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author | L0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-08-09 20:08:47 +0000 |
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committer | L0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-08-09 20:08:47 +0000 |
commit | c5fa6396f9cbb8e5e6e4deb0bb1cbf926d21c6e1 (patch) | |
tree | 6fd3c09c49fb1f253c65a020766fe76a5a72d28d | |
parent | ea24a3d2a2130ebfd16b310f24b47c6c2cf72e7a (diff) | |
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* Implemented remaining Brasilis NPCs.
* Added remaining database modifications for Brasilis.
- Added the skills for the Brasilis monsters.
- Added remaining entries for Bathroom Ghost quest.
- Added stats for the Suspicious Hydra monsters.
- Corrected the capture rate for Suspicious Hydra.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14928 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | db/Changelog.txt | 6 | ||||
-rw-r--r-- | db/mob_db.txt | 2 | ||||
-rw-r--r-- | db/mob_skill_db.txt | 83 | ||||
-rw-r--r-- | db/pet_db.txt | 4 | ||||
-rw-r--r-- | db/quest_db.txt | 27 | ||||
-rw-r--r-- | npc/Changelog.txt | 2 | ||||
-rw-r--r-- | npc/cities/brasilis.txt | 147 | ||||
-rw-r--r-- | npc/guides/guides_brasilis.txt | 4 | ||||
-rw-r--r-- | npc/instances/NydhoggsNest.txt | 4 | ||||
-rw-r--r-- | npc/kafras/kafras_brasilis.txt | 7 | ||||
-rw-r--r-- | npc/merchants/inn.txt | 48 | ||||
-rw-r--r-- | npc/merchants/shops.txt | 10 | ||||
-rw-r--r-- | npc/mobs/dungeons/bra_dun.txt | 37 | ||||
-rw-r--r-- | npc/mobs/fields/brasilis.txt | 22 | ||||
-rw-r--r-- | npc/mobs/towns/brasilis.txt | 16 | ||||
-rw-r--r-- | npc/quests/quests_brasilis.txt | 4600 | ||||
-rw-r--r-- | npc/scripts_athena.conf | 1 | ||||
-rw-r--r-- | npc/scripts_monsters.conf | 4 | ||||
-rw-r--r-- | npc/scripts_warps.conf | 1 | ||||
-rw-r--r-- | npc/warps/dungeons/bra_dun.txt | 17 |
20 files changed, 4952 insertions, 90 deletions
diff --git a/db/Changelog.txt b/db/Changelog.txt index d83ab555e..18e53ad38 100644 --- a/db/Changelog.txt +++ b/db/Changelog.txt @@ -8,6 +8,12 @@ 1475 Equestrian's Spear: NEED INFO. 13005 Angelic Wing Dagger: NEED INFO. ======================= +2011/08/09 + * Rev. 14928 Added remaining database modifications for Brasilis. + - Added the skills for the Brasilis monsters. + - Added remaining entries for Bathroom Ghost quest. + - Added stats for the Suspicious Hydra monsters. + - Corrected the capture rate for Suspicious Hydra. 2011/08/07 * Rev. 14926 Minor item-related updates, and a couple quest database updates. [L0ne_W0lf] 2011/07/11 diff --git a/db/mob_db.txt b/db/mob_db.txt index 27f49ce34..f49eae46c 100644 --- a/db/mob_db.txt +++ b/db/mob_db.txt @@ -1134,7 +1134,7 @@ //2078,S_SUCCUBUS,Succubus,Succubus,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //2079,CRYSTAL_H,Crystal,Crystal,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //2080,CRYSTAL_L,Crystal,Crystal,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -2081,E_HYDRA,Hydra,Hydra,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +2081,E_HYDRA,Suspicious Hydra,Strange Hydra,34,854,1,0,0,7,1,2,100,100,1,1,1,1,1,1,10,12,0,3,41,0x0,1000,800,432,600,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 2082,G_PIRANHA,Piranha,Piranha,75,4522,0,0,0,1,182,223,2,10,69,45,30,30,66,35,10,12,1,5,61,0x3295,200,768,768,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //2083,HORN_SCARABA,Scaraba,Scaraba,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //2084,HORN_SCARABA2,Scaraba,Scaraba,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 diff --git a/db/mob_skill_db.txt b/db/mob_skill_db.txt index cdd7789a4..c0dacc9c3 100644 --- a/db/mob_skill_db.txt +++ b/db/mob_skill_db.txt @@ -4859,8 +4859,9 @@ 1894,Pouring@WZ_WATERBALL,attack,86,10,10000,500,5000,no,target,always,0,,,,,,, 1894,Pouring@WZ_WATERBALL,chase,86,10,10000,500,5000,no,target,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,2,10000,3000,0,no,self,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,2,10000,3000,0,no,self,always,0,,,,,,, +1904,Bomb Poring@NPC_SELFDESTRUCTION,idle,173,1,1000,3000,0,no,self,always,0,,,,,,, +1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,1,1000,3000,0,no,self,always,0,,,,,,, +1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,1,1000,3000,0,no,self,always,0,,,,,,, // Satan Morroc (12.1) //5% HP - Dragon Fear @@ -5702,3 +5703,81 @@ 2027,Dark Shadow@NPC_EMOTION,idle,197,1,2000,0,5000,yes,self,always,0,9,,,,,, 2027,Dark Shadow@NPC_FIREATTACK,attack,186,3,500,500,5000,no,target,always,0,,,,,,, 2027,Dark Shadow@NPC_DARKNESSBREATH,attack,658,1,500,1000,5000,no,target,always,0,,,,,,, + +// Brasilis +2068,Boitata@AL_TELEPORT,idle,26,1,10000,0,0,yes,self,rudeattacked,0,,,,,,, +2068,Boitata@MG_FIREBALL,idle,17,5,10000,0,5000,yes,randomtarget,always,0,,,,,,, +2068,Boitata@MG_FIREBALL,chase,17,5,10000,0,5000,yes,target,always,0,,,,,,, +2068,Boitata@CR_REFLECTSHIELD,idle,252,3,1000,0,200000,no,self,always,0,,,,,,, +2068,Boitata@CR_REFLECTSHIELD,attack,252,3,1000,0,200000,no,self,always,0,,,,,,, +2068,Boitata@NPC_FIREATTACK,attack,186,5,2000,1000,200000,no,target,always,0,,,,,,, +2068,Boitata@NPC_BLEEDING,attack,660,3,500,500,10000,no,target,always,0,,,,,,, +2068,Boitata@AS_SONICBLOW,attack,136,10,1000,0,10000,yes,target,always,0,,,,,,, +2068,Boitata@SM_MAGNUM,attack,7,7,1000,0,10000,yes,self,attackpcge,2,,,,,,, +2068,Boitata@KN_TWOHANDQUICKEN,attack,60,20,2000,0,300000,yes,self,myhpltmaxrate,40,,,,,,, +2068,Boitata@NPC_CRITICALSLASH,attack,170,1,2000,0,5000,yes,target,always,0,,,,,,, +2068,Boitata@NPC_WIDEBLEEDING,attack,665,2,10000,500,100000,no,self,myhpltmaxrate,20,,,,,,, +2068,Boitata@NPC_POWERUP,attack,349,5,10000,0,30000,yes,self,myhpltmaxrate,20,,,,,,6, +2068,Boitata@NPC_SUMMONSLAVE,attack,196,5,10000,1000,30000,no,self,slavele,1,2082,,,,,, +2068,Boitata@NPC_SUMMONSLAVE,idle,196,5,10000,1000,30000,no,self,slavele,1,2082,,,,,, +2068,Boitata@NPC_SUMMONSLAVE,chase,196,5,10000,1000,30000,no,self,slavele,1,2082,,,,,, +2068,Boitata@NPC_CALLSLAVE,attack,352,1,10000,0,30000,yes,self,always,0,,,,,,, +2068,Boitata@NPC_CALLSLAVE,idle,352,1,10000,0,30000,yes,self,always,0,,,,,,, +2069,Iara@NPC_WATERATTACK,attack,184,3,500,0,5000,no,target,always,0,,,,,,6, +2069,Iara@PR_LEXDIVINA,attack,76,5,500,1000,5000,yes,target,always,0,,,,,,2, +2069,Iara@PR_LEXDIVINA,chase,76,5,500,1000,5000,yes,target,always,0,,,,,,2, +2069,Iara@NPC_EMOTION,chase,197,1,2000,0,5000,yes,self,always,0,3,,,,,, +2069,Iara@WZ_WATERBALL,attack,86,3,500,1000,5000,yes,target,always,0,,,,,,6, +2069,Iara@SM_BASH,attack,5,5,500,800,5000,no,target,always,0,,,,,,, +2069,Iara@NPC_STOP,attack,342,1,500,0,30000,yes,target,always,0,,,,,,, +2069,Iara@MG_FROSTDIVER,attack,15,5,500,1000,5000,yes,target,always,0,,,,,,, +2069,Iara@MG_FROSTDIVER,chase,15,10,500,1000,5000,yes,target,always,0,,,,,,, +2070,Piranha@NPC_WATERATTACK,attack,184,2,500,0,5000,no,target,always,0,,,,,,6, +2070,Piranha@NPC_CRITICALSLASH,attack,170,1,500,500,5000,no,target,always,0,,,,,,6, +2070,Piranha@NPC_CRITICALSLASH,angry,170,1,500,500,5000,no,target,always,0,,,,,,6, +2070,Piranha@NPC_CRITICALWOUND,attack,673,1,50,0,10000,yes,target,always,0,,,,,,, +2070,Piranha@NPC_BLEEDING,attack,660,3,500,0,5000,yes,target,always,0,,,,,,, +2070,Piranha@MG_COLDBOLT,attack,14,3,500,1000,5000,yes,target,always,0,,,,,,, +2070,Piranha@MG_COLDBOLT,chase,14,3,500,1000,5000,yes,target,always,0,,,,,,, +2070,Piranha@WZ_WATERBALL,attack,86,3,500,1000,5000,yes,target,always,0,,,,,,6, +2070,Piranha@NPC_BLOODDRAIN,attack,199,1,500,0,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@NPC_CURSEATTACK,attack,181,1,1000,800,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@NPC_CURSEATTACK,chase,181,1,1000,800,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@NPC_FIREATTACK,attack,186,3,500,500,5000,no,target,always,0,,,,,,7, +2071,Headless Mule@MG_FIREBOLT,attack,19,5,2000,1500,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@MG_FIREBOLT,chase,19,5,2000,1500,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@NPC_BLEEDING,attack,660,3,500,0,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@NPC_SILENCEATTACK,attack,178,3,500,700,5000,no,target,always,0,,,,,,, +2071,Headless Mule@MG_FIREWALL,chase,18,5,500,500,5000,yes,target,always,0,,,,,,, +2071,Headless Mule@SM_BASH,attack,5,5,500,800,5000,no,target,always,0,,,,,,, +2072,Jaguar@NPC_GROUNDATTACK,attack,185,3,500,500,5000,no,target,always,0,,,,,,, +2072,Jaguar@NPC_COMBOATTACK,attack,171,1,500,500,5000,no,target,always,0,,,,,,6, +2072,Jaguar@AS_SONICBLOW,attack,136,3,500,800,5000,no,target,always,0,,,,,,0, +2072,Jaguar@NPC_DARKNESSATTACK,attack,190,1,2000,0,5000,yes,target,always,0,,,,,,, +2072,Jaguar@NPC_EMOTION,idle,197,1,2000,0,5000,yes,self,always,0,7,0x3195,,,,, +2072,Jaguar@AL_TELEPORT,idle,26,1,10000,0,0,yes,self,rudeattacked,0,,,,,,, +2073,Toucan@NPC_EMOTION,walk,197,1,2000,0,5000,yes,self,always,0,2,,,,,, +2073,Toucan@NPC_EMOTION,chase,197,1,200,0,5000,yes,self,always,0,19,0x81,,,,, +2073,Toucan@NPC_EMOTION,idle,197,1,2000,0,5000,yes,self,always,0,7,0x3195,,,,, +2073,Toucan@NPC_TELEKINESISATTACK,chase,191,5,500,0,5000,yes,target,always,0,,,,,,, +2073,Toucan@NPC_WINDATTACK,attack,187,3,500,500,5000,no,target,always,0,,,,,,6, +2073,Toucan@NPC_STOP,attack,342,1,500,500,5000,no,target,always,0,,,,,,30, +2073,Toucan@NPC_SILENCEATTACK,attack,178,3,500,700,5000,no,target,always,0,,,,,,, +2074,Curupira@NPC_GROUNDATTACK,attack,185,2,500,500,5000,no,target,always,0,,,,,,6, +2074,Curupira@SA_REVERSEORCISH,attack,294,1,50,0,30000,yes,target,always,0,,,,,,18, +2074,Curupira@SA_REVERSEORCISH,chase,294,1,50,0,30000,yes,target,always,0,,,,,,18, +2074,Curupira@NPC_BLINDATTACK,attack,177,3,500,0,5000,yes,target,always,0,,,,,,, +2074,Curupira@MG_STONECURSE,idle,16,5,10000,0,5000,yes,target,always,0,,,,,,11, +2074,Curupira@MG_STONECURSE,attack,16,5,10000,0,5000,yes,target,always,0,,,,,,11, +2074,Curupira@AL_INCAGI,chase,29,1,500,700,60000,no,self,always,0,,,,,,6, +//2080,Crystal@AL_TELEPORT,attack,26,1,3000,0,10000,yes,self,always,0,,,,,,29, +//2080,Crystal@AL_TELEPORT,idle,26,1,4000,0,10000,yes,self,always,0,,,,,,29, +2082,Piranha@NPC_WATERATTACK,attack,184,2,500,0,5000,no,target,always,0,,,,,,6, +2082,Piranha@NPC_CRITICALSLASH,attack,170,1,500,500,5000,no,target,always,0,,,,,,6, +2082,Piranha@NPC_CRITICALSLASH,angry,170,1,500,500,5000,no,target,always,0,,,,,,6, +2082,Piranha@NPC_CRITICALWOUND,attack,673,1,50,0,10000,yes,target,always,0,,,,,,, +2082,Piranha@NPC_BLEEDING,attack,660,3,500,0,5000,yes,target,always,0,,,,,,, +2082,Piranha@MG_COLDBOLT,attack,14,3,500,1000,5000,yes,target,always,0,,,,,,, +2082,Piranha@MG_COLDBOLT,chase,14,3,500,1000,5000,yes,target,always,0,,,,,,, +2082,Piranha@WZ_WATERBALL,attack,86,3,500,1000,5000,yes,target,always,0,,,,,,6, +2082,Piranha@NPC_BLOODDRAIN,attack,199,1,500,0,5000,yes,target,always,0,,,,,,, diff --git a/db/pet_db.txt b/db/pet_db.txt index c5c888c78..df1b6a003 100644 --- a/db/pet_db.txt +++ b/db/pet_db.txt @@ -121,5 +121,5 @@ 1837,IMP,Fire Imp,12374,9056,10038,6114,80,60,10,100,250,20,200,150,0,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; } // Brasilis Quest - Suspicious Beach [UNHATCHABLE] -2057,E_CRAMP,Strange Cramp,12408,6221,0,0,0,0,0,0,0,50,0,0,0,0,350,400,800,{},{} // kRO version -2081,E_HYDRA,Strange Hydra,12408,6221,0,0,0,0,0,0,0,50,0,0,0,0,350,400,800,{},{} // iRO/cRO version +2057,E_CRAMP,Strange Cramp,12408,6221,0,0,0,0,0,0,0,0,50,0,0,0,350,400,800,{},{} // kRO version +2081,E_HYDRA,Strange Hydra,12408,6221,0,0,0,0,0,0,0,0,50,0,0,0,350,400,800,{},{} // iRO/cRO version diff --git a/db/quest_db.txt b/db/quest_db.txt index 4e0cff4dc..000e7f1de 100644 --- a/db/quest_db.txt +++ b/db/quest_db.txt @@ -189,14 +189,14 @@ 2198,0,0,0,0,0,0,0,"Guarana quest" 2199,0,0,0,0,0,0,0,"Guarana quest" 2200,0,0,0,0,0,0,0,"Guarana quest" -2201,0,0,0,0,0,0,0,"Fortunate training" -2202,0,0,0,0,0,0,0,"Fortunate training" -2203,0,0,0,0,0,0,0,"Fortunate training" -2204,0,0,0,0,0,0,0,"Fortunate training" -2205,0,0,0,0,0,0,0,"Fortunate training" -2206,0,0,0,0,0,0,0,"Fortunate training" -2207,0,0,0,0,0,0,0,"Fortunate training" -2208,0,0,0,0,0,0,0,"Ghost of bathroom" +2201,0,0,0,0,0,0,0,"Brasilis Water Lily" +2202,0,0,0,0,0,0,0,"Brasilis Water Lily" +2203,0,0,0,0,0,0,0,"Brasilis Water Lily" +2204,0,0,0,0,0,0,0,"Brasilis Water Lily" +2205,0,0,0,0,0,0,0,"Brasilis Water Lily" +2206,0,0,0,0,0,0,0,"Brasilis Water Lily" +2207,0,0,0,0,0,0,0,"Brasilis Water Lily" +2208,0,0,0,0,0,0,0,"Bathroom Ghost" 2209,0,0,0,0,0,0,0,"Generic Job Change Quest" 2210,0,0,0,0,0,0,0,"Generic Job Change Quest" @@ -487,8 +487,8 @@ 7051,0,0,0,0,0,0,0,"Thanatos Tower - Sealed Tower" 7052,0,0,0,0,0,0,0,"Thanatos Tower - Sealed Tower" 7053,0,0,0,0,0,0,0,"Thanatos Tower - What they want is.." -7054,0,0,0,0,0,0,0,"Myu's Favor - Teach them a lesson!" -7055,0,0,0,0,0,0,0,"Myu's Favor - Not the cat!" +7054,0,1282,1000,0,0,0,0,"Myu's Favor - Teach them a lesson!" +7055,0,1261,1,0,0,0,0,"Myu's Favor - Not the cat!" 7056,0,0,0,0,0,0,0,"Messenger - Arc's Favor" 7057,0,0,0,0,0,0,0,"Messenger - Arc's Favor" 7058,0,0,0,0,0,0,0,"Messenger - Arc's Favor" @@ -1776,3 +1776,10 @@ 60308,0,1713,200,0,0,0,0,"Dragon Hunting" 60309,0,1716,100,0,0,0,0,"Dragon Hunting" 60310,0,1716,200,0,0,0,0,"Dragon Hunting" + +// iRO expanded upon the log entries of this quest. +60351,0,0,0,0,0,0,0,"Bathroom Ghost" +60352,0,0,0,0,0,0,0,"Bathroom Ghost" +60353,0,0,0,0,0,0,0,"Bathroom Ghost" +60354,0,0,0,0,0,0,0,"Bathroom Ghost" +60355,0,0,0,0,0,0,0,"Bathroom Ghost" diff --git a/npc/Changelog.txt b/npc/Changelog.txt index 0a0fecf2d..2b4ed773e 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,5 +1,7 @@ Date Added ====== +2011/08/09 + * Rev. 14928 Implemented the rest of Brasilis, and updated existing Brasilis NPCs. [L0ne_W0lf] 2011/07/16 * Rev. 14912 Updated dialog in monster_race.txt [L0ne_W0lf] 2011/07/16 diff --git a/npc/cities/brasilis.txt b/npc/cities/brasilis.txt index 4d97694fc..45581fe6e 100644 --- a/npc/cities/brasilis.txt +++ b/npc/cities/brasilis.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.1 +//= 1.2 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -12,79 +12,150 @@ //===== Additional Comments: ================================= //= 1.0 First version. Transportation and Basic NPCs. //= 1.1 Fixed Zeny not being removed for payment. [Kisuka] +//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf] //============================================================ -alberta,247,115,3 script Brute Sailor#bra2 100,{ - mes "[Brute Sailor]"; - mes "Hey, have you heard of the place called Brasilis?"; - mes "It's a place that's as hot as the Morroc desert, and as dense as the forests of Payon."; +alberta,247,115,3 script Crewman#bra2 100,{ + mes "[Crewman]"; + mes "Hey, have you heard of a place called Brasilis?"; + mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place."; next; - mes "[Brute Sailor]"; - mes "I have a map to get there, if you want I can take you to Brasilis."; - mes "It will only cost you 10,000 zeny. What do you say?"; + mes "[Crewman]"; + mes "We recently found a new ocean route to get there easily."; + mes "It's just 10,000 zeny for a round trip! So do you want to go?"; next; - switch(select("Let's go to Brasilis!:Cancel.")) { + switch(select("Take me to Brasilis!:I'll stay here.")) { case 1: - if (Zeny > 9999 ) { - mes "[Brute Sailor]"; - mes "Great! Let's Go!"; + if (Zeny > 9999) { + mes "[Crewman]"; + mes "Cool~!! Let's go~!"; + set zeny,zeny-10000; close2; - set Zeny,Zeny-10000; warp "brasilis",314,60; end; } else { - mes "[Brute Sailor]"; - mes "I'm sorry but you don't have"; - mes "enough zeny now"; - mes "You need 10,000 zeny"; - mes "to go to Brasilis"; - mes "Thank you."; + mes "[Crewman]"; + mes "I said 10,000 zeny."; close; } case 2: - mes "[Brute Sailor]"; - mes "Let me know if you change your mind."; + mes "[Crewman]"; + mes "Well if you're ever interested, let me know and I can take you there."; close; } } -brasilis,316,57,3 script Brute Sailor#bra1 100,{ - mes "[Brute Sailor]"; - mes "My ship will be heading back to Alberta soon, would you like to go back?"; +brasilis,316,57,3 script Crewman#bra1 100,{ + mes "[Crewman]"; + mes "My ship is going to back to Alberta, do you want to join us?"; next; - switch(select("Return to Alberta.:Cancel.")) { + switch(select("Go back to Alberta.:Not yet~.")) { case 1: - mes "[Brute Sailor]"; - mes "Alright, lets get going!"; + mes "[Crewman]"; + mes "I sure do miss home."; close2; warp "alberta",244,115; end; case 2: - mes "[Brute Sailor]"; - mes "Let me know if you change your mind."; + mes "[Crewman]"; + mes "Ok, suit yourself. We'll see you when we get back then."; close; } } -brasilis,278,137,3 script Bulletin Board#bra1 858,{ - mes ":: Happy Toucan Inn ::"; +brasilis,155,165,3 script Signpost#bra1 858,{ + mes ":: Art Museum ::"; close; } -brasilis,244,248,1 script Bulletin Board#bra2 858,{ - mes ":: Brasilis Market ::"; +brasilis,195,231,3 script Signpost#bra2 858,{ + mes ":: Verass Monument ::"; close; } -brasilis,155,165,3 script Bulletin Board#bra3 858,{ - mes ":: Brasilis Art Museum ::"; +brasilis,240,247,3 script Signpost#bra3 858,{ + mes ":: Market ::"; + mes " "; + mes "- For your Potions and Weaponry -"; close; } -brasilis,303,309,3 script Bulletin Board#bra4 858,{ +brasilis,303,309,3 script Signpost#bra4 858,{ mes ":: Jungle Cable ::"; - mes " "; - mes "- Not recommended for the faint hearted! -"; + mes ""; + mes "- Not for the faint of heart -"; + close; +} + +brasilis,278,137,3 script Signpost#bra5 858,{ + mes ":: Brasilis Hotel ::"; close; } + +brasilis,137,77,5 script Ice-Cream Maker 85,{ + mes "[Ice Cream Maker]"; + mes "Come~come~"; + mes "Ice cream is the perfect snack for a hot day~"; + mes "It's just ^3355FF100 Zeny^000000~"; + mes "Ice Cream~"; + mes "Get 'yer Ice Cream!"; + next; + switch(select("Give me one!:Ice Cream?:Cancel.")) { + case 1: + mes "[Ice Cream Maker]"; + mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time."; + mes "So how many d'ya want?"; + next; + while(1) { + input .@input; //,1,5; + if (.@input == 0) { + mes "[Ice Cream Maker]"; + mes "None?"; + mes "Fine get outta the way, I have customers to serve."; + close; + } + else if ((.@input < 0) || (.@input > 5)) { + mes "[Ice Cream Maker]"; + mes "Wow."; + mes "You ordered too much."; + mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy."; + next; + } + else + break; + } + set .@icecream_hap,.@input*100; + if (Zeny < .@icecream_hap) { + mes "[Ice Cream Maker]"; + mes "Dood~! You don't have enough money."; + mes "It's only ^3355FF100 Zeny^000000~ Seriously!"; + close; + } + if (!checkweight(536,.@input)) { + mes "[Ice Cream Maker]"; + mes "You seem to have too much stuff."; + mes "Lighten your pack before buying this."; + close; + } + set zeny,zeny-.@icecream_hap; + getitem 536,.@input; //Ice_Cream + close; + case 2: + mes "[Ice Cream Maker]"; + mes "'Ice cream is..."; + mes "Wait, don't you know"; + mes "what Ice Cream is?"; + mes "What rock have you"; + mes "been living under?"; + next; + mes "[Ice Cream Maker]"; + mes "I'm not going to even start with how weird that sounds."; + mes "Anyway, get 'yer Ice Cream right here while it's nice and cold."; + close; + case 3: + mes "[Ice Cream Maker]"; + mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!"; + close; + } +} diff --git a/npc/guides/guides_brasilis.txt b/npc/guides/guides_brasilis.txt index 05b44e0d8..c95ca4a26 100644 --- a/npc/guides/guides_brasilis.txt +++ b/npc/guides/guides_brasilis.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.0 +//= 1.1 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -11,6 +11,7 @@ //= Guide for the city of Brasilis //===== Additional Comments: ================================= //= 1.0 First Version. +//= 1.1 Added a missing close. //============================================================ brasilis,219,97,3 script Brasilis Guide 478,{ @@ -89,6 +90,7 @@ brasilis,219,97,3 script Brasilis Guide 478,{ mes "mini-map' from the menu."; close; } + close; break; case 2: viewpoint 2,273,149,2,0xFF0000; diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt index 45325bc0b..2a5498377 100644 --- a/npc/instances/NydhoggsNest.txt +++ b/npc/instances/NydhoggsNest.txt @@ -4,7 +4,7 @@ //===== By: ==================================================
//= L0ne_W0lf, various sources
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -13,6 +13,7 @@ //===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Minor dialog updates.
