diff options
author | shennetsind <ind@henn.et> | 2013-05-30 22:20:16 -0300 |
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committer | shennetsind <ind@henn.et> | 2013-05-30 22:20:16 -0300 |
commit | 5a138ceabf08fe0ca75a24306e849ce3f24faef8 (patch) | |
tree | 5cc9cae641157e05172f450d84a6fe6d9753b793 /npc/re/cities | |
parent | 20bdc01fa687b174a732be4483ddea4982d67ce9 (diff) | |
parent | b30c74a7733848f03e5defc238dca0e0cb044470 (diff) | |
download | hercules-5a138ceabf08fe0ca75a24306e849ce3f24faef8.tar.gz hercules-5a138ceabf08fe0ca75a24306e849ce3f24faef8.tar.bz2 hercules-5a138ceabf08fe0ca75a24306e849ce3f24faef8.tar.xz hercules-5a138ceabf08fe0ca75a24306e849ce3f24faef8.zip |
Memory Slasher - May 30 Patch
http://hercules.ws/board/topic/928-memory-slasher-may-30-patch/
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'npc/re/cities')
-rw-r--r-- | npc/re/cities/dewata.txt | 4 | ||||
-rw-r--r-- | npc/re/cities/dicastes.txt | 14 | ||||
-rw-r--r-- | npc/re/cities/izlude.txt | 72 | ||||
-rw-r--r-- | npc/re/cities/malangdo.txt | 4 | ||||
-rw-r--r-- | npc/re/cities/malaya.txt | 1520 | ||||
-rw-r--r-- | npc/re/cities/mora.txt | 4 |
6 files changed, 1600 insertions, 18 deletions
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index 88b7f6a4e..6bbbfeb4e 100644 --- a/npc/re/cities/dewata.txt +++ b/npc/re/cities/dewata.txt @@ -1,11 +1,11 @@ -//===== rAthena Script ======================================= +//===== Hercules Script ====================================== //= Dewata Town //===== By: ================================================== //= Gennosuke Kouga, Muad_Dib //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== -//= rAthena SVN +//= Hercules //===== Description: ========================================= //= Dewata Town Script //===== Additional Comments: ================================= diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt index 6bab75559..5fd555b8f 100644 --- a/npc/re/cities/dicastes.txt +++ b/npc/re/cities/dicastes.txt @@ -1,14 +1,14 @@ -//===== rAthena Script ======================================= +//===== Hercules Script ====================================== //= El Dicastes Town -//===== By: ================================================== +//===== By: ================================================== //= Gennosuke Kouga, Muad_Dib -//===== Current Version: ===================================== +//===== Current Version: ===================================== //= 1.2a -//===== Compatible With: ===================================== -//= rAthena SVN -//===== Description: ========================================= +//===== Compatible With: ===================================== +//= Hercules +//===== Description: ========================================= //= El Dicastes Town Script -//===== Additional Comments: ================================= +//===== Additional Comments: ================================= //= 1.0 First version. //= 1.1 Standardized. [Euphy] //= 1.2 Updated to match the official script. [Joseph] diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt index e5b3d1df0..d2ac40e80 100644 --- a/npc/re/cities/izlude.txt +++ b/npc/re/cities/izlude.txt @@ -1,30 +1,33 @@ -//===== rAthena Script ======================================= +//===== Hercules Script ====================================== //= Izlude Town Renewal //===== By: ================================================== //= Masao //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== -//= rAthena SVN +//= Hercules //===== Description: ========================================= //= Izlude town NPCs. //===== Additional Comments: ================================= //= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao] //= 1.1 Added bullet NPC duplicates. [Euphy] +//= 1.2 Added new NPCs, Captain Carew & coordinates [Streusel] +//= 1.3 Added some NPC locations [Streusel] //============================================================ izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 100 izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 90 izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 91 -izlude,127,175,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 124 +izlude,174,164,3 duplicate(Cuskoal_izlude) Cuskoal#izlude 124 izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 84 -izlude,141,185,4 duplicate(Kylick_izlude) Kylick#izlude 97 +izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 97 izlude,56,156,2 duplicate(Red_izlude) Red#izlude 85 izlude,58,156,2 duplicate(Cebalis_izlude) Cebalis#izlude 98 izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 105 izlude,158,130,3 duplicate(bdt) Bullet Dealer Tony#iz 86 izlude,155,132,3 duplicate(mdk) Magazine Dealer Kenny 83 - +izlude,198,213,4 duplicate(Captain_Carew) Captain Carew#izlude 873 +izlude_in,57,92,3 duplicate(Dorian) Dorian#izlude 878 izlude,147,131,6 script Blacksmith#izlude 726,{ end; } @@ -34,3 +37,62 @@ prt_fild08,350,219,4 script Guard#izlude 105,{ mes "Welcome to Izlude."; close; } + +izlude,136,160,0 script Traces of Fish#izlude 111,{ + mes "There are signs of someone digging."; + close; +} + +izlude,207,167,3 script Arena#izlude 858,{ + mes ""; + close; +} + +izlude,45,94,3 script Milestone#izlude 858,{ + mes "==== Information ===="; + mes ""; + mes "Access to Prontera Field."; + mes "Prontera in the North."; + mes "If you wish got to Prontera."; + close; +} + +izlude,179,75,3 script Non-Process#izlude 858,{ + mes "====End of Path===="; + mes ""; + mes "Airshop to Rachel"; + mes ""; + mes "Feel free to explore, however be reminded that you are a guest."; + mes ""; + close; +} + +izlude,141,251,1 script Full-Grown Red Plant#iz 1078,{ + end; +} + +izlude,102,150,1 script Sinchon Helper#izlude 71,{ + end; +} + +izlude,205,155,2 script Nain#izlude 102,{ + mes "[Nine]"; + mes "Swords, no matter how strong"; + mes "they are once they strike you're"; + mes "a dead man. And though that's creepy,"; + mes "I just can't throw them away."; + close; +} + +izlude,143,205,7 script Magpies Adventurer#iz-01 703,{ + end; +} + + +izlude,146,205,7 script Magpies Adventurer#iz-02 706,{ + end; +} + +izlude,120,254,0 script Siege Monument#izlude 111,{ + end; +}
