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-rw-r--r--npc/re/cities/alberta.txt41
-rw-r--r--npc/re/cities/brasilis.txt168
-rw-r--r--npc/re/cities/dewata.txt1166
-rw-r--r--npc/re/cities/dicastes.txt716
-rw-r--r--npc/re/cities/eclage.txt104
-rw-r--r--npc/re/cities/izlude.txt284
-rw-r--r--npc/re/cities/jawaii.txt20
-rw-r--r--npc/re/cities/malangdo.txt433
-rw-r--r--npc/re/cities/malaya.txt932
-rw-r--r--npc/re/cities/mora.txt1186
-rw-r--r--npc/re/cities/yuno.txt20
11 files changed, 0 insertions, 5070 deletions
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt
deleted file mode 100644
index 4fb8bab6d..000000000
--- a/npc/re/cities/alberta.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//===== Hercules Script ======================================
-//= Alberta Town Renewal
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Alberta town NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-// cities/amatsu.txt
-//============================================================
-alberta,246,74,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 4_M_SEAMAN
-
-// cities/ayothaya.txt
-//============================================================
-alberta,246,29,3 duplicate(Aibakthing_ayothaya) Aibakthing#ayo 4_M_THAIONGBAK
-
-// cities/gonryun.txt
-//============================================================
-alberta,246,62,3 duplicate(Kunlun_Envoy_gonryun) Kunlun Envoy#gon 4_M_TWMIDMAN
-
-// cities/louyang.txt
-//============================================================
-alberta,246,40,3 duplicate(Girl_louyang) Girl#0lou 4_F_CHNDRESS1
-
-// cities/moscovia.txt
-//============================================================
-alberta,246,51,4 duplicate(PR_Officer_moscovia) Moscovia P.R. Officer#1 4_F_RUSWOMAN2
-
-// quests/quests_alberta.txt
-//============================================================
-alberta,244,118,4 duplicate(Sailor_alberta) Sailor#tur 4_M_SEAMAN
-alberta,246,114,4 duplicate(Turtle_Scholar_alberta) Turtle Island Scholar 2_M_MOLGENSTEIN
-
-// quests/skills/merchant_skills.txt
-//============================================================
-alberta,232,103,6 duplicate(Gershaun_alberta) Gershaun 1_M_LIBRARYMASTER
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt
deleted file mode 100644
index 696354199..000000000
--- a/npc/re/cities/brasilis.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Town
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Brasilis Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version. Transportation and Basic NPCs.
-//= 1.1 Fixed Zeny not being removed for payment. [Kisuka]
-//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf]
-//= 1.3 Moved Alberta NPC to pre-re/re paths. [Euphy]
-//============================================================
-
-// Brasilis Transportation
-//============================================================
-/* Pre-Renewal coordinates: alberta,247,115,3 */
-alberta,246,82,3 script Crewman#bra2 4W_SAILOR,{
- mes "[Crewman]";
- mes "Hey, have you heard of a place called Brasilis?";
- mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place.";
- next;
- mes "[Crewman]";
- mes "We recently found a new ocean route to get there easily.";
- mes "It's just 10,000 zeny for a round trip! So do you want to go?";
- next;
- switch(select("Take me to Brasilis!:I'll stay here.")) {
- case 1:
- if (Zeny > 9999) {
- mes "[Crewman]";
- mes "Cool~!! Let's go~!";
- Zeny -= 10000;
- close2;
- warp "brasilis",314,60;
- end;
- }
- else {
- mes "[Crewman]";
- mes "I said 10,000 zeny.";
- close;
- }
- case 2:
- mes "[Crewman]";
- mes "Well if you're ever interested, let me know and I can take you there.";
- close;
- }
-}
-
-brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{
- mes "[Crewman]";
- mes "My ship is going to back to Alberta, do you want to join us?";
- next;
- switch(select("Go back to Alberta.:Not yet~.")) {
- case 1:
- mes "[Crewman]";
- mes "I sure do miss home.";
- close2;
- if (RENEWAL)
- warp "alberta",243,82;
- else
- warp "alberta",244,115;
- end;
- case 2:
- mes "[Crewman]";
- mes "Ok, suit yourself. We'll see you when we get back then.";
- close;
- }
-}
-
-// Generic Brasilis NPCs
-//============================================================
-brasilis,155,165,3 script Signpost#bra1 4_BULLETIN_BOARD2,{
- mes ":: Art Museum ::";
- close;
-}
-
-brasilis,195,231,3 script Signpost#bra2 4_BULLETIN_BOARD2,{
- mes ":: Verass Monument ::";
- close;
-}
-
-brasilis,240,247,3 script Signpost#bra3 4_BULLETIN_BOARD2,{
- mes ":: Market ::";
- mes " ";
- mes "- For your Potions and Weaponry -";
- close;
-}
-
-brasilis,303,309,3 script Signpost#bra4 4_BULLETIN_BOARD2,{
- mes ":: Jungle Cable ::";
- mes "";
- mes "- Not for the faint of heart -";
- close;
-}
-
-brasilis,278,137,3 script Signpost#bra5 4_BULLETIN_BOARD2,{
- mes ":: Brasilis Hotel ::";
- close;
-}
-
-brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{
- mes "[Ice Cream Maker]";
- mes "Come~come~";
- mes "Ice cream is the perfect snack for a hot day~";
- mes "It's just ^3355FF100 Zeny^000000~";
- mes "Ice Cream~";
- mes "Get 'yer Ice Cream!";
- next;
- switch(select("Give me one!:Ice Cream?:Cancel.")) {
- case 1:
- mes "[Ice Cream Maker]";
- mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time.";
- mes "So how many d'ya want?";
- next;
- while(1) {
- input .@input; //,1,5;
- if (.@input == 0) {
- mes "[Ice Cream Maker]";
- mes "None?";
- mes "Fine get outta the way, I have customers to serve.";
- close;
- }
- else if ((.@input < 0) || (.@input > 5)) {
- mes "[Ice Cream Maker]";
- mes "Wow.";
- mes "You ordered too much.";
- mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy.";
- next;
- }
- else
- break;
- }
- .@icecream_hap = .@input*100;
- if (Zeny < .@icecream_hap) {
- mes "[Ice Cream Maker]";
- mes "Dood~! You don't have enough money.";
- mes "It's only ^3355FF100 Zeny^000000~ Seriously!";
- close;
- }
- if (!checkweight(536,.@input)) {
- mes "[Ice Cream Maker]";
- mes "You seem to have too much stuff.";
- mes "Lighten your pack before buying this.";
- close;
- }
- Zeny -= .@icecream_hap;
- getitem 536,.@input; //Ice_Cream
- close;
- case 2:
- mes "[Ice Cream Maker]";
- mes "'Ice cream is...";
- mes "Wait, don't you know";
- mes "what Ice Cream is?";
- mes "What rock have you";
- mes "been living under?";
- next;
- mes "[Ice Cream Maker]";
- mes "I'm not going to even start with how weird that sounds.";
- mes "Anyway, get 'yer Ice Cream right here while it's nice and cold.";
- close;
- case 3:
- mes "[Ice Cream Maker]";
- mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!";
- close;
- }
-}
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
deleted file mode 100644
index 4e96f7b33..000000000
--- a/npc/re/cities/dewata.txt
+++ /dev/null
@@ -1,1166 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Town
-//===== By: ==================================================
-//= Gennosuke Kouga, Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Dewata Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Fixed Zeny check. [Joseph]
-//= 1.3 Updated to match the official script. [Lemongrass/Euphy]
-//============================================================
-
-// Dewata Transportation
-//============================================================
-alberta,212,202,4 script Dewata Sailor#alberta 4_M_DEWMAN,{
- mes "[Dewata Sailor]";
- mes "Do you want to visit ^8B4513Dewata Island^000000?";
- mes "With it's dazzling waves and charming views it's a great place to relax.";
- mes "The transit fee is 10,000 Zeny.";
- next;
- switch(select("Yes!:No.")) {
- case 1:
- if (Zeny >= 10000) {
- mes "[Dewata Sailor]";
- mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
- mes "Have a nice trip~";
- close2;
- Zeny -= 10000;
- warp "dewata",232,53;
- end;
- } else {
- mes "[Dewata Sailor]";
- mes "You don't have the dough, kid.";
- mes "Come back when you have a bigger wallet.";
- close;
- }
- case 2:
- mes "[Dewata Sailor]";
- mes "Let me know";
- mes "when you're ready to travel~";
- close;
- }
-}
-
-dewata,229,49,6 script Alberta Sailor#dewata 4_M_DEWMAN,{
- mes "[Alberta Sailor]";
- mes "Do you want to go back to Alberta?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Alberta Sailor]";
- mes "I hope you had a lot of fun on";
- mes "your trip to ^8B4513Dewata^000000 Island.";
- mes "Please come again!";
- close2;
- warp "alberta",210,198;
- end;
- case 2:
- mes "[Alberta Sailor]";
- mes "Have some more fun before you go.";
- mes "^8B4513Dewata^000000 Island still has more to offer.";
- close;
- }
-}
-
-// Generic Dewata NPCs
-//============================================================
-dewata,221,237,5 script Young Man#dew-1 4_M_DEWMAN,{
- mes "[Fruit Fancier]";
- mes "What's wrong with your faaaaaace? You must really be clueless!";
- next;
- mes "[Fruit Fancier]";
- mes "Let me drop some knowledge on ya.";
- next;
- mes "[Fruit Fancier]";
- mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?";
- next;
- switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) {
- case 1:
- mes "[Fruit Fancier]";
- mes "So you want to know about Palm fruit's pulp? Let me explain.";
- next;
- mes "[Fruit Fancier]";
- mes "Normally Palm fruit shell is used for making oil. Palm Oil is a useful ingredient for many dishes.";
- next;
- mes "[Fruit Fancier]";
- if (dew_drink > 0)
- mes "Hmm... Have you met Memo already? Then it should be easy for you to understand.";
- else
- mes "If you want to know how to use Palm Oil, go find Memo on the north side of Dewata island. Everyday, he makes traditional drinks with Palm Oil.";
- next;
- mes "[Fruit Fancier]";
- mes "Anyways, we refer to the oil that comes from the Palm fruit as Palm oil or Coconut oil, which is well known for it's quality.";
- next;
- mes "[Fruit Fancier]";
- mes "The leftovers from oil production gets dried, and used for fuel in cooking or heating.";
- next;
- mes "[Fruit Fancier]";
- mes "It burns well and has a good smell, can't get better than that.";
- next;
- mes "[Fruit Fancier]";
- mes "Ok!! That is all about the pulp, it takes too long to explain all those useful effects for Palm fruit shells.";
- next;
- mes "[Fruit Fancier]";
- mes "It's not like this is the extent of my knowledge. Don't get me wrong!";
- close;
- case 2:
- mes "[Fruit Fancier]";
- mes "So you want to know about the Palm interior? Let me explain.";
- next;
- mes "[Fruit Fancier]";
- mes "Palm tree fruit has 2 layers of pulp. Outside is very rough, and the inside is smooth...";
- next;
- mes "[Fruit Fancier]";
- mes "Hmm... Yes! the pulp of Palm tree fruit is a little bit harder than a walnut shell, must be the water it contains inside.";
- next;
- mes "[Fruit Fancier]";
- mes "Inside of the shell, there's about 300cc water which is useful in quenching people's thirst since Dewata island has very hot weather.";
- next;
- mes "[Fruit Fancier]";
- mes "And it's not like we just throw it away once we drink the water inside!!";
- next;
- mes "[Fruit Fancier]";
- mes "We also can make a quality canteen out of it! Like I said, it has really thick outer shell enough and can act as a water bottle.";
- next;
- mes "[Fruit Fancier]";
- mes "It is also great to make charcoal. Charcoal made out of palm fruit is well known for long lasting and quality fire,";
- next;
- mes "[Fruit Fancier]";
- mes "People love to cook seafoods and chicken with Palm fruit charcoal..";
- next;
- mes "[Fruit Fancier]";
- mes "It has the extra bonus of being burning with a pleasant palm smell";
- next;
- mes "[Fruit Fancier]";
- mes "Ok!! That is all for pulp information, it takes too long to explain all those useful effects.";
- next;
- mes "[Fruit Fancier]";
- mes "It's not like this is all I know. Don't get me wrong!";
- close;
- case 3:
- mes "[Fruit Fancier]";
- mes "So, you want to know about tender kernel inside? Let me explain for you";
- next;
- mes "[Fruit Fancier]";
- mes "The kernel inside of the hard pulp is used as a natural digestive.";
- next;
- mes "[Fruit Fancier]";
- mes "Not much to say about the kernel inside..";
- next;
- mes "[Fruit Fancier]";
- mes "but we do make sure to use every part of the palm fruit.";
- next;
- mes "[Fruit Fancier]";
- mes "Wouldn't you agree?";
- close;
- case 4:
- mes "[Fruit Fancier]";
- mes "Arrgg! You have no interest in the world!";
- close;
- }
-}
-
-dewata,114,243,6 script Lazy Young Man#dew 4_M_DEWMAN,1,1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
- mes "[Lazy Young Man]";
- mes "Why are you carrying so much? Isn't it heavy?";
- close;
- }
- if (countitem(11534)) {
- mes "[Lazy Young Man]";
- mes "Wewt~!! Isn't that Palm Juice?";
- mes "Can you give me that? I just woke";
- mes "up, and my throat is parched!";
- next;
- switch(select("Give:Do not give")) {
- case 1:
- mes "[Lazy Young Man]";
- mes "Really? For me?? I'll give you this in return... Thanks... Hehe~";
- delitem 11534,1; //Coco_Juice
- getrandgroupitem(IG_GiftBox),1;
- close;
- case 2:
- mes "[Lazy Young Man]";
- mes "So be it~ Ok...";
- close;
- }
- }
- mes "[Lazy Young Man]";
- mes "Ah~ Thristy~ Anyone have some Palm";
- mes "juice for me?~";
- close;
-OnTouch:
- if (countitem(11534) == 0) {
- mes "[Lazy Young Man]";
- mes "Arrgg~ I'm thirsty~~ so thirsty~~";
- mes "Give me Palm juice... Palm Juuiice~~";
- emotion e_an;
- next;
- emotion e_an;
- next;
- emotion e_an;
- next;
- emotion e_an;
- close;
- }
- end;
-}
-
-dewata,159,81,4 script Tourist#dew-1 4_M_SITDOWN,{
- mes "[Nasolo]";
- mes "Wow~ Pure ocean, a warm beach...";
- mes "Perfect for a date with a girlfriend...";
- next;
- mes "[Nasolo]";
- mes "If only I had one...";
- emotion e_sob;
- next;
- mes "[Nasolo]";
- mes "I wonder when my princess will come...";
- emotion e_sigh;
- close;
-}
-
-dewata,146,109,5 script Restauranteur#dew 4_COOK,{
- if (checkweight(11532,1) == 0 || checkweight(11533,1) == 0 || MaxWeight - Weight < 500) {
- mes "[Restauranteur]";
- mes "You came to taste my dish? It is always good to eat with an empty stomach.";
- close;
- }
- mes "[Restauranteur]";
- mes "Welcome to the island of Dewata.";
- mes "I hope you behave like a noble";
- mes "traveler, unlike some of these";
- mes "teenage punks...";
- next;
- switch(select("About Dewata dishes:Today's menu?:I'm okay.")) {
- case 1:
- mes "[Restauranteur]";
- mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want.";
- next;
- mes "[Restauranteur]";
- mes "So much to cover, let me begin.";
- next;
- mes "[Restauranteur]";
- mes "First, Dewata dishes have special names based on each cooking recipe,";
- next;
- mes "[Restauranteur]";
- mes "If dish name has 'Goreng' in it, then it is either stir or deep fried food.";
- next;
- mes "[Restauranteur]";
- mes "If it is a type of 'Bakar', then it is a grilled food.";
- next;
- mes "[Restauranteur]";
- mes "And if it's 'Satay', then you are eating a skewered dish.";
- next;
- mes "[Restauranteur]";
- mes "Second, we have dishes named after basic ingredients,";
- next;
- mes "[Restauranteur]";
- mes "In Dewata island, we call rice as Nasi, noodle as Mie, bread as Roti, chicken as Ayam, fish as Ikan, and corn as Jagung.";
- next;
- mes "[Restauranteur]";
- mes "So, if rice is fried we call it 'Nasi Goreng', and fried noodle is 'Mie Goreng'.";
- next;
- mes "[Restauranteur]";
- mes "Well... This is enough to enjoy our foods in Dewata!! If you are hungry, we have our special set menu for only ^0000FF5000^000000 Zeny.";
- close;
- case 2:
- mes "[Restauranteur]";
- mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?";
- next;
- switch(select("Nasi Goreng:Satay")) {
- case 1:
- mes "[Restauranteur]";
- mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny.";
- .@food = 11532;
- break;
- case 2:
- mes "[Restauranteur]";
- mes "This is the Satay, a slice of meat skewered and grilled over Palm fruit charcoal. It costs only ^0000FF5000^000000 Zeny.";
- .@food = 11533;
- break;
- }
- next;
- switch(select("Taste:Walk away")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Restauranteur]";
- mes "Where's the money kid? Sheesh! No free food here! Ok?";
- close;
- }
- mes "[Restauranteur]";
- mes "Here's your "+getitemname(.@food)+", you won't regret it!";
- Zeny -= 5000;
- getitem .@food,1;
- close;
- case 2:
- mes "[Restauranteur]";
- mes "It's a shame you won't taste this great dish...";
- close;
- }
- case 3:
- mes "[Restauranteur]";
- mes "Are you serious? This is not even funny.";
- close;
- }
-}
-
-dewata,147,107,6 script Gourmet#dew 4_M_03,{
- mes "[Gourmet]";
- mes "Oh... it's like a party in my";
- mes "mouth... and everyone's invited!";
- emotion e_sob;
- next;
- mes "[Gourmet]";
- mes "Master~ One more please~";
- emotion e_no1;
- emotion e_ok,0,"Restauranteur#dew";
- next;
- mes "[Gourmet]";
- mes "You must try this! The Food here is succulent~";
- close;
-}
-
-dewata,154,107,4 script Sightseer#dew 4_M_04,{
- mes "[Tourist]";
- mes "Wow...";
- mes "How many has he already eaten?";
- emotion e_hmm;
- next;
- mes "[Tourist]";
- mes "He must be big eater, not the gourmet...";
- next;
- mes "[Tourist]";
- mes "Have you been to Prontera yet? I think I've seen him somewhere..";
- close;
-}
-
-dewata,95,203,6 script Travel Guide#dew 4_M_DEWMAN,{
- mes "[Guide]";
- mes "This temple behind me is called Borobudur.";
- mes "Borobudur temple was built in the 9th century";
- mes "to venerate the Great Buddha, an ancient religious figure.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "This temple is made with 6 square platforms and 3 round platforms, and 2672 hand carved relief panels as well as 504 statue of various Buddhas.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "The central stupa, or shrine is located at the center of high platform, which is surrounded by 72 more statues.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "Even in modern times Borobudur temple is a pilgimage site for many monks worshiping the Buddha. It's also a major tourist attraction, as you can imagine.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "That is all I have on Borobudur temple, are there any questions?";
- mes "If not, we can move to the next spot.";
- close;
-}
-
-dewata,97,207,4 script Tourist#dew1 1_F_SIGNZISK,{
- mes "[Tourist]";
- mes "Oh, dag-nabbit... I've gone and";
- mes "picked the wrong tour guide...";
- next;
- mes "[Tourist]";
- mes "This hombre is a real snooze...";
- mes "Why make it longer..";
- emotion e_spin;
- next;
- mes "[Tourist]";
- mes "I need to change my travel agent...";
- emotion e_sigh;
- close;
-}
-
-dewata,100,206,4 script Tourist#dew2 1_M_ORIENT01,{
- mes "[Tourist]";
- mes "Hey, let's go there! Hurry up,";
- mes "while the tour guide is explaining~";
- next;
- mes "[Tourist]";
- mes "Come on... It doesn't sound like";
- mes "he's going to stop talking anytime soon.";
- close;
-}
-
-dewata,101,206,4 script Tourist#dew3 4_F_01,{
- mes "[Tourist]";
- mes "Aren't we going to get lost without the guide?";
- next;
- mes "[Tourist]";
- mes "We got lost already last time...";
- close;
-}
-
-dewata,99,203,4 script Tourist#dew4 4_M_SAGE_C,{
- mes "[Tourist]";
- mes "Oh~ This is very interesting. A";
- mes "temple that worships the Buddha...";
- emotion e_ok;
- next;
- mes "[Tourist]";
- mes "But I don't really get all the";
- mes "symbology here.";
- next;
- mes "[Tourist]";
- mes "So beautiful... I wonder who built";
- mes "this place?";
- close;
-}
-
-dewata,67,186,0 script Monk#dew1 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "I am a monk, content to spend my days in religious study.";
- next;
- mes "[Monk]";
- mes "I've just returned from a pilgrimage to Borobudur temple with my fellow monks...";
- next;
- mes "[Monk]";
