diff options
author | Michieru <michieru@0-mail.com> | 2013-10-24 12:10:43 +0200 |
---|---|---|
committer | Michieru <michieru@0-mail.com> | 2013-10-24 12:10:43 +0200 |
commit | e3afdc2af4c5e50c79237ee092e25f39b7428e47 (patch) | |
tree | 20cfd05dd6fc2e3e53173ef059f045cee1526d58 /npc/re/quests/quests_malaya.txt | |
parent | 491892212d338903179909b89a5bfc2385e52261 (diff) | |
download | hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.tar.gz hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.tar.bz2 hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.tar.xz hercules-e3afdc2af4c5e50c79237ee092e25f39b7428e47.zip |
Update to last rAthena npc.
Fix some typos
change sc_bleeding to -> sc_blooding
Updated RE EXP for quests_brasilis.txt
Diffstat (limited to 'npc/re/quests/quests_malaya.txt')
-rw-r--r-- | npc/re/quests/quests_malaya.txt | 7667 |
1 files changed, 7653 insertions, 14 deletions
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 96fb036b0..177638895 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -1,21 +1,3342 @@ -//===== rAthena Script ======================================= +//===== Hercules Script ====================================== //= Port Malaya Quest NPCs //===== By: ================================================== //= Euphy //===== Current Version: ===================================== -//= 0.3 -//===== Compatible With: ===================================== -//= rAthena SVN +//= 1.1 //===== Description: ========================================= //= [Official Conversion] -//= Quest NPCs related to Port Malaya. +//= Quest NPCs related to Port Malaya: +//== Cautious Village, Port Malaya Daily Quests, +//== Secret in the Woods, Bakonawa Extermination +//== Nurse in Port Malaya, Pintados Festival +//= Merchants: +//== Traders, Upgrade Boss Equipment //===== Additional Comments: ================================= //= 0.1 Traders only. Adapted from Masao's conversion. [Euphy] //= 0.2 Added Tribe Blacksmith [DeadlySilence] //= 0.3 Added "Secret in the Woods" quest [DeadlySilence] +//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence] +//= 0.5 Added "Bakonawa Extermination" quest. [Euphy] +//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy] +//= 1.1 Added GM management function and NPC. [Euphy] //============================================================ -// Traders :: npc +// Cautious Village & Daily Quests :: hi_malaya +//============================================================ +malaya,266,76,3 script Rodel the Guard#malaya 570,4,4,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi == 0) { + mes "[Rodel the Guard]"; + mes "Traveling at such confusing times?"; + mes "Villagers have been feeling more threatened by evil spirits recently."; + mes "Villagers are scared and trembling with fear."; + next; + mes "[Rodel the Guard]"; + mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you."; + mes "Inns and stops may be closed to outsiders."; + next; + mes "[Rodel the Guard]"; + mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first."; + mes "If the village leader gives his confirmation, other people might be less worried."; + next; + mes "[Rodel the Guard]"; + mes "I will mark on the map the location of Phong in Mumbaki."; + mes "I welcome your visit though the times are harsh."; + viewpoint 1, 185, 358, 0, 0x0A82FF; + set malaya_hi, 1; + setquest 7350; + close; + } else if (malaya_hi == 1) { + mes "[Rodel the Guard]"; + mes "Meet with Phong in Mumbaki first."; + mes "If you are proven to have a pure soul, other villagers will not avoid you."; + mes "If you are not sure of the location, I will mark it on your map."; + viewpoint 1, 185, 358, 0, 0x0A82FF; + close; + } else if (malaya_hi >= 20) { + if (BaseLevel < 100) { + mes "[Rodel the Guard]"; + mes "How is the life here?"; + mes "People aren't so bad are they?"; + mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard."; + next; + mes "[Rodel the Guard]"; + mes "If you become stronger,"; + mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. "; + close; + } + .@playtime = checkquest(7405, PLAYTIME); + if (.@playtime == 0) { + mes "[Rodel the Guard]"; + mes "Whew, thanks to you, I have one less thing to worry about."; + mes "I will lose less of my things."; + mes "Job well done."; + next; + mes "[Rodel the Guard]"; + mes "You can come back if you want."; + mes "You understand what I mean right?"; + close; + } else if (.@playtime == 2) { + erasequest 7405; + mes "[Rodel the Guard]"; + mes "Oh, about Jejeling that you hunted down before."; + mes "People traveling in and out of Baryo are happy about it."; + mes "If it's not much too much trouble, I'd like to ask for your help one more time."; + next; + mes "[Rodel the Guard]"; + mes "You don't have to do it now, just whenever you are comfortable."; + mes "Come and find me when you decide."; + close; + } else { + .@hunting = checkquest(7404, HUNTING); + if (.@hunting == -1) { + mes "[Rodel the Guard]"; + switch(rand(1, 6)) { + case 1: + mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?"; + break; + case 2: + mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright."; + break; + case 3: + mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + "."; + break; + case 4: + mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head."; + break; + case 5: + mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate..."; + break; + case 6: + mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well."; + break; + } + mes "Oh yes, there is a job for you if you are not too busy. Are you interested?"; + next; + mes "[Rodel the Guard]"; + mes "We are going to organize an extensive Jejeling hunt this time."; + mes "Peddlers going in and out of Baryo are always complaining about Jejelings."; + next; + if (select("Join the Jejeling hunt.:Refuse.") == 2) { + mes "[Rodel the Guard]"; + mes "Is that so? I'm sorry to hear that."; + mes "Things would be so much simpler if we had a person like you around."; + close; + } + mes "[Rodel the Guard]"; + mes "You just have to hunt 20 jejelings each."; + mes "It would be a simple task for you."; + setquest 7404; + close; + } else if (.@hunting == 0) { + mes "[Rodel the Guard]"; + mes "You have to get rid of 20 Jejelings."; + mes "20 should be enough to give those Jejelings a good scare."; + close; + } else if (.@hunting == 1) { + mes "[Rodel the Guard]"; + mes "Oh, the hunt is over, but you haven't killed all the Jejelings."; + mes "Come again if you want another try."; + erasequest 7404; + close; + } else { + mes "[Rodel the Guard]"; + mes "Oh, I have confirmed you got rid of 20 Jejelings."; + mes "Here, this is a reward for people who participated in the Jejeling hunt."; + next; + mes "[Rodel the Guard]"; + mes "I think there will be more Jejeling hunts in the future. Please join us again next time."; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + erasequest 7404; + setquest 7405; + if (rand(1)) + $malayaNames$[1] = strcharinfo(0); +// SavePPL Jejellopy + close; + } + } + } else { + mes "[Rodel the Guard]"; + mes "Please understand even if people look at you warily."; + mes "The ghost have been haunting the people around here."; + close; + } +OnTouch: + emotion e_gasp; + end; + +OnInit: + // if there are no names set, set some default values + if (!getarraysize($malayaNames$)) { + $malayaNames$[0] = "unknown"; + $malayaNames$[1] = "unknown"; + $malayaNames$[2] = "unknown"; + $malayaNames$[3] = "unknown"; + $malayaNames$[4] = "unknown"; + $malayaNames$[5] = "unknown"; + } + end; +} + +malaya,185,358,3 script Leader Phong in Mumbaki 580,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 2) { + mes "[Phong in Mumbaki]"; + mes "Looks like this soul came across a big body of water."; + mes "Young friend."; + mes "The reason you found me... yes... I see."; + next; + mes "[Phong in Mumbaki]"; + mes "You don't have to say it in words."; + mes "The people are overly cautious of you."; + mes "Rodel was probably concerned about it, so he sent you here."; + next; + if (malaya_hi == 0) { + mes "[Phong in Mumbaki]"; + mes "No?"; + mes "Well then maybe there was some kind of a Spiritual bond between us."; + next; + } + mes "[Phong in Mumbaki]"; + mes "Nonetheless, good to meet you, young friend."; + mes "Don't blame the villagers too much for their attitudes toward you."; + next; + mes "[Phong in Mumbaki]"; + mes "We are always surrounded by spirits."; + mes "We live with them, praying for peace."; + mes "But recently, there has been a problem."; + next; + mes "[Phong in Mumbaki]"; + mes "For some unknown reason,"; + mes "Spirits have been running amok, and evil sprits have been haunting the villagers."; + next; + mes "[Phong in Mumbaki]"; + mes "This is the shadow that is cast on this beautiful town."; + mes "They are cautious because they don't know when the dark shadow will fall on them."; + mes "They visit without warning."; + next; + mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear."; + mes "People are in panic, everyone trembling with fear.^000000"; + cutin "malaya_ghost01", 4; + next; + select("Step toward the shadow.:Draw weapon."); + mes "[Phong in Mumbaki]"; + mes "They have followed the trace of the outsider. "; + mes "Don't get to close too them."; + mes "Your soul can get absorbed."; + next; + mes "[Phong in Mumbaki]"; + mes "Hmm? They are responding."; + mes "I don't understand? They look scared as if facing a powerful soul."; + mes "This feeling... it can't be..."; + cutin "malaya_ghost02", 4; + next; + mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating."; + mes "Observing their reaction, you get closer. The spirits are flustered.^000000"; + next; + cutin "", 255; + mes "[Phong in Mumbaki]"; + mes "Amazing. Holder of a soul so strong and pure...!"; + mes "The dark spirits have disappeared because of your presence."; + next; + mes "[Phong in Mumbaki]"; + mes "I think other villagers would treat you differently now..."; + mes "Haven't we all witnessed this miracle?"; + next; + mes "[Phong in Mumbaki]"; + mes "Young friend. Your presence is welcomed anywhere."; + mes "The light from your pure soul will protect you from the darkness."; + set malaya_hi, 10; + if (checkquest(7350) > -1) + erasequest 7350; + close; + } else if (malaya_hi == 10) { + mes "[Phong in Mumbaki]"; + mes "Everyone in the village witnessed how strong and pure your soul is."; + mes "Do not be afraid of the dark."; + close; + } else if (malaya_hi == 11) { + mes "[Phong in Mumbaki]"; + mes "Is there something wrong?"; + mes "You look disturbed."; + mes "Your clothes also look messed up. Was there some kind of trouble?"; + next; + switch (select("Explain what happened.:There is nothing to talk about.")) { + case 1: + mes "[Phong in Mumbaki]"; + mes "Is that so?"; + mes "Ha ha... that is a big problem. "; + mes "You must've been concerned."; + next; + mes "[Phong in Mumbaki]"; + mes "You know, we were preparing a spiritual protection for "; + mes "villagers who are afraid of evil spirits..."; + mes "but preparation is not going well."; + next; + mes "[Phong in Mumbaki]"; + mes "As a temporary solution, how about giving them what they want?"; + mes "Just pick among the items you have that are unimportant and give them to them."; + next; + mes "[Phong in Mumbaki]"; + mes "All they want is inner peace anyways."; + mes "They give meaning to little things and find peace within that behavior."; + next; + mes "[Phong in Mumbaki]"; + mes "What is really important is the belief that you will be safe as long as you carry that item."; + mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection."; + next; + mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea."; + mes "What would be adequate as a Spiritual Protection..^000000"; + next; + switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) { + case 1: + mes "[Phong in Mumbaki]"; + mes "The name itself suggests holiness."; + mes "It was blessed by the Holy Water, yes?"; + mes "Not bad."; + mes "Is there another? Something more persuading would be nice."; + next; + select("Talk about Blue Gemstone."); + mes "[Phong in Mumbaki]"; + mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder."; + mes "Used in holy magic?"; + mes "Sounds good."; + next; + break; + case 2: + mes "[Phong in Mumbaki]"; + mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder."; + mes "Used in holy magic?"; + mes "But it does not sound so holy though."; + next; + select("Talk about the Holy Water."); + mes "[Phong in Mumbaki]"; + mes "The name itself suggests holiness."; + mes "It was blessed by the Holy Water, yes?"; + mes "Sounds good."; + next; + break; + case 3: + mes "[Phong in Mumbaki]"; + mes "Hmm? It isn't too bad if you are always going to carry it around."; + mes "But I think something that looks more persuading would be better."; + next; + mes "[Phong in Mumbaki]"; + mes "It would be better is there is a holy feel to it..."; + mes "Do you have something that was blessed by your god?"; + next; + select("Holy Water or Blue Gemstone?"); + mes "[Phong in Mumbaki]"; + mes "The name itself suggests holiness."; + mes "It was blessed by the Holy Water, yes?"; + mes "Stone that protects the bearer..."; + mes "Sounds perfect."; + next; + break; + } + mes "[Phong in Mumbaki]"; + mes "Can you find Holy Water and Blue Gemstone that you spoke of?"; + mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts."; + next; + mes "[Phong in Mumbaki]"; + mes "People's trust toward you will grow stronger if you do that."; + mes "They will trust and listen to you."; + mes "Yes, because you will become their heart's savior."; + next; + mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers."; + set malaya_hi, 12; + erasequest 7358; + setquest 7351; + close; + case 2: + mes "[Phong in Mumbaki]"; + mes "Is that so?"; + mes "Tell me if anything happens."; + mes "For you, it'll be my pleasure to lend you a hand"; + close; + } + } else if (malaya_hi == 12) { + mes "[Phong in Mumbaki]"; + mes "Holy Water and Blue Gemstone you spoke of will function well. "; + mes "I hope they can set aside their fear and worries this way..."; + close; + } else if (malaya_hi == 13) { + mes "[Phong in Mumbaki]"; + mes "Did you give out your present to everyone?"; + mes "By doing this, you made friends with everyone in the town."; + next; + mes "[Phong in Mumbaki]"; + mes "I found ways to build Spiritual Protection."; + mes "My grandchild Imelda will create it."; + mes "So don't worry. You don't have to give out any more of your things."; + erasequest 7365; + set malaya_hi, 20; + getexp 200000, 200000; +// SavePPL Soul_Protection + close; + } else { + mes "[Phong in Mumbaki]"; + switch(rand(1, 6)) { + case 1: + mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?"; + break; + case 2: + mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous."; + break; + case 3: + mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours."; + break; + case 4: + mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh."; + break; + case 5: + mes "Welcome! Welcome! You are always welcome around here."; + break; + case 6: + mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around."; + break; + } + next; + switch (select("Ask for advice.:Bless flowers...")) { + case 1: + if (malaya_diwata == 2) { + mes "[Phong in Mumbaki]"; + mes "Ferry at the Port?"; + mes "So that has happened..."; + mes "Important thing is to first find out why that child is so upset."; + next; + mes "[Phong in Mumbaki]"; + mes "In this case, a bribe would work perfectly."; + mes "Flowers are always the best choice for seducing woman, right?"; + next; + select("This is not a love consulting."); + mes "[Phong in Mumbaki]"; + mes "I'm just saying."; + mes "Dead or alive, that poor soul is just a little girl."; + next; + mes "[Phong in Mumbaki]"; + mes "Girls that age will smile even at the falling leaves."; + mes "Open her heart with an armful of flowers. "; + next; + mes "[Phong in Mumbaki]"; + mes "Let's see..."; + mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet."; + next; + mes "[Phong in Mumbaki]"; + mes "Gather these flowers, and I'll make a Bouquet out of it and bless it."; + mes "Flowers can be found out side the village."; + set malaya_diwata, 3; + erasequest 7396; + setquest 7397; + close; + } else if (malaya_diwata == 3) { + if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) { + mes "[Phong in Mumbaki]"; + mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000."; + mes "Do you understand?"; + close; + } + mes "[Phong in Mumbaki]"; + mes "Oh... I can smell the scent of flowers from here."; + mes "I'll gather these and bless them."; + next; + mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-"; + mes "-Just by watching it, holiness overwhelms you.-"; + next; + mes "[Phong in Mumbaki]"; + mes "Isn't it a beauty?"; + mes "Not bad for a old man huh?"; + mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now."; + next; + mes "[Phong in Mumbaki]"; + mes "Now, deliver this to that child."; + mes "I hope she opens her heart with this and becomes willing to talk to you."; + delitem 6509, 3; // Mysterious_Flower + delitem 6510, 3; // Elegant_Flower + delitem 6511, 3; // Beautiful_Flower + getitem 6506, 1; // Memorial_Bouquet + set malaya_diwata, 4; + erasequest 7397; + setquest 7398; + close; + } else if (malaya_diwata == 4) { + mes "[Phong in Mumbaki]"; + mes "Take this Bouquet and talk to the spirit that has nested in the boat."; + close; + } else if (malaya_diwata > 5) { + mes "[Phong in Mumbaki]"; + mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident."; + mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help."; + close; + } else { + mes "[Phong in Mumbaki]"; + mes "There is nothing this old man can tell you."; + mes "Nothing can beat staying healthy, right?"; + close; + } + case 2: + if (checkquest(7402) == -1) { + mes "[Phong in Mumbaki]"; + mes "Who is the floral tribute for?"; + mes "Don't tell me you're making one in advance cause you're lazy?"; + mes "A tribute must be sincere. Don't forget that."; + close; + } + if (countitem(6506) > 0) { + mes "[Phong in Mumbaki]"; + mes "Isn't it already made?"; + mes "What is that in your hand?"; + mes "Why are you standing around here? Go and give out those flowers."; + close; + } + if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) { + mes "[Phong in Mumbaki]"; + mes "Going to Diwata?"; + mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?"; + mes "I'll make it when the flowers are ready."; + close; + } + mes "[Phong in Mumbaki]"; + mes "Diwata is some woman."; + mes "And you going to her every day is something too."; + next; + mes "[Phong in Mumbaki]"; + mes "Hey, here's the Bouquet."; + mes "Make offerings with your soul and wish for a fruitful day."; + delitem 6509, 3; // Mysterious_Flower + delitem 6510, 3; // Elegant_Flower + delitem 6511, 3; // Beautiful_Flower + getitem 6506, 1; // Memorial_Bouquet + close; + } + } +} + +malaya,169,350,5 script Imelda#malaya 475,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Imelda]"; + mes ".... Hmm."; + close; + } else if (malaya_hi < 20) { + mes "[Imelda]"; + mes ".........."; + mes "Not bad."; + mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*"; + next; + mes "- She is a rather annoying little girl. -"; + close; + } else if (malaya_hi == 20) { + mes "[Imelda]"; + mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?"; + mes "What's up?"; + next; + select ("You want to make a traditional Spiritual Protection?"); + mes "[Imelda]"; + mes "Yes. My grandfather found a way."; + mes "I'm going to make it."; + next; + mes "[Imelda]"; + mes "This is my job and nobody else's."; + mes "Protecting traditions is my job."; + next; + switch (select("Is that so?:Good luck on your own!")) { + case 1: + if (BaseLevel < 100) { + mes "[Imelda]"; + mes "Of course."; + mes "And to get help from someone as... weak as you is not such a good idea."; + next; + mes "[Imelda]"; + mes "Getting the materials is not as easy as it sounds."; + mes "Maybe when you become stronger, yes, but not now. Never."; + close; + } + mes "[Imelda]"; + mes "What then?"; + mes "You're going to get the materials?"; + mes "Fine I'll accept your proposal."; + next; + select ("....?!"); + mes "[Imelda]"; + mes "If you wanted to help me out so much, why didn't you say so from the beginning?"; + mes "Or ask my grandfather?"; + next; + mes "[Imelda]"; + mes "If you are so enthusiastic about making a Spiritual Protection."; + mes "I'd have to give up, won't I?"; + next; + mes "[Imelda]"; + mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000."; + next; + mes "[Imelda]"; + mes "You'll have to manufacture the salt yourself at the north western beach."; + mes "You'll find the pits I've made there."; + next; + mes "[Imelda]"; + mes "Go to Pandoi at the weapon shop for the Silver Crosses."; + mes "He promised to make me some."; + next; + mes "[Imelda]"; + mes "Sharpened Bamboos you can get at Baryo or from a nearby forest."; + mes "You got all that?"; + next; + mes "[Imelda]"; + mes "Now's the time to prove your prowess!"; + set malaya_hi, 21; + setquest 7366; + close; + case 2: + mes "[Imelda]"; + mes "Indeed."; + mes "I will protect the village!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Now I haven't seen any Spiritual Protections made with those!"; + mes "Interesting~"; + mes "I'm sure you'll do just fine~"; + mes "Ha ha ha ha~"; + next; + mes "[Imelda]"; + mes "Stop annoying me and go away!"; + close; + } + } else if (malaya_hi == 21) { + if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) { + mes "[Imelda]"; + mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!"; + next; + mes "[Imelda]"; + mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga."; + mes "Ask Pandoi to make the Silver Crosses."; + mes "Don't forget to get 6 of each."; + close; + } + mes "[Imelda]"; + mes "... Oh... My, you really did get them?"; + mes "You're better than I thought."; + mes "That was not a compliment at all!"; + next; + mes "[Imelda]"; + mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection."; + mes "Give them to me! And don't bother me during the process!"; + set malaya_hi, 22; + delitem 6500, 6; // Sharp_Bamboo + delitem 6501, 6; // Salt_Bag + delitem 6502, 6; // Silver_Cross + erasequest 7366; + setquest 7367; + close; + } else if (malaya_hi == 22) { + .@playtime = checkquest(7367, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives."; + mes "Better not disturb her."; + close; + } else if (.@playtime == 2) { + mes "[Imelda]"; + mes "Still here?"; + mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact."; + next; + mes "[Imelda]"; + mes "Fine."; + mes "Now go and give these Spiritual Protections to the people!"; + mes "You have all the rights to do so!"; + mes "*Giggles*"; + next; + mes "Took the Spiritual Protection, despite her ridiculous logic and vigor."; + mes "Let's give them to the villagers."; + set malaya_hi, 23; + getitem 6503, 6; // Soul_Protection + erasequest 7367; + setquest 7368; + setquest 7369; + setquest 7370; + setquest 7371; + setquest 7372; + setquest 7373; + setquest 7374; + close; + } else { + mes "[Imelda]"; + mes "Don't disturb the ritual and go away."; + mes "Please wait while I make the Spiritual Protection."; + setquest 7367; + close; + } + } else if (malaya_hi == 23) { + mes "[Imelda]"; + mes "The ones who gets the Spiritual Protections are on the list."; + mes "Go and give them the new Spiritual Protections"; + next; + mes "[Imelda]"; + mes "Such a kind person like yourself will surely do it, won't you? "; + mes "*Smirk*"; + close; + } else if (malaya_hi == 24) { + mes "[Imelda]"; + mes "... You really did what I asked you?"; + mes "You know what? I give up."; + mes "I thought you'd leave after getting something from this town with sweet talk..."; + next; + mes "[Imelda]"; + mes "I apologize for my rude behavior."; + mes "....This is something to go with the apology."; + next; + mes "[Imelda]"; + mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day."; + set malaya_hi, 25; + erasequest 7374; + erasequest 7379; + setquest 7375; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (rand(1)) + $malayaNames$[0] = strcharinfo(0); + close; + } else { + mes "[Imelda]"; + mes "Hello there."; + mes "Did you enjoy the scenery of Malaya?"; + mes "It's nice to have a chat with friends on a Jeepney."; + next; + switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) { + case 1: + if (checkquest(7380) > -1) { + if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) { + mes "[Imelda]"; + mes "Materials for making a Spiritual Protection are"; + mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each."; + next; + mes "[Imelda]"; + mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo."; + close; + } + mes "[Imelda]"; + mes "Yes, you got everything precisely."; + mes "Thanks for the help."; + next; + mes "[Imelda]"; + mes "It'll be nice if you could help again tomorrow."; + mes "Here's something for your trouble."; + delitem 6500, 6; // Sharp_Bamboo + delitem 6501, 6; // Salt_Bag + delitem 6502, 6; // Silver_Cross + erasequest 7380; + setquest 7381; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + close; + } else { + .@playtime = checkquest(7381, PLAYTIME); + if ((.@playtime == 0) || (.@playtime == 1)) { + mes "[Imelda]"; + mes "I appreciate your kindness, but we have enough for today."; + mes "I'll ask for you when I need more materials."; + close; + } else if (.@playtime == 2) { + mes "[Imelda]"; + mes "Very good timing."; + mes "I ran out of materials for today's Spiritual Protections."; + mes "Could you go for them now?"; + erasequest 7381; + next; + switch (select("Sure.:I need some preparations.")) { + case 1: + mes "[Imelda]"; + mes "As usual then."; + mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please."; + setquest 7380; + close; + case 2: + mes "[Imelda]"; + mes ".......I see."; + mes "I'll be waiting then."; + close; + } + } else { + mes "[Imelda]"; + mes "That is great news indeed."; + mes "You know what you need for making Spiritual Protections?"; + mes "Of course, it's not your first time..."; + next; + mes "[Imelda]"; + mes "I'll leave you to it then."; + mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please."; + setquest 7380; + close; + } + } + case 2: + if (checkquest(7374) != -1) { + if (checkquest(7379) == -1) { + mes "[Imelda]"; + mes "Please deliver these new Spiritual Protections to the villagers."; + mes "You know them, right?"; + close; + } + mes "[Imelda]"; + mes "They cannot rely on these Spiritual Protections forever..."; + mes "It would be much better to have a strong mind such as yours."; + next; + mes "[Imelda]"; + mes "Strong spirits are full of light."; + mes "Those of the dark cannot approach due the blinding light"; + next; + mes "[Imelda]"; + mes "I guess that's it for today."; + mes "Thank you very much."; + setquest 7375; + erasequest 7374; + erasequest 7379; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (rand(1)) + $malayaNames$[0] = strcharinfo(0); + close; + } else { + .