+//= 1.2 No longer glitches when anyone but party leader talks to the first NPC.
//============================================================
nyd_dun02,100,201,3 script Yggdrasil Gatekeeper 111,8,8,{
@@ -1867,7 +1868,6 @@ OnTouch_: next;
mes "[World Tree Yggdrasil]";
mes "And... Be careful... Be careful of the shadow's power.";
- set 'ins_nyd2,1;
close;
}
case 2:
diff --git a/npc/kafras/kafras_brasilis.txt b/npc/kafras/kafras_brasilis.txt index f71fdecc9..a91dfbc7c 100644 --- a/npc/kafras/kafras_brasilis.txt +++ b/npc/kafras/kafras_brasilis.txt @@ -3,7 +3,7 @@ //===== By: ========================= //= L0ne_W0lf //===== Current Version: =================== -//= 1.0 +//= 1.1 //===== Compatible With: ===================== //= eAthena 1.0 //===== Description: ============================================ @@ -16,7 +16,8 @@ //= arg(3): Cost of Storage service //= arg(4): Cost of Rent a Pushcart service //===== Additional Comments: ========================================== -//= v1.0 First version. +//= 1.0 First version. +//- 1.1 Updated save point coordinates. //===================================================================== brasilis,197,221,4 script Kafra Employee::kaf_bra 117,{ @@ -30,6 +31,6 @@ brasilis,197,221,4 script Kafra Employee::kaf_bra 117,{ callfunc "F_Kafra",5,3,0,80,700; M_Save: - savepoint "brasilis",197,219; + savepoint "brasilis",195,259; callfunc "F_KafEnd",0,1,"in the city of Brasilis"; } diff --git a/npc/merchants/inn.txt b/npc/merchants/inn.txt index f05d390f5..5d307eabd 100644 --- a/npc/merchants/inn.txt +++ b/npc/merchants/inn.txt @@ -4,7 +4,7 @@ //= Darkchild (1.1) //= Playtester (1.2) //===== Current Version: ===================================== -//= 3.0 +//= 3.0a //===== Compatible With: ===================================== //= eAthena 1.0+ //===== Description: ========================================= @@ -45,6 +45,7 @@ //= 2.8 Removed Moscovia Inn; Its in quests/quest_moscovia.txt [Kisuka] //= 2.9 Added switch menus, updated to match AEGIS scripts. [Kisuka] //= 3.0 Added Brasilis inn receptionist. [L0ne_W0lf] +//= 3.0a Updated dialog for Brasilis inn. [L0ne_W0lf] //============================================================ @@ -205,46 +206,41 @@ ve_in,157,219,5 script Inn Master#Receptionist 709,{ } //======================== Brasilis ================================= -bra_in01,27,24,3 script Receptionist#bra 478,{ - mes "[Receptionist]"; - mes "Welcome to the 'Happy Toucan' Inn,"; - mes "we have everything to make you feel at home."; +bra_in01,27,24,3 script Hotel Keeper#bra1 478,{ + mes "[Hotel Keeper]"; + mes "Welcome to the beautiful Brasilis Hotel."; next; - switch(select("Save:Take Rest - 5,000 zeny:Cancel")) { + switch(select("Save:Rest -5000 zeny")) { case 1: - mes "[Receptionist]"; - mes "Would you like me to save your respawn point here?"; + mes "[Hotel Keeper]"; + mes "Do you want to save here at the Brasilis Hotel?"; next; - switch(select("No, thanks.:Sure!")) { + switch(select("No thank you.:Absolutely.")) { case 1: - mes "[Receptionist]"; - mes "Alright, please come back if you change your mind."; + mes "[Hotel Keeper]"; + mes "Ok then, enjoy your stay."; close; case 2: - savepoint "bra_in01",143,68; - mes "[Receptionist]"; - mes "Your respawn point has been saved."; - mes "Enjoy your stay in Brasilius and don't forget to check our natural beauties."; + mes "[Hotel Keeper]"; + mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis."; + savepoint "bra_in01",144,69; close; } case 2: - if (Zeny < 5000) { - mes "[Receptionist]"; - mes "I'm sorry, but the service charge is 5,000 zeny."; - mes "Please make sure that you have enough money to check in next time, okay?"; - close; - } - else { - mes "[Receptionist]"; - mes "I'll take you to your room."; + if (Zeny > 4999) { + mes "[Hotel Keeper]"; + mes "I will show you a great room."; close2; set zeny,zeny-5000; percentheal 100,100; warp "bra_in01",144,69; end; } - case 3: - close; + else { + mes "[Hotel Keeper]"; + mes "I'm sorry, but the service charge is 5,000 zeny per night."; + close; + } } } diff --git a/npc/merchants/shops.txt b/npc/merchants/shops.txt index 43fcd3744..bb73df394 100644 --- a/npc/merchants/shops.txt +++ b/npc/merchants/shops.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= eAthena Dev Team //===== Current Version: ===================================== -//= 2.7b +//= 2.8 //===== Compatible With: ===================================== //= eAthena 1.0+ //===== Description: ========================================= @@ -31,6 +31,7 @@ //= Re-added Bill of Birds to Morroc Item Collectors. //= 2.7a Actually applied the right update to the comodo weapon shop. [L0ne_W0lf] //= 2.7b Corrected Brasilis Fruit Merchant. (bugreport:4278) [L0ne_W0lf] +//= 2.8 Updates to Brasilis Merchants. [L0ne_W0lf] //============================================================ //======================================================= @@ -73,11 +74,10 @@ ayo_in01,90,160,1 shop Armor Dealer#ayo 842,2211:-1,2401:-1,2403:-1,2501:-1,2503 //======================================================= // Brasilis //======================================================= -brasilis,252,257,5 shop Tool Dealer#bra 478,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1,610:-1 +brasilis,252,257,3 shop Tool Dealer#bra 478,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1,610:-1 brasilis,244,243,3 shop Weapon Dealer#bra 477,1407:-1,1457:-1,1354:-1,1519:-1,13003:-1 -brasilis,201,309,4 shop Pet Groomer#bra 476,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1 -// Apple -> Acai_Fruit -brasilis,221,128,4 shop Fruit Merchant#bra 476,11515:-1,513:-1,11516:-1 +brasilis,201,309,3 shop Pet Groomer#bra 476,537:-1,643:-1 +brasilis,221,128,3 shop Fruit Gardener#bra 477,11515:-1,513:-1,11516:-1 //======================================================= // Comodo diff --git a/npc/mobs/dungeons/bra_dun.txt b/npc/mobs/dungeons/bra_dun.txt new file mode 100644 index 000000000..572a4c0a6 --- /dev/null +++ b/npc/mobs/dungeons/bra_dun.txt @@ -0,0 +1,37 @@ +//===== eAthena Script ========================================
+//= Brasilis Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Description: =========================================
+//= Official monster spawns in Brasilis Dungeon.
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// bra_dun01 - Behind the Waterfall
+//==================================================
+bra_dun01,0,0,0,0 monster Piranha 2070,80,5000,0,0
+bra_dun01,0,0,0,0 monster Iara 2069,30,5000,0,0
+bra_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
+bra_dun01,0,0,0,0 monster Marina 1141,20,5000,0,0
+bra_dun01,0,0,0,0 monster Kukre 1070,10,5000,0,0
+bra_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
+bra_dun01,0,0,0,0 monster Hydra 1068,15,5000,0,0
+
+//==================================================
+// bra_dun02 - Behind the Waterfall
+//==================================================
+bra_dun02,0,0,0,0 monster Piranha 2070,60,5000,0,0
+bra_dun02,0,0,0,0 monster Iara 2069,110,5000,0,0
+bra_dun02,0,0,0,0 monster Marina 1141,10,5000,0,0
+bra_dun02,0,0,0,0 monster Kukre 1070,10,5000,0,0
+bra_dun02,0,0,0,0 monster Plankton 1161,10,5000,0,0
+bra_dun02,0,0,0,0 monster Hydra 1068,15,5000,0,0
+bra_dun02,0,0,0,0 monster Shining Plant 1083,2,5000,0,0
+bra_dun02,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
+bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1
diff --git a/npc/mobs/fields/brasilis.txt b/npc/mobs/fields/brasilis.txt new file mode 100644 index 000000000..0816de830 --- /dev/null +++ b/npc/mobs/fields/brasilis.txt @@ -0,0 +1,22 @@ +//===== eAthena Script =======================================
+//= Brasilis Fields Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// bra_fild01
+//==================================================
+bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0
+bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0
+bra_fild01,0,0,0,0 monster Savage 1166,5,5000,0,0
+bra_fild01,0,0,0,0 monster Headless Mule 2071,40,5000,0,0
+bra_fild01,0,0,0,0 monster Red Mushroom 1085,5,5000,0,0
+bra_fild01,0,0,0,0 monster Jaguar 2072,55,5000,0,0
+bra_fild01,0,0,0,0 monster Toucan 2073,60,5000,0,0
\ No newline at end of file diff --git a/npc/mobs/towns/brasilis.txt b/npc/mobs/towns/brasilis.txt new file mode 100644 index 000000000..6d2eef8c9 --- /dev/null +++ b/npc/mobs/towns/brasilis.txt @@ -0,0 +1,16 @@ +//===== eAthena Script =======================================
+//= Brasilis Quest Monsters
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= 1.0 First version
+//============================================================
+
+brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
+brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
\ No newline at end of file diff --git a/npc/quests/quests_brasilis.txt b/npc/quests/quests_brasilis.txt new file mode 100644 index 000000000..7cf9c2956 --- /dev/null +++ b/npc/quests/quests_brasilis.txt @@ -0,0 +1,4600 @@ +//===== eAthena Script =======================================
+//= Brasilis Qiests
+//===== By ===================================================
+//= L0ne_W0lf
+//===== Version ==============================================
+//= 1.0
+//===== Compatible With ======================================
+//= eAthena SVN
+//===== Description ==========================================
+//= [Aegis COnversion]
+//= Lost Puppies (Repeatable, 24 hours.)
