
- mes "- rustling sound -";
- mes "- Opening someone -";
- mes "- else's stuff makes -";
- mes "- me feel strange. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Here it is.";
- mes "Hopefully it'll warm you up.";
- next;
- mes "[Alberto]";
- mes "Yes I really appreciate it.";
- mes "It makes me feel alive.";
- next;
- mes "[Alberto]";
- mes "Please tell the Instructor";
- mes "that I am still alive.";
- mes "Sniff.";
- emotion e_sob;
- delitem 6045,1; //Supply_Box
- set ep13_newbs,20;
- getitem 12322,1; //Chocolate_Pie
- changequest 11097,11098;
- close;
- }
- else {
- mes "[Alberto]";
- mes "It's so cold here~~";
- mes "the wind chills me to the bones~";
- emotion e_sob;
- close;
- }
- }
- else if (ep13_newbs == 20) {
- mes "[Alberto]";
- mes "I am still cold even";
- mes "with this heavy coat.";
- mes "I need to order more clothes.";
- close;
- }
- else {
- mes "[Alberto]";
- mes "What are these weird";
- mes "structures set up";
- mes "here and there?";
- close;
- }
-}
-
-mid_camp,159,282,4 script Cooking Soldier#ep13bs 4_COOK,{
- mes "[Alix]";
- mes "Huu, I made this and";
- mes "this is really great.";
- mes "When I am back";
- mes "to the motherland,";
- mes "I will open a shop for it!!";
- next;
- mes "[Alix]";
- mes "Have you had it?";
- mes "My chocolate pie!!!";
- mes "This food is a real miracle!!";
- close;
-}
-
-mid_camp,166,248,4 script Sorcerer#ep13bs 4_M_ARUNA_NFM1,{
- mes "[Biolay]";
- mes "Sob...";
- mes "Where is she?";
- next;
- mes "[Biolay]";
- mes "I was just wandering";
- mes "around Morroc and";
- mes "became faint. then";
- mes "I found myself here.";
- next;
- mes "[Biolay]";
- mes "I want to go back to my house.";
- emotion e_sob;
- close;
-}
-
-spl_fild02,348,76,0 script Tree#ep13bs1::ep13tree HIDDEN_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (ep13_newbs == 6) {
- if (rand(1,3) == 3) {
- mes "- rustling sound -";
- mes "- You find a branch -";
- next;
- if (rand(1,3) == 2) {
- mes "- Break! -";
- mes "- Bomb, bomb~~ -";
- mes "- You got the branch. -";
- getitem 6042,1; //Ordinary_Branch
- close;
- }
- else {
- mes "- Break! -";
- mes "- Bomb, bomb~~ -";
- mes "- This branch is decayed. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "This is useless.";
- mes "I need to find others...";
- close;
- }
- }
- else {
- mes "- rustling sound -";
- mes "- There's nothing useful. -";
- close;
- }
- }
- end;
-}
-
-spl_fild02,232,145,0 duplicate(ep13tree) Tree#ep13bs2 HIDDEN_NPC
-spl_fild02,380,197,0 duplicate(ep13tree) Tree#ep13bs3 HIDDEN_NPC
-spl_fild02,304,151,0 duplicate(ep13tree) Tree#ep13bs4 HIDDEN_NPC
-spl_fild02,183,235,0 duplicate(ep13tree) Tree#ep13bs5 HIDDEN_NPC
-
-mid_camp,267,263,0 script Post#ep13bs1 HIDDEN_NPC,{
- if (ep13_newbs < 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- close;
- }
- else if (ep13_newbs == 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 7) {
- mes "- There are broken posts. -";
- mes "- Unless they are fixed soon, -";
- mes "- the barracks will collapse. -";
- next;
- while(1) {
- switch(select("Attach the tree bar.:Tie it with the vines.")) {
- case 1:
- mes "- You attach the tree bar -";
- mes "- to the broken post -";
- next;
- break;
- case 2:
- if (rand(1,5) == 2) {
- mes "- You tie the broken post -";
- next;
- mes "- It seems that it's fixed -";
- next;
- mes "[Diego]";
- mes "Oh! Now you need to";
- mes "knot it and finish it.";
- next;
- switch(select("Knot it.:Leave it.")) {
- case 1:
- mes "- You tie a perfect knot -";
- next;
- mes "[Diego]";
- mes "And this post should be knotted.";
- mes "Then please do it to that post.";
- set ep13_newbs,8;
- changequest 11088,11089;
- close;
- case 2:
- mes "- You decide to leave -";
- next;
- mes "- The branches slide down. -";
- mes "- You failed to fix it. -";
- next;
- mes "[Diego]";
- mes "...";
- mes "Why aren't you helping?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "- You fix the broken post -";
- mes "- with the vines. -";
- mes "- It seems that you-";
- mes "- need more branches. -";
- next;
- }
- break;
- }
- }
- }
- else if (ep13_newbs == 8) {
- mes "[Diego]";
- mes "This post is repaired.";
- mes "Please do the same thing";
- mes "on the other posts.";
- close;
- }
- else {
- mes "- The post tied by the -";
- mes "- vines seems unsteady -";
- mes "- but my repair is perfect. -";
- close;
- }
-}
-
-mid_camp,267,258,0 script Post#ep13bs2 HIDDEN_NPC,{
- if (ep13_newbs < 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- close;
- }
- else if (ep13_newbs == 6 || ep13_newbs == 7) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 8) {
- mes "- There are broken posts. -";
- mes "- Unless they are fixed soon, -";
- mes "- the barracks will collapse. -";
- next;
- while(1) {
- switch(select("Attach the tree bar.:Tie it with the vines.")) {
- case 1:
- mes "- You attach the tree bar -";
- mes "- to the broken post -";
- next;
- break;
- case 2:
- if (rand(1,5) == 4) {
- mes "- You tie the broken post -";
- next;
- mes "- It seems that it's fixed -";
- next;
- mes "[Diego]";
- mes "Oh! Now you need to knot it and";
- mes "finish it.";
- next;
- switch(select("Knot it.:Leave it.")) {
- case 1:
- mes "- You tie a perfect knot -";
- next;
- mes "[Diego]";
- mes "Ohhh!!!!";
- mes "The broken posts are perfectly fixed!";
- set ep13_newbs,9;
- changequest 11089,11090;
- close;
- case 2:
- mes "- You decide to leave -";
- next;
- mes "- The branches slide down. -";
- mes "- You failed to fix it. -";
- next;
- mes "[Diego]";
- mes "...";
- mes "Why aren't you helping?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "- You fix the broken post -";
- mes "- with the vines. -";
- mes "- It seems that you-";
- mes "- need more branches. -";
- next;
- }
- break;
- }
- }
- }
- else {
- mes "- The post tied by the -";
- mes "- vines seems unsteady -";
- mes "- but my repair is perfect. -";
- close;
- }
-}
-
-// Attitude to the New :: ep13_ecology
-//============================================================
-mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{
- if (ep13_ryu < 100 && ep13_start < 100) {
- mes "[Monster Scholar]";
- mes "Who... Who are you?";
- mes "Are you from the other";
- mes "side of the space gap?";
- mes "Say, are you a scholar,";
- mes "soldier, or village";
- mes "representative?";
- next;
- mes "[Monster Scholar]";
- mes "Oh, I'm sorry.";
- mes "You don't have to tell";
- mes "me if you don't want to...";
- close;
- }
- else {
- if (ep13_animal == 0) {
- mes "[Monster Scholar]";
- mes "Who... Who are you?";
- mes "Are you from the other";
- mes "side of the space gap?";
- mes "Say, are you a scholar,";
- mes "soldier, or village";
- mes "representative?";
- next;
- mes "[Monster Scholar]";
- mes "Oh, I'm sorry.";
- mes "You don't have to tell";
- mes "me if you don't want to...";
- next;
- mes "[Monster Scholar]";
- mes "Please go ahead and do";
- mes "what you have to do.";
- mes "Oh, me? Don't worry.";
- mes "I'm fine by myself.";
- next;
- select("Who are you?");
- mes "[Monster Scholar]";
- mes "I'm Rumis Block, and";
- mes "I'm working here on behalf of";
- mes "the monsternomics academy";
- mes "from the Schwaltzvalt Republic.";
- mes "Botanist Terris Block is";
- mes "my older twin brother.";
- next;
- emotion e_dots;
- mes "[Rumis Block]";
- mes "This place is freezing. Not only";
- mes "that, it's deserted and too";
- mes "quiet... Everything around us is";
- mes "watching and threatening us.";
- mes "You know, I didn't want to";
- mes "come here...";
- next;
- select("How did you get here?");
- mes "[Rumis Block]";
- mes "In fact, none of us";
- mes "wanted to come here.";
- mes "I mean, no one knows";
- mes "what kind of danger lurks";
- mes "in this unknown world.";
- next;
- mes "[Rumis Block]";
- mes "It was my brother Terris who";
- mes "wanted me to come along.";
- mes "He was selected first as the";
- mes "botanist of the continental";
- mes "expedition. He had to drag me";
- mes "here 'cuz I didn't want to come.";
- next;
- mes "[Rumis Block]";
- mes "I guess he didn't want to be";
- mes "alone in this world far away";
- mes "from civilization. Instead, he";
- mes "decided to drag me here and";
- mes "force me to join the expedition";
- mes "so he doesn't feel lonely!";
- next;
- mes "[Rumis Block]";
- mes "What's with that dirty look?";
- mes "Why, do I sound like";
- mes "someone blaming someone";
- mes "else for the misery in his life?";
- next;
- mes "[Rumis Block]";
- mes "I'm telling you, it's the truth.";
- mes "There are people that want ";
- mes "to escape the expedition by";
- mes "getting themselves sick on purpose.";
- next;
- mes "[Rumis Block]";
- mes "I know it's too late to";
- mes "complain now, but...";
- next;
- mes "[Rumis Block]";
- mes "Every day I pray to God to";
- mes "let me go back home safely.";
- mes "That's the only thing that";
- mes "keeps me going. Everything";
- mes "around here is watching me.";
- mes "It's suffocating, you know?";
- next;
- select("When do you go back?");
- mes "[Rumis Block]";
- mes "That's the problem.";
- mes "We Specialists are required";
- mes "to submit our study reports";
- mes "to the expedition's leaders.";
- mes "We are here to explore";
- mes "and study this world.";
- next;
- mes "[Rumis Block]";
- mes "I'm sure the management will";
- mes "tell me when to go back, but";
- mes "I don't expect it to be any time";
- mes "soon. It'll be at least after";
- mes "I submit my report.";
- next;
- mes "[Rumis Block]";
- mes "I must tell you,";
- mes "I hate this place!";
- mes "It gives me the creeps!";
- next;
- mes "[Rumis Block]";
- mes "Yes, I'm a monster scholar";
- mes "But I've been afraid of creatures even when I was on the Rune Midgard Continent...";
- next;
- mes "[Rumis Block]";
- mes "No, but can't you see?";
- mes "This place is totally new to me,";
- mes "and everything is so unknown...";
- next;
- mes "[Rumis Block]";
- mes "I may be a monster scholar,";
- mes "but I'm afraid...";
- mes "Of many things...";
- next;
- mes "[Rumis Block]";
- mes "The president of United";
- mes "Midgard Corporation has";
- mes "asked me to find some";
- mes "monsters that are edible.";
- next;
- mes "[Rumis Block]";
- mes "But look outside. Look!";
- mes "Do you see Mandragoras";
- mes "hiding in the icy bushes?";
- mes "Those are called ^3131FFNepentheses^000000.";
- next;
- mes "[Rumis Block]";
- mes "Aren't they quite savage-";
- mes "looking and intimidating?";
- mes "They look as if they";
- mes "want to sting me with";
- mes "those sharp thorns!";
- mes "Argh...";
- next;
- mes "[Rumis Block]";
- mes "I'd rather starve to";
- mes "death than study";
- mes "those dangerous and";
- mes "grotesque monsters!";
- mes "I'm not going to go";
- mes "outside of my tent.";
- next;
- mes "[Rumis Block]";
- mes "Not ever.";
- mes "No one can dare";
- mes "venture through";
- mes "such a threatening";
- mes "environment!";
- set ep13_animal,1;
- setquest 2147;
- close;
- }
- else if (ep13_animal == 1) {
- mes "[Rumis Block]";
- mes "I'm not going to go";
- mes "outside of my tent.";
- mes "Not ever.";
- close;
- }
- else if (ep13_animal == 2) {
- if (countitem(6041) > 0) {
- mes "[Rumis Block]";
- mes "I'm scared of this place.";
- mes "But I'm not going to ask";
- mes "my brother for help";
- mes "He hates me.";
- next;
- mes "[Rumis Block]";
- mes "If a Nepenthes";
- mes "approaches me";
- mes "with a smile and";
- mes "speaks to me kindly...";
- next;
- mes "[Rumis Block]";
- mes "*Sigh* I sound crazy, don't I?";
- mes "...This is why I didn't want";
- mes "to leave my lab...";
- next;
- switch(select("Show loot from Nepentheses.:Scold him.:Comfort him.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Hey, take a look here...";
- mes "These Nepentheses aren't";
- mes "any more brutal or grotesque";
- mes "than the ones back home.";
- next;
- mes "[Rumis Block]";
- mes "...What's this?";
- mes "Isn't this from";
- mes "the Nepentheses?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's right!";
- mes "I took care of them.";
- mes "It was easy, haha!";
- next;
- mes "[Rumis Block]";
- mes "I can't believe you really";
- mes "took care of them! Tell me,";
- mes "who are you really?";
- mes "Are you a soldier?";
- mes "Captain? Or agent?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, I'm just a wandering";
- mes "adventurer. I've come here";
- mes "to challenge this new place";
- mes "and to help people out~";
- next;
- mes "[Rumis Block]";
- mes "I... I see.";
- mes "I've heard about adventurers";
- mes "that have made positive";
- mes "impacts on Rune Midgard.";
- mes "You're one of them, huh?";
- next;
- mes "[Rumis Block]";
- mes "...That's great!";
- mes "I think I've finally found";
- mes "a silver lining. God has";
- mes "sent me a savior.";
- mes "And I think that's you!";
- next;
- mes "[Rumis Block]";
- mes "Please, don't say you";
- mes "don't want to help me.";
- mes "Can't you see that.";
- mes "I'm shivering in fear?";
- mes "Please help me. Will you?";
- next;
- mes "[Rumis Block]";
- mes "As I told you earlier,";
- mes "I have an elder twin";
- mes "brother, Terris Block...";
- next;
- mes "[Rumis Block]";
- mes "He's a botanist. He's";
- mes "extremely strong and";
- mes "extroverted, unlike me.";
- mes "I think he hates me because";
- mes "I represent weakness, and";
- mes "he is the complete opposite.";
- next;
- mes "[Rumis Block]";
- mes "...Oh, that's not what I wanted";
- mes "to say. I wanted to show my";
- mes "discovery regarding the";
- mes "Nepentheses to my brother.";
- next;
- mes "[Rumis Block]";
- mes "I need a Nepenthes specimen,";
- mes "but I don't have the tools to";
- mes "make one, my luggage is still";
- mes "on transfer. And it's not like";
- mes "I've packed enough tools, so...";
- next;
- mes "[Rumis Block]";
- mes "To make my specimen tools,";
- mes "I need ^3131FF1 Empty Bottle,";
- mes "5 Holy Waters, and";
- mes "30 Sticky Mucus^000000.";
- next;
- mes "[Rumis Block]";
- mes "You know what I'm.";
- mes "asking here, don't you?";
- mes "Help me, help me, please.";
- delitem 6041,1; //Strong_Bine
- set ep13_animal,3;
- changequest 2147,2148;
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "You call yourself a monster";
- mes "scholar, and yet you're afraid";
- mes "of practicing your expertise.";
- mes "You're nothing but a coward.";
- next;
- mes "[Rumis Block]";
- mes "I can take your criticism,";
- mes "but I can't hide my true feelings.";
- close;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "Come on, you're a respected";
- mes "monster scholar. You'll find";
- mes "that the monsters in this world";
- mes "aren't that different from the";
- mes "ones in Midgard. Why don't";
- mes "you see for yourself?";
- next;
- mes "- Rumis didn't seem -";
- mes "- to be convinced. -";
- mes "- He shook his head in refusal. -";
- close;
- }
- }
- else {
- mes "[Rumis Block]";
- mes "I'm not going to go";
- mes "outside of my tent.";
- mes "Not ever.";
- close;
- }
- }
- else if (ep13_animal == 3) {
- if ((countitem(713) > 0) && (countitem(523) > 4) && (countitem(938) > 29)) {
- mes "[Rumis Block]";
- mes "Thank you.";
- mes "you've brought the materials.";
- next;
- mes "[Rumis Block]";
- mes "While you were collecting the";
- mes "materials, I've sent out soldiers";
- mes "to catch a few Nepentheses.";
- next;
- mes "[Rumis Block]";
- mes "Nepenthes looks extremely";
- mes "similar to Mandragora on";
- mes "the Midgard Continent.";
- next;
- mes "[Rumis Block]";
- mes "Both of them must share the";
- mes "same ancestor, but apparently";
- mes "Nepenthes has evolved to";
- mes "become stronger and more";
- mes "aggressive due to this";
- mes "barren environment.";
- next;
- mes "[Rumis Block]";
- mes "I wonder how the ancestors";
- mes "were scattered over";
- mes "two different worlds...";
- next;
- mes "[Rumis Block]";
- mes "Maybe they went through";
- mes "the World Tree Yggdrasil?";
- mes "Maybe it came along with";
- mes "other creatures such as";
- mes "Satan Morroc and traversed";
- mes "through time and space.";
- next;
- mes "[Rumis Block]";
- mes "The characteristics of this species are...";
- next;
- mes "[Rumis Block]";
- mes "Oh, where are my manners?";
- mes "I'm sorry if I bored you by";
- mes "talking academic nonsense...";
- mes "Let's talk about something";
- mes "else, shall we?";
- next;
- mes "[Rumis Block]";
- mes "Do you think...";
- mes "My brother will be happy to";
- mes "see this Nepenthes specimen?";
- mes "You know, Nepenthes is a";
- mes "plant monster, and that's";
- mes "my brother's specialty.";
- next;
- mes "[Rumis Block]";
- mes "Please deliver this specimen to Terris Block";
- mes "He's near the expedition camp.";
- mes "No, you won't have to sit through my brother's reaction... If it's bad.";
- next;
- mes "[Rumis Block]";
- mes "- You have received a-";
- mes "- Nepenthes Specimen -";
- mes "- from Rumis Block. -";
- delitem 713,1; //Empty_Bottle
- delitem 523,5; //Holy_Water
- delitem 938,30; //Sticky_Mucus
- set ep13_animal,4;
- changequest 2148,2149;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "To make my specimen tools,";
- mes "I need ^3131FF1 Empty Bottle, 5 Holy Waters, and 30 Sticky Mucus^000000.";
- next;
- mes "[Rumis Block]";
- mes "You know what I'm asking here, don't you? Thank you in advance.";
- close;
- }
- }
- else if ((ep13_animal > 3) && (ep13_animal < 10)) {
- mes "[Rumis Block]";
- mes "Did you deliver the Nepenthes Specimen to my brother Terris?";
- mes "He's at the east of the camp.";
- close;
- }
- else if (ep13_animal == 10) {
- mes "[Rumis Block]";
- mes "...Welcome back.";
- mes "Oh, you don't have to tell me what my brother said,";
- mes "because someone from his side already came by. His report really impressed management, huh?";
- next;
- mes "[Rumis Block]";
- mes "Yes, that's my brother......";
- next;
- mes "[Rumis Block]";
- mes "...Anyways, one of the soldiers that captured Nepentheses for me has given me some interesting information.";
- next;
- mes "[Rumis Block]";
- mes "Over the eastern bridge, he found a new type of monster.";
- next;
- mes "[Rumis Block]";
- mes "According to his description, the monster is suspected to be a member of the long-haired Cat family. I'd like to see it with my own eyes, but...";
- next;
- mes "[Rumis Block]";
- mes "As you know, I'm not yet ready to face any types of monsters in this world...";
- next;
- mes "[Rumis Block]";
- mes "Can you escort me while I'm studying that species?";
- mes "Please, I'm begging you!";
- next;
- switch(select("Okay.:No.")) {
- case 1:
- mes "[Rumis Block]";
- mes "Wow, thanks!";
- mes "Then I'd better pack my stuff right away...";
- next;
- mes "[Rumis Block]";
- mes "It won't take long. Can you please go wait for me over the eastern bridge?";
- mes "Don't... Don't go too far from the bridge!";
- set ep13_animal,11;
- changequest 2153,2154;
- close;
- case 2:
- emotion e_sob;
- mes "[Rumis Block]";
- mes "Oh.........";
- close;
- }
- }
- else if (ep13_animal == 11) {
- mes "[Rumis Block]";
- mes "I'll pack my stuff and follow you. Can you please go wait for me over the rightward bridge?";
- mes "Don't... Don't go too far from the bridge!";
- close;
- }
- else if (ep13_animal == 12) {
- mes "- Rumis is hurriedly packing his stuff. -";
- close;
- }
- else if (ep13_animal == 13) {
- mes "[Rumis Block]";
- mes "......";
- next;
- mes "[Rumis Block]";
- mes "Apparently, an extremely intelligent creature inhabits Ash Vaccum.";
- next;
- mes "[Rumis Block]";
- mes "An explorer went over the rightward bridge to find some wood. In the darkness, something really big rushed at him from far away.";
- next;
- mes "[Rumis Block]";
- mes "When he came back to his senses, there was nothing but a tricorn hat left on the ground.";
- next;
- mes "[Rumis Block]";
- mes "The tricorn is woven in a way that was never introduced to Midgard, and its materials are also unidentifiable.";
- next;
- mes "[Rumis Block]";
- mes "Does it mean another race of human resides here? Would they be fairies or something else?";
- next;
- mes "[Rumis Block]";
- mes "What if they've detected us and tried to drive us away... Wah!";
- next;
- mes "[Rumis Block]";
- mes "Even thinking of them send chills down on my spine! Can you please go check what kind of races reside at the end of the land over the rightward bridge?";
- mes "I want to know if they're friendly or hostile to us.";
- set ep13_animal,14;
- changequest 2156,2157;
- close;
- }
- else if (ep13_animal == 14) {
- if (checkquest(2157,HUNTING) == 2) {
- mes "[Rumis Block]";
- mes "Welcome back. Did you find out about them?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, let's see...";
- next;
- while(1) {
- mes "["+strcharinfo(0)+"]";
- mes "The owner of the tricorn hat";
- mes "is a monster called...";
- input .@input$;
- if (compare(.@input$,"Tatacho")) {
- mes "^FF0000Tatacho^000000";
- next;
- break;
- }
- else {
- next;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"...? I don't think that was the name...";
- next;
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "The size of Tatacho is about...";
- input .@input$;
- mes "^3131FF"+.@input$+"^000000, I guess...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tatachos are usually sitting on the ground, but they roll around if their body temperature goes down too low because of the cold weather.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About that tricorn hat, I've concluded, based on my opinion about their appearance and their movement patterns, that it is not active or productive at all:";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "They are not intelligent enough to produce a sophisticated hat like that.";
- next;
- mes "[Rumis Block]";
- mes "......";
- mes "You now sound like me... I guess I've stained you with my academic manner of speech. Oh, I'm not saying it is bad, but...";
- next;
- mes "[Rumis Block]";
- mes "Anyways, according to your conclusion, the hat must have been given to them by someone else, or they could have picked it up after another creature dropped it.";
- mes "Thank you for such valuable information.";
- mes "It's enough to write a report.";
- next;
- mes "[Rumis Block]";
- mes "I should make a brief report and then submit it to management. Hopefully, a new monster scholar after me will do a better job in actually studying them.";
- next;
- mes "[Rumis Block]";
- mes "There are many cold places in my country, the Schwaltzvalt Republic, but none are as cold as this place. This weather is freezing my senses, dulling my passion toward my studies.";
- mes "I shall go back home faster than anyone else in this camp. I'm tired of this world...";
- next;
- mes "[Rumis Block]";
- mes "..."+strcharinfo(0)+", I thank you so much for helping me despite my self-centered behavior.";
- mes "I really appreciate it";
- next;
- mes "[Rumis Block]";
- mes "I'll repay your favor as soon as I go back home.";
- mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments.";
- set ep13_animal,15;
- completequest 2157;
- getexp (checkre(3))?100000:1500000,0;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "Can you please go check what kind of races reside at the end of the land over the rightward bridge? I want to know if they're friendly or hostile to us.";
- close;
- }
- }
- else if (ep13_animal == 15) {
- if (countitem(6033) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Mr. Rumis! Take a look at this!";
- next;
- mes "[Rumis Block]";
- mes "...Oh, hello.";
- mes "I'm extremely frustrated. I feel helpless because I wasn't able to go back home last time...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I've found this horn from a monster in the Splendide Area.";
- mes "That monster was very mysterious, and its body was covered with grass.";
- next;
- mes "[Rumis Block]";
- mes "Ho... Covered with grass?";
- mes "...I know you're excited, but that doesn't sound interesting to me. Sorry.";
- next;
- mes "[Rumis Block]";
- mes "Let me take a look at the horn.";
- next;
- mes "[Rumis Block]";
- mes "Hmm.";
- next;
- mes "[Rumis Block]";
- mes "Uhmm...";
- next;
- mes "[Rumis Block]";
- mes "Huh...?";
- next;
- mes "[Rumis Block]";
- mes "...This is remarkable.";
- mes "...This horn looks very similar to that of the Hillsrions that inhabit the Manuk area.";
- next;
- mes "[Rumis Block]";
- mes "I wonder if they're related,";
- mes "or if this is an evolved Hillsrion.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah, and there's the possibility of mutation caused by the environment.";
- next;
- mes "[Rumis Block]";
- mes "...What do you mean?";
- mes "Are you saying the monster has been mutated by environmental causes?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, that's possible, isn't it? Haha!";
- next;
- mes "- You told Rumis what you've heard from Botanist Terris: some plants are already showing signs of mutation. -";
- next;
- mes "[Rumis Block]";
- mes "Oh, that's interesting.";
- mes "If such a device really exists, it's possible to cause abnormal growth to monsters by injecting them with special energy.";
- next;
- mes "[Rumis Block]";
- mes "By the way, who came up with the idea of that device?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I have no idea. Haha!";
- next;
- mes "[Rumis Block]";
- mes "I see...";
- mes "Mutants caused by a man-made device... Then there might be more mutated creatures in addition to Tendrillion.";
- next;
- mes "[Rumis Block]";
- mes "...Now I'm very curious.";
- mes "But... I want to go back home... It's no use studying them if the management will order me to return.";
- next;
- mes "[Rumis Block]";
- mes "I guess my brother really likes this place.";
- mes "I mean, he's working so hard to figure things out...";
- next;
- mes "[Rumis Block]";
- mes "Well, not everyone can live the same life.";
- mes "I just hope he'll have a better understanding about me...";
- next;
- mes "[Rumis Block]";
- mes "I don't know if people in Midgard will welcome me back.";
- mes "Thanks to you, I at least have a few interesting stories to tell them.";
- next;
- mes "[Rumis Block]";
- mes "If you're going to stick around here longer, please help my brother with his study.";
- mes "I might want to come back later once this area is fully explored and developed...";
- next;
- mes "- With a shy smile on the face, Rumis Block asked you to shake hands, and then turned around hurriedly. -";
- next;
- mes "- You really hope that Rumis will be able to go back home. -";
- set ep13_animal,100;
- delitem 6033,1; //Horn_Of_Tendrilion
- getexp (checkre(3))?50000:1000000,0;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "...I submitted the report to the management, but they have not yet ordered me to go back home...";
- mes "...*Sigh* I guess nothing's as easy as I'd hoped.";
- close;
- }
- }
- else if (ep13_animal == 100) {
- mes "- Rumis seems anxious and scatterbrained. -";
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "When can I go back to Midgard...? *Sigh*";
- close;
- }
- }
-}
-
-mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{
- if (ep13_ryu < 100 && ep13_start < 100) {
- mes "[Botanist]";
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion e_lv2;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- close;
- }
- else {
- if (ep13_animal < 4) {
- mes "[Botanist]";
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion e_lv2;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- close;
- }
- else if (ep13_animal == 4) {
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion e_lv2;
- emotion e_dots,1;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- next;
- switch(select("Express your displeasure.:Agree with him.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Your excitement agitates me.";
- next;
- mes "[Botanist]";
- mes "Err? Ahahahaha!";
- mes "Oh, come on! I'm just being happy.";
- mes "By the way, is there anything I can help you with?";
- next;
- break;
- case 2:
- emotion e_lv2,1;
- mes "["+strcharinfo(0)+"]";
- mes "I agree. There's so much to see around here!";
- next;
- mes "[Botanist]";
- mes "Ahahaha!";
- mes "Nice to meet you, my friend.";
- mes "So, is there anything I can help you with?";
- next;
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Your brother wanted me to send this to you. Maybe it'll help with your study.";
- next;
- mes "- You have given the Nepenthes Specimen to the botanist. -";
- next;
- emotion e_bzz;
- mes "[Botanist]";
- mes "Oh...? Isn't this?!";
- next;
- emotion e_omg,1;
- mes "[Botanist]";
- mes "...Well, I've got a ton of samples of this specimen. Sorry.";
- next;
- mes "- He points at a pile of specimens in the tent. -";
- next;
- mes "[Botanist]";
- mes "Still, I'm impressed. I always thought my brother could never do anything on his own. But look, he was able to collect a Nepenthes specimen.";
- next;
- mes "[Botanist]";
- mes "Then again, I had this strong feeling that someone has helped him.";
- mes "That someone was probably you, right?~";
- next;
- mes "[Botanist]";
- mes "Either way, I don't care.";
- mes "I'm just happy that he cares about me...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why do you think that?";
- mes "Can't you just thank him for trying to help you?";
- next;
- mes "[Botanist]";
- mes "Well, you must forget that he and I are twins.";
- mes "We are spiritually connected to each other.";
- next;
- mes "[Botanist]";
- mes "Usually twins share the same feelings and ideas, I can see what he does or thinks if I try hard.";
- next;
- emotion e_sigh;
- mes "[Botanist]";
- mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right.";
- mes "God, how disgusting!";
- next;
- switch(select("Go check Rumis if it's true.:Do not trust his word.")) {
- case 1:
- emotion e_heh;
- mes "[Botanist]";
- mes "Hahaha!";
- mes "Muhahaha!";
- mes "Let me guess, you want to go check Rumis to see if I'm telling the truth. Am I wrong?";
- mes "Hahahaha! Sorry, but I lied. I mean, remote vision? Because we're twins?";
- next;
- mes "[Botanist]";
- mes "God, you're so funny. Hahaha~";
- mes "You please me, just like the new creatures blooming on the World Tree.~";
- next;
- break;
- case 2:
- emotion e_sigh;
- mes "[Botanist]";
- mes "Oh,";
- mes "won't you cut me some slack? I was just joking to melt the ice.";
- mes "This world is too barren and tough to live without good humor and jokes, you know?";
- next;
- break;
- }
- emotion e_pif;
- mes "[Botanist]";
- mes "Anyways, as I said, I've got a lot of Nepenthes specimens.";
- mes "But I'll gratefully take this pretentious gift of his.";
- next;
- mes "[Botanist]";
- mes "This may be an unexpected question, but... Are you interested in meeting dangerous girls playing on a field?";
- next;
- select("Dangerous girls?");
- mes "[Botanist]";
- mes "Yes, femme fatales!";
- mes "I've seen girls that are so beautiful.";
- mes "They're too dangerous to get close, but that's what make them so irresistibly attractive. Do you understand what I'm saying?";
- next;
- select("It's... Hard to say.");
- mes "[Botanist]";
- mes "Have you explored the area over the bridge at the right side of the united expedition camp?";
- mes "Then you know the area is so cold that it'll instantly freeze your heart.";
- next;
- mes "[Botanist]";
- mes "You should go across the leftward bridge, you'll be surprised to see what's ahead of you.";
- mes "It's yet to be known how such a thing can happen.";
- next;
- select("What are you talking about?");
- mes "[Botanist]";
- mes "Well...";
- mes "I suppose I don't have the words to really describe such an amazing scene.";
- next;
- mes "[Botanist]";
- mes "I'll send a message to the garrison for you. Why don't you go see it with your own eyes? You won't be disappointed!";
- next;
- mes "[Botanist]";
- mes "Of course, I'm offering such an extraordinary service because there's something I want in return. Ahahaha!";
- mes "...Truth be told, I'm having some trouble. And I need someone to help me.";
- next;
- mes "[Botanist]";
- mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
- mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
- next;
- mes "[Botanist]";
- mes "Yes, I only need... ^3131FF30^000000 of them.";
- set ep13_animal,5;
- changequest 2149,2150;
- close;
- }
- else if (ep13_animal == 5) {
- if (checkquest(2150,HUNTING) == 2) {
- mes "[Botanist]";
- mes "Welcome back! How was it?";
- mes "It was amazing, wasn't it?";
- next;
- mes "[Botanist]";
- mes "On the right side of this united expedition camp,";
- mes "we have a land surrounded by roaring blizzards.";
- next;
- mes "[Botanist]";
- mes "And on the other side,";
- mes "we have a peaceful green land";
- mes "where we can enjoy Mother Nature's warm embrace.";
- next;
- mes "[Botanist]";
- mes "Two completely different worlds coexist";
- mes "within a short distance of each other.";
- mes "Where else can you see such amazing contrasts at a glance?";
- next;
- mes "[Botanist]";
- mes "I'm curious to know all secrets about this world.";
- next;
- mes "[Botanist]";
- mes "I'm so excited that I can't hide it!";
- mes "*Pant Pant*";
- mes "*Pant Pant*";
- next;
- select("What a mysterious world this is!");
- mes "[Botanist]";
- mes "Yes, it is...";
- mes "Oh, right!";
- mes "Actually I'm here to study this strange phenomenon.";
- next;
- mes "[Botanist]";
- mes "To understand the environmental conditions,";
- mes "including temperature and humidity,";
- mes "5.....and check the families and growth of plants,";
- mes "I've installed several special environmental meters";
- mes "in this area.";
- next;
- mes "[Botanist]";
- mes "Unfortunately, some evil monsters";
- mes "keep destroying the precious meters";
- mes "with their ^3131FFHeinous Hoops^000000!";
- next;
- mes "[Botanist]";
- mes "The culprits are called Cornus.";
- mes "I'd like to ask you to teach them not to destroy my devices again.";
- next;
- mes "[Botanist]";
- mes "How'd you like to hunt ^3131FF10 of them^000000 to set an example? Good luck!";
- set ep13_animal,6;
- changequest 2150,2151;
- close;
- }
- else {
- mes "[Botanist]";
- mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
- mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
- close;
- }
- }
- else if (ep13_animal == 6) {
- if (checkquest(2151,HUNTING) == 2) {
- mes "[Botanist]";
- mes "Hopefully the Cornuses have learned their lesson, and won't touch my special environmental meters anymore.";
- next;
- mes "[Botanist]";
- mes "Oh Karyl, while you were away, I received an interesting report from one of my research machines that remained intact.";
- next;
- mes "[Botanist]";
- mes "According to the report, The original weather condition of Ash Vacuum is cold and dry, just like the land on the right side.";
- next;
- mes "[Botanist]";
- mes "That means, somebody has artificially cultivated the leftward land.";
- next;
- mes "[Botanist]";
- mes "Do you remember seeing strange mushroom shaped buildings everywhere in the fields?";
- mes "I suspect it to be an environmental purifier that converts barren land into lush, green fields.";
- next;
- mes "[Botanist]";
- mes "Let me show you.";
- mes "Please take this rotting plant stem,";
- mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
- set ep13_animal,7;
- getitem 6035,1; //Decaying_Stem
- changequest 2151,2152;
- close;
- }
- else {
- mes "[Botanist]";
- mes "Cornuses are breaking my special environmental meters!";
- mes "Please show them the power of Midgardians!";
- close;
- }
- }
- else if (ep13_animal > 6) && (ep13_animal < 10) {
- mes "[Botanist]";
- mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
- close;
- }
- else {
- mes "[Botanist]";
- mes "I submitted a report to upper management.";
- mes "I haven't received any response, but I'm sure they'll be as excited as I am once they read the report. Woohoo!";
- close;
- }
- }
-}
-
-mid_camp,336,171,1 script Camp Guard#man1 4_M_EIN_SOLDIER,{
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- if (ep13_ryu < 100 && ep13_start < 100)
- close;
- next;
- switch(select("I want to enter the next area.:I want to stay.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- switch(atoi(charat(strnpcinfo(2),3))) {
- case 1:
- if (ep13_animal == 1)
- set ep13_animal,2;
- warp "man_fild01",36,235;
- break;
- case 2:
- warp "spl_fild02",379,143;
- break;
- case 3:
- warp "spl_fild02",380,217;
- break;
- }
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
-}
-mid_camp,13,143,5 duplicate(Camp Guard#man1) Camp Guard#man2 4_M_EIN_SOLDIER
-mid_camp,9,215,5 duplicate(Camp Guard#man1) Camp Guard#man3 4_M_EIN_SOLDIER
-
-mid_camp,49,154,0 script #env_clear -1,3,3,{
-OnTouch:
- if (ep13_animal == 7) {
- enablenpc "Botanist#ep13_1";
- mes "[Botanist]";
- mes "This is it.";
- next;
- mes "[Botanist]";
- mes "Look.";
- mes "You can tell the pileus is creating drops of light which drip to the ground.";
- next;
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- set ep13_animal,8;
- close;
- }
- else if (ep13_animal == 8) {
- enablenpc "Botanist#ep13_1";
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- close;
- }
- else if (ep13_animal == 9) {
- enablenpc "Botanist#ep13_1";
- }
- end;
-}
-
-mid_camp,45,148,7 script Botanist#ep13_1 4_M_ALCHE_C,{
- if (ep13_animal == 8) {
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- close;
- }
- else if (ep13_animal == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "It's sprouted! That shoot looks healthy!";
- next;
- mes "[Botanist]";
- mes "See?";
- mes "This giant mushroom, otherwise known as an Environmental Purifier, not only brings dying plants back to life, but also stimulates their growth.";
- next;
- mes "[Botanist]";
- mes "Isn't it amazing?!";
- mes "This finding will surely stir up the academic world.";
- next;
- mes "[Botanist]";
- mes "Now, I should get back to work. I need to write a report based on my study results.";
- mes "I can't wait to see how the expedition management will react to my report. Hahaha~";
- next;
- mes "[Botanist]";
- mes "Oh, right... Rumis!";
- mes "Can you please tell him that I've received his Nepenthes specimen safely?";
- next;
- mes "[Botanist]";
- mes "And don't forget to tell him that I've produced great research results. That'll make him cry like a baby. Hahahaha!";
- set ep13_animal,10;
- changequest 2152,2153;
- disablenpc "Botanist#ep13_1";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Botanist#ep13_1";
- end;
-}
-
-mid_camp,52,148,1 script Dirt#ep13 CLEAR_NPC,{
- if (ep13_animal == 8) {
- mes "- You dug a hole into the ground, planted the rotting stem, and then watered it. -";
- next;
- mes "... ... ... ...";
- mes "... ... ... ...";
- next;
- mes "... ... ... ...";
- mes "... ... ... ...";
- mes "... ... ... ...";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "- Pzzzz -";
- mes "- Ssshuhhhh -";
- next;
- mes "- Something is growing out of the dirt. -";
- set ep13_animal,9;
- delitem 6035,1; //Decaying_Stem
- getitem 7193,1; //Germinating_Sprout
- close;
- }
- end;
-}
-
-man_fild01,59,261,0 script #evt_lumis -1,5,5,{
-OnTouch:
- if (ep13_animal == 11) {
- mes "[Rumis Block]";
- mes "This is it! Come to the small tree in the southeast direction!";
- close;
- }
- end;
-}
-
-man_fild01,92,230,3 script Frozen Tree#evt_lumis HIDDEN_NPC,1,1,{
- if (ep13_animal == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "Knock, knock. Are you here?";
- next;
- mes "- Something is making loud noise near the top of the tree. -";
- next;
- mes "[Rumis Block]";
- mes "...Oh, yes. Yes!";
- mes "Monsters were looking at me, so I climbed up this tree without even thinking!";
- mes "How can I get down now?";
- next;
- mes "[Rumis Block]";
- mes "Oh wait, I can see everything so clearly from here.";
- mes "I guess staying here will be much safer and easier for studying monsters.";
- next;
- mes "[Rumis Block]";
- mes "...I'm looking at Hillsrion, the creature that people are talking about.";
- mes "It's covered with soft fur that reminds me of soft ice flakes floating in the air.";
- mes "...Oh, sorry.. I was just talking to myself.";
- next;
- mes "[Rumis Block]";
- mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(0)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?";
- next;
- mes "[Rumis Block]";
- mes "Their horns might possess a special power. And I want to have them for further research.";
- mes "...5 horns will be enough.";
- set ep13_animal,12;
- changequest 2154,2155;
- close;
- }
- else if (ep13_animal == 12) {
- if (countitem(6032) < 5) {
- mes "[Rumis Block]";
- mes "I'd like to study Hillsrion's Horns. Please bring 5 of them for me, okay.";
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "Ah! You're back!";
- mes "Phew...";
- next;
- mes "[Rumis Block]";
- mes "Are you okay? Their fangs look so sharp and shiny...";
- mes "Oh right, you're an expert when it comes to this kind of job. Hahaha, I don't have to worry about you anymore.";
- next;
- mes "[Rumis Block]";
- mes "Have you brought Hillsrion's Horns?";
- mes "Those are the horns in your hands?";
- next;
- mes "[Rumis Block]";
- mes "Oh...";
- next;
- mes "[Rumis Block]";
- mes "Ho...";
- next;
- mes "[Rumis Block]";
- mes "Well, they appear to be ordinary horns with a spiral pattern.";
- mes "Monsters with such horns are a dime a dozen in Midgard.";
- next;
- mes "[Rumis Block]";
- mes "I, however, still have no idea how Hillsrions use their horns.";
- next;
- mes "[Rumis Block]";
- mes "If they have bad vision, they could use the horns as feelers, or... I know you don't want to hear me ramble on with my conjecture. Sorry.";
- next;
- mes "[Rumis Block]";
- mes "We can call it a day for today. Thanks to you, I now feel confident enough to at least come to this tree by myself next time.";
- next;
- mes "[Rumis Block]";
- mes "Let's go back to the camp. Shall we? I have something to discuss with you.";
- set ep13_animal,13;
- delitem 6032,5; //Horn_Of_Hilsrion
- changequest 2155,2156;
- close;
- }
- }
- end;
-}
-
-// Finding a Fairy & Finding a Giant Tree
-//============================================================
-spl_fild02,34,223,5 script Small Fairy#spl 4_M_FAIRYKID,{
- if (BaseLevel > 69) {
- if (checkquest(2158) == -1) {
- mes "You find a little creature flying in the bushes.";
- mes "It has tiny wings on the back...";
- mes "It's a fairy!";
- next;
- emotion e_an;
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The fairy notices you, and looks very surprised.";
- mes "It is saying something, but you don't understand.";
- next;
- mes "You should report this to the united expedition quickly.";
- mes "Perhaps the guard captain of the expedition is the right person to report to.";
- setquest 2158;
- close;
- }
- }
- emotion e_an;
- if (!isequipped(2782) && ep13_2_rhea < 100) {
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
- close;
- } else {
- mes "[Small Fairy]";
- mes "Who are you?! Are you looking for the Sapha!?";
- close;
- }
-}
-
-man_fild03,236,105,3 script Tree Giant#man 4_MAN_PIOM,{
- if (BaseLevel > 69) {
- if (checkquest(2159) == -1) {
- mes "You have found something moving between dry branches.";
- mes "It appears to be a tree at first glance, but it turns out to be a giant that is half tree and half man.";
- next;
- emotion e_dots;
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The giant notices you, and looks very surprised.";
- mes "It is saying something, but you don't understand.";
- next;
- mes "You should report this to the united expedition quickly.";
- mes "Perhaps the guard captain of the expedition is the right person to report to.";
- setquest 2159;
- close;
- }
- }
- emotion e_dots;
- if (!isequipped(2782) && ep13_2_rhea < 100) {
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The surprised giant is saying something to you, but you cannot understand.";
- close;
- } else {
- mes "[Tree Giant]";
- mes "Where are the Laphine reinforcements? I might have a problem.";
- close;
- }
-}
-
-mid_camp,212,237,5 script Camp Guard Captain#man1 4_M_EIN_SOLDIER,{
- mes "[Captain]";
- mes "Good day. I'm here to protect the";
- mes "peace and safety of explorers";
- mes "working for United Midgard.";
- mes "How may I help you?";
- next;
- if ((checkquest(2158) == 2) && (checkquest(2159) == 2)) {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- else {
- if (checkquest(2158) == 1) {
- mes "- You report your encounter with a small fairy in the Splandid area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2158;
- getexp (checkre(3))?90000:900000,0;
- close;
- }
- else if (checkquest(2158) == -1) {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- else {
- if (checkquest(2159) == 1) {
- mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2159;
- getexp (checkre(3))?90000:900000,0;
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- }
- }
-}
-
-// The Tripartite Union's Feud :: ep13_1_rhea
-//============================================================
-mid_campin,376,120,0 script Research Official#ep131 4_M_SAGE_A,3,3,{
-OnTouch:
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[United Research Official]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 1) {
- mes "[United Research Official]";
- mes "Hmmmm...mmm...";
- next;
- mes "[United Research Official]";
- mes "Oh! Hello there!";
- mes "You must be the adventurer from Rune Midgard.";
- next;
- mes "[United Research Official]";
- mes "We've come all the way here to keep track of Satan Morroc, but... Now it seems that's not our priority anymore... Tsk,tsk...";
- next;
- mes "[United Research Official]";
- mes "Well, since our research group has been gathered in such haste, many of our members collide too often.";
- mes "I think it's just the process of trial and error, but this really slows things down.";
- next;
- mes "[United Research Official]";
- mes "Alas, the head office keeps pushing me to submit a report... As if I could perform miracles!";
- emotion e_sob;
- next;
- mes "[United Research Official]";
- mes "I can't go around and meet those people myself, mediate among troubled people... This is impossible!! Unless...Unless someone helps me with that ! I need... someone...";
- next;
- mes "- He stared at you -";
- mes "- with sparkling -";
- mes "- eyes as if he were -";
- mes "- demanding for help! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes ".................";
- mes ".................";
- next;
- mes "[United Research Official]";
- mes "Eh?! Oh, my... You really shouldn't. You must be extremely busy tracking down Satan Morroc!";
- next;
- mes "[United Research Official]";
- mes "But... if you say so, could I really use your help? Hahaha.";
- next;
- mes "[United Research Official]";
- mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
- next;
- mes "[United Research Official]";
- mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
- next;
- mes "[United Research Official]";
- mes "Sounds good, huh? Please, you should go now.";
- set ep13_1_rhea,1;
- setquest 8196;
- close;
- }
- else if ((ep13_1_rhea > 0) && (ep13_1_rhea < 10)) {
- mes "[United Research Official]";
- mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
- next;
- mes "[United Research Official]";
- mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
- next;
- mes "[United Research Official]";
- mes "And, don't worry! I'm even willing to share my snacks with you if things go well. I'm not asking this for free, you got that~?";
- close;
- }
- else if (ep13_1_rhea == 10) {
- if (countitem(6036) > 0) {
- mes "[United Research Official]";
- mes "Aha!";
- next;
- mes "[United Research Official]";
- mes "Isn't that an invitation to the meeting?";
- next;
- mes "[United Research Official]";
- mes "And...and I really get to sign this thing and approve it...? Hahaha!";
- next;
- mes "[United Research Official]";
- mes "This, this means I need to get prepared for the meeting! Finally!";
- mes "Hahahaha!";
- next;
- mes "[United Research Official]";
- mes "Oh, by the way, did you get a rough idea of the atmosphere of this expedition?";
- next;
- mes "[United Research Official]";
- mes "Normally, researchers just take their own instruments and find their own tracks of Satan Morroc.";
- mes "They don't really need to cooperate with other members.";
- next;
- mes "[United Research Official]";
- mes "Howerver, things get different when it comes to document files.";
- mes "Those researchers in charge of document files must contact eachother for information, and this just makes for endless work.";
- next;
- mes "[United Research Official]";
- mes "People can't always be perfect, so they stress out and get to arguing...";
- next;
- mes "[United Research Official]";
- mes "So... Could you do me a favor?";
- next;
- mes "[United Research Official]";
- mes "As you've heard, about the 3 researchers, they don't agree with eachother too often. It's just too obvious that their meeting will turn out a disaster, and the whole research group could break down!";
- emotion e_sob;
- next;
- mes "[United Research Official]";
- mes "Oh, just thinking about it scares the crap out of me.";
- next;
- mes "[United Research Official]";
- mes "What I'm asking is that you participate in the meeting with them and help them negotiate.";
- next;
- mes "[United Research Official]";
- mes "So, first! Can you go meet those 3 researchers and check on them to prepare for the meeting?";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,11;
- changequest 8198,8199;
- close;
- }
- else {
- mes "[United Research Official]";
- mes "How did it go?";
- next;
- mes "[United Research Official]";
- mes "Did you talk to those researchers in charge of document files?";
- close;
- }
- }
- else if ((ep13_1_rhea > 10) && (ep13_1_rhea < 19)) {
- mes "[United Research Official]";
- mes "Please, you should participate in the meeting and mediate them if anything goes wrong!";
- next;
- mes "[United Research Official]";
- mes "First, you should go meet those 3 researchers and check on them to prepare for the meeting. Hope they're not preparing any weapons though...";
- emotion e_sob;
- close;
- }
- else if (ep13_1_rhea == 19) {
- changequest 8205,8206;
- mes "[United Research Official]";
- mes "Ohhh, you came! How generous of you!";
- next;
- mes "[United Research Official]";
- mes "The meeting's about to begin.";
- mes "Whew... I think I'm too tense... My chest hurts... Aaaah.";
- next;
- mes "- Somebody's knocking -";
- mes "- on the door... -";
- next;
- mes "[United Research Official]";
- mes "Finally, the meeting's starting.";
- mes "You should come in.";
- next;
- donpcevent "Research Official#ep131::OnMeet";
- mes "[United Research Official]";
- mes "So, everyone's here.";
- mes "Let us begin our meeting.";
- mes "First, I need to hear the report on the process of tracking Satan Morroc.";
- next;
- mes "[Ryosen]";
- mes "Alright. I'm Ryosen from Rune-Midgarts. We're certain that Satan Morroc came to this place through the crack of dimension, however, we failed to find any traces within the area we inspected.";
- next;
- mes "[Ryosen]";
- mes "The Tripartite Union is doing whatever it takes to track down Satan Morroc's whereabouts, but the research in Ash-Vacuum is very limited.";
- next;
- mes "[Ryosen]";
- mes "Supplies, reinforcements as wel as demanded goods are all insufficient, so we can't really go on.";
- next;
- mes "[Ryosen]";
- mes "I've heard the assassins took action in order to find the traces of Satan Morroc, but nothing's been reported so far.";
- next;
- mes "[Hue]";
- mes "I'm Hue from the Schwartzvalt Republic.";
- next;
- mes "[Hue]";
- mes "We're still researching on the crack of dimension that Satan Morroc has come through, and the false data research on the noise created when moving through the crack is currently being corrected.";
- next;
- mes "[Hue]";
- mes "The real cause of this problem has yet to be found, which makes it hard for us to provide any reinforcements or other supplies.";
- next;
- mes "[United Research Official]";
- mes "Ok. I see. How's it going with the research on Ash-Vacuum?";
- next;
- mes "[Hansenne]";
- mes "Hi, I'm Hansenne from Arunafeltz. We have conclused that his world of Ash-Vacuum is nothing related to the continent of Rune Midgard, as it is placed in a totally indipendent world dimension.";
- next;
- mes "[Hansenne]";
- mes "The enviroment of the fields on the East and West where we can work on the research has nothing in common with the enviroment within the boundrary of the Tripartite Union's army post.";
- next;
- mes "[Hansenne]";
- mes "I also have been reported that the ecosystem in the researched are is different.";
- next;
- mes "[Hansenne]";
- mes "We could not go further with the research on the ecosystem due to some violent living creatures which have never been found on the Rune Midgard continent.";
- next;
- mes "[United Research Official]";
- mes "So... All in all, nothing has been clearly found. Any problems among the members of the United Research Group?";
- next;
- mes "[Ryosen]";
- mes "......................";
- next;
- mes "[Hue]";
- mes "......................";
- next;
- mes "[Hansenne]";
- mes "......................";
- next;
- mes "- The room is in awkward silence for a short while... -";
- next;
- mes "[United Research Official]";
- mes "Ha..... Hahahaha...";
- mes "... Then, anything you need to request, or suggest, perhaps? Anything you want to complain about?";
- next;
- mes "- Ryosen, who was fidgeting with -";
- mes "- his files, suddenly stops and -";
- mes "- studies the others. Then, he takes -";
- mes "- out something from the bottom of -";
- mes "- the chair and puts it on the table. -";
- next;
- mes "[Ryosen]";
- mes "I'm.... I... The document file...";
- next;
- mes "[United Research Official]";
- mes "Aaaaaahahhhhhhhhhhcckk!!!!!";
- next;
- mes "- Hue, shocked by the sudden";
- mes "scream, stands up frantically and";
- mes "accidentally hits and drops the";
- mes "object which Ryosen had taken out. -";
- next;
- mes "[United Research Official]";
- mes "Kkkkhaaaaaaahhhhhhhh!!!";
- mes "It's the Thief Bug!!!";
- next;
- mes "- As the Official screamed, all the";
- mes "researchers of the union started to";
- mes "scream as well, and rushed out of";
- mes "the room. -";
- set ep13_1_rhea,20;
- donpcevent "Research Official#ep131::OnCall";
- close2;
- warp "mid_camp",165,236;
- end;
- }
- else if (ep13_1_rhea == 20) {
- mes "[United Research Official]";
- mes "Hhmm, hmmmm...";
- mes "I really don't know what to say.";
- mes "I mean... I'm totally OK with other monsters, mutants or whatever, but that black evil thing... Oh, I can't stand that one...";
- emotion e_sob;
- next;
- mes "- Knock, knock-";
- mes "- The researchers come back into the room. -";
- next;
- donpcevent "Research Official#ep131::OnMeet";
- mes "[Ryosen]";
- mes "Uh-hmm! Sorry about the mess.";
- mes "I... Something urgent came up...";
- mes "............Aaaaaaaaahhhhhhhhh!";
- next;
- mes "[United Research Official]";
- mes "Whhhhhhaaattt!!!! What is it!!?";
- mes "The Thief Bug, Again!!!???";
- next;
- mes "- Except for Ryosen, the rest spring out of their seats and run hurriedly for the door. -";
- next;
- mes "[Ryosen]";
- mes "My... my strawberry cake!!!";
- next;
- mes "- Ryosen picks up his strawberry cake, all squashed with some fingerprints. -";
- next;
- mes "[Ryosen]";
- mes "Stop! Freeze, everyone!";
- mes "Move one more time and you'll be considered guilty!!";
- next;
- mes "[Ryosen]";
- mes "This cake was just fine before that evil thing appeared, and there were only 4 of us here!";
- next;
- mes "[Ryosen]";
- mes "One of you must be guilty of ruining my Rune-Midgart Strawberry Cake!!!";
- next;
- mes "[Ryosen]";
- mes "I can't help checking your hands! This must be a fingerprint! It's loud and clear!! Hmm, I bet this is the mark of an index finger!";
- next;
- mes "[Hue]";
- mes "Wait a minute! Wait! Stop treating us like criminals! What is wrong with you, it's only a cake!? Don't you think you're going a little too far?";
- next;
- mes "[Ryosen]";
- mes "Whatttttt!? Only a cake????";
- mes "Aha, yeah, I just remembered. You people from Schwartzvalt don't ever appreciate food at all, right?";
- next;
- mes "[Ryosen]";
- mes "Especially when the food is NOT yours, huh? That's why you people sneak a taste of other people's food like my strawberry cake!!!";
- next;
- mes "[Hue]";
- mes "Hmm, are you talking about Dusty?";
- mes "He was expelled right after the incident and his job was taken away! I told you several times already!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ugh... You guys, I think you should calm down... This is ridiculous.";
- next;
- mes "[Hansenne]";
- mes "Ughhhhh! It was I who did that!!!";
- next;
- mes "[Hansenne]";
- mes "Sorry, I was just too shocked by that thief bug and accidentally touched your cake with my finger!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Huh? No. Wait...";
- next;
- mes "[Ryosen]";
- mes "You again?!";
- mes "I can't belive how careless you are all the time, like with the requested data and all!!";
- next;
- mes "[Hansenne]";
- mes "Ah, I forgot to say thank you.";
- mes "Hue, thank you so much for restoring my documents!!!";
- mes "Thanks!!!";
- mes "Ahahahahaha. Hahahahaha.";
- next;
- mes "[Hue]";
- mes "No, I...";
- next;
- mes "[Ryosen]";
- mes "Hey, stay on topic!!";
- mes "You are...";
- next;
- mes "[United Research Official]";
- mes "Ahhhhhh! I guess we should call it a day now! Thanks for comingm all of you. Ok, let's go. Dismissed!";
- next;
- mes "[United Research Official]";
- mes "Come on!!!";
- next;
- mes "-The three researchers say nothing. They just stare at each other, standing still... Then they finally leave the room. -";
- set ep13_1_rhea,21;
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- donpcevent "Hue#ep131_rhea06::OnDisable";
- donpcevent "Hansenne#ep131_rhea07::OnDisable";
- close;
- }
- else if (ep13_1_rhea == 21) {
- mes "["+ strcharinfo(0) +"]";
- mes "Ah...";
- next;
- mes "[United Research Official]";
- mes "Ugh, I've got nothing to say.";
- mes "All I wanted was to let those people be closter to each other, become more friendly. But, problems come up every single time.";
- next;
- mes "[United Research Official]";
- mes "Can you think of any idea how to get those people to get along??";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Actually... Hansenne is not the one who ruined that cake.";
- next;
- mes "[United Research Official]";
- mes "Eh? What did you say?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But... I don't understand why Hansenne would take the blame...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Well, I should go now.";
- next;
- mes "[United Research Official]";
- mes "What? Ah, adventurer?!";
- set ep13_1_rhea,22;
- changequest 8206,8207;
- close;
- }
- else if ((ep13_1_rhea > 21) && (ep13_1_rhea < 26)) {
- mes "["+ strcharinfo(0) +"]";
- mes "... Actually... Hansenne is not the one who ruined that cake.";
- next;
- mes "[United Research Official]";
- mes "Eh? What did you say?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But... I don't understand why Hansenne would take the blame...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Well, I should go now.";
- next;
- mes "[United Research Official]";
- mes "What? Ah, adventurer?!";
- close;
- }
- else if (ep13_1_rhea == 26) {
- mes "[United Research Official]";
- mes "How are they?";
- next;
- mes "- You tell the Official about the conversation that the 3 researchers had, in detail. -";
- next;
- mes "[United Research Official]";
- mes "Whew, I see.";
- next;
- mes "[United Research Official]";
- mes "Maybe I've been a little too worried.";
- next;
- mes "[United Research Official]";
- mes "How often they collide, it must be a natural thing for people from different countries with different personalities and customs.";
- next;
- mes "[United Research Official]";
- mes "Thank you for helping me.";
- next;
- mes "[United Research Official]";
- mes "Here, I'll offer you a cup of tea.";
- mes "This is a really special drink I preserved. Please, drink it while it's nice and hot.";
- next;
- mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -";
- specialeffect2 EF_ABSORBSPIRITS;
- set ep13_1_rhea,100;
- if (checkre(3))
- getexp 80000,3000;
- else
- getexp 300000,10000;
- completequest 8210;
- next;
- mes "[United Research Official]";
- mes "Now, I should get to work on the report I need to submit to the head office. Ah, and this is nothing big, but still... This might come in handy when you travel.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- getitem 12110,1; //First_Aid_Kit
- close;
- }
- else {
- mes "[United Research Official]";
- mes "Thank you for everything.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- next;
- mes "[United Research Official]";
- mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~";
- close;
- }
- }
- else {
- mes "[United Research Official]";
- mes "...Mmmm? What brings you here?";
- next;
- mes "[United Research Official]";
- mes "I wouldn't be roaming around this place like that, if I were you.";
- mes "It's very dangerous here, and people dwelling is this place are not that nice.";
- close;
- }
- end;
-
- mes "[United Research Official]";
- mes "Hmm? What did you just say?";
- next;
- mes "[United Research Official]";
- mes "I can't really hear you. Could you speak louder?";
- close;
-
-OnInit:
- enablenpc "Research Official#ep131";
- end;
-
-OnEnable:
- hideoffnpc "Research Official#ep131";
- end;
-
-OnDisable:
- hideonnpc "Research Official#ep131";
- end;
-
-OnMeet:
- donpcevent "Ryosen#ep131_rhea05::OnEnable";
- donpcevent "Hue#ep131_rhea06::OnEnable";
- donpcevent "Hansenne#ep131_rhea07::OnEnable";
- end;
-
-OnCall:
- initnpctimer;
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- donpcevent "Research Official#ep131::OnDisable";
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- donpcevent "Hue#ep131_rhea06::OnDisable";
- donpcevent "Hansenne#ep131_rhea07::OnDisable";
- end;
-
-OnMyMobDead:
- if (mobcount("mid_campin","Research Official#ep131::OnMyMobDead") < 1) {
- donpcevent "Research Official#ep131::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "mid_campin","Research Official#ep131::OnMyMobDead";
- donpcevent "Research Official#ep131::OnEnable";
- stopnpctimer;
- end;
-}
-
-mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[Ryosen]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 1) {
- mes "[Ryosen]";
- mes "Please, keep your hands off my stuff!";
- close;
- }
- else if (ep13_1_rhea == 1) {
- mes "[Ryosen]";
- mes "Please, keep your hands off my stuff!";
- next;
- mes "[Ryosen]";
- mes "Ugh! My, my... What am I gonna do with this!? Files, files, files!!!";
- mes "Ahhhhhkk!";
- next;
- mes "[Ryosen]";
- mes "What time is it now? Ugh... This is such a mess!!";
- next;
- mes "[Ryosen]";
- mes "What are they thinking!!? I don't get it. How come I have to work, while those guys from other countries are just praying for a breakthrough, every single day!";
- next;
- mes "[Ryosen]";
- mes "This is so unfair!! My stress is growing geometrically every hour!";
- mes "What a waste of time! Why do they have to pray! Why?! Why?! Why don't they work instead of pray!!";
- mes "Ugh...!";
- next;
- mes "[Ryosen]";
- mes "Nothing's appreciated! Nothing!";
- mes "They're just so useless!";
- next;
- mes "- He took a deep breath -";
- mes "- trying to calm down. -";
- next;
- mes "[Ryosen]";
- mes "Anyway, who are you? This place is restricted.";
- next;
- mes "[Ryosen]";
- mes "Ah! You must be the one who came to help us track down that Satan Morroc, the bastard who made the giant hole and then was gone like the wind.";
- next;
- mes "[Ryosen]";
- mes "Ugh. I should watch my mouth.";
- mes "Sorry. You're on our side. I should just be polite, but it's just... I'm so stressed out.";
- next;
- mes "[Ryosen]";
- mes "How about having some tea here?";
- mes "It's Rafflesia tea from Schwartzvalt. Don't even expect taste, it's awful... But what can I do? It's the only thing I've got...";
- set ep13_1_rhea,2;
- close;
- }
- else if (ep13_1_rhea == 2) {
- mes "[Ryosen]";
- mes "You must have heard about this, but this is the place where Satan Morroc landed through the crack of dimension.";
- next;
- mes "[Ryosen]";
- mes "As you see, this seems like a totally different world. It's nothing like the continent of Rune Midgard, though we haven't found any concrete evidence. We decided to call this place Ash-Vacuum.";
- next;
- mes "[Ryosen]";
- mes "We're doing everything we can, to track down Satan Morroc, but all those researchers from different countries couldn't help but wonder what this place really is.";
- next;
- mes "[Ryosen]";
- mes "Well, so we're all interested in one thing. However, the real problem lies on our structure of the group.";
- next;
- mes "[Ryosen]";
- mes "Three different countries united to take down the comon enemy, Satan Morroc, byt they eventually started to gather and keep the information to themselves.";
- next;
- mes "[Ryosen]";
- mes "So... frankly speaking...";
- mes "Tracking Satan Morroc is not or major concern anymore. Our expedition was formed in such hase that so may things can cause problems in this group.";
- next;
- mes "[Ryosen]";
- mes "People don't believe other members of the group except for the ones from their own countries. They're all so sensitive that every little thing hits a nerve.";
- next;
- mes "[Ryosen]";
- mes "But what can we do? After all, we were gathered to achieve the same goal, and we researchers don't want to cause any trouble among countries. It's really hard for us to live with our complaints.";
- next;
- mes "[Ryosen]";
- mes "I mean... the situation here is... just like the taste of this tea.";
- mes "Just awful!";
- set ep13_1_rhea,3;
- close;
- }
- else if (ep13_1_rhea == 3) {
- mes "[Ryosen]";
- mes "Oh, I spent too much time talking.";
- mes "I should be working now!";
- next;
- mes "[Ryosen]";
- mes "Look at this pile of document files... We're supposed to share all the information within these documents...";
- next;
- mes "[Ryosen]";
- mes "Oh, well... Maybe the same thing's happening at other offices. People from other countries might have hidden some important information behind my back.";
- next;
- mes "[Ryosen]";
- mes "Whatever... Could you deliver this document to the Schwartzvalt and Arunafeltz researchers?";
- next;
- if(select("Why me?:Alright.") == 1) {
- mes "[Ryosen]";
- mes "... Eh? Didn't you come to help us?";
- close;
- }
- mes "[Ryosen]";
- mes "Whew~ Very good.";
- mes "No one in our research group wants to visit the offices of the other countries!";
- next;
- mes "[Ryosen]";
- mes "Ok, now, please deliver the file to Hue and Hansenne. Hue's in charge of Schwartzvalt's documents and Hansenne's in chare of Arunafeltz's.";
- next;
- mes "[Ryosen]";
- mes "The file contains the brief introduction and the schedule of the meesting.";
- next;
- mes "[Ryosen]";
- mes "For your information, you should go see Hue at the Schwartzvalt's office first. Otherwise, he'll be whining about it.";
- next;
- mes "[Ryosen]";
- mes "You must check if they read and understand correctly after delivering it. Don't forget to get them to sign at the bottom of the page, just in case.";
- next;
- mes "[Ryosen]";
- mes "Go on now.";
- mes "Just so you know, today's Desert Day. Rune Midgard is sending some desserts through the crack of dimension, regularly.";
- next;
- mes "[Ryosen]";
- mes "Rune Midgard's desserts are definitely the world's best.";
- next;
- mes "[Ryosen]";
- mes "The only thing we enjoy here is that dessert we receive, once a week.";
- next;
- mes "[Ryosen]";
- mes "Schwartzvalt's Pineapple Jubilee is just awful. It tastes something like rusty steel.";
- next;
- mes "[Ryosen]";
- mes "Arunafeltz's Desert Sandwich is nothing better than that. I think that sandwich's made of some old meat, otherwise, we wouldn't have been food poisoned so often!";
- next;
- mes "[Ryosen]";
- mes "But, Rune-Midgart's Strawberry Cake! It's the best.";
- next;
- mes "[Ryosen]";
- mes "Nice and soft spongecake covered with sweet-tasting whipped cream, lots of fresh strawberries on top!";
- mes "Rune-Midgart's top chef, Charles Orleans makes it himself!!!";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up, or you won't be able to taste this wonderful cake!";
- next;
- mes "- You got the Meeting -";
- mes "- Invitation from Ryosen, -";
- mes "- which briefly explains -";
- mes "- the agenda and schedule -";
- mes "- of the whole meeting! -";
- set ep13_1_rhea,4;
- getitem 6036,1; //Invite_To_Meeting
- changequest 8196,8197;
- close;
- }
- else if ((ep13_1_rhea > 3) && (ep13_1_rhea < 8)) {
- mes "[Ryosen]";
- mes "Hurry up and deliver the document to Hue and Hansenne!";
- next;
- mes "[Ryosen]";
- mes "Don't forget! Schwartzvalt's Hue must get it first, otherwise, he'll nag us like crazy.";
- next;
- mes "[Ryosen]";
- mes "And you must get the document signed at the bottom before you bring it back.";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
- close;
- }
- else if (ep13_1_rhea == 8) {
- if (countitem(6036) > 0) {
- mes "[Ryosen]";
- mes "Ah, welcome back!";
- next;
- mes "[Ryosen]";
- mes "Must've been hard to get them all signed. Well done!";
- next;
- mes "[Ryosen]";
- mes "Hue's so egotistic and stubborn. He thinks he's some kind of royale... and Hansenne... Whew~nobody ever gets what he's just talking about.";
- mes "He's just ridiculous.";
- next;
- mes "[Ryosen]";
- mes "Thank you for dealing with those guys. I've got to go through the file now. Please give me the Invitation.";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,9;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "Please get Hue and Hansenne to sign the Inviation, then come back.";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
- close;
- }
- }
- else if (ep13_1_rhea == 9) {
- mes "[Ryosen]";
- mes "Huhuhuhu, what a sight...!";
- next;
- mes "[Ryosen]";
- mes "This autograph here looks like Hue's. See, the letters are all so strongly pressed down with his anger. This one here should be Hansenne's, scrawled without thinking.";
- next;
- mes "[Ryosen]";
- mes "How was it? Did you have a chance t find out what the problem is among us researchers?";
- next;
- mes "[Ryosen]";
- mes "This isn't all because of the different personalities. Lots of other members have similar problems. Howerver, the problem among us three: Hue, Hansenne and I... is just more visible than others.";
- next;
- mes "[Ryosen]";
- mes "So, here we are. We are finally ordered to have a meeting and supposed to find the way to solve our problem.";
- next;
- mes "[Ryosen]";
- mes "But, do you know what really would be the best solution for us? It's to avoid meeting face to face.";
- next;
- mes "[Ryosen]";
- mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
- next;
- mes "[Ryosen]";
- mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
- next;
- mes "[Ryosen]";
- mes "In the meantime, I should prepare myself for the meeting.";
- set ep13_1_rhea,10;
- getitem 6036,1; //Invite_To_Meeting
- changequest 8197,8198;
- close;
- }
- else if (ep13_1_rhea == 10) {
- mes "[Ryosen]";
- mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
- next;
- mes "[Ryosen]";
- mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
- next;
- mes "[Ryosen]";
- mes "In the meantime, I should prepare myself for the meeting.";
- close;
- }
- else if (ep13_1_rhea == 11) {
- mes "[Ryosen]";
- mes "Hi! Did you give that Invitation to the Official?";
- next;
- mes "[Ryosen]";
- mes "Oh, goo to hear that it's delivered safely.";
- mes "Anyway, what brings you here again?";
- mes "Would you like some tea? We haven't got any dessert yet. I only have some tea to offer.";
- next;
- select("Can I help you with anything?");
- mes "[Ryosen]";
- mes "Help?";
- mes "Well, there are tons of things waiting for help!";
- next;
- mes "[Ryosen]";
- mes "Nice Timing.";
- mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
- next;
- mes "[Ryosen]";
- mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
- set ep13_1_rhea,12;
- changequest 8199,8200;
- close;
- }
- else if (ep13_1_rhea == 12) {
- mes "[Ryosen]";
- mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
- next;
- mes "[Ryosen]";
- mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
- close;
- }
- else if (ep13_1_rhea == 13) {
- mes "[Ryosen]";
- mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
- next;
- mes "[Ryosen]";
- mes "Hansenne! What and itiot! I knew it! His brain must've been melted with hot air!";
- mes "Aarrrrr!!!!! Can't believe this!!";
- next;
- mes "[Ryosen]";
- mes "What the heck should I do??? The meesting's soon!!!";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- else if (ep13_1_rhea == 14) {
- if (countitem(6037) > 0) {
- mes "[Ryosen]";
- mes ".....Whew... completely soaked, so loosely binded...torn here and there... I can't even read this thing!";
- next;
- mes "[Ryosen]";
- mes "What is he expecting from me with this!!!!";
- next;
- mes "[Ryosen]";
- mes "Aarrrrr!!!!! This is a nightmare!";
- close;
- }
- else {
- mes "[Ryosen]";
- mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
- next;
- mes "[Ryosen]";
- mes "Hansenne! What and idiot! I knew it! His brain must've been melted with hot air!";
- mes "Aarrrrr!!!!! Can't believe this!!";
- next;
- mes "[Ryosen]";
- mes "What the heck should I do??? The meesting's soon!!!";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- }
- else if (ep13_1_rhea == 18) {
- if (countitem(6038) > 0) {
- mes "[Ryosen]";
- mes "...Oh, this is...";
- next;
- mes "[Ryosen]";
- mes "This is the document I requested.";
- mes "I thought the document was lost at some bridge and ruined completely, but then...";
- next;
- mes "[Ryosen]";
- mes "Wow... this document is amazingly neat. Looks like Hue's the one who made this... He's really picky, if you know what I mean... Anyway, it's pretty impressive...";
- next;
- mes "[Ryosen]";
- mes "I'm so relieved I got this before the meeting. I've got to go now.";
- mes "I'm running late.";
- next;
- mes "[Ryosen]";
- mes "But first, I have to find another document for the meeting. Could you please ask the Official to wait for me a bit?";
- next;
- mes "[Ryosen]";
- mes "Please, the meeting's gonna begin soon.";
- delitem 6038,1; //Neat_Report
- set ep13_1_rhea,19;
- changequest 8204,8205;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "How could I go to the meeting without the research report??!";
- next;
- mes "[Ryosen]";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- }
- else if (ep13_1_rhea == 19) {
- mes "[Ryosen]";
- mes "Could you please ask the Official to wait for me a bit?";
- next;
- mes "[Ryosen]";
- mes "I have to find another document for the meeting. Please, hurry.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Ryosen]";
- mes "Ah..... That... in that meeting room... Is.. everything alright now?";
- close;
- }
- else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 25)) {
- mes "[Ryosen]";
- mes "Oh, I need to be left alone for a while.";
- close;
- }
- else if (ep13_1_rhea == 25) {
- mes "[Ryosen]";
- mes "Krrrrrrrr! Ugh...!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Uhhhh...";
- next;
- mes "[Ryosen]";
- mes "I know, I know! I went too far!";
- mes "I was just so shocked and disappointed at the same time.";
- mes "After all, it was just a cake...";
- next;
- mes "[Ryosen]";
- mes "I wasn't very mature.";
- mes "Oh, what have I done?";
- mes "I should go an apologize.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait! Hue wanted me to bring this to you.";
- next;
- if (countitem(6038) > 0) {
- mes "[Ryosen]";
- mes "A report... ?";
- mes "Ahhh... the one I left in the meeting room...";
- next;
- mes "- Ryosen takes the report -";
- mes "- and gives a glance -";
- mes "- at the memo stuck on it. -";
- next;
- }
- else {
- mes "[Ryosen]";
- mes "... ?";
- next;
- mes "[Ryosen]";
- mes "Oh. What are you talking about?";
- close;
- }
- mes "[Ryosen]";
- mes "Ah. I'm so embarrassed.";
- next;
- mes "[Ryosen]";
- mes "Oh, I didn't expect to get an apology. This is such a shame.";
- next;
- mes "[Ryosen]";
- mes "Now that I think of it. I didn't even say 'thank you' to him for restoring my documents...";
- next;
- mes "[Ryosen]";
- mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
- next;
- mes "[Ryosen]";
- mes "So... Could you do me another favor?";
- mes "Could you go see the Official in my stead and set up a meeting?";
- next;
- mes "[Ryosen]";
- mes "Oh! And... Here's Rune-Midgart's fresh strawberry cake. This is for you. I'm so sorry I haven't even offered you a piece. I was so distracted with stress, I think.";
- next;
- mes "[Ryosen]";
- mes "Thank you so much for everything you've done. And... pleade don't forget to do me this last favor, going to the Official and setting up a meeting.";
- next;
- mes "[Ryosen]";
- mes "I... think I should prepare for the meeting again.";
- next;
- mes "[Ryosen]";
- mes "Again, thank you so much.";
- delitem 6038,1; //Neat_Report
- set ep13_1_rhea,26;
- getitem 12319,1; //Strawberry_Cake
- changequest 8209,8210;
- close;
- }
- else if ((ep13_1_rhea > 25) && (ep13_1_rhea < 100)) {
- mes "[Ryosen]";
- mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
- next;
- mes "[Ryosen]";
- mes "Could you go see the Official in my stead and set up a meeting?";
- mes "I... think I should prepare for the meeting again.";
- next;
- mes "[Ryosen]";
- mes "Thank you so much.";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Ryosen]";
- mes "Ah, hello adventurer!";
- next;
- mes "[Ryosen]";
- mes "I don't know how to thank you.";
- mes "You can't imagine how greatful I feel!";
- next;
- mes "[Ryosen]";
- mes "Oh, but then... Have you ever seen a ^0000ffMystic Horn^000000? I'd love to get one.";
- mes "I heard you can get this thing from a monster named, 'Cornus' found in the fields.";
- next;
- mes "[Ryosen]";
- mes "Or... do you have any ^0000ffMystic Horns^000000 with you? Of course, I'm not saying that I want it for free. If you'd give me 5 ^0000ff5 Mystic Horns^000000, I'd give you my Rune-Midgart's Strawberry Cake.";
- next;
- switch(select("I haven't seen such a thing.:Oh, ok, I'll give you!")) {
- case 1:
- mes "[Ryosen]";
- mes "Mmmmmmm~";
- next;
- mes "[Ryosen]";
- mes "If by any chance you find one, please come back to me.";
- close;
- case 2:
- if (countitem(12319) > 4) {
- mes "[Ryosen]";
- mes "Huh?";
- next;
- mes "[Ryosen]";
- mes "You have Rune-Midgart's Strawberry Cake?";
- next;
- mes "[Ryosen]";
- mes "How come you haven't had it yet?";
- mes "You should quickly finish that cake or else, somebody would steal it from you.";
- close;
- }
- break;
- }
- mes "[Ryosen]";
- mes "I don't need it!";
- next;
- mes "[Ryosen]";
- mes "... Haha, I'm joking...";
- next;
- if (countitem(6023) > 4) {
- mes "[Ryosen]";
- mes "Are you really, honestly, positively sure you want to exchange them for my cake?";
- next;
- if(select("No way.:Yeah... I'll exchange.") == 1) {
- mes "[Ryosen]";
- mes "Ahhh...";
- next;
- mes "[Ryosen]";
- mes "Come back any time if you change your mind.";
- close;
- }
- mes "[Ryosen]";
- mes "I don't need it!";
- mes "... Haha, I'm joking...";
- next;
- mes "[Ryosen]";
- mes "I heard you could extract some magical energy form Mystic Horns and use it. Anyway, thank you!";
- delitem 6023,5; //Mystic_Horn
- getitem 12319,1; //Strawberry_Cake
- close;
- }
- else {
- mes "[Ryosen]";
- mes "You lie! You don't even have any!!";
- next;
- mes "[Ryosen]";
- mes "Please, if you find any Mystic Horns, come back to me!";
- close;
- }
- }
- else {
- mes "[Ryosen]";
- mes "Please, don't touch anything!";
- close;
- }
- }
- else {
- mes "[Ryosen]";
- mes "You know somethig... Something comes out from this thing...";
- next;
- mes "[Ryosen]";
- mes "If anyone tried to talk to you in the middle of the night, you should just walk away... Don't ever look back!!";
- next;
- mes "[Ryosen]";
- mes "And don't stare at the crack of dimension... or you'd be dragged to somewhere mysterious and never be able to come back...huhuhuhu...";
- close;
- }
-}
-
-mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[Hue]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 4) {
- mes "[Hue]";
- mes "What is it you want?";
- next;
- mes "[Hue]";
- mes "Don't walk around this place without thinking.";
- mes "After all, it'll be you who'd be in trouble.";
- close;
- }
- else if (ep13_1_rhea == 4) {
- if (countitem(6036) > 0) {
- mes "[Hue]";
- mes "What is it you want?";
- next;
- mes "[Hue]";
- mes "You can't just come and go around as you please here. This is a restricted area.";
- next;
- if(select("Sorry...:I came to show you this.") == 1) {
- mes "[Hue]";
- mes "You're just helpless, aren't you?";
- close;
- }
- mes "[Hue]";
- mes "What's that?";
- next;
- mes "[Hue]";
- mes "...An invitation to the meeting... ?";
- next;
- mes "[Hue]";
- mes "Haha. You expect me to accept this?";
- mes "As always, scheduling things as they want, report to us to accept it...";
- next;
- mes "[Hue]";
- mes "I can't think of any other words to describe them, except for this word: RUDE!";
- next;
- mes "[Hue]";
- mes "Never ever asking for our opinion and always delivering things through some strangers... By the way, no offense...";
- next;
- mes "[Hue]";
- mes "THey don't ever take the official route! Rune-Midgartish way of reporting! Very unprofessional!";
- next;
- mes "[Hue]";
- mes "Anyway, what is this meeting about?";
- mes "Give it to me. I should read it at least.";
- next;
- mes "[Hue]";
- mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,5;
- close;
- }
- else {
- mes "[Hue]";
- mes "What are you doing here?";
- next;
- mes "[Hue]";
- mes "You can't go around this place as you want. This is a restricted area.";
- close;
- }
- }
- else if (ep13_1_rhea == 5) {
- set .@shu_agree00,rand(1,4);
- if (.@shu_agree00 == 2) {
- mes "[Hue]";
- mes "...Meeting Schedule, on the Xth day, from hh:mm to hh:mm...";
- mes "Location... Rune-Midgart's camp...";
- mes "Ha! I knew it. Rune-Midgart's camp again!";
- next;
- mes "[Hue]";
- mes "Objectives... to report on the researching progress of tracking Satan Morroc and the Ash-Vacuum!";
- next;
- mes "[Hue]";
- mes "Having some time to get to know each other??? Haaaaa!";
- next;
- mes "[Hue]";
- mes "Well, thank you for entertaining me. You should tell Ryosen that.";
- next;
- if(select("Ok, I will.:Please sign the invitation.") == 1) {
- mes "[Hue]";
- mes "Well, you should also tell him that I think he's very talented in settin up comedy. Hahaha.";
- close;
- }
- mes "[Hue]";
- mes "... Sign this thing???";
- next;
- mes "[Hue]";
- mes "You mean this meeting's for real???";
- next;
- mes "[Hue]";
- mes "Oh my!";
- mes "I have never seen an official invitation to be this stupid-looking!";
- next;
- mes "- Hue got so furious and pressed the pen so hard that the ball point got pushed in. Then he threw the document after signing it. -";
- next;
- mes "[Hue]";
- mes "Well, at least I respect that Ryosen hasn't forgotten the reporting order. So, you're off to Arunafeltz now?";
- next;
- mes "[Hue]";
- mes "You'll experience some hard time talking to Hansenne... It'll be like testing your patience.";
- mes "Good luck!";
- set ep13_1_rhea,6;
- getitem 6036,1; //Invite_To_Meeting
- close;
- }
- else if (.@shu_agree00 == 3) {
- mes "[Hue]";
- mes "Come on, what's the hurry?";
- mes "Wait a few more minutes, I didn't finish reading it!";
- close;
- }
- else {
- mes "[Hue]";
- mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
- close;
- }
- }
- else if (ep13_1_rhea == 6) {
- mes "[Hue]";
- mes "I'm not sure if everyone from Arunafeltz is like him, but, it'll be like testing your patience to get Hansenne to read this thing.";
- mes "You can trust me on that one. Good luck.";
- close;
- }
- else if (ep13_1_rhea == 15) {
- if (countitem(6037) > 0) {
- mes "[Hue]";
- mes "What is this stupid looking pile of documents?";
- next;
- mes "[Hue]";
- mes "Is this the file Ryosen requested from Hansenne??? The one which is all ruined...?";
- next;
- mes "[Hue]";
- mes "Ha! Tsk,tsk! Is this some kind of joke?! Who'd manage the files like this? I'd never know!";
- next;
- mes "[Hue]";
- mes "Whew... I can't even stand looking at it! Oh just, give it to me!";
- next;
- mes "[Hue]";
- mes "Too bad I'm not in Schwartzvalt. I could use our document restoring machine back at home... Ugh! Now I gotta do everything manually.";
- next;
- mes "[Hue]";
- mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
- next;
- mes "[Hue]";
- mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
- next;
- mes "[Hue]";
- mes "Hey, hey... don't look at me like that. I know you're not delighted to do these things but think about it, what about me? Why should I restore this garbage?";
- next;
- mes "[Hue]";
- mes "Listen, sometimes, we've got to do things we don't like in order to get things accomplished.";
- next;
- mes "[Hue]";
- mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
- set ep13_1_rhea,16;
- changequest 8202,8203;
- close;
- }
- else {
- mes "[Hue]";
- mes "I wonder if the preparation for the meeting's going ok.";
- next;
- mes "[Hue]";
- mes "I heard Ryosen say that the file he requested from Hansenne is all ruined. I hope I dont get involved in that trouble.";
- close;
- }
- }
- else if (ep13_1_rhea == 16) {
- if ((countitem(6037) > 0) && (countitem(7262) > 0) && (countitem(7031) > 0) && (countitem(7521) > 0) && (countitem(1024) > 0)) {
- mes "[Hue]";
- mes "Impressive. That was fast enough.";
- next;
- mes "[Hue]";
- mes "Give them to me.";
- mes "I have no time to waste.";
- next;
- mes "[Hue]";
- mes "Could you please sit there and wait for me while I restore this file?";
- delitem 6037,1; //Rough_File
- delitem 7262,1; //Fan
- delitem 7031,1; //Old_Frying_Pan
- delitem 7521,1; //Flame_Stone
- delitem 1024,1; //Chinese_Ink
- set ep13_1_rhea,17;
- close;
- }
- else {
- mes "[Hue]";
- mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
- next;
- mes "[Hue]";
- mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
- next;
- mes "[Hue]";
- mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
- close;
- }
- }
- else if (ep13_1_rhea == 17) {
- if (rand(1,4) == 2) {
- mes "[Hue]";
- mes "There!";
- next;
- mes "[Hue]";
- mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
- next;
- mes "[Hue]";
- mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
- set ep13_1_rhea,18;
- getitem 6038,1; //Neat_Report
- changequest 8203,8204;
- close;
- }
- else {
- mes "[Hue]";
- mes "Hey, stop pushing me.";
- next;
- mes "[Hue]";
- mes "I have to be extra careful with this kind of work, ok? Can't you sit quietly over there? Take a nap or something.";
- close;
- }
- }
- else if (ep13_1_rhea == 18) {
- mes "[Hue]";
- mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
- next;
- mes "[Hue]";
- mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
- close;
- }
- else if (ep13_1_rhea == 19) {
- mes "[Hue]";
- mes "Well, finally... It's time for the meeting.";
- next;
- mes "[Hue]";
- mes "Like it or not... I should go in.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Hue]";
- mes "..................";
- next;
- mes "[Hue]";
- mes ".....Ittt....Is... it still there... ?";
- close;
- }
- else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 24)) {
- mes "- Looks like he's thinking about something... very seriously. -";
- close;
- }
- else if (ep13_1_rhea == 24) {
- mes "[Hue]";
- mes "I just decided I can't stay like this.";
- next;
- mes "[Hue]";
- mes "I couldn't confess the truth when Hansenne said he ruined the cake instead of me.";
- next;
- mes "[Hue]";
- mes "I was so bewildered that I lost the chance to say anything... but... I was such a coward to admit that I was the one who caused the trouble.";
- next;
- mes "[Hue]";
- mes "I must apologize.";
- mes "But then...";
- next;
- mes "[Hue]";
- mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
- next;
- mes "[Hue]";
- mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
- next;
- mes "[Hue]";
- mes "I'm sorry to ask you this but...";
- mes "Could you? For this, I'll give you some Schwartzvalt's Pineapple Jubilee.";
- next;
- mes "[Hue]";
- mes "Please give this report to Ryosen.";
- mes "Thank you.";
- set ep13_1_rhea,25;
- getitem 6038,1; //Neat_Report
- getitem 12320,1; //Pineapple_Juice
- changequest 8208,8209;
- close;
- }
- else if ((ep13_1_rhea > 24) && (ep13_1_rhea < 100)) {
- mes "[Hue]";
- mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
- next;
- mes "[Hue]";
- mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
- next;
- mes "[Hue]";
- mes "I'm sorry to ask you this but...";
- mes "Could you?";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Hue]";
- mes "Ah, hello!";
- next;
- mes "[Hue]";
- mes "If it weren't for you, we wouldn't be able to get along at all.";
- mes "I don't know how to thank you!";
- next;
- mes "[Hue]";
- mes "Have you ever seen something called, ^0000ffFur^000000 ?";
- mes "I hear you can get it from the monsters called 'Tatacho' and 'Hillsrion' in the fields.";
- next;
- mes "[Hue]";
- mes "Could you bring ^0000ffFur^000000 if you get some? I'm not asking it for free.";
- mes "I'll give you my Pineapple Jubilee from Schwartzvalt, if you bring me ^0000ff5 Furs^000000.";
- next;
- switch(select("I don't have any, right now.:Oh, I'll give you Fur.")) {
- case 1:
- mes "[Hue]";
- mes "Alright, you don't have any.";
- next;
- mes "[Hue]";
- mes "Please give me some when you get some.";
- close;
- case 2:
- if (countitem(12320) > 4) {
- mes "[Hue]";
- mes "Ah, oh my.";
- next;
- mes "[Hue]";
- mes "You already have the Pineapple Jubilee from Schwartzvalt!";
- next;
- mes "[Hue]";
- mes "I think you should drin that thing fast. Otherwise, all the ice will melt and it'll taste like some kinda medicine!";
- close;
- }
- break;
- }
- mes "[Hue]";
- mes "Ah, are you sure you want to exchange?";
- next;
- if (countitem(6020) > 4) {
- mes "[Hue]";
- mes "Oh, so it's the thing called, Fur??";
- next;
- mes "[Hue]";
- mes "Are you sure you want to exchange this for my Pineapple Jubilee?";
- next;
- if(select("No way.:Sure.") == 1) {
- mes "[Hue]";
- mes "Ahhhhh...";
- next;
- mes "[Hue]";
- mes "Come back any time if you change your mind.";
- close;
- }
- mes "[Hue]";
- mes "Thank you so much.";
- next;
- mes "[Hue]";
- mes "I always needed this because the weather here is colder then I expected. I'm sure this will keep me warm.";
- delitem 6020,5; //Fur
- getitem 12320,1; //Pineapple_Juice
- close;
- }
- else {
- mes "[Hue]";
- mes "Well, I don't think you have any Fur.";
- next;
- mes "[Hue]";
- mes "Please come back if you find any Fur.";
- close;
- }
- }
- else {
- mes "[Hue]";
- mes "Don't walk around this area. It's restricted.";
- close;
- }
- }
- else {
- mes "[Hue]";
- mes "What are you doing here?";
- next;
- mes "[Hue]";
- mes "Don't walk around this place without thinking.";
- mes "After all, it'll be you who'd be in trouble.";
- close;
- }
-}
-
-mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[Hansenne]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 6) {
- mes "[Hansenne]";
- mes "Who's there?";
- next;
- mes "[Hansenne]";
- mes "Who's here?";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 6) {
- if (countitem(6036) > 0) {
- mes "[Hansenne]";
- mes "Hmmm? What brings you here?";
- next;
- mes "[Hansenne]";
- mes "Of course, your feet brought you here!?!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- switch(select("......:Come and look at this.")) {
- case 1:
- mes "[Hansenne]";
- mes "What are you looking at?";
- mes "Something I said?";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "What's that?";
- next;
- mes "[Hansenne]";
- mes "An invitation to the meeting?";
- next;
- mes "[Hansenne]";
- mes "Hmm, Ryosen from Rune-Midgarts made it and... Hue from Schwartzvalt agreed to sign it too?";
- next;
- mes "[Hansenne]";
- mes "Hmmm, that's not funny at all.";
- next;
- mes "[Hansenne]";
- mes "They're so boring. They always report to me after making all the decisions. No sense of humor... so stubborn and strict... They're totally not my style.";
- next;
- mes "[Hansenne]";
- mes "Anyway, give it to me.";
- mes "I should have a look at least.";
- next;
- mes "[Hansenne]";
- mes "You should take a rest, while I'm reading this. Oh, have some Poring Candy from Rune-Midgarts. It's terribly sour and sometimes salty. Funny taste, huh?";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,7;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "Hmmm? Are you from Rune-Midgarts?";
- next;
- mes "[Hansenne]";
- mes "Then where's the person from Rude Midgard? Hahahahah, do you get my joke?";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else if (ep13_1_rhea == 7) {
- set .@shu_agree00,rand(1,5);
- if (.@shu_agree00 == 1) {
- mes "[Hansenne]";
- mes "Mmmmmm~";
- next;
- mes "- Hansenne picks up the file -";
- mes "- and suddenly gets serious -";
- mes "- while turning the pages... -";
- close;
- }
- else if (.@shu_agree00 == 2) {
- mes "[Hansenne]";
- mes "Mmmmmm~";
- next;
- mes "- Hansenne drops some kind of liquid on the file document, and carefully looks at it. -";
- close;
- }
- else if (.@shu_agree00 == 3) {
- mes "[Hansenne]";
- mes "Meeting Schedule... on the Umpth day, from then-o'clock to later-o'clock";
- mes "Haha, hahaha, hahahahahahahahaha.";
- mes "Meeting Schedule, shmeating schedule... Beating Schedule!!";
- next;
- mes "[Hansenne]";
- mes "Location... Rune-Midgart's camp!";
- mes "Rude-Midgard's camp!?!?";
- mes "Are they camping in that place??";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "Objectives... to report on the researching progress of tracking Satan Morroc and of the Ash-Vacuum!";
- next;
- mes "[Hansenne]";
- mes "Ash-Vacuum!";
- mes "Ash-Vacuum... what is that, a homemaker's device???";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "...and a very useless one which vacuums only ash!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "Ehhhhh? And what's this? Having some time to get to know each other??? ...Pffthahahahaha...";
- mes "Aaahahahahaha.";
- next;
- switch(select("What's so funny?!:Hey, just sign this thing.")) {
- case 1:
- mes "[Hansenne]";
- mes "Haha...get to know each other...";
- mes "Pffftahahaha.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "Phew! Excuse me!";
- mes "I can't help it! I can't stand this! What the heck!!! What do we have to know about each other???";
- mes "Hahaha!";
- next;
- mes "- Hansenne signs the paper -";
- mes "- with a shaking hand -";
- mes "- still laughing out loud. -";
- next;
- mes "[Hansenne]";
- mes "Puhhh-haha, this is unbelievable.";
- mes "Ryosen's avery funny guy. Well, he wouldn't know how funny he is...";
- mes "Haha, you should tell him that.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,8;
- getitem 6036,1; //Invite_To_Meeting
- close;
- }
- else if (.@shu_agree00 == 4) {
- mes "[Hansenne]";
- mes "Ahhh, wait. I didn't finish reading it.";
- next;
- mes "[Hansenne]";
- mes "I didn't finish reading it.";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else {
- mes "[Hansenne]";
- mes "Hush! Please don't talk! We must pray now!";
- next;
- mes "- He takes a bow silently, -";
- mes "- toward the sky, -";
- mes "- with his eyes firmly closed. -";
- close;
- }
- }
- else if (ep13_1_rhea == 8) {
- mes "[Hansenne]";
- mes "I got it, I got it. I should go to the meeting. Ryosen's really a funny guy, if you know what I mean.";
- mes "Please, thank him for entertaining me. Haha, hahaha,";
- mes "hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 12) {
- mes "[Hansenne]";
- mes "Hmmm? You again?";
- next;
- mes "[Hansenne]";
- mes "What are you doing here?";
- next;
- switch(select("I missed you.:I came to pick up the requested document.")) {
- case 1:
- mes "[Hansenne]";
- mes "You what?";
- next;
- mes "[Hansenne]";
- mes "You missed me? Don't expect a kiss!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "A requested document? Did Ryosen send you?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm.";
- mes "Wait for me here. Now, where did I put it...?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm~?";
- next;
- mes "[Hansenne]";
- mes "Ahhhh!";
- mes "Hmmmmm, right, right!";
- next;
- mes "[Hansenne]";
- mes "It's gone!";
- next;
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- next;
- mes "[Hansenne]";
- mes "Maybe we can catch that document with a fishing rod if we're lucky!";
- mes "Wow!";
- set ep13_1_rhea,13;
- changequest 8200,8201;
- close;
- }
- else if (ep13_1_rhea == 13) {
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- close;
- }
- else if (ep13_1_rhea == 14) {
- if (countitem(6037) > 0) {
- mes "[Hansenne]";
- mes "Cool, you found it!";
- next;
- mes "[Hansenne]";
- mes "Mmmm, I'm sure this is the one I made, just by looking at this overall shape.";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm, but then... I'm afraid Ryosen would explode when he sees this! Boom!!!";
- next;
- mes "[Hansenne]";
- mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
- next;
- mes "[Hansenne]";
- mes "He'd scream so hard and the windows might break. But he'll do it.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,15;
- changequest 8201,8202;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- close;
- }
- }
- else if (ep13_1_rhea == 15) {
- mes "[Hansenne]";
- mes "Hmmmmm, it's all screwed up. I'm afraid Ryosen would explode when he sees this! Boom!!!";
- next;
- mes "[Hansenne]";
- mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
- next;
- mes "[Hansenne]";
- mes "He'd scream so hard and the windows might break. But he'll do it.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 19) {
- mes "[Hansenne]";
- mes "Hmmmmm~ It's about time.";
- next;
- mes "[Hansenne]";
- mes "I don't wanna get in trouble. I should hurry up.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Hansenne]";
- mes "Haha, hahaha....";
- next;
- mes "[Hansenne]";
- mes "That friend of yours never gets my jokes... My sense of humor is... just... out of his league!! Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if ((ep13_1_rhea == 21) || (ep13_1_rhea == 22)) {
- mes "[Hansenne]";
- mes "Huh? You again?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Why did you do that?";
- next;
- mes "[Hansenne]";
- mes "Hehhhhh??? What are you talking about? If you wanna blame me for anything, tell me the reason first~";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I know you're not the one who ruined the cake. I saw it. It was Hue! I saw him clearly when he pressed his hand on the cake when the Thief Bug came out.";
- next;
- mes "[Hansenne]";
- mes "Well... Who cares who did it?";
- mes "It was just a mistake. Nothing's gonna change even if we find out who did it. The cake is still ruined, isn't it?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm... or... I don't know. Maybe I'm thanlful that he restored my garbage looking file... ?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But... You were blamed for it.";
- mes "Aren't you feeling bad? It's unfair!";
- next;
- mes "[Hansenne]";
- mes "Well, not really.";
- mes "Ryosen could be very rhough when he gets freaked out, but he will forget about all that soon...";
- next;
- mes "[Hansenne]";
- mes "I understand. He was upset.";
- next;
- mes "[Hansenne]";
- mes "You see, he brought that cake for all of us in there. He wouldn't normally do that, but I guess he wanted to be nice. But then, poof~ the cake was ruined.";
- next;
- mes "[Hansenne]";
- mes "He must've been so upset that we all couldn't share that cake. Isn't it kinda cute?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,23;
- close;
- }
- else if (ep13_1_rhea == 23) {
- mes "[Hansenne]";
- mes "Well, it's nothing big. Don't you think?";
- next;
- mes "[Hansenne]";
- mes "He'll be ok soon. He'll get to thinking that it wasn't actually a big deal.";
- next;
- mes "[Hansenne]";
- mes "But the thing is that... the relationship between Ryosen and Hue isn't looking good at all.";
- mes "Why don't you help them get along with each other?";
- next;
- mes "[Hansenne]";
- mes "Sorry for asking these things of you. And... here's Arunageltz's Desert Sandwich. It's nothing special but... tastes pretty good.";
- next;
- mes "[Hansenne]";
- mes "Thank you for doing me a favor.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,24;
- getitem 12321,1; //Spicy_Sandwich
- changequest 8207,8208;
- close;
- }
- else if ((ep13_1_rhea > 23) && (ep13_1_rhea < 100)) {
- mes "[Hansenne]";
- mes "The relationship between Ryosen and Hue isn't looking good at all.";
- mes "Why don't you help them get along with each other?";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Hansenne]";
- mes "Ah, it's you adventurer.";
- next;
- mes "[Hansenne]";
- mes "I heard about you from the Official. Thank you so much for helping us.";
- next;
- mes "[Hansenne]";
- mes "Anyways.. I wonder if you have seen a ^0000ffPeaked Hat^000000. I heard the monster, 'Tatacho' has that hat.";
- next;
- mes "[Hansenne]";
- mes "Can you give me a ^0000ffPeaked Hat^000000 if you have any? I'm not asking for free.";
- mes "For ^0000ff5 Peaked Hats^000000, I'll give you my special dessert!";
- next;
- switch(select("No way.:Sure.")) {
- case 1:
- mes "[Hansenne]";
- mes "No way?";
- next;
- mes "[Hansenne]";
- mes "I'd say, yes way?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- if (countitem(12321) > 4) {
- mes "[Hansenne]";
- mes "... Huh?";
- next;
- mes "[Hansenne]";
- mes "Oh, it loos like you already have the Arunafeltz's Desert Sandwich.";
- next;
- mes "[Hansenne]";
- mes "You should eat that up before it gets rotten. Maybe it's gone bad already.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- break;
- }
- mes "[Hansenne]";
- mes "Ah!!! You have it?";
- next;
- if (countitem(6021) > 4) {
- mes "[Hansenne]";
- mes "Oh, you really have those!";
- next;
- mes "[Hansenne]";
- mes "Are you sure you want to give these to me?";
- next;
- switch(select("No way.:Sure.")) {
- case 1:
- mes "[Hansenne]";
- mes "No way. Yes way. This way. That way.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "Ohhhhh, thank you!";
- mes "Ehhmmm, thank you!";
- mes "Geeeee, thank you!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- delitem 6021,5; //Peaked_Hat
- getitem 12321,1; //Spicy_Sandwich
- close;
- }
- else {
- mes "[Hansenne]";
- mes "You haven't got any.";
- next;
- mes "[Hansenne]";
- mes "How about getting some?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else {
- mes "[Hansenne]";
- mes "Sasquatch Hydra!!!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else {
- mes "[Hansenne]";
- mes "Sasquatch Hydra!!!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
-}
-
-mid_campin,379,123,5 script Ryosen#ep131_rhea05 4_M_ALCHE_A,{
- end;
-OnEnable:
- initnpctimer;
- enablenpc "Ryosen#ep131_rhea05";
- end;
-
-OnDisable:
- stopnpctimer;
-OnInit:
- disablenpc "Ryosen#ep131_rhea05";
- end;
-
-OnTimer300000:
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- end;
-}
-
-mid_campin,372,123,5 script Hue#ep131_rhea06 4_M_LGTGUARD,{
- end;
-OnEnable:
- initnpctimer;
- enablenpc "Hue#ep131_rhea06";
- end;
-
-OnDisable:
- stopnpctimer;
-OnInit:
- disablenpc "Hue#ep131_rhea06";
- end;
-
-OnTimer300000:
- donpcevent "Hue#ep131_rhea06::OnDisable";
- end;
-}
-
-mid_campin,375,129,5 script Hansenne#ep131_rhea07 4_M_RACHMAN1,{
- end;
-OnEnable:
- initnpctimer;
- enablenpc "Hansenne#ep131_rhea07";
- end;
-
-OnDisable:
- stopnpctimer;
-OnInit:
- disablenpc "Hansenne#ep131_rhea07";
- end;
-
-OnTimer300000:
- donpcevent "Hue#ep131_rhea06::OnDisable";
- end;
-}
-
-// Part Time Work :: ep13_alba
-//============================================================
-mid_camp,1,1,0 script #timer_alba01 CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "Please enter the password";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Wrong password.";
- close;
- } else {
- mes "Current Status:";
- if ($@PartTimeOn == 1) {
- mes "Recruiting.";
- }
- else {
- mes "Not Recruiting.";
- }
- mes "Recruited " + $@PartTimeSlots + " part-timers.";
- mes "What do you want to do?";
- next;
- switch(select("Reset the recruiting.:Cancel.")) {
- case 1:
- mes "Recruiting has been reset.";
- mes "Timer has stopped!";
- stopnpctimer;
- next;
- mes "Global values have been reset.";
- set $@PartTimeOn,0;
- set $@PartTimeSlots,0;
- next;
- mes "Recruiting has been reset.";
- mes "Timer has started!";
- donpcevent "#timer_alba01::OnEnable";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- }
-
-OnInit:
- set $@PartTimeOn,0;
- set $@PartTimeSlots,0;
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- set $@PartTimeSlots,0;
- set $@PartTimeOn,1;
- mapannounce "mid_camp", "Breeder Taab: Attention adventurers in the camp! I'm recruiting 5 part-timers for my breeding farm. Only the first to arrive here will be hired!",bc_map,"0x00ff00";
- end;
-
-OnTimer180000:
-OnTimer360000:
- if ($@PartTimeOn < 5) mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00";
- else mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- end;
-
-OnTimer600000:
- mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- set $@PartTimeOn,0;
- end;
-
-OnTimer7800000:
- donpcevent "#timer_alba01::OnEnable";
- donpcevent "#monster_master::OnEnable";
- end;
-}
-
-mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_alba < 1) {
- mes "[Taab]";
- mes "How may I help you?";
- next;
- switch(select("What is this place?:I'm here for a job.:No, thanks.")) {
- case 1:
- mes "[Taab]";
- mes "This is where we keep creatures";
- mes "captured here in Ash Vacuum.";
- mes "We study them to understand";
- mes "their characteristics and habits.";
- next;
- mes "[Taab]";
- mes "Of course, scholars and";
- mes "specialists perform the studies.";
- mes "I'm here to tame and breed";
- mes "dangerous monsters.";
- next;
- mes "[Taab]";
- mes "...I hope I can carry them";
- mes "around as my pets.";
- mes "Hillstions are so cute.";
- mes "You can't find such an";
- mes "animal on the mainland,";
- mes "you know?";
- close;
- case 2:
- if ($@PartTimeOn == 0) {
- mes "[Taab]";
- mes "I'm sorry, but I don't need any assistance right now.";
- mes "I'll make an official anouncement if I need help.";
- mes "Please come back then.";
- close;
- }
- else {
- if ($@PartTimeSlots < 5) {
- set $@PartTimeSlots,$@PartTimeSlots+1;
- mes "[Taab]";
- mes "Welcome.";
- mes "Your job is simple:";
- mes "help me out by gathering";
- mes "the animals' feed or by";
- mes "cleaning their cages.";
- mes "These are the available jobs.";
- next;
- if ($@PartTimeSlots == 1) {
- set ep13_alba,1;
- setquest 7042;
- mes "[Taab]";
- mes "Please bring me 50 Fresh Fish.";
- mes "They're feed for Tatachoes.";
- mes "I'm fresh out, and I'll need to restock very soon.";
- next;
- mes "[Taab]";
- mes "You can find them from Tatachoes in the fields.";
- mes "Strange, isn't it?";
- mes "I don't know where they've caught the fish.";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Please bring me feed for Tatachoes: ^4d4dff50 Fresh Fish^000000.";
- close;
- }
- else if ($@PartTimeSlots == 2) {
- set ep13_alba,2;
- setquest 7043;
- mes "[Taab]";
- mes "I've just run out of";
- mes "feed for Cornuses.";
- mes "Can you please bring me";
- mes "^4d4dff30 Great Leaves and 30 Brown Roots^000000?";
- next;
- mes "[Taab]";
- mes "You can find them from";
- mes "Pinguiculas in the fields.";
- mes "Thank you in advance.";
- close;
- }
- else if ($@PartTimeSlots == 3) {
- set ep13_alba,3;
- setquest 7044;
- mes "[Taab]";
- mes "I've just run out of";
- mes "feed for Hillsrions.";
- mes "Scholars think these";
- mes "guys are members";
- mes "of the cat family.";
- mes "I've been trying to feed";
- mes "them various things.";
- next;
- mes "[Taab]";
- mes "This time... I'd like to";
- mes "try Monster's Feed.";
- mes "Can you please bring me";
- mes "^4d4dff20 Monster's Feeds and 30 Pet Foods^000000?";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "20 Monster's Feeds";
- mes "and 30 Pet Foods.";
- mes "I hope the Hallsrions";
- mes "will like them.";
- close;
- }
- else if ($@PartTimeSlots == 4) {
- set ep13_alba,4;
- setquest 7045;
- mes "[Taab]";
- mes "This is perfect because";
- mes "I was going to try some";
- mes "new feed for Hillsrions.";
- mes "I tried Monster's Feed,";
- mes "but I don't know if they";
- mes "liked it or not.";
- next;
- mes "[Taab]";
- mes "I want to try Meat this time.";
- mes "Can you please bring me";
- mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000?";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000";
- mes "I really hope they'll like the Meat.";
- close;
- }
- else {
- set ep13_alba,5;
- setquest 7046;
- mes "[Taab]";
- mes "Oh, I always wanted to put something warm on the floor for my creatures.";
- mes "I was thinking of using fur.";
- mes "I can also use fur to cover the cage during rainy days, you know?";
- next;
- mes "[Taab]";
- mes "Can you please bring me ^4d4dff30 scraps of fur^000000?";
- mes "It sounds easy, doesn't it?";
- mes "I think the fur of Tatachoes and Hillsrions will be perfect.";
- next;
- mes "[Taab]";
- mes "Of course, I'm not going to use them for the cages with the Tatachoes and Hillsrions.";
- mes "Those furs will be for the Cornuses.";
- next;
- mes "[Taab]";
- mes "It seems Cornuses love being warm.";
- mes "The weather in this area is so strange that I'm having a hard time optimizing the temperature for each kind of creature.";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the 30 scraps of fur.";
- close;
- }
- }
- else {
- mes "[Taab]";
- mes "Oh, I'm sorry, but no jobs are available right now.";
- mes "Some other part-timers finished all the work.";
- next;
- mes "[Taab]";
- mes "I'm sorry for the trouble I must have caused you to come here. Haha...";
- mes "I'll see you next time.";
- close;
- }
- }
- case 3:
- mes "[Taab]";
- mes "Please stay far away from the cages.";
- mes "Sometimes, the creatures try to escape their cages.";
- close;
- }
- }
- else if (ep13_alba == 1) {
- if (countitem(579) > 49) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their food!";
- mes "Just in time too: they look";
- mes "like they're ready to chow down.";
- mes "The Tatachoes will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 579,50; //Delicious_Fish
- set ep13_alba,6;
- if (checkre(3)) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7042;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Please bring me 50 Fresh Fish for Tatachoes.";
- mes "You should hurry up because they get impatient when they're hungry.";
- close;
- }
- }
- else if (ep13_alba == 2) {
- if ((countitem(7198) > 29) && (countitem(7188) > 29)) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their food!";
- mes "Just in time too: they look";
- mes "like they're ready to chow down.";
- mes "The Cornus will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 7198,30; //Great_Leaf
- delitem 7188,30; //Browny_Root
- set ep13_alba,6;
- if (checkre(3)) {
- getexp 9000,4000;
- mes "^4d4dff You have received 9,000 EXP";
- mes "and 4,000 JEXP.^000000.";
- } else {
- getexp 90000,40000;
- mes "^4d4dff You have received 90,000 EXP";
- mes "and 40,000 JEXP.^000000.";
- }
- erasequest 7043;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the 30 Great";
- mes "Leaves and 30 Brown Roots.";
- mes "I need to stock as much";
- mes "of them as possible";
- mes "because the Cornuses";
- mes "get hungry quite often.";
- close;
- }
- }
- else if (ep13_alba == 3) {
- if ((countitem(528) > 19) && (countitem(537) > 29)) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their";
- mes "food! Just in time too,";
- mes "they look like they're";
- mes "ready to chow down.";
- mes "The Hillsrions will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 528,20; //Monster's_Feed
- delitem 537,30; //Pet_Food
- set ep13_alba,6;
- if (checkre(3)) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7044;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "20 Monster's Feeds";
- mes "and 30 Pet Foods.";
- mes "They're for the Hillsrions.";
- close;
- }
- }
- else if (ep13_alba == 4) {
- if ((countitem(517) > 49) && (countitem(537) > 29)) {
- mes "Oh, thanks!";
- mes "You brought them their";
- mes "food! Just in time too,";
- mes "they look like they're";
- mes "ready to chow down.";
- mes "The Hillsrions will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 517,50; //Meat
- delitem 537,30; //Pet_Food
- set ep13_alba,6;
- if (checkre(3)) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7045;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "50 Meat and";
- mes "30 Pet Foods.";
- mes "They're for the Hillsrions.";
- close;
- }
- }
- else if (ep13_alba == 5) {
- if (countitem(6020) > 29) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought me the Furs!";
- mes "Just in time too!";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 6020,30; //Fur
- set ep13_alba,6;
- if (checkre(3)) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7046;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "30 Furs. They're for the Cornus' cage.";
- close;
- }
- }
- else if (ep13_alba == 6) {
- set .@alba_check,checkquest(7047,PLAYTIME);
- if (.@alba_check == -1) {
- mes "[Taab]";
- mes "Thank you for";
- mes "helping me last time.";
- mes "We have a constant";
- mes "flow of part-time work.";
- mes "I hope you'll come by";
- mes "to help me again.";
- erasequest 7047;
- set ep13_alba,0;
- close;
- }
- else if ((.@alba_check == 0) || (.@alba_check == 1)) {
- mes "[Taab]";
- mes "I've got enough feed";
- mes "and supplies to last a while.";
- mes "Thank you for your";
- mes "help last time.";
- next;
- mes "[Taab]";
- mes "I don't think I need";
- mes "any assistance for now...";
- mes "" + strcharinfo(0) + ",";
- mes "why don't you go rest?";
- close;
- }
- else if (.@alba_check == 2) {
- mes "[Taab]";
- mes "Thank you for";
- mes "helping me last time.";
- mes "We have a constant";
- mes "flow of part-time work.";
- mes "I hope you'll come by";
- mes "to help me again.";
- erasequest 7047;
- set ep13_alba,0;
- close;
- }
- }
- }
- else {
- mes "[Taab]";
- mes "Please step aside! It's dangerous";
- mes "to get too close to those";
- mes "creatures. You don't look like a";
- mes "member of the expedition.";
- mes "I guess you're not allowed";
- mes "to be here. Please leave.";
- close;
- }
-}
-
-mid_camp,152,316,3 script Hillsrion#alba01 HILLSRION,3,3,{
-OnEnable:
- enablenpc "Hillsrion#alba01";
- end;
-
-OnDisable:
- disablenpc "Hillsrion#alba01";
- end;
-
-//OnTouch2:
-OnTouch:
- mes "It is hissing in a low voice.";
- mes "Sometimes it purrs, too.";
- mes "It must be in a happy mood.";
- close;
-}
-
-mid_camp,145,313,5 script Tatacho#alba02 TATACHO,3,3,{
-OnEnable:
- enablenpc "Tatacho#alba02";
- end;
-
-OnDisable:
- disablenpc "Tatacho#alba02";
- end;
-
-//OnTouch2:
-OnTouch:
- mes "[Taab]";
- mes "Oh, please don't disturb";
- mes "it's sleep. It hates that.";
- mes "By the way, doesn't it";
- mes "remind you of somehing?";
- mes "I mean, like maybe";
- mes "a vagrant or a hobo?";
- close;
-}
-
-mid_camp,162,306,3 script Cornus#alba03 CORNUS,5,5,{
-OnEnable:
- enablenpc "Cornus#alba03";
- end;
-
-OnDisable:
- disablenpc "Cornus#alba03";
- end;
-
-//OnTouch2:
-OnTouch:
- mes "[Taab]";
- mes "Oh, please don't get";
- mes "too close to it or try to";
- mes "feed something strange.";
- mes "It's pretty sensitive...";
- close;
-}
-
-mid_camp,1,2,0 script #monster_master CLEAR_NPC,{
-OnEnable:
- if (rand(1,3) > 1) initnpctimer;
- end;
-
-OnStop:
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer3600000:
- set .@monster,rand(1,3);
- if (.@monster == 1) {
- monster "mid_camp",149,291,"Escaped Tatacho",1986,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Tatacho ran away!",bc_map,"0x00ff00";
- donpcevent "Tatacho#alba02::OnDisable";
- }
- else if (.@monster == 2) {
- monster "mid_camp",154,273,"Escaped Hillsrion",1989,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Hillsrion ran away!",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnDisable";
- }
- else {
- monster "mid_camp",184,246,"Escaped Cornus",1992,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Cornus ran away!",bc_map,"0x00ff00";
- donpcevent "Cornus#alba03::OnDisable";
- }
- end;
-
-OnTimer3960000:
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnEnable";
- donpcevent "Tatacho#alba02::OnEnable";
- donpcevent "Cornus#alba03::OnEnable";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnEnable";
- donpcevent "Tatacho#alba02::OnEnable";
- donpcevent "Cornus#alba03::OnEnable";
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- stopnpctimer;
- end;
-}
-
-// Cat Hand Trading Post :: cat_yong
-//============================================================
-mid_camp,62,125,4 script Cat Hand Agent 4_M_BOSSCAT,{
-function Catwarp;
- if (ep13_yong1 < 1) {
- mes "[Cat Hand Agent]";
- mes "Welcome to Cat Trading.";
- mes "I guess you're a first-time";
- mes "customer, huh?";
- next;
- mes "[Cat Hand Agent]";
- mes "How'd you like to make";
- mes "a contract with us?";
- mes "We'll guarantee that you'll";
- mes "be provided with various";
- mes "conveniences during your";
- mes "stay at this expedition camp?";
- next;
- switch(select("Tell me more about your services.:No. thanks")) {
- case 1:
- mes "[Cat Hand Agent]";
- mes "Before making a contract with us, youll have to go through a few steps to satisfy our terms and conditions.";
- next;
- mes "[Cat Hand Agent]";
- mes "More clearly, you'll have to provide us something in return for our services.";
- mes "You know what I mean, don't you?";
- next;
- mes "[Cat Hand Agent]";
- mes "For more information, please speak to Agent Gyaruk standing down there.";
- mes "I'm sure you'll find our business proposition to be very reasonable.";
- set ep13_yong1,1;
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Well, feel free to come back whenever you change your mind.";
- close;
- }
- }
- else if (ep13_yong1 == 1) {
- mes "[Cat Hand Agent]";
- mes "For more information, please speak to Agent Gyaruk standing down there.";
- mes "I'm sure you'll find our business proposition to be very reasonable.";
- close;
- }
- else if (ep13_yong1 == 2) {
- mes "[Cat Hand Agent]";
- mes "Thank you for making an official contract with us.";
- mes "You're now eligable to use our services.";
- next;
- mes "[Cat Hand Agent]";
- mes "For our newcomers, we're offering a location-saving service with which you can save this camp as your returning location.";
- mes "Would you like to save your location?";
- set ep13_yong1,3;
- next;
- switch(select("Save your location:Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "The warp service is only";
- mes "available for customers with";
- mes "40 or more Cat Trading Points.";
- mes "Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) {
- switch(select("Prontera -> 5500z:Cancel")) {
- case 1: Catwarp(5500,2);
- case 2: break;
- }
- }
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
- switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
- case 1: Catwarp(5500,1);
- case 2: Catwarp(5500,2);
- case 3: break;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: break;
- }
- }
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: Catwarp(5025,4);
- case 5: break;
- }
- }
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: break;
- }
- }
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: Catwarp(4765,6);
- case 7: break;
- }
- }
- else if (ep13_yong1 > 99) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: break;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back.";
- }
- close;
- case 4:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "The warp service is only";
- mes "available for customers with";
- mes "40 or more Cat Trading Points.";
- mes "Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: break;
- }
- }
- else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
- switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
- case 1: Catwarp(4170,1);
- case 2: Catwarp(4170,2);
- case 3: Catwarp(4170,3);
- case 4: Catwarp(4170,4);
- case 5: Catwarp(4170,5);
- case 6: Catwarp(4170,6);
- case 7: Catwarp(4170,7);
- case 8: Catwarp(4170,8);
- case 9: break;
- }
- }
- else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
- switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
- case 1: Catwarp(4025,1);
- case 2: Catwarp(4025,2);
- case 3: Catwarp(4025,3);
- case 4: Catwarp(4025,4);
- case 5: Catwarp(4025,5);
- case 6: Catwarp(4025,6);
- case 7: Catwarp(4025,7);
- case 8: Catwarp(4025,8);
- case 9: Catwarp(4025,9);
- case 10: break;
- }
- }
- else if (ep13_yong1 > 299) {
- switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
- case 1: Catwarp(3970,1);
- case 2: Catwarp(3970,2);
- case 3: Catwarp(3970,3);
- case 4: Catwarp(3970,4);
- case 5: Catwarp(3970,5);
- case 6: Catwarp(3970,6);
- case 7: Catwarp(3970,7);
- case 8: Catwarp(3970,8);
- case 9: Catwarp(3970,9);
- case 10: Catwarp(3970,10);
- case 11: break;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back.";
- }
- close;
- case 4:
- switch(select("Splendide Camp -> 5500z:Manuk Camp -> 5500z:Cancel")) {
- case 1: Catwarp(5500,11);
- case 2: Catwarp(5500,12);
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- close;
- case 5:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "*Yawn...*";
- mes "I want to eat fish.";
- close;
- }
-function Catwarp {
- if (Zeny < getarg(0)) {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- close2;
- Zeny -= getarg(0);
- switch(getarg(1)) {
- case 1: warp "alberta",117,56; end;
- case 2: warp "prontera",116,72; end;
- case 3: if (checkre(0)) warp "izlude",128,98; else warp "izlude",91,105; end;
- case 4: warp "geffen",120,39; end;
- case 5: warp "payon",161,58; end;
- case 6: warp "morocc",156,46; end;
- case 7: warp "aldebaran",168,112; end;
- case 8: warp "yuno",158,125; end;
- case 9: warp "einbroch",158,301; end;
- case 10: warp "lighthalzen",163,64; end;
- case 11: warp "spl_fild02",32,225; end;
- case 12: warp "man_fild02",129,61; end;
- }
-}
-}
-
-mid_camp,72,94,4 script Fluffy Gyaruk 4_M_BOSSCAT,{
- if (ep13_yong1 < 1) {
- mes "[Fluffy Gyaruk]";
- mes "*Sniff Sniff* Can't you smell fish";
- mes "around here?";
- close;
- }
- else if (ep13_yong1 == 1) {
- mes "[Fluffy Gyaruk]";
- mes "Hmm?";
- mes "Oh, did the Cat Hand Agent send you?";
- next;
- select("Yes.");
- mes "[Fluffy Gyaruk]";
- mes "Oh, okay...";
- mes "Well, where should I begin.";
- mes "(Mumble Mumble)";
- next;
- select("What do you guys do?");
- mes "[Fluffy Gyaruk]";
- mes "Oh, sure.";
- mes "I can start from there.";
- mes "You used Kafra Corporation services on the Midgard Continent, didn't you?";
- next;
- select("Yes.");
- mes "[Fluffy Gyaruk]";
- mes "Cat Trading is a new trading company based on this undeveloped continent.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Well, frankly we wanted to join the Midgard Market, but it was too competitive...";
- mes "Not only that, they don't have enough fish for all of us either... (Mumble Mumble)";
- next;
- select("What services do you offer?");
- mes "[Fluffy Gyaruk]";
- mes "*Purr* Oh, our service range is similar to the Kafra's Location Saving, Storage Service, Warp Service, and more.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "The only difference is that, our services are limited depending on the customer's credit.";
- next;
- select("Credit?");
- mes "[Fluffy Gyaruk]";
- mes "As you might know already, we're a considerably small company struggling to make ends meet in this niche market.";
- mes "We desperately need your support to grow.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "You can increase your credit by helping us secure our food or by collecting minerals.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "The more credits you earn, the more services you can use. You can also apply for special events.";
- mes "Say, how'd you like to make a membership contract with us?";
- next;
- switch(select("Sure.:I need to think it over.")) {
- case 1:
- mes "[Fluffy Gyaruk]";
- mes "Excellent! Thank you for joining the Cat Trading membership service.";
- mes "We hope you'll support our exploration of this unknown land.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Please go speak to the Cat Hand Agent over there to use a basic service.";
- mes "Oh, and please come back afterwards.";
- set ep13_yong1,2;
- close;
- case 2:
- mes "[Fluffy Gyaruk]";
- mes "How disappointing!";
- mes "But I understand.";
- close;
- }
- }
- else if (ep13_yong1 == 3) {
- mes "[Fluffy Gyaruk]";
- mes "We offer one service to new customers.";
- mes "If you want to use more services, you must do some things for us.";
- next;
- select("What kind of things?");
- mes "[Fluffy Gyaruk]";
- mes "For now...";
- mes "Please catch the main dish of the Cat Trading employees, fish, and collect minerals once every day.";
- mes "Your credit will increase each day if you do those things.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Of course, we'll reward you with a reasonable amount of EXP for the services.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "This is a good opportunity to increase your credit and EXP ate the same time.";
- mes "Doesn't that sound like a win-win situation?";
- mes "Would you like to start now?";
- next;
- switch(select("Sure.:I need to go prepare first.")) {
- case 1:
- mes "[Fluffy Gyaruk]";
- mes "Excellent.";
- mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
- set ep13_yong1,4;
- close;
- case 2:
- mes "[Fluffy Gyaruk]";
- mes "No problem.";
- mes "Please take your time.";
- close;
- }
- }
- else if (ep13_yong1 == 4) {
- mes "[Fluffy Gyaruk]";
- mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
- close;
- }
- else {
- mes "[Fluffy Gyaruk]";
- mes "Your current credit points with us are ^0000FF" + ep13_yong1 + "^000000.";
- next;
- switch(select("How can I increase my points?:I'm not interested.")) {
- case 1:
- mes "[Cat Hand Agent]";
- mes "You can increase them daily by fishing and mining, you need to submit caught Pieces of Fish to Gorurung and minerals to the Mining Agent.";
- close;
- case 2:
- close;
- }
- }
-}
-
-mid_camp,69,144,0 script Ferocious Gorurug 4_M_BOSSCAT,{
- if (checkquest(12060,PLAYTIME) == -1) {
- if (ep13_yong1 < 4) {
- mes "[Ferocious Gorurug]";
- mes "Grrr....";
- next;
- mes "A cat purring like a lion";
- mes "is looking into the water.";
- close;
- }
- else if (ep13_yong1 == 4) {
- mes "[Ferocious Gorurug]";
- mes "I'm busy.";
- mes "I need to catch fish.";
- next;
- select("Gyaruk has sent me.");
- mes "[Ferocious Gorurug]";
- mes "Gyaruk sent you?";
- mes "Oh, you are here to fish? *Purr*";
- next;
- select("What should I do?");
- mes "[Ferocious Gorurug]";
- mes "You need to catch fish. There are schools of fish in the waters.";
- mes "It's hard to see them but if you use your cursor to click around, you should be able to catch them.";
- next;
- mes "[Ferocious Gorurug]";
- mes "It's easier to fish in the water outside the town.";
- mes "If you're not afraid of monsters, you can go fishing over there.";
- mes "*Purr*";
- next;
- mes "[Ferocious Gorurug]";
- mes "Now, let me teach you how to fish.";
- mes "It's simple: bring your cursor to a school of fish, and then click it to grab them.";
- next;
- mes "[Ferocious Gorurug]";
- mes "You'll have a hard time to catch them at first, but you'll get better.";
- mes "It gets easier with a bit of practice.";
- set ep13_yong1,5;
- close;
- }
- else if (ep13_yong1 == 5) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp (checkre(3))?20000:30000,0;
- set ep13_yong1,10;
- setquest 12060;
- next;
- mes "^0000ffYou gain EXP "+(checkre(3)?"20,000":"30,000")+"^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Bring your cursor to a school of fish, then click it to grab them.";
- mes "Don't move while doing it!";
- close;
- }
- }
- else if ((ep13_yong1 > 5) && (ep13_yong1 < 20)) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 15000,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 15,000^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Do you want to fish again?";
- mes "Don't forget to bring me";
- mes "Pieces of Fish if you catch them.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 15000,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 15,000^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Hey, I've been waiting for you!";
- mes "Good luck fishing today!";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 60)) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 15000,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 15,000^000000";
- close;
- }
- else {
- mes "Gorurug looks happy to see you.";
- next;
- mes "[Ferocious Gorurug]";
- mes "What do you want to catch today? *Purr*";
- close;
- }
- }
- else if (ep13_yong1 > 59) {
- npcskill "AL_HEAL",8,50,50;
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 15000,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 1,500^000000";
- close;
- }
- else {
- mes "Gorurung welcomes you with a happy purr.";
- next;
- mes "[Ferocious Gorurug]";
- mes "Welcome!";
- mes "You're here to give me fishes, aren't you?";
- close;
- }
- }
- else {
- mes "Ferocious Gorurug is asleep.";
- close;
- }
- }
- else if ((checkquest(12060,PLAYTIME) == 0) || (checkquest(12060,PLAYTIME) == 1)) {
- mes "[Ferocious Gorurug]";
- mes "*Yawn*";
- mes "I'm sorry, but I'm off-duty.";
- mes "I can't accept any fish right now.";
- mes "Come back tomorrow, alright?";
- close;
- }
- else {
- erasequest 12060;
- mes "[Ferocious Gorurug]";
- mes "*Purr*";
- mes "Another day has started, back to work!";
- mes "You can now bring me fish if you catch them.";
- close;
- }
-}
-
-spl_fild02,314,165,0 script School of Fish#1::Fishinghole CLEAR_NPC,{
- if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
- specialeffect2 EF_BUBBLE;
- specialeffect2 EF_INVENOM;
- set .@fcast,15;
- if (isequipped(2550)) //Fisher's_Muffler
- set .@fcast,.@fcast - 2;
- if (isequipped(2443)) //Fish_Shoes
- set .@fcast,.@fcast - 2;
- if (isequipped(2764)) //Small_Fishing_Rod
- set .@fcast,.@fcast - 3;
- if (isequipped(2775)) //Lure
- set .@fcast,.@fcast - 1;
- if (isequipped(1599)) //Ahura_Mazda
- set .@fcast,.@fcast - 3;
- if (isequipped(2199)) //Angra_Manyu
- set .@fcast,.@fcast - 4;
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem 6037,1; //Rough_File
- set ep13_1_rhea,14;
- specialeffect EF_BUBBLE;
- mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff";
- }
- }
- set .@rhea_ran,rand(1,70);
- if (.@rhea_ran < 20) getitem 6039,1; //Piece_Of_Fish
- else if (.@rhea_ran == 20) getitem 908,1; //Spawn
- else if (.@rhea_ran == 21) getitem 909,1; //Jellopy
- else if (.@rhea_ran == 22) getitem 963,1; //Sharp_Scale
- else if (.@rhea_ran == 23) getitem 956,1; //Gill
- else if (.@rhea_ran == 24) getitem 6049,1; //Marlin
- else if (.@rhea_ran == 25) getitem 918,1; //Sticky_Webfoot
- else if (.@rhea_ran == 26) getitem 960,1; //Nipper
- else if (.@rhea_ran == 27) getitem 910,1; //Garlet
- else if (.@rhea_ran == 28) getitem 938,1; //Sticky_Mucus
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) getitem 7049,1; //Stone
- else {
- mes "Nothing was caught.";
- close;
- }
- if (rand(1,200) == 3) {
- getitem 644,1; //Gift_Box
- mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,500) == 3) {
- getitem 603,1; //Old_Blue_Box
- mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,3000) == 3) {
- getitem 617,1; //Old_Violet_Box
- mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44";
- }
- end;
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
-}
-
-spl_fild02,321,169,0 duplicate(Fishinghole) School of Fish#2 CLEAR_NPC
-spl_fild02,326,171,0 duplicate(Fishinghole) School of Fish#3 CLEAR_NPC
-mid_camp,75,135,0 duplicate(Fishinghole) School of Fish#4 CLEAR_NPC
-
-mid_camp,66,122,55 script Henry Clifford 4_M_05,{
- if (countitem(6049) > 0) {
- mes "[Henry Clifford]";
- mes "Congratulations, you've caught a precious Marlin.";
- mes "I'll give you 2 Cat Trading Points in exchange for your Marlin.";
- next;
- mes "[Henry Clifford]";
- mes "I got them from a black marketer,";
- mes "but I guarantee the authenticity of these points.";
- mes "Are you interested?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- delitem 6049,1; //Marlin
- set ep13_yong1,ep13_yong1+2;
- mes "[Henry Clifford]";
- mes "Thank you for the Marlin.";
- mes "I've given you the points in return.";
- mes "You may go check your points through the Cat Hand Agent.";
- close;
- case 2:
- mes "[Henry Clifford]";
- mes "Alright, if you say so.";
- mes "But feel free to come back if you change your mind.";
- close;
- }
- }
- else {
- mes "[Henry Clifford]";
- mes "You may have hear";
- mes "about this already, but";
- mes "this river is full of rare fish.";
- mes "I've followed these cats";
- mes "to see if the rumor is true.";
- next;
- mes "[Henry Clifford]";
- mes "Marlin, the legendary silver";
- mes "fish is the best prey of all.";
- mes "You can also catch precious";
- mes "treasure floating in the river.";
- next;
- mes "[Henry Clifford]";
- mes "If you happen to catch a Marlin,";
- mes "please trade it with me.";
- mes "I'll give you something";
- mes "nice in return.";
- close;
- }
-}
-
-mid_camp,88,100,55 script Cat Hand Mining Agent 4_CAT,{
- if (checkquest(12062,PLAYTIME) == -1) {
- if ((countitem(6048) > 2) && (ep13_yong1 > 9)) {
- mes "[Cat Hand Mining Agent]";
- mes "Oh, wow~";
- mes "Thank you for collecting minerals for me.";
- next;
- delitem 6048,3; //Unidentified_Mineral
- getexp (checkre(3))?20000:30000,0;
- setquest 12062;
- set ep13_yong1,ep13_yong1+1;
- select("I'm freezing! Take them quickly.");
- mes "[Cat Hand Mining Agent]";
- mes "Yes, yes~ I've received the mineral samples.";
- mes "I'll go ahead and add points to your credit.";
- close;
- }
- else {
- mes "[Cat Hand Mining Agent]";
- mes "To collect minerals,";
- mes "we have to go to the";
- mes "frozen land to the east.";
- mes "But for short-haired cats";
- mes "like me, the weather";
- mes "is unbearable.";
- next;
- mes "[Cat Hand Mining Agent]";
- mes "If the weather";
- mes "is good tomorrow,";
- mes "I might try to go,";
- mes "but not today.";
- mes "It looks freezing to";
- mes "you too, doesn't it?";
- close;
- }
- }
- else if ((checkquest(12062,PLAYTIME) == 0) || (checkquest(12062,PLAYTIME) == 1)) {
- mes "[Cat Hand Mining Agent]";
- mes "I hope you'll bring me minerals again tomorrow...";
- mes "If you can. It's much better to wait for you to do it than go there on my own.";
- close;
- }
- else {
- erasequest 12062;
- mes "[Cat Hand Mining Agent]";
- mes "Umm... It's time to collect minerals.";
- mes "How'd you like to collect minerals for me?";
- close;
- }
-}
-
-- script Mysterious Rock#0::manukrock -1,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) getitem 7049,1; //Stone
- else if (.@rhea_ran == 13) getitem 990,1; //Boody_Red
- else if (.@rhea_ran == 14) getitem 991,1; //Crystal_Blue
- else if (.@rhea_ran == 15) getitem 992,1; //Wind_Of_Verdure
- else if (.@rhea_ran == 16) getitem 993,1; //Yellow_Live
- else getitem 6048,1; //Unidentified_Mineral
- initnpctimer;
- disablenpc strnpcinfo(0);
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-man_fild01,180,170,0 duplicate(manukrock) Mysterious Rock#1 CLEAR_NPC
-man_fild01,147,157,0 duplicate(manukrock) Mysterious Rock#2 CLEAR_NPC
-man_fild01,114,174,0 duplicate(manukrock) Mysterious Rock#3 CLEAR_NPC
-man_fild01,92,155,0 duplicate(manukrock) Mysterious Rock#4 CLEAR_NPC
-man_fild01,170,318,0 duplicate(manukrock) Mysterious Rock#5 CLEAR_NPC
-man_fild01,146,269,0 duplicate(manukrock) Mysterious Rock#6 CLEAR_NPC
-man_fild01,118,238,0 duplicate(manukrock) Mysterious Rock#7 CLEAR_NPC
-man_fild01,70,246,0 duplicate(manukrock) Mysterious Rock#8 CLEAR_NPC
-man_fild01,64,197,0 duplicate(manukrock) Mysterious Rock#9 CLEAR_NPC
-man_fild03,82,134,0 duplicate(manukrock) Mysterious Rock#10 CLEAR_NPC
-man_fild03,67,160,0 duplicate(manukrock) Mysterious Rock#11 CLEAR_NPC
-man_fild03,66,171,0 duplicate(manukrock) Mysterious Rock#12 CLEAR_NPC
-man_fild03,81,198,0 duplicate(manukrock) Mysterious Rock#13 CLEAR_NPC
-man_fild03,82,216,0 duplicate(manukrock) Mysterious Rock#14 CLEAR_NPC
-man_fild03,98,226,0 duplicate(manukrock) Mysterious Rock#15 CLEAR_NPC
-man_fild03,104,248,0 duplicate(manukrock) Mysterious Rock#16 CLEAR_NPC
-man_fild03,91,272,0 duplicate(manukrock) Mysterious Rock#17 CLEAR_NPC
-man_fild03,95,301,0 duplicate(manukrock) Mysterious Rock#18 CLEAR_NPC
-
-sec_in02,80,171,0 script Piece of crack#sec 2_MONEMUS,{
- callfunc "F_GM_NPC";
- mes "1~3000";
- input .@input;
- next;
- if (.@input < 1 || .@input > 3000) {
- mes "Cat trading Point adjust";
- mes "You can enter the number between 1~3000.";
- close;
- } else {
- set ep13_yong1,.@input;
- close;
- }
-}
-
-// Report from the New World :: ep13_1_edq
-//============================================================
-mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{
- cutin "ep13_captin_edq",2;
- set .@start,(ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal + ep13_start);
- if ((ep13_1_edq == 0) && (.@start > 115)) {
- mes "[Hibba Agip]";
- mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Come on'that's not ture. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition.";
- mes "Your success is almost too good to be true.";
- next;
- mes "[Instructor Igrid]";
- mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom's scholars, but it's not for me.";
- next;
- mes "[Hibba Agip]";
- mes "Geez, do you have to keep calling me boss? It's Commander, alright?";
- mes "Hmpf! So disrespectful.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Can you guys stop complaining?";
- mes "God...";
- next;
- mes "[Instructor Igrid]";
- mes "Who are you? What business do you have with Commander Agip?";
- next;
- mes "[Hibba Agip]";
- mes "What is it?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you.";
- next;
- mes "[Instructor Igrid]";
- mes "I don't know what you're talking about. Boss, do you know this adventurer?";
- next;
- mes "[Hibba Agip]";
- mes "Stop calling me boss! Call me Commander, alright? Hey Abidal, is this adventurer really famous?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(0)+ ".";
- next;
- mes "[Hibba Agip]";
- mes "*Ahem Ahem* I see. I've been too busy to read all the reports. So what brings you here? A reward?";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is perfect. I was going to send a messenger to you for an important discussion.";
- next;
- mes "[Hibba Agip]";
- mes "Hey Abidal, he's here to see me, not you. Remember?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, please let me talk. " + strcharinfo(0) + "I'd like to talk to you privately. Can you come back later?";
- next;
- mes "[Hibba Agip]";
- mes "Why do you want to talk privately?";
- mes "Is it because of me? Grrr... I'll be watching you, Abidal.";
- next;
- mes "[Instructor Igrid]";
- mes "What are you still doing here? Go, go speak to Abidal.";
- set ep13_1_edq,1;
- setquest 3085;
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 1) {
- mes "[Hibba Agip]";
- mes "I'm not the one who has business with you. You should go speak to Staff Officer Abidal.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 2) {
- mes "[Hibba Agip]";
- mes "Oh yes, right... You're" + strcharinfo(0) + ", right? Abidal has told me good things about you.";
- next;
- mes "[Hibba Agip]";
- mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, please!";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. gosh will you stop yelling at me?";
- mes "You're not going to live long if you get angry at all the little things.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways, I took some time to check your background and reports of your accomplishments.";
- mes "I must say that I'm quite impressed.";
- next;
- mes "[Hibba Agip]";
- mes "As you know by now, I have to send out an expedition report to the national leaders of the Rune Midgard continent, and I need someone that I can trust.";
- next;
- mes "[Hibba Agip]";
- mes "I'd go if I could, but my duty is to command, and my instructor over there is too dense. He'll embarrass me by acting stupid in front of the national leaders.";
- next;
- mes "[Instructor Igrid]";
- mes "Come on, boss... Er, Commander!";
- mes "Don't you think you're exaggerating?";
- next;
- mes "[Hibba Agip]";
- mes "Hmm... Anyways, this is not a difficult mission. All you have to do is deliver this expedition report to officials of three countries of Rune Midgard. Simple right?";
- next;
- getitem 11012,1; //Expedition_Report
- set ep13_1_edq,3;
- changequest 3086,3087;
- mes "[Hibba Agip]";
- mes "The officials are ^0000FFMinister Laur^000000 of the Rune-Midgart's Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz, and ^0000FFGerhart^000000 of the Schwatzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "A messenger, who will inform the official of your arrival, is waiting for you at the time-space gap to RUne Midgard. You'd better find him before you leave.";
- next;
- mes "[Hibba Agip]";
- mes "Since the officials are busy attending to national matters, they won't meet you unless they're informed of your arrival beforehand. I doubt those pretentious guys would even want to see me.";
- next;
- mes "[Hibba Agip]";
- mes "Travel safely, adventurer, and come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 3) {
- mes "[Hibba Agip]";
- mes "Haven't you left yet? It's hard to make ends meet, isn't it?";
- next;
- mes "[Hibba Agip]";
- mes "I mean, if you want to be paid, you'll have to work. Do you still not understand? I'm saying that you better proceed with your mission.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 4) {
- mes "[Hibba Agip]";
- mes "Hmm...";
- next;
- mes "[Staff Officer Abidal]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. I know why you've come to see me.";
- next;
- mes "[Staff Officer Abidal]";
- mes "They haven't gotten the report yet. We should send out soldiers...";
- next;
- mes "[Hibba Agip]";
- mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
- next;
- mes "[Instructor Igrid]";
- mes "Commander, who might have done this? I will destroy him myself.";
- next;
- mes "[Hibba Agip]";
- mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Hard to say... who is behind this. If I had to guess, either side could be behind this...";
- next;
- mes "[Hibba Agip]";
- mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
- next;
- mes "[Hibba Agip]";
- mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
- next;
- mes "[Hibba Agip]";
- mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I still remember at least 30% of the document. I might be able to rewrite another...";
- next;
- mes "[Hibba Agip]";
- mes "I need it to be perfect. What can we do with only 30%?";
- next;
- mes "[Hibba Agip]";
- mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
- next;
- mes "[Hibba Agip]";
- mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
- next;
- mes "[Hibba Agip]";
- mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of Course, I'm happy to...";
- next;
- mes "[Instructor Igrid]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
- next;
- mes "[Hibba Agip]";
- mes "Ah, and... I've received a report that you tried to hand out the report to our enemy when the situation happened.";
- next;
- mes "[Instructor Igrid]";
- mes "Argh...";
- next;
- mes "[Hibba Agip]";
- mes "Hahaha! You're smart, my friend. Of course, I don't like smart soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Let me tell you this: I can care less about justice or righteousness, but loyalty and faithfulness are very important. Keep that in mind for your own good, alright?";
- set ep13_1_edq,61;
- changequest 3088,3089;
- next;
- mes "[Hibba Agip]";
- mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 5) {
- mes "[Hibba Agip]";
- mes "Hmm...";
- next;
- mes "[Staff Officer Abidal]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. I know why you've come to see me.";
- next;
- mes "[Staff Officer Abidal]";
- mes "They haven't gotten the report yet. We should send out soldiers...";
- next;
- mes "[Hibba Agip]";
- mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
- next;
- mes "[Instructor Igrid]";
- mes "Commander, I'll go find those evil scoundrels...";
- next;
- mes "[Hibba Agip]";
- mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I wonder who's behind this. Frankly, I must say that every country is a suspect.";
- next;
- mes "[Hibba Agip]";
- mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
- next;
- mes "[Hibba Agip]";
- mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
- next;
- mes "[Hibba Agip]";
- mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I still remember at least 30% of the document. I might be able to rewrite another...";
- next;
- mes "[Hibba Agip]";
- mes "I need it to be perfect. What can we do with only 30%?";
- next;
- mes "[Hibba Agip]";
- mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
- next;
- mes "[Hibba Agip]";
- mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
- next;
- mes "[Hibba Agip]";
- mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of Course, I'm happy to...";
- next;
- mes "[Instructor Igrid]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
- next;
- mes "[Hibba Agip]";
- mes "Ah, and... I've received a report that you fought hard against the enemy to protect the report from them.";
- next;