@playtime = checkquest(7375, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Imelda]"; + mes "The Spiritual Protections given before will still be in effect"; + mes "It's okay for now."; + close; + } else if (.@playtime == 2) { + mes "[Imelda]"; + mes "I was wondering when you would drop by."; + mes "Could you deliver Spiritual Protections to the folks today?"; + erasequest 7375; + next; + if (select("Of course.:Not today.") == 2) { + mes "[Imelda]"; + mes "Yes."; + mes "Why not take a stroll in Malaya today?"; + mes "Of course, you'll still encounter ghosts here and there."; + close; + } + if ((checkquest(7381) == 0) || (checkquest(7381) == 1)) { + mes "[Imelda]"; + mes "Thank you very much."; + mes "Come back when you've given them all out."; + setquest 7374; + setquest 7368; + setquest 7369; + setquest 7370; + setquest 7371; + setquest 7372; + setquest 7373; + getitem 6503, 6; // Soul_Protection + close; + } else { + mes "[Imelda]"; + mes "Thanks for your concern, but I couldn't make any because I ran out of materials."; + mes "Shame, is it not?"; + mes "I do hope there's somebody willing to get them for me."; + close; + } + } else { + mes "[Imelda]"; + mes "Are you at peace? I could feel your serenity all the way from here."; + mes "You want to spend that extra time for me?"; + next; + mes "[Imelda]"; + mes "Could you give out these Spiritual Protections to the villagers for me?"; + next; + switch (select("Yes.:Not today.") == 2) { + mes "[Imelda]"; + mes "Yes."; + mes "Why not take a stroll in Malaya today?"; + mes "Of course, you'll still encounter ghosts here and there."; + close; + } + if ((checkquest(7381, PLAYTIME) == 0) || (checkquest(7381, PLAYTIME) == 1)) { + mes "[Imelda]"; + mes "Thank you very much."; + mes "Come back when you've given them all out."; + setquest 7374; + setquest 7368; + setquest 7369; + setquest 7370; + setquest 7371; + setquest 7372; + setquest 7373; + getitem 6503, 6; // Soul_Protection + close; + } else { + mes "[Imelda]"; + mes "Thanks for your concern, but I couldn't make any because I ran out of materials."; + mes "Shame, is it not?"; + mes "I do hope there's somebody willing to get them for me."; + close; + } + } + } + break; + } + } + end; +} + +malaya,181,353,5 script Old Man Nardo#malaya 574,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Old Man Nardo]"; + mes "......."; + mes "Not from around here, I see. I have nothing to say."; + close; + } else if (malaya_hi == 10) { + if (checkquest(7353) == 2) { + mes "[Old Man Nardo]"; + mes "How about lending a hand for a poor old man?"; + mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor."; + next; + mes "[Old Man Nardo]"; + mes "You know, I've not long to go now..."; + mes "Help me be at peace along the way."; + close; + } else { + mes "[Old Man Nardo]"; + mes "Y... You!!"; + mes "You're the young one with such strong spirit to fend off ghosts of darkness?!"; + mes "Would it be... Possible to share some of your spirit with me?"; + next; + mes "[Old Man Nardo]"; + mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains."; + next; + mes "[Old Man Nardo]"; + mes "Please share that miraculous spirit of yours with me."; + mes "How about just a button of yours?"; + next; + mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7353; + completequest 7353; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "[" + strcharinfo(0) + "]"; + mes "He'll rake off all my buttons if I talk to him now."; + mes "Must counsel with Mumbaki first!"; + close; + } else if (malaya_hi == 12) { + if (checkquest(7360) != -1) { + mes "[Old Man Nardo]"; + mes "To be honest, I do not believe that this Holy Artifact has any abilities."; + mes "It's just for the peace of mind."; + next; + mes "[Old Man Nardo]"; + mes "Nevertheless, I see you differently now"; + mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore."; + mes "I'm sorry I ignored you."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Old Man Nardo]"; + mes "So, changed your mind about sharing your spirit?"; + next; + select("Hand over the prepared items."); + mes "[Old Man Nardo]"; + mes "Ahh... Thank you."; + mes "Now I can be at peace for some time..."; + mes "...Peace is always good. Yes."; + next; + mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7360; + completequest 7360; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With the Old Man as last, enough Holy Artifacts have been given out.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if ((malaya_hi > 12) && (malaya_hi < 20)) { + mes "[Old Man Nardo]"; + mes "To be honest, I do not believe that this Holy Artifact has any abilities."; + mes "It's just for the peace of mind."; + next; + mes "[Old Man Nardo]"; + mes "When you have the time, could you help me out with something?"; + mes "I'm fine now... I mean later."; + close; + } else { + mes "[Old Man Nardo]"; + switch(rand(1, 6)) { + case 1: + mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow..."; + break; + case 2: + mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?"; + break; + case 3: + mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business."; + break; + case 4: + mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh."; + break; + case 5: + mes "Ah, you again? Thanks for the help back then."; + break; + case 6: + mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?"; + break; + } + mes "What is it?"; + next; + switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) { + case 1: + mes "[Old Man Nardo]"; + mes "Port Malaya is a beautiful city."; + mes "The old and new are in perfect harmony."; + next; + mes "[Old Man Nardo]"; + mes "Of course there's the recent problem with ghosts wondering about..."; + mes "It relieves me that you and other young people are working hard on it."; + mes "Thank you."; + close; + case 2: + if ((checkquest(7374) != -1) && (checkquest(7369) != -1)) { + if (!countitem(6503)) { + mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000"; + close; + } + mes "[Old Man Nardo]"; + mes "Is this a new Spiritual Protection made from traditional methods?"; + mes "I am grateful that you'd replace mine with a new one."; + mes "I am always in your and Imelda's debt."; + next; + mes "-Delivered the Spiritual Protection to Old Man Nardo.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7369; + setquest 7383; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } else { + mes "[Old Man Nardo]"; + mes "What? A new Spiritual Protection?"; + mes "I'm okay. I still have the one you gave me before."; + mes "Could you give me a new one when this one wears out?"; + close; + } + break; + case 3: + if (BaseLevel < 100) { + mes "[Old Man Nardo]"; + mes "Hmm... You don't look strong enough to travel to Baryo."; + mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron."; + close; + } + if ((checkquest(7378, PLAYTIME) == 0) || (checkquest(7378, PLAYTIME) == 1)) { + mes "[Old Man Nardo]"; + mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today."; + mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day."; + next; + mes "[Old Man Nardo]"; + mes "Help me out again tomorrow if you can."; + close; + } else if (checkquest(7378, PLAYTIME) == 2) { + mes "[Old Man Nardo]"; + mes "Hey there!"; + mes "So, are you well and well fed?"; + mes "Come back again when you have the time."; + next; + mes "[Old Man Nardo]"; + mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand."; + erasequest 7378; + close; + } else { + if (checkquest(7377) != -1) { + if (countitem(6503) < 5) { + mes "[Old Man Nardo]"; + mes "Did you deliver the cauldron in one piece?"; + mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?"; + mes "You must have left it somewhere. Go fetch it please."; + close; + } + mes "[Old Man Nardo]"; + mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return."; + mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better."; + next; + mes "[Old Man Nardo]"; + mes "Please stop by again."; + mes "I always prepare the Cast Iron Cauldron needed at Baryo."; + delitem 6503, 5; // Soul_Protection + setquest 7378; + erasequest 7377; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[2] = strcharinfo(0); + close; + } else { + if (checkquest(7376) > -1) { + mes "[Old Man Nardo]"; + mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; + mes "This should help against the Bakonawa troubles."; + close; + } else { + mes "[Old Man Nardo]"; + mes "Yes, the Cast Iron Cauldron."; + mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; + mes "I'd like you to do it for me..."; + next; + switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) { + case 1: + mes "[Old Man Nardo]"; + mes "It's because of the Bakonawa."; + mes "Beat the cauldron and the surprised Bakonawa spits back out the moon."; + next; + mes "[Old Man Nardo]"; + mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble."; + next; + mes "[Old Man Nardo]"; + mes "Enough Cast Iron Cauldrons must be prepared for beating."; + mes "But the forge is better here."; + mes "So I deliver them every day."; + close; + case 2: + mes "[Old Man Nardo]"; + mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya."; + mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga."; + setquest 7376; + getitem 6504, 5; // Cast_Iron_Caldron + close; + case 3: + mes "[Old Man Nardo]"; + mes "Is that so."; + mes "I'm sorry, you must be very busy."; + close; + } + } + } + } + break; + } + } + end; +} + +malaya,224,267,3 script Romel#malaya 573,{ + if (malaya_hi < 10) { + mes "[Romel]"; + mes "........."; + mes " "; + mes "(He evades your gaze and ignores you.)"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7357) == 2) { + mes "[Romel]"; + mes "....So cold-hearted."; + mes "And here we are, always trembling in anxiety..."; + next; + mes "[Romel]"; + mes "Not even allowed the peace of mind..."; + close; + } else { + mes "[Romel]"; + mes "Ahh...."; + mes "... You.."; + mes "I'm sorry I ignored you."; + mes "But... you must be the one they're talking about..."; + next; + mes "[Romel]"; + mes "Are you the one who fends off the ghosts?"; + mes "If it's okay with you, can I have one of your belongings or some hair?"; + next; + mes "[Romel]"; + mes "I want to carry it... Like a charm of sort."; + next; + mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7357; + completequest 7357; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "Romel looks in your way with a sad look."; + mes "He'll surely take a hair or pull a sleeve if he had his way!"; + close; + } else if (malaya_hi == 12) { + if (checkquest(7364) != -1) { + mes "[Romel]"; + mes "Frankly speaking, it's for the peace of mind."; + mes "With it, I could face them with more boldness."; + next; + mes "[Romel]"; + mes "I mean, I'm relying on such items,"; + mes "but I am braver with them."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Romel]"; + mes "...What is it?"; + next; + select ("Hand him the prepared items"); + mes "[Romel]"; + mes "Oh... Thank you."; + mes "I can feel your spirit."; + mes "This will keep me safe."; + next; + mes "[Romel]"; + mes "Hey... Could you give some for my daughter as well?"; + next; + mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7364; + completequest 7364; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Romel as last, I think enough Holy Artifacts have been given.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Romel]"; + mes "The Holy Artifact is in good hands."; + mes "Same with my daughter."; + close; + } else { + mes "[Romel]"; + mes "Hello there."; + switch(rand(1, 6)) { + case 1: + mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed..."; + break; + case 2: + mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?"; + break; + case 3: + mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection."; + break; + case 4: + mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that."; + break; + case 5: + mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say."; + break; + case 6: + mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?"; + break; + } + next; + if (select("Give Spiritual Protection:How are things?") == 2) { + mes "[Romel]"; + mes "I am at peace these days."; + close; + } + if ((checkquest(7374) == -1) || (checkquest(7373) == -1)) { + mes "[Romel]"; + mes "A new Spiritual Protection?"; + mes "The one you gave me before still works fine."; + mes "I'm okay for now."; + close; + } + if (!countitem(6503)) { + mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000"; + close; + } + mes "[Romel]"; + mes "A new Spiritual Protection."; + mes "I was thinking this one had worn out... Thanks for coming."; + mes "This Spiritual Protection will also protect us."; + next; + mes "- Delivered Romel his Spiritual Protection.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7373; + setquest 7387; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } + end; +} + +malaya,223,267,5 script Talah#malaya 941,{ + if (malaya_hi < 10) { + mes "[Talah]"; + mes "..........gasp!"; + mes " "; + mes "(When your eyes met with hers, she ran and hid behind her father.)"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7356) == 2) { + mes "[Talah]"; + mes "Talah might be taken away tonight."; + mes "Scary kids might come to Talah."; + next; + mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze."; + mes "Better do something before they take a button from you..."; + close; + } else { + mes "[Talah]"; + mes "....I..umm... that....."; + mes ".........oh... Daddy...."; + next; + mes "[Romel]"; + mes "Hey, could you give my daughter a button or some hair of yours?"; + mes "She has trouble sleeping at night ......."; + next; + mes "[Romel]"; + mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?"; + next; + mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7356; + completequest 7356; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "Talah looks from you to her father with inquisitive eyes."; + close; + } else if (malaya_hi == 12) { + if (checkquest(7363) != -1) { + mes "[Talah]"; + mes "I dont know for sure"; + mes "but I get a warm feel from them."; + mes "Daddy's braver now and that makes Talah stronger too."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Talah]"; + mes ".... Can I say hello?"; + mes "Hello... there..."; + next; + select("Give the prepared items."); + mes "[Talah]"; + mes "Pretty blue stones...!"; + mes "Oooooh~ They're beautiful!"; + mes "Is this stone going to keep Talah safe?"; + next; + mes "- Delivered the Holy Water and Blue Gemstone to Talah. -"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7363; + completequest 7363; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Talah as last, I think enough Holy Artifacts have been given.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Talah]"; + mes "Daddy told me to hold on to the Holy Artifact really tight."; + mes "So it keeps away bad ghosts..."; + close; + } else { + mes "[Talah]"; + mes "Hello..."; + next; + if (select("Give Spiritual Protection.:Hi there?") == 2) { + mes "[Talah]"; + mes "...Hey...Thank you."; + mes "You're keeping us safe aren't you?"; + close; + } + if ((checkquest(7374) != -1) && (checkquest(7372) != -1)) { + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000"; + close; + } + mes "[Talah]"; + mes "Is this a new Spiritual Protection?"; + mes "Thank you."; + mes "Talah can sleep well now with the Spiritual Protection."; + mes "Daddy likes it too."; + next; + mes "- Delivered new Spiritual Protection to Talah.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7372; + setquest 7386; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } else { + mes "[Talah]"; + mes "Umm..."; + mes "The one you gave before still keeps Talah safe."; + mes "I'm okay."; + close; + } + } + end; +} + +malaya,62,274,0 script Sand Trap#malaya 557,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) { + mes "A device to evaporate sea water is buried in the sand..."; + close; + } + if (countitem(6501) >= 6) { + mes "There's enough salt."; + close; + } + mes "A device to evaporate sea water is installed in the Sand Trap."; + next; + mes "Salt can be scraped off the dried leaves"; + mes "someone scattered on the sea water."; + close2; + progressbar "0xffff00", 5; + disablenpc strnpcinfo(0); + initnpctimer; + getitem 6501, 1; // Salt_Bag + mes "[" + strcharinfo(0) + "]"; + mes "This should be enough."; + close; + +OnTimer30000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; +} +malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 557 +malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 557 + +ma_fild01,178,206,0 script Black Bamboo#malaya 844,4,4,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) { + mes "There's a short and black bamboo tree."; + close; + } + if (countitem(6500) >= 6) { + mes "There's enough Sharpened Bamboos..."; + close; + } + mes "There's bamboo here with black cane and leaves."; + mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted."; + close2; + progressbar "0xffff00", 3; + disablenpc strnpcinfo(0); + initnpctimer; + getitem 6500, 1; //Sharp_Bamboo + mes "[" + strcharinfo(0) + "]"; + mes "I knew I could do this!"; + close; +OnTouch: + if ((checkquest(7366) != -1) || (checkquest(7380) != -1)) { + specialeffect EF_LEVEL99_4; + } + end; +OnTimer30000: + enablenpc strnpcinfo(0); + stopnpctimer; + end; +} +ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 844,4,4 +ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 844,4,4 +ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 844,4,4 +ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 844,4,4 +ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 844,4,4 + +malaya,295,171,3 script Collection Dealer Woeon 582,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Woeon]"; + mes "Urghh... Urgh... I got a headache..."; + mes "My headache must have been brought to me by you from out of town!"; + mes "Go away. Shoo, leave!"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7355) == 2) { + mes "[Woeon]"; + mes "Now, look here my friend..."; + mes "This can all be solved by giving me a button."; + mes "It doesn't look so expensive either."; + close; + } else { + mes "[Woeon]"; + mes "Aha! You're the one they're all talking about!"; + mes "I was kinda rude right? Forget about it!"; + mes "Yes, do forget..."; + next; + mes "[Woeon]"; + mes "If you're in dire need, I could get you a job around here you know.."; + mes ".... Could you give me some of your things?"; + next; + mes "[Woeon]"; + mes "I heard the rumors about you shooing away the ghosts!"; + mes "Can't you see my shaking hands from fear of them ghosts?"; + mes "I'll feel much better if you could just give me a button off your sleeve..."; + next; + mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7355; + completequest 7355; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "[Woeon]"; + mes "Sigh... Life is so tough these days."; + mes "Why did ghosts come along to bother me so."; + mes "I wish I had a lucky charm or something..."; + next; + mes "[Woeon]"; + mes "Why won't you give me one of your belongings so I could keep as a charm?"; + mes "Come on, one sock could save a man's life, you know."; + mes "Cold hearted son of a..."; + close; + } else if (malaya_hi == 12) { + if (checkquest(7362) != -1) { + mes "[Woeon]"; + mes "Hmm. Look at my hands."; + mes "Less shaky, eh?"; + mes "Isn't that so?"; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Woeon]"; + mes "Humph! What do you want?"; + next; + select ("Give the prepared items."); + mes "[Woeon]"; + mes "Oh dear... Forget about the thing back there."; + mes "You see, I was haunted by another ghost after you left..."; + mes "No hard feelings.."; + next; + mes "[Woeon]"; + mes "Is this the source of your spirit?"; + mes "It feels kinda cool!"; + mes "Perhaps this will fend off some of them..."; + next; + mes "[Woeon]"; + mes "Anyway, thanks a lot."; + mes "I'll call for you first when a job opens up for you."; + next; + mes "- Gave Woeon the Holy Water and Blue Gemstone.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7362; + completequest 7362; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Woeon as last, I think enough Holy Artifacts have been given.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Woeon]"; + mes "Now... Let's get back to business."; + mes "Thanks to you, I don't see any of those darn ghosts."; + mes "Ha ha ha ha ha"; + close; + } else { + mes "[Woeon]"; + mes "Oh, hi there!"; + next; + if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) { + if (((checkquest(7374) == 0) || (checkquest(7374) == 1)) && ((checkquest(7371) == 0) || (checkquest(7371) == 1))) { + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000"; + close; + } + mes "[Woeon]"; + mes "Phew~ A new Spiritual Protection?"; + mes "Is it an officially made protective charm? Imelda does some fine work."; + mes "I'm thankful to you as well, of course."; + next; + mes "-Delivered Spiritual Protection to Woeon.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7371; + setquest 7385; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "-With Woeon as last, all Spiritual Protections have been delivered.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } else { + mes "[Woeon]"; + mes "Spiritual Protection?"; + mes "Mine still works fine."; + mes "Very effective indeed."; + close; + } + } else { + if (BaseLevel < 100) { + mes "[Woeon]"; + mes "Yes, I collect various by-products from monsters."; + mes "In fact, I'm collecting Jejellopys here..."; + next; + mes "[Woeon]"; + mes "It's too much for you."; + mes "Things can get pretty ugly around here, you see."; + mes "I'll let you have at it once you're stronger, my friend!"; + close; + } + if ((checkquest(7392, PLAYTIME) == 0) || (checkquest(7392, PLAYTIME) == 1)) { + mes "[Woeon]"; + mes "Oh, the Jejellopy collecting?"; + mes "I have enough for today."; + mes "Come back again tomorrow."; + close; + } else if (checkquest(7392, PLAYTIME) == 2) { + mes "[Woeon]"; + mes "Oh, yes yes."; + mes "You're going to collect Jejellopy today as well?"; + mes "I know it's a difficult job... But you do it so well."; + erasequest 7392; + next; + if (select("I'm too busy today.:Leave it to me!") == 1) { + mes "[Woeon]"; + mes "Is that so? So it is then."; + mes "Come stop by when you need some work."; + close; + } + mes "[Woeon]"; + mes "As usual, bring me 30 Jejellopys, please."; + mes "You can get them from the Jejelings."; + setquest 7391; + close; + } else { + if ((checkquest(7391) == 0) || (checkquest(7391) == 1)) { + if (countitem(6498) < 30) { + mes "[Woeon]"; + mes "Hmm? I don't think you have enough."; + mes "I asked you for 30 Jejellopys. Business is business I'm afraid."; + close; + } + mes "[Woeon]"; + mes "Oh, you have the requested numbers?"; + mes "I'll take them from here."; + mes "You have no need for them, right?"; + next; + mes "[Woeon]"; + mes "So I have all the Jejellopys..."; + mes "Come back again!"; + delitem 6498, countitem(6498); //Jejellopy + setquest 7392; + erasequest 7391; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + set .@memo_name, rand(1,3); + if (!rand(3)) + $malayaNames$[1] = strcharinfo(0); + close; + } else { + mes "[Woeon]"; + mes "As you can see, I'm a Collection Dealer."; + mes "I trade all kinds of monster or animal by-products."; + next; + mes "[Woeon]"; + mes "They're used as materials for manufactured goods."; + mes "Of course, the most preferred in Port Malaya is from the monster Jejeling.."; + next; + mes "[Woeon]"; + mes "Jejellopy can be acquired from the Jejeling."; + mes "Can you get me 30 Jejellopys?"; + next; + if (select("Yeah, sure.:Nope.") == 2) { + mes "[Woeon]"; + mes "Is that so. Such a shame."; + mes "Come back when you need some work."; + close; + } + mes "[Woeon]"; + mes "Good, I trust you can do it."; + mes "Remember, 30 Jejellopys."; + setquest 7391; + close; + } + } + } + } + end; +} + +malaya,119,217,3 script Blacksmith Pandoi 538,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Pandoi]"; + mes "...Gasp!"; + mes "Go... Go away!"; + close; + } else if (malaya_hi == 10) { + if (checkquest(7354) == 2) { + mes "[Pandoi]"; + mes "Please.."; + mes "Couldn't you help a guy out here, just for the sake of it?"; + mes "Do you really think ignoring me is the best option?!"; + next; + mes "[Pandoi]"; + mes "Now look here."; + mes "Please give me just a peek.."; + mes "It's just a button..."; + close; + } else { + mes "[Pandoi]"; + mes "Hello there!"; + mes "I've heard of your prestige."; + mes "I was wondering if I could receive something to prove that I've met you in person..."; + next; + mes "[Pandoi]"; + mes "Oh... You're surprised because I'm suddenly so nice to you."; + mes "I heard the news you fought off the ghosts."; + mes "That's brilliant!"; + next; + mes "[Pandoi]"; + mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?"; + mes "Please, be generous, I beg you..."; + next; + mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; + setquest 7354; + completequest 7354; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; + set malaya_hi, 11; + setquest 7358; + } + close; + } + } else if (malaya_hi == 11) { + mes "[Pandoi]"; + mes "Phew... Life is so tough these days."; + mes "Why did ghosts come along to bother me so."; + mes "I wish I had a lucky charm or something..."; + next; + mes "[Pandoi]"; + mes "Please..."; + mes "Couldn't you help a guy out here, just for the sake of it?"; + mes "Do you really think ignoring me is the best option?!"; + close; + } else if (malaya_hi == 12) { + if (checkquest(7361) != -1) { + mes "[Pandoi]"; + mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!"; + mes "Bu... But, I'm too scared..."; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; + close; + } + mes "[Pandoi]"; + mes "Wh, what, you've finally decided to help me?!"; + mes "You're going to give Pandoi a gift of peace?!"; + next; + select ("Give the prepared items."); + mes "[Pandoi]"; + mes "Great! I knew you'd come back!"; + mes "Yes... Now that I have some of your spirit, I can rest well at night."; + next; + mes "- Gave Pandoi the Holy Water and Blue Gemstone.