\ No newline at end of file diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index f6fd3f14d..0ee7ca8be 100644 --- a/npc/re/cities/malangdo.txt +++ b/npc/re/cities/malangdo.txt @@ -1,11 +1,11 @@ -//===== rAthena Script ======================================= +//===== Hercules Script ====================================== //= Malangdo Town //===== By: ================================================== //= Muad_Dib //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== -//= rAthena SVN +//= Hercules //===== Description: ========================================= //= Malangdo Town Script //===== Additional Comments: ================================= diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt new file mode 100644 index 000000000..3daff8526 --- /dev/null +++ b/npc/re/cities/malaya.txt @@ -0,0 +1,1520 @@ +//===== Hercules Script ======================================= +//= Port Malaya NPC's +//===== By: ================================================== +//= Masao +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= Hercules +//===== Description: ========================================= +//= Many Port Malaya NPC's & Quests. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +malaya,276,55,4 script Optamara Crew#malaya 100,{ + + if (malaya_hi < 10) { + mes "[Optamara Crew]"; + mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta."; + next; + } + else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Optamara Crew]"; + mes "I think a nameless adventurer helped take a load off the villagers mind. Yahoo! Would you like to go back to Alberta?"; + next; + } + else { + mes "[Optamara Crew]"; + mes "Would you like to go back to Alberta with me?"; + next; + } + switch (select("Return.:Do not return.")) { + case 1: + mes "[Optamara Crew]"; + mes "Great! Lets leave now for Alberta!!"; + close2; + warp "alberta",239,68; + end; + case 2: + mes "[Optamara Crew]"; + mes "Thats okay. Come here if you ever want to go back to Alberta."; + close; + } +} + +alberta,237,71,3 script Optamara Crew#alberta 100,{ + + mes "[Optamara Crew]"; + mes "Hey, there!"; + mes "Its 10,000 Zeny to go to Port Malaya. Interested?"; + next; + switch (select("About Port Malaya:Go to Port Malaya.:Cancel.")) { + case 1: + mes "[Optamara Crew]"; + mes "Port Malaya is a small village you could reach by sailing southwest from Alberta."; + next; + mes "[Optamara Crew]"; + mes "I couldnt visit the village because they had some issues there but now it seems all is clear!"; + next; + mes "[Optamara Crew]"; + mes "I dont know for sure but it was a village that's like a comfortable and cozy park."; + next; + mes "[Optamara Crew]"; + mes "I was this close to not coming back to cozy Alberta again."; + next; + mes "[Optamara Crew]"; + mes "Im sure youll feel the same once you reach Port Malaya."; + close; + case 2: + if (Zeny > 9999) { + set Zeny, Zeny - 10000; + mes "[Optamara Crew]"; + mes "Great!"; + mes "Heading for Port Malaya!!"; + close2; + warp "Malaya",271,55; + end; + } + mes "[Optamara Crew]"; + mes "Oh God!!"; + mes "You dont know how far it is from here. Of course its not free. Please come back with 10,000 Zeny. Sorry!"; + close; + case 3: + mes "[Optamara Crew]"; + mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together."; + close; + } +} + +ma_in01,30,94,4 script Inn Keeper#ma 583,{ + + if (malaya_hi < 10) { + mes "[Inn Keeper]"; + mes "Oh my! Visiting?"; + mes "What bad timing. The village is a bit unorganized at the moment so Im actually closed. Sorry."; + close; + } + else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Inn Keeper]"; + mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you."; + next; + } + else { + mes "[Inn Keeper]"; + mes "Welcome."; + mes "This is Port Malaya's best inn, 'Cabin in the City'."; + next; + } + mes "[Inn Keeper]"; + mes "Come for a rest? Lodging will be 5,000 Zeny."; + next; + switch (select("Store.:Lodge. - 5,000z:Cancel.")) { + case 1: + mes "[Inn Keeper]"; + mes "Successfully stored. See you next time."; + savepoint "ma_in01",43,98; + close; + case 2: + if (Zeny < 5000) { + mes "[Inn Keeper]"; + mes "Sorry. I think you are a bit short."; + close; + } + mes "[Inn Keeper]"; + mes "Hope you enjoy your stay."; + close2; + set Zeny, Zeny - 5000; + percentheal 100,100; + warp "ma_in01",43,98; + end; + case 3: + close; + } +} + +ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{ + + if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + mes "[Old Man in Dilemma]"; + mes "Oh! Demons are gaining more and more power in this world."; + next; + switch (select("We need to gather items to fight them off.:Ignore.")) { + case 1: + if ((countitem(6497) > 2) && (Zeny > 999)) { + mes "[Old Man in Dilemma]"; + mes "You