- mes "Borobudur temple has many pilgrims visiting, since it is one of few temples left for worshipping the Great Buddha.";
- close;
-}
-
-dewata,65,188,0 script Monk#dew2 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Borobudur temple is one of few temples left for worshiping the Great Buddha.";
- next;
- mes "[Monk]";
- mes "I don't understand why there are only few temples left that follow our ways...";
- close;
-}
-
-dewata,63,190,0 script Monk#dew3 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Are you a Tourist? You can make an offering and a wish to one of the shrines.";
- next;
- mes "[Monk]";
- mes "Our great Buddha may grant your wish..";
- close;
-}
-
-dewata,62,192,0 script Monk#dew4 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Our great Buddha is the king of souls and the leader of all good Gods.";
- next;
- mes "[Monk]";
- mes "The Dewata tribes believes in Buddha, the strange thing is they all describe Buddha as different creatures.";
- next;
- mes "[Monk]";
- mes "I'm not really sure about the reason for that. Maybe because there are many different tribes in Dewata with different characteristics.";
- close;
-}
-
-dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{
- mes "There is a small shrine here. There are many people making wishes.";
- next;
- switch(select("Make a donation.:Make a wish.:Walk away.")) {
- case 1:
- mes "Donation case says:";
- mes "^FF00001,000 ~ 100,000 Zeny^000000";
- mes "How much do you want to donate?";
- next;
- input .@input,0,100000;
- if (.@input < 1000) {
- mes "- Cancelled. -";
- close;
- } else if (.@input <= 50000)
- .@good_luck = rand(1,10000);
- else
- .@good_luck = rand(1,5000);
- if (.@input > Zeny) {
- mes "- Not enough Zeny. -";
- close;
- }
- mes "What is your wish?";
- next;
- input(.@wish$);
-
- setarray .@wishes$[0],
- "Power","Strength", //1
- "Faster","Speed","Quickness","Agility", //2
- "Skillful Hands","Dex", //4
- "Healthy","Fitness","Vital", //8
- "Wisdom","Brain","Study","Int","1st place", //16
- "Luck","Wealth","Items","Get Item","Goods","Lotto", //32
- "Full Level","Level","LV", //64
- "Lover","Girl friend","Boy friend"; //128
- setarray .@index[0],
- 1,1,2,2,2,2,4,4,8,8,8,16,16,16,16,16,32,32,32,32,32,32,64,64,64,128,128,128;
-
- if (.@good_luck == 7 || .@good_luck == 77 || .@good_luck == 777 || .@good_luck == 7777)
- .@bonus = 1;
- for(.@i = 0; .@i<getarraysize(.@wishes$); ++.@i) {
- if (compare(.@wish$,.@wishes$[.@i])) {
- .@stat |= .@index[.@i];
- break;
- }
- }
-
- mes "You make a wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
- next;
- callsub L_Wish;
- Zeny -= .@input;
- if (.@stat & 1 && .@bonus)
- consumeitem 12043; //Str_Dish03
- else if (.@stat & 2 && .@bonus)
- consumeitem 12058; //Agi_Dish03
- else if (.@stat & 4 && .@bonus)
- consumeitem 12063; //Dex_Dish03
- else if (.@stat & 8 && .@bonus)
- consumeitem 12053; //Vit_Dish03
- else if (.@stat & 16 && .@bonus)
- consumeitem 12048; //Int_Dish03
- else if (.@stat & 32 && .@bonus)
- consumeitem 12068; //Luk_Dish03
- else if (.@stat & 64) {
- specialeffect2 EF_ANGEL;
- mes "- A celestial entity gives you a blessing. -";
- next;
- } else if (.@stat & 128) {
- mes "- The shrine envelops you in a loving aura. -";
- if ((Sex == 0 && compare(.@wish$,.@wishes$[26])) || (Sex == 1 && compare(.@wish$,.@wishes$[27])))
- specialeffect2 EF_LIGHTSPHERE;
- next;
- }
- mes "It feels like this wish could come true.";
- close;
- case 2:
- mes "What is your wish?";
- next;
- input .@wish$;
- mes "You have made your wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
- next;
- callsub L_Wish;
- mes "It feels like this wish could come true.";
- close;
- case 3:
- close;
- }
-
-L_Wish:
- mes "Mysterious energy comes out from the shrine.";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew1";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew2";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew3";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew4";
- next;
- mes "You have received the shrine's blessing.";
- specialeffect2 EF_BLESSING;
- next;
- return;
-}
-dewata,89,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew2 CLEAR_NPC
-dewata,68,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew3 CLEAR_NPC
-dewata,68,191,6 duplicate(Small Shrine#dew1) Small Shrine#dew4 CLEAR_NPC
-
-dewata,75,122,6 script Monk#dewt1 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "You are a stranger here. What brings here to this quiet place?";
- next;
- switch(select("I'm sightseeing.:No reason.")) {
- case 1:
- mes "[Monk]";
- mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here.";
- close;
- case 2:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
-}
-
-dewata,69,101,6 script Monk#dewt2 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks.";
- next;
- switch(select("I see...:Explain about Buddhas:Ah, okay.")) {
- case 1:
- mes "[Monk]";
- mes "You must feel the compassion of our Buddha!";
- close;
- case 2:
- mes "[Monk]";
- mes "Buddha is our God from Dewata myth, he is the king of souls and also the leader of good Gods.";
- next;
- mes "[Monk]";
- mes "Buddha is the guardian of souls whom often described in traditional dance as fighting against the magician Rangda.";
- next;
- mes "[Monk]";
- mes "In Dewata we belive there are many deities protecting each island and tribal locale,";
- next;
- mes "[Monk]";
- mes "so we do have different manifestations of the Buddha, usually described as a bear, tiger, dragon, snake, or lion";
- next;
- mes "[Monk]";
- mes "Great Lion is one of famous Buddhas worshipped in Dewata.";
- next;
- mes "[Monk]";
- mes "Hope this was good explanation for you. Let me know if you have anything else you want to know.";
- close;
- case 3:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
-}
-
-dewata,71,79,6 script Monk#dewt3 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "This tower is built on the edge of coastal cliff. You can pray with a cool ocean breeze in your hair.";
- next;
- mes "[Monk]";
- mes "Come, you should feel the compassion of our Buddha in this pleasant weather.";
- close;
-}
-
-dewata,211,272,4 script Lodge Owner#dew 4_M_DEWOLDMAN,2,3,{
-OnTouch:
- mes "[Lodge Owner]";
- mes "These days, we have many honeymooners visiting here.";
- next;
- mes "[Lodge Owner]";
- mes "It must be the beautiful scenery, right?";
- next;
- mes "[Lodge Owner]";
- mes "I'm happy with my business. Hope all we have a lot more visitors like that.";
- next;
- mes "[Lodge Owner]";
- mes "Ah! You should bring your lover to Dewata on your honeymoon.";
- mes "I'll give you a good price-";
- close;
-}
-
-dewata,245,244,4 script Lodge Employee#dew 4_M_DEWMAN,2,3,{
-OnTouch:
- mes "[Lodge employee]";
- mes "Argg~ This is really ticking me off!";
- emotion e_an;
- next;
- mes "[Lodge employee]";
- mes "How come more and more couples come here?";
- next;
- mes "[Lodge employee]";
- mes "And why do they have act so lovey-dovey? What's up with that?";
- next;
- mes "[Lodge employee]";
- mes "C'mon, show some respect to the people who work here...";
- close;
-}
-
-dewata,233,263,0 script Sweet Married Couple#1 4_M_ROGUE,2,3,{
-OnTouch:
- mes "[Sweet Husband]";
- mes "You are the most beautiful thing in the world baby~";
- emotion e_kis;
- next;
- mes "[Sweet Wife]";
- mes "Really? I'm that beautiful? I love you, honey~";
- emotion e_kis2,0,"Sweet Married Couple#dew2";
- next;
- mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
- emotion e_heh;
- emotion e_heh,0,"Sweet Married Couple#dew2";
- next;
- mes "Come on now, I'm growing tired of this. Let's go.";
- close;
-}
-
-dewata,234,263,0 script Sweet Married Couple#2 4_F_JOB_HUNTER,2,3,{
-OnTouch:
- mes "[Sweet Wife]";
- mes "Baby~ You know what flower that is~?";
- emotion e_what;
- next;
- mes "[Sweet Husband]";
- mes "Hmm? I don't know. But it's really pretty.";
- next;
- mes "[Sweet Wife]";
- mes "Baby~ Who's prettier, me or the flower?";
- emotion e_what;
- next;
- mes "[Sweet Husband]";
- mes "No matter how pretty the flower is, you are always more beautiful~";
- emotion e_kis,0,"Sweet Married Couple#dew1";
- next;
- mes "[Sweet Wife]";
- mes "Really? I'm that pretty? I love you, sweetie~";
- emotion e_kis2;
- next;
- mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
- emotion e_heh,0,"Sweet Married Couple#dew1";
- emotion e_heh;
- next;
- mes "Come on now, this bores me. Let's move on.";
- close;
-}
-
-dewata,279,213,4 script Tourist#dew-2 4_M_LIEMAN,2,3,{
-OnTouch:
- mes "[Reclining Tourist]";
- mes "Wow~ This is really comfy~";
- next;
- mes "[Reclining Tourist]";
- mes "I'm having a great time just relaxing.";
- next;
- mes "[Reclining Tourist]";
- mes "You should lie down here too.";
- mes "Once you do, you'll never want to get up.";
- next;
- mes "[Reclining Tourist]";
- mes "That's why I haven't moved in a whole week! Hahahaha~";
- emotion e_heh;
- close;
-}
-
-dewata,269,208,4 script Little Kid in Town#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Kid]";
- mes "Hey "+((Sex)?"bro":"sis")+", look at that man!";
- next;
- mes "[Kid]";
- mes "He's been lying there for a week doin' nothin'...";
- next;
- mes "[Kid]";
- mes "Who IS that man?";
- emotion e_what;
- next;
- mes "[Kid]";
- mes "I don't want to be a lazybones like him when I grow up.";
- close;
-}
-
-dewata,227,129,4 script Sarr#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Sarr]";
- mes "They're hiding so I should seek.";
- mes "I'll find them for sure!-";
- next;
- mes "[Sarr]";
- mes "One~";
- next;
- mes "[Sarr]";
- mes "Two~ Three~";
- next;
- mes "[Sarr]";
- mes "Four~ Five~ Six~";
- next;
- mes "[Sarr]";
- mes "... ... ... ...";
- next;
- mes "[Sarr]";
- mes "Ninty nine~ One hundred!!! Now I'm coming~";
- close;
-}
-
-dewata,239,140,4 script Siyak#dew 4_M_DEWGIRL,2,3,{
-OnTouch:
- mes "[Siyak]";
- mes "Hey come on, move over~ He's gonna find me~~";
- next;
- mes "[Sarr]";
- mes "I found Siyak!! Come out, come out!!";
- emotion e_gg,0,"Sarr#dew";
- emotion e_omg;
- emotion e_gg,0,"Sipo#dew";
- emotion e_omg,1;
- next;
- mes "[Siyak]";
- mes "Arrgg!! This is all your fault~!!";
- emotion e_an;
- close;
-}
-
-dewata,193,145,4 script Sipo#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Sipo]";
- mes "Sarr won't find me here, right?";
- next;
- mes "[Sarr]";
- mes "I found Siyak!! Come out come out!!";
- emotion e_gg,0,"Sarr#dew";
- emotion e_omg,0,"Siyak#dew";
- emotion e_gg;
- emotion e_omg,1;
- next;
- mes "[Sipo]";
- mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here.";
- close;
-}
-
-dewata,228,177,4 script Majya#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Majya]";
- mes "I was playing hide-and-seek with my friends...";
- next;
- mes "[Majya]";
- mes "I've been just standing here, and they haven't found me for 3 hours...";
- emotion e_hmm;
- next;
- mes "[Majya]";
- mes "What should I do? Come out? I don't want to be IT...";
- close;
-}
-
-dewata,278,100,4 script Missing Child#dew 4_F_KID2,2,3,{
-OnTouch:
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
- emotion e_sob;
- emotion e_swt2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, kid...";
- next;
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
- emotion e_sob;
- next;
- mes "[Ukki]";
- mes "Mama~ Papa~ Where are youuu~ Waa~";
- emotion e_sob;
- emotion e_swt2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "... ... ...";
- emotion e_dots,1;
- close;
-}
-
-dewata,249,87,4 script Mum#dew 4W_F_01,2,3,{
-OnTouch:
- mes "[Mum]";
- mes "Ukki~ Ukki~ Where did she go?";
- emotion e_wah;
- next;
- mes "[Mum]";
- mes "I can't take my eyes of her for a second...";
- next;
- mes "[Mum]";
- mes "Ukki~";
- emotion e_wah;
- close;
-}
-
-dewata,251,85,6 script Poppa#dew 4W_M_01,2,3,{
-OnTouch:
- mes "[Poppa]";
- mes "Honey, is Ukki lost again?";
- emotion e_what;
- next;
- mes "[Poppa]";
- mes "Arrgg... I can't go anywhere with her... How many times already?";
- emotion e_swt2;
- next;
- mes "[Daddy]";
- mes "She's gotten lost in Louyang, Amatsu, Moscovia, Brasilis, Kunlun,";
- mes "and in Ayothaya...";
- emotion e_swt2;
- next;
- mes "[Daddy]";
- mes "What!! It's already been 7 times including this time in Dewata... 7 times!!!!!!";
- emotion e_otl;
- close;
-}
-
-dewata,278,281,4 script Happily Married Grandpa 4_M_DEWOLDMAN,{
- mes "[Happily Married Grandpa]";
- mes "Today, I should ask my lady to";
- mes "cook me some ^006400fried rice^000000.";
- next;
- mes "[Happily Married Grandpa]";
- mes "My wife's ^006400fried rice^000000 is";
- mes "always very special!";
- next;
- mes "[Happily Married Grandpa]";
- mes "It makes me love her even more.";
- mes "You can't imagine the wonderful flavor!";
- emotion e_lv;
- close;
-}
-
-dewata,280,277,4 script Happily Married Grandma 4_M_DEWOLDWOMAN,{
- mes "[Happily Married Grandma]";
- mes "In my younger days,";
- mes "there were many gentleman callers";
- mes "who wanted to court me.";
- emotion e_swt2;
- next;
- mes "[Happily Married Grandma]";
- mes "Yet, I met just the right guy,";
- mes "and got married.";
- mes "I asked what he likes best";
- mes "about me, he said it was";
- mes "my homemade ^006400fried rice^000000";
- next;
- mes "[Happily Married Grandma]";
- mes "And since then, he only asks me";
- mes "to make ^006400fried rice^000000 for dinner.";
- mes "Over 40 years of marriage";
- mes "and he still doesn't get tired ot it.";
- next;
- mes "[Happily Married Grandma]";
- mes "I always think it was lucky";
- mes "to be growing old with a guy";
- mes "who loves what I cook.";
- emotion e_lv;
- close;
-}
-
-dewata,165,103,6 script Adventurer Semangat#dew 4_M_DEWOLDMAN,{
- mes "[Adventurer Semangat]";
- mes "I also traveled around the World";
- mes "When I was young like you.";
- mes "^FF0000Monkey, Cuttlefish^000000";
- mes "^FF0000Eagle, and Snake^000000,";
- mes "all were good friends I met";
- mes "during my travels.";
- next;
- mes "[Adventurer Semangat]";
- mes "I still have passion for adventure and traveling.";
- mes "But, I can't just leave";
- mes "my beloved wife and";
- mes "grandchildren behind...";
- next;
- mes "[Adventurer Semangat]";
- mes "You will also have something";
- mes "or someone that is as precious";
- mes "in your heart someday.";
- close;
-}
-
-dewata,139,114,6 script Semangat's Wife#dew 4_M_DEWOLDWOMAN,{
- mes "[Semangat's Wife]";
- mes "Where's that old man";
- mes "gone off to again?";
- mes "Have you seen my husband around?";
- next;
- switch(select("I think I saw him there..:No I haven't..")) {
- case 1:
- mes "[Semangat's Wife]";
- mes "He ran away when";
- mes "I was looking for him.";
- mes "Should be somewhere, telling tall tales";
- mes "to some travelers, like always.";
- next;
- mes "[Semangat's Wife]";
- mes "I apologize";
- mes "on behalf of my husband.";
- mes "Please don't believe his foolish stories";
- mes "saying he met with ^FF0000Monkeys and Snakes^000000, or";
- mes "that he fought alongside a ^FF0000Cuttlefish^000000.";
- next;
- mes "[Semangat's Wife]";
- mes "He has been living here";
- mes "for entire life.";
- mes "Yet, always find some travelers,";
- mes "and who will listen to his made-up tales.";
- close;
- case 2:
- mes "[Semangat's Wife]";
- mes "Oh. Please let me know";
- mes "if you ever see him around.";
- close;
- }
-}
-
-dewata,181,88,6 script Young Man#dew-2 4_M_DEWMAN,{
- mes "[Young Man]";
- mes "Isn't ^8B4513Dewata^000000 beach";
- mes "really beautiful?";
- mes "The children always play";
- mes "at this beach. It really";
- mes "reminds me of my youth.";
- next;
- mes "[Young Man]";
- mes "At the evening, you can see";
- mes "fireworks from the beach.";
- mes "With ocean breeze, the crashing waves,";
- mes "and fireworks lighting the sky,";
- mes "the nighttime is a time of beauty here!";
- close;
-}
-
-dewata,179,204,4 script Young Lady#dew 4_M_DEWWOMAN,{
- mes "[Young Lady]";
- mes "When you are outside of the town,";
- mes "and meet ^FF0000Tiger, Monkey, or pig^000000,";
- mes "make sure to avoid them.";
- next;
- select("What do you mean?");
- mes "[Young Lady]";
- mes "I haven't seen yet,";
- mes "but legend says there's a";
- mes "cruel monster named ^FF0000Leak^000000";
- mes "which can transform into an animal";
- mes "and hypnotize people into killing.";
- next;
- mes "[Young Lady]";
- mes "You know the dangers of this world.";
- mes "It's never hurts to be careful";
- mes "even if it's just an urban legend.";
- //emotion ET_SCRATCH; //TODO
- close;
-}
-
-dewata,280,236,4 script Settler#dew 4_F_JOB_BLACKSMITH,{
- mes "[Settler]";
- mes "I'm not really from ^8B4513Dewata^000000.";
- mes "But while traveling,";
- mes "I found this place...";
- mes "And made my decision";
- mes "to live in this beautiful town.";
- next;
- mes "[Settler]";
- mes "I've been happy to live here";
- mes "and to find and experience";
- mes "all these beautiful sights.";
- mes "It's a dream come true.";
- next;
- mes "[Settler]";
- mes "Would you ever think of";
- mes "settling here too?";
- close;
-}
-
-dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{
- if (countitem(11533) == 0) {
- mes "[Dieting Lady]";
- mes "Ah~ I'm starving!!";
- mes "I should be on a diet now.";
- mes "Why am I still hungry?";
- next;
- mes "[Dieting Lady]";
- mes "Don't talk to me too much!!";
- mes "I want to try that grilled ^006400Satay^000000";
- mes "so much~!!!!!";
- close;
- }
- mes "[Dieting Lady]";
- mes "Is that mouth-watering";
- mes "^006400Satay^000000 for me?";
- next;
- switch(select("Yes, want a taste?:No, it's for me!")) {
- case 1:
- delitem 11533,1; //Satay
- mes "[Dieting Lady]";
- mes "Thanks so much!";
- mes "I've been so hungry~!!";
- mes "This smell of this ^006400Satay^000000";
- mes "is so good~!";
- next;
- getitem 11533,1; //Satay
- mes "[Dieting Lady]";
- mes "Ah... gotta come back to my senses,";
- mes "too much of a good thing is bad...";
- mes "I should stick with my diet.";
- mes "Sorry, I'll give it back to you.";
- emotion e_sob;
- close;
- case 2:
- mes "[Dieting Lady]";
- mes "Arrgg.. You are so greedy!";
- mes "Since you don't want to share.";
- mes "Anyway, I shouldn't cheat on my diet";
- mes "even for something that looks and smells so good...";
- emotion e_pif;
- close;
- }
-}
-
-dewata,117,156,6 script Dreaming Kid#dew 4_M_DEWBOY,{
- mes "[Dreaming Kid]";
- mes "My granny says";
- mes "There was once a bird named ^FF0000Garuda^000000";
- mes "who flew above this town.";
- mes "Afterwards we had some great harvests";
- mes "and were able to live happily.";
- next;
- mes "[Dreaming Kid]";
- mes "I want to see that bird";
- mes "flying above our town again!";
- mes "Then my mom, dad";
- mes "granny, and grandpa";
- mes "can be happy like the old times.";
- mes "What do you think?";
- close;
-}
-
-dewata,144,216,4 script Energetic Kid#dew 4_M_DEWBOY,{
- mes "[Energetic Kid]";
- mes "My parents used to tell me...";
- next;
- mes "- ^006400Son,^000000 -";
- mes "- ^006400You should study hard.^000000 -";
- mes "- ^006400Be happy.^000000 -";
- mes "- ^006400Live a slow^000000 -";
- mes "- ^006400and safe life.^000000 -";
- mes "- ^006400The mountain over yonder^000000 -";
- mes "- ^006400will always be there for you.^000000 -";
- next;
- mes "[Energetic Kid]";
- mes "Isn't it a great philosophy?";
- mes "I want to live that way";
- mes "and become a great person,";
- mes "and help all of the people in our town";
- mes "live happily ever after!";
- close;
-}
-
-dewata,127,248,6 script Wishing Kid#dew 4_M_DEWGIRL,{
- mes "[Kid wishing to be an adult]";
- mes "My family has been brewing";
- mes "traditional Dewata wine for ages.";
- mes "I want to drink it myself,";
- mes "but my dad says I'm too young.";
- mes "He said I can drink it";
