diff options
-rw-r--r-- | conf/mapflag/reset.txt | 84 | ||||
-rw-r--r-- | db/item_db_re.txt | 608 | ||||
-rw-r--r-- | db/magicmushroom_db.txt | 52 | ||||
-rw-r--r-- | db/re_job_db.txt | 460 | ||||
-rw-r--r-- | db/spellbook_db.txt | 58 | ||||
-rw-r--r-- | db/statpoint_renewal.txt | 510 | ||||
-rw-r--r-- | npc/instances/NydhoggsNest.txt | 5896 | ||||
-rw-r--r-- | npc/mobs/dungeons/bra_dun.txt | 74 | ||||
-rw-r--r-- | npc/mobs/fields/brasilis.txt | 44 | ||||
-rw-r--r-- | npc/mobs/towns/brasilis.txt | 32 | ||||
-rw-r--r-- | npc/quests/quests_brasilis.txt | 9200 | ||||
-rw-r--r-- | npc/warps/dungeons/bra_dun.txt | 34 | ||||
-rw-r--r-- | src/map/RRConfig/Core.h | 56 | ||||
-rw-r--r-- | src/map/RRConfig/Data/Const.h | 66 | ||||
-rw-r--r-- | src/map/RRConfig/Renewal.h | 106 | ||||
-rw-r--r-- | src/map/RRConfig/Secure.h | 72 | ||||
-rw-r--r-- | src/map/RRConfig/Skills/General.h | 46 | ||||
-rw-r--r-- | src/map/RRConfig/Skills/Mage_Classes.h | 38 | ||||
-rw-r--r-- | src/map/RRConfig/Skills/Swordsman_Classes.h | 38 |
19 files changed, 8737 insertions, 8737 deletions
diff --git a/conf/mapflag/reset.txt b/conf/mapflag/reset.txt index b6693eaf2..5e0e621d9 100644 --- a/conf/mapflag/reset.txt +++ b/conf/mapflag/reset.txt @@ -1,42 +1,42 @@ -//===== eAthena Script =======================================
-//= Map flags that enable the use of Neuralizer
-//===== By: ==================================================
-//= Daegaladh
-//===== Current Version: =====================================
-//= 1.0 [Daegaladh]
-//===== Compatible With: =====================================
-//=
-//===== Description: =========================================
-//=
-//============================================================
-
-alberta mapflag reset
-aldebaran mapflag reset
-amatsu mapflag reset
-ayothaya mapflag reset
-brasilis mapflag reset
-comodo mapflag reset
-einbroch mapflag reset
-einbech mapflag reset
-geffen mapflag reset
-gonryun mapflag reset
-izlude mapflag reset
-jawaii mapflag reset
-hugel mapflag reset
-lighthalzen mapflag reset
-louyang mapflag reset
-manuk mapflag reset
-mid_camp mapflag reset
-moc_ruins mapflag reset
-morocc mapflag reset
-moscovia mapflag reset
-niflheim mapflag reset
-prontera mapflag reset
-payon mapflag reset
-pay_arche mapflag reset
-rachel mapflag reset
-splendide mapflag reset
-umbala mapflag reset
-veins mapflag reset
-xmas mapflag reset
-yuno mapflag reset
+//===== eAthena Script ======================================= +//= Map flags that enable the use of Neuralizer +//===== By: ================================================== +//= Daegaladh +//===== Current Version: ===================================== +//= 1.0 [Daegaladh] +//===== Compatible With: ===================================== +//= +//===== Description: ========================================= +//= +//============================================================ + +alberta mapflag reset +aldebaran mapflag reset +amatsu mapflag reset +ayothaya mapflag reset +brasilis mapflag reset +comodo mapflag reset +einbroch mapflag reset +einbech mapflag reset +geffen mapflag reset +gonryun mapflag reset +izlude mapflag reset +jawaii mapflag reset +hugel mapflag reset +lighthalzen mapflag reset +louyang mapflag reset +manuk mapflag reset +mid_camp mapflag reset +moc_ruins mapflag reset +morocc mapflag reset +moscovia mapflag reset +niflheim mapflag reset +prontera mapflag reset +payon mapflag reset +pay_arche mapflag reset +rachel mapflag reset +splendide mapflag reset +umbala mapflag reset +veins mapflag reset +xmas mapflag reset +yuno mapflag reset diff --git a/db/item_db_re.txt b/db/item_db_re.txt index 1c920e965..86340e2d1 100644 --- a/db/item_db_re.txt +++ b/db/item_db_re.txt @@ -1,304 +1,304 @@ -// Renewal-Specific Database
-// specially for renewal-modified items, when compiled in RRMODE entries in this file override item_db.txt and are overriden by item_db2.txt
-//
-// Structure of Database:
-// ID,Name,Name,Type,Price,Sell,Weight,ATK:MATK,DEF,Range,Slot,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }
-//
-// Note (ATK field)
-// - in RE this field is able to store a optional value, for the weapons' matk
-// - You may use, for example: 10:25 for a item to give 10 atk and 25 weapon matk.
-
-//ASPD in RE they give a fixed +4/+6/+9 ASPD
-645,Center_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,4; },{},{}
-656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0xFFF7FEEF,7,2,,,40,,,{ sc_start SC_ASPDPOTION1,1800000,6; },{},{}
-657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x01E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,9; },{},{}
-
-// Matk updates. Work in progress.
-// Daggers
-13010,Asura,Asura,4,3000,,600,50:50,,1,2,0x02000000,7,2,2,1,12,1,1,{},{},{}
-13011,Asura_,Asura,4,3000,,600,50:50,,1,3,0x02000000,7,2,2,1,12,1,1,{},{},{}
-1231,Bazerald,Bazerald,4,20,,500,70:105,,1,0,0x028F5EEE,7,2,2,4,36,1,1,{ bonus bAtkEle,Ele_Fire; bonus bInt,5; },{},{}
-
-// Staffs
-1472,Staff_Of_Soul,Soul Staff,4,20,,1400,25:200,,1,0,0x00810204,7,2,34,3,73,1,10,{ bonus bInt,5; bonus bAgi,2; if(isequipped(2677) || isequipped(2711)){ bonus bMatkRate,6; bonus bDex,2; bonus bCastrate,-getrefine(); } },{},{}
-1601,Rod,Rod,4,50,,400,15:30,,1,3,0x00818315,7,2,2,1,1,1,10,{},{},{}
-1602,Rod_,Rod,4,50,,400,15:30,,1,4,0x00818315,7,2,2,1,1,1,10,{},{},{}
-1603,Rod__,Rod,4,50,,400,15:30,,1,0,0x00818315,7,2,2,1,1,1,10,{},{},{}
-1604,Wand,Wand,4,2500,,400,25:45,,1,2,0x00818315,7,2,2,2,12,1,10,{},{},{}
-1605,Wand_,Wand,4,2500,,400,25:45,,1,3,0x00818315,7,2,2,2,12,1,10,{},{},{}
-1606,Wand__,Wand,4,2500,,400,25:45,,1,0,0x00818315,7,2,2,2,12,1,10,{ bonus bInt,1; },{},{}
-1607,Staff,Staff,4,9500,,400,40:70,,1,2,0x00818314,7,2,2,2,12,1,10,{ bonus bInt,2; },{},{}
-1608,Staff_,Staff,4,9500,,400,40:70,,1,3,0x00818314,7,2,2,2,12,1,10,{ bonus bInt,2; },{},{}
-1609,Staff__,Staff,4,9500,,400,40:70,,1,0,0x00818314,7,2,2,2,12,1,10,{ bonus bInt,2; },{},{}
-1610,Arc_Wand,Arc Wand,4,45000,,400,60:95,,1,1,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{}
-1611,Arc_Wand_,Arc Wand,4,45000,,400,60:95,,1,2,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{}
-1612,Arc_Wand__,Arc Wand,4,45000,,400,60:95,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{}
-1613,Mighty_Staff,Mighty Staff,4,20,,700,130:100,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bStr,10; bonus bSPDrainValue,-2; },{},{}
-1614,Blessed_Wand,Wand of Occult,4,20,,700,75:105,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{}
-1616,Staff_Of_Wing,Wing Staff,4,20,,500,60:115,,1,0,0x00810204,7,2,2,4,40,1,10,{ bonus bCastrate,-5; },{},{}
-1617,Survival_Rod,Survivor's Rod,4,85000,,1000,50:120,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bDex,2; bonus bMaxHP,300; },{},{}
-1618,Survival_Rod_,Survivor's Rod,4,85000,,1000,50:120,,1,1,0x00818314,7,2,2,3,24,1,10,{ bonus bDex,3; bonus bMaxHP,400; },{},{}
-1619,Survival_Rod2,Survivor's Rod,4,85000,,1000,50:120,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,2; bonus bMaxHP,300; },{},{}
-1620,Survival_Rod2_,Survivor's Rod,4,85000,,1000,50:120,,1,1,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; bonus bMaxHP,400; },{},{}
-1621,Hypnotist's_Staff,Hypnotist's Staff,4,43000,,500,70:120,,1,1,0x00000001,7,2,2,3,30,1,10,{ bonus bInt,1; },{},{}
-1622,Hypnotist's_Staff_,Hypnotist's Staff,4,20,,500,70:120,,1,2,0x00000001,7,2,2,3,30,1,10,{ bonus bInt,1; },{},{}
-1624,Lich_Bone_Wand,Lich's Bone Wand,4,20,,800,60:170,,1,2,0x00018314,2,2,2,3,70,1,10,{ bonus bInt,1; bonus bDex,1; bonus bAtkEle,Ele_Undead; bonus3 bAutoSpellWhenHit,"NPC_WIDECURSE",5,10+getrefine(); if(getrefine()>=9){ bonus bMatkRate,3; bonus bMaxSP,300; } },{},{}
-1625,Healing_Staff,Healing Staff,4,20,,400,10:105,,1,0,0x00008110,7,2,2,3,55,1,10,{ bonus bAtkEle,Ele_Holy; bonus bHealPower,(getrefine()*3/2); },{},{}
-1626,Piercing_Staff,Piercing Staff,4,20,,500,80:145,,1,0,0x00018314,2,2,2,3,70,1,10,{ bonus bInt,4; bonus bIgnoreMdefRate,10+getrefine(); },{},{}
-1629,Walking_Stick,Gentleman's Staff,4,20,,500,40:125,,1,1,0x00818314,7,2,2,4,50,1,10,{ bonus bDex,1; if (isequipped(5045)) { bonus bDex,2; bonus bInt,2; bonus bSPrecovRate,5; bonus bMatkRate,getrefine(); } },{},{}
-1630,Release_Of_Wish,Release of Wish,4,20,,500,30:125,,1,0,0x00810204,7,2,2,3,50,1,10,{ bonus bInt,3; bonus bHealPower,5; autobonus "{ bonus2 bSPRegenRate,100,2000; bonus2 bHPRegenRate,50,2000; }",10,10000,BF_MAGIC,"{ specialeffect2 EF_HEAL; }"; },{},{}
-1636,Thorn_Staff,Thorn Staff of Darkness,4,20,,700,60:160,,1,0,0x00018314,2,2,2,4,75,1,10,{ bonus bInt,3; bonus bDex,3; bonus bIgnoreMdefRate,getrefine(); bonus bDelayRate,-(getrefine()*3/2); },{},{}
-1637,Eraser,Eraser,4,20,,500,80:170,,1,0,0x00018314,2,2,2,4,70,1,10,{ bonus bInt,3; bonus bDex,2; bonus bSPrecovRate,8; if( getrefine() > 9 ) bonus5 bAutoSpell,"NPC_WIDESOULDRAIN",3,5,BF_MAGIC,0; else bonus5 bAutoSpell,"NPC_WIDESOULDRAIN",1,5,BF_MAGIC,0; },{},{}
-2000,Destruction_Rod,Staff of Destruction,4,20,,2500,130:280,,1,1,0x00000200,2,2,34,4,80,1,23,{ bonus bInt,3; bonus bAgi,10; bonus bUseSPrate,(getrefine()*2); bonus3 bAutoSpellWhenHit,"WZ_JUPITEL",5,(getrefine()*20); bonus2 bCastrate,366,-50; },{},{}
-2001,Divine_Cross,Divine Cross,4,20,,1500,120:210,,1,0,0x00008100,7,2,34,4,70,1,23,{ bonus bAtkEle,Ele_Holy; bonus bDex,4; bonus2 bSubRace,RC_Demon,15; bonus2 bSubRace,RC_Undead,15; if (isequipped(2677) || isequipped(2711)) { bonus bMatkRate,10; bonus bDex,2; bonus2 bSubRace,RC_Demon,10; bonus2 bSubRace,RC_Undead,10; }; },{},{}
-
-// Books
-1560,Diary_Of_Great_Sage,Sage's Diary,4,20,,1100,100:120,,1,2,0x00410100,7,2,2,3,60,1,15,{ if(readparam(bStr)>=50) bonus bAspdRate,5; if(readparam(bInt)>=70) bonus bMatkRate,5; },{},{}
-1561,Hardback,Hardcover Book,4,20,,1500,140,,1,1,0x00410100,7,2,2,4,55,1,15,{ bonus bStr,3; bonus bDex,2; },{},{}
-1572,Principles_Of_Magic,Principles of Magic,4,20,,300,60:160,,1,2,0x00410100,7,2,2,3,60,1,15,{ bonus bInt,3; bonus bSPrecovRate,5; },{},{}
-1573,Ancient_Magic,Ancient Magic,4,20,,700,30:140,,1,2,0x00410100,7,2,2,3,70,1,15,{ if (isequipped(2334) || isequipped(2372)) { bonus bMdef,8; bonus bMaxSPRate,10; bonus bInt,4; }; },{},{}
-1564,Encyclopedia,Encyclopedia,4,20,,2000,110:100,,1,2,0x00410100,7,2,2,3,70,1,15,{ bonus bInt,3; bonus bDex,2; bonus bCritical,20+((readparam(bLuk)*2)/10); },{},{}
-
-// DEF updates
-// Headgears - Work in progress.
-2208,Ribbon,Ribbon,5,800,,100,,1,,0,0xFFFFFFFF,7,0,256,,0,1,17,{ bonus bMdef,3; },{},{}
-2209,Ribbon_,Ribbon,5,800,,100,,1,,1,0xFFFFFFFF,7,0,256,,0,1,17,{ bonus bMdef,3; },{},{}
-2216,Biretta,Biretta,5,9000,,100,,8,,0,0x00008110,7,2,256,,0,1,11,{},{},{}
-2217,Biretta_,Biretta,5,9000,,100,,8,,1,0x00008110,7,2,256,,0,1,11,{},{},{}
-2252,Star_Sparkling,Wizard Hat,5,20,,300,,7,,0,0x00810204,7,2,256,,0,1,36,{ bonus bMaxSP,100; },{},{}
-2266,Iron_Cane,Iron Cain,5,20,,300,,4,,0,0x00004082,7,2,1,,50,0,53,{},{},{}
-2280,Sahkkat,Sakkat,5,20,,300,,4,,0,0xFFFFFFFF,7,2,256,,0,1,67,{ bonus bAgi,1; },{},{}
-2285,Apple_Of_Archer,Apple of Archer,5,20,,200,,1,,0,0xFFFFFFFE,7,2,256,,30,1,72,{ bonus bDex,3; },{},{}
-2287,Pirate_Bandana,Pirate Bandana,5,20,,100,,4,,0,0xFFFFFFFE,7,2,256,,0,1,74,{ bonus bStr,1; },{},{}
-2299,Viking_Helm,Orc Helm,5,20,,500,,9,,0,0x000654E2,7,2,256,,0,1,86,{},{},{}
-5007,Loard_Circlet,Grand Circlet,5,20,,200,,7,,0,0xFFFFFFFE,7,2,256,,55,1,93,{ bonus bStr,1; bonus bInt,1; bonus bLuk,1; bonus bMdef,4; },{},{}
-5010,Indian_Hair_Piece,Indian Fillet,5,20,,100,,5,,0,0xFFFFFFFF,7,2,256,,0,1,96,{},{},{}
-5015,Egg_Shell,Egg Shell,5,20,,200,,6,,0,0xFFFFFFFF,7,2,256,,0,0,101,{},{},{}
-5017,Bone_Helm,Bone Helm,5,20,,800,,15,,0,0x000444A2,7,2,256,,70,1,103,{ bonus2 bSubEle,Ele_Dark,-15; },{},{}
-5058,Drooping_Kitty,Drooping Cat,5,250000,,500,,3,,0,0xFFFFFFFE,7,2,256,,0,1,142,{ bonus bMdef,15; bonus2 bResEff,Eff_Curse,3000; },{},{}
-5111,Galapago_Cap,Galapago Cap,5,20,,500,,4,,0,0xFFFFFFFF,7,2,256,,55,1,192,{ bonus2 bAddMonsterDropItem,605,100; },{},{}
-5118,Ear_Of_Puppy,Puppy Headband,5,20,,100,,3,,0,0xFFFFFFFF,7,2,256,,0,1,199,{},{},{}
-5122,Magni_Cap,Magni's Cap,5,30000,,1000,,9,,0,0xFFFFFFFE,7,2,256,,65,1,250,{ bonus bStr,2; },{},{}
-5128,Goibne's_Helmet,Goibne's Helm,5,30000,,500,,10,,0,0xFFFFFFFE,7,2,256,,54,1,258,{ bonus bVit,3; bonus bMdef,3; if(isequipped(2354,2419,2520)) { bonus bVit,5; bonus bMaxHPrate,15; bonus bMaxSPrate,5; bonus bDef,5; bonus bMdef,15; bonus2 bSubEle,Ele_Water,10; bonus2 bSubEle,Ele_Earth,10; bonus2 bSubEle,Ele_Fire,10; bonus2 bSubEle,Ele_Wind,10; } },{},{}
-5157,Viking_Helm_,Orc Helm,5,20,,500,,9,,1,0x000654E2,7,2,256,,0,1,86,{},{},{}
-5350,Pirate_Bandana_,Pirate Bandana,5,20,,100,,4,,1,0xFFFFFFFE,7,2,256,,0,1,74,{ bonus bStr,1; },{},{}
-
-// Shields
-2101,Guard,Guard,5,500,,300,,20,,0,0xFFFFFFFF,7,2,32,,0,1,1,{},{},{}
-2102,Guard_,Guard,5,500,,300,,20,,1,0xFFFFFFFF,7,2,32,,0,1,1,{},{},{}
-2103,Buckler,Buckler,5,14000,,600,,40,,0,0x000ED5F2,7,2,32,,0,1,2,{},{},{}
-2104,Buckler_,Buckler,5,14000,,600,,40,,1,0x000ED5F2,7,2,32,,0,1,2,{},{},{}
-2105,Shield,Shield,5,56000,,1300,,60,,0,0x00004082,7,2,32,,0,1,3,{},{},{}
-2106,Shield_,Shield,5,56000,,1300,,60,,1,0x00004082,7,2,32,,0,1,3,{},{},{}
-2107,Mirror_Shield,Mirror Shield,5,60000,,1000,,45,,0,0x00404082,7,2,32,,0,1,4,{ bonus bMdef,5; },{},{}
-2108,Mirror_Shield_,Mirror Shield,5,60000,,1000,,45,,1,0x00404082,7,2,32,,0,1,4,{ bonus bMdef,5; },{},{}
-2109,Memorize_Book,Memory Book,5,20,,1000,,25,,0,0x00810204,7,2,32,,0,1,5,{ bonus bInt,1; bonus bMdef,2; if (isequipped(2717,2239)) { bonus bHPrecovRate,15; bonus bSPrecovRate,15; bonus bMatkRate,7; }; },{},{}
-2110,Holy_Guard,Holy Guard,5,85000,,1400,,110,,0,0x00004000,7,2,32,,68,0,4,{ bonus bVit,2; bonus bMdef,2; },{},{}
-2111,Herald_Of_GOD,Sacred Mission,5,128000,,1600,,120,,0,0x00004000,7,2,32,,83,1,4,{ bonus bVit,3; bonus bInt,2; bonus bMdef,3; bonus bUnbreakableShield,0; },{},{}
-2112,Novice_Guard,Novice Guard,5,1,,1,,20,,0,0x00000001,7,2,32,,0,0,1,{},{},{}
-2113,Novice_Shield,Novice Shield,5,5000,,1000,,20,,1,0x00000001,7,2,32,,40,1,3,{ bonus2 bSubEle,Ele_Water,20; bonus2 bSubEle,Ele_Earth,20; bonus2 bSubEle,Ele_Fire,20; bonus2 bSubEle,Ele_Wind,20; bonus2 bSubEle,Ele_Poison,20; bonus2 bSubEle,Ele_Ghost,20; bonus2 bSubEle,Ele_Undead,20; },{},{}
-2114,Stone_Buckler,Stone Buckler,5,30000,,1500,,45,,1,0xFFFFFFFE,7,2,32,,65,1,2,{ bonus2 bSubSize,2,5; if (isequipped(2353,5122)) { bonus bStr,2; bonus bDef,5; bonus bMdef,5; if(BaseClass == Job_Swordman) bonus bDef,6; } },{},{}
-2115,Valkyrja's_Shield,Valkyrja's Shield,5,30000,,500,,80,,1,0xFFFFFFFE,7,2,32,,65,1,4,{ bonus2 bSubEle,Ele_Water,20; bonus2 bSubEle,Ele_Fire,20; bonus2 bSubEle,Ele_Dark,20; bonus2 bSubEle,Ele_Undead,20; bonus bMdef,5; if(isequipped(2353,5124)) { bonus bDef,2-getrefine()-getequiprefinerycnt(EQI_HEAD_TOP); bonus bMdef,5+getrefine()+getequiprefinerycnt(EQI_HEAD_TOP); } },{},{}
-2116,Angel's_Safeguard,Angelic Guard,5,10000,,400,,30,,1,0x00000001,7,2,32,,20,1,1,{ bonus2 bSubRace,RC_Demon,5; },{},{}
-2117,Arm_Guard,Arm Guard,5,10000,,150,,50,,0,0x02000000,7,2,32,,20,1,1,{},{},{}
-2118,Arm_Guard_,Arm Guard,5,10000,,150,,50,,1,0x02000000,7,2,32,,20,1,1,{},{},{}
-2119,Improved_Arm_Guard,Advanced Arm Guard,5,40000,,150,,45,,0,0x02000000,7,2,32,,50,1,1,{ bonus bMdef,5; },{},{}
-2120,Improved_Arm_Guard_,Advanced Arm Guard,5,40000,,150,,45,,1,0x02000000,7,2,32,,50,1,1,{ bonus bMdef,5; },{},{}
-2121,Memorize_Book_,Memory Book,5,20,,1000,,25,,1,0x00810204,7,2,32,,0,1,5,{ bonus bInt,1; bonus bMdef,2; if (isequipped(2717,2239)) { bonus bHPrecovRate,15; bonus bSPrecovRate,15; bonus bMatkRate,7; }; },{},{}
-2122,Platinum_Shield,Platinum Shield,5,20,,1200,,95,,0,0xFFFFFFFE,2,2,32,,68,1,4,{ bonus bMdef,5; bonus2 bSubSize,1,15; bonus2 bSubSize,2,15; bonus2 bSubRace,RC_Undead,10; bonus5 bAutoSpellWhenHit,NPC_MAGICMIRROR,2,150,BF_MAGIC,0; },{},{}
-2123,Orleans_Server,Orleans's Server,5,20,,1000,,75,,1,0xFFFFFFFE,2,2,32,,55,1,4,{ bonus bMdef,2; bonus bMagicDamageReturn,5; if (isequipped(2701)) bonus bCastrate,-10; },{},{}
-2124,Thorny_Buckler,Thorny Buckler,5,20,,1000,,85,,1,0xFFFFFFFE,2,2,32,,55,1,2,{ bonus bMdef,2; if (isequipped(2702)) { bonus bAspdRate,10; bonus bShortWeaponDamageReturn,5; } },{},{}
-2125,Strong_Shield,Strong Shield,5,20,,2500,,90,,1,0xFFFFFFFE,2,2,32,,75,1,4,{ bonus bNoKnockback,0; bonus2 bSubEle,Ele_Neutral,-20; bonus2 bSubEle,Ele_Fire,-20; bonus2 bSubEle,Ele_Water,-20; bonus2 bSubEle,Ele_Wind,-20; bonus2 bSubEle,Ele_Earth,-20; bonus2 bSubEle,Ele_Dark,-20; bonus2 bSubEle,Ele_Holy,-20; bonus2 bSubEle,Ele_Ghost,-20; },{},{}
-2128,Herald_Of_GOD_,Sacred Mission,5,128000,,1600,,120,,1,0x00004000,7,2,32,,83,1,4,{ bonus bVit,3; bonus bInt,2; bonus bMdef,3; bonus bUnbreakableShield,0; },{},{}
-2129,Exorcism_Bible,Exorcism Bible,5,20,,600,,80,,0,0x00008100,7,2,32,,50,1,5,{ bonus bHPrecovRate,3; bonus bSPrecovRate,3; bonus bInt,1; if(isequipped(1631)) { bonus2 bSkillAtk,"PR_MAGNUS",20; bonus3 bAutoSpellWhenHit,"PR_TURNUNDEAD",1,20; } },{},{}
-2130,Cross_Shield,Cross Shield,5,20,,2000,,130,,1,0x00004000,7,2,32,,80,1,4,{ bonus bStr,1; bonus2 bSkillAtk,PA_SHIELDCHAIN,30; bonus2 bSkillAtk,CR_SHIELDBOOMERANG,30; bonus bUseSPrate,10; },{},{}
-2131,Magic_Study_Vol1,Magic Bible Vol1,5,20,,1000,,18,,1,0x00810204,2,2,32,,70,1,5,{ bonus bMdef,3; bonus bInt,2; bonus2 bAddEffWhenHit,Eff_Stun,1000; },{},{}
-2133,Tournament_Shield,Tournament Shield,5,20,,1000,,105,,1,0x00004082,2,2,32,,50,1,4,{ bonus2 bAddRace,RC_NonBoss,1; bonus2 bAddRace,RC_Boss,1; if( Class == Job_Lord_Knight ) bonus bAspdRate,-5; if( isequipped(1420) || isequipped(1421) || isequipped(1422) ) { bonus2 bAddRace,RC_NonBoss,4; bonus2 bAddRace,RC_Boss,4; bonus bDef,2; } },{},{}
-2134,Shield_Of_Naga,Shield of Naga,5,20,,500,,35,,1,0x00CFFF80,2,2,32,,70,1,2,{ bonus bMdef,3; autobonus2 "{ bonus bShortWeaponDamageReturn,(getrefine()*3); }",10,5000,BF_WEAPON,"{ specialeffect2 EF_GUARD; }"; },{},{}
-2135,Shadow_Guard,Shadow Guard,5,20,,800,,52,,1,0x00020000,2,2,32,,70,1,2,{ if( isequipped(2426) ) { bonus2 bAddEff,Eff_Blind,500; autobonus "{ bonus bFlee,20; }",200,10000,BF_WEAPON,"{ specialeffect2 EF_INCAGILITY; }"; } },{},{}
-2138,Bradium_Shield,Bradium Shield,5,20,,1800,,98,,1,0x00CFFF80,2,2,32,,65,1,3,{ bonus2 bSkillAtk,CR_SHIELDBOOMERANG,60; bonus bAgi,-1; bonus bMaxHP,500; },{},{}
-2139,Flame_Thrower,Flame Thrower,5,20000,,2000,,60,,0,0xFFFFFFFF,7,2,32,,99,0,1,{},{},{}
-
-// Footgear
-2401,Sandals,Sandals,5,400,,200,,5,,0,0xFFFFFFFF,7,2,64,,0,1,0,{},{},{}
-2402,Sandals_,Sandals,5,400,,200,,5,,1,0xFFFFFFFF,7,2,64,,0,1,0,{},{},{}
-2403,Shoes,Shoes,5,3500,,400,,10,,0,0xFFFFFFFE,7,2,64,,0,1,0,{},{},{}
-2404,Shoes_,Shoes,5,3500,,400,,10,,1,0xFFFFFFFE,7,2,64,,0,1,0,{},{},{}
-2405,Boots,Boots,5,18000,,600,,16,,0,0x016E5CEA,7,2,64,,0,1,0,{},{},{}
-2406,Boots_,Boots,5,18000,,600,,16,,1,0x016E5CEA,7,2,64,,0,1,0,{},{},{}
-2407,Chrystal_Pumps,Crystal Pumps,5,20,,100,,5,,0,0xFFFFFFFE,7,0,64,,0,1,0,{ bonus bMdef,10; bonus bLuk,5; },{},{}
-2408,Cuffs,Shackles,5,5000,,3000,,15,,0,0xFFFFFFFF,7,2,64,,0,1,0,{ if (isequipped(2655)) { bonus bBaseAtk,50; bonus2 bAddDefClass,1196,20; bonus2 bAddDefClass,1197,20; } },{},{}
-2409,Spiky_Heel,High Heels,5,8500,,600,,4,,0,0xFFFFFFFE,7,2,64,,0,1,0,{ bonus bMdef,5; },{},{}
-2410,Sleipnir,Sleipnir,5,20,,3500,,40,,0,0xFFFFFFFF,7,2,64,,94,0,0,{ bonus bMdef,10; bonus bMaxHPrate,20; bonus bMaxSPrate,20; bonus bSPrecovRate,15; bonus bSpeedRate,25; },{},{}
-2411,Grave,Greaves,5,48000,,750,,27,,0,0x00004080,7,2,64,,65,1,0,{},{},{}
-2412,Grave_,Greaves,5,54000,,750,,15,,1,0x00004080,7,2,64,,65,1,0,{},{},{}
-2414,Novice_Boots,Novice Slippers,5,1,,1,,5,,0,0x00000001,7,2,64,,0,0,0,{},{},{}
-2416,Novice_Shoes,Novice Shoes,5,35000,,500,,8,,1,0x00000001,7,2,64,,40,1,0,{ bonus bMaxHPrate,5; },{},{}
-2417,Fricco_Shoes,Fricco's Shoes,5,30000,,500,,12,,0,0xFFFFFFFE,7,2,64,,65,1,0,{ bonus bAgi,2; bonus2 bAddItemHealRate,IG_Potion,20; if(isequipped(2353,2516)){ bonus bAgi,3; bonus bMaxHPrate,5; bonus bMaxSPrate,5; } },{},{}
-2418,Vidar's_Boots,Vidar's Boots,5,30000,,650,,13,,0,0xFFFFFFFE,7,2,64,,65,1,0,{ bonus bMaxHPrate,9; bonus bMaxSPrate,9; if(isequipped(2353,2517)){ bonus bVit,5; bonus bHPrecovRate,10; bonus bSPrecovRate,10; } },{},{}
-2419,Goibne's_Combat_Boots,Goibne's Greaves,5,30000,,700,,13,,0,0xFFFFFFFE,7,2,64,,54,1,0,{ bonus bMdef,3; bonus bMaxHPrate,5; bonus bMaxSPrate,5; },{},{}
-2420,Angel's_Arrival,Angel's Reincarnation,5,10000,,300,,8,,1,0x00000001,7,2,64,,25,1,0,{ bonus bMaxHP,100; },{},{}
-2421,Valkyrie_Shoes,Valkyrian Shoes,5,0,,500,,13,,1,0xFFFFFFFE,2,2,64,,1,1,0,{ bonus bUnbreakableShoes,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus bMaxHP,(BaseLevel*5); else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus bMaxSP,(JobLevel*2); },{},{}
-2422,High_Fashion_Sandals,High Fashion Sandals,5,24000,,200,,7,,1,0x00818314,7,2,64,,40,1,0,{ bonus bMdef,10; },{},{}
-2423,Variant_Shoes,Variant Shoes,5,20,,500,,13,,0,0xFFFFFFFE,2,2,64,,85,1,0,{ bonus bMaxHPRate,20-getrefine(); bonus bMaxSPRate,20-getrefine(); bonus bDef,getrefine()/2; },{},{}
-2424,Tidal_Shoes,Tidal Shoes,5,20,,300,,13,,1,0xFFFFFFFE,2,2,64,,55,1,0,{ bonus2 bSubEle,Ele_Water,5; if (isequipped(2528)) { bonus bHPrecovRate,5; bonus bMaxHPrate,10; } },{},{}
-2425,Black_Leather_Boots,Black Leather Boots,5,20,,500,,16,,0,0xFFFFFFFE,2,2,64,,55,1,0,{ bonus bAgi,1; if(getrefine() >= 9) bonus bAgi,2; },{},{}
-2426,Shadow_Walk,Shadow Walk,5,20,,2000,,0,,0,0xFFFFFFFE,2,2,64,,75,1,0,{ bonus bMdef,10; if(getskilllv("AS_CLOAKING") < 3){ bonus5 bAutoSpellWhenHit,"AS_CLOAKING",3,100,BF_MAGIC,0; } else bonus5 bAutoSpellWhenHit,"AS_CLOAKING",getskilllv("AS_CLOAKING"),100,BF_MAGIC,0; },{},{}
-2432,Spiky_Heel_,High Heels,5,8500,,600,,10,,1,0xFFFFFFFE,7,2,64,,0,1,0,{ bonus bMdef,5; },{},{}
-2433,Diabolus_Boots,Diabolus Boots,5,20,,250,,15,,1,0x00CFFF80,2,2,64,,0,1,0,{ bonus bMaxHP,(BaseLevel*10); },{},{}
-2434,Black_Leather_Boots_,Black Leather Boots,5,20,,500,,16,,1,0xFFFFFFFE,2,2,64,,55,1,0,{ bonus bAgi,1; if(getrefine() >= 9) bonus bAgi,2; },{},{}
-2435,Battle_Greave,Battle Greaves,5,10,,0,,15,,1,0x026654E2,7,2,64,,80,1,0,{ bonus bMaxHP,100; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{}
-2436,Combat_Boots,Combat Boots,5,10,,0,,9,,1,0x00898B1C,7,2,64,,80,1,0,{ bonus bMaxHP,100; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{}
-2437,Battle_Boots,Battle Boots,5,10,,0,,9,,1,0x01000000,7,2,64,,80,1,0,{ bonus bMaxHP,100; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{}
-2440,Sprint_Shoes,Sprint Shoes,5,20,,300,,10,,1,0x00CFFF80,2,2,64,,70,1,0,{ bonus bAgi,1; bonus bSPrecovRate,5; },{},{}
-2444,Krieger_Shoes1,Glorious Shoes,5,20,,0,,0,,0,0xFFFFFFFE,7,2,64,,81,1,0,{ bonus bMaxHPRate,10; bonus2 bSubRace,RC_DemiHuman,4; bonus3 bAutoSpellWhenHit,"AL_INCAGI",1,10; },{},{}
-2445,Krieger_Shoes2,Glorious Popularized Shoes,5,20,,0,,0,,0,0xFFFFFFFE,7,2,64,,61,1,0,{ bonus bMaxHPRate,5; bonus bMaxSPRate,5; },{},{}
-2446,Krieger_Shoes3,Glorious Mass-Production Shoes,5,20,,0,,10,,0,0xFFFFFFFE,7,2,64,,0,1,0,{ bonus bMaxHPRate,5; },{},{}
-2447,Military_Boots,Army Boots,5,0,,1000,,5,,0,0xFFFFFFFE,7,2,64,,0,1,0,{},{},{}
-2450,Vital_Tree_Shoes,Vital Tree Shoes,5,20,,500,,16,,0,0xFFFFFFFE,2,2,64,,60,1,0,{ bonus bMaxHPrate,10; bonus2 bHPRegenRate,30,10000; bonus bHealpower2,5; bonus bAddItemHealRate,5; bonus bMdef,3; bonus bVit,2; },{},{}
-2456,Para_Team_Boots1,Eden Team Boots I,5,0,,0,,14,,0,0xFFFFFFFF,7,2,64,,12,0,0,{ bonus bHPrecovRate,10; bonus bSPrecovRate,2; },{},{}
-2457,Para_Team_Boots2,Eden Team Boots II,5,0,,0,,16,,0,0xFFFFFFFF,7,2,64,,26,0,0,{ bonus bHPrecovRate,12; bonus bSPrecovRate,4; },{},{}
-2458,Para_Team_Boots3,Eden Team Boots III,5,0,,0,,18,,0,0xFFFFFFFF,7,2,64,,40,0,0,{ bonus bHPrecovRate,14; bonus bSPrecovRate,6; },{},{}
-2463,Feral_Boots,Feral Boots,5,20,,0,,12,,0,0xFFFFFFFF,7,2,64,,75,0,0,{ bonus bMdef,2; },{},{}
-
-// Armor
-2301,Cotton_Shirt,Cotton Shirt,5,10,,100,,10,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2302,Cotton_Shirt_,Cotton Shirt,5,10,,100,,10,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2303,Leather_Jacket,Jacket,5,200,,200,,15,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2304,Leather_Jacket_,Jacket,5,200,,200,,15,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2305,Adventure_Suit,Adventurer's Suit,5,1000,,300,,20,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2306,Adventurere's_Suit_,Adventurer's Suit,5,1000,,300,,20,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2307,Mantle,Mantle,5,10000,,600,,37,,0,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{}
-2308,Mantle_,Mantle,5,10000,,600,,37,,1,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{}
-2309,Coat,Coat,5,22000,,1200,,42,,0,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{}
-2310,Coat_,Coat,5,22000,,1200,,42,,1,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{}
-2311,Mink_Coat,Mink Coat,5,20,,2300,,30,,1,0xFFFFFFFE,7,2,16,,30,1,0,{},{},{}
-2312,Padded_Armor,Padded Armor,5,48000,,2800,,35,,0,0x000654E2,7,2,16,,0,1,0,{ if(isequipped(2656)) { bonus bDef,5; bonus bMaxHP,150; } },{},{}
-2313,Padded_Armor_,Padded Armor,5,48000,,2800,,35,,1,0x000654E2,7,2,16,,0,1,0,{ if(isequipped(2656)) { bonus bDef,5; bonus bMaxHP,150; } },{},{}
-2314,Chain_Mail,Chain Mail,5,65000,,3300,,55,,0,0x000654E2,7,2,16,,0,1,0,{},{},{}
-2315,Chain_Mail_,Chain Mail,5,65000,,3300,,55,,1,0x000654E2,7,2,16,,0,1,0,{},{},{}
-2316,Plate_Armor,Full Plate,5,80000,,4500,,70,,0,0x00004082,7,2,16,,40,1,0,{},{},{}
-2317,Plate_Armor_,Full Plate,5,80000,,4500,,70,,1,0x00004082,7,2,16,,40,1,0,{},{},{}
-2318,Clothes_Of_The_Lord,Lord's Clothes,5,20,,2500,,59,,1,0x00040420,7,2,16,,70,1,0,{ bonus bMdef,5; bonus bInt,1; },{},{}
-2319,Glittering_Clothes,Glittering Jacket,5,20,,2500,,58,,1,0xFFFFFFFE,7,2,16,,60,1,0,{ bonus bMdef,5; bonus2 bAddEff,Eff_Blind,300; },{},{}
-2320,Formal_Suit,Formal Suit,5,20,,300,,40,,1,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{}
-2321,Silk_Robe,Silk Robe,5,8000,,400,,20,,0,0x0085C7B6,7,2,16,,0,1,0,{ bonus bMdef,10; },{},{}
-2322,Silk_Robe_,Silk Robe,5,8000,,400,,20,,1,0x0085C7B6,7,2,16,,0,1,0,{ bonus bMdef,10; },{},{}
-2323,Scapulare,Scapulare,5,6500,,400,,24,,0,0x00008110,7,2,16,,0,1,0,{},{},{}
-2324,Scapulare_,Scapulare,5,6500,,400,,24,,1,0x00008110,7,2,16,,0,1,0,{},{},{}
-2325,Saint_Robe,Saint's Robe,5,54000,,600,,50,,0,0x00048530,7,2,16,,0,1,0,{ bonus bMdef,5; },{},{}
-2326,Saint_Robe_,Saint's Robe,5,54000,,600,,50,,1,0x00048530,7,2,16,,0,1,0,{ bonus bMdef,5; },{},{}
-2327,Holy_Robe,Holy Robe,5,20,,1700,,57,,0,0x00008110,7,2,16,,60,1,0,{ bonus bMdef,5; bonus2 bSubRace,RC_Demon,15; bonus2 bSubEle,Ele_Dark,10; },{},{}
-2328,Wooden_Mail,Wooden Mail,5,5500,,1000,,25,,0,0x000444A2,7,2,16,,0,1,0,{},{},{}
-2329,Wooden_Mail_,Wooden Mail,5,5500,,1000,,25,,1,0x000444A2,7,2,16,,0,1,0,{},{},{}
-2330,Tights,Tights,5,71000,,500,,27,,0,0x00080808,7,2,16,,45,1,0,{ bonus bDex,1; },{},{}
-2331,Tights_,Tights,5,71000,,500,,27,,1,0x00080808,7,2,16,,45,1,0,{ bonus bDex,1; },{},{}
-2332,Silver_Robe,Silver Robe,5,7000,,700,,23,,0,0x00810204,7,2,16,,0,1,0,{},{},{}
-2333,Silver_Robe_,Silver Robe,5,7000,,700,,23,,1,0x00810204,7,2,16,,0,1,0,{},{},{}
-2334,Mage_Coat,Mage Coat,5,20,,600,,40,,0,0x00810204,7,2,16,,50,1,0,{ bonus bMdef,5; bonus bInt,1; },{},{}
-2335,Thief_Clothes,Thief Clothes,5,74000,,100,,40,,0,0x02021040,7,2,16,,0,1,0,{ bonus bAgi,1; },{},{}
-2336,Thief_Clothes_,Thief Clothes,5,74000,,100,,40,,1,0x02021040,7,2,16,,0,1,0,{ bonus bAgi,1; },{},{}
-2337,Ninja_Suit,Ninja Suit,5,20,,1500,,58,,0,0x02021040,7,2,16,,50,1,0,{ bonus bAgi,1; bonus bMdef,3; if(isequipped(2654)) { bonus bUseSPrate,-20; bonus bMaxHP,300; } },{},{}
-2338,Wedding_Dress,Wedding Dress,5,43000,,500,,10,,0,0xFFFFFFFE,7,2,16,,0,1,0,{ bonus bMdef,15; },{},{}
-2339,G_Strings,Pantie,5,1000,,100,,22,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2341,Full_Plate_Armor,Legion Plate Armor,5,94000,,5500,,79,,0,0x00004000,7,2,16,,70,1,0,{},{},{}
-2342,Full_Plate_Armor_,Legion Plate Armor,5,102500,,5500,,79,,1,0x00004000,7,2,16,,70,1,0,{},{},{}
-2343,Robe_Of_Casting,Robe of Cast,5,124800,,1100,,40,,0,0x00810200,7,2,16,,75,1,0,{ bonus bCastrate,-3; bonus bMdef,4; },{},{}
-2344,Flame_Sprits_Armor,Lucius's Fierce Armor of Volcano,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Fire; },{},{}
-2345,Flame_Sprits_Armor_,Lucius's Fierce Armor of Volcano,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Fire; },{},{}
-2346,Water_Sprits_Armor,Saphien's Armor of Ocean,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Water; },{},{}
-2347,Water_Sprits_Armor_,Saphien's Armor of Ocean,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Water; },{},{}
-2348,Wind_Sprits_Armor,Aebecee's Raging Typhoon Armor,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Wind; },{},{}
-2349,Wind_Sprits_Armor_,Aebecee's Raging Typhoon Armor,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Wind; },{},{}
-2350,Earth_Sprits_Armor,Claytos Cracking Earth Armor,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Earth; },{},{}
-2351,Earth_Sprits_Armor_,Claytos Cracking Earth Armor,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Earth; },{},{}
-2352,Novice_Plate,Tattered Novice Ninja Suit,5,1,,1,,25,,0,0x00000001,7,2,16,,0,0,0,{},{},{}
-2353,Odin's_Blessing,Odin's Blessing,5,30000,,2500,,53,,1,0xFFFFFFFE,7,2,16,,65,1,0,{},{},{}
-2354,Goibne's_Armor,Goibne's Armor,5,50000,,3500,,58,,0,0xFFFFFFFE,7,2,16,,54,1,0,{ bonus bVit,2; bonus bMaxHPrate,10; },{},{}
-2355,Angel's_Protection,Angelic Protection,5,10000,,600,,25,,1,0x00000001,7,2,16,,40,1,0,{ bonus bMdef,20; if(isequipped(2116,2420,2521,5125)) { bonus bMaxHP,900; bonus bMaxSP,100; bonus3 bAutoSpellWhenHit,HP_ASSUMPTIO,1,30; } },{},{}
-2356,Vestment_Of_Grace,Blessed Holy Robe,5,20,,2500,,45,,1,0x00008100,7,2,16,,70,1,0,{ bonus bMdef,5; bonus2 bResEff,Eff_Blind,8000; },{},{}
-2357,Valkyrie_Armor,Valkyrian Armor,5,0,,2800,,55,,1,0xFFFFFFFE,2,2,16,,1,1,0,{ bonus bAllStats,1; bonus bUnbreakableArmor,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus2 bResEff,Eff_Silence,5000; else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus2 bResEff,Eff_Stun,5000; },{},{}
-2359,Ninja_Suit_,Ninja Suit,5,20,,1500,,58,,1,0x02021040,7,2,16,,50,1,0,{ bonus bAgi,1; bonus bMdef,3; if(isequipped(2654)) { bonus bUseSPrate,-20; bonus bMaxHP,300; } },{},{}
-2360,Robe_Of_Casting_,Robe of Cast,5,124800,,1100,,40,,1,0x00810200,7,2,16,,75,1,0,{ bonus bCastrate,-3; bonus bMdef,4; },{},{}
-2364,Meteo_Plate_Armor,Meteo Plate Armor,5,20,,3000,,85,,1,0x000444A2,2,2,16,,55,1,0,{ bonus2 bResEff,Eff_Stun,3000; bonus2 bResEff,Eff_Freeze,3000; },{},{}
-2365,Orleans_Gown,Orleans's Gown,5,20,,300,,15,,1,0xFFFFFFFE,2,2,16,,55,1,0,{ bonus bCastrate,15; bonus bNoCastCancel,0; },{},{}
-2366,Divine_Cloth,Divine Cloth,5,20,,1500,,50,,1,0xFFFFFFFE,2,2,16,,55,1,0,{ bonus2 bResEff,Eff_Curse,500; bonus2 bResEff,Eff_Silence,500; bonus2 bResEff,Eff_Stun,500; bonus2 bResEff,Eff_Stone,500; bonus2 bResEff,Eff_Sleep,500; },{},{}
-2367,Sniping_Suit,Sniping Suit,5,20,,750,,42,,1,0x00000800,2,2,16,,50,1,0,{ bonus bMdef,5; bonus bCritical,6+(readparam(bLuk)/10); bonus bDelayRate,-23; },{},{}
-2371,G_Strings_,Pantie,5,1000,,100,,22,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{}
-2372,Mage_Coat_,Mage Coat,5,20,,600,,40,,1,0x00810204,7,2,16,,50,1,0,{ bonus bMdef,5; bonus bInt,1; },{},{}
-2373,Holy_Robe_,Holy Robe,5,20,,1700,,57,,1,0x00008110,7,2,16,,60,1,0,{ bonus bMdef,5; bonus2 bSubRace,RC_Demon,15; bonus2 bSubEle,Ele_Dark,10; },{},{}
-2374,Diabolus_Robe,Diabolus Robe,5,20,,300,,57,,1,0x00098B1C,2,2,16,,55,1,0,{ bonus bMaxSP,150; bonus bMdef,5; bonus bHealPower,6; bonus bDelayRate,-10; if (isequipped(2729)) { bonus2 bAddRace,RC_NonBoss,3; bonus2 bAddRace,RC_Boss,3; bonus bMatkRate,3; } },{},{}
-2375,Diabolus_Armor,Diabolus Armor,5,20,,600,,79,,1,0x000654E2,2,2,16,,55,1,0,{ bonus bStr,2; bonus bDex,1; bonus bMaxHP,150; bonus2 bResEff,Eff_Stun,500; bonus2 bResEff,Eff_Stone,500; if (isequipped(2729)) { bonus2 bAddRace,RC_NonBoss,3; bonus2 bAddRace,RC_Boss,3; bonus bMatkRate,3; } },{},{}
-2376,Assaulter_Plate,Assaulter Plate,5,10,,0,,57,,1,0x006444A2,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2538,2435)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bVit,3; bonus bMaxHPRate,12; bonus bHealpower2,10; bonus bAddItemHealRate,10; autobonus2 "{ bonus2 bHPRegenRate,600,1000; }",5,10000,BF_WEAPON,"{ specialeffect2 EF_HEAL; }"; }; },{},{}
-2377,Elite_Engineer_Armor,Elite Engineer Armor,5,10,,0,,50,,1,0x00040420,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2538,2435)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bStr,3; bonus bMaxHPRate,12; bonus2 bSkillAtk,"MC_MAMMONITE",20; bonus2 bSkillHeal,"AM_POTIONPITCHER",10; bonus2 bSkillHeal2,"AM_POTIONPITCHER",10; bonus2 bSkillHeal2,"AL_HEAL",10; bonus bUnbreakableArmor,0; }; },{},{}
-2378,Assassin_Robe,Assassin Robe,5,10,,0,,41,,1,0x02021040,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2538,2435)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bAgi,3; bonus bMaxHPRate,12; bonus bCritical,5; bonus bAspdRate,5; autobonus "{ bonus2 bHPRegenRate,300,1000; }",10,10000,BF_WEAPON,"{ specialeffect2 EF_HEAL; }"; }; },{},{}
-2379,Warlock_Battle_Robe,Warlock's Battle Robe,5,10,,0,,36,,1,0x00810204,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2539,2436)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bInt,3; bonus bMaxHPRate,12; bonus2 bResEff,Eff_Stun,2000; autobonus2 "{ bonus bDefEle,Ele_Ghost; }",30,10000,BF_WEAPON,"{ specialeffect2 EF_ENERGYCOAT; }"; }; },{},{}
-2380,Medic_Robe,Medic's Robe,5,10,,0,,25,,1,0x00008110,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2539,2436)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bInt,3; bonus bMaxHPRate,12; bonus2 bCastrate,156,-50; bonus bHealPower,6; autobonus2 "{ bonus bDefEle,Ele_Ghost; }",30,10000,BF_WEAPON,"{ specialeffect2 EF_ENERGYCOAT; }"; }; },{},{}
-2381,Elite_Archer_Suit,Elite Archer Suit,5,10,,0,,35,,1,0x00080808,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2539,2436)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bDex,3; bonus bMaxHPRate,12; bonus bLongAtkDef,10; bonus bDelayRate,-25; }; },{},{}
-2382,Elite_Shooter_Suit,Elite Shooter Suit,5,10,,0,,25,,1,0x01000000,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2540,2437)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bDex,3; bonus bMaxHPRate,12; bonus bLongAtkDef,10; bonus bDelayRate,-25; }; },{},{}
-2383,Brynhild,Brynhild,5,20,,400,,120,,0,0xFFFFFFFF,7,2,16,,94,0,0,{ bonus bMdef,10; bonus bMaxHP,20*BaseLevel; bonus bMaxSP,5*BaseLevel; bonus2 bAddRace,RC_NonBoss,10; bonus2 bAddRace,RC_Boss,10; bonus bMatkRate,10; bonus bUnbreakableArmor,0; bonus bNoKnockback,0; },{},{}
-2386,Chameleon_Armor,Chameleon Armor,5,20,,1700,,55,,0,0x00CFFF80,2,2,16,,70,1,0,{ bonus bMaxHP,(BaseLevel*7); bonus bMaxSP,(BaseLevel/2); autobonus2 "{ bonus bNoMagicDamage,100; }",10,2000,BF_MAGIC,"{ specialeffect2 EF_ENERGYCOAT; }"; if( BaseClass == Job_Mage || BaseClass == Job_Archer || BaseClass == Job_Acolyte ) bonus bMdef,5; else if( BaseClass == Job_Swordman || BaseClass == Job_Merchant || BaseClass == Job_Thief ) bonus bDef,3; },{},{}
-2387,Sprint_Mail,Sprint Mail,5,20,,1000,,20,,1,0x00CFFF80,2,2,16,,70,1,0,{ bonus bVit,1; bonus bHPrecovRate,5; bonus bAddItemHealRate,3; bonus2 bSkillHeal,AL_HEAL,3; if( isequipped(2440,2744) ) { bonus bMaxHPrate,7; bonus bMaxSPrate,7; bonus bCastrate,-3; bonus bDelayrate,-15; } },{},{}
-2388,Kandura,Kandura,5,20,,300,,36,,1,0x00001000,2,2,16,,70,1,0,{ bonus bAgi,1; bonus bFlee,5; bonus bAspdRate,2; },{},{}
-2389,Armor_Of_Naga,Armor of Naga,5,20,,1000,,45,,1,0x00CFFF80,2,2,16,,70,1,0,{ bonus bMdef,2; autobonus "{ bonus bBaseAtk,20; }",10,10000,BF_WEAPON,"{ specialeffect2 EF_ENHANCE; }"; },{},{}
-2390,Improved_Tights,Improved Tights,5,20,,400,,38,,1,0x00080808,2,2,16,,75,1,0,{ bonus bMdef,2; bonus bFlee2,3; },{},{}
-2391,Life_Link,Life Link,5,20,,3500,,75,,1,0x00004082,2,2,16,,82,1,0,{ bonus bVit,2; bonus bMdef,5; bonus bHPrecovRate,50; },{},{}
-
-// Garment
-2501,Hood,Hood,5,1000,,200,,4,,0,0xFFFFFFFF,7,2,4,,0,1,0,{},{},{}
-2502,Hood_,Hood,5,1000,,200,,4,,1,0xFFFFFFFF,7,2,4,,0,1,0,{},{},{}
-2503,Muffler,Muffler,5,5000,,400,,8,,0,0xFFFFFFFE,7,2,4,,0,1,0,{},{},{}
-2504,Muffler_,Muffler,5,5000,,400,,8,,1,0xFFFFFFFE,7,2,4,,0,1,0,{},{},{}
-2505,Manteau,Manteau,5,32000,,600,,13,,0,0x006654E2,7,2,4,,0,1,0,{},{},{}
-2506,Manteau_,Manteau,5,32000,,600,,13,,1,0x006654E2,7,2,4,,0,1,0,{},{},{}
-2507,Cape_Of_Ancient_Lord,Ancient Cape,5,82000,,600,,9,,0,0xFFFFFFFE,7,2,4,,40,1,0,{ bonus bAgi,1; },{},{}
-2508,Ragamuffin_Cape,Ragamuffin Manteau,5,56000,,500,,4,,0,0xFFFFFFFE,7,2,4,,0,1,0,{ bonus bUnbreakableGarment,0; bonus bMdef,10; },{},{}
-2509,Clack_Of_Servival,Survivor's Manteau,5,20000,,550,,10,,0,0x00810204,7,2,4,,75,1,0,{ bonus bMdef,5; bonus bVit,10; if(isequipped(1618) || isequipped(1620)){ bonus bMaxHP,300; bonus bMatkRate,getequiprefinerycnt(EQI_HAND_R)-5; bonus2 bSubEle,Ele_Neutral,getrefine()*3; } },{},{}
-2510,Novice_Hood,Somber Novice Hood,5,1,,1,,4,,0,0x00000001,7,2,4,,0,0,0,{ bonus2 bSubEle,Ele_Neutral,20; },{},{}
-2512,Novice_Manteau,Novice Manteau,5,50000,,500,,7,,1,0x00000001,7,2,4,,40,1,0,{ bonus2 bSubEle,Ele_Neutral,10; },{},{}
-2513,Celestial_Robe,Heavenly Maiden Robe,5,20,,500,,18,,1,0xFFFFFFFE,7,2,4,,80,1,0,{},{},{}
-2514,Pauldron,Pauldron,5,20,,800,,25,,1,0x000654E2,7,2,4,,80,1,0,{},{},{}
-2515,Wing_Of_Eagle,Eagle Wing,5,20000,,300,,12,,1,0x00810204,7,2,4,,85,1,0,{ if(isequipped(1616)) bonus bSpeedRate,25; },{},{}
-2516,Falcon_Robe,Falcon Muffler,5,30000,,400,,8,,0,0xFFFFFFFE,7,2,4,,65,1,0,{ bonus bFlee,15; bonus bFlee2,5; },{},{}
-2517,Vali's_Manteau,Vali's Manteau,5,30000,,600,,13,,0,0xFFFFFFFE,7,2,4,,65,1,0,{ bonus2 bSubEle,Ele_Neutral,15; },{},{}
-2518,Morpheus's_Shawl,Morpheus's Shawl,5,30000,,600,,8,,0,0xFFFFFFFE,7,2,4,,33,1,0,{ bonus bMaxSPrate,10; bonus bMdef,3; },{},{}
-2519,Morrigane's_Manteau,Morrigane's Manteau,5,30000,,600,,9,,0,0xFFFFFFFE,7,2,4,,61,1,0,{ bonus bLuk,2; bonus bFlee2,8; },{},{}
-2520,Goibne's_Shoulder_Arms,Goibne's Spaulders,5,30000,,700,,11,,0,0xFFFFFFFE,7,2,4,,54,1,0,{ bonus bLongAtkDef,10; bonus bMdef,2; bonus bVit,1; },{},{}
-2521,Angel's_Warmth,Angelic Cardigan,5,10000,,400,,5,,1,0x00000001,7,2,4,,20,1,0,{ bonus bHPrecovRate,5; },{},{}
-2522,Undershirt,Undershirt,5,20000,,150,,5,,0,0xFFFFFFFF,7,2,4,,1,1,0,{ bonus bMdef,1; if(isequipped(2339) || isequipped(2371)) { bonus bAgi,5; bonus bFlee,10; } },{},{}
-2523,Undershirt_,Undershirt,5,20000,,150,,5,,1,0xFFFFFFFF,7,2,4,,1,1,0,{ bonus bMdef,1; if(isequipped(2339) || isequipped(2371)) { bonus bAgi,5; bonus bFlee,10; } },{},{}
-2524,Valkyrie_Manteau,Valkyrian Manteau,5,0,,500,,10,,1,0xFFFFFFFE,2,2,4,,1,1,0,{ bonus bUnbreakableGarment,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus bFlee2,5+(getequiprefinerycnt(EQI_GARMENT)*2); else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus bShortWeaponDamageReturn,5+(getequiprefinerycnt(EQI_GARMENT)*2); },{},{}
-2525,Cape_Of_Ancient_Lord_,Ancient Cape,5,82000,,600,,9,,1,0xFFFFFFFE,7,2,4,,40,1,0,{ bonus bAgi,1; },{},{}
-2527,Dragon_Breath,Dragon Breath,5,20,,600,,16,,1,0xFFFFFFFE,2,2,4,,48,1,0,{ bonus2 bSubRace,RC_Dragon,15; if (isequipped(1166) || isequipped(13001) || isequipped(1474)) bonus2 bAddRace,RC_Dragon,5; },{},{}
-2528,Wool_Scarf,Wool Scarf,5,20,,500,,11,,1,0xFFFFFFFE,2,2,4,,55,1,0,{ bonus bMdef,4; },{},{}
-2529,Rider_Insignia,Rider Insignia,5,20,,500,,13,,0,0xFFFFFFFE,2,2,4,,55,1,0,{ bonus bAgi,2; if (isequipped(2425) || isequipped(2434)) bonus bFlee,10; },{},{}
-2530,Rider_Insignia_,Rider Insignia,5,20,,500,,13,,1,0xFFFFFFFE,2,2,4,,55,1,0,{ bonus bAgi,2; if (isequipped(2425) || isequipped(2434)) bonus bFlee,10; },{},{}
-2531,Ulfhedinn,Ulfhedinn,5,20,,700,,13,,1,0x000654E2,2,2,4,,70,1,0,{ bonus3 bAutoSpellWhenHit,NPC_STONESKIN,1,20; },{},{}
-2532,Mithril_Magic_Cape,Mithril Magic Cape,5,20,,400,,8,,1,0x00098B1C,2,2,4,,70,1,0,{ bonus bMdef,3; bonus5 bAutoSpellWhenHit,NPC_ANTIMAGIC,1,200,BF_MAGIC,0; },{},{}
-2536,Skin_Of_Ventus,Skin of Ventus,5,20,,250,,7,,1,0xFFFFFFFE,7,2,4,,60,1,0,{ bonus bMdef,2; bonus bMaxHP,200; bonus bFlee,10; },{},{}
-2537,Diabolus_Manteau,Diabolus Manteau,5,20,,250,,15,,1,0x00CFFF80,2,2,4,,0,1,0,{ bonus2 bSubEle,Ele_Neutral,5; bonus bMaxHP,100; bonus2 bAddDamageClass,1916,10; bonus2 bAddDamageClass,1917,10; if (isequipped(2433)) bonus bMaxHPRate,6; },{},{}
-2538,Commander_Manteau,Captain's Manteau,5,10,,0,,28,,1,0x026654E2,7,2,4,,80,1,0,{ bonus bMaxHP,50; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{}
-2539,Commander_Manteau_,Commander's Manteau,5,10,,0,,20,,1,0x00898B1C,7,2,4,,80,1,0,{ bonus bMaxHP,50; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{}
-2540,Sheriff_Manteau,Sheriff's Manteau,5,10,,0,,20,,1,0x01000000,7,2,4,,80,1,0,{ bonus bMaxHP,50; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{}
-2541,Asprika,Asprika,5,20,,400,,40,,0,0xFFFFFFFF,7,2,4,,94,0,0,{ bonus bMdef,5; bonus3 bSubEle,Ele_Neutral,30,BF_SHORT; bonus3 bSubEle,Ele_Water,30,BF_SHORT; bonus3 bSubEle,Ele_Earth,30,BF_SHORT; bonus3 bSubEle,Ele_Fire,30,BF_SHORT; bonus3 bSubEle,Ele_Wind,30,BF_SHORT; bonus3 bSubEle,Ele_Poison,30,BF_SHORT; bonus3 bSubEle,Ele_Holy,30,BF_SHORT; bonus3 bSubEle,Ele_Dark,30,BF_SHORT; bonus3 bSubEle,Ele_Ghost,30,BF_SHORT; bonus3 bSubEle,Ele_Undead,30,BF_SHORT; bonus bFlee,30; skill "AL_TELEPORT",1; bonus bUnbreakableGarment,0; },{},{}
-2542,Flame_Manteau,Flame Manteau of Naght Sieger,5,20,,70,,16,,1,0xFFFFFFFE,2,2,4,,70,1,0,{ bonus bMaxHPRate,5; bonus bMdef,2; bonus bMatkRate,1; bonus2 bAddEle,Ele_Fire,2; },{},{}
-2544,Leather_Of_Tendrilion,Leather of Tendrilion,5,20,,300,,14,,1,0x00CFDF80,2,2,4,,0,1,0,{ bonus2 bSubEle,Ele_Water,5; bonus2 bSubEle,Ele_Earth,5; bonus2 bSubRace,RC_Plant,5; bonus2 bSubRace,RC_Brute,5; },{},{}
-2545,Musika,Musika,5,20,,500,,10,,1,0x00008100,2,2,4,,70,1,0,{ bonus bMdef,3; bonus3 bAutoSpellwhenhit,AL_HEAL,getskilllv("AL_HEAL") ? getskilllv("AL_HEAL") : 1,20; },{},{}
-2548,Muffler_C,Neo Muffler,5,0,,0,,5,,0,0xFFFFFFFE,2,2,4,,95,0,0,{ bonus2 bSubRace,RC_DemiHuman,10; bonus bMaxHPrate,10; bonus2 bSubEle,Ele_Water,5; bonus2 bSubEle,Ele_Fire,5; bonus2 bSubEle,Ele_Holy,5; bonus2 bSubEle,Ele_Dark,5; },{},{}
-2549,Krieger_Muffler1,Glorious Muffler,5,20,,0,,0,,0,0xFFFFFFFE,7,2,4,,81,1,0,{ bonus bMaxHPRate,5; bonus2 bSubRace,RC_DemiHuman,5; },{},{}
-2553,Dragon_Manteau,Dragon Manteau,5,20,,1000,,14,,1,0xFFFFFFFE,2,2,4,,0,1,0,{ bonus bAgi,1; bonus bMdef,5; },{},{}
-2554,Piece_Of_Angent_Skin,Nydhorgg's Shadow Garb,5,20,,400,,25,,1,0xFFFFFFFE,2,2,4,,90,1,0,{ bonus2 bSubEle,Ele_Neutral,7; bonus2 bSubEle,Ele_Water,7; bonus2 bSubEle,Ele_Earth,7; bonus2 bSubEle,Ele_Fire,7; bonus2 bSubEle,Ele_Wind,7; bonus2 bSubEle,Ele_Poison,7; bonus2 bSubEle,Ele_Holy,7; bonus2 bSubEle,Ele_Dark,7; bonus2 bSubEle,Ele_Ghost,7; bonus2 bSubEle,Ele_Undead,7; bonus bMaxSP,(BaseLevel/3)+(getrefine()*10); bonus3 bSPDrainRate,1,1,0; bonus bMdef,3; },{},{}
-2560,Para_Team_Manteau,Eden Team Manteau,5,0,,0,,14,,0,0xFFFFFFFF,7,2,4,,12,0,0,{ bonus2 bSubEle,Ele_Neutral,10; },{},{}
-2564,Feral_Tail,Feral Tail,5,20,,0,,16,,0,0xFFFFFFFF,7,2,4,,75,0,0,{},{},{}
-
-
-//[Ind] keeping these 2 here until we confirm: these ids are conflicting, I think they're wrong.