dont seem to be strong enough to fight off demons."; + next; + mes "[Old Man in Dilemma]"; + mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; + next; + switch (select("Create.:No, thank you.")) { + case 1: + if ((countitem(6497) > 2) && (Zeny > 999)) { + specialeffect2 EF_CONE; + specialeffect EF_FORESTLIGHT2; + set Zeny, Zeny - 1000; + getitem 12775,1; //Ancient_Spirit_Amulet + mes "[Old Man in Dilemma]"; + mes "Hope you win the fight with the demon."; + close; + } + mes "[Old Man in Dilemma]"; + mes "Short on materials."; + close; + case 2: + mes "[Old Man in Dilemma]"; + mes "Hope you win the fight with the demon."; + close; + } + } + mes "[Old Man in Dilemma]"; + mes "Cant make it now but there is an old way of making it handed down by generations."; + next; + mes "[Old Man in Dilemma]"; + mes "You need to call upon the power of Ancient Spirits. But youll need several important materials first."; + next; + select("What are they?"); + mes "[Old Man in Dilemma]"; + mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations."; + next; + mes "[Old Man in Dilemma]"; + mes "But nobody can get this special item anymore."; + next; + select("Something money cannot buy?"); + mes "[Old Man in Dilemma]"; + mes "No, no... It's this round little thing, you see?"; + next; + select("Are you talking about Zeny?"); + mes "[Old Man in Dilemma]"; + mes "Looks similar to the special items handed down from generations."; + next; + mes "[Old Man in Dilemma]"; + mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons."; + next; + select("Sounds good."); + mes "[Old Man in Dilemma]"; + mes "In case you are too weary to take on the demons"; + next; + mes "[Old Man in Dilemma]"; + mes "come by with 3 Lesser Agimats and 1,000 of those so called Zeny."; + next; + mes "[Old Man in Dilemma]"; + mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min."; + close; + case 2: + mes "[Old Man in Dilemma]"; + mes "Hope you win the fight with the demon."; + close; + } +} + +ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{ + + if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + mes "[Tikbalang Expert]"; + mes "Ive spent 90% of my life studying Tikbalang."; + next; + switch (select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { + case 1: + mes "[Tikbalang Expert]"; + mes "What! I might be imagining things."; + next; + mes "[Tikbalang Expert]"; + mes "I look younger than I am because of my baby face. Ha ha ha"; + next; + select("... ... ..."); + mes "[Tikbalang Expert]"; + mes "Trust!! They say faith will bring you luck."; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "Ha ha... You ask the right question."; + mes "Im a specialist in that field. Ask me anything."; + next; + select("Why wont you answer me?"); + mes "[Tikbalang Expert]"; + mes "Have you... ever been fooled by anyone around you? Why cant you believe someones word for it? Really, ask me anything."; + next; + while (.@loop != 1) { + switch (select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { + case 1: + set .@loop,1; + break; + case 2: + mes "[Tikbalang Expert]"; + mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel."; + next; + mes "[Tikbalang Expert]"; + mes "They are mischievous creatures."; + next; + mes "[Tikbalang Expert]"; + mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out."; + next; + mes "[Tikbalang Expert]"; + mes "Or go on your way quietly without disrupting the Tikbalangs."; + next; + mes "[Tikbalang Expert]"; + mes "Ha ha ha ha But everyone knows adventurers are never quiet while they travel, right?"; + next; + mes "[Tikbalang Expert]"; + mes "Never..."; + set .@loop,2; + next; + break; + case 3: + mes "[Tikbalang Expert]"; + mes "They say Tikbalangs have several distinctions."; + next; + mes "[Tikbalang Expert]"; + mes "First, they are very tall ^AAAAAA(tsk.. wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down,"; + next; + mes "[Tikbalang Expert]"; + mes "Second, is the standard characteristics acknowledged by the association. They have heads and foot like a horse."; + next; + mes "[Tikbalang Expert]"; + mes "So with all these appearance treats, Tikbalang is sometimes called the creature from hell."; + set .@loop,3; + next; + break; + case 4: + mes "[Tikbalang Expert]"; + mes "There are several fun rumors about Tikbalangs."; + next; + mes "[Tikbalang Expert]"; + mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature."; + next; + mes "[Tikbalang Expert]"; + mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles."; + next; + mes "[Tikbalang Expert]"; + mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'."; + next; + mes "[Tikbalang Expert]"; + mes "The association speculates that sayings like 'it rains on Bathorys wedding day' or 'it rains on Moonlight Flowers wedding day' might have derived from the Tikbalangs saying."; + next; + mes "[Tikbalang Expert]"; + mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparent but nobody has verified this yet."; + set .@loop,4; + next; + break; + case 5: + mes "[Tikbalang Expert]"; + mes "Tikbalangs usually live in dark, busy places where there arent many people around."; + next; + mes "[Tikbalang Expert]"; + mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees."; + next; + mes "[Tikbalang Expert]"; + mes "And this is just my opinion but wouldnt you agree that they are living in dark places because it is easier to play pranks on people?"; + set .