- mes "[Instructor Igrid]";
- mes "Umm...";
- next;
- mes "[Hibba Agip]";
- mes "Hahaha, you're fearless and I can make good use of a soldier like you at any time of the day.";
- next;
- mes "[Hibba Agip]";
- mes "Let me tell you this, loyalty and faithfulness are very, very important. They may cause you hardship sometimes, but those qualities will guarantee you the last laugh.";
- set ep13_1_edq,62;
- changequest 3088,3089;
- next;
- mes "[Hibba Agip]";
- mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 61) || (ep13_1_edq == 62)) {
- mes "[Hibba Agip]";
- mes "Talk to my staff officer until you're finisehd finding the pages of the lost report. Right now, I'm swarmed with work.";
- next;
- mes "[Hibba Agip]";
- mes "I'm sure you'll easily find those if you keep your eyes open. I must warn you about the monsters around this area though. Who knows? They might love the taste of paper.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- mes "[Hibba Agip]";
- mes "How have you been doing? I've heard Igrid has personally send out his soldiers to support you guys.";
- mes "Haven't you met them?";
- next;
- mes "[Hibba Agip]";
- mes "While searching for the report, look around and meet our soldiers.";
- mes "They've been sent to help you and Abidal. Ask their help if you think you need it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 8) {
- mes "[Hibba Agip]";
- mes "So, the report has been restored successfully?";
- next;
- mes "[Hibba Agip]";
- mes "This was finished more quickly than I thought. Let me see...";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,9;
- changequest 3092,3093;
- mes "[Hibba Agip]";
- mes "It looks alright. I don't have to read this thoroughly because I trust Abidal.";
- next;
- mes "[Hibba Agip]";
- mes "Now, let's go back to your original mission. I'd like you to deliver this to the national leaders of the three countries of Rune Midgard.";
- next;
- getitem 11012,3; //Expedition_Report
- mes "[Hibba Agip]";
- mes "Dont worry too much, my friend.";
- mes "I've arranged troops in the time-space gap to protect the report.";
- next;
- mes "[Hibba Agip]";
- mes "Of course, you can't see them because they're undercover soldiers under my direct command. Hahaha!";
- next;
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(11012) == 3)) {
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(11012) < 3)) {
- mes "[Hibba Agip]";
- mes "Is something wrong? Alright, we'll write another report for you.";
- next;
- delitem 11012,1; //Expedition_Report
- delitem 11012,1; //Expedition_Report
- delitem 11012,1; //Expedition_Report
- getitem 11012,3; //Expedition_Report
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(11012) > 3)) {
- mes "[Hibba Agip]";
- mes "Is something wrong? Alright, we'll write another report for you.";
- next;
- delitem 11012,20; //Expedition_Report
- getitem 11012,3; //Expedition_Report
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq > 100) {
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 13) {
- mes "[Hibba Agip]";
- mes "Oh, how was your trip? Hey, you look better than you did when you left. Did you drop by your hometown and enjoy great food or something?";
- next;
- mes "[Hibba Agip]";
- mes "So tell me, did you bring the report to all three national leaders? Good job.";
- next;
- mes "[Hibba Agip]";
- mes "I understand there were some unforeseen obstacles we didn't anticipate since we thought this mission was pretty trivial, but you still did your best.";
- next;
- mes "[Hibba Agip]";
- mes "I must warn you, however, this is not the end of these strange events. You're involved in this situation so deeply that you can't get out of it. Hahaha!";
- next;
- mes "[Hibba Agip]";
- mes "Don't worry. I'm not here to fool around. Isn't that right?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Yes, sir. We can't let the same thing happen again.";
- next;
- mes "[Instructor Igrid]";
- mes "I shall find out who's behind this, and destroy him.";
- next;
- mes "[Hibba Agip]";
- mes "So... I was hoping that you'll come back and help us once we figure out who's behind this. Will you?";
- next;
- mes "[Hibba Agip]";
- mes "And please take this small reward.";
- mes "Thank you for your help so far.";
- next;
- if (checkre(3))
- getexp 300000,0;
- else
- getexp 2500000,0;
- getitem 12110,3; //First_Aid_Kit
- set ep13_1_edq,14;
- completequest 3094;
- mes "[Hibba Agip]";
- mes "Then I'll see you next time. Keep yourself in one piece, alright?";
- mes "Hahaha!";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 14) {
- mes "[Hibba Agip]";
- mes "Hey, how have you been? It's too early to say that we've figured out who's the mastermind.";
- next;
- mes "[Hibba Agip]";
- mes "Please be patient, I'll contact you when the time is right.";
- next;
- mes "[Hibba Agip]";
- mes "Wait, have you explored this area yet? I mean the wide tundra and fields around the camp.";
- next;
- mes "[Hibba Agip]";
- mes "There are many fun things outside. If you are an adventurer, go explore for yourself. Come back after you've explored the areas around the camp.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 15) && (ins_nyd == 1)) {
- mes "[Hibba Agip]";
- mes "Ah, it's you again. So, are you accustomed to this area now?";
- next;
- mes "[Hibba Agip]";
- mes "What brings you here again? You seem to have something to say to me.";
- next;
- switch(select("I just want to say hello.:I found a weird portal below the mine cave.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Well hello then...";
- next;
- mes "[Hibba Agip]";
- mes "Please be patient. I'll contact you when the time is right.";
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "What portal? I've never heard about it.";
- next;
- mes "[Hibba Agip]";
- mes "That place must be where both races fight against each other. It might be dangerous there.";
- next;
- mes "[Hibba Agip]";
- mes "I have no idea of what it is like. It is not in my field of expertise.";
- next;
- mes "[Hibba Agip]";
- mes "There is someone here who can help you. He is a historian from Rune-Midgarts. He may be aware of some relics or something that could help.";
- next;
- mes "[Hibba Agip]";
- mes "Find the historian and see if he has any useful information for you.";
- set ins_nyd,2;
- cutin "ep13_captin_edq",255;
- break;
- }
- close;
- }
- else if ((ins_nyd > 1) && (ins_nyd < 7)) {
- mes "[Hibba Agip]";
- mes "He's at his post, you can't find him?";
- next;
- mes "[Hibba Agip]";
- mes "His name is Magniffer... look for him.. he's somewhere around here...";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ins_nyd == 7) {
- // 13.2 Addon
- mes "[Hibba Agip]";
- mes "Did you talk with the scholar? Thesedays, I haven't seen him for a while.";
- next;
- mes "[Staff Officer Abidal]";
- mes "That's because you don't like talking to him.";
- next;
- mes "[Hibba Agip]";
- mes "Hey, don't judge me like that...the problem is only that I can't see him often.";
- next;
- mes "[Hibba Agip]";
- mes "Whatever. Did something happen because he showed up to me? Tell me more.";
- next;
- switch(select("Tell the story.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Hmmm... umm... so...";
- next;
- mes "[Hibba Agip]";
- mes "So, that's why that happened like that... It's so complicated...";
- next;
- mes "[Hibba Agip]";
- mes "And you guys...you just take a task that you start up at first.";
- next;
- mes "[Staff Officer Abidal]";
- mes "You sent him to Doctor Magnifer first....";
- next;
- mes "[Hibba Agip]";
- mes "I just thought that he needed someone to talk to.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Ah yeah... you're right.";
- next;
- mes "[Hibba Agip]";
- mes "Hmm... for example, you want to investigate a cave that you found, but you got on the Laphine and Sapha's nerves. right?";
- next;
- mes "[Hibba Agip]";
- mes "And that two guys pay attention and stay quiet, but they are doing it for themselves..";
- next;
- mes "[Hibba Agip]";
- mes "The most important thing is that this place is the ground that the Yggdrasilberry takes root acording to Magnifer.";
- next;
- mes "[Hibba Agip]";
- mes "Abidal, do you have anything to say about this?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Our object is to make contact with one tribe and investgate this world and how adaptable it can be.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Actually, we don't have to make this situation bigger than it already is.";
- next;
- mes "[Hibba Agip]";
- mes "Yeah right. I don't want to extend this thing anymore...";
- next;
- mes "[Staff Officer Abidal]";
- mes "But the two tribes have remained neutral towards us up until now.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We don't really know what attitude they have towards us.";
- next;
- mes "[Hibba Agip]";
- mes "Yeah.. that makes sense... If they made a general attack, we would probably fail.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We should map out a strategy. There is a method that uses Laphine and Sapha's together.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We send this guy to one of the tribes and ask for cooperation in our investigation.";
- next;
- mes "[Hibba Agip]";
- mes "Will they help us? They have already said threatening words...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of course they will help us. if they reject our demand, we just say that we'll ask for help from the other tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Right, if we do that, they will have no other choice.";
- next;
- mes "[Staff Officer Abidal]";
- mes "In this situation, they want to avoid showing that place to the other tribe.";
- next;
- mes "[Staff Officer Abidal]";
- mes "So, they have to cooperate with us.";
- next;
- mes "[Hibba Agip]";
- mes "Oh, you have a malicious idea.";
- next;
- mes "[Staff Officer Abidal]";
- mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself.";
- next;
- mes "[Hibba Agip]";
- mes "Whatever.. Hey, you there... your name is " + strcharinfo(0) + " right? Do you know what to do?";
- next;
- mes "[Hibba Agip]";
- mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe.";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to give you a choice. Which tribe do you want to go to?";
- next;
- switch(select("Laphine:Sapha")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "It won't be easy to get a good impression from the Sapha again.";
- next;
- mes "[Hibba Agip]";
- mes "So you must earn us a good reputation from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "Will you choose the Laphine?";
- next;
- switch(select("Choose Laphine.:Think again.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Sapha.";
- set ins_nyd,81;
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Yeah? Then think again and decide.";
- cutin "ep13_captin_edq",255;
- break;
- }
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "It won't be easy to get a good impression from the Laphine again.";
- next;
- mes "[Hibba Agip]";
- mes "So you must earn us a good reputation from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "Will you choose the Sapha?";
- next;
- switch(select("Choose Sapha.:Think again.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
- set ins_nyd,82;
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Yeah? then think again and decide.";
- cutin "ep13_captin_edq",255;
- break;
- }
- break;
- }
- break;
- }
- close;
- }
- else if (ins_nyd == 81) {
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to look for an adventurer who is willing to be sent to the Sapha.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ins_nyd == 82) {
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111)) {
- mes "[Hibba Agip]";
- mes "How's the activity in Laphine? They have a stern character.";
- next;
- mes "[Hibba Agip]";
- mes "I'm not cut out for matching with them...ew...";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to send a few able men to the Sapha, you don't have to worry about it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
- mes "[Hibba Agip]";
- mes "How's the activity in Sapha? They have a stern character.";
- next;
- mes "[Hibba Agip]";
- mes "I'm not cut out for matching with them...ew...";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to send a few able men to the Laphine, you don't have to worry about it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 121) || (ins_nyd == 131) || (ins_nyd == 132)) {
- mes "[Hibba Agip]";
- mes "You've come back alive? Let us celebrate your immunity!";
- next;
- mes "[Hibba Agip]";
- mes "Who would have thought that that outsiders would be treated so vulgar by the leaders of the other tribes?";
- next;
- mes "[Hibba Agip]";
- mes "I have said before this thing is not the last, and certainly there is something waiting for us.";
- next;
- mes "[Hibba Agip]";
- mes "It is time for us to head out, is it not, instructor?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Right... It's time...";
- next;
- mes "[Instructor Igrid]";
- mes "I'm ready.";
- next;
- mes "[Hibba Agip]";
- mes "I am looking forward to what will happen... Whew...";
- cutin "ep13_captin_edq",255;
- close;
- }
- else {
- mes "[Hibba Agip]";
- mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Come on, that's not true. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition. Your success is almost too good to be true.";
- next;
- mes "[Instructor Igrid]";
- mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom scholars, but it's not for me.";
- next;
- mes "[Hibba Agip]";
- mes "Geez, do you have to keep calling me boss? I'm the Commander, alright? So disrespectful.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Can you guys stop complaining? God...";
- next;
- mes "[Instructor Igrid]";
- mes "Who are you? What business do you have with Commander Agip?";
- next;
- mes "[Hibba Agip]";
- mes "What is it? If you have too much time on your hands, you'd better go outside and find something productive to do.";
- cutin "ep13_captin_edq",255;
- close;
- }
-}
-
-mid_campin,94,118,3 script Staff Officer Abidal 4_M_SAGE_C,{
- if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm glad the mission is over. Thank you so much for your help.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We'll contact you again when we have another mission for you. I hope we can count on your help again when the time comes.";
- close;
- }
- else if (ep13_1_edq == 0) {
- mes "[Staff Officer Abidal]";
- mes "I'm Staff Officer Abidal of the Midgard Expedition. How may I help you?";
- next;
- switch(select("Midgard Expedition Introduction:Midgard Expedition's Achievement:Situation in the Ash-Vacuum:Quit")) {
- case 1:
- mes "[Staff Officer Abidal]";
- mes "The Midgard Expedition is conducted by a group of explorers from the three countries of Rune Midgard and the Mercenary Association. We're here to explore the Ash-Vacuum.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Command Hibba Agip behind me is our commander. He may appear unreliable, but he has extensive knowledge and experience in exploration.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We have many aides and scholars to support our expedition.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, you may know this already, but Commander Agip isn't from any of the three countries. Neither am I or Instructor Igrid.";
- next;
- mes "[Staff Officer Abidal]";
- mes "There's an obvious power struggle among the three countries to assign their officers to the commander position.";
- next;
- mes "[Staff Officer Abidal]";
- mes "As a last resort, they had to select Commander Agip since he's unaffiliated with any of those countries, but is talented enough to lead the expedition.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We, the commander, Igrid, and I aren't used to the the leadership role. We're having trouble taking care of everything that's happening. *Sigh*";
- next;
- mes "[Staff Officer Abidal]";
- mes "The members of the Midgard Expedition are conducting various kinds of research about the Ash-Vacuum searching for possible living creatures and studying what might be beneficial for the development of the mainland.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you look around, you'll find many people in need of your help. Enjoy your stay in the otherworld, and feel free to ask me if you have questions.";
- close;
- case 2:
- mes "[Staff Officer Abidal]";
- mes "We're still at an early stage of the expedition, so we haven't made any major achievements. That's why we need help from adventurers like you.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you look around this camp, you'll find many opportunities to help us. We always welcome every bit of help.";
- close;
- case 3:
- mes "[Staff Officer Abidal]";
- mes "So far, only a few truths about the Ash-Vacuum have been revealed.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We now know there's a demihuman race in this otherworld, but we're too busy figuring out the true nature of the time-space gap, let alone study the demihuman race in depth.";
- next;
- mes "[Staff Officer Abidal]";
- mes "My advice for you will be to be careful when you encounter members of that race. Who knows? They might be extremely hostile toward other races.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, and take heed, unidentified creatures appear outside the camp during nighttime. Be careful of them, too.";
- close;
- case 4:
- close;
- }
- }
- else if (ep13_1_edq == 1) {
- mes "[Staff Officer Abidal]";
- mes "Oh, welcome back. I apologize for troubling you like this. I didn't feel to comfortable talking to you back there.";
- next;
- mes "[Staff Officer Abidal]";
- mes "In fact, I have a favor to ask of you. From what I know of your accomplishments you're the right person for this.";
- next;
- mes "[Staff Officer Abidal]";
- mes "On behalf of the expedition, I'd like to give you a mission. Would you like to accept it?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Staff Officer Abidal]";
- mes "Thank you so much. I had a good feeling about you, and I was so sure that you'd be willing to help.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Let's cut to the chase. The mission is simple, deliver our expedition report to the three countries of Rune Midgard.";
- next;
- mes "[Staff Officer Abidal]";
- mes "But I have to tell you... We sent out three adventurers on this mission before you, and they all dissapeared. Please don't disclose this information to anyone.";
- next;
- mes "[Staff Officer Abidal]";
- mes "The commander or I cannot leave this camp, even though delivering the report is one of our most important duties. That's why I need someone reliable and trustworthy like you.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm so glad that you've accepted this mission. Now, please go receive the report from the commander. He'll officially assign you to the mission.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'll prepare for your departure.";
- mes "Please go speak to the commander.";
- set ep13_1_edq,2;
- changequest 3085,3086;
- close;
- case 2:
- mes "[Staff Officer Abidal]";
- mes "Oh, I see... Then can you help me whenever you have some time?";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is urgent, please think it over and come back if you change your mind.";
- close;
- }
- }
- else if (ep13_1_edq == 2) {
- mes "[Staff Officer Abidal]";
- mes "I've reported to the commander about your decision to help us.";
- mes "Please go speak to him.";
- close;
- }
- else if (ep13_1_edq == 3) {
- mes "[Staff Officer Abidal]";
- mes "You've been assinged to the mission officially. Good luck, and I hope you'll come back safely.";
- close;
- }
- else if ((ep13_1_edq == 4) || (ep13_1_edq ==5)) {
- mes "[Staff Officer Abidal]";
- mes "I've heard the story. Why don't you go speak to the commander first?";
- close;
- }
- else if (ep13_1_edq == 61) {
- mes "[Staff Officer Abidal]";
- mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
- set ep13_1_edq,71;
- changequest 3089,3090;
- close;
- }
- else if (ep13_1_edq == 62) {
- mes "[Staff Officer Abidal]";
- mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
- set ep13_1_edq,72;
- changequest 3089,3090;
- close;
- }
- else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- mes "[Staff Officer Abidal]";
- mes "How have you been doing with finding the report's lost pages?";
- mes "Feel free to tell me whenever you're ready.";
- next;
- switch(select("Submit found pages.:Check the report's resoration status.:Quit.")) {
- case 1:
- if ((countitem(11013) > 0) && (countitem(11014) > 0) && (countitem(11015) > 0) && (countitem(11016) > 0)) {
- mes "[Staff Officer Abidal]";
- mes "Oh, you've collected enough pages...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you check the report's restoration status again?";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "Have you brought me pages of the lost report? Please bring them to me in increments of 10.";
- next;
- if (countitem(6040) > 9) {
- mes "[Staff Officer Abidal]";
- mes "Thank you. Let me try to put them in order.";
- next;
- if (ep13_1_edq == 71) {
- mes "[Staff Officer Abidal]";
- mes "Umm... This page should go here and..";
- next;
- set .@ep13_edq_wrong,rand(1,7);
- if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11013,1; //Expedition_Report_Vol1
- mes "[Staff Officer Abidal]";
- mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11014) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11014,1; //Expedition_Report_Vol2
- mes "[Staff Officer Abidal]";
- mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11014) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11015,1; //Expedition_Report_Vol3
- mes "[Staff Officer Abidal]";
- mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 7)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11016,1; //Expedition_Report_Vol4
- mes "[Staff Officer Abidal]";
- mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 7)) {
- delitem 6040,10; //Some_Of_Report
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- delitem 6040,10; //Some_Of_Report
- mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
- close;
- }
- }
- else if (ep13_1_edq == 72) {
- mes "[Staff Officer Abidal]";
- mes "Umm... This page should go here and..";
- next;
- set .@ep13_edq_wrong,rand(1,5);
- if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11013,1; //Expedition_Report_Vol1
- mes "[Staff Officer Abidal]";
- mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 2)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11014,1; //Expedition_Report_Vol2
- mes "[Staff Officer Abidal]";
- mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 2)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11015,1; //Expedition_Report_Vol3
- mes "[Staff Officer Abidal]";
- mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 5)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11016,1; //Expedition_Report_Vol4
- mes "[Staff Officer Abidal]";
- mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 5)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
- next;
- delitem 6040,10; //Some_Of_Report
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
- close;
- }
- }
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "You didn't bring enough pages, please bring them to me in increments of 10.";
- close;
- }
- }
- case 2:
- mes "[Staff Officer Abidal]";
- mes "Let's see how far we've progressed on the report's restoration.";
- if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, great! Every volume of the report has been restored. I'll bind them into one book for you.";
- next;
- delitem 11013,1; //Expedition_Report_Vol1
- delitem 11014,1; //Expedition_Report_Vol2
- delitem 11015,1; //Expedition_Report_Vol3
- delitem 11016,1; //Expedition_Report_Vol4
- getitem 11012,1; //Expedition_Report
- set ep13_1_edq,8;
- erasequest 3090;
- erasequest 3091;
- setquest 3092;
- mes "[Staff Officer Abidal]";
- mes "I'm glad that we were able to make this again. Please bring this report to the commander.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "Well, you haven't restored any volumes of the report yet. Please try harder.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the third volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the fourth volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and second volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and third volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second and third volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the third and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first, second and third volume of the report. There is 1 volume left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second, third and fourth volume of the report. There is 1 volume left to restore.";
- close;
- }
- else {
- close;
- }
- case 3:
- close;
- }
- }
- else if ((ep13_1_edq == 8) || ((ep13_1_edq > 8) && (ep13_1_edq < 13))) {
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm glad we can resume the mission again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "...Aren't you leaving? I think you should.";
- close;
- }
- else if (ins_nyd > 0) {
- // 13.2 addon
- mes "[Staff Officer Abidal]";
- mes "I heard that you got a new duty from Commander Agip.";
- next;
- mes "[Staff Officer Abidal]";
- mes "...Aren't you leaving? I think you should.";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "Hello, I'm Staff Officer Abidal. Safe travels, Adventurer.";
- close;
- }
-}
-
-mid_campin,85,118,7 script Instructor Igrid 4_M_CRU,{
- if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
- mes "[Instructor Igrid]";
- mes "Hey, rookies. I guess you were lucky enough to complete the mission.";
- next;
- mes "[Instructor Igrid]";
- mes "This is not the end. Keep yourself in one piece until we need your services again.";
- close;
- }
- else if (ep13_1_edq == 0) {
- mes "[Instructor Igrid]";
- mes "I'm Instructor Igrid of the Midgard Expedition. I'm in charge of training and commanding soldiers.";
- next;
- mes "[Instructor Igrid]";
- mes "You must want to become an official member of our expedition.";
- mes "I'm sorry, but you're too weak to endure my intensive training.";
- mes "Give up before you get hurt.";
- next;
- mes "[Instructor Igrid]";
- mes "If you have too much time on your hands, look around. There's plenty of chores available for so-called adventurers's like you.";
- mes "If you do your best to do them, I might accept you as a trainee on this expedition.";
- close;
- }
- else if ((ep13_1_edq > 0) && (ep13_1_edq < 4)) {
- mes "[Instructor Igrid]";
- mes "I don't trust you. Hm. Sorry. I don't really have the right to say that if the commander has assigned you to the mission.";
- next;
- mes "[Instructor Igrid]";
- mes "If you're going to give up, give up now. That'll be better for both of us.";
- close;
- }
- else if ((ep13_1_edq == 4) || (ep13_1_edq == 5)) {
- mes "[Instructor Igrid]";
- mes "I knew you couldn't do it. Didn't I tell you to give up when you had the chance?!";
- close;
- }
- else if (ep13_1_edq > 5) {
- mes "[Instructor Igrid]";
- mes "Do you think I'm doing this for you? No, I'm just using this chance to discipline idle soldiers.";
- next;
- mes "[Instructor Igrid]";
- mes "What are you looking at? Go mind your own business!";
- close;
- }
- else {
- // 13.2 addon
- mes "[Instructor Igrid]";
- mes "I am Expedition Training Instructor Igrid, and the commander responsible for training soldiers. ";
- close;
- }
-}
-
-mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{
- if ((ep13_1_edq == 3) && (countitem(11012) > 0)) {
- mes "[Expedition Messenger]";
- mes "Welcome, I've been waiting for you.";
- mes "You must be " + strcharinfo(0) + ". Nice to meet you.";
- next;
- mes "[Expedition Messenger]";
- mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Expedition Messenger]";
- mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you, "+ strcharinfo(0) + ", have departed.";
- next;
- mes "[Expedition Messenger]";
- mes "Guys, it's time to go.";
- next;
- donpcevent "Expedition Messenger#2::OnGo";
- mes "[Expedition Messenger]";
- mes "You, head to Schwaltzval Republic.";
- mes "And you, take Arunafeltz. I'll visit Prontera Palace.";
- emotion e_ok,0,"Expedition Messenger#2";
- next;
- mes "[Expedition Messenger]";
- mes "I'll see you guys later.";
- donpcevent "Expedition Messenger#2::OnDisable";
- next;
- mes "[Expedition Messenger]";
- mes "What's up? Why haven't you left...?";
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger";
- next;
- mes "[Expedition Messenger]";
- mes "Argh... Why are you doing this?!";
- next;
- cutin "ep13_shadow_edq",2;
- mes "[???]";
- mes "......";
- next;
- mes "[???]";
- mes "Give me the report.";
- next;
- switch(select("Give the report.:Protect the report.")) {
- case 1:
- mes "[Expedition Messenger]";
- mes "Wha... What are you doing? You can't give up the report...";
- mes "Awww...";
- next;
- mes "[???]";
- mes "Give it to me, now!";
- next;
- donpcevent "Expedition Messenger#2::OnEnable";
- emotion e_casp,0,"Expedition Messenger#3";
- cutin "ep13_shadow_edq",2;
- mes "[???]";
- mes "Argh...";
- next;
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh... You...";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!";
- next;
- mes "[???]";
- mes "No... Noooo!";
- next;
- specialeffect2 EF_SOULBREAKER;
- specialeffect2 EF_SONICBLOWHIT;
- mes "[Expedition Messenger]";
- mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report...";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,4;
- changequest 3087,3088;
- mes "[Expedition Agent]";
- mes "We lost the report. The pages are blowing away!";
- next;
- mes "[???]";
- mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
- cutin "ep13_shadow_edq",255;
- next;
- donpcevent "Expedition Messenger#3::OnDisable";
- mes "[Expedition Agent]";
- mes "Are you alright? What about the report... ?";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* The report is out of our reach now...";
- next;
- mes "[Expedition Agent]";
- mes "If we mobilize all our troops to search this entire area...";
- next;
- mes "[Expedition Messenger]";
- mes "We must report this to the commander before anything else.";
- mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest.";
- donpcevent "Expedition Messenger#2::OnDisable";
- next;
- mes "[Expedition Agent]";
- mes "Yes, please report to the commander...";
- close;
- case 2:
- mes "[???]";
- mes "Oh, yeah? Then I'll have to use force!";
- next;
- donpcevent "Expedition Messenger#2::OnEnable";
- emotion e_casp,0,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh!";
- next;
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh... You...";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!";
- next;
- mes "[???]";
- mes "No... Noooo!";
- next;
- specialeffect2 EF_SOULBREAKER;
- specialeffect2 EF_SONICBLOWHIT;
- mes "[Expedition Messenger]";
- mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report...";
- next;
- mes "[Expedition Agent]";
- mes "We lost the report. The pages are blowing away!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,5;
- changequest 3087,3088;
- mes "[???]";
- mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
- cutin "ep13_shadow_edq",255;
- next;
- donpcevent "Expedition Messenger#3::OnDisable";
- mes "[Expedition Agent]";
- mes "Are you alright? What about the report... ?";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* The report is out of our reach now...";
- next;
- mes "[Expedition Agent]";
- mes "If we mobilize all our troops to search this entire area...";
- next;
- mes "[Expedition Messenger]";
- mes "We must report this to the commander before anything else.";
- mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest.";
- set ep13_1_edq,5;
- next;
- mes "[Expedition Agent]";
- mes "Yes, please report to the commander...";
- close;
- }
- }
- else if ((ep13_1_edq == 3) && (countitem(11012) == 0)) {
- mes "[Expedition Messenger]";
- mes "Were you assigned to deliver the expedition report?";
- next;
- mes "[Expedition Messenger]";
- mes "I'm sorry, but I don't see any report in your hands. Please bring me the report, so I can confirm your identification.";
- close;
- }
- else if ((ep13_1_edq > 3) && (ep13_1_edq < 6)) {
- mes "[Expedition Messenger]";
- mes "Please hurry up and report this incident to the commander.";
- close;
- }
- else {
- mes "[Expedition Messenger]";
- mes "Good day! I'm here, just waiting for someone. Well, that's my duty.";
- close;
- }
-
-OnInit:
- donpcevent "Expedition Messenger#2::OnDisable";
- donpcevent "Expedition Messenger#3::OnDisable";
- donpcevent "Command Timer#edq::OnEnable";
- end;
-}
-
-mid_camp,2,2,3 script Command Timer#edq 4_M_MOCASS1,4,4,{
-OnInit:
- disablenpc "Command Timer#edq";
- end;
-
-OnEnable:
- enablenpc "Command Timer#edq";
- stopnpctimer;
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Command Timer#edq";
- stopnpctimer;
- end;
-
-OnTimer3600000:
- donpcevent "Expedition Messenger#2::OnDisable";
- donpcevent "Expedition Messenger#3::OnDisable";
- donpcevent "Command Timer#edq::OnEnable";
- end;
-}
-
-mid_camp,203,286,3 script Expedition Messenger#2 4_M_MOCASS1,4,4,{
- mes "[Expedition Agent]";
- mes "......";
- next;
- disablenpc "Expedition Messenger#2";
- mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
- close;
-
-OnInit:
- disablenpc "Expedition Messenger#2";
- end;
-
-OnEnable:
- enablenpc "Expedition Messenger#2";
- end;
-
-OnGo:
- enablenpc "Expedition Messenger#2";
- enablenpc "Expedition Messenger#3";
- end;
-
-OnDisable:
- disablenpc "Expedition Messenger#2";
- end;
-}
-
-mid_camp,209,286,3 script Expedition Messenger#3 4_M_MOCASS2,4,4,{
- mes "[Expedition Agent]";
- mes "...";
- next;
- disablenpc "Expedition Messenger#3";
- mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
- close;
-
-OnInit:
- disablenpc "Expedition Messenger#3";
- end;
-
-OnEnable:
- enablenpc "Expedition Messenger#3";
- end;
-
-OnDisable:
- disablenpc "Expedition Messenger#3";
- end;
-}
-
-man_fild01,315,95,3 script Expedition Scout#1 4_M_MOC_SOLDIER,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@playtime,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (ep13_1_edq == 71 || ep13_1_edq == 72) {
- mes "[Expedition Scout]";
- mes "Oh, you must be"+strcharinfo(0)+". I heard that you'll be delivering the report.";
- next;
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- } else {
- switch(rand(1,6)) {
- case 1:
- case 6:
- set .@i,2;
- break;
- case 3:
- set .@i,3;
- break;
- case 4:
- set .@i,5;
- break;
- case 2:
- case 5:
- set .@i,0;
- break;
- }
- mes "[Expedition Scout]";
- if (.@i) {
- mes "Good news! I've found "+.@i+" pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,.@i; //Some_Of_Report
- } else {
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- }
- if (.@playtime == -1) {
- changequest 3090,3091;
- erasequest 3090;
- } else
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- close;
- case 2:
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- case 3:
- close;
- }
-}
-man_fild03,202,251,3 duplicate(Expedition Scout#1) Expedition Scout#2 4_M_MOC_SOLDIER
-spl_fild02,295,368,3 duplicate(Expedition Scout#1) Expedition Scout#3 4_M_MOC_SOLDIER
-spl_fild03,172,71,3 duplicate(Expedition Scout#1) Expedition Scout#4 4_M_MOC_SOLDIER
-
-prt_castle,88,165,3 script Laur 1_M_LIBRARYMASTER,{
- mes "[Laur]";
- if (ep13_1_edq == 9 || ep13_1_edq == 111 || ep13_1_edq == 121 || ep13_1_edq == 113 || ep13_1_edq == 123) {
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem 11012,1; //Expedition_Report
- if (ep13_1_edq == 9) set ep13_1_edq,101;
- else if (ep13_1_edq == 111) set ep13_1_edq,112;
- else if (ep13_1_edq == 121) set ep13_1_edq,122;
- else if (ep13_1_edq == 113 || ep13_1_edq == 123) {
- set ep13_1_edq,13;
- changequest 3093,3094;
- }
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if ((ep13_1_edq == 101) || (ep13_1_edq == 102) || (ep13_1_edq == 103) || (ep13_1_edq == 112) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
- mes "Why are you back? You've delivered the report to me already. Are you suffering from amnesia or something?";
- next;
- mes "[Laur]";
- mes "You should leave and go back to your work.";
- close;
- }
- else {
- mes "I'm Laur, the aide of the Home Minister of the Rune Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Can you sense the great disorder occuring on the Midgard Continent and the Rune-Midgart's Kingdom?";
- next;
- mes "[Laur]";
- mes "Still, there always a silver lining, no matter how dangerous this world may become.";
- next;
- mes "[Laur]";
- mes "There is hope and opportunity beyond the chaos, and I see the world beyond the time-space gap as a source of new hope.";
- close;
- }
-}
-
-ra_temple,122,174,3 script Nuria 4_F_RACHOLD,{
- mes "[Nuria]";
- if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 121 || ep13_1_edq == 122 || ep13_1_edq == 103) {
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- if (ep13_1_edq == 9) set ep13_1_edq,111;
- else if (ep13_1_edq == 101) set ep13_1_edq,102;
- else if (ep13_1_edq == 121) set ep13_1_edq,123;
- else if (ep13_1_edq == 122 || ep13_1_edq == 103) {
- set ep13_1_edq,13;
- changequest 3093,3094;
- }
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if ((ep13_1_edq == 111) || (ep13_1_edq == 102) || (ep13_1_edq == 112) || (ep13_1_edq == 123) || (ep13_1_edq == 113) || (ep13_1_edq == 13)) {
- mes "Oh, right, I already received the report from you. Don't worry, you didn't forget.";
- next;
- mes "[Nuria]";
- mes "Please be safe on your way back to the expedition camp.";
- close;
- }
- else {
- mes "Good day, stranger. May Freya bless you.";
- close;
- }
-}
-
-lhz_in01,110,174,5 script Gerhart 4_M_KHKYEL,{
- mes "[Gerhart]";
- if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 111 || ep13_1_edq == 102 || ep13_1_edq == 112) {
- mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- if (ep13_1_edq == 9) set ep13_1_edq,121;
- else if (ep13_1_edq == 101) set ep13_1_edq,103;
- else if (ep13_1_edq == 111) set ep13_1_edq,113;
- else if (ep13_1_edq == 102 || ep13_1_edq == 112) {
- set ep13_1_edq,13;
- changequest 3093,3094;
- }
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if ((ep13_1_edq == 121) || (ep13_1_edq == 103) || (ep13_1_edq == 113) || (ep13_1_edq == 123) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
- mes "What is it? Do you still have business with me?";
- next;
- mes "[Gerhart]";
- mes "I've received the report safely.";
- mes "Please go back to the commander, and tell him to keep up the good work.";
- close;
- }
- else {
- mes "What is it? I don't have time for chitchat.";
- next;
- mes "[Gerhart]";
- mes "If you have business with me. please talk to my secretary and schedule an appointment. My office is on the second floor.";
- close;
- }
-}
-
-spl_fild02,1,1,0 script ep13_spl_fild02_mon_edq -1,{
-OnInit:
- enablenpc "ep13_spl_fild02_mon_edq";
- donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "spl_fild02",0,0,"Luciola Vespa",1994,5,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,5,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
- disablenpc "ep13_spl_fild02_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem 6040,1; //Some_Of_Report
- end;
-}
-
-spl_fild03,1,1,0 script ep13_spl_fild03_mon_edq -1,{
-OnInit:
- enablenpc "ep13_spl_fild03_mon_edq";
- donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "spl_fild03",0,0,"Luciola Vespa",1994,3,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,3,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,4,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
- disablenpc "ep13_spl_fild03_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- set .@spl_fild03_mob_dead,mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead");
- if (mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem 6040,1; //Some_Of_Report
- end;
-}
-
-man_fild01,1,1,0 script ep13_man_fild01_mon_edq -1,{
-OnInit:
- enablenpc "ep13_man_fild01_mon_edq";
- donpcevent "ep13_man_fild01_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "man_fild01",0,0,"Nepenthes",1988,5,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,5,"ep13_man_fild01_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
- disablenpc "ep13_man_fild01_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_man_fild01_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem 6040,1; //Some_Of_Report
- end;
-}
-
-man_fild03,1,1,0 script ep13_man_fild03_mon_edq -1,{
-OnInit:
- enablenpc "ep13_man_fild03_mon_edq";
- donpcevent "ep13_man_fild03_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "man_fild03",0,0,"Centipede",1987,5,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,5,"ep13_man_fild03_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
- disablenpc "ep13_man_fild03_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_man_fild03_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem 6040,1; //Some_Of_Report
- end;
-}
-
-// Persuing Rayan Moore :: ep13_moc2
-//============================================================
-mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{
- if (checkweight(714,3) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 0) {
- if (ep13_ryu == 100 || ep13_start == 100) {
- mes "[Echinacea]";
- mes "Oh adventurer, you've come at the perfect time.";
- mes "Since you and I both know that we can't waste time on idle chitchat,";
- mes "I'll cut to the chase.";
- next;
- mes "[Echinacea]";
- mes "Most expeditions come to this area to explore the Ash Vacuum,";
- mes "but we've come here for a different reason.";
- next;
- mes "[Echinacea]";
- mes "You know about this space gap that was caused by Satan Morocc, don't you?";
- next;
- mes "[Echinacea]";
- mes "Our job is to pursue Satan Morocc and figure out how this all happened.";
- mes "Your job is to assist us, and prove that you can be a good member of our expedition.";
- next;
- mes "[Echinacea]";
- mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you.";
- mes "Umm.. I remember someone said that he needed assistance...";
- next;
- select("Hey, excuse me.");
- mes "[Echinacea]";
- mes "Ah, I know what you can do!";
- mes "There's a guy conducting an investigation near the space gap. You can go help him.";
- mes "Just do what he asks you to do, alright?";
- mes "Now go!";
- next;
- mes "[Echinacea]";
- mes "......";
- mes "By the way, adventurer,";
- mes "What's your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes "......";
- mes "" + strcharinfo(0) + "...";
- mes "......";
- next;
- mes "[Echinacea]";
- mes "Ah, you are";
- mes "" + strcharinfo(0) + ".";
- mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant.";
- mes "Good, everything's done on this end. I just needed to get your name on record.";
- next;
- mes "[Echinacea]";
- mes "What are you still doing here?";
- mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd.";
- mes "Please go help him, will you?";
- set mao_morocc2,1;
- setquest 7012;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "What are you doing here?";
- mes "Only authorized personnel can enter this area.";
- mes "Go back to the mainland as quickly as possible.";
- close;
- }
- }
- else if (mao_morocc2 == 1) {
- mes "[Echinacea]";
- mes "Your job is to assist Mr. Kidd who's standing near the space gap, otherwise known as the gate.";
- mes "Please go help him, okay?";
- close;
- }
- else if (mao_morocc2 == 2) {
- mes "[Echinacea]";
- mes "Why are you back?";
- mes "You're irresponsible. How could you abandon such an important duty?";
- mes "If you don't want to work, why did you even come here to the Ash Vacuum in the first place?";
- next;
- mes "[Echinacea]";
- mes "Alas! There's no one I can trust!";
- mes "You know, when I was working at the palace, I was.. *Blah Blah*...";
- next;
- mes "- Her rant doesn't seem to be ending any time soon. You'd better go back and help Mr. Kidd, even if your heart's not in it. -";
- next;
- set mao_morocc2,3;
- changequest 7013,7014;
- next;
- mes "[Echinacea]";
- mes "Hm? Where are you going? I'm not finished!";
- mes "Hey, hey!";
- close;
- }
- else if ((mao_morocc2 > 2) && (mao_morocc2 < 13)) {
- mes "[Echinacea]";
- mes "Mr. Kidd is such a great young man.";
- mes "You should be thankful that I've assigned you to help him. Don't be lazy by neglecting your duties.";
- close;
- }
- else if (mao_morocc2 == 13) {
- mes "[Echinacea]";
- mes "Oh, welcome back!";
- mes "I knew you would successfully complete your duties.";
- mes "So, tell me; how can I help you?";
- next;
- mes "[Echinacea]";
- mes "A scholar who is familiar with magic?";
- mes "What about that old man over there? If you couldn't tell, he comes from a distant country.";
- mes "Why are you looking for a scholar, anyway?";
- next;
- mes "[Echinacea]";
- mes "Did Mr. Kidd ask you to find one?";
- mes "I see. He's probably looking for a solution for the spell scroll.";
- mes "Then yes, that old man would be the perfect person to ask.";
- next;
- mes "[Echinacea]";
- mes "He's from Arunafeltz, and has extensive knowledge in magic as well as sacred power.";
- mes "I'm sure he'll be able to help you.";
- next;
- select("Who?");
- mes "[Echinacea]";
- mes "Do you see an old man over there? He's trying to make a fire with wet firewood to roast a sweet potato.";
- mes "His name is Mr. ^4d4dffDefaria^000000.";
- next;
- mes "[Echinacea]";
- mes "Why don't you go show it to him? He might be able to help Mr. Kidd with what he is trying to do.";
- set mao_morocc2,14;
- changequest 7022,7023;
- close;
- }
- else if (mao_morocc2 == 14) {
- mes "[Echinacea]";
- mes "If you're seeking advice about the spell scroll, you should go talk to Mr. Defaria.";
- mes "I don't practice magic, so I wouldn't know anything about it.";
- close;
- }
- else if ((mao_morocc2 > 22) && (mao_morocc2 < 29)) {
- if (mao_morocc2 < 26) {
- mes "[Echinacea]";
- mes "Oh, welcome back.";
- mes "How can I help you?";
- mes "Oh... You've brought the journal..";
- next;
- mes "[Echinacea]";
- mes ".........";
- mes "......";
- mes "...";
- next;
- mes "[Echinacea]";
- mes "I see...";
- mes "...Basically it all comes down to Rayan.";
- mes "He's been abducted by Satan Morocc.";
- mes "If we find Rayan using this location-tracing spell.";
- next;
- select("We'll find Satan Morocc too!");
- mes "[Echinacea]";
- mes "That's right.";
- mes "But it'll work only if Satan Morocc actually abducted Rayan.";
- next;
- }
- mes "[Echinacea]";
- mes "Say, what's the tracing pattern number?";
- next;
- input .@input$;
- setarray .@pattern$[0],"SDHF92F-SDF","VWNM94GVWN90","CM3-TRDFGHE0";
- set .@quest, mao_morocc2;
- if (.@quest > 25) set .@quest,.@quest-3;
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- if (.@input$ == .@pattern$[.@quest-23]) {
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength...";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0)
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- set mao_morocc2,29;
- changequest 7031+(.@quest-23),7034;
- close;
- }
- else {
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- if (mao_morocc2 < 26) set mao_morocc2,.@quest+3;
- close;
- }
- }
- else if (mao_morocc2 == 29) {
- if (rand(1,3) == 2) {
- mes "[Echinacea]";
- mes "Welcome, adventurer.";
- mes "I hope they've been able to trace the wavelength by now.";
- mes "How'd you like to go check the results?";
- next;
- mes "[Echinacea]";
- mes "To the south of this camp, you'll see a building with a mana detector attached to it.";
- mes "Go ask the building manager about the trace results.";
- set mao_morocc2,30;
- changequest 7034,7035;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "Tracing magic wavelength is not easy as you think.";
- mes "Please be patient: the results will arrive soon enough.";
- close;
- }
- }
- else if (mao_morocc2 == 30) {
- mes "[Echinacea]";
- mes "I'm in charge of tracing the wavelength from the Rune Midgard Continent,";
- mes "and the south camp is tracing it in this area.";
- next;
- mes "[Echinacea]";
- mes "I asked them to assign top priority to this task, so with any luck, they've finished it by now.";
- mes "..What are you doing? I said, go ask the building manager about the trace results.";
- close;
- }
- else if (mao_morocc2 == 31) {
- mes "[Echinacea]";
- mes "How are the results?";
- next;
- mes "- You told her exactly what you were told by the soldier managing the building. -";
- next;
- mes "[Echinacea]";
- mes "Oh, is that the case? I see.";
- mes "That means.. The man called Rayan isn't on the Rune Midgard Continent or in this Ash Vacuum.";
- next;
- mes "[Echinacea]";
- mes "He must be somewhere else.";
- mes "As I suspected, he must be with Satan Morocc.";
- next;
- mes "[Echinacea]";
- mes "Pursuing Satan Morocc was supposed to be our last resort..";
- mes "...I guess we have no choice now..";
- next;
- mes "[Echinacea]";
- mes "...I should log a report entry into this journal.";
- mes "Our pursuit of Satan Morocc is at an end for now.";
- next;
- mes "[Echinacea]";
- mes "You did a great job helping us, and went above and beyond my expectations.";
- mes "Here, this is a reward for your help.";
- next;
- mes "[Echinacea]";
- mes "Keep up the good work assisting the explorers in this camp.";
- set mao_morocc2,100;
- if (checkre(3))
- getexp 120000,20000;
- else
- getexp 1200000,200000;
- getitem 617,1; //Old_Violet_Box
- completequest 7036;
- close;
- }
- else if (mao_morocc2 == 100) {
- mes "[Echinacea]";
- mes "....";
- next;
- select(".....");
- mes "[Echinacea]";
- mes "Hmm..";
- next;
- select("... . ..");
- mes "[Echinacea]";
- mes "...Grr...!";
- mes "What?! What do you want?";
- mes "Why do you keep giving me that dirty look?!";
- next;
- switch(select("Nothing.:Something is bothering me...")) {
- case 1:
- mes "[Echinacea]";
- mes "Argh...!";
- mes "Are you annoying me on purpose?";
- mes "Go and find something else to do!";
- next;
- mes "[Echinacea]";
- mes "I'm stressed out and I've got a headache writing this report. I don't have the time to deal with you right now.";
- mes "Do you understand?";
- close;
- case 2:
- mes "[Echinacea]";
- mes "What is it that worries you?";
- mes "Please, I've got enough worries already.";
- next;
- mes "[Echinacea]";
- mes "So, tell me, what is it?";
- mes strcharinfo(0)+", you've done a great job helping us...";
- mes "Oh, you must have questions about that last case, is that right?";
- next;
- mes "[Echinacea]";
- mes "...Wait, are you worried because of him?";
- mes "...I see, you're worried about him being supported by the country.";
- next;
- mes "[Echinacea]";
- mes "This isn't a good time to disclose the truth. It'll cause more confusion.";
- mes "I believe the diplomats and presidents of both countries are responsible for those national matters.";
- next;
- mes "[Echinacea]";
- mes "This is out of your hands, adventurer.";
- mes "So stop worrying about it. Alright?";
- next;
- mes "[Echinacea]";
- mes "No country wants to start a war, especially when we have a greater common enemy.";
- mes "Just focus on what you can do to help us.";
- set mao_morocc2,101;
- setquest 7037;
- close;
- }
- }
- else if ((mao_morocc2 > 100) && (mao_morocc2 < 106)) {
- mes "[Echinacea]";
- mes "We've stopped pursuing Satan Morocc, so you may go help the other explorers now.";
- mes "I've already rewarded you for your services.";
- next;
- mes "[Echinacea]";
- mes "Remember; don't open your mouth about this to anyone.";
- close;
- }
- else if (mao_morocc2 == 106) {
- if (countitem(549) > 1) {
- mes "[Echinacea]";
- mes "What is it? I thought you've been discharged from my service.";
- mes "..What are these sweet potatoes?";
- mes "Did that old man send these?";
- mes "No way..! Are you..?";
- next;
- select("That's right.");
- mes "[Echinacea]";
- mes "What do you not understand?";
- mes "Nothing good can come out of this if it's released to the public.";
- mes "Can't you see?";
- next;
- mes "[Echinacea]";
- mes "Arunafeltz has replaced their leaders with the moderates just recently.";
- mes "Shoving the remnants of the radicals in front of them is extremely dangerous.";
- next;
- mes "[Echinacea]";
- mes "We've finally made a truce with them.";
- mes "Their sins will not be forgiven, but we won't make a stupid attempt to get revenge and end up shedding more blood!";
- next;
- mes "[Echinacea]";
- mes "Let the politicians do their job.";
- mes "I assure you they won't lead us to the worst case scenario. That's what you're worried about, right?";
- next;
- mes "[Echinacea]";
- mes "No, wait.. Do you..?";
- mes "Do you want us to wage war against Arunafeltz over this?!";
- next;
- mes "[Echinacea]";
- mes "Let me ask you to forget the past and focus on the present.";
- mes "For everyone's sake, please just look toward the future and move forward.";
- next;
- mes "[Echinacea]";
- mes "We won't do anything that you'd morally oppose.";
- mes "You believe in peace, don't you?";
- mes "Tell him that I'm grateful for these sweet potatoes, anyway..";
- delitem 549,2; //Nice_Sweet_Potato
- set mao_morocc2,107;
- changequest 7040,7041;
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Err? I don't have two Nice Sweet Potatoes..";
- mes "Where can I get those?";
- close;
- }
- }
- else if (mao_morocc2 > 106) {
- mes "[Echinacea]";
- mes "Let us take care of the rest.";
- mes "I'm not suggesting that we should pretend as if the past never happened. All I'm saying is that we should work towards achieving a greater cause.";
- close;
- }
- else {
- mes "[Echinacea]";
- mes "You're doing a great job.";
- mes "I suppose I have an eye for people after all.";
- mes "Yes, that must be right.";
- mes "Keep up the good work, will you?";
- close;
- }
-}
-
-mid_camp,191,206,3 script Manager#moc2_finder 4_M_EIN_SOLDIER,{
- mes "[Manager]";
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- if (mao_morocc2 == 30) {
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- mes "Did Captain Echinacea send you?";
- mes "I have something to report to you.";
- next;
- mes "[Manager]";
- mes "The magic wavelength of the requested pattern number has not been detected in this area.";
- mes "It's not possible to trace the number around this area, but..";
- next;
- select("But?");
- mes "[Manager]";
- mes "I can tell this magic pattern is supposed to be used to trace a human being.";
- mes "You know tracing magic stones always come in pairs, don't you?";
- next;
- mes "[Manager]";
- mes "Now, magic stones specifically used to trace humans have a special feature.";
- next;
- mes "[Manager]";
- mes "When the target of the trace dies, the pair of stones are automatically destroyed.";
- mes "Since this patterned magic stone is still intact..";
- next;
- mes "[Manager]";
- mes "Well, this magic stone serves as proof that the target of the trace is still alive somewhere in the world.";
- mes "I'll keep watching.";
- mes "Hopefully, we'll detect the same wavelength.";
- next;
- mes "[Manager]";
- mes "That's all for today.";
- set mao_morocc2,31;
- changequest 7035,7036;
- close;
- }
- else if (mao_morocc2 == 31) {
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- mes "Please report this to Captain Echinacea;";
- mes "We've failed to trace the location of the target,";
- mes "but he's still alive somewhere.";
- close;
- }
- else {
- mes "This device detects mana and magic wavelengths around this area. identifying what enemies we're dealing with.";
- mes "It can be used to trace the wavelengths of location-tracing spells.";
- next;
- mes "[Manager]";
- mes "It's a fantastic product made from a combination of magic and science.";
- mes "The Ash Vacuum hasn't been fully explored, and we don't know what kind of dangers to expect in this area.";
- next;
- mes "[Manager]";
- mes "By using this device, we can check the change and flow of mana around this area,";
- mes "and prepare for any possible threats.";
- close;
- }
-}
-
-mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 1) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Hey, you.";
- mes "Don't get too close to anything except the gate.";
- mes "It's too dangerous.";
- next;
- mes "[Mr. Kidd]";
- mes "......Do you have any business here?";
- next;
- switch(select("Echinacea...:No.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "An assistant? I don't think I need one, but...";
- mes "I guess I should give you something to do.";
- mes "Do you mind if I entrust you with a chore?";
- next;
- switch(select("Yes.:No, I don't mind at all.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "Then why did you come all this way?";
- mes "I didn't really need any help to begin with. If you don't want to work, then stop bothering me.";
- next;
- mes "[Mr. Kidd]";
- mes "If you don't want to help us out then go back to Echinacea and let her know yourself!";
- set mao_morocc2,2;
- changequest 7012,7013;
- close2;
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "......";
- mes "I don't know if Echinacea told you this already, but we are here";
- mes "to follow the traces of Satan Morocc.";
- mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
- next;
- mes "[Mr. Kidd]";
- mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
- mes "How'd you like to go gather some information for me?";
- mes "It should be simple, so you I hope you'll be able to handle this.";
- next;
- mes "[Mr. Kidd]";
- mes "At Southwest Morroc, you'll find an underground tavern.";
- mes "Go find ^4d4dffRin^000000.";
- mes "Tell her I've sent you, and she'll take care of you.";
- set mao_morocc2,4;
- changequest 7012,7015;
- close2;
- break;
- }
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "If you don't have any business here, then step aside. It's too dangerous.";
- mes "You might not be able to return to this world if you enter a route that hasn't been properly identified.";
- close2;
- break;
- }
- }
- else if (mao_morocc2 == 2) {
- cutin "moc2_kid02",2;
- mes "[Mr. Kidd]";
- mes "I guess she forced you to do this, huh? Don't worry; you're not the first victim of her bossiness.";
- mes "You should tell her if you really don't want to work for me.";
- close2;
- }
- else if (mao_morocc2 == 3) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "I can tell you aren't so happy with this, huh?";
- mes "While you're here, why don't you help us out and see where it goes?";
- mes "Don't worry, I won't give you a hard time...";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "......";
- mes "I don't know if Echinacea told you this already, but we are here to follow the traces of Satan Morocc.";
- next;
- mes "[Mr. Kidd]";
- mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
- next;
- mes "[Mr. Kidd]";
- mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
- next;
- mes "[Mr. Kidd]";
- mes "How'd you like to go gather some information for me?";
- mes "It should be simple, so you I hope you'll be able to handle this.";
- next;
- mes "[Mr. Kidd]";
- mes "At Southwest Morroc, you'll find an underground tavern.";
- mes "Go find ^4d4dffRin^000000.";
- mes "Tell her I've sent you, and she'll take care of you.";
- set mao_morocc2,4;
- changequest 7014,7015;
- close2;
- }
- else if ((mao_morocc2 == 4) || (mao_morocc2 == 5)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Let me explain one more time.";
- mes "Go speak to Rin in an underground tavern at Southwest Morroc.";
- mes "You won't miss the tavern if you look for a boy named Jack standing out the front.";
- close2;
- }
- else if ((mao_morocc2 > 5) && (mao_morocc2 < 9)) {
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Are you helping Rin?";
- mes "..I see.";
- close2;
- }
- else if (mao_morocc2 == 9) {
- if ((countitem(6029) == 1) && (countitem(6027) == 1)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I heard Rin is wounded and bedridden...";
- mes "What happened?";
- next;
- mes "- Instead of an answer, you gave him Rin's journal and the bloody crystal.-";
- next;
- mes "[Mr. Kidd]";
- mes "...A journal? I see. Hopefully this'll help me understand the situation..";
- mes "Hmm...";
- next;
- mes "......";
- next;
- mes "......";
- mes "............";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "*Sigh*..";
- mes "So Rayan has finally been located, huh?";
- mes "There was a skirmish at the mountain, and.. a raid...";
- mes "..So, how is she?";
- next;
- select("Huh?");
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I mean Rin. How is she?";
- mes "Is she seriously wounded?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She needs to spend some time in bed,";
- mes "but she's conscious and still in one piece.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She seems to have no problem taking care of herself,";
- mes "but I'm worried because sometimes she looks extremely exhausted. She mentioned that her vision blurs when she's very tired..";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Don't worry; I don't think it's serious because she still had the strength to yell while writing that journal.";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "..Wh.. Who said I'm worried?";
- mes "I asked about her because I don't want her injury to interfere with our schedule.";
- next;
- mes "[Mr. Kidd]";
- mes "As for you, I want you to come back later.";
- mes "You're my assistant, remember?";
- mes "I need you to substitute for Rin until she recovers..";
- mes "Is that understood?";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Hm, thanks for all your help.";
- mes "Now, would you leave me alone for a while? I need to write a report based on the findings in this journal.";
- delitem 6029,1; //Morocc_Tracing_Log
- delitem 6027,1; //Crystal_Of_Feardoom
- set mao_morocc2,10;
- if (checkre(3))
- getexp 20000,1000;
- else
- getexp 200000,10000;
- changequest 7018,7019;
- close2;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "(I was supposed to give him the 'Morroc Pursuit Journal' and a 'Bloody Crystal of the Darkness'...";
- mes "Err? Where have they gone? I need to find them.)";
- close2;
- }
- }
- else if (mao_morocc2 == 10) {
- mes "Kidd is standing at the side of the space gap, leafing through the journal's pages and taking notes.";
- mes "The 'Bloody Crystal of Darkness' is sitting aside, and remains untouched.";
- next;
- mes "I feel the crystal resonating with the space gap.";
- mes "I suddenly have the urge to touch the crystal...";
- next;
- mes "[Mr. Kidd]";
- mes "Err? What are you trying to do?";
- next;
- if ($@moc_mao_gate1 == 0) {
- warp "que_dan01",32,27;
- set $@moc_mao_gate1,1;
- end;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "No, nothing.";
- mes "I'm sorry if I bothered you while you were writing your report.";
- next;
- mes "- Kidd stopped you from touching the crystal, but somehow, it still captivates you. -";
- close2;
- }
- }
- else if ((mao_morocc2 == 11) || (mao_morocc2 == 12)) {
- cutin "moc2_kid02",2;
- mes "[Mr. Kidd]";
- mes "..Are.. Are you alright?";
- mes "What just happened?";
- next;
- select("Err.. Huh?!");
- mes "[" + strcharinfo(0) + "]";
- mes "..Err?";
- mes "..Kidd? Someone was calling my name...";
- mes "Rin! Where's Rin? What about Rayan?";
- next;
- mes "[Mr. Kidd]";
- mes "Rin? Rayan?";
- mes "What are you talking about?";
- mes "Where the hell have you been?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What do you mean..";
- mes "Where I've been?";
- mes "..Oh yeah, I saw Rin fighting Rayan.";
- mes "She was defeated by magic, and then disappeared...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah?! Ah! Right!";
- mes "I heard your voice once I found a strange scroll.";
- mes "The scroll!";
- next;
- mes "- Ignoring the confused look on Mr. Kidd's face, you searched your pockets, and found the mysterious scroll. -";
- next;
- mes "- It wasn't a dream after all... What you saw actually happened. -";
- mes "- You show Kidd the scroll and tell him what happened. -";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "... ..";
- mes ".. Basically,";
- mes "you found this from a member of Rayan's gang?";
- next;
- mes "[Mr. Kidd]";
- mes "I know what this is:";
- mes "it's a scroll containing a magic spell that can be used by anyone, even if they aren't trained as mages.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "Hmm, this scroll is sealed and needs some kind of pass code to use it.";
- mes "I'll consult with the camp scholars about this scroll later.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "By the way, I saw you touch this 'Bloody Crystal of Darkness.'";
- mes "There was a bright flash of light around you, and then you were suddenly drawn into the space gap.";
- next;
- mes "[Mr. Kidd]";
- mes "I thought I was just seeing things, but it's obvious now that it really happened.";
- mes "You were actually in the past for a little while there.";
- next;
- mes "[Mr. Kidd]";
- mes "I'm afraid this space gap hides bigger secrets than we thought.";
- mes "..It not only warps space, but also time ...";
- next;
- select("It warps space and time?");
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Forget it. I was just thinking out loud.";
- mes "From now on, we should be extra careful about letting anything into this space gap. I need to report this incident to upper management.";
- next;
- mes "[Mr. Kidd]";
- mes "I'm sorry, but can you ask a scholar about this spell scroll?";
- mes "If you don't know which scholar you should consult, then you'd better ^4d4dffask Echinacea^000000";
- next;
- mes "[Mr. Kidd]";
- mes "Thanks in advance.";
- set mao_morocc2,13;
- changequest 7021,7022;
- close2;
- }
- else if ((mao_morocc2 == 13) || (mao_morocc2 == 14)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Did you find a scholar to ask about the scroll?";
- mes "Huh? Not yet?";
- mes "If you don't know which scholar to consult, then you'd better ask Echinacea.";
- close2;
- }
- else if (mao_morocc2 == 15) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "So this scroll is from Arunafeltz, huh?";
- mes "Is that why you're gathering items to unseal the scroll?";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "I see...";
- next;
- mes "- Kidd is lost in thought. -";
- mes "- Let's bring Defaria the items to unseal the spell scroll. -";
- close2;
- }
- else if (mao_morocc2 == 16) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Keep up the good work, adventurer.";
- close2;
- }
- else if (mao_morocc2 == 17) {
- if (countitem(14595) > 0) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "This must be the spell scroll, huh?";
- mes "It contains a teleportation spell";
- mes "that will send the user to a specific location.. Hmm...";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "You said you've heard Rayan ordering others to come to a certain place.";
- mes "If the spell of this scroll leads to that place..";
- mes ".... . No, it's too dangerous.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Then again.. Somebody will have to go there eventually..";
- mes "... .. .. .";
- next;
- select("Why are you looking at me?!");
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "You're my assistant, aren't you?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes ".... .....";
- mes "......";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes ".Alright, then. Would you rather capture reincarnations of Morroc and collect their remnants?";
- mes "Scholars suspect the recent space-time phenomenon has been caused by the 'Bloody Crystals of the Darkness,'";
- mes "so they want to study the crystals, which they believe are remnants of the of Morroc's reincarnations.";
- next;
- mes "[Mr. Kidd]";
- mes "That sounds way more dangerous, doesn't it? Go check that place out instead.";
- mes "Both those missions are dangerous, but I think you'll be risking your life less by checking out that place.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Now, listen. Use the spell scroll to teleport there, and then investigate the area. Find some clues.";
- mes "Don't fight them.";
- mes "Don't put yourself in danger, and retreat when things get too dangerous.";
- next;
- mes "[Mr. Kidd]";
- mes "By the time you come back,";
- mes "we should have figured out the cause of the strange phenomenon near this space gap.";
- mes "We'll think about everything else after you come back, alright?";
- close2;
- }
- else {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Where's the scroll? Did you use it?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "That scroll contains a teleportation spell.";
- mes "Using it will lead you to a place that has something to do with them.";
- mes "You're supposed to gather some clues once you're there.";
- next;
- mes "[Mr. Kidd]";
- mes "..I guess you haven't found any clues.";
- mes "Do you remember the location of that place?";
- mes "Why don't you go it check out again?";
- next;
- mes "[Mr. Kidd]";
- mes "I'm sure you'll find something.";
- mes "Yes, there must be some sort of clue there.";
- mes "Do you understand?";
- close2;
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "That scroll contains a teleportation spell.";
- mes "Using it will lead you to a place that has something to do with them.";
- mes "You're supposed to gather some clues once you're there.";
- next;
- mes "[Mr. Kidd]";
- mes "If you lost the scroll, I expect you to find that place at any cost.";
- mes "Is that clear?";
- close2;
- break;
- }
- }
- }
- else if (mao_morocc2 == 18) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Did you find any clues?";
- mes "What did you find over there?";
- next;
- mes "- You interrupted Mr. Kidd, and told him what you heard from the basement in the empty house near the national border. -";
- next;
- mes "[Mr. Kidd]";
- mes "..Are you sure?";
- mes "And the location is.. Okay, I got it.";
- mes "Thanks.";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Can you go back and spy on them a bit more?";
- mes "I'll follow you as soon as I report these findings to the higher-ups.";
- set mao_morocc2,19;
- changequest 7027,7028;
- close2;
- }
- else if (mao_morocc2 == 19) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "They must be having a serious internal dispute,";
- mes "meaning it's the perfect time for us to raid them.";
- mes "Keep monitoring them for me, alright?";
- close2;
- }
- else if (mao_morocc2 == 20) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "..Phew, now I've seen everything.";
- mes "Oh, hey!";
- next;
- select("Where's Rayan?");
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "He's locked up in the basement, and Rin is interrogating him.";
- mes "You know, she's the best interrogator we've got. There'll be no escape for that guy ..";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..Wait, what if the same thing happens..?";
- mes "No way, that's not possible..";
- next;
- mes "[Mr. Kidd]";
- mes "The crystal no longer resonates with the space gap.";
- mes "Now it's exactly the same as a regular Crystal of Darkness.";
- next;
- mes "[Mr. Kidd]";
- mes "That means, the phenomenon that you've experienced with the 'Bloody Crystal of Darkness' can't be..";
- mes ".........";
- next;
- select("Can't be explained?");
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "..I guess not. It might have resonated to your mana or wavelength.";
- mes "Why don't you carry it with you? Let me know if you experience any strange phenomenon again.";
- next;
- mes "[Mr. Kidd]";
- mes "Oh, and please bring ^4d4dffthis journal to Rin^000000.";
- mes "This will be your last assignment from me.";
- set mao_morocc2,21;
- getitem 6027,1; //Crystal_Of_Feardoom
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7029,7030;
- next;
- mes "[Mr. Kidd]";
- mes "..Do you have any questions?";
- next;
- switch(select("Is this an exchange journal?:Why should I carry the crystal?:What is this last assignment?")) {
- case 1:
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "..No, not at all.";
- mes "We're just using one journal to record each other's work.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Why can't you use separate journals and then combine them later?";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "......";
- mes "Ask Echinacea. I'm just doing what the boss tells me to do.";
- mes "Using one set journal is a good way to keep in contact and accumulate a history of work in chronological order.";
- next;
- mes "[Mr. Kidd]";
- mes "We came up with the idea to share our experiences";
- mes "and understand any relation between incidents";
- mes "as quickly and easily as possible..";
- next;
- mes "[Mr. Kidd]";
- mes "I know it's a little bit counterproductive, but I'm satisfied with the quality of information shared between us.";
- mes "The notes that Rin has absent-mindedly written down can turn out to be great clues for me..";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Yeah, I agree that the journal looks pretty disorganized.";
- next;
- break;
- case 2:
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "... Intuition... I guess?";
- mes "... These kind of things.";
- next;
- break;
- case 3:
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Rayan has already been caught, so the task to locate him and Rin is already done.";
- mes "You were just an assistant to start with.";
- next;
- break;
- }
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Anyways, please deliver the journal to her safely.";
- mes "I'm still not done yet; Echinacea already has another task for me..";
- mes "..*Sigh*..";
- close2;
- }
- else if (mao_morocc2 == 21) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I asked you to deliver the journal to Rin.";
- mes "You didn't forget it, did you?";
- mes "...";
- next;
- mes "[Mr. Kidd]";
- mes "By the way, I'm still not convinced that we've captured the real Rayan.";
- mes "Will you tell Rin to write down the results of her interrogation in the journal?";
- next;
- mes "[Mr. Kidd]";
- mes "Of course, I'm pretty sure she'll do it without me reminding her.";
- close2;
- }
- else if ((mao_morocc2 > 21) && (mao_morocc2 < 31)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "You don't have to report everything to me.";
- mes "I can check the journal later.";
- mes "Why don't you go assist Rin for now?";
- close2;
- }
- else if ((mao_morocc2 > 30) && (mao_morocc2 < 104)) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..Things didn't turn out exactly as we hoped, but there's nothing we can do for now.";
- mes "Thank you for your service;";
- mes "you've been of great help to us.";
- close2;
- }
- else if (mao_morocc2 == 104) {
- if (countitem(549) > 1) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "What's up?";
- mes "I told you that I won't have any more work available for you. Well, for a good while, anyway..";
- next;
- select("Want a snack?:Mr. Defaria has sent me.");
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..I guess he's finally made a fire, huh?";
- mes "Tell him thanks for these sweet potatoes.";
- delitem 549,2; //Nice_Sweet_Potato
- set mao_morocc2,105;
- next;
- switch(select("Ask about Dandelion.:Ask about Arunafeltz.")) {
- case 1:
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "I'm indebted to them, but they all died before I had a chance to pay them back.";
- next;
- mes "[Mr. Kidd]";
- mes "If you're asking about my political opinion, I'm not going to answer.";
- mes "This isn't something with which I can interfere.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "My personal opinion?";
- mes "Let me tell you that, from their point of view; their one last chance was destroyed.";
- mes "They're probably too ashamed to even talk about it.";
- next;
- mes "[Mr. Kidd]";
- mes "Let our diplomats use that fact to their advantage, alright?";
- close2;
- break;
- case 2:
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Nothing.";
- mes "I have no comments.";
- mes "No conflicts have arisen recently, either.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "Besides, nationality isn't important to us.";
- mes "What's important is whether or not they're our enemies, and whether or not they're the target of our missions.";
- close2;
- break;
- }
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Err? I don't have two Nice Sweet Potatoes..";
- mes "Where can I get those?";
- close2;
- }
- }
- else if (mao_morocc2 > 104) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Don't try to understand everything.";
- mes "A mission is just a mission.";
- mes "Don't get too emotional or curious about it.";
- close2;
- }
- else {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "...You'd better not approach the space gap off the official route.";
- mes "If you're not authorized, then turn away. This thing is too dangerous for capricious exploration.";
- close2;
- }
- cutin "mocseal_kid01",255;
- end;
-
-OnInit:
- set $@moc_mao_gate1,0; //Global Variable
- end;
-}
-
-mid_camp,205,312,0 script #moc2_talkevent01 -1,1,1,{
-//OnTouch2:
-OnTouch:
- if (mao_morocc2 == 11) {
- mes "[Mr. Kidd]";
- mes "" + strcharinfo(0) + "? " + strcharinfo(0) + "?!";
- mes "Wake up!";
- set mao_morocc2,12;
- close;
- }
-}
-
-mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 < 14) {
- mes "[Defaria]";
- mes "Please step aside.";
- mes "I'm experiencing a turning point in my life right now.";
- mes ".....";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "- The fire sparked, but then it immediatly blew out. -";
- specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
- next;
- mes "[Defaria]";
- mes "...............";
- mes "You know, that was my ninety-third attempt to make a fire with wet firewood.";
- next;
- mes "[Defaria]";
- mes "Wait, was that the ninty fourth ot ninety fifth?";
- mes "..I've.. I've lost count.";
- close;
- }
- else if (mao_morocc2 == 14) {
- mes "[Defaria]";
- mes "Please step aside.";
- mes "I'm experiencing a turning point in my life right now.";
- mes "......";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "- The fire sparked, but then it immediately blew out.-";
- specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
- next;
- mes "[Defaria]";
- mes "...............";
- mes "Are you also here...............";
- mes "to make fun of my stupid attempt to roast these sweet potatoes with wet firewood?";
- next;
- select("...No.");
- mes "[Defaria]";
- mes "...No? Then what brings you here?";
- mes "...Huh?";
- mes "A spell scroll? May I see?";
- next;
- mes "[Defaria]";
- mes "...Isn't... Isn't this?!";
- mes "...Hmm...";
- mes "Eek... So Echinacea referred you to me, huh?";
- mes "...Does that means she knows everything...?";
- next;
- mes "[Defaria]";
- mes "...Alright then, I'll tell you.";
- mes "As you can see, this scroll is sealed.";
- mes "It can only be unsealed by a secret method.";
- mes "...And...";
- next;
- mes "[Defaria]";
- mes "...It is from....";
- mes "...Arunafeltz?";
- mes "The way it's sealed is the same method used by the temple...";
- next;
- mes "[Defaria]";
- mes "I don't know how you've gotten this scroll,";
- mes "...but I'll try to help you on behalf of the respectable scholars of Arunafeltz.";
- next;
- mes "[Defaria]";
- mes "But remember; I'm not doing this officially. Please don't make me disgrace my country by helping you. Do you understand what I'm saying?";
- next;
- switch(select("Got it.:No.")) {
- case 1:
- mes "[Defaria]";
- mes "Good. Then I expect you to help me by gathering the items I need to unseal the scroll:";
- mes "^4d4dff30 Holy Waters, Runes of Darkness, and Bloody Runes^000000.";
- next;
- mes "[Defaria]";
- mes "I'll be waiting for your return.";
- set mao_morocc2,15;
- changequest 7023,7024;
- close;
- case 2:
- mes "[Defaria]";
- mes "At first, you looked like someone who is reliable and understands the difference between official and private matters.";
- mes "Your answer just proved me wrong.";
- mes "Echinacea must be getting desperate if she's asking people like you for help.";
- close;
- }
- }
- else if (mao_morocc2 == 15) {
- if ((countitem(523) > 29) && (countitem(7511) > 29) && (countitem(7563) > 29) && (countitem(6028) > 0)) {
- mes "[Defaria]";
- mes "Oh, you've brought everything!";
- mes "Good, it wasn't hard, was it?";
- mes "Okay, can you come back in a little bit?";
- delitem 523,30; //Holy_Water
- delitem 7511,30; //Rune_Of_Darkness
- delitem 7563,30; //Bloody_Rune
- delitem 6028,1; //Seal_Scroll
- set mao_morocc2,16;
- changequest 7024,7025;
- close;
- }
- else {
- mes "[Defaria]";
- mes "To unseal the scroll,";
- mes "I need ^4d4dff30 Holy Waters, Runes of the Darkness, and Bloody Runes^000000.";
- mes "Don't forget to bring the spell scroll along with them.";
- next;
- mes "[Defaria]";
- mes "While you're gathering the items, I'll be roasting my sweet potatoes.";
- mes "If I could only make this fire work...";
- close;
- }
- }
- else if (mao_morocc2 == 16) {
- if (rand(1,3) == 2) {
- mes "[Defaria]";
- mes "Welcome back; you came at the perfect time.";
- mes "First, this spell scroll contains a teleportation spell.";
- mes "You know what teleportation is, don't you?";
- next;
- mes "[Defaria]";
- mes "You know,";
- mes "it's a spell that instantly moves you to a different location.";
- mes "That's the spell contained in this scroll.";
- next;
- mes "[Defaria]";
- mes "The only difference is...";
- mes "This scroll will teleport you to a specific location.";
- mes "Such scrolls are generally used by ^4d4dfforganizations to gather their members^000000.";
- next;
- mes "[Defaria]";
- mes "I don't know where this scroll will lead you..";
- mes "You'll be the one using this scroll. Am I right?";
- mes "Here, please take this.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "'To gather members...?'";
- mes "...Right! I remember";
- mes "Rayan mentioned a gathering somewhere!";
- mes "So this scroll will take me to that meeting?";
- next;
- mes "[Defaria]";
- mes "Um, do you mind? Would you stop talking to yourself and just leave already?";
- mes "I'm sorry, but this old man needs some rest, alright?";
- set mao_morocc2,17;
- getitem 14595,1; //Unsealed_Magic_Spell
- changequest 7025,7026;
- close;
- }
- else {
- mes "[Defaria]";
- mes "Don't be so impatient.";
- mes "You can come back later.";
- mes "It'll take some time.";
- close;
- }
- }
- else if (mao_morocc2 == 17) {
- mes "[Defaria]";
- mes "What are you so worried about?";
- mes "You'll see how it works as soon as you use it.";
- close;
- }
- else if (mao_morocc2 == 101) {
- mes "[" + strcharinfo(0) + "]";
- mes "....";
- next;
- mes "[Defaria]";
- mes "..Huh? What do you want?";
- next;
- input .@input$;
- if (.@input$ == "Dandelion") {
- mes "[Defaria]";
- mes "..I know they're involved in this case, but";
- mes "we shouldn't talk about them.";
- next;
- switch(select("Just tell me what you know.:Alright..:")) {
- case 1:
- mes "[Defaria]";
- mes "Why should I go through all that trouble?";
- mes "You can go and ask Echinaea.";
- mes "This old man needs some rest, alright?";
- next;
- select("I'll do anything for you.");
- mes "[Defaria]";
- mes "Anything?";
- mes "Are you serious?";
- next;
- switch(select("Haha, got you!:Yes!")) {
- case 1:
- mes "[Defaria]";
- mes "What th--! How dare you fool an old man!";
- mes "You little punk!";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- next;
- mes "[Defaria]";
- mes "I may be old,";
- mes "but I'm a representative of great Arunafeltz's scholars!";
- mes "It's a mistake to trifle with me like that!";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- next;
- mes "[Defaria]";
- mes "Did you think I'm stupid just because I was trying to make a fire with wet firewood?!";
- mes "..*Pant Pant*.. Phew, even yelling tires me out..";
- close;
- case 2:
- mes "[Defaria]";
- mes "Then...";
- mes "...Umm... Can you bring me some Logs?";
- mes "...And some sweet potatoes too, if you don't mind.";
- next;
- select("Sure thing. How many?");
- mes "[Defaria]";
- mes "...Let's see...";
- mes "I need sweet potatoes for me, Mr. Kidd, and Echi... Umm...";
- mes "...And then I need... Yes!";
- next;
- mes "[Defaria]";
- mes "Please bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000.";
- mes "I'll be waiting for your return.";
- set mao_morocc2,102;
- changequest 7037,7038;
- close;
- }
- case 2:
- mes "[Defaria]";
- mes "You seem to give up really easily.";
- mes "I don't blame you. Sometimes giving up is the best decision,";
- mes "not to mention that it takes a certain kind of courage.";
- next;
- mes "[Defaria]";
- mes "For example, Tarous that know when to abandon their hopes of getting cheese, you know, the bait in traps, are the hardest ones to catch. You know?";
- mes "..Hahaha!";
- close;
- }
- }
- else if (.@input$ == "Arunafeltz") {
- mes "[Defaria]";
- mes "...Arunafeltz...?";
- mes "Yes, I'm from Arunafeltz...";
- mes "So what?";
- close;
- }
- else {
- mes "[Defaria]";
- mes "Be more specific about your question,";
- mes "and stop being so ambiguous.";
- close;
- }
- }
- else if (mao_morocc2 == 102) {
- if ((countitem(516) > 19) && (countitem(7201) > 29)) {
- mes "[Defaria]";
- mes "Oh, you've really brought what I wanted!";
- mes "Please give them to me..";
- mes "No, wait, can you pile them on the firewood over there?";
- next;
- mes "[Defaria]";
- mes "Make it a nice, neat pile, please.";
- mes "Oh, you forgot to put the sweet potatoes on top.";
- mes "Yes, good. That's perfect.";
- next;
- mes "[Defaria]";
- mes "Hopefully I can make a fire with your nice logs....";
- specialeffect EF_BEGINSPELL2;
- next;
- specialeffect EF_FIREWALL,AREA,"Wet Firewood#moc2";
- specialeffect EF_TORCH,AREA,"Wet Firewood#moc2";
- mes "[Defaria]";
- mes "Oh, this is as great as I'd hoped!";
- mes "I guess my magic hasn't gotten that rusty after all..";
- delitem 516,20; //Sweet_Potato
- delitem 7201,30; //Log
- set mao_morocc2,103;
- close;
- }
- else {
- mes "[Defaria]";
- mes "If you want me to do you a favor, then";
- mes "you should bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000 in return.";
- close;
- }
- }
- else if (mao_morocc2 == 103) {
- mes "- Defaria is blowing on a roast sweet potato, peeling off it's skin. -";
- next;
- select("Excuse me, sir...");
- mes "[Defaria]";
- mes "What..?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Didn't you forget something?";
- mes "... Dandelion? I wanted you to tell me what you knew.";
- mes "I was hoping you'd remember something about Dandelion.";
- next;
- mes "[Defaria]";
- mes "So,";
- mes "do you want me to confirm";
- mes "if Dandelion is really supported by Arunafeltz?";
- next;
- mes "[Defaria]";
- mes "Umm... I don't know what to say... I don't feel comfortable talking about politics.";
- next;
- mes "[Defaria]";
- mes "...Do you mind delivering these to Mr. Kidd?";
- next;
- mes "- Defaria has given you 2 Nice Sweet Potatoes. -";
- set mao_morocc2,104;
- getitem 549,2; //Nice_Sweet_Potato
- changequest 7038,7039;
- close;
- }
- else if (mao_morocc2 == 104) {
- mes "[Defaria]";
- mes "Um, I just told you to deliver those sweet potatoes to Mr. Kidd.";
- close;
- }
- else if (mao_morocc2 == 105) {
- mes "[Defaria]";
- mes "Say, did he like them?";
- mes "Hahaha...";
- mes "... ... ";
- next;
- mes "[Defaria]";
- mes "Dandelion was like a ghost.";
- mes "There are many different types of people in this world.";
- mes "Some people want war while others are against it.";
- next;
- mes "[Defaria]";
- mes "The Dandelions were the former case.";
- mes "Those right-ists believed in a distorted patriotism. They thought shedding blood was the only way to make peace.";
- next;
- mes "[Defaria]";
- mes "They organized Dandelion,";
- mes "and they happened to ally themselves with the warmongers in the government.";
- next;
- mes "[Defaria]";
- mes "That's how they grew so strong.";
- mes "At first, their purpose was limited to gathering intel and spying on other countries.";
- mes "This is just what I think, but the right information can cause chaos in a country.";
- next;
- select("Then what..?");
- mes "[Defaria]";
- mes "Can't you see it by now? Isn't it obvious?";
- mes "Well, if you can't take care of your own problems,";
- mes "then you won't be able to handle your enemies.";
- next;
- select("So Arunafeltz planned all this!");
- mes "[Defaria]";
- mes "No, it isn't that simple. The world isn't just black and white, you know?";
- mes "Just bring these to Echinacea, will you?";
- mes "They're cooked very well.";
- next;
- mes "- You have received 2 steaming hot Nice Sweet Potatoes. -";
- set mao_morocc2,106;
- getitem 549,2; //Nice_Sweet_Potato
- changequest 7039,7040;
- close;
- }
- else if (mao_morocc2 == 106) {
- mes "[Defaria]";
- mes "I told you to deliver those cooked sweet potatoes to Echinacea.";
- mes "Don't eat them, alright?";
- close;
- }
- else if (mao_morocc2 == 107) {
- mes "[Defaria]";
- mes "Muhahahaha!";
- mes "Did Echinacea really say that?";
- mes "She's an executive of the Rune-Midgarts army.";
- mes "I can tell that what she said came from the bottom of her heart.";
- next;
- mes "[Defaria]";
- mes "I'm relieved that things turned out this way.";
- mes "After all, they're the reason why the three countries decided to cooperate.";
- mes "Of course, it's too early to say if the cooperation will last long.";
- next;
- mes "[Defaria]";
- mes "I just hope that the three countries will use this chance to form lasting, friendly relationships. Wouldn't that be great for the sake of everyone in the world?";
- mes "Hrrm, but I'm not holding my breath for world peace.";
- next;
- mes "[Defaria]";
- mes "I'm just a mere human who can't foresee the future, you know?";
- mes "..Hahaha..";
- next;
- mes "[Defaria]";
- mes "Ah, your sweet potatoes are now roasted very well.";
- mes "Here, enjoy them.";
- mes "Thank you for trying so hard to please this whimsical old man.";
- set mao_morocc2,108;
- getitem 633,5; //Baked_Yam
- completequest 7041;
- close;
- }
- else if (mao_morocc2 > 108) {
- mes "- Defaria is lost in thought, standing with a poker in one hand";
- mes "and a sweet potato in the other. -";
- next;
- mes "- Sometimes, he looks to the sky, sighs, and then says, 'I'm envious of young people these days ..'";
- mes "or something like 'I don't care anymore, no matter what happens.' -";
- next;
- mes "- It sounds like he's having some pretty deep moments, so let's not disturb him. -";
- close;
- }
- else {
- mes "[Defaria]";
- mes "Please leave me alone unless you have extremely important business with me.";
- mes "I have so many things that I want to do...";
- close;
- }
-}
-
-mid_camp,255,269,0 script Wet Firewood#moc2 CLEAR_NPC,{
- if (mao_morocc2 > 102) {
- mes "You've found some half-burnt logs of high quality.";
- mes "It seems somebody already roasted sweet potatoes with these logs.";
- close;
- }
- else {
- mes "You've found camp firewood that is too wet to make a fire.";
- mes "It seems somebody has been futilely attempting to make a fire with them.";
- close;
- }
-}
-
-morocc,43,108,5 script Sharp-Looking Boy#dan_07 4_KID01,{
- mes "[Jack]";
- if (BaseClass == Job_Assassin) {
- mes "Almost half of this town has been destroyed,";
- mes "and yet some people still come to visit.";
- mes "I must say that it's amazing that our stronghold is still intact, and withstood all the devastation.";
- close;
- }
- else {
- mes "As you see, half of this town is gone. I guess there's no real reason to control access to this tavern.";
- mes "Just feel free to go in.";
- next;
- mes "[Jack]";
- mes "I'm impressed by your courage to step into this hell.";
- close;
- }
-}
-
-morocc,45,110,0 script que_job01#01 WARPNPC,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",9,94;
- end;
- }
- else {
- mes "[Jack]";
- mes "Oh, not everyone can enter that place...!";
- mes "...";
- mes "Nevermind.";
- next;
- mes "[Jack]";
- mes "Since everything has changed,";
- mes "just feel free to enter wherever you want!";
- close2;
- warp "que_job01",9,94;
- end;
- }
-}
-
-que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
-que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
-que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53;
-
-que_job01,82,95,3 script Bar Master#moc2_01 1_ETC_01,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseClass == Job_Assassin) {
- mes "[Karred]";
- mes "Welcome.";
- mes "Care for a drink?";
- }
- else {
- mes "[Karred]";
- mes "What would you like to drink?";
- }
- next;
- switch(select("Order a Drink:About the mission:Quit")) {
- case 1:
- mes "[Karred]";
- mes "We have Tropical Sograt";
- mes "and Vermillion on the Beach.";
- mes "Which one would you like to drink?";
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:How about a free drink?")) {
- case 1:
- if (checkweight(1201,1) == 0) {
- mes "[Karred]";
- mes "Are you sure you can even hold a glass of alcohol?";
- mes "You're carrying too many things on you already.";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Karred]";
- mes "I can give you a special discount, but";
- mes "you don't have enough money to even pay the special price.";
- mes "Why don't you check your money first?";
- mes "This drink is only 800 zeny for Assassins!";
- }
- else {
- mes "[Karred]";
- mes "I'll give you a special discount.";
- mes "Here, drink up.";
- mes "This drink is mainly made of fruit juice,";
- mes "but you still shouldn't drink too much.";
- Zeny -= 800;
- getitem 12112,1; //Tropical_Sograt
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Karred]";
- mes "Do you even have any money?";
- mes "Why don't you check your money first?";
- mes "It's 1000 zeny for one glass.";
- close;
- }
- else {
- mes "[Karred]";
- mes "There you go.";
- mes "This drink is mainly made of fruit juice,";
- mes "but you still shouldn't drink too much.";
- Zeny -= 1000;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- }
- }
- case 2:
- if (MaxWeight - Weight < 2000) {
- mes "[Karred]";
- mes "Are you sure you can even hold a glass of alcohol?";
- mes "You're carrying too many things on you already.";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Karred]";
- mes "I can give you a special discount, but";
- mes "you don't have enough money to even pay the special price.";
- mes "Why don't you check your money first?";
- mes "This drink is only 800 zeny for Assassins!";
- }
- else {
- mes "[Karred]";
- mes "I'll give you a special discount.";
- mes "Here, enjoy.";
- Zeny -= 800;
- getitem 12113,1; //Vermilion_The_Beach
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Karred]";
- mes "Do you even have any money?";
- mes "Why don't you check your money first?";
- mes "It's 1000 zeny for one glass.";
- close;
- }
- else {
- mes "[Karred]";
- mes "There you go.";
- mes "Don't drink too much, alright?";
- Zeny -= 1000;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- }
- }
- case 3:
- mes "[Karred]";
- mes ".........";
- mes "Get out.";
- close;
- }
- case 2:
- if (BaseClass == Job_Assassin) {
- mes "[Karred]";
- mes "How many I help you?";
- next;
- if (mao_morocc2 == 4) {
- mes "[Karred]";
- mes "...Rin? I see. So you're assisting Mr. Kidd.";
- mes "Rin...she's in the room inside.";
- mes "She was gravely injured not that long ago...";
- next;
- select("?");
- mes "[Karred]";
- mes "You can't expect your job to always go smoothly.";
- mes "Of course there will be risks.";
- mes "Why don't you go pay her a visit?";
- set mao_morocc2,5;
- close;
- }
- else if (mao_morocc2 > 4) {
- mes "[Karred]";
- mes "Rin needs to rest for now. I hope you'll do what you can to help her out.";
- mes "But please do take care of yourself as well.";
- next;
- mes "[Karred]";
- mes "You and Rin are like my children to me, and such injuries...";
- mes "Sigh...it's torture for me to see.";
- close;
- }
- else {
- mes "[Karred]";
- mes "I hope you'll come by more often. This place is open to you always, even if you don't have missions.";
- close;
- }
- }
- else {
- if (mao_morocc2 > 4) {
- mes "[Karred]";
- mes "Rin needs to rest in bed for a while. I hope you'll help her complete her duties.";
- mes "...This is quite embarrassing to admit, but I see her like my own daughter.";
- next;
- mes "[Litheron]";
- mes "Ah, just forget what I said. That was out of line.";
- mes "I guess I'm drunk after dealing with alcohol all day.";
- close;
- }
- else {
- mes "[Karred]";
- mes "How may I help you?";
- mes "For your information, the 'recommendation' has lost its effect. You'd better go back.";
- if (mao_morocc2 == 4) {
- next;
- select("I'm here for Rin!");
- mes "[Karred]";
- mes "...? Why are you looking for Rin?";
- next;
- mes "......";
- mes ".........";
- next;
- mes "[Karred]";
- mes "I see. So you're a member of the Ash Vacuum expedition.";
- mes "Rin is in the inner room.";
- mes "...She's been badly injured and is resting in bed. Don't do anything to shock her, alright?";
- set mao_morocc2,5;
- close;
- }
- else {
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Karred]";
- mes "Hmmm.";
- close;
- }
-}
-
-que_job01,80,77,0 script que_job01#04 WARPNPC,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin || mao_request > 0 || mao_morocc2 > 4) {
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Hey, wait.";
- mes "Only authorized personnel can enter the inner room.";
- mes "Hey Master, is it okay to let this guy in?";
- next;
- if (prt_curse == 24) {
- mes "[" + strcharinfo(0) + "]";
- mes "I, um, I'm looking";
- mes "for somebody named";
- mes "Marjana? I learned";
- mes "that she's around";
- mes "here somewhere?";
- next;
- mes "[Litheron]";
- mes "Marjana? How did you";
- mes "know that? Hey master,";
- mes "what do I do with this guy?";
- next;
- mes "[Master]";
- mes "Hmm. I sense no ill intent";
- mes "from this adventurer. I've";
- mes "also heard a rumor that the";
- mes "Prontera Church needs to";
- mes "investigate poison for";
- mes "some reason.";
- next;
- mes "[Master]";
- mes "However, there is no";
- mes "way to tell if this person";
- mes "has been sent by Prontera";
- mes "Church. I suppose whether";
- mes "this person can enter is";
- mes "really up to you, Litheron.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me";
- mes "a drink. Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch(select("Sure:Why should I?!")) {
- case 1:
- mes "[Litheron]";
- if (Zeny > 999) {
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- Zeny -= 1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- case 2:
- mes "[Litheron]";
- mes "Not the saavy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- else {
- mes "[Bar Master]";
- mes "If you keep outsiders away from the entrance, every drink you drink today will be on the house.";
- mes "So keep up the good work.";
- next;
- mes "[Bar Master]";
- mes "Yay! Did you hear that?";
- mes "That's my cue to get you outta here!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
-}
-
-que_job01,81,79,5 script Idle Knight#dan_08 4_M_JOB_KNIGHT1,{
- mes "[Litheron]";
- mes "What, haven't you seen a Knight before?";
- mes "You think Knights don't belong here?";
- if (BaseClass == Job_Knight)
- mes "Looks like this is a case of the pot calling the kettle black.";
- next;
- mes "[Litheron]";
- mes "You know, I'm just here to take a break from the town restoration work.";
- mes "There aren't many places that you can have a drink without being caught. You know?";
- close;
-}
-
-que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
-
-que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{
- mes "[Tao]";
- if (BaseClass == Job_Assassin) {
- mes "Welcome, meow.";
- mes "Say, how's it like outside? Meow?";
- next;
- if (prt_curse == 24) {
- switch(select("Is Marjana in?:I'm here to see you, Tao.")) {
- case 1:
- mes "[Tao]";
- mes "She's in the room on your left, meow~";
- mes "But then, how d'you know she's here, meow?";
- close;
- case 2:
- mes "[Tao]";
- mes "This is no place for playing, meow..";
- mes "... Hey, it's awkward you looking at me like that, meow..";
- close;
- }
- }
- else if (mao_morocc2 > 4) {
- mes "[Tao]";
- mes "Tao knows what you're thinking, meow~ You're here to see big sister Rin, am I right, meow? ";
- mes "Hehe, where is she, I wonder, meow~";
- close;
- }
- else {
- mes "[Tao]";
- mes "If you don't have any reason to be here, you should leave, meow!";
- mes "Not everyone can enter this place, meow.";
- mes "Somehow you're here, but you can't go in the room.";
- next;
- mes "[Tao]";
- mes "No, wait... I think you may be able to go in... I don't know, meow!";
- mes "Tao is tired of being a door keeper, meow! Meow!";
- close;
- }
- }
- else {
- mes "Why are you here, meow?";
- next;
- switch(select("Hey kid, are you alone?:What are you, meow?!:Why do you keep meowing?!")) {
- case 1:
- mes "[Tao]";
- mes "Who are you calling a kid?";
- mes "Tao is a good door keeper!";
- mes "Don't call me a kid!";
- next;
- mes "[Tao]";
- mes "I can tell you've got some reason for being here, but you've put yourself in trouble!";
- mes "You're mistaken if you thought I would tell you";
- mes "Master and Marjana are in the left room. Grrr.. Meow!";
- close;
- case 2:
- mes "[Tao]";
- mes "Are you making fun of me being a door keeper, meow?!";
- mes "Grrr...";
- next;
- mes "[Tao]";
- mes "You make me mad, meow. Get lost!!";
- close;
- case 3:
- mes "[Tao]";
- mes "It's a long story, meow.";
- mes "It's been a long time since I started meowing one day..";
- mes "That day, Tao wanted to have a Big Ribbon so badly.";
- next;
- mes "[Tao]";
- mes "So Tao went to find Wild Roses.";
- mes "Meow?! Why am I telling you this, meow?!";
- next;
- mes "[Tao]";
- mes "Grrr!";
- mes "What are you, meow?!";
- next;
- mes "[Tao]";
- mes "Get out!";
- close;
- }
- }
-}
-
-que_job01,51,55,0 script que_job01#room_1 WARPNPC,1,1,{
-OnInit:
-OnReset:
- set $@moc_mao_room1,0; //Global Variable
- end;
-
-OnTouch:
- mes "[Tao]";
- if (prt_curse == 24) {
- if ($@moc_mao_room1 == 0) {
- set $@moc_mao_room1,1; //Global Variable
- donpcevent " #room1timer::OnEnable";
- donpcevent "Marjana#poison::OnEnable";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_request > 0) {
- if ($@moc_mao_room1 == 0) {
- set $@moc_mao_room1,1; //Global Variable
- donpcevent " #room1timer::OnEnable";
- donpcevent "Valdes#moc_master_1::OnEnable";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "Who are you, meow?!";
- mes "Only authorized personnel can enter the inner room, meow!";
- mes "You are not authorized!";
- mes "Get out!";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,1,0 script #room1timer CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01", "You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
- end;
-
-OnStop:
- mapannounce "que_job01", "The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
- donpcevent "#room1_warp13::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::OnReset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room1_warp13::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room1_warp13::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01", "The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::OnReset";
- stopnpctimer;
-}
-
-que_job01,12,13,0 script #room1_warp13 -1,15,15,{
-OnInit:
-OnDisable:
- disablenpc "#room1_warp13";
- end;
-
-OnEnable:
- enablenpc "#room1_warp13";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,11,4,0 script que_job01#room1_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room1timer::OnStop";
- end;
-}
-
-que_job01,16,21,5 script Valdes#moc_master_1 1_M_JOBTESTER,{
- mes "[Valdes]";
- if (BaseClass == Job_Assassin) {
- mes "What is it? I have nothing to ask you to do.";
- mes "Could you please leave me alone? I have a bad headache.";
- next;
- mes "[Valdes]";
- mes "I'll ask you for a help some other time.";
- mes "You look pretty passionate after all.";
- if (countitem(6029) > 0)
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- if (countitem(7418) > 0)
- delitem 7418,countitem(7418); //Mission_ScrollB
- if (countitem(7416) > 0)
- delitem 7416,countitem(7416); //Letter_Of_Recommend
- close;
- }
- else {
- mes "...Sorry, but could you please leave?";
- mes "I'm really stressed out right now.";
- mes "If you're here for the request that we made earlier, you can just forget about it.";
- if (countitem(6029) > 0)
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- if (countitem(7418) > 0)
- delitem 7418,countitem(7418); //Mission_ScrollB
- if (countitem(7416) > 0)
- delitem 7416,countitem(7416); //Letter_Of_Recommend
- close;
- }
-
-OnInit:
-OnDisable:
- disablenpc "Valdes#moc_master_1";
- end;
-
-OnEnable:
- enablenpc "Valdes#moc_master_1";
- end;
-}
-
-que_job01,51,44,0 script que_job01#room_2 WARPNPC,1,1,{
- end;
-
-OnInit:
-OnReset:
- set $@moc_mao_room2,0; //Global Variable
- end;
-
-OnTouch:
- if ((mao_morocc2 > 4) && (mao_morocc2 < 10)) {
- if ($@moc_mao_room2 == 0) {
- set $@moc_mao_room2,1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",80,21;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_morocc2 == 21) {
- if ($@moc_mao_room2 == 0) {
- set $@moc_mao_room2,1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- donpcevent "Rin#moc_room2_2::OnEnable";
- donpcevent "Rayan#moc_room2_2::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",144,57;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if ((mao_morocc2 > 21) && (mao_morocc2 < 29)) {
- if ($@moc_mao_room2 == 0) {
- set $@moc_mao_room2,1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- donpcevent "Rin#moc_room2_2::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",144,57;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "[Tao]";
- mes "This is the patient's room, meow.";
- mes "Why don't you leave the patient alone to rest?";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,2,0 script #room2timer CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01", "Master Zone 2 is now under surveillance.",bc_map,"0x70DBDB";
- end;
-
-OnStop:
- mapannounce "que_job01", "The magic shield of Master Zone 2 has been reset.",bc_map,"0x70DBDB";
- donpcevent "#room2_1_warp::OnDisable";
- donpcevent "#room2_2_warp::OnDisable";
- donpcevent "Rin#moc_room2_2::OnDisable";
- donpcevent "Rin#moc_room2_1::OnDisable";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- donpcevent "que_job01#room_2::OnReset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room2_1_warp::OnEnable";
- donpcevent "#room2_2_warp::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room2_1_warp::OnDisable";
- donpcevent "#room2_2_warp::OnDisable";
- donpcevent "Rin#moc_room2_2::OnDisable";
- donpcevent "Rin#moc_room2_1::OnDisable";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01", "Master Zone 2 has been released from surveillance.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_2::OnReset";
- stopnpctimer;
-}
-
-que_job01,80,17,0 script #room2_1_warp -1,15,15,{
-OnInit:
-OnDisable:
- disablenpc "#room2_1_warp";
- end;
-
-OnEnable:
- enablenpc "#room2_1_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,144,51,0 script #room2_2_warp -1,15,15,{
-OnInit:
-OnDisable:
- disablenpc "#room2_2_warp";
- end;
-
-OnEnable:
- enablenpc "#room2_2_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,80,27,0 script que_job01#room2_1_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room2timer::OnStop";
- end;
-}
-
-que_job01,144,61,0 script que_job01#room2_2_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room2timer::OnStop";
- end;
-}
-
-que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 5) {
- if (mao_request > 103) {
- mes "[Rin]";
- mes "..." + strcharinfo(0) + "...?";
- mes "It's been a long time. What's going on?";
- cutin "moc2_rin02",2;
- }
- else {
- mes "[Rin]";
- mes "Who are you? Only authorized personnel can enter this area.";
- cutin "moc2_rin01",2;
- }
- next;
- switch(select("Mr. Kidd sent me.:Just passing by.")) {
- case 1:
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "...?";
- mes "...Ah.. Ahh, I see.";
- mes "I haven't contacted him for a while, and so he's sent you to me...";
- mes "*Sigh*.. *Cough*.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "As you see, I've been feeling under the weather. I'm in no condition to contact him.";
- mes "...Let me think. Where I should start..?";
- next;
- if (((mao_request > 25) && (mao_request < 31)) || ((mao_request > 125) && (mao_request < 129))) {
- mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
- next;
- mes "[Rin]";
- mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
- next;
- mes "[Rin]";
- mes "We were able to gather a group of people and stop him from completing the ritual,";
- mes "and although the seal wasn't broken, he succeeded in weakening it.";
- next;
- mes "[Rin]";
- mes "Soon after we captured him, an army of monsters attacked this town";
- mes "as Satan Morocc's angry roars echoed in the air.";
- cutin "moc2_rin04",2;
- next;
- mes "[Rin]";
- mes "R, otherwise known as Rayan, is responsible for these series of events.";
- mes "He caused everything that's happening now.";
- next;
- }
- else {
- mes "[Rin]";
- mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
- next;
- mes "[Rin]";
- mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
- next;
- mes "[Rin]";
- mes "We were able to gather a group of people and stop him from completing the ritual,";
- mes "and although the seal wasn't broken, he succeeded in weakening it.";
- next;
- mes "[Rin]";
- mes "Soon after we captured him, an army of monsters attacked this town";
- mes "as Satan Morocc's angry roars echoed in the air.";
- cutin "moc2_rin04",2;
- next;
- mes "[Rin]";
- mes "R, otherwise known as Rayan, is responsible for these series of events.";
- mes "He caused everything that's happening now.";
- next;
- }
- mes "[Rin]";
- mes "Our job is primarily investigating Satan Morocc's whereabouts";
- mes "as well as the relation between the space gap and Satan Morocc...";
- next;
- mes "[Rin]";
- mes "We, however, couldn't let Rayan get away with what he's done";
- mes "I've been focusing on pursuing Rayan.";
- next;
- mes "[Rin]";
- mes "If we capture him, we might also find out some information about Satan Morocc:";
- mes "we might be able to learn where he tried to summon Satan Morocc, and where we should send Satan Morocc back to...";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "I really want to know how the space gap is linked to Satan Morocc...";
- mes "*Pant Pant*... ...";
- next;
- switch(select("And then what?:Don't strain yourself.")) {
- case 1:
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "I'm sorry, but I'm not yet fully recovered... I need to speak slowly. Please bear with me.";
- next;
- break;
- case 2:
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Thank you for your kindness.";
- mes "...*Pant Pant*...";
- next;
- break;
- }
- mes "[Rin]";
- mes "I received these injuries from Rayan and his gang. I finally located them after a long stakeout and pursuit...";
- mes "......... ...";
- next;
- mes "[Rin]";
- mes "Yes... I need to write this down...";
- next;
- mes "- Mumbling something, she took down notes in an old notebook as she spoke. -";
- next;
- mes "[Rin]";
- mes "The Dandelions.. They're Rayan's puppets.";
- mes "I was ambushed by them in a mountain far from a village...";
- next;
- mes "[Rin]";
- mes "When I woke up, I was here.";
- mes "Since then, my vision's been blurry. I guess that must have been caused by my injuries...";
- next;
- mes "[Rin]";
- mes "How'd you like to conduct an investigation around that area? We might find something..";
- mes "Like important clues or where they've headed...";
- set mao_morocc2,6;
- next;
- mes "[Rin]";
- mes "^4d4dffIf you're interested in helping me, I'll continue talking.^000000";
- close2;
- break;
- case 2:
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Did you just come by for no reason?";
- mes "...God, I can't believe just let you come here!";
- mes "Grr.. I need to teach them a lesson. Why can't they let me rest for God's sake!";
- next;
- mes "[Rin]";
- mes "I'm sorry, but I'm extremely tired and cranky.";
- mes "If you don't have anything important to tell me, then I'd like you to leave.";
- close2;
- break;
- }
- }
- else if (mao_morocc2 == 6) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "So, are you interested in helping me?";
- mes "I remember the location was... Southwest from a village called Hugel.";
- mes "Do you know where to find Abyss Lake, where the Dragons reside?.";
- next;
- mes "[Rin]";
- mes "^4d4dffWhen you pass Abyss Lake and head west,^000000 you'll arrive at stiff mountains.";
- mes "I was ambushed somewhere ^4d4dffsouth of the second hill from the top of the mountain^000000";
- next;
- mes "[Rin]";
- mes "They ganged up on me, but I put up a good fight...";
- mes "I'm sure I at least made them drop something..";
- mes "Please try to find something there that might serve as a clue.";
- next;
- mes "[Rin]";
- mes "While you're gone, I'll be preparing a document to send to Mr. Kidd.";
- mes "Be safe, and look out for yourself, okay?";
- set mao_morocc2,7;
- changequest 7015,7016;
- close2;
- }
- else if (mao_morocc2 == 7) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "I remember the location was...";
- mes "somewhere south of the second hill of a mountain west from Abyss Lake.";
- next;
- mes "[Rin]";
- mes "What are you looking at?";
- mes "How do I remember the location so clearly?";
- mes "It's the last location where I searched for Rayan. How can I not remember?";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Don't underestimate me; I'm an elite member of my guild.";
- close2;
- }
- else if (mao_morocc2 == 8) {
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Have you found anything?";
- next;
- mes "- You told her you couldn't find anything regarding their whereabouts,";
- mes "but you found the ''Bloody Crystal of Darkness'' in the bushes.";
- next;
- if (countitem(6027) > 0) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..This is...it.";
- mes "You can feel the evil spirit just by looking at it.";
- mes "This...there's no doubt. It's the same kind of crystal as the ones found on Satan Morroc and his minions.";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "But...this crystal...left there..";
- mes "..Was it them who dropped it?";
- mes "So it seems Rayan and Satan Morocc...there really is something going on between those two.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "You've worked hard. Thank you.";
- mes "Ha...";
- mes "Just lying here, not being able to do anything...it's so frustrating.";
- next;
- mes "[Rin]";
- mes "Here, take this journal to Mr. Kidd.";
- mes "It should've been done a while ago.";
- mes "Oh, bring this crystal to him as well.";
- next;
- mes "[Rin]";
- mes "Ah..the journal..Yes, I should record this incident onto the journal.";
- next;
- mes "......";
- next;
- mes "......";
- mes "......";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "All done. Here you go.";
- mes "Here's the journal and the crystal.";
- mes "Take them to Mr. Kidd for me.";
- next;
- mes "- You received the journal from Rin.";
- mes "Instead of a journal, it's more like a bunch of documents being exchanged. -";
- set mao_morocc2,9;
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7017,7018;
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..A bloody Crystal of the Darkness?";
- mes "Can you show it to me?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, I don't have it with me. I'll go bring it right away.";
- mes "^4d4dff(Wait, what did I do with it? I didn't sell it or anything, did I?)^000000";
- close2;
- }
- }
- else if (mao_morocc2 == 9) {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Hurry up; deliver the journal and crystal to Mr. Kidd.";
- mes "That's your job, isn't it?";
- mes "*Pant* I need to rest now..";
- next;
- mes "[Rin]";
- mes "My eyes are blurry...";
- mes "*Pant Pant*...";
- close2;
- }
- else {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "..Argh.. I'm still recovering .. I'm not supposed to move~";
- close2;
- }
- cutin "moc2_rin03",255;
- end;
-}
-
-que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 21) {
- if ((countitem(6029) > 0) && (countitem(6027) > 0)) {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Hey, you've come back at just the right time.";
- mes "Look at him; this is ridiculous.";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "I know what I did is unforgivable, no matter how good my reason might be.";
- mes "..But... *Sigh*... It's too late to regret it now, isn't it?";
- next;
- select("Who is this?");
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Don't you know? He's Rayan Moore who dared to release Satan Morocc, deceive everyone, and bring havoc to this world.";
- mes "And you know what?";
- next;
- mes "[Rin]";
- mes "Not only that, he slaughtered his own comrades without mercy!";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "...Waaah!";
- mes "..I.. I.. I killed them with my own hands!";
- mes "*Sob*..";
- mes "I'm.. I'm sorry..";
- next;
- mes "- Rayan is shivering in fear.";
- mes "He still hasn't gotten over the fact that he killed all of his comrades.-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What is going on?";
- mes "He doesn't look like the Rayan I know.";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "I don't know. This Rayan seems to be a completely different individual than the one we know.";
- mes "I guess this is what they call Multiple Personality Disorder.";
- next;
- mes "[Rin]";
- mes "This Rayan isn't the Rayan Moore that plotted the conspiracy,";
- mes "but another personality hidden inside of him.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Hey, calm down. Why don't you speak slowly?";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "..It was me.. I was only going to pretend to break the seal of Satan Morocc...";
- mes "Don't you see? I meant for it to just be an act! I was going to throw the town in panic...";
- next;
- mes "[Rayan]";
- mes "..That would be my chance to spread the teachings of Freya, our messiah.";
- mes "Then something went wrong...";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "What?";
- mes "Man, how can you be so stupid?!";
- mes "*Sigh* Continue.";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "I was studying some documents for my plan, and then I found something by accident.";
- mes "That was when I became a completely different person.. *Sob*";
- next;
- mes "[Rayan]";
- mes "..My plan.. It was like I wasn't myself anymore. I wanted to release Satan Morocc for real.";
- mes "I kidnapped children.. Threatened my comrades.";
- next;
- mes "[Rayan]";
- mes "..I held the true ritual to break the seal and release Satan Morocc...";
- mes "Wah.. My.. My head hurts.. This.. No, you can't.. Waaah!";
- next;
- mes "[Rayan]";
- mes "..Grr.. You.. You foolish weaklings..";
- mes "..I shall kill you.. No... Nooo!";
- next;
- mes "- Suddenly Rayan started talking nonsense and then pulled his hair out in anguish.";
- mes "It seems as if he is trying to resist the evil personality within him. -";
- next;
- cutin "moc2_dan02",255;
- switch(select("Smack his head.:Punch his stomach.:Slap his face.")) {
- case 1:
- specialeffect EF_HIT2,AREA,"Rayan#moc_room2_2";
- mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -";
- next;
- break;
- case 2:
- specialeffect EF_HIT4,AREA,"Rayan#moc_room2_2";
- mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground...! -";
- next;
- break;
- case 3:
- specialeffect EF_HIT1,AREA,"Rayan#moc_room2_2";
- mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -";
- next;
- break;
- }
- mes "- By your sudden violent move, the Bloody Crystal of Darkness flew out of your jacket, and rolled on the ground toward Rayan. -";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "Ahh....";
- mes "....? Isn't.. Isn't this?!....";
- specialeffect EF_POISON,AREA,"Rayan#moc_room2_2";
- next;
- mes "[Rin]";
- mes "Wah! What's going on?";
- mes "Why is it suddenly..?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Is this a time-space phenomenon?!";
- mes "Why..? There's no gap here..?";
- next;
- cutin "moc2_dan01",1;
- mes "[Rayan]";
- mes "Haha.. Muhahaha!";
- mes "Muhahahahaha!!";
- mes "He's come.. My master has arrived!!";
- mes "As you command, master. I'm here to serve you!";
- next;
- mes "[Voice from Rayan]";
- mes "^FF0000You insignificant humans!";
- mes "I'll be back at full strength,";
- mes "and I'll pay you back for locking me in the darkness for hundreds of years!^000000";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "What... What just happened?";
- mes "Are you Rayan? Or are you someone else now?!";
- next;
- cutin "moc2_dan01",0;
- mes "[Rayan]";
- mes "You're too late. My master has already departed!";
- mes "I'm his loyal servant.";
- mes "You're too foolish to understand his great will.";
- next;
- mes "[Rayan]";
- mes "Haha... Muhahaha!";
- mes "He's calling me!";
- mes "He needs me now!";
- next;
- mes "[Rayan]";
- mes "You're Rin, right?";
- mes "This is the last time you'll ever see me.";
- mes "Haha... Muhahahahaha!!";
- specialeffect EF_ENTRY,AREA,"Rayan#moc_room2_2";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "............";
- mes "....Huh...?";
- mes "What just happened?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...I don't know...";
- mes "...I think he's gone...?";
- delitem 6029,1; //Morocc_Tracing_Log
- delitem 6027,1; //Crystal_Of_Feardoom
- set mao_morocc2,22;
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "What's up?";
- mes "I'm kind of busy right now.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "..I've brought back the journal and something else..";
- mes "..Er, sorry. I forgot to bring the journal! I'll be right back.";
- close2;
- }
- }
- else if (mao_morocc2 == 22) {
- mes "[" + strcharinfo(0) + "]";
- mes "What should we do now?";
- mes "You know, that voice.. Do you think it was Satan Morocc...?";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..Maybe.";
- mes "B.ased on what the more normal Rayan has told us,";
- mes "it seems that another personality within him was forcibly created by Satan Morocc.";
- next;
- mes "[Rin]";
- mes "Satan Morocc must have chosen Rayan to break his seal.";
- mes "He's been controlling Rayan from deep inside his mind..";
- next;
- mes "[Rin]";
- mes "And... That Mad Rayan seems to have a connection with your Bloody Crystal of Darkness.";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "I didn't see that side of Rayan until you came; he was very cooperative and feeble up until then.";
- next;
- mes "[Rin]";
- mes "The original Rayan seemed to remember everything that happened while he was controlled by that mad personality..";
- next;
- mes "[Rin]";
- mes "He was in shock after learning that he's killed all his comrades with his own hand.";
- mes "He started acting differently once you approached him. I must record all of this in the journal.";
- next;
- next;
- mes "[Rin]";
- mes "Right. He completely changed once he touched the crystal, as if he himself became Satan Morocc.";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "..Damn it.";
- next;
- select("What should we do now?");
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Don't worry.";
- mes "I've marked Rayan's body in case he ran away.";
- mes "We can trace him down.";
- next;
- mes "[Rin]";
- mes "I'll give you the pattern number of his magic wavelength. Can you give the number to Echinacea?";
- mes "She'll take care of the rest.";
- next;
- set .@rotto,rand(1,3);
- if (.@rotto == 1) set .@pattern$,"SDHF92F-SDF";
- else if (.@rotto == 2) set .@pattern$,"VWNM94GVWN90";
- else set .@pattern$,"CM3-TRDFGHE0";
- mes "[Rin]";
- mes "The pattern number is...";
- mes "^4d4dff["+.@pattern$+"]^000000";
- mes "Don't leave out even one character. Okay?";
- set mao_morocc2,22+.@rotto;
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7030,7030+.@rotto;
- next;
- mes "[Rin]";
- mes "Here, bring this journal with you.";
- mes "Please don't forget the pattern number. Alright? Make sure that Echinacea gets it.";
- close2;
- }
- else if (mao_morocc2 == 23) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if (mao_morocc2 == 24) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if (mao_morocc2 == 25) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) {
- // Missed
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Ouch, my head...";
- mes "Yes? Why are you back again?";
- mes "What...you forgot the pattern number?";
- mes "Sigh...Oh well.";
- next;
- mes "[Rin]";
- mes "Make sure you don't forget it again. The pattern number is...";
- if (mao_morocc2 == 26) set .@pattern$,"SDHF92F-SDF";
- else if (mao_morocc2 == 27) set .@pattern$,"VWNM94GVWN90";
- else set .@pattern$,"CM3-TRDFGHE0";
- mes "^4d4dff["+.@pattern$+"]^000000. Don't leave out even one character. Okay?";
- mes "Got it?";
- next;
- mes "[Rin]";
- mes "Sigh. Get going, then...";
- mes "I need to take a break...";
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Ahhh~ I'm a sick person. I need to rest!";
- mes "I don't want to do anything else~";
- mes "Hurry up and go, don't bother me~";
- close2;
- }
- cutin "moc2_rin01",255;
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Rin#moc_room2_2";
- end;
-
-OnEnable:
- enablenpc "Rin#moc_room2_2";
- end;
-}
-
-que_job01,143,50,1 script Rayan#moc_room2_2 4_M_DSTMAN,{
- mes "- For some reason, Rayan is shivering in fear. -";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "He's not being himself for some reason.";
- mes "I'm just glad that he's sane enough to speak to me.";
- mes "I don't know what's going on with him.";
- close2;
- cutin "moc2_rin01",255;
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Rayan#moc_room2_2";
- end;
-
-OnEnable:
- enablenpc "Rayan#moc_room2_2";
- end;
-}
-
-hu_fild04,235,103,0 script Heap of Earth#mao2_01 CLEAR_NPC,4,4,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 7) {
- specialeffect EF_LEVEL99_4;
- mes "You have found a pile of dirt and deep tracks under thick bushes.";
- mes "There are deep footprints and spilled blood around the area.";
- next;
- mes "Some desperate fighting definitely happened here.";
- mes "There are some broken branches to the side of a set of footprints that look like they're skidding backwards...";
- mes "Somebody must have been fallen down on the ground, or...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I've been having a strange feeling around this area...";
- mes "It feels like faint mana.. ?!... Yes, I can barely see an aura.";
- mes "...What is this?";
- next;
- switch(select("Ignore it.:Take a careful look.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm.. This place must be where Rin fought with Rayan's gang.";
- mes "I don't see anything that looks important.";
- close;
- case 2:
- mes "As you took a careful look,";
- mes "you notice something shining in the ground.";
- next;
- mes "^4d4dffYou have found a 'Bloody Crystal of Darkness'.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I don't think I'll find anything else here...";
- mes "I should go back now.";
- mes "I hope Rin will understand.";
- set mao_morocc2,8;
- getitem 6027,1; //Crystal_Of_Feardoom
- changequest 7016,7017;
- close;
- }
- }
- else if (mao_morocc2 == 8) {
- mes "There are traces of a battle here, including spilled blood.";
- mes "There's also a pile of dirt that seems out of place.";
- close;
- }
- else {
- mes "There are traces of a battle here, and spilled blood.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (mao_morocc2 == 7) {
- specialeffect EF_LEVEL99_4;
- }
- end;
-}
-
-hu_fild04,321,131,0 script Traces#mao2_object02 CLEAR_NPC,{
- if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
- mes "You find many footprints on the ground.";
- mes "Considering all the blood on the ground, a battle must have occurred here fairly recently.";
- mes "The footprints continue over the hill.";
- close;
- }
- else {
- mes "You found some footprints.";
- close;
- }
-}
-
-hu_fild04,368,180,0 script Traces#mao2_object03 CLEAR_NPC,{
- if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
- mes "Somebody left a mark under this small tree.";
- mes "The mark is weathered and faded,";
- mes "but it is an arrow pointing southwest.";
- close;
- }
- else {
- mes "There's some scribbling on the tree,";
- mes "but you can't decipher what it means.";
- close;
- }
-}
-
-que_dan01,32,27,0 script #moc2_event_on -1,1,1,{
-OnEnable:
- enablenpc "#moc2_event_on";
- end;
-
-OnDisable:
- disablenpc "#moc2_event_on";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTouch:
- if (mao_morocc2 == 10) {
- disablenpc "#moc2_event_on";
- donpcevent "#moc2_event01::OnEnable";
- initnpctimer;
- }
- else {
- mes "A mysterious force is repelling you, and you're unable to push forward into this area.";
- close2;
- warp "morocc",100,100;
- set $@moc_mao_gate1,0; //Global Variable
- end;
- }
- end;
-
-OnTimer300000:
- mapannounce "que_dan01", "...Hey-!!... Where are you?!!.... Hey-!",bc_map,"0xdda0dd";
- end;
-
-OnTimer303000:
- mapannounce "que_dan01", "...Isn't this voice...? ...Kidd?",bc_map,"0xdda0dd";
- end;
-
-OnTimer306000:
- mapwarp "que_dan01","mid_camp",205,312;
- end;
-
-OnTimer307000:
- donpcevent "Corpse#moc2_dead01::OnDisable";
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "#moc2_event01::OnDisable";
- donpcevent "Corpse#moc2_dead01::OnReset";
- end;
-
-OnTimer308000:
- enablenpc "#moc2_event_on";
- set $@moc_mao_gate1,0; //Global Variable
- stopnpctimer;
-}
-
-que_dan01,31,27,0 script #moc2_event01 -1,2,2,{
-OnInit:
-OnDisable:
- disablenpc "#moc2_event01";
- end;
-
-OnEnable:
- enablenpc "#moc2_event01";
- end;
-
-OnTouch:
- soundeffect "wander_man_move.wav",1;
- sc_start SC_BLIND,600000,0;
- mes "As soon as you touched the crystal,";
- mes "you feel your body being pulled into the space gap.";
- mes "You remember Kidd's confused voice, screaming your name.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "By the way, where am I?";
- mes "Argh.. My head hurts...";
- mapannounce "que_dan01", "Female Voice: Checkmate! You can't run away any longer!",bc_map,"0x7b68ee";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes ".. ? Wh... What's going on?";
- mes "I can't see things.. I'm getting dizzy...";
- mes "What just happened?";
- mapannounce "que_dan01", "Male Voice: *Giggle Giggle* If you thought I was alone, you're mistaken! Argh!",bc_map,"0xA8A8A8";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? Are they fighting?";
- mes "I can hear a crowd of people coming...";
- mes "Argh! It's too dark to see...!";
- donpcevent "Rin#moc2_bt_rin01::OnEnable";
- donpcevent "Rayan#moc2_bt_r01::OnEnable";
- donpcevent "Dandelion Member#moc2_1::OnEnable";
- donpcevent "Dandelion Member#moc2_2::OnEnable";
- next;
- mes "[Familiar Female Voice]";
- mes "Shut up! It's creepy that you all look alike. Bring it on! I'm not afraid of you!";
- mes "I'm not going to let you run away again!";
- next;
- soundeffect "wander_man_move.wav",1;
- sc_end SC_BLIND;
- mes "[" + strcharinfo(0) + "]";
- mes "... !!!!";
- mes "Rin!!!!";
- mes "Why? Why is Rin here? Wait, where am I?";
- mes "Argh.. I can't move at all...";
- next;
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_1";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_2";
- emotion e_gasp,"Rin#moc2_bt_rin01";
- emotion e_gasp,1;
- mes "[Rin]";
- mes "You're not alone. So what?";
- mes "You're still coming with me!";
- next;
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnEnable";
- specialeffect EF_ICECRASH,AREA,"Rin#moc2_bt_rin01";
- specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin01";
- mes "[Rayan]";
- mes "Hah, how impressive! You run like a rabbit!";
- mes "I should have you killed you when I had the chance.";
- mes "I didn't expect you to be so persistent...";
- next;
- mes "[Rin]";
- mes "That's what I wanted to say!";
- mes "You played me like a chess piece,";
- mes "and now I want to tear you apart in five pieces. Why don't you just shut up and surrender before I kill you?";
- next;
- mes "[Rayan]";
- mes "Hah.. You still have no idea, huh? You already lost this game, lady.";
- donpcevent "Dandelion Member#moc2_3::OnEnable";
- donpcevent "Dandelion Member#moc2_4::OnEnable";
- donpcevent "Dandelion Member#moc2_5::OnEnable";
- next;
- specialeffect EF_FREEZED,AREA,"Rin#moc2_bt_rin02";
- emotion e_gasp;
- mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee";
- mes "[Rayan]";
- mes "I'm sorry that I have to do this.";
- mes "...";
- mes "Kill her.";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_3";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_4";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_5";
- next;
- mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- mes "[" + strcharinfo(0) + "]";
- mes "Rin-!!!";
- specialeffect EF_LIGHTBOLT,AREA,"Rin#moc2_bt_rin02";
- specialeffect EF_FIREPILLARBOMB,AREA,"Rin#moc2_bt_rin02";
- specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin02";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- next;
- mes "You feel helpless: you can do nothing but watch her slowly get overpowered..";
- mes "Then, the pressure on your body suddenly dissipates.";
- changequest 7019,7020;
- close2;
- disablenpc "#moc2_event01";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "Corpse#moc2_dead01::OnEnable";
- donpcevent "Corpse#moc2_dead01::OnCall";
- end;
-}
-
-que_dan01,49,36,5 script Corpse#moc2_dead01 4_M_DSTMANDEAD,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mobcount("que_dan01","Corpse#moc2_dead01::OnMyMobDead") < 1) {
- if (mao_morocc2 == 10) {
- mes "You have found a laceration on the dead body;";
- mes "he must have been killed by Rin.";
- next;
- switch(select("Check his pockets.:Shake the corpse.")) {
- case 1:
- mes "It's creepy to touch a corpse, but you have decided to check his pockets for any clues.";
- next;
- break;
- case 2:
- mes "It's creepy to touch a corpse, but you have decided to shake and turn the body";
- mes "to find any possible clues";
- mes "And...";
- next;
- break;
- }
- mes "A scroll flew out of the body's jacket pocket.";
- mes "You're not sure what this scroll is for, but obviously it seems pretty important.";
- next;
- mes "^4d4dffYou have obtained a Sealed Magic Scroll.";
- mes "Let's bring this to Kidd.^000000";
- set mao_morocc2,11;
- getitem 6028,1; //Seal_Scroll
- donpcevent "#moc2_event_on::OnStop";
- initnpctimer;
- changequest 7020,7021;
- close;
- }
- else if (mao_morocc2 == 11) {
- mes "You have found a Dandelion Member who was killed by Rin.";
- close;
- }
- else {
- // Missed
- mes "It's just a corpse, but there seems to be something unnatural about it.";
- close2;
- warp "morocc",104,108;
- end;
- }
- }
- else {
- mes "Now's not the time to examine corpses.";
- mes "You better take care of your living enemies first!";
- close;
- }
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Corpse#moc2_dead01";
- end;
-
-OnEnable:
- enablenpc "Corpse#moc2_dead01";
- end;
-
-OnCall:
- monster "que_dan01",26,40,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",21,35,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",25,32,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",34,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",36,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-
-OnReset:
- killmonster "que_dan01","Corpse#moc2_dead01::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_dan01", "...Hey!... Where are you?!... Where did you go?!!!",bc_map,"0xdda0dd";
- end;
-
-OnTimer7000:
- mapwarp "que_dan01","mid_camp",204,312;
- end;
-
-OnTimer10000:
- donpcevent "Corpse#moc2_dead01::OnDisable";
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "#moc2_event01::OnDisable";
- donpcevent "#moc2_event_on::OnEnable";
- end;
-
-OnTimer11000:
- set $@moc_mao_gate1,0; //Global Variable
- end;
-}
-
-- script #dandelion_duplicates -1,{
- end;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-}
-
-que_dan01,34,34,7 duplicate(#dandelion_duplicates) Rin#moc2_bt_rin01 4_F_ACROSS
-que_dan01,29,34,7 duplicate(#dandelion_duplicates) Rin#moc2_bt_rin02 4_F_ACROSS
-que_dan01,36,34,3 duplicate(#dandelion_duplicates) Rayan#moc2_bt_r01 4_M_DSTMAN
-que_dan01,39,37,3 duplicate(#dandelion_duplicates) Dandelion Member#moc2_1 4_M_DSTMAN
-que_dan01,41,34,3 duplicate(#dandelion_duplicates) Dandelion Member#moc2_2 4_M_DSTMAN
-que_dan01,26,40,5 duplicate(#dandelion_duplicates) Dandelion Member#moc2_3 4_M_DSTMAN
-que_dan01,21,35,5 duplicate(#dandelion_duplicates) Dandelion Member#moc2_4 4_M_DSTMAN
-que_dan01,25,32,7 duplicate(#dandelion_duplicates) Dandelion Member#moc2_5 4_M_DSTMAN
-
-yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10
-que_dan02,13,6,0 warp #moc_que_dan02-fild09 1,1,yuno_fild09,234,129
-
-que_dan02,21,37,0 script #moc2_b1_gate -1,1,1,{
-//OnTouch2:
-OnTouch:
- if (mao_morocc2 == 17) {
- mes "- You find a side door that leads to the basement.";
- mes "A faint light is shining through the hinges.";
- mes "There are people inside, talking loudly. -";
- next;
- mes "[Male Voice]";
- mes "Hey Rayan, say something.";
- mes "We did everything you asked,";
- mes "but...";
- next;
- mes "[Male Voice]";
- mes "...This is totally wrong.";
- mes "We did something that we shouldn't have.";
- mes "Come on, reconsider this.";
- next;
- mes "[Male Voice]";
- mes "Rayan, Rayan!";
- mes "All we wanted was just to shake up the town just a little bit,";
- mes "not summon Satan Morocc! The ritual failed like we first planned, but...";
- next;
- mes "[Voices]";
- mes "That's right. It failed, but what happened? Satan Morocc resurrected himself.";
- mes "He'll bring the end of this world.";
- mes "What have we done?!";
- mes "We can't even go back to our country now!";
- next;
- mes "[Anxious Voice]";
- mes "...We all knew that we would be disposed after we stopped being useful.. Just like pawns in a chess match.";
- mes "But I'm curious.";
- mes "Rayan...";
- next;
- mes "[Anxious Voice]";
- mes "Rayan, say something!";
- mes "What the hell's wrong with you?";
- mes "Why, can't you still forget the Assassin?";
- mes "...Hey, tell us. What should we do now?";
- next;
- mes "[Anxious Voice]";
- mes "Let me ask you one question.";
- mes "...Did you... Did you really summon Satan Morocc?";
- mes "Did you?";
- mes "Did you really ask us to help you resurrect Satan Morocc?!";
- next;
- mes "[Anxious Voice]";
- mes "If your silence means yes, I'm out!";
- mes "I didn't know then, but I know now. I'm leaving!";
- next;
- mes "[Rayan]";
- mes "Incompetent weaklings.";
- mes "I don't need you anymore.";
- mes "Thank you for following my lead so far.";
- mes "But you're nothing but puppets of the goddess.. *Giggle Giggle*";
- next;
- mes "[Male Voice]";
- mes "Hey, hey! What are you doing?!";
- mes "Why are you doing this?!";
- next;
- mes "- You hear loud thuds and thumping in the midst of their yelling and screaming.";
- mes "It sounds like they're having a serious dispute.-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...Rayan? ...Morroc? ...Resurrect...?";
- mes "I have no idea what they're talking about. Why are they fighting?";
- next;
- mes "[Rayan]";
- mes "You ignorant puppets..";
- mes "You're too stupid to understand my master's great will...";
- mes "...Oh, right. I completely forgot about 'it.' It's time to take it back.";
- mes "What do you say? *Giggle Giggle*";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What the?! Does he know I'm here?!";
- mes "I'd better run!";
- next;
- mes "- You used a Butterfly Wing.-";
- set mao_morocc2,18;
- changequest 7026,7027;
- close2;
- consumeitem 602; //Wing_Of_Butterfly
- end;
- }
- else if (mao_morocc2 == 19) {
- mes "- The side to the basement is open.";
- mes "You can enter if you want. -";
- next;
- switch(select("Enter.:Do not enter.")) {
- case 1:
- warp "que_dan02",91,11;
- end;
- case 2:
- mes "You have decided to not enter the basement.";
- close;
- }
- }
- else {
- mes "- This door seems to lead to the basement,";
- mes "but it's locked pretty securely. -";
- close;
- }
-}
-
-que_dan02,88,11,0 warp #moc2_b1-b2 1,1,que_dan02,21,33
-
-que_dan02,115,53,3 script Man#moc2_crazyR01 4_M_DSTMAN,{
- if (mao_morocc2 == 19) {
- mes "A man covered in blood is standing at a corner with a mysterious grin.";
- next;
- donpcevent "Mr. Kidd#moc_extra01::OnEnable";
- mes "[Mr. Kidd]";
- mes "I guess it was the right timing.";
- mes "By the way, who is this guy?";
- mes "He looks kind of.. He's insane, isn't he?";
- cutin "mocseal_kid01",0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Woah! Where did you come from?";
- next;
- mes "[Mr. Kidd]";
- mes "...From somewhere.";
- mes "Anyways...";
- mes "What happened?";
- mes "Who are you?";
- next;
- cutin "moc2_dan01",2;
- mes "[Man]";
- mes "...Who am I...?";
- mes "...I think I forgot...";
- mes "They're all dead.. I've killed them.";
- mes "Hehehe, I just followed the will of my master.";
- mes "Muhahahahaha!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No... No way!";
- next;
- select("Rayan?!");
- cutin "moc2_kid02",0;
- mes "[Mr. Kidd]";
- mes "What? Is this really the Rayan we've been chasing?";
- mes "..... !!!";
- mes "Right, you said Rayan was having a dispute with his buddies..";
- next;
- cutin "moc2_dan02",2;
- mes "[Rayan]";
- mes "...Ray... Rayan? That's my name? That's right...";
- mes "I'm Rayan. Rayan Moore.";
- mes "Who are you..?";
- next;
- mes "[Rayan]";
- mes "Where am I? What's all this blood?!";
- mes "...Huh? Where am I? What happened to my friends?";
- next;
- cutin "mocseal_kid01",0;
- mes "[Mr. Kidd]";
- mes "...I guess I was right. He really is Rayan Moore.";
- mes "What's wrong with him?";
- mes "He seems... He seems really confused. Maybe even unstable.";
- next;
- mes "[Mr. Kidd]";
- mes "Well, it's the perfect time to capture this guy before he can kill us.";
- mes "Rin will know if this is the real Rayan because I've never seen him without his mask..";
- next;
- mes "[Mr. Kidd]";
- mes "I'll bring this guy to Rin so she can interrogate him.";
- mes "I'll see you at the camp.";
- cutin "mocseal_kid01",255;
- next;
- mes "- You watched Mr. Kidd arrest the unconscious Rayan and take out a teleportation item. You decide to return to town. -";
- set mao_morocc2,20;
- changequest 7028,7029;
- close2;
- consumeitem 602; //Wing_Of_Butterfly
- donpcevent "Mr. Kidd#moc_extra01::OnDisable";
- }
- else {
- mes "[Man]";
- mes "I live to serve my master!";
- mes "Are you his enemy?";
- mes "DIE!";
- close2;
- percentheal -100,0;
- end;
- }
- cutin "mocseal_kid01",255;
- end;
-}
-
-que_dan02,115,54,5 script Mr. Kidd#moc_extra01 4_M_ACROSS,{
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Mr. Kidd#moc_extra01";
- end;
-
-OnEnable:
- enablenpc "Mr. Kidd#moc_extra01";
- end;
-}
-
-que_dan02,108,17,3 script Dismembered Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a horribly dismembered dead body.";
- mes "It is disgusting to decribe the status of the Corpse!.";
- close;
-}
-
-que_dan02,103,24,5 script Crushed Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a horribly disfigured corpse.";
- mes "that appears to have been crushed to death.";
- close;
-}
-
-que_dan02,92,37,7 script Mutated Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a terribly mutated corpse.";
- mes "R.I.P.";
- close;
-}
-
-que_dan02,99,36,0 script Mutilated Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a terribly mutilated corpse.";
- mes "Rest in peace.";
- close;
-}
-
-que_dan02,102,42,3 script Disfigured Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a horribly disfigured corpse.";
- mes "... . . . . . !!!";
- close;
-}
-
-// Ash-Vacuum Warper :: gogoash
-//============================================================
-/*
-// Event NPC, now disabled on official servers.
-prontera,161,192,5 script Ash-Vacuum Warper 4_M_MOC_SOLDIER,{
- mes "[Warp Soldier]";
- mes "For a limited period.";
- mes "I can send you to Ash-Vacuum without any fee.";
- next;
- mes "[Warp Soldier]";
- mes "Do you want to go to Ash-Vacuum right now?";
- next;
- switch(select("Yes, please:Not yet")) {
- case 1:
- mes "[Warp Soldier]";
- mes "Ok. I hope you";
- mes "enjoy your trip.";
- close2;
- set ep13_ryu,100;
- warp "mid_camp",210,291;
- end;
- case 2:
- mes "[Warp Soldier]";
- mes "No problem. I understand.";
- mes "Tell me when you change your mind.";
- mes "See you.";
- close;
- }
-}
-*/
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 First Version. [L0ne_W0lf]
-//= 1.1 I missed an end in one of the lhz guards. [L0ne_W0lf]
-//= 1.2 Fixed missing ends, wrong label and some typos [Gepard]
-//= 1.3 Added the two remaining 13.1 quests. [L0ne_W0lf]
-//= Cat Hand Agents no longer ignore you with 300+ points.
-//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131)
-//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
-//= 1.6 Fixed check in cat hand agent.
-//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf]
-//= 1.8 Added 13.2 Additions to Report from the New World NPCs
-//= 1.9 Upped success rates for Report from the New World drops.
-//= 2.0 Added Mid Camp Warper, translated from the Official [Slim]
-//= 2.1 Fixed some typos [tr0n]
-//= 2.2 A little optimization (-25kb). [Euphy]
-//= 2.3 Updated to match the new Izlude Map. [Masao]
-//= 2.4 More optimization (-32kb). [Euphy]
-//= 2.5 Yet more optimization (-22kb). [Euphy]
-//= 2.5a Minor fixes. [Euphy]
-//= 2.6 Disabled "Ash Vacuum Warper" as it's no longer in iRO. [Euphy]
-//= 2.6a Added 'npcskill' command. [Euphy]
-//= 2.7 Updated EXP rewards.