- mes "only after I sleep for over ^FF0000100 days^000000.";
- next;
- mes "[Kid wishing to be an adult]";
- mes "All grown-ups love to drink";
- mes "my dad's wine.";
- mes "I want to try some so bad.";
- mes "But, what should I do...?";
- mes "I've forgotten how many ^FF0000nights^000000";
- mes "I've already slept... boo hoo!";
- emotion e_sob;
- close;
-}
-
-dew_fild01,101,259,6 script Jaty Tribe Gatekeeper 4_M_DEWZATIMAN,{
- mes "[Jaty Tribe Gatekeeper]";
- mes "Welcome to ^FF0000Jaty^000000 town.";
- mes "Our tribe reveres strength and bravery.";
- mes "We wish you a safe and restful time here.";
- close;
-}
-
-dew_fild01,106,306,4 script R. Jaty Tribe Warrior 4_M_DEWZATIMAN,{
- mes "[Reserved Jaty Warrior]";
- mes "I want to be the very best";
- mes "like no one ever was.";
- next;
- mes "[Reserved Jaty Warrior]";
- mes "I'm learning hunting skills";
- mes "these days. And I'm getting";
- mes "better and better";
- mes "every day!";
- next;
- mes "[Reserved Jaty Warrior]";
- mes "I won't stop until";
- mes "I become a true warrior!";
- close;
-}
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt
deleted file mode 100644
index 90130c3ab..000000000
--- a/npc/re/cities/dicastes.txt
+++ /dev/null
@@ -1,716 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Town
-//===== By: ==================================================
-//= Gennosuke Kouga, Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== File Encoding ========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Description: =========================================
-//= [Official Conversion]
-//= El Dicastes Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Updated to match the official script. [Joseph]
-//= 1.2a Moved Guide to a separate file. [Euphy]
-//= 1.3 Updated to match official script. [SkittleNugget]
-//============================================================
-
-dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{
- mes "[Excited Galten]";
- if (isequipped(2782)) {
- mes "I can't get beautiful";
- mes "Ahat's image out of my head.";
- emotion e_lv;
- mes "As long as we have him,";
- mes "it will only be a matter of time before Sapha";
- mes "will rule this land.";
- close;
- }
- mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð";
- mes "¡÷¡ø¡ñ ¡ü ¡ü";
- mes "¡ù¢²¢³ ¢²";
- mes "¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£";
- mes "¢¤¡õ¡þ ¡÷ ¡ñ";
- close;
-}
-
-dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{
- mes "[Sentinel]";
- if (isequipped(2782)) {
- mes "El Dicastes, the";
- mes "capital city of Sapha.";
- mes "The land is pretty";
- mes "rough so many outsiders can't get in. Ha ha";
- next;
- mes "[Sentinel]";
- mes "...";
- next;
- mes "[Sentinel]";
- mes "Hey, you are an outsider!";
- close;
- }
- mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú";
- mes "¡ø¡ó¢² ¢¤ ";
- mes "¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï";
- next;
- mes "[Sentinel]";
- mes "¡ù";
- next;
- mes "[Sentinel]";
- mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô";
- close;
-}
-
-dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{
- mes "[Sentinel]";
- if (isequipped(2782)) {
- mes "I permit your entry.";
- mes "But if you dare to cause trouble";
- mes "you won't know what hit you. Beware!";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ó";
- mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£";
- mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø";
- close;
-}
-
-dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I'll be ready for anything";
- mes "if I keep up with my training every day.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- mes "¡ô ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I wonder if Ahat knows how";
- mes "hard I am training.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø";
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "[Training Galten]";
- mes "I am a Sapha warrior.";
- mes "I am never lazy with my training.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- mes "¡ø¡ô¡ü ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "[Training Galten]";
- mes "I heard this isn't training";
- mes "equipment but a massager";
- mes "for trainees like me.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-/*
-dicastes01,271,152,0 script Training Galten#e 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I will get great results";
- mes "if I do my best, right?";
- close;
- }
- mes "¡ø¢²¡û ¡ô ¢£¢³¡ô";
- mes "¡ü¡ô";
- close;
-}
-*/
-
-dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Here is the Battle Station.";
- mes "We are all tensed up to be ready for action.";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ñ¡õ¡ü ¢£ ¡ó";
- mes "¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ ";
- close;
-}
-
-dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Boring.";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ù¢¤¢±";
- close;
-}
-
-dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Zzzzz...";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ú¡ô";
- close;
-}
-
-dic_in01,370,282,4 script Waiting Galten#in_4 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "El Dicastes is the most peaceful place in this world as long as I am here.";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û";
- close;
-}
-
-dic_in01,354,219,4 script Resting Galten#in_5 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Resting Galten]";
- mes "Resting is always so sweet.";
- close;
- }
- mes "[¡õ¡ø¡ò ¡ü ¢¤]";
- mes "¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö";
- close;
-}
-
-dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Resting Galten]";
- mes "Galten can also rest while standing up like this.";
- next;
- mes "[Resting Galten]";
- mes "You say I don't look like I'm resting? But I'm already used to this.";
- close;
- }
- mes "[¡õ¡ø¡ò ¡ü ¢¤]";
- mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û";
- mes "¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó";
- close;
-}
-
-dic_in01,87,102,5 script Resting Piom#01 4_MAN_PIOM,{
- end;
-}
-
-dic_in01,29,119,4 script Resting Piom#04 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- mes "[Resting Piom]";
- mes "Why is it so noisy when I'm trying to get rest?";
- close;
- }
- mes "[¢£¡ù¡ò ¢¤ ¡ù]";
- mes "¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ";
- close;
-}
-
-dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{
- mes "[Suspicious Piom]";
- if (isequipped(2782)) {
- mes "Have you heard of the";
- mes "rumor about Ahat?";
- next;
- if(select("Nope!:You first.") == 1) {
- mes "[Suspicious Piom]";
- mes "Never mind.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "Oh, you do seem to know?";
- mes "I need to collect information.";
- mes "You first.";
- mes "You heard of the rumor, right?";
- next;
- if(select("Something is fishy?:If you're not going to spill it, me neither!") == 1) {
- mes "[Suspicious Piom]";
- mes "I'm only a very curious";
- mes "ordinary Piom.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "I am not going to say anything, either!";
- close;
- }
- mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö";
- mes "¡õ ¢³¢²¡÷ ¡ó¡ó";
- next;
- if(select("Can't tell what it means:Is it a curse??") == 2) {
- mes "[Suspicious Piom]";
- mes "Too bad.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "Be on your";
- mes "way, shoo";
- close;
-}
-
-dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "If you need any";
- mes "information, you'd have better";
- mes "luck with the Cat Merchant than wandering around here.";
- mes "But of course you'll have to pay the price.";
- close;
- }
- mes "¡þ¡õ¡ð ¢³ ¢³¡þ";
- mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò";
- mes "¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø";
- mes "¢¤¢²¡ø ¡ò ¡ú¡ó¢±";
- close;
-}
-
-dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "I feel so stiff...";
- mes "I will need another dose of Bradium.";
- mes "I think the effects are weaker than before,";
- mes "or is it just me?";
- emotion e_what;
- close;
- }
- mes "¡ð¡Ð¡ú ¡ø ¢²";
- mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ";
- mes "¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ";
- mes "¡ö¡ú¡ñ ¢³";
- emotion e_what;
- close;
-}
-
-dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "[Tired Piom]";
- mes "I think I look better in";
- mes "robes than in leather.";
- mes "I may have to change to knitting.";
- mes "But mining does seem to suit me.";
- next;
- mes "[Tired Piom]";
- mes "...";
- next;
- emotion e_swt;
- mes "[Tired Piom]";
- mes "I'll be rejected again, right?";
- close;
- }
- mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±";
- mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£";
- mes "¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ";
- mes "¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±";
- next;
- mes "[Tired Piom]";
- mes "¡þ";
- next;
- emotion e_swt;
- mes "[Tired Piom]";
- mes "¡ø¡ú¡ø ¢± ¡ö¡ò";
- close;
-}
-
-dic_in01,252,103,3 script Eating Adventurer#tre 4_F_05,{
- mes "[Eating Adventurer]";
- mes "Hey, do you have any emergency rations on you from Midgard?";
- next;
- mes "[Eating Adventurer]";
- mes "I came all the way here with a hungry stomach because I heard there was a Midgard pub but I've never tasted this food anywhere in Midgard.";
- next;
- mes "[Eating Adventurer]";
- mes "No, I'm sure nobody in Midgard would want to try this.";
- next;
- mes "[Eating Adventurer]";
- mes "I really would like a nice hot meal.";
- mes "I go to this great little restaurant in Geffen often and I really miss that place now.";
- close;
-}
-
-dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- mes "[Venknick]";
- mes "Oh feels so refreshed.";
- mes "The refined Bradium was the best ever. Do you want to try some?";
- close;
- }
- mes "[¡ó¡ò¡ð]";
- mes "¡ù¡ó¢¤ ¢± ¢£";
- mes "¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?";
- close;
-}
-
-dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{
- mes "[Thrilled Piom]";
- if (isequipped(2782)) {
- mes "Ahat is the one";
- mes "and only Sapha pride.";
- mes "We have plenty of Bradium";
- mes "because of him!";
- next;
- mes "[Thrilled Piom]";
- mes "...";
- next;
- mes "[Thrilled Piom]";
- mes "You don't feel his";
- mes "blessing?";
- close;
- }
- mes "¡ò¡õ¢³ ¡õ ¡ô";
- mes "¢£¡ó¡ø ¢² ¡ô¡÷";
- mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ";
- mes "¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï";
- next;
- mes "[Thrilled Piom]";
- mes "¢£";
- next;
- mes "[Thrilled Piom]";
- mes "¡Ð¢¤¡ù ¢£ ¡ó¡ó";
- mes "¡ù¡ó¡÷ ¡û ¡þ¡ô";
- close;
-}
-
-dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{
- mes "[Serious Venknick]";
- if (isequipped(2782)) {
- mes "A sudden increase in Bradium production.";
- mes "Why?";
- mes "I will have to get more factory lines running.";
- close;
- }
- mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ";
- mes "¡þ¡ó¡ö ¢²";
- mes "¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³";
- close;
-}
-
-dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_invite > 5) {
- mes "[Guide]";
- mes "I'm Dior, your kind guide for El Dicastes.";
- mes "How can I help you?";
- next;
- mes "[Guide]";
- mes "You may submit your civil complaints here.";
- mes "Civil services and El Dicastes zones are managed in the Situation Room upstairs.";
- next;
- mes "[Guide]";
- mes "The Administrative Office is located on the top floor and handles very important matters.";
- mes "The Archive Room is in the lower level where you can obtain a vast amount of information.";
- next;
- mes "[Guide]";
- mes "By the way, you may use the elevator in the back to go to the other floors.";
- next;
- mes "[Guide]";
- mes "Oh, you didn't ask?";
- mes "But since I'm Dior, the kind guide. He he.";
- close;
- }
- mes "- The guide looks at you with an alert expression. -";
- close;
- }
- mes "[¢³¡ñ]";
- mes "¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±";
- mes "¡ö¡ò¡ð ¡ó ¡ô¡ô?";
- next;
- mes "[¢³¡ñ]";
- mes "¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ";
- mes "¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤";
- next;
- mes "[¢³¡ñ]";
- mes "¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£";
- mes "¡÷¡ò¢¤ ¡ø ¡û¢³";
- next;
- mes "[¢³¡ñ]";
- mes "¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö";
- next;
- mes "[¢³¡ñ]";
- mes "¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü";
- mes "¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø";
- close;
-}
-
-dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{
- mes "[Talkative Piom]";
- if (isequipped(2782)) {
- mes "At my factory";
- mes "we not only refine Bradium,";
- mes "but we also produce various";
- mes "tools for daily use.";
- mes "We manufacture war supplies";
- mes "here too.";
- close;
- }
- mes "¡ü¡ù¢± ¢³";
- mes "¡÷¡ø¡ï ¡þ ¡ó¡ó";
- mes "¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö";
- mes "¡ñ¡ø¡ü ¡ú ¡ô";
- mes "¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷";
- mes "¢³¡ò¡ò ¡ù ¢±¢£¡ò";
- close;
-}
-
-dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{
- mes "[Manuk Piom]";
- if (isequipped(2782)) {
- mes "You! We met in Manuk, didn't we?";
- mes "I've come to pick up the weapon I ordered.";
- close;
- }
- mes "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±";
- mes "¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô";
- close;
-}
-
-dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{
- mes "[Free Knit]";
- if (isequipped(2782)) {
- mes "As long as we have a steady";
- mes "supply of Bradium";
- mes "Saphas can live forever.";
- mes "Our childhood lasts 10 years,";
- mes "which is short.";
- close;
- }
- mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷";
- mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²";
- mes "¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü";
- mes "¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ";
- mes "¡ò¢²¡ï ¢£ ¡ö¡ö";
- close;
-}
-
-dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{
- mes "[Free Venknick]";
- if (isequipped(2782)) {
- mes "At least we have plenty of Bradium.";
- mes "Look,";
- mes "You can see Bradium";
- mes "everywhere you go.";
- next;
- mes "[Free Venknick]";
- mes "?";
- next;
- mes "[Free Venknick]";
- mes "The thing rolling around is a gem,";
- mes "but why are you interested in it?";
- close;
- }
- mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ";
- mes "¡ü¢³";
- mes "¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô";
- mes "¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ";
- next;
- mes "[Free Venknick]";
- mes "¡ù";
- next;
- mes "[Free Venknick]";
- mes "¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð";
- mes "¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²";
- close;
-}
-
-dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- mes "[Excited Piom]";
- mes "Have you seen Ahat?";
- emotion e_ho;
- mes "His popularity here in El Discastes is phenomenal!";
- close;
- }
- mes "[Excited Piom]";
- mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±";
- emotion e_ho;
- mes "¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø";
- close;
-}
-
-dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{
- mes "[Favorable Knit]";
- if (isequipped(2782)) {
- mes "Unlike the Raphine, we Saphas";
- mes "are a very close community.";
- mes "We start by living together in common facilities after we are born.";
- mes "That is why all Saphas are like family.";
- mes "We never have any quarrels between classes.";
- close;
- }
- mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ";
- mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³";
- mes "¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù";
- mes "¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò";
- mes "¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ";
- close;
-}
-
-dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{
- mes "[Limpy Piom]";
- if (isequipped(2782)) {
- mes "They say there is a";
- mes "war going on with the Splendide in Manuk.";
- mes "I hope everything goes well.";
- mes "I hope it doesn't come all";
- mes "the way to the capital city here.";
- emotion e_dots;
- close;
- }
- mes "¢²¡ô¡þ ¡ù ¡õ¡Ð";
- mes "¢³¡ô¡û ¡ú ¡ø";
- mes "¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð";
- mes "¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±";
- mes "¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ";
- emotion e_dots;
- close;
-}
-
-dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{
- if (isequipped(2782)) {
- mes "[Complaining Galten]";
- mes "That crazy Vanknick always";
- mes "talks about the legend of that statue.";
- next;
- mes "[Complaining Galten]";
- mes "Have you ever talked";
- mes "to him?";
- next;
- if(select("No:Yes") == 1) {
- mes "[Complaining Galten]";
- mes "Then you don't know about the legend behind the statue?";
- mes "Then, I don't know what to talk about with you.";
- close;
- }
- emotion e_gg,0,"Crazy Venknick#fihsing1";
- mes "[Complaining Galten]";
- mes "You also fell for that crazy man.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yes";
- emotion e_sob,1;
- next;
- mes "[Complaining Galten]";
- mes "Just forget about it quickly for your own good.";
- close;
- }
- mes "[¡õ¢£¡ö ¡ú ]";
- mes "¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ ";
- mes "¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó";
- next;
- mes "[¡õ¢£¡ö ¡ú ]";
- mes "¡ð¢±¡ü ¡û ¡õ¡÷¢¤";
- mes "¢¤¡þ¡ø ¢² ¡÷";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- mes "[Crazy Venknick]";
- mes "At only 5000 Zeny";
- mes "I will tell you the sad legend behind that statue.";
- next;
- if(select("Give 5000 Zeny.:Don't give 5000 Zeny.") == 2) {
- mes "[Crazy Venknick]";
- mes "Don't come back with regrets.";
- close;
- }
- if (Zeny < 5000) {
- mes "[Crazy Venknick]";
- mes "I have";
- mes "no legend to share with";
- mes "the poor.";
- close;
- }
- Zeny -= 5000;
- mes "[Crazy Venknick]";
- mes "Thanks.";
- emotion e_gg,0,"Complaining Galten#fihs";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is the sad legend?";
- next;
- emotion e_dots;
- mes "["+strcharinfo(0)+"]";
- mes "I asked what the sad legend is about!";
- next;
- mes "[Crazy Venknick]";
- mes "I don't believe in legends.";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Was I tricked?";
- sc_start SC_BLIND,20000,0;
- next;
- mes "You feel outraged at being tricked.";
- close;
- }
- mes "[¡ö¡ú¡ù ¢³ ]";
- mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø";
- mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dic_in01,98,110,5 script Worried Piom#a 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- mes "[Worried Piom]";
- mes "I haven't seen my friends for the last few hours.";
- mes "It's about time for them to have";
- mes "their Bradium. Hmm..";
- close;
- }
- mes "[Worried Piom]";
- mes "¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²";
- mes "¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£";
- mes "¡÷¡þ¡ð ¡ó ¡ñ";
- close;
-}
-
-dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Lost Galten]";
- mes "I've been living as a Piom for too long";
- mes "now it's like a bad habit.";
- mes "and I find myself here all the time.";
- close;
- }
- mes "[Lost Galten]";
- mes "¡ó¡ô¡ï ¡û ¢³¡ú";
- mes "¡ü¡ø¡ñ ¢£ ";
- mes "¡ö¡ï¢² ¡û ¡ö¡ó";
- close;
-}
diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt
deleted file mode 100644
index 51b7ae764..000000000
--- a/npc/re/cities/eclage.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//===== Hercules Script ======================================
-//= General Eclage NPC.