-// Minstrel And Wanderer Cough Drop
-//11513,Cough_Drop,Cough Drop,3,200,,10,,,,,,,,,,,,,{},{},{}
-
-// Genetic Cure Free
-//11518,Cure_Free,Cure Free,0,10,,30,,,,,0xFFFFFFFF,7,2,,,,,,{ itemheal rand(1000,1200),0; sc_end SC_Silence; sc_end SC_Bleeding; sc_end SC_Curse; },{},{}
-
-
-// Unknown Item. Rune Knight Armor???
-//15002,Rune_Plate,Rune Plate,3,10,,10,,,,,,,,,,,,,{},{},{}
+// Renewal-Specific Database +// specially for renewal-modified items, when compiled in RRMODE entries in this file override item_db.txt and are overriden by item_db2.txt +// +// Structure of Database: +// ID,Name,Name,Type,Price,Sell,Weight,ATK:MATK,DEF,Range,Slot,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script } +// +// Note (ATK field) +// - in RE this field is able to store a optional value, for the weapons' matk +// - You may use, for example: 10:25 for a item to give 10 atk and 25 weapon matk. + +//ASPD in RE they give a fixed +4/+6/+9 ASPD +645,Center_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,4; },{},{} +656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0xFFF7FEEF,7,2,,,40,,,{ sc_start SC_ASPDPOTION1,1800000,6; },{},{} +657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x01E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,9; },{},{} + +// Matk updates. Work in progress. +// Daggers +13010,Asura,Asura,4,3000,,600,50:50,,1,2,0x02000000,7,2,2,1,12,1,1,{},{},{} +13011,Asura_,Asura,4,3000,,600,50:50,,1,3,0x02000000,7,2,2,1,12,1,1,{},{},{} +1231,Bazerald,Bazerald,4,20,,500,70:105,,1,0,0x028F5EEE,7,2,2,4,36,1,1,{ bonus bAtkEle,Ele_Fire; bonus bInt,5; },{},{} + +// Staffs +1472,Staff_Of_Soul,Soul Staff,4,20,,1400,25:200,,1,0,0x00810204,7,2,34,3,73,1,10,{ bonus bInt,5; bonus bAgi,2; if(isequipped(2677) || isequipped(2711)){ bonus bMatkRate,6; bonus bDex,2; bonus bCastrate,-getrefine(); } },{},{} +1601,Rod,Rod,4,50,,400,15:30,,1,3,0x00818315,7,2,2,1,1,1,10,{},{},{} +1602,Rod_,Rod,4,50,,400,15:30,,1,4,0x00818315,7,2,2,1,1,1,10,{},{},{} +1603,Rod__,Rod,4,50,,400,15:30,,1,0,0x00818315,7,2,2,1,1,1,10,{},{},{} +1604,Wand,Wand,4,2500,,400,25:45,,1,2,0x00818315,7,2,2,2,12,1,10,{},{},{} +1605,Wand_,Wand,4,2500,,400,25:45,,1,3,0x00818315,7,2,2,2,12,1,10,{},{},{} +1606,Wand__,Wand,4,2500,,400,25:45,,1,0,0x00818315,7,2,2,2,12,1,10,{ bonus bInt,1; },{},{} +1607,Staff,Staff,4,9500,,400,40:70,,1,2,0x00818314,7,2,2,2,12,1,10,{ bonus bInt,2; },{},{} +1608,Staff_,Staff,4,9500,,400,40:70,,1,3,0x00818314,7,2,2,2,12,1,10,{ bonus bInt,2; },{},{} +1609,Staff__,Staff,4,9500,,400,40:70,,1,0,0x00818314,7,2,2,2,12,1,10,{ bonus bInt,2; },{},{} +1610,Arc_Wand,Arc Wand,4,45000,,400,60:95,,1,1,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{} +1611,Arc_Wand_,Arc Wand,4,45000,,400,60:95,,1,2,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{} +1612,Arc_Wand__,Arc Wand,4,45000,,400,60:95,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{} +1613,Mighty_Staff,Mighty Staff,4,20,,700,130:100,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bStr,10; bonus bSPDrainValue,-2; },{},{} +1614,Blessed_Wand,Wand of Occult,4,20,,700,75:105,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; },{},{} +1616,Staff_Of_Wing,Wing Staff,4,20,,500,60:115,,1,0,0x00810204,7,2,2,4,40,1,10,{ bonus bCastrate,-5; },{},{} +1617,Survival_Rod,Survivor's Rod,4,85000,,1000,50:120,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bDex,2; bonus bMaxHP,300; },{},{} +1618,Survival_Rod_,Survivor's Rod,4,85000,,1000,50:120,,1,1,0x00818314,7,2,2,3,24,1,10,{ bonus bDex,3; bonus bMaxHP,400; },{},{} +1619,Survival_Rod2,Survivor's Rod,4,85000,,1000,50:120,,1,0,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,2; bonus bMaxHP,300; },{},{} +1620,Survival_Rod2_,Survivor's Rod,4,85000,,1000,50:120,,1,1,0x00818314,7,2,2,3,24,1,10,{ bonus bInt,3; bonus bMaxHP,400; },{},{} +1621,Hypnotist's_Staff,Hypnotist's Staff,4,43000,,500,70:120,,1,1,0x00000001,7,2,2,3,30,1,10,{ bonus bInt,1; },{},{} +1622,Hypnotist's_Staff_,Hypnotist's Staff,4,20,,500,70:120,,1,2,0x00000001,7,2,2,3,30,1,10,{ bonus bInt,1; },{},{} +1624,Lich_Bone_Wand,Lich's Bone Wand,4,20,,800,60:170,,1,2,0x00018314,2,2,2,3,70,1,10,{ bonus bInt,1; bonus bDex,1; bonus bAtkEle,Ele_Undead; bonus3 bAutoSpellWhenHit,"NPC_WIDECURSE",5,10+getrefine(); if(getrefine()>=9){ bonus bMatkRate,3; bonus bMaxSP,300; } },{},{} +1625,Healing_Staff,Healing Staff,4,20,,400,10:105,,1,0,0x00008110,7,2,2,3,55,1,10,{ bonus bAtkEle,Ele_Holy; bonus bHealPower,(getrefine()*3/2); },{},{} +1626,Piercing_Staff,Piercing Staff,4,20,,500,80:145,,1,0,0x00018314,2,2,2,3,70,1,10,{ bonus bInt,4; bonus bIgnoreMdefRate,10+getrefine(); },{},{} +1629,Walking_Stick,Gentleman's Staff,4,20,,500,40:125,,1,1,0x00818314,7,2,2,4,50,1,10,{ bonus bDex,1; if (isequipped(5045)) { bonus bDex,2; bonus bInt,2; bonus bSPrecovRate,5; bonus bMatkRate,getrefine(); } },{},{} +1630,Release_Of_Wish,Release of Wish,4,20,,500,30:125,,1,0,0x00810204,7,2,2,3,50,1,10,{ bonus bInt,3; bonus bHealPower,5; autobonus "{ bonus2 bSPRegenRate,100,2000; bonus2 bHPRegenRate,50,2000; }",10,10000,BF_MAGIC,"{ specialeffect2 EF_HEAL; }"; },{},{} +1636,Thorn_Staff,Thorn Staff of Darkness,4,20,,700,60:160,,1,0,0x00018314,2,2,2,4,75,1,10,{ bonus bInt,3; bonus bDex,3; bonus bIgnoreMdefRate,getrefine(); bonus bDelayRate,-(getrefine()*3/2); },{},{} +1637,Eraser,Eraser,4,20,,500,80:170,,1,0,0x00018314,2,2,2,4,70,1,10,{ bonus bInt,3; bonus bDex,2; bonus bSPrecovRate,8; if( getrefine() > 9 ) bonus5 bAutoSpell,"NPC_WIDESOULDRAIN",3,5,BF_MAGIC,0; else bonus5 bAutoSpell,"NPC_WIDESOULDRAIN",1,5,BF_MAGIC,0; },{},{} +2000,Destruction_Rod,Staff of Destruction,4,20,,2500,130:280,,1,1,0x00000200,2,2,34,4,80,1,23,{ bonus bInt,3; bonus bAgi,10; bonus bUseSPrate,(getrefine()*2); bonus3 bAutoSpellWhenHit,"WZ_JUPITEL",5,(getrefine()*20); bonus2 bCastrate,366,-50; },{},{} +2001,Divine_Cross,Divine Cross,4,20,,1500,120:210,,1,0,0x00008100,7,2,34,4,70,1,23,{ bonus bAtkEle,Ele_Holy; bonus bDex,4; bonus2 bSubRace,RC_Demon,15; bonus2 bSubRace,RC_Undead,15; if (isequipped(2677) || isequipped(2711)) { bonus bMatkRate,10; bonus bDex,2; bonus2 bSubRace,RC_Demon,10; bonus2 bSubRace,RC_Undead,10; }; },{},{} + +// Books +1560,Diary_Of_Great_Sage,Sage's Diary,4,20,,1100,100:120,,1,2,0x00410100,7,2,2,3,60,1,15,{ if(readparam(bStr)>=50) bonus bAspdRate,5; if(readparam(bInt)>=70) bonus bMatkRate,5; },{},{} +1561,Hardback,Hardcover Book,4,20,,1500,140,,1,1,0x00410100,7,2,2,4,55,1,15,{ bonus bStr,3; bonus bDex,2; },{},{} +1572,Principles_Of_Magic,Principles of Magic,4,20,,300,60:160,,1,2,0x00410100,7,2,2,3,60,1,15,{ bonus bInt,3; bonus bSPrecovRate,5; },{},{} +1573,Ancient_Magic,Ancient Magic,4,20,,700,30:140,,1,2,0x00410100,7,2,2,3,70,1,15,{ if (isequipped(2334) || isequipped(2372)) { bonus bMdef,8; bonus bMaxSPRate,10; bonus bInt,4; }; },{},{} +1564,Encyclopedia,Encyclopedia,4,20,,2000,110:100,,1,2,0x00410100,7,2,2,3,70,1,15,{ bonus bInt,3; bonus bDex,2; bonus bCritical,20+((readparam(bLuk)*2)/10); },{},{} + +// DEF updates +// Headgears - Work in progress. +2208,Ribbon,Ribbon,5,800,,100,,1,,0,0xFFFFFFFF,7,0,256,,0,1,17,{ bonus bMdef,3; },{},{} +2209,Ribbon_,Ribbon,5,800,,100,,1,,1,0xFFFFFFFF,7,0,256,,0,1,17,{ bonus bMdef,3; },{},{} +2216,Biretta,Biretta,5,9000,,100,,8,,0,0x00008110,7,2,256,,0,1,11,{},{},{} +2217,Biretta_,Biretta,5,9000,,100,,8,,1,0x00008110,7,2,256,,0,1,11,{},{},{} +2252,Star_Sparkling,Wizard Hat,5,20,,300,,7,,0,0x00810204,7,2,256,,0,1,36,{ bonus bMaxSP,100; },{},{} +2266,Iron_Cane,Iron Cain,5,20,,300,,4,,0,0x00004082,7,2,1,,50,0,53,{},{},{} +2280,Sahkkat,Sakkat,5,20,,300,,4,,0,0xFFFFFFFF,7,2,256,,0,1,67,{ bonus bAgi,1; },{},{} +2285,Apple_Of_Archer,Apple of Archer,5,20,,200,,1,,0,0xFFFFFFFE,7,2,256,,30,1,72,{ bonus bDex,3; },{},{} +2287,Pirate_Bandana,Pirate Bandana,5,20,,100,,4,,0,0xFFFFFFFE,7,2,256,,0,1,74,{ bonus bStr,1; },{},{} +2299,Viking_Helm,Orc Helm,5,20,,500,,9,,0,0x000654E2,7,2,256,,0,1,86,{},{},{} +5007,Loard_Circlet,Grand Circlet,5,20,,200,,7,,0,0xFFFFFFFE,7,2,256,,55,1,93,{ bonus bStr,1; bonus bInt,1; bonus bLuk,1; bonus bMdef,4; },{},{} +5010,Indian_Hair_Piece,Indian Fillet,5,20,,100,,5,,0,0xFFFFFFFF,7,2,256,,0,1,96,{},{},{} +5015,Egg_Shell,Egg Shell,5,20,,200,,6,,0,0xFFFFFFFF,7,2,256,,0,0,101,{},{},{} +5017,Bone_Helm,Bone Helm,5,20,,800,,15,,0,0x000444A2,7,2,256,,70,1,103,{ bonus2 bSubEle,Ele_Dark,-15; },{},{} +5058,Drooping_Kitty,Drooping Cat,5,250000,,500,,3,,0,0xFFFFFFFE,7,2,256,,0,1,142,{ bonus bMdef,15; bonus2 bResEff,Eff_Curse,3000; },{},{} +5111,Galapago_Cap,Galapago Cap,5,20,,500,,4,,0,0xFFFFFFFF,7,2,256,,55,1,192,{ bonus2 bAddMonsterDropItem,605,100; },{},{} +5118,Ear_Of_Puppy,Puppy Headband,5,20,,100,,3,,0,0xFFFFFFFF,7,2,256,,0,1,199,{},{},{} +5122,Magni_Cap,Magni's Cap,5,30000,,1000,,9,,0,0xFFFFFFFE,7,2,256,,65,1,250,{ bonus bStr,2; },{},{} +5128,Goibne's_Helmet,Goibne's Helm,5,30000,,500,,10,,0,0xFFFFFFFE,7,2,256,,54,1,258,{ bonus bVit,3; bonus bMdef,3; if(isequipped(2354,2419,2520)) { bonus bVit,5; bonus bMaxHPrate,15; bonus bMaxSPrate,5; bonus bDef,5; bonus bMdef,15; bonus2 bSubEle,Ele_Water,10; bonus2 bSubEle,Ele_Earth,10; bonus2 bSubEle,Ele_Fire,10; bonus2 bSubEle,Ele_Wind,10; } },{},{} +5157,Viking_Helm_,Orc Helm,5,20,,500,,9,,1,0x000654E2,7,2,256,,0,1,86,{},{},{} +5350,Pirate_Bandana_,Pirate Bandana,5,20,,100,,4,,1,0xFFFFFFFE,7,2,256,,0,1,74,{ bonus bStr,1; },{},{} + +// Shields +2101,Guard,Guard,5,500,,300,,20,,0,0xFFFFFFFF,7,2,32,,0,1,1,{},{},{} +2102,Guard_,Guard,5,500,,300,,20,,1,0xFFFFFFFF,7,2,32,,0,1,1,{},{},{} +2103,Buckler,Buckler,5,14000,,600,,40,,0,0x000ED5F2,7,2,32,,0,1,2,{},{},{} +2104,Buckler_,Buckler,5,14000,,600,,40,,1,0x000ED5F2,7,2,32,,0,1,2,{},{},{} +2105,Shield,Shield,5,56000,,1300,,60,,0,0x00004082,7,2,32,,0,1,3,{},{},{} +2106,Shield_,Shield,5,56000,,1300,,60,,1,0x00004082,7,2,32,,0,1,3,{},{},{} +2107,Mirror_Shield,Mirror Shield,5,60000,,1000,,45,,0,0x00404082,7,2,32,,0,1,4,{ bonus bMdef,5; },{},{} +2108,Mirror_Shield_,Mirror Shield,5,60000,,1000,,45,,1,0x00404082,7,2,32,,0,1,4,{ bonus bMdef,5; },{},{} +2109,Memorize_Book,Memory Book,5,20,,1000,,25,,0,0x00810204,7,2,32,,0,1,5,{ bonus bInt,1; bonus bMdef,2; if (isequipped(2717,2239)) { bonus bHPrecovRate,15; bonus bSPrecovRate,15; bonus bMatkRate,7; }; },{},{} +2110,Holy_Guard,Holy Guard,5,85000,,1400,,110,,0,0x00004000,7,2,32,,68,0,4,{ bonus bVit,2; bonus bMdef,2; },{},{} +2111,Herald_Of_GOD,Sacred Mission,5,128000,,1600,,120,,0,0x00004000,7,2,32,,83,1,4,{ bonus bVit,3; bonus bInt,2; bonus bMdef,3; bonus bUnbreakableShield,0; },{},{} +2112,Novice_Guard,Novice Guard,5,1,,1,,20,,0,0x00000001,7,2,32,,0,0,1,{},{},{} +2113,Novice_Shield,Novice Shield,5,5000,,1000,,20,,1,0x00000001,7,2,32,,40,1,3,{ bonus2 bSubEle,Ele_Water,20; bonus2 bSubEle,Ele_Earth,20; bonus2 bSubEle,Ele_Fire,20; bonus2 bSubEle,Ele_Wind,20; bonus2 bSubEle,Ele_Poison,20; bonus2 bSubEle,Ele_Ghost,20; bonus2 bSubEle,Ele_Undead,20; },{},{} +2114,Stone_Buckler,Stone Buckler,5,30000,,1500,,45,,1,0xFFFFFFFE,7,2,32,,65,1,2,{ bonus2 bSubSize,2,5; if (isequipped(2353,5122)) { bonus bStr,2; bonus bDef,5; bonus bMdef,5; if(BaseClass == Job_Swordman) bonus bDef,6; } },{},{} +2115,Valkyrja's_Shield,Valkyrja's Shield,5,30000,,500,,80,,1,0xFFFFFFFE,7,2,32,,65,1,4,{ bonus2 bSubEle,Ele_Water,20; bonus2 bSubEle,Ele_Fire,20; bonus2 bSubEle,Ele_Dark,20; bonus2 bSubEle,Ele_Undead,20; bonus bMdef,5; if(isequipped(2353,5124)) { bonus bDef,2-getrefine()-getequiprefinerycnt(EQI_HEAD_TOP); bonus bMdef,5+getrefine()+getequiprefinerycnt(EQI_HEAD_TOP); } },{},{} +2116,Angel's_Safeguard,Angelic Guard,5,10000,,400,,30,,1,0x00000001,7,2,32,,20,1,1,{ bonus2 bSubRace,RC_Demon,5; },{},{} +2117,Arm_Guard,Arm Guard,5,10000,,150,,50,,0,0x02000000,7,2,32,,20,1,1,{},{},{} +2118,Arm_Guard_,Arm Guard,5,10000,,150,,50,,1,0x02000000,7,2,32,,20,1,1,{},{},{} +2119,Improved_Arm_Guard,Advanced Arm Guard,5,40000,,150,,45,,0,0x02000000,7,2,32,,50,1,1,{ bonus bMdef,5; },{},{} +2120,Improved_Arm_Guard_,Advanced Arm Guard,5,40000,,150,,45,,1,0x02000000,7,2,32,,50,1,1,{ bonus bMdef,5; },{},{} +2121,Memorize_Book_,Memory Book,5,20,,1000,,25,,1,0x00810204,7,2,32,,0,1,5,{ bonus bInt,1; bonus bMdef,2; if (isequipped(2717,2239)) { bonus bHPrecovRate,15; bonus bSPrecovRate,15; bonus bMatkRate,7; }; },{},{} +2122,Platinum_Shield,Platinum Shield,5,20,,1200,,95,,0,0xFFFFFFFE,2,2,32,,68,1,4,{ bonus bMdef,5; bonus2 bSubSize,1,15; bonus2 bSubSize,2,15; bonus2 bSubRace,RC_Undead,10; bonus5 bAutoSpellWhenHit,NPC_MAGICMIRROR,2,150,BF_MAGIC,0; },{},{} +2123,Orleans_Server,Orleans's Server,5,20,,1000,,75,,1,0xFFFFFFFE,2,2,32,,55,1,4,{ bonus bMdef,2; bonus bMagicDamageReturn,5; if (isequipped(2701)) bonus bCastrate,-10; },{},{} +2124,Thorny_Buckler,Thorny Buckler,5,20,,1000,,85,,1,0xFFFFFFFE,2,2,32,,55,1,2,{ bonus bMdef,2; if (isequipped(2702)) { bonus bAspdRate,10; bonus bShortWeaponDamageReturn,5; } },{},{} +2125,Strong_Shield,Strong Shield,5,20,,2500,,90,,1,0xFFFFFFFE,2,2,32,,75,1,4,{ bonus bNoKnockback,0; bonus2 bSubEle,Ele_Neutral,-20; bonus2 bSubEle,Ele_Fire,-20; bonus2 bSubEle,Ele_Water,-20; bonus2 bSubEle,Ele_Wind,-20; bonus2 bSubEle,Ele_Earth,-20; bonus2 bSubEle,Ele_Dark,-20; bonus2 bSubEle,Ele_Holy,-20; bonus2 bSubEle,Ele_Ghost,-20; },{},{} +2128,Herald_Of_GOD_,Sacred Mission,5,128000,,1600,,120,,1,0x00004000,7,2,32,,83,1,4,{ bonus bVit,3; bonus bInt,2; bonus bMdef,3; bonus bUnbreakableShield,0; },{},{} +2129,Exorcism_Bible,Exorcism Bible,5,20,,600,,80,,0,0x00008100,7,2,32,,50,1,5,{ bonus bHPrecovRate,3; bonus bSPrecovRate,3; bonus bInt,1; if(isequipped(1631)) { bonus2 bSkillAtk,"PR_MAGNUS",20; bonus3 bAutoSpellWhenHit,"PR_TURNUNDEAD",1,20; } },{},{} +2130,Cross_Shield,Cross Shield,5,20,,2000,,130,,1,0x00004000,7,2,32,,80,1,4,{ bonus bStr,1; bonus2 bSkillAtk,PA_SHIELDCHAIN,30; bonus2 bSkillAtk,CR_SHIELDBOOMERANG,30; bonus bUseSPrate,10; },{},{} +2131,Magic_Study_Vol1,Magic Bible Vol1,5,20,,1000,,18,,1,0x00810204,2,2,32,,70,1,5,{ bonus bMdef,3; bonus bInt,2; bonus2 bAddEffWhenHit,Eff_Stun,1000; },{},{} +2133,Tournament_Shield,Tournament Shield,5,20,,1000,,105,,1,0x00004082,2,2,32,,50,1,4,{ bonus2 bAddRace,RC_NonBoss,1; bonus2 bAddRace,RC_Boss,1; if( Class == Job_Lord_Knight ) bonus bAspdRate,-5; if( isequipped(1420) || isequipped(1421) || isequipped(1422) ) { bonus2 bAddRace,RC_NonBoss,4; bonus2 bAddRace,RC_Boss,4; bonus bDef,2; } },{},{} +2134,Shield_Of_Naga,Shield of Naga,5,20,,500,,35,,1,0x00CFFF80,2,2,32,,70,1,2,{ bonus bMdef,3; autobonus2 "{ bonus bShortWeaponDamageReturn,(getrefine()*3); }",10,5000,BF_WEAPON,"{ specialeffect2 EF_GUARD; }"; },{},{} +2135,Shadow_Guard,Shadow Guard,5,20,,800,,52,,1,0x00020000,2,2,32,,70,1,2,{ if( isequipped(2426) ) { bonus2 bAddEff,Eff_Blind,500; autobonus "{ bonus bFlee,20; }",200,10000,BF_WEAPON,"{ specialeffect2 EF_INCAGILITY; }"; } },{},{} +2138,Bradium_Shield,Bradium Shield,5,20,,1800,,98,,1,0x00CFFF80,2,2,32,,65,1,3,{ bonus2 bSkillAtk,CR_SHIELDBOOMERANG,60; bonus bAgi,-1; bonus bMaxHP,500; },{},{} +2139,Flame_Thrower,Flame Thrower,5,20000,,2000,,60,,0,0xFFFFFFFF,7,2,32,,99,0,1,{},{},{} + +// Footgear +2401,Sandals,Sandals,5,400,,200,,5,,0,0xFFFFFFFF,7,2,64,,0,1,0,{},{},{} +2402,Sandals_,Sandals,5,400,,200,,5,,1,0xFFFFFFFF,7,2,64,,0,1,0,{},{},{} +2403,Shoes,Shoes,5,3500,,400,,10,,0,0xFFFFFFFE,7,2,64,,0,1,0,{},{},{} +2404,Shoes_,Shoes,5,3500,,400,,10,,1,0xFFFFFFFE,7,2,64,,0,1,0,{},{},{} +2405,Boots,Boots,5,18000,,600,,16,,0,0x016E5CEA,7,2,64,,0,1,0,{},{},{} +2406,Boots_,Boots,5,18000,,600,,16,,1,0x016E5CEA,7,2,64,,0,1,0,{},{},{} +2407,Chrystal_Pumps,Crystal Pumps,5,20,,100,,5,,0,0xFFFFFFFE,7,0,64,,0,1,0,{ bonus bMdef,10; bonus bLuk,5; },{},{} +2408,Cuffs,Shackles,5,5000,,3000,,15,,0,0xFFFFFFFF,7,2,64,,0,1,0,{ if (isequipped(2655)) { bonus bBaseAtk,50; bonus2 bAddDefClass,1196,20; bonus2 bAddDefClass,1197,20; } },{},{} +2409,Spiky_Heel,High Heels,5,8500,,600,,4,,0,0xFFFFFFFE,7,2,64,,0,1,0,{ bonus bMdef,5; },{},{} +2410,Sleipnir,Sleipnir,5,20,,3500,,40,,0,0xFFFFFFFF,7,2,64,,94,0,0,{ bonus bMdef,10; bonus bMaxHPrate,20; bonus bMaxSPrate,20; bonus bSPrecovRate,15; bonus bSpeedRate,25; },{},{} +2411,Grave,Greaves,5,48000,,750,,27,,0,0x00004080,7,2,64,,65,1,0,{},{},{} +2412,Grave_,Greaves,5,54000,,750,,15,,1,0x00004080,7,2,64,,65,1,0,{},{},{} +2414,Novice_Boots,Novice Slippers,5,1,,1,,5,,0,0x00000001,7,2,64,,0,0,0,{},{},{} +2416,Novice_Shoes,Novice Shoes,5,35000,,500,,8,,1,0x00000001,7,2,64,,40,1,0,{ bonus bMaxHPrate,5; },{},{} +2417,Fricco_Shoes,Fricco's Shoes,5,30000,,500,,12,,0,0xFFFFFFFE,7,2,64,,65,1,0,{ bonus bAgi,2; bonus2 bAddItemHealRate,IG_Potion,20; if(isequipped(2353,2516)){ bonus bAgi,3; bonus bMaxHPrate,5; bonus bMaxSPrate,5; } },{},{} +2418,Vidar's_Boots,Vidar's Boots,5,30000,,650,,13,,0,0xFFFFFFFE,7,2,64,,65,1,0,{ bonus bMaxHPrate,9; bonus bMaxSPrate,9; if(isequipped(2353,2517)){ bonus bVit,5; bonus bHPrecovRate,10; bonus bSPrecovRate,10; } },{},{} +2419,Goibne's_Combat_Boots,Goibne's Greaves,5,30000,,700,,13,,0,0xFFFFFFFE,7,2,64,,54,1,0,{ bonus bMdef,3; bonus bMaxHPrate,5; bonus bMaxSPrate,5; },{},{} +2420,Angel's_Arrival,Angel's Reincarnation,5,10000,,300,,8,,1,0x00000001,7,2,64,,25,1,0,{ bonus bMaxHP,100; },{},{} +2421,Valkyrie_Shoes,Valkyrian Shoes,5,0,,500,,13,,1,0xFFFFFFFE,2,2,64,,1,1,0,{ bonus bUnbreakableShoes,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus bMaxHP,(BaseLevel*5); else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus bMaxSP,(JobLevel*2); },{},{} +2422,High_Fashion_Sandals,High Fashion Sandals,5,24000,,200,,7,,1,0x00818314,7,2,64,,40,1,0,{ bonus bMdef,10; },{},{} +2423,Variant_Shoes,Variant Shoes,5,20,,500,,13,,0,0xFFFFFFFE,2,2,64,,85,1,0,{ bonus bMaxHPRate,20-getrefine(); bonus bMaxSPRate,20-getrefine(); bonus bDef,getrefine()/2; },{},{} +2424,Tidal_Shoes,Tidal Shoes,5,20,,300,,13,,1,0xFFFFFFFE,2,2,64,,55,1,0,{ bonus2 bSubEle,Ele_Water,5; if (isequipped(2528)) { bonus bHPrecovRate,5; bonus bMaxHPrate,10; } },{},{} +2425,Black_Leather_Boots,Black Leather Boots,5,20,,500,,16,,0,0xFFFFFFFE,2,2,64,,55,1,0,{ bonus bAgi,1; if(getrefine() >= 9) bonus bAgi,2; },{},{} +2426,Shadow_Walk,Shadow Walk,5,20,,2000,,0,,0,0xFFFFFFFE,2,2,64,,75,1,0,{ bonus bMdef,10; if(getskilllv("AS_CLOAKING") < 3){ bonus5 bAutoSpellWhenHit,"AS_CLOAKING",3,100,BF_MAGIC,0; } else bonus5 bAutoSpellWhenHit,"AS_CLOAKING",getskilllv("AS_CLOAKING"),100,BF_MAGIC,0; },{},{} +2432,Spiky_Heel_,High Heels,5,8500,,600,,10,,1,0xFFFFFFFE,7,2,64,,0,1,0,{ bonus bMdef,5; },{},{} +2433,Diabolus_Boots,Diabolus Boots,5,20,,250,,15,,1,0x00CFFF80,2,2,64,,0,1,0,{ bonus bMaxHP,(BaseLevel*10); },{},{} +2434,Black_Leather_Boots_,Black Leather Boots,5,20,,500,,16,,1,0xFFFFFFFE,2,2,64,,55,1,0,{ bonus bAgi,1; if(getrefine() >= 9) bonus bAgi,2; },{},{} +2435,Battle_Greave,Battle Greaves,5,10,,0,,15,,1,0x026654E2,7,2,64,,80,1,0,{ bonus bMaxHP,100; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{} +2436,Combat_Boots,Combat Boots,5,10,,0,,9,,1,0x00898B1C,7,2,64,,80,1,0,{ bonus bMaxHP,100; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{} +2437,Battle_Boots,Battle Boots,5,10,,0,,9,,1,0x01000000,7,2,64,,80,1,0,{ bonus bMaxHP,100; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{} +2440,Sprint_Shoes,Sprint Shoes,5,20,,300,,10,,1,0x00CFFF80,2,2,64,,70,1,0,{ bonus bAgi,1; bonus bSPrecovRate,5; },{},{} +2444,Krieger_Shoes1,Glorious Shoes,5,20,,0,,0,,0,0xFFFFFFFE,7,2,64,,81,1,0,{ bonus bMaxHPRate,10; bonus2 bSubRace,RC_DemiHuman,4; bonus3 bAutoSpellWhenHit,"AL_INCAGI",1,10; },{},{} +2445,Krieger_Shoes2,Glorious Popularized Shoes,5,20,,0,,0,,0,0xFFFFFFFE,7,2,64,,61,1,0,{ bonus bMaxHPRate,5; bonus bMaxSPRate,5; },{},{} +2446,Krieger_Shoes3,Glorious Mass-Production Shoes,5,20,,0,,10,,0,0xFFFFFFFE,7,2,64,,0,1,0,{ bonus bMaxHPRate,5; },{},{} +2447,Military_Boots,Army Boots,5,0,,1000,,5,,0,0xFFFFFFFE,7,2,64,,0,1,0,{},{},{} +2450,Vital_Tree_Shoes,Vital Tree Shoes,5,20,,500,,16,,0,0xFFFFFFFE,2,2,64,,60,1,0,{ bonus bMaxHPrate,10; bonus2 bHPRegenRate,30,10000; bonus bHealpower2,5; bonus bAddItemHealRate,5; bonus bMdef,3; bonus bVit,2; },{},{} +2456,Para_Team_Boots1,Eden Team Boots I,5,0,,0,,14,,0,0xFFFFFFFF,7,2,64,,12,0,0,{ bonus bHPrecovRate,10; bonus bSPrecovRate,2; },{},{} +2457,Para_Team_Boots2,Eden Team Boots II,5,0,,0,,16,,0,0xFFFFFFFF,7,2,64,,26,0,0,{ bonus bHPrecovRate,12; bonus bSPrecovRate,4; },{},{} +2458,Para_Team_Boots3,Eden Team Boots III,5,0,,0,,18,,0,0xFFFFFFFF,7,2,64,,40,0,0,{ bonus bHPrecovRate,14; bonus bSPrecovRate,6; },{},{} +2463,Feral_Boots,Feral Boots,5,20,,0,,12,,0,0xFFFFFFFF,7,2,64,,75,0,0,{ bonus bMdef,2; },{},{} + +// Armor +2301,Cotton_Shirt,Cotton Shirt,5,10,,100,,10,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2302,Cotton_Shirt_,Cotton Shirt,5,10,,100,,10,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2303,Leather_Jacket,Jacket,5,200,,200,,15,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2304,Leather_Jacket_,Jacket,5,200,,200,,15,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2305,Adventure_Suit,Adventurer's Suit,5,1000,,300,,20,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2306,Adventurere's_Suit_,Adventurer's Suit,5,1000,,300,,20,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2307,Mantle,Mantle,5,10000,,600,,37,,0,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{} +2308,Mantle_,Mantle,5,10000,,600,,37,,1,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{} +2309,Coat,Coat,5,22000,,1200,,42,,0,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{} +2310,Coat_,Coat,5,22000,,1200,,42,,1,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{} +2311,Mink_Coat,Mink Coat,5,20,,2300,,30,,1,0xFFFFFFFE,7,2,16,,30,1,0,{},{},{} +2312,Padded_Armor,Padded Armor,5,48000,,2800,,35,,0,0x000654E2,7,2,16,,0,1,0,{ if(isequipped(2656)) { bonus bDef,5; bonus bMaxHP,150; } },{},{} +2313,Padded_Armor_,Padded Armor,5,48000,,2800,,35,,1,0x000654E2,7,2,16,,0,1,0,{ if(isequipped(2656)) { bonus bDef,5; bonus bMaxHP,150; } },{},{} +2314,Chain_Mail,Chain Mail,5,65000,,3300,,55,,0,0x000654E2,7,2,16,,0,1,0,{},{},{} +2315,Chain_Mail_,Chain Mail,5,65000,,3300,,55,,1,0x000654E2,7,2,16,,0,1,0,{},{},{} +2316,Plate_Armor,Full Plate,5,80000,,4500,,70,,0,0x00004082,7,2,16,,40,1,0,{},{},{} +2317,Plate_Armor_,Full Plate,5,80000,,4500,,70,,1,0x00004082,7,2,16,,40,1,0,{},{},{} +2318,Clothes_Of_The_Lord,Lord's Clothes,5,20,,2500,,59,,1,0x00040420,7,2,16,,70,1,0,{ bonus bMdef,5; bonus bInt,1; },{},{} +2319,Glittering_Clothes,Glittering Jacket,5,20,,2500,,58,,1,0xFFFFFFFE,7,2,16,,60,1,0,{ bonus bMdef,5; bonus2 bAddEff,Eff_Blind,300; },{},{} +2320,Formal_Suit,Formal Suit,5,20,,300,,40,,1,0xFFFFFFFE,7,2,16,,0,1,0,{},{},{} +2321,Silk_Robe,Silk Robe,5,8000,,400,,20,,0,0x0085C7B6,7,2,16,,0,1,0,{ bonus bMdef,10; },{},{} +2322,Silk_Robe_,Silk Robe,5,8000,,400,,20,,1,0x0085C7B6,7,2,16,,0,1,0,{ bonus bMdef,10; },{},{} +2323,Scapulare,Scapulare,5,6500,,400,,24,,0,0x00008110,7,2,16,,0,1,0,{},{},{} +2324,Scapulare_,Scapulare,5,6500,,400,,24,,1,0x00008110,7,2,16,,0,1,0,{},{},{} +2325,Saint_Robe,Saint's Robe,5,54000,,600,,50,,0,0x00048530,7,2,16,,0,1,0,{ bonus bMdef,5; },{},{} +2326,Saint_Robe_,Saint's Robe,5,54000,,600,,50,,1,0x00048530,7,2,16,,0,1,0,{ bonus bMdef,5; },{},{} +2327,Holy_Robe,Holy Robe,5,20,,1700,,57,,0,0x00008110,7,2,16,,60,1,0,{ bonus bMdef,5; bonus2 bSubRace,RC_Demon,15; bonus2 bSubEle,Ele_Dark,10; },{},{} +2328,Wooden_Mail,Wooden Mail,5,5500,,1000,,25,,0,0x000444A2,7,2,16,,0,1,0,{},{},{} +2329,Wooden_Mail_,Wooden Mail,5,5500,,1000,,25,,1,0x000444A2,7,2,16,,0,1,0,{},{},{} +2330,Tights,Tights,5,71000,,500,,27,,0,0x00080808,7,2,16,,45,1,0,{ bonus bDex,1; },{},{} +2331,Tights_,Tights,5,71000,,500,,27,,1,0x00080808,7,2,16,,45,1,0,{ bonus bDex,1; },{},{} +2332,Silver_Robe,Silver Robe,5,7000,,700,,23,,0,0x00810204,7,2,16,,0,1,0,{},{},{} +2333,Silver_Robe_,Silver Robe,5,7000,,700,,23,,1,0x00810204,7,2,16,,0,1,0,{},{},{} +2334,Mage_Coat,Mage Coat,5,20,,600,,40,,0,0x00810204,7,2,16,,50,1,0,{ bonus bMdef,5; bonus bInt,1; },{},{} +2335,Thief_Clothes,Thief Clothes,5,74000,,100,,40,,0,0x02021040,7,2,16,,0,1,0,{ bonus bAgi,1; },{},{} +2336,Thief_Clothes_,Thief Clothes,5,74000,,100,,40,,1,0x02021040,7,2,16,,0,1,0,{ bonus bAgi,1; },{},{} +2337,Ninja_Suit,Ninja Suit,5,20,,1500,,58,,0,0x02021040,7,2,16,,50,1,0,{ bonus bAgi,1; bonus bMdef,3; if(isequipped(2654)) { bonus bUseSPrate,-20; bonus bMaxHP,300; } },{},{} +2338,Wedding_Dress,Wedding Dress,5,43000,,500,,10,,0,0xFFFFFFFE,7,2,16,,0,1,0,{ bonus bMdef,15; },{},{} +2339,G_Strings,Pantie,5,1000,,100,,22,,0,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2341,Full_Plate_Armor,Legion Plate Armor,5,94000,,5500,,79,,0,0x00004000,7,2,16,,70,1,0,{},{},{} +2342,Full_Plate_Armor_,Legion Plate Armor,5,102500,,5500,,79,,1,0x00004000,7,2,16,,70,1,0,{},{},{} +2343,Robe_Of_Casting,Robe of Cast,5,124800,,1100,,40,,0,0x00810200,7,2,16,,75,1,0,{ bonus bCastrate,-3; bonus bMdef,4; },{},{} +2344,Flame_Sprits_Armor,Lucius's Fierce Armor of Volcano,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Fire; },{},{} +2345,Flame_Sprits_Armor_,Lucius's Fierce Armor of Volcano,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Fire; },{},{} +2346,Water_Sprits_Armor,Saphien's Armor of Ocean,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Water; },{},{} +2347,Water_Sprits_Armor_,Saphien's Armor of Ocean,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Water; },{},{} +2348,Wind_Sprits_Armor,Aebecee's Raging Typhoon Armor,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Wind; },{},{} +2349,Wind_Sprits_Armor_,Aebecee's Raging Typhoon Armor,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Wind; },{},{} +2350,Earth_Sprits_Armor,Claytos Cracking Earth Armor,5,136000,,2200,,25,,0,0x000444A2,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Earth; },{},{} +2351,Earth_Sprits_Armor_,Claytos Cracking Earth Armor,5,136000,,2200,,25,,1,0xFFFFFFFE,7,2,16,,45,1,0,{ bonus bDefEle,Ele_Earth; },{},{} +2352,Novice_Plate,Tattered Novice Ninja Suit,5,1,,1,,25,,0,0x00000001,7,2,16,,0,0,0,{},{},{} +2353,Odin's_Blessing,Odin's Blessing,5,30000,,2500,,53,,1,0xFFFFFFFE,7,2,16,,65,1,0,{},{},{} +2354,Goibne's_Armor,Goibne's Armor,5,50000,,3500,,58,,0,0xFFFFFFFE,7,2,16,,54,1,0,{ bonus bVit,2; bonus bMaxHPrate,10; },{},{} +2355,Angel's_Protection,Angelic Protection,5,10000,,600,,25,,1,0x00000001,7,2,16,,40,1,0,{ bonus bMdef,20; if(isequipped(2116,2420,2521,5125)) { bonus bMaxHP,900; bonus bMaxSP,100; bonus3 bAutoSpellWhenHit,HP_ASSUMPTIO,1,30; } },{},{} +2356,Vestment_Of_Grace,Blessed Holy Robe,5,20,,2500,,45,,1,0x00008100,7,2,16,,70,1,0,{ bonus bMdef,5; bonus2 bResEff,Eff_Blind,8000; },{},{} +2357,Valkyrie_Armor,Valkyrian Armor,5,0,,2800,,55,,1,0xFFFFFFFE,2,2,16,,1,1,0,{ bonus bAllStats,1; bonus bUnbreakableArmor,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus2 bResEff,Eff_Silence,5000; else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus2 bResEff,Eff_Stun,5000; },{},{} +2359,Ninja_Suit_,Ninja Suit,5,20,,1500,,58,,1,0x02021040,7,2,16,,50,1,0,{ bonus bAgi,1; bonus bMdef,3; if(isequipped(2654)) { bonus bUseSPrate,-20; bonus bMaxHP,300; } },{},{} +2360,Robe_Of_Casting_,Robe of Cast,5,124800,,1100,,40,,1,0x00810200,7,2,16,,75,1,0,{ bonus bCastrate,-3; bonus bMdef,4; },{},{} +2364,Meteo_Plate_Armor,Meteo Plate Armor,5,20,,3000,,85,,1,0x000444A2,2,2,16,,55,1,0,{ bonus2 bResEff,Eff_Stun,3000; bonus2 bResEff,Eff_Freeze,3000; },{},{} +2365,Orleans_Gown,Orleans's Gown,5,20,,300,,15,,1,0xFFFFFFFE,2,2,16,,55,1,0,{ bonus bCastrate,15; bonus bNoCastCancel,0; },{},{} +2366,Divine_Cloth,Divine Cloth,5,20,,1500,,50,,1,0xFFFFFFFE,2,2,16,,55,1,0,{ bonus2 bResEff,Eff_Curse,500; bonus2 bResEff,Eff_Silence,500; bonus2 bResEff,Eff_Stun,500; bonus2 bResEff,Eff_Stone,500; bonus2 bResEff,Eff_Sleep,500; },{},{} +2367,Sniping_Suit,Sniping Suit,5,20,,750,,42,,1,0x00000800,2,2,16,,50,1,0,{ bonus bMdef,5; bonus bCritical,6+(readparam(bLuk)/10); bonus bDelayRate,-23; },{},{} +2371,G_Strings_,Pantie,5,1000,,100,,22,,1,0xFFFFFFFF,7,2,16,,0,1,0,{},{},{} +2372,Mage_Coat_,Mage Coat,5,20,,600,,40,,1,0x00810204,7,2,16,,50,1,0,{ bonus bMdef,5; bonus bInt,1; },{},{} +2373,Holy_Robe_,Holy Robe,5,20,,1700,,57,,1,0x00008110,7,2,16,,60,1,0,{ bonus bMdef,5; bonus2 bSubRace,RC_Demon,15; bonus2 bSubEle,Ele_Dark,10; },{},{} +2374,Diabolus_Robe,Diabolus Robe,5,20,,300,,57,,1,0x00098B1C,2,2,16,,55,1,0,{ bonus bMaxSP,150; bonus bMdef,5; bonus bHealPower,6; bonus bDelayRate,-10; if (isequipped(2729)) { bonus2 bAddRace,RC_NonBoss,3; bonus2 bAddRace,RC_Boss,3; bonus bMatkRate,3; } },{},{} +2375,Diabolus_Armor,Diabolus Armor,5,20,,600,,79,,1,0x000654E2,2,2,16,,55,1,0,{ bonus bStr,2; bonus bDex,1; bonus bMaxHP,150; bonus2 bResEff,Eff_Stun,500; bonus2 bResEff,Eff_Stone,500; if (isequipped(2729)) { bonus2 bAddRace,RC_NonBoss,3; bonus2 bAddRace,RC_Boss,3; bonus bMatkRate,3; } },{},{} +2376,Assaulter_Plate,Assaulter Plate,5,10,,0,,57,,1,0x006444A2,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2538,2435)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bVit,3; bonus bMaxHPRate,12; bonus bHealpower2,10; bonus bAddItemHealRate,10; autobonus2 "{ bonus2 bHPRegenRate,600,1000; }",5,10000,BF_WEAPON,"{ specialeffect2 EF_HEAL; }"; }; },{},{} +2377,Elite_Engineer_Armor,Elite Engineer Armor,5,10,,0,,50,,1,0x00040420,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2538,2435)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bStr,3; bonus bMaxHPRate,12; bonus2 bSkillAtk,"MC_MAMMONITE",20; bonus2 bSkillHeal,"AM_POTIONPITCHER",10; bonus2 bSkillHeal2,"AM_POTIONPITCHER",10; bonus2 bSkillHeal2,"AL_HEAL",10; bonus bUnbreakableArmor,0; }; },{},{} +2378,Assassin_Robe,Assassin Robe,5,10,,0,,41,,1,0x02021040,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2538,2435)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bAgi,3; bonus bMaxHPRate,12; bonus bCritical,5; bonus bAspdRate,5; autobonus "{ bonus2 bHPRegenRate,300,1000; }",10,10000,BF_WEAPON,"{ specialeffect2 EF_HEAL; }"; }; },{},{} +2379,Warlock_Battle_Robe,Warlock's Battle Robe,5,10,,0,,36,,1,0x00810204,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2539,2436)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bInt,3; bonus bMaxHPRate,12; bonus2 bResEff,Eff_Stun,2000; autobonus2 "{ bonus bDefEle,Ele_Ghost; }",30,10000,BF_WEAPON,"{ specialeffect2 EF_ENERGYCOAT; }"; }; },{},{} +2380,Medic_Robe,Medic's Robe,5,10,,0,,25,,1,0x00008110,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2539,2436)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bInt,3; bonus bMaxHPRate,12; bonus2 bCastrate,156,-50; bonus bHealPower,6; autobonus2 "{ bonus bDefEle,Ele_Ghost; }",30,10000,BF_WEAPON,"{ specialeffect2 EF_ENERGYCOAT; }"; }; },{},{} +2381,Elite_Archer_Suit,Elite Archer Suit,5,10,,0,,35,,1,0x00080808,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2539,2436)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bDex,3; bonus bMaxHPRate,12; bonus bLongAtkDef,10; bonus bDelayRate,-25; }; },{},{} +2382,Elite_Shooter_Suit,Elite Shooter Suit,5,10,,0,,25,,1,0x01000000,7,2,16,,80,1,0,{ bonus bMaxHP,150; bonus bMdef,2; bonus2 bSubRace,RC_DemiHuman,2; if (isequipped(2540,2437)) { bonus2 bSubRace,RC_NonDemiHuman,-300; bonus bDex,3; bonus bMaxHPRate,12; bonus bLongAtkDef,10; bonus bDelayRate,-25; }; },{},{} +2383,Brynhild,Brynhild,5,20,,400,,120,,0,0xFFFFFFFF,7,2,16,,94,0,0,{ bonus bMdef,10; bonus bMaxHP,20*BaseLevel; bonus bMaxSP,5*BaseLevel; bonus2 bAddRace,RC_NonBoss,10; bonus2 bAddRace,RC_Boss,10; bonus bMatkRate,10; bonus bUnbreakableArmor,0; bonus bNoKnockback,0; },{},{} +2386,Chameleon_Armor,Chameleon Armor,5,20,,1700,,55,,0,0x00CFFF80,2,2,16,,70,1,0,{ bonus bMaxHP,(BaseLevel*7); bonus bMaxSP,(BaseLevel/2); autobonus2 "{ bonus bNoMagicDamage,100; }",10,2000,BF_MAGIC,"{ specialeffect2 EF_ENERGYCOAT; }"; if( BaseClass == Job_Mage || BaseClass == Job_Archer || BaseClass == Job_Acolyte ) bonus bMdef,5; else if( BaseClass == Job_Swordman || BaseClass == Job_Merchant || BaseClass == Job_Thief ) bonus bDef,3; },{},{} +2387,Sprint_Mail,Sprint Mail,5,20,,1000,,20,,1,0x00CFFF80,2,2,16,,70,1,0,{ bonus bVit,1; bonus bHPrecovRate,5; bonus bAddItemHealRate,3; bonus2 bSkillHeal,AL_HEAL,3; if( isequipped(2440,2744) ) { bonus bMaxHPrate,7; bonus bMaxSPrate,7; bonus bCastrate,-3; bonus bDelayrate,-15; } },{},{} +2388,Kandura,Kandura,5,20,,300,,36,,1,0x00001000,2,2,16,,70,1,0,{ bonus bAgi,1; bonus bFlee,5; bonus bAspdRate,2; },{},{} +2389,Armor_Of_Naga,Armor of Naga,5,20,,1000,,45,,1,0x00CFFF80,2,2,16,,70,1,0,{ bonus bMdef,2; autobonus "{ bonus bBaseAtk,20; }",10,10000,BF_WEAPON,"{ specialeffect2 EF_ENHANCE; }"; },{},{} +2390,Improved_Tights,Improved Tights,5,20,,400,,38,,1,0x00080808,2,2,16,,75,1,0,{ bonus bMdef,2; bonus bFlee2,3; },{},{} +2391,Life_Link,Life Link,5,20,,3500,,75,,1,0x00004082,2,2,16,,82,1,0,{ bonus bVit,2; bonus bMdef,5; bonus bHPrecovRate,50; },{},{} + +// Garment +2501,Hood,Hood,5,1000,,200,,4,,0,0xFFFFFFFF,7,2,4,,0,1,0,{},{},{} +2502,Hood_,Hood,5,1000,,200,,4,,1,0xFFFFFFFF,7,2,4,,0,1,0,{},{},{} +2503,Muffler,Muffler,5,5000,,400,,8,,0,0xFFFFFFFE,7,2,4,,0,1,0,{},{},{} +2504,Muffler_,Muffler,5,5000,,400,,8,,1,0xFFFFFFFE,7,2,4,,0,1,0,{},{},{} +2505,Manteau,Manteau,5,32000,,600,,13,,0,0x006654E2,7,2,4,,0,1,0,{},{},{} +2506,Manteau_,Manteau,5,32000,,600,,13,,1,0x006654E2,7,2,4,,0,1,0,{},{},{} +2507,Cape_Of_Ancient_Lord,Ancient Cape,5,82000,,600,,9,,0,0xFFFFFFFE,7,2,4,,40,1,0,{ bonus bAgi,1; },{},{} +2508,Ragamuffin_Cape,Ragamuffin Manteau,5,56000,,500,,4,,0,0xFFFFFFFE,7,2,4,,0,1,0,{ bonus bUnbreakableGarment,0; bonus bMdef,10; },{},{} +2509,Clack_Of_Servival,Survivor's Manteau,5,20000,,550,,10,,0,0x00810204,7,2,4,,75,1,0,{ bonus bMdef,5; bonus bVit,10; if(isequipped(1618) || isequipped(1620)){ bonus bMaxHP,300; bonus bMatkRate,getequiprefinerycnt(EQI_HAND_R)-5; bonus2 bSubEle,Ele_Neutral,getrefine()*3; } },{},{} +2510,Novice_Hood,Somber Novice Hood,5,1,,1,,4,,0,0x00000001,7,2,4,,0,0,0,{ bonus2 bSubEle,Ele_Neutral,20; },{},{} +2512,Novice_Manteau,Novice Manteau,5,50000,,500,,7,,1,0x00000001,7,2,4,,40,1,0,{ bonus2 bSubEle,Ele_Neutral,10; },{},{} +2513,Celestial_Robe,Heavenly Maiden Robe,5,20,,500,,18,,1,0xFFFFFFFE,7,2,4,,80,1,0,{},{},{} +2514,Pauldron,Pauldron,5,20,,800,,25,,1,0x000654E2,7,2,4,,80,1,0,{},{},{} +2515,Wing_Of_Eagle,Eagle Wing,5,20000,,300,,12,,1,0x00810204,7,2,4,,85,1,0,{ if(isequipped(1616)) bonus bSpeedRate,25; },{},{} +2516,Falcon_Robe,Falcon Muffler,5,30000,,400,,8,,0,0xFFFFFFFE,7,2,4,,65,1,0,{ bonus bFlee,15; bonus bFlee2,5; },{},{} +2517,Vali's_Manteau,Vali's Manteau,5,30000,,600,,13,,0,0xFFFFFFFE,7,2,4,,65,1,0,{ bonus2 bSubEle,Ele_Neutral,15; },{},{} +2518,Morpheus's_Shawl,Morpheus's Shawl,5,30000,,600,,8,,0,0xFFFFFFFE,7,2,4,,33,1,0,{ bonus bMaxSPrate,10; bonus bMdef,3; },{},{} +2519,Morrigane's_Manteau,Morrigane's Manteau,5,30000,,600,,9,,0,0xFFFFFFFE,7,2,4,,61,1,0,{ bonus bLuk,2; bonus bFlee2,8; },{},{} +2520,Goibne's_Shoulder_Arms,Goibne's Spaulders,5,30000,,700,,11,,0,0xFFFFFFFE,7,2,4,,54,1,0,{ bonus bLongAtkDef,10; bonus bMdef,2; bonus bVit,1; },{},{} +2521,Angel's_Warmth,Angelic Cardigan,5,10000,,400,,5,,1,0x00000001,7,2,4,,20,1,0,{ bonus bHPrecovRate,5; },{},{} +2522,Undershirt,Undershirt,5,20000,,150,,5,,0,0xFFFFFFFF,7,2,4,,1,1,0,{ bonus bMdef,1; if(isequipped(2339) || isequipped(2371)) { bonus bAgi,5; bonus bFlee,10; } },{},{} +2523,Undershirt_,Undershirt,5,20000,,150,,5,,1,0xFFFFFFFF,7,2,4,,1,1,0,{ bonus bMdef,1; if(isequipped(2339) || isequipped(2371)) { bonus bAgi,5; bonus bFlee,10; } },{},{} +2524,Valkyrie_Manteau,Valkyrian Manteau,5,0,,500,,10,,1,0xFFFFFFFE,2,2,4,,1,1,0,{ bonus bUnbreakableGarment,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus bFlee2,5+(getequiprefinerycnt(EQI_GARMENT)*2); else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus bShortWeaponDamageReturn,5+(getequiprefinerycnt(EQI_GARMENT)*2); },{},{} +2525,Cape_Of_Ancient_Lord_,Ancient Cape,5,82000,,600,,9,,1,0xFFFFFFFE,7,2,4,,40,1,0,{ bonus bAgi,1; },{},{} +2527,Dragon_Breath,Dragon Breath,5,20,,600,,16,,1,0xFFFFFFFE,2,2,4,,48,1,0,{ bonus2 bSubRace,RC_Dragon,15; if (isequipped(1166) || isequipped(13001) || isequipped(1474)) bonus2 bAddRace,RC_Dragon,5; },{},{} +2528,Wool_Scarf,Wool Scarf,5,20,,500,,11,,1,0xFFFFFFFE,2,2,4,,55,1,0,{ bonus bMdef,4; },{},{} +2529,Rider_Insignia,Rider Insignia,5,20,,500,,13,,0,0xFFFFFFFE,2,2,4,,55,1,0,{ bonus bAgi,2; if (isequipped(2425) || isequipped(2434)) bonus bFlee,10; },{},{} +2530,Rider_Insignia_,Rider Insignia,5,20,,500,,13,,1,0xFFFFFFFE,2,2,4,,55,1,0,{ bonus bAgi,2; if (isequipped(2425) || isequipped(2434)) bonus bFlee,10; },{},{} +2531,Ulfhedinn,Ulfhedinn,5,20,,700,,13,,1,0x000654E2,2,2,4,,70,1,0,{ bonus3 bAutoSpellWhenHit,NPC_STONESKIN,1,20; },{},{} +2532,Mithril_Magic_Cape,Mithril Magic Cape,5,20,,400,,8,,1,0x00098B1C,2,2,4,,70,1,0,{ bonus bMdef,3; bonus5 bAutoSpellWhenHit,NPC_ANTIMAGIC,1,200,BF_MAGIC,0; },{},{} +2536,Skin_Of_Ventus,Skin of Ventus,5,20,,250,,7,,1,0xFFFFFFFE,7,2,4,,60,1,0,{ bonus bMdef,2; bonus bMaxHP,200; bonus bFlee,10; },{},{} +2537,Diabolus_Manteau,Diabolus Manteau,5,20,,250,,15,,1,0x00CFFF80,2,2,4,,0,1,0,{ bonus2 bSubEle,Ele_Neutral,5; bonus bMaxHP,100; bonus2 bAddDamageClass,1916,10; bonus2 bAddDamageClass,1917,10; if (isequipped(2433)) bonus bMaxHPRate,6; },{},{} +2538,Commander_Manteau,Captain's Manteau,5,10,,0,,28,,1,0x026654E2,7,2,4,,80,1,0,{ bonus bMaxHP,50; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{} +2539,Commander_Manteau_,Commander's Manteau,5,10,,0,,20,,1,0x00898B1C,7,2,4,,80,1,0,{ bonus bMaxHP,50; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{} +2540,Sheriff_Manteau,Sheriff's Manteau,5,10,,0,,20,,1,0x01000000,7,2,4,,80,1,0,{ bonus bMaxHP,50; bonus bMdef,1; bonus2 bSubRace,RC_DemiHuman,1; },{},{} +2541,Asprika,Asprika,5,20,,400,,40,,0,0xFFFFFFFF,7,2,4,,94,0,0,{ bonus bMdef,5; bonus3 bSubEle,Ele_Neutral,30,BF_SHORT; bonus3 bSubEle,Ele_Water,30,BF_SHORT; bonus3 bSubEle,Ele_Earth,30,BF_SHORT; bonus3 bSubEle,Ele_Fire,30,BF_SHORT; bonus3 bSubEle,Ele_Wind,30,BF_SHORT; bonus3 bSubEle,Ele_Poison,30,BF_SHORT; bonus3 bSubEle,Ele_Holy,30,BF_SHORT; bonus3 bSubEle,Ele_Dark,30,BF_SHORT; bonus3 bSubEle,Ele_Ghost,30,BF_SHORT; bonus3 bSubEle,Ele_Undead,30,BF_SHORT; bonus bFlee,30; skill "AL_TELEPORT",1; bonus bUnbreakableGarment,0; },{},{} +2542,Flame_Manteau,Flame Manteau of Naght Sieger,5,20,,70,,16,,1,0xFFFFFFFE,2,2,4,,70,1,0,{ bonus bMaxHPRate,5; bonus bMdef,2; bonus bMatkRate,1; bonus2 bAddEle,Ele_Fire,2; },{},{} +2544,Leather_Of_Tendrilion,Leather of Tendrilion,5,20,,300,,14,,1,0x00CFDF80,2,2,4,,0,1,0,{ bonus2 bSubEle,Ele_Water,5; bonus2 bSubEle,Ele_Earth,5; bonus2 bSubRace,RC_Plant,5; bonus2 bSubRace,RC_Brute,5; },{},{} +2545,Musika,Musika,5,20,,500,,10,,1,0x00008100,2,2,4,,70,1,0,{ bonus bMdef,3; bonus3 bAutoSpellwhenhit,AL_HEAL,getskilllv("AL_HEAL") ? getskilllv("AL_HEAL") : 1,20; },{},{} +2548,Muffler_C,Neo Muffler,5,0,,0,,5,,0,0xFFFFFFFE,2,2,4,,95,0,0,{ bonus2 bSubRace,RC_DemiHuman,10; bonus bMaxHPrate,10; bonus2 bSubEle,Ele_Water,5; bonus2 bSubEle,Ele_Fire,5; bonus2 bSubEle,Ele_Holy,5; bonus2 bSubEle,Ele_Dark,5; },{},{} +2549,Krieger_Muffler1,Glorious Muffler,5,20,,0,,0,,0,0xFFFFFFFE,7,2,4,,81,1,0,{ bonus bMaxHPRate,5; bonus2 bSubRace,RC_DemiHuman,5; },{},{} +2553,Dragon_Manteau,Dragon Manteau,5,20,,1000,,14,,1,0xFFFFFFFE,2,2,4,,0,1,0,{ bonus bAgi,1; bonus bMdef,5; },{},{} +2554,Piece_Of_Angent_Skin,Nydhorgg's Shadow Garb,5,20,,400,,25,,1,0xFFFFFFFE,2,2,4,,90,1,0,{ bonus2 bSubEle,Ele_Neutral,7; bonus2 bSubEle,Ele_Water,7; bonus2 bSubEle,Ele_Earth,7; bonus2 bSubEle,Ele_Fire,7; bonus2 bSubEle,Ele_Wind,7; bonus2 bSubEle,Ele_Poison,7; bonus2 bSubEle,Ele_Holy,7; bonus2 bSubEle,Ele_Dark,7; bonus2 bSubEle,Ele_Ghost,7; bonus2 bSubEle,Ele_Undead,7; bonus bMaxSP,(BaseLevel/3)+(getrefine()*10); bonus3 bSPDrainRate,1,1,0; bonus bMdef,3; },{},{} +2560,Para_Team_Manteau,Eden Team Manteau,5,0,,0,,14,,0,0xFFFFFFFF,7,2,4,,12,0,0,{ bonus2 bSubEle,Ele_Neutral,10; },{},{} +2564,Feral_Tail,Feral Tail,5,20,,0,,16,,0,0xFFFFFFFF,7,2,4,,75,0,0,{},{},{} + + +//[Ind] keeping these 2 here until we confirm: these ids are conflicting, I think they're wrong. +// Minstrel And Wanderer Cough Drop +//11513,Cough_Drop,Cough Drop,3,200,,10,,,,,,,,,,,,,{},{},{} + +// Genetic Cure Free +//11518,Cure_Free,Cure Free,0,10,,30,,,,,0xFFFFFFFF,7,2,,,,,,{ itemheal rand(1000,1200),0; sc_end SC_Silence; sc_end SC_Bleeding; sc_end SC_Curse; },{},{} + + +// Unknown Item. Rune Knight Armor??? +//15002,Rune_Plate,Rune Plate,3,10,,10,,,,,,,,,,,,,{},{},{} diff --git a/db/magicmushroom_db.txt b/db/magicmushroom_db.txt index 2ac6c8d7e..1d145bd45 100644 --- a/db/magicmushroom_db.txt +++ b/db/magicmushroom_db.txt @@ -1,26 +1,26 @@ -// Magic Mushroom DB.