@loop,5; + next; + break; + } + } + mes "[Tikbalang Expert]"; + mes "I think this is enough explanation for now. You wouldnt understand other highly sophisticated topics with specific terminology and all anyway."; + next; + mes "[Tikbalang Expert]"; + mes "Oh! Do you have any other questions?"; + next; + mes "[Tikbalang Expert]"; + mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions."; + close; + case 3: + mes "[Tikbalang Expert]"; + mes "Ha ha ha. Do you now know how great I am?"; + next; + if ((countitem(6496) > 2) && (countitem(6497) > 4)) { + mes "[Tikbalang Expert]"; + mes "Oh! Isnt this material to make 'Tikbalang Belt' used to tame Tikbalangs?"; + next; + mes "[Tikbalang Expert]"; + mes "The '^F80835Tikbalang Belt ^000000' is used to capture Tikbalangs without the hassle. But that doesnt mean its 100% successful. Interested? Do you want me to make one for you?"; + next; + switch (select("Yes, Im interested.:No, I can capture one myself.")) { + case 1: + delitem 6496,3; //Tikbalang_Thick_Spine + getitem 12699,1; //Tikbalang_Belt + mes "[Tikbalang Expert]"; + mes "Yiiiiiiiiiiii! Yap!"; + next; + specialeffect EF_SONICBLOW2; + select("Huh?"); + mes "[Tikbalang Expert]"; + mes "The '^F80835Tikbalang Belt ^000000' is already created"; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "You? Ha... You can try if you want to."; + close; + } + } + mes "[Tikbalang Expert]"; + mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; + next; + switch (select("Easy way.:Hard way.")) { + case 1: + mes "[Tikbalang Expert]"; + mes "Ha ha. Ive come up with the easy way myself."; + next; + mes "[Tikbalang Expert]"; + mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make"; + next; + mes "[Tikbalang Expert]"; + mes "a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs."; + next; + mes "[Tikbalang Expert]"; + mes "Ha ha ha ha ha!"; + mes "I will say it again."; + mes "Its 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?"; + close; + case 2: + mes "[Tikbalang Expert]"; + mes "Its easy for me but I dont know about you."; + next; + mes "[Tikbalang Expert]"; + mes "Tikbalangs have a sharp, pointy mane behind their neck."; + next; + mes "[Tikbalang Expert]"; + mes "Of course! There are several of them but you must get the three thickest ones."; + next; + mes "[Tikbalang Expert]"; + mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out."; + next; + mes "[Tikbalang Expert]"; + mes "Now let me explain how to pull these manes out."; + next; + mes "[Tikbalang Expert]"; + mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang."; + next; + mes "[Tikbalang Expert]"; + mes "Of course! The Tikbalang will get mad and try to shake you off with all its might."; + next; + mes "[Tikbalang Expert]"; + mes "All you have to do is hold on until the Tikbalang gets exhausted."; + next; + mes "[Tikbalang Expert]"; + mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But lets not focus on too much details."; + next; + mes "[Tikbalang Expert]"; + mes "Which means!! The Tikbalang is already tamed."; + close; + } + } +} + +ma_fild01,74,367,6 script Unidentified Creature#01 572,2,2,{ + end; + +OnInit: + set .@kafre_who, rand(1,4); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else if (.@kafre_who == 3) { + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#03::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnEnable"; + } + end; + +OnEnable: + hideoffnpc "Unidentified Creature#01"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#01"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else if (.@kafre_who == 3) { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#03::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnEnable"; + } + end; + +OnTouch: + if (getcharid(1) != 0) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#01::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name04$,strcharinfo(0); + } + donpcevent "Unidentified Creature#01::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#01::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild01,109,116,4 script Unidentified Creature#02 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#02"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#02"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#04::OnDisable"; + } else if (.@kafre_who == 3) { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#03::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } + else { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnEnable"; + } + end; + +OnTouch: + if (getpartyleader(getcharid(1),1) == getcharid(3)) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#02::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name04$,strcharinfo(0); + } + donpcevent "Unidentified Creature#02::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#02::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild01,280,150,6 script Unidentified Creature#03 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#03"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#03"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnEnable"; + } + end; + +OnTouch: + if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#03::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name04$,strcharinfo(0); + } + donpcevent "Unidentified Creature#03::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#03::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild01,309,221,6 script Unidentified Creature#04 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#04"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#04"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } else { + donpcevent "Unidentified Creature#01::OnDisable"; + donpcevent "Unidentified Creature#02::OnDisable"; + donpcevent "Unidentified Creature#03::OnEnable"; + donpcevent "Unidentified Creature#04::OnDisable"; + } + end; + +OnTouch: + set .