-//= 2.7a Added 'consumeitem' command. [Euphy]
-//= 2.8 Some optimization, and moved an Izlude NPC. [Euphy]
-//= 2.9 Fixed an invalid event label. [Joseph]
-//============================================================
+//===== Hercules Script ====================================== +//= Quest NPCs related to Ash-Vacuum +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 3.4 +//===== Description: ========================================= +//= [Official Conversion] +//= Contains Quests: +//= Onward to the Other World +//= - Will differ from iRO wiki's version as iRO changed it. +//= I may mimic the change later for those who want it. +//= New Surroundings +//= Attitude to the New +//= Finding a Fairy & Finding a Giant Tree +//= The Tripartite Union's Feud +//= Cat Hand Agent +//= Part Time Work +//= Report from the New World +//= Persuing Rayan Moore +//===== Additional Comments: ================================= +//= 3.0 Fixed a missing variable check. [Joseph] +//= 3.1 Updated RE/Pre-RE EXP. [Euphy] +//= 3.2 Updated ep13_start and dialog to match official script. [Joseph] +//= 3.3 Updated to match the latest official script. [Euphy] +//= 3.3a Added Izlude RE coordinates. [Euphy] +//= 3.4 Added GM management function and NPC. [Euphy] +//============================================================ + +// Onward to the New World :: ep13_gogo +//============================================================ +function script Promotional_Staff { + mes "[Promotional Staff]"; + mes "We are looking for adventurers who are super curious and extremely brave."; + mes "Join us for a wonderful adventure!"; + next; + mes "[Promotional Staff]"; + mes "Hey, you're a knowledgeable person, right? Are you interested in my story?"; + next; + switch(select("Yes.:No, thanks.")) { + case 1: + mes "[Promotional Staff]"; + mes "You're a real adventurer."; + mes "Good for you!"; + mes "You won't regret it."; + next; + mes "[Promotional Staff]"; + mes "I usually send adventurers to"; + mes "newly found places for research."; + mes "It's quite challeging, as nobody's ever been to these places."; + next; + mes "[Promotional Staff]"; + mes "The missions are quite dangerous,"; + mes "so only those who are courageous"; + mes "are qualified for the challenge"; + mes "of this mission."; + next; + mes "[Promotional Staff]"; + mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle."; + next; + mes "[Promotional Staff]"; + mes "From what I've heard about this place... It's not a new continent."; + mes "I don't know where it is."; + mes "Hmm... Inside of the sky?"; + next; + mes "[Promotional Staff]"; + mes "Could just be a rumor,"; + mes "but I don't know exactly."; + mes "It's not my business."; + next; + mes "[Promotional Staff]"; + mes "Anyway, I'm supposed to inform many adventurers about it."; + mes "There's no time to waste!"; + close; + case 2: + mes "[Promotional Staff]"; + mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!"; + close; + } +} + +prontera,163,53,3 script Promotional Staff#prt 4W_SAILOR,{ + callfunc "Promotional_Staff"; + end; +} + +prt_castle,121,51,3 script Alliance Manager#prt 4_M_CRU_OLD,{ + if (ep13_ryu == 13) { + mes "[Alliance Manager]"; + mes "If we'd had the initiative over Schwartzvald, we could take advantage over them! But we lost the opportunity."; + next; + mes "[Alliance Manager]"; + mes "Though we are allied with them, that's nothing more than a formality."; + mes "We will take advantage over them."; + next; + mes "[Alliance Manager]"; + mes "Do you know what we are here for? These are the things that help to have control over multiple countries and get to know their magic."; + next; + mes "[Alliance Manager]"; + mes "Whatever. Though the things are not useful to us, we'd better destroy them, to prevent them from being used by others."; + next; + mes "[Alliance Manager]"; + mes "Anything except things which are not found on Rune-Midgarts... keep them hidden. Just let us know of whatever you are holding."; + close; + } + if (ep13_ryu == 12) { + mes "[Alliance Manager]"; + mes "...Do you have any business with me?"; + next; + mes "[Alliance Manager]"; + mes "Hm... The boss had you come to me,"; + mes "to talk about the issues? Ok!"; + next; + mes "[Alliance Manager]"; + mes "So, everything is going well?"; + mes "You're allied with Schwartzvald?"; + mes "They will join with you."; + mes "I know this."; + next; + mes "[Alliance Manager]"; + mes "Hm....ok."; + next; + mes "[Alliance Manager]"; + mes "You are all going, forward through"; + mes "the dimensional rift..."; + next; + mes "[Alliance Manager]"; + mes "Good. It's started."; + mes "We also need to be preparted to not"; + mes "let ourselves be convinced to turn over."; + next; + mes "[Alliance Manager]"; + mes "We are so-called 'allies',"; + mes "so we can't take advantages over"; + mes "each other in public, but we can do"; + mes "it secretly."; + next; + mes "[Alliance Manager]"; + mes "The Schwartzvald... they are all"; + mes "snobs. I know what they did."; + mes "They'll try to get what they can"; + mes "with little or no work. I know"; + mes "their dirty tricks."; + next; + mes "[Alliance Manager]"; + mes "We shouldn't loose anything to them,"; + mes "no way! We are not as powerful as"; + mes "most of them."; + next; + mes "[Alliance Manager]"; + mes "We only have a strange dimensional"; + mes "rift in our reserves, but nothing"; + mes "else... Only we are about to trick"; + mes "them, to win over them!"; + next; + mes "[Alliance Manager]"; + mes "You are a member of our alliance."; + mes "Always be careful not to get lost."; + next; + changequest 10068,10069; + set ep13_ryu,13; + mes "[Alliance Manager]"; + mes "Thanks for reporting to us."; + mes "We are better prepared."; + mes "Good job. You can go now."; + close; + } + mes "[Alliance Manager]"; + mes "Do you have any business here?"; + close; +} + +prt_castle,117,51,5 script Member of Alliance#prt 4_M_SAGE_A,{ + if ((ep13_ryu == 12) || (ep13_ryu == 13)) { + mes "[Member of Alliance]"; + mes "If we have absolute power, we wouldn't have to get along with Schwartzvald and Arunafeltz."; + next; + mes "[Member of Alliance]"; + mes "I don't know when Satan Morroc will attack us, and whether we're powerful enough to detect him."; + next; + mes "[Member of Alliance]"; + mes "We couldn't avoid cooperating with them. We don't have many choices left."; + next; + mes "[Member of Alliance]"; + mes "So we will take advantage over them in secret, in this dimensional rift."; + close; + } + mes "[Member of Alliance]"; + mes "If we'd have had more power,"; + mes "we wouldn't be like this now."; + mes "Strength is most important."; + close; +} + +prt_castle,83,67,5 script Recruiter for the Brave 4_M_MANAGER,{ + if (ep13_ryu == 12) { + mes "[Recruiter]"; + mes "Why have you come again?"; + mes "You'd better go to Schwartzvald to register."; + next; + mes "[Recruiter]"; + mes "What? You came to here to convey a story? Go ahead."; + next; + mes "[Recruiter]"; + mes "Move to the side. There's a Manager who is dealing with all of us, and is involved in international relations here on Rune Midgard."; + next; + mes "[Recruiter]"; + mes "Just talk to him."; + close; + } + if (ep13_ryu > 8) { + mes "[Recruiter]"; + mes "Just go there."; + mes "You can get nothing from me."; + mes "Let's rush to"; + mes "^FF0000Lighthalzen^000000, which is the original place for the three kingdoms..."; + close; + } + if (ep13_ryu == 8) { + mes "[Recruiter]"; + mes "I've heard of you."; + mes "You've finished the tests from the Promotional Staff?"; + next; + mes "[Recruiter]"; + mes "You are definitely brave enough to venture to this new land."; + mes "I will now appoint you to detect and have adventures in Ash-Vacuum."; + next; + select("Ash-Vacuum?"); + mes "[Recruiter]"; + mes "Hm. That's the code name of the place where you will have your adventure. Frankly, we don't know exactly what it is, but we call it 'Ash-Vacuum'."; + next; + mes "[Recruiter]"; + mes "Believe it or not,"; + mes "it's definitely true."; + mes "So listen carefully."; + mes "Please."; + next; + mes "[Recruiter]"; + mes "Ash-Vacuum... is a living place... that's totally different from where we are living now."; + next; + mes "[Recruiter]"; + mes "It's an unknown place."; + mes "We don't know what's there,"; + mes "or who is living there."; + mes "It's beyond our guess."; + mes "Nobody knows."; + next; + mes "[Recruiter]"; + mes "Only the brave, like you, deserve to go there. There will be many dangerous things around you, but you must explore it on behalf of Rune Midgard."; + next; + mes "[Recruiter]"; + mes "Hmm......"; + next; + mes "[Recruiter]"; + mes "Anyway, I am sure that there are many opportunities for fame and fortune there..."; + next; + mes "[Recruiter]"; + mes "First, you should go to ^FF0000Lighthalzen^000000 to register for the United Midgard Alliance. I believe they are meeting at the Rekenber Corporation Headquarters..."; + next; + mes "[Recruiter]"; + mes "You can get a detailed guide, better than me, there. Go there and find him..."; + next; + mes "[Recruiter]"; + mes "I've done what I can. Go there, and get to it!"; + next; + mes "[Recruiter]"; + mes "Remember, go to ^FF0000Lighthalzen^000000, then follow the directions of the guide there."; + next; + changequest 10064,10065; + set ep13_ryu,9; + if (checkre(3)) + getexp 66000,21000; + else + getexp 660000,210000; + mes "[Recruiter]"; + mes "Just go there!"; + mes "And listen carefully"; + mes "about your mission!"; + mes "I'm done here..."; + close; + } + if (ep13_ryu > 0) { + mes "[Recruiter]"; + mes "What're you doing here?"; + mes "Just go to ^FF0000Aldebaran^000000, and find the ^FF0000Promotional Staff^000000. As I advised you, you'd better save time."; + close; + } + mes "[Recruiter]"; + mes "Brave ones! Come to me!"; + mes "Real brave people!"; + mes "Would you mind trying a challenging mission?"; + next; + mes "[Recruiter]"; + mes "I am a recruiter looking for brave people in Prontera! My goal is to recruit the bravest adventurers for this mission."; + next; + mes "[Recruiter]"; + mes "Would you like to join?"; + mes "This is always open to you."; + mes "I know, you're super curious."; + mes "Just try whatever you want."; + next; + switch(select("Yes, I am interested.:No, thanks.")) { + case 1: + mes "[Recruiter]"; + mes "Oh! Yes! You're quite curious!"; + mes "You're a real adventurer."; + mes "A genuine desire for adventure."; + mes "Ok! Let me start by telling you the story of the mission!!"; + next; + mes "[Recruiter]"; + mes "All of this of course, the Promotional Staff can tell you, but they're not that reliable. So, let me explain to you. Just listen carefully."; + next; + mes "[Recruiter]"; + mes "Um... There's not that much to tell you..."; + mes "..."; + next; + mes "[Recruiter]"; + mes "The point is that we want someone who is curious and brave, to go to new places. And I choose you!!"; + next; + mes "[Recruiter]"; + mes "This is a special place among unknown places. Quite special! I can't tell you much just now. Just believe me that it is truly uncommon!"; + next; + mes "[Recruiter]"; + mes "So, now, let me test you."; + mes "Once I get you qualified,"; + mes "I will tell you everything."; + next; + mes "[Recruiter]"; + mes "Just go to the ^FF0000Promotional Staff^000000 in Aldebaran and get permission. They can judge you more carefully than me. Go ahead."; + next; + mes "[Recruiter]"; + mes "They will take care of everything, if you say that you've been sent by the Recruiter in Prontera."; + next; + setquest 10057; + set ep13_ryu,1; + mes "[Recruiter]"; + mes "Time is zeny, just go."; + mes "As soon as you visit the Promotional Staff, you will be allowed to travel to the unknown land."; + close; + case 2: + mes "[Recruiter]"; + mes "Are you seriously enjoying your adventures? You're not that curious."; + next; + mes "[Recruiter]"; + mes "Just go about your business!"; + next; + mes "[Recruiter]"; + mes "-Muttering and complaining...-"; + close; + } +} + +aldebaran,127,138,3 script Promotional Staff#alde 4W_SAILOR,{ + if (ep13_ryu > 3) { + mes "[Promotional Staff]"; + mes "Did you try out for the test, or are you already enjoying your adventures?"; + close; + } + if (ep13_ryu == 3) { + mes "[Promotional Staff]"; + mes "Just visit the ^FF0000Promotional Staff in Geffen^000000. You have no business with me anymore. Bless you. I wish you a safe adventure."; + close; + } + if (ep13_ryu == 2) { + if (countitem(909) < 300) { + mes "[Promotional Staff]"; + mes "Don't forget to bring... ^FF0000300 Jellopy^000000."; + mes "Got it? ^FF0000300 Jellopy^000000!"; + mes "Let me know once you got them."; + close; + } + mes "[Promotional Staff]"; + mes "Hey! Let me know once you collect all of them."; + mes "Don't disturb me anymore. I'm a busy man... What a waste."; + next; + mes "[Promotional Staff]"; + mes "Hm? Did you bring all of them?"; + mes "No! It's quite an annoying job"; + mes "I'm impressed that you managed to do such a menial thing to bring 300 Jellopy!"; + next; + mes "[Promotional Staff]"; + mes "You have guts kid!"; + mes "You're a good-willed person!"; + mes "Ok, you win!"; + mes "You pass!!"; + next; + mes "[Promotional Staff]"; + mes "Adventurers like you"; + mes "are not common"; + mes "A hard-boiled soldier!"; + mes "Stronger than me!"; + next; + mes "[Promotional Staff]"; + mes "Now can you go to the"; + mes "Promotional Staff in Geffen?"; + mes "He will test you again."; + next; + mes "[Promotional Staff]"; + mes "You know this isn't an easy quest."; + mes "You resolved to carry it out, didn't you?"; + mes "Brace yourself for it."; + next; + delitem 909,300; //Jellopy + changequest 10058,10059; + set ep13_ryu,3; + mes "[Promotional Staff]"; + mes "Anyway you did the first step."; + mes "Bless you!"; + close; + } + if (ep13_ryu == 1) { + mes "[Promotional Staff]"; + mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!"; + next; + mes "[Promotional Staff]"; + mes "Hey, you're a well-versed person, right? Are you interested in my story?"; + next; + select("I have something for you."); + mes "[Promotional Staff]"; + mes "For me??"; + mes "I hate annoying stuff."; + next; + mes "[Promotional Staff]"; + mes "Ahh... I sensed that I would get your request."; + mes "The recruiter sent you here to get tested?"; + mes "Hmm."; + next; + mes "[Promotional Staff]"; + mes "Ah! They always push me,"; + mes "to suffer from so much work"; + mes "I live a hard life!"; + next; + mes "[Promotional Staff]"; + mes "My job is testing if you are strong and brave enough for this adventure."; + mes "What a bother!"; + next; + mes "[Promotional Staff]"; + mes "I will accept you if you bring me ^FF0000300 Jellopy^000000."; + mes "I believe that you can bring them to me."; + mes "Are you ready?"; + next; + changequest 10057,10058; + set ep13_ryu,2; + mes "[Promotional Staff]"; + mes "Just go ahead and hunt monsters, or whatever and collect 300 jellopies."; + mes "Then we can go forward."; + close; + } + callfunc "Promotional_Staff"; + end; +} + +geffen,90,67,3 script Promotional Staff#gef 4W_SAILOR,{ + if (ep13_ryu > 6) { + mes "[Promotional Staff]"; + mes "Did you take the test?"; + mes "Or are you already enjoying your adventure?"; + close; + } + if (ep13_ryu == 6) { + mes "[Promotional Staff]"; + mes "You didn't visit ^FF0000Izlude^000000, did you?"; + mes "Or do you have any business in Geffen?"; + close; + } + if (ep13_ryu == 5) { + if (countitem(723) == 0) { + mes "[Promotional Staff]"; + mes "^FF00001 Ruby!!^000000."; + mes "Don't you forget it!"; + mes "Hurry up! Time is zeny!"; + close; + } + mes "[Promotional Staff]"; + mes "Wow, you brought a genuine Jewel."; + mes "You are absolutely qualified."; + mes "I can tell these things."; + next; + mes "[Promotional Staff]"; + mes "Am I exaggerating?"; + mes "It's true that you're"; + mes "considerably strong."; + next; + mes "[Promotional Staff]"; + mes "Ok! My job is done."; + mes "Good job!!"; + next; + mes "[Promotional Staff]"; + mes "Next step is Izlude!"; + mes "You can get tested by the Promotional Staff there."; + mes "Hurry up!"; + next; + mes "[Promotional Staff]"; + mes "The unknown place..."; + mes "It is a very dangerous place so you must go through these tests before we can send you...."; + mes "We're pretty picky."; + next; + delitem 723,1; //Cardinal_Jewel + changequest 10061,10062; + set ep13_ryu,6; + mes "[Promotional Staff]"; + mes "I hope you can do it!"; + mes "Good luck!"; + close; + } + if (ep13_ryu == 4) { + if (countitem(721) == 0) { + mes "[Promotional Staff]"; + mes "The one you should bring me is"; + mes "^FF0000Emerald^000000. Can you get it?"; + close; + } + mes "[Promotional Staff]"; + mes "You brought it so soon!"; + mes "You're a real adventurer!"; + mes "I will accept this Emerald as evidence."; + next; + mes "[Promotional Staff]"; + mes "This isn't something I wanted to keep for myself."; + mes "You know that, right?"; + next; + mes "[Promotional Staff]"; + mes "Next bring me ^FF00001 Ruby^000000."; + mes "I can't judge you with only one jewel."; + mes "So I need one more stone."; + next; + delitem 721,1; //Azure_Jewel + changequest 10060,10061; + set ep13_ryu,5; + mes "[Promotional Staff]"; + mes "Please bring me a Ruby."; + mes "As I mentioned, this is the second request."; + mes "I will wait until you bring me a stone again."; + close; + } + if (ep13_ryu == 3) { + mes "[Promotional Staff]"; + mes "We are recruiting adventurers who are strong and curious. Try your life at something more challenging."; + next; + mes "[Promotional Staff]"; + mes "Hey, you're a knowledgeable person, right? Are you interested in my story?"; + next; + select("The Staff in Aldebaran sent me."); + mes "[Promotional Staff]"; + mes "Oh he did?"; + next; + mes "[Promotional Staff]"; + mes "Ok, I guess that it's time for the second part of your test."; + next; + mes "[Promotional Staff]"; + mes "I need you to gather some stones for me."; + next; + mes "[Promotional Staff]"; + mes "I will accept you if you bring ^FF00001 Emerald^000000."; + mes "Are you ready?"; + next; + changequest 10059,10060; + set ep13_ryu,4; + mes "[Promotional Staff]"; + mes "Just bring me ^ff00001 Emerald^000000."; + mes "That isn't hard for you right?"; + mes "Then we can go forward."; + close; + } + callfunc "Promotional_Staff"; + end; +} + +- script ::PromotionalStaff_izlude -1,{ + if (ep13_ryu > 8) { + mes "[Promotional Staff]"; + mes "I bless you for your future! May it be full of happiness!"; + close; + } + if (ep13_ryu == 8) { + mes "[Promotional Staff]"; + mes "The test is done!"; + mes "If you have any other business, go to the palace."; + close; + } + if (ep13_ryu == 7) { + if (BaseLevel < 70) { + mes "[Promotional Staff]"; + mes "You don't look that strong."; + mes "Nothing but skin and bones!"; + mes "Not reliable."; + mes "You should level up more before"; + mes "considering this adventure."; + next; + mes "[Promotional Staff]"; + mes "I don't need adventurers who are"; + mes "body-builders... but at least"; + mes "someone not so little!!"; + close; + } + mes "[Promotional Staff]"; + mes "Wow! You are considerably"; + mes "stronger than before!"; + mes "Let me see..."; + mes "You look different!"; + next; + mes "[Promotional Staff]"; + mes "Um..."; + next; + mes "[Promotional Staff]"; + mes "Ok, it's done!"; + mes "You seemed a sore weak of a soul,"; + mes "but now, you're quite stronger than"; + mes "before. Great! You will do!!"; + next; + mes "[Promotional Staff]"; + mes "We have quite high expectations to meet."; + mes "Though the new place is dangerous,"; + mes "no need to check thoroughly"; + mes "anymore."; + next; + mes "[Promotional Staff]"; + mes "It's not a hell-hole!"; + mes "Ukk!"; + next; + mes "[Promotional Staff]"; + mes "Anyway, just go back to the"; + mes "Recruiter. I will forward to him"; + mes "that you passed all the steps. Good"; + mes "job, friend!"; + next; + changequest 10063,10064; + set ep13_ryu,8; + mes "[Promotional Staff]"; + mes "Bless all of your heart,"; + mes "for your great future!"; + close; + } + if (ep13_ryu == 6) { + mes "[Promotional Staff]"; + mes "We are recruiting adventurers"; + mes "who are quite strong and curious."; + next; + mes "[Promotional Staff]"; + mes "Hey, you're a knowledgeable adventurer. Are you interested in my story?"; + next; + select("I have something for you."); + mes "[Promotional Staff]"; + mes "Um, you're the one sent to be tested, correct? You are in the right place. I'm the Promotional Staff in Izlude."; + next; + mes "[Promotional Staff]"; + mes "I guess you're qualified enough to go... I think no more testing is needed."; + next; + mes "[Promotional Staff]"; + mes "Let me see..."; + next; + if (BaseLevel > 69) { + mes "[Promotional Staff]"; + mes "I think you're good enough!"; + mes "No more testing!!"; + mes "Ok! You pass!"; + next; + mes "[Promotional Staff]"; + mes "We have quite high expectations to meet."; + mes "Though the new place is dangerous,"; + mes "no need to check thoroughly right now."; + next; + mes "[Promotional Staff]"; + mes "It's not a hell-hole!"; + mes "Ukk..."; + next; + mes "[Promotional Staff]"; + mes "Anyway, just go back to the recruiter."; + mes "I will forward to him that you passed all the steps."; + mes "Good job, friend!"; + next; + changequest 10062,10064; + set ep13_ryu,8; + mes "[Promotional Staff]"; + mes "May Freya bless you,"; + mes "for your great future!"; + close; + } + else { + mes "[Promotional Staff]"; + mes "Hmm..."; + next; + mes "[Promotional Staff]"; + mes "You don't look that strong."; + mes "Nothing but skin and bones!"; + mes "Not reliable."; + mes "I can't let you pass."; + next; + changequest 10062,10063; + set ep13_ryu,7; + mes "[Promotional Staff]"; + mes "Please level up a little more. I"; + mes "can't accept that you're strong"; + mes "enough. Sorry."; + close; + } + } + callfunc "Promotional_Staff"; + end; +} + +lighthalzen,220,292,3 script Guide#ep13_1 4_M_HUMAN_02,{ + if (ep13_ryu > 8) { + mes "[Guide]"; + mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms."; + next; + mes "[Guide]"; + mes "You have to register your name. Go to the 2nd floor in Rekenbereu on the northwest side."; + next; + mes "[Guide]"; + mes "Be careful not to lose your way!"; + close; + } + mes "[Guide]"; + mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms."; + close; +} + +lhz_in01,136,260,5 script Munkenro#1 4_M_RUSMAN1,{ + if (ep13_ryu == 20) { + mes "-At this spot, it's possible to overhear something. Listen carefully through the wall...-"; + next; + mes "[Munkenro]"; + mes "You're a good buddy!"; + mes "But..."; + next; + mes "[Munkenro]"; + mes "We can't avoid this..."; + mes "You know better than I!"; + mes "We can't go through this,"; + mes "in this current status."; + next; + mes "[Munkenro]"; + mes "I did all I could do..."; + mes "Please..."; + next; + mes "[Munkenro]"; + mes "......"; + next; + mes "[Munkenro]"; + mes "............"; + next; + mes ".................."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "There's no avoiding it."; + mes "Ok, I need to try."; + close; + } + if ((ep13_ryu == 18) || (ep13_ryu == 19)) { + mes "[Munkenro]"; + mes "You are ready to try this..."; + next; + mes "[Munkenro]"; + mes "Oh! My friend..."; + next; + mes "[Munkenro]"; + mes "Nothing can be controlled anymore... Am I trying this...?"; + close; + } + if ((ep13_ryu == 15) || (ep13_ryu == 16) || (ep13_ryu == 17)) { + mes "[Munkenro]"; + mes "Peace for the three kingdoms...?"; + mes "Isn't it impossible...?"; + next; + mes "[Munkenro]"; + mes "Are you sure that"; + mes "you can do that?"; + close; + } + if (ep13_ryu == 14) { + mes "[Munkenro]"; + mes "Nothing shall prevent me from doing my duty. Nothing!"; + next; + mes "[Munkenro]"; + mes "Sikaiz is a kind and upright person. But he can't be cautious about everything. It could cause serious problems."; + next; + mes "[Munkenro]"; + mes "So that's why I am here for him. I always worry about him..."; + next; + mes "[Munkenro]"; + mes "I don't know what I would do if something were to happen..."; + close; + } + mes "[Munkenro]"; + mes "......"; + close; +} + +lhz_in01,132,259,5 script Sikaiz#1 4_M_LGTGUARD,{ + if ((ep13_ryu == 18) || (ep13_ryu == 19)) { + mes "[Sikaiz]"; + mes "Please come to me ASAP."; + mes "I hope you play an active part."; + next; + mes "[Sikaiz]"; + mes "We all expect you to make the biggest impact."; + close; + } + if (ep13_ryu == 17) { + mes "[Sikaiz]"; + mes "Only thing you should do is write down your name and show me your great face"; + next; + mes "[Sikaiz]"; + mes "I already accept you. Just write down your name here. Go ahead."; + next; + input .@input$; + if (.@input$ != strcharinfo(0)) { + mes "[Sikaiz]"; + mes "Don't you know your own name?"; + mes "Write it again."; + close; + } + else { + mes "[Sikaiz]"; + mes "Ok. I got your name, " + strcharinfo(0) + ". Great name! Registration is done!"; + mes "You've become a member of the three kingdoms!"; + next; + mes "[Sikaiz]"; + mes "All done."; + mes "Go to the field Officer of Schwartzvalt. He should be in the banquet hall of this building downstairs."; + next; + mes "[Sikaiz]"; + mes "Only thing left for you is to go to the Officer to say that you are leaving now."; + next; + mes "[Sikaiz]"; + mes "As soon as you tell him,"; + mes "come back to me again."; + mes "You are not the only one expecting this great challenge. I am too."; + next; + mes "[Sikaiz]"; + mes "I believe you can do it!"; + mes "It would bear watching you."; + next; + changequest 10073,10074; + set ep13_ryu,18; + mes "[Sikaiz]"; + mes "See you then."; + close; + } + } + if (ep13_ryu == 16) { + mes "[Sikaiz]"; + mes "You came back!"; + mes "Fast learner!"; + mes "I love that you're a member of my alliance."; + next; + mes "[Sikaiz]"; + mes "Our preparations will soon be complete."; + next; + mes "[Sikaiz]"; + mes "We will surely share all our information with the three kingdoms, and study them."; + next; + mes "[Sikaiz]"; + mes "Definitely, you are the one to face all the trials and tribulations."; + next; + mes "[Sikaiz]"; + mes "The important thing is that we need to share all the current information relevant to this place."; + next; + mes "[Sikaiz]"; + mes "I advise you,"; + mes "if you get friendly with"; + mes "the creatures in there,"; + mes "that's a kind source to know."; + mes "I'll believe you."; + next; + mes "[Sikaiz]"; + mes "Let's conclude."; + mes "You need to investigate and report to us as much as possible. That's not that tough."; + next; + changequest 10072,10073; + set ep13_ryu,17; + mes "[Sikaiz]"; + mes "Don't worry so much."; + mes "We will support you."; + mes "As we can."; + mes "So I will tell you the last step to becoming a member of the alliance."; + close; + } + if (ep13_ryu == 15) { + mes "[Sikaiz]"; + mes "In ^FF0000Cheshrumnir in Rachel^000000,"; + mes "there is a Manager."; + next; + mes "[Sikaiz]"; + mes "You already met someone like that from Rune-Midgarts. So no more explanation is needed."; + close; + } + if (ep13_ryu == 14) { + mes "[Sikaiz]"; + mes "Ok, so we should talk about"; + mes "the tasks we should go through."; + mes "These are about it..."; + next; + mes "[Munkenro]"; + mes "Hey, sorry for interrupting you. I also have information to send to Arunafeltz."; + next; + mes "[Munkenro]"; + mes "We're in a hurry."; + next; + mes "[Sikaiz]"; + mes "Hey! You hear that? Sorry I'm sure that you've got many things to do. Can I request one more thing? I can't deal with it myself."; + next; + mes "[Sikaiz]"; + mes "I feel like I am forcing you, but I hope to get your help. Go to the ^FF0000Cheshrumnir Guard^000000 in Rachel and deliver Munkenro's message for me."; + next; + changequest 10070,10071; + set ep13_ryu,15; + mes "[Sikaiz]"; + mes "It's the same mission you did for Rune-Midgarts, so it shouldn't be that hard. I hope you can do it."; + close; + } + if (ep13_ryu == 13) { + mes "[Sikaiz]"; + mes "You did it already?"; + mes "You are a quick worker."; + next; + mes "[Sikaiz]"; + mes "Anyway, I promised to tell you about the three kingdoms... This is kind of a long story, so please listen carefully."; + next; + mes "[Sikaiz]"; + mes "The adventurers for Ash-vacuum! The alliance for the three kingdoms! Rune-Midgarts, Schwartzvalt, Arunafeltz!"; + mes "Three kingdoms united for one thing!"; + next; + mes "[Sikaiz]"; + mes "Frankly, there's a Dimensional Rift in the Sograt desert, so they can inspect it themselves, but it's not that good of a place to inspect the rift's magic well."; + next; + mes "[Sikaiz]"; + mes "We are a little bit better in magic, but not that much developed in science as compared with Schwartzvalt, and not as wise compared with Arunafeltz."; + next; + mes "[Sikaiz]"; + mes "So we need to get help from other countries, because the Ash-vacuum is quite a profitable place. That is why we made the Alliance to get into the Ash-Vacuum."; + next; + mes "[Sikaiz]"; + mes "The three kingdoms were enemies before. Fortunately, it's going well now. It's fine."; + next; + mes "[Sikaiz]"; + mes "This alliance is a first step for peace among the three kingdoms. You know they are all for themselves, so this needs harmony. That's the one thing to pursue, as head of an alliance."; + next; + mes "[Sikaiz]"; + mes "Honestly, I am also forced by my kingdom, to further our own interests and not others."; + next; + mes "[Sikaiz]"; + mes "But the most valuable thing is the unity. Not each kingdom's interest. If we spoil the greatest plans, it's too regrettable."; + next; + mes "[Sikaiz]"; + mes "Though I belong to Schwartzvalt, I need to balance the three kingdoms, as a leader... so I can't support my kingdom too much over the others."; + next; + mes "[Sikaiz]"; + mes "Anyway, I believe that my friend can assist me well."; + mes "Though he is from another kingdom, he's supported me thus far."; + next; + mes "[Sikaiz]"; + mes "He's the man to my left."; + mes "We call him Munk."; + mes "His real name is... Munkenro."; + next; + mes "[Sikaiz]"; + mes "He is a kind of manager for Schwaltzvald and he is the main contact point of the kingdom's people, since he's quite closely in communication with them."; + next; + changequest 10069,10070; + set ep13_ryu,14; + mes "[Sikaiz]"; + mes "That's enough talk about the three kingdoms. Now, let's move on to the next stories."; + close; + } + if (ep13_ryu == 12) { + mes "[Sikaiz]"; + mes "Go to Prontera in Rune-Midgarts and find the Manager there. Tell him that the Alliance is doing well and that we are entering the rift."; + close; + } + if (ep13_ryu == 11) { + mes "[Sikaiz]"; + mes "So, what do you want to know more of? You already know about the Ash-Vacuum. Is there anything else you'd like me to tell you?"; + next; + select("The three kingdoms..."); + mes "[Sikaiz]"; + mes "Ah, I need to tell you about the alliance, but first, may I ask something?"; + next; + mes "[Sikaiz]"; + mes "I need to report its status to the managers in Rune-Midgarts. I can't do it right now. May I ask you a favor?"; + next; + mes "[Sikaiz]"; + mes "It's not that difficult. Just tell them to prepare for the trip to the Dimensional Rift. It's quite easy, isn't it?"; + next; + changequest 10067,10068; + set ep13_ryu,12; + mes "[Sikaiz]"; + mes "We're running out of time, so I will answer you when you come back. Ok?"; + close; + } + if (ep13_ryu == 10) { + mes "[Sikaiz]"; + mes "Whew......"; + next; + mes "[Sikaiz]"; + mes "You come to be registered as an adventurer? Then I'm the one to talk to. I am Sikaiz, the head of the United Midgard Alliance."; + next; + mes "[Sikaiz]"; + mes "You come here from Prontera? Then you have been sent by the Recruiter. Didn't he tell you about the stories? Maybe he thought that I would tell you everything."; + next; + mes "[Sikaiz]"; + mes "I can tell you, but, he's so obstinate. So many kinds of people are living in this world, but quite few are as obstinate as him."; + next; + mes "[Sikaiz]"; + mes "The registration is also important now, but I will tell you about our status here. May I begin?"; + next; + select("Sure."); + mes "[Sikaiz]"; + mes "Ok. Let me tell you about the Ash-Vacuum. It's quite a long story. So please bear with me."; + next; + mes "[Sikaiz]"; + mes "^FF0000Ash-Vacuum^000000...."; + mes "This isn't the world of mortals."; + mes "Then what is it..."; + mes "Nobody knows."; + next; + mes "[Sikaiz]"; + mes "Now, we only know that there are living beings there, and that they are not approachable by everyone."; + next; + mes "[Sikaiz]"; + mes "The name, 'Ash-Vacuum', is so we can identify it easily."; + next; + mes "[Sikaiz]"; + mes "You're probably wondering how we got there..."; + mes "The answer lies with Satan Morroc."; + next; + mes "[Sikaiz]"; + mes "Can you imagine?"; + mes "Why did Satan Morroc"; + mes "run away from there???"; + mes "That's the important thing."; + next; + mes "[Sikaiz]"; + mes "He made a gate to run away, by himself. It's very unlike him."; + next; + mes "[Sikaiz]"; + mes "But he did make some mistakes. He left an opened gate. Nobody knows if it was intentional... or maybe..."; + next; + mes "[Sikaiz]"; + mes "We call the dimensional rift:"; + mes "Time-Gap of Dimension."; + mes "Who knows what secrets lie in that world beyond."; + next; + mes "[Sikaiz]"; + mes "So we've inspected it."; + mes "And there's not much info to get from it. We can't guess if it's from the past... or the future... Even WE don't know where it is."; + next; + mes "[Sikaiz]"; + mes "That's the place!"; + mes "Ash-Vacuum!"; + mes "We are all in this together!"; + next; + mes "[Sikaiz]"; + mes "Is that enough?"; + mes "Though I am the head of the Alliance, I don't know much else about it. That's why we are all here. To do some research."; + next; + mes "[Sikaiz]"; + mes "Anyway, I told you about Ash-Vacuum. What I know about it all. Though you still don't know much about it, that's all I can tell you."; + next; + changequest 10066,10067; + set ep13_ryu,11; + mes "[Sikaiz]"; + mes "If you have any other questions, you can still ask me..."; + close; + } + if (ep13_ryu == 9) { + mes "- The man standing in front -"; + mes "- is delivering a speech. -"; + mes "- Let's listen. -"; + next; + mes "[Sikaiz]"; + mes "I, Sikaiz, make it a point that we should pursue the great development of the Midgard continent with the research of the newly discovered Ash-Vacuum."; + next; + mes "[Sikaiz]"; + mes "So we must not fight for own interests, we must not forget the mission. We are all together on this, to go through all the same trials."; + next; + mes "[Sikaiz]"; + mes "This mission shouldn't be for each kingdom's interest alone. If we are not strongly allied for our mission, we will not succeed in discovering the unknown places of Ash-Vacuum."; + next; + mes "[Sikaiz]"; + mes "Now we should think we are all belonging to the Midgard continent. That's home for all of us."; + next; + mes "[Sikaiz]"; + mes "We will leave for Ash-Vacuum, through the dimensional rift soon."; + mes "You all should be relaxed about completing this mission. If there are more adventurers to register, let them come to me."; + next; + changequest 10065,10066; + set ep13_ryu,10; + mes "- The speech has ended. -"; + mes "- Let's move on. -"; + close; + } + mes "[Sikaiz]"; + mes "......"; + close; +} + +function script Guard_13_1 { + mes "[Guard]"; + if (ep13_ryu > 19) { + mes "You're not allowed to enter."; + mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!"; + next; + mes "[Guard]"; + mes "Just go there."; + mes "This is a restricted area."; + close2; + warp "lhz_in01",getarg(1),getarg(2); + end; + } + if (ep13_ryu > 8) { + mes "You've come here"; + mes "to register as a member of the three kingdoms?"; + next; + mes "[Guard]"; + mes "Enter."; + close; + } + else { + mes "You are not allowed"; + mes "to enter."; + if (!getarg(0)) close; + close2; + warp "lhz_in01",getarg(1),getarg(2); + end; + } + end; +} + +lhz_in01,115,250,3 script Guard#ep13_1-1 4_M_HUMAN_02,2,2,{ + callfunc "Guard_13_1",0,108,252; +OnTouch: + callfunc "Guard_13_1",1,108,252; +} +lhz_in01,115,252,3 duplicate(Guard#ep13_1-1) Guard#ep13_1-2 4_M_HUMAN_02,2,2 + +lhz_in01,147,252,7 script Guard#ep13_1-3 4_M_HUMAN_02,2,2,{ + callfunc "Guard_13_1",0,152,252; +OnTouch: + callfunc "Guard_13_1",1,152,252; +} +lhz_in01,147,250,7 duplicate(Guard#ep13_1-3) Guard#ep13_1-4 4_M_HUMAN_02,2,2 + +lhz_in01,124,234,5 script Guard#ep13_1-5 4_M_HUMAN_02,2,2,{ + callfunc "Guard_13_1",0,123,229; +OnTouch: + callfunc "Guard_13_1",1,123,229; +} +lhz_in01,121,234,5 duplicate(Guard#ep13_1-5) Guard#ep13_1-6 4_M_HUMAN_02,2,2 + +lhz_in01,137,234,5 script Guard#ep13_1-7 4_M_HUMAN_02,2,2,{ + callfunc "Guard_13_1",0,139,228; +OnTouch: + callfunc "Guard_13_1",1,139,228; +} +lhz_in01,140,234,5 duplicate(Guard#ep13_1-7) Guard#ep13_1-8 4_M_HUMAN_02,2,2 + +lhz_in01,130,232,5 script Guard#ep13_1-9 4_M_HUMAN_02,{ + if (ep13_ryu > 19) { + mes "[Guard]"; + mes "You're not allowed to enter."; + mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!"; + next; + mes "[Guard]"; + mes "Just go there."; + mes "This is a restricted area."; + next; + mes "[Guard]"; + mes "Will you go to the dimensional rift right now?"; + next; + mes "[Guard]"; + mes "If you want,"; + mes "I can send you to the Time-Gap of Dimension."; + next; + switch(select("Send me there.:I will go there myself.")) { + case 1: + mes "[Guard]"; + mes "Ok, I will send you to the dimensional rift. Once you get there, just find the head of the alliance."; + close2; + warp "moc_fild20",342,179; + end; + case 2: + mes "[Guard]"; + mes "You are something of an adventurer... Ok. I got it..."; + next; + mes "[Guard]"; + mes "Once you get there, just find the head of the alliance."; + close; + } + } + if (ep13_ryu > 8) { + mes "[Guard]"; + mes "You've come here"; + mes "to register as a member of the three kingdoms?"; + next; + mes "[Guard]"; + mes "Enter."; + close; + } + else { + mes "[Guard]"; + mes "You are not allowed"; + mes "to enter."; + close; + } +} + +lhz_in01,128,249,1 script Member of Alliance#1 4_M_KHMAN,{ + if (ep13_ryu > 19) { + mes "-Munkenro and Sakaiz don't seem to be getting along very well anymore.-"; + close; + } + mes "[Member of Alliance]"; + mes "Hm, ok!"; + mes "That's right."; + close; +} + +lhz_in01,136,245,1 script Member of Alliance#2 4_M_LGTMAN,{ + if (ep13_ryu > 19) { + mes "-You should probably head over to the dimensional rift next to Morroc and find the Guard there-"; + close; + } + mes "[Member of Alliance]"; + mes "The heads of the alliance, Sikaiz and Munkenro..."; + next; + mes "[Member of Alliance]"; + mes "They have different values,"; + mes "so that sometimes causes conflict, but nothing serious has happened so far."; + next; + mes "[Member of Alliance]"; + mes "Friendship is the most valuable in this world."; + close; +} + +lhz_in01,140,245,1 script Member of Alliance#3 4_M_03,{ + if (ep13_ryu > 19) { + mes "-You're still here? You're a member of the alliance now so you should head to the dimensional rift next to Morroc and find the Guard there-"; + close; + } + mes "[Member of Alliance]"; + mes "I know we are all to go to the dimensional rift. That's why we are allied strongly. But we gather here... so far from there..."; + next; + mes "[Member of Alliance]"; + mes "I think we'd better gather in Prontera on Rune-Midgarts, where I am living."; + next; + mes "[Member of Alliance]"; + mes "Or just warp for commuting."; + mes "I would hope so."; + close; +} + +lhz_in01,136,249,1 script Member of Alliance#4 4_LGTSCIENCE,{ + if (ep13_ryu > 19) { + mes "-I'm sure they'll settle their little dispute somehow. You should be heading to the dimensional rift next to Morroc and find the Guard there-"; + close; + } + mes "[Member of Alliance]"; + mes "Hm..."; + next; + mes "[Member of Alliance]"; + mes "Hm..."; + next; + mes "[Member of Alliance]"; + mes "Whoosh..."; + next; + mes "[Member of Alliance]"; + mes "I am concentrating now!!"; + mes "Don't worry!"; + close; +} + +lhz_in01,124,245,1 script Member of Alliance#5 4_M_RACHOLD1,{ + if (ep13_ryu > 19) { + mes "-Maybe Munk is a better leader instead of Sakaiz. Anyways you should be heading to the dimensional rift next to Morroc and find the Guard there-"; + close; + } + mes "[Member of Alliance]"; + mes "The head of the alliance, Sikaiz... doesn't look healthy."; + next; + mes "[Member of Alliance]"; + mes "But his upright eyes"; + mes "are quite reliable."; + next; + mes "[Member of Alliance]"; + mes "Munkenro looks so willing to do anything for success. As well as he also seems flexible..."; + close; +} + +lhz_in01,136,241,3 script Member of Alliance#6 4_M_DIEMAN,{ + if (ep13_ryu > 19) { + mes "-I'm so bored!!! You should be heading to the dimensional rift next to Morroc and find the Guard there. It's probably less boring there than it is here-"; + close; + } + mes "[Member of Alliance]"; + mes "I am almost dying of boredom!"; + next; + mes "[Member of Alliance]"; + mes "So boring!"; + next; + mes "[Member of Alliance]"; + mes "I am not in a good mood."; + close; +} + +lhz_in01,126,249,1 script Member of Alliance#7 4_M_RACHMAN2,{ + if (ep13_ryu > 19) { + mes "-We haven't even started and we're already bickering. Just ignore the politics and head to the dimensional rift next to Morroc and find the Guard there-"; + close; + } + mes "[Member of Alliance]"; + mes "Three kingdoms for world peace..."; + mes "Will it be successful?"; + close; +} + +lhz_in01,122,245,1 script Member of Alliance#8 4_F_SITDOWN,{ + if (ep13_ryu > 19) { + mes "-You shouldn't stay around here and listen to all the complaining. You should be heading to the dimensional rift next to Morroc and find the Guard there-"; + close; + } + mes "[Member of Alliance]"; + mes "Why is there so much complaining?"; + next; + mes "[Member of Alliance]"; + mes "I'm going along for the benefit of my country."; + next; + mes "[Member of Alliance]"; + mes "I wonder if the managers are all talk."; + close; +} + +ra_temple,119,113,3 script Alliance Manager#ra 4_M_TRAINEE,{ + if (ep13_ryu == 16) { + mes "[Manager]"; + mes "With blessings from the Goddess Freya! We three kingdoms will know success! It's all we want. ...Khkhkhkh..."; + close; + } + if (ep13_ryu == 15) { + mes "[Manager]"; + mes "What brings you here, if you won't worship Freya? Just go away."; + next; + mes "[Manager]"; + mes "Hm, you've come here to report the status of the alliance? Ok, let me listen."; + next; + mes "[Manager]"; + mes "Hm, everything is going well"; + mes "and almost prepared for a good start... Hm-hmm..."; + next; + mes "[Manager]"; + mes "I hate to meet people from Rune-Midgarts, but I can't avoid it."; + next; + mes "[Manager]"; + mes "We're all together for this mission now... They would sacrifice for Freya."; + next; + changequest 10071,10072; + set ep13_ryu,16; + mes "[Manager]"; + mes "Now you can go back."; + mes "Just say I received the report of the status well."; + close; + } + mes "[Manager]"; + mes "Goddess Freya, keep us forever!!"; + next; + mes "[Manager]"; + mes "Ash-Vacuum..."; + mes "It will be mine soon..."; + mes "Khkhkh!"; + close; +} + +lhz_in01,32,22,3 script Officer A 4_M_MANAGER,{ + if (ep13_ryu == 20) { + mes "[Officer]"; + mes "Why don't you go back there?"; + mes "Are you afraid to go back?"; + mes "Khkhkh!"; + next; + mes "[Officer]"; + mes "Just go back to the meeting room."; + mes "Your allies are there together."; + mes "Khkhkh!"; + mes "Nevermind."; + mes "Bye."; + close; + } + if (ep13_ryu == 19) { + mes "[Officer A]"; + mes "So why do you come to me?"; + mes "What's wrong?"; + next; + mes "[Officer B]"; + mes "Got any business?"; + next; + mes "[Officer A]"; + mes "I think not."; + mes "You come to tell me that you're leaving for the mission."; + mes "Am I right?"; + next; + mes "[Officer B]"; + mes "You were sent by Sikaiz..."; + mes "Right?"; + next; + mes "[Officer A]"; + mes "Ok, I got your report."; + mes "Just go back there."; + mes "Good luck."; + next; + mes "[Officer B]"; + mes "Just do your best"; + mes "...or whatever you do..."; + next; + changequest 10075,10076; + set ep13_ryu,20; + mes "[Officer A]"; + mes "Just return there. Good job."; + close; + } + if (ep13_ryu == 18) { + mes "[Officer A]"; + mes "Sikaiz isn't understandable..."; + mes "I can't help it..."; + next; + mes "[Officer B]"; + mes "His voice for peace is"; + mes "only his own way."; + mes "Three kingdoms for one mission..."; + mes "No peace..."; + mes "We even get no advantage."; + next; + mes "[Officer A]"; + mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead."; + next; + mes "[Officer A]"; + mes "Is there any way to change their ways?"; + next; + mes "[Officer B]"; + mes "If they changed,"; + mes "we wouldn't get in trouble."; + mes "But he is not compromising."; + next; + mes "[Officer A]"; + mes "So what??"; + mes "We wouldn't get our interests,"; + mes "and just do nothing for ourselves?"; + next; + mes "[Officer B]"; + mes "There's always Munkenro."; + next; + mes "[Officer A]"; + mes "So what...?"; + next; + mes "[Officer B]"; + mes "As honest as Sikaiz..."; + mes "As flexible as Sikaiz..."; + mes "But easy to go over him..."; + next; + mes "[Officer B]"; + mes "We can't cut him out,"; + mes "so just take the lead from Munkenro. It's easier!"; + next; + mes "[Officer A]"; + mes "Oh!!"; + mes "That's a good idea."; + mes "Anyway..."; + mes "Some visitors are coming."; + mes "Let's talk about it later."; + next; + changequest 10074,10075; + set ep13_ryu,19; + mes "[Officer B]"; + mes "Um, what's your business?"; + close; + } + mes "[Officer A]"; + mes "For our own interest,"; + mes "we need to abandon other kingdoms."; + close; +} + +lhz_in01,30,24,5 script Officer B 4_M_MANAGER,{ + if (ep13_ryu == 20) { + mes "[Officer]"; + mes "Why don't you go back there?"; + mes "Are you afraid to go back?"; + mes "Khkhkh!"; + next; + mes "[Officer]"; + mes "Just go back to the meeting room."; + mes "Your allies are there together."; + mes "Khkhkh!"; + mes "Nevermind."; + mes "Bye."; + close; + } + if (ep13_ryu == 19) { + mes "[Officer A]"; + mes "So why do you come to me?"; + mes "What's wrong?"; + next; + mes "[Officer B]"; + mes "Got any business?"; + next; + mes "[Officer A]"; + mes "I think not."; + mes "You come to tell me that you're leaving for the mission."; + mes "Am I right?"; + next; + mes "[Officer B]"; + mes "You were sent by Sikaiz..."; + mes "Right?"; + next; + mes "[Officer A]"; + mes "Ok, I got your report."; + mes "Just go back there."; + mes "Good luck."; + next; + mes "[Officer B]"; + mes "Just do your best"; + mes "...or whatever you do..."; + next; + changequest 10075,10076; + set ep13_ryu,20; + mes "[Officer A]"; + mes "Just return there. Good job."; + close; + } + if (ep13_ryu == 18) { + mes "[Officer A]"; + mes "Sikaiz isn't understandable..."; + mes "I can't help it..."; + next; + mes "[Officer B]"; + mes "His voice for peace is"; + mes "only his own way."; + mes "Three kingdoms for one mission..."; + mes "No peace..."; + mes "We even get no advantage."; + next; + mes "[Officer A]"; + mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead."; + next; + mes "[Officer A]"; + mes "Is there any way to change their ways?"; + next; + mes "[Officer B]"; + mes "If they changed,"; + mes "we wouldn't get in trouble."; + mes "But he is not compromising."; + next; + mes "[Officer A]"; + mes "So what??"; + mes "We wouldn't get our interests,"; + mes "and just do nothing for ourselves?"; + next; + mes "[Officer B]"; + mes "There's always Munkenro."; + next; + mes "[Officer A]"; + mes "So what...?"; + next; + mes "[Officer B]"; + mes "As honest as Sikaiz..."; + mes "As flexible as Sikaiz..."; + mes "But easy to go over him..."; + next; + mes "[Officer B]"; + mes "We can't cut him out,"; + mes "so just take the lead from Munkenro. It's easier!"; + next; + mes "[Officer A]"; + mes "Oh!!"; + mes "That's a good idea."; + mes "Anyway..."; + mes "Some visitors are coming."; + mes "Let's talk about it later."; + next; + changequest 10074,10075; + set ep13_ryu,19; + mes "[Officer B]"; + mes "Um, what's your business?"; + close; + } + mes "[Officer B]"; + mes "The most important things are money and power. If we don't get at least one, we're just like the slummy poor."; + close; +} + +moc_fild20,349,179,3 script Rift Guard#1 4_M_MOC_SOLDIER,{ + if (ep13_ryu > 19) { + mes "[Guard]"; + mes "Ah, you are a member of the alliance that discovered the dimensional rift? Welcome. Everything is prepared. Just enter and find the camp when you pass through the rift."; + next; + mes "[Guard]"; + mes "The new head of the alliance, Munkenro, will direct all of us."; + next; + mes "[Guard]"; + mes "Then you will pass."; + mes "Are you ready?"; + next; + switch(select("Yes, sure.:Please wait.")) { + case 1: + mes "[Guard]"; + mes "Good luck."; + close2; + warp "moc_fild22b",38,195; + end; + case 2: + mes "[Guard]"; + mes "Just tell me once you are ready. I will let you pass right away."; + close; + } + } + mes "[Guard]"; + mes "You're not allowed to enter here."; + mes "If you have any business, just ask the guard behind me, or just leave."; + close; +} + +moc_fild22b,37,196,5 script Rift Guard#2 4_M_MOC_SOLDIER,{ + mes "[Guard]"; + mes "Are you the new adventurer?"; + mes "If you're going to the other side of the rift, the head of the alliance will guide you there."; + next; + mes "[Guard]"; + mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words."; + next; + mes "[Guard]"; + mes "If you want to run away from here, just let me know, I will guide you."; + next; + switch(select("Escape.:Nah.")) { + case 1: + mes "[Guard]"; + mes "Ok."; + mes "Follow me, I will let you out of here."; + close2; + warp "moc_fild20",342,179; + end; + case 2: + mes "[Guard]"; + mes "Ok, just go ahead for yourself."; + close; + } +} + +moc_fild22b,330,154,3 script Rift Guard#3 4_M_MOC_SOLDIER,{ + mes "[Guard]"; + mes "Are you new here?"; + mes "You look like you need to find the head of the alliance. You can find him near the center of the dimensional rift."; + next; + mes "[Guard]"; + mes "Just right there."; + mes "There's a pillar of stone."; + mes "Very close!"; + close; +} + +moc_fild22b,230,197,5 script Munkenro#2 4_M_RUSMAN1,{ + if (ep13_ryu == 100) { + mes "[Munkenro]"; + mes "Are you ready to discover Ash-Vacuum?"; + next; + switch(select("Yes, of course!:Please, wait...")) { + case 1: + mes "[Munkenro]"; + mes "I wish you good luck!"; + mes "I hope you are successful in your adventures in Ash-Vacuum!"; + next; + mes "[Munkenro]"; + mes "(...I just follow your lead!)"; + mes "(I remember you're strong-willed.)"; + mes "(Though I am guilty,)"; + mes "(I will do my best.)"; + close2; + warp "mid_camp",210,291; + end; + case 2: + mes "[Munkenro]"; + mes "Go prepare."; + close; + } + } + if (ep13_ryu == 20) { + mes "[Munkenro]"; + mes "I am the head of the Three Kingdoms Alliance. You've come here for the discovery of the dimensional rift. Am I right?"; + next; + mes "[Munkenro]"; + mes "Um. You're the one that"; + mes "did some favors before..."; + mes "Your name is " + strcharinfo(0) + "?"; + mes "I remember you."; + next; + mes "[Munkenro]"; + mes "Sikaiz retired from his position urgently. I am his replacement."; + next; + mes "[Munkenro]"; + mes "You don't need to know in detail all about it now. That's not important to you. Is it?"; + next; + mes "[Munkenro]"; + mes "You are here for the discovery of the dimensional rift. I can't send you there right away. I know that you've passed your tests, but that's the past. You have not been tested by me. ~"; + next; + mes "[Munkenro]"; + mes "So you need to be tested again. I don't have too much time to test you now. So let's just do a short test."; + next; + mes "[Munkenro]"; + mes "Now the soldiers here will start to attack you... If you survive, I will approve of you. Just do it in good time."; + next; + mes "[Munkenro]"; + mes "This can prove that you're strong enough. That's the minimum test I can perform."; + next; + changequest 10076,10077; + set ep13_ryu,21; + mes "[Munkenro]"; + mes "Once you get ready,"; + mes "just let me know."; + close; + } + if (ep13_ryu == 21) { + mes "[Munkenro]"; + mes "Are you ready??"; + mes "Let's start!"; + next; + switch(select("Ready!!:Please, wait...")) { + case 1: + mes "[Munkenro]"; + mes "Ok, just have a good adventure."; + next; + set ep13_ryu,22; + changequest 10077,10078; + donpcevent "Head of the Alliance#moo::OnEnable"; + mes "[Munkenro]"; + mes "If you are too late,"; + mes "it will be considered as a failure, so come back soon."; + close; + case 2: + mes "[Munkenro]"; + mes "If you hesitate,"; + mes "it means you fail."; + mes "I will give you one more chance. Go ahead."; + close; + } + } + if ($@ep13_test == 2) { + mes "[Munkenro]"; + mes "You're quite shrewd..."; + mes "How come you passed the test"; + mes "before? I can't believe this."; + next; + mes "[Munkenro]"; + mes "I will give you one more chance."; + mes "Don't make any mistakes again."; + next; + set ep13_ryu,21; + set $@ep13_test,0; + mes "[Munkenro]"; + mes "Once you get ready,"; + mes "just let me know,"; + mes "to start!"; + close; + } + if ($@ep13_test == 1) { + mes "[Munkenro]"; + mes "We are testing the other adventurers, so unless you have any business with me, visit me later."; + close; + } + if (($@ep13_test == 0) && (ep13_ryu == 22)) { + mes "[Munkenro]"; + mes "Good! You did a good job!"; + mes "Though we didn't get enough time to test, I think it's almost perfect."; + next; + mes "[Munkenro]"; + mes "You can feel I am too strict... I'm just doing what I need to do as head of the Alliance."; + next; + mes "[Munkenro]"; + mes "If I can't manage the alliance well, I will feel guilty, that I am not doing Sikaiz's job any justice. Anyway, I will do my best."; + next; + mes "[Munkenro]"; + mes "Huh? I'm just whining."; + mes "You don't need to hear this."; + mes "Just forget it."; + next; + completequest 10078; + set ep13_ryu,100; + if (checkre(3)) + getexp 66000,21000; + else + getexp 660000,210000; + mes "[Munkenro]"; + mes "I will let you go there."; + mes "Let me know once you are ready."; + close; + } +} + +moc_fild22b,1,1,0 script Head of the Alliance#moo -1,{ +OnInit: + disablenpc "Head of the Alliance#moo"; + end; + +OnEnable: + mapannounce "moc_fild22b","Head of the Alliance: I command that all soldiers attack the adventurers around here for 15 minutes. This is an order!",bc_map; + enablenpc "Head of the Alliance#moo"; + set $@ep13_test,1; + initnpctimer; + monster "moc_fild22b",0,0,"Allied Soldier",1851,80,"Head of the Alliance#moo::OnMyMobDead"; + end; + +OnReset: + killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead"; + end; + +OnDisable: + killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead"; + mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map; + set $@ep13_test,0; + disablenpc "Head of the Alliance#moo"; + end; + +OnMyMobDead: + if (mobcount("moc_fild22b","Head of the Alliance#moo::OnMyMobDead") < 41) { + donpcevent "Head of the Alliance#moo::OnDisable"; + } + end; + +OnTimer900000: + killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead"; + mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map; + set $@ep13_test,2; + disablenpc "Head of the Alliance#moo"; + stopnpctimer; + end; +} + +mid_camp,213,286,3 script Rift Guard#4 4_M_MOC_SOLDIER,{ + mes "[Guard]"; + mes "Are you the new adventurer?"; + mes "If you're going to the other side of the rift, the head of the alliance will guide you there."; + next; + mes "[Guard]"; + mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words."; + next; + mes "[Guard]"; + mes "If you want to run away from here, just let me know, I will guide you."; + next; + switch(select("Escape.:Nah.")) { + case 1: + mes "[Guard]"; + mes "Ok."; + mes "Follow me, I will let you out of here."; + close2; + warp "moc_fild20",342,179; + end; + case 2: + mes "[Guard]"; + mes "Ok, just go ahead for yourself."; + close; + } +} + +moc_ruins,137,89,5 script Time-Space Gap Guard 4_M_MOC_SOLDIER,{ + if (ep13_ryu == 100) { + mes "[Guard]"; + mes "- Trembling in fear. -"; + next; + mes "[Guard]"; + mes "- Trembling in fear. -"; + next; + mes "[Guard]"; + mes "Honestly, I should keep"; + mes "to the dimensional rift,"; + mes "but it's quite scary."; + mes "I ran away from it."; + next; + mes "[Guard]"; + mes "Ah?"; + mes "You're quite brave!"; + mes "And not scared about things around you. I envy you..."; + next; + mes "[Guard]"; + mes "I am a coward but,"; + mes "I can send you through the dimensional rift. That's the only thing I can do for you."; + next; + mes "[Guard]"; + mes "I send you there easily,"; + mes "but don't tell others about me. Ok??"; + next; + mes "[Guard]"; + mes "Then, do you want to go through the Time-Space Gap now??"; + next; + switch(select("Yes.:No, thanks.")) { + case 1: + mes "[Guard]"; + mes "Ok, then I will send you there. As I already said, don't tell anybody about me. Anyway... good luck!!"; + close2; + warp "moc_fild22b",49,195; + end; + case 2: + mes "[Guard]"; + mes "It's ok."; + mes "Just don't tell anybody about me. Please."; + close; + } + } + mes "[Guard]"; + mes "- Trembling in fear. -"; + next; + mes "[Guard]"; + mes "onestly, I should keep"; + mes "to the dimensional rift,"; + mes "but it's quite scary."; + mes "I ran away from it."; + next; + mes "[Guard]"; + mes "- Trembling. -"; + mes "Please keep the secret"; + mes "about me being here."; + mes "I am so scared!!"; + close; +} + +moc_fild22b,370,370,3 script Allied Manager#gm 4W_SAILOR,{ + callfunc "F_GM_NPC"; + mes "[Manager]"; + mes "Please enter the password."; + next; + set .@i, callfunc("F_GM_NPC",8028,0,0,9000); + if (.@i == -2) { + mes "[Manager]"; + mes "Incorrect password."; + close; + } else if (.@i == -1) { + mes "[Manager]"; + mes "Please enter a password other then 0."; + close; + } else if (.@i == 0) { + mes "[Manager]"; + mes "Nevermind then."; + close; + } else { + mes "[Manager]"; + mes "What would you like to do?"; + next; + switch(select("Reset the Allied Attacks.:Nothing.")) { + case 1: + mes "[Manager]"; + mes "Resetting the allied attacks."; + set $@ep13_test,2; + disablenpc "Head of the Alliance#moo"; + close; + case 2: + mes "[Manager]"; + mes "Nevermind then."; + close; + } + } +} + +// New Surroundings :: ep13_newbs +//============================================================ +mid_camp,222,283,4 script Marian#ep13bs 4_F_JOB_HUNTER,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { + mes "[Marian]"; + mes "You have too many items~"; + mes "Drop some and come back to me."; + close; + } + if (ep13_newbs < 1) { + if (ep13_ryu > 99 || ep13_start > 99) { + mes "[Marian]"; + mes "You must be a stranger here."; + mes "Is this your first visit here?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Marian]"; + mes "As expected~"; + mes "I'm not lying, but usually"; + mes "I never forget a face."; + emotion e_lv; + next; + mes "[Marian]"; + mes "Well, anyway..."; + mes "If this is your first time here,"; + mes "you'd better see ^0000FFInstructor Lugen^000000."; + mes "He can help you adjust"; + mes "to these surroundings."; + next; + mes "[Marian]"; + mes "Go to the right to find"; + mes "^0000FFInstructor Lugen^000000."; + set ep13_newbs,1; + getitem 12322,1; //Chocolate_Pie + setquest 11084; + close; + case 2: + mes "[Marian]"; + mes "Well~ It is weird~"; + next; + mes " - ransacking - "; + mes " - flap - "; + next; + mes "[Marian]"; + mes "Hmm, you're not"; + mes "from around here."; + next; + mes "[Marian]"; + mes "Go to the right along this way"; + mes "and you'll find ^0000FFInstructor Lugen^000000."; + mes "Talk to him, first."; + set ep13_newbs,1; + getitem 12322,1; //Chocolate_Pie + setquest 11084; + close; + } + } + else { + mes "[Marian]"; + mes "......"; + mes "I'm sorry but,"; + mes "I'm a bit busy now..."; + close; + } + } + if (ep13_newbs == 1) { + mes "[Marian]"; + mes "Go to the right to see ^0000FFInstructor Lugen^000000."; + emotion e_lv; + close; + } + if ((ep13_newbs > 1) && (ep13_newbs < 13)) { + mes "[Marian]"; + mes "Wow, good to see you again."; + mes "Do you feel comfortable around here?"; + emotion e_lv; + close; + } + if (ep13_newbs == 13) { + mes "[Marian]"; + mes "Hey, how are you?"; + mes "What brings you here?"; + emotion e_lv; + next; + mes "["+ strcharinfo(0) +"]"; + mes "The instructor sent me."; + mes "He told me to get supplies from the motherland."; + next; + mes "[Marian]"; + mes "Ah, you must be talking about~?"; + mes "Let me see~~"; + next; + mes "[Marian]"; + mes "This and that~~"; + next; + mes "[Marian]"; + mes "Hmm, not this one."; + next; + mes "[Marian]"; + mes "Ah, I got it!"; + mes "Here they are!"; + mes "And this is for you."; + mes "Go, go~~"; + set ep13_newbs,14; + getitem 6045,3; //Supply_Box + getitem 12322,1; //Chocolate_Pie + changequest 11091,11092; + close; + } + if (ep13_newbs > 13 && ep13_newbs < 20) { + if (ep13_newbs < 16) set .@i,3; + else if (ep13_newbs < 18) set .@i,2; + else set .@i,1; + if (countitem(6045) < .@i) { + mes "[Marian]"; + mes "Ha! You misplaced the Supply Box?!"; + mes "What the~~?"; + emotion e_omg; + next; + mes "[Marian]"; + mes "Ok, I have spares."; + mes "Let me give one to you."; + mes "Don't misplace this one, ok?!"; + getitem 6045,1; //Supply_Box + close; + } + else { + mes "[Marian]"; + mes "Do your job, man~"; + mes "And please say hello"; + mes "to the instructor."; + emotion e_lv; + close; + } + } + else { + mes "[Marian]"; + mes "Hey~"; + mes "How have you been recently?"; + mes "I am busy all the time..."; + emotion e_sob; + next; + mes "[Marian]"; + mes "The supplies from the motherland are..."; + mes "Ah..."; + mes "Nothing, do not care..."; + mes "Hohoho..."; + emotion e_omg; + close; + } +} + +mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ + if (checkweight(1201,1) == 0) { + mes "[Instructor Lugen]"; + mes "You are carrying too much weight."; + mes "Please try again after losing some weight."; + close; + } + if (ep13_newbs < 1) { + mes "[Instructor Lugen]"; + mes "Huuu, no time to rest."; + mes "When re-enforcements come."; + close; + } + if (ep13_newbs == 1) { + mes "[Instructor Lugen]"; + mes "Huuu, no time to rest."; + mes "When re-enforcements come."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Excuse me."; + next; + mes "[Instructor Lugen]"; + mes "Hi!"; + mes "What brings you here?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Marian sent me to here."; + next; + mes "[Instructor Lugen]"; + mes "Ah!"; + mes "Are you from the motherland?"; + mes "I am Lugen Jednic from."; + mes "the federal survey team,"; + mes "in charge of educating."; + mes "new employees."; + next; + mes "[Instructor Lugen]"; + mes "To join the team,"; + mes "you simply need to register."; + next; + mes "[Instructor Lugen]"; + mes "Once you register, you"; + mes "will be provided with"; + mes "ccommodations and food."; + mes "There will be plenty of"; + mes "missions for you."; + next; + mes "[Instructor Lugen]"; + mes "Will you join the survey team?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Instructor Lugen]"; + mes "Registration is simple."; + mes "Go to the big building."; + mes "in the center and talk"; + mes "to the receptionist."; + next; + mes "[Instructor Lugen]"; + mes "When you finish the"; + mes "registration, come back"; + mes "to me and I will assign"; + mes "your accomodations."; + set ep13_newbs,3; + changequest 11084,11085; + close; + case 2: + mes "[Instructor Lugen]"; + mes "You don't want to join?"; + mes "If you change your mind, come back later."; + set ep13_newbs,2; + close; + } + } + if (ep13_newbs == 2) { + mes "[Instructor Lugen]"; + mes "Ah, you came back."; + mes "I have been waiting for you."; + next; + mes "[Instructor Lugen]"; + mes "Will ou join the survey team?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "["+ strcharinfo(0) +"]"; + mes "I will register..."; + next; + mes "[Instructor Lugen]"; + mes "[Instructor Lugen]"; + mes "Registration is simple."; + mes "Go to the big building."; + mes "in the center and talk"; + mes "to the receptionist."; + next; + mes "[Instructor Lugen]"; + mes "When you finish the"; + mes "registration, come back"; + mes "to me and I will assign"; + mes "your accomodations."; + set ep13_newbs,3; + changequest 11084,11085; + close; + case 2: + mes "[Instructor Lugen]"; + mes "You don't want to join?"; + mes "If you change your mind, come back later."; + close; + } + } + if (ep13_newbs == 3) { + mes "[Instructor Lugen]"; + mes "To register, Go to the"; + mes "big building in the center"; + mes "and talk to the receptionist."; + next; + mes "[Instructor Lugen]"; + mes "When you finish the"; + mes "registration, come back"; + mes "to me and I will assign"; + mes "your accomodations."; + close; + } + if (ep13_newbs == 4) { + mes "[Instructor Lugen]"; + mes "I got a call from the receptionist."; + mes "Now take your nameplate and go"; + mes "to your accomodations down"; + mes "in the barracks."; + next; + mes "[Instructor Lugen]"; + mes "So take some rest and I will"; + mes "see you tomorrow morning."; + next; + mes "[Instructor Lugen]"; + mes "You need to share the barracks"; + mes "with others, so make sure to"; + mes "talk with them while you're there."; + set ep13_newbs,5; + getitem 12322,1; //Chocolate_Pie + completequest 11086; + close; + } + if ((ep13_newbs > 4) && (ep13_newbs < 12)) { + mes "[Instructor Lugen]"; + mes "You need to share the barracks"; + mes "with others, so make sure to"; + mes "talk with them while you're there."; + close; + } + if (ep13_newbs == 12) { + mes "[Instructor Lugen]"; + mes "How was your stay here?"; + mes "It is cold. Warm yourself"; + mes "and try not to catch a cold."; + next; + mes "[Instructor Lugen]"; + mes "And I have a request of you, "+ strcharinfo(0) +"."; + next; + mes "[Instructor Lugen]"; + mes "It is to distribute supplies"; + mes "from the motherland,"; + mes "It's not very difficult."; + mes "Just think of it as a way"; + mes "to meet people here."; + next; + mes "[Instructor Lugen]"; + mes "Anyway, Go to Marian,"; + mes "whom you met when"; + mes "you first came here and"; + mes "get the supplies from her."; + set ep13_newbs,13; + getitem 12322,1; //Chocolate_Pie + setquest 11091; + close; + } + if (ep13_newbs == 13) { + mes "[Instructor Lugen]"; + mes "Anyway, Go to Marian,"; + mes "whom you met when"; + mes "you first came here and"; + mes "get the supplies from her."; + close; + } + if (ep13_newbs == 14) { + if (countitem(6045) > 2) { + mes "[Instructor Lugen]"; + mes "Did you recieve the supplies?"; + mes "Can you show them to me, please?"; + next; + mes "[Instructor Lugen]"; + mes "Hmm..."; + next; + mes "[Instructor Lugen]"; + mes "Ok, then, please deliver"; + mes "them to their receivers."; + next; + mes "[Instructor Lugen]"; + mes "The first box should be sent to"; + mes "Jan, northwest of the camp."; + mes "She may be around the fence."; + set ep13_newbs,15; + changequest 11092,11093; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that they"; + mes "are not enough."; + mes "Can you check them"; + mes "with Marian, please?"; + close; + } + } + if (ep13_newbs == 15) { + if (countitem(6045) > 2) { + mes "[Instructor Lugen]"; + mes "The first box should be sent to"; + mes "Jan, northwest of the camp."; + mes "She may be around the fence."; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that they"; + mes "are not enough."; + mes "Can you check them"; + mes "with Marian, please?"; + close; + } + } + if (ep13_newbs == 16) { + mes "[Instructor Lugen]"; + mes "So, did you get the"; + mes "supplies to Jan?"; + mes "She was waiting"; + mes "for it a month ago."; + mes "Thanks so much."; + next; + if (countitem(6045) > 1) { + mes "[Instructor Lugen]"; + mes "Next, this box is for Gerard."; + mes "He is investigating across the"; + mes "west bridge outside the camp."; + next; + mes "[Instructor Lugen]"; + mes "Freya be with you."; + set ep13_newbs,17; + changequest 11094,11095; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that they"; + mes "are not enough."; + mes "Can you check them"; + mes "with Marian, please?"; + close; + } + } + if (ep13_newbs == 17) { + if (countitem(6045) > 1) { + mes "[Instructor Lugen]"; + mes "Next, this box is for Gerard."; + mes "He is investigating across the"; + mes "west bridge outside the camp."; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that they"; + mes "are not enough."; + mes "Can you check them"; + mes "with Marian, please?"; + close; + } + } + if (ep13_newbs == 18) { + mes "[Instructor Lugen]"; + mes "Well done."; + mes "Is Gerard well?"; + next; + mes "[Instructor Lugen]"; + mes "I've been worrying"; + mes "about him since he"; + mes "disappeared after"; + mes "going out for the"; + mes "investigation."; + next; + if (countitem(6045) > 0) { + mes "[Instructor Lugen]"; + mes "And the last box is for"; + mes "Alberto at the entrance"; + mes "of the eastern field."; + next; + mes "[Instructor Lugen]"; + mes "Perhaps, he ordered"; + mes "the heavy coat."; + mes "It's freezing there so"; + mes "you'd better hurry."; + next; + mes "[Instructor Lugen]"; + mes "Please deliver it to him."; + set ep13_newbs,19; + changequest 11096,11097; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that they"; + mes "are not enough."; + mes "Can you check them"; + mes "with Marian, please?"; + close; + } + } + if (ep13_newbs == 19) { + if (countitem(6045) > 0) { + mes "[Instructor Lugen]"; + mes "And the last box is for"; + mes "Alberto at the entrance"; + mes "of the eastern field."; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that they"; + mes "are not enough."; + mes "Can you check them"; + mes "with Marian, please?"; + close; + } + } + if (ep13_newbs == 20) { + mes "[Instructor Lugen]"; + mes "It was really good to request"; + mes "you, "+ strcharinfo(0) +"."; + mes "Your work has been"; + mes "a great help to us."; + mes "I really appreciate it."; + next; + mes "[Instructor Lugen]"; + mes "You must be tired now,"; + mes "please take care of yourself."; + mes "I have more things"; + mes "to do now, ha..."; + emotion e_pif; + set ep13_newbs,21; + completequest 11098; + close; + } + if (ep13_newbs == 21) { + if (rand(1,3) == 2) { + mes "[Instructor Lugen]"; + mes "There must be no"; + mes "time to rest for me."; + mes "Huu...~"; + emotion e_pif; + next; + mes "["+ strcharinfo(0) +"]"; + mes "What is wrong with you?"; + next; + mes "[Instructor Lugen]"; + mes "Ah, nothing..."; + mes "I'm just talking to myself."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "I've never seen you sigh."; + mes "If you have something"; + mes "to say please tell me."; + next; + mes "[Instructor Lugen]"; + mes "It's just a personal thing..."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Tell me."; + mes "I think I can help you."; + next; + mes "[Instructor Lugen]"; + mes "I-I'm, sorry to tell you but..."; + next; + mes "[Instructor Lugen]"; + mes "I came here together"; + mes "with my friend but we"; + mes "aren't allowed to leave,"; + mes "so I don't know how he is."; + next; + mes "[Instructor Lugen]"; + mes "It was rumored that"; + mes "he's gotten worse so"; + mes "I'm worried about him."; + next; + mes "[Instructor Lugen]"; + mes "But, I'm so busy working"; + mes "and it makes me..."; + mes "*sigh*"; + next; + switch(select("Help.:Just listen.")) { + case 1: + mes "["+ strcharinfo(0) +"]"; + mes "I will help with your problem!"; + next; + mes "[Instructor Lugen]"; + mes "No, it is ok."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Don't say no!"; + mes "It's not a problem at all!"; + mes "So, I'll go to him for you"; + mes "and see if he is ok, alright?!"; + next; + mes "[Instructor Lugen]"; + mes "......"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Hey, I really want to help~"; + next; + mes "[Instructor Lugen]"; + mes "......"; + mes "I really appreciate that."; + mes "If so, can you please"; + mes "deliver this letter to him?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "You can count on me!!"; + next; + mes "[Instructor Lugen]"; + mes "My friend, Otto, is working"; + mes "on the barrier in the west."; + mes "Please give it to him."; + set ep13_newbs,23; + getitem 6043,1; //Letter_From_Lugen + setquest 11099; + close; + case 2: + mes "["+ strcharinfo(0) +"]"; + mes "Ah, ya work is tough."; + next; + mes "[Instructor Lugen]"; + mes "Yes.. I really appreciate your listening to me."; + mes "It makes me feel better."; + set ep13_newbs,22; + close; + } + } + else { + mes "[Instructor Lugen]"; + mes "There must be no"; + mes "time to rest for me."; + mes "Huu...~"; + emotion e_pif; + close; + } + } + if (ep13_newbs == 22) { + mes "[Instructor Lugen]"; + mes "There must be no"; + mes "time to rest for me."; + mes "Huu...~"; + emotion e_pif; + next; + switch(select("Help him.:Just pass.")) { + case 1: + mes "["+ strcharinfo(0) +"]"; + mes "May I help you?"; + next; + mes "[Instructor Lugen]"; + mes "No, it's ok."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Don't say no!"; + mes "It is not difficult at all!"; + mes "So, I'm supposed to go to him and see if he's ok, right?"; + next; + mes "[Instructor Lugen]"; + mes "......"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Hey, I really want to help~"; + next; + mes "[Instructor Lugen]"; + mes "......"; + mes "I really appreciate that."; + mes "If so, can you please deliver this letter to him?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "You believe me!!"; + next; + mes "[Instructor Lugen]"; + mes "My friend, Otto, is working on the barrier in the west."; + mes "Please give it to him."; + set ep13_newbs,23; + getitem 6043,1; //Letter_From_Lugen + setquest 11099; + close; + case 2: + mes "["+ strcharinfo(0) +"]"; + mes "Hmm..."; + close; + } + } + if (ep13_newbs == 23) { + if (countitem(6043) < 1) { + mes "[Instructor Lugen]"; + mes "Ah, did you lose the letter?"; + mes "That's ok. It's no big deal."; + mes "I'll write it again."; + getitem 6043,1; //Letter_From_Lugen + close; + } + else { + mes "[Instructor Lugen]"; + mes "My friend, Otto, is working"; + mes "on the barrier in the west."; + mes "Please give it to him."; + close; + } + } + if (ep13_newbs == 24) { + mes "["+ strcharinfo(0) +"]"; + mes "Instructor! I met Otto!"; + mes "He is doing very well~"; + next; + mes "[Instructor Lugen]"; + mes "Phew, it's really good to hear."; + mes "I was so worried about him"; + mes "being sick and far away"; + mes "from his homeland."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "I have a letter from him, too."; + next; + if (countitem(6044) < 1) { + mes "["+ strcharinfo(0) +"]"; + mes "Huh, ehh..?!?!"; + next; + mes "[Instructor Lugen]"; + mes "......"; + close; + } + else { + mes "[Instructor Lugen]"; + mes "I am far away from my home"; + mes "the feeling that family and"; + mes "friends give to me are really important."; + next; + mes "[Instructor Lugen]"; + mes "I don't know how to thank you."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Hehe, don't mention it."; + mes "And Otto said that he"; + mes "would come to see you."; + emotion e_shy,1; + next; + mes "[Instructor Lugen]"; + mes "Did he?"; + mes "It's been so long"; + mes "since we last met."; + next; + mes "[Instructor Lugen]"; + mes "And this is for you."; + delitem 6044,1; //Letter_From_Otto + set ep13_newbs,100; + getitem 617,1; //Old_Violet_Box + getitem 12322,5; //Chocolate_Pie + if (checkre(3)) + getexp 100000,10000; + else + getexp 1000000,100000; + completequest 11100; + close; + } + } + if (ep13_newbs == 100) { + mes "[Instructor Lugen]"; + mes "Thanks for doing that."; + mes "My friend wrote me that he"; + mes "would have some spare time."; + next; + mes "[Instructor Lugen]"; + mes "It is good to see you,"; + mes ""+ strcharinfo(0) +","; + mes "enjoy yourself here."; + mes "If you have any troubles,"; + mes "come to see me."; + next; + mes "[Instructor Lugen]"; + mes "I so happy that I've"; + mes "met a person like"; + mes "you, "+ strcharinfo(0) +"."; + close; + } + else { + mes "[Instructor Lugen]"; + mes "It seems that I nave no time to rest this week."; + close; + } +} + +mid_camp,123,290,4 script Otto#ep13bs 4_M_RUSMAN1,{ + if (checkweight(1201,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep13_newbs == 23) { + mes "["+ strcharinfo(0) +"]"; + mes "Mr. Otto?!"; + next; + mes "[Otto]"; + mes "Hmm, how can I help you?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Instructor Lugen sent me!"; + mes "He is worrying about you getting worse."; + next; + mes "[Otto]"; + mes "Oh, is he..."; + mes "It was just a cold."; + mes "It was nothing."; + mes "He's still overprotective.."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "That's good to hear."; + mes "Ah, and he wrote this letter for you."; + next; + if (countitem(6043) < 1) { + mes "["+ strcharinfo(0) +"]"; + mes "Eh, where is it..."; + next; + mes "[Otto]"; + mes "......"; + close; + } + else { + mes "[Otto]"; + mes "We are not allowed to leave our posts,"; + mes "so I am wondering about him, as well."; + next; + mes "[Otto]"; + mes "A letter, I never expected this, huhu."; + next; + mes "- Otto is reading the letter -"; + mes "- with the smile on his face. -"; + next; + mes "[Otto]"; + mes "I am sorry but, can you please"; + mes "tell him that I am ok now by"; + mes "giving him this letter."; + next; + mes "[Otto]"; + mes "And I will have a vacation"; + mes "in the near future and will"; + mes "use that time to visit him."; + delitem 6043,1; //Letter_From_Lugen + set ep13_newbs,24; + getitem 6044,1; //Letter_From_Otto + getitem 12322,1; //Chocolate_Pie + changequest 11099,11100; + close; + } + } + if (ep13_newbs == 24) { + if (countitem(6044) < 1) { + mes "[Otto]"; + mes "You lost the letter?"; + mes "I'll write it again."; + getitem 6044,1; //Letter_From_Otto + close; + } + else { + mes "[Otto]"; + mes "I am sorry but, can you please"; + mes "tell him that I am ok now by"; + mes "giving him this letter."; + next; + mes "[Otto]"; + mes "And I will have a vacation"; + mes "in the near future and will"; + mes "use that time to visit him."; + close; + } + } + if (ep13_newbs > 99) { + mes "[Otto]"; + mes "Thanks to you,"; + mes "I was able to meet"; + mes "him some days ago."; + mes "He, wasn't feeling good, either."; + next; + mes "[Otto]"; + mes "It seems that I will"; + mes "have more free time,"; + mes "so I will take that time"; + mes "to visit him more often."; + close; + } + else { + mes "[Otto]"; + mes "This place has a totally different environment on both sides."; + next; + mes "[Otto]"; + mes "Is it natural,"; + mes "or artificial?"; + close; + } +} + +mid_campin,106,122,4 script Receptionist Brink#ep13b 4_M_ORIENT02,{ + if (ep13_newbs < 3) { + mes "[Brink]"; + mes "Hmm... Hey..."; + mes "...I mean..."; + mes "Hmm..."; + mes "...I would..."; + emotion e_swt2; + close; + } + if (ep13_newbs == 3) { + mes "[Brink]"; + mes "Hmm... Hey..."; + mes "...What makes..."; + mes "Hmm..."; + mes "...I would..."; + emotion e_swt2; + next; + mes "[Brink]"; + mes "Hmmm... Hey..."; + mes "...register..."; + mes "I mean..."; + next; + switch(select("I am here to register.:Just stand.")) { + case 1: + mes "[Brink]"; + mes "Ah... I mean..."; + mes "Hmm..."; + mes "...Hey..."; + mes "What...your name..."; + emotion e_swt2; + next; + mes "["+ strcharinfo(0) +"]"; + mes "My name is "+ strcharinfo(0) +"."; + next; + mes "[Brink]"; + mes "...Ah..."; + mes ""+ strcharinfo(0) +"..."; + mes "You..."; + mes "...registered...Hmm..."; + mes "..."; + emotion e_swt2; + next; + mes "[Brink]"; + mes "Here..."; + mes "Hmm..."; + mes "sign..."; + next; + mes "[Brink]"; + mes "Hmmm..."; + mes "and..."; + mes "I mean..."; + emotion e_swt2; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Is it finished?"; + next; + mes "[Brink]"; + mes "Hm..."; + mes "...Yes..."; + mes "Then..."; + next; + mes "[Brink]"; + mes "And..."; + mes "......This thing..."; + mes "...Ehh..."; + next; + mes "- I guess I'm registered -"; + mes "- I'd better go back to Lugen -"; + set ep13_newbs,4; + getitem 12322,1; //Chocolate_Pie + changequest 11085,11086; + close; + case 2: + mes "[Brink]"; + mes "And..."; + mes "......This thing..."; + mes "...Ehh..."; + emotion e_swt2; + close; + } + } + else { + mes "[Brink]"; + mes "...Hey..."; + mes "I mean..."; + mes "...Well...nice..."; + mes "Then..."; + next; + mes "[Brink]"; + mes "...Life..."; + mes "...Hmmm..."; + close; + } +} + +mid_camp,264,263,4 script Diego#ep13bs 4_M_RACHMAN1,{ + if (ep13_newbs < 5) { + mes "[Diego]"; + mes "I'm busy right now!"; + emotion e_swt2; + close; + } + if (ep13_newbs == 5) { + mes "[Diego]"; + mes "Wow, this is tent is big!"; + mes "Hey, you there, adventurer. Please help me."; + emotion e_sob; + next; + switch(select("Help him.:Don't help.")) { + case 1: + mes "[Diego]"; + mes "Thanks."; + emotion e_thx; + next; + mes "["+ strcharinfo(0) +"]"; + mes "What do you need?"; + next; + mes "[Diego]"; + mes "Ah..."; + mes "When I passed by here..."; + mes "I kicked the post by mistake"; + mes "and now it's broken."; + next; + mes "[Diego]"; + mes "I need to ask others for help"; + mes "while I hold this post up."; + next; + mes "[Diego]"; + mes "Well, let me see..."; + mes "I'm really lucky to see you,"; + mes "passing by here, "+ strcharinfo(0) +"."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Hah!! How did you know my name?!"; + emotion e_omg,1; + next; + mes "[Diego]"; + mes "It's on your nameplate."; + emotion e_dots; + next; + select("So how can I help you."); + mes "[Diego]"; + mes "While I hold this post up,"; + mes "please get materials to fix it."; + next; + mes "[Diego]"; + mes "I need the bar to sustain this"; + mes "post and a rope to tie it."; + next; + mes "[Diego]"; + mes "You can find many trees"; + mes "west of the camp for branches"; + mes "that we can use as a post."; + next; + mes "[Diego]"; + mes "And you can find the weird"; + mes "plant called ^0000FFNepenthes^000000"; + mes "at the field east of the camp it's vines are very strong."; + next; + mes "[Diego]"; + mes "I think we should be"; + mes "able to fix this with"; + mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000."; + mes "Please bring them to me!!!"; + set ep13_newbs,6; + setquest 11087; + close; + case 2: + mes "[Diego]"; + mes "..."; + mes "You're too harsh."; + mes "Sob..."; + emotion e_sob; + close; + } + } + if (ep13_newbs == 6) { + if ((countitem(6041) > 19) && (countitem(6042) > 19)) { + mes "[Diego]"; + mes "Oh!!"; + mes "You finally brought"; + mes "the materials!"; + mes "I'm so grateful!!"; + emotion e_sob; + next; + mes "[Diego]"; + mes "Ok, so while I hold this post,"; + mes "please attach the branches"; + mes "and tie it up with the vines."; + delitem 6041,20; //Strong_Bine + delitem 6042,20; //Ordinary_Branch + set ep13_newbs,7; + changequest 11087,11088; + close; + } + else { + mes "[Diego]"; + mes "I think we should be"; + mes "able to fix this with"; + mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000."; + mes "Please bring them to me!!!"; + close; + } + } + if (ep13_newbs == 7) { + mes "[Diego]"; + mes "Ok, so while I hold this post,"; + mes "please attach the branches"; + mes "and tie it up with the vines."; + close; + } + if (ep13_newbs == 8) { + mes "[Diego]"; + mes "Please do the same for the other one."; + close; + } + if (ep13_newbs == 9) { + if (checkweight(1201,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + else { + mes "[Diego]"; + mes "Thanks to your help,"; + mes "I can protect the barracks."; + mes "When I was in trouble,"; + mes "you came along."; + mes "It's got to be fate."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "No, I just..."; + mes "I was assigned to stay"; + mes "in these barracks."; + emotion e_swt2,1; + next; + mes "[Diego]"; + mes "Oh!!!"; + mes "Then it this really is fate!!!"; + mes "And this is the special"; + mes "product of this camp,"; + mes "^0000FFChocolate Pie^000000."; + next; + mes "[Diego]"; + mes "Please come in and"; + mes "take some rest for the"; + mes "expedition tomorrow!!"; + set ep13_newbs,10; + getitem 12322,5; //Chocolate_Pie + completequest 11090; + close2; + warp "mid_campin",291,128; + end; + } + } + else { + mes "[Diego]"; + mes "I'm busy right now!"; + emotion e_swt2; + close; + } +} + +mid_campin,291,128,1 script #ep13bs HIDDEN_NPC,1,1,{ + end; + +OnTouch: + if (ep13_newbs < 4) { + mes "- It's a neat and tidy bed -"; + mes "- It seems that nobody used it. -"; + close; + } + if ((ep13_newbs > 3) && (ep13_newbs < 10)) { + mes "- It's a neat and tidy bed -"; + mes "- It seems that I will use this one. -"; + close; + } + if (ep13_newbs == 10) { + mes "["+ strcharinfo(0) +"]"; + mes "Haaaam~~~~~"; + mes "what a good night!!"; + next; + mes "- I slept well -"; + mes "- and feel better. -"; + mes "- I think I need to go -"; + mes "- to Instructor Lugen -"; + set ep13_newbs,11; + close; + } + else { + mes "- The bed that I use -"; + mes "- It is comfortable. -."; + close; + } +} + +mid_campin,295,128,4 script Lucas#ep13bs 4_M_ACROSS,{ + if (ep13_newbs < 11) { + mes "[Lucas]"; + mes "......"; + close; + } + if (ep13_newbs == 11) { + mes "[Lucas]"; + mes "......"; + next; + mes "[Lucas]"; + mes "...Hmm..."; + mes "Replacement?"; + mes "......"; + next; + mes "[Lucas]"; + mes "The Federal team's still..."; + mes "send us people using the"; + mes "dangerous way."; + next; + switch(select("Dangerous way?:Disregard it.")) { + case 1: + mes "[Lucas]"; + mes "......"; + mes "I have been here for a long time."; + next; + mes "[Lucas]"; + mes "To breach the dimensional crack, the assassin team was deployed first..."; + next; + mes "[Lucas]"; + mes "However, most of my men..."; + mes "......"; + next; + mes "[Lucas]"; + mes "No, just ignore what I said."; + mes "......"; + set ep13_newbs,12; + //getitem 12322,1; //Chocolate_Pie + close; + case 2: + mes "[Lucas]"; + mes "......"; + close; + } + } + if ((ep13_newbs > 11) && (ep13_newbs < 100)) { + mes "[Lucas]"; + mes "You seem to live hard all the time..."; + close; + } + else { + mes "[Lucas]"; + mes "The motherland constantly"; + mes "sends us people..."; + mes "Is that passage safe?"; + close; + } +} + +mid_campin,292,120,4 script Davi#ep13bs 4_M_DIEMAN,{ + mes "[Davi]"; + mes "Ahhh, my body..."; + mes "I walked too much..."; + mes "and my body hurts."; + emotion e_sob; + close; +} + +mid_camp,160,298,4 script Jan#ep13bs 4_LGTSCIENCE,{ + if (ep13_newbs == 15) { + if (countitem(6045) > 0) { + mes "[Jan]"; + mes "Wawa, what is this~"; + mes "Hey, is that for me?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Yes..."; + emotion e_swt,1; + next; + mes "[Jan]"; + mes "Ahhh, it's exciting~"; + mes "I love it."; + emotion e_awsm; + next; + mes "[Jan]"; + mes "I want to unwrap it right now~"; + mes "Please tell the Instructor"; + mes "I'm grateful~"; + mes "Uhuhu."; + delitem 6045,1; //Supply_Box + set ep13_newbs,16; + getitem 12322,1; //Chocolate_Pie + changequest 11093,11094; + close; + } + else { + mes "[Jan]"; + mes "Why hasn't the product"; + mes "that I ordered one month"; + mes "ago come yet?"; + emotion e_an; + close; + } + } + else if (ep13_newbs == 16) { + mes "[Jan]"; + mes "I really wanted it."; + mes "I really love it~~"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "What is... it~~?"; + next; + mes "[Jan]"; + mes "......"; + mes "......"; + next; + mes "[Jan]"; + mes "It, it's a secret..."; + emotion e_shy; + close; + } + else { + mes "[Jan]"; + mes "The more I study around here,"; + mes "the more I find strange things."; + next; + mes "[Jan]"; + mes "It seems to stimulate my"; + mes "passion as a scientist?"; + close; + } +} + +mid_camp,30,168,4 script Gerard#ep13bs 4_DST_SOLDIER,{ + if (ep13_newbs == 17) { + if (countitem(6045) > 0) { + mes "["+ strcharinfo(0) +"]"; + mes "Are you Gerard?"; + next; + mes "[Gerard]"; + mes "Yes, I am."; + mes "What brings you here?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Instructor Lugen sent"; + mes "me for an errand."; + next; + mes "[Gerard]"; + mes "Ah! Supplies."; + mes "The supplies that ran out."; + next; + mes "[Gerard]"; + mes "I am so hungry that"; + mes "I was considering"; + mes "going back to the camp."; + mes "I really appreciate this."; + emotion e_rice; + next; + mes "["+ strcharinfo(0) +"]"; + mes "..."; + mes "You ran out of supplies, but"; + mes "you didn't go back to the camp?"; + next; + mes "[Gerard]"; + mes "Yes."; + mes "This place is really interesting"; + mes "and I don't want to leave at all."; + next; + mes "[Gerard]"; + mes "Please tell the instructor that"; + mes "I won't be back for some time."; + emotion e_no1; + delitem 6045,1; //Supply_Box + set ep13_newbs,18; + getitem 12322,1; //Chocolate_Pie + changequest 11095,11096; + close; + } + else { + mes "[Gerard]"; + mes "Hhhh, I am starving."; + mes "When will the supplies come?"; + mes "It is killing me..."; + emotion e_sob; + close; + } + } + else if (ep13_newbs == 18) { + mes "[Gerard]"; + mes "Hu, I am full now."; + mes "Time to continue on"; + mes "with the exploration!!!"; + close; + } + else { + mes "[Gerard]"; + mes "I was born in a desert"; + mes "and have never seen"; + mes "a field so green."; + mes "So, to study here."; + mes "is very interesting."; + next; + mes "[Gerard]"; + mes "By the way... is this a"; + mes "mushroom or a tree?"; + close; + } +} + +man_fild01,80,248,4 script Alberto#ep13bs 4_M_RASWORD,{ + if (ep13_newbs == 19) { + if (countitem(6045) > 0) { + mes "[Alberto]"; + mes "Hhh, I am cold..."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Mr. Alberto, take this."; + mes "The Instructor sent"; + mes "me on an errand."; + next; + mes "[Alberto]"; + mes "I finally got it."; + mes "My coat...sniff."; + mes "It's freezing here."; + emotion e_sob; + next; + mes "[Alberto]"; + mes "Sniff..."; + mes "- rustling sound -"; + next; + mes "[Alberto]"; + mes "Ah, I am sorry but..."; + mes "My hands are so cold"; + mes "that I cannot open it."; + mes "Can you open it for me?."; + next; + mes "- rustling sound -"; + mes "- Opening someone -"; + mes "- else's stuff makes -"; + mes "- me feel strange. -"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Here it is."; + mes "Hopefully it'll warm you up."; + next; + mes "[Alberto]"; + mes "Yes I really appreciate it."; + mes "It makes me feel alive."; + next; + mes "[Alberto]"; + mes "Please tell the Instructor"; + mes "that I am still alive."; + mes "Sniff."; + emotion e_sob; + delitem 6045,1; //Supply_Box + set ep13_newbs,20; + getitem 12322,1; //Chocolate_Pie + changequest 11097,11098; + close; + } + else { + mes "[Alberto]"; + mes "It's so cold here~~"; + mes "the wind chills me to the bones~"; + emotion e_sob; + close; + } + } + else if (ep13_newbs == 20) { + mes "[Alberto]"; + mes "I am still cold even"; + mes "with this heavy coat."; + mes "I need to order more clothes."; + close; + } + else { + mes "[Alberto]"; + mes "What are these weird"; + mes "structures set up"; + mes "here and there?"; + close; + } +} + +mid_camp,159,282,4 script Cooking Soldier#ep13bs 4_COOK,{ + mes "[Alix]"; + mes "Huu, I made this and"; + mes "this is really great."; + mes "When I am back"; + mes "to the motherland,"; + mes "I will open a shop for it!!"; + next; + mes "[Alix]"; + mes "Have you had it?"; + mes "My chocolate pie!!!"; + mes "This food is a real miracle!!"; + close; +} + +mid_camp,166,248,4 script Sorcerer#ep13bs 4_M_ARUNA_NFM1,{ + mes "[Biolay]"; + mes "Sob..."; + mes "Where is she?"; + next; + mes "[Biolay]"; + mes "I was just wandering"; + mes "around Morroc and"; + mes "became faint. then"; + mes "I found myself here."; + next; + mes "[Biolay]"; + mes "I want to go back to my house."; + emotion e_sob; + close; +} + +spl_fild02,348,76,0 script Tree#ep13bs1::ep13tree HIDDEN_NPC,{ + if (checkweight(1201,1) == 0) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + if (ep13_newbs == 6) { + if (rand(1,3) == 3) { + mes "- rustling sound -"; + mes "- You find a branch -"; + next; + if (rand(1,3) == 2) { + mes "- Break! -"; + mes "- Bomb, bomb~~ -"; + mes "- You got the branch. -"; + getitem 6042,1; //Ordinary_Branch + close; + } + else { + mes "- Break! -"; + mes "- Bomb, bomb~~ -"; + mes "- This branch is decayed. -"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "This is useless."; + mes "I need to find others..."; + close; + } + } + else { + mes "- rustling sound -"; + mes "- There's nothing useful. -"; + close; + } + } + end; +} + +spl_fild02,232,145,0 duplicate(ep13tree) Tree#ep13bs2 HIDDEN_NPC +spl_fild02,380,197,0 duplicate(ep13tree) Tree#ep13bs3 HIDDEN_NPC +spl_fild02,304,151,0 duplicate(ep13tree) Tree#ep13bs4 HIDDEN_NPC +spl_fild02,183,235,0 duplicate(ep13tree) Tree#ep13bs5 HIDDEN_NPC + +mid_camp,267,263,0 script Post#ep13bs1 HIDDEN_NPC,{ + if (ep13_newbs < 6) { + mes "- The posts of the -"; + mes "- barracks are broken. -"; + close; + } + else if (ep13_newbs == 6) { + mes "- The posts of the -"; + mes "- barracks are broken. -"; + mes "- You'd better go out and -"; + mes "- find the materials to fix it. -"; + close; + } + else if (ep13_newbs == 7) { + mes "- There are broken posts. -"; + mes "- Unless they are fixed soon, -"; + mes "- the barracks will collapse. -"; + next; + while(1) { + switch(select("Attach the tree bar.:Tie it with the vines.")) { + case 1: + mes "- You attach the tree bar -"; + mes "- to the broken post -"; + next; + break; + case 2: + if (rand(1,5) == 2) { + mes "- You tie the broken post -"; + next; + mes "- It seems that it's fixed -"; + next; + mes "[Diego]"; + mes "Oh! Now you need to"; + mes "knot it and finish it."; + next; + switch(select("Knot it.:Leave it.")) { + case 1: + mes "- You tie a perfect knot -"; + next; + mes "[Diego]"; + mes "And this post should be knotted."; + mes "Then please do it to that post."; + set ep13_newbs,8; + changequest 11088,11089; + close; + case 2: + mes "- You decide to leave -"; + next; + mes "- The branches slide down. -"; + mes "- You failed to fix it. -"; + next; + mes "[Diego]"; + mes "..."; + mes "Why aren't you helping?"; + emotion e_sob; + close; + } + } + else { + mes "- You fix the broken post -"; + mes "- with the vines. -"; + mes "- It seems that you-"; + mes "- need more branches. -"; + next; + } + break; + } + } + } + else if (ep13_newbs == 8) { + mes "[Diego]"; + mes "This post is repaired."; + mes "Please do the same thing"; + mes "on the other posts."; + close; + } + else { + mes "- The post tied by the -"; + mes "- vines seems unsteady -"; + mes "- but my repair is perfect. -"; + close; + } +} + +mid_camp,267,258,0 script Post#ep13bs2 HIDDEN_NPC,{ + if (ep13_newbs < 6) { + mes "- The posts of the -"; + mes "- barracks are broken. -"; + close; + } + else if (ep13_newbs == 6 || ep13_newbs == 7) { + mes "- The posts of the -"; + mes "- barracks are broken. -"; + mes "- You'd better go out and -"; + mes "- find the materials to fix it. -"; + close; + } + else if (ep13_newbs == 8) { + mes "- There are broken posts. -"; + mes "- Unless they are fixed soon, -"; + mes "- the barracks will collapse. -"; + next; + while(1) { + switch(select("Attach the tree bar.:Tie it with the vines.")) { + case 1: + mes "- You attach the tree bar -"; + mes "- to the broken post -"; + next; + break; + case 2: + if (rand(1,5) == 4) { + mes "- You tie the broken post -"; + next; + mes "- It seems that it's fixed -"; + next; + mes "[Diego]"; + mes "Oh! Now you need to knot it and"; + mes "finish it."; + next; + switch(select("Knot it.:Leave it.")) { + case 1: + mes "- You tie a perfect knot -"; + next; + mes "[Diego]"; + mes "Ohhh!!!!"; + mes "The broken posts are perfectly fixed!"; + set ep13_newbs,9; + changequest 11089,11090; + close; + case 2: + mes "- You decide to leave -"; + next; + mes "- The branches slide down. -"; + mes "- You failed to fix it. -"; + next; + mes "[Diego]"; + mes "..."; + mes "Why aren't you helping?"; + emotion e_sob; + close; + } + } + else { + mes "- You fix the broken post -"; + mes "- with the vines. -"; + mes "- It seems that you-"; + mes "- need more branches. -"; + next; + } + break; + } + } + } + else { + mes "- The post tied by the -"; + mes "- vines seems unsteady -"; + mes "- but my repair is perfect. -"; + close; + } +} + +// Attitude to the New :: ep13_ecology +//============================================================ +mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ + if (ep13_ryu < 100 && ep13_start < 100) { + mes "[Monster Scholar]"; + mes "Who... Who are you?"; + mes "Are you from the other"; + mes "side of the space gap?"; + mes "Say, are you a scholar,"; + mes "soldier, or village"; + mes "representative?"; + next; + mes "[Monster Scholar]"; + mes "Oh, I'm sorry."; + mes "You don't have to tell"; + mes "me if you don't want to..."; + close; + } + else { + if (ep13_animal == 0) { + mes "[Monster Scholar]"; + mes "Who... Who are you?"; + mes "Are you from the other"; + mes "side of the space gap?"; + mes "Say, are you a scholar,"; + mes "soldier, or village"; + mes "representative?"; + next; + mes "[Monster Scholar]"; + mes "Oh, I'm sorry."; + mes "You don't have to tell"; + mes "me if you don't want to..."; + next; + mes "[Monster Scholar]"; + mes "Please go ahead and do"; + mes "what you have to do."; + mes "Oh, me? Don't worry."; + mes "I'm fine by myself."; + next; + select("Who are you?"); + mes "[Monster Scholar]"; + mes "I'm Rumis Block, and"; + mes "I'm working here on behalf of"; + mes "the monsternomics academy"; + mes "from the Schwaltzvalt Republic."; + mes "Botanist Terris Block is"; + mes "my older twin brother."; + next; + emotion e_dots; + mes "[Rumis Block]"; + mes "This place is freezing. Not only"; + mes "that, it's deserted and too"; + mes "quiet... Everything around us is"; + mes "watching and threatening us."; + mes "You know, I didn't want to"; + mes "come here..."; + next; + select("How did you get here?"); + mes "[Rumis Block]"; + mes "In fact, none of us"; + mes "wanted to come here."; + mes "I mean, no one knows"; + mes "what kind of danger lurks"; + mes "in this unknown world."; + next; + mes "[Rumis Block]"; + mes "It was my brother Terris who"; + mes "wanted me to come along."; + mes "He was selected first as the"; + mes "botanist of the continental"; + mes "expedition. He had to drag me"; + mes "here 'cuz I didn't want to come."; + next; + mes "[Rumis Block]"; + mes "I guess he didn't want to be"; + mes "alone in this world far away"; + mes "from civilization. Instead, he"; + mes "decided to drag me here and"; + mes "force me to join the expedition"; + mes "so he doesn't feel lonely!"; + next; + mes "[Rumis Block]"; + mes "What's with that dirty look?"; + mes "Why, do I sound like"; + mes "someone blaming someone"; + mes "else for the misery in his life?"; + next; + mes "[Rumis Block]"; + mes "I'm telling you, it's the truth."; + mes "There are people that want "; + mes "to escape the expedition by"; + mes "getting themselves sick on purpose."; + next; + mes "[Rumis Block]"; + mes "I know it's too late to"; + mes "complain now, but..."; + next; + mes "[Rumis Block]"; + mes "Every day I pray to God to"; + mes "let me go back home safely."; + mes "That's the only thing that"; + mes "keeps me going. Everything"; + mes "around here is watching me."; + mes "It's suffocating, you know?"; + next; + select("When do you go back?"); + mes "[Rumis Block]"; + mes "That's the problem."; + mes "We Specialists are required"; + mes "to submit our study reports"; + mes "to the expedition's leaders."; + mes "We are here to explore"; + mes "and study this world."; + next; + mes "[Rumis Block]"; + mes "I'm sure the management will"; + mes "tell me when to go back, but"; + mes "I don't expect it to be any time"; + mes "soon. It'll be at least after"; + mes "I submit my report."; + next; + mes "[Rumis Block]"; + mes "I must tell you,"; + mes "I hate this place!"; + mes "It gives me the creeps!"; + next; + mes "[Rumis Block]"; + mes "Yes, I'm a monster scholar"; + mes "But I've been afraid of creatures even when I was on the Rune Midgard Continent..."; + next; + mes "[Rumis Block]"; + mes "No, but can't you see?"; + mes "This place is totally new to me,"; + mes "and everything is so unknown..."; + next; + mes "[Rumis Block]"; + mes "I may be a monster scholar,"; + mes "but I'm afraid..."; + mes "Of many things..."; + next; + mes "[Rumis Block]"; + mes "The president of United"; + mes "Midgard Corporation has"; + mes "asked me to find some"; + mes "monsters that are edible."; + next; + mes "[Rumis Block]"; + mes "But look outside. Look!"; + mes "Do you see Mandragoras"; + mes "hiding in the icy bushes?"; + mes "Those are called ^3131FFNepentheses^000000."; + next; + mes "[Rumis Block]"; + mes "Aren't they quite savage-"; + mes "looking and intimidating?"; + mes "They look as if they"; + mes "want to sting me with"; + mes "those sharp thorns!"; + mes "Argh..."; + next; + mes "[Rumis Block]"; + mes "I'd rather starve to"; + mes "death than study"; + mes "those dangerous and"; + mes "grotesque monsters!"; + mes "I'm not going to go"; + mes "outside of my tent."; + next; + mes "[Rumis Block]"; + mes "Not ever."; + mes "No one can dare"; + mes "venture through"; + mes "such a threatening"; + mes "environment!"; + set ep13_animal,1; + setquest 2147; + close; + } + else if (ep13_animal == 1) { + mes "[Rumis Block]"; + mes "I'm not going to go"; + mes "outside of my tent."; + mes "Not ever."; + close; + } + else if (ep13_animal == 2) { + if (countitem(6041) > 0) { + mes "[Rumis Block]"; + mes "I'm scared of this place."; + mes "But I'm not going to ask"; + mes "my brother for help"; + mes "He hates me."; + next; + mes "[Rumis Block]"; + mes "If a Nepenthes"; + mes "approaches me"; + mes "with a smile and"; + mes "speaks to me kindly..."; + next; + mes "[Rumis Block]"; + mes "*Sigh* I sound crazy, don't I?"; + mes "...This is why I didn't want"; + mes "to leave my lab..."; + next; + switch(select("Show loot from Nepentheses.:Scold him.:Comfort him.")) { + case 1: + mes "["+strcharinfo(0)+"]"; + mes "Hey, take a look here..."; + mes "These Nepentheses aren't"; + mes "any more brutal or grotesque"; + mes "than the ones back home."; + next; + mes "[Rumis Block]"; + mes "...What's this?"; + mes "Isn't this from"; + mes "the Nepentheses?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "That's right!"; + mes "I took care of them."; + mes "It was easy, haha!"; + next; + mes "[Rumis Block]"; + mes "I can't believe you really"; + mes "took care of them! Tell me,"; + mes "who are you really?"; + mes "Are you a soldier?"; + mes "Captain? Or agent?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "No, I'm just a wandering"; + mes "adventurer. I've come here"; + mes "to challenge this new place"; + mes "and to help people out~"; + next; + mes "[Rumis Block]"; + mes "I... I see."; + mes "I've heard about adventurers"; + mes "that have made positive"; + mes "impacts on Rune Midgard."; + mes "You're one of them, huh?"; + next; + mes "[Rumis Block]"; + mes "...That's great!"; + mes "I think I've finally found"; + mes "a silver lining. God has"; + mes "sent me a savior."; + mes "And I think that's you!"; + next; + mes "[Rumis Block]"; + mes "Please, don't say you"; + mes "don't want to help me."; + mes "Can't you see that."; + mes "I'm shivering in fear?"; + mes "Please help me. Will you?"; + next; + mes "[Rumis Block]"; + mes "As I told you earlier,"; + mes "I have an elder twin"; + mes "brother, Terris Block..."; + next; + mes "[Rumis Block]"; + mes "He's a botanist. He's"; + mes "extremely strong and"; + mes "extroverted, unlike me."; + mes "I think he hates me because"; + mes "I represent weakness, and"; + mes "he is the complete opposite."; + next; + mes "[Rumis Block]"; + mes "...Oh, that's not what I wanted"; + mes "to say. I wanted to show my"; + mes "discovery regarding the"; + mes "Nepentheses to my brother."; + next; + mes "[Rumis Block]"; + mes "I need a Nepenthes specimen,"; + mes "but I don't have the tools to"; + mes "make one, my luggage is still"; + mes "on transfer. And it's not like"; + mes "I've packed enough tools, so..."; + next; + mes "[Rumis Block]"; + mes "To make my specimen tools,"; + mes "I need ^3131FF1 Empty Bottle,"; + mes "5 Holy Waters, and"; + mes "30 Sticky Mucus^000000."; + next; + mes "[Rumis Block]"; + mes "You know what I'm."; + mes "asking here, don't you?"; + mes "Help me, help me, please."; + delitem 6041,1; //Strong_Bine + set ep13_animal,3; + changequest 2147,2148; + close; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "You call yourself a monster"; + mes "scholar, and yet you're afraid"; + mes "of practicing your expertise."; + mes "You're nothing but a coward."; + next; + mes "[Rumis Block]"; + mes "I can take your criticism,"; + mes "but I can't hide my true feelings."; + close; + case 3: + mes "["+strcharinfo(0)+"]"; + mes "Come on, you're a respected"; + mes "monster scholar. You'll find"; + mes "that the monsters in this world"; + mes "aren't that different from the"; + mes "ones in Midgard. Why don't"; + mes "you see for yourself?"; + next; + mes "- Rumis didn't seem -"; + mes "- to be convinced. -"; + mes "- He shook his head in refusal. -"; + close; + } + } + else { + mes "[Rumis Block]"; + mes "I'm not going to go"; + mes "outside of my tent."; + mes "Not ever."; + close; + } + } + else if (ep13_animal == 3) { + if ((countitem(713) > 0) && (countitem(523) > 4) && (countitem(938) > 29)) { + mes "[Rumis Block]"; + mes "Thank you."; + mes "you've brought the materials."; + next; + mes "[Rumis Block]"; + mes "While you were collecting the"; + mes "materials, I've sent out soldiers"; + mes "to catch a few Nepentheses."; + next; + mes "[Rumis Block]"; + mes "Nepenthes looks extremely"; + mes "similar to Mandragora on"; + mes "the Midgard Continent."; + next; + mes "[Rumis Block]"; + mes "Both of them must share the"; + mes "same ancestor, but apparently"; + mes "Nepenthes has evolved to"; + mes "become stronger and more"; + mes "aggressive due to this"; + mes "barren environment."; + next; + mes "[Rumis Block]"; + mes "I wonder how the ancestors"; + mes "were scattered over"; + mes "two different worlds..."; + next; + mes "[Rumis Block]"; + mes "Maybe they went through"; + mes "the World Tree Yggdrasil?"; + mes "Maybe it came along with"; + mes "other creatures such as"; + mes "Satan Morroc and traversed"; + mes "through time and space."; + next; + mes "[Rumis Block]"; + mes "The characteristics of this species are..."; + next; + mes "[Rumis Block]"; + mes "Oh, where are my manners?"; + mes "I'm sorry if I bored you by"; + mes "talking academic nonsense..."; + mes "Let's talk about something"; + mes "else, shall we?"; + next; + mes "[Rumis Block]"; + mes "Do you think..."; + mes "My brother will be happy to"; + mes "see this Nepenthes specimen?"; + mes "You know, Nepenthes is a"; + mes "plant monster, and that's"; + mes "my brother's specialty."; + next; + mes "[Rumis Block]"; + mes "Please deliver this specimen to Terris Block"; + mes "He's near the expedition camp."; + mes "No, you won't have to sit through my brother's reaction... If it's bad."; + next; + mes "[Rumis Block]"; + mes "- You have received a-"; + mes "- Nepenthes Specimen -"; + mes "- from Rumis Block. -"; + delitem 713,1; //Empty_Bottle + delitem 523,5; //Holy_Water + delitem 938,30; //Sticky_Mucus + set ep13_animal,4; + changequest 2148,2149; + close; + } + else { + mes "[Rumis Block]"; + mes "To make my specimen tools,"; + mes "I need ^3131FF1 Empty Bottle, 5 Holy Waters, and 30 Sticky Mucus^000000."; + next; + mes "[Rumis Block]"; + mes "You know what I'm asking here, don't you? Thank you in advance."; + close; + } + } + else if ((ep13_animal > 3) && (ep13_animal < 10)) { + mes "[Rumis Block]"; + mes "Did you deliver the Nepenthes Specimen to my brother Terris?"; + mes "He's at the east of the camp."; + close; + } + else if (ep13_animal == 10) { + mes "[Rumis Block]"; + mes "...Welcome back."; + mes "Oh, you don't have to tell me what my brother said,"; + mes "because someone from his side already came by. His report really impressed management, huh?"; + next; + mes "[Rumis Block]"; + mes "Yes, that's my brother......"; + next; + mes "[Rumis Block]"; + mes "...Anyways, one of the soldiers that captured Nepentheses for me has given me some interesting information."; + next; + mes "[Rumis Block]"; + mes "Over the eastern bridge, he found a new type of monster."; + next; + mes "[Rumis Block]"; + mes "According to his description, the monster is suspected to be a member of the long-haired Cat family. I'd like to see it with my own eyes, but..."; + next; + mes "[Rumis Block]"; + mes "As you know, I'm not yet ready to face any types of monsters in this world..."; + next; + mes "[Rumis Block]"; + mes "Can you escort me while I'm studying that species?"; + mes "Please, I'm begging you!"; + next; + switch(select("Okay.:No.")) { + case 1: + mes "[Rumis Block]"; + mes "Wow, thanks!"; + mes "Then I'd better pack my stuff right away..."; + next; + mes "[Rumis Block]"; + mes "It won't take long. Can you please go wait for me over the eastern bridge?"; + mes "Don't... Don't go too far from the bridge!"; + set ep13_animal,11; + changequest 2153,2154; + close; + case 2: + emotion e_sob; + mes "[Rumis Block]"; + mes "Oh........."; + close; + } + } + else if (ep13_animal == 11) { + mes "[Rumis Block]"; + mes "I'll pack my stuff and follow you. Can you please go wait for me over the rightward bridge?"; + mes "Don't... Don't go too far from the bridge!"; + close; + } + else if (ep13_animal == 12) { + mes "- Rumis is hurriedly packing his stuff. -"; + close; + } + else if (ep13_animal == 13) { + mes "[Rumis Block]"; + mes "......"; + next; + mes "[Rumis Block]"; + mes "Apparently, an extremely intelligent creature inhabits Ash Vaccum."; + next; + mes "[Rumis Block]"; + mes "An explorer went over the rightward bridge to find some wood. In the darkness, something really big rushed at him from far away."; + next; + mes "[Rumis Block]"; + mes "When he came back to his senses, there was nothing but a tricorn hat left on the ground."; + next; + mes "[Rumis Block]"; + mes "The tricorn is woven in a way that was never introduced to Midgard, and its materials are also unidentifiable."; + next; + mes "[Rumis Block]"; + mes "Does it mean another race of human resides here? Would they be fairies or something else?"; + next; + mes "[Rumis Block]"; + mes "What if they've detected us and tried to drive us away... Wah!"; + next; + mes "[Rumis Block]"; + mes "Even thinking of them send chills down on my spine! Can you please go check what kind of races reside at the end of the land over the rightward bridge?"; + mes "I want to know if they're friendly or hostile to us."; + set ep13_animal,14; + changequest 2156,2157; + close; + } + else if (ep13_animal == 14) { + if (checkquest(2157,HUNTING) == 2) { + mes "[Rumis Block]"; + mes "Welcome back. Did you find out about them?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, let's see..."; + next; + while(1) { + mes "["+strcharinfo(0)+"]"; + mes "The owner of the tricorn hat"; + mes "is a monster called..."; + input .@input$; + if (compare(.@input$,"Tatacho")) { + mes "^FF0000Tatacho^000000"; + next; + break; + } + else { + next; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+"...? I don't think that was the name..."; + next; + } + } + mes "["+strcharinfo(0)+"]"; + mes "The size of Tatacho is about..."; + input .@input$; + mes "^3131FF"+.@input$+"^000000, I guess..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tatachos are usually sitting on the ground, but they roll around if their body temperature goes down too low because of the cold weather."; + next; + mes "["+strcharinfo(0)+"]"; + mes "About that tricorn hat, I've concluded, based on my opinion about their appearance and their movement patterns, that it is not active or productive at all:"; + next; + mes "["+strcharinfo(0)+"]"; + mes "They are not intelligent enough to produce a sophisticated hat like that."; + next; + mes "[Rumis Block]"; + mes "......"; + mes "You now sound like me... I guess I've stained you with my academic manner of speech. Oh, I'm not saying it is bad, but..."; + next; + mes "[Rumis Block]"; + mes "Anyways, according to your conclusion, the hat must have been given to them by someone else, or they could have picked it up after another creature dropped it."; + mes "Thank you for such valuable information."; + mes "It's enough to write a report."; + next; + mes "[Rumis Block]"; + mes "I should make a brief report and then submit it to management. Hopefully, a new monster scholar after me will do a better job in actually studying them."; + next; + mes "[Rumis Block]"; + mes "There are many cold places in my country, the Schwaltzvalt Republic, but none are as cold as this place. This weather is freezing my senses, dulling my passion toward my studies."; + mes "I shall go back home faster than anyone else in this camp. I'm tired of this world..."; + next; + mes "[Rumis Block]"; + mes "..."+strcharinfo(0)+", I thank you so much for helping me despite my self-centered behavior."; + mes "I really appreciate it"; + next; + mes "[Rumis Block]"; + mes "I'll repay your favor as soon as I go back home."; + mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments."; + set ep13_animal,15; + completequest 2157; + getexp (checkre(3))?100000:1500000,0; + close; + } + else { + mes "[Rumis Block]"; + mes "Can you please go check what kind of races reside at the end of the land over the rightward bridge? I want to know if they're friendly or hostile to us."; + close; + } + } + else if (ep13_animal == 15) { + if (countitem(6033) > 0) { + mes "["+strcharinfo(0)+"]"; + mes "Mr. Rumis! Take a look at this!"; + next; + mes "[Rumis Block]"; + mes "...Oh, hello."; + mes "I'm extremely frustrated. I feel helpless because I wasn't able to go back home last time..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I've found this horn from a monster in the Splendide Area."; + mes "That monster was very mysterious, and its body was covered with grass."; + next; + mes "[Rumis Block]"; + mes "Ho... Covered with grass?"; + mes "...I know you're excited, but that doesn't sound interesting to me. Sorry."; + next; + mes "[Rumis Block]"; + mes "Let me take a look at the horn."; + next; + mes "[Rumis Block]"; + mes "Hmm."; + next; + mes "[Rumis Block]"; + mes "Uhmm..."; + next; + mes "[Rumis Block]"; + mes "Huh...?"; + next; + mes "[Rumis Block]"; + mes "...This is remarkable."; + mes "...This horn looks very similar to that of the Hillsrions that inhabit the Manuk area."; + next; + mes "[Rumis Block]"; + mes "I wonder if they're related,"; + mes "or if this is an evolved Hillsrion."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ah, and there's the possibility of mutation caused by the environment."; + next; + mes "[Rumis Block]"; + mes "...What do you mean?"; + mes "Are you saying the monster has been mutated by environmental causes?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, that's possible, isn't it? Haha!"; + next; + mes "- You told Rumis what you've heard from Botanist Terris: some plants are already showing signs of mutation. -"; + next; + mes "[Rumis Block]"; + mes "Oh, that's interesting."; + mes "If such a device really exists, it's possible to cause abnormal growth to monsters by injecting them with special energy."; + next; + mes "[Rumis Block]"; + mes "By the way, who came up with the idea of that device?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I have no idea. Haha!"; + next; + mes "[Rumis Block]"; + mes "I see..."; + mes "Mutants caused by a man-made device... Then there might be more mutated creatures in addition to Tendrillion."; + next; + mes "[Rumis Block]"; + mes "...Now I'm very curious."; + mes "But... I want to go back home... It's no use studying them if the management will order me to return."; + next; + mes "[Rumis Block]"; + mes "I guess my brother really likes this place."; + mes "I mean, he's working so hard to figure things out..."; + next; + mes "[Rumis Block]"; + mes "Well, not everyone can live the same life."; + mes "I just hope he'll have a better understanding about me..."; + next; + mes "[Rumis Block]"; + mes "I don't know if people in Midgard will welcome me back."; + mes "Thanks to you, I at least have a few interesting stories to tell them."; + next; + mes "[Rumis Block]"; + mes "If you're going to stick around here longer, please help my brother with his study."; + mes "I might want to come back later once this area is fully explored and developed..."; + next; + mes "- With a shy smile on the face, Rumis Block asked you to shake hands, and then turned around hurriedly. -"; + next; + mes "- You really hope that Rumis will be able to go back home. -"; + set ep13_animal,100; + delitem 6033,1; //Horn_Of_Tendrilion + getexp (checkre(3))?50000:1000000,0; + close; + } + else { + mes "[Rumis Block]"; + mes "...I submitted the report to the management, but they have not yet ordered me to go back home..."; + mes "...*Sigh* I guess nothing's as easy as I'd hoped."; + close; + } + } + else if (ep13_animal == 100) { + mes "- Rumis seems anxious and scatterbrained. -"; + close; + } + else { + mes "[Rumis Block]"; + mes "When can I go back to Midgard...? *Sigh*"; + close; + } + } +} + +mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{ + if (ep13_ryu < 100 && ep13_start < 100) { + mes "[Botanist]"; + mes "This new land!"; + mes "Undiscovered life!"; + mes "Everything about this world excites me."; + next; + emotion e_lv2; + mes "[Botanist]"; + mes "Oh, okay... Ah-hah!"; + mes "This is how it goes..."; + close; + } + else { + if (ep13_animal < 4) { + mes "[Botanist]"; + mes "This new land!"; + mes "Undiscovered life!"; + mes "Everything about this world excites me."; + next; + emotion e_lv2; + mes "[Botanist]"; + mes "Oh, okay... Ah-hah!"; + mes "This is how it goes..."; + close; + } + else if (ep13_animal == 4) { + mes "This new land!"; + mes "Undiscovered life!"; + mes "Everything about this world excites me."; + next; + emotion e_lv2; + emotion e_dots,1; + mes "[Botanist]"; + mes "Oh, okay... Ah-hah!"; + mes "This is how it goes..."; + next; + switch(select("Express your displeasure.:Agree with him.")) { + case 1: + mes "["+strcharinfo(0)+"]"; + mes "Your excitement agitates me."; + next; + mes "[Botanist]"; + mes "Err? Ahahahaha!"; + mes "Oh, come on! I'm just being happy."; + mes "By the way, is there anything I can help you with?"; + next; + break; + case 2: + emotion e_lv2,1; + mes "["+strcharinfo(0)+"]"; + mes "I agree. There's so much to see around here!"; + next; + mes "[Botanist]"; + mes "Ahahaha!"; + mes "Nice to meet you, my friend."; + mes "So, is there anything I can help you with?"; + next; + break; + } + mes "["+strcharinfo(0)+"]"; + mes "Your brother wanted me to send this to you. Maybe it'll help with your study."; + next; + mes "- You have given the Nepenthes Specimen to the botanist. -"; + next; + emotion e_bzz; + mes "[Botanist]"; + mes "Oh...? Isn't this?!"; + next; + emotion e_omg,1; + mes "[Botanist]"; + mes "...Well, I've got a ton of samples of this specimen. Sorry."; + next; + mes "- He points at a pile of specimens in the tent. -"; + next; + mes "[Botanist]"; + mes "Still, I'm impressed. I always thought my brother could never do anything on his own. But look, he was able to collect a Nepenthes specimen."; + next; + mes "[Botanist]"; + mes "Then again, I had this strong feeling that someone has helped him."; + mes "That someone was probably you, right?~"; + next; + mes "[Botanist]"; + mes "Either way, I don't care."; + mes "I'm just happy that he cares about me..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why do you think that?"; + mes "Can't you just thank him for trying to help you?"; + next; + mes "[Botanist]"; + mes "Well, you must forget that he and I are twins."; + mes "We are spiritually connected to each other."; + next; + mes "[Botanist]"; + mes "Usually twins share the same feelings and ideas, I can see what he does or thinks if I try hard."; + next; + emotion e_sigh; + mes "[Botanist]"; + mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right."; + mes "God, how disgusting!"; + next; + switch(select("Go check Rumis if it's true.:Do not trust his word.")) { + case 1: + emotion e_heh; + mes "[Botanist]"; + mes "Hahaha!"; + mes "Muhahaha!"; + mes "Let me guess, you want to go check Rumis to see if I'm telling the truth. Am I wrong?"; + mes "Hahahaha! Sorry, but I lied. I mean, remote vision? Because we're twins?"; + next; + mes "[Botanist]"; + mes "God, you're so funny. Hahaha~"; + mes "You please me, just like the new creatures blooming on the World Tree.~"; + next; + break; + case 2: + emotion e_sigh; + mes "[Botanist]"; + mes "Oh,"; + mes "won't you cut me some slack? I was just joking to melt the ice."; + mes "This world is too barren and tough to live without good humor and jokes, you know?"; + next; + break; + } + emotion e_pif; + mes "[Botanist]"; + mes "Anyways, as I said, I've got a lot of Nepenthes specimens."; + mes "But I'll gratefully take this pretentious gift of his."; + next; + mes "[Botanist]"; + mes "This may be an unexpected question, but... Are you interested in meeting dangerous girls playing on a field?"; + next; + select("Dangerous girls?"); + mes "[Botanist]"; + mes "Yes, femme fatales!"; + mes "I've seen girls that are so beautiful."; + mes "They're too dangerous to get close, but that's what make them so irresistibly attractive. Do you understand what I'm saying?"; + next; + select("It's... Hard to say."); + mes "[Botanist]"; + mes "Have you explored the area over the bridge at the right side of the united expedition camp?"; + mes "Then you know the area is so cold that it'll instantly freeze your heart."; + next; + mes "[Botanist]"; + mes "You should go across the leftward bridge, you'll be surprised to see what's ahead of you."; + mes "It's yet to be known how such a thing can happen."; + next; + select("What are you talking about?"); + mes "[Botanist]"; + mes "Well..."; + mes "I suppose I don't have the words to really describe such an amazing scene."; + next; + mes "[Botanist]"; + mes "I'll send a message to the garrison for you. Why don't you go see it with your own eyes? You won't be disappointed!"; + next; + mes "[Botanist]"; + mes "Of course, I'm offering such an extraordinary service because there's something I want in return. Ahahaha!"; + mes "...Truth be told, I'm having some trouble. And I need someone to help me."; + next; + mes "[Botanist]"; + mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead."; + mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature."; + next; + mes "[Botanist]"; + mes "Yes, I only need... ^3131FF30^000000 of them."; + set ep13_animal,5; + changequest 2149,2150; + close; + } + else if (ep13_animal == 5) { + if (checkquest(2150,HUNTING) == 2) { + mes "[Botanist]"; + mes "Welcome back! How was it?"; + mes "It was amazing, wasn't it?"; + next; + mes "[Botanist]"; + mes "On the right side of this united expedition camp,"; + mes "we have a land surrounded by roaring blizzards."; + next; + mes "[Botanist]"; + mes "And on the other side,"; + mes "we have a peaceful green land"; + mes "where we can enjoy Mother Nature's warm embrace."; + next; + mes "[Botanist]"; + mes "Two completely different worlds coexist"; + mes "within a short distance of each other."; + mes "Where else can you see such amazing contrasts at a glance?"; + next; + mes "[Botanist]"; + mes "I'm curious to know all secrets about this world."; + next; + mes "[Botanist]"; + mes "I'm so excited that I can't hide it!"; + mes "*Pant Pant*"; + mes "*Pant Pant*"; + next; + select("What a mysterious world this is!"); + mes "[Botanist]"; + mes "Yes, it is..."; + mes "Oh, right!"; + mes "Actually I'm here to study this strange phenomenon."; + next; + mes "[Botanist]"; + mes "To understand the environmental conditions,"; + mes "including temperature and humidity,"; + mes "5.....and check the families and growth of plants,"; + mes "I've installed several special environmental meters"; + mes "in this area."; + next; + mes "[Botanist]"; + mes "Unfortunately, some evil monsters"; + mes "keep destroying the precious meters"; + mes "with their ^3131FFHeinous Hoops^000000!"; + next; + mes "[Botanist]"; + mes "The culprits are called Cornus."; + mes "I'd like to ask you to teach them not to destroy my devices again."; + next; + mes "[Botanist]"; + mes "How'd you like to hunt ^3131FF10 of them^000000 to set an example? Good luck!"; + set ep13_animal,6; + changequest 2150,2151; + close; + } + else { + mes "[Botanist]"; + mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead."; + mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature."; + close; + } + } + else if (ep13_animal == 6) { + if (checkquest(2151,HUNTING) == 2) { + mes "[Botanist]"; + mes "Hopefully the Cornuses have learned their lesson, and won't touch my special environmental meters anymore."; + next; + mes "[Botanist]"; + mes "Oh Karyl, while you were away, I received an interesting report from one of my research machines that remained intact."; + next; + mes "[Botanist]"; + mes "According to the report, The original weather condition of Ash Vacuum is cold and dry, just like the land on the right side."; + next; + mes "[Botanist]"; + mes "That means, somebody has artificially cultivated the leftward land."; + next; + mes "[Botanist]"; + mes "Do you remember seeing strange mushroom shaped buildings everywhere in the fields?"; + mes "I suspect it to be an environmental purifier that converts barren land into lush, green fields."; + next; + mes "[Botanist]"; + mes "Let me show you."; + mes "Please take this rotting plant stem,"; + mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side."; + set ep13_animal,7; + getitem 6035,1; //Decaying_Stem + changequest 2151,2152; + close; + } + else { + mes "[Botanist]"; + mes "Cornuses are breaking my special environmental meters!"; + mes "Please show them the power of Midgardians!"; + close; + } + } + else if (ep13_animal > 6) && (ep13_animal < 10) { + mes "[Botanist]"; + mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side."; + close; + } + else { + mes "[Botanist]"; + mes "I submitted a report to upper management."; + mes "I haven't received any response, but I'm sure they'll be as excited as I am once they read the report. Woohoo!"; + close; + } + } +} + +mid_camp,336,171,1 script Camp Guard#man1 4_M_EIN_SOLDIER,{ + mes "[Camp Guard]"; + mes "Stop!"; + mes "You're about to enter an area that has not been fully explored."; + mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone."; + if (ep13_ryu < 100 && ep13_start < 100) + close; + next; + switch(select("I want to enter the next area.:I want to stay.")) { + case 1: + mes "[Camp Guard]"; + mes "Please be careful out there."; + mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison."; + close2; + switch(atoi(charat(strnpcinfo(2),3))) { + case 1: + if (ep13_animal == 1) + set ep13_animal,2; + warp "man_fild01",36,235; + break; + case 2: + warp "spl_fild02",379,143; + break; + case 3: + warp "spl_fild02",380,217; + break; + } + end; + case 2: + mes "[Camp Guard]"; + mes "No, you can't. Please return to the expedition camp."; + close; + } +} +mid_camp,13,143,5 duplicate(Camp Guard#man1) Camp Guard#man2 4_M_EIN_SOLDIER +mid_camp,9,215,5 duplicate(Camp Guard#man1) Camp Guard#man3 4_M_EIN_SOLDIER + +mid_camp,49,154,0 script #env_clear -1,3,3,{ +OnTouch: + if (ep13_animal == 7) { + enablenpc "Botanist#ep13_1"; + mes "[Botanist]"; + mes "This is it."; + next; + mes "[Botanist]"; + mes "Look."; + mes "You can tell the pileus is creating drops of light which drip to the ground."; + next; + mes "[Botanist]"; + mes "Please try to plant the rotting stem in the ground."; + set ep13_animal,8; + close; + } + else if (ep13_animal == 8) { + enablenpc "Botanist#ep13_1"; + mes "[Botanist]"; + mes "Please try to plant the rotting stem in the ground."; + close; + } + else if (ep13_animal == 9) { + enablenpc "Botanist#ep13_1"; + } + end; +} + +mid_camp,45,148,7 script Botanist#ep13_1 4_M_ALCHE_C,{ + if (ep13_animal == 8) { + mes "[Botanist]"; + mes "Please try to plant the rotting stem in the ground."; + close; + } + else if (ep13_animal == 9) { + mes "["+strcharinfo(0)+"]"; + mes "It's sprouted! That shoot looks healthy!"; + next; + mes "[Botanist]"; + mes "See?"; + mes "This giant mushroom, otherwise known as an Environmental Purifier, not only brings dying plants back to life, but also stimulates their growth."; + next; + mes "[Botanist]"; + mes "Isn't it amazing?!"; + mes "This finding will surely stir up the academic world."; + next; + mes "[Botanist]"; + mes "Now, I should get back to work. I need to write a report based on my study results."; + mes "I can't wait to see how the expedition management will react to my report. Hahaha~"; + next; + mes "[Botanist]"; + mes "Oh, right... Rumis!"; + mes "Can you please tell him that I've received his Nepenthes specimen safely?"; + next; + mes "[Botanist]"; + mes "And don't forget to tell him that I've produced great research results. That'll make him cry like a baby. Hahahaha!"; + set ep13_animal,10; + changequest 2152,2153; + disablenpc "Botanist#ep13_1"; + close; + } + end; + +OnInit: + disablenpc "Botanist#ep13_1"; + end; +} + +mid_camp,52,148,1 script Dirt#ep13 CLEAR_NPC,{ + if (ep13_animal == 8) { + mes "- You dug a hole into the ground, planted the rotting stem, and then watered it. -"; + next; + mes "... ... ... ..."; + mes "... ... ... ..."; + next; + mes "... ... ... ..."; + mes "... ... ... ..."; + mes "... ... ... ..."; + next; + specialeffect EF_LIGHTSPHERE; + mes "- Pzzzz -"; + mes "- Ssshuhhhh -"; + next; + mes "- Something is growing out of the dirt. -"; + set ep13_animal,9; + delitem 6035,1; //Decaying_Stem + getitem 7193,1; //Germinating_Sprout + close; + } + end; +} + +man_fild01,59,261,0 script #evt_lumis -1,5,5,{ +OnTouch: + if (ep13_animal == 11) { + mes "[Rumis Block]"; + mes "This is it! Come to the small tree in the southeast direction!"; + close; + } + end; +} + +man_fild01,92,230,3 script Frozen Tree#evt_lumis HIDDEN_NPC,1,1,{ + if (ep13_animal == 11) { + mes "["+strcharinfo(0)+"]"; + mes "Knock, knock. Are you here?"; + next; + mes "- Something is making loud noise near the top of the tree. -"; + next; + mes "[Rumis Block]"; + mes "...Oh, yes. Yes!"; + mes "Monsters were looking at me, so I climbed up this tree without even thinking!"; + mes "How can I get down now?"; + next; + mes "[Rumis Block]"; + mes "Oh wait, I can see everything so clearly from here."; + mes "I guess staying here will be much safer and easier for studying monsters."; + next; + mes "[Rumis Block]"; + mes "...I'm looking at Hillsrion, the creature that people are talking about."; + mes "It's covered with soft fur that reminds me of soft ice flakes floating in the air."; + mes "...Oh, sorry.. I was just talking to myself."; + next; + mes "[Rumis Block]"; + mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(0)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?"; + next; + mes "[Rumis Block]"; + mes "Their horns might possess a special power. And I want to have them for further research."; + mes "...5 horns will be enough."; + set ep13_animal,12; + changequest 2154,2155; + close; + } + else if (ep13_animal == 12) { + if (countitem(6032) < 5) { + mes "[Rumis Block]"; + mes "I'd like to study Hillsrion's Horns. Please bring 5 of them for me, okay."; + close; + } + else { + mes "[Rumis Block]"; + mes "...*Shiver*..."; + next; + mes "[Rumis Block]"; + mes "...*Shiver*..."; + mes "...*Shiver*..."; + next; + mes "[Rumis Block]"; + mes "...*Shiver*..."; + mes "...*Shiver*..."; + mes "...*Shiver*..."; + next; + mes "[Rumis Block]"; + mes "Ah! You're back!"; + mes "Phew..."; + next; + mes "[Rumis Block]"; + mes "Are you okay? Their fangs look so sharp and shiny..."; + mes "Oh right, you're an expert when it comes to this kind of job. Hahaha, I don't have to worry about you anymore."; + next; + mes "[Rumis Block]"; + mes "Have you brought Hillsrion's Horns?"; + mes "Those are the horns in your hands?"; + next; + mes "[Rumis Block]"; + mes "Oh..."; + next; + mes "[Rumis Block]"; + mes "Ho..."; + next; + mes "[Rumis Block]"; + mes "Well, they appear to be ordinary horns with a spiral pattern."; + mes "Monsters with such horns are a dime a dozen in Midgard."; + next; + mes "[Rumis Block]"; + mes "I, however, still have no idea how Hillsrions use their horns."; + next; + mes "[Rumis Block]"; + mes "If they have bad vision, they could use the horns as feelers, or... I know you don't want to hear me ramble on with my conjecture. Sorry."; + next; + mes "[Rumis Block]"; + mes "We can call it a day for today. Thanks to you, I now feel confident enough to at least come to this tree by myself next time."; + next; + mes "[Rumis Block]"; + mes "Let's go back to the camp. Shall we? I have something to discuss with you."; + set ep13_animal,13; + delitem 6032,5; //Horn_Of_Hilsrion + changequest 2155,2156; + close; + } + } + end; +} + +// Finding a Fairy & Finding a Giant Tree +//============================================================ +spl_fild02,34,223,5 script Small Fairy#spl 4_M_FAIRYKID,{ + if (BaseLevel > 69) { + if (checkquest(2158) == -1) { + mes "You find a little creature flying in the bushes."; + mes "It has tiny wings on the back..."; + mes "It's a fairy!"; + next; + emotion e_an; + mes "[Small Fairy]"; + mes "RLGHLRXLA TKANTLFDMS"; + mes "WJACK TNAHRDNJSDMFH"; + mes "WLSGHKWND !!"; + next; + mes "The fairy notices you, and looks very surprised."; + mes "It is saying something, but you don't understand."; + next; + mes "You should report this to the united expedition quickly."; + mes "Perhaps the guard captain of the expedition is the right person to report to."; + setquest 2158; + close; + } + } + emotion e_an; + if (!isequipped(2782) && ep13_2_rhea < 100) { + mes "[Small Fairy]"; + mes "RLGHLRXLA TKANTLFDMS"; + mes "WJACK TNAHRDNJSDMFH"; + mes "WLSGHKWND !!"; + next; + mes "The surprised fairy is saying something to you, but you cannot understand fairy language."; + close; + } else { + mes "[Small Fairy]"; + mes "Who are you?! Are you looking for the Sapha!?"; + close; + } +} + +man_fild03,236,105,3 script Tree Giant#man 4_MAN_PIOM,{ + if (BaseLevel > 69) { + if (checkquest(2159) == -1) { + mes "You have found something moving between dry branches."; + mes "It appears to be a tree at first glance, but it turns out to be a giant that is half tree and half man."; + next; + emotion e_dots; + mes "[Tree Giant]"; + mes "TJDTMFJDNS CJFDI"; + mes "TKADLFDMF QKATOS"; + mes "EKDTLSDML DLFMADMS.."; + next; + mes "The giant notices you, and looks very surprised."; + mes "It is saying something, but you don't understand."; + next; + mes "You should report this to the united expedition quickly."; + mes "Perhaps the guard captain of the expedition is the right person to report to."; + setquest 2159; + close; + } + } + emotion e_dots; + if (!isequipped(2782) && ep13_2_rhea < 100) { + mes "[Tree Giant]"; + mes "TJDTMFJDNS CJFDI"; + mes "TKADLFDMF QKATOS"; + mes "EKDTLSDML DLFMADMS.."; + next; + mes "The surprised giant is saying something to you, but you cannot understand."; + close; + } else { + mes "[Tree Giant]"; + mes "Where are the Laphine reinforcements? I might have a problem."; + close; + } +} + +mid_camp,212,237,5 script Camp Guard Captain#man1 4_M_EIN_SOLDIER,{ + mes "[Captain]"; + mes "Good day. I'm here to protect the"; + mes "peace and safety of explorers"; + mes "working for United Midgard."; + mes "How may I help you?"; + next; + if ((checkquest(2158) == 2) && (checkquest(2159) == 2)) { + mes "["+strcharinfo(0)+"]"; + mes "Oh, nothing."; + mes "Sorry to bother you."; + close; + } + else { + if (checkquest(2158) == 1) { + mes "- You report your encounter with a small fairy in the Splandid area to the guard captain. -"; + next; + mes "[Captain]"; + mes "That sounds very important."; + mes "It's too early to say this, but we might have to dispatch an investigation group to the area."; + next; + mes "[Captain]"; + mes "I'll discuss this more with the expedition management."; + mes "Thank you for your valuable information."; + completequest 2158; + getexp (checkre(3))?90000:900000,0; + close; + } + else if (checkquest(2158) == -1) { + mes "["+strcharinfo(0)+"]"; + mes "Oh, nothing."; + mes "Sorry to bother you."; + close; + } + else { + if (checkquest(2159) == 1) { + mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -"; + next; + mes "[Captain]"; + mes "That sounds very important."; + mes "It's too early to say this, but we might have to dispatch an investigation group to the area."; + next; + mes "[Captain]"; + mes "I'll discuss this more with the expedition management."; + mes "Thank you for your valuable information."; + completequest 2159; + getexp (checkre(3))?90000:900000,0; + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Oh, nothing."; + mes "Sorry to bother you."; + close; + } + } + } +} + +// The Tripartite Union's Feud :: ep13_1_rhea +//============================================================ +mid_campin,376,120,0 script Research Official#ep131 4_M_SAGE_A,3,3,{ +OnTouch: + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) { + mes "[United Research Official]"; + mes "How come you've got so much to carry?"; + mes "Are you perhaps on training or something?"; + close; + } + if (ep13_ryu > 99 || ep13_start > 99) { + if (ep13_1_rhea < 1) { + mes "[United Research Official]"; + mes "Hmmmm...mmm..."; + next; + mes "[United Research Official]"; + mes "Oh! Hello there!"; + mes "You must be the adventurer from Rune Midgard."; + next; + mes "[United Research Official]"; + mes "We've come all the way here to keep track of Satan Morroc, but... Now it seems that's not our priority anymore... Tsk,tsk..."; + next; + mes "[United Research Official]"; + mes "Well, since our research group has been gathered in such haste, many of our members collide too often."; + mes "I think it's just the process of trial and error, but this really slows things down."; + next; + mes "[United Research Official]"; + mes "Alas, the head office keeps pushing me to submit a report... As if I could perform miracles!"; + emotion e_sob; + next; + mes "[United Research Official]"; + mes "I can't go around and meet those people myself, mediate among troubled people... This is impossible!! Unless...Unless someone helps me with that ! I need... someone..."; + next; + mes "- He stared at you -"; + mes "- with sparkling -"; + mes "- eyes as if he were -"; + mes "- demanding for help! -"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "................."; + mes "................."; + next; + mes "[United Research Official]"; + mes "Eh?! Oh, my... You really shouldn't. You must be extremely busy tracking down Satan Morroc!"; + next; + mes "[United Research Official]"; + mes "But... if you say so, could I really use your help? Hahaha."; + next; + mes "[United Research Official]"; + mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems."; + next; + mes "[United Research Official]"; + mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them."; + next; + mes "[United Research Official]"; + mes "Sounds good, huh? Please, you should go now."; + set ep13_1_rhea,1; + setquest 8196; + close; + } + else if ((ep13_1_rhea > 0) && (ep13_1_rhea < 10)) { + mes "[United Research Official]"; + mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems."; + next; + mes "[United Research Official]"; + mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them."; + next; + mes "[United Research Official]"; + mes "And, don't worry! I'm even willing to share my snacks with you if things go well. I'm not asking this for free, you got that~?"; + close; + } + else if (ep13_1_rhea == 10) { + if (countitem(6036) > 0) { + mes "[United Research Official]"; + mes "Aha!"; + next; + mes "[United Research Official]"; + mes "Isn't that an invitation to the meeting?"; + next; + mes "[United Research Official]"; + mes "And...and I really get to sign this thing and approve it...? Hahaha!"; + next; + mes "[United Research Official]"; + mes "This, this means I need to get prepared for the meeting! Finally!"; + mes "Hahahaha!"; + next; + mes "[United Research Official]"; + mes "Oh, by the way, did you get a rough idea of the atmosphere of this expedition?"; + next; + mes "[United Research Official]"; + mes "Normally, researchers just take their own instruments and find their own tracks of Satan Morroc."; + mes "They don't really need to cooperate with other members."; + next; + mes "[United Research Official]"; + mes "Howerver, things get different when it comes to document files."; + mes "Those researchers in charge of document files must contact eachother for information, and this just makes for endless work."; + next; + mes "[United Research Official]"; + mes "People can't always be perfect, so they stress out and get to arguing..."; + next; + mes "[United Research Official]"; + mes "So... Could you do me a favor?"; + next; + mes "[United Research Official]"; + mes "As you've heard, about the 3 researchers, they don't agree with eachother too often. It's just too obvious that their meeting will turn out a disaster, and the whole research group could break down!"; + emotion e_sob; + next; + mes "[United Research Official]"; + mes "Oh, just thinking about it scares the crap out of me."; + next; + mes "[United Research Official]"; + mes "What I'm asking is that you participate in the meeting with them and help them negotiate."; + next; + mes "[United Research Official]"; + mes "So, first! Can you go meet those 3 researchers and check on them to prepare for the meeting?"; + delitem 6036,1; //Invite_To_Meeting + set ep13_1_rhea,11; + changequest 8198,8199; + close; + } + else { + mes "[United Research Official]"; + mes "How did it go?"; + next; + mes "[United Research Official]"; + mes "Did you talk to those researchers in charge of document files?"; + close; + } + } + else if ((ep13_1_rhea > 10) && (ep13_1_rhea < 19)) { + mes "[United Research Official]"; + mes "Please, you should participate in the meeting and mediate them if anything goes wrong!"; + next; + mes "[United Research Official]"; + mes "First, you should go meet those 3 researchers and check on them to prepare for the meeting. Hope they're not preparing any weapons though..."; + emotion e_sob; + close; + } + else if (ep13_1_rhea == 19) { + changequest 8205,8206; + mes "[United Research Official]"; + mes "Ohhh, you came! How generous of you!"; + next; + mes "[United Research Official]"; + mes "The meeting's about to begin."; + mes "Whew... I think I'm too tense... My chest hurts... Aaaah."; + next; + mes "- Somebody's knocking -"; + mes "- on the door... -"; + next; + mes "[United Research Official]"; + mes "Finally, the meeting's starting."; + mes "You should come in."; + next; + donpcevent "Research Official#ep131::OnMeet"; + mes "[United Research Official]"; + mes "So, everyone's here."; + mes "Let us begin our meeting."; + mes "First, I need to hear the report on the process of tracking Satan Morroc."; + next; + mes "[Ryosen]"; + mes "Alright. I'm Ryosen from Rune-Midgarts. We're certain that Satan Morroc came to this place through the crack of dimension, however, we failed to find any traces within the area we inspected."; + next; + mes "[Ryosen]"; + mes "The Tripartite Union is doing whatever it takes to track down Satan Morroc's whereabouts, but the research in Ash-Vacuum is very limited."; + next; + mes "[Ryosen]"; + mes "Supplies, reinforcements as wel as demanded goods are all insufficient, so we can't really go on."; + next; + mes "[Ryosen]"; + mes "I've heard the assassins took action in order to find the traces of Satan Morroc, but nothing's been reported so far."; + next; + mes "[Hue]"; + mes "I'm Hue from the Schwartzvalt Republic."; + next; + mes "[Hue]"; + mes "We're still researching on the crack of dimension that Satan Morroc has come through, and the false data research on the noise created when moving through the crack is currently being corrected."; + next; + mes "[Hue]"; + mes "The real cause of this problem has yet to be found, which makes it hard for us to provide any reinforcements or other supplies."; + next; + mes "[United Research Official]"; + mes "Ok. I see. How's it going with the research on Ash-Vacuum?"; + next; + mes "[Hansenne]"; + mes "Hi, I'm Hansenne from Arunafeltz. We have conclused that his world of Ash-Vacuum is nothing related to the continent of Rune Midgard, as it is placed in a totally indipendent world dimension."; + next; + mes "[Hansenne]"; + mes "The enviroment of the fields on the East and West where we can work on the research has nothing in common with the enviroment within the boundrary of the Tripartite Union's army post."; + next; + mes "[Hansenne]"; + mes "I also have been reported that the ecosystem in the researched are is different."; + next; + mes "[Hansenne]"; + mes "We could not go further with the research on the ecosystem due to some violent living creatures which have never been found on the Rune Midgard continent."; + next; + mes "[United Research Official]"; + mes "So... All in all, nothing has been clearly found. Any problems among the members of the United Research Group?"; + next; + mes "[Ryosen]"; + mes "......................"; + next; + mes "[Hue]"; + mes "......................"; + next; + mes "[Hansenne]"; + mes "......................"; + next; + mes "- The room is in awkward silence for a short while... -"; + next; + mes "[United Research Official]"; + mes "Ha..... Hahahaha..."; + mes "... Then, anything you need to request, or suggest, perhaps? Anything you want to complain about?"; + next; + mes "- Ryosen, who was fidgeting with -"; + mes "- his files, suddenly stops and -"; + mes "- studies the others. Then, he takes -"; + mes "- out something from the bottom of -"; + mes "- the chair and puts it on the table. -"; + next; + mes "[Ryosen]"; + mes "I'm.... I... The document file..."; + next; + mes "[United Research Official]"; + mes "Aaaaaahahhhhhhhhhhcckk!!!!!"; + next; + mes "- Hue, shocked by the sudden"; + mes "scream, stands up frantically and"; + mes "accidentally hits and drops the"; + mes "object which Ryosen had taken out. -"; + next; + mes "[United Research Official]"; + mes "Kkkkhaaaaaaahhhhhhhh!!!"; + mes "It's the Thief Bug!!!"; + next; + mes "- As the Official screamed, all the"; + mes "researchers of the union started to"; + mes "scream as well, and rushed out of"; + mes "the room. -"; + set ep13_1_rhea,20; + donpcevent "Research Official#ep131::OnCall"; + close2; + warp "mid_camp",165,236; + end; + } + else if (ep13_1_rhea == 20) { + mes "[United Research Official]"; + mes "Hhmm, hmmmm..."; + mes "I really don't know what to say."; + mes "I mean... I'm totally OK with other monsters, mutants or whatever, but that black evil thing... Oh, I can't stand that one..."; + emotion e_sob; + next; + mes "- Knock, knock-"; + mes "- The researchers come back into the room. -"; + next; + donpcevent "Research Official#ep131::OnMeet"; + mes "[Ryosen]"; + mes "Uh-hmm! Sorry about the mess."; + mes "I... Something urgent came up..."; + mes "............Aaaaaaaaahhhhhhhhh!"; + next; + mes "[United Research Official]"; + mes "Whhhhhhaaattt!!!! What is it!!?"; + mes "The Thief Bug, Again!!!???"; + next; + mes "- Except for Ryosen, the rest spring out of their seats and run hurriedly for the door. -"; + next; + mes "[Ryosen]"; + mes "My... my strawberry cake!!!"; + next; + mes "- Ryosen picks up his strawberry cake, all squashed with some fingerprints. -"; + next; + mes "[Ryosen]"; + mes "Stop! Freeze, everyone!"; + mes "Move one more time and you'll be considered guilty!!"; + next; + mes "[Ryosen]"; + mes "This cake was just fine before that evil thing appeared, and there were only 4 of us here!"; + next; + mes "[Ryosen]"; + mes "One of you must be guilty of ruining my Rune-Midgart Strawberry Cake!!!"; + next; + mes "[Ryosen]"; + mes "I can't help checking your hands! This must be a fingerprint! It's loud and clear!! Hmm, I bet this is the mark of an index finger!"; + next; + mes "[Hue]"; + mes "Wait a minute! Wait! Stop treating us like criminals! What is wrong with you, it's only a cake!? Don't you think you're going a little too far?"; + next; + mes "[Ryosen]"; + mes "Whatttttt!? Only a cake????"; + mes "Aha, yeah, I just remembered. You people from Schwartzvalt don't ever appreciate food at all, right?"; + next; + mes "[Ryosen]"; + mes "Especially when the food is NOT yours, huh? That's why you people sneak a taste of other people's food like my strawberry cake!!!"; + next; + mes "[Hue]"; + mes "Hmm, are you talking about Dusty?"; + mes "He was expelled right after the incident and his job was taken away! I told you several times already!"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Ugh... You guys, I think you should calm down... This is ridiculous."; + next; + mes "[Hansenne]"; + mes "Ughhhhh! It was I who did that!!!"; + next; + mes "[Hansenne]"; + mes "Sorry, I was just too shocked by that thief bug and accidentally touched your cake with my finger!"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "...Huh? No. Wait..."; + next; + mes "[Ryosen]"; + mes "You again?!"; + mes "I can't belive how careless you are all the time, like with the requested data and all!!"; + next; + mes "[Hansenne]"; + mes "Ah, I forgot to say thank you."; + mes "Hue, thank you so much for restoring my documents!!!"; + mes "Thanks!!!"; + mes "Ahahahahaha. Hahahahaha."; + next; + mes "[Hue]"; + mes "No, I..."; + next; + mes "[Ryosen]"; + mes "Hey, stay on topic!!"; + mes "You are..."; + next; + mes "[United Research Official]"; + mes "Ahhhhhh! I guess we should call it a day now! Thanks for comingm all of you. Ok, let's go. Dismissed!"; + next; + mes "[United Research Official]"; + mes "Come on!!!"; + next; + mes "-The three researchers say nothing. They just stare at each other, standing still... Then they finally leave the room. -"; + set ep13_1_rhea,21; + donpcevent "Ryosen#ep131_rhea05::OnDisable"; + donpcevent "Hue#ep131_rhea06::OnDisable"; + donpcevent "Hansenne#ep131_rhea07::OnDisable"; + close; + } + else if (ep13_1_rhea == 21) { + mes "["+ strcharinfo(0) +"]"; + mes "Ah..."; + next; + mes "[United Research Official]"; + mes "Ugh, I've got nothing to say."; + mes "All I wanted was to let those people be closter to each other, become more friendly. But, problems come up every single time."; + next; + mes "[United Research Official]"; + mes "Can you think of any idea how to get those people to get along??"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "... Actually... Hansenne is not the one who ruined that cake."; + next; + mes "[United Research Official]"; + mes "Eh? What did you say?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "But... I don't understand why Hansenne would take the blame..."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "... Well, I should go now."; + next; + mes "[United Research Official]"; + mes "What? Ah, adventurer?!"; + set ep13_1_rhea,22; + changequest 8206,8207; + close; + } + else if ((ep13_1_rhea > 21) && (ep13_1_rhea < 26)) { + mes "["+ strcharinfo(0) +"]"; + mes "... Actually... Hansenne is not the one who ruined that cake."; + next; + mes "[United Research Official]"; + mes "Eh? What did you say?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "But... I don't understand why Hansenne would take the blame..."