-//===== By: ==================================================
-//= Dastgir
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Eclage Town NPC
-//===== Additional Comments: =================================
-//= 1.0 Converted from the official Aegis script. [Dastgir]
-//============================================================
-
-ecl_in02,96,22,3 script sign#prison_inn 2_BOARD1,{
- mes "[North] Prison";
- mes "[West] Clinic";
- close;
-}
-
-ecl_in01,8,71,5 script Eclage Guard#pri_inn 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "This path will take you to the lower parts of Eclage. You'll find a prison and a clinic there.";
- close;
-}
-
-ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{
- mes "[Receptionist}";
- mes "Welcome to Eclage Clinic.";
- next;
- switch (select("Save Location:Rest:Finish the conversation")) {
- case 1:
- mes "[Receptionist}";
- mes "Clinic has been set as your save point. Be careful though~";
- savepoint "ecl_in02",162,50;
- close;
- case 2:
- mes "[Receptionist}";
- mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy.";
- mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny. ";
- next;
- switch (select("Pay with Splendide Coin:Pay with Zeny:Forget it")) {
- case 1:
- if (!countitem(Splendide_Coin)) {
- mes "[Receptionist}";
- mes "It seems like you don't have enough coins. Would you check your account again, please?";
- close;
- }
- mes "[Receptionist}";
- mes "Make yourself at home~";
- close2;
- delitem Splendide_Coin,1; //Splendide_Coin
- percentheal 100,100;
- warp "ecl_in02",167,49;
- end;
- case 2:
- if (Zeny < 5000) {
- mes "[Receptionist]";
- mes "Looks like you don't have enough resources to proceed. Do you mind checking your account again?";
- close;
- }
- mes "[Receptionist}";
- mes "Make yourself at home~";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ecl_in02",167,49;
- end;
- case 3:
- close;
- }
- case 3:
- close;
- }
-}
-
-ecl_in02,135,45,5 script Injured Laphine 4_F_FAIRYKID6,{
- mes "[Injured Laphine]";
- mes "Ooww...";
- mes "Where...am...I?";
- next;
- mes "[Doctor]";
- mes "You're at a clinic. Don't worry.";
- mes "We stopped the bleeding and cast emergency spells.";
- mes "You were bleeding a lot. That was close, you know.";
- next;
- mes "[Injured Laphine]";
- mes "......";
- mes "What, no, I...I don't feel anything...what's going on?";
- next;
- mes "[Doctor]";
- mes "Umm...the arrow damaged your wing pretty badly...";
- next;
- mes "[Injured Laphine]";
- mes "...what do you mean?";
- next;
- mes "[Doctor]";
- mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore. ";
- mes "In other words, you injured your wing. The arrow went through the most critical part in the wing.";
- next;
- mes "[Injured Laphine]";
- mes "What? No way...please...doctor!! No!!";
- close;
-}
-
-ecl_in02,137,44,3 duplicate(Injured Laphine) Doctor Laphine#doctor 4_M_FAIRYKID
diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt
deleted file mode 100644
index 875a2039f..000000000
--- a/npc/re/cities/izlude.txt
+++ /dev/null
@@ -1,284 +0,0 @@
-//===== Hercules Script ======================================
-//= Izlude Town Renewal
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Izlude town NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao]
-//= 1.1 Updated to match the official script. [Euphy]
-//= 1.2 Added Channel Warper and Izlude duplicates. [Euphy]
-//============================================================
-
-// Izlude
-//============================================================
-izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 4W_SAILOR
-izlude_a,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_a 4W_SAILOR
-izlude_b,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_b 4W_SAILOR
-izlude_c,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_c 4W_SAILOR
-izlude_d,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_d 4W_SAILOR
-
-izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 4_F_01
-izlude_a,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_a 4_F_01
-izlude_b,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_b 4_F_01
-izlude_c,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_c 4_F_01
-izlude_d,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_d 4_F_01
-
-izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 4_F_02
-izlude_a,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_a 4_F_02
-izlude_b,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_b 4_F_02
-izlude_c,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_c 4_F_02
-izlude_d,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_d 4_F_02
-
-izlude,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 4_F_TELEPORTER
-izlude_a,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_a 4_F_TELEPORTER
-izlude_b,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_b 4_F_TELEPORTER
-izlude_c,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_c 4_F_TELEPORTER
-izlude_d,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_d 4_F_TELEPORTER
-
-izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 4_M_02
-izlude_a,85,103,4 duplicate(Dega_izlude) Dega#izlude_a 4_M_02
-izlude_b,85,103,4 duplicate(Dega_izlude) Dega#izlude_b 4_M_02
-izlude_c,85,103,4 duplicate(Dega_izlude) Dega#izlude_c 4_M_02
-izlude_d,85,103,4 duplicate(Dega_izlude) Dega#izlude_d 4_M_02
-
-izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 4W_M_01
-izlude_a,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_a 4W_M_01
-izlude_b,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_b 4W_M_01
-izlude_c,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_c 4W_M_01
-izlude_d,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_d 4W_M_01
-
-izlude,57,159,2 duplicate(Red_izlude) Red#izlude 4_M_03
-izlude_a,57,159,2 duplicate(Red_izlude) Red#izlude_a 4_M_03
-izlude_b,57,159,2 duplicate(Red_izlude) Red#izlude_b 4_M_03
-izlude_c,57,159,2 duplicate(Red_izlude) Red#izlude_c 4_M_03
-izlude_d,57,159,2 duplicate(Red_izlude) Red#izlude_d 4_M_03
-
-izlude,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude 4W_M_02
-izlude_a,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_a 4W_M_02
-izlude_b,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_b 4W_M_02
-izlude_c,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_c 4W_M_02
-izlude_d,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_d 4W_M_02
-
-izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 8W_SOLDIER
-izlude_a,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_a 8W_SOLDIER
-izlude_b,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_b 8W_SOLDIER
-izlude_c,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_c 8W_SOLDIER
-izlude_d,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_d 8W_SOLDIER
-
-- script ::Guard_izlude -1,{
- mes "[Izlude Guard]";
- mes "Welcome to Izlude.";
- close;
-}
-prt_fild08,350,219,4 duplicate(Guard_izlude) Guard#izlude 8W_SOLDIER
-prt_fild08a,350,219,4 duplicate(Guard_izlude) Guard#izlude_a 8W_SOLDIER
-prt_fild08b,350,219,4 duplicate(Guard_izlude) Guard#izlude_b 8W_SOLDIER
-prt_fild08c,350,219,4 duplicate(Guard_izlude) Guard#izlude_c 8W_SOLDIER
-prt_fild08d,350,219,4 duplicate(Guard_izlude) Guard#izlude_d 8W_SOLDIER
-
-// Channel Warper
-//============================================================
-function script F_IzludeChannel {
- mes "[Channel Warp Official]";
- mes "Izlude is a verly lively place is it not?";
- mes "I am here to help make Izlude feel more smooth!";
- mes "I can send you to another copy of Izlude.";
- mes "Do you want to go to another copy?";
- next;
- .@i = select(getarg(0)+":Never mind");
- if (.@i < 6) {
- setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d";
- savepoint .@maps$[.@i],128,98;
- warp .@maps$[.@i],128,98;
- end;
- }
- close;
-}
-
-izlude,122,105,5 script Channel Warp Official 1_M_WIZARD,{ callfunc "F_IzludeChannel",":Go to copy 2:Go to copy 3:Go to copy 4:Go to copy 5"; }
-izlude_a,122,105,5 script Channel Warp Official#_a 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1::Go to copy 3:Go to copy 4:Go to copy 5"; }
-izlude_b,122,105,5 script Channel Warp Official#_b 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2::Go to copy 4:Go to copy 5"; }
-izlude_c,122,105,5 script Channel Warp Official#_c 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3::Go to copy 5"; }
-izlude_d,122,105,5 script Channel Warp Official#_d 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; }
-
-// Talking NPCs
-//============================================================
-izlude,143,205,7 script Talkative Kid#iz 4_F_KID2,{
- end;
-
- OnTimer64000:
- npctalk "I used all my Novice Red Potions. What should I do?";
- end;
-
- OnTimer72000:
- npctalk "Where is the shop?";
- end;
-
- OnTimer136000:
- npctalk "Idiot! You do not know about the 'shortcut window'?";
- end;
-
- OnTimer144000:
- npctalk "The items in your inventory can be dragged and put in the shortcut window.";
- end;
-
- OnTimer212000:
- npctalk "I got so many beginner's items in the Academy!";
- end;
-
- OnTimer276000:
- npctalk "They even gave me weapons and a shield!";
- end;
-
- OnTimer284000:
- npctalk "Just press <Ctrl+~key> to open the map you have.";
- end;
-
- OnTimer344000:
- npctalk "Then do you want to go Criatura Academy with me? I'm learning how to battle from Instructor Subino!";
- end;
-
- OnTimer348000:
- npctalk "The Academy is in North side of Izlude. Let's go~!";
- end;
-
- OnTimer416000:
- npctalk "It's a system to guide you to a destination.";
- end;
-
- OnTimer424000:
- npctalk "In the basic menu, please click the [Navigation] button.";
- end;
-
- OnTimer492000:
- npctalk "Whee, Ain't gonna use your brain? Please type /where in the chat window now!";
- end;
-
- OnTimer552000:
- npctalk "In this case, you can push the <Enter> key.";
- end;
-
- OnTimer560000:
- npctalk "We are just repeating the same dialog. HaHaha.";
- end;
-
- OnTimer565000:
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-izlude_a,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#iza 4_F_KID2
-izlude_b,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izb 4_F_KID2
-izlude_c,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izc 4_F_KID2
-izlude_d,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izd 4_F_KID2
-
-izlude,146,205,7 script Talkative Adventurer#iz 4_M_KID1,{
- end;
-
- OnTimer69000:
- npctalk "You can buy potion from Merchants.";
- end;
-
- OnTimer77000:
- npctalk "It's the Potion image in the mini map.";
- end;
-
- OnTimer131000:
- npctalk "Is there any way to use items easily?";
- end;
-
- OnTimer141000:
- npctalk "Shortcut window? The slots at the top of the screen? How can I use it?";
- end;
-
- OnTimer149000:
- npctalk "For inventory, do you mean 'item' menu? Oh, it is!";
- end;
-
- OnTimer217000:
- npctalk "I have a bunch of potions?";
- end;
-
- OnTimer281000:
- npctalk "What?! I should go to the Academy now!";
- end;
-
- OnTimer279000:
- npctalk "Where is Izlude? In the center?";
- end;
-
- OnTimer339000:
- npctalk "I do not know what to do.";
- end;
-
- OnTimer349000:
- npctalk "Oh yea? I want to know so many things~ I will go with you!";
- end;
-
- OnTimer411000:
- npctalk "Navigation, What is that?";
- end;
-
- OnTimer421000:
- npctalk "Oh-! Should I search for a Kafra Employee?";
- end;
-
- OnTimer487000:
- npctalk "What is the town name?";
- end;
-
- OnTimer497000:
- npctalk "I cannot see the part where I can write something in the chat window?";
- end;
-
- OnTimer557000:
- npctalk "Oh you smarty...";
- end;
-
- OnTimer555000:
- npctalk "A while ago, one Novice talked to me like hey 'Talkative Adventurer'?. HaHaha.";
- end;
-
- OnTimer565000:
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-izlude_a,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#iza 4_M_KID1
-izlude_b,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izb 4_M_KID1
-izlude_c,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izc 4_M_KID1
-izlude_d,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izd 4_M_KID1
-
-prt_fild08,338,217,7 script Resting Adventurer#iz 4_F_SITDOWN,{
- end;
-
- OnTimer60000:
- npctalk "You know what? If you are sitting, HP and SP recovery is faster.";
- end;
-
- OnTimer65000:
- npctalk "Sitting is possible if your basic job skill level is more than 3. Shortcut is pressing the <INSERT> key.";
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-prt_fild08a,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#iza 4_F_SITDOWN
-prt_fild08b,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izb 4_F_SITDOWN
-prt_fild08c,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izc 4_F_SITDOWN
-prt_fild08d,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izd 4_F_SITDOWN
diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt
deleted file mode 100644
index 61f27341c..000000000
--- a/npc/re/cities/jawaii.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script =======================================
-//= Jawaii Town Renewal
-//===== By: ==================================================
-//= Daegaladh, Masao
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Jawaii town NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version. Renewal coordinates by Masao.
-//= 1.1 Moved "Honeymoon Helper" NPC.
-//= 1.2 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 1_F_LIBRARYGIRL
-izlude_a,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_a 1_F_LIBRARYGIRL
-izlude_b,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_b 1_F_LIBRARYGIRL
-izlude_c,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_c 1_F_LIBRARYGIRL
-izlude_d,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_d 1_F_LIBRARYGIRL
diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt
deleted file mode 100644
index 7e597a140..000000000
--- a/npc/re/cities/malangdo.txt
+++ /dev/null
@@ -1,433 +0,0 @@
-//===== Hercules Script ======================================
-//= Malangdo Town
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= Malangdo Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Added entrance scripts.
-//= 1.2 Moved "Odgnalam" coordinates.
-//= 1.3 Fixed dialogues.
-//= 1.4 Dialogue edits, source iRO.
-//= 1.5 Added Izlude duplicates.