-// Database for skills that are randomly used trough Magic Mushroom status change.
-// Format: SkillID
-
-7 //SM_MAGNUM
-8 //SM_ENDURE
-10 //MG_SIGHT
-24 //AL_RUWACH
-32 //AL_CRUCIS
-33 //AL_ANGELUS
-45 //AC_CONCENTRATION
-61 //KN_AUTOCOUNTER
-74 //PR_MAGNIFICAT
-110 //BS_HAMMERFALL
-114 //BS_MAXIMIZE
-142 //NV_FIRSTAID
-150 //TF_BACKSLIDING
-151 //TF_PICKSTONE
-157 //MG_ENERGYCOAT
-249 //CR_AUTOGUARD
-261 //MO_CALLSPIRITS
-256 //CR_PROVIDENCE
-318 //BA_FROSTJOKER
-500 //GS_GLITTERING
-527 //NJ_TATAMIGAESHI
-531 //NJ_UTSUSEMI
+// Magic Mushroom DB. +// Database for skills that are randomly used trough Magic Mushroom status change. +// Format: SkillID + +7 //SM_MAGNUM +8 //SM_ENDURE +10 //MG_SIGHT +24 //AL_RUWACH +32 //AL_CRUCIS +33 //AL_ANGELUS +45 //AC_CONCENTRATION +61 //KN_AUTOCOUNTER +74 //PR_MAGNIFICAT +110 //BS_HAMMERFALL +114 //BS_MAXIMIZE +142 //NV_FIRSTAID +150 //TF_BACKSLIDING +151 //TF_PICKSTONE +157 //MG_ENERGYCOAT +249 //CR_AUTOGUARD +261 //MO_CALLSPIRITS +256 //CR_PROVIDENCE +318 //BA_FROSTJOKER +500 //GS_GLITTERING +527 //NJ_TATAMIGAESHI +531 //NJ_UTSUSEMI diff --git a/db/re_job_db.txt b/db/re_job_db.txt index 07b211aa0..e8ce9ef74 100644 --- a/db/re_job_db.txt +++ b/db/re_job_db.txt @@ -1,230 +1,230 @@ -// Job-specific values database,
-// Used for Renewal-exclusive values, such as the shield ASPD penalty
-// Job ID, Shield ASPD Penalty (value / 10)
-
-//Novice
-0,100
-//Swordman
-1,50
-//Mage
-2,50
-//Archer
-3,50
-//Acolyte
-4,50
-//Merchant
-5,50
-//Thief
-6,60
-//Knight
-7,50
-//Priest
-8,50
-//Wizard
-9,50
-//Blacksmith
-10,50
-//Hunter
-11,90
-//Assassin
-12,60
-//Knight2
-13,50
-//Crusader
-14,50
-//Monk
-15,50
-//Sage
-16,50
-//Rogue
-17,50
-//Alchem
-18,50
-//Alchemist
-18,50
-//Bard
-19,70
-//Dancer
-20,70
-//Crusader2
-21,50
-//Wedding
-22,50
-//SuperNovice
-23,50
-//Gunslinger
-24,60
-//Ninja
-25,60
-//Xmas
-26,50
-//Summer
-27,50
-//NoviceHigh
-4001,100
-//SwordmanHigh
-4002,50
-//MageHigh
-4003,50
-//ArcherHigh
-4004,50
-//AcolyteHigh
-4005,50
-//MerchantHigh
-4006,50
-//ThiefHigh
-4007,60
-//LordKnight
-4008,50
-//HighPriest
-4009,50
-//HighWizard
-4010,50
-//Whitesmith
-4011,50
-//Sniper
-4012,90
-//AssassinCross
-4013,60
-//LordKnight2
-4014,50
-//Paladin
-4015,50
-//Champion
-4016,50
-//Professor
-4017,50
-//Stalker
-4018,50
-//Creator
-4019,50
-//Clown
-4020,70
-//Gypsy
-4021,70
-//Paladin2
-4022,50
-//Baby
-4023,100
-//BabySwordman
-4024,50
-//BabyMage
-4025,50
-//BabyArcher
-4026,50
-//BabyAcolyte
-4027,50
-//BabyMerchant
-4028,50
-//BabyThief
-4029,60
-//BabyKnight
-4030,50
-//BabyPriest
-4031,50
-//BabyWizard
-4032,50
-//BabyBlacksmith
-4033,50
-//BabyHunter
-4034,90
-//BabyAssassin
-4035,60
-//BabyKnight2
-4036,50
-//BabyCrusader
-4037,50
-//BabyMonk
-4038,50
-//BabySage
-4039,50
-//BabyRogue
-4040,50
-//BabyAlchem
-4041,50
-//BabyAlchemist
-4041,50
-//BabyBard
-4042,70
-//BabyDancer
-4043,70
-//BabyCrusader2
-4044,50
-//SuperBaby
-4045,50
-//Taekwon
-4046,50
-//StarGladiator
-4047,50
-//StarGladiator2
-4048,50
-//SoulLinker
-4049,80
-//RuneKnight
-4054,50
-//Warlock
-4055,50
-//Ranger
-4056,80
-//ArchBishop
-4057,100
-//Mechanic
-4058,60
-//GuillotineCross
-4059,90
-//RuneKnightT
-4060,50
-//WarlockT
-4061,50
-//RangerT
-4062,80
-//ArchBishopT
-4063,100
-//MechanicT
-4064,60
-//GuillotineCrossT
-4065,90
-//RoyalGuard
-4066,50
-//Sorcerer
-4067,50
-//Minstrel
-4068,70
-//Wanderer
-4069,70
-//Sura
-4070,50
-//Genetic
-4071,50
-//ShadowChaser
-4072,40
-//RoyalGuardT
-4073,50
-//SorcererT
-4074,50
-//MinstrelT
-4075,50
-//WandererT
-4076,50
-//SuraT
-4077,50
-//GeneticT
-4078,50
-//ShadowChaserT
-4079,40
-//RuneKnight2
-4080,50
-//RuneKnightT2
-4081,50
-//RoyalGuard2
-4082,50
-//RoyalGuardT2
-4083,50
-//Ranger2
-4084,50
-//RangerT2
-4085,50
-//Mechanic2
-4086,50
-//MechanicT2
-4087,50
+// Job-specific values database, +// Used for Renewal-exclusive values, such as the shield ASPD penalty +// Job ID, Shield ASPD Penalty (value / 10) + +//Novice +0,100 +//Swordman +1,50 +//Mage +2,50 +//Archer +3,50 +//Acolyte +4,50 +//Merchant +5,50 +//Thief +6,60 +//Knight +7,50 +//Priest +8,50 +//Wizard +9,50 +//Blacksmith +10,50 +//Hunter +11,90 +//Assassin +12,60 +//Knight2 +13,50 +//Crusader +14,50 +//Monk +15,50 +//Sage +16,50 +//Rogue +17,50 +//Alchem +18,50 +//Alchemist +18,50 +//Bard +19,70 +//Dancer +20,70 +//Crusader2 +21,50 +//Wedding +22,50 +//SuperNovice +23,50 +//Gunslinger +24,60 +//Ninja +25,60 +//Xmas +26,50 +//Summer +27,50 +//NoviceHigh +4001,100 +//SwordmanHigh +4002,50 +//MageHigh +4003,50 +//ArcherHigh +4004,50 +//AcolyteHigh +4005,50 +//MerchantHigh +4006,50 +//ThiefHigh +4007,60 +//LordKnight +4008,50 +//HighPriest +4009,50 +//HighWizard +4010,50 +//Whitesmith +4011,50 +//Sniper +4012,90 +//AssassinCross +4013,60 +//LordKnight2 +4014,50 +//Paladin +4015,50 +//Champion +4016,50 +//Professor +4017,50 +//Stalker +4018,50 +//Creator +4019,50 +//Clown +4020,70 +//Gypsy +4021,70 +//Paladin2 +4022,50 +//Baby +4023,100 +//BabySwordman +4024,50 +//BabyMage +4025,50 +//BabyArcher +4026,50 +//BabyAcolyte +4027,50 +//BabyMerchant +4028,50 +//BabyThief +4029,60 +//BabyKnight +4030,50 +//BabyPriest +4031,50 +//BabyWizard +4032,50 +//BabyBlacksmith +4033,50 +//BabyHunter +4034,90 +//BabyAssassin +4035,60 +//BabyKnight2 +4036,50 +//BabyCrusader +4037,50 +//BabyMonk +4038,50 +//BabySage +4039,50 +//BabyRogue +4040,50 +//BabyAlchem +4041,50 +//BabyAlchemist +4041,50 +//BabyBard +4042,70 +//BabyDancer +4043,70 +//BabyCrusader2 +4044,50 +//SuperBaby +4045,50 +//Taekwon +4046,50 +//StarGladiator +4047,50 +//StarGladiator2 +4048,50 +//SoulLinker +4049,80 +//RuneKnight +4054,50 +//Warlock +4055,50 +//Ranger +4056,80 +//ArchBishop +4057,100 +//Mechanic +4058,60 +//GuillotineCross +4059,90 +//RuneKnightT +4060,50 +//WarlockT +4061,50 +//RangerT +4062,80 +//ArchBishopT +4063,100 +//MechanicT +4064,60 +//GuillotineCrossT +4065,90 +//RoyalGuard +4066,50 +//Sorcerer +4067,50 +//Minstrel +4068,70 +//Wanderer +4069,70 +//Sura +4070,50 +//Genetic +4071,50 +//ShadowChaser +4072,40 +//RoyalGuardT +4073,50 +//SorcererT +4074,50 +//MinstrelT +4075,50 +//WandererT +4076,50 +//SuraT +4077,50 +//GeneticT +4078,50 +//ShadowChaserT +4079,40 +//RuneKnight2 +4080,50 +//RuneKnightT2 +4081,50 +//RoyalGuard2 +4082,50 +//RoyalGuardT2 +4083,50 +//Ranger2 +4084,50 +//RangerT2 +4085,50 +//Mechanic2 +4086,50 +//MechanicT2 +4087,50 diff --git a/db/spellbook_db.txt b/db/spellbook_db.txt index ee3a0c323..62610473a 100644 --- a/db/spellbook_db.txt +++ b/db/spellbook_db.txt @@ -1,29 +1,29 @@ -//============================================================
-// Preserve points database for Reading Spellbook. [LimitLine/3CeAm]
-// Structure:
-// SkillID,PreservePoints,Required Book
-//============================================================
-//To add more entries skill.h MAX_SKILL_SPELLBOOK_DB must be increased
-
-//Mage
-14,7,6190 //Cold Bolt
-19,7,6189 //Fire Bolt
-20,7,6191 //Lightning Bolt
-21,9,6197 //Thunder Storm
-
-//Wizard
-83,10,6194 //Meteor Storm
-84,9,6198 //Jupitel Thunder
-85,10,6193 //Lord of Vermillion
-86,9,6199 //Water Ball
-89,10,6192 //Storm Gust
-90,8,6201 //Earth Spike
-91,9,6200 //Heaven's Drive
-
-//Warlock
-2210,8,6205 //Drain Life
-2211,12,6204 //Crimson Rock
-2213,22,6195 //Comet
-2214,12,6203 //Chain Lightning
-2216,12,6202 //Earth Strain
-2217,22,6196 //Tetra Vortex
+//============================================================ +// Preserve points database for Reading Spellbook. [LimitLine/3CeAm] +// Structure: +// SkillID,PreservePoints,Required Book +//============================================================ +//To add more entries skill.h MAX_SKILL_SPELLBOOK_DB must be increased + +//Mage +14,7,6190 //Cold Bolt +19,7,6189 //Fire Bolt +20,7,6191 //Lightning Bolt +21,9,6197 //Thunder Storm + +//Wizard +83,10,6194 //Meteor Storm +84,9,6198 //Jupitel Thunder +85,10,6193 //Lord of Vermillion +86,9,6199 //Water Ball +89,10,6192 //Storm Gust +90,8,6201 //Earth Spike +91,9,6200 //Heaven's Drive + +//Warlock +2210,8,6205 //Drain Life +2211,12,6204 //Crimson Rock +2213,22,6195 //Comet +2214,12,6203 //Chain Lightning +2216,12,6202 //Earth Strain +2217,22,6196 //Tetra Vortex diff --git a/db/statpoint_renewal.txt b/db/statpoint_renewal.txt index 38ee48a4e..71d0e5506 100644 --- a/db/statpoint_renewal.txt +++ b/db/statpoint_renewal.txt @@ -1,255 +1,255 @@ -48
-51
-54
-57
-60
-64
-68
-72
-76
-80
-85
-90
-95
-100
-105
-111
-117
-123
-129
-135
-142
-149
-156
-163
-170
-178
-186
-194
-202
-210
-219
-228
-237
-246
-255
-265
-275
-285
-295
-305
-316
-327
-338
-349
-360
-372
-384
-396
-408
-420
-433
-446
-459
-472
-485
-499
-513
-527
-541
-555
-570
-585
-600
-615
-630
-646
-662
-678
-694
-710
-727
-744
-761
-778
-795
-813
-831
-849
-867
-885
-904
-923
-942
-961
-980
-1000
-1020
-1040
-1060
-1080
-1101
-1122
-1143
-1164
-1185
-1207
-1229
-1251
-1273
-1295
-1318
-1341
-1364
-1387
-1410
-1433
-1456
-1479
-1502
-1525
-1549
-1573
-1597
-1621
-1645
-1669
-1693
-1717
-1741
-1765
-1790
-1815
-1840
-1865
-1890
-1915
-1940
-1965
-1990
-2015
-2041
-2067
-2093
-2119
-2145
-2171
-2197
-2223
-2249
-2275
-2302
-2329
-2356
-2383
-2410
-2437
-2464
-2491
-2518
-2545
-2573
-2601
-2629
-2657
-2685
-2713
-2743
-2769
-2797
-2825
-2854
-2883
-2912
-2941
-2970
-2999
-3028
-3057
-3086
-3115
-3145
-3175
-3205
-3235
-3265
-3295
-3325
-3355
-3385
-3415
-3446
-3477
-3508
-3539
-3570
-3601
-3632
-3663
-3694
-3725
-3757
-3789
-3821
-3853
-3885
-3917
-3949
-3981
-4013
-4045
-4078
-4111
-4114
-4177
-4210
-4243
-4276
-4309
-4342
-4375
-4409
-4443
-4477
-4511
-4545
-4579
-4613
-4647
-4681
-4715
-4750
-4785
-4820
-4855
-4890
-4925
-4960
-5030
-5065
-5100
-5136
-5172
-5208
-5244
-5280
-5316
-5352
-5388
-5424
-5460
-5497
-5537
-5571
-5608
-5645
-5682
-5719
-5793
-5830
-5868
-5906
-5944
-5982
-6020
-6058
+48 +51 +54 +57 +60 +64 +68 +72 +76 +80 +85 +90 +95 +100 +105 +111 +117 +123 +129 +135 +142 +149 +156 +163 +170 +178 +186 +194 +202 +210 +219 +228 +237 +246 +255 +265 +275 +285 +295 +305 +316 +327 +338 +349 +360 +372 +384 +396 +408 +420 +433 +446 +459 +472 +485 +499 +513 +527 +541 +555 +570 +585 +600 +615 +630 +646 +662 +678 +694 +710 +727 +744 +761 +778 +795 +813 +831 +849 +867 +885 +904 +923 +942 +961 +980 +1000 +1020 +1040 +1060 +1080 +1101 +1122 +1143 +1164 +1185 +1207 +1229 +1251 +1273 +1295 +1318 +1341 +1364 +1387 +1410 +1433 +1456 +1479 +1502 +1525 +1549 +1573 +1597 +1621 +1645 +1669 +1693 +1717 +1741 +1765 +1790 +1815 +1840 +1865 +1890 +1915 +1940 +1965 +1990 +2015 +2041 +2067 +2093 +2119 +2145 +2171 +2197 +2223 +2249 +2275 +2302 +2329 +2356 +2383 +2410 +2437 +2464 +2491 +2518 +2545 +2573 +2601 +2629 +2657 +2685 +2713 +2743 +2769 +2797 +2825 +2854 +2883 +2912 +2941 +2970 +2999 +3028 +3057 +3086 +3115 +3145 +3175 +3205 +3235 +3265 +3295 +3325 +3355 +3385 +3415 +3446 +3477 +3508 +3539 +3570 +3601 +3632 +3663 +3694 +3725 +3757 +3789 +3821 +3853 +3885 +3917 +3949 +3981 +4013 +4045 +4078 +4111 +4114 +4177 +4210 +4243 +4276 +4309 +4342 +4375 +4409 +4443 +4477 +4511 +4545 +4579 +4613 +4647 +4681 +4715 +4750 +4785 +4820 +4855 +4890 +4925 +4960 +5030 +5065 +5100 +5136 +5172 +5208 +5244 +5280 +5316 +5352 +5388 +5424 +5460 +5497 +5537 +5571 +5608 +5645 +5682 +5719 +5793 +5830 +5868 +5906 +5944 +5982 +6020 +6058 diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt index 9aa4bf7da..f999e6744 100644 --- a/npc/instances/NydhoggsNest.txt +++ b/npc/instances/NydhoggsNest.txt @@ -1,2948 +1,2948 @@ -//===== eAthena Script =======================================
-//= Nidhoggr's Nest
-//===== By: ==================================================
-//= L0ne_W0lf, various sources
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= eAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Nidhoggr's Nest Instance
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Minor dialog updates.
-//= 1.2 No longer glitches when anyone but party leader talks to the first NPC.
-//============================================================
-
-nyd_dun02,100,201,3 script Yggdrasil Gatekeeper 111,8,8,{
- if (ins_nyd == 0) {
- mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.";
- next;
- mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.";
- next;
- switch(select("Move closer to look more carefully.:Step back.")) {
- case 1:
- if (ep13_1_edq == 14) {
- specialeffect2 EF_HOLYHIT;
- PushPC 3,3;
- set ep13_1_edq,15;
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
- set ins_nyd,1;
- close;
- }
- else if (ep13_1_edq == 15) {
- specialeffect2 EF_HOLYHIT;
- PushPC 3,3;
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
- set ins_nyd,1;
- close;
- }
- else {
- specialeffect2 EF_HOLYHIT;
- PushPC 3,3;
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
- next;
- mes "You'll have to obtain the others trust in the expendition camp by working hard.";
- set ins_nyd,1;
- close;
- }
- case 2:
- close;
- }
- }
- else if (ins_nyd == 1) {
- if ((ep13_1_edq == 14) || (ep13_1_edq == 15)) {
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
- set ep13_1_edq,15;
- close;
- }
- else {
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
- next;
- mes "You'll have to obtain the others trust in the expendition camp by working hard.";
- close;
- }
- }
- else if ((ins_nyd == 111) || (ins_nyd == 112)) {
- specialeffect2 EF_CHANGECOLD;
- mes "The strange sensation surrounding your body has disappeared";
- next;
- mes "When you touch the stone gate, you hear a commanding voice.";
- next;
- mes "[??????]";
- mes "Wingless one... Our promised words...";
- next;
- switch(select("'Guardian's spell'!:Take a step back.")) {
- case 1:
- mes "[??????]";
- mes "Promised words... Guardian's spell... proof of their existence.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "In the name of Yggdrasiliad, I will accept you as a servant of the Guardian.";
- next;
- specialeffect2 EF_CHANGECOLD;
- set ins_nyd,200;
- mes "[Yggdrasil Gatekeeper]";
- mes "I accept your entrance through the Guardian's gate. You are now considered a faithful servant of the Guardian Nidhoggur.";
- next;
- mes "The voice has disappeared, and the dark power is calming down from behind the stone gate.";
- close;
- case 2:
- close;
- }
- }
- else if ((ins_nyd == 131) || (ins_nyd == 132) || (ins_nyd > 199)) {
- set .@ins_nyd_check,checkquest(3135,PLAYTIME); // 3 Day cooldown
- set .@ins_nyd_check2,checkquest(3135,PLAYTIME); // 4 Hour play limit
- if (.@ins_nyd_check == -1) {
- mes "As I put my hands on the stone gate, a voice sounded from the depth of my heart.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "The loyal servants of the Guardian... what can I do for you?";
- next;
- switch(select("Please allow me to enter.:I want to go in.:I want to leave.")) {
- case 1:
- set .@party,getcharid(1);
- set .@leader,getpartyleader(.@party,2);
- set .@md_name$,"Nidhoggur's Nest";
-
- getpartymember(.@party);
- set .@partymembercount,$@partymembercount;
- copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
-
- if ((.@party > 0) && ((.@partymembercount > 1)) && (.@leader == getcharid(0))) {
- set .@instance, instance_create(.@md_name$, .@party);
- if (.@instance < 0) {
- mes "[Yggdrasil Gatekeeper]";
- mes "The Guardian seems to wish to be alone. I will go in and check, please wait out here.";
- close;
- }
- else {
- for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) {
- if( instance_attachmap(.@i + "@nyd", .@instance) == "" )
- break;
- }
- if( .@i < 2 ) {
- instance_destroy(.@instance);
- close;
- }
- instance_attach(.@instance);
- instance_set_timeout 144000,300,.@instance;
- instance_init(.@instance);
-
- // Spawn standard mobs
- donpcevent instance_npcname("ins_nyd1_spawn_mobs", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("ins_nyd2_spawn_mobs", instance_id())+"::OnInstanceInit";
- // Activate Floor 1
- donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnInstanceInit";
- // Active Floor 2
- donpcevent instance_npcname("nyd_2f_enter_broad", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_boss_enter", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnInstanceInit";;
- donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnInstanceInit";;
- donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnInstanceInit";;
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnInstanceInit";
- donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnInstanceInit";
-
- mes "[Yggdrasil Gatekeeper]";
- mes "I've recorded your request, are you ready to go inside?";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "If you are ready, I will allow you to enter.";
- close;
- }
- }
- else {
- mes "[Yggdrasil Gatekeeper]";
- mes "When you touch the stone gate, you can hear the voice in your heart.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "Where are the other servants, so you can work together? Each servant cannot be admitted here individually...";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "Come with at least 1 more servant... Only party leaders can accept admission to Nidhoggur's Nest.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "And only 1 representative of you needs to talk to me, so don't annoy me...";
- close;
- }
- case 2:
- if (.@ins_nyd_check2 < 2) { // Added check to avoid people from re-partting up.
- set .@party,getcharid(1);
- set .@leader,getpartyleader(.@party,2);
- set .@p_name$,getpartyname(.@party);
- set .@p_name2$,strcharinfo(0);
- set .@md_name$,"Nidhoggur's Nest";
-
- getpartymember(.@party);
- set .@partymembercount,$@partymembercount;
- copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
-
- if (has_instance("1@nyd") == "") {
- mes "[Yggdrasil Gatekeeper]";
- mes "You did not request for entrance. Please let your leader request entrance.";
- close;
- }
- else if ((has_instance("1@nyd") != "") && (.@partymembercount < 2)) {
- mes "[Yggdrasil Gatekeeper]";
- mes "Where are the other servants with you? We do not allow individuals to enter alone.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "You must be accompanied by one servant to be able to enter.";
- close;
- }
- else {
- mapannounce "nyd_dun02", .@p_name$ + "'s Party member " + .@p_name2$ + " has entered " + .@md_name$,bc_map,"0x00ff99";
- if (checkquest(3135) == -1) setquest 3135;
- if (checkquest(3136) == -1) setquest 3136;
- warp "1@nyd",32,37;
- close;
- }
- }
- else {
- //Custom
- mes "[Yggdrasil Gatekeeper]";
- mes "You are no longer able to enter Nidhogger's Nest, as your instance has expired.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.";
- close;
- }
- case 3:
- close;
- }
- }
- else if ((.@ins_nyd_check == 0) || (.@ins_nyd_check == 1)) {
- mes "[Yggdrasil Gatekeeper]";
- mes "With the defeat of Nidhoggur's Shadow, the roots of the World Tree Yggdrasil are also affected.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.";
- close;
- }
- else if (.@ins_nyd_check == 2) {
- mes "[Yggdrasil Gatekeeper]";
- mes "The World Tree Yggdrasil has stabilized. Would you like to enter Nidhoggur's Nest again?";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "If you would like to enter again, please register with me.";
- erasequest 3135;
- erasequest 3136;
- set 'ins_nyd2,0;
- close;
- }
- else {
- close;
- }
- }
- else {
- mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.";
- next;
- mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.";
- next;
- switch(select("Move closer to look more carefully.:Step back.")) {
- case 1:
- specialeffect2 EF_HOLYHIT;
- PushPC 3,3;
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- close;
- case 2:
- close;
- }
- }
- close;
-
-OnTouch_:
- if (ins_nyd == 0) {
- specialeffect2 EF_CHANGECOLD;
- specialeffect EF_CHANGECOLD,"Yggdrasil Gatekeeper";
- }
- end;
-}
-
-mid_camp,271,299,3 script Historian Magnifier#edq 755,3,3,{
- if (ins_nyd == 1) {
- mes "[Historian Magniffer]";
- mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.";
- next;
- mes "[Historian Magniffer]";
- mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..";
- next;
- mes "[Historian Magniffer]";
- mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.";
- next;
- mes "[Historian Magniffer]";
- mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.";
- close;
- }
- else if (ins_nyd == 2) {
- mes "[Historian Magniffer]";
- mes "Does Commander Agip want to talk to me? Let's listen to his story.";
- next;
- mes "[Historian Magniffer]";
- mes "Did you find the cave that the fairy tribes treat as a holy place? You are a really tough cookie. What did you find?";
- next;
- mes "[Historian Magnifier]";
- mes "...";
- next;
- mes "... ...";
- next;
- mes "[Historian Magnifier]";
- mes "Wait a second... I have a brilliant idea.";
- next;
- mes "[Historian Magnifier]";
- mes "Let's see... This book... No... this one...? Hmm... Maybe this...";
- next;
- mes "[Historian Magnifier]";
- mes "...";
- next;
- mes "[Historian Magnifier]";
- mes "... ...";
- next;
- mes "[Historian Magnifier]";
- mes "Oh, here it is! World Tree Yggdrasil and God's tribes... This is their book!";
- next;
- mes "[Historian Magnifier]";
- mes "Maybe you found the central line to enter into the World Tree Yggdrasil!";
- next;
- mes "[Historian Magnifier]";
- mes "If that's true, you've found the greatest discovery since the harnessing of mana. Isn't this exciting?";
- next;
- mes "[Historian Magnifier]";
- mes "But we need a lot more information... Are they refusing you admission?";
- next;
- mes "[Historian Magnifier]";
- mes "I will send a message to my assistant who is in the Prontera Library. So, help her find more information.";
- next;
- mes "[Historian Magnifier]";
- mes "I will definitely help you find a way to enter the World Tree directly so, just believe in me! Okay~!!";
- set ins_nyd,3;
- close;
- }
- else if (ins_nyd == 3) {
- mes "[Historian Magnifier]";
- mes "Why are you standing there? Go to my assistant in the Prontera Library!";
- close;
- }
- else if (ins_nyd == 4) {
- mes "[Historian Magnifier]";
- mes "You've come back... Good, how's Naomi? Actually, I don't need to worry about her. She is always cheerful. Haha.";
- next;
- mes "[Historian Magnifier]";
- mes "You look like you have a lot on your mind... Your face is full of curiosity and questions.";
- next;
- mes "[Historian Magnifier]";
- mes "So, did you read the whole story that I have prepared?";
- next;
- switch(select("Not yet.:I read all the stories.")) {
- case 1:
- mes "[Historian Magnifier]";
- mes "Sheesh~ I prepared these stories for you carefully, but you didn't bother to check anything out did you?";
- next;
- mes "[Historian Magnifier]";
- mes "It would be better if you returned after reading all of them. That's very basic data of what we should do for the future.";
- close;
- case 2:
- mes "[Historian Magnifier]";
- mes "Hm, good job. Maybe I don't need to check anything else, right?";
- next;
- mes "[Historian Magnifier]";
- mes "I sent you to figure out which basic materials will be needed for the jobs ahead of us. You should bring research reports...";
- next;
- mes "[Historian Magnifier]";
- mes "You might complain about why I didn't bring any myself... That's because I trust your abilities, don't ever take anything for granted.";
- next;
- mes "[Historian Magnifier]";
- mes "But a while ago, while you were tranferring reports from Commander Agip to the mainland, you lost those reports... remember?";
- next;
- mes "[Historian Magnifier]";
- mes "So far, nothing's come up... Was it that somebody attacked you?";
- next;
- mes "[Historian Magnifier]";
- mes "Somehow, the truth will come out, but we should be careful of shocking the natives if we go there unannounced and they're not prepared for our arrival.";
- next;
- mes "[Historian Magnifier]";
- mes "I've talked too much... Anyway, as you know through my report, you've found a great thing!";
- next;
- mes "[Historian Magnifier]";
- mes "Firstly, we should find out more about the place. I expect we can, but... we can't do much without help from others.";
- next;
- mes "[Historian Magnifier]";
- mes "I have heard about recent expeditions of adventurers that have tried to contact the tribes... Have you heard anything about this?";
- next;
- mes "[Historian Magnifier]";
- mes "Anyway, let's try to contact them first, to be clear about any caves or treasures.";
- next;
- mes "[Historian Magnifier]";
- mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract information from them.";
- next;
- mes "[Historian Magnifier]";
- mes "I'll also keep searching here. If you find anything, come back and let me know.";
- set ins_nyd,5;
- close;
- }
- }
- else if ((ins_nyd == 5) || (ins_nyd == 51) || (ins_nyd == 52)) {
- mes "[Historian Magnifier]";
- mes "Okay, let's try to contact them first, to be clear about any caves or treasures.";
- next;
- mes "[Historian Magnifier]";
- mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract more information.";
- next;
- mes "[Historian Magnifier]";
- mes "I'll also keep searching here. If you find anything, come back and let me know.";
- close;
- }
- else if ((ins_nyd == 61) || (ins_nyd == 62)) {
- mes "[Historian Magnifier]";
- mes "Ah, you've come at a proper time. I found a curious thing while looking for reports from Arunafeltz.";
- next;
- mes "[Historian Magnifier]";
- mes "Right now, we are standing on part of one of the roots of the World Tree Yggdrasil.";
- next;
- mes "[Historian Magnifier]";
- mes "This spot is connected to World Tree by the root. I think we can expect confrontations between the Sapha and Laphine here eventually, don't you think?";
- next;
- mes "[Historian Magnifier]";
- mes "As I expected, the cave is the entrance to go to one of Yggdrasil's roots...";
- next;
- mes "[Historian Magnifier]";
- mes "Did you find anything about the Sapha and Laphine?";
- next;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "[Historian Magnifier]";
- mes "Both sides act ambiguously, so... I'm getting worried...";
- next;
- mes "[Historian Magnifier]";
- mes "The two tribes have some trouble amongst their top leaders. It's not anything official, but...";
- next;
- mes "[Historian Magnifier]";
- mes "Let's report to Commander Agip about the situation so far. Then, we wait on his decision.";
- set ins_nyd,7;
- close;
- }
- else if ((ins_nyd == 7) || (ins_nyd == 8)) {
- mes "[Historian Magnifier]";
- mes "Report to Commander Hibba Agip about what we have discovered, since time is dependent on his decision.";
- close;
- }
- else if ((ins_nyd == 121) || (ins_nyd == 122) || (ins_nyd == 131) || (ins_nyd == 132) || (ins_nyd ==14)) {
- mes "[Historian Magnifier]";
- mes "So that's how it is... we were right about some parts of it... it's called the Guardian's Nest.";
- next;
- mes "[Historian Magnifier]";
- mes "We have gained a large amount of knowledge today, but...";
- next;
- mes "[Historian Magnifier]";
- mes "What we have figured out... how is it going to influence mankind? It's so unpredictable...";
- next;
- mes "[Historian Magnifier]";
- mes "This is only the beginning...we will be quite busy from now on.";
- next;
- mes "[Historian Magnifier]";
- mes "First, report to Commander Agip, then act according to the situation. Let me organize my research findings...";
- close;
- }
- else {
- mes "[Historian Magnifier]";
- mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.";
- next;
- mes "[Historian Magnifier]";
- mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..";
- next;
- mes "[Historian Magnifier]";
- mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.";
- next;
- mes "[Historian Magnifier]";
- mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.";
- close;
- }
-}
-
-prt_in,171,94,3 script Assistant Naomi#edq 893,3,3,{
- set name,PcName;
- if (ins_nyd == 3) {
- mes "[Assistant Naomi]";
- mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all...";
- next;
- mes "[Assistant Naomi]";
- mes "Hey, you. Please move these books. Put them into shelf 3 row B.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Ah...um..I...am...";
- next;
- mes "[Assistant Naomi]";
- mes "Don't you see I am too busy? Don't hesitate. Just do it.";
- next;
- switch(select("Look busy, and take a step back.:Help her just this once.")) {
- case 1:
- mes "[Assistant Naomi]";
- mes "Gosh! Where is-? Where did-? Ugh! It's so difficult!";
- close;
- case 2:
- mes "[Assistant Naomi]";
- mes "Ah... if you're done moving those, then these should go in shelf 3 row B.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Ah...I...see...";
- next;
- mes "[Assistant Naomi]";
- mes "Now, I am almost done... Who are you? Are you a new assistant to Dr. Magnifier?";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "He asked me to bring some reports. Didn't he say anything?";
- next;
- mes "[Assistant Naomi]";
- mes "Hmm... I haven't seen him in over a year! What's he doing now?";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "He said that he would send a message to you... didn't you get it?";
- next;
- mes "[Assistant Naomi]";
- mes "Message? ...Let's see... I never expected him to write a message...";
- next;
- mes "[Assistant Naomi]";
- mes "I will check the mailbox, wait a minute. If you get bored read those books.";
- next;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "It's too messy due to lots of stacked books and files. Dr. Magnifier looks like he has a ton of reports.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "'Birth of the World', 'The Fiction of Odin's Myth', 'God's Battle Then After', 'Dreams of the Tribes'. There are a variety of books...";
- next;
- mes "...";
- next;
- mes "[Assistant Naomi]";
- mes "Oh, sorry I took so long. There was too much mail, so it took me a while to find stuff.";
- next;
- mes "[Assistant Naomi]";
- mes "He has sent me mail over 20 times. I did not know that...";
- next;
- mes "[Assistant Naomi]";
- mes "Ah, here's the message about you. He's said to share the information on research and reports.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "What is the Doctor's area of expertise?";
- next;
- mes "[Assistant Naomi]";
- mes "Ever since 5 years ago, he has been curious about how the world started, and so he began his search for the God of creation.";
- next;
- mes "[Assistant Naomi]";
- mes "He researches combat between Odin and the Gods, and about the Gods' origins and life.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "So, did he already know that the Rebirth of Satan Morocc has occured before?";
- next;
- mes "[Assistant Naomi]";
- mes "I can't be sure, but he thought someday it would occur. It broke out earlier than he expected though.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "But Rune-Midgarts approved this research?";
- next;
- mes "[Assistant Naomi]";
- mes "Our academics are not a religion. And they too have curiosity about this world's history.";
- next;
- mes "[Assistant Naomi]";
- mes "The combat of Odin vs. the Gods, and the God's sons and their purpose... The Doctor has researched this his whole life.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "But those reports haven't come out yet. Have they?";
- next;
- mes "[Assistant Naomi]";
- mes "That's why he sent you here. By the way, this isn't the first time I've heard this.";
- next;
- mes "[Assistant Naomi]";
- mes "After the establishment of the Rune-Midgarts Kingdom and Arunafeltz, the rumors have spread in secret about their tribes, myths, etc.";
- next;
- mes "[Assistant Naomi]";
- mes "Anyway, I should make sure that you read all these books, and I'll just keep doing my work.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Shouldn't I have filed the books?";
- next;
- mes "[Assistant Naomi]";
- mes "The Doctor said he will pick up the books through another person. Besides, don't you need the basic information on what to do?";
- next;
- mes "[Assistant Naomi]";
- mes "Before you go back to the Doctor, you had better read these books. So, I will go back to work.";
- set ins_nyd,4;
- close;
- }
- }
- else if (ins_nyd == 4) {
- mes "[Assistant Naomi]";
- mes "Browse around, to take a look at the books.";
- next;
- switch(select("Discovery of Heterogeneity:Report of Indigenous Tribes")) {
- case 1:
- mes "Satan Morocc has known that he didn't resurrect normally or by himself.";
- next;
- mes "Continuously, adventurers from Rune-Midgarts have attacked him and he is slowly losing his power. He would need more time to resurrect completely.";
- next;
- mes "Satan Morroc stopped to destroy the city of Morroc, turning it into a ruined desert, then started to rip the world apart.";
- next;
- mes "Satan Morroc was worried about those who would give chase, so he created Morocc clones to keep watch behind him.";
- next;
- mes "Modeled after Morocc, their appearance made it difficult to go around the time-space gap.";
- next;
- mes "Still the adventurers gave chase. They came from all over the world, trying to approach the Dimensional Gorge.";
- next;
- mes "The reports of these adventurers have been sent to representatives of all kingdoms, and an expedition team has been created to find out more information.";
- next;
- mes "The scientists of Schwartzwalt created a combination metal, using fragments of metals found in the dimensional gorge.";
- next;
- mes "The Schwaltzvalt Republic requested approval to find the source of the new metal, and since Rune-Midgart couldn't complete the test themselves, they finally accepted.";
- next;
- mes "They associated together to gather volunteers. The Assassin Guild was the first to volunteer.";
- next;
- mes "The Assassins have a terrible past with Satan Morroc, so they gathered 18 members to chase him down.";
- next;
- mes "About 3 hours later, all 18 members returned without any problem, and each man and woman shared the information that they had collected.";
- next;
- mes "They had discovered another world with a definitively different nature and environment. And indeed, people could also live there.";
- next;
- mes "The most surprising thing is the flow of time. The 18 assassins had stayed for about 2 weeks in there, yet they returned within 3 hours after departing.";
- next;
- mes "The last thing to be tested... was to send adventurers who volunteered to explore the new world.";
- next;
- mes "There was a flood of adventurer applications. Lots of volunteers disappeared over the dimensional gorge, and they brought back new data.";
- next;
- mes "The new world could support 3 completely different eco-systems dependant upon the race of people that lived there.";
- next;
- mes "The heterogenous phenomenon needed to be studied thoroughly and carefully in order to under the relationship between thair world and ours.";
- next;
- mes "Just when it was expected to be impossible to travel into a different world, the first page of a new chapter was opened.";
- close;
- case 2:
- mes "Long ago, there wasn't a sun, moon, or stars; just empty earth... and Ymir was born. Then, by making sons, Ymir grew.";
- next;
- mes "But, his sons grew as well and he was killed by Odin, Vili, and Ve; 3 brothers, Gods, that attacked from different sides.";
- next;
- mes "At that time of Ymir's fall his blood flooded the world... killing all in it's path.";
- next;
- mes "Only Hvergelmir of the Sapha tribe escaped from this flooding of blood. And he swore vengeance in Jotunheim, which is covered with foggy snow.";
- next;
- mes "Currently, one of the Sapha tribe has been discovered from beyond the Dimensional Gorge.";
- next;
- mes "Other than the Sapha tribe, there was another tribe beyond the time-space gap, known as the Laphine.";
- next;
- mes "The Laphine tribes gathered as well for an expedition to explore the time-space gap and figure out the World Tree's strange symptoms and perharps a cure method.";
- next;
- mes "The Laphine tribe was charged with the management of Yggdrasil, to establish their lands close to Asgard, and to protect the balance of Yggdrasil's magic power.";
- next;
- mes "The Laphine tribe has never contacted anyone outside of Asgard. But since they found that Yggdrasil's power if weakening...";
- next;
- mes "They have declared they will attend to the high courts for the first time in 1000 human years, since the end of the battles of Gods vs. Magicians.";
- close;
- }
- }
- else {
- mes "[Assistant Naomi]";
- mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all...";
- next;
- mes "[Assistant Naomi]";
- mes "Don't you see that I'm too busy? Don't dawdle, just go!";
- close;
- }
-}
-
-splendide,198,178,3 script Grumbling Soldier#edq 447,3,3,{
- if (isequipped(2782) == 1) {
- mes "[Grumbling Soldier]";
- mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore.";
- next;
- if (ins_nyd == 5) {
- switch(select("What's with the cave up north?:Who are the Sapha tribesmen?:Hmm. We can talk later.")) {
- case 1:
- mes "[Grumbling Soldier]";
- mes "What? If you wander around there... you might return with injuries.";
- next;
- mes "[Grumbling Soldier]";
- mes "I don't know exactly how to explain it, but it's like it has a bad mood. There are lots of terrible monsters there.";
- next;
- mes "[Grumbling Soldier]";
- mes "They whisper to each other, so... something is there... But I don't care...";
- next;
- mes "[Grumbling Soldier]";
- mes "Might be... those Sapha tribesmen have dug in the cave before... They do have a special talent for digging.";
- set ins_nyd,51;
- close;
- case 2:
- mes "[Grumbling Soldier]";
- mes "Oh! It is because of them that we have been living here, a lowdown and dirty city, for over one hundred years.";
- next;
- mes "[Grumbling Soldier]";
- mes "They don't care if there's trouble with the Yggdrasil.";
- next;
- mes "[Grumbling Soldier]";
- mes "They are surely full of bad ideas, so... they have destroyed the Yggdrasil's root.";
- next;
- mes "[Grumbling Soldier]";
- mes "We are here to make sure that the Sapha don't make things worse.";
- close;
- case 3:
- close;
- }
- }
- else {
- mes "[Grumbling Soldier]";
- mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore.";
- next;
- mes "[Grumbling Soldier]";
- mes "What can you expect when Manuk giants start to dig into the world to destroy the Yggdrasil...";
- next;
- mes "[Grumbling Soldier]";
- mes "And the worst thing is... that strange things are strutting along the streets of the towns...";
- next;
- mes "[Grumbling Soldier]";
- mes "Yes, you... What do you think about the way the government is handling this...?";
- next;
- mes "[Grumbling Soldier]";
- mes "Although they ignore your track record, still, one should be careful...";
- close;
- }
- }
- else {
- mes "[Grumbling Soldier]";
- mes "SeLarsmar Di marThusVil U SeMushVohl";
- close;
- }
-}
-
-splendide,240,164,3 script Sighing Soldier#edq 461,3,3,{
- if (isequipped(2782) == 1) {
- mes "[Sighing Soldier]";
- mes "When will we be finished with this combat with the Sapha? Ugghhhh...";
- next;
- if (ins_nyd == 5) {
- switch(select("What's with the cave up north?:Who are the Sapha tribesmen?:Hmm. We can talk later.")) {
- case 1:
- mes "[Sighing Soldier]";
- mes "Well... I'm not sure, but we have avoided going to that area.";
- next;
- mes "[Sighing Soldier]";
- mes "Sometimes, the dispatched researchers hang around here... I feel bad that there's nothing to see... without any reason...";
- next;
- mes "[Sighing Soldier]";
- mes "But the command officers make sure that there's something hidden in there.";
- next;
- mes "[Sighing Soldier]";
- mes "We don't know if the monsters there are strong, so we never checked it out. But on a personal level, nobody wants to go there...";
- set ins_nyd,51;
- close;
- case 2:
- mes "[Sighing Soldier]";
- mes "I don't know what others think about it... but we've had some trouble with our attitude against the Sapha tribes.";
- next;
- mes "[Sighing Soldier]";
- mes "We didn't try to solve the problems with talk. We attacked them first.";
- next;
- mes "[Sighing Soldier]";
- mes "Maybe... our command officers don't want to accept other species different than us...";
- next;
- mes "[Sighing Soldier]";
- mes "Don't misunderstand... Recently, we have talked about your particular species and our commanders feel grateful to you.";
- next;
- mes "[Sighing Soldier]";
- mes "Anyway... I'm just exhausted during this useless and nerve-wracking situation... Sigh.";
- close;
- case 3:
- close;
- }
- }
- else {
- mes "[Sighing Soldier]";
- mes "When will we be finished with this combat with the Sapha? Ugghhhh...";
- next;
- mes "[Sighing Soldier]";
- mes "Frankly, I don't think of you or any Sapha is our enemy. Sigh...";
- next;
- mes "[Sighing Soldier]";
- mes "Is there no way to resolve this by communicating? There's no meaning in useless combat! Geez.";
- close;
- }
- }
- else {
- mes "[Grumbling Soldier]";
- mes "VohlLarsmar Ha DielCyatas";
- close;
- }
-}
-
-spl_in01,109,60,3 script Commander Lebiordirr#edq 435,3,3,{
- if (isequipped(2782) == 1) {
- if (ins_nyd == 51) {
- mes "[Commander Lebiordirr]";
- mes "Are you...? Are you the one collecting information from my soldiers...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "You should be cautious. Our tribe has respected the existence of you humans but...";
- next;
- mes "[Commander Lebiordirr]";
- mes "I've taken a great risk in allowing you in here. So be wary.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Don't attract too much attention because that would make your people look bad.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Now, we don't need to talk much about this, so just go back where you came from.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Unless you have any messages for me...? Your face says you do...";
- next;
- switch(select("No. Nothing. We can talk later.:I intend to stay. For good reasons.")) {
- case 1:
- close;
- case 2:
- mes "[Splendide Guard]";
- mes "Sir, I can drag this pest out right now.";
- next;
- mes "[Commander Lebiordirr]";
- mes "No. Let's hear an explanation. Good? Now, if you want...";
- next;
- mes "[Commander Lebiordirr]";
- mes "I have known that, recently, time has broken... so, you're here exploring for a solution, no?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Our tribe has respected you, so just forget about the searching and exploring around here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "I heard that you are to search for any treasure in the closed cave to the north.";
- next;
- mes "[Commander Lebiordirr]";
- mes "That place is banned by order of the Laphine tribe. So, people can't just go there without permission.";
- next;
- mes "[Commander Lebiordirr]";
- mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Now, if you understand this, inform your friends.";
- set ins_nyd,61;
- close;
- }
- }
- else if (ins_nyd == 61) {
- mes "[Commander Lebiordirr]";
- mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Now, if you understand this, inform your friends.";
- close;
- }
- else if (ins_nyd == 81) {
- mes "[Commander Lebiordirr]";
- mes "Why have you come back, outsider?";
- next;
- switch(select("To ask the Laphines about exploring...")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "Exploring what? Choose your words wisely?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Do we not understand each other? What do you want?";
- next;
- switch(select("I must explore the cave.")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "That means... that you are ignoring my warning? Is this your decision or are you just following orders?";
- next;
- switch(select("I'm just following orders")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "Are you trying to insult me on purpose, outsider?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Why do you want to explore? It better be a very good reason.";
- next;
- switch(select("It's about Dr. Magnifier's report...")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "So... What do I care about an outsider's report?";
- next;
- mes "[Commander Lebiordirr]";
- mes "To protect the Yggdrasil! That's the Laphine's fate. Can you say that about yourself?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Do you have any proof of your birth with Odin and Yggdrasil's blessings?";
- next;
- mes "[Commander Lebiordirr]";
- mes "I shouldn't say anymore. Please don't take this as being rude but, please go now!";
- next;
- switch(select("Then I'll ask the Sapha for help.")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "What are you talking about, outsider?";
- next;
- mes "[Splendide Guard]";
- mes "Sir, I can get rid of this rude outsider if you wish?";
- next;
- mes "[Commander Lebiordirr]";
- mes "No, wait... The Sapha tribesmen know the meaning of that place? Did you ask to associate with them?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Ah... How tricky... Are you testing us?";
- next;
- mes "[Splendide Guard]";
- mes "Calm down, sir. I will throw this outsider into prison.";
- next;
- mes "[Commander Lebiordirr]";
- mes "No... No, wait. Ok, I will accept it. I can accept your admission into the Holy Sekos.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Okay. If you are a servant of the Yggdrasil as you claim to be, I will allow you admission. But I am not responsible for your actions.";
- next;
- mes "[Commander Lebiordirr]";
- mes "And make sure that if you find anything out of the ordinary in there, that you share it with us!";
- next;
- switch(select("But of course!")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "So... since I have agreed to allow your exploration... Arioss, help them, and take the results.";
- next;
- mes "[Aide Arioss]";
- mes "Sir... are you sure? This is an invasion of the Holy Sekos...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Invasion is a harsh word. I am allowing them entrance. Better them than a dirty giant. It might just save our lives...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Here, outsider. Arioss will explain the situation with the giants. Talk with him...";
- set ins_nyd,91;
- close;
- }
- }
- }
- }
- }
- }
- }
- else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
- mes "[Commander Lebiordirr]";
- mes "Outsider. Arioss here will explain the situation with the giants, talk with him...";
- close;
- }
- else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 122) || (ins_nyd == 132)) {
- mes "[Commander Lebiordirr]";
- mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.";
- next;
- mes "[Commander Lebiordirr]";
- mes "If you are cautious with your actions, I won't place any harm on you. Fare well.";
- close;
- }
- else if (ins_nyd == 203) {
- mes "[Commander Lebiordirr]";
- mes "I was waiting for you. You came back safe, that's good news. Did you find anything?";
- next;
- switch(select("Explain about the guardian Nidhoggur's leave.")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "What? The Guardian is not in his nest...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "And because of his disppearance, the Guardian's Shadow is currently destorying the roots of the World Tree...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "That's unbelievable. You must be insulting the Guardian's and our pride. I did not provide you with our help for that.";
- next;
- mes "[Aide Arioss]";
- mes "It's not like that, Commander, they speak the truth.";
- next;
- mes "[Commander Lebiordirr]";
- mes "What are you saying? Arioss, do not forget your place as the Guardian's priest.";
- next;
- mes "[Aide Arioss]";
- mes "Even though I have not seen it with my own eyes, this does explain why we lost communication with the great World Tree Yggdrasil.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Do not speak of His Highness, the World Tree Yggdrasil's name so lightly.";
- next;
- switch(select("Pass along World Tree Yggdrasil's words.")) {
- case 1:
- mes "[Commander Lebiordirr]";
- mes "His Highness, the World Tree Yggdrasil, said that?";
- next;
- mes "[Commander Lebiordirr]";
- mes "The reason behind all of this... is not because of the Sapha tribe, but because of the sudden leave of the Guardian? And the Guaridan has given up on his identity?";
- next;
- mes "[Commander Lebiordirr]";
- mes "This must be reported... reported to the High Priest of Alfheim... Unbelievable.";
- next;
- mes "[Aide Arioss]";
- mes "Commander... do we need to alert the rest of the tribe...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "You don't need to worry about this, Arioss. As commander, I will handle it. You just pretend nothing happened...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Arioss, please compensate this strange one for the help. I need to go rest...";
- next;
- mes "[Aide Arioss]";
- mes "Commander...";
- set ins_nyd,121;
- close;
- }
- }
- }
- else if ((ins_nyd == 121) || (ins_nyd == 131)) {
- mes "[Commander Lebiordirr]";
- mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today...";
- close;
- }
- else {
- mes "[Commander Lebiordirr]";
- mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.";
- next;
- mes "[Commander Lebiordirr]";
- mes "If you are cautious with your actions, I won't place any harm on you. Fare well.";
- close;
- }
- }
- else {
- mes "[Commander Lebiordirr]";
- mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee...";
- close;
- }
-}
-
-spl_in01,104,56,3 script Aide Arioss#edq 437,3,3,{
- if (isequipped(2782) == 1) {
- if (ins_nyd == 91) {
- mes "[Aide Arioss]";
- mes "Sigh, since it's Commander Lebiordirr's wish, I will cooperate with you...";
- next;
- mes "[Aide Arioss]";
- mes "You want to go there to find out exactly what that place is?";
- next;
- mes "[Aide Arioss]";
- mes "Alright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.";
- next;
- switch(select("Guardian's Nest?")) {
- case 1:
- mes "[Aide Arioss]";
- mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...";
- next;
- mes "[Aide Arioss]";
- mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter.";
- next;
- mes "[Aide Arioss]";
- mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...";
- next;
- mes "[Aide Arioss]";
- mes "To obtain more minerals, they started to dig with madness.";
- next;
- mes "[Aide Arioss]";
- mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.";
- next;
- mes "[Aide Arioss]";
- mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.";
- next;
- mes "[Aide Arioss]";
- mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.";
- next;
- mes "[Aide Arioss]";
- mes "During this time, your people have travelled through the space-time gap to this land.";
- next;
- mes "[Aide Arioss]";
- mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...";
- next;
- mes "[Aide Arioss]";
- mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.";
- next;
- mes "[Aide Arioss]";
- mes "It's very insulting to our pride... but if you can help us enter that place again, and speak to the Guardian, maybe we can find a solution...";
- next;
- mes "[Aide Arioss]";
- mes "Then we'll leave it to you. As for your request, I will do my best to cooperate.";
- next;
- mes "[Aide Arioss]";
- mes "I have already told you what you wanted to know... If you need anything else, just let me know.";
- set ins_nyd,101;
- close;
- }
- }
- else if (ins_nyd == 101) {
- mes "[Aide Arioss]";
- mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?";
- next;
- mes "[Aide Arioss]";
- mes "That's because only the ones chosen by the Guardian may enter.";
- next;
- mes "[Aide Arioss]";
- mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.";
- next;
- mes "[Aide Arioss]";
- mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.";
- next;
- mes "[Aide Arioss]";
- mes "One was killed in our last war with the Sapha tribe... and the other has been taken captive.";
- next;
- mes "[Aide Arioss]";
- mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.";
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Aide Arioss]";
- mes "Also, remember this spell, it's needed to open the gate of the Guardian.";
- next;
- mes "[Aide Arioss]";
- mes "AnomarDu Ha OdesUdenVer Ie ";
- next;
- mes "[Aide Arioss]";
- mes "remuAlaAsh Mu ModtasAn Yu Dur";
- next;
- mes "[Aide Arioss]";
- mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ";
- next;
- mes "[Aide Arioss]";
- mes "Go find the fairy guarding the gate, and say this spell.";
- next;
- mes "[Aide Arioss]";
- mes "The proof and the spell will confirm that you are one of the Guardian's servants.";
- next;
- mes "[Aide Arioss]";
- mes "Please meet the Guardian, and come back with an answer to everything. I believe in you.";
- set ins_nyd,111;
- close;
- }
- else if ((ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
- mes "[Aide Arioss]";
- mes "Please meet with the Guardian and take a wise answer from him. I will trust you.";
- close;
- }
- else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
- mes "[Aide Arioss]";
- mes "... ...";
- next;
- mes "Not even caring about this a single bit? What a stupid woman...";
- close;
- }
- else if (ins_nyd == 121) {
- mes "[Aide Arioss]";
- mes "Things have actually become like this... as priests of the Guardian, it's our responsibility...";
- next;
- mes "[Aide Arioss]";
- mes "I represent the entire Laphine tribe, and show you our gratitude. This must all be very hard for our commander...";
- next;
- mes "[Aide Arioss]";
- mes "It can't compare with the effort you have put in for us... but please accept our token of friendship.";
- getexp 1500000,350000;
- getitem 6081,10; //Splendide_Coin
- set ins_nyd,131;
- mes "[Aide Arioss]";
- mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.";
- close;
- }
- else if (ins_nyd == 131) {
- mes "[Aide Arioss]";
- mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.";
- close;
- }
- else {
- mes "[Aide Arioss]";
- mes "... ...";
- next;
- mes "Never give attention to... um... a blunt woman...";
- close;
- }
- }
- else {
- mes "[Aide Arioss]";
- mes "AmanVilShar Ie DorLuShar Mu Re";
- close;
- }
-}
-
-spl_in01,110,21,0 script trap#s_edq -1,10,10,{
-OnTouch_:
- if ((isequipped(2782) == 1) && (ins_nyd == 51)) {
- mes "[Splendide Guard]";
- mes "That man is currently under arrest.";
- next;
- mes "[Splendide Guard]";
- mes "You'd better behave, Aide Arioss says that different races shall be treated the same way.";
- warp "spl_in01",109,58;
- close;
- }
- end;
-}
-
-spl_in01,101,52,5 script Splendide Guard#1_edq 447,1,1,{
- if (isequipped(2782) == 1) {
- mes "[Splendide Guard]";
- mes "This is the Splendide office. Don't act impolitely.";
- close;
- }
- else {
- mes "[Splendide Guard]";
- mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ";
- close;
- }
-}
-
-spl_in01,118,52,3 script Splendide Guard#2_edq 447,1,1,{
- if (isequipped(2782) == 1) {
- mes "[Splendide Guard]";
- mes "This is the Splendide office. Don't act impolitely.";
- close;
- }
- else {
- mes "[Splendide Guard]";
- mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ";
- close;
- }
-}
-
-man_in01,311,57,3 script Neat Etorr#edq 453,3,3,{
- if (isequipped(2782) == 1) {
- if (ins_nyd == 52) {
- mes "[Neat Etorr]";
- mes "Guest from the other world, please excuse our rudeness...";
- next;
- mes "[Neat Etorr]";
- mes "As the leader of the Sapha tribe, I have something very important to tell you. That is why I asked for you...";
- next;
- mes "[Neat Etorr]";
- mes "Your race has come to this land not long ago through the space-time gap.";
- next;
- mes "[Neat Etorr]";
- mes "You should have already seen what is going on. We have been at war with the Laphine tribe for a very long time.";
- next;
- mes "[Neat Etorr]";
- mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.";
- next;
- mes "[Neat Etorr]";
- mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.";
- next;
- switch(select("Leave quietly.:Don't know what he's talking about, and ask for details.")) {
- case 1:
- close;
- case 2:
- mes "[Manuk Field Elite Soldier]";
- mes "Are we really just letting these people go after they have stirred up problems on our land?";
- next;
- mes "[Neat Etorr]";
- mes "After what happened, I don't think they know what else they can do. Let me explain.";
- next;
- mes "[Neat Etorr]";
- mes "For now, we have acknowledged your race, and have been tolerant towards your activities.";
- next;
- mes "[Neat Etorr]";
- mes "But we have recently started to suspect you of being the Laphine tribe's eyes and ears.";
- next;
- mes "[Neat Etorr]";
- mes "Not long ago, We have heard that you have found remains in an abandoned cave in the north, and have been conducting investigations and researches regarding it.";
- next;
- mes "[Neat Etorr]";
- mes "We have captured a Laphine tribe priest during the last war, and we have heard that you have had contact with said captive.";
- next;
- mes "[Neat Etorr]";
- mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.";
- next;
- mes "[Neat Etorr]";
- mes "For your people, who have no direct connections, it is not a place satisfy your curiosity. I hope that you stop your investigations, and mind your own business.";
- next;
- mes "[Neat Etorr]";
- mes "If you don't accept our request, then do not expect any cooperations between our races in the future.";
- next;
- mes "[Neat Etorr]";
- mes "Because of the war against the Laphine tribe, everything is a mess. But even then, we cannot allow a foreign race to interfere.";
- next;
- mes "[Neat Etorr]";
- mes "You have heard it all, now please report back to your race.";
- set ins_nyd,62;
- close;
- }
- }
- else if (ins_nyd == 62) {
- mes "[Neat Etorr]";
- mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.";
- next;
- mes "[Neat Etorr]";
- mes "For your people, who have no direct connections, it is not a place to satisfy your curiosity. I hope that you stop your investigations, and mind your own business.";
- next;
- mes "[Neat Etorr]";
- mes "If you don't accept our request, then do not expect any cooperations between our races in the future.";
- close;
- }
- else if (ins_nyd == 72) {
- mes "[Neat Etorr]";
- mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.";
- next;
- mes "[Neat Etorr]";
- mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.";
- close;
- }
- else if (ins_nyd == 82) {
- mes "[Neat Etorr]";
- mes "Do you need me for something, strange one?";
- next;
- switch(select("Received invitation from the Sapha tribe to cooperate and investigate.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "Cooperate and investigate? What do you mean?";
- next;
- mes "[Neat Etorr]";
- mes "It seems like you did not understand what I said. What are you thinking?";
- next;
- switch(select("Please allow me to investigate the cave.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "From what I can tell, you are disrespecting my request. Is this your intention, or your people's intention?";
- next;
- switch(select("It's our intention.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "Ah, it is not an easy decision. You frighten me.";
- next;
- mes "[Neat Etorr]";
- mes "But may I ask why you want to do this?";
- next;
- switch(select("Explain Professor Magnifier's theory.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "It's surprising that you are able to obtain such results. We also have a similar theory.";
- next;
- mes "[Neat Etorr]";
- mes "At least we also think that we must use the Laphine prisoner to get information.";
- next;
- mes "[Neat Etorr]";
- mes "This problem has been the root of our conflicts with the Laphine tribe. Of course, it may also be an opportunity to resolve them.";
- next;
- mes "[Neat Etorr]";
- mes "Therefore, it's more of a reason to depend on our own powers. There is no room for you to interfere. Please give up.";
- next;
- switch(select("Give up request, and ask Laphine tribe for help instead.")) {
- case 1:
- mes "[Manuk Field Elite Soldier]";
- mes "You finally showed your true face. I knew you were a spy from the Laphine tribe!";
- next;
- mes "[Neat Etorr]";
- mes "Ah...you'd go as far as saying that. What good will it do for you, helping the Laphine tribe?";
- next;
- mes "[Neat Etorr]";
- mes "Those obnoxious dwarves offended our right of living, and are trying to get rid of us.";
- next;
- mes "[Neat Etorr]";
- mes "The reason we don't allow anyone to enter that site is because it's full of suspicions.";
- next;
- mes "[Neat Etorr]";
- mes "Alright, I'll approve of your request, and let you investigate the secret the Laphine tribe has hidden inside the cave.";
- next;
- mes "[Neat Etorr]";
- mes "If you promise to share all of your research results and findings, we will accept your request.";
- next;
- switch(select("Of course.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "Alright, from now on, we will cooperate with you, and allow you to directly communicate with the Laphine prisoner.";
- next;
- mes "[Manuk Field Elite Soldier]";
- mes "Commander...are you sure of this? We don't even know if they're friend or foe...";
- next;
- mes "[Neat Etorr]";
- mes "With just our powers, it's impossible to figure out what the Laphine is up to. I think the past has proven that.";
- next;
- mes "[Neat Etorr]";
- mes "What they're doing right now could potentially lead us to a solution.";
- next;
- mes "[Neat Etorr]";
- mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.";
- set ins_nyd,92;
- close;
- }
- }
- }
- }
- }
- }
- }
- else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
- mes "[Neat Etorr]";
- mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.";
- close;
- }
- else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) {
- mes "[Neat Etorr]";
- mes "Outsider. Welcome to Manuk, the village of the Sapha. I am its representative, Neat Etorr.";
- next;
- mes "[Neat Etorr]";
- mes "We are just a small village, nothing special... but rest comfortably.";
- close;
- }
- else if (ins_nyd == 203) {
- mes "[Neat Etorr]";
- mes "I was waiting for you. It's good that you're safe. Did you find anything?";
- next;
- switch(select("Explain the sudden leave of the Guardian.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "So... that's the nest of the Guardian of the World Tree, the sacred grounds for the Laphine tribe.";
- next;
- mes "[Neat Etorr]";
- mes "But because of the angry leave of the Guardian, his shadow is wreaking havoc on the World Tree?";
- next;
- mes "[Neat Etorr]";
- mes "If what you're saying is true, then there is no more reason for us to continue fighting the Laphine tribe...";