-"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7361; + completequest 7361; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Pandoi]"; + mes "Sil... Silver. I need silver, please."; + mes "I thought I could get the silver once the ghosts are gone, but I can't..."; + close; + } else { + mes "[Pandoi]"; + switch(rand(1, 6)) { + case 1: + mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!"; + break; + case 2: + mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!"; + break; + case 3: + mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?"; + break; + case 4: + mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work."; + break; + case 5: + mes $malayaNames$[5] + "made a huge discovery. A dragon, they say."; + break; + case 6: + mes "Hello there?!"; + break; + } + next; + switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) { + case 1: + if ((checkquest(7374) == -1) || (checkquest(7370) == -1)) { + mes "[Pandoi]"; + mes "I appreciate you taking care of the expiration dates of my Spiritual Protection."; + mes "I think mine's good for now. "; + mes "When it wear's out, I'll ask you for another one!"; + close; + } + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000"; + close; + } + mes "[Pandoi]"; + mes "Good. A new Spiritual Protection."; + mes "It's always good to know that you won't see those black things again!"; + next; + mes "-Delivered Spiritual Protection to Pandoi.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7370; + setquest 7384; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "-With Pandoi as last, all Spiritual Protections have been delivered.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + case 2: + if (BaseLevel < 100) { + mes "[Pandoi]"; + mes "Hmm... To make a Silver Blade, you need silver."; + mes "I could melt Silver Bracelets to get silver."; + mes "Silver Bracelets can be acquired at the hospital."; + next; + mes "[Pandoi]"; + mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!"; + mes "If you go in there like that... You'll never make it out alive!"; + close; + } + .@hunting = checkquest(7393, HUNTING); + if (.@hunting == 2) { + if (countitem(6508) < 10) { + mes "[Pandoi]"; + mes "Where are the Silver Bracelets?"; + mes "I know you're invincible..."; + mes "But I must have a Silver Bracelet to make a Silver Blade."; + next; + mes "[Pandoi]"; + mes "10 Silver Bracelets!"; + mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!"; + mes "Now it is in your hands!"; + close; + } + mes "[Pandoi]"; + mes "Respect, all the way!"; + mes "You fought them off and brought the Silver Bracelets as well."; + next; + mes "[Pandoi]"; + mes "From this day on, I shall try to smelt a new silver weapon..!!"; + mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!"; + next; + mes "[Pandoi]"; + mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets."; + mes "If I fail... I'll ask of you the task again!"; + delitem 6508, 10; //Silver_Bracelet + setquest 7394; + erasequest 7393; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[1] = strcharinfo(0); + close; + } else if (.@hunting == 0 || .@hunting == 1) { + mes "[Pandoi]"; + mes "The village hospital holds the most hideous things inside."; + mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it..."; + next; + mes "[Pandoi]"; + mes "Please get rid of those rumored monsters and get those Silver Bracelets."; + mes "You're the only one I can trust!"; + close; + } else { + .@playtime = checkquest(7394, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Pandoi]"; + mes "I still have some silver to smelt."; + mes "I'll request more if I fail again."; + close; + } else if (.@playtime == 2) { + erasequest 7394; + mes "[Pandoi]"; + mes "Oh... what am I to do?"; + mes "I've wasted the precious materials you brought back for me..."; + next; + mes "[Pandoi]"; + mes "Maybe I'm not supposed to be a blacksmith!"; + mes "I'm good with crafting silver, though!"; + next; + if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) { + mes "[Pandoi]"; + mes "... You're right..."; + mes "I'll never be able to make a Silver Blade..."; + mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you."; + close; + } + mes "[Pandoi]"; + mes "I knew I could count on you!"; + mes "I knew I could count on you!"; + mes "10 Silver Bracelets, please."; + setquest 7393; + next; + mes "[Pandoi]"; + mes "Pandoi will always smile at you~"; + mes "*Grin*"; + close; + } else { + mes "[Pandoi]"; + mes "Silver Blade!"; + mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!"; + next; + mes "[Pandoi]"; + mes "I want to be a noted blacksmith by making a Silver Blade."; + mes "However, I cannot get the materials."; + next; + mes "[Pandoi]"; + mes "I heard that they wore silver bracelets as recognition at the hospital."; + mes "But when I got there, it was not the hospital that I used to know."; + next; + mes "[Pandoi]"; + mes "Could you slay the horrible creepers and get me the Silver Bracelets?"; + next; + if (select("Indeed!:No. Way.") == 2) { + mes "[Pandoi]"; + mes "... You're right..."; + mes "I'll never make a Silver Blade..."; + mes "Such plain expression of disgust. You know what? I hate the idea now."; + close; + } + mes "[Pandoi]"; + mes "I knew it!"; + mes "Teach those things at the hospital some manners..."; + mes "And bring back 10 Silver Bracelets, please."; + setquest 7393; + next; + mes "[Pandoi]"; + mes "Pandoi will always smile at you~"; + mes "*Grin*"; + close; + } + } + case 3: + mes "[Pandoi]"; + mes "You need Silver Crosses?"; + mes "Pandoi will make them for you!"; + mes "Still, I cannot create something out of the blue, so I'll be needing some silver."; + next; + mes "[Pandoi]"; + mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there..."; + mes "If you have Silver Bracelets, I could make Silver Crosses with them."; + next; + switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { + case 1: + set .@amount,1; + case 2: + if (!.@amount) set .@amount,6; + if (countitem(6508) < (.@amount * 2)) { + mes "[Pandoi]"; + mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + "."; + close; + } + set .@time,5; + break; + case 3: + mes "[Pandoi]"; + mes "How many Silver Crosses do you need?"; + mes "I can make up to 50 at a time."; + next; + input .@amount; + if (.@amount == 0) { + mes "[Pandoi]"; + mes "Don't need Silver Crosses?"; + mes "Well, I can take a rest then. Ha ha ha ha~"; + close; + } else if (.@amount > 50) { + mes "[Pandoi]"; + mes "A maximum of 50 at a time!"; + close; + } + if (countitem(6508) < (2 * .@amount)) { + mes "[Pandoi]"; + mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets."; + close; + } + set .@time,15; + break; + case 4: + mes "[Pandoi]"; + mes "I'll be here if you need me!"; + close; + } + mes "[Pandoi]"; + mes "It'll take just a second."; + mes "Pandoi can do it in a jiffy!"; + close2; + progressbar "0xffff00", .@time; + delitem 6508, .@amount * 2; //Silver_Bracelet + getitem 6502, .@amount; // Silver_Cross + mes "[Pandoi]"; + mes "Look at this!"; + mes "Very nice indeed."; + mes "I should've been a craftsman, not a blacksmith!"; + close; + } + } + end; +} + +malaya,326,68,2 script Pedro the Sailor 100,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (malaya_hi < 10) { + mes "[Pedro the Sailor]"; + mes "Oh... This ship's not in service."; + mes "Or rather, it can't set sail. *Snigger*"; + mes "I'm seeing ghosts. I think it's my time to die."; + close; + } else if (malaya_hi == 10) { + if (checkquest(7352) == 2) { + mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; + close; + } + mes "[Pedro the Sailor]"; + mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!"; + mes "Could you stay for a bit and hear me out?!"; + next; + if (select("Sorry.:Sure.") == 1) { + mes "[Pedro the Sailor]"; + mes "Oh, a solid denial."; + mes "You just impaled my last glimpse of hope."; + mes "Maybe I wasn't persuasive enough..."; + close; + } + mes "[Pedro the Sailor]"; + mes "Straight to the point, this town is a den of ghosts!"; + mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before."; + next; + mes "[Pedro the Sailor]"; + mes "You see that ship there?"; + mes "It's a small ferry, but it also stopped service because of these darn ghosts!"; + next; + mes "[Pedro the Sailor]"; + mes "It looks okay from the outside, but it's full of ghost, I tell ya."; + mes "But the way I heard it, they're afraid of you, right?"; + next; + select ("Oh no, you too...:Not my buttons!"); + mes "[Pedro the Sailor]"; + mes "I see many have already asked you for some of your stuff for charms, huh."; + mes "Can I budge in that line too?"; + next; + mes "[Pedro the Sailor]"; + mes "I need to have some sincere conversations with that ghost over there."; + mes "But the spirit is too strong for me to approach."; + next; + mes "[Pedro the Sailor]"; + mes "...........That was a lame story."; + mes "And it's not easy to give away your stuff to someone else."; + next; + mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; + setquest 7352; + completequest 7352; + if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) { + next; + mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; + set malaya_hi, 11; + setquest 7358; + } + close; + } else if (malaya_hi == 11) { + mes "[Pedro the Sailor]"; + mes "Sigh..."; + mes "This is so awkward."; + close; + } else if (malaya_hi == 12) { + if (checkquest(7359) != -1) { + mes "[Pedro the Sailor]"; + mes "Anyway, now that I have what they hate..."; + mes "Now's the time to charge into my ship...!"; + close; + } + if (!countitem(523) || !countitem(717)) { + mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000"; + close; + } + mes "[Pedro the Sailor]"; + mes "What? I can sense something refreshing in your hands. What is it?"; + next; + mes "[Pedro the Sailor]"; + mes "You're giving it to me?"; + mes "Ghosts will hate it?"; + mes "That's wonderful news!"; + next; + mes "[Pedro the Sailor]"; + mes "Pedro, at your service!"; + mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!"; + next; + mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -"; + delitem 717, 1; //Blue_Gemstone + delitem 523, 1; //Holy_Water + setquest 7359; + completequest 7359; + if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) { + mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-"; + set malaya_hi, 13; + erasequest 7351; + setquest 7365; + } + close; + } else if (malaya_hi == 13) { + mes "[Pedro the Sailor]"; + mes "Anyway, now that I have what they hate..."; + mes "Now's the time to charge into my ship...!"; + next; + mes "-Pedro the Sailor looks determined.-"; + close; + } else { + mes "[Pedro the Sailor]"; + mes "Whoa... Did you see that?"; + mes "Those black souls just came up and disappeared."; + mes "Well, living the dream, eh?"; + next; + if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) { + if ((checkquest(7374) == -1) || (checkquest(7368) == -1)) { + mes "[Pedro the Sailor]"; + mes "The Spiritual Protection you gave me before works fine."; + mes "I'm good for now."; + mes "It's still up for the fight!"; + close; + } + if (!countitem(6503)) { + mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000"; + close; + } + mes "[Pedro the Sailor]"; + mes "A newly made Spiritual Protection."; + mes "Alright. I'll go at them with this one today."; + next; + mes "-Delivered the Spiritual Protection to Pedro the Sailor.-"; + delitem 6503, 1; // Soul_Protection + erasequest 7368; + setquest 7382; + if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) { + mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-"; + if (malaya_hi == 23) { + set malaya_hi, 24; + } + setquest 7379; + erasequest 7382; + erasequest 7383; + erasequest 7384; + erasequest 7385; + erasequest 7386; + erasequest 7387; + } + close; + } + if (BaseLevel < 100) { + mes "[Pedro the Sailor]"; + mes "Hmm... Don't you remember me talking about ghosts?"; + mes "The Ferry is full of ghosts."; + mes "Wait, was it one or many?"; + next; + mes "[Pedro the Sailor]"; + mes "Whatever. For you and your current condition, it's out of the question."; + mes "Yes. You can't do it. You'll be dragged out in a body bag."; + next; + mes "[Pedro the Sailor]"; + mes "Now I'm not going to stand here and wait for that to happen. No way."; + close; + } + if (malaya_diwata == 0) { + mes "[Pedro the Sailor]"; + mes "I'm sorry, but didn't I say something about ghosts over there?"; + mes "It can't set sail because of that."; + next; + mes "[Pedro the Sailor]"; + mes "So what's this whole ghost story about?"; + mes "Hmmm.........."; + mes "It's a long story..."; + next; + if (select("I'm listening.:Maybe later.") == 2) { + mes "[Pedro the Sailor]"; + mes "I knew it."; + mes "Though, it's not such a boring story."; + mes "After all, it is a ghost story."; + close; + } + mes "[Pedro the Sailor]"; + mes "The story goes back to when I first made port here."; + mes "It was a nerve racking first time as a liner manager."; + next; + mes "[Pedro the Sailor]"; + mes "I was ready to disembark when I saw something I simply could not believe."; + mes "Black haze was swarming to the port from all over town."; + next; + mes "[Pedro the Sailor]"; + mes "At first, I thought it was just a very thick smog."; + mes "As the days went by, it became clear as to what it was."; + mes "It was a swarm of souls."; + next; + mes "[Pedro the Sailor]"; + mes "A very unpleasant group of souls indeed."; + mes "Some were wailing some horrible cries around the Ferry about to set sail..."; + next; + mes "[Pedro the Sailor]"; + mes "After that incident, that ship stayed on that spot until this day."; + mes "Why? Because they took over the ship! It's haunted!"; + next; + mes "[Pedro the Sailor]"; + mes "If you don't believe me, see for yourself."; + mes "Then you'll believe me."; + set malaya_diwata, 1; + setquest 7395; + close; + } else if (malaya_diwata == 1) { + mes "[Pedro the Sailor]"; + mes "If you want to know, go and see for yourself and get on it."; + close; + } else if (malaya_diwata == 2) { + mes "[Pedro the Sailor]"; + mes "Soul of a Little Girl?"; + mes "What about all them bullying ones?"; + mes "They came and went?"; + next; + mes "[Pedro the Sailor]"; + mes "I don't understand."; + mes "Maybe the Leader Mumbaki will know what to do."; + close; + } else if (malaya_diwata == 3) { + mes "[Pedro the Sailor]"; + mes "Hmm... A floral tribute to soothe the soul...."; + mes "You want to hear its story after it calms down?"; + mes "Well... Good luck."; + next; + mes "[Pedro the Sailor]"; + mes "It can't be helped for the Ferry to set sail again."; + mes "I can't go near it because of those mean ones."; + next; + mes "[Pedro the Sailor]"; + mes "Now I'm asking you to do this not because I can't be bothered,"; + mes "but because I simply can't do it myself."; + close; + } else if (malaya_diwata == 4) { + mes "[Pedro the Sailor]"; + mes "Did Mumbaki bless the flower?"; + mes "I hope this works..."; + mes "I wish you all the luck!!"; + next; + mes "[Pedro the Sailor]"; + mes "I hope you can negotiate with success!"; + mes "I'll take care of those rude ones outside the ship the best I can."; + close; + } else if (malaya_diwata == 5) { + mes "[Pedro the Sailor]"; + mes "I see."; + mes "Perhaps the Ferry can move again..."; + mes "Thank you for all you've done for us."; + next; + mes "[Pedro the Sailor]"; + mes "I'd better get ready to set sail then."; + mes "It's not much, but this is for you."; + mes "If we can get back in business, I'll take you to Izlude for just 1000z."; + set malaya_diwata, 6; + erasequest 7399; + setquest 7401; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[0] = strcharinfo(0); + close; + } else { + .@playtime = checkquest(7401, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Pedro the Sailor]"; + mes "If you want to go to Alberta, use the big ship over there."; + mes "This little one goes to Izlude."; + mes "That will be 1000z."; + next; + if (select("Use.:That's a rip off!") == 2) { + mes "[Pedro the Sailor]"; + mes "What?!"; + mes "How much do you pay for the Alberta Liner to get here!?"; + mes "Call this a rip off... You think I'm doing charity?"; + close; + } + if (Zeny < 1000) { + mes "[Pedro the Sailor]"; + mes "The price is 1000 zeny."; + mes "I can't help you there~"; + close; + } + mes "[Pedro the Sailor]"; + mes "Thank you~"; + mes "Let's go before the ghosts come back!"; + set Zeny, Zeny - 1000; + close2; + warp "izlude",195,180; + end; + } else if (.@playtime == 2) { + erasequest 7401; + goto L_SetQuest; + } else { + if (checkquest(7403) == -1) { + if (checkquest(7402) == -1) { + goto L_SetQuest; + } + mes "[Pedro the Sailor]"; + mes "You know what to do."; + mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; + next; + mes "[Pedro the Sailor]"; + mes "Give the Bouquet to Miss Diwata to cheer her up."; + mes "....Thank you."; + close; + } + mes "[Pedro the Sailor]"; + mes "Diwata is calm!"; + mes "I can even feel the difference out here."; + mes "I am always in your debt."; + next; + mes "[Pedro the Sailor]"; + mes "You know what? Why don't you do this on a more regular basis?"; + mes "I think you kind of like doing it."; + setquest 7401; + erasequest 7403; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[0] = strcharinfo(0); + close; + } + } + } + end; + +L_SetQuest: + mes "[Pedro the Sailor]"; + mes "Ah, the thing is..."; + mes "We can't go right now.."; + mes "You see, the ghosts are back..."; + mes "I'm fed up with nuisance."; + next; + mes "[Pedro the Sailor]"; + mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; + mes "a normal person can't stand it."; + next; + if (select("I see. Take care then.:How about a Floral Tribute?") == 1) { + mes "[Pedro the Sailor]"; + mes "I'm glad you understand."; + mes "Sigh..."; + close; + } + mes "[Pedro the Sailor]"; + mes "Hmmm. That would be nice."; + mes "If she can be soothed with flowers...!"; + mes "Good luck."; + setquest 7402; + close; +} + +ma_in01,125,107,3 script Ghost Diwata 1761,4,4,{ + end; +OnTouch: + if (malaya_diwata == 0) { + cutin "malaya_diwata01", 2; + mes "- A creepy Little Girl is standing."; + mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -"; + next; + mes "[Diwata]"; + mes "Are you here to bully Diwata too?"; + mes "I won't have it!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-"; + close; + warp "malaya", 324, 66; + end; + } else if (malaya_diwata == 1) { + cutin "malaya_diwata01", 2; + mes "- A creepy Little Girl is standing."; + mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -"; + next; + mes "[Diwata]"; + mes "Are you here to bully Diwata too?"; + mes "I won't have it!"; + next; + select ("Wait! I just want to talk!"); + mes "[Diwata]"; + mes "Then who are they behind you?"; + mes "You're one of them!"; + next; + cutin "malaya_ghost01", 4; + mes "- Familiar souls are approaching Diwata. -"; + next; + if (select("It's a misunderstanding!:You're from that..!") == 2) { + cutin "malaya_ghost02", 4; + mes "[" + strcharinfo(0) + "]"; + mes "Just as I thought! You're afraid of me?!"; + mes "Stand aside!"; + mes "I need to talk to her."; + next; + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "I don't know why they're backing away..."; + mes "You get out of my sight too!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-"; + set malaya_diwata, 2; + setquest 7396; + erasequest 7395; + close2; + warp "malaya", 324, 66; + end; + } + cutin "malaya_diwata01",2; + mes "[Diwata]"; + mes "Enough!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-"; + set malaya_diwata, 2; + setquest 7396; + erasequest 7395; + close2; + warp "malaya", 324, 66; + end; + } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) { + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "You crawled back in?"; + mes "Get out-!!!!!"; + next; + cutin "", 255; + mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-"; + close; + warp "malaya", 324, 66; + end; + } else if (malaya_diwata == 4) { + if (!countitem(6506)) { + cutin "malaya_diwata01", 2; + mes "- The soul of Little Girl Diwata is looking at me fiercely."; + mes "No Offering Bouquet...!!!"; + next; + cutin "", 255; + mes "-I was thrown out with a remote look from her.-"; + close; + warp "malaya", 324, 66; + end; + } + mes "- The soul of Little Girl Diwata is looking at me fiercely. -"; + mes "- The Offering Bouquet... -"; + cutin "malaya_diwata01", 2; + next; + if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) { + mes "- I threw the bouquet before she could toss me out, and she catches in surprise..."; + mes "She won't toss me... far, now that she has the flower.-"; + } else { + mes "- I slid the flower across the floor to her. She looks puzzled. -"; + } + next; + mes "[Diwata]"; + mes "What is the meaning of this?"; + mes "You're not an enemy?"; + next; + mes "[Diwata]"; + mes "What? You're an outsider too?"; + mes "Ha, so live ones are allowed and I'm not?"; + next; + mes "[Diwata]"; + mes "Now there's the stereotype of countryside people over outsiders."; + mes "I am so annoyed. I feel like wiping them off the map."; + next; + mes "[Diwata]"; + mes "What? I shouldn't?"; + mes "Why should I not?"; + mes "I'm stalling the ship?"; + next; + mes "[Diwata]"; + mes "I was going to hear you out because of the flowers"; + mes "but you're telling me lies?!"; + next; + mes "[Diwata]"; + mes "So you're saying that I brought these hillbillies on this ship"; + mes "and that fighting with them is causing the stall?"; + next; + mes "[Diwata]"; + mes "... Hmm... Humph. It wasn't what I was intending to do."; + mes "But they're the ones who're getting on my nerves!"; + next; + mes "[Diwata]"; + mes "... I can't get off anyway."; + mes "Which means that I could feel bad again. Got it?"; + next; + mes "[Diwata]"; + mes "... I'll try to keep it in today."; + mes "It's not because I like the flowers or because I like having company!"; + mes "It's because I was treated the same way as those cheap ghosts!"; + next; + mes "[Diwata]"; + mes "Now if you'll excuse me."; + mes "And I'll be clear. I'm not going to hold my temper for so long."; + next; + mes "[Diwata]"; + mes "Now, g... go away!"; + set malaya_diwata, 5; + delitem 6506, 1; // Memorial_Boquet + erasequest 7398; + setquest 7399; + close; + } else if (malaya_diwata == 5) { + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "I promise I'll be a good little girl if those hillbillies leave me alone."; + mes "If they bother me again, however, I won't be."; + close; + } else { + if (checkquest(7402) == -1) { + if (checkquest(7403) == -1) { + if ((checkquest(7401, PLAYTIME) == 0) || (checkquest(7401, PLAYTIME) == 1)) { + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "Surprisingly enough, I'm doing fine."; + mes "Of course I'm tense for when they return,"; + mes "but, as always, I'll win."; + next; + mes "[Diwata]"; + mes "Then the poor crew will cry again"; + mes "I just can't calm myself down after a fight."; + next; + mes "[Diwata]"; + mes "The flowers you bring makes me calm down."; + mes "...."; + mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way."; + close; + } + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "Get lost!"; + mes "What? Oh, it's you."; + mes "Those hillbillies came back again!"; + mes "I'm going to kill them!"; + close; + } + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "It's good to look at flowers from abroad~"; + mes "Do all flowers from the warm parts of the world smell so nice?"; + next; + mes "[Diwata]"; + mes "The flowers you bring makes me calm down."; + mes "...."; + mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way."; + close; + } + cutin "malaya_diwata01", 2; + mes "[Diwata]"; + mes "Darn it! Have you come for more?!"; + mes "What?"; + mes "Oh. It's you?"; + mes "I'm really depressed right now."; + next; + mes "- Diwata reached her hands out as if expecting something. -"; + next; + if (select("Give the Bouquet.:Hold her hand.") == 2) { + mes "[Diwata]"; + mes "What do you think you're doing?!!??!?!!"; + mes "Arghhhh - I have enough creeps around here, thank you!!"; + next; + cutin "", 255; + mes "-I was tossed out with Diwata's thunderous cry.-"; + close; + warp "malaya", 324, 66; + end; + } + if (!countitem(6506)) { + mes "[Diwata]"; + mes "What? You want me to wave?"; + mes "You didn't bring it?"; + mes "You didn't?!?"; + mes "Arghhh you just can't trust anybody! Anybody!"; + next; + cutin "", 255; + mes "-I was tossed out with Diwata's thunderous cry.-"; + close; + warp "malaya", 324, 66; + end; + } + cutin "malaya_diwata02", 2; + mes "[Diwata]"; + mes "... Oh... Just as I thought!"; + mes "My only happiness, my only peace of mind..!"; + mes "Flowers from abroad~!"; + next; + mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-"; + next; + mes "[Diwata]"; + mes "Tell Pedro the Sailor!"; + mes "Diwata will be a goddess of sea, so set sail in my generosity."; + delitem 6506, 1; // Memorial_Boquet + setquest 7403; + erasequest 7402; + close; + } + cutin "", 255; + end; +} + +ma_fild01,261,208,2 script Kiko in Mumbaki 580,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Welcome to Baryo, stranger."; + mes "I am the soul guidance, protector of people and souls here at Baryo."; + mes "So, I'm a good leader Kiko in Mumbaki."; + next; + switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) { + case 1: + if (checkquest(7376) == -1) { + if (checkquest(7377) == -1) { + mes "[Kiko in Mumbaki]"; + mes "What cauldron?"; + mes "As far as I know, you're not the one bringing it."; + next; + mes "[Kiko in Mumbaki]"; + mes "Poor thing."; + mes "do not live a life of lies."; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Baryo is not a great place for smithy work."; + mes "So we always ask a favor to the forge of Malaya."; + next; + mes "[Kiko in Mumbaki]"; + mes "Bakonawa does not like loud noises."; + mes "That's why we beat the sturdy Cast Iron Cauldrons."; + next; + mes "[Kiko in Mumbaki]"; + mes "The Spiritual Protection is proof that I've got my cauldron,"; + mes "so deliver it well. Okay? Good."; + close; + } + if (countitem(6504) < 5) { + mes "[Kiko in Mumbaki]"; + mes "Oh, must be the cauldron I ordered."; + mes "But, where is it?"; + mes "Are you mocking me?!"; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Yes, excellent!"; + mes "Very Good."; + mes "We can aggravate the Bakonawa more with this."; + next; + mes "[Kiko in Mumbaki]"; + mes "I'll give you this for the cauldron."; + mes "I hear you're having some trouble with souls?"; + mes "Take this. It will help you."; + delitem 6504, 5; // Cast_Iron_Caldron + getitem 6503, 5; // Soul_Protection + setquest 7377; + erasequest 7376; + close; + case 2: + if (checkquest(7406) == -1) { + if (checkquest(7407) == -1) { + mes "[Kiko in Mumbaki]"; + mes "The only purification needed in this village is Vantai's food."; + mes "There are no rituals where an outsider, like yourself, can take part in."; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Vantai must be hungry."; + mes "Go give it to him."; + mes "Quickly now."; + close; + } + if ((countitem(523) < 10) || (countitem(6507) < 10)) { + mes "[Kiko in Mumbaki]"; + mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?"; + mes "My work here just gets better and better."; + next; + mes "[Kiko in Mumbaki]"; + mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual."; + mes "I'll do the ritual myself."; + close; + } + mes "[Kiko in Mumbaki]"; + mes "Bones from the animals of this forest all have bad spirits within."; + mes "Of course it cannot be helped due to the malignant spirits flailing about..."; + next; + mes "[Kiko in Mumbaki]"; + mes "You do this and do this here and there and..."; + mes "There. The evil spirit has left and the bone is so pure that you can just chew on it."; + next; + mes "[Kiko in Mumbaki]"; + mes "Now, take this back to Dong the Guard."; + mes "Vantai will become stronger after eating this purified Evil Spirit Bone."; + next; + mes "[Kiko in Mumbaki]"; + mes "Moreover, holding on to Evil Spirit Bones will only do you harm,"; + mes "so I'll take them all to purify."; + delitem 6507, countitem(6507); // Evil_Bone + delitem 523, 10; //Holy_Water + getitem 6505, 10; //Purified_Bone + setquest 7407; + erasequest 7406; + close; + case 3: + mes "[Kiko in Mumbaki]"; + mes "Oh no you don't!"; + mes "Don't you dare!"; + close; + } + end; +} + +ma_fild01,239,253,3 script Dhong the Guard 570,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + mes "[Dhong the Guard]"; + mes "Hi there!"; + mes "Welcome to Baryo."; + next; + if (select("You're job seems so hard~:Guard Dog Vantai") == 1) { + mes "[Dhong the Guard]"; + mes "Not at all. I just watch who comes and goes from here."; + mes "Travelers are the ones who go through more hardship."; + close; + } + if (BaseLevel < 100) { + mes "[Dhong the Guard]"; + mes "Vantai is a nice dog."; + mes "He's probably stronger than you."; + next; + mes "[Dhong the Guard]"; + mes "No offense, but"; + mes "you look weaker than the original owners of the bones Vantai chews on."; + next; + mes "[Dhong the Guard]"; + mes "That means just about as strong as me!"; + mes "Ha ha ha ha ha ha ha!"; + close; + } + .