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "... Well, I should go now."; + next; + mes "[United Research Official]"; + mes "What? Ah, adventurer?!"; + close; + } + else if (ep13_1_rhea == 26) { + mes "[United Research Official]"; + mes "How are they?"; + next; + mes "- You tell the Official about the conversation that the 3 researchers had, in detail. -"; + next; + mes "[United Research Official]"; + mes "Whew, I see."; + next; + mes "[United Research Official]"; + mes "Maybe I've been a little too worried."; + next; + mes "[United Research Official]"; + mes "How often they collide, it must be a natural thing for people from different countries with different personalities and customs."; + next; + mes "[United Research Official]"; + mes "Thank you for helping me."; + next; + mes "[United Research Official]"; + mes "Here, I'll offer you a cup of tea."; + mes "This is a really special drink I preserved. Please, drink it while it's nice and hot."; + next; + mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -"; + specialeffect2 EF_ABSORBSPIRITS; + set ep13_1_rhea,100; + if (checkre(3)) + getexp 80000,3000; + else + getexp 300000,10000; + completequest 8210; + next; + mes "[United Research Official]"; + mes "Now, I should get to work on the report I need to submit to the head office. Ah, and this is nothing big, but still... This might come in handy when you travel."; + next; + mes "[United Research Official]"; + mes "Please, stop by and say hellp to us from time to time."; + getitem 12110,1; //First_Aid_Kit + close; + } + else { + mes "[United Research Official]"; + mes "Thank you for everything."; + next; + mes "[United Research Official]"; + mes "Please, stop by and say hellp to us from time to time."; + next; + mes "[United Research Official]"; + mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~"; + close; + } + } + else { + mes "[United Research Official]"; + mes "...Mmmm? What brings you here?"; + next; + mes "[United Research Official]"; + mes "I wouldn't be roaming around this place like that, if I were you."; + mes "It's very dangerous here, and people dwelling is this place are not that nice."; + close; + } + end; + + mes "[United Research Official]"; + mes "Hmm? What did you just say?"; + next; + mes "[United Research Official]"; + mes "I can't really hear you. Could you speak louder?"; + close; + +OnInit: + enablenpc "Research Official#ep131"; + end; + +OnEnable: + hideoffnpc "Research Official#ep131"; + end; + +OnDisable: + hideonnpc "Research Official#ep131"; + end; + +OnMeet: + donpcevent "Ryosen#ep131_rhea05::OnEnable"; + donpcevent "Hue#ep131_rhea06::OnEnable"; + donpcevent "Hansenne#ep131_rhea07::OnEnable"; + end; + +OnCall: + initnpctimer; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead"; + donpcevent "Research Official#ep131::OnDisable"; + donpcevent "Ryosen#ep131_rhea05::OnDisable"; + donpcevent "Hue#ep131_rhea06::OnDisable"; + donpcevent "Hansenne#ep131_rhea07::OnDisable"; + end; + +OnMyMobDead: + if (mobcount("mid_campin","Research Official#ep131::OnMyMobDead") < 1) { + donpcevent "Research Official#ep131::OnEnable"; + stopnpctimer; + } + end; + +OnTimer300000: + killmonster "mid_campin","Research Official#ep131::OnMyMobDead"; + donpcevent "Research Official#ep131::OnEnable"; + stopnpctimer; + end; +} + +mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) { + mes "[Ryosen]"; + mes "How come you've got so much to carry?"; + mes "Are you perhaps on training or something?"; + close; + } + if (ep13_ryu > 99 || ep13_start > 99) { + if (ep13_1_rhea < 1) { + mes "[Ryosen]"; + mes "Please, keep your hands off my stuff!"; + close; + } + else if (ep13_1_rhea == 1) { + mes "[Ryosen]"; + mes "Please, keep your hands off my stuff!"; + next; + mes "[Ryosen]"; + mes "Ugh! My, my... What am I gonna do with this!? Files, files, files!!!"; + mes "Ahhhhhkk!"; + next; + mes "[Ryosen]"; + mes "What time is it now? Ugh... This is such a mess!!"; + next; + mes "[Ryosen]"; + mes "What are they thinking!!? I don't get it. How come I have to work, while those guys from other countries are just praying for a breakthrough, every single day!"; + next; + mes "[Ryosen]"; + mes "This is so unfair!! My stress is growing geometrically every hour!"; + mes "What a waste of time! Why do they have to pray! Why?! Why?! Why don't they work instead of pray!!"; + mes "Ugh...!"; + next; + mes "[Ryosen]"; + mes "Nothing's appreciated! Nothing!"; + mes "They're just so useless!"; + next; + mes "- He took a deep breath -"; + mes "- trying to calm down. -"; + next; + mes "[Ryosen]"; + mes "Anyway, who are you? This place is restricted."; + next; + mes "[Ryosen]"; + mes "Ah! You must be the one who came to help us track down that Satan Morroc, the bastard who made the giant hole and then was gone like the wind."; + next; + mes "[Ryosen]"; + mes "Ugh. I should watch my mouth."; + mes "Sorry. You're on our side. I should just be polite, but it's just... I'm so stressed out."; + next; + mes "[Ryosen]"; + mes "How about having some tea here?"; + mes "It's Rafflesia tea from Schwartzvalt. Don't even expect taste, it's awful... But what can I do? It's the only thing I've got..."; + set ep13_1_rhea,2; + close; + } + else if (ep13_1_rhea == 2) { + mes "[Ryosen]"; + mes "You must have heard about this, but this is the place where Satan Morroc landed through the crack of dimension."; + next; + mes "[Ryosen]"; + mes "As you see, this seems like a totally different world. It's nothing like the continent of Rune Midgard, though we haven't found any concrete evidence. We decided to call this place Ash-Vacuum."; + next; + mes "[Ryosen]"; + mes "We're doing everything we can, to track down Satan Morroc, but all those researchers from different countries couldn't help but wonder what this place really is."; + next; + mes "[Ryosen]"; + mes "Well, so we're all interested in one thing. However, the real problem lies on our structure of the group."; + next; + mes "[Ryosen]"; + mes "Three different countries united to take down the comon enemy, Satan Morroc, byt they eventually started to gather and keep the information to themselves."; + next; + mes "[Ryosen]"; + mes "So... frankly speaking..."; + mes "Tracking Satan Morroc is not or major concern anymore. Our expedition was formed in such hase that so may things can cause problems in this group."; + next; + mes "[Ryosen]"; + mes "People don't believe other members of the group except for the ones from their own countries. They're all so sensitive that every little thing hits a nerve."; + next; + mes "[Ryosen]"; + mes "But what can we do? After all, we were gathered to achieve the same goal, and we researchers don't want to cause any trouble among countries. It's really hard for us to live with our complaints."; + next; + mes "[Ryosen]"; + mes "I mean... the situation here is... just like the taste of this tea."; + mes "Just awful!"; + set ep13_1_rhea,3; + close; + } + else if (ep13_1_rhea == 3) { + mes "[Ryosen]"; + mes "Oh, I spent too much time talking."; + mes "I should be working now!"; + next; + mes "[Ryosen]"; + mes "Look at this pile of document files... We're supposed to share all the information within these documents..."; + next; + mes "[Ryosen]"; + mes "Oh, well... Maybe the same thing's happening at other offices. People from other countries might have hidden some important information behind my back."; + next; + mes "[Ryosen]"; + mes "Whatever... Could you deliver this document to the Schwartzvalt and Arunafeltz researchers?"; + next; + if(select("Why me?:Alright.") == 1) { + mes "[Ryosen]"; + mes "... Eh? Didn't you come to help us?"; + close; + } + mes "[Ryosen]"; + mes "Whew~ Very good."; + mes "No one in our research group wants to visit the offices of the other countries!"; + next; + mes "[Ryosen]"; + mes "Ok, now, please deliver the file to Hue and Hansenne. Hue's in charge of Schwartzvalt's documents and Hansenne's in chare of Arunafeltz's."; + next; + mes "[Ryosen]"; + mes "The file contains the brief introduction and the schedule of the meesting."; + next; + mes "[Ryosen]"; + mes "For your information, you should go see Hue at the Schwartzvalt's office first. Otherwise, he'll be whining about it."; + next; + mes "[Ryosen]"; + mes "You must check if they read and understand correctly after delivering it. Don't forget to get them to sign at the bottom of the page, just in case."; + next; + mes "[Ryosen]"; + mes "Go on now."; + mes "Just so you know, today's Desert Day. Rune Midgard is sending some desserts through the crack of dimension, regularly."; + next; + mes "[Ryosen]"; + mes "Rune Midgard's desserts are definitely the world's best."; + next; + mes "[Ryosen]"; + mes "The only thing we enjoy here is that dessert we receive, once a week."; + next; + mes "[Ryosen]"; + mes "Schwartzvalt's Pineapple Jubilee is just awful. It tastes something like rusty steel."; + next; + mes "[Ryosen]"; + mes "Arunafeltz's Desert Sandwich is nothing better than that. I think that sandwich's made of some old meat, otherwise, we wouldn't have been food poisoned so often!"; + next; + mes "[Ryosen]"; + mes "But, Rune-Midgart's Strawberry Cake! It's the best."; + next; + mes "[Ryosen]"; + mes "Nice and soft spongecake covered with sweet-tasting whipped cream, lots of fresh strawberries on top!"; + mes "Rune-Midgart's top chef, Charles Orleans makes it himself!!!"; + next; + mes "[Ryosen]"; + mes "Hurry, you must hurry up, or you won't be able to taste this wonderful cake!"; + next; + mes "- You got the Meeting -"; + mes "- Invitation from Ryosen, -"; + mes "- which briefly explains -"; + mes "- the agenda and schedule -"; + mes "- of the whole meeting! -"; + set ep13_1_rhea,4; + getitem 6036,1; //Invite_To_Meeting + changequest 8196,8197; + close; + } + else if ((ep13_1_rhea > 3) && (ep13_1_rhea < 8)) { + mes "[Ryosen]"; + mes "Hurry up and deliver the document to Hue and Hansenne!"; + next; + mes "[Ryosen]"; + mes "Don't forget! Schwartzvalt's Hue must get it first, otherwise, he'll nag us like crazy."; + next; + mes "[Ryosen]"; + mes "And you must get the document signed at the bottom before you bring it back."; + next; + mes "[Ryosen]"; + mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!"; + close; + } + else if (ep13_1_rhea == 8) { + if (countitem(6036) > 0) { + mes "[Ryosen]"; + mes "Ah, welcome back!"; + next; + mes "[Ryosen]"; + mes "Must've been hard to get them all signed. Well done!"; + next; + mes "[Ryosen]"; + mes "Hue's so egotistic and stubborn. He thinks he's some kind of royale... and Hansenne... Whew~nobody ever gets what he's just talking about."; + mes "He's just ridiculous."; + next; + mes "[Ryosen]"; + mes "Thank you for dealing with those guys. I've got to go through the file now. Please give me the Invitation."; + delitem 6036,1; //Invite_To_Meeting + set ep13_1_rhea,9; + close; + } + else { + mes "[Ryosen]"; + mes "Please get Hue and Hansenne to sign the Inviation, then come back."; + next; + mes "[Ryosen]"; + mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!"; + close; + } + } + else if (ep13_1_rhea == 9) { + mes "[Ryosen]"; + mes "Huhuhuhu, what a sight...!"; + next; + mes "[Ryosen]"; + mes "This autograph here looks like Hue's. See, the letters are all so strongly pressed down with his anger. This one here should be Hansenne's, scrawled without thinking."; + next; + mes "[Ryosen]"; + mes "How was it? Did you have a chance t find out what the problem is among us researchers?"; + next; + mes "[Ryosen]"; + mes "This isn't all because of the different personalities. Lots of other members have similar problems. Howerver, the problem among us three: Hue, Hansenne and I... is just more visible than others."; + next; + mes "[Ryosen]"; + mes "So, here we are. We are finally ordered to have a meeting and supposed to find the way to solve our problem."; + next; + mes "[Ryosen]"; + mes "But, do you know what really would be the best solution for us? It's to avoid meeting face to face."; + next; + mes "[Ryosen]"; + mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something."; + next; + mes "[Ryosen]"; + mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?"; + next; + mes "[Ryosen]"; + mes "In the meantime, I should prepare myself for the meeting."; + set ep13_1_rhea,10; + getitem 6036,1; //Invite_To_Meeting + changequest 8197,8198; + close; + } + else if (ep13_1_rhea == 10) { + mes "[Ryosen]"; + mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something."; + next; + mes "[Ryosen]"; + mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?"; + next; + mes "[Ryosen]"; + mes "In the meantime, I should prepare myself for the meeting."; + close; + } + else if (ep13_1_rhea == 11) { + mes "[Ryosen]"; + mes "Hi! Did you give that Invitation to the Official?"; + next; + mes "[Ryosen]"; + mes "Oh, goo to hear that it's delivered safely."; + mes "Anyway, what brings you here again?"; + mes "Would you like some tea? We haven't got any dessert yet. I only have some tea to offer."; + next; + select("Can I help you with anything?"); + mes "[Ryosen]"; + mes "Help?"; + mes "Well, there are tons of things waiting for help!"; + next; + mes "[Ryosen]"; + mes "Nice Timing."; + mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?"; + next; + mes "[Ryosen]"; + mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?"; + set ep13_1_rhea,12; + changequest 8199,8200; + close; + } + else if (ep13_1_rhea == 12) { + mes "[Ryosen]"; + mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?"; + next; + mes "[Ryosen]"; + mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?"; + close; + } + else if (ep13_1_rhea == 13) { + mes "[Ryosen]"; + mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???"; + next; + mes "[Ryosen]"; + mes "Hansenne! What and itiot! I knew it! His brain must've been melted with hot air!"; + mes "Aarrrrr!!!!! Can't believe this!!"; + next; + mes "[Ryosen]"; + mes "What the heck should I do??? The meesting's soon!!!"; + mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!"; + mes "I hate foreigners."; + close; + } + else if (ep13_1_rhea == 14) { + if (countitem(6037) > 0) { + mes "[Ryosen]"; + mes ".....Whew... completely soaked, so loosely binded...torn here and there... I can't even read this thing!"; + next; + mes "[Ryosen]"; + mes "What is he expecting from me with this!!!!"; + next; + mes "[Ryosen]"; + mes "Aarrrrr!!!!! This is a nightmare!"; + close; + } + else { + mes "[Ryosen]"; + mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???"; + next; + mes "[Ryosen]"; + mes "Hansenne! What and idiot! I knew it! His brain must've been melted with hot air!"; + mes "Aarrrrr!!!!! Can't believe this!!"; + next; + mes "[Ryosen]"; + mes "What the heck should I do??? The meesting's soon!!!"; + mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!"; + mes "I hate foreigners."; + close; + } + } + else if (ep13_1_rhea == 18) { + if (countitem(6038) > 0) { + mes "[Ryosen]"; + mes "...Oh, this is..."; + next; + mes "[Ryosen]"; + mes "This is the document I requested."; + mes "I thought the document was lost at some bridge and ruined completely, but then..."; + next; + mes "[Ryosen]"; + mes "Wow... this document is amazingly neat. Looks like Hue's the one who made this... He's really picky, if you know what I mean... Anyway, it's pretty impressive..."; + next; + mes "[Ryosen]"; + mes "I'm so relieved I got this before the meeting. I've got to go now."; + mes "I'm running late."; + next; + mes "[Ryosen]"; + mes "But first, I have to find another document for the meeting. Could you please ask the Official to wait for me a bit?"; + next; + mes "[Ryosen]"; + mes "Please, the meeting's gonna begin soon."; + delitem 6038,1; //Neat_Report + set ep13_1_rhea,19; + changequest 8204,8205; + close; + } + else { + mes "[Ryosen]"; + mes "How could I go to the meeting without the research report??!"; + next; + mes "[Ryosen]"; + mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!"; + mes "I hate foreigners."; + close; + } + } + else if (ep13_1_rhea == 19) { + mes "[Ryosen]"; + mes "Could you please ask the Official to wait for me a bit?"; + next; + mes "[Ryosen]"; + mes "I have to find another document for the meeting. Please, hurry."; + close; + } + else if (ep13_1_rhea == 20) { + mes "[Ryosen]"; + mes "Ah..... That... in that meeting room... Is.. everything alright now?"; + close; + } + else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 25)) { + mes "[Ryosen]"; + mes "Oh, I need to be left alone for a while."; + close; + } + else if (ep13_1_rhea == 25) { + mes "[Ryosen]"; + mes "Krrrrrrrr! Ugh...!"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Uhhhh..."; + next; + mes "[Ryosen]"; + mes "I know, I know! I went too far!"; + mes "I was just so shocked and disappointed at the same time."; + mes "After all, it was just a cake..."; + next; + mes "[Ryosen]"; + mes "I wasn't very mature."; + mes "Oh, what have I done?"; + mes "I should go an apologize."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Wait! Hue wanted me to bring this to you."; + next; + if (countitem(6038) > 0) { + mes "[Ryosen]"; + mes "A report... ?"; + mes "Ahhh... the one I left in the meeting room..."; + next; + mes "- Ryosen takes the report -"; + mes "- and gives a glance -"; + mes "- at the memo stuck on it. -"; + next; + } + else { + mes "[Ryosen]"; + mes "... ?"; + next; + mes "[Ryosen]"; + mes "Oh. What are you talking about?"; + close; + } + mes "[Ryosen]"; + mes "Ah. I'm so embarrassed."; + next; + mes "[Ryosen]"; + mes "Oh, I didn't expect to get an apology. This is such a shame."; + next; + mes "[Ryosen]"; + mes "Now that I think of it. I didn't even say 'thank you' to him for restoring my documents..."; + next; + mes "[Ryosen]"; + mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other."; + next; + mes "[Ryosen]"; + mes "So... Could you do me another favor?"; + mes "Could you go see the Official in my stead and set up a meeting?"; + next; + mes "[Ryosen]"; + mes "Oh! And... Here's Rune-Midgart's fresh strawberry cake. This is for you. I'm so sorry I haven't even offered you a piece. I was so distracted with stress, I think."; + next; + mes "[Ryosen]"; + mes "Thank you so much for everything you've done. And... pleade don't forget to do me this last favor, going to the Official and setting up a meeting."; + next; + mes "[Ryosen]"; + mes "I... think I should prepare for the meeting again."; + next; + mes "[Ryosen]"; + mes "Again, thank you so much."; + delitem 6038,1; //Neat_Report + set ep13_1_rhea,26; + getitem 12319,1; //Strawberry_Cake + changequest 8209,8210; + close; + } + else if ((ep13_1_rhea > 25) && (ep13_1_rhea < 100)) { + mes "[Ryosen]"; + mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other."; + next; + mes "[Ryosen]"; + mes "Could you go see the Official in my stead and set up a meeting?"; + mes "I... think I should prepare for the meeting again."; + next; + mes "[Ryosen]"; + mes "Thank you so much."; + close; + } + else if (ep13_1_rhea > 99) { + mes "[Ryosen]"; + mes "Ah, hello adventurer!"; + next; + mes "[Ryosen]"; + mes "I don't know how to thank you."; + mes "You can't imagine how greatful I feel!"; + next; + mes "[Ryosen]"; + mes "Oh, but then... Have you ever seen a ^0000ffMystic Horn^000000? I'd love to get one."; + mes "I heard you can get this thing from a monster named, 'Cornus' found in the fields."; + next; + mes "[Ryosen]"; + mes "Or... do you have any ^0000ffMystic Horns^000000 with you? Of course, I'm not saying that I want it for free. If you'd give me 5 ^0000ff5 Mystic Horns^000000, I'd give you my Rune-Midgart's Strawberry Cake."; + next; + switch(select("I haven't seen such a thing.:Oh, ok, I'll give you!")) { + case 1: + mes "[Ryosen]"; + mes "Mmmmmmm~"; + next; + mes "[Ryosen]"; + mes "If by any chance you find one, please come back to me."; + close; + case 2: + if (countitem(12319) > 4) { + mes "[Ryosen]"; + mes "Huh?"; + next; + mes "[Ryosen]"; + mes "You have Rune-Midgart's Strawberry Cake?"; + next; + mes "[Ryosen]"; + mes "How come you haven't had it yet?"; + mes "You should quickly finish that cake or else, somebody would steal it from you."; + close; + } + break; + } + mes "[Ryosen]"; + mes "I don't need it!"; + next; + mes "[Ryosen]"; + mes "... Haha, I'm joking..."; + next; + if (countitem(6023) > 4) { + mes "[Ryosen]"; + mes "Are you really, honestly, positively sure you want to exchange them for my cake?"; + next; + if(select("No way.:Yeah... I'll exchange.") == 1) { + mes "[Ryosen]"; + mes "Ahhh..."; + next; + mes "[Ryosen]"; + mes "Come back any time if you change your mind."; + close; + } + mes "[Ryosen]"; + mes "I don't need it!"; + mes "... Haha, I'm joking..."; + next; + mes "[Ryosen]"; + mes "I heard you could extract some magical energy form Mystic Horns and use it. Anyway, thank you!"; + delitem 6023,5; //Mystic_Horn + getitem 12319,1; //Strawberry_Cake + close; + } + else { + mes "[Ryosen]"; + mes "You lie! You don't even have any!!"; + next; + mes "[Ryosen]"; + mes "Please, if you find any Mystic Horns, come back to me!"; + close; + } + } + else { + mes "[Ryosen]"; + mes "Please, don't touch anything!"; + close; + } + } + else { + mes "[Ryosen]"; + mes "You know somethig... Something comes out from this thing..."; + next; + mes "[Ryosen]"; + mes "If anyone tried to talk to you in the middle of the night, you should just walk away... Don't ever look back!!"; + next; + mes "[Ryosen]"; + mes "And don't stare at the crack of dimension... or you'd be dragged to somewhere mysterious and never be able to come back...huhuhuhu..."; + close; + } +} + +mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) { + mes "[Hue]"; + mes "How come you've got so much to carry?"; + mes "Are you perhaps on training or something?"; + close; + } + if (ep13_ryu > 99 || ep13_start > 99) { + if (ep13_1_rhea < 4) { + mes "[Hue]"; + mes "What is it you want?"; + next; + mes "[Hue]"; + mes "Don't walk around this place without thinking."; + mes "After all, it'll be you who'd be in trouble."; + close; + } + else if (ep13_1_rhea == 4) { + if (countitem(6036) > 0) { + mes "[Hue]"; + mes "What is it you want?"; + next; + mes "[Hue]"; + mes "You can't just come and go around as you please here. This is a restricted area."; + next; + if(select("Sorry...:I came to show you this.") == 1) { + mes "[Hue]"; + mes "You're just helpless, aren't you?"; + close; + } + mes "[Hue]"; + mes "What's that?"; + next; + mes "[Hue]"; + mes "...An invitation to the meeting... ?"; + next; + mes "[Hue]"; + mes "Haha. You expect me to accept this?"; + mes "As always, scheduling things as they want, report to us to accept it..."; + next; + mes "[Hue]"; + mes "I can't think of any other words to describe them, except for this word: RUDE!"; + next; + mes "[Hue]"; + mes "Never ever asking for our opinion and always delivering things through some strangers... By the way, no offense..."; + next; + mes "[Hue]"; + mes "THey don't ever take the official route! Rune-Midgartish way of reporting! Very unprofessional!"; + next; + mes "[Hue]"; + mes "Anyway, what is this meeting about?"; + mes "Give it to me. I should read it at least."; + next; + mes "[Hue]"; + mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz."; + delitem 6036,1; //Invite_To_Meeting + set ep13_1_rhea,5; + close; + } + else { + mes "[Hue]"; + mes "What are you doing here?"; + next; + mes "[Hue]"; + mes "You can't go around this place as you want. This is a restricted area."; + close; + } + } + else if (ep13_1_rhea == 5) { + set .@shu_agree00,rand(1,4); + if (.@shu_agree00 == 2) { + mes "[Hue]"; + mes "...Meeting Schedule, on the Xth day, from hh:mm to hh:mm..."; + mes "Location... Rune-Midgart's camp..."; + mes "Ha! I knew it. Rune-Midgart's camp again!"; + next; + mes "[Hue]"; + mes "Objectives... to report on the researching progress of tracking Satan Morroc and the Ash-Vacuum!"; + next; + mes "[Hue]"; + mes "Having some time to get to know each other??? Haaaaa!"; + next; + mes "[Hue]"; + mes "Well, thank you for entertaining me. You should tell Ryosen that."; + next; + if(select("Ok, I will.:Please sign the invitation.") == 1) { + mes "[Hue]"; + mes "Well, you should also tell him that I think he's very talented in settin up comedy. Hahaha."; + close; + } + mes "[Hue]"; + mes "... Sign this thing???"; + next; + mes "[Hue]"; + mes "You mean this meeting's for real???"; + next; + mes "[Hue]"; + mes "Oh my!"; + mes "I have never seen an official invitation to be this stupid-looking!"; + next; + mes "- Hue got so furious and pressed the pen so hard that the ball point got pushed in. Then he threw the document after signing it. -"; + next; + mes "[Hue]"; + mes "Well, at least I respect that Ryosen hasn't forgotten the reporting order. So, you're off to Arunafeltz now?"; + next; + mes "[Hue]"; + mes "You'll experience some hard time talking to Hansenne... It'll be like testing your patience."; + mes "Good luck!"; + set ep13_1_rhea,6; + getitem 6036,1; //Invite_To_Meeting + close; + } + else if (.@shu_agree00 == 3) { + mes "[Hue]"; + mes "Come on, what's the hurry?"; + mes "Wait a few more minutes, I didn't finish reading it!"; + close; + } + else { + mes "[Hue]"; + mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz."; + close; + } + } + else if (ep13_1_rhea == 6) { + mes "[Hue]"; + mes "I'm not sure if everyone from Arunafeltz is like him, but, it'll be like testing your patience to get Hansenne to read this thing."; + mes "You can trust me on that one. Good luck."; + close; + } + else if (ep13_1_rhea == 15) { + if (countitem(6037) > 0) { + mes "[Hue]"; + mes "What is this stupid looking pile of documents?"; + next; + mes "[Hue]"; + mes "Is this the file Ryosen requested from Hansenne??? The one which is all ruined...?"; + next; + mes "[Hue]"; + mes "Ha! Tsk,tsk! Is this some kind of joke?! Who'd manage the files like this? I'd never know!"; + next; + mes "[Hue]"; + mes "Whew... I can't even stand looking at it! Oh just, give it to me!"; + next; + mes "[Hue]"; + mes "Too bad I'm not in Schwartzvalt. I could use our document restoring machine back at home... Ugh! Now I gotta do everything manually."; + next; + mes "[Hue]"; + mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts."; + next; + mes "[Hue]"; + mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000."; + next; + mes "[Hue]"; + mes "Hey, hey... don't look at me like that. I know you're not delighted to do these things but think about it, what about me? Why should I restore this garbage?"; + next; + mes "[Hue]"; + mes "Listen, sometimes, we've got to do things we don't like in order to get things accomplished."; + next; + mes "[Hue]"; + mes "Just don't gorget that the file will be restored as fast as you prepare those things for me."; + set ep13_1_rhea,16; + changequest 8202,8203; + close; + } + else { + mes "[Hue]"; + mes "I wonder if the preparation for the meeting's going ok."; + next; + mes "[Hue]"; + mes "I heard Ryosen say that the file he requested from Hansenne is all ruined. I hope I dont get involved in that trouble."; + close; + } + } + else if (ep13_1_rhea == 16) { + if ((countitem(6037) > 0) && (countitem(7262) > 0) && (countitem(7031) > 0) && (countitem(7521) > 0) && (countitem(1024) > 0)) { + mes "[Hue]"; + mes "Impressive. That was fast enough."; + next; + mes "[Hue]"; + mes "Give them to me."; + mes "I have no time to waste."; + next; + mes "[Hue]"; + mes "Could you please sit there and wait for me while I restore this file?"; + delitem 6037,1; //Rough_File + delitem 7262,1; //Fan + delitem 7031,1; //Old_Frying_Pan + delitem 7521,1; //Flame_Stone + delitem 1024,1; //Chinese_Ink + set ep13_1_rhea,17; + close; + } + else { + mes "[Hue]"; + mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts."; + next; + mes "[Hue]"; + mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000."; + next; + mes "[Hue]"; + mes "Just don't gorget that the file will be restored as fast as you prepare those things for me."; + close; + } + } + else if (ep13_1_rhea == 17) { + if (rand(1,4) == 2) { + mes "[Hue]"; + mes "There!"; + next; + mes "[Hue]"; + mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files."; + next; + mes "[Hue]"; + mes "Please, deliver this file before it's too late. The meeting's gonna begin soon."; + set ep13_1_rhea,18; + getitem 6038,1; //Neat_Report + changequest 8203,8204; + close; + } + else { + mes "[Hue]"; + mes "Hey, stop pushing me."; + next; + mes "[Hue]"; + mes "I have to be extra careful with this kind of work, ok? Can't you sit quietly over there? Take a nap or something."; + close; + } + } + else if (ep13_1_rhea == 18) { + mes "[Hue]"; + mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files."; + next; + mes "[Hue]"; + mes "Please, deliver this file before it's too late. The meeting's gonna begin soon."; + close; + } + else if (ep13_1_rhea == 19) { + mes "[Hue]"; + mes "Well, finally... It's time for the meeting."; + next; + mes "[Hue]"; + mes "Like it or not... I should go in."; + close; + } + else if (ep13_1_rhea == 20) { + mes "[Hue]"; + mes ".................."; + next; + mes "[Hue]"; + mes ".....Ittt....Is... it still there... ?"; + close; + } + else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 24)) { + mes "- Looks like he's thinking about something... very seriously. -"; + close; + } + else if (ep13_1_rhea == 24) { + mes "[Hue]"; + mes "I just decided I can't stay like this."; + next; + mes "[Hue]"; + mes "I couldn't confess the truth when Hansenne said he ruined the cake instead of me."; + next; + mes "[Hue]"; + mes "I was so bewildered that I lost the chance to say anything... but... I was such a coward to admit that I was the one who caused the trouble."; + next; + mes "[Hue]"; + mes "I must apologize."; + mes "But then..."; + next; + mes "[Hue]"; + mes "Oh, I'm so embarrassed to see him face to face. Or.. how about..."; + next; + mes "[Hue]"; + mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?"; + next; + mes "[Hue]"; + mes "I'm sorry to ask you this but..."; + mes "Could you? For this, I'll give you some Schwartzvalt's Pineapple Jubilee."; + next; + mes "[Hue]"; + mes "Please give this report to Ryosen."; + mes "Thank you."; + set ep13_1_rhea,25; + getitem 6038,1; //Neat_Report + getitem 12320,1; //Pineapple_Juice + changequest 8208,8209; + close; + } + else if ((ep13_1_rhea > 24) && (ep13_1_rhea < 100)) { + mes "[Hue]"; + mes "Oh, I'm so embarrassed to see him face to face. Or.. how about..."; + next; + mes "[Hue]"; + mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?"; + next; + mes "[Hue]"; + mes "I'm sorry to ask you this but..."; + mes "Could you?"; + close; + } + else if (ep13_1_rhea > 99) { + mes "[Hue]"; + mes "Ah, hello!"; + next; + mes "[Hue]"; + mes "If it weren't for you, we wouldn't be able to get along at all."; + mes "I don't know how to thank you!"; + next; + mes "[Hue]"; + mes "Have you ever seen something called, ^0000ffFur^000000 ?"; + mes "I hear you can get it from the monsters called 'Tatacho' and 'Hillsrion' in the fields."; + next; + mes "[Hue]"; + mes "Could you bring ^0000ffFur^000000 if you get some? I'm not asking it for free."; + mes "I'll give you my Pineapple Jubilee from Schwartzvalt, if you bring me ^0000ff5 Furs^000000."; + next; + switch(select("I don't have any, right now.:Oh, I'll give you Fur.")) { + case 1: + mes "[Hue]"; + mes "Alright, you don't have any."; + next; + mes "[Hue]"; + mes "Please give me some when you get some."; + close; + case 2: + if (countitem(12320) > 4) { + mes "[Hue]"; + mes "Ah, oh my."; + next; + mes "[Hue]"; + mes "You already have the Pineapple Jubilee from Schwartzvalt!"; + next; + mes "[Hue]"; + mes "I think you should drin that thing fast. Otherwise, all the ice will melt and it'll taste like some kinda medicine!"; + close; + } + break; + } + mes "[Hue]"; + mes "Ah, are you sure you want to exchange?"; + next; + if (countitem(6020) > 4) { + mes "[Hue]"; + mes "Oh, so it's the thing called, Fur??"; + next; + mes "[Hue]"; + mes "Are you sure you want to exchange this for my Pineapple Jubilee?"; + next; + if(select("No way.:Sure.") == 1) { + mes "[Hue]"; + mes "Ahhhhh..."; + next; + mes "[Hue]"; + mes "Come back any time if you change your mind."; + close; + } + mes "[Hue]"; + mes "Thank you so much."; + next; + mes "[Hue]"; + mes "I always needed this because the weather here is colder then I expected. I'm sure this will keep me warm."; + delitem 6020,5; //Fur + getitem 12320,1; //Pineapple_Juice + close; + } + else { + mes "[Hue]"; + mes "Well, I don't think you have any Fur."; + next; + mes "[Hue]"; + mes "Please come back if you find any Fur."; + close; + } + } + else { + mes "[Hue]"; + mes "Don't walk around this area. It's restricted."; + close; + } + } + else { + mes "[Hue]"; + mes "What are you doing here?"; + next; + mes "[Hue]"; + mes "Don't walk around this place without thinking."; + mes "After all, it'll be you who'd be in trouble."; + close; + } +} + +mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) { + mes "[Hansenne]"; + mes "How come you've got so much to carry?"; + mes "Are you perhaps on training or something?"; + close; + } + if (ep13_ryu > 99 || ep13_start > 99) { + if (ep13_1_rhea < 6) { + mes "[Hansenne]"; + mes "Who's there?"; + next; + mes "[Hansenne]"; + mes "Who's here?"; + next; + mes "[Hansenne]"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + else if (ep13_1_rhea == 6) { + if (countitem(6036) > 0) { + mes "[Hansenne]"; + mes "Hmmm? What brings you here?"; + next; + mes "[Hansenne]"; + mes "Of course, your feet brought you here!?!"; + next; + mes "[Hansenne]"; + mes "Haha, hahaha, hahahahahahahahaha."; + next; + switch(select("......:Come and look at this.")) { + case 1: + mes "[Hansenne]"; + mes "What are you looking at?"; + mes "Something I said?"; + close; + case 2: + break; + } + mes "[Hansenne]"; + mes "What's that?"; + next; + mes "[Hansenne]"; + mes "An invitation to the meeting?"; + next; + mes "[Hansenne]"; + mes "Hmm, Ryosen from Rune-Midgarts made it and... Hue from Schwartzvalt agreed to sign it too?"; + next; + mes "[Hansenne]"; + mes "Hmmm, that's not funny at all."; + next; + mes "[Hansenne]"; + mes "They're so boring. They always report to me after making all the decisions. No sense of humor... so stubborn and strict... They're totally not my style."; + next; + mes "[Hansenne]"; + mes "Anyway, give it to me."; + mes "I should have a look at least."; + next; + mes "[Hansenne]"; + mes "You should take a rest, while I'm reading this. Oh, have some Poring Candy from Rune-Midgarts. It's terribly sour and sometimes salty. Funny taste, huh?"; + delitem 6036,1; //Invite_To_Meeting + set ep13_1_rhea,7; + close; + } + else { + mes "[Hansenne]"; + mes "Hmmm? Are you from Rune-Midgarts?"; + next; + mes "[Hansenne]"; + mes "Then where's the person from Rude Midgard? Hahahahah, do you get my joke?"; + next; + mes "[Hansenne]"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + } + else if (ep13_1_rhea == 7) { + set .@shu_agree00,rand(1,5); + if (.@shu_agree00 == 1) { + mes "[Hansenne]"; + mes "Mmmmmm~"; + next; + mes "- Hansenne picks up the file -"; + mes "- and suddenly gets serious -"; + mes "- while turning the pages... -"; + close; + } + else if (.@shu_agree00 == 2) { + mes "[Hansenne]"; + mes "Mmmmmm~"; + next; + mes "- Hansenne drops some kind of liquid on the file document, and carefully looks at it. -"; + close; + } + else if (.@shu_agree00 == 3) { + mes "[Hansenne]"; + mes "Meeting Schedule... on the Umpth day, from then-o'clock to later-o'clock"; + mes "Haha, hahaha, hahahahahahahahaha."; + mes "Meeting Schedule, shmeating schedule... Beating Schedule!!"; + next; + mes "[Hansenne]"; + mes "Location... Rune-Midgart's camp!"; + mes "Rude-Midgard's camp!?!?"; + mes "Are they camping in that place??"; + mes "Haha, hahaha, hahahahahahahahaha."; + next; + mes "[Hansenne]"; + mes "Objectives... to report on the researching progress of tracking Satan Morroc and of the Ash-Vacuum!"; + next; + mes "[Hansenne]"; + mes "Ash-Vacuum!"; + mes "Ash-Vacuum... what is that, a homemaker's device???"; + mes "Haha, hahaha, hahahahahahahahaha."; + next; + mes "[Hansenne]"; + mes "...and a very useless one which vacuums only ash!"; + mes "Haha, hahaha, hahahahahahahahaha."; + next; + mes "[Hansenne]"; + mes "Ehhhhh? And what's this? Having some time to get to know each other??? ...Pffthahahahaha..."; + mes "Aaahahahahaha."; + next; + switch(select("What's so funny?!:Hey, just sign this thing.")) { + case 1: + mes "[Hansenne]"; + mes "Haha...get to know each other..."; + mes "Pffftahahaha."; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + case 2: + break; + } + mes "[Hansenne]"; + mes "Phew! Excuse me!"; + mes "I can't help it! I can't stand this! What the heck!!! What do we have to know about each other???"; + mes "Hahaha!"; + next; + mes "- Hansenne signs the paper -"; + mes "- with a shaking hand -"; + mes "- still laughing out loud. -"; + next; + mes "[Hansenne]"; + mes "Puhhh-haha, this is unbelievable."; + mes "Ryosen's avery funny guy. Well, he wouldn't know how funny he is..."; + mes "Haha, you should tell him that."; + mes "Haha, hahaha, hahahahahahahahaha."; + set ep13_1_rhea,8; + getitem 6036,1; //Invite_To_Meeting + close; + } + else if (.@shu_agree00 == 4) { + mes "[Hansenne]"; + mes "Ahhh, wait. I didn't finish reading it."; + next; + mes "[Hansenne]"; + mes "I didn't finish reading it."; + next; + mes "[Hansenne]"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + else { + mes "[Hansenne]"; + mes "Hush! Please don't talk! We must pray now!"; + next; + mes "- He takes a bow silently, -"; + mes "- toward the sky, -"; + mes "- with his eyes firmly closed. -"; + close; + } + } + else if (ep13_1_rhea == 8) { + mes "[Hansenne]"; + mes "I got it, I got it. I should go to the meeting. Ryosen's really a funny guy, if you know what I mean."; + mes "Please, thank him for entertaining me. Haha, hahaha,"; + mes "hahahahahahahahaha."; + close; + } + else if (ep13_1_rhea == 12) { + mes "[Hansenne]"; + mes "Hmmm? You again?"; + next; + mes "[Hansenne]"; + mes "What are you doing here?"; + next; + switch(select("I missed you.:I came to pick up the requested document.")) { + case 1: + mes "[Hansenne]"; + mes "You what?"; + next; + mes "[Hansenne]"; + mes "You missed me? Don't expect a kiss!"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + case 2: + break; + } + mes "[Hansenne]"; + mes "A requested document? Did Ryosen send you?"; + next; + mes "[Hansenne]"; + mes "Hmmmmm."; + mes "Wait for me here. Now, where did I put it...?"; + next; + mes "[Hansenne]"; + mes "Hmmmmm~?"; + next; + mes "[Hansenne]"; + mes "Ahhhh!"; + mes "Hmmmmm, right, right!"; + next; + mes "[Hansenne]"; + mes "It's gone!"; + next; + mes "[Hansenne]"; + mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!"; + next; + mes "[Hansenne]"; + mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha."; + next; + mes "[Hansenne]"; + mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?"; + mes "Those pussycats on the South-West can teach us fishing, you know."; + next; + mes "[Hansenne]"; + mes "Maybe we can catch that document with a fishing rod if we're lucky!"; + mes "Wow!"; + set ep13_1_rhea,13; + changequest 8200,8201; + close; + } + else if (ep13_1_rhea == 13) { + mes "[Hansenne]"; + mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!"; + next; + mes "[Hansenne]"; + mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha."; + next; + mes "[Hansenne]"; + mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?"; + mes "Those pussycats on the South-West can teach us fishing, you know."; + close; + } + else if (ep13_1_rhea == 14) { + if (countitem(6037) > 0) { + mes "[Hansenne]"; + mes "Cool, you found it!"; + next; + mes "[Hansenne]"; + mes "Mmmm, I'm sure this is the one I made, just by looking at this overall shape."; + next; + mes "[Hansenne]"; + mes "Hmmmmm, but then... I'm afraid Ryosen would explode when he sees this! Boom!!!"; + next; + mes "[Hansenne]"; + mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?"; + next; + mes "[Hansenne]"; + mes "He'd scream so hard and the windows might break. But he'll do it."; + mes "Haha, hahaha, hahahahahahahahaha."; + set ep13_1_rhea,15; + changequest 8201,8202; + close; + } + else { + mes "[Hansenne]"; + mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!"; + next; + mes "[Hansenne]"; + mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha."; + next; + mes "[Hansenne]"; + mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?"; + mes "Those pussycats on the South-West can teach us fishing, you know."; + close; + } + } + else if (ep13_1_rhea == 15) { + mes "[Hansenne]"; + mes "Hmmmmm, it's all screwed up. I'm afraid Ryosen would explode when he sees this! Boom!!!"; + next; + mes "[Hansenne]"; + mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?"; + next; + mes "[Hansenne]"; + mes "He'd scream so hard and the windows might break. But he'll do it."; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + else if (ep13_1_rhea == 19) { + mes "[Hansenne]"; + mes "Hmmmmm~ It's about time."; + next; + mes "[Hansenne]"; + mes "I don't wanna get in trouble. I should hurry up."; + close; + } + else if (ep13_1_rhea == 20) { + mes "[Hansenne]"; + mes "Haha, hahaha...."; + next; + mes "[Hansenne]"; + mes "That friend of yours never gets my jokes... My sense of humor is... just... out of his league!! Haha, hahaha, hahahahahahahahaha."; + close; + } + else if ((ep13_1_rhea == 21) || (ep13_1_rhea == 22)) { + mes "[Hansenne]"; + mes "Huh? You again?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Why did you do that?"; + next; + mes "[Hansenne]"; + mes "Hehhhhh??? What are you talking about? If you wanna blame me for anything, tell me the reason first~"; + mes "Haha, hahaha, hahahahahahahahaha."; + next; + mes "["+ strcharinfo(0) +"]"; + mes "I know you're not the one who ruined the cake. I saw it. It was Hue! I saw him clearly when he pressed his hand on the cake when the Thief Bug came out."; + next; + mes "[Hansenne]"; + mes "Well... Who cares who did it?"; + mes "It was just a mistake. Nothing's gonna change even if we find out who did it. The cake is still ruined, isn't it?"; + next; + mes "[Hansenne]"; + mes "Hmmmmm... or... I don't know. Maybe I'm thanlful that he restored my garbage looking file... ?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "But... You were blamed for it."; + mes "Aren't you feeling bad? It's unfair!"; + next; + mes "[Hansenne]"; + mes "Well, not really."; + mes "Ryosen could be very rhough when he gets freaked out, but he will forget about all that soon..."; + next; + mes "[Hansenne]"; + mes "I understand. He was upset."; + next; + mes "[Hansenne]"; + mes "You see, he brought that cake for all of us in there. He wouldn't normally do that, but I guess he wanted to be nice. But then, poof~ the cake was ruined."; + next; + mes "[Hansenne]"; + mes "He must've been so upset that we all couldn't share that cake. Isn't it kinda cute?"; + mes "Haha, hahaha, hahahahahahahahaha."; + set ep13_1_rhea,23; + close; + } + else if (ep13_1_rhea == 23) { + mes "[Hansenne]"; + mes "Well, it's nothing big. Don't you think?"; + next; + mes "[Hansenne]"; + mes "He'll be ok soon. He'll get to thinking that it wasn't actually a big deal."; + next; + mes "[Hansenne]"; + mes "But the thing is that... the relationship between Ryosen and Hue isn't looking good at all."; + mes "Why don't you help them get along with each other?"; + next; + mes "[Hansenne]"; + mes "Sorry for asking these things of you. And... here's Arunageltz's Desert Sandwich. It's nothing special but... tastes pretty good."; + next; + mes "[Hansenne]"; + mes "Thank you for doing me a favor."; + mes "Haha, hahaha, hahahahahahahahaha."; + set ep13_1_rhea,24; + getitem 12321,1; //Spicy_Sandwich + changequest 8207,8208; + close; + } + else if ((ep13_1_rhea > 23) && (ep13_1_rhea < 100)) { + mes "[Hansenne]"; + mes "The relationship between Ryosen and Hue isn't looking good at all."; + mes "Why don't you help them get along with each other?"; + close; + } + else if (ep13_1_rhea > 99) { + mes "[Hansenne]"; + mes "Ah, it's you adventurer."; + next; + mes "[Hansenne]"; + mes "I heard about you from the Official. Thank you so much for helping us."; + next; + mes "[Hansenne]"; + mes "Anyways.. I wonder if you have seen a ^0000ffPeaked Hat^000000. I heard the monster, 'Tatacho' has that hat."; + next; + mes "[Hansenne]"; + mes "Can you give me a ^0000ffPeaked Hat^000000 if you have any? I'm not asking for free."; + mes "For ^0000ff5 Peaked Hats^000000, I'll give you my special dessert!"; + next; + switch(select("No way.:Sure.")) { + case 1: + mes "[Hansenne]"; + mes "No way?"; + next; + mes "[Hansenne]"; + mes "I'd say, yes way?"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + case 2: + if (countitem(12321) > 4) { + mes "[Hansenne]"; + mes "... Huh?"; + next; + mes "[Hansenne]"; + mes "Oh, it loos like you already have the Arunafeltz's Desert Sandwich."; + next; + mes "[Hansenne]"; + mes "You should eat that up before it gets rotten. Maybe it's gone bad already."; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + break; + } + mes "[Hansenne]"; + mes "Ah!!! You have it?"; + next; + if (countitem(6021) > 4) { + mes "[Hansenne]"; + mes "Oh, you really have those!"; + next; + mes "[Hansenne]"; + mes "Are you sure you want to give these to me?"; + next; + switch(select("No way.:Sure.")) { + case 1: + mes "[Hansenne]"; + mes "No way. Yes way. This way. That way."; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + case 2: + break; + } + mes "[Hansenne]"; + mes "Ohhhhh, thank you!"; + mes "Ehhmmm, thank you!"; + mes "Geeeee, thank you!"; + mes "Haha, hahaha, hahahahahahahahaha."; + delitem 6021,5; //Peaked_Hat + getitem 12321,1; //Spicy_Sandwich + close; + } + else { + mes "[Hansenne]"; + mes "You haven't got any."; + next; + mes "[Hansenne]"; + mes "How about getting some?"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + } + else { + mes "[Hansenne]"; + mes "Sasquatch Hydra!!!"; + next; + mes "[Hansenne]"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } + } + else { + mes "[Hansenne]"; + mes "Sasquatch Hydra!!!"; + next; + mes "[Hansenne]"; + mes "Haha, hahaha, hahahahahahahahaha."; + close; + } +} + +mid_campin,379,123,5 script Ryosen#ep131_rhea05 4_M_ALCHE_A,{ + end; +OnEnable: + initnpctimer; + enablenpc "Ryosen#ep131_rhea05"; + end; + +OnDisable: + stopnpctimer; +OnInit: + disablenpc "Ryosen#ep131_rhea05"; + end; + +OnTimer300000: + donpcevent "Ryosen#ep131_rhea05::OnDisable"; + end; +} + +mid_campin,372,123,5 script Hue#ep131_rhea06 4_M_LGTGUARD,{ + end; +OnEnable: + initnpctimer; + enablenpc "Hue#ep131_rhea06"; + end; + +OnDisable: + stopnpctimer; +OnInit: + disablenpc "Hue#ep131_rhea06"; + end; + +OnTimer300000: + donpcevent "Hue#ep131_rhea06::OnDisable"; + end; +} + +mid_campin,375,129,5 script Hansenne#ep131_rhea07 4_M_RACHMAN1,{ + end; +OnEnable: + initnpctimer; + enablenpc "Hansenne#ep131_rhea07"; + end; + +OnDisable: + stopnpctimer; +OnInit: + disablenpc "Hansenne#ep131_rhea07"; + end; + +OnTimer300000: + donpcevent "Hue#ep131_rhea06::OnDisable"; + end; +} + +// Part Time Work :: ep13_alba +//============================================================ +mid_camp,1,1,0 script #timer_alba01 CLEAR_NPC,{ + callfunc "F_GM_NPC"; + mes "Please enter the password"; + next; + if (callfunc("F_GM_NPC",1854,0) < 1) { + mes "Wrong password."; + close; + } else { + mes "Current Status:"; + if ($@PartTimeOn == 1) { + mes "Recruiting."; + } + else { + mes "Not Recruiting."; + } + mes "Recruited " + $@PartTimeSlots + " part-timers."; + mes "What do you want to do?"; + next; + switch(select("Reset the recruiting.:Cancel.")) { + case 1: + mes "Recruiting has been reset."; + mes "Timer has stopped!"; + stopnpctimer; + next; + mes "Global values have been reset."; + set $@PartTimeOn,0; + set $@PartTimeSlots,0; + next; + mes "Recruiting has been reset."; + mes "Timer has started!"; + donpcevent "#timer_alba01::OnEnable"; + close; + case 2: + mes "Canceled."; + close; + } + } + +OnInit: + set $@PartTimeOn,0; + set $@PartTimeSlots,0; +OnEnable: + initnpctimer; + end; + +OnStop: + stopnpctimer; + end; + +OnTimer1000: + set $@PartTimeSlots,0; + set $@PartTimeOn,1; + mapannounce "mid_camp", "Breeder Taab: Attention adventurers in the camp! I'm recruiting 5 part-timers for my breeding farm. Only the first to arrive here will be hired!",bc_map,"0x00ff00"; + end; + +OnTimer180000: +OnTimer360000: + if ($@PartTimeOn < 5) mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00"; + else mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00"; + end; + +OnTimer600000: + mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00"; + set $@PartTimeOn,0; + end; + +OnTimer7800000: + donpcevent "#timer_alba01::OnEnable"; + donpcevent "#monster_master::OnEnable"; + end; +} + +mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{ + if (ep13_ryu > 99 || ep13_start > 99) { + if (ep13_alba < 1) { + mes "[Taab]"; + mes "How may I help you?"; + next; + switch(select("What is this place?:I'm here for a job.:No, thanks.")) { + case 1: + mes "[Taab]"; + mes "This is where we keep creatures"; + mes "captured here in Ash Vacuum."; + mes "We study them to understand"; + mes "their characteristics and habits."; + next; + mes "[Taab]"; + mes "Of course, scholars and"; + mes "specialists perform the studies."; + mes "I'm here to tame and breed"; + mes "dangerous monsters."; + next; + mes "[Taab]"; + mes "...I hope I can carry them"; + mes "around as my pets."; + mes "Hillstions are so cute."; + mes "You can't find such an"; + mes "animal on the mainland,"; + mes "you know?"; + close; + case 2: + if ($@PartTimeOn == 0) { + mes "[Taab]"; + mes "I'm sorry, but I don't need any assistance right now."; + mes "I'll make an official anouncement if I need help."; + mes "Please come back then."; + close; + } + else { + if ($@PartTimeSlots < 5) { + set $@PartTimeSlots,$@PartTimeSlots+1; + mes "[Taab]"; + mes "Welcome."; + mes "Your job is simple:"; + mes "help me out by gathering"; + mes "the animals' feed or by"; + mes "cleaning their cages."; + mes "These are the available jobs."; + next; + if ($@PartTimeSlots == 1) { + set ep13_alba,1; + setquest 7042; + mes "[Taab]"; + mes "Please bring me 50 Fresh Fish."; + mes "They're feed for Tatachoes."; + mes "I'm fresh out, and I'll need to restock very soon."; + next; + mes "[Taab]"; + mes "You can find them from Tatachoes in the fields."; + mes "Strange, isn't it?"; + mes "I don't know where they've caught the fish."; + next; + mes "[Taab]"; + mes "Thank you in advance."; + mes "Please bring me feed for Tatachoes: ^4d4dff50 Fresh Fish^000000."; + close; + } + else if ($@PartTimeSlots == 2) { + set ep13_alba,2; + setquest 7043; + mes "[Taab]"; + mes "I've just run out of"; + mes "feed for Cornuses."; + mes "Can you please bring me"; + mes "^4d4dff30 Great Leaves and 30 Brown Roots^000000?"; + next; + mes "[Taab]"; + mes "You can find them from"; + mes "Pinguiculas in the fields."; + mes "Thank you in advance."; + close; + } + else if ($@PartTimeSlots == 3) { + set ep13_alba,3; + setquest 7044; + mes "[Taab]"; + mes "I've just run out of"; + mes "feed for Hillsrions."; + mes "Scholars think these"; + mes "guys are members"; + mes "of the cat family."; + mes "I've been trying to feed"; + mes "them various things."; + next; + mes "[Taab]"; + mes "This time... I'd like to"; + mes "try Monster's Feed."; + mes "Can you please bring me"; + mes "^4d4dff20 Monster's Feeds and 30 Pet Foods^000000?"; + next; + mes "[Taab]"; + mes "Thank you in advance."; + mes "Don't forget the"; + mes "20 Monster's Feeds"; + mes "and 30 Pet Foods."; + mes "I hope the Hallsrions"; + mes "will like them."; + close; + } + else if ($@PartTimeSlots == 4) { + set ep13_alba,4; + setquest 7045; + mes "[Taab]"; + mes "This is perfect because"; + mes "I was going to try some"; + mes "new feed for Hillsrions."; + mes "I tried Monster's Feed,"; + mes "but I don't know if they"; + mes "liked it or not."; + next; + mes "[Taab]"; + mes "I want to try Meat this time."; + mes "Can you please bring me"; + mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000?"; + next; + mes "[Taab]"; + mes "Thank you in advance."; + mes "Don't forget the"; + mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000"; + mes "I really hope they'll like the Meat."; + close; + } + else { + set ep13_alba,5; + setquest 7046; + mes "[Taab]"; + mes "Oh, I always wanted to put something warm on the floor for my creatures."; + mes "I was thinking of using fur."; + mes "I can also use fur to cover the cage during rainy days, you know?"; + next; + mes "[Taab]"; + mes "Can you please bring me ^4d4dff30 scraps of fur^000000?"; + mes "It sounds easy, doesn't it?"; + mes "I think the fur of Tatachoes and Hillsrions will be perfect."; + next; + mes "[Taab]"; + mes "Of course, I'm not going to use them for the cages with the Tatachoes and Hillsrions."; + mes "Those furs will be for the Cornuses."; + next; + mes "[Taab]"; + mes "It seems Cornuses love being warm."; + mes "The weather in this area is so strange that I'm having a hard time optimizing the temperature for each kind of creature."; + next; + mes "[Taab]"; + mes "Thank you in advance."; + mes "Don't forget the 30 scraps of fur."; + close; + } + } + else { + mes "[Taab]"; + mes "Oh, I'm sorry, but no jobs are available right now."; + mes "Some other part-timers finished all the work."; + next; + mes "[Taab]"; + mes "I'm sorry for the trouble I must have caused you to come here. Haha..."; + mes "I'll see you next time."; + close; + } + } + case 3: + mes "[Taab]"; + mes "Please stay far away from the cages."; + mes "Sometimes, the creatures try to escape their cages."; + close; + } + } + else if (ep13_alba == 1) { + if (countitem(579) > 49) { + mes "[Taab]"; + mes "Oh, thanks!"; + mes "You brought them their food!"; + mes "Just in time too: they look"; + mes "like they're ready to chow down."; + mes "The Tatachoes will love these."; + next; + mes "[Taab]"; + mes "I really want to give you"; + mes "something in return..."; + mes "But I have nothing"; + mes "material to give you."; + mes "How about a spiritual reward?"; + next; + delitem 579,50; //Delicious_Fish + set ep13_alba,6; + if (checkre(3)) { + getexp 8000,3000; + mes "^4d4dff You have received 8,000 EXP"; + mes "and 3,000 JEXP.^000000."; + } else { + getexp 80000,30000; + mes "^4d4dff You have received 80,000 EXP"; + mes "and 30,000 JEXP.^000000."; + } + erasequest 7042; + setquest 7047; + close; + } + else { + mes "[Taab]"; + mes "Please bring me 50 Fresh Fish for Tatachoes."; + mes "You should hurry up because they get impatient when they're hungry."; + close; + } + } + else if (ep13_alba == 2) { + if ((countitem(7198) > 29) && (countitem(7188) > 29)) { + mes "[Taab]"; + mes "Oh, thanks!"; + mes "You brought them their food!"; + mes "Just in time too: they look"; + mes "like they're ready to chow down."; + mes "The Cornus will love these."; + next; + mes "[Taab]"; + mes "I really want to give you"; + mes "something in return..."; + mes "But I have nothing"; + mes "material to give you."; + mes "How about a spiritual reward?"; + next; + delitem 7198,30; //Great_Leaf + delitem 7188,30; //Browny_Root + set ep13_alba,6; + if (checkre(3)) { + getexp 9000,4000; + mes "^4d4dff You have received 9,000 EXP"; + mes "and 4,000 JEXP.^000000."; + } else { + getexp 90000,40000; + mes "^4d4dff You have received 90,000 EXP"; + mes "and 40,000 JEXP.^000000."; + } + erasequest 7043; + setquest 7047; + close; + } + else { + mes "[Taab]"; + mes "Don't forget the 30 Great"; + mes "Leaves and 30 Brown Roots."; + mes "I need to stock as much"; + mes "of them as possible"; + mes "because the Cornuses"; + mes "get hungry quite often."; + close; + } + } + else if (ep13_alba == 3) { + if ((countitem(528) > 19) && (countitem(537) > 29)) { + mes "[Taab]"; + mes "Oh, thanks!"; + mes "You brought them their"; + mes "food! Just in time too,"; + mes "they look like they're"; + mes "ready to chow down."; + mes "The Hillsrions will love these."; + next; + mes "[Taab]"; + mes "I really want to give you"; + mes "something in return..."; + mes "But I have nothing"; + mes "material to give you."; + mes "How about a spiritual reward?"; + next; + delitem 528,20; //Monster's_Feed + delitem 537,30; //Pet_Food + set ep13_alba,6; + if (checkre(3)) { + getexp 8000,3000; + mes "^4d4dff You have received 8,000 EXP"; + mes "and 3,000 JEXP.^000000."; + } else { + getexp 80000,30000; + mes "^4d4dff You have received 80,000 EXP"; + mes "and 30,000 JEXP.^000000."; + } + erasequest 7044; + setquest 7047; + close; + } + else { + mes "[Taab]"; + mes "Don't forget the"; + mes "20 Monster's Feeds"; + mes "and 30 Pet Foods."; + mes "They're for the Hillsrions."; + close; + } + } + else if (ep13_alba == 4) { + if ((countitem(517) > 49) && (countitem(537) > 29)) { + mes "Oh, thanks!"; + mes "You brought them their"; + mes "food! Just in time too,"; + mes "they look like they're"; + mes "ready to chow down."; + mes "The Hillsrions will love these."; + next; + mes "[Taab]"; + mes "I really want to give you"; + mes "something in return..."; + mes "But I have nothing"; + mes "material to give you."; + mes "How about a spiritual reward?"; + next; + delitem 517,50; //Meat + delitem 537,30; //Pet_Food + set ep13_alba,6; + if (checkre(3)) { + getexp 8000,3000; + mes "^4d4dff You have received 8,000 EXP"; + mes "and 3,000 JEXP.^000000."; + } else { + getexp 80000,30000; + mes "^4d4dff You have received 80,000 EXP"; + mes "and 30,000 JEXP.^000000."; + } + erasequest 7045; + setquest 7047; + close; + } + else { + mes "[Taab]"; + mes "Don't forget the"; + mes "50 Meat and"; + mes "30 Pet Foods."; + mes "They're for the Hillsrions."; + close; + } + } + else if (ep13_alba == 5) { + if (countitem(6020) > 29) { + mes "[Taab]"; + mes "Oh, thanks!"; + mes "You brought me the Furs!"; + mes "Just in time too!"; + next; + mes "[Taab]"; + mes "I really want to give you"; + mes "something in return..."; + mes "But I have nothing"; + mes "material to give you."; + mes "How about a spiritual reward?"; + next; + delitem 6020,30; //Fur + set ep13_alba,6; + if (checkre(3)) { + getexp 8000,3000; + mes "^4d4dff You have received 8,000 EXP"; + mes "and 3,000 JEXP.^000000."; + } else { + getexp 80000,30000; + mes "^4d4dff You have received 80,000 EXP"; + mes "and 30,000 JEXP.^000000."; + } + erasequest 7046; + setquest 7047; + close; + } + else { + mes "[Taab]"; + mes "Don't forget the"; + mes "30 Furs. They're for the Cornus' cage."; + close; + } + } + else if (ep13_alba == 6) { + set .@alba_check,checkquest(7047,PLAYTIME); + if (.@alba_check == -1) { + mes "[Taab]"; + mes "Thank you for"; + mes "helping me last time."; + mes "We have a constant"; + mes "flow of part-time work."; + mes "I hope you'll come by"; + mes "to help me again."; + erasequest 7047; + set ep13_alba,0; + close; + } + else if ((.@alba_check == 0) || (.@alba_check == 1)) { + mes "[Taab]"; + mes "I've got enough feed"; + mes "and supplies to last a while."; + mes "Thank you for your"; + mes "help last time."; + next; + mes "[Taab]"; + mes "I don't think I need"; + mes "any assistance for now..."; + mes "" + strcharinfo(0) + ","; + mes "why don't you go rest?"; + close; + } + else if (.@alba_check == 2) { + mes "[Taab]"; + mes "Thank you for"; + mes "helping me last time."; + mes "We have a constant"; + mes "flow of part-time work."; + mes "I hope you'll come by"; + mes "to help me again."; + erasequest 7047; + set ep13_alba,0; + close; + } + } + } + else { + mes "[Taab]"; + mes "Please step aside! It's dangerous"; + mes "to get too close to those"; + mes "creatures. You don't look like a"; + mes "member of the expedition."; + mes "I guess you're not allowed"; + mes "to be here. Please leave."; + close; + } +} + +mid_camp,152,316,3 script Hillsrion#alba01 HILLSRION,3,3,{ +OnEnable: + enablenpc "Hillsrion#alba01"; + end; + +OnDisable: + disablenpc "Hillsrion#alba01"; + end; + +//OnTouch2: +OnTouch: + mes "It is hissing in a low voice."; + mes "Sometimes it purrs, too."; + mes "It must be in a happy mood."; + close; +} + +mid_camp,145,313,5 script Tatacho#alba02 TATACHO,3,3,{ +OnEnable: + enablenpc "Tatacho#alba02"; + end; + +OnDisable: + disablenpc "Tatacho#alba02"; + end; + +//OnTouch2: +OnTouch: + mes "[Taab]"; + mes "Oh, please don't disturb"; + mes "it's sleep. It hates that."; + mes "By the way, doesn't it"; + mes "remind you of somehing?"; + mes "I mean, like maybe"; + mes "a vagrant or a hobo?"; + close; +} + +mid_camp,162,306,3 script Cornus#alba03 CORNUS,5,5,{ +OnEnable: + enablenpc "Cornus#alba03"; + end; + +OnDisable: + disablenpc "Cornus#alba03"; + end; + +//OnTouch2: +OnTouch: + mes "[Taab]"; + mes "Oh, please don't get"; + mes "too close to it or try to"; + mes "feed something strange."; + mes "It's pretty sensitive..."; + close; +} + +mid_camp,1,2,0 script #monster_master CLEAR_NPC,{ +OnEnable: + if (rand(1,3) > 1) initnpctimer; + end; + +OnStop: + killmonster "mid_camp","#monster_master::OnMyMobDead"; + stopnpctimer; + end; + +OnTimer3600000: + set .@monster,rand(1,3); + if (.@monster == 1) { + monster "mid_camp",149,291,"Escaped Tatacho",1986,1,"#monster_master::OnMyMobDead"; + mapannounce "mid_camp", "Breeder Taab: Argh! My Tatacho ran away!",bc_map,"0x00ff00"; + donpcevent "Tatacho#alba02::OnDisable"; + } + else if (.@monster == 2) { + monster "mid_camp",154,273,"Escaped Hillsrion",1989,1,"#monster_master::OnMyMobDead"; + mapannounce "mid_camp", "Breeder Taab: Argh! My Hillsrion ran away!",bc_map,"0x00ff00"; + donpcevent "Hillsrion#alba01::OnDisable"; + } + else { + monster "mid_camp",184,246,"Escaped Cornus",1992,1,"#monster_master::OnMyMobDead"; + mapannounce "mid_camp", "Breeder Taab: Argh! My Cornus ran away!",bc_map,"0x00ff00"; + donpcevent "Cornus#alba03::OnDisable"; + } + end; + +OnTimer3960000: + killmonster "mid_camp","#monster_master::OnMyMobDead"; + mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00"; + donpcevent "Hillsrion#alba01::OnEnable"; + donpcevent "Tatacho#alba02::OnEnable"; + donpcevent "Cornus#alba03::OnEnable"; + stopnpctimer; + end; + +OnMyMobDead: + mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00"; + donpcevent "Hillsrion#alba01::OnEnable"; + donpcevent "Tatacho#alba02::OnEnable"; + donpcevent "Cornus#alba03::OnEnable"; + killmonster "mid_camp","#monster_master::OnMyMobDead"; + stopnpctimer; + end; +} + +// Cat Hand Trading Post :: cat_yong +//============================================================ +mid_camp,62,125,4 script Cat Hand Agent 4_M_BOSSCAT,{ +function Catwarp; + if (ep13_yong1 < 1) { + mes "[Cat Hand Agent]"; + mes "Welcome to Cat Trading."; + mes "I guess you're a first-time"; + mes "customer, huh?"; + next; + mes "[Cat Hand Agent]"; + mes "How'd you like to make"; + mes "a contract with us?"; + mes "We'll guarantee that you'll"; + mes "be provided with various"; + mes "conveniences during your"; + mes "stay at this expedition camp?"; + next; + switch(select("Tell me more about your services.:No. thanks")) { + case 1: + mes "[Cat Hand Agent]"; + mes "Before making a contract with us, youll have to go through a few steps to satisfy our terms and conditions."; + next; + mes "[Cat Hand Agent]"; + mes "More clearly, you'll have to provide us something in return for our services."; + mes "You know what I mean, don't you?"; + next; + mes "[Cat Hand Agent]"; + mes "For more information, please speak to Agent Gyaruk standing down there."; + mes "I'm sure you'll find our business proposition to be very reasonable."; + set ep13_yong1,1; + close; + case 2: + mes "[Cat Hand Agent]"; + mes "Well, feel free to come back whenever you change your mind."; + close; + } + } + else if (ep13_yong1 == 1) { + mes "[Cat Hand Agent]"; + mes "For more information, please speak to Agent Gyaruk standing down there."; + mes "I'm sure you'll find our business proposition to be very reasonable."; + close; + } + else if (ep13_yong1 == 2) { + mes "[Cat Hand Agent]"; + mes "Thank you for making an official contract with us."; + mes "You're now eligable to use our services."; + next; + mes "[Cat Hand Agent]"; + mes "For our newcomers, we're offering a location-saving service with which you can save this camp as your returning location."; + mes "Would you like to save your location?"; + set ep13_yong1,3; + next; + switch(select("Save your location:Cancel")) { + case 1: + savepoint "mid_camp",56,139; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your location has been saved."; + mes "You can now directly return to this camp."; + close; + case 2: + mes "[Cat Hand Agent]"; + mes "Thank you for using our service."; + close; + } + } + else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) { + mes "[Cat Hand Agent]"; + mes "Cat Trading's available services are as followed."; + mes "For additional services, please consult Agent Gyaruk."; + next; + switch(select("Save your location:Cancel")) { + case 1: + savepoint "mid_camp",56,139; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your location has been saved."; + mes "You can now directly return to this camp."; + close; + case 2: + mes "[Cat Hand Agent]"; + mes "Thank you for using our service."; + close; + } + } + else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) { + mes "[Cat Hand Agent]"; + mes "Cat Trading's available services are as followed."; + mes "For additional services, please consult Agent Gyaruk."; + next; + switch(select("Save your location:Use Storage:Cancel")) { + case 1: + savepoint "mid_camp",56,139; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your location has been saved."; + mes "You can now directly return to this camp."; + close; + case 2: + if(basicskillcheck() && getskilllv("NV_BASIC") < 6){ + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you"; + mes "need the Novice's"; + mes "Basic Skill Level 6 to"; + mes "use the Storage Service."; + close; + } + else if (Zeny >= 60) { + Zeny -= 60; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your storage will"; + mes "be opened shortly."; + close2; + openstorage; + end; + } + else { + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you don't"; + mes "have enough money?"; + mes "Cat Trading's storage"; + mes "service is 60 zeny."; + mes "It's cheap, isn't it?"; + close; + } + case 3: + mes "[Cat Hand Agent]"; + mes "Thank you for using our service."; + close; + } + } + else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) { + mes "[Cat Hand Agent]"; + mes "Cat Trading's available services are as followed."; + mes "For additional services, please consult Agent Gyaruk."; + next; + switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) { + case 1: + savepoint "mid_camp",56,139; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your location has been saved."; + mes "You can now directly return to this camp."; + close; + case 2: + if(basicskillcheck() && getskilllv("NV_BASIC") < 6){ + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you"; + mes "need the Novice's"; + mes "Basic Skill Level 6 to"; + mes "use the Storage Service."; + close; + } + else if (Zeny >= 60) { + Zeny -= 60; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your storage will"; + mes "be opened shortly."; + close2; + openstorage; + end; + } + else { + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you don't"; + mes "have enough money?"; + mes "Cat Trading's storage"; + mes "service is 60 zeny."; + mes "It's cheap, isn't it?"; + close; + } + case 3: + mes "[Cat Hand Agent]"; + mes "The warp service is only"; + mes "available for customers with"; + mes "40 or more Cat Trading Points."; + mes "Please remember, you can't come back easily once you move to Midgard."; + next; + if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) { + switch(select("Prontera -> 5500z:Cancel")) { + case 1: Catwarp(5500,2); + case 2: break; + } + } + else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) { + switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) { + case 1: Catwarp(5500,1); + case 2: Catwarp(5500,2); + case 3: break; + } + } + else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) { + switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) { + case 1: Catwarp(5025,1); + case 2: Catwarp(5025,2); + case 3: Catwarp(5025,3); + case 4: break; + } + } + else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) { + switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) { + case 1: Catwarp(5025,1); + case 2: Catwarp(5025,2); + case 3: Catwarp(5025,3); + case 4: Catwarp(5025,4); + case 5: break; + } + } + else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) { + switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) { + case 1: Catwarp(4765,1); + case 2: Catwarp(4765,2); + case 3: Catwarp(4765,3); + case 4: Catwarp(4765,4); + case 5: Catwarp(4765,5); + case 6: break; + } + } + else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) { + switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) { + case 1: Catwarp(4765,1); + case 2: Catwarp(4765,2); + case 3: Catwarp(4765,3); + case 4: Catwarp(4765,4); + case 5: Catwarp(4765,5); + case 6: Catwarp(4765,6); + case 7: break; + } + } + else if (ep13_yong1 > 99) { + switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) { + case 1: Catwarp(4590,1); + case 2: Catwarp(4590,2); + case 3: Catwarp(4590,3); + case 4: Catwarp(4590,4); + case 5: Catwarp(4590,5); + case 6: Catwarp(4590,6); + case 7: Catwarp(4590,7); + case 8: break; + } + } + else { + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back."; + } + close; + case 4: + mes "[Cat Hand Agent]"; + mes "Thank you for using our service."; + close; + } + } + else if (ep13_yong1 > 99) { + mes "[Cat Hand Agent]"; + mes "Cat Trading's available services are as followed."; + mes "For additional services, please consult Agent Gyaruk."; + next; + switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) { + case 1: + savepoint "mid_camp",56,139; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your location has been saved."; + mes "You can now directly return to this camp."; + close; + case 2: + if(basicskillcheck() && getskilllv("NV_BASIC") < 6){ + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you"; + mes "need the Novice's"; + mes "Basic Skill Level 6 to"; + mes "use the Storage Service."; + close; + } + else if (Zeny >= 60) { + Zeny -= 60; + mes "[Cat Hand Agent]"; + mes "Thank you."; + mes "Your storage will"; + mes "be opened shortly."; + close2; + openstorage; + end; + } + else { + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you don't"; + mes "have enough money?"; + mes "Cat Trading's storage"; + mes "service is 60 zeny."; + mes "It's cheap, isn't it?"; + close; + } + case 3: + mes "[Cat Hand Agent]"; + mes "The warp service is only"; + mes "available for customers with"; + mes "40 or more Cat Trading Points."; + mes "Please remember, you can't come back easily once you move to Midgard."; + next; + if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) { + switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) { + case 1: Catwarp(4590,1); + case 2: Catwarp(4590,2); + case 3: Catwarp(4590,3); + case 4: Catwarp(4590,4); + case 5: Catwarp(4590,5); + case 6: Catwarp(4590,6); + case 7: Catwarp(4590,7); + case 8: break; + } + } + else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) { + switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) { + case 1: Catwarp(4170,1); + case 2: Catwarp(4170,2); + case 3: Catwarp(4170,3); + case 4: Catwarp(4170,4); + case 5: Catwarp(4170,5); + case 6: Catwarp(4170,6); + case 7: Catwarp(4170,7); + case 8: Catwarp(4170,8); + case 9: break; + } + } + else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) { + switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) { + case 1: Catwarp(4025,1); + case 2: Catwarp(4025,2); + case 3: Catwarp(4025,3); + case 4: Catwarp(4025,4); + case 5: Catwarp(4025,5); + case 6: Catwarp(4025,6); + case 7: Catwarp(4025,7); + case 8: Catwarp(4025,8); + case 9: Catwarp(4025,9); + case 10: break; + } + } + else if (ep13_yong1 > 299) { + switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) { + case 1: Catwarp(3970,1); + case 2: Catwarp(3970,2); + case 3: Catwarp(3970,3); + case 4: Catwarp(3970,4); + case 5: Catwarp(3970,5); + case 6: Catwarp(3970,6); + case 7: Catwarp(3970,7); + case 8: Catwarp(3970,8); + case 9: Catwarp(3970,9); + case 10: Catwarp(3970,10); + case 11: break; + } + } + else { + mes "[Cat Hand Agent]"; + mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back."; + } + close; + case 4: + switch(select("Splendide Camp -> 5500z:Manuk Camp -> 5500z:Cancel")) { + case 1: Catwarp(5500,11); + case 2: Catwarp(5500,12); + case 3: + mes "[Cat Hand Agent]"; + mes "Thank you for using our service."; + close; + } + close; + case 5: + mes "[Cat Hand Agent]"; + mes "Thank you for using our service."; + close; + } + } + else { + mes "[Cat Hand Agent]"; + mes "*Yawn...*"; + mes "I want to eat fish."; + close; + } +function Catwarp { + if (Zeny < getarg(0)) { + mes "[Cat Hand Agent]"; + mes "Don't play with money."; + close; + } + close2; + Zeny -= getarg(0); + switch(getarg(1)) { + case 1: warp "alberta",117,56; end; + case 2: warp "prontera",116,72; end; + case 3: if (checkre(0)) warp "izlude",128,98; else warp "izlude",91,105; end; + case 4: warp "geffen",120,39; end; + case 5: warp "payon",161,58; end; + case 6: warp "morocc",156,46; end; + case 7: warp "aldebaran",168,112; end; + case 8: warp "yuno",158,125; end; + case 9: warp "einbroch",158,301; end; + case 10: warp "lighthalzen",163,64; end; + case 11: warp "spl_fild02",32,225; end; + case 12: warp "man_fild02",129,61; end; + } +} +} + +mid_camp,72,94,4 script Fluffy Gyaruk 4_M_BOSSCAT,{ + if (ep13_yong1 < 1) { + mes "[Fluffy Gyaruk]"; + mes "*Sniff Sniff* Can't you smell fish"; + mes "around here?"; + close; + } + else if (ep13_yong1 == 1) { + mes "[Fluffy Gyaruk]"; + mes "Hmm?"; + mes "Oh, did the Cat Hand Agent send you?"; + next; + select("Yes."); + mes "[Fluffy Gyaruk]"; + mes "Oh, okay..."; + mes "Well, where should I begin."; + mes "(Mumble Mumble)"; + next; + select("What do you guys do?"); + mes "[Fluffy Gyaruk]"; + mes "Oh, sure."; + mes "I can start from there."; + mes "You used Kafra Corporation services on the Midgard Continent, didn't you?"; + next; + select("Yes."); + mes "[Fluffy Gyaruk]"; + mes "Cat Trading is a new trading company based on this undeveloped continent."; + next; + mes "[Fluffy Gyaruk]"; + mes "Well, frankly we wanted to join the Midgard Market, but it was too competitive..."; + mes "Not only that, they don't have enough fish for all of us either... (Mumble Mumble)"; + next; + select("What services do you offer?"); + mes "[Fluffy Gyaruk]"; + mes "*Purr* Oh, our service range is similar to the Kafra's Location Saving, Storage Service, Warp Service, and more."; + next; + mes "[Fluffy Gyaruk]"; + mes "The only difference is that, our services are limited depending on the customer's credit."; + next; + select("Credit?"); + mes "[Fluffy Gyaruk]"; + mes "As you might know already, we're a considerably small company struggling to make ends meet in this niche market."; + mes "We desperately need your support to grow."; + next; + mes "[Fluffy Gyaruk]"; + mes "You can increase your credit by helping us secure our food or by collecting minerals."; + next; + mes "[Fluffy Gyaruk]"; + mes "The more credits you earn, the more services you can use. You can also apply for special events."; + mes "Say, how'd you like to make a membership contract with us?"; + next; + switch(select("Sure.:I need to think it over.")) { + case 1: + mes "[Fluffy Gyaruk]"; + mes "Excellent! Thank you for joining the Cat Trading membership service."; + mes "We hope you'll support our exploration of this unknown land."; + next; + mes "[Fluffy Gyaruk]"; + mes "Please go speak to the Cat Hand Agent over there to use a basic service."; + mes "Oh, and please come back afterwards."; + set ep13_yong1,2; + close; + case 2: + mes "[Fluffy Gyaruk]"; + mes "How disappointing!"; + mes "But I understand."; + close; + } + } + else if (ep13_yong1 == 3) { + mes "[Fluffy Gyaruk]"; + mes "We offer one service to new customers."; + mes "If you want to use more services, you must do some things for us."; + next; + select("What kind of things?"); + mes "[Fluffy Gyaruk]"; + mes "For now..."; + mes "Please catch the main dish of the Cat Trading employees, fish, and collect minerals once every day."; + mes "Your credit will increase each day if you do those things."; + next; + mes "[Fluffy Gyaruk]"; + mes "Of course, we'll reward you with a reasonable amount of EXP for the services."; + next; + mes "[Fluffy Gyaruk]"; + mes "This is a good opportunity to increase your credit and EXP ate the same time."; + mes "Doesn't that sound like a win-win situation?"; + mes "Would you like to start now?"; + next; + switch(select("Sure.:I need to go prepare first.")) { + case 1: + mes "[Fluffy Gyaruk]"; + mes "Excellent."; + mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there."; + set ep13_yong1,4; + close; + case 2: + mes "[Fluffy Gyaruk]"; + mes "No problem."; + mes "Please take your time."; + close; + } + } + else if (ep13_yong1 == 4) { + mes "[Fluffy Gyaruk]"; + mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there."; + close; + } + else { + mes "[Fluffy Gyaruk]"; + mes "Your current credit points with us are ^0000FF" + ep13_yong1 + "^000000."; + next; + switch(select("How can I increase my points?:I'm not interested.")) { + case 1: + mes "[Cat Hand Agent]"; + mes "You can increase them daily by fishing and mining, you need to submit caught Pieces of Fish to Gorurung and minerals to the Mining Agent."; + close; + case 2: + close; + } + } +} + +mid_camp,69,144,0 script Ferocious Gorurug 4_M_BOSSCAT,{ + if (checkquest(12060,PLAYTIME) == -1) { + if (ep13_yong1 < 4) { + mes "[Ferocious Gorurug]"; + mes "Grrr...."; + next; + mes "A cat purring like a lion"; + mes "is looking into the water."; + close; + } + else if (ep13_yong1 == 4) { + mes "[Ferocious Gorurug]"; + mes "I'm busy."; + mes "I need to catch fish."; + next; + select("Gyaruk has sent me."); + mes "[Ferocious Gorurug]"; + mes "Gyaruk sent you?"; + mes "Oh, you are here to fish? *Purr*"; + next; + select("What should I do?"); + mes "[Ferocious Gorurug]"; + mes "You need to catch fish. There are schools of fish in the waters."; + mes "It's hard to see them but if you use your cursor to click around, you should be able to catch them."; + next; + mes "[Ferocious Gorurug]"; + mes "It's easier to fish in the water outside the town."; + mes "If you're not afraid of monsters, you can go fishing over there."; + mes "*Purr*"; + next; + mes "[Ferocious Gorurug]"; + mes "Now, let me teach you how to fish."; + mes "It's simple: bring your cursor to a school of fish, and then click it to grab them."; + next; + mes "[Ferocious Gorurug]"; + mes "You'll have a hard time to catch them at first, but you'll get better."; + mes "It gets easier with a bit of practice."; + set ep13_yong1,5; + close; + } + else if (ep13_yong1 == 5) { + if (countitem(6039) > 9) { + mes "[Ferocious Gorurug]"; + mes "You've brough Pieces of Fish!"; + mes "GOOD JOB!"; + delitem 6039,10; //Piece_Of_Fish + getexp (checkre(3))?20000:30000,0; + set ep13_yong1,10; + setquest 12060; + next; + mes "^0000ffYou gain EXP "+(checkre(3)?"20,000":"30,000")+"^000000"; + close; + } + else { + mes "[Ferocious Gorurug]"; + mes "Bring your cursor to a school of fish, then click it to grab them."; + mes "Don't move while doing it!"; + close; + } + } + else if ((ep13_yong1 > 5) && (ep13_yong1 < 20)) { + if (countitem(6039) > 9) { + mes "[Ferocious Gorurug]"; + mes "You've brough Pieces of Fish!"; + mes "GOOD JOB!"; + delitem 6039,10; //Piece_Of_Fish + getexp 15000,0; + setquest 12060; + set ep13_yong1,ep13_yong1+1; + next; + mes "^0000ffYou gain EXP 15,000^000000"; + close; + } + else { + mes "[Ferocious Gorurug]"; + mes "Do you want to fish again?"; + mes "Don't forget to bring me"; + mes "Pieces of Fish if you catch them."; + close; + } + } + else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) { + if (countitem(6039) > 9) { + mes "[Ferocious Gorurug]"; + mes "You've brough Pieces of Fish!"; + mes "GOOD JOB!"; + delitem 6039,10; //Piece_Of_Fish + getexp 15000,0; + setquest 12060; + set ep13_yong1,ep13_yong1+1; + next; + mes "^0000ffYou gain EXP 15,000^000000"; + close; + } + else { + mes "[Ferocious Gorurug]"; + mes "Hey, I've been waiting for you!"; + mes "Good luck fishing today!"; + close; + } + } + else if ((ep13_yong1 > 39) && (ep13_yong1 < 60)) { + if (countitem(6039) > 9) { + mes "[Ferocious Gorurug]"; + mes "You've brough Pieces of Fish!"; + mes "GOOD JOB!"; + delitem 6039,10; //Piece_Of_Fish + getexp 15000,0; + setquest 12060; + set ep13_yong1,ep13_yong1+1; + next; + mes "^0000ffYou gain EXP 15,000^000000"; + close; + } + else { + mes "Gorurug looks happy to see you."; + next; + mes "[Ferocious Gorurug]"; + mes "What do you want to catch today? *Purr*"; + close; + } + } + else if (ep13_yong1 > 59) { + npcskill "AL_HEAL",8,50,50; + if (countitem(6039) > 9) { + mes "[Ferocious Gorurug]"; + mes "You've brough Pieces of Fish!"; + mes "GOOD JOB!"; + delitem 6039,10; //Piece_Of_Fish + getexp 15000,0; + setquest 12060; + set ep13_yong1,ep13_yong1+1; + next; + mes "^0000ffYou gain EXP 1,500^000000"; + close; + } + else { + mes "Gorurung welcomes you with a happy purr."; + next; + mes "[Ferocious Gorurug]"; + mes "Welcome!"; + mes "You're here to give me fishes, aren't you?"; + close; + } + } + else { + mes "Ferocious Gorurug is asleep."; + close; + } + } + else if ((checkquest(12060,PLAYTIME) == 0) || (checkquest(12060,PLAYTIME) == 1)) { + mes "[Ferocious Gorurug]"; + mes "*Yawn*"; + mes "I'm sorry, but I'm off-duty."; + mes "I can't accept any fish right now."; + mes "Come back tomorrow, alright?"; + close; + } + else { + erasequest 12060; + mes "[Ferocious Gorurug]"; + mes "*Purr*"; + mes "Another day has started, back to work!"; + mes "You can now bring me fish if you catch them."; + close; + } +} + +spl_fild02,314,165,0 script School of Fish#1::Fishinghole CLEAR_NPC,{ + if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) { + specialeffect2 EF_BUBBLE; + specialeffect2 EF_INVENOM; + set .@fcast,15; + if (isequipped(2550)) //Fisher's_Muffler + set .@fcast,.@fcast - 2; + if (isequipped(2443)) //Fish_Shoes + set .@fcast,.@fcast - 2; + if (isequipped(2764)) //Small_Fishing_Rod + set .@fcast,.@fcast - 3; + if (isequipped(2775)) //Lure + set .@fcast,.@fcast - 1; + if (isequipped(1599)) //Ahura_Mazda + set .@fcast,.@fcast - 3; + if (isequipped(2199)) //Angra_Manyu + set .@fcast,.@fcast - 4; + progressbar "ffff00",.@fcast; + if (ep13_1_rhea == 13) { + if (rand(1,20) == 2) { + getitem 6037,1; //Rough_File + set ep13_1_rhea,14; + specialeffect EF_BUBBLE; + mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff"; + } + } + set .@rhea_ran,rand(1,70); + if (.@rhea_ran < 20) getitem 6039,1; //Piece_Of_Fish + else if (.@rhea_ran == 20) getitem 908,1; //Spawn + else if (.@rhea_ran == 21) getitem 909,1; //Jellopy + else if (.@rhea_ran == 22) getitem 963,1; //Sharp_Scale + else if (.@rhea_ran == 23) getitem 956,1; //Gill + else if (.@rhea_ran == 24) getitem 6049,1; //Marlin + else if (.@rhea_ran == 25) getitem 918,1; //Sticky_Webfoot + else if (.@rhea_ran == 26) getitem 960,1; //Nipper + else if (.@rhea_ran == 27) getitem 910,1; //Garlet + else if (.@rhea_ran == 28) getitem 938,1; //Sticky_Mucus + else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) getitem 7049,1; //Stone + else { + mes "Nothing was caught."; + close; + } + if (rand(1,200) == 3) { + getitem 644,1; //Gift_Box + mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff"; + } + if (rand(1,500) == 3) { + getitem 603,1; //Old_Blue_Box + mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff"; + } + if (rand(1,3000) == 3) { + getitem 617,1; //Old_Violet_Box + mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44"; + } + end; + } + else { + mes "Fish are swimming in the water."; + close; + } +} + +spl_fild02,321,169,0 duplicate(Fishinghole) School of Fish#2 CLEAR_NPC +spl_fild02,326,171,0 duplicate(Fishinghole) School of Fish#3 CLEAR_NPC +mid_camp,75,135,0 duplicate(Fishinghole) School of Fish#4 CLEAR_NPC + +mid_camp,66,122,55 script Henry Clifford 4_M_05,{ + if (countitem(6049) > 0) { + mes "[Henry Clifford]"; + mes "Congratulations, you've caught a precious Marlin."; + mes "I'll give you 2 Cat Trading Points in exchange for your Marlin."; + next; + mes "[Henry Clifford]"; + mes "I got them from a black marketer,"; + mes "but I guarantee the authenticity of these points."; + mes "Are you interested?"; + next; + switch(select("Yes.:No, thanks.")) { + case 1: + delitem 6049,1; //Marlin + set ep13_yong1,ep13_yong1+2; + mes "[Henry Clifford]"; + mes "Thank you for the Marlin."; + mes "I've given you the points in return."; + mes "You may go check your points through the Cat Hand Agent."; + close; + case 2: + mes "[Henry Clifford]"; + mes "Alright, if you say so."; + mes "But feel free to come back if you change your mind."; + close; + } + } + else { + mes "[Henry Clifford]"; + mes "You may have hear"; + mes "about this already, but"; + mes "this river is full of rare fish."; + mes "I've followed these cats"; + mes "to see if the rumor is true."; + next; + mes "[Henry Clifford]"; + mes "Marlin, the legendary silver"; + mes "fish is the best prey of all."; + mes "You can also catch precious"; + mes "treasure floating in the river."; + next; + mes "[Henry Clifford]"; + mes "If you happen to catch a Marlin,"; + mes "please trade it with me."; + mes "I'll give you something"; + mes "nice in return."; + close; + } +} + +mid_camp,88,100,55 script Cat Hand Mining Agent 4_CAT,{ + if (checkquest(12062,PLAYTIME) == -1) { + if ((countitem(6048) > 2) && (ep13_yong1 > 9)) { + mes "[Cat Hand Mining Agent]"; + mes "Oh, wow~"; + mes "Thank you for collecting minerals for me."; + next; + delitem 6048,3; //Unidentified_Mineral + getexp (checkre(3))?20000:30000,0; + setquest 12062; + set ep13_yong1,ep13_yong1+1; + select("I'm freezing! Take them quickly."); + mes "[Cat Hand Mining Agent]"; + mes "Yes, yes~ I've received the mineral samples."; + mes "I'll go ahead and add points to your credit."; + close; + } + else { + mes "[Cat Hand Mining Agent]"; + mes "To collect minerals,"; + mes "we have to go to the"; + mes "frozen land to the east."; + mes "But for short-haired cats"; + mes "like me, the weather"; + mes "is unbearable."; + next; + mes "[Cat Hand Mining Agent]"; + mes "If the weather"; + mes "is good tomorrow,"; + mes "I might try to go,"; + mes "but not today."; + mes "It looks freezing to"; + mes "you too, doesn't it?"; + close; + } + } + else if ((checkquest(12062,PLAYTIME) == 0) || (checkquest(12062,PLAYTIME) == 1)) { + mes "[Cat Hand Mining Agent]"; + mes "I hope you'll bring me minerals again tomorrow..."; + mes "If you can. It's much better to wait for you to do it than go there on my own."; + close; + } + else { + erasequest 12062; + mes "[Cat Hand Mining Agent]"; + mes "Umm... It's time to collect minerals."; + mes "How'd you like to collect minerals for me?"; + close; + } +} + +- script Mysterious Rock#0::manukrock -1,{ + if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) { + specialeffect2 EF_REPAIRWEAPON; + progressbar "ffff00",10; + set .@rhea_ran,rand(1,20); + if (.@rhea_ran < 13) getitem 7049,1; //Stone + else if (.@rhea_ran == 13) getitem 990,1; //Boody_Red + else if (.@rhea_ran == 14) getitem 991,1; //Crystal_Blue + else if (.@rhea_ran == 15) getitem 992,1; //Wind_Of_Verdure + else if (.@rhea_ran == 16) getitem 993,1; //Yellow_Live + else getitem 6048,1; //Unidentified_Mineral + initnpctimer; + disablenpc strnpcinfo(0); + end; + } + else { + mes "This rock contains unidentified minerals."; + mes "It's not possible to mine more than the limit."; + close; + } + end; + +OnTimer120000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; +} +man_fild01,180,170,0 duplicate(manukrock) Mysterious Rock#1 CLEAR_NPC +man_fild01,147,157,0 duplicate(manukrock) Mysterious Rock#2 CLEAR_NPC +man_fild01,114,174,0 duplicate(manukrock) Mysterious Rock#3 CLEAR_NPC +man_fild01,92,155,0 duplicate(manukrock) Mysterious Rock#4 CLEAR_NPC +man_fild01,170,318,0 duplicate(manukrock) Mysterious Rock#5 CLEAR_NPC +man_fild01,146,269,0 duplicate(manukrock) Mysterious Rock#6 CLEAR_NPC +man_fild01,118,238,0 duplicate(manukrock) Mysterious Rock#7 CLEAR_NPC +man_fild01,70,246,0 duplicate(manukrock) Mysterious Rock#8 CLEAR_NPC +man_fild01,64,197,0 duplicate(manukrock) Mysterious Rock#9 CLEAR_NPC +man_fild03,82,134,0 duplicate(manukrock) Mysterious Rock#10 CLEAR_NPC +man_fild03,67,160,0 duplicate(manukrock) Mysterious Rock#11 CLEAR_NPC +man_fild03,66,171,0 duplicate(manukrock) Mysterious Rock#12 CLEAR_NPC +man_fild03,81,198,0 duplicate(manukrock) Mysterious Rock#13 CLEAR_NPC +man_fild03,82,216,0 duplicate(manukrock) Mysterious Rock#14 CLEAR_NPC +man_fild03,98,226,0 duplicate(manukrock) Mysterious Rock#15 CLEAR_NPC +man_fild03,104,248,0 duplicate(manukrock) Mysterious Rock#16 CLEAR_NPC +man_fild03,91,272,0 duplicate(manukrock) Mysterious Rock#17 CLEAR_NPC +man_fild03,95,301,0 duplicate(manukrock) Mysterious Rock#18 CLEAR_NPC + +sec_in02,80,171,0 script Piece of crack#sec 2_MONEMUS,{ + callfunc "F_GM_NPC"; + mes "1~3000"; + input .@input; + next; + if (.@input < 1 || .@input > 3000) { + mes "Cat trading Point adjust"; + mes "You can enter the number between 1~3000."; + close; + } else { + set ep13_yong1,.@input; + close; + } +} + +// Report from the New World :: ep13_1_edq +//============================================================ +mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ + cutin "ep13_captin_edq",2; + set .@start,(ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal + ep13_start); + if ((ep13_1_edq == 0) && (.@start > 115)) { + mes "[Hibba Agip]"; + mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where..."; + next; + mes "[Staff Officer Abidal]"; + mes "Come on'that's not ture. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition."; + mes "Your success is almost too good to be true."; + next; + mes "[Instructor Igrid]"; + mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom's scholars, but it's not for me."; + next; + mes "[Hibba Agip]"; + mes "Geez, do you have to keep calling me boss? It's Commander, alright?"; + mes "Hmpf! So disrespectful."; + next; + mes "[Staff Officer Abidal]"; + mes "Can you guys stop complaining?"; + mes "God..."; + next; + mes "[Instructor Igrid]"; + mes "Who are you? What business do you have with Commander Agip?"; + next; + mes "[Hibba Agip]"; + mes "What is it?"; + next; + mes "[Staff Officer Abidal]"; + mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you."; + next; + mes "[Instructor Igrid]"; + mes "I don't know what you're talking about. Boss, do you know this adventurer?"; + next; + mes "[Hibba Agip]"; + mes "Stop calling me boss! Call me Commander, alright? Hey Abidal, is this adventurer really famous?"; + next; + mes "[Staff Officer Abidal]"; + mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(0)+ "."; + next; + mes "[Hibba Agip]"; + mes "*Ahem Ahem* I see. I've been too busy to read all the reports. So what brings you here? A reward?"; + next; + mes "[Staff Officer Abidal]"; + mes "This is perfect. I was going to send a messenger to you for an important discussion."; + next; + mes "[Hibba Agip]"; + mes "Hey Abidal, he's here to see me, not you. Remember?"; + next; + mes "[Staff Officer Abidal]"; + mes "Commander, please let me talk. " + strcharinfo(0) + "I'd like to talk to you privately. Can you come back later?"; + next; + mes "[Hibba Agip]"; + mes "Why do you want to talk privately?"; + mes "Is it because of me? Grrr... I'll be watching you, Abidal."; + next; + mes "[Instructor Igrid]"; + mes "What are you still doing here? Go, go speak to Abidal."; + set ep13_1_edq,1; + setquest 3085; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 1) { + mes "[Hibba Agip]"; + mes "I'm not the one who has business with you. You should go speak to Staff Officer Abidal."; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 2) { + mes "[Hibba Agip]"; + mes "Oh yes, right... You're" + strcharinfo(0) + ", right? Abidal has told me good things about you."; + next; + mes "[Hibba Agip]"; + mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be."; + next; + mes "[Staff Officer Abidal]"; + mes "Commander, please!"; + next; + mes "[Hibba Agip]"; + mes "Alright, alright. gosh will you stop yelling at me?"; + mes "You're not going to live long if you get angry at all the little things."; + next; + mes "[Hibba Agip]"; + mes "Anyways, I took some time to check your background and reports of your accomplishments."; + mes "I must say that I'm quite impressed."; + next; + mes "[Hibba Agip]"; + mes "As you know by now, I have to send out an expedition report to the national leaders of the Rune Midgard continent, and I need someone that I can trust."; + next; + mes "[Hibba Agip]"; + mes "I'd go if I could, but my duty is to command, and my instructor over there is too dense. He'll embarrass me by acting stupid in front of the national leaders."; + next; + mes "[Instructor Igrid]"; + mes "Come on, boss... Er, Commander!"; + mes "Don't you think you're exaggerating?"; + next; + mes "[Hibba Agip]"; + mes "Hmm... Anyways, this is not a difficult mission. All you have to do is deliver this expedition report to officials of three countries of Rune Midgard. Simple right?"; + next; + getitem 11012,1; //Expedition_Report + set ep13_1_edq,3; + changequest 3086,3087; + mes "[Hibba Agip]"; + mes "The officials are ^0000FFMinister Laur^000000 of the Rune-Midgart's Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz, and ^0000FFGerhart^000000 of the Schwatzvalt Republic."; + next; + mes "[Hibba Agip]"; + mes "A messenger, who will inform the official of your arrival, is waiting for you at the time-space gap to RUne Midgard. You'd better find him before you leave."; + next; + mes "[Hibba Agip]"; + mes "Since the officials are busy attending to national matters, they won't meet you unless they're informed of your arrival beforehand. I doubt those pretentious guys would even want to see me."; + next; + mes "[Hibba Agip]"; + mes "Travel safely, adventurer, and come back in one piece, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 3) { + mes "[Hibba Agip]"; + mes "Haven't you left yet? It's hard to make ends meet, isn't it?"; + next; + mes "[Hibba Agip]"; + mes "I mean, if you want to be paid, you'll have to work. Do you still not understand? I'm saying that you better proceed with your mission."; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 4) { + mes "[Hibba Agip]"; + mes "Hmm..."; + next; + mes "[Staff Officer Abidal]"; + mes "......"; + next; + mes "[Hibba Agip]"; + mes "Alright, alright. I know why you've come to see me."; + next; + mes "[Staff Officer Abidal]"; + mes "They haven't gotten the report yet. We should send out soldiers..."; + next; + mes "[Hibba Agip]"; + mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report."; + next; + mes "[Hibba Agip]"; + mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way."; + next; + mes "[Instructor Igrid]"; + mes "Commander, who might have done this? I will destroy him myself."; + next; + mes "[Hibba Agip]"; + mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest."; + next; + mes "[Staff Officer Abidal]"; + mes "Hard to say... who is behind this. If I had to guess, either side could be behind this..."; + next; + mes "[Hibba Agip]"; + mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority."; + next; + mes "[Hibba Agip]"; + mes "Igrid, evaluate the security of this camp and discipline among the soldiers."; + next; + mes "[Hibba Agip]"; + mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report."; + next; + mes "[Hibba Agip]"; + mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report."; + next; + mes "[Staff Officer Abidal]"; + mes "I still remember at least 30% of the document. I might be able to rewrite another..."; + next; + mes "[Hibba Agip]"; + mes "I need it to be perfect. What can we do with only 30%?"; + next; + mes "[Hibba Agip]"; + mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts."; + next; + mes "[Hibba Agip]"; + mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order."; + next; + mes "[Hibba Agip]"; + mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?"; + next; + mes "[Staff Officer Abidal]"; + mes "Of Course, I'm happy to..."; + next; + mes "[Instructor Igrid]"; + mes "......"; + next; + mes "[Hibba Agip]"; + mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you."; + next; + mes "[Hibba Agip]"; + mes "Ah, and... I've received a report that you tried to hand out the report to our enemy when the situation happened."; + next; + mes "[Instructor Igrid]"; + mes "Argh..."; + next; + mes "[Hibba Agip]"; + mes "Hahaha! You're smart, my friend. Of course, I don't like smart soldiers."; + next; + mes "[Hibba Agip]"; + mes "Let me tell you this: I can care less about justice or righteousness, but loyalty and faithfulness are very important. Keep that in mind for your own good, alright?"; + set ep13_1_edq,61; + changequest 3088,3089; + next; + mes "[Hibba Agip]"; + mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 5) { + mes "[Hibba Agip]"; + mes "Hmm..."; + next; + mes "[Staff Officer Abidal]"; + mes "......"; + next; + mes "[Hibba Agip]"; + mes "Alright, alright. I know why you've come to see me."; + next; + mes "[Staff Officer Abidal]"; + mes "They haven't gotten the report yet. We should send out soldiers..."; + next; + mes "[Hibba Agip]"; + mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report."; + next; + mes "[Hibba Agip]"; + mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way."; + next; + mes "[Instructor Igrid]"; + mes "Commander, I'll go find those evil scoundrels..."; + next; + mes "[Hibba Agip]"; + mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest."; + next; + mes "[Staff Officer Abidal]"; + mes "I wonder who's behind this. Frankly, I must say that every country is a suspect."; + next; + mes "[Hibba Agip]"; + mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority."; + next; + mes "[Hibba Agip]"; + mes "Igrid, evaluate the security of this camp and discipline among the soldiers."; + next; + mes "[Hibba Agip]"; + mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report."; + next; + mes "[Hibba Agip]"; + mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report."; + next; + mes "[Staff Officer Abidal]"; + mes "I still remember at least 30% of the document. I might be able to rewrite another..."; + next; + mes "[Hibba Agip]"; + mes "I need it to be perfect. What can we do with only 30%?"; + next; + mes "[Hibba Agip]"; + mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts."; + next; + mes "[Hibba Agip]"; + mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order."; + next; + mes "[Hibba Agip]"; + mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?"; + next; + mes "[Staff Officer Abidal]"; + mes "Of Course, I'm happy to..."; + next; + mes "[Instructor Igrid]"; + mes "......"; + next; + mes "[Hibba Agip]"; + mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you."; + next; + mes "[Hibba Agip]"; + mes "Ah, and... I've received a report that you fought hard against the enemy to protect the report from them."; + next; + mes "[Instructor Igrid]"; + mes "Umm..."; + next; + mes "[Hibba Agip]"; + mes "Hahaha, you're fearless and I can make good use of a soldier like you at any time of the day."; + next; + mes "[Hibba Agip]"; + mes "Let me tell you this, loyalty and faithfulness are very, very important. They may cause you hardship sometimes, but those qualities will guarantee you the last laugh."; + set ep13_1_edq,62; + changequest 3088,3089; + next; + mes "[Hibba Agip]"; + mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if ((ep13_1_edq == 61) || (ep13_1_edq == 62)) { + mes "[Hibba Agip]"; + mes "Talk to my staff officer until you're finisehd finding the pages of the lost report. Right now, I'm swarmed with work."; + next; + mes "[Hibba Agip]"; + mes "I'm sure you'll easily find those if you keep your eyes open. I must warn you about the monsters around this area though. Who knows? They might love the taste of paper."; + cutin "ep13_captin_edq",255; + close; + } + else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) { + mes "[Hibba Agip]"; + mes "How have you been doing? I've heard Igrid has personally send out his soldiers to support you guys."; + mes "Haven't you met them?"; + next; + mes "[Hibba Agip]"; + mes "While searching for the report, look around and meet our soldiers."; + mes "They've been sent to help you and Abidal. Ask their help if you think you need it."; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 8) { + mes "[Hibba Agip]"; + mes "So, the report has been restored successfully?"; + next; + mes "[Hibba Agip]"; + mes "This was finished more quickly than I thought. Let me see..."; + next; + delitem 11012,1; //Expedition_Report + set ep13_1_edq,9; + changequest 3092,3093; + mes "[Hibba Agip]"; + mes "It looks alright. I don't have to read this thoroughly because I trust Abidal."; + next; + mes "[Hibba Agip]"; + mes "Now, let's go back to your original mission. I'd like you to deliver this to the national leaders of the three countries of Rune Midgard."; + next; + getitem 11012,3; //Expedition_Report + mes "[Hibba Agip]"; + mes "Dont worry too much, my friend."; + mes "I've arranged troops in the time-space gap to protect the report."; + next; + mes "[Hibba Agip]"; + mes "Of course, you can't see them because they're undercover soldiers under my direct command. Hahaha!"; + next; + mes "[Hibba Agip]"; + mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic."; + next; + mes "[Hibba Agip]"; + mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if ((ep13_1_edq == 9) && (countitem(11012) == 3)) { + mes "[Hibba Agip]"; + mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic."; + next; + mes "[Hibba Agip]"; + mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if ((ep13_1_edq == 9) && (countitem(11012) < 3)) { + mes "[Hibba Agip]"; + mes "Is something wrong? Alright, we'll write another report for you."; + next; + delitem 11012,1; //Expedition_Report + delitem 11012,1; //Expedition_Report + delitem 11012,1; //Expedition_Report + getitem 11012,3; //Expedition_Report + mes "[Hibba Agip]"; + mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic."; + next; + mes "[Hibba Agip]"; + mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if ((ep13_1_edq == 9) && (countitem(11012) > 3)) { + mes "[Hibba Agip]"; + mes "Is something wrong? Alright, we'll write another report for you."; + next; + delitem 11012,20; //Expedition_Report + getitem 11012,3; //Expedition_Report + mes "[Hibba Agip]"; + mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic."; + next; + mes "[Hibba Agip]"; + mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq > 100) { + mes "[Hibba Agip]"; + mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic."; + next; + mes "[Hibba Agip]"; + mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?"; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 13) { + mes "[Hibba Agip]"; + mes "Oh, how was your trip? Hey, you look better than you did when you left. Did you drop by your hometown and enjoy great food or something?"; + next; + mes "[Hibba Agip]"; + mes "So tell me, did you bring the report to all three national leaders? Good job."; + next; + mes "[Hibba Agip]"; + mes "I understand there were some unforeseen obstacles we didn't anticipate since we thought this mission was pretty trivial, but you still did your best."; + next; + mes "[Hibba Agip]"; + mes "I must warn you, however, this is not the end of these strange events. You're involved in this situation so deeply that you can't get out of it. Hahaha!"; + next; + mes "[Hibba Agip]"; + mes "Don't worry. I'm not here to fool around. Isn't that right?"; + next; + mes "[Staff Officer Abidal]"; + mes "Yes, sir. We can't let the same thing happen again."; + next; + mes "[Instructor Igrid]"; + mes "I shall find out who's behind this, and destroy him."; + next; + mes "[Hibba Agip]"; + mes "So... I was hoping that you'll come back and help us once we figure out who's behind this. Will you?"; + next; + mes "[Hibba Agip]"; + mes "And please take this small reward."; + mes "Thank you for your help so far."; + next; + if (checkre(3)) + getexp 300000,0; + else + getexp 2500000,0; + getitem 12110,3; //First_Aid_Kit + set ep13_1_edq,14; + completequest 3094; + mes "[Hibba Agip]"; + mes "Then I'll see you next time. Keep yourself in one piece, alright?"; + mes "Hahaha!"; + cutin "ep13_captin_edq",255; + close; + } + else if (ep13_1_edq == 14) { + mes "[Hibba Agip]"; + mes "Hey, how have you been? It's too early to say that we've figured out who's the mastermind."; + next; + mes "[Hibba Agip]"; + mes "Please be patient, I'll contact you when the time is right."; + next; + mes "[Hibba Agip]"; + mes "Wait, have you explored this area yet? I mean the wide tundra and fields around the camp."; + next; + mes "[Hibba Agip]"; + mes "There are many fun things outside. If you are an adventurer, go explore for yourself. Come back after you've explored the areas around the camp."; + cutin "ep13_captin_edq",255; + close; + } + else if ((ep13_1_edq == 15) && (ins_nyd == 1)) { + mes "[Hibba Agip]"; + mes "Ah, it's you again. So, are you accustomed to this area now?"; + next; + mes "[Hibba Agip]"; + mes "What brings you here again? You seem to have something to say to me."; + next; + switch(select("I just want to say hello.:I found a weird portal below the mine cave.")) { + case 1: + mes "[Hibba Agip]"; + mes "Well hello then..."; + next; + mes "[Hibba Agip]"; + mes "Please be patient. I'll contact you when the time is right."; + cutin "ep13_captin_edq",255; + break; + case 2: + mes "[Hibba Agip]"; + mes "What portal? I've never heard about it."; + next; + mes "[Hibba Agip]"; + mes "That place must be where both races fight against each other. It might be dangerous there."; + next; + mes "[Hibba Agip]"; + mes "I have no idea of what it is like. It is not in my field of expertise."; + next; + mes "[Hibba Agip]"; + mes "There is someone here who can help you. He is a historian from Rune-Midgarts. He may be aware of some relics or something that could help."; + next; + mes "[Hibba Agip]"; + mes "Find the historian and see if he has any useful information for you."; + set ins_nyd,2; + cutin "ep13_captin_edq",255; + break; + } + close; + } + else if ((ins_nyd > 1) && (ins_nyd < 7)) { + mes "[Hibba Agip]"; + mes "He's at his post, you can't find him?"; + next; + mes "[Hibba Agip]"; + mes "His name is Magniffer... look for him.. he's somewhere around here..."; + cutin "ep13_captin_edq",255; + close; + } + else if (ins_nyd == 7) { + // 13.2 Addon + mes "[Hibba Agip]"; + mes "Did you talk with the scholar? Thesedays, I haven't seen him for a while."; + next; + mes "[Staff Officer Abidal]"; + mes "That's because you don't like talking to him."; + next; + mes "[Hibba Agip]"; + mes "Hey, don't judge me like that...the problem is only that I can't see him often."; + next; + mes "[Hibba Agip]"; + mes "Whatever. Did something happen because he showed up to me? Tell me more."; + next; + switch(select("Tell the story.")) { + case 1: + mes "[Hibba Agip]"; + mes "Hmmm... umm... so..."; + next; + mes "[Hibba Agip]"; + mes "So, that's why that happened like that... It's so complicated..."; + next; + mes "[Hibba Agip]"; + mes "And you guys...you just take a task that you start up at first."; + next; + mes "[Staff Officer Abidal]"; + mes "You sent him to Doctor Magnifer first...."; + next; + mes "[Hibba Agip]"; + mes "I just thought that he needed someone to talk to."; + next; + mes "[Staff Officer Abidal]"; + mes "Ah yeah... you're right."; + next; + mes "[Hibba Agip]"; + mes "Hmm... for example, you want to investigate a cave that you found, but you got on the Laphine and Sapha's nerves. right?"; + next; + mes "[Hibba Agip]"; + mes "And that two guys pay attention and stay quiet, but they are doing it for themselves.."; + next; + mes "[Hibba Agip]"; + mes "The most important thing is that this place is the ground that the Yggdrasilberry takes root acording to Magnifer."; + next; + mes "[Hibba Agip]"; + mes "Abidal, do you have anything to say about this?"; + next; + mes "[Staff Officer Abidal]"; + mes "Our object is to make contact with one tribe and investgate this world and how adaptable it can be."; + next; + mes "[Staff Officer Abidal]"; + mes "Actually, we don't have to make this situation bigger than it already is."; + next; + mes "[Hibba Agip]"; + mes "Yeah right. I don't want to extend this thing anymore..."; + next; + mes "[Staff Officer Abidal]"; + mes "But the two tribes have remained neutral towards us up until now."; + next; + mes "[Staff Officer Abidal]"; + mes "We don't really know what attitude they have towards us."; + next; + mes "[Hibba Agip]"; + mes "Yeah.. that makes sense... If they made a general attack, we would probably fail."; + next; + mes "[Staff Officer Abidal]"; + mes "We should map out a strategy. There is a method that uses Laphine and Sapha's together."; + next; + mes "[Staff Officer Abidal]"; + mes "We send this guy to one of the tribes and ask for cooperation in our investigation."; + next; + mes "[Hibba Agip]"; + mes "Will they help us? They have already said threatening words..."; + next; + mes "[Staff Officer Abidal]"; + mes "Of course they will help us. if they reject our demand, we just say that we'll ask for help from the other tribe."; + next; + mes "[Hibba Agip]"; + mes "Right, if we do that, they will have no other choice."; + next; + mes "[Staff Officer Abidal]"; + mes "In this situation, they want to avoid showing that place to the other tribe."; + next; + mes "[Staff Officer Abidal]"; + mes "So, they have to cooperate with us."; + next; + mes "[Hibba Agip]"; + mes "Oh, you have a malicious idea."; + next; + mes "[Staff Officer Abidal]"; + mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself."; + next; + mes "[Hibba Agip]"; + mes "Whatever.. Hey, you there... your name is " + strcharinfo(0) + " right? Do you know what to do?"; + next; + mes "[Hibba Agip]"; + mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe."; + next; + mes "[Hibba Agip]"; + mes "I'm going to give you a choice. Which tribe do you want to go to?"; + next; + switch(select("Laphine:Sapha")) { + case 1: + mes "[Hibba Agip]"; + mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine."; + next; + mes "[Hibba Agip]"; + mes "It won't be easy to get a good impression from the Sapha again."; + next; + mes "[Hibba Agip]"; + mes "So you must earn us a good reputation from the Laphine."; + next; + mes "[Hibba Agip]"; + mes "Will you choose the Laphine?"; + next; + switch(select("Choose Laphine.:Think again.")) { + case 1: + mes "[Hibba Agip]"; + mes "Good. You are now responsible with building our relationship with the Laphine tribe."; + next; + mes "[Hibba Agip]"; + mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha."; + next; + mes "[Hibba Agip]"; + mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Sapha."; + set ins_nyd,81; + cutin "ep13_captin_edq",255; + break; + case 2: + mes "[Hibba Agip]"; + mes "Yeah? Then think again and decide."; + cutin "ep13_captin_edq",255; + break; + } + break; + case 2: + mes "[Hibba Agip]"; + mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Sapha."; + next; + mes "[Hibba Agip]"; + mes "It won't be easy to get a good impression from the Laphine again."; + next; + mes "[Hibba Agip]"; + mes "So you must earn us a good reputation from the Sapha."; + next; + mes "[Hibba Agip]"; + mes "Will you choose the Sapha?"; + next; + switch(select("Choose Sapha.:Think again.")) { + case 1: + mes "[Hibba Agip]"; + mes "Good. You are now responsible with building our relationship with the Sapha tribe."; + next; + mes "[Hibba Agip]"; + mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine."; + next; + mes "[Hibba Agip]"; + mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine."; + set ins_nyd,82; + cutin "ep13_captin_edq",255; + break; + case 2: + mes "[Hibba Agip]"; + mes "Yeah? then think again and decide."; + cutin "ep13_captin_edq",255; + break; + } + break; + } + break; + } + close; + } + else if (ins_nyd == 81) { + mes "[Hibba Agip]"; + mes "Good. You are now responsible with building our relationship with the Laphine tribe."; + next; + mes "[Hibba Agip]"; + mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha."; + next; + mes "[Hibba Agip]"; + mes "I'm going to look for an adventurer who is willing to be sent to the Sapha."; + cutin "ep13_captin_edq",255; + close; + } + else if (ins_nyd == 82) { + mes "[Hibba Agip]"; + mes "Good. You are now responsible with building our relationship with the Sapha tribe."; + next; + mes "[Hibba Agip]"; + mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine."; + next; + mes "[Hibba Agip]"; + mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine."; + cutin "ep13_captin_edq",255; + close; + } + else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111)) { + mes "[Hibba Agip]"; + mes "How's the activity in Laphine? They have a stern character."; + next; + mes "[Hibba Agip]"; + mes "I'm not cut out for matching with them...ew..."; + next; + mes "[Hibba Agip]"; + mes "I'm going to send a few able men to the Sapha, you don't have to worry about it."; + cutin "ep13_captin_edq",255; + close; + } + else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) { + mes "[Hibba Agip]"; + mes "How's the activity in Sapha? They have a stern character."; + next; + mes "[Hibba Agip]"; + mes "I'm not cut out for matching with them...ew..."; + next; + mes "[Hibba Agip]"; + mes "I'm going to send a few able men to the Laphine, you don't have to worry about it."; + cutin "ep13_captin_edq",255; + close; + } + else if ((ins_nyd == 121) || (ins_nyd == 131) || (ins_nyd == 132)) { + mes "[Hibba Agip]"; + mes "You've come back alive? Let us celebrate your immunity!"; + next; + mes "[Hibba Agip]"; + mes "Who would have thought that that outsiders would be treated so vulgar by the leaders of the other tribes?"; + next; + mes "[Hibba Agip]"; + mes "I have said before this thing is not the last, and certainly there is something waiting for us."; + next; + mes "[Hibba Agip]"; + mes "It is time for us to head out, is it not, instructor?"; + next; + mes "[Staff Officer Abidal]"; + mes "Right... It's time..."; + next; + mes "[Instructor Igrid]"; + mes "I'm ready."; + next; + mes "[Hibba Agip]"; + mes "I am looking forward to what will happen... Whew..."; + cutin "ep13_captin_edq",255; + close; + } + else { + mes "[Hibba Agip]"; + mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where..."; + next; + mes "[Staff Officer Abidal]"; + mes "Come on, that's not true. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition. Your success is almost too good to be true."; + next; + mes "[Instructor Igrid]"; + mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom scholars, but it's not for me."; + next; + mes "[Hibba Agip]"; + mes "Geez, do you have to keep calling me boss? I'm the Commander, alright? So disrespectful."; + next; + mes "[Staff Officer Abidal]"; + mes "Can you guys stop complaining? God..."; + next; + mes "[Instructor Igrid]"; + mes "Who are you? What business do you have with Commander Agip?"; + next; + mes "[Hibba Agip]"; + mes "What is it? If you have too much time on your hands, you'd better go outside and find something productive to do."; + cutin "ep13_captin_edq",255; + close; + } +} + +mid_campin,94,118,3 script Staff Officer Abidal 4_M_SAGE_C,{ + if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) { + mes "[Staff Officer Abidal]"; + mes "Phew, I'm glad the mission is over. Thank you so much for your help."; + next; + mes "[Staff Officer Abidal]"; + mes "We'll contact you again when we have another mission for you. I hope we can count on your help again when the time comes."; + close; + } + else if (ep13_1_edq == 0) { + mes "[Staff Officer Abidal]"; + mes "I'm Staff Officer Abidal of the Midgard Expedition. How may I help you?"; + next; + switch(select("Midgard Expedition Introduction:Midgard Expedition's Achievement:Situation in the Ash-Vacuum:Quit")) { + case 1: + mes "[Staff Officer Abidal]"; + mes "The Midgard Expedition is conducted by a group of explorers from the three countries of Rune Midgard and the Mercenary Association. We're here to explore the Ash-Vacuum."; + next; + mes "[Staff Officer Abidal]"; + mes "Command Hibba Agip behind me is our commander. He may appear unreliable, but he has extensive knowledge and experience in exploration."; + next; + mes "[Staff Officer Abidal]"; + mes "We have many aides and scholars to support our expedition."; + next; + mes "[Staff Officer Abidal]"; + mes "Oh, you may know this already, but Commander Agip isn't from any of the three countries. Neither am I or Instructor Igrid."; + next; + mes "[Staff Officer Abidal]"; + mes "There's an obvious power struggle among the three countries to assign their officers to the commander position."; + next; + mes "[Staff Officer Abidal]"; + mes "As a last resort, they had to select Commander Agip since he's unaffiliated with any of those countries, but is talented enough to lead the expedition."; + next; + mes "[Staff Officer Abidal]"; + mes "We, the commander, Igrid, and I aren't used to the the leadership role. We're having trouble taking care of everything that's happening. *Sigh*"; + next; + mes "[Staff Officer Abidal]"; + mes "The members of the Midgard Expedition are conducting various kinds of research about the Ash-Vacuum searching for possible living creatures and studying what might be beneficial for the development of the mainland."; + next; + mes "[Staff Officer Abidal]"; + mes "If you look around, you'll find many people in need of your help. Enjoy your stay in the otherworld, and feel free to ask me if you have questions."; + close; + case 2: + mes "[Staff Officer Abidal]"; + mes "We're still at an early stage of the expedition, so we haven't made any major achievements. That's why we need help from adventurers like you."; + next; + mes "[Staff Officer Abidal]"; + mes "If you look around this camp, you'll find many opportunities to help us. We always welcome every bit of help."; + close; + case 3: + mes "[Staff Officer Abidal]"; + mes "So far, only a few truths about the Ash-Vacuum have been revealed."; + next; + mes "[Staff Officer Abidal]"; + mes "We now know there's a demihuman race in this otherworld, but we're too busy figuring out the true nature of the time-space gap, let alone study the demihuman race in depth."; + next; + mes "[Staff Officer Abidal]"; + mes "My advice for you will be to be careful when you encounter members of that race. Who knows? They might be extremely hostile toward other races."; + next; + mes "[Staff Officer Abidal]"; + mes "Oh, and take heed, unidentified creatures appear outside the camp during nighttime. Be careful of them, too."; + close; + case 4: + close; + } + } + else if (ep13_1_edq == 1) { + mes "[Staff Officer Abidal]"; + mes "Oh, welcome back. I apologize for troubling you like this. I didn't feel to comfortable talking to you back there."; + next; + mes "[Staff Officer Abidal]"; + mes "In fact, I have a favor to ask of you. From what I know of your accomplishments you're the right person for this."; + next; + mes "[Staff Officer Abidal]"; + mes "On behalf of the expedition, I'd like to give you a mission. Would you like to accept it?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Staff Officer Abidal]"; + mes "Thank you so much. I had a good feeling about you, and I was so sure that you'd be willing to help."; + next; + mes "[Staff Officer Abidal]"; + mes "Let's cut to the chase. The mission is simple, deliver our expedition report to the three countries of Rune Midgard."; + next; + mes "[Staff Officer Abidal]"; + mes "But I have to tell you... We sent out three adventurers on this mission before you, and they all dissapeared. Please don't disclose this information to anyone."; + next; + mes "[Staff Officer Abidal]"; + mes "The commander or I cannot leave this camp, even though delivering the report is one of our most important duties. That's why I need someone reliable and trustworthy like you."; + next; + mes "[Staff Officer Abidal]"; + mes "Phew, I'm so glad that you've accepted this mission. Now, please go receive the report from the commander. He'll officially assign you to the mission."; + next; + mes "[Staff Officer Abidal]"; + mes "I'll prepare for your departure."; + mes "Please go speak to the commander."; + set ep13_1_edq,2; + changequest 3085,3086; + close; + case 2: + mes "[Staff Officer Abidal]"; + mes "Oh, I see... Then can you help me whenever you have some time?"; + next; + mes "[Staff Officer Abidal]"; + mes "This is urgent, please think it over and come back if you change your mind."; + close; + } + } + else if (ep13_1_edq == 2) { + mes "[Staff Officer Abidal]"; + mes "I've reported to the commander about your decision to help us."; + mes "Please go speak to him."; + close; + } + else if (ep13_1_edq == 3) { + mes "[Staff Officer Abidal]"; + mes "You've been assinged to the mission officially. Good luck, and I hope you'll come back safely."; + close; + } + else if ((ep13_1_edq == 4) || (ep13_1_edq ==5)) { + mes "[Staff Officer Abidal]"; + mes "I've heard the story. Why don't you go speak to the commander first?"; + close; + } + else if (ep13_1_edq == 61) { + mes "[Staff Officer Abidal]"; + mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references."; + next; + mes "[Staff Officer Abidal]"; + mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again."; + next; + mes "[Staff Officer Abidal]"; + mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and..."; + next; + mes "[Staff Officer Abidal]"; + mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages."; + next; + mes "[Staff Officer Abidal]"; + mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures."; + next; + mes "[Staff Officer Abidal]"; + mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order."; + set ep13_1_edq,71; + changequest 3089,3090; + close; + } + else if (ep13_1_edq == 62) { + mes "[Staff Officer Abidal]"; + mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references."; + next; + mes "[Staff Officer Abidal]"; + mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again."; + next; + mes "[Staff Officer Abidal]"; + mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and..."; + next; + mes "[Staff Officer Abidal]"; + mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages."; + next; + mes "[Staff Officer Abidal]"; + mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures."; + next; + mes "[Staff Officer Abidal]"; + mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order."; + set ep13_1_edq,72; + changequest 3089,3090; + close; + } + else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) { + mes "[Staff Officer Abidal]"; + mes "How have you been doing with finding the report's lost pages?"; + mes "Feel free to tell me whenever you're ready."; + next; + switch(select("Submit found pages.:Check the report's resoration status.:Quit.")) { + case 1: + if ((countitem(11013) > 0) && (countitem(11014) > 0) && (countitem(11015) > 0) && (countitem(11016) > 0)) { + mes "[Staff Officer Abidal]"; + mes "Oh, you've collected enough pages..."; + next; + mes "[Staff Officer Abidal]"; + mes "Why don't you check the report's restoration status again?"; + close; + } + else { + mes "[Staff Officer Abidal]"; + mes "Have you brought me pages of the lost report? Please bring them to me in increments of 10."; + next; + if (countitem(6040) > 9) { + mes "[Staff Officer Abidal]"; + mes "Thank you. Let me try to put them in order."; + next; + if (ep13_1_edq == 71) { + mes "[Staff Officer Abidal]"; + mes "Umm... This page should go here and.."; + next; + set .@ep13_edq_wrong,rand(1,7); + if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11013,1; //Expedition_Report_Vol1 + mes "[Staff Officer Abidal]"; + mes "This is the first volume of the report. I'm glad that we've restored atleast the first part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else if ((countitem(11014) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11014,1; //Expedition_Report_Vol2 + mes "[Staff Officer Abidal]"; + mes "This is the second volume of the report. I'm glad that we've restored atleast the second part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11014) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11015,1; //Expedition_Report_Vol3 + mes "[Staff Officer Abidal]"; + mes "This is the third volume of the report. I'm glad that we've restored atleast the third part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 7)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11016,1; //Expedition_Report_Vol4 + mes "[Staff Officer Abidal]"; + mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 7)) { + delitem 6040,10; //Some_Of_Report + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + close; + } + else { + mes "[Staff Officer Abidal]"; + delitem 6040,10; //Some_Of_Report + mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order."; + next; + mes "[Staff Officer Abidal]"; + mes "I'm sorry, but please go try to find pages that can be bound into one volume."; + close; + } + } + else if (ep13_1_edq == 72) { + mes "[Staff Officer Abidal]"; + mes "Umm... This page should go here and.."; + next; + set .@ep13_edq_wrong,rand(1,5); + if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11013,1; //Expedition_Report_Vol1 + mes "[Staff Officer Abidal]"; + mes "This is the first volume of the report. I'm glad that we've restored atleast the first part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 2)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11014,1; //Expedition_Report_Vol2 + mes "[Staff Officer Abidal]"; + mes "This is the second volume of the report. I'm glad that we've restored atleast the second part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 2)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11015,1; //Expedition_Report_Vol3 + mes "[Staff Officer Abidal]"; + mes "This is the third volume of the report. I'm glad that we've restored atleast the third part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 5)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + delitem 6040,10; //Some_Of_Report + getitem 11016,1; //Expedition_Report_Vol4 + mes "[Staff Officer Abidal]"; + mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part."; + next; + mes "[Staff Officer Abidal]"; + mes "Keep up the good work on finding the rest of the volumes."; + close; + } + else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 5)) { + mes "[Staff Officer Abidal]"; + mes "Thank you for your hard work. We were able to restore one volume of the report."; + next; + mes "[Staff Officer Abidal]"; + mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes."; + delitem 6040,10; //Some_Of_Report + close; + } + else { + mes "[Staff Officer Abidal]"; + mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order."; + next; + delitem 6040,10; //Some_Of_Report + mes "[Staff Officer Abidal]"; + mes "I'm sorry, but please go try to find pages that can be bound into one volume."; + close; + } + } + } + else { + mes "[Staff Officer Abidal]"; + mes "You didn't bring enough pages, please bring them to me in increments of 10."; + close; + } + } + case 2: + mes "[Staff Officer Abidal]"; + mes "Let's see how far we've progressed on the report's restoration."; + if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) { + next; + mes "[Staff Officer Abidal]"; + mes "Oh, great! Every volume of the report has been restored. I'll bind them into one book for you."; + next; + delitem 11013,1; //Expedition_Report_Vol1 + delitem 11014,1; //Expedition_Report_Vol2 + delitem 11015,1; //Expedition_Report_Vol3 + delitem 11016,1; //Expedition_Report_Vol4 + getitem 11012,1; //Expedition_Report + set ep13_1_edq,8; + erasequest 3090; + erasequest 3091; + setquest 3092; + mes "[Staff Officer Abidal]"; + mes "I'm glad that we were able to make this again. Please bring this report to the commander."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "Well, you haven't restored any volumes of the report yet. Please try harder."; + close; + } + else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the first volume of the report. There are 3 volumes left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the second volume of the report. There are 3 volumes left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the third volume of the report. There are 3 volumes left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the fourth volume of the report. There are 3 volumes left to restore."; + close; + } + else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the first and second volume of the report. There are 2 volumes left to restore."; + close; + } + else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the first and third volume of the report. There are 2 volumes left to restore."; + close; + } + else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the first and fourth volume of the report. There are 2 volumes left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the second and third volume of the report. There are 2 volumes left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 1)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the second and fourth volume of the report. There are 2 volumes left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 1)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the third and fourth volume of the report. There are 2 volumes left to restore."; + close; + } + else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the first, second and third volume of the report. There is 1 volume left to restore."; + close; + } + else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) { + mes "[Staff Officer Abidal]"; + mes "You have restored the second, third and fourth volume of the report. There is 1 volume left to restore."; + close; + } + else { + close; + } + case 3: + close; + } + } + else if ((ep13_1_edq == 8) || ((ep13_1_edq > 8) && (ep13_1_edq < 13))) { + mes "[Staff Officer Abidal]"; + mes "Phew, I'm glad we can resume the mission again."; + next; + mes "[Staff Officer Abidal]"; + mes "...Aren't you leaving? I think you should."; + close; + } + else if (ins_nyd > 0) { + // 13.2 addon + mes "[Staff Officer Abidal]"; + mes "I heard that you got a new duty from Commander Agip."; + next; + mes "[Staff Officer Abidal]"; + mes "...Aren't you leaving? I think you should."; + close; + } + else { + mes "[Staff Officer Abidal]"; + mes "Hello, I'm Staff Officer Abidal. Safe travels, Adventurer."; + close; + } +} + +mid_campin,85,118,7 script Instructor Igrid 4_M_CRU,{ + if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) { + mes "[Instructor Igrid]"; + mes "Hey, rookies. I guess you were lucky enough to complete the mission."; + next; + mes "[Instructor Igrid]"; + mes "This is not the end. Keep yourself in one piece until we need your services again."; + close; + } + else if (ep13_1_edq == 0) { + mes "[Instructor Igrid]"; + mes "I'm Instructor Igrid of the Midgard Expedition. I'm in charge of training and commanding soldiers."; + next; + mes "[Instructor Igrid]"; + mes "You must want to become an official member of our expedition."; + mes "I'm sorry, but you're too weak to endure my intensive training."; + mes "Give up before you get hurt."; + next; + mes "[Instructor Igrid]"; + mes "If you have too much time on your hands, look around. There's plenty of chores available for so-called adventurers's like you."; + mes "If you do your best to do them, I might accept you as a trainee on this expedition."; + close; + } + else if ((ep13_1_edq > 0) && (ep13_1_edq < 4)) { + mes "[Instructor Igrid]"; + mes "I don't trust you. Hm. Sorry. I don't really have the right to say that if the commander has assigned you to the mission."; + next; + mes "[Instructor Igrid]"; + mes "If you're going to give up, give up now. That'll be better for both of us."; + close; + } + else if ((ep13_1_edq == 4) || (ep13_1_edq == 5)) { + mes "[Instructor Igrid]"; + mes "I knew you couldn't do it. Didn't I tell you to give up when you had the chance?!"; + close; + } + else if (ep13_1_edq > 5) { + mes "[Instructor Igrid]"; + mes "Do you think I'm doing this for you? No, I'm just using this chance to discipline idle soldiers."; + next; + mes "[Instructor Igrid]"; + mes "What are you looking at? Go mind your own business!"; + close; + } + else { + // 13.2 addon + mes "[Instructor Igrid]"; + mes "I am Expedition Training Instructor Igrid, and the commander responsible for training soldiers. "; + close; + } +} + +mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ + if ((ep13_1_edq == 3) && (countitem(11012) > 0)) { + mes "[Expedition Messenger]"; + mes "Welcome, I've been waiting for you."; + mes "You must be " + strcharinfo(0) + ". Nice to meet you."; + next; + mes "[Expedition Messenger]"; + mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?"; + next; + mes "..."; + mes "......"; + mes "........."; + next; + mes "[Expedition Messenger]"; + mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you, "+ strcharinfo(0) + ", have departed."; + next; + mes "[Expedition Messenger]"; + mes "Guys, it's time to go."; + next; + donpcevent "Expedition Messenger#2::OnGo"; + mes "[Expedition Messenger]"; + mes "You, head to Schwaltzval Republic."; + mes "And you, take Arunafeltz. I'll visit Prontera Palace."; + emotion e_ok,0,"Expedition Messenger#2"; + next; + mes "[Expedition Messenger]"; + mes "I'll see you guys later."; + donpcevent "Expedition Messenger#2::OnDisable"; + next; + mes "[Expedition Messenger]"; + mes "What's up? Why haven't you left...?"; + specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger"; + next; + mes "[Expedition Messenger]"; + mes "Argh... Why are you doing this?!"; + next; + cutin "ep13_shadow_edq",2; + mes "[???]"; + mes "......"; + next; + mes "[???]"; + mes "Give me the report."; + next; + switch(select("Give the report.:Protect the report.")) { + case 1: + mes "[Expedition Messenger]"; + mes "Wha... What are you doing? You can't give up the report..."; + mes "Awww..."; + next; + mes "[???]"; + mes "Give it to me, now!"; + next; + donpcevent "Expedition Messenger#2::OnEnable"; + emotion e_casp,0,"Expedition Messenger#3"; + cutin "ep13_shadow_edq",2; + mes "[???]"; + mes "Argh..."; + next; + specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; + specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; + mes "[???]"; + mes "Argh... You..."; + next; + mes "[Expedition Messenger]"; + mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!"; + next; + mes "[???]"; + mes "No... Noooo!"; + next; + specialeffect2 EF_SOULBREAKER; + specialeffect2 EF_SONICBLOWHIT; + mes "[Expedition Messenger]"; + mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report..."; + next; + delitem 11012,1; //Expedition_Report + set ep13_1_edq,4; + changequest 3087,3088; + mes "[Expedition Agent]"; + mes "We lost the report. The pages are blowing away!"; + next; + mes "[???]"; + mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!"; + cutin "ep13_shadow_edq",255; + next; + donpcevent "Expedition Messenger#3::OnDisable"; + mes "[Expedition Agent]"; + mes "Are you alright? What about the report... ?"; + next; + mes "[Expedition Messenger]"; + mes "*Cough* The report is out of our reach now..."; + next; + mes "[Expedition Agent]"; + mes "If we mobilize all our troops to search this entire area..."; + next; + mes "[Expedition Messenger]"; + mes "We must report this to the commander before anything else."; + mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest."; + donpcevent "Expedition Messenger#2::OnDisable"; + next; + mes "[Expedition Agent]"; + mes "Yes, please report to the commander..."; + close; + case 2: + mes "[???]"; + mes "Oh, yeah? Then I'll have to use force!"; + next; + donpcevent "Expedition Messenger#2::OnEnable"; + emotion e_casp,0,"Expedition Messenger#3"; + mes "[???]"; + mes "Argh!"; + next; + specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; + specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; + mes "[???]"; + mes "Argh... You..."; + next; + mes "[Expedition Messenger]"; + mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!"; + next; + mes "[???]"; + mes "No... Noooo!"; + next; + specialeffect2 EF_SOULBREAKER; + specialeffect2 EF_SONICBLOWHIT; + mes "[Expedition Messenger]"; + mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report..."; + next; + mes "[Expedition Agent]"; + mes "We lost the report. The pages are blowing away!"; + next; + delitem 11012,1; //Expedition_Report + set ep13_1_edq,5; + changequest 3087,3088; + mes "[???]"; + mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!"; + cutin "ep13_shadow_edq",255; + next; + donpcevent "Expedition Messenger#3::OnDisable"; + mes "[Expedition Agent]"; + mes "Are you alright? What about the report... ?"; + next; + mes "[Expedition Messenger]"; + mes "*Cough* The report is out of our reach now..."; + next; + mes "[Expedition Agent]"; + mes "If we mobilize all our troops to search this entire area..."; + next; + mes "[Expedition Messenger]"; + mes "We must report this to the commander before anything else."; + mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest."; + set ep13_1_edq,5; + next; + mes "[Expedition Agent]"; + mes "Yes, please report to the commander..."; + close; + } + } + else if ((ep13_1_edq == 3) && (countitem(11012) == 0)) { + mes "[Expedition Messenger]"; + mes "Were you assigned to deliver the expedition report?"; + next; + mes "[Expedition Messenger]"; + mes "I'm sorry, but I don't see any report in your hands. Please bring me the report, so I can confirm your identification."; + close; + } + else if ((ep13_1_edq > 3) && (ep13_1_edq < 6)) { + mes "[Expedition Messenger]"; + mes "Please hurry up and report this incident to the commander."; + close; + } + else { + mes "[Expedition Messenger]"; + mes "Good day! I'm here, just waiting for someone. Well, that's my duty."; + close; + } + +OnInit: + donpcevent "Expedition Messenger#2::OnDisable"; + donpcevent "Expedition Messenger#3::OnDisable"; + donpcevent "Command Timer#edq::OnEnable"; + end; +} + +mid_camp,2,2,3 script Command Timer#edq 4_M_MOCASS1,4,4,{ +OnInit: + disablenpc "Command Timer#edq"; + end; + +OnEnable: + enablenpc "Command Timer#edq"; + stopnpctimer; + initnpctimer; + end; + +OnDisable: + disablenpc "Command Timer#edq"; + stopnpctimer; + end; + +OnTimer3600000: + donpcevent "Expedition Messenger#2::OnDisable"; + donpcevent "Expedition Messenger#3::OnDisable"; + donpcevent "Command Timer#edq::OnEnable"; + end; +} + +mid_camp,203,286,3 script Expedition Messenger#2 4_M_MOCASS1,4,4,{ + mes "[Expedition Agent]"; + mes "......"; + next; + disablenpc "Expedition Messenger#2"; + mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -"; + close; + +OnInit: + disablenpc "Expedition Messenger#2"; + end; + +OnEnable: + enablenpc "Expedition Messenger#2"; + end; + +OnGo: + enablenpc "Expedition Messenger#2"; + enablenpc "Expedition Messenger#3"; + end; + +OnDisable: + disablenpc "Expedition Messenger#2"; + end; +} + +mid_camp,209,286,3 script Expedition Messenger#3 4_M_MOCASS2,4,4,{ + mes "[Expedition Agent]"; + mes "..."; + next; + disablenpc "Expedition Messenger#3"; + mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -"; + close; + +OnInit: + disablenpc "Expedition Messenger#3"; + end; + +OnEnable: + enablenpc "Expedition Messenger#3"; + end; + +OnDisable: + disablenpc "Expedition Messenger#3"; + end; +} + +man_fild01,315,95,3 script Expedition Scout#1 4_M_MOC_SOLDIER,{ + mes "[Expedition Scout]"; + mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition."; + next; + mes "[Expedition Scout]"; + mes "I've been ordered by Instructor Igrid to conduct a search for something."; + set .@playtime,checkquest(3091,PLAYTIME); + next; + switch(select("Ask about search results.:Chitchat.:Quit.")) { + case 1: + if (ep13_1_edq == 71 || ep13_1_edq == 72) { + mes "[Expedition Scout]"; + mes "Oh, you must be"+strcharinfo(0)+". I heard that you'll be delivering the report."; + next; + if (.@playtime == 0 || .@playtime == 1) { + mes "[Expedition Scout]"; + mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round."; + close; + } else { + switch(rand(1,6)) { + case 1: + case 6: + set .@i,2; + break; + case 3: + set .@i,3; + break; + case 4: + set .@i,5; + break; + case 2: + case 5: + set .@i,0; + break; + } + mes "[Expedition Scout]"; + if (.@i) { + mes "Good news! I've found "+.@i+" pieces of paper that appear to be part of the report."; + next; + getitem 6040,.@i; //Some_Of_Report + } else { + mes "I'm doing my best, but I haven't found any pages yet."; + next; + } + if (.@playtime == -1) { + changequest 3090,3091; + erasequest 3090; + } else + erasequest 3091; + setquest 3091; + mes "[Expedition Scout]"; + mes "Well then, keep up the good work!"; + close; + } + } + mes "[Expedition Scout]"; + mes "Who are you? Why do you want to know about our search results? Are you from the army?"; + next; + mes "[Expedition Scout]"; + mes "Man, don't you know that you can be arrested for interrupting a military operation?"; + next; + mes "[Expedition Scout]"; + mes "Please leave immediately."; + close; + case 2: + mes "[Expedition Scout]"; + mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?"; + close; + case 3: + close; + } +} +man_fild03,202,251,3 duplicate(Expedition Scout#1) Expedition Scout#2 4_M_MOC_SOLDIER +spl_fild02,295,368,3 duplicate(Expedition Scout#1) Expedition Scout#3 4_M_MOC_SOLDIER +spl_fild03,172,71,3 duplicate(Expedition Scout#1) Expedition Scout#4 4_M_MOC_SOLDIER + +prt_castle,88,165,3 script Laur 1_M_LIBRARYMASTER,{ + mes "[Laur]"; + if (ep13_1_edq == 9 || ep13_1_edq == 111 || ep13_1_edq == 121 || ep13_1_edq == 113 || ep13_1_edq == 123) { + mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?"; + next; + mes "[Laur]"; + mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago."; + next; + mes "[Laur]"; + mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report."; + next; + mes "[Laur]"; + mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!"; + next; + delitem 11012,1; //Expedition_Report + if (ep13_1_edq == 9) set ep13_1_edq,101; + else if (ep13_1_edq == 111) set ep13_1_edq,112; + else if (ep13_1_edq == 121) set ep13_1_edq,122; + else if (ep13_1_edq == 113 || ep13_1_edq == 123) { + set ep13_1_edq,13; + changequest 3093,3094; + } + mes "..."; + next; + mes "... ..."; + next; + mes "... ... ..."; + next; + mes "[Laur]"; + mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done."; + next; + mes "[Laur]"; + mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*"; + close; + } + else if ((ep13_1_edq == 101) || (ep13_1_edq == 102) || (ep13_1_edq == 103) || (ep13_1_edq == 112) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) { + mes "Why are you back? You've delivered the report to me already. Are you suffering from amnesia or something?"; + next; + mes "[Laur]"; + mes "You should leave and go back to your work."; + close; + } + else { + mes "I'm Laur, the aide of the Home Minister of the Rune Midgarts Kingdom. Do you have any business with me?"; + next; + mes "[Laur]"; + mes "Can you sense the great disorder occuring on the Midgard Continent and the Rune-Midgart's Kingdom?"; + next; + mes "[Laur]"; + mes "Still, there always a silver lining, no matter how dangerous this world may become."; + next; + mes "[Laur]"; + mes "There is hope and opportunity beyond the chaos, and I see the world beyond the time-space gap as a source of new hope."; + close; + } +} + +ra_temple,122,174,3 script Nuria 4_F_RACHOLD,{ + mes "[Nuria]"; + if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 121 || ep13_1_edq == 122 || ep13_1_edq == 103) { + mes "Welcome, stranger. How can I help you?"; + next; + mes "[Nuria]"; + mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap."; + next; + mes "[Nuria]"; + mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me."; + next; + delitem 11012,1; //Expedition_Report + if (ep13_1_edq == 9) set ep13_1_edq,111; + else if (ep13_1_edq == 101) set ep13_1_edq,102; + else if (ep13_1_edq == 121) set ep13_1_edq,123; + else if (ep13_1_edq == 122 || ep13_1_edq == 103) { + set ep13_1_edq,13; + changequest 3093,3094; + } + mes "..."; + next; + mes "... ..."; + next; + mes "... ... ..."; + next; + mes "[Nuria]"; + mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work."; + next; + mes "[Nuria]"; + mes "Excuse me, but it's time to pray now. Please be safe on your travels."; + close; + } + else if ((ep13_1_edq == 111) || (ep13_1_edq == 102) || (ep13_1_edq == 112) || (ep13_1_edq == 123) || (ep13_1_edq == 113) || (ep13_1_edq == 13)) { + mes "Oh, right, I already received the report from you. Don't worry, you didn't forget."; + next; + mes "[Nuria]"; + mes "Please be safe on your way back to the expedition camp."; + close; + } + else { + mes "Good day, stranger. May Freya bless you."; + close; + } +} + +lhz_in01,110,174,5 script Gerhart 4_M_KHKYEL,{ + mes "[Gerhart]"; + if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 111 || ep13_1_edq == 102 || ep13_1_edq == 112) { + mes "Welcome, " + strcharinfo(0) + ". What took you so long?"; + next; + mes "[Gerhart]"; + mes "Oh, who am I? Let's say... That you can make ends meet because of me."; + mes "Make sense?"; + next; + mes "[Gerhart]"; + mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me."; + next; + delitem 11012,1; //Expedition_Report + if (ep13_1_edq == 9) set ep13_1_edq,121; + else if (ep13_1_edq == 101) set ep13_1_edq,103; + else if (ep13_1_edq == 111) set ep13_1_edq,113; + else if (ep13_1_edq == 102 || ep13_1_edq == 112) { + set ep13_1_edq,13; + changequest 3093,3094; + } + mes "..."; + next; + mes "... ..."; + next; + mes "... ... ..."; + next; + mes "[Gerhart]"; + mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great."; + next; + mes "[Gerhart]"; + mes "Thank you for bringing the report."; + mes "Please tell the commander to keep up the good work."; + next; + mes "[Gerhart]"; + mes "Now excuse me, I must go back to work."; + close; + } + else if ((ep13_1_edq == 121) || (ep13_1_edq == 103) || (ep13_1_edq == 113) || (ep13_1_edq == 123) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) { + mes "What is it? Do you still have business with me?"; + next; + mes "[Gerhart]"; + mes "I've received the report safely."; + mes "Please go back to the commander, and tell him to keep up the good work."; + close; + } + else { + mes "What is it? I don't have time for chitchat."; + next; + mes "[Gerhart]"; + mes "If you have business with me. please talk to my secretary and schedule an appointment. My office is on the second floor."; + close; + } +} + +spl_fild02,1,1,0 script ep13_spl_fild02_mon_edq -1,{ +OnInit: + enablenpc "ep13_spl_fild02_mon_edq"; + donpcevent "ep13_spl_fild02_mon_edq::OnEnable"; + end; + +OnEnable: + monster "spl_fild02",0,0,"Luciola Vespa",1994,5,"ep13_spl_fild02_mon_edq::OnMyMobDead"; + monster "spl_fild02",0,0,"Pinguicula",1995,5,"ep13_spl_fild02_mon_edq::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + stopnpctimer; + killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead"; + disablenpc "ep13_spl_fild02_mon_edq"; + end; + +OnTimer600000: + killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead"; + stopnpctimer; + donpcevent "ep13_spl_fild02_mon_edq::OnEnable"; + end; + +OnMyMobDead: + if (mobcount("spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72)) + getitem 6040,1; //Some_Of_Report + end; +} + +spl_fild03,1,1,0 script ep13_spl_fild03_mon_edq -1,{ +OnInit: + enablenpc "ep13_spl_fild03_mon_edq"; + donpcevent "ep13_spl_fild03_mon_edq::OnEnable"; + end; + +OnEnable: + monster "spl_fild03",0,0,"Luciola Vespa",1994,3,"ep13_spl_fild03_mon_edq::OnMyMobDead"; + monster "spl_fild03",0,0,"Cornus",1992,3,"ep13_spl_fild03_mon_edq::OnMyMobDead"; + monster "spl_fild03",0,0,"Naga",1993,4,"ep13_spl_fild03_mon_edq::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + stopnpctimer; + killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead"; + disablenpc "ep13_spl_fild03_mon_edq"; + end; + +OnTimer600000: + killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead"; + stopnpctimer; + donpcevent "ep13_spl_fild03_mon_edq::OnEnable"; + end; + +OnMyMobDead: + set .@spl_fild03_mob_dead,mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead"); + if (mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72)) + getitem 6040,1; //Some_Of_Report + end; +} + +man_fild01,1,1,0 script ep13_man_fild01_mon_edq -1,{ +OnInit: + enablenpc "ep13_man_fild01_mon_edq"; + donpcevent "ep13_man_fild01_mon_edq::OnEnable"; + end; + +OnEnable: + monster "man_fild01",0,0,"Nepenthes",1988,5,"ep13_man_fild01_mon_edq::OnMyMobDead"; + monster "man_fild01",0,0,"Hillslion",1989,5,"ep13_man_fild01_mon_edq::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + stopnpctimer; + killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead"; + disablenpc "ep13_man_fild01_mon_edq"; + end; + +OnTimer600000: + killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead"; + stopnpctimer; + donpcevent "ep13_man_fild01_mon_edq::OnEnable"; + end; + +OnMyMobDead: + if (mobcount("man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72)) + getitem 6040,1; //Some_Of_Report + end; +} + +man_fild03,1,1,0 script ep13_man_fild03_mon_edq -1,{ +OnInit: + enablenpc "ep13_man_fild03_mon_edq"; + donpcevent "ep13_man_fild03_mon_edq::OnEnable"; + end; + +OnEnable: + monster "man_fild03",0,0,"Centipede",1987,5,"ep13_man_fild03_mon_edq::OnMyMobDead"; + monster "man_fild03",0,0,"Tatacho",1986,5,"ep13_man_fild03_mon_edq::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + stopnpctimer; + killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead"; + disablenpc "ep13_man_fild03_mon_edq"; + end; + +OnTimer600000: + killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead"; + stopnpctimer; + donpcevent "ep13_man_fild03_mon_edq::OnEnable"; + end; + +OnMyMobDead: + if (mobcount("man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72)) + getitem 6040,1; //Some_Of_Report + end; +} + +// Persuing Rayan Moore :: ep13_moc2 +//============================================================ +mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{ + if (checkweight(714,3) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mao_morocc2 == 0) { + if (ep13_ryu == 100 || ep13_start == 100) { + mes "[Echinacea]"; + mes "Oh adventurer, you've come at the perfect time."; + mes "Since you and I both know that we can't waste time on idle chitchat,"; + mes "I'll cut to the chase."; + next; + mes "[Echinacea]"; + mes "Most expeditions come to this area to explore the Ash Vacuum,"; + mes "but we've come here for a different reason."; + next; + mes "[Echinacea]"; + mes "You know about this space gap that was caused by Satan Morocc, don't you?"; + next; + mes "[Echinacea]"; + mes "Our job is to pursue Satan Morocc and figure out how this all happened."; + mes "Your job is to assist us, and prove that you can be a good member of our expedition."; + next; + mes "[Echinacea]"; + mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you."; + mes "Umm.. I remember someone said that he needed assistance..."; + next; + select("Hey, excuse me."); + mes "[Echinacea]"; + mes "Ah, I know what you can do!"; + mes "There's a guy conducting an investigation near the space gap. You can go help him."; + mes "Just do what he asks you to do, alright?"; + mes "Now go!"; + next; + mes "[Echinacea]"; + mes "......"; + mes "By the way, adventurer,"; + mes "What's your name?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "......"; + mes "......"; + mes "" + strcharinfo(0) + "..."; + mes "......"; + next; + mes "[Echinacea]"; + mes "Ah, you are"; + mes "" + strcharinfo(0) + "."; + mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant."; + mes "Good, everything's done on this end. I just needed to get your name on record."; + next; + mes "[Echinacea]"; + mes "What are you still doing here?"; + mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd."; + mes "Please go help him, will you?"; + set mao_morocc2,1; + setquest 7012; + close; + } + else { + mes "[Echinacea]"; + mes "What are you doing here?"; + mes "Only authorized personnel can enter this area."; + mes "Go back to the mainland as quickly as possible."; + close; + } + } + else if (mao_morocc2 == 1) { + mes "[Echinacea]"; + mes "Your job is to assist Mr. Kidd who's standing near the space gap, otherwise known as the gate."; + mes "Please go help him, okay?"; + close; + } + else if (mao_morocc2 == 2) { + mes "[Echinacea]"; + mes "Why are you back?"; + mes "You're irresponsible. How could you abandon such an important duty?"; + mes "If you don't want to work, why did you even come here to the Ash Vacuum in the first place?"; + next; + mes "[Echinacea]"; + mes "Alas! There's no one I can trust!"; + mes "You know, when I was working at the palace, I was.. *Blah Blah*..."; + next; + mes "- Her rant doesn't seem to be ending any time soon. You'd better go back and help Mr. Kidd, even if your heart's not in it. -"; + next; + set mao_morocc2,3; + changequest 7013,7014; + next; + mes "[Echinacea]"; + mes "Hm? Where are you going? I'm not finished!"; + mes "Hey, hey!"; + close; + } + else if ((mao_morocc2 > 2) && (mao_morocc2 < 13)) { + mes "[Echinacea]"; + mes "Mr. Kidd is such a great young man."; + mes "You should be thankful that I've assigned you to help him. Don't be lazy by neglecting your duties."; + close; + } + else if (mao_morocc2 == 13) { + mes "[Echinacea]"; + mes "Oh, welcome back!"; + mes "I knew you would successfully complete your duties."; + mes "So, tell me; how can I help you?"; + next; + mes "[Echinacea]"; + mes "A scholar who is familiar with magic?"; + mes "What about that old man over there? If you couldn't tell, he comes from a distant country."; + mes "Why are you looking for a scholar, anyway?"; + next; + mes "[Echinacea]"; + mes "Did Mr. Kidd ask you to find one?"; + mes "I see. He's probably looking for a solution for the spell scroll."; + mes "Then yes, that old man would be the perfect person to ask."; + next; + mes "[Echinacea]"; + mes "He's from Arunafeltz, and has extensive knowledge in magic as well as sacred power."; + mes "I'm sure he'll be able to help you."; + next; + select("Who?"); + mes "[Echinacea]"; + mes "Do you see an old man over there? He's trying to make a fire with wet firewood to roast a sweet potato."; + mes "His name is Mr. ^4d4dffDefaria^000000."; + next; + mes "[Echinacea]"; + mes "Why don't you go show it to him? He might be able to help Mr. Kidd with what he is trying to do."; + set mao_morocc2,14; + changequest 7022,7023; + close; + } + else if (mao_morocc2 == 14) { + mes "[Echinacea]"; + mes "If you're seeking advice about the spell scroll, you should go talk to Mr. Defaria."; + mes "I don't practice magic, so I wouldn't know anything about it."; + close; + } + else if ((mao_morocc2 > 22) && (mao_morocc2 < 29)) { + if (mao_morocc2 < 26) { + mes "[Echinacea]"; + mes "Oh, welcome back."; + mes "How can I help you?"; + mes "Oh... You've brought the journal.."; + next; + mes "[Echinacea]"; + mes "........."; + mes "......"; + mes "..."; + next; + mes "[Echinacea]"; + mes "I see..."; + mes "...Basically it all comes down to Rayan."; + mes "He's been abducted by Satan Morocc."; + mes "If we find Rayan using this location-tracing spell."; + next; + select("We'll find Satan Morocc too!"); + mes "[Echinacea]"; + mes "That's right."; + mes "But it'll work only if Satan Morocc actually abducted Rayan."; + next; + } + mes "[Echinacea]"; + mes "Say, what's the tracing pattern number?"; + next; + input .