+//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
+//= Guarana Candy Quest
+//= Brasilis Water Lily Quest
+//= Brasilis Dungeon Access Quest
+//= Iara (Buff reward. Repeatable, 24 hours.)
+//===== Comments =============================================
+//= 1.0 First version.
+//============================================================
+
+// Lost Puppies, Original file: dogdog.sc
+//============================================================
+brasilis,297,307,5 script Angelo#br 50,{
+ set .@pongku,checkquest(9032,PLAYTIME);
+ set .@br1,checkquest(9030);
+ set .@br2,checkquest(9031);
+ if (BaseLevel < 40) {
+ mes "[Angelo]";
+ mes "Pets went out the village~!!";
+ mes "Gosh... what can I do... ?";
+ close;
+ }
+ else {
+ if ((.@pongku == 0) || (.@pongku == 1)) {
+ mes "[Angelo]";
+ mes "The day is not finished yet.";
+ mes "You can only help once a day. Hehe.";
+ close;
+ }
+ else {
+ if (checkquest(9032) > -1) erasequest 9032;
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ mes "[Angelo]";
+ mes "My pets are in the field outside of the village.";
+ mes "Why did they leave? Please find them.";
+ close;
+ }
+ else {
+ if ((.@br2 == 0) || (.@br2 == 1)) {
+ mes "[Angelo]";
+ mes "Oh, thank you. You found all of 3 puppies.";
+ mes "Thanks a lot.";
+ mes "I hope this is useful to you. hoho.";
+ getexp 500000,0;
+ erasequest 9031;
+ setquest 9032;
+ set .@bosang,rand(1,10);
+ if (.@bosang < 5) {
+ specialeffect2 EF_ASSUMPTIO;
+ percentheal 100,100;
+ //ConsumeSpecialItem Yggdrasilberry
+ }
+ else if (.@bosang < 9) {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ getitem 504,2; //White_Potion
+ }
+ else {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ getitem 608,1; //Seed_Of_Yggdrasil
+ }
+ close;
+ }
+ else {
+ mes "[Angelo]";
+ mes "Are you an adventurer? You came here right on time.";
+ mes "Puppies have been disappearing.";
+ mes "And someone said that they saw them out on the field just outside the village....";
+ next;
+ mes "[Angelo]";
+ mes "It's pretty difficult and dangerous to find 'em.";
+ mes "You have to find ^0000FF3 puppies^000000.";
+ setquest 9030;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "Angelo#br::Ongo";
+ end;
+
+Ongo:
+ emotion e_gasp;
+ initnpctimer;
+ end;
+}
+
+//Puppya1
+bra_fild01,98,96,3 script Puppy#a1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a1";
+ end;
+}
+
+//Puppya2
+bra_fild01,59,116,5 script Puppy#a2 81,{
+ set .@br1,checkquest(9030);
+ set name,strcharinfo(0);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#a2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a2";
+ end;
+}
+
+//Puppya3
+bra_fild01,62,142,3 script Puppy#a3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ else {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ else {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#a3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a3";
+ end;
+}
+
+//Puppy b1
+bra_fild01,80,163,3 script Puppy#b1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b1";
+ end;
+}
+
+//Puppy b2
+bra_fild01,73,210,3 script Puppy#b2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#b2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b2";
+ end;
+}
+
+//Puppy b3
+bra_fild01,80,210,3 script Puppy#b3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ else {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ else {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#b3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b3";
+ end;
+}
+
+//Puppyc1
+bra_fild01,38,235,3 script Puppy#c1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c1";
+ end;
+}
+
+//Puppy c2
+bra_fild01,307,64,3 script Puppy#c2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#c2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c2";
+ end;
+}
+
+//Puppy c3
+bra_fild01,260,60,3 script Puppy#c3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ else {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ else {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+ OnInit:
+ disablenpc "Puppy#c3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c3";
+ end;
+}
+
+//Puppyd1
+bra_fild01,234,101,3 script Puppy#d1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d1";
+ end;
+}
+
+//Puppy d2
+bra_fild01,200,84,3 script Puppy#d2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#d2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d2";
+ end;
+}
+
+//Puppy d3
+bra_fild01,176,63,5 script Puppy#d3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ else {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ else {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#d3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d3";
+ end;
+}
+
+// Suspicious Beach, original file: Suspicious_Beach.sc
+//============================================================
+brasilis,192,133,6 script Lucia#brasilis 478,{
+ /*
+ if (countitem(12408) > 0) {
+ delitem 12408,1; //Leaf_Cat_Ball
+ getitem 12408,1; //Leaf_Cat_Ball
+ }
+ else if (countitem(6221) > 0) {
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ getitem 6221,1; //Mystic_Leaf_Cat_Ball
+ }
+ */
+ if (BaseLevel < 40) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "I'm worried about ^FF0000Strange Hydra^000000's on";
+ mes "the south beach.";
+ mes "I hope some experienced adventurers";
+ mes "will come to help.";
+ emotion e_sigh;
+ close;
+ }
+ else {
+ set .@nQState1,checkquest(9028);
+ set .@nQState2,checkquest(9029);
+ if (.@nQState1 == 0) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
+ if (countitem(6221) > 0) {
+ mes "[Lucia]";
+ mes "Hello, you really did it!";
+ if (checkweight(11502,3)) {
+ //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
+ mes "I hope you will come";
+ mes "again to help me.";
+ mes "Have a nice day~!";
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ completequest 9028;
+ //recall_completequest 9029;
+ if (.@nQState2 > -1) erasequest 9029;
+ setquest 9029;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ //ConsumeSpecialItem Luk_Dish05
+ sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
+ //ConsumeSpecialItem Vit_Dish05
+ sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
+ //ConsumeSpecialItem Dex_Dish05
+ sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
+ getitem 11502,3; //Light_Blue_Pot
+ close;
+ }
+ else {
+ mes " ";
+ mes "I'd like to reward you,";
+ mes "however your bags are full.";
+ mes "Please make room and come back!";
+ close;
+ }
+ }
+ else {
+ mes "[Lucia]";
+ if (countitem(12408) < 1) {
+ mes "Did you need another ^006400Hydra Ball^000000?";
+ mes "I will give you one more.";
+ getitem 12408,1; //Leaf_Cat_Ball
+ close;
+ }
+ else {
+ mes "Any problems?";
+ next;
+ switch(select("No.:^006400Tell me again what happened^000000")) {
+ case 1:
+ mes "[Lucia]";
+ mes "Ok, please do me a favor.";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Lucia]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
+ set .@nCheckTime,checkquest(9029,PLAYTIME);
+ if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
+ mes "I'm so grateful for your help.";
+ mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
+ mes "Please come at the appropriate time.";
+ close;
+ }
+ else {
+ //recall_completequest 9028;
+ if (.@nQState1 > -1) erasequest 9028;
+ completequest 9029;
+ mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer7000:
+ emotion e_gasp;
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+// Guarana Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,187,162,5 script Candy Maker 476,{
+ if (!checkweight(1201,1)) {
+ mes "- You can't start the quest. Please reduce the weight in your inventory. -";
+ close;
+ }
+ if (brazil_gua == 0) {
+ mes "[Candy Maker]";
+ mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
+ next;
+ mes "[Candy Maker]";
+ mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
+ next;
+ mes "[Candy Maker]";
+ mes "I used to sell the candy made of it back in the day.";
+ mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
+ next;
+ mes "[Candy Maker]";
+ mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
+ next;
+ switch(select("How can I taste this guarana candy?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Hmm? I already sold out of all my old supply.";
+ next;
+ mes "[Candy Maker]";
+ mes "But if you can find some guarana, I can make it for you.";
+ next;
+ switch(select("How do I find guarana?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Will you find the guarana?? Hoooooh~";
+ next;
+ mes "[Candy Maker]";
+ mes "Can you find it?";
+ mes "It's probably very expensive.";
+ mes "Trading isn't my thing. Let me think.";
+ next;
+ mes "[Candy Maker]";
+ mes "Let me introduce you to someone with whom I used to do guarana business with.";
+ mes "He might still be dealing it.";
+ next;
+ mes "[Candy Maker]";
+ mes "His name is Cherto.";
+ mes "If you can't find him in the city, go to museum.";
+ mes "He's a vain person so he likes to act big.";
+ mes "He's probably wandering in the museum trying to show off to someone for sure.";
+ set brazil_gua,1;
+ setquest 2192;
+ close;
+ case 2:
+ mes "[Candy Maker]";
+ mes "Don't you want to try the guarana candy?";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Those were the good 'ole days...";
+ close;
+ }
+ }
+ else if (brazil_gua == 1) {
+ mes "[Candy Maker]";
+ mes "If you want to get the guarana, find Cherto.";
+ mes "Maybe he will be in the museum.";
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "- The guarana that I had has disappeared. -";
+ close;
+ }
+ delitem 6237,1; //Guarana_Fruit
+ mes "[Candy Maker]";
+ mes "Did you get the guarana?";
+ next;
+ mes "- You give the guarana to him. -";
+ next;
+ mes "[Candy Maker]";
+ mes "Wow! You have special talent.";
+ mes "It's the best thing I have ever seen so far. Cool~!";
+ next;
+ mes "[Candy Maker]";
+ mes "Good, let's make the candy~!";
+ mes "Long time no see my wonderful guarana candy...";
+ next;
+ mes "- hash hash hash hash hash hash -";
+ mes "- hash hash hash hash hash hash -";
+ next;
+ mes "[Candy Maker]";
+ mes "Look! It's the popular guarana candy.";
+ mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
+ set brazil_gua,11;
+ completequest 2200;
+ getitem 12414,1; //Guarana_Candy
+ getexp 700000,100000;
+ close;
+ }
+ else if (brazil_gua == 11) {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ next;
+ mes "[Candy Maker]";
+ mes "Since you helped me, guarana supply has been steadily rising.";
+ mes "So, naturally I'm back to making guarana candy.";
+ next;
+ mes "[Candy Maker]";
+ mes "What about it? Wanna buy some?";
+ mes "It's 4000 zeny each.";
+ next;
+ switch(select("Buy a Guarana Candy.:Cancel.")) {
+ case 1:
+ if (Zeny > 3999) {
+ mes "[Candy Maker]";
+ mes "Here is a delicious guarana candy.";
+ set zeny,zeny-4000;
+ getitem 12414,1; //Guarana_Candy
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "What? You should say before if you don't have money!";
+ mes "Even if you are poor, I can't give this away for free.";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Sometimes some people don't like it due to it's arousal effect.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ close;
+ }
+}
+
+bra_in01,95,179,3 script Cherto 477,{
+ if (brazil_gua == 0) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
+ close;
+ }
+ else if (brazil_gua == 1) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
+ next;
+ select("Guarana?");
+ mes "[Cherto]";
+ mes "What? Do you want to find a guarana?";
+ next;
+ mes "[Cherto]";
+ mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
+ mes "It seems a little bit weird but the flower is really big and smells beautiful.";
+ next;
+ mes "[Cherto]";
+ mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
+ next;
+ mes "[Cherto]";
+ mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
+ next;
+ select("Whaaaat??");
+ mes "[Cherto]";
+ mes "For a while now, guarana berries haven't been growing here.";