@kafre_tok, rand(1,100); + if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#04::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name04$,strcharinfo(0); + } + donpcevent "Unidentified Creature#04::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#04::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild02,282,41,4 script Unidentified Creature#05 572,2,2,{ + end; + +OnInit: + set .@kafre_who, rand(1,4); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnEnable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else if (.@kafre_who == 3) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnEnable"; + } else { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + donpcevent "Unidentified Creature#08::OnEnable"; + } + end; + +OnEnable: + hideoffnpc "Unidentified Creature#05"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#05"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnEnable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else if (.@kafre_who == 3) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnEnable"; + } else { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + donpcevent "Unidentified Creature#08::OnEnable"; + } + end; + +OnTouch: + if (getcharid(1) != 0) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#05::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name05$,strcharinfo(0); + } + donpcevent "Unidentified Creature#05::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#05::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild02,246,324,4 script Unidentified Creature#06 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#06"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#06"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else if (.@kafre_who == 3) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnEnable"; + } else { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + donpcevent "Unidentified Creature#08::OnEnable"; + } + end; + +OnTouch: + if (getpartyleader(getcharid(1),1) == getcharid(3)) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#06::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name05$,strcharinfo(0); + } + donpcevent "Unidentified Creature#06::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#06::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild02,71,296,6 script Unidentified Creature#07 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#07"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#07"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + donpcevent "Unidentified Creature#08::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnEnable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + donpcevent "Unidentified Creature#08::OnEnable"; + } + end; + +OnTouch: + if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#07::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name05$,strcharinfo(0); + } + donpcevent "Unidentified Creature#07::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#07::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_fild02,32,263,4 script Unidentified Creature#08 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#08"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#08"; + end; + +OnBingx2: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnEnable"; + donpcevent "Unidentified Creature#07::OnDisable"; + } else { + donpcevent "Unidentified Creature#05::OnDisable"; + donpcevent "Unidentified Creature#06::OnDisable"; + donpcevent "Unidentified Creature#07::OnEnable"; + } + end; + +OnTouch: + set .@kafre_tok, rand(1,100); + if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#08::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name05$,strcharinfo(0); + } + donpcevent "Unidentified Creature#08::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#08::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_scene01,195,92,4 script Unidentified Creature#09 572,2,2,{ + end; + +OnInit: + set .@kafre_who, rand(1,3); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#09::OnEnable"; + donpcevent "Unidentified Creature#10::OnDisable"; + donpcevent "Unidentified Creature#11::OnDisable"; + } else if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#09::OnDisable"; + donpcevent "Unidentified Creature#10::OnEnable"; + donpcevent "Unidentified Creature#11::OnDisable"; + } else { + donpcevent "Unidentified Creature#09::OnDisable"; + donpcevent "Unidentified Creature#10::OnDisable"; + donpcevent "Unidentified Creature#11::OnEnable"; + } + end; + +OnEnable: + hideoffnpc "Unidentified Creature#09"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#09"; + end; + +OnBingx2: + set .@kafre_who, rand(1,2); + if (.