-//============================================================
-
-// Malangdo Transportation :: malangdo_go
-//============================================================
-- script Dolangmal -1,{
- if (!questprogress(5091)) {
- mes "[Dolangmal]";
- mes "Hey~! Hi human~ This is Mr. Dolangmal. kakaka~";
- next;
- mes "[Dolangmal]";
- mes "We are sent to here to take you to the heaven of cats, ^A2314BMalangdo^000000.";
- next;
- mes "[Dolangmal]";
- .@s$ = "Why don't you go to ^A2314BMalangdo^000000?";
- switch(atoi(strnpcinfo(2))) {
- case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break;
- case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break;
- case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break;
- case 4: mes .@s$+"The beautiful and quiet place is better than Aldebaran, where it's so noisy with the tick-tock sound of the clock."; break;
- case 5: mes .@s$+"The beautiful and quiet place is better than Morroc, with its heat and sandstorms."; break;
- case 6: mes .@s$+"The beautiful place is better than Yuno, which is full of books and headaches."; break;
- case 7: mes .@s$+"The complex place is better than Rachel, where it's too horribly quiet."; break;
- case 8: mes .@s$+"The safe place is better than Lighthanlzen, which is too dangerous."; break;
- case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break;
- }
- next;
- if(select("No:^A2314BMalangdo^000000~ Go~ Go~") == 1) {
- mes "[Dolangmal]";
- mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!";
- next;
- mes "[Dolangmal]";
- mes "You're such an annoying guy. If you don't go, why did you talk to me... but...";
- next;
- mes "[Dolangmal]";
- mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
- next;
- mes "[Dolangmal]";
- mes "Anyway, I got you. Whenever you want to go, just tell me.";
- close;
- }
- mes "[Dolangmal]";
- mes "Ok! I like your attitude. Full of passion.";
- next;
- mes "[Dolangmal]";
- mes "Now, before you go ^A2314BMalangdo^000000, let me give you some warnings.";
- next;
- mes "[Dolangmal]";
- mes "First!! It is natural that when you arrive on ^A2314BMalangdo^000000, you should notify ^9E1837Admiral Tomas^000000 that you are here.";
- next;
- mes "[Dolangmal]";
- mes "If you don't do that, you might be attacked by scary and wild cats when you walk through dark streets.";
- next;
- mes "[Dolangmal]";
- mes "Secondly!! This ^A2314BMalangdo^000000 is absolutely our island of cats, even though we open to humans.";
- next;
- mes "[Dolangmal]";
- mes "We have a personality... no... no... respect us like one catality because we are cats.";
- next;
- mes "[Dolangmal]";
- mes "And the next one is...";
- next;
- mes "Dolangmal proceeds and gives hundreds of warnings.";
- next;
- mes "[Dolangmal]";
- mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?";
- next;
- switch(select("Remember his warnings:Can't remember")) {
- case 1:
- mes "[Dolangmal]";
- mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000.";
- next;
- mes "[Dolangmal]";
- mes "Don't forget to give him notice of your arrival.";
- next;
- mes "[Dolangmal]";
- mes "Alright. Let's go to the heaven of the cats, ^A2314BMalangdo^000000~";
- setquest 5091;
- completequest 5091;
- warp "malangdo",217,85;
- close;
- case 2:
- mes "[Dolangmal]";
- mes "What!? Can't you keep these easy rules? Chet!";
- next;
- mes "[Dolangmal]";
- mes "You're such an annoying guy. If you can't keep these, why didn't you tell me during our conversation? I told you everything... but..";
- next;
- mes "[Dolangmal]";
- mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
- next;
- mes "[Dolangmal]";
- mes "Anyway, I got you. Just tell me whenever you want to go.";
- close;
- }
- }
- mes "[Dolangmal]";
- mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?";
- next;
- switch(select("Take me to ^A2314BMalangdo^000000 again:I have visited")) {
- case 1:
- mes "[Dolangmal]";
- mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already.";
- next;
- mes "[Dolangmal]";
- mes "And that was roughly it... It's supposed to be rule 53...";
- next;
- mes "[Dolangmal]";
- mes "Actually, let me tell you rule 53. I am an indulgent cat.";
- next;
- mes "[Dolangmal]";
- mes "If you want to go back to ^A2314BMalangdo^000000, take the ship at Izlude or Alberta.";
- next;
- mes "[Dolangmal]";
- mes "If you enjoy that pleasant sea trip, you will arrive at the heaven of cats, ^A2314BMalangdo^000000.";
- next;
- mes "[Dolangmal]";
- mes "So easy! Isn't it? Well, good bye~";
- close;
- case 2:
- mes "[Dolangmal]";
- mes "How was it? You liked it? I knew it. Kakaka~";
- next;
- mes "[Dolangmal]";
- mes "Ah! I just want to make sure...";
- next;
- mes "[Dolangmal]";
- mes "Again, if you want to go back to ^A2314BMalangdo^000000, do you know where to take a ship at Izlude or Alberta?";
- next;
- mes "[Dolangmal]";
- mes "Hm~ You might know because you're a smart person. Well, see you again~";
- close;
- }
-}
-prontera,114,77,6 duplicate(Dolangmal) Dolangmal#1 4_CAT_DOWN
-geffen,109,61,6 duplicate(Dolangmal) Dolangmal#2 4_CAT_DOWN
-payon,200,106,4 duplicate(Dolangmal) Dolangmal#3 4_CAT_DOWN
-aldebaran,170,104,4 duplicate(Dolangmal) Dolangmal#4 4_CAT_DOWN
-morocc,168,275,4 duplicate(Dolangmal) Dolangmal#5 4_CAT_DOWN
-yuno,165,122,4 duplicate(Dolangmal) Dolangmal#6 4_CAT_DOWN
-rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 4_CAT_DOWN
-lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 4_CAT_DOWN
-mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN
-
-- script ::Odgnalam -1,{
- mes "This cat is sleeping in the warm "+((strnpcinfo(2) == "albe")?"Alberta":"Izlude")+" sun.";
- next;
- if(select("Let him sleep:Talk to him") == 1) close;
- mes "[Odgnalam]";
- mes "Meow? Huh?";
- next;
- if (ep13_yong1 == 0) {
- .@price = 1000;
- .@s1$ = "Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000.";
- .@s2$ = "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
- } else if (ep13_yong1 < 60) {
- .@price = 999;
- .@s1$ = "You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet.";
- .@s2$ = "Where is the money? You don't have a sense of honor.";
- } else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
- .@price = 500;
- .@s1$ = "You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000.";
- .@s2$ = "You don't have any money for paying 50% discount price? I can't believe it.";
- } else {
- mes "[Odgnalam]";
- mes "You are a hero of cat's fleet. Your activity is the legend between us.";
- next;
- mes "[Odgnalam]";
- mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free.";
- next;
- if(select("Send me to Malangdo!:Do not go.") == 1) {
- mes "[Odgnalam]";
- mes "Have a comfortable trip... Alright let's go~";
- warp "malangdo",217,85;
- }
- close;
- }
- mes "[Odgnalam]";
- mes .@s1$;
- next;
- if(select("Send me to Malangdo!:Do not go.") == 2) close;
- if (Zeny < .@price) {
- mes "[Odgnalam]";
- mes "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
- close;
- }
- Zeny -= .@price;
- mes "[Odgnalam]";
- mes "Let me send you right away. Let's go~";
- warp "malangdo",217,85;
- close;
-}
-alberta,200,151,4 duplicate(Odgnalam) Odgnalam#albe 4_CAT_REST
-izlude,182,218,4 duplicate(Odgnalam) Odgnalam#iz 4_CAT_REST // Old coordinates: (182,192)
-izlude_a,182,218,4 duplicate(Odgnalam) Odgnalam#iz_a 4_CAT_REST
-izlude_b,182,218,4 duplicate(Odgnalam) Odgnalam#iz_b 4_CAT_REST
-izlude_c,182,218,4 duplicate(Odgnalam) Odgnalam#iz_c 4_CAT_REST
-izlude_d,182,218,4 duplicate(Odgnalam) Odgnalam#iz_d 4_CAT_REST
-
-malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{
- mes "[Kong]";
- mes "Did you have fun in Malangdo?";
- mes "The fleet has a service to Izlude and Alberta.";
- next;
- if (ep13_yong1 == 0) {
- .@price = 1000;
- .@s1$ = "1000 zeny";
- .@s2$ = "Have a nice day in Malangdo.";
- .@no_money$ = "It is difficult for free.";
- .@yes_money$ = "Have a nice trip.";
- mes "[Kong]";
- mes "The fee of ship is only 1000 zeny, where do you want to go?";
- next;
- } else if (ep13_yong1 < 60) {
- .@price = 999;
- .@s1$ = "999 zeny";
- .@s2$ = "Have a full of fortune day in Malangdo...";
- .@no_money$ = "It is difficult even though you have a relationship with the fleet.";
- .@yes_money$ = "Thanks, have a wonderful trip.";
- mes "[Kong]";
- mes "You have a connection with our fleet. Apply special price 999 zeny. Where do you want to go?";
- next;
- } else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
- .@price = 500;
- .@s1$ = "500 zeny";
- .@s2$ = "There are full of fortune and jackpot in Malangdo.";
- .@no_money$ = "Oh my god. You don't have 500 zeny? It is difficult for free.";
- .@yes_money$ = "Have a nice trip and come again.";
- mes "[Kong]";
- mes "Wow~ You contributed to our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?";
- next;
- } else {
- .@price = 0;
- .@s1$ = "Free for the hero of our fleet!!";
- .@s2$ = "No one objects to the hero of our fleet staying in Malangdo...";
- mes "[Kong]";
- mes "Ah... You are the legendary hero of our cat's fleet.";
- next;
- mes "[Kong]";
- mes "We can't charge the hero of our fleet. What is your destination?";
- next;
- }
- .@i = select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo");
- mes "[Kong]";
- if (.@i == 3) {
- mes .@s2$;
- close;
- }
- if (ep13_yong1 > 80) {
- mes "Have a comfortable trip.";
- if (.@i == 1)
- warp "izlude",195,212; // Old coordinates: (194,180)
- else
- warp "alberta",192,150;
- close;
- }
- if (Zeny < .@price) {
- mes .@no_money$;
- close;
- }
- Zeny -= .@price;
- mes .@yes_money$;
- if (.@i == 1)
- warp "izlude",195,212;
- else
- warp "alberta",192,150;
- close;
-}
-
-// Generic Malangdo NPCs :: malang_tre
-//============================================================
-malangdo,147,117,3 script Innkeeper#malang 4_CAT_REST,{
- mes "You see a lazy cat standing on a chair.";
- mes "You guess that this is the Innkeeper.";
- next;
- switch(select("Umm... Can I rest here?:Psst... Can I save here?:Leave.")) {
- case 1:
- mes "[Innkeeper]";
- mes "Eh?";
- mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000.";
- next;
- switch(select("Here you go.:Never mind.")) {
- case 1:
- if (countitem(12636) > 4) {
- delitem 12636,5; //Malang_Sp_Can
- percentheal 100,100;
- specialeffect2 EF_HEALSP;
- mes "[Innkeeper]";
- mes "Now relax.";
- emotion e_kis;
- next;
- warp "malangdo",140,121;
- close;
- }
- mes "[Innkeeper]";
- mes "This ain't no charity.";
- close;
- case 2:
- mes "[Innkeeper]";
- mes "Let me know if you want to relax.";
- close;
- }
- case 2:
- mes "[Innkeeper]";
- mes "Location saved. We should keep company, haha~";
- savepoint "malangdo",142,118;
- close;
- case 3:
- mes "[Innkeeper]";
- mes "Sometimes you just have to relax.";
- next;
- mes "- Wow, this is the laziest cat ever. -";
- close;
- }
- close;
-}
-
-malangdo,151,120,3 script Minstrel#mal 4_M_MINSTREL,{
- mes "[Minstrel]";
- mes "Boy, that lazy cat makes me want to just nap all day long.";
- next;
- mes "[Minstrel]";
- mes "He makes life look so simple.";
- close;
-}
-
-malangdo,149,120,5 script Wanderer#mal 4_F_WANDERER,5,1,{
- mes "[Wanderer]";
- mes "The cats living in here are so energetic.";
- mes "Is it weird that they make me want to dance all day?";
- mes "La di dah di dah~!";
- close;
-OnTouch:
- switch(rand(5)) {
- case 0:
- soundeffect "ring_of_nibelungen.wav",0;
- break;
- case 1:
- soundeffect "dont_forget_me_not.wav",0;
- break;
- case 2:
- soundeffect "humming.wav",0;
- break;
- case 3:
- soundeffect "assassin_of_sunset.wav",0;
- break;
- case 4:
- emotion e_ho;
- emotion e_ho,0,"Wandering Minstrel#mal";
- break;
- }
- end;
-}
-
-malangdo,216,168,3 script Cat Trainer#mal1 4_F_ALCHE_A,0,8,{
- emotion e_awsm;
- mes "[Cat Trainer]";
- mes "Ooo~ their soft puffy tails and soft fur~";
- mes "I can't stand it, this is heaven~~!!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "My hidden card, ^FF0000Silvervine Fruit^000000, can make all cats in Malangdo my slaves~ haha!";
- next;
- select("^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "It is such a rare item!";
- mes "I can barely get it.";
- mes "But these cudly cats can't resist it~";
- next;
- select("Where can I get ^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Why would I tell you when I can barely get it?";
- mes "I wouldn't even tell you for all the zeny in the world~!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "All the Malangdo cats are mine~!";
- mes "Muahahahaha~";
- mes "With enough ^FF0000Silvervine Fruit^000000 I can be a queen in Malangdo~ ohhhh!!!";
- close;
-OnTouch:
- emotion e_flash;
- end;
-}
-
-malangdo,164,203,3 script Cat Trainer#mal2 4_M_YURI,{
- emotion e_awsm;
- mes "[Cat Trainer]";
- mes "Ooo~ their soft puffy tails and soft fur~";
- mes "I can't stand it, this is heaven~~!!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "This is my little secret called";
- mes "^FF0000Silvervine Fruit^000000. I can use";
- mes "it to make the Malangdo cats my";
- mes "slaves~ muahahahaha~!";
- next;
- select("^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Hmm, I guess it's no wonder you don't know.";
- mes "These Malangdo cats can't resist it.";
- mes "But it's too rare of an item to get so you shouldn't bother trying to find it.";
- next;
- select("Where can I get ^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Actually, it's simple. You just...";
- next;
- mes "[Cat Trainer]";
- mes "Hey, you almost made me tell my secret.";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "One day these cats will be mine.";
- mes "I can be a king in Malangdo~ ohhh~!";
- close;
-}
diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt
deleted file mode 100644
index f806d4908..000000000
--- a/npc/re/cities/malaya.txt
+++ /dev/null
@@ -1,932 +0,0 @@
-//===== Hercules Script ======================================
-//= Port Malaya
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Port Malaya Town Script
-//===== Additional Comments: =================================
-//= 0.1 Alberta sailors only. [Euphy]
-//= 0.2 Adapted from Masao's conversion.
-//= 1.0 Added remaining NPCs.
-//= 1.1 Added Jeepney script. [DeadlySilence]
-//============================================================
-
-// Port Malaya Transportation
-//============================================================
-// Old coordinates: alberta (237,71)
-alberta,196,202,3 script Optamara Crew#alberta 4W_SAILOR,{
- mes "[Optamara Crew]";
- mes "Hey, there!";
- mes "It's 10,000 Zeny to go to Port Malaya. Interested?";
- next;
- switch(select("About Port Malaya.:Go to Port Malaya.:Cancel.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Port Malaya is a small village you could reach by sailing southwest from Alberta.";
- next;
- mes "[Optamara Crew]";
- mes "I couldn't visit the village because they had some issues there but now it seems all is clear!";
- next;
- mes "[Optamara Crew]";
- mes "I don't know for sure but it was a village that's like a comfortable and cozy park.";
- next;
- mes "[Optamara Crew]";
- mes "I was this close to not coming back to cozy Alberta again.";
- next;
- mes "[Optamara Crew]";
- mes "I'm sure you'll feel the same once you reach Port Malaya.";
- close;
- case 2:
- if (Zeny < 10000) {
- mes "[Optamara Crew]";
- mes "Oh God!!";
- mes "You don't know how far it is from here. Of course it's not free. Please come back with 10,000 Zeny. Sorry!";
- close;
- }
- mes "[Optamara Crew]";
- mes "Great!";
- mes "Heading for Port Malaya!!";
- Zeny -= 10000;
- close2;
- warp "malaya",271,55;
- end;
- case 3:
- mes "[Optamara Crew]";
- mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together.";
- close;
- }
-}
-
-malaya,276,55,4 script Optamara Crew#malaya 4W_SAILOR,{
- if (malaya_hi < 10) {
- mes "[Optamara Crew]";
- mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
- next;
- } else if (malaya_hi < 20) {
- mes "[Optamara Crew]";
- mes "I think a nameless adventurer helped take a load off the villagers' minds. Yahoo! Would you like to go back to Alberta?";
- next;
- } else {
- mes "[Optamara Crew]";
- mes "Would you like to go back to Alberta with me?";
- next;
- }
- switch(select("Return.:Do not return.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Great! Let's leave now for Alberta!!";
- close2;
- warp "alberta",239,68;
- end;
- case 2:
- mes "[Optamara Crew]";
- mes "That's okay. Come here if you ever want to go back to Alberta.";
- close;
- }
-}
-
-// Generic Port Malaya NPCs
-//============================================================
-ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Inn Keeper]";
- mes "Oh my! Visiting?";
- mes "What bad timing. The village is a bit unorganized at the moment so I'm actually closed. Sorry.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Inn Keeper]";
- mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you.";
- next;
- } else {
- mes "[Inn Keeper]";
- mes "Welcome.";
- mes "This is Port Malaya's best inn, 'Cabin in the City'.";
- next;
- }
- mes "[Inn Keeper]";
- mes "Come for a rest? Lodging will be 5,000 Zeny.";
- next;
- switch(select("Store.:Lodge. - 5,000z:Cancel.")) {
- case 1:
- mes "[Inn Keeper]";
- mes "Successfully stored. See you next time.";
- savepoint "ma_in01",43,98;
- close;
- case 2:
- if (Zeny < 5000) {
- mes "[Inn Keeper]";
- mes "Sorry. I think you are a bit short.";
- close;
- }
- mes "[Inn Keeper]";
- mes "Hope you enjoy your stay.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ma_in01",43,98;
- end;
- case 3:
- close;
- }
-}
-
-- script Unidentified Creature#i -1,{
- end;
-OnInit:
- switch(atoi(strnpcinfo(2))) {
- case 1: setarray .@npc$,"01","02","03","04"; break;
- case 5: setarray .@npc$,"05","06","07","08"; break;
- case 9: setarray .@npc$,"09","10","11"; break;
- default: end;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnBingx2:
- switch(atoi(strnpcinfo(2))) {
- case 1: setarray .@npc$,"02","03","04"; break;
- case 5: setarray .@npc$,"06","07","08"; break;
- case 9: setarray .@npc$,"10","11"; break;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnTouch:
- if (getcharid(1)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- if (rand(1,5)%2) {
- switch(atoi(strnpcinfo(2))) {
- case 1: $ma_name04$ = strcharinfo(0); break;
- case 5: $ma_name05$ = strcharinfo(0); break;
- case 9: $ma_name06$ = strcharinfo(0); break;
- }
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-ma_fild01,74,367,6 duplicate(Unidentified Creature#i) Unidentified Creature#01 4_MAL_BUDIDAI,2,2
-ma_fild02,282,41,4 duplicate(Unidentified Creature#i) Unidentified Creature#05 4_MAL_BUDIDAI,2,2
-ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 4_MAL_BUDIDAI,2,2
-
-- script Unidentified Creature#j -1,{
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnBingx2:
- switch(atoi(strnpcinfo(2))) {
- case 2: setarray .@npc$,"01","03","04"; break;
- case 3: setarray .@npc$,"01","02","04"; break;
- case 4: setarray .@npc$,"01","02","03"; break;
- case 6: setarray .@npc$,"05","07","08"; break;
- case 7: setarray .@npc$,"05","06","08"; break;
- case 8: setarray .@npc$,"05","06","07"; break;
- case 10: setarray .@npc$,"09","11"; break;
- case 11: setarray .@npc$,"09","10"; break;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnTouch:
- .@i = atoi(strnpcinfo(2));
- if (.@i%4 == 2) {
- if (getcharid(0) == getpartyleader(getcharid(1),2))
- .@pass = 1;
- } else if (.@i%4 == 3) {
- if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME))
- .@pass = 1;
- } else if (.@i%4 == 0) {
- if (rand(1,100)%10 == 7)