@playtime = checkquest(7408, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Dhong the Guard]"; + mes "The bones you brought Vantai gave him a feast."; + mes "He'll be full and merry for a while now."; + mes "Nobody can beat Vantai in recon around here."; + next; + mes "[Dhong the Guard]"; + mes "Though it is not nice to say a person is lesser than a dog,"; + mes "but there are some who are lesser."; + close; + } else if (.@playtime == 2) { + erasequest 7408; + mes "[Dhong the Guard]"; + mes "Vantai?"; + mes "Always the same."; + mes "Now that you mention it, it's almost time for him to get hungry."; + next; + mes "[Dhong the Guard]"; + mes "Of course, he eats normal dog food, but he can't go without those."; + mes "You know what I mean, right?"; + mes "Smirk..."; + next; + mes "[Dhong the Guard]"; + mes "Me and Vantai are always waiting"; + mes "for the hero to get us some Evil Spirit Bones from the forest."; + close; + } else { + if (checkquest(7406) != -1) { + mes "[Dhong the Guard]"; + mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits."; + mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them."; + next; + mes "[Dhong the Guard]"; + mes "You can get Evil Spirit Bones from monsters or animals in the forest."; + mes "Kiko in Mumbaki will purify them for you."; + close; + } else { + if (checkquest(7407) == 1) { + if (countitem(6505) < 10) { + mes "[Dhong the Guard]"; + mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones."; + mes "He needs to have at least 10 at a time. Which of course does not last a day..."; + close; + } + mes "[Dhong the Guard]"; + mes "Hey, Vantai will love these!"; + mes "It's all in good condition..."; + mes "An evil bone purified through holy ritual..."; + next; + mes "[Dhong the Guard]"; + mes "This is the perfect dog food!!"; + mes "Now he can sense and detect evil spirits,"; + mes "and since he ate purified ones, he'll get the ability to eradicate them."; + next; + mes "[Dhong the Guard]"; + mes "I bet he's the strongest living thing in the village now."; + mes "Of course not me. I mean Vantai."; + next; + mes "[Dhong the Guard]"; + mes "This is your reward."; + mes "It would be very nice if you could help us again tomorrow."; + delitem 6505, 10; // Purified_Bone + setquest 7408; + erasequest 7407; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(0, 2)) + $malayaNames$[2] = strcharinfo(0); + close; + } else { + mes "[Dhong the Guard]"; + mes "Vantai is not only a guard dog, but he's also a great detector and recon scout."; + mes "But for him to do so, he needs to eat Purified Spirit Bones."; + next; + mes "[Dhong the Guard]"; + mes "As you can see, I can't move from here,"; + mes "so I was wondering if you can get the bones for Vantai..."; + next; + if (select("Alright.:Sorry.") == 2) { + mes "[Dhong the Guard]"; + mes "I see."; + mes "Vantai!"; + mes "No treat for you today..!!"; + next; + mes "- It seems like Vantai's eyes are more moist today. -"; + close; + } + mes "[Dhong the Guard]"; + mes "Bones can be acquired from animals or monsters around here."; + mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat."; + next; + mes "[Dhong the Guard]"; + mes "Bring us 10 Purified Spirit Bones."; + mes "That reminds me. You'll need Holy Water for the purification ritual."; + next; + mes "[Dhong the Guard]"; + mes "Take your time."; + mes "Look here. Vantai likes it too."; + setquest 7406; + close; + } + } + } + end; +} + +ma_fild01,238,257,2 script Guard Dog Vantai 972,{ + mes "[Vantai]"; + mes "Grrrrrrr..."; + mes " "; + mes "(He is intimidated by you.)"; + close; +} + +ma_fild01,200,190,3 script Maries#malaya 579,{ + if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { + mes "- Cannot proceed with the quest. You are carrying too many items. -"; + close; + } + if (BaseLevel < 100) { + mes "[Maries]"; + mes "Umm... Hey..."; + mes "Oh, no, sorry. You don't look so strong or bold."; + mes "I'm sorry. I'm just not quite myself..."; + close; + } + if (malaya_hi < 20) { + mes "An anxious looking woman is stands."; + close; + } + .@playtime = checkquest(7390, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Maries]"; + mes "Now that the children know that they can get back home with an Inside-out Shirt,"; + mes "they play out in the forest recklessly and timelessly."; + next; + mes "[Maries]"; + mes "The children will surely get lost again in these conditions."; + mes "If it happens again, I'll seek your help again."; + close; + } else if (.@playtime == 2) { + mes "[Maries]"; + mes "I'm missing a child... again."; + mes "Oh my goodness..."; + erasequest 7390; + close; + } else { + if (checkquest(7389) != -1) { + mes "[Maries]"; + mes "You came back."; + mes "Thanks to you, the child has returned home safely."; + next; + mes "[Maries]"; + mes "Although the shirt is inside-out, it miraculously brings them back to where they should be."; + mes "Thank you for delivering those precious shirts to my children."; + setquest 7390; + erasequest 7389; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[2] = strcharinfo(0); + close; + } else { + if (checkquest(7388) != -1) { + mes "[Maries]"; + mes "I'm sure they're lost in the woods because of mischievous spirits."; + mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found."; + next; + mes "[Maries]"; + mes "The Inside-out Shirts..."; + mes "You can probably get them from the demons, since they ran away with them."; + close; + } else { + mes "[Maries]"; + mes "Hello... I'm looking for my child..."; + mes "My daughter did not return."; + mes "Please help, I think she's lost in the forest."; + next; + switch (select("Of course.:I'm too busy right now.:You have so many children.")) { + case 1: + mes "[Maries]"; + mes "I'm sure she's lost in the woods because of mischievous spirits."; + next; + mes "[Maries]"; + mes "If she's cursed, it will be difficult to get her out of there."; + mes "She'll drift around in the maze so mesmerizing, even for you, in fact."; + next; + mes "[Maries]"; + mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter."; + mes "Although the shirt is inside-out, it miraculously brings them back to where they should be."; + next; + mes "[Maries]"; + mes "The Inside-out Shirts..."; + mes "You can probably get them from the demons, since they ran away with them."; + setquest 7388; + close; + case 2: + mes "[Maries]"; + mes "... Yes... I see."; + mes "I'll have to ask someone else."; + mes "Alright."; + mes "Sigh..."; + close; + case 3: + mes "[Maries]"; + mes "...I ended up having triplets."; + mes "Even I sometimes get confused. *Chuckle*"; + next; + mes "[Maries]"; + mes "They seem to be under a curse because one of them always get's lost in the woods.."; + mes "Sigh..."; + close; + } + } + } + } + end; +} + +ma_fild01,203,189,3 script Little Girl#malaya 576,{ + mes "[Little Girl]"; + mes "He he, the forest is scary, but it's so much fun so I go there often to play~"; + mes "Strange, how we always get lost."; + next; + mes "[Little Girl]"; + mes "But it's okay because I'm not the only one getting lost~"; + mes "We're triplets~ And we're missing the other two~ Giggle~"; + close; +} + +ma_fild01,251,93,3 script Lost Child#malaya01 576,{ + if (checkquest(7388) > -1) { + if (!countitem(12700)) { + mes "[Little Kid]"; + mes "Sigh. Are you lost too?"; + mes "They are so naughty."; + next; + mes "[Little Kid]"; + mes "An Inside-out Shirt is just what I need."; + mes "*Chuckle*..."; + close; + } + mes "[Little Kid]"; + mes "Oh, darn them."; + mes "They must have tricked me into getting lost again!"; + next; + select ("Do you want to go home?"); + mes "[Little Kid]"; + mes "If I don't get back soon, my mom will be worried sick."; + mes "Sigh... I wish I had an Inside-out Shirt to go back."; + next; + select ("Here you are."); + mes "[Little Kid]"; + mes "Really?"; + mes "It really is the shirt!"; + mes "This will take me straight home!"; + next; + mes "[Little Kid]"; + mes "Did mom send you?"; + mes "She must be worried..!"; + mes "I'll go home now!"; + mes "Thanks' a lot!"; + delitem 12700, 1; // Insideout_Shirt + setquest 7389; + erasequest 7388; + close2; + disablenpc strnpcinfo(0); + if (strnpcinfo(0) == "Lost Child#malaya01") { + enablenpc "Lost Child#malaya02"; + } else if (strnpcinfo(0) == "Lost Child#malaya01") { + enablenpc "Lost Child#malaya03"; + } else { + enablenpc "Lost Child#malaya01"; + } + end; + } else { + if (checkquest(7389) != -1) { + mes "[Little Kid]"; + mes "I want to play some more."; + mes "I can always go back with this shirt."; + mes "Mom won't be concerned."; + close; + } else { + mes "[Little Kid]"; + mes "Hmmm. Am I lost again?"; + mes "Where am I..."; + mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?"; + next; + mes "[Little Kid]"; + mes "Why~ Do I always go in circles here?"; + mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?"; + mes "What's with this road?"; + mes "Is somebody trying to trick me?"; + close; + } + } + end; + +OnInit: + if (strnpcinfo(0) != "Lost Child#malaya01") + disablenpc strnpcinfo(0); +} +ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 576 +ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 576 + +ma_fild02,241,39,5 script Good Capre Budidai 572,{ + mes "[Budidai]"; + mes "Hey hey hey~"; + mes "I am such a nice Capre~ Hey!"; + mes "I am going to a fine cafe~YO!"; + mes "I am better than yesterday~Hey!"; + mes "I'm a fine rhyming Capre~Oh?"; + next; + mes "[Budidai]"; + mes "Hey buddy, You here to hear Budidai singing?"; + next; + switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) { + case 1: + mes "[Budidai]"; + mes "Yup, Budidai loves singing."; + mes "Cows, horses, goats, roosters, boars all love my songs."; + mes "They're all friends."; + next; + mes "[Budidai]"; + mes "Except for that one eyed Bongisungisu."; + mes "He picks on my friends."; + mes "I am annoyed, but Budidai is weak."; + next; + mes "[Budidai]"; + mes "I fear it's single gaze, but I fear more the club he flails."; + mes "I have to sing my friends some songs, but they don't come because of him."; + next; + mes "[Budidai]"; + mes "So Budidai, sings here."; + mes "Lots of travelers pass by."; + mes "Capre is a wanderer's buddy."; + mes "You're a buddy too."; + close; + case 2: + if (BaseLevel < 100) { + mes "[Budidai]"; + mes "You interested in that fiend, my friend?"; + mes "It's just a bully of the forest!"; + mes "It picks on my animal friends!"; + next; + mes "[Budidai]"; + mes "Sadly, singing is all that Budidai is skilled at."; + mes "I can't do anything about the scary gaze and the flailing club."; + next; + mes "[Budidai]"; + mes "Bongisungisu! I get the chills just by being in the same forest with it..."; + mes "But Budidai is weak."; + next; + mes "[Budidai]"; + mes "You and me, wanderer."; + mes "We'll never make it."; + close; + } + .@playtime = checkquest(7410, PLAYTIME); + if (.@playtime == 0 || .@playtime == 1) { + mes "[Budidai]"; + mes "Traveler, my friend!"; + mes "Bongisungisu ran far far away."; + mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?"; + next; + mes "[Budidai]"; + mes "But Budidai is worried."; + mes "The one eyed bully will return eventually."; + mes "Will you help me out again?"; + next; + mes "[Budidai]"; + mes "You, friend of Budidai"; + mes "You won't turn you're back on a good Capre?"; + close; + } else { + if (checkquest(7409) != -1) { + if (checkquest(7409, HUNTING) == 2) { + mes "[Budidai]"; + mes "Astonishing, wanderer!"; + mes "I could hear the pitiful wails of Bongisungisu all the way from here!"; + mes "Budidai can sing again for his friends, yes?"; + next; + mes "[Budidai]"; + mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?"; + mes "Aha! Here's a talisman."; + mes "It will be good for you travelers."; + next; + mes "[Budidai]"; + mes "Kind Capre is a friend of travelers."; + mes "I hope to see you again, wanderer."; + mes "This is a blessing for friends. Hey hey hey~"; + setquest 7410; + erasequest 7409; +// if (IsPremiumPcCafe == 10) + getitem 6497, 2; // Lesser_Agimat +// else +// getitem 6497, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[1] = strcharinfo(0); + close; + } else { + mes "[Budidai]"; + mes "Please slay the destructive libertine Bongisungisu."; + mes "For me, a Capre to sing again for one's friends."; + close; + } + } else { + if (.@playtime == 2) { + mes "[Budidai]"; + mes "Hey, kind wanderer."; + mes "Bongisungisu, the one eyed debauchee is back!"; + mes "What do I do? What should I do?"; + next; + mes "[Budidai]"; + mes "He gets angry when I sing."; + mes "But the horse, cow, goat, dog and boars love it."; + mes "It gives Budidai such a hard time."; + erasequest 7410; + close; + } else { + mes "[Budidai]"; + mes "You interested in that fiend, my friend?"; + mes "It's just a bully of the forest!"; + mes "It picks on my animal friends!"; + next; + mes "[Budidai]"; + mes "Sadly, singing is all that Budidai is skilled at."; + mes "I can't do anything about the scary gaze and the flailing club."; + next; + mes "[Budidai]"; + mes "Bongisungisu! I get the chills just by being in the same forest with it..."; + mes "But Budidai is weak."; + next; + if (select("Shall I take care of it?:That does give the chills.") == 2) { + mes "[Budidai]"; + mes "Don't remind me."; + mes "My friends can't come and listen to my songs because of that behemoth."; + mes "It is so frustrating."; + close; + } + mes "[Budidai]"; + mes "You'd teach Bongisungisu a lesson?!"; + mes "Kind wanderer!!"; + mes "Kick some libertine butt!!"; + setquest 7409; + close; + } + } + } + break; + case 3: + mes "[Budidai]"; + mes "Leave me wanderer~"; + mes "Capre Budidai will sing of wonders~"; + mes "You best everyone else~"; + mes "You bring all them beasts~"; + mes "Just go back to Kafra~"; + next; + mes "[Budidai]"; + mes "Hey hey hey~"; + mes "Blessing of the Kind and Good Capre~"; + mes "A wanderer's friend the gift of Capre~"; + mes "Hey hey hey~"; + close; + } + end; +} + +// Traders :: malaya_npc //============================================================ ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{ if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) { @@ -276,8 +3597,8 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{ } } -// MVP Armors :: mvpitem -// ============================================================ +// Upgrade Boss Equipment :: malaya_mvpitem +//============================================================ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{ mes "[Bayani]"; mes "I will upgrade your armor if you bring one that holds enormous power."; @@ -506,7 +3827,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{ close; } -// Secret in the Woods :: buwaya +// Secret in the Woods :: malaya_buwaya //============================================================ malaya,305,281,3 script Guard#buwaya 570,7,7,{ if (malaya_hi < 10) { @@ -913,9 +4234,9 @@ ma_in01,47,101,3 script Totoy#buwaya 577,7,7,{ close; } else if (malaya_buwaya == 13) { // if (IsPremiumPcCafe == 10) -// .@amount = 10; + .@amount = 10; // else - .@amount = 5; +// .@amount = 5; if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { mes "- Wait!! -"; mes "- You have too many items on you. -"; @@ -1081,6 +4402,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 578,{ mes "Argh! That's so foul."; mes "You've really brought back the samples."; mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench."; + delitem 6519,10; //Collected_Sample set malaya_buwaya,8; erasequest 2274; setquest 2275; @@ -1365,10 +4687,10 @@ malaya,290,340,3 script Guard Leader#buwaya 571,{ mes "There is no shame in rejecting this request."; erasequest 2281; } else if (.@hunting == 2) { -// if (IsPremiumPcCafe == 10) { -// .@amount = 10; +// if (IsPremiumPcCafe == 10) + .@amount = 10; // else - .@amount = 5; +// .@amount = 5; mes "[Guard Leader]"; mes "Can't believe you really got rid of Buwaya!"; mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night."; @@ -1481,3 +4803,4320 @@ OnInit: disablenpc "Guard#buwayacave"; end; } + +// Bakonawa Extermination :: malaya_bakonawa +//============================================================ +malaya,280,331,4 script Singing Man#bako1 578,{ + if (malaya_bakona1 < 5) { + mes "[Singing Man]"; + mes "Story of dragon that lives at a lake~"; + mes "Story of an old lady"; + mes "that became a dragon long ago~"; + next; + mes "[Singing Man]"; + mes "Waiting for the son that left for a foreign land,"; + mes "my son will return"; + mes "when that moon sets for the 90th time"; + next; + mes "[Singing Man]"; + mes "The moon sets for the 89th,"; + mes "The moon sets for the 90th,"; + mes "The moon sets for the 191st..."; + next; + mes "[Singing Man]"; + mes "That moon has taken my son away~"; + mes "That horrible thing"; + mes "has swallowed my son,"; + mes "and I will punish that moon~"; + next; + mes "[Singing Man]"; + mes "The day the furious moon hides itself from sight,"; + mes "the whole world will be flooded with rain"; + mes "with all the villages and people facing death under water~"; + next; + mes "[Singing Man]"; + mes "The old lady's curse made the moon furious~"; + mes "Get rid of the old lady to calm the moon~"; + mes "If only the old lady wasn't here, If only the old lady wasn't here..."; + next; + mes "[Singing Man]"; + mes "I hear rumors~"; + mes "The old lady threw herself into the lake~"; + mes "the old lady, now turned into a dragon, will swallow the moon"; + mes "and soon swallow the village too~"; + close; + } else { + mes "[Singing Man]"; + mes "You say the legend is all a lie?"; + mes "You mean my ancestors are all liars"; + mes "and swindlers?"; + next; + mes "[Singing Man]"; + mes "This village is built on an old legend"; + mes "and history."; + mes "They are not the kind of people that will be shaken by"; + mes "foolish words of an imbecile such as yourself."; + close; + } +} + +malaya,275,333,5 script Singing Woman#bako1 579,{ + if (malaya_bakona1 < 5) { + mes "[Singing Woman]"; + mes "Bakonawa that live at a lake,"; + mes "story of an old lady that became a dragon."; + next; + mes "[Singing Woman]"; + mes "The son that was suppose to return after the moon sets for the 90th time"; + mes "never did come back even after the moon had set for a few hundred times~"; + mes "The moon has swallowed the old lady's son~"; + next; + mes "[Singing Woman]"; + mes "The moon, the moon, you shall receive the old lady's curse~"; + mes "The whole village was immersed in death"; + mes "with rain and floods sent by the furious moon~"; + next; + mes "[Singing Woman]"; + mes "The moon, the moon, be still and be calm,"; + mes "for the old lady is gone and she is no more~"; + mes "The old lady has drowned in the lake~"; + mes "She will transform into Bakonawa and come back..."; + next; + mes "[Singing Woman]"; + mes "...to swallow you and"; + mes "punish the village soon~"; + mes "The day the moon dies"; + mes "is the day the village dies too~"; + close; + } else { + mes "[Singing Woman]"; + mes "The legends are all a lie?"; + mes "Why do you say such nonsense?"; + mes "Is there nothing"; + mes "that is important for you to protect?"; + next; + mes "[Singing Woman]"; + mes "Poor Bakonawa..."; + mes "I would be happy"; + mes "if she took a big bite out of someone like you!"; + close; + } +} + +malaya,290,329,4 script Frightened Boy#bako1 577,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona1 < 5) { + mes "[Frightened Boy]"; + mes "The vicious monster Bakonawa will soon come"; + mes "to swallow the moon and take vengeance upon the village."; + mes "I'm scared, please help..."; + close; + } else { + mes "[Frightened Boy]"; + mes "The legend of Bakonawa is all a lie?"; + mes "So that means Bakonawa doesn't exist?"; + mes "I'm going to play with my friends at the lake later."; + mes "You told me it was all a lie right?"; + close; + } +} + +malaya,264,338,4 script Frightened Maiden#bako1 576,{ + if (malaya_hi < 20) { + mes "- She seems cautious of you. -"; + close; + } + if (malaya_bakona1 < 5) { + mes "[Frightened Maiden]"; + mes "It is said that Bakonawa hates loud noises."; + mes "Pound the pot if you want to live!"; + next; + switch(select("Hates loud noises?:What is Bakonawa?")) { + case 1: + mes "[Frightened Maiden]"; + mes "You already heard that the old lady"; + mes "died and became Bakonawa, right?"; + next; + mes "[Frightened Maiden]"; + mes "The legend has it that"; + mes "the old lady had very keen hearing"; + mes "because she was always focusing on"; + mes "the returning of her traveling son."; + next; + mes "[Frightened Maiden]"; + mes "So naturally, Bakonawa also"; + mes "has very keen hearing."; + mes "The reason why everyone is banging"; + mes "pots and pans is because of this."; + close; + case 2: + mes "[Frightened Maiden]"; + mes "It is a terrible monster that lives at a lake."; + mes "We are all trembling with fear"; + mes "because we don't know when it might attack the village."; + next; + mes "[Frightened Maiden]"; + mes "Some say that it is more obsessed with swallowing the moon"; + mes "than attacking the village."; + mes "if that's the case, I wish it would just swallow the moon"; + mes "and leave us alone."; + close; + } + } else { + mes "[Frightened Maiden]"; + mes "The villagers hate you now."; + mes "You've been saying that legend of Bakonawa"; + mes "is a lie and they are saying you are more of a monster"; + mes "than Bakonawa."; + close; + } +} + +malaya,272,339,5 script Old Fortune Teller#bako1 575,{ + if (malaya_hi < 20) { + mes "- Old Fortune Teller seems cautious of you. -"; + close; + } + if (malaya_bakona1 < 5) { + mes "[Old Fortune Teller]"; + mes "You must not hate Bakonawa."; + mes "The hate against it is only feeding its rage"; + mes "to grow bigger."; + next; + mes "[Old Fortune Teller]"; + mes "To calm the dead lady's anger,"; + mes "we annually hold a ceremony and prepare food."; + mes "But there seems to be no way to calm the"; + mes "ever growing anger of the old lady."; + next; + mes "[Old Fortune Teller]"; + mes "The day is nearing. I can sense it."; + mes "Bakonawa will soon swallow the moon"; + mes "and come to punish the village."; + close; + } else { + mes "[Old Fortune Teller]"; + mes "How can you say the legend is a lie!"; + mes "Because of you, the fury of Bakonawa"; + mes "grew even larger!"; + mes "If the village perishes,"; + mes "it is all your fault!"; + close; + } +} + +malaya,285,332,4 script Old Legend Teller#bako1 574,{ + if (checkweight(1301,3) == 0) { + mes "You cannot start the conversation. You are carrying too many items. -"; + close; + } + if (BaseLevel < 120) { + mes "[Old Legend Teller]"; + mes "There is something that needs to be done"; + mes "but you look too fragile"; + mes "to give me a hand."; + next; + mes "[Old Legend Teller]"; + mes "Come back when"; + mes "your strength grows strong enough"; + mes "to match Incubus."; + close; + } + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona1 == 0) { + mes "[Old Legend Teller]"; + mes "The old lady has come back"; + mes "to life as Bakonawa."; + mes "Soon she will come to take vengeance on the village."; + mes "We must calm her"; + mes "if to prevent further destruction..."; + next; + switch(select("Calm Bakonawa?:Further destruction?")) { + case 1: + mes "[Old Legend Teller]"; + mes "The old lady faced an unjust death"; + mes "because of villagers' selfishness."; + mes "She was a caring mother who loved her"; + mes "son dearly."; + next; + mes "[Old Legend Teller]"; + mes "If we track the whereabouts of her son and hold a ritual"; + mes "with her son's belongings,"; + mes "her restless soul will be calmed"; + mes "and she will spare us from destruction."; + next; + mes "[Villagers]"; + mes "It is no use sir!!"; + next; + mes "[Villagers]"; + mes "You cannot stop the monster that way!"; + next; + mes "[Old Legend Teller]"; + mes "Of course, it will not be easy to track down the whereabouts of a person"; + mes "who has been gone for a hundred years."; + mes "..."; + next; + mes "[Old Legend Teller]"; + mes "Still, don't you think"; + mes "it is worth a try?"; + mes "Please help us and save us from our misery."; + next; + switch(select("It is no use.:I'll help.")) { + case 1: + mes "[Old Legend Teller]"; + mes "Yes, you are also right."; + mes "You are up against not a human,"; + mes "but a monster."; + mes "Still, I trust in that old lady's"; + mes "good heart."; + close; + case 2: + mes "[Old Legend Teller]"; + mes "Will you do it?"; + mes "According to the legend,"; + mes "the old lady's son was limping"; + mes "and was a traveling merchant that sold wooden dolls."; + next; + mes "[Old Legend Teller]"; + mes "There is a ^FF0000Slate Piece^000000 he