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authorshennetsind <ind@henn.et>2013-05-30 22:20:16 -0300
committershennetsind <ind@henn.et>2013-05-30 22:20:16 -0300
commit5a138ceabf08fe0ca75a24306e849ce3f24faef8 (patch)
tree5cc9cae641157e05172f450d84a6fe6d9753b793 /npc/re/cities
parent20bdc01fa687b174a732be4483ddea4982d67ce9 (diff)
parentb30c74a7733848f03e5defc238dca0e0cb044470 (diff)
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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.txt4
-rw-r--r--npc/re/cities/dicastes.txt14
-rw-r--r--npc/re/cities/izlude.txt72
-rw-r--r--npc/re/cities/malangdo.txt4
-rw-r--r--npc/re/cities/malaya.txt1520
-rw-r--r--npc/re/cities/mora.txt4
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: =================================