- .@pass = 1;
- }
- if (.@pass) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- if (rand(1,5)%2) {
- switch(.@i) {
- case 2:
- case 3:
- case 4:
- $ma_name04$ = strcharinfo(0);
- break;
- case 6:
- case 7:
- case 8:
- $ma_name05$ = strcharinfo(0);
- break;
- case 10:
- case 11:
- $ma_name06$ = strcharinfo(0);
- break;
- }
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-ma_fild01,109,116,4 duplicate(Unidentified Creature#j) Unidentified Creature#02 4_MAL_BUDIDAI,2,2
-ma_fild01,280,150,6 duplicate(Unidentified Creature#j) Unidentified Creature#03 4_MAL_BUDIDAI,2,2
-ma_fild01,309,221,6 duplicate(Unidentified Creature#j) Unidentified Creature#04 4_MAL_BUDIDAI,2,2
-ma_fild02,246,324,4 duplicate(Unidentified Creature#j) Unidentified Creature#06 4_MAL_BUDIDAI,2,2
-ma_fild02,71,296,6 duplicate(Unidentified Creature#j) Unidentified Creature#07 4_MAL_BUDIDAI,2,2
-ma_fild02,32,263,4 duplicate(Unidentified Creature#j) Unidentified Creature#08 4_MAL_BUDIDAI,2,2
-ma_scene01,158,139,4 duplicate(Unidentified Creature#j) Unidentified Creature#10 4_MAL_BUDIDAI,2,2
-ma_scene01,167,112,6 duplicate(Unidentified Creature#j) Unidentified Creature#11 4_MAL_BUDIDAI,2,2
-
-malaya,227,311,4 script Grandma#ma01 4_F_BARYO_OLD,{
- if (malaya_hi < 10) {
- mes "[Grandma]";
- mes "You're not from around here? Take care of yourself.";
- next;
- mes "[Grandma]";
- mes "I'm worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Grandma]";
- mes "I heard there is an outsider that is helping the village.";
- next;
- mes "[Grandma]";
- mes "Then my daughter-in-law will be safe.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Grandma]";
- mes "Heard there is this "+getd("$ma_name0"+rand(1,6)+"$")+" that follows Meoneonuncle around.";
- next;
- mes "[Grandma]";
- mes "I will cheer for their forbidden love.";
- close;
- }
- mes "[Grandma]";
- mes "I'm worried about my pregnant daughter-in-law. Hope Meoneonuncle won't bother her.";
- next;
- select("Meoneonuncle?");
- mes "[Grandma]";
- mes "Not from around here? Let me tell you why even a foreigner like you should be careful.";
- next;
- mes "[Grandma]";
- mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby.";
- next;
- mes "[Grandma]";
- mes "But happiness never lasts forever, right? The baby was miscarried from an accident...";
- next;
- mes "[Grandma]";
- mes "She eventually passed away after grieving over her lost baby for days.";
- next;
- select("That is a sad story.");
- mes "[Grandma]";
- mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village.";
- next;
- mes "[Grandma]";
- mes "If you ever walk around Port Malaya at night...";
- next;
- mes "[Grandma]";
- mes "And hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncle's wings flapping.";
- close;
-}
-
-malaya,189,263,4 script Drumming Young Man#ma02 4_M_BARYO_MAN,{
- if (malaya_hi < 10) {
- emotion e_omg;
- mes "[Drumming Young Man]";
- mes "Ugh... it's just like that time before...";
- next;
- emotion e_omg;
- mes "[Drumming Young Man]";
- mes "When the moon was swallowed. Argh!";
- close;
- } else if (malaya_hi < 20) {
- mes "[Drumming Young Man]";
- mes "I think the village was saved by a nameless adventurer.";
- next;
- emotion e_sigh;
- mes "[Drumming Young Man]";
- mes "Phew... I thought Bakonawa appeared again.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Drumming Young Man]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to have stopped Bakonawa from swallowing the moon. Isn't it awesome? I'm so relieved.";
- close;
- }
- mes "[Drumming Young Man]";
- mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya.";
- next;
- mes "[Drumming Young Man]";
- mes "But I know that Bakonawa could also 'swallow people', too.";
- next;
- select("Huk! Then isn't it dangerous?");
- emotion e_gg;
- mes "[Drumming Young Man]";
- mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person.";
- next;
- mes "[Drumming Young Man]";
- mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already.";
- next;
- select("Wow. What is it?");
- mes "[Drumming Young Man]";
- mes "He is sensitive to noise so when he's about to swallow the moon!!";
- next;
- mes "[Drumming Young Man]";
- mes "That's your chance!! It doesn't matter what kind of noise!! Whether it's a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
- next;
- mes "[Drumming Young Man]";
- mes "Then Bakonawa will get surprised, spit out the moon and run away!";
- next;
- mes "[Drumming Young Man]";
- mes "Carry a drum around with you. You'll find it handy.";
- close;
-}
-
-malaya,270,59,4 script Port Guard#ma03 4_MAL_SOLDIER,{
- if (malaya_hi < 10) {
- emotion e_swt2;
- mes "[Port Guard]";
- mes "The village is chaotic these days. Is it okay for me to be off like this?";
- close;
- } else if (malaya_hi < 20) {
- emotion e_no;
- mes "[Port Guard]";
- mes "The village is somewhat stable now but you should still be careful walking around at night.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Port Guard]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to escape from Buwaya alive after being captured. This person must be powerful.";
- close;
- }
- emotion e_omg;
- mes "[Port Guard]";
- mes "What!! Port all clear!!";
- next;
- mes "[Port Guard]";
- mes "Huh? You're not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
- next;
- select("What document?");
- mes "[Port Guard]";
- mes "It says that travelers should be careful of monsters when walking in the village at night.";
- next;
- mes "[Port Guard]";
- mes "Buwaya don't come to the village often but there are cases when they snatch people in the boxes they carry at night.";
- next;
- mes "[Port Guard]";
- mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided.";
- next;
- switch(select("I see.:Is there any way to prevent them from coming?")) {
- case 1:
- mes "[Port Guard]";
- mes "Be careful at night!";
- close;
- case 2:
- mes "[Port Guard]";
- mes "They say you can attack Buwaya's weak point inside the box they carry if you ever get caught in one.";
- next;
- mes "[Port Guard]";
- mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar.";
- next;
- emotion e_hmm;
- mes "[Port Guard]";
- mes "But if the fluttering sound is small or if you don't hear anything, let's just say you should prepare for attack and wish for luck.";
- close;
- }
-}
-
-malaya,88,252,4 script Little Girl#ma04 4_F_BARYO_GIRL,{
- if (malaya_hi < 10) {
- mes "[Little Girl]";
- mes "I'm scared but I have to visit the fairy in the forest.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Little Girl]";
- mes "He he. Father said I can visit the fairy in the forest when the village calms down.";
- close;
- }
- if (rand(1,3) == 2) {
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- mes "[Little Girl]";
- mes "A little while ago "+.@name$+" came and told me a fun story.";
- next;
- mes "[Little Girl]";
- mes "'I planted a pair of pear trees in the yard.'";
- mes "He he. Isn't it fun? "+.@name$+" seems like a fun person.";
- close;
- }
- mes "[Little Girl]";
- mes "Father said I won't catch skin diseases once I'm friends with the fairy from the forest.";
- next;
- select("What is this fairy?");
- mes "[Little Girl]";
- mes "Encan'to! Encan'to fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies...";
- next;
- mes "[Little Girl]";
- mes "But boy fairies are prettier. Why is that?";
- close;
-}
-
-malaya,219,92,6 script Little Kid#ma05 4_M_BARYO_BOY,{
- if (malaya_hi < 10) {
- mes "[Little Kid]";
- mes "My mom told me not to play outside because its dangerous. Why?";
- close;
- } else if (malaya_hi < 20) {
- mes "[Little Kid]";
- mes "My mom told me I can play but only in Port Malaya.";
- next;
- mes "[Little Kid]";
- mes "He he. But I never thought of going outside of Port Malaya.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Little Kid]";
- mes "I heard someone took Jejelings hat in Baryo Mahiwaga.";
- next;
- mes "[Little Kid]";
- mes "Why would someone steal a monster's hat? "+getd("$ma_name0"+rand(1,6)+"$")+" must be desperate.";
- next;
- mes "[Little Kid]";
- mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didn't hear me.";
- close;
- }
- mes "[Little Kid]";
- mes "I think someone is stealing all the hats in the village.";
- next;
- mes "[Little Kid]";
- mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago.";
- next;
- mes "[Little Kid]";
- mes "Hmm... do you think Jejeling took it?";
- next;
- mes "[Little Kid]";
- mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat...";
- close;
-}
-
-malaya,363,283,4 script Local#ma06 4_M_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Local]";
- mes "Hmm... is it time to be careful of the witches' curse?";
- next;
- mes "[Local]";
- mes "Beware of Mongkukurums needle, foreigner.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Local]";
- mes "Welcome to Port Malaya, foreigner..";
- next;
- mes "[Local]";
- mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes.";
- close;
- }
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- switch(rand(1,6)) {
- case 1:
- mes "[Local]";
- mes "Be careful walking around the village at night. "+.@name$+" was taken down by Wokwok.";
- close;
- case 2:
- mes "[Local]";
- mes .@name$+" is said to have successfully tamed a Tikbalang. This person must be courageous. Wonder if I'll get to see this tamed Tikbalang?";
- close;
- case 3:
- mes "[Local]";
- mes "Have you ever seen Bongisungisu? I heard "+.@name$+" is hunting down Bongisungisus.";
- close;
- case 4:
- mes "[Local]";
- mes "If you plan to go out of the village, be careful of Tiucknuc. "+.@name$+" is said to be tricked by Tiucknuc and had to go to the hospital.";
- close;
- case 5:
- case 6:
- break;
- }
- mes "[Local]";
- mes "The village is chaotic these days. Looks like Mongkukurum is back in the village.";
- next;
- select("Mongkukurum?");
- mes "[Local]";
- mes "A monster that is also called witch. Looks like a person and also wears clothes.";
- next;
- mes "[Local]";
- mes "Mongkukurum makes a doll out of the people it sees and curses it with needles.";
- next;
- select("Is there a way to recognize this monster?");
- mes "[Local]";
- mes "There is one way. All Mongkukurum have red eyes.";
- next;
- mes "[Local]";
- mes "You can recognize them by their eyes but! You must remember one thing.";
- next;
- mes "[Local]";
- mes "You will be captivated by Mongkukurum if you stare at their eyes too long.";
- next;
- mes "[Local]";
- mes "Never ever stare into their eyes for too long.";
- close;
-}
-
-malaya,41,127,6 script Old Man #ma07 4_M_BARYO_OLD,{
- if (malaya_hi < 10) {
- mes "[Old Man]";
- mes "Foreigners are not welcomed that much when our village is chaotic like these days.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Old Man]";
- mes "You are out of luck visiting the village at a time like this and not being welcomed.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Old Man]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to throw out Jellopy in this village.";
- next;
- mes "[Old Man]";
- mes "Tsk, tsk... Must be a person that isn't worthy of a Jellopy.";
- close;
- }
- mes "[Old Man]";
- mes "You must also look out to see if Bangungot lives in a tree you are about to cut down.";
- next;
- mes "[Old Man]";
- mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars.";
- next;
- select("What happens?");
- mes "[Old Man]";
- mes "Well, for a Bangungot, it means losing its home so they get vengeful.";
- next;
- mes "[Old Man]";
- mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first.";
- next;
- mes "[Old Man]";
- mes "But as time goes by and their vengeance grows, they sit on top of you until you suffocate.";
- next;
- select("Oh, gosh...");
- mes "[Old Man]";
- mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep over it.";
- close;
-}
-
-malaya,63,185,4 script Woman#ma08 4_F_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Woman]";
- mes "I don't have anything to share with you.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Woman]";
- mes "Im worried about the children. I hope they aren't terrified from whats going on in the village.";
- close;
- }
- if (rand(1,3) == 2) {
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- .@rand = rand(1,10);
- if (.@rand < 5) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story.";
- next;
- }
- switch(.@rand) {
- case 1:
- mes "[Woman]";
- mes "'My aunt stepped on an ant.'";
- next;
- break;
- case 2:
- mes "[Woman]";
- mes "'You eat chili on a chilly day.'";
- next;
- break;
- case 3:
- mes "[Woman]";
- mes "'Why are you putting flour on that flower?'";
- next;
- break;
- case 4:
- mes "[Woman]";
- mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'";
- next;
- mes "[Woman]";
- mes .@name$+" said that and was kicked out of the Tool Store.";
- next;
- break;
- case 5:
- mes "[Woman]";
- mes "A Kafra Employee I'm friends with told me a story about a customer.";
- next;
- mes "[Woman]";
- mes "'Kafra, the wise never marry and when they marry, they become otherwise.'";
- next;
- mes "[Woman]";
- mes "He he... I do like funny stories but a bit difficult for my taste.";
- close;
- default:
- mes "[Woman]";
- mes "I like fun stories. Oh by the way! "+.@name$+", love is photogenic. Don't you agree?";
- next;
- mes "[Woman]";
- mes "It needs darkness to develop.";
- next;
- }
- mes "[Woman]";
- mes "He he. Isn't it fun?";
- close;
- }
- mes "[Woman]";
- mes "If you hear a baby crying from the forest outside of the village, never go near it.";
- next;
- select("Why?");
- mes "[Woman]";
- mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby.";
- next;
- mes "[Woman]";
- mes "But when kind travelers pick up the baby, it turns back into its original form and attacks.";
- next;
- select("Sounds like a sneaky monster.");
- mes "[Woman]";
- mes "Yes, this monster is bad to trick the kindness of travelers but...";
- next;
- mes "[Woman]";
- mes "There is rumor that the monster came from the soul of a baby that never been born. So sad.";
- close;
-}
-
-// Jeepneys
-//============================================================
-function script F_Malaya_Jeepney {
- .@mapname$ = getarg(0);
- .@passengers = getarg(1);
-
- // set the other messages of varying amount)
- for (.@i = 5; .@i < getargcount(); .@i++) {
- setd(".@msgJeepneyInfo$[" + (.@i - 5) + "]", getarg(.@i));
- }
-
- if (malaya_hi < 10) {
- mes "[Jeepney Driver]";
- mes getarg(2);
- close;
- } else if ((malaya_hi >= 10) && (malaya_hi < 20)) {
- mes "[Jeepney Driver]";
- mes getarg(3);
- close;
- } else {
- mes "[Jeepney Driver]";
- mes getarg(4);
- next;
- }
- switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]:Jeepney?:Are there any other Jeepneys?:Ah... Yes...")) {
- case 1:
- if (getmapusers(.@mapname$) >= .@passengers) {
- mes "[Jeepney Driver]";
- mes "I'm afraid the Jeepney is full.";
- mes "I'm sorry but how about some other Jeepney?";
- close;
- } else {
- mes "[Jeepney Driver]";
- mes "Have a nice day.";
- close2;
- warp .@mapname$,29,24;
- end;
- }
- case 2:
- // iterate through all the jeepney information for this specific NPC
- for (.@i = 0; .@i < getarraysize(.@msgJeepneyInfo$); .@i++) {
- mes "[Jeepney Driver]";
- mes getd(".@msgJeepneyInfo$[" + .@i + "]");
-
- if (.@i < (getarraysize(.@msgJeepneyInfo$) - 1)) {
- next;
- }
- }
- close;
- case 3:
- mes "[Jeepney Driver]";
- mes "Oh! Other Jeepneys are in operation, of course.";
- next;
- mes "[Jeepney Driver]";
- mes "In Port Malaya there are 12, 30 and 60 passenger Jeepneys with 3 each operating.";
- next;
- mes "[Jeepney Driver]";
- mes "Would you like to know the location of other cars?";
- next;
- switch (select("I'd like to know where the 12 passenger car is.:I'd like to know where the 30 passenger car is.:I'd like to know where the 60 passenger car is.")) {
- case 1:
- viewpoint 1, 237, 240, 1, 0xF7E009;
- viewpoint 1, 67 , 44 , 2, 0xF7E009;
- viewpoint 1, 282, 129, 3, 0xF7E009;
- .@zif_in = 12;
- break;
- case 2:
- viewpoint 1, 134, 250, 4, 0xF7E009;
- viewpoint 1, 341, 153, 5, 0xF7E009;
- viewpoint 1, 293, 290, 6, 0xF7E009;
- .@zif_in = 30;
- break;
- case 3:
- viewpoint 1, 242, 221, 7, 0xF7E009;
- viewpoint 1, 62 , 245, 8, 0xF7E009;
- viewpoint 1, 257, 58 , 9, 0xF7E009;
- .@zif_in = 60;
- break;
- }
- mes "[Jeepney Driver]";
- mes .@zif_in+" passenger Jeepney's location has been marked on your map.";
- next;
- break;
- }
- mes "[Jeepney Driver]";
- mes "Have a nice trip.";
- close;
-}
-
-malaya,237,240,4 script Jeepney Driver#01 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif01",
- 12,
-
- // Messages for malaya_hi checks.
- "UUrgghhhh.... I'm scared... so scared... what happened to this place?",
- "The place is still a mess... I wonder if I can operate a jeepney here...",
- "Ha ha ha Welcome. I am ^1561EAVol^000000, operating the 12 man Jeepney here.",
-
- // Monologues of variable lengths.
- "Is this your first time in Port Malaya?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "Since everybody has different tastes, you can see those with cool and elaborate decorations.",
- "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
- );
-}
-
-malaya,67,44,4 script Jeepney Driver#02 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif02",
- 12,
-
- "Wha... What's... Going on in that hospital...",
- "I think the moaning coming from the hospital has lessened...",
- "I'm ^1561EAChui^000000, operating a 12 man Jeepney. Hi there~",
-
- "Is this your first time in Port Malaya?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "I modified my Jeepney myself...",
- "For safety reasons there's a limit to the number of passengers, and it's safe so no worries..."
- );
-}
-
-malaya,282,129,4 script Jeepney Driver#03 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif03",
- 12,
-
- "It's not good for outsiders to have a chat... Perhaps the Mumbaki Leader may have the solution for this.",
- "Are you the adventurer who recently met Mumbaki? No wait... Then you shouldn't be here... Yes it's a ghost... Arghhhh...",
- "The name's ^1561EATop^000000, operating one of the 3 12 man Jeepneys in town.",
-
- "First time in town?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "They all look different depending on their drivers...",
- "Now it is the fame of Port Malaya."
- );
-}
-
-malaya,134,250,6 script Jeepney Driver#04 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif04",
- 30,
-
- "G...Go... Go away...",
- "Arghh... Scared the devil out of me... Go away... Shoo...",
- "^1561EABrav^000000, 30 man Jeepney driver at your service, driving as safely as I can since I get scared easily.",
-
- "Is this your first time in Port Malaya?",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "The modified cars are decorated by their operators.",
- "You come to Port Malaya, you must ride a Jeepney.",
- "Ha ha ha, of course you can't drive it yourself."
- );
-}
-
-malaya,341,153,4 script Jeepney Driver#05 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif05",
- 30,
-
- "G... Ghosts in town... Hey... Do you have one on you?",
- "I think there are fewer ghosts now... The town is slightly quieter...",
- "Hi I'm ^1561EALivil^000000 operator for the 30 man Jeepney. Safety is my priority.",
-
- "First time in town?",
- "I'll give you a quick guide as a service.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "For safety reasons, Jeepneys have a limit on the number of passengers.",
- "Some carried 180 people, but there aren't any of those in Port Malaya today."