@input$; + setarray .@pattern$[0],"SDHF92F-SDF","VWNM94GVWN90","CM3-TRDFGHE0"; + set .@quest, mao_morocc2; + if (.@quest > 25) set .@quest,.@quest-3; + mes "[Echinacea]"; + mes "[" + .@input$ + "]"; + if (.@input$ == .@pattern$[.@quest-23]) { + mes "...Ah, there it is."; + next; + mes "[Echinacea]"; + mes "This location-tracing spell uses a pair of magic stones of the same wavelength..."; + mes "We can use the spell with one stone to find the other stone with the matching wavelength."; + next; + mes "[Echinacea]"; + mes "We'll analyze this pattern number and detect the wavelength."; + mes "It'll take some time before we get the results."; + if (countitem(6029) > 0) + delitem 6029,countitem(6029); //Morocc_Tracing_Log + set mao_morocc2,29; + changequest 7031+(.@quest-23),7034; + close; + } + else { + mes "It's not working for some reason."; + mes "I can't find a magic stone that has the same wavelength as yours."; + next; + mes "[Echinacea]"; + mes "This location-tracing spell uses a pair of magic stones of the same wavelength.."; + mes "I can't find a magic stone that has the same wavelength as your pattern number."; + next; + mes "[Echinacea]"; + mes "Go check the number again."; + if (mao_morocc2 < 26) set mao_morocc2,.@quest+3; + close; + } + } + else if (mao_morocc2 == 29) { + if (rand(1,3) == 2) { + mes "[Echinacea]"; + mes "Welcome, adventurer."; + mes "I hope they've been able to trace the wavelength by now."; + mes "How'd you like to go check the results?"; + next; + mes "[Echinacea]"; + mes "To the south of this camp, you'll see a building with a mana detector attached to it."; + mes "Go ask the building manager about the trace results."; + set mao_morocc2,30; + changequest 7034,7035; + close; + } + else { + mes "[Echinacea]"; + mes "Tracing magic wavelength is not easy as you think."; + mes "Please be patient: the results will arrive soon enough."; + close; + } + } + else if (mao_morocc2 == 30) { + mes "[Echinacea]"; + mes "I'm in charge of tracing the wavelength from the Rune Midgard Continent,"; + mes "and the south camp is tracing it in this area."; + next; + mes "[Echinacea]"; + mes "I asked them to assign top priority to this task, so with any luck, they've finished it by now."; + mes "..What are you doing? I said, go ask the building manager about the trace results."; + close; + } + else if (mao_morocc2 == 31) { + mes "[Echinacea]"; + mes "How are the results?"; + next; + mes "- You told her exactly what you were told by the soldier managing the building. -"; + next; + mes "[Echinacea]"; + mes "Oh, is that the case? I see."; + mes "That means.. The man called Rayan isn't on the Rune Midgard Continent or in this Ash Vacuum."; + next; + mes "[Echinacea]"; + mes "He must be somewhere else."; + mes "As I suspected, he must be with Satan Morocc."; + next; + mes "[Echinacea]"; + mes "Pursuing Satan Morocc was supposed to be our last resort.."; + mes "...I guess we have no choice now.."; + next; + mes "[Echinacea]"; + mes "...I should log a report entry into this journal."; + mes "Our pursuit of Satan Morocc is at an end for now."; + next; + mes "[Echinacea]"; + mes "You did a great job helping us, and went above and beyond my expectations."; + mes "Here, this is a reward for your help."; + next; + mes "[Echinacea]"; + mes "Keep up the good work assisting the explorers in this camp."; + set mao_morocc2,100; + if (checkre(3)) + getexp 120000,20000; + else + getexp 1200000,200000; + getitem 617,1; //Old_Violet_Box + completequest 7036; + close; + } + else if (mao_morocc2 == 100) { + mes "[Echinacea]"; + mes "...."; + next; + select("....."); + mes "[Echinacea]"; + mes "Hmm.."; + next; + select("... . .."); + mes "[Echinacea]"; + mes "...Grr...!"; + mes "What?! What do you want?"; + mes "Why do you keep giving me that dirty look?!"; + next; + switch(select("Nothing.:Something is bothering me...")) { + case 1: + mes "[Echinacea]"; + mes "Argh...!"; + mes "Are you annoying me on purpose?"; + mes "Go and find something else to do!"; + next; + mes "[Echinacea]"; + mes "I'm stressed out and I've got a headache writing this report. I don't have the time to deal with you right now."; + mes "Do you understand?"; + close; + case 2: + mes "[Echinacea]"; + mes "What is it that worries you?"; + mes "Please, I've got enough worries already."; + next; + mes "[Echinacea]"; + mes "So, tell me, what is it?"; + mes strcharinfo(0)+", you've done a great job helping us..."; + mes "Oh, you must have questions about that last case, is that right?"; + next; + mes "[Echinacea]"; + mes "...Wait, are you worried because of him?"; + mes "...I see, you're worried about him being supported by the country."; + next; + mes "[Echinacea]"; + mes "This isn't a good time to disclose the truth. It'll cause more confusion."; + mes "I believe the diplomats and presidents of both countries are responsible for those national matters."; + next; + mes "[Echinacea]"; + mes "This is out of your hands, adventurer."; + mes "So stop worrying about it. Alright?"; + next; + mes "[Echinacea]"; + mes "No country wants to start a war, especially when we have a greater common enemy."; + mes "Just focus on what you can do to help us."; + set mao_morocc2,101; + setquest 7037; + close; + } + } + else if ((mao_morocc2 > 100) && (mao_morocc2 < 106)) { + mes "[Echinacea]"; + mes "We've stopped pursuing Satan Morocc, so you may go help the other explorers now."; + mes "I've already rewarded you for your services."; + next; + mes "[Echinacea]"; + mes "Remember; don't open your mouth about this to anyone."; + close; + } + else if (mao_morocc2 == 106) { + if (countitem(549) > 1) { + mes "[Echinacea]"; + mes "What is it? I thought you've been discharged from my service."; + mes "..What are these sweet potatoes?"; + mes "Did that old man send these?"; + mes "No way..! Are you..?"; + next; + select("That's right."); + mes "[Echinacea]"; + mes "What do you not understand?"; + mes "Nothing good can come out of this if it's released to the public."; + mes "Can't you see?"; + next; + mes "[Echinacea]"; + mes "Arunafeltz has replaced their leaders with the moderates just recently."; + mes "Shoving the remnants of the radicals in front of them is extremely dangerous."; + next; + mes "[Echinacea]"; + mes "We've finally made a truce with them."; + mes "Their sins will not be forgiven, but we won't make a stupid attempt to get revenge and end up shedding more blood!"; + next; + mes "[Echinacea]"; + mes "Let the politicians do their job."; + mes "I assure you they won't lead us to the worst case scenario. That's what you're worried about, right?"; + next; + mes "[Echinacea]"; + mes "No, wait.. Do you..?"; + mes "Do you want us to wage war against Arunafeltz over this?!"; + next; + mes "[Echinacea]"; + mes "Let me ask you to forget the past and focus on the present."; + mes "For everyone's sake, please just look toward the future and move forward."; + next; + mes "[Echinacea]"; + mes "We won't do anything that you'd morally oppose."; + mes "You believe in peace, don't you?"; + mes "Tell him that I'm grateful for these sweet potatoes, anyway.."; + delitem 549,2; //Nice_Sweet_Potato + set mao_morocc2,107; + changequest 7040,7041; + close; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "Err? I don't have two Nice Sweet Potatoes.."; + mes "Where can I get those?"; + close; + } + } + else if (mao_morocc2 > 106) { + mes "[Echinacea]"; + mes "Let us take care of the rest."; + mes "I'm not suggesting that we should pretend as if the past never happened. All I'm saying is that we should work towards achieving a greater cause."; + close; + } + else { + mes "[Echinacea]"; + mes "You're doing a great job."; + mes "I suppose I have an eye for people after all."; + mes "Yes, that must be right."; + mes "Keep up the good work, will you?"; + close; + } +} + +mid_camp,191,206,3 script Manager#moc2_finder 4_M_EIN_SOLDIER,{ + mes "[Manager]"; + mes "Everything's okay so far!"; + mes "How may I help you?"; + next; + mes "[Manager]"; + if (mao_morocc2 == 30) { + mes "Everything's okay so far!"; + mes "How may I help you?"; + next; + mes "[Manager]"; + mes "Did Captain Echinacea send you?"; + mes "I have something to report to you."; + next; + mes "[Manager]"; + mes "The magic wavelength of the requested pattern number has not been detected in this area."; + mes "It's not possible to trace the number around this area, but.."; + next; + select("But?"); + mes "[Manager]"; + mes "I can tell this magic pattern is supposed to be used to trace a human being."; + mes "You know tracing magic stones always come in pairs, don't you?"; + next; + mes "[Manager]"; + mes "Now, magic stones specifically used to trace humans have a special feature."; + next; + mes "[Manager]"; + mes "When the target of the trace dies, the pair of stones are automatically destroyed."; + mes "Since this patterned magic stone is still intact.."; + next; + mes "[Manager]"; + mes "Well, this magic stone serves as proof that the target of the trace is still alive somewhere in the world."; + mes "I'll keep watching."; + mes "Hopefully, we'll detect the same wavelength."; + next; + mes "[Manager]"; + mes "That's all for today."; + set mao_morocc2,31; + changequest 7035,7036; + close; + } + else if (mao_morocc2 == 31) { + mes "Everything's okay so far!"; + mes "How may I help you?"; + next; + mes "[Manager]"; + mes "Please report this to Captain Echinacea;"; + mes "We've failed to trace the location of the target,"; + mes "but he's still alive somewhere."; + close; + } + else { + mes "This device detects mana and magic wavelengths around this area. identifying what enemies we're dealing with."; + mes "It can be used to trace the wavelengths of location-tracing spells."; + next; + mes "[Manager]"; + mes "It's a fantastic product made from a combination of magic and science."; + mes "The Ash Vacuum hasn't been fully explored, and we don't know what kind of dangers to expect in this area."; + next; + mes "[Manager]"; + mes "By using this device, we can check the change and flow of mana around this area,"; + mes "and prepare for any possible threats."; + close; + } +} + +mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ + if (checkweight(714,1) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mao_morocc2 == 1) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Hey, you."; + mes "Don't get too close to anything except the gate."; + mes "It's too dangerous."; + next; + mes "[Mr. Kidd]"; + mes "......Do you have any business here?"; + next; + switch(select("Echinacea...:No.")) { + case 1: + mes "[Mr. Kidd]"; + mes "An assistant? I don't think I need one, but..."; + mes "I guess I should give you something to do."; + mes "Do you mind if I entrust you with a chore?"; + next; + switch(select("Yes.:No, I don't mind at all.")) { + case 1: + mes "[Mr. Kidd]"; + mes "Then why did you come all this way?"; + mes "I didn't really need any help to begin with. If you don't want to work, then stop bothering me."; + next; + mes "[Mr. Kidd]"; + mes "If you don't want to help us out then go back to Echinacea and let her know yourself!"; + set mao_morocc2,2; + changequest 7012,7013; + close2; + break; + case 2: + mes "[Mr. Kidd]"; + mes "......"; + mes "I don't know if Echinacea told you this already, but we are here"; + mes "to follow the traces of Satan Morocc."; + mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent."; + next; + mes "[Mr. Kidd]"; + mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while."; + mes "How'd you like to go gather some information for me?"; + mes "It should be simple, so you I hope you'll be able to handle this."; + next; + mes "[Mr. Kidd]"; + mes "At Southwest Morroc, you'll find an underground tavern."; + mes "Go find ^4d4dffRin^000000."; + mes "Tell her I've sent you, and she'll take care of you."; + set mao_morocc2,4; + changequest 7012,7015; + close2; + break; + } + break; + case 2: + mes "[Mr. Kidd]"; + mes "If you don't have any business here, then step aside. It's too dangerous."; + mes "You might not be able to return to this world if you enter a route that hasn't been properly identified."; + close2; + break; + } + } + else if (mao_morocc2 == 2) { + cutin "moc2_kid02",2; + mes "[Mr. Kidd]"; + mes "I guess she forced you to do this, huh? Don't worry; you're not the first victim of her bossiness."; + mes "You should tell her if you really don't want to work for me."; + close2; + } + else if (mao_morocc2 == 3) { + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "I can tell you aren't so happy with this, huh?"; + mes "While you're here, why don't you help us out and see where it goes?"; + mes "Don't worry, I won't give you a hard time..."; + next; + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "......"; + mes "I don't know if Echinacea told you this already, but we are here to follow the traces of Satan Morocc."; + next; + mes "[Mr. Kidd]"; + mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent."; + next; + mes "[Mr. Kidd]"; + mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while."; + next; + mes "[Mr. Kidd]"; + mes "How'd you like to go gather some information for me?"; + mes "It should be simple, so you I hope you'll be able to handle this."; + next; + mes "[Mr. Kidd]"; + mes "At Southwest Morroc, you'll find an underground tavern."; + mes "Go find ^4d4dffRin^000000."; + mes "Tell her I've sent you, and she'll take care of you."; + set mao_morocc2,4; + changequest 7014,7015; + close2; + } + else if ((mao_morocc2 == 4) || (mao_morocc2 == 5)) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Let me explain one more time."; + mes "Go speak to Rin in an underground tavern at Southwest Morroc."; + mes "You won't miss the tavern if you look for a boy named Jack standing out the front."; + close2; + } + else if ((mao_morocc2 > 5) && (mao_morocc2 < 9)) { + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "Are you helping Rin?"; + mes "..I see."; + close2; + } + else if (mao_morocc2 == 9) { + if ((countitem(6029) == 1) && (countitem(6027) == 1)) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "I heard Rin is wounded and bedridden..."; + mes "What happened?"; + next; + mes "- Instead of an answer, you gave him Rin's journal and the bloody crystal.-"; + next; + mes "[Mr. Kidd]"; + mes "...A journal? I see. Hopefully this'll help me understand the situation.."; + mes "Hmm..."; + next; + mes "......"; + next; + mes "......"; + mes "............"; + next; + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "*Sigh*.."; + mes "So Rayan has finally been located, huh?"; + mes "There was a skirmish at the mountain, and.. a raid..."; + mes "..So, how is she?"; + next; + select("Huh?"); + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "I mean Rin. How is she?"; + mes "Is she seriously wounded?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "She needs to spend some time in bed,"; + mes "but she's conscious and still in one piece."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "She seems to have no problem taking care of herself,"; + mes "but I'm worried because sometimes she looks extremely exhausted. She mentioned that her vision blurs when she's very tired.."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Don't worry; I don't think it's serious because she still had the strength to yell while writing that journal."; + next; + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "..Wh.. Who said I'm worried?"; + mes "I asked about her because I don't want her injury to interfere with our schedule."; + next; + mes "[Mr. Kidd]"; + mes "As for you, I want you to come back later."; + mes "You're my assistant, remember?"; + mes "I need you to substitute for Rin until she recovers.."; + mes "Is that understood?"; + next; + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "Hm, thanks for all your help."; + mes "Now, would you leave me alone for a while? I need to write a report based on the findings in this journal."; + delitem 6029,1; //Morocc_Tracing_Log + delitem 6027,1; //Crystal_Of_Feardoom + set mao_morocc2,10; + if (checkre(3)) + getexp 20000,1000; + else + getexp 200000,10000; + changequest 7018,7019; + close2; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "(I was supposed to give him the 'Morroc Pursuit Journal' and a 'Bloody Crystal of the Darkness'..."; + mes "Err? Where have they gone? I need to find them.)"; + close2; + } + } + else if (mao_morocc2 == 10) { + mes "Kidd is standing at the side of the space gap, leafing through the journal's pages and taking notes."; + mes "The 'Bloody Crystal of Darkness' is sitting aside, and remains untouched."; + next; + mes "I feel the crystal resonating with the space gap."; + mes "I suddenly have the urge to touch the crystal..."; + next; + mes "[Mr. Kidd]"; + mes "Err? What are you trying to do?"; + next; + if ($@moc_mao_gate1 == 0) { + warp "que_dan01",32,27; + set $@moc_mao_gate1,1; + end; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "No, nothing."; + mes "I'm sorry if I bothered you while you were writing your report."; + next; + mes "- Kidd stopped you from touching the crystal, but somehow, it still captivates you. -"; + close2; + } + } + else if ((mao_morocc2 == 11) || (mao_morocc2 == 12)) { + cutin "moc2_kid02",2; + mes "[Mr. Kidd]"; + mes "..Are.. Are you alright?"; + mes "What just happened?"; + next; + select("Err.. Huh?!"); + mes "[" + strcharinfo(0) + "]"; + mes "..Err?"; + mes "..Kidd? Someone was calling my name..."; + mes "Rin! Where's Rin? What about Rayan?"; + next; + mes "[Mr. Kidd]"; + mes "Rin? Rayan?"; + mes "What are you talking about?"; + mes "Where the hell have you been?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "What do you mean.."; + mes "Where I've been?"; + mes "..Oh yeah, I saw Rin fighting Rayan."; + mes "She was defeated by magic, and then disappeared..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ah?! Ah! Right!"; + mes "I heard your voice once I found a strange scroll."; + mes "The scroll!"; + next; + mes "- Ignoring the confused look on Mr. Kidd's face, you searched your pockets, and found the mysterious scroll. -"; + next; + mes "- It wasn't a dream after all... What you saw actually happened. -"; + mes "- You show Kidd the scroll and tell him what happened. -"; + next; + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "... .."; + mes ".. Basically,"; + mes "you found this from a member of Rayan's gang?"; + next; + mes "[Mr. Kidd]"; + mes "I know what this is:"; + mes "it's a scroll containing a magic spell that can be used by anyone, even if they aren't trained as mages."; + next; + cutin "moc2_kid04",2; + mes "[Mr. Kidd]"; + mes "Hmm, this scroll is sealed and needs some kind of pass code to use it."; + mes "I'll consult with the camp scholars about this scroll later."; + next; + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "By the way, I saw you touch this 'Bloody Crystal of Darkness.'"; + mes "There was a bright flash of light around you, and then you were suddenly drawn into the space gap."; + next; + mes "[Mr. Kidd]"; + mes "I thought I was just seeing things, but it's obvious now that it really happened."; + mes "You were actually in the past for a little while there."; + next; + mes "[Mr. Kidd]"; + mes "I'm afraid this space gap hides bigger secrets than we thought."; + mes "..It not only warps space, but also time ..."; + next; + select("It warps space and time?"); + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "Forget it. I was just thinking out loud."; + mes "From now on, we should be extra careful about letting anything into this space gap. I need to report this incident to upper management."; + next; + mes "[Mr. Kidd]"; + mes "I'm sorry, but can you ask a scholar about this spell scroll?"; + mes "If you don't know which scholar you should consult, then you'd better ^4d4dffask Echinacea^000000"; + next; + mes "[Mr. Kidd]"; + mes "Thanks in advance."; + set mao_morocc2,13; + changequest 7021,7022; + close2; + } + else if ((mao_morocc2 == 13) || (mao_morocc2 == 14)) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Did you find a scholar to ask about the scroll?"; + mes "Huh? Not yet?"; + mes "If you don't know which scholar to consult, then you'd better ask Echinacea."; + close2; + } + else if (mao_morocc2 == 15) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "So this scroll is from Arunafeltz, huh?"; + mes "Is that why you're gathering items to unseal the scroll?"; + next; + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "I see..."; + next; + mes "- Kidd is lost in thought. -"; + mes "- Let's bring Defaria the items to unseal the spell scroll. -"; + close2; + } + else if (mao_morocc2 == 16) { + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "Keep up the good work, adventurer."; + close2; + } + else if (mao_morocc2 == 17) { + if (countitem(14595) > 0) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "This must be the spell scroll, huh?"; + mes "It contains a teleportation spell"; + mes "that will send the user to a specific location.. Hmm..."; + next; + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "You said you've heard Rayan ordering others to come to a certain place."; + mes "If the spell of this scroll leads to that place.."; + mes ".... . No, it's too dangerous."; + next; + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Then again.. Somebody will have to go there eventually.."; + mes "... .. .. ."; + next; + select("Why are you looking at me?!"); + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "You're my assistant, aren't you?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes ".... ....."; + mes "......"; + next; + cutin "moc2_kid04",2; + mes "[Mr. Kidd]"; + mes ".Alright, then. Would you rather capture reincarnations of Morroc and collect their remnants?"; + mes "Scholars suspect the recent space-time phenomenon has been caused by the 'Bloody Crystals of the Darkness,'"; + mes "so they want to study the crystals, which they believe are remnants of the of Morroc's reincarnations."; + next; + mes "[Mr. Kidd]"; + mes "That sounds way more dangerous, doesn't it? Go check that place out instead."; + mes "Both those missions are dangerous, but I think you'll be risking your life less by checking out that place."; + next; + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Now, listen. Use the spell scroll to teleport there, and then investigate the area. Find some clues."; + mes "Don't fight them."; + mes "Don't put yourself in danger, and retreat when things get too dangerous."; + next; + mes "[Mr. Kidd]"; + mes "By the time you come back,"; + mes "we should have figured out the cause of the strange phenomenon near this space gap."; + mes "We'll think about everything else after you come back, alright?"; + close2; + } + else { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Where's the scroll? Did you use it?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Mr. Kidd]"; + mes "That scroll contains a teleportation spell."; + mes "Using it will lead you to a place that has something to do with them."; + mes "You're supposed to gather some clues once you're there."; + next; + mes "[Mr. Kidd]"; + mes "..I guess you haven't found any clues."; + mes "Do you remember the location of that place?"; + mes "Why don't you go it check out again?"; + next; + mes "[Mr. Kidd]"; + mes "I'm sure you'll find something."; + mes "Yes, there must be some sort of clue there."; + mes "Do you understand?"; + close2; + break; + case 2: + mes "[Mr. Kidd]"; + mes "That scroll contains a teleportation spell."; + mes "Using it will lead you to a place that has something to do with them."; + mes "You're supposed to gather some clues once you're there."; + next; + mes "[Mr. Kidd]"; + mes "If you lost the scroll, I expect you to find that place at any cost."; + mes "Is that clear?"; + close2; + break; + } + } + } + else if (mao_morocc2 == 18) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Did you find any clues?"; + mes "What did you find over there?"; + next; + mes "- You interrupted Mr. Kidd, and told him what you heard from the basement in the empty house near the national border. -"; + next; + mes "[Mr. Kidd]"; + mes "..Are you sure?"; + mes "And the location is.. Okay, I got it."; + mes "Thanks."; + next; + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "Can you go back and spy on them a bit more?"; + mes "I'll follow you as soon as I report these findings to the higher-ups."; + set mao_morocc2,19; + changequest 7027,7028; + close2; + } + else if (mao_morocc2 == 19) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "They must be having a serious internal dispute,"; + mes "meaning it's the perfect time for us to raid them."; + mes "Keep monitoring them for me, alright?"; + close2; + } + else if (mao_morocc2 == 20) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "..Phew, now I've seen everything."; + mes "Oh, hey!"; + next; + select("Where's Rayan?"); + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "He's locked up in the basement, and Rin is interrogating him."; + mes "You know, she's the best interrogator we've got. There'll be no escape for that guy .."; + next; + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "..Wait, what if the same thing happens..?"; + mes "No way, that's not possible.."; + next; + mes "[Mr. Kidd]"; + mes "The crystal no longer resonates with the space gap."; + mes "Now it's exactly the same as a regular Crystal of Darkness."; + next; + mes "[Mr. Kidd]"; + mes "That means, the phenomenon that you've experienced with the 'Bloody Crystal of Darkness' can't be.."; + mes "........."; + next; + select("Can't be explained?"); + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "..I guess not. It might have resonated to your mana or wavelength."; + mes "Why don't you carry it with you? Let me know if you experience any strange phenomenon again."; + next; + mes "[Mr. Kidd]"; + mes "Oh, and please bring ^4d4dffthis journal to Rin^000000."; + mes "This will be your last assignment from me."; + set mao_morocc2,21; + getitem 6027,1; //Crystal_Of_Feardoom + getitem 6029,1; //Morocc_Tracing_Log + changequest 7029,7030; + next; + mes "[Mr. Kidd]"; + mes "..Do you have any questions?"; + next; + switch(select("Is this an exchange journal?:Why should I carry the crystal?:What is this last assignment?")) { + case 1: + cutin "moc2_kid04",2; + mes "[Mr. Kidd]"; + mes "..No, not at all."; + mes "We're just using one journal to record each other's work."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Why can't you use separate journals and then combine them later?"; + next; + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "......"; + mes "Ask Echinacea. I'm just doing what the boss tells me to do."; + mes "Using one set journal is a good way to keep in contact and accumulate a history of work in chronological order."; + next; + mes "[Mr. Kidd]"; + mes "We came up with the idea to share our experiences"; + mes "and understand any relation between incidents"; + mes "as quickly and easily as possible.."; + next; + mes "[Mr. Kidd]"; + mes "I know it's a little bit counterproductive, but I'm satisfied with the quality of information shared between us."; + mes "The notes that Rin has absent-mindedly written down can turn out to be great clues for me.."; + next; + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "Yeah, I agree that the journal looks pretty disorganized."; + next; + break; + case 2: + cutin "moc2_kid04",2; + mes "[Mr. Kidd]"; + mes "... Intuition... I guess?"; + mes "... These kind of things."; + next; + break; + case 3: + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Rayan has already been caught, so the task to locate him and Rin is already done."; + mes "You were just an assistant to start with."; + next; + break; + } + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "Anyways, please deliver the journal to her safely."; + mes "I'm still not done yet; Echinacea already has another task for me.."; + mes "..*Sigh*.."; + close2; + } + else if (mao_morocc2 == 21) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "I asked you to deliver the journal to Rin."; + mes "You didn't forget it, did you?"; + mes "..."; + next; + mes "[Mr. Kidd]"; + mes "By the way, I'm still not convinced that we've captured the real Rayan."; + mes "Will you tell Rin to write down the results of her interrogation in the journal?"; + next; + mes "[Mr. Kidd]"; + mes "Of course, I'm pretty sure she'll do it without me reminding her."; + close2; + } + else if ((mao_morocc2 > 21) && (mao_morocc2 < 31)) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "You don't have to report everything to me."; + mes "I can check the journal later."; + mes "Why don't you go assist Rin for now?"; + close2; + } + else if ((mao_morocc2 > 30) && (mao_morocc2 < 104)) { + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "..Things didn't turn out exactly as we hoped, but there's nothing we can do for now."; + mes "Thank you for your service;"; + mes "you've been of great help to us."; + close2; + } + else if (mao_morocc2 == 104) { + if (countitem(549) > 1) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "What's up?"; + mes "I told you that I won't have any more work available for you. Well, for a good while, anyway.."; + next; + select("Want a snack?:Mr. Defaria has sent me."); + cutin "moc2_kid05",2; + mes "[Mr. Kidd]"; + mes "..I guess he's finally made a fire, huh?"; + mes "Tell him thanks for these sweet potatoes."; + delitem 549,2; //Nice_Sweet_Potato + set mao_morocc2,105; + next; + switch(select("Ask about Dandelion.:Ask about Arunafeltz.")) { + case 1: + cutin "moc2_kid03",2; + mes "[Mr. Kidd]"; + mes "I'm indebted to them, but they all died before I had a chance to pay them back."; + next; + mes "[Mr. Kidd]"; + mes "If you're asking about my political opinion, I'm not going to answer."; + mes "This isn't something with which I can interfere."; + next; + cutin "moc2_kid04",2; + mes "[Mr. Kidd]"; + mes "My personal opinion?"; + mes "Let me tell you that, from their point of view; their one last chance was destroyed."; + mes "They're probably too ashamed to even talk about it."; + next; + mes "[Mr. Kidd]"; + mes "Let our diplomats use that fact to their advantage, alright?"; + close2; + break; + case 2: + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Nothing."; + mes "I have no comments."; + mes "No conflicts have arisen recently, either."; + next; + cutin "moc2_kid04",2; + mes "[Mr. Kidd]"; + mes "Besides, nationality isn't important to us."; + mes "What's important is whether or not they're our enemies, and whether or not they're the target of our missions."; + close2; + break; + } + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "Err? I don't have two Nice Sweet Potatoes.."; + mes "Where can I get those?"; + close2; + } + } + else if (mao_morocc2 > 104) { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "Don't try to understand everything."; + mes "A mission is just a mission."; + mes "Don't get too emotional or curious about it."; + close2; + } + else { + cutin "mocseal_kid01",2; + mes "[Mr. Kidd]"; + mes "...You'd better not approach the space gap off the official route."; + mes "If you're not authorized, then turn away. This thing is too dangerous for capricious exploration."; + close2; + } + cutin "mocseal_kid01",255; + end; + +OnInit: + set $@moc_mao_gate1,0; //Global Variable + end; +} + +mid_camp,205,312,0 script #moc2_talkevent01 -1,1,1,{ +//OnTouch2: +OnTouch: + if (mao_morocc2 == 11) { + mes "[Mr. Kidd]"; + mes "" + strcharinfo(0) + "? " + strcharinfo(0) + "?!"; + mes "Wake up!"; + set mao_morocc2,12; + close; + } +} + +mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ + if (checkweight(714,1) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mao_morocc2 < 14) { + mes "[Defaria]"; + mes "Please step aside."; + mes "I'm experiencing a turning point in my life right now."; + mes "....."; + specialeffect EF_BEGINSPELL2; + next; + mes "- The fire sparked, but then it immediatly blew out. -"; + specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2"; + next; + mes "[Defaria]"; + mes "..............."; + mes "You know, that was my ninety-third attempt to make a fire with wet firewood."; + next; + mes "[Defaria]"; + mes "Wait, was that the ninty fourth ot ninety fifth?"; + mes "..I've.. I've lost count."; + close; + } + else if (mao_morocc2 == 14) { + mes "[Defaria]"; + mes "Please step aside."; + mes "I'm experiencing a turning point in my life right now."; + mes "......"; + specialeffect EF_BEGINSPELL2; + next; + mes "- The fire sparked, but then it immediately blew out.-"; + specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2"; + next; + mes "[Defaria]"; + mes "..............."; + mes "Are you also here..............."; + mes "to make fun of my stupid attempt to roast these sweet potatoes with wet firewood?"; + next; + select("...No."); + mes "[Defaria]"; + mes "...No? Then what brings you here?"; + mes "...Huh?"; + mes "A spell scroll? May I see?"; + next; + mes "[Defaria]"; + mes "...Isn't... Isn't this?!"; + mes "...Hmm..."; + mes "Eek... So Echinacea referred you to me, huh?"; + mes "...Does that means she knows everything...?"; + next; + mes "[Defaria]"; + mes "...Alright then, I'll tell you."; + mes "As you can see, this scroll is sealed."; + mes "It can only be unsealed by a secret method."; + mes "...And..."; + next; + mes "[Defaria]"; + mes "...It is from...."; + mes "...Arunafeltz?"; + mes "The way it's sealed is the same method used by the temple..."; + next; + mes "[Defaria]"; + mes "I don't know how you've gotten this scroll,"; + mes "...but I'll try to help you on behalf of the respectable scholars of Arunafeltz."; + next; + mes "[Defaria]"; + mes "But remember; I'm not doing this officially. Please don't make me disgrace my country by helping you. Do you understand what I'm saying?"; + next; + switch(select("Got it.:No.")) { + case 1: + mes "[Defaria]"; + mes "Good. Then I expect you to help me by gathering the items I need to unseal the scroll:"; + mes "^4d4dff30 Holy Waters, Runes of Darkness, and Bloody Runes^000000."; + next; + mes "[Defaria]"; + mes "I'll be waiting for your return."; + set mao_morocc2,15; + changequest 7023,7024; + close; + case 2: + mes "[Defaria]"; + mes "At first, you looked like someone who is reliable and understands the difference between official and private matters."; + mes "Your answer just proved me wrong."; + mes "Echinacea must be getting desperate if she's asking people like you for help."; + close; + } + } + else if (mao_morocc2 == 15) { + if ((countitem(523) > 29) && (countitem(7511) > 29) && (countitem(7563) > 29) && (countitem(6028) > 0)) { + mes "[Defaria]"; + mes "Oh, you've brought everything!"; + mes "Good, it wasn't hard, was it?"; + mes "Okay, can you come back in a little bit?"; + delitem 523,30; //Holy_Water + delitem 7511,30; //Rune_Of_Darkness + delitem 7563,30; //Bloody_Rune + delitem 6028,1; //Seal_Scroll + set mao_morocc2,16; + changequest 7024,7025; + close; + } + else { + mes "[Defaria]"; + mes "To unseal the scroll,"; + mes "I need ^4d4dff30 Holy Waters, Runes of the Darkness, and Bloody Runes^000000."; + mes "Don't forget to bring the spell scroll along with them."; + next; + mes "[Defaria]"; + mes "While you're gathering the items, I'll be roasting my sweet potatoes."; + mes "If I could only make this fire work..."; + close; + } + } + else if (mao_morocc2 == 16) { + if (rand(1,3) == 2) { + mes "[Defaria]"; + mes "Welcome back; you came at the perfect time."; + mes "First, this spell scroll contains a teleportation spell."; + mes "You know what teleportation is, don't you?"; + next; + mes "[Defaria]"; + mes "You know,"; + mes "it's a spell that instantly moves you to a different location."; + mes "That's the spell contained in this scroll."; + next; + mes "[Defaria]"; + mes "The only difference is..."; + mes "This scroll will teleport you to a specific location."; + mes "Such scrolls are generally used by ^4d4dfforganizations to gather their members^000000."; + next; + mes "[Defaria]"; + mes "I don't know where this scroll will lead you.."; + mes "You'll be the one using this scroll. Am I right?"; + mes "Here, please take this."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "'To gather members...?'"; + mes "...Right! I remember"; + mes "Rayan mentioned a gathering somewhere!"; + mes "So this scroll will take me to that meeting?"; + next; + mes "[Defaria]"; + mes "Um, do you mind? Would you stop talking to yourself and just leave already?"; + mes "I'm sorry, but this old man needs some rest, alright?"; + set mao_morocc2,17; + getitem 14595,1; //Unsealed_Magic_Spell + changequest 7025,7026; + close; + } + else { + mes "[Defaria]"; + mes "Don't be so impatient."; + mes "You can come back later."; + mes "It'll take some time."; + close; + } + } + else if (mao_morocc2 == 17) { + mes "[Defaria]"; + mes "What are you so worried about?"; + mes "You'll see how it works as soon as you use it."; + close; + } + else if (mao_morocc2 == 101) { + mes "[" + strcharinfo(0) + "]"; + mes "...."; + next; + mes "[Defaria]"; + mes "..Huh? What do you want?"; + next; + input .@input$; + if (.@input$ == "Dandelion") { + mes "[Defaria]"; + mes "..I know they're involved in this case, but"; + mes "we shouldn't talk about them."; + next; + switch(select("Just tell me what you know.:Alright..:")) { + case 1: + mes "[Defaria]"; + mes "Why should I go through all that trouble?"; + mes "You can go and ask Echinaea."; + mes "This old man needs some rest, alright?"; + next; + select("I'll do anything for you."); + mes "[Defaria]"; + mes "Anything?"; + mes "Are you serious?"; + next; + switch(select("Haha, got you!:Yes!")) { + case 1: + mes "[Defaria]"; + mes "What th--! How dare you fool an old man!"; + mes "You little punk!"; + specialeffect2 EF_HIT2; + percentheal -10,0; + next; + mes "[Defaria]"; + mes "I may be old,"; + mes "but I'm a representative of great Arunafeltz's scholars!"; + mes "It's a mistake to trifle with me like that!"; + specialeffect2 EF_HIT2; + percentheal -10,0; + next; + mes "[Defaria]"; + mes "Did you think I'm stupid just because I was trying to make a fire with wet firewood?!"; + mes "..*Pant Pant*.. Phew, even yelling tires me out.."; + close; + case 2: + mes "[Defaria]"; + mes "Then..."; + mes "...Umm... Can you bring me some Logs?"; + mes "...And some sweet potatoes too, if you don't mind."; + next; + select("Sure thing. How many?"); + mes "[Defaria]"; + mes "...Let's see..."; + mes "I need sweet potatoes for me, Mr. Kidd, and Echi... Umm..."; + mes "...And then I need... Yes!"; + next; + mes "[Defaria]"; + mes "Please bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000."; + mes "I'll be waiting for your return."; + set mao_morocc2,102; + changequest 7037,7038; + close; + } + case 2: + mes "[Defaria]"; + mes "You seem to give up really easily."; + mes "I don't blame you. Sometimes giving up is the best decision,"; + mes "not to mention that it takes a certain kind of courage."; + next; + mes "[Defaria]"; + mes "For example, Tarous that know when to abandon their hopes of getting cheese, you know, the bait in traps, are the hardest ones to catch. You know?"; + mes "..Hahaha!"; + close; + } + } + else if (.@input$ == "Arunafeltz") { + mes "[Defaria]"; + mes "...Arunafeltz...?"; + mes "Yes, I'm from Arunafeltz..."; + mes "So what?"; + close; + } + else { + mes "[Defaria]"; + mes "Be more specific about your question,"; + mes "and stop being so ambiguous."; + close; + } + } + else if (mao_morocc2 == 102) { + if ((countitem(516) > 19) && (countitem(7201) > 29)) { + mes "[Defaria]"; + mes "Oh, you've really brought what I wanted!"; + mes "Please give them to me.."; + mes "No, wait, can you pile them on the firewood over there?"; + next; + mes "[Defaria]"; + mes "Make it a nice, neat pile, please."; + mes "Oh, you forgot to put the sweet potatoes on top."; + mes "Yes, good. That's perfect."; + next; + mes "[Defaria]"; + mes "Hopefully I can make a fire with your nice logs...."; + specialeffect EF_BEGINSPELL2; + next; + specialeffect EF_FIREWALL,AREA,"Wet Firewood#moc2"; + specialeffect EF_TORCH,AREA,"Wet Firewood#moc2"; + mes "[Defaria]"; + mes "Oh, this is as great as I'd hoped!"; + mes "I guess my magic hasn't gotten that rusty after all.."; + delitem 516,20; //Sweet_Potato + delitem 7201,30; //Log + set mao_morocc2,103; + close; + } + else { + mes "[Defaria]"; + mes "If you want me to do you a favor, then"; + mes "you should bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000 in return."; + close; + } + } + else if (mao_morocc2 == 103) { + mes "- Defaria is blowing on a roast sweet potato, peeling off it's skin. -"; + next; + select("Excuse me, sir..."); + mes "[Defaria]"; + mes "What..?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Didn't you forget something?"; + mes "... Dandelion? I wanted you to tell me what you knew."; + mes "I was hoping you'd remember something about Dandelion."; + next; + mes "[Defaria]"; + mes "So,"; + mes "do you want me to confirm"; + mes "if Dandelion is really supported by Arunafeltz?"; + next; + mes "[Defaria]"; + mes "Umm... I don't know what to say... I don't feel comfortable talking about politics."; + next; + mes "[Defaria]"; + mes "...Do you mind delivering these to Mr. Kidd?"; + next; + mes "- Defaria has given you 2 Nice Sweet Potatoes. -"; + set mao_morocc2,104; + getitem 549,2; //Nice_Sweet_Potato + changequest 7038,7039; + close; + } + else if (mao_morocc2 == 104) { + mes "[Defaria]"; + mes "Um, I just told you to deliver those sweet potatoes to Mr. Kidd."; + close; + } + else if (mao_morocc2 == 105) { + mes "[Defaria]"; + mes "Say, did he like them?"; + mes "Hahaha..."; + mes "... ... "; + next; + mes "[Defaria]"; + mes "Dandelion was like a ghost."; + mes "There are many different types of people in this world."; + mes "Some people want war while others are against it."; + next; + mes "[Defaria]"; + mes "The Dandelions were the former case."; + mes "Those right-ists believed in a distorted patriotism. They thought shedding blood was the only way to make peace."; + next; + mes "[Defaria]"; + mes "They organized Dandelion,"; + mes "and they happened to ally themselves with the warmongers in the government."; + next; + mes "[Defaria]"; + mes "That's how they grew so strong."; + mes "At first, their purpose was limited to gathering intel and spying on other countries."; + mes "This is just what I think, but the right information can cause chaos in a country."; + next; + select("Then what..?"); + mes "[Defaria]"; + mes "Can't you see it by now? Isn't it obvious?"; + mes "Well, if you can't take care of your own problems,"; + mes "then you won't be able to handle your enemies."; + next; + select("So Arunafeltz planned all this!"); + mes "[Defaria]"; + mes "No, it isn't that simple. The world isn't just black and white, you know?"; + mes "Just bring these to Echinacea, will you?"; + mes "They're cooked very well."; + next; + mes "- You have received 2 steaming hot Nice Sweet Potatoes. -"; + set mao_morocc2,106; + getitem 549,2; //Nice_Sweet_Potato + changequest 7039,7040; + close; + } + else if (mao_morocc2 == 106) { + mes "[Defaria]"; + mes "I told you to deliver those cooked sweet potatoes to Echinacea."; + mes "Don't eat them, alright?"; + close; + } + else if (mao_morocc2 == 107) { + mes "[Defaria]"; + mes "Muhahahaha!"; + mes "Did Echinacea really say that?"; + mes "She's an executive of the Rune-Midgarts army."; + mes "I can tell that what she said came from the bottom of her heart."; + next; + mes "[Defaria]"; + mes "I'm relieved that things turned out this way."; + mes "After all, they're the reason why the three countries decided to cooperate."; + mes "Of course, it's too early to say if the cooperation will last long."; + next; + mes "[Defaria]"; + mes "I just hope that the three countries will use this chance to form lasting, friendly relationships. Wouldn't that be great for the sake of everyone in the world?"; + mes "Hrrm, but I'm not holding my breath for world peace."; + next; + mes "[Defaria]"; + mes "I'm just a mere human who can't foresee the future, you know?"; + mes "..Hahaha.."; + next; + mes "[Defaria]"; + mes "Ah, your sweet potatoes are now roasted very well."; + mes "Here, enjoy them."; + mes "Thank you for trying so hard to please this whimsical old man."; + set mao_morocc2,108; + getitem 633,5; //Baked_Yam + completequest 7041; + close; + } + else if (mao_morocc2 > 108) { + mes "- Defaria is lost in thought, standing with a poker in one hand"; + mes "and a sweet potato in the other. -"; + next; + mes "- Sometimes, he looks to the sky, sighs, and then says, 'I'm envious of young people these days ..'"; + mes "or something like 'I don't care anymore, no matter what happens.' -"; + next; + mes "- It sounds like he's having some pretty deep moments, so let's not disturb him. -"; + close; + } + else { + mes "[Defaria]"; + mes "Please leave me alone unless you have extremely important business with me."; + mes "I have so many things that I want to do..."; + close; + } +} + +mid_camp,255,269,0 script Wet Firewood#moc2 CLEAR_NPC,{ + if (mao_morocc2 > 102) { + mes "You've found some half-burnt logs of high quality."; + mes "It seems somebody already roasted sweet potatoes with these logs."; + close; + } + else { + mes "You've found camp firewood that is too wet to make a fire."; + mes "It seems somebody has been futilely attempting to make a fire with them."; + close; + } +} + +morocc,43,108,5 script Sharp-Looking Boy#dan_07 4_KID01,{ + mes "[Jack]"; + if (BaseClass == Job_Assassin) { + mes "Almost half of this town has been destroyed,"; + mes "and yet some people still come to visit."; + mes "I must say that it's amazing that our stronghold is still intact, and withstood all the devastation."; + close; + } + else { + mes "As you see, half of this town is gone. I guess there's no real reason to control access to this tavern."; + mes "Just feel free to go in."; + next; + mes "[Jack]"; + mes "I'm impressed by your courage to step into this hell."; + close; + } +} + +morocc,45,110,0 script que_job01#01 WARPNPC,2,2,{ +OnTouch: + if (BaseClass == Job_Assassin) { + warp "que_job01",9,94; + end; + } + else { + mes "[Jack]"; + mes "Oh, not everyone can enter that place...!"; + mes "..."; + mes "Nevermind."; + next; + mes "[Jack]"; + mes "Since everything has changed,"; + mes "just feel free to enter wherever you want!"; + close2; + warp "que_job01",9,94; + end; + } +} + +que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103 +que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92 +que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53; + +que_job01,82,95,3 script Bar Master#moc2_01 1_ETC_01,{ + if (checkweight(1201,1) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you're carrying"; + mes "too many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + if (BaseClass == Job_Assassin) { + mes "[Karred]"; + mes "Welcome."; + mes "Care for a drink?"; + } + else { + mes "[Karred]"; + mes "What would you like to drink?"; + } + next; + switch(select("Order a Drink:About the mission:Quit")) { + case 1: + mes "[Karred]"; + mes "We have Tropical Sograt"; + mes "and Vermillion on the Beach."; + mes "Which one would you like to drink?"; + next; + switch(select("Tropical Sograt:Vermilion on the Beach:How about a free drink?")) { + case 1: + if (checkweight(1201,1) == 0) { + mes "[Karred]"; + mes "Are you sure you can even hold a glass of alcohol?"; + mes "You're carrying too many things on you already."; + close; + } + else { + if (BaseClass == Job_Assassin) { + if (Zeny < 800) { + mes "[Karred]"; + mes "I can give you a special discount, but"; + mes "you don't have enough money to even pay the special price."; + mes "Why don't you check your money first?"; + mes "This drink is only 800 zeny for Assassins!"; + } + else { + mes "[Karred]"; + mes "I'll give you a special discount."; + mes "Here, drink up."; + mes "This drink is mainly made of fruit juice,"; + mes "but you still shouldn't drink too much."; + Zeny -= 800; + getitem 12112,1; //Tropical_Sograt + } + close; + } + else { + if (Zeny < 1000) { + mes "[Karred]"; + mes "Do you even have any money?"; + mes "Why don't you check your money first?"; + mes "It's 1000 zeny for one glass."; + close; + } + else { + mes "[Karred]"; + mes "There you go."; + mes "This drink is mainly made of fruit juice,"; + mes "but you still shouldn't drink too much."; + Zeny -= 1000; + getitem 12112,1; //Tropical_Sograt + close; + } + } + } + case 2: + if (MaxWeight - Weight < 2000) { + mes "[Karred]"; + mes "Are you sure you can even hold a glass of alcohol?"; + mes "You're carrying too many things on you already."; + close; + } + else { + if (BaseClass == Job_Assassin) { + if (Zeny < 800) { + mes "[Karred]"; + mes "I can give you a special discount, but"; + mes "you don't have enough money to even pay the special price."; + mes "Why don't you check your money first?"; + mes "This drink is only 800 zeny for Assassins!"; + } + else { + mes "[Karred]"; + mes "I'll give you a special discount."; + mes "Here, enjoy."; + Zeny -= 800; + getitem 12113,1; //Vermilion_The_Beach + } + close; + } + else { + if (Zeny < 1000) { + mes "[Karred]"; + mes "Do you even have any money?"; + mes "Why don't you check your money first?"; + mes "It's 1000 zeny for one glass."; + close; + } + else { + mes "[Karred]"; + mes "There you go."; + mes "Don't drink too much, alright?"; + Zeny -= 1000; + getitem 12113,1; //Vermilion_The_Beach + close; + } + } + } + case 3: + mes "[Karred]"; + mes "........."; + mes "Get out."; + close; + } + case 2: + if (BaseClass == Job_Assassin) { + mes "[Karred]"; + mes "How many I help you?"; + next; + if (mao_morocc2 == 4) { + mes "[Karred]"; + mes "...Rin? I see. So you're assisting Mr. Kidd."; + mes "Rin...she's in the room inside."; + mes "She was gravely injured not that long ago..."; + next; + select("?"); + mes "[Karred]"; + mes "You can't expect your job to always go smoothly."; + mes "Of course there will be risks."; + mes "Why don't you go pay her a visit?"; + set mao_morocc2,5; + close; + } + else if (mao_morocc2 > 4) { + mes "[Karred]"; + mes "Rin needs to rest for now. I hope you'll do what you can to help her out."; + mes "But please do take care of yourself as well."; + next; + mes "[Karred]"; + mes "You and Rin are like my children to me, and such injuries..."; + mes "Sigh...it's torture for me to see."; + close; + } + else { + mes "[Karred]"; + mes "I hope you'll come by more often. This place is open to you always, even if you don't have missions."; + close; + } + } + else { + if (mao_morocc2 > 4) { + mes "[Karred]"; + mes "Rin needs to rest in bed for a while. I hope you'll help her complete her duties."; + mes "...This is quite embarrassing to admit, but I see her like my own daughter."; + next; + mes "[Litheron]"; + mes "Ah, just forget what I said. That was out of line."; + mes "I guess I'm drunk after dealing with alcohol all day."; + close; + } + else { + mes "[Karred]"; + mes "How may I help you?"; + mes "For your information, the 'recommendation' has lost its effect. You'd better go back."; + if (mao_morocc2 == 4) { + next; + select("I'm here for Rin!"); + mes "[Karred]"; + mes "...? Why are you looking for Rin?"; + next; + mes "......"; + mes "........."; + next; + mes "[Karred]"; + mes "I see. So you're a member of the Ash Vacuum expedition."; + mes "Rin is in the inner room."; + mes "...She's been badly injured and is resting in bed. Don't do anything to shock her, alright?"; + set mao_morocc2,5; + close; + } + else { + close; + } + } + } + break; + case 3: + mes "[Karred]"; + mes "Hmmm."; + close; + } +} + +que_job01,80,77,0 script que_job01#04 WARPNPC,2,2,{ +OnTouch: + if (BaseClass == Job_Assassin || mao_request > 0 || mao_morocc2 > 4) { + warp "que_job01",61,50; + end; + } + else { + mes "[Litheron]"; + mes "Hey, wait."; + mes "Only authorized personnel can enter the inner room."; + mes "Hey Master, is it okay to let this guy in?"; + next; + if (prt_curse == 24) { + mes "[" + strcharinfo(0) + "]"; + mes "I, um, I'm looking"; + mes "for somebody named"; + mes "Marjana? I learned"; + mes "that she's around"; + mes "here somewhere?"; + next; + mes "[Litheron]"; + mes "Marjana? How did you"; + mes "know that? Hey master,"; + mes "what do I do with this guy?"; + next; + mes "[Master]"; + mes "Hmm. I sense no ill intent"; + mes "from this adventurer. I've"; + mes "also heard a rumor that the"; + mes "Prontera Church needs to"; + mes "investigate poison for"; + mes "some reason."; + next; + mes "[Master]"; + mes "However, there is no"; + mes "way to tell if this person"; + mes "has been sent by Prontera"; + mes "Church. I suppose whether"; + mes "this person can enter is"; + mes "really up to you, Litheron."; + next; + mes "[Litheron]"; + mes "Hah! Did you hear that?"; + mes "Alright, how about this?"; + mes "I'll let you in if you buy me"; + mes "a drink. Besides, you can't risk making trouble here: this place"; + mes "is full of deadly Assassins."; + next; + switch(select("Sure:Why should I?!")) { + case 1: + mes "[Litheron]"; + if (Zeny > 999) { + mes "Heh, that's what"; + mes "I'm talking about!"; + mes "Hey, bartender! Gimme"; + mes "the usual! I like your"; + mes "style, adventurer..."; + Zeny -= 1000; + next; + mes "[Litheron]"; + mes "Alright, you can come"; + mes "on in. But don't you dare"; + mes "breathe a word about this"; + mes "bar to another living soul."; + close2; + warp "que_job01",61,50; + end; + } + else { + mes "Huh..."; + mes "Oh, you don't even"; + mes "have enough zeny to"; + mes "buy water here. Oh boy..."; + mes "If you really want to enter,"; + mes "make sure you have the cash!"; + close2; + warp "que_job01",85,77; + end; + } + case 2: + mes "[Litheron]"; + mes "Not the saavy type,"; + mes "are you...? Fine, fine."; + mes "If you're not gonna do"; + mes "me any favors, then why"; + mes "should I help you? Go away!"; + close2; + warp "que_job01",85,77; + end; + } + } + else { + mes "[Bar Master]"; + mes "If you keep outsiders away from the entrance, every drink you drink today will be on the house."; + mes "So keep up the good work."; + next; + mes "[Bar Master]"; + mes "Yay! Did you hear that?"; + mes "That's my cue to get you outta here!"; + close2; + warp "que_job01",85,77; + end; + } + } +} + +que_job01,81,79,5 script Idle Knight#dan_08 4_M_JOB_KNIGHT1,{ + mes "[Litheron]"; + mes "What, haven't you seen a Knight before?"; + mes "You think Knights don't belong here?"; + if (BaseClass == Job_Knight) + mes "Looks like this is a case of the pot calling the kettle black."; + next; + mes "[Litheron]"; + mes "You know, I'm just here to take a break from the town restoration work."; + mes "There aren't many places that you can have a drink without being caught. You know?"; + close; +} + +que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77 + +que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{ + mes "[Tao]"; + if (BaseClass == Job_Assassin) { + mes "Welcome, meow."; + mes "Say, how's it like outside? Meow?"; + next; + if (prt_curse == 24) { + switch(select("Is Marjana in?:I'm here to see you, Tao.")) { + case 1: + mes "[Tao]"; + mes "She's in the room on your left, meow~"; + mes "But then, how d'you know she's here, meow?"; + close; + case 2: + mes "[Tao]"; + mes "This is no place for playing, meow.."; + mes "... Hey, it's awkward you looking at me like that, meow.."; + close; + } + } + else if (mao_morocc2 > 4) { + mes "[Tao]"; + mes "Tao knows what you're thinking, meow~ You're here to see big sister Rin, am I right, meow? "; + mes "Hehe, where is she, I wonder, meow~"; + close; + } + else { + mes "[Tao]"; + mes "If you don't have any reason to be here, you should leave, meow!"; + mes "Not everyone can enter this place, meow."; + mes "Somehow you're here, but you can't go in the room."; + next; + mes "[Tao]"; + mes "No, wait... I think you may be able to go in... I don't know, meow!"; + mes "Tao is tired of being a door keeper, meow! Meow!"; + close; + } + } + else { + mes "Why are you here, meow?"; + next; + switch(select("Hey kid, are you alone?:What are you, meow?!:Why do you keep meowing?!")) { + case 1: + mes "[Tao]"; + mes "Who are you calling a kid?"; + mes "Tao is a good door keeper!"; + mes "Don't call me a kid!"; + next; + mes "[Tao]"; + mes "I can tell you've got some reason for being here, but you've put yourself in trouble!"; + mes "You're mistaken if you thought I would tell you"; + mes "Master and Marjana are in the left room. Grrr.. Meow!"; + close; + case 2: + mes "[Tao]"; + mes "Are you making fun of me being a door keeper, meow?!"; + mes "Grrr..."; + next; + mes "[Tao]"; + mes "You make me mad, meow. Get lost!!"; + close; + case 3: + mes "[Tao]"; + mes "It's a long story, meow."; + mes "It's been a long time since I started meowing one day.."; + mes "That day, Tao wanted to have a Big Ribbon so badly."; + next; + mes "[Tao]"; + mes "So Tao went to find Wild Roses."; + mes "Meow?! Why am I telling you this, meow?!"; + next; + mes "[Tao]"; + mes "Grrr!"; + mes "What are you, meow?!"; + next; + mes "[Tao]"; + mes "Get out!"; + close; + } + } +} + +que_job01,51,55,0 script que_job01#room_1 WARPNPC,1,1,{ +OnInit: +OnReset: + set $@moc_mao_room1,0; //Global Variable + end; + +OnTouch: + mes "[Tao]"; + if (prt_curse == 24) { + if ($@moc_mao_room1 == 0) { + set $@moc_mao_room1,1; //Global Variable + donpcevent " #room1timer::OnEnable"; + donpcevent "Marjana#poison::OnEnable"; + mes "Ah, that place is protected"; + mes "by security magic, so you'll"; + mes "only have ^4D4DFF4 minutes^000000 to remain"; + mes "there. Don't waste time, meow!"; + close2; + warp "que_job01",11,7; + end; + } + else { + mes "Sooo sorry, meow~"; + mes "Someone else is already"; + mes "inside. Just come back"; + mes "again later, meow?"; + close2; + warp "que_job01",52,50; + end; + } + } + else if (mao_request > 0) { + if ($@moc_mao_room1 == 0) { + set $@moc_mao_room1,1; //Global Variable + donpcevent " #room1timer::OnEnable"; + donpcevent "Valdes#moc_master_1::OnEnable"; + mes "Ah, that place is protected"; + mes "by security magic, so you'll"; + mes "only have ^4D4DFF4 minutes^000000 to remain"; + mes "there. Don't waste time, meow!"; + close2; + warp "que_job01",11,7; + end; + } + else { + mes "Sooo sorry, meow~"; + mes "Someone else is already"; + mes "inside. Just come back"; + mes "again later, meow?"; + close2; + warp "que_job01",52,50; + end; + } + } + else { + mes "Who are you, meow?!"; + mes "Only authorized personnel can enter the inner room, meow!"; + mes "You are not authorized!"; + mes "Get out!"; + close2; + warp "que_job01",52,50; + end; + } +} + +que_job01,1,1,0 script #room1timer CLEAR_NPC,{ +OnEnable: + initnpctimer; + mapannounce "que_job01", "You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB"; + end; + +OnStop: + mapannounce "que_job01", "The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB"; + donpcevent "#room1_warp13::OnDisable"; + donpcevent "Valdes#moc_master_1::OnDisable"; + donpcevent "Marjana#poison::OnDisable"; + donpcevent "que_job01#room_1::OnReset"; + stopnpctimer; + end; + +OnTimer240000: + donpcevent "#room1_warp13::OnEnable"; + end; + +OnTimer245000: + donpcevent "#room1_warp13::OnDisable"; + donpcevent "Valdes#moc_master_1::OnDisable"; + donpcevent "Marjana#poison::OnDisable"; + end; + +OnTimer250000: + mapannounce "que_job01", "The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB"; + donpcevent "que_job01#room_1::OnReset"; + stopnpctimer; +} + +que_job01,12,13,0 script #room1_warp13 -1,15,15,{ +OnInit: +OnDisable: + disablenpc "#room1_warp13"; + end; + +OnEnable: + enablenpc "#room1_warp13"; + end; + +OnTouch: + warp "que_job01",52,50; + end; +} + +que_job01,11,4,0 script que_job01#room1_out WARPNPC,1,1,{ +OnTouch: + warp "que_job01",52,50; + donpcevent " #room1timer::OnStop"; + end; +} + +que_job01,16,21,5 script Valdes#moc_master_1 1_M_JOBTESTER,{ + mes "[Valdes]"; + if (BaseClass == Job_Assassin) { + mes "What is it? I have nothing to ask you to do."; + mes "Could you please leave me alone? I have a bad headache."; + next; + mes "[Valdes]"; + mes "I'll ask you for a help some other time."; + mes "You look pretty passionate after all."; + if (countitem(6029) > 0) + delitem 6029,countitem(6029); //Morocc_Tracing_Log + if (countitem(7418) > 0) + delitem 7418,countitem(7418); //Mission_ScrollB + if (countitem(7416) > 0) + delitem 7416,countitem(7416); //Letter_Of_Recommend + close; + } + else { + mes "...Sorry, but could you please leave?"; + mes "I'm really stressed out right now."; + mes "If you're here for the request that we made earlier, you can just forget about it."; + if (countitem(6029) > 0) + delitem 6029,countitem(6029); //Morocc_Tracing_Log + if (countitem(7418) > 0) + delitem 7418,countitem(7418); //Mission_ScrollB + if (countitem(7416) > 0) + delitem 7416,countitem(7416); //Letter_Of_Recommend + close; + } + +OnInit: +OnDisable: + disablenpc "Valdes#moc_master_1"; + end; + +OnEnable: + enablenpc "Valdes#moc_master_1"; + end; +} + +que_job01,51,44,0 script que_job01#room_2 WARPNPC,1,1,{ + end; + +OnInit: +OnReset: + set $@moc_mao_room2,0; //Global Variable + end; + +OnTouch: + if ((mao_morocc2 > 4) && (mao_morocc2 < 10)) { + if ($@moc_mao_room2 == 0) { + set $@moc_mao_room2,1; //Global Variable + donpcevent " #room2timer::OnEnable"; + mes "[Tao]"; + mes "The room is also sealed with a security magic spell, meow."; + mes "You have ^4d4dff4 minutes^000000"; + mes "to finish your quest, meow."; + close2; + warp "que_job01",80,21; + end; + } + else { + mes "[Tao]"; + mes "We already have a guest inside."; + mes "You can wait or come back later, meow."; + close2; + warp "que_job01",52,50; + end; + } + } + else if (mao_morocc2 == 21) { + if ($@moc_mao_room2 == 0) { + set $@moc_mao_room2,1; //Global Variable + donpcevent " #room2timer::OnEnable"; + donpcevent "Rin#moc_room2_2::OnEnable"; + donpcevent "Rayan#moc_room2_2::OnEnable"; + mes "[Tao]"; + mes "The room is also sealed with a security magic spell, meow."; + mes "You have ^4d4dff4 minutes^000000"; + mes "to finish your quest, meow."; + close2; + warp "que_job01",144,57; + end; + } + else { + mes "[Tao]"; + mes "We already have a guest inside."; + mes "You can wait or come back later, meow."; + close2; + warp "que_job01",52,50; + end; + } + } + else if ((mao_morocc2 > 21) && (mao_morocc2 < 29)) { + if ($@moc_mao_room2 == 0) { + set $@moc_mao_room2,1; //Global Variable + donpcevent " #room2timer::OnEnable"; + donpcevent "Rin#moc_room2_2::OnEnable"; + mes "[Tao]"; + mes "The room is also sealed with a security magic spell, meow."; + mes "You have ^4d4dff4 minutes^000000"; + mes "to finish your quest, meow."; + close2; + warp "que_job01",144,57; + end; + } + else { + mes "[Tao]"; + mes "We already have a guest inside."; + mes "You can wait or come back later, meow."; + close2; + warp "que_job01",52,50; + end; + } + } + else { + mes "[Tao]"; + mes "This is the patient's room, meow."; + mes "Why don't you leave the patient alone to rest?"; + close2; + warp "que_job01",52,50; + end; + } +} + +que_job01,1,2,0 script #room2timer CLEAR_NPC,{ +OnEnable: + initnpctimer; + mapannounce "que_job01", "Master Zone 2 is now under surveillance.",bc_map,"0x70DBDB"; + end; + +OnStop: + mapannounce "que_job01", "The magic shield of Master Zone 2 has been reset.",bc_map,"0x70DBDB"; + donpcevent "#room2_1_warp::OnDisable"; + donpcevent "#room2_2_warp::OnDisable"; + donpcevent "Rin#moc_room2_2::OnDisable"; + donpcevent "Rin#moc_room2_1::OnDisable"; + donpcevent "Rayan#moc_room2_2::OnDisable"; + donpcevent "que_job01#room_2::OnReset"; + stopnpctimer; + end; + +OnTimer240000: + donpcevent "#room2_1_warp::OnEnable"; + donpcevent "#room2_2_warp::OnEnable"; + end; + +OnTimer245000: + donpcevent "#room2_1_warp::OnDisable"; + donpcevent "#room2_2_warp::OnDisable"; + donpcevent "Rin#moc_room2_2::OnDisable"; + donpcevent "Rin#moc_room2_1::OnDisable"; + donpcevent "Rayan#moc_room2_2::OnDisable"; + end; + +OnTimer250000: + mapannounce "que_job01", "Master Zone 2 has been released from surveillance.",bc_map,"0x70DBDB"; + donpcevent "que_job01#room_2::OnReset"; + stopnpctimer; +} + +que_job01,80,17,0 script #room2_1_warp -1,15,15,{ +OnInit: +OnDisable: + disablenpc "#room2_1_warp"; + end; + +OnEnable: + enablenpc "#room2_1_warp"; + end; + +OnTouch: + warp "que_job01",52,50; + end; +} + +que_job01,144,51,0 script #room2_2_warp -1,15,15,{ +OnInit: +OnDisable: + disablenpc "#room2_2_warp"; + end; + +OnEnable: + enablenpc "#room2_2_warp"; + end; + +OnTouch: + warp "que_job01",52,50; + end; +} + +que_job01,80,27,0 script que_job01#room2_1_out WARPNPC,1,1,{ +OnTouch: + warp "que_job01",52,50; + donpcevent " #room2timer::OnStop"; + end; +} + +que_job01,144,61,0 script que_job01#room2_2_out WARPNPC,1,1,{ +OnTouch: + warp "que_job01",52,50; + donpcevent " #room2timer::OnStop"; + end; +} + +que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{ + if (checkweight(714,1) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mao_morocc2 == 5) { + if (mao_request > 103) { + mes "[Rin]"; + mes "..." + strcharinfo(0) + "...?"; + mes "It's been a long time. What's going on?"; + cutin "moc2_rin02",2; + } + else { + mes "[Rin]"; + mes "Who are you? Only authorized personnel can enter this area."; + cutin "moc2_rin01",2; + } + next; + switch(select("Mr. Kidd sent me.:Just passing by.")) { + case 1: + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "...?"; + mes "...Ah.. Ahh, I see."; + mes "I haven't contacted him for a while, and so he's sent you to me..."; + mes "*Sigh*.. *Cough*."; + next; + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "As you see, I've been feeling under the weather. I'm in no condition to contact him."; + mes "...Let me think. Where I should start..?"; + next; + if (((mao_request > 25) && (mao_request < 31)) || ((mao_request > 125) && (mao_request < 129))) { + mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself."; + next; + mes "[Rin]"; + mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal."; + next; + mes "[Rin]"; + mes "We were able to gather a group of people and stop him from completing the ritual,"; + mes "and although the seal wasn't broken, he succeeded in weakening it."; + next; + mes "[Rin]"; + mes "Soon after we captured him, an army of monsters attacked this town"; + mes "as Satan Morocc's angry roars echoed in the air."; + cutin "moc2_rin04",2; + next; + mes "[Rin]"; + mes "R, otherwise known as Rayan, is responsible for these series of events."; + mes "He caused everything that's happening now."; + next; + } + else { + mes "[Rin]"; + mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself."; + next; + mes "[Rin]"; + mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal."; + next; + mes "[Rin]"; + mes "We were able to gather a group of people and stop him from completing the ritual,"; + mes "and although the seal wasn't broken, he succeeded in weakening it."; + next; + mes "[Rin]"; + mes "Soon after we captured him, an army of monsters attacked this town"; + mes "as Satan Morocc's angry roars echoed in the air."; + cutin "moc2_rin04",2; + next; + mes "[Rin]"; + mes "R, otherwise known as Rayan, is responsible for these series of events."; + mes "He caused everything that's happening now."; + next; + } + mes "[Rin]"; + mes "Our job is primarily investigating Satan Morocc's whereabouts"; + mes "as well as the relation between the space gap and Satan Morocc..."; + next; + mes "[Rin]"; + mes "We, however, couldn't let Rayan get away with what he's done"; + mes "I've been focusing on pursuing Rayan."; + next; + mes "[Rin]"; + mes "If we capture him, we might also find out some information about Satan Morocc:"; + mes "we might be able to learn where he tried to summon Satan Morocc, and where we should send Satan Morocc back to..."; + next; + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "I really want to know how the space gap is linked to Satan Morocc..."; + mes "*Pant Pant*... ..."; + next; + switch(select("And then what?:Don't strain yourself.")) { + case 1: + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "I'm sorry, but I'm not yet fully recovered... I need to speak slowly. Please bear with me."; + next; + break; + case 2: + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Thank you for your kindness."; + mes "...*Pant Pant*..."; + next; + break; + } + mes "[Rin]"; + mes "I received these injuries from Rayan and his gang. I finally located them after a long stakeout and pursuit..."; + mes "......... ..."; + next; + mes "[Rin]"; + mes "Yes... I need to write this down..."; + next; + mes "- Mumbling something, she took down notes in an old notebook as she spoke. -"; + next; + mes "[Rin]"; + mes "The Dandelions.. They're Rayan's puppets."; + mes "I was ambushed by them in a mountain far from a village..."; + next; + mes "[Rin]"; + mes "When I woke up, I was here."; + mes "Since then, my vision's been blurry. I guess that must have been caused by my injuries..."; + next; + mes "[Rin]"; + mes "How'd you like to conduct an investigation around that area? We might find something.."; + mes "Like important clues or where they've headed..."; + set mao_morocc2,6; + next; + mes "[Rin]"; + mes "^4d4dffIf you're interested in helping me, I'll continue talking.^000000"; + close2; + break; + case 2: + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "Did you just come by for no reason?"; + mes "...God, I can't believe just let you come here!"; + mes "Grr.. I need to teach them a lesson. Why can't they let me rest for God's sake!"; + next; + mes "[Rin]"; + mes "I'm sorry, but I'm extremely tired and cranky."; + mes "If you don't have anything important to tell me, then I'd like you to leave."; + close2; + break; + } + } + else if (mao_morocc2 == 6) { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "So, are you interested in helping me?"; + mes "I remember the location was... Southwest from a village called Hugel."; + mes "Do you know where to find Abyss Lake, where the Dragons reside?."; + next; + mes "[Rin]"; + mes "^4d4dffWhen you pass Abyss Lake and head west,^000000 you'll arrive at stiff mountains."; + mes "I was ambushed somewhere ^4d4dffsouth of the second hill from the top of the mountain^000000"; + next; + mes "[Rin]"; + mes "They ganged up on me, but I put up a good fight..."; + mes "I'm sure I at least made them drop something.."; + mes "Please try to find something there that might serve as a clue."; + next; + mes "[Rin]"; + mes "While you're gone, I'll be preparing a document to send to Mr. Kidd."; + mes "Be safe, and look out for yourself, okay?"; + set mao_morocc2,7; + changequest 7015,7016; + close2; + } + else if (mao_morocc2 == 7) { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "I remember the location was..."; + mes "somewhere south of the second hill of a mountain west from Abyss Lake."; + next; + mes "[Rin]"; + mes "What are you looking at?"; + mes "How do I remember the location so clearly?"; + mes "It's the last location where I searched for Rayan. How can I not remember?"; + next; + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "Don't underestimate me; I'm an elite member of my guild."; + close2; + } + else if (mao_morocc2 == 8) { + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "Have you found anything?"; + next; + mes "- You told her you couldn't find anything regarding their whereabouts,"; + mes "but you found the ''Bloody Crystal of Darkness'' in the bushes."; + next; + if (countitem(6027) > 0) { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "..This is...it."; + mes "You can feel the evil spirit just by looking at it."; + mes "This...there's no doubt. It's the same kind of crystal as the ones found on Satan Morroc and his minions."; + next; + cutin "moc2_rin04",2; + mes "[Rin]"; + mes "But...this crystal...left there.."; + mes "..Was it them who dropped it?"; + mes "So it seems Rayan and Satan Morocc...there really is something going on between those two."; + next; + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "You've worked hard. Thank you."; + mes "Ha..."; + mes "Just lying here, not being able to do anything...it's so frustrating."; + next; + mes "[Rin]"; + mes "Here, take this journal to Mr. Kidd."; + mes "It should've been done a while ago."; + mes "Oh, bring this crystal to him as well."; + next; + mes "[Rin]"; + mes "Ah..the journal..Yes, I should record this incident onto the journal."; + next; + mes "......"; + next; + mes "......"; + mes "......"; + next; + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "All done. Here you go."; + mes "Here's the journal and the crystal."; + mes "Take them to Mr. Kidd for me."; + next; + mes "- You received the journal from Rin."; + mes "Instead of a journal, it's more like a bunch of documents being exchanged. -"; + set mao_morocc2,9; + getitem 6029,1; //Morocc_Tracing_Log + changequest 7017,7018; + close2; + } + else { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "..A bloody Crystal of the Darkness?"; + mes "Can you show it to me?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Oh, I don't have it with me. I'll go bring it right away."; + mes "^4d4dff(Wait, what did I do with it? I didn't sell it or anything, did I?)^000000"; + close2; + } + } + else if (mao_morocc2 == 9) { + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "Hurry up; deliver the journal and crystal to Mr. Kidd."; + mes "That's your job, isn't it?"; + mes "*Pant* I need to rest now.."; + next; + mes "[Rin]"; + mes "My eyes are blurry..."; + mes "*Pant Pant*..."; + close2; + } + else { + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "..Argh.. I'm still recovering .. I'm not supposed to move~"; + close2; + } + cutin "moc2_rin03",255; + end; +} + +que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ + if (checkweight(714,1) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mao_morocc2 == 21) { + if ((countitem(6029) > 0) && (countitem(6027) > 0)) { + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "Hey, you've come back at just the right time."; + mes "Look at him; this is ridiculous."; + next; + cutin "moc2_dan02",0; + mes "[Rayan]"; + mes "I know what I did is unforgivable, no matter how good my reason might be."; + mes "..But... *Sigh*... It's too late to regret it now, isn't it?"; + next; + select("Who is this?"); + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Don't you know? He's Rayan Moore who dared to release Satan Morocc, deceive everyone, and bring havoc to this world."; + mes "And you know what?"; + next; + mes "[Rin]"; + mes "Not only that, he slaughtered his own comrades without mercy!"; + next; + cutin "moc2_dan02",0; + mes "[Rayan]"; + mes "...Waaah!"; + mes "..I.. I.. I killed them with my own hands!"; + mes "*Sob*.."; + mes "I'm.. I'm sorry.."; + next; + mes "- Rayan is shivering in fear."; + mes "He still hasn't gotten over the fact that he killed all of his comrades.-"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "What is going on?"; + mes "He doesn't look like the Rayan I know."; + next; + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "I don't know. This Rayan seems to be a completely different individual than the one we know."; + mes "I guess this is what they call Multiple Personality Disorder."; + next; + mes "[Rin]"; + mes "This Rayan isn't the Rayan Moore that plotted the conspiracy,"; + mes "but another personality hidden inside of him."; + next; + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Hey, calm down. Why don't you speak slowly?"; + next; + cutin "moc2_dan02",0; + mes "[Rayan]"; + mes "..It was me.. I was only going to pretend to break the seal of Satan Morocc..."; + mes "Don't you see? I meant for it to just be an act! I was going to throw the town in panic..."; + next; + mes "[Rayan]"; + mes "..That would be my chance to spread the teachings of Freya, our messiah."; + mes "Then something went wrong..."; + next; + cutin "moc2_rin04",2; + mes "[Rin]"; + mes "What?"; + mes "Man, how can you be so stupid?!"; + mes "*Sigh* Continue."; + next; + cutin "moc2_dan02",0; + mes "[Rayan]"; + mes "I was studying some documents for my plan, and then I found something by accident."; + mes "That was when I became a completely different person.. *Sob*"; + next; + mes "[Rayan]"; + mes "..My plan.. It was like I wasn't myself anymore. I wanted to release Satan Morocc for real."; + mes "I kidnapped children.. Threatened my comrades."; + next; + mes "[Rayan]"; + mes "..I held the true ritual to break the seal and release Satan Morocc..."; + mes "Wah.. My.. My head hurts.. This.. No, you can't.. Waaah!"; + next; + mes "[Rayan]"; + mes "..Grr.. You.. You foolish weaklings.."; + mes "..I shall kill you.. No... Nooo!"; + next; + mes "- Suddenly Rayan started talking nonsense and then pulled his hair out in anguish."; + mes "It seems as if he is trying to resist the evil personality within him. -"; + next; + cutin "moc2_dan02",255; + switch(select("Smack his head.:Punch his stomach.:Slap his face.")) { + case 1: + specialeffect EF_HIT2,AREA,"Rayan#moc_room2_2"; + mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -"; + next; + break; + case 2: + specialeffect EF_HIT4,AREA,"Rayan#moc_room2_2"; + mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground...! -"; + next; + break; + case 3: + specialeffect EF_HIT1,AREA,"Rayan#moc_room2_2"; + mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -"; + next; + break; + } + mes "- By your sudden violent move, the Bloody Crystal of Darkness flew out of your jacket, and rolled on the ground toward Rayan. -"; + next; + cutin "moc2_dan02",0; + mes "[Rayan]"; + mes "Ahh...."; + mes "....? Isn't.. Isn't this?!...."; + specialeffect EF_POISON,AREA,"Rayan#moc_room2_2"; + next; + mes "[Rin]"; + mes "Wah! What's going on?"; + mes "Why is it suddenly..?!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Is this a time-space phenomenon?!"; + mes "Why..? There's no gap here..?"; + next; + cutin "moc2_dan01",1; + mes "[Rayan]"; + mes "Haha.. Muhahaha!"; + mes "Muhahahahaha!!"; + mes "He's come.. My master has arrived!!"; + mes "As you command, master. I'm here to serve you!"; + next; + mes "[Voice from Rayan]"; + mes "^FF0000You insignificant humans!"; + mes "I'll be back at full strength,"; + mes "and I'll pay you back for locking me in the darkness for hundreds of years!^000000"; + next; + cutin "moc2_rin04",2; + mes "[Rin]"; + mes "What... What just happened?"; + mes "Are you Rayan? Or are you someone else now?!"; + next; + cutin "moc2_dan01",0; + mes "[Rayan]"; + mes "You're too late. My master has already departed!"; + mes "I'm his loyal servant."; + mes "You're too foolish to understand his great will."; + next; + mes "[Rayan]"; + mes "Haha... Muhahaha!"; + mes "He's calling me!"; + mes "He needs me now!"; + next; + mes "[Rayan]"; + mes "You're Rin, right?"; + mes "This is the last time you'll ever see me."; + mes "Haha... Muhahahahaha!!"; + specialeffect EF_ENTRY,AREA,"Rayan#moc_room2_2"; + donpcevent "Rayan#moc_room2_2::OnDisable"; + next; + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "............"; + mes "....Huh...?"; + mes "What just happened?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "...I don't know..."; + mes "...I think he's gone...?"; + delitem 6029,1; //Morocc_Tracing_Log + delitem 6027,1; //Crystal_Of_Feardoom + set mao_morocc2,22; + close2; + } + else { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "What's up?"; + mes "I'm kind of busy right now."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "..I've brought back the journal and something else.."; + mes "..Er, sorry. I forgot to bring the journal! I'll be right back."; + close2; + } + } + else if (mao_morocc2 == 22) { + mes "[" + strcharinfo(0) + "]"; + mes "What should we do now?"; + mes "You know, that voice.. Do you think it was Satan Morocc...?"; + next; + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "..Maybe."; + mes "B.ased on what the more normal Rayan has told us,"; + mes "it seems that another personality within him was forcibly created by Satan Morocc."; + next; + mes "[Rin]"; + mes "Satan Morocc must have chosen Rayan to break his seal."; + mes "He's been controlling Rayan from deep inside his mind.."; + next; + mes "[Rin]"; + mes "And... That Mad Rayan seems to have a connection with your Bloody Crystal of Darkness."; + next; + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "I didn't see that side of Rayan until you came; he was very cooperative and feeble up until then."; + next; + mes "[Rin]"; + mes "The original Rayan seemed to remember everything that happened while he was controlled by that mad personality.."; + next; + mes "[Rin]"; + mes "He was in shock after learning that he's killed all his comrades with his own hand."; + mes "He started acting differently once you approached him. I must record all of this in the journal."; + next; + next; + mes "[Rin]"; + mes "Right. He completely changed once he touched the crystal, as if he himself became Satan Morocc."; + next; + cutin "moc2_rin03",2; + mes "[Rin]"; + mes "..Damn it."; + next; + select("What should we do now?"); + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "Don't worry."; + mes "I've marked Rayan's body in case he ran away."; + mes "We can trace him down."; + next; + mes "[Rin]"; + mes "I'll give you the pattern number of his magic wavelength. Can you give the number to Echinacea?"; + mes "She'll take care of the rest."; + next; + set .@rotto,rand(1,3); + if (.@rotto == 1) set .@pattern$,"SDHF92F-SDF"; + else if (.@rotto == 2) set .@pattern$,"VWNM94GVWN90"; + else set .@pattern$,"CM3-TRDFGHE0"; + mes "[Rin]"; + mes "The pattern number is..."; + mes "^4d4dff["+.@pattern$+"]^000000"; + mes "Don't leave out even one character. Okay?"; + set mao_morocc2,22+.@rotto; + getitem 6029,1; //Morocc_Tracing_Log + changequest 7030,7030+.@rotto; + next; + mes "[Rin]"; + mes "Here, bring this journal with you."; + mes "Please don't forget the pattern number. Alright? Make sure that Echinacea gets it."; + close2; + } + else if (mao_morocc2 == 23) { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number."; + mes "The pattern number is ^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?"; + close2; + } + else if (mao_morocc2 == 24) { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number."; + mes "The pattern number is ^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?"; + close2; + } + else if (mao_morocc2 == 25) { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number."; + mes "The pattern number is ^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?"; + close2; + } + else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) { + // Missed + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Ouch, my head..."; + mes "Yes? Why are you back again?"; + mes "What...you forgot the pattern number?"; + mes "Sigh...Oh well."; + next; + mes "[Rin]"; + mes "Make sure you don't forget it again. The pattern number is..."; + if (mao_morocc2 == 26) set .@pattern$,"SDHF92F-SDF"; + else if (mao_morocc2 == 27) set .@pattern$,"VWNM94GVWN90"; + else set .@pattern$,"CM3-TRDFGHE0"; + mes "^4d4dff["+.@pattern$+"]^000000. Don't leave out even one character. Okay?"; + mes "Got it?"; + next; + mes "[Rin]"; + mes "Sigh. Get going, then..."; + mes "I need to take a break..."; + close2; + } + else { + cutin "moc2_rin01",2; + mes "[Rin]"; + mes "Ahhh~ I'm a sick person. I need to rest!"; + mes "I don't want to do anything else~"; + mes "Hurry up and go, don't bother me~"; + close2; + } + cutin "moc2_rin01",255; + end; + +OnInit: +OnDisable: + disablenpc "Rin#moc_room2_2"; + end; + +OnEnable: + enablenpc "Rin#moc_room2_2"; + end; +} + +que_job01,143,50,1 script Rayan#moc_room2_2 4_M_DSTMAN,{ + mes "- For some reason, Rayan is shivering in fear. -"; + next; + cutin "moc2_rin02",2; + mes "[Rin]"; + mes "He's not being himself for some reason."; + mes "I'm just glad that he's sane enough to speak to me."; + mes "I don't know what's going on with him."; + close2; + cutin "moc2_rin01",255; + end; + +OnInit: +OnDisable: + disablenpc "Rayan#moc_room2_2"; + end; + +OnEnable: + enablenpc "Rayan#moc_room2_2"; + end; +} + +hu_fild04,235,103,0 script Heap of Earth#mao2_01 CLEAR_NPC,4,4,{ + if (checkweight(714,1) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mao_morocc2 == 7) { + specialeffect EF_LEVEL99_4; + mes "You have found a pile of dirt and deep tracks under thick bushes."; + mes "There are deep footprints and spilled blood around the area."; + next; + mes "Some desperate fighting definitely happened here."; + mes "There are some broken branches to the side of a set of footprints that look like they're skidding backwards..."; + mes "Somebody must have been fallen down on the ground, or..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I've been having a strange feeling around this area..."; + mes "It feels like faint mana.. ?!... Yes, I can barely see an aura."; + mes "...What is this?"; + next; + switch(select("Ignore it.:Take a careful look.")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Hmm.. This place must be where Rin fought with Rayan's gang."; + mes "I don't see anything that looks important."; + close; + case 2: + mes "As you took a careful look,"; + mes "you notice something shining in the ground."; + next; + mes "^4d4dffYou have found a 'Bloody Crystal of Darkness'.^000000"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I don't think I'll find anything else here..."; + mes "I should go back now."; + mes "I hope Rin will understand."; + set mao_morocc2,8; + getitem 6027,1; //Crystal_Of_Feardoom + changequest 7016,7017; + close; + } + } + else if (mao_morocc2 == 8) { + mes "There are traces of a battle here, including spilled blood."; + mes "There's also a pile of dirt that seems out of place."; + close; + } + else { + mes "There are traces of a battle here, and spilled blood."; + close; + } + +//OnTouch2: +OnTouch: + if (mao_morocc2 == 7) { + specialeffect EF_LEVEL99_4; + } + end; +} + +hu_fild04,321,131,0 script Traces#mao2_object02 CLEAR_NPC,{ + if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) { + mes "You find many footprints on the ground."; + mes "Considering all the blood on the ground, a battle must have occurred here fairly recently."; + mes "The footprints continue over the hill."; + close; + } + else { + mes "You found some footprints."; + close; + } +} + +hu_fild04,368,180,0 script Traces#mao2_object03 CLEAR_NPC,{ + if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) { + mes "Somebody left a mark under this small tree."; + mes "The mark is weathered and faded,"; + mes "but it is an arrow pointing southwest."; + close; + } + else { + mes "There's some scribbling on the tree,"; + mes "but you can't decipher what it means."; + close; + } +} + +que_dan01,32,27,0 script #moc2_event_on -1,1,1,{ +OnEnable: + enablenpc "#moc2_event_on"; + end; + +OnDisable: + disablenpc "#moc2_event_on"; + end; + +OnStop: + stopnpctimer; + end; + +OnTouch: + if (mao_morocc2 == 10) { + disablenpc "#moc2_event_on"; + donpcevent "#moc2_event01::OnEnable"; + initnpctimer; + } + else { + mes "A mysterious force is repelling you, and you're unable to push forward into this area."; + close2; + warp "morocc",100,100; + set $@moc_mao_gate1,0; //Global Variable + end; + } + end; + +OnTimer300000: + mapannounce "que_dan01", "...Hey-!!... Where are you?!!.... Hey-!",bc_map,"0xdda0dd"; + end; + +OnTimer303000: + mapannounce "que_dan01", "...Isn't this voice...? ...Kidd?",bc_map,"0xdda0dd"; + end; + +OnTimer306000: + mapwarp "que_dan01","mid_camp",205,312; + end; + +OnTimer307000: + donpcevent "Corpse#moc2_dead01::OnDisable"; + donpcevent "Rin#moc2_bt_rin01::OnDisable"; + donpcevent "Rin#moc2_bt_rin02::OnDisable"; + donpcevent "Rayan#moc2_bt_r01::OnDisable"; + donpcevent "Dandelion Member#moc2_1::OnDisable"; + donpcevent "Dandelion Member#moc2_2::OnDisable"; + donpcevent "Dandelion Member#moc2_3::OnDisable"; + donpcevent "Dandelion Member#moc2_4::OnDisable"; + donpcevent "Dandelion Member#moc2_5::OnDisable"; + donpcevent "#moc2_event01::OnDisable"; + donpcevent "Corpse#moc2_dead01::OnReset"; + end; + +OnTimer308000: + enablenpc "#moc2_event_on"; + set $@moc_mao_gate1,0; //Global Variable + stopnpctimer; +} + +que_dan01,31,27,0 script #moc2_event01 -1,2,2,{ +OnInit: +OnDisable: + disablenpc "#moc2_event01"; + end; + +OnEnable: + enablenpc "#moc2_event01"; + end; + +OnTouch: + soundeffect "wander_man_move.wav",1; + sc_start SC_BLIND,600000,0; + mes "As soon as you touched the crystal,"; + mes "you feel your body being pulled into the space gap."; + mes "You remember Kidd's confused voice, screaming your name."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "By the way, where am I?"; + mes "Argh.. My head hurts..."; + mapannounce "que_dan01", "Female Voice: Checkmate! You can't run away any longer!",bc_map,"0x7b68ee"; + next; + mes "[" + strcharinfo(0) + "]"; + mes ".. ? Wh... What's going on?"; + mes "I can't see things.. I'm getting dizzy..."; + mes "What just happened?"; + mapannounce "que_dan01", "Male Voice: *Giggle Giggle* If you thought I was alone, you're mistaken! Argh!",bc_map,"0xA8A8A8"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Huh? Are they fighting?"; + mes "I can hear a crowd of people coming..."; + mes "Argh! It's too dark to see...!"; + donpcevent "Rin#moc2_bt_rin01::OnEnable"; + donpcevent "Rayan#moc2_bt_r01::OnEnable"; + donpcevent "Dandelion Member#moc2_1::OnEnable"; + donpcevent "Dandelion Member#moc2_2::OnEnable"; + next; + mes "[Familiar Female Voice]"; + mes "Shut up! It's creepy that you all look alike. Bring it on! I'm not afraid of you!"; + mes "I'm not going to let you run away again!"; + next; + soundeffect "wander_man_move.wav",1; + sc_end SC_BLIND; + mes "[" + strcharinfo(0) + "]"; + mes "... !!!!"; + mes "Rin!!!!"; + mes "Why? Why is Rin here? Wait, where am I?"; + mes "Argh.. I can't move at all..."; + next; + specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_1"; + specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_2"; + emotion e_gasp,"Rin#moc2_bt_rin01"; + emotion e_gasp,1; + mes "[Rin]"; + mes "You're not alone. So what?"; + mes "You're still coming with me!"; + next; + donpcevent "Rin#moc2_bt_rin01::OnDisable"; + donpcevent "Rin#moc2_bt_rin02::OnEnable"; + specialeffect EF_ICECRASH,AREA,"Rin#moc2_bt_rin01"; + specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin01"; + mes "[Rayan]"; + mes "Hah, how impressive! You run like a rabbit!"; + mes "I should have you killed you when I had the chance."; + mes "I didn't expect you to be so persistent..."; + next; + mes "[Rin]"; + mes "That's what I wanted to say!"; + mes "You played me like a chess piece,"; + mes "and now I want to tear you apart in five pieces. Why don't you just shut up and surrender before I kill you?"; + next; + mes "[Rayan]"; + mes "Hah.. You still have no idea, huh? You already lost this game, lady."; + donpcevent "Dandelion Member#moc2_3::OnEnable"; + donpcevent "Dandelion Member#moc2_4::OnEnable"; + donpcevent "Dandelion Member#moc2_5::OnEnable"; + next; + specialeffect EF_FREEZED,AREA,"Rin#moc2_bt_rin02"; + emotion e_gasp; + mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee"; + mes "[Rayan]"; + mes "I'm sorry that I have to do this."; + mes "..."; + mes "Kill her."; + specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_3"; + specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_4"; + specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_5"; + next; + mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8"; + donpcevent "Rayan#moc2_bt_r01::OnDisable"; + donpcevent "Dandelion Member#moc2_1::OnDisable"; + donpcevent "Dandelion Member#moc2_2::OnDisable"; + mes "[" + strcharinfo(0) + "]"; + mes "Rin-!!!"; + specialeffect EF_LIGHTBOLT,AREA,"Rin#moc2_bt_rin02"; + specialeffect EF_FIREPILLARBOMB,AREA,"Rin#moc2_bt_rin02"; + specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin02"; + donpcevent "Rin#moc2_bt_rin02::OnDisable"; + next; + mes "You feel helpless: you can do nothing but watch her slowly get overpowered.."; + mes "Then, the pressure on your body suddenly dissipates."; + changequest 7019,7020; + close2; + disablenpc "#moc2_event01"; + donpcevent "Dandelion Member#moc2_3::OnDisable"; + donpcevent "Dandelion Member#moc2_4::OnDisable"; + donpcevent "Dandelion Member#moc2_5::OnDisable"; + donpcevent "Corpse#moc2_dead01::OnEnable"; + donpcevent "Corpse#moc2_dead01::OnCall"; + end; +} + +que_dan01,49,36,5 script Corpse#moc2_dead01 4_M_DSTMANDEAD,{ + if (checkweight(714,1) == 0) { + mes "- You cannot proceed with the quest when you're carrying too many items with you. -"; + close; + } + if (mobcount("que_dan01","Corpse#moc2_dead01::OnMyMobDead") < 1) { + if (mao_morocc2 == 10) { + mes "You have found a laceration on the dead body;"; + mes "he must have been killed by Rin."; + next; + switch(select("Check his pockets.:Shake the corpse.")) { + case 1: + mes "It's creepy to touch a corpse, but you have decided to check his pockets for any clues."; + next; + break; + case 2: + mes "It's creepy to touch a corpse, but you have decided to shake and turn the body"; + mes "to find any possible clues"; + mes "And..."; + next; + break; + } + mes "A scroll flew out of the body's jacket pocket."; + mes "You're not sure what this scroll is for, but obviously it seems pretty important."; + next; + mes "^4d4dffYou have obtained a Sealed Magic Scroll."; + mes "Let's bring this to Kidd.^000000"; + set mao_morocc2,11; + getitem 6028,1; //Seal_Scroll + donpcevent "#moc2_event_on::OnStop"; + initnpctimer; + changequest 7020,7021; + close; + } + else if (mao_morocc2 == 11) { + mes "You have found a Dandelion Member who was killed by Rin."; + close; + } + else { + // Missed + mes "It's just a corpse, but there seems to be something unnatural about it."; + close2; + warp "morocc",104,108; + end; + } + } + else { + mes "Now's not the time to examine corpses."; + mes "You better take care of your living enemies first!"; + close; + } + end; + +OnInit: +OnDisable: + disablenpc "Corpse#moc2_dead01"; + end; + +OnEnable: + enablenpc "Corpse#moc2_dead01"; + end; + +OnCall: + monster "que_dan01",26,40,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead"; + monster "que_dan01",21,35,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead"; + monster "que_dan01",25,32,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead"; + monster "que_dan01",34,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead"; + monster "que_dan01",36,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead"; + end; + +OnMyMobDead: + end; + +OnReset: + killmonster "que_dan01","Corpse#moc2_dead01::OnMyMobDead"; + end; + +OnTimer4000: + mapannounce "que_dan01", "...Hey!... Where are you?!... Where did you go?!!!",bc_map,"0xdda0dd"; + end; + +OnTimer7000: + mapwarp "que_dan01","mid_camp",204,312; + end; + +OnTimer10000: + donpcevent "Corpse#moc2_dead01::OnDisable"; + donpcevent "Rin#moc2_bt_rin01::OnDisable"; + donpcevent "Rin#moc2_bt_rin02::OnDisable"; + donpcevent "Rayan#moc2_bt_r01::OnDisable"; + donpcevent "Dandelion Member#moc2_1::OnDisable"; + donpcevent "Dandelion Member#moc2_2::OnDisable"; + donpcevent "Dandelion Member#moc2_3::OnDisable"; + donpcevent "Dandelion Member#moc2_4::OnDisable"; + donpcevent "Dandelion Member#moc2_5::OnDisable"; + donpcevent "#moc2_event01::OnDisable"; + donpcevent "#moc2_event_on::OnEnable"; + end; + +OnTimer11000: + set $@moc_mao_gate1,0; //Global Variable + end; +} + +- script #dandelion_duplicates -1,{ + end; + +OnInit: +OnDisable: + disablenpc strnpcinfo(0); + end; + +OnEnable: + enablenpc strnpcinfo(0); + end; +} + +que_dan01,34,34,7 duplicate(#dandelion_duplicates) Rin#moc2_bt_rin01 4_F_ACROSS +que_dan01,29,34,7 duplicate(#dandelion_duplicates) Rin#moc2_bt_rin02 4_F_ACROSS +que_dan01,36,34,3 duplicate(#dandelion_duplicates) Rayan#moc2_bt_r01 4_M_DSTMAN +que_dan01,39,37,3 duplicate(#dandelion_duplicates) Dandelion Member#moc2_1 4_M_DSTMAN +que_dan01,41,34,3 duplicate(#dandelion_duplicates) Dandelion Member#moc2_2 4_M_DSTMAN +que_dan01,26,40,5 duplicate(#dandelion_duplicates) Dandelion Member#moc2_3 4_M_DSTMAN +que_dan01,21,35,5 duplicate(#dandelion_duplicates) Dandelion Member#moc2_4 4_M_DSTMAN +que_dan01,25,32,7 duplicate(#dandelion_duplicates) Dandelion Member#moc2_5 4_M_DSTMAN + +yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10 +que_dan02,13,6,0 warp #moc_que_dan02-fild09 1,1,yuno_fild09,234,129 + +que_dan02,21,37,0 script #moc2_b1_gate -1,1,1,{ +//OnTouch2: +OnTouch: + if (mao_morocc2 == 17) { + mes "- You find a side door that leads to the basement."; + mes "A faint light is shining through the hinges."; + mes "There are people inside, talking loudly. -"; + next; + mes "[Male Voice]"; + mes "Hey Rayan, say something."; + mes "We did everything you asked,"; + mes "but..."; + next; + mes "[Male Voice]"; + mes "...This is totally wrong."; + mes "We did something that we shouldn't have."; + mes "Come on, reconsider this."; + next; + mes "[Male Voice]"; + mes "Rayan, Rayan!"; + mes "All we wanted was just to shake up the town just a little bit,"; + mes "not summon Satan Morocc! The ritual failed like we first planned, but..."; + next; + mes "[Voices]"; + mes "That's right. It failed, but what happened? Satan Morocc resurrected himself."; + mes "He'll bring the end of this world."; + mes "What have we done?!"; + mes "We can't even go back to our country now!"; + next; + mes "[Anxious Voice]"; + mes "...We all knew that we would be disposed after we stopped being useful.. Just like pawns in a chess match."; + mes "But I'm curious."; + mes "Rayan..."; + next; + mes "[Anxious Voice]"; + mes "Rayan, say something!"; + mes "What the hell's wrong with you?"; + mes "Why, can't you still forget the Assassin?"; + mes "...Hey, tell us. What should we do now?"; + next; + mes "[Anxious Voice]"; + mes "Let me ask you one question."; + mes "...Did you... Did you really summon Satan Morocc?"; + mes "Did you?"; + mes "Did you really ask us to help you resurrect Satan Morocc?!"; + next; + mes "[Anxious Voice]"; + mes "If your silence means yes, I'm out!"; + mes "I didn't know then, but I know now. I'm leaving!"; + next; + mes "[Rayan]"; + mes "Incompetent weaklings."; + mes "I don't need you anymore."; + mes "Thank you for following my lead so far."; + mes "But you're nothing but puppets of the goddess.. *Giggle Giggle*"; + next; + mes "[Male Voice]"; + mes "Hey, hey! What are you doing?!"; + mes "Why are you doing this?!"; + next; + mes "- You hear loud thuds and thumping in the midst of their yelling and screaming."; + mes "It sounds like they're having a serious dispute.-"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "...Rayan? ...Morroc? ...Resurrect...?"; + mes "I have no idea what they're talking about. Why are they fighting?"; + next; + mes "[Rayan]"; + mes "You ignorant puppets.."; + mes "You're too stupid to understand my master's great will..."; + mes "...Oh, right. I completely forgot about 'it.' It's time to take it back."; + mes "What do you say? *Giggle Giggle*"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "What the?! Does he know I'm here?!"; + mes "I'd better run!"; + next; + mes "- You used a Butterfly Wing.-"; + set mao_morocc2,18; + changequest 7026,7027; + close2; + consumeitem 602; //Wing_Of_Butterfly + end; + } + else if (mao_morocc2 == 19) { + mes "- The side to the basement is open."; + mes "You can enter if you want. -"; + next; + switch(select("Enter.:Do not enter.")) { + case 1: + warp "que_dan02",91,11; + end; + case 2: + mes "You have decided to not enter the basement."; + close; + } + } + else { + mes "- This door seems to lead to the basement,"; + mes "but it's locked pretty securely. -"; + close; + } +} + +que_dan02,88,11,0 warp #moc2_b1-b2 1,1,que_dan02,21,33 + +que_dan02,115,53,3 script Man#moc2_crazyR01 4_M_DSTMAN,{ + if (mao_morocc2 == 19) { + mes "A man covered in blood is standing at a corner with a mysterious grin."; + next; + donpcevent "Mr. Kidd#moc_extra01::OnEnable"; + mes "[Mr. Kidd]"; + mes "I guess it was the right timing."; + mes "By the way, who is this guy?"; + mes "He looks kind of.. He's insane, isn't he?"; + cutin "mocseal_kid01",0; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Woah! Where did you come from?"; + next; + mes "[Mr. Kidd]"; + mes "...From somewhere."; + mes "Anyways..."; + mes "What happened?"; + mes "Who are you?"; + next; + cutin "moc2_dan01",2; + mes "[Man]"; + mes "...Who am I...?"; + mes "...I think I forgot..."; + mes "They're all dead.. I've killed them."; + mes "Hehehe, I just followed the will of my master."; + mes "Muhahahahaha!!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "No... No way!"; + next; + select("Rayan?!"); + cutin "moc2_kid02",0; + mes "[Mr. Kidd]"; + mes "What? Is this really the Rayan we've been chasing?"; + mes "..... !!!"; + mes "Right, you said Rayan was having a dispute with his buddies.."; + next; + cutin "moc2_dan02",2; + mes "[Rayan]"; + mes "...Ray... Rayan? That's my name? That's right..."; + mes "I'm Rayan. Rayan Moore."; + mes "Who are you..?"; + next; + mes "[Rayan]"; + mes "Where am I? What's all this blood?!"; + mes "...Huh? Where am I? What happened to my friends?"; + next; + cutin "mocseal_kid01",0; + mes "[Mr. Kidd]"; + mes "...I guess I was right. He really is Rayan Moore."; + mes "What's wrong with him?"; + mes "He seems... He seems really confused. Maybe even unstable."; + next; + mes "[Mr. Kidd]"; + mes "Well, it's the perfect time to capture this guy before he can kill us."; + mes "Rin will know if this is the real Rayan because I've never seen him without his mask.."; + next; + mes "[Mr. Kidd]"; + mes "I'll bring this guy to Rin so she can interrogate him."; + mes "I'll see you at the camp."; + cutin "mocseal_kid01",255; + next; + mes "- You watched Mr. Kidd arrest the unconscious Rayan and take out a teleportation item. You decide to return to town. -"; + set mao_morocc2,20; + changequest 7028,7029; + close2; + consumeitem 602; //Wing_Of_Butterfly + donpcevent "Mr. Kidd#moc_extra01::OnDisable"; + } + else { + mes "[Man]"; + mes "I live to serve my master!"; + mes "Are you his enemy?"; + mes "DIE!"; + close2; + percentheal -100,0; + end; + } + cutin "mocseal_kid01",255; + end; +} + +que_dan02,115,54,5 script Mr. Kidd#moc_extra01 4_M_ACROSS,{ + end; + +OnInit: +OnDisable: + disablenpc "Mr. Kidd#moc_extra01"; + end; + +OnEnable: + enablenpc "Mr. Kidd#moc_extra01"; + end; +} + +que_dan02,108,17,3 script Dismembered Corpse#moc2 4_M_DSTMANDEAD,{ + mes "You find a horribly dismembered dead body."; + mes "It is disgusting to decribe the status of the Corpse!."; + close; +} + +que_dan02,103,24,5 script Crushed Corpse#moc2 4_M_DSTMANDEAD,{ + mes "You find a horribly disfigured corpse."; + mes "that appears to have been crushed to death."; + close; +} + +que_dan02,92,37,7 script Mutated Corpse#moc2 4_M_DSTMANDEAD,{ + mes "You find a terribly mutated corpse."; + mes "R.I.P."; + close; +} + +que_dan02,99,36,0 script Mutilated Corpse#moc2 4_M_DSTMANDEAD,{ + mes "You find a terribly mutilated corpse."; + mes "Rest in peace."; + close; +} + +que_dan02,102,42,3 script Disfigured Corpse#moc2 4_M_DSTMANDEAD,{ + mes "You find a horribly disfigured corpse."; + mes "... . . . . . !!!"; + close; +} + +// Ash-Vacuum Warper :: gogoash +//============================================================ +/* +// Event NPC, now disabled on official servers. +prontera,161,192,5 script Ash-Vacuum Warper 4_M_MOC_SOLDIER,{ + mes "[Warp Soldier]"; + mes "For a limited period."; + mes "I can send you to Ash-Vacuum without any fee."; + next; + mes "[Warp Soldier]"; + mes "Do you want to go to Ash-Vacuum right now?"; + next; + switch(select("Yes, please:Not yet")) { + case 1: + mes "[Warp Soldier]"; + mes "Ok. I hope you"; + mes "enjoy your trip."; + close2; + set ep13_ryu,100; + warp "mid_camp",210,291; + end; + case 2: + mes "[Warp Soldier]"; + mes "No problem. I understand."; + mes "Tell me when you change your mind."; + mes "See you."; + close; + } +} +*/ + +//============================================================ +// Old changelog +//============================================================ +//= 1.0 First Version. [L0ne_W0lf] +//= 1.1 I missed an end in one of the lhz guards. [L0ne_W0lf] +//= 1.2 Fixed missing ends, wrong label and some typos [Gepard] +//= 1.3 Added the two remaining 13.1 quests. [L0ne_W0lf] +//= Cat Hand Agents no longer ignore you with 300+ points. +//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131) +//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276) +//= 1.6 Fixed check in cat hand agent. +//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf] +//= 1.8 Added 13.2 Additions to Report from the New World NPCs +//= 1.9 Upped success rates for Report from the New World drops. +//= 2.0 Added Mid Camp Warper, translated from the Official [Slim] +//= 2.1 Fixed some typos [tr0n] +//= 2.2 A little optimization (-25kb). [Euphy] +//= 2.3 Updated to match the new Izlude Map. [Masao] +//= 2.4 More optimization (-32kb). [Euphy] +//= 2.5 Yet more optimization (-22kb). [Euphy] +//= 2.5a Minor fixes. [Euphy] +//= 2.6 Disabled "Ash Vacuum Warper" as it's no longer in iRO. [Euphy] +//= 2.6a Added 'npcskill' command. [Euphy] +//= 2.7 Updated EXP rewards. +//= 2.7a Added 'consumeitem' command. [Euphy] +//= 2.8 Some optimization, and moved an Izlude NPC. [Euphy] +//= 2.9 Fixed an invalid event label. [Joseph] +//============================================================ diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index ee3da1801..150928d49 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -1,9152 +1,9152 @@ -//===== Hercules Script ======================================
-//= Port Malaya Quest NPCs
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Quest NPCs related to Port Malaya:
-//== Cautious Village, Port Malaya Daily Quests,
-//== Secret in the Woods, Bakonawa Extermination
-//== Nurse in Port Malaya, Pintados Festival
-//= Merchants:
-//== Traders, Upgrade Boss Equipment
-//===== Additional Comments: =================================
-//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
-//= 0.2 Added Tribe Blacksmith [DeadlySilence]
-//= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
-//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
-//= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
-//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy]
-//= 1.1 Added GM management function and NPC. [Euphy]
-//= 1.2 Added item Lost_Belongings to Tiyanak mob & fix wrong item id [Michieru]
-//============================================================
-
-// Cautious Village & Daily Quests :: hi_malaya
-//============================================================
-malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi == 0) {
- mes "[Rodel the Guard]";
- mes "Traveling at such confusing times?";
- mes "Villagers have been feeling more threatened by evil spirits recently.";
- mes "Villagers are scared and trembling with fear.";
- next;
- mes "[Rodel the Guard]";
- mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you.";
- mes "Inns and stops may be closed to outsiders.";
- next;
- mes "[Rodel the Guard]";
- mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first.";
- mes "If the village leader gives his confirmation, other people might be less worried.";
- next;
- mes "[Rodel the Guard]";
- mes "I will mark on the map the location of Phong in Mumbaki.";
- mes "I welcome your visit though the times are harsh.";
- viewpoint 1, 185, 358, 0, 0x0A82FF;
- set malaya_hi, 1;
- setquest 7350;
- close;
- } else if (malaya_hi == 1) {
- mes "[Rodel the Guard]";
- mes "Meet with Phong in Mumbaki first.";
- mes "If you are proven to have a pure soul, other villagers will not avoid you.";
- mes "If you are not sure of the location, I will mark it on your map.";
- viewpoint 1, 185, 358, 0, 0x0A82FF;
- close;
- } else if (malaya_hi >= 20) {
- if (BaseLevel < 100) {
- mes "[Rodel the Guard]";
- mes "How is the life here?";
- mes "People aren't so bad are they?";
- mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard.";
- next;
- mes "[Rodel the Guard]";
- mes "If you become stronger,";
- mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. ";
- close;
- }
- .@playtime = checkquest(7405, PLAYTIME);
- if (.@playtime == 0) {
- mes "[Rodel the Guard]";
- mes "Whew, thanks to you, I have one less thing to worry about.";
- mes "I will lose less of my things.";
- mes "Job well done.";
- next;
- mes "[Rodel the Guard]";
- mes "You can come back if you want.";
- mes "You understand what I mean right?";
- close;
- } else if (.@playtime == 2) {
- erasequest 7405;
- mes "[Rodel the Guard]";
- mes "Oh, about Jejeling that you hunted down before.";
- mes "People traveling in and out of Baryo are happy about it.";
- mes "If it's not much too much trouble, I'd like to ask for your help one more time.";
- next;
- mes "[Rodel the Guard]";
- mes "You don't have to do it now, just whenever you are comfortable.";
- mes "Come and find me when you decide.";
- close;
- } else {
- .@hunting = checkquest(7404, HUNTING);
- if (.@hunting == -1) {
- mes "[Rodel the Guard]";
- switch(rand(1, 6)) {
- case 1:
- mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?";
- break;
- case 2:
- mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright.";
- break;
- case 3:
- mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + ".";
- break;
- case 4:
- mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head.";
- break;
- case 5:
- mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate...";
- break;
- case 6:
- mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well.";
- break;
- }
- mes "Oh yes, there is a job for you if you are not too busy. Are you interested?";
- next;
- mes "[Rodel the Guard]";
- mes "We are going to organize an extensive Jejeling hunt this time.";
- mes "Peddlers going in and out of Baryo are always complaining about Jejelings.";
- next;
- if (select("Join the Jejeling hunt.:Refuse.") == 2) {
- mes "[Rodel the Guard]";
- mes "Is that so? I'm sorry to hear that.";
- mes "Things would be so much simpler if we had a person like you around.";
- close;
- }
- mes "[Rodel the Guard]";
- mes "You just have to hunt 20 jejelings each.";
- mes "It would be a simple task for you.";
- setquest 7404;
- close;
- } else if (.@hunting == 0) {
- mes "[Rodel the Guard]";
- mes "You have to get rid of 20 Jejelings.";
- mes "20 should be enough to give those Jejelings a good scare.";
- close;
- } else if (.@hunting == 1) {
- mes "[Rodel the Guard]";
- mes "Oh, the hunt is over, but you haven't killed all the Jejelings.";
- mes "Come again if you want another try.";
- erasequest 7404;
- close;
- } else {
- mes "[Rodel the Guard]";
- mes "Oh, I have confirmed you got rid of 20 Jejelings.";
- mes "Here, this is a reward for people who participated in the Jejeling hunt.";
- next;
- mes "[Rodel the Guard]";
- mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- erasequest 7404;
- setquest 7405;
- if (rand(1))
- $malayaNames$[1] = strcharinfo(0);
-// SavePPL Jejellopy
- close;
- }
- }
- } else {
- mes "[Rodel the Guard]";
- mes "Please understand even if people look at you warily.";
- mes "The ghost have been haunting the people around here.";
- close;
- }
-OnTouch:
- emotion e_gasp;
- end;
-
-OnInit:
- // if there are no names set, set some default values
- if (!getarraysize($malayaNames$)) {
- $malayaNames$[0] = "unknown";
- $malayaNames$[1] = "unknown";
- $malayaNames$[2] = "unknown";
- $malayaNames$[3] = "unknown";
- $malayaNames$[4] = "unknown";
- $malayaNames$[5] = "unknown";
- }
- end;
-}
-
-malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 2) {
- mes "[Phong in Mumbaki]";
- mes "Looks like this soul came across a big body of water.";
- mes "Young friend.";
- mes "The reason you found me... yes... I see.";
- next;
- mes "[Phong in Mumbaki]";
- mes "You don't have to say it in words.";
- mes "The people are overly cautious of you.";
- mes "Rodel was probably concerned about it, so he sent you here.";
- next;
- if (malaya_hi == 0) {
- mes "[Phong in Mumbaki]";
- mes "No?";
- mes "Well then maybe there was some kind of a Spiritual bond between us.";
- next;
- }
- mes "[Phong in Mumbaki]";
- mes "Nonetheless, good to meet you, young friend.";
- mes "Don't blame the villagers too much for their attitudes toward you.";
- next;
- mes "[Phong in Mumbaki]";
- mes "We are always surrounded by spirits.";
- mes "We live with them, praying for peace.";
- mes "But recently, there has been a problem.";
- next;
- mes "[Phong in Mumbaki]";
- mes "For some unknown reason,";
- mes "Spirits have been running amok, and evil sprits have been haunting the villagers.";
- next;
- mes "[Phong in Mumbaki]";
- mes "This is the shadow that is cast on this beautiful town.";
- mes "They are cautious because they don't know when the dark shadow will fall on them.";
- mes "They visit without warning.";
- next;
- mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear.";
- mes "People are in panic, everyone trembling with fear.^000000";
- cutin "malaya_ghost01", 4;
- next;
- select("Step toward the shadow.:Draw weapon.");
- mes "[Phong in Mumbaki]";
- mes "They have followed the trace of the outsider. ";
- mes "Don't get to close too them.";
- mes "Your soul can get absorbed.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Hmm? They are responding.";
- mes "I don't understand? They look scared as if facing a powerful soul.";
- mes "This feeling... it can't be...";
- cutin "malaya_ghost02", 4;
- next;
- mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating.";
- mes "Observing their reaction, you get closer. The spirits are flustered.^000000";
- next;
- cutin "", 255;
- mes "[Phong in Mumbaki]";
- mes "Amazing. Holder of a soul so strong and pure...!";
- mes "The dark spirits have disappeared because of your presence.";
- next;
- mes "[Phong in Mumbaki]";
- mes "I think other villagers would treat you differently now...";
- mes "Haven't we all witnessed this miracle?";
- next;
- mes "[Phong in Mumbaki]";
- mes "Young friend. Your presence is welcomed anywhere.";
- mes "The light from your pure soul will protect you from the darkness.";
- set malaya_hi, 10;
- if (checkquest(7350) > -1)
- erasequest 7350;
- close;
- } else if (malaya_hi == 10) {
- mes "[Phong in Mumbaki]";
- mes "Everyone in the village witnessed how strong and pure your soul is.";
- mes "Do not be afraid of the dark.";
- close;
- } else if (malaya_hi == 11) {
- mes "[Phong in Mumbaki]";
- mes "Is there something wrong?";
- mes "You look disturbed.";
- mes "Your clothes also look messed up. Was there some kind of trouble?";
- next;
- switch (select("Explain what happened.:There is nothing to talk about.")) {
- case 1:
- mes "[Phong in Mumbaki]";
- mes "Is that so?";
- mes "Ha ha... that is a big problem. ";
- mes "You must've been concerned.";
- next;
- mes "[Phong in Mumbaki]";
- mes "You know, we were preparing a spiritual protection for ";
- mes "villagers who are afraid of evil spirits...";
- mes "but preparation is not going well.";
- next;
- mes "[Phong in Mumbaki]";
- mes "As a temporary solution, how about giving them what they want?";
- mes "Just pick among the items you have that are unimportant and give them to them.";
- next;
- mes "[Phong in Mumbaki]";
- mes "All they want is inner peace anyways.";
- mes "They give meaning to little things and find peace within that behavior.";
- next;
- mes "[Phong in Mumbaki]";
- mes "What is really important is the belief that you will be safe as long as you carry that item.";
- mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection.";
- next;
- mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea.";
- mes "What would be adequate as a Spiritual Protection..^000000";
- next;
- switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) {
- case 1:
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Not bad.";
- mes "Is there another? Something more persuading would be nice.";
- next;
- select("Talk about Blue Gemstone.");
- mes "[Phong in Mumbaki]";
- mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
- mes "Used in holy magic?";
- mes "Sounds good.";
- next;
- break;
- case 2:
- mes "[Phong in Mumbaki]";
- mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
- mes "Used in holy magic?";
- mes "But it does not sound so holy though.";
- next;
- select("Talk about the Holy Water.");
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Sounds good.";
- next;
- break;
- case 3:
- mes "[Phong in Mumbaki]";
- mes "Hmm? It isn't too bad if you are always going to carry it around.";
- mes "But I think something that looks more persuading would be better.";
- next;
- mes "[Phong in Mumbaki]";
- mes "It would be better is there is a holy feel to it...";
- mes "Do you have something that was blessed by your god?";
- next;
- select("Holy Water or Blue Gemstone?");
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Stone that protects the bearer...";
- mes "Sounds perfect.";
- next;
- break;
- }
- mes "[Phong in Mumbaki]";
- mes "Can you find Holy Water and Blue Gemstone that you spoke of?";
- mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts.";
- next;
- mes "[Phong in Mumbaki]";
- mes "People's trust toward you will grow stronger if you do that.";
- mes "They will trust and listen to you.";
- mes "Yes, because you will become their heart's savior.";
- next;
- mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers.";
- set malaya_hi, 12;
- erasequest 7358;
- setquest 7351;
- close;
- case 2:
- mes "[Phong in Mumbaki]";
- mes "Is that so?";
- mes "Tell me if anything happens.";
- mes "For you, it'll be my pleasure to lend you a hand";
- close;
- }
- } else if (malaya_hi == 12) {
- mes "[Phong in Mumbaki]";
- mes "Holy Water and Blue Gemstone you spoke of will function well. ";
- mes "I hope they can set aside their fear and worries this way...";
- close;
- } else if (malaya_hi == 13) {
- mes "[Phong in Mumbaki]";
- mes "Did you give out your present to everyone?";
- mes "By doing this, you made friends with everyone in the town.";
- next;
- mes "[Phong in Mumbaki]";
- mes "I found ways to build Spiritual Protection.";
- mes "My grandchild Imelda will create it.";
- mes "So don't worry. You don't have to give out any more of your things.";
- erasequest 7365;
- set malaya_hi, 20;
- getexp 200000, 200000;
-// SavePPL Soul_Protection
- close;
- } else {
- mes "[Phong in Mumbaki]";
- switch(rand(1, 6)) {
- case 1:
- mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?";
- break;
- case 2:
- mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous.";
- break;
- case 3:
- mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours.";
- break;
- case 4:
- mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh.";
- break;
- case 5:
- mes "Welcome! Welcome! You are always welcome around here.";
- break;
- case 6:
- mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around.";
- break;
- }
- next;
- switch (select("Ask for advice.:Bless flowers...")) {
- case 1:
- if (malaya_diwata == 2) {
- mes "[Phong in Mumbaki]";
- mes "Ferry at the Port?";
- mes "So that has happened...";
- mes "Important thing is to first find out why that child is so upset.";
- next;
- mes "[Phong in Mumbaki]";
- mes "In this case, a bribe would work perfectly.";
- mes "Flowers are always the best choice for seducing woman, right?";
- next;
- select("This is not a love consulting.");
- mes "[Phong in Mumbaki]";
- mes "I'm just saying.";
- mes "Dead or alive, that poor soul is just a little girl.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Girls that age will smile even at the falling leaves.";
- mes "Open her heart with an armful of flowers. ";
- next;
- mes "[Phong in Mumbaki]";
- mes "Let's see...";
- mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Gather these flowers, and I'll make a Bouquet out of it and bless it.";
- mes "Flowers can be found out side the village.";
- set malaya_diwata, 3;
- erasequest 7396;
- setquest 7397;
- close;
- } else if (malaya_diwata == 3) {
- if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) {
- mes "[Phong in Mumbaki]";
- mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000.";
- mes "Do you understand?";
- close;
- }
- mes "[Phong in Mumbaki]";
- mes "Oh... I can smell the scent of flowers from here.";
- mes "I'll gather these and bless them.";
- next;
- mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-";
- mes "-Just by watching it, holiness overwhelms you.-";
- next;
- mes "[Phong in Mumbaki]";
- mes "Isn't it a beauty?";
- mes "Not bad for a old man huh?";
- mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Now, deliver this to that child.";
- mes "I hope she opens her heart with this and becomes willing to talk to you.";
- delitem 6509, 3; // Mysterious_Flower
- delitem 6510, 3; // Elegant_Flower
- delitem 6511, 3; // Beautiful_Flower
- getitem 6506, 1; // Memorial_Bouquet
- set malaya_diwata, 4;
- erasequest 7397;
- setquest 7398;
- close;
- } else if (malaya_diwata == 4) {
- mes "[Phong in Mumbaki]";
- mes "Take this Bouquet and talk to the spirit that has nested in the boat.";
- close;
- } else if (malaya_diwata > 5) {
- mes "[Phong in Mumbaki]";
- mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident.";
- mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help.";
- close;
- } else {
- mes "[Phong in Mumbaki]";
- mes "There is nothing this old man can tell you.";
- mes "Nothing can beat staying healthy, right?";
- close;
- }
- case 2:
- if (checkquest(7402) == -1) {
- mes "[Phong in Mumbaki]";
- mes "Who is the floral tribute for?";
- mes "Don't tell me you're making one in advance cause you're lazy?";
- mes "A tribute must be sincere. Don't forget that.";
- close;
- }
- if (countitem(6506) > 0) {
- mes "[Phong in Mumbaki]";
- mes "Isn't it already made?";
- mes "What is that in your hand?";
- mes "Why are you standing around here? Go and give out those flowers.";
- close;
- }
- if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) {
- mes "[Phong in Mumbaki]";
- mes "Going to Diwata?";
- mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?";
- mes "I'll make it when the flowers are ready.";
- close;
- }
- mes "[Phong in Mumbaki]";
- mes "Diwata is some woman.";
- mes "And you going to her every day is something too.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Hey, here's the Bouquet.";
- mes "Make offerings with your soul and wish for a fruitful day.";
- delitem 6509, 3; // Mysterious_Flower
- delitem 6510, 3; // Elegant_Flower
- delitem 6511, 3; // Beautiful_Flower
- getitem 6506, 1; // Memorial_Bouquet
- close;
- }
- }
-}
-
-malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Imelda]";
- mes ".... Hmm.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Imelda]";
- mes "..........";
- mes "Not bad.";
- mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*";
- next;
- mes "- She is a rather annoying little girl. -";
- close;
- } else if (malaya_hi == 20) {
- mes "[Imelda]";
- mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?";
- mes "What's up?";
- next;
- select ("You want to make a traditional Spiritual Protection?");
- mes "[Imelda]";
- mes "Yes. My grandfather found a way.";
- mes "I'm going to make it.";
- next;
- mes "[Imelda]";
- mes "This is my job and nobody else's.";
- mes "Protecting traditions is my job.";
- next;
- switch (select("Is that so?:Good luck on your own!")) {
- case 1:
- if (BaseLevel < 100) {
- mes "[Imelda]";
- mes "Of course.";
- mes "And to get help from someone as... weak as you is not such a good idea.";
- next;
- mes "[Imelda]";
- mes "Getting the materials is not as easy as it sounds.";
- mes "Maybe when you become stronger, yes, but not now. Never.";
- close;
- }
- mes "[Imelda]";
- mes "What then?";
- mes "You're going to get the materials?";
- mes "Fine I'll accept your proposal.";
- next;
- select ("....?!");
- mes "[Imelda]";
- mes "If you wanted to help me out so much, why didn't you say so from the beginning?";
- mes "Or ask my grandfather?";
- next;
- mes "[Imelda]";
- mes "If you are so enthusiastic about making a Spiritual Protection.";
- mes "I'd have to give up, won't I?";
- next;
- mes "[Imelda]";
- mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000.";
- next;
- mes "[Imelda]";
- mes "You'll have to manufacture the salt yourself at the north western beach.";
- mes "You'll find the pits I've made there.";
- next;
- mes "[Imelda]";
- mes "Go to Pandoi at the weapon shop for the Silver Crosses.";
- mes "He promised to make me some.";
- next;
- mes "[Imelda]";
- mes "Sharpened Bamboos you can get at Baryo or from a nearby forest.";
- mes "You got all that?";
- next;
- mes "[Imelda]";
- mes "Now's the time to prove your prowess!";
- set malaya_hi, 21;
- setquest 7366;
- close;
- case 2:
- mes "[Imelda]";
- mes "Indeed.";
- mes "I will protect the village!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now I haven't seen any Spiritual Protections made with those!";
- mes "Interesting~";
- mes "I'm sure you'll do just fine~";
- mes "Ha ha ha ha~";
- next;
- mes "[Imelda]";
- mes "Stop annoying me and go away!";
- close;
- }
- } else if (malaya_hi == 21) {
- if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) {
- mes "[Imelda]";
- mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!";
- next;
- mes "[Imelda]";
- mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga.";
- mes "Ask Pandoi to make the Silver Crosses.";
- mes "Don't forget to get 6 of each.";
- close;
- }
- mes "[Imelda]";
- mes "... Oh... My, you really did get them?";
- mes "You're better than I thought.";
- mes "That was not a compliment at all!";
- next;
- mes "[Imelda]";
- mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection.";
- mes "Give them to me! And don't bother me during the process!";
- set malaya_hi, 22;
- delitem 6500, 6; // Sharp_Bamboo
- delitem 6501, 6; // Salt_Bag
- delitem 6502, 6; // Silver_Cross
- erasequest 7366;
- setquest 7367;
- close;
- } else if (malaya_hi == 22) {
- .@playtime = checkquest(7367, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives.";
- mes "Better not disturb her.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "Still here?";
- mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact.";
- next;
- mes "[Imelda]";
- mes "Fine.";
- mes "Now go and give these Spiritual Protections to the people!";
- mes "You have all the rights to do so!";
- mes "*Giggles*";
- next;
- mes "Took the Spiritual Protection, despite her ridiculous logic and vigor.";
- mes "Let's give them to the villagers.";
- set malaya_hi, 23;
- getitem 6503, 6; // Soul_Protection
- erasequest 7367;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- setquest 7374;
- close;
- } else {
- mes "[Imelda]";
- mes "Don't disturb the ritual and go away.";
- mes "Please wait while I make the Spiritual Protection.";
- setquest 7367;
- close;
- }
- } else if (malaya_hi == 23) {
- mes "[Imelda]";
- mes "The ones who gets the Spiritual Protections are on the list.";
- mes "Go and give them the new Spiritual Protections";
- next;
- mes "[Imelda]";
- mes "Such a kind person like yourself will surely do it, won't you? ";
- mes "*Smirk*";
- close;
- } else if (malaya_hi == 24) {
- mes "[Imelda]";
- mes "... You really did what I asked you?";
- mes "You know what? I give up.";
- mes "I thought you'd leave after getting something from this town with sweet talk...";
- next;
- mes "[Imelda]";
- mes "I apologize for my rude behavior.";
- mes "....This is something to go with the apology.";
- next;
- mes "[Imelda]";
- mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day.";
- set malaya_hi, 25;
- erasequest 7374;
- erasequest 7379;
- setquest 7375;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (rand(1))
- $malayaNames$[0] = strcharinfo(0);
- close;
- } else {
- mes "[Imelda]";
- mes "Hello there.";
- mes "Did you enjoy the scenery of Malaya?";
- mes "It's nice to have a chat with friends on a Jeepney.";
- next;
- switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) {
- case 1:
- if (checkquest(7380) > -1) {
- if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) {
- mes "[Imelda]";
- mes "Materials for making a Spiritual Protection are";
- mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each.";
- next;
- mes "[Imelda]";
- mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo.";
- close;
- }
- mes "[Imelda]";
- mes "Yes, you got everything precisely.";
- mes "Thanks for the help.";
- next;
- mes "[Imelda]";
- mes "It'll be nice if you could help again tomorrow.";
- mes "Here's something for your trouble.";
- delitem 6500, 6; // Sharp_Bamboo
- delitem 6501, 6; // Salt_Bag
- delitem 6502, 6; // Silver_Cross
- erasequest 7380;
- setquest 7381;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- close;
- } else {
- .@playtime = checkquest(7381, PLAYTIME);
- if ((.@playtime == 0) || (.@playtime == 1)) {
- mes "[Imelda]";
- mes "I appreciate your kindness, but we have enough for today.";
- mes "I'll ask for you when I need more materials.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "Very good timing.";
- mes "I ran out of materials for today's Spiritual Protections.";
- mes "Could you go for them now?";
- erasequest 7381;
- next;
- switch (select("Sure.:I need some preparations.")) {
- case 1:
- mes "[Imelda]";
- mes "As usual then.";
- mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
- setquest 7380;
- close;
- case 2:
- mes "[Imelda]";
- mes ".......I see.";
- mes "I'll be waiting then.";
- close;
- }
- } else {
- mes "[Imelda]";
- mes "That is great news indeed.";
- mes "You know what you need for making Spiritual Protections?";
- mes "Of course, it's not your first time...";
- next;
- mes "[Imelda]";
- mes "I'll leave you to it then.";
- mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
- setquest 7380;
- close;
- }
- }
- case 2:
- if (checkquest(7374) != -1) {
- if (checkquest(7379) == -1) {
- mes "[Imelda]";
- mes "Please deliver these new Spiritual Protections to the villagers.";
- mes "You know them, right?";
- close;
- }
- mes "[Imelda]";
- mes "They cannot rely on these Spiritual Protections forever...";
- mes "It would be much better to have a strong mind such as yours.";
- next;
- mes "[Imelda]";
- mes "Strong spirits are full of light.";
- mes "Those of the dark cannot approach due the blinding light";
- next;
- mes "[Imelda]";
- mes "I guess that's it for today.";
- mes "Thank you very much.";
- setquest 7375;
- erasequest 7374;
- erasequest 7379;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (rand(1))
- $malayaNames$[0] = strcharinfo(0);
- close;
- } else {
- .@playtime = checkquest(7375, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Imelda]";
- mes "The Spiritual Protections given before will still be in effect";
- mes "It's okay for now.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "I was wondering when you would drop by.";
- mes "Could you deliver Spiritual Protections to the folks today?";
- erasequest 7375;
- next;
- if (select("Of course.:Not today.") == 2) {
- mes "[Imelda]";
- mes "Yes.";
- mes "Why not take a stroll in Malaya today?";
- mes "Of course, you'll still encounter ghosts here and there.";
- close;
- }
- if ((checkquest(7381) == 0) || (checkquest(7381) == 1)) {
- mes "[Imelda]";
- mes "Thank you very much.";
- mes "Come back when you've given them all out.";
- setquest 7374;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- getitem 6503, 6; // Soul_Protection
- close;
- } else {
- mes "[Imelda]";
- mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
- mes "Shame, is it not?";
- mes "I do hope there's somebody willing to get them for me.";
- close;
- }
- } else {
- mes "[Imelda]";
- mes "Are you at peace? I could feel your serenity all the way from here.";
- mes "You want to spend that extra time for me?";
- next;
- mes "[Imelda]";
- mes "Could you give out these Spiritual Protections to the villagers for me?";
- next;
- switch (select("Yes.:Not today.") == 2) {
- mes "[Imelda]";
- mes "Yes.";
- mes "Why not take a stroll in Malaya today?";
- mes "Of course, you'll still encounter ghosts here and there.";
- close;
- }
- if ((checkquest(7381, PLAYTIME) == 0) || (checkquest(7381, PLAYTIME) == 1)) {
- mes "[Imelda]";
- mes "Thank you very much.";
- mes "Come back when you've given them all out.";
- setquest 7374;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- getitem 6503, 6; // Soul_Protection
- close;
- } else {
- mes "[Imelda]";
- mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
- mes "Shame, is it not?";
- mes "I do hope there's somebody willing to get them for me.";
- close;
- }
- }
- }
- break;
- }
- }
- end;
-}
-
-malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Old Man Nardo]";
- mes ".......";
- mes "Not from around here, I see. I have nothing to say.";
- close;
- } else if (malaya_hi == 10) {
- if (checkquest(7353) == 2) {
- mes "[Old Man Nardo]";
- mes "How about lending a hand for a poor old man?";
- mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor.";
- next;
- mes "[Old Man Nardo]";
- mes "You know, I've not long to go now...";
- mes "Help me be at peace along the way.";
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "Y... You!!";
- mes "You're the young one with such strong spirit to fend off ghosts of darkness?!";
- mes "Would it be... Possible to share some of your spirit with me?";
- next;
- mes "[Old Man Nardo]";
- mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains.";
- next;
- mes "[Old Man Nardo]";
- mes "Please share that miraculous spirit of yours with me.";
- mes "How about just a button of yours?";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7353;
- completequest 7353;
- if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
- next;
- mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- set malaya_hi, 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[" + strcharinfo(0) + "]";
- mes "He'll rake off all my buttons if I talk to him now.";
- mes "Must counsel with Mumbaki first!";
- close;
- } else if (malaya_hi == 12) {
- if (checkquest(7360) != -1) {
- mes "[Old Man Nardo]";
- mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
- mes "It's just for the peace of mind.";
- next;
- mes "[Old Man Nardo]";
- mes "Nevertheless, I see you differently now";
- mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore.";
- mes "I'm sorry I ignored you.";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Old Man Nardo]";
- mes "So, changed your mind about sharing your spirit?";
- next;
- select("Hand over the prepared items.");
- mes "[Old Man Nardo]";
- mes "Ahh... Thank you.";
- mes "Now I can be at peace for some time...";
- mes "...Peace is always good. Yes.";
- next;
- mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7360;
- completequest 7360;
- if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
- mes "-With the Old Man as last, enough Holy Artifacts have been given out.-";
- set malaya_hi, 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if ((malaya_hi > 12) && (malaya_hi < 20)) {
- mes "[Old Man Nardo]";
- mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
- mes "It's just for the peace of mind.";
- next;
- mes "[Old Man Nardo]";
- mes "When you have the time, could you help me out with something?";
- mes "I'm fine now... I mean later.";
- close;
- } else {
- mes "[Old Man Nardo]";
- switch(rand(1, 6)) {
- case 1:
- mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow...";
- break;
- case 2:
- mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?";
- break;
- case 3:
- mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business.";
- break;
- case 4:
- mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh.";
- break;
- case 5:
- mes "Ah, you again? Thanks for the help back then.";
- break;
- case 6:
- mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?";
- break;
- }
- mes "What is it?";
- next;
- switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) {
- case 1:
- mes "[Old Man Nardo]";
- mes "Port Malaya is a beautiful city.";
- mes "The old and new are in perfect harmony.";
- next;
- mes "[Old Man Nardo]";
- mes "Of course there's the recent problem with ghosts wondering about...";
- mes "It relieves me that you and other young people are working hard on it.";
- mes "Thank you.";
- close;
- case 2:
- if ((checkquest(7374) != -1) && (checkquest(7369) != -1)) {
- if (!countitem(6503)) {
- mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000";
- close;
- }
- mes "[Old Man Nardo]";
- mes "Is this a new Spiritual Protection made from traditional methods?";
- mes "I am grateful that you'd replace mine with a new one.";
- mes "I am always in your and Imelda's debt.";
- next;
- mes "-Delivered the Spiritual Protection to Old Man Nardo.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7369;
- setquest 7383;
- if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
- mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
- if (malaya_hi == 23) {
- set malaya_hi, 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "What? A new Spiritual Protection?";
- mes "I'm okay. I still have the one you gave me before.";
- mes "Could you give me a new one when this one wears out?";
- close;
- }
- break;
- case 3:
- if (BaseLevel < 100) {
- mes "[Old Man Nardo]";
- mes "Hmm... You don't look strong enough to travel to Baryo.";
- mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron.";
- close;
- }
- if ((checkquest(7378, PLAYTIME) == 0) || (checkquest(7378, PLAYTIME) == 1)) {
- mes "[Old Man Nardo]";
- mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today.";
- mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day.";
- next;
- mes "[Old Man Nardo]";
- mes "Help me out again tomorrow if you can.";
- close;
- } else if (checkquest(7378, PLAYTIME) == 2) {
- mes "[Old Man Nardo]";
- mes "Hey there!";
- mes "So, are you well and well fed?";
- mes "Come back again when you have the time.";
- next;
- mes "[Old Man Nardo]";
- mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand.";
- erasequest 7378;
- close;
- } else {
- if (checkquest(7377) != -1) {
- if (countitem(6503) < 5) {
- mes "[Old Man Nardo]";
- mes "Did you deliver the cauldron in one piece?";
- mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?";
- mes "You must have left it somewhere. Go fetch it please.";
- close;
- }
- mes "[Old Man Nardo]";
- mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return.";
- mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better.";
- next;
- mes "[Old Man Nardo]";
- mes "Please stop by again.";
- mes "I always prepare the Cast Iron Cauldron needed at Baryo.";
- delitem 6503, 5; // Soul_Protection
- setquest 7378;
- erasequest 7377;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[2] = strcharinfo(0);
- close;
- } else {
- if (checkquest(7376) > -1) {
- mes "[Old Man Nardo]";
- mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
- mes "This should help against the Bakonawa troubles.";
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "Yes, the Cast Iron Cauldron.";
- mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
- mes "I'd like you to do it for me...";
- next;
- switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) {
- case 1:
- mes "[Old Man Nardo]";
- mes "It's because of the Bakonawa.";
- mes "Beat the cauldron and the surprised Bakonawa spits back out the moon.";
- next;
- mes "[Old Man Nardo]";
- mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble.";
- next;
- mes "[Old Man Nardo]";
- mes "Enough Cast Iron Cauldrons must be prepared for beating.";
- mes "But the forge is better here.";
- mes "So I deliver them every day.";
- close;
- case 2:
- mes "[Old Man Nardo]";
- mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya.";
- mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga.";
- setquest 7376;
- getitem 6504, 5; // Cast_Iron_Caldron
- close;
- case 3:
- mes "[Old Man Nardo]";
- mes "Is that so.";
- mes "I'm sorry, you must be very busy.";
- close;
- }
- }
- }
- }
- break;
- }
- }
- end;
-}
-
-malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{
- if (malaya_hi < 10) {
- mes "[Romel]";
- mes ".........";
- mes " ";
- mes "(He evades your gaze and ignores you.)";
- close;
- } else if (malaya_hi == 10) {
- if (checkquest(7357) == 2) {
- mes "[Romel]";
- mes "....So cold-hearted.";
- mes "And here we are, always trembling in anxiety...";
- next;
- mes "[Romel]";
- mes "Not even allowed the peace of mind...";
- close;
- } else {
- mes "[Romel]";
- mes "Ahh....";
- mes "... You..";
- mes "I'm sorry I ignored you.";
- mes "But... you must be the one they're talking about...";
- next;
- mes "[Romel]";
- mes "Are you the one who fends off the ghosts?";
- mes "If it's okay with you, can I have one of your belongings or some hair?";
- next;
- mes "[Romel]";
- mes "I want to carry it... Like a charm of sort.";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7357;
- completequest 7357;
- if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- set malaya_hi, 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "Romel looks in your way with a sad look.";
- mes "He'll surely take a hair or pull a sleeve if he had his way!";
- close;
- } else if (malaya_hi == 12) {
- if (checkquest(7364) != -1) {
- mes "[Romel]";
- mes "Frankly speaking, it's for the peace of mind.";
- mes "With it, I could face them with more boldness.";
- next;
- mes "[Romel]";
- mes "I mean, I'm relying on such items,";
- mes "but I am braver with them.";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Romel]";
- mes "...What is it?";
- next;
- select ("Hand him the prepared items");
- mes "[Romel]";
- mes "Oh... Thank you.";
- mes "I can feel your spirit.";
- mes "This will keep me safe.";
- next;
- mes "[Romel]";
- mes "Hey... Could you give some for my daughter as well?";
- next;
- mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7364;
- completequest 7364;
- if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
- mes "-With Romel as last, I think enough Holy Artifacts have been given.-";
- set malaya_hi, 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Romel]";
- mes "The Holy Artifact is in good hands.";
- mes "Same with my daughter.";
- close;
- } else {
- mes "[Romel]";
- mes "Hello there.";
- switch(rand(1, 6)) {
- case 1:
- mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed...";
- break;
- case 2:
- mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?";
- break;
- case 3:
- mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection.";
- break;
- case 4:
- mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that.";
- break;
- case 5:
- mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say.";
- break;
- case 6:
- mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?";
- break;
- }
- next;
- if (select("Give Spiritual Protection:How are things?") == 2) {
- mes "[Romel]";
- mes "I am at peace these days.";
- close;
- }
- if ((checkquest(7374) == -1) || (checkquest(7373) == -1)) {
- mes "[Romel]";
- mes "A new Spiritual Protection?";
- mes "The one you gave me before still works fine.";
- mes "I'm okay for now.";
- close;
- }
- if (!countitem(6503)) {
- mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000";
- close;
- }
- mes "[Romel]";
- mes "A new Spiritual Protection.";
- mes "I was thinking this one had worn out... Thanks for coming.";
- mes "This Spiritual Protection will also protect us.";
- next;
- mes "- Delivered Romel his Spiritual Protection.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7373;
- setquest 7387;
- if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
- mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
- if (malaya_hi == 23) {
- set malaya_hi, 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- }
- end;
-}
-
-malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{
- if (malaya_hi < 10) {
- mes "[Talah]";
- mes "..........gasp!";
- mes " ";
- mes "(When your eyes met with hers, she ran and hid behind her father.)";
- close;
- } else if (malaya_hi == 10) {
- if (checkquest(7356) == 2) {
- mes "[Talah]";
- mes "Talah might be taken away tonight.";
- mes "Scary kids might come to Talah.";
- next;
- mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze.";
- mes "Better do something before they take a button from you...";
- close;
- } else {
- mes "[Talah]";
- mes "....I..umm... that.....";
- mes ".........oh... Daddy....";
- next;
- mes "[Romel]";
- mes "Hey, could you give my daughter a button or some hair of yours?";
- mes "She has trouble sleeping at night .......";
- next;
- mes "[Romel]";
- mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?";
- next;
- mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7356;
- completequest 7356;
- if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
- set malaya_hi, 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "Talah looks from you to her father with inquisitive eyes.";
- close;
- } else if (malaya_hi == 12) {
- if (checkquest(7363) != -1) {
- mes "[Talah]";
- mes "I dont know for sure";
- mes "but I get a warm feel from them.";
- mes "Daddy's braver now and that makes Talah stronger too.";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Talah]";
- mes ".... Can I say hello?";
- mes "Hello... there...";
- next;
- select("Give the prepared items.");
- mes "[Talah]";
- mes "Pretty blue stones...!";
- mes "Oooooh~ They're beautiful!";
- mes "Is this stone going to keep Talah safe?";
- next;
- mes "- Delivered the Holy Water and Blue Gemstone to Talah. -";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7363;
- completequest 7363;
- if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
- mes "-With Talah as last, I think enough Holy Artifacts have been given.-";
- set malaya_hi, 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Talah]";
- mes "Daddy told me to hold on to the Holy Artifact really tight.";
- mes "So it keeps away bad ghosts...";
- close;
- } else {
- mes "[Talah]";
- mes "Hello...";
- next;
- if (select("Give Spiritual Protection.:Hi there?") == 2) {
- mes "[Talah]";
- mes "...Hey...Thank you.";
- mes "You're keeping us safe aren't you?";
- close;
- }
- if ((checkquest(7374) != -1) && (checkquest(7372) != -1)) {
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000";
- close;
- }
- mes "[Talah]";
- mes "Is this a new Spiritual Protection?";
- mes "Thank you.";
- mes "Talah can sleep well now with the Spiritual Protection.";
- mes "Daddy likes it too.";
- next;
- mes "- Delivered new Spiritual Protection to Talah.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7372;
- setquest 7386;
- if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
- mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -";
- if (malaya_hi == 23) {
- set malaya_hi, 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Talah]";
- mes "Umm...";
- mes "The one you gave before still keeps Talah safe.";
- mes "I'm okay.";
- close;
- }
- }
- end;
-}
-
-malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) {
- mes "A device to evaporate sea water is buried in the sand...";
- close;
- }
- if (countitem(6501) >= 6) {
- mes "There's enough salt.";
- close;
- }
- mes "A device to evaporate sea water is installed in the Sand Trap.";
- next;
- mes "Salt can be scraped off the dried leaves";
- mes "someone scattered on the sea water.";
- close2;
- progressbar "0xffff00", 5;
- disablenpc strnpcinfo(0);
- initnpctimer;
- getitem 6501, 1; // Salt_Bag
- mes "[" + strcharinfo(0) + "]";
- mes "This should be enough.";
- close;
-
-OnTimer30000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 4_SOIL
-malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 4_SOIL
-
-ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) {
- mes "There's a short and black bamboo tree.";
- close;
- }
- if (countitem(6500) >= 6) {
- mes "There's enough Sharpened Bamboos...";
- close;
- }
- mes "There's bamboo here with black cane and leaves.";
- mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted.";
- close2;
- progressbar "0xffff00", 3;
- disablenpc strnpcinfo(0);
- initnpctimer;
- getitem 6500, 1; //Sharp_Bamboo
- mes "[" + strcharinfo(0) + "]";
- mes "I knew I could do this!";
- close;
-OnTouch:
- if ((checkquest(7366) != -1) || (checkquest(7380) != -1)) {
- specialeffect EF_LEVEL99_4;
- }
- end;
-OnTimer30000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 CLEAR_NPC,4,4
-ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 CLEAR_NPC,4,4
-ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 CLEAR_NPC,4,4
-ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 CLEAR_NPC,4,4
-ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 CLEAR_NPC,4,4
-
-malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Woeon]";
- mes "Urghh... Urgh... I got a headache...";
- mes "My headache must have been brought to me by you from out of town!";
- mes "Go away. Shoo, leave!";
- close;
- } else if (malaya_hi == 10) {
- if (checkquest(7355) == 2) {
- mes "[Woeon]";
- mes "Now, look here my friend...";
- mes "This can all be solved by giving me a button.";
- mes "It doesn't look so expensive either.";
- close;
- } else {
- mes "[Woeon]";
- mes "Aha! You're the one they're all talking about!";
- mes "I was kinda rude right? Forget about it!";
- mes "Yes, do forget...";
- next;
- mes "[Woeon]";
- mes "If you're in dire need, I could get you a job around here you know..";
- mes ".... Could you give me some of your things?";
- next;
- mes "[Woeon]";
- mes "I heard the rumors about you shooing away the ghosts!";
- mes "Can't you see my shaking hands from fear of them ghosts?";
- mes "I'll feel much better if you could just give me a button off your sleeve...";
- next;
- mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7355;
- completequest 7355;
- if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- set malaya_hi, 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[Woeon]";
- mes "Sigh... Life is so tough these days.";
- mes "Why did ghosts come along to bother me so.";
- mes "I wish I had a lucky charm or something...";
- next;
- mes "[Woeon]";
- mes "Why won't you give me one of your belongings so I could keep as a charm?";
- mes "Come on, one sock could save a man's life, you know.";
- mes "Cold hearted son of a...";
- close;
- } else if (malaya_hi == 12) {
- if (checkquest(7362) != -1) {
- mes "[Woeon]";
- mes "Hmm. Look at my hands.";
- mes "Less shaky, eh?";
- mes "Isn't that so?";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Woeon]";
- mes "Humph! What do you want?";
- next;
- select ("Give the prepared items.");
- mes "[Woeon]";
- mes "Oh dear... Forget about the thing back there.";
- mes "You see, I was haunted by another ghost after you left...";
- mes "No hard feelings..";
- next;
- mes "[Woeon]";
- mes "Is this the source of your spirit?";
- mes "It feels kinda cool!";
- mes "Perhaps this will fend off some of them...";
- next;
- mes "[Woeon]";
- mes "Anyway, thanks a lot.";
- mes "I'll call for you first when a job opens up for you.";
- next;
- mes "- Gave Woeon the Holy Water and Blue Gemstone.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7362;
- completequest 7362;
- if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
- mes "-With Woeon as last, I think enough Holy Artifacts have been given.-";
- set malaya_hi, 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Woeon]";
- mes "Now... Let's get back to business.";
- mes "Thanks to you, I don't see any of those darn ghosts.";
- mes "Ha ha ha ha ha";
- close;
- } else {
- mes "[Woeon]";
- mes "Oh, hi there!";
- next;
- if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) {
- if (((checkquest(7374) == 0) || (checkquest(7374) == 1)) && ((checkquest(7371) == 0) || (checkquest(7371) == 1))) {
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000";
- close;
- }
- mes "[Woeon]";
- mes "Phew~ A new Spiritual Protection?";
- mes "Is it an officially made protective charm? Imelda does some fine work.";
- mes "I'm thankful to you as well, of course.";
- next;
- mes "-Delivered Spiritual Protection to Woeon.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7371;
- setquest 7385;
- if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
- mes "-With Woeon as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- set malaya_hi, 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Woeon]";
- mes "Spiritual Protection?";
- mes "Mine still works fine.";
- mes "Very effective indeed.";
- close;
- }
- } else {
- if (BaseLevel < 100) {
- mes "[Woeon]";
- mes "Yes, I collect various by-products from monsters.";
- mes "In fact, I'm collecting Jejellopys here...";
- next;
- mes "[Woeon]";
- mes "It's too much for you.";
- mes "Things can get pretty ugly around here, you see.";
- mes "I'll let you have at it once you're stronger, my friend!";
- close;
- }
- if ((checkquest(7392, PLAYTIME) == 0) || (checkquest(7392, PLAYTIME) == 1)) {
- mes "[Woeon]";
- mes "Oh, the Jejellopy collecting?";
- mes "I have enough for today.";
- mes "Come back again tomorrow.";
- close;
- } else if (checkquest(7392, PLAYTIME) == 2) {
- mes "[Woeon]";
- mes "Oh, yes yes.";
- mes "You're going to collect Jejellopy today as well?";