- next;
- mes "[Neat Etorr]";
- mes "What a huge discovery... So Nidhoggur is no longer the Guardian of the World Tree...?";
- next;
- mes "[Neat Etorr]";
- mes "Nidhoggur's Shadow came to exist in this world, and harmed the roots of the World Tree... what a disaster.";
- next;
- switch(select("Pass along the World Tree Yggdrasil's message.")) {
- case 1:
- mes "[Neat Etorr]";
- mes "Is that what the priest of the Guardian said?";
- next;
- mes "[Neat Etorr]";
- mes "From now on, we need to talk about this with the Laphine tribe.";
- next;
- mes "[Neat Etorr]";
- mes "But of course...we don't know if they're reasonable enough...hehe.";
- next;
- mes "[Neat Etorr]";
- mes "This is all we needed from you...What is left is business between us and the Laphine tribe.";
- next;
- mes "[Neat Etorr]";
- mes "Thank you for helping us with such a huge problem. You may forget about it now.";
- next;
- mes "[Neat Etorr]";
- mes "It's not a lot, but please this as a token of our appreciation.";
- getexp 1500000,350000;
- getitem 6080,10; //Manuk_Coin
- set ins_nyd,132;
- close;
- }
- }
- }
- else if (ins_nyd == 132) {
- mes "[Neat Etorr]";
- mes "Strange one, thank you for helping us in the time of need. I will never forget your kindness.";
- close;
- }
- else {
- mes "[Neat Etorr]";
- mes "Outsider. Welcome to the Manuk village of Sapha. I am its representative, Neat Etorr.";
- next;
- mes "[Neat Etorr]";
- mes "We are just a small village, nothing special... but rest comfortably.";
- close;
- }
- }
- else {
- mes "[Neat Etorr]";
- mes "Tkeh likek Ohek QekhlHkl PkedlioH.";
- close;
- }
-}
-
-man_in01,286,61,5 script Manuk Guard#1_edq 450,1,1,{
- if (isequipped(2782) == 1) {
- mes "[Manuk Guard]";
- mes "I'm guarding this Laphine prisoner. Leave me alone.";
- close;
- }
- else {
- mes "[Manuk Guard]";
- mes "Klekod Oi Thekd Pheid Okei.";
- close;
- }
-}
-
-man_in01,295,61,3 script Manuk Guard#2_edq 450,1,1,{
- if (isequipped(2782) == 1) {
- mes "[Manuk Guard]";
- mes "I'm guarding this Laphine prisoner. Leave me alone.";
- close;
- }
- else {
- mes "[Manuk Guard]";
- mes "Liek QUekdk Ohei Vue.";
- close;
- }
-}
-
-man_in01,291,62,3 script Laphine Prisoner#edq 437,3,3,{
- if (isequipped(2782) == 1) {
- if (ins_nyd == 5) {
- mes "[Laphine Prisoner]";
- mes "You... are not of the Sapha tribe... Are you... an outsider?";
- next;
- mes "[Laphine Prisoner]";
- mes "Have you ever come in contact with the Laphine tribe? Have you ever been to Splendide?";
- next;
- mes "[Laphine Prisoner]";
- mes "Please, talk to my people in Splendide. They will come to help me.";
- next;
- switch(select("What happened to you?:What's in the cave to the north?:Tell me about your tribe.:I will leave you alone.")) {
- case 1:
- mes "[Laphine Prisoner]";
- mes "During out last battle with the Sapha tribe... they caught me and took me prisoner.";
- next;
- mes "[Laphine Prisoner]";
- mes "The Sapha tribe attacked first. They are destroying the World Tree.";
- next;
- mes "[Laphine Prisoner]";
- mes "That's why the war started. But I don't want to fight with the Sapha tribe anymore...";
- next;
- mes "[Laphine Prisoner]";
- mes "If it wasn't for that... I wouldn't survive here...";
- next;
- mes "[Laphine Prisoner]";
- mes "Please. Bring this news to all of Splendide. Send someone to save me... or they might kill me.";
- close;
- case 2:
- mes "[Laphine Prisoner]";
- mes "There is...";
- next;
- mes "[Laphine Prisoner]";
- mes "No... I can't tell you... It's the secret of our tribe...";
- next;
- mes "[Laphine Prisoner]";
- mes "I just want to say this...if the Sapha tribe intrude that place, we will never forgive them!";
- set ins_nyd,52;
- close;
- case 3:
- mes "[Laphine Prisoner]";
- mes "The Laphines have protected the Yggdrasil World Tree for generations.";
- next;
- mes "[Laphine Prisoner]";
- mes "We live in a... different time, different land... we came for an expedition.";
- next;
- mes "[Laphine Prisoner]";
- mes "After we received reports from our spy about the World Tree's strange symptoms, we recgnized the Manuk's existence.";
- next;
- mes "[Laphine Prisoner]";
- mes "They are mining metal, and in so doing, destroying the World Tree's roots...";
- next;
- mes "[Laphine Prisoner]";
- mes "So we dispatched an expedition here. Soonafter, the war with the Sapha began...";
- close;
- case 4:
- close;
- }
- }
- else if (ins_nyd == 92) {
- mes "[Laphine Prisoner]";
- mes "The sapha tribe went as far as cooperating with an unknown race?";
- next;
- mes "[Laphine Prisoner]";
- mes "What is your purpose? Why do you want to know what that place is?";
- next;
- mes "[Laphine Prisoner]";
- mes "lright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.";
- next;
- switch(select("Guardian's Nest?")) {
- case 1:
- mes "[Laphine Prisoner]";
- mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...";
- next;
- mes "[Laphine Prisoner]";
- mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter.";
- next;
- mes "[Laphine Prisoner]";
- mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...";
- next;
- mes "[Laphine Prisoner]";
- mes "To obtain more minerals, they started to dig with madness.";
- next;
- mes "[Laphine Prisoner]";
- mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.";
- next;
- mes "[Laphine Prisoner]";
- mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.";
- next;
- mes "[Laphine Prisoner]";
- mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.";
- next;
- mes "[Laphine Prisoner]";
- mes "During this time, your people have travelled through the space-time gap to this land.";
- next;
- mes "[Laphine Prisoner]";
- mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...";
- next;
- mes "[Laphine Prisoner]";
- mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.";
- next;
- mes "[Laphine Prisoner]";
- mes "Hmph...even if I don't cooperate, I know you will find other means to get in...";
- next;
- mes "[Laphine Prisoner]";
- mes "Looking at the current situation of the Laphine tribe, we do not have enough power to surround the Manuk fields, and chase the giants away.";
- next;
- mes "[Laphine Prisoner]";
- mes "Okay, if it has already become like this, I will help you. There are no dead-ends. If you keep going, you will find a solution.";
- next;
- mes "[Laphine Prisoner]";
- mes "Even if I don't say anything, my situation will not change.";
- next;
- mes "[Laphine Prisoner]";
- mes "I have already told you everything you wanted to hear. If you have any other requests, please let me know.";
- set ins_nyd,102;
- close;
- }
- }
- else if (ins_nyd == 102) {
- mes "[Laphine Prisoner]";
- mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?";
- next;
- mes "[Laphine Prisoner]";
- mes "That's because only the ones chosen by the Guardian may enter.";
- next;
- mes "[Laphine Prisoner]";
- mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.";
- next;
- mes "[Laphine Prisoner]";
- mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.";
- next;
- mes "[Laphine Prisoner]";
- mes "One was killed in our last war with the Sapha tribe...and I have been taken captive.";
- next;
- mes "[Laphine Prisoner]";
- mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.";
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Laphine Prisoner]";
- mes "Also, remember this spell, it's needed to open the gate of the Guardian.";
- next;
- mes "[Laphine Prisoner]";
- mes "AnomarDu Ha OdesUdenVer Ie ";
- next;
- mes "[Laphine Prisoner]";
- mes "remuAlaAsh Mu ModtasAn Yu Dur";
- next;
- mes "[Laphine Prisoner]";
- mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ";
- next;
- mes "[Laphine Prisoner]";
- mes "Go find the fairy guarding the gate, and say this spell.";
- next;
- mes "[Laphine Prisoner]";
- mes "he proof and the spell will confirm that you are one of the Guardian's servants.";
- next;
- mes "[Laphine Prisoner]";
- mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to...";
- set ins_nyd,112;
- close;
- }
- else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) {
- mes "[Laphine Prisoner]";
- mes "... ...";
- next;
- mes "[Manuk Guard]";
- mes "Hey, outsider! Step away from the prisoner!";
- close;
- }
- else if (ins_nyd == 112) {
- mes "[Laphine Prisoner]";
- mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to...";
- close;
- }
- else if (ins_nyd == 132) {
- mes "[Laphine Prisoner]";
- mes "Yes...I heard your conversation with the Sapha tribe...";
- next;
- mes "[Laphine Prisoner]";
- mes "If our tribe were to really trust in the Sapha tribe...I don't know.";
- next;
- mes "[Laphine Prisoner]";
- mes "Our hatred towards them has already reached an abnormal level...";
- next;
- mes "[Laphine Prisoner]";
- mes "Those giants...can they really be trusted?";
- next;
- mes "[Laphine Prisoner]";
- mes "It's...it's better if you don't believe the one called Etorr...the minds of the Sapha tribe is unpredictable.";
- close;
- }
- else {
- mes "[Laphine Prisoner]";
- mes "... ...";
- next;
- mes "[Manuk Guard]";
- mes "Hey, outsider! Step away from the prisoner!";
- close;
- }
- }
- else {
- mes "[Laphine Prisoner]";
- mes "AmanVilShar Ie DorLuShar Mu Re";
- close;
- }
-}
-
-man_in01,282,42,0 script trap#edq2 -1,10,10,{
-OnTouch_:
- if ((isequipped(2782) == 1) && (ins_nyd == 52)) {
- mes "[Manuk Field Elite Soldier]";
- mes "This is Neat Etorr's order. Please come with us to see him.";
- next;
- mes "[Manuk Field Elite Soldier]";
- mes "Bring him to Neat Etorr. All soldiers be prepared.";
- warp "man_in01",311,54;
- close;
- }
- end;
-}
-
-// First floor
-1@nyd,213,277,5 script Murdered Yggdrasilid#1F 437,5,5,{
- if ('ins_nyd2 == 0) {
- mes "When a faint light enters your heart, a voice sounds in your head.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "It's all over... servants of the Guardian... Hurry up and leave this place.";
- next;
- while (1) {
- switch(select("Who are you?:What do you mean?")) {
- case 1:
- mes "[World Tree World Tree Yggdrasil]";
- mes "I... I am the World Tree Yggdrasil, servant of the Guardian of Nidhoggur, as well as the High Priest leading the Laphine Tribe.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "So you're not priestess of the Laphine Tribe... How did you get in? No, there's no time to answer that.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "Hurry... and leave... leave this place before it's too late.";
- next;
- break;
- case 2:
- mes "[World Tree World Tree Yggdrasil]";
- mes "The guardian... something's wrong with the guardian. I don't know what made him like this.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "This... this is no longer the nest of the Guardian of the World Tree Yggdrasil.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Darkness took over the Guardian and destroyed all living things... now this place has become the cursed home of monsters.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Now the vile Nidhoggur's Shadow is wreaking havoc here...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Now's not too late, hurry and get out... tell the Laphine Tribe about this... tell the commanders of Alfheim...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "My soul... it has been trapped here. You're the only ones I can trust now.";
- next;
- set .@exit,1;
- }
- if (.@exit) break;
- }
- switch(select("Nidhoggur's Shadow?")) {
- case 1:
- mes "[World Tree Yggdrasil]";
- mes "The Guardian Nidhoggur... he's not in the nest.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "He...for some reason abandoned his own shadow, and left.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "All that's left, is the ugly Shadow of the Guardian of Nidhoggur...the Shadow that is going mad.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The Shadow sucked all the nutrients from the World Tree Yggdrasil, and has gone mad when there is nothing more left to obtain. Now, he wants this land.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Once the ugly Shadow leaves here to steal power from the other World Yggdrasil Trees, there will be great destruction. This world will become hell.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "You must... tell the commanders of Alfheim about this, and come up with a plan. Only them...";
- next;
- switch(select("Is there nothing else we can do?")) {
- case 1:
- mes "[World Tree Yggdrasil]";
- mes "With our current powers...it is impossible to defeat the Guardian.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "But the one going mad is not the Guardian, but his dark Shadow...maybe we can trap him here...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Are you willing to accept this mission? Even if it means to pay with your life?";
- next;
- switch(select("Leave it to us.:We can't do it.")) {
- case 1:
- if (getpartyleader(getcharid(1),2) == getcharid(0)) {
- mes "[World Tree Yggdrasil]";
- mes "I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "30 minutes... that's the limit of my powers. Please hurry.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "And... Be careful... Be careful of the shadow's power.";
- set 'ins_nyd2,1;
- donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnEnable";
- close;
- }
- else {
- mes "[World Tree Yggdrasil]";
- mes "I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "30 minutes... that's the limit of my powers. Please hurry.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "And... Be careful... Be careful of the shadow's power.";
- close;
- }
- case 2:
- close;
- }
- }
- }
- }
- else if ('ins_nyd2 == 1) {
- mes "[World Tree Yggdrasil]";
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The gate will open soon. Go defeat all of the guardians.";
- close;
- }
- else if ('ins_nyd2 == 2) {
- mes "[World Tree Yggdrasil]";
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Use your powers... and destroy the vile Shadow...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "This is.. all I can do for you...";
- close;
-
- }
- else {
- mes "[World Tree Yggdrasil]";
- mes "Those who want to taint the sacred Sanctuary of the Guardian... Get out.";
- warp "mid_camp",100,100;
- }
- end;
-
-OnTouch:
- if ('ins_nyd2 == 0) {
- mes "What's a woman from the Laphine Tribe doing here...";
- next;
- mes "What's happening? Let's go check it out.";
- close;
- }
- end;
-}
-
-1@nyd,1,1,0 script nyd_call_mon_1 -1,{
-OnInstanceInit:
- enablenpc instance_npcname("nyd_call_mon_1", instance_id());
- end;
-
-OnEnable:
- monster "1@nyd",220,250,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",220,252,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",240,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",240,272,"Nidhoggur's Guardian#4",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",200,200,"Nidhoggur's Guardian#5",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",210,210,"Nidhoggur's Guardian#6",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",225,265,"Nidhoggur's Guardian#7",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",225,270,"Nidhoggur's Guardian#8",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",245,235,"Nidhoggur's Guardian#9",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",255,255,"Nidhoggur's Guardian#10",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",225,245,"Nidhoggur's Guardian#11",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- monster "1@nyd",230,280,"Nidhoggur's Guardian#12",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- instance_announce 0, "Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders.",bc_map,"0x00ff99";
- end;
-
-OnDisable:
- killmonster "1@nyd",instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- disablenpc instance_npcname("nyd_call_mon_1", instance_id());
- end;
-
-OnMyMobDead:
- set .@mob_dead_num,mobcount("1@nyd", instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- instance_announce 0, "All of Nidhoggur's Guardians have been defeated!",bc_map,"0x00ff99";
- donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnEnable";
- set 'ins_nyd2,2;
- }
- end;
-}
-
-1@nyd,1,2,0 script ins_nyd_1f_timer -1,{
-
-OnInstanceInit:
- disablenpc instance_npcname("ins_nyd_1f_timer", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("ins_nyd_1f_timer", instance_id());
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc instance_npcname("ins_nyd_1f_timer", instance_id());
- stopnpctimer;
- killmonsterall "1@nyd";
- end;
-
-OnTimer900000:
- instance_announce 0, "World Tree Yggdrasil : There's not much time left. Please hurry.",bc_map,"0xFFFF00";
- end;
-
-OnTimer1200000:
- instance_announce 0, "World Tree Yggdrasil : My powers are slowly disappearing. Please hurry.",bc_map,"0xFFFF00";
- end;
-
-OnTimer1500000:
- instance_announce 0, "World Tree Yggdrasil : I'm... almost at my limit... please hurry up." ,bc_map,"0xFFFF00";
- end;
-
-OnTimer1800000:
- instance_announce 0, "World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here.",bc_map,"0xFFFF00";
- end;
-
-OnTimer1830000:
- instance_announce 0, "Opening of the Gate has failed.",bc_map,"0xFFFF00";
- end;
-
-OnTimer1850000:
- donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnDisable";
- instance_warpall "mid_camp",310,150;
- stopnpctimer;
- end;
-}
-
-1@nyd,195,320,0 script nyd_to2f_warp 45,5,5,{
-
-OnInstanceInit:
- disablenpc instance_npcname("nyd_to2f_warp", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_to2f_warp", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_to2f_warp", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",200,10;
- end;
-}
-
-1@nyd,1,1,0 script ins_nyd1_spawn_mobs -1,{
-OnInstanceInit:
- monster "1@nyd",0,0,"Ancient Tree",2019,20;
- monster "1@nyd",0,0,"Rhyncho",2020,15;
- monster "1@nyd",0,0,"Phylla",2021,15;
- monster "1@nyd",0,0,"Aqua Elemental",2016,15;
- monster "1@nyd",0,0,"Dark Pinguicula",2015,15;
- monster "1@nyd",0,0,"Ancient Tree",2019,20;
- monster "1@nyd",0,0,"Rhyncho",2020,15;
- monster "1@nyd",0,0,"Phylla",2021,15;
- monster "1@nyd",0,0,"Aqua Elemental",2016,15;
- monster "1@nyd",0,0,"Dark Pinguicula",2015,15;
- end;
-}
-
-// Second Floor
-2@nyd,200,14,0 script nyd_2f_enter -1,6,6,{
-OnTouch_:
- donpcevent instance_npcname("nyd_2f_enter_broad", instance_id())+"::OnEnable";
- disablenpc instance_npcname("nyd_2f_enter", instance_id());
- end;
-}
-
-2@nyd,1,1,0 script nyd_2f_enter_broad -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
- end;
-
-OnTimer12000:
- instance_announce 0, "Nidhoggur's Shadow : No more...I can't stand this anymore...",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- instance_announce 0, "Nidhoggur's Shadow : I need...I need the World Tree Yggdrasil's powers...",bc_map,"0xFFFF00";
- end;
-
-OnTimer18000:
- instance_announce 0, "Nidhoggur's Shadow : Destroy...everything...",bc_map,"0xFFFF00";
- end;
- /*
- stopnpctimer;
- disablenpc instance_npcname("nyd_2f_enter_broad", instance_id());
- end;
- */
-}
-
-2@nyd,199,178,0 script nyd_2f_ddr_control -1,6,6,{
-OnTouch:
- specialeffect2 EF_HOLYHIT;
- mes "From below the gorgeous stones, a strange breeze is forming.";
- next;
- mes "The strange power slowly surrounds your body, the dimension is starting to shift.";
- close2;
- warp "2@nyd",199,255;
- end;
-}
-
-2@nyd,199,268,0 script nyd_2f_boss_enter -1,8,8,{
-OnInstanceInit:
- enablenpc instance_npcname("nyd_2f_boss_enter", instance_id());
- end;
-
-OnTouch_:
- if (getpartyleader(getcharid(1),2) == getcharid(0)) {
- donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnEnable";
- disablenpc instance_npcname("nyd_2f_boss_enter", instance_id());
- end;
- }
- end;
-}
-
-2@nyd,2,2,0 script nyd_2f_boss_enter_call -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
- monster "2@nyd",199,327,"Nidhoggur's Shadow#",2022,1,instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead";
- instance_announce 0, "Nidhoggur's Shadow : I will devour all of you...you and the World Tree Yggdrasil.",bc_map,"0x00ff99";
- //donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::Ongo";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
- killmonster "2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead";
- end;
-
-OnTimer180000:
- set .@rullet,rand(1,4);
- if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,278;
- end;
- }
- else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,373;
- end;
- }
- else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,278;
- end;
- }
- else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,374;
- end;
- }
- stopnpctimer;
- end;
-
-OnMyMobDead:
- set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing...",bc_map,"0x00ff99";
- donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
- end;
- }
- else {
- end;
- }
-}
-
-2@nyd,2,4,0 script nyd_2f_boss_enter_logic -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_boss_enter_logic", instance_id());
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc instance_npcname("nyd_2f_boss_enter_logic", instance_id());
- end;
-
-OnTimer180000:
- set .@rullet,rand(1,4);
- if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,278;
- end;
- }
- else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,373;
- end;
- }
- else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,278;
- end;
- }
- else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,374;
- end;
- }
- stopnpctimer;
- end;
-}
-
-2@nyd,202,324,5 script World Tree Yggdrasil#2F 437,3,3,{
- mes "[World Tree Yggdrasil]";
- mes "Thank you. You're the saviour of humans and the Laphine Tribe.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "You've defeated Nidhoggur's Shadow. But...It's not gone for good. Its powers are merely put to sleep.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "But you have won us plenty of time. This is great.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Please go and report this to those in charge of Splendide and Manuk.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "As you have seen, neither the Sapha tribe nor the Laphine tribe is at fault for the weakening of the World Tree. It's all because of the Guardian's Shadow...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The Guardian's insanity...is caused by powers unknown to us... You must tell this to everyone.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Now... Allow me to escort you out of the cursed nest.";
- next;
- switch(select("Please let me out.:I want to look around for a while.")) {
- case 1:
- set 'ins_nyd2,0;
- //setquest 3135;
- warp "nyd_dun02",98,196;
- end;
- case 2:
- mes "[World Tree Yggdrasil]";
- mes "Is that so... I'll be around if you want to leave.";
- close;
- }
-
-OnInstanceInit:
- disablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
- instance_announce 0, "World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest.",bc_map,"0x00ff99";
- end;
-
-OnDisable:
- disablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
- end;
-}
-
-2@nyd,115,278,0 script nyd_2f_red -1,5,5,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_red", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_red", instance_id());
- donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_red", instance_id());
- end;
-
-OnTouch:
- percentheal -50,0;
- percentheal -30,0;
- sc_start SC_BLEEDING,60000,0;
- end;
-
-OnTimer10000:
- disablenpc instance_npcname("nyd_2f_red", instance_id());
- stopnpctimer;
- end;
-}
-
-2@nyd,6,6,0 script nyd_2f_red_c -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_red_c", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_red_c", instance_id());
- initnpctimer;
- monster "2@nyd",120,285,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",119,286,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",120,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",119,269,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",118,270,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
- donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
- end;
- }
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_red_c", instance_id());
- stopnpctimer;
- end;
-
-OnTimer180000:
- killmonster "2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";;
- stopnpctimer;
- set .@rullet,rand(1,4);
- if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,278;
- end;
- }
- else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,373;
- end;
- }
- else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,278;
- end;
- }
- else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,374;
- end;
- }
- end;
-}
-
-2@nyd,130,298,0 script nyd_2f_red_warp1 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_red_warp1", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_red_warp1", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_red_warp1", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",115,278;
- end;
-}
-
-2@nyd,142,296,0 script nyd_2f_red_warp2 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_red_warp2", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_red_warp2", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_red_warp2", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",115,278;
- end;
-}
-
-2@nyd,145,283,0 script nyd_2f_red_warp3 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_red_warp3", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_red_warp3", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_red_warp3", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",115,278;
- end;
-}
-
-2@nyd,115,373,0 script nyd_2f_white -1,5,5,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_white", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_white", instance_id());
- donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_white", instance_id());
- end;
-
-OnTouch:
- percentheal -50,0;
- sc_start SC_FREEZE,20000,0;
- end;
-
-OnTimer10000:
- disablenpc instance_npcname("nyd_2f_white", instance_id());
- stopnpctimer;
- end;
-}
-
-2@nyd,6,7,0 script nyd_2f_white_c -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_white_c", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_white_c", instance_id());
- initnpctimer;
- monster "2@nyd",120,380,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",119,381,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",120,367,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",119,366,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",118,365,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
- donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
- end;
- }
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_white_c", instance_id());
- stopnpctimer;
- end;
-
-OnTimer180000:
- killmonster "2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead";
- stopnpctimer;
- set .@rullet,rand(1,4);
- if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,278;
- end;
- }
- else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,373;
- end;
- }
- else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,278;
- end;
- }
- else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,374;
- end;
- }
- end;
-}
-
-2@nyd,127,354,0 script nyd_2f_white_warp1 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_white_warp1", instance_id());;
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_white_warp1", instance_id());;
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_white_warp1", instance_id());;
- end;
-
-OnTouch:
- warp "2@nyd",115,373;
- end;
-}
-
-2@nyd,140,357,0 script nyd_2f_white_warp2 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_white_warp2", instance_id());;
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_white_warp2", instance_id());;
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_white_warp2", instance_id());;
- end;
-
-OnTouch:
- warp "2@nyd",115,373;
- end;
-}
-
-2@nyd,145,367,0 script nyd_2f_white_warp3 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_white_warp3", instance_id());;
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_white_warp3", instance_id());;
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_white_warp3", instance_id());;
- end;
-
-OnTouch:
- warp "2@nyd",115,373;
- end;
-}
-
-2@nyd,284,278,0 script nyd_2f_yellow -1,5,5,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_yellow", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_yellow", instance_id());
- donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_yellow", instance_id());
- end;
-
-OnTouch:
- percentheal 0,-50;
- sc_start SC_SLEEP,20000,0;
- sc_start SC_CONFUSION,60000,0;
- end;
-
-OnTimer10000:
- disablenpc instance_npcname("nyd_2f_yellow", instance_id());
- stopnpctimer;
- end;
-}
-
-2@nyd,6,8,0 script nyd_2f_yellow_c -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_yellow_c", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_yellow_c", instance_id());
- initnpctimer;
- monster "2@nyd",282,284,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",283,283,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",280,275,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",281,276,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",281,277,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad...but I will be your opponent this time.",bc_map,"0x00ff99";
- donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
- end;
- }
- else {
- end;
- }
-
-Onreset:
- killmonster "2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_yellow_c", instance_id());
- stopnpctimer;
- end;
-
-OnTimer180000:
- killmonster "2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead";
- stopnpctimer;
- set .@rullet,rand(1,4);
- if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,278;
- end;
- }
- else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,373;
- end;
- }
- else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,278;
- end;
- }
- else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,374;
- end;
- }
- end;
-}
-
-2@nyd,255,285,0 script nyd_2f_yellow_warp1 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",284,278;
- end;
-}
-
-2@nyd,257,296,0 script nyd_2f_yellow_warp2 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",284,278;
- end;
-}
-
-2@nyd,268,300,0 script nyd_2f_yellow_warp3 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",284,278;
- end;
-}
-
-2@nyd,284,374,0 script nyd_2f_green -1,5,5,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_green", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_green", instance_id());
- donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_green", instance_id());
- end;
-
-OnTouch:
- percentheal -50,-50;
- sc_start SC_POISON,60000,0;
- end;
-
-OnTimer10000:
- disablenpc instance_npcname("nyd_2f_green", instance_id());
- stopnpctimer;
- end;
-}
-
-2@nyd,6,9,0 script nyd_2f_green_c -1,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_green_c", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_green_c", instance_id());
- initnpctimer;
- monster "2@nyd",282,378,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",283,377,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",280,368,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",281,368,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- monster "2@nyd",281,367,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
- donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
- end;
- }
- else {
- end;
- }
-
-Onreset:
- killmonster "2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
- end;
-
-OnDisable:
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- disablenpc instance_npcname("nyd_2f_green_c", instance_id());
- stopnpctimer;
- end;
-
-OnTimer180000:
- killmonster "2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead";
- stopnpctimer;
- set .@rullet,rand(1,4);
- if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,278;
- end;
- }
- else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",115,373;
- end;
- }
- else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,278;
- end;
- }
- else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable";
- instance_warpall "2@nyd",284,374;
- end;
- }
- end;
-}
-
-2@nyd,274,356,0 script nyd_2f_green_warp1 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_green_warp1", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_green_warp1", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_green_warp1", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",284,374;
- end;
-}
-
-2@nyd,260,356,0 script nyd_2f_green_warp2 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_green_warp2", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_green_warp2", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_green_warp2", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",284,374;
- end;
-}
-
-2@nyd,258,368,0 script nyd_2f_green_warp3 -1,6,6,{
-OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_green_warp3", instance_id());
- end;
-
-OnEnable:
- enablenpc instance_npcname("nyd_2f_green_warp3", instance_id());
- end;
-
-OnDisable:
- disablenpc instance_npcname("nyd_2f_green_warp3", instance_id());
- end;
-
-OnTouch:
- warp "2@nyd",284,374;
- end;
-}
-
-2@nyd,1,1,0 script ins_nyd2_spawn_mobs -1,{
-OnInstanceInit:
- areamonster "2@nyd",200,92,180,80,"Rhyncho",2020,20;
- areamonster "2@nyd",200,92,180,80,"Phylla",2021,20;
- areamonster "2@nyd",200,92,180,80,"Dark Shadow",2023,20;
- areamonster "2@nyd",200,92,180,80,"Dark Pinguicula",2015,20;
- areamonster "2@nyd",200,92,180,80,"Rhyncho",2020,20;
- areamonster "2@nyd",200,92,180,80,"Phylla",2021,20;
- areamonster "2@nyd",200,92,180,80,"Dark Shadow",2023,20;
- areamonster "2@nyd",200,92,180,80,"Dark Pinguicula",2015,20;
- end;
-}
+//===== eAthena Script ======================================= +//= Nidhoggr's Nest +//===== By: ================================================== +//= L0ne_W0lf, various sources +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Nidhoggr's Nest Instance +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Minor dialog updates. +//= 1.2 No longer glitches when anyone but party leader talks to the first NPC. +//============================================================ + +nyd_dun02,100,201,3 script Yggdrasil Gatekeeper 111,8,8,{ + if (ins_nyd == 0) { + mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings."; + next; + mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door."; + next; + switch(select("Move closer to look more carefully.:Step back.")) { + case 1: + if (ep13_1_edq == 14) { + specialeffect2 EF_HOLYHIT; + PushPC 3,3; + set ep13_1_edq,15; + mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door..."; + next; + mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation."; + next; + mes "It would be better to go back to camp and inform the others and ask for help."; + set ins_nyd,1; + close; + } + else if (ep13_1_edq == 15) { + specialeffect2 EF_HOLYHIT; + PushPC 3,3; + mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door..."; + next; + mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation."; + next; + mes "It would be better to go back to camp and inform the others and ask for help."; + set ins_nyd,1; + close; + } + else { + specialeffect2 EF_HOLYHIT; + PushPC 3,3; + mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door..."; + next; + mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation."; + next; + mes "It would be better to go back to camp and inform the others and ask for help."; + next; + mes "You'll have to obtain the others trust in the expendition camp by working hard."; + set ins_nyd,1; + close; + } + case 2: + close; + } + } + else if (ins_nyd == 1) { + if ((ep13_1_edq == 14) || (ep13_1_edq == 15)) { + mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door..."; + next; + mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation."; + next; + mes "It would be better to go back to camp and inform the others and ask for help."; + set ep13_1_edq,15; + close; + } + else { + mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door..."; + next; + mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation."; + next; + mes "It would be better to go back to camp and inform the others and ask for help."; + next; + mes "You'll have to obtain the others trust in the expendition camp by working hard."; + close; + } + } + else if ((ins_nyd == 111) || (ins_nyd == 112)) { + specialeffect2 EF_CHANGECOLD; + mes "The strange sensation surrounding your body has disappeared"; + next; + mes "When you touch the stone gate, you hear a commanding voice."; + next; + mes "[??????]"; + mes "Wingless one... Our promised words..."; + next; + switch(select("'Guardian's spell'!:Take a step back.")) { + case 1: + mes "[??????]"; + mes "Promised words... Guardian's spell... proof of their existence."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "In the name of Yggdrasiliad, I will accept you as a servant of the Guardian."; + next; + specialeffect2 EF_CHANGECOLD; + set ins_nyd,200; + mes "[Yggdrasil Gatekeeper]"; + mes "I accept your entrance through the Guardian's gate. You are now considered a faithful servant of the Guardian Nidhoggur."; + next; + mes "The voice has disappeared, and the dark power is calming down from behind the stone gate."; + close; + case 2: + close; + } + } + else if ((ins_nyd == 131) || (ins_nyd == 132) || (ins_nyd > 199)) { + set .@ins_nyd_check,checkquest(3135,PLAYTIME); // 3 Day cooldown + set .@ins_nyd_check2,checkquest(3135,PLAYTIME); // 4 Hour play limit + if (.@ins_nyd_check == -1) { + mes "As I put my hands on the stone gate, a voice sounded from the depth of my heart."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "The loyal servants of the Guardian... what can I do for you?"; + next; + switch(select("Please allow me to enter.:I want to go in.:I want to leave.")) { + case 1: + set .@party,getcharid(1); + set .@leader,getpartyleader(.@party,2); + set .@md_name$,"Nidhoggur's Nest"; + + getpartymember(.@party); + set .@partymembercount,$@partymembercount; + copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount; + + if ((.@party > 0) && ((.@partymembercount > 1)) && (.@leader == getcharid(0))) { + set .@instance, instance_create(.@md_name$, .@party); + if (.@instance < 0) { + mes "[Yggdrasil Gatekeeper]"; + mes "The Guardian seems to wish to be alone. I will go in and check, please wait out here."; + close; + } + else { + for( set .@i, 1; .@i <= 2; set .@i, .@i + 1 ) { + if( instance_attachmap(.@i + "@nyd", .@instance) == "" ) + break; + } + if( .@i < 2 ) { + instance_destroy(.@instance); + close; + } + instance_attach(.@instance); + instance_set_timeout 144000,300,.@instance; + instance_init(.@instance); + + // Spawn standard mobs + donpcevent instance_npcname("ins_nyd1_spawn_mobs", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("ins_nyd2_spawn_mobs", instance_id())+"::OnInstanceInit"; + // Activate Floor 1 + donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnInstanceInit"; + // Active Floor 2 + donpcevent instance_npcname("nyd_2f_enter_broad", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_boss_enter", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnInstanceInit";; + donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnInstanceInit";; + donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnInstanceInit";; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnInstanceInit"; + donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnInstanceInit"; + + mes "[Yggdrasil Gatekeeper]"; + mes "I've recorded your request, are you ready to go inside?"; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "If you are ready, I will allow you to enter."; + close; + } + } + else { + mes "[Yggdrasil Gatekeeper]"; + mes "When you touch the stone gate, you can hear the voice in your heart."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "Where are the other servants, so you can work together? Each servant cannot be admitted here individually..."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "Come with at least 1 more servant... Only party leaders can accept admission to Nidhoggur's Nest."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "And only 1 representative of you needs to talk to me, so don't annoy me..."; + close; + } + case 2: + if (.@ins_nyd_check2 < 2) { // Added check to avoid people from re-partting up. + set .@party,getcharid(1); + set .@leader,getpartyleader(.@party,2); + set .@p_name$,getpartyname(.@party); + set .@p_name2$,strcharinfo(0); + set .@md_name$,"Nidhoggur's Nest"; + + getpartymember(.@party); + set .@partymembercount,$@partymembercount; + copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount; + + if (has_instance("1@nyd") == "") { + mes "[Yggdrasil Gatekeeper]"; + mes "You did not request for entrance. Please let your leader request entrance."; + close; + } + else if ((has_instance("1@nyd") != "") && (.@partymembercount < 2)) { + mes "[Yggdrasil Gatekeeper]"; + mes "Where are the other servants with you? We do not allow individuals to enter alone."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "You must be accompanied by one servant to be able to enter."; + close; + } + else { + mapannounce "nyd_dun02", .@p_name$ + "'s Party member " + .@p_name2$ + " has entered " + .@md_name$,bc_map,"0x00ff99"; + if (checkquest(3135) == -1) setquest 3135; + if (checkquest(3136) == -1) setquest 3136; + warp "1@nyd",32,37; + close; + } + } + else { + //Custom + mes "[Yggdrasil Gatekeeper]"; + mes "You are no longer able to enter Nidhogger's Nest, as your instance has expired."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing."; + close; + } + case 3: + close; + } + } + else if ((.@ins_nyd_check == 0) || (.@ins_nyd_check == 1)) { + mes "[Yggdrasil Gatekeeper]"; + mes "With the defeat of Nidhoggur's Shadow, the roots of the World Tree Yggdrasil are also affected."; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing."; + close; + } + else if (.@ins_nyd_check == 2) { + mes "[Yggdrasil Gatekeeper]"; + mes "The World Tree Yggdrasil has stabilized. Would you like to enter Nidhoggur's Nest again?"; + next; + mes "[Yggdrasil Gatekeeper]"; + mes "If you would like to enter again, please register with me."; + erasequest 3135; + erasequest 3136; + set 'ins_nyd2,0; + close; + } + else { + close; + } + } + else { + mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings."; + next; + mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door."; + next; + switch(select("Move closer to look more carefully.:Step back.")) { + case 1: + specialeffect2 EF_HOLYHIT; + PushPC 3,3; + mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door..."; + next; + mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation."; + close; + case 2: + close; + } + } + close; + +OnTouch_: + if (ins_nyd == 0) { + specialeffect2 EF_CHANGECOLD; + specialeffect EF_CHANGECOLD,"Yggdrasil Gatekeeper"; + } + end; +} + +mid_camp,271,299,3 script Historian Magnifier#edq 755,3,3,{ + if (ins_nyd == 1) { + mes "[Historian Magniffer]"; + mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court."; + next; + mes "[Historian Magniffer]"; + mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over.."; + next; + mes "[Historian Magniffer]"; + mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come."; + next; + mes "[Historian Magniffer]"; + mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me."; + close; + } + else if (ins_nyd == 2) { + mes "[Historian Magniffer]"; + mes "Does Commander Agip want to talk to me? Let's listen to his story."; + next; + mes "[Historian Magniffer]"; + mes "Did you find the cave that the fairy tribes treat as a holy place? You are a really tough cookie. What did you find?"; + next; + mes "[Historian Magnifier]"; + mes "..."; + next; + mes "... ..."; + next; + mes "[Historian Magnifier]"; + mes "Wait a second... I have a brilliant idea."; + next; + mes "[Historian Magnifier]"; + mes "Let's see... This book... No... this one...? Hmm... Maybe this..."; + next; + mes "[Historian Magnifier]"; + mes "..."; + next; + mes "[Historian Magnifier]"; + mes "... ..."; + next; + mes "[Historian Magnifier]"; + mes "Oh, here it is! World Tree Yggdrasil and God's tribes... This is their book!"; + next; + mes "[Historian Magnifier]"; + mes "Maybe you found the central line to enter into the World Tree Yggdrasil!"; + next; + mes "[Historian Magnifier]"; + mes "If that's true, you've found the greatest discovery since the harnessing of mana. Isn't this exciting?"; + next; + mes "[Historian Magnifier]"; + mes "But we need a lot more information... Are they refusing you admission?"; + next; + mes "[Historian Magnifier]"; + mes "I will send a message to my assistant who is in the Prontera Library. So, help her find more information."; + next; + mes "[Historian Magnifier]"; + mes "I will definitely help you find a way to enter the World Tree directly so, just believe in me! Okay~!!"; + set ins_nyd,3; + close; + } + else if (ins_nyd == 3) { + mes "[Historian Magnifier]"; + mes "Why are you standing there? Go to my assistant in the Prontera Library!"; + close; + } + else if (ins_nyd == 4) { + mes "[Historian Magnifier]"; + mes "You've come back... Good, how's Naomi? Actually, I don't need to worry about her. She is always cheerful. Haha."; + next; + mes "[Historian Magnifier]"; + mes "You look like you have a lot on your mind... Your face is full of curiosity and questions."; + next; + mes "[Historian Magnifier]"; + mes "So, did you read the whole story that I have prepared?"; + next; + switch(select("Not yet.:I read all the stories.")) { + case 1: + mes "[Historian Magnifier]"; + mes "Sheesh~ I prepared these stories for you carefully, but you didn't bother to check anything out did you?"; + next; + mes "[Historian Magnifier]"; + mes "It would be better if you returned after reading all of them. That's very basic data of what we should do for the future."; + close; + case 2: + mes "[Historian Magnifier]"; + mes "Hm, good job. Maybe I don't need to check anything else, right?"; + next; + mes "[Historian Magnifier]"; + mes "I sent you to figure out which basic materials will be needed for the jobs ahead of us. You should bring research reports..."; + next; + mes "[Historian Magnifier]"; + mes "You might complain about why I didn't bring any myself... That's because I trust your abilities, don't ever take anything for granted."; + next; + mes "[Historian Magnifier]"; + mes "But a while ago, while you were tranferring reports from Commander Agip to the mainland, you lost those reports... remember?"; + next; + mes "[Historian Magnifier]"; + mes "So far, nothing's come up... Was it that somebody attacked you?"; + next; + mes "[Historian Magnifier]"; + mes "Somehow, the truth will come out, but we should be careful of shocking the natives if we go there unannounced and they're not prepared for our arrival."; + next; + mes "[Historian Magnifier]"; + mes "I've talked too much... Anyway, as you know through my report, you've found a great thing!"; + next; + mes "[Historian Magnifier]"; + mes "Firstly, we should find out more about the place. I expect we can, but... we can't do much without help from others."; + next; + mes "[Historian Magnifier]"; + mes "I have heard about recent expeditions of adventurers that have tried to contact the tribes... Have you heard anything about this?"; + next; + mes "[Historian Magnifier]"; + mes "Anyway, let's try to contact them first, to be clear about any caves or treasures."; + next; + mes "[Historian Magnifier]"; + mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract information from them."; + next; + mes "[Historian Magnifier]"; + mes "I'll also keep searching here. If you find anything, come back and let me know."; + set ins_nyd,5; + close; + } + } + else if ((ins_nyd == 5) || (ins_nyd == 51) || (ins_nyd == 52)) { + mes "[Historian Magnifier]"; + mes "Okay, let's try to contact them first, to be clear about any caves or treasures."; + next; + mes "[Historian Magnifier]"; + mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract more information."; + next; + mes "[Historian Magnifier]"; + mes "I'll also keep searching here. If you find anything, come back and let me know."; + close; + } + else if ((ins_nyd == 61) || (ins_nyd == 62)) { + mes "[Historian Magnifier]"; + mes "Ah, you've come at a proper time. I found a curious thing while looking for reports from Arunafeltz."; + next; + mes "[Historian Magnifier]"; + mes "Right now, we are standing on part of one of the roots of the World Tree Yggdrasil."; + next; + mes "[Historian Magnifier]"; + mes "This spot is connected to World Tree by the root. I think we can expect confrontations between the Sapha and Laphine here eventually, don't you think?"; + next; + mes "[Historian Magnifier]"; + mes "As I expected, the cave is the entrance to go to one of Yggdrasil's roots..."; + next; + mes "[Historian Magnifier]"; + mes "Did you find anything about the Sapha and Laphine?"; + next; + mes "..."; + next; + mes "... ..."; + next; + mes "[Historian Magnifier]"; + mes "Both sides act ambiguously, so... I'm getting worried..."; + next; + mes "[Historian Magnifier]"; + mes "The two tribes have some trouble amongst their top leaders. It's not anything official, but..."; + next; + mes "[Historian Magnifier]"; + mes "Let's report to Commander Agip about the situation so far. Then, we wait on his decision."; + set ins_nyd,7; + close; + } + else if ((ins_nyd == 7) || (ins_nyd == 8)) { + mes "[Historian Magnifier]"; + mes "Report to Commander Hibba Agip about what we have discovered, since time is dependent on his decision."; + close; + } + else if ((ins_nyd == 121) || (ins_nyd == 122) || (ins_nyd == 131) || (ins_nyd == 132) || (ins_nyd ==14)) { + mes "[Historian Magnifier]"; + mes "So that's how it is... we were right about some parts of it... it's called the Guardian's Nest."; + next; + mes "[Historian Magnifier]"; + mes "We have gained a large amount of knowledge today, but..."; + next; + mes "[Historian Magnifier]"; + mes "What we have figured out... how is it going to influence mankind? It's so unpredictable..."; + next; + mes "[Historian Magnifier]"; + mes "This is only the beginning...we will be quite busy from now on."; + next; + mes "[Historian Magnifier]"; + mes "First, report to Commander Agip, then act according to the situation. Let me organize my research findings..."; + close; + } + else { + mes "[Historian Magnifier]"; + mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court."; + next; + mes "[Historian Magnifier]"; + mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over.."; + next; + mes "[Historian Magnifier]"; + mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come."; + next; + mes "[Historian Magnifier]"; + mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me."; + close; + } +} + +prt_in,171,94,3 script Assistant Naomi#edq 893,3,3,{ + set name,PcName; + if (ins_nyd == 3) { + mes "[Assistant Naomi]"; + mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all..."; + next; + mes "[Assistant Naomi]"; + mes "Hey, you. Please move these books. Put them into shelf 3 row B."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "Ah...um..I...am..."; + next; + mes "[Assistant Naomi]"; + mes "Don't you see I am too busy? Don't hesitate. Just do it."; + next; + switch(select("Look busy, and take a step back.:Help her just this once.")) { + case 1: + mes "[Assistant Naomi]"; + mes "Gosh! Where is-? Where did-? Ugh! It's so difficult!"; + close; + case 2: + mes "[Assistant Naomi]"; + mes "Ah... if you're done moving those, then these should go in shelf 3 row B."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "Ah...I...see..."; + next; + mes "[Assistant Naomi]"; + mes "Now, I am almost done... Who are you? Are you a new assistant to Dr. Magnifier?"; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "He asked me to bring some reports. Didn't he say anything?"; + next; + mes "[Assistant Naomi]"; + mes "Hmm... I haven't seen him in over a year! What's he doing now?"; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "He said that he would send a message to you... didn't you get it?"; + next; + mes "[Assistant Naomi]"; + mes "Message? ...Let's see... I never expected him to write a message..."; + next; + mes "[Assistant Naomi]"; + mes "I will check the mailbox, wait a minute. If you get bored read those books."; + next; + mes "..."; + next; + mes "... ..."; + next; + mes "It's too messy due to lots of stacked books and files. Dr. Magnifier looks like he has a ton of reports."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "'Birth of the World', 'The Fiction of Odin's Myth', 'God's Battle Then After', 'Dreams of the Tribes'. There are a variety of books..."; + next; + mes "..."; + next; + mes "[Assistant Naomi]"; + mes "Oh, sorry I took so long. There was too much mail, so it took me a while to find stuff."; + next; + mes "[Assistant Naomi]"; + mes "He has sent me mail over 20 times. I did not know that..."; + next; + mes "[Assistant Naomi]"; + mes "Ah, here's the message about you. He's said to share the information on research and reports."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "What is the Doctor's area of expertise?"; + next; + mes "[Assistant Naomi]"; + mes "Ever since 5 years ago, he has been curious about how the world started, and so he began his search for the God of creation."; + next; + mes "[Assistant Naomi]"; + mes "He researches combat between Odin and the Gods, and about the Gods' origins and life."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "So, did he already know that the Rebirth of Satan Morocc has occured before?"; + next; + mes "[Assistant Naomi]"; + mes "I can't be sure, but he thought someday it would occur. It broke out earlier than he expected though."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "But Rune-Midgarts approved this research?"; + next; + mes "[Assistant Naomi]"; + mes "Our academics are not a religion. And they too have curiosity about this world's history."; + next; + mes "[Assistant Naomi]"; + mes "The combat of Odin vs. the Gods, and the God's sons and their purpose... The Doctor has researched this his whole life."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "But those reports haven't come out yet. Have they?"; + next; + mes "[Assistant Naomi]"; + mes "That's why he sent you here. By the way, this isn't the first time I've heard this."; + next; + mes "[Assistant Naomi]"; + mes "After the establishment of the Rune-Midgarts Kingdom and Arunafeltz, the rumors have spread in secret about their tribes, myths, etc."; + next; + mes "[Assistant Naomi]"; + mes "Anyway, I should make sure that you read all these books, and I'll just keep doing my work."; + next; + mes "[" +strcharinfo(0)+ "]"; + mes "Shouldn't I have filed the books?"; + next; + mes "[Assistant Naomi]"; + mes "The Doctor said he will pick up the books through another person. Besides, don't you need the basic information on what to do?"; + next; + mes "[Assistant Naomi]"; + mes "Before you go back to the Doctor, you had better read these books. So, I will go back to work."; + set ins_nyd,4; + close; + } + } + else if (ins_nyd == 4) { + mes "[Assistant Naomi]"; + mes "Browse around, to take a look at the books."; + next; + switch(select("Discovery of Heterogeneity:Report of Indigenous Tribes")) { + case 1: + mes "Satan Morocc has known that he didn't resurrect normally or by himself."; + next; + mes "Continuously, adventurers from Rune-Midgarts have attacked him and he is slowly losing his power. He would need more time to resurrect completely."; + next; + mes "Satan Morroc stopped to destroy the city of Morroc, turning it into a ruined desert, then started to rip the world apart."; + next; + mes "Satan Morroc was worried about those who would give chase, so he created Morocc clones to keep watch behind him."; + next; + mes "Modeled after Morocc, their appearance made it difficult to go around the time-space gap."; + next; + mes "Still the adventurers gave chase. They came from all over the world, trying to approach the Dimensional Gorge."; + next; + mes "The reports of these adventurers have been sent to representatives of all kingdoms, and an expedition team has been created to find out more information."; + next; + mes "The scientists of Schwartzwalt created a combination metal, using fragments of metals found in the dimensional gorge."; + next; + mes "The Schwaltzvalt Republic requested approval to find the source of the new metal, and since Rune-Midgart couldn't complete the test themselves, they finally accepted."; + next; + mes "They associated together to gather volunteers. The Assassin Guild was the first to volunteer."; + next; + mes "The Assassins have a terrible past with Satan Morroc, so they gathered 18 members to chase him down."; + next; + mes "About 3 hours later, all 18 members returned without any problem, and each man and woman shared the information that they had collected."; + next; + mes "They had discovered another world with a definitively different nature and environment. And indeed, people could also live there."; + next; + mes "The most surprising thing is the flow of time. The 18 assassins had stayed for about 2 weeks in there, yet they returned within 3 hours after departing."; + next; + mes "The last thing to be tested... was to send adventurers who volunteered to explore the new world."; + next; + mes "There was a flood of adventurer applications. Lots of volunteers disappeared over the dimensional gorge, and they brought back new data."; + next; + mes "The new world could support 3 completely different eco-systems dependant upon the race of people that lived there."; + next; + mes "The heterogenous phenomenon needed to be studied thoroughly and carefully in order to under the relationship between thair world and ours."; + next; + mes "Just when it was expected to be impossible to travel into a different world, the first page of a new chapter was opened."; + close; + case 2: + mes "Long ago, there wasn't a sun, moon, or stars; just empty earth... and Ymir was born. Then, by making sons, Ymir grew."; + next; + mes "But, his sons grew as well and he was killed by Odin, Vili, and Ve; 3 brothers, Gods, that attacked from different sides."; + next; + mes "At that time of Ymir's fall his blood flooded the world... killing all in it's path."; + next; + mes "Only Hvergelmir of the Sapha tribe escaped from this flooding of blood. And he swore vengeance in Jotunheim, which is covered with foggy snow."; + next; + mes "Currently, one of the Sapha tribe has been discovered from beyond the Dimensional Gorge."; + next; + mes "Other than the Sapha tribe, there was another tribe beyond the time-space gap, known as the Laphine."; + next; + mes "The Laphine tribes gathered as well for an expedition to explore the time-space gap and figure out the World Tree's strange symptoms and perharps a cure method."; + next; + mes "The Laphine tribe was charged with the management of Yggdrasil, to establish their lands close to Asgard, and to protect the balance of Yggdrasil's magic power."; + next; + mes "The Laphine tribe has never contacted anyone outside of Asgard. But since they found that Yggdrasil's power if weakening..."; + next; + mes "They have declared they will attend to the high courts for the first time in 1000 human years, since the end of the battles of Gods vs. Magicians."; + close; + } + } + else { + mes "[Assistant Naomi]"; + mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all..."; + next; + mes "[Assistant Naomi]"; + mes "Don't you see that I'm too busy? Don't dawdle, just go!"; + close; + } +} + +splendide,198,178,3 script Grumbling Soldier#edq 447,3,3,{ + if (isequipped(2782) == 1) { + mes "[Grumbling Soldier]"; + mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore."; + next; + if (ins_nyd == 5) { + switch(select("What's with the cave up north?:Who are the Sapha tribesmen?:Hmm. We can talk later.")) { + case 1: + mes "[Grumbling Soldier]"; + mes "What? If you wander around there... you might return with injuries."; + next; + mes "[Grumbling Soldier]"; + mes "I don't know exactly how to explain it, but it's like it has a bad mood. There are lots of terrible monsters there."; + next; + mes "[Grumbling Soldier]"; + mes "They whisper to each other, so... something is there... But I don't care..."; + next; + mes "[Grumbling Soldier]"; + mes "Might be... those Sapha tribesmen have dug in the cave before... They do have a special talent for digging."; + set ins_nyd,51; + close; + case 2: + mes "[Grumbling Soldier]"; + mes "Oh! It is because of them that we have been living here, a lowdown and dirty city, for over one hundred years."; + next; + mes "[Grumbling Soldier]"; + mes "They don't care if there's trouble with the Yggdrasil."; + next; + mes "[Grumbling Soldier]"; + mes "They are surely full of bad ideas, so... they have destroyed the Yggdrasil's root."; + next; + mes "[Grumbling Soldier]"; + mes "We are here to make sure that the Sapha don't make things worse."; + close; + case 3: + close; + } + } + else { + mes "[Grumbling Soldier]"; + mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore."; + next; + mes "[Grumbling Soldier]"; + mes "What can you expect when Manuk giants start to dig into the world to destroy the Yggdrasil..."; + next; + mes "[Grumbling Soldier]"; + mes "And the worst thing is... that strange things are strutting along the streets of the towns..."; + next; + mes "[Grumbling Soldier]"; + mes "Yes, you... What do you think about the way the government is handling this...?"; + next; + mes "[Grumbling Soldier]"; + mes "Although they ignore your track record, still, one should be careful..."; + close; + } + } + else { + mes "[Grumbling Soldier]"; + mes "SeLarsmar Di marThusVil U SeMushVohl"; + close; + } +} + +splendide,240,164,3 script Sighing Soldier#edq 461,3,3,{ + if (isequipped(2782) == 1) { + mes "[Sighing Soldier]"; + mes "When will we be finished with this combat with the Sapha? Ugghhhh..."; + next; + if (ins_nyd == 5) { + switch(select("What's with the cave up north?:Who are the Sapha tribesmen?:Hmm. We can talk later.")) { + case 1: + mes "[Sighing Soldier]"; + mes "Well... I'm not sure, but we have avoided going to that area."; + next; + mes "[Sighing Soldier]"; + mes "Sometimes, the dispatched researchers hang around here... I feel bad that there's nothing to see... without any reason..."; + next; + mes "[Sighing Soldier]"; + mes "But the command officers make sure that there's something hidden in there."; + next; + mes "[Sighing Soldier]"; + mes "We don't know if the monsters there are strong, so we never checked it out. But on a personal level, nobody wants to go there..."; + set ins_nyd,51; + close; + case 2: + mes "[Sighing Soldier]"; + mes "I don't know what others think about it... but we've had some trouble with our attitude against the Sapha tribes."; + next; + mes "[Sighing Soldier]"; + mes "We didn't try to solve the problems with talk. We attacked them first."; + next; + mes "[Sighing Soldier]"; + mes "Maybe... our command officers don't want to accept other species different than us..."; + next; + mes "[Sighing Soldier]"; + mes "Don't misunderstand... Recently, we have talked about your particular species and our commanders feel grateful to you."; + next; + mes "[Sighing Soldier]"; + mes "Anyway... I'm just exhausted during this useless and nerve-wracking situation... Sigh."; + close; + case 3: + close; + } + } + else { + mes "[Sighing Soldier]"; + mes "When will we be finished with this combat with the Sapha? Ugghhhh..."; + next; + mes "[Sighing Soldier]"; + mes "Frankly, I don't think of you or any Sapha is our enemy. Sigh..."; + next; + mes "[Sighing Soldier]"; + mes "Is there no way to resolve this by communicating? There's no meaning in useless combat! Geez."; + close; + } + } + else { + mes "[Grumbling Soldier]"; + mes "VohlLarsmar Ha DielCyatas"; + close; + } +} + +spl_in01,109,60,3 script Commander Lebiordirr#edq 435,3,3,{ + if (isequipped(2782) == 1) { + if (ins_nyd == 51) { + mes "[Commander Lebiordirr]"; + mes "Are you...? Are you the one collecting information from my soldiers...?"; + next; + mes "[Commander Lebiordirr]"; + mes "You should be cautious. Our tribe has respected the existence of you humans but..."; + next; + mes "[Commander Lebiordirr]"; + mes "I've taken a great risk in allowing you in here. So be wary."; + next; + mes "[Commander Lebiordirr]"; + mes "Don't attract too much attention because that would make your people look bad."; + next; + mes "[Commander Lebiordirr]"; + mes "Now, we don't need to talk much about this, so just go back where you came from."; + next; + mes "[Commander Lebiordirr]"; + mes "Unless you have any messages for me...? Your face says you do..."; + next; + switch(select("No. Nothing. We can talk later.:I intend to stay. For good reasons.")) { + case 1: + close; + case 2: + mes "[Splendide Guard]"; + mes "Sir, I can drag this pest out right now."; + next; + mes "[Commander Lebiordirr]"; + mes "No. Let's hear an explanation. Good? Now, if you want..."; + next; + mes "[Commander Lebiordirr]"; + mes "I have known that, recently, time has broken... so, you're here exploring for a solution, no?"; + next; + mes "[Commander Lebiordirr]"; + mes "Our tribe has respected you, so just forget about the searching and exploring around here."; + next; + mes "[Commander Lebiordirr]"; + mes "I heard that you are to search for any treasure in the closed cave to the north."; + next; + mes "[Commander Lebiordirr]"; + mes "That place is banned by order of the Laphine tribe. So, people can't just go there without permission."; + next; + mes "[Commander Lebiordirr]"; + mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here."; + next; + mes "[Commander Lebiordirr]"; + mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders."; + next; + mes "[Commander Lebiordirr]"; + mes "Now, if you understand this, inform your friends."; + set ins_nyd,61; + close; + } + } + else if (ins_nyd == 61) { + mes "[Commander Lebiordirr]"; + mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here."; + next; + mes "[Commander Lebiordirr]"; + mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders."; + next; + mes "[Commander Lebiordirr]"; + mes "Now, if you understand this, inform your friends."; + close; + } + else if (ins_nyd == 81) { + mes "[Commander Lebiordirr]"; + mes "Why have you come back, outsider?"; + next; + switch(select("To ask the Laphines about exploring...")