- );
-}
-
-malaya,293,290,6 script Jeepney Driver#06 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif06",
- 30,
-
- "Gu... Guards... What are the guards doing...",
- "Did the guards finally do something? Phew... What a rush...",
- "I'm ^1561EAGad^000000, the trustworthy 30 man Jeepney driver.",
-
- "I see you're new to this town.",
- "To guide travelers is also my task!! Let me explain.",
- "Jeepneys were goods transport vehicles, now decorated and modified with Port Malaya's new technology!!",
- "This Jeepney is my very own handiwork. Ha ha ha... It's cool right? Ha ha ha",
- "Even though the customer is king, I can't let you drive it... Ha ha ha"
- );
-}
-
-malaya,242,221,4 script Jeepney Driver#07 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif07",
- 60,
-
- "Oh no... I think the whole village is bewitched by ghosts... Maybe... I should give the Mumbaki Leader a visit...",
- "Ghost... I'm sure the Mumbaki Leader knows how to get rid of these ghosts...",
- "^1561EAHott^000000, at your service, the safest 60 man Jeepney Operator.",
-
- "Jeepney is the public transportation of Port Malaya.",
- "Therefore they are everywhere. And it's free! I know they all have different passenger limits, but that's no problem because they're everywhere."
- );
-}
-
-malaya,62,245,6 script Jeepney Driver#08 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif08",
- 60,
-
- "Shoo~ Be gone if you're a ghost, and go away even if you're human~ Shoo~",
- "Hey... You... Are human right? Right? Huh? Say you are... Please...",
- "Hullo, I'm ^1561EAMuyan^000000, operator of this 60 man Jeepney. Nice to meet you.",
-
- "Jeepneys are public transport, so safety is our priority.",
- "My Jeepney received the best class of Port Malaya, a '60 man Jeepney' certificate.",
- "Meaning!! That it is perfectly safe!! Don't you worry about the ride."
- );
-}
-
-malaya,257,58,6 script Jeepney Driver#09 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif09",
- 60,
-
- "...You're an outsider... Don't go touching anything and be careful in town...",
- "The town is still quite dangerous. Best not touch anything until it is safe.",
- "Hi there. I'm ^1561EAGramma^000000, Operator of the 60 man Jeepney of Port Malaya.",
-
- "Is this your first time in Port Malaya?",
- "We Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "Since everybody have different tastes, you can see those with cool and elaborate decorations.",
- "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
- );
-}
diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt
deleted file mode 100644
index 5fefc2059..000000000
--- a/npc/re/cities/mora.txt
+++ /dev/null
@@ -1,1186 +0,0 @@
-//===== Hercules Script ======================================
-//= Mora Village
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Mora Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version. [SuperHulk]
-//= 1.1 Translations to English. [Flaid]
-//= 1.1a Standardized. [Euphy]
-//= 1.2 Added new NPCs. [Flaid]
-//= 1.3 Replaced with full iRO town NPCs. [Euphy]
-//= 1.4 Updated to match the official scripts. [Euphy]
-//============================================================
-
-// Set 1 :: mora_resident
-//============================================================
-mora,52,138,5 script Mungmung#p 4_M_RAFLE_GR,{
- mes "[Mungmung]";
- mes "I'm not the innkeeper!";
- mes "Why do people want to pay me when they see me?";
- close;
-}
-
-mora,160,123,3 script Nemnem#p 4_M_RAFLE_OLD,{
- mes "[Nemnem]";
- mes "My pain is getting worse and worse";
- mes "since the crevice appeared in Bifrost.";
- mes "Are you responsible for it, young one?";
- next;
- switch(select("Of course I am!:That's an unfair accusation!")) {
- case 1:
- mes "[Nemnem]";
- mes "Bra~vo!";
- emotion e_awsm;
- close;
- case 2:
- mes "[Nemnem]";
- mes "If not, never mind!";
- emotion e_swt2,1;
- close;
- }
-}
-
-mora,105,104,3 script Boaster#podo 4_M_DOGTRAVELER2,{
- mes "[Boaster]";
- mes "So the situation";
- mes "was at its worst.";
- next;
- mes "[Raffles]";
- mes "Oh~!";
- next;
- mes "[Boaster]";
- mes "Bored to death, I started to cry.";
- mes "Then I fell asleep, tired from all the crying.";
- mes "And when I woke up,";
- mes "I was even more bored";
- mes "than before!";
- next;
- mes "[Raffles]";
- mes "Oh, oh!";
- mes "That's terrible, so terrible.";
- mes "How could that happen?!";
- next;
- mes "[Boaster]";
- mes "So the situation got";
- mes "more and more serious...";
- mes "Now give me some more coins.";
- emotion e_swt2,1;
- close;
-}
-
-mora,105,100,1 script Rangrang#p 4_F_RAFLE_PK,{
- mes "[Rangrang]";
- mes "I've never heard such a boring and sad story.";
- mes "I feel like crying!";
- close;
-}
-
-/*
-// Disabled due to overlapping with RangRang,
-// and is not clickable on official servers.
-mora,105,100,1 script Gurgur#p 4_M_RAFLE_GR,{
- mes "[Gurgur]";
- mes "He's been crying, falling asleep,";
- mes "and then waking up for 210 times now.";
- mes "Isn't it just so original?";
- mes "I wonder how the story will end.";
- close;
-}
-*/
-
-mora,99,100,7 script Decoy#podo 4_F_DOGTRAVELER,{
- mes "[A Decoy]";
- mes "Oh~!";
- mes "That's just so";
- mes "unbelievable!";
- mes "I'm so curious, let's give him some coins!";
- close;
-}
-
-mora,98,104,5 script Moved Raffle#podo 4_M_RAFLE_GR,{
- mes "[Moved Raffle]";
- mes "This is sad, too sad!";
- mes "I'm not sure why,";
- mes "but it must be sad";
- mes "because everybody else says so.";
- close;
-}
-
-mora,102,107,5 script Relieved Raffle#podo 4_M_RAFLE_OLD,{
- mes "[Relieved Raffle]";
- mes "Wow~!";
- mes "This is exciting.";
- mes "He woke up safe and sound again!";
- mes "Well, I'm sure he will next time!";
- mes "...";
- next;
- mes "[Relieved Raffle]";
- mes "Eh?";
- close;
-}
-
-mora,101,107,5 script Excited Raffle#podo 4_F_RAFLE_PK,{
- mes "[Excited Raffle]";
- mes "Wow~";
- mes "The story is no fun at all.";
- mes "Wow~!";
- mes "But it's as if we were singing in chorus -";
- mes "it's really fun.";
- mes "Wow~!";
- close;
-}
-
-mora,103,100,5 script Impressed Raffle#podo 4_F_RAFLE_PK,{
- mes "[Impressed Raffle]";
- mes "Wow! Wow!";
- close;
-}
-
-mora,123,94,7 script Visitor to Mora#podo1 4_F_DOGTRAVELER,{
- mes "[Visitor to Mora]";
- mes "I'm stuck here because of the crevice, which appeared out of nowhere.";
- mes "Ha......";
- close;
-}
-
-mora,155,72,3 script Visitor to Mora#podo2 4_M_DOGTRAVELER,{
- mes "[Visitor to Mora]";
- mes "Isn't this one cheerful village?";
- mes "With Bifrost blocked like that, I'm thinking of settling here permanently.";
- close;
-}
-
-mora,184,169,5 script Worker#mo1 4_M_RAFLE_GR,{
- mes "[Worker]";
- mes "I heard that somebody made it out of the Labyrinth Forest alive.";
- mes "Whoever it is, I want to meet this person myself.";
- close;
-}
-
-mora,179,155,1 script Novice Worker#mo 4_M_RAFLE_GR,{
- mes "[Novice Worker]";
- mes "I'll come out of the Labyrinth Forest and become a hero!";
- next;
- mes "[Indifferent Worker]";
- mes "I hear somebody already did that.";
- next;
- mes "[Novice Worker]";
- mes "What if I say I'm that somebody?";
- next;
- mes "[Indifferent Worker]";
- mes "Forget it. It's more believable";
- mes "to say I did it.";
- next;
- mes "[Novice Worker]";
- mes "Well, that's true.";
- close;
-}
-
-mora,177,157,5 script Indifferent Worker#mo 4_F_RAFLE_PK,{
- mes "[Novice Worker]";
- mes "I'll come out of the Labyrinth Forest and become a hero!";
- next;
- mes "[Indifferent Worker]";
- mes "I hear somebody already did that.";
- next;
- mes "[Novice Worker]";
- mes "What if I say I'm that somebody?";
- next;
- mes "[Indifferent Worker]";
- mes "Forget it. It's more believable";
- mes "to say I did it.";
- next;
- mes "[Novice Worker]";
- mes "Well, that's true.";
- close;
-}
-
-mora,108,182,5 script Worker#mo4 4_M_RAFLE_GR,{
- mes "[Worker]";
- mes "Stay clear of the Labyrinth Forest.";
- mes "Don't ever dream of peeking in out of curiosity.";
- mes "Lots of travelers have gone missing after going there.";
- close;
-}
-
-// Set 2 :: npc
-//============================================================
-mora,122,97,6 script Relaxing Raffle#ep14_1 4_M_RAFLE_OLD,{
- mes "[Relaxing Rafflesia]";
- mes "The public bath in the center of the village is a symbol of Mora Village.";
- next;
- mes "[Relaxing Rafflesia]";
- mes "It's not just a simple puddle.";
- mes "It has tremendous power";
- mes "to heal wounds.";
- next;
- mes "[Relaxing Rafflesia]";
- mes "Try walking in the bath";
- mes "if you want to see for yourself.";
- mes "It will slowly but surely heal your wounds.";
- close;
-}
-
-mora,174,171,0 script Warehouse Worker#mo1 4_F_RAFLE_PK,{
- mes "[Shortffle]";
- mes "I want to climb the ladder,";
- mes "but my legs are too short to do that.";
- emotion e_sob;
- next;
- mes "[Shortffle]";
- mes "I wonder who brought it here.";
- close;
-}
-
-mora,113,185,4 script Reading Raffle#ep14_1 4_M_RAFLE_GR,{
- mes "You see a Rafflesia";
- mes "lost in reading.";
- next;
- switch(select("See what he's reading.:Leave him alone.")) {
- case 1:
- mes "Curious about what he's reading,";
- mes "you quietly approach him from behind.";
- mes "The Rafflesia is reading in a low voice.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren was going to Eremes's.";
- mes "He was going there to borrow";
- mes "Eremes's reference books,";
- next;
- mes "[Reading Rafflesia]";
- mes "but he also hoped to see";
- mes "his beautiful sister, Seiren.";
- mes "Seiren knocked on Eremes's door";
- mes "with his heart pounding.";
- next;
- mes "[Reading Rafflesia]";
- mes "Knock! Knock! Knock!";
- mes "Excuse me. Is anybody there?";
- mes "... ... ...";
- mes "He doesn't hear anything.";
- next;
- mes "[Reading Rafflesia]";
- mes "Is there nobody home?";
- mes "He knocked again,";
- mes "afraid that he might have";
- mes "made the trip for nothing.";
- next;
- mes "[Reading Rafflesia]";
- mes "Knock! Knock! Knock!";
- mes "No answer again. Is there nobody home?";
- mes "He knew it was rude to do that,";
- mes "but he decided to enter anyway";
- mes "and wait for Eremes to come back home.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren opened the front door";
- mes "with his heart throbbing.";
- mes "*squeak*";
- mes "The door wasn't locked.";
- mes "Eremes seems to be away for a while.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren entered the house hesitantly.";
- mes "The moment he stepped into the house,";
- mes "he heard a sound of water running.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren suddenly came to his senses,";
- mes "and turned back to go out.";
- mes "But right at the moment!!";
- next;
- mes "[Reading Rafflesia]";
- mes "*thud*";
- mes "The bathroom door opened,";
- mes "and with white steam pouring out came a foot.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren's heart almost stopped";
- mes "at the sight of it. And a moment later,";
- mes "somebody came out from the bathroom,";
- mes "with just a towel around her body.";
- next;
- mes "[Reading Rafflesia]";
- mes "With her body still wet";
- mes "from the shower...";
- next;
- mes "[Reading Rafflesia]";
- mes "*gasp* Who are you? How long";
- mes "were you standing there? How rude.";
- emotion e_omg;
- next;
- mes "The Rafflesia closed the book hastily.";
- mes "You're curious what will happen next,";
- mes "but you've been rude enough,";
- mes "so you just give up.";
- close;
- case 2:
- mes "You leave the place quietly";
- mes "in order not to disturb";
- mes "the Rafflesia, who was lost in reading.";
- close;
- }
-}
-
-mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{
- mes "[Banana Rafflesia]";
- mes "You want a banana?";
- next;
- switch(select("Yes, I do.:No, thanks.")) {
- case 1:
- mes "[Banana Rafflesia]";
- mes "Take it if you can.";
- mes "If you are successful, you can have it for free.";
- emotion e_ok;
- close;
- case 2:
- mes "[Banana Rafflesia]";
- mes "Well, I was going to give it for free,";
- mes "but if you don't want it, it's fine with me.";
- emotion e_pif;
- close;
- }
-}
-
-mora,30,128,4 script Relaxing Traveler#ep14_1 4_M_DOGTRAVELER2,{
- mes "[Traveler]";
- mes "The Mora Inn is famous";
- mes "for its unusual pieces of furniture.";
- mes "Mushroom closets and apple dressers...";
- mes "Aren't they so innovative?";
- next;
- select("... ... ...");
- mes "[Traveler]";
- mes "Sorry... maybe it's just me...";
- emotion e_sry;
- close;
-}
-
-mora,130,96,4 script Relaxing Traveler#ep14_2 4_M_DOGTRAVELER,{
- mes "[Traveler]";
- mes "The Rafflesia in Mora Village all look alike, so it's so confusing.";
- mes "It's like looking at centuplets...";
- next;
- mes "[Traveler]";
- mes "However! If you look closely,";
- mes "you'll find each of them has a personality.";
- mes "To find it is one of the fun things";
- mes "you can do in the village.";
- close;
-}
-
-mora,43,113,4 script Wounded Rafflesia#ep14_1 4_M_RAFLE_OLD,{
- mes "[Wounded Raffle]";
- mes "Ugghh... What was it";
- mes "that was in the bath... Arrrghh...";
- mes "To attack suddenly like that... Be careful...";
- mes "Whatever it is in there, it's very aggressive.";
- close;
-}
-
-mora,168,161,4 script Warehouse Worker#mo2 4_M_DOGTRAVELER,{
- mes "[Lively]";
- mes "The inn over there~";
- mes "It should've been mine~";
- next;
- mes "[Lively]";
- mes "The store over there~";
- mes "It should've been mine as well~";
- next;
- mes "[Lively]";
- mes "The warehouse here~";
- mes "and all the things in it~";
- mes "All of those should've been mine~";
- mes "All of those should've been mine~";
- next;
- mes "[Lively]";
- mes "Ahhh... I'd like to make money...";
- emotion e_sob;
- close;
-}
-
-mora,175,161,6 script Warehouse Worker#mo3 4_F_RAFLE_PK,{
- mes "[Kuorita]";
- mes "Oh... this duck...";
- next;
- mes "[Kuorita]";
- mes "Its slender red beak...";
- mes "and the blush on its cheeks...";
- mes "and its wings, ready to take off";
- mes "any moment...";
- emotion e_shy;
- next;
- mes "[Kuorita]";
- mes "I want to have it badly...";
- mes "What would happen if I stole it?";
- emotion e_rice;
- close;
-}
-
-mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{
- mes "[Raffle Philosopher]";
- mes "With a little token of appreciation, I will tell you a quote that will help you in your life.";
- next;
- if(select("Give him a token of appreciation.:Can't you just tell me?") == 2) {
- mes "[Raffle Philosopher]";
- mes "You don't get something for nothing.";
- close;
- }
- mes "[Raffle Philosopher]";
- mes "How much are you willing to give me?";
- mes "You can pay me in the currencies listed below.";
- mes "Enter the sum you're willing to pay. Enter 0 if you don't want to pay anything.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Raffle Philosopher]";
- mes "So you don't want to hear a quote, eh?";
- close;
- } else if (.@input < 100 || .@input > 1000000) {
- mes "[Raffle Philosopher]";
- mes "You can pay between ^FF0000100 and 1000000^000000.";
- close;
- } else if (Zeny < .@input) {
- mes "[Raffle Philosopher]";
- mes "So you think this is what my time is worth?";
- close;
- }
- mes "[Raffle Philosopher]";
- mes "The quote I'm going to tell you is...";
- mes "Let's see... Wait a second.";
- Zeny -= .@input;
- next;
- mes ". . . . . . . . .";
- next;
- mes ". . . . . . . . .";
- next;
- mes ". . . . . . . . .";
- next;
- mes "[Raffle Philosopher]";
- mes "Okay! I think this is the one for you.";
- next;
- mes "[Raffle Philosopher]";
- mes strcharinfo(0)+", the quote I'm going to tell you is...";
- switch(rand(1,70)) {
- case 1:
- mes "Nothing is more difficult,";
- mes "and therefore more precious,";
- mes "than to be able to decide.";
- mes "- Napoleon Bonaparte -";
- break;
- case 2:
- mes "Sometimes we stare so long at a door that is closing,";
- mes "that we see too late the one that is open.";
- mes "- Alexander Graham Bell -";
- break;
- case 3:
- mes "If it's that painful, why do you keep doing it?";
- mes "The answer's simple.";
- mes "Because it makes my heart beat,";
- mes "because it excites me.";
- mes "My body might suffer, but I'm a lot happier";
- mes "doing what I have always wanted to do.";
- mes "- Biya Han -";
- break;
- case 4:
- mes "You cannot persuade anybody";
- mes "before you change yourself.";
- mes "- Cheoljong Ko -";
- break;
- case 5:
- mes "Never regret what you have chosen.";
- mes "- Miyoung Ko -";
- break;
- case 6:
- mes "A man is not finished when he is defeated.";
- mes "He is finished when he quits.";
- mes "- Richard Nixon -";
- break;
- case 7:
- mes "Failure is instructive.";
- mes "The person who really thinks";
- mes "learns quite as much from his failures";
- mes "as from his successes.";
- mes "- John Dewey -";
- break;
- case 8:
- mes "We sow our thoughts, and we reap our actions;";
- mes "we sow our actions, and we reap our habits;";
- mes "we sow our habits, and we reap our characters;";
- mes "we sow our characters, and we reap our destiny.";
- mes "- Erasmus -";
- break;
- case 9:
- mes "There is no greater folly";
- mes "in the world";
- mes "than for a man to despair.";
- mes "- Miguel de Cervantes -";
- break;
- case 10:
- mes "Humility is the most difficult";
- mes "of all virtues to achieve,";
- mes "nothing dies harder than the desire";
- mes "to think well of oneself.";
- mes "- T. S. Eliot -";
- break;
- case 11:
- mes "You have to assess your talent...";
- mes "and ask yourself if this is going to be";
- mes "an avocation or a job.";
- mes "- Norma Clayton -";
- break;
- case 12:
- mes "An eye for an eye";
- mes "only ends up";
- mes "making the whole world blind.";
- mes "- Gandhi-";
- break;
- case 13:
- mes "A man of no talent";
- mes "craves long life,";
- mes "yet a fool, if offered eternity,";
- mes "would not know what to do with it.";
- mes "- Solzhenitsyn -";
- break;
- case 14:
- mes "It is not because the truth is too difficult to see that we make mistakes...";
- mes "we make mistakes because the easiest and most comfortable course for us";
- mes "is to seek insight where it accords with our emotions - especially selfish ones.";