- mes "I know it's a difficult job... But you do it so well.";
- erasequest 7392;
- next;
- if (select("I'm too busy today.:Leave it to me!") == 1) {
- mes "[Woeon]";
- mes "Is that so? So it is then.";
- mes "Come stop by when you need some work.";
- close;
- }
- mes "[Woeon]";
- mes "As usual, bring me 30 Jejellopys, please.";
- mes "You can get them from the Jejelings.";
- setquest 7391;
- close;
- } else {
- if ((checkquest(7391) == 0) || (checkquest(7391) == 1)) {
- if (countitem(6498) < 30) {
- mes "[Woeon]";
- mes "Hmm? I don't think you have enough.";
- mes "I asked you for 30 Jejellopys. Business is business I'm afraid.";
- close;
- }
- mes "[Woeon]";
- mes "Oh, you have the requested numbers?";
- mes "I'll take them from here.";
- mes "You have no need for them, right?";
- next;
- mes "[Woeon]";
- mes "So I have all the Jejellopys...";
- mes "Come back again!";
- delitem 6498, countitem(6498); //Jejellopy
- setquest 7392;
- erasequest 7391;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- set .@memo_name, rand(1,3);
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(0);
- close;
- } else {
- mes "[Woeon]";
- mes "As you can see, I'm a Collection Dealer.";
- mes "I trade all kinds of monster or animal by-products.";
- next;
- mes "[Woeon]";
- mes "They're used as materials for manufactured goods.";
- mes "Of course, the most preferred in Port Malaya is from the monster Jejeling..";
- next;
- mes "[Woeon]";
- mes "Jejellopy can be acquired from the Jejeling.";
- mes "Can you get me 30 Jejellopys?";
- next;
- if (select("Yeah, sure.:Nope.") == 2) {
- mes "[Woeon]";
- mes "Is that so. Such a shame.";
- mes "Come back when you need some work.";
- close;
- }
- mes "[Woeon]";
- mes "Good, I trust you can do it.";
- mes "Remember, 30 Jejellopys.";
- setquest 7391;
- close;
- }
- }
- }
- }
- end;
-}
-
-malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Pandoi]";
- mes "...Gasp!";
- mes "Go... Go away!";
- close;
- } else if (malaya_hi == 10) {
- if (checkquest(7354) == 2) {
- mes "[Pandoi]";
- mes "Please..";
- mes "Couldn't you help a guy out here, just for the sake of it?";
- mes "Do you really think ignoring me is the best option?!";
- next;
- mes "[Pandoi]";
- mes "Now look here.";
- mes "Please give me just a peek..";
- mes "It's just a button...";
- close;
- } else {
- mes "[Pandoi]";
- mes "Hello there!";
- mes "I've heard of your prestige.";
- mes "I was wondering if I could receive something to prove that I've met you in person...";
- next;
- mes "[Pandoi]";
- mes "Oh... You're surprised because I'm suddenly so nice to you.";
- mes "I heard the news you fought off the ghosts.";
- mes "That's brilliant!";
- next;
- mes "[Pandoi]";
- mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?";
- mes "Please, be generous, I beg you...";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7354;
- completequest 7354;
- if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- set malaya_hi, 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[Pandoi]";
- mes "Phew... Life is so tough these days.";
- mes "Why did ghosts come along to bother me so.";
- mes "I wish I had a lucky charm or something...";
- next;
- mes "[Pandoi]";
- mes "Please...";
- mes "Couldn't you help a guy out here, just for the sake of it?";
- mes "Do you really think ignoring me is the best option?!";
- close;
- } else if (malaya_hi == 12) {
- if (checkquest(7361) != -1) {
- mes "[Pandoi]";
- mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!";
- mes "Bu... But, I'm too scared...";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Pandoi]";
- mes "Wh, what, you've finally decided to help me?!";
- mes "You're going to give Pandoi a gift of peace?!";
- next;
- select ("Give the prepared items.");
- mes "[Pandoi]";
- mes "Great! I knew you'd come back!";
- mes "Yes... Now that I have some of your spirit, I can rest well at night.";
- next;
- mes "- Gave Pandoi the Holy Water and Blue Gemstone.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7361;
- completequest 7361;
- if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
- mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-";
- set malaya_hi, 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Pandoi]";
- mes "Sil... Silver. I need silver, please.";
- mes "I thought I could get the silver once the ghosts are gone, but I can't...";
- close;
- } else {
- mes "[Pandoi]";
- switch(rand(1, 6)) {
- case 1:
- mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!";
- break;
- case 2:
- mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!";
- break;
- case 3:
- mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?";
- break;
- case 4:
- mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work.";
- break;
- case 5:
- mes $malayaNames$[5] + "made a huge discovery. A dragon, they say.";
- break;
- case 6:
- mes "Hello there?!";
- break;
- }
- next;
- switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) {
- case 1:
- if ((checkquest(7374) == -1) || (checkquest(7370) == -1)) {
- mes "[Pandoi]";
- mes "I appreciate you taking care of the expiration dates of my Spiritual Protection.";
- mes "I think mine's good for now. ";
- mes "When it wear's out, I'll ask you for another one!";
- close;
- }
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000";
- close;
- }
- mes "[Pandoi]";
- mes "Good. A new Spiritual Protection.";
- mes "It's always good to know that you won't see those black things again!";
- next;
- mes "-Delivered Spiritual Protection to Pandoi.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7370;
- setquest 7384;
- if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
- mes "-With Pandoi as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- set malaya_hi, 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- case 2:
- if (BaseLevel < 100) {
- mes "[Pandoi]";
- mes "Hmm... To make a Silver Blade, you need silver.";
- mes "I could melt Silver Bracelets to get silver.";
- mes "Silver Bracelets can be acquired at the hospital.";
- next;
- mes "[Pandoi]";
- mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!";
- mes "If you go in there like that... You'll never make it out alive!";
- close;
- }
- .@hunting = checkquest(7393, HUNTING);
- if (.@hunting == 2) {
- if (countitem(6508) < 10) {
- mes "[Pandoi]";
- mes "Where are the Silver Bracelets?";
- mes "I know you're invincible...";
- mes "But I must have a Silver Bracelet to make a Silver Blade.";
- next;
- mes "[Pandoi]";
- mes "10 Silver Bracelets!";
- mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!";
- mes "Now it is in your hands!";
- close;
- }
- mes "[Pandoi]";
- mes "Respect, all the way!";
- mes "You fought them off and brought the Silver Bracelets as well.";
- next;
- mes "[Pandoi]";
- mes "From this day on, I shall try to smelt a new silver weapon..!!";
- mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!";
- next;
- mes "[Pandoi]";
- mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets.";
- mes "If I fail... I'll ask of you the task again!";
- delitem 6508, 10; //Silver_Bracelet
- setquest 7394;
- erasequest 7393;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(0);
- close;
- } else if (.@hunting == 0 || .@hunting == 1) {
- mes "[Pandoi]";
- mes "The village hospital holds the most hideous things inside.";
- mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it...";
- next;
- mes "[Pandoi]";
- mes "Please get rid of those rumored monsters and get those Silver Bracelets.";
- mes "You're the only one I can trust!";
- close;
- } else {
- .@playtime = checkquest(7394, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Pandoi]";
- mes "I still have some silver to smelt.";
- mes "I'll request more if I fail again.";
- close;
- } else if (.@playtime == 2) {
- erasequest 7394;
- mes "[Pandoi]";
- mes "Oh... what am I to do?";
- mes "I've wasted the precious materials you brought back for me...";
- next;
- mes "[Pandoi]";
- mes "Maybe I'm not supposed to be a blacksmith!";
- mes "I'm good with crafting silver, though!";
- next;
- if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) {
- mes "[Pandoi]";
- mes "... You're right...";
- mes "I'll never be able to make a Silver Blade...";
- mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you.";
- close;
- }
- mes "[Pandoi]";
- mes "I knew I could count on you!";
- mes "I knew I could count on you!";
- mes "10 Silver Bracelets, please.";
- setquest 7393;
- next;
- mes "[Pandoi]";
- mes "Pandoi will always smile at you~";
- mes "*Grin*";
- close;
- } else {
- mes "[Pandoi]";
- mes "Silver Blade!";
- mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!";
- next;
- mes "[Pandoi]";
- mes "I want to be a noted blacksmith by making a Silver Blade.";
- mes "However, I cannot get the materials.";
- next;
- mes "[Pandoi]";
- mes "I heard that they wore silver bracelets as recognition at the hospital.";
- mes "But when I got there, it was not the hospital that I used to know.";
- next;
- mes "[Pandoi]";
- mes "Could you slay the horrible creepers and get me the Silver Bracelets?";
- next;
- if (select("Indeed!:No. Way.") == 2) {
- mes "[Pandoi]";
- mes "... You're right...";
- mes "I'll never make a Silver Blade...";
- mes "Such plain expression of disgust. You know what? I hate the idea now.";
- close;
- }
- mes "[Pandoi]";
- mes "I knew it!";
- mes "Teach those things at the hospital some manners...";
- mes "And bring back 10 Silver Bracelets, please.";
- setquest 7393;
- next;
- mes "[Pandoi]";
- mes "Pandoi will always smile at you~";
- mes "*Grin*";
- close;
- }
- }
- case 3:
- mes "[Pandoi]";
- mes "You need Silver Crosses?";
- mes "Pandoi will make them for you!";
- mes "Still, I cannot create something out of the blue, so I'll be needing some silver.";
- next;
- mes "[Pandoi]";
- mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there...";
- mes "If you have Silver Bracelets, I could make Silver Crosses with them.";
- next;
- switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) {
- case 1:
- set .@amount,1;
- case 2:
- if (!.@amount) set .@amount,6;
- if (countitem(6508) < (.@amount * 2)) {
- mes "[Pandoi]";
- mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ".";
- close;
- }
- set .@time,5;
- break;
- case 3:
- mes "[Pandoi]";
- mes "How many Silver Crosses do you need?";
- mes "I can make up to 50 at a time.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Pandoi]";
- mes "Don't need Silver Crosses?";
- mes "Well, I can take a rest then. Ha ha ha ha~";
- close;
- } else if (.@amount > 50) {
- mes "[Pandoi]";
- mes "A maximum of 50 at a time!";
- close;
- }
- if (countitem(6508) < (2 * .@amount)) {
- mes "[Pandoi]";
- mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets.";
- close;
- }
- set .@time,15;
- break;
- case 4:
- mes "[Pandoi]";
- mes "I'll be here if you need me!";
- close;
- }
- mes "[Pandoi]";
- mes "It'll take just a second.";
- mes "Pandoi can do it in a jiffy!";
- close2;
- progressbar "0xffff00", .@time;
- delitem 6508, .@amount * 2; //Silver_Bracelet
- getitem 6502, .@amount; // Silver_Cross
- mes "[Pandoi]";
- mes "Look at this!";
- mes "Very nice indeed.";
- mes "I should've been a craftsman, not a blacksmith!";
- close;
- }
- }
- end;
-}
-
-malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Pedro the Sailor]";
- mes "Oh... This ship's not in service.";
- mes "Or rather, it can't set sail. *Snigger*";
- mes "I'm seeing ghosts. I think it's my time to die.";
- close;
- } else if (malaya_hi == 10) {
- if (checkquest(7352) == 2) {
- mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!";
- mes "Could you stay for a bit and hear me out?!";
- next;
- if (select("Sorry.:Sure.") == 1) {
- mes "[Pedro the Sailor]";
- mes "Oh, a solid denial.";
- mes "You just impaled my last glimpse of hope.";
- mes "Maybe I wasn't persuasive enough...";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Straight to the point, this town is a den of ghosts!";
- mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before.";
- next;
- mes "[Pedro the Sailor]";
- mes "You see that ship there?";
- mes "It's a small ferry, but it also stopped service because of these darn ghosts!";
- next;
- mes "[Pedro the Sailor]";
- mes "It looks okay from the outside, but it's full of ghost, I tell ya.";
- mes "But the way I heard it, they're afraid of you, right?";
- next;
- select ("Oh no, you too...:Not my buttons!");
- mes "[Pedro the Sailor]";
- mes "I see many have already asked you for some of your stuff for charms, huh.";
- mes "Can I budge in that line too?";
- next;
- mes "[Pedro the Sailor]";
- mes "I need to have some sincere conversations with that ghost over there.";
- mes "But the spirit is too strong for me to approach.";
- next;
- mes "[Pedro the Sailor]";
- mes "...........That was a lame story.";
- mes "And it's not easy to give away your stuff to someone else.";
- next;
- mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
- setquest 7352;
- completequest 7352;
- if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
- set malaya_hi, 11;
- setquest 7358;
- }
- close;
- } else if (malaya_hi == 11) {
- mes "[Pedro the Sailor]";
- mes "Sigh...";
- mes "This is so awkward.";
- close;
- } else if (malaya_hi == 12) {
- if (checkquest(7359) != -1) {
- mes "[Pedro the Sailor]";
- mes "Anyway, now that I have what they hate...";
- mes "Now's the time to charge into my ship...!";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "What? I can sense something refreshing in your hands. What is it?";
- next;
- mes "[Pedro the Sailor]";
- mes "You're giving it to me?";
- mes "Ghosts will hate it?";
- mes "That's wonderful news!";
- next;
- mes "[Pedro the Sailor]";
- mes "Pedro, at your service!";
- mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!";
- next;
- mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7359;
- completequest 7359;
- if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
- mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-";
- set malaya_hi, 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Pedro the Sailor]";
- mes "Anyway, now that I have what they hate...";
- mes "Now's the time to charge into my ship...!";
- next;
- mes "-Pedro the Sailor looks determined.-";
- close;
- } else {
- mes "[Pedro the Sailor]";
- mes "Whoa... Did you see that?";
- mes "Those black souls just came up and disappeared.";
- mes "Well, living the dream, eh?";
- next;
- if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) {
- if ((checkquest(7374) == -1) || (checkquest(7368) == -1)) {
- mes "[Pedro the Sailor]";
- mes "The Spiritual Protection you gave me before works fine.";
- mes "I'm good for now.";
- mes "It's still up for the fight!";
- close;
- }
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "A newly made Spiritual Protection.";
- mes "Alright. I'll go at them with this one today.";
- next;
- mes "-Delivered the Spiritual Protection to Pedro the Sailor.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7368;
- setquest 7382;
- if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
- mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- set malaya_hi, 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- }
- if (BaseLevel < 100) {
- mes "[Pedro the Sailor]";
- mes "Hmm... Don't you remember me talking about ghosts?";
- mes "The Ferry is full of ghosts.";
- mes "Wait, was it one or many?";
- next;
- mes "[Pedro the Sailor]";
- mes "Whatever. For you and your current condition, it's out of the question.";
- mes "Yes. You can't do it. You'll be dragged out in a body bag.";
- next;
- mes "[Pedro the Sailor]";
- mes "Now I'm not going to stand here and wait for that to happen. No way.";
- close;
- }
- if (malaya_diwata == 0) {
- mes "[Pedro the Sailor]";
- mes "I'm sorry, but didn't I say something about ghosts over there?";
- mes "It can't set sail because of that.";
- next;
- mes "[Pedro the Sailor]";
- mes "So what's this whole ghost story about?";
- mes "Hmmm..........";
- mes "It's a long story...";
- next;
- if (select("I'm listening.:Maybe later.") == 2) {
- mes "[Pedro the Sailor]";
- mes "I knew it.";
- mes "Though, it's not such a boring story.";
- mes "After all, it is a ghost story.";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "The story goes back to when I first made port here.";
- mes "It was a nerve racking first time as a liner manager.";
- next;
- mes "[Pedro the Sailor]";
- mes "I was ready to disembark when I saw something I simply could not believe.";
- mes "Black haze was swarming to the port from all over town.";
- next;
- mes "[Pedro the Sailor]";
- mes "At first, I thought it was just a very thick smog.";
- mes "As the days went by, it became clear as to what it was.";
- mes "It was a swarm of souls.";
- next;
- mes "[Pedro the Sailor]";
- mes "A very unpleasant group of souls indeed.";
- mes "Some were wailing some horrible cries around the Ferry about to set sail...";
- next;
- mes "[Pedro the Sailor]";
- mes "After that incident, that ship stayed on that spot until this day.";
- mes "Why? Because they took over the ship! It's haunted!";
- next;
- mes "[Pedro the Sailor]";
- mes "If you don't believe me, see for yourself.";
- mes "Then you'll believe me.";
- set malaya_diwata, 1;
- setquest 7395;
- close;
- } else if (malaya_diwata == 1) {
- mes "[Pedro the Sailor]";
- mes "If you want to know, go and see for yourself and get on it.";
- close;
- } else if (malaya_diwata == 2) {
- mes "[Pedro the Sailor]";
- mes "Soul of a Little Girl?";
- mes "What about all them bullying ones?";
- mes "They came and went?";
- next;
- mes "[Pedro the Sailor]";
- mes "I don't understand.";
- mes "Maybe the Leader Mumbaki will know what to do.";
- close;
- } else if (malaya_diwata == 3) {
- mes "[Pedro the Sailor]";
- mes "Hmm... A floral tribute to soothe the soul....";
- mes "You want to hear its story after it calms down?";
- mes "Well... Good luck.";
- next;
- mes "[Pedro the Sailor]";
- mes "It can't be helped for the Ferry to set sail again.";
- mes "I can't go near it because of those mean ones.";
- next;
- mes "[Pedro the Sailor]";
- mes "Now I'm asking you to do this not because I can't be bothered,";
- mes "but because I simply can't do it myself.";
- close;
- } else if (malaya_diwata == 4) {
- mes "[Pedro the Sailor]";
- mes "Did Mumbaki bless the flower?";
- mes "I hope this works...";
- mes "I wish you all the luck!!";
- next;
- mes "[Pedro the Sailor]";
- mes "I hope you can negotiate with success!";
- mes "I'll take care of those rude ones outside the ship the best I can.";
- close;
- } else if (malaya_diwata == 5) {
- mes "[Pedro the Sailor]";
- mes "I see.";
- mes "Perhaps the Ferry can move again...";
- mes "Thank you for all you've done for us.";
- next;
- mes "[Pedro the Sailor]";
- mes "I'd better get ready to set sail then.";
- mes "It's not much, but this is for you.";
- mes "If we can get back in business, I'll take you to Izlude for just 1000z.";
- set malaya_diwata, 6;
- erasequest 7399;
- setquest 7401;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[0] = strcharinfo(0);
- close;
- } else {
- .@playtime = checkquest(7401, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Pedro the Sailor]";
- mes "If you want to go to Alberta, use the big ship over there.";
- mes "This little one goes to Izlude.";
- mes "That will be 1000z.";
- next;
- if (select("Use.:That's a rip off!") == 2) {
- mes "[Pedro the Sailor]";
- mes "What?!";
- mes "How much do you pay for the Alberta Liner to get here!?";
- mes "Call this a rip off... You think I'm doing charity?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Pedro the Sailor]";
- mes "The price is 1000 zeny.";
- mes "I can't help you there~";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Thank you~";
- mes "Let's go before the ghosts come back!";
- Zeny -= 1000;
- close2;
- warp "izlude",195,180;
- end;
- } else if (.@playtime == 2) {
- erasequest 7401;
- goto L_SetQuest;
- } else {
- if (checkquest(7403) == -1) {
- if (checkquest(7402) == -1) {
- goto L_SetQuest;
- }
- mes "[Pedro the Sailor]";
- mes "You know what to do.";
- mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made.";
- next;
- mes "[Pedro the Sailor]";
- mes "Give the Bouquet to Miss Diwata to cheer her up.";
- mes "....Thank you.";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Diwata is calm!";
- mes "I can even feel the difference out here.";
- mes "I am always in your debt.";
- next;
- mes "[Pedro the Sailor]";
- mes "You know what? Why don't you do this on a more regular basis?";
- mes "I think you kind of like doing it.";
- setquest 7401;
- erasequest 7403;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[0] = strcharinfo(0);
- close;
- }
- }
- }
- end;
-
-L_SetQuest:
- mes "[Pedro the Sailor]";
- mes "Ah, the thing is...";
- mes "We can't go right now..";
- mes "You see, the ghosts are back...";
- mes "I'm fed up with nuisance.";
- next;
- mes "[Pedro the Sailor]";
- mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection";
- mes "a normal person can't stand it.";
- next;
- if (select("I see. Take care then.:How about a Floral Tribute?") == 1) {
- mes "[Pedro the Sailor]";
- mes "I'm glad you understand.";
- mes "Sigh...";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Hmmm. That would be nice.";
- mes "If she can be soothed with flowers...!";
- mes "Good luck.";
- setquest 7402;
- close;
-}
-
-ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{
- end;
-OnTouch:
- if (malaya_diwata == 0) {
- cutin "malaya_diwata01", 2;
- mes "- A creepy Little Girl is standing.";
- mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
- next;
- mes "[Diwata]";
- mes "Are you here to bully Diwata too?";
- mes "I won't have it!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-";
- close;
- warp "malaya", 324, 66;
- end;
- } else if (malaya_diwata == 1) {
- cutin "malaya_diwata01", 2;
- mes "- A creepy Little Girl is standing.";
- mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
- next;
- mes "[Diwata]";
- mes "Are you here to bully Diwata too?";
- mes "I won't have it!";
- next;
- select ("Wait! I just want to talk!");
- mes "[Diwata]";
- mes "Then who are they behind you?";
- mes "You're one of them!";
- next;
- cutin "malaya_ghost01", 4;
- mes "- Familiar souls are approaching Diwata. -";
- next;
- if (select("It's a misunderstanding!:You're from that..!") == 2) {
- cutin "malaya_ghost02", 4;
- mes "[" + strcharinfo(0) + "]";
- mes "Just as I thought! You're afraid of me?!";
- mes "Stand aside!";
- mes "I need to talk to her.";
- next;
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "I don't know why they're backing away...";
- mes "You get out of my sight too!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-";
- set malaya_diwata, 2;
- setquest 7396;
- erasequest 7395;
- close2;
- warp "malaya", 324, 66;
- end;
- }
- cutin "malaya_diwata01",2;
- mes "[Diwata]";
- mes "Enough!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-";
- set malaya_diwata, 2;
- setquest 7396;
- erasequest 7395;
- close2;
- warp "malaya", 324, 66;
- end;
- } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) {
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "You crawled back in?";
- mes "Get out-!!!!!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-";
- close;
- warp "malaya", 324, 66;
- end;
- } else if (malaya_diwata == 4) {
- if (!countitem(6506)) {
- cutin "malaya_diwata01", 2;
- mes "- The soul of Little Girl Diwata is looking at me fiercely.";
- mes "No Offering Bouquet...!!!";
- next;
- cutin "", 255;
- mes "-I was thrown out with a remote look from her.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- mes "- The soul of Little Girl Diwata is looking at me fiercely. -";
- mes "- The Offering Bouquet... -";
- cutin "malaya_diwata01", 2;
- next;
- if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) {
- mes "- I threw the bouquet before she could toss me out, and she catches in surprise...";
- mes "She won't toss me... far, now that she has the flower.-";
- } else {
- mes "- I slid the flower across the floor to her. She looks puzzled. -";
- }
- next;
- mes "[Diwata]";
- mes "What is the meaning of this?";
- mes "You're not an enemy?";
- next;
- mes "[Diwata]";
- mes "What? You're an outsider too?";
- mes "Ha, so live ones are allowed and I'm not?";
- next;
- mes "[Diwata]";
- mes "Now there's the stereotype of countryside people over outsiders.";
- mes "I am so annoyed. I feel like wiping them off the map.";
- next;
- mes "[Diwata]";
- mes "What? I shouldn't?";
- mes "Why should I not?";
- mes "I'm stalling the ship?";
- next;
- mes "[Diwata]";
- mes "I was going to hear you out because of the flowers";
- mes "but you're telling me lies?!";
- next;
- mes "[Diwata]";
- mes "So you're saying that I brought these hillbillies on this ship";
- mes "and that fighting with them is causing the stall?";
- next;
- mes "[Diwata]";
- mes "... Hmm... Humph. It wasn't what I was intending to do.";
- mes "But they're the ones who're getting on my nerves!";
- next;
- mes "[Diwata]";
- mes "... I can't get off anyway.";
- mes "Which means that I could feel bad again. Got it?";
- next;
- mes "[Diwata]";
- mes "... I'll try to keep it in today.";
- mes "It's not because I like the flowers or because I like having company!";
- mes "It's because I was treated the same way as those cheap ghosts!";
- next;
- mes "[Diwata]";
- mes "Now if you'll excuse me.";
- mes "And I'll be clear. I'm not going to hold my temper for so long.";
- next;
- mes "[Diwata]";
- mes "Now, g... go away!";
- set malaya_diwata, 5;
- delitem 6506, 1; // Memorial_Boquet
- erasequest 7398;
- setquest 7399;
- close;
- } else if (malaya_diwata == 5) {
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "I promise I'll be a good little girl if those hillbillies leave me alone.";
- mes "If they bother me again, however, I won't be.";
- close;
- } else {
- if (checkquest(7402) == -1) {
- if (checkquest(7403) == -1) {
- if ((checkquest(7401, PLAYTIME) == 0) || (checkquest(7401, PLAYTIME) == 1)) {
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "Surprisingly enough, I'm doing fine.";
- mes "Of course I'm tense for when they return,";
- mes "but, as always, I'll win.";
- next;
- mes "[Diwata]";
- mes "Then the poor crew will cry again";
- mes "I just can't calm myself down after a fight.";
- next;
- mes "[Diwata]";
- mes "The flowers you bring makes me calm down.";
- mes "....";
- mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
- close;
- }
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "Get lost!";
- mes "What? Oh, it's you.";
- mes "Those hillbillies came back again!";
- mes "I'm going to kill them!";
- close;
- }
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "It's good to look at flowers from abroad~";
- mes "Do all flowers from the warm parts of the world smell so nice?";
- next;
- mes "[Diwata]";
- mes "The flowers you bring makes me calm down.";
- mes "....";
- mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
- close;
- }
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "Darn it! Have you come for more?!";
- mes "What?";
- mes "Oh. It's you?";
- mes "I'm really depressed right now.";
- next;
- mes "- Diwata reached her hands out as if expecting something. -";
- next;
- if (select("Give the Bouquet.:Hold her hand.") == 2) {
- mes "[Diwata]";
- mes "What do you think you're doing?!!??!?!!";
- mes "Arghhhh - I have enough creeps around here, thank you!!";
- next;
- cutin "", 255;
- mes "-I was tossed out with Diwata's thunderous cry.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- if (!countitem(6506)) {
- mes "[Diwata]";
- mes "What? You want me to wave?";
- mes "You didn't bring it?";
- mes "You didn't?!?";
- mes "Arghhh you just can't trust anybody! Anybody!";
- next;
- cutin "", 255;
- mes "-I was tossed out with Diwata's thunderous cry.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "... Oh... Just as I thought!";
- mes "My only happiness, my only peace of mind..!";
- mes "Flowers from abroad~!";
- next;
- mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-";
- next;
- mes "[Diwata]";
- mes "Tell Pedro the Sailor!";
- mes "Diwata will be a goddess of sea, so set sail in my generosity.";
- delitem 6506, 1; // Memorial_Boquet
- setquest 7403;
- erasequest 7402;
- close;
- }
- cutin "", 255;
- end;
-}
-
-ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Welcome to Baryo, stranger.";
- mes "I am the soul guidance, protector of people and souls here at Baryo.";
- mes "So, I'm a good leader Kiko in Mumbaki.";
- next;
- switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) {
- case 1:
- if (checkquest(7376) == -1) {
- if (checkquest(7377) == -1) {
- mes "[Kiko in Mumbaki]";
- mes "What cauldron?";
- mes "As far as I know, you're not the one bringing it.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Poor thing.";
- mes "do not live a life of lies.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Baryo is not a great place for smithy work.";
- mes "So we always ask a favor to the forge of Malaya.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Bakonawa does not like loud noises.";
- mes "That's why we beat the sturdy Cast Iron Cauldrons.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "The Spiritual Protection is proof that I've got my cauldron,";
- mes "so deliver it well. Okay? Good.";
- close;
- }
- if (countitem(6504) < 5) {
- mes "[Kiko in Mumbaki]";
- mes "Oh, must be the cauldron I ordered.";
- mes "But, where is it?";
- mes "Are you mocking me?!";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Yes, excellent!";
- mes "Very Good.";
- mes "We can aggravate the Bakonawa more with this.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "I'll give you this for the cauldron.";
- mes "I hear you're having some trouble with souls?";
- mes "Take this. It will help you.";
- delitem 6504, 5; // Cast_Iron_Caldron
- getitem 6503, 5; // Soul_Protection
- setquest 7377;
- erasequest 7376;
- close;
- case 2:
- if (checkquest(7406) == -1) {
- if (checkquest(7407) == -1) {
- mes "[Kiko in Mumbaki]";
- mes "The only purification needed in this village is Vantai's food.";
- mes "There are no rituals where an outsider, like yourself, can take part in.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Vantai must be hungry.";
- mes "Go give it to him.";
- mes "Quickly now.";
- close;
- }
- if ((countitem(523) < 10) || (countitem(6507) < 10)) {
- mes "[Kiko in Mumbaki]";
- mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?";
- mes "My work here just gets better and better.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual.";
- mes "I'll do the ritual myself.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Bones from the animals of this forest all have bad spirits within.";
- mes "Of course it cannot be helped due to the malignant spirits flailing about...";
- next;
- mes "[Kiko in Mumbaki]";
- mes "You do this and do this here and there and...";
- mes "There. The evil spirit has left and the bone is so pure that you can just chew on it.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Now, take this back to Dong the Guard.";
- mes "Vantai will become stronger after eating this purified Evil Spirit Bone.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Moreover, holding on to Evil Spirit Bones will only do you harm,";
- mes "so I'll take them all to purify.";
- delitem 6507, countitem(6507); // Evil_Bone
- delitem 523, 10; //Holy_Water
- getitem 6505, 10; //Purified_Bone
- setquest 7407;
- erasequest 7406;
- close;
- case 3:
- mes "[Kiko in Mumbaki]";
- mes "Oh no you don't!";
- mes "Don't you dare!";
- close;
- }
- end;
-}
-
-ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Hi there!";
- mes "Welcome to Baryo.";
- next;
- if (select("You're job seems so hard~:Guard Dog Vantai") == 1) {
- mes "[Dhong the Guard]";
- mes "Not at all. I just watch who comes and goes from here.";
- mes "Travelers are the ones who go through more hardship.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Dhong the Guard]";
- mes "Vantai is a nice dog.";
- mes "He's probably stronger than you.";
- next;
- mes "[Dhong the Guard]";
- mes "No offense, but";
- mes "you look weaker than the original owners of the bones Vantai chews on.";
- next;
- mes "[Dhong the Guard]";
- mes "That means just about as strong as me!";
- mes "Ha ha ha ha ha ha ha!";
- close;
- }
- .@playtime = checkquest(7408, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Dhong the Guard]";
- mes "The bones you brought Vantai gave him a feast.";
- mes "He'll be full and merry for a while now.";
- mes "Nobody can beat Vantai in recon around here.";
- next;
- mes "[Dhong the Guard]";
- mes "Though it is not nice to say a person is lesser than a dog,";
- mes "but there are some who are lesser.";
- close;
- } else if (.@playtime == 2) {
- erasequest 7408;
- mes "[Dhong the Guard]";
- mes "Vantai?";
- mes "Always the same.";
- mes "Now that you mention it, it's almost time for him to get hungry.";
- next;
- mes "[Dhong the Guard]";
- mes "Of course, he eats normal dog food, but he can't go without those.";
- mes "You know what I mean, right?";
- mes "Smirk...";
- next;
- mes "[Dhong the Guard]";
- mes "Me and Vantai are always waiting";
- mes "for the hero to get us some Evil Spirit Bones from the forest.";
- close;
- } else {
- if (checkquest(7406) != -1) {
- mes "[Dhong the Guard]";
- mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits.";
- mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them.";
- next;
- mes "[Dhong the Guard]";
- mes "You can get Evil Spirit Bones from monsters or animals in the forest.";
- mes "Kiko in Mumbaki will purify them for you.";
- close;
- } else {
- if (checkquest(7407) == 1) {
- if (countitem(6505) < 10) {
- mes "[Dhong the Guard]";
- mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones.";
- mes "He needs to have at least 10 at a time. Which of course does not last a day...";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Hey, Vantai will love these!";
- mes "It's all in good condition...";
- mes "An evil bone purified through holy ritual...";
- next;
- mes "[Dhong the Guard]";
- mes "This is the perfect dog food!!";
- mes "Now he can sense and detect evil spirits,";
- mes "and since he ate purified ones, he'll get the ability to eradicate them.";
- next;
- mes "[Dhong the Guard]";
- mes "I bet he's the strongest living thing in the village now.";
- mes "Of course not me. I mean Vantai.";
- next;
- mes "[Dhong the Guard]";
- mes "This is your reward.";
- mes "It would be very nice if you could help us again tomorrow.";
- delitem 6505, 10; // Purified_Bone
- setquest 7408;
- erasequest 7407;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(0, 2))
- $malayaNames$[2] = strcharinfo(0);
- close;
- } else {
- mes "[Dhong the Guard]";
- mes "Vantai is not only a guard dog, but he's also a great detector and recon scout.";
- mes "But for him to do so, he needs to eat Purified Spirit Bones.";
- next;
- mes "[Dhong the Guard]";
- mes "As you can see, I can't move from here,";
- mes "so I was wondering if you can get the bones for Vantai...";
- next;
- if (select("Alright.:Sorry.") == 2) {
- mes "[Dhong the Guard]";
- mes "I see.";
- mes "Vantai!";
- mes "No treat for you today..!!";
- next;
- mes "- It seems like Vantai's eyes are more moist today. -";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Bones can be acquired from animals or monsters around here.";
- mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat.";
- next;
- mes "[Dhong the Guard]";
- mes "Bring us 10 Purified Spirit Bones.";
- mes "That reminds me. You'll need Holy Water for the purification ritual.";
- next;
- mes "[Dhong the Guard]";
- mes "Take your time.";
- mes "Look here. Vantai likes it too.";
- setquest 7406;
- close;
- }
- }
- }
- end;
-}
-
-ma_fild01,238,257,2 script Guard Dog Vantai 4_RUS_DWOLF,{
- mes "[Vantai]";
- mes "Grrrrrrr...";
- mes " ";
- mes "(He is intimidated by you.)";
- close;
-}
-
-ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Maries]";
- mes "Umm... Hey...";
- mes "Oh, no, sorry. You don't look so strong or bold.";
- mes "I'm sorry. I'm just not quite myself...";
- close;
- }
- if (malaya_hi < 20) {
- mes "An anxious looking woman is stands.";
- close;
- }
- .@playtime = checkquest(7390, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Maries]";
- mes "Now that the children know that they can get back home with an Inside-out Shirt,";
- mes "they play out in the forest recklessly and timelessly.";
- next;
- mes "[Maries]";
- mes "The children will surely get lost again in these conditions.";
- mes "If it happens again, I'll seek your help again.";
- close;
- } else if (.@playtime == 2) {
- mes "[Maries]";
- mes "I'm missing a child... again.";
- mes "Oh my goodness...";
- erasequest 7390;
- close;
- } else {
- if (checkquest(7389) != -1) {
- mes "[Maries]";
- mes "You came back.";
- mes "Thanks to you, the child has returned home safely.";
- next;
- mes "[Maries]";
- mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
- mes "Thank you for delivering those precious shirts to my children.";
- setquest 7390;
- erasequest 7389;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[2] = strcharinfo(0);
- close;
- } else {
- if (checkquest(7388) != -1) {
- mes "[Maries]";
- mes "I'm sure they're lost in the woods because of mischievous spirits.";
- mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found.";
- next;
- mes "[Maries]";
- mes "The Inside-out Shirts...";
- mes "You can probably get them from the demons, since they ran away with them.";
- close;
- } else {
- mes "[Maries]";
- mes "Hello... I'm looking for my child...";
- mes "My daughter did not return.";
- mes "Please help, I think she's lost in the forest.";
- next;
- switch (select("Of course.:I'm too busy right now.:You have so many children.")) {
- case 1:
- mes "[Maries]";
- mes "I'm sure she's lost in the woods because of mischievous spirits.";
- next;
- mes "[Maries]";
- mes "If she's cursed, it will be difficult to get her out of there.";
- mes "She'll drift around in the maze so mesmerizing, even for you, in fact.";
- next;
- mes "[Maries]";
- mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter.";
- mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
- next;
- mes "[Maries]";
- mes "The Inside-out Shirts...";
- mes "You can probably get them from the demons, since they ran away with them.";
- setquest 7388;
- close;
- case 2:
- mes "[Maries]";
- mes "... Yes... I see.";
- mes "I'll have to ask someone else.";
- mes "Alright.";
- mes "Sigh...";
- close;
- case 3:
- mes "[Maries]";
- mes "...I ended up having triplets.";
- mes "Even I sometimes get confused. *Chuckle*";
- next;
- mes "[Maries]";
- mes "They seem to be under a curse because one of them always get's lost in the woods..";
- mes "Sigh...";
- close;
- }
- }
- }
- }
- end;
-}
-
-ma_fild01,203,189,3 script Little Girl#malaya 4_F_BARYO_GIRL,{
- mes "[Little Girl]";
- mes "He he, the forest is scary, but it's so much fun so I go there often to play~";
- mes "Strange, how we always get lost.";
- next;
- mes "[Little Girl]";
- mes "But it's okay because I'm not the only one getting lost~";
- mes "We're triplets~ And we're missing the other two~ Giggle~";
- close;
-}
-
-ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{
- if (checkquest(7388) > -1) {
- if (!countitem(12700)) {
- mes "[Little Kid]";
- mes "Sigh. Are you lost too?";
- mes "They are so naughty.";
- next;
- mes "[Little Kid]";
- mes "An Inside-out Shirt is just what I need.";
- mes "*Chuckle*...";
- close;
- }
- mes "[Little Kid]";
- mes "Oh, darn them.";
- mes "They must have tricked me into getting lost again!";
- next;
- select ("Do you want to go home?");
- mes "[Little Kid]";
- mes "If I don't get back soon, my mom will be worried sick.";
- mes "Sigh... I wish I had an Inside-out Shirt to go back.";
- next;
- select ("Here you are.");
- mes "[Little Kid]";
- mes "Really?";
- mes "It really is the shirt!";
- mes "This will take me straight home!";
- next;
- mes "[Little Kid]";
- mes "Did mom send you?";
- mes "She must be worried..!";
- mes "I'll go home now!";
- mes "Thanks' a lot!";
- delitem 12700, 1; // Insideout_Shirt
- setquest 7389;
- erasequest 7388;
- close2;
- disablenpc strnpcinfo(0);
- if (strnpcinfo(0) == "Lost Child#malaya01") {
- enablenpc "Lost Child#malaya02";
- } else if (strnpcinfo(0) == "Lost Child#malaya01") {
- enablenpc "Lost Child#malaya03";
- } else {
- enablenpc "Lost Child#malaya01";
- }
- end;
- } else {
- if (checkquest(7389) != -1) {
- mes "[Little Kid]";
- mes "I want to play some more.";
- mes "I can always go back with this shirt.";
- mes "Mom won't be concerned.";
- close;
- } else {
- mes "[Little Kid]";
- mes "Hmmm. Am I lost again?";
- mes "Where am I...";
- mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?";
- next;
- mes "[Little Kid]";
- mes "Why~ Do I always go in circles here?";
- mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?";
- mes "What's with this road?";
- mes "Is somebody trying to trick me?";
- close;
- }
- }
- end;
-
-OnInit:
- if (strnpcinfo(0) != "Lost Child#malaya01")
- disablenpc strnpcinfo(0);
-}
-ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL
-ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL
-
-ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{
- mes "[Budidai]";
- mes "Hey hey hey~";
- mes "I am such a nice Capre~ Hey!";
- mes "I am going to a fine cafe~YO!";
- mes "I am better than yesterday~Hey!";
- mes "I'm a fine rhyming Capre~Oh?";
- next;
- mes "[Budidai]";
- mes "Hey buddy, You here to hear Budidai singing?";
- next;
- switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) {
- case 1:
- mes "[Budidai]";
- mes "Yup, Budidai loves singing.";
- mes "Cows, horses, goats, roosters, boars all love my songs.";
- mes "They're all friends.";
- next;
- mes "[Budidai]";
- mes "Except for that one eyed Bongisungisu.";
- mes "He picks on my friends.";
- mes "I am annoyed, but Budidai is weak.";
- next;
- mes "[Budidai]";
- mes "I fear it's single gaze, but I fear more the club he flails.";
- mes "I have to sing my friends some songs, but they don't come because of him.";
- next;
- mes "[Budidai]";
- mes "So Budidai, sings here.";
- mes "Lots of travelers pass by.";
- mes "Capre is a wanderer's buddy.";
- mes "You're a buddy too.";
- close;
- case 2:
- if (BaseLevel < 100) {
- mes "[Budidai]";
- mes "You interested in that fiend, my friend?";
- mes "It's just a bully of the forest!";
- mes "It picks on my animal friends!";
- next;
- mes "[Budidai]";
- mes "Sadly, singing is all that Budidai is skilled at.";
- mes "I can't do anything about the scary gaze and the flailing club.";
- next;
- mes "[Budidai]";
- mes "Bongisungisu! I get the chills just by being in the same forest with it...";
- mes "But Budidai is weak.";
- next;
- mes "[Budidai]";
- mes "You and me, wanderer.";
- mes "We'll never make it.";
- close;
- }
- .@playtime = checkquest(7410, PLAYTIME);
- if (.@playtime == 0 || .@playtime == 1) {
- mes "[Budidai]";
- mes "Traveler, my friend!";
- mes "Bongisungisu ran far far away.";
- mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?";
- next;
- mes "[Budidai]";
- mes "But Budidai is worried.";
- mes "The one eyed bully will return eventually.";
- mes "Will you help me out again?";
- next;
- mes "[Budidai]";
- mes "You, friend of Budidai";
- mes "You won't turn you're back on a good Capre?";
- close;
- } else {
- if (checkquest(7409) != -1) {
- if (checkquest(7409, HUNTING) == 2) {
- mes "[Budidai]";
- mes "Astonishing, wanderer!";
- mes "I could hear the pitiful wails of Bongisungisu all the way from here!";
- mes "Budidai can sing again for his friends, yes?";
- next;
- mes "[Budidai]";
- mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?";
- mes "Aha! Here's a talisman.";
- mes "It will be good for you travelers.";
- next;
- mes "[Budidai]";
- mes "Kind Capre is a friend of travelers.";
- mes "I hope to see you again, wanderer.";
- mes "This is a blessing for friends. Hey hey hey~";
- setquest 7410;
- erasequest 7409;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(0);
- close;
- } else {
- mes "[Budidai]";
- mes "Please slay the destructive libertine Bongisungisu.";
- mes "For me, a Capre to sing again for one's friends.";
- close;
- }
- } else {
- if (.@playtime == 2) {
- mes "[Budidai]";
- mes "Hey, kind wanderer.";
- mes "Bongisungisu, the one eyed debauchee is back!";
- mes "What do I do? What should I do?";
- next;
- mes "[Budidai]";
- mes "He gets angry when I sing.";
- mes "But the horse, cow, goat, dog and boars love it.";
- mes "It gives Budidai such a hard time.";
- erasequest 7410;
- close;
- } else {
- mes "[Budidai]";
- mes "You interested in that fiend, my friend?";
- mes "It's just a bully of the forest!";
- mes "It picks on my animal friends!";
- next;
- mes "[Budidai]";
- mes "Sadly, singing is all that Budidai is skilled at.";
- mes "I can't do anything about the scary gaze and the flailing club.";
- next;
- mes "[Budidai]";
- mes "Bongisungisu! I get the chills just by being in the same forest with it...";
- mes "But Budidai is weak.";
- next;
- if (select("Shall I take care of it?:That does give the chills.") == 2) {
- mes "[Budidai]";
- mes "Don't remind me.";
- mes "My friends can't come and listen to my songs because of that behemoth.";
- mes "It is so frustrating.";
- close;
- }
- mes "[Budidai]";
- mes "You'd teach Bongisungisu a lesson?!";
- mes "Kind wanderer!!";
- mes "Kick some libertine butt!!";
- setquest 7409;
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Budidai]";
- mes "Leave me wanderer~";
- mes "Capre Budidai will sing of wonders~";
- mes "You best everyone else~";
- mes "You bring all them beasts~";
- mes "Just go back to Kafra~";
- next;
- mes "[Budidai]";
- mes "Hey hey hey~";
- mes "Blessing of the Kind and Good Capre~";
- mes "A wanderer's friend the gift of Capre~";
- mes "Hey hey hey~";
- close;
- }
- end;
-}
-
-// Traders :: malaya_npc
-//============================================================
-ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{
- 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;
- 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 4_M_MALAYA,{
- 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;
- }
- }
-}
-
-// Upgrade Boss Equipment :: malaya_mvpitem
-//============================================================
-ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{
- 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;
-}
-
-// Secret in the Woods :: malaya_buwaya
-//============================================================
-malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{
- if (malaya_hi < 10) {
- mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -";
- next;
- mes "- Would there be anyone to talk to in the village? -";
- close;
- } else if (malaya_hi < 20) {
- mes "[Guard]";
- mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya.";
- mes "The place is closer to mother nature than what we have here.";
- next;
- mes "[Guard]";
- mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there.";
- close;
- }
- if (malaya_buwaya == 0) {
- mes "[Guard]";
- mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?";
- next;
- if (BaseLevel < 100) {
- mes "[Guard]";
- mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there.";
- next;
- mes "[Guard]";
- mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha.";
- close;
- }
- mes "[Guard]";
- mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?";
- next;
- if (select("Treasure?:Ignore.") == 2) {
- mes "[Guard]";
- mes "Are you ignoring me? Bah.";
- close;
- }
- mes "[Guard]";
- mes "Oh, so you aren't here to look for treasure?";
- next;
- mes "[Guard]";
- mes "I hear people are talking about a mysterious treasure hidden deep in the woods.";
- set malaya_buwaya,1;
- setquest 2271;
- next;
- }
- if (malaya_buwaya == 1) {
- mes "[Guard]";
- mes "Do you see that group of people over there? They always gather and talk about it every day.";
- mes "Try talking to them if you are interested, too.";
- close;
- }
- mes "[Guard]";
- mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha.";
- close;
-OnTouch:
- if ((malaya_hi > 19) && (malaya_buwaya == 0)) {
- emotion e_gasp;
- emotion e_gasp,1;
- }
- end;
-}
-malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "- Look at you warily while whispering to each other. -";
- close;
- } else if (malaya_buwaya == 1) {
- emotion e_gasp,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "No, I heard they got lost in the woods.";
- mes "Who would hide such a treasure from a small village like ours?";
- next;
- emotion e_swt2,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods.";
- next;
- emotion e_no,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "No. Listen to me.";
- next;
- mes "[Port Malaya Villager]";
- mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000.";
- mes "Well, did you know Totoy came back from the woods recently?";
- next;
- emotion e_omg,0,"buwaya_A";
- emotion e_omg,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Really??? He came back alive?";
- next;
- emotion e_gasp,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out.";
- next;
- emotion e_what,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Why?";
- next;
- emotion e_gasp,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Don't you get it? Totoy must have found the treasure.";
- next;
- emotion e_omg,0,"buwaya_A";
- emotion e_omg,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "What!!!! Then ^3131FFTotoy^000000 is rich now?";
- next;
- emotion e_no,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "I don't think so.";
- mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything.";
- mes "But then, I must have missed it because I ran back home right away.";
- next;
- emotion e_what,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Then what is ^3131FFTotoy^000000 doing at home?";
- next;
- emotion e_dots,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "I think Totoy is making a plan to bring the treasure back without us knowing it.";
- mes "To have the whole treasure for himself, that greedy kid.";
- next;
- emotion e_what,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "Is that true?";
- next;
- emotion e_lv2,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "The treasure would be in better hands with me ~";
- mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~";
- next;
- emotion e_dots,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?";
- next;
- emotion e_what,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "Wow. That is an awesome idea. No wonder you're the leader!";
- next;
- emotion e_dots,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "But will ^3131FFTotoy^000000 give up the information easily?";
- mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure.";
- next;
- emotion e_sob,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves.";
- next;
- emotion e_sob,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!";
- set malaya_buwaya,2;
- erasequest 2271;
- setquest 2272;
- close;
- } else if (malaya_buwaya == 2) {
- mes "- Better pay a visit to this Totoy to get more information about the treasure. -";
- close;
- } else {
- mes "- People are talking with serious faces. -";
- close;
- }
-}
-malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 4_F_MALAYA
-malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 4_M_MALAYA
-
-ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{
- if ((malaya_hi < 20) || (malaya_buwaya < 2)) {
- mes "- See someone shaky with dopey eyes. -";
- close;
- }
- if (malaya_buwaya == 2) {
- mes "- See someone shaky with dopey eyes. -";
- next;
- if (select("Tap him on the shoulder.:Ignore him.") == 2)
- close;
- emotion e_omg;
- mes "[Totoy]";
- mes "Wah! No! Go away! Leave me alone!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, are you alright?";
- next;
- mes "[Totoy]";
- mes "Huh... you're a person? Who are you?";
- next;
- mes "- He looks you straight in the face but doesn't seem to recognize you. -";
- next;
- mes "[Totoy]";
- mes "Who's there?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?";
- next;
- mes "[Totoy]";
- mes "What treasure?";
- mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What happened?";
- next;
- mes "[Totoy]";
- mes "Can't talk long. I need to heal my eyes first.";
- mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?";
- set malaya_buwaya,3;
- close;
- } else if (malaya_buwaya == 3) {
- if (!countitem(506)) {
- mes "[Totoy]";
- mes "Can't talk long. I need to heal my eyes first.";
- mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?";
- close;
- }
- mes "[Totoy]";
- mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy.";
- next;
- if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) {
- mes "[Totoy]";
- mes "Did you really leave? Hey! Darn!";
- } else {
- mes "[Totoy]";
- mes "Gulp, gulp...";
- delitem 506,1; //Green_Potion
- set malaya_buwaya,4;
- }
- close;
- } else if (malaya_buwaya == 4) {
- emotion e_gasp;
- mes "[Totoy]";
- mes "I can see!! My eyes work!!!";
- mes "Yay! I feel better now!";
- next;
- emotion e_dots,1;
- emotion e_no1;
- mes "[Totoy]";
- mes "Wow! You look better than you sounded. Ha ha.";
- next;
- mes "[Totoy]";
- mes "But what did you say? Something about a treasure?";
- mes "Did you say I found a treasure?";
- mes "What is that about?";
- next;
- select("Tell him what the people are talking about.");
- emotion e_heh;
- mes "[Totoy]";
- mes "WHAT?";
- mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!";
- next;
- emotion e_pif;
- mes "[Totoy]";
- mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!";
- next;
- emotion e_dots;
- mes "[Totoy]";
- mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?";
- next;
- if (select("What Totoy saw:About bugs") == 2) {
- mes "[Totoy]";
- mes "I only wanted to show people my collection of cute bugs. Ha ha.";
- next;
- emotion e_heh;
- mes "[Totoy]";
- mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?";
- next;
- mes "[Totoy]";
- mes "I love to see people run around the village like they are in a marathon. He he.";
- next;
- }
- mes "[Totoy]";
- mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed.";
- next;
- mes "[Totoy]";
- mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world.";
- next;
- emotion e_dots;
- mes "[Totoy]";
- mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves.";
- next;
- mes "[Totoy]";
- mes "- Totoy bends over and whispers to you as if walls have ears. -";
- next;
- mes "[Totoy]";
- mes "There was a monster with a mouth the size of a house right behind me.";
- next;
- select("A monster?!");
- mes "[Totoy]";
- mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide.";
- next;
- mes "[Totoy]";
- mes "The scariest part is that the monster has two heads. You won't believe it till you see it.";
- next;
- emotion e_sob;
- mes "[Totoy]";
- mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~";
- next;
- mes "[Totoy]";
- mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back.";
- next;
- select("About the monster");
- mes "[Totoy]";
- mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?";
- next;
- mes "[Totoy]";
- mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters.";
- next;
- mes "[Totoy]";
- mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
- next;
- mes "[Totoy]";
- mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!";
- set malaya_buwaya,5;
- erasequest 2272;
- setquest 2273;
- close;
- } else if (malaya_buwaya == 5) {
- mes "[Totoy]";
- mes "I have to make a grave for Ed. My loyal friend, Ed...";
- mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
- close;
- } else if (malaya_buwaya == 6) {
- mes "[Totoy]";
- mes "Ed!! Eeeeeddddddd!!!";
- mes "Can't believe you gave your life to save me. Wail!!!";
- next;
- mes "- Totoy can't be lying when he's crying his heart out like this. -";
- close;
- } else if (malaya_buwaya == 7) {
- mes "[Totoy]";
- mes "Where I saw the monster?";
- next;
- mes "[Totoy]";
- mes "Um... Hmm...";
- mes "I was so busy running away...";
- next;
- mes "[Totoy]";
- mes "It was really deep in the woods. Probably even past Baryo Mahiwaga.";
- mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember.";
- close;
- } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) {
- mes "[Totoy]";
- mes "Poor Ed. I miss Ed. Wail!!!!";
- close;
- } else if (malaya_buwaya == 12) {
- emotion e_sob;
- mes "[Totoy]";
- mes "Poor Ed. I miss Ed. Wail!!!!";
- next;
- enablenpc "Dog#buwaya_totoi";
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- emotion e_omg;
- mes "[Totoy]";
- mes "Ed!!";
- mes "Ed!!! You're alive!!!";
- mes "You've come back!!! I'm so happy!!!!";
- next;
- mes "[Totoy]";
- mes "Did you bring Ed back?";
- mes "Thank you so much!";
- mes "You didn't see the monster, did you?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again.";
- next;
- mes "[Totoy]";
- mes "Okay!";
- mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore.";
- next;
- mes "[Dog]";
- mes "Whimper...";
- next;
- mes "[Totoy]";
- mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!";
- next;
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- /*
- // Better translation needed.
- mes "[Totoy]";
- mes "Um... hey!";
- next;
- select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?");
- emotion e_omg,1;
- mes "[Totoy]";
- mes "Huh?";
- if (!Sex) {
- mes "Totoy is a girl, and you are a boy.";
- mes "You're not a boy?";
- } else {
- mes "Totoy is a girl, and you are a girl.";
- mes "You're not a girl?";
- }
- next;
- mes "[Totoy]";
- mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!";
- next;
- */
- mes "[Totoy]";
- mes "Anyway, thanks for bringing my best friend back.";
- mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-";
- set malaya_buwaya,13;
- erasequest 2278;
- setquest 2279;
- close;
- } else if (malaya_buwaya == 13) {
-// if (IsPremiumPcCafe == 10)
- .@amount = 10;
-// else
-// .@amount = 5;
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -";
- next;
- mes "[Totoy]";
- mes "Found it!";
- next;
- mes "[Totoy]";
- mes "Here. My mom gave it to me but I don't know how to use it... He he.";
- mes "I hope you can use it.";
- next;
- mes "[Totoy]";
- mes "Visit me when you get bored!";
- mes "Just don't ask about the treasure again~!";
- next;
- mes "[Dog]";
- mes "Woof woof woof!!!!";
- set malaya_buwaya,14;
- getitem 6497,5; //Lesser_Agimat
- disablenpc "Dog#buwaya_totoi";
- erasequest 2279;
- setquest 2280;
- close;
- } else {
- mes "[Totoy]";
- mes "Ed went out to play so I'm alone.";
- mes "Would there be something awesome to surprise people with?";
- close;
- }
-OnTouch:
- emotion e_omg;
- end;
-}
-
-ma_in01,43,101,7 script Dog#buwaya_totoi 4_DOG01,{
- end;
-OnInit:
- disablenpc "Dog#buwaya_totoi";
- end;
-}
-
-ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{
- if (malaya_buwaya == 3) {
- mes "- You look for the Green Potion in Totoys drawer. -";
- next;
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Clunk, clank, crunch. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What? I only see an empty potion bottle.";
- mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker.";
- close;
- }
- end;
-}
-
-malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{
- if ((malaya_hi < 20) || (malaya_buwaya < 5)) {
- mes "[Master of Hunting]";
- mes "Oh! Ho! Ho!";
- mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders...";
- close;
- }
- if (malaya_buwaya == 5) {
- mes "[Master of Hunting]";
- mes "Yo! Ho! Ho!";
- mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous.";
- next;
- mes "[Master of Hunting]";
- mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world.";
- mes "Wow! He was really tough. I'm starting to sweat just thinking of him.";
- next;
- mes "[Master of Hunting]";
- mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!";
- next;
- mes "[Master of Hunting]";
- mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!";
- next;
- if (select("About Totoys monster:Interrupt.") == 2) {
- mes "[Master of Hunting]";
- mes "Oh? Hey! Where are you going?!";
- close;
- }
- mes "[Master of Hunting]";
- mes "You say someone saw the monster?";
- next;
- mes "[Master of Hunting]";
- mes "There are many monsters in and out of Port Malaya. What is so special about this one?";
- next;
- select("About a monster with two heads");
- mes "[Master of Hunting]";
- mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!";
- next;
- mes "[Master of Hunting]";
- mes "The kid must have been scared by a Condor or something.";
- mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!";
- next;
- mes "[Master of Hunting]";
- mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!";
- next;
- if (select("I will prove it.:Suspicious of Totoy.") == 2) {
- mes "[Master of Hunting]";
- mes "Kids tell stories for their own reasons. I'm sure Totoy is the same.";
- set malaya_buwaya,6;
- close;
- }
- mes "[Master of Hunting]";
- mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
- next;
- mes "[Master of Hunting]";
- mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
- next;
- mes "[Master of Hunting]";
- mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
- next;
- mes "[Master of Hunting]";
- mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
- set malaya_buwaya,7;
- erasequest 2273;
- setquest 2274;
- close;
- } else if (malaya_buwaya == 6) {
- mes "[Master of Hunting]";
- mes "Oh, you're back!";
- next;
- if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) {
- mes "[Master of Hunting]";
- mes "It was a kid's joke. Ha ha.";
- close;
- }
- mes "[Master of Hunting]";
- mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
- next;
- mes "[Master of Hunting]";
- mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
- next;
- mes "[Master of Hunting]";
- mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
- next;
- mes "[Master of Hunting]";
- mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
- set malaya_buwaya,7;
- erasequest 2273;
- setquest 2274;
- close;
- } else if (malaya_buwaya == 7) {
- if (countitem(6519) < 10) {
- mes "[Master of Hunting]";
- mes "Bring me back samples if you want to prove there is a monster with two heads.";
- close;
- }
- mes "[Master of Hunting]";
- mes "Argh! That's so foul.";
- mes "You've really brought back the samples.";
- mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench.";
- delitem 6519,10; //Collected_Sample
- set malaya_buwaya,8;
- erasequest 2274;
- setquest 2275;
- close;
- } else if (malaya_buwaya == 8) {
- mes "[Master of Hunting]";
- mes "Ho! Shall I?";
- next;
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- mes "- Sway, swag. -";
- next;
- mes "[Master of Hunting]";
- mes "Ho! This is!!";
- next;
- mes "[Master of Hunting]";
- mes "Wow! Ho! Ho! Ho! Awesome!!!!!!";
- next;
- mes "[Master of Hunting]";
- mes "You! Come here and feel this!";
- set malaya_buwaya,9;
- enablenpc "#buwaya_soil";
- close;
- } else if (malaya_buwaya == 9) {
- mes "[Master of Hunting]";
- mes "Don't just stand there. Touch the sample!";
- enablenpc "#buwaya_soil";
- close;
- } else if (malaya_buwaya == 10) {
- mes "[Master of Hunting]";
- mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village.";
- close;
- } else {
- mes "[Master of Hunting]";
- mes "Snooze...";
- close;
- }
-}
-
-malaya,291,152,3 script #buwaya_soil 4_SOIL,{
- if (malaya_buwaya == 9) {
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- mes "- Sway, swag. -";
- next;
- if (rand(1,10) <= 5) {
- mes "[" + strcharinfo(0) + "]";
- mes "I don't see anything.";
- next;
- mes "[Master of Hunting]";
- mes "It can't be! Look closer!";
- } else {
- mes "- Felt something pointy with the end of your fingers. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ouch!";
- mes "What is this?";
- next;
- mes "[Master of Hunting]";
- mes "Ho! This is huge! And so dense that it can easily scratch steel!";
- next;
- mes "[Master of Hunting]";
- mes "This is ^3131FFBuwaya^000000's tooth!";
- mes "How could this be!";
- next;
- select("Buwaya?");
- mes "[Master of Hunting]";
- mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands.";
- next;
- mes "[Master of Hunting]";
- mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it.";
- next;
- mes "[Master of Hunting]";
- mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya.";
- next;
- mes "[Master of Hunting]";
- mes "They say no living thing is left after Buwaya passes by.";
- mes "Totoy is one lucky kid. Wow!";
- next;
- mes "[Master of Hunting]";
- mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm.";
- next;
- mes "[Master of Hunting]";
- mes "Now that I know that a monster like that is out there, I should be cautious, too.";
- mes "Must tell the villagers not to go too deep into the woods.";
- next;
- mes "[Master of Hunting]";
- mes "Please go and tell the Guard Leader that Buwaya is active again.";
- mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya.";
- set malaya_buwaya,10;
- disablenpc "#buwaya_soil";
- erasequest 2275;
- setquest 2276;
- }
- close;
- }
- end;
-OnInit:
- disablenpc "#buwaya_soil";
- end;
-}
-
-- script Unknown Trace#buwaya -1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- if (malaya_buwaya == 7) {
- if (countitem(6519) >= 10) {
- mes "- You don't have to collect any more samples. -";
- close;
- }
- mes "- You see something entangled with soil and grass. -";
- next;
- if (rand(1,10) <= 2) {
- mes "- You are nauseous by the foul smell coming from the samples you are collecting. -";
- sc_start SC_POISON,5000,0;
- close;
- }
- mes "- You slowing and cautiously collect the squashy and slightly warm substance. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's warm as a mother's bosom.";
- getitem 6519,1; //Collected_Sample
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- }
- end;
-OnTimer20000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 4_SOIL
-ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 4_SOIL
-ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 4_SOIL
-ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 4_SOIL
-ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 4_SOIL
-ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 4_SOIL
-ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 4_SOIL
-
-malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- if (malaya_hi < 20) {
- mes "- Look at you warily while whispering to each other. -";
- close;
- }
- if (malaya_buwaya <= 10) {
- mes "[Guard Leader]";
- mes "We are busy as hell because of Bangungots servants attacking the hospital.";
- next;
- mes "[Guard Leader]";
- mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya.";
- }
- if (malaya_buwaya == 10) {
- next;
- if (select("Tell him about Buwaya.:Done with conversation.") == 2) {
- close;
- }
- mes "[Guard Leader]";
- mes "Buwaya? The merciless creature is back?";
- next;
- mes "[Guard Leader]";
- mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot.";
- next;
- mes "[Guard Leader]";
- mes "And villagers need to go to the woods to collect fruits and vegetables.";
- next;
- mes "[Guard Leader]";
- mes "Hmm... will you be able to help Port Malaya?";
- next;
- if (select("Leave it to me!:I'm pretty busy myself.") == 2) {
- mes "[Guard Leader]";
- mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph.";
- close;
- }
- mes "[Guard Leader]";
- mes "I knew I could count on you.";
- next;
- mes "[Guard Leader]";
- mes "Good. I will trust you.";
- mes "I need to know where Buwaya will likely appear in order to secure villagers living area.";
- mes "Guess Buwayas nest will be the best bet.";
- next;
- mes "[Guard Leader]";
- mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
- mes "Then we will run to where the smoke bomb was shot.";
- next;
- mes "[Guard Leader]";
- mes "Then take care and good luck.";
- set malaya_buwaya,11;
- erasequest 2276;
- setquest 2277;
- } else if (malaya_buwaya == 11) {
- mes "[Guard Leader]";
- mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
- mes "Then we will run to where the smoke bomb was shot.";
- } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) {
- mes "[" + strcharinfo(0) + "]";
- mes "Let's first bring Ed to Totoy.";
- } else if (malaya_buwaya == 14) {
- mes "[Guard Leader]";
- mes "The Guard Leader gave you the location of Buwaya's cave.";
- mes "This can't be happening.";
- next;
- mes "[Guard Leader]";
- mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got.";
- next;
- mes "[Guard Leader]";
- mes "Here, this is a symbol of our gratitude.";
- mes "If you would like to help with Buwaya again, please look for me.";
- mes "Hope you have a great journey.";
- set malaya_buwaya,15;
- getexp 1000000, 600000;
- completequest 2280;
- } else {
- set .@hunting, checkquest(2281,HUNTING);
- if (.@hunting == -1) {
- mes "[Guard Leader]";
- mes "Hear Buwaya appeared from the depth of the Forest.";
- mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently.";
- next;
- mes "[Guard Leader]";
- mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya.";
- mes "They say Buwaya is a very strong and ugly monster with two heads.";
- mes "Will you help us defeat Buwaya?";
- next;
- if (select("Of course.:Nope.") == 2) {
- mes "[Guard Leader]";
- mes "Buwaya is known to be a very dangerous monster.";
- mes "There is no shame in rejecting this request.";
- close;
- }
- if (BaseLevel < 130) {
- mes "[Guard Leader]";
- mes "This mission will be a dangerous one.";
- mes "If you want to help get rid of Buwaya, you must be prepared.";
- mes "Come back once you reach LV 130.";
- close;
- }
- mes "[Guard Leader]";
- mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later.";
- next;
- mes "[Guard Leader]";
- mes "Keep this in mind and be cautious at all times.";
- mes "I recommend asking trustful colleagues for help.";
- setquest 2281;
- } else if (.@hunting == 0 || .@hunting == 1) {
- mes "[Guard Leader]";
- mes "How is it going with the Buwaya situation?";
- next;
- if (select("I give up.:Still fighting.") == 2) {
- mes "[Guard Leader]";
- mes "Keep this in mind and be cautious at all times.";
- mes "I recommend asking trustful colleagues for help.";
- close;
- }
- mes "[Guard Leader]";
- mes "Buwaya is known to be a very dangerous monster.";
- mes "There is no shame in rejecting this request.";
- erasequest 2281;
- } else if (.@hunting == 2) {
-// if (IsPremiumPcCafe == 10)
- .@amount = 10;
-// else
-// .@amount = 5;
- mes "[Guard Leader]";
- mes "Can't believe you really got rid of Buwaya!";
- mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
- next;
- mes "[Guard Leader]";
- mes "Good work.";
- erasequest 2281;
- getitem 6497, .@amount; //Lesser_Agimat
- getexp 0,600000;
- } else {
- mes "[Guard Leader]";
- mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself.";
- erasequest 2281;
- }
- }
- close;
-}
-
-ma_fild02,307,245,0 script #buwaya_todog1 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (malaya_buwaya == 11) {
- enablenpc "Dog#buwaya";
- //mes "[Here something]";
- mes "Bark bark!!";
- close;
- }
- end;
-}
-ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 HIDDEN_WARP_NPC,3,3
-ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 HIDDEN_WARP_NPC,7,7
-
-ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{
- if (malaya_buwaya == 11) {
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Why is a dog here?";
- next;
- if (select("Look closely at the dog.:Ignore it.") == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "Looks like a lost dog.";
- close;
- }
- mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -";
- next;
- mes "- The collar says, 'Forever with Totoy'. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So you are Ed?";
- next;
- mes "[Dog]";
- mes "Bark bark!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner.";
- next;
- emotion e_ho;
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, before we go, do you happen to know where Buwaya's nest is?";
- next;
- mes "[Dog]";
- mes "Woof!";
- next;
- mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Buwaya is over there!";
- mes "Then I should shoot the smoke bomb here.";
- next;
- mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -";
- next;
- mes "^FF0000- Shoook-^000000";
- enablenpc "Guard#buwayacave";
- specialeffect2 EF_MVP;
- next;
- mes "[Guard]";
- mes "Job well done!";
- mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!";
- disablenpc "Guard#buwayacave";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Should I return Ed to Totoy first and then go see the Guard Leader?";
- next;
- mes "[Dog]";
- mes "Bark bark!";
- set malaya_buwaya,12;
- disablenpc "Dog#buwaya";
- erasequest 2277;
- setquest 2278;
- close;
- } else if (malaya_buwaya == 12) {
- mes "[" + strcharinfo(0) + "]";
- mes "Lets first bring Ed to Totoy and then go back to the Guard Leader.";
- close;
- }
- end;
-OnInit:
- disablenpc "Dog#buwaya";
- end;
-}
-
-ma_fild02,308,262,3 script Guard#buwayacave 4_MAL_SOLDIER,{
- end;
-OnInit:
- disablenpc "Guard#buwayacave";
- end;
-}
-
-// Bakonawa Extermination :: malaya_bakonawa
-//============================================================
-malaya,280,331,4 script Singing Man#bako1 4_M_BARYO_MAN,{
- if (malaya_bakona1 < 5) {
- mes "[Singing Man]";
- mes "Story of dragon that lives at a lake~";
- mes "Story of an old lady";
- mes "that became a dragon long ago~";
- next;
- mes "[Singing Man]";
- mes "Waiting for the son that left for a foreign land,";
- mes "my son will return";
- mes "when that moon sets for the 90th time";
- next;
- mes "[Singing Man]";
- mes "The moon sets for the 89th,";
- mes "The moon sets for the 90th,";
- mes "The moon sets for the 191st...";
- next;
- mes "[Singing Man]";
- mes "That moon has taken my son away~";
- mes "That horrible thing";
- mes "has swallowed my son,";
- mes "and I will punish that moon~";
- next;
- mes "[Singing Man]";
- mes "The day the furious moon hides itself from sight,";
- mes "the whole world will be flooded with rain";
- mes "with all the villages and people facing death under water~";
- next;
- mes "[Singing Man]";
- mes "The old lady's curse made the moon furious~";
- mes "Get rid of the old lady to calm the moon~";
- mes "If only the old lady wasn't here, If only the old lady wasn't here...";
- next;
- mes "[Singing Man]";
- mes "I hear rumors~";
- mes "The old lady threw herself into the lake~";
- mes "the old lady, now turned into a dragon, will swallow the moon";
- mes "and soon swallow the village too~";
- close;
- } else {
- mes "[Singing Man]";
- mes "You say the legend is all a lie?";
- mes "You mean my ancestors are all liars";
- mes "and swindlers?";
- next;
- mes "[Singing Man]";
- mes "This village is built on an old legend";
- mes "and history.";
- mes "They are not the kind of people that will be shaken by";
- mes "foolish words of an imbecile such as yourself.";
- close;
- }
-}
-
-malaya,275,333,5 script Singing Woman#bako1 4_F_BARYO_WOMAN,{
- if (malaya_bakona1 < 5) {
- mes "[Singing Woman]";
- mes "Bakonawa that live at a lake,";
- mes "story of an old lady that became a dragon.";
- next;
- mes "[Singing Woman]";
- mes "The son that was suppose to return after the moon sets for the 90th time";
- mes "never did come back even after the moon had set for a few hundred times~";
- mes "The moon has swallowed the old lady's son~";
- next;
- mes "[Singing Woman]";
- mes "The moon, the moon, you shall receive the old lady's curse~";
- mes "The whole village was immersed in death";
- mes "with rain and floods sent by the furious moon~";
- next;
- mes "[Singing Woman]";
- mes "The moon, the moon, be still and be calm,";
- mes "for the old lady is gone and she is no more~";
- mes "The old lady has drowned in the lake~";
- mes "She will transform into Bakonawa and come back...";
- next;
- mes "[Singing Woman]";
- mes "...to swallow you and";
- mes "punish the village soon~";
- mes "The day the moon dies";
- mes "is the day the village dies too~";
- close;
- } else {
- mes "[Singing Woman]";
- mes "The legends are all a lie?";
- mes "Why do you say such nonsense?";
- mes "Is there nothing";
- mes "that is important for you to protect?";
- next;
- mes "[Singing Woman]";
- mes "Poor Bakonawa...";
- mes "I would be happy";
- mes "if she took a big bite out of someone like you!";
- close;
- }
-}
-
-malaya,290,329,4 script Frightened Boy#bako1 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Frightened Boy]";
- mes "The vicious monster Bakonawa will soon come";
- mes "to swallow the moon and take vengeance upon the village.";
- mes "I'm scared, please help...";
- close;
- } else {
- mes "[Frightened Boy]";
- mes "The legend of Bakonawa is all a lie?";
- mes "So that means Bakonawa doesn't exist?";
- mes "I'm going to play with my friends at the lake later.";
- mes "You told me it was all a lie right?";
- close;
- }
-}
-
-malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{
- if (malaya_hi < 20) {
- mes "- She seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Frightened Maiden]";
- mes "It is said that Bakonawa hates loud noises.";
- mes "Pound the pot if you want to live!";
- next;
- switch(select("Hates loud noises?:What is Bakonawa?")) {
- case 1:
- mes "[Frightened Maiden]";
- mes "You already heard that the old lady";
- mes "died and became Bakonawa, right?";
- next;
- mes "[Frightened Maiden]";
- mes "The legend has it that";
- mes "the old lady had very keen hearing";
- mes "because she was always focusing on";
- mes "the returning of her traveling son.";
- next;
- mes "[Frightened Maiden]";
- mes "So naturally, Bakonawa also";
- mes "has very keen hearing.";
- mes "The reason why everyone is banging";
- mes "pots and pans is because of this.";
- close;
- case 2:
- mes "[Frightened Maiden]";
- mes "It is a terrible monster that lives at a lake.";
- mes "We are all trembling with fear";
- mes "because we don't know when it might attack the village.";
- next;
- mes "[Frightened Maiden]";
- mes "Some say that it is more obsessed with swallowing the moon";
- mes "than attacking the village.";
- mes "if that's the case, I wish it would just swallow the moon";
- mes "and leave us alone.";
- close;
- }
- } else {
- mes "[Frightened Maiden]";
- mes "The villagers hate you now.";
- mes "You've been saying that legend of Bakonawa";
- mes "is a lie and they are saying you are more of a monster";
- mes "than Bakonawa.";
- close;
- }
-}
-
-malaya,272,339,5 script Old Fortune Teller#bako1 4_F_BARYO_OLD,{
- if (malaya_hi < 20) {
- mes "- Old Fortune Teller seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Old Fortune Teller]";
- mes "You must not hate Bakonawa.";
- mes "The hate against it is only feeding its rage";
- mes "to grow bigger.";
- next;
- mes "[Old Fortune Teller]";
- mes "To calm the dead lady's anger,";
- mes "we annually hold a ceremony and prepare food.";
- mes "But there seems to be no way to calm the";
- mes "ever growing anger of the old lady.";
- next;
- mes "[Old Fortune Teller]";
- mes "The day is nearing. I can sense it.";
- mes "Bakonawa will soon swallow the moon";
- mes "and come to punish the village.";
- close;
- } else {
- mes "[Old Fortune Teller]";
- mes "How can you say the legend is a lie!";
- mes "Because of you, the fury of Bakonawa";
- mes "grew even larger!";
- mes "If the village perishes,";
- mes "it is all your fault!";
- close;
- }
-}
-
-malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{
- if (checkweight(1301,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Old Legend Teller]";
- mes "There is something that needs to be done";
- mes "but you look too fragile";
- mes "to give me a hand.";
- next;
- mes "[Old Legend Teller]";
- mes "Come back when";
- mes "your strength grows strong enough";
- mes "to match Incubus.";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 == 0) {
- mes "[Old Legend Teller]";
- mes "The old lady has come back";
- mes "to life as Bakonawa.";
- mes "Soon she will come to take vengeance on the village.";
- mes "We must calm her";
- mes "if to prevent further destruction...";
- next;
- switch(select("Calm Bakonawa?:Further destruction?")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "The old lady faced an unjust death";
- mes "because of villagers' selfishness.";
- mes "She was a caring mother who loved her";
- mes "son dearly.";
- next;
- mes "[Old Legend Teller]";
- mes "If we track the whereabouts of her son and hold a ritual";
- mes "with her son's belongings,";
- mes "her restless soul will be calmed";
- mes "and she will spare us from destruction.";
- next;
- mes "[Villagers]";
- mes "It is no use sir!!";
- next;
- mes "[Villagers]";
- mes "You cannot stop the monster that way!";
- next;
- mes "[Old Legend Teller]";
- mes "Of course, it will not be easy to track down the whereabouts of a person";
- mes "who has been gone for a hundred years.";
- mes "...";
- next;
- mes "[Old Legend Teller]";
- mes "Still, don't you think";
- mes "it is worth a try?";
- mes "Please help us and save us from our misery.";
- next;
- switch(select("It is no use.:I'll help.")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "Yes, you are also right.";
- mes "You are up against not a human,";
- mes "but a monster.";
- mes "Still, I trust in that old lady's";
- mes "good heart.";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "Will you do it?";
- mes "According to the legend,";
- mes "the old lady's son was limping";
- mes "and was a traveling merchant that sold wooden dolls.";
- next;
- mes "[Old Legend Teller]";
- mes "There is a ^FF0000Slate Piece^000000 he left.";
- mes "But the piece is small and damaged,";
- mes "its hard to identify it.";
- next;
- mes "[Old Legend Teller]";
- mes "First, bring it to me.";
- mes "Down along this path";
- mes "you will meet my granddaughter near the port.";
- mes "Get the Slate Piece from there.";
- set malaya_bakona1,1;
- setquest 1174;
- close;
- }
- case 2:
- mes "[Old Legend Teller]";
- mes "The grudge against the people of";
- mes "Bakonawa- I mean, the dead old lady.";
- mes "The moon and this village...";
- mes "She will try to destroy it.";
- next;
- select("Take vengeance? After all these years?");
- mes "[Old Legend Teller]";
- mes "For some time, she has";
- mes "blamed the moon and";
- mes "resented the villagers.";
- mes "The feeling grew larger as the time passed.";
- next;
- mes "[Old Legend Teller]";
- mes "Why do you think she became such a monster?";
- mes "What do you think went through her head";
- mes "for years and years?";
- mes "Anger and vengeance.";
- next;
- mes "[Old Legend Teller]";
- mes "Unforgettable grudge";
- mes "that she was abandoned.";
- mes "against the moon and the village.";
- mes "This is why this grudge must be resolved.";
- close;
- }
- } else if (malaya_bakona1 == 1) {
- mes "[Old Legend Teller]";
- mes "Please bring the ^FF0000Slate Piece^000000.";
- mes "Down along this path";
- mes "you will meet my granddaughter near the port.";
- mes "Get the Slate Piece from there.";
- close;
- } else if (malaya_bakona1 == 2) {
- mes "[Old Legend Teller]";
- mes "Good, you have the Slate Piece.";
- mes "Hold on to it and don't lose it.";
- mes "It will be of helpful in tracking down the legend.";
- next;
- mes "[Old Legend Teller]";
- mes "I heard there is a man that lives by himself";
- mes "at the end of northwestern part of Forest Field.";
- mes "I heard someone saw a wooden doll there.";
- mes "It is such a remote place that people like us";
- mes "simply cannot travel there.";
- mes "Could you visit the place for us?";
- next;
- switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "You twisted youth!";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "You have a point, but";
- mes "this is the best I can do for now.";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "you will see a person.";
- break;
- case 3:
- mes "[Old Legend Teller]";
- mes "You have a good heart young man!";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "You will see a ^0000FFMalaya Immigrant^000000.";
- break;
- }
- mes "Good luck to you... for our sake...";
- erasequest 1175;
- setquest 1176;
- set malaya_bakona1,3;
- close;
- } else if (malaya_bakona1 == 3) {
- mes "[Old Legend Teller]";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "you will see a person.";
- mes "Good luck to you... for our sake...";
- close;
- } else if (malaya_bakona1 < 6) {
- mes "[Old Legend Teller]";
- mes "The track of the old lady's son";
- mes "is connected all the way to";
- mes "Baryo Mahiwaga?";
- mes "There is a chance he wasn't a merchant...";
- mes "I'm really curious about who he was...";
- next;
- mes "[Old Legend Teller]";
- mes "Why did you come back here";
- mes "instead of going straight to";
- mes "Baryo Mahiwaga?";
- close;
- } else if (malaya_bakona1 == 6) {
- mes "[Old Legend Teller]";
- mes "Is that really true?";
- mes "Bakonawa turning into an old lady";
- mes "and fabricating the legend...";
- mes "It seems all the villagers up until now";
- mes "have been manipulated by that terrible monster.";
- next;
- mes "[Old Legend Teller]";
- mes "There is no reason to hesitate then.";
- mes "You must go into Bakonawa's lair";
- mes "before it attacks first.";
- mes "I believe we can trust you to do this, yes?";
- next;
- switch(select("Well...:Of course!")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "The atmosphere was really good";
- mes "but suddenly it's all ruined.";
- mes "I didn't expect you to be so shy...";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "I will speak to";
- mes "the village chief for you";
- mes "so that you can enter the Bakonawa Lake.";
- mes "Please get rid of this monster for us.";
- erasequest 1179;
- set malaya_bakona1,7;
-// if (IsPremiumPcCafe == 10)
- getitem 6499,5; //Ancient_Grudge
-// else
-// getitem 6499,3; //Ancient_Grudge
- getexp 500000,200000;
- close;
- }
- close;
- } else if (malaya_bakona1 == 7) {
- if (malaya_bakona2 < 15) {
- mes "[Old Legend Teller]";
- mes "If you don't mind,";
- mes "could you lend a hand to the Village Chief?";
- mes "Nobody cares for each other anymore";
- mes "because of Bakonawa...";
- next;
- }
- mes "[Old Legend Teller]";
- mes "The legend that";
- mes "we believed for a hundred years,";
- mes "all lies....";
- mes "Please get rid of this monster for us.";
- close;
- }
-}
-
-ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{
- if (malaya_bakona1 < 3) {
- mes "[Malaya Immigrant]";
- mes "You must have a brave heart";
- mes "to come to such a remote place.";
- mes "How is Port Malaya these days?";
- mes "I heard the monster that lives at the lake, Baknoawa";
- mes "is threatening the villagers.";
- mes "I am in the dark about what is going on because I'm here all the time.";
- close;
- } else if (malaya_bakona1 == 3) {
- mes "[Malaya Immigrant]";
- mes "You must have a brave heart";
- mes "to come to such a remote place.";
- mes "How is Port Malaya these days?";
- mes "I heard the monster that lives at the lake, Baknoawa";
- mes "is threatening the villagers.";
- mes "I am in the dark about what is going on because I'm here all the time.";
- next;
- mes "[Malaya Immigrant]";
- mes "Are you the traveling merchant who used to sell Wooden Doll, right?";
- mes "I don't know about any traveling merchant, but by Wooden Doll";
- mes "(going through things) do you mean this?";
- mes "I don't know about the specifics, but";
- mes "I think it's related to what I heard long time ago.";
- next;
- switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "I liked the environment here";
- mes "so I decided to stay and live.";
- mes "There is no obligation here.";
- mes "To me, that's as good as heaven.";
- close;
- case 2:
- mes "[Malaya Immigrant]";
- mes "It is a very old Slate Piece.";
- mes "I'm sorry but I never seen this before.";
- mes "There is some kind of writing here";
- mes "but I can't make it out.";
- close;
- case 3:
- mes "[Malaya Immigrant]";
- mes "It's a simple story.";
- mes "^0000FFA wounded man who I had never seen before^000000";
- mes "^0000FFcame to my house and asked for help.^000000";
- mes "^0000FFOnce healed, he made a Wooden Doll^000000";
- next;
- mes "[Malaya Immigrant]";
- mes "^0000FFthat is suppose to chase away evil spirits ^000000";
- mes "^0000FFas a token of gratitude,^000000";
- mes "^0000FFand left for Baryo Mahiwaga.^000000";
- next;
- select("He left for Baryo Mahiwaga?");
- mes "[Malaya Immigrant]";
- mes "According to what I've heard";
- mes "that's correct. But the story has been";
- mes "passed on from mouth to mouth for a";
- mes "long time. I can't be sure.";
- next;
- mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
- mes "or ^0000FFBakonawa^000000,";
- mes "maybe I could find out the identity and whereabouts";
- mes "of the traveling merchant.";
- erasequest 1176;
- setquest 1177;
- set malaya_bakona1,4;
- close;
- case 4:
- mes "[Malaya Immigrant]";
- mes "Well, there is a lack of information";
- mes "so I can't make say for sure but";
- mes "I'm skeptical if he was in fact even a merchant.";
- mes "Coming to a town with a";
- mes "critical wound seems too suspicious...";
- next;
- mes "[Malaya Immigrant]";
- mes "And craving a Wooden Doll";
- mes "could be seen to have some kind of ritualistic meaning.";
- mes "Protecting one from some evil force...";
- mes "that kind of thing.";
- next;
- mes "Identity of the traveling merchant...";
- mes "Looks like there is one more";
- mes "mystery to be solved.";
- mes "I suppose it will all come to light";
- mes "soon enough.";
- close;
- }
- } else {
- mes "[Malaya Immigrant]";
- mes "I will tell you again slowly";
- mes "the story that has been passed on.";
- mes "Listen carefully and repeat...";
- mes "no, I mean, you don't have repeat it.";
- next;
- mes "[Orally Transmitted Story]";
- mes "^0000FFA wounded man who I had never seen before^000000";
- mes "^0000FFcame to my house and asked for help.^000000";
- mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000";
- mes "^0000FFthat is suppose to chase away evil sprits.^000000";
- mes "^0000FFThen he left for Baryo Mahiwaga.^000000";
- next;
- mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
- mes "or ^0000FFBakonawa^000000,";
- mes "maybe I could find out the identity and whereabouts";
- mes "of the traveling merchant.";
- close;
- }
-}
-
-ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{
- if (malaya_bakona1 < 4) {
- mes "[Malaya Immigrant]";
- mes "Have you been to";
- mes "Port Malaya?";
- mes "I am curious to know";
- mes "what is going on there";
- mes "but I can't travel because there are monsters everywhere.";
- close;
- } else if (malaya_bakona1 == 4) {
- mes "[Malaya Immigrant]";
- mes "Wooden Doll?";
- mes "There is a tale related to that,";
- mes "but you didn't come all the way";
- mes "just to hear some folktale right?";
- next;
- switch(select("I just came here to take a break.:Tell me the tale.")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "You must have a lot of free time on your hands!";
- mes "I'm no travel agent";
- mes "so go bother someone else!";
- close;
- case 2:
- mes "[Malaya Immigrant]";
- mes "It's baloney";
- mes "so I don't really remember the details.";
- next;
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "to the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- next;
- mes "[Malaya Immigrant]";
- mes "This is the end of story.";
- mes "Without any conclusion...";
- next;
- mes "[Malaya Immigrant]";
- mes "I heard there is a record that the swordsman left";
- mes "but I don't understand why";
- mes "he would leave it here in such a distant place";
- mes "here instead of Malaya.";
- next;
- select("I wish to see the record.");
- mes "[Malaya Immigrant]";
- mes "The record is engraved on the stone ahead.";
- mes "However, the stone is so badly";
- mes "damaged and some pieces fell out that";
- mes "it will be hard to make the words out.";
- next;
- mes "Investigate the stone ahead.";
- erasequest 1177;
- setquest 1178;
- set malaya_bakona1,5;
- close;
- }
- } else if (malaya_bakona1 == 5) {
- mes "[Malaya Immigrant]";
- mes "The stone ahead holds a record that";
- mes "a swordsman from a long time ago left.";
- next;
- switch(select("Where did this swordsman go after?:Tell me the tale again.")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "Well, there is no story after that so";
- mes "I guess nobody would know what happened.";
- close;
- case 2:
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "on the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- close;
- }
- } else {
- mes "[Malaya Immigrant]";
- mes "I suppose you wish to hear the story again right?";
- mes "No problem! I can tell this story forever!";
- next;
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "on the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- close;
- }
-}
-
-ma_fild01,171,235,0 script #bako1 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona1 == 5) {
- mes "The damage is so severe";
- mes "that the record is unidentifiable.";
- mes "When inserting the Slate Piece";
- mes "to a hole on the wall, it fits perfectly like a piece of puzzle.";
- mes "The letters are not clear but you can still read it.";
- next;
- callsub L_Record;
- set malaya_bakona1,6;
- erasequest 1178;
- setquest 1179;
- close;
- } else if (malaya_bakona1 == 6) {
- mes "Here is the record left by a swordsman";
- mes "from a hundred years ago.";
- next;
- switch(select("I don't need to read it.:Read the record again.")) {
- case 1:
- mes "I remember the story clearly.";
- mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya";
- mes "about what I discovered.";
- close;
- case 2:
- callsub L_Record;
- close;
- }
- }
- end;
-
-L_Record:
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "After fighting with Bakonawa, I sustained a critical wound";
- mes "and came to this place.";
- mes "Only thing I can do is";
- mes "Place the Wooden Doll in one place";
- mes "the monster would come.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "^0000FFSometimes transforming into a child, or even a old lady,^000000";
- mes "I know that ^0000FFBakonawa^000000has been";
- mes "chasing after me in secret to kill me.";
- mes "Because of that critical injury the monster * sustained,";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "** it will need nearly a hundred years";
- mes "for Bakonawa to absorb the power of the moon";
- mes "to fully recover its power.";
- mes "Beware of the day the moon disappears.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "The day will come when Bakonawa";
- mes "will run amuck.";
- mes "But it will take nearly a hundred years to fully recover its power.";
- mes "There will always be someone better than me";
- mes "to defeat the vile creature.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "I will place my trust in the one that will replace me ages from now...";
- next;
- mes "How could this be...";
- mes "Lie told by Bakonawa when it turned into an old lady";
- mes "in order to take revenge on the swordsman";
- mes "turned into a legend after all these years.";
- next;
- mes "I found out that Bakonawa";
- mes "is nothing but a blood thirsty monster.";
- mes "I must tell what I know to the ^0000FFOld Legend Teller^000000";
- mes "in Malaya.";
- return;
-}
-
-malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 == 0) {
- mes "[Old Man's Granddaughter]";
- mes "Grandpa believes";
- mes "Bakonawa can";
- mes "turn good.";
- mes "Do you think it's possible?";
- close;
- } else if (malaya_bakona1 == 1) {
- mes "[Old Man's Granddaughter]";
- mes "^FF0000Slate Piece^000000?";
- mes "Why would you need something";
- mes "that is barely recognizable?";
- mes "I'll give it to you if you want.";
- next;
- mes "Let's go to the";
- mes "^FF0000Old Legend Teller^000000";
- mes "now that I have the Slate Piece.";
- erasequest 1174;
- setquest 1175;
- set malaya_bakona1,2;
- close;
- } else if (malaya_bakona1 == 2) {
- mes "[Old Man's Granddaughter]";
- mes "Please take this Slate Piece";
- mes "and deliver it to my grandpa.";
- next;
- mes "Let's go to the";
- mes "^FF0000Old Legend Teller^000000";
- mes "now that I have the Slate Piece.";
- close;
- } else {
- mes "[Old Man's Granddaughter]";
- mes "Because of Bakonawa,";
- mes "the village is always unpeaceful.";
- close;
- }
-}
-
-malaya,286,269,4 script Angry Man#bako2 4_M_BARYO_MAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Angry Man]";
- mes "Calm Bakonawa?";
- mes "Do you know how many people have been";
- mes "sacrificed by Bakonawa?";
- mes "I will fight on my own if I have to!";
- close;
-}
-
-malaya,276,269,5 script Calm Woman#bako2 4_F_BARYO_WOMAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Calm Little Girl]";
- mes "It is too dangerous to fight against";
- mes "Bakonawa. There is a chance";
- mes "it will get more angry and put children and";
- mes "elders in danger.";
- close;
-}
-
-malaya,276,262,4 script Angry Boy#bako2 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Angry Boy]";
- mes "I lost my father and my friend";
- mes "to that Bakonawa.";
- mes "I will surely revenge them!";
- close;
-}
-
-malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{
- if (checkweight(1301,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Village Chief]";
- mes "I'm desperate for a helping hand";
- mes "but you look";
- mes "too weak and fragile.";
- next;
- mes "[Village Chief]";
- mes "Please come back when";
- mes "you grow strong enough";
- mes "to match Incubus.";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 == 0) {
- if (malaya_bakona1 <= 5) {
- mes "[Village Chief]";
- mes "I'm don't know what's the right decision.";
- mes "To fight against Bakonawa,";
- mes "or calm it by offering it a sacrificial gift.";
- } else {
- mes "[Village Chief]";
- mes "The legend was all a lie?";
- mes "It seems all the villagers up until now";
- mes "were manipulated by that vile monster.";
- next;
- mes "[Village Chief]";
- }
- mes "Recently, there have been more people that have";
- mes "been harmed by Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "There are some missing villagers";
- mes "but I can't find out if";
- mes "they are simply missing or if they have been";
- mes "killed by Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "I heard that the belongings of the missing people";
- mes "are being found at Baryo Mahiwaga Field.";
- mes "Please go there to find ^0000FFLost Belongings^000000";
- mes "and give them to the families of";
- mes "the missing people";
- mes "in whatever amount they want.";
- next;
- mes "[Village Chief]";
- mes "^0000FFLost Belongings^000000";
- mes "are said to be carried by";
- mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga.";
- next;
- switch(select("Do it yourself.:I'm on my way.")) {
- case 1:
- mes "[Village Chief]";
- mes "You give me a lot to think about.";
- mes "Leave the village at once.";
- close;
- case 2:
- mes "[Village Chief]";
- mes "Let's start then. First,";
- mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and take them to ^0000FFMissing Person's Father^000000";
- mes "for me.";
- set malaya_bakona2,1;
- setquest 1180;
- close;
- }
- } else if (malaya_bakona2 == 1) {
- mes "[Village Chief]";
- mes "From Tiucknuc that roams Baryo Mahiwaga Field,";
- mes "retrieve two ^FF0000Lost Belongings^000000";
- mes "and deliver them to ^0000FFMissing Person's Father^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 2) {
- mes "[Village Chief]";
- mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 3) {
- mes "[Village Chief]";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Son^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 4) {
- mes "[Village Chief]";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Mother^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 5) {
- mes "[Village Chief]";
- mes "So it's clear that all the missing people";
- mes "have been killed by Bakonawa.";
- next;
- mes "[Villagers]";
- mes "Kill Bakonawa!";
- mes "Let's get rid of the monster ourselves!";
- next;
- mes "[Village Chief]";
- mes "It seems we would no longer be able to";
- mes "hold rituals to calm Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "Young Fortune Teller is looking for your help";
- mes "saying that the energy of the moon seems strange.";
- erasequest 1184;
- setquest 1185;
- set malaya_bakona2,6;
-// if (IsPremiumPcCafe == 10)
- getitem 12700,7; //Insideout_Shirt
-// else
-// getitem 12700,5; //Insideout_Shirt
- close;
- } else if (malaya_bakona2 == 6) {
- mes "[Village Chief]";
- mes "Young Fortune Teller is looking for your help";
- mes "saying that the energy of the moon seems strange.";
- close;
- } else if (malaya_bakona2 == 7) {
- mes "[Village Chief]";
- mes "I know that terrible things happened";
- mes "long time ago when the moon disappeared.";
- mes "I hope the moon recovers its strength";
- mes "with your devoted effort.";
- close;
- } else if (malaya_bakona2 == 8) {
- mes "[Village Chief]";
- mes "I will tell the";
- mes "Young Fortune Teller to help you.";
- mes "But before that, there is";
- mes "something you must do immediately.";
- next;
- mes "[Village Chief]";
- mes "We never know when Bakonawa will attack";
- mes "the village so we must set traps near the village";
- mes "entrance and near the cave.";
- next;
- mes "[Village Chief]";
- mes "I would be grateful if you help us.";
- mes "I have dispatched workers";
- mes "near where traps will be set up,";
- mes "so you just have to visit about 5 places.";
- next;
- switch(select("Sounds like too much work.:Sure thing.")) {
- case 1:
- mes "[Village Chief]";
- mes "This operation means life and death to us";
- mes "yet you refuse it easily as if";
- mes "it was some kind of a chore...";
- next;
- mes "[Village Chief]";
- mes "What a hero!";
- close;
- case 2:
- mes "[Village Chief]";
- mes "The first trap will be set up at";
- mes "Baryo Mahiwaga Field";
- mes "near the village entrance. ^0000FFGruffy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- erasequest 1187;
- setquest 1188;
- set malaya_bakona2,9;
- close;
- }
- } else if (malaya_bakona2 == 9) {
- mes "[Village Chief]";
- mes "The first trap will be set up at";
- mes "Baryo Mahiwaga Field";
- mes "near the village entrance. ^0000FFGruffy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Village Chief]";
- mes "The second trap will be set up";
- mes "near a place where it connects from";
- mes "Baryo Mahiwaga Field to Bakonawa Lake.";
- mes "^0000FFGrumpy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Village Chief]";
- mes "The third trap will be set up";
- mes "near Bakonawa Lake Entrance.";
- mes "^0000FFCowardly Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Village Chief]";
- mes "The fourth trap will be set up";
- mes "near the entrance of Bakonawa Lake as well.";
- mes "^0000FFGloomy Worker^000000 will be waiting for you.";
- mes "He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Village Chief]";
- mes "The fifth trap will be set up";
- mes "near the entrance of Bakonawa Lake too.";
- mes "^0000FFSentimental Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 14) {
- mes "[Village Chief]";
- mes "It looks like the traps are all set up.";
- mes "We just finished our village meeting on";
- mes "what to do about Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "We have concluded that";
- mes "we will fight against Bakonawa.";
- mes "Please help us by";
- mes "attacking his lair.";
- erasequest 1193;
- set malaya_bakona2,15;
- getexp 1000000,600000;
-// if (IsPremiumPcCafe == 10)
- getitem 6497,7; //Lesser_Agimat
-// else
-// getitem 6497,5; //Lesser_Agimat
- close;
- } else if (malaya_bakona2 == 15) {
- mes "[Village Chief]";
- if (malaya_bakona1 < 7) {
- mes "Would you visit ^0000FFOld Legend Teller^000000";
- mes "when you have a chance?";
- mes "I think you would be able to help him.";
- next;
- mes "[Village Chief]";
- mes "Thank you.";
- }
- mes "Please think of the countless victims";
- mes "and defeat Bakonawa";
- mes "for their sake.";
- close;
- }
-}
-
-ma_fild01,1,1,0 script malaya_ma_fild01_mon -1,{
-OnInit:
- enablenpc "malaya_ma_fild01_mon";
- donpcevent "malaya_ma_fild01_mon::OnEnable";
- end;
-
-OnEnable:
- monster "ma_fild01",0,0,"Tiyanak",2314,5,"malaya_ma_fild01_mon::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead";
- disablenpc "malaya_ma_fild01_mon";
- end;
-
-OnTimer600000:
- killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead";
- stopnpctimer;
- donpcevent "malaya_ma_fild01_mon::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("ma_fild01","malaya_ma_fild01_mon::OnMyMobDead") < 5 && (malaya_bakona2 == 1 || malaya_bakona2 == 2 || malaya_bakona2 == 3 || malaya_bakona2 == 4))
- getitem 6520,1; //Lost_Belongings
- end;
-}
-
-malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 == 0) {
- mes "[Missing Person's Father]";
- mes "Please find our";
- mes "child.";
- mes "Bakonawa would have not harmed our child.";
- mes "He must be around here somewhere.";
- close;
- } else if (malaya_bakona2 == 1) {
- if (countitem(6520) < 2) {
- mes "[Missing Person's Father]";
- mes "You are looking for two of his ^FF0000Lost Belongings^000000?";
- mes "Are you confident that";
- mes "he already died?";
- close;
- }
- mes "[Missing Person's Father]";
- mes "This... is our child's ^FF0000Lost Belongings^000000";
- mes "for sure.";
- mes "The monster got to him after all....";
- next;
- mes "The man is unable to continue as he tries to hold back his tears.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,";
- mes "seven ^FF0000Lost Belongings^000000";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
- delitem 6520,2; //Lost_Belongings
- erasequest 1180;
- setquest 1181;
- set malaya_bakona2,2;
- close;
- } else if (malaya_bakona2 == 2) {
- mes "[Missing Person's Father]";
- mes "My baby... my poor baby...";
- next;
- mes "The man is unable to continue as he tries to hold back his tears.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
- close;
- } else {
- mes "[Missing Person's Father]";
- mes "My baby... my poor baby...";
- close;
- }
-}
-
-malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 2) {
- mes "[Missing Person's Friend]";
- mes "Please find";
- mes "my friend.";
- mes "We were playing ball together";
- mes "and suddenly my friend disappeared.";
- next;
- mes "[Missing Person's Friend]";
- mes "I'm sure he is alive and well";
- mes "somewhere.";
- close;
- } else if (malaya_bakona2 == 2) {
- if (countitem(6520) < 7) {
- mes "[Missing Person's Friend]";
- mes "You are looking for seven ^FF0000Lost Belongings^000000";
- mes "of my friend?";
- mes "My friend is not dead!";
- close;
- }
- mes "[Missing Person's Friend]";
- mes "These are marbles and toys I gave him...";
- mes "These are clearly ^FF0000Lost Belongings^000000";
- mes "of my friend... Where is my friend?";
- mes "Bring him here, bring him here now!";
- callsub L_Quest;
- delitem 6520,7; //Lost_Belongings
- erasequest 1181;
- setquest 1182;
- set malaya_bakona2,3;
- close;
- } else {
- mes "[Missing Person's Friend]";
- mes "Bring back my friend!";
- mes "Bring back my friend now!";
- mes "My friend is alive,";
- mes "It's all a lie, sob~";
- if (malaya_bakona2 == 3)
- callsub L_Quest;
- close;
- }
-
-L_Quest:
- next;
- mes "Leaving behind the crying boy,";
- mes "let's continue to find the lost belongings of the missing people.";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Son^000000.";
- return;
-}
-
-malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 3) {
- mes "[Missing Person's Son]";
- mes "Bakonawa has hurt my father?";
- mes "I can't believe this.";
- mes "Please find my father!";
- close;
- } else if (malaya_bakona2 == 3) {
- if (countitem(6520) < 3) {
- mes "[Missing Person's Son]";
- mes "You are looking for three ^FF0000Lost Belongings^000000";
- mes "of my father? Why lost belongings and not my father?";
- mes "No, that can't be it. He is alive somewhere!";
- close;
- }
- mes "[Missing Person's Son]";
- mes "These are clearly his clothes and shoes...";
- mes "These are ^FF0000Lost Belongings^000000 of my father.";
- mes "Oh dear lord... father!";
- callsub L_Quest;
- delitem 6520,3; //Lost_Belongings
- erasequest 1182;
- setquest 1183;
- set malaya_bakona2,4;
- close;
- } else {
- mes "[Missing Person's Son]";
- mes "Why did such a thing happen....";
- if (malaya_bakona2 == 4)
- callsub L_Quest;
- close;
- }
-
-L_Quest:
- next;
- mes "Man crying in agony.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
- return;
-}
-
-malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 4) {
- mes "[Missing Person's Mother]";
- mes "Please find my child.";
- mes "I sent her out to do a chore";
- mes "and she still isn't back.";
- close;
- } else if (malaya_bakona2 == 4) {
- if (countitem(6520) < 5) {
- mes "[Missing Person's Mother]";
- mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?";
- mes "What does this mean?";
- mes "Are you saying my child is dead?";
- close;
- }
- mes "[Missing Person's Mother]";
- mes "This is my child's hair comb.";
- mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?";
- mes "Why...? She's... dead?";
- next;
- mes "[Missing Person's Mother]";
- mes "No wait... I think I hear her voice.";
- mes "She's going to be home soon. I should go home now.";
- mes "I should prepare a dinner for her. She must be starving.";
- mes "Ha ha...";
- next;
- mes "A mother that has gone mad...";
- mes "Now that I finished finding the missing people,";
- mes "I should report back to the Village Chief.";
- delitem 6520,5; //Lost_Belongings
- erasequest 1183;
- setquest 1184;
- set malaya_bakona2,5;
- close;
- } else {
- mes "[Missing Person's Mother]";
- mes "Ha ha ha... I can hear my child's voice,";
- mes "just listen closely.";
- mes "Can't you hear her calling her mother?";
- mes "Ha ha ha...";
- next;
- mes "A mother that has gone mad...";
- if (malaya_bakona2 == 5) {
- mes "Now that I finished finding the missing people,";
- mes "I should report back to the Village Chief.";
- }
- close;
- }
-}
-
-malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{
- if (checkweight(1301,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 6) {
- mes "[Young Fortune Teller]";
- mes "The energy of the moon grew weak.";
- mes "The reason there are more monsters,";
- mes "and the reason there are more victims,";
- mes "is all because of this.";
- close;
- } else if (malaya_bakona2 == 6) {
- mes "[Young Fortune Teller]";
- mes "The energy of the moon grew weak for a couple of days.";
- mes "The reason there are more monsters,";
- mes "and the reason there are more victims, is all because of this.";
- next;
- mes "[Young Fortune Teller]";
- mes "I'm trying to hold a ritual";
- mes "that will restore the moon's energy by sacrificing monsters' blood,";
- mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000";
- mes "at Baryo Mahiwaga Field.";
- next;
- switch(select("It's none of my business.:You can count on me.")) {
- case 1:
- mes "[Young Fortune Teller]";
- mes "You are so selfish!";
- mes "During the ritual,";
- mes "I will pray for your bad luck too.";
- close;
- case 2:
- mes "[Young Fortune Teller]";
- mes "Hurry.";
- mes "If the moon completely disappears,";
- mes "there will be a great disaster.";
- erasequest 1185;
- setquest 1186;
- set malaya_bakona2,7;
- close;
- }
- } else if (malaya_bakona2 == 7) {
- if (checkquest(1186,HUNTING) == 2) {
- mes "[Young Fortune Teller]";
- mes "It looks like you took care of ^FF0000Tikbalang^000000";
- mes "well enough.";
- mes "I think I can start the ritual now.";
- mes "There are some items that we need, please go to";
- mes "the Village Chief for help.";
- erasequest 1186;
- setquest 1187;
- set malaya_bakona2,8;
-// if (IsPremiumPcCafe == 10)
- getitem 12699,7; //Tikbalang_Belt
-// else
-// getitem 12699,5; //Tikbalang_Belt
- close;
- } else {
- mes "[Young Fortune Teller]";
- mes "I need you to hunt fifteen ^FF0000Tikbalang^000000";
- mes "at Baryo Mahiwaga Field.";
- next;
- mes "[Young Fortune Teller]";
- mes "Hurry.";
- mes "If the moon completely disappears,";
- mes "there will be a great disaster.";
- close;
- }
- } else if (malaya_bakona2 == 8) {
- mes "[Young Fortune Teller]";
- mes "I think I can start the ritual now.";
- mes "There are some items that we need, please go to";
- mes "the Village Chief for help.";
- close;
- } else {
- mes "[Young Fortune Teller]";
- mes "On the day when the moon fully disappears,";
- mes "the dragon will attack the village.";
- mes "No one will be safe.";
- close;
- }
- end;
-}
-
-ma_fild01,54,253,4 script Gruffy Worker#bako2 4_M_MALAYA,{
- if (malaya_bakona2 < 9) {
- mes "[Gruffy Worker]";
- mes "The Village Chief told me to";
- mes "wait for you here.";
- close;
- } else if (malaya_bakona2 == 9) {
- mes "[Gruffy Worker]";
- mes "The trap will be set right in front.";
- mes "Walk forward a little.";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go and set up the trap together.";
- close;
- } else {
- mes "[Gruffy Worker]";
- mes "Are you trying to advertise that";
- mes "there is a trap here? Step aside.";
- close;
- }
- end;
-}
-
-ma_fild01,54,244,0 script #bako2 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 9) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Gruffy Worker]";
- mes "Using the tools like this";
- mes "bang bang bang!";
- next;
- mes "bang bang bang!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go and set up the trap together.";
- erasequest 1188;
- setquest 1189;
- set malaya_bakona2,10;
- close;
- } else if (malaya_bakona2 == 10) {
- mes "The trap has been set up here.";
- next;
- mes "[Gruffy Worker]";
- mes "This trap is not meant to capture you,";
- mes "so move.";
- next;
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go there to him.";
- close;
- }
- end;
-}
-
-ma_fild01,236,119,5 script Grumpy Worker#bako2 4_M_BARYO_BOY,{
- if (malaya_bakona2 < 10) {
- mes "[Grumpy Worker]";
- mes "Village Chief told me to";
- mes "wait for you here.";
- mes "Sooo boring!";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Grumpy Worker]";
- mes "A hole needs to be dug up in front of here?";
- mes "I have to dig too?";
- mes "Says who?";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- close;
- } else {
- mes "[Grumpy Worker]";
- mes "I set up the trap";
- mes "and you are advertising that it's here.";
- mes "Scram!";
- close;
- }
-}
-
-ma_fild01,242,116,0 script #bako3 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 10) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Grumpy Worker]";
- mes "I really don't like it here!";
- mes "...";
- mes "With this pickax,";
- mes "dig dig dig!";
- next;
- mes "dig dig dig!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- erasequest 1189;
- setquest 1190;
- set malaya_bakona2,11;
- close;
- } else if (malaya_bakona2 == 11) {
- mes "The trap has been set up here.";
- next;
- mes "[Grumpy Worker]";
- mes "Are you trying to test";
- mes "with your body if the trap works?";
- mes "Move aside!";
- next;
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- close;
- }
- end;
-}
-
-ma_scene01,177,89,4 script Cowardly Worker#bako2 4_M_BARYO_MAN,{
- if (malaya_bakona2 < 11) {
- mes "[Cowardly Worker]";
- mes "Village Chief told me to";
- mes "wait for you here.";
- mes "Why me? I have a bad feeling about this....";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Cowardly Worker]";
- mes "set up a trap in front of here?";
- mes "Village Chief said I have to help too?";
- mes "Can you please do it by yourself?";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- mes "Go! You scare me.";
- mes "You look like you are going to beat me up.";
- close;
- } else {
- mes "[Cowardly Worker]";
- mes "Go away!";
- mes "What if Bakonawa";
- mes "appears because of you?";
- mes "I'm scared to death!";
- close;
- }
- end;
-}
-
-ma_scene01,179,85,0 script #bako4 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 11) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Cowardly Worker]";
- mes "There is nothing weird";
- mes "buried here right?";
- mes "...";
- mes "Using the shovel, dig dig dig!";
- next;
- mes "dig dig dig!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- erasequest 1190;
- setquest 1191;
- set malaya_bakona2,12;
- close;
- } else if (malaya_bakona2 == 12) {
- mes "The trap has been set up here.";
- next;
- mes "[Cowardly Worker]";
- mes "Step aside immediately!";
- mes "Bakonawa might find out this is a trap";
- mes "and come for us.";
- next;
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- emotion e_swt,1;
- close;
- }
- end;
-}
-
-ma_scene01,141,118,4 script Gloomy Worker#bako2 4_M_MALAYA,{
- if (malaya_bakona2 < 12) {
- mes "[Gloomy Worker]";
- mes "Village Chief told me to wait for you here.";
- mes "He must want me to do something.";
- mes "Whew...";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Gloomy Worker]";
- mes "set up a trap on the left side?";
- mes "I don't think it will be much use...";
- mes "Whew, I should've moved away or something...";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Gloomy Worker]";
- mes "We are all gonna die anyway by Bakonawa.";
- mes "This is pointless.";
- mes "Just go up the path and you will find";
- mes "Sentimental Worker.";
- close;
- } else {
- mes "[Gloomy Worker]";
- mes "Bakonawa is going to attack us anyway.";
- mes "What pointless work...";
- close;
- }
- end;
-}
-
-ma_scene01,138,122,0 script #bako5 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 12) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Gloomy Worker]";
- mes "Just catch this net,";
- mes "throw throw!";
- next;
- mes "throw throw!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Gloomy Worker]";
- mes "Just go up the path and you will find";
- mes "Sentimental Worker.";
- mes "Though I doubt it will be much help.";
- erasequest 1191;
- setquest 1192;
- set malaya_bakona2,13;
- close;
- } else if (malaya_bakona2 == 13) {
- mes "The trap has been set up here.";
- next;
- mes "[Gloomy Worker]";
- mes "The trap is meaningless.";
- mes "See? It doesn't even work.";
- close;
- }
- end;
-}
-
-ma_scene01,175,170,5 script Sentimental Worker#bako2 4_M_BARYO_MAN,{
- if (malaya_bakona2 < 13) {
- mes "[Sentimental Worker]";
- mes "Village Chief told me to wait for you here.";
- mes "Is there a some kind of surprise event?";
- mes "My heart is beating faster~";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Sentimental Worker]";
- mes "Wow! So we are going to work together";
- mes "to set up a trap behind this place?";
- mes "This is sooo cool!";
- mes "This is the coolest thing in the world!";
- close;
- } else if (malaya_bakona2 == 14) {
- mes "[Sentimental Worker]";
- mes "Now that the trap is set,";
- mes "Are we going to report back to Village Chief?";
- mes "Oh what fun!";
- mes "It sounds so exiting!";
- close;
- } else {
- mes "[Sentimental Worker]";
- mes "More I think about it, more exited I get.";
- mes "I'm secretly guarding the trap!";
- mes "I want to hear out loud.";
- mes "I have a trap in front of me! Ha ha ha ha~";
- emotion e_swt2,1;
- close;
- }
- end;
-}
-
-ma_scene01,171,174,0 script #bako6 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 13) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Sentimental Worker]";
- mes "Wow! This really is a perfect place";
- mes "to set up a trap.";
- mes "I'm going to throw the rope!";
- mes "Here goes the rope!";
- next;
- mes "Here goes the rope!";
- next;
- mes "The trap is now set.";
- mes "Let's go to the Village Chief";
- mes "now that the trap is set.";
- erasequest 1192;
- setquest 1193;
- set malaya_bakona2,14;
- close;
- } else if (malaya_bakona2 == 14) {
- mes "The trap is set here.";
- next;
- mes "[Sentimental Worker]";
- mes "Try out the trap first!";
- mes "I'm so curious";
- mes "what would happen!";
- mes "It's going to be so much fun!";
- close;
- }
- end;
-}
-
-// Original name: "Bakonawa Introduction Quest Helper#bako1"
-sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Seafood and Black Bean Sauce Noodle!";
- close;
- }
- mes "[Briquet Scheme]";
- mes "Just boldly tell me";
- mes "what is it that you want!";
- next;
- switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) {
- case 1:
- mes "Here you go!";
- set malaya_bakona1,0;
- set malaya_bakona2,0;
- for(set .@i,1174; .@i<=1193; set .@i,.@i+1) {
- if (checkquest(.@i) > -1)
- erasequest .@i;
- }
- close;
- case 2:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- set malaya_bakona1,6;
- for(set .@i,1174; .@i<=1178; set .@i,.@i+1) {
- if (checkquest(.@i) > -1)
- erasequest .@i;
- }
- setquest 1179;
- close;
- case 3:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- set malaya_bakona2,0;
- for(set .@i,1180; .@i<=1193; set .@i,.@i+1) {
- if (checkquest(.@i) > -1)
- erasequest .@i;
- }
- close;
- case 4:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- getitem 6520,17; //Lost_Belongings
- close;
- case 5:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- set malaya_bakona2,8;
- setquest 1187;
- for(set .@i,1178; .@i<=1193; set .@i,.@i+1) {
- if (checkquest(.@i) > -1)
- erasequest .@i;
- }
- close;
- }
-}
-
-// Nurse in Port Malaya :: malaya_bang
-//============================================================
-function script F_Malaya_Nurse {
- if (malaya_bang == 30) {
- mes "[Nurse Las]";
- mes "A talisman?";
- mes "I think you should search for something else.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0);
- } else if (malaya_bang == 31) {
- mes "[Nurse Las]";
- mes "A talisman and a person?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
- next;
- mes "[Nurse Las]";
- mes "Oh!";
- mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
- mes "I think it'll be a good idea to ask her.";
- set malaya_bang,32;
- changequest 11303,11304;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 32) {
- mes "[Nurse Las]";
- mes "Oh!";
- mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
- mes "I think it'll be a good idea to ask her.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 33) {
- mes "[Nurse Las]";
- mes "A shaman... Best if we met her.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 34) {
- mes "[Nurse Las]";
- mes "Oh!";
- mes "You must have met her.";
- mes "I feel something strong...";
- cutin "malaya_nurseA01",2;
- next;
- select("Tell her about the talisman.");
- mes "[Nurse Las]";
- mes "Yes!";
- mes "I have an idea.";
- mes "How about we stick that one over the one we saw on the 2nd floor door?";
- emotion e_ic;
- next;
- mes "[Nurse Las]";
- mes "Maybe it will block the bad energy it's giving out.";
- set malaya_bang,35;
- changequest 11306,11307;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 35) {
- mes "[Nurse Las]";
- mes "Yes!";
- mes "I have an idea.";
- mes "How about we stick that one over the one we saw on the 2nd floor door?";
- emotion e_ic;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Maybe it will block the bad energy it's giving out.";
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 36) {
- callsub L_Weight;
- mes "[Nurse Maenne]";
- mes "*Sigh*...";
- mes "I thought it strange when you were standing behind me....";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "I didn't think you'd do something like this.";
- emotion e_dots;
- next;
- mes "[Nurse Maenne]";
- mes "We were just about to enter Bangungot's room, before we were thrown out...";
- next;
- switch(select("Bangungot?:Nurse Maenne?")) {
- case 1:
- callsub L_Bangungot;
- select("Nurse Maenne");
- callsub L_Maenne;
- break;
- case 2:
- callsub L_Maenne;
- select("Bangungot");
- callsub L_Bangungot;
- break;
- }
- callsub L_Incomplete;
- set malaya_bang,42;
- changequest 11308,11309;
- callsub L_Reward;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 40) {
- callsub L_Weight;
- if (checkquest(11309,HUNTING) == 2) {
- callsub L_Complete;
- set malaya_bang,41;
- completequest 11309;
- callsub L_Reward;
- callsub L_Warp, getarg(0), 1;
- } else {
- callsub L_Incomplete;
- set malaya_bang,42;
- callsub L_Reward;
- callsub L_Warp, getarg(0);
- }
- } else if (malaya_bang > 40) {
- if (malaya_bang == 42) {
- if (checkquest(11309,HUNTING) == 2) {
- callsub L_Complete;
- set malaya_bang,41;
- completequest 11309;
- callsub L_Warp, getarg(0), 1;
- } else {
- callsub L_Incomplete;
- callsub L_Warp, getarg(0);
- }
- }
- callsub L_Incomplete;
- switch(getarg(0)) {
- case 1:
- next;
- switch(select("Enter the hospital.:Quit.")) {
- case 1:
- callsub L_Warp, getarg(0);
- case 2:
- mes "[Nurse Maenne]";
- mes "Hmmm...";
- close2;
- cutin "",255;
- end;
- }
- case 2:
- callsub L_Warp, getarg(0);
- }
- }
- return;
-
-L_Weight:
- if (checkweight(1201,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "- Wait !! -";
- mes "- You are carrying too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- return;
-
-L_Warp:
- switch(getarg(0)) {
- case 1:
- close2;
- cutin "",255;
- if (getarg(1,0) == 0)
- warp "ma_dun01",33,110;
- end;
- case 2:
- next;
- switch(select("Go outside.:Quit.")) {
- case 1:
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Tsk...";
- close2;
- cutin "",255;
- end;
- }
- }
-
-L_Reward:
-// if (IsPremiumPcCafe == 10) {
- getitem 6499,5; //Ancient_Grudge
- getitem 6497,10; //Lesser_Agimat
-// } else {
-// getitem 6499,3; //Ancient_Grudge
-// getitem 6497,5; //Lesser_Agimat
-// }
- getitem 617,1; //Old_Violet_Box
- getexp 1000000,0;
- return;
-
-L_Bangungot:
- mes "[Nurse Maenne]";
- mes "It's a vicious monster roaming this hospital.";
- next;
- mes "[Nurse Maenne]";
- mes "Hmmmm...";
- mes "It's not exactly a monster....";
- mes "More like a curse or disease...";
- next;
- mes "[Nurse Maenne]";
- mes "There's a story saying that it used to be a wood fairy.";
- next;
- mes "[Nurse Maenne]";
- mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters.";
- next;
- return;
-
-L_Maenne:
- mes "[Nurse Maenne]";
- mes "Me?";
- mes "As you can see, I'm the new nurse here.";
- mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "Oh!";
- mes "The Bangungot pretended to be me?";
- next;
- mes "[Nurse Maenne]";
- mes "Seeing how much it rattled you.";
- mes "It's a rather smart one.";
- next;
- mes "[Nurse Maenne]";
- mes "Simply said, I cure unnatural phenomenon around hospitals.";
- next;
- mes "[Nurse Maenne]";
- mes "Many things happen in the world.";
- next;
- return;
-
-L_Complete:
- mes "[Nurse Maenne]";
- mes "She may have rooted here deeper than I thought.";
- mes "I can still feel her presence.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "What you killed was a part of her...";
- mes "But, it was a big help since you confused and damaged her at the same time.";
- next;
- mes "[Nurse Maenne]";
- mes "It makes things a lot easier.";
- mes "Thank you.";
- return;
-
-L_Incomplete:
- mes "[Nurse Maenne]";
- mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room.";
- next;
- mes "[Nurse Maenne]";
- mes "If you make it to the 2nd floor door, I'll open a small door to her room for you.";
- mes "After that, she's all yours.";
- return;
-}
-
-malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{
- if (malaya_hi < 20) {
- mes "[Nurse]";
- mes "People of this town are too cautious of outsiders.";
- emotion e_ag;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse]";
- mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer...";
- close2;
- cutin "",255;
- end;
- }
- if (BaseLevel < 100) {
- mes "There's a nurse outside the hospital holding a large bag.";
- mes "I don't think I can help her.";
- close;
- }
- if (malaya_bang == 0) {
- mes "[Nurse]";
- mes "Hey, hold on.";
- mes "Are you planning on going inside?";
- cutin "malaya_nurseA01",2;
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Nurse]";
- mes "Oh~";
- mes "I'm so glad!";
- mes "I was literally waiting all day for someone to some by.";
- cutin "malaya_nurseA02",2;
- next;
- switch(select("About the hospital:Reason for stalling me:Ignore.")) {
- case 1:
- mes "[Nurse]";
- mes "This hospital is the only one in town.";
- mes "And it's going to be my new job.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "I heard it was just built, but it seems so creepy....";
- emotion e_swt;
- next;
- mes "[Nurse]";
- mes "I was surprised when I got here too.";
- mes "It says 'closed' all around it!";
- next;
- select("Reason for stalling me.");
- mes "[Nurse]";
- mes "I was told that they needed nurses in this town,";
- mes "so I came here after turning down numerous proposals.";
- next;
- mes "[Nurse]";
- mes "I'd heard they were really cautious of outsiders...";
- next;
- mes "[Nurse]";
- mes "Not even a soul to welcome me, let alone a party!";
- mes "Shocking!";
- emotion e_sob;
- next;
- mes "[Nurse]";
- mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
- next;
- break;
- case 2:
- mes "[Nurse]";
- mes "I was told that they needed nurses in this town,";
- mes "so I came here after turning down numerous proposals.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "I'd heard they were really cautious of outsiders...";
- next;
- mes "[Nurse]";
- mes "Not even a soul to welcome me, let alone a party!";
- mes "Shocking!";
- emotion e_sob;
- next;
- mes "[Nurse]";
- mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
- next;
- select("About the hospital");
- mes "[Nurse]";
- mes "This hospital is the only one in town.";
- mes "And it's going to be my new job.";
- next;
- mes "[Nurse]";
- mes "I heard it was just built, but it seems so creepy....";
- emotion e_swt;
- next;
- mes "[Nurse]";
- mes "I was surprised when I got here too.";
- mes "It says 'closed' all around it!";
- next;
- break;
- case 3:
- mes "[Nurse]";
- mes "Yes, you must be busy.";
- mes "Oh, well.";
- mes "I'll let you be on your way.";
- mes "Don't mind me. *Sob*";
- emotion e_sob;
- cutin "malaya_nurseA03",2;
- close2;
- cutin "",255;
- end;
- }
- break;
- case 2:
- mes "[Nurse]";
- mes "Oh, I see...";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- mes "[Nurse]";
- mes "Now that you say it... If you're going inside, could you take me with you?";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse]";
- mes "Doors are locked!";
- mes "My bags are heavy!";
- mes "And my legs are killing me.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*";
- emotion e_sob;
- next;
- switch(select("Help.:Don't help.")) {
- case 1:
- mes "[Nurse]";
- mes "*Sob*";
- mes "I guess this world is still worth living in.";
- mes "You are too kind.";
- emotion e_sob;
- next;
- mes "[Nurse Las]";
- mes "I'm 'Las', who's supposed to work in this hospital.";
- mes "By the looks of it, though, I may become jobless...";
- next;
- mes "[Nurse Las]";
- mes "Let's start by getting inside.";
- next;
- mes "[Nurse Las]";
- mes "Before that....";
- mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
- emotion e_hlp;
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects.";
- set malaya_bang,1;
- setquest 11284;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Nurse]";
- mes "Yes, you must be busy.";
- mes "Oh, well.";
- mes "I'll let you be on your way.";
- mes "Don't mind me. *Sob*";
- emotion e_sob;
- cutin "malaya_nurseA03",2;
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 1) {
- if (countitem(930) > 1) {
- mes "[Nurse Las]";
- mes "Oh......";
- mes "I know they're effective but... Not so tempting.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy.";
- next;
- mes "[Nurse Las]";
- mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!";
- mes "Here goes nothing!!!";
- mes "Ewwww!!";
- next;
- mes "[Nurse Las]";
- mes "*Squish*";
- mes "*Squelch*";
- delitem 930,2; //Rotten_Bandage
- set malaya_bang,2;
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Nurse Las]";
- mes "Before that...";
- mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
- emotion e_hlp;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects.";
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 2) {
- mes "[Nurse Las]";
- mes "Ahhhhh...";
- mes "My feet feel a lot better now, but it smells funny.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Oh...... the smell......";
- mes "My new shoes will be ruined...";
- emotion e_swt2;
- next;
- mes "[Nurse Las]";
- mes "Okay!!!!!!";
- mes "I don't know if it's locked or stuck, let's try pushing it together!";
- set malaya_bang,3;
- changequest 11284,11285;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 3) {
- mes "[Nurse Las]";
- mes "Okay!!!!!!";
- mes "I don't know if it's locked or stuck, let's try pushing it together!";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "We pushed and pulled, but it won't budge.";
- emotion e_swt2,1;
- next;
- mes "[Nurse Las]";
- mes "Strange~";
- mes "They wouldn't have sent me to a closed down hospital.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "Hmmm!";
- mes "I can't stand it anymore!";
- emotion e_an;
- next;
- mes "[Nurse Las]";
- mes "Could you ask the townsfolk about the hospital while I contact HQ?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Hey, why don't you start with that girl over there?";
- mes "Perhaps she'll tell you something.";
- set malaya_bang,5;
- changequest 11286,11287;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 5) {
- mes "[Nurse Las]";
- mes "Could you ask the townsfolk about the hospital while I contact HQ?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Hey, why don't you start with that girl over there?";
- mes "Perhaps she'll tell you something.";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 6) {
- mes "[Nurse Las]";
- mes "What did she say?";
- emotion e_what;
- cutin "malaya_nurseA02",2;
- next;
- select("Tell her what she said.");
- mes "[Nurse Las]";
- mes "Strange.";
- mes "HQ confirmed that I am assigned here.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Maybe that girl doesn't know about this place?";
- mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?";
- next;
- mes "[Nurse Las]";
- mes "I'll contact HQ again for more info.";
- mes "Hey, why not ask that man over there?";
- mes "I'm sure he'll know something.";
- set malaya_bang,7;
- changequest 11288,11289;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 7) {
- mes "[Nurse Las]";
- mes "I'll contact HQ again for more info.";
- mes "Hey, why not ask that man over there?";
- mes "I'm sure he'll know something.";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 8) {
- mes "[Nurse Las]";
- mes "An inn?";
- mes "Good gracious!";
- mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!";
- emotion e_pif;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Ummm......";
- mes "......";
- mes "......";
- next;
- mes "[Nurse Las]";
- mes "Hey... you know what...";
- next;
- mes "[Nurse Las]";
- mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
- emotion e_swt2;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
- next;
- mes "[Nurse Las]";
- mes "I have to be back here again anyway.";
- mes "Thank you.";
- set malaya_bang,9;
- changequest 11290,11291;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 9) {
- mes "[Nurse Las]";
- mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
- emotion e_swt2;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
- next;
- mes "[Nurse Las]";
- mes "I have to be back here again anyway.";
- mes "Thank you.";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 10) {
- mes "[Nurse Las]";
- mes "Hey~";
- mes "How'd it go?";
- cutin "malaya_nurseA02",2;
- next;
- select("Hand over the key and message.");
- mes "[Nurse Las]";
- mes "Keys?";
- mes "Well this is one step closer to my goals!";
- mes "Let's open the door right now!";
- set malaya_bang,11;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 11) {
- mes "[Nurse Las]";
- mes "Keys?";
- mes "Well this is one step closer to my goals!";
- mes "Let's open the door right now!";
- cutin "malaya_nurseA02",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 12) {
- mes "[Nurse Las]";
- mes "That's weird~!";
- mes "The door's not locked?";
- mes "How can this be?????";
- mes "????";
- emotion e_what;
- emotion e_what,1;
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Oh no!!!";
- mes "Everything's falling apart.";
- mes "Maybe we should wait for the doctor to come.....";
- cutin "malaya_nurseA03",2;
- next;
- mes "[???]";
- mes "...";
- cutin "",255;
- next;
- mes "[???]";
- mes "*Snigger*";
- emotion e_what,1;
- emotion e_what;
- next;
- mes "[???]";
- mes "Hey "+((Sex)?"dude":"missy")+",";
- mes "You're not getting in the hospital.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who's there?!";
- next;
- mes "[???]";
- mes "*Snigger*";
- next;
- mes "[???]";
- mes "That's a secret~";
- mes "My mom will kill me if she knew I was here!";
- next;
- switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) {
- case 1:
- mes "[???]";
- mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
- next;
- mes "[???]";
- mes "She was mumbling and looking around a lot.";
- next;
- mes "[???]";
- mes "I was well hidden here because I wasn't supposed to be here.";
- next;
- break;
- case 2:
- mes "[???]";
- mes "My mom once told me.";
- mes "The old lady's daughter was hospitalized here.";
- next;
- mes "[???]";
- mes "She never got out of it though...";
- next;
- mes "[???]";
- mes "She wasn't the only one. There were many strange things going on at the hospital.";
- next;
- mes "[???]";
- mes "That's why my mom doesn't want me coming around here.";
- next;
- break;
- case 3:
- mes "[???]";
- mes "No way Jose!";
- mes "I got a spanking last time I was caught around here!";
- next;
- mes "[???]";
- mes "If I'm caught again, it won't end with a spanking....";
- mes "So scary.";
- next;
- break;
- case 4:
- mes "[???]";
- mes "Humph!!";
- close;
- }
- mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
- specialeffect EF_STEAL,AREA,"Bushes#ma";
- set malaya_bang,13;
- changequest 11293,11294;
- close;
- } else if (malaya_bang == 13) {
- mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
- mes "Let's check around.";
- specialeffect EF_STEAL,AREA,"Bushes#ma";
- close;
- } else if (malaya_bang == 14) {
- mes "[Nurse Las]";
- mes "Hmmm... Let's look around the hospital.";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 15) {
- mes "[Nurse Las]";
- mes "Hey... ummm...";
- mes "You know...";
- mes "Could you give that old lady a visit?";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Oh, me? I'll look be looking around here.";
- next;
- mes "[Nurse Las]";
- mes "As you know, my feet hurt...";
- mes "Yes?";
- mes "Yes?";
- next;
- switch(select("Go.:Don't go.")) {
- case 1:
- mes "[Nurse Las]";
- mes "Okay, off you go.";
- mes "I think she lives on the west side of town.";
- mes "Go on.";
- next;
- mes "[Nurse Las]";
- mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
- set malaya_bang,16;
- changequest 11296,11297;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Why!?";
- mes "Staying here won't solve anything.";
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 16 || malaya_bang == 17) {
- mes "[Nurse Las]";
- mes "Okay, off you go.";
- mes "I think she lives on the west side of town.";
- mes "Go on.";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
- emotion e_omg,0,"Bushes#ma";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 18) {
- mes "[Nurse Las]";
- mes "How'd it go?";
- mes "Did you meet the old lady?";
- cutin "malaya_nurseA02",2;
- next;
- mes "[Nurse Las]";
- mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door.";
- mes "It did open...";
- next;
- mes "[Nurse Las]";
- mes "But the way to the 2nd floor was blocked.";
- mes "I thought the door opening was a break through, but turns out it wasn't.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "Anyway, the first floor door is open, so let's go inside.";
- mes "Everything would be meaningless if the second floor door is not opened.";
- emotion e_sob;
- set malaya_bang,19;
- changequest 11299,11300;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else if (malaya_bang == 19) {
- mes "[Nurse Las]";
- mes "Anyway, the first floor door is open, so let's go inside.";
- mes "Everything would be meaningless if the second floor door is not opened.";
- emotion e_sob;
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else if (malaya_bang < 30) {
- mes "[Nurse Las]";
- mes "Could you check the 2nd floor door again in case I missed something?";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else {
- callfunc "F_Malaya_Nurse",1;
- end;
- }
- mes "There's a nurse outside the hospital holding a large bag.";
- mes "I don't think I can help her.";
- close;
-}
-
-ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{
- if (malaya_bang < 19) {
- // fall through
- } else if (malaya_bang < 30) {
- if (malaya_bang == 19) {
- mes "The hospital is infested with monsters, like the old lady said.";
- mes "How could she have gone back and forth to the 2nd floor with her feet like that....";
- next;
- set malaya_bang,20;
- changequest 11300,11301;
- }
- mes "[Nurse Las]";
- mes "Could you check the 2nd floor door again in case I missed something?";
- cutin "malaya_nurseA01",2;
- next;
- switch(select("Go outside.:Quit.")) {
- case 1:
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Tsk...";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callfunc "F_Malaya_Nurse",2;
- end;
- }
- mes "[Nurse]";
- mes "I want to be left alone.";
- mes "Please leave.";
- close2;
- warp "malaya",58,76;
- end;
-}
-
-ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2,{
- if (malaya_bang == 20) {
- mes "There's a talisman similar to the ones outside the hospital.";
- mes "Let's look around for something else.";
- set malaya_bang,30;
- changequest 11301,11302;
- close;
- } else if (malaya_bang == 30) {
- mes "There's a talisman similar to the ones outside the hospital.";
- mes "Let's look around for something else.";
- close;
- } else if (malaya_bang == 35) {
- mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said.";
- next;
- mes "[Nurse Las]";
- mes "*Snigger*";
- cutin "malaya_nurseA05",2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "?!";
- cutin "",255;
- next;
- mes "[Nurse Las]";
- mes "Yes, yes!";
- cutin "malaya_nurseA05",2;
- next;
- mes "[Nurse Las]";
- mes "The annoying talismans are gone!";
- next;
- mes "[Nurse Las]";
- mes "*Giggle*";
- next;
- mes "[Nurse Las]";
- mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it.";
- next;
- mes "[Nurse Las]";
- mes "*Snigger*";
- next;
- mes "[Nurse Las]";
- mes "For your work, I shall take you to my room...";
- mes "Darn...";
- next;
- mes "[Nurse Las]";
- mes "......";
- next;
- mes "[Nurse Las]";
- mes "No no no!";
- mes "You still have those annoying talismans!!!";
- next;
- mes "[Nurse Las]";
- mes "This is your lucky day!";
- mes "*Snigger*";
- set malaya_bang,36;
- changequest 11307,11308;
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- } else if (malaya_bang > 35) {
- mes "Cannot feel anything evil about the talisman.";
- mes "Only the bitter taste of being fooled around Las remains...";
- close;
- } else {
- mes "No power can be felt.";
- close;
- }
-}
-
-malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{
- if (malaya_bang == 3) {
- mes "Pushed hard on the door, but it won't open.";
- mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
- set malaya_bang,4;
- changequest 11285,11286;
- close;
- } else if (malaya_bang == 4) {
- mes "Pushed hard on the door, but it won't open.";
- mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
- close;
- } else if (malaya_bang == 11) {
- mes "Put the key inside the lock of the hospital door...";
- mes "But it's not locked as expected.";
- next;
- mes "Then why is the door not opening?";
- set malaya_bang,12;
- changequest 11292,11293;
- close;
- } else if (malaya_bang == 12) {
- mes "Put the key inside the lock of the hospital door...";
- mes "But it's not locked as expected.";
- next;
- mes "Then why is the door not opening?";
- close;
- } else if (malaya_bang > 18) {
- if(select("Enter the hospital.:Quit.") == 1)
- warp "ma_dun01",33,110;
- end;
- } else {
- mes "The hospital door seems to be closed.";
- close;
- }
-}
-
-malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{
- if (malaya_hi < 20) {
- mes "[Village Woman]";
- mes "......";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 5) {
- mes "[Village Woman]";
- mes "Oh~Are you an adventurer?";
- mes "It seems like we have a lot of them in town lately.";
- next;
- mes "[Village Woman]";
- mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
- next;
- switch(select("Ask about the hospital.:End conversation.")) {
- case 1:
- mes "[Village Woman]";
- mes "The hospital?";
- mes "It's been closed for a very long time.";
- mes "They don't talk about it around here.";
- next;
- mes "[Village Woman]";
- mes "I never had to go to the hospital.";
- mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy.";
- next;
- mes "[Village Woman]";
- mes "Children never like hospitals.";
- next;
- select("Ask about the nurse.");
- mes "[Village Woman]";
- mes "The new nurse?";
- mes "I don't know.";
- mes "I haven't given it a thought.";
- mes "It is strange to have a new nurse coming to a closed hospital.";
- set malaya_bang,6;
- changequest 11287,11288;
- close;
- case 2:
- mes "[Village Woman]";
- mes "Have a nice day~";
- close;
- }
- } else if (malaya_bang == 6) {
- mes "[Village Woman]";
- mes "The new nurse?";
- mes "I don't know.";
- mes "I haven't given it a thought.";
- mes "It is strange to have a new nurse coming to a closed hospital.";
- set malaya_bang,6;
- changequest 11287,11288;
- close;
- } else {
- mes "[Village Woman]";
- mes "Oh~Are you an adventurer?";
- mes "It seems like we have a lot of them in town lately.";
- next;
- mes "[Village Woman]";
- mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
- close;
- }
-}
-
-malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "[Village Man]";
- mes "Hmmm! Haven't seen you around?";
- mes "What brings you to our town?";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 7) {
- mes "[Village Man]";
- mes "*Laughs*";
- mes "An adventurer, are you?";
- mes "When you have time, come and take a look around my pineapple farm.";
- next;
- mes "[Village Man]";
- mes "Just a little bit~";
- mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
- next;
- switch(select("Ask about the hospital.:End conversation.")) {
- case 1:
- mes "[Village Man]";
- mes "Ummm......";
- mes "You mean that hospital?";
- next;
- mes "[Village Man]";
- mes "It was closed down because of an accident.";
- mes "But I wouldn't trouble an outsider with the details......";
- mes "There's not much I can tell you.";
- next;
- select("Ask about the nurse.");
- mes "[Village Man]";
- mes "Oh!!!";
- mes "Did you meet the nurse?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "She was standing in front of the hospital.";
- mes "Oh!";
- mes "She must have gone to contact HQ.";
- next;
- mes "[Village Man]";
- mes "We requested 'the nurse', and she's already here! We're saved!";
- next;
- select("The nurse?");
- mes "[Village Man]";
- mes "She was invited here to save our hospital.";
- next;
- mes "[Village Man]";
- mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
- next;
- mes "[Village Man]";
- mes "That's where the doctor is staying.";
- mes "He's been there ever since the hospital was closed.";
- set malaya_bang,8;
- changequest 11289,11290;
- close;
- case 2:
- mes "[Village Man]";
- mes "Whoopeee!";
- close;
- }
- } else if (malaya_bang == 8) {
- mes "[Village Man]";
- mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
- next;
- mes "[Village Man]";
- mes "That's where the doctor is staying.";
- mes "He's been there ever since the hospital was closed.";
- close;
- } else {
- mes "[Village Man]";
- mes "Whoopeee!";
- mes "An adventurer, are you?";
- mes "When you have time, come and take a look around my pineapple farm.";
- next;
- mes "[Village Man]";
- mes "Just a little bit~";
- mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
- close;
- }
-}
-
-malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{
- if (malaya_hi < 20) {
- mes "[Dr. Boon]";
- mes "......";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 9) {
- mes "[Dr. Boon]";
- mes "So~ You're the new nurse?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Dr. Boon]";
- mes "Nothing's more important for a nurse than their white uniform.";
- mes "Go get changed!";
- close;
- case 2:
- mes "[Dr. Boon]";
- mes "Oh! I'm sorry.";
- mes "We're waiting for a new nurse.";
- mes "My bad.";
- next;
- select("Explain the situation.");
- mes "[Dr. Boon]";
- mes "Aha~";
- mes "So that's what happened.";
- mes "Oh, dear. I guess there was a misunderstanding.";
- next;
- mes "[Dr. Boon]";
- mes "You see, I've been treating patients at the inn after what happened to the hospital.";
- next;
- mes "[Dr. Boon]";
- mes "Even so, I must apologize for making her stand there so long.";
- next;
- mes "[Dr. Boon]";
- mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
- next;
- mes "[Dr. Boon]";
- mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
- next;
- mes "[Dr. Boon]";
- mes "I'll be there as soon as I'm done here.";
- mes "Good luck~";
- set malaya_bang,10;
- changequest 11291,11292;
- close;
- }
- } else if (malaya_bang == 10) {
- mes "[Dr. Boon]";
- mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
- next;
- mes "[Dr. Boon]";
- mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
- next;
- mes "[Dr. Boon]";
- mes "I'll be there as soon as I'm done here.";
- mes "Good luck~";
- close;
- } else {
- mes "[Dr. Boon]";
- mes "*Sigh*";
- mes "The work... It never ends...";
- mes "How am I supposed to handle all these patients on my own?";
- next;
- mes "[Dr. Boon]";
- mes "What? What's a doctor doing in an inn?";
- mes "Well, why not?";
- close;
- }
-}
-
-malaya,53,68,4 script Bushes#ma CLEAR_NPC,{
- if (malaya_bang < 13) {
- mes "It's just a bush.";
- mes "A sweet scent of wood rises when shaken.";
- close;
- }
- if (malaya_bang == 13) {
- mes "[???]";
- mes "Don't come any closer!";
- mes "Old "+((Sex)?"man":"lady")+"!";
- mes "How'd you know I was here?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm not old.";
- emotion e_an,1;
- next;
- switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) {
- case 1:
- mes "[???]";
- mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
- next;
- mes "[???]";
- mes "She was mumbling and looking around a lot.";
- next;
- mes "[???]";
- mes "I was well hidden here because I wasn't supposed to be here.";
- next;
- break;
- case 2:
- mes "[???]";
- mes "My mom once told me.";
- mes "The old lady's daughter was hospitalized here.";
- next;
- mes "[???]";
- mes "She never got out of it though...";
- next;
- mes "[???]";
- mes "She wasn't the only one. There were many strange things going on at the hospital.";
- next;
- mes "[???]";
- mes "That's why my mom doesn't want me coming around here.";
- next;
- break;
- case 3:
- mes "[???]";
- mes "No way Jose!";
- mes "I got a spanking last time I was caught around here!";
- next;
- mes "[???]";
- mes "If I'm caught again, it won't end with a spanking....";
- mes "So scary.";
- next;
- break;
- case 4:
- mes "[???]";
- mes "It's the lady who lives next door to us.";
- next;
- mes "[???]";
- mes "I saw her a few days ago doing something around the hospital.";
- next;
- mes "[???]";
- mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
- set malaya_bang,14;
- changequest 11294,11295;
- close;
- case 5:
- mes "[???]";
- mes "I dunno.";
- mes "Nothing's different except for the sticks.";
- next;
- mes "[???]";
- mes "The old lady comes back once in a while to check on the sticks.";
- mes "My heart races when that happens!";
- next;
- break;
- case 6:
- mes "[???]";
- mes "Humph!!";
- emotion e_pif;
- close;
- }
- mes "[???]";
- mes "Promise me you won't tell anyone that you saw me!!!";
- mes "Promise?!";
- close;
- } else if (malaya_bang == 14) {
- mes "[???]";
- mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
- close;
- } else if (malaya_bang == 15) {
- mes "[???]";
- mes "Don't come any closer!";
- mes "Old "+((Sex)?"man":"lady")+"!";
- mes "How'd you know I was here?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm not old.";
- emotion e_an,1;
- close;
- } else {
- mes "There's a trace of a young child.";
- mes "Think the child's gone home now.";
- close;
- }
-}
-
-- script Suspicious Wooden Stick::MalayaStick -1,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "- Wait !! -";
- mes "- You are carrying too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (malaya_bang == 14) {
- mes "A strange stick is planted on the ground.";
- mes "A mysterious force can be felt.";
- next;
- switch(select("Pull it out.:Leave it.")) {
- case 1:
- if (rand(1,5) == 4) {
- mes "Pulled out the deeply planted stick.";
- mes "The hospital seems to have become more gloomy.";
- if (rand(2)) {
- set malaya_bang,15;
- changequest 11295,11296;
- getitem 6497,1; //Lesser_Agimat
- donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
- next;
- mes "Better show Las the talisman.";
- close;
- } else {
- getitem 6497,1; //Lesser_Agimat
- donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
- close;
- }
- } else {
- mes "After pulling out the deeply planted stick, an uneasy feeling washes over.";
- donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
- close;
- }
- case 2:
- mes "It looks ominous. Better leave it alone.";
- close;
- }
- } else {
- mes "There's a strange looking stick.";
- close;
- }
- end;
-OnEnable:
- enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0).