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "Exploring what? Choose your words wisely?"; + next; + mes "[Commander Lebiordirr]"; + mes "Do we not understand each other? What do you want?"; + next; + switch(select("I must explore the cave.")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "That means... that you are ignoring my warning? Is this your decision or are you just following orders?"; + next; + switch(select("I'm just following orders")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "Are you trying to insult me on purpose, outsider?"; + next; + mes "[Commander Lebiordirr]"; + mes "Why do you want to explore? It better be a very good reason."; + next; + switch(select("It's about Dr. Magnifier's report...")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "So... What do I care about an outsider's report?"; + next; + mes "[Commander Lebiordirr]"; + mes "To protect the Yggdrasil! That's the Laphine's fate. Can you say that about yourself?"; + next; + mes "[Commander Lebiordirr]"; + mes "Do you have any proof of your birth with Odin and Yggdrasil's blessings?"; + next; + mes "[Commander Lebiordirr]"; + mes "I shouldn't say anymore. Please don't take this as being rude but, please go now!"; + next; + switch(select("Then I'll ask the Sapha for help.")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "What are you talking about, outsider?"; + next; + mes "[Splendide Guard]"; + mes "Sir, I can get rid of this rude outsider if you wish?"; + next; + mes "[Commander Lebiordirr]"; + mes "No, wait... The Sapha tribesmen know the meaning of that place? Did you ask to associate with them?"; + next; + mes "[Commander Lebiordirr]"; + mes "Ah... How tricky... Are you testing us?"; + next; + mes "[Splendide Guard]"; + mes "Calm down, sir. I will throw this outsider into prison."; + next; + mes "[Commander Lebiordirr]"; + mes "No... No, wait. Ok, I will accept it. I can accept your admission into the Holy Sekos."; + next; + mes "[Commander Lebiordirr]"; + mes "Okay. If you are a servant of the Yggdrasil as you claim to be, I will allow you admission. But I am not responsible for your actions."; + next; + mes "[Commander Lebiordirr]"; + mes "And make sure that if you find anything out of the ordinary in there, that you share it with us!"; + next; + switch(select("But of course!")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "So... since I have agreed to allow your exploration... Arioss, help them, and take the results."; + next; + mes "[Aide Arioss]"; + mes "Sir... are you sure? This is an invasion of the Holy Sekos..."; + next; + mes "[Commander Lebiordirr]"; + mes "Invasion is a harsh word. I am allowing them entrance. Better them than a dirty giant. It might just save our lives..."; + next; + mes "[Commander Lebiordirr]"; + mes "Here, outsider. Arioss will explain the situation with the giants. Talk with him..."; + set ins_nyd,91; + close; + } + } + } + } + } + } + } + else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) { + mes "[Commander Lebiordirr]"; + mes "Outsider. Arioss here will explain the situation with the giants, talk with him..."; + close; + } + else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 122) || (ins_nyd == 132)) { + mes "[Commander Lebiordirr]"; + mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here."; + next; + mes "[Commander Lebiordirr]"; + mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is."; + next; + mes "[Commander Lebiordirr]"; + mes "If you are cautious with your actions, I won't place any harm on you. Fare well."; + close; + } + else if (ins_nyd == 203) { + mes "[Commander Lebiordirr]"; + mes "I was waiting for you. You came back safe, that's good news. Did you find anything?"; + next; + switch(select("Explain about the guardian Nidhoggur's leave.")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "What? The Guardian is not in his nest...?"; + next; + mes "[Commander Lebiordirr]"; + mes "And because of his disppearance, the Guardian's Shadow is currently destorying the roots of the World Tree...?"; + next; + mes "[Commander Lebiordirr]"; + mes "That's unbelievable. You must be insulting the Guardian's and our pride. I did not provide you with our help for that."; + next; + mes "[Aide Arioss]"; + mes "It's not like that, Commander, they speak the truth."; + next; + mes "[Commander Lebiordirr]"; + mes "What are you saying? Arioss, do not forget your place as the Guardian's priest."; + next; + mes "[Aide Arioss]"; + mes "Even though I have not seen it with my own eyes, this does explain why we lost communication with the great World Tree Yggdrasil."; + next; + mes "[Commander Lebiordirr]"; + mes "Do not speak of His Highness, the World Tree Yggdrasil's name so lightly."; + next; + switch(select("Pass along World Tree Yggdrasil's words.")) { + case 1: + mes "[Commander Lebiordirr]"; + mes "His Highness, the World Tree Yggdrasil, said that?"; + next; + mes "[Commander Lebiordirr]"; + mes "The reason behind all of this... is not because of the Sapha tribe, but because of the sudden leave of the Guardian? And the Guaridan has given up on his identity?"; + next; + mes "[Commander Lebiordirr]"; + mes "This must be reported... reported to the High Priest of Alfheim... Unbelievable."; + next; + mes "[Aide Arioss]"; + mes "Commander... do we need to alert the rest of the tribe...?"; + next; + mes "[Commander Lebiordirr]"; + mes "You don't need to worry about this, Arioss. As commander, I will handle it. You just pretend nothing happened..."; + next; + mes "[Commander Lebiordirr]"; + mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today..."; + next; + mes "[Commander Lebiordirr]"; + mes "Arioss, please compensate this strange one for the help. I need to go rest..."; + next; + mes "[Aide Arioss]"; + mes "Commander..."; + set ins_nyd,121; + close; + } + } + } + else if ((ins_nyd == 121) || (ins_nyd == 131)) { + mes "[Commander Lebiordirr]"; + mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today..."; + close; + } + else { + mes "[Commander Lebiordirr]"; + mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here."; + next; + mes "[Commander Lebiordirr]"; + mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is."; + next; + mes "[Commander Lebiordirr]"; + mes "If you are cautious with your actions, I won't place any harm on you. Fare well."; + close; + } + } + else { + mes "[Commander Lebiordirr]"; + mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee..."; + close; + } +} + +spl_in01,104,56,3 script Aide Arioss#edq 437,3,3,{ + if (isequipped(2782) == 1) { + if (ins_nyd == 91) { + mes "[Aide Arioss]"; + mes "Sigh, since it's Commander Lebiordirr's wish, I will cooperate with you..."; + next; + mes "[Aide Arioss]"; + mes "You want to go there to find out exactly what that place is?"; + next; + mes "[Aide Arioss]"; + mes "Alright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest."; + next; + switch(select("Guardian's Nest?")) { + case 1: + mes "[Aide Arioss]"; + mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree..."; + next; + mes "[Aide Arioss]"; + mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter."; + next; + mes "[Aide Arioss]"; + mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around..."; + next; + mes "[Aide Arioss]"; + mes "To obtain more minerals, they started to dig with madness."; + next; + mes "[Aide Arioss]"; + mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill."; + next; + mes "[Aide Arioss]"; + mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe."; + next; + mes "[Aide Arioss]"; + mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate."; + next; + mes "[Aide Arioss]"; + mes "During this time, your people have travelled through the space-time gap to this land."; + next; + mes "[Aide Arioss]"; + mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race..."; + next; + mes "[Aide Arioss]"; + mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom."; + next; + mes "[Aide Arioss]"; + mes "It's very insulting to our pride... but if you can help us enter that place again, and speak to the Guardian, maybe we can find a solution..."; + next; + mes "[Aide Arioss]"; + mes "Then we'll leave it to you. As for your request, I will do my best to cooperate."; + next; + mes "[Aide Arioss]"; + mes "I have already told you what you wanted to know... If you need anything else, just let me know."; + set ins_nyd,101; + close; + } + } + else if (ins_nyd == 101) { + mes "[Aide Arioss]"; + mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?"; + next; + mes "[Aide Arioss]"; + mes "That's because only the ones chosen by the Guardian may enter."; + next; + mes "[Aide Arioss]"; + mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since."; + next; + mes "[Aide Arioss]"; + mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree."; + next; + mes "[Aide Arioss]"; + mes "One was killed in our last war with the Sapha tribe... and the other has been taken captive."; + next; + mes "[Aide Arioss]"; + mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant."; + specialeffect2 EF_HOLYHIT; + next; + mes "[Aide Arioss]"; + mes "Also, remember this spell, it's needed to open the gate of the Guardian."; + next; + mes "[Aide Arioss]"; + mes "AnomarDu Ha OdesUdenVer Ie "; + next; + mes "[Aide Arioss]"; + mes "remuAlaAsh Mu ModtasAn Yu Dur"; + next; + mes "[Aide Arioss]"; + mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie "; + next; + mes "[Aide Arioss]"; + mes "Go find the fairy guarding the gate, and say this spell."; + next; + mes "[Aide Arioss]"; + mes "The proof and the spell will confirm that you are one of the Guardian's servants."; + next; + mes "[Aide Arioss]"; + mes "Please meet the Guardian, and come back with an answer to everything. I believe in you."; + set ins_nyd,111; + close; + } + else if ((ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) { + mes "[Aide Arioss]"; + mes "Please meet with the Guardian and take a wise answer from him. I will trust you."; + close; + } + else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) { + mes "[Aide Arioss]"; + mes "... ..."; + next; + mes "Not even caring about this a single bit? What a stupid woman..."; + close; + } + else if (ins_nyd == 121) { + mes "[Aide Arioss]"; + mes "Things have actually become like this... as priests of the Guardian, it's our responsibility..."; + next; + mes "[Aide Arioss]"; + mes "I represent the entire Laphine tribe, and show you our gratitude. This must all be very hard for our commander..."; + next; + mes "[Aide Arioss]"; + mes "It can't compare with the effort you have put in for us... but please accept our token of friendship."; + getexp 1500000,350000; + getitem 6081,10; //Splendide_Coin + set ins_nyd,131; + mes "[Aide Arioss]"; + mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you."; + close; + } + else if (ins_nyd == 131) { + mes "[Aide Arioss]"; + mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you."; + close; + } + else { + mes "[Aide Arioss]"; + mes "... ..."; + next; + mes "Never give attention to... um... a blunt woman..."; + close; + } + } + else { + mes "[Aide Arioss]"; + mes "AmanVilShar Ie DorLuShar Mu Re"; + close; + } +} + +spl_in01,110,21,0 script trap#s_edq -1,10,10,{ +OnTouch_: + if ((isequipped(2782) == 1) && (ins_nyd == 51)) { + mes "[Splendide Guard]"; + mes "That man is currently under arrest."; + next; + mes "[Splendide Guard]"; + mes "You'd better behave, Aide Arioss says that different races shall be treated the same way."; + warp "spl_in01",109,58; + close; + } + end; +} + +spl_in01,101,52,5 script Splendide Guard#1_edq 447,1,1,{ + if (isequipped(2782) == 1) { + mes "[Splendide Guard]"; + mes "This is the Splendide office. Don't act impolitely."; + close; + } + else { + mes "[Splendide Guard]"; + mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee "; + close; + } +} + +spl_in01,118,52,3 script Splendide Guard#2_edq 447,1,1,{ + if (isequipped(2782) == 1) { + mes "[Splendide Guard]"; + mes "This is the Splendide office. Don't act impolitely."; + close; + } + else { + mes "[Splendide Guard]"; + mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee "; + close; + } +} + +man_in01,311,57,3 script Neat Etorr#edq 453,3,3,{ + if (isequipped(2782) == 1) { + if (ins_nyd == 52) { + mes "[Neat Etorr]"; + mes "Guest from the other world, please excuse our rudeness..."; + next; + mes "[Neat Etorr]"; + mes "As the leader of the Sapha tribe, I have something very important to tell you. That is why I asked for you..."; + next; + mes "[Neat Etorr]"; + mes "Your race has come to this land not long ago through the space-time gap."; + next; + mes "[Neat Etorr]"; + mes "You should have already seen what is going on. We have been at war with the Laphine tribe for a very long time."; + next; + mes "[Neat Etorr]"; + mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer."; + next; + mes "[Neat Etorr]"; + mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions."; + next; + switch(select("Leave quietly.:Don't know what he's talking about, and ask for details.")) { + case 1: + close; + case 2: + mes "[Manuk Field Elite Soldier]"; + mes "Are we really just letting these people go after they have stirred up problems on our land?"; + next; + mes "[Neat Etorr]"; + mes "After what happened, I don't think they know what else they can do. Let me explain."; + next; + mes "[Neat Etorr]"; + mes "For now, we have acknowledged your race, and have been tolerant towards your activities."; + next; + mes "[Neat Etorr]"; + mes "But we have recently started to suspect you of being the Laphine tribe's eyes and ears."; + next; + mes "[Neat Etorr]"; + mes "Not long ago, We have heard that you have found remains in an abandoned cave in the north, and have been conducting investigations and researches regarding it."; + next; + mes "[Neat Etorr]"; + mes "We have captured a Laphine tribe priest during the last war, and we have heard that you have had contact with said captive."; + next; + mes "[Neat Etorr]"; + mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation."; + next; + mes "[Neat Etorr]"; + mes "For your people, who have no direct connections, it is not a place satisfy your curiosity. I hope that you stop your investigations, and mind your own business."; + next; + mes "[Neat Etorr]"; + mes "If you don't accept our request, then do not expect any cooperations between our races in the future."; + next; + mes "[Neat Etorr]"; + mes "Because of the war against the Laphine tribe, everything is a mess. But even then, we cannot allow a foreign race to interfere."; + next; + mes "[Neat Etorr]"; + mes "You have heard it all, now please report back to your race."; + set ins_nyd,62; + close; + } + } + else if (ins_nyd == 62) { + mes "[Neat Etorr]"; + mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation."; + next; + mes "[Neat Etorr]"; + mes "For your people, who have no direct connections, it is not a place to satisfy your curiosity. I hope that you stop your investigations, and mind your own business."; + next; + mes "[Neat Etorr]"; + mes "If you don't accept our request, then do not expect any cooperations between our races in the future."; + close; + } + else if (ins_nyd == 72) { + mes "[Neat Etorr]"; + mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer."; + next; + mes "[Neat Etorr]"; + mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions."; + close; + } + else if (ins_nyd == 82) { + mes "[Neat Etorr]"; + mes "Do you need me for something, strange one?"; + next; + switch(select("Received invitation from the Sapha tribe to cooperate and investigate.")) { + case 1: + mes "[Neat Etorr]"; + mes "Cooperate and investigate? What do you mean?"; + next; + mes "[Neat Etorr]"; + mes "It seems like you did not understand what I said. What are you thinking?"; + next; + switch(select("Please allow me to investigate the cave.")) { + case 1: + mes "[Neat Etorr]"; + mes "From what I can tell, you are disrespecting my request. Is this your intention, or your people's intention?"; + next; + switch(select("It's our intention.")) { + case 1: + mes "[Neat Etorr]"; + mes "Ah, it is not an easy decision. You frighten me."; + next; + mes "[Neat Etorr]"; + mes "But may I ask why you want to do this?"; + next; + switch(select("Explain Professor Magnifier's theory.")) { + case 1: + mes "[Neat Etorr]"; + mes "It's surprising that you are able to obtain such results. We also have a similar theory."; + next; + mes "[Neat Etorr]"; + mes "At least we also think that we must use the Laphine prisoner to get information."; + next; + mes "[Neat Etorr]"; + mes "This problem has been the root of our conflicts with the Laphine tribe. Of course, it may also be an opportunity to resolve them."; + next; + mes "[Neat Etorr]"; + mes "Therefore, it's more of a reason to depend on our own powers. There is no room for you to interfere. Please give up."; + next; + switch(select("Give up request, and ask Laphine tribe for help instead.")) { + case 1: + mes "[Manuk Field Elite Soldier]"; + mes "You finally showed your true face. I knew you were a spy from the Laphine tribe!"; + next; + mes "[Neat Etorr]"; + mes "Ah...you'd go as far as saying that. What good will it do for you, helping the Laphine tribe?"; + next; + mes "[Neat Etorr]"; + mes "Those obnoxious dwarves offended our right of living, and are trying to get rid of us."; + next; + mes "[Neat Etorr]"; + mes "The reason we don't allow anyone to enter that site is because it's full of suspicions."; + next; + mes "[Neat Etorr]"; + mes "Alright, I'll approve of your request, and let you investigate the secret the Laphine tribe has hidden inside the cave."; + next; + mes "[Neat Etorr]"; + mes "If you promise to share all of your research results and findings, we will accept your request."; + next; + switch(select("Of course.")) { + case 1: + mes "[Neat Etorr]"; + mes "Alright, from now on, we will cooperate with you, and allow you to directly communicate with the Laphine prisoner."; + next; + mes "[Manuk Field Elite Soldier]"; + mes "Commander...are you sure of this? We don't even know if they're friend or foe..."; + next; + mes "[Neat Etorr]"; + mes "With just our powers, it's impossible to figure out what the Laphine is up to. I think the past has proven that."; + next; + mes "[Neat Etorr]"; + mes "What they're doing right now could potentially lead us to a solution."; + next; + mes "[Neat Etorr]"; + mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner."; + set ins_nyd,92; + close; + } + } + } + } + } + } + } + else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) { + mes "[Neat Etorr]"; + mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner."; + close; + } + else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) { + mes "[Neat Etorr]"; + mes "Outsider. Welcome to Manuk, the village of the Sapha. I am its representative, Neat Etorr."; + next; + mes "[Neat Etorr]"; + mes "We are just a small village, nothing special... but rest comfortably."; + close; + } + else if (ins_nyd == 203) { + mes "[Neat Etorr]"; + mes "I was waiting for you. It's good that you're safe. Did you find anything?"; + next; + switch(select("Explain the sudden leave of the Guardian.")) { + case 1: + mes "[Neat Etorr]"; + mes "So... that's the nest of the Guardian of the World Tree, the sacred grounds for the Laphine tribe."; + next; + mes "[Neat Etorr]"; + mes "But because of the angry leave of the Guardian, his shadow is wreaking havoc on the World Tree?"; + next; + mes "[Neat Etorr]"; + mes "If what you're saying is true, then there is no more reason for us to continue fighting the Laphine tribe..."; + next; + mes "[Neat Etorr]"; + mes "What a huge discovery... So Nidhoggur is no longer the Guardian of the World Tree...?"; + next; + mes "[Neat Etorr]"; + mes "Nidhoggur's Shadow came to exist in this world, and harmed the roots of the World Tree... what a disaster."; + next; + switch(select("Pass along the World Tree Yggdrasil's message.")) { + case 1: + mes "[Neat Etorr]"; + mes "Is that what the priest of the Guardian said?"; + next; + mes "[Neat Etorr]"; + mes "From now on, we need to talk about this with the Laphine tribe."; + next; + mes "[Neat Etorr]"; + mes "But of course...we don't know if they're reasonable enough...hehe."; + next; + mes "[Neat Etorr]"; + mes "This is all we needed from you...What is left is business between us and the Laphine tribe."; + next; + mes "[Neat Etorr]"; + mes "Thank you for helping us with such a huge problem. You may forget about it now."; + next; + mes "[Neat Etorr]"; + mes "It's not a lot, but please this as a token of our appreciation."; + getexp 1500000,350000; + getitem 6080,10; //Manuk_Coin + set ins_nyd,132; + close; + } + } + } + else if (ins_nyd == 132) { + mes "[Neat Etorr]"; + mes "Strange one, thank you for helping us in the time of need. I will never forget your kindness."; + close; + } + else { + mes "[Neat Etorr]"; + mes "Outsider. Welcome to the Manuk village of Sapha. I am its representative, Neat Etorr."; + next; + mes "[Neat Etorr]"; + mes "We are just a small village, nothing special... but rest comfortably."; + close; + } + } + else { + mes "[Neat Etorr]"; + mes "Tkeh likek Ohek QekhlHkl PkedlioH."; + close; + } +} + +man_in01,286,61,5 script Manuk Guard#1_edq 450,1,1,{ + if (isequipped(2782) == 1) { + mes "[Manuk Guard]"; + mes "I'm guarding this Laphine prisoner. Leave me alone."; + close; + } + else { + mes "[Manuk Guard]"; + mes "Klekod Oi Thekd Pheid Okei."; + close; + } +} + +man_in01,295,61,3 script Manuk Guard#2_edq 450,1,1,{ + if (isequipped(2782) == 1) { + mes "[Manuk Guard]"; + mes "I'm guarding this Laphine prisoner. Leave me alone."; + close; + } + else { + mes "[Manuk Guard]"; + mes "Liek QUekdk Ohei Vue."; + close; + } +} + +man_in01,291,62,3 script Laphine Prisoner#edq 437,3,3,{ + if (isequipped(2782) == 1) { + if (ins_nyd == 5) { + mes "[Laphine Prisoner]"; + mes "You... are not of the Sapha tribe... Are you... an outsider?"; + next; + mes "[Laphine Prisoner]"; + mes "Have you ever come in contact with the Laphine tribe? Have you ever been to Splendide?"; + next; + mes "[Laphine Prisoner]"; + mes "Please, talk to my people in Splendide. They will come to help me."; + next; + switch(select("What happened to you?:What's in the cave to the north?:Tell me about your tribe.:I will leave you alone.")) { + case 1: + mes "[Laphine Prisoner]"; + mes "During out last battle with the Sapha tribe... they caught me and took me prisoner."; + next; + mes "[Laphine Prisoner]"; + mes "The Sapha tribe attacked first. They are destroying the World Tree."; + next; + mes "[Laphine Prisoner]"; + mes "That's why the war started. But I don't want to fight with the Sapha tribe anymore..."; + next; + mes "[Laphine Prisoner]"; + mes "If it wasn't for that... I wouldn't survive here..."; + next; + mes "[Laphine Prisoner]"; + mes "Please. Bring this news to all of Splendide. Send someone to save me... or they might kill me."; + close; + case 2: + mes "[Laphine Prisoner]"; + mes "There is..."; + next; + mes "[Laphine Prisoner]"; + mes "No... I can't tell you... It's the secret of our tribe..."; + next; + mes "[Laphine Prisoner]"; + mes "I just want to say this...if the Sapha tribe intrude that place, we will never forgive them!"; + set ins_nyd,52; + close; + case 3: + mes "[Laphine Prisoner]"; + mes "The Laphines have protected the Yggdrasil World Tree for generations."; + next; + mes "[Laphine Prisoner]"; + mes "We live in a... different time, different land... we came for an expedition."; + next; + mes "[Laphine Prisoner]"; + mes "After we received reports from our spy about the World Tree's strange symptoms, we recgnized the Manuk's existence."; + next; + mes "[Laphine Prisoner]"; + mes "They are mining metal, and in so doing, destroying the World Tree's roots..."; + next; + mes "[Laphine Prisoner]"; + mes "So we dispatched an expedition here. Soonafter, the war with the Sapha began..."; + close; + case 4: + close; + } + } + else if (ins_nyd == 92) { + mes "[Laphine Prisoner]"; + mes "The sapha tribe went as far as cooperating with an unknown race?"; + next; + mes "[Laphine Prisoner]"; + mes "What is your purpose? Why do you want to know what that place is?"; + next; + mes "[Laphine Prisoner]"; + mes "lright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest."; + next; + switch(select("Guardian's Nest?")) { + case 1: + mes "[Laphine Prisoner]"; + mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree..."; + next; + mes "[Laphine Prisoner]"; + mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter."; + next; + mes "[Laphine Prisoner]"; + mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around..."; + next; + mes "[Laphine Prisoner]"; + mes "To obtain more minerals, they started to dig with madness."; + next; + mes "[Laphine Prisoner]"; + mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill."; + next; + mes "[Laphine Prisoner]"; + mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe."; + next; + mes "[Laphine Prisoner]"; + mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate."; + next; + mes "[Laphine Prisoner]"; + mes "During this time, your people have travelled through the space-time gap to this land."; + next; + mes "[Laphine Prisoner]"; + mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race..."; + next; + mes "[Laphine Prisoner]"; + mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom."; + next; + mes "[Laphine Prisoner]"; + mes "Hmph...even if I don't cooperate, I know you will find other means to get in..."; + next; + mes "[Laphine Prisoner]"; + mes "Looking at the current situation of the Laphine tribe, we do not have enough power to surround the Manuk fields, and chase the giants away."; + next; + mes "[Laphine Prisoner]"; + mes "Okay, if it has already become like this, I will help you. There are no dead-ends. If you keep going, you will find a solution."; + next; + mes "[Laphine Prisoner]"; + mes "Even if I don't say anything, my situation will not change."; + next; + mes "[Laphine Prisoner]"; + mes "I have already told you everything you wanted to hear. If you have any other requests, please let me know."; + set ins_nyd,102; + close; + } + } + else if (ins_nyd == 102) { + mes "[Laphine Prisoner]"; + mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?"; + next; + mes "[Laphine Prisoner]"; + mes "That's because only the ones chosen by the Guardian may enter."; + next; + mes "[Laphine Prisoner]"; + mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since."; + next; + mes "[Laphine Prisoner]"; + mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree."; + next; + mes "[Laphine Prisoner]"; + mes "One was killed in our last war with the Sapha tribe...and I have been taken captive."; + next; + mes "[Laphine Prisoner]"; + mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant."; + specialeffect2 EF_HOLYHIT; + next; + mes "[Laphine Prisoner]"; + mes "Also, remember this spell, it's needed to open the gate of the Guardian."; + next; + mes "[Laphine Prisoner]"; + mes "AnomarDu Ha OdesUdenVer Ie "; + next; + mes "[Laphine Prisoner]"; + mes "remuAlaAsh Mu ModtasAn Yu Dur"; + next; + mes "[Laphine Prisoner]"; + mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie "; + next; + mes "[Laphine Prisoner]"; + mes "Go find the fairy guarding the gate, and say this spell."; + next; + mes "[Laphine Prisoner]"; + mes "he proof and the spell will confirm that you are one of the Guardian's servants."; + next; + mes "[Laphine Prisoner]"; + mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to..."; + set ins_nyd,112; + close; + } + else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) { + mes "[Laphine Prisoner]"; + mes "... ..."; + next; + mes "[Manuk Guard]"; + mes "Hey, outsider! Step away from the prisoner!"; + close; + } + else if (ins_nyd == 112) { + mes "[Laphine Prisoner]"; + mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to..."; + close; + } + else if (ins_nyd == 132) { + mes "[Laphine Prisoner]"; + mes "Yes...I heard your conversation with the Sapha tribe..."; + next; + mes "[Laphine Prisoner]"; + mes "If our tribe were to really trust in the Sapha tribe...I don't know."; + next; + mes "[Laphine Prisoner]"; + mes "Our hatred towards them has already reached an abnormal level..."; + next; + mes "[Laphine Prisoner]"; + mes "Those giants...can they really be trusted?"; + next; + mes "[Laphine Prisoner]"; + mes "It's...it's better if you don't believe the one called Etorr...the minds of the Sapha tribe is unpredictable."; + close; + } + else { + mes "[Laphine Prisoner]"; + mes "... ..."; + next; + mes "[Manuk Guard]"; + mes "Hey, outsider! Step away from the prisoner!"; + close; + } + } + else { + mes "[Laphine Prisoner]"; + mes "AmanVilShar Ie DorLuShar Mu Re"; + close; + } +} + +man_in01,282,42,0 script trap#edq2 -1,10,10,{ +OnTouch_: + if ((isequipped(2782) == 1) && (ins_nyd == 52)) { + mes "[Manuk Field Elite Soldier]"; + mes "This is Neat Etorr's order. Please come with us to see him."; + next; + mes "[Manuk Field Elite Soldier]"; + mes "Bring him to Neat Etorr. All soldiers be prepared."; + warp "man_in01",311,54; + close; + } + end; +} + +// First floor +1@nyd,213,277,5 script Murdered Yggdrasilid#1F 437,5,5,{ + if ('ins_nyd2 == 0) { + mes "When a faint light enters your heart, a voice sounds in your head."; + next; + mes "[World Tree World Tree Yggdrasil]"; + mes "It's all over... servants of the Guardian... Hurry up and leave this place."; + next; + while (1) { + switch(select("Who are you?:What do you mean?")) { + case 1: + mes "[World Tree World Tree Yggdrasil]"; + mes "I... I am the World Tree Yggdrasil, servant of the Guardian of Nidhoggur, as well as the High Priest leading the Laphine Tribe."; + next; + mes "[World Tree World Tree Yggdrasil]"; + mes "So you're not priestess of the Laphine Tribe... How did you get in? No, there's no time to answer that."; + next; + mes "[World Tree World Tree Yggdrasil]"; + mes "Hurry... and leave... leave this place before it's too late."; + next; + break; + case 2: + mes "[World Tree World Tree Yggdrasil]"; + mes "The guardian... something's wrong with the guardian. I don't know what made him like this."; + next; + mes "[World Tree World Tree Yggdrasil]"; + mes "This... this is no longer the nest of the Guardian of the World Tree Yggdrasil."; + next; + mes "[World Tree Yggdrasil]"; + mes "Darkness took over the Guardian and destroyed all living things... now this place has become the cursed home of monsters."; + next; + mes "[World Tree Yggdrasil]"; + mes "Now the vile Nidhoggur's Shadow is wreaking havoc here..."; + next; + mes "[World Tree Yggdrasil]"; + mes "Now's not too late, hurry and get out... tell the Laphine Tribe about this... tell the commanders of Alfheim..."; + next; + mes "[World Tree Yggdrasil]"; + mes "My soul... it has been trapped here. You're the only ones I can trust now."; + next; + set .@exit,1; + } + if (.@exit) break; + } + switch(select("Nidhoggur's Shadow?")) { + case 1: + mes "[World Tree Yggdrasil]"; + mes "The Guardian Nidhoggur... he's not in the nest."; + next; + mes "[World Tree Yggdrasil]"; + mes "He...for some reason abandoned his own shadow, and left."; + next; + mes "[World Tree Yggdrasil]"; + mes "All that's left, is the ugly Shadow of the Guardian of Nidhoggur...the Shadow that is going mad."; + next; + mes "[World Tree Yggdrasil]"; + mes "The Shadow sucked all the nutrients from the World Tree Yggdrasil, and has gone mad when there is nothing more left to obtain. Now, he wants this land."; + next; + mes "[World Tree Yggdrasil]"; + mes "Once the ugly Shadow leaves here to steal power from the other World Yggdrasil Trees, there will be great destruction. This world will become hell."; + next; + mes "[World Tree Yggdrasil]"; + mes "You must... tell the commanders of Alfheim about this, and come up with a plan. Only them..."; + next; + switch(select("Is there nothing else we can do?")) { + case 1: + mes "[World Tree Yggdrasil]"; + mes "With our current powers...it is impossible to defeat the Guardian."; + next; + mes "[World Tree Yggdrasil]"; + mes "But the one going mad is not the Guardian, but his dark Shadow...maybe we can trap him here..."; + next; + mes "[World Tree Yggdrasil]"; + mes "Are you willing to accept this mission? Even if it means to pay with your life?"; + next; + switch(select("Leave it to us.:We can't do it.")) { + case 1: + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + mes "[World Tree Yggdrasil]"; + mes "I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest."; + next; + mes "[World Tree Yggdrasil]"; + mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately."; + next; + mes "[World Tree Yggdrasil]"; + mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there."; + next; + mes "[World Tree Yggdrasil]"; + mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens..."; + next; + mes "[World Tree Yggdrasil]"; + mes "30 minutes... that's the limit of my powers. Please hurry."; + next; + mes "[World Tree Yggdrasil]"; + mes "And... Be careful... Be careful of the shadow's power."; + set 'ins_nyd2,1; + donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnEnable"; + close; + } + else { + mes "[World Tree Yggdrasil]"; + mes "I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest."; + next; + mes "[World Tree Yggdrasil]"; + mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately."; + next; + mes "[World Tree Yggdrasil]"; + mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there."; + next; + mes "[World Tree Yggdrasil]"; + mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens..."; + next; + mes "[World Tree Yggdrasil]"; + mes "30 minutes... that's the limit of my powers. Please hurry."; + next; + mes "[World Tree Yggdrasil]"; + mes "And... Be careful... Be careful of the shadow's power."; + close; + } + case 2: + close; + } + } + } + } + else if ('ins_nyd2 == 1) { + mes "[World Tree Yggdrasil]"; + mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately."; + next; + mes "[World Tree Yggdrasil]"; + mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there."; + next; + mes "[World Tree Yggdrasil]"; + mes "The gate will open soon. Go defeat all of the guardians."; + close; + } + else if ('ins_nyd2 == 2) { + mes "[World Tree Yggdrasil]"; + mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North."; + next; + mes "[World Tree Yggdrasil]"; + mes "Use your powers... and destroy the vile Shadow..."; + next; + mes "[World Tree Yggdrasil]"; + mes "This is.. all I can do for you..."; + close; + + } + else { + mes "[World Tree Yggdrasil]"; + mes "Those who want to taint the sacred Sanctuary of the Guardian... Get out."; + warp "mid_camp",100,100; + } + end; + +OnTouch: + if ('ins_nyd2 == 0) { + mes "What's a woman from the Laphine Tribe doing here..."; + next; + mes "What's happening? Let's go check it out."; + close; + } + end; +} + +1@nyd,1,1,0 script nyd_call_mon_1 -1,{ +OnInstanceInit: + enablenpc instance_npcname("nyd_call_mon_1", instance_id()); + end; + +OnEnable: + monster "1@nyd",220,250,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",220,252,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",240,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",240,272,"Nidhoggur's Guardian#4",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",200,200,"Nidhoggur's Guardian#5",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",210,210,"Nidhoggur's Guardian#6",2020,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",225,265,"Nidhoggur's Guardian#7",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",225,270,"Nidhoggur's Guardian#8",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",245,235,"Nidhoggur's Guardian#9",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",255,255,"Nidhoggur's Guardian#10",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",225,245,"Nidhoggur's Guardian#11",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + monster "1@nyd",230,280,"Nidhoggur's Guardian#12",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + instance_announce 0, "Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders.",bc_map,"0x00ff99"; + end; + +OnDisable: + killmonster "1@nyd",instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"; + disablenpc instance_npcname("nyd_call_mon_1", instance_id()); + end; + +OnMyMobDead: + set .@mob_dead_num,mobcount("1@nyd", instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead"); + if (.@mob_dead_num < 1) { + instance_announce 0, "All of Nidhoggur's Guardians have been defeated!",bc_map,"0x00ff99"; + donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnEnable"; + set 'ins_nyd2,2; + } + end; +} + +1@nyd,1,2,0 script ins_nyd_1f_timer -1,{ + +OnInstanceInit: + disablenpc instance_npcname("ins_nyd_1f_timer", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("ins_nyd_1f_timer", instance_id()); + initnpctimer; + end; + +OnDisable: + disablenpc instance_npcname("ins_nyd_1f_timer", instance_id()); + stopnpctimer; + killmonsterall "1@nyd"; + end; + +OnTimer900000: + instance_announce 0, "World Tree Yggdrasil : There's not much time left. Please hurry.",bc_map,"0xFFFF00"; + end; + +OnTimer1200000: + instance_announce 0, "World Tree Yggdrasil : My powers are slowly disappearing. Please hurry.",bc_map,"0xFFFF00"; + end; + +OnTimer1500000: + instance_announce 0, "World Tree Yggdrasil : I'm... almost at my limit... please hurry up." ,bc_map,"0xFFFF00"; + end; + +OnTimer1800000: + instance_announce 0, "World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here.",bc_map,"0xFFFF00"; + end; + +OnTimer1830000: + instance_announce 0, "Opening of the Gate has failed.",bc_map,"0xFFFF00"; + end; + +OnTimer1850000: + donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_call_mon_1", instance_id())+"::OnDisable"; + instance_warpall "mid_camp",310,150; + stopnpctimer; + end; +} + +1@nyd,195,320,0 script nyd_to2f_warp 45,5,5,{ + +OnInstanceInit: + disablenpc instance_npcname("nyd_to2f_warp", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_to2f_warp", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_to2f_warp", instance_id()); + end; + +OnTouch: + warp "2@nyd",200,10; + end; +} + +1@nyd,1,1,0 script ins_nyd1_spawn_mobs -1,{ +OnInstanceInit: + monster "1@nyd",0,0,"Ancient Tree",2019,20; + monster "1@nyd",0,0,"Rhyncho",2020,15; + monster "1@nyd",0,0,"Phylla",2021,15; + monster "1@nyd",0,0,"Aqua Elemental",2016,15; + monster "1@nyd",0,0,"Dark Pinguicula",2015,15; + monster "1@nyd",0,0,"Ancient Tree",2019,20; + monster "1@nyd",0,0,"Rhyncho",2020,15; + monster "1@nyd",0,0,"Phylla",2021,15; + monster "1@nyd",0,0,"Aqua Elemental",2016,15; + monster "1@nyd",0,0,"Dark Pinguicula",2015,15; + end; +} + +// Second Floor +2@nyd,200,14,0 script nyd_2f_enter -1,6,6,{ +OnTouch_: + donpcevent instance_npcname("nyd_2f_enter_broad", instance_id())+"::OnEnable"; + disablenpc instance_npcname("nyd_2f_enter", instance_id()); + end; +} + +2@nyd,1,1,0 script nyd_2f_enter_broad -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_enter_broad", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_enter_broad", instance_id()); + initnpctimer; + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_enter_broad", instance_id()); + end; + +OnTimer12000: + instance_announce 0, "Nidhoggur's Shadow : No more...I can't stand this anymore...",bc_map,"0xFFFF00"; + end; + +OnTimer15000: + instance_announce 0, "Nidhoggur's Shadow : I need...I need the World Tree Yggdrasil's powers...",bc_map,"0xFFFF00"; + end; + +OnTimer18000: + instance_announce 0, "Nidhoggur's Shadow : Destroy...everything...",bc_map,"0xFFFF00"; + end; + /* + stopnpctimer; + disablenpc instance_npcname("nyd_2f_enter_broad", instance_id()); + end; + */ +} + +2@nyd,199,178,0 script nyd_2f_ddr_control -1,6,6,{ +OnTouch: + specialeffect2 EF_HOLYHIT; + mes "From below the gorgeous stones, a strange breeze is forming."; + next; + mes "The strange power slowly surrounds your body, the dimension is starting to shift."; + close2; + warp "2@nyd",199,255; + end; +} + +2@nyd,199,268,0 script nyd_2f_boss_enter -1,8,8,{ +OnInstanceInit: + enablenpc instance_npcname("nyd_2f_boss_enter", instance_id()); + end; + +OnTouch_: + if (getpartyleader(getcharid(1),2) == getcharid(0)) { + donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnEnable"; + disablenpc instance_npcname("nyd_2f_boss_enter", instance_id()); + end; + } + end; +} + +2@nyd,2,2,0 script nyd_2f_boss_enter_call -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id()); + monster "2@nyd",199,327,"Nidhoggur's Shadow#",2022,1,instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead"; + instance_announce 0, "Nidhoggur's Shadow : I will devour all of you...you and the World Tree Yggdrasil.",bc_map,"0x00ff99"; + //donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::Ongo"; + initnpctimer; + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id()); + killmonster "2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead"; + end; + +OnTimer180000: + set .@rullet,rand(1,4); + if (.@rullet == 1) { + instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,278; + end; + } + else if (.@rullet == 2) { + instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,373; + end; + } + else if (.@rullet == 3) { + instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,278; + end; + } + else if (.@rullet == 4) { + instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,374; + end; + } + stopnpctimer; + end; + +OnMyMobDead: + set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead"); + if (.@mob_dead_num < 1) { + instance_announce 0, "Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing...",bc_map,"0x00ff99"; + donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable"; + end; + } + else { + end; + } +} + +2@nyd,2,4,0 script nyd_2f_boss_enter_logic -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_boss_enter_logic", instance_id()); + end; + +OnEnable: + stopnpctimer; + initnpctimer; + end; + +OnDisable: + stopnpctimer; + disablenpc instance_npcname("nyd_2f_boss_enter_logic", instance_id()); + end; + +OnTimer180000: + set .@rullet,rand(1,4); + if (.@rullet == 1) { + instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,278; + end; + } + else if (.@rullet == 2) { + instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,373; + end; + } + else if (.@rullet == 3) { + instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,278; + end; + } + else if (.@rullet == 4) { + instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,374; + end; + } + stopnpctimer; + end; +} + +2@nyd,202,324,5 script World Tree Yggdrasil#2F 437,3,3,{ + mes "[World Tree Yggdrasil]"; + mes "Thank you. You're the saviour of humans and the Laphine Tribe."; + next; + mes "[World Tree Yggdrasil]"; + mes "You've defeated Nidhoggur's Shadow. But...It's not gone for good. Its powers are merely put to sleep."; + next; + mes "[World Tree Yggdrasil]"; + mes "But you have won us plenty of time. This is great."; + next; + mes "[World Tree Yggdrasil]"; + mes "Please go and report this to those in charge of Splendide and Manuk."; + next; + mes "[World Tree Yggdrasil]"; + mes "As you have seen, neither the Sapha tribe nor the Laphine tribe is at fault for the weakening of the World Tree. It's all because of the Guardian's Shadow..."; + next; + mes "[World Tree Yggdrasil]"; + mes "The Guardian's insanity...is caused by powers unknown to us... You must tell this to everyone."; + next; + mes "[World Tree Yggdrasil]"; + mes "Now... Allow me to escort you out of the cursed nest."; + next; + switch(select("Please let me out.:I want to look around for a while.")) { + case 1: + set 'ins_nyd2,0; + //setquest 3135; + warp "nyd_dun02",98,196; + end; + case 2: + mes "[World Tree Yggdrasil]"; + mes "Is that so... I'll be around if you want to leave."; + close; + } + +OnInstanceInit: + disablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id()); + instance_announce 0, "World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest.",bc_map,"0x00ff99"; + end; + +OnDisable: + disablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id()); + end; +} + +2@nyd,115,278,0 script nyd_2f_red -1,5,5,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_red", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_red", instance_id()); + donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnEnable"; + initnpctimer; + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_red_warp1", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red_warp2", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red_warp3", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_red", instance_id()); + end; + +OnTouch: + percentheal -50,0; + percentheal -30,0; + sc_start SC_BLEEDING,60000,0; + end; + +OnTimer10000: + disablenpc instance_npcname("nyd_2f_red", instance_id()); + stopnpctimer; + end; +} + +2@nyd,6,6,0 script nyd_2f_red_c -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_red_c", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_red_c", instance_id()); + initnpctimer; + monster "2@nyd",120,285,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",119,286,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",120,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",119,269,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",118,270,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead"; + end; + +OnMyMobDead: + set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead"); + if (.@mob_dead_num < 1) { + instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99"; + donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable"; + end; + } + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_red_c", instance_id()); + stopnpctimer; + end; + +OnTimer180000: + killmonster "2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead";; + stopnpctimer; + set .@rullet,rand(1,4); + if (.@rullet == 1) { + instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,278; + end; + } + else if (.@rullet == 2) { + instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,373; + end; + } + else if (.@rullet == 3) { + instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,278; + end; + } + else if (.@rullet == 4) { + instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,374; + end; + } + end; +} + +2@nyd,130,298,0 script nyd_2f_red_warp1 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_red_warp1", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_red_warp1", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_red_warp1", instance_id()); + end; + +OnTouch: + warp "2@nyd",115,278; + end; +} + +2@nyd,142,296,0 script nyd_2f_red_warp2 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_red_warp2", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_red_warp2", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_red_warp2", instance_id()); + end; + +OnTouch: + warp "2@nyd",115,278; + end; +} + +2@nyd,145,283,0 script nyd_2f_red_warp3 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_red_warp3", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_red_warp3", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_red_warp3", instance_id()); + end; + +OnTouch: + warp "2@nyd",115,278; + end; +} + +2@nyd,115,373,0 script nyd_2f_white -1,5,5,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_white", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_white", instance_id()); + donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnEnable"; + initnpctimer; + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_white_warp1", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white_warp2", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white_warp3", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_white", instance_id()); + end; + +OnTouch: + percentheal -50,0; + sc_start SC_FREEZE,20000,0; + end; + +OnTimer10000: + disablenpc instance_npcname("nyd_2f_white", instance_id()); + stopnpctimer; + end; +} + +2@nyd,6,7,0 script nyd_2f_white_c -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_white_c", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_white_c", instance_id()); + initnpctimer; + monster "2@nyd",120,380,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",119,381,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",120,367,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",119,366,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",118,365,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"; + end; + +OnMyMobDead: + set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"); + if (.@mob_dead_num < 1) { + instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99"; + donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable"; + end; + } + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_white_c", instance_id()); + stopnpctimer; + end; + +OnTimer180000: + killmonster "2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead"; + stopnpctimer; + set .@rullet,rand(1,4); + if (.@rullet == 1) { + instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,278; + end; + } + else if (.@rullet == 2) { + instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,373; + end; + } + else if (.@rullet == 3) { + instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,278; + end; + } + else if (.@rullet == 4) { + instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,374; + end; + } + end; +} + +2@nyd,127,354,0 script nyd_2f_white_warp1 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_white_warp1", instance_id());; + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_white_warp1", instance_id());; + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_white_warp1", instance_id());; + end; + +OnTouch: + warp "2@nyd",115,373; + end; +} + +2@nyd,140,357,0 script nyd_2f_white_warp2 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_white_warp2", instance_id());; + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_white_warp2", instance_id());; + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_white_warp2", instance_id());; + end; + +OnTouch: + warp "2@nyd",115,373; + end; +} + +2@nyd,145,367,0 script nyd_2f_white_warp3 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_white_warp3", instance_id());; + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_white_warp3", instance_id());; + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_white_warp3", instance_id());; + end; + +OnTouch: + warp "2@nyd",115,373; + end; +} + +2@nyd,284,278,0 script nyd_2f_yellow -1,5,5,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_yellow", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_yellow", instance_id()); + donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnEnable"; + initnpctimer; + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_yellow_warp1", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow_warp2", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow_warp3", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_yellow", instance_id()); + end; + +OnTouch: + percentheal 0,-50; + sc_start SC_SLEEP,20000,0; + sc_start SC_CONFUSION,60000,0; + end; + +OnTimer10000: + disablenpc instance_npcname("nyd_2f_yellow", instance_id()); + stopnpctimer; + end; +} + +2@nyd,6,8,0 script nyd_2f_yellow_c -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_yellow_c", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_yellow_c", instance_id()); + initnpctimer; + monster "2@nyd",282,284,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",283,283,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",280,275,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",281,276,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",281,277,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + end; + +OnMyMobDead: + set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"); + if (.@mob_dead_num < 1) { + instance_announce 0, "Nidhoggur's Shadow : You're not bad...but I will be your opponent this time.",bc_map,"0x00ff99"; + donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable"; + end; + } + else { + end; + } + +Onreset: + killmonster "2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable"; + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_yellow_c", instance_id()); + stopnpctimer; + end; + +OnTimer180000: + killmonster "2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead"; + stopnpctimer; + set .@rullet,rand(1,4); + if (.@rullet == 1) { + instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,278; + end; + } + else if (.@rullet == 2) { + instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,373; + end; + } + else if (.@rullet == 3) { + instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,278; + end; + } + else if (.@rullet == 4) { + instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,374; + end; + } + end; +} + +2@nyd,255,285,0 script nyd_2f_yellow_warp1 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_yellow_warp1", instance_id()); + end; + +OnTouch: + warp "2@nyd",284,278; + end; +} + +2@nyd,257,296,0 script nyd_2f_yellow_warp2 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_yellow_warp2", instance_id()); + end; + +OnTouch: + warp "2@nyd",284,278; + end; +} + +2@nyd,268,300,0 script nyd_2f_yellow_warp3 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_yellow_warp3", instance_id()); + end; + +OnTouch: + warp "2@nyd",284,278; + end; +} + +2@nyd,284,374,0 script nyd_2f_green -1,5,5,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_green", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_green", instance_id()); + donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnEnable"; + donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnEnable"; + initnpctimer; + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_green_warp1", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green_warp2", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green_warp3", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_green", instance_id()); + end; + +OnTouch: + percentheal -50,-50; + sc_start SC_POISON,60000,0; + end; + +OnTimer10000: + disablenpc instance_npcname("nyd_2f_green", instance_id()); + stopnpctimer; + end; +} + +2@nyd,6,9,0 script nyd_2f_green_c -1,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_green_c", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_green_c", instance_id()); + initnpctimer; + monster "2@nyd",282,378,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",283,377,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",280,368,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",281,368,"Nidhoggur's Guardian#4",2021,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + monster "2@nyd",281,367,"Nidhoggur's Guardian#5",2021,1,instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + end; + +OnMyMobDead: + set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"); + if (.@mob_dead_num < 1) { + instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99"; + donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable"; + end; + } + else { + end; + } + +Onreset: + killmonster "2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable"; + end; + +OnDisable: + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + disablenpc instance_npcname("nyd_2f_green_c", instance_id()); + stopnpctimer; + end; + +OnTimer180000: + killmonster "2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead"; + stopnpctimer; + set .@rullet,rand(1,4); + if (.@rullet == 1) { + instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,278; + end; + } + else if (.@rullet == 2) { + instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",115,373; + end; + } + else if (.@rullet == 3) { + instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,278; + end; + } + else if (.@rullet == 4) { + instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00"; + donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable"; + donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnEnable"; + instance_warpall "2@nyd",284,374; + end; + } + end; +} + +2@nyd,274,356,0 script nyd_2f_green_warp1 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_green_warp1", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_green_warp1", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_green_warp1", instance_id()); + end; + +OnTouch: + warp "2@nyd",284,374; + end; +} + +2@nyd,260,356,0 script nyd_2f_green_warp2 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_green_warp2", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_green_warp2", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_green_warp2", instance_id()); + end; + +OnTouch: + warp "2@nyd",284,374; + end; +} + +2@nyd,258,368,0 script nyd_2f_green_warp3 -1,6,6,{ +OnInstanceInit: + disablenpc instance_npcname("nyd_2f_green_warp3", instance_id()); + end; + +OnEnable: + enablenpc instance_npcname("nyd_2f_green_warp3", instance_id()); + end; + +OnDisable: + disablenpc instance_npcname("nyd_2f_green_warp3", instance_id()); + end; + +OnTouch: + warp "2@nyd",284,374; + end; +} + +2@nyd,1,1,0 script ins_nyd2_spawn_mobs -1,{ +OnInstanceInit: + areamonster "2@nyd",200,92,180,80,"Rhyncho",2020,20; + areamonster "2@nyd",200,92,180,80,"Phylla",2021,20; + areamonster "2@nyd",200,92,180,80,"Dark Shadow",2023,20; + areamonster "2@nyd",200,92,180,80,"Dark Pinguicula",2015,20; + areamonster "2@nyd",200,92,180,80,"Rhyncho",2020,20; + areamonster "2@nyd",200,92,180,80,"Phylla",2021,20; + areamonster "2@nyd",200,92,180,80,"Dark Shadow",2023,20; + areamonster "2@nyd",200,92,180,80,"Dark Pinguicula",2015,20; + end; +} diff --git a/npc/mobs/dungeons/bra_dun.txt b/npc/mobs/dungeons/bra_dun.txt index 572a4c0a6..354fda79c 100644 --- a/npc/mobs/dungeons/bra_dun.txt +++ b/npc/mobs/dungeons/bra_dun.txt @@ -1,37 +1,37 @@ -//===== eAthena Script ========================================
-//= Brasilis Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= eAthena SVN
-//===== Description: =========================================
-//= Official monster spawns in Brasilis Dungeon.