- mes "- Solzhenitsyn -";
- break;
- case 15:
- mes "Beware of a man";
- mes "of one book.";
- mes "- English Proverb -";
- break;
- case 16:
- mes "Bees drink water to make honey,";
- mes "and snakes drink water to make poison.";
- mes "- English Proverb -";
- break;
- case 17:
- mes "Despair is an illness leading to death.";
- mes "- Kierkegaard -";
- break;
- case 18:
- mes "To eat bread without hope is";
- mes "still slowly to starve to death.";
- mes "- Pearl Buck -";
- break;
- case 19:
- mes "Optimism is the faith that leads to achievement.";
- mes "Nothing can be done";
- mes "without hope and confidence.";
- mes "- Helen Keller -";
- break;
- case 20:
- mes "Look deep into nature,";
- mes "and then you will understand";
- mes "everything better.";
- mes "- Albert Einstein -";
- break;
- case 21:
- mes "Many of life's failures are";
- mes "people who did not realize";
- mes "how close they were";
- mes "to success";
- mes "when they gave up.";
- mes "- Thomas Edison -";
- break;
- case 22:
- mes "I have more fun and enjoy more financial success";
- mes "when I stop trying";
- mes "to get what I want";
- mes "and start helping other people ";
- mes "get what they want.";
- mes "- Spencer Johnson, Larry Wilson -";
- break;
- case 23:
- mes "Age is like love, it cannot be hid.";
- mes "- Thomas Dekker -";
- break;
- case 24:
- mes "We can't become";
- mes "what we need to be";
- mes "by remaining what we are.";
- mes "- Oprah Winfrey -";
- break;
- case 25:
- mes "Turn your wounds.";
- mes "into wisdom.";
- mes "- Oprah Winfrey -";
- break;
- case 26:
- mes "Pain is the great teacher of mankind.";
- mes "- Marie E. Eschenbach -";
- break;
- case 27:
- mes "The superior man thinks always";
- mes "of virtue; the common man";
- mes "thinks of comfort.";
- mes "- Confucius -";
- break;
- case 28:
- mes "Pleasure is often spoiled by describing it.";
- mes "- Stendhal -";
- break;
- case 29:
- mes "The end comes when we";
- mes "no longer talk with ourselves.";
- mes "It is the end of genuine thinking";
- mes "and the beginning of the final loneliness.";
- mes "- Edward Gibbon -";
- break;
- case 30:
- mes "They who have conquered doubt and fear";
- mes "have conquered failure.";
- mes "- James Allen -";
- break;
- case 31:
- mes "Our greatest pride was";
- mes "not that we never fail, but rather";
- mes "that we always stand up when we fall.";
- mes "- Confucius -";
- break;
- case 32:
- mes "When you love a person";
- mes "all fear disappears.";
- mes "And when you are afraid all love disappears.";
- mes "- Osho Rajneesh -";
- break;
- case 33:
- mes "The power of our unconscious mind is enormous;";
- mes "what we cannot do in our conscious state";
- mes "we can do with the help";
- mes "of the unconscious mind";
- mes "more sensible than the conscious.";
- mes "- Osho Rajneesh -";
- break;
- case 34:
- mes "Truth is simple. Very simple-";
- mes "so simple that a child can understand it.";
- mes "In fact, so simple that only a child can understand it.";
- mes "Unless you become a child again";
- mes "you will not be able to understand it.";
- mes "It is an experience, not speculation.";
- mes "- Osho Rajneesh -";
- break;
- case 35:
- mes "The best and most beautiful things in the world";
- mes "cannot be seen or even touched -";
- mes "they must be felt with the heart.";
- mes "- Helen Keller -";
- break;
- case 36:
- mes "Never bend your head. Always hold it high.";
- mes "Look the world straight in the eye.";
- mes "- Helen Keller -";
- break;
- case 37:
- mes "Alone we can do so little;";
- mes "together we can do so much.";
- mes "- Helen Keller -";
- break;
- case 38:
- mes "The highest result of education is tolerance.";
- mes "- Helen Keller -";
- break;
- case 39:
- mes "We are, each of us";
- mes "angels with only one wing;";
- mes "and we can only fly";
- mes "by embracing one another.";
- mes "- Luciano de Crescenzo -";
- break;
- case 40:
- mes "He that feeds himself from waiting could die of hunger.";
- mes "- Danish Proverb -";
- break;
- case 41:
- mes "A bad peace is better";
- mes "than a good war.";
- mes "- Russian Proverb -";
- break;
- case 42:
- mes "He who wants to warm himself";
- mes "in old age must build";
- mes "a fireplace in his youth.";
- mes "- German Proverb -";
- break;
- case 43:
- mes "Those who are choosy often pick the worst.";
- mes "- Ilocano Proverb -";
- break;
- case 44:
- mes "Even a God will lose money";
- mes "after three days of gambling.";
- mes "- Chinese Proverb -";
- break;
- case 45:
- mes "I fear not the man";
- mes "who has practiced 10,000 kicks once,";
- mes "but I fear the man";
- mes "who has practiced one kick 10,000 times.";
- mes "- Bruce Lee -";
- break;
- case 46:
- mes "The best way to be remembered";
- mes "is to have a life.";
- mes "worth remembering.";
- mes "- Bruce Lee -";
- break;
- case 47:
- mes "To know oneself is to study oneself";
- mes "in action with another person.";
- mes "- Bruce Lee -";
- break;
- case 48:
- mes "I'm not one of those,";
- mes "who do not believe";
- mes "in love at first sight,";
- mes "but I believe in taking a second look.";
- mes "- Bruce Lee -";
- break;
- case 49:
- mes "One should never rush marriage.";
- mes "Unlike fruit, marriage is";
- mes "always in season.";
- mes "- Leo Tolstoy -";
- break;
- case 50:
- mes "Those who want to succeed";
- mes "will find a way, those who";
- mes "don't will find an excuse.";
- mes "- Leo Aguila -";
- break;
- case 51:
- mes "Motivation is what gets you started.";
- mes "Habit is what keeps you going.";
- mes "- Jim Ryan -";
- break;
- case 52:
- mes "He has achieved success who has lived well,";
- mes "laughed often, and loved much.";
- mes "- Bessie Stanley -";
- break;
- case 53:
- mes "A poor person spends his money";
- mes "and invests the rest.";
- mes "A rich person invests his money";
- mes "and spends what's left.";
- mes "- Jim Rohn -";
- break;
- case 54:
- mes "If you can't find the key to success,";
- mes "pick the lock.";
- mes "One of the most important principles of success is";
- mes "developing the habit of going the extra mile.";
- mes "- Napoleon Hill -";
- break;
- case 55:
- mes "The human race has";
- mes "one really effective weapon,";
- mes "and that is laughter.";
- mes "- Mark Twain -";
- break;
- case 56:
- mes "A day without laughter is a day wasted.";
- mes "- Charlie Chaplin -";
- break;
- case 57:
- mes "He who laughs best today,";
- mes "will also laugh last.";
- mes "- Nietzsche -";
- break;
- case 58:
- mes "Laughter is the sun that";
- mes "drives winter from the human face.";
- mes "- Victor Hugo -";
- break;
- case 59:
- mes "Laugh, and the world laughs";
- mes "with you; weep, and";
- mes "you weep alone.";
- mes "- Ella Wheeler Wilcox -";
- break;
- case 60:
- mes "It is impossible for you to be angry";
- mes "and laugh at the same time.";
- mes "Anger and laughter are mutually exclusive";
- mes "and you have the power to choose either.";
- mes "- Wayne Dyer -";
- break;
- case 61:
- mes "We don't laugh because we're happy";
- mes "- we're happy because we laugh.";
- mes "- William James -";
- break;
- case 62:
- mes "The person who knows how to laugh at himself";
- mes "will never cease to be amused.";
- mes "- Shirley MacLaine -";
- break;
- case 63:
- mes "The young man who has not wept is a savage,";
- mes "and the older man who will not laugh is a fool.";
- mes "- George Santayana -";
- break;
- case 64:
- mes "I do not have much patience";
- mes "with a thing of beauty";
- mes "that must be explained";
- mes "to be understood.";
- mes "If it does need additional interpretation";
- mes "then I question";
- mes "whether it has fulfilled its purpose.";
- mes "- Charlie Chaplin -";
- break;
- case 65:
- mes "Life is a tragedy";
- mes "when seen in close-up,";
- mes "but a comedy";
- mes "in long-shot.";
- mes "- Charlie Chaplin -";
- break;
- case 66:
- mes "The clearest sign of wisdom is continued cheerfulness.";
- mes "- Michel de Montaigne -";
- break;
- case 67:
- mes "The time you enjoyed wasting";
- mes "was not wasted.";
- mes "- John Lennon -";
- break;
- case 68:
- mes "True humor springs not more from the head than from the heart.";
- mes "It is not contempt; its essence is love.";
- mes "It issues not in laughter,";
- mes "but in still smiles, which lie far deeper.";
- mes "- Thomas Carlyle -";
- break;
- case 69:
- mes "Through humor, you can soften";
- mes "some of the worst blows";
- mes "that life delivers.";
- mes "And once you find laughter,";
- mes "no matter how painful";
- mes "your situation might be,";
- mes "you can survive it.";
- mes "- Bill Cosby -";
- break;
- case 70:
- mes "My great hope is to laugh";
- mes "as much as I cry;";
- mes "to get my work done";
- mes "and try to love somebody";
- mes "and have the courage";
- mes "to accept the love in return.";
- mes "- Maya Angelou -";
- break;
- }
- next;
- mes "[Raffle Philosopher]";
- mes "People take what they hear";
- mes "differently.";
- next;
- mes "[Raffle Philosopher]";
- mes "I wonder what you think";
- mes "about what I've told you.";
- next;
- input .@inputstr$;
- mes "[Raffle Philosopher]";
- mes "So you think that "+.@inputstr$+".";
- next;
- mes "[Raffle Philosopher]";
- mes "... ... ... ...";
- next;
- mes "[Raffle Philosopher]";
- mes "I don't know. There is no one answer";
- mes "to this question...";
- mes "Hold onto your thought.";
- close;
-}
-
-- script #mora_traveler -1,{
- mes "[Upset Traveler]";
- mes "You... you dare play a game with me?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "What...? Do you have proof?";
- mes "Do you have proof?!!";
- emotion e_an,0,"Traveler#ep14_1_2";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "Look, stop it, just stop it!";
- mes "I'm afraid it will turn into a big fight...";
- emotion e_swt2,0,"Traveler#ep14_1_3";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "Oh! Why don't we ask";
- mes "that person there...?";
- next;
- mes "[Upset Traveler]";
- mes "Oh, yes! That's a great idea.";
- mes "Well~ Hello there~";
- mes "You there, traveler!";
- emotion e_ic,0,"Traveler#ep14_1_1";
- next;
- mes "They seem to be calling out to you.";
- next;
- if(select("See what the matter is.:I have nothing to do with it.") == 2) {
- mes "You went on your way";
- mes "leaving the travelers behind you.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "What's happening here?";
- emotion e_what,1;
- next;
- mes "[Upset Traveler]";
- mes "I'll tell you what.";
- mes "Rose's mother had 10 sons.";
- mes "The eldest son is called Roseone,";
- mes "the second Rosetwo,";
- mes "the third Rosethree...";
- mes "the ninth Rosenine...";
- mes "you get how it works, right?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "Right, that's how it works.";
- mes "So I asked what the youngest one would be called,";
- mes "and when I told him the answer,";
- mes "he got all upset and started cursing me.";
- emotion e_an,0,"Traveler#ep14_1_2";
- next;
- mes "[Upset Traveler]";
- mes "You... you bastard!";
- mes "Hey there, what do you think";
- mes "the answer to the question is?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- switch(select("Roseten.:Rose.:How would I know that?")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "The answer to the question is Roseten.";
- mes "Why are you fighting over such a trivial matter?";
- next;
- mes "[Upset Traveler]";
- mes "See? Even this traveler says";
- mes "Roseten is the answer.";
- mes "How dare you try to play tricks on me?";
- emotion e_gg,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "You idiot... you don't have the slightest clue!";
- emotion e_an,0,"Traveler#ep14_1_2";
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "The answer to the question is Rose.";
- mes "You said Rose's mother had 10 sons.";
- mes "So even if the other sons' names are";
- mes "Roseone, Rosetwo, ... Rosenine,";
- mes "the youngest one must be Rose,";
- mes "or she wouldn't be called Rose's mother.";
- next;
- mes "[Traveler That Posed the Question]";
- mes "That's exactly what I mean!";
- mes "I can't hang around with him.";
- mes "I guess we live in two different worlds.";
- emotion e_ok,0,"Traveler#ep14_1_2";
- next;
- mes "[Upset Traveler]";
- mes "You bastard... What did you";
- mes "get from this guy...?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- break;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "I have no idea.";
- mes "Try to sort it out yourselves.";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "You good-for-nothing bastard,";
- mes "you're trying to leave this mess to me?";
- emotion e_an,0,"Traveler#ep14_1_3";
- break;
- }
- next;
- mes "*thud*";
- mes "You feel a sudden impact on the back of your head.";
- mes "Your sight is going blurry.";
- specialeffect2 EF_HIT1;
- sc_start SC_BLIND,20000,0;
- next;
- mes "You feel somebody rummaging through your pockets before you pass out.";
- if (Zeny >= 5000)
- Zeny -= 5000;
- else
- Zeny = 0;
- close2;
- percentheal -99,0;
- warp "mora",31,132;
- end;
-}
-mora,140,72,4 duplicate(#mora_traveler) Traveler#ep14_1_1 4_M_DOGTRAVELER //Upset Traveler
-mora,138,72,6 duplicate(#mora_traveler) Traveler#ep14_1_2 4_M_DOGTRAVELER //Traveler That Posed the Question
-mora,139,73,4 duplicate(#mora_traveler) Traveler#ep14_1_3 4_M_DOGTRAVELER //Traveler Trying to Stop the Fight
-
-// Set 3 :: tre
-//============================================================
-mora,132,185,5 script Mora Villager#sleep5 4_F_RAFLE_PK,{
- mes "[Mora Villager]";
- mes "Phew~ Phew~";
- close;
-}
-
-mora,133,185,5 script Mora Villager#sleep2 4_M_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "Snore...";
- close;
-}
-
-mora,134,185,3 script Mora Villager#sleep1 4_F_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "Snort--";
- close;
-}
-
-mora,132,184,5 script Mora Villager#sleep6 4_M_RAFLE_OR,{
- mes "[Mora Villager]";
- mes "Snort--";
- close;
-}
-
-mora,133,184,1 script Mora Villager#sleep4 G_RAFFLESIA,{
- mes "[Mora Villager]";
- mes "Moan...";
- end;
-}
-
-mora,134,184,1 script Mora Villager#sleep3 4_M_RAFLE_GR,{
- mes "[Mora Villager]";
- mes "Phew phew pheeew~";
- close;
-}
-
-mora,132,183,7 script Mora Villager#sleep7 4_M_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,133,183,7 script Mora Villager#sleep8 4_F_RAFLE_PK,{
- mes "[Mora Villager]";
- mes "z Z";
- end;
-}
-
-mora,134,183,1 script Mora Villager#sleep9 4_M_RAFLE_OR,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{
- mes "[Innkeeper]";
- mes "Oh~ looks like we have another adventurer.";
- mes "Where are you from?";
- next;
- switch(select("Just save the game.:I'd like to get some rest.:The place I used to live is called...:How can I use the warehouse?")) {
- case 1:
- mes "[Innkeeper]";
- mes "Wow, what's the rush?";
- mes "You've just come here, and you're already going someplace else?";
- next;
- mes "[Innkeeper]";
- mes "You know, haste makes waste. Tsk tsk.";
- mes "Well, the game's been saved.";
- savepoint "mora",56,143;
- close;
- case 2:
- mes "[Innkeeper]";
- mes "My my, I need some rest also.";
- mes "The rate is 5000 zeny. Do you want a room?";
- next;
- switch(select("Yes:No")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Innkeeper]";
- mes "The rate is 5000z.";
- close;
- }
- mes "[Innkeeper]";
- mes "Make yourself at home.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "mora",32,123;
- end;
- case 2:
- mes "[Innkeeper]";
- mes "If you don't have the money, go soak yourself in the puddle in the center of the village.";
- mes "It will warm you up.";
- close;
- }
- case 3:
- input .@inputstr$;
- mes "["+strcharinfo(0)+"]";
- mes "I come from a place called "+.@inputstr$+".";
- next;
- mes "[Innkeeper]";
- mes "Oh, I think I've heard about the place before!";
- next;
- if (.@inputstr$ == "Shinlim") {
- mes "[Innkeeper]";
- mes "I heard there's an old tower where horrible witches put Savages in a giant cauldron and cast evil spells on them, right?";
- next;
- mes "[Innkeeper]";
- mes "What's worse is that whoever takes medicine made out of Savages will come back for more!";
- mes "And he will wander around looking for the tower, and eventually turn into an enormous Savage!";
- emotion e_no,1;
- next;
- } else {
- mes "[Innkeeper]";
- mes "I heard that there are creeps there who won't get up at all even if it rains or snows, or their sweethearts or parents call them!";
- mes "And that black clouds hover over them all the time, causing a storm!";
- next;
- }
- mes "[Innkeeper]";
- mes "How terrible!";
- close;
- case 4:
- mes "[Innkeeper]";
- mes "Search through the vegetable-shaped drawer to my right.";
- close;
- }
-}
-
-mora,48,128,0 script Drawer#mora_warehouse HIDDEN_NPC,{
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "- You don't remember how to open the warehouse. -";
- close;
- }
- mes "- The figure 1 0 0 is written in small letters on the vegetable-shaped drawer. -";
- next;
- switch(select("Insert 100 zeny.:Don't do anything.")) {
- case 1:
- if (Zeny < 100) {
- mes "- You don't seem to have 100 zeny with you. -";
- close;
- }
- Zeny -= 100;
- openstorage;
- close;
- case 2:
- mes "- You gave up using the warehouse. -";
- close;
- }
-}
diff --git a/npc/re/cities/yuno.txt b/npc/re/cities/yuno.txt
deleted file mode 100644
index ac2fb25fb..000000000
--- a/npc/re/cities/yuno.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script ======================================
-//= Juno City
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= NPCs for the City of Juno
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 4_M_EIN_SOLDIER
-yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 4_M_EIN_SOLDIER
-yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 4_M_EIN_SOLDIER
-yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 4_M_EIN_SOLDIER
-yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 4_M_EIN_SOLDIER
-yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 4_M_EIN_SOLDIER
-yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 4_M_EIN_SOLDIER