+ next;
+ mes "[Cherto]";
+ mes "Even if Cherto managed to find one, it will rot quickly.";
+ next;
+ mes "[Cherto]";
+ mes "If only it didn't happen!";
+ next;
+ select("What are you talking about?");
+ mes "[Cherto]";
+ mes "Quiet!!!!!!!!!!!!!!!!";
+ mes "This story has been forbidden! Someone might be listening to our conversation...";
+ next;
+ mes "[Cherto]";
+ mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
+ mes "Come closer. Cherto will whisper so nobody can listen in.";
+ set brazil_gua,2;
+ close;
+ }
+ else if (brazil_gua == 2) {
+ mes "[Cherto]";
+ mes "A Guarana boy was born.";
+ next;
+ select("Guarana kid?");
+ mes "[Cherto]";
+ mes "There was woman who was an expert botanist.";
+ mes "The woman was really popular to all living creatures.";
+ next;
+ mes "[Cherto]";
+ mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
+ mes "That kind of story...";
+ next;
+ mes "[Cherto]";
+ mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
+ next;
+ mes "[Cherto]";
+ mes "Who is the guarana kid?";
+ mes "Pedro who is famous as a greedy man?";
+ mes "Meto who can't endure about all the fruits?";
+ mes "Hovenue who is gloomy?";
+ mes "They might know~!";
+ next;
+ mes "[Cherto]";
+ mes "What about you?";
+ mes "Who is the guarana kid?";
+ mes "Will you figure out it? hohohhhhh~";
+ set brazil_gua,3;
+ changequest 2192,2193;
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Cherto]";
+ mes "Can you find the guarana kid?";
+ mes "Maybe yes? Maybe no?";
+ close;
+ }
+ else if (brazil_gua == 4) {
+ mes "[Cherto]";
+ mes "Did you find guarana kid?";
+ next;
+ mes "- I tell Cherto about the kid making animal-like sounds. -";
+ next;
+ mes "[Cherto]";
+ mes "Hoooh. That's unbelivable.";
+ mes "That kid might be a guarana kid. Sure...";
+ mes "According to the story the kid can have conversations with animals.";
+ next;
+ mes "[Cherto]";
+ mes "If he can make crying sounds of animals, they might be able to converse!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Now, what can I do?";
+ mes "If he is the kid from the legend, is there any way to raise the guarana again?";
+ next;
+ mes "[Cherto]";
+ mes "Haha!! What'd Cherto say?";
+ mes "Cherto knows all~!!";
+ mes "Cherto's already thought";
+ mes "of the next step.";
+ next;
+ mes "[Cherto]";
+ mes "In Brasilis there is an expert Mage.";
+ mes "His name is Paje.";
+ mes "Take this note over to him.";
+ mes "He will show the solution for you and the kid.";
+ set brazil_gua,5;
+ changequest 2194,2195;
+ close;
+ }
+ else {
+ mes "[Cherto]";
+ mes "hoho tickle~tickle~~~~!!!";
+ close;
+ }
+}
+
+brasilis,203,64,3 script Strange Kid#bra 706,{
+ if (brazil_gua < 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ next;
+ switch(select("Try to talk.:Pretend to pass by.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ mes "What can I say to him?";
+ next;
+ while(1) {
+ switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
+ case 1:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "Booooowoooooo-";
+ mes "Booooowoooooo- -";
+ next;
+ break;
+ case 3:
+ mes "[Strange Kid]";
+ mes "chamber pot braeee chamber pot brae chamber pot brae -";
+ mes "Bbeeeebbeee -";
+ next;
+ break;
+ case 4:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sound like an animals.";
+ mes "Should I ask advice from Cherto?";
+ set brazil_gua,4;
+ changequest 2193,2194;
+ close;
+ }
+ }
+ }
+ else if (brazil_gua == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sounds like an animal.";
+ mes "Should I ask advice from Cherto?";
+ close;
+ }
+ else if ((brazil_gua > 4) && (brazil_gua < 9)) {
+ mes "[Strange Kid]";
+ mes "Ah...? ah.....?";
+ close;
+ }
+ else if (brazil_gua == 9) {
+ mes "[Strange Kid]";
+ mes "ah... ahah.....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't have a story but there are lots of friends waiting outside.";
+ next;
+ mes "- You give the feather, fresh meat and branch of grapes to the kid -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah.............";
+ next;
+ mes "[Strange Kid]";
+ mes "Un, uhh....";
+ mes "mooo... mommy.....";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah..........";
+ mes "bird....";
+ mes "mon, mon, mon...key......";
+ mes "boo, booow...........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Dog?!";
+ mes "kkk yes. Lots of friends want to meet you.";
+ mes "Don't be lonely anymore and be happy with your friends.";
+ next;
+ mes "[Strange Kid]";
+ mes "ah....he...hehe....";
+ next;
+ mes "- He starts to smile lightly and laughs. -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ye......yes.......";
+ mes "tha... than......thank......yo.........you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright such a cute smile!";
+ mes "Be a happy kid as always.";
+ next;
+ mes "[Strange Kid]";
+ mes "Uh......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "what?";
+ next;
+ mes "[Strange Kid]";
+ mes "hey..........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you want to say anything?";
+ next;
+ mes "- You get closer and pretend to take caution. -";
+ next;
+ emotion e_kis;
+ mes "(kiss~)";
+ next;
+ mes "- The kid laughs again lightly then puts something in your hand. -";
+ next;
+ mes "- It's a fresh berry that's colored red and hard. -";
+ next;
+ mes "[Strange Kid]";
+ mes "ga...ra..........na...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oops, guarana berry?";
+ mes "Ah! Thank you very much!";
+ emotion e_kis2,1;
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If I have this, I can make a guarana candy.";
+ mes "I better find that Candy Maker!";
+ set brazil_gua,10;
+ changequest 2199,2200;
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "[Strange Kid]";
+ mes "He.........";
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ }
+ else {
+ mes "- The kid is smiling. -";
+ close;
+ }
+ end;
+}
+
+brasilis,56,224,7 script Mage Paje#bra 704,{
+ if (brazil_gua < 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ else if (brazil_gua == 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~!";
+ mes "I have a guest.";
+ mes "Good to see you.";
+ mes "I am the Mage Paje.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. Mr. Cherto told me to find you.";
+ next;
+ mes "[Mage Paje]";
+ mes "Um.. Mr. Cherto? What's happened?";
+ mes "Have you come here to ask about lots of weird rumors?";
+ next;
+ mes "- You give the note to Paje-";
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~";
+ mes "Hmm gosh.. that's what happened.";
+ next;
+ mes "[Mage Paje]";
+ mes "I can't help you directly.";
+ mes "But I will give you simple magic so you can figure it out by yourself.";
+ next;
+ select("What kind of magic?");
+ mes "[Mage Paje]";
+ mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
+ next;
+ mes "[Mage Paje]";
+ mes "Ok~ I will give you the magic.";
+ mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
+ next;
+ mes "[Mage Paje]";
+ mes "Good luck~!";
+ set brazil_gua,6;
+ changequest 2195,2196;
+ specialeffect2 EF_ASSUMPTIO;
+ close;
+ }
+ else {
+ mes "[Mage Paje]";
+ mes "Abrakatabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ end;
+}
+
+brasilis,59,226,3 script Poring#bra 909,{
+ end;
+}
+
+bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
+OnTouch:
+ if (brazil_gua == 6) {
+ mes "[Toucan]";
+ mes "Baaeecc!";
+ mes "I've never seen you before.";
+ mes "Baaeec!";
+ next;
+ mes "[Toucan]";
+ mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
+ next;
+ select("What are you talking about?");
+ mes "[Toucan]";
+ mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
+ next;
+ mes "[Toucan]";
+ mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
+ next;
+ select("Not yet... but I want to be a friend.");
+ mes "[Toucan]";
+ mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "If you want to relieve his loneliness, can you help me?";
+ next;
+ select("Absolutely!");
+ mes "[Toucan]";
+ mes "It's my feather.";
+ mes "Send it to the kid.";
+ mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
+ next;
+ mes "- You take a feather from Toucan. - ";
+ next;
+ mes "[Toucan]";
+ mes "There have to be others around here like me.";
+ mes "Why don't you find a jaguar Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I will give a blessing from Toucan to you.";
+ next;
+ mes "[Toucan]";
+ mes "Fly fly far away. bbaaaeeeccckkk--!";
+ set brazil_gua,7;
+ changequest 2196,2197;
+ specialeffect2 EF_SEISMICWEAPON;
+ close2;
+ warp "bra_fild01",68,146;
+ end;
+ }
+ else {
+ mes "[Toucan]";
+ mes "Bbbaaeec~! Baaeec~!";
+ close;
+ }
+ end;
+}
+
+bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{
+OnTouch_:
+ if (brazil_gua == 7) {
+ mes "[Jaguar]";
+ mes "Hhooww..hhooww.....";
+ next;
+ mes "[Jaguar]";
+ mes "Smelling! This smell is from a human!";
+ mes "Somewhere, a human!";
+ mes "I got it. You are!!!";
+ specialeffect EF_HIT1,AREA,"Jaguar#bra";
+ emotion e_omg,1;
+ next;
+ mes "[Jaguar]";
+ mes "Don't be afraid human.";
+ mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
+ next;
+ mes "[Jaguar]";
+ mes "Anyway you can talk with me, are you a guarana kid?";
+ next;
+ select("Yes? N...o......actually....");
+ mes "[Jaguar]";
+ mes "The son of guarana woman became our friend also.";
+ mes "They treated all life preciously.";
+ mes "I hope you are same the as her.";
+ next;
+ mes "[Jaguar]";
+ mes "Bird's chirpings informed me.";
+ mes "The son of guarana woman has a diseased heart.";
+ mes "Her brothers made him lonely, don't you think?";
+ next;
+ mes "[Jaguar]";
+ mes "Here is fresh meat that I hunted just a few days ago.";
+ mes "Take it and give it to the poor kid.";
+ next;
+ mes "[Jaguar]";
+ mes "I can give this tiny thing to you so, don't forget it.";
+ mes "The jungle will welcome you whenever!";
+ next;
+ mes "- You get fresh meat from Jaguar. -";
+ next;
+ mes "[Jaguar]";
+ mes "Monkey, who's always meddling with others, wants to meet you.";
+ next;
+ mes "[Jaguar]";
+ mes "I will give you a Jaguar's high blessing.";
+ mes "Go to monkey by flowing through the wind like a bee.";
+ mes "Let's meet again my friend!";
+ set brazil_gua,8;
+ changequest 2197,2198;
+ close2;
+ //ConsumeSpecialItem Speed_Up_Potion
+ sc_start SC_SpeedUp1,5000,0;
+ end;
+ }
+ else {
+ mes "[Jaguar]";
+ mes "krrrrrr....";
+ close;
+ }
+ end;
+}
+
+bra_fild01,245,53,3 script #Monkeybra 1057,{
+ end;
+}
+
+bra_fild01,245,52,3 script Monkey#bra 111,{
+ if (brazil_gua == 8) {
+ mes "[Monkey]";
+ mes "What is it??!!";
+ mes "We don't tolerate humans? Get out~!!";
+ next;
+ mes "[Monkey]";
+ mes "Nono... wait.... that scent!!";
+ mes "I can smell Jaguar from you, who are you?";
+ mes "Gosh, maybe there's no jaguar without fur and weird shape!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "........................";
+ mes "Are you saying that I look like an animal?!?!";
+ next;
+ mes "[Monkey]";
+ mes "Uh? Aren't you a jaguar?";
+ next;
+ mes "[Monkey]";
+ mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
+ mes "But you don't look like guarana kid.";
+ next;
+ select("I've come here to help him.");
+ mes "[Monkey]";
+ mes "I heard guarana kid became lonely, is he?";
+ mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
+ next;
+ mes "[Monkey]";
+ mes "Give this branch of grapes to guarana kid.";
+ mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
+ next;
+ mes "- You get a bunch of grapes from Monkey. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good~ Now it's time to go back to the kid~!!";
+ set brazil_gua,9;
+ changequest 2198,2199;
+ close;
+ }
+ else {
+ mes "[Monkey]";
+ mes "kkkickkksk!";
+ close;
+ }
+}
+
+// Water Lily Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,203,286,3 script Botanist Karmen#bra 893,{
+ if (brazil_regia == 0) {
+ mes "[Karmen]";
+ mes "Brasilis' climate is special.";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
+ mes "This flower is quite sensitive so it doesn't bloom everywhere.";
+ next;