left."; + mes "But the piece is small and damaged,"; + mes "its hard to identify it."; + next; + mes "[Old Legend Teller]"; + mes "First, bring it to me."; + mes "Down along this path"; + mes "you will meet my granddaughter near the port."; + mes "Get the Slate Piece from there."; + set malaya_bakona1,1; + setquest 1174; + close; + } + case 2: + mes "[Old Legend Teller]"; + mes "The grudge against the people of"; + mes "Bakonawa- I mean, the dead old lady."; + mes "The moon and this village..."; + mes "She will try to destroy it."; + next; + select("Take vengeance? After all these years?"); + mes "[Old Legend Teller]"; + mes "For some time, she has"; + mes "blamed the moon and"; + mes "resented the villagers."; + mes "The feeling grew larger as the time passed."; + next; + mes "[Old Legend Teller]"; + mes "Why do you think she became such a monster?"; + mes "What do you think went through her head"; + mes "for years and years?"; + mes "Anger and vengeance."; + next; + mes "[Old Legend Teller]"; + mes "Unforgettable grudge"; + mes "that she was abandoned."; + mes "against the moon and the village."; + mes "This is why this grudge must be resolved."; + close; + } + } else if (malaya_bakona1 == 1) { + mes "[Old Legend Teller]"; + mes "Please bring the ^FF0000Slate Piece^000000."; + mes "Down along this path"; + mes "you will meet my granddaughter near the port."; + mes "Get the Slate Piece from there."; + close; + } else if (malaya_bakona1 == 2) { + mes "[Old Legend Teller]"; + mes "Good, you have the Slate Piece."; + mes "Hold on to it and don't lose it."; + mes "It will be of helpful in tracking down the legend."; + next; + mes "[Old Legend Teller]"; + mes "I heard there is a man that lives by himself"; + mes "at the end of northwestern part of Forest Field."; + mes "I heard someone saw a wooden doll there."; + mes "It is such a remote place that people like us"; + mes "simply cannot travel there."; + mes "Could you visit the place for us?"; + next; + switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) { + case 1: + mes "[Old Legend Teller]"; + mes "You twisted youth!"; + close; + case 2: + mes "[Old Legend Teller]"; + mes "You have a point, but"; + mes "this is the best I can do for now."; + mes "The place is at the end of northwestern part of the forest."; + mes "After you pass the bridge and travel west,"; + mes "you will see a person."; + break; + case 3: + mes "[Old Legend Teller]"; + mes "You have a good heart young man!"; + mes "The place is at the end of northwestern part of the forest."; + mes "After you pass the bridge and travel west,"; + mes "You will see a ^0000FFMalaya Immigrant^000000."; + break; + } + mes "Good luck to you... for our sake..."; + erasequest 1175; + setquest 1176; + set malaya_bakona1,3; + close; + } else if (malaya_bakona1 == 3) { + mes "[Old Legend Teller]"; + mes "The place is at the end of northwestern part of the forest."; + mes "After you pass the bridge and travel west,"; + mes "you will see a person."; + mes "Good luck to you... for our sake..."; + close; + } else if (malaya_bakona1 < 6) { + mes "[Old Legend Teller]"; + mes "The track of the old lady's son"; + mes "is connected all the way to"; + mes "Baryo Mahiwaga?"; + mes "There is a chance he wasn't a merchant..."; + mes "I'm really curious about who he was..."; + next; + mes "[Old Legend Teller]"; + mes "Why did you come back here"; + mes "instead of going straight to"; + mes "Baryo Mahiwaga?"; + close; + } else if (malaya_bakona1 == 6) { + mes "[Old Legend Teller]"; + mes "Is that really true?"; + mes "Bakonawa turning into an old lady"; + mes "and fabricating the legend..."; + mes "It seems all the villagers up until now"; + mes "have been manipulated by that terrible monster."; + next; + mes "[Old Legend Teller]"; + mes "There is no reason to hesitate then."; + mes "You must go into Bakonawa's lair"; + mes "before it attacks first."; + mes "I believe we can trust you to do this, yes?"; + next; + switch(select("Well...:Of course!")) { + case 1: + mes "[Old Legend Teller]"; + mes "The atmosphere was really good"; + mes "but suddenly it's all ruined."; + mes "I didn't expect you to be so shy..."; + close; + case 2: + mes "[Old Legend Teller]"; + mes "I will speak to"; + mes "the village chief for you"; + mes "so that you can enter the Bakonawa Lake."; + mes "Please get rid of this monster for us."; + erasequest 1179; + set malaya_bakona1,7; +// if (IsPremiumPcCafe == 10) + getitem 6499,5; //Ancient_Grudge +// else +// getitem 6499,3; //Ancient_Grudge + getexp 500000,200000; + close; + } + close; + } else if (malaya_bakona1 == 7) { + if (malaya_bakona2 < 15) { + mes "[Old Legend Teller]"; + mes "If you don't mind,"; + mes "could you lend a hand to the Village Chief?"; + mes "Nobody cares for each other anymore"; + mes "because of Bakonawa..."; + next; + } + mes "[Old Legend Teller]"; + mes "The legend that"; + mes "we believed for a hundred years,"; + mes "all lies...."; + mes "Please get rid of this monster for us."; + close; + } +} + +ma_fild02,40,240,4 script Malaya Immigrant#bako1 578,{ + if (malaya_bakona1 < 3) { + mes "[Malaya Immigrant]"; + mes "You must have a brave heart"; + mes "to come to such a remote place."; + mes "How is Port Malaya these days?"; + mes "I heard the monster that lives at the lake, Baknoawa"; + mes "is threatening the villagers."; + mes "I am in the dark about what is going on because I'm here all the time."; + close; + } else if (malaya_bakona1 == 3) { + mes "[Malaya Immigrant]"; + mes "You must have a brave heart"; + mes "to come to such a remote place."; + mes "How is Port Malaya these days?"; + mes "I heard the monster that lives at the lake, Baknoawa"; + mes "is threatening the villagers."; + mes "I am in the dark about what is going on because I'm here all the time."; + next; + mes "[Malaya Immigrant]"; + mes "Are you the traveling merchant who used to sell Wooden Doll, right?"; + mes "I don't know about any traveling merchant, but by Wooden Doll"; + mes "(going through things) do you mean this?"; + mes "I don't know about the specifics, but"; + mes "I think it's related to what I heard long time ago."; + next; + switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) { + case 1: + mes "[Malaya Immigrant]"; + mes "I liked the environment here"; + mes "so I decided to stay and live."; + mes "There is no obligation here."; + mes "To me, that's as good as heaven."; + close; + case 2: + mes "[Malaya Immigrant]"; + mes "It is a very old Slate Piece."; + mes "I'm sorry but I never seen this before."; + mes "There is some kind of writing here"; + mes "but I can't make it out."; + close; + case 3: + mes "[Malaya Immigrant]"; + mes "It's a simple story."; + mes "^0000FFA wounded man who I had never seen before^000000"; + mes "^0000FFcame to my house and asked for help.^000000"; + mes "^0000FFOnce healed, he made a Wooden Doll^000000"; + next; + mes "[Malaya Immigrant]"; + mes "^0000FFthat is suppose to chase away evil spirits ^000000"; + mes "^0000FFas a token of gratitude,^000000"; + mes "^0000FFand left for Baryo Mahiwaga.^000000"; + next; + select("He left for Baryo Mahiwaga?"); + mes "[Malaya Immigrant]"; + mes "According to what I've heard"; + mes "that's correct. But the story has been"; + mes "passed on from mouth to mouth for a"; + mes "long time. I can't be sure."; + next; + mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,"; + mes "or ^0000FFBakonawa^000000,"; + mes "maybe I could find out the identity and whereabouts"; + mes "of the traveling merchant."; + erasequest 1176; + setquest 1177; + set malaya_bakona1,4; + close; + case 4: + mes "[Malaya Immigrant]"; + mes "Well, there is a lack of information"; + mes "so I can't make say for sure but"; + mes "I'm skeptical if he was in fact even a merchant."; + mes "Coming to a town with a"; + mes "critical wound seems too suspicious..."; + next; + mes "[Malaya Immigrant]"; + mes "And craving a Wooden Doll"; + mes "could be seen to have some kind of ritualistic meaning."; + mes "Protecting one from some evil force..."; + mes "that kind of thing."; + next; + mes "Identity of the traveling merchant..."; + mes "Looks like there is one more"; + mes "mystery to be solved."; + mes "I suppose it will all come to light"; + mes "soon enough."; + close; + } + } else { + mes "[Malaya Immigrant]"; + mes "I will tell you again slowly"; + mes "the story that has been passed on."; + mes "Listen carefully and repeat..."; + mes "no, I mean, you don't have repeat it."; + next; + mes "[Orally Transmitted Story]"; + mes "^0000FFA wounded man who I had never seen before^000000"; + mes "^0000FFcame to my house and asked for help.^000000"; + mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000"; + mes "^0000FFthat is suppose to chase away evil sprits.^000000"; + mes "^0000FFThen he left for Baryo Mahiwaga.^000000"; + next; + mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,"; + mes "or ^0000FFBakonawa^000000,"; + mes "maybe I could find out the identity and whereabouts"; + mes "of the traveling merchant."; + close; + } +} + +ma_fild01,165,237,4 script Malaya Immigrant#bako2 582,{ + if (malaya_bakona1 < 4) { + mes "[Malaya Immigrant]"; + mes "Have you been to"; + mes "Port Malaya?"; + mes "I am curious to know"; + mes "what is going on there"; + mes "but I can't travel because there are monsters everywhere."; + close; + } else if (malaya_bakona1 == 4) { + mes "[Malaya Immigrant]"; + mes "Wooden Doll?"; + mes "There is a tale related to that,"; + mes "but you didn't come all the way"; + mes "just to hear some folktale right?"; + next; + switch(select("I just came here to take a break.:Tell me the tale.")) { + case 1: + mes "[Malaya Immigrant]"; + mes "You must have a lot of free time on your hands!"; + mes "I'm no travel agent"; + mes "so go bother someone else!"; + close; + case 2: + mes "[Malaya Immigrant]"; + mes "It's baloney"; + mes "so I don't really remember the details."; + next; + mes "[Summary of the folktale]"; + mes "Long time ago, 5 swordsmen fought"; + mes "against the monster Bakonawa."; + mes "Four died and one left a critical wound"; + mes "to the monster but in return"; + mes "sustained a serious wound in his leg himself."; + next; + mes "[Summary of the folktale]"; + mes "After escaping the scene, Bakonawa transformed into a human"; + mes "and secretly pursued the swordsman."; + mes "The swordsman made a Wooden Doll that"; + mes "can keep the monster from approaching."; + next; + mes "[Malaya Immigrant]"; + mes "This is the end of story."; + mes "Without any conclusion..."; + next; + mes "[Malaya Immigrant]"; + mes "I heard there is a record that the swordsman left"; + mes "but I don't understand why"; + mes "he would leave it here in such a distant place"; + mes "here instead of Malaya."; + next; + select("I wish to see the record."); + mes "[Malaya Immigrant]"; + mes "The record is engraved on the stone ahead."; + mes "However, the stone is so badly"; + mes "damaged and some pieces fell out that"; + mes "it will be hard to make the words out."; + next; + mes "Investigate the stone ahead."; + erasequest 1177; + setquest 1178; + set malaya_bakona1,5; + close; + } + } else if (malaya_bakona1 == 5) { + mes "[Malaya Immigrant]"; + mes "The stone ahead holds a record that"; + mes "a swordsman from a long time ago left."; + next; + switch(select("Where did this swordsman go after?:Tell me the tale again.")) { + case 1: + mes "[Malaya Immigrant]"; + mes "Well, there is no story after that so"; + mes "I guess nobody would know what happened."; + close; + case 2: + mes "[Summary of the folktale]"; + mes "Long time ago, 5 swordsmen fought"; + mes "against the monster Bakonawa."; + mes "Four died and one left a critical wound"; + mes "on the monster but in return"; + mes "sustained a serious wound in his leg himself."; + next; + mes "[Summary of the folktale]"; + mes "After escaping the scene, Bakonawa transformed into a human"; + mes "and secretly pursued the swordsman."; + mes "The swordsman made a Wooden Doll that"; + mes "can keep the monster from approaching."; + close; + } + } else { + mes "[Malaya Immigrant]"; + mes "I suppose you wish to hear the story again right?"; + mes "No problem! I can tell this story forever!"; + next; + mes "[Summary of the folktale]"; + mes "Long time ago, 5 swordsmen fought"; + mes "against the monster Bakonawa."; + mes "Four died and one left a critical wound"; + mes "on the monster but in return"; + mes "sustained a serious wound in his leg himself."; + next; + mes "[Summary of the folktale]"; + mes "After escaping the scene, Bakonawa transformed into a human"; + mes "and secretly pursued the swordsman."; + mes "The swordsman made a Wooden Doll that"; + mes "can keep the monster from approaching."; + close; + } +} + +ma_fild01,171,235,0 script #bako1 139,2,2,{ + end; +OnTouch: + if (malaya_bakona1 == 5) { + mes "The damage is so severe"; + mes "that the record is unidentifiable."; + mes "When inserting the Slate Piece"; + mes "to a hole on the wall, it fits perfectly like a piece of puzzle."; + mes "The letters are not clear but you can still read it."; + next; + callsub L_Record; + set malaya_bakona1,6; + erasequest 1178; + setquest 1179; + close; + } else if (malaya_bakona1 == 6) { + mes "Here is the record left by a swordsman"; + mes "from a hundred years ago."; + next; + switch(select("I don't need to read it.:Read the record again.")) { + case 1: + mes "I remember the story clearly."; + mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya"; + mes "about what I discovered."; + close; + case 2: + callsub L_Record; + close; + } + } + end; + +L_Record: + mes "[Record left by a swordsman from a hundred years ago]"; + mes "After fighting with Bakonawa, I sustained a critical wound"; + mes "and came to this place."; + mes "Only thing I can do is"; + mes "Place the Wooden Doll in one place"; + mes "the monster would come."; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "^0000FFSometimes transforming into a child, or even a old lady,^000000"; + mes "I know that ^0000FFBakonawa^000000has been"; + mes "chasing after me in secret to kill me."; + mes "Because of that critical injury the monster * sustained,"; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "** it will need nearly a hundred years"; + mes "for Bakonawa to absorb the power of the moon"; + mes "to fully recover its power."; + mes "Beware of the day the moon disappears."; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "The day will come when Bakonawa"; + mes "will run amuck."; + mes "But it will take nearly a hundred years to fully recover its power."; + mes "There will always be someone better than me"; + mes "to defeat the vile creature."; + next; + mes "[Record left by a swordsman from a hundred years ago]"; + mes "I will place my trust in the one that will replace me ages from now..."; + next; + mes "How could this be..."; + mes "Lie told by Bakonawa when it turned into an old lady"; + mes "in order to take revenge on the swordsman"; + mes "turned into a legend after all these years."; + next; + mes "I found out that Bakonawa"; + mes "is nothing but a blood thirsty monster."; + mes "I must tell what I know to the ^0000FFOld Legend Teller^000000"; + mes "in Malaya."; + return; +} + +malaya,304,100,4 script Old Man's Granddaughter 576,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona1 == 0) { + mes "[Old Man's Granddaughter]"; + mes "Grandpa believes"; + mes "Bakonawa can"; + mes "turn good."; + mes "Do you think it's possible?"; + close; + } else if (malaya_bakona1 == 1) { + mes "[Old Man's Granddaughter]"; + mes "^FF0000Slate Piece^000000?"; + mes "Why would you need something"; + mes "that is barely recognizable?"; + mes "I'll give it to you if you want."; + next; + mes "Let's go to the"; + mes "^FF0000Old Legend Teller^000000"; + mes "now that I have the Slate Piece."; + erasequest 1174; + setquest 1175; + set malaya_bakona1,2; + close; + } else if (malaya_bakona1 == 2) { + mes "[Old Man's Granddaughter]"; + mes "Please take this Slate Piece"; + mes "and deliver it to my grandpa."; + next; + mes "Let's go to the"; + mes "^FF0000Old Legend Teller^000000"; + mes "now that I have the Slate Piece."; + close; + } else { + mes "[Old Man's Granddaughter]"; + mes "Because of Bakonawa,"; + mes "the village is always unpeaceful."; + close; + } +} + +malaya,286,269,4 script Angry Man#bako2 578,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + mes "[Angry Man]"; + mes "Calm Bakonawa?"; + mes "Do you know how many people have been"; + mes "sacrificed by Bakonawa?"; + mes "I will fight on my own if I have to!"; + close; +} + +malaya,276,269,5 script Calm Woman#bako2 579,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + mes "[Calm Little Girl]"; + mes "It is too dangerous to fight against"; + mes "Bakonawa. There is a chance"; + mes "it will get more angry and put children and"; + mes "elders in danger."; + close; +} + +malaya,276,262,4 script Angry Boy#bako2 577,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + mes "[Angry Boy]"; + mes "I lost my father and my friend"; + mes "to that Bakonawa."; + mes "I will surely revenge them!"; + close; +} + +malaya,283,265,4 script Village Chief#bako2 580,{ + if (checkweight(1301,3) == 0) { + mes "You cannot start the conversation. You are carrying too many items. -"; + close; + } + if (BaseLevel < 120) { + mes "[Village Chief]"; + mes "I'm desperate for a helping hand"; + mes "but you look"; + mes "too weak and fragile."; + next; + mes "[Village Chief]"; + mes "Please come back when"; + mes "you grow strong enough"; + mes "to match Incubus."; + close; + } + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 == 0) { + if (malaya_bakona1 <= 5) { + mes "[Village Chief]"; + mes "I'm don't know what's the right decision."; + mes "To fight against Bakonawa,"; + mes "or calm it by offering it a sacrificial gift."; + } else { + mes "[Village Chief]"; + mes "The legend was all a lie?"; + mes "It seems all the villagers up until now"; + mes "were manipulated by that vile monster."; + next; + mes "[Village Chief]"; + } + mes "Recently, there have been more people that have"; + mes "been harmed by Bakonawa."; + next; + mes "[Village Chief]"; + mes "There are some missing villagers"; + mes "but I can't find out if"; + mes "they are simply missing or if they have been"; + mes "killed by Bakonawa."; + next; + mes "[Village Chief]"; + mes "I heard that the belongings of the missing people"; + mes "are being found at Baryo Mahiwaga Field."; + mes "Please go there to find ^0000FFLost Belongings^000000"; + mes "and give them to the families of"; + mes "the missing people"; + mes "in whatever amount they want."; + next; + mes "[Village Chief]"; + mes "^0000FFLost Belongings^000000"; + mes "are said to be carried by"; + mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga."; + next; + switch(select("Do it yourself.:I'm on my way.")) { + case 1: + mes "[Village Chief]"; + mes "You give me a lot to think about."; + mes "Leave the village at once."; + close; + case 2: + mes "[Village Chief]"; + mes "Let's start then. First,"; + mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and take them to ^0000FFMissing Person's Father^000000"; + mes "for me."; + set malaya_bakona2,1; + setquest 1180; + close; + } + } else if (malaya_bakona2 == 1) { + mes "[Village Chief]"; + mes "From Tiucknuc that roams Baryo Mahiwaga Field,"; + mes "retrieve two ^FF0000Lost Belongings^000000"; + mes "and deliver them to ^0000FFMissing Person's Father^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 2) { + mes "[Village Chief]"; + mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Friend^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 3) { + mes "[Village Chief]"; + mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Son^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 4) { + mes "[Village Chief]"; + mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Mother^000000"; + mes "for me."; + close; + } else if (malaya_bakona2 == 5) { + mes "[Village Chief]"; + mes "So it's clear that all the missing people"; + mes "have been killed by Bakonawa."; + next; + mes "[Villagers]"; + mes "Kill Bakonawa!"; + mes "Let's get rid of the monster ourselves!"; + next; + mes "[Village Chief]"; + mes "It seems we would no longer be able to"; + mes "hold rituals to calm Bakonawa."; + next; + mes "[Village Chief]"; + mes "Young Fortune Teller is looking for your help"; + mes "saying that the energy of the moon seems strange."; + erasequest 1184; + setquest 1185; + set malaya_bakona2,6; +// if (IsPremiumPcCafe == 10) + getitem 12700,7; //Insideout_Shirt +// else +// getitem 12700,5; //Insideout_Shirt + close; + } else if (malaya_bakona2 == 6) { + mes "[Village Chief]"; + mes "Young Fortune Teller is looking for your help"; + mes "saying that the energy of the moon seems strange."; + close; + } else if (malaya_bakona2 == 7) { + mes "[Village Chief]"; + mes "I know that terrible things happened"; + mes "long time ago when the moon disappeared."; + mes "I hope the moon recovers its strength"; + mes "with your devoted effort."; + close; + } else if (malaya_bakona2 == 8) { + mes "[Village Chief]"; + mes "I will tell the"; + mes "Young Fortune Teller to help you."; + mes "But before that, there is"; + mes "something you must do immediately."; + next; + mes "[Village Chief]"; + mes "We never know when Bakonawa will attack"; + mes "the village so we must set traps near the village"; + mes "entrance and near the cave."; + next; + mes "[Village Chief]"; + mes "I would be grateful if you help us."; + mes "I have dispatched workers"; + mes "near where traps will be set up,"; + mes "so you just have to visit about 5 places."; + next; + switch(select("Sounds like too much work.:Sure thing.")) { + case 1: + mes "[Village Chief]"; + mes "This operation means life and death to us"; + mes "yet you refuse it easily as if"; + mes "it was some kind of a chore..."; + next; + mes "[Village Chief]"; + mes "What a hero!"; + close; + case 2: + mes "[Village Chief]"; + mes "The first trap will be set up at"; + mes "Baryo Mahiwaga Field"; + mes "near the village entrance. ^0000FFGruffy Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + erasequest 1187; + setquest 1188; + set malaya_bakona2,9; + close; + } + } else if (malaya_bakona2 == 9) { + mes "[Village Chief]"; + mes "The first trap will be set up at"; + mes "Baryo Mahiwaga Field"; + mes "near the village entrance. ^0000FFGruffy Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 10) { + mes "[Village Chief]"; + mes "The second trap will be set up"; + mes "near a place where it connects from"; + mes "Baryo Mahiwaga Field to Bakonawa Lake."; + mes "^0000FFGrumpy Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 11) { + mes "[Village Chief]"; + mes "The third trap will be set up"; + mes "near Bakonawa Lake Entrance."; + mes "^0000FFCowardly Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 12) { + mes "[Village Chief]"; + mes "The fourth trap will be set up"; + mes "near the entrance of Bakonawa Lake as well."; + mes "^0000FFGloomy Worker^000000 will be waiting for you."; + mes "He will be very helpful."; + close; + } else if (malaya_bakona2 == 13) { + mes "[Village Chief]"; + mes "The fifth trap will be set up"; + mes "near the entrance of Bakonawa Lake too."; + mes "^0000FFSentimental Worker^000000"; + mes "will be waiting for you. He will be very helpful."; + close; + } else if (malaya_bakona2 == 14) { + mes "[Village Chief]"; + mes "It looks like the traps are all set up."; + mes "We just finished our village meeting on"; + mes "what to do about Bakonawa."; + next; + mes "[Village Chief]"; + mes "We have concluded that"; + mes "we will fight against Bakonawa."; + mes "Please help us by"; + mes "attacking his lair."; + erasequest 1193; + set malaya_bakona2,15; + getexp 1000000,600000; +// if (IsPremiumPcCafe == 10) + getitem 6497,7; //Lesser_Agimat +// else +// getitem 6497,5; //Lesser_Agimat + close; + } else if (malaya_bakona2 == 15) { + mes "[Village Chief]"; + if (malaya_bakona1 < 7) { + mes "Would you visit ^0000FFOld Legend Teller^000000"; + mes "when you have a chance?"; + mes "I think you would be able to help him."; + next; + mes "[Village Chief]"; + mes "Thank you."; + } + mes "Please think of the countless victims"; + mes "and defeat Bakonawa"; + mes "for their sake."; + close; + } +} + +malaya,269,267,5 script Missing Person's Father 582,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 == 0) { + mes "[Missing Person's Father]"; + mes "Please find our"; + mes "child."; + mes "Bakonawa would have not harmed our child."; + mes "He must be around here somewhere."; + close; + } else if (malaya_bakona2 == 1) { + if (countitem(6501) < 2) { + mes "[Missing Person's Father]"; + mes "You are looking for two of his ^FF0000Lost Belongings^000000?"; + mes "Are you confident that"; + mes "he already died?"; + close; + } + mes "[Missing Person's Father]"; + mes "This... is our child's ^FF0000Lost Belongings^000000"; + mes "for sure."; + mes "The monster got to him after all...."; + next; + mes "The man is unable to continue as he tries to hold back his tears."; + mes "Let's continue to find the lost belongings of the missing people."; + mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,"; + mes "seven ^FF0000Lost Belongings^000000"; + mes "and deliver them to ^0000FFMissing Person's Friend^000000."; + delitem 6501,2; //Lost_Belongings + erasequest 1180; + setquest 1181; + set malaya_bakona2,2; + close; + } else if (malaya_bakona2 == 2) { + mes "[Missing Person's Father]"; + mes "My baby... my poor baby..."; + next; + mes "The man is unable to continue as he tries to hold back his tears."; + mes "Let's continue to find the lost belongings of the missing people."; + mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Friend^000000."; + close; + } else { + mes "[Missing Person's Father]"; + mes "My baby... my poor baby..."; + close; + } +} + +malaya,265,274,5 script Missing Person's Friend 577,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 2) { + mes "[Missing Person's Friend]"; + mes "Please find"; + mes "my friend."; + mes "We were playing ball together"; + mes "and suddenly my friend disappeared."; + next; + mes "[Missing Person's Friend]"; + mes "I'm sure he is alive and well"; + mes "somewhere."; + close; + } else if (malaya_bakona2 == 2) { + if (countitem(6501) < 7) { + mes "[Missing Person's Friend]"; + mes "You are looking for seven ^FF0000Lost Belongings^000000"; + mes "of my friend?"; + mes "My friend is not dead!"; + close; + } + mes "[Missing Person's Friend]"; + mes "These are marbles and toys I gave him..."; + mes "These are clearly ^FF0000Lost Belongings^000000"; + mes "of my friend... Where is my friend?"; + mes "Bring him here, bring him here now!"; + callsub L_Quest; + delitem 6501,7; //Lost_Belongings + erasequest 1181; + setquest 1182; + set malaya_bakona2,3; + close; + } else { + mes "[Missing Person's Friend]"; + mes "Bring back my friend!"; + mes "Bring back my friend now!"; + mes "My friend is alive,"; + mes "It's all a lie, sob~"; + if (malaya_bakona2 == 3) + callsub L_Quest; + close; + } + +L_Quest: + next; + mes "Leaving behind the crying boy,"; + mes "let's continue to find the lost belongings of the missing people."; + mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Son^000000."; + return; +} + +malaya,270,278,4 script Missing Person's Son 578,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 3) { + mes "[Missing Person's Son]"; + mes "Bakonawa has hurt my father?"; + mes "I can't believe this."; + mes "Please find my father!"; + close; + } else if (malaya_bakona2 == 3) { + if (countitem(6501) < 3) { + mes "[Missing Person's Son]"; + mes "You are looking for three ^FF0000Lost Belongings^000000"; + mes "of my father? Why lost belongings and not my father?"; + mes "No, that can't be it. He is alive somewhere!"; + close; + } + mes "[Missing Person's Son]"; + mes "These are clearly his clothes and shoes..."; + mes "These are ^FF0000Lost Belongings^000000 of my father."; + mes "Oh dear lord... father!"; + callsub L_Quest; + delitem 6501,3; //Lost_Belongings + erasequest 1182; + setquest 1183; + set malaya_bakona2,4; + close; + } else { + mes "[Missing Person's Son]"; + mes "Why did such a thing happen...."; + if (malaya_bakona2 == 4) + callsub L_Quest; + close; + } + +L_Quest: + next; + mes "Man crying in agony."; + mes "Let's continue to find the lost belongings of the missing people."; + mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc"; + mes "and deliver them to ^0000FFMissing Person's Mother^000000."; + return; +} + +malaya,265,284,4 script Missing Person's Mother 579,{ + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 4) { + mes "[Missing Person's Mother]"; + mes "Please find my child."; + mes "I sent her out to do a chore"; + mes "and she still isn't back."; + close; + } else if (malaya_bakona2 == 4) { + if (countitem(6501) < 5) { + mes "[Missing Person's Mother]"; + mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?"; + mes "What does this mean?"; + mes "Are you saying my child is dead?"; + close; + } + mes "[Missing Person's Mother]"; + mes "This is my child's hair comb."; + mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?"; + mes "Why...? She's... dead?"; + next; + mes "[Missing Person's Mother]"; + mes "No wait... I think I hear her voice."; + mes "She's going to be home soon. I should go home now."; + mes "I should prepare a dinner for her. She must be starving."; + mes "Ha ha..."; + next; + mes "A mother that has gone mad..."; + mes "Now that I finished finding the missing people,"; + mes "I should report back to the Village Chief."; + delitem 6501,5; //Lost_Belongings + erasequest 1183; + setquest 1184; + set malaya_bakona2,5; + close; + } else { + mes "[Missing Person's Mother]"; + mes "Ha ha ha... I can hear my child's voice,"; + mes "just listen closely."; + mes "Can't you hear her calling her mother?"; + mes "Ha ha ha..."; + next; + mes "A mother that has gone mad..."; + if (malaya_bakona2 == 5) { + mes "Now that I finished finding the missing people,"; + mes "I should report back to the Village Chief."; + } + close; + } +} + +malaya,289,364,4 script Young Fortune Teller 583,{ + if (checkweight(1301,3) == 0) { + mes "You cannot start the conversation. You are carrying too many items. -"; + close; + } + if (malaya_hi < 20) { + mes "- He seems cautious of you. -"; + close; + } + if (malaya_bakona2 < 6) { + mes "[Young Fortune Teller]"; + mes "The energy of the moon grew weak."; + mes "The reason there are more monsters,"; + mes "and the reason there are more victims,"; + mes "is all because of this."; + close; + } else if (malaya_bakona2 == 6) { + mes "[Young Fortune Teller]"; + mes "The energy of the moon grew weak for a couple of days."; + mes "The reason there are more monsters,"; + mes "and the reason there are more victims, is all because of this."; + next; + mes "[Young Fortune Teller]"; + mes "I'm trying to hold a ritual"; + mes "that will restore the moon's energy by sacrificing monsters' blood,"; + mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000"; + mes "at Baryo Mahiwaga Field."; + next; + switch(select("It's none of my business.:You can count on me.")) { + case 1: + mes "[Young Fortune Teller]"; + mes "You are so selfish!"; + mes "During the ritual,"; + mes "I will pray for your bad luck too."; + close; + case 2: + mes "[Young Fortune Teller]"; + mes "Hurry."; + mes "If the moon completely disappears,"; + mes "there will be a great disaster."; + erasequest 1185; + setquest 1186; + set malaya_bakona2,7; + close; + } + } else if (malaya_bakona2 == 7) { + if (checkquest(1186,HUNTING) == 2) { + mes "[Young Fortune Teller]"; + mes "It looks like you took care of ^FF0000Tikbalang^000000"; + mes "well enough."; + mes "I think I can start the ritual now."; + mes "There are some items that we need, please go to"; + mes "the Village Chief for help."; + erasequest 1186; + setquest 1187; + set malaya_bakona2,8; +// if (IsPremiumPcCafe == 10) + getitem 12699,7; //Tikbalang_Belt +// else +// getitem 12699,5; //Tikbalang_Belt + close; + } else { + mes "[Young Fortune Teller]"; + mes "I need you to hunt fifteen ^FF0000Tikbalang^000000"; + mes "at Baryo Mahiwaga Field."; + next; + mes "[Young Fortune Teller]"; + mes "Hurry."; + mes "If the moon completely disappears,"; + mes "there will be a great disaster."; + close; + } + } else if (malaya_bakona2 == 8) { + mes "[Young Fortune Teller]"; + mes "I think I can start the ritual now."; + mes "There are some items that we need, please go to"; + mes "the Village Chief for help."; + close; + } else { + mes "[Young Fortune Teller]"; + mes "On the day when the moon fully disappears,"; + mes "the dragon will attack the village."; + mes "No one will be safe."; + close; + } + end; +} + +ma_fild01,54,253,4 script Gruffy Worker#bako2 582,{ + if (malaya_bakona2 < 9) { + mes "[Gruffy Worker]"; + mes "The Village Chief told me to"; + mes "wait for you here."; + close; + } else if (malaya_bakona2 == 9) { + mes "[Gruffy Worker]"; + mes "The trap will be set right in front."; + mes "Walk forward a little."; + close; + } else if (malaya_bakona2 == 10) { + mes "[Gruffy Worker]"; + mes "You can find the"; + mes "Grumpy Worker near where"; + mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; + mes "Go and set up the trap together."; + close; + } else { + mes "[Gruffy Worker]"; + mes "Are you trying to advertise that"; + mes "there is a trap here? Step aside."; + close; + } + end; +} + +ma_fild01,54,244,0 script #bako2 139,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 9) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Gruffy Worker]"; + mes "Using the tools like this"; + mes "bang bang bang!"; + next; + mes "bang bang bang!"; + next; + mes "The trap is now set."; + next; + mes "[Gruffy Worker]"; + mes "You can find the"; + mes "Grumpy Worker near where"; + mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; + mes "Go and set up the trap together."; + erasequest 1188; + setquest 1189; + set malaya_bakona2,10; + close; + } else if (malaya_bakona2 == 10) { + mes "The trap has been set up here."; + next; + mes "[Gruffy Worker]"; + mes "This trap is not meant to capture you,"; + mes "so move."; + next; + mes "[Gruffy Worker]"; + mes "You can find the"; + mes "Grumpy Worker near where"; + mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; + mes "Go there to him."; + close; + } + end; +} + +ma_fild01,236,119,5 script Grumpy Worker#bako2 577,{ + if (malaya_bakona2 < 10) { + mes "[Grumpy Worker]"; + mes "Village Chief told me to"; + mes "wait for you here."; + mes "Sooo boring!"; + close; + } else if (malaya_bakona2 == 10) { + mes "[Grumpy Worker]"; + mes "A hole needs to be dug up in front of here?"; + mes "I have to dig too?"; + mes "Says who?"; + close; + } else if (malaya_bakona2 == 11) { + mes "[Grumpy Worker]"; + mes "Go find the Cowardly Worker"; + mes "near the entrance of Bakonawa Lake."; + mes "Come on, move it!"; + close; + } else { + mes "[Grumpy Worker]"; + mes "I set up the trap"; + mes "and you are advertising that it's here."; + mes "Scram!"; + close; + } +} + +ma_fild01,242,116,0 script #bako3 139,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 10) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Grumpy Worker]"; + mes "I really don't like it here!"; + mes "..."; + mes "With this pickax,"; + mes "dig dig dig!"; + next; + mes "dig dig dig!"; + next; + mes "The trap is now set."; + next; + mes "[Grumpy Worker]"; + mes "Go find the Cowardly Worker"; + mes "near the entrance of Bakonawa Lake."; + mes "Come on, move it!"; + erasequest 1189; + setquest 1190; + set malaya_bakona2,11; + close; + } else if (malaya_bakona2 == 11) { + mes "The trap has been set up here."; + next; + mes "[Grumpy Worker]"; + mes "Are you trying to test"; + mes "with your body if the trap works?"; + mes "Move aside!"; + next; + mes "[Grumpy Worker]"; + mes "Go find the Cowardly Worker"; + mes "near the entrance of Bakonawa Lake."; + mes "Come on, move it!"; + close; + } + end; +} + +ma_scene01,177,89,4 script Cowardly Worker#bako2 578,{ + if (malaya_bakona2 < 11) { + mes "[Cowardly Worker]"; + mes "Village Chief told me to"; + mes "wait for you here."; + mes "Why me? I have a bad feeling about this...."; + close; + } else if (malaya_bakona2 == 11) { + mes "[Cowardly Worker]"; + mes "set up a trap in front of here?"; + mes "Village Chief said I have to help too?"; + mes "Can you please do it by yourself?"; + close; + } else if (malaya_bakona2 == 12) { + mes "[Cowardly Worker]"; + mes "Go up and you will"; + mes "find the Gloomy Worker."; + mes "Go! You scare me."; + mes "You look like you are going to beat me up."; + close; + } else { + mes "[Cowardly Worker]"; + mes "Go away!"; + mes "What if Bakonawa"; + mes "appears because of you?"; + mes "I'm scared to death!"; + close; + } + end; +} + +ma_scene01,179,85,0 script #bako4 139,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 11) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Cowardly Worker]"; + mes "There is nothing weird"; + mes "buried here right?"; + mes "..."; + mes "Using the shovel, dig dig dig!"; + next; + mes "dig dig dig!"; + next; + mes "The trap is now set."; + next; + mes "[Cowardly Worker]"; + mes "Go up and you will"; + mes "find the Gloomy Worker."; + erasequest 1190; + setquest 1191; + set malaya_bakona2,12; + close; + } else if (malaya_bakona2 == 12) { + mes "The trap has been set up here."; + next; + mes "[Cowardly Worker]"; + mes "Step aside immediately!"; + mes "Bakonawa might find out this is a trap"; + mes "and come for us."; + next; + mes "[Cowardly Worker]"; + mes "Go up and you will"; + mes "find the Gloomy Worker."; + emotion e_swt,1; + close; + } + end; +} + +ma_scene01,141,118,4 script Gloomy Worker#bako2 582,{ + if (malaya_bakona2 < 12) { + mes "[Gloomy Worker]"; + mes "Village Chief told me to wait for you here."; + mes "He must want me to do something."; + mes "Whew..."; + close; + } else if (malaya_bakona2 == 12) { + mes "[Gloomy Worker]"; + mes "set up a trap on the left side?"; + mes "I don't think it will be much use..."; + mes "Whew, I should've moved away or something..."; + close; + } else if (malaya_bakona2 == 13) { + mes "[Gloomy Worker]"; + mes "We are all gonna die anyway by Bakonawa."; + mes "This is pointless."; + mes "Just go up the path and you will find"; + mes "Sentimental Worker."; + close; + } else { + mes "[Gloomy Worker]"; + mes "Bakonawa is going to attack us anyway."; + mes "What pointless work..."; + close; + } + end; +} + +ma_scene01,138,122,0 script #bako5 139,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 12) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Gloomy Worker]"; + mes "Just catch this net,"; + mes "throw throw!"; + next; + mes "throw throw!"; + next; + mes "The trap is now set."; + next; + mes "[Gloomy Worker]"; + mes "Just go up the path and you will find"; + mes "Sentimental Worker."; + mes "Though I doubt it will be much help."; + erasequest 1191; + setquest 1192; + set malaya_bakona2,13; + close; + } else if (malaya_bakona2 == 13) { + mes "The trap has been set up here."; + next; + mes "[Gloomy Worker]"; + mes "The trap is meaningless."; + mes "See? It doesn't even work."; + close; + } + end; +} + +ma_scene01,175,170,5 script Sentimental Worker#bako2 578,{ + if (malaya_bakona2 < 13) { + mes "[Sentimental Worker]"; + mes "Village Chief told me to wait for you here."; + mes "Is there a some kind of surprise event?"; + mes "My heart is beating faster~"; + close; + } else if (malaya_bakona2 == 13) { + mes "[Sentimental Worker]"; + mes "Wow! So we are going to work together"; + mes "to set up a trap behind this place?"; + mes "This is sooo cool!"; + mes "This is the coolest thing in the world!"; + close; + } else if (malaya_bakona2 == 14) { + mes "[Sentimental Worker]"; + mes "Now that the trap is set,"; + mes "Are we going to report back to Village Chief?"; + mes "Oh what fun!"; + mes "It sounds so exiting!"; + close; + } else { + mes "[Sentimental Worker]"; + mes "More I think about it, more exited I get."; + mes "I'm secretly guarding the trap!"; + mes "I want to hear out loud."; + mes "I have a trap in front of me! Ha ha ha ha~"; + emotion e_swt2,1; + close; + } + end; +} + +ma_scene01,171,174,0 script #bako6 139,2,2,{ + end; +OnTouch: + if (malaya_bakona2 == 13) { + mes "I should set up the trap"; + mes "right about here."; + next; + mes "[Sentimental Worker]"; + mes "Wow! This really is a perfect place"; + mes "to set up a trap."; + mes "I'm going to throw the rope!"; + mes "Here goes the rope!"; + next; + mes "Here goes the rope!"; + next; + mes "The trap is now set."; + mes "Let's go to the Village Chief"; + mes "now that the trap is set."; + erasequest 1192; + setquest 1193; + set malaya_bakona2,14; + close; + } else if (malaya_bakona2 == 14) { + mes "The trap is set here."; + next; + mes "[Sentimental Worker]"; + mes "Try out the trap first!"; + mes "I'm so curious"; + mes "what would happen!"; + mes "It's going to be so much fun!"; + close; + } + end; +} + +// Original name: "Bakonawa Introduction Quest Helper#bako1" +sec_in02,10,16,5 script Bakonawa Intro Helper 543,{ + if (callfunc("F_GM_NPC",1854,0) < 1) { + mes "Seafood and Black Bean Sauce Noodle!"; + close; + } + mes "[Briquet Scheme]"; + mes "Just boldly tell me"; + mes "what is it that you want!"; + next; + switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { + case 1: + mes "Here you go!"; + set malaya_bakona1,0; + set malaya_bakona2,0; + for(set .@i,1174; .@i<=1193; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + close; + case 2: + mes "[Briquet Scheme]"; + mes "Here you go!"; + set malaya_bakona1,6; + for(set .@i,1174; .@i<=1178; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + setquest 1179; + close; + case 3: + mes "[Briquet Scheme]"; + mes "Here you go!"; + set malaya_bakona2,0; + for(set .@i,1180; .@i<=1193; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + close; + case 4: + mes "[Briquet Scheme]"; + mes "Here you go!"; + getitem 6520,17; //Lost_Belongings + close; + case 5: + mes "[Briquet Scheme]"; + mes "Here you go!"; + set malaya_bakona2,8; + setquest 1187; + for(set .@i,1178; .@i<=1193; set .@i,.@i+1) { + if (checkquest(.@i) > -1) + erasequest .@i; + } + close; + } +} + +// Nurse in Port Malaya :: malaya_bang +//============================================================ +function script F_Malaya_Nurse { + if (malaya_bang == 30) { + mes "[Nurse Las]"; + mes "A talisman?"; + mes "I think you should search for something else."; + cutin "malaya_nurseA01",2; + callsub L_Warp, getarg(0); + } else if (malaya_bang == 31) { + mes "[Nurse Las]"; + mes "A talisman and a person?"; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "I did see the talisman but I didn't go near it because I got a bad feeling about it."; + next; + mes "[Nurse Las]"; + mes "Oh!"; + mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?"; + mes "I think it'll be a good idea to ask her."; + set malaya_bang,32; + changequest 11303,11304; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 32) { + mes "[Nurse Las]"; + mes "Oh!"; + mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?"; + mes "I think it'll be a good idea to ask her."; + cutin "malaya_nurseA01",2; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 33) { + mes "[Nurse Las]"; + mes "A shaman... Best if we met her."; + cutin "malaya_nurseA01",2; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 34) { + mes "[Nurse Las]"; + mes "Oh!"; + mes "You must have met her."; + mes "I feel something strong..."; + cutin "malaya_nurseA01",2; + next; + select("Tell her about the talisman."); + mes "[Nurse Las]"; + mes "Yes!"; + mes "I have an idea."; + mes "How about we stick that one over the one we saw on the 2nd floor door?"; + emotion e_ic; + next; + mes "[Nurse Las]"; + mes "Maybe it will block the bad energy it's giving out."; + set malaya_bang,35; + changequest 11306,11307; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 35) { + mes "[Nurse Las]"; + mes "Yes!"; + mes "I have an idea."; + mes "How about we stick that one over the one we saw on the 2nd floor door?"; + emotion e_ic; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Maybe it will block the bad energy it's giving out."; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 36) { + callsub L_Weight; + mes "[Nurse Maenne]"; + mes "*Sigh*..."; + mes "I thought it strange when you were standing behind me...."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "I didn't think you'd do something like this."; + emotion e_dots; + next; + mes "[Nurse Maenne]"; + mes "We were just about to enter Bangungot's room, before we were thrown out..."; + next; + switch(select("Bangungot?:Nurse Maenne?")) { + case 1: + callsub L_Bangungot; + select("Nurse Maenne"); + callsub L_Maenne; + break; + case 2: + callsub L_Maenne; + select("Bangungot"); + callsub L_Bangungot; + break; + } + callsub L_Incomplete; + set malaya_bang,42; + changequest 11308,11309; + callsub L_Reward; + callsub L_Warp, getarg(0), 1; + } else if (malaya_bang == 40) { + callsub L_Weight; + if (checkquest(11309,HUNTING) == 2) { + callsub L_Complete; + set malaya_bang,41; + completequest 11309; + callsub L_Reward; + callsub L_Warp, getarg(0), 1; + } else { + callsub L_Incomplete; + set malaya_bang,42; + callsub L_Reward; + callsub L_Warp, getarg(0); + } + } else if (malaya_bang > 40) { + if (malaya_bang == 42) { + if (checkquest(11309,HUNTING) == 2) { + callsub L_Complete; + set malaya_bang,41; + completequest 11309; + callsub L_Warp, getarg(0), 1; + } else { + callsub L_Incomplete; + callsub L_Warp, getarg(0); + } + } + callsub L_Incomplete; + switch(getarg(0)) { + case 1: + next; + switch(select("Enter the hospital.:Quit.")) { + case 1: + callsub L_Warp, getarg(0); + case 2: + mes "[Nurse Maenne]"; + mes "Hmmm..."; + close2; + cutin "",255; + end; + } + case 2: + callsub L_Warp, getarg(0); + } + } + return; + +L_Weight: + if (checkweight(1201,1) == 0) { + mes "- Wait !! -"; + mes "- You have too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + if (MaxWeight - Weight < 1000) { + mes "- Wait !! -"; + mes "- You are carrying too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + return; + +L_Warp: + switch(getarg(0)) { + case 1: + close2; + cutin "",255; + if (getarg(1,0) == 0) + warp "ma_dun01",33,110; + end; + case 2: + next; + switch(select("Go outside.:Quit.")) { + case 1: + close2; + cutin "",255; + warp "malaya",58,76; + end; + case 2: + mes "[Nurse Las]"; + mes "Tsk..."; + close2; + cutin "",255; + end; + } + } + +L_Reward: +// if (IsPremiumPcCafe == 10) { + getitem 6499,5; //Ancient_Grudge + getitem 6497,10; //Lesser_Agimat +// } else { +// getitem 6499,3; //Ancient_Grudge +// getitem 6497,5; //Lesser_Agimat +// } + getitem 617,1; //Old_Violet_Box + getexp 1000000,0; + return; + +L_Bangungot: + mes "[Nurse Maenne]"; + mes "It's a vicious monster roaming this hospital."; + next; + mes "[Nurse Maenne]"; + mes "Hmmmm..."; + mes "It's not exactly a monster...."; + mes "More like a curse or disease..."; + next; + mes "[Nurse Maenne]"; + mes "There's a story saying that it used to be a wood fairy."; + next; + mes "[Nurse Maenne]"; + mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters."; + next; + return; + +L_Maenne: + mes "[Nurse Maenne]"; + mes "Me?"; + mes "As you can see, I'm the new nurse here."; + mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "Oh!"; + mes "The Bangungot pretended to be me?"; + next; + mes "[Nurse Maenne]"; + mes "Seeing how much it rattled you."; + mes "It's a rather smart one."; + next; + mes "[Nurse Maenne]"; + mes "Simply said, I cure unnatural phenomenon around hospitals."; + next; + mes "[Nurse Maenne]"; + mes "Many things happen in the world."; + next; + return; + +L_Complete: + mes "[Nurse Maenne]"; + mes "She may have rooted here deeper than I thought."; + mes "I can still feel her presence."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "What you killed was a part of her..."; + mes "But, it was a big help since you confused and damaged her at the same time."; + next; + mes "[Nurse Maenne]"; + mes "It makes things a lot easier."; + mes "Thank you."; + return; + +L_Incomplete: + mes "[Nurse Maenne]"; + mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky."; + cutin "malaya_nurseB",2; + next; + mes "[Nurse Maenne]"; + mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room."; + next; + mes "[Nurse Maenne]"; + mes "If you make it to the 2nd floor door, I'll open a small door to her room for you."; + mes "After that, she's all yours."; + return; +} + +malaya,55,72,4 script Nurse#ma_n1 569,{ + if (malaya_hi < 20) { + mes "[Nurse]"; + mes "People of this town are too cautious of outsiders."; + emotion e_ag; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse]"; + mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer..."; + close2; + cutin "",255; + end; + } + if (BaseLevel < 100) { + mes "There's a nurse outside the hospital holding a large bag."; + mes "I don't think I can help her."; + close; + } + if (malaya_bang == 0) { + mes "[Nurse]"; + mes "Hey, hold on."; + mes "Are you planning on going inside?"; + cutin "malaya_nurseA01",2; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Nurse]"; + mes "Oh~"; + mes "I'm so glad!"; + mes "I was literally waiting all day for someone to some by."; + cutin "malaya_nurseA02",2; + next; + switch(select("About the hospital:Reason for stalling me:Ignore.")) { + case 1: + mes "[Nurse]"; + mes "This hospital is the only one in town."; + mes "And it's going to be my new job."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse]"; + mes "I heard it was just built, but it seems so creepy...."; + emotion e_swt; + next; + mes "[Nurse]"; + mes "I was surprised when I got here too."; + mes "It says 'closed' all around it!"; + next; + select("Reason for stalling me."); + mes "[Nurse]"; + mes "I was told that they needed nurses in this town,"; + mes "so I came here after turning down numerous proposals."; + next; + mes "[Nurse]"; + mes "I'd heard they were really cautious of outsiders..."; + next; + mes "[Nurse]"; + mes "Not even a soul to welcome me, let alone a party!"; + mes "Shocking!"; + emotion e_sob; + next; + mes "[Nurse]"; + mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!"; + next; + break; + case 2: + mes "[Nurse]"; + mes "I was told that they needed nurses in this town,"; + mes "so I came here after turning down numerous proposals."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse]"; + mes "I'd heard they were really cautious of outsiders..."; + next; + mes "[Nurse]"; + mes "Not even a soul to welcome me, let alone a party!"; + mes "Shocking!"; + emotion e_sob; + next; + mes "[Nurse]"; + mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!"; + next; + select("About the hospital"); + mes "[Nurse]"; + mes "This hospital is the only one in town."; + mes "And it's going to be my new job."; + next; + mes "[Nurse]"; + mes "I heard it was just built, but it seems so creepy...."; + emotion e_swt; + next; + mes "[Nurse]"; + mes "I was surprised when I got here too."; + mes "It says 'closed' all around it!"; + next; + break; + case 3: + mes "[Nurse]"; + mes "Yes, you must be busy."; + mes "Oh, well."; + mes "I'll let you be on your way."; + mes "Don't mind me. *Sob*"; + emotion e_sob; + cutin "malaya_nurseA03",2; + close2; + cutin "",255; + end; + } + break; + case 2: + mes "[Nurse]"; + mes "Oh, I see..."; + emotion e_sob; + close2; + cutin "",255; + end; + } + mes "[Nurse]"; + mes "Now that you say it... If you're going inside, could you take me with you?"; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse]"; + mes "Doors are locked!"; + mes "My bags are heavy!"; + mes "And my legs are killing me."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse]"; + mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*"; + emotion e_sob; + next; + switch(select("Help.:Don't help.")) { + case 1: + mes "[Nurse]"; + mes "*Sob*"; + mes "I guess this world is still worth living in."; + mes "You are too kind."; + emotion e_sob; + next; + mes "[Nurse Las]"; + mes "I'm 'Las', who's supposed to work in this hospital."; + mes "By the looks of it, though, I may become jobless..."; + next; + mes "[Nurse Las]"; + mes "Let's start by getting inside."; + next; + mes "[Nurse Las]"; + mes "Before that...."; + mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters."; + emotion e_hlp; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects."; + set malaya_bang,1; + setquest 11284; + close2; + cutin "",255; + end; + case 2: + mes "[Nurse]"; + mes "Yes, you must be busy."; + mes "Oh, well."; + mes "I'll let you be on your way."; + mes "Don't mind me. *Sob*"; + emotion e_sob; + cutin "malaya_nurseA03",2; + close2; + cutin "",255; + end; + } + } else if (malaya_bang == 1) { + if (countitem(930) > 1) { + mes "[Nurse Las]"; + mes "Oh......"; + mes "I know they're effective but... Not so tempting."; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy."; + next; + mes "[Nurse Las]"; + mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!"; + mes "Here goes nothing!!!"; + mes "Ewwww!!"; + next; + mes "[Nurse Las]"; + mes "*Squish*"; + mes "*Squelch*"; + delitem 930,2; //Rotten_Bandage + set malaya_bang,2; + close2; + cutin "",255; + end; + } else { + mes "[Nurse Las]"; + mes "Before that..."; + mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters."; + emotion e_hlp; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects."; + close2; + cutin "",255; + end; + } + } else if (malaya_bang == 2) { + mes "[Nurse Las]"; + mes "Ahhhhh..."; + mes "My feet feel a lot better now, but it smells funny."; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Oh...... the smell......"; + mes "My new shoes will be ruined..."; + emotion e_swt2; + next; + mes "[Nurse Las]"; + mes "Okay!!!!!!"; + mes "I don't know if it's locked or stuck, let's try pushing it together!"; + set malaya_bang,3; + changequest 11284,11285; + close2; + cutin "",255; + end; + } else if (malaya_bang == 3) { + mes "[Nurse Las]"; + mes "Okay!!!!!!"; + mes "I don't know if it's locked or stuck, let's try pushing it together!"; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 4) { + mes "["+strcharinfo(0)+"]"; + mes "We pushed and pulled, but it won't budge."; + emotion e_swt2,1; + next; + mes "[Nurse Las]"; + mes "Strange~"; + mes "They wouldn't have sent me to a closed down hospital."