@kafre_who == 2) { + donpcevent "Unidentified Creature#09::OnDisable"; + donpcevent "Unidentified Creature#10::OnEnable"; + donpcevent "Unidentified Creature#11::OnDisable"; + } else { + donpcevent "Unidentified Creature#09::OnDisable"; + donpcevent "Unidentified Creature#10::OnDisable"; + donpcevent "Unidentified Creature#11::OnEnable"; + } + end; + +OnTouch: + if (getcharid(1) != 0) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#09::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name06$,strcharinfo(0); + } + donpcevent "Unidentified Creature#09::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#09::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_scene01,158,139,4 script Unidentified Creature#10 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#10"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#10"; + end; + +OnBingx2: + set .@kafre_who, rand(1,2); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#09::OnEnable"; + donpcevent "Unidentified Creature#10::OnDisable"; + donpcevent "Unidentified Creature#11::OnDisable"; + } else { + donpcevent "Unidentified Creature#09::OnDisable"; + donpcevent "Unidentified Creature#10::OnDisable"; + donpcevent "Unidentified Creature#11::OnEnable"; + } + end; + +OnTouch: + if (getpartyleader(getcharid(1),1) == getcharid(3)) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#10::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name06$,strcharinfo(0); + } + donpcevent "Unidentified Creature#10::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#10::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +ma_scene01,167,112,6 script Unidentified Creature#11 572,2,2,{ + end; + +OnEnable: + hideoffnpc "Unidentified Creature#11"; + end; + +OnDisable: + hideonnpc "Unidentified Creature#11"; + end; + +OnBingx2: + set .@kafre_who, rand(1,2); + if (.@kafre_who == 1) { + donpcevent "Unidentified Creature#09::OnEnable"; + donpcevent "Unidentified Creature#10::OnDisable"; + } else { + donpcevent "Unidentified Creature#10::OnEnable"; + } + end; + +OnTouch: + if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) { + if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { + donpcevent "Unidentified Creature#11::OnBingx2"; + mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; + close; + } + set .@slot_name, rand(1,5); + if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { + set $ma_name06$,strcharinfo(0); + } + donpcevent "Unidentified Creature#11::OnBingx2"; + mes "The unidentified creature gets a glimpse of you and disappears."; + close; + } + donpcevent "Unidentified Creature#11::OnBingx2"; + mes "The unidentified creature looks at you and runs away."; + close; +} + +malaya,227,311,4 script Grandma#ma01 575,{ + + if (malaya_hi < 10) { + mes "[Grandma]"; + mes "Youre not from around here? Take care of yourself."; + next; + mes "[Grandma]"; + mes "Im worried because my daughter-in-law is pregnant. I hope nothing goes wrong."; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Grandma]"; + mes "I heard there is an outsider that is helping the village."; + next; + mes "[Grandma]"; + mes "Then my daughter-in-law will be safe."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + mes "[Grandma]"; + mes "Heard there is this" + .@name$ + "that follows Meoneonuncle around."; + next; + mes "[Grandma]"; + mes "I will cheer for their forbidden love."; + close; + } + mes "[Grandma]"; + mes "Im worried about my pregnant daughter-in-law. Hope Meoneonuncle wont bother her."; + next; + select("Meoneonuncle?"); + mes "[Grandma]"; + mes "Not from around here? Let me tell you why even a foreigner like you should be careful."; + next; + mes "[Grandma]"; + mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby."; + next; + mes "[Grandma]"; + mes "But happiness never lasts forever, right? The baby was miscarried from an accident,"; + next; + mes "[Grandma]"; + mes "She eventually passed away after grieving over her lost baby for days."; + next; + select("That is a sad story."); + mes "[Grandma]"; + mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village."; + next; + mes "[Grandma]"; + mes "If you ever walk around Port Malaya at night."; + next; + mes "[Grandma]"; + mes "and hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncles wings flapping."; + close; +} + +malaya,189,263,4 script Drumming Young Man #ma02 578,{ + + if (malaya_hi < 10) { + emotion e_omg; + mes "[Drumming Young Man]"; + mes "Ugh... its just like that time before"; + next; + emotion e_omg; + mes "[Drumming Young Man]"; + mes "when the moon was swallowed. Argh!"; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Drumming Young Man]"; + mes "I think the village was saved by a nameless adventurer."; + next; + emotion e_sigh; + mes "[Drumming Young Man]"; + mes "Phew... I thought Bakonawa appeared again."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + mes "[Drumming Young Man]"; + mes "" + .@name$ + "is said to have stopped Bakonawa from swallowing the moon. Isnt it awesome? I'm so relieved."; + close; + } + mes "[Drumming Young Man]"; + mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya."; + next; + mes "[Drumming Young Man]"; + mes "But I know that Bakonawa could also 'swallow people', too."; + next; + select("Huk! Then isn't it dangerous?"); + emotion e_gg; + mes "[Drumming Young Man]"; + mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person."; + next; + mes "[Drumming Young Man]"; + mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already."; + next; + select("Wow. What is it?"); + mes "[Drumming Young Man]"; + mes "He is sensitive to noise so when hes about to swallow the moon!!"; + next; + mes "[Drumming Young Man]"; + mes "Thats your chance!! It doesnt matter what kind of noise!! Whether its a caldron, symbol, drum, pot or fry pan, just keep on making noise."; + next; + mes "[Drumming Young Man]"; + mes "Then Bakonawa will get surprised, spit out the moon and run away!"; + next; + mes "[Drumming Young Man]"; + mes "Carry a drum around with you. Youll find it handy."; + close; +} + +malaya,270,59,4 script Port Guard#ma03 570,{ + + if (malaya_hi < 10) { + emotion e_swt2; + mes "[Port Guard]"; + mes "The village is chaotic these days. Is it okay for me to be off like this?"; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + emotion e_no; + mes "[Port Guard]"; + mes "The village is somewhat stable now but you should still be careful walking around at night."