+ switch(select("Interesting.:End conversation.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Karmen]";
+ mes "I guess you aren't interested in botany.";
+ close;
+ }
+ mes "[Karmen]";
+ mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
+ next;
+ mes "[Karmen]";
+ mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
+ next;
+ mes "[Karmen]";
+ mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
+ next;
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ set brazil_regia,1;
+ setquest 2201;
+ close;
+ }
+ else if (brazil_regia == 1) {
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ close;
+ }
+ else if (brazil_regia == 9) {
+ mes "- You show a lotus flower to Karmen and talk about the story so far. -";
+ next;
+ mes "[Karmen]";
+ mes "Wow!! You had a really good experience.";
+ mes "So~~~ the water lily lives in the depths of brasilis, right?";
+ mes "I wil try to find it again by myself, I won't give up!!";
+ next;
+ mes "[Karmen]";
+ mes "I am so grateful that I met you.";
+ mes "The water lily must truly be a lucky flower. hahaha";
+ set brazil_regia,10;
+ completequest 2207;
+ getexp 500000,100000;
+ close;
+ }
+ else {
+ mes "[Karmen]";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "It's a botanist's dream.";
+ close;
+ }
+}
+
+bra_in01,142,27,5 script Marta#bra 474,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+bra_in01,145,27,3 script Brasilis Boy#bra 472,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ if (brazil_regia == 2) {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Mom, I have to go out!!";
+ next;
+ mes "[Distant Sound]";
+ mes "No way~!! You shouldn't!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Gosh.. today also failed.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......";
+ mes "What's up? Why are you looking at me?";
+ mes "I don't want to be a showgirl!! Get out!!";
+ next;
+ switch(select("Nothing, sorry.:What's wrong?")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "I am so sad!!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Brasilis Girl]";
+ mes "It's not your business.";
+ mes "You are just an outsider!";
+ next;
+ switch(select("How rude!:Just trying to help.")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "What's it matter to you that I'm rude??!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I know that I'm just passing by but I might be able to help you. What do you think?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This kind of meeting could be more than just a coincidence.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm can you tell me your name?";
+ next;
+ mes "[Brasilis Girl]";
+ mes "ja...";
+ mes "Jasira.";
+ mes "My name is Jasira.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nice name~.";
+ mes "Jasira what's going on?";
+ next;
+ mes "[Jasira]";
+ mes ".............";
+ next;
+ mes "[Jasira]";
+ mes "I have to meet 'Jasi' but I can't go out....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "who is Jasi?";
+ mes "Your.... lover?";
+ next;
+ emotion e_omg;
+ mes "[Jasira]";
+ mes "l...o...v...e...lover??!!";
+ mes "No way~";
+ next;
+ mes "[Jasira]";
+ mes "If he is my lover, it would be great... but...";
+ next;
+ mes "[Jasira]";
+ mes "Jasi is......";
+ mes "the great moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The moon?";
+ mes "Maybe... are you talking about the moon from the story?";
+ next;
+ mes "[Jasira]";
+ mes "Yeah!";
+ mes "Dear Jasi is from the moon from the sky!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why are you thinking like that?";
+ next;
+ mes "[Jasira]";
+ mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Brasilis water lily??!!";
+ mes "Isn't it the uniqe flower?";
+ next;
+ mes "[Jasira]";
+ mes "Right. It's a really mysterious flower and difficult to find.";
+ mes "But around Jasi there are lots of water lilies.";
+ mes "That's why I believe Jasi is the moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Jasi?";
+ next;
+ mes "[Jasira]";
+ mes "He is deep inside the Jungle.";
+ mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
+ next;
+ mes "[Jasira]";
+ mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
+ mes "He was so nice. He helped heal me and guided me back home.";
+ mes "That was really really great time.";
+ next;
+ mes "[Jasira]";
+ mes "Since I came back home, my parents punished me.";
+ mes "I can understand why they are worrying but i missed Jasi a lot!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why don't you meet him after recovering your strength?";
+ next;
+ mes "[Jasira]";
+ mes ".................";
+ mes "I wanna see him right now...";
+ next;
+ switch(select("Help Jasira.:Ignore her.")) {
+ case 1:
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry I can't help you. Cheer up!";
+ next;
+ mes "[Jasira]";
+ mes "Crying........";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Jasira I came here to find the Brasilis water lily.";
+ mes "Don't you think fate has brought us together?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you tell me how to find Jasi, I can help you.";
+ next;
+ mes "[Jasira]";
+ mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can't you remember anything?";
+ mes "If you know something you've gotta tell me.";
+ next;
+ mes "[Jasira]";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good, that's better than nothing! I will look for a similar place.";
+ next;
+ mes "[Jasira]";
+ mes "I gave you your information, so can you do me a favor?";
+ mes "It's really simple...";
+ next;
+ mes "[Jasira]";
+ mes "I'd like to give a delicious fruit.";
+ mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
+ next;
+ mes "[Jasira]";
+ mes "Give him 10 Banana and tell him that I really miss him.";
+ mes "Sorry for ignoring you before. Please, only you can help me!";
+ set brazil_regia,3;
+ changequest 2201,2202;
+ close;
+ }
+ else if ((brazil_regia == 3) || (brazil_regia == 4)) {
+ mes "[Jasira]";
+ mes "If you meet Jasi, give him 10 Bananas.";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "[Jasira]";
+ mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
+ mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasira]";
+ mes "Did you meet Jasi?";
+ mes "Did you talk about me?";
+ mes "You didn't? Uh? Stupid! Gosh~!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey girl~ you've got a short temper.";
+ mes "I did see him and I talked about you!";
+ next;
+ mes "[Jasira]";
+ mes "Did you?";
+ mes "What did he say?";
+ mes "Does he remember me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That you have a really good heart~";
+ mes "I told him that you will try to meet him when your condition gets better.";
+ next;
+ mes "[Jasira]";
+ mes "Yeahhhhh!!";
+ mes "Thank you! You are more reliable than I thought you would be.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
+ mes "It has juice inside and can be used as a cup to drink out of.";
+ next;
+ mes "[Jasira]";
+ mes "Duh! You mean a coconut right?!";
+ mes "They're everywhere here in Brasilis.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks Jasira!";
+ set brazil_regia,6;
+ changequest 2204,2205;
+ close;
+ }
+ else if ((brazil_regia == 6) || (brazil_regia == 7)) {
+ mes "[Jasira]";
+ mes "I should take care of my strength by myself!";
+ mes "I can't just lie in my bed forever. Don't you agree?";
+ close;
+ }
+ else if (brazil_regia == 8) {
+ mes "[Jasira]";
+ mes "Uh? Why have you come back?";
+ next;
+ mes "- You tell her what Jasi told you to tell her -";
+ next;
+ mes "[Jasira]";
+ mes "Oh... really?";
+ mes "Did he say that?";
+ mes "Gosh! Gosh!!!";
+ mes "Kkkkkaaaaa - !!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks to you, I was able to get a flower.";
+ mes "Thanks a lot!!";
+ next;
+ mes "[Jasira]";
+ mes "Wooow. It's so beautiful.";
+ next;
+ mes "[Jasira]";
+ mes "Ah... can I see it for a second?";
+ next;
+ mes "[Jasira]";
+ mes "Surprise~!!";
+ mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
+ next;
+ mes "[Jasira]";
+ mes "I know, I know! I'm the best...";
+ delitem 7553,1; //Lotus_Flower
+ set brazil_regia,9;
+ changequest 2206,2207;
+ set .@regiahat,rand(1,3);
+ if (.@regiahat == 1)
+ getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
+ else if (.@regiahat == 2)
+ getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
+ else
+ getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
+ close;
+ }
+ else if (brazil_regia > 8) {
+ mes "[Jasira]";
+ mes "I just need to get a little bit stronger!";
+ mes "I can't just lie in bed forever. My Jasi is waiting for me~";
+ close;
+ }
+ else {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "Come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Please mom~!";
+ mes "Please let me go!";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (brazil_regia == 2) {
+ emotion e_an;
+ }
+ end;
+}
+
+bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
+ if (brazil_regia == 3) {
+ mes "[Recluse]";
+ mes "Oh, I haven't seen another person in such a long time.";
+ next;
+ switch(select("Keep going.:Are you the moon?")) {
+ case 1:
+ mes "[Recluse]";
+ mes "You don't have specific business with me.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Recluse]";
+ mes "Moon?";
+ mes "My name is Jasi.";
+ mes "My family has worked to take care of the water lily from generation to generation.";
+ next;
+ mes "[Jasi]";
+ mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
+ next;
+ mes "[Jasi]";
+ mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you remember a girl named Jasi.";
+ next;
+ mes "[Jasi]";
+ mes "Ja...si..........";
+ mes "Ah!! a hurry scurry girl. ";
+ mes "Gosh.. I was in trouble due to that girl.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Trouble?";
+ next;
+ mes "[Jasi]";
+ mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
+ next;
+ mes "[Jasi]";
+ mes "I was barely able to calm down and send her to the village.";
+ mes "My life is that water lily so I didn't want anything embarrassing to happen.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is a gift from Jasira to say sorry for that time.";
+ mes "She is really sad that can't come here by herself due to private difficulties.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
+ next;
+ mes "[Jasi]";
+ mes "Anyway is that all the business you have with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
+ next;
+ mes "[Jasi]";
+ mes "I got it.";
+ mes "As you can see, there are lots of Brasilis water lily around here.";
+ mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
+ set brazil_regia,4;
+ changequest 2202,2203;
+ close;
+ }
+ else if (brazil_regia == 4) {
+ mes "[Jasi]";
+ mes "Did you enjoy the water lily?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else if (brazil_regia == 6) {
+ if (countitem(11515) < 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else {
+ mes "[Jasi]";
+ mes "Did you find the fruit?";
+ mes "Oh right this is....?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's called a 'coconut'.";
+ next;
+ mes "[Jasi]";
+ mes "Ahah! COCONUT!!";
+ mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I guess I should keep my promise.";
+ mes "You can take one Water lily.";
+ next;
+ mes "[Jasi]";
+ mes "I hope the Brasilis water lily will understand me.";
+ mes "You better grab the flower while you have a chance~";
+ next;
+ mes "[Jasi]";
+ mes "Oh, can you tell that girl Jasira something for me?";
+ mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
+ delitem 11515,5; //Coconut
+ set brazil_regia,7;
+ changequest 2205,2206;
+ close;
+ }
+ }
+ else {
+ mes "[Jasi]";
+ mes "The flowers blooming from the Water lily today is wonderful.";
+ close;
+ }
+ end;
+
+OnTouchNPC:
+ warp "bra_dun02",67,215;
+ end;
+}
+
+bra_dun02,71,200,3 script Water lily#bra 111,{
+ if (brazil_regia == 4) {
+ mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
+ next;