-//===== Additional Comments: =================================
-//= 1.0 Official spawns from Aegis [Kisuka]
-//============================================================
-
-//==================================================
-// bra_dun01 - Behind the Waterfall
-//==================================================
-bra_dun01,0,0,0,0 monster Piranha 2070,80,5000,0,0
-bra_dun01,0,0,0,0 monster Iara 2069,30,5000,0,0
-bra_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-bra_dun01,0,0,0,0 monster Marina 1141,20,5000,0,0
-bra_dun01,0,0,0,0 monster Kukre 1070,10,5000,0,0
-bra_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
-bra_dun01,0,0,0,0 monster Hydra 1068,15,5000,0,0
-
-//==================================================
-// bra_dun02 - Behind the Waterfall
-//==================================================
-bra_dun02,0,0,0,0 monster Piranha 2070,60,5000,0,0
-bra_dun02,0,0,0,0 monster Iara 2069,110,5000,0,0
-bra_dun02,0,0,0,0 monster Marina 1141,10,5000,0,0
-bra_dun02,0,0,0,0 monster Kukre 1070,10,5000,0,0
-bra_dun02,0,0,0,0 monster Plankton 1161,10,5000,0,0
-bra_dun02,0,0,0,0 monster Hydra 1068,15,5000,0,0
-bra_dun02,0,0,0,0 monster Shining Plant 1083,2,5000,0,0
-bra_dun02,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
-bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1
+//===== eAthena Script ======================================== +//= Brasilis Dungeon Monster Spawn Script +//===== By: ================================================== +//= Kisuka +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= Official monster spawns in Brasilis Dungeon. +//===== Additional Comments: ================================= +//= 1.0 Official spawns from Aegis [Kisuka] +//============================================================ + +//================================================== +// bra_dun01 - Behind the Waterfall +//================================================== +bra_dun01,0,0,0,0 monster Piranha 2070,80,5000,0,0 +bra_dun01,0,0,0,0 monster Iara 2069,30,5000,0,0 +bra_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1 +bra_dun01,0,0,0,0 monster Marina 1141,20,5000,0,0 +bra_dun01,0,0,0,0 monster Kukre 1070,10,5000,0,0 +bra_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0 +bra_dun01,0,0,0,0 monster Hydra 1068,15,5000,0,0 + +//================================================== +// bra_dun02 - Behind the Waterfall +//================================================== +bra_dun02,0,0,0,0 monster Piranha 2070,60,5000,0,0 +bra_dun02,0,0,0,0 monster Iara 2069,110,5000,0,0 +bra_dun02,0,0,0,0 monster Marina 1141,10,5000,0,0 +bra_dun02,0,0,0,0 monster Kukre 1070,10,5000,0,0 +bra_dun02,0,0,0,0 monster Plankton 1161,10,5000,0,0 +bra_dun02,0,0,0,0 monster Hydra 1068,15,5000,0,0 +bra_dun02,0,0,0,0 monster Shining Plant 1083,2,5000,0,0 +bra_dun02,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0 +bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1 diff --git a/npc/mobs/fields/brasilis.txt b/npc/mobs/fields/brasilis.txt index 0816de830..6f521ddac 100644 --- a/npc/mobs/fields/brasilis.txt +++ b/npc/mobs/fields/brasilis.txt @@ -1,22 +1,22 @@ -//===== eAthena Script =======================================
-//= Brasilis Fields Monster Spawn Script
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= eAthena SVN
-//===== Additional Comments: =================================
-//= 1.0 Official spawns from Aegis [Kisuka]
-//============================================================
-
-//==================================================
-// bra_fild01
-//==================================================
-bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0
-bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0
-bra_fild01,0,0,0,0 monster Savage 1166,5,5000,0,0
-bra_fild01,0,0,0,0 monster Headless Mule 2071,40,5000,0,0
-bra_fild01,0,0,0,0 monster Red Mushroom 1085,5,5000,0,0
-bra_fild01,0,0,0,0 monster Jaguar 2072,55,5000,0,0
-bra_fild01,0,0,0,0 monster Toucan 2073,60,5000,0,0
\ No newline at end of file +//===== eAthena Script ======================================= +//= Brasilis Fields Monster Spawn Script +//===== By: ================================================== +//= Kisuka +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Additional Comments: ================================= +//= 1.0 Official spawns from Aegis [Kisuka] +//============================================================ + +//================================================== +// bra_fild01 +//================================================== +bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0 +bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0 +bra_fild01,0,0,0,0 monster Savage 1166,5,5000,0,0 +bra_fild01,0,0,0,0 monster Headless Mule 2071,40,5000,0,0 +bra_fild01,0,0,0,0 monster Red Mushroom 1085,5,5000,0,0 +bra_fild01,0,0,0,0 monster Jaguar 2072,55,5000,0,0 +bra_fild01,0,0,0,0 monster Toucan 2073,60,5000,0,0 diff --git a/npc/mobs/towns/brasilis.txt b/npc/mobs/towns/brasilis.txt index 6d2eef8c9..be079c730 100644 --- a/npc/mobs/towns/brasilis.txt +++ b/npc/mobs/towns/brasilis.txt @@ -1,16 +1,16 @@ -//===== eAthena Script =======================================
-//= Brasilis Quest Monsters
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= 1.0 First version
-//============================================================
-
-brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
-brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
\ No newline at end of file +//===== eAthena Script ======================================= +//= Brasilis Quest Monsters +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= Any Athena Version +//===== Description: ========================================= +//= 1.0 First version +//============================================================ + +brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0 +brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0 +brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0 +brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0 diff --git a/npc/quests/quests_brasilis.txt b/npc/quests/quests_brasilis.txt index 417ac78d3..0cb1f1ba0 100644 --- a/npc/quests/quests_brasilis.txt +++ b/npc/quests/quests_brasilis.txt @@ -1,4600 +1,4600 @@ -//===== eAthena Script =======================================
-//= Brasilis Qiests
-//===== By ===================================================
-//= L0ne_W0lf
-//===== Version ==============================================
-//= 1.0
-//===== Compatible With ======================================
-//= eAthena SVN
-//===== Description ==========================================
-//= [Aegis COnversion]
-//= Lost Puppies (Repeatable, 24 hours.)
-//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
-//= Guarana Candy Quest
-//= Brasilis Water Lily Quest
-//= Brasilis Dungeon Access Quest
-//= Iara (Buff reward. Repeatable, 24 hours.)
-//===== Comments =============================================
-//= 1.0 First version.
-//============================================================
-
-// Lost Puppies, Original file: dogdog.sc
-//============================================================
-brasilis,297,307,5 script Angelo#br 50,{
- set .@pongku,checkquest(9032,PLAYTIME);
- set .@br1,checkquest(9030);
- set .@br2,checkquest(9031);
- if (BaseLevel < 40) {
- mes "[Angelo]";
- mes "Pets went out the village~!!";
- mes "Gosh... what can I do... ?";
- close;
- }
- else {
- if ((.@pongku == 0) || (.@pongku == 1)) {
- mes "[Angelo]";
- mes "The day is not finished yet.";
- mes "You can only help once a day. Hehe.";
- close;
- }
- else {
- if (checkquest(9032) > -1) erasequest 9032;
- if ((.@br1 == 0) || (.@br1 == 1)) {
- mes "[Angelo]";
- mes "My pets are in the field outside of the village.";
- mes "Why did they leave? Please find them.";
- close;
- }
- else {
- if ((.@br2 == 0) || (.@br2 == 1)) {
- mes "[Angelo]";
- mes "Oh, thank you. You found all of 3 puppies.";
- mes "Thanks a lot.";
- mes "I hope this is useful to you. hoho.";
- getexp 500000,0;
- erasequest 9031;
- setquest 9032;
- set .@bosang,rand(1,10);
- if (.@bosang < 5) {
- specialeffect2 EF_ASSUMPTIO;
- percentheal 100,100;
- //ConsumeSpecialItem Yggdrasilberry
- }
- else if (.@bosang < 9) {
- specialeffect2 EF_ASSUMPTIO;
- //ConsumeSpecialItem Yggdrasilberry
- percentheal 100,100;
- getitem 504,2; //White_Potion
- }
- else {
- specialeffect2 EF_ASSUMPTIO;
- //ConsumeSpecialItem Yggdrasilberry
- percentheal 100,100;
- getitem 608,1; //Seed_Of_Yggdrasil
- }
- close;
- }
- else {
- mes "[Angelo]";
- mes "Are you an adventurer? You came here right on time.";
- mes "Puppies have been disappearing.";
- mes "And someone said that they saw them out on the field just outside the village....";
- next;
- mes "[Angelo]";
- mes "It's pretty difficult and dangerous to find 'em.";
- mes "You have to find ^0000FF3 puppies^000000.";
- setquest 9030;
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "Angelo#br::Ongo";
- end;
-
-Ongo:
- emotion e_gasp;
- initnpctimer;
- end;
-}
-
-//Puppya1
-bra_fild01,98,96,3 script Puppy#a1 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#a2::OnEnable";
- disablenpc "Puppy#a1";
- }
- else {
- donpcevent "Puppy#a3::OnEnable";
- disablenpc "Puppy#a1";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#a2::OnEnable";
- disablenpc "Puppy#a1";
- }
- else {
- donpcevent "Puppy#a3::OnEnable";
- disablenpc "Puppy#a1";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnEnable:
- enablenpc "Puppy#a1";
- end;
-
-OnDisable:
- disablenpc "Puppy#a1";
- end;
-}
-
-//Puppya2
-bra_fild01,59,116,5 script Puppy#a2 81,{
- set .@br1,checkquest(9030);
- set name,strcharinfo(0);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#a1::OnEnable";
- disablenpc "Puppy#a2";
- }
- else {
- donpcevent "Puppy#a3::OnEnable";
- disablenpc "Puppy#a2";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#a1::OnEnable";
- disablenpc "Puppy#a2";
- }
- else {
- donpcevent "Puppy#a3::OnEnable";
- disablenpc "Puppy#a2";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#a2";
- end;
-
-OnEnable:
- enablenpc "Puppy#a2";
- end;
-
-OnDisable:
- disablenpc "Puppy#a2";
- end;
-}
-
-//Puppya3
-bra_fild01,62,142,3 script Puppy#a3 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#a1::OnEnable";
- disablenpc "Puppy#a3";
- }
- else {
- donpcevent "Puppy#a2::OnEnable";
- disablenpc "Puppy#a3";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#a1::OnEnable";
- disablenpc "Puppy#a3";
- }
- else {
- donpcevent "Puppy#a2::OnEnable";
- disablenpc "Puppy#a3";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#a3";
- end;
-
-OnEnable:
- enablenpc "Puppy#a3";
- end;
-
-OnDisable:
- disablenpc "Puppy#a3";
- end;
-}
-
-//Puppy b1
-bra_fild01,80,163,3 script Puppy#b1 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#b2::OnEnable";
- disablenpc "Puppy#b1";
- }
- else {
- donpcevent "Puppy#b3::OnEnable";
- disablenpc "Puppy#b1";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#b2::OnEnable";
- disablenpc "Puppy#b1";
- }
- else {
- donpcevent "Puppy#b3::OnEnable";
- disablenpc "Puppy#b1";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnEnable:
- enablenpc "Puppy#b1";
- end;
-
-OnDisable:
- disablenpc "Puppy#b1";
- end;
-}
-
-//Puppy b2
-bra_fild01,73,210,3 script Puppy#b2 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#b1::OnEnable";
- disablenpc "Puppy#b2";
- }
- else {
- donpcevent "Puppy#b3::OnEnable";
- disablenpc "Puppy#b2";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#b1::OnEnable";
- disablenpc "Puppy#b2";
- }
- else {
- donpcevent "Puppy#b3::OnEnable";
- disablenpc "Puppy#b2";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#b2";
- end;
-
-OnEnable:
- enablenpc "Puppy#b2";
- end;
-
-OnDisable:
- disablenpc "Puppy#b2";
- end;
-}
-
-//Puppy b3
-bra_fild01,80,210,3 script Puppy#b3 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#b1::OnEnable";
- disablenpc "Puppy#b3";
- }
- else {
- donpcevent "Puppy#b2::OnEnable";
- disablenpc "Puppy#b3";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#b1::OnEnable";
- disablenpc "Puppy#b3";
- }
- else {
- donpcevent "Puppy#b2::OnEnable";
- disablenpc "Puppy#b3";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#b3";
- end;
-
-OnEnable:
- enablenpc "Puppy#b3";
- end;
-
-OnDisable:
- disablenpc "Puppy#b3";
- end;
-}
-
-//Puppyc1
-bra_fild01,38,235,3 script Puppy#c1 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#c2::OnEnable";
- disablenpc "Puppy#c1";
- }
- else {
- donpcevent "Puppy#c3::OnEnable";
- disablenpc "Puppy#c1";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#c2::OnEnable";
- disablenpc "Puppy#c1";
- }
- else {
- donpcevent "Puppy#c3::OnEnable";
- disablenpc "Puppy#c1";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnEnable:
- enablenpc "Puppy#c1";
- end;
-
-OnDisable:
- disablenpc "Puppy#c1";
- end;
-}
-
-//Puppy c2
-bra_fild01,307,64,3 script Puppy#c2 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#c1::OnEnable";
- disablenpc "Puppy#c2";
- }
- else {
- donpcevent "Puppy#c3::OnEnable";
- disablenpc "Puppy#c2";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#c1::OnEnable";
- disablenpc "Puppy#c2";
- }
- else {
- donpcevent "Puppy#c3::OnEnable";
- disablenpc "Puppy#c2";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#c2";
- end;
-
-OnEnable:
- enablenpc "Puppy#c2";
- end;
-
-OnDisable:
- disablenpc "Puppy#c2";
- end;
-}
-
-//Puppy c3
-bra_fild01,260,60,3 script Puppy#c3 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#c1::OnEnable";
- disablenpc "Puppy#c3";
- }
- else {
- donpcevent "Puppy#c2::OnEnable";
- disablenpc "Puppy#c3";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#c1::OnEnable";
- disablenpc "Puppy#c3";
- }
- else {
- donpcevent "Puppy#c2::OnEnable";
- disablenpc "Puppy#c3";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
- OnInit:
- disablenpc "Puppy#c3";
- end;
-
-OnEnable:
- enablenpc "Puppy#c3";
- end;
-
-OnDisable:
- disablenpc "Puppy#c3";
- end;
-}
-
-//Puppyd1
-bra_fild01,234,101,3 script Puppy#d1 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#d2::OnEnable";
- disablenpc "Puppy#d1";
- }
- else {
- donpcevent "Puppy#d3::OnEnable";
- disablenpc "Puppy#d1";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#d2::OnEnable";
- disablenpc "Puppy#d1";
- }
- else {
- donpcevent "Puppy#d3::OnEnable";
- disablenpc "Puppy#d1";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnEnable:
- enablenpc "Puppy#d1";
- end;
-
-OnDisable:
- disablenpc "Puppy#d1";
- end;
-}
-
-//Puppy d2
-bra_fild01,200,84,3 script Puppy#d2 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#d1::OnEnable";
- disablenpc "Puppy#d2";
- }
- else {
- donpcevent "Puppy#d3::OnEnable";
- disablenpc "Puppy#d2";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#d1::OnEnable";
- disablenpc "Puppy#d2";
- }
- else {
- donpcevent "Puppy#d3::OnEnable";
- disablenpc "Puppy#d2";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#d2";
- end;
-
-OnEnable:
- enablenpc "Puppy#d2";
- end;
-
-OnDisable:
- disablenpc "Puppy#d2";
- end;
-}
-
-//Puppy d3
-bra_fild01,176,63,5 script Puppy#d3 81,{
- set .@br1,checkquest(9030);
- if ((.@br1 == 0) || (.@br1 == 1)) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#d1::OnEnable";
- disablenpc "Puppy#d3";
- }
- else {
- donpcevent "Puppy#d2::OnEnable";
- disablenpc "Puppy#d3";
- }
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set .@pk,rand(1,2);
- if (.@pk == 1) {
- donpcevent "Puppy#d1::OnEnable";
- disablenpc "Puppy#d3";
- }
- else {
- donpcevent "Puppy#d2::OnEnable";
- disablenpc "Puppy#d3";
- }
- }
- close;
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- }
- else {
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Puppy#d3";
- end;
-
-OnEnable:
- enablenpc "Puppy#d3";
- end;
-
-OnDisable:
- disablenpc "Puppy#d3";
- end;
-}
-
-// Suspicious Beach, original file: Suspicious_Beach.sc
-//============================================================
-brasilis,192,133,6 script Lucia#brasilis 478,{
- /*
- if (countitem(12408) > 0) {
- delitem 12408,1; //Leaf_Cat_Ball
- getitem 12408,1; //Leaf_Cat_Ball
- }
- else if (countitem(6221) > 0) {
- delitem 6221,1; //Mystic_Leaf_Cat_Ball
- getitem 6221,1; //Mystic_Leaf_Cat_Ball
- }
- */
- if (BaseLevel < 40) {
- mes "[Lucia]";
- mes "Hello.";
- mes "I'm worried about ^FF0000Strange Hydra^000000's on";
- mes "the south beach.";
- mes "I hope some experienced adventurers";
- mes "will come to help.";
- emotion e_sigh;
- close;
- }
- else {
- set .@nQState1,checkquest(9028);
- set .@nQState2,checkquest(9029);
- if (.@nQState1 == 0) {
- mes "[Lucia]";
- mes "Hello.";
- mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.:No.:^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem 12408,1; //Leaf_Cat_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
- if (countitem(6221) > 0) {
- mes "[Lucia]";
- mes "Hello, you really did it!";
- if (checkweight(11502,3)) {
- //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
- mes "I hope you will come";
- mes "again to help me.";
- mes "Have a nice day~!";
- delitem 6221,1; //Mystic_Leaf_Cat_Ball
- completequest 9028;
- //recall_completequest 9029;
- if (.@nQState2 > -1) erasequest 9029;
- setquest 9029;
- //ConsumeSpecialItem Yggdrasilberry
- percentheal 100,100;
- //ConsumeSpecialItem Luk_Dish05
- sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
- //ConsumeSpecialItem Vit_Dish05
- sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
- //ConsumeSpecialItem Dex_Dish05
- sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
- getitem 11502,3; //Light_Blue_Pot
- close;
- }
- else {
- mes " ";
- mes "I'd like to reward you,";
- mes "however your bags are full.";
- mes "Please make room and come back!";
- close;
- }
- }
- else {
- mes "[Lucia]";
- if (countitem(12408) < 1) {
- mes "Did you need another ^006400Hydra Ball^000000?";
- mes "I will give you one more.";
- getitem 12408,1; //Leaf_Cat_Ball
- close;
- }
- else {
- mes "Any problems?";
- next;
- switch(select("No.:^006400Tell me again what happened^000000")) {
- case 1:
- mes "[Lucia]";
- mes "Ok, please do me a favor.";
- close;
- case 2:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- else {
- mes "[Lucia]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
- set .@nCheckTime,checkquest(9029,PLAYTIME);
- if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
- mes "I'm so grateful for your help.";
- mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
- mes "Please come at the appropriate time.";
- close;
- }
- else {
- //recall_completequest 9028;
- if (.@nQState1 > -1) erasequest 9028;
- completequest 9029;
- mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.:No.:^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem 12408,1; //Leaf_Cat_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer7000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-// Guarana Quest, Original file: brazil_tre.sc
-//============================================================
-brasilis,187,162,5 script Candy Maker 476,{
- if (!checkweight(1201,1)) {
- mes "- You can't start the quest. Please reduce the weight in your inventory. -";
- close;
- }
- if (brazil_gua == 0) {
- mes "[Candy Maker]";
- mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
- next;
- mes "[Candy Maker]";
- mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
- next;
- mes "[Candy Maker]";
- mes "I used to sell the candy made of it back in the day.";
- mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
- next;
- mes "[Candy Maker]";
- mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
- next;
- switch(select("How can I taste this guarana candy?:End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Hmm? I already sold out of all my old supply.";
- next;
- mes "[Candy Maker]";
- mes "But if you can find some guarana, I can make it for you.";
- next;
- switch(select("How do I find guarana?:End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Will you find the guarana?? Hoooooh~";
- next;
- mes "[Candy Maker]";
- mes "Can you find it?";
- mes "It's probably very expensive.";
- mes "Trading isn't my thing. Let me think.";
- next;
- mes "[Candy Maker]";
- mes "Let me introduce you to someone with whom I used to do guarana business with.";
- mes "He might still be dealing it.";
- next;
- mes "[Candy Maker]";
- mes "His name is Cherto.";
- mes "If you can't find him in the city, go to museum.";
- mes "He's a vain person so he likes to act big.";
- mes "He's probably wandering in the museum trying to show off to someone for sure.";
- set brazil_gua,1;
- setquest 2192;
- close;
- case 2:
- mes "[Candy Maker]";
- mes "Don't you want to try the guarana candy?";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Those were the good 'ole days...";
- close;
- }
- }
- else if (brazil_gua == 1) {
- mes "[Candy Maker]";
- mes "If you want to get the guarana, find Cherto.";
- mes "Maybe he will be in the museum.";
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(6237)) {
- mes "- The guarana that I had has disappeared. -";
- close;
- }
- delitem 6237,1; //Guarana_Fruit
- mes "[Candy Maker]";
- mes "Did you get the guarana?";
- next;
- mes "- You give the guarana to him. -";
- next;
- mes "[Candy Maker]";
- mes "Wow! You have special talent.";
- mes "It's the best thing I have ever seen so far. Cool~!";
- next;
- mes "[Candy Maker]";
- mes "Good, let's make the candy~!";
- mes "Long time no see my wonderful guarana candy...";
- next;
- mes "- hash hash hash hash hash hash -";
- mes "- hash hash hash hash hash hash -";
- next;
- mes "[Candy Maker]";
- mes "Look! It's the popular guarana candy.";
- mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
- set brazil_gua,11;
- completequest 2200;
- getitem 12414,1; //Guarana_Candy
- getexp 700000,100000;
- close;
- }
- else if (brazil_gua == 11) {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- next;
- mes "[Candy Maker]";
- mes "Since you helped me, guarana supply has been steadily rising.";
- mes "So, naturally I'm back to making guarana candy.";
- next;
- mes "[Candy Maker]";
- mes "What about it? Wanna buy some?";
- mes "It's 4000 zeny each.";
- next;
- switch(select("Buy a Guarana Candy.:Cancel.")) {
- case 1:
- if (Zeny > 3999) {
- mes "[Candy Maker]";
- mes "Here is a delicious guarana candy.";
- set zeny,zeny-4000;
- getitem 12414,1; //Guarana_Candy
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "What? You should say before if you don't have money!";
- mes "Even if you are poor, I can't give this away for free.";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Sometimes some people don't like it due to it's arousal effect.";
- close;
- }
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- close;
- }
-}
-
-bra_in01,95,179,3 script Cherto 477,{
- if (brazil_gua == 0) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
- close;
- }
- else if (brazil_gua == 1) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
- next;
- select("Guarana?");
- mes "[Cherto]";
- mes "What? Do you want to find a guarana?";
- next;
- mes "[Cherto]";
- mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
- mes "It seems a little bit weird but the flower is really big and smells beautiful.";
- next;
- mes "[Cherto]";
- mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
- next;
- mes "[Cherto]";
- mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
- next;
- select("Whaaaat??");
- mes "[Cherto]";
- mes "For a while now, guarana berries haven't been growing here.";
- next;
- mes "[Cherto]";
- mes "Even if Cherto managed to find one, it will rot quickly.";
- next;
- mes "[Cherto]";
- mes "If only it didn't happen!";
- next;
- select("What are you talking about?");
- mes "[Cherto]";
- mes "Quiet!!!!!!!!!!!!!!!!";
- mes "This story has been forbidden! Someone might be listening to our conversation...";
- next;
- mes "[Cherto]";
- mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
- mes "Come closer. Cherto will whisper so nobody can listen in.";
- set brazil_gua,2;
- close;
- }
- else if (brazil_gua == 2) {
- mes "[Cherto]";
- mes "A Guarana boy was born.";
- next;
- select("Guarana kid?");
- mes "[Cherto]";
- mes "There was woman who was an expert botanist.";
- mes "The woman was really popular to all living creatures.";
- next;
- mes "[Cherto]";
- mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
- mes "That kind of story...";
- next;
- mes "[Cherto]";
- mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
- next;
- mes "[Cherto]";
- mes "Who is the guarana kid?";
- mes "Pedro who is famous as a greedy man?";
- mes "Meto who can't endure about all the fruits?";
- mes "Hovenue who is gloomy?";
- mes "They might know~!";
- next;
- mes "[Cherto]";
- mes "What about you?";
- mes "Who is the guarana kid?";
- mes "Will you figure out it? hohohhhhh~";
- set brazil_gua,3;
- changequest 2192,2193;
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Cherto]";
- mes "Can you find the guarana kid?";
- mes "Maybe yes? Maybe no?";
- close;
- }
- else if (brazil_gua == 4) {
- mes "[Cherto]";
- mes "Did you find guarana kid?";
- next;
- mes "- I tell Cherto about the kid making animal-like sounds. -";
- next;
- mes "[Cherto]";
- mes "Hoooh. That's unbelivable.";
- mes "That kid might be a guarana kid. Sure...";
- mes "According to the story the kid can have conversations with animals.";
- next;
- mes "[Cherto]";
- mes "If he can make crying sounds of animals, they might be able to converse!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Now, what can I do?";
- mes "If he is the kid from the legend, is there any way to raise the guarana again?";
- next;
- mes "[Cherto]";
- mes "Haha!! What'd Cherto say?";
- mes "Cherto knows all~!!";
- mes "Cherto's already thought";
- mes "of the next step.";
- next;
- mes "[Cherto]";
- mes "In Brasilis there is an expert Mage.";
- mes "His name is Paje.";
- mes "Take this note over to him.";
- mes "He will show the solution for you and the kid.";
- set brazil_gua,5;
- changequest 2194,2195;
- close;
- }
- else {
- mes "[Cherto]";
- mes "hoho tickle~tickle~~~~!!!";
- close;
- }
-}
-
-brasilis,203,64,3 script Strange Kid#bra 706,{
- if (brazil_gua < 3) {
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Strange Kid]";
- mes "................";
- next;
- switch(select("Try to talk.:Pretend to pass by.")) {
- case 1:
- break;
- case 2:
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- mes "What can I say to him?";
- next;
- while(1) {
- switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
- case 1:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- break;
- case 2:
- mes "[Strange Kid]";
- mes "Booooowoooooo-";
- mes "Booooowoooooo- -";
- next;
- break;
- case 3:
- mes "[Strange Kid]";
- mes "chamber pot braeee chamber pot brae chamber pot brae -";
- mes "Bbeeeebbeee -";
- next;
- break;
- case 4:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He makes strange sound like an animals.";
- mes "Should I ask advice from Cherto?";
- set brazil_gua,4;
- changequest 2193,2194;
- close;
- }
- }
- }
- else if (brazil_gua == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "He makes strange sounds like an animal.";
- mes "Should I ask advice from Cherto?";
- close;
- }
- else if ((brazil_gua > 4) && (brazil_gua < 9)) {
- mes "[Strange Kid]";
- mes "Ah...? ah.....?";
- close;
- }
- else if (brazil_gua == 9) {
- mes "[Strange Kid]";
- mes "ah... ahah.....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't have a story but there are lots of friends waiting outside.";
- next;
- mes "- You give the feather, fresh meat and branch of grapes to the kid -";
- next;
- mes "[Strange Kid]";
- mes "Ah.............";
- next;
- mes "[Strange Kid]";
- mes "Un, uhh....";
- mes "mooo... mommy.....";
- next;
- mes "[Strange Kid]";
- mes "Ah..........";
- mes "bird....";
- mes "mon, mon, mon...key......";
- mes "boo, booow...........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Dog?!";
- mes "kkk yes. Lots of friends want to meet you.";
- mes "Don't be lonely anymore and be happy with your friends.";
- next;
- mes "[Strange Kid]";
- mes "ah....he...hehe....";
- next;
- mes "- He starts to smile lightly and laughs. -";
- next;
- mes "[Strange Kid]";
- mes "Ye......yes.......";
- mes "tha... than......thank......yo.........you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright such a cute smile!";
- mes "Be a happy kid as always.";
- next;
- mes "[Strange Kid]";
- mes "Uh......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "what?";
- next;
- mes "[Strange Kid]";
- mes "hey..........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you want to say anything?";
- next;
- mes "- You get closer and pretend to take caution. -";
- next;
- emotion e_kis;
- mes "(kiss~)";
- next;
- mes "- The kid laughs again lightly then puts something in your hand. -";
- next;
- mes "- It's a fresh berry that's colored red and hard. -";
- next;
- mes "[Strange Kid]";
- mes "ga...ra..........na...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oops, guarana berry?";
- mes "Ah! Thank you very much!";
- emotion e_kis2,1;
- emotion e_heh;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If I have this, I can make a guarana candy.";
- mes "I better find that Candy Maker!";
- set brazil_gua,10;
- changequest 2199,2200;
- getitem 6237,1; //Guarana_Fruit
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(6237)) {
- mes "[Strange Kid]";
- mes "He.........";
- getitem 6237,1; //Guarana_Fruit
- close;
- }
- }
- else {
- mes "- The kid is smiling. -";
- close;
- }
- end;
-}
-
-brasilis,56,224,7 script Mage Paje#bra 704,{
- if (brazil_gua < 5) {
- mes "[Mage Paje]";
- mes "Abracadabra~";
- set .@cspr_bra,rand(1,3);
- if (.@cspr_bra == 1) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",876;
- }
- else if (.@cspr_bra == 2) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",800;
- }
- else {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",909;
- }
- close;
- }
- else if (brazil_gua == 5) {
- mes "[Mage Paje]";
- mes "Abracadabra~";
- set .@cspr_bra,rand(1,3);
- if (.@cspr_bra == 1) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",876;
- }
- else if (.@cspr_bra == 2) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",800;
- }
- else {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",909;
- }
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~!";
- mes "I have a guest.";
- mes "Good to see you.";
- mes "I am the Mage Paje.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hello. Mr. Cherto told me to find you.";
- next;
- mes "[Mage Paje]";
- mes "Um.. Mr. Cherto? What's happened?";
- mes "Have you come here to ask about lots of weird rumors?";
- next;
- mes "- You give the note to Paje-";
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~";
- mes "Hmm gosh.. that's what happened.";
- next;
- mes "[Mage Paje]";
- mes "I can't help you directly.";
- mes "But I will give you simple magic so you can figure it out by yourself.";
- next;
- select("What kind of magic?");
- mes "[Mage Paje]";
- mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
- next;
- mes "[Mage Paje]";
- mes "Ok~ I will give you the magic.";
- mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
- next;
- mes "[Mage Paje]";
- mes "Good luck~!";
- set brazil_gua,6;
- changequest 2195,2196;
- specialeffect2 EF_ASSUMPTIO;
- close;
- }
- else {
- mes "[Mage Paje]";
- mes "Abrakatabra~";
- set .@cspr_bra,rand(1,3);
- if (.@cspr_bra == 1) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",876;
- }
- else if (.@cspr_bra == 2) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",800;
- }
- else {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",909;
- }
- close;
- }
- end;
-}
-
-brasilis,59,226,3 script Poring#bra 909,{
- end;
-}
-
-bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
-OnTouch:
- if (brazil_gua == 6) {
- mes "[Toucan]";
- mes "Baaeecc!";
- mes "I've never seen you before.";
- mes "Baaeec!";
- next;
- mes "[Toucan]";
- mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
- next;
- select("What are you talking about?");
- mes "[Toucan]";
- mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
- next;
- mes "[Toucan]";
- mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
- next;
- select("Not yet... but I want to be a friend.");
- mes "[Toucan]";
- mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "If you want to relieve his loneliness, can you help me?";
- next;
- select("Absolutely!");
- mes "[Toucan]";
- mes "It's my feather.";
- mes "Send it to the kid.";
- mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
- next;
- mes "- You take a feather from Toucan. - ";
- next;
- mes "[Toucan]";
- mes "There have to be others around here like me.";
- mes "Why don't you find a jaguar Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I will give a blessing from Toucan to you.";
- next;
- mes "[Toucan]";
- mes "Fly fly far away. bbaaaeeeccckkk--!";
- set brazil_gua,7;
- changequest 2196,2197;
- specialeffect2 EF_SEISMICWEAPON;
- close2;
- warp "bra_fild01",68,146;
- end;
- }
- else {
- mes "[Toucan]";
- mes "Bbbaaeec~! Baaeec~!";
- close;
- }
- end;
-}
-
-bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{
-OnTouch_:
- if (brazil_gua == 7) {
- mes "[Jaguar]";
- mes "Hhooww..hhooww.....";
- next;
- mes "[Jaguar]";
- mes "Smelling! This smell is from a human!";
- mes "Somewhere, a human!";
- mes "I got it. You are!!!";
- specialeffect EF_HIT1,AREA,"Jaguar#bra";
- emotion e_omg,1;
- next;
- mes "[Jaguar]";
- mes "Don't be afraid human.";
- mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
- next;
- mes "[Jaguar]";
- mes "Anyway you can talk with me, are you a guarana kid?";
- next;
- select("Yes? N...o......actually....");
- mes "[Jaguar]";
- mes "The son of guarana woman became our friend also.";
- mes "They treated all life preciously.";
- mes "I hope you are same the as her.";
- next;
- mes "[Jaguar]";
- mes "Bird's chirpings informed me.";
- mes "The son of guarana woman has a diseased heart.";
- mes "Her brothers made him lonely, don't you think?";
- next;
- mes "[Jaguar]";
- mes "Here is fresh meat that I hunted just a few days ago.";
- mes "Take it and give it to the poor kid.";
- next;
- mes "[Jaguar]";
- mes "I can give this tiny thing to you so, don't forget it.";
- mes "The jungle will welcome you whenever!";
- next;
- mes "- You get fresh meat from Jaguar. -";
- next;
- mes "[Jaguar]";
- mes "Monkey, who's always meddling with others, wants to meet you.";
- next;
- mes "[Jaguar]";
- mes "I will give you a Jaguar's high blessing.";
- mes "Go to monkey by flowing through the wind like a bee.";
- mes "Let's meet again my friend!";
- set brazil_gua,8;
- changequest 2197,2198;
- close2;
- //ConsumeSpecialItem Speed_Up_Potion
- sc_start SC_SpeedUp1,5000,0;
- end;
- }
- else {
- mes "[Jaguar]";
- mes "krrrrrr....";
- close;
- }
- end;
-}
-
-bra_fild01,245,53,3 script #Monkeybra 1057,{
- end;
-}
-
-bra_fild01,245,52,3 script Monkey#bra 111,{
- if (brazil_gua == 8) {
- mes "[Monkey]";
- mes "What is it??!!";
- mes "We don't tolerate humans? Get out~!!";
- next;
- mes "[Monkey]";
- mes "Nono... wait.... that scent!!";
- mes "I can smell Jaguar from you, who are you?";
- mes "Gosh, maybe there's no jaguar without fur and weird shape!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "........................";
- mes "Are you saying that I look like an animal?!?!";
- next;
- mes "[Monkey]";
- mes "Uh? Aren't you a jaguar?";
- next;
- mes "[Monkey]";
- mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
- mes "But you don't look like guarana kid.";
- next;
- select("I've come here to help him.");
- mes "[Monkey]";
- mes "I heard guarana kid became lonely, is he?";
- mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
- next;
- mes "[Monkey]";
- mes "Give this branch of grapes to guarana kid.";
- mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
- next;
- mes "- You get a bunch of grapes from Monkey. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good~ Now it's time to go back to the kid~!!";
- set brazil_gua,9;
- changequest 2198,2199;
- close;
- }
- else {
- mes "[Monkey]";
- mes "kkkickkksk!";
- close;
- }
-}
-
-// Water Lily Quest, Original file: brazil_tre.sc
-//============================================================
-brasilis,203,286,3 script Botanist Karmen#bra 893,{
- if (brazil_regia == 0) {
- mes "[Karmen]";
- mes "Brasilis' climate is special.";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
- mes "This flower is quite sensitive so it doesn't bloom everywhere.";
- next;
- switch(select("Interesting.:End conversation.")) {
- case 1:
- break;
- case 2:
- mes "[Karmen]";
- mes "I guess you aren't interested in botany.";
- close;
- }
- mes "[Karmen]";
- mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
- next;
- mes "[Karmen]";
- mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
- next;
- mes "[Karmen]";
- mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
- next;
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- set brazil_regia,1;
- setquest 2201;
- close;
- }
- else if (brazil_regia == 1) {
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- close;
- }
- else if (brazil_regia == 9) {
- mes "- You show a lotus flower to Karmen and talk about the story so far. -";
- next;
- mes "[Karmen]";
- mes "Wow!! You had a really good experience.";
- mes "So~~~ the water lily lives in the depths of brasilis, right?";
- mes "I wil try to find it again by myself, I won't give up!!";
- next;
- mes "[Karmen]";
- mes "I am so grateful that I met you.";
- mes "The water lily must truly be a lucky flower. hahaha";
- set brazil_regia,10;
- completequest 2207;
- getexp 500000,100000;
- close;
- }
- else {
- mes "[Karmen]";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "It's a botanist's dream.";
- close;
- }
-}
-
-bra_in01,142,27,5 script Marta#bra 474,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- set brazil_regia,2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-bra_in01,145,27,3 script Brasilis Boy#bra 472,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- set brazil_regia,2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
- if (!checkweight(1201,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- if (brazil_regia == 2) {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Mom, I have to go out!!";
- next;
- mes "[Distant Sound]";
- mes "No way~!! You shouldn't!!";
- next;
- mes "[Brasilis Girl]";
- mes "Gosh.. today also failed.";
- next;
- mes "[Brasilis Girl]";
- mes "......";
- mes "What's up? Why are you looking at me?";
- mes "I don't want to be a showgirl!! Get out!!";
- next;
- switch(select("Nothing, sorry.:What's wrong?")) {
- case 1:
- mes "[Brasilis Girl]";
- mes "I am so sad!!!";
- close;
- case 2:
- break;
- }
- mes "[Brasilis Girl]";
- mes "It's not your business.";
- mes "You are just an outsider!";
- next;
- switch(select("How rude!:Just trying to help.")) {
- case 1:
- mes "[Brasilis Girl]";
- mes "What's it matter to you that I'm rude??!!";
- close;
- case 2:
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I know that I'm just passing by but I might be able to help you. What do you think?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This kind of meeting could be more than just a coincidence.";
- next;
- mes "[Brasilis Girl]";
- mes "......................";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm can you tell me your name?";
- next;
- mes "[Brasilis Girl]";
- mes "ja...";
- mes "Jasira.";
- mes "My name is Jasira.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nice name~.";
- mes "Jasira what's going on?";
- next;
- mes "[Jasira]";
- mes ".............";
- next;
- mes "[Jasira]";
- mes "I have to meet 'Jasi' but I can't go out....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "who is Jasi?";
- mes "Your.... lover?";
- next;
- emotion e_omg;
- mes "[Jasira]";
- mes "l...o...v...e...lover??!!";
- mes "No way~";
- next;
- mes "[Jasira]";
- mes "If he is my lover, it would be great... but...";
- next;
- mes "[Jasira]";
- mes "Jasi is......";
- mes "the great moon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The moon?";
- mes "Maybe... are you talking about the moon from the story?";
- next;
- mes "[Jasira]";
- mes "Yeah!";
- mes "Dear Jasi is from the moon from the sky!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why are you thinking like that?";
- next;
- mes "[Jasira]";
- mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "Brasilis water lily??!!";
- mes "Isn't it the uniqe flower?";
- next;
- mes "[Jasira]";
- mes "Right. It's a really mysterious flower and difficult to find.";
- mes "But around Jasi there are lots of water lilies.";
- mes "That's why I believe Jasi is the moon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where is Jasi?";
- next;
- mes "[Jasira]";
- mes "He is deep inside the Jungle.";
- mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
- next;
- mes "[Jasira]";
- mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
- mes "He was so nice. He helped heal me and guided me back home.";
- mes "That was really really great time.";
- next;
- mes "[Jasira]";
- mes "Since I came back home, my parents punished me.";
- mes "I can understand why they are worrying but i missed Jasi a lot!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why don't you meet him after recovering your strength?";
- next;
- mes "[Jasira]";
- mes ".................";
- mes "I wanna see him right now...";
- next;
- switch(select("Help Jasira.:Ignore her.")) {
- case 1:
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Sorry I can't help you. Cheer up!";
- next;
- mes "[Jasira]";
- mes "Crying........";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Jasira I came here to find the Brasilis water lily.";
- mes "Don't you think fate has brought us together?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you tell me how to find Jasi, I can help you.";
- next;
- mes "[Jasira]";
- mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can't you remember anything?";
- mes "If you know something you've gotta tell me.";
- next;
- mes "[Jasira]";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good, that's better than nothing! I will look for a similar place.";
- next;
- mes "[Jasira]";
- mes "I gave you your information, so can you do me a favor?";
- mes "It's really simple...";
- next;
- mes "[Jasira]";
- mes "I'd like to give a delicious fruit.";
- mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
- next;
- mes "[Jasira]";
- mes "Give him 10 Banana and tell him that I really miss him.";
- mes "Sorry for ignoring you before. Please, only you can help me!";
- set brazil_regia,3;
- changequest 2201,2202;
- close;
- }
- else if ((brazil_regia == 3) || (brazil_regia == 4)) {
- mes "[Jasira]";
- mes "If you meet Jasi, give him 10 Bananas.";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "[Jasira]";
- mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
- mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasira]";
- mes "Did you meet Jasi?";
- mes "Did you talk about me?";
- mes "You didn't? Uh? Stupid! Gosh~!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey girl~ you've got a short temper.";
- mes "I did see him and I talked about you!";
- next;
- mes "[Jasira]";
- mes "Did you?";
- mes "What did he say?";
- mes "Does he remember me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That you have a really good heart~";
- mes "I told him that you will try to meet him when your condition gets better.";
- next;
- mes "[Jasira]";
- mes "Yeahhhhh!!";
- mes "Thank you! You are more reliable than I thought you would be.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
- mes "It has juice inside and can be used as a cup to drink out of.";
- next;
- mes "[Jasira]";
- mes "Duh! You mean a coconut right?!";
- mes "They're everywhere here in Brasilis.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks Jasira!";
- set brazil_regia,6;
- changequest 2204,2205;
- close;
- }
- else if ((brazil_regia == 6) || (brazil_regia == 7)) {
- mes "[Jasira]";
- mes "I should take care of my strength by myself!";
- mes "I can't just lie in my bed forever. Don't you agree?";
- close;
- }
- else if (brazil_regia == 8) {
- mes "[Jasira]";
- mes "Uh? Why have you come back?";
- next;
- mes "- You tell her what Jasi told you to tell her -";
- next;
- mes "[Jasira]";
- mes "Oh... really?";
- mes "Did he say that?";
- mes "Gosh! Gosh!!!";
- mes "Kkkkkaaaaa - !!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks to you, I was able to get a flower.";
- mes "Thanks a lot!!";
- next;
- mes "[Jasira]";
- mes "Wooow. It's so beautiful.";
- next;
- mes "[Jasira]";
- mes "Ah... can I see it for a second?";
- next;
- mes "[Jasira]";
- mes "Surprise~!!";
- mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
- next;
- mes "[Jasira]";
- mes "I know, I know! I'm the best...";
- delitem 7553,1; //Lotus_Flower
- set brazil_regia,9;
- changequest 2206,2207;
- set .@regiahat,rand(1,3);
- if (.@regiahat == 1)
- getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
- else if (.@regiahat == 2)
- getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
- else
- getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
- close;
- }
- else if (brazil_regia > 8) {
- mes "[Jasira]";
- mes "I just need to get a little bit stronger!";
- mes "I can't just lie in bed forever. My Jasi is waiting for me~";
- close;
- }
- else {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "Come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Please mom~!";
- mes "Please let me go!";
- close;
- }
- end;
-
-OnTouch:
- if (brazil_regia == 2) {
- emotion e_an;
- }
- end;
-}
-
-bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
- if (brazil_regia == 3) {
- mes "[Recluse]";
- mes "Oh, I haven't seen another person in such a long time.";
- next;
- switch(select("Keep going.:Are you the moon?")) {
- case 1:
- mes "[Recluse]";
- mes "You don't have specific business with me.";
- close;
- case 2:
- break;
- }
- mes "[Recluse]";
- mes "Moon?";
- mes "My name is Jasi.";
- mes "My family has worked to take care of the water lily from generation to generation.";
- next;
- mes "[Jasi]";
- mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
- next;
- mes "[Jasi]";
- mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you remember a girl named Jasi.";
- next;
- mes "[Jasi]";
- mes "Ja...si..........";
- mes "Ah!! a hurry scurry girl. ";
- mes "Gosh.. I was in trouble due to that girl.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Trouble?";
- next;
- mes "[Jasi]";
- mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
- next;
- mes "[Jasi]";
- mes "I was barely able to calm down and send her to the village.";
- mes "My life is that water lily so I didn't want anything embarrassing to happen.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is a gift from Jasira to say sorry for that time.";
- mes "She is really sad that can't come here by herself due to private difficulties.";
- next;
- if (countitem(513) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
- next;
- mes "[Jasi]";
- mes "Anyway is that all the business you have with me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
- next;
- mes "[Jasi]";
- mes "I got it.";
- mes "As you can see, there are lots of Brasilis water lily around here.";
- mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
- set brazil_regia,4;
- changequest 2202,2203;
- close;
- }
- else if (brazil_regia == 4) {
- mes "[Jasi]";
- mes "Did you enjoy the water lily?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else if (brazil_regia == 6) {
- if (countitem(11515) < 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else {
- mes "[Jasi]";
- mes "Did you find the fruit?";
- mes "Oh right this is....?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's called a 'coconut'.";
- next;
- mes "[Jasi]";
- mes "Ahah! COCONUT!!";
- mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
- next;
- mes "[Jasi]";
- mes "I guess I should keep my promise.";
- mes "You can take one Water lily.";
- next;
- mes "[Jasi]";
- mes "I hope the Brasilis water lily will understand me.";
- mes "You better grab the flower while you have a chance~";
- next;
- mes "[Jasi]";
- mes "Oh, can you tell that girl Jasira something for me?";
- mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
- delitem 11515,5; //Coconut
- set brazil_regia,7;
- changequest 2205,2206;
- close;
- }
- }
- else {
- mes "[Jasi]";
- mes "The flowers blooming from the Water lily today is wonderful.";
- close;
- }
- end;
-
-OnTouchNPC:
- unitwarp 0,"this",67,215;
- end;
-}
-
-bra_dun02,71,200,3 script Water lily#bra 111,{
- if (brazil_regia == 4) {
- mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
- next;
- switch(select("Pick up the flower.:Keep gazing.")) {
- case 1:
- break;
- case 2:
- mes "- You can't avoid staring at it's beauty. -";
- close;
- }
- mes "[Jasi]";
- mes "Uh! What are you doing??!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There is a person who really needs this flower, can I just take one of 'em?";
- next;
- mes "[Jasi]";
- mes "As I said earlier, I am the guardian of this water lily.";
- mes "I can't just stand by here and watch you pluck even a single flower from it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
- next;
- if (countitem(513) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Hmm... It's been so long since I've had this fruit.";
- next;
- mes "[Jasi]";
- mes "I will just try one. That's all.";
- next;
- mes "- munch -";
- mes "- mumble mumble mumble -";
- specialeffect EF_POTION7,AREA,"Recluse#bra";
- next;
- mes "[Jasi]";
- mes "Uh, this taste... is!";
- mes "I remember my mom baking these into a tasty bread!";
- next;
- mes "[Jasi]";
- mes "It makes me miss my childhood.";
- next;
- emotion e_omg,0,"Recluse#bra";
- mes "[Jasi]";
- mes "Hoho!!!!";
- mes "I've been here for as long as I can remember...";
- mes "I don't have enough time to even do simple things like eat delicious fruit.";
- next;
- mes "[Jasi]";
- mes "It was a really delicious banana.";
- mes "But rules are rules!";
- mes "I must do my duty.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Please! I just need one flower~ What can I do to convince you?";
- next;
- mes "[Jasi]";
- mes "Rules are rules, what do you want from me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Didn't that banana remind you of your childhood? What can I get for you?";
- next;
- mes "[Jasi]";
- mes "Now that you mention it, there is one fruit that I really miss.";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- next;
- mes "[Jasi]";
- mes "If you bring 5 of those things, I will reconsider your suggestion.";
- delitem 513,10; //Banana
- set brazil_regia,5;
- changequest 2203,2204;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok so I have to bring 5 fruits with hard shells.";
- mes "Hmm what is it?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- close;
- }
- else if (brazil_regia == 7) {
- if (!checkweight(1201,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- mes "- You take a beautiful water lily carefully in your hands. -";
- set brazil_regia,8;
- getitem 7553,1; //Lotus_Flower
- close;
- }
-}
-
-// Dungeon Access Quest, Original file: brazil_tre.sc
-//============================================================
-brasilis,185,246,5 script Pedro#bra 62,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Pedro]";
- mes "Do you wanna hear the magic words again?";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- close;
- }
- else {
- mes "[Pedro]";
- mes "I wonder what I need to do to have a statue made of me?";
- close;
- }
-}
-
-brasilis,187,244,1 script Mariana#bra 72,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Mariana]";
- mes "Can you guys stop talking about the ghosts?";
- mes "I've already got goosebumps all over.";
- close;
- }
- else {
- mes "[Mariana]";
- mes "Why do Fabio and Daniel always bother us?";
- close;
- }
-}
-
-brasilis,181,250,5 script Fabio#bra 706,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Fabio]";
- mes "You still wasting your time with that ghost story?";
- close;
- }
- else {
- mes "[Fabio]";
- mes "Mariana, wanna see something cool?";
- next;
- mes "[Mariana]";
- mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
- close;
- }
-}
-
-brasilis,180,249,5 script Daniel#bra 706,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Daniel]";
- mes "Nyah nyah nyah~";
- close;
- }
- else {
- mes "[Daniel]";
- mes "Keke Here~ I found more bugs~";
- close;
- }
-}
-
-bra_in01,149,184,3 script Door#bra 844,{
- if (brazil_ghost > 0) {
- mes "- A key is inserted in the locked door.-";
- next;
- switch(select("Turn the key.:Ignore it.")) {
- case 1:
- mes "You start saying the first line of the magic words.";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- set .@braspell$,"Mother the door won't open!";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 2) {
- mes "[Sobbing Voice]";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- next;
- switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
- case 1:
- mes "The door is locked.";
- mes "So nothing happens.";
- close;
- case 2:
- mes "How many times should I try to knock?";
- input .@input,0,999;
- next;
- mes "You knocked on the door "+.@input+" times.";
- next;
- mes "But, nothing happens.";
- close;
- case 3:
- mes "How many times should I turn the key?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You turn the key 7 times.";
- next;
- mes "Click! Click! Click!";
- mes "Click! Click! Click!";
- mes "Click...!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You hear water flushing.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the toilet.";
- set brazil_ghost,3;
- changequest 2208,60351;
- close;
- }
- else {
- mes "You turned over the key "+.@input+" times.";
- next;
- mes "But nothing doesn't happened.";
- close;
- }
- case 4:
- mes "How many times should I insert the key into the door?";
- input .@input,0,999;
- next;
- mes "You inserted the key "+.@input+" times.";
- next;
- mes "But nothing happened.";
- close;
- }
- }
- else {
- mes "Mother the door won't open!";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A key is inserted in the locked door.-";
- close;
- }
-}
-
-bra_in01,144,187,3 script Toilet#bra 844,{
- if (brazil_ghost > 0) {
- mes "- Looks like an ordinary toilet -";
- next;
- if (brazil_ghost > 6) {
- switch(select("Flush the toilet.:Doing nothing.")) {
- case 1:
- mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
- specialeffect2 EF_WATERFALL_SMALL_T2_90;
- close2;
- warp "bra_in01",206,102;
- end;
- case 2:
- mes "The water in the toilet looks gross.";
- close;
- }
- }
- switch(select("Use the toilet:Ignore.")) {
- case 1:
- mes "- What was the second line to that spell now? -";
- input .@input$;
- next;
- set urspell,inputstr;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- set .@braspell$,"Mother the water is flooding!";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 3) {
- mes "[Sobbing Voice]";
- mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
- next;
- switch(select("Flush the toilet.:Close the lid.")) {
- case 1:
- mes "How many times should I flush?";
- input .@input,0,999;
- next;
- if (.@input == 3) {
- mes "You flush the toilet 3 times.";
- next;
- mes "qwaaaaaaaaa!";
- mes "kwaaaaaaaaaa!";
- mes "kwaaaaaaaaaaaaaaaaaaa!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "Suddenly the sink sounds like water is flowing freely from it.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the faucet.";
- set brazil_ghost,4;
- changequest 60351,60352;
- close;
- }
- else {
- mes "You flush the toilet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- case 2:
- mes "You close the lid of the toilet.";
- mes "Nothing seems to be happening.";
- close;
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- Looks like an ordinary toilet -";
- close;
- }
-}
-
-bra_in01,134,189,3 script Faucet#bra 844,{
- if (brazil_ghost > 0) {
- mes "- It seems like an ordinary faucet -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- set urspell,inputstr;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- set .@braspell$,"Mother the drought has started!";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 4) {
- mes "[Sobbing Voice]";
- mes "^FF0000Don't worry... the waterfall will help it....^000000";
- next;
- switch(select("Tap on the faucet.:Turn on the water.")) {
- case 1:
- mes "How many times will you tap the faucet?";
- input .@input,0,999;
- next;
- mes "You tap the faucet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I turn the water on?";
- input .@input,0,999;
- next;
- if (.@input == 1) {
- mes "You turn the faucet on once.";
- next;
- mes "swwwaaaaaaa-";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You see the carpet move.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the carpet.";
- set brazil_ghost,5;
- changequest 60352,60353;
- close;
- }
- else {
- mes "You turn the faucet on "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- It seems like an ordinary faucet -";
- close;
- }
-}
-
-bra_in01,138,184,3 script Carpet#bra 844,{
- if (brazil_ghost > 0) {
- mes "- A carpet with an intricate pattern on it -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- set urspell,inputstr;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- set .@braspell$,"Mother where are my friends?";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 5) {
- mes "[Sobbing Voice]";
- mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
- next;
- switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
- case 1:
- mes "How many times should I jump?";
- input .@input,0,999;
- next;
- mes "You jump on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I lie on the carpet?";
- input .@input,0,999;
- next;
- mes "You lie on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 3:
- mes "How many times should I shake the carpet?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You shake the carpet 7 times.";
- next;
- mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the mirror.";
- set brazil_ghost,6;
- changequest 60353,60354;
- close;
- }
- else {
- mes "You shake the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A carpet with an intricate pattern on it -";
- close;
- }
-}
-
-bra_in01,151,180,3 script Mirror#bra 844,{
- if (brazil_ghost > 0) {
- mes "- You can see a clean mirror without any marks or dust -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- set urspell,inputstr;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- set .@braspell$,"Where are you mom?";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 6) {
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "Behind you...";
- enablenpc "Ghost#bra";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "The stories about the ghost are true~!";
- next;
- mes "[Ghost]";
- mes "^FF0000my baby....^000000";
- next;
- mes "[Ghost]";
- mes "^FF0000I can't see.... my eye....^000000";
- mes "^FF0000What's going on....?^000000";
- next;
- mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
- next;
- mes "[Ghost]";
- mes "^FF0000My eyes are so tight... can you take this off?^000000";
- next;
- mes "You step carefully towards the ghost.";
- next;
- mes "His face was covered with dust making strange contortions with it's face.";
- next;
- mes "[Ghost]";
- mes "^FF0000Come on help mom.....^000000";
- next;
- switch(select("Take the eye bandage off.:Run away~.")) {
- case 1:
- while(1) {
- set .@cpudice,rand(1,6);
- set .@pcdice,rand(1,6);
- if (.@cpudice != .@pcdice) {
- emotion (57+.@cpudice),0,"Ghost#bra";
- emotion (57+.@cpudice),1;
- break;
- }
- }
- if (.@cpudice > .@pcdice) {
- specialeffect2 EF_DEVIL;
- mes "[Ghost]";
- mes "^FF0000Go away!^000000";
- set brazil_ghost,1;
- changequest 60354,2208;
- percentheal -50,-50;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",12,183;
- end;
- }
- else {
- emotion e_bzz,1;
- mes "[Ghost]";
- mes "^FF0000Ahh!^000000";
- mes "The Ghost disappeared into the toilet.";
- set brazil_ghost,7;
- changequest 60354,60355;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",206,100;
- end;
- }
- case 2:
- mes "You run away from the ghost.";
- close2;
- set brazil_ghost,1;
- changequest 60354,2208;
- warp "bra_in01",12,183;
- disablenpc "Ghost#bra";
- end;
- }
- close;
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- You can see a clean mirror without any marks or dust -";
- close;
- }
-}
-
-bra_in01,136,180,5 script Ghost#bra 1867,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra";
- end;
-}
-
-bra_in01,7,181,5 script Curator#bra 477,{
- if (BaseLevel < 40) {
- mes "[Curator]";
- mes "I'm sorry but this area is under construction right now.";
- close;
- }
- if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
- if (countitem(11515) > 0) {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.:Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- next;
- mes "You give a coconut to the Curator.";
- next;
- mes "[Curator]";
- mes "Oh really can I have it?";
- mes "Thanks a lot!";
- next;
- mes "[Curator]";
- mes "Pay it forward right?";
- mes "Ok I'll let you through this one time.";
- next;
- mes "The curator looks around calmly then opens the door.";
- delitem 11515,1; //Coconut
- set brazil_ghost,2;
- close2;
- warp "bra_in01",138,176;
- end;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- else {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.:Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- close;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- }
- else if (brazil_ghost > 6) {
- mes "[Curator]";
- mes "Hey thanks for the Coconut earlier it really helped me cool down.";
- close;
- }
- else {
- mes "[Curator]";
- mes "Is it just me? Or is it hotter than it's ever been today!";
- close;
- }
-}
-
-bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
-OnTouch_:
- if (brazil_ghost > 6)
- warp "bra_in01",138,176;
- else {
- mes "The entrance has been blocked.";
- close;
- }
- end;
-}
-
-bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
-bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
-
-bra_in01,206,188,1 script Open Manhole#todunbra 844,{
- if (brazil_ghost == 7) {
- enablenpc "Ghost#bra_end";
- mes "[Ghost]";
- mes "I am a ghost who died while wandering the jungle many years ago.";
- next;
- mes "[Ghost]";
- mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
- next;
- mes "[Ghost]";
- mes "That's also where I hurt one of my eyes while walking around in the dark.";
- next;
- mes "[Ghost]";
- mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
- next;
- mes "[Ghost]";
- mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
- next;
- mes "[Ghost]";
- mes "There are many dangerous creatures at the end of this sewer.";
- mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
- next;
- mes "[Ghost]";
- mes "I guess now I can finally rest in peace.";
- mes "Thank you friend.";
- set brazil_ghost,8;
- //completequest 2208;
- completequest 60355;
- getexp 900000,0;
- disablenpc "Ghost#bra_end";
- close;
- }
- warp "bra_dun01",87,47;
- end;
-}
-
-
-bra_dun01,87,43,1 script Pipe#bra 844,{
- warp "bra_in01",206,185;
- end;
-}
-
-bra_fild01,323,136,1 script Pipe#brafild 844,{
- if (brazil_ghost > 6) {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- next;
- switch(select("Examine it:Ignore.")) {
- case 1:
- mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
- close2;
- warp "bra_in01",206,182;
- end;
- case 2:
- mes "It might be dangerous, I better not act rashly.";
- close;
- }
- }
- else {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- close;
- }
-}
-
-bra_in01,206,190,3 script Ghost#bra_end 1867,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra_end";
- end;
-}
-
-// Iara, Original file: iara.sc
-//============================================================
-brasilis,315,334,5 script Shaman#nk 474,{
- set .@iara_re,checkquest(4135,PLAYTIME);
- if ((.@iara_re == 0) || (.@iara_re == 1)) {
- mes "[Anori]";
- mes "I'm still preparing.";
- mes "I don't require your help at this time.";
- mes "Please come back later...";
- close;
- }
- else {
- if (checkquest(4135) > 1) erasequest 4135;
- set .@iara_q,checkquest(4133);
- if ((.@iara_q == 0) || (.@iara_q == 1)) {
- mes "[Anori]";
- mes "To block Iara ";
- mes "seducing the tribes";
- mes "we need a purifying potion...";
- next;
- mes "[Anori]";
- mes "Did you bring the materials";
- mes "to make the purifying potion?";
- next;
- if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
- mes "[Anori]";
- mes "Um... it seems to be okay.";
- mes "I'll make you a potion which will";
- mes "weaken Iara's power.";
- next;
- mes "[Anori]";
- mes "Let's see grind this...";
- mes "and mix in that...";
- mes "then add some magic...";
- next;
- setquest 4135;
- erasequest 4133;
- setquest 4134;
- completequest 4134;
- delitem 950,20; //Heart_Of_Mermaid
- delitem 7172,10; //Leopard_Talon
- delitem 1054,3; //Lip_Of_Ancient_Fish
- getitem 11517,2; //Puri_Potion
- mes "[Anori]";
- mes "Here, it's completed.";
- mes "Take this.";
- mes "It will make Iara stop";
- mes "training at the cave";
- mes "for a while.";
- next;
- mes "[Anori]";
- mes "Please block the Iara threatening the security of the tribe.";
- close;
- }
- else {
- mes "[Anori]";
- mes "You haven't brought enough materials yet.";
- mes "We cannot make the purification potion with only these.";
- close;
- }
- }
- else {
- if (BaseLevel < 40) {
- mes "[Anori]";
- mes "Ah... we need a strong adventurer.";
- mes "The tribe is facing a major threat.";
- close;
- }
- set .@re_q,checkquest(4134);
- if (.@re_q == 2) {
- mes "[Anori]";
- mes "you are...";
- mes "the adventurer who came for the";
- mes "purification potion...";
- next;
- mes "[Anori]";
- mes "Maybe because of the purification potion...";
- mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
- next;
- mes "[Anori]";
- mes "Could you get the same";
- mes "materials as before...";
- mes "I need your power.";
- next;
- switch(select("No.:Okay, I'll do it.")) {
- case 1:
- mes "[Anori]";
- mes "This, ah...";
- mes "There is no other way.";
- close;
- case 2:
- mes "[Anori]";
- mes "You are truly brave!";
- mes "I, on behalf of the tribe,";
- mes "offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Materials are the same as before.";
- mes "If you just get^ff0000 20 Hearts of Mermaids,";
- mes "10 Leopard Claws and";
- mes "3 Ancient Lips^000000,";
- mes "I will make you a potion that purifies evil spirits";
- mes "by using a secret formula handed down to the tribe.";
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "please get the materials quickly.";
- mes "I will be preparing to make";
- mes "the purification potion right here.";
- setquest 4133;
- close;
- }
- }
- else {
- mes "[Anori]";
- mes "There are some people I haven't seen before around here.";
- mes "It's a good sign...";
- next;
- mes "[Anori]";
- mes "Hey you...";
- mes "Could you listen to my stories for a moment.";
- mes "There's an emergency in our tribe.";
- next;
- switch(select("No.:Okay.")) {
- case 1:
- mes "[Anori]";
- mes "You are a heartless person...";
- mes "You don't seem the helpful type.";
- mes "Just keep on going your way.";
- close;
- case 2:
- mes "[Anori]";
- mes "Thank you, I met a kind person.";
- mes "It's a secret of our tribe that";
- mes "you cannot tell anyone.";
- next;
- break;
- }
- mes "[Anori]";
- mes "Lately young men from";
- mes "the tribe are disappearing.";
- mes "Our entire tribe is being threatened.";
- next;
- mes "[Anori]";
- mes "It is likely because of a witch called Iara.";
- mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
- next;
- mes "[Anori]";
- mes "How can I stop these young tribesmen?";
- mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
- next;
- mes "[Anori]";
- mes "This potion has been handed down from many generations in our tribe.";
- mes "This purification potion possesses the power to cleanse evil spirits.";
- next;
- mes "[Anori]";
- mes "If you could get the materials";
- mes "I will make you";
- mes "the purification potion.";
- mes "Could you do that for me?";
- next;
- switch(select("No.:Yes, I can.")) {
- case 1:
- mes "[Anori]";
- mes "Hm...";
- mes "Well, then.";
- mes "If you change your mind you can come to me again.";
- next;
- mes "[Anori]";
- mes "You shouldn't talk about";
- mes "what you heard now to anyone";
- mes "It's kind of embarrassing...";
- close;
- case 2:
- mes "[Anori]";
- mes "Oh! You are the savior";
- mes "of our tribe indeed.";
- mes "On behalf of the tribe, I offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Well, what we need is this.";
- mes "It's all you can get from near here.";
- mes "Note down well.";
- next;
- mes "[Anori]";
- mes "^ff0000 20 Hearts of Mermaids";
- mes "10 Leopard Claws";
- mes "3 Ancient Lips^000000";
- mes "are the only ones that are needed as the materials.";
- next;
- mes "[Anori]";
- mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
- setquest 4133;
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "I hope you move quickly.";
- mes "Even at this moment, the village men are being seduced and slipping way...";
- close;
- }
- }
- }
- }
-}
-
-bra_dun02,157,74,5 script Iara#nk 478,2,2,{
- if (countitem(11517) > 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "Should I use a Purification Potion?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- specialeffect EF_MAPPILLAR;
- mes "[Iara]";
- mes "Ah...this light is...";
- mes "It's like getting cleansed of evil thoughts";
- mes "from deep within my heart.";
- next;
- mes "[Iara]";
- mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
- next;
- mes "[Iara]";
- mes "Do you think I can be born again as a kind water nymph?";
- next;
- specialeffect EF_GHOST;
- mes "[Iara]";
- mes "Ah... Thank you for helping me recover my consciousness for a while.";
- mes "But... I think that the curse has been with me too long.";
- mes "Get away from me quickly.";
- delitem 11517,1; //Puri_Potion
- percentheal 100,100;
- // may requitre new SCs
- sc_start SC_INCFLEE,3600000,20;
- sc_start SC_INCCRI,3600000,10;
- sc_start SC_STRFOOD,1200000,3;
- sc_start SC_DEXFOOD,1200000,3;
- sc_start SC_AGIFOOD,1200000,3;
- sc_start SC_VITFOOD,1200000,3;
- sc_start SC_INTFOOD,1200000,3;
- sc_start SC_LUKFOOD,1200000,3;
- next;
- mes "[Iara]";
- mes "Ahhh~...";
- specialeffect EF_DEVIL;
- next;
- mes "[Iara]";
- mes "The curse is too strong for me to keep contained.";
- mes "Leave now while you are safe.";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "(I guess I should ignore her.)";
- close;
- }
- }
- else {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- set .@get_de,rand(1,2);
- if (.@get_de == 1)
- sc_start Sc_Curse,60000,0;
- else
- sc_start Sc_Confusion,60000,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-
-OnTouch:
- if (countitem(11517) < 1) {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- set .@get_de,rand(1,2);
- if (.@get_de == 1)
- sc_start Sc_Curse,60000,0;
- else
- sc_start Sc_Confusion,60000,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-}
-
-bra_fild01,188,301,5 script Native Warrior#nk 472,{
- mes "[Native Warrior]";
- mes "Ah...the face I would never forget even in my dreams.";
- next;
- mes "[Native Warrior]";
- mes "When will she come out of the waterfall again...?";
- next;
- if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
- mes "[" + strcharinfo(0) + "]";
- mes "(Wh...what's this guy?)";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "(This guy will never";
- mes "get ocer Iara's curse...)";
- }
- close;
-}
+//===== eAthena Script ======================================= +//= Brasilis Qiests +//===== By =================================================== +//= L0ne_W0lf +//===== Version ============================================== +//= 1.0 +//===== Compatible With ====================================== +//= eAthena SVN +//===== Description ========================================== +//= [Aegis COnversion] +//= Lost Puppies (Repeatable, 24 hours.) +//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.) +//= Guarana Candy Quest +//= Brasilis Water Lily Quest +//= Brasilis Dungeon Access Quest +//= Iara (Buff reward. Repeatable, 24 hours.) +//===== Comments ============================================= +//= 1.0 First version. +//============================================================ + +// Lost Puppies, Original file: dogdog.sc +//============================================================ +brasilis,297,307,5 script Angelo#br 50,{ + set .@pongku,checkquest(9032,PLAYTIME); + set .@br1,checkquest(9030); + set .@br2,checkquest(9031); + if (BaseLevel < 40) { + mes "[Angelo]"; + mes "Pets went out the village~!!"; + mes "Gosh... what can I do... ?"; + close; + } + else { + if ((.@pongku == 0) || (.@pongku == 1)) { + mes "[Angelo]"; + mes "The day is not finished yet."; + mes "You can only help once a day. Hehe."; + close; + } + else { + if (checkquest(9032) > -1) erasequest 9032; + if ((.@br1 == 0) || (.@br1 == 1)) { + mes "[Angelo]"; + mes "My pets are in the field outside of the village."; + mes "Why did they leave? Please find them."; + close; + } + else { + if ((.@br2 == 0) || (.@br2 == 1)) { + mes "[Angelo]"; + mes "Oh, thank you. You found all of 3 puppies."; + mes "Thanks a lot."; + mes "I hope this is useful to you. hoho."; + getexp 500000,0; + erasequest 9031; + setquest 9032; + set .@bosang,rand(1,10); + if (.@bosang < 5) { + specialeffect2 EF_ASSUMPTIO; + percentheal 100,100; + //ConsumeSpecialItem Yggdrasilberry + } + else if (.@bosang < 9) { + specialeffect2 EF_ASSUMPTIO; + //ConsumeSpecialItem Yggdrasilberry + percentheal 100,100; + getitem 504,2; //White_Potion + } + else { + specialeffect2 EF_ASSUMPTIO; + //ConsumeSpecialItem Yggdrasilberry + percentheal 100,100; + getitem 608,1; //Seed_Of_Yggdrasil + } + close; + } + else { + mes "[Angelo]"; + mes "Are you an adventurer? You came here right on time."; + mes "Puppies have been disappearing."; + mes "And someone said that they saw them out on the field just outside the village...."; + next; + mes "[Angelo]"; + mes "It's pretty difficult and dangerous to find 'em."; + mes "You have to find ^0000FF3 puppies^000000."; + setquest 9030; + close; + } + } + } + } + end; + +OnInit: + initnpctimer; + end; + +OnTimer10000: + stopnpctimer; + donpcevent "Angelo#br::Ongo"; + end; + +Ongo: + emotion e_gasp; + initnpctimer; + end; +} + +//Puppya1 +bra_fild01,98,96,3 script Puppy#a1 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#a2::OnEnable"; + disablenpc "Puppy#a1"; + } + else { + donpcevent "Puppy#a3::OnEnable"; + disablenpc "Puppy#a1"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#a2::OnEnable"; + disablenpc "Puppy#a1"; + } + else { + donpcevent "Puppy#a3::OnEnable"; + disablenpc "Puppy#a1"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnEnable: + enablenpc "Puppy#a1"; + end; + +OnDisable: + disablenpc "Puppy#a1"; + end; +} + +//Puppya2 +bra_fild01,59,116,5 script Puppy#a2 81,{ + set .@br1,checkquest(9030); + set name,strcharinfo(0); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#a1::OnEnable"; + disablenpc "Puppy#a2"; + } + else { + donpcevent "Puppy#a3::OnEnable"; + disablenpc "Puppy#a2"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#a1::OnEnable"; + disablenpc "Puppy#a2"; + } + else { + donpcevent "Puppy#a3::OnEnable"; + disablenpc "Puppy#a2"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#a2"; + end; + +OnEnable: + enablenpc "Puppy#a2"; + end; + +OnDisable: + disablenpc "Puppy#a2"; + end; +} + +//Puppya3 +bra_fild01,62,142,3 script Puppy#a3 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#a1::OnEnable"; + disablenpc "Puppy#a3"; + } + else { + donpcevent "Puppy#a2::OnEnable"; + disablenpc "Puppy#a3"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#a1::OnEnable"; + disablenpc "Puppy#a3"; + } + else { + donpcevent "Puppy#a2::OnEnable"; + disablenpc "Puppy#a3"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#a3"; + end; + +OnEnable: + enablenpc "Puppy#a3"; + end; + +OnDisable: + disablenpc "Puppy#a3"; + end; +} + +//Puppy b1 +bra_fild01,80,163,3 script Puppy#b1 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#b2::OnEnable"; + disablenpc "Puppy#b1"; + } + else { + donpcevent "Puppy#b3::OnEnable"; + disablenpc "Puppy#b1"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#b2::OnEnable"; + disablenpc "Puppy#b1"; + } + else { + donpcevent "Puppy#b3::OnEnable"; + disablenpc "Puppy#b1"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnEnable: + enablenpc "Puppy#b1"; + end; + +OnDisable: + disablenpc "Puppy#b1"; + end; +} + +//Puppy b2 +bra_fild01,73,210,3 script Puppy#b2 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#b1::OnEnable"; + disablenpc "Puppy#b2"; + } + else { + donpcevent "Puppy#b3::OnEnable"; + disablenpc "Puppy#b2"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#b1::OnEnable"; + disablenpc "Puppy#b2"; + } + else { + donpcevent "Puppy#b3::OnEnable"; + disablenpc "Puppy#b2"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#b2"; + end; + +OnEnable: + enablenpc "Puppy#b2"; + end; + +OnDisable: + disablenpc "Puppy#b2"; + end; +} + +//Puppy b3 +bra_fild01,80,210,3 script Puppy#b3 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#b1::OnEnable"; + disablenpc "Puppy#b3"; + } + else { + donpcevent "Puppy#b2::OnEnable"; + disablenpc "Puppy#b3"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#b1::OnEnable"; + disablenpc "Puppy#b3"; + } + else { + donpcevent "Puppy#b2::OnEnable"; + disablenpc "Puppy#b3"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#b3"; + end; + +OnEnable: + enablenpc "Puppy#b3"; + end; + +OnDisable: + disablenpc "Puppy#b3"; + end; +} + +//Puppyc1 +bra_fild01,38,235,3 script Puppy#c1 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#c2::OnEnable"; + disablenpc "Puppy#c1"; + } + else { + donpcevent "Puppy#c3::OnEnable"; + disablenpc "Puppy#c1"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#c2::OnEnable"; + disablenpc "Puppy#c1"; + } + else { + donpcevent "Puppy#c3::OnEnable"; + disablenpc "Puppy#c1"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnEnable: + enablenpc "Puppy#c1"; + end; + +OnDisable: + disablenpc "Puppy#c1"; + end; +} + +//Puppy c2 +bra_fild01,307,64,3 script Puppy#c2 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#c1::OnEnable"; + disablenpc "Puppy#c2"; + } + else { + donpcevent "Puppy#c3::OnEnable"; + disablenpc "Puppy#c2"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#c1::OnEnable"; + disablenpc "Puppy#c2"; + } + else { + donpcevent "Puppy#c3::OnEnable"; + disablenpc "Puppy#c2"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#c2"; + end; + +OnEnable: + enablenpc "Puppy#c2"; + end; + +OnDisable: + disablenpc "Puppy#c2"; + end; +} + +//Puppy c3 +bra_fild01,260,60,3 script Puppy#c3 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#c1::OnEnable"; + disablenpc "Puppy#c3"; + } + else { + donpcevent "Puppy#c2::OnEnable"; + disablenpc "Puppy#c3"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#c1::OnEnable"; + disablenpc "Puppy#c3"; + } + else { + donpcevent "Puppy#c2::OnEnable"; + disablenpc "Puppy#c3"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + OnInit: + disablenpc "Puppy#c3"; + end; + +OnEnable: + enablenpc "Puppy#c3"; + end; + +OnDisable: + disablenpc "Puppy#c3"; + end; +} + +//Puppyd1 +bra_fild01,234,101,3 script Puppy#d1 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#d2::OnEnable"; + disablenpc "Puppy#d1"; + } + else { + donpcevent "Puppy#d3::OnEnable"; + disablenpc "Puppy#d1"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#d2::OnEnable"; + disablenpc "Puppy#d1"; + } + else { + donpcevent "Puppy#d3::OnEnable"; + disablenpc "Puppy#d1"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnEnable: + enablenpc "Puppy#d1"; + end; + +OnDisable: + disablenpc "Puppy#d1"; + end; +} + +//Puppy d2 +bra_fild01,200,84,3 script Puppy#d2 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#d1::OnEnable"; + disablenpc "Puppy#d2"; + } + else { + donpcevent "Puppy#d3::OnEnable"; + disablenpc "Puppy#d2"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#d1::OnEnable"; + disablenpc "Puppy#d2"; + } + else { + donpcevent "Puppy#d3::OnEnable"; + disablenpc "Puppy#d2"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#d2"; + end; + +OnEnable: + enablenpc "Puppy#d2"; + end; + +OnDisable: + disablenpc "Puppy#d2"; + end; +} + +//Puppy d3 +bra_fild01,176,63,5 script Puppy#d3 81,{ + set .@br1,checkquest(9030); + if ((.@br1 == 0) || (.@br1 == 1)) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + if (brazil_kid == 3) { + mes "["+strcharinfo(0)+"]"; + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#d1::OnEnable"; + disablenpc "Puppy#d3"; + } + else { + donpcevent "Puppy#d2::OnEnable"; + disablenpc "Puppy#d3"; + } + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + set .@pk,rand(1,2); + if (.@pk == 1) { + donpcevent "Puppy#d1::OnEnable"; + disablenpc "Puppy#d3"; + } + else { + donpcevent "Puppy#d2::OnEnable"; + disablenpc "Puppy#d3"; + } + } + close; + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + } + else { + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + } + end; + +OnInit: + disablenpc "Puppy#d3"; + end; + +OnEnable: + enablenpc "Puppy#d3"; + end; + +OnDisable: + disablenpc "Puppy#d3"; + end; +} + +// Suspicious Beach, original file: Suspicious_Beach.sc +//============================================================ +brasilis,192,133,6 script Lucia#brasilis 478,{ + /* + if (countitem(12408) > 0) { + delitem 12408,1; //Leaf_Cat_Ball + getitem 12408,1; //Leaf_Cat_Ball + } + else if (countitem(6221) > 0) { + delitem 6221,1; //Mystic_Leaf_Cat_Ball + getitem 6221,1; //Mystic_Leaf_Cat_Ball + } + */ + if (BaseLevel < 40) { + mes "[Lucia]"; + mes "Hello."; + mes "I'm worried about ^FF0000Strange Hydra^000000's on"; + mes "the south beach."; + mes "I hope some experienced adventurers"; + mes "will come to help."; + emotion e_sigh; + close; + } + else { + set .@nQState1,checkquest(9028); + set .@nQState2,checkquest(9029); + if (.@nQState1 == 0) { + mes "[Lucia]"; + mes "Hello."; + mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?"; + next; + switch(select("Yes.:No.:^006400What is happening here?^000000")) { + case 1: + setquest 9028; + getitem 12408,1; //Leaf_Cat_Ball + mes "[Lucia]"; + mes "Here, take this ^006400Hydra Ball^000000."; + mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000"; + mes "I hope you can do it~!"; + close; + case 2: + mes "[Lucia]"; + mes "Ah, I misunderstood."; + mes "See you then."; + close; + case 3: + mes "[Lucia]"; + mes "One day ^FF0000Strange Hydra^000000s"; + mes "came here and surrounded the town."; + mes "We're not sure what attracted them but some say that it's because of you adventurers."; + next; + mes "[Lucia]"; + mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; + mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; + next; + mes "[Lucia]"; + mes "If you still have the ^006400Hydra Ball^000000,"; + mes "please use it on the ^FF0000Strange Hydra^000000s that"; + mes "you can find at the beach."; + mes "If you are lucky, the tool will work perfectly."; + next; + mes "[Lucia]"; + mes "I hope many adventurers"; + mes "volunteer for this job."; + mes " "; + mes "I really hate Hydra!"; + emotion e_sob; + close; + } + } + else if ((.@nQState1 == 0) || (.@nQState1 == 1)) { + if (countitem(6221) > 0) { + mes "[Lucia]"; + mes "Hello, you really did it!"; + if (checkweight(11502,3)) { + //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO? + mes "I hope you will come"; + mes "again to help me."; + mes "Have a nice day~!"; + delitem 6221,1; //Mystic_Leaf_Cat_Ball + completequest 9028; + //recall_completequest 9029; + if (.@nQState2 > -1) erasequest 9029; + setquest 9029; + //ConsumeSpecialItem Yggdrasilberry + percentheal 100,100; + //ConsumeSpecialItem Luk_Dish05 + sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2; + //ConsumeSpecialItem Vit_Dish05 + sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0; + //ConsumeSpecialItem Dex_Dish05 + sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5; + getitem 11502,3; //Light_Blue_Pot + close; + } + else { + mes " "; + mes "I'd like to reward you,"; + mes "however your bags are full."; + mes "Please make room and come back!"; + close; + } + } + else { + mes "[Lucia]"; + if (countitem(12408) < 1) { + mes "Did you need another ^006400Hydra Ball^000000?"; + mes "I will give you one more."; + getitem 12408,1; //Leaf_Cat_Ball + close; + } + else { + mes "Any problems?"; + next; + switch(select("No.:^006400Tell me again what happened^000000")) { + case 1: + mes "[Lucia]"; + mes "Ok, please do me a favor."; + close; + case 2: + mes "[Lucia]"; + mes "One day ^FF0000Strange Hydra^000000s"; + mes "came here and surrounded the town."; + mes "We're not sure what attracted them but some say that it's because of you adventurers."; + next; + mes "[Lucia]"; + mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; + mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; + next; + mes "[Lucia]"; + mes "If you still have the ^006400Hydra Ball^000000,"; + mes "please use it on the ^FF0000Strange Hydra^000000s that"; + mes "you can find at the beach."; + mes "If you are lucky, the tool will work perfectly."; + next; + mes "[Lucia]"; + mes "I hope many adventurers"; + mes "volunteer for this job."; + mes " "; + mes "I really hate Hydra!"; + emotion e_sob; + close; + } + } + } + } + else { + mes "[Lucia]"; + mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; + set .@nCheckTime,checkquest(9029,PLAYTIME); + if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) { + mes "I'm so grateful for your help."; + mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000"; + mes "Please come at the appropriate time."; + close; + } + else { + //recall_completequest 9028; + if (.@nQState1 > -1) erasequest 9028; + completequest 9029; + mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?"; + next; + switch(select("Yes.:No.:^006400What is happening here?^000000")) { + case 1: + setquest 9028; + getitem 12408,1; //Leaf_Cat_Ball + mes "[Lucia]"; + mes "Here, take this ^006400Hydra Ball^000000."; + mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000"; + mes "I hope you can do it~!"; + close; + case 2: + mes "[Lucia]"; + mes "Ah, I misunderstood."; + mes "See you then."; + close; + case 3: + mes "[Lucia]"; + mes "One day ^FF0000Strange Hydra^000000s"; + mes "came here and surrounded the town."; + mes "We're not sure what attracted them but some say that it's because of you adventurers."; + next; + mes "[Lucia]"; + mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; + mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; + next; + mes "[Lucia]"; + mes "If you still have the ^006400Hydra Ball^000000,"; + mes "please use it on the ^FF0000Strange Hydra^000000s that"; + mes "you can find at the beach."; + mes "If you are lucky, the tool will work perfectly."; + next; + mes "[Lucia]"; + mes "I hope many adventurers"; + mes "volunteer for this job."; + mes " "; + mes "I really hate Hydra!"; + emotion e_sob; + close; + } + } + } + } + end; + +OnInit: + initnpctimer; + end; + +OnTimer7000: + emotion e_gasp; + stopnpctimer; + initnpctimer; + end; +} + +// Guarana Quest, Original file: brazil_tre.sc +//============================================================ +brasilis,187,162,5 script Candy Maker 476,{ + if (!checkweight(1201,1)) { + mes "- You can't start the quest. Please reduce the weight in your inventory. -"; + close; + } + if (brazil_gua == 0) { + mes "[Candy Maker]"; + mes "Yo, do you know a berry called ^FF0000Guarana^000000?"; + next; + mes "[Candy Maker]"; + mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body."; + next; + mes "[Candy Maker]"; + mes "I used to sell the candy made of it back in the day."; + mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days."; + next; + mes "[Candy Maker]"; + mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy."; + next; + switch(select("How can I taste this guarana candy?:End conversation.")) { + case 1: + mes "[Candy Maker]"; + mes "Hmm? I already sold out of all my old supply."; + next; + mes "[Candy Maker]"; + mes "But if you can find some guarana, I can make it for you."; + next; + switch(select("How do I find guarana?:End conversation.")) { + case 1: + mes "[Candy Maker]"; + mes "Will you find the guarana?? Hoooooh~"; + next; + mes "[Candy Maker]"; + mes "Can you find it?"; + mes "It's probably very expensive."; + mes "Trading isn't my thing. Let me think."; + next; + mes "[Candy Maker]"; + mes "Let me introduce you to someone with whom I used to do guarana business with."; + mes "He might still be dealing it."; + next; + mes "[Candy Maker]"; + mes "His name is Cherto."; + mes "If you can't find him in the city, go to museum."; + mes "He's a vain person so he likes to act big."; + mes "He's probably wandering in the museum trying to show off to someone for sure."; + set brazil_gua,1; + setquest 2192; + close; + case 2: + mes "[Candy Maker]"; + mes "Don't you want to try the guarana candy?"; + close; + } + case 2: + mes "[Candy Maker]"; + mes "Those were the good 'ole days..."; + close; + } + } + else if (brazil_gua == 1) { + mes "[Candy Maker]"; + mes "If you want to get the guarana, find Cherto."; + mes "Maybe he will be in the museum."; + close; + } + else if (brazil_gua == 10) { + if (!countitem(6237)) { + mes "- The guarana that I had has disappeared. -"; + close; + } + delitem 6237,1; //Guarana_Fruit + mes "[Candy Maker]"; + mes "Did you get the guarana?"; + next; + mes "- You give the guarana to him. -"; + next; + mes "[Candy Maker]"; + mes "Wow! You have special talent."; + mes "It's the best thing I have ever seen so far. Cool~!"; + next; + mes "[Candy Maker]"; + mes "Good, let's make the candy~!"; + mes "Long time no see my wonderful guarana candy..."; + next; + mes "- hash hash hash hash hash hash -"; + mes "- hash hash hash hash hash hash -"; + next; + mes "[Candy Maker]"; + mes "Look! It's the popular guarana candy."; + mes "Try to savor its amazing taste hey~ take it easy. hahaha!!"; + set brazil_gua,11; + completequest 2200; + getitem 12414,1; //Guarana_Candy + getexp 700000,100000; + close; + } + else if (brazil_gua == 11) { + mes "[Candy Maker]"; + mes "Guarana candy. That was the most unique masterpiece in my life for sure!"; + next; + mes "[Candy Maker]"; + mes "Since you helped me, guarana supply has been steadily rising."; + mes "So, naturally I'm back to making guarana candy."; + next; + mes "[Candy Maker]"; + mes "What about it? Wanna buy some?"; + mes "It's 4000 zeny each."; + next; + switch(select("Buy a Guarana Candy.:Cancel.")) { + case 1: + if (Zeny > 3999) { + mes "[Candy Maker]"; + mes "Here is a delicious guarana candy."; + set zeny,zeny-4000; + getitem 12414,1; //Guarana_Candy + close; + } + else { + mes "[Candy Maker]"; + mes "What? You should say before if you don't have money!"; + mes "Even if you are poor, I can't give this away for free."; + close; + } + case 2: + mes "[Candy Maker]"; + mes "Sometimes some people don't like it due to it's arousal effect."; + close; + } + close; + } + else { + mes "[Candy Maker]"; + mes "Guarana candy. That was the most unique masterpiece in my life for sure!"; + close; + } +} + +bra_in01,95,179,3 script Cherto 477,{ + if (brazil_gua == 0) { + mes "[Cherto]"; + mes "Hmm... hey man, you are from outside, aren't you?"; + next; + mes "[Cherto]"; + mes "Cherto can figure it out even if it's the first time. You can't trick Cherto."; + mes "Cherto has sharp eyes like an eagle! Hahaha!"; + next; + mes "[Cherto]"; + mes "Ok, ok. Yes, yes. I see!"; + next; + mes "[Cherto]"; + mes "Anyway, you arrived in Brasilis but don't know what to do?"; + mes "Am I right?"; + mes "You don't know how fortunate you are to have found a really proper helper as myself."; + next; + mes "[Cherto]"; + mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?"; + mes "Cherto, I can read and figure out all at once! That is written in your face!"; + next; + mes "[Cherto]"; + mes "Cherto would love to stay here and explain everything to you but he is a busy man."; + close; + } + else if (brazil_gua == 1) { + mes "[Cherto]"; + mes "Hmm... hey man, you are from outside, aren't you?"; + next; + mes "[Cherto]"; + mes "Cherto can figure it out even if it's the first time. You can't trick Cherto."; + mes "Cherto has sharp eyes like an eagle! Hahaha!"; + next; + mes "[Cherto]"; + mes "Ok, ok. Yes, yes. I see!"; + next; + mes "[Cherto]"; + mes "Anyway, you arrived in Brasilis but don't know what to do?"; + mes "Am I right?"; + mes "You don't know how fortunate you are to have found a really proper helper as myself."; + next; + mes "[Cherto]"; + mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?"; + mes "Cherto, I can read and figure out all at once! That is written in your face!"; + next; + mes "[Cherto]"; + mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer."; + next; + select("Guarana?"); + mes "[Cherto]"; + mes "What? Do you want to find a guarana?"; + next; + mes "[Cherto]"; + mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur."; + mes "It seems a little bit weird but the flower is really big and smells beautiful."; + next; + mes "[Cherto]"; + mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation."; + next; + mes "[Cherto]"; + mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore."; + next; + select("Whaaaat??"); + mes "[Cherto]"; + mes "For a while now, guarana berries haven't been growing here."; + next; + mes "[Cherto]"; + mes "Even if Cherto managed to find one, it will rot quickly."; + next; + mes "[Cherto]"; + mes "If only it didn't happen!"; + next; + select("What are you talking about?"); + mes "[Cherto]"; + mes "Quiet!!!!!!!!!!!!!!!!"; + mes "This story has been forbidden! Someone might be listening to our conversation..."; + next; + mes "[Cherto]"; + mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip."; + mes "Come closer. Cherto will whisper so nobody can listen in."; + set brazil_gua,2; + close; + } + else if (brazil_gua == 2) { + mes "[Cherto]"; + mes "A Guarana boy was born."; + next; + select("Guarana kid?"); + mes "[Cherto]"; + mes "There was woman who was an expert botanist."; + mes "The woman was really popular to all living creatures."; + next; + mes "[Cherto]"; + mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared."; + mes "That kind of story..."; + next; + mes "[Cherto]"; + mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared."; + next; + mes "[Cherto]"; + mes "Who is the guarana kid?"; + mes "Pedro who is famous as a greedy man?"; + mes "Meto who can't endure about all the fruits?"; + mes "Hovenue who is gloomy?"; + mes "They might know~!"; + next; + mes "[Cherto]"; + mes "What about you?"; + mes "Who is the guarana kid?"; + mes "Will you figure out it? hohohhhhh~"; + set brazil_gua,3; + changequest 2192,2193; + close; + } + else if (brazil_gua == 3) { + mes "[Cherto]"; + mes "Can you find the guarana kid?"; + mes "Maybe yes? Maybe no?"; + close; + } + else if (brazil_gua == 4) { + mes "[Cherto]"; + mes "Did you find guarana kid?"; + next; + mes "- I tell Cherto about the kid making animal-like sounds. -"; + next; + mes "[Cherto]"; + mes "Hoooh. That's unbelivable."; + mes "That kid might be a guarana kid. Sure..."; + mes "According to the story the kid can have conversations with animals."; + next; + mes "[Cherto]"; + mes "If he can make crying sounds of animals, they might be able to converse!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Now, what can I do?"; + mes "If he is the kid from the legend, is there any way to raise the guarana again?"; + next; + mes "[Cherto]"; + mes "Haha!! What'd Cherto say?"; + mes "Cherto knows all~!!"; + mes "Cherto's already thought"; + mes "of the next step."; + next; + mes "[Cherto]"; + mes "In Brasilis there is an expert Mage."; + mes "His name is Paje."; + mes "Take this note over to him."; + mes "He will show the solution for you and the kid."; + set brazil_gua,5; + changequest 2194,2195; + close; + } + else { + mes "[Cherto]"; + mes "hoho tickle~tickle~~~~!!!"; + close; + } +} + +brasilis,203,64,3 script Strange Kid#bra 706,{ + if (brazil_gua < 3) { + mes "[Strange Kid]"; + mes "................"; + close; + } + else if (brazil_gua == 3) { + mes "[Strange Kid]"; + mes "................"; + next; + switch(select("Try to talk.:Pretend to pass by.")) { + case 1: + break; + case 2: + mes "[Strange Kid]"; + mes "................"; + close; + } + mes "What can I say to him?"; + next; + while(1) { + switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) { + case 1: + mes "[Strange Kid]"; + mes "Kaaaaaaao~"; + mes "Grrrrrrrrr - kaaan-"; + next; + break; + case 2: + mes "[Strange Kid]"; + mes "Booooowoooooo-"; + mes "Booooowoooooo- -"; + next; + break; + case 3: + mes "[Strange Kid]"; + mes "chamber pot braeee chamber pot brae chamber pot brae -"; + mes "Bbeeeebbeee -"; + next; + break; + case 4: + mes "[Strange Kid]"; + mes "Kaaaaaaao~"; + mes "Grrrrrrrrr - kaaan-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "He makes strange sound like an animals."; + mes "Should I ask advice from Cherto?"; + set brazil_gua,4; + changequest 2193,2194; + close; + } + } + } + else if (brazil_gua == 4) { + mes "["+strcharinfo(0)+"]"; + mes "He makes strange sounds like an animal."; + mes "Should I ask advice from Cherto?"; + close; + } + else if ((brazil_gua > 4) && (brazil_gua < 9)) { + mes "[Strange Kid]"; + mes "Ah...? ah.....?"; + close; + } + else if (brazil_gua == 9) { + mes "[Strange Kid]"; + mes "ah... ahah....."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I don't have a story but there are lots of friends waiting outside."; + next; + mes "- You give the feather, fresh meat and branch of grapes to the kid -"; + next; + mes "[Strange Kid]"; + mes "Ah............."; + next; + mes "[Strange Kid]"; + mes "Un, uhh...."; + mes "mooo... mommy....."; + next; + mes "[Strange Kid]"; + mes "Ah.........."; + mes "bird...."; + mes "mon, mon, mon...key......"; + mes "boo, booow..........."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Dog?!"; + mes "kkk yes. Lots of friends want to meet you."; + mes "Don't be lonely anymore and be happy with your friends."; + next; + mes "[Strange Kid]"; + mes "ah....he...hehe...."; + next; + mes "- He starts to smile lightly and laughs. -"; + next; + mes "[Strange Kid]"; + mes "Ye......yes......."; + mes "tha... than......thank......yo.........you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Alright such a cute smile!"; + mes "Be a happy kid as always."; + next; + mes "[Strange Kid]"; + mes "Uh......"; + next; + mes "["+strcharinfo(0)+"]"; + mes "what?"; + next; + mes "[Strange Kid]"; + mes "hey.........."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you want to say anything?"; + next; + mes "- You get closer and pretend to take caution. -"; + next; + emotion e_kis; + mes "(kiss~)"; + next; + mes "- The kid laughs again lightly then puts something in your hand. -"; + next; + mes "- It's a fresh berry that's colored red and hard. -"; + next; + mes "[Strange Kid]"; + mes "ga...ra..........na..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oops, guarana berry?"; + mes "Ah! Thank you very much!"; + emotion e_kis2,1; + emotion e_heh; + next; + mes "["+strcharinfo(0)+"]"; + mes "If I have this, I can make a guarana candy."; + mes "I better find that Candy Maker!"; + set brazil_gua,10; + changequest 2199,2200; + getitem 6237,1; //Guarana_Fruit + close; + } + else if (brazil_gua == 10) { + if (!countitem(6237)) { + mes "[Strange Kid]"; + mes "He........."; + getitem 6237,1; //Guarana_Fruit + close; + } + } + else { + mes "- The kid is smiling. -"; + close; + } + end; +} + +brasilis,56,224,7 script Mage Paje#bra 704,{ + if (brazil_gua < 5) { + mes "[Mage Paje]"; + mes "Abracadabra~"; + set .@cspr_bra,rand(1,3); + if (.@cspr_bra == 1) { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",876; + } + else if (.@cspr_bra == 2) { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",800; + } + else { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",909; + } + close; + } + else if (brazil_gua == 5) { + mes "[Mage Paje]"; + mes "Abracadabra~"; + set .@cspr_bra,rand(1,3); + if (.@cspr_bra == 1) { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",876; + } + else if (.@cspr_bra == 2) { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",800; + } + else { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",909; + } + next; + mes "[Mage Paje]"; + mes "Ohoooh~!"; + mes "I have a guest."; + mes "Good to see you."; + mes "I am the Mage Paje."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hello. Mr. Cherto told me to find you."; + next; + mes "[Mage Paje]"; + mes "Um.. Mr. Cherto? What's happened?"; + mes "Have you come here to ask about lots of weird rumors?"; + next; + mes "- You give the note to Paje-"; + next; + mes "[Mage Paje]"; + mes "Ohoooh~"; + mes "Hmm gosh.. that's what happened."; + next; + mes "[Mage Paje]"; + mes "I can't help you directly."; + mes "But I will give you simple magic so you can figure it out by yourself."; + next; + select("What kind of magic?"); + mes "[Mage Paje]"; + mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?"; + next; + mes "[Mage Paje]"; + mes "Ok~ I will give you the magic."; + mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it."; + next; + mes "[Mage Paje]"; + mes "Good luck~!"; + set brazil_gua,6; + changequest 2195,2196; + specialeffect2 EF_ASSUMPTIO; + close; + } + else { + mes "[Mage Paje]"; + mes "Abrakatabra~"; + set .@cspr_bra,rand(1,3); + if (.@cspr_bra == 1) { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",876; + } + else if (.@cspr_bra == 2) { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",800; + } + else { + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setnpcdisplay "Poring#bra",909; + } + close; + } + end; +} + +brasilis,59,226,3 script Poring#bra 909,{ + end; +} + +bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{ +OnTouch: + if (brazil_gua == 6) { + mes "[Toucan]"; + mes "Baaeecc!"; + mes "I've never seen you before."; + mes "Baaeec!"; + next; + mes "[Toucan]"; + mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. "; + next; + select("What are you talking about?"); + mes "[Toucan]"; + mes "I can feel some similar power like guarana kid. bbaaaeeeccc!"; + next; + mes "[Toucan]"; + mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!"; + next; + select("Not yet... but I want to be a friend."); + mes "[Toucan]"; + mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!"; + next; + mes "[Toucan]"; + mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!"; + next; + mes "[Toucan]"; + mes "If you want to relieve his loneliness, can you help me?"; + next; + select("Absolutely!"); + mes "[Toucan]"; + mes "It's my feather."; + mes "Send it to the kid."; + mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!"; + next; + mes "- You take a feather from Toucan. - "; + next; + mes "[Toucan]"; + mes "There have to be others around here like me."; + mes "Why don't you find a jaguar Bbaaeecc!"; + next; + mes "[Toucan]"; + mes "I will give a blessing from Toucan to you."; + next; + mes "[Toucan]"; + mes "Fly fly far away. bbaaaeeeccckkk--!"; + set brazil_gua,7; + changequest 2196,2197; + specialeffect2 EF_SEISMICWEAPON; + close2; + warp "bra_fild01",68,146; + end; + } + else { + mes "[Toucan]"; + mes "Bbbaaeec~! Baaeec~!"; + close; + } + end; +} + +bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{ +OnTouch_: + if (brazil_gua == 7) { + mes "[Jaguar]"; + mes "Hhooww..hhooww....."; + next; + mes "[Jaguar]"; + mes "Smelling! This smell is from a human!"; + mes "Somewhere, a human!"; + mes "I got it. You are!!!"; + specialeffect EF_HIT1,AREA,"Jaguar#bra"; + emotion e_omg,1; + next; + mes "[Jaguar]"; + mes "Don't be afraid human."; + mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle."; + next; + mes "[Jaguar]"; + mes "Anyway you can talk with me, are you a guarana kid?"; + next; + select("Yes? N...o......actually...."); + mes "[Jaguar]"; + mes "The son of guarana woman became our friend also."; + mes "They treated all life preciously."; + mes "I hope you are same the as her."; + next; + mes "[Jaguar]"; + mes "Bird's chirpings informed me."; + mes "The son of guarana woman has a diseased heart."; + mes "Her brothers made him lonely, don't you think?"; + next; + mes "[Jaguar]"; + mes "Here is fresh meat that I hunted just a few days ago."; + mes "Take it and give it to the poor kid."; + next; + mes "[Jaguar]"; + mes "I can give this tiny thing to you so, don't forget it."; + mes "The jungle will welcome you whenever!"; + next; + mes "- You get fresh meat from Jaguar. -"; + next; + mes "[Jaguar]"; + mes "Monkey, who's always meddling with others, wants to meet you."; + next; + mes "[Jaguar]"; + mes "I will give you a Jaguar's high blessing."; + mes "Go to monkey by flowing through the wind like a bee."; + mes "Let's meet again my friend!"; + set brazil_gua,8; + changequest 2197,2198; + close2; + //ConsumeSpecialItem Speed_Up_Potion + sc_start SC_SpeedUp1,5000,0; + end; + } + else { + mes "[Jaguar]"; + mes "krrrrrr...."; + close; + } + end; +} + +bra_fild01,245,53,3 script #Monkeybra 1057,{ + end; +} + +bra_fild01,245,52,3 script Monkey#bra 111,{ + if (brazil_gua == 8) { + mes "[Monkey]"; + mes "What is it??!!"; + mes "We don't tolerate humans? Get out~!!"; + next; + mes "[Monkey]"; + mes "Nono... wait.... that scent!!"; + mes "I can smell Jaguar from you, who are you?"; + mes "Gosh, maybe there's no jaguar without fur and weird shape!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "........................"; + mes "Are you saying that I look like an animal?!?!"; + next; + mes "[Monkey]"; + mes "Uh? Aren't you a jaguar?"; + next; + mes "[Monkey]"; + mes "Ahhha. Jaguar send you to me, right?? kkkikkki"; + mes "But you don't look like guarana kid."; + next; + select("I've come here to help him."); + mes "[Monkey]"; + mes "I heard guarana kid became lonely, is he?"; + mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!"; + next; + mes "[Monkey]"; + mes "Give this branch of grapes to guarana kid."; + mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!"; + next; + mes "- You get a bunch of grapes from Monkey. -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Good~ Now it's time to go back to the kid~!!"; + set brazil_gua,9; + changequest 2198,2199; + close; + } + else { + mes "[Monkey]"; + mes "kkkickkksk!"; + close; + } +} + +// Water Lily Quest, Original file: brazil_tre.sc +//============================================================ +brasilis,203,286,3 script Botanist Karmen#bra 893,{ + if (brazil_regia == 0) { + mes "[Karmen]"; + mes "Brasilis' climate is special."; + mes "This climate offers special cases in botany classes different from any other regions of the world."; + next; + mes "[Karmen]"; + mes "The plants here have robust frames and are clear and colorful."; + mes "Here the plants are really huge and we can feel their presence."; + next; + mes "[Karmen]"; + mes "One of them, a Water Lily, is a really gorgeous and unique plant."; + mes "This flower is quite sensitive so it doesn't bloom everywhere."; + next; + switch(select("Interesting.:End conversation.")) { + case 1: + break; + case 2: + mes "[Karmen]"; + mes "I guess you aren't interested in botany."; + close; + } + mes "[Karmen]"; + mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it."; + next; + mes "[Karmen]"; + mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet."; + next; + mes "[Karmen]"; + mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance."; + next; + mes "[Karmen]"; + mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; + mes "She is wise and knows lots of stories here in Brasilis."; + set brazil_regia,1; + setquest 2201; + close; + } + else if (brazil_regia == 1) { + mes "[Karmen]"; + mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; + mes "She is wise and knows lots of stories here in Brasilis."; + close; + } + else if (brazil_regia == 9) { + mes "- You show a lotus flower to Karmen and talk about the story so far. -"; + next; + mes "[Karmen]"; + mes "Wow!! You had a really good experience."; + mes "So~~~ the water lily lives in the depths of brasilis, right?"; + mes "I wil try to find it again by myself, I won't give up!!"; + next; + mes "[Karmen]"; + mes "I am so grateful that I met you."; + mes "The water lily must truly be a lucky flower. hahaha"; + set brazil_regia,10; + completequest 2207; + getexp 500000,100000; + close; + } + else { + mes "[Karmen]"; + mes "This climate offers special cases in botany classes different from any other regions of the world."; + next; + mes "[Karmen]"; + mes "The plants here have robust frames and are clear and colorful."; + mes "Here the plants are really huge and we can feel their presence."; + next; + mes "[Karmen]"; + mes "It's a botanist's dream."; + close; + } +} + +bra_in01,142,27,5 script Marta#bra 474,{ + if (brazil_regia == 1) { + mes "[Brasilis Boy]"; + mes "Grandma! That person has a weird smell."; + next; + mes "[Marta]"; + mes "This person isn't from here."; + mes "Say hello to our guest."; + next; + mes "[Brasilis Boy]"; + mes "heee~ hi!!"; + mes "I am Kaka!!"; + mes "Whats your name?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I am "+strcharinfo(0)+"."; + next; + mes "[Brasilis Boy]"; + mes "The outsider has a weird name!"; + mes "Thas ok! If we keep talking we'll be friends! Cheer up!"; + next; + mes "[Marta]"; + mes "Hehe..."; + mes "So, why have you come here stranger~?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I heard you knows lots of stories, is that true?"; + next; + mes "[Kaka]"; + mes "Wooo! how you know my grandma knows lots of stories, amazing~?"; + mes "Grandma is really wise and kind so, I heard lotsa things."; + next; + mes "[Marta]"; + mes "Hehe. Kaka always listens to many stories every night, he really likes my stories."; + mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness."; + next; + mes "[Marta]"; + mes "Ok, Kaka why don't you invite our guest today to our small meeting?"; + next; + mes "[Kaka]"; + mes "Ok grandma~!!"; + next; + mes "[Marta]"; + mes "Hey~ do you have special story that you want to listen to?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "About the mysterious water lily?"; + next; + mes "[Marta]"; + mes "Water lily...."; + mes "It's from a long long time ago."; + next; + mes "[Marta]"; + mes "Before Brasilis was established."; + mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature."; + next; + mes "[Marta]"; + mes "One of tribe chiefs had a pretty daughter called 'Naia'."; + next; + mes "[Marta]"; + mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods."; + next; + mes "[Kaka]"; + mes "Woooa, she's just like me!"; + mes "Maybe she would be pretty... hehe."; + next; + mes "[Marta]"; + mes "According to her mother..."; + mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever."; + next; + mes "[Marta]"; + mes "After Naia heard this story, she went to her dad to ask if it was true or not."; + next; + mes "[Kaka]"; + mes "So, what did he say?"; + next; + mes "[Marta]"; + mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000"; + next; + mes "[Kaka]"; + mes "Did Naia wants to be the bride of the man?"; + next; + mes "[Marta]"; + mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls."; + next; + mes "[Kaka]"; + mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?"; + next; + mes "[Marta]"; + mes "Naia was really a nice girl."; + next; + mes "[Marta]"; + mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night."; + mes "Sadly, even with all of her effort, the moon didn't show any reaction to her."; + next; + mes "[Marta]"; + mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake."; + next; + mes "[Marta]"; + mes "That's when.. Naia saw it."; + mes "It was the moon he was shining beautifully over the waving lake lightly."; + next; + mes "[Kaka]"; + mes "I know, it's just the moon reflecting on the water. Right?!"; + next; + mes "[Marta]"; + mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned."; + next; + mes "[Kaka]"; + mes "Oh no."; + next; + mes "[Marta]"; + mes "The moon was also watching her from the sky."; + mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love."; + next; + mes "[Marta]"; + mes "That is the story of the mysterious flower people called the Brasilis Water Flower."; + mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon."; + next; + mes "[Kaka]"; + mes "How sad but beautiful!"; + next; + mes "[Marta]"; + mes "How about you stranger?"; + mes "Did you enjoy this story?"; + mes "If you want to listen to another story, just come to me."; + mes "If you don't mind playing with my grandson a ~ little. hoohoo."; + set brazil_regia,2; + close; + } + else if (brazil_regia > 1) { + mes "[Kaka]"; + mes "My grandma is really a bit tired doing some tribe stuff!"; + mes "Could you come another day?"; + close; + } + else { + mes "[Marta]"; + mes "You are not from around here."; + mes "I can sense a strange earth smell."; + next; + mes "[Marta]"; + mes "But your eyes shine with strength."; + mes "Indeed you are spreading out spirit and will from your whole body."; + next; + mes "[Marta]"; + mes "If you work at it you will be a great person someday."; + close; + } +} + +bra_in01,145,27,3 script Brasilis Boy#bra 472,{ + if (brazil_regia == 1) { + mes "[Brasilis Boy]"; + mes "Grandma! That person has a weird smell."; + next; + mes "[Marta]"; + mes "This person isn't from here."; + mes "Say hello to our guest."; + next; + mes "[Brasilis Boy]"; + mes "heee~ hi!!"; + mes "I am Kaka!!"; + mes "Whats your name?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I am "+strcharinfo(0)+"."; + next; + mes "[Brasilis Boy]"; + mes "The outsider has a weird name!"; + mes "Thas ok! If we keep talking we'll be friends! Cheer up!"; + next; + mes "[Marta]"; + mes "Hehe..."; + mes "So, why have you come here stranger~?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I heard you knows lots of stories, is that true?"; + next; + mes "[Kaka]"; + mes "Wooo! how you know my grandma knows lots of stories, amazing~?"; + mes "Grandma is really wise and kind so, I heard lotsa things."; + next; + mes "[Marta]"; + mes "Hehe. Kaka always listens to many stories every night, he really likes my stories."; + mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness."; + next; + mes "[Marta]"; + mes "Ok, Kaka why don't you invite our guest today to our small meeting?"; + next; + mes "[Kaka]"; + mes "Ok grandma~!!"; + next; + mes "[Marta]"; + mes "Hey~ do you have special story that you want to listen to?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "About the mysterious water lily?"; + next; + mes "[Marta]"; + mes "Water lily...."; + mes "It's from a long long time ago."; + next; + mes "[Marta]"; + mes "Before Brasilis was established."; + mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature."; + next; + mes "[Marta]"; + mes "One of tribe chiefs had a pretty daughter called 'Naia'."; + next; + mes "[Marta]"; + mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods."; + next; + mes "[Kaka]"; + mes "Woooa, she's just like me!"; + mes "Maybe she would be pretty... hehe."; + next; + mes "[Marta]"; + mes "According to her mother..."; + mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever."; + next; + mes "[Marta]"; + mes "After Naia heard this story, she went to her dad to ask if it was true or not."; + next; + mes "[Kaka]"; + mes "So, what did he say?"; + next; + mes "[Marta]"; + mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000"; + next; + mes "[Kaka]"; + mes "Did Naia wants to be the bride of the man?"; + next; + mes "[Marta]"; + mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls."; + next; + mes "[Kaka]"; + mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?"; + next; + mes "[Marta]"; + mes "Naia was really a nice girl."; + next; + mes "[Marta]"; + mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night."; + mes "Sadly, even with all of her effort, the moon didn't show any reaction to her."; + next; + mes "[Marta]"; + mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake."; + next; + mes "[Marta]"; + mes "That's when.. Naia saw it."; + mes "It was the moon he was shining beautifully over the waving lake lightly."; + next; + mes "[Kaka]"; + mes "I know, it's just the moon reflecting on the water. Right?!"; + next; + mes "[Marta]"; + mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned."; + next; + mes "[Kaka]"; + mes "Oh no."; + next; + mes "[Marta]"; + mes "The moon was also watching her from the sky."; + mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love."; + next; + mes "[Marta]"; + mes "That is the story of the mysterious flower people called the Brasilis Water Flower."; + mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon."; + next; + mes "[Kaka]"; + mes "How sad but beautiful!"; + next; + mes "[Marta]"; + mes "How about you stranger?"; + mes "Did you enjoy this story?"; + mes "If you want to listen to another story, just come to me."; + mes "If you don't mind playing with my grandson a ~ little. hoohoo."; + set brazil_regia,2; + close; + } + else if (brazil_regia > 1) { + mes "[Kaka]"; + mes "My grandma is really a bit tired doing some tribe stuff!"; + mes "Could you come another day?"; + close; + } + else { + mes "[Marta]"; + mes "You are not from around here."; + mes "I can sense a strange earth smell."; + next; + mes "[Marta]"; + mes "But your eyes shine with strength."; + mes "Indeed you are spreading out spirit and will from your whole body."; + next; + mes "[Marta]"; + mes "If you work at it you will be a great person someday."; + close; + } +} + +brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{ + if (!checkweight(1201,1)) { + mes "- wait a second!! -"; + mes "- you have too many items -"; + mes "- so you can't get any more items. -"; + mes "- make your body lighter -"; + mes "- then try again. -"; + close; + } + if (brazil_regia == 2) { + mes "[Distant Sound]"; + mes "Jasira!!!"; + mes "Where are you going again?!!"; + mes "come back~, please!!"; + next; + mes "[Brasilis Girl]"; + mes "Mom, I have to go out!!"; + next; + mes "[Distant Sound]"; + mes "No way~!! You shouldn't!!"; + next; + mes "[Brasilis Girl]"; + mes "Gosh.. today also failed."; + next; + mes "[Brasilis Girl]"; + mes "......"; + mes "What's up? Why are you looking at me?"; + mes "I don't want to be a showgirl!! Get out!!"; + next; + switch(select("Nothing, sorry.:What's wrong?")) { + case 1: + mes "[Brasilis Girl]"; + mes "I am so sad!!!"; + close; + case 2: + break; + } + mes "[Brasilis Girl]"; + mes "It's not your business."; + mes "You are just an outsider!"; + next; + switch(select("How rude!:Just trying to help.")) { + case 1: + mes "[Brasilis Girl]"; + mes "What's it matter to you that I'm rude??!!"; + close; + case 2: + break; + } + mes "["+strcharinfo(0)+"]"; + mes "I know that I'm just passing by but I might be able to help you. What do you think?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "This kind of meeting could be more than just a coincidence."; + next; + mes "[Brasilis Girl]"; + mes "......................"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm can you tell me your name?"; + next; + mes "[Brasilis Girl]"; + mes "ja..."; + mes "Jasira."; + mes "My name is Jasira."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Nice name~."; + mes "Jasira what's going on?"; + next; + mes "[Jasira]"; + mes "............."; + next; + mes "[Jasira]"; + mes "I have to meet 'Jasi' but I can't go out...."; + next; + mes "["+strcharinfo(0)+"]"; + mes "who is Jasi?"; + mes "Your.... lover?"; + next; + emotion e_omg; + mes "[Jasira]"; + mes "l...o...v...e...lover??!!"; + mes "No way~"; + next; + mes "[Jasira]"; + mes "If he is my lover, it would be great... but..."; + next; + mes "[Jasira]"; + mes "Jasi is......"; + mes "the great moon."; + next; + mes "["+strcharinfo(0)+"]"; + mes "The moon?"; + mes "Maybe... are you talking about the moon from the story?"; + next; + mes "[Jasira]"; + mes "Yeah!"; + mes "Dear Jasi is from the moon from the sky!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why are you thinking like that?"; + next; + mes "[Jasira]"; + mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis."; + next; + emotion e_omg,1; + mes "["+strcharinfo(0)+"]"; + mes "Brasilis water lily??!!"; + mes "Isn't it the uniqe flower?"; + next; + mes "[Jasira]"; + mes "Right. It's a really mysterious flower and difficult to find."; + mes "But around Jasi there are lots of water lilies."; + mes "That's why I believe Jasi is the moon."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Where is Jasi?"; + next; + mes "[Jasira]"; + mes "He is deep inside the Jungle."; + mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village."; + next; + mes "[Jasira]"; + mes "I just wandered the jungle and fell down somewhere and that's where I saw him."; + mes "He was so nice. He helped heal me and guided me back home."; + mes "That was really really great time."; + next; + mes "[Jasira]"; + mes "Since I came back home, my parents punished me."; + mes "I can understand why they are worrying but i missed Jasi a lot!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why don't you meet him after recovering your strength?"; + next; + mes "[Jasira]"; + mes "................."; + mes "I wanna see him right now..."; + next; + switch(select("Help Jasira.:Ignore her.")) { + case 1: + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Sorry I can't help you. Cheer up!"; + next; + mes "[Jasira]"; + mes "Crying........"; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "Jasira I came here to find the Brasilis water lily."; + mes "Don't you think fate has brought us together?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "If you tell me how to find Jasi, I can help you."; + next; + mes "[Jasira]"; + mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Can't you remember anything?"; + mes "If you know something you've gotta tell me."; + next; + mes "[Jasira]"; + mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Good, that's better than nothing! I will look for a similar place."; + next; + mes "[Jasira]"; + mes "I gave you your information, so can you do me a favor?"; + mes "It's really simple..."; + next; + mes "[Jasira]"; + mes "I'd like to give a delicious fruit."; + mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!"; + next; + mes "[Jasira]"; + mes "Give him 10 Banana and tell him that I really miss him."; + mes "Sorry for ignoring you before. Please, only you can help me!"; + set brazil_regia,3; + changequest 2201,2202; + close; + } + else if ((brazil_regia == 3) || (brazil_regia == 4)) { + mes "[Jasira]"; + mes "If you meet Jasi, give him 10 Bananas."; + mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; + next; + mes "[Jasira]"; + mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village."; + mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!"; + close; + } + else if (brazil_regia == 5) { + mes "[Jasira]"; + mes "Did you meet Jasi?"; + mes "Did you talk about me?"; + mes "You didn't? Uh? Stupid! Gosh~!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey girl~ you've got a short temper."; + mes "I did see him and I talked about you!"; + next; + mes "[Jasira]"; + mes "Did you?"; + mes "What did he say?"; + mes "Does he remember me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "That you have a really good heart~"; + mes "I told him that you will try to meet him when your condition gets better."; + next; + mes "[Jasira]"; + mes "Yeahhhhh!!"; + mes "Thank you! You are more reliable than I thought you would be."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Anyway, I'm looking for a fruit that's brown and has a hard shell."; + mes "It has juice inside and can be used as a cup to drink out of."; + next; + mes "[Jasira]"; + mes "Duh! You mean a coconut right?!"; + mes "They're everywhere here in Brasilis."