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + mes "[Port Guard]"; + mes "" + .@name$ + "is said to escape from Bu waya alive after being captured. This person must be powerful."; + close; + } + emotion e_omg; + mes "[Port Guard]"; + mes "What!! Port all clear!!"; + next; + mes "[Port Guard]"; + mes "Huh? Youre not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers."; + next; + select("What document?"); + mes "[Port Guard]"; + mes "It says that travelers should be careful of monsters when walking in the village at night."; + next; + mes "[Port Guard]"; + mes "Buwaya dont come to the village often but there are cases when they snatch people in the boxes they carry at night."; + next; + mes "[Port Guard]"; + mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided."; + next; + if (select("I see.:Is there any way to prevent them from coming?") == 1) { + mes "[Port Guard]"; + mes "Be careful at night!"; + close; + } + mes "[Port Guard]"; + mes "They say you can attack Buwayas weak point inside the box they carry if you ever get caught in one."; + next; + mes "[Port Guard]"; + mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar."; + next; + emotion e_hmm; + mes "[Port Guard]"; + mes "But if the fluttering sound is small or if you dont hear anything, lets just say you should prepare for attack and with for luck."; + close; +} + +malaya,88,252,4 script Little Girl #ma04 576,{ + + if (malaya_hi < 10) { + mes "[Little Girl]"; + mes "Im scared but I have to visit the fairy in the forest."; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Little Girl]"; + mes "He he. Father said I can visit the fairy in the forest when the village calms down."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + mes "[Little Girl]"; + mes "A little while ago" + .@name$ + "came and told me a fun story."; + next; + mes "[Little Girl]"; + mes "'I planted a pair of pear trees in the yard.'"; + mes "He he. Isnt it fun?" + .@name$ + "seems like a fun person."; + close; + } + mes "[Little Girl]"; + mes "Father said I wont catch skin diseases once Im friends with the fairy from the forest."; + next; + select("What is this fairy?"); + mes "[Little Girl]"; + mes "Encanto! Encanto fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies,"; + next; + mes "[Little Girl]"; + mes "but boy fairies are prettier. Why is that?"; + close; +} + +malaya,219,92,6 script Little Kid#ma05 577,{ + + if (malaya_hi < 10) { + mes "[Little Kid]"; + mes "My mom told me not to play outside because its dangerous. Why?"; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Little Kid]"; + mes "My mom told me I can play but only in Port Malaya."; + next; + mes "[Little Kid]"; + mes "He he. But I never thought of going outside of Port Malaya."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + mes "[Little Kid]"; + mes "I heard someone took Jejelings hat in Baryo Mahiwaga."; + next; + mes "[Little Kid]"; + mes "Why would someone steal a monsters hat?" + .@name$ + "must be desperate."; + next; + mes "[Little Kid]"; + mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didnt hear me."; + close; + } + mes "[Little Kid]"; + mes "I think someone is stealing all the hats in the village."; + next; + mes "[Little Kid]"; + mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago."; + next; + mes "[Little Kid]"; + mes "Hmm... do you think Jejeling took it?"; + next; + mes "[Little Kid]"; + mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat..."; + close; +} + +malaya,363,283,4 script Local#ma06 582,{ + + if (malaya_hi < 10) { + mes "[Local]"; + mes "Hmm... is it time to be careful of the witches' curse?"; + next; + mes "[Local]"; + mes "Beware of Mongkukurums needle, foreigner."; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Local]"; + mes "Welcome to Port Malaya, foreigner.."; + next; + mes "[Local]"; + mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,6); + if (.@name_tak02 == 1) { + mes "[Local]"; + mes "Be careful walking around the village at night." + .@name$ + "was taken down by Wokwok."; + close; + } else if (.@name_tak02 == 2) { + mes "[Local]"; + mes "" + .@name$ + "is said to successfully tame a Tikbalang. This person must be courageous. Wonder if Ill get to see this tamed Tikbalang? Çѹø º¸°í ½ÍÀºµ¥.."; + close; + } else if (.@name_tak02 == 3) { + mes "[Local]"; + mes "Have you ever seen Bongisungisu? I heard" + .@name$ + "is hunting down Bongisungisus."; + close; + } else if (.@name_tak02 == 4) { + mes "[Local]"; + mes "If you plan to go out of the village, be careful of Tiucknuc" + .