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "Hmmm!"; + mes "I can't stand it anymore!"; + emotion e_an; + next; + mes "[Nurse Las]"; + mes "Could you ask the townsfolk about the hospital while I contact HQ?"; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Hey, why don't you start with that girl over there?"; + mes "Perhaps she'll tell you something."; + set malaya_bang,5; + changequest 11286,11287; + close2; + cutin "",255; + end; + } else if (malaya_bang == 5) { + mes "[Nurse Las]"; + mes "Could you ask the townsfolk about the hospital while I contact HQ?"; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Hey, why don't you start with that girl over there?"; + mes "Perhaps she'll tell you something."; + close2; + cutin "",255; + end; + } else if (malaya_bang == 6) { + mes "[Nurse Las]"; + mes "What did she say?"; + emotion e_what; + cutin "malaya_nurseA02",2; + next; + select("Tell her what she said."); + mes "[Nurse Las]"; + mes "Strange."; + mes "HQ confirmed that I am assigned here."; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Maybe that girl doesn't know about this place?"; + mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?"; + next; + mes "[Nurse Las]"; + mes "I'll contact HQ again for more info."; + mes "Hey, why not ask that man over there?"; + mes "I'm sure he'll know something."; + set malaya_bang,7; + changequest 11288,11289; + close2; + cutin "",255; + end; + } else if (malaya_bang == 7) { + mes "[Nurse Las]"; + mes "I'll contact HQ again for more info."; + mes "Hey, why not ask that man over there?"; + mes "I'm sure he'll know something."; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 8) { + mes "[Nurse Las]"; + mes "An inn?"; + mes "Good gracious!"; + mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!"; + emotion e_pif; + cutin "malaya_nurseA01",2; + next; + mes "[Nurse Las]"; + mes "Ummm......"; + mes "......"; + mes "......"; + next; + mes "[Nurse Las]"; + mes "Hey... you know what..."; + next; + mes "[Nurse Las]"; + mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?"; + emotion e_swt2; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet."; + next; + mes "[Nurse Las]"; + mes "I have to be back here again anyway."; + mes "Thank you."; + set malaya_bang,9; + changequest 11290,11291; + close2; + cutin "",255; + end; + } else if (malaya_bang == 9) { + mes "[Nurse Las]"; + mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?"; + emotion e_swt2; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet."; + next; + mes "[Nurse Las]"; + mes "I have to be back here again anyway."; + mes "Thank you."; + close2; + cutin "",255; + end; + } else if (malaya_bang == 10) { + mes "[Nurse Las]"; + mes "Hey~"; + mes "How'd it go?"; + cutin "malaya_nurseA02",2; + next; + select("Hand over the key and message."); + mes "[Nurse Las]"; + mes "Keys?"; + mes "Well this is one step closer to my goals!"; + mes "Let's open the door right now!"; + set malaya_bang,11; + close2; + cutin "",255; + end; + } else if (malaya_bang == 11) { + mes "[Nurse Las]"; + mes "Keys?"; + mes "Well this is one step closer to my goals!"; + mes "Let's open the door right now!"; + cutin "malaya_nurseA02",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 12) { + mes "[Nurse Las]"; + mes "That's weird~!"; + mes "The door's not locked?"; + mes "How can this be?????"; + mes "????"; + emotion e_what; + emotion e_what,1; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "Oh no!!!"; + mes "Everything's falling apart."; + mes "Maybe we should wait for the doctor to come....."; + cutin "malaya_nurseA03",2; + next; + mes "[???]"; + mes "..."; + cutin "",255; + next; + mes "[???]"; + mes "*Snigger*"; + emotion e_what,1; + emotion e_what; + next; + mes "[???]"; + mes "Hey "+((Sex)?"dude":"missy")+","; + mes "You're not getting in the hospital."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Who's there?!"; + next; + mes "[???]"; + mes "*Snigger*"; + next; + mes "[???]"; + mes "That's a secret~"; + mes "My mom will kill me if she knew I was here!"; + next; + switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) { + case 1: + mes "[???]"; + mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; + next; + mes "[???]"; + mes "She was mumbling and looking around a lot."; + next; + mes "[???]"; + mes "I was well hidden here because I wasn't supposed to be here."; + next; + break; + case 2: + mes "[???]"; + mes "My mom once told me."; + mes "The old lady's daughter was hospitalized here."; + next; + mes "[???]"; + mes "She never got out of it though..."; + next; + mes "[???]"; + mes "She wasn't the only one. There were many strange things going on at the hospital."; + next; + mes "[???]"; + mes "That's why my mom doesn't want me coming around here."; + next; + break; + case 3: + mes "[???]"; + mes "No way Jose!"; + mes "I got a spanking last time I was caught around here!"; + next; + mes "[???]"; + mes "If I'm caught again, it won't end with a spanking...."; + mes "So scary."; + next; + break; + case 4: + mes "[???]"; + mes "Humph!!"; + close; + } + mes "The voice seems to be coming from the bushes near the entrance of the hospital."; + specialeffect EF_STEAL,AREA,"Bushes#ma"; + set malaya_bang,13; + changequest 11293,11294; + close; + } else if (malaya_bang == 13) { + mes "The voice seems to be coming from the bushes near the entrance of the hospital."; + mes "Let's check around."; + specialeffect EF_STEAL,AREA,"Bushes#ma"; + close; + } else if (malaya_bang == 14) { + mes "[Nurse Las]"; + mes "Hmmm... Let's look around the hospital."; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + end; + } else if (malaya_bang == 15) { + mes "[Nurse Las]"; + mes "Hey... ummm..."; + mes "You know..."; + mes "Could you give that old lady a visit?"; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "Oh, me? I'll look be looking around here."; + next; + mes "[Nurse Las]"; + mes "As you know, my feet hurt..."; + mes "Yes?"; + mes "Yes?"; + next; + switch(select("Go.:Don't go.")) { + case 1: + mes "[Nurse Las]"; + mes "Okay, off you go."; + mes "I think she lives on the west side of town."; + mes "Go on."; + next; + mes "[Nurse Las]"; + mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; + set malaya_bang,16; + changequest 11296,11297; + close2; + cutin "",255; + end; + case 2: + mes "[Nurse Las]"; + mes "Why!?"; + mes "Staying here won't solve anything."; + close2; + cutin "",255; + end; + } + } else if (malaya_bang == 16 || malaya_bang == 17) { + mes "[Nurse Las]"; + mes "Okay, off you go."; + mes "I think she lives on the west side of town."; + mes "Go on."; + cutin "malaya_nurseA04",2; + next; + mes "[Nurse Las]"; + mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; + emotion e_omg,0,"Bushes#ma"; + close2; + cutin "",255; + end; + } else if (malaya_bang == 18) { + mes "[Nurse Las]"; + mes "How'd it go?"; + mes "Did you meet the old lady?"; + cutin "malaya_nurseA02",2; + next; + mes "[Nurse Las]"; + mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door."; + mes "It did open..."; + next; + mes "[Nurse Las]"; + mes "But the way to the 2nd floor was blocked."; + mes "I thought the door opening was a break through, but turns out it wasn't."; + cutin "malaya_nurseA03",2; + next; + mes "[Nurse Las]"; + mes "Anyway, the first floor door is open, so let's go inside."; + mes "Everything would be meaningless if the second floor door is not opened."; + emotion e_sob; + set malaya_bang,19; + changequest 11299,11300; + close2; + cutin "",255; + warp "ma_dun01",33,110; + end; + } else if (malaya_bang == 19) { + mes "[Nurse Las]"; + mes "Anyway, the first floor door is open, so let's go inside."; + mes "Everything would be meaningless if the second floor door is not opened."; + emotion e_sob; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + warp "ma_dun01",33,110; + end; + } else if (malaya_bang < 30) { + mes "[Nurse Las]"; + mes "Could you check the 2nd floor door again in case I missed something?"; + cutin "malaya_nurseA01",2; + close2; + cutin "",255; + warp "ma_dun01",33,110; + end; + } else { + callfunc "F_Malaya_Nurse",1; + end; + } + mes "There's a nurse outside the hospital holding a large bag."; + mes "I don't think I can help her."; + close; +} + +ma_dun01,35,108,4 script Nurse#ma_n2 569,{ + if (malaya_bang < 19) { + // fall through + } else if (malaya_bang < 30) { + if (malaya_bang == 19) { + mes "The hospital is infested with monsters, like the old lady said."; + mes "How could she have gone back and forth to the 2nd floor with her feet like that...."; + next; + set malaya_bang,20; + changequest 11300,11301; + } + mes "[Nurse Las]"; + mes "Could you check the 2nd floor door again in case I missed something?"; + cutin "malaya_nurseA01",2; + next; + switch(select("Go outside.:Quit.")) { + case 1: + close2; + cutin "",255; + warp "malaya",58,76; + end; + case 2: + mes "[Nurse Las]"; + mes "Tsk..."; + close2; + cutin "",255; + end; + } + } else { + callfunc "F_Malaya_Nurse",2; + end; + } + mes "[Nurse]"; + mes "I want to be left alone."; + mes "Please leave."; + close2; + warp "malaya",58,76; + end; +} + +ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 858,{ + if (malaya_bang == 20) { + mes "There's a talisman similar to the ones outside the hospital."; + mes "Let's look around for something else."; + set malaya_bang,30; + changequest 11301,11302; + close; + } else if (malaya_bang == 30) { + mes "There's a talisman similar to the ones outside the hospital."; + mes "Let's look around for something else."; + close; + } else if (malaya_bang == 35) { + mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said."; + next; + mes "[Nurse Las]"; + mes "*Snigger*"; + cutin "malaya_nurseA05",2; + next; + mes "["+strcharinfo(0)+"]"; + mes "?!"; + cutin "",255; + next; + mes "[Nurse Las]"; + mes "Yes, yes!"; + cutin "malaya_nurseA05",2; + next; + mes "[Nurse Las]"; + mes "The annoying talismans are gone!"; + next; + mes "[Nurse Las]"; + mes "*Giggle*"; + next; + mes "[Nurse Las]"; + mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it."; + next; + mes "[Nurse Las]"; + mes "*Snigger*"; + next; + mes "[Nurse Las]"; + mes "For your work, I shall take you to my room..."; + mes "Darn..."; + next; + mes "[Nurse Las]"; + mes "......"; + next; + mes "[Nurse Las]"; + mes "No no no!"; + mes "You still have those annoying talismans!!!"; + next; + mes "[Nurse Las]"; + mes "This is your lucky day!"; + mes "*Snigger*"; + set malaya_bang,36; + changequest 11307,11308; + close2; + cutin "",255; + warp "malaya",58,76; + end; + } else if (malaya_bang > 35) { + mes "Cannot feel anything evil about the talisman."; + mes "Only the bitter taste of being fooled around Las remains..."; + close; + } else { + mes "No power can be felt."; + close; + } +} + +malaya,48,76,4 script Hospital Door#ma_n1 844,{ + if (malaya_bang == 3) { + mes "Pushed hard on the door, but it won't open."; + mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; + set malaya_bang,4; + changequest 11285,11286; + close; + } else if (malaya_bang == 4) { + mes "Pushed hard on the door, but it won't open."; + mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; + close; + } else if (malaya_bang == 11) { + mes "Put the key inside the lock of the hospital door..."; + mes "But it's not locked as expected."; + next; + mes "Then why is the door not opening?"; + set malaya_bang,12; + changequest 11292,11293; + close; + } else if (malaya_bang == 12) { + mes "Put the key inside the lock of the hospital door..."; + mes "But it's not locked as expected."; + next; + mes "Then why is the door not opening?"; + close; + } else if (malaya_bang > 18) { + if(select("Enter the hospital.:Quit.") == 1) + warp "ma_dun01",33,110; + end; + } else { + mes "The hospital door seems to be closed."; + close; + } +} + +malaya,64,78,4 script Village Woman#mab 583,{ + if (malaya_hi < 20) { + mes "[Village Woman]"; + mes "......"; + next; + mes "Seems very cautious about you."; + close; + } + if (malaya_bang == 5) { + mes "[Village Woman]"; + mes "Oh~Are you an adventurer?"; + mes "It seems like we have a lot of them in town lately."; + next; + mes "[Village Woman]"; + mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; + next; + switch(select("Ask about the hospital.:End conversation.")) { + case 1: + mes "[Village Woman]"; + mes "The hospital?"; + mes "It's been closed for a very long time."; + mes "They don't talk about it around here."; + next; + mes "[Village Woman]"; + mes "I never had to go to the hospital."; + mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy."; + next; + mes "[Village Woman]"; + mes "Children never like hospitals."; + next; + select("Ask about the nurse."); + mes "[Village Woman]"; + mes "The new nurse?"; + mes "I don't know."; + mes "I haven't given it a thought."; + mes "It is strange to have a new nurse coming to a closed hospital."; + set malaya_bang,6; + changequest 11287,11288; + close; + case 2: + mes "[Village Woman]"; + mes "Have a nice day~"; + close; + } + } else if (malaya_bang == 6) { + mes "[Village Woman]"; + mes "The new nurse?"; + mes "I don't know."; + mes "I haven't given it a thought."; + mes "It is strange to have a new nurse coming to a closed hospital."; + set malaya_bang,6; + changequest 11287,11288; + close; + } else { + mes "[Village Woman]"; + mes "Oh~Are you an adventurer?"; + mes "It seems like we have a lot of them in town lately."; + next; + mes "[Village Woman]"; + mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; + close; + } +} + +malaya,62,37,4 script Village Man#mab 582,{ + if (malaya_hi < 20) { + mes "[Village Man]"; + mes "Hmmm! Haven't seen you around?"; + mes "What brings you to our town?"; + next; + mes "Seems very cautious about you."; + close; + } + if (malaya_bang == 7) { + mes "[Village Man]"; + mes "*Laughs*"; + mes "An adventurer, are you?"; + mes "When you have time, come and take a look around my pineapple farm."; + next; + mes "[Village Man]"; + mes "Just a little bit~"; + mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; + next; + switch(select("Ask about the hospital.:End conversation.")) { + case 1: + mes "[Village Man]"; + mes "Ummm......"; + mes "You mean that hospital?"; + next; + mes "[Village Man]"; + mes "It was closed down because of an accident."; + mes "But I wouldn't trouble an outsider with the details......"; + mes "There's not much I can tell you."; + next; + select("Ask about the nurse."); + mes "[Village Man]"; + mes "Oh!!!"; + mes "Did you meet the nurse?!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "She was standing in front of the hospital."; + mes "Oh!"; + mes "She must have gone to contact HQ."; + next; + mes "[Village Man]"; + mes "We requested 'the nurse', and she's already here! We're saved!"; + next; + select("The nurse?"); + mes "[Village Man]"; + mes "She was invited here to save our hospital."; + next; + mes "[Village Man]"; + mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?"; + next; + mes "[Village Man]"; + mes "That's where the doctor is staying."; + mes "He's been there ever since the hospital was closed."; + set malaya_bang,8; + changequest 11289,11290; + close; + case 2: + mes "[Village Man]"; + mes "Whoopeee!"; + close; + } + } else if (malaya_bang == 8) { + mes "[Village Man]"; + mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?"; + next; + mes "[Village Man]"; + mes "That's where the doctor is staying."; + mes "He's been there ever since the hospital was closed."; + close; + } else { + mes "[Village Man]"; + mes "Whoopeee!"; + mes "An adventurer, are you?"; + mes "When you have time, come and take a look around my pineapple farm."; + next; + mes "[Village Man]"; + mes "Just a little bit~"; + mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; + close; + } +} + +malaya,210,200,5 script Dr. Boon#ma 865,{ + if (malaya_hi < 20) { + mes "[Dr. Boon]"; + mes "......"; + next; + mes "Seems very cautious about you."; + close; + } + if (malaya_bang == 9) { + mes "[Dr. Boon]"; + mes "So~ You're the new nurse?"; + next; + switch(select("Yes.:No.")) { + case 1: + mes "[Dr. Boon]"; + mes "Nothing's more important for a nurse than their white uniform."; + mes "Go get changed!"; + close; + case 2: + mes "[Dr. Boon]"; + mes "Oh! I'm sorry."; + mes "We're waiting for a new nurse."; + mes "My bad."; + next; + select("Explain the situation."); + mes "[Dr. Boon]"; + mes "Aha~"; + mes "So that's what happened."; + mes "Oh, dear. I guess there was a misunderstanding."; + next; + mes "[Dr. Boon]"; + mes "You see, I've been treating patients at the inn after what happened to the hospital."; + next; + mes "[Dr. Boon]"; + mes "Even so, I must apologize for making her stand there so long."; + next; + mes "[Dr. Boon]"; + mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?"; + next; + mes "[Dr. Boon]"; + mes "And give her a message with the key saying, 'I'll leave it to your own discretion'."; + next; + mes "[Dr. Boon]"; + mes "I'll be there as soon as I'm done here."; + mes "Good luck~"; + set malaya_bang,10; + changequest 11291,11292; + close; + } + } else if (malaya_bang == 10) { + mes "[Dr. Boon]"; + mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?"; + next; + mes "[Dr. Boon]"; + mes "And give her a message with the key saying, 'I'll leave it to your own discretion'."; + next; + mes "[Dr. Boon]"; + mes "I'll be there as soon as I'm done here."; + mes "Good luck~"; + close; + } else { + mes "[Dr. Boon]"; + mes "*Sigh*"; + mes "The work... It never ends..."; + mes "How am I supposed to handle all these patients on my own?"; + next; + mes "[Dr. Boon]"; + mes "What? What's a doctor doing in an inn?"; + mes "Well, why not?"; + close; + } +} + +malaya,53,68,4 script Bushes#ma 844,{ + if (malaya_bang < 13) { + mes "It's just a bush."; + mes "A sweet scent of wood rises when shaken."; + close; + } + if (malaya_bang == 13) { + mes "[???]"; + mes "Don't come any closer!"; + mes "Old "+((Sex)?"man":"lady")+"!"; + mes "How'd you know I was here?"; + emotion e_omg; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm not old."; + emotion e_an,1; + next; + switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) { + case 1: + mes "[???]"; + mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; + next; + mes "[???]"; + mes "She was mumbling and looking around a lot."; + next; + mes "[???]"; + mes "I was well hidden here because I wasn't supposed to be here."; + next; + break; + case 2: + mes "[???]"; + mes "My mom once told me."; + mes "The old lady's daughter was hospitalized here."; + next; + mes "[???]"; + mes "She never got out of it though..."; + next; + mes "[???]"; + mes "She wasn't the only one. There were many strange things going on at the hospital."; + next; + mes "[???]"; + mes "That's why my mom doesn't want me coming around here."; + next; + break; + case 3: + mes "[???]"; + mes "No way Jose!"; + mes "I got a spanking last time I was caught around here!"; + next; + mes "[???]"; + mes "If I'm caught again, it won't end with a spanking...."; + mes "So scary."; + next; + break; + case 4: + mes "[???]"; + mes "It's the lady who lives next door to us."; + next; + mes "[???]"; + mes "I saw her a few days ago doing something around the hospital."; + next; + mes "[???]"; + mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; + set malaya_bang,14; + changequest 11294,11295; + close; + case 5: + mes "[???]"; + mes "I dunno."; + mes "Nothing's different except for the sticks."; + next; + mes "[???]"; + mes "The old lady comes back once in a while to check on the sticks."; + mes "My heart races when that happens!"; + next; + break; + case 6: + mes "[???]"; + mes "Humph!!"; + emotion e_pif; + close; + } + mes "[???]"; + mes "Promise me you won't tell anyone that you saw me!!!"; + mes "Promise?!"; + close; + } else if (malaya_bang == 14) { + mes "[???]"; + mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; + close; + } else if (malaya_bang == 15) { + mes "[???]"; + mes "Don't come any closer!"; + mes "Old "+((Sex)?"man":"lady")+"!"; + mes "How'd you know I was here?"; + emotion e_omg; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm not old."; + emotion e_an,1; + close; + } else { + mes "There's a trace of a young child."; + mes "Think the child's gone home now."; + close; + } +} + +- script Suspicious Wooden Stick::MalayaStick -1,{ + if (checkweight(1201,1) == 0) { + mes "- Wait !! -"; + mes "- You have too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + if (MaxWeight - Weight < 1000) { + mes "- Wait !! -"; + mes "- You are carrying too many items. -"; + mes "- Cannot receive item. -"; + mes "- Please lighten your bag -"; + mes "- and try again. -"; + close; + } + if (malaya_bang == 14) { + mes "A strange stick is planted on the ground."; + mes "A mysterious force can be felt."; + next; + switch(select("Pull it out.:Leave it.")) { + case 1: + if (rand(1,5) == 4) { + mes "Pulled out the deeply planted stick."; + mes "The hospital seems to have become more gloomy."; + if (rand(2)) { + set malaya_bang,15; + changequest 11295,11296; + getitem 6497,1; //Lesser_Agimat + donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + next; + mes "Better show Las the talisman."; + close; + } else { + getitem 6497,1; //Lesser_Agimat + donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + close; + } + } else { + mes "After pulling out the deeply planted stick, an uneasy feeling washes over."; + donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + close; + } + case 2: + mes "It looks ominous. Better leave it alone."; + close; + } + } else { + mes "There's a strange looking stick."; + close; + } + end; +OnEnable: + enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0). + end; +OnDisable: + disablenpc strnpcinfo(3); + end; +} +malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 858 +malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 858 +malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 858 +malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 858 +malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 858 +malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 858 +malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 858 +malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 858 +malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 858 +malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 858 + +- script Tent#ma -1,{ //557 + end; +OnInit: + disablenpc strnpcinfo(0); + end; +OnEnable: + enablenpc strnpcinfo(0); + initnpctimer; + end; +OnDisable: + stopnpctimer; + disablenpc strnpcinfo(0); + end; +OnTimer1000: + donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable"; + end; +OnTimer30000: + donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable"; + donpcevent strnpcinfo(0)+"::OnDisable"; + end; +} +- duplicate(Tent#ma) Tent1#ma -1 +- duplicate(Tent#ma) Tent2#ma -1 +- duplicate(Tent#ma) Tent3#ma -1 +- duplicate(Tent#ma) Tent4#ma -1 +- duplicate(Tent#ma) Tent5#ma -1 +- duplicate(Tent#ma) Tent6#ma -1 +- duplicate(Tent#ma) Tent7#ma -1 +- duplicate(Tent#ma) Tent8#ma -1 +- duplicate(Tent#ma) Tent9#ma -1 +- duplicate(Tent#ma) Tent10#ma -1 + +malaya,114,183,3 script Bent Old Lady#ma 575,{ + if (malaya_bang == 16) { + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am, excuse me, but can I ask you a question?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am!!!!!!!!!"; + next; + mes "[Bent Old Lady]"; + mes "Who? What?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Excuse me, but can I ask you something?"; + next; + mes "[Bent Old Lady]"; + mes "What? I can't hear you."; + mes "Speak up!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I! Have! Something! To! Ask! You!"; + next; + mes "[Bent Old Lady]"; + mes "Oh~Yes dear~"; + mes "I'll tell you everything I know, dear~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you know anything about the hospital?"; + next; + mes "[Bent Old Lady]"; + mes "Hospital?"; + mes "........"; + next; + mes "[Bent Old Lady]"; + mes "Hospital?!?!?!?"; + next; + mes "[Bent Old Lady]"; + mes "That hospital is cursed!"; + mes "Something wicked is living there!"; + next; + mes "[Bent Old Lady]"; + mes "The thing took away my poor little girl."; + next; + switch(select("Ask about the hospital.:Ask about her daughter.")) { + case 1: + mes "[Bent Old Lady]"; + mes "Everybody was happy to hear about the hospital being built."; + next; + mes "[Bent Old Lady]"; + mes "We no longer had to go to other towns for medical care."; + next; + mes "[Bent Old Lady]"; + mes "But the one they built didn't work out so well."; + mes "It couldn't cure people."; + mes "I knew this would happen when they chopped down the old tree to build it."; + next; + mes "[Bent Old Lady]"; + mes "But the administrator wouldn't listen."; + mes "Far from curing people, they started to die."; + mes "So did my daughter..."; + set malaya_bang,17; + changequest 11297,11298; + close; + case 2: + mes "[Bent Old Lady]"; + mes "She suffered from nothing life threatening."; + mes "It was..."; + mes "Just a cold......"; + next; + mes "[Bent Old Lady]"; + mes "The wicked thing.... My daughter..."; + mes "There's something in that hospital."; + close; + } + } else if (malaya_bang == 17) { + select("Show her the stick."); + mes "[Bent Old Lady]"; + mes "What?"; + mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "Arghhhhhhhhhh!!!!!!!!!!!"; + emotion e_omg; + next; + mes "[Bent Old Lady]"; + mes "What have you done!"; + mes "That... That was a talisman to stop the wicked thing!"; + next; + mes "[Bent Old Lady]"; + mes "If you pull them up, it will go after people again!"; + next; + mes "[Bent Old Lady]"; + mes "I saw it!"; + mes "I saw it when they closed the hospital saying that everybody had died."; + next; + mes "[Bent Old Lady]"; + mes "But they all knew."; + mes "The patients weren't all dead."; + next; + mes "[Bent Old Lady]"; + mes "Taken alive..."; + mes "By the thing that took my daughter..."; + next; + mes "[Bent Old Lady]"; + mes "Oh dear."; + next; + mes "Nurse Las may be in danger, standing alone in front of the hospital."; + mes "If I don't return quickly..."; + set malaya_bang,18; + changequest 11298,11299; + close; + } else if (malaya_bang == 18) { + mes "Nurse Las may be in danger, standing alone in front of the hospital."; + mes "If I don't return quickly..."; + close; + } else if (malaya_bang == 32) { + mes "[Bent Old Lady]"; + mes "Yes? The talisman?"; + mes "I asked the shaman up north of the village to make them,"; + next; + mes "[Bent Old Lady]"; + mes "Not famous, but a talented shaman."; + set malaya_bang,33; + changequest 11304,11305; + close; + } else { + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am, excuse me, but can I ask you a question?