+ switch(select("Pick up the flower.:Keep gazing.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You can't avoid staring at it's beauty. -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Uh! What are you doing??!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There is a person who really needs this flower, can I just take one of 'em?";
+ next;
+ mes "[Jasi]";
+ mes "As I said earlier, I am the guardian of this water lily.";
+ mes "I can't just stand by here and watch you pluck even a single flower from it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Hmm... It's been so long since I've had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I will just try one. That's all.";
+ next;
+ mes "- munch -";
+ mes "- mumble mumble mumble -";
+ specialeffect EF_POTION7,AREA,"Recluse#bra";
+ next;
+ mes "[Jasi]";
+ mes "Uh, this taste... is!";
+ mes "I remember my mom baking these into a tasty bread!";
+ next;
+ mes "[Jasi]";
+ mes "It makes me miss my childhood.";
+ next;
+ emotion e_omg,0,"Recluse#bra";
+ mes "[Jasi]";
+ mes "Hoho!!!!";
+ mes "I've been here for as long as I can remember...";
+ mes "I don't have enough time to even do simple things like eat delicious fruit.";
+ next;
+ mes "[Jasi]";
+ mes "It was a really delicious banana.";
+ mes "But rules are rules!";
+ mes "I must do my duty.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please! I just need one flower~ What can I do to convince you?";
+ next;
+ mes "[Jasi]";
+ mes "Rules are rules, what do you want from me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Didn't that banana remind you of your childhood? What can I get for you?";
+ next;
+ mes "[Jasi]";
+ mes "Now that you mention it, there is one fruit that I really miss.";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ next;
+ mes "[Jasi]";
+ mes "If you bring 5 of those things, I will reconsider your suggestion.";
+ delitem 513,10; //Banana
+ set brazil_regia,5;
+ changequest 2203,2204;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok so I have to bring 5 fruits with hard shells.";
+ mes "Hmm what is it?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ close;
+ }
+ else if (brazil_regia == 7) {
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ mes "- You take a beautiful water lily carefully in your hands. -";
+ set brazil_regia,8;
+ getitem 7553,1; //Lotus_Flower
+ close;
+ }
+}
+
+// Dungeon Access Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,185,246,5 script Pedro#bra 62,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Pedro]";
+ mes "Do you wanna hear the magic words again?";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ close;
+ }
+ else {
+ mes "[Pedro]";
+ mes "I wonder what I need to do to have a statue made of me?";
+ close;
+ }
+}
+
+brasilis,187,244,1 script Mariana#bra 72,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Mariana]";
+ mes "Can you guys stop talking about the ghosts?";
+ mes "I've already got goosebumps all over.";
+ close;
+ }
+ else {
+ mes "[Mariana]";
+ mes "Why do Fabio and Daniel always bother us?";
+ close;
+ }
+}
+
+brasilis,181,250,5 script Fabio#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Fabio]";
+ mes "You still wasting your time with that ghost story?";
+ close;
+ }
+ else {
+ mes "[Fabio]";
+ mes "Mariana, wanna see something cool?";
+ next;
+ mes "[Mariana]";
+ mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
+ close;
+ }
+}
+
+brasilis,180,249,5 script Daniel#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Daniel]";
+ mes "Nyah nyah nyah~";
+ close;
+ }
+ else {
+ mes "[Daniel]";
+ mes "Keke Here~ I found more bugs~";
+ close;
+ }
+}
+
+bra_in01,149,184,3 script Door#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A key is inserted in the locked door.-";
+ next;
+ switch(select("Turn the key.:Ignore it.")) {
+ case 1:
+ mes "You start saying the first line of the magic words.";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the door won't open!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 2) {
+ mes "[Sobbing Voice]";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ next;
+ switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
+ case 1:
+ mes "The door is locked.";
+ mes "So nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I try to knock?";
+ input .@input,0,999;
+ next;
+ mes "You knocked on the door "+.@input+" times.";
+ next;
+ mes "But, nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I turn the key?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You turn the key 7 times.";
+ next;
+ mes "Click! Click! Click!";
+ mes "Click! Click! Click!";
+ mes "Click...!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You hear water flushing.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the toilet.";
+ set brazil_ghost,3;
+ changequest 2208,60351;
+ close;
+ }
+ else {
+ mes "You turned over the key "+.@input+" times.";
+ next;
+ mes "But nothing doesn't happened.";
+ close;
+ }
+ case 4:
+ mes "How many times should I insert the key into the door?";
+ input .@input,0,999;
+ next;
+ mes "You inserted the key "+.@input+" times.";
+ next;
+ mes "But nothing happened.";
+ close;
+ }
+ }
+ else {
+ mes "Mother the door won't open!";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A key is inserted in the locked door.-";
+ close;
+ }
+}
+
+bra_in01,144,187,3 script Toilet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- Looks like an ordinary toilet -";
+ next;
+ if (brazil_ghost > 6) {
+ switch(select("Flush the toilet.:Doing nothing.")) {
+ case 1:
+ mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
+ specialeffect2 EF_WATERFALL_SMALL_T2_90;
+ close2;
+ warp "bra_in01",206,102;
+ end;
+ case 2:
+ mes "The water in the toilet looks gross.";
+ close;
+ }
+ }
+ switch(select("Use the toilet:Ignore.")) {
+ case 1:
+ mes "- What was the second line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the water is flooding!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 3) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
+ next;
+ switch(select("Flush the toilet.:Close the lid.")) {
+ case 1:
+ mes "How many times should I flush?";
+ input .@input,0,999;
+ next;
+ if (.@input == 3) {
+ mes "You flush the toilet 3 times.";
+ next;
+ mes "qwaaaaaaaaa!";
+ mes "kwaaaaaaaaaa!";
+ mes "kwaaaaaaaaaaaaaaaaaaa!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "Suddenly the sink sounds like water is flowing freely from it.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the faucet.";
+ set brazil_ghost,4;
+ changequest 60351,60352;
+ close;
+ }
+ else {
+ mes "You flush the toilet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ case 2:
+ mes "You close the lid of the toilet.";
+ mes "Nothing seems to be happening.";
+ close;
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- Looks like an ordinary toilet -";
+ close;
+ }
+}
+
+bra_in01,134,189,3 script Faucet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- It seems like an ordinary faucet -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the drought has started!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 4) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000Don't worry... the waterfall will help it....^000000";
+ next;
+ switch(select("Tap on the faucet.:Turn on the water.")) {
+ case 1:
+ mes "How many times will you tap the faucet?";
+ input .@input,0,999;
+ next;
+ mes "You tap the faucet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I turn the water on?";
+ input .@input,0,999;
+ next;
+ if (.@input == 1) {
+ mes "You turn the faucet on once.";
+ next;
+ mes "swwwaaaaaaa-";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You see the carpet move.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the carpet.";
+ set brazil_ghost,5;
+ changequest 60352,60353;
+ close;
+ }
+ else {
+ mes "You turn the faucet on "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- It seems like an ordinary faucet -";
+ close;
+ }
+}
+
+bra_in01,138,184,3 script Carpet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A carpet with an intricate pattern on it -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother where are my friends?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 5) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
+ next;
+ switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
+ case 1:
+ mes "How many times should I jump?";
+ input .@input,0,999;
+ next;
+ mes "You jump on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I lie on the carpet?";
+ input .@input,0,999;
+ next;
+ mes "You lie on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I shake the carpet?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You shake the carpet 7 times.";
+ next;
+ mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the mirror.";
+ set brazil_ghost,6;
+ changequest 60353,60354;
+ close;
+ }
+ else {
+ mes "You shake the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A carpet with an intricate pattern on it -";
+ close;
+ }
+}
+
+bra_in01,151,180,3 script Mirror#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- You can see a clean mirror without any marks or dust -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Where are you mom?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 6) {
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "Behind you...";
+ enablenpc "Ghost#bra";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "The stories about the ghost are true~!";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000my baby....^000000";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000I can't see.... my eye....^000000";
+ mes "^FF0000What's going on....?^000000";
+ next;
+ mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000My eyes are so tight... can you take this off?^000000";
+ next;
+ mes "You step carefully towards the ghost.";
+ next;
+ mes "His face was covered with dust making strange contortions with it's face.";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000Come on help mom.....^000000";
+ next;
+ switch(select("Take the eye bandage off.:Run away~.")) {
+ case 1:
+ while(1) {
+ set .@cpudice,rand(1,6);
+ set .@pcdice,rand(1,6);
+ if (.@cpudice != .@pcdice) {
+ emotion (57+.@cpudice),0,"Ghost#bra";
+ emotion (57+.@cpudice),1;
+ break;
+ }
+ }
+ if (.@cpudice > .@pcdice) {
+ specialeffect2 EF_DEVIL;
+ mes "[Ghost]";
+ mes "^FF0000Go away!^000000";
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ percentheal -50,-50;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",12,183;
+ end;
+ }
+ else {
+ emotion e_bzz,1;
+ mes "[Ghost]";
+ mes "^FF0000Ahh!^000000";
+ mes "The Ghost disappeared into the toilet.";
+ set brazil_ghost,7;
+ changequest 60354,60355;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",206,100;
+ end;
+ }
+ case 2:
+ mes "You run away from the ghost.";
+ close2;
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ warp "bra_in01",12,183;
+ disablenpc "Ghost#bra";
+ end;
+ }
+ close;
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- You can see a clean mirror without any marks or dust -";
+ close;
+ }
+}
+
+bra_in01,136,180,5 script Ghost#bra 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra";
+ end;
+}
+
+bra_in01,7,181,5 script Curator#bra 477,{
+ if (BaseLevel < 40) {
+ mes "[Curator]";
+ mes "I'm sorry but this area is under construction right now.";
+ close;
+ }
+ if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
+ if (countitem(11515) > 0) {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ next;
+ mes "You give a coconut to the Curator.";
+ next;
+ mes "[Curator]";
+ mes "Oh really can I have it?";
+ mes "Thanks a lot!";
+ next;
+ mes "[Curator]";
+ mes "Pay it forward right?";
+ mes "Ok I'll let you through this one time.";
+ next;
+ mes "The curator looks around calmly then opens the door.";
+ delitem 11515,1; //Coconut
+ set brazil_ghost,2;
+ close2;
+ warp "bra_in01",138,176;