@name$ + "is said to be tricked by Tiucknuc and had to go to the to the hospital."; + close; + } + mes "[Local]"; + mes "The village is chaotic these days. Looks like Mongkukurum is back in the village."; + next; + select("Mongkukurum?"); + mes "[Local]"; + mes "A monster that is also called witch. Looks like a person and also wears clothes."; + next; + mes "[Local]"; + mes "Mongkukurum makes a doll out of the people it sees and curses it with needles."; + next; + select("Is there a way to recognize this monster?"); + mes "[Local]"; + mes "There is one way. All Mongkukurum have red eyes."; + next; + mes "[Local]"; + mes "You can recognize them by their eyes but! You must remember one thing."; + next; + mes "[Local]"; + mes "You will be captivated by Mongkukurum if you stare at their eyes too long."; + next; + mes "[Local]"; + mes "Never ever stare into their eyes for too long."; + close; +} + +malaya,41,127,6 script Old Man #ma07 574,{ + + if (malaya_hi < 10) { + mes "[Old Man]"; + mes "Foreigners are not welcomed that much when our village is chaotic like these days."; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Old Man]"; + mes "You are out of luck visiting the village at a time like this and not being welcomed."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + mes "[Old Man]"; + mes "" + .@name$ + "is said to throw out Jellopy in this village."; + next; + mes "[Old Man]"; + mes "Tsk, tsk... Must be a person that isnt worthy of a Jellopy."; + close; + } + mes "[Old Man]"; + mes "You must also look out to see if Bangungot lives in a tree you are about to cut down."; + next; + mes "[Old Man]"; + mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars."; + next; + select("What happens?"); + mes "[Old Man]"; + mes "Well, for a Bangungot, it means losing its home so they get revengeful."; + next; + mes "[Old Man]"; + mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first."; + next; + mes "[Old Man]"; + mes "But as time goes by and their vengeance grow, they sit on top of you until you suffocate."; + next; + select("Oh, gosh..."); + mes "[Old Man]"; + mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep on it."; + close; +} + +malaya,63,185,4 script Woman#ma08 583,{ + + if (malaya_hi < 10) { + mes "[Woman]"; + mes "I dont have anything to share with you."; + close; + } else if ((malaya_hi > 9) && (malaya_hi < 20)) { + mes "[Woman]"; + mes "Im worried about the children. I hope they arent terrified from whats going on in the village."; + close; + } + set .@name_tak01, rand(1,6); + if (.@name_tak01 == 1){ + set .@name$,$ma_name01$; + }else if (.@name_tak01 == 2){ + set .@name$,$ma_name02$; + }else if (.@name_tak01 == 3){ + set .@name$,$ma_name03$; + }else if (.@name_tak01 == 4){ + set .@name$,$ma_name04$; + }else if (.@name_tak01 == 5){ + set .@name$,$ma_name05$; + }else{ + set .@name$,$ma_name06$; + } + set .@name_tak02, rand(1,3); + if (.@name_tak02 == 2) { + set .@nongdum, rand(1,10); + if (.@nongdum == 1) { + mes "[Woman]"; + mes "I like fun stories. Not so long ago," + .@name$ + "came and told me a funny story."; + next; + mes "[Woman]"; + mes "'My aunt stepped on an ant.'"; + next; + } else if (.@nongdum == 2) { + mes "[Woman]"; + mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story."; + next; + mes "[Woman]"; + mes "'You eat chili on a chilly day.'"; + next; + } else if (.@nongdum == 3) { + mes "[Woman]"; + mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story."; + next; + mes "[Woman]"; + mes "'Why are you putting flour on that flower?'"; + next; + } else if (.@nongdum == 4) { + mes "[Woman]"; + mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story."; + next; + mes "[Woman]"; + mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'"; + next; + mes "[Woman]"; + mes "said that and was kicked out of the Tool Store."; + next; + } else if (.@nongdum == 5) { + mes "[Woman]"; + mes "A Kafra Employee Im friends with told me a story about a customer."; + next; + mes "[Woman]"; + mes "'Kafra, the wise never marry and when they marry, they become otherwise.'"; + next; + mes "[Woman]"; + mes "He he... I do like funny stories but a bit difficult for my taste."; + close; + } else { + mes "[Woman]"; + mes "I like fun stories. Oh by the way!" + .@name$ + ", love is photogenic. Dont you agree?"; + next; + mes "[Woman]"; + mes "It needs darkness to develop."; + next; + } + mes "[Woman]"; + mes "He he. Isnt it fun?"; + close; + } + mes "[Woman]"; + mes "If you hear a baby crying from the forest outside of the village, never go near it."; + next; + select("Why?"); + mes "[Woman]"; + mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby."; + next; + mes "[Woman]"; + mes "But when kind travelers pick up the baby, it turns back into its original form and attacks."; + next; + select("Sounds like a sneaky monster."); + mes "[Woman]"; + mes "Yes, this monster is bad to trick the kindness of travelers but,"; + next; + mes "[Woman]"; + mes "there is rumor that the monster came from the soul of a baby that never been born. So sad."; + close; +}
\ No newline at end of file diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt index 5c2a93aee..80c1af43c 100644 --- a/npc/re/cities/mora.txt +++ b/npc/re/cities/mora.txt @@ -1,11 +1,11 @@ -//===== rAthena Script ======================================= +//===== Hercules Script ====================================== //= Mora Village //===== By: ================================================== //= SuperHulk //===== Current Version: ===================================== //= 1.2 //===== Compatible With: ===================================== -//= rAthena SVN +//= Hercules //===== Description: ========================================= //= Mora Town Script //===== Additional Comments: ================================= |