- end;
-OnDisable:
- disablenpc strnpcinfo(3);
- end;
-}
-malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2
-malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 4_BULLETIN_BOARD2
-malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 4_BULLETIN_BOARD2
-malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 4_BULLETIN_BOARD2
-malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 4_BULLETIN_BOARD2
-malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 4_BULLETIN_BOARD2
-malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 4_BULLETIN_BOARD2
-malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 4_BULLETIN_BOARD2
-malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 4_BULLETIN_BOARD2
-malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_BULLETIN_BOARD2
-
-- script Tent#ma -1,{ //557
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(0);
- end;
-OnTimer1000:
- donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable";
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-- duplicate(Tent#ma) Tent1#ma -1
-- duplicate(Tent#ma) Tent2#ma -1
-- duplicate(Tent#ma) Tent3#ma -1
-- duplicate(Tent#ma) Tent4#ma -1
-- duplicate(Tent#ma) Tent5#ma -1
-- duplicate(Tent#ma) Tent6#ma -1
-- duplicate(Tent#ma) Tent7#ma -1
-- duplicate(Tent#ma) Tent8#ma -1
-- duplicate(Tent#ma) Tent9#ma -1
-- duplicate(Tent#ma) Tent10#ma -1
-
-malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{
- if (malaya_bang == 16) {
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am, excuse me, but can I ask you a question?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am!!!!!!!!!";
- next;
- mes "[Bent Old Lady]";
- mes "Who? What?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but can I ask you something?";
- next;
- mes "[Bent Old Lady]";
- mes "What? I can't hear you.";
- mes "Speak up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I! Have! Something! To! Ask! You!";
- next;
- mes "[Bent Old Lady]";
- mes "Oh~Yes dear~";
- mes "I'll tell you everything I know, dear~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know anything about the hospital?";
- next;
- mes "[Bent Old Lady]";
- mes "Hospital?";
- mes "........";
- next;
- mes "[Bent Old Lady]";
- mes "Hospital?!?!?!?";
- next;
- mes "[Bent Old Lady]";
- mes "That hospital is cursed!";
- mes "Something wicked is living there!";
- next;
- mes "[Bent Old Lady]";
- mes "The thing took away my poor little girl.";
- next;
- switch(select("Ask about the hospital.:Ask about her daughter.")) {
- case 1:
- mes "[Bent Old Lady]";
- mes "Everybody was happy to hear about the hospital being built.";
- next;
- mes "[Bent Old Lady]";
- mes "We no longer had to go to other towns for medical care.";
- next;
- mes "[Bent Old Lady]";
- mes "But the one they built didn't work out so well.";
- mes "It couldn't cure people.";
- mes "I knew this would happen when they chopped down the old tree to build it.";
- next;
- mes "[Bent Old Lady]";
- mes "But the administrator wouldn't listen.";
- mes "Far from curing people, they started to die.";
- mes "So did my daughter...";
- set malaya_bang,17;
- changequest 11297,11298;
- close;
- case 2:
- mes "[Bent Old Lady]";
- mes "She suffered from nothing life threatening.";
- mes "It was...";
- mes "Just a cold......";
- next;
- mes "[Bent Old Lady]";
- mes "The wicked thing.... My daughter...";
- mes "There's something in that hospital.";
- close;
- }
- } else if (malaya_bang == 17) {
- select("Show her the stick.");
- mes "[Bent Old Lady]";
- mes "What?";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhh!!!!!!!!!!!";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "What have you done!";
- mes "That... That was a talisman to stop the wicked thing!";
- next;
- mes "[Bent Old Lady]";
- mes "If you pull them up, it will go after people again!";
- next;
- mes "[Bent Old Lady]";
- mes "I saw it!";
- mes "I saw it when they closed the hospital saying that everybody had died.";
- next;
- mes "[Bent Old Lady]";
- mes "But they all knew.";
- mes "The patients weren't all dead.";
- next;
- mes "[Bent Old Lady]";
- mes "Taken alive...";
- mes "By the thing that took my daughter...";
- next;
- mes "[Bent Old Lady]";
- mes "Oh dear.";
- next;
- mes "Nurse Las may be in danger, standing alone in front of the hospital.";
- mes "If I don't return quickly...";
- set malaya_bang,18;
- changequest 11298,11299;
- close;
- } else if (malaya_bang == 18) {
- mes "Nurse Las may be in danger, standing alone in front of the hospital.";
- mes "If I don't return quickly...";
- close;
- } else if (malaya_bang == 32) {
- mes "[Bent Old Lady]";
- mes "Yes? The talisman?";
- mes "I asked the shaman up north of the village to make them,";
- next;
- mes "[Bent Old Lady]";
- mes "Not famous, but a talented shaman.";
- set malaya_bang,33;
- changequest 11304,11305;
- close;
- } else {
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am, excuse me, but can I ask you a question?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am!!!!!!!!!";
- next;
- mes "[Bent Old Lady]";
- mes "Who? What?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but can I ask you something?";
- next;
- mes "[Bent Old Lady]";
- mes "What? I can't hear you.";
- mes "Speak up!";
- close;
- }
-}
-
-malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{
- if (malaya_hi < 20) {
- mes "[Bent Shaman]";
- mes "Urgh Urgh Urghhhhhh";
- next;
- mes "Doesn't give even a glance...";
- close;
- }
- mes "[Bent Shaman]";
- mes "Hmmmm...";
- mes "I feel, feel....";
- next;
- mes "[Bent Shaman]";
- mes "I feel something bad from you...";
- if (malaya_bang == 33) {
- next;
- mes "[Bent Shaman]";
- mes "No no...";
- mes "You need not say anything!";
- mes "You'll be needing this.";
- next;
- mes "[Bent Shaman]";
- mes "It's okay.";
- mes "No need for money.";
- mes "It's the karma this village must face...";
- set malaya_bang,34;
- changequest 11305,11306;
- }
- close;
-}
-
-// Pintados Festival :: malaya_pintados
-//============================================================
-/*
-Description
------------
-The Pintados Festival begins when players have accumulated 1000 Lesser Agimats,
-1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time,
-players are able to create a tattoo.
-
-Global Variables
-----------------
-$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344)
-$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000)
-$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000)
-$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300)
-$malaya_pintados_04$ - Last player to create a tattoo.
-*/
-
-ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "Bingo!";
- next;
- } else {
- mes "Error occurred.";
- close;
- }
- mes "Hi, I'm the Pintados Festival Manager. Please select an item.";
- mes "Time Value: ("+$malaya_pintados_00+"/344)";
- mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
- mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
- mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
- mes "Recent Tattoo Creator: "+$malaya_pintados_04$;
- next;
- switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) {
- case 1:
- mes "This is the Eastern Medicine Control Button.";
- mes "You can set the Start or End values for the festival.";
- next;
- switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) {
- case 1:
- set $malaya_pintados_00,1;
- donpcevent "Pintados Manager#pin::OnEnable";
- mes "Start the Pintados Festival.";
- close;
- case 2:
- donpcevent "Pintados Manager#pin::OnDisable";
- mes "End the Pintados Festival.";
- close;
- case 3:
- donpcevent "Pintados Manager#pin::OnEnableNPC";
- mes "Add an NPC.";
- close;
- case 4:
- donpcevent "Pintados Manager#pin::OnDisableNPC";
- mes "Remove an NPC.";
- close;
- }
- case 2:
- mes "Adjust the global value. Please select the value to adjust.";
- next;
- while(1) {
- switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) {
- case 1:
- mes "Completed global adjustment.";
- close;
- case 2:
- mes "Adjust Time [0~344]";
- mes "Global Increase by 1/30 min.";
- mes "1 - 49 -> Day 1";
- mes "50 - 98 -> Day 2";
- mes "99 - 147 -> Day 3";
- mes "148 - 196 -> Day 4";
- mes "197 - 245 -> Day 5";
- mes "246 - 294 -> Day 6";
- mes "295 - 343 -> Day 7";
- mes "Global 1 = 1 hr.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 344)
- close;
- set $malaya_pintados_00, .@input;
- break;
- case 3:
- mes "Adjust the accumulated value for the Lesser Agimat.";
- mes "Values can be adjusted between 0 to 1000.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1000)
- close;
- set $malaya_pintados_01, .@input;
- break;
- case 4:
- mes "Adjust the accumulated value of the Silver Cross.";
- mes "Values can be adjusted between 0 to 1000.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1000)
- close;
- set $malaya_pintados_02, .@input;
- break;
- case 5:
- mes "Adjust the accumulated value for the Dyestuff.";
- mes "Values can be adjusted between 0 to 300.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 300)
- close;
- set $malaya_pintados_03, .@input;
- break;
- }
- mes "Time Value: ("+$malaya_pintados_00+"/344)";
- mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
- mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
- mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
- mes "This is the current value. Do you want to adjust it?";
- next;
- }
- case 3:
- initnpctimer;
- break;
- case 4:
- stopnpctimer;
- break;
- }
- end;
-
-// Moved to individual NPCs for smoother processing.
-//OnInit:
-// if ($malaya_pintados_00 > 0)
-// donpcevent "Pintados Manager#pin::OnEnableNPC";
-// end;
-
-OnTimer1800000:
- set $malaya_pintados_00, $malaya_pintados_00;
- if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) {
- set $malaya_pintados_00,$malaya_pintados_00+1;
- stopnpctimer;
- initnpctimer;
- } else {
- set $malaya_pintados_00,0;
- donpcevent "Pintados Manager#pin::OnDisable";
- }
- end;
-OnEnable:
- initnpctimer;
- donpcevent "Pintados Manager#pin::OnEnableNPC";
- announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12;
- end;
-OnDisable:
- stopnpctimer;
- set $malaya_pintados_00,0;
- set $malaya_pintados_01,0;
- set $malaya_pintados_02,0;
- set $malaya_pintados_03,0;
- donpcevent "Pintados Manager#pin::OnDisableNPC";
- announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12;
- end;
-OnEnableNPC:
- set .@str$, "::OnEnable";
-OnDisableNPC:
- if (.@str$ == "")
- set .@str$, "::OnDisable";
- donpcevent "Tourist#pin01"+.@str$;
- donpcevent "Tourist#pin02"+.@str$;
- donpcevent "Tourist#pin03"+.@str$;
- donpcevent "Young Tattooist#pin04"+.@str$;
- donpcevent "Tourist#pin05"+.@str$;
- donpcevent "Drumming Young Man#pin06"+.@str$;
- donpcevent "Drumming Young Man#pin07"+.@str$;
- donpcevent "Drumming Young Man#pin08"+.@str$;
- donpcevent "Beat Catching Boy#pin09"+.@str$;
- donpcevent "Beat Catching Boy#pin10"+.@str$;
- donpcevent "Beat Catching Boy#pin11"+.@str$;
- end;
-}
-
-ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- if ($malaya_pintados_00 == 0) {
- if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) {
- set $malaya_pintados_00,1;
- donpcevent "Pintados Manager#pin::OnEnable";
- emotion e_lv;
- mes "[Isco]";
- mes "Many adventurers helped find festival items that I returned to the village.";
- next;
- emotion e_ho;
- mes "[Isco]";
- mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'.";
- close;
- }
- // fall through
- } else {
- mes "[Isco]";
- mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing.";
- next;
- if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) {
- emotion e_ho;
- mes "[Isco]";
- mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun.";
- close;
- } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) {
- mes "[Isco]";
- mes "Oh! Did you know?";
- mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'.";
- close;
- } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) {
- mes "[Isco]";
- mes "Today's the third day of the '^7A96E0Pintados Festival^000000'.";
- next;
- mes "[Isco]";
- mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
- close;
- } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) {
- mes "[Isco]";
- mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
- next;
- mes "[Isco]";
- mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special.";
- close;
- } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) {
- mes "[Isco]";
- mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village.";
- next;
- mes "[Isco]";
- mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious.";
- close;
- } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) {
- emotion e_sob;
- mes "[Isco]";
- mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left.";
- close;
- } else {
- emotion e_sob;
- mes "[Isco]";
- mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities.";
- close;
- }
- }
- emotion e_spin;
- mes "[Isco]";
- mes "Oh no. What will we do with the festival coming to an end.";
- next;
- switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) {
- case 1:
- mes "[Isco]";
- mes "There is a traditional festival held since ancient times";
- mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'.";
- next;
- emotion e_otl;
- mes "[Isco]";
- mes "I don't think I'll make it to the festival this time.";
- next;
- select("Why?");
- mes "[Isco]";
- mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya.";
- next;
- mes "[Isco]";
- mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me.";
- next;
- select("Are you hurt?");
- emotion e_sigh;
- mes "[Isco]";
- mes "Fortunately not.";
- next;
- mes "[Isco]";
- mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do.";
- close;
- case 2:
- mes "[Isco]";
- mes "Many adventurers are helping out but only collected...";
- next;
- mes "[Isco]";
- mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far.";
- next;
- emotion e_sigh;
- mes "[Isco]";
- mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'.";
- close;
- case 3:
- set .@str$, (Sex)?"Bro":"Sis";
- break;
- }
- emotion e_lv;
- mes "[Isco]";
- mes "Oh~ Really? Wow!";
- mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!";
- mes "He he. What did you bring?";
- next;
- set .@i, select(
- "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+
- "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+
- "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)"
- );
- switch(.@i) {
- case 1:
- set .@item,6497; //Lesser_Agimat
- set .@name$,"Lesser Agimats";
- set .@total,1000;
- break;
- case 2:
- set .@item,6502; //Silver_Cross
- set .@name$,"Silver Crosses";
- set .@total,1000;
- break;
- case 3:
- setarray .@items[0],975,976,978,979,980,981,982,983;
- set .@name$,"Dyestuffs";
- set .@total,300;
- break;
- }
- mes "[Isco]";
- mes "Wow! "+.@str$+" You've brought "+.@name$+"!";
- next;
- mes "[Isco]";
- mes "Wait. One... two...";
- if (getd("$malaya_pintados_0"+.@i) >= .@total) {
- mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping.";
- close;
- }
- if (.@i < 3) {
- mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?";
- next;
- switch(select("One?!:Enter quantity.")) {
- case 1:
- set .@amount,1;
- mes "[Isco]";
- mes "He he... You've brought back one.";
- next;
- break;
- case 2:
- mes "[Isco]";
- mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 50) {
- mes "[Isco]";
- mes "Sigh~ I'm lost! I can't count if the numbers are weird.";
- close;
- }
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes "[Isco]";
- mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?";
- close;
- }
- } else {
- mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?";
- next;
- for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1)
- set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):";
- set .@item, .@items[select(.@menu$)-1];
- if (countitem(.@item) == 0) {
- mes "[Isco]";
- mes "Sigh~ You don't have any "+getitemname(.@item)+".";
- close;
- }
- mes "[Isco]";
- mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?";
- next;
- switch(select("Enter Quantity:All")) {
- case 1:
- mes "[Isco]";
- mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 50) {
- mes "[Isco]";
- mes "Sigh~ I told you I'm not good with numbers.";
- close;
- }
- break;
- case 2:
- set .@amount, countitem(.@item);
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes "[Isco]";
- mes "Sigh... I'm short of "+getitemname(.@item)+".";
- close;
- }
- }
- delitem .@item,.@amount;
- setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount;
- set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i);
- mes "[Isco]";
- mes "He he... Thanks. "+.@str$+"!";
- if (.@amount_left <= 0)
- mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!";
- else
- mes "I only need "+.@amount_left+" more "+.@name$+".";
- close;
-}
-
-ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- emotion e_what;
- mes "[Tattooist]";
- mes "Why do you want a Tattoo?";
- next;
- switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) {
- case 1:
- mes "[Tattooist]";
- mes "A Tattoo of a powerful monster is said to increase the ability of the holder.";
- next;
- select("Awesome. How can I get one?");
- mes "[Tattooist]";
- mes "Drawing a Tattoo is a very holy task.";
- next;
- mes "[Tattooist]";
- mes "10 Ancient Grudges to protect me while I draw Tattoos.";
- next;
- mes "[Tattooist]";
- mes "1 Doll that looks like a powerful monster.";
- next;
- mes "[Tattooist]";
- mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo.";
- next;
- select("What kind of Tattoo will you draw?");
- mes "[Tattooist]";
- mes "I can draw 3 kinds of Tattoos.";
- next;
- mes "[Tattooist]";
- mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya.";
- next;
- mes "[Tattooist]";
- mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon.";
- next;
- mes "[Tattooist]";
- mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people.";
- next;
- select("Where can I get the Spirit Pieces and Doll?");
- mes "[Tattooist]";
- mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task.";
- next;
- mes "[Tattooist]";
- mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'.";
- close;
- case 2:
- mes "[Tattooist]";
- mes "Which Tattoo's effect are you curious about?";
- next;
- while(1) {
- switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) {
- case 1:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya.";
- next;
- mes "[Tattooist]";
- mes "Increases the effect of healing others by 4% and healing from others by 7%.";
- next;
- break;
- case 2:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator.";
- next;
- mes "[Tattooist]";
- mes "Increases MATK by +7% and decreases Fixed Casting by 7%.";
- next;
- break;
- case 3:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon.";
- next;
- mes "[Tattooist]";
- mes "Increases ATK by +7% and ASPD by 10%.";
- next;
- break;
- case 4:
- mes "[Tattooist]";
- mes "Looks like you've got all the answers. Hope you enjoy your journey.";
- close;
- }
- mes "[Tattooist]";
- mes "Do you have any questions about other Tattoo effects?";
- next;
- }
- case 3:
- break;
- }
- if ($malaya_pintados_00 == 0) {
- mes "[Tattooist]";
- mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on.";
- close;
- }
- mes "[Tattooist]";
- mes "You've come right on time during the '^7A96E0Pintados Festival^000000'.";
- next;
- mes "[Tattooist]";
- mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos.";
- next;
- mes "[Tattooist]";
- mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?";
- next;
- switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) {
- case 1:
- mes "[Tattooist]";
- mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
- close;
- case 2:
- set .@tattoo,2911; //Bangungot_Tattoo
- set .@doll,6517; //Bangungot_Doll
- set .@spirit,6524; //Bangungot_Spirit_Piece
- set .@name$,"Bangungot";
- break;
- case 3:
- set .@tattoo,2907; //Buwaya_Tattoo
- set .@doll,6518; //Buwaya_Doll
- set .@spirit,6525; //Buwaya_Spirit_Piece
- set .@name$,"Buwaya";
- break;
- case 4:
- set .@tattoo,2910; //Bakonawa_Tattoo
- set .@doll,6516; //Bakonawa_Doll
- set .@spirit,6523; //Bakonawa_Spirit_Piece
- set .@name$,"Bakonawa";
- break;
- }
- if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) {
- mes "[Tattooist]";
- mes "I think you are short on materials.";
- mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000.";
- close;
- }
- emotion e_flash;
- mes "[Tattooist]";
- mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these.";
- next;
- mes "[Tattooist]";
- mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right.";
- next;
- mes "The Tattooist placed the Ancient Grudges around the workplace.";
- next;
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
- mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials.";
- next;
- mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head.";
- next;
- if(select("Aren't you going to start?:... ... ..") == 1) {
- emotion e_an;
- delitem 6499,5; //Ancient_Grudge
- mes "[Tattooist]";
- mes "Oh no, now you ruined it.";
- mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- emotion e_bzz;
- mes "Think he will melt the doll with his eyes?";
- next;
- specialeffect EF_SONICBLOWHIT;
- mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing.";
- next;
- mes "The "+.@name$+" Tattoo was completed almost instantly.";
- next;
- emotion e_an;
- mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details.";
- next;
- if(select("Looks good to me.:... ... ..") == 1) {
- emotion e_an;
- emotion e_ag;
- delitem 6499,5; //Ancient_Grudge
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The Tattooist ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile.";
- next;
- mes "Looks like he is satisfied with the "+.@name$+" drawing.";
- next;
- emotion e_dum;
- mes "But now he is staring at the sky without doing anything else. What is he waiting for?";
- next;
- if(select("When will it be done?:... ... ..") == 1) {
- emotion e_an;
- emotion e_ag;
- delitem 6499,5; //Ancient_Grudge
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The Tattooist ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- emotion e_dots;
- mes "[Tattooist]";
- mes ".";
- next;
- mes "[Tattooist]";
- mes ". .";
- next;
- mes "[Tattooist]";
- mes ". . .";
- next;
- emotion e_dots;
- mes "[Tattooist]";
- mes ". . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . . . .";
- next;
- emotion e_flash;
- mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands.";
- next;
- specialeffect EF_DETOXICATION;
- mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing.";
- next;
- if(select("Why did you break the pieces...:... ... ..") == 1) {
- delitem 6499,5; //Ancient_Grudge
- delitem .@spirit,1;
- emotion e_an;
- emotion e_ag;
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges and the doll.";
- close;
- }
- mes "He held up the powder in both hands and then blew it onto the drawing.";
- next;
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
- mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "Blinking light on top of the drawing.";
- next;
- mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before.";
- next;
- mes "The "+.@name$+" drawing looks as if it is... alive.";
- next;
- mes "The Tattooist is finally satisfied and is all smiles.";
- next;
- emotion e_heh;
- mes "[Tattooist]";
- mes "Ha ha. It came out great.";
- next;
- delitem 6499,10; //Ancient_Grudge
- delitem .@spirit,1;
- delitem .@doll,1;
- getitem .@tattoo,1;
- set $malaya_pintados_04$, strcharinfo(0);
- mes "[Tattooist]";
- mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time.";
- next;
- mes "[Tattooist]";
- mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed.";
- next;
- mes "[Tattooist]";
- mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
- close;
-}
-
-ma_fild01,171,224,0 script Ancient Grudge#01 HIDDEN_WARP_NPC,{ end; }
-ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 HIDDEN_WARP_NPC
-ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 HIDDEN_WARP_NPC
-ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 HIDDEN_WARP_NPC
-ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 HIDDEN_WARP_NPC
-
-ma_fild01,192,200,8 script Tourist#pin01 1_M_MERCHANT,{
- mes "[Tourist]";
- mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'.";
- next;
- mes "[Tourist]";
- mes "I don't regret visiting but...";
- next;
- mes "[Tourist]";
- mes "I don't like the Tattoo I got after all I've gone through to get it.";
- next;
- mes "[Tourist]";
- mes "I've looked at it in the light but I think the Tattooist made a mistake.";
- next;
- mes "[Tourist]";
- mes "This ruined my whole visit.";
- next;
- mes "[Tourist]";
- mes "Tsk!";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin01";
- end;
-OnEnable:
- enablenpc "Tourist#pin01";
- end;
-OnDisable:
- disablenpc "Tourist#pin01";
- end;
-}
-
-ma_fild01,211,200,6 script Tourist#pin02 4_M_TWMASKMAN,{
- mes "[Tourist]";
- mes "I heard of the 'Pintados Festival' and came all the way from Gonryun.";
- next;
- mes "[Tourist]";
- mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin02";
- end;
-OnEnable:
- enablenpc "Tourist#pin02";
- end;
-OnDisable:
- disablenpc "Tourist#pin02";
- end;
-}
-
-ma_fild01,251,205,2 script Tourist#pin03 4_M_CHNOLD,{
- mes "[Tourist]";
- mes "Hey, hear me. This isn't the Tattoo I wanted.";
- next;
- mes "[Tourist]";
- mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot.";
- next;
- mes "[Tattooist]";
- mes "No... you said that you wanted that one. Don't be so difficult.";
- next;
- mes "[Tourist]";
- mes "Don't you know that customer is king? Huh? Do you want a bad reputation?";
- next;
- mes "[Tattooist]";
- mes "Ugh... Can't believe this.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin03";
- end;
-OnEnable:
- enablenpc "Tourist#pin03";
- end;
-OnDisable:
- disablenpc "Tourist#pin03";
- end;
-}
-
-ma_fild01,249,206,6 script Young Tattooist#pin04 4_M_MALAYA,{
- mes "[Tattooist]";
- mes "Ah... I can't work with customers like this.";
- next;
- mes "[Tattooist]";
- mes "How many times do I have to tell you, you said you wanted a Bangungot.";
- next;
- mes "[Tattooist]";
- mes "Ouch, my throat... Shouting will get me nowhere.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Young Tattooist#pin04";
- end;
-OnEnable:
- enablenpc "Young Tattooist#pin04";
- end;
-OnDisable:
- disablenpc "Young Tattooist#pin04";
- end;
-}
-
-ma_fild01,162,235,6 script Tourist#pin05 4_F_CHNDRESS1,{
- mes "[Tourist]";
- mes "They say the Pintados Festival will only be held for one week.";
- next;
- mes "[Tourist]";
- mes "I came from Louyang without knowing about the festival. Must be my lucky day.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin05";
- end;
-OnEnable:
- enablenpc "Tourist#pin05";
- end;
-OnDisable:
- disablenpc "Tourist#pin05";
- end;
-}
-
-ma_fild01,164,234,6 script Drumming Young Man#pin06 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "The Pintados Festival wouldn't be a festival without a drummer.";
- next;
- mes "[Drumming Young Man]";
- mes "Why don't you join?";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin06";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin06";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin06";
- end;
-}
-
-ma_fild01,170,231,4 script Drumming Young Man#pin07 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "The Pintados from Pintados Festival means painted in our language.";
- next;
- mes "[Drumming Young Man]";
- mes "So that is probably why we have people drawing special Tattoos during the festival.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin07";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin07";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin07";
- end;
-}
-
-ma_fild01,164,228,6 script Drumming Young Man#pin08 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin08";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin08";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin08";
- end;
-}
-
-ma_fild01,170,234,4 script Beat Catching Boy#pin09 4_M_BARYO_BOY,{
- mes "ba-dum-TSH- ba-dum-TSH-";
- next;
- mes "[Beat Catching Boy]";
- mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
- next;
- mes "[Beat Catching Boy]";
- mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Beat Catching Boy#pin09";
- end;
-OnEnable:
- enablenpc "Beat Catching Boy#pin09";
- end;
-OnDisable:
- disablenpc "Beat Catching Boy#pin09";
- end;
-}
-
-ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{
- mes "ba-dum-TSH- ba-dum-TSH-";
- next;
- mes "[Beat Catching Boy]";
- mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-}
-ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY
+//===== Hercules Script ====================================== +//= Port Malaya Quest NPCs +//===== By: ================================================== +//= Masao +//===== Current Version: ===================================== +//= 1.2 +//===== Description: ========================================= +//= [Official Conversion] +//= Quest NPCs related to Port Malaya: +//== Cautious Village, Port Malaya Daily Quests, +//== Secret in the Woods, Bakonawa Extermination +//== Nurse in Port Malaya, Pintados Festival +//= Merchants: +//== Traders, Upgrade Boss Equipment +//===== Additional Comments: ================================= +//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy] +//= 0.2 Added Tribe Blacksmith [DeadlySilence] +//= 0.3 Added "Secret in the Woods" quest [DeadlySilence] +//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence] +//= 0.5 Added "Bakonawa Extermination" quest. [Euphy] +//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy] +//= 1.1 Added GM management function and NPC. [Euphy] +//= 1.2 Added item Lost_Belongings to Tiyanak mob & fix wrong item id [Michieru] +//============================================================ + +// Cautious Village & Daily Quests :: hi_malaya +//============================================================ +malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi == 0) { + mes "[Rodel the Guard]"; + mes "Traveling at such confusing times?"; + mes "Villagers have been feeling more threatened by evil spirits recently."; + mes "Villagers are scared and trembling with fear."; + next; + mes "[Rodel the Guard]"; + mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you."; + mes "Inns and stops may be closed to outsiders."; + next; + mes "[Rodel the Guard]"; + mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first."; + mes "If the village leader gives his confirmation, other people might be less worried."; + next; + mes "[Rodel the Guard]"; + mes "I will mark on the map the location of Phong in Mumbaki."; + mes "I welcome your visit though the times are harsh."; + viewpoint 1, 185, 358, 0, 0x0A82FF; + set malaya_hi, 1; + setquest 7350; + close; + } else if (malaya_hi == 1) { + mes "[Rodel the Guard]"; + mes "Meet with Phong in Mumbaki first."; + mes "If you are proven to have a pure soul, other villagers will not avoid you."; + mes "If you are not sure of the location, I will mark it on your map."; + viewpoint 1, 185, 358, 0, 0x0A82FF; + close; + } else if (malaya_hi >= 20) { + if (BaseLevel < 100) { + mes "[Rodel the Guard]"; + mes "How is the life here?"; + mes "People aren't so bad are they?"; + mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard."; + next; + mes "[Rodel the Guard]"; + mes "If you become stronger,"; + mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. "; + close; + } + .@playtime = checkquest(7405, PLAYTIME); + if (.@playtime == 0) { + mes "[Rodel the Guard]"; + mes "Whew, thanks to you, I have one less thing to worry about."; + mes "I will lose less of my things."; + mes "Job well done."; + next; + mes "[Rodel the Guard]"; + mes "You can come back if you want."; + mes "You understand what I mean right?"; + close; + } else if (.@playtime == 2) { + erasequest 7405; + mes "[Rodel the Guard]"; + mes "Oh, about Jejeling that you hunted down before."; + mes "People traveling in and out of Baryo are happy about it."; + mes "If it's not much too much trouble, I'd like to ask for your help one more time."; + next; + mes "[Rodel the Guard]"; + mes "You don't have to do it now, just whenever you are comfortable."; + mes "Come and find me when you decide."; + close; + } else { + .@hunting = checkquest(7404, HUNTING); + if (.@hunting == -1) { + mes "[Rodel the Guard]"; + switch(rand(1, 6)) { + case 1: + mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?"; + break; + case 2: + mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright."; + break; + case 3: + mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + "."; + break; + case 4: + mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head."; + break; + case 5: + mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate..."; + break; + case 6: + mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well."; + break; + } + mes "Oh yes, there is a job for you if you are not too busy. Are you interested?"; + next; + mes "[Rodel the Guard]"; + mes "We are going to organize an extensive Jejeling hunt this time."; + mes "Peddlers going in and out of Baryo are always complaining about Jejelings."; + next; + if (select("Join the Jejeling hunt.:Refuse.") == 2) { + mes "[Rodel the Guard]"; + mes "Is that so? I'm sorry to hear that."; + mes "Things would be so much simpler if we had a person like you around."; + close; + } + mes "[Rodel the Guard]"; + mes "You just have to hunt 20 jejelings each."; + mes "It would be a simple task for you."; + setquest 7404; + close; + } else if (.@hunting == 0) { + mes "[Rodel the Guard]"; + mes "You have to get rid of 20 Jejelings."; + mes "20 should be enough to give those Jejelings a good scare."; + close; + } else if (.@hunting == 1) { + mes "[Rodel the Guard]"; + mes "Oh, the hunt is over, but you haven't killed all the Jejelings."; + mes "Come again if you want another try."; + erasequest 7404; + close; + } else { + mes "[Rodel the Guard]"; + mes "Oh, I have confirmed you got rid of 20 Jejelings."; + mes "Here, this is a reward for people who participated in the Jejeling hunt."; + next; + mes "[Rodel the Guard]"; + mes "I think there will be more Jejeling hunts in the future. Please join us again next time."; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + erasequest 7404; + setquest 7405; + if (rand(1)) + $malayaNames$[1] = strcharinfo(0); +// SavePPL Jejellopy + close; + } + } + } else { + mes "[Rodel the Guard]"; + mes "Please understand even if people look at you warily."; + mes "The ghost have been haunting the people around here."; + close; + } +OnTouch: + emotion e_gasp; + end; + +OnInit: + // if there are no names set, set some default values + if (!getarraysize($malayaNames$)) { + $malayaNames$[0] = "unknown"; + $malayaNames$[1] = "unknown"; + $malayaNames$[2] = "unknown"; + $malayaNames$[3] = "unknown"; + $malayaNames$[4] = "unknown"; + $malayaNames$[5] = "unknown"; + } + end; +} + +malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 2) { + mes "[Phong in Mumbaki]"; + mes "Looks like this soul came across a big body of water."; + mes "Young friend."; + mes "The reason you found me... yes... I see."; + next; + mes "[Phong in Mumbaki]"; + mes "You don't have to say it in words."; + mes "The people are overly cautious of you."; + mes "Rodel was probably concerned about it, so he sent you here."; + next; + if (malaya_hi == 0) { + mes "[Phong in Mumbaki]"; + mes "No?"; + mes "Well then maybe there was some kind of a Spiritual bond between us."; + next; + } + mes "[Phong in Mumbaki]"; + mes "Nonetheless, good to meet you, young friend."; + mes "Don't blame the villagers too much for their attitudes toward you."; + next; + mes "[Phong in Mumbaki]"; + mes "We are always surrounded by spirits."; + mes "We live with them, praying for peace."; + mes "But recently, there has been a problem."; + next; + mes "[Phong in Mumbaki]"; + mes "For some unknown reason,"; + mes "Spirits have been running amok, and evil sprits have been haunting the villagers."; + next; + mes "[Phong in Mumbaki]"; + mes "This is the shadow that is cast on this beautiful town."; + mes "They are cautious because they don't know when the dark shadow will fall on them."; + mes "They visit without warning."; + next; + mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear."; + mes "People are in panic, everyone trembling with fear.^000000"; + cutin "malaya_ghost01", 4; + next; + select("Step toward the shadow.:Draw weapon."); + mes "[Phong in Mumbaki]"; + mes "They have followed the trace of the outsider. "; + mes "Don't get to close too them."; + mes "Your soul can get absorbed."; + next; + mes "[Phong in Mumbaki]"; + mes "Hmm? They are responding."; + mes "I don't understand? They look scared as if facing a powerful soul."; + mes "This feeling... it can't be..."; + cutin "malaya_ghost02", 4; + next; + mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating."; + mes "Observing their reaction, you get closer. The spirits are flustered.^000000"; + next; + cutin "", 255; + mes "[Phong in Mumbaki]"; + mes "Amazing. Holder of a soul so strong and pure...!"; + mes "The dark spirits have disappeared because of your presence."; + next; + mes "[Phong in Mumbaki]"; + mes "I think other villagers would treat you differently now..."; + mes "Haven't we all witnessed this miracle?"; + next; + mes "[Phong in Mumbaki]"; + mes "Young friend. Your presence is welcomed anywhere."; + mes "The light from your pure soul will protect you from the darkness."; + set malaya_hi, 10; + if (checkquest(7350) > -1) + erasequest 7350; + close; + } else if (malaya_hi == 10) { + mes "[Phong in Mumbaki]"; + mes "Everyone in the village witnessed how strong and pure your soul is."; + mes "Do not be afraid of the dark."; + close; + } else if (malaya_hi == 11) { + mes "[Phong in Mumbaki]"; + mes "Is there something wrong?"; + mes "You look disturbed."; + mes "Your clothes also look messed up. Was there some kind of trouble?"; + next; + switch (select("Explain what happened.:There is nothing to talk about.")) { + case 1: + mes "[Phong in Mumbaki]"; + mes "Is that so?"; + mes "Ha ha... that is a big problem. "; + mes "You must've been concerned."; + next; + mes "[Phong in Mumbaki]"; + mes "You know, we were preparing a spiritual protection for "; + mes "villagers who are afraid of evil spirits..."; + mes "but preparation is not going well."; + next; + mes "[Phong in Mumbaki]"; + mes "As a temporary solution, how about giving them what they want?"; + mes "Just pick among the items you have that are unimportant and give them to them."; + next; + mes "[Phong in Mumbaki]"; + mes "All they want is inner peace anyways."; + mes "They give meaning to little things and find peace within that behavior."; + next; + mes "[Phong in Mumbaki]"; + mes "What is really important is the belief that you will be safe as long as you carry that item."; + mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection."; + next; + mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea."; + mes "What would be adequate as a Spiritual Protection..^000000"; + next; + switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) { + case 1: + mes "[Phong in Mumbaki]"; + mes "The name itself suggests holiness."; + mes "It was blessed by the Holy Water, yes?"; + mes "Not bad."; + mes "Is there another? Something more persuading would be nice."; + next; + select("Talk about Blue Gemstone."); + mes "[Phong in Mumbaki]"; + mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder."; + mes "Used in holy magic?"; + mes "Sounds good."; + next; + break; + case 2: + mes "[Phong in Mumbaki]"; + mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder."; + mes "Used in holy magic?"; + mes "But it does not sound so holy though."; + next; + select("Talk about the Holy Water."); + mes "[Phong in Mumbaki]"; + mes "The name itself suggests holiness."; + mes "It was blessed by the Holy Water, yes?"; + mes "Sounds good."; + next; + break; + case 3: + mes "[Phong in Mumbaki]"; + mes "Hmm? It isn't too bad if you are always going to carry it around."; + mes "But I think something that looks more persuading would be better."; + next; + mes "[Phong in Mumbaki]"; + mes "It would be better is there is a holy feel to it..."; + mes "Do you have something that was blessed by your god?"; + next; + select("Holy Water or Blue Gemstone?"); + mes "[Phong in Mumbaki]"; + mes "The name itself suggests holiness."; + mes "It was blessed by the Holy Water, yes?"; + mes "Stone that protects the bearer..."; + mes "Sounds perfect."; + next; + break; + } + mes "[Phong in Mumbaki]"; + mes "Can you find Holy Water and Blue Gemstone that you spoke of?"; + mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts."; + next; + mes "[Phong in Mumbaki]"; + mes "People's trust toward you will grow stronger if you do that."; + mes "They will trust and listen to you."; + mes "Yes, because you will become their heart's savior."; + next; + mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers."; + set malaya_hi, 12; + erasequest 7358; + setquest 7351; + close; + case 2: + mes "[Phong in Mumbaki]"; + mes "Is that so?"; + mes "Tell me if anything happens."; + mes "For you, it'll be my pleasure to lend you a hand"; + close; + } + } else if (malaya_hi == 12) { + mes "[Phong in Mumbaki]"; + mes "Holy Water and Blue Gemstone you spoke of will function well. "; + mes "I hope they can set aside their fear and worries this way..."; + close; + } else if (malaya_hi == 13) { + mes "[Phong in Mumbaki]"; + mes "Did you give out your present to everyone?"; + mes "By doing this, you made friends with everyone in the town."; + next; + mes "[Phong in Mumbaki]"; + mes "I found ways to build Spiritual Protection."; + mes "My grandchild Imelda will create it."; + mes "So don't worry. You don't have to give out any more of your things."; + erasequest 7365; + set malaya_hi, 20; + getexp 200000, 200000; +// SavePPL Soul_Protection + close; + } else { + mes "[Phong in Mumbaki]"; + switch(rand(1, 6)) { + case 1: + mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?"; + break; + case 2: + mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous."; + break; + case 3: + mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours."; + break; + case 4: + mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh."; + break; + case 5: + mes "Welcome! Welcome! You are always welcome around here."; + break; + case 6: + mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around."; + break; + } + next; + switch (select("Ask for advice.:Bless flowers...")) { + case 1: + if (malaya_diwata == 2) { + mes "[Phong in Mumbaki]"; + mes "Ferry at the Port?"; + mes "So that has happened..."; + mes "Important thing is to first find out why that child is so upset."; + next; + mes "[Phong in Mumbaki]"; + mes "In this case, a bribe would work perfectly."; + mes "Flowers are always the best choice for seducing woman, right?"; + next; + select("This is not a love consulting."); + mes "[Phong in Mumbaki]"; + mes "I'm just saying."; + mes "Dead or alive, that poor soul is just a little girl."; + next; + mes "[Phong in Mumbaki]"; + mes "Girls that age will smile even at the falling leaves."; + mes "Open her heart with an armful of flowers. "; + next; + mes "[Phong in Mumbaki]"; + mes "Let's see..."; + mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet."; + next; + mes "[Phong in Mumbaki]"; + mes "Gather these flowers, and I'll make a Bouquet out of it and bless it."; + mes "Flowers can be found out side the village."; + set malaya_diwata, 3; + erasequest 7396; + setquest 7397; + close; + } else if (malaya_diwata == 3) { + if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) { + mes "[Phong in Mumbaki]"; + mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000."; + mes "Do you understand?"; + close; + } + mes "[Phong in Mumbaki]"; + mes "Oh... I can smell the scent of flowers from here."; + mes "I'll gather these and bless them."; + next; + mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-"; + mes "-Just by watching it, holiness overwhelms you.-"; + next; + mes "[Phong in Mumbaki]"; + mes "Isn't it a beauty?"; + mes "Not bad for a old man huh?"; + mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now."; + next; + mes "[Phong in Mumbaki]"; + mes "Now, deliver this to that child."; + mes "I hope she opens her heart with this and becomes willing to talk to you."; + delitem 6509, 3; // Mysterious_Flower + delitem 6510, 3; // Elegant_Flower + delitem 6511, 3; // Beautiful_Flower + getitem 6506, 1; // Memorial_Bouquet + set malaya_diwata, 4; + erasequest 7397; + setquest 7398; + close; + } else if (malaya_diwata == 4) { + mes "[Phong in Mumbaki]"; + mes "Take this Bouquet and talk to the spirit that has nested in the boat."; + close; + } else if (malaya_diwata > 5) { + mes "[Phong in Mumbaki]"; + mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident."; + mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help."; + close; + } else { + mes "[Phong in Mumbaki]"; + mes "There is nothing this old man can tell you."; + mes "Nothing can beat staying healthy, right?"; + close; + } + case 2: + if (checkquest(7402) == -1) { + mes "[Phong in Mumbaki]"; + mes "Who is the floral tribute for?"; + mes "Don't tell me you're making one in advance cause you're lazy?"; + mes "A tribute must be sincere. Don't forget that."; + close; + } + if (countitem(6506) > 0) { + mes "[Phong in Mumbaki]"; + mes "Isn't it already made?"; + mes "What is that in your hand?"; + mes "Why are you standing around here? Go and give out those flowers."; + close; + } + if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) { + mes "[Phong in Mumbaki]"; + mes "Going to Diwata?"; + mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?"; + mes "I'll make it when the flowers are ready."; + close; + } + mes "[Phong in Mumbaki]"; + mes "Diwata is some woman."; + mes "And you going to her every day is something too."; + next; + mes "[Phong in Mumbaki]"; + mes "Hey, here's the Bouquet."; + mes "Make offerings with your soul and wish for a fruitful day."; + delitem 6509, 3; // Mysterious_Flower + delitem 6510, 3; // Elegant_Flower + delitem 6511, 3; // Beautiful_Flower + getitem 6506, 1; // Memorial_Bouquet + close; + } + } +} + +malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Imelda]"; + mes ".... Hmm."; + close; + } else if (malaya_hi < 20) { + mes "[Imelda]"; + mes ".........."; + mes "Not bad."; + mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*"; + next; + mes "- She is a rather annoying little girl. -"; + close; + } else if (malaya_hi == 20) { + mes "[Imelda]"; + mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?"; + mes "What's up?"; + next; + select ("You want to make a traditional Spiritual Protection?"); + mes "[Imelda]"; + mes "Yes. My grandfather found a way."; + mes "I'm going to make it."; + next; + mes "[Imelda]"; + mes "This is my job and nobody else's."; + mes "Protecting traditions is my job."; + next; + switch (select("Is that so?:Good luck on your own!")) { + case 1: + if (BaseLevel < 100) { + mes "[Imelda]"; + mes "Of course."; + mes "And to get help from someone as... weak as you is not such a good idea."; + next; + mes "[Imelda]"; + mes "Getting the materials is not as easy as it sounds."; + mes "Maybe when you become stronger, yes, but not now. Never."; + close; + } + mes "[Imelda]"; + mes "What then?"; + mes "You're going to get the materials?"; + mes "Fine I'll accept your proposal."; + next; + select ("....?!"); + mes "[Imelda]"; + mes "If you wanted to help me out so much, why didn't you say so from the beginning?"; + mes "Or ask my grandfather?"; + next; + mes "[Imelda]"; + mes "If you are so enthusiastic about making a Spiritual Protection."; + mes "I'd have to give up, won't I?"; + next; + mes "[Imelda]"; + mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000."; + next; + mes "[Imelda]"; + mes "You'll have to manufacture the salt yourself at the north western beach."; + mes "You'll find the pits I've made there."; + next; + mes "[Imelda]"; + mes "Go to Pandoi at the weapon shop for the Silver Crosses."; + mes "He promised to make me some."; + next; + mes "[Imelda]"; + mes "Sharpened Bamboos you can get at Baryo or from a nearby forest."; + mes "You got all that?"; + next; + mes "[Imelda]"; + mes "Now's the time to prove your prowess!"; + set malaya_hi, 21; + setquest 7366; + close; + case 2: + mes "[Imelda]"; + mes "Indeed."; + mes "I will protect the village!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Now I haven't seen any Spiritual Protections made with those!"; + mes "Interesting~"; + mes "I'm sure you'll do just fine~"; + mes "Ha ha ha ha~"; + next; + mes "[Imelda]"; + mes "Stop annoying me and go away!"; + close; + } + } else if (malaya_hi == 21) { + if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) { + mes "[Imelda]"; + mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!"; + next; + mes "[Imelda]"; + mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga."; + mes "Ask Pandoi to make the Silver Crosses."; + mes "Don't forget to get 6 of each."; + close; + } + mes "[Imelda]"; + mes "... Oh... My, you really did get them?"; + mes "You're better than I thought."; + mes "That was not a compliment at all!"; + next; + mes "[Imelda]"; + mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection."; + mes "Give them to me! And don't bother me during the process!"; + set malaya_hi, 22; + delitem 6500, 6; // Sharp_Bamboo + delitem 6501, 6; // Salt_Bag + delitem 6502, 6; // Silver_Cross + erasequest 7366; + setquest 7367; + close; + } else if (malaya_hi == 22) { + .@playtime = checkquest(7367, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives."; + mes "Better not disturb her."; + close; + } else if (.@playtime == 2) { + mes "[Imelda]"; + mes "Still here?"; + mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact."; + next; + mes "[Imelda]"; + mes "Fine."; + mes "Now go and give these Spiritual Protections to the people!"; + mes "You have all the rights to do so!"; + mes "*Giggles*"; + next; + mes "Took the Spiritual Protection, despite her ridiculous logic and vigor."; + mes "Let's give them to the villagers."; + set malaya_hi, 23; + getitem 6503, 6; // Soul_Protection + erasequest 7367; + setquest 7368; + setquest 7369; + setquest 7370; + setquest 7371; + setquest 7372; + setquest 7373; + setquest 7374; + close; + } else { + mes "[Imelda]"; + mes "Don't disturb the ritual and go away."; + mes "Please wait while I make the Spiritual Protection."; + setquest 7367; + close; + } + } else if (malaya_hi == 23) { + mes "[Imelda]"; + mes "The ones who gets the Spiritual Protections are on the list."; + mes "Go and give them the new Spiritual Protections"; + next; + mes "[Imelda]"; + mes "Such a kind person like yourself will surely do it, won't you? "; + mes "*Smirk*"; + close; + } else if (malaya_hi == 24) { + mes "[Imelda]"; + mes "... You really did what I asked you?"; + mes "You know what? I give up."; + mes "I thought you'd leave after getting something from this town with sweet talk..."; + next; + mes "[Imelda]"; + mes "I apologize for my rude behavior."; + mes "....This is something to go with the apology."; + next; + mes "[Imelda]"; + mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day."; + set malaya_hi, 25; + erasequest 7374; + erasequest 7379; + setquest 7375; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (rand(1)) + $malayaNames$[0] = strcharinfo(0); + close; + } else { + mes "[Imelda]"; + mes "Hello there."; + mes "Did you enjoy the scenery of Malaya?"; + mes "It's nice to have a chat with friends on a Jeepney."; + next; + switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) { + case 1: + if (checkquest(7380) > -1) { + if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) { + mes "[Imelda]"; + mes "Materials for making a Spiritual Protection are"; + mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each."; + next; + mes "[Imelda]"; + mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo."; + close; + } + mes "[Imelda]"; + mes "Yes, you got everything precisely."; + mes "Thanks for the help."; + next; + mes "[Imelda]"; + mes "It'll be nice if you could help again tomorrow."; + mes "Here's something for your trouble."; + delitem 6500, 6; // Sharp_Bamboo + delitem 6501, 6; // Salt_Bag + delitem 6502, 6; // Silver_Cross + erasequest 7380; + setquest 7381; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + close; + } else { + .@playtime = checkquest(7381, PLAYTIME); + if ((.@playtime == 0) || (.@playtime == 1)) { + mes "[Imelda]"; + mes "I appreciate your kindness, but we have enough for today."; + mes "I'll ask for you when I need more materials."; + close; + } else if (.@playtime == 2) { + mes "[Imelda]"; + mes "Very good timing."; + mes "I ran out of materials for today's Spiritual Protections."; + mes "Could you go for them now?"; + erasequest 7381; + next; + switch (select("Sure.:I need some preparations.")) { + case 1: + mes "[Imelda]"; + mes "As usual then."; + mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please."; + setquest 7380; + close; + case 2: + mes "[Imelda]"; + mes ".......I see."; + mes "I'll be waiting then."; + close; + } + } else { + mes "[Imelda]"; + mes "That is great news indeed."; + mes "You know what you need for making Spiritual Protections?"; + mes "Of course, it's not your first time..."; + next; + mes "[Imelda]"; + mes "I'll leave you to it then."; + mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please."; + setquest 7380; + close; + } + } + case 2: + if (checkquest(7374) != -1) { + if (checkquest(7379) == -1) { + mes "[Imelda]"; + mes "Please deliver these new Spiritual Protections to the villagers."; + mes "You know them, right?"; + close; + } + mes "[Imelda]"; + mes "They cannot rely on these Spiritual Protections forever..."; + mes "It would be much better to have a strong mind such as yours."; + next; + mes "[Imelda]"; + mes "Strong spirits are full of light."; + mes "Those of the dark cannot approach due the blinding light"; + next; + mes "[Imelda]"; + mes "I guess that's it for today."; + mes "Thank you very much."; + setquest 7375; + erasequest 7374; + erasequest 7379; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (rand(1)) + $malayaNames$[0] = strcharinfo(0); + close; + } else { + .@playtime = checkquest(7375, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Imelda]"; + mes "The Spiritual Protections given before will still be in effect"; + mes "It's okay for now."; + close; + } else if (.@playtime == 2) { + mes "[Imelda]"; + mes "I was wondering when you would drop by."; + mes "Could you deliver Spiritual Protections to the folks today?"; + erasequest 7375; + next; + if (select("Of course.:Not today.") == 2) { + mes "[Imelda]"; + mes "Yes."; + mes "Why not take a stroll in Malaya today?"; + mes "Of course, you'll still encounter ghosts here and there."; + close; + } + if ((checkquest(7381) == 0) || (checkquest(7381) == 1)) { + mes "[Imelda]"; + mes "Thank you very much."; + mes "Come back when you've given them all out."; + setquest 7374; + setquest 7368; + setquest 7369; + setquest 7370; + setquest 7371; + setquest 7372; + setquest 7373; + getitem 6503, 6; // Soul_Protection + close; + } else { + mes "[Imelda]"; + mes "Thanks for your concern, but I couldn't make any because I ran out of materials."; + mes "Shame, is it not?"; + mes "I do hope there's somebody willing to get them for me."; + close; + } + } else { + mes "[Imelda]"; + mes "Are you at peace? I could feel your serenity all the way from here."; + mes "You want to spend that extra time for me?"; + next; + mes "[Imelda]"; + mes "Could you give out these Spiritual Protections to the villagers for me?"; + next; + switch (select("Yes.:Not today.") == 2) { + mes "[Imelda]"; + mes "Yes."; + mes "Why not take a stroll in Malaya today?"; + mes "Of course, you'll still encounter ghosts here and there."; + close; + } + if ((checkquest(7381, PLAYTIME) == 0) || (checkquest(7381, PLAYTIME) == 1)) { + mes "[Imelda]"; + mes "Thank you very much."; + mes "Come back when you've given them all out."; + setquest 7374; + setquest 7368; + setquest 7369; + setquest 7370; + setquest 7371; + setquest 7372; + setquest 7373; + getitem 6503, 6; // Soul_Protection + close; + } else { + mes "[Imelda]"; + mes "Thanks for your concern, but I couldn't make any because I ran out of materials."; + mes "Shame, is it not?"; + mes "I do hope there's somebody willing to get them for me."; + close; + } + } + } + break; + } + } + end; +} + +malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Old Man Nardo]"; + mes "......."; + mes "Not from around here, I see. I have nothing to say."; + close; + } else if (malaya_hi == 10) { + if (checkquest(7353) == 2) { + mes "[Old Man Nardo]"; + mes "How about lending a hand for a poor old man?"; + mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor."; + next; + mes "[Old Man Nardo]"; + mes "You know, I've not long to go now..."; + mes "Help me be at peace along the way."; + close; + } else { + mes "[Old Man Nardo]"; + mes "Y... You!!"; + mes "You're the young one with such strong spirit to fend off ghosts of darkness?!"; + mes "Would it be... Possible to share some of your spirit with me?"; + next; + mes "[Old Man Nardo]"; + mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains."; + next; + mes "[Old Man Nardo]"; + mes "Please share that miraculous spirit of yours with me."; + mes "How about just a button of yours?"; + next; + mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7353; + completequest 7353; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "[" + strcharinfo(0) + "]"; + mes "He'll rake off all my buttons if I talk to him now."; + mes "Must counsel with Mumbaki first!"; + close; + } else if (malaya_hi == 12) { + if (checkquest(7360) != -1) { + mes "[Old Man Nardo]"; + mes "To be honest, I do not believe that this Holy Artifact has any abilities."; + mes "It's just for the peace of mind."; + next; + mes "[Old Man Nardo]"; + mes "Nevertheless, I see you differently now"; + mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore."; + mes "I'm sorry I ignored you."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Old Man Nardo]"; + mes "So, changed your mind about sharing your spirit?"; + next; + select("Hand over the prepared items."); + mes "[Old Man Nardo]"; + mes "Ahh... Thank you."; + mes "Now I can be at peace for some time..."; + mes "...Peace is always good. Yes."; + next; + mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7360; + completequest 7360; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With the Old Man as last, enough Holy Artifacts have been given out.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if ((malaya_hi > 12) && (malaya_hi < 20)) { + mes "[Old Man Nardo]"; + mes "To be honest, I do not believe that this Holy Artifact has any abilities."; + mes "It's just for the peace of mind."; + next; + mes "[Old Man Nardo]"; + mes "When you have the time, could you help me out with something?"; + mes "I'm fine now... I mean later."; + close; + } else { + mes "[Old Man Nardo]"; + switch(rand(1, 6)) { + case 1: + mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow..."; + break; + case 2: + mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?"; + break; + case 3: + mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business."; + break; + case 4: + mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh."; + break; + case 5: + mes "Ah, you again? Thanks for the help back then."; + break; + case 6: + mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?"; + break; + } + mes "What is it?"; + next; + switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) { + case 1: + mes "[Old Man Nardo]"; + mes "Port Malaya is a beautiful city."; + mes "The old and new are in perfect harmony."; + next; + mes "[Old Man Nardo]"; + mes "Of course there's the recent problem with ghosts wondering about..."; + mes "It relieves me that you and other young people are working hard on it."; + mes "Thank you."; + close; + case 2: + if ((checkquest(7374) != -1) && (checkquest(7369) != -1)) { + if (!countitem(6503)) { + mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000"; + close; + } + mes "[Old Man Nardo]"; + mes "Is this a new Spiritual Protection made from traditional methods?"; + mes "I am grateful that you'd replace mine with a new one."; + mes "I am always in your and Imelda's debt."; + next; + mes "-Delivered the Spiritual Protection to Old Man Nardo.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7369; + setquest 7383; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } else { + mes "[Old Man Nardo]"; + mes "What? A new Spiritual Protection?"; + mes "I'm okay. I still have the one you gave me before."; + mes "Could you give me a new one when this one wears out?"; + close; + } + break; + case 3: + if (BaseLevel < 100) { + mes "[Old Man Nardo]"; + mes "Hmm... You don't look strong enough to travel to Baryo."; + mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron."; + close; + } + if ((checkquest(7378, PLAYTIME) == 0) || (checkquest(7378, PLAYTIME) == 1)) { + mes "[Old Man Nardo]"; + mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today."; + mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day."; + next; + mes "[Old Man Nardo]"; + mes "Help me out again tomorrow if you can."; + close; + } else if (checkquest(7378, PLAYTIME) == 2) { + mes "[Old Man Nardo]"; + mes "Hey there!"; + mes "So, are you well and well fed?"; + mes "Come back again when you have the time."; + next; + mes "[Old Man Nardo]"; + mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand."; + erasequest 7378; + close; + } else { + if (checkquest(7377) != -1) { + if (countitem(6503) < 5) { + mes "[Old Man Nardo]"; + mes "Did you deliver the cauldron in one piece?"; + mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?"; + mes "You must have left it somewhere. Go fetch it please."; + close; + } + mes "[Old Man Nardo]"; + mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return."; + mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better."; + next; + mes "[Old Man Nardo]"; + mes "Please stop by again."; + mes "I always prepare the Cast Iron Cauldron needed at Baryo."; + delitem 6503, 5; // Soul_Protection + setquest 7378; + erasequest 7377; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[2] = strcharinfo(0); + close; + } else { + if (checkquest(7376) > -1) { + mes "[Old Man Nardo]"; + mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; + mes "This should help against the Bakonawa troubles."; + close; + } else { + mes "[Old Man Nardo]"; + mes "Yes, the Cast Iron Cauldron."; + mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; + mes "I'd like you to do it for me..."; + next; + switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) { + case 1: + mes "[Old Man Nardo]"; + mes "It's because of the Bakonawa."; + mes "Beat the cauldron and the surprised Bakonawa spits back out the moon."; + next; + mes "[Old Man Nardo]"; + mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble."; + next; + mes "[Old Man Nardo]"; + mes "Enough Cast Iron Cauldrons must be prepared for beating."; + mes "But the forge is better here."; + mes "So I deliver them every day."; + close; + case 2: + mes "[Old Man Nardo]"; + mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya."; + mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga."; + setquest 7376; + getitem 6504, 5; // Cast_Iron_Caldron + close; + case 3: + mes "[Old Man Nardo]"; + mes "Is that so."; + mes "I'm sorry, you must be very busy."; + close; + } + } + } + } + break; + } + } + end; +} + +malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ + if (malaya_hi < 10) { + mes "[Romel]"; + mes "........."; + mes " "; + mes "(He evades your gaze and ignores you.)"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7357) == 2) { + mes "[Romel]"; + mes "....So cold-hearted."; + mes "And here we are, always trembling in anxiety..."; + next; + mes "[Romel]"; + mes "Not even allowed the peace of mind..."; + close; + } else { + mes "[Romel]"; + mes "Ahh...."; + mes "... You.."; + mes "I'm sorry I ignored you."; + mes "But... you must be the one they're talking about..."; + next; + mes "[Romel]"; + mes "Are you the one who fends off the ghosts?"; + mes "If it's okay with you, can I have one of your belongings or some hair?"; + next; + mes "[Romel]"; + mes "I want to carry it... Like a charm of sort."; + next; + mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7357; + completequest 7357; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "Romel looks in your way with a sad look."; + mes "He'll surely take a hair or pull a sleeve if he had his way!"; + close; + } else if (malaya_hi == 12) { + if (checkquest(7364) != -1) { + mes "[Romel]"; + mes "Frankly speaking, it's for the peace of mind."; + mes "With it, I could face them with more boldness."; + next; + mes "[Romel]"; + mes "I mean, I'm relying on such items,"; + mes "but I am braver with them."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Romel]"; + mes "...What is it?"; + next; + select ("Hand him the prepared items"); + mes "[Romel]"; + mes "Oh... Thank you."; + mes "I can feel your spirit."; + mes "This will keep me safe."; + next; + mes "[Romel]"; + mes "Hey... Could you give some for my daughter as well?"; + next; + mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7364; + completequest 7364; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Romel as last, I think enough Holy Artifacts have been given.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Romel]"; + mes "The Holy Artifact is in good hands."; + mes "Same with my daughter."; + close; + } else { + mes "[Romel]"; + mes "Hello there."; + switch(rand(1, 6)) { + case 1: + mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed..."; + break; + case 2: + mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?"; + break; + case 3: + mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection."; + break; + case 4: + mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that."; + break; + case 5: + mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say."; + break; + case 6: + mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?"; + break; + } + next; + if (select("Give Spiritual Protection:How are things?") == 2) { + mes "[Romel]"; + mes "I am at peace these days."; + close; + } + if ((checkquest(7374) == -1) || (checkquest(7373) == -1)) { + mes "[Romel]"; + mes "A new Spiritual Protection?"; + mes "The one you gave me before still works fine."; + mes "I'm okay for now."; + close; + } + if (!countitem(6503)) { + mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000"; + close; + } + mes "[Romel]"; + mes "A new Spiritual Protection."; + mes "I was thinking this one had worn out... Thanks for coming."; + mes "This Spiritual Protection will also protect us."; + next; + mes "- Delivered Romel his Spiritual Protection.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7373; + setquest 7387; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } + end; +} + +malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ + if (malaya_hi < 10) { + mes "[Talah]"; + mes "..........gasp!"; + mes " "; + mes "(When your eyes met with hers, she ran and hid behind her father.)"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7356) == 2) { + mes "[Talah]"; + mes "Talah might be taken away tonight."; + mes "Scary kids might come to Talah."; + next; + mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze."; + mes "Better do something before they take a button from you..."; + close; + } else { + mes "[Talah]"; + mes "....I..umm... that....."; + mes ".........oh... Daddy...."; + next; + mes "[Romel]"; + mes "Hey, could you give my daughter a button or some hair of yours?"; + mes "She has trouble sleeping at night ......."; + next; + mes "[Romel]"; + mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?"; + next; + mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7356; + completequest 7356; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "Talah looks from you to her father with inquisitive eyes."; + close; + } else if (malaya_hi == 12) { + if (checkquest(7363) != -1) { + mes "[Talah]"; + mes "I dont know for sure"; + mes "but I get a warm feel from them."; + mes "Daddy's braver now and that makes Talah stronger too."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Talah]"; + mes ".... Can I say hello?"; + mes "Hello... there..."; + next; + select("Give the prepared items."); + mes "[Talah]"; + mes "Pretty blue stones...!"; + mes "Oooooh~ They're beautiful!"; + mes "Is this stone going to keep Talah safe?"; + next; + mes "- Delivered the Holy Water and Blue Gemstone to Talah. -"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7363; + completequest 7363; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Talah as last, I think enough Holy Artifacts have been given.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Talah]"; + mes "Daddy told me to hold on to the Holy Artifact really tight."; + mes "So it keeps away bad ghosts..."; + close; + } else { + mes "[Talah]"; + mes "Hello..."; + next; + if (select("Give Spiritual Protection.:Hi there?") == 2) { + mes "[Talah]"; + mes "...Hey...Thank you."; + mes "You're keeping us safe aren't you?"; + close; + } + if ((checkquest(7374) != -1) && (checkquest(7372) != -1)) { + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000"; + close; + } + mes "[Talah]"; + mes "Is this a new Spiritual Protection?"; + mes "Thank you."; + mes "Talah can sleep well now with the Spiritual Protection."; + mes "Daddy likes it too."; + next; + mes "- Delivered new Spiritual Protection to Talah.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7372; + setquest 7386; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } else { + mes "[Talah]"; + mes "Umm..."; + mes "The one you gave before still keeps Talah safe."; + mes "I'm okay."; + close; + } + } + end; +} + +malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) { + mes "A device to evaporate sea water is buried in the sand..."; + close; + } + if (countitem(6501) >= 6) { + mes "There's enough salt."; + close; + } + mes "A device to evaporate sea water is installed in the Sand Trap."; + next; + mes "Salt can be scraped off the dried leaves"; + mes "someone scattered on the sea water."; + close2; + progressbar "0xffff00", 5; + disablenpc strnpcinfo(0); + initnpctimer; + getitem 6501, 1; // Salt_Bag + mes "[" + strcharinfo(0) + "]"; + mes "This should be enough."; + close; + +OnTimer30000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; +} +malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 4_SOIL +malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 4_SOIL + +ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) { + mes "There's a short and black bamboo tree."; + close; + } + if (countitem(6500) >= 6) { + mes "There's enough Sharpened Bamboos..."; + close; + } + mes "There's bamboo here with black cane and leaves."; + mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted."; + close2; + progressbar "0xffff00", 3; + disablenpc strnpcinfo(0); + initnpctimer; + getitem 6500, 1; //Sharp_Bamboo + mes "[" + strcharinfo(0) + "]"; + mes "I knew I could do this!"; + close; +OnTouch: + if ((checkquest(7366) != -1) || (checkquest(7380) != -1)) { + specialeffect EF_LEVEL99_4; + } + end; +OnTimer30000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; +} +ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 CLEAR_NPC,4,4 +ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 CLEAR_NPC,4,4 +ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 CLEAR_NPC,4,4 +ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 CLEAR_NPC,4,4 +ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 CLEAR_NPC,4,4 + +malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Woeon]"; + mes "Urghh... Urgh... I got a headache..."; + mes "My headache must have been brought to me by you from out of town!"; + mes "Go away. Shoo, leave!"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7355) == 2) { + mes "[Woeon]"; + mes "Now, look here my friend..."; + mes "This can all be solved by giving me a button."; + mes "It doesn't look so expensive either."; + close; + } else { + mes "[Woeon]"; + mes "Aha! You're the one they're all talking about!"; + mes "I was kinda rude right? Forget about it!"; + mes "Yes, do forget..."; + next; + mes "[Woeon]"; + mes "If you're in dire need, I could get you a job around here you know.."; + mes ".... Could you give me some of your things?"; + next; + mes "[Woeon]"; + mes "I heard the rumors about you shooing away the ghosts!"; + mes "Can't you see my shaking hands from fear of them ghosts?"; + mes "I'll feel much better if you could just give me a button off your sleeve..."; + next; + mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7355; + completequest 7355; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "[Woeon]"; + mes "Sigh... Life is so tough these days."; + mes "Why did ghosts come along to bother me so."; + mes "I wish I had a lucky charm or something..."; + next; + mes "[Woeon]"; + mes "Why won't you give me one of your belongings so I could keep as a charm?"; + mes "Come on, one sock could save a man's life, you know."; + mes "Cold hearted son of a..."; + close; + } else if (malaya_hi == 12) { + if (checkquest(7362) != -1) { + mes "[Woeon]"; + mes "Hmm. Look at my hands."; + mes "Less shaky, eh?"; + mes "Isn't that so?"; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Woeon]"; + mes "Humph! What do you want?"; + next; + select ("Give the prepared items."); + mes "[Woeon]"; + mes "Oh dear... Forget about the thing back there."; + mes "You see, I was haunted by another ghost after you left..."; + mes "No hard feelings.."; + next; + mes "[Woeon]"; + mes "Is this the source of your spirit?"; + mes "It feels kinda cool!"; + mes "Perhaps this will fend off some of them..."; + next; + mes "[Woeon]"; + mes "Anyway, thanks a lot."; + mes "I'll call for you first when a job opens up for you."; + next; + mes "- Gave Woeon the Holy Water and Blue Gemstone.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7362; + completequest 7362; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Woeon as last, I think enough Holy Artifacts have been given.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Woeon]"; + mes "Now... Let's get back to business."; + mes "Thanks to you, I don't see any of those darn ghosts."; + mes "Ha ha ha ha ha"; + close; + } else { + mes "[Woeon]"; + mes "Oh, hi there!"; + next; + if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) { + if (((checkquest(7374) == 0) || (checkquest(7374) == 1)) && ((checkquest(7371) == 0) || (checkquest(7371) == 1))) { + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000"; + close; + } + mes "[Woeon]"; + mes "Phew~ A new Spiritual Protection?"; + mes "Is it an officially made protective charm? Imelda does some fine work."; + mes "I'm thankful to you as well, of course."; + next; + mes "-Delivered Spiritual Protection to Woeon.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7371; + setquest 7385; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "-With Woeon as last, all Spiritual Protections have been delivered.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } else { + mes "[Woeon]"; + mes "Spiritual Protection?"; + mes "Mine still works fine."; + mes "Very effective indeed."; + close; + } + } else { + if (BaseLevel < 100) { + mes "[Woeon]"; + mes "Yes, I collect various by-products from monsters."; + mes "In fact, I'm collecting Jejellopys here..."; + next; + mes "[Woeon]"; + mes "It's too much for you."; + mes "Things can get pretty ugly around here, you see."; + mes "I'll let you have at it once you're stronger, my friend!"; + close; + } + if ((checkquest(7392, PLAYTIME) == 0) || (checkquest(7392, PLAYTIME) == 1)) { + mes "[Woeon]"; + mes "Oh, the Jejellopy collecting?"; + mes "I have enough for today."; + mes "Come back again tomorrow."; + close; + } else if (checkquest(7392, PLAYTIME) == 2) { + mes "[Woeon]"; + mes "Oh, yes yes."; + mes "You're going to collect Jejellopy today as well?"; + mes "I know it's a difficult job... But you do it so well."; + erasequest 7392; + next; + if (select("I'm too busy today.:Leave it to me!") == 1) { + mes "[Woeon]"; + mes "Is that so? So it is then."; + mes "Come stop by when you need some work."; + close; + } + mes "[Woeon]"; + mes "As usual, bring me 30 Jejellopys, please."; + mes "You can get them from the Jejelings."; + setquest 7391; + close; + } else { + if ((checkquest(7391) == 0) || (checkquest(7391) == 1)) { + if (countitem(6498) < 30) { + mes "[Woeon]"; + mes "Hmm? I don't think you have enough."; + mes "I asked you for 30 Jejellopys. Business is business I'm afraid."; + close; + } + mes "[Woeon]"; + mes "Oh, you have the requested numbers?"; + mes "I'll take them from here."; + mes "You have no need for them, right?"; + next; + mes "[Woeon]"; + mes "So I have all the Jejellopys..."; + mes "Come back again!"; + delitem 6498, countitem(6498); //Jejellopy + setquest 7392; + erasequest 7391; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + set .@memo_name, rand(1,3); + if (!rand(3)) + $malayaNames$[1] = strcharinfo(0); + close; + } else { + mes "[Woeon]"; + mes "As you can see, I'm a Collection Dealer."; + mes "I trade all kinds of monster or animal by-products."; + next; + mes "[Woeon]"; + mes "They're used as materials for manufactured goods."; + mes "Of course, the most preferred in Port Malaya is from the monster Jejeling.."; + next; + mes "[Woeon]"; + mes "Jejellopy can be acquired from the Jejeling."; + mes "Can you get me 30 Jejellopys?"; + next; + if (select("Yeah, sure.:Nope.") == 2) { + mes "[Woeon]"; + mes "Is that so. Such a shame."; + mes "Come back when you need some work."; + close; + } + mes "[Woeon]"; + mes "Good, I trust you can do it."; + mes "Remember, 30 Jejellopys."; + setquest 7391; + close; + } + } + } + } + end; +} + +malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Pandoi]"; + mes "...Gasp!"; + mes "Go... Go away!"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7354) == 2) { + mes "[Pandoi]"; + mes "Please.."; + mes "Couldn't you help a guy out here, just for the sake of it?"; + mes "Do you really think ignoring me is the best option?!"; + next; + mes "[Pandoi]"; + mes "Now look here."; + mes "Please give me just a peek.."; + mes "It's just a button..."; + close; + } else { + mes "[Pandoi]"; + mes "Hello there!"; + mes "I've heard of your prestige."; + mes "I was wondering if I could receive something to prove that I've met you in person..."; + next; + mes "[Pandoi]"; + mes "Oh... You're surprised because I'm suddenly so nice to you."; + mes "I heard the news you fought off the ghosts."; + mes "That's brilliant!"; + next; + mes "[Pandoi]"; + mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?"; + mes "Please, be generous, I beg you..."; + next; + mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7354; + completequest 7354; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "[Pandoi]"; + mes "Phew... Life is so tough these days."; + mes "Why did ghosts come along to bother me so."; + mes "I wish I had a lucky charm or something..."; + next; + mes "[Pandoi]"; + mes "Please..."; + mes "Couldn't you help a guy out here, just for the sake of it?"; + mes "Do you really think ignoring me is the best option?!"; + close; + } else if (malaya_hi == 12) { + if (checkquest(7361) != -1) { + mes "[Pandoi]"; + mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!"; + mes "Bu... But, I'm too scared..."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Pandoi]"; + mes "Wh, what, you've finally decided to help me?!"; + mes "You're going to give Pandoi a gift of peace?!"; + next; + select ("Give the prepared items."); + mes "[Pandoi]"; + mes "Great! I knew you'd come back!"; + mes "Yes... Now that I have some of your spirit, I can rest well at night."; + next; + mes "- Gave Pandoi the Holy Water and Blue Gemstone.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7361; + completequest 7361; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Pandoi]"; + mes "Sil... Silver. I need silver, please."; + mes "I thought I could get the silver once the ghosts are gone, but I can't..."; + close; + } else { + mes "[Pandoi]"; + switch(rand(1, 6)) { + case 1: + mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!"; + break; + case 2: + mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!"; + break; + case 3: + mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?"; + break; + case 4: + mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work."; + break; + case 5: + mes $malayaNames$[5] + "made a huge discovery. A dragon, they say."; + break; + case 6: + mes "Hello there?!"; + break; + } + next; + switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) { + case 1: + if ((checkquest(7374) == -1) || (checkquest(7370) == -1)) { + mes "[Pandoi]"; + mes "I appreciate you taking care of the expiration dates of my Spiritual Protection."; + mes "I think mine's good for now. "; + mes "When it wear's out, I'll ask you for another one!"; + close; + } + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000"; + close; + } + mes "[Pandoi]"; + mes "Good. A new Spiritual Protection."; + mes "It's always good to know that you won't see those black things again!"; + next; + mes "-Delivered Spiritual Protection to Pandoi.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7370; + setquest 7384; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "-With Pandoi as last, all Spiritual Protections have been delivered.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + case 2: + if (BaseLevel < 100) { + mes "[Pandoi]"; + mes "Hmm... To make a Silver Blade, you need silver."; + mes "I could melt Silver Bracelets to get silver."; + mes "Silver Bracelets can be acquired at the hospital."; + next; + mes "[Pandoi]"; + mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!"; + mes "If you go in there like that... You'll never make it out alive!"; + close; + } + .@hunting = checkquest(7393, HUNTING); + if (.@hunting == 2) { + if (countitem(6508) < 10) { + mes "[Pandoi]"; + mes "Where are the Silver Bracelets?"; + mes "I know you're invincible..."; + mes "But I must have a Silver Bracelet to make a Silver Blade."; + next; + mes "[Pandoi]"; + mes "10 Silver Bracelets!"; + mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!"; + mes "Now it is in your hands!"; + close; + } + mes "[Pandoi]"; + mes "Respect, all the way!"; + mes "You fought them off and brought the Silver Bracelets as well."; + next; + mes "[Pandoi]"; + mes "From this day on, I shall try to smelt a new silver weapon..!!"; + mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!"; + next; + mes "[Pandoi]"; + mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets."; + mes "If I fail... I'll ask of you the task again!"; + delitem 6508, 10; //Silver_Bracelet + setquest 7394; + erasequest 7393; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[1] = strcharinfo(0); + close; + } else if (.@hunting == 0 || .@hunting == 1) { + mes "[Pandoi]"; + mes "The village hospital holds the most hideous things inside."; + mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it..."; + next; + mes "[Pandoi]"; + mes "Please get rid of those rumored monsters and get those Silver Bracelets."; + mes "You're the only one I can trust!"; + close; + } else { + .@playtime = checkquest(7394, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Pandoi]"; + mes "I still have some silver to smelt."; + mes "I'll request more if I fail again."; + close; + } else if (.@playtime == 2) { + erasequest 7394; + mes "[Pandoi]"; + mes "Oh... what am I to do?"; + mes "I've wasted the precious materials you brought back for me..."; + next; + mes "[Pandoi]"; + mes "Maybe I'm not supposed to be a blacksmith!"; + mes "I'm good with crafting silver, though!"; + next; + if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) { + mes "[Pandoi]"; + mes "... You're right..."; + mes "I'll never be able to make a Silver Blade..."; + mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you."; + close; + } + mes "[Pandoi]"; + mes "I knew I could count on you!"; + mes "I knew I could count on you!"; + mes "10 Silver Bracelets, please."; + setquest 7393; + next; + mes "[Pandoi]"; + mes "Pandoi will always smile at you~"; + mes "*Grin*"; + close; + } else { + mes "[Pandoi]"; + mes "Silver Blade!"; + mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!"; + next; + mes "[Pandoi]"; + mes "I want to be a noted blacksmith by making a Silver Blade."; + mes "However, I cannot get the materials."; + next; + mes "[Pandoi]"; + mes "I heard that they wore silver bracelets as recognition at the hospital."; + mes "But when I got there, it was not the hospital that I used to know."; + next; + mes "[Pandoi]"; + mes "Could you slay the horrible creepers and get me the Silver Bracelets?"; + next; + if (select("Indeed!:No. Way.") == 2) { + mes "[Pandoi]"; + mes "... You're right..."; + mes "I'll never make a Silver Blade..."; + mes "Such plain expression of disgust. You know what? I hate the idea now."; + close; + } + mes "[Pandoi]"; + mes "I knew it!"; + mes "Teach those things at the hospital some manners..."; + mes "And bring back 10 Silver Bracelets, please."; + setquest 7393; + next; + mes "[Pandoi]"; + mes "Pandoi will always smile at you~"; + mes "*Grin*"; + close; + } + } + case 3: + mes "[Pandoi]"; + mes "You need Silver Crosses?"; + mes "Pandoi will make them for you!"; + mes "Still, I cannot create something out of the blue, so I'll be needing some silver."; + next; + mes "[Pandoi]"; + mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there..."; + mes "If you have Silver Bracelets, I could make Silver Crosses with them."; + next; + switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { + case 1: + set .@amount,1; + case 2: + if (!.@amount) set .@amount,6; + if (countitem(6508) < (.@amount * 2)) { + mes "[Pandoi]"; + mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + "."; + close; + } + set .@time,5; + break; + case 3: + mes "[Pandoi]"; + mes "How many Silver Crosses do you need?"; + mes "I can make up to 50 at a time."; + next; + input .@amount; + if (.@amount == 0) { + mes "[Pandoi]"; + mes "Don't need Silver Crosses?"; + mes "Well, I can take a rest then. Ha ha ha ha~"; + close; + } else if (.@amount > 50) { + mes "[Pandoi]"; + mes "A maximum of 50 at a time!"; + close; + } + if (countitem(6508) < (2 * .@amount)) { + mes "[Pandoi]"; + mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets."; + close; + } + set .@time,15; + break; + case 4: + mes "[Pandoi]"; + mes "I'll be here if you need me!"; + close; + } + mes "[Pandoi]"; + mes "It'll take just a second."; + mes "Pandoi can do it in a jiffy!"; + close2; + progressbar "0xffff00", .@time; + delitem 6508, .@amount * 2; //Silver_Bracelet + getitem 6502, .@amount; // Silver_Cross + mes "[Pandoi]"; + mes "Look at this!"; + mes "Very nice indeed."; + mes "I should've been a craftsman, not a blacksmith!"; + close; + } + } + end; +} + +malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Pedro the Sailor]"; + mes "Oh... This ship's not in service."; + mes "Or rather, it can't set sail. *Snigger*"; + mes "I'm seeing ghosts. I think it's my time to die."; + close; + } else if (malaya_hi == 10) { + if (checkquest(7352) == 2) { + mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; + close; + } + mes "[Pedro the Sailor]"; + mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!"; + mes "Could you stay for a bit and hear me out?!"; + next; + if (select("Sorry.:Sure.") == 1) { + mes "[Pedro the Sailor]"; + mes "Oh, a solid denial."; + mes "You just impaled my last glimpse of hope."; + mes "Maybe I wasn't persuasive enough..."; + close; + } + mes "[Pedro the Sailor]"; + mes "Straight to the point, this town is a den of ghosts!"; + mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before."; + next; + mes "[Pedro the Sailor]"; + mes "You see that ship there?"; + mes "It's a small ferry, but it also stopped service because of these darn ghosts!"; + next; + mes "[Pedro the Sailor]"; + mes "It looks okay from the outside, but it's full of ghost, I tell ya."; + mes "But the way I heard it, they're afraid of you, right?"; + next; + select ("Oh no, you too...:Not my buttons!"); + mes "[Pedro the Sailor]"; + mes "I see many have already asked you for some of your stuff for charms, huh."; + mes "Can I budge in that line too?"; + next; + mes "[Pedro the Sailor]"; + mes "I need to have some sincere conversations with that ghost over there."; + mes "But the spirit is too strong for me to approach."; + next; + mes "[Pedro the Sailor]"; + mes "...........That was a lame story."; + mes "And it's not easy to give away your stuff to someone else."; + next; + mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; + setquest 7352; + completequest 7352; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; + set malaya_hi, 11; + setquest 7358; + } + close; + } else if (malaya_hi == 11) { + mes "[Pedro the Sailor]"; + mes "Sigh..."; + mes "This is so awkward."; + close; + } else if (malaya_hi == 12) { + if (checkquest(7359) != -1) { + mes "[Pedro the Sailor]"; + mes "Anyway, now that I have what they hate..."; + mes "Now's the time to charge into my ship...!"; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000"; + close; + } + mes "[Pedro the Sailor]"; + mes "What? I can sense something refreshing in your hands. What is it?"; + next; + mes "[Pedro the Sailor]"; + mes "You're giving it to me?"; + mes "Ghosts will hate it?"; + mes "That's wonderful news!"; + next; + mes "[Pedro the Sailor]"; + mes "Pedro, at your service!"; + mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!"; + next; + mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7359; + completequest 7359; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Pedro the Sailor]"; + mes "Anyway, now that I have what they hate..."; + mes "Now's the time to charge into my ship...!"; + next; + mes "-Pedro the Sailor looks determined.-"; + close; + } else { + mes "[Pedro the Sailor]"; + mes "Whoa... Did you see that?"; + mes "Those black souls just came up and disappeared."; + mes "Well, living the dream, eh?"; + next; + if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) { + if ((checkquest(7374) == -1) || (checkquest(7368) == -1)) { + mes "[Pedro the Sailor]"; + mes "The Spiritual Protection you gave me before works fine."; + mes "I'm good for now."; + mes "It's still up for the fight!"; + close; + } + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000"; + close; + } + mes "[Pedro the Sailor]"; + mes "A newly made Spiritual Protection."; + mes "Alright. I'll go at them with this one today."; + next; + mes "-Delivered the Spiritual Protection to Pedro the Sailor.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7368; + setquest 7382; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } + if (BaseLevel < 100) { + mes "[Pedro the Sailor]"; + mes "Hmm... Don't you remember me talking about ghosts?"; + mes "The Ferry is full of ghosts."; + mes "Wait, was it one or many?"; + next; + mes "[Pedro the Sailor]"; + mes "Whatever. For you and your current condition, it's out of the question."; + mes "Yes. You can't do it. You'll be dragged out in a body bag."; + next; + mes "[Pedro the Sailor]"; + mes "Now I'm not going to stand here and wait for that to happen. No way."; + close; + } + if (malaya_diwata == 0) { + mes "[Pedro the Sailor]"; + mes "I'm sorry, but didn't I say something about ghosts over there?"; + mes "It can't set sail because of that."; + next; + mes "[Pedro the Sailor]"; + mes "So what's this whole ghost story about?"; + mes "Hmmm.........."; + mes "It's a long story..."; + next; + if (select("I'm listening.:Maybe later.") == 2) { + mes "[Pedro the Sailor]"; + mes "I knew it."; + mes "Though, it's not such a boring story."; + mes "After all, it is a ghost story."; + close; + } + mes "[Pedro the Sailor]"; + mes "The story goes back to when I first made port here."; + mes "It was a nerve racking first time as a liner manager."; + next; + mes "[Pedro the Sailor]"; + mes "I was ready to disembark when I saw something I simply could not believe."; + mes "Black haze was swarming to the port from all over town."; + next; + mes "[Pedro the Sailor]"; + mes "At first, I thought it was just a very thick smog."; + mes "As the days went by, it became clear as to what it was."; + mes "It was a swarm of souls."; + next; + mes "[Pedro the Sailor]"; + mes "A very unpleasant group of souls indeed."; + mes "Some were wailing some horrible cries around the Ferry about to set sail..."; + next; + mes "[Pedro the Sailor]"; + mes "After that incident, that ship stayed on that spot until this day."; + mes "Why? Because they took over the ship! It's haunted!"; + next; + mes "[Pedro the Sailor]"; + mes "If you don't believe me, see for yourself."; + mes "Then you'll believe me."; + set malaya_diwata, 1; + setquest 7395; + close; + } else if (malaya_diwata == 1) { + mes "[Pedro the Sailor]"; + mes "If you want to know, go and see for yourself and get on it."; + close; + } else if (malaya_diwata == 2) { + mes "[Pedro the Sailor]"; + mes "Soul of a Little Girl?"; + mes "What about all them bullying ones?"; + mes "They came and went?"; + next; + mes "[Pedro the Sailor]"; + mes "I don't understand."; + mes "Maybe the Leader Mumbaki will know what to do."; + close; + } else if (malaya_diwata == 3) { + mes "[Pedro the Sailor]"; + mes "Hmm... A floral tribute to soothe the soul...."; + mes "You want to hear its story after it calms down?"; + mes "Well... Good luck."; + next; + mes "[Pedro the Sailor]"; + mes "It can't be helped for the Ferry to set sail again."; + mes "I can't go near it because of those mean ones."; + next; + mes "[Pedro the Sailor]"; + mes "Now I'm asking you to do this not because I can't be bothered,"; + mes "but because I simply can't do it myself."; + close; + } else if (malaya_diwata == 4) { + mes "[Pedro the Sailor]"; + mes "Did Mumbaki bless the flower?"; + mes "I hope this works..."; + mes "I wish you all the luck!!"; + next; + mes "[Pedro the Sailor]"; + mes "I hope you can negotiate with success!"; + mes "I'll take care of those rude ones outside the ship the best I can."; + close; + } else if (malaya_diwata == 5) { + mes "[Pedro the Sailor]"; + mes "I see."; + mes "Perhaps the Ferry can move again..."; + mes "Thank you for all you've done for us."; + next; + mes "[Pedro the Sailor]"; + mes "I'd better get ready to set sail then."; + mes "It's not much, but this is for you."; + mes "If we can get back in business, I'll take you to Izlude for just 1000z."; + set malaya_diwata, 6; + erasequest 7399; + setquest 7401; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[0] = strcharinfo(0); + close; + } else { + .@playtime = checkquest(7401, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Pedro the Sailor]"; + mes "If you want to go to Alberta, use the big ship over there."; + mes "This little one goes to Izlude."; + mes "That will be 1000z."; + next; + if (select("Use.:That's a rip off!") == 2) { + mes "[Pedro the Sailor]"; + mes "What?!"; + mes "How much do you pay for the Alberta Liner to get here!?"; + mes "Call this a rip off... You think I'm doing charity?"; + close; + } + if (Zeny < 1000) { + mes "[Pedro the Sailor]"; + mes "The price is 1000 zeny."; + mes "I can't help you there~"; + close; + } + mes "[Pedro the Sailor]"; + mes "Thank you~"; + mes "Let's go before the ghosts come back!"; + Zeny -= 1000; + close2; + warp "izlude",195,180; + end; + } else if (.@playtime == 2) { + erasequest 7401; + goto L_SetQuest; + } else { + if (checkquest(7403) == -1) { + if (checkquest(7402) == -1) { + goto L_SetQuest; + } + mes "[Pedro the Sailor]"; + mes "You know what to do."; + mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; + next; + mes "[Pedro the Sailor]"; + mes "Give the Bouquet to Miss Diwata to cheer her up."; + mes "....Thank you."; + close; + } + mes "[Pedro the Sailor]"; + mes "Diwata is calm!"; + mes "I can even feel the difference out here."; + mes "I am always in your debt."; + next; + mes "[Pedro the Sailor]"; + mes "You know what? Why don't you do this on a more regular basis?"; + mes "I think you kind of like doing it."; + setquest 7401; + erasequest 7403; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[0] = strcharinfo(0); + close; + } + } + } + end; + +L_SetQuest: + mes "[Pedro the Sailor]"; + mes "Ah, the thing is..."; + mes "We can't go right now.."; + mes "You see, the ghosts are back..."; + mes "I'm fed up with nuisance."; + next; + mes "[Pedro the Sailor]"; + mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; + mes "a normal person can't stand it."; + next; + if (select("I see. Take care then.:How about a Floral Tribute?") == 1) { + mes "[Pedro the Sailor]"; + mes "I'm glad you understand."; + mes "Sigh..."; + close; + } + mes "[Pedro the Sailor]"; + mes "Hmmm. That would be nice."; + mes "If she can be soothed with flowers...!"; + mes "Good luck."; + setquest 7402; + close; +} + +ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{ + end; +OnTouch: + if (malaya_diwata == 0) { + cutin "malaya_diwata01", 2; + mes "- A creepy Little Girl is standing."; + mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -"; + next; + mes "[Diwata]"; + mes "Are you here to bully Diwata too?"; + mes "I won't have it!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-"; + close; + warp "malaya", 324, 66; + end; + } else if (malaya_diwata == 1) { + cutin "malaya_diwata01", 2; + mes "- A creepy Little Girl is standing."; + mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -"; + next; + mes "[Diwata]"; + mes "Are you here to bully Diwata too?"; + mes "I won't have it!"; + next; + select ("Wait! I just want to talk!"); + mes "[Diwata]"; + mes "Then who are they behind you?"; + mes "You're one of them!"; + next; + cutin "malaya_ghost01", 4; + mes "- Familiar souls are approaching Diwata. -"; + next; + if (select("It's a misunderstanding!:You're from that..!") == 2) { + cutin "malaya_ghost02", 4; + mes "[" + strcharinfo(0) + "]"; + mes "Just as I thought! You're afraid of me?!"; + mes "Stand aside!"; + mes "I need to talk to her."; + next; + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "I don't know why they're backing away..."; + mes "You get out of my sight too!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-"; + set malaya_diwata, 2; + setquest 7396; + erasequest 7395; + close2; + warp "malaya", 324, 66; + end; + } + cutin "malaya_diwata01",2; + mes "[Diwata]"; + mes "Enough!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-"; + set malaya_diwata, 2; + setquest 7396; + erasequest 7395; + close2; + warp "malaya", 324, 66; + end; + } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) { + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "You crawled back in?"; + mes "Get out-!!!!!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-"; + close; + warp "malaya", 324, 66; + end; + } else if (malaya_diwata == 4) { + if (!countitem(6506)) { + cutin "malaya_diwata01", 2; + mes "- The soul of Little Girl Diwata is looking at me fiercely."; + mes "No Offering Bouquet...!!!"; + next; + cutin "", 255; + mes "-I was thrown out with a remote look from her.-"; + close; + warp "malaya", 324, 66; + end; + } + mes "- The soul of Little Girl Diwata is looking at me fiercely. -"; + mes "- The Offering Bouquet... -"; + cutin "malaya_diwata01", 2; + next; + if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) { + mes "- I threw the bouquet before she could toss me out, and she catches in surprise..."; + mes "She won't toss me... far, now that she has the flower.-"; + } else { + mes "- I slid the flower across the floor to her. She looks puzzled. -"; + } + next; + mes "[Diwata]"; + mes "What is the meaning of this?"; + mes "You're not an enemy?"; + next; + mes "[Diwata]"; + mes "What? You're an outsider too?"; + mes "Ha, so live ones are allowed and I'm not?"; + next; + mes "[Diwata]"; + mes "Now there's the stereotype of countryside people over outsiders."; + mes "I am so annoyed. I feel like wiping them off the map."; + next; + mes "[Diwata]"; + mes "What? I shouldn't?"; + mes "Why should I not?"; + mes "I'm stalling the ship?"; + next; + mes "[Diwata]"; + mes "I was going to hear you out because of the flowers"; + mes "but you're telling me lies?!"; + next; + mes "[Diwata]"; + mes "So you're saying that I brought these hillbillies on this ship"; + mes "and that fighting with them is causing the stall?"; + next; + mes "[Diwata]"; + mes "... Hmm... Humph. It wasn't what I was intending to do."; + mes "But they're the ones who're getting on my nerves!"; + next; + mes "[Diwata]"; + mes "... I can't get off anyway."; + mes "Which means that I could feel bad again. Got it?"; + next; + mes "[Diwata]"; + mes "... I'll try to keep it in today."; + mes "It's not because I like the flowers or because I like having company!"; + mes "It's because I was treated the same way as those cheap ghosts!"; + next; + mes "[Diwata]"; + mes "Now if you'll excuse me."; + mes "And I'll be clear. I'm not going to hold my temper for so long."; + next; + mes "[Diwata]"; + mes "Now, g... go away!"; + set malaya_diwata, 5; + delitem 6506, 1; // Memorial_Boquet + erasequest 7398; + setquest 7399; + close; + } else if (malaya_diwata == 5) { + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "I promise I'll be a good little girl if those hillbillies leave me alone."; + mes "If they bother me again, however, I won't be."; + close; + } else { + if (checkquest(7402) == -1) { + if (checkquest(7403) == -1) { + if ((checkquest(7401, PLAYTIME) == 0) || (checkquest(7401, PLAYTIME) == 1)) { + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "Surprisingly enough, I'm doing fine."; + mes "Of course I'm tense for when they return,"; + mes "but, as always, I'll win."; + next; + mes "[Diwata]"; + mes "Then the poor crew will cry again"; + mes "I just can't calm myself down after a fight."; + next; + mes "[Diwata]"; + mes "The flowers you bring makes me calm down."; + mes "...."; + mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way."; + close; + } + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "Get lost!"; + mes "What? Oh, it's you."; + mes "Those hillbillies came back again!"; + mes "I'm going to kill them!"; + close; + } + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "It's good to look at flowers from abroad~"; + mes "Do all flowers from the warm parts of the world smell so nice?"; + next; + mes "[Diwata]"; + mes "The flowers you bring makes me calm down."; + mes "...."; + mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way."; + close; + } + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "Darn it! Have you come for more?!"; + mes "What?"; + mes "Oh. It's you?"; + mes "I'm really depressed right now."; + next; + mes "- Diwata reached her hands out as if expecting something. -"; + next; + if (select("Give the Bouquet.:Hold her hand.") == 2) { + mes "[Diwata]"; + mes "What do you think you're doing?!!??!?!!"; + mes "Arghhhh - I have enough creeps around here, thank you!!"; + next; + cutin "", 255; + mes "-I was tossed out with Diwata's thunderous cry.-"; + close; + warp "malaya", 324, 66; + end; + } + if (!countitem(6506)) { + mes "[Diwata]"; + mes "What? You want me to wave?"; + mes "You didn't bring it?"; + mes "You didn't?!?"; + mes "Arghhh you just can't trust anybody! Anybody!"; + next; + cutin "", 255; + mes "-I was tossed out with Diwata's thunderous cry.-"; + close; + warp "malaya", 324, 66; + end; + } + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "... Oh... Just as I thought!"; + mes "My only happiness, my only peace of mind..!"; + mes "Flowers from abroad~!"; + next; + mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-"; + next; + mes "[Diwata]"; + mes "Tell Pedro the Sailor!"; + mes "Diwata will be a goddess of sea, so set sail in my generosity."; + delitem 6506, 1; // Memorial_Boquet + setquest 7403; + erasequest 7402; + close; + } + cutin "", 255; + end; +} + +ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Welcome to Baryo, stranger."; + mes "I am the soul guidance, protector of people and souls here at Baryo."; + mes "So, I'm a good leader Kiko in Mumbaki."; + next; + switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) { + case 1: + if (checkquest(7376) == -1) { + if (checkquest(7377) == -1) { + mes "[Kiko in Mumbaki]"; + mes "What cauldron?"; + mes "As far as I know, you're not the one bringing it."; + next; + mes "[Kiko in Mumbaki]"; + mes "Poor thing."; + mes "do not live a life of lies."; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Baryo is not a great place for smithy work."; + mes "So we always ask a favor to the forge of Malaya."; + next; + mes "[Kiko in Mumbaki]"; + mes "Bakonawa does not like loud noises."; + mes "That's why we beat the sturdy Cast Iron Cauldrons."; + next; + mes "[Kiko in Mumbaki]"; + mes "The Spiritual Protection is proof that I've got my cauldron,"; + mes "so deliver it well. Okay? Good."; + close; + } + if (countitem(6504) < 5) { + mes "[Kiko in Mumbaki]"; + mes "Oh, must be the cauldron I ordered."; + mes "But, where is it?"; + mes "Are you mocking me?!"; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Yes, excellent!"; + mes "Very Good."; + mes "We can aggravate the Bakonawa more with this."; + next; + mes "[Kiko in Mumbaki]"; + mes "I'll give you this for the cauldron."; + mes "I hear you're having some trouble with souls?"; + mes "Take this. It will help you."; + delitem 6504, 5; // Cast_Iron_Caldron + getitem 6503, 5; // Soul_Protection + setquest 7377; + erasequest 7376; + close; + case 2: + if (checkquest(7406) == -1) { + if (checkquest(7407) == -1) { + mes "[Kiko in Mumbaki]"; + mes "The only purification needed in this village is Vantai's food."; + mes "There are no rituals where an outsider, like yourself, can take part in."; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Vantai must be hungry."; + mes "Go give it to him."; + mes "Quickly now."; + close; + } + if ((countitem(523) < 10) || (countitem(6507) < 10)) { + mes "[Kiko in Mumbaki]"; + mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?"; + mes "My work here just gets better and better."; + next; + mes "[Kiko in Mumbaki]"; + mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual."; + mes "I'll do the ritual myself."; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Bones from the animals of this forest all have bad spirits within."; + mes "Of course it cannot be helped due to the malignant spirits flailing about..."; + next; + mes "[Kiko in Mumbaki]"; + mes "You do this and do this here and there and..."; + mes "There. The evil spirit has left and the bone is so pure that you can just chew on it."; + next; + mes "[Kiko in Mumbaki]"; + mes "Now, take this back to Dong the Guard."; + mes "Vantai will become stronger after eating this purified Evil Spirit Bone."; + next; + mes "[Kiko in Mumbaki]"; + mes "Moreover, holding on to Evil Spirit Bones will only do you harm,"; + mes "so I'll take them all to purify."; + delitem 6507, countitem(6507); // Evil_Bone + delitem 523, 10; //Holy_Water + getitem 6505, 10; //Purified_Bone + setquest 7407; + erasequest 7406; + close; + case 3: + mes "[Kiko in Mumbaki]"; + mes "Oh no you don't!"; + mes "Don't you dare!"; + close; + } + end; +} + +ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + mes "[Dhong the Guard]"; + mes "Hi there!"; + mes "Welcome to Baryo."; + next; + if (select("You're job seems so hard~:Guard Dog Vantai") == 1) { + mes "[Dhong the Guard]"; + mes "Not at all. I just watch who comes and goes from here."; + mes "Travelers are the ones who go through more hardship."; + close; + } + if (BaseLevel < 100) { + mes "[Dhong the Guard]"; + mes "Vantai is a nice dog."; + mes "He's probably stronger than you."; + next; + mes "[Dhong the Guard]"; + mes "No offense, but"; + mes "you look weaker than the original owners of the bones Vantai chews on."; + next; + mes "[Dhong the Guard]"; + mes "That means just about as strong as me!"; + mes "Ha ha ha ha ha ha ha!"; + close; + } + .@playtime = checkquest(7408, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Dhong the Guard]"; + mes "The bones you brought Vantai gave him a feast."; + mes "He'll be full and merry for a while now."; + mes "Nobody can beat Vantai in recon around here."; + next; + mes "[Dhong the Guard]"; + mes "Though it is not nice to say a person is lesser than a dog,"; + mes "but there are some who are lesser."; + close; + } else if (.@playtime == 2) { + erasequest 7408; + mes "[Dhong the Guard]"; + mes "Vantai?"; + mes "Always the same."; + mes "Now that you mention it, it's almost time for him to get hungry."; + next; + mes "[Dhong the Guard]"; + mes "Of course, he eats normal dog food, but he can't go without those."; + mes "You know what I mean, right?"; + mes "Smirk..."; + next; + mes "[Dhong the Guard]"; + mes "Me and Vantai are always waiting"; + mes "for the hero to get us some Evil Spirit Bones from the forest."; + close; + } else { + if (checkquest(7406) != -1) { + mes "[Dhong the Guard]"; + mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits."; + mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them."; + next; + mes "[Dhong the Guard]"; + mes "You can get Evil Spirit Bones from monsters or animals in the forest."; + mes "Kiko in Mumbaki will purify them for you."; + close; + } else { + if (checkquest(7407) == 1) { + if (countitem(6505) < 10) { + mes "[Dhong the Guard]"; + mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones."; + mes "He needs to have at least 10 at a time. Which of course does not last a day..."; + close; + } + mes "[Dhong the Guard]"; + mes "Hey, Vantai will love these!"; + mes "It's all in good condition..."; + mes "An evil bone purified through holy ritual..."; + next; + mes "[Dhong the Guard]"; + mes "This is the perfect dog food!!"; + mes "Now he can sense and detect evil spirits,"; + mes "and since he ate purified ones, he'll get the ability to eradicate them."; + next; + mes "[Dhong the Guard]"; + mes "I bet he's the strongest living thing in the village now."; + mes "Of course not me. I mean Vantai."; + next; + mes "[Dhong the Guard]"; + mes "This is your reward."; + mes "It would be very nice if you could help us again tomorrow."; + delitem 6505, 10; // Purified_Bone + setquest 7408; + erasequest 7407; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(0, 2)) + $malayaNames$[2] = strcharinfo(0); + close; + } else { + mes "[Dhong the Guard]"; + mes "Vantai is not only a guard dog, but he's also a great detector and recon scout."; + mes "But for him to do so, he needs to eat Purified Spirit Bones."; + next; + mes "[Dhong the Guard]"; + mes "As you can see, I can't move from here,"; + mes "so I was wondering if you can get the bones for Vantai..."; + next; + if (select("Alright.:Sorry.") == 2) { + mes "[Dhong the Guard]"; + mes "I see."; + mes "Vantai!"; + mes "No treat for you today..!!"; + next; + mes "- It seems like Vantai's eyes are more moist today. -"; + close; + } + mes "[Dhong the Guard]"; + mes "Bones can be acquired from animals or monsters around here."; + mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat."; + next; + mes "[Dhong the Guard]"; + mes "Bring us 10 Purified Spirit Bones."; + mes "That reminds me. You'll need Holy Water for the purification ritual."; + next; + mes "[Dhong the Guard]"; + mes "Take your time."; + mes "Look here. Vantai likes it too."; + setquest 7406; + close; + } + } + } + end; +} + +ma_fild01,238,257,2 script Guard Dog Vantai 4_RUS_DWOLF,{ + mes "[Vantai]"; + mes "Grrrrrrr..."; + mes " "; + mes "(He is intimidated by you.)"; + close; +} + +ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (BaseLevel < 100) { + mes "[Maries]"; + mes "Umm... Hey..."; + mes "Oh, no, sorry. You don't look so strong or bold."; + mes "I'm sorry. I'm just not quite myself..."; + close; + } + if (malaya_hi < 20) { + mes "An anxious looking woman is stands."; + close; + } + .@playtime = checkquest(7390, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Maries]"; + mes "Now that the children know that they can get back home with an Inside-out Shirt,"; + mes "they play out in the forest recklessly and timelessly."; + next; + mes "[Maries]"; + mes "The children will surely get lost again in these conditions."; + mes "If it happens again, I'll seek your help again."; + close; + } else if (.@playtime == 2) { + mes "[Maries]"; + mes "I'm missing a child... again."; + mes "Oh my goodness..."; + erasequest 7390; + close; + } else { + if (checkquest(7389) != -1) { + mes "[Maries]"; + mes "You came back."; + mes "Thanks to you, the child has returned home safely."; + next; + mes "[Maries]"; + mes "Although the shirt is inside-out, it miraculously brings them back to where they should be."; + mes "Thank you for delivering those precious shirts to my children."; + setquest 7390; + erasequest 7389; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[2] = strcharinfo(0); + close; + } else { + if (checkquest(7388) != -1) { + mes "[Maries]"; + mes "I'm sure they're lost in the woods because of mischievous spirits."; + mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found."; + next; + mes "[Maries]"; + mes "The Inside-out Shirts..."; + mes "You can probably get them from the demons, since they ran away with them."; + close; + } else { + mes "[Maries]"; + mes "Hello... I'm looking for my child..."; + mes "My daughter did not return."; + mes "Please help, I think she's lost in the forest."; + next; + switch (select("Of course.:I'm too busy right now.:You have so many children.")) { + case 1: + mes "[Maries]"; + mes "I'm sure she's lost in the woods because of mischievous spirits."; + next; + mes "[Maries]"; + mes "If she's cursed, it will be difficult to get her out of there."; + mes "She'll drift around in the maze so mesmerizing, even for you, in fact."; + next; + mes "[Maries]"; + mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter."; + mes "Although the shirt is inside-out, it miraculously brings them back to where they should be."; + next; + mes "[Maries]"; + mes "The Inside-out Shirts..."; + mes "You can probably get them from the demons, since they ran away with them."; + setquest 7388; + close; + case 2: + mes "[Maries]"; + mes "... Yes... I see."; + mes "I'll have to ask someone else."; + mes "Alright."; + mes "Sigh..."; + close; + case 3: + mes "[Maries]"; + mes "...I ended up having triplets."; + mes "Even I sometimes get confused. *Chuckle*"; + next; + mes "[Maries]"; + mes "They seem to be under a curse because one of them always get's lost in the woods.."; + mes "Sigh..."; + close; + } + } + } + } + end; +} + +ma_fild01,203,189,3 script Little Girl#malaya 4_F_BARYO_GIRL,{ + mes "[Little Girl]"; + mes "He he, the forest is scary, but it's so much fun so I go there often to play~"; + mes "Strange, how we always get lost."; + next; + mes "[Little Girl]"; + mes "But it's okay because I'm not the only one getting lost~"; + mes "We're triplets~ And we're missing the other two~ Giggle~"; + close; +} + +ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ + if (checkquest(7388) > -1) { + if (!countitem(12700)) { + mes "[Little Kid]"; + mes "Sigh. Are you lost too?"; + mes "They are so naughty."; + next; + mes "[Little Kid]"; + mes "An Inside-out Shirt is just what I need."; + mes "*Chuckle*..."; + close; + } + mes "[Little Kid]"; + mes "Oh, darn them."; + mes "They must have tricked me into getting lost again!"; + next; + select ("Do you want to go home?"); + mes "[Little Kid]"; + mes "If I don't get back soon, my mom will be worried sick."; + mes "Sigh... I wish I had an Inside-out Shirt to go back."; + next; + select ("Here you are."); + mes "[Little Kid]"; + mes "Really?"; + mes "It really is the shirt!"; + mes "This will take me straight home!"; + next; + mes "[Little Kid]"; + mes "Did mom send you?"; + mes "She must be worried..!"; + mes "I'll go home now!"; + mes "Thanks' a lot!"; + delitem 12700, 1; // Insideout_Shirt + setquest 7389; + erasequest 7388; + close2; + disablenpc strnpcinfo(0); + if (strnpcinfo(0) == "Lost Child#malaya01") { + enablenpc "Lost Child#malaya02"; + } else if (strnpcinfo(0) == "Lost Child#malaya01") { + enablenpc "Lost Child#malaya03"; + } else { + enablenpc "Lost Child#malaya01"; + } + end; + } else { + if (checkquest(7389) != -1) { + mes "[Little Kid]"; + mes "I want to play some more."; + mes "I can always go back with this shirt."; + mes "Mom won't be concerned."; + close; + } else { + mes "[Little Kid]"; + mes "Hmmm. Am I lost again?"; + mes "Where am I..."; + mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?"; + next; + mes "[Little Kid]"; + mes "Why~ Do I always go in circles here?"; + mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?"; + mes "What's with this road?"; + mes "Is somebody trying to trick me?"; + close; + } + } + end; + +OnInit: + if (strnpcinfo(0) != "Lost Child#malaya01") + disablenpc strnpcinfo(0); +} +ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL +ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL + +ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ + mes "[Budidai]"; + mes "Hey hey hey~"; + mes "I am such a nice Capre~ Hey!"; + mes "I am going to a fine cafe~YO!"; + mes "I am better than yesterday~Hey!"; + mes "I'm a fine rhyming Capre~Oh?"; + next; + mes "[Budidai]"; + mes "Hey buddy, You here to hear Budidai singing?"; + next; + switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) { + case 1: + mes "[Budidai]"; + mes "Yup, Budidai loves singing."; + mes "Cows, horses, goats, roosters, boars all love my songs."; + mes "They're all friends."; + next; + mes "[Budidai]"; + mes "Except for that one eyed Bongisungisu."; + mes "He picks on my friends."; + mes "I am annoyed, but Budidai is weak."; + next; + mes "[Budidai]"; + mes "I fear it's single gaze, but I fear more the club he flails."; + mes "I have to sing my friends some songs, but they don't come because of him."; + next; + mes "[Budidai]"; + mes "So Budidai, sings here."; + mes "Lots of travelers pass by."; + mes "Capre is a wanderer's buddy."; + mes "You're a buddy too."; + close; + case 2: + if (BaseLevel < 100) { + mes "[Budidai]"; + mes "You interested in that fiend, my friend?"; + mes "It's just a bully of the forest!"; + mes "It picks on my animal friends!"; + next; + mes "[Budidai]"; + mes "Sadly, singing is all that Budidai is skilled at."; + mes "I can't do anything about the scary gaze and the flailing club."; + next; + mes "[Budidai]"; + mes "Bongisungisu! I get the chills just by being in the same forest with it..."; + mes "But Budidai is weak."; + next; + mes "[Budidai]"; + mes "You and me, wanderer."; + mes "We'll never make it."; + close; + } + .@playtime = checkquest(7410, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Budidai]"; + mes "Traveler, my friend!"; + mes "Bongisungisu ran far far away."; + mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?"; + next; + mes "[Budidai]"; + mes "But Budidai is worried."; + mes "The one eyed bully will return eventually."; + mes "Will you help me out again?"; + next; + mes "[Budidai]"; + mes "You, friend of Budidai"; + mes "You won't turn you're back on a good Capre?"; + close; + } else { + if (checkquest(7409) != -1) { + if (checkquest(7409, HUNTING) == 2) { + mes "[Budidai]"; + mes "Astonishing, wanderer!"; + mes "I could hear the pitiful wails of Bongisungisu all the way from here!"; + mes "Budidai can sing again for his friends, yes?"; + next; + mes "[Budidai]"; + mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?"; + mes "Aha! Here's a talisman."; + mes "It will be good for you travelers."; + next; + mes "[Budidai]"; + mes "Kind Capre is a friend of travelers."; + mes "I hope to see you again, wanderer."; + mes "This is a blessing for friends. Hey hey hey~"; + setquest 7410; + erasequest 7409; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[1] = strcharinfo(0); + close; + } else { + mes "[Budidai]"; + mes "Please slay the destructive libertine Bongisungisu."; + mes "For me, a Capre to sing again for one's friends."; + close; + } + } else { + if (.@playtime == 2) { + mes "[Budidai]"; + mes "Hey, kind wanderer."; + mes "Bongisungisu, the one eyed debauchee is back!"; + mes "What do I do? What should I do?"; + next; + mes "[Budidai]"; + mes "He gets angry when I sing."; + mes "But the horse, cow, goat, dog and boars love it."; + mes "It gives Budidai such a hard time."; + erasequest 7410; + close; + } else { + mes "[Budidai]"; + mes "You interested in that fiend, my friend?"; + mes "It's just a bully of the forest!"; + mes "It picks on my animal friends!"; + next; + mes "[Budidai]"; + mes "Sadly, singing is all that Budidai is skilled at."; + mes "I can't do anything about the scary gaze and the flailing club."; + next; + mes "[Budidai]"; + mes "Bongisungisu! I get the chills just by being in the same forest with it..."; + mes "But Budidai is weak."; + next; + if (select("Shall I take care of it?:That does give the chills.") == 2) { + mes "[Budidai]"; + mes "Don't remind me."; + mes "My friends can't come and listen to my songs because of that behemoth."; + mes "It is so frustrating."; + close; + } + mes "[Budidai]"; + mes "You'd teach Bongisungisu a lesson?!"; + mes "Kind wanderer!!"; + mes "Kick some libertine butt!!"; + setquest 7409; + close; + } + } + } + break; + case 3: + mes "[Budidai]"; + mes "Leave me wanderer~"; + mes "Capre Budidai will sing of wonders~"; + mes "You best everyone else~"; + mes "You bring all them beasts~"; + mes "Just go back to Kafra~"; + next; + mes "[Budidai]"; + mes "Hey hey hey~"; + mes "Blessing of the Kind and Good Capre~"; + mes "A wanderer's friend the gift of Capre~"; + mes "Hey hey hey~"; + close; + } + end; +} + +// Traders :: malaya_npc +//============================================================ +ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ + 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; + 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 4_M_MALAYA,{ + 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; + } + } +} + +// Upgrade Boss Equipment :: malaya_mvpitem +//============================================================ +ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ + 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; +} + +// Secret in the Woods :: malaya_buwaya +//============================================================ +malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{ + if (malaya_hi < 10) { + mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -"; + next; + mes "- Would there be anyone to talk to in the village? -"; + close; + } else if (malaya_hi < 20) { + mes "[Guard]"; + mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya."; + mes "The place is closer to mother nature than what we have here."; + next; + mes "[Guard]"; + mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there."; + close; + } + if (malaya_buwaya == 0) { + mes "[Guard]"; + mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?"; + next; + if (BaseLevel < 100) { + mes "[Guard]"; + mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there."; + next; + mes "[Guard]"; + mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha."; + close; + } + mes "[Guard]"; + mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?"; + next; + if (select("Treasure?:Ignore.") == 2) { + mes "[Guard]"; + mes "Are you ignoring me? Bah."; + close; + } + mes "[Guard]"; + mes "Oh, so you aren't here to look for treasure?"; + next; + mes "[Guard]"; + mes "I hear people are talking about a mysterious treasure hidden deep in the woods."; + set malaya_buwaya,1; + setquest 2271; + next; + } + if (malaya_buwaya == 1) { + mes "[Guard]"; + mes "Do you see that group of people over there? They always gather and talk about it every day."; + mes "Try talking to them if you are interested, too."; + close; + } + mes "[Guard]"; + mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha."; + close; +OnTouch: + if ((malaya_hi > 19) && (malaya_buwaya == 0)) { + emotion e_gasp; + emotion e_gasp,1; + } + end; +} +malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{ + if (malaya_hi < 20) { + mes "- Look at you warily while whispering to each other. -"; + close; + } else if (malaya_buwaya == 1) { + emotion e_gasp,0,"buwaya_A"; + mes "[Port Malaya Villager]"; + mes "No, I heard they got lost in the woods."; + mes "Who would hide such a treasure from a small village like ours?"; + next; + emotion e_swt2,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods."; + next; + emotion e_no,0,"buwaya_C"; + mes "[Port Malaya Villager]"; + mes "No. Listen to me."; + next; + mes "[Port Malaya Villager]"; + mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000."; + mes "Well, did you know Totoy came back from the woods recently?"; + next; + emotion e_omg,0,"buwaya_A"; + emotion e_omg,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "Really??? He came back alive?"; + next; + emotion e_gasp,0,"buwaya_C"; + mes "[Port Malaya Villager]"; + mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out."; + next; + emotion e_what,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "Why?"; + next; + emotion e_gasp,0,"buwaya_C"; + mes "[Port Malaya Villager]"; + mes "Don't you get it? Totoy must have found the treasure."; + next; + emotion e_omg,0,"buwaya_A"; + emotion e_omg,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "What!!!! Then ^3131FFTotoy^000000 is rich now?"; + next; + emotion e_no,0,"buwaya_C"; + mes "[Port Malaya Villager]"; + mes "I don't think so."; + mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything."; + mes "But then, I must have missed it because I ran back home right away."; + next; + emotion e_what,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "Then what is ^3131FFTotoy^000000 doing at home?"; + next; + emotion e_dots,0,"buwaya_C"; + mes "[Port Malaya Villager]"; + mes "I think Totoy is making a plan to bring the treasure back without us knowing it."; + mes "To have the whole treasure for himself, that greedy kid."; + next; + emotion e_what,0,"buwaya_A"; + mes "[Port Malaya Villager]"; + mes "Is that true?"; + next; + emotion e_lv2,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "The treasure would be in better hands with me ~"; + mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~"; + next; + emotion e_dots,0,"buwaya_C"; + mes "[Port Malaya Villager]"; + mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?"; + next; + emotion e_what,0,"buwaya_A"; + mes "[Port Malaya Villager]"; + mes "Wow. That is an awesome idea. No wonder you're the leader!"; + next; + emotion e_dots,0,"buwaya_A"; + mes "[Port Malaya Villager]"; + mes "But will ^3131FFTotoy^000000 give up the information easily?"; + mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure."; + next; + emotion e_sob,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves."; + next; + emotion e_sob,0,"buwaya_B"; + mes "[Port Malaya Villager]"; + mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!"; + set malaya_buwaya,2; + erasequest 2271; + setquest 2272; + close; + } else if (malaya_buwaya == 2) { + mes "- Better pay a visit to this Totoy to get more information about the treasure. -"; + close; + } else { + mes "- People are talking with serious faces. -"; + close; + } +} +malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 4_F_MALAYA +malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 4_M_MALAYA + +ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ + if ((malaya_hi < 20) || (malaya_buwaya < 2)) { + mes "- See someone shaky with dopey eyes. -"; + close; + } + if (malaya_buwaya == 2) { + mes "- See someone shaky with dopey eyes. -"; + next; + if (select("Tap him on the shoulder.:Ignore him.") == 2) + close; + emotion e_omg; + mes "[Totoy]"; + mes "Wah! No! Go away! Leave me alone!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Hey, are you alright?"; + next; + mes "[Totoy]"; + mes "Huh... you're a person? Who are you?"; + next; + mes "- He looks you straight in the face but doesn't seem to recognize you. -"; + next; + mes "[Totoy]"; + mes "Who's there?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; + next; + mes "[Totoy]"; + mes "What treasure?"; + mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "What happened?"; + next; + mes "[Totoy]"; + mes "Can't talk long. I need to heal my eyes first."; + mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?"; + set malaya_buwaya,3; + close; + } else if (malaya_buwaya == 3) { + if (!countitem(506)) { + mes "[Totoy]"; + mes "Can't talk long. I need to heal my eyes first."; + mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?"; + close; + } + mes "[Totoy]"; + mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy."; + next; + if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) { + mes "[Totoy]"; + mes "Did you really leave? Hey! Darn!"; + } else { + mes "[Totoy]"; + mes "Gulp, gulp..."; + delitem 506,1; //Green_Potion + set malaya_buwaya,4; + } + close; + } else if (malaya_buwaya == 4) { + emotion e_gasp; + mes "[Totoy]"; + mes "I can see!! My eyes work!!!"; + mes "Yay! I feel better now!"; + next; + emotion e_dots,1; + emotion e_no1; + mes "[Totoy]"; + mes "Wow! You look better than you sounded. Ha ha."; + next; + mes "[Totoy]"; + mes "But what did you say? Something about a treasure?"; + mes "Did you say I found a treasure?"; + mes "What is that about?"; + next; + select("Tell him what the people are talking about."); + emotion e_heh; + mes "[Totoy]"; + mes "WHAT?"; + mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!"; + next; + emotion e_pif; + mes "[Totoy]"; + mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!"; + next; + emotion e_dots; + mes "[Totoy]"; + mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?"; + next; + if (select("What Totoy saw:About bugs") == 2) { + mes "[Totoy]"; + mes "I only wanted to show people my collection of cute bugs. Ha ha."; + next; + emotion e_heh; + mes "[Totoy]"; + mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?"; + next; + mes "[Totoy]"; + mes "I love to see people run around the village like they are in a marathon. He he."; + next; + } + mes "[Totoy]"; + mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed."; + next; + mes "[Totoy]"; + mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world."; + next; + emotion e_dots; + mes "[Totoy]"; + mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves."; + next; + mes "[Totoy]"; + mes "- Totoy bends over and whispers to you as if walls have ears. -"; + next; + mes "[Totoy]"; + mes "There was a monster with a mouth the size of a house right behind me."; + next; + select("A monster?!"); + mes "[Totoy]"; + mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide."; + next; + mes "[Totoy]"; + mes "The scariest part is that the monster has two heads. You won't believe it till you see it."; + next; + emotion e_sob; + mes "[Totoy]"; + mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~"; + next; + mes "[Totoy]"; + mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back."; + next; + select("About the monster"); + mes "[Totoy]"; + mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?"; + next; + mes "[Totoy]"; + mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters."; + next; + mes "[Totoy]"; + mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store."; + next; + mes "[Totoy]"; + mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!"; + set malaya_buwaya,5; + erasequest 2272; + setquest 2273; + close; + } else if (malaya_buwaya == 5) { + mes "[Totoy]"; + mes "I have to make a grave for Ed. My loyal friend, Ed..."; + mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store."; + close; + } else if (malaya_buwaya == 6) { + mes "[Totoy]"; + mes "Ed!! Eeeeeddddddd!!!"; + mes "Can't believe you gave your life to save me. Wail!!!"; + next; + mes "- Totoy can't be lying when he's crying his heart out like this. -"; + close; + } else if (malaya_buwaya == 7) { + mes "[Totoy]"; + mes "Where I saw the monster?"; + next; + mes "[Totoy]"; + mes "Um... Hmm..."; + mes "I was so busy running away..."; + next; + mes "[Totoy]"; + mes "It was really deep in the woods. Probably even past Baryo Mahiwaga."; + mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember."; + close; + } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) { + mes "[Totoy]"; + mes "Poor Ed. I miss Ed. Wail!!!!"; + close; + } else if (malaya_buwaya == 12) { + emotion e_sob; + mes "[Totoy]"; + mes "Poor Ed. I miss Ed. Wail!!!!"; + next; + enablenpc "Dog#buwaya_totoi"; + mes "[Dog]"; + mes "Bark bark!!"; + next; + emotion e_omg; + mes "[Totoy]"; + mes "Ed!!"; + mes "Ed!!! You're alive!!!"; + mes "You've come back!!! I'm so happy!!!!"; + next; + mes "[Totoy]"; + mes "Did you bring Ed back?"; + mes "Thank you so much!"; + mes "You didn't see the monster, did you?