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am?"; + next; + mes "[Bent Old Lady]"; + mes "Ho ho ho ho~~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ma'am!!!!!!!!!"; + next; + mes "[Bent Old Lady]"; + mes "Who? What?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Excuse me, but can I ask you something?"; + next; + mes "[Bent Old Lady]"; + mes "What? I can't hear you."; + mes "Speak up!"; + close; + } +} + +malaya,276,367,4 script Bent Shaman#ma 782,{ + if (malaya_hi < 20) { + mes "[Bent Shaman]"; + mes "Urgh Urgh Urghhhhhh"; + next; + mes "Doesn't give even a glance..."; + close; + } + mes "[Bent Shaman]"; + mes "Hmmmm..."; + mes "I feel, feel...."; + next; + mes "[Bent Shaman]"; + mes "I feel something bad from you..."; + if (malaya_bang == 33) { + next; + mes "[Bent Shaman]"; + mes "No no..."; + mes "You need not say anything!"; + mes "You'll be needing this."; + next; + mes "[Bent Shaman]"; + mes "It's okay."; + mes "No need for money."; + mes "It's the karma this village must face..."; + set malaya_bang,34; + changequest 11305,11306; + } + close; +} + +// Pintados Festival :: malaya_pintados +//============================================================ +/* +Description +----------- +The Pintados Festival begins when players have accumulated 1000 Lesser Agimats, +1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time, +players are able to create a tattoo. + +Global Variables +---------------- +$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344) +$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000) +$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000) +$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300) +$malaya_pintados_04$ - Last player to create a tattoo. +*/ + +ma_fild01,1,1,4 script Pintados Manager#pin 894,{ + if (callfunc("F_GM_NPC",1854,0) == 1) { + mes "Bingo!"; + next; + } else { + mes "Error occurred."; + close; + } + mes "Hi, I'm the Pintados Festival Manager. Please select an item."; + mes "Time Value: ("+$malaya_pintados_00+"/344)"; + mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)"; + mes "Cross Value: ("+$malaya_pintados_02+"/1,000)"; + mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; + mes "Recent Tattoo Creator: "+$malaya_pintados_04$; + next; + switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) { + case 1: + mes "This is the Eastern Medicine Control Button."; + mes "You can set the Start or End values for the festival."; + next; + switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { + case 1: + set $malaya_pintados_00,1; + donpcevent "Pintados Manager#pin::OnEnable"; + mes "Start the Pintados Festival."; + close; + case 2: + donpcevent "Pintados Manager#pin::OnDisable"; + mes "End the Pintados Festival."; + close; + case 3: + donpcevent "Pintados Manager#pin::OnEnableNPC"; + mes "Add an NPC."; + close; + case 4: + donpcevent "Pintados Manager#pin::OnDisableNPC"; + mes "Remove an NPC."; + close; + } + case 2: + mes "Adjust the global value. Please select the value to adjust."; + next; + while(1) { + switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) { + case 1: + mes "Completed global adjustment."; + close; + case 2: + mes "Adjust Time [0~344]"; + mes "Global Increase by 1/30 min."; + mes "1 - 49 -> Day 1"; + mes "50 - 98 -> Day 2"; + mes "99 - 147 -> Day 3"; + mes "148 - 196 -> Day 4"; + mes "197 - 245 -> Day 5"; + mes "246 - 294 -> Day 6"; + mes "295 - 343 -> Day 7"; + mes "Global 1 = 1 hr."; + next; + input .@input; + if (.@input < 0 || .@input > 344) + close; + set $malaya_pintados_00, .@input; + break; + case 3: + mes "Adjust the accumulated value for the Lesser Agimat."; + mes "Values can be adjusted between 0 to 1000."; + next; + input .@input; + if (.@input < 0 || .@input > 1000) + close; + set $malaya_pintados_01, .@input; + break; + case 4: + mes "Adjust the accumulated value of the Silver Cross."; + mes "Values can be adjusted between 0 to 1000."; + next; + input .@input; + if (.@input < 0 || .@input > 1000) + close; + set $malaya_pintados_02, .@input; + break; + case 5: + mes "Adjust the accumulated value for the Dyestuff."; + mes "Values can be adjusted between 0 to 300."; + next; + input .@input; + if (.@input < 0 || .@input > 300) + close; + set $malaya_pintados_03, .@input; + break; + } + mes "Time Value: ("+$malaya_pintados_00+"/344)"; + mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)"; + mes "Cross Value: ("+$malaya_pintados_02+"/1,000)"; + mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; + mes "This is the current value. Do you want to adjust it?"; + next; + } + case 3: + initnpctimer; + break; + case 4: + stopnpctimer; + break; + } + end; + +// Moved to individual NPCs for smoother processing. +//OnInit: +// if ($malaya_pintados_00 > 0) +// donpcevent "Pintados Manager#pin::OnEnableNPC"; +// end; + +OnTimer1800000: + set $malaya_pintados_00, $malaya_pintados_00; + if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) { + set $malaya_pintados_00,$malaya_pintados_00+1; + stopnpctimer; + initnpctimer; + } else { + set $malaya_pintados_00,0; + donpcevent "Pintados Manager#pin::OnDisable"; + } + end; +OnEnable: + initnpctimer; + donpcevent "Pintados Manager#pin::OnEnableNPC"; + announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12; + end; +OnDisable: + stopnpctimer; + set $malaya_pintados_00,0; + set $malaya_pintados_01,0; + set $malaya_pintados_02,0; + set $malaya_pintados_03,0; + donpcevent "Pintados Manager#pin::OnDisableNPC"; + announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12; + end; +OnEnableNPC: + set .@str$, "::OnEnable"; +OnDisableNPC: + if (.@str$ == "") + set .@str$, "::OnDisable"; + donpcevent "Tourist#pin01"+.@str$; + donpcevent "Tourist#pin02"+.@str$; + donpcevent "Tourist#pin03"+.@str$; + donpcevent "Young Tattooist#pin04"+.@str$; + donpcevent "Tourist#pin05"+.@str$; + donpcevent "Drumming Young Man#pin06"+.@str$; + donpcevent "Drumming Young Man#pin07"+.@str$; + donpcevent "Drumming Young Man#pin08"+.@str$; + donpcevent "Beat Catching Boy#pin09"+.@str$; + donpcevent "Beat Catching Boy#pin10"+.@str$; + donpcevent "Beat Catching Boy#pin11"+.@str$; + end; +} + +ma_fild01,179,260,2 script Festival Helper Boy#pin 577,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + if ($malaya_pintados_00 == 0) { + if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) { + set $malaya_pintados_00,1; + donpcevent "Pintados Manager#pin::OnEnable"; + emotion e_lv; + mes "[Isco]"; + mes "Many adventurers helped find festival items that I returned to the village."; + next; + emotion e_ho; + mes "[Isco]"; + mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'."; + close; + } + // fall through + } else { + mes "[Isco]"; + mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing."; + next; + if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) { + emotion e_ho; + mes "[Isco]"; + mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun."; + close; + } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) { + mes "[Isco]"; + mes "Oh! Did you know?"; + mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'."; + close; + } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) { + mes "[Isco]"; + mes "Today's the third day of the '^7A96E0Pintados Festival^000000'."; + next; + mes "[Isco]"; + mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival."; + close; + } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) { + mes "[Isco]"; + mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival."; + next; + mes "[Isco]"; + mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special."; + close; + } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) { + mes "[Isco]"; + mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village."; + next; + mes "[Isco]"; + mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious."; + close; + } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) { + emotion e_sob; + mes "[Isco]"; + mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left."; + close; + } else { + emotion e_sob; + mes "[Isco]"; + mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities."; + close; + } + } + emotion e_spin; + mes "[Isco]"; + mes "Oh no. What will we do with the festival coming to an end."; + next; + switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) { + case 1: + mes "[Isco]"; + mes "There is a traditional festival held since ancient times"; + mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'."; + next; + emotion e_otl; + mes "[Isco]"; + mes "I don't think I'll make it to the festival this time."; + next; + select("Why?"); + mes "[Isco]"; + mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya."; + next; + mes "[Isco]"; + mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me."; + next; + select("Are you hurt?"); + emotion e_sigh; + mes "[Isco]"; + mes "Fortunately not."; + next; + mes "[Isco]"; + mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do."; + close; + case 2: + mes "[Isco]"; + mes "Many adventurers are helping out but only collected..."; + next; + mes "[Isco]"; + mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far."; + next; + emotion e_sigh; + mes "[Isco]"; + mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; + close; + case 3: + set .@str$, (Sex)?"Bro":"Sis"; + break; + } + emotion e_lv; + mes "[Isco]"; + mes "Oh~ Really? Wow!"; + mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; + mes "He he. What did you bring?"; + next; + set .@i, select( + "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+ + "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+ + "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)" + ); + switch(.@i) { + case 1: + set .@item,6497; //Lesser_Agimat + set .@name$,"Lesser Agimats"; + set .@total,1000; + break; + case 2: + set .@item,6502; //Silver_Cross + set .@name$,"Silver Crosses"; + set .@total,1000; + break; + case 3: + setarray .@items[0],975,976,978,979,980,981,982,983; + set .@name$,"Dyestuffs"; + set .@total,300; + break; + } + mes "[Isco]"; + mes "Wow! "+.@str$+" You've brought "+.@name$+"!"; + next; + mes "[Isco]"; + mes "Wait. One... two..."; + if (getd("$malaya_pintados_0"+.@i) >= .@total) { + mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping."; + close; + } + if (.@i < 3) { + mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?"; + next; + switch(select("One?!:Enter quantity.")) { + case 1: + set .@amount,1; + mes "[Isco]"; + mes "He he... You've brought back one."; + next; + break; + case 2: + mes "[Isco]"; + mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; + next; + input .@amount; + if (.@amount < 1 || .@amount > 50) { + mes "[Isco]"; + mes "Sigh~ I'm lost! I can't count if the numbers are weird."; + close; + } + break; + } + if (countitem(.@item) < .@amount) { + mes "[Isco]"; + mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?"; + close; + } + } else { + mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?"; + next; + for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1) + set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; + set .@item, .@items[select(.@menu$)-1]; + if (countitem(.@item) == 0) { + mes "[Isco]"; + mes "Sigh~ You don't have any "+getitemname(.@item)+"."; + close; + } + mes "[Isco]"; + mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?"; + next; + switch(select("Enter Quantity:All")) { + case 1: + mes "[Isco]"; + mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; + next; + input .@amount; + if (.@amount < 1 || .@amount > 50) { + mes "[Isco]"; + mes "Sigh~ I told you I'm not good with numbers."; + close; + } + break; + case 2: + set .@amount, countitem(.@item); + break; + } + if (countitem(.@item) < .@amount) { + mes "[Isco]"; + mes "Sigh... I'm short of "+getitemname(.@item)+"."; + close; + } + } + delitem .@item,.@amount; + setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount; + set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i); + mes "[Isco]"; + mes "He he... Thanks. "+.@str$+"!"; + if (.@amount_left <= 0) + mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!"; + else + mes "I only need "+.@amount_left+" more "+.@name$+"."; + close; +} + +ma_fild01,172,223,6 script Tattooist#pin 574,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { + mes "Cannot proceed because you have too many items in your possession."; + close; + } + emotion e_what; + mes "[Tattooist]"; + mes "Why do you want a Tattoo?"; + next; + switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) { + case 1: + mes "[Tattooist]"; + mes "A Tattoo of a powerful monster is said to increase the ability of the holder."; + next; + select("Awesome. How can I get one?"); + mes "[Tattooist]"; + mes "Drawing a Tattoo is a very holy task."; + next; + mes "[Tattooist]"; + mes "10 Ancient Grudges to protect me while I draw Tattoos."; + next; + mes "[Tattooist]"; + mes "1 Doll that looks like a powerful monster."; + next; + mes "[Tattooist]"; + mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo."; + next; + select("What kind of Tattoo will you draw?"); + mes "[Tattooist]"; + mes "I can draw 3 kinds of Tattoos."; + next; + mes "[Tattooist]"; + mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya."; + next; + mes "[Tattooist]"; + mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon."; + next; + mes "[Tattooist]"; + mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people."; + next; + select("Where can I get the Spirit Pieces and Doll?"); + mes "[Tattooist]"; + mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task."; + next; + mes "[Tattooist]"; + mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'."; + close; + case 2: + mes "[Tattooist]"; + mes "Which Tattoo's effect are you curious about?"; + next; + while(1) { + switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) { + case 1: + mes "[Tattooist]"; + mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create"; + next; + mes "[Tattooist]"; + mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya."; + next; + mes "[Tattooist]"; + mes "Increases the effect of healing others by 4% and healing from others by 7%."; + next; + break; + case 2: + mes "[Tattooist]"; + mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create"; + next; + mes "[Tattooist]"; + mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator."; + next; + mes "[Tattooist]"; + mes "Increases MATK by +7% and decreases Fixed Casting by 7%."; + next; + break; + case 3: + mes "[Tattooist]"; + mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create"; + next; + mes "[Tattooist]"; + mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon."; + next; + mes "[Tattooist]"; + mes "Increases ATK by +7% and ASPD by 10%."; + next; + break; + case 4: + mes "[Tattooist]"; + mes "Looks like you've got all the answers. Hope you enjoy your journey."; + close; + } + mes "[Tattooist]"; + mes "Do you have any questions about other Tattoo effects?"; + next; + } + case 3: + break; + } + if ($malaya_pintados_00 == 0) { + mes "[Tattooist]"; + mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on."; + close; + } + mes "[Tattooist]"; + mes "You've come right on time during the '^7A96E0Pintados Festival^000000'."; + next; + mes "[Tattooist]"; + mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos."; + next; + mes "[Tattooist]"; + mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?"; + next; + switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) { + case 1: + mes "[Tattooist]"; + mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; + close; + case 2: + set .@tattoo,2911; //Bangungot_Tattoo + set .@doll,6517; //Bangungot_Doll + set .@spirit,6524; //Bangungot_Spirit_Piece + set .@name$,"Bangungot"; + break; + case 3: + set .@tattoo,2907; //Buwaya_Tattoo + set .@doll,6518; //Buwaya_Doll + set .@spirit,6525; //Buwaya_Spirit_Piece + set .@name$,"Buwaya"; + break; + case 4: + set .@tattoo,2910; //Bakonawa_Tattoo + set .@doll,6516; //Bakonawa_Doll + set .@spirit,6523; //Bakonawa_Spirit_Piece + set .@name$,"Bakonawa"; + break; + } + if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) { + mes "[Tattooist]"; + mes "I think you are short on materials."; + mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000."; + close; + } + emotion e_flash; + mes "[Tattooist]"; + mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these."; + next; + mes "[Tattooist]"; + mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right."; + next; + mes "The Tattooist placed the Ancient Grudges around the workplace."; + next; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; + next; + mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; + next; + if(select("Aren't you going to start?:... ... ..") == 1) { + emotion e_an; + delitem 6499,5; //Ancient_Grudge + mes "[Tattooist]"; + mes "Oh no, now you ruined it."; + mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials."; + next; + mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; + close; + } + emotion e_bzz; + mes "Think he will melt the doll with his eyes?"; + next; + specialeffect EF_SONICBLOWHIT; + mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing."; + next; + mes "The "+.@name$+" Tattoo was completed almost instantly."; + next; + emotion e_an; + mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details."; + next; + if(select("Looks good to me.:... ... ..") == 1) { + emotion e_an; + emotion e_ag; + delitem 6499,5; //Ancient_Grudge + mes "[Tattooist]"; + mes "Ergh! I told you not to interrupt!"; + next; + mes "The Tattooist ripped up the drawing irritably."; + next; + mes "[Tattooist]"; + mes "I can't continue like this. Maybe another time. You can take back the remaining materials."; + next; + mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; + close; + } + mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile."; + next; + mes "Looks like he is satisfied with the "+.@name$+" drawing."; + next; + emotion e_dum; + mes "But now he is staring at the sky without doing anything else. What is he waiting for?"; + next; + if(select("When will it be done?:... ... ..") == 1) { + emotion e_an; + emotion e_ag; + delitem 6499,5; //Ancient_Grudge + mes "[Tattooist]"; + mes "Ergh! I told you not to interrupt!"; + next; + mes "The Tattooist ripped up the drawing irritably."; + next; + mes "[Tattooist]"; + mes "I can't continue like this. Maybe another time. You can take back the remaining materials."; + next; + mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; + close; + } + emotion e_dots; + mes "[Tattooist]"; + mes "."; + next; + mes "[Tattooist]"; + mes ". ."; + next; + mes "[Tattooist]"; + mes ". . ."; + next; + emotion e_dots; + mes "[Tattooist]"; + mes ". . . ."; + next; + mes "[Tattooist]"; + mes ". . . . ."; + next; + mes "[Tattooist]"; + mes ". . . . . ."; + next; + mes "[Tattooist]"; + mes ". . . . . . ."; + next; + emotion e_flash; + mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands."; + next; + specialeffect EF_DETOXICATION; + mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing."; + next; + if(select("Why did you break the pieces...:... ... ..") == 1) { + delitem 6499,5; //Ancient_Grudge + delitem .@spirit,1; + emotion e_an; + emotion e_ag; + mes "[Tattooist]"; + mes "Ergh! I told you not to interrupt!"; + next; + mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably."; + next; + mes "[Tattooist]"; + mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials."; + next; + mes "Received back 5 Ancient Grudges and the doll."; + close; + } + mes "He held up the powder in both hands and then blew it onto the drawing."; + next; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; + next; + specialeffect EF_LIGHTSPHERE; + mes "Blinking light on top of the drawing."; + next; + mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before."; + next; + mes "The "+.@name$+" drawing looks as if it is... alive."; + next; + mes "The Tattooist is finally satisfied and is all smiles."; + next; + emotion e_heh; + mes "[Tattooist]"; + mes "Ha ha. It came out great."; + next; + delitem 6499,10; //Ancient_Grudge + delitem .@spirit,1; + delitem .@doll,1; + getitem .@tattoo,1; + set $malaya_pintados_04$, strcharinfo(0); + mes "[Tattooist]"; + mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; + next; + mes "[Tattooist]"; + mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed."; + next; + mes "[Tattooist]"; + mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; + close; +} + +ma_fild01,171,224,0 script Ancient Grudge#01 139,{ end; } +ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 139 +ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 139 +ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 139 +ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 139 + +ma_fild01,192,200,8 script Tourist#pin01 58,{ + mes "[Tourist]"; + mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'."; + next; + mes "[Tourist]"; + mes "I don't regret visiting but..."; + next; + mes "[Tourist]"; + mes "I don't like the Tattoo I got after all I've gone through to get it."; + next; + mes "[Tourist]"; + mes "I've looked at it in the light but I think the Tattooist made a mistake."; + next; + mes "[Tourist]"; + mes "This ruined my whole visit."; + next; + mes "[Tourist]"; + mes "Tsk!"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin01"; + end; +OnEnable: + enablenpc "Tourist#pin01"; + end; +OnDisable: + disablenpc "Tourist#pin01"; + end; +} + +ma_fild01,211,200,6 script Tourist#pin02 775,{ + mes "[Tourist]"; + mes "I heard of the 'Pintados Festival' and came all the way from Gonryun."; + next; + mes "[Tourist]"; + mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin02"; + end; +OnEnable: + enablenpc "Tourist#pin02"; + end; +OnDisable: + disablenpc "Tourist#pin02"; + end; +} + +ma_fild01,251,205,2 script Tourist#pin03 824,{ + mes "[Tourist]"; + mes "Hey, hear me. This isn't the Tattoo I wanted."; + next; + mes "[Tourist]"; + mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot."; + next; + mes "[Tattooist]"; + mes "No... you said that you wanted that one. Don't be so difficult."; + next; + mes "[Tourist]"; + mes "Don't you know that customer is king? Huh? Do you want a bad reputation?"; + next; + mes "[Tattooist]"; + mes "Ugh... Can't believe this."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin03"; + end; +OnEnable: + enablenpc "Tourist#pin03"; + end; +OnDisable: + disablenpc "Tourist#pin03"; + end; +} + +ma_fild01,249,206,6 script Young Tattooist#pin04 582,{ + mes "[Tattooist]"; + mes "Ah... I can't work with customers like this."; + next; + mes "[Tattooist]"; + mes "How many times do I have to tell you, you said you wanted a Bangungot."; + next; + mes "[Tattooist]"; + mes "Ouch, my throat... Shouting will get me nowhere."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Young Tattooist#pin04"; + end; +OnEnable: + enablenpc "Young Tattooist#pin04"; + end; +OnDisable: + disablenpc "Young Tattooist#pin04"; + end; +} + +ma_fild01,162,235,6 script Tourist#pin05 815,{ + mes "[Tourist]"; + mes "They say the Pintados Festival will only be held for one week."; + next; + mes "[Tourist]"; + mes "I came from Louyang without knowing about the festival. Must be my lucky day."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Tourist#pin05"; + end; +OnEnable: + enablenpc "Tourist#pin05"; + end; +OnDisable: + disablenpc "Tourist#pin05"; + end; +} + +ma_fild01,164,234,6 script Drumming Young Man#pin06 578,{ + mes "ba-dum-DUM- ba-dum-DUM"; + next; + mes "[Drumming Young Man]"; + mes "The Pintados Festival wouldn't be a festival without a drummer."; + next; + mes "[Drumming Young Man]"; + mes "Why don't you join?"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Drumming Young Man#pin06"; + end; +OnEnable: + enablenpc "Drumming Young Man#pin06"; + end; +OnDisable: + disablenpc "Drumming Young Man#pin06"; + end; +} + +ma_fild01,170,231,4 script Drumming Young Man#pin07 578,{ + mes "ba-dum-DUM- ba-dum-DUM"; + next; + mes "[Drumming Young Man]"; + mes "The Pintados from Pintados Festival means painted in our language."; + next; + mes "[Drumming Young Man]"; + mes "So that is probably why we have people drawing special Tattoos during the festival."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Drumming Young Man#pin07"; + end; +OnEnable: + enablenpc "Drumming Young Man#pin07"; + end; +OnDisable: + disablenpc "Drumming Young Man#pin07"; + end; +} + +ma_fild01,164,228,6 script Drumming Young Man#pin08 578,{ + mes "ba-dum-DUM- ba-dum-DUM"; + next; + mes "[Drumming Young Man]"; + mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest."; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Drumming Young Man#pin08"; + end; +OnEnable: + enablenpc "Drumming Young Man#pin08"; + end; +OnDisable: + disablenpc "Drumming Young Man#pin08"; + end; +} + +ma_fild01,170,234,4 script Beat Catching Boy#pin09 577,{ + mes "ba-dum-TSH- ba-dum-TSH-"; + next; + mes "[Beat Catching Boy]"; + mes "I always get energetic when I hear drums and sticks in a rhythmic beat."; + next; + mes "[Beat Catching Boy]"; + mes "ba-dum-TSH- ba-dum-TSH- So much fun!"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc "Beat Catching Boy#pin09"; + end; +OnEnable: + enablenpc "Beat Catching Boy#pin09"; + end; +OnDisable: + disablenpc "Beat Catching Boy#pin09"; + end; +} + +ma_fild01,164,231,6 script Beat Catching Boy#pin10 577,{ + mes "ba-dum-TSH- ba-dum-TSH-"; + next; + mes "[Beat Catching Boy]"; + mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?"; + close; +OnInit: + if (!$malaya_pintados_00) + disablenpc strnpcinfo(0); + end; +OnEnable: + enablenpc strnpcinfo(0); + end; +OnDisable: + disablenpc strnpcinfo(0); + end; +} +ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 577 |