+ end;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ else {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ close;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ }
+ else if (brazil_ghost > 6) {
+ mes "[Curator]";
+ mes "Hey thanks for the Coconut earlier it really helped me cool down.";
+ close;
+ }
+ else {
+ mes "[Curator]";
+ mes "Is it just me? Or is it hotter than it's ever been today!";
+ close;
+ }
+}
+
+bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
+OnTouch_:
+ if (brazil_ghost > 6)
+ warp "bra_in01",138,176;
+ else {
+ mes "The entrance has been blocked.";
+ close;
+ }
+ end;
+}
+
+bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
+bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
+
+bra_in01,206,188,1 script Open Manhole#todunbra 844,{
+ if (brazil_ghost == 7) {
+ enablenpc "Ghost#bra_end";
+ mes "[Ghost]";
+ mes "I am a ghost who died while wandering the jungle many years ago.";
+ next;
+ mes "[Ghost]";
+ mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
+ next;
+ mes "[Ghost]";
+ mes "That's also where I hurt one of my eyes while walking around in the dark.";
+ next;
+ mes "[Ghost]";
+ mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
+ next;
+ mes "[Ghost]";
+ mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
+ next;
+ mes "[Ghost]";
+ mes "There are many dangerous creatures at the end of this sewer.";
+ mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
+ next;
+ mes "[Ghost]";
+ mes "I guess now I can finally rest in peace.";
+ mes "Thank you friend.";
+ set brazil_ghost,8;
+ //completequest 2208;
+ completequest 60355;
+ getexp 900000,0;
+ disablenpc "Ghost#bra_end";
+ close;
+ }
+ warp "bra_dun01",87,47;
+ end;
+}
+
+
+bra_dun01,87,43,1 script Pipe#bra 844,{
+ warp "bra_in01",206,185;
+ end;
+}
+
+bra_fild01,323,136,1 script Pipe#brafild 844,{
+ if (brazil_ghost > 6) {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ next;
+ switch(select("Examine it:Ignore.")) {
+ case 1:
+ mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
+ close2;
+ warp "bra_in01",206,182;
+ end;
+ case 2:
+ mes "It might be dangerous, I better not act rashly.";
+ close;
+ }
+ }
+ else {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ close;
+ }
+}
+
+bra_in01,206,190,3 script Ghost#bra_end 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra_end";
+ end;
+}
+
+// Iara, Original file: iara.sc
+//============================================================
+brasilis,315,334,5 script Shaman#nk 474,{
+ set .@iara_re,checkquest(4135,PLAYTIME);
+ if ((.@iara_re == 0) || (.@iara_re == 1)) {
+ mes "[Anori]";
+ mes "I'm still preparing.";
+ mes "I don't require your help at this time.";
+ mes "Please come back later...";
+ close;
+ }
+ else {
+ if (checkquest(4135) > 1) erasequest 4135;
+ set .@iara_q,checkquest(4133);
+ if ((.@iara_q == 0) || (.@iara_q == 1)) {
+ mes "[Anori]";
+ mes "To block Iara ";
+ mes "seducing the tribes";
+ mes "we need a purifying potion...";
+ next;
+ mes "[Anori]";
+ mes "Did you bring the materials";
+ mes "to make the purifying potion?";
+ next;
+ if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
+ mes "[Anori]";
+ mes "Um... it seems to be okay.";
+ mes "I'll make you a potion which will";
+ mes "weaken Iara's power.";
+ next;
+ mes "[Anori]";
+ mes "Let's see grind this...";
+ mes "and mix in that...";
+ mes "then add some magic...";
+ next;
+ setquest 4135;
+ erasequest 4133;
+ setquest 4134;
+ completequest 4134;
+ delitem 950,20; //Heart_Of_Mermaid
+ delitem 7172,10; //Leopard_Talon
+ delitem 1054,3; //Lip_Of_Ancient_Fish
+ getitem 11517,2; //Puri_Potion
+ mes "[Anori]";
+ mes "Here, it's completed.";
+ mes "Take this.";
+ mes "It will make Iara stop";
+ mes "training at the cave";
+ mes "for a while.";
+ next;
+ mes "[Anori]";
+ mes "Please block the Iara threatening the security of the tribe.";
+ close;
+ }
+ else {
+ mes "[Anori]";
+ mes "You haven't brought enough materials yet.";
+ mes "We cannot make the purification potion with only these.";
+ close;
+ }
+ }
+ else {
+ if (BaseLevel < 40) {
+ mes "[Anori]";
+ mes "Ah... we need a strong adventurer.";
+ mes "The tribe is facing a major threat.";
+ close;
+ }
+ set .@re_q,checkquest(4134);
+ if (.@re_q == 2) {
+ mes "[Anori]";
+ mes "you are...";
+ mes "the adventurer who came for the";
+ mes "purification potion...";
+ next;
+ mes "[Anori]";
+ mes "Maybe because of the purification potion...";
+ mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
+ next;
+ mes "[Anori]";
+ mes "Could you get the same";
+ mes "materials as before...";
+ mes "I need your power.";
+ next;
+ switch(select("No.:Okay, I'll do it.")) {
+ case 1:
+ mes "[Anori]";
+ mes "This, ah...";
+ mes "There is no other way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "You are truly brave!";
+ mes "I, on behalf of the tribe,";
+ mes "offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Materials are the same as before.";
+ mes "If you just get^ff0000 20 Hearts of Mermaids,";
+ mes "10 Leopard Claws and";
+ mes "3 Ancient Lips^000000,";
+ mes "I will make you a potion that purifies evil spirits";
+ mes "by using a secret formula handed down to the tribe.";
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "please get the materials quickly.";
+ mes "I will be preparing to make";
+ mes "the purification potion right here.";
+ setquest 4133;
+ close;
+ }
+ }
+ else {
+ mes "[Anori]";
+ mes "There are some people I haven't seen before around here.";
+ mes "It's a good sign...";
+ next;
+ mes "[Anori]";
+ mes "Hey you...";
+ mes "Could you listen to my stories for a moment.";
+ mes "There's an emergency in our tribe.";
+ next;
+ switch(select("No.:Okay.")) {
+ case 1:
+ mes "[Anori]";
+ mes "You are a heartless person...";
+ mes "You don't seem the helpful type.";
+ mes "Just keep on going your way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Thank you, I met a kind person.";
+ mes "It's a secret of our tribe that";
+ mes "you cannot tell anyone.";
+ next;
+ break;
+ }
+ mes "[Anori]";
+ mes "Lately young men from";
+ mes "the tribe are disappearing.";
+ mes "Our entire tribe is being threatened.";
+ next;
+ mes "[Anori]";
+ mes "It is likely because of a witch called Iara.";
+ mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
+ next;
+ mes "[Anori]";
+ mes "How can I stop these young tribesmen?";
+ mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
+ next;
+ mes "[Anori]";
+ mes "This potion has been handed down from many generations in our tribe.";
+ mes "This purification potion possesses the power to cleanse evil spirits.";
+ next;
+ mes "[Anori]";
+ mes "If you could get the materials";
+ mes "I will make you";
+ mes "the purification potion.";
+ mes "Could you do that for me?";
+ next;
+ switch(select("No.:Yes, I can.")) {
+ case 1:
+ mes "[Anori]";
+ mes "Hm...";
+ mes "Well, then.";
+ mes "If you change your mind you can come to me again.";
+ next;
+ mes "[Anori]";
+ mes "You shouldn't talk about";
+ mes "what you heard now to anyone";
+ mes "It's kind of embarrassing...";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Oh! You are the savior";
+ mes "of our tribe indeed.";
+ mes "On behalf of the tribe, I offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Well, what we need is this.";
+ mes "It's all you can get from near here.";
+ mes "Note down well.";
+ next;
+ mes "[Anori]";
+ mes "^ff0000 20 Hearts of Mermaids";
+ mes "10 Leopard Claws";
+ mes "3 Ancient Lips^000000";
+ mes "are the only ones that are needed as the materials.";
+ next;
+ mes "[Anori]";
+ mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
+ setquest 4133;
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "I hope you move quickly.";
+ mes "Even at this moment, the village men are being seduced and slipping way...";
+ close;
+ }
+ }
+ }
+ }
+}
+
+bra_dun02,157,74,5 script Iara#nk 478,2,2,{
+ if (countitem(11517) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Should I use a Purification Potion?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ specialeffect EF_MAPPILLAR;
+ mes "[Iara]";
+ mes "Ah...this light is...";
+ mes "It's like getting cleansed of evil thoughts";
+ mes "from deep within my heart.";
+ next;
+ mes "[Iara]";
+ mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
+ next;
+ mes "[Iara]";
+ mes "Do you think I can be born again as a kind water nymph?";
+ next;
+ specialeffect EF_GHOST;
+ mes "[Iara]";
+ mes "Ah... Thank you for helping me recover my consciousness for a while.";
+ mes "But... I think that the curse has been with me too long.";
+ mes "Get away from me quickly.";
+ delitem 11517,1; //Puri_Potion
+ percentheal 100,100;
+ // may requitre new SCs
+ sc_start SC_INCFLEE,3600000,20;
+ sc_start SC_INCCRI,3600000,10;
+ sc_start SC_STRFOOD,1200000,3;
+ sc_start SC_DEXFOOD,1200000,3;
+ sc_start SC_AGIFOOD,1200000,3;
+ sc_start SC_VITFOOD,1200000,3;
+ sc_start SC_INTFOOD,1200000,3;
+ sc_start SC_LUKFOOD,1200000,3;
+ next;
+ mes "[Iara]";
+ mes "Ahhh~...";
+ specialeffect EF_DEVIL;
+ next;
+ mes "[Iara]";
+ mes "The curse is too strong for me to keep contained.";
+ mes "Leave now while you are safe.";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "(I guess I should ignore her.)";
+ close;
+ }
+ }
+ else {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (countitem(11517) < 1) {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+}
+
+bra_fild01,188,301,5 script Native Warrior#nk 472,{
+ mes "[Native Warrior]";
+ mes "Ah...the face I would never forget even in my dreams.";
+ next;
+ mes "[Native Warrior]";
+ mes "When will she come out of the waterfall again...?";
+ next;
+ if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Wh...what's this guy?)";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(This guy will never";
+ mes "get ocer Iara's curse...)";
+ }
+ close;
+}
diff --git a/npc/scripts_athena.conf b/npc/scripts_athena.conf index 332a22f81..166a7e22c 100644 --- a/npc/scripts_athena.conf +++ b/npc/scripts_athena.conf @@ -79,6 +79,7 @@ npc: npc/quests/quests_alberta.txt npc: npc/quests/quests_aldebaran.txt npc: npc/quests/quests_amatsu.txt npc: npc/quests/quests_ayothaya.txt +npc: npc/quests/quests_brasilis.txt npc: npc/quests/quests_comodo.txt npc: npc/quests/quests_ein.txt npc: npc/quests/quests_geffen.txt diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf index 1b9d56816..6530c2e7c 100644 --- a/npc/scripts_monsters.conf +++ b/npc/scripts_monsters.conf @@ -4,8 +4,11 @@ npc: npc/mobs/citycleaners.txt npc: npc/mobs/pvp.txt +npc: npc/mobs/towns/brasilis.txt + npc: npc/mobs/fields/amatsu.txt npc: npc/mobs/fields/ayothaya.txt +npc: npc/mobs/fields/brasilis.txt npc: npc/mobs/fields/comodo.txt npc: npc/mobs/fields/einbroch.txt npc: npc/mobs/fields/geffen.txt @@ -35,6 +38,7 @@ npc: npc/mobs/dungeons/ama_dun.txt npc: npc/mobs/dungeons/anthell.txt npc: npc/mobs/dungeons/ayo_dun.txt npc: npc/mobs/dungeons/beach_dun.txt +npc: npc/mobs/dungeons/bra_dun.txt npc: npc/mobs/dungeons/c_tower.txt npc: npc/mobs/dungeons/ein_dun.txt npc: npc/mobs/dungeons/gef_dun.txt diff --git a/npc/scripts_warps.conf b/npc/scripts_warps.conf index 48d0423e5..343d2f881 100644 --- a/npc/scripts_warps.conf +++ b/npc/scripts_warps.conf @@ -41,6 +41,7 @@ npc: npc/warps/dungeons/ama_dun.txt npc: npc/warps/dungeons/anthell.txt npc: npc/warps/dungeons/ayo_dun.txt npc: npc/warps/dungeons/beach_dun.txt +npc: npc/warps/dungeons/bra_dun.txt npc: npc/warps/dungeons/c_tower.txt npc: npc/warps/dungeons/ein_dun.txt npc: npc/warps/dungeons/gef_dun.txt diff --git a/npc/warps/dungeons/bra_dun.txt b/npc/warps/dungeons/bra_dun.txt new file mode 100644 index 000000000..58073b97b --- /dev/null +++ b/npc/warps/dungeons/bra_dun.txt @@ -0,0 +1,17 @@ +//===== eAthena Script =======================================
+//= Brasilis Dungeon Warp
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Brasilis Dungeon warp script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
+bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37
|