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thanks Jasira!"; + set brazil_regia,6; + changequest 2204,2205; + close; + } + else if ((brazil_regia == 6) || (brazil_regia == 7)) { + mes "[Jasira]"; + mes "I should take care of my strength by myself!"; + mes "I can't just lie in my bed forever. Don't you agree?"; + close; + } + else if (brazil_regia == 8) { + mes "[Jasira]"; + mes "Uh? Why have you come back?"; + next; + mes "- You tell her what Jasi told you to tell her -"; + next; + mes "[Jasira]"; + mes "Oh... really?"; + mes "Did he say that?"; + mes "Gosh! Gosh!!!"; + mes "Kkkkkaaaaa - !!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thanks to you, I was able to get a flower."; + mes "Thanks a lot!!"; + next; + mes "[Jasira]"; + mes "Wooow. It's so beautiful."; + next; + mes "[Jasira]"; + mes "Ah... can I see it for a second?"; + next; + mes "[Jasira]"; + mes "Surprise~!!"; + mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!"; + next; + mes "[Jasira]"; + mes "I know, I know! I'm the best..."; + delitem 7553,1; //Lotus_Flower + set brazil_regia,9; + changequest 2206,2207; + set .@regiahat,rand(1,3); + if (.@regiahat == 1) + getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card + else if (.@regiahat == 2) + getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card + else + getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card + close; + } + else if (brazil_regia > 8) { + mes "[Jasira]"; + mes "I just need to get a little bit stronger!"; + mes "I can't just lie in bed forever. My Jasi is waiting for me~"; + close; + } + else { + mes "[Distant Sound]"; + mes "Jasira!!!"; + mes "Where are you going again?!!"; + mes "Come back~, please!!"; + next; + mes "[Brasilis Girl]"; + mes "Please mom~!"; + mes "Please let me go!"; + close; + } + end; + +OnTouch: + if (brazil_regia == 2) { + emotion e_an; + } + end; +} + +bra_dun02,67,205,5 script Recluse#bra 475,3,3,{ + if (brazil_regia == 3) { + mes "[Recluse]"; + mes "Oh, I haven't seen another person in such a long time."; + next; + switch(select("Keep going.:Are you the moon?")) { + case 1: + mes "[Recluse]"; + mes "You don't have specific business with me."; + close; + case 2: + break; + } + mes "[Recluse]"; + mes "Moon?"; + mes "My name is Jasi."; + mes "My family has worked to take care of the water lily from generation to generation."; + next; + mes "[Jasi]"; + mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time."; + next; + mes "[Jasi]"; + mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you remember a girl named Jasi."; + next; + mes "[Jasi]"; + mes "Ja...si.........."; + mes "Ah!! a hurry scurry girl. "; + mes "Gosh.. I was in trouble due to that girl."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Trouble?"; + next; + mes "[Jasi]"; + mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!"; + next; + mes "[Jasi]"; + mes "I was barely able to calm down and send her to the village."; + mes "My life is that water lily so I didn't want anything embarrassing to happen."; + next; + mes "["+strcharinfo(0)+"]"; + mes "This is a gift from Jasira to say sorry for that time."; + mes "She is really sad that can't come here by herself due to private difficulties."; + next; + if (countitem(513) < 10) { + mes "[Jasi]"; + mes "What are you saying?"; + next; + mes "- Oh yeah, I forgot to bring 10 Bananas -"; + close; + } + mes "[Jasi]"; + mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?"; + next; + mes "[Jasi]"; + mes "Anyway is that all the business you have with me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here."; + next; + mes "[Jasi]"; + mes "I got it."; + mes "As you can see, there are lots of Brasilis water lily around here."; + mes "If you make sure that you won't destroy them you can appreciate them as you wish."; + set brazil_regia,4; + changequest 2202,2203; + close; + } + else if (brazil_regia == 4) { + mes "[Jasi]"; + mes "Did you enjoy the water lily?"; + close; + } + else if (brazil_regia == 5) { + mes "[Jasi]"; + mes "I forgot what the name of that fruit was..."; + close; + } + else if (brazil_regia == 6) { + if (countitem(11515) < 5) { + mes "[Jasi]"; + mes "I forgot what the name of that fruit was..."; + close; + } + else { + mes "[Jasi]"; + mes "Did you find the fruit?"; + mes "Oh right this is....?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's called a 'coconut'."; + next; + mes "[Jasi]"; + mes "Ahah! COCONUT!!"; + mes "Now I remember thank you very much. I can't remember the last time I had this fruit."; + next; + mes "[Jasi]"; + mes "I guess I should keep my promise."; + mes "You can take one Water lily."; + next; + mes "[Jasi]"; + mes "I hope the Brasilis water lily will understand me."; + mes "You better grab the flower while you have a chance~"; + next; + mes "[Jasi]"; + mes "Oh, can you tell that girl Jasira something for me?"; + mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her."; + delitem 11515,5; //Coconut + set brazil_regia,7; + changequest 2205,2206; + close; + } + } + else { + mes "[Jasi]"; + mes "The flowers blooming from the Water lily today is wonderful."; + close; + } + end; + +OnTouchNPC: + unitwarp 0,"this",67,215; + end; +} + +bra_dun02,71,200,3 script Water lily#bra 111,{ + if (brazil_regia == 4) { + mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom."; + next; + switch(select("Pick up the flower.:Keep gazing.")) { + case 1: + break; + case 2: + mes "- You can't avoid staring at it's beauty. -"; + close; + } + mes "[Jasi]"; + mes "Uh! What are you doing??!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "There is a person who really needs this flower, can I just take one of 'em?"; + next; + mes "[Jasi]"; + mes "As I said earlier, I am the guardian of this water lily."; + mes "I can't just stand by here and watch you pluck even a single flower from it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas."; + next; + if (countitem(513) < 10) { + mes "[Jasi]"; + mes "What are you saying?"; + next; + mes "- Oh yeah, I forgot to bring 10 Bananas -"; + close; + } + mes "[Jasi]"; + mes "Hmm... It's been so long since I've had this fruit."; + next; + mes "[Jasi]"; + mes "I will just try one. That's all."; + next; + mes "- munch -"; + mes "- mumble mumble mumble -"; + specialeffect EF_POTION7,AREA,"Recluse#bra"; + next; + mes "[Jasi]"; + mes "Uh, this taste... is!"; + mes "I remember my mom baking these into a tasty bread!"; + next; + mes "[Jasi]"; + mes "It makes me miss my childhood."; + next; + emotion e_omg,0,"Recluse#bra"; + mes "[Jasi]"; + mes "Hoho!!!!"; + mes "I've been here for as long as I can remember..."; + mes "I don't have enough time to even do simple things like eat delicious fruit."; + next; + mes "[Jasi]"; + mes "It was a really delicious banana."; + mes "But rules are rules!"; + mes "I must do my duty."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Please! I just need one flower~ What can I do to convince you?"; + next; + mes "[Jasi]"; + mes "Rules are rules, what do you want from me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Didn't that banana remind you of your childhood? What can I get for you?"; + next; + mes "[Jasi]"; + mes "Now that you mention it, there is one fruit that I really miss."; + mes "It was my favorite when I was young but I don't remember what it was called."; + next; + mes "[Jasi]"; + mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit."; + mes "Do you know what it is?"; + next; + mes "[Jasi]"; + mes "If you bring 5 of those things, I will reconsider your suggestion."; + delitem 513,10; //Banana + set brazil_regia,5; + changequest 2203,2204; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok so I have to bring 5 fruits with hard shells."; + mes "Hmm what is it?"; + close; + } + else if (brazil_regia == 5) { + mes "[Jasi]"; + mes "It was my favorite when I was young but I don't remember what it was called."; + next; + mes "[Jasi]"; + mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit."; + mes "Do you know what it is?"; + close; + } + else if (brazil_regia == 7) { + if (!checkweight(1201,1)) { + mes "- wait a second!! -"; + mes "- you have too many items -"; + mes "- so you can't get any more items. -"; + mes "- make your body lighter -"; + mes "- then try again. -"; + close; + } + mes "- You take a beautiful water lily carefully in your hands. -"; + set brazil_regia,8; + getitem 7553,1; //Lotus_Flower + close; + } +} + +// Dungeon Access Quest, Original file: brazil_tre.sc +//============================================================ +brasilis,185,246,5 script Pedro#bra 62,{ + if (brazil_ghost == 0) { + mes "[Pedro]"; + mes "Wow it's really a great statue!"; + next; + mes "[Mariana]"; + mes "It is, isn't it?"; + mes "This statue is called Verass Monument."; + next; + mes "[Mariana]"; + mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city."; + next; + mes "[Pedro]"; + mes "Awesome!!"; + mes "i wanna become a real man like Verass."; + next; + mes "[Mariana]"; + mes "Pedro, you can become whatever you want."; + next; + mes "[Pedro]"; + mes "Mariana is so smart, isn't she? hehe."; + next; + mes "[Fabio]"; + mes "Ooooh! You love her don't you!"; + next; + mes "[Daniel]"; + mes "Wooooaaaa Pedro and Mari sitting in a tree!"; + next; + mes "[Fabio]"; + mes "Woooo k-i-s-s-i-n-g~!!!"; + next; + mes "[Daniel]"; + mes "Nya nya nya!"; + next; + mes "[Fabio]"; + mes "Hahahahaha."; + next; + mes "[Pedro]"; + mes "Stop acting like babies!"; + next; + mes "[Mariana]"; + mes "Boys~!"; + next; + mes "[Daniel]"; + mes "Yah yah..."; + mes "Hey guys, did you hear that something happened a few days ago?"; + next; + mes "[Mariana]"; + mes "Oh yeah~ I heard that something really scary happened."; + next; + mes "[Fabio]"; + mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~"; + next; + mes "[Daniel]"; + mes "Ha ha ha! Smelly Mari!"; + next; + mes "[Mariana]"; + mes "I hate you~!"; + mes "Stop spreading rumors about me. I'm not scared of the bathroom."; + mes "Pedro, do you think that I stink?"; + next; + mes "[Pedro]"; + mes "Uh? Uh?"; + mes "N......no... no way."; + mes "Hey guys~ be nice to her~"; + next; + mes "[Fabio]"; + mes "kkkickkkkkkkkick"; + next; + mes "[Daniel]"; + mes "kkkickkkkkkkk"; + next; + switch(select("Walk by.:Ask about the gossip.")) { + case 1: + mes "[Fabio]"; + mes "Mariana~ smells~ Nya nya~"; + next; + mes "[Daniel]"; + mes "Oh man you stink too~! Nya nya~"; + close; + case 2: + break; + } + mes "[Fabio]"; + mes "Haven't you heard?"; + mes "The ghost story in the art museum."; + next; + mes "[Daniel]"; + mes "Ooohhhh! Scary~~~!"; + next; + select("Can you tell me more?"); + mes "[Fabio]"; + mes "A coupla days ago we went to the art museum for a picnic at school."; + mes "You know nothing special, just a ordinary field trip."; + next; + mes "[Fabio]"; + mes "Museums are boring so me and some friends snuck away from the group~!"; + next; + mes "[Fabio]"; + mes "That's when we heard a scream echoing through the whole museum."; + next; + mes "[Daniel]"; + mes "kkakkakkaaaah!!"; + mes "kkieeeeeeh!"; + mes "kehkeh.."; + next; + mes "[Mariana]"; + mes "I heard the scream too..."; + mes "You boys are always making noises where you're not supposed to."; + next; + mes "[Pedro]"; + mes "What else are we supposed to do? If we don't do it someone else will."; + next; + emotion e_an,0,"Mariana#bra"; + mes "[Mariana]"; + mes "Argh~ Boys are so frustrating sometimes."; + next; + select("So then what happened?"); + mes "[Fabio]"; + mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from."; + next; + mes "[Fabio]"; + mes "They were coming from the bathroom."; + mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad."; + next; + mes "[Daniel]"; + mes "I think you pissed or pooped your pants. It smelled freakin' gross."; + next; + mes "[Fabio]"; + mes "Nah uh~ Your mom pissed her pants~ Nyah!"; + next; + mes "[Daniel]"; + mes "Nah uh~ You~ pissed your pants~"; + next; + mes "[Fabio]"; + mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started."; + next; + mes "[Daniel]"; + mes "Liar, there's no such thing as ghosts~"; + next; + select("So was it a ghost?"); + mes "[Fabio]"; + mes "How should I know?"; + mes "No one could say they saw one and no one wanted to get in trouble from the teachers."; + next; + mes "[Pedro]"; + mes "I heard if you say special magic words that the ghost will come out."; + next; + mes "[Daniel]"; + mes "Quit butting into our conversation Pedro."; + next; + mes "[Fabio]"; + mes "Yah, what are you talking about, Pedro?"; + mes "So did you see the ghost?"; + next; + mes "[Pedro]"; + mes "N... no. I'm scared of ghosts."; + mes "But my friends said they saw one and they're not liars."; + next; + select("Did anyone tell you the magic words?"); + mes "[Pedro]"; + mes "I heard it in a kind of song."; + mes "the special magic words are..."; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + next; + mes "[Mariana]"; + mes "Umm it seems like a riddle."; + next; + select("Wanna help me find this ghost?"); + mes "[Pedro]"; + mes "You're on your own pal~."; + next; + mes "[Mariana]"; + mes "I don't like scary things!"; + next; + mes "[Fabio]"; + mes "Pfft, I can't believe you're gonna believe that story."; + next; + mes "[Daniel]"; + mes "I'll do whatever Fabio does, as always!"; + next; + mes "[Fabio]"; + mes "Maybe you're just scared..."; + set brazil_ghost,1; + setquest 2208; + close; + } + else if (brazil_ghost == 1) { + mes "[Pedro]"; + mes "Do you wanna hear the magic words again?"; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + close; + } + else { + mes "[Pedro]"; + mes "I wonder what I need to do to have a statue made of me?"; + close; + } +} + +brasilis,187,244,1 script Mariana#bra 72,{ + if (brazil_ghost == 0) { + mes "[Pedro]"; + mes "Wow it's really a great statue!"; + next; + mes "[Mariana]"; + mes "It is, isn't it?"; + mes "This statue is called Verass Monument."; + next; + mes "[Mariana]"; + mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city."; + next; + mes "[Pedro]"; + mes "Awesome!!"; + mes "i wanna become a real man like Verass."; + next; + mes "[Mariana]"; + mes "Pedro, you can become whatever you want."; + next; + mes "[Pedro]"; + mes "Mariana is so smart, isn't she? hehe."; + next; + mes "[Fabio]"; + mes "Ooooh! You love her don't you!"; + next; + mes "[Daniel]"; + mes "Wooooaaaa Pedro and Mari sitting in a tree!"; + next; + mes "[Fabio]"; + mes "Woooo k-i-s-s-i-n-g~!!!"; + next; + mes "[Daniel]"; + mes "Nya nya nya!"; + next; + mes "[Fabio]"; + mes "Hahahahaha."; + next; + mes "[Pedro]"; + mes "Stop acting like babies!"; + next; + mes "[Mariana]"; + mes "Boys~!"; + next; + mes "[Daniel]"; + mes "Yah yah..."; + mes "Hey guys, did you hear that something happened a few days ago?"; + next; + mes "[Mariana]"; + mes "Oh yeah~ I heard that something really scary happened."; + next; + mes "[Fabio]"; + mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~"; + next; + mes "[Daniel]"; + mes "Ha ha ha! Smelly Mari!"; + next; + mes "[Mariana]"; + mes "I hate you~!"; + mes "Stop spreading rumors about me. I'm not scared of the bathroom."; + mes "Pedro, do you think that I stink?"; + next; + mes "[Pedro]"; + mes "Uh? Uh?"; + mes "N......no... no way."; + mes "Hey guys~ be nice to her~"; + next; + mes "[Fabio]"; + mes "kkkickkkkkkkkick"; + next; + mes "[Daniel]"; + mes "kkkickkkkkkkk"; + next; + switch(select("Walk by.:Ask about the gossip.")) { + case 1: + mes "[Fabio]"; + mes "Mariana~ smells~ Nya nya~"; + next; + mes "[Daniel]"; + mes "Oh man you stink too~! Nya nya~"; + close; + case 2: + break; + } + mes "[Fabio]"; + mes "Haven't you heard?"; + mes "The ghost story in the art museum."; + next; + mes "[Daniel]"; + mes "Ooohhhh! Scary~~~!"; + next; + select("Can you tell me more?"); + mes "[Fabio]"; + mes "A coupla days ago we went to the art museum for a picnic at school."; + mes "You know nothing special, just a ordinary field trip."; + next; + mes "[Fabio]"; + mes "Museums are boring so me and some friends snuck away from the group~!"; + next; + mes "[Fabio]"; + mes "That's when we heard a scream echoing through the whole museum."; + next; + mes "[Daniel]"; + mes "kkakkakkaaaah!!"; + mes "kkieeeeeeh!"; + mes "kehkeh.."; + next; + mes "[Mariana]"; + mes "I heard the scream too..."; + mes "You boys are always making noises where you're not supposed to."; + next; + mes "[Pedro]"; + mes "What else are we supposed to do? If we don't do it someone else will."; + next; + emotion e_an,0,"Mariana#bra"; + mes "[Mariana]"; + mes "Argh~ Boys are so frustrating sometimes."; + next; + select("So then what happened?"); + mes "[Fabio]"; + mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from."; + next; + mes "[Fabio]"; + mes "They were coming from the bathroom."; + mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad."; + next; + mes "[Daniel]"; + mes "I think you pissed or pooped your pants. It smelled freakin' gross."; + next; + mes "[Fabio]"; + mes "Nah uh~ Your mom pissed her pants~ Nyah!"; + next; + mes "[Daniel]"; + mes "Nah uh~ You~ pissed your pants~"; + next; + mes "[Fabio]"; + mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started."; + next; + mes "[Daniel]"; + mes "Liar, there's no such thing as ghosts~"; + next; + select("So was it a ghost?"); + mes "[Fabio]"; + mes "How should I know?"; + mes "No one could say they saw one and no one wanted to get in trouble from the teachers."; + next; + mes "[Pedro]"; + mes "I heard if you say special magic words that the ghost will come out."; + next; + mes "[Daniel]"; + mes "Quit butting into our conversation Pedro."; + next; + mes "[Fabio]"; + mes "Yah, what are you talking about, Pedro?"; + mes "So did you see the ghost?"; + next; + mes "[Pedro]"; + mes "N... no. I'm scared of ghosts."; + mes "But my friends said they saw one and they're not liars."; + next; + select("Did anyone tell you the magic words?"); + mes "[Pedro]"; + mes "I heard it in a kind of song."; + mes "the special magic words are..."; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + next; + mes "[Mariana]"; + mes "Umm it seems like a riddle."; + next; + select("Wanna help me find this ghost?"); + mes "[Pedro]"; + mes "You're on your own pal~."; + next; + mes "[Mariana]"; + mes "I don't like scary things!"; + next; + mes "[Fabio]"; + mes "Pfft, I can't believe you're gonna believe that story."; + next; + mes "[Daniel]"; + mes "I'll do whatever Fabio does, as always!"; + next; + mes "[Fabio]"; + mes "Maybe you're just scared..."; + set brazil_ghost,1; + setquest 2208; + close; + } + else if (brazil_ghost == 1) { + mes "[Mariana]"; + mes "Can you guys stop talking about the ghosts?"; + mes "I've already got goosebumps all over."; + close; + } + else { + mes "[Mariana]"; + mes "Why do Fabio and Daniel always bother us?"; + close; + } +} + +brasilis,181,250,5 script Fabio#bra 706,{ + if (brazil_ghost == 0) { + mes "[Pedro]"; + mes "Wow it's really a great statue!"; + next; + mes "[Mariana]"; + mes "It is, isn't it?"; + mes "This statue is called Verass Monument."; + next; + mes "[Mariana]"; + mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city."; + next; + mes "[Pedro]"; + mes "Awesome!!"; + mes "i wanna become a real man like Verass."; + next; + mes "[Mariana]"; + mes "Pedro, you can become whatever you want."; + next; + mes "[Pedro]"; + mes "Mariana is so smart, isn't she? hehe."; + next; + mes "[Fabio]"; + mes "Ooooh! You love her don't you!"; + next; + mes "[Daniel]"; + mes "Wooooaaaa Pedro and Mari sitting in a tree!"; + next; + mes "[Fabio]"; + mes "Woooo k-i-s-s-i-n-g~!!!"; + next; + mes "[Daniel]"; + mes "Nya nya nya!"; + next; + mes "[Fabio]"; + mes "Hahahahaha."; + next; + mes "[Pedro]"; + mes "Stop acting like babies!"; + next; + mes "[Mariana]"; + mes "Boys~!"; + next; + mes "[Daniel]"; + mes "Yah yah..."; + mes "Hey guys, did you hear that something happened a few days ago?"; + next; + mes "[Mariana]"; + mes "Oh yeah~ I heard that something really scary happened."; + next; + mes "[Fabio]"; + mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~"; + next; + mes "[Daniel]"; + mes "Ha ha ha! Smelly Mari!"; + next; + mes "[Mariana]"; + mes "I hate you~!"; + mes "Stop spreading rumors about me. I'm not scared of the bathroom."; + mes "Pedro, do you think that I stink?"; + next; + mes "[Pedro]"; + mes "Uh? Uh?"; + mes "N......no... no way."; + mes "Hey guys~ be nice to her~"; + next; + mes "[Fabio]"; + mes "kkkickkkkkkkkick"; + next; + mes "[Daniel]"; + mes "kkkickkkkkkkk"; + next; + switch(select("Walk by.:Ask about the gossip.")) { + case 1: + mes "[Fabio]"; + mes "Mariana~ smells~ Nya nya~"; + next; + mes "[Daniel]"; + mes "Oh man you stink too~! Nya nya~"; + close; + case 2: + break; + } + mes "[Fabio]"; + mes "Haven't you heard?"; + mes "The ghost story in the art museum."; + next; + mes "[Daniel]"; + mes "Ooohhhh! Scary~~~!"; + next; + select("Can you tell me more?"); + mes "[Fabio]"; + mes "A coupla days ago we went to the art museum for a picnic at school."; + mes "You know nothing special, just a ordinary field trip."; + next; + mes "[Fabio]"; + mes "Museums are boring so me and some friends snuck away from the group~!"; + next; + mes "[Fabio]"; + mes "That's when we heard a scream echoing through the whole museum."; + next; + mes "[Daniel]"; + mes "kkakkakkaaaah!!"; + mes "kkieeeeeeh!"; + mes "kehkeh.."; + next; + mes "[Mariana]"; + mes "I heard the scream too..."; + mes "You boys are always making noises where you're not supposed to."; + next; + mes "[Pedro]"; + mes "What else are we supposed to do? If we don't do it someone else will."; + next; + emotion e_an,0,"Mariana#bra"; + mes "[Mariana]"; + mes "Argh~ Boys are so frustrating sometimes."; + next; + select("So then what happened?"); + mes "[Fabio]"; + mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from."; + next; + mes "[Fabio]"; + mes "They were coming from the bathroom."; + mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad."; + next; + mes "[Daniel]"; + mes "I think you pissed or pooped your pants. It smelled freakin' gross."; + next; + mes "[Fabio]"; + mes "Nah uh~ Your mom pissed her pants~ Nyah!"; + next; + mes "[Daniel]"; + mes "Nah uh~ You~ pissed your pants~"; + next; + mes "[Fabio]"; + mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started."; + next; + mes "[Daniel]"; + mes "Liar, there's no such thing as ghosts~"; + next; + select("So was it a ghost?"); + mes "[Fabio]"; + mes "How should I know?"; + mes "No one could say they saw one and no one wanted to get in trouble from the teachers."; + next; + mes "[Pedro]"; + mes "I heard if you say special magic words that the ghost will come out."; + next; + mes "[Daniel]"; + mes "Quit butting into our conversation Pedro."; + next; + mes "[Fabio]"; + mes "Yah, what are you talking about, Pedro?"; + mes "So did you see the ghost?"; + next; + mes "[Pedro]"; + mes "N... no. I'm scared of ghosts."; + mes "But my friends said they saw one and they're not liars."; + next; + select("Did anyone tell you the magic words?"); + mes "[Pedro]"; + mes "I heard it in a kind of song."; + mes "the special magic words are..."; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + next; + mes "[Mariana]"; + mes "Umm it seems like a riddle."; + next; + select("Wanna help me find this ghost?"); + mes "[Pedro]"; + mes "You're on your own pal~."; + next; + mes "[Mariana]"; + mes "I don't like scary things!"; + next; + mes "[Fabio]"; + mes "Pfft, I can't believe you're gonna believe that story."; + next; + mes "[Daniel]"; + mes "I'll do whatever Fabio does, as always!"; + next; + mes "[Fabio]"; + mes "Maybe you're just scared..."; + set brazil_ghost,1; + setquest 2208; + close; + } + else if (brazil_ghost == 1) { + mes "[Fabio]"; + mes "You still wasting your time with that ghost story?"; + close; + } + else { + mes "[Fabio]"; + mes "Mariana, wanna see something cool?"; + next; + mes "[Mariana]"; + mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!"; + close; + } +} + +brasilis,180,249,5 script Daniel#bra 706,{ + if (brazil_ghost == 0) { + mes "[Pedro]"; + mes "Wow it's really a great statue!"; + next; + mes "[Mariana]"; + mes "It is, isn't it?"; + mes "This statue is called Verass Monument."; + next; + mes "[Mariana]"; + mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city."; + next; + mes "[Pedro]"; + mes "Awesome!!"; + mes "i wanna become a real man like Verass."; + next; + mes "[Mariana]"; + mes "Pedro, you can become whatever you want."; + next; + mes "[Pedro]"; + mes "Mariana is so smart, isn't she? hehe."; + next; + mes "[Fabio]"; + mes "Ooooh! You love her don't you!"; + next; + mes "[Daniel]"; + mes "Wooooaaaa Pedro and Mari sitting in a tree!"; + next; + mes "[Fabio]"; + mes "Woooo k-i-s-s-i-n-g~!!!"; + next; + mes "[Daniel]"; + mes "Nya nya nya!"; + next; + mes "[Fabio]"; + mes "Hahahahaha."; + next; + mes "[Pedro]"; + mes "Stop acting like babies!"; + next; + mes "[Mariana]"; + mes "Boys~!"; + next; + mes "[Daniel]"; + mes "Yah yah..."; + mes "Hey guys, did you hear that something happened a few days ago?"; + next; + mes "[Mariana]"; + mes "Oh yeah~ I heard that something really scary happened."; + next; + mes "[Fabio]"; + mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~"; + next; + mes "[Daniel]"; + mes "Ha ha ha! Smelly Mari!"; + next; + mes "[Mariana]"; + mes "I hate you~!"; + mes "Stop spreading rumors about me. I'm not scared of the bathroom."; + mes "Pedro, do you think that I stink?"; + next; + mes "[Pedro]"; + mes "Uh? Uh?"; + mes "N......no... no way."; + mes "Hey guys~ be nice to her~"; + next; + mes "[Fabio]"; + mes "kkkickkkkkkkkick"; + next; + mes "[Daniel]"; + mes "kkkickkkkkkkk"; + next; + switch(select("Walk by.:Ask about the gossip.")) { + case 1: + mes "[Fabio]"; + mes "Mariana~ smells~ Nya nya~"; + next; + mes "[Daniel]"; + mes "Oh man you stink too~! Nya nya~"; + close; + case 2: + break; + } + mes "[Fabio]"; + mes "Haven't you heard?"; + mes "The ghost story in the art museum."; + next; + mes "[Daniel]"; + mes "Ooohhhh! Scary~~~!"; + next; + select("Can you tell me more?"); + mes "[Fabio]"; + mes "A coupla days ago we went to the art museum for a picnic at school."; + mes "You know nothing special, just a ordinary field trip."; + next; + mes "[Fabio]"; + mes "Museums are boring so me and some friends snuck away from the group~!"; + next; + mes "[Fabio]"; + mes "That's when we heard a scream echoing through the whole museum."; + next; + mes "[Daniel]"; + mes "kkakkakkaaaah!!"; + mes "kkieeeeeeh!"; + mes "kehkeh.."; + next; + mes "[Mariana]"; + mes "I heard the scream too..."; + mes "You boys are always making noises where you're not supposed to."; + next; + mes "[Pedro]"; + mes "What else are we supposed to do? If we don't do it someone else will."; + next; + emotion e_an,0,"Mariana#bra"; + mes "[Mariana]"; + mes "Argh~ Boys are so frustrating sometimes."; + next; + select("So then what happened?"); + mes "[Fabio]"; + mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from."; + next; + mes "[Fabio]"; + mes "They were coming from the bathroom."; + mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad."; + next; + mes "[Daniel]"; + mes "I think you pissed or pooped your pants. It smelled freakin' gross."; + next; + mes "[Fabio]"; + mes "Nah uh~ Your mom pissed her pants~ Nyah!"; + next; + mes "[Daniel]"; + mes "Nah uh~ You~ pissed your pants~"; + next; + mes "[Fabio]"; + mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started."; + next; + mes "[Daniel]"; + mes "Liar, there's no such thing as ghosts~"; + next; + select("So was it a ghost?"); + mes "[Fabio]"; + mes "How should I know?"; + mes "No one could say they saw one and no one wanted to get in trouble from the teachers."; + next; + mes "[Pedro]"; + mes "I heard if you say special magic words that the ghost will come out."; + next; + mes "[Daniel]"; + mes "Quit butting into our conversation Pedro."; + next; + mes "[Fabio]"; + mes "Yah, what are you talking about, Pedro?"; + mes "So did you see the ghost?"; + next; + mes "[Pedro]"; + mes "N... no. I'm scared of ghosts."; + mes "But my friends said they saw one and they're not liars."; + next; + select("Did anyone tell you the magic words?"); + mes "[Pedro]"; + mes "I heard it in a kind of song."; + mes "the special magic words are..."; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + next; + mes "[Mariana]"; + mes "Umm it seems like a riddle."; + next; + select("Wanna help me find this ghost?"); + mes "[Pedro]"; + mes "You're on your own pal~."; + next; + mes "[Mariana]"; + mes "I don't like scary things!"; + next; + mes "[Fabio]"; + mes "Pfft, I can't believe you're gonna believe that story."; + next; + mes "[Daniel]"; + mes "I'll do whatever Fabio does, as always!"; + next; + mes "[Fabio]"; + mes "Maybe you're just scared..."; + set brazil_ghost,1; + setquest 2208; + close; + } + else if (brazil_ghost == 1) { + mes "[Daniel]"; + mes "Nyah nyah nyah~"; + close; + } + else { + mes "[Daniel]"; + mes "Keke Here~ I found more bugs~"; + close; + } +} + +bra_in01,149,184,3 script Door#bra 844,{ + if (brazil_ghost > 0) { + mes "- A key is inserted in the locked door.-"; + next; + switch(select("Turn the key.:Ignore it.")) { + case 1: + mes "You start saying the first line of the magic words."; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+""; + next; + set .@braspell$,"Mother the door won't open!"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 2) { + mes "[Sobbing Voice]"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + next; + switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) { + case 1: + mes "The door is locked."; + mes "So nothing happens."; + close; + case 2: + mes "How many times should I try to knock?"; + input .@input,0,999; + next; + mes "You knocked on the door "+.@input+" times."; + next; + mes "But, nothing happens."; + close; + case 3: + mes "How many times should I turn the key?"; + input .@input,0,999; + next; + if (.@input == 7) { + mes "You turn the key 7 times."; + next; + mes "Click! Click! Click!"; + mes "Click! Click! Click!"; + mes "Click...!"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "You hear water flushing."; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the toilet."; + set brazil_ghost,3; + changequest 2208,60351; + close; + } + else { + mes "You turned over the key "+.@input+" times."; + next; + mes "But nothing doesn't happened."; + close; + } + case 4: + mes "How many times should I insert the key into the door?"; + input .@input,0,999; + next; + mes "You inserted the key "+.@input+" times."; + next; + mes "But nothing happened."; + close; + } + } + else { + mes "Mother the door won't open!"; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- A key is inserted in the locked door.-"; + close; + } +} + +bra_in01,144,187,3 script Toilet#bra 844,{ + if (brazil_ghost > 0) { + mes "- Looks like an ordinary toilet -"; + next; + if (brazil_ghost > 6) { + switch(select("Flush the toilet.:Doing nothing.")) { + case 1: + mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; + specialeffect2 EF_WATERFALL_SMALL_T2_90; + close2; + warp "bra_in01",206,102; + end; + case 2: + mes "The water in the toilet looks gross."; + close; + } + } + switch(select("Use the toilet:Ignore.")) { + case 1: + mes "- What was the second line to that spell now? -"; + input .@input$; + next; + set urspell,inputstr; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+""; + next; + set .@braspell$,"Mother the water is flooding!"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 3) { + mes "[Sobbing Voice]"; + mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; + next; + switch(select("Flush the toilet.:Close the lid.")) { + case 1: + mes "How many times should I flush?"; + input .@input,0,999; + next; + if (.@input == 3) { + mes "You flush the toilet 3 times."; + next; + mes "qwaaaaaaaaa!"; + mes "kwaaaaaaaaaa!"; + mes "kwaaaaaaaaaaaaaaaaaaa!"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "Suddenly the sink sounds like water is flowing freely from it."; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the faucet."; + set brazil_ghost,4; + changequest 60351,60352; + close; + } + else { + mes "You flush the toilet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + } + case 2: + mes "You close the lid of the toilet."; + mes "Nothing seems to be happening."; + close; + } + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- Looks like an ordinary toilet -"; + close; + } +} + +bra_in01,134,189,3 script Faucet#bra 844,{ + if (brazil_ghost > 0) { + mes "- It seems like an ordinary faucet -"; + next; + switch(select("Examine it.:Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input .@input$; + next; + set urspell,inputstr; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+""; + next; + set .@braspell$,"Mother the drought has started!"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 4) { + mes "[Sobbing Voice]"; + mes "^FF0000Don't worry... the waterfall will help it....^000000"; + next; + switch(select("Tap on the faucet.:Turn on the water.")) { + case 1: + mes "How many times will you tap the faucet?"; + input .@input,0,999; + next; + mes "You tap the faucet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 2: + mes "How many times should I turn the water on?"; + input .@input,0,999; + next; + if (.@input == 1) { + mes "You turn the faucet on once."; + next; + mes "swwwaaaaaaa-"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "You see the carpet move."; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the carpet."; + set brazil_ghost,5; + changequest 60352,60353; + close; + } + else { + mes "You turn the faucet on "+.@input+" times."; + next; + mes "But nothing happens."; + close; + } + } + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- It seems like an ordinary faucet -"; + close; + } +} + +bra_in01,138,184,3 script Carpet#bra 844,{ + if (brazil_ghost > 0) { + mes "- A carpet with an intricate pattern on it -"; + next; + switch(select("Examine it.:Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input .@input$; + next; + set urspell,inputstr; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+""; + next; + set .@braspell$,"Mother where are my friends?"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 5) { + mes "[Sobbing Voice]"; + mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; + next; + switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) { + case 1: + mes "How many times should I jump?"; + input .@input,0,999; + next; + mes "You jump on the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 2: + mes "How many times should I lie on the carpet?"; + input .@input,0,999; + next; + mes "You lie on the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 3: + mes "How many times should I shake the carpet?"; + input .@input,0,999; + next; + if (.@input == 7) { + mes "You shake the carpet 7 times."; + next; + mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the mirror."; + set brazil_ghost,6; + changequest 60353,60354; + close; + } + else { + mes "You shake the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + } + } + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- A carpet with an intricate pattern on it -"; + close; + } +} + +bra_in01,151,180,3 script Mirror#bra 844,{ + if (brazil_ghost > 0) { + mes "- You can see a clean mirror without any marks or dust -"; + next; + switch(select("Examine it.:Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input .@input$; + next; + set urspell,inputstr; + mes "["+strcharinfo(0)+"]"; + mes ""+.@input$+""; + next; + set .@braspell$,"Where are you mom?"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 6) { + mes "[Distant Sound]"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + next; + mes "[Distant Sound]"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + next; + mes "[Distant Sound]"; + mes "Behind you..."; + enablenpc "Ghost#bra"; + next; + emotion e_omg,1; + mes "["+strcharinfo(0)+"]"; + mes "The stories about the ghost are true~!"; + next; + mes "[Ghost]"; + mes "^FF0000my baby....^000000"; + next; + mes "[Ghost]"; + mes "^FF0000I can't see.... my eye....^000000"; + mes "^FF0000What's going on....?^000000"; + next; + mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -"; + next; + mes "[Ghost]"; + mes "^FF0000My eyes are so tight... can you take this off?^000000"; + next; + mes "You step carefully towards the ghost."; + next; + mes "His face was covered with dust making strange contortions with it's face."; + next; + mes "[Ghost]"; + mes "^FF0000Come on help mom.....^000000"; + next; + switch(select("Take the eye bandage off.:Run away~.")) { + case 1: + while(1) { + set .@cpudice,rand(1,6); + set .@pcdice,rand(1,6); + if (.@cpudice != .@pcdice) { + emotion (57+.@cpudice),0,"Ghost#bra"; + emotion (57+.@cpudice),1; + break; + } + } + if (.@cpudice > .@pcdice) { + specialeffect2 EF_DEVIL; + mes "[Ghost]"; + mes "^FF0000Go away!^000000"; + set brazil_ghost,1; + changequest 60354,2208; + percentheal -50,-50; + close2; + disablenpc "Ghost#bra"; + warp "bra_in01",12,183; + end; + } + else { + emotion e_bzz,1; + mes "[Ghost]"; + mes "^FF0000Ahh!^000000"; + mes "The Ghost disappeared into the toilet."; + set brazil_ghost,7; + changequest 60354,60355; + close2; + disablenpc "Ghost#bra"; + warp "bra_in01",206,100; + end; + } + case 2: + mes "You run away from the ghost."; + close2; + set brazil_ghost,1; + changequest 60354,2208; + warp "bra_in01",12,183; + disablenpc "Ghost#bra"; + end; + } + close; + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- You can see a clean mirror without any marks or dust -"; + close; + } +} + +bra_in01,136,180,5 script Ghost#bra 1867,{ + end; + +OnInit: + disablenpc "Ghost#bra"; + end; +} + +bra_in01,7,181,5 script Curator#bra 477,{ + if (BaseLevel < 40) { + mes "[Curator]"; + mes "I'm sorry but this area is under construction right now."; + close; + } + if ((brazil_ghost > 0) && (brazil_ghost < 7)) { + if (countitem(11515) > 0) { + mes "[Curator]"; + mes "What can I do for you?"; + next; + select("I need to use the bathroom."); + mes "[Curator]"; + mes "Sorry we are remodeling inside right now so, it's closed."; + mes "Please use the other one."; + next; + switch(select("But I forgot something inside.:Give up.")) { + case 1: + mes "[Curator]"; + mes "That's tooooo bad."; + mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders."; + next; + select("It's such a hot day!"); + mes "[Curator]"; + mes "It's always hot in Brasilis but today is ridiculously hot."; + mes "Maybe I need to drink some coconut juice to cool down."; + next; + mes "You give a coconut to the Curator."; + next; + mes "[Curator]"; + mes "Oh really can I have it?"; + mes "Thanks a lot!"; + next; + mes "[Curator]"; + mes "Pay it forward right?"; + mes "Ok I'll let you through this one time."; + next; + mes "The curator looks around calmly then opens the door."; + delitem 11515,1; //Coconut + set brazil_ghost,2; + close2; + warp "bra_in01",138,176; + end; + case 2: + mes "You give up trying to enter."; + close; + } + } + else { + mes "[Curator]"; + mes "What can I do for you?"; + next; + select("I need to use the bathroom."); + mes "[Curator]"; + mes "Sorry we are remodeling inside right now so, it's closed."; + mes "Please use the other one."; + next; + switch(select("But I forgot something inside.:Give up.")) { + case 1: + mes "[Curator]"; + mes "That's tooooo bad."; + mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders."; + next; + select("It's such a hot day!"); + mes "[Curator]"; + mes "It's always hot in Brasilis but today is ridiculously hot."; + mes "Maybe I need to drink some coconut juice to cool down."; + close; + case 2: + mes "You give up trying to enter."; + close; + } + } + } + else if (brazil_ghost > 6) { + mes "[Curator]"; + mes "Hey thanks for the Coconut earlier it really helped me cool down."; + close; + } + else { + mes "[Curator]"; + mes "Is it just me? Or is it hotter than it's ever been today!"; + close; + } +} + +bra_in01,12,185,0 script inbathroom#bra 45,1,1,{ +OnTouch_: + if (brazil_ghost > 6) + warp "bra_in01",138,176; + else { + mes "The entrance has been blocked."; + close; + } + end; +} + +bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183 +bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176 + +bra_in01,206,188,1 script Open Manhole#todunbra 844,{ + if (brazil_ghost == 7) { + enablenpc "Ghost#bra_end"; + mes "[Ghost]"; + mes "I am a ghost who died while wandering the jungle many years ago."; + next; + mes "[Ghost]"; + mes "I found a pipeline in the jungle and followed the voice of a man to this very spot."; + next; + mes "[Ghost]"; + mes "That's also where I hurt one of my eyes while walking around in the dark."; + next; + mes "[Ghost]"; + mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls."; + next; + mes "[Ghost]"; + mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day."; + next; + mes "[Ghost]"; + mes "There are many dangerous creatures at the end of this sewer."; + mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways."; + next; + mes "[Ghost]"; + mes "I guess now I can finally rest in peace."; + mes "Thank you friend."; + set brazil_ghost,8; + //completequest 2208; + completequest 60355; + getexp 900000,0; + disablenpc "Ghost#bra_end"; + close; + } + warp "bra_dun01",87,47; + end; +} + + +bra_dun01,87,43,1 script Pipe#bra 844,{ + warp "bra_in01",206,185; + end; +} + +bra_fild01,323,136,1 script Pipe#brafild 844,{ + if (brazil_ghost > 6) { + mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; + next; + switch(select("Examine it:Ignore.")) { + case 1: + mes "You swim through a gap in the pipe and are swept by a sudden rush of water."; + close2; + warp "bra_in01",206,182; + end; + case 2: + mes "It might be dangerous, I better not act rashly."; + close; + } + } + else { + mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; + close; + } +} + +bra_in01,206,190,3 script Ghost#bra_end 1867,{ + end; + +OnInit: + disablenpc "Ghost#bra_end"; + end; +} + +// Iara, Original file: iara.sc +//============================================================ +brasilis,315,334,5 script Shaman#nk 474,{ + set .@iara_re,checkquest(4135,PLAYTIME); + if ((.@iara_re == 0) || (.@iara_re == 1)) { + mes "[Anori]"; + mes "I'm still preparing."; + mes "I don't require your help at this time."; + mes "Please come back later..."; + close; + } + else { + if (checkquest(4135) > 1) erasequest 4135; + set .@iara_q,checkquest(4133); + if ((.@iara_q == 0) || (.@iara_q == 1)) { + mes "[Anori]"; + mes "To block Iara "; + mes "seducing the tribes"; + mes "we need a purifying potion..."; + next; + mes "[Anori]"; + mes "Did you bring the materials"; + mes "to make the purifying potion?"; + next; + if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) { + mes "[Anori]"; + mes "Um... it seems to be okay."; + mes "I'll make you a potion which will"; + mes "weaken Iara's power."; + next; + mes "[Anori]"; + mes "Let's see grind this..."; + mes "and mix in that..."; + mes "then add some magic..."; + next; + setquest 4135; + erasequest 4133; + setquest 4134; + completequest 4134; + delitem 950,20; //Heart_Of_Mermaid + delitem 7172,10; //Leopard_Talon + delitem 1054,3; //Lip_Of_Ancient_Fish + getitem 11517,2; //Puri_Potion + mes "[Anori]"; + mes "Here, it's completed."; + mes "Take this."; + mes "It will make Iara stop"; + mes "training at the cave"; + mes "for a while."; + next; + mes "[Anori]"; + mes "Please block the Iara threatening the security of the tribe."; + close; + } + else { + mes "[Anori]"; + mes "You haven't brought enough materials yet."; + mes "We cannot make the purification potion with only these."; + close; + } + } + else { + if (BaseLevel < 40) { + mes "[Anori]"; + mes "Ah... we need a strong adventurer."; + mes "The tribe is facing a major threat."; + close; + } + set .@re_q,checkquest(4134); + if (.@re_q == 2) { + mes "[Anori]"; + mes "you are..."; + mes "the adventurer who came for the"; + mes "purification potion..."; + next; + mes "[Anori]"; + mes "Maybe because of the purification potion..."; + mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long."; + next; + mes "[Anori]"; + mes "Could you get the same"; + mes "materials as before..."; + mes "I need your power."; + next; + switch(select("No.:Okay, I'll do it.")) { + case 1: + mes "[Anori]"; + mes "This, ah..."; + mes "There is no other way."; + close; + case 2: + mes "[Anori]"; + mes "You are truly brave!"; + mes "I, on behalf of the tribe,"; + mes "offer you my thanks."; + next; + mes "[Anori]"; + mes "Materials are the same as before."; + mes "If you just get^ff0000 20 Hearts of Mermaids,"; + mes "10 Leopard Claws and"; + mes "3 Ancient Lips^000000,"; + mes "I will make you a potion that purifies evil spirits"; + mes "by using a secret formula handed down to the tribe."; + next; + mes "[Anori]"; + mes "The destiny of the tribe is up to you."; + mes "please get the materials quickly."; + mes "I will be preparing to make"; + mes "the purification potion right here."; + setquest 4133; + close; + } + } + else { + mes "[Anori]"; + mes "There are some people I haven't seen before around here."; + mes "It's a good sign..."; + next; + mes "[Anori]"; + mes "Hey you..."; + mes "Could you listen to my stories for a moment."; + mes "There's an emergency in our tribe."; + next; + switch(select("No.:Okay.")) { + case 1: + mes "[Anori]"; + mes "You are a heartless person..."; + mes "You don't seem the helpful type."; + mes "Just keep on going your way."; + close; + case 2: + mes "[Anori]"; + mes "Thank you, I met a kind person."; + mes "It's a secret of our tribe that"; + mes "you cannot tell anyone."; + next; + break; + } + mes "[Anori]"; + mes "Lately young men from"; + mes "the tribe are disappearing."; + mes "Our entire tribe is being threatened."; + next; + mes "[Anori]"; + mes "It is likely because of a witch called Iara."; + mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall."; + next; + mes "[Anori]"; + mes "How can I stop these young tribesmen?"; + mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells."; + next; + mes "[Anori]"; + mes "This potion has been handed down from many generations in our tribe."; + mes "This purification potion possesses the power to cleanse evil spirits."; + next; + mes "[Anori]"; + mes "If you could get the materials"; + mes "I will make you"; + mes "the purification potion."; + mes "Could you do that for me?"; + next; + switch(select("No.:Yes, I can.")) { + case 1: + mes "[Anori]"; + mes "Hm..."; + mes "Well, then."; + mes "If you change your mind you can come to me again."; + next; + mes "[Anori]"; + mes "You shouldn't talk about"; + mes "what you heard now to anyone"; + mes "It's kind of embarrassing..."; + close; + case 2: + mes "[Anori]"; + mes "Oh! You are the savior"; + mes "of our tribe indeed."; + mes "On behalf of the tribe, I offer you my thanks."; + next; + mes "[Anori]"; + mes "Well, what we need is this."; + mes "It's all you can get from near here."; + mes "Note down well."; + next; + mes "[Anori]"; + mes "^ff0000 20 Hearts of Mermaids"; + mes "10 Leopard Claws"; + mes "3 Ancient Lips^000000"; + mes "are the only ones that are needed as the materials."; + next; + mes "[Anori]"; + mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe."; + setquest 4133; + next; + mes "[Anori]"; + mes "The destiny of the tribe is up to you."; + mes "I hope you move quickly."; + mes "Even at this moment, the village men are being seduced and slipping way..."; + close; + } + } + } + } +} + +bra_dun02,157,74,5 script Iara#nk 478,2,2,{ + if (countitem(11517) > 0) { + mes "[" + strcharinfo(0) + "]"; + mes "Should I use a Purification Potion?"; + next; + switch(select("Yes.:No.")) { + case 1: + specialeffect EF_MAPPILLAR; + mes "[Iara]"; + mes "Ah...this light is..."; + mes "It's like getting cleansed of evil thoughts"; + mes "from deep within my heart."; + next; + mes "[Iara]"; + mes "At last I can forget the curse that I placed on myself when I drowned in the water."; + next; + mes "[Iara]"; + mes "Do you think I can be born again as a kind water nymph?"; + next; + specialeffect EF_GHOST; + mes "[Iara]"; + mes "Ah... Thank you for helping me recover my consciousness for a while."; + mes "But... I think that the curse has been with me too long."; + mes "Get away from me quickly."; + delitem 11517,1; //Puri_Potion + percentheal 100,100; + // may requitre new SCs + sc_start SC_INCFLEE,3600000,20; + sc_start SC_INCCRI,3600000,10; + sc_start SC_STRFOOD,1200000,3; + sc_start SC_DEXFOOD,1200000,3; + sc_start SC_AGIFOOD,1200000,3; + sc_start SC_VITFOOD,1200000,3; + sc_start SC_INTFOOD,1200000,3; + sc_start SC_LUKFOOD,1200000,3; + next; + mes "[Iara]"; + mes "Ahhh~..."; + specialeffect EF_DEVIL; + next; + mes "[Iara]"; + mes "The curse is too strong for me to keep contained."; + mes "Leave now while you are safe."; + close; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "(I guess I should ignore her.)"; + close; + } + } + else { + mes "[Iara]"; + mes "Aaaaaaaaaaaaaaaaaaaaaah."; + mes "Eeeeeeeeeeeeeeeeeeeh."; + mes "Oooooooooooooooooh."; + set .@get_de,rand(1,2); + if (.@get_de == 1) + sc_start Sc_Curse,60000,0; + else + sc_start Sc_Confusion,60000,0; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ugh! What's this strange voice?"; + close; + } + end; + +OnTouch: + if (countitem(11517) < 1) { + mes "[Iara]"; + mes "Aaaaaaaaaaaaaaaaaaaaaah."; + mes "Eeeeeeeeeeeeeeeeeeeh."; + mes "Oooooooooooooooooh."; + set .@get_de,rand(1,2); + if (.@get_de == 1) + sc_start Sc_Curse,60000,0; + else + sc_start Sc_Confusion,60000,0; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ugh! What's this strange voice?"; + close; + } + end; +} + +bra_fild01,188,301,5 script Native Warrior#nk 472,{ + mes "[Native Warrior]"; + mes "Ah...the face I would never forget even in my dreams."; + next; + mes "[Native Warrior]"; + mes "When will she come out of the waterfall again...?"; + next; + if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) { + mes "[" + strcharinfo(0) + "]"; + mes "(Wh...what's this guy?)"; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "(This guy will never"; + mes "get ocer Iara's curse...)"; + } + close; +} diff --git a/npc/warps/dungeons/bra_dun.txt b/npc/warps/dungeons/bra_dun.txt index 58073b97b..0c95f3642 100644 --- a/npc/warps/dungeons/bra_dun.txt +++ b/npc/warps/dungeons/bra_dun.txt @@ -1,17 +1,17 @@ -//===== eAthena Script =======================================
-//= Brasilis Dungeon Warp
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Brasilis Dungeon warp script
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
-bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37
+//===== eAthena Script ======================================= +//= Brasilis Dungeon Warp +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= Any Athena Version +//===== Description: ========================================= +//= [Aegis Conversion] +//= Brasilis Dungeon warp script +//===== Additional Comments: ================================= +//= 1.0 First version. +//============================================================ + +bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263 +bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37 diff --git a/src/map/RRConfig/Core.h b/src/map/RRConfig/Core.h index 9cb161a3f..5073d5262 100644 --- a/src/map/RRConfig/Core.h +++ b/src/map/RRConfig/Core.h @@ -1,28 +1,28 @@ -#ifndef _RRCONFIGS_
-#define _RRCONFIGS_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * @INFO: RREmu Settings Core
- * - For detailed guidance on these check http://trac.ro-resources.net/wiki/CoreConfiguration
- **/
-
-/**
- * No settings past this point
- **/
-#include "./Renewal.h"
-#include "./Secure.h"
-#include "./Skills/General.h"
-/**
- * Constants come last; so they process anything that could've been modified in early includes
- **/
-#include "./Data/Const.h"
-/**
- * End of File
- **/
-#endif
+#ifndef _RRCONFIGS_ +#define _RRCONFIGS_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * @INFO: RREmu Settings Core + * - For detailed guidance on these check http://trac.ro-resources.net/wiki/CoreConfiguration + **/ + +/** + * No settings past this point + **/ +#include "./Renewal.h" +#include "./Secure.h" +#include "./Skills/General.h" +/** + * Constants come last; so they process anything that could've been modified in early includes + **/ +#include "./Data/Const.h" +/** + * End of File + **/ +#endif diff --git a/src/map/RRConfig/Data/Const.h b/src/map/RRConfig/Data/Const.h index d52c69034..31f68fdbc 100644 --- a/src/map/RRConfig/Data/Const.h +++ b/src/map/RRConfig/Data/Const.h @@ -1,33 +1,33 @@ -#ifndef _RRCONFIGS_CONST_
-#define _RRCONFIGS_CONST_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * @INFO: This file holds constants that aims at making code smoother and more efficient
- */
-
-/**
- * "Constants"
- **/
-#define CONST_CASTRATE_SCALE ( RECASTING ? RECASTING_VMIN : battle_config.castrate_dex_scale )
-#define CONST_CASTRATE_CALC ( RECASTING ? ((status_get_dex(bl)*2)+status_get_int(bl)) : status_get_dex(bl) )
-
-/**
- * "Sane Checks" to save you from compiling with cool bugs
- **/
-#if SECURE_NPCTIMEOUT_INTERVAL <= 0
- #error SECURE_NPCTIMEOUT_INTERVAL should be at least 1 (1s)
-#endif
-#if SECURE_NPCTIMEOUT < 0
- #error SECURE_NPCTIMEOUT cannot be lower than 0
-#endif
-
-/**
- * End of File
- **/
-#endif
+#ifndef _RRCONFIGS_CONST_ +#define _RRCONFIGS_CONST_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * @INFO: This file holds constants that aims at making code smoother and more efficient + */ + +/** + * "Constants" + **/ +#define CONST_CASTRATE_SCALE ( RECASTING ? RECASTING_VMIN : battle_config.castrate_dex_scale ) +#define CONST_CASTRATE_CALC ( RECASTING ? ((status_get_dex(bl)*2)+status_get_int(bl)) : status_get_dex(bl) ) + +/** + * "Sane Checks" to save you from compiling with cool bugs + **/ +#if SECURE_NPCTIMEOUT_INTERVAL <= 0 + #error SECURE_NPCTIMEOUT_INTERVAL should be at least 1 (1s) +#endif +#if SECURE_NPCTIMEOUT < 0 + #error SECURE_NPCTIMEOUT cannot be lower than 0 +#endif + +/** + * End of File + **/ +#endif diff --git a/src/map/RRConfig/Renewal.h b/src/map/RRConfig/Renewal.h index 1888d3bc4..9d5ee6cf0 100644 --- a/src/map/RRConfig/Renewal.h +++ b/src/map/RRConfig/Renewal.h @@ -1,53 +1,53 @@ -#ifndef _RRCONFIGS_RE_
-#define _RRCONFIGS_RE_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/map/RRConfig/Skills folder
- **/
-
-/**
- * Game Server Mode
- * @values: 1 or 0
- * 1 : renewal support, such as renewal-exclusive formulas
- * -> Note some features may be enabled/disabled at this file despite this setting being ON
- * 0 : renewal support disabled, use original formulas
- **/
-#define RRMODE 1
-
-/**
- * Renewal Cast Time
- * @values: 1 (enabled) or 0 (disabled)
- * 1 : Cast Time is decreased by DEX*2+INT, 20% of the cast time is not reduced by stats,
- * - for example, on a skill whose cast time is 10s, only 8s may be reduced. other 2s are
- * - part of a "fixed cast time" that is only reduced by special items and skills (such as
- * - Arch Bishop's Sacrament skill).
- * 0 : the old cast time method, influenced by dex, items and skills.
- **/
-#define RECASTING 1
-
-/**
- * Renewal Cast Time : Variable-Free
- * - Value required for no variable cast time with stats.
- * - Formula: (casterDex x 2) + (casterInt)
- * Default: 530
- **/
-#define RECASTING_VMIN 530
-
-/**
- * Renewal Enchant Deadly Poison Change
- * - In RE EDP no longer increases final damage by 400%.
- * - it increases your weapon atk and your stat atk
- * - it doesn't affect grimtooth
- **/
-#define RE_EDP 1
-
-/**
- * End of File
- **/
-#endif
+#ifndef _RRCONFIGS_RE_ +#define _RRCONFIGS_RE_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/map/RRConfig/Skills folder + **/ + +/** + * Game Server Mode + * @values: 1 or 0 + * 1 : renewal support, such as renewal-exclusive formulas + * -> Note some features may be enabled/disabled at this file despite this setting being ON + * 0 : renewal support disabled, use original formulas + **/ +#define RRMODE 1 + +/** + * Renewal Cast Time + * @values: 1 (enabled) or 0 (disabled) + * 1 : Cast Time is decreased by DEX*2+INT, 20% of the cast time is not reduced by stats, + * - for example, on a skill whose cast time is 10s, only 8s may be reduced. other 2s are + * - part of a "fixed cast time" that is only reduced by special items and skills (such as + * - Arch Bishop's Sacrament skill). + * 0 : the old cast time method, influenced by dex, items and skills. + **/ +#define RECASTING 1 + +/** + * Renewal Cast Time : Variable-Free + * - Value required for no variable cast time with stats. + * - Formula: (casterDex x 2) + (casterInt) + * Default: 530 + **/ +#define RECASTING_VMIN 530 + +/** + * Renewal Enchant Deadly Poison Change + * - In RE EDP no longer increases final damage by 400%. + * - it increases your weapon atk and your stat atk + * - it doesn't affect grimtooth + **/ +#define RE_EDP 1 + +/** + * End of File + **/ +#endif diff --git a/src/map/RRConfig/Secure.h b/src/map/RRConfig/Secure.h index 44eea2668..6f3da3b90 100644 --- a/src/map/RRConfig/Secure.h +++ b/src/map/RRConfig/Secure.h @@ -1,36 +1,36 @@ -#ifndef _RRCONFIGS_SECURE_
-#define _RRCONFIGS_SECURE_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * @INFO: This file holds optional security settings
- **/
-
-/**
- * Optional NPC Dialog Timer
- * When enabled all npcs dialog will 'timeout' if user is on idle for longer than the amount of seconds allowed
- * - On 'timeout' the npc dialog window changes it's next/menu to a 'close' button
- * @values
- * - ? : Desired idle time in seconds (e.g. 10)
- * - 0 : Disabled
- **/
-#define SECURE_NPCTIMEOUT 0
-
-/**
- * (Secure) Optional NPC Dialog Timer
- * @requirement : SECURE_NPCTIMEOUT must be enabled
- * Minimum Interval Between timeout checks in seconds
- * Default: 1s
- **/
-#define SECURE_NPCTIMEOUT_INTERVAL 1
-
-
-/**
- * End of File
- **/
-#endif
+#ifndef _RRCONFIGS_SECURE_ +#define _RRCONFIGS_SECURE_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * @INFO: This file holds optional security settings + **/ + +/** + * Optional NPC Dialog Timer + * When enabled all npcs dialog will 'timeout' if user is on idle for longer than the amount of seconds allowed + * - On 'timeout' the npc dialog window changes it's next/menu to a 'close' button + * @values + * - ? : Desired idle time in seconds (e.g. 10) + * - 0 : Disabled + **/ +#define SECURE_NPCTIMEOUT 0 + +/** + * (Secure) Optional NPC Dialog Timer + * @requirement : SECURE_NPCTIMEOUT must be enabled + * Minimum Interval Between timeout checks in seconds + * Default: 1s + **/ +#define SECURE_NPCTIMEOUT_INTERVAL 1 + + +/** + * End of File + **/ +#endif diff --git a/src/map/RRConfig/Skills/General.h b/src/map/RRConfig/Skills/General.h index 5944d6844..7869c0cc9 100644 --- a/src/map/RRConfig/Skills/General.h +++ b/src/map/RRConfig/Skills/General.h @@ -1,23 +1,23 @@ -#ifndef _RRCONFIGS_SKILLS_GENERAL_
-#define _RRCONFIGS_SKILLS_GENERAL_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * Default Magical Reflection Behavior
- * - When reflecting, reflected damage depends on gears caster is wearing, not target
- * - When disabled damage depends on gears target is wearing, not caster.
- * @values 1 (enabled) or 0 (disabled)
- **/
-#define RR_MAGIC_REFLECTION 1
-
-/**
- * No settings past this point
- **/
-#include "Mage_Classes.h"
-#include "Swordsman_Classes.h"
-#endif
+#ifndef _RRCONFIGS_SKILLS_GENERAL_ +#define _RRCONFIGS_SKILLS_GENERAL_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * Default Magical Reflection Behavior + * - When reflecting, reflected damage depends on gears caster is wearing, not target + * - When disabled damage depends on gears target is wearing, not caster. + * @values 1 (enabled) or 0 (disabled) + **/ +#define RR_MAGIC_REFLECTION 1 + +/** + * No settings past this point + **/ +#include "Mage_Classes.h" +#include "Swordsman_Classes.h" +#endif diff --git a/src/map/RRConfig/Skills/Mage_Classes.h b/src/map/RRConfig/Skills/Mage_Classes.h index cf0777787..26cd1d03c 100644 --- a/src/map/RRConfig/Skills/Mage_Classes.h +++ b/src/map/RRConfig/Skills/Mage_Classes.h @@ -1,19 +1,19 @@ -#ifndef _RRCONFIGS_SKILLS_MAGE_
-#define _RRCONFIGS_SKILLS_MAGE_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * (Wizard/HW/Warlock) enable Fire Ivy skill? (1 OR 0)
- * Default: 0 (disabled)
- **/
-#define FIREIVY_ON 0
-
-/**
- * No settings past this point
- **/
-#endif
+#ifndef _RRCONFIGS_SKILLS_MAGE_ +#define _RRCONFIGS_SKILLS_MAGE_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * (Wizard/HW/Warlock) enable Fire Ivy skill? (1 OR 0) + * Default: 0 (disabled) + **/ +#define FIREIVY_ON 0 + +/** + * No settings past this point + **/ +#endif diff --git a/src/map/RRConfig/Skills/Swordsman_Classes.h b/src/map/RRConfig/Skills/Swordsman_Classes.h index 4dddeec54..3792fa5a3 100644 --- a/src/map/RRConfig/Skills/Swordsman_Classes.h +++ b/src/map/RRConfig/Skills/Swordsman_Classes.h @@ -1,19 +1,19 @@ -#ifndef _RRCONFIGS_SKILLS_SWORDS_
-#define _RRCONFIGS_SKILLS_SWORDS_
-/**
- * Ragnarok Resources Configuration File (http://ro-resources.net)
- * The following settings are applied upon compiling the program,
- * therefore any settings you disable will not even be added to the program
- * making these settings the most performance-effiecient possible
- **/
-
-/**
- * (Rune Knight) the maximum rune items a character may have of the same type
- * Default: 20
- **/
-#define MAX_RUNE 20
-
-/**
- * No settings past this point
- **/
-#endif
+#ifndef _RRCONFIGS_SKILLS_SWORDS_ +#define _RRCONFIGS_SKILLS_SWORDS_ +/** + * Ragnarok Resources Configuration File (http://ro-resources.net) + * The following settings are applied upon compiling the program, + * therefore any settings you disable will not even be added to the program + * making these settings the most performance-effiecient possible + **/ + +/** + * (Rune Knight) the maximum rune items a character may have of the same type + * Default: 20 + **/ +#define MAX_RUNE 20 + +/** + * No settings past this point + **/ +#endif |