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again."; + next; + mes "[Totoy]"; + mes "Okay!"; + mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore."; + next; + mes "[Dog]"; + mes "Whimper..."; + next; + mes "[Totoy]"; + mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!"; + next; + mes "[Dog]"; + mes "Bark bark!!"; + next; + /* + // Better translation needed. + mes "[Totoy]"; + mes "Um... hey!"; + next; + select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?"); + emotion e_omg,1; + mes "[Totoy]"; + mes "Huh?"; + if (!Sex) { + mes "Totoy is a girl, and you are a boy."; + mes "You're not a boy?"; + } else { + mes "Totoy is a girl, and you are a girl."; + mes "You're not a girl?"; + } + next; + mes "[Totoy]"; + mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!"; + next; + */ + mes "[Totoy]"; + mes "Anyway, thanks for bringing my best friend back."; + mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-"; + set malaya_buwaya,13; + erasequest 2278; + setquest 2279; + close; + } else if (malaya_buwaya == 13) { +// if (IsPremiumPcCafe == 10) + .@amount = 10; +// else +// .@amount = 5; + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { + mes "- Wait!! -"; + mes "- You have too many items on you. -"; + mes "- Cannot receive the item. -"; + mes "- Clean up your items -"; + mes "- And please try again. -"; + close; + } + mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -"; + next; + mes "[Totoy]"; + mes "Found it!"; + next; + mes "[Totoy]"; + mes "Here. My mom gave it to me but I don't know how to use it... He he."; + mes "I hope you can use it."; + next; + mes "[Totoy]"; + mes "Visit me when you get bored!"; + mes "Just don't ask about the treasure again~!"; + next; + mes "[Dog]"; + mes "Woof woof woof!!!!"; + set malaya_buwaya,14; + getitem 6497,5; //Lesser_Agimat + disablenpc "Dog#buwaya_totoi"; + erasequest 2279; + setquest 2280; + close; + } else { + mes "[Totoy]"; + mes "Ed went out to play so I'm alone."; + mes "Would there be something awesome to surprise people with?"; + close; + } +OnTouch: + emotion e_omg; + end; +} + +ma_in01,43,101,7 script Dog#buwaya_totoi 4_DOG01,{ + end; +OnInit: + disablenpc "Dog#buwaya_totoi"; + end; +} + +ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{ + if (malaya_buwaya == 3) { + mes "- You look for the Green Potion in Totoys drawer. -"; + next; + mes "- Rummaging, fumbling. -"; + next; + mes "- Rummaging, fumbling. -"; + mes "- Rummaging, fumbling. -"; + next; + mes "- Clunk, clank, crunch. -"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "What? I only see an empty potion bottle."; + mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker."; + close; + } + end; +} + +malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ + if ((malaya_hi < 20) || (malaya_buwaya < 5)) { + mes "[Master of Hunting]"; + mes "Oh! Ho! Ho!"; + mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders..."; + close; + } + if (malaya_buwaya == 5) { + mes "[Master of Hunting]"; + mes "Yo! Ho! Ho!"; + mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous."; + next; + mes "[Master of Hunting]"; + mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world."; + mes "Wow! He was really tough. I'm starting to sweat just thinking of him."; + next; + mes "[Master of Hunting]"; + mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!"; + next; + mes "[Master of Hunting]"; + mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!"; + next; + if (select("About Totoys monster:Interrupt.") == 2) { + mes "[Master of Hunting]"; + mes "Oh? Hey! Where are you going?!"; + close; + } + mes "[Master of Hunting]"; + mes "You say someone saw the monster?"; + next; + mes "[Master of Hunting]"; + mes "There are many monsters in and out of Port Malaya. What is so special about this one?"; + next; + select("About a monster with two heads"); + mes "[Master of Hunting]"; + mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!"; + next; + mes "[Master of Hunting]"; + mes "The kid must have been scared by a Condor or something."; + mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!"; + next; + mes "[Master of Hunting]"; + mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!"; + next; + if (select("I will prove it.:Suspicious of Totoy.") == 2) { + mes "[Master of Hunting]"; + mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; + set malaya_buwaya,6; + close; + } + mes "[Master of Hunting]"; + mes "Oh! Really? Bring proof if you really think the kid is telling the truth."; + next; + mes "[Master of Hunting]"; + mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!"; + next; + mes "[Master of Hunting]"; + mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; + next; + mes "[Master of Hunting]"; + mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; + set malaya_buwaya,7; + erasequest 2273; + setquest 2274; + close; + } else if (malaya_buwaya == 6) { + mes "[Master of Hunting]"; + mes "Oh, you're back!"; + next; + if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) { + mes "[Master of Hunting]"; + mes "It was a kid's joke. Ha ha."; + close; + } + mes "[Master of Hunting]"; + mes "Oh! Really? Bring proof if you really think the kid is telling the truth."; + next; + mes "[Master of Hunting]"; + mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!"; + next; + mes "[Master of Hunting]"; + mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; + next; + mes "[Master of Hunting]"; + mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; + set malaya_buwaya,7; + erasequest 2273; + setquest 2274; + close; + } else if (malaya_buwaya == 7) { + if (countitem(6519) < 10) { + mes "[Master of Hunting]"; + mes "Bring me back samples if you want to prove there is a monster with two heads."; + close; + } + mes "[Master of Hunting]"; + mes "Argh! That's so foul."; + mes "You've really brought back the samples."; + mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench."; + delitem 6519,10; //Collected_Sample + set malaya_buwaya,8; + erasequest 2274; + setquest 2275; + close; + } else if (malaya_buwaya == 8) { + mes "[Master of Hunting]"; + mes "Ho! Shall I?"; + next; + mes "- Rummaging, fumbling. -"; + next; + mes "- Rummaging, fumbling. -"; + mes "- Wriggling, wiggling. -"; + next; + mes "- Rummaging, fumbling. -"; + mes "- Wriggling, wiggling. -"; + mes "- Sway, swag. -"; + next; + mes "[Master of Hunting]"; + mes "Ho! This is!!"; + next; + mes "[Master of Hunting]"; + mes "Wow! Ho! Ho! Ho! Awesome!!!!!!"; + next; + mes "[Master of Hunting]"; + mes "You! Come here and feel this!"; + set malaya_buwaya,9; + enablenpc "#buwaya_soil"; + close; + } else if (malaya_buwaya == 9) { + mes "[Master of Hunting]"; + mes "Don't just stand there. Touch the sample!"; + enablenpc "#buwaya_soil"; + close; + } else if (malaya_buwaya == 10) { + mes "[Master of Hunting]"; + mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village."; + close; + } else { + mes "[Master of Hunting]"; + mes "Snooze..."; + close; + } +} + +malaya,291,152,3 script #buwaya_soil 4_SOIL,{ + if (malaya_buwaya == 9) { + mes "- Rummaging, fumbling. -"; + next; + mes "- Rummaging, fumbling. -"; + mes "- Wriggling, wiggling. -"; + next; + mes "- Rummaging, fumbling. -"; + mes "- Wriggling, wiggling. -"; + mes "- Sway, swag. -"; + next; + if (rand(1,10) <= 5) { + mes "[" + strcharinfo(0) + "]"; + mes "I don't see anything."; + next; + mes "[Master of Hunting]"; + mes "It can't be! Look closer!"; + } else { + mes "- Felt something pointy with the end of your fingers. -"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ouch!"; + mes "What is this?"; + next; + mes "[Master of Hunting]"; + mes "Ho! This is huge! And so dense that it can easily scratch steel!"; + next; + mes "[Master of Hunting]"; + mes "This is ^3131FFBuwaya^000000's tooth!"; + mes "How could this be!"; + next; + select("Buwaya?"); + mes "[Master of Hunting]"; + mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands."; + next; + mes "[Master of Hunting]"; + mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it."; + next; + mes "[Master of Hunting]"; + mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya."; + next; + mes "[Master of Hunting]"; + mes "They say no living thing is left after Buwaya passes by."; + mes "Totoy is one lucky kid. Wow!"; + next; + mes "[Master of Hunting]"; + mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm."; + next; + mes "[Master of Hunting]"; + mes "Now that I know that a monster like that is out there, I should be cautious, too."; + mes "Must tell the villagers not to go too deep into the woods."; + next; + mes "[Master of Hunting]"; + mes "Please go and tell the Guard Leader that Buwaya is active again."; + mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya."; + set malaya_buwaya,10; + disablenpc "#buwaya_soil"; + erasequest 2275; + setquest 2276; + } + close; + } + end; +OnInit: + disablenpc "#buwaya_soil"; + end; +} + +- script Unknown Trace#buwaya -1,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { + mes "- Wait!! -"; + mes "- You have too many items on you. -"; + mes "- Cannot receive the item. -"; + mes "- Clean up your items -"; + mes "- And please try again. -"; + close; + } + if (malaya_buwaya == 7) { + if (countitem(6519) >= 10) { + mes "- You don't have to collect any more samples. -"; + close; + } + mes "- You see something entangled with soil and grass. -"; + next; + if (rand(1,10) <= 2) { + mes "- You are nauseous by the foul smell coming from the samples you are collecting. -"; + sc_start SC_POISON,5000,0; + close; + } + mes "- You slowing and cautiously collect the squashy and slightly warm substance. -"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "It's warm as a mother's bosom."; + getitem 6519,1; //Collected_Sample + disablenpc strnpcinfo(0); + initnpctimer; + close; + } + end; +OnTimer20000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; +} +ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 4_SOIL +ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 4_SOIL +ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 4_SOIL +ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 4_SOIL +ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 4_SOIL +ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 4_SOIL +ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 4_SOIL + +malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { + mes "- Wait!! -"; + mes "- You have too many items on you. -"; + mes "- Cannot receive the item. -"; + mes "- Clean up your items -"; + mes "- And please try again. -"; + close; + } + if (malaya_hi < 20) { + mes "- Look at you warily while whispering to each other. -"; + close; + } + if (malaya_buwaya <= 10) { + mes "[Guard Leader]"; + mes "We are busy as hell because of Bangungots servants attacking the hospital."; + next; + mes "[Guard Leader]"; + mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya."; + } + if (malaya_buwaya == 10) { + next; + if (select("Tell him about Buwaya.:Done with conversation.") == 2) { + close; + } + mes "[Guard Leader]"; + mes "Buwaya? The merciless creature is back?"; + next; + mes "[Guard Leader]"; + mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot."; + next; + mes "[Guard Leader]"; + mes "And villagers need to go to the woods to collect fruits and vegetables."; + next; + mes "[Guard Leader]"; + mes "Hmm... will you be able to help Port Malaya?"; + next; + if (select("Leave it to me!:I'm pretty busy myself.") == 2) { + mes "[Guard Leader]"; + mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph."; + close; + } + mes "[Guard Leader]"; + mes "I knew I could count on you."; + next; + mes "[Guard Leader]"; + mes "Good. I will trust you."; + mes "I need to know where Buwaya will likely appear in order to secure villagers living area."; + mes "Guess Buwayas nest will be the best bet."; + next; + mes "[Guard Leader]"; + mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; + mes "Then we will run to where the smoke bomb was shot."; + next; + mes "[Guard Leader]"; + mes "Then take care and good luck."; + set malaya_buwaya,11; + erasequest 2276; + setquest 2277; + } else if (malaya_buwaya == 11) { + mes "[Guard Leader]"; + mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; + mes "Then we will run to where the smoke bomb was shot."; + } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) { + mes "[" + strcharinfo(0) + "]"; + mes "Let's first bring Ed to Totoy."; + } else if (malaya_buwaya == 14) { + mes "[Guard Leader]"; + mes "The Guard Leader gave you the location of Buwaya's cave."; + mes "This can't be happening."; + next; + mes "[Guard Leader]"; + mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got."; + next; + mes "[Guard Leader]"; + mes "Here, this is a symbol of our gratitude."; + mes "If you would like to help with Buwaya again, please look for me."; + mes "Hope you have a great journey."; + set malaya_buwaya,15; + getexp 1000000, 600000; + completequest 2280; + } else { + set .@hunting, checkquest(2281,HUNTING); + if (.@hunting == -1) { + mes "[Guard Leader]"; + mes "Hear Buwaya appeared from the depth of the Forest."; + mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently."; + next; + mes "[Guard Leader]"; + mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya."; + mes "They say Buwaya is a very strong and ugly monster with two heads."; + mes "Will you help us defeat Buwaya?"; + next; + if (select("Of course.:Nope.") == 2) { + mes "[Guard Leader]"; + mes "Buwaya is known to be a very dangerous monster."; + mes "There is no shame in rejecting this request."; + close; + } + if (BaseLevel < 130) { + mes "[Guard Leader]"; + mes "This mission will be a dangerous one."; + mes "If you want to help get rid of Buwaya, you must be prepared."; + mes "Come back once you reach LV 130."; + close; + } + mes "[Guard Leader]"; + mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later."; + next; + mes "[Guard Leader]"; + mes "Keep this in mind and be cautious at all times."; + mes "I recommend asking trustful colleagues for help."; + setquest 2281; + } else if (.@hunting == 0 || .@hunting == 1) { + mes "[Guard Leader]"; + mes "How is it going with the Buwaya situation?"; + next; + if (select("I give up.:Still fighting.") == 2) { + mes "[Guard Leader]"; + mes "Keep this in mind and be cautious at all times."; + mes "I recommend asking trustful colleagues for help."; + close; + } + mes "[Guard Leader]"; + mes "Buwaya is known to be a very dangerous monster."; + mes "There is no shame in rejecting this request."; + erasequest 2281; + } else if (.@hunting == 2) { +// if (IsPremiumPcCafe == 10) + .@amount = 10; +// else +// .@amount = 5; + mes "[Guard Leader]"; + mes "Can't believe you really got rid of Buwaya!"; + mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night."; + next; + mes "[Guard Leader]"; + mes "Good work."; + erasequest 2281; + getitem 6497, .@amount; //Lesser_Agimat + getexp 0,600000; + } else { + mes "[Guard Leader]"; + mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself."; + erasequest 2281; + } + } + close; +} + +ma_fild02,307,245,0 script #buwaya_todog1 HIDDEN_WARP_NPC,3,3,{ + end; +OnTouch: + if (malaya_buwaya == 11) { + enablenpc "Dog#buwaya"; + //mes "[Here something]"; + mes "Bark bark!!"; + close; + } + end; +} +ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 HIDDEN_WARP_NPC,3,3 +ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 HIDDEN_WARP_NPC,7,7 + +ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ + if (malaya_buwaya == 11) { + mes "[Dog]"; + mes "Bark bark!!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Why is a dog here?"; + next; + if (select("Look closely at the dog.:Ignore it.") == 2) { + mes "[" + strcharinfo(0) + "]"; + mes "Looks like a lost dog."; + close; + } + mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -"; + next; + mes "- The collar says, 'Forever with Totoy'. -"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "So you are Ed?"; + next; + mes "[Dog]"; + mes "Bark bark!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner."; + next; + emotion e_ho; + mes "[Dog]"; + mes "Bark bark!!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ah, before we go, do you happen to know where Buwaya's nest is?"; + next; + mes "[Dog]"; + mes "Woof!"; + next; + mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Buwaya is over there!"; + mes "Then I should shoot the smoke bomb here."; + next; + mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -"; + next; + mes "^FF0000- Shoook-^000000"; + enablenpc "Guard#buwayacave"; + specialeffect2 EF_MVP; + next; + mes "[Guard]"; + mes "Job well done!"; + mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!"; + disablenpc "Guard#buwayacave"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Should I return Ed to Totoy first and then go see the Guard Leader?"; + next; + mes "[Dog]"; + mes "Bark bark!"; + set malaya_buwaya,12; + disablenpc "Dog#buwaya"; + erasequest 2277; + setquest 2278; + close; + } else if (malaya_buwaya == 12) { + mes "[" + strcharinfo(0) + "]"; + mes "Lets first bring Ed to Totoy and then go back to the Guard Leader."; + close; + } + end; +OnInit: + disablenpc "Dog#buwaya"; + end; +} + +ma_fild02,308,262,3 script Guard#buwayacave 4_MAL_SOLDIER,{ + end; +OnInit: + disablenpc "Guard#buwayacave"; + end; +} + +// Bakonawa Extermination :: malaya_bakonawa +//============================================================ +malaya,280,331,4 script Singing Man#bako1 4_M_BARYO_MAN,{ + if (malaya_bakona1 < 5) { + mes "[Singing Man]"; + mes "Story of dragon that lives at a lake~"; + mes "Story of an old lady"; + mes "that became a dragon long ago~"; + next; + mes "[Singing Man]"; + mes "Waiting for the son that left for a foreign land,"; + mes "my son will return"; + mes "when that moon sets for the 90th time"; + next; + mes "[Singing Man]"; + mes "The moon sets for the 89th,"; + mes "The moon sets for the 90th,"; + mes "The moon sets for the 191st..."; + next; + mes "[Singing Man]"; + mes "That moon has taken my son away~"; + mes "That horrible thing"; + mes "has swallowed my son,"; + mes "and I will punish that moon~"; + next; + mes "[Singing Man]"; + mes "The day the furious moon hides itself from sight,"; + mes "the whole world will be flooded with rain"; + mes "with all the villages and people facing death under water~"; + next; + mes "[Singing Man]"; + mes "The old lady's curse made the moon furious~"; + mes "Get rid of the old lady to calm the moon~"; + mes "If only the old lady wasn't here, If only the old lady wasn't here..."; + next; + mes "[Singing Man]"; + mes "I hear rumors~"; + mes "The old lady threw herself into the lake~"; + mes "the old lady, now turned into a dragon, will swallow the moon"; + mes "and soon swallow the village too~"; + close; + } else { + mes "[Singing Man]"; + mes "You say the legend is all a lie?"; + mes "You mean my ancestors are all liars"; + mes "and swindlers?"; + next; + mes "[Singing Man]"; + mes "This village is built on an old legend"; + mes "and history."; + mes "They are not the kind of people that will be shaken by"; + mes "foolish words of an imbecile such as yourself."; + close; + } +} + +malaya,275,333,5 script Singing Woman#bako1 4_F_BARYO_WOMAN,{ + if (malaya_bakona1 < 5) { + mes "[Singing Woman]"; + mes "Bakonawa that live at a lake,"; + mes "story of an old lady that became a dragon."; + next; + mes "[Singing Woman]"; + mes "The son that was suppose to return after the moon sets for the 90th time"; + mes "never did come back even after the moon had set for a few hundred times~"; + mes "The moon has swallowed the old lady's son~"; + next; + mes "[Singing Woman]"; + mes "The moon, the moon, you shall receive the old lady's curse~"; + mes "The whole village was immersed in death"; + mes "with rain and floods sent by the furious moon~"; + next; + mes "[Singing Woman]"; + mes "The moon, the moon, be still and be calm,"; + mes "for the old lady is gone and she is no more~"; + mes "The old lady has drowned in the lake~"; + mes "She will transform into Bakonawa and come back..."; + next; + mes "[Singing Woman]"; + mes "...to swallow you and"; + mes "punish the village soon~"; + mes "The day the moon dies"; + mes "is the day the village dies too~"; + close; + } else { + mes "[Singing Woman]"; + mes "The legends are all a lie?"; + mes "Why do you say such nonsense?"; + mes "Is there nothing"; + mes "that is important for you to protect?"; + next; + mes "[Singing Woman]"; + mes "Poor Bakonawa..."; + mes "I would be happy"; + mes "if she took a big bite out of someone like you!"; + close; + } +} + +malaya,290,329,4 script Frightened Boy#bako1 4_M_BARYO_BOY,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona1 < 5) { + mes "[Frightened Boy]"; + mes "The vicious monster Bakonawa will soon come"; + mes "to swallow the moon and take vengeance upon the village."; + mes "I'm scared, please help..."; + close; + } else { + mes "[Frightened Boy]"; + mes "The legend of Bakonawa is all a lie?"; + mes "So that means Bakonawa doesn't exist?"; + mes "I'm going to play with my friends at the lake later."; + mes "You told me it was all a lie right?"; + close; + } +} + +malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{ + if (malaya_hi < 20) { + mes "- She seems cautious of you. -"; + close; + } + if (malaya_bakona1 < 5) { + mes "[Frightened Maiden]"; + mes "It is said that Bakonawa hates loud noises."; + mes "Pound the pot if you want to live!"; + next; + switch(select("Hates loud noises?:What is Bakonawa?")) { + case 1: + mes "[Frightened Maiden]"; + mes "You already heard that the old lady"; + mes "died and became Bakonawa, right?"; + next; + mes "[Frightened Maiden]"; + mes "The legend has it that"; + mes "the old lady had very keen hearing"; + mes "because she was always focusing on"; + mes "the returning of her traveling son."; + next; + mes "[Frightened Maiden]"; + mes "So naturally, Bakonawa also"; + mes "has very keen hearing."; + mes "The reason why everyone is banging"; + mes "pots and pans is because of this."; + close; + case 2: + mes "[Frightened Maiden]"; + mes "It is a terrible monster that lives at a lake."; + mes "We are all trembling with fear"; + mes "because we don't know when it might attack the village."; + next; + mes "[Frightened Maiden]"; + mes "Some say that it is more obsessed with swallowing the moon"; + mes "than attacking the village."; + mes "if that's the case, I wish it would just swallow the moon"; + mes "and leave us alone."; + close; + } + } else { + mes "[Frightened Maiden]"; + mes "The villagers hate you now."; + mes "You've been saying that legend of Bakonawa"; + mes "is a lie and they are saying you are more of a monster"; + mes "than Bakonawa."; + close; + } +} + +malaya,272,339,5 script Old Fortune Teller#bako1 4_F_BARYO_OLD,{ + if (malaya_hi < 20) { + mes "- Old Fortune Teller seems cautious of you. -"; + close; + } + if (malaya_bakona1 < 5) { + mes "[Old Fortune Teller]"; + mes "You must not hate Bakonawa."; + mes "The hate against it is only feeding its rage"; + mes "to grow bigger."; + next; + mes "[Old Fortune Teller]"; + mes "To calm the dead lady's anger,"; + mes "we annually hold a ceremony and prepare food."; + mes "But there seems to be no way to calm the"; + mes "ever growing anger of the old lady."; + next; + mes "[Old Fortune Teller]"; + mes "The day is nearing. I can sense it."; + mes "Bakonawa will soon swallow the moon"; + mes "and come to punish the village."; + close; + } else { + mes "[Old Fortune Teller]"; + mes "How can you say the legend is a lie!"; + mes "Because of you, the fury of Bakonawa"; + mes "grew even larger!"; + mes "If the village perishes,"; + mes "it is all your fault!"; + close; + } +} + +malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ + if (checkweight(1301,3) == 0) { + mes "You cannot start the conversation. You are carrying too many items. -"; + close; + } + if (BaseLevel < 120) { + mes "[Old Legend Teller]"; + mes "There is something that needs to be done"; + mes "but you look too fragile"; + mes "to give me a hand."; + next; + mes "[Old Legend Teller]"; + mes "Come back when"; + mes "your strength grows strong enough"; + mes "to match Incubus."; + close; + } + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona1 == 0) { + mes "[Old Legend Teller]"; + mes "The old lady has come back"; + mes "to life as Bakonawa."; + mes "Soon she will come to take vengeance on the village."; + mes "We must calm her"; + mes "if to prevent further destruction..."; + next; + switch(select("Calm Bakonawa?:Further destruction?")) { + case 1: + mes "[Old Legend Teller]"; + mes "The old lady faced an unjust death"; + mes "because of villagers' selfishness."; + mes "She was a caring mother who loved her"; + mes "son dearly."; + next; + mes "[Old Legend Teller]"; + mes "If we track the whereabouts of her son and hold a ritual"; + mes "with her son's belongings,"; + mes "her restless soul will be calmed"; + mes "and she will spare us from destruction."; + next; + mes "[Villagers]"; + mes "It is no use sir!!"; + next; + mes "[Villagers]"; + mes "You cannot stop the monster that way!"; + next; + mes "[Old Legend Teller]"; + mes "Of course, it will not be easy to track down the whereabouts of a person"; + mes "who has been gone for a hundred years."; + mes "..."; + next; + mes "[Old Legend Teller]"; + mes "Still, don't you think"; + mes "it is worth a try?"; + mes "Please help us and save us from our misery."; + next; + switch(select("It is no use.:I'll help.")) { + case 1: + mes "[Old Legend Teller]"; + mes "Yes, you are also right."; + mes "You are up against not a human,"; + mes "but a monster."; + mes "Still, I trust in that old lady's"; + mes "good heart."; + close; + case 2: + mes "[Old Legend Teller]"; + mes "Will you do it?"; + mes "According to the legend,"; + mes "the old lady's son was limping"; + mes "and was a traveling merchant that sold wooden dolls."; + next; + mes "[Old Legend Teller]"; + mes "There is a ^FF0000Slate Piece^000000 he left."; + mes "But the piece is small and damaged,"; + mes "its hard to identify it."; + next; + mes "[Old Legend Teller]"; + mes "First, bring it to me."; + mes "Down along this path"; + mes "you will meet my granddaughter near the port."; + mes "Get the Slate Piece from there."; + set malaya_bakona1,1; + setquest 1174; + close; + } + case 2: + mes "[Old Legend Teller]"; + mes "The grudge against the people of"; + mes "Bakonawa- I mean, the dead old lady."; + mes "The moon and this village..."; + mes "She will try to destroy it."; + next; + select("Take vengeance? After all these years?"); + mes "[Old Legend Teller]"; + mes "For some time, she has"; + mes "blamed the moon and"; + mes "resented the villagers."; + mes "The feeling grew larger as the time passed."; + next; + mes "[Old Legend Teller]"; + mes "Why do you think she became such a monster?"; + mes "What do you think went through her head"; + mes "for years and years?"; + mes "Anger and vengeance."; + next; + mes "[Old Legend Teller]"; + mes "Unforgettable grudge"; + mes "that she was abandoned."; + mes "against the moon and the village."; + mes "This is why this grudge must be resolved."; + close; + } + } else if (malaya_bakona1 == 1) { + mes "[Old Legend Teller]"; + mes "Please bring the ^FF0000Slate Piece^000000."; + mes "Down along this path"; + mes "you will meet my granddaughter near the port."; + mes "Get the Slate Piece from there."; + close; + } else if (malaya_bakona1 == 2) { + mes "[Old Legend Teller]"; + mes "Good, you have the Slate Piece."; + mes "Hold on to it and don't lose it."; + mes "It will be of helpful in tracking down the legend."; + next; + mes "[Old Legend Teller]"; + mes "I heard there is a man that lives by himself"; + mes "at the end of northwestern part of Forest Field."; + mes "I heard someone saw a wooden doll there."; + mes "It is such a remote place that people like us"; + mes "simply cannot travel there."; + mes "Could you visit the place for us?"; + next; + switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) { + case 1: + mes "[Old Legend Teller]"; + mes "You twisted youth!"; + close; + case 2: + mes "[Old Legend Teller]"; + mes "You have a point, but"; + mes "this is the best I can do for now."; + mes "The place is at the end of northwestern part of the forest."; + mes "After you pass the bridge and travel west,"; + mes "you will see a person."; + break; + case 3: + mes "[Old Legend Teller]"; + mes "You have a good heart young man!"; + mes "The place is at the end of northwestern part of the forest."; + mes "After you pass the bridge and travel west,"; + mes "You will see a ^0000FFMalaya Immigrant^000000."; + break; + } + mes "Good luck to you... for our sake..."; + erasequest 1175; + setquest 1176; + set malaya_bakona1,3; + close; + } else if (malaya_bakona1 == 3) { + mes "[Old Legend Teller]"; + mes "The place is at the end of northwestern part of the forest."; + mes "After you pass the bridge and travel west,"; + mes "you will see a person."; + mes "Good luck to you... for our sake..."; + close; + } else if (malaya_bakona1 < 6) { + mes "[Old Legend Teller]"; + mes "The track of the old lady's son"; + mes "is connected all the way to"; + mes "Baryo Mahiwaga?"; + mes "There is a chance he wasn't a merchant..."; + mes "I'm really curious about who he was..."; + next; + mes "[Old Legend Teller]"; + mes "Why did you come back here"; + mes "instead of going straight to"; + mes "Baryo Mahiwaga?"; + close; + } else if (malaya_bakona1 == 6) { + mes "[Old Legend Teller]"; + mes "Is that really true?"; + mes "Bakonawa turning into an old lady"; + mes "and fabricating the legend..."; + mes "It seems all the villagers up until now"; + mes "have been manipulated by that terrible monster."; + next; + mes "[Old Legend Teller]"; + mes "There is no reason to hesitate then."; + mes "You must go into Bakonawa's lair"; + mes "before it attacks first."; + mes "I believe we can trust you to do this, yes?"; + next; + switch(select("Well...:Of course!")) { + case 1: + mes "[Old Legend Teller]"; + mes "The atmosphere was really good"; + mes "but suddenly it's all ruined."; + mes "I didn't expect you to be so shy..."; + close; + case 2: + mes "[Old Legend Teller]"; + mes "I will speak to"; + mes "the village chief for you"; + mes "so that you can enter the Bakonawa Lake."; + mes "Please get rid of this monster for us."; + erasequest 1179; + set malaya_bakona1,7; +// if (IsPremiumPcCafe == 10) + getitem 6499,5; //Ancient_Grudge +// else +// getitem 6499,3; //Ancient_Grudge + getexp 500000,200000; + close; + } + close; + } else if (malaya_bakona1 == 7) { + if (malaya_bakona2 < 15) { + mes "[Old Legend Teller]"; + mes "If you don't mind,"; + mes "could you lend a hand to the Village Chief?"; + mes "Nobody cares for each other anymore"; + mes "because of Bakonawa..."; + next; + } + mes "[Old Legend Teller]"; + mes "The legend that"; + mes "we believed for a hundred years,"; + mes "all lies...."; + mes "Please get rid of this monster for us."; + close; + } +} + +ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{ + if (malaya_bakona1 < 3) { + mes "[Malaya Immigrant]"; + mes "You must have a brave heart"; + mes "to come to such a remote place."; + mes "How is Port Malaya these days?"; + mes "I heard the monster that lives at the lake, Baknoawa"; + mes "is threatening the villagers."; + mes "I am in the dark about what is going on because I'm here all the time."; + close; + } else if (malaya_bakona1 == 3) { + mes "[Malaya Immigrant]"; + mes "You must have a brave heart"; + mes "to come to such a remote place."; + mes "How is Port Malaya these days?"; + mes "I heard the monster that lives at the lake, Baknoawa"; + mes "is threatening the villagers."; + mes "I am in the dark about what is going on because I'm here all the time."; + next; + mes "[Malaya Immigrant]"; + mes "Are you the traveling merchant who used to sell Wooden Doll, right?"; + mes "I don't know about any traveling merchant, but by Wooden Doll"; + mes "(going through things) do you mean this?"; + mes "I don't know about the specifics, but"; + mes "I think it's related to what I heard long time ago."; + next; + switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) { + case 1: + mes "[Malaya Immigrant]"; + mes "I liked the environment here"; + mes "so I decided to stay and live."; + mes "There is no obligation here."; + mes "To me, that's as good as heaven."; + close; + case 2: + mes "[Malaya Immigrant]"; + mes "It is a very old Slate Piece."; + mes "I'm sorry but I never seen this before."; + mes "There is some kind of writing here"; + mes "but I can't make it out."; + close; + case 3: + mes "[Malaya Immigrant]"; + mes "It's a simple story."; + mes "^0000FFA wounded man who I had never seen before^000000"; + mes "^0000FFcame to my house and asked for help.^000000"; + mes "^0000FFOnce healed, he made a Wooden Doll^000000"; + next; + mes "[Malaya Immigrant]"; + mes "^0000FFthat is suppose to chase away evil spirits ^000000"; + mes "^0000FFas a token of gratitude,^000000"; + mes "^0000FFand left for Baryo Mahiwaga.^000000"; + next; + select("He left for Baryo Mahiwaga?"); + mes "[Malaya Immigrant]"; + mes "According to what I've heard"; + mes "that's correct. But the story has been"; + mes "passed on from mouth to mouth for a"; + mes "long time. I can't be sure."; + next; + mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,"; + mes "or ^0000FFBakonawa^000000,"; + mes "maybe I could find out the identity and whereabouts"; + mes "of the traveling merchant."; + erasequest 1176; + setquest 1177; + set malaya_bakona1,4; + close; + case 4: + mes "[Malaya Immigrant]"; + mes "Well, there is a lack of information"; + mes "so I can't make say for sure but"; + mes "I'm skeptical if he was in fact even a merchant."; + mes "Coming to a town with a"; + mes "critical wound seems too suspicious..."; + next; + mes "[Malaya Immigrant]"; + mes "And craving a Wooden Doll"; + mes "could be seen to have some kind of ritualistic meaning."; + mes "Protecting one from some evil force..."; + mes "that kind of thing."; + next; + mes "Identity of the traveling merchant..."; + mes "Looks like there is one more"; + mes "mystery to be solved."; + mes "I suppose it will all come to light"; + mes "soon enough."; + close; + } + } else { + mes "[Malaya Immigrant]"; + mes "I will tell you again slowly"; + mes "the story that has been passed on."; + mes "Listen carefully and repeat..."; + mes "no, I mean, you don't have repeat it."; + next; + mes "[Orally Transmitted Story]"; + mes "^0000FFA wounded man who I had never seen before^000000"; + mes "^0000FFcame to my house and asked for help.^000000"; + mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000"; + mes "^0000FFthat is suppose to chase away evil sprits.^000000"; + mes "^0000FFThen he left for Baryo Mahiwaga.^000000"; + next; + mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,"; + mes "or ^0000FFBakonawa^000000,"; + mes "maybe I could find out the identity and whereabouts"; + mes "of the traveling merchant."; + close; + } +} + +ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ + if (malaya_bakona1 < 4) { + mes "[Malaya Immigrant]"; + mes "Have you been to"; + mes "Port Malaya?"; + mes "I am curious to know"; + mes "what is going on there"; + mes "but I can't travel because there are monsters everywhere."; + close; + } else if (malaya_bakona1 == 4) { + mes "[Malaya Immigrant]"; + mes "Wooden Doll?"; + mes "There is a tale related to that,"; + mes "but you didn't come all the way"; + mes "just to hear some folktale right?"; + next; + switch(select("I just came here to take a break.:Tell me the tale.")) { + case 1: + mes "[Malaya Immigrant]"; + mes "You must have a lot of free time on your hands!"; + mes "I'm no travel agent"; + mes "so go bother someone else!"; + close; + case 2: + mes "[Malaya Immigrant]"; + mes "It's baloney"; + mes "so I don't really remember the details."; + next; + mes "[Summary of the folktale]"; + mes "Long time ago, 5 swordsmen fought"; + mes "against the monster Bakonawa."; + mes "Four died and one left a critical wound"; + mes "to the monster but in return"; + mes "sustained a serious wound in his leg himself."; + next; + mes "[Summary of the folktale]"; + mes "After escaping the scene, Bakonawa transformed into a human"; + mes "and secretly pursued the swordsman."; + mes "The swordsman made a Wooden Doll that"; + mes "can keep the monster from approaching."; + next; + mes "[Malaya Immigrant]"; + mes "This is the end of story."; + mes "Without any conclusion..."; + next; + mes "[Malaya Immigrant]"; + mes "I heard there is a record that the swordsman left"; + mes "but I don't understand why"; + mes "he would leave it here in such a distant place"; + mes "here instead of Malaya."; + next; + select("I wish to see the record."); + mes "[Malaya Immigrant]"; + mes "The record is engraved on the stone ahead."; + mes "However, the stone is so badly"; + mes "damaged and some pieces fell out that"; + mes "it will be hard to make the words out."; + next; + mes "Investigate the stone ahead."; + erasequest 1177; + setquest 1178; + set malaya_bakona1,5; + close; + } + } else if (malaya_bakona1 == 5) { + mes "[Malaya Immigrant]"; + mes "The stone ahead holds a record that"; + mes "a swordsman from a long time ago left."; + next; + switch(select("Where did this swordsman go after?:Tell me the tale again.")) { + case 1: + mes "[Malaya Immigrant]"; + mes "Well, there is no story after that so"; + mes "I guess nobody would know what happened."; + close; + case 2: + mes "[Summary of the folktale]"; + mes "Long time ago, 5 swordsmen fought"; + mes "against the monster Bakonawa."; + mes "Four died and one left a critical wound"; + mes "on the monster but in return"; + mes "sustained a serious wound in his leg himself."; + next; + mes "[Summary of the folktale]"; + mes "After escaping the scene, Bakonawa transformed into a human"; + mes "and secretly pursued the swordsman."; + mes "The swordsman made a Wooden Doll that"; + mes "can keep the monster from approaching."; + close; + } + } else { + mes "[Malaya Immigrant]"; + mes "I suppose you wish to hear the story again right?"; + mes "No problem! I can tell this story forever!"; + next; + mes "[Summary of the folktale]"; + mes "Long time ago, 5 swordsmen fought"; + mes "against the monster Bakonawa."; + mes "Four died and one left a critical wound"; + mes "on the monster but in return"; + mes "sustained a serious wound in his leg himself."; + next; + mes "[Summary of the folktale]"; + mes "After escaping the scene, Bakonawa transformed into a human"; + mes "and secretly pursued the swordsman."; + mes "The swordsman made a Wooden Doll that"; + mes "can keep the monster from approaching."; + close; + } +} + +ma_fild01,171,235,0 script #bako1 HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (malaya_bakona1 == 5) { + mes "The damage is so severe"; + mes "that the record is unidentifiable."; + mes "When inserting the Slate Piece"; + mes "to a hole on the wall, it fits perfectly like a piece of puzzle."; + mes "The letters are not clear but you can still read it."; + next; + callsub L_Record; + set malaya_bakona1,6; + erasequest 1178; + setquest 1179; + close; + } else if (malaya_bakona1 == 6) { + mes "Here is the record left by a swordsman"; + mes "from a hundred years ago."; + next; + switch(select("I don't need to read it.:Read the record again.")) { + case 1: + mes "I remember the story clearly."; + mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya"; + mes "about what I discovered."; + close; + case 2: + callsub L_Record; + close; + } + } + end; + +L_Record: + mes "[Record left by a swordsman from a hundred years ago]"; + mes "After fighting with Bakonawa, I sustained a critical wound"; + mes "and came to this place."; + mes "Only thing I can do is"; + mes "Place the Wooden Doll in one place"; + mes "the monster would come."; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "^0000FFSometimes transforming into a child, or even a old lady,^000000"; + mes "I know that ^0000FFBakonawa^000000has been"; + mes "chasing after me in secret to kill me."; + mes "Because of that critical injury the monster * sustained,"; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "** it will need nearly a hundred years"; + mes "for Bakonawa to absorb the power of the moon"; + mes "to fully recover its power."; + mes "Beware of the day the moon disappears."; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "The day will come when Bakonawa"; + mes "will run amuck."; + mes "But it will take nearly a hundred years to fully recover its power."; + mes "There will always be someone better than me"; + mes "to defeat the vile creature."; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "I will place my trust in the one that will replace me ages from now..."; + next; + mes "How could this be..."; + mes "Lie told by Bakonawa when it turned into an old lady"; + mes "in order to take revenge on the swordsman"; + mes "turned into a legend after all these years."; + next; + mes "I found out that Bakonawa"; + mes "is nothing but a blood thirsty monster."; + mes "I must tell what I know to the ^0000FFOld Legend Teller^000000"; + mes "in Malaya."; + return; +} + +malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona1 == 0) { + mes "[Old Man's Granddaughter]"; + mes "Grandpa believes"; + mes "Bakonawa can"; + mes "turn good."; + mes "Do you think it's possible?"; + close; + } else if (malaya_bakona1 == 1) { + mes "[Old Man's Granddaughter]"; + mes "^FF0000Slate Piece^000000?"; + mes "Why would you need something"; + mes "that is barely recognizable?"; + mes "I'll give it to you if you want."; + next; + mes "Let's go to the"; + mes "^FF0000Old Legend Teller^000000"; + mes "now that I have the Slate Piece."; + erasequest 1174; + setquest 1175; + set malaya_bakona1,2; + close; + } else if (malaya_bakona1 == 2) { + mes "[Old Man's Granddaughter]"; + mes "Please take this Slate Piece"; + mes "and deliver it to my grandpa."; + next; + mes "Let's go to the"; + mes "^FF0000Old Legend Teller^000000"; + mes "now that I have the Slate Piece."; + close; + } else { + mes "[Old Man's Granddaughter]"; + mes "Because of Bakonawa,"; + mes "the village is always unpeaceful."; + close; + } +} + +malaya,286,269,4 script Angry Man#bako2 4_M_BARYO_MAN,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + mes "[Angry Man]"; + mes "Calm Bakonawa?"; + mes "Do you know how many people have been"; + mes "sacrificed by Bakonawa?"; + mes "I will fight on my own if I have to!"; + close; +} + +malaya,276,269,5 script Calm Woman#bako2 4_F_BARYO_WOMAN,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + mes "[Calm Little Girl]"; + mes "It is too dangerous to fight against"; + mes "Bakonawa. There is a chance"; + mes "it will get more angry and put children and"; + mes "elders in danger."; + close; +} + +malaya,276,262,4 script Angry Boy#bako2 4_M_BARYO_BOY,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + mes "[Angry Boy]"; + mes "I lost my father and my friend"; + mes "to that Bakonawa."; + mes "I will surely revenge them!"; + close; +} + +malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ + if (checkweight(1301,3) == 0) { + mes "You cannot start the conversation. You are carrying too many items. -"; + close; + } + if (BaseLevel < 120) { + mes "[Village Chief]"; + mes "I'm desperate for a helping hand"; + mes "but you look"; + mes "too weak and fragile."; + next; + mes "[Village Chief]"; + mes "Please come back when"; + mes "you grow strong enough"; + mes "to match Incubus."; + close; + } + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 == 0) { + if (malaya_bakona1 <= 5) { + mes "[Village Chief]"; + mes "I'm don't know what's the right decision."; + mes "To fight against Bakonawa,"; + mes "or calm it by offering it a sacrificial gift."; + } else { + mes "[Village Chief]"; + mes "The legend was all a lie?"; + mes "It seems all the villagers up until now"; + mes "were manipulated by that vile monster."; + next; + mes "[Village Chief]"; + } + mes "Recently, there have been more people that have"; + mes "been harmed by Bakonawa."; + next; + mes "[Village Chief]"; + mes "There are some missing villagers"; + mes "but I can't find out if"; + mes "they are simply missing or if they have been"; + mes "killed by Bakonawa."; + next; + mes "[Village Chief]"; + mes "I heard that the belongings of the missing people"; + mes "are being found at Baryo Mahiwaga Field."; + mes "Please go there to find ^0000FFLost Belongings^000000"; + mes "and give them to the families of"; + mes "the missing people"; + mes "in whatever amount they want."; + next; + mes "[Village Chief]"; + mes "^0000FFLost Belongings^000000"; + mes "are said to be carried by"; + mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga."; + next; + switch(select("Do it yourself.:I'm on my way.")) { + case 1: + mes "[Village Chief]"; + mes "You give me a lot to think about."; + mes "Leave the village at once."; + close; + case 2: + mes "[Village Chief]"; + mes "Let's start then. First,"; + mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and take them to ^0000FFMissing Person's Father^000000"; + mes "for me."; + set malaya_bakona2,1; + setquest 1180; + close; + } + } else if (malaya_bakona2 == 1) { + mes "[Village Chief]"; + mes "From Tiucknuc that roams Baryo Mahiwaga Field,"; + mes "retrieve two ^FF0000Lost Belongings^000000"; + mes "and deliver them to ^0000FFMissing Person's Father^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 2) { + mes "[Village Chief]"; + mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Friend^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 3) { + mes "[Village Chief]"; + mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Son^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 4) { + mes "[Village Chief]"; + mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Mother^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 5) { + mes "[Village Chief]"; + mes "So it's clear that all the missing people"; + mes "have been killed by Bakonawa."; + next; + mes "[Villagers]"; + mes "Kill Bakonawa!"; + mes "Let's get rid of the monster ourselves!"; + next; + mes "[Village Chief]"; + mes "It seems we would no longer be able to"; + mes "hold rituals to calm Bakonawa."; + next; + mes "[Village Chief]"; + mes "Young Fortune Teller is looking for your help"; + mes "saying that the energy of the moon seems strange."; + erasequest 1184; + setquest 1185; + set malaya_bakona2,6; +// if (IsPremiumPcCafe == 10) + getitem 12700,7; //Insideout_Shirt +// else +// getitem 12700,5; //Insideout_Shirt + close; + } else if (malaya_bakona2 == 6) { + mes "[Village Chief]"; + mes "Young Fortune Teller is looking for your help"; + mes "saying that the energy of the moon seems strange."; + close; + } else if (malaya_bakona2 == 7) { + mes "[Village Chief]"; + mes "I know that terrible things happened"; + mes "long time ago when the moon disappeared."; + mes "I hope the moon recovers its strength"; + mes "with your devoted effort."; + close; + } else if (malaya_bakona2 == 8) { + mes "[Village Chief]"; + mes "I will tell the"; + mes "Young Fortune Teller to help you."; + mes "But before that, there is"; + mes "something you must do immediately."; + next; + mes "[Village Chief]"; + mes "We never know when Bakonawa will attack"; + mes "the village so we must set traps near the village"; + mes "entrance and near the cave."; + next; + mes "[Village Chief]"; + mes "I would be grateful if you help us."; + mes "I have dispatched workers"; + mes "near where traps will be set up,"; + mes "so you just have to visit about 5 places."; + next; + switch(select("Sounds like too much work.:Sure thing.")) { + case 1: + mes "[Village Chief]"; + mes "This operation means life and death to us"; + mes "yet you refuse it easily as if"; + mes "it was some kind of a chore..."; + next; + mes "[Village Chief]"; + mes "What a hero!"; + close; + case 2: + mes "[Village Chief]"; + mes "The first trap will be set up at"; + mes "Baryo Mahiwaga Field"; + mes "near the village entrance. ^0000FFGruffy Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + erasequest 1187; + setquest 1188; + set malaya_bakona2,9; + close; + } + } else if (malaya_bakona2 == 9) { + mes "[Village Chief]"; + mes "The first trap will be set up at"; + mes "Baryo Mahiwaga Field"; + mes "near the village entrance. ^0000FFGruffy Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 10) { + mes "[Village Chief]"; + mes "The second trap will be set up"; + mes "near a place where it connects from"; + mes "Baryo Mahiwaga Field to Bakonawa Lake."; + mes "^0000FFGrumpy Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 11) { + mes "[Village Chief]"; + mes "The third trap will be set up"; + mes "near Bakonawa Lake Entrance."; + mes "^0000FFCowardly Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 12) { + mes "[Village Chief]"; + mes "The fourth trap will be set up"; + mes "near the entrance of Bakonawa Lake as well."; + mes "^0000FFGloomy Worker^000000 will be waiting for you."; + mes "He will be very helpful."; + close; + } else if (malaya_bakona2 == 13) { + mes "[Village Chief]"; + mes "The fifth trap will be set up"; + mes "near the entrance of Bakonawa Lake too."; + mes "^0000FFSentimental Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 14) { + mes "[Village Chief]"; + mes "It looks like the traps are all set up."; + mes "We just finished our village meeting on"; + mes "what to do about Bakonawa."; + next; + mes "[Village Chief]"; + mes "We have concluded that"; + mes "we will fight against Bakonawa."; + mes "Please help us by"; + mes "attacking his lair."; + erasequest 1193; + set malaya_bakona2,15; + getexp 1000000,600000; +// if (IsPremiumPcCafe == 10) + getitem 6497,7; //Lesser_Agimat +// else +// getitem 6497,5; //Lesser_Agimat + close; + } else if (malaya_bakona2 == 15) { + mes "[Village Chief]"; + if (malaya_bakona1 < 7) { + mes "Would you visit ^0000FFOld Legend Teller^000000"; + mes "when you have a chance?"; + mes "I think you would be able to help him."; + next; + mes "[Village Chief]"; + mes "Thank you."; + } + mes "Please think of the countless victims"; + mes "and defeat Bakonawa"; + mes "for their sake."; + close; + } +} + +ma_fild01,1,1,0 script malaya_ma_fild01_mon -1,{ +OnInit: + enablenpc "malaya_ma_fild01_mon"; + donpcevent "malaya_ma_fild01_mon::OnEnable"; + end; + +OnEnable: + monster "ma_fild01",0,0,"Tiyanak",2314,5,"malaya_ma_fild01_mon::OnMyMobDead"; + initnpctimer; + end; + +OnDisable: + stopnpctimer; + killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead"; + disablenpc "malaya_ma_fild01_mon"; + end; + +OnTimer600000: + killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead"; + stopnpctimer; + donpcevent "malaya_ma_fild01_mon::OnEnable"; + end; + +OnMyMobDead: + if (mobcount("ma_fild01","malaya_ma_fild01_mon::OnMyMobDead") < 5 && (malaya_bakona2 == 1 || malaya_bakona2 == 2 || malaya_bakona2 == 3 || malaya_bakona2 == 4)) + getitem 6520,1; //Lost_Belongings + end; +} + +malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 == 0) { + mes "[Missing Person's Father]"; + mes "Please find our"; + mes "child."; + mes "Bakonawa would have not harmed our child."; + mes "He must be around here somewhere."; + close; + } else if (malaya_bakona2 == 1) { + if (countitem(6520) < 2) { + mes "[Missing Person's Father]"; + mes "You are looking for two of his ^FF0000Lost Belongings^000000?"; + mes "Are you confident that"; + mes "he already died?"; + close; + } + mes "[Missing Person's Father]"; + mes "This... is our child's ^FF0000Lost Belongings^000000"; + mes "for sure."; + mes "The monster got to him after all...."; + next; + mes "The man is unable to continue as he tries to hold back his tears."; + mes "Let's continue to find the lost belongings of the missing people."; + mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,"; + mes "seven ^FF0000Lost Belongings^000000"; + mes "and deliver them to ^0000FFMissing Person's Friend^000000."; + delitem 6520,2; //Lost_Belongings + erasequest 1180; + setquest 1181; + set malaya_bakona2,2; + close; + } else if (malaya_bakona2 == 2) { + mes "[Missing Person's Father]"; + mes "My baby... my poor baby..."; + next; + mes "The man is unable to continue as he tries to hold back his tears."; + mes "Let's continue to find the lost belongings of the missing people."; + mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Friend^000000."; + close; + } else { + mes "[Missing Person's Father]"; + mes "My baby... my poor baby..."; + close; + } +} + +malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 2) { + mes "[Missing Person's Friend]"; + mes "Please find"; + mes "my friend."; + mes "We were playing ball together"; + mes "and suddenly my friend disappeared."; + next; + mes "[Missing Person's Friend]"; + mes "I'm sure he is alive and well"; + mes "somewhere."; + close; + } else if (malaya_bakona2 == 2) { + if (countitem(6520) < 7) { + mes "[Missing Person's Friend]"; + mes "You are looking for seven ^FF0000Lost Belongings^000000"; + mes "of my friend?"; + mes "My friend is not dead!"; + close; + } + mes "[Missing Person's Friend]"; + mes "These are marbles and toys I gave him..."; + mes "These are clearly ^FF0000Lost Belongings^000000"; + mes "of my friend... Where is my friend?"; + mes "Bring him here, bring him here now!"; + callsub L_Quest; + delitem 6520,7; //Lost_Belongings + erasequest 1181; + setquest 1182; + set malaya_bakona2,3; + close; + } else { + mes "[Missing Person's Friend]"; + mes "Bring back my friend!"; + mes "Bring back my friend now!"; + mes "My friend is alive,"; + mes "It's all a lie, sob~"; + if (malaya_bakona2 == 3) + callsub L_Quest; + close; + } + +L_Quest: + next; + mes "Leaving behind the crying boy,"; + mes "let's continue to find the lost belongings of the missing people."; + mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Son^000000."; + return; +} + +malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 3) { + mes "[Missing Person's Son]"; + mes "Bakonawa has hurt my father?"; + mes "I can't believe this."; + mes "Please find my father!"; + close; + } else if (malaya_bakona2 == 3) { + if (countitem(6520) < 3) { + mes "[Missing Person's Son]"; + mes "You are looking for three ^FF0000Lost Belongings^000000"; + mes "of my father? Why lost belongings and not my father?"; + mes "No, that can't be it. He is alive somewhere!"; + close; + } + mes "[Missing Person's Son]"; + mes "These are clearly his clothes and shoes..."; + mes "These are ^FF0000Lost Belongings^000000 of my father."; + mes "Oh dear lord... father!"; + callsub L_Quest; + delitem 6520,3; //Lost_Belongings + erasequest 1182; + setquest 1183; + set malaya_bakona2,4; + close; + } else { + mes "[Missing Person's Son]"; + mes "Why did such a thing happen...."; + if (malaya_bakona2 == 4) + callsub L_Quest; + close; + } + +L_Quest: + next; + mes "Man crying in agony."; + mes "Let's continue to find the lost belongings of the missing people."; + mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Mother^000000."; + return; +} + +malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 4) { + mes "[Missing Person's Mother]"; + mes "Please find my child."; + mes "I sent her out to do a chore"; + mes "and she still isn't back."; + close; + } else if (malaya_bakona2 == 4) { + if (countitem(6520) < 5) { + mes "[Missing Person's Mother]"; + mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?"; + mes "What does this mean?"; + mes "Are you saying my child is dead?"; + close; + } + mes "[Missing Person's Mother]"; + mes "This is my child's hair comb."; + mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?"; + mes "Why...? She's... dead?"; + next; + mes "[Missing Person's Mother]"; + mes "No wait... I think I hear her voice."; + mes "She's going to be home soon. I should go home now."; + mes "I should prepare a dinner for her. She must be starving."; + mes "Ha ha..."; + next; + mes "A mother that has gone mad..."; + mes "Now that I finished finding the missing people,"; + mes "I should report back to the Village Chief."; + delitem 6520,5; //Lost_Belongings + erasequest 1183; + setquest 1184; + set malaya_bakona2,5; + close; + } else { + mes "[Missing Person's Mother]"; + mes "Ha ha ha... I can hear my child's voice,"; + mes "just listen closely."; + mes "Can't you hear her calling her mother?"; + mes "Ha ha ha..."; + next; + mes "A mother that has gone mad..."; + if (malaya_bakona2 == 5) { + mes "Now that I finished finding the missing people,"; + mes "I should report back to the Village Chief."; + } + close; + } +} + +malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ + if (checkweight(1301,3) == 0) { + mes "You cannot start the conversation. You are carrying too many items. -"; + close; + } + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 6) { + mes "[Young Fortune Teller]"; + mes "The energy of the moon grew weak."; + mes "The reason there are more monsters,"; + mes "and the reason there are more victims,"; + mes "is all because of this."; + close; + } else if (malaya_bakona2 == 6) { + mes "[Young Fortune Teller]"; + mes "The energy of the moon grew weak for a couple of days."; + mes "The reason there are more monsters,"; + mes "and the reason there are more victims, is all because of this."; + next; + mes "[Young Fortune Teller]"; + mes "I'm trying to hold a ritual"; + mes "that will restore the moon's energy by sacrificing monsters' blood,"; + mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000"; + mes "at Baryo Mahiwaga Field."; + next; + switch(select("It's none of my business.:You can count on me.")) { + case 1: + mes "[Young Fortune Teller]"; + mes "You are so selfish!"; + mes "During the ritual,"; + mes "I will pray for your bad luck too."; + close; + case 2: + mes "[Young Fortune Teller]"; + mes "Hurry."; + mes "If the moon completely disappears,"; + mes "there will be a great disaster."; + erasequest 1185; + setquest 1186; + set malaya_bakona2,7; + close; + } + } else if (malaya_bakona2 == 7) { + if (checkquest(1186,HUNTING) == 2) { + mes "[Young Fortune Teller]"; + mes "It looks like you took care of ^FF0000Tikbalang^000000"; + mes "well enough."; + mes "I think I can start the ritual now."; + mes "There are some items that we need, please go to"; + mes "the Village Chief for help."; + erasequest 1186; + setquest 1187; + set malaya_bakona2,8; +// if (IsPremiumPcCafe == 10) + getitem 12699,7; //Tikbalang_Belt +// else +// getitem 12699,5; //Tikbalang_Belt + close; + } else { + mes "[Young Fortune Teller]"; + mes "I need you to hunt fifteen ^FF0000Tikbalang^000000"; + mes "at Baryo Mahiwaga Field."; + next; + mes "[Young Fortune Teller]"; + mes "Hurry."; + mes "If the moon completely disappears,"; + mes "there will be a great disaster."; + close; + } + } else if (malaya_bakona2 == 8) { + mes "[Young Fortune Teller]"; + mes "I think I can start the ritual now."; + mes "There are some items that we need, please go to"; + mes "the Village Chief for help."; + close; + } else { + mes "[Young Fortune Teller]"; + mes "On the day when the moon fully disappears,"; + mes "the dragon will attack the village."; + mes "No one will be safe."; + close; + } + end; +} + +ma_fild01,54,253,4 script Gruffy Worker#bako2 4_M_MALAYA,{ + if (malaya_bakona2 < 9) { + mes "[Gruffy Worker]"; + mes "The Village Chief told me to"; + mes "wait for you here."; + close; + } else if (malaya_bakona2 == 9) { + mes "[Gruffy Worker]"; + mes "The trap will be set right in front."; + mes "Walk forward a little."; + close; + } else if (malaya_bakona2 == 10) { + mes "[Gruffy Worker]"; + mes "You can find the"; + mes "Grumpy Worker near where"; + mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; + mes "Go and set up the trap together."; + close; + } else { + mes "[Gruffy Worker]"; + mes "Are you trying to advertise that"; + mes "there is a trap here? Step aside."; + close; + } + end; +} + +ma_fild01,54,244,0 script #bako2 HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 9) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Gruffy Worker]"; + mes "Using the tools like this"; + mes "bang bang bang!"; + next; + mes "bang bang bang!"; + next; + mes "The trap is now set."; + next; + mes "[Gruffy Worker]"; + mes "You can find the"; + mes "Grumpy Worker near where"; + mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; + mes "Go and set up the trap together."; + erasequest 1188; + setquest 1189; + set malaya_bakona2,10; + close; + } else if (malaya_bakona2 == 10) { + mes "The trap has been set up here."; + next; + mes "[Gruffy Worker]"; + mes "This trap is not meant to capture you,"; + mes "so move."; + next; + mes "[Gruffy Worker]"; + mes "You can find the"; + mes "Grumpy Worker near where"; + mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; + mes "Go there to him."; + close; + } + end; +} + +ma_fild01,236,119,5 script Grumpy Worker#bako2 4_M_BARYO_BOY,{ + if (malaya_bakona2 < 10) { + mes "[Grumpy Worker]"; + mes "Village Chief told me to"; + mes "wait for you here."; + mes "Sooo boring!"; + close; + } else if (malaya_bakona2 == 10) { + mes "[Grumpy Worker]"; + mes "A hole needs to be dug up in front of here?"; + mes "I have to dig too?"; + mes "Says who?"; + close; + } else if (malaya_bakona2 == 11) { + mes "[Grumpy Worker]"; + mes "Go find the Cowardly Worker"; + mes "near the entrance of Bakonawa Lake."; + mes "Come on, move it!"; + close; + } else { + mes "[Grumpy Worker]"; + mes "I set up the trap"; + mes "and you are advertising that it's here."; + mes "Scram!"; + close; + } +} + +ma_fild01,242,116,0 script #bako3 HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 10) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Grumpy Worker]"; + mes "I really don't like it here!"; + mes "..."; + mes "With this pickax,"; + mes "dig dig dig!"; + next; + mes "dig dig dig!"; + next; + mes "The trap is now set."; + next; + mes "[Grumpy Worker]"; + mes "Go find the Cowardly Worker"; + mes "near the entrance of Bakonawa Lake."; + mes "Come on, move it!"; + erasequest 1189; + setquest 1190; + set malaya_bakona2,11; + close; + } else if (malaya_bakona2 == 11) { + mes "The trap has been set up here."; + next; + mes "[Grumpy Worker]"; + mes "Are you trying to test"; + mes "with your body if the trap works?"; + mes "Move aside!"; + next; + mes "[Grumpy Worker]"; + mes "Go find the Cowardly Worker"; + mes "near the entrance of Bakonawa Lake."; + mes "Come on, move it!"; + close; + } + end; +} + +ma_scene01,177,89,4 script Cowardly Worker#bako2 4_M_BARYO_MAN,{ + if (malaya_bakona2 < 11) { + mes "[Cowardly Worker]"; + mes "Village Chief told me to"; + mes "wait for you here."; + mes "Why me? I have a bad feeling about this...."; + close; + } else if (malaya_bakona2 == 11) { + mes "[Cowardly Worker]"; + mes "set up a trap in front of here?"; + mes "Village Chief said I have to help too?"; + mes "Can you please do it by yourself?"; + close; + } else if (malaya_bakona2 == 12) { + mes "[Cowardly Worker]"; + mes "Go up and you will"; + mes "find the Gloomy Worker."; + mes "Go! You scare me."; + mes "You look like you are going to beat me up."; + close; + } else { + mes "[Cowardly Worker]"; + mes "Go away!"; + mes "What if Bakonawa"; + mes "appears because of you?"; + mes "I'm scared to death!"; + close; + } + end; +} + +ma_scene01,179,85,0 script #bako4 HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 11) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Cowardly Worker]"; + mes "There is nothing weird"; + mes "buried here right?"; + mes "..."; + mes "Using the shovel, dig dig dig!"; + next; + mes "dig dig dig!"; + next; + mes "The trap is now set."; + next; + mes "[Cowardly Worker]"; + mes "Go up and you will"; + mes "find the Gloomy Worker."; + erasequest 1190; + setquest 1191; + set malaya_bakona2,12; + close; + } else if (malaya_bakona2 == 12) { + mes "The trap has been set up here."; + next; + mes "[Cowardly Worker]"; + mes "Step aside immediately!"; + mes "Bakonawa might find out this is a trap"; + mes "and come for us."; + next; + mes "[Cowardly Worker]"; + mes "Go up and you will"; + mes "find the Gloomy Worker."; + emotion e_swt,1; + close; + } + end; +} + +ma_scene01,141,118,4 script Gloomy Worker#bako2 4_M_MALAYA,{ + if (malaya_bakona2 < 12) { + mes "[Gloomy Worker]"; + mes "Village Chief told me to wait for you here."; + mes "He must want me to do something."; + mes "Whew..."; + close; + } else if (malaya_bakona2 == 12) { + mes "[Gloomy Worker]"; + mes "set up a trap on the left side?"; + mes "I don't think it will be much use..."; + mes "Whew, I should've moved away or something..."; + close; + } else if (malaya_bakona2 == 13) { + mes "[Gloomy Worker]"; + mes "We are all gonna die anyway by Bakonawa."; + mes "This is pointless."; + mes "Just go up the path and you will find"; + mes "Sentimental Worker."; + close; + } else { + mes "[Gloomy Worker]"; + mes "Bakonawa is going to attack us anyway."; + mes "What pointless work..."; + close; + } + end; +} + +ma_scene01,138,122,0 script #bako5 HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 12) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Gloomy Worker]"; + mes "Just catch this net,"; + mes "throw throw!"; + next; + mes "throw throw!"; + next; + mes "The trap is now set."; + next; + mes "[Gloomy Worker]"; + mes "Just go up the path and you will find"; + mes "Sentimental Worker."; + mes "Though I doubt it will be much help."; + erasequest 1191; + setquest 1192; + set malaya_bakona2,13; + close; + } else if (malaya_bakona2 == 13) { + mes "The trap has been set up here."; + next; + mes "[Gloomy Worker]"; + mes "The trap is meaningless."; + mes "See? It doesn't even work."; + close; + } + end; +} + +ma_scene01,175,170,5 script Sentimental Worker#bako2 4_M_BARYO_MAN,{ + if (malaya_bakona2 < 13) { + mes "[Sentimental Worker]"; + mes "Village Chief told me to wait for you here."; + mes "Is there a some kind of surprise event?"; + mes "My heart is beating faster~"; + close; + } else if (malaya_bakona2 == 13) { + mes "[Sentimental Worker]"; + mes "Wow! So we are going to work together"; + mes "to set up a trap behind this place?"; + mes "This is sooo cool!"; + mes "This is the coolest thing in the world!"; + close; + } else if (malaya_bakona2 == 14) { + mes "[Sentimental Worker]"; + mes "Now that the trap is set,"; + mes "Are we going to report back to Village Chief?"; + mes "Oh what fun!"; + mes "It sounds so exiting!"; + close; + } else { + mes "[Sentimental Worker]"; + mes "More I think about it, more exited I get."; + mes "I'm secretly guarding the trap!"; + mes "I want to hear out loud."; + mes "I have a trap in front of me! Ha ha ha ha~"; + emotion e_swt2,1; + close; + } + end; +} + +ma_scene01,171,174,0 script #bako6 HIDDEN_WARP_NPC,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 13) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Sentimental Worker]"; + mes "Wow! This really is a perfect place"; + mes "to set up a trap."; + mes "I'm going to throw the rope!"; + mes "Here goes the rope!"; + next; + mes "Here goes the rope!"; + next; + mes "The trap is now set."; + mes "Let's go to the Village Chief"; + mes "now that the trap is set."; + erasequest 1192; + setquest 1193; + set malaya_bakona2,14; + close; + } else if (malaya_bakona2 == 14) { + mes "The trap is set here."; + next; + mes "[Sentimental Worker]"; + mes "Try out the trap first!"; + mes "I'm so curious"; + mes "what would happen!"; + mes "It's going to be so much fun!"; + close; + } + end; +} + +// Original name: "Bakonawa Introduction Quest Helper#bako1" +sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ + if (callfunc("F_GM_NPC",1854,0) < 1) { + mes "Seafood and Black Bean Sauce Noodle!"; + close; + } + mes "[Briquet Scheme]"; + mes "Just boldly tell me"; + mes "what is it that you want!"; + next; + switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { + case 1: + mes "Here you go!"; + set malaya_bakona1,0; + set malaya_bakona2,0; + for(set .@i,1174; .@i<=1193; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + close; + case 2: + mes "[Briquet Scheme]"; + mes "Here you go!"; + set malaya_bakona1,6; + for(set .@i,1174; .@i<=1178; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + setquest 1179; + close; + case 3: + mes "[Briquet Scheme]"; + mes "Here you go!"; + set malaya_bakona2,0; + for(set .@i,1180; .@i<=1193; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + close; + case 4: + mes "[Briquet Scheme]"; + mes "Here you go!"; + getitem 6520,17; //Lost_Belongings + close; + case 5: + mes "[Briquet Scheme]"; + mes "Here you go!"; + set malaya_bakona2,8; + setquest 1187; + for(set .@i,1178; .@i<=1193; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + close; + } +} + +// Nurse in Port Malaya :: malaya_bang +//============================================================ +function script F_Malaya_Nurse { + if (malaya_bang == 30) { + mes "[Nurse Las]"; + mes "A talisman?"; + mes "I think you should search for something else."; + cutin "malaya_nurseA01",2; + callsub L_Warp, getarg(0); + } else if (malaya_bang == 31) { + mes "[Nurse Las]"; + mes "A talisman and a person?"; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "I did see the talisman but I didn't go near it because I got a bad feeling about it."; + next; + mes "[Nurse Las]"; + mes "Oh!"; + mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?"; + mes "I think it'll be a good idea to ask her."; + set malaya_bang,32; + changequest 11303,11304; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 32) { + mes "[Nurse Las]"; + mes "Oh!"; + mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?"; + mes "I think it'll be a good idea to ask her."; + cutin "malaya_nurseA01",2; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 33) { + mes "[Nurse Las]"; + mes "A shaman... Best if we met her."; + cutin "malaya_nurseA01",2; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 34) { + mes "[Nurse Las]"; + mes "Oh!"; + mes "You must have met her."; + mes "I feel something strong..."; + cutin "malaya_nurseA01",2; + next; + select("Tell her about the talisman."); + mes "[Nurse Las]"; + mes "Yes!"; + mes "I have an idea."; + mes "How about we stick that one over the one we saw on the 2nd floor door?"; + emotion e_ic; + next; + mes "[Nurse Las]"; + mes "Maybe it will block the bad energy it's giving out."; + set malaya_bang,35; + changequest 11306,11307; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 35) { + mes "[Nurse Las]"; + mes "Yes!"; + mes "I have an idea."; + mes "How about we stick that one over the one we saw on the 2nd floor door?"; + emotion e_ic; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Maybe it will block the bad energy it's giving out."; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 36) { + callsub L_Weight; + mes "[Nurse Maenne]"; + mes "*Sigh*..."; + mes "I thought it strange when you were standing behind me...."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "I didn't think you'd do something like this."; + emotion e_dots; + next; + mes "[Nurse Maenne]"; + mes "We were just about to enter Bangungot's room, before we were thrown out..."; + next; + switch(select("Bangungot?:Nurse Maenne?")) { + case 1: + callsub L_Bangungot; + select("Nurse Maenne"); + callsub L_Maenne; + break; + case 2: + callsub L_Maenne; + select("Bangungot"); + callsub L_Bangungot; + break; + } + callsub L_Incomplete; + set malaya_bang,42; + changequest 11308,11309; + callsub L_Reward; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 40) { + callsub L_Weight; + if (checkquest(11309,HUNTING) == 2) { + callsub L_Complete; + set malaya_bang,41; + completequest 11309; + callsub L_Reward; + callsub L_Warp, getarg(0), 1; + } else { + callsub L_Incomplete; + set malaya_bang,42; + callsub L_Reward; + callsub L_Warp, getarg(0); + } + } else if (malaya_bang > 40) { + if (malaya_bang == 42) { + if (checkquest(11309,HUNTING) == 2) { + callsub L_Complete; + set malaya_bang,41; + completequest 11309; + callsub L_Warp, getarg(0), 1; + } else { + callsub L_Incomplete; + callsub L_Warp, getarg(0); + } + } + callsub L_Incomplete; + switch(getarg(0)) { + case 1: + next; + switch(select("Enter the hospital.:Quit.")) { + case 1: + callsub L_Warp, getarg(0); + case 2: + mes "[Nurse Maenne]"; + mes "Hmmm..."; + close2; + cutin "",255; + end; + } + case 2: + callsub L_Warp, getarg(0); + } + } + return; + +L_Weight: + if (checkweight(1201,1) == 0) { + mes "- Wait !! -"; + mes "- You have too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + if (MaxWeight - Weight < 1000) { + mes "- Wait !! -"; + mes "- You are carrying too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + return; + +L_Warp: + switch(getarg(0)) { + case 1: + close2; + cutin "",255; + if (getarg(1,0) == 0) + warp "ma_dun01",33,110; + end; + case 2: + next; + switch(select("Go outside.:Quit.")) { + case 1: + close2; + cutin "",255; + warp "malaya",58,76; + end; + case 2: + mes "[Nurse Las]"; + mes "Tsk..."; + close2; + cutin "",255; + end; + } + } + +L_Reward: +// if (IsPremiumPcCafe == 10) { + getitem 6499,5; //Ancient_Grudge + getitem 6497,10; //Lesser_Agimat +// } else { +// getitem 6499,3; //Ancient_Grudge +// getitem 6497,5; //Lesser_Agimat +// } + getitem 617,1; //Old_Violet_Box + getexp 1000000,0; + return; + +L_Bangungot: + mes "[Nurse Maenne]"; + mes "It's a vicious monster roaming this hospital."; + next; + mes "[Nurse Maenne]"; + mes "Hmmmm..."; + mes "It's not exactly a monster...."; + mes "More like a curse or disease..."; + next; + mes "[Nurse Maenne]"; + mes "There's a story saying that it used to be a wood fairy."; + next; + mes "[Nurse Maenne]"; + mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters."; + next; + return; + +L_Maenne: + mes "[Nurse Maenne]"; + mes "Me?"; + mes "As you can see, I'm the new nurse here."; + mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "Oh!"; + mes "The Bangungot pretended to be me?"; + next; + mes "[Nurse Maenne]"; + mes "Seeing how much it rattled you."; + mes "It's a rather smart one."; + next; + mes "[Nurse Maenne]"; + mes "Simply said, I cure unnatural phenomenon around hospitals."; + next; + mes "[Nurse Maenne]"; + mes "Many things happen in the world."; + next; + return; + +L_Complete: + mes "[Nurse Maenne]"; + mes "She may have rooted here deeper than I thought."; + mes "I can still feel her presence."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "What you killed was a part of her..."; + mes "But, it was a big help since you confused and damaged her at the same time."; + next; + mes "[Nurse Maenne]"; + mes "It makes things a lot easier."; + mes "Thank you."; + return; + +L_Incomplete: + mes "[Nurse Maenne]"; + mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room."; + next; + mes "[Nurse Maenne]"; + mes "If you make it to the 2nd floor door, I'll open a small door to her room for you."; + mes "After that, she's all yours."; + return; +} + +malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ + if (malaya_hi < 20) { + mes "[Nurse]"; + mes "People of this town are too cautious of outsiders."; + emotion e_ag; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse]"; + mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer..."; + close2; + cutin "",255; + end; + } + if (BaseLevel < 100) { + mes "There's a nurse outside the hospital holding a large bag."; + mes "I don't think I can help her."; + close; + } + if (malaya_bang == 0) { + mes "[Nurse]"; + mes "Hey, hold on."; + mes "Are you planning on going inside?"; + cutin "malaya_nurseA01",2; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Nurse]"; + mes "Oh~"; + mes "I'm so glad!"; + mes "I was literally waiting all day for someone to some by."; + cutin "malaya_nurseA02",2; + next; + switch(select("About the hospital:Reason for stalling me:Ignore.")) { + case 1: + mes "[Nurse]"; + mes "This hospital is the only one in town."; + mes "And it's going to be my new job."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse]"; + mes "I heard it was just built, but it seems so creepy...."; + emotion e_swt; + next; + mes "[Nurse]"; + mes "I was surprised when I got here too."; + mes "It says 'closed' all around it!"; + next; + select("Reason for stalling me."); + mes "[Nurse]"; + mes "I was told that they needed nurses in this town,"; + mes "so I came here after turning down numerous proposals."; + next; + mes "[Nurse]"; + mes "I'd heard they were really cautious of outsiders..."; + next; + mes "[Nurse]"; + mes "Not even a soul to welcome me, let alone a party!"; + mes "Shocking!"; + emotion e_sob; + next; + mes "[Nurse]"; + mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!"; + next; + break; + case 2: + mes "[Nurse]"; + mes "I was told that they needed nurses in this town,"; + mes "so I came here after turning down numerous proposals."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse]"; + mes "I'd heard they were really cautious of outsiders..."; + next; + mes "[Nurse]"; + mes "Not even a soul to welcome me, let alone a party!"; + mes "Shocking!"; + emotion e_sob; + next; + mes "[Nurse]"; + mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!"; + next; + select("About the hospital"); + mes "[Nurse]"; + mes "This hospital is the only one in town."; + mes "And it's going to be my new job."; + next; + mes "[Nurse]"; + mes "I heard it was just built, but it seems so creepy...."; + emotion e_swt; + next; + mes "[Nurse]"; + mes "I was surprised when I got here too."; + mes "It says 'closed' all around it!"; + next; + break; + case 3: + mes "[Nurse]"; + mes "Yes, you must be busy."; + mes "Oh, well."; + mes "I'll let you be on your way."; + mes "Don't mind me. *Sob*"; + emotion e_sob; + cutin "malaya_nurseA03",2; + close2; + cutin "",255; + end; + } + break; + case 2: + mes "[Nurse]"; + mes "Oh, I see..."; + emotion e_sob; + close2; + cutin "",255; + end; + } + mes "[Nurse]"; + mes "Now that you say it... If you're going inside, could you take me with you?"; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse]"; + mes "Doors are locked!"; + mes "My bags are heavy!"; + mes "And my legs are killing me."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse]"; + mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*"; + emotion e_sob; + next; + switch(select("Help.:Don't help.")) { + case 1: + mes "[Nurse]"; + mes "*Sob*"; + mes "I guess this world is still worth living in."; + mes "You are too kind."; + emotion e_sob; + next; + mes "[Nurse Las]"; + mes "I'm 'Las', who's supposed to work in this hospital."; + mes "By the looks of it, though, I may become jobless..."; + next; + mes "[Nurse Las]"; + mes "Let's start by getting inside."; + next; + mes "[Nurse Las]"; + mes "Before that...."; + mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters."; + emotion e_hlp; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects."; + set malaya_bang,1; + setquest 11284; + close2; + cutin "",255; + end; + case 2: + mes "[Nurse]"; + mes "Yes, you must be busy."; + mes "Oh, well."; + mes "I'll let you be on your way."; + mes "Don't mind me. *Sob*"; + emotion e_sob; + cutin "malaya_nurseA03",2; + close2; + cutin "",255; + end; + } + } else if (malaya_bang == 1) { + if (countitem(930) > 1) { + mes "[Nurse Las]"; + mes "Oh......"; + mes "I know they're effective but... Not so tempting."; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy."; + next; + mes "[Nurse Las]"; + mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!"; + mes "Here goes nothing!!!"; + mes "Ewwww!!"; + next; + mes "[Nurse Las]"; + mes "*Squish*"; + mes "*Squelch*"; + delitem 930,2; //Rotten_Bandage + set malaya_bang,2; + close2; + cutin "",255; + end; + } else { + mes "[Nurse Las]"; + mes "Before that..."; + mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters."; + emotion e_hlp; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects."; + close2; + cutin "",255; + end; + } + } else if (malaya_bang == 2) { + mes "[Nurse Las]"; + mes "Ahhhhh..."; + mes "My feet feel a lot better now, but it smells funny."; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Oh...... the smell......"; + mes "My new shoes will be ruined..."; + emotion e_swt2; + next; + mes "[Nurse Las]"; + mes "Okay!!!!!!"; + mes "I don't know if it's locked or stuck, let's try pushing it together!"; + set malaya_bang,3; + changequest 11284,11285; + close2; + cutin "",255; + end; + } else if (malaya_bang == 3) { + mes "[Nurse Las]"; + mes "Okay!!!!!!"; + mes "I don't know if it's locked or stuck, let's try pushing it together!"; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 4) { + mes "["+strcharinfo(0)+"]"; + mes "We pushed and pulled, but it won't budge."; + emotion e_swt2,1; + next; + mes "[Nurse Las]"; + mes "Strange~"; + mes "They wouldn't have sent me to a closed down hospital."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "Hmmm!"; + mes "I can't stand it anymore!"; + emotion e_an; + next; + mes "[Nurse Las]"; + mes "Could you ask the townsfolk about the hospital while I contact HQ?"; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Hey, why don't you start with that girl over there?"; + mes "Perhaps she'll tell you something."; + set malaya_bang,5; + changequest 11286,11287; + close2; + cutin "",255; + end; + } else if (malaya_bang == 5) { + mes "[Nurse Las]"; + mes "Could you ask the townsfolk about the hospital while I contact HQ?"; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Hey, why don't you start with that girl over there?"; + mes "Perhaps she'll tell you something."; + close2; + cutin "",255; + end; + } else if (malaya_bang == 6) { + mes "[Nurse Las]"; + mes "What did she say?"; + emotion e_what; + cutin "malaya_nurseA02",2; + next; + select("Tell her what she said."); + mes "[Nurse Las]"; + mes "Strange."; + mes "HQ confirmed that I am assigned here."; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Maybe that girl doesn't know about this place?"; + mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?"; + next; + mes "[Nurse Las]"; + mes "I'll contact HQ again for more info."; + mes "Hey, why not ask that man over there?"; + mes "I'm sure he'll know something."; + set malaya_bang,7; + changequest 11288,11289; + close2; + cutin "",255; + end; + } else if (malaya_bang == 7) { + mes "[Nurse Las]"; + mes "I'll contact HQ again for more info."; + mes "Hey, why not ask that man over there?"; + mes "I'm sure he'll know something."; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 8) { + mes "[Nurse Las]"; + mes "An inn?"; + mes "Good gracious!"; + mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!"; + emotion e_pif; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Ummm......"; + mes "......"; + mes "......"; + next; + mes "[Nurse Las]"; + mes "Hey... you know what..."; + next; + mes "[Nurse Las]"; + mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?"; + emotion e_swt2; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet."; + next; + mes "[Nurse Las]"; + mes "I have to be back here again anyway."; + mes "Thank you."; + set malaya_bang,9; + changequest 11290,11291; + close2; + cutin "",255; + end; + } else if (malaya_bang == 9) { + mes "[Nurse Las]"; + mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?"; + emotion e_swt2; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet."; + next; + mes "[Nurse Las]"; + mes "I have to be back here again anyway."; + mes "Thank you."; + close2; + cutin "",255; + end; + } else if (malaya_bang == 10) { + mes "[Nurse Las]"; + mes "Hey~"; + mes "How'd it go?"; + cutin "malaya_nurseA02",2; + next; + select("Hand over the key and message."); + mes "[Nurse Las]"; + mes "Keys?"; + mes "Well this is one step closer to my goals!"; + mes "Let's open the door right now!"; + set malaya_bang,11; + close2; + cutin "",255; + end; + } else if (malaya_bang == 11) { + mes "[Nurse Las]"; + mes "Keys?"; + mes "Well this is one step closer to my goals!"; + mes "Let's open the door right now!"; + cutin "malaya_nurseA02",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 12) { + mes "[Nurse Las]"; + mes "That's weird~!"; + mes "The door's not locked?"; + mes "How can this be?????"; + mes "????"; + emotion e_what; + emotion e_what,1; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "Oh no!!!"; + mes "Everything's falling apart."; + mes "Maybe we should wait for the doctor to come....."; + cutin "malaya_nurseA03",2; + next; + mes "[???]"; + mes "..."; + cutin "",255; + next; + mes "[???]"; + mes "*Snigger*"; + emotion e_what,1; + emotion e_what; + next; + mes "[???]"; + mes "Hey "+((Sex)?"dude":"missy")+","; + mes "You're not getting in the hospital."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Who's there?!"; + next; + mes "[???]"; + mes "*Snigger*"; + next; + mes "[???]"; + mes "That's a secret~"; + mes "My mom will kill me if she knew I was here!"; + next; + switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) { + case 1: + mes "[???]"; + mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; + next; + mes "[???]"; + mes "She was mumbling and looking around a lot."; + next; + mes "[???]"; + mes "I was well hidden here because I wasn't supposed to be here."; + next; + break; + case 2: + mes "[???]"; + mes "My mom once told me."; + mes "The old lady's daughter was hospitalized here."; + next; + mes "[???]"; + mes "She never got out of it though..."; + next; + mes "[???]"; + mes "She wasn't the only one. There were many strange things going on at the hospital."; + next; + mes "[???]"; + mes "That's why my mom doesn't want me coming around here."; + next; + break; + case 3: + mes "[???]"; + mes "No way Jose!"; + mes "I got a spanking last time I was caught around here!"; + next; + mes "[???]"; + mes "If I'm caught again, it won't end with a spanking...."; + mes "So scary."; + next; + break; + case 4: + mes "[???]"; + mes "Humph!!"; + close; + } + mes "The voice seems to be coming from the bushes near the entrance of the hospital."; + specialeffect EF_STEAL,AREA,"Bushes#ma"; + set malaya_bang,13; + changequest 11293,11294; + close; + } else if (malaya_bang == 13) { + mes "The voice seems to be coming from the bushes near the entrance of the hospital."; + mes "Let's check around."; + specialeffect EF_STEAL,AREA,"Bushes#ma"; + close; + } else if (malaya_bang == 14) { + mes "[Nurse Las]"; + mes "Hmmm... Let's look around the hospital."; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 15) { + mes "[Nurse Las]"; + mes "Hey... ummm..."; + mes "You know..."; + mes "Could you give that old lady a visit?"; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "Oh, me? I'll look be looking around here."; + next; + mes "[Nurse Las]"; + mes "As you know, my feet hurt..."; + mes "Yes?"; + mes "Yes?"; + next; + switch(select("Go.:Don't go.")) { + case 1: + mes "[Nurse Las]"; + mes "Okay, off you go."; + mes "I think she lives on the west side of town."; + mes "Go on."; + next; + mes "[Nurse Las]"; + mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; + set malaya_bang,16; + changequest 11296,11297; + close2; + cutin "",255; + end; + case 2: + mes "[Nurse Las]"; + mes "Why!?"; + mes "Staying here won't solve anything."; + close2; + cutin "",255; + end; + } + } else if (malaya_bang == 16 || malaya_bang == 17) { + mes "[Nurse Las]"; + mes "Okay, off you go."; + mes "I think she lives on the west side of town."; + mes "Go on."; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; + emotion e_omg,0,"Bushes#ma"; + close2; + cutin "",255; + end; + } else if (malaya_bang == 18) { + mes "[Nurse Las]"; + mes "How'd it go?"; + mes "Did you meet the old lady?"; + cutin "malaya_nurseA02",2; + next; + mes "[Nurse Las]"; + mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door."; + mes "It did open..."; + next; + mes "[Nurse Las]"; + mes "But the way to the 2nd floor was blocked."; + mes "I thought the door opening was a break through, but turns out it wasn't."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "Anyway, the first floor door is open, so let's go inside."; + mes "Everything would be meaningless if the second floor door is not opened."; + emotion e_sob; + set malaya_bang,19; + changequest 11299,11300; + close2; + cutin "",255; + warp "ma_dun01",33,110; + end; + } else if (malaya_bang == 19) { + mes "[Nurse Las]"; + mes "Anyway, the first floor door is open, so let's go inside."; + mes "Everything would be meaningless if the second floor door is not opened."; + emotion e_sob; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + warp "ma_dun01",33,110; + end; + } else if (malaya_bang < 30) { + mes "[Nurse Las]"; + mes "Could you check the 2nd floor door again in case I missed something?"; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + warp "ma_dun01",33,110; + end; + } else { + callfunc "F_Malaya_Nurse",1; + end; + } + mes "There's a nurse outside the hospital holding a large bag."; + mes "I don't think I can help her."; + close; +} + +ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{ + if (malaya_bang < 19) { + // fall through + } else if (malaya_bang < 30) { + if (malaya_bang == 19) { + mes "The hospital is infested with monsters, like the old lady said."; + mes "How could she have gone back and forth to the 2nd floor with her feet like that...."; + next; + set malaya_bang,20; + changequest 11300,11301; + } + mes "[Nurse Las]"; + mes "Could you check the 2nd floor door again in case I missed something?"; + cutin "malaya_nurseA01",2; + next; + switch(select("Go outside.:Quit.")) { + case 1: + close2; + cutin "",255; + warp "malaya",58,76; + end; + case 2: + mes "[Nurse Las]"; + mes "Tsk..."; + close2; + cutin "",255; + end; + } + } else { + callfunc "F_Malaya_Nurse",2; + end; + } + mes "[Nurse]"; + mes "I want to be left alone."; + mes "Please leave."; + close2; + warp "malaya",58,76; + end; +} + +ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2,{ + if (malaya_bang == 20) { + mes "There's a talisman similar to the ones outside the hospital."; + mes "Let's look around for something else."; + set malaya_bang,30; + changequest 11301,11302; + close; + } else if (malaya_bang == 30) { + mes "There's a talisman similar to the ones outside the hospital."; + mes "Let's look around for something else."; + close; + } else if (malaya_bang == 35) { + mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said."; + next; + mes "[Nurse Las]"; + mes "*Snigger*"; + cutin "malaya_nurseA05",2; + next; + mes "["+strcharinfo(0)+"]"; + mes "?!"; + cutin "",255; + next; + mes "[Nurse Las]"; + mes "Yes, yes!"; + cutin "malaya_nurseA05",2; + next; + mes "[Nurse Las]"; + mes "The annoying talismans are gone!"; + next; + mes "[Nurse Las]"; + mes "*Giggle*"; + next; + mes "[Nurse Las]"; + mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it."; + next; + mes "[Nurse Las]"; + mes "*Snigger*"; + next; + mes "[Nurse Las]"; + mes "For your work, I shall take you to my room..."; + mes "Darn..."; + next; + mes "[Nurse Las]"; + mes "......"; + next; + mes "[Nurse Las]"; + mes "No no no!"; + mes "You still have those annoying talismans!!!"; + next; + mes "[Nurse Las]"; + mes "This is your lucky day!"; + mes "*Snigger*"; + set malaya_bang,36; + changequest 11307,11308; + close2; + cutin "",255; + warp "malaya",58,76; + end; + } else if (malaya_bang > 35) { + mes "Cannot feel anything evil about the talisman."; + mes "Only the bitter taste of being fooled around Las remains..."; + close; + } else { + mes "No power can be felt."; + close; + } +} + +malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ + if (malaya_bang == 3) { + mes "Pushed hard on the door, but it won't open."; + mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; + set malaya_bang,4; + changequest 11285,11286; + close; + } else if (malaya_bang == 4) { + mes "Pushed hard on the door, but it won't open."; + mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; + close; + } else if (malaya_bang == 11) { + mes "Put the key inside the lock of the hospital door..."; + mes "But it's not locked as expected."; + next; + mes "Then why is the door not opening?"; + set malaya_bang,12; + changequest 11292,11293; + close; + } else if (malaya_bang == 12) { + mes "Put the key inside the lock of the hospital door..."; + mes "But it's not locked as expected."; + next; + mes "Then why is the door not opening?"; + close; + } else if (malaya_bang > 18) { + if(select("Enter the hospital.:Quit.") == 1) + warp "ma_dun01",33,110; + end; + } else { + mes "The hospital door seems to be closed."; + close; + } +} + +malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ + if (malaya_hi < 20) { + mes "[Village Woman]"; + mes "......"; + next; + mes "Seems very cautious about you."; + close; + } + if (malaya_bang == 5) { + mes "[Village Woman]"; + mes "Oh~Are you an adventurer?"; + mes "It seems like we have a lot of them in town lately."; + next; + mes "[Village Woman]"; + mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; + next; + switch(select("Ask about the hospital.:End conversation.")) { + case 1: + mes "[Village Woman]"; + mes "The hospital?"; + mes "It's been closed for a very long time."; + mes "They don't talk about it around here."; + next; + mes "[Village Woman]"; + mes "I never had to go to the hospital."; + mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy."; + next; + mes "[Village Woman]"; + mes "Children never like hospitals."; + next; + select("Ask about the nurse."); + mes "[Village Woman]"; + mes "The new nurse?"; + mes "I don't know."; + mes "I haven't given it a thought."; + mes "It is strange to have a new nurse coming to a closed hospital."; + set malaya_bang,6; + changequest 11287,11288; + close; + case 2: + mes "[Village Woman]"; + mes "Have a nice day~"; + close; + } + } else if (malaya_bang == 6) { + mes "[Village Woman]"; + mes "The new nurse?"; + mes "I don't know."; + mes "I haven't given it a thought."; + mes "It is strange to have a new nurse coming to a closed hospital."; + set malaya_bang,6; + changequest 11287,11288; + close; + } else { + mes "[Village Woman]"; + mes "Oh~Are you an adventurer?"; + mes "It seems like we have a lot of them in town lately."; + next; + mes "[Village Woman]"; + mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; + close; + } +} + +malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ + if (malaya_hi < 20) { + mes "[Village Man]"; + mes "Hmmm! Haven't seen you around?"; + mes "What brings you to our town?"; + next; + mes "Seems very cautious about you."; + close; + } + if (malaya_bang == 7) { + mes "[Village Man]"; + mes "*Laughs*"; + mes "An adventurer, are you?"; + mes "When you have time, come and take a look around my pineapple farm."; + next; + mes "[Village Man]"; + mes "Just a little bit~"; + mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; + next; + switch(select("Ask about the hospital.:End conversation.")) { + case 1: + mes "[Village Man]"; + mes "Ummm......"; + mes "You mean that hospital?"; + next; + mes "[Village Man]"; + mes "It was closed down because of an accident."; + mes "But I wouldn't trouble an outsider with the details......"; + mes "There's not much I can tell you."; + next; + select("Ask about the nurse."); + mes "[Village Man]"; + mes "Oh!!!"; + mes "Did you meet the nurse?!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "She was standing in front of the hospital."; + mes "Oh!"; + mes "She must have gone to contact HQ."; + next; + mes "[Village Man]"; + mes "We requested 'the nurse', and she's already here! We're saved!"; + next; + select("The nurse?"); + mes "[Village Man]"; + mes "She was invited here to save our hospital."; + next; + mes "[Village Man]"; + mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?"; + next; + mes "[Village Man]"; + mes "That's where the doctor is staying."; + mes "He's been there ever since the hospital was closed."; + set malaya_bang,8; + changequest 11289,11290; + close; + case 2: + mes "[Village Man]"; + mes "Whoopeee!"; + close; + } + } else if (malaya_bang == 8) { + mes "[Village Man]"; + mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?"; + next; + mes "[Village Man]"; + mes "That's where the doctor is staying."; + mes "He's been there ever since the hospital was closed."; + close; + } else { + mes "[Village Man]"; + mes "Whoopeee!"; + mes "An adventurer, are you?"; + mes "When you have time, come and take a look around my pineapple farm."; + next; + mes "[Village Man]"; + mes "Just a little bit~"; + mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; + close; + } +} + +malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{ + if (malaya_hi < 20) { + mes "[Dr. Boon]"; + mes "......"; + next; + mes "Seems very cautious about you."; + close; + } + if (malaya_bang == 9) { + mes "[Dr. Boon]"; + mes "So~ You're the new nurse?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Dr. Boon]"; + mes "Nothing's more important for a nurse than their white uniform."; + mes "Go get changed!"; + close; + case 2: + mes "[Dr. Boon]"; + mes "Oh! I'm sorry."; + mes "We're waiting for a new nurse."; + mes "My bad."; + next; + select("Explain the situation."); + mes "[Dr. Boon]"; + mes "Aha~"; + mes "So that's what happened."; + mes "Oh, dear. I guess there was a misunderstanding."; + next; + mes "[Dr. Boon]"; + mes "You see, I've been treating patients at the inn after what happened to the hospital."; + next; + mes "[Dr. Boon]"; + mes "Even so, I must apologize for making her stand there so long."; + next; + mes "[Dr. Boon]"; + mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?"; + next; + mes "[Dr. Boon]"; + mes "And give her a message with the key saying, 'I'll leave it to your own discretion'."; + next; + mes "[Dr. Boon]"; + mes "I'll be there as soon as I'm done here."; + mes "Good luck~"; + set malaya_bang,10; + changequest 11291,11292; + close; + } + } else if (malaya_bang == 10) { + mes "[Dr. Boon]"; + mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?"; + next; + mes "[Dr. Boon]"; + mes "And give her a message with the key saying, 'I'll leave it to your own discretion'."; + next; + mes "[Dr. Boon]"; + mes "I'll be there as soon as I'm done here."; + mes "Good luck~"; + close; + } else { + mes "[Dr. Boon]"; + mes "*Sigh*"; + mes "The work... It never ends..."; + mes "How am I supposed to handle all these patients on my own?"; + next; + mes "[Dr. Boon]"; + mes "What? What's a doctor doing in an inn?"; + mes "Well, why not?"; + close; + } +} + +malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ + if (malaya_bang < 13) { + mes "It's just a bush."; + mes "A sweet scent of wood rises when shaken."; + close; + } + if (malaya_bang == 13) { + mes "[???]"; + mes "Don't come any closer!"; + mes "Old "+((Sex)?"man":"lady")+"!"; + mes "How'd you know I was here?"; + emotion e_omg; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm not old."; + emotion e_an,1; + next; + switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) { + case 1: + mes "[???]"; + mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; + next; + mes "[???]"; + mes "She was mumbling and looking around a lot."; + next; + mes "[???]"; + mes "I was well hidden here because I wasn't supposed to be here."; + next; + break; + case 2: + mes "[???]"; + mes "My mom once told me."; + mes "The old lady's daughter was hospitalized here."; + next; + mes "[???]"; + mes "She never got out of it though..."; + next; + mes "[???]"; + mes "She wasn't the only one. There were many strange things going on at the hospital."; + next; + mes "[???]"; + mes "That's why my mom doesn't want me coming around here."; + next; + break; + case 3: + mes "[???]"; + mes "No way Jose!"; + mes "I got a spanking last time I was caught around here!"; + next; + mes "[???]"; + mes "If I'm caught again, it won't end with a spanking...."; + mes "So scary."; + next; + break; + case 4: + mes "[???]"; + mes "It's the lady who lives next door to us."; + next; + mes "[???]"; + mes "I saw her a few days ago doing something around the hospital."; + next; + mes "[???]"; + mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; + set malaya_bang,14; + changequest 11294,11295; + close; + case 5: + mes "[???]"; + mes "I dunno."; + mes "Nothing's different except for the sticks."; + next; + mes "[???]"; + mes "The old lady comes back once in a while to check on the sticks."; + mes "My heart races when that happens!"; + next; + break; + case 6: + mes "[???]"; + mes "Humph!!"; + emotion e_pif; + close; + } + mes "[???]"; + mes "Promise me you won't tell anyone that you saw me!!!"; + mes "Promise?!"; + close; + } else if (malaya_bang == 14) { + mes "[???]"; + mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; + close; + } else if (malaya_bang == 15) { + mes "[???]"; + mes "Don't come any closer!"; + mes "Old "+((Sex)?"man":"lady")+"!"; + mes "How'd you know I was here?"; + emotion e_omg; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm not old."; + emotion e_an,1; + close; + } else { + mes "There's a trace of a young child."; + mes "Think the child's gone home now."; + close; + } +} + +- script Suspicious Wooden Stick::MalayaStick -1,{ + if (checkweight(1201,1) == 0) { + mes "- Wait !! -"; + mes "- You have too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + if (MaxWeight - Weight < 1000) { + mes "- Wait !! -"; + mes "- You are carrying too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + if (malaya_bang == 14) { + mes "A strange stick is planted on the ground."; + mes "A mysterious force can be felt."; + next; + switch(select("Pull it out.:Leave it.")) { + case 1: + if (rand(1,5) == 4) { + mes "Pulled out the deeply planted stick."; + mes "The hospital seems to have become more gloomy."; + if (rand(2)) { + set malaya_bang,15; + changequest 11295,11296; + getitem 6497,1; //Lesser_Agimat + donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + next; + mes "Better show Las the talisman."; + close; + } else { + getitem 6497,1; //Lesser_Agimat + donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + close; + } + } else { + mes "After pulling out the deeply planted stick, an uneasy feeling washes over."; + donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + close; + } + case 2: + mes "It looks ominous. Better leave it alone."; + close; + } + } else { + mes "There's a strange looking stick."; + close; + } + end; +OnEnable: + enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0). + end; +OnDisable: + disablenpc strnpcinfo(3); + end; +} +malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2 +malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 4_BULLETIN_BOARD2 +malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 4_BULLETIN_BOARD2 +malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 4_BULLETIN_BOARD2 +malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 4_BULLETIN_BOARD2 +malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 4_BULLETIN_BOARD2 +malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 4_BULLETIN_BOARD2 +malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 4_BULLETIN_BOARD2 +malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 4_BULLETIN_BOARD2 +malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_BULLETIN_BOARD2 + +- script Tent#ma -1,{ //557 + end; +OnInit: + disablenpc strnpcinfo(0); + end; +OnEnable: + enablenpc strnpcinfo(0); + initnpctimer; + end; +OnDisable: + stopnpctimer; + disablenpc strnpcinfo(0); + end; +OnTimer1000: + donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable"; + end; +OnTimer30000: + donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable"; + donpcevent strnpcinfo(0)+"::OnDisable"; + end; +} +- duplicate(Tent#ma) Tent1#ma -1 +- duplicate(Tent#ma) Tent2#ma -1 +- duplicate(Tent#ma) Tent3#ma -1 +- duplicate(Tent#ma) Tent4#ma -1 +- duplicate(Tent#ma) Tent5#ma -1 +- duplicate(Tent#ma) Tent6#ma -1 +- duplicate(Tent#ma) Tent7#ma -1 +- duplicate(Tent#ma) Tent8#ma -1 +- duplicate(Tent#ma) Tent9#ma -1 +- duplicate(Tent#ma) Tent10#ma -1 + +malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ + if (malaya_bang == 16) { + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am, excuse me, but can I ask you a question?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am!!!!!!!!!"; + next; + mes "[Bent Old Lady]"; + mes "Who? What?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Excuse me, but can I ask you something?"; + next; + mes "[Bent Old Lady]"; + mes "What? I can't hear you."; + mes "Speak up!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I! Have! Something! To! Ask! You!"; + next; + mes "[Bent Old Lady]"; + mes "Oh~Yes dear~"; + mes "I'll tell you everything I know, dear~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you know anything about the hospital?"; + next; + mes "[Bent Old Lady]"; + mes "Hospital?"; + mes "........"; + next; + mes "[Bent Old Lady]"; + mes "Hospital?!?!?!?"; + next; + mes "[Bent Old Lady]"; + mes "That hospital is cursed!"; + mes "Something wicked is living there!"; + next; + mes "[Bent Old Lady]"; + mes "The thing took away my poor little girl."; + next; + switch(select("Ask about the hospital.:Ask about her daughter.")) { + case 1: + mes "[Bent Old Lady]"; + mes "Everybody was happy to hear about the hospital being built."; + next; + mes "[Bent Old Lady]"; + mes "We no longer had to go to other towns for medical care."; + next; + mes "[Bent Old Lady]"; + mes "But the one they built didn't work out so well."; + mes "It couldn't cure people."; + mes "I knew this would happen when they chopped down the old tree to build it."; + next; + mes "[Bent Old Lady]"; + mes "But the administrator wouldn't listen."; + mes "Far from curing people, they started to die."; + mes "So did my daughter..."; + set malaya_bang,17; + changequest 11297,11298; + close; + case 2: + mes "[Bent Old Lady]"; + mes "She suffered from nothing life threatening."; + mes "It was..."; + mes "Just a cold......"; + next; + mes "[Bent Old Lady]"; + mes "The wicked thing.... My daughter..."; + mes "There's something in that hospital."; + close; + } + } else if (malaya_bang == 17) { + select("Show her the stick."); + mes "[Bent Old Lady]"; + mes "What?"; + mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "Arghhhhhhhhhh!!!!!!!!!!!"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "What have you done!"; + mes "That... That was a talisman to stop the wicked thing!"; + next; + mes "[Bent Old Lady]"; + mes "If you pull them up, it will go after people again!"; + next; + mes "[Bent Old Lady]"; + mes "I saw it!"; + mes "I saw it when they closed the hospital saying that everybody had died."; + next; + mes "[Bent Old Lady]"; + mes "But they all knew."; + mes "The patients weren't all dead."; + next; + mes "[Bent Old Lady]"; + mes "Taken alive..."; + mes "By the thing that took my daughter..."; + next; + mes "[Bent Old Lady]"; + mes "Oh dear."; + next; + mes "Nurse Las may be in danger, standing alone in front of the hospital."; + mes "If I don't return quickly..."; + set malaya_bang,18; + changequest 11298,11299; + close; + } else if (malaya_bang == 18) { + mes "Nurse Las may be in danger, standing alone in front of the hospital."; + mes "If I don't return quickly..."; + close; + } else if (malaya_bang == 32) { + mes "[Bent Old Lady]"; + mes "Yes? The talisman?"; + mes "I asked the shaman up north of the village to make them,"; + next; + mes "[Bent Old Lady]"; + mes "Not famous, but a talented shaman."; + set malaya_bang,33; + changequest 11304,11305; + close; + } else { + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am, excuse me, but can I ask you a question?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am!!!!!!!!!"; + next; + mes "[Bent Old Lady]"; + mes "Who? What?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Excuse me, but can I ask you something?"; + next; + mes "[Bent Old Lady]"; + mes "What? I can't hear you."; + mes "Speak up!"; + close; + } +} + +malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{ + if (malaya_hi < 20) { + mes "[Bent Shaman]"; + mes "Urgh Urgh Urghhhhhh"; + next; + mes "Doesn't give even a glance..."; + close; + } + mes "[Bent Shaman]"; + mes "Hmmmm..."; + mes "I feel, feel...."; + next; + mes "[Bent Shaman]"; + mes "I feel something bad from you..."; + if (malaya_bang == 33) { + next; + mes "[Bent Shaman]"; + mes "No no..."; + mes "You need not say anything!"; + mes "You'll be needing this."; + next; + mes "[Bent Shaman]"; + mes "It's okay."; + mes "No need for money."; + mes "It's the karma this village must face..."; + set malaya_bang,34; + changequest 11305,11306; + } + close; +} + +// Pintados Festival :: malaya_pintados +//============================================================ +/* +Description +----------- +The Pintados Festival begins when players have accumulated 1000 Lesser Agimats, +1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time, +players are able to create a tattoo. + +Global Variables +---------------- +$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344) +$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000) +$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000) +$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300) +$malaya_pintados_04$ - Last player to create a tattoo. +*/ + +ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ + if (callfunc("F_GM_NPC",1854,0) == 1) { + mes "Bingo!"; + next; + } else { + mes "Error occurred."; + close; + } + mes "Hi, I'm the Pintados Festival Manager. Please select an item."; + mes "Time Value: ("+$malaya_pintados_00+"/344)"; + mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)"; + mes "Cross Value: ("+$malaya_pintados_02+"/1,000)"; + mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; + mes "Recent Tattoo Creator: "+$malaya_pintados_04$; + next; + switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) { + case 1: + mes "This is the Eastern Medicine Control Button."; + mes "You can set the Start or End values for the festival."; + next; + switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { + case 1: + set $malaya_pintados_00,1; + donpcevent "Pintados Manager#pin::OnEnable"; + mes "Start the Pintados Festival."; + close; + case 2: + donpcevent "Pintados Manager#pin::OnDisable"; + mes "End the Pintados Festival."; + close; + case 3: + donpcevent "Pintados Manager#pin::OnEnableNPC"; + mes "Add an NPC."; + close; + case 4: + donpcevent "Pintados Manager#pin::OnDisableNPC"; + mes "Remove an NPC."; + close; + } + case 2: + mes "Adjust the global value. Please select the value to adjust."; + next; + while(1) { + switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) { + case 1: + mes "Completed global adjustment."; + close; + case 2: + mes "Adjust Time [0~344]"; + mes "Global Increase by 1/30 min."; + mes "1 - 49 -> Day 1"; + mes "50 - 98 -> Day 2"; + mes "99 - 147 -> Day 3"; + mes "148 - 196 -> Day 4"; + mes "197 - 245 -> Day 5"; + mes "246 - 294 -> Day 6"; + mes "295 - 343 -> Day 7"; + mes "Global 1 = 1 hr."; + next; + input .@input; + if (.@input < 0 || .@input > 344) + close; + set $malaya_pintados_00, .@input; + break; + case 3: + mes "Adjust the accumulated value for the Lesser Agimat."; + mes "Values can be adjusted between 0 to 1000."; + next; + input .@input; + if (.@input < 0 || .@input > 1000) + close; + set $malaya_pintados_01, .@input; + break; + case 4: + mes "Adjust the accumulated value of the Silver Cross."; + mes "Values can be adjusted between 0 to 1000."; + next; + input .@input; + if (.@input < 0 || .@input > 1000) + close; + set $malaya_pintados_02, .@input; + break; + case 5: + mes "Adjust the accumulated value for the Dyestuff."; + mes "Values can be adjusted between 0 to 300."; + next; + input .@input; + if (.@input < 0 || .@input > 300) + close; + set $malaya_pintados_03, .@input; + break; + } + mes "Time Value: ("+$malaya_pintados_00+"/344)"; + mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)"; + mes "Cross Value: ("+$malaya_pintados_02+"/1,000)"; + mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; + mes "This is the current value. Do you want to adjust it?"; + next; + } + case 3: + initnpctimer; + break; + case 4: + stopnpctimer; + break; + } + end; + +// Moved to individual NPCs for smoother processing. +//OnInit: +// if ($malaya_pintados_00 > 0) +// donpcevent "Pintados Manager#pin::OnEnableNPC"; +// end; + +OnTimer1800000: + set $malaya_pintados_00, $malaya_pintados_00; + if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) { + set $malaya_pintados_00,$malaya_pintados_00+1; + stopnpctimer; + initnpctimer; + } else { + set $malaya_pintados_00,0; + donpcevent "Pintados Manager#pin::OnDisable"; + } + end; +OnEnable: + initnpctimer; + donpcevent "Pintados Manager#pin::OnEnableNPC"; + announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12; + end; +OnDisable: + stopnpctimer; + set $malaya_pintados_00,0; + set $malaya_pintados_01,0; + set $malaya_pintados_02,0; + set $malaya_pintados_03,0; + donpcevent "Pintados Manager#pin::OnDisableNPC"; + announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12; + end; +OnEnableNPC: + set .@str$, "::OnEnable"; +OnDisableNPC: + if (.@str$ == "") + set .@str$, "::OnDisable"; + donpcevent "Tourist#pin01"+.@str$; + donpcevent "Tourist#pin02"+.@str$; + donpcevent "Tourist#pin03"+.@str$; + donpcevent "Young Tattooist#pin04"+.@str$; + donpcevent "Tourist#pin05"+.@str$; + donpcevent "Drumming Young Man#pin06"+.@str$; + donpcevent "Drumming Young Man#pin07"+.@str$; + donpcevent "Drumming Young Man#pin08"+.@str$; + donpcevent "Beat Catching Boy#pin09"+.@str$; + donpcevent "Beat Catching Boy#pin10"+.@str$; + donpcevent "Beat Catching Boy#pin11"+.@str$; + end; +} + +ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + if ($malaya_pintados_00 == 0) { + if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) { + set $malaya_pintados_00,1; + donpcevent "Pintados Manager#pin::OnEnable"; + emotion e_lv; + mes "[Isco]"; + mes "Many adventurers helped find festival items that I returned to the village."; + next; + emotion e_ho; + mes "[Isco]"; + mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'."; + close; + } + // fall through + } else { + mes "[Isco]"; + mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing."; + next; + if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) { + emotion e_ho; + mes "[Isco]"; + mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun."; + close; + } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) { + mes "[Isco]"; + mes "Oh! Did you know?"; + mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'."; + close; + } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) { + mes "[Isco]"; + mes "Today's the third day of the '^7A96E0Pintados Festival^000000'."; + next; + mes "[Isco]"; + mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival."; + close; + } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) { + mes "[Isco]"; + mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival."; + next; + mes "[Isco]"; + mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special."; + close; + } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) { + mes "[Isco]"; + mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village."; + next; + mes "[Isco]"; + mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious."; + close; + } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) { + emotion e_sob; + mes "[Isco]"; + mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left."; + close; + } else { + emotion e_sob; + mes "[Isco]"; + mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities."; + close; + } + } + emotion e_spin; + mes "[Isco]"; + mes "Oh no. What will we do with the festival coming to an end."; + next; + switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) { + case 1: + mes "[Isco]"; + mes "There is a traditional festival held since ancient times"; + mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'."; + next; + emotion e_otl; + mes "[Isco]"; + mes "I don't think I'll make it to the festival this time."; + next; + select("Why?"); + mes "[Isco]"; + mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya."; + next; + mes "[Isco]"; + mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me."; + next; + select("Are you hurt?"); + emotion e_sigh; + mes "[Isco]"; + mes "Fortunately not."; + next; + mes "[Isco]"; + mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do."; + close; + case 2: + mes "[Isco]"; + mes "Many adventurers are helping out but only collected..."; + next; + mes "[Isco]"; + mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far."; + next; + emotion e_sigh; + mes "[Isco]"; + mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; + close; + case 3: + set .@str$, (Sex)?"Bro":"Sis"; + break; + } + emotion e_lv; + mes "[Isco]"; + mes "Oh~ Really? Wow!"; + mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; + mes "He he. What did you bring?"; + next; + set .@i, select( + "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+ + "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+ + "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)" + ); + switch(.@i) { + case 1: + set .@item,6497; //Lesser_Agimat + set .@name$,"Lesser Agimats"; + set .@total,1000; + break; + case 2: + set .@item,6502; //Silver_Cross + set .@name$,"Silver Crosses"; + set .@total,1000; + break; + case 3: + setarray .@items[0],975,976,978,979,980,981,982,983; + set .@name$,"Dyestuffs"; + set .@total,300; + break; + } + mes "[Isco]"; + mes "Wow! "+.@str$+" You've brought "+.@name$+"!"; + next; + mes "[Isco]"; + mes "Wait. One... two..."; + if (getd("$malaya_pintados_0"+.@i) >= .@total) { + mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping."; + close; + } + if (.@i < 3) { + mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?"; + next; + switch(select("One?!:Enter quantity.")) { + case 1: + set .@amount,1; + mes "[Isco]"; + mes "He he... You've brought back one."; + next; + break; + case 2: + mes "[Isco]"; + mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; + next; + input .@amount; + if (.@amount < 1 || .@amount > 50) { + mes "[Isco]"; + mes "Sigh~ I'm lost! I can't count if the numbers are weird."; + close; + } + break; + } + if (countitem(.@item) < .@amount) { + mes "[Isco]"; + mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?"; + close; + } + } else { + mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?"; + next; + for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1) + set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; + set .@item, .@items[select(.@menu$)-1]; + if (countitem(.@item) == 0) { + mes "[Isco]"; + mes "Sigh~ You don't have any "+getitemname(.@item)+"."; + close; + } + mes "[Isco]"; + mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?"; + next; + switch(select("Enter Quantity:All")) { + case 1: + mes "[Isco]"; + mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; + next; + input .@amount; + if (.@amount < 1 || .@amount > 50) { + mes "[Isco]"; + mes "Sigh~ I told you I'm not good with numbers."; + close; + } + break; + case 2: + set .@amount, countitem(.@item); + break; + } + if (countitem(.@item) < .@amount) { + mes "[Isco]"; + mes "Sigh... I'm short of "+getitemname(.@item)+"."; + close; + } + } + delitem .@item,.@amount; + setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount; + set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i); + mes "[Isco]"; + mes "He he... Thanks. "+.@str$+"!"; + if (.@amount_left <= 0) + mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!"; + else + mes "I only need "+.@amount_left+" more "+.@name$+"."; + close; +} + +ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + emotion e_what; + mes "[Tattooist]"; + mes "Why do you want a Tattoo?"; + next; + switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) { + case 1: + mes "[Tattooist]"; + mes "A Tattoo of a powerful monster is said to increase the ability of the holder."; + next; + select("Awesome. How can I get one?"); + mes "[Tattooist]"; + mes "Drawing a Tattoo is a very holy task."; + next; + mes "[Tattooist]"; + mes "10 Ancient Grudges to protect me while I draw Tattoos."; + next; + mes "[Tattooist]"; + mes "1 Doll that looks like a powerful monster."; + next; + mes "[Tattooist]"; + mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo."; + next; + select("What kind of Tattoo will you draw?"); + mes "[Tattooist]"; + mes "I can draw 3 kinds of Tattoos."; + next; + mes "[Tattooist]"; + mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya."; + next; + mes "[Tattooist]"; + mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon."; + next; + mes "[Tattooist]"; + mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people."; + next; + select("Where can I get the Spirit Pieces and Doll?"); + mes "[Tattooist]"; + mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task."; + next; + mes "[Tattooist]"; + mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'."; + close; + case 2: + mes "[Tattooist]"; + mes "Which Tattoo's effect are you curious about?"; + next; + while(1) { + switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) { + case 1: + mes "[Tattooist]"; + mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create"; + next; + mes "[Tattooist]"; + mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya."; + next; + mes "[Tattooist]"; + mes "Increases the effect of healing others by 4% and healing from others by 7%."; + next; + break; + case 2: + mes "[Tattooist]"; + mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create"; + next; + mes "[Tattooist]"; + mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator."; + next; + mes "[Tattooist]"; + mes "Increases MATK by +7% and decreases Fixed Casting by 7%."; + next; + break; + case 3: + mes "[Tattooist]"; + mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create"; + next; + mes "[Tattooist]"; + mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon."; + next; + mes "[Tattooist]"; + mes "Increases ATK by +7% and ASPD by 10%."; + next; + break; + case 4: + mes "[Tattooist]"; + mes "Looks like you've got all the answers. Hope you enjoy your journey."; + close; + } + mes "[Tattooist]"; + mes "Do you have any questions about other Tattoo effects?"; + next; + } + case 3: + break; + } + if ($malaya_pintados_00 == 0) { + mes "[Tattooist]"; + mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on."; + close; + } + mes "[Tattooist]"; + mes "You've come right on time during the '^7A96E0Pintados Festival^000000'."; + next; + mes "[Tattooist]"; + mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos."; + next; + mes "[Tattooist]"; + mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?"; + next; + switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) { + case 1: + mes "[Tattooist]"; + mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; + close; + case 2: + set .@tattoo,2911; //Bangungot_Tattoo + set .@doll,6517; //Bangungot_Doll + set .@spirit,6524; //Bangungot_Spirit_Piece + set .@name$,"Bangungot"; + break; + case 3: + set .@tattoo,2907; //Buwaya_Tattoo + set .@doll,6518; //Buwaya_Doll + set .@spirit,6525; //Buwaya_Spirit_Piece + set .@name$,"Buwaya"; + break; + case 4: + set .@tattoo,2910; //Bakonawa_Tattoo + set .@doll,6516; //Bakonawa_Doll + set .@spirit,6523; //Bakonawa_Spirit_Piece + set .@name$,"Bakonawa"; + break; + } + if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) { + mes "[Tattooist]"; + mes "I think you are short on materials."; + mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000."; + close; + } + emotion e_flash; + mes "[Tattooist]"; + mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these."; + next; + mes "[Tattooist]"; + mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right."; + next; + mes "The Tattooist placed the Ancient Grudges around the workplace."; + next; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; + next; + mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; + next; + if(select("Aren't you going to start?:... ... ..") == 1) { + emotion e_an; + delitem 6499,5; //Ancient_Grudge + mes "[Tattooist]"; + mes "Oh no, now you ruined it."; + mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials."; + next; + mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; + close; + } + emotion e_bzz; + mes "Think he will melt the doll with his eyes?"; + next; + specialeffect EF_SONICBLOWHIT; + mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing."; + next; + mes "The "+.@name$+" Tattoo was completed almost instantly."; + next; + emotion e_an; + mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details."; + next; + if(select("Looks good to me.:... ... ..") == 1) { + emotion e_an; + emotion e_ag; + delitem 6499,5; //Ancient_Grudge + mes "[Tattooist]"; + mes "Ergh! I told you not to interrupt!"; + next; + mes "The Tattooist ripped up the drawing irritably."; + next; + mes "[Tattooist]"; + mes "I can't continue like this. Maybe another time. You can take back the remaining materials."; + next; + mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; + close; + } + mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile."; + next; + mes "Looks like he is satisfied with the "+.@name$+" drawing."; + next; + emotion e_dum; + mes "But now he is staring at the sky without doing anything else. What is he waiting for?"; + next; + if(select("When will it be done?:... ... ..") == 1) { + emotion e_an; + emotion e_ag; + delitem 6499,5; //Ancient_Grudge + mes "[Tattooist]"; + mes "Ergh! I told you not to interrupt!"; + next; + mes "The Tattooist ripped up the drawing irritably."; + next; + mes "[Tattooist]"; + mes "I can't continue like this. Maybe another time. You can take back the remaining materials."; + next; + mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; + close; + } + emotion e_dots; + mes "[Tattooist]"; + mes "."; + next; + mes "[Tattooist]"; + mes ". ."; + next; + mes "[Tattooist]"; + mes ". . ."; + next; + emotion e_dots; + mes "[Tattooist]"; + mes ". . . ."; + next; + mes "[Tattooist]"; + mes ". . . . ."; + next; + mes "[Tattooist]"; + mes ". . . . . ."; + next; + mes "[Tattooist]"; + mes ". . . . . . ."; + next; + emotion e_flash; + mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands."; + next; + specialeffect EF_DETOXICATION; + mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing."; + next; + if(select("Why did you break the pieces...:... ... ..") == 1) { + delitem 6499,5; //Ancient_Grudge + delitem .@spirit,1; + emotion e_an; + emotion e_ag; + mes "[Tattooist]"; + mes "Ergh! I told you not to interrupt!"; + next; + mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably."; + next; + mes "[Tattooist]"; + mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials."; + next; + mes "Received back 5 Ancient Grudges and the doll."; + close; + } + mes "He held up the powder in both hands and then blew it onto the drawing."; + next; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; + next; + specialeffect EF_LIGHTSPHERE; + mes "Blinking light on top of the drawing."; + next; + mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before."; + next; + mes "The "+.@name$+" drawing looks as if it is... alive."; + next; + mes "The Tattooist is finally satisfied and is all smiles."; + next; + emotion e_heh; + mes "[Tattooist]"; + mes "Ha ha. It came out great."; + next; + delitem 6499,10; //Ancient_Grudge + delitem .@spirit,1; + delitem .@doll,1; + getitem .@tattoo,1; + set $malaya_pintados_04$, strcharinfo(0); + mes "[Tattooist]"; + mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; + next; + mes "[Tattooist]"; + mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed."; + next; + mes "[Tattooist]"; + mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; + close; +} + +ma_fild01,171,224,0 script Ancient Grudge#01 HIDDEN_WARP_NPC,{ end; } +ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 HIDDEN_WARP_NPC +ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 HIDDEN_WARP_NPC +ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 HIDDEN_WARP_NPC +ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 HIDDEN_WARP_NPC + +ma_fild01,192,200,8 script Tourist#pin01 1_M_MERCHANT,{ + mes "[Tourist]"; + mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'."; + next; + mes "[Tourist]"; + mes "I don't regret visiting but..."; + next; + mes "[Tourist]"; + mes "I don't like the Tattoo I got after all I've gone through to get it."; + next; + mes "[Tourist]"; + mes "I've looked at it in the light but I think the Tattooist made a mistake."; + next; + mes "[Tourist]"; + mes "This ruined my whole visit."; + next; + mes "[Tourist]"; + mes "Tsk!"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin01"; + end; +OnEnable: + enablenpc "Tourist#pin01"; + end; +OnDisable: + disablenpc "Tourist#pin01"; + end; +} + +ma_fild01,211,200,6 script Tourist#pin02 4_M_TWMASKMAN,{ + mes "[Tourist]"; + mes "I heard of the 'Pintados Festival' and came all the way from Gonryun."; + next; + mes "[Tourist]"; + mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin02"; + end; +OnEnable: + enablenpc "Tourist#pin02"; + end; +OnDisable: + disablenpc "Tourist#pin02"; + end; +} + +ma_fild01,251,205,2 script Tourist#pin03 4_M_CHNOLD,{ + mes "[Tourist]"; + mes "Hey, hear me. This isn't the Tattoo I wanted."; + next; + mes "[Tourist]"; + mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot."; + next; + mes "[Tattooist]"; + mes "No... you said that you wanted that one. Don't be so difficult."; + next; + mes "[Tourist]"; + mes "Don't you know that customer is king? Huh? Do you want a bad reputation?"; + next; + mes "[Tattooist]"; + mes "Ugh... Can't believe this."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin03"; + end; +OnEnable: + enablenpc "Tourist#pin03"; + end; +OnDisable: + disablenpc "Tourist#pin03"; + end; +} + +ma_fild01,249,206,6 script Young Tattooist#pin04 4_M_MALAYA,{ + mes "[Tattooist]"; + mes "Ah... I can't work with customers like this."; + next; + mes "[Tattooist]"; + mes "How many times do I have to tell you, you said you wanted a Bangungot."; + next; + mes "[Tattooist]"; + mes "Ouch, my throat... Shouting will get me nowhere."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Young Tattooist#pin04"; + end; +OnEnable: + enablenpc "Young Tattooist#pin04"; + end; +OnDisable: + disablenpc "Young Tattooist#pin04"; + end; +} + +ma_fild01,162,235,6 script Tourist#pin05 4_F_CHNDRESS1,{ + mes "[Tourist]"; + mes "They say the Pintados Festival will only be held for one week."; + next; + mes "[Tourist]"; + mes "I came from Louyang without knowing about the festival. Must be my lucky day."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin05"; + end; +OnEnable: + enablenpc "Tourist#pin05"; + end; +OnDisable: + disablenpc "Tourist#pin05"; + end; +} + +ma_fild01,164,234,6 script Drumming Young Man#pin06 4_M_BARYO_MAN,{ + mes "ba-dum-DUM- ba-dum-DUM"; + next; + mes "[Drumming Young Man]"; + mes "The Pintados Festival wouldn't be a festival without a drummer."; + next; + mes "[Drumming Young Man]"; + mes "Why don't you join?"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Drumming Young Man#pin06"; + end; +OnEnable: + enablenpc "Drumming Young Man#pin06"; + end; +OnDisable: + disablenpc "Drumming Young Man#pin06"; + end; +} + +ma_fild01,170,231,4 script Drumming Young Man#pin07 4_M_BARYO_MAN,{ + mes "ba-dum-DUM- ba-dum-DUM"; + next; + mes "[Drumming Young Man]"; + mes "The Pintados from Pintados Festival means painted in our language."; + next; + mes "[Drumming Young Man]"; + mes "So that is probably why we have people drawing special Tattoos during the festival."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Drumming Young Man#pin07"; + end; +OnEnable: + enablenpc "Drumming Young Man#pin07"; + end; +OnDisable: + disablenpc "Drumming Young Man#pin07"; + end; +} + +ma_fild01,164,228,6 script Drumming Young Man#pin08 4_M_BARYO_MAN,{ + mes "ba-dum-DUM- ba-dum-DUM"; + next; + mes "[Drumming Young Man]"; + mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Drumming Young Man#pin08"; + end; +OnEnable: + enablenpc "Drumming Young Man#pin08"; + end; +OnDisable: + disablenpc "Drumming Young Man#pin08"; + end; +} + +ma_fild01,170,234,4 script Beat Catching Boy#pin09 4_M_BARYO_BOY,{ + mes "ba-dum-TSH- ba-dum-TSH-"; + next; + mes "[Beat Catching Boy]"; + mes "I always get energetic when I hear drums and sticks in a rhythmic beat."; + next; + mes "[Beat Catching Boy]"; + mes "ba-dum-TSH- ba-dum-TSH- So much fun!"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Beat Catching Boy#pin09"; + end; +OnEnable: + enablenpc "Beat Catching Boy#pin09"; + end; +OnDisable: + disablenpc "Beat Catching Boy#pin09"; + end; +} + +ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{ + mes "ba-dum-TSH- ba-dum-TSH-"; + next; + mes "[Beat Catching Boy]"; + mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc strnpcinfo(0); + end; +OnEnable: + enablenpc strnpcinfo(0); + end; +OnDisable: + disablenpc strnpcinfo(0); + end; +} +ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY |