diff options
Diffstat (limited to 'npc/re/quests')
31 files changed, 0 insertions, 52641 deletions
diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt deleted file mode 100644 index 3e339e168..000000000 --- a/npc/re/quests/cupet.txt +++ /dev/null @@ -1,240 +0,0 @@ -//===== Hercules Script ====================================== -//= Cute Pet Manager -//===== By: ================================================== -//= Z3R0 -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= [Official Conversion] -//= Exchanges Hunted Items for Tames -//===== Additional Comments: ================================= -//= 1.0 First / Optimized Version -//============================================================ - -// 1st NPC -- script CPM1 4_M_ALCHE_C,{ - - .@npc$ = "[Cute Pet Manager]"; - - setarray .@tame_id[0],619,620,622,623,624,627,628,629,630; - setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3; - setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921; - setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500; - setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014; - .@tame_gets = 3; - - if (cpm_one == .@tame_gets) { - mes "[Cute Pet Manager]"; - mes "You have already exchanged"; - mes .@tame_amount + " times for a taming item."; - mes "You can't exchange anymore."; - next; - - mes "[Cute Pet Manager]"; - mes "Besides me, there are other"; - mes "Cute Pet Managers. If you want"; - mes "to tame other pets, I suggest"; - mes "you go and see them."; - close; - } - - callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_one,.@tame_gets,.@hunt_id2,.@hunt_amount2; - -} - -// 2nd NPC -- script CPM2 4_M_ALCHE_C,{ - - .@npc$ = "[Cute Pet Manager]"; - - setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640; - setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2; - setarray .@hunt_id[0],938,935,925,7033,945,942,931,901,1094,1021,936,1035; - setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500; - setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1; - setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029; - .@tame_gets = 2; - - if (cpm_two == .@tame_gets) { - mes "[Cute Pet Manager]"; - mes "You have already exchanged"; - mes .@tame_amount + " times for a taming item."; - mes "You can't exchange anymore."; - next; - - mes "[Cute Pet Manager]"; - mes "Besides me, there are other"; - mes "Cute Pet Managers. If you want"; - mes "to tame other pets, I suggest"; - mes "you go and see them."; - close; - } - - callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_two,.@tame_gets,.@hunt_id2,.@hunt_amount2; - -} - -// 3rd NPC -- script CPM3 4_M_ALCHE_C,{ - - .@npc$ = "[Cute Pet Manager]"; - - setarray .@tame_id[0],638,626,641,661,660,642; - setarray .@tame_amount[0],1,1,1,1,1,1; - setarray .@hunt_id[0],1020,943,1038,7047,1970,923; - setarray .@hunt_amount[0],600,600,600,500,1,100; - setarray .@hunt_id2[0],0,0,0,0,7017,0; - setarray .@hunt_amount2[0],0,0,0,0,20,0; - setarray .@mob_id[0],1170,1035,1109,1275,1200,1101; - .@tame_gets = 1; - - if (cpm_three == .@tame_gets) { - mes "[Cute Pet Manager]"; - mes "You have already exchanged"; - mes .@tame_amount + " times for a taming item."; - mes "You can't exchange anymore."; - next; - - mes "[Cute Pet Manager]"; - mes "Besides me, there are other"; - mes "Cute Pet Managers. If you want"; - mes "to tame other pets, I suggest"; - mes "you go and see them."; - close; - } - - callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_three,.@tame_gets,.@hunt_id2,.@hunt_amount2; - -} - -function script cute_pet_manager { - // getarg(0) -> .@tame_id Array - // getarg(1) -> .@tame_amount Array - // getarg(2) -> .@hunt_id Array - // getarg(3) -> .@hunt_amount Array - // getarg(4) -> .@mob_id Array - // getarg(5) -> Attempt Variable - // getarg(6) -> .@tame_gets Variable - // getarg(7) -> .@hunt_id2 Array - // getarg(8) -> .@hunt_amount2 Array - - mes "[Cute Pet Manager]"; - mes "Hello~! I am a Cute Pet Manager"; - mes "who is in charge of public relations"; - mes "for the New Upgraded Cute Pet system."; - next; - - mes "[Cute Pet Manager]"; - mes "If you have any concerns regarding"; - mes "the Cute Pet system I am here to guide you."; - mes "Let me know which taming"; - mes "item you want,"; - mes "then I will tell you the monster"; - mes "that you can tame with the item."; - next; - - mes "Also I will explain what materials"; - mes "you need to bring in order to"; - mes "get the taming item."; - next; - - mes "[Cute Pet Manager]"; - mes "If you already brought materials"; - mes "to exchange for the taming item,"; - mes "I can exchange it for taming items immediately."; - next; - - mes "[Cute Pet Manager]"; - mes "However, there is a limit"; - mes "for exchanging taming items."; - mes "You can only get taming items"; - mes getarg(6) + " times. So please make sure"; - mes "how many times you have exchanged."; - next; - - mes "[Cute Pet Manager]"; - mes "So, which taming item do you want?"; - mes "Please choose one from the list."; - next; - - // Create Menu System - for (.@a = 0; .@a < getarraysize(getarg(0)); ++.@a) { - .@menu$ += (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); - } - - // Query Player Choice - .@choice = select(.@menu$) - 1; - - // Store Variables (Less Lookup) - .@tame_id = getelementofarray(getarg(0), .@choice); - .@tame_amount = getelementofarray(getarg(1), .@choice); - .@hunt_id = getelementofarray(getarg(2), .@choice); - .@hunt_amount = getelementofarray(getarg(3), .@choice); - .@mob_id = getelementofarray(getarg(4), .@choice); - .@hunt_id2 = getelementofarray(getarg(7), .@choice); - .@hunt_amount2 = getelementofarray(getarg(8), .@choice); - - dispbottom "Tame ID: " + .@tame_id; - dispbottom "Tame Amount: " + .@tame_amount; - dispbottom "Hunt ID: " + .@hunt_id; - dispbottom "Hunt Name: " + getitemname(.@hunt_id); - dispbottom "Hunt Amount: " + .@hunt_amount; - dispbottom "Mob ID: " + .@mob_id; - dispbottom "Hunt ID2: " + .@hunt_id2; - dispbottom "Hunt Amount2: " + .@hunt_amount2; - - if (.@hunt_id2) { .@hunt2_count = countitem(.@hunt_id2); } - if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) { - - mes "[Cute Pet Manager]"; - mes "Ah, you have gathered all items"; - mes "with your friends. You can now"; - mes "exchange for an " + getitemname(.@tame_id) + "."; - mes "Do you want to exchange with me?"; - next; - - if (select("Exchange:Don't Exchange") == 2) { - mes "[Cute Pet Manager]"; - mes "You don't? You will come back again."; - close; - } - - delitem .@hunt_id, .@hunt_amount; - delitem 6083, 1; - set getarg(5), getarg(5) + 1; - getitem .@tame_id, .@tame_amount; - - mes "[Cute Pet Manager]"; - mes "Wise choice."; - mes "I hope you and your pet get along."; - close; - } else { - mes "[Cute Pet Manager]"; - mes "You have chosen " + getitemname(.@tame_id) + "."; - mes "You can use it for taming"; - mes "^FF0000" + strmobinfo(1,.@mob_id) + "^000000 monsters."; - next; - mes "[Cute Pet Manager]"; - mes "Bring ^FF0000" + .@hunt_amount + " " + getitemname(.@hunt_id) + "^000000s " + (.@hunt_id2 ? ", ^FF0000" + .@hunt_amount2 + " " + getitemname(.@hunt_id2) : "") + " ^000000 and ^FF00001 Dolly Capsule^000000"; - mes "then you can exchange them"; - mes "for an " + getitemname(.@tame_id) + "."; - close; - } -} - -// NPC Duplicates -prontera,67,212,5 duplicate(CPM1) Cute Pet Manager#1 4_M_ALCHE_C -prontera,242,92,3 duplicate(CPM2) Cute Pet Manager#2 4_M_ALCHE_C -prontera,179,92,3 duplicate(CPM3) Cute Pet Manager#3 4_M_ALCHE_C - -geffen,180,125,5 duplicate(CPM1) Cute Pet Manager#4 4_M_ALCHE_C -geffen,152,66,3 duplicate(CPM2) Cute Pet Manager#5 4_M_ALCHE_C -geffen,197,95,3 duplicate(CPM3) Cute Pet Manager#6 4_M_ALCHE_C - -morocc,115,83,5 duplicate(CPM1) Cute Pet Manager#7 4_M_ALCHE_C -morocc,218,130,3 duplicate(CPM2) Cute Pet Manager#8 4_M_ALCHE_C -morocc,236,225,3 duplicate(CPM3) Cute Pet Manager#9 4_M_ALCHE_C - -payon,109,278,5 duplicate(CPM1) Cute Pet Manager#10 4_M_ALCHE_C -payon,157,124,3 duplicate(CPM2) Cute Pet Manager#11 4_M_ALCHE_C -payon,85,237,3 duplicate(CPM3) Cute Pet Manager#12 4_M_ALCHE_C diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt deleted file mode 100644 index b9c9f85ce..000000000 --- a/npc/re/quests/eden/11-25.txt +++ /dev/null @@ -1,152 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [11 - 25] -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 11 - 25. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Some little optimization here and there. [Masao] -//= 1.2 Optimized. [Euphy] -//============================================================ - -moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "- You need to have an -"; - mes "- ^4d4dff'Eden Group Mark'^000000 -"; - mes "- to receive these missions. -"; - close; - } - for(.@i = 11124; .@i<11134; ++.@i) - if (questprogress(.@i,PLAYTIME) == 2) erasequest .@i; - for(.@i = 11114; .@i<11123; ++.@i) { - .@state = questprogress(.@i,HUNTING); - if (.@state == 2) { - mes " - You must collect your - "; - mes " - reward before starting - "; - mes " - a new mission. - "; - mes " "; - mes " - Manager : Spike - "; - close; - } - else if (.@state) { - mes " - You can only request - "; - mes " - one mission at a time. - "; - mes " "; - mes " - Manager : Spike - "; - close; - } - } - if (BaseLevel < 11) { - mes " - There are no tasks - "; - mes " - open for you right now. - "; - close; - } - if (BaseLevel > 25) { - mes " - These missions are too - "; - mes " - easy for your caliber - "; - mes " - search for a more level - "; - mes " - appropriate mission. - "; - close; - } - mes " - Mission bulletin board -"; - mes " - for beginners. -"; - mes " "; - mes " - Manager : Spike -"; - next; - switch(select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) { - case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - "; - case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - "; - case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - "; - case 4: callsub L_Quest,11117,"Worm Tail Hunting"," - Hunt 20 ^4d4dff'Worm Tails'^000000 - "," - southeast of Payon.- "; - case 5: callsub L_Quest,11118,"Spore Hunting"," - Hunt 30 ^4d4dff'Spores'^000000 - "," - around Payon. - "; - case 6: callsub L_Quest,11119,"Pest Control"," - Hunt 20 ^4d4dffThief Bug Eggs^000000 - "," - in the Prontera Culvert - "," - and bring 10 ^4d4dffChrysalis^000000. - "; - case 7: callsub L_Quest,11120,"Muka Hunting"," - Hunt 20 ^4d4dff'Muka'^000000 - "," - south of Prontera. - "; - case 8: callsub L_Quest,11121,"Familiar Hunting"," - Hunt 20 ^4d4dffFamiliar^000000 - "," - in the Culvert Sewers - "," - west of Prontera. - "; - case 9: callsub L_Quest,11122,"Collect Feathers"," - Hunt 30 ^4d4dff'Peco Pecos'^000000 - "," - south of Prontera. - "; - case 10: callsub L_Quest,11123,"Collect Poison Spores"," - Hunt 30 ^4d4dffPoison Spores^000000 - "," - inside the Geffen Tower and - "," - bring 5 ^4d4dffPoison Spores^000000. - "; - case 11: mes " - Stop reading the bulletin board. - "; close; - } - end; -L_Quest: - if (questprogress(getarg(0),PLAYTIME) == 1) { - mes " - Mission ^4d4dff"+getarg(1)+"^000000 - "; - mes " - is already finished for today. - "; - mes " "; - mes " - Manager : Spike - "; - close; - } - mes " - Mission '"+getarg(1)+"' - "; - for(.@i = 2; .@i<getargcount(); ++.@i) - mes getarg(.@i); - mes " "; - mes " - Manager : Spike - "; - next; - if(select("I will do this mission.:Look for other missions.") == 2) { - mes " - Let's search for -"; - mes " - other missions. - "; - close; - } - for(.@i = 2; .@i<getargcount(); ++.@i) - mes getarg(.@i); - if (getarg(0) == 11123 && questprogress(11123,PLAYTIME) == 2) - erasequest 11133; // Special case for "Collect Poison Spores" - setquest getarg(0); - close; -} - -moc_para01,32,30,6 script Spike 4_F_CHILD,{ - for(.@i = 11114; .@i<11124; ++.@i) { - .@state = questprogress(.@i,HUNTING); - if (.@state == 2) switch(.@i) { - case 11114: callsub L_Quest,.@i,"Hornet Hunting",900; - case 11115: callsub L_Quest,.@i,"Condor Hunting",1800; - case 11116: callsub L_Quest,.@i,"Grasshopper's Leg",1400,940,10; - case 11117: callsub L_Quest,.@i,"Worm Tail Hunting",2600; - case 11118: callsub L_Quest,.@i,"Spore Hunting",3900; - case 11119: callsub L_Quest,.@i,"Extirpate Insects",2900,915,10; - case 11120: callsub L_Quest,.@i,"Muka Hunting",3200; - case 11121: callsub L_Quest,.@i,"Familiar Hunting",3200; - case 11122: callsub L_Quest,.@i,"Collect Feathers",5400; - case 11123: callsub L_Quest,.@i,"Collect Poison Spores",6000,7033,5; - } - else if (.@state) { - mes "[Spike]"; - mes "You haven't finished your mission yet."; - mes "Keep up the good work. You are almost done."; - close; - } - } - mes "[Spike]"; - mes "Are you looking for a job?"; - mes "We always have lots of work to do."; - next; - mes "[Spike]"; - mes "Why don't you look around and find some interesting tasks?"; - close; -L_Quest: - if (questprogress(getarg(0),HUNTING) == 2) { - if (getarg(3,0)) - if (countitem(getarg(3)) < getarg(4)) { - mes "[Spike]"; - mes "You don't have enough "+getitemname(getarg(3))+"."; - mes "You need to bring "+getarg(4)+" "+getitemname(getarg(3))+"."; - close; - } - mes "[Spike]"; - mes "Hmm... let me see~"; - mes "You have completed the '"+getarg(1)+"' mission."; - next; - mes "[Spike]"; - mes "Good work~!!"; - mes "Our client is so happy with your work. He will appreciate what you have done."; - mes "Please help us again. Thanks!"; - if (getarg(3,0)) delitem getarg(3),getarg(4); - erasequest getarg(0); - setquest getarg(0)+10; - getexp getarg(2),0; - close; - } -} diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt deleted file mode 100644 index 3ff9f5213..000000000 --- a/npc/re/quests/eden/26-40.txt +++ /dev/null @@ -1,670 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [26 - 40] -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 26 - 40. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Some little optimization here and there. [Masao] -//= 1.2 Optimized. [Euphy] -//============================================================ - -moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "You are not a qualified member. You can not use the bulletin board."; - close; - } - mes "[26 ~ 40 Lv. Mission Board]"; - mes "- Many missions are -"; - mes "- on the bulletin board. -"; - next; - if ((BaseLevel < 26) || (BaseLevel > 40)) { - mes "Your level is not qualified. You can not use the bulletin board."; - close; - } - switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) { - case 1: - mes "[Hunting Mission Board]"; - mes "- Hunting Mission details -"; - mes "- are on the board. -"; - next; - switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) { - case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores"; - case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies"; - case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows"; - case 4: callsub L_Quest,8269,35,"Hunting Coco","Sponiac","Geffen","Hunt 10 Cocos"; - case 5: callsub L_Quest,8270,38,"Hunting Thara Frog","Sponiac","Geffen","Hunt 10 Thara Frogs"; - } - case 2: - mes "[Delivery Mission Board]"; - mes "- Delivery Mission details -"; - mes "- are on the board. -"; - next; - switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) { - case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon"; - case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey"; - case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie"; - } - case 3: - mes "[Gathering Mission Board]"; - mes "- Gathering Mission details -"; - mes "- are on the board. -"; - next; - switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) { - case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia"; - case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia"; - case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia"; - case 4: callsub L_Quest,8277,32,"Gather Tails","Dashia","Payon","Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia"; - case 5: callsub L_Quest,8278,35,"Gather Cookies","Dashia","Payon","Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia"; - case 6: callsub L_Quest,8279,35,"Gather Mustaches","Dashia","Payon","Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia"; - } - case 4: - mes "[Escort Mission Board]"; - mes "There are currently no Escort Missions registered on the board."; - close; - } - end; -L_Quest: - //QuestID,ReqLvl,Quest,Client,Loc,Desc - if (BaseLevel < getarg(1,26)) { - mes "Your level doesn't meet the requirements. You can't take the '"+getarg(2)+"' mission."; - close; - } - mes "["+getarg(2)+" !!]"; - mes "Client : "+getarg(3); - mes "Client Location : "+getarg(4); - mes "Requested Mission : "+getarg(5); - mes " "; - mes "Will you accept this mission?"; - next; - if(select("No, I won't accept it.:Yes, I will accept it.") == 1) { - mes "You have declined the "+getarg(2)+" mission."; - close; - } - if (questprogress(getarg(0))) mes "You are already doing this mission."; - else { - setquest getarg(0); - mes "You have accepted the "+getarg(2)+" mission."; - } - mes "You can get a reward from the client after you finish the mission."; - next; - mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; - close; -} - -geffen,103,42,5 script Sponiac 4W_M_03,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { - mes "[Sponiac]"; - mes "Why are you carrying so many items?"; - mes "Are you in a training course or something?"; - close; - } - mes "[Sponiac]"; - mes "Lu~lu~lu~lu~"; - mes "Lu~ Huh?"; - next; - mes "[Sponiac]"; - mes "Wow, you must be a beginner, right?"; - mes "What an innocent face! Ha~ hahaha."; - emotion e_gg; - next; - mes "[Sponiac]"; - mes "Why don't you do some hunting outside instead of walking around and wasting your time?"; - next; - if(select("I am about to leave now.:I've got a Hunting Mission.") == 1) { - mes "[Sponiac]"; - mes "Oh, well. Then, go figure."; - mes "Bye~ bye."; - close; - } - mes "[Sponiac]"; - mes "Oh, you are from the Eden Group?"; - mes "What mission do you have?"; - next; - switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) { - case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out."; - case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them."; - case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera."; - case 4: callsub L_Quest,8269,"Hunting Coco",1000,200,150,"You can find Cocos around the east of Payon, southwest of Prontera and the field east of Ayotaya."; - case 5: callsub L_Quest,8270,"Hunting Thara Frog",1500,300,200,"You can find Thara Frogs in the Cave east of Comodo or on Turtle Island."; - } - end; -L_Quest: - //QuestID,Quest,BExp,JExp,PotionAmt,Desc - if (questprogress(getarg(0)) == 1) { - if (questprogress(getarg(0),HUNTING) == 2) { - mes "[Sponiac]"; - mes getarg(1)+"!"; - mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; - next; - mes "[Sponiac]"; - mes "Well, I requested the mission and you did an excellent job."; - mes "I will give you a reward as I promised."; - next; - mes "[Sponiac]"; - mes "Here it is. Thank you very much. God bless you!"; - getitem 569,getarg(4); //Novice_Potion - getexp getarg(2),getarg(3); - erasequest getarg(0); - close; - } - mes "[Sponiac]"; - mes "Oh, you are right."; - next; - mes "[Sponiac]"; - mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; - mes "I will give you a reward if you complete the mission. Ok? Are we good?"; - next; - mes "[Sponiac]"; - mes getarg(5); - mes "You can check the world map by pressing 'ctrl + ~' key."; - next; - mes "[Sponiac]"; - mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; - close; - } - mes "[Sponiac]"; - mes "Huh? Are you sure? Something is wrong..."; - next; - mes "[Sponiac]"; - mes "It is weird."; - mes "Please check your Quest Window by pressing 'alt + u'."; - close; -} - -moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { - mes "[Dieshin Man]"; - mes "Why are you carrying so many items?"; - mes "Are you in a training course or something?"; - close; - } - mes "[Dieshin Man]"; - mes "Hu hu~~ we are delivery men~"; - mes "We are faster than any flight~!"; - next; - mes "[Dieshin Man]"; - mes "Welcome~ welcome!"; - mes "We are the fastest delivery company, Dieshin Corperation."; - next; - mes "[Dieshin Man]"; - mes "How can I help you?"; - next; - if(select("I don't need help.:I've got a Delivery Mission.") == 1) { - mes "[Dieshin Man]"; - mes "Oh, well. Then, go figure. Bye~!"; - close; - } - mes "[Dieshin Man]"; - mes "Oh, you are from the Eden Group?"; - mes "What mission do you have?"; - next; - switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) { - case 1: callsub L_Quest,8271; - case 2: callsub L_Quest,8272; - case 3: callsub L_Quest,8273; - } - end; -L_Quest: - if (questprogress(getarg(0)) != 1) { - mes "[Dieshin Man]"; - mes "Huh? Are you sure? Something is wrong..."; - next; - mes "[Dieshin Man]"; - mes "It is weird."; - mes "Please check your Quest Window by pressing 'alt + u'."; - close; - } - if (countitem(6218) > 0) { - mes "[Dieshin Man]"; - mes "Wait, but you already have a delivery box."; - next; - mes "[Dieshin Man]"; - mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first."; - next; - mes "[Dieshin Man]"; - mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'."; - close; - } - switch(getarg(0)) { - case 8271: - mes "[Dieshin Man]"; - mes "Ah ha! I got it!"; - mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide."; - break; - case 8272: - mes "[Dieshin Man]"; - mes "Ah ha! I got it!"; - mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey."; - break; - case 8273: - mes "[Dieshin Man]"; - mes "Oh, Right!"; - mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets."; - next; - mes "[Dieshin Man]"; - mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran."; - break; - } - next; - mes "[Dieshin Man]"; - mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay."; - next; - mes "[Dieshin Man]"; - mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'."; - getitem 6218,1; //Disin_Delivery_Box - close; -} - -pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { - mes "[Zoologist]"; - mes "Why are you carrying so many items?"; - mes "Are you in a training course or something?"; - close; - } - mes "[Zoologist]"; - mes "Have you heard of a monster named Bigfoot?"; - mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder."; - next; - mes "[Zoologist]"; - mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship."; - next; - mes "[Zoologist]"; - mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction."; - next; - if(select("...I am not interested.:Here is the Insecticide.") == 1) { - mes "[Zoologist]"; - mes "Oh, I need an Insecticide to continue the study."; - close; - } - if (questprogress(8271) != 1) { - mes "[Zoologist]"; - mes "Huh?"; - mes "You are not Dieshin's delivery man?"; - next; - mes "[Zoologist]"; - mes "I am waiting for a special delivery."; - close; - } - if (countitem(6218) > 0) { - mes "[Zoologist]"; - mes "Oh ho! Yes! That one!"; - next; - mes "[Zoologist]"; - mes "That is the Insecticide that I ordered! You were sent by Dieshin right?"; - next; - mes "[Zoologist]"; - mes "I have been waiting for this!"; - mes "Give it to me!"; - next; - mes "[Zoologist]"; - mes "It arrived much faster than I thought. I want to test it right away!"; - next; - mes "[Zoologist]"; - mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; - delitem 6218,1; //Disin_Delivery_Box - erasequest 8271; - getitem 569,100; //Novice_Potion - getexp 1000,0; - close; - } - mes "[Zoologist]"; - mes "I appreciate your kindness."; - mes "But, what did you bring?"; - next; - mes "[Zoologist]"; - mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; - next; - mes "[Zoologist]"; - mes "Please bring my order. Dieshin will give you my product."; - close; -} - -prt_fild03,30,254,3 script Entomologist 4_M_01,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { - mes "[Entomologist]"; - mes "Why are you carrying so many items?"; - mes "Are you in a training course or something?"; - close; - } - mes "[Entomologist]"; - mes "Have you heard about the Horn monster?"; - mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head."; - next; - mes "[Entomologist]"; - mes "Recent research came out and showed that this monster can be tamed and trained by Honey."; - next; - mes "[Entomologist]"; - mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction."; - next; - if(select("...I am not interested.:Here is the Honey.") == 1) { - mes "[Entomologist]"; - mes "Oh, I need Honey to continue the study."; - close; - } - if (questprogress(8272) != 1) { - mes "[Entomologist]"; - mes "Huh?"; - mes "You are not Dieshin's delivery man?"; - next; - mes "[Entomologist]"; - mes "I am waiting for a special delivery."; - close; - } - if (countitem(6218) > 0) { - mes "[Entomologist]"; - mes "Oh ho! Yes! That one!"; - next; - mes "[Entomologist]"; - mes "That is the Honey that I ordered! You were sent by Dieshin right?"; - next; - mes "[Entomologist]"; - mes "I have been waiting for this!"; - mes "Give it to me!"; - next; - mes "[Entomologist]"; - mes "It arrived much faster than I thought. I want to test it right away!"; - next; - mes "[Entomologist]"; - mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; - delitem 6218,1; //Disin_Delivery_Box - erasequest 8272; - getitem 569,100; //Novice_Potion - getexp 1000,0; - close; - } - mes "[Entomologist]"; - mes "I appreciate your kindness."; - mes "But, what did you bring?"; - next; - mes "[Entomologist]"; - mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; - next; - mes "[Entomologist]"; - mes "Please bring my order. Dieshin will give you my product."; - close; -} - -xmas_fild01,92,57,3 script Biologist 4W_M_01,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { - mes "[Biologist]"; - mes "Why are you carrying so many items?"; - mes "Are you in a training course or something?"; - close; - } - mes "[Biologist]"; - mes "Have you heard about the Marin monster?"; - mes "It does look like the usual poring, but it has unique characteristic."; - next; - mes "[Biologist]"; - mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings."; - next; - mes "[Biologist]"; - mes "But, this place is freaking cold."; - next; - if(select("...I am not interested.:Here are the blankets.") == 1) { - mes "[Biologist]"; - mes "Huh, whatever. But be careful! It's very slippery here."; - close; - } - if (questprogress(8273) != 1) { - mes "[Biologist]"; - mes "Huh?"; - mes "You are not Dieshin's delivery man?"; - next; - mes "[Biologist]"; - mes "I am waiting for a special delivery."; - close; - } - if (countitem(6218) > 0) { - mes "[Biologist]"; - mes "Oh ho! Yes! That one!"; - next; - mes "[Biologist]"; - mes "Those are the Blankets that I ordered! You were sent by Dieshin right?"; - next; - mes "[Biologist]"; - mes "I have been waiting for this!"; - mes "Give it to me!"; - next; - mes "[Biologist]"; - mes "It arrived much faster than I thought. I want to test them right away!"; - next; - mes "[Biologist]"; - mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; - delitem 6218,1; //Disin_Delivery_Box - erasequest 8273; - getitem 569,100; //Novice_Potion - getexp 1000,0; - close; - } - mes "[Biologist]"; - mes "I appreciate your kindness."; - mes "But, what did you bring?"; - next; - mes "[Biologist]"; - mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; - next; - mes "[Biologist]"; - mes "Please bring my order. Dieshin will give you my product."; - close; -} - -payon,179,66,3 script Dashia 4_M_RACHMAN1,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { - mes "[Dashia]"; - mes "Why are you carrying so many items?"; - mes "Are you in a training course or something?"; - close; - } - mes "[Dashia]"; - mes "Here is some hair~ a broken clock~!"; - next; - mes "[Dashia]"; - mes "Broken clock..? Hu hu.."; - next; - mes "[Dashia]"; - mes "Hey~! Dude! You look like a very rich adventurer."; - next; - if(select("I am a poor adventurer.:I have a gathering mission.") == 1) { - mes "[Dashia]"; - mes "Really? Hmm, oh right. You don't look sophisticated."; - next; - mes "[Dashia]"; - mes "You are a poor adventurer~! Good luck!"; - close; - } - mes "[Dashia]"; - mes "Oh, you are from the Eden Group?"; - mes "What mission do you have?"; - next; - switch(select("Gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) { - case 1: - callsub L_Quest,8274; - if (countitem(932) > 9) { - callsub L_Reward; - delitem 932,10; //Skel_Bone - getitem 569,100; //Novice_Potion - getexp 1000,100; - erasequest 8274; - close; - } - mes "[Dashia]"; - mes "I can see that you have a gathering mission."; - mes "But, where are the Skel-Bones?"; - next; - mes "[Dashia]"; - mes "You haven't done the mission yet. Why did you come back here?"; - next; - mes "[Dashia]"; - mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons."; - next; - mes "[Dashia]"; - mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon."; - break; - case 2: - callsub L_Quest,8275; - if ((countitem(948) > 9) && (countitem(919) > 4)) { - callsub L_Reward; - getitem 569,100; //Novice_Potion - delitem 948,10; //Bear's_Foot - delitem 919,5; //Animal's_Skin - getexp 1000,100; - erasequest 8275; - close; - } - mes "[Dashia]"; - mes "I can see that you have a gathering mission."; - mes "But, where is the Bear's Footskins and Animal Skins?"; - next; - mes "[Dashia]"; - mes "You haven't done the mission yet. Why did you come back here?"; - next; - mes "[Dashia]"; - mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!"; - mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals."; - next; - mes "[Dashia]"; - mes "Bigfoot is around the north of Geffen field or the southeast of Payon field."; - break; - case 3: - callsub L_Quest,8276; - if ((countitem(955) > 19) && (countitem(910) > 19)) { - callsub L_Reward; - delitem 955,20; //Worm_Peelings - delitem 910,20; //Garlet - getitem 569,100; //Novice_Potion - getexp 1000,100; - erasequest 8276; - close; - } - mes "[Dashia]"; - mes "I can see that you have a gathering mission."; - mes "But, where are the Worm Peelings and Garlets?"; - next; - mes "[Dashia]"; - mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission."; - next; - mes "[Dashia]"; - mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'."; - next; - mes "[Dashia]"; - mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc."; - next; - mes "[Dashia]"; - mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force."; - break; - case 4: - callsub L_Quest,8277; - if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) { - callsub L_Reward; - delitem 942,10; //Yoyo_Tail - delitem 1026,10; //Acorn - delitem 945,10; //Raccoon_Leaf - getitem 569,150; //Novice_Potion - getexp 1000,200; - erasequest 8277; - close; - } - mes "[Dashia]"; - mes "I can see that you have a gathering mission."; - mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?"; - next; - mes "[Dashia]"; - mes "You haven't done the mission yet. Why did you come back here?"; - mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission."; - next; - mes "[Dashia]"; - mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'."; - next; - mes "[Dashia]"; - mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters."; - next; - mes "[Dashia]"; - mes "To get to Ayotaya, you better go to 'Aibakthing' in Alberta and pay his fare."; - break; - case 5: - callsub L_Quest,8278; - if ((countitem(538) > 4) && (countitem(539) > 0)) { - callsub L_Reward; - delitem 538,5; //Well_Baked_Cookie - delitem 539,1; //Piece_Of_Cake - getitem 569,150; //Novice_Potion - getexp 1000,200; - erasequest 8278; - close; - } - mes "[Dashia]"; - mes "I can see that you have a gathering mission."; - mes "But, where are the Well-baked Cookies and the Piece of Cake?"; - next; - mes "[Dashia]"; - mes "You haven't done the mission yet. Why did you come back here?"; - mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission."; - next; - mes "[Dashia]"; - mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts."; - mes "For getting Piece of Cake, you should look for 'Mystcases'."; - next; - mes "[Dashia]"; - mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran."; - break; - case 6: - callsub L_Quest,8279; - if ((countitem(1017) > 4) && (countitem(1018) > 2)) { - callsub L_Reward; - delitem 1017,5; //Moustache_Of_Mole - delitem 1018,3; //Nail_Of_Mole - getitem 569,150; //Novice_Potion - getexp 1000,200; - erasequest 8279; - close; - } - mes "[Dashia]"; - mes "I can see that you have a gathering mission."; - mes "But, where are the Mole Whiskerss and Mole Claws??"; - next; - mes "[Dashia]"; - mes "You haven't done the mission yet. Why did you come back here?"; - mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission."; - next; - mes "[Dashia]"; - mes "You can get those items from 'Martins'."; - mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!"; - next; - mes "[Dashia]"; - mes "To get there, ask a Kafra Employee in Geffen, they can warp you there."; - break; - } - next; - mes "[Dashia]"; - mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; - close; -L_Quest: - if (questprogress(getarg(0)) != 1) { - mes "[Dashia]"; - mes "Huh? Are you sure? Something is wrong..."; - next; - mes "[Dashia]"; - mes "It is weird."; - mes "Please check your Quest Window by pressing 'alt + u'."; - close; - } - return; -L_Reward: - mes "[Dashia]"; - mes "Wow~ you did an excellent job!"; - next; - mes "[Dashia]"; - mes "Thank you very much. God bless you!"; - emotion e_heh; - next; - mes "[Dashia]"; - mes "Ha~! Ha~!"; - mes "I will give you a reward as promised."; - return; -} diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt deleted file mode 100644 index f67497c47..000000000 --- a/npc/re/quests/eden/41-55.txt +++ /dev/null @@ -1,90 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [41 - 55] -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 41 - 55. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Some little optimization here and there. [Masao] -//= 1.2 Optimized. [Euphy] -//============================================================ - -moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "You are not an Eden group member. You are not qualified to access the bulletin board."; - close; - } - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 1000) { - mes "^008800Wait a sec!!"; - mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000"; - close; - } - if (!questprogress(12088)) { - if (BaseLevel < 41 || BaseLevel > 55) { - mes "Mission bulletin board for Lv41~55 adventurers."; - close; - } - mes "[Mission Board]"; - mes "Mission bulletin board."; - next; - if(select("Check the Missions.:Cancel.") == 2) { - mes "^000077Ok. Let's check the missions next time.^000000."; - close; - } - switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) { - case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs."; - case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!"; - case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre."; - case 4: callsub L_Quest,12075,"Orc Babies are getting more violent these days. Please hunt 15 Orc Babies."; - case 5: callsub L_Quest,12076,"Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors."; - case 6: callsub L_Quest,12077,"Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons."; - case 7: callsub L_Quest,12078,"Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon."; - case 8: callsub L_Quest,12079,"Can you hunt Marse? I need 15 Marse for my study. Please help me."; - case 9: callsub L_Quest,12080,"An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!"; - case 10: callsub L_Quest,12081,"People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst."; - case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!"; - case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so."; - case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!"; - case 14: callsub L_Quest,12085,"Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton."; - case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc."; - case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!"; - } - end; - } - setarray .@exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250; - for(.@i = 0; .@i<16; ++.@i) - if (questprogress(12072+.@i,HUNTING) == 2) { - mes "[Mission Board]"; - mes "You have completed the mission."; - mes "Here is your reward."; - erasequest 12088; - erasequest 12072+.@i; - specialeffect2 EF_STEAL; - getexp .@exp[.@i],0; - close; - } - if (!questprogress(12072,HUNTING) && !questprogress(12073,HUNTING) && !questprogress(12074,HUNTING) && !questprogress(12075,HUNTING) - && !questprogress(12076,HUNTING) && !questprogress(12077,HUNTING) && !questprogress(12078,HUNTING) && !questprogress(12079,HUNTING) - && !questprogress(12080,HUNTING) && !questprogress(12081,HUNTING) && !questprogress(12082,HUNTING) && !questprogress(12083,HUNTING) - && !questprogress(12084,HUNTING) && !questprogress(12085,HUNTING) && !questprogress(12086,HUNTING) && !questprogress(12087,HUNTING)) { - mes "You may now view the bulletin board."; - erasequest 12088; - close; - } - mes "There is nothing special to do."; - close; -L_Quest: - mes "[Mission Board Memo]"; - mes getarg(1); - next; - if(select("Accept the mission.:Cancel.") == 1) { - mes "[Mission Board]"; - mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; - setquest 12088; - setquest getarg(0); - } - close; -} diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt deleted file mode 100644 index 0178a56ce..000000000 --- a/npc/re/quests/eden/56-70.txt +++ /dev/null @@ -1,359 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [56 - 70] -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.5 -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 56 - 70. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Some little optimization here and there. [Masao] -//= 1.2 Added checkquest confirmation for -1. [Euphy] -//= 1.3 Fixed Puppet Master's Agony Quest (12217 -> 3259). [Joseph] -//= 1.4 Fixed invalid check (Magic Wand Quest). [Joseph] -//= 1.5 Optimized, based on code by Zopokx. [Euphy] -//============================================================ - -moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member."; - close; - } - mes "Here is the list of various adventures for level 56~70 adventurers."; - next; - mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People."; - next; - switch(select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) { - case 1: - switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) { - case 1: callsub L_HuntingQuest,3250,15000,5000,930,30; - case 2: callsub L_HuntingQuest,3251,16000,6000; - case 3: callsub L_HuntingQuest,3252,17000,8000; - case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30; - } - case 2: - switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) { - case 1: callsub L_HuntingQuest,3255,16000,7000; - case 2: callsub L_Quest,3256,15000,5000,918,30; - case 3: callsub L_HuntingQuest,3257,17000,8000; - case 4: callsub L_Quest,3258,16000,7000,7198,40; - case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30; - } - case 3: - switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) { - case 1: callsub L_HuntingQuest,3260,16000,6000; - case 2: callsub L_HuntingQuest,3261,16000,7000; - case 3: callsub L_Quest,3262,17000,7000,1032,40; - case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30; - } - } - end; - -L_Quest: - if (!questprogress(getarg(0))) { - callsub L_Details, getarg(0); - next; - mes "Would you like to accept this mission?"; - next; - if(select("Accept the mission.:Do not accept the mission.") == 1) { - if (BaseLevel < 55 || BaseLevel > 70) { - mes "These missions are not fit for my level. I should look for other missions."; - close; - } - setquest getarg(0); - mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; - next; - mes "This mission doesn't have time limits."; - } - close; - } - if (getargcount() > 5) { - if (countitem(getarg(5)) < getarg(6)) - .@items = 1; //incomplete - else - .@items = 2; //complete - } - if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) { - mes "You have an on-going mission. Would you like to check the details?"; - next; - if(select("Check the details.:Cancel.") == 1) - callsub L_Details, getarg(0); - close; - } else { - mes "I have done pretty well for the mission. Should I report it now?"; - next; - if(select("Report the mission.:Do not report it yet.") == 1) { - delitem getarg(3),getarg(4); - if (.@items) - delitem getarg(5),getarg(6); - getexp getarg(1),getarg(2); - erasequest getarg(0); - mes "You have completed the mission. Get rewards."; - } - close; - } - end; - -L_HuntingQuest: - if (!questprogress(getarg(0))) { - callsub L_Details, getarg(0); - next; - mes "Would you like to accept this mission?"; - next; - if(select("Accept the mission.:Do not accept the mission.") == 1) { - if (BaseLevel < 55 || BaseLevel > 70) { - mes "These missions are not fit for my level. I should look for other missions."; - close; - } - setquest getarg(0); - mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; - next; - mes "This mission doesn't have time limits."; - } - close; - } - if (getargcount() > 3) { - if (countitem(getarg(3)) < getarg(4)) - .@items = 1; //incomplete - else - .@items = 2; //complete - } - if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) { - mes "You have an on-going mission. Would you like to check the details?"; - next; - if(select("Check the details.:Cancel.") == 1) - callsub L_Details, getarg(0); - close; - } else if (questprogress(getarg(0),HUNTING) == 2) { - mes "I have done pretty well for the mission. Should I report it now?"; - next; - if(select("Report the mission.:Do not report it yet.") == 1) { - if (.@items) - delitem getarg(3),getarg(4); - getexp getarg(1),getarg(2); - erasequest getarg(0); - mes "You have completed the mission. Get rewards."; - } - close; - } - end; - -L_Details: - switch(getarg(0)) { - case 3250: - mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details."; - next; - mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages."; - next; - mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages."; - next; - mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "- Rekenber corporation chief director 'Julie E Delph' -"; - break; - case 3251: - mes "This mission is assigned by the Comodo cooperative society. Below are the details."; - next; - mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach."; - next; - mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard."; - next; - mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - break; - case 3252: - mes "This mission is assigned by an unknown client from Izlude."; - next; - mes "I have admired the beach of Izlude, ever since I was born."; - next; - mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before..."; - next; - mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life."; - next; - mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids..."; - next; - mes "I finally tracked down the fact that it was a Merman, not a Mermaid!"; - next; - mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Izlude 'The Lost dream mermaid' --"; - break; - case 3254: - mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; - next; - mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; - next; - mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; - next; - mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; - next; - mes "You can get those materials from Sand Man, I wish you good luck!"; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; - break; - case 3255: - mes "This mission is assigned by the Payon town hall."; - next; - mes "Wild animals are always annoyances to farmers."; - next; - mes "They attack our farm and ruin whole crops!! We can't stand it anymore!"; - next; - mes "So, we would like to ask for the help from brave adventurers."; - next; - mes "Please, hunt 30 Savages to save our crops!"; - next; - mes "You can easily find those monsters around our town and field."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Payon town hall members --"; - break; - case 3256: - mes "This mission is assigned by the Morroc blacksmith Aragham."; - next; - mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; - next; - mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; - next; - mes "He will be attending summer camp this summer, but he doesn't know how to swim."; - next; - mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; - next; - mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; - next; - mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?"; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; - next; - mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; - break; - case 3257: - mes "This mission is assigned by an inventor Dorian from Izlude."; - next; - mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters."; - next; - mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you."; - next; - mes "Women can bring strange phenomenons with them!"; - next; - mes "I am so intrigued with that story that I'm trying to prove that it can be true."; - next; - mes "So I need to make women upset! Haha, I know what a mean idea, right?"; - next; - mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls."; - next; - mes "So I can keep observing the case."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Elegance inventor Dorian --"; - break; - case 3258: - mes "This mission is assigned by Wallah from Payon."; - next; - mes "Hello, adventurer. How are you? How is your health?"; - next; - mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; - next; - mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; - next; - mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!"; - next; - mes "Please bring it as soon as possible, people need my medicine."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Wallah --"; - break; - case 3259: - mes "This mission is assigned by puppet master Woonute from Geffen."; - next; - mes "You know being a puppet master is kind of a hard job to satisfy people."; - next; - mes "People can search and see so many different things on their own thesedays."; - next; - mes "Their expectations are getting high, I can't satisfy them anymore."; - next; - mes "But if I can make new toy concepts, like living toys, it will be ground breaking."; - next; - mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Puppet Master Woonute --"; - break; - case 3260: - mes "This mission is assigned by an exterminator from Prontera."; - next; - mes "As the weather gets warmer, insects multiply more and more. It is already out of control."; - next; - mes "People in Prontera cannot sleep because of all the bugs in their house."; - next; - mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- The Prontera exterminator --"; - break; - case 3261: - mes "This mission is assigned by Cheese Dongja from Payon."; - next; - mes "Have you heard about Munak?"; - next; - mes "The ugly monster Munak is threatening people in Payon."; - next; - mes "So we need brave adventurers like you!"; - next; - mes "Please hunt 30 Munaks then Payon will be in peace."; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "- Payon Cheese Dongja -"; - break; - case 3262: - mes "This mission is assigned by a gem dealer, Ibraham from Morroc."; - next; - mes "A small beautiful flower in the barren desert... What an incredible scene it would be!"; - next; - mes "Planting flowers can make the world green and it will be so pretty everywhere."; - next; - mes "I plan to plant strong flowers in the Morroc desert so the soil gets better."; - next; - mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant."; - next; - mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!"; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Morroc Ibraham --"; - break; - case 3263: - mes "This mission is assigned by the Payon blacksmith Antonio."; - next; - mes "Magic wand! Have you heard about it? It is an incredible wand!"; - next; - mes "If you say the magic words and swing the wand, it will make your wishes come true."; - next; - mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!"; - next; - mes "To make the wand, I need some special materials."; - next; - mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?"; - next; - mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; - next; - mes "-- Payon blacksmith Antonio --"; - break; - } - return; -} diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt deleted file mode 100644 index e88e388cb..000000000 --- a/npc/re/quests/eden/71-85.txt +++ /dev/null @@ -1,225 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [71 - 85] -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.3 -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 71 - 85. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Some little optimization here and there. [Masao] -//= 1.2 Optimized. [Euphy] -//= 1.3 Updated to match the official scripts. [Euphy] -//============================================================ - -moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "- Only members of the -"; - mes "- Eden Group can read -"; - mes "- this bulletin board. -"; - close; - } - - // Clear the original quest data (no longer used). - if (slv_quest) slv_quest = 0; - if (questprogress(10102) || questprogress(10103) || questprogress(10104) || questprogress(10105) || questprogress(10106)) { - for(.@quest = 10102; .@quest<=10106; ++.@quest) { - if (questprogress(.@quest)) - erasequest .@quest; - } - mes "- Since the client has moved -"; - mes "- to another place, -"; - mes "- the application form has been removed. -"; - next; - } - - if (BaseLevel < 71) { - mes "- Only members of the -"; - mes "- right level can read -"; - mes "- this bulletin board. -"; - mes "- Try to find a board -"; - mes "- that suits your level. -"; - close; - } else if (BaseLevel > 85) { - // Quest IDs: 10107-10123, 5055-5057 - setarray .@quests[0], - 10107,10108,10109, - 10110,10111,10112,10113, - 10114,10115,10116,10117, - 10118,10119,10120, - 10121,10122,10123,5055,5056; - for(.@i = 0; .@i<getarraysize(.@quests); ++.@i) { - if (questprogress(.@quests[.@i],HUNTING) == 2) - .@complete[getarraysize(.@complete)] = .@quests[.@i]; - } - if (questprogress(5057) && countitem(7187) >= 30) - .@complete[getarraysize(.@complete)] = 5057; - if (getarraysize(.@complete)) { - mes "You have quests in progress."; - mes "Do you want to turn them in?"; - next; - if(select("Of course.:No.") == 2) - close; - for(.@i = 0; .@i<getarraysize(.@complete); ++.@i) - callsub L_Quest,.@complete[.@i]; - close; - } - mes "- Only members of the -"; - mes "- right level can read -"; - mes "- this bulletin board. -"; - mes "- Try to find a board -"; - mes "- that suits your level. -"; - close; - } - mes "- Choose where you -"; - mes "- would like to hunt. -"; - next; - switch(select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) { - case 1: - mes "- There are several requests -"; - mes "- related to the Sphinx Dungeon -"; - mes "- on this mission Board. -"; - next; - .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; - .@str2$ = "- Meidi from Morroc -"; - switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) { - case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$; - case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$; - case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$; - } - case 2: - mes "- There are several requests -"; - mes "- related to Glast Heim -"; - mes "- on this mission Board. -"; - next; - .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. "; - .@str2$ = "- Ancellia from Geffen -"; - switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { - case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; - case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; - case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$; - case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$; - } - case 3: - mes "- There are several requests -"; - mes "- related to the area -"; - mes "- around Juno. -"; - next; - .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; - .@str2$ = "- Jeanbai, traveler -"; - switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) { - case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$; - case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$; - case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$; - case 4: callsub L_Quest,10117,.@str1$+"Hunt 20 Harpies.",.@str2$; - } - case 4: - mes "- There are several requests -"; - mes "- related to the Clock Tower -"; - mes "- on this mission Board. -"; - next; - .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; - .@str2$ = "- Rizingsetter, President of the Love Clock community -"; - switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) { - case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$; - case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$; - case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$; - } - case 5: - mes "- There are several requests -"; - mes "- related to the Localized Islands -"; - mes "- on this mission Board. -"; - next; - .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; - .@str2$ = "- Funfy, who wants to go on an adventure -"; - switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) { - case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$; - case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$; - case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$; - case 4: callsub L_Quest,5055,"I know there are many terrifying monsters outside the city, but what terrifies me are these Headless Mules lurking around. I hope they will never venture into town. Hunt 15 Headless Mules!","- Mariana from Brasilis -"; - case 5: callsub L_Quest,5056,"Tamruans make a lot of noise. I don't mind in the morning but they keep me from falling asleep at night. I want to sleep. Hunt 15 Tamruans!","- Shaman Pumo from Ayotaya -"; - case 6: callsub L_Quest,5057,"The Dumpling Childs stole all the masks that I had prepared for the festival. Try to get a hold of 30 masks! I'll owe you~","- SaYumMoon Chief of Kunlun -"; - } - } - end; - -//callsub L_Quest,<quest ID>{,"<description1>","<description2>"}; -L_Quest: - .@quest = getarg(0); - switch(.@quest) { - case 10107: .@name$ = "Hunt Requiem"; .@exp = 15000; break; - case 10108: .@name$ = "Hunt Marduk"; .@exp = 15000; break; - case 10109: .@name$ = "Hunt Pasana"; .@exp = 15000; break; - case 10110: .@name$ = "Hunt Dark Frame"; .@exp = 20000; break; - case 10111: .@name$ = "Hunt Evil Druid"; .@exp = 20000; break; - case 10112: .@name$ = "Hunt Wraith"; .@exp = 20000; break; - case 10113: .@name$ = "Hunt Raydric Archer"; .@exp = 20000; break; - case 10114: .@name$ = "Hunt Grand Peco"; .@exp = 30000; break; - case 10115: .@name$ = "Hunt Sleeper"; .@exp = 30000; break; - case 10116: .@name$ = "Hunt Goat"; .@exp = 30000; break; - case 10117: .@name$ = "Hunt Harpy"; .@exp = 30000; break; - case 10118: .@name$ = "Hunt Clock"; .@exp = 25000; break; - case 10119: .@name$ = "Hunt Punk"; .@exp = 25000; break; - case 10120: .@name$ = "Hunt Rideword"; .@exp = 25000; break; - case 10121: .@name$ = "Hunt Kikimora"; .@exp = 30000; break; - case 10122: .@name$ = "Hunt Miyabi Doll"; .@exp = 30000; break; - case 10123: .@name$ = "Hunt Mi Gao"; .@exp = 30000; break; - case 5055: .@name$ = "Hunt Headless Mule"; .@exp = 30000; break; - case 5056: .@name$ = "Hunt Tamruan"; .@exp = 30000; break; - case 5057: .@name$ = "Gather Festival Masks for the Festival"; .@exp = 30000; break; - } - if (getargcount() == 1) { - mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?"; - next; - if(select("Turn in quest.:Cancel.") == 1) { - if (.@quest == 5057) delitem 7187,30; //Festival_Mask - erasequest .@quest; - getexp .@exp,0; - mes "You've received EXP for finishing the quest."; - next; - return; - } - close; - } else { - if (.@quest == 5057) { - // Quest 5057 is the only collection quest, so separate conditions are unnecessary. - if (!questprogress(5057)) - .@hunting = 0; - else if (countitem(7187) >= 30) - .@hunting = 2; - } else { - .@hunting = questprogress(.@quest,HUNTING); - } - if (.@hunting == 1) { - mes getarg(1); - mes getarg(2); - next; - mes "Return here when you've finished the quest."; - } else if (.@hunting == 2) { - mes "You have completed the quest."; - next; - if(select("Turn in quest.:Cancel.") == 1) { - if (.@quest == 5057) delitem 7187,30; //Festival_Mask - erasequest .@quest; - getexp .@exp,0; - mes "You've received EXP for finishing the quest."; - } - }/* else if (.@hunting == 3) { -// recall_completequest .@quest - erasequest .@quest; - mes "You have re-accepted the quest '"+.@name$+"'."; - }*/ else { - mes getarg(1); - mes getarg(2); - next; - mes "Do you want to accept the quest?"; - next; - if(select("Yes.:No.") == 1) { - mes "You've received the quest '"+.@name$+"'. View your quest info for more details."; - setquest .@quest; - } - } - close; - } -} diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt deleted file mode 100644 index de6d7f122..000000000 --- a/npc/re/quests/eden/86-90.txt +++ /dev/null @@ -1,198 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [86 - 90] -//===== By: ================================================== -//= Chilly -//===== Current Version: ===================================== -//= 1.3 -//===== File Encoding ======================================== -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 86 - 90. -//===== Additional Comments: ================================= -//= 1.0 First Version. [Chilly] -//= 1.1 Some little improvements here and there. [Masao] -//= 1.2 Optimized. [Euphy] -//= 1.3 Updated to match the official script. [Euphy] -//============================================================ - -moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "Wait a minute!"; - mes "-You need to have an-"; - mes "-^4d4dff'Eden Group Mark'^000000-"; - mes "-to receive these missions.-"; - next; - switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) { - case 1: - close; - case 2: - mes "::The Eden Group Missions"; - mes "::are basically missions"; - mes "::requested by"; - mes "::people from all around the kingdom."; - mes "::We just categorize them."; - next; - mes "::In the Eden Group,"; - mes "::we sorted out the missions"; - mes "::according to the level of difficulty."; - mes "::According to this level,"; - mes "::you can find"; - mes "::missions that"; - mes "::suit you."; - next; - mes "::When you are done,"; - mes "::you can come back"; - mes "::to the mission board."; - next; - mes "::Then you will be"; - mes "::rewarded!!"; - mes "::Simple, isn't it!!"; - mes "::No commission required!!"; - close; - case 3: - mes "::You can become a member"; - mes "::of the Eden Group"; - mes "::to ^0000FFLaime Evenor^000000,"; - mes "::who is waiting on the 1st floor."; - next; - mes "::If you become a member,"; - mes "::you will get an"; - mes "::\"^006400Eden Group Mark^000000\"."; - mes "::Then you will be able"; - mes "::to see the mission board."; - close; - } - } - if (BaseLevel < 86 || BaseLevel > 90) { - // Quest IDs: 4167-4180 - // Quest cooldown IDs: 4198-4211 - setarray .@names$[0], - "Dragon Tail","Spring Rabbit","Pest", - "Bathory","Alarm", - "Baba Yaga","Yao Jun","Firelock Soldier","Zipper Bear", - "Ground Petite","Rafflesia","Venomous","Pitman","Yellow Novus"; - setarray .@exp[0], - 76000,82000,82000, - 72000,76000, - 72000,78000,82000,80000, - 72000,72000,72000,86000,80000; - mes "You must be within level 86-90 to accept these missions."; - for(.@quest = 4167; .@quest<=4180; ++.@quest) { - .@hunting = questprogress(.@quest,HUNTING); - if (.@hunting == 1) { - next; - mes ":: You cannot proceed in"; - mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000."; - mes ":: The registration to the mission"; - mes ":: is cancelled."; - erasequest .@quest; - close; - } else if (.@hunting == 2) { - next; - mes ":: You added information"; - mes ":: about the mission"; - mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000"; - mes ":: on the mission board."; - mes ":: You've got a"; - mes ":: salutary experience."; - erasequest .@quest; - getexp .@exp[.@quest-4167],0; - close; - } - } - close; - } - mes "[86-90 Mission Board]"; - mes "There are several requests on this board."; - next; - switch(select("^8B4513Turtle Island^000000:^8B4513Clock Tower Dungeon^000000:^8B4513Expansion Towns^000000:^8B4513Other Regions^000000")) { - case 1: - mes "^8B4513Turtle Island^000000."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFDragon Tail^000000:^0000FFSpring Rabbit^000000:^0000FFPest^000000")) { - case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; - case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; - case 3: callsub L_Quest,4169,"Pest",82000,"Æ佺Ʈīµå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; - } - case 2: - mes "^8B4513Clock Tower Dungeon^000000."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFBathory^000000:^0000FFAlarm^000000")) { - case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters."; - case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters."; - } - case 3: - mes "^8B4513Expansion Cities^000000"; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFBaba Yaga^000000:^0000FFYao Jun^000000:^0000FFFirelock Soldier^000000:^0000FFZipper Bear^000000")) { - case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia."; - case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang."; - case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s"; - case 4: callsub L_Quest,4175,"Zipper Bear",120000,"ÁöÆÛº£¾îÄ«µå","There are bear monsters swarming in the Kunlun dungeon."; - } - case 4: - mes "[86-90 Mission Board]"; - mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFGround Petite^000000:^0000FFRafflesia^000000:^0000FFVenomous^000000:^0000FFPitman^000000:^0000FFYellow Novus^000000")) { - case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen."; - case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen."; - case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch."; - case 4: callsub L_Quest,4179,"Pitman",86000,"Ç͸Ç","There are undead monsters pushing a cart around the fields and dungeons of Einbroch."; - case 5: callsub L_Quest,4180,"Yellow Novus",80000,"¿»·Î¿ì³ë¹ö½º","There are yellow dragon type monsters terrorizing the fields of Hugel."; - } - } - end; - -//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"}; -L_Quest: - .@quest1 = getarg(0); - .@quest2 = .@quest1+31; - .@playtime = questprogress(.@quest2,PLAYTIME); - if (.@playtime == 1) { - mes "[86-90 Mission Board]"; - mes "You need to wait 3 hours before you can take this mission again."; - close; - } - .@hunting = questprogress(.@quest1,HUNTING); - if (.@hunting == 1) { - mes "[86-90 Mission Board]"; - mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?"; - close; - } else if (.@hunting == 2) { - mes "[86-90 Mission Board]"; - mes "You have completed the hunting."; - mes "Please accept this reward as a compensation."; - erasequest .@quest1; - if (.@playtime) erasequest .@quest2; - setquest .@quest2; - getexp getarg(2),0; - close; - }/* else if (.@hunting == 3) { -// recall_completequest .@quest1 - erasequest .@quest1; - mes "[86-90 Mission Board]"; - mes "You have re-accepted the "+getarg(1)+" Hunting mission."; - close; - }*/ else { - mes "[86-90 Mission Board]"; - mes getarg(4); - next; - if (getarg(3) != "") cutin getarg(3),3; - mes "[86-90 Mission Board]"; - mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board."; - next; - if (getarg(3) != "") cutin getarg(3),255; - if(select("I'll hunt them.:No thanks.") == 1) { - mes "[86-90 Mission Board]"; - mes "When you have completed the mission, post it on this board and collect your reward."; - if (.@playtime) erasequest .@quest2; - setquest .@quest1; - } - close; - } -} diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt deleted file mode 100644 index ba3e8c479..000000000 --- a/npc/re/quests/eden/91-99.txt +++ /dev/null @@ -1,215 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Mission [91 - 99] -//===== By: ================================================== -//= Chilly -//===== Current Version: ===================================== -//= 1.3 -//===== File Encoding ======================================== -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//===== Description: ========================================= -//= Repetable Quests for Players between Baselevel 91 - 99. -//===== Additional Comments: ================================= -//= 1.0 First Version. [Chilly] -//= 1.1 Some little improvements here and there. [Masao] -//= 1.2 Optimized. [Euphy] -//= 1.3 Updated to match the official script. [Euphy] -//============================================================ - -moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ - if (countitem(6219) < 1) { - mes "Wait a minute!"; - mes "-You need to have an-"; - mes "-^4d4dff'Eden Group Mark'^000000-"; - mes "-to receive these missions.-"; - next; - switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) { - case 1: - close; - case 2: - mes "::The Eden Group Missions"; - mes "::are basically missions"; - mes "::requested by"; - mes "::people from all around the kingdom."; - mes "::We just categorize them."; - next; - mes "::In the Eden Group,"; - mes "::we sorted out the missions"; - mes "::according to the level of difficulty."; - mes "::According to this level,"; - mes "::you can find"; - mes "::missions that"; - mes "::suit you."; - next; - mes "::When you are done,"; - mes "::you can come back"; - mes "::to the mission board."; - next; - mes "::Then you will be"; - mes "::rewarded!!"; - mes "::Simple, isn't it!!"; - mes "::No commission required!!"; - close; - case 3: - mes "::You can become a member"; - mes "::of the Eden Group"; - mes "::to ^0000FFLaime Evenor^000000,"; - mes "::who is waiting on the 1st floor."; - next; - mes "::If you become a member,"; - mes "::you will get an"; - mes "::\"^006400Eden Group Mark^000000\"."; - mes "::Then you will be able"; - mes "::to see the mission board."; - close; - } - } - if (BaseLevel < 91 || BaseLevel > 99) { - // Quest IDs: 4181-4196 - // Quest cooldown IDs: 4212-4227 - setarray .@names$[0], - "Solider","Freezer","Heater", - "Injustice","Rybio","Dark Priest", - "Stapo","Roween","Siroma", - "Shinobi","Evil Nymph", - "Deviruchi","Mineral","Kaho","Neraid","Disguise"; - setarray .@exp[0], - 90000,94000,114000, - 96000,96000,146000, - 96000,102000,110000, - 102000,108000, - 110000,138000,118000,96000,134000; - mes "You must be within level 91-99 to accept these missions."; - for(.@quest = 4181; .@quest<=4196; ++.@quest) { - .@hunting = questprogress(.@quest,HUNTING); - if (.@hunting == 1) { - next; - mes ":: You cannot proceed in"; - mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000."; - mes ":: The registration to the mission"; - mes ":: is cancelled."; - erasequest .@quest; - close; - } else if (.@hunting == 2) { - next; - mes ":: You added information"; - mes ":: about the mission"; - mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000"; - mes ":: on the mission board."; - mes ":: You've got a"; - mes ":: salutary experience."; - erasequest .@quest; - getexp .@exp[.@quest-4181],0; - close; - } - } - close; - } - mes "[91-99 Mission Board]"; - mes "There are several requests on this board."; - next; - switch(select("^8B4513Turtle Island^000000:^8B4513Glast Heim^000000:^8B4513Rachel / Veins^000000:^8B4513Expansion Cities^000000:^8B4513Other regions^000000")) { - case 1: - mes "^8B4513Turtle Island^000000."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFSolider^000000:^0000FFFreezer^000000:^0000FFHeater^000000")) { - case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; - case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; - case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; - } - case 2: - mes "^8B4513Glast Heim^000000."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFInjustice^000000:^0000FFRybio^000000:^0000FFDark Priest^000000")) { - case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; - case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; - case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; - } - case 3: - mes "^8B4513Rachel / Veins^000000."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFStapo^000000:^0000FFRoween^000000:^0000FFSiroma^000000")) { - case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000."; - case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000."; - case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000."; - } - case 4: - mes "^8B4513Expansion Cities^000000."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFShinobi^000000:^0000FFEvil Nymph^000000")) { - case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000."; - case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000."; - } - case 5: - mes "Other Regions."; - mes "Which monster will you hunt or have you finished hunting?"; - next; - switch(select("^0000FFDeviruchi^000000:^0000FFMineral^000000:^0000FFKaho^000000:^0000FFNeraid^000000:^0000FFDisguise^000000")) { - case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çÄ¡Ä«µå","There is a monster only found in ^8B4513Geffen Dungeon^000000."; - case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000."; - case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000."; - case 4: callsub L_Quest,4195,"Neraid",96000,"³×·¹À̵åÄ«µå","There is a monster only found in ^8B4513Comodo Dungeon^000000."; - case 5: callsub L_Quest,4196,"Disguise",134000,"µð½º°¡ÀÌÁîÄ«µå","There is a monster only found in ^8B4513Nifflheim^000000."; - } - } - end; - -//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"}; -L_Quest: - .@quest1 = getarg(0); - .@quest2 = .@quest1+31; - .@playtime = questprogress(.@quest2,PLAYTIME); - if (.@playtime == 1) { - mes "[91-99 Mission Board]"; - mes "You need to wait 3 hours before you can take this mission again."; - close; - } - .@hunting = questprogress(.@quest1,HUNTING); - if (.@hunting == 1) { - mes "[91-99 Mission Board]"; - mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?"; - close; - } else if (.@hunting == 2) { - mes "[91-99 Mission Board]"; - mes "You have completed the hunting."; - mes "Please accept this reward as a compensation."; - erasequest .@quest1; - if (.@playtime) erasequest .@quest2; - setquest .@quest2; - - // Job Experience calculation. - if (JobLevel > 50 && JobLevel < 56) .@jexp = 67000; - else if (JobLevel > 55 && JobLevel < 61) .@jexp = 94000; - else if (JobLevel > 60 && JobLevel < 66) .@jexp = 141000; - else if (JobLevel > 65 && JobLevel < 69) .@jexp = 212000; - else if (JobLevel == 69) .@jexp = 311000; - - getexp getarg(2),.@jexp; - close; - }/* else if (.@hunting == 3) { -// recall_completequest .@quest1 - erasequest .@quest1; - mes "[91-99 Mission Board]"; - mes "You have re-accepted the "+getarg(1)+" Hunting mission."; - close; - }*/ else { - mes "[91-99 Mission Board]"; - mes getarg(4); - next; - if (getarg(3) != "") cutin getarg(3),3; - mes "[91-99 Mission Board]"; - mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board."; - next; - if (getarg(3) != "") cutin getarg(3),255; - if(select("I'll hunt them.:No thanks.") == 1) { - mes "[91-99 Mission Board]"; - mes "When you have completed the mission, post it on this board and collect your reward."; - if (.@playtime) erasequest .@quest2; - setquest .@quest1; - } - close; - } -} diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt deleted file mode 100644 index b814c7ba1..000000000 --- a/npc/re/quests/eden/eden_common.txt +++ /dev/null @@ -1,406 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Common NPCs -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.8 -//===== Description: ========================================= -//= Eden Group Headquarter NPC's. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Removed showevent use, and use of duplicates. -//= Commented out warps that should not be active. -//= 1.2 Reduced 300+ copy-paste lines to 1 duplicated NPC. [Brian] -//= 1.3 Some little optimization here and there. [Masao] -//= 1.4 Updated to match the new Izlude Map. [Masao] -//= 1.5 Added some missing Eden Group Teleport Officers. [Masao] -//= 1.6 Added Izlude RE coordinates. [Euphy] -//= 1.7 Added Malaya teleporter. [Euphy] -//= 1.8 Updated to match the latest official script. [Euphy] -//============================================================ - -moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ - if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; - close; - } - mes "[Lime Evenor]"; - mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere."; - mes "Hello. Can I help you?"; - next; - while (1) { - switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) { - case 1: - mes "[Lime Evenor]"; - mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard."; - next; - mes "[Lime Evenor]"; - mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need."; - next; - mes "[Lime Evenor]"; - mes "Eden members will review the missions and help those who post them up."; - mes "Members do these missions for rewards."; - next; - mes "[Lime Evenor]"; - mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world."; - mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands."; - next; - break; - case 2: - if (countitem(6219) < 1) { - mes "[Lime Evenor]"; - mes "You can be a Eden's member by simply registering with me."; - mes "Would you like to join Eden Group?"; - next; - switch (select("Yes, I want to join.:No, I don't want to join.")) { - case 1: - mes "[Lime Evenor]"; - mes "Aright. Excellent! Please write down your name here."; - input .@input$; - next; - mes "[Lime Evenor]"; - mes "Are you done?"; - mes "Let me see."; - next; - mes "[Lime Evenor]"; - mes "Your name is ^3131FFBo"+.@input$+"Ba^000000...? Is that right?"; - mes "Huh? Isn't it??"; - next; - emotion e_swt; - mes "[Lime Evenor]"; - mes "Hmm, that isn't what you wrote?"; - mes "Ok, hmm, it seems a bit hard to read."; - next; - mes "[Lime Evenor]"; - mes "Would you please write your name again? Please write it ^3131FFClearly^000000."; - input .@input$; - next; - mes "[Lime Evenor]"; - mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000."; - mes "I got it right this time."; - next; - emotion e_no1; - mes "[Lime Evenor]"; - mes "We already put your name on the list."; - mes "Welcome to Eden's group new member!"; - next; - mes "[Lime Evenor]"; - mes "Hopefully you can do great work as an Eden's member."; - getitem 6219,1; //Para_Team_Mark - next; - break; - case 2: - mes "[Lime Evenor]"; - mes "Do you still have questions about Eden Group?"; - next; - break; - } - } else { - mes "[Lime Evenor]"; - mes "You are already a member of Eden Group."; - next; - } - break; - case 3: - mes "[Lime Evenor]"; - mes "Do you want to register some missions that you want us to do?"; - next; - if(select("Yes, I want to register.:No, I don't.") == 1) { - mes "[Lime Evenor]"; - mes "Alrigh. Please write down your name on it."; - input .@input$; - next; - mes "[Lime Evenor]"; - mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?"; - mes "Hmm, your handwriting is not clear. I can't read. it"; - next; - mes "[Lime Evenor]"; - mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for"; - mes "Which map should we go to?"; - input .@input$; - next; - mes "[Lime Evenor]"; - mes "^3131FFMission Map: "+.@inputstr$+"^000000"; - mes "hum, I will note that."; - next; - mes "[Lime Evenor]"; - mes "Please let me know what kind of missions your are lookng for."; - mes "It should be briefly like 'Hunt 10 Porings.'"; - input .@input$; - next; - mes "[Lime Evenor]"; - mes "Are you done?"; - mes "Let me check."; - next; - mes "[Lime Evenor]"; - mes "Huh..........."; - next; - mes "[Lime Evenor]"; - mes "Hum.. huh??.................."; - next; - emotion e_dots; - mes "[Lime Evenor]"; - mes "I think you should complete one of our missions first before you take up a new mission."; - next; - emotion e_pif; - mes "[Lime Evenor]"; - mes "^3131FFClient: Lime Evenor^000000"; - mes "^3131FFMission: Practice your handwriting for one month.^000000"; - mes "You've got really bad penmanship!"; - next; - mes "[Lime Evenor]"; - mes "^3131FFMission:"+.@input$+"^000000"; - mes "Anyway, you are done registering for a new mission."; - next; - mes "[Lime Evenor]"; - mes "Missions are fully booked. You have to wait for an spot to clear up."; - mes "Please kindly wait until your turn."; - next; - } - break; - case 4: - if (countitem(6219) > 0) { - mes "[Lime Evenor]"; - mes "Would like to try some missions as an Eden member?"; - next; - mes "[Lime Evenor]"; - mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you."; - mes "Please carefully read the mission list and the qualifications and choose one of them."; - next; - } - else { - mes "[Lime Evenor]"; - mes "You need to join Eden Group first if you want to do some missions."; - close; - } - break; - case 5: - mes "[Lime Evenor]"; - mes "If you have any questions please come back again."; - close; - } - } - close; -} - -- script Eden Teleport Officer#0::eto -1,{ - mes "[Eden Teleport Officer]"; - mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; - mes "Eden group is here to help you and will show you the great future."; - next; - mes "[Eden Teleport Officer]"; - mes "You have nothing to do but waste your time?"; - mes "You are eager to do something good but no one offers you work?"; - mes "Would you like to be a problem solver?"; - mes "Eden group is here to solve your problem."; - next; - switch (select("Move to Eden Group.:Don't want to talk anymore.")) { - case 1: - mes "[Eden Teleport Officer]"; - mes "Let's go to our secret base!"; - nak_warp = strnpcinfo(2); - close2; - warp "moc_para01",31,14; - end; - case 2: - mes "[Eden Teleport Officer]"; - mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; - close; - } -} -prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 4_F_NOVICE -moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 4_F_NOVICE -geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 4_F_NOVICE -alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 4_F_NOVICE -aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 4_F_NOVICE -izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 4_F_NOVICE -prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 4_F_NOVICE -geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 4_F_NOVICE -moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 4_F_NOVICE -alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 4_F_NOVICE -payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 4_F_NOVICE -payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 4_F_NOVICE -que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 4_F_NOVICE -que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 4_F_NOVICE -yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 4_F_NOVICE -rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 4_F_NOVICE -comodo,202,151,4 duplicate(eto) Eden Teleport Officer#17 4_F_NOVICE -hugel,93,153,4 duplicate(eto) Eden Teleport Officer#18 4_F_NOVICE -veins,220,109,4 duplicate(eto) Eden Teleport Officer#19 4_F_NOVICE -einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#20 4_F_NOVICE -lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 4_F_NOVICE -amatsu,100,145,5 duplicate(eto) Eden Teleport Officer#22 4_F_NOVICE -ayothaya,221,191,3 duplicate(eto) Eden Teleport Officer#23 4_F_NOVICE -louyang,224,107,3 duplicate(eto) Eden Teleport Officer#24 4_F_NOVICE -gonryun,162,122,5 duplicate(eto) Eden Teleport Officer#25 4_F_NOVICE -moscovia,209,197,5 duplicate(eto) Eden Teleport Officer#26 4_F_NOVICE -brasilis,191,224,3 duplicate(eto) Eden Teleport Officer#27 4_F_NOVICE -dewata,192,193,5 duplicate(eto) Eden Teleport Officer#28 4_F_NOVICE -morocc,161,97,5 duplicate(eto) Eden Teleport Officer#29 4_F_NOVICE -izlude,131,148,4 duplicate(eto) Eden Teleport Officer#30 4_F_NOVICE -izlude_a,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_a 4_F_NOVICE -izlude_b,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_b 4_F_NOVICE -izlude_c,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_c 4_F_NOVICE -izlude_d,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_d 4_F_NOVICE -umbala,105,158,3 duplicate(eto) Eden Teleport Officer#31 4_F_NOVICE -malaya,238,206,6 duplicate(eto) Eden Teleport Officer#32 4_F_NOVICE - -moc_para01,30,10,0 script #eden_out WARPNPC,1,1,{ -OnTouch: - switch (nak_warp) { - case 1: warp "prontera",116,72; end; - case 2: warp "moc_ruins",64,161; end; - case 3: warp "geffen",120,39; end; - case 4: warp "alberta",117,56; end; - case 5: warp "aldebaran",168,112; end; - case 6: warp "izlude_in",73,165; end; - case 7: warp "prt_church",99,78; end; - case 8: warp "geffen_in",162,99; end; - case 9: warp "moc_prydb1",51,118; end; - case 10: warp "alberta_in",73,43; end; - case 11: warp "payon_in02",64,60; end; - case 12: warp "payon",161,58; end; - case 13: warp "que_ng",33,63; end; - case 14: warp "que_ng",144,166; end; - case 15: warp "yuno",158,125; end; - case 16: warp "rachel",115,125; end; - case 17: warp "comodo",192,145; end; - case 18: warp "hugel",88,148; end; - case 19: warp "veins",216,104; end; - case 20: warp "einbroch",246,204; end; - case 21: warp "lighthalzen",159,95; end; - case 22: warp "amatsu",110,150; end; - case 23: warp "ayothaya",217,178; end; - case 24: warp "louyang",217,103; end; - case 25: warp "gonryun",155,120; end; - case 26: warp "moscovia",218,198; end; - case 27: warp "brasilis",190,220; end; - case 28: warp "dewata",192,182; end; - case 29: warp "morocc",161,97; end; - case 30: warp "izlude",134,118; end; // Old coordinates: (127,142) - case 31: warp "umbala",94,154; end; - case 32: warp "malaya",234,199; end; - default: warp "prontera",116,72; end; - } - end; -} - -moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{ - if (countitem(6219) > 0) { - mes "[Lime Evenor]"; - mes "Oh, it is an exclusive place only for Eden's members."; - mes "If you are a member, you can come whenever you want!"; - next; - switch (select("Enter.:Don't Enter.")) { - case 1: - mes "This door is beautifully decorated but seems a little bit too heavy."; - close2; - warp "moc_para01",106,14; - end; - case 2: - mes "[Lime Evenor]"; - mes "Well, if you are not interested."; - close; - } - } - mes "[Lime Evenor]"; - mes "Oh, this is an exclusive place for Eden's members only."; - mes "If you want to go inside, you have to join the Eden Group."; - close; -} - -moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{ - mes "[Old Adventurer]"; - mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard."; - next; - mes "[Old Adventurer]"; - mes "I came here to join the Eden group! I don't deserve this!"; - mes "Do you also think I look like I'm senile?"; - close; -} - -moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{ - .@eggf = rand(1,118); - .@eggf_1 = .@eggf + 1; - .@eggf_2 = .@eggf + 2; - .@eggf_6 = .@eggf + 6; - mes "[Eden's Chief]"; - mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?"; - next; - emotion e_sob; - mes "[Eden's Chief]"; - mes "Oh, Shoot! How many eggs have I done?"; - mes "Aww!!! I totally forgot! I have to count again!"; - next; - emotion e_sob; - mes "[Eden's Chief]"; - mes "Why have you asked me to do this? What kind of mission is that?"; - next; - emotion e_sob; - mes "[Eden's Chief]"; - mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?"; - close; -} - -moc_para01,172,28,5 script Eden's Intern#eden 4_M_ALCHE_D,{ - mes "[Eden's Intern]"; - mes "Actually, I realized that."; - next; - mes "[Eden's Intern]"; - mes "We have to work really hard unless you want to fail."; - next; - mes "[Eden's Intern]"; - mes "But, I have never learned about pharmaceuticals yet."; - next; - mes "[Eden's Intern]"; - mes "I'm going to fail. I can't do this."; - close; -} - -moc_para01,20,35,5 script Office Assistant Neede 4_F_CHNDOCTOR,{ - mes "[Neede]"; - mes "I became a Eden's member several years ago, but it feels like it was yesterday."; - mes "I have been doing lots of work, so I didn't even notice how many years I spent here."; - next; - mes "[Neede]"; - mes "It reminds me that it was like a war everyday."; - next; - mes "[Neede]"; - mes "The chief of ^3131FFthe restaurant on the right side^000000"; - mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!"; - next; - mes "[Neede]"; - mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!"; - next; - emotion e_ag; - mes "[Neede]"; - mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy."; - next; - mes "[Neede]"; - mes "Ah, that weird girl is actually our boss..."; - next; - mes "[Neede]"; - mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from."; - next; - emotion e_omg; - mes "[Neede]"; - mes "Wait!"; - mes "Shh! It is a secret, you can't tell anybody!"; - next; - mes "[Neede]"; - emotion e_sigh; - mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss."; - next; - emotion e_pif,0,"Secretary Lime Evenor"; - mes "[Lime Evenor]"; - mes "I am not that kind of guy."; - next; - emotion e_wah; - mes "[Neede]"; - mes "Huh? Did you hear that? Gosh~!"; - close; -} diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt deleted file mode 100644 index e60f0aedd..000000000 --- a/npc/re/quests/eden/eden_iro.txt +++ /dev/null @@ -1,598 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden iRO NPCs -//===== By: ================================================== -//= -SkittleNugget- -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= Eden scripts custom to iRO (disabled by default). -//= You may need iRO's data.grf to view some of the items. -//===== Additional Comments: ================================= -//= 1.0 First version. -//= 1.1 Edited and added more NPCs, lots of placeholders. [Euphy] -//============================================================ - -// Acolyte Warper (part of other/acolyte_warp.txt) -//============================================================ -moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ - mes "[Aperture]"; - mes "Hello there, adventurer."; - mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class."; - next; - mes "[Aperture]"; - mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!"; - emotion e_dots,1; - next; - mes "[Aperture]"; - mes "That's right! And..."; - mes "I promise you that I don't forget locations that I have already memorized."; - mes "One day I will level up my skills to warp to wherever I please~"; - next; - mes "[Aperture]"; - mes "I am willing to warp you to the many locations that I have memorized for a small fee."; - mes "Would you like to use this service?"; - next; - switch(select("Yes:No")) { - case 1: - mes "[Aperture]"; - mes "Where would you like to go to?"; - mes "I wish you goodluck on your journey."; - next; - - setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel"; - setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200; - - .@size = getarraysize(.@towns$); - for(.@i = 0; .@i<.@size; ++.@i) - .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:"; - .@i = select(.@menu$+"Cancel")-1; - if (.@i == .@size) { - mes "[Aperture]"; - mes "Come back when you need a warp."; - close; - } - if (Zeny < .@cost[.@i]) { - mes "[Aperture]"; - mes "I'm sorry, but you don't have"; - mes "enough zeny for the Teleport"; - mes "Service. The fee to teleport"; - mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny."; - close; - } - specialeffect2 EF_READYPORTAL; - specialeffect2 EF_TELEPORTATION; - specialeffect2 EF_PORTAL; - next; - Zeny -= .@cost[.@i]; - switch(.@i) { - case 0: warp "prontera",116,72; break; - case 1: warp "izlude",128,98; break; - case 2: warp "geffen",120,39; break; - case 3: warp "payon",161,58; break; - case 4: warp "morocc",156,46; break; - case 5: warp "alberta",117,56; break; - case 6: warp "aldebaran",168,112; break; - case 7: warp "comodo",209,143; break; - case 8: warp "umbala",100,154; break; - case 9: warp "yuno",158,125; break; - case 10: warp "einbroch",67,195; break; - case 11: warp "lighthalzen",159,90; break; - case 12: warp "hugel",98,150; break; - case 13: warp "rachel",119,135; break; - } - close; - case 2: - mes "[Aperture]"; - mes "Come back when you need a warp."; - close; - } -} - -// Carrot & Red Potion Traders -//============================================================ -moc_para01,166,51,3 script Phelix#edco 4_M_03,{ - mes "[Phelix]"; - mes "Oh... I see from that look that you want me to work and give you Meat and Carrots..."; - mes "Well my friend Izaac here has some Red Potions with him, but I only have some Carrots."; - mes "So I can trade you ^0000CC1 Carrot for 3 Jellopy^000000."; - next; - mes "[Phelix]"; - mes "If you're interested in my offer, get me the Jellopies I mentioned."; - next; - select("Carrots please."); - mes "[Phelix]"; - mes "Alright, let's see what ya got..."; - next; - if (countitem(909) < 3) { - mes "[Phelix]"; - mes "Hmm, look dude, I said 3 Jellopies for 1 Carrot... got it?"; - close; - } - mes "[Phelix]"; - mes "Not too bad..."; - mes "How many do you want?"; - next; - switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) { - case 1: - .@amount = countitem(909) / 3; - break; - case 2: - .@available = countitem(909) / 3; - mes "[Phelix]"; - mes "How many do you want?"; - mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000"; - input .@input; - next; - if (.@input < 1 || .@input > 10000) { - mes "[Phelix]"; - mes "Don't want to deal? Fair enough..."; - close; - } - if (.@input > .@available) { - mes "[Phelix]"; - mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot."; - close; - } - .@amount = .@input; - break; - case 3: - mes "[Phelix]"; - mes "Don't bother me if you don't want to trade."; - close; - } - if (checkweight(515,.@amount) == 0) { - mes "[Phelix]"; - mes "You are overweight."; - close; - } - mes "[Phelix]"; - mes "There you go~! As I promised."; - mes "Try not to stuff yer face."; - delitem 909,.@amount*3; //Jellopy - getitem 515,.@amount; //Carrot - end; -} - -moc_para01,163,51,7 script Izaac#edco 4_M_04,{ - mes "[Izaac]"; - mes "Good day!"; - mes "Have you collected any weird stuff from monsters?"; - mes "I want things like Jellopy, Fluff, Shell, Feather of Birds, Tree Root, Worm Peelings, and Chrysalis."; - mes "I need those for something."; - next; - mes "[Izaac]"; - mes "Of course, I won't ask you to give me that stuff for free. What if I traded the following for ^CC00001 Red Potion^000000:"; - mes "^00CC005 Shell^000000"; - mes "^0000CC10 Fluff^000000"; - mes "^00CC0010 Jellopy^000000"; - mes "^0000CC6 Tree Root^000000"; - mes "^00CC001 Worm Peeling^000000"; - mes "^0000CC7 Feather of Birds^000000"; - mes "^00CC006 Chrysalis^000000"; - next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { - case 1: - mes "[Izaac]"; - mes "So which items do"; - mes "you want to bring me?"; - next; - - setarray .@items[0], 935, 914, 909, 902, 955, 916, 915; - setarray .@count[0], 5, 10, 10, 6, 1, 7, 6; - - .@size = getarraysize(.@items); - for(.@i = 0; .@i<.@size; ++.@i) - .@menu$ += getitemname(.@items[.@i])+":"; - .@select = select(.@menu$+"Cancel")-1; - if (.@select == .@size) { - mes "[Izaac]"; - mes "Sure~"; - mes "No problem."; - close; - } - .@item = .@items[.@select]; - .@item$ = getitemname(.@item); - .@price = .@count[.@select]; - - if (countitem(.@item) < .@price) { - mes "[Izaac]"; - mes "Hey, where's all"; - mes "that "+.@item$+" that"; - mes "you promised me?"; - mes "Give me "+.@item$+"!"; - close; - } - mes "[Izaac]"; - mes "Okay, let me check"; - mes "how much "+.@item$; - mes "you have on you."; - mes "Hmm..."; - next; - .@amount = countitem(.@item) / .@price; - .@trade_amount = .@amount * .@price; - mes "[Izaac]"; - mes "You have"; - mes "a total of "+countitem(.@item)+" "+.@item$+"..."; - mes "For all those, I can give you"; - mes "a total of "+.@amount+" Red Potion(s)."; - next; - mes "[Izaac]"; - mes "What do you say?"; - mes "Do we have a deal?"; - next; - if(select("Deal.:No deal.") == 2) { - mes "[Izaac]"; - mes "Huh~"; - mes "Alright."; - mes "Though are"; - mes .@item$ + " more useful"; - mes "to an adventurer like you?"; - close; - } - if (checkweight(501,.@amount) == 0) { //custom check - mes "[Izaac]"; - mes "You are overweight."; - close; - } - delitem .@item,.@trade_amount; - getitem 501,.@amount; //Red_Potion - mes "[Izaac]"; - mes "There you go!"; - mes "Check how many "+.@item$; - mes "I've given you, it should be good."; - mes "Thanks, that was a good deal~"; - close; - case 2: - mes "[Izaac]"; - mes "A rip-off...?"; - mes "If you check the market value"; - mes "of the items being traded, I'm actually the one getting"; - mes "ripped off here."; - close; - case 3: - mes "[Izaac]"; - mes "Alright, No problem."; - mes "But come back to me if you change your mind."; - close; - } -} - -// Safe to 7 Certificate Exchanger -//============================================================ -moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ - mes "[Eve Natalia]"; - mes "So I'm in town for a while to see if I can strike up some commerce with MVP hunters!"; - mes "I'm willing to take some MVP gear and give you these upgrade Certificates I have in exchange;"; - mes "if things go well enough I'll open up further business opportunities!"; - next; - mes "[Eve Natalia]"; - mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?"; - next; - switch(select("What gear?:Yes I am!:Never mind.")) { - case 1: - mes "[Eve Natalia]"; - mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates"; - mes "Valkyrja's Shield 4 Random Safe to 7 Certificates"; - mes "Valkyrian Armor 5 Random Safe to 7 Certificates"; - mes "Diabolus Robe 5 Random Safe to 7 Certificates"; - mes "Diabolus Armor 2 Random Safe to 7 Certificates"; - mes "Diabolus Boots 2 Random Safe to 7 Certificates"; - mes "Diabolus Manteau 4 Random Safe to 7 Certificates"; - mes "Twin Edge of Naght Sieger Blue 2 Random Safe to 7 Certificates"; - mes "Twin Edge of Naght Sieger Red 2 Random Safe to 7 Certificates"; - close; - case 2: - mes "[Eve Natalia]"; - mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up."; - mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000"; - next; - .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; - if (.@i == -1) - break; - - setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413; - setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2; - - .@item = .@items[.@i]; - .@amount = .@tickets[.@i]; - - mes "[Eve Natalia]"; - mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+"."; - mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?"; - mes "Tell me '1' if you do, or '0' to cancel."; - next; - input .@input; - if (.@input < 0 || .@input > 1) { - mes "[Eve Natalia]"; - mes "It is a 0 or 1, it can't be that difficult."; - close; - } else if (.@input == 0) { - mes "[Eve Natalia]"; - mes "It's best to be sure before trading, have a good day."; - close; - } - if (countitem(.@item) == 0) { - mes "[Eve Natalia]"; - mes "You don't even have 1... stop wasting my time."; - close; - } - mes "[Eve Natalia]"; - mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!"; - delitem .@item,1; - for(.@i = 0; .@i<.@amount; ++.@i) { - // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database. - if (rand(2)) - getitem 6230,1; //Guarantee_Weapon_7Up - else - getitem 6234,1; //Guarantee_Armor_7Up - } - close; - case 3: - break; - } - mes "[Eve Natalia]"; - mes "Fair enough, if you have business with me in the future don't be shy!"; - close; -} - -// Bubble Gum & Battle Manual Exchanger -//============================================================ -moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{ - if (Weight < MaxWeight / 2) { - mes "You're carrying too many items right now."; - close; - } - mes "[Trader Machine]"; - mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals."; - next; - mes "[Trader Machine]"; - mes "Exchange rate:"; - mes "2 Bubble Gum -> 1 HE Bubble Gum"; - mes "2 Battle Manual -> 1 HE Battle Manual"; - mes "4 HE Battle Manual -> 1 Battle Manual X3"; - mes "3 Thick Battle Manual -> 2 Battle Manual X3"; - mes "What would you like to exchange for?"; - next; - switch(select("HE Bubble Gum:HE Battle Manual:1 Battle Manual X3:2 Battle Manual X3:1 Costume Corsair:Nothing")) { - case 1: - callsub L_Exchange,12210,2,12412,1; - break; - case 2: - callsub L_Exchange,12208,2,12411,1; - break; - case 3: - callsub L_Exchange,12411,4,14545,1; - break; - case 4: - callsub L_Exchange,12312,3,14545,2; - break; - case 5: - mes "[Trader Machine]"; - mes "I can give you 1 Battle Manual X3 for 1 Costume Corsair."; - next; - if (countitem(19619) == 0) { - mes "[Trader Machine]"; - mes "You don't have a Costume Corsair hat to make that trade."; - close; - } - next; - if(select("Yes, give it to me!:No, wait not yet.") == 2) - close; - // Unofficial dialogue. - mes "[Trader Machine]"; - mes "You place the required items into the machine..."; - next; - mes "[Trader Machine]"; - mes "The Machine has given you an item in return!"; - delitem 19619,1; //C_Corsair - getitem 14545,1; //Battle_Manual_X3 - close; - case 6: - close; - } - -//callsub L_Exchange,<Insert Item>,<Amount>,<Return Item>,<Amount> -L_Exchange: - mes "[Trader Machine]"; - mes "How many "+getitemname(getarg(2))+" do you want?"; - mes "I can give you up to 60."; - mes "Type 0 to cancel."; - next; - input .@amount; - if (.@amount == 0) { - mes "[Trader Machine]"; - mes "Cancelled."; - close; - } else if (.@amount < 0 || .@amount > 60) { - mes "[Trader Machine]"; - mes "I said only 60 max."; - close; - } - mes "[Trader Machine]"; - mes "That's a total of "+.@amount; - mes getitemname(getarg(2))+"."; - mes "Is this correct?"; - next; - if(select("Yes, give them to me!:No, wait not yet.") == 2) - close; - .@cost = getarg(1) * .@amount; - .@total_amount = getarg(3) * .@amount; - if (countitem(getarg(0)) < .@cost) { - mes "[Trader Machine]"; - mes "You don't have enough "+getitemname(getarg(0))+" to make that trade."; - close; - } - delitem getarg(0),.@cost; - getitem getarg(2),.@total_amount; - close; -} - -// Kafra Stacker -//============================================================ -moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{ - mes "[Toma]"; - mes "I can take your non-stacking Kafra Consumables"; - mes "and make them fit neatly into stacks!"; - next; - mes "[Toma]"; - mes "Please understand that I can"; - mes "only stack 10 groups at a time"; - mes "so keep talking to me until"; - mes "you have 1 stack of each!"; - next; - while(1) { - if(select("Do it!:Never mind.") == 2) - break; - // Something strange goes on here, haven't quite figured it out... - mes "[Toma]"; - mes "Ten stack down!"; - mes "Want to do another?"; - next; - } - mes "[Toma]"; - mes "Ok then, laterz."; - close; -} - -// Code Redeemer -//============================================================ -moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{ - mes "[Code the Redeemer]"; - mes "Welcome, "+strcharinfo(0)+"!"; - mes "I've been expecting you."; - next; - mes "[Code the Redeemer]"; - mes "I am a distributor of all the"; - mes "items that adventurers like"; - mes "yourself purchase on websites"; - mes "or receive as promotions."; - next; - mes "[Code the Redeemer]"; - mes "^0000FFIf the list is empty,"; - mes "that means that you have"; - mes "not purchased, or inputted"; - mes "your serial code from the purchasing website.^000000"; - next; - - // If you have a code redemption system, write your SQL queries here. - select(""); - - close; -} - -// Cash Shops -//============================================================ -/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */ - -moc_para01,32,171,4 cashshop Kafra Headgears#eden1 4_F_KAFRA3,14024:500,14098:150,17081:300,14097:500,14094:1000,14017:400,14099:300 -moc_para01,35,174,2 cashshop Kafra Dye Shop#dyes2 4_F_KAFRA4,6287:150 -moc_para01,36,170,2 cashshop Kafra Consumables#eden3 4_F_KAFRA6,13810:5,14167:400,16556:100,14111:75,14075:25,16419:30,14107:70,14104:50,14112:25,14082:30,14091:60,14088:30,14085:60,14169:40,14170:40,14172:40,14173:40,14171:40,14174:40,14159:100,14160:100,14161:100,14162:100,14163:100:14164:100,16420:1500 -moc_para01,32,174,2 cashshop Kafra Rental Items#eden 4_F_KAFRA7,16683:150,16682:50,14126:250,14125:250,16430:250,14137:250,14127:250,14118:250,14119:250,14132:250,16425:250,14124:250,14133:250,14130:250,16424:250,14136:250,14122:250,16426:250,14135:250,14134:250,14138:250,16428:250,16431:250,14139:250,14131:250,16429:250,16427:250 -moc_para01,36,172,2 cashshop Kafra Costume#eden5 4_F_KAFRA8,16974:300,16972:600,16973:150,16975:150,16977:150,17014:150,17015:150 -moc_para01,35,168,1 cashshop Kafra Utility Shop#eden 4_F_KAFRA5,16677:25,13990:400,16396:100,16394:100,17106:500,6241:10,6240:10,6225:15,6226:15,14002:5,6294:500,7776:50,7619:30,7620:30,12208:40,14156:400,12210:40,14158:400,14042:50,14044:50,14046:50,14048:50,14114:50,14166:40,16418:500,16381:400,14165:100,14157:100,14178:100 - -// Duplicate NPCs -//============================================================ -/* Technically these NPC names are different, but it's not worth editing the original scripts. */ - -// Weapon/Armor Refiner "Normalson" (merchants/refine.txt) -moc_para01,14,185,4 script Normalson#ed 4_M_DWARF,{ - callfunc "refinemain","Normalson",0; - end; -} - -// Advanced Refiner "Suhnmi" (merchants/advanced_refiner.txt) -moc_para01,26,185,4 duplicate(Suhnbi#cash) Suhnmi#eden 4_M_03 - -// HD Refiner "Blacksmith Mighty Hammer" (re/merchants/hd_refiner.txt) -// A combination of the +7~9 and +10 and up refiner, currently a placeholder. -moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF - -// Refiner Effect -- script #eden_refine_effect -1,{ -OnInit: - initnpctimer; - end; -OnTimer5000: - specialeffect EF_REFINEOK,AREA,"Suhnmi#eden"; - specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed"; - initnpctimer; - end; -} - -// Gym Pass Trainer "Ripped Cabus" (other/gympass) -moc_para01,33,162,4 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 4_M_HUMAN_02 - -// RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt) -// A combination of the slotter and enchanter, currently a placeholder. -moc_para01,27,179,4 script RWC Enchanter#new10 4_M_BARBER,{ end; } - -// Cash Headgear Dyer "Alora" (merchants/cashheadgear_dye.txt) -// Also converts some +8 and up headgears into costumes, currently a placeholder. -moc_para01,21,185,4 duplicate(Alora) Alora#headgear_dye2 4_F_LGTGIRL - -// Stylist "Dinorah Lacostt" (?) -// Dyes clothing for an Omni Clothing Dye, currently a placeholder. -moc_para01,33,185,4 script Dinorah Lacostt#ed 4_F_LGTGIRL,{ end; } - -// Commonly Updated NPCs -//============================================================ -/* These scripts change on a regular basis, so they're mostly just placeholders for now. */ - -moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{ - mes "[Gramps]"; - mes "When you get to being my"; - mes "age, you become bitter."; - mes "Too long I've done nothing about the monsters that roam around"; - mes "Rune Midgard."; - next; - mes "[Gramps]"; - mes "That's why I'm asking you wippersnappers to help"; - mes "me hunt some monsters."; - mes "Will you help me, young adventurer?"; - close; - //next; - //switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) { -} - -moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ - mes "[Merry Badger]"; - mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!"; - next; - mes "[Merry Badger]"; - mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges."; - mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group."; - close; - //next; - //switch(select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) { -} - -moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ - mes "[Bathory]"; - mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!"; - next; - mes "[Bathory]"; - mes "How about it? Want to take a ride on a beautiful Bathory's broom?"; - next; - switch(select("Prepare for Takeoff!:No thanks.")) { - case 1: - if (Zeny < 1000) { - mes "[Bathory]"; - mes "Come on dearie..."; - mes "You don't even have 1,000 zeny?"; - close; - } - mes "[Bathory]"; - mes "Alright, hold on tight!"; - close2; - Zeny -= 1000; - warp "niflheim",194,185; - end; - case 2: - mes "["+strcharinfo(0)+"]"; - mes "No thanks, maybe later."; - close; - } -} - -moc_para01,26,174,4 script Grandma Boxter#boxx 4_F_THAISHAMAN,{ end; } diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt deleted file mode 100644 index 7ad15eca6..000000000 --- a/npc/re/quests/eden/eden_quests.txt +++ /dev/null @@ -1,5141 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quest - Quests NPCs -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.5 -//===== Description: ========================================= -//= Eden Group Headquarter NPCs. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Removed unencoded comments (Korean -> Gibberish) -//= Readded the GM helper NPC, commented out. -//= 1.2 Some little optimization here and there. [Masao] -//= 1.3 Added Instructor Ur and the new Quests which come -//= alongside him. Special thanks to Chilly for the base. [Masao] -//= 1.4 Partial cleaning and bug fixing. [Euphy] -//= 1.4a Added 'npcskill' command. [Euphy] -//= 1.4b Added 'disable_items' command. [Euphy] -//= 1.5 Added GM management function. [Euphy] -//============================================================ - -moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ - if (countitem(6219) > 0) { - if (para_suv01 == 0) { - mes "[Boya]"; - mes "What's up?"; - mes "If you have any normal missions use the bulletin board."; - next; - switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { - case 1: - mes "[Boya]"; - mes "I give training missions to members."; - mes "That's why they participate in it."; - mes "If they don't want to get in trouble, it's essential."; - next; - mes "[Boya]"; - mes "Through battle training they can improve their real experience."; - mes "The members that prove themselves will even get a reward."; - next; - mes "[Boya]"; - mes "We gave them special equipmant that we have made."; - mes "These gifts are for people who are really doing their best."; - next; - mes "[Boya]"; - mes "If you are curious, you can join."; - mes "The training battle course is not very difficult."; - mes "There's nothing to worry about."; - next; - mes "[Boya]"; - mes "If you want to join, don't hesitate."; - next; - switch (select("Participate in the training.:Ignore.")) { - case 1: - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - if (BaseLevel < 12) { - mes "[Boya]"; - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 12!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel > 11) && (BaseLevel < 20)) { - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "The first step is course A."; - mes "Course A is called 'Conquer the Desert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "^4d4dffThere is a desert town called Morroc."; - mes "From there go south and then east. There is small oasis in the center of that field.^000000"; - next; - mes "[Boya]"; - mes "If you go there, you will find a dog around the oasis."; - mes "He is really mysterious and he can speak so don't be suprised."; - next; - mes "[Boya]"; - mes "Tell the dog ^4d4dffBoya is really great.^000000"; - mes "If you have any questions ask that dog."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "I had to come up with a password right?"; - mes "What's wrong with that password?"; - next; - mes "[Boya]"; - mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if ((BaseLevel > 19) && (BaseLevel < 26)) { - mes "[Boya]"; - mes "I'll send you to the first step of course B."; - mes "Course B is called 'Conquer the Culvert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "You need to register to explore the culvert in Prontera at the Knight Guild."; - mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; - next; - mes "[Boya]"; - mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; - next; - mes "[Boya]"; - mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; - mes "He is really mysterious and he can speak so don't be suprised."; - mes "He will give you a battle target when you tell him that."; - mes "If you have any questions ask the cat."; - next; - mes "[Boya]"; - mes "Why are you staring at me like that?"; - mes "It's just a password that I made up."; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 6; - setquest 7133; - close; - } - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - case 2: - mes "[Boya]"; - mes "It's all your decision."; - mes "It's not my business but you should probably reconsider."; - close; - } - case 2: - mes "[Boya]"; - mes "Huh?"; - mes "You are so honest!"; - mes "Gosh. You wanted to know something about equipment?"; - next; - mes "[Boya]"; - mes "I have a uniform set which is free for our group members."; - mes "But, I can't give it for free."; - next; - mes "[Boya]"; - mes "We give it to great participants who do their best in the training."; - next; - mes "-Boya eyes you from top to bottom."; - mes "Hmm... he seems to think something is wrong.-"; - next; - mes "[Boya]"; - mes "Due to emotion."; - next; - select("What?!"); - mes "[Boya]"; - mes "So, will you join the training or not?"; - mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; - mes "Make a decision, hurry."; - next; - switch (select("Participate in the training.:Refuse!!")) { - case 1: - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - if (BaseLevel < 12) { - mes "[Boya]"; - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 12!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel > 11) && (BaseLevel < 20)) { - mes "[Boya]"; - mes "Really? You already seem ready."; - mes "We have a total of 3 steps for the training."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "The first step is course A."; - mes "Course A is called 'Conquer the Desert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "^4d4dffThere is a desert town called Morroc."; - mes "From there go south and then east. There is small oasis in the center of that field.^000000"; - next; - mes "[Boya]"; - mes "If you go there, you will find a dog around the oasis."; - mes "He is really mysterious and he can speak so don't be suprised."; - next; - mes "[Boya]"; - mes "Tell the dog ^4d4dffBoya is really great.^000000"; - mes "If you have any questions ask that dog."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "I had to come up with a password right?"; - mes "What's wrong with that password?"; - next; - mes "[Boya]"; - mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 1; - setquest 7128; - close; - } - if ((BaseLevel > 19) && (BaseLevel < 26)) { - mes "[Boya]"; - mes "I'll send you to the first step of course B."; - mes "Course B is called 'Conquer the Culvert!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "You need to register to explore the culvert in Prontera at the Knight Guild."; - mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; - next; - mes "[Boya]"; - mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; - next; - mes "[Boya]"; - mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; - mes "He is really mysterious and he can speak so don't be suprised."; - mes "He will give you a battle target when you tell him that."; - mes "If you have any questions ask the cat."; - next; - mes "[Boya]"; - mes "Why are you staring at me like that?"; - mes "It's just a password that I made up."; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 6; - setquest 7133; - close; - } - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - case 2: - mes "[Boya]"; - mes "You are so rude!"; - specialeffect2 EF_HIT1; - percentheal -50,0; - next; - mes "-Beats quickly and this shining Rune Knight turns invisible."; - mes "It hurts too much-"; - close; - } - case 3: - mes "[Boya]"; - mes "Don't bother me."; - close; - } - } - if ((para_suv01 > 0) && (para_suv01 < 5)) { - mes "[Boya]"; - mes "Hey, I already talked all about the training areas."; - mes "I will explain again please concentrate."; - next; - mes "[Boya]"; - mes "An oasis souteast of Morroc."; - mes "There is a big dog in the center."; - mes "The detailed story is written in the log, see?"; - close; - } - if (para_suv01 == 5) { - mes "[Boya]"; - mes "Oh you've come back."; - mes "Good job."; - mes "Now you are adapting."; - next; - mes "[Boya]"; - mes "Completed step 1."; - mes "Congratulations."; - mes "We will give you a uniform and some equipment."; - next; - mes "[Boya]"; - mes "Can you see a large blue gate next to the board?"; - mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; - next; - mes "[Boya]"; - mes "Inform the manager that I sent you. He will give you some stuff."; - mes "Go go go!"; - para_suv01 = 11; - completequest 7132; - close; - } - if ((para_suv01 > 5) && (para_suv01 < 10)) { - mes "[Boya]"; - mes "The training name was 'Conquer the Culvert!."; - mes "Did you explore the culvert fully?"; - next; - mes "[Boya]"; - mes "Come back when you've completed all the courses from the local trainer."; - close; - } - if (para_suv01 == 10) { - mes "[Boya]"; - mes "Oh you're back."; - mes "Good job."; - mes "Now you are adapting."; - next; - mes "[Boya]"; - mes "Completed step 1."; - mes "Congratulations."; - mes "My team will give you a uniform and some equipment."; - next; - mes "[Boya]"; - mes "Can you see a large blue gate next to the board?"; - mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; - next; - mes "[Boya]"; - mes "Inform the manager that I sent you. He will give you some stuff."; - mes "Go go go!"; - para_suv01 = 11; - completequest 7137; - close; - } - if (para_suv01 == 11) { - mes "[Boya]"; - mes "What are you doing?"; - mes "Get the equipment from the storage manager."; - mes "Our uniform is pretty awesome haha."; - close; - } - if (para_suv01 == 12) { - mes "[Boya]"; - mes "Um, did you like the supplies?"; - mes "I like the red hat."; - mes "The red ribbon is really cute."; - next; - if (BaseLevel > 25) { - mes "[Boya]"; - mes "And you seem to."; - mes "Able to take upper class, now."; - mes "What about it, do you want?"; - next; - switch (select("No, way.:Absolutely, I will.")) { - case 1: - mes "[Boya]"; - mes "Really?"; - mes "Actually I don't care but the uniform will be changed as upper class."; - close; - case 2: - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - if ((BaseLevel > 25) && (BaseLevel < 33)) { - mes "[Boya]"; - mes "Cool."; - mes "Let me choose a proper place for you."; - next; - mes "[Boya]"; - mes "I'll send you to the second step of course A."; - mes "This course is called 'Conquer the Ghost Cave!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "There is a small archer village north of Payon."; - mes "There is a cave on the western hill of the archer village."; - next; - mes "[Boya]"; - mes "We have dispatched someone in front of the cave."; - mes "His name is... um..."; - mes "..."; - next; - mes "[Boya]"; - mes "Anyway he is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, may Freya bless you~!"; - para_suv01 = 13; - setquest 7138; - close; - } - if ((BaseLevel > 32) && (BaseLevel < 40)) { - mes "[Boya]"; - mes "I'll send you to the 2nd step of course B."; - mes "This course is called 'Conquer Anthell!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Travel just southwest of Morroc City."; - mes "There you will find a hole in the ground to a cave called Anthell."; - next; - mes "[Boya]"; - mes "There are lots of ants in there. kk?"; - mes "It is also covered in sand so be careful in there ok."; - next; - mes "[Boya]"; - mes "That's why it's called ant hell."; - mes "One of our members will be waiting there."; - mes "His name is... K? M? Hmm? Anyway I can't remember."; - next; - mes "[Boya]"; - mes "He is one of us so he will know me."; - mes "He will give you a mission."; - mes "If you have any questions ask him."; - next; - mes "[Boya]"; - mes "Why are you staring at me?"; - mes "We haven't met for a long time that's why I can't remember his name!"; - next; - mes "[Boya]"; - mes "Anyway..."; - mes "That place is not far from here so, come back quickly."; - mes "Ok, blessing you~!!"; - para_suv01 = 17; - setquest 7142; - close; - } - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - } - } - mes "[Boya]"; - mes "The battle training is organized into steps."; - mes "When you able to join next step come back again after leveling more."; - next; - mes "[Boya]"; - mes "The next training step is available for those over Level 26."; - mes "When you reach that level, come by again. get it?"; - close; - } - if ((para_suv01 > 12) && (para_suv01 < 16)) { - mes "[Boya]"; - mes "The training area is at the north cave of Payon."; - mes "A staff member is already dispatched there."; - mes "Find him and follow his directions."; - close; - } - if (para_suv01 == 16) { - mes "[Boya]"; - mes "You finished the second step of training."; - mes "Now do you understand how this world is organized?"; - next; - mes "[Boya]"; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with what you need."; - next; - mes "[Boya]"; - mes "Choose an equipment that fits your particular set of skills."; - para_suv01 = 22; - completequest 7141; - close; - } - if ((para_suv01 > 16) && (para_suv01 < 21)) { - mes "[Boya]"; - mes "The training area is southwest of Morroc."; - mes "Enter the Saint Darmain Fortress to reach it directly."; - next; - mes "[Boya]"; - mes "There's someone there named... Uh... he is waiting for you to follow his direction."; - close; - } - if (para_suv01 == 21) { - mes "[Boya]"; - mes "You finished the second step of training."; - mes "Now do you understand how this world is organized?"; - next; - mes "[Boya]"; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with what you need."; - next; - mes "[Boya]"; - mes "The person in charge of equipment storage will supply you with what you need."; - para_suv01 = 22; - completequest 7146; - close; - } - if (para_suv01 == 22) { - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - close; - } - if (para_suv01 == 23) { - mes "[Boya]"; - mes "Hey long time no see."; - mes "So what's up?"; - next; - switch (select("I want to join training.:Nothing.")) { - case 1: - mes "[Boya]"; - mes "Hmm... really?"; - mes "Let me see... which step is good for you..."; - next; - if ((BaseLevel > 39) && (BaseLevel < 50)) { - mes "[Boya]"; - mes "You are on the third step of course A."; - mes "This course is called 'Conquer Orc village!'."; - mes "Let me see..."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 24; - setquest 7147; - close; - } - if ((BaseLevel > 49) && (BaseLevel < 60)) { - mes "[Boya]"; - mes "You are on the third step of course B."; - mes "This course is called 'Conquer Orc dungeon!'."; - mes "It's the most proper mission for your level."; - next; - mes "[Boya]"; - mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; - mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; - next; - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; - mes "It's up to you."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - next; - mes "[Boya]"; - mes "She will explain what needs to be done there."; - mes "If you have any questions ask her."; - next; - mes "[Boya]"; - mes "Ok, may Freya bless you!"; - para_suv01 = 29; - setquest 7152; - close; - } - if (BaseLevel > 59) { - mes "[Boya]"; - mes "You are on the last step."; - mes "This course is called 'Conquer the Ocean City!'."; - mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; - next; - mes "[Boya]"; - mes "First take a ship to to Byalan Island from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "Although it's underwater, you can breath so don't worry."; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - next; - mes "[Boya]"; - mes "Tell him that I sent you and follow his directions."; - mes "Ok, may Freya bless you!"; - para_suv01 = 33; - setquest 7156; - close; - } - mes "[Boya]"; - mes "Sooo sorry but to join this training You need to be at least level 40."; - mes "Concentrate to become higher level then come back."; - close; - case 2: - mes "[Boya]"; - mes "Did you come to see me?"; - mes "Just that? Without anything?"; - mes "At could have least brought some chocolate..."; - next; - mes "[Boya]"; - mes "Banana roll or stripe straw... anything."; - mes "Oh, I don't eat snacks with cinnamon..."; - close; - } - } - if ((para_suv01 > 23) && (para_suv01 < 28)) { - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - close; - } - if (para_suv01 == 28) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7151; - close; - } - if ((para_suv01 > 28) && (para_suv01 < 32)) { - mes "[Boya]"; - mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; - next; - mes "[Boya]"; - mes "One of our dispatched members is waiting in the building near the Kafra Employee."; - close; - } - if (para_suv01 == 32) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7155; - close; - } - if ((para_suv01 > 32) && (para_suv01 < 36)) { - mes "[Boya]"; - mes "First take a ship toward to Bayalan from Izlude!"; - mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; - next; - mes "[Boya]"; - mes "There is a dispatched trainee around the entrance of the Ocean City."; - close; - } - if (para_suv01 == 36) { - mes "[Boya]"; - mes "Cool! You passed the third step of training."; - mes "I will certify that you completed the training."; - mes "The person in charge of equipment storage will supply you with some equipment."; - next; - mes "[Boya]"; - mes "We serve trainees with equipment and armor after passing the second step of training."; - mes "Go to the storage and meet the person in charge there."; - next; - mes "[Boya]"; - mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; - para_suv01 = 37; - completequest 7159; - close; - } - if (para_suv01 == 37) { - mes "[Boya]"; - mes "If you finish all of the steps go and get your supplies."; - mes "We offer equipment to those who complete the training."; - next; - mes "[Boya]"; - mes "We might serve you other things."; - mes "If you have any questions, ask the person in charge of the arsenal."; - next; - mes "[Boya]"; - mes "The arsenal is past the blue gate and at the end of the right side of the passage."; - close; - } - if (para_suv01 >= 38) { - mes "[Boya]"; - mes "My boss created all the courses for the training."; - mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; - next; - mes "[Boya]"; - mes "People who show their effort for my team and the world can get some supplies."; - mes "That's why these courses were made."; - next; - mes "[Boya]"; - mes "Basically we are supposed to offer these supplies for beginners"; - mes "but if experts want to participate this training, we accept them."; - next; - mes "[Boya]"; - mes "Although the uniform and equipment might be useless."; - mes "participating in this training means they want to become a member of our group."; - next; - mes "[Boya]"; - mes "Yes that's all."; - mes "That's why when we decided a hat design it was really difficult."; - next; - mes "[Boya]"; - mes "Remember this when you use the equipment."; - mes "But if you decide to sell or trade them off, it is none of our concern."; - close; - } - mes "[Boya]"; - mes "What do you want?"; - mes "I doubt that you need more training."; - next; - mes "[Boya]"; - mes "There is nothing more I can teach a battle master such as yourself."; - close; - } - mes "[Boya]"; - mes "You are not in my group are you?"; - mes "I don't have anything to say to outsiders."; - mes "If you want something register with my group."; - next; - mes "[Boya]"; - mes "To register with the Eden Group ask Laime Evenor next to me."; - close; -} - -moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ - if (para_suv01 == 1) { - mes "[Talking Dog]"; - mes "kkkkuuuuahhh."; - mes "rrrrrruuuuhh."; - mes "bowwow.."; - next; - mes "[Talking Dog]"; - mes "What's up?"; - mes "You are!"; - mes "A member of the Eden Group."; - mes "Have you come to give me a meal? I don't like drinks."; - next; - switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { - case 1: - mes "[Talking Dog]"; - mes "Uhh..."; - mes "What are you saying."; - close; - case 2: - mes "[Talking Dog]"; - mes "Ahh... um..."; - mes "Gosh, did you come here to participate in the training?"; - mes "If Boya sent you then you know that it's battle training."; - mes "Bow wow..."; - next; - mes "[Talking Dog]"; - mes "If so, should I start securing this oasis more clearly?"; - mes "Can you see a Condor flying?"; - next; - mes "[Talking Dog]"; - mes "Can you scare them away for me?"; - mes "So people can use this oasis safer and more comfortably."; - next; - mes "[Talking Dog]"; - mes "We should hunt at least 10 Condors, ok?"; - mes "I will sleep for a while."; - mes "Krrrr woo bow..."; - para_suv01 = 2; - changequest 7128,7129; - close; - case 3: - mes "[Talking Dog]"; - mes "Are you ok?"; - mes "Haven't you seen a talking dog before?"; - mes "What are you talking about?"; - close; - } - } - if (para_suv01 == 2) { - if (questprogress(7129,HUNTING) == 2) { - mes "[Talking Dog]"; - mes "Woooohh..."; - mes "Great!"; - mes "I can feel my youth from you."; - next; - mes "[Talking Dog]"; - mes "Nevermind."; - mes "Let's find the next target kk!"; - mes "Ok. Let's drive the Desert Wolves out of here."; - next; - mes "[Talking Dog]"; - mes "If they grow up they will become dangerous."; - mes "......"; - next; - mes "[Talking Dog]"; - mes "Why, why are you looking at me like that?"; - mes "They are wolves and I am a nice dog."; - mes "But I haven't always been a dog my entire life."; - next; - mes "[Talking Dog]"; - mes "I will show you that don't have to pity me at all."; - next; - mes "[Talking Dog]"; - mes "They pee wherever and have no shame."; - mes "Just waving their tails when they grow up and biting people without any care!"; - next; - mes "[Talking Dog]"; - mes "You must hunt at least 10!"; - mes "Exactly 10!"; - mes "Go go go!"; - para_suv01 = 3; - changequest 7129,7130; - close; - } - mes "[Talking Dog]"; - mes "First lets follow the bald and noisy bird."; - mes "Yes Condors."; - mes "Kill 10 Condors. It seems to easy, right?"; - mes "Oh, if you are tired I will help you."; - next; - mes "-When the dog barked, your HP and SP recovered.-"; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 3) { - if (questprogress(7130,HUNTING) == 2) { - mes "[Talking Dog]"; - mes "You are so perfect."; - next; - mes "[Talking Dog]"; - mes "Or not. Hehe, anyway thanks for your help."; - mes "The oasis has almost been secured now."; - mes "Ok, it's the last step!"; - next; - mes "[Talking Dog]"; - mes "There's an annoying monster that hides in the sand and poisons people out of nowhere."; - next; - mes "[Talking Dog]"; - mes "All beautiful things have some poison inside but these actually kill."; - mes "Kill Scorpions which are called the poison of the desert!"; - next; - mes "[Talking Dog]"; - mes "It's the last step so let's make it simple"; - mes "Just hunt 5!"; - mes "Bow wow!"; - para_suv01 = 4; - changequest 7130,7131; - close; - } - mes "[Talking Dog]"; - mes "I don't want you to show any pity."; - mes "I am dog with a golden heart."; - next; - mes "[Talking Dog]"; - mes "After hunting the 10 Desert Wolves come back again."; - mes "Oh, if you are tired I will help you."; - next; - mes "-When the dog barked, your HP and SP recovered.-"; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 4) { - if (questprogress(7131,HUNTING) == 2) { - mes "[Talking Dog]"; - mes "Um. Excellent."; - mes "You are awesome!"; - next; - mes "[Talking Dog]"; - mes "Thanks to your effort the oasis is secure."; - mes "Don't look around!"; - mes "If I say it's secure!"; - mes "Uhuhuhuh aaaang!"; - next; - mes "[Talking Dog]"; - mes "Here here here."; - mes "If I dig more and more, I can find Scorpions but"; - mes "this oasis will be safer for sure."; - next; - mes "[Talking Dog]"; - mes "You can be proud and confident by yourself and do your best."; - mes "You've helped a lot to make my rest comfortable."; - next; - mes "[Talking Dog]"; - mes "You've helped to conquer the desert,"; - mes "and passed the beginner training steps so I will stamp my feet."; - mes "krrrrreuung. hup."; - next; - mes "[Talking Dog]"; - mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight."; - mes "Let me say again that you are great!"; - mes "Hooooohooo~"; - para_suv01 = 5; - changequest 7131,7132; - close; - } - mes "[Talking Dog]"; - mes "Let's hunt only 5 Scorpions."; - mes "So we can make peace in this oasis."; - next; - mes "[Talking Dog]"; - mes "When I take a nap they won't chew my tail any more."; - mes "Due to his mistake my feet won't be hurt at all."; - next; - mes "[Talking Dog]"; - mes "You can fight."; - mes "I can rest more comfortably."; - mes "Other people are going to be safer too."; - next; - mes "[Talking Dog]"; - mes "Everyone will think fondly of the Eden Group."; - mes "Oh, if you are tired I will help you."; - next; - mes "-When the dog barked, your HP and SP recovered.-"; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 5) { - mes "[Talking Dog]"; - mes "kkkkkaaaaauuuunnng."; - mes "oopssss kup."; - next; - mes "[Talking Dog]"; - mes "Why are you still here?"; - mes "You are done here."; - mes "Hooooo bow wow."; - close; - } - if (para_suv01 > 5) { - mes "[Talking Dog]"; - mes "Hey man~ What's going on?"; - mes "What about the Rune Knight?"; - mes "Krrrrr..."; - mes "Hyuk huk..."; - next; - mes "[Talking Dog]"; - mes "The Eden Group is cool."; - mes "They're a really good group."; - mes "They accepted a wandering talking dog."; - mes "Take care and good luck."; - close; - } - mes "Hey look."; - mes "I'm a talking dog."; - mes "Not a wolf."; - mes "I wasn't a dog originally..."; - next; - if (countitem(6219) > 0) { - mes "[Talking Dog]"; - mes "Anyway are you a Eden Group member?"; - mes "Oh good to see you."; - mes "I am also a member of Eden Group."; - mes "Take care and good luck."; - close; - } - mes "[Talking Dog]"; - mes "Why are you looking at me like that?"; - mes "......"; - close; -} - -prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ - if (para_suv01 < 6) { - mes "[Timid Cat]"; - mes "Meow..."; - mes "Who are you meow?"; - mes "Why are you here meow?"; - close; - } - if (para_suv01 == 6) { - mes "[Timid Cat]"; - mes "Come on meow..."; - mes "I may be standing here and talking to you like this meow but I am a still a cat meow..."; - next; - mes "[Timid Cat]"; - mes "Dear human you are"; - mes "a member of my group?"; - mes "Re... really...!"; - mes "Dear Boya's help is like a giant and..."; - next; - switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { - case 1: - mes "[Timid Cat]"; - mes "Big and beautiful Saury..."; - mes "I am shy."; - close; - case 2: - mes "[Timid Cat]"; - mes "I want to eat mackerel."; - mes "Where are the big and fresh mackerel meow?"; - close; - case 3: - mes "[Timid Cat]"; - mes "Do you know the big and beautiful tuna?"; - mes "Dear Boya sent you here for sure."; - mes "How do I explain this...?"; - next; - mes "[Timid Cat]"; - mes "Did something pass under my feet just now meow?"; - mes "Do you want to kill a cat."; - mes "The environment here is terrible."; - next; - mes "[Timid Cat]"; - mes "Anyway I'm doing what I was assigned to do."; - mes "So hi, hello and welcome."; - next; - mes "[Timid Cat]"; - mes "Did you come here to have a battle?"; - mes "Hunt those Thief Bugs, hurry up!"; - mes "Hunt at least 10!"; - mes "Meooow!"; - next; - mes "[Timid Cat]"; - mes "I really don't like those nasty crawlers..."; - mes "Meow~!"; - next; - mes "^4d4dffThe cat was suprised by"; - mes "a thief bug and froze in"; - mes "place. Hunt those"; - mes "Thief Bugs around here.^000000"; - para_suv01 = 7; - changequest 7133,7134; - close; - } - } - if (para_suv01 == 7) { - if (questprogress(7134,HUNTING) == 2) { - mes "[Timid Cat]"; - mes "Now do you understand the dirty and humid underground sewers?"; - mes "Eeeh look what's next meow."; - next; - mes "[Timid Cat]"; - mes "It's a symbol of dirt next to those Thief Bugs."; - mes "Hunt some Tarou to make the sewers cleaner."; - next; - mes "[Timid Cat]"; - mes "For our members joining this mission."; - mes "Hunt 10 Tarou."; - mes "Easy, ain't it?"; - next; - mes "[Timid Cat]"; - mes "Why didn't I ask you at once? kkk..??"; - mes "Umm........"; - mes "Because it's just a training mission."; - next; - mes "[Timid Cat]"; - mes "Training missions are hard and anoying."; - mes "So go hurry and hunt 10 Tarou."; - para_suv01 = 8; - changequest 7134,7135; - close; - } - mes "[Timid Cat]"; - mes "Clean the sewers. Now the first step is hunting Thief Bugs."; - mes "Isn't that simple, meow?"; - next; - mes "[Timid Cat]"; - mes "Take care to check your map so you don't get lost."; - mes "It's a service meeow."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 8) { - if (questprogress(7135,HUNTING) == 2) { - mes "[Timid Cat]"; - mes "Great job~!"; - mes "How'd you get rid of those dirty bugs and Tarou. You are brave."; - next; - mes "[Timid Cat]"; - mes "Now have courage because I'm sending you to a stronger opponent."; - mes "But first in order to test your courage, hunt Familiars."; - next; - mes "[Timid Cat]"; - mes "Familiars will bite you so be careful."; - mes "They are mean."; - mes "They scare me so just hunt 5 and that should be enough."; - next; - mes "[Timid Cat]"; - mes "That will show me that you are brave."; - mes "Meow~!"; - next; - mes "[Timid Cat]"; - mes "I don't have anything..."; - mes "......"; - mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!"; - para_suv01 = 9; - changequest 7135,7136; - close; - } - mes "[Timid Cat]"; - mes "If you can't kill the Tarou you might get all kinds of dirty diseases."; - mes "So be proud of yourself and do your best to kill them."; - next; - mes "[Timid Cat]"; - mes "I will help you a little."; - mes "Here, I have recovered your strengh meow.."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 9) { - if (questprogress(7136,HUNTING) == 2) { - mes "[Timid Cat]"; - mes "You are great meow~"; - mes "You killed them so quickly!"; - mes "Meow..."; - next; - mes "[Timid Cat]"; - mes "Now you are not scared of bugs and tarou at all."; - mes "Thanks for participating in the Conquer the Culvert training mission."; - next; - mes "[Timid Cat]"; - mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna..."; - mes "I will be waiting here."; - next; - mes "[Timid Cat]"; - mes "Do you know how to get to the Eden Group Headquarters?"; - mes "Prontera is the closest city from here."; - mes "Go to Prontera and find an Eden Group Teleporter."; - para_suv01 = 10; - changequest 7136,7137; - close; - } - mes "[Timid Cat]"; - mes "Familiars are really scary."; - mes "They're always flying."; - next; - mes "[Timid Cat]"; - mes "It's the last course so cheer up."; - mes "I will help you a little."; - mes "Here, I have recovered your strengh meow.."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 >= 10) { - mes "[Timid Cat]"; - mes "You've completed 'Conquer the Culvert'."; - mes "Go back to the Eden Group headquarters to report to Boya."; - next; - mes "[Timid Cat]"; - mes "Boya might eat my tuna while he is waiting for you."; - close; - } - mes "[Timid Cat]"; - mes "How are you meeow?"; - mes "Did you volunteer to conquer the Culvert?"; - mes "You are a member of the Edgen Group for sure."; - mes "You are helping to make the world a better place."; - close; -} - -pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ - if (para_suv01 < 13) { - if (countitem(6219) > 0) { - mes "[Karl]"; - mes "Hey, how are you?"; - mes "Good to see you~"; - mes "Are you going inside?"; - close; - } - mes "[Karl]"; - mes "Umm...?"; - mes "You are not the one I am waiting for."; - close; - } - if (para_suv01 == 13) { - mes "[Karl]"; - mes "Hello?"; - mes "Since I got a report, I was waiting for you."; - mes "You came here to join the training mission, right?"; - next; - mes "[Karl]"; - mes "Have you ever entered this cave before?"; - mes "I don't know if you already heard some stories in this village."; - next; - mes "[Karl]"; - mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks."; - mes "It's too bad, isn't it?"; - next; - mes "[Karl]"; - mes "That's why we chose this place as step 2 of the battle training mission."; - mes "This step is called 'Conquer Ghost Cave~'."; - mes "Help people to enjoy their nights comfortably."; - next; - mes "[Karl]"; - mes "There are many dangerous things there. Hmm..."; - mes "To you the 1st floor is enough."; - next; - mes "[Karl]"; - mes "Lets conquer the dangerous ghost cave..."; - mes "Kill the bone Skeletons in there."; - next; - mes "[Karl]"; - mes "The bones are from Skeletons."; - mes "Actually Skeletons or just normal bones are all the same but..."; - next; - mes "[Karl]"; - mes "Skeletons are one of the basic undead classes."; - mes "Undead never ever. Hunt 15 undead Skeletons."; - next; - mes "[Karl]"; - mes "If you feel like you're in danger don't hesitate to just leave."; - mes "You're not worried about getting hurt are you?"; - para_suv01 = 14; - changequest 7138,7139; - close; - } - if (para_suv01 == 14) { - if (questprogress(7139,HUNTING) == 2) { - mes "[Karl]"; - mes "Did you get how the undead work?"; - mes "As you know undead never die so, blessing of live person it's same as curse to them."; - next; - mes "[Karl]"; - mes "So... skills which can save people like Heal and Resurrection."; - mes "Those things are really strong attacks to undead class."; - next; - mes "[Karl]"; - mes "Anyway... that's it.."; - mes "Next... I guess you already see while you were killing Skeletons."; - mes "Some green things are picking up all of the stuff dropped by the dead monsters."; - next; - mes "[Karl]"; - mes "Do you know Porings? Maybe they are related to them."; - mes "They look really bad, maybe they have been eating poison or something."; - next; - mes "[Karl]"; - mes "Ok if you're ready go and kill those Poporings."; - mes "You should hunt 10 of them."; - next; - para_suv01 = 15; - changequest 7139,7140; - close; - } - mes "[Karl]"; - mes "Skeletons are basic undead."; - mes "Use the Heal or Resurrection skill."; - mes "If you can."; - next; - mes "[Karl]"; - mes "Just in case I will recover all your energy."; - mes "It's the last step so be careful."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 15) { - if (questprogress(7140,HUNTING) == 2) { - mes "[Karl]"; - mes "Did you get back what the Poporing stole?"; - mes "This cave is really deep and there are lots of precious things that they could have picked up."; - next; - mes "[Karl]"; - mes "You did really great job. Excellent."; - mes "The 1st floor is safer now. Thanks for helping."; - next; - mes "[Karl]"; - mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight."; - next; - mes "[Karl]"; - mes "You might get a new uniform."; - mes "Haha. I will keep tabs on your progression."; - para_suv01 = 16; - changequest 7140,7141; - close; - } - mes "[Karl]"; - mes "Poporings are stronger than you expect."; - mes "If you treat them the same as a normal Poring it will get you in trouble."; - next; - mes "[Karl]"; - mes "Just in case I will recover all your energy."; - mes "It's the last step so be careful."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 >= 16) { - mes "[Karl]"; - mes "I already informed Boya at the Eden Group headquarters."; - mes "If you go there he will give you a big welcome."; - next; - mes "[Karl]"; - mes "You will get a new uniform, aren't you excited?"; - mes "Hahaha.."; - close; - } - mes "[Karl]"; - mes "Killing undead?"; - mes "Do your best to make the world safer."; - mes "It's one of the goals of the Eden Group."; - close; -} - -anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ - if (para_suv01 < 17) { - if (countitem(6219) > 0) { - mes "[Cloud]"; - mes "Oops."; - mes "You are a member of my group."; - mes "Why did you come here, are you looking for danger?"; - next; - mes "[Cloud]"; - mes "One of the strongest boss monsters is in here."; - mes "Be careful when exploring here."; - close; - } - mes "[Cloud ]"; - mes "What are you looking at?"; - mes "We are not related to each other, are we..."; - close; - } - if (para_suv01 == 17) { - mes "[Cloud]"; - mes "Hello?"; - mes "Why did you come here, looking for danger?"; - next; - switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) { - case 1: - mes "[Cloud]"; - mes "Uh. Conquer Ant Hell? Did you say that?"; - mes "You are a trainee."; - mes "You have come to the right place."; - next; - mes "[Cloud]"; - mes "At first I will explain about Ant Hell."; - mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell."; - next; - mes "[Cloud]"; - mes "Sand flowed into the hole gradually."; - mes "If anyone steps on the hole they will fall into the cave through the hole in the sand.."; - next; - mes "[Cloud]"; - mes "It's hard to survive from there."; - mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people."; - next; - mes "[Cloud]"; - mes "Many kinds of ants have come to live here."; - mes "There is a boss monster named Maya so you should be more cautious."; - next; - mes "[Cloud]"; - mes "Ok let's try to hunt the weakest ant first."; - mes "Pierre is the name of the weakest ant."; - mes "They are just down here."; - next; - mes "[Cloud]"; - mes "In the case of ants, they assist eachother when attacked."; - mes "Be careful and kill 15 Pierre ants."; - para_suv01 = 18; - changequest 7142,7143; - close; - case 2: - mes "[Cloud]"; - mes "......"; - mes "Haha... are you joking?"; - mes "You are exhausted from the extremely hot weather in the desert."; - next; - mes "[Cloud]"; - mes "I am a busy man."; - mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous."; - close; - case 3: - mes "[Cloud]"; - mes "Where you are?"; - mes "You are in Anth Hell southwest of Morroc."; - mes "Morroc is the closest city, northeast of here."; - close; - } - } - if (para_suv01 == 18) { - if (questprogress(7143,HUNTING) == 2) { - mes "[Cloud]"; - mes "Hey, what was it?"; - mes "Maybe you saw an Andre when you were hunting Pierre."; - next; - mes "[Cloud]"; - mes "Well, now let's hunt Andre aswel."; - mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?"; - next; - mes "[Cloud]"; - mes "Ain't it more fun this way?"; - mes "Hey, now your next target is 15 Andre!"; - mes "You are strong so it will be fine!"; - next; - mes "[Cloud]"; - mes "If you can't find Andre go deeper into the cave."; - mes "Ah, and be careful of Maya."; - para_suv01 = 19; - changequest 7143,7144; - close; - } - mes "[Cloud]"; - mes "What do you think of Ant Hell?"; - mes "Can you stay longer?"; - mes "Ok, I will recover your strengh so, keep going."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 19) { - if (questprogress(7144,HUNTING) == 2) { - mes "[Cloud]"; - mes "Great. You seem to have killed all of the Andre."; - mes "How do you think about fighting ants?"; - mes "Was it good?"; - next; - mes "[Cloud]"; - mes "Hey, cheer up."; - mes "To conquer Ant Hell you have one step left."; - mes "You might have guessed your next target already."; - next; - mes "[Cloud]"; - mes "Vitata!"; - mes "How can I say... He seems like honey."; - mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother."; - next; - mes "[Cloud]"; - mes "They are really kind to kids and women but don't show any pity to ants."; - mes "Hunt the Vitata who takes care of the ant eggs."; - next; - mes "[Cloud]"; - mes "If somebody falls into Ant Hell it might be a bit safer than before."; - mes "Now it's the last step so cheer up and let's kill 10 Vitata."; - next; - mes "[Cloud]"; - mes "If you feel you're in too much danger. Just come back."; - mes "I will heal you."; - para_suv01 = 20; - changequest 7144,7145; - close; - } - mes "[Cloud]"; - mes "See, to cheer you up I will heal you until you finish the training."; - mes "Chin up and cheer up."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 20) { - if (questprogress(7145,HUNTING) == 2) { - mes "[Cloud]"; - mes "Oh... it might have been an anoying fight."; - mes "You finished so fast."; - next; - mes "[Cloud]"; - mes "Good job. Go back to the headquarters and report."; - mes "You've completed the training quickly."; - next; - mes "[Cloud]"; - mes "You will get good news."; - mes "You did a really good job even under the hot weather."; - para_suv01 = 21; - changequest 7145,7146; - close; - } - mes "[Cloud]"; - mes "See, to cheer up I will heal you until you finish the training."; - mes "Chin up and cheer up."; - next; - mes "[Cloud]"; - mes "Just Vitata, isn't that an easy opponent?"; - mes "If you see Maya just run away."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 >= 21) { - mes "[Cloud]"; - mes "It's enough to say that you've conquered Ant Hell."; - mes "Aren't you getting used to it here?"; - next; - mes "[Cloud]"; - mes "Go back to the headquarters and report that you completed the mission, hurry up"; - mes "you will receive good news."; - mes "You will receive the Eden Group uniform aswel."; - close; - } - mes "[Cloud]"; - mes "I am really proud of the Eden Group."; - mes "Does the uniform look good on me?"; - mes "Haha..."; - close; -} - -in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ - if (para_suv01 < 24) { - if (countitem(6219) > 0) { - mes "[Hooksha]"; - mes "Unbelievable why did you come here?"; - mes "Um... You are not on the third step of the training?"; - mes "Yeeee~ I'm excited~"; - next; - mes "[Hooksha]"; - mes "I am a little bored waiting for trainees. Where are they?"; - close; - } - mes "[Hooksha]"; - mes "Hello."; - mes "Why did you come here?"; - mes "Umm... Aaaaa..."; - next; - mes "[Hooksha]"; - mes "Why don't you join my group?"; - mes "If you have interest in joining us,"; - mes "you won't regret your decision."; - close; - } - if (para_suv01 == 24) { - mes "[Hooksha]"; - mes "Hello."; - mes "Are you a trainee?"; - mes "Yeah I can tell."; - mes "So shall we begin?"; - next; - mes "[Hooksha]"; - mes "Actually I don't like this training mission much but anyway let me explain it to you."; - next; - mes "[Hooksha]"; - mes "As you know this is Orc Village."; - mes "Orcs don't like humans."; - mes "They don't try to communicate with us. When they see humans they immediately attack us."; - next; - mes "[Hooksha]"; - mes "Sadly humans don't want to communicate with them either."; - mes "So we decided to take a strong approach towards them."; - mes "Actually we'd like to get rid of them all."; - next; - mes "[Hooksha]"; - mes "We're trying to conquer Orc Village."; - mes "It's the proper place to finish the beginners training mission for an adventurer like you."; - next; - mes "[Hooksha]"; - mes "That's why we've chosen this place for this mission."; - mes "Ok, we don't have a lot of time so let's begin."; - mes "First let's eliminate the weakest one."; - next; - mes "[Hooksha]"; - mes "It's better to kill them before they grow up."; - mes "Hunt 10 Orc Babies."; - mes "Don't pity them because when they grow up they become aggressive Orc Warriors."; - next; - mes "[Hooksha]"; - mes "Good or bad this is how it is going to be."; - mes "Even if they are babies don't hesitate."; - para_suv01 = 25; - changequest 7147,7148; - close; - } - if (para_suv01 == 25) { - if (questprogress(7148,HUNTING) == 2) { - mes "[Hooksha]"; - mes "Great. Awesome."; - mes "It's not very pleasant so let's move on."; - next; - mes "[Hooksha]"; - mes "On the next step we will fight with Orc Warriors."; - mes "When Orc Babies grow up they become strong Orc Warriors."; - next; - mes "[Hooksha]"; - mes "They all are powerful warriors."; - mes "When you were fighting Orc Babies, you probably have been attacked by them."; - next; - mes "[Hooksha]"; - mes "Now it's time to hunt 10 Orc Warriors."; - mes "If you are in trouble just come back here to safety."; - mes "Do you understand?"; - para_suv01 = 26; - changequest 7148,7149; - close; - } - mes "[Hooksha]"; - mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village."; - mes "They are really aggressive."; - next; - mes "[Hooksha]"; - mes "You look tired I will recover your health."; - mes "If you are in trouble just come back here to safety."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 26) { - if (questprogress(7149,HUNTING) == 2) { - mes "[Hooksha]"; - mes "Now you can move on to the next step."; - next; - mes "[Hooksha]"; - mes "Exactly... now it's time to hunt Orc Ladies."; - mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies."; - next; - mes "[Hooksha]"; - mes "But you don't need to kill all of them."; - mes "Go and hunt 10 Orc Ladies."; - next; - mes "[Hooksha]"; - mes "You can already feel the strong power from outside..."; - mes "Don't hesitate to attack them."; - para_suv01 = 27; - changequest 7149,7150; - close; - } - mes "[Hooksha]"; - mes "You should be exhausted by now."; - mes "But you still have more targets, understand."; - next; - mes "[Hooksha]"; - mes "You look tired, I will recover your health."; - mes "If you are in trouble just come back here to safety."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 27) { - if (questprogress(7150,HUNTING) == 2) { - mes "[Hooksha]"; - mes "Great job."; - mes "Now you should understand how the orc tribe works here in Orc Village."; - mes "You've followed the training mission well under hot and humid circumstances."; - mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations."; - next; - mes "[Hooksha]"; - mes "Go back and report to the Eden Group headquarters."; - mes "I'm sure they will have good news for you."; - para_suv01 = 28; - changequest 7150,7151; - close; - } - mes "[Hooksha]"; - mes "Orc Lady is the last target."; - mes "Cheer up~!"; - next; - mes "[Hooksha]"; - mes "You look tired, I will recover your health."; - mes "If you are in trouble just come back here to safety."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 28) { - mes "[Hooksha]"; - mes "You have completed the training mission."; - mes "Go back to the Eden Group headquarters and report there."; - close; - } - if (para_suv01 == 29) { - mes "[Hooksha]"; - mes "Have you come here to join in the training?"; - mes "You look like an expert."; - next; - mes "[Hooksha]"; - mes "This isn't a good place to talk so let's hurry."; - mes "This place is linked with the dungeon of Orc Village."; - next; - mes "[Hooksha]"; - mes "Can you see that way."; - mes "There is a cave under the ground, normal orcs don't come here."; - next; - mes "[Hooksha]"; - mes "The safest place is in here."; - mes "There are many undead monsters down there."; - next; - mes "[Hooksha]"; - mes "The undead monsters are dangerous and threatening."; - mes "Don't hesitate when fighting them."; - next; - mes "[Hooksha]"; - mes "Now hunt those undead monsters down there."; - next; - mes "[Hooksha]"; - mes "Try to hunt 20 Orc zombies in the dungeon."; - mes "They are really well organized."; - next; - mes "[Hooksha]"; - mes "They will attack you anywhere without hesitating."; - mes "May Freya bless you."; - para_suv01 = 30; - changequest 7152,7153; - close; - } - if (para_suv01 == 30) { - if (questprogress(7153,HUNTING) == 2) { - mes "[Hooksha]"; - mes "It's different from what you saw in Payon, right?"; - mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger.."; - next; - mes "[Hooksha]"; - mes "So don't go deeper into that cave or you will die for sure."; - next; - mes "[Hooksha]"; - mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies."; - mes "Hunt 20 Orc Skeletons."; - next; - mes "[Hooksha]"; - mes "It's the last step of the training mission in the Orc Dungeon."; - mes "It's all up to you."; - next; - mes "[Hooksha]"; - mes "Ok, cheer up and see you again."; - mes "Hunt 20 Orc Skeletons."; - para_suv01 = 31; - changequest 7153,7154; - close; - } - mes "[Hooksha]"; - mes "Can you stay longer?"; - mes "You look tired, I will recover your health."; - mes "If you are in trouble just come back here to safety."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 31) { - if (questprogress(7154,HUNTING) == 2) { - mes "[Hooksha]"; - mes "Your training mission has been completed."; - mes "Go back to the Eden Group headquarters and report."; - mes "I would like to say more in detail but I'm getting so tired."; - next; - mes "[Hooksha]"; - mes "Recently trainees have come here more and more so, I can't sleep at all."; - mes "I mean not due to you."; - mes "Anyway I will inform the group so go there and report."; - next; - para_suv01 = 32; - changequest 7154,7155; - close; - } - mes "[Hooksha]"; - mes "Can you stay longer?"; - mes "You look tired I will recover your health."; - mes "If you are in trouble just come back here to safety."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 32) { - mes "[Hooksha]"; - mes "Don't you have to report back to the Eden Group headquarters?"; - mes "I am so tired leave me alone."; - close; - } - if (para_suv01 > 32) { - mes "[Hooksha]"; - mes "Uh? What Orc? Explore the dungeon?"; - mes "You are having such a hard time."; - next; - mes "[Hooksha]"; - mes "This place is really good to take a rest because Orcs don't come here."; - mes "Ho hum..."; - close; - } -} - -iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ - if (para_suv01 < 33) { - if (countitem(6219) > 0) { - mes "[Callandiva]"; - mes "How did you get so deep in this ocean city?"; - mes "Ah, that symbol is of our group."; - mes "You're a trainee for sure."; - next; - mes "[Callandiva]"; - mes "What? You aren't?"; - mes "I... see... I see..."; - mes "Ok... keep going."; - close; - } - mes "[Callandiva]"; - mes "Mysteriously although we're under the sea you can still breathe here."; - mes "Do you know why?"; - next; - mes "[Callandiva]"; - mes "Let's see due to the moisture my skin is so soft."; - mes "My fingers and toes are not attached to each other amazing."; - next; - mes "[Callandiva]"; - mes "I was really shocked and scared when the Eden Group dispatched me here."; - mes "Now I love this environment so much."; - mes "It's really calm..."; - close; - } - if (para_suv01 == 33) { - mes "[Callandiva]"; - mes "How did you get so deep in this ocean city?"; - mes "Ah, that symbol is of our group."; - mes "You're a trainee for sure."; - next; - mes "[Callandiva]"; - mes "Good to see you!"; - mes "Alright, look down."; - mes "Ancient buildings are sleeping under the water. They were actually built under the sea."; - next; - mes "[Callandiva]"; - mes "As you know we don't have any trouble living here."; - mes "But if you see over there... yes right there."; - next; - mes "[Callandiva]"; - mes "Can you see a humanoid fish with a very threatening spear?"; - mes "He is called a Merman and is a really professional warrior."; - next; - mes "[Callandiva]"; - mes "Okay, go and hunt 15 Merman."; - mes "That will be your 1st training mission here."; - para_suv01 = 34; - changequest 7156,7157; - close; - } - if (para_suv01 == 34) { - if (questprogress(7157,HUNTING) == 2) { - mes "[Callandiva]"; - mes "Oh, you came back~!"; - mes "What did you think of those threatening Mermans?"; - mes "Actually, I thought that you would chicken out~"; - next; - mes "[Callandiva]"; - mes "Good your next opponent will be...~"; - mes "Yes, this one..."; - mes "The monster that is holding a trident."; - next; - mes "[Callandiva]"; - mes "His main abilities are magical."; - mes "The monster is called Strouf!"; - mes "Now, it's time to fight with a real magician!"; - next; - mes "[Callandiva]"; - mes "Try avoiding the Mermans and hunt 10 Strouf, kill them."; - para_suv01 = 35; - changequest 7157,7158; - close; - } - mes "[Callandiva]"; - mes "Oh are you tired?"; - mes "Mermans are not easy opponents."; - mes "I will help you recover so cheer up."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 == 35) { - if (questprogress(7158,HUNTING) == 2) { - mes "[Callandiva]"; - mes "Did you kill all the Strouf already?"; - mes "I wasn't counting that you'd make it."; - mes "I have eyes on the top of my head haha."; - next; - mes "[Callandiva]"; - mes "Of course I'm just kidding."; - mes "Don't look at me like that~ it was a joke~!"; - mes "Now you're feeling more at ease about this."; - next; - mes "[Callandiva]"; - mes "Go back to the headquarters and report it.~"; - mes "You will receive the last uniform from the Eden Group headquarters."; - next; - mes "[Callandiva]"; - mes "This training mission is made for beginners."; - mes "So it might be useless to you or not."; - next; - mes "[Callandiva]"; - mes "Anyway you did great job!"; - para_suv01 = 36; - changequest 7158,7159; - close; - } - mes "[Callandiva]"; - mes "Oh are you tired?"; - mes "Strouf are not easy opponents."; - mes "I can help you recover so cheer up."; - npcskill "AL_HEAL",11,99,60; - percentheal 100,100; - close; - } - if (para_suv01 >= 36) { - mes "[Callandiva]"; - mes "I won't give help to you anymore."; - mes "Go back to our headquarters and report about this training mission."; - close; - } - mes "[Callandiva]"; - mes "Mysteriously although we're under the sea you can still breathe here."; - mes "Do you know why?"; - next; - mes "[Callandiva]"; - mes "Let's see due to the moisture my skin is so soft."; - mes "My fingers and toes are not attached to each other amazing."; - next; - mes "[Callandiva]"; - mes "I was really shocked and scared when the Eden Group dispatched me here."; - mes "Now I love this environment so much."; - mes "It's really calm..."; - close; -} - -moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ - mes "[Michael]"; - mes "Why did you come here?"; - next; - switch (select("To get supplies:Where is here?:Upgrade equipment")) { - case 1: - if (para_suv01 == 11) { - mes "[Michael]"; - mes "If you've completed step 1"; - mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; - mes "^4d4dffCheck your inventory first.^000000"; - next; - switch (select("Let me check my inventory:I have enough room.")) { - case 1: - mes "[Michael]"; - mes "Make sure you have enough room for the supplies."; - close; - case 2: - mes "[Michael]"; - mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; - mes "will only be given out once."; - mes "So treat them with caution and care."; - next; - mes "[Michael]"; - mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; - next; - mes "[Michael]"; - mes "One Eden Group Hat."; - mes "One Eden Group Uniform I."; - mes "One pair of Eden Group Boots I."; - mes "One Eden Group Manteau."; - mes "A total of 4 supplies, that's all."; - para_suv01 = 12; - para_suv02 = 1; - getitem 5583,1; //Para_Team_Hat1 - getitem 2560,1; //Para_Team_Manteau1 - getitem 2456,1; //Para_Team_Boots1 - getitem 15009,1; //Para_Team_Uniform1 - next; - mes "[Michael]"; - mes "Is that correct?"; - mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; - next; - mes "[Michael]"; - mes "We made them especially for the Eden Group."; - close; - } - } - if (para_suv01 == 22) { - mes "[Michael]"; - mes "If you've completed step 2, we offer extra weapons including the basic equipment."; - next; - mes "[Michael]"; - mes "We have chosen the proper weapon for each class."; - mes "But we can't support some classes that can't join us."; - next; - mes "[Michael]"; - mes "We can't manufacture all of the weapons in the world, don't you agree?"; - next; - mes "[Michael]"; - mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things."; - mes "Also we supply extra things to consider some members who can't use some of the supplies."; - next; - mes "[Michael]"; - mes "^4d4dffPlease check your inventory to get those items.^000000"; - next; - switch (select("I will make more space.:I have got enough space.")) { - case 1: - mes "[Michael]"; - mes "Make enough space."; - close; - case 2: - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have one and Two-handed swords."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Slayer I: Two-handed sword. attack 162."; - mes "Eden Saber I: One-handed sword. attack 147."; - mes "Both are Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Slayer I:Eden Sabre I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Slayer I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1192,1; //P_Slayer1 - getitem 18514,1; //Para_Team_Hat2 - getitem 2571,1; //Para_Team_Manteau2 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Two-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1192,1; //P_Slayer1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Sabre I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - } - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger I: Dagger. MATK+60, attack 124."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a One-handed sword."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber I: One-handed sword. attack 147."; - mes "Eden Mace I: Mace. attack 142."; - mes "Both are level 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Sabre I:Eden Mace I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed Sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13423,1; //P_Sabre1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - mes "This is what we strive for."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Bow I: Bow. attack 82."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Bow I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1747,1; //P_Bow1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Bow, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1747,1; //P_Bow1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a staff."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Mace I: Mace. attack 142."; - mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; - mes "Both are Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Staff I:Eden Mace I")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Staff I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace I."; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 16004,1; //P_Mace1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Staff I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 1650,1; //P_Staff1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Gunslinger) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Revolver I: Revolver. HIT-5, attack 44."; - mes "It is Lv. 2 and the required level is 26."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Revolver I."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13112,1; //P_Revolver1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Revolver, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13112,1; //P_Revolver1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Let me see... you will receive.."; - mes "the Eden Group Boots II and Uniform II."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "I don't know what weapon will suit you so, you'll get a Dagger."; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Weapon, Uniform and Boots all 3 supplies."; - mes "I don't know what weapon will suit you so, you'll get a Dagger."; - mes "Please check it again."; - para_suv01 = 23; - para_suv02 = 2; - getitem 13050,1; //P_Dagger1 - getitem 2457,1; //Para_Team_Boots2 - getitem 15010,1; //Para_Team_Uniform2 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (para_suv01 == 37) { - mes "[Michael]"; - mes "You've completed the last training course."; - mes "It's time for you to receive a new weapon."; - next; - mes "[Michael]"; - mes "We have more upgraded weapons, uniforms and boots."; - mes "Ah, in case of the weapon that was made only for 1st jobs."; - mes "So, I can't offer them to higher jobs."; - next; - mes "[Michael]"; - mes "^4d4dffPlease check you inventory to get those supplies.^000000"; - next; - switch (select("I'll come back.:I have enough room.")) { - case 1: - mes "[Michael]"; - mes "Make sure you have enough room."; - close; - case 2: - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have one and Two-handed swords."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber II: One-handed sword. attack 170."; - mes "Eden Slayer II: Two-handed sword. attack 185."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Saber II:Eden Slayer II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Slayer II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1193,1; //P_Slayer2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1193,1; //P_Slayer2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger II: Dagger. MATK+70, attack 158."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a staff."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Mace II: Mace. attack 163."; - mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Staff II:Eden Mace II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Staff II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Bow II: Bow. attack 82."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Bow II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1748,1; //P_Bow2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Bow, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1748,1; //P_Bow2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Dagger II: Dagger. MATK+70, attack 158."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Dagger II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Dagger, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13051,1; //P_Dagger2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Staff II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Staff, Uniform, and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 1651,1; //P_Staff2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { - mes "[Michael]"; - mes "What kind of weapon do you want?"; - mes "We have a mace and a one-handed sword."; - mes "Here are the options."; - next; - mes "[Michael]"; - mes "Eden Saber II: One-handed sword. attack 170."; - mes "Eden Mace II: Mace. attack 163."; - mes "Both of them are Lv. 2 weapons and the required level is 40."; - next; - mes "[Michael]"; - mes "They also can't be traded with other players or be refined."; - next; - switch (select("Eden Saber II:Eden Mace II")) { - case 1: - mes "[Michael]"; - mes "You've chosen the Eden Sabre II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A One-handed sword, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13424,1; //P_Sabre2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - case 2: - mes "[Michael]"; - mes "You've chosen the Eden Mace II."; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Mace, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 16005,1; //P_Mace2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - } - if (Class == Job_Gunslinger) { - mes "[Michael]"; - mes "We only have 1 weapon for you."; - next; - mes "[Michael]"; - mes "Eden Revolver II: Revolver. HIT-5, attack 60."; - mes "It is Lv. 2 and the required level is 40."; - next; - mes "[Michael]"; - mes "It also can't be traded with other players or be refined."; - next; - mes "[Michael]"; - mes "You'll receive the Eden Revolver II."; - next; - mes "[Michael]"; - mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13113,1; //P_Revolver2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Revolver, Uniform and Boots all 3 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 13113,1; //P_Revolver2 - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Let me see... you will receive.."; - mes "the Eden Group Boots III and Uniform III."; - next; - if (para_suv02 == 0) { - mes "[Michael]"; - mes "You don't have a record of receiving any supplies"; - mes "so, you'll receive the Eden Group Hat and Manteau aswell."; - para_suv01 = 38; - para_suv02 = 3; - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - getitem 5583,1; //Para_Team_Hat - getitem 2560,1; //Para_Team_Manteau - next; - mes "[Michael]"; - mes "Check your supplies again and look after it."; - close; - } - mes "[Michael]"; - mes "A Uniform and Boots all 2 supplies."; - mes "Please check it again."; - para_suv01 = 38; - para_suv02 = 3; - getitem 2458,1; //Para_Team_Boots3 - getitem 15011,1; //Para_Team_Uniform3 - next; - mes "[Michael]"; - mes "I hope they're useful to you."; - close; - } - mes "[Michael]"; - mes "Wait...I will check the record..."; - mes "..."; - mes "...hummmm."; - next; - mes "[Michael]"; - mes "Sorry, but I can't find any record that you can obtain supplies."; - mes "Are you sure?"; - close; - } - case 2: - mes "[Michael]"; - mes "We store weapons, armor and other goods which were created by the Eden Group here."; - mes "We also have a lot of special stuff."; - next; - mes "[Michael]"; - mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army."; - mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc."; - next; - mes "[Michael]"; - mes "Just take a look around and don't touch anything."; - next; - mes "[Michael]"; - mes "If I make a mistake, Reke will punish me."; - close; - case 3: - mes "[Michael]"; - mes "You mean upgrading equipment, right?"; - mes "We can only upgrade the Eden Group Hat."; - next; - if (para_suv02 == 3) { - if (countitem(5583) > 0) { - disable_items; - mes "[Michael]"; - mes "What status bonus do you want to upgrade?"; - next; - switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { - case 1: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade STR^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 2: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade AGI^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 3: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade VIT^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 4: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade INT^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 5: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade DEX^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 6: - mes "[Michael]"; - mes "I see."; - mes "I will ^4d4dffUpgrade LUK^000000."; - mes "Are you sure?"; - next; - switch (select("Yes I am.:No wait.")) { - case 1: - mes "[Michael]"; - mes "I will start to upgrade."; - next; - mes "[Michael]"; - mes "Here you are."; - para_suv02 = 4; - delitem 5583,1; - getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; - close; - case 2: - mes "[Michael]"; - mes "Don't you want to upgrade?"; - close; - } - case 7: - mes "[Michael]"; - mes "Why? It'll be beter than it is."; - mes "Anyway, we can only offer you one Hat."; - next; - mes "[Michael]"; - mes "What you do with it is up to you."; - close; - } - } - mes "[Michael]"; - mes "First come with a Hat that you want me to upgrade."; - mes "Make sure that it's in your inventory, got it?"; - close; - } - if (para_suv02 == 4) { - mes "[Michael]"; - mes "Umm, didn't you upgrade this already?"; - mes "According to the records"; - mes ""+strcharinfo(0)+": Has already upgraded their Hat."; - next; - mes "[Michael]"; - mes "We can only offer 1 upgrade."; - mes "Sorry but I can't do it twice."; - close; - } - mes "[Michael]"; - mes "You haven't received all the supplies up to step 3."; - mes "Upgrading your Hat is a special service."; - next; - mes "[Michael]"; - mes "Sorry but I can't help you."; - close; - } -} - -moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ - mes "[Chef]"; - mes "What's up?"; - mes "Do you want a Meal? Or do you have other business?"; - next; - switch (select("Order a meal.:Talk.")) { - case 1: - mes "[Chef]"; - mes "Choose one of the three course meals A, B or C."; - mes "Do you want a explanation?"; - next; - switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { - case 1: - mes "[Chef]"; - mes "Uh? what do you want to know?"; - next; - switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { - case 1: - mes "[Chef]"; - mes "Course meal A is for nomal people."; - mes "It has three kinds of dishes and the main is...."; - mes " "; - mes "-Chef is trying to point to a dish in the picture. There is a black roll.-"; - next; - mes "[Chef]"; - mes "It's made of sea grass so, it's dry like paper."; - mes "It's a roll with steamed rice, vegetables and meat inside."; - mes "It seems simple but it is really good and healthy."; - next; - mes "[Chef]"; - mes "The ingredients mix well with the spicy sauce."; - mes "It is also mixed with chopped meat like sausages."; - next; - mes "[Chef]"; - mes "It's simple and cheap so it is really popular with everyone."; - mes "Just 3,000 Zeny."; - mes "You will feel satisfied after eating it."; - close; - case 2: - mes "[Chef]"; - mes "Um course meal B is."; - mes "I make a sauce with aromatic vegetables and meat in a soup."; - next; - mes "[Chef]"; - mes "The meat is boiled so it is fork tender in the soup."; - mes "When the soup is almost done I add noodles for the finishing touch."; - next; - mes "[Chef]"; - mes "It's a good dish to share with your friends."; - mes "It's 4,000 Zeny."; - mes "It's a very fun dish to enjoy."; - close; - case 3: - mes "[Chef]"; - mes "Now for course meal C..."; - mes "It's a masterpiece of meat... Legend of the meat class!"; - next; - mes "[Chef]"; - mes "Beef, bacon,"; - mes "strip loin,"; - mes "rib eye roll"; - mes "..."; - next; - mes "[Chef]"; - mes "Do you need more information?"; - mes "Don't worry."; - mes "I use the besk oak to smoke it."; - mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry."; - close; - case 4: - mes "[Chef]"; - mes "I don't have enough time to chat with you..."; - close; - } - case 2: - mes "[Chef]"; - mes "Course meal A?"; - mes "Ah, Kim-dduck-soon."; - mes "It's the representative meal for normal citizens."; - next; - if (countitem(6219) > 0) { - if (Zeny > 2699) { - mes "[Chef]"; - mes "Hey, here you are."; - mes "Enjoy your meal."; - next; - mes "- After eating the meal, You feel a little bit full."; - mes "You've recovered some HP and SP. -"; - Zeny -= 2700; - percentheal 50,0; - percentheal 0,50; - close; - } - mes "[Chef]"; - mes "This meal costs 3,000 zeny but I will serve it for 2,700."; - mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny."; - close; - } - if (Zeny > 2999) { - mes "[Chef]"; - mes "Hey, here you are."; - mes "Enjoy your meal."; - next; - mes "- After eating the meal, You feel a little bit full."; - mes "You've recovered some HP and SP. -"; - Zeny -= 3000; - percentheal 50,0; - percentheal 0,50; - close; - } - mes "[Chef]"; - mes "This meal costs 3,000 zeny."; - mes "How many times do I have to tell you?"; - close; - case 3: - mes "[Chef]"; - mes "Course meal B?"; - mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; - next; - if (countitem(6219) > 0) { - if (Zeny > 3599) { - mes "[Chef]"; - mes "Hey, here you are."; - mes "Enjoy your meal."; - next; - mes "- After eating the meal, You feel a little bit full."; - mes "You've recovered some HP and SP. -"; - Zeny -= 3600; - percentheal 75,0; - percentheal 0,75; - close; - } - mes "[Chef]"; - mes "This meal costs 4,000 zeny but I will serve it for 3,600."; - mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny."; - close; - } - if (Zeny > 3999) { - mes "[Chef]"; - mes "Hey, here you are."; - mes "Enjoy your meal."; - next; - mes "- After eating the meal, You feel a little bit full."; - mes "You've recovered some HP and SP. -"; - Zeny -= 4000; - percentheal 75,0; - percentheal 0,75; - close; - } - mes "[Chef]"; - mes "This meal costs 4,000 zeny."; - mes "How many times do I have to tell you?"; - close; - case 4: - if (countitem(6219) > 0) { - if (Zeny > 4499) { - mes "[Chef]"; - mes "Hey, here you are."; - mes "Enjoy your meal."; - next; - mes "- The Rib Eye Roll is grilled on the oak."; - mes "- After eating the meal, You feel a little bit full."; - mes "You've recovered your HP and SP. -"; - Zeny -= 4500; - percentheal 100,0; - percentheal 0,100; - close; - } - mes "[Chef]"; - mes "This meal costs 5,000 zeny but I will serve it for 4,500."; - mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny."; - close; - } - if (Zeny > 4999) { - mes "[Chef]"; - mes "Hey, here you are."; - mes "Enjoy your meal."; - next; - mes "Hey, here you are."; - mes "- The Rib Eye Roll is grilled on the oak."; - mes "- After eating the meal, You feel a little bit full."; - mes "You've recovered your HP and SP. -"; - Zeny -= 5000; - percentheal 100,0; - percentheal 0,100; - close; - } - mes "[Chef]"; - mes "This meal costs 5,000 zeny."; - mes "How many times do I have to tell you?"; - close; - case 5: - mes "[Chef]"; - mes "It's up to you."; - close; - } - case 2: - if (countitem(6219) > 0) { - mes "[Chef]"; - mes "Most jobs should be managed by yourself. So it might be difficult, right?"; - mes "Actually it's harmful so they have requested continuously."; - next; - mes "[Chef]"; - mes "Can't we all work together by helping each other out?"; - mes "Anyway, you..."; - next; - if (para_suv01 == 0) { - if (BaseLevel < 41) { - mes "[Chef]"; - mes "How are you?"; - mes "Ah... now you don't look like a beginner."; - mes "Do you want to know some good information?"; - next; - mes "[Chef]"; - mes "The Eden Group... sometimes receives jobs."; - mes "But they also manufacture armor and weapons by themselves."; - next; - mes "[Chef]"; - mes "If you want, you can get a uniform from the Eden Group."; - next; - mes "[Chef]"; - mes "To get it you need to complete their missions."; - mes "If you have any interest, meet Instructor Boya at the desk."; - close; - } - mes "[Chef]"; - mes "You look like an expert..."; - mes "umm emm.. "; - mes "umm emm.. ummm.."; - next; - mes "[Chef]"; - mes "Yes! I found a thing that you are missing!"; - mes "You didn't get eden group uniform?"; - next; - mes "[Chef]"; - mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol."; - next; - mes "[Chef]"; - mes "You can't get it easily but.."; - mes "If you have an interest, ask Instructor Boya at the desk."; - close; - } - mes "[Chef]"; - mes "Sure, the uniform goes well with you."; - mes "Oh, sure."; - mes "The leader makes the designs these days."; - next; - mes "[Chef]"; - mes "Ahah..especially the hat."; - mes "To.. me.. the hat... um."; - mes "It goes well with Laime but with Luke... I don't know.."; - next; - switch (select("What about the hat?:Luke?")) { - case 1: - mes "[Chef]"; - mes "Nothing. It's so cute."; - mes "I am concerned about the ribbon."; - mes "But, it is essential that I wear this hat.."; - next; - mes "[Chef]"; - mes "Hahahah I don't care."; - mes "I don't care at all!"; - mes "Hahaha.. aaaahahahaha... "; - close; - case 2: - mes "[Chef]"; - mes "He is a knife expert."; - mes "One of our guard leaders."; - mes "Who is also in charge of the security in this office."; - next; - mes "[Chef]"; - mes "Almost everyone just hired wonders about him."; - mes "But Laime and Luke are totally different."; - next; - mes "[Chef]"; - mes "The leaders have worked together for a long time."; - mes "But the leader wants to hide his past..."; - next; - mes "[Chef]"; - mes "What I guess is... he might be a son of a rich family."; - mes "Rumor is that Luke was the family guard."; - mes "Laime was a servant? Wasn't she?"; - mes "What do you think about my story?"; - next; - select("....."); - mes "[Chef]"; - mes "............"; - mes "Ahah..hey~ even if I talked useless things don't look at me like that"; - mes "but it's really true that three people established this Eden Group."; - close; - } - } - mes "[Chef]"; - mes "Uh? Missions. Did you find the right place?"; - mes "Also let me se... you are not one of our members. How can I give you work?"; - next; - mes "[Chef]"; - mes "Just eat in the restaurant."; - mes "We serve meals to everyone."; - mes "I am pretty sure they taste great!"; - close; - } -} - -moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{ - mes "[Instructor Ur]"; - if (countitem(6219) > 0) { - if (BaseLevel < 60) { - mes "Umm. You should raise your level more!"; - mes "You need to be at least level 60!"; - mes "I'm sorry but those are the rules."; - close; - } - if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; - next; - para_suv01 = 39; - setquest 7214; - mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; - close; - } - if ((para_suv01 == 39) && (romeo < 4)) { - mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; - next; - mes "[Instructor Ur]"; - mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; - close; - } - if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5; - if (para_suv01 == 41) callsub L_Toren; - if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70; - if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; - next; - para_suv01 = 43; - setquest 7219; - mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - } - if ((para_suv01 == 43) && (johan < 3)) { - mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; - next; - mes "[Instructor Ur]"; - mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; - close; - } - if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7; - if (para_suv01 == 44) callsub L_Toren; - if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80; - if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; - next; - para_suv01 = 46; - setquest 7223; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; - } - if ((para_suv01 == 46) && (kiren < 3)) { - mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; - next; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; - close; - } - if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9; - if (para_suv01 == 47) callsub L_Toren; - if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90; - if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; - next; - para_suv01 = 49; - setquest 7229; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; - close; - } - if ((para_suv01 == 49) && (naomi < 3)) { - mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; - next; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; - close; - } - if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11; - if (para_suv01 == 50) callsub L_Toren; - if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100; - if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { - callsub L_GiveQuest; - mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; - next; - para_suv01 = 52; - setquest 7233; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; - } - if ((para_suv01 == 52) && (margaret < 7)) { - mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; - next; - mes "[Instructor Ur]"; - mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; - close; - } - if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13; - if (para_suv01 == 53) callsub L_Toren; - if (para_suv01 > 53) { - mes "[Instructor Ur]"; - mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; - close; - } - } - mes "You are not in my group are you?"; - mes "I don't have anything to say to outsiders."; - mes "If you want something register with my group."; - next; - mes "[Instructor Ur]"; - mes "To register with the Eden Group ask Laime Evenor next to me."; - close; - -L_GiveQuest: - mes "You are just in time! I have a new quest for you, would you like to start it now?"; - next; - if(select("Yes!:No, thanks.") == 2) { - mes "[Instructor Ur]"; - mes "Thats too bad. I had some nice rewards I could have given to you for helping me."; - close; - } - mes "[Instructor Ur]"; - return; -L_CompleteQuest: - mes "Done already? Great work!"; - next; - para_suv01 = getarg(1); - completequest getarg(0); - if (para_suv02 < getarg(2)) para_suv02 = getarg(2); - mes "[Instructor Ur]"; -L_Toren: - mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; - close; -L_Level: - mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000."; - close; -} - -comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{ - if ((para_suv01 == 39) && (romeo < 1)) { - mes "[Romeo]"; - mes "Ah, there you are."; - next; - mes "[Romeo]"; - mes "Before we begin, I want to test you."; - next; - romeo = 1; - changequest 7214,7215; - mes "[Romeo]"; - mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; - close; - } - if (romeo == 1) { - if (questprogress(7215,HUNTING) == 2) { - mes "[Romeo]"; - mes "You did it? Thats all the proof I needed."; - next; - mes "[Romeo]"; - mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; - next; - getexp 10000,10000; - romeo = 2; - changequest 7215,7216; - mes "[Romeo]"; - mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; - close; - } - mes "[Romeo]"; - mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; - close; - } - if (romeo == 2) { - mes "[Romeo]"; - mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; - next; - mes "[Romeo]"; - mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; - close; - } - mes "[Romeo]"; - mes "The person I'm waiting for is late..."; - close; -} - -um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{ - if (romeo == 2) { - if (questprogress(7216,HUNTING) == 2) { - mes "[Romeo]"; - mes "Wow, you have arrived sooner than I expected."; - next; - mes "[Romeo]"; - mes "There is only one more thing I need you to do for me."; - next; - getexp 10000,10000; - romeo = 3; - changequest 7216,7217; - mes "[Romeo]"; - mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; - close; - } - mes "[Romeo]"; - mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; - close; - } - if (romeo == 3) { - if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { - mes "[Romeo]"; - mes "Your work here is done my friend."; - next; - delitem 7196,5; // Shoulder Pad - delitem 7100,7; // Sharp Leaf - getexp 10000,10000; - romeo = 4; - para_suv01 = 40; - changequest 7217,7218; - mes "[Romeo]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Romeo]"; - mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; - close; - } - if (romeo == 4) { - mes "[Romeo]"; - mes "Thank you again for all your help."; - next; - mes "[Romeo]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Romeo]"; - mes "What is taking so long..."; - close; -} - -glast_01,195,131,6 script Johan 4_F_SISTER,{ - if ((para_suv01 == 43) && (johan < 1)) { - mes "[Johan]"; - mes "..."; - next; - mes "[Johan]"; - mes "I don't need to explain anything to you."; - next; - johan = 1; - changequest 7219,7220; - mes "[Johan]"; - mes "Go kill ^0000FF20 Wraiths^000000."; - close; - } - if (johan == 1) { - if (questprogress(7220,HUNTING) == 2) { - mes "[Johan]"; - mes "Good."; - next; - mes "[Johan]"; - mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; - next; - getexp 20000,20000; - johan = 2; - changequest 7220,7221; - mes "[Johan]"; - mes "This time kill them quickly, I don't like to wait."; - close; - } - mes "[Johan]"; - mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; - close; - } - if (johan == 2) { - if (questprogress(7221,HUNTING) == 2) { - mes "[Johan]"; - mes "Hmmmm, better."; - next; - mes "[Johan]"; - mes "Ok, I'm done with you."; - next; - getexp 20000,20000; - johan = 3; - changequest 7221,7222; - mes "[Johan]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Johan]"; - mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; - close; - } - if (johan == 3) { - mes "[Johan]"; - mes "Why are you still here?"; - next; - mes "[Johan]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Johan]"; - mes "Go away... I'm busy."; - close; -} - -ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{ - if ((para_suv01 == 46) && (kiren < 1)) { - mes "[Kiren]"; - mes "Hey there."; - next; - mes "[Kiren]"; - mes "You must be a member of the Paradise Group, come help me for a second."; - next; - kiren = 1; - changequest 7223,7224; - mes "[kiren]"; - mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; - close; - } - if (kiren == 1) { - if (questprogress(7224,HUNTING) == 2) { - mes "[Kiren]"; - mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; - next; - mes "[Kiren]"; - mes "I think you need a challenge."; - next; - getexp 30000,30000; - kiren = 2; - changequest 7224,7226; - setquest 7227; - mes "[Kiren]"; - mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; - close; - } - mes "[Kiren]"; - mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; - close; - } - if (kiren == 2) { - if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) { - mes "[Kiren]"; - mes "Incredible, you set a new record!"; - next; - mes "[Kiren]"; - mes "I have never seen anyone kill them all so fast, you are good at this."; - next; - getexp 30000,30000; - kiren = 3; - changequest 7226,7228; - completequest 7227; - mes "[Kiren]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Kiren]"; - mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; - close; - } - if (kiren == 3) { - mes "[Kiren]"; - mes "Don't worry, nobody else has beaten your record yet."; - next; - mes "[Kiren]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Kiren]"; - mes "Be careful, there are some fast monsters around here."; - close; -} - -ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{ - if ((para_suv01 == 49) && (naomi < 1)) { - mes "[Naomi]"; - mes "It is so cold in here."; - next; - mes "[Naomi]"; - mes "I blame those annoying Siromas."; - next; - naomi = 1; - changequest 7229,7230; - mes "[Naomi]"; - mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; - close; - } - if (naomi == 1) { - if (questprogress(7230,HUNTING) == 2) { - mes "[Naomi]"; - mes "Thank you, but there are still so many Siromas here!"; - next; - mes "[Naomi]"; - mes "I need to make a special drink to stay warm, please help me make it."; - next; - getexp 40000,40000; - naomi = 2; - changequest 7230,7231; - mes "[Naomi]"; - mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; - close; - } - mes "[Naomi]"; - mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; - close; - } - if (naomi == 2) { - if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { - mes "[Naomi]"; - mes "Yay, you did it!"; - next; - mes "[Naomi]"; - mes "I will be fine now, don't worry about me."; - next; - delitem 7066,30; // Ice Cubic - delitem 519,1; // Milk - delitem 7453,1; // Sweet Sauce - getexp 40000,40000; - naomi = 3; - changequest 7231,7232; - mes "[Naomi]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Naomi]"; - mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; - close; - } - if (naomi == 3) { - mes "[Naomi]"; - mes "I will be fine now, don't worry about me."; - next; - mes "[Naomi]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Naomi]"; - mes "So... cold..."; - close; -} - -mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{ - if ((para_suv01 == 52) && (margaret < 1)) { - mes "[Margaret]"; - mes "Oh, hello there."; - next; - mes "[Margaret]"; - mes "I have two friends here in the New World which need your help."; - next; - margaret = 1; - changequest 7233,7234; - mes "[Margaret]"; - mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; - close; - } - if (margaret == 1 || margaret == 2) { - mes "[Margaret]"; - mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; - close; - } - if (margaret == 3) { - mes "[Margaret]"; - mes "Ah good, you were able to help him."; - next; - margaret = 4; - mes "[Margaret]"; - mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; - close; - } - if (margaret == 4 || margaret == 5) { - mes "[Margaret]"; - mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; - close; - } - if (margaret == 6) { - mes "[Margaret]"; - mes "Haha, so he still wants a zoom out hack..."; - next; - mes "[Margaret]"; - mes "Thanks for helping them, I knew you could do it."; - next; - margaret = 7; - changequest 7234,7237; - mes "[Margaret]"; - mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; - close; - } - mes "[Margaret]"; - mes "The New World... What a beautiful place!"; - close; -} - -man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{ - if (margaret == 1) { - mes "[Paradise Dispatch]"; - mes "Hey you, can you help me here?"; - next; - mes "[Paradise Dispatch]"; - mes "The plant monsters in this area have a long ranged attack."; - next; - margaret = 2; - changequest 7234,7235; - mes "[Paradise Dispatch]"; - mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; - close; - } - if (margaret == 2) { - if (questprogress(7235,HUNTING) == 2) { - mes "[Paradise Dispatch]"; - mes "Thanks!"; - next; - mes "[Paradise Dispatch]"; - mes "Ok, I'm out of here."; - next; - getexp 50000,50000; - margaret = 3; - changequest 7235,7234; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; - close; - } - mes "[Paradise Dispatch]"; - mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; - close; - } - if (margaret == 3) { - mes "[Paradise Dispatch]"; - mes "..."; - next; - mes "[Paradise Dispatch]"; - mes "Don't rush me, just head back to ^0000FFMargaret^000000."; - close; - } - mes "[Paradise Dispatch]"; - mes "Those Nepenthes are so scary!"; - close; -} - -spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{ - if (margaret == 4) { - mes "[Paradise Dispatch]"; - mes "So Margaret sent you to help me?"; - next; - mes "[Paradise Dispatch]"; - mes "Ok, lets get started!"; - next; - margaret = 5; - changequest 7234,7236; - mes "[Paradise Dispatch]"; - mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; - close; - } - if (margaret == 5) { - if (questprogress(7236,HUNTING) == 2) { - mes "[Paradise Dispatch]"; - mes "You make it look so easy, but I couldn't even kill 1..."; - next; - mes "[Paradise Dispatch]"; - mes "Now is my chance to run to Splendide!"; - next; - getexp 50000,50000; - margaret = 6; - changequest 7236,7234; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000, I will be ok now."; - close; - } - mes "[Paradise Dispatch]"; - mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; - close; - } - if (margaret == 6) { - mes "[Paradise Dispatch]"; - mes "Now, if only I had a hack for zooming out more..."; - next; - mes "[Paradise Dispatch]"; - mes "Head back to ^0000FFMargaret^000000, I will be ok now."; - close; - } - mes "[Paradise Dispatch]"; - mes "I need a hack to zoom out more so I can see if it is safe..."; - close; -} - -moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{ - if (checkweight(1101,5) == 0) { - mes "^3355FFWait a second!"; - mes "Right now, you're carrying"; - mes "to many things with you."; - mes "Please come back after"; - mes "using the Kafra Service"; - mes "to store some of your items.^000000"; - close; - } - mes "[Toren]"; - mes "Hello adventurer, what can I do for you?"; - next; - switch(select("Where is my reward?:I want an enchantment!")) { - case 1: - if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { - mes "[Toren]"; - mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; - next; - mes "[Toren]"; - mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; - next; - mes "[Toren]"; - if (BaseClass == Job_Swordman) { - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - callsub L_Select, - 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III - 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III - 1434,"Spear","One-handed, 165 Atk"; //P.Spear I - } - else if (BaseClass == Job_Merchant) { - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - callsub L_Select, - 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Assassin) { - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - callsub L_Select, - 1289,"Katar","Two-handed, 155 Atk", //P.Katar I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Rogue) { - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Thief) { - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Bard) { - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - callsub L_Select, - 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Dancer) { - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - callsub L_Select, - 1986,"Whip","One-handed, 125 Atk", //P.Tail I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Archer) { - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - callsub L_Select, - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Priest) { - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I - } - else if (BaseJob == Job_Monk) { - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - callsub L_Select, - 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III - } - else if (BaseJob == Job_Acolyte) { - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk"; //P.Mace III - } - else if (BaseJob == Job_Sage) { - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (Class == Job_Ninja) { - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - callsub L_Select, - 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I - else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III - else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III - getitem 18514,1; //Paradise Hat II - getitem 2571,1; //Paradise Mantle II - getitem 2473,1; //Paradise Boots IV - getitem 15031,1; //Paradise Uniform IV - para_suv02 = 14; - if (para_suv01 > 40) - para_suv01 += 1; - if (Class == Job_Taekwon) { - mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; - next; - } - mes "See you later, and good luck on your adventures!"; - close; - } - if (para_suv02 == 14) { - setarray .@check[0],18514,2571,2473,15031; - setarray .@item$[0],"Hat","Mantle","Boots","Uniform"; - for(.@i = 0; .@i<4; ++.@i) - if (countitem(.@check[.@i]) < 1) { - mes "[Toren]"; - mes "Where is the Paradise "+.@item$[.@i]+" I gave you?"; - next; - mes "[Toren]"; - mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - if(select("Ok.:No, thanks.") == 2) { - mes "[Toren]"; - mes "Come back if you change your mind."; - close; - } - if (Zeny < 250000) { - mes "[Toren]"; - mes "You dont have enough zeny."; - close; - } - Zeny -= 250000; - getitem .@check[.@i],1; - mes "[Toren]"; - mes "These advanced gears are not easy to make, please take better care of this one."; - close; - } - mes "[Toren]"; - mes "I already gave you the most advanced gears we have to offer."; - close; - } - mes "[Toren]"; - mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; - close; - case 2: - if (para_suv02 < 14) { - mes "[Toren]"; - mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; - close; - } - if (paragearenchant < 1) { - mes "[Toren]"; - mes "Alright, but I'll need a few items for the enchantment process."; - next; - if (BaseLevel >= 90) { - paragearenchant = 1; - setquest 7239; - mes "[Toren]"; - mes "Just bring me ^0000FF20 Used Iron Plates^000000."; - close; - } - paragearenchant = 2; - setquest 7238; - mes "[Toren]"; - mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; - close; - } - if (paragearenchant == 1) { - if (countitem(7319) >= 20) { - mes "[Toren]"; - mes "Thanks, that's what I needed!"; - next; - delitem 7319,20; // Used Iron Plate - paragearenchant = 3; - changequest 7239,7240; - mes "[Toren]"; - mes "Give me a second to prepare before I enchant your gears."; - close; - } - mes "[Toren]"; - mes "Just bring me ^0000FF20 Used Iron Plates^000000."; - close; - } - if (paragearenchant == 2) { - if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { - mes "[Toren]"; - mes "Thanks, that's what I needed!"; - next; - delitem 1002,20; // Iron Ore - delitem 998,10; // Iron - paragearenchant = 3; - changequest 7238,7240; - mes "[Toren]"; - mes "Give me a second to prepare before I enchant your gears."; - close; - } - mes "[Toren]"; - mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; - close; - } - if (paragearenchant == 3) { - mes "[Toren]"; - mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; - next; - mes "[Toren]"; - mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; - next; - mes "[Toren]"; - mes "Now pick which gear you would like me to enchant."; - next; - setarray .@item[0],2571,2473,15031; - .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; - if (countitem(.@item[.@i]) < 1) { - mes "[Toren]"; - mes "Bring one and I'll enchant it."; - close; - } - .@paragearcount = .@item[.@i]; - mes "[Toren]"; - mes "Here we go!"; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - .@enc_paragear = rand(1,42); - if (.@enc_paragear == 1) .@addpart = 4763; - else if (.@enc_paragear == 2) .@addpart = 4765; - else if (.@enc_paragear == 3) .@addpart = 4790; - else if (.@enc_paragear == 4) .@addpart = 4794; - else if (.@enc_paragear < 7) .@addpart = 4762; - else if (.@enc_paragear < 9) .@addpart = 4764; - else if (.@enc_paragear < 11) .@addpart = 4789; - else if (.@enc_paragear < 13) .@addpart = 4793; - else if (.@enc_paragear < 15) .@addpart = 4701; - else if (.@enc_paragear < 17) .@addpart = 4711; - else if (.@enc_paragear < 19) .@addpart = 4721; - else if (.@enc_paragear < 21) .@addpart = 4731; - else if (.@enc_paragear < 23) .@addpart = 4741; - else if (.@enc_paragear < 25) .@addpart = 4751; - else if (.@enc_paragear < 28) .@addpart = 4788; - else if (.@enc_paragear < 31) .@addpart = 4792; - else if (.@enc_paragear < 35) .@addpart = 4787; - else if (.@enc_paragear < 39) .@addpart = 4791; - else if (.@enc_paragear < 43) .@addpart = 4786; - .@addpart2 = 4701+(10*rand(6)); - delitem .@paragearcount,1; - getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; - paragearenchant = 4; - changequest 7240,7241; - mes "[Toren]"; - mes "It is finished! Come back tomorrow if you want to enchant more."; - close; - } - if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) { - mes "[Toren]"; - mes "Please come back tomorrow if you want to enchant more."; - close; - } - if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) { - paragearenchant = 0; - erasequest 7241; - mes "[Toren]"; - mes "Another day, another piece of equipment to enchant!"; - close; - } - } - end; -L_Select: - next; - mes "[Toren]"; - .@menu$ = ""; - for(.@i = 0; .@i<getargcount(); .@i += 3) { - .@menu$ += getarg(.@i+1)+".:"; - mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; - mes " "; - } - next; - .@i = select(.@menu$)-1; - getitem getarg(.@i*3),1; - mes "[Toren]"; - return; -} - -moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{ - if (checkweight(1101,5) == 0) { - mes "^3355FFWait a second!"; - mes "Right now, you are carrying"; - mes "to many things with you."; - mes "Please come back after"; - mes "using the Kafra Service"; - mes "to store some of your items.^000000"; - close; - } - mes "[Weapons Expert]"; - mes "Hello adventurer, what can I do for you today?"; - next; - switch(select("Where is my reward?","I want an enchantment!")) { - case 1: - if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { - mes "[Weapons Expert]"; - mes "Where is the Paradise Weapon I gave you?"; - next; - mes "[Weapons Expert]"; - mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; - next; - switch(select("Ok.","No, thanks.")) { - case 1: - mes "[Weapons Expert]"; - if (Zeny < 250000) { - mes "You dont have enough zeny."; - close; - } - if (Class == Job_Taekwon) { - mes "Wait... Your Class doesn't have a weapon."; - close; - } - Zeny -= 250000; - if (BaseClass == Job_Swordman) { - mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; - callsub L_Select, - 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III - 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III - 1434,"Spear","One-handed, 165 Atk"; //P.Spear I - } - else if (BaseClass == Job_Merchant) { - mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; - callsub L_Select, - 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Assassin) { - mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; - callsub L_Select, - 1289,"Katar","Two-handed, 155 Atk", //P.Katar I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Rogue) { - mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Thief) { - mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; - callsub L_Select, - 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III - 13434,"Sword","One-handed, 185 Atk"; //P.Saber III - } - else if (BaseJob == Job_Bard) { - mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; - callsub L_Select, - 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Dancer) { - mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; - callsub L_Select, - 1986,"Whip","One-handed, 125 Atk", //P.Tail I - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Archer) { - mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; - callsub L_Select, - 18106,"Bow","Two-handed, 140 Atk", //P.Bow III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseJob == Job_Priest) { - mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I - } - else if (BaseJob == Job_Monk) { - mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; - callsub L_Select, - 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I - 16014,"Mace","One-handed, 172 Atk", //P.Mace III - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III - } - else if (BaseJob == Job_Acolyte) { - mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 16014,"Mace","One-handed, 172 Atk"; //P.Mace III - } - else if (BaseJob == Job_Sage) { - mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { - mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; - callsub L_Select, - 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (Class == Job_Ninja) { - mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; - callsub L_Select, - 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I - 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III - } - else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I - else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III - else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III - mes "These weapons aren't easy to make, please take better care of this one."; - close; - case 2: - mes "[Weapons Expert]"; - mes "Come back if you change your mind."; - close; - } - } - mes "[Weapons Expert]"; - mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000."; - next; - mes "[Weapons Expert]"; - mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed."; - close; - case 2: - if (para_suv02 < 14) { - mes "[Weapons Expert]"; - mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; - close; - } - if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { - mes "[Weapons Expert]"; - mes "Did you sell your new Paradise Weapon? No enchantments for you."; - close; - } - if (para_suv01 < 44) { - mes "[Weapons Expert]"; - mes "You haven't completed enough quests for an enchantment yet."; - next; - mes "[Weapons Expert]"; - mes "Make sure to pick a weapon from Toren too."; - close; - } - if (para_suv01 == 44) { - mes "[Weapons Expert]"; - mes "It seems you have earned your first weapon enchantment."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; - para_suv01 = 45; - mes "[Weapons Expert]"; - mes "All done."; - close; - } - if (para_suv01 == 47) { - mes "[Weapons Expert]"; - mes "It seems you have earned your second weapon enchantment."; - next; - if (paraweaponenchant < 1) { - mes "[Weapons Expert]"; - mes "Before I do the second enchantment, you need to pick the first one."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "Gotcha, now for the second enchantment."; - next; - } - mes "[Weapons Expert]"; - mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; - break; - case 6: - paraweaponenchant2 = 4805; - break; - } - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; - para_suv01 = 48; - mes "[Weapons Expert]"; - mes "All done."; - close; - } - if (para_suv01 == 50 || para_suv01 == 53) { - mes "[Weapons Expert]"; - mes "It seems you have earned your third weapon enchantment."; - next; - if (paraweaponenchant < 1) { - mes "[Weapons Expert]"; - mes "Before I do the other enchantments, you need to pick the first one."; - next; - mes "[Weapons Expert]"; - mes "There are only 2 to choose from, which one would you like?"; - next; - if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767; - else paraweaponenchant = 4806; - callsub L_GetWeapon; - mes "[Weapons Expert]"; - mes "Gotcha, on to the next one."; - next; - } - if (paraweaponenchant2 < 1) { - mes "[Weapons Expert]"; - mes "Before I do the third enchantment, you need to pick the second one."; - next; - mes "[Weapons Expert]"; - mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant2 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant2 = 4471; - break; - case 6: - paraweaponenchant2 = 4805; - break; - } - mes "[Weapons Expert]"; - mes "Gotcha, now for the third one."; - next; - } - mes "[Weapons Expert]"; - mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; - next; - mes "[Weapons Expert]"; - mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; - next; - switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { - case 1: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4060; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4472; - break; - case 2: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4068; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4470; - break; - case 3: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4063; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4476; - break; - case 4: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4080; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4469; - break; - case 5: - if (paraweaponenchant == 4767) paraweaponenchant3 = 4118; - if (paraweaponenchant == 4806) paraweaponenchant3 = 4471; - break; - case 6: - paraweaponenchant3 = 4805; - break; - } - mes "[Weapons Expert]"; - mes "OK, gimmy a sec."; - close2; - specialeffect2 EF_MAPPILLAR; - progressbar "ffff00",4; - delitem paraweaponcount,1; - getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; - para_suv01 = 54; - mes "[Weapons Expert]"; - mes "All done."; - close; - } - if (para_suv01 > 53) { - mes "[Weapons Expert]"; - mes "That is the maximum number of enchanments I can do, enjoy them."; - close; - } - mes "[Weapons Expert]"; - mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; - close; - } - end; -L_Select: - next; - mes "[Weapons Expert]"; - .@menu$ = ""; - for(.@i = 0; .@i<getargcount(); .@i += 3) { - .@menu$ += getarg(.@i+1)+".:"; - mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; - mes " "; - } - next; - .@i = select(.@menu$)-1; - getitem getarg(.@i*3),1; - mes "[Weapons Expert]"; - return; -L_GetWeapon: - if (countitem(1197)) paraweaponcount = 1197; - else if (countitem(1289)) paraweaponcount = 1289; - else if (countitem(1391)) paraweaponcount = 1391; - else if (countitem(1434)) paraweaponcount = 1434; - else if (countitem(1583)) paraweaponcount = 1583; - else if (countitem(1658)) paraweaponcount = 1658; - else if (countitem(1831)) paraweaponcount = 1831; - else if (countitem(1931)) paraweaponcount = 1931; - else if (countitem(1986)) paraweaponcount = 1986; - else if (countitem(13066)) paraweaponcount = 13066; - else if (countitem(13114)) paraweaponcount = 13114; - else if (countitem(13310)) paraweaponcount = 13310; - else if (countitem(13434)) paraweaponcount = 13434; - else if (countitem(16014)) paraweaponcount = 16014; - else if (countitem(18106)) paraweaponcount = 18106; - return; -} - -sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ - callfunc "F_GM_NPC"; - mes "Password"; - next; - if (callfunc("F_GM_NPC",1854,0) == 1) { - mes "Please select the variable you want to modify."; - next; - .@var = select("para_suv01:para_suv02"); - mes "Enter the modified value"; - next; - input .@input,0,9999; - mes "Value of para_suv0"+.@var+" has been changed to "+.@input+"."; - setd "para_suv0"+.@var,.@input; - close; - } else { - mes "......meow wee."; - close; - } -} diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt deleted file mode 100644 index 544c7b11a..000000000 --- a/npc/re/quests/eden/eden_service.txt +++ /dev/null @@ -1,62 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Group Quests - Service NPCs -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= Paradise Group storage access. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Replaced 2nd NPC with duplicate function. [Masao] -//============================================================ - -- script Goods Cabinet#00::pggc -1,{ - mes "It is a Goods Storage Cabinet."; - mes "A message is written on a piece of paper."; - next; - mes "+ Cabinet is exclusively +"; - mes "+ for the Eden group +"; - mes "If you want to use this"; - mes "cabinet please check"; - mes "the following:"; - next; - mes "1.Are you a member"; - mes " of Eden group?"; - mes "2.Have you learned"; - mes " enough basic skills?"; - mes "3.Cabinet fee is"; - mes " ^4d4dff500 zeny^000000!"; - next; - if (countitem(6219) > 0) { - mes "You need to insert zeny to use the cabinet."; - mes "Cost : 500 Zeny "; - mes "Would you like to use it?"; - next; - switch(select("Use the Cabinet.:Cancel.")) { - case 1: - if (Zeny > 499) { - if (getskilllv("NV_BASIC") < 6) { - mes "The cabinet is not working for me."; - mes "Maybe I am not yet qualified to use Cabinet."; - close; - } - Zeny -= 500; - close2; - openstorage; - end; - } - mes "I don't have enough zeny."; - mes "I need at least 500 zeny to use the Cabinet."; - close; - case 2: - mes "I will use it next time."; - close; - } - } - mes "I need an Eden Group Mark to use this Cabinet."; - close; -} - -moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 HIDDEN_NPC -moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 HIDDEN_NPC diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt deleted file mode 100644 index c8277cbe2..000000000 --- a/npc/re/quests/eden/eden_tutorial.txt +++ /dev/null @@ -1,1560 +0,0 @@ -//===== Hercules Script ====================================== -//= Eden Tutorial -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= A series of quests introducing the major features of -//= Ragnarok Online. -//===== Additional Comments: ================================= -//= 1.0 First Version. [Euphy] -//============================================================ - -moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ - if (Class == Job_Novice) { - // Fall through - } else if (!questprogress(9167)) { - OnStartQuest: - if (@tutorial_restart) { - .@tutorial_restart = 1; - @tutorial_restart = 0; - } - mes "[Tutorial Instructor]"; - mes "Lately, it has been said that"; - mes "they are developing ways to add options"; - mes "to put in sockets or add statuses"; - mes "on equipment that normally don't have it."; - mes "They call that ^006400Enchant^000000."; - next; - mes "[Tutorial Instructor]"; - mes "After seeing that being developed,"; - mes "I was so inspired by it"; - mes "that I worked hard to discover"; - mes "a way to do it and I finally"; - mes "made my own way to ^006400Enchant^000000!"; - next; - mes "[Tutorial Instructor]"; - mes "But in order do to this"; - mes "I need some special materials."; - mes "If you're okay with it..."; - mes "Do you think you can"; - mes "help me out by gathering them?"; - next; - switch(select("Sure, I can help out!:I'm a little busy right now...")) { - case 1: - mes "[Tutorial Instructor]"; - mes "However, looking at you"; - mes "in your current state makes me"; - mes "doubt your ability to gather"; - mes "the items I need..."; - next; - mes "[Tutorial Instructor]"; - mes "Well, I guess if you employ"; - mes "a ^006400Mercenary^000000 for this"; - mes "then I think I can entrust you"; - mes "with my requests... right?"; - next; - mes "[Tutorial Instructor]"; - mes "In order to employ a Mercenary,"; - mes "go find the ^006400Mercenary Guild^000000"; - mes "which is by the front door of ^8B4513Prontera^000000."; - mes "Go to the ^006400Information Agent^000000"; - mes "and ask them where the ^006400Mercenary Guild Official^000000"; - mes "is located and they will let you know."; - next; - if (.@tutorial_restart) { - erasequest 9167; - erasequest 9168; - erasequest 9169; - erasequest 9170; - erasequest 9171; - erasequest 9172; - completequest 9173; - erasequest 9173; - } - mes "[Tutorial Instructor]"; - mes "Now... Hurry and employ"; - mes "a ^006400Mercenary^000000 and come back to me!"; - setquest 9167; - close; - case 2: - mes "[Tutorial Instructor]"; - mes "Well since you said you're busy"; - mes "I can't be helped..."; - mes "When you're not so busy, come find me again."; - close; - } - } else if (questprogress(9167) == 1) { - if (!getmercinfo(1)) { - mes "[Tutorial Instructor]"; - mes "You haven't gotten a mercenary yet."; - next; - mes "[Tutorial Instructor]"; - mes "In order to employ a Mercenary,"; - mes "go find the ^006400Mercenary Guild^000000"; - mes "which is by the front door of ^8B4513Prontera^000000."; - mes "Go to the ^006400Information Agent^000000"; - mes "and ask them where the ^006400Mercenary Guild Official^000000"; - mes "is located and they will let you know."; - next; - mes "[Tutorial Instructor]"; - mes "Now... Hurry and employ"; - mes "a ^006400Mercenary^000000 and come back to me!"; - close; - } - mes "[Tutorial Instructor]"; - mes "Seeing you with a ^006400Mercenary^000000 definitely makes me trust you more."; - next; - mes "[Tutorial Instructor]"; - mes "If a 006400Mercenary^000000 gives you direct effect"; - mes "by fighting for you"; - mes "then a ^006400Pet^000000 helps you indirectly with their"; - mes "abilities and varied appearances,"; - mes "and it captures your heart."; - mes "Try raising a ^006400Pet^000000 in the future as well."; - next; - mes "[Tutorial Instructor]"; - mes "Now, let's see... In order to"; - mes "get this ^006400Enchant^000000 to succeed"; - mes "you have to go gather some materials for me..."; - mes "What I need is..."; - mes ".............."; - next; - select("I don't think I heard you clearly..."); - mes "[Tutorial Instructor]"; - mes "I really don't like to repeat myself.."; - mes "If you ask me again like that"; - mes "does it just make your mouth tired?"; - mes "In these situations, open your ^006400Quest Window^000000"; - mes "and you can see what is requested of you"; - mes "and the details of my request."; - next; - mes "[Tutorial Instructor]"; - mes "If you look at the top left"; - mes "in the area with the information,"; - mes "it says ^006400QUEST^000000"; - mes "and if you click that"; - mes "it'll show all information"; - mes "that pertains to the request."; - next; - mes "[Tutorial Instructor]"; - mes "Once you verify what materials"; - mes "you need go gather from"; - mes "the ^006400Quest Window^000000,"; - mes "come find and talk to me again."; - completequest 9167; - setquest 9168; - close; - } else if (questprogress(9168) == 1) { - if (checkweight(607,1) == 0) { - if (MaxWeight - Weight < getiteminfo(607,6)) { - mes "[Tutorial Instructor]"; - mes "You seemed to be sluggish with a lot of items"; - mes "in your inventory making you heavy..."; - mes "It'll be hard to do my request"; - mes "when you're heavy with all that junk!"; - mes "Go empty out your inventory and come back to me."; - close; - } else { - mes "[Tutorial Instructor]"; - mes "It seems that you have"; - mes "one too many items on you..."; - mes "If you want to help me out"; - mes "then you're gonna have to put some"; - mes "stuff away then come back."; - close; - } - } - mes "[Tutorial Instructor]"; - mes "Did you open your ^006400Quest Window^000000"; - mes "to verify the materials?"; - next; - switch(select("Yup!:No...:Where is the Quest Window...")) { - case 1: - mes "[Tutorial Instructor]"; - mes "Oh yeah? Then shall I test you to see"; - mes "if you really checked it?"; - mes "Write down what material I asked you to get."; - next; - input .@inputstr$; - if (.@inputstr$ == "10 Jellopy") { - mes "[Tutorial Instructor]"; - mes "Good, you know."; - mes "Now, are you feeling pretty familiar"; - mes "about the ^006400Quest Window^000000?"; - mes "But there is an issue..."; - mes "You know what material to collect,"; - mes "but gathering that won't be easy."; - next; - mes "[Tutorial Instructor]"; - mes "Also, there is one thing"; - mes "I absolutely think you need to try."; - mes "And that is..."; - mes "the ^006400Universal Silver Catalog^000000."; - next; - mes "[Tutorial Instructor]"; - mes "The ^006400Universal Silver Catalog^000000"; - mes "can be obtained from"; - mes "the ^0000FFCatalogue Wizard^000000"; - mes "that is located in South Prontera."; - next; - mes "[Tutorial Instructor]"; - mes "Now, go and obtain"; - mes "a ^006400Universal Silver Catalog^000000"; - mes "then come back and talk to me."; - completequest 9168; - setquest 9169; - close; - } - mes "[Tutorial Instructor]"; - mes "You... still don't seem"; - mes "to know much about the"; - mes "^006400Quest Window^000000."; - mes "I will inform you again."; - next; - break; - case 2: - mes "[Tutorial Instructor]"; - mes "Hurry and check to see"; - mes "what materials are required in"; - mes "your ^006400Quest Window^000000."; - close; - case 3: - break; - } - mes "[Tutorial Instructor]"; - mes "If you look at the top left"; - mes "in the area with the information,"; - mes "it says ^006400QUEST^000000"; - mes "and if you click that"; - mes "it'll show all information"; - mes "that pertains to the request."; - next; - mes "[Tutorial Instructor]"; - mes "Once you verify what materials"; - mes "you need go gather from"; - mes "the ^006400Quest Window^000000,"; - mes "come find and talk to me again."; - close; - } else if (questprogress(9169) == 1) { - if (countitem(12580) == 0) { - mes "[Tutorial Instructor]"; - mes "Hmm? So I noticed that"; - mes "you haven't gone and picked up a"; - mes "^006400Universal Silver Catalog^000000 yet!"; - next; - mes "[Tutorial Instructor]"; - mes "You can get the"; - mes "^006400Universal Silver Catalog^000000"; - mes "from the ^0000FFCatalogue Wizard^000000"; - mes "who is located in Prontera."; - next; - mes "[Tutorial Instructor]"; - mes "So, go and get the"; - mes "^006400Universal Silver Catalog^000000"; - mes "then come back to me."; - close; - } - mes "[Tutorial Instructor]"; - mes "Oh! You managed to get a"; - mes "^006400Universal Silver Catalog^000000!"; - next; - mes "[Tutorial Instructor]"; - mes "This lets you browse and search"; - mes "through all the various stores"; - mes "that are on the same map and"; - mes "are open for vending."; - next; - mes "[Tutorial Instructor]"; - mes "It only costs 200 zeny for one"; - mes "of these and with it you can"; - mes "search up to 10 times."; - mes "You can say that it's a necessity."; - next; - mes "[Tutorial Instructor]"; - mes "So, go to the area you want"; - mes "and try out the ^006400Universal Silver Catalog^000000"; - mes "then come and find me"; - mes "after you've done this."; - completequest 9169; - setquest 9170; - close; - } else if (questprogress(9170) == 1) { - if (countitem(12580)) { - mes "[Tutorial Instructor]"; - mes "Hmm... It seems that you still have"; - mes "the ^006400Universal Silver Catalog^000000 in your inventory."; - mes "Since you're saying you forgot how to use it"; - mes "I'll explain it to you again."; - next; - mes "[Tutorial Instructor]"; - mes "You see... the ^006400Universal Silver Catalog^000000"; - mes "lets you browse and search"; - mes "through all the various stores"; - mes "that are on the same map and"; - mes "are open for vending."; - next; - mes "[Tutorial Instructor]"; - mes "So, go to the area you want"; - mes "and try out the ^006400Universal Silver Catalog^000000"; - mes "them come and find me"; - mes "after you've done this."; - close; - } - mes "[Tutorial Instructor]"; - mes "How do you feel after trying out"; - mes "the ^006400Universal Silver Catalog^000000?"; - mes "It feels a lot easier than"; - mes "going through each individual"; - mes "vendor and finding the item"; - mes "you need, right?"; - next; - mes "[Tutorial Instructor]"; - mes "Now, go out and gather"; - mes "the materials I need and"; - mes "I will make sure to give you"; - mes "a fantastic ^006400enchant^000000!"; - mes "I'll be waiting!"; - completequest 9170; - setquest 9171; - close; - } else if (questprogress(9171) == 1) { - if (countitem(909) < 10) { - mes "[Tutorial Instructor]"; - mes "It seems you didn't bring"; - mes "enough materials. Did you forget"; - mes "what you needed to gather?"; - next; - switch(select("Yeah...:Nope!")) { - case 1: - mes "[Tutorial Instructor]"; - mes "I've been told that if you click the"; - mes "thing on the top left that says"; - mes "^006400QUEST^000000, it'll show you all"; - mes "the information that you need"; - mes "that pertains to your requests."; - next; - mes "[Tutorial Instructor]"; - mes "Once you gather all the materials"; - mes "that are listed in your ^006400Quest Window^000000"; - mes "come and talk to me."; - close; - case 2: - mes "[Tutorial Instructor]"; - mes "When you gather the items"; - mes "come to me and I will show you"; - mes "an awesome ^006400ENCHANT^000000."; - mes "I'll be waiting!"; - close; - } - } - if (checkweight(607,6) == 0) { - if (MaxWeight - Weight < getiteminfo(607,6)) { - mes "[Tutorial Instructor]"; - mes "Your inventory seems to be really full"; - mes "with various stuff... Do you think"; - mes "you can get anything done when you're so"; - mes "weighed down? Go put some stuff away"; - mes "then come back to me."; - close; - } else { - mes "[Tutorial Instructor]"; - mes "You seem to have too much stuff"; - mes "in your inventory... Go put some"; - mes "stuff away then come back to me"; - mes "when you have less suff on you."; - close; - } - } - mes "[Tutorial Instructor]"; - mes "You got everything I asked for!"; - mes "So~ Shall we start on the awesome"; - mes "Enchant that I found and developed?"; - next; - specialeffect EF_BASH3D2; - mes "[Tutorial Instructor]"; - mes "Okay! Now for the first skill!!"; - mes "To add a new ability to your armor..."; - mes "^006400HIDDEN SOCKET ENCHANT^000000!!"; - next; - specialeffect EF_BASH3D2; - mes "[Tutorial Instructor]"; - mes "And for the second skill!!"; - mes "To add a new socket into your"; - mes "weapon and shield..."; - mes "^006400SOCKET ENCHANT^000000!!"; - next; - mes "[Tutorial Instructor]"; - mes "There. The Enchant is done. You can't understand the the process by just watching me, so I'll let you look at the items themselves."; - delitem 909,10; //Jellopy - completequest 9171; - setquest 9172; - getitem2 15033,1,1,0,0,0,0,0,4702; //Tutorial_Mattle[Strength3] - getitem 15033,1; //Tutorial_Mattle - getitem 15034,1; //Tutorial_Mattle_ - next; - mes "[Tutorial Instructor]"; - mes "Those items cannot be"; - mes "worn or traded so don't even"; - mes "think about running away with them."; - mes "When you're done looking at them,"; - mes "give them back to me."; - close; - } else if (questprogress(9172) == 1) { - if (countitem(15033) == 0 || countitem(15034) == 0) { - mes "[Tutorial Instructor]"; - mes "What did you do with the Enchanted"; - mes "items I lent to you to look at?"; - mes "Until you bring back the fruits of"; - mes "my labor, I don't want to talk to you,"; - mes "let alone see your face."; - close; - } - mes "[Tutorial Instructor]"; - mes "Are you done looking over"; - mes "the items I Enchanted?"; - next; - switch(select("Yes, thank you.:I haven't looked at them yet.")) { - case 1: - mes "[Tutorial Instructor]"; - mes "So what did you think after inspecting it? Now that you've looked at an actual Enchanted item, do you understand it?"; - // Item deletions moved below to prevent errors. - next; - mes "[Tutorial Instructor]"; - mes "Thanks to you I was able to see great results of my research and study."; - next; - mes "[Tutorial Instructor]"; - mes "If you have any questions about anything that I discussed with you, I will tell you everything! Thanks for your hard work!"; - delitem 15033,2; - delitem 15034,1; - completequest 9172; - setquest 9173; - getexp 5000,2500; - close; - case 2: - mes "[Tutorial Instructor]"; - mes "Take your time to look them over"; - mes "then bring them back to me."; - close; - } - } else if (questprogress(9173) == 1) { - mes "[Tutorial Instructor]"; - mes "Do you have any questions?"; - next; - switch(select("Can I do the same quest again?:About the Quest Window...:About ENCHANT...:About Searching Vends...:About Mercenary and Pets...:End Conversation.")) { - case 1: - if (questprogress(9173,PLAYTIME) == 1) { - mes "[Tutorial Instructor]"; - mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000."; - next; - mes "[Tutorial Instructor]"; - mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!"; - mes "[Tutorial Instructor]"; - mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest."; - next; - mes "[Tutorial Instructor]"; - mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again."; - close; - } - mes "[Tutorial Instructor]"; - mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?"; - next; - switch(select("Yes:No")) { - case 1: - @tutorial_restart = 1; - goto OnStartQuest; - case 2: - mes "[Tutorial Instructor]"; - mes "Okay. But if you change your mind and want to receive a quest, come find me."; - close; - } - case 2: - mes "[Tutorial Instructor]"; - mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests."; - next; - mes "[Tutorial Instructor]"; - mes "If you look at the top left"; - mes "in the area with the information,"; - mes "it says ^006400QUEST^000000"; - mes "and if you click that"; - mes "it'll show all information"; - mes "that pertains to the request."; - next; - mes "[Tutorial Instructor]"; - mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc."; - close; - case 3: - mes "[Tutorial Instructor]"; - mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000."; - next; - mes "[Tutorial Instructor]"; - mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor."; - next; - mes "[Tutorial Instructor]"; - mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking."; - next; - mes "[Tutorial Instructor]"; - mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance."; - next; - mes "[Tutorial Instructor]"; - mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000."; - next; - mes "[Tutorial Instructor]"; - mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?"; - close; - case 4: - mes "[Tutorial Instructor]"; - mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for."; - next; - mes "[Tutorial Instructor]"; - mes "The ^006400Universal Silver Catalog^000000"; - mes "can be obtained from "; - mes "the ^0000FFCatalogue Wizard^000000"; - mes "that is located in South Prontera;"; - next; - mes "[Tutorial Instructor]"; - mes "It only costs 200 zeny for one"; - mes "of these and with it you can"; - mes "search up to 10 times."; - mes "You can say that it's a necessity."; - next; - mes "[Tutorial Instructor]"; - mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!"; - close; - case 5: - mes "[Tutorial Instructor]"; - mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways."; - next; - mes "[Tutorial Instructor]"; - mes "If a 006400Mercenary^000000 gives you direct effect"; - mes "by fighting for you"; - mes "then a ^006400Pet^000000 helps you indirectly with their"; - mes "abilities and varied appearances,"; - mes "and it captures your heart."; - next; - mes "[Tutorial Instructor]"; - mes "In order to employ a Mercenary"; - mes "Go find the ^006400Mercenary Guild^000000"; - mes "which is by the front door of ^8B4513Prontera^000000."; - mes "Go to the ^006400Information Agent^000000"; - mes "and ask them where the ^006400Mercenary Guild Official^000000"; - mes "is located and they will let you know."; - next; - mes "[Tutorial Instructor]"; - mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet."; - next; - mes "[Tutorial Instructor]"; - mes "Because there is a chance for failure, please use the taming item with great care."; - next; - mes "[Tutorial Instructor]"; - mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player."; - next; - mes "[Tutorial Instructor]"; - mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future."; - close; - case 6: - mes "[Tutorial Instructor]"; - mes "If you have any questions, come find me again."; - close; - } - } - mes "[Tutorial Instructor]"; - mes "Lately, it has been said that"; - mes "they are developing ways to add options"; - mes "to put in sockets or add statuses"; - mes "on equipment that normally don't have it."; - close; -} - -moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ - if (checkweight(608,7) == 0) { - if (MaxWeight - Weight < getiteminfo(608,7)) { - mes "[Tutorial Goal]"; - mes "You seem to be overweight with items. Go put some stuff away then come back."; - close; - } else { - mes "[Tutorial Goal]"; - mes "You have too many items on you. Go put some stuff away then come back."; - close; - } - } - if (questprogress(4161) == 1) { - mes "[Tutorial Goal]"; - mes "Well~ We gotta go challenge the experts right?"; - mes "Let's start off by finding the ^006400Siege Expert^000000!"; - close; - } else if (questprogress(4162) == 1) { - mes "[Tutorial Goal]"; - mes "You've passed the ^006400Siege Expert^000000's test! Congrats!"; - mes "Now, go find the ^006400Party Recruiting Expert^000000!"; - close; - } else if (questprogress(4163) == 1) { - mes "[Tutorial Goal]"; - mes "Oh! You've passed the ^006400Party Recruiting Expert^000000's test! Congrats!"; - mes "Now, go find the ^006400Battleground Expert^000000!"; - close; - } else if (questprogress(4164) == 1) { - mes "[Tutorial Goal]"; - mes "Yay! You passed the test from the ^006400Battleground Expert^000000! Congrats!"; - mes "Next, go and find the ^006400Memorial Dungeon Expert^000000!"; - close; - } else if (questprogress(4165) == 1) { - mes "[Tutorial Goal]"; - mes "You passed the test from ^006400Memorial Dungeon Expert^000000! That's great!"; - mes "Try finding the ^006400Map Expert^000000!"; - close; - } else if (questprogress(4166) == 1) { - mes "[Tutorial Goal]"; - mes "You passed ^006400Map Expert^000000's test! Congrats!"; - mes "I'm so glad that you were to pass all the Experts' tests! You're better than I expected!!"; - next; - mes "[Tutorial Goal]"; - mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!"; - mes "Thank you so much for your hard work. As promised, here is a small little reward for you."; - next; - mes "[Tutorial Goal]"; - mes "I think it'll be useful to you during your adventures. I wish you luck on your future adventures~"; - completequest 4166; - getitem 510,5; //Blue_Herb - getitem 511,5; //Green_Herb - getitem 504,5; //White_Potion - getitem 608,1; //Seed_Of_Yggdrasil - close; - } else if (questprogress(4166) == 2) { - mes "[Tutorial Goal]"; - mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!"; - mes "Thank you so much for your hard work."; - mes "I hope that your future adventures are filled with good luck."; - close; - } - if (Class == Job_Novice) { - mes "[Tutorial Goal]"; - mes "Hmm, I wonder if there is any adventurer that is smart enough to challenge our Experts..."; - close; - } - mes "[Tutorial Goal]"; - mes "Hey you! You look like an adventurer... Though you look a little dull..."; - next; - if(select("What'd you say? I'm smart!:Yeah... I'm dull.") == 1) { - mes "[Tutorial Goal]"; - mes "Serious? Though I don't know if I can believe that. Look at the expert who is in front of me! He took up only one area of study for 16 years and now he is as dignified as can be!"; - next; - mes "[Tutorial Goal]"; - mes "Well, if you manage to pass all their tests then I will believe in your abilities."; - next; - mes "[Tutorial Goal]"; - mes "And I will apologize for calling you dull. How about it, Dull Expert?! Do you want to challenge them?"; - next; - if(select("Ch... Challenge!!:Um... I think I'll just give up now...") == 1) { - mes "[Tutorial Goal]"; - mes "You're braver than you look. You can't go back now that you've decided to challenge!"; - next; - mes "[Tutorial Goal]"; - mes "Okay~ Start by talking to the ^006400Siege Expert^000000 who's right there in front."; - setquest 4161; - close; - } - } - mes "[Tutorial Goal]"; - mes "Well, don't get discouraged... If you change your mind and want to do the challenge, come find me."; - close; -} - -moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ - .@checkquest = questprogress(4161); - if (.@checkquest == 2) { - mes "[Siege Expert]"; - mes "Since you've come again, I assume you're curious about ^006400Siege^000000?"; - next; - switch(select("Listen about Siege.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Siege Expert]"; - mes "Now that you've gone through all of this with an expert, isn't it easy to understand? If you want to go over anything, just come talk to me."; - close; - case 2: - mes "[Siege Expert]"; - mes "If you want to go over anything, just come talk to me."; - close; - } - } else if (.@checkquest == 1) { - mes "[Siege Expert]"; - mes "I am someone who has studied War of Emperium for 16 years! So that makes me an expert! Since you came to find me, I assume you want to learn more about ^006400Siege^000000."; - next; - mes "[Siege Expert]"; - mes "You have great desire and enthusiasm. As the Expert of ^006400Siege^000000, you have motivated me! All the other Experts are waiting for you! Go get'em!"; - next; - mes "[Siege Expert]"; - mes "If I told you that there was a great prize for being able to pass all the Experts' tests~ would you go for the challenge?"; - next; - mes "[Siege Expert]"; - mes "As the first Expert, I can teach you about ^006400Siege^000000. How about it? Did you wanna learn about ^006400Siege^000000s?"; - next; - switch(select("Listen about Siege.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Siege Expert]"; - mes "Now that you've gone through all of this with an expert, isn't it easy to understand?"; - mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?"; - while(1) { - .@correct = 0; - next; - switch(select("Challenge me!:Listen Again:Quit")) { - case 1: - switch(rand(1,3)) { - case 1: - mes "[Siege Expert]"; - mes "A Siege is done in order to take over a []."; - mes "It's a war that happens between a [] and another []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2) - .@correct += 10; - mes "[Siege Expert]"; - mes "What is the wrong Siege time?"; - next; - if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3) - .@correct += 10; - mes "[Siege Expert]"; - mes "When you get a castle, you must raise [] in order to get better benefits."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1) - .@correct += 10; - break; - case 2: - mes "[Siege Expert]"; - mes "There are 2 types of Siege."; - mes "There is the normal War of Emperium"; - mes "and then there is []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4) - .@correct += 10; - mes "[Siege Expert]"; - mes "As the guild that owns a castle, you must protect the []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Emperial:Emperium:Emperiom:Imperial") == 2) - .@correct += 10; - mes "[Siege Expert]"; - mes "What benefits does the guild get for winning the Siege?"; - next; - if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3) - .@correct += 10; - break; - case 3: - mes "[Siege Expert]"; - mes "What benefits does the guild get for winning the Siege?"; - next; - if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4) - .@correct += 10; - mes "[Siege Expert]"; - mes "How many hours does a siege last?"; - next; - if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2) - .@correct += 10; - mes "[Siege Expert]"; - mes "When you get a castle, you must raise [] in order to get better benefits."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4) - .@correct += 10; - break; - } - if (.@correct == 30) { - mes "[Siege Expert]"; - mes "Wow! You got all 3 questions correct! So, you feel pretty good about ^006400Siege^000000s? Right?"; - next; - mes "[Siege Expert]"; - mes "If you ever want to learn about ^006400Siege^000000, come find me."; - next; - mes "[Siege Expert]"; - mes "Now, go and find the ^0000FFParty Recruiting Expert^000000. He's waiting for you."; - completequest 4161; - setquest 4162; - getexp 2000,1000; - close; - } - mes "[Siege Expert]"; - mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests."; - next; - mes "[Siege Expert]"; - mes "But when I look at you I know you have potential. Did you want to try to tackle it again?"; - break; - case 2: - callsub L_Info; - mes "[Siege Expert]"; - mes "Now that you've gone through all of this with an expert, isn't it easy to understand?"; - mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?"; - break; - case 3: - mes "[Siege Expert]"; - mes "Bah! You're no fun... you give up too easy! If you change your mind, come find me."; - close; - } - } - close; - case 2: - mes "[Siege Expert]"; - mes "Are you giving up? If you change your mind, come find me."; - close; - } - } - mes "[Siege Expert]"; - mes "If you want to learn something from me, go meet ^006400Tutorial Goal^000000 first."; - close; - -L_Info: - mes "[Siege Expert]"; - mes "A ^006400Siege^000000 is a ^0000FFGuild vs. Guild^000000 war in hope to occupy a castle!"; - next; - mes "[Siege Expert]"; - mes "There are 2 different types of ^006400Siege^000000."; - mes "There is the standard ^006400War of Emperium^000000 and one that is slightly different which is known as ^006400War of Emperium 2^000000."; - next; - mes "[Siege Expert]"; - mes "So during this time, there are two sides of the war."; - mes "The ^0000FFGuild That Owns a Castle^000000 tries to protect the ^006400Emperium^000000 and the ^0000FFGuild That Attacks a Castle^000000 tries to break the ^006400Emperium^000000."; - next; - mes "[Siege Expert]"; - mes "You can find ^006400Siege^000000 times on our website."; - mes "And guilds that win also get a special something-something."; - next; - mes "[Siege Expert]"; - mes "Guilds that win during the Siege"; - mes "get access to a ^006400Guild Dungeon^000000"; - mes "and the Guild Master gets to open ^006400Treasure Box^000000es at ^0000FFMidnight each day^000000."; - mes "Isn't that a great benefit?"; - next; - mes "[Siege Expert]"; - mes "Another thing you have to do when you win a castle is called ^006400Commerce Development^000000. The more you do it, the better the benefits."; - next; - return; -} - -moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ - .@checkquest = questprogress(4162); - if (.@checkquest == 2) { - mes "[Party Recruiting Expert]"; - mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?"; - next; - switch(select("Listen about Party Recruiting.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Party Recruiting Expert]"; - mes "This expert's explanation was pretty great, huh? If you need a refresher, come find me again."; - close; - case 2: - mes "[Party Recruiting Expert]"; - mes "Well, if you have any questions, come find me."; - close; - } - } else if (.@checkquest == 1) { - mes "[Party Recruiting Expert]"; - mes "I am the ^006400Party Recruiting^000000 expert because I did research about Party Recruting for 16 years! It seems that the ^006400Siege Expert^000000 sent you my way since you passed his tests, hmm?"; - next; - mes "[Party Recruiting Expert]"; - mes "You may have already heard but if you pass all the Experts' quizzes, you'll get an awesome prize!"; - next; - mes "[Party Recruiting Expert]"; - mes "As the 2nd expert, I'll tell you all about ^006400Party Recruiting^000000! How about it?"; - next; - switch(select("Listen about Party Recruiting.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Party Recruiting Expert]"; - mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?"; - while(1) { - .@correct = 0; - next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { - case 1: - switch(rand(1,3)) { - case 1: - mes "[Party Recruiting Expert]"; - mes "Party Recruiting is used to help"; - mes "users that are looking for []"; - mes "and those looking for a []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4) - .@correct += 10; - mes "[Party Recruiting Expert]"; - mes "The window that is used to help users look and search for a party is called a []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3) - .@correct += 10; - mes "[Party Recruiting Expert]"; - mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?"; - next; - if(select("LEVEL:SKILL:JOB:MAP") == 2) - .@correct += 10; - break; - case 2: - mes "[Party Recruiting Expert]"; - mes "There are 2 types of Party Recruiting."; - mes "Registering Party Recruiting is one"; - mes "and the 2nd one is []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1) - .@correct += 10; - mes "[Party Recruiting Expert]"; - mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side."; - mes "What words go in the empty spaces of []?"; - next; - if(select("party:guild:booking:skill") == 3) - .@correct += 10; - mes "[Party Recruiting Expert]"; - mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Basic Information:Help:Party:Confirm") == 2) - .@correct += 10; - break; - case 3: - mes "[Party Recruiting Expert]"; - mes "For Party Recruiting, in order to make the"; - mes "Party Recruiting Window pop up,"; - mes "You type in this command []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4) - .@correct += 10; - mes "[Party Recruiting Expert]"; - mes "When recruiting for a party, you can set 3 parameters. Those 3 are"; - mes "LEVEL, JOB, and []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("SKILL:GUILD:MAP:OPTION") == 3) - .@correct += 10; - mes "[Party Recruiting Expert]"; - mes "Party Recruiting is used to help"; - mes "users that are looking for []"; - mes "and those looking for a []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3) - .@correct += 10; - break; - } - if (.@correct == 30) { - mes "[Party Recruiting Expert]"; - mes "Nice! You got all 3 correct! Now do you feel more confident about ^006400Party Recruiting^000000?"; - next; - mes "[Party Recruiting Expert]"; - mes "If you ever want to hear more about ^006400Party Recruiting^000000, come find me anytime."; - next; - mes "[Party Recruiting Expert]"; - mes "Well, off you go to the ^0000FFBattleground Expert^000000! He is probably waiting for you."; - completequest 4162; - setquest 4163; - getexp 2000,1000; - close; - } - mes "[Party Recruiting Expert]"; - mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests."; - next; - mes "[Party Recruiting Expert]"; - mes "But if you want to retake the quiz! Go for it! I think you have potential! Wanna take the quiz again?"; - break; - case 2: - callsub L_Info; - mes "[Party Recruiting Expert]"; - mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?"; - break; - case 3: - mes "[Party Recruiting Expert]"; - mes "Don't give up! You can do it! If you change your mind, come talk to me again!"; - close; - } - } - close; - case 2: - mes "[Party Recruiting Expert]"; - mes "You're gonna give up without even listening to me? If you change your mind, come talk to me again!"; - close; - } - } - mes "[Party Recruiting Expert]"; - mes "If you want to learn something from me, talk to the ^006400Siege Master^000000 first."; - close; - -L_Info: - mes "[Party Recruiting Expert]"; - mes "^006400Party Recruiting^000000 is pretty self explanatory. It helps people find party members and it helps people find parties."; - next; - mes "[Party Recruiting Expert]"; - mes "There are 2 parts to Party Recruiting."; - mes "1st step is ^0000FFRegistering Party Recruiting^000000,"; - mes "and the 2nd step is ^0000FFParty Search^000000."; - next; - mes "[Party Recruiting Expert]"; - mes "In order to look up Party Recruiting, in the info window on the upper left, click the button that says ^006400booking^000000. Then the ^006400Party Recruiting List^000000 will come up."; - next; - mes "[Party Recruiting Expert]"; - mes "^006400Party Recruiting List^000000 window shows you the parties that are looking for members that was listed by other users. You can search through it."; - next; - mes "[Party Recruiting Expert]"; - mes "In the case that you don't want to join a party, but you want to recruit for one, type in the ^0000FF/Party Recruit^000000 command then in the ^006400Party Recruiting^000000 window, you can do some recruiting!"; - next; - mes "[Party Recruiting Expert]"; - mes "Once you register your party recruit notice in the ^006400Party Recruiting^000000 window, the users can search out your ^006400Party Recruiting List^000000"; - next; - mes "[Party Recruiting Expert]"; - mes "In the ^006400Party Recruiting List^000000 and"; - mes "^006400Party Recruiting^000000 you can put in basic information of what you're going to be doing, or what you're looking for like "; - mes "^006400LEVEL^000000, ^006400MAP^000000, ^006400JOB^000000."; - mes "Then the users can search using those parameters and utilizing the ^006400Party Recruitment^000000 system."; - next; - mes "[Party Recruiting Expert]"; - mes "If you want to learn more commands about ^006400Party Recruiting^000000, click on the ^006400Help^000000 button on the bottom right of the ^006400Party Recruiting list^000000."; - next; - return; -} - -moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ - .@checkquest = questprogress(4163); - if (.@checkquest == 2) { - mes "[Battleground Expert]"; - mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?"; - next; - switch(select("Learn about Battlegrounds.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Battleground Expert]"; - mes "There's nothing better than hearing it straight from the expert! If you want to go over it again, just talk to me."; - close; - case 2: - mes "[Battleground Expert]"; - mes "If you want to go over anything, let me know."; - close; - } - } else if (.@checkquest == 1) { - mes "[Battleground Expert]"; - mes "For 16 years, I experienced the intense heat of battle on the ^006400Battleground^000000s... I am the ^006400Battleground^000000 Expert!"; - mes "It seems that the ^006400Party Recruiting Expert^000000 sent you to me since you passed his quiz."; - next; - mes "[Battleground Expert]"; - mes "You may already know but if you get pass all the quizzes from the Experts, you'll get a prize!"; - next; - mes "[Battleground Expert]"; - mes "I will tell you about the ^006400Battleground^000000s! I will tell you everything I know! How about it? Wanna hear about it?"; - next; - switch(select("Learn about Battlegrounds.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Battleground Expert]"; - mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!"; - while(1) { - .@correct = 0; - next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { - case 1: - switch(rand(1,3)) { - case 1: - mes "[Battleground Expert]"; - mes "For starters, you have to pick either the side of [] Camp or [] Camp in order to to participate in Battleground."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3) - .@correct += 10; - mes "[Battleground Expert]"; - mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Tierra:Flavius:KVM:Maroll") == 2) - .@correct += 10; - mes "[Battleground Expert]"; - mes "When you complete a battle, you may get a reward! From a KVM battle, you get []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1) - .@correct += 10; - break; - case 2: - mes "[Battleground Expert]"; - mes "For [], it's 10vs10. You also need to attack the enemies supply depot while protecting your own."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Maroll:KVM:Flavius:Tierra") == 4) - .@correct += 10; - mes "[Battleground Expert]"; - mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?"; - next; - if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1) - .@correct += 10; - mes "[Battleground Expert]"; - mes "You can get [] from participating in the Battlegrounds of Tierra."; - mes "What words go in the empty spaces of []?"; - next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2) - .@correct += 10; - break; - case 3: - mes "[Battleground Expert]"; - mes "In every major city, you can find [] to enter the Battlegrounds."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1) - .@correct += 10; - mes "[Battleground Expert]"; - mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Maroll:Flavius:KVM:Tierra") == 3) - .@correct += 10; - mes "[Battleground Expert]"; - mes "When you complete a battle, you get a prize. The prize from Flavius is called []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3) - .@correct += 10; - break; - } - if (.@correct == 30) { - mes "[Battleground Expert]"; - mes "You got all 3 correct! I think you got a pretty good head on your shoulders. You know a thing or two about ^006400Battleground^000000s."; - next; - mes "[Battleground Expert]"; - mes "If you ever want to go over anything about ^006400Battleground^000000s, feel free to come talk to me!"; - next; - mes "[Battleground Expert]"; - mes "Go on and find and talk to the 0000FFMemorial Dungeon Expert^000000!"; - completequest 4163; - setquest 4164; - getexp 2000,1000; - close; - } - mes "[Battleground Expert]"; - mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests."; - next; - mes "[Battleground Expert]"; - mes "But if you want to take it on again, you should."; - break; - case 2: - callsub L_Info; - mes "[Battleground Expert]"; - mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!"; - break; - case 3: - mes "[Battleground Expert]"; - mes "Don't disappoint me by giving up. If you change your mind, come find me again."; - close; - } - } - close; - case 2: - mes "[Battleground Expert]"; - mes "You're a coward if you give up even before starting. If you change your mind, come find me again."; - close; - } - close; - } - mes "[Battleground Expert]"; - mes "If you want to learn something from me, go get acknowledged by the ^006400Party Recruiting Expert^000000 first."; - close; - -L_Info: - mes "[Battleground Expert]"; - mes "To explain ^006400Battleground^000000 easily..."; - mes "You pick either Camp ^006400Guillaume^000000 or Camp ^006400Croix^000000 then you fight each other."; - next; - mes "[Battleground Expert]"; - mes "There are 3 types of ^006400Battleground^000000s."; - mes "First is ^006400KVM^000000. It is a 5vs5 battle with the goal of reducing the number of people on either side."; - next; - mes "[Battleground Expert]"; - mes "The second one is 10vs10. You attack the supply depots of your opponents and in turn, you protect your supply depots. This is called ^006400Tierra^000000."; - next; - mes "[Battleground Expert]"; - mes "The third and final one is called ^006400Flavius^000000. This one is also 10vs10. For this one, you attack the crystals of your opponents while trying to protect your own."; - next; - mes "[Battleground Expert]"; - mes "To get to ^006400Battleground^000000s, find ^006400Maroll, the Recruiter^000000 who can be found in all major towns."; - next; - mes "[Battleground Expert]"; - mes "After you enter, pick if you want to side with Guillaume or Croix, then on their side, pick either..."; - mes "^006400KVM Mercenary Recruiter^000000,"; - mes "^006400Tierra Mercenary Recruiter^000000, or"; - mes "^006400Flavius Mercenary Recruiter^000000,"; - mes "then you can join the ^006400Battleground^000000s."; - next; - mes "[Battleground Expert]"; - mes "Depending on the outcome of the ^006400Battleground^000000 you can get a prize too."; - mes "You get KVM Badges from ^006400KVM^000000,"; - mes "from ^006400Tierra^000000 you obtain Bravery Badges and"; - mes "you receive Valor Badges ^006400Flavius^000000."; - next; - mes "[Battleground Expert]"; - mes "With the rewards from ^006400Battleground^000000s, you can get items that you can't normally get elsewhere."; - mes "Each ^006400Battleground^000000 reward you can obtain is different so you'll have to check on it."; - next; - return; -} - -moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ - .@checkquest = questprogress(4164); - if (.@checkquest == 2) { - mes "[Memorial Dungeon Expert]"; - mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000."; - next; - switch(select("Listen about Memorial Dungeon.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Memorial Dungeon Expert]"; - mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me."; - close; - case 2: - mes "[Memorial Dungeon Expert]"; - mes " If you want to hear about it again, come find me."; - close; - } - } else if (.@checkquest == 1) { - mes "[Memorial Dungeon Expert]"; - mes "I am the ^006400Memorial Dungeon^000000 Expert! I studied the ^006400Memorial Dungeon^000000 for 16 years!"; - mes "Since you've sought me out, I assume that you've passed the ^006400Battleground Expert^000000's quiz."; - next; - mes "[Memorial Dungeon Expert]"; - mes "As you already know, if you pass all the Experts' quiz you'll get a prize."; - next; - mes "[Memorial Dungeon Expert]"; - mes "As the 4th Expert, I will explain everything to you about ^006400Memorial Dungeon^000000."; - mes "Want to hear about ^006400Memorial Dungeon^000000?"; - next; - switch(select("Listen about Memorial Dungeon.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Memorial Dungeon Expert]"; - mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me."; - mes "Okay, now I'm gonna give you a quiz. You have to get all the questions right to pass. Ready?"; - while(1) { - .@correct = 0; - next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { - case 1: - switch(rand(1,3)) { - case 1: - mes "[Memorial Dungeon Expert]"; - mes "^006400Memorial Dungeon^000000 isn't a dungeon that is open to all users. It's only available to you and your []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Party Members:Guildmates:Friends:Family") == 1) - .@correct += 10; - mes "[Memorial Dungeon Expert]"; - mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3) - .@correct += 10; - mes "[Memorial Dungeon Expert]"; - mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3) - .@correct += 10; - break; - case 2: - mes "[Memorial Dungeon Expert]"; - mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Buff:Ritual:Exploration:Inspection") == 3) - .@correct += 10; - mes "[Memorial Dungeon Expert]"; - mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1) - .@correct += 10; - mes "[Memorial Dungeon Expert]"; - mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in."; - mes "You have to be on stand-by for this."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4) - .@correct += 10; - break; - case 3: - mes "[Memorial Dungeon Expert]"; - mes "If you go to the place where you can become a monk, the Capitolina Monastery, you can meet []. He will tell you about the dungeon with the Sealed Baphomet."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4) - .@correct += 10; - mes "[Memorial Dungeon Expert]"; - mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Exploration:Inspection:Buff:Ritual") == 1) - .@correct += 10; - mes "[Memorial Dungeon Expert]"; - mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your []."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Friends:Family:Party Members:Guildmates") == 3) - .@correct += 10; - break; - } - if (.@correct == 30) { - mes "[Memorial Dungeon Expert]"; - mes "You're pretty bright~ seeing that you got all 3 correct. Now do you understand about ^006400Memorial Dungeon^000000?"; - next; - mes "[Memorial Dungeon Expert]"; - mes "If you ever want to go over things about ^006400Memorial Dungeon^000000, come talk to me any time."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Now, off you go to the the ^0000FFMap Expert^000000!"; - completequest 4164; - setquest 4165; - getexp 2000,1000; - close; - } - mes "[Memorial Dungeon Expert]"; - mes "The quiz wasn't that hard..."; - next; - mes "[Memorial Dungeon Expert]"; - mes "You look like you have potential... you should try again."; - break; - case 2: - callsub L_Info; - mes "[Memorial Dungeon Expert]"; - mes "It's easy to understand since it's coming from an expert like me. Now it's quiz time. You have to get all the answers correct to pass. Are you ready?"; - break; - case 3: - mes "[Memorial Dungeon Expert]"; - mes "Giving up is lame. If you change your mind, come talk to me."; - close; - } - } - close; - case 2: - mes "[Memorial Dungeon Expert]"; - mes "Giving up without even trying is lame. If you change your mind, come talk to me."; - close; - } - close; - } - mes "[Memorial Dungeon Expert]"; - mes "If you want to learn anything from me, talk to the ^006400Battleground Master^000000 first and get acknowledged by him."; - close; - -L_Info: - mes "[Memorial Dungeon Expert]"; - mes "The ^006400Memorial Dungeon^000000is not a dungeon that is open to everyone. It only opens to ^0000FFYou and your Party Members^000000."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Therefore, in order to enter ^006400Memorial Dungeon^000000, the Party Leader must apply to enter. Since you enter in the order you apply, you must be on stand-by to enter."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Also, after you explore Memorial Dungeon, you cannot re-enter the same ^006400Memorial Dungeon^000000 for a certain period of time."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Many ^006400Memorial Dungeon^000000s exist, but we will give you hints to help you find Memorial Dungeon in the world of Rune Midgard."; - next; - mes "[Memorial Dungeon Expert]"; - mes "First, go to ^8B4513Alberta^000000 and find ^006400Captain Jansen^000000."; - mes "He will give you information about the really huge and tall dungeon known as ^006400Endless Tower^000000."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Second, go to the ^8B4513Orc Map^000000 where all the orcs live and find the ^006400Insane Scientist^000000."; - mes "You might be able to get some information about a dungeon that has to do with ^006400Orc's Memory^000000."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Third and last, seek out the place where you can become a monk, which is the ^8B4513Capitolina Monastery^000000 and seek out ^006400Detective Patrick^000000."; - mes "He will be able to give you information about the dungeon with the ^006400Sealed Baphomet^000000+."; - next; - mes "[Memorial Dungeon Expert]"; - mes "Of course there are other locations for Memorial Dungeon but it's best to start where you can find it easily."; - mes "As you continue to go on your adventures you will be able to find them more easily."; - next; - return; -} - -moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ - .@checkquest = questprogress(4165); - if (.@checkquest == 2) { - mes "[Map Expert]"; - mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?"; - next; - switch(select("List about the Map.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Map Expert]"; - mes "If you end up in those areas while you're adventuring, be sure to tell me all about it!"; - mes "And now, since you've passed all the Expert's quizzes, go on and talk to ^006400Tutorial Goal^000000."; - close; - case 2: - mes "[Map Expert]"; - mes "If you have any more questions, come find me."; - close; - } - } else if (.@checkquest == 1) { - mes "[Map Expert]"; - mes "I have been researching and studying ^006400MAP^000000s for 16 years and so now I am the ^006400MAP^000000 Expert!"; - mes "Since you've sought me out, it seems you've passed ^006400Memorial Dungeon Expert^000000's quiz."; - next; - mes "[Map Expert]"; - mes "As you already know, if you pass all the Experts' quiz you'll get a prize."; - next; - mes "[Map Expert]"; - mes "As the last Expert, I will try to explain everything about ^006400MAP^000000s to make it easy on you. Ready to start?"; - next; - switch(select("Listen about Maps.:End Conversation.")) { - case 1: - callsub L_Info; - mes "[Map Expert]"; - mes "How was my explanation? Now I am gonna give you a quick quiz! You have to get all the answers correct in order to pass. Ready?"; - while(1) { - .@correct = 0; - next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { - case 1: - switch(rand(1,3)) { - case 1: - mes "[Map Expert]"; - mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; - mes "What words go in the empty spaces of []?"; - next; - if(select("SKILL:GUILD:MAP:BOOKING") == 3) - .@correct += 10; - mes "[Map Expert]"; - mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4) - .@correct += 10; - mes "[Map Expert]"; - mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you."; - mes "What words go in the empty spaces of []?"; - next; - if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2) - .@correct += 10; - break; - case 2: - mes "[Map Expert]"; - mes "After you open your map and you"; - mes "hover your mouse over specific areas"; - mes "you can see the [] and [] of the region."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1) - .@correct += 10; - mes "[Map Expert]"; - mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Desert Wolf:Mimic:Siroma:Poring") == 4) - .@correct += 10; - mes "[Map Expert]"; - mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; - mes "You can also find the [] of the monsters in that area."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Name:Level:Attribute:Size") == 2) - .@correct += 10; - break; - case 3: - mes "[Map Expert]"; - mes "If you want to stop looking at the map, all you need to do is press the [] to go back to your normal screen."; - mes "What words go in the empty spaces of []?"; - next; - if(select("O:X:EXIT:ALT") == 2) - .@correct += 10; - mes "[Map Expert]"; - mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; - mes "You can also find the [] of the monsters in that area."; - mes "What words go in the empty spaces of []?"; - next; - if(select("Level:Name:Size:Attribute") == 1) - .@correct += 10; - mes "[Map Expert]"; - mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; - mes "What words go in the empty spaces of []?"; - next; - if(select("GUILD:SKILL:BOOKING:MAP") == 4) - .@correct += 10; - break; - } - if (.@correct == 30) { - mes "[Map Expert]"; - mes "Bingo! You got all 3 answers correct! Now, do you feel like you understand stuff about ^006400MAP^000000s more?"; - next; - mes "[Map Expert]"; - mes "If you ever feel like you want to learn more about ^006400MAP^000000s, come talk to me anytime."; - next; - mes "[Map Expert]"; - mes "Congrats on passing all the Experts' quizzes! Now, go find and talk to the ^006400Tutorial Goal^000000!"; - completequest 4165; - setquest 4166; - getexp 2000,1000; - close; - } - mes "[Map Expert]"; - mes "The 3 questions shouldn't have been that hard..."; - next; - mes "[Map Expert]"; - mes "Well, you seem to be pretty smart so why not try the quiz again?"; - break; - case 2: - callsub L_Info; - mes "[Map Expert]"; - mes "How is this Expert's explanations? Now I am gonna give you a quick quiz. You have to get all the answers correct to pass. Want to try it?"; - break; - case 3: - mes "[Map Expert]"; - mes "I'm the last Expert! Dont' give up! Come find me again when you're ready!"; - close; - } - } - close; - case 2: - mes "[Map Expert]"; - mes "You're gonna give up without even trying? But I'm the last Expert! Dont' give up! Come find me again when you're ready!"; - close; - } - close; - } - mes "[Map Expert]"; - mes "If you want to learn from me, go get acknowledged by the ^006400Memorial Dungeon^000000 first."; - close; - -L_Info: - mes "[Map Expert]"; - mes "A ^006400MAP^000000 shows you things that is much needed for travelling around the world; such as the lay of the land, major towns and fields and such. It's a very important tool!"; - next; - mes "[Map Expert]"; - mes "Because of this, it's more important than everything else that you know about ^006400MAP^000000s."; - next; - mes "[Map Expert]"; - mes "The map can be accessed by clicking on the button that says ^006400MAP^000000 on the upper left side of your screen."; - next; - mes "[Map Expert]"; - mes "When you click on the ^006400MAP^000000 button, a full sized map of Rune Midgards will take up your screen."; - mes "When you ^0000FFHover your mouse over specific areas^000000, you can find out more things such as ^006400NAME^000000 and Area Details."; - next; - mes "[Map Expert]"; - mes "If you look to the lower right side of your map, there is a ^006400Poring drawing^000000."; - mes "If you click on it or press the ^006400TAB^000000 shortcut key, you will be able to various information."; - next; - mes "[Map Expert]"; - mes "Firstly, you can find out the ^006400NAME^000000 and ^006400LEVEL^000000 of the monsters in each area. That will take a lot of the guess work out of where you want to go hunt."; - next; - mes "[Map Expert]"; - mes "Secondly, You can locate various ^006400DUNGEON^000000s and their"; - mes "^006400Entrance Location^000000. Plus, it'll also tell you monsters that reside in that area"; - mes "along with their ^006400LEVEL^000000. It's displayed in red so it's easy to find."; - next; - mes "[Map Expert]"; - mes "If you want to stop looking at the map, there are 2 ways to do this."; - mes "You can press the shortcut keys which are ^006400CTRL + %^000000 or ^006400ESC^000000"; - mes "Or at the top right of the map, there is a ^006400X^000000 button. Click that and you will return to your normal game screen."; - next; - mes "[Map Expert]"; - mes "Currently, we cannot see places that are beyond Rune Midgards but it has been said that there are a lot of unknown worlds that exist in the beyond."; - next; - return; -} diff --git a/npc/re/quests/first_class/tu_archer.txt b/npc/re/quests/first_class/tu_archer.txt deleted file mode 100644 index 2e8a03180..000000000 --- a/npc/re/quests/first_class/tu_archer.txt +++ /dev/null @@ -1,14 +0,0 @@ -//===== Hercules Script ====================================== -//= Archer Class Tutorial and Job Specific Quest -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= [Official Conversion] -//= Archer training quest. -//===== Additional Comments: ================================= -//= 1.0 First version. [Euphy] -//============================================================ - -pay_fild08,40,83,5 duplicate(Acolyte_Tu) Acolyte#tu 4_F_SISTER diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt deleted file mode 100644 index 4bea2322e..000000000 --- a/npc/re/quests/homun_s.txt +++ /dev/null @@ -1,1360 +0,0 @@ -//===== Hercules Script ====================================== -//= Homunculus S Mutation Quest -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= [Official Conversion] -//= Genetic quest to mutate a level 99 evolved Homunculus -//= into a Homunculus S. -//===== Additional Comments: ================================= -//= 1.0 First Version, entirely custom. [Masao] -//= 1.1 Cleaning. [Euphy] -//= 1.2 Replaced with official script. [Euphy] -//============================================================ - -// Main NPCs -//============================================================ -job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ - if (countitem(6415)) { - if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) { - disable_items; - if (!questprogress(4159) && !questprogress(4160)) { - mes "[Viorel]"; - mes "Why are you here?"; - mes "Shouldn't you be at ^005DFFJeyna^000000's house?"; - close2; - for(.@i = 4154; .@i <= 4160; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - setquest 4154; - setquest 4159; - morphembryo; - if (countitem(6415) == 0) - getitem 6415,1; //Strange_Embryo - else if (countitem(6415) > 1) - delitem 6415, (countitem(6415) - 1); //Strange_Embryo - warp "que_house_s",63,41; - end; - } - enable_items; - } else if (Class == Job_Novice_High || Class == Job_Merchant_High || Class == Job_Alchemist || Class == Job_Creator) { - emotion e_what; - mes "[Viorel]"; - mes "I don't know what's going on, but the way I remember it you were supposed to be qualified to research ^FF4800Homunculus^000000."; - next; - mes "[Viorel]"; - mes "Whatever the reason, you're not able to continue the research on ^FF4800Homunculus^000000."; - mes "Come back after you become a ^005DFFGenetic^000000 and have obtained a ^0000FFBioethics^000000."; - close; - } else { - delitem 6415, countitem(6415); //Strange_Embryo - mes "[Viorel]"; - mes "Wait, that embryo you have seems a little strange."; - next; - mes "[Viorel]"; - mes "Unless you have a job researching ^FF4800Homunculus^000000...."; - mes "It will be of no help to you what so ever."; - next; - mes "[Viorel]"; - mes "I'm in charge of managing ^0000FFStrange Embryo^000000 so I'll take care of that for you."; - mes "No offense, and I'm not doing anything bad here."; - close; - } - } - if ((Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) && questprogress(4154)) { - if (questprogress(4155) || questprogress(4160)) { - mes "[Viorel]"; - mes "Weather's great."; - next; - callsub L_CheckHomunculus; - mes "[Viorel]"; - mes "Ready to go to my house?"; - next; - switch(select("Go to ^005DFFViorel^000000's house.:Don't go.")) { - case 1: - mes "[Viorel]"; - mes "Good choice."; - mes "Now, close your eyes for a second..."; - close2; - warp "que_house_s",19,42; - end; - case 2: - mes "[Viorel]"; - mes "Come back when you're ready."; - mes "You must come with the ^FF4800Homunculus^000000."; - close; - } - } else { - mes "[Viorel]"; - mes "Why are you here?"; - mes "Shouldn't you be at ^005DFFJeyna^000000's house?"; - next; - callsub L_CheckHomunculus; - mes "[Viorel]"; - mes "Now, ready to go to ^005DFFJeyna^000000?"; - next; - switch(select("Go to ^005DFFJeyna^000000's room.:Don't go.")) { - case 1: - mes "[Viorel]"; - mes "Good choice."; - mes "Now, close your eyes for a second..."; - close2; - warp "que_house_s",63,41; - end; - case 2: - mes "[Viorel]"; - mes "Come back when you're ready."; - mes "You must come with the ^FF4800Homunculus^000000."; - close; - } - } - } - if (BaseJob == Job_Merchant) { - mes "[Viorel]"; - mes "I used to be a merchant once, just like you."; - mes "I'm researching on ^FF4800Homunculus^000000."; - next; - mes "[Viorel]"; - mes "If you're interested in ^FF4800Homunculus^000000, become an ^005DFFAlchemist^000000 or a ^005DFFCreator^000000."; - close; - } else if (BaseJob == Job_Alchemist && Class < Job_Genetic) { - mes "[Viorel]"; - mes "I've spent lots of time and energy on Homunculus."; - mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000."; - next; - mes "[Viorel]"; - mes "Oh. Of course you need to have the suitable potentials. You could probably prove yourself once you become a ^FF4800Genetic^000000."; - close; - } else if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) { - if (gethominfo(6) >= 99 && (gethominfo(1) >= 6009 && gethominfo(1) <= 6016)) { // Level 99+ evolved Homunculus - mes "[Viorel]"; - mes "Oh, great~!"; - mes "You have a ^FF4800Homunculus^000000."; - mes "With passion invested in its research we can make them better."; - next; - mes "[Viorel]"; - mes "I must speak to you in private. Would you mind going to my house with me?"; - next; - switch(select("Go to ^005DFFViorel^000000's home.:Stay here.")) { - case 1: - mes "[Viorel]"; - mes "Good choice."; - mes "Now, close your eyes for a second..."; - close2; - setquest 4154; - setquest 4155; - warp "que_house_s",19,42; - end; - case 2: - mes "[Viorel]"; - mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000."; - close; - } - } else if (gethominfo(6) >= 99 && (gethominfo(1) >= 6048 && gethominfo(1) <= 6052)) { // Level 99+ mutated Homunculus-S - mes "[Viorel]"; - mes "Hello again."; - mes "Perhaps you may be interested"; - mes "in the newly created ^FF4800Homunculus^000000,"; - mes "born from the new ^006400Homunculus Mutation System^000000?"; - next; - switch(select("Nope. Good bye.:Please, I'm busy.:That's exactly what I wanted to hear.:Why are you always standing there?")) { - case 1: - emotion e_heh; - mes "[Viorel]"; - mes "Okay."; - mes "Good seeing you."; - mes "Good bye then~!"; - close; - case 2: - emotion e_omg; - mes "[Viorel]"; - mes "!!!!"; - mes "I... I see."; - mes "I thought you were here to see me."; - close; - case 3: - emotion e_ic; - mes "[Viorel]"; - mes "Just as I thought."; - mes "Let's have a look at the notes my dear friend Jeyna left."; - next; - playbgm "30.mp3"; // One Step Closer - callfunc "F_HomMutateInfo","[Memo Pad Notes]"; - mes "[Viorel]"; - mes "Hmm."; - mes "Well, that's all there is to it."; - mes "It's up to you to find out more."; - close2; - playbgm "08.mp3"; // Theme of Prontera - end; - case 4: - emotion e_swt; - mes "[Viorel]"; - mes "No, I do not stand here every day."; - mes "But why do YOU stand there every day?"; - next; - mes "[Viorel]"; - mes "What?"; - mes "No, the way I see it"; - mes "you seem to be here every time I'm here."; - close; - } - } else { - if (gethominfo(1) >= 6009) { // Evolved Homunculus - mes "[Viorel]"; - mes "Hmm, you seem to have a special bond with your ^FF4800Homunculus^000000."; - next; - mes "[Viorel]"; - mes "Come back to me when that ^FF4800Homunculus^000000 reaches ^0000FFlevel 99^000000."; - close; - } else { - mes "[Viorel]"; - mes "You do not yet possess an evolved ^FF4800Homunculus^000000..."; - mes "As you may well know about evolution:"; - next; - mes "[Viorel]"; - mes "Using the ^0000FFStone of Sage^000000 when intimacy level is above ^006400Intimate^000000, the ^FF4800Homunculus^000000 goes through ^006400Evolution^000000."; - close; - } - } - } - mes "[Viorel]"; - mes "^FF4800Homunculus^000000 research requires a lot of time and funding."; - mes "However, I believe passion is the most important factor."; - next; - switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) { - case 1: - mes "[Viorel]"; - mes "So long~!"; - close; - case 2: - mes "[Viorel]"; - mes "You see, ^006400Alchemists^000000 have an inquisitive nature."; - mes "People like me, especially, even think of creating life itself."; - next; - mes "[Viorel]"; - mes "You'd have to research ^FF4800Homunculus^000000 to understand."; - mes "Now, if you'll excuse me~!"; - close; - case 3: - emotion e_swt; - mes "[Viorel]"; - mes "What, is it so strange to see an Alchemist in their own lab?"; - mes "How so?"; - close; - } - end; -L_CheckHomunculus: - if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus - mes "[Viorel]"; - mes "Huh?"; - mes "Where's the ^FF4800Homunculus^000000 you used to have?"; - mes "Perhaps I've mistaken it for something else..."; - next; - mes "[Viorel]"; - mes "......."; - mes " "; - mes "(Seems to be thinking about something.)"; - next; - emotion e_heh; - mes "[Viorel]"; - mes "Ha ha~"; - mes "I think I've mistaken you for someone else."; - mes "If you'll excuse me."; - close; - } - return; -} - -que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ - if (questprogress(4155)) { - emotion e_dum; - mes "[Viorel]"; - mes "Good."; - mes "I see that you mean business."; - next; - playbgm "33.mp3"; // Yuna Song - mes "[Viorel]"; - mes "Maybe you'll agree."; - mes "Currently, your ^FF4800Homunculus^000000 is not in its perfect state."; - next; - mes "[Viorel]"; - mes "These days, studies on the growth of the ^FF4800Homunculus^000000 are actively taking place."; - mes "But, I do believe that I have found something special."; - next; - mes "[Viorel]"; - mes "In order to break the current limitations of the ^FF4800Homunculus^000000, mutations need to happen."; - next; - switch(select("Like, biological experiments...?!:Well, yeah, naturally.:I don't want to hurt my Homunculus!")) { - case 1: - emotion e_swt2; - mes "[Viorel]"; - mes "Don't look so surprised."; - mes "Ethics in biology are kind of blurry right now, right?"; - mes "I mean..."; - next; - mes "[Viorel]"; - mes "It's my duty to study the true potential of the ^FF4800Homunculus^000000."; - next; - mes "[Viorel]"; - mes "So far, Homunculus haven't demonstrated their full potential, but I know that I am close to a breakthrough."; - next; - break; - case 2: - emotion e_sigh; - mes "[Viorel]"; - mes "Yes."; - mes "I'm glad you're not upset."; - mes "Mutation,"; - mes "a word that sparks evil in the minds of the ordinary,"; - mes "which made my research very difficult to proceed with."; - next; - mes "[Viorel]"; - mes "Do you remember?"; - mes "^005DFFKellasus^000000 of ^8B4513Lighthalzen^000000, the pioneer of ^FF4800Homunculus^000000 research."; - next; - mes "[Viorel]"; - mes "I believe that this research fulfills the promise made with ^005DFFKellasus^000000, the giver of knowledge and belief."; - next; - break; - case 3: - emotion e_swt; - mes "[Viorel]"; - mes "I understand your concern."; - mes "But I want to assure you that this Mutation does not harm or hurt your ^FF4800Homunculus^000000."; - next; - mes "[Viorel]"; - mes "On the contrary, the ^FF4800Homunculus^000000 of today are in pain from imperfection, unable to live up to their supposed potentials."; - mes "Moreover, those ^FF4800Homunculus^000000 were often abandoned."; - next; - mes "[Viorel]"; - mes "Don't get me wrong, I study the ^FF4800Homunculus^000000 because I love them."; - next; - break; - } - mes "[Viorel]"; - mes "Well, by the way..."; - mes "I have found this new mutation to be quite stable."; - next; - mes "[Viorel]"; - mes "^006400The technology exists,"; - mes "and they will likely have new"; - mes "skills when mutated...^000000"; - next; - mes "[Viorel]"; - mes "The minor side effect..."; - mes "^006400Their appearance will change^000000."; - mes "But I think you'll find that pretty satisfying."; - next; - mes "[Viorel]"; - mes "I quote from ^005DFFKassibian^000000, an expert in ^FF4800Homunculus^000000 techniques,"; - mes "^006400The truth is not in a single form~!^000000"; - mes "Ha ha."; - next; - emotion e_flash; - mes "[Viorel]"; - mes "I know it's a little abrupt, but..."; - mes "How about changing your ^FF4800Homunculus^000000 into something incredible with my marvelous achievement, the ^006400Homunculus Mutation System^000000?"; - next; - switch(select("Explore the ^006400Homunculus Mutation System^000000.:Cancel.")) { - case 1: - emotion e_no1; - mes "[Viorel]"; - mes "Good choice."; - mes "Success lurks outside the box of conventional thinking, right?"; - next; - mes "[Viorel]"; - mes "The first person to help with the research is ^005DFFJeyna^000000."; - mes "I'll send you to ^005DFFJeyna^000000."; - mes "There, you'll learn more about the new ^0000FFHomunculus^000000."; - close2; - setquest 4156; - erasequest 4155; - warp "que_house_s",63,41; - end; - case 2: - emotion e_dots; - mes "[Viorel]"; - mes "I don't see why you hesitate."; - mes "I am not trying to deceive you."; - mes "Maybe you need some time to think about it?"; - next; - switch(select("Think about it.:I'm just going to walk away.")) { - case 1: - mes "[Viorel]"; - mes "We'll talk in a bit then."; - close; - case 2: - emotion e_otl; - mes "[Viorel]"; - mes "Shame."; - mes "However, I respect your opinion."; - mes "I'll send you back to the ^8B4513Laboratory^000000."; - close2; - erasequest 4154; - erasequest 4155; - warp "job3_gen01",12,47; - end; - } - } - } else if (questprogress(4160)) { - playbgm "33.mp3"; // Yuna Song - mes "[Viorel]"; - mes "The ^FF4800Homunculus^000000 I saw before has returned to its ^0000FFembryo^000000 state."; - mes "A little strange, but..."; - mes "You don't have to worry about it."; - next; - mes "[Viorel]"; - mes "By the way..."; - mes "I forgot to tell you something."; - mes "In order to stabilize the Mutation process, I need some materials first."; - next; - mes "[Viorel]"; - mes "Fortunately, you don't have to find them yourself because I have them here already.."; - mes "But, I'll need ^FF000050,000 zeny^000000, you know, as a service fee."; - next; - mes "[Viorel]"; - mes "I wish that I could do it for free but I'm not exactly made of money, you know."; - mes "That and I lack any investors to support my research at the moment."; - next; - mes "[Viorel]"; - mes "In fact, if I had enough zeny to continue my research, then I could solve a lot of my problems..."; - next; - mes "[Viorel]"; - mes "Anyways, you can try to do this with or without the stabilization process. It's all up to you."; - next; - mes "[Viorel]"; - mes "If you choose the unstable"; - mes "mutation, I can't guarentee what kind of Homunculus you're going to get."; - mes "Anyways, it's up to you."; - next; - switch(select("Mutation stabilization (50,000 zeny):Unstable mutation")) { - case 1: - if (Zeny < 50000) { - mes "[Viorel]"; - mes "I don't think you have ^FF000050 thousand Zeny^000000 with you right now."; - mes "Please bring enough Zeny."; - mes "I'll be waiting."; - mes "Want me to send you back to the ^8B4513Laboratory^000000?"; - next; - switch(select("No thanks.:Yes. Send me back to the Lab.")) { - case 1: - mes "[Viorel]"; - mes "Alright."; - mes "I'll see you in a bit."; - close; - case 2: - mes "[Viorel]"; - mes "Alright."; - mes "I'll be waiting at the ^8B4513Laboratory^000000."; - close2; - warp "job3_gen01",12,47; - end; - } - } - emotion e_no1; - playbgm "19.mp3"; // Under the Ground - mes "[Viorel]"; - mes "Good choice."; - mes "Choose from the different types of ^0000FFHomunculus^000000."; - next; - switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) { - case 1: - cutin "Mer_Eira_Card",3; - .@Homunculus = 6048; //MER_EIRA - break; - case 2: - cutin "Mer_Sera_Card",3; - .@Homunculus = 6050; //MER_SERA - break; - case 3: - cutin "Mer_Dieter_Card",3; - .@Homunculus = 6051; //MER_DIETER - break; - case 4: - cutin "Mer_Bayeri_Card",3; - .@Homunculus = 6049; //MER_BAYERI - break; - case 5: - cutin "Mer_Eleanor_Card",3; - .@Homunculus = 6052; //MER_ELEANOR - break; - } - mes "[Viorel]"; - mes "Are you sure?"; - next; - if(select("Yes.:No.") == 2) { - cutin "",255; - playbgm "33.mp3"; // Yuna Song - mes "[Viorel]"; - mes "I see."; - mes "Give it more time to think."; - close; - } - cutin "",255; - mes "[Viorel]"; - mes "Excellent!"; - mes "Let's get on with it."; - next; - specialeffect2 EF_BASH; - mes "[Viorel]"; - mes "Now focus~!"; - mes "You... need..."; - mes "... concentration."; - next; - specialeffect2 EF_PROVIDENCE; - mes "[Viorel]"; - mes "Good. Almost done!"; - next; - specialeffect2 EF_SUI_EXPLOSION; - Zeny -= 50000; - hommutate .@Homunculus; - break; - case 2: - emotion e_hmm; - mes "[Viorel]"; - mes "So, your choice is the Unstable Mutation Process."; - mes "You believe in destiny?"; - mes "Seriously..."; - mes "Do you really wish to proceed"; - mes "with the process of random outcome?"; - next; - if(select("Go ahead. (Random Mutation):Cancel.") == 2) { - playbgm "33.mp3"; // Yuna Song - mes "[Viorel]"; - mes "I see."; - mes "Give it more time to think."; - close; - } - emotion e_dots; - mes "[Viorel]"; - mes "Hmm..."; - mes "The exploration of knowledge"; - mes "is full of surprises."; - mes "......."; - next; - emotion e_heh; - mes "[Viorel]"; - mes "Ha ha."; - mes "Hey, I feel like a Blacksmith!"; - mes "Now let's get on with it."; - next; - specialeffect2 EF_BASH; - mes "[Viorel]"; - mes "Now focus~!"; - mes "You... need..."; - mes "... concentration."; - next; - specialeffect2 EF_PRESSURE; - mes "[Viorel]"; - mes "Concentrate a little more!"; - next; - specialeffect2 EF_PROVIDENCE; - mes "[Viorel]"; - mes "Good. Almost done!"; - next; - specialeffect2 EF_SUI_EXPLOSION; - hommutate; - break; - } - erasequest 4160; - erasequest 4154; - emotion e_ho; - playbgm "64.mp3"; // One Fine Day - mes "[Viorel]"; - mes "Okay, Mutation Complete."; - mes "Phew... Didn't skip a heartbeat, did you?"; - next; - mes "[Viorel]"; - mes "Remember what ^005DFFKellasus^000000 said?"; - mes "To the doorstep of the truth..."; - mes "We must see for ourselves"; - mes "the path that leads to it."; - next; - mes "[Viorel]"; - mes "^0000FF" + strcharinfo(0) + "^000000,"; - mes "I haven't known you"; - mes "for a very long time,"; - mes "but I get the feeling that"; - mes "you'll achieve great things."; - next; - mes "[Viorel]"; - mes "Good luck on you adventures."; - mes "I hope that your new ^FF4800Homunculus^000000 will excel under your care."; - next; - mes "[Viorel]"; - mes "And don't you forget."; - mes "Our research"; - mes "has only just begun~!"; - close; - } else { - for(.@i = 4154; .@i<=4160; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - mes "[Viorel]"; - mes "Now that all the work is done, I ask you to take your leave."; - mes "I need to recuperate."; - close2; - warp "job3_gen01",12,47; - end; - } -} - -que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ - if (questprogress(4156)) { - playbgm "28.mp3"; // You're in Ruins - emotion e_gasp; - mes "[Jeyna]"; - mes "Welcome."; - mes "I just got word from ^005DFFViorel^000000 that you were coming."; - next; - emotion e_hmm; - mes "[Jeyna]"; - mes "By the way..."; - mes "Did he convince you to do something...?"; - mes "He does have a way with words."; - next; - mes "[Jeyna]"; - mes "He needs them because Alchemists are such awkward people."; - emotion e_sigh; - next; - mes "[Jeyna]"; - mes "Anyways~"; - mes "^0000FF"+strcharinfo(0)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod."; - next; - emotion e_heh; - mes "[Jeyna]"; - mes "Hahaha~ No offense."; - mes "I think it's a good thing."; - mes "Oh, yes."; - mes "You're here for the ^FF4800Homunculus^000000 Mutation."; - next; - mes "[Jeyna]"; - mes "While I do some preparation,"; - mes "why don't you take a look at that board?"; - mes "The ^006400Homunculus Mutation System^000000 has ^0000FF5 different types^000000 of new mutations."; - next; - emotion e_gasp,0,"Magic Board#homun_s"; - mes "[Jeyna]"; - mes "Your ^FF4800Homunculus^000000 can mutate into any of the 5 different forms."; - next; - emotion e_ic; - mes "[Jeyna]"; - mes "Let's see..."; - mes "The ^006400Homunculus Mutation System^000000 includes new evolutions of the normal ^0000FFHomunculus^000000."; - mes "After they mutate, all previously learned skills will also remain."; - next; - mes "[Jeyna]"; - mes "In other words..."; - mes "Even if you change the magic wielder ^FF4800Vanilmirth^000000 to a fighter type,"; - mes "skills such as Caprice will be"; - mes "^006400retained and usable even after Mutation^000000."; - next; - emotion e_gasp,0,"Magic Board#homun_s"; - mes "[Jeyna]"; - mes "Take a look at the Magic Board behind me and decide for yourself."; - close2; - setquest 4157; - erasequest 4156; - end; - } else if (questprogress(4157)) { - emotion e_what; - mes "[Jeyna]"; - mes "Take a look at the board behind me, on the right."; - close2; - emotion e_gasp,0,"Magic Board#homun_s"; - end; - } else if (questprogress(4158)) { - playbgm "28.mp3"; // You're in Ruins - disable_items; - mes "[Jeyna]"; - mes "Okay, I'm ready too."; - mes "In order to revert the process now, I need the Homunculus in its embryo form."; - next; - callsub L_CheckHomunculus; - if (checkweight(6415,1) == 0) { - mes "[Jeyna]"; - mes "But,"; - mes "You don't have enough space to carry an ^0000FFembryo^000000."; - mes "Please come back with enough space in your bag."; - next; - mes "[Jeyna]"; - mes "Please return to the ^8B4513Laboratory^000000."; - mes "You can find ^005DFFViorel^000000 at the ^8B4513Laboratory^000000 once you empty your bag."; - next; - mes "[Jeyna]"; - mes "When you're done with emptying your bag, ask ^005DFFViorel^000000 to send you back here."; - mes "Go on and empty your bag~!"; - close2; - warp "job3_gen01",12,47; - end; - } - mes "[Jeyna]"; - mes "Now's about time for a decision."; - mes "To go through the Mutation to the new ^0000FFHomunculus^000000 with the Homunculus Mutation System,"; - mes "you need to go through the process of regression to turn the Homunculus back to its ^0000FFembryo^000000 state."; - next; - mes "[Jeyna]"; - mes "And..."; - mes "^006400You cannot use the ability Call Homunculus until the process is complete.^000000"; - mes "It won't take long, so don't wander off."; - next; - mes "[Jeyna]"; - mes "So, please decide."; - mes "Do you want to proceed with the new ^0000FFHomunculus Mutation System^000000?"; - next; - switch(select("Yes, I do.:I need to think more.")) { - case 1: - if (checkhomcall() == 1) { - mes "[Jeyna]"; - mes "Oh, wait a minute."; - mes "To proceed with the Mutation, you need to wake up the Homunculus from the state of Vaporization."; - next; - mes "[Jeyna]"; - mes "Come back after you've done that."; - close; - } - emotion e_no1; - mes "[Jeyna]"; - mes "Good thinking."; - mes "It is unacceptable for Alchemists like us to fear challenge."; - next; - playbgm "01.mp3"; // Title - mes "[Jeyna]"; - mes "Now I need you to focus."; - next; - specialeffect2 EF_ABSORBSPIRITS; - mes "[Jeyna]"; - mes "We need to..."; - mes "Stabilize a little more."; - mes "......."; - next; - specialeffect2 EF_CURE; - mes "[Jeyna]"; - mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state."; - next; - specialeffect2 EF_HOLYHIT; - mes "[Jeyna]"; - mes "Into a special embryo..."; - next; - callsub L_CheckHomunculus; - specialeffect2 EF_BLESSING; - morphembryo; - setquest 4159; - erasequest 4158; - emotion e_ho; - mes "[Jeyna]"; - mes "Phew~ All done."; - mes "Hmm, its state is a little strange."; - next; - emotion e_heh; - mes "[Jeyna]"; - mes "I guess it'll be just fine."; - mes "Don't lose that ^0000FFStrange Embryo^000000."; - mes "Also..."; - next; - mes "[Jeyna]"; - mes "Don't do anything like changing jobs or anything like that before the process is over."; - mes "If so, you, ^0000FF"+strcharinfo(0)+"^000000 might lose all the abilities you have over the Homunculus."; - next; - mes "[Jeyna]"; - mes "All that concentration made me tired."; - mes "I'll just take a glass of water."; - close; - case 2: - playbgm "28.mp3"; // You're in Ruins - emotion e_sigh; - mes "[Jeyna]"; - mes "Maybe I shouldn't have asked in the first place."; - close; - } - } else if (questprogress(4159) || questprogress(4160)) { - playbgm "28.mp3"; // You're in Ruins - mes "[Jeyna]"; - mes "^005DFFViorel^000000 will finish the mutation process."; - mes "Now it's my time to say good bye."; - next; - mes "[Jeyna]"; - mes "It was short, but it was nice to meet you."; - mes "We'll see each other again some time."; - next; - mes "[Jeyna]"; - mes "Best of luck~!"; - close2; - setquest 4160; - erasequest 4159; - warp "que_house_s",19,42; - end; - } else { - if (questprogress(4154)) - erasequest 4154; - mes "[Jeyna]"; - mes "Hey, how did you get in here?"; - mes "Please get out. I'm changing~!"; - close2; - warp "job3_gen01",12,47; - end; - } - end; -L_CheckHomunculus: - if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus - mes "[Jeyna]"; - mes "Hey, wait."; - mes "The condition of the ^FF4800Homunculus^000000 is not suitable."; - mes "That was close."; - next; - mes "[Jeyna]"; - mes "To use the Homunculus Mutation System"; - mes "to change to the new"; - mes "^FF4800Homunculus^000000,"; - mes "the ^006400Homunculus must be above level 99 and evolved^000000."; - next; - mes "[Jeyna]"; - mes "Come back to ^005DFFViorel^000000 when you're ready."; - mes "I'll see you later then~!"; - close2; - erasequest 4154; - erasequest 4158; - warp "job3_gen01",12,47; - end; - } - return; -} - -// Magic Board -//============================================================ -que_house_s,83,47,3 script Magic Board#homun_s 4_BOARD3,{ - playbgm "26.mp3"; // Everlasting Wanderers - callfunc "F_HomMutateInfo","[Magic Board Posts]"; - mes "[Magic Board Posts]"; - mes ":: ^0000FFHomunculus^000000 research is"; - mes ":: so much fun."; - mes ":: Be an Alchemist"; - mes ":: who always enjoys"; - mes ":: one's research."; - next; - mes "[Magic Board Posts]"; - mes ":: Oh, and Viorel..."; - mes ":: About what you said"; - mes ":: yesterday..."; - mes "::"; - mes "::"; - next; - mes "--------------------------"; - mes "The rest is sealed because it seems to be a private message."; - close2; - if (questprogress(4157)) { - setquest 4158; - erasequest 4157; - } - end; -} - -function script F_HomMutateInfo { - mes getarg(0); - mes ":: The ability of the mutated"; - mes ":: ^0000FFHomunculus^000000 clearly goes"; - mes ":: beyond the previous state."; - mes ":: In addition, its appearance"; - mes ":: will evolve as well."; - next; - mes getarg(0); - mes ":: ^0000FFHomunculus^000000 appearances of the"; - mes ":: new types can be classified"; - mes ":: based on different species."; - mes ":: Creatures of the same species"; - mes ":: generally have a similar"; - mes ":: appearance."; - next; - mes getarg(0); - mes ":: The category, appearance and"; - mes ":: ability of the ^0000FFHomunculus^000000"; - mes ":: via the Homunculus Mutation"; - mes ":: System are as follows:"; - next; - cutin "Mer_Eira_Card",3; - mes getarg(0); - mes ":: The first of the five"; - mes ":: is called ^FF4800Eira^000000."; - mes ":: Beautiful and graceful."; - next; - mes getarg(0); - mes ":: ^FF4800Eira^000000 uses"; - mes ":: ^006400Wind Element^000000 Magic Attacks and"; - mes ":: Support Skills."; - mes ":: It even has the ability"; - mes ":: to revive its"; - mes ":: fallen master."; - next; - mes getarg(0); - mes ":: ^FF4800Eira^000000 eats"; - mes ":: ^0000FFSmall Snow Flower^000000."; - mes ":: Surprising how it survives on"; - mes ":: such a small amount."; - mes ":: ^0000FFSmall Snow Flower^000000 can be bought"; - mes ":: from ^005DFFTaming Merchants^000000."; - next; - cutin "",255; - cutin "Mer_Sera_Card",3; - mes getarg(0); - mes ":: The second of the five"; - mes ":: is known as ^FF4800Sera^000000."; - mes ":: It looks just like ^FF0000Mistress^000000 but"; - mes ":: it doesn't run away."; - next; - mes getarg(0); - mes ":: ^FF4800Sera^000000"; - mes ":: specializes in ^006400Poison Attacks^000000."; - mes ":: Also, it uses distinct"; - mes ":: Support Skills using poisons."; - next; - mes getarg(0); - mes ":: ^FF4800Sera^000000 eats"; - mes ":: ^0000FFApple Pudding^000000."; - mes ":: It prefers sweet food."; - mes ":: ^0000FFApple Pudding^000000 can be bought"; - mes ":: from ^005DFFTaming Merchants^000000."; - next; - cutin "",255; - cutin "Mer_Dieter_Card",3; - mes getarg(0); - mes ":: The third of the five"; - mes ":: is ^FF4800Dieter^000000."; - mes ":: It looks unusual but it"; - mes ":: has a good demeanor."; - next; - mes getarg(0); - mes ":: ^FF4800Dieter^000000 uses"; - mes ":: ^FF0000Fire^000000 based Attacks and"; - mes ":: Support Skills."; - mes ":: It is just as fragile..."; - mes ":: ah, reliable, as it looks."; - next; - mes getarg(0); - mes ":: ^FF4800Dieter^000000 eats"; - mes ":: ^0000FFBig Cell^000000."; - mes ":: ^0000FFBig Cell^000000 can be bought"; - mes ":: from ^005DFFTaming Merchants^000000."; - next; - cutin "",255; - cutin "Mer_Bayeri_Card",3; - mes getarg(0); - mes ":: The fourth of the five"; - mes ":: is ^FF4800Bayeri^000000."; - mes ":: Bayeri has the form of a"; - mes ":: unicorn."; - next; - mes getarg(0); - mes ":: It has a powerful dash skill"; - mes ":: and uses ^006400Holy Element^000000 magic."; - mes ":: Unfortunately,"; - mes ":: they won't let you ride them."; - mes ":: Not all four-legged creatures"; - mes ":: can be ridden."; - next; - mes getarg(0); - mes ":: ^FF4800Bayeri^000000 eats"; - mes ":: ^0000FFFresh Plant^000000."; - mes ":: No matter how hungry it"; - mes ":: never feeds on rotten greens."; - mes ":: ^0000FFFresh Plant^000000 can be bought"; - mes ":: from ^005DFFTaming Merchants^000000."; - next; - cutin "",255; - cutin "Mer_Eleanor_Card",3; - mes getarg(0); - mes ":: The last of the five"; - mes ":: is ^FF4800Eleanor^000000."; - mes ":: It has a feminine appearance"; - mes ":: and outstanding physical skill."; - next; - mes getarg(0); - mes ":: ^FF4800Eleanor^000000"; - mes ":: uses ^006400Strike or Grapple Attacks^000000"; - mes ":: sequentially in battle."; - mes ":: Absolutely stunning."; - next; - mes getarg(0); - mes ":: ^FF4800Eleanor^000000 eats"; - mes ":: ^0000FFKid's Dumpling^000000."; - mes ":: Don't confuse it with a normal"; - mes ":: dumpling."; - mes ":: ^0000FFKid's Dumpling^000000 can be bought"; - mes ":: from ^005DFFTaming Merchants^000000."; - next; - cutin "",255; - return; -} - -// Books -//============================================================ -que_house_s,13,52,3 script Open Book#01homun_s HIDDEN_NPC,{ - switch(rand(1,7)) { - case 1: - mes "[Bookcase Notes]"; - mes "Insanity and Genius are the same in concept in that they are both abnormal phenomenon."; - mes "Observing the chemist ^005DFFMorgenstein^000000 of ^8B4513Geffen^000000, I consider them equal."; - next; - mes "[Bookcase Notes]"; - mes "Once I had to visit..."; - mes "the strange ^005DFFMorgenstein^000000 for research purposes."; - next; - mes "[Bookcase Notes]"; - mes "I had a meat stew before I met ^005DFFMorgenstein^000000,"; - mes "surprisingly enough, he muttered that he smelled meat even before I was close."; - next; - mes "[Bookcase Notes]"; - mes "I never thought that chemists had a great sense of smell."; - mes "The next time I give"; - mes "^005DFFMorgenstein^000000 a visit,"; - mes "I'll eat some other meal."; - close; - case 2: - mes "[Bookcase Notes]"; - mes "^005DFFDe Bris^000000 thinks the enthusiasm of Alchemists has lately dropped <Dramatically>..."; - next; - mes "[Bookcase Notes]"; - mes "He especially didn't like the fact that I was bound tightly to ^FF4800Homunculus^000000 research."; - mes "He didn't say such a thing when we studied together in ^8B4513Rune Midgarts^000000."; - next; - mes "[Bookcase Notes]"; - mes "One day, I'll show ^005DFFDe Bris^000000 my ^FF4800Homunculus^000000 research data."; - mes "I love watching him jump out of his skin.... I look forward to the day."; - close; - case 3: - mes "[Bookcase Notes]"; - mes "^005DFFDe Bris^000000' passion for the ^57007FGenetic^000000 arts is amazing."; - next; - mes "[Bookcase Notes]"; - mes "Recently, the Alchemist Union offered me the chance to join the ^57007FGenetic^000000 through a letter."; - mes "I wonder what ^005DFFDe Bris^000000 said to the union..."; - next; - mes "[Bookcase Notes]"; - mes "Well, I appreciate it..."; - mes "However, for me right now"; - mes "my research is of utmost priority."; - close; - case 4: - mes "[Bookcase Notes]"; - mes "There's something funny ^005DFFDarcia^000000 said to me."; - mes "It was about when ^005DFFJeyna^000000 first came to learn about potion combination......"; - next; - mes "[Bookcase Notes]"; - mes "She did good up to the stage of pouring water into the mixture."; - mes "She just had to put it into an empty bottle..."; - next; - mes "[Bookcase Notes]"; - mes "^005DFFDarcia^000000 watched what she would do with the last stage,"; - mes "and the confused ^005DFFJeyna^000000 drank the mixture out of the bowl and told her that it healed well."; - next; - mes "[Bookcase Notes]"; - mes "To think that even ^005DFFJeyna^000000,"; - mes "now a master of potion combination,"; - mes "had her rookie mistakes"; - mes "shows how hard it is to imagine"; - mes "and forecast one's past and future."; - close; - case 5: - mes "[Bookcase Notes]"; - mes "^005DFFVincent^000000, I think I did it."; - mes "I will never forget your words of courage "; - mes "and I am grateful that I now get to pay you back."; - next; - mes "[Bookcase Notes]"; - mes "It was indeed a long process."; - mes "When many of the union"; - mes "considered my research insignificant"; - mes "... Though I did not lose my belief"; - mes "it did heart deep inside."; - next; - mes "[Bookcase Notes]"; - mes "The few friends who believed me"; - mes "especially ^005DFFJeyna^000000"; - mes "and you ^005DFFVincent^000000 ..."; - mes "I am sincerely thankful with all my soul."; - next; - mes "[Bookcase Notes]"; - mes "They say that,"; - mes "the end justifies the means."; - mes "At first,"; - mes "I did not know what it meant..."; - next; - mes "[Bookcase Notes]"; - mes "Now I know."; - mes "I know how important it is"; - mes "to follow one's heart."; - next; - mes "[Bookcase Notes]"; - mes "I'll drop by very soon."; - mes "Be well until then."; - close; - case 6: - mes "[Bookcase Notes]"; - mes "A game called ^0000FFThe Epic Battle 2^000000, similar to chess, was intriguing."; - next; - mes "[Bookcase Notes]"; - mes "Some time ago, I met a ^0000FFFruit Seller^000000 who excelled in The Epic Battle 2."; - mes "He even overcame the infamous ^006400Grizzly Shockwave Strategy^000000 and ^006400God of Death Terror^000000 with ease."; - next; - mes "[Bookcase Notes]"; - mes "To overcome those in the early stages of the battle of the ^0000FFPriest Faction^000000..."; - mes "It is difficult for me, since I need to combine the pieces and use some luring skills."; - next; - mes "[Bookcase Notes]"; - mes "I wonder when I'll become a 3 Carat Diamond level player."; - close; - case 7: - mes "[Bookcase Notes]"; - mes "There are many Alchemists who like the ^FF4800Vanilmirth^000000."; - next; - mes "[Bookcase Notes]"; - mes "But I prefer the ^FF4800Amistr^000000."; - mes "It's cute when it wags its tale with those shiny eyes."; - next; - mes "[Bookcase Notes]"; - mes "My Amistr Jonathan is clever and mellow, making it ever so lovable."; - mes "We're good friends, aren't we Jonathan?"; - close; - } -} - -que_house_s,16,52,3 script Open Book#02homun_s HIDDEN_NPC,{ - switch(rand(1,8)) { - case 1: - mes "[Bookcase Notes]"; - mes "What should I write to ^005DFFDe Bris^000000."; - mes ":: To my noted "; - mes ":: Genetic friend De Bris."; - mes ":: How's Lighthalzen?"; - mes ":: Do they have enough of those"; - mes ":: cookies you oh so love?"; - next; - mes "[Bookcase Notes]"; - mes ":: I'll drop by soon"; - mes ":: with some cookies."; - mes ":: When we meet,"; - mes ":: I'll introduce you to my"; - mes ":: ^006400New Homunculus^000000."; - next; - mes "[Bookcase Notes]"; - mes ":: No need to be alert."; - mes ":: Unlike you,"; - mes ":: they aren't interested in "; - mes ":: what others have to eat."; - mes ":: I'll see you soon~!"; - mes ":: Dare close the door on me."; - close; - case 2: - mes "[Bookcase Notes]"; - mes "The last time I visited the Alchemist Union, there was an interesting debate on the table."; - mes "I think it was something to do with ^006400Negligence of Homunculus in public places^000000."; - next; - mes "[Bookcase Notes]"; - mes "While the master dozed off,"; - mes "one of the ^FF4800Homunculus^000000 off its leash"; - mes "caused some sort of problem."; - next; - mes "[Bookcase Notes]"; - mes "I will make sure that my Homunculus Jonathan..."; - mes "is trained well not to cause trouble around other people."; - close; - case 3: - mes "[Bookcase Notes]"; - mes "There's a new toy me and ^005DFFJeyna^000000 have grown fond of."; - mes "It's relatively new,"; - mes "called... ^0000FF'Helo'^000000, I think?"; - next; - mes "[Bookcase Notes]"; - mes "There was a related song to it, sung by some ^57007FMinstrel^000000."; - mes "The lyrics were something like ^006400'Ahhh~Ahh~Ahhhhhhhh'^000000."; - next; - mes "[Bookcase Notes]"; - mes "The entertainment itself is fun,"; - mes "but the music is also excellent,"; - mes "and when I listen to it"; - mes "it feels like my SP is restored significantly."; - next; - mes "[Bookcase Notes]"; - mes "I must say,"; - mes "entertainment is crucial when resting"; - mes "to boost morale for research."; - mes "^006400For Homunculus~!^000000"; - close; - case 4: - mes "[Bookcase Notes]"; - mes "From what I heard from the union member"; - mes "^005DFFParmy^000000,"; - mes "^005DFFRaspuchin^000000 is still his own weird self."; - next; - mes "[Bookcase Notes]"; - mes "It may not be such a good idea"; - mes "to drive those energetic souls"; - mes "coming to change jobs"; - mes "with such enthusiasm."; - close; - case 5: - mes "[Bookcase Notes]"; - mes "A friend of mine who was into painting,"; - mes "suggested making a <Graphic Novel> called"; - mes "^0000FFMUTATIONER^000000"; - mes "after he heard about my research"; - mes "and my works."; - next; - mes "[Bookcase Notes]"; - mes "The story begins..."; - mes "With an alien"; - mes "^FF4800Homunculus^000000"; - mes "visiting our world."; - next; - mes "[Bookcase Notes]"; - mes "The visiting alien"; - mes "^FF4800Homunculus^000000 can survive"; - mes "without a master"; - mes "and it could change into"; - mes "various creatures that"; - mes "roam our world."; - next; - mes "[Bookcase Notes]"; - mes "These alien^FF4800Homunculus^000000"; - mes "have two opposing factions"; - mes "divided by political differences."; - mes "In our world, we call them"; - mes "^006400Aut-homun^000000 and "; - mes "^006400Decept-homun^000000"; - next; - mes "[Bookcase Notes]"; - mes "The ^006400Aut-homun^000000 are our friends."; - mes "Their leader,"; - mes "called ^005DFFOptimus Poring^000000,"; - mes "is built and so cool"; - mes "for a poring,"; - mes "and it summons a cart at will!"; - next; - mes "[Bookcase Notes]"; - mes "The opposing side, the ^006400Decept-homun^000000,"; - mes "is led by ^005DFFMegatroll^000000"; - mes "and they use all means "; - mes "to destroy our world."; - next; - mes "[Bookcase Notes]"; - mes "The hero of this story"; - mes "is one from ^8B4513Alberta^000000 called ^005DFFJam Wicky^000000,"; - mes "who meets ^005DFFOptimus Poring^000000"; - mes "while shopping for a cart,"; - mes "as if it was his destiny."; - next; - mes "[Bookcase Notes]"; - mes "And so thus"; - mes "unfolds an epic battle"; - mes "in the ^8B4513Moroc Desert^000000"; - mes "where the fate of our world"; - mes "lies in his hands..."; - next; - mes "[Bookcase Notes]"; - mes "Enough of that~!"; - mes "The rest of the story can be"; - mes "checked in the published copy."; - mes "^0000FFMUTATIONER^000000"; - mes "It's going to be awesome~!"; - close; - case 6: - mes "[Bookcase Notes]"; - mes "The Union sent a special gift to its members."; - mes "It's called a ^0000FFHigh Clip 4^000000."; - next; - mes "[Bookcase Notes]"; - mes "It is originally used as a tool to allow easy whispering between members, but it also has other useful functions."; - next; - mes "[Bookcase Notes]"; - mes "A guild invented this. I recall that their emblem had an image of an apple."; - close; - case 7: - mes "[Bookcase Notes]"; - mes "Homunculus is indeed worthy."; - mes "However, like everyone else, I sometimes question its meaning and future."; - next; - mes "[Bookcase Notes]"; - mes "I believe that life given by nature was supposed to be used for oneself."; - mes "However..."; - next; - mes "[Bookcase Notes]"; - mes "The research to give the Homunculus life is, in reality, for the benefit of man."; - mes "Perhaps mankind is not ready ethically to create life."; - close; - case 8: - mes "[Bookcase Notes]"; - mes "Some time ago, ^005DFFJeyna^000000 introduced me to someone."; - mes "She is from ^8B4513Geffen^000000,"; - mes "and she introduced herself as a ^005DFFChicken Researcher^000000."; - next; - mes "[Bookcase Notes]"; - mes "She is an expert on something called the ^006400Legendary Bijofnil^000000."; - mes "She finds it offensive that people think that the Bijofnil is a hawk."; - next; - mes "[Bookcase Notes]"; - mes "She said something about somewhere in ^8B4513Hvergilmir's Fountain^000000"; - mes "there exists a ^005DFFtalking chicken^000000 and other stories..."; - mes "Well, it went on like that"; - mes "and it was interesting."; - close; - } -} - -// Notifiers -//============================================================ -que_house_s,11,52,3 script #03homun_s HIDDEN_NPC,{ - end; -OnInit: - initnpctimer; - end; -OnTimer6000: - emotion e_gasp; - end; -OnTimer7000: - emotion e_gasp,0,"#04homun_s"; - stopnpctimer; - initnpctimer; - end; -} - -que_house_s,14,52,3 script #04homun_s HIDDEN_NPC,{ - end; -} - -// Researcher's Pet -//============================================================ -que_house_s,24,46,3 script Jonathan#homun_s MER_AMISTR,{ - end; -} - -que_house_s,23,46,3 script #05homun_s HIDDEN_NPC,{ - emotion e_no,0,"Jonathan#homun_s"; - if (gethominfo(1) < 6048 || gethominfo(1) > 6052) { // Not mutated Homunculus-S - mes "[Jonathan]"; - mes "Hwang~ Hwang!"; - next; - mes ":: It seems to be Viorel's"; - mes ":: Homunculus."; - mes ":: It is wearing a small necklace"; - mes ":: with the name Jonathan engraved"; - mes ":: on it."; - close; - } else { - mes "[Jonathan]"; - mes "Hwang~?!"; - next; - emotion e_swt2,0,"Jonathan#homun_s"; - mes "[Jonathan]"; - mes "*Sniff* ..."; - next; - mes ":: This Amistr"; - mes ":: called Jonathan"; - mes ":: seems to be surprised by my"; - mes ":: new Homunculus."; - close; - } -} diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt deleted file mode 100644 index b89b4f069..000000000 --- a/npc/re/quests/magic_books.txt +++ /dev/null @@ -1,837 +0,0 @@ -//===== Hercules Script ====================================== -//= Magic Book Seller -//===== By: ================================================== -//= Masao -//= Credits to Muad_Dib for the translation. -//===== Current Version: ===================================== -//= 1.1a -//===== Description: ========================================= -//= [Official Conversion] -//= An NPC which sells you different kinds of Magic Books. -//===== Additional Comments: ================================= -//= 1.0 First Version. [Masao] -//= 1.1 Optimized. [Euphy] -//= 1.1a Updated NPC name to "Master Velofos". [Euphy] -//============================================================ - -geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ - if (checkweight(1201,1) == 0) { - mes "You're carrying too many items. Please make some room in your bag first."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "You're overweight with items. Please lose some item weight first."; - close; - } - if ((Upper == 2) && (Class != Job_Baby_Warlock)) { - mes "[Master Velofos]"; - mes "What are you, a baby?"; - mes "I'm not here to babysit. Get lost!"; - close; - } - if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) { - mes "[Master Velofos]"; - mes "Ha ha, are you also seeking new knowledge?"; - next; - mes "[Master Velofos]"; - mes "I'm sorry, but my knowledge doesn't concern you."; - close; - } - if (getskilllv(2230) < 1) { - mes "[Master Velofos]"; - mes "Well, you've met all the qualifications except one: you need the Release spell."; - next; - mes "[Master Velofos]"; - mes "Learn the spell first. I've got so many things to tell you."; - close; - } - if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) { - mes "[Master Velofos]"; - mes "Welcome, my friend."; - mes "Congratulations on entering a brand new world of magic."; - next; - mes "[Master Velofos]"; - mes "We magic practitioners are always thirsty for new knowledge and power."; - next; - mes "[Master Velofos]"; - mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic."; - next; - mes "[Master Velofos]"; - mes "By the way, what brings you to me today?"; - next; - switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) { - case 1: - mes "[Master Velofos]"; - mes "Hah! You're silly."; - close; - case 2: - mes "[Master Velofos]"; - mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?"; - next; - switch (select("Yes, I do.:No, I don't.")) { - case 1: - mes "[Master Velofos]"; - mes "Well then, you don't need an additional lecture."; - close; - case 2: - mes "[Master Velofos]"; - mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times."; - next; - mes "[Master Velofos]"; - mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy."; - next; - mes "[Master Velofos]"; - mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time."; - next; - mes "[Master Velofos]"; - mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration."; - next; - mes "[Master Velofos]"; - mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells."; - next; - select("What's the difference?"); - mes "[Master Velofos]"; - mes "Why do you have to write your existing spells in Magic Books, you asked?"; - next; - mes "[Master Velofos]"; - mes "That's a good question. It's related to Magic Binding."; - next; - mes "[Master Velofos]"; - mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release."; - next; - mes "[Master Velofos]"; - mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later."; - next; - mes "[Master Velofos]"; - mes "You know how to hold an existing spell, and then cast it at a desired timing via Release."; - next; - mes "[Master Velofos]"; - mes "Carrying the globes of the four elements is also related to Magic Binding."; - next; - mes "[Master Velofos]"; - mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic."; - next; - mes "[Master Velofos]"; - mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware."; - next; - mes "[Master Velofos]"; - mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements."; - next; - mes "[Master Velofos]"; - mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally."; - next; - mes "[Master Velofos]"; - mes "When you fail to bind such powerful magic spells or fail to control them, you can receive irreparable damage to your mind and body."; - next; - mes "[Master Velofos]"; - mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power."; - next; - mes "[Master Velofos]"; - mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned."; - next; - mes "[Master Velofos]"; - mes "As I said earlier, spells in Magic Books tend to go back to what they are."; - next; - mes "[Master Velofos]"; - mes "That said, as a Circler, you cannot change or create spells in Magic Books."; - next; - mes "[Master Velofos]"; - mes "Even if you create one, its power will be beyond your capacity."; - next; - mes "[Master Velofos]"; - mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic."; - close; - } - case 3: - mes "[Master Velofos]"; - mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle."; - next; - mes "[Master Velofos]"; - mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell."; - next; - mes "[Master Velofos]"; - mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells."; - next; - mes "[Master Velofos]"; - mes "Magic Binding becomes more difficult when you use more powerful magic spells."; - next; - mes "[Master Velofos]"; - mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible."; - next; - mes "[Master Velofos]"; - mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand."; - close; - case 4: - mes "[Master Velofos]"; - mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?"; - next; - switch (select("Sure thing.:Where can I find advanced books?")) { - case 1: - mes "[Master Velofos]"; - mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there."; - next; - mes "[Master Velofos]"; - mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!"; - if (wm_book < 1) wm_book = 1; - close; - case 2: - mes "[Master Velofos]"; - mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected."; - next; - mes "[Master Velofos]"; - mes "You could find one if you try hard, but I don't have any with me."; - next; - mes "[Master Velofos]"; - mes "If our management releases the restriction, you'll be the first one to know. Don't worry."; - close; - } - case 5: - mes "[Master Velofos]"; - mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic."; - next; - mes "[Master Velofos]"; - mes "It's like water that needs a bowl to stay in place."; - next; - mes "[Master Velofos]"; - mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you."; - next; - mes "[Master Velofos]"; - mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell."; - next; - mes "[Master Velofos]"; - mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us."; - close; - case 6: - if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) { - if (mac_book < 1) { - mes "[Master Velofos]"; - mes "I'm sorry, but could you ask someone else? I'm kind of busy right now."; - close; - } - if (mac_book == 1) { - mes "[Master Velofos]"; - mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?"; - next; - select("Ms. Lea."); - mes "[Master Velofos]"; - mes "I'm sorry, but there's not much information left about the Ultimate Magic Book."; - next; - mes "[Master Velofos]"; - mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but..."; - next; - select("But what?"); - mes "[Master Velofos]"; - mes "Oh yes, perhaps he might know something."; - next; - select("Yes, I knew this was coming!"); - mes "[Master Velofos]"; - mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book."; - next; - mes "[Master Velofos]"; - mes "His name is Galfos."; - mes "He's been taking a great interest in the ancient Magic Books."; - next; - mes "[Master Velofos]"; - mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but..."; - next; - mes "[Master Velofos]"; - mes "If he's discovered anything useful, maybe it can helpful to you."; - next; - select("Where's Galfos now?"); - mes "[Master Velofos]"; - mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books."; - next; - mes "[Master Velofos]"; - mes "If you want to see him, you should prepare for a long journey."; - mac_book = 2; - close; - } - if (mac_book > 1) { - mes "[Master Velofos]"; - mes "Galfos is near the Expedition Camp beyond the Dimensional Rift."; - next; - mes "[Master Velofos]"; - mes "If you want to see him, you should prepare for a long journey."; - close; - } - } - mes "[Master Velofos]"; - mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books."; - close; - } - } - mes "[Master Velofos]"; - mes "Ha ha, are you also seeking new knowledge?"; - next; - mes "[Master Velofos]"; - mes "I'm sorry, but my knowledge doesn't concern you."; - close; -} - -geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ - if (checkweight(1201,1) == 0) { - mes "You're carrying too many items. Please make some room in your bag first."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "You're overweight with items. Please lose some item weight first."; - close; - } - if (wm_book > 0 && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) { - mes "[Lea]"; - mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage."; - next; - mes "[Lea]"; - mes "How may I help you?"; - next; - select("Master Velofos asked me to bring his Magic Book."); - mes "[Lea]"; - mes "Are you borrowing a book?"; - next; - switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) { - case 1: - mes "[Lea]"; - mes "No problem."; - close; - case 2: - mes "[Lea]"; - mes "We're in trouble because so many people want to borrow our Magic Books."; - next; - mes "[Lea]"; - mes "Unfortunately, many of our lent books aren't returned on time. That's why we've decided to charge a security deposit."; - next; - select("A security deposit?"); - mes "[Lea]"; - mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books."; - next; - .@Payment = select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; - mes "[Lea]"; - if (!.@Payment) { - mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items."; - next; - mes "[Lea]"; - mes "Your life is more important than anything else, you know?"; - close; - } - if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) { - mes "What kind of Magic Book do you want?"; - next; - .@i = select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; - mes "[Lea]"; - if (!.@i) { - mes "No problem."; - close; - } - if (countitem(6188+.@i)) { - mes "You already have that Magic Book. You can't borrow a new book until you return the current one."; - next; - mes "[Lea]"; - mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know."; - close; - } - if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) { - mes "The book's return date is written on the lending card on the back cover of the book."; - next; - mes "[Lea]"; - mes "Please try not to lose or damage the book to avoid paying any extra charges."; - if (.@Payment == 1) Zeny -= 10000; - else if (.@Payment == 2) delitem 1006,2; //Old_Magic_Book - else delitem 1097,50; //Worn_Out_Page - getitem 6188+.@i,1; //Magic_Book_FB, Magic_Book_CB, Magic_Book_LB - close; - } - } - mes "I'm sorry, but you don't have enough funds."; - close; - case 3: - mes "[Lea]"; - mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books."; - next; - .@Payment = select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; - mes "[Lea]"; - if (!.@Payment) { - mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues."; - mes "If you have sufficient funds, you may buy the boxes from street vendors."; - next; - mes "[Lea]"; - mes "Eluniums can be obtained from Hyeguns, Zombie Prisoners, Teddy Bears, Obsedians, and Loli Ruris. Or you can refine Rough Eluniums to Eluniums at the Forge in town, and that may be easier."; - close; - } - if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) { - mes "What kind of Magic Book do you want?"; - next; - .@i = select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; - setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201; - mes "[Lea]"; - if (!.@i) { - mes "No problem."; - close; - } - if (countitem(.@Books[.@i-1])) { - mes "You already have that Magic Book. You can't borrow a new book until you return the current one."; - next; - mes "[Lea]"; - mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know."; - close; - } - if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) { - mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation."; - next; - mes "[Lea]"; - mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books."; - if (.@Payment == 1) Zeny -= 50000; - else if (.@Payment == 2) delitem 603,2; //Old_Blue_Box - else delitem 985,9; //Elunium - getitem .@Books[.@i-1],1; //Magic_Book_SG, Magic_Book_LOV, Magic_Book_MS, Magic_Book_TS, Magic_Book_JT, Magic_Book_WB, Magic_Book_HD, Magic_Book_ES - close; - } - } - mes "I'm sorry, but you don't have enough funds."; - close; - case 4: - mes "[Lea]"; - mes "Oh, do you want the Superior Magic Books? For your information, borrowing those Magic Books requires many conditions and restrictions. Are you sure that you want it?"; - next; - select("Yes."); - mes "[Lea]"; - mes "I see. If you're determined to borrow the Superior Magic Books, please choose one of the following tyes of payment for the security deposit."; - next; - mes "[Lea]"; - mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?"; - next; - .@Payment = select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; - mes "[Lea]"; - if (!.@Payment) { - mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts."; - next; - mes "[Lea]"; - mes "Oridecons can be obtained from Executioners, Gryphons, Jokers, and Abysmal Knights, but it'll be easier to collect Rough Oridecons than Oridecons."; - next; - mes "[Lea]"; - mes "You can refine Rough Oridecons to Oridecons at the Forge in town."; - next; - mes "[Lea]"; - mes "Old Violet Boxes can be obtained from Mimics, Megaliths, Orc Lords, Stormy Knights, and Osirises."; - next; - mes "[Lea]"; - mes "The boxes are a subject worthy of serious study since they're used to test Schrodinger's pet cat."; - close; - } - if (.@Payment == 1) { - mes "If you're unable to collect the items for the security deposit, I can offer you an alternate payment method."; - next; - mes "[Lea]"; - mes "How does 200,000 Rune-Midgartian zeny sound?"; - next; - if(select("I'm sorry, but I can't pay that much.:Sounds good.") == 1) { - mes "[Lea]"; - mes "I see."; - close; - } - mes "[Lea]"; - } - if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) { - mes "What kind of Magic Book do you want?"; - next; - .@i = select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; - mes "[Lea]"; - if (!.@i) { - mes "No problem."; - close; - } - if (countitem(6201+.@i)) { - mes "You already have that Magic Book. You can't borrow a new book until you return the current one."; - next; - mes "[Lea]"; - mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know."; - close; - } - if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) { - mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation."; - next; - mes "[Lea]"; - mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books."; - if (.@Payment == 1) Zeny -= 200000; - else if (.@Payment == 2) delitem 7094,12; //Mystery_Piece - else if (.@Payment == 3) delitem 984,7; //Oridecon - else delitem 617,1; //Old_Violet_Box - if (.@Payment > 1) Zeny -= 100000; - getitem 6201+.@i,1; //Magic_Book_ES_, Magic_Book_CL, Magic_Book_CR, Magic_Book_DL - close; - } - } - mes "I'm sorry, but you don't have enough funds."; - close; - case 5: - if ((BaseLevel > 139) && (mac_book < 1) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) { - mes "[Lea]"; - mes "Did... Did you just say the Ultimate Magic Book?"; - next; - mes "[Lea]"; - mes "Oh, my...."; - mes "I can't believe someone actually wants that book."; - next; - select("Please don't say that you don't have it."); - mes "[Lea]"; - mes "Frankly, I've never even seen the Ultimate Magic Book."; - next; - mes "[Lea]"; - mes "You should ask Master Velofos if you want to know more about that book."; - next; - mes "[Lea]"; - mes "I'm sorry that I can't help you more than that."; - mac_book = 1; - close; - } - if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) { - mes "[Lea]"; - mes "You should ask Master Velofos for some information about that book."; - close; - } - mes "[Lea]"; - mes "How about practicing your magic spells for now?"; - next; - mes "[Lea]"; - mes "In order to obtain the Ultimate Magic Book, you must reach Level 140 and learn Tetera Bolt and Comet."; - next; - mes "[Lea]"; - mes "That book can't be used by just anyone, you know?"; - close; - } - } - mes "[Lea]"; - mes "Welcome to the Magic Archive. You can read and borrow books from here under certain conditions."; - close; -} - -mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ - if (checkweight(1201,1) == 0) { - mes "You're carrying too many items. Please make some room in your bag first."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "You're overweight with items. Please lose some item weight first."; - close; - } - if ((Upper == 2) && (Class != Job_Baby_Warlock)) { - mes "[Galfos]"; - mes "What are you, a baby?"; - mes "I'm not here to babysit. Get lost!"; - close; - } - if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) { - mes "[Galfos]"; - mes "My right arm feels hot while my left arm feels cold. I can never get used to this weird weather!"; - close; - } - if (getskilllv(2230) < 1) { - mes "[Galfos]"; - mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in..."; - close; - } - if (BaseLevel < 140 || (getskilllv(2217) < 1 && getskilllv(2213) < 1)) { - mes "[Galfos]"; - mes "I'm sorry, but I don't talk to people that aren't even ready for this."; - close; - } - if (mac_book < 2) { - mes "[Galfos]"; - mes "You look strong, but you don't seem to have any business with me."; - close; - } - if (mac_book == 2) { - mes "[Galfos]"; - mes "What brings you to me?"; - next; - select("I heard that you've studied the Ultimate Magic Book."); - mes "[Galfos]"; - mes "Why, are you interested too?"; - mes "I didn't know someone would actually take an interest in that book. Yes, I'm studying that magic book. How did you find that out?"; - next; - select("You're Velof's brother, right?"); - mes "[Galfos]"; - mes "Yes, I'm Galfos, and Velofos is my brother."; - next; - mes "[Galfos]"; - mes "Wait a minute,"; - mes "did the old man recommend me to you?"; - next; - select("That's right."); - mes "[Galfos]"; - mes "Wow!"; - mes "This is surprising. He never took my research very seriously. I'm glad that he finally changed his mind."; - next; - mes "[Galfos]"; - mes "Heh! Your timing couldn't be better: I was looking for a test object."; - next; - select("A test object?"); - mes "[Galfos]"; - mes "Frankly, I'm only interested in creating the Ultimate Magic Book."; - next; - mes "[Galfos]"; - mes "I'm not good at using magic, not to mention that I prefer fists in fighting. Nevertheless, I find Magic Books to be incredibly intriguing."; - next; - mes "[Galfos]"; - mes "The problem is that I can't use the Ultimate Magic Book, even if I made one. That's why I can't really test it on my own."; - next; - mes "[Galfos]"; - mes "That's why I've been waiting for a true magic practitioner like you that can help me test my Ultimate Magic Book."; - next; - select("(What is he talking about?)"); - mes "[Galfos]"; - mes "My research is almost done,"; - mes "and I need to solve one last problem to create the Magic Book."; - next; - mes "[Galfos]"; - mes "To make the ancient Ultimate Magic Book, I need an artifact and some spells to fuse into it."; - next; - mes "[Galfos]"; - mes "I've perfectly restored the spells based on the ancient documents, but I still have no information about the necessary artifact."; - next; - mes "[Galfos]"; - mes "Ah, but there's a silver lining!"; - next; - select("(Now we're getting somewhere!)"); - mes "[Galfos]"; - mes "Ha ha..."; - mes "There's a great archive in El Dicastes, the Capital City of the Evil Giants, where all knowledge in this world is stored."; - next; - mes "[Galfos]"; - mes "Maybe that's the place to find some information about the artifact for this Ultimate Magic Book."; - next; - mes "[Galfos]"; - mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power."; - next; - mes "[Galfos]"; - mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards."; - mac_book = 3; - close; - } - if (mac_book == 3) { - mes "[Galfos]"; - mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power."; - next; - mes "[Galfos]"; - mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards."; - close; - } - if (mac_book == 4) { - mes "[Galfos]"; - mes "Oh, did you find"; - mes "anything useful?"; - next; - .@i = select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); - mes "[Galfos]"; - if ((.@i == 1 && countitem(6195)) || (.@i == 2 && countitem(6196))) { - mes "Are you kidding me? You already have the book!"; - close; - } - if ((.@i == 1 && questprogress(12218) == 2) || (.@i == 2 && questprogress(12219) == 2 && questprogress(12220) == 2 && questprogress(12221) == 2 && questprogress(12222) == 2)) { - mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book."; - next; - mes "[Galfos]"; - mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book."; - next; - mes "[Galfos]"; - mes "I need at least ^0000aa1,000,000 zeny^000000 to buy all the necessary tools. Do you have the money?"; - next; - if(select("Wh-what? No!:Sure.") == 1) { - mes "[Galfos]"; - mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?"; - close; - } - mes "[Galfos]"; - if (Zeny >= 1000000) { - mes "Alright then, let's get started!"; - next; - specialeffect2 EF_DISPELL; - progressbar "ffff00",4; - specialeffect2 EF_LORD; - Zeny -= 1000000; - getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV - mes "[Galfos]"; - mes "Man, I almost lost my control to the incredible magic energy! Here's your Magic Book."; - next; - mes "[Galfos]"; - mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books."; - close; - } - mes "Hey, what did I tell you? I can't buy the tools to make the book without money!"; - close; - } - mes "Are you sure that you've found something? It doesn't seem like you've learned what we need..."; - close; - } - mes "[Galfos]"; - mes "Is there anything else you need?"; - close; -} - -dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ - if (isequipped(2782) < 1) { - mes "I better not forget to equip my ring."; - close; - } - if (ep13_3_invite < 5) { - mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly."; - close; - } - if (questprogress(12165,PLAYTIME) == 1) { - mes "The documents are making you feel nauseous. You should come back later after your stomach settles."; - close; - } - if (questprogress(12165,PLAYTIME) == 2) { - mes "You don't feel as nauseous anymore. It should be safe to proceed now."; - erasequest 12165; - close; - } - if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) { - mes "The documents in this container aren't legible. It's no use trying to read them."; - close; - } - specialeffect2 EF_DISPELL; - progressbar "ffff00",4; - if (mac_book < 3) { - mes "You have discovered records about magic, acceleration, and particle waves."; - close; - } - if (mac_book == 3) { - mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for."; - mac_book = 4; - close; - } - if (mac_book == 4) { - if (rand(1,10) == 1) { - if (getskilllv(2213) > 0) { - if (questprogress(12218) == 1) { - mes "You already own this document."; - close; - } - mes "^660066In order to create the essence of lava, you must refine 40 Burning Hearts at the hottest place on the 2nd floor of the Thor's Volcano Dungeon.^000000"; - mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000"; - next; - mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; - close2; - setquest 12218; - end; - } - mes "Nothing in this document looks useful."; - close; - } - if (rand(1,10) == 2) { - if (getskilllv(2217) > 0) { - if (questprogress(12219) == 1) { - mes "You already own this document."; - close; - } - mes "^660066The essence of flame can be refined on stable ground on the 1st floor of the Thor's Volcano Dungeon. 10 Love Coals are necessary to refine the essence.^000000"; - mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000"; - next; - mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; - close2; - setquest 12219; - end; - } - mes "Nothing in this document looks useful."; - close; - } - if (rand(1,10) == 3) { - if (getskilllv(2217) > 0) { - if (questprogress(12220) == 1) { - mes "You already own this document."; - close; - } - mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000"; - next; - mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; - close2; - setquest 12220; - end; - } - mes "Nothing in this document looks useful."; - close; - } - if (rand(1,10) == 4) { - if (getskilllv(2217) > 0) { - if (questprogress(12221) == 1) { - mes "You already own this document."; - close; - } - mes "^660066I was able to refine the essence of fossil from old rocks on the 2nd floor of the Mine Dungeon. So far, that place is the most stable among all the testing grounds."; - mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000"; - next; - mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; - close2; - setquest 12221; - end; - } - mes "Nothing in this document looks useful."; - close; - } - if (rand(1,10) == 5) { - if (getskilllv(2217) > 0) { - if (questprogress(12222) == 1) { - mes "You already own this document."; - close; - } - mes "^660066In order to refine the essence of storm, I visited the Hermit's Checkerboard in Kunlun where the spirit of the wind resides."; - mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000"; - next; - mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; - close2; - setquest 12222; - end; - } - mes "Nothing in this document looks useful."; - close; - } - if (rand(1,10) == 10) { - mes "You suddenly feel sick, and this nausea won't go away easily. You should try finding the documents you need later."; - setquest 12165; - close; - } - mes "Nothing here looks special."; - close; - } - mes "You no longer need to search this place."; - close; -} - -function script Magic_Book_Essence { - if (MaxWeight - Weight < 1000) { - mes "Please lighten your bag."; - close; - } - if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { - specialeffect2 EF_BLIND; - specialeffect2 EF_BEGINSPELL; - progressbar "ffff00",4; - delitem getarg(1),getarg(2); - if (rand(2)) { - mes "You have used "+getarg(2)+" "+getitemname(getarg(1))+"s to create ^999900"+getarg(3)+" Essence^000000."; - next; - mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000"; - completequest getarg(0); - specialeffect2 EF_LORD; - close; - } - mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000"; - close; - } - if (questprogress(getarg(0)) == 2) { - mes "You've already created "+getarg(3)+" Essence in this area."; - close; - } - mes "Someone already used this area."; - close; -} -thor_v02,163,104,0 script Powerful Lava Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12218,7097,40,"Lava"; end; } -thor_v01,185,91,0 script Powerful Flame Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12219,7098,10,"Flame"; end; } -ice_dun03,137,148,0 script Powerful Glacier Energy CLEAR_NPC,{ callfunc "Magic_Book_Essence",12220,7561,10,"Glacier"; end; } -ein_dun02,181,124,0 script Powerful Fossil Energy CLEAR_NPC,{ callfunc "Magic_Book_Essence",12221,7312,10,"Fossil"; end; } -gon_dun02,252,198,0 script Powerful Storm Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12222,7266,10,"Storm"; end; } diff --git a/npc/re/quests/monstertamers.txt b/npc/re/quests/monstertamers.txt deleted file mode 100644 index 4eef32878..000000000 --- a/npc/re/quests/monstertamers.txt +++ /dev/null @@ -1,13 +0,0 @@ -//===== Hercules Script ======================================= -//= Monster Tamers -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= Cute pet quest items -//===== Additional Comments: ================================= -//= 1.0 Moved Izlude NPC to pre-re/re paths. -//============================================================ - -izlude_in,55,105,4 duplicate(MonsterTamer_izlude) Monster Tamer#izu 4_M_TELEPORTER diff --git a/npc/re/quests/mrsmile.txt b/npc/re/quests/mrsmile.txt deleted file mode 100644 index 4e728bffa..000000000 --- a/npc/re/quests/mrsmile.txt +++ /dev/null @@ -1,19 +0,0 @@ -//===== Hercules Script ====================================== -//= Mr. Smile Quest -//===== By: ================================================== -//= Daegaladh, Masao -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= [Official Conversion] -//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask. -//===== Additional Comments: ================================= -//= 1.0 Updated to match the new Izlude Map. [Masao] -//= 1.1 Added Izlude duplicates. [Euphy] -//============================================================ - -izlude,125,175,4 duplicate(SmileHelper) Smile Assistance#iz 4_F_03 -izlude_a,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_a 4_F_03 -izlude_b,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_b 4_F_03 -izlude_c,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_c 4_F_03 -izlude_d,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_d 4_F_03 diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt deleted file mode 100644 index dbce8d136..000000000 --- a/npc/re/quests/pile_bunker.txt +++ /dev/null @@ -1,120 +0,0 @@ -//===== Hercules Script ====================================== -//= Pile Bunker Quest -//===== By: ================================================== -//= JayPee Mateo -//===== Current Version: ===================================== -//= 2.2 -//===== Description: ========================================= -//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo] -//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao] -//= 2.1 Switched to official script, coded by Gennosuke Kouga. [Euphy] -//= 2.2 Updated to match the official script. [Euphy] -//============================================================ - -yuno,179,174,4 script Gomer 4_M_REPAIR,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { - mes "[Gomer]"; - mes "You are carrying so much. Drop off some of your luggage and come back to me."; - close; - } - if (countitem(1549)) { - mes "[Gomer]"; - mes "So how's that Pilebuncker working out for you?"; - close; - } - if (Class != Job_Mechanic && Class != Job_Mechanic_T && Class != Job_Baby_Mechanic) { - mes "[Gomer]"; - mes "I'm a retired Mechanic and I don't think I have any business with you."; - close; - } - mes "[Gomer]"; - mes "So? What does it feel like to be on a Madogear?"; - mes "It's something that's not allowed for those who failed to seek out their own path."; - next; - mes "[Gomer]"; - mes "Me? I retired a long time ago. Because I got into an accident... got badly hurt and won't be able to ride again. I am upset about it."; - next; - mes "[Gomer]"; - mes "So I've decided to stay here forging gears for Madogear."; - mes "Huh? I'm not saying I have any complaints about this work."; - next; - mes "[Gomer]"; - mes "Forced to do something you don't like, there is nothing more miserable than that."; - next; - mes "[Gomer]"; - mes "There are people who are happy just being props, you know, like being the wall for someone to lean on."; - next; - mes "[Gomer]"; - mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?"; - next; - switch(select("I am not that interested.:What are you going to make?:Where do you get the materials?:I brought the materials.")) { - case 1: - mes "[Gomer]"; - mes "Nothing I can do"; - mes "about it then."; - mes "See you next time!"; - close; - case 2: - mes "[Gomer]"; - mes "Um, a huge metal stick that could smash an opponent in one hit!"; - next; - mes "[Gomer]"; - mes "It doesn't look fancy, but I've designed a spring-loaded device to attack with great strength."; - next; - mes "[Gomer]"; - mes "It's concealed, so when you find a chance, one shot could put an opponent in critical condition!"; - mes "I can't wait to see it in action!"; - next; - mes "[Gomer]"; - mes "If you were to imagine how good this kind of weapon could be, I will make it come true."; - next; - mes "[Gomer]"; - mes "Bring me 200 Steel, 30 Flexible Tubes, and 1 Brocca. I could make what I just described with those materials."; - close; - case 3: - mes "[Gomer]"; - mes "You should be able get steel from many monsters like Kobolds."; - next; - mes "[Gomer]"; - mes "Flexible Tubes are more rare, dropped by Metalings around Einbroch and Lighthalzen."; - next; - mes "[Gomer]"; - mes "Lastly, finding a Brocca is very hard, but you should be able to do something about it. Haha, go get it!"; - close; - case 4: - if (countitem(999) < 200 || countitem(7325) < 30 || countitem(1415) < 1) { - mes "[Gomer]"; - mes "You haven't brought all of the materials that I asked for."; - next; - mes "[Gomer]"; - mes "I have a habit of giving up what I've been making and trying to make new things when the inspiration comes up."; - mes "You'd better hurry!"; - close; - } else { - mes "[Gomer]"; - mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit."; - specialeffect EF_REPAIRWEAPON; - next; - mes "[Gomer]"; - mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done."; - next; - mes "[Gomer]"; - mes "Combination of weight, volume and look at its color and gloss. It catches my heart!"; - next; - mes "[Gomer]"; - mes "..........."; - next; - mes "[Gomer]"; - mes "Uh, with little improvement, it could be mass produced and delivered. I'm sure I can make more of these so I will give this one to you."; - next; - mes "[Gomer]"; - mes "Oh, and it turns out that I didn't need all that Steel after all. So here, take most of it back."; - delitem 999,50; //Steel - delitem 7325,30; //Tube - delitem 1415,1; //Skewer - getitem 1549,1; //Pilebuncker - getitem 1360,1; //Two_Handed_Axe - close; - } - } -} diff --git a/npc/re/quests/quests_13_1.txt b/npc/re/quests/quests_13_1.txt deleted file mode 100644 index ec208ad97..000000000 --- a/npc/re/quests/quests_13_1.txt +++ /dev/null @@ -1,18 +0,0 @@ -//===== Hercules Script ====================================== -//= Quest NPCs related to Ash-Vacuum -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= Contains duplicate NPCs from main script. -//===== Additional Comments: ================================= -//= 1.0 Moved Izlude NPC to pre-re/re paths. [Euphy] -//= 1.1 Added Izlude duplicates. [Euphy] -//============================================================ - -izlude,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 4W_SAILOR -izlude_a,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_a 4W_SAILOR -izlude_b,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_b 4W_SAILOR -izlude_c,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_c 4W_SAILOR -izlude_d,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_d 4W_SAILOR diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt deleted file mode 100644 index 589dca99f..000000000 --- a/npc/re/quests/quests_brasilis.txt +++ /dev/null @@ -1,3146 +0,0 @@ -//===== Hercules Script ====================================== -//= Brasilis Quests -//===== By =================================================== -//= L0ne_W0lf -//===== Version ============================================== -//= 1.2c -//===== Description ========================================== -//= [Official Conversion] -//= Lost Puppies (Repeatable, 24 hours.) -//= Suspicious Beach (Repeatable, 24 hours. iRO/cRO version.) -//= Guarana Candy Quest -//= Brasilis Water Lily Quest -//= Brasilis Dungeon Access Quest -//= Iara (Buff reward. Repeatable, 24 hours.) -//===== Comments ============================================= -//= 1.0 First version. -//= 1.1 Hydra Ball (12408) -//= 1.2 Optimization. [Euphy] -//= 1.2a Added 'consumeitem' command. [Euphy] -//= 1.2b Updated RE EXP. [Michieru] -//= 1.2c Put end; before OnTouch events in npcs that -//= have view id of a mob [Panikon] -//============================================================ - -// Lost Puppies :: dogdog.sc -//============================================================ -brasilis,297,307,5 script Angelo#br 1_M_04,{ - if (BaseLevel < 40) { - mes "[Angelo]"; - mes "Pets went out the village~!!"; - mes "Gosh... what can I do... ?"; - close; - } - if (questprogress(9032,PLAYTIME) == 2) { - erasequest 9032; - } - if (questprogress(9032,PLAYTIME) == 1) { - mes "[Angelo]"; - mes "The day is not finished yet."; - mes "You can only help once a day. Hehe."; - close; - } - if (questprogress(9030) == 1) { - mes "[Angelo]"; - mes "My pets are in the field outside of the village."; - mes "Why did they leave? Please find them."; - close; - } - if (questprogress(9031) == 1) { - mes "[Angelo]"; - mes "Oh, thank you. You found all of 3 puppies."; - mes "Thanks a lot."; - mes "I hope this is useful to you. hoho."; - .@randexp = rand(50000,112500); - getexp .@randexp,0; - erasequest 9031; - setquest 9032; - specialeffect2 EF_ASSUMPTIO; - consumeitem 607; //Yggdrasilberry - .@rand = rand(1,10); - if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion - else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil - close; - } - mes "[Angelo]"; - mes "Are you an adventurer? You came here right on time."; - mes "Puppies have been disappearing."; - mes "And someone said that they saw them out on the field just outside the village...."; - next; - mes "[Angelo]"; - mes "It's pretty difficult and dangerous to find 'em."; - mes "You have to find ^0000FF3 puppies^000000."; - setquest 9030; - close; - -OnInit: - initnpctimer; - end; - -OnTimer10000: - stopnpctimer; - donpcevent "Angelo#br::OnGo"; - end; - -OnGo: - emotion e_gasp; - initnpctimer; - end; -} - -- script Puppy#bra -1,{ - if (questprogress(9030) == 1) { - if (brazil_kid < 3) { - mes "[Puppy]"; - mes "bow wow bow wow!!"; - next; - ++brazil_kid; - mes "[" + strcharinfo(0) + "]"; - if (brazil_kid == 3) { - mes "Good. I found all 3 puppies."; - mes "Now I need to go tell Angelo."; - brazil_kid = 0; - erasequest 9030; - setquest 9031; - } - else { - mes "Ah... who's a good puppy?"; - mes "Ok, where are the others?"; - } - if (compare(strnpcinfo(2),"1")) setarray .@i[0],2,3; - else if (compare(strnpcinfo(2),"2")) setarray .@i[0],1,3; - else setarray .@i[0],1,2; - donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable"; - hideonnpc strnpcinfo(0); - close; - } - } - mes "[Puppy]"; - mes "bow! wow wow!"; - close; - -OnInit: - if (!compare(strnpcinfo(2),"1")) hideonnpc strnpcinfo(0); - end; - -OnEnable: - hideoffnpc strnpcinfo(0); - end; - -OnDisable: - hideonnpc strnpcinfo(0); - end; -} - -bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 4_DOG01 -bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 4_DOG01 -bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 4_DOG01 -bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 4_DOG01 -bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 4_DOG01 -bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 4_DOG01 -bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 4_DOG01 -bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 4_DOG01 -bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 4_DOG01 -bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 4_DOG01 -bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 4_DOG01 -bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 4_DOG01 - -// Suspicious Beach :: Suspicious_Beach.sc -//============================================================ -brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ - /* -------------- Hydra Ball ------------------------- - if (countitem(12408) > 0) { - delitem 12408,1; //Leaf_Cat_Ball - getitem 12408,1; //Leaf_Cat_Ball - } - else if (countitem(6221) > 0) { - delitem 6221,1; //Mystic_Leaf_Cat_Ball - getitem 6221,1; //Mystic_Leaf_Cat_Ball - } - --------------------------------------------------- */ - if (BaseLevel < 40) { - mes "[Lucia]"; - mes "Hello."; - mes "I'm worried about ^FF0000Strange Hydra^000000's on"; - mes "the south beach."; - mes "I hope some experienced adventurers"; - mes "will come to help."; - emotion e_sigh; - close; - } - else { - .@nQState = questprogress(9028); - if (!.@nQState) { - mes "[Lucia]"; - mes "Hello."; - mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?"; - next; - switch(select("Yes.:No.:^006400What is happening here?^000000")) { - case 1: - setquest 9028; - getitem 12408,1; //Hydra_Ball - mes "[Lucia]"; - mes "Here, take this ^006400Hydra Ball^000000."; - mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000"; - mes "I hope you can do it~!"; - close; - case 2: - mes "[Lucia]"; - mes "Ah, I misunderstood."; - mes "See you then."; - close; - case 3: - mes "[Lucia]"; - mes "One day ^FF0000Strange Hydra^000000s"; - mes "came here and surrounded the town."; - mes "We're not sure what attracted them but some say that it's because of you adventurers."; - next; - mes "[Lucia]"; - mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; - mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; - next; - mes "[Lucia]"; - mes "If you still have the ^006400Hydra Ball^000000,"; - mes "please use it on the ^FF0000Strange Hydra^000000s that"; - mes "you can find at the beach."; - mes "If you are lucky, the tool will work perfectly."; - next; - mes "[Lucia]"; - mes "I hope many adventurers"; - mes "volunteer for this job."; - mes " "; - mes "I really hate Hydra!"; - emotion e_sob; - close; - } - } - else if (.@nQState == 1) { - if (countitem(6221) > 0) { - mes "[Lucia]"; - mes "Hello, you really did it!"; - if (checkweight(11502,3)) { - //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO? - mes "I hope you will come"; - mes "again to help me."; - mes "Have a nice day~!"; - delitem 6221,1; //Mystic_Leaf_Cat_Ball - completequest 9028; - //recall_completequest 9029; - if (questprogress(9029)) erasequest 9029; - setquest 9029; - consumeitem 607; //Yggdrasilberry - consumeitem 12070; //Luk_Dish05 - consumeitem 12055; //Vit_Dish05 - consumeitem 12065; //Dex_Dish05 - getitem 11502,3; //Light_Blue_Pot - close; - } - else { - mes " "; - mes "I'd like to reward you,"; - mes "however your bags are full."; - mes "Please make room and come back!"; - close; - } - } - else { - mes "[Lucia]"; - if (countitem(12408) < 1) { - mes "Did you need another ^006400Hydra Ball^000000?"; - mes "I will give you one more."; - getitem 12408,1; //Leaf_Cat_Ball - close; - } - else { - mes "Any problems?"; - next; - switch(select("No.:^006400Tell me again what happened^000000")) { - case 1: - mes "[Lucia]"; - mes "Ok, please do me a favor."; - close; - case 2: - mes "[Lucia]"; - mes "One day ^FF0000Strange Hydra^000000s"; - mes "came here and surrounded the town."; - mes "We're not sure what attracted them but some say that it's because of you adventurers."; - next; - mes "[Lucia]"; - mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; - mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; - next; - mes "[Lucia]"; - mes "If you still have the ^006400Hydra Ball^000000,"; - mes "please use it on the ^FF0000Strange Hydra^000000s that"; - mes "you can find at the beach."; - mes "If you are lucky, the tool will work perfectly."; - next; - mes "[Lucia]"; - mes "I hope many adventurers"; - mes "volunteer for this job."; - mes " "; - mes "I really hate Hydra!"; - emotion e_sob; - close; - } - } - } - } - else { - mes "[Lucia]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; - if (questprogress(9029,PLAYTIME) == 1) { - mes "I'm so grateful for your help."; - mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000"; - mes "Please come at the appropriate time."; - close; - } - else { - //recall_completequest 9028; - if (.@nQState) erasequest 9028; - completequest 9029; - mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?"; - next; - switch(select("Yes.:No.:^006400What is happening here?^000000")) { - case 1: - setquest 9028; - getitem 12408,1; //Leaf_Cat_Ball - mes "[Lucia]"; - mes "Here, take this ^006400Hydra Ball^000000."; - mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000"; - mes "I hope you can do it~!"; - close; - case 2: - mes "[Lucia]"; - mes "Ah, I misunderstood."; - mes "See you then."; - close; - case 3: - mes "[Lucia]"; - mes "One day ^FF0000Strange Hydra^000000s"; - mes "came here and surrounded the town."; - mes "We're not sure what attracted them but some say that it's because of you adventurers."; - next; - mes "[Lucia]"; - mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; - mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; - next; - mes "[Lucia]"; - mes "If you still have the ^006400Hydra Ball^000000,"; - mes "please use it on the ^FF0000Strange Hydra^000000s that"; - mes "you can find at the beach."; - mes "If you are lucky, the tool will work perfectly."; - next; - mes "[Lucia]"; - mes "I hope many adventurers"; - mes "volunteer for this job."; - mes " "; - mes "I really hate Hydra!"; - emotion e_sob; - close; - } - } - } - } - end; - -OnInit: - initnpctimer; - end; - -OnTimer7000: - emotion e_gasp; - stopnpctimer; - initnpctimer; - end; -} - -// Guarana Quest :: brazil_tre.sc -//============================================================ -brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ - if (!checkweight(1201,1)) { - mes "- You can't start the quest. Please reduce the weight in your inventory. -"; - close; - } - if (brazil_gua == 0) { - mes "[Candy Maker]"; - mes "Yo, do you know a berry called ^FF0000Guarana^000000?"; - next; - mes "[Candy Maker]"; - mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body."; - next; - mes "[Candy Maker]"; - mes "I used to sell the candy made of it back in the day."; - mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days."; - next; - mes "[Candy Maker]"; - mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy."; - next; - switch(select("How can I taste this guarana candy?:End conversation.")) { - case 1: - mes "[Candy Maker]"; - mes "Hmm? I already sold out of all my old supply."; - next; - mes "[Candy Maker]"; - mes "But if you can find some guarana, I can make it for you."; - next; - switch(select("How do I find guarana?:End conversation.")) { - case 1: - mes "[Candy Maker]"; - mes "Will you find the guarana?? Hoooooh~"; - next; - mes "[Candy Maker]"; - mes "Can you find it?"; - mes "It's probably very expensive."; - mes "Trading isn't my thing. Let me think."; - next; - mes "[Candy Maker]"; - mes "Let me introduce you to someone with whom I used to do guarana business with."; - mes "He might still be dealing it."; - next; - mes "[Candy Maker]"; - mes "His name is Cherto."; - mes "If you can't find him in the city, go to museum."; - mes "He's a vain person so he likes to act big."; - mes "He's probably wandering in the museum trying to show off to someone for sure."; - brazil_gua = 1; - setquest 2192; - close; - case 2: - mes "[Candy Maker]"; - mes "Don't you want to try the guarana candy?"; - close; - } - case 2: - mes "[Candy Maker]"; - mes "Those were the good 'ole days..."; - close; - } - } - else if (brazil_gua == 1) { - mes "[Candy Maker]"; - mes "If you want to get the guarana, find Cherto."; - mes "Maybe he will be in the museum."; - close; - } - else if (brazil_gua == 10) { - if (!countitem(6237)) { - mes "- The guarana that I had has disappeared. -"; - close; - } - delitem 6237,1; //Guarana_Fruit - mes "[Candy Maker]"; - mes "Did you get the guarana?"; - next; - mes "- You give the guarana to him. -"; - next; - mes "[Candy Maker]"; - mes "Wow! You have special talent."; - mes "It's the best thing I have ever seen so far. Cool~!"; - next; - mes "[Candy Maker]"; - mes "Good, let's make the candy~!"; - mes "Long time no see my wonderful guarana candy..."; - next; - mes "- hash hash hash hash hash hash -"; - mes "- hash hash hash hash hash hash -"; - next; - mes "[Candy Maker]"; - mes "Look! It's the popular guarana candy."; - mes "Try to savor its amazing taste hey~ take it easy. hahaha!!"; - brazil_gua = 11; - completequest 2200; - getitem 12414,1; //Guarana_Candy - getexp 70000,10000; - close; - } - else if (brazil_gua == 11) { - mes "[Candy Maker]"; - mes "Guarana candy. That was the most unique masterpiece in my life for sure!"; - next; - mes "[Candy Maker]"; - mes "Since you helped me, guarana supply has been steadily rising."; - mes "So, naturally I'm back to making guarana candy."; - next; - mes "[Candy Maker]"; - mes "What about it? Wanna buy some?"; - mes "It's 4000 zeny each."; - next; - switch(select("Buy a Guarana Candy.:Cancel.")) { - case 1: - if (Zeny > 3999) { - mes "[Candy Maker]"; - mes "Here is a delicious guarana candy."; - Zeny -= 4000; - getitem 12414,1; //Guarana_Candy - close; - } - else { - mes "[Candy Maker]"; - mes "What? You should say before if you don't have money!"; - mes "Even if you are poor, I can't give this away for free."; - close; - } - case 2: - mes "[Candy Maker]"; - mes "Sometimes some people don't like it due to it's arousal effect."; - close; - } - close; - } - else { - mes "[Candy Maker]"; - mes "Guarana candy. That was the most unique masterpiece in my life for sure!"; - close; - } -} - -bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ - if (brazil_gua == 0) { - mes "[Cherto]"; - mes "Hmm... hey man, you are from outside, aren't you?"; - next; - mes "[Cherto]"; - mes "Cherto can figure it out even if it's the first time. You can't trick Cherto."; - mes "Cherto has sharp eyes like an eagle! Hahaha!"; - next; - mes "[Cherto]"; - mes "Ok, ok. Yes, yes. I see!"; - next; - mes "[Cherto]"; - mes "Anyway, you arrived in Brasilis but don't know what to do?"; - mes "Am I right?"; - mes "You don't know how fortunate you are to have found a really proper helper as myself."; - next; - mes "[Cherto]"; - mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?"; - mes "Cherto, I can read and figure out all at once! That is written in your face!"; - next; - mes "[Cherto]"; - mes "Cherto would love to stay here and explain everything to you but he is a busy man."; - close; - } - else if (brazil_gua == 1) { - mes "[Cherto]"; - mes "Hmm... hey man, you are from outside, aren't you?"; - next; - mes "[Cherto]"; - mes "Cherto can figure it out even if it's the first time. You can't trick Cherto."; - mes "Cherto has sharp eyes like an eagle! Hahaha!"; - next; - mes "[Cherto]"; - mes "Ok, ok. Yes, yes. I see!"; - next; - mes "[Cherto]"; - mes "Anyway, you arrived in Brasilis but don't know what to do?"; - mes "Am I right?"; - mes "You don't know how fortunate you are to have found a really proper helper as myself."; - next; - mes "[Cherto]"; - mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?"; - mes "Cherto, I can read and figure out all at once! That is written in your face!"; - next; - mes "[Cherto]"; - mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer."; - next; - select("Guarana?"); - mes "[Cherto]"; - mes "What? Do you want to find a guarana?"; - next; - mes "[Cherto]"; - mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur."; - mes "It seems a little bit weird but the flower is really big and smells beautiful."; - next; - mes "[Cherto]"; - mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation."; - next; - mes "[Cherto]"; - mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore."; - next; - select("Whaaaat??"); - mes "[Cherto]"; - mes "For a while now, guarana berries haven't been growing here."; - next; - mes "[Cherto]"; - mes "Even if Cherto managed to find one, it will rot quickly."; - next; - mes "[Cherto]"; - mes "If only it didn't happen!"; - next; - select("What are you talking about?"); - mes "[Cherto]"; - mes "Quiet!!!!!!!!!!!!!!!!"; - mes "This story has been forbidden! Someone might be listening to our conversation..."; - next; - mes "[Cherto]"; - mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip."; - mes "Come closer. Cherto will whisper so nobody can listen in."; - brazil_gua = 2; - close; - } - else if (brazil_gua == 2) { - mes "[Cherto]"; - mes "A Guarana boy was born."; - next; - select("Guarana kid?"); - mes "[Cherto]"; - mes "There was woman who was an expert botanist."; - mes "The woman was really popular to all living creatures."; - next; - mes "[Cherto]"; - mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared."; - mes "That kind of story..."; - next; - mes "[Cherto]"; - mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared."; - next; - mes "[Cherto]"; - mes "Who is the guarana kid?"; - mes "Pedro who is famous as a greedy man?"; - mes "Meto who can't endure about all the fruits?"; - mes "Hovenue who is gloomy?"; - mes "They might know~!"; - next; - mes "[Cherto]"; - mes "What about you?"; - mes "Who is the guarana kid?"; - mes "Will you figure out it? hohohhhhh~"; - brazil_gua = 3; - changequest 2192,2193; - close; - } - else if (brazil_gua == 3) { - mes "[Cherto]"; - mes "Can you find the guarana kid?"; - mes "Maybe yes? Maybe no?"; - close; - } - else if (brazil_gua == 4) { - mes "[Cherto]"; - mes "Did you find guarana kid?"; - next; - mes "- I tell Cherto about the kid making animal-like sounds. -"; - next; - mes "[Cherto]"; - mes "Hoooh. That's unbelivable."; - mes "That kid might be a guarana kid. Sure..."; - mes "According to the story the kid can have conversations with animals."; - next; - mes "[Cherto]"; - mes "If he can make crying sounds of animals, they might be able to converse!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Now, what can I do?"; - mes "If he is the kid from the legend, is there any way to raise the guarana again?"; - next; - mes "[Cherto]"; - mes "Haha!! What'd Cherto say?"; - mes "Cherto knows all~!!"; - mes "Cherto's already thought"; - mes "of the next step."; - next; - mes "[Cherto]"; - mes "In Brasilis there is an expert Mage."; - mes "His name is Paje."; - mes "Take this note over to him."; - mes "He will show the solution for you and the kid."; - brazil_gua = 5; - changequest 2194,2195; - close; - } - else { - mes "[Cherto]"; - mes "hoho tickle~tickle~~~~!!!"; - close; - } -} - -brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ - if (brazil_gua < 3) { - mes "[Strange Kid]"; - mes "................"; - close; - } - else if (brazil_gua == 3) { - mes "[Strange Kid]"; - mes "................"; - next; - if(select("Try to talk.:Pretend to pass by.") == 2) { - mes "[Strange Kid]"; - mes "................"; - close; - } - mes "What can I say to him?"; - next; - while(1) { - switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) { - case 1: - mes "[Strange Kid]"; - mes "Kaaaaaaao~"; - mes "Grrrrrrrrr - kaaan-"; - next; - break; - case 2: - mes "[Strange Kid]"; - mes "Booooowoooooo-"; - mes "Booooowoooooo- -"; - next; - break; - case 3: - mes "[Strange Kid]"; - mes "chamber pot braeee chamber pot brae chamber pot brae -"; - mes "Bbeeeebbeee -"; - next; - break; - case 4: - mes "[Strange Kid]"; - mes "Kaaaaaaao~"; - mes "Grrrrrrrrr - kaaan-"; - next; - mes "["+strcharinfo(0)+"]"; - mes "He makes strange sound like an animals."; - mes "Should I ask advice from Cherto?"; - brazil_gua = 4; - changequest 2193,2194; - close; - } - } - } - else if (brazil_gua == 4) { - mes "["+strcharinfo(0)+"]"; - mes "He makes strange sounds like an animal."; - mes "Should I ask advice from Cherto?"; - close; - } - else if ((brazil_gua > 4) && (brazil_gua < 9)) { - mes "[Strange Kid]"; - mes "Ah...? ah.....?"; - close; - } - else if (brazil_gua == 9) { - mes "[Strange Kid]"; - mes "ah... ahah....."; - next; - mes "["+strcharinfo(0)+"]"; - mes "I don't have a story but there are lots of friends waiting outside."; - next; - mes "- You give the feather, fresh meat and branch of grapes to the kid -"; - next; - mes "[Strange Kid]"; - mes "Ah............."; - next; - mes "[Strange Kid]"; - mes "Un, uhh...."; - mes "mooo... mommy....."; - next; - mes "[Strange Kid]"; - mes "Ah.........."; - mes "bird...."; - mes "mon, mon, mon...key......"; - mes "boo, booow..........."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Dog?!"; - mes "kkk yes. Lots of friends want to meet you."; - mes "Don't be lonely anymore and be happy with your friends."; - next; - mes "[Strange Kid]"; - mes "ah....he...hehe...."; - next; - mes "- He starts to smile lightly and laughs. -"; - next; - mes "[Strange Kid]"; - mes "Ye......yes......."; - mes "tha... than......thank......yo.........you."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Alright such a cute smile!"; - mes "Be a happy kid as always."; - next; - mes "[Strange Kid]"; - mes "Uh......"; - next; - mes "["+strcharinfo(0)+"]"; - mes "what?"; - next; - mes "[Strange Kid]"; - mes "hey.........."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Do you want to say anything?"; - next; - mes "- You get closer and pretend to take caution. -"; - next; - emotion e_kis; - mes "(kiss~)"; - next; - mes "- The kid laughs again lightly then puts something in your hand. -"; - next; - mes "- It's a fresh berry that's colored red and hard. -"; - next; - mes "[Strange Kid]"; - mes "ga...ra..........na..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oops, guarana berry?"; - mes "Ah! Thank you very much!"; - emotion e_kis2,1; - emotion e_heh; - next; - mes "["+strcharinfo(0)+"]"; - mes "If I have this, I can make a guarana candy."; - mes "I better find that Candy Maker!"; - brazil_gua = 10; - changequest 2199,2200; - getitem 6237,1; //Guarana_Fruit - close; - } - else if (brazil_gua == 10) { - if (!countitem(6237)) { - mes "[Strange Kid]"; - mes "He........."; - getitem 6237,1; //Guarana_Fruit - close; - } - } - else { - mes "- The kid is smiling. -"; - close; - } - end; -} - -brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ - mes "[Mage Paje]"; - mes "Abracadabra~"; - specialeffect EF_POISONHIT,AREA,"Poring#bra"; - setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING; - setnpcdisplay "Poring#bra",.@display[rand(3)]; - if (brazil_gua != 5) close; - next; - mes "[Mage Paje]"; - mes "Ohoooh~!"; - mes "I have a guest."; - mes "Good to see you."; - mes "I am the Mage Paje."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hello. Mr. Cherto told me to find you."; - next; - mes "[Mage Paje]"; - mes "Um.. Mr. Cherto? What's happened?"; - mes "Have you come here to ask about lots of weird rumors?"; - next; - mes "- You give the note to Paje-"; - next; - mes "[Mage Paje]"; - mes "Ohoooh~"; - mes "Hmm gosh.. that's what happened."; - next; - mes "[Mage Paje]"; - mes "I can't help you directly."; - mes "But I will give you simple magic so you can figure it out by yourself."; - next; - select("What kind of magic?"); - mes "[Mage Paje]"; - mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?"; - next; - mes "[Mage Paje]"; - mes "Ok~ I will give you the magic."; - mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it."; - next; - mes "[Mage Paje]"; - mes "Good luck~!"; - brazil_gua = 6; - changequest 2195,2196; - specialeffect2 EF_ASSUMPTIO; - close; -} - -brasilis,59,226,3 script Poring#bra 4_PORING,{ - end; -} - -bra_fild01,75,83,5 script Toucan#bra TOUCAN,2,2,{ -end; - -OnTouch: - if (brazil_gua == 6) { - mes "[Toucan]"; - mes "Baaeecc!"; - mes "I've never seen you before."; - mes "Baaeec!"; - next; - mes "[Toucan]"; - mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. "; - next; - select("What are you talking about?"); - mes "[Toucan]"; - mes "I can feel some similar power like guarana kid. bbaaaeeeccc!"; - next; - mes "[Toucan]"; - mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!"; - next; - select("Not yet... but I want to be a friend."); - mes "[Toucan]"; - mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!"; - next; - mes "[Toucan]"; - mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!"; - next; - mes "[Toucan]"; - mes "If you want to relieve his loneliness, can you help me?"; - next; - select("Absolutely!"); - mes "[Toucan]"; - mes "It's my feather."; - mes "Send it to the kid."; - mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!"; - next; - mes "- You take a feather from Toucan. - "; - next; - mes "[Toucan]"; - mes "There have to be others around here like me."; - mes "Why don't you find a jaguar Bbaaeecc!"; - next; - mes "[Toucan]"; - mes "I will give a blessing from Toucan to you."; - next; - mes "[Toucan]"; - mes "Fly fly far away. bbaaaeeeccckkk--!"; - brazil_gua = 7; - changequest 2196,2197; - specialeffect2 EF_SEISMICWEAPON; - close2; - warp "bra_fild01",68,146; - end; - } - else { - mes "[Toucan]"; - mes "Bbbaaeec~! Baaeec~!"; - close; - } - end; -} - -bra_fild01,34,184,5 script Jaguar#bra JAGUAR,2,2,{ -end; - -OnTouch_: - if (brazil_gua == 7) { - mes "[Jaguar]"; - mes "Hhooww..hhooww....."; - next; - mes "[Jaguar]"; - mes "Smelling! This smell is from a human!"; - mes "Somewhere, a human!"; - mes "I got it. You are!!!"; - specialeffect EF_HIT1,AREA,"Jaguar#bra"; - emotion e_omg,1; - next; - mes "[Jaguar]"; - mes "Don't be afraid human."; - mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle."; - next; - mes "[Jaguar]"; - mes "Anyway you can talk with me, are you a guarana kid?"; - next; - select("Yes? N...o......actually...."); - mes "[Jaguar]"; - mes "The son of guarana woman became our friend also."; - mes "They treated all life preciously."; - mes "I hope you are same the as her."; - next; - mes "[Jaguar]"; - mes "Bird's chirpings informed me."; - mes "The son of guarana woman has a diseased heart."; - mes "Her brothers made him lonely, don't you think?"; - next; - mes "[Jaguar]"; - mes "Here is fresh meat that I hunted just a few days ago."; - mes "Take it and give it to the poor kid."; - next; - mes "[Jaguar]"; - mes "I can give this tiny thing to you so, don't forget it."; - mes "The jungle will welcome you whenever!"; - next; - mes "- You get fresh meat from Jaguar. -"; - next; - mes "[Jaguar]"; - mes "Monkey, who's always meddling with others, wants to meet you."; - next; - mes "[Jaguar]"; - mes "I will give you a Jaguar's high blessing."; - mes "Go to monkey by flowing through the wind like a bee."; - mes "Let's meet again my friend!"; - brazil_gua = 8; - changequest 2197,2198; - close2; - consumeitem 12016; //Speed_Up_Potion - end; - } - else { - mes "[Jaguar]"; - mes "krrrrrr...."; - close; - } - end; -} - -bra_fild01,245,53,3 script #Monkeybra YOYO,{ - end; -} - -bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ - if (brazil_gua == 8) { - mes "[Monkey]"; - mes "What is it??!!"; - mes "We don't tolerate humans? Get out~!!"; - next; - mes "[Monkey]"; - mes "Nono... wait.... that scent!!"; - mes "I can smell Jaguar from you, who are you?"; - mes "Gosh, maybe there's no jaguar without fur and weird shape!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "........................"; - mes "Are you saying that I look like an animal?!?!"; - next; - mes "[Monkey]"; - mes "Uh? Aren't you a jaguar?"; - next; - mes "[Monkey]"; - mes "Ahhha. Jaguar send you to me, right?? kkkikkki"; - mes "But you don't look like guarana kid."; - next; - select("I've come here to help him."); - mes "[Monkey]"; - mes "I heard guarana kid became lonely, is he?"; - mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!"; - next; - mes "[Monkey]"; - mes "Give this branch of grapes to guarana kid."; - mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!"; - next; - mes "- You get a bunch of grapes from Monkey. -"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Good~ Now it's time to go back to the kid~!!"; - brazil_gua = 9; - changequest 2198,2199; - close; - } - else { - mes "[Monkey]"; - mes "kkkickkksk!"; - close; - } -} - -// Water Lily Quest :: brazil_tre.sc -//============================================================ -brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ - if (brazil_regia == 0) { - mes "[Karmen]"; - mes "Brasilis' climate is special."; - mes "This climate offers special cases in botany classes different from any other regions of the world."; - next; - mes "[Karmen]"; - mes "The plants here have robust frames and are clear and colorful."; - mes "Here the plants are really huge and we can feel their presence."; - next; - mes "[Karmen]"; - mes "One of them, a Water Lily, is a really gorgeous and unique plant."; - mes "This flower is quite sensitive so it doesn't bloom everywhere."; - next; - if(select("Interesting.:End conversation.") == 2) { - mes "[Karmen]"; - mes "I guess you aren't interested in botany."; - close; - } - mes "[Karmen]"; - mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it."; - next; - mes "[Karmen]"; - mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet."; - next; - mes "[Karmen]"; - mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance."; - next; - mes "[Karmen]"; - mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; - mes "She is wise and knows lots of stories here in Brasilis."; - brazil_regia = 1; - setquest 2201; - close; - } - else if (brazil_regia == 1) { - mes "[Karmen]"; - mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; - mes "She is wise and knows lots of stories here in Brasilis."; - close; - } - else if (brazil_regia == 9) { - mes "- You show a lotus flower to Karmen and talk about the story so far. -"; - next; - mes "[Karmen]"; - mes "Wow!! You had a really good experience."; - mes "So~~~ the water lily lives in the depths of brasilis, right?"; - mes "I wil try to find it again by myself, I won't give up!!"; - next; - mes "[Karmen]"; - mes "I am so grateful that I met you."; - mes "The water lily must truly be a lucky flower. hahaha"; - brazil_regia = 10; - completequest 2207; - getexp 50000,10000; - close; - } - else { - mes "[Karmen]"; - mes "This climate offers special cases in botany classes different from any other regions of the world."; - next; - mes "[Karmen]"; - mes "The plants here have robust frames and are clear and colorful."; - mes "Here the plants are really huge and we can feel their presence."; - next; - mes "[Karmen]"; - mes "It's a botanist's dream."; - close; - } -} - -bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ - if (brazil_regia == 1) { - mes "[Brasilis Boy]"; - mes "Grandma! That person has a weird smell."; - next; - mes "[Marta]"; - mes "This person isn't from here."; - mes "Say hello to our guest."; - next; - mes "[Brasilis Boy]"; - mes "heee~ hi!!"; - mes "I am Kaka!!"; - mes "Whats your name?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; - next; - mes "[Brasilis Boy]"; - mes "The outsider has a weird name!"; - mes "Thas ok! If we keep talking we'll be friends! Cheer up!"; - next; - mes "[Marta]"; - mes "Hehe..."; - mes "So, why have you come here stranger~?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I heard you knows lots of stories, is that true?"; - next; - mes "[Kaka]"; - mes "Wooo! how you know my grandma knows lots of stories, amazing~?"; - mes "Grandma is really wise and kind so, I heard lotsa things."; - next; - mes "[Marta]"; - mes "Hehe. Kaka always listens to many stories every night, he really likes my stories."; - mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness."; - next; - mes "[Marta]"; - mes "Ok, Kaka why don't you invite our guest today to our small meeting?"; - next; - mes "[Kaka]"; - mes "Ok grandma~!!"; - next; - mes "[Marta]"; - mes "Hey~ do you have special story that you want to listen to?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "About the mysterious water lily?"; - next; - mes "[Marta]"; - mes "Water lily...."; - mes "It's from a long long time ago."; - next; - mes "[Marta]"; - mes "Before Brasilis was established."; - mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature."; - next; - mes "[Marta]"; - mes "One of tribe chiefs had a pretty daughter called 'Naia'."; - next; - mes "[Marta]"; - mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods."; - next; - mes "[Kaka]"; - mes "Woooa, she's just like me!"; - mes "Maybe she would be pretty... hehe."; - next; - mes "[Marta]"; - mes "According to her mother..."; - mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever."; - next; - mes "[Marta]"; - mes "After Naia heard this story, she went to her dad to ask if it was true or not."; - next; - mes "[Kaka]"; - mes "So, what did he say?"; - next; - mes "[Marta]"; - mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000"; - next; - mes "[Kaka]"; - mes "Did Naia wants to be the bride of the man?"; - next; - mes "[Marta]"; - mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls."; - next; - mes "[Kaka]"; - mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?"; - next; - mes "[Marta]"; - mes "Naia was really a nice girl."; - next; - mes "[Marta]"; - mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night."; - mes "Sadly, even with all of her effort, the moon didn't show any reaction to her."; - next; - mes "[Marta]"; - mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake."; - next; - mes "[Marta]"; - mes "That's when.. Naia saw it."; - mes "It was the moon he was shining beautifully over the waving lake lightly."; - next; - mes "[Kaka]"; - mes "I know, it's just the moon reflecting on the water. Right?!"; - next; - mes "[Marta]"; - mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned."; - next; - mes "[Kaka]"; - mes "Oh no."; - next; - mes "[Marta]"; - mes "The moon was also watching her from the sky."; - mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love."; - next; - mes "[Marta]"; - mes "That is the story of the mysterious flower people called the Brasilis Water Flower."; - mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon."; - next; - mes "[Kaka]"; - mes "How sad but beautiful!"; - next; - mes "[Marta]"; - mes "How about you stranger?"; - mes "Did you enjoy this story?"; - mes "If you want to listen to another story, just come to me."; - mes "If you don't mind playing with my grandson a ~ little. hoohoo."; - brazil_regia = 2; - close; - } - else if (brazil_regia > 1) { - mes "[Kaka]"; - mes "My grandma is really a bit tired doing some tribe stuff!"; - mes "Could you come another day?"; - close; - } - else { - mes "[Marta]"; - mes "You are not from around here."; - mes "I can sense a strange earth smell."; - next; - mes "[Marta]"; - mes "But your eyes shine with strength."; - mes "Indeed you are spreading out spirit and will from your whole body."; - next; - mes "[Marta]"; - mes "If you work at it you will be a great person someday."; - close; - } -} - -bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ - if (brazil_regia == 1) { - mes "[Brasilis Boy]"; - mes "Grandma! That person has a weird smell."; - next; - mes "[Marta]"; - mes "This person isn't from here."; - mes "Say hello to our guest."; - next; - mes "[Brasilis Boy]"; - mes "heee~ hi!!"; - mes "I am Kaka!!"; - mes "Whats your name?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; - next; - mes "[Brasilis Boy]"; - mes "The outsider has a weird name!"; - mes "Thas ok! If we keep talking we'll be friends! Cheer up!"; - next; - mes "[Marta]"; - mes "Hehe..."; - mes "So, why have you come here stranger~?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I heard you knows lots of stories, is that true?"; - next; - mes "[Kaka]"; - mes "Wooo! how you know my grandma knows lots of stories, amazing~?"; - mes "Grandma is really wise and kind so, I heard lotsa things."; - next; - mes "[Marta]"; - mes "Hehe. Kaka always listens to many stories every night, he really likes my stories."; - mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness."; - next; - mes "[Marta]"; - mes "Ok, Kaka why don't you invite our guest today to our small meeting?"; - next; - mes "[Kaka]"; - mes "Ok grandma~!!"; - next; - mes "[Marta]"; - mes "Hey~ do you have special story that you want to listen to?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "About the mysterious water lily?"; - next; - mes "[Marta]"; - mes "Water lily...."; - mes "It's from a long long time ago."; - next; - mes "[Marta]"; - mes "Before Brasilis was established."; - mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature."; - next; - mes "[Marta]"; - mes "One of tribe chiefs had a pretty daughter called 'Naia'."; - next; - mes "[Marta]"; - mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods."; - next; - mes "[Kaka]"; - mes "Woooa, she's just like me!"; - mes "Maybe she would be pretty... hehe."; - next; - mes "[Marta]"; - mes "According to her mother..."; - mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever."; - next; - mes "[Marta]"; - mes "After Naia heard this story, she went to her dad to ask if it was true or not."; - next; - mes "[Kaka]"; - mes "So, what did he say?"; - next; - mes "[Marta]"; - mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000"; - next; - mes "[Kaka]"; - mes "Did Naia wants to be the bride of the man?"; - next; - mes "[Marta]"; - mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls."; - next; - mes "[Kaka]"; - mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?"; - next; - mes "[Marta]"; - mes "Naia was really a nice girl."; - next; - mes "[Marta]"; - mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night."; - mes "Sadly, even with all of her effort, the moon didn't show any reaction to her."; - next; - mes "[Marta]"; - mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake."; - next; - mes "[Marta]"; - mes "That's when.. Naia saw it."; - mes "It was the moon he was shining beautifully over the waving lake lightly."; - next; - mes "[Kaka]"; - mes "I know, it's just the moon reflecting on the water. Right?!"; - next; - mes "[Marta]"; - mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned."; - next; - mes "[Kaka]"; - mes "Oh no."; - next; - mes "[Marta]"; - mes "The moon was also watching her from the sky."; - mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love."; - next; - mes "[Marta]"; - mes "That is the story of the mysterious flower people called the Brasilis Water Flower."; - mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon."; - next; - mes "[Kaka]"; - mes "How sad but beautiful!"; - next; - mes "[Marta]"; - mes "How about you stranger?"; - mes "Did you enjoy this story?"; - mes "If you want to listen to another story, just come to me."; - mes "If you don't mind playing with my grandson a ~ little. hoohoo."; - brazil_regia = 2; - close; - } - else if (brazil_regia > 1) { - mes "[Kaka]"; - mes "My grandma is really a bit tired doing some tribe stuff!"; - mes "Could you come another day?"; - close; - } - else { - mes "[Marta]"; - mes "You are not from around here."; - mes "I can sense a strange earth smell."; - next; - mes "[Marta]"; - mes "But your eyes shine with strength."; - mes "Indeed you are spreading out spirit and will from your whole body."; - next; - mes "[Marta]"; - mes "If you work at it you will be a great person someday."; - close; - } -} - -brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ - if (!checkweight(1201,1)) { - mes "- wait a second!! -"; - mes "- you have too many items -"; - mes "- so you can't get any more items. -"; - mes "- make your body lighter -"; - mes "- then try again. -"; - close; - } - if (brazil_regia == 2) { - mes "[Distant Sound]"; - mes "Jasira!!!"; - mes "Where are you going again?!!"; - mes "come back~, please!!"; - next; - mes "[Brasilis Girl]"; - mes "Mom, I have to go out!!"; - next; - mes "[Distant Sound]"; - mes "No way~!! You shouldn't!!"; - next; - mes "[Brasilis Girl]"; - mes "Gosh.. today also failed."; - next; - mes "[Brasilis Girl]"; - mes "......"; - mes "What's up? Why are you looking at me?"; - mes "I don't want to be a showgirl!! Get out!!"; - next; - if(select("Nothing, sorry.:What's wrong?") == 1) { - mes "[Brasilis Girl]"; - mes "I am so sad!!!"; - close; - } - mes "[Brasilis Girl]"; - mes "It's not your business."; - mes "You are just an outsider!"; - next; - if(select("How rude!:Just trying to help.") == 1) { - mes "[Brasilis Girl]"; - mes "What's it matter to you that I'm rude??!!"; - close; - } - mes "["+strcharinfo(0)+"]"; - mes "I know that I'm just passing by but I might be able to help you. What do you think?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "This kind of meeting could be more than just a coincidence."; - next; - mes "[Brasilis Girl]"; - mes "......................"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hmm can you tell me your name?"; - next; - mes "[Brasilis Girl]"; - mes "ja..."; - mes "Jasira."; - mes "My name is Jasira."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Nice name~."; - mes "Jasira what's going on?"; - next; - mes "[Jasira]"; - mes "............."; - next; - mes "[Jasira]"; - mes "I have to meet 'Jasi' but I can't go out...."; - next; - mes "["+strcharinfo(0)+"]"; - mes "who is Jasi?"; - mes "Your.... lover?"; - next; - emotion e_omg; - mes "[Jasira]"; - mes "l...o...v...e...lover??!!"; - mes "No way~"; - next; - mes "[Jasira]"; - mes "If he is my lover, it would be great... but..."; - next; - mes "[Jasira]"; - mes "Jasi is......"; - mes "the great moon."; - next; - mes "["+strcharinfo(0)+"]"; - mes "The moon?"; - mes "Maybe... are you talking about the moon from the story?"; - next; - mes "[Jasira]"; - mes "Yeah!"; - mes "Dear Jasi is from the moon from the sky!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Why are you thinking like that?"; - next; - mes "[Jasira]"; - mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis."; - next; - emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; - mes "Brasilis water lily??!!"; - mes "Isn't it the uniqe flower?"; - next; - mes "[Jasira]"; - mes "Right. It's a really mysterious flower and difficult to find."; - mes "But around Jasi there are lots of water lilies."; - mes "That's why I believe Jasi is the moon."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Where is Jasi?"; - next; - mes "[Jasira]"; - mes "He is deep inside the Jungle."; - mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village."; - next; - mes "[Jasira]"; - mes "I just wandered the jungle and fell down somewhere and that's where I saw him."; - mes "He was so nice. He helped heal me and guided me back home."; - mes "That was really really great time."; - next; - mes "[Jasira]"; - mes "Since I came back home, my parents punished me."; - mes "I can understand why they are worrying but i missed Jasi a lot!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Why don't you meet him after recovering your strength?"; - next; - mes "[Jasira]"; - mes "................."; - mes "I wanna see him right now..."; - next; - if(select("Help Jasira.:Ignore her.") == 2) { - mes "["+strcharinfo(0)+"]"; - mes "Sorry I can't help you. Cheer up!"; - next; - mes "[Jasira]"; - mes "Crying........"; - close; - } - mes "["+strcharinfo(0)+"]"; - mes "Jasira I came here to find the Brasilis water lily."; - mes "Don't you think fate has brought us together?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "If you tell me how to find Jasi, I can help you."; - next; - mes "[Jasira]"; - mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Can't you remember anything?"; - mes "If you know something you've gotta tell me."; - next; - mes "[Jasira]"; - mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Good, that's better than nothing! I will look for a similar place."; - next; - mes "[Jasira]"; - mes "I gave you your information, so can you do me a favor?"; - mes "It's really simple..."; - next; - mes "[Jasira]"; - mes "I'd like to give a delicious fruit."; - mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!"; - next; - mes "[Jasira]"; - mes "Give him 10 Banana and tell him that I really miss him."; - mes "Sorry for ignoring you before. Please, only you can help me!"; - brazil_regia = 3; - changequest 2201,2202; - close; - } - else if ((brazil_regia == 3) || (brazil_regia == 4)) { - mes "[Jasira]"; - mes "If you meet Jasi, give him 10 Bananas."; - mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; - next; - mes "[Jasira]"; - mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village."; - mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!"; - close; - } - else if (brazil_regia == 5) { - mes "[Jasira]"; - mes "Did you meet Jasi?"; - mes "Did you talk about me?"; - mes "You didn't? Uh? Stupid! Gosh~!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hey girl~ you've got a short temper."; - mes "I did see him and I talked about you!"; - next; - mes "[Jasira]"; - mes "Did you?"; - mes "What did he say?"; - mes "Does he remember me?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "That you have a really good heart~"; - mes "I told him that you will try to meet him when your condition gets better."; - next; - mes "[Jasira]"; - mes "Yeahhhhh!!"; - mes "Thank you! You are more reliable than I thought you would be."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Anyway, I'm looking for a fruit that's brown and has a hard shell."; - mes "It has juice inside and can be used as a cup to drink out of."; - next; - mes "[Jasira]"; - mes "Duh! You mean a coconut right?!"; - mes "They're everywhere here in Brasilis."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Thanks Jasira!"; - brazil_regia = 6; - changequest 2204,2205; - close; - } - else if ((brazil_regia == 6) || (brazil_regia == 7)) { - mes "[Jasira]"; - mes "I should take care of my strength by myself!"; - mes "I can't just lie in my bed forever. Don't you agree?"; - close; - } - else if (brazil_regia == 8) { - mes "[Jasira]"; - mes "Uh? Why have you come back?"; - next; - mes "- You tell her what Jasi told you to tell her -"; - next; - mes "[Jasira]"; - mes "Oh... really?"; - mes "Did he say that?"; - mes "Gosh! Gosh!!!"; - mes "Kkkkkaaaaa - !!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Thanks to you, I was able to get a flower."; - mes "Thanks a lot!!"; - next; - mes "[Jasira]"; - mes "Wooow. It's so beautiful."; - next; - mes "[Jasira]"; - mes "Ah... can I see it for a second?"; - next; - mes "[Jasira]"; - mes "Surprise~!!"; - mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!"; - next; - mes "[Jasira]"; - mes "I know, I know! I'm the best..."; - delitem 7553,1; //Lotus_Flower - brazil_regia = 9; - changequest 2206,2207; - setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card - getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat - close; - } - else if (brazil_regia > 8) { - mes "[Jasira]"; - mes "I just need to get a little bit stronger!"; - mes "I can't just lie in bed forever. My Jasi is waiting for me~"; - close; - } - else { - mes "[Distant Sound]"; - mes "Jasira!!!"; - mes "Where are you going again?!!"; - mes "Come back~, please!!"; - next; - mes "[Brasilis Girl]"; - mes "Please mom~!"; - mes "Please let me go!"; - close; - } - end; - -OnTouch: - if (brazil_regia == 2) - emotion e_an; - end; -} - -bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ - if (brazil_regia == 3) { - mes "[Recluse]"; - mes "Oh, I haven't seen another person in such a long time."; - next; - if(select("Keep going.:Are you the moon?") == 1) { - mes "[Recluse]"; - mes "You don't have specific business with me."; - close; - } - mes "[Recluse]"; - mes "Moon?"; - mes "My name is Jasi."; - mes "My family has worked to take care of the water lily from generation to generation."; - next; - mes "[Jasi]"; - mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time."; - next; - mes "[Jasi]"; - mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Do you remember a girl named Jasi."; - next; - mes "[Jasi]"; - mes "Ja...si.........."; - mes "Ah!! a hurry scurry girl. "; - mes "Gosh.. I was in trouble due to that girl."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Trouble?"; - next; - mes "[Jasi]"; - mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!"; - next; - mes "[Jasi]"; - mes "I was barely able to calm down and send her to the village."; - mes "My life is that water lily so I didn't want anything embarrassing to happen."; - next; - mes "["+strcharinfo(0)+"]"; - mes "This is a gift from Jasira to say sorry for that time."; - mes "She is really sad that can't come here by herself due to private difficulties."; - next; - if (countitem(513) < 10) { - mes "[Jasi]"; - mes "What are you saying?"; - next; - mes "- Oh yeah, I forgot to bring 10 Bananas -"; - close; - } - mes "[Jasi]"; - mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?"; - next; - mes "[Jasi]"; - mes "Anyway is that all the business you have with me?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here."; - next; - mes "[Jasi]"; - mes "I got it."; - mes "As you can see, there are lots of Brasilis water lily around here."; - mes "If you make sure that you won't destroy them you can appreciate them as you wish."; - brazil_regia = 4; - changequest 2202,2203; - close; - } - else if (brazil_regia == 4) { - mes "[Jasi]"; - mes "Did you enjoy the water lily?"; - close; - } - else if (brazil_regia == 5) { - mes "[Jasi]"; - mes "I forgot what the name of that fruit was..."; - close; - } - else if (brazil_regia == 6) { - if (countitem(11515) < 5) { - mes "[Jasi]"; - mes "I forgot what the name of that fruit was..."; - close; - } - else { - mes "[Jasi]"; - mes "Did you find the fruit?"; - mes "Oh right this is....?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "It's called a 'coconut'."; - next; - mes "[Jasi]"; - mes "Ahah! COCONUT!!"; - mes "Now I remember thank you very much. I can't remember the last time I had this fruit."; - next; - mes "[Jasi]"; - mes "I guess I should keep my promise."; - mes "You can take one Water lily."; - next; - mes "[Jasi]"; - mes "I hope the Brasilis water lily will understand me."; - mes "You better grab the flower while you have a chance~"; - next; - mes "[Jasi]"; - mes "Oh, can you tell that girl Jasira something for me?"; - mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her."; - delitem 11515,5; //Coconut - brazil_regia = 7; - changequest 2205,2206; - close; - } - } - else { - mes "[Jasi]"; - mes "The flowers blooming from the Water lily today is wonderful."; - close; - } - end; - -OnTouchNPC: - unitwarp 0,"this",67,215; - end; -} - -bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ - if (brazil_regia == 4) { - mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom."; - next; - if(select("Pick up the flower.:Keep gazing.") == 2) { - mes "- You can't avoid staring at it's beauty. -"; - close; - } - mes "[Jasi]"; - mes "Uh! What are you doing??!!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "There is a person who really needs this flower, can I just take one of 'em?"; - next; - mes "[Jasi]"; - mes "As I said earlier, I am the guardian of this water lily."; - mes "I can't just stand by here and watch you pluck even a single flower from it."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas."; - next; - if (countitem(513) < 10) { - mes "[Jasi]"; - mes "What are you saying?"; - next; - mes "- Oh yeah, I forgot to bring 10 Bananas -"; - close; - } - mes "[Jasi]"; - mes "Hmm... It's been so long since I've had this fruit."; - next; - mes "[Jasi]"; - mes "I will just try one. That's all."; - next; - mes "- munch -"; - mes "- mumble mumble mumble -"; - specialeffect EF_POTION7,AREA,"Recluse#bra"; - next; - mes "[Jasi]"; - mes "Uh, this taste... is!"; - mes "I remember my mom baking these into a tasty bread!"; - next; - mes "[Jasi]"; - mes "It makes me miss my childhood."; - next; - emotion e_omg,0,"Recluse#bra"; - mes "[Jasi]"; - mes "Hoho!!!!"; - mes "I've been here for as long as I can remember..."; - mes "I don't have enough time to even do simple things like eat delicious fruit."; - next; - mes "[Jasi]"; - mes "It was a really delicious banana."; - mes "But rules are rules!"; - mes "I must do my duty."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Please! I just need one flower~ What can I do to convince you?"; - next; - mes "[Jasi]"; - mes "Rules are rules, what do you want from me?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Didn't that banana remind you of your childhood? What can I get for you?"; - next; - mes "[Jasi]"; - mes "Now that you mention it, there is one fruit that I really miss."; - mes "It was my favorite when I was young but I don't remember what it was called."; - next; - mes "[Jasi]"; - mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit."; - mes "Do you know what it is?"; - next; - mes "[Jasi]"; - mes "If you bring 5 of those things, I will reconsider your suggestion."; - delitem 513,10; //Banana - brazil_regia = 5; - changequest 2203,2204; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ok so I have to bring 5 fruits with hard shells."; - mes "Hmm what is it?"; - close; - } - else if (brazil_regia == 5) { - mes "[Jasi]"; - mes "It was my favorite when I was young but I don't remember what it was called."; - next; - mes "[Jasi]"; - mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit."; - mes "Do you know what it is?"; - close; - } - else if (brazil_regia == 7) { - if (!checkweight(1201,1)) { - mes "- wait a second!! -"; - mes "- you have too many items -"; - mes "- so you can't get any more items. -"; - mes "- make your body lighter -"; - mes "- then try again. -"; - close; - } - mes "- You take a beautiful water lily carefully in your hands. -"; - brazil_regia = 8; - getitem 7553,1; //Lotus_Flower - close; - } -} - -// Dungeon Access Quest :: brazil_tre.sc -//============================================================ -brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{ - if (brazil_ghost == 0) { - OnTalk: - mes "[Pedro]"; - mes "Wow it's really a great statue!"; - next; - mes "[Mariana]"; - mes "It is, isn't it?"; - mes "This statue is called Verass Monument."; - next; - mes "[Mariana]"; - mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city."; - next; - mes "[Pedro]"; - mes "Awesome!!"; - mes "i wanna become a real man like Verass."; - next; - mes "[Mariana]"; - mes "Pedro, you can become whatever you want."; - next; - mes "[Pedro]"; - mes "Mariana is so smart, isn't she? hehe."; - next; - mes "[Fabio]"; - mes "Ooooh! You love her don't you!"; - next; - mes "[Daniel]"; - mes "Wooooaaaa Pedro and Mari sitting in a tree!"; - next; - mes "[Fabio]"; - mes "Woooo k-i-s-s-i-n-g~!!!"; - next; - mes "[Daniel]"; - mes "Nya nya nya!"; - next; - mes "[Fabio]"; - mes "Hahahahaha."; - next; - mes "[Pedro]"; - mes "Stop acting like babies!"; - next; - mes "[Mariana]"; - mes "Boys~!"; - next; - mes "[Daniel]"; - mes "Yah yah..."; - mes "Hey guys, did you hear that something happened a few days ago?"; - next; - mes "[Mariana]"; - mes "Oh yeah~ I heard that something really scary happened."; - next; - mes "[Fabio]"; - mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~"; - next; - mes "[Daniel]"; - mes "Ha ha ha! Smelly Mari!"; - next; - mes "[Mariana]"; - mes "I hate you~!"; - mes "Stop spreading rumors about me. I'm not scared of the bathroom."; - mes "Pedro, do you think that I stink?"; - next; - mes "[Pedro]"; - mes "Uh? Uh?"; - mes "N......no... no way."; - mes "Hey guys~ be nice to her~"; - next; - mes "[Fabio]"; - mes "kkkickkkkkkkkick"; - next; - mes "[Daniel]"; - mes "kkkickkkkkkkk"; - next; - if(select("Walk by.:Ask about the gossip.") == 1) { - mes "[Fabio]"; - mes "Mariana~ smells~ Nya nya~"; - next; - mes "[Daniel]"; - mes "Oh man you stink too~! Nya nya~"; - close; - } - mes "[Fabio]"; - mes "Haven't you heard?"; - mes "The ghost story in the art museum."; - next; - mes "[Daniel]"; - mes "Ooohhhh! Scary~~~!"; - next; - select("Can you tell me more?"); - mes "[Fabio]"; - mes "A coupla days ago we went to the art museum for a picnic at school."; - mes "You know nothing special, just a ordinary field trip."; - next; - mes "[Fabio]"; - mes "Museums are boring so me and some friends snuck away from the group~!"; - next; - mes "[Fabio]"; - mes "That's when we heard a scream echoing through the whole museum."; - next; - mes "[Daniel]"; - mes "kkakkakkaaaah!!"; - mes "kkieeeeeeh!"; - mes "kehkeh.."; - next; - mes "[Mariana]"; - mes "I heard the scream too..."; - mes "You boys are always making noises where you're not supposed to."; - next; - mes "[Pedro]"; - mes "What else are we supposed to do? If we don't do it someone else will."; - next; - emotion e_an,0,"Mariana#bra"; - mes "[Mariana]"; - mes "Argh~ Boys are so frustrating sometimes."; - next; - select("So then what happened?"); - mes "[Fabio]"; - mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from."; - next; - mes "[Fabio]"; - mes "They were coming from the bathroom."; - mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad."; - next; - mes "[Daniel]"; - mes "I think you pissed or pooped your pants. It smelled freakin' gross."; - next; - mes "[Fabio]"; - mes "Nah uh~ Your mom pissed her pants~ Nyah!"; - next; - mes "[Daniel]"; - mes "Nah uh~ You~ pissed your pants~"; - next; - mes "[Fabio]"; - mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started."; - next; - mes "[Daniel]"; - mes "Liar, there's no such thing as ghosts~"; - next; - select("So was it a ghost?"); - mes "[Fabio]"; - mes "How should I know?"; - mes "No one could say they saw one and no one wanted to get in trouble from the teachers."; - next; - mes "[Pedro]"; - mes "I heard if you say special magic words that the ghost will come out."; - next; - mes "[Daniel]"; - mes "Quit butting into our conversation Pedro."; - next; - mes "[Fabio]"; - mes "Yah, what are you talking about, Pedro?"; - mes "So did you see the ghost?"; - next; - mes "[Pedro]"; - mes "N... no. I'm scared of ghosts."; - mes "But my friends said they saw one and they're not liars."; - next; - select("Did anyone tell you the magic words?"); - mes "[Pedro]"; - mes "I heard it in a kind of song."; - mes "the special magic words are..."; - next; - mes "[Pedro]"; - mes "'^3131FFMother the door won't open!^000000'"; - mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; - mes ""; - mes "'^3131FFMother the water is flooding!^000000'"; - mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; - mes ""; - mes "'^3131FFMother the drought has started!^000000'"; - mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; - mes ""; - mes "'^3131FFMother where are my friends?^000000'"; - mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; - mes ""; - mes "'^3131FFWhere are you mom?^000000'"; - next; - mes "[Mariana]"; - mes "Umm it seems like a riddle."; - next; - select("Wanna help me find this ghost?"); - mes "[Pedro]"; - mes "You're on your own pal~."; - next; - mes "[Mariana]"; - mes "I don't like scary things!"; - next; - mes "[Fabio]"; - mes "Pfft, I can't believe you're gonna believe that story."; - next; - mes "[Daniel]"; - mes "I'll do whatever Fabio does, as always!"; - next; - mes "[Fabio]"; - mes "Maybe you're just scared..."; - brazil_ghost = 1; - setquest 2208; - close; - } - else if (brazil_ghost == 1) { - mes "[Pedro]"; - mes "Do you wanna hear the magic words again?"; - next; - mes "[Pedro]"; - mes "'^3131FFMother the door won't open!^000000'"; - mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; - mes ""; - mes "'^3131FFMother the water is flooding!^000000'"; - mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; - mes ""; - mes "'^3131FFMother the drought has started!^000000'"; - mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; - mes ""; - mes "'^3131FFMother where are my friends?^000000'"; - mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; - mes ""; - mes "'^3131FFWhere are you mom?^000000'"; - close; - } - else { - mes "[Pedro]"; - mes "I wonder what I need to do to have a statue made of me?"; - close; - } -} - -brasilis,187,244,1 script Mariana#bra 1_F_MARIA,{ - if (brazil_ghost == 0) { - doevent "Pedro#bra::OnTalk"; - end; - } - else if (brazil_ghost == 1) { - mes "[Mariana]"; - mes "Can you guys stop talking about the ghosts?"; - mes "I've already got goosebumps all over."; - close; - } - else { - mes "[Mariana]"; - mes "Why do Fabio and Daniel always bother us?"; - close; - } -} - -brasilis,181,250,5 script Fabio#bra 4_M_KID1,{ - if (brazil_ghost == 0) { - doevent "Pedro#bra::OnTalk"; - end; - } - else if (brazil_ghost == 1) { - mes "[Fabio]"; - mes "You still wasting your time with that ghost story?"; - close; - } - else { - mes "[Fabio]"; - mes "Mariana, wanna see something cool?"; - next; - mes "[Mariana]"; - mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!"; - close; - } -} - -brasilis,180,249,5 script Daniel#bra 4_M_KID1,{ - if (brazil_ghost == 0) { - doevent "Pedro#bra::OnTalk"; - end; - } - else if (brazil_ghost == 1) { - mes "[Daniel]"; - mes "Nyah nyah nyah~"; - close; - } - else { - mes "[Daniel]"; - mes "Keke Here~ I found more bugs~"; - close; - } -} - -bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- A key is inserted in the locked door.-"; - next; - switch(select("Turn the key.:Ignore it.")) { - case 1: - mes "You start saying the first line of the magic words."; - input .@input$; - next; - mes "["+strcharinfo(0)+"]"; - mes .@input$; - next; - .@braspell$ = "Mother the door won't open!"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; - close; - } - else { - if (brazil_ghost == 2) { - mes "[Sobbing Voice]"; - mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; - next; - switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) { - case 1: - mes "The door is locked."; - mes "So nothing happens."; - close; - case 2: - mes "How many times should I try to knock?"; - input .@input,0,999; - next; - mes "You knocked on the door "+.@input+" times."; - next; - mes "But, nothing happens."; - close; - case 3: - mes "How many times should I turn the key?"; - input .@input,0,999; - next; - if (.@input == 7) { - mes "You turn the key 7 times."; - next; - mes "Click! Click! Click!"; - mes "Click! Click! Click!"; - mes "Click...!"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - mes "You hear water flushing."; - next; - specialeffect2 EF_VENOMDUST; - mes "Faint laughing can be heard off in the direction of the toilet."; - brazil_ghost = 3; - changequest 2208,60351; - close; - } - else { - mes "You turned over the key "+.@input+" times."; - next; - mes "But nothing doesn't happened."; - close; - } - case 4: - mes "How many times should I insert the key into the door?"; - input .@input,0,999; - next; - mes "You inserted the key "+.@input+" times."; - next; - mes "But nothing happened."; - close; - } - } - else { - mes "Mother the door won't open!"; - close; - } - } - case 2: - mes "You do nothing."; - close; - } - } - else { - mes "- A key is inserted in the locked door.-"; - close; - } -} - -bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- Looks like an ordinary toilet -"; - next; - if (brazil_ghost > 6) { - switch(select("Flush the toilet.:Doing nothing.")) { - case 1: - mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; - specialeffect2 EF_WATERFALL_SMALL_T2_90; - close2; - warp "bra_in01",206,102; - end; - case 2: - mes "The water in the toilet looks gross."; - close; - } - } - switch(select("Use the toilet:Ignore.")) { - case 1: - mes "- What was the second line to that spell now? -"; - input .@input$; - next; - mes "["+strcharinfo(0)+"]"; - mes .@input$; - next; - .@braspell$ = "Mother the water is flooding!"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; - close; - } - else { - if (brazil_ghost == 3) { - mes "[Sobbing Voice]"; - mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; - next; - switch(select("Flush the toilet.:Close the lid.")) { - case 1: - mes "How many times should I flush?"; - input .@input,0,999; - next; - if (.@input == 3) { - mes "You flush the toilet 3 times."; - next; - mes "qwaaaaaaaaa!"; - mes "kwaaaaaaaaaa!"; - mes "kwaaaaaaaaaaaaaaaaaaa!"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - mes "Suddenly the sink sounds like water is flowing freely from it."; - next; - specialeffect2 EF_VENOMDUST; - mes "Faint laughing can be heard off in the direction of the faucet."; - brazil_ghost = 4; - changequest 60351,60352; - close; - } - else { - mes "You flush the toilet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - } - case 2: - mes "You close the lid of the toilet."; - mes "Nothing seems to be happening."; - close; - } - } - else { - mes "Nothing happens."; - close; - } - } - case 2: - mes "You do nothing."; - close; - } - } - else { - mes "- Looks like an ordinary toilet -"; - close; - } -} - -bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- It seems like an ordinary faucet -"; - next; - switch(select("Examine it.:Ignore.")) { - case 1: - mes "- What was the next line to that spell now? -"; - input .@input$; - next; - mes "["+strcharinfo(0)+"]"; - mes .@input$; - next; - .@braspell$ = "Mother the drought has started!"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; - close; - } - else { - if (brazil_ghost == 4) { - mes "[Sobbing Voice]"; - mes "^FF0000Don't worry... the waterfall will help it....^000000"; - next; - switch(select("Tap on the faucet.:Turn on the water.")) { - case 1: - mes "How many times will you tap the faucet?"; - input .@input,0,999; - next; - mes "You tap the faucet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - case 2: - mes "How many times should I turn the water on?"; - input .@input,0,999; - next; - if (.@input == 1) { - mes "You turn the faucet on once."; - next; - mes "swwwaaaaaaa-"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - mes "You see the carpet move."; - next; - specialeffect2 EF_VENOMDUST; - mes "Faint laughing can be heard off in the direction of the carpet."; - brazil_ghost = 5; - changequest 60352,60353; - close; - } - else { - mes "You turn the faucet on "+.@input+" times."; - next; - mes "But nothing happens."; - close; - } - } - } - else { - mes "Nothing happens."; - close; - } - } - case 2: - mes "You do nothing."; - close; - } - } - else { - mes "- It seems like an ordinary faucet -"; - close; - } -} - -bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- A carpet with an intricate pattern on it -"; - next; - switch(select("Examine it.:Ignore.")) { - case 1: - mes "- What was the next line to that spell now? -"; - input .@input$; - next; - mes "["+strcharinfo(0)+"]"; - mes .@input$; - next; - .@braspell$ = "Mother where are my friends?"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; - close; - } - else { - if (brazil_ghost == 5) { - mes "[Sobbing Voice]"; - mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; - next; - switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) { - case 1: - mes "How many times should I jump?"; - input .@input,0,999; - next; - mes "You jump on the carpet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - case 2: - mes "How many times should I lie on the carpet?"; - input .@input,0,999; - next; - mes "You lie on the carpet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - case 3: - mes "How many times should I shake the carpet?"; - input .@input,0,999; - next; - if (.@input == 7) { - mes "You shake the carpet 7 times."; - next; - mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - next; - specialeffect2 EF_VENOMDUST; - mes "Faint laughing can be heard off in the direction of the mirror."; - brazil_ghost = 6; - changequest 60353,60354; - close; - } - else { - mes "You shake the carpet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - } - } - } - else { - mes "Nothing happens."; - close; - } - } - case 2: - mes "You do nothing."; - close; - } - } - else { - mes "- A carpet with an intricate pattern on it -"; - close; - } -} - -bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- You can see a clean mirror without any marks or dust -"; - next; - switch(select("Examine it.:Ignore.")) { - case 1: - mes "- What was the next line to that spell now? -"; - input .@input$; - next; - mes "["+strcharinfo(0)+"]"; - mes .@input$; - next; - .@braspell$ = "Where are you mom?"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; - close; - } - else { - if (brazil_ghost == 6) { - mes "[Distant Sound]"; - mes "^FF0000kihe! hit! hit! hit! hit!^000000"; - next; - mes "[Distant Sound]"; - mes "^FF0000kihe! hit! hit! hit! hit!^000000"; - mes "^FF0000kihe! hit! hit! hit! hit!^000000"; - next; - mes "[Distant Sound]"; - mes "Behind you..."; - enablenpc "Ghost#bra"; - next; - emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; - mes "The stories about the ghost are true~!"; - next; - mes "[Ghost]"; - mes "^FF0000my baby....^000000"; - next; - mes "[Ghost]"; - mes "^FF0000I can't see.... my eye....^000000"; - mes "^FF0000What's going on....?^000000"; - next; - mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -"; - next; - mes "[Ghost]"; - mes "^FF0000My eyes are so tight... can you take this off?^000000"; - next; - mes "You step carefully towards the ghost."; - next; - mes "His face was covered with dust making strange contortions with it's face."; - next; - mes "[Ghost]"; - mes "^FF0000Come on help mom.....^000000"; - next; - switch(select("Take the eye bandage off.:Run away~.")) { - case 1: - while(1) { - .@cpudice = rand(1,6); - .@pcdice = rand(1,6); - if (.@cpudice != .@pcdice) { - emotion (57+.@cpudice),0,"Ghost#bra"; - emotion (57+.@cpudice),1; - break; - } - } - if (.@cpudice > .@pcdice) { - specialeffect2 EF_DEVIL; - mes "[Ghost]"; - mes "^FF0000Go away!^000000"; - brazil_ghost = 1; - changequest 60354,2208; - percentheal -50,-50; - close2; - disablenpc "Ghost#bra"; - warp "bra_in01",12,183; - end; - } - else { - emotion e_bzz,1; - mes "[Ghost]"; - mes "^FF0000Ahh!^000000"; - mes "The Ghost disappeared into the toilet."; - brazil_ghost = 7; - changequest 60354,60355; - close2; - disablenpc "Ghost#bra"; - warp "bra_in01",206,100; - end; - } - case 2: - mes "You run away from the ghost."; - close2; - brazil_ghost = 1; - changequest 60354,2208; - warp "bra_in01",12,183; - disablenpc "Ghost#bra"; - end; - } - close; - } - else { - mes "Nothing happens."; - close; - } - } - case 2: - mes "You do nothing."; - close; - } - } - else { - mes "- You can see a clean mirror without any marks or dust -"; - close; - } -} - -bra_in01,136,180,5 script Ghost#bra BANSHEE,{ - end; - -OnInit: - disablenpc "Ghost#bra"; - end; -} - -bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ - if (BaseLevel < 40) { - mes "[Curator]"; - mes "I'm sorry but this area is under construction right now."; - close; - } - if ((brazil_ghost > 0) && (brazil_ghost < 7)) { - if (countitem(11515) > 0) { - mes "[Curator]"; - mes "What can I do for you?"; - next; - select("I need to use the bathroom."); - mes "[Curator]"; - mes "Sorry we are remodeling inside right now so, it's closed."; - mes "Please use the other one."; - next; - switch(select("But I forgot something inside.:Give up.")) { - case 1: - mes "[Curator]"; - mes "That's tooooo bad."; - mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders."; - next; - select("It's such a hot day!"); - mes "[Curator]"; - mes "It's always hot in Brasilis but today is ridiculously hot."; - mes "Maybe I need to drink some coconut juice to cool down."; - next; - mes "You give a coconut to the Curator."; - next; - mes "[Curator]"; - mes "Oh really can I have it?"; - mes "Thanks a lot!"; - next; - mes "[Curator]"; - mes "Pay it forward right?"; - mes "Ok I'll let you through this one time."; - next; - mes "The curator looks around calmly then opens the door."; - delitem 11515,1; //Coconut - brazil_ghost = 2; - close2; - warp "bra_in01",138,176; - end; - case 2: - mes "You give up trying to enter."; - close; - } - } - else { - mes "[Curator]"; - mes "What can I do for you?"; - next; - select("I need to use the bathroom."); - mes "[Curator]"; - mes "Sorry we are remodeling inside right now so, it's closed."; - mes "Please use the other one."; - next; - switch(select("But I forgot something inside.:Give up.")) { - case 1: - mes "[Curator]"; - mes "That's tooooo bad."; - mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders."; - next; - select("It's such a hot day!"); - mes "[Curator]"; - mes "It's always hot in Brasilis but today is ridiculously hot."; - mes "Maybe I need to drink some coconut juice to cool down."; - close; - case 2: - mes "You give up trying to enter."; - close; - } - } - } - else if (brazil_ghost > 6) { - mes "[Curator]"; - mes "Hey thanks for the Coconut earlier it really helped me cool down."; - close; - } - else { - mes "[Curator]"; - mes "Is it just me? Or is it hotter than it's ever been today!"; - close; - } -} - -bra_in01,12,185,0 script inbathroom#bra WARPNPC,1,1,{ -OnTouch_: - if (brazil_ghost > 6) - warp "bra_in01",138,176; - else { - mes "The entrance has been blocked."; - close; - } - end; -} - -bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183 -bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176 - -bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{ - if (brazil_ghost == 7) { - enablenpc "Ghost#bra_end"; - mes "[Ghost]"; - mes "I am a ghost who died while wandering the jungle many years ago."; - next; - mes "[Ghost]"; - mes "I found a pipeline in the jungle and followed the voice of a man to this very spot."; - next; - mes "[Ghost]"; - mes "That's also where I hurt one of my eyes while walking around in the dark."; - next; - mes "[Ghost]"; - mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls."; - next; - mes "[Ghost]"; - mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day."; - next; - mes "[Ghost]"; - mes "There are many dangerous creatures at the end of this sewer."; - mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways."; - next; - mes "[Ghost]"; - mes "I guess now I can finally rest in peace."; - mes "Thank you friend."; - brazil_ghost = 8; - //completequest 2208; - completequest 60355; - getexp 90000,0; - disablenpc "Ghost#bra_end"; - close; - } - warp "bra_dun01",87,47; - end; -} - - -bra_dun01,87,43,1 script Pipe#bra CLEAR_NPC,{ - warp "bra_in01",206,185; - end; -} - -bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{ - if (brazil_ghost > 6) { - mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; - next; - switch(select("Examine it:Ignore.")) { - case 1: - mes "You swim through a gap in the pipe and are swept by a sudden rush of water."; - close2; - warp "bra_in01",206,182; - end; - case 2: - mes "It might be dangerous, I better not act rashly."; - close; - } - } - else { - mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; - close; - } -} - -bra_in01,206,190,3 script Ghost#bra_end BANSHEE,{ - end; - -OnInit: - disablenpc "Ghost#bra_end"; - end; -} - -// Iara :: iara.sc -//============================================================ -brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ - if (questprogress(4135,PLAYTIME) == 1) { - mes "[Anori]"; - mes "I'm still preparing."; - mes "I don't require your help at this time."; - mes "Please come back later..."; - close; - } - else { - if (questprogress(4135) == 2) erasequest 4135; - if (questprogress(4133) == 1) { - mes "[Anori]"; - mes "To block Iara "; - mes "seducing the tribes"; - mes "we need a purifying potion..."; - next; - mes "[Anori]"; - mes "Did you bring the materials"; - mes "to make the purifying potion?"; - next; - if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) { - mes "[Anori]"; - mes "Um... it seems to be okay."; - mes "I'll make you a potion which will"; - mes "weaken Iara's power."; - next; - mes "[Anori]"; - mes "Let's see grind this..."; - mes "and mix in that..."; - mes "then add some magic..."; - next; - setquest 4135; - erasequest 4133; - setquest 4134; - completequest 4134; - delitem 950,20; //Heart_Of_Mermaid - delitem 7172,10; //Leopard_Talon - delitem 1054,3; //Lip_Of_Ancient_Fish - getitem 11517,2; //Puri_Potion - mes "[Anori]"; - mes "Here, it's completed."; - mes "Take this."; - mes "It will make Iara stop"; - mes "training at the cave"; - mes "for a while."; - next; - mes "[Anori]"; - mes "Please block the Iara threatening the security of the tribe."; - close; - } - else { - mes "[Anori]"; - mes "You haven't brought enough materials yet."; - mes "We cannot make the purification potion with only these."; - close; - } - } - else { - if (BaseLevel < 40) { - mes "[Anori]"; - mes "Ah... we need a strong adventurer."; - mes "The tribe is facing a major threat."; - close; - } - if (questprogress(4134) == 2) { - mes "[Anori]"; - mes "you are..."; - mes "the adventurer who came for the"; - mes "purification potion..."; - next; - mes "[Anori]"; - mes "Maybe because of the purification potion..."; - mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long."; - next; - mes "[Anori]"; - mes "Could you get the same"; - mes "materials as before..."; - mes "I need your power."; - next; - switch(select("No.:Okay, I'll do it.")) { - case 1: - mes "[Anori]"; - mes "This, ah..."; - mes "There is no other way."; - close; - case 2: - mes "[Anori]"; - mes "You are truly brave!"; - mes "I, on behalf of the tribe,"; - mes "offer you my thanks."; - next; - mes "[Anori]"; - mes "Materials are the same as before."; - mes "If you just get^ff0000 20 Hearts of Mermaids,"; - mes "10 Leopard Claws and"; - mes "3 Ancient Lips^000000,"; - mes "I will make you a potion that purifies evil spirits"; - mes "by using a secret formula handed down to the tribe."; - next; - mes "[Anori]"; - mes "The destiny of the tribe is up to you."; - mes "please get the materials quickly."; - mes "I will be preparing to make"; - mes "the purification potion right here."; - setquest 4133; - close; - } - } - else { - mes "[Anori]"; - mes "There are some people I haven't seen before around here."; - mes "It's a good sign..."; - next; - mes "[Anori]"; - mes "Hey you..."; - mes "Could you listen to my stories for a moment."; - mes "There's an emergency in our tribe."; - next; - if(select("No.:Okay.") == 1) { - mes "[Anori]"; - mes "You are a heartless person..."; - mes "You don't seem the helpful type."; - mes "Just keep on going your way."; - close; - } - mes "[Anori]"; - mes "Thank you, I met a kind person."; - mes "It's a secret of our tribe that"; - mes "you cannot tell anyone."; - next; - mes "[Anori]"; - mes "Lately young men from"; - mes "the tribe are disappearing."; - mes "Our entire tribe is being threatened."; - next; - mes "[Anori]"; - mes "It is likely because of a witch called Iara."; - mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall."; - next; - mes "[Anori]"; - mes "How can I stop these young tribesmen?"; - mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells."; - next; - mes "[Anori]"; - mes "This potion has been handed down from many generations in our tribe."; - mes "This purification potion possesses the power to cleanse evil spirits."; - next; - mes "[Anori]"; - mes "If you could get the materials"; - mes "I will make you"; - mes "the purification potion."; - mes "Could you do that for me?"; - next; - switch(select("No.:Yes, I can.")) { - case 1: - mes "[Anori]"; - mes "Hm..."; - mes "Well, then."; - mes "If you change your mind you can come to me again."; - next; - mes "[Anori]"; - mes "You shouldn't talk about"; - mes "what you heard now to anyone"; - mes "It's kind of embarrassing..."; - close; - case 2: - mes "[Anori]"; - mes "Oh! You are the savior"; - mes "of our tribe indeed."; - mes "On behalf of the tribe, I offer you my thanks."; - next; - mes "[Anori]"; - mes "Well, what we need is this."; - mes "It's all you can get from near here."; - mes "Note down well."; - next; - mes "[Anori]"; - mes "^ff0000 20 Hearts of Mermaids"; - mes "10 Leopard Claws"; - mes "3 Ancient Lips^000000"; - mes "are the only ones that are needed as the materials."; - next; - mes "[Anori]"; - mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe."; - setquest 4133; - next; - mes "[Anori]"; - mes "The destiny of the tribe is up to you."; - mes "I hope you move quickly."; - mes "Even at this moment, the village men are being seduced and slipping way..."; - close; - } - } - } - } -} - -bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ - if (countitem(11517) > 0) { - mes "[" + strcharinfo(0) + "]"; - mes "Should I use a Purification Potion?"; - next; - switch(select("Yes.:No.")) { - case 1: - specialeffect EF_MAPPILLAR; - mes "[Iara]"; - mes "Ah...this light is..."; - mes "It's like getting cleansed of evil thoughts"; - mes "from deep within my heart."; - next; - mes "[Iara]"; - mes "At last I can forget the curse that I placed on myself when I drowned in the water."; - next; - mes "[Iara]"; - mes "Do you think I can be born again as a kind water nymph?"; - next; - specialeffect EF_GHOST; - mes "[Iara]"; - mes "Ah... Thank you for helping me recover my consciousness for a while."; - mes "But... I think that the curse has been with me too long."; - mes "Get away from me quickly."; - delitem 11517,1; //Puri_Potion - percentheal 100,100; - sc_start SC_INCFLEE,3600000,20; - sc_start SC_CRITICALPERCENT,3600000,10; - consumeitem 12043; //Str_Dish03 - consumeitem 12063; //Dex_Dish03 - consumeitem 12058; //Agi_Dish03 - consumeitem 12053; //Vit_Dish03 - consumeitem 12048; //Int_Dish03 - consumeitem 12068; //Luk_Dish03 - next; - mes "[Iara]"; - mes "Ahhh~..."; - specialeffect EF_DEVIL; - next; - mes "[Iara]"; - mes "The curse is too strong for me to keep contained."; - mes "Leave now while you are safe."; - close; - case 2: - mes "[" + strcharinfo(0) + "]"; - mes "(I guess I should ignore her.)"; - close; - } - } - else { - mes "[Iara]"; - mes "Aaaaaaaaaaaaaaaaaaaaaah."; - mes "Eeeeeeeeeeeeeeeeeeeh."; - mes "Oooooooooooooooooh."; - if (rand(1,2) == 1) - sc_start SC_CURSE,60000,0; - else - sc_start SC_CONFUSION,60000,0; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Ugh! What's this strange voice?"; - close; - } - end; - -OnTouch: - if (countitem(11517) < 1) { - mes "[Iara]"; - mes "Aaaaaaaaaaaaaaaaaaaaaah."; - mes "Eeeeeeeeeeeeeeeeeeeh."; - mes "Oooooooooooooooooh."; - if (rand(1,2) == 1) - sc_start SC_CURSE,60000,0; - else - sc_start SC_CONFUSION,60000,0; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Ugh! What's this strange voice?"; - close; - } - end; -} - -bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{ - mes "[Native Warrior]"; - mes "Ah... the face I would never forget even in my dreams."; - next; - mes "[Native Warrior]"; - mes "When will she come out of the waterfall again...?"; - next; - if (questprogress(4133) || questprogress(4134)) { - mes "[" + strcharinfo(0) + "]"; - mes "(Wh...what's this guy?)"; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "(This guy will never"; - mes "get over Iara's curse...)"; - } - close; -} diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt deleted file mode 100644 index db78bce54..000000000 --- a/npc/re/quests/quests_dewata.txt +++ /dev/null @@ -1,2216 +0,0 @@ -//===== Hercules Script ====================================== -//= Dewata Quest NPCs -//===== By: ================================================== -//= Gennosuke Kouga, Muad_Dib -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= [Official Conversion] -//= Quest NPCs related to Dewata: -//== "Dewata Legend" -//== "Help Out the Old Man" -//== "Traditional Weapon" -//===== Additional Comments: ================================= -//= 1.0 First version. -//= 1.1 Standardized. [Euphy] -//= 1.2 Updated to match the official script. [Lemongrass/Euphy] -//============================================================ - -// Dewata Legend Quest :: dewata_legend -//============================================================ -dew_fild01,57,274,0 script #hideout_legend HIDDEN_NPC,6,6,{ -OnTouch: - if (BaseLevel > 59 && dew_legend < 1) { - mes "- You hear a faint conversation going on inside. -"; - next; - mes "[Tribal Chief Paiko]"; - mes "Once again, I have failed to"; - mes "make the ^8B4513Jaty Crown^000000..."; - mes "I was sure that I could do it this time."; - mes "Why won't it work?"; - next; - mes "[Sage Kasyapa]"; - mes "The ^006400Jaty Crown^000000 has been known to have miraculous power since the time of the ancients."; - mes "But it's been said only those who've earned a tribal honor"; - mes "would be able to use it."; - next; - mes "[Tribal Chief Paiko]"; - mes "^0000FFKasyapa^000000!!"; - mes "Are you saying that even though I am the leader of our tribe, I have not yet received that honor?"; - next; - mes "[Sage Kasyapa]"; - mes "Calm down ^0000FFChief Paiko^000000..."; - mes "As the Great and Powerful Chief, you should be more than enough to qualify."; - next; - mes "[Sage Kasyapa]"; - mes "In my younger years I could have easily solved the problem but this old man's mind cannot figure out what's missing."; - next; - mes "The conversation trails off and you don't hear any more."; - dew_legend = 1; - close; - } - end; -} - -dew_in01,15,33,0 script #hidein_legend HIDDEN_NPC,5,5,{ -OnTouch: - if (dew_legend == 3) { - mes "Kasyapa and Chief Paiko begin talking as you are about to leave..."; - next; - mes "[Sage Kasyapa]"; - mes "I am unsure of what is missing but that traveler could be big help in creating the ^006400Jaty Crown^000000."; - mes "Of this I am certain."; - mes "The reason is..."; - next; - mes "[Tribal Chief Paiko]"; - mes "What is the reason?"; - next; - mes "[Sage Kasyapa]"; - mes "This ^8B4513Cendrawasih Feather^000000 was owned by our first tribe leader when the crown was originally created."; - mes "It was stored as a treasured heirloom of our tribe."; - next; - mes "[Sage Kasyapa]"; - mes "But when the traveler came near, this feather started to shine, and I kept thinking that this is not just a coincidence."; - mes "This person will be the key to assisting us to make the crown."; - next; - mes "[Tribal Chief Paiko]"; - mes "Could it happen for sure?"; - mes "If so, I will give everything"; - mes "to support them..."; - dew_legend = 4; - close; - } - end; -} - -dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ - if (dew_legend == 0) { - mes "[Sage Kasyapa]"; - mes "Ah, a stranger to our land."; - mes "Are you lost?"; - mes "I hope you did not encounter much danger on your journey here."; - close; - } else if (dew_legend == 1) { - mes "[Sage Kasyapa]"; - mes "Your earnest expression tells me"; - mes "that you have something to say"; - mes "you might as well tell me what it is."; - next; - if(select("I overheard talk about a crown?:Just looking for the gift shop.") == 2) { - mes "[Tribal Chief Paiko]"; - mes "Really?"; - mes "It looked as if your eyes"; - mes "wanted to say something."; - close; - } - mes "[Sage Kasyapa]"; - mes "Oh, you heard about the crown, eh?"; - mes "Ah, this old man's got loose lips"; - mes "we should have used a little more discretion..."; - next; - select("Anything I can do to help?"); - mes "[Sage Kasyapa]"; - mes "I can see in your eyes"; - mes "that you are a trustworthy sort... but..."; - next; - mes "There is a brief twinkling of light ^0000FFKasyapa^000000 all of sudden seems to be taken aback."; - specialeffect2 EF_PNEUMA; - next; - mes "[Sage Kasyapa]"; - mes "Ah, the feather......!"; - mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFPaiko^000000."; - dew_legend = 2; - close; - } else if (dew_legend == 2) { - mes "[Sage Kasyapa]"; - mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFChief Paiko^000000."; - close; - } else if (dew_legend == 3) { - mes "[Sage Kasyapa]"; - mes "If that's what Chief ^0000FFPaiko^000000 wants"; - mes "I don't have any more to say."; - mes "Hmm...."; - mes "but...... this...."; - next; - mes "[Sage Kasyapa]"; - mes "Nevermind, please have a good trip."; - close; - } else if (dew_legend == 4) { - mes "[Sage Kasyapa]"; - mes "I've been wating for you traveler."; - mes "Our tribe's leader has a favor"; - mes "to ask of you."; - mes "Please talk to Chief ^0000FFPaiko^000000."; - close; - } else if (dew_legend == 5) { - mes "[Sage Kasyapa]"; - mes "I heard you could help making a crown"; - mes "for our tribe leader."; - mes "You will certainly be"; - mes "a big help to us..."; - mes "I trust my own eyes!"; - mes "And also the sparkling light..."; - next; - mes "[Sage Kasyapa]"; - mes "The symbol of Dayak Tribe"; - mes "and a famous mystical creature."; - mes "Find 15 of ^006400Cendrawasih Feather^000000"; - mes "and bring them to Chief ^0000FFPaiko^000000."; - close; - } else if (dew_legend == 6) { - mes "[Sage Kasyapa]"; - mes "With the feathers that you have brought creating a ^006400Jaty Crown^000000 is going much more smoothly."; - mes "Go see Chief ^0000FFPaiko^000000."; - close; - } else if (dew_legend == 7) { - mes "[Sage Kasyapa]"; - mes "There is somehing"; - mes "I wish to give to you"; - mes "as a reward for your help."; - mes "Please, it would honor us if you would take it."; - next; - if (checkweight(6406,1) == 0) { - if (Weight + getiteminfo(6406,6) > MaxWeight) { - mes "[Sage Kasyapa]"; - mes "You are carrying too much weight over the limit."; - mes "I cannot get you your reward unless you reduce the amount of weighty items you are carrying."; - close; - } else { - mes "[Sage Kasyapa]"; - mes "You are carrying too much in your inventory."; - mes "I will give you the reward once you unburden yourself and return."; - close; - } - } - dew_legend = 8; - getitem 6406,1; //Cendrawasih_SF - completequest 9157; - erasequest 9157; - mes "[Sage Kasyapa]"; - mes "The reason I asked you to embark on this important mission is because of this feather."; - mes "Handed down from generation to generation the legendary origin of the crown is this feather..."; - specialeffect2 EF_PNEUMA; - next; - mes "[Sage Kasyapa]"; - mes "I saw this feather begin to shine when you came here."; - mes "I knew you were a person who"; - mes "would endeavour to help us."; - mes "On behalf of my people"; - mes "I give my thanks."; - next; - mes "[Sage Kasyapa]"; - mes "Also, the feather you received isn't just valuable on its own, it also is an acknowledgment from our tribe."; - next; - mes "[Sage Kasyapa]"; - mes "Like ^8B4513Krakatau^000000 Volcano, when you venture into dangerous areas like that, if you display this feather, you can get help from the tribe."; - mes "Anyway, I really thank you."; - close; - } else { - mes "[Sage Kasyapa]"; - mes "Also, the feather you received isn't just valuable on its own, it also is an acknowledgment from our tribe."; - next; - mes "[Sage Kasyapa]"; - mes "Like ^8B4513Krakatau^000000 Volcano, when you venture into dangerous areas like that, if you display this feather, you can get help from the tribe."; - mes "Anyway, I really thank you."; - close; - } -} - -dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ - if (dew_legend < 2) { - mes "[Tribal Chief Paiko]"; - mes "I am the leader of this tribe"; - mes "^0000FFPaiko^000000"; - close; - } else if (dew_legend == 2) { - mes "[Tribal Chief Paiko]"; - mes "I can see you are a traveler,"; - mes "from another land."; - mes "What brings you here?"; - next; - if(select("I overheard the story by accident:I have nothing to say.") == 2) { - mes "[Tribal Chief Paiko]"; - mes "You are wasting your time here."; - mes "There are many other attractions around our village."; - close; - } - mes "[Tribal Chief Paiko]"; - mes "What do you mean?"; - mes "You heard the story about a crown?"; - mes "You must have heard incorrectly."; - mes "I have nothing to say to you"; - mes "regarding such things."; - next; - select("Kasyapa was talking about a crown..."); - mes "[Tribal Chief Paiko]"; - mes "It seems that ^0000FFKasyapa^000000 has told you a tall tale and I appreciate your concern about our affairs."; - next; - mes "[Tribal Chief Paiko]"; - mes "It's not something that a stranger like you could understand so make like a tree, and get out of here."; - dew_legend = 3; - close; - } else if (dew_legend == 3) { - mes "[Tribal Chief Paiko]"; - mes "There are many other attractions around our village."; - next; - mes "[Tribal Chief Paiko]"; - mes "If it's about the crown I want you to stop asking about it."; - mes "Please leave."; - close; - } else if (dew_legend == 4) { - mes "[Tribal Chief Paiko]"; - mes "I've been wating for you, traveler"; - mes "according to sage ^0000FFKasyapa^000000"; - mes "You are willing to help us make a crown for our tribe."; - select("Crown-a-whatsis?"); - mes "[Tribal Chief Paiko]"; - mes "The Tribe leader has the duty of making and protecting the ^006400Jaty Crown^000000 to uphold the tribe's pride and honor."; - next; - mes "[Tribal Chief Paiko]"; - mes "But, ever since I became the tribe leader there have been difficulties making it."; - next; - mes "[Tribal Chief Paiko]"; - mes "According to Sage ^0000FFKasyapa^000000, you can help us create a ^006400Jaty Crown^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "Do you think you can help?"; - mes "Your efforts will not go unrewarded."; - next; - if(select("Ok, I will help:I am sorry, I cannot help now.") == 2) { - mes "[Tribal Chief Paiko]"; - mes "That's really sad."; - mes "If you ever change"; - mes "your mind, please"; - mes "come again."; - mes "I will be waiting."; - close; - } - mes "[Tribal Chief Paiko]"; - mes "Many thanks to you, stranger"; - mes "If Kasyapa trusts you then I know that you can help us make a"; - mes "^006400Jaty Crown^000000"; - mes "What you can do to"; - mes "help us is very simple."; - next; - mes "[Tribal Chief Paiko]"; - mes "The symbol of the Jaty Tribe is also a famous mystical creature."; - mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me."; - mes "Our faith is in you, stranger."; - dew_legend = 5; - setquest 9155; - close; - } else if (dew_legend == 5) { - if (countitem(6405) < 15) { - mes "[Tribal Chief Paiko]"; - mes "It seems that you have yet to find the materials to make the ^006400Jaty Crown^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "The symbol of the Dayak Tribe is also a famous mystical creature."; - mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me."; - close; - } - dew_legend = 6; - delitem 6405,15; //Cendrawasih_F - changequest 9155,9156; - mes "[Tribal Chief Paiko]"; - mes "Oh! You've found all of them. Look! The feathers you have found are sparkling. Aren't they?"; - mes "Alright, let me begin crafting the ^006400Jaty Crown^000000 I feel that I am ready."; - next; - mes "Suddenly, a large noise begins to boom as you and ^0000FFPaiko^000000 are surrounded by warm and bright sparkling energy like a thousand tinkling fireflies."; - specialeffect2 EF_BASH3D2; - close; - } else if (dew_legend == 6) { - mes "[Tribal Chief Paiko]"; - mes "With your help the ^006400Jaty Crown^000000 is coming along nicely."; - mes "It will take some time until the task is finished so please wait a little."; - next; - mes "[Tribal Chief Paiko]"; - mes "After the ^006400Jaty Crown^000000 is complete, there is a gift that I want to give to you."; - next; - mes "[Tribal Chief Paiko]"; - mes "Ah, also you should go see Sage ^0000FFKasyapa^000000 who really wants to reward you with something."; - dew_legend = 7; - changequest 9156,9157; - close; - } else if (dew_legend == 7) { - mes "[Tribal Chief Paiko]"; - mes "Ah, you should talk to Sage ^0000FFKasyapa^000000 who really wants to reward you with something."; - close; - } else if (dew_legend == 8) { - mes "[Tribal Chief Paiko]"; - mes "With your support I am not worrying about creating the ^006400Jaty Crown^000000."; - mes "I really appreciate it."; - next; - mes "[Tribal Chief Paiko]"; - mes "A delightful day like today should be celebrated. Don't you think?"; - mes "So I prepared to sample the special food of our tribe, called ^006400Satay^000000"; - next; - mes "[Tribal Chief Paiko]"; - mes "But, this ^006400Satay^000000 is too tasty for just the two of us to share so we would like to share it with people out in the village."; - next; - mes "[Tribal Chief Paiko]"; - mes "What do you think?"; - mes "In order to share news that"; - mes "the ^006400Jaty Crown^000000 is being successfully crafted and to share the delicious ^006400Satay^000000 with our friends, I need your help."; - next; - mes "[Tribal Chief Paiko]"; - mes "Are you up for a short delivery job?"; - next; - if(select("Of course, I can help:Sorry, I am too busy to help.") == 2) { - mes "[Tribal Chief Paiko]"; - mes "I believed you would definitely help me..."; - mes "It's a little disappointing."; - mes "If you ever change your mind"; - mes "come speak with me again."; - close; - } - mes "[Tribal Chief Paiko]"; - mes "Oh!, I knew you'd help."; - mes "Our tribe's warriors come to my mind before we share with anyone else."; - mes "Please share Satay with the warriors in the village."; - next; - mes "[Tribal Chief Paiko]"; - mes "For the moment I will give you 2 ^006400Satay^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "You may be tempted by the aroma of our ^006400Satay^000000 and you may eat one but, if you eat more than that you won't be able to share the ^006400Satay^000000"; - mes "with our village friends."; - dew_legend = 9; - getitem 11533,2; //Satay - setquest 9158; - close; - } else if (dew_legend == 9) { - callsub L_Delivery,0; - mes "[Tribal Chief Paiko]"; - mes "Our tribe warriors come to my mind to deliver the food to share Satay with warriors in the village."; - close; - } else if (dew_legend == 10) { - mes "[Tribal Chief Paiko]"; - mes "Ah, the next person whom I want the ^006400Satay^000000 delivered to is someone who stays across from the river, the ^0000FFTribe Manager^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "To this end, I will give you 2 more servings of ^006400Satay^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "If you are attracted by the aroma of the ^006400Satay^000000, you may eat one but, if you eat more you won't be able to share ^006400Satay^000000 with our friends."; - dew_legend = 11; - getitem 11533,2; //Satay - changequest 9159,9160; - close; - } else if (dew_legend == 11) { - callsub L_Delivery,0; - mes "[Tribal Chief Paiko]"; - mes "Second person to be delivered ^006400Satay^000000 is someone who stays across the river."; - next; - mes "That is the ^0000FFTribe Manager^000000."; - mes "Please deliver it to them before it cools down."; - close; - } else if (dew_legend == 12) { - mes "[Tribal Chief Paiko]"; - mes "Oh, you have delivered it already?"; - mes "The third person to deliver the ^006400Satay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "I'll give you 2 more servings of ^006400Satay^000000 for this delivery."; - next; - mes "[Tribal Chief Paiko]"; - mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000."; - dew_legend = 13; - getitem 11533,2; //Satay - changequest 9161,9162; - close; - } else if (dew_legend == 13) { - callsub L_Delivery,1; - mes "[Tribal Chief Paiko]"; - mes "The third person to deliver the ^006400Satay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000."; - mes "Please deliver it before it cools down."; - close; - } else if (dew_legend == 14) { - mes "[Tribal Chief Paiko]"; - mes "Oh, You have delivered it"; - mes "Last person to deliver ^006400Satay^000000 to is the ^0000FFBorobudur Temple Manager^000000 who is on ^8B4513Dewata Island^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "I will give you 2 more ^006400Satay^000000"; - next; - mes "[Tribal Chief Paiko]"; - mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000."; - dew_legend = 15; - getitem 11533,2; //Satay - changequest 9163,9164; - close; - } else if (dew_legend == 15) { - callsub L_Delivery,1; - mes "[Tribal Chief Paiko]"; - mes "The last person to be delivered ^006400Satay^000000 is"; - mes "^0000FFBorobudur Temple Manager^000000 who is in"; - mes "^8B4513Dewata Island^000000."; - mes "Please deliver it before it cools down."; - close; - } else if (dew_legend == 16) { - mes "[Tribal Chief Paiko]"; - mes "Oh, you have delivered it."; - mes "You've done good work."; - mes "It has been a good time for all of us to share and enjoy this happy occasion together. Thank you."; - next; - mes "[Tribal Chief Paiko]"; - mes "While you were on the way back from delivering the ^006400Satay^000000,"; - mes "the Jaty Crown has been made. Its ambience and radiance make it a truly flawless crown."; - next; - mes "[Tribal Chief Paiko]"; - mes "Also, you brought more than enough materials so after making the ^006400Jaty Crown^000000, we were able to craft a similar one for you to keep."; - next; - mes "[Tribal Chief Paiko]"; - mes "It's not the same as the original, but it has its own specialty. It is my reward to thank you for what you have done."; - next; - if (checkweight(18520,1) == 0) { - mes "[Tribal Chief Paiko]"; - mes "You are carrying too much weight to receive your reward."; - mes "Please reduce your carried weight and come back again."; - close; - } - mes "[Tribal Chief Paiko]"; - mes "Made with our tribe's secret marinade try the ^006400Satay^000000."; - mes "It was made with all our heart, especially for you, but don't forget to share it with friends."; - dew_legend = 17; - getitem 18520,1; //Jaty_C - getitem 11533,5; //Satay - completequest 9165; - erasequest 9165; - next; - } - mes "[Tribal Chief Paiko]"; - mes "You've done good work."; - mes "Whatever you do in the future, I wish for you to have a life which is full of fortune and joy."; - mes "As Chief of the ^8B4513Jaty Tribe^000000, I wish you the best of luck!!"; - close; -L_Delivery: - mes "[Tribal Chief Paiko]"; - if (getarg(0) == 0) { - mes "It seems that you have yet to deliver the ^006400Satay^000000."; - mes "Did you run into any problems?"; - } else { - mes "Haven't you delivered the ^006400Satay^000000 yet?"; - mes "Anything go wrong?"; - } - next; - switch(select("I ate them all.:Deliver to whom.:Nothing.")) { - case 1: - mes "[Tribal Chief Paiko]"; - mes "Huh... so you couldn't resist yourself, eh?"; - mes "Don't blame yourself too much. It is difficult to resist the ^006400Satay^000000's addicting aroma."; - next; - mes "[Tribal Chief Paiko]"; - mes "Our tribe is short on food supplies so we can't give out more of our ^006400Satay^000000, but there's a rumor that the restaurant owner in Dewata Island is making and selling their own ^006400Satay^000000."; - next; - mes "[Tribal Chief Paiko]"; - mes "It is not as tasty as our tribe's recipe, but this is an urgent task so just find it and deliver it."; - close; - case 2: - return; - case 3: - mes "[Tribal Chief Paiko]"; - mes "Alright! Deliver it right now!"; - close; - } -} - -dew_fild01,78,288,6 script Jaty Tribe Warrior#dew 4_M_DEWZATIMAN,{ - mes "[Jaty Tribe Warrior]"; - mes "We revere strength and bravery."; - mes "We are ^FF0000Jaty^000000 Tribe."; - if (dew_legend != 9 || !countitem(11533)) - close; - next; - mes "[Jaty Tribe Warrior]"; - mes "My trained eyes see that"; - mes "you seem about to say something."; - mes "Speak, and state your business."; - next; - select("^0000FFTribal Chief Paiko^000000"); - mes "[Jaty Tribe Warrior]"; - mes "I've heard about your"; - mes "helpful deeds..."; - mes "As a representative of my tribe"; - mes "I express my thanks to you."; - next; - mes "[Jaty Tribe Warrior]"; - mes "Also, thank you for the ^006400Satay^000000"; - mes "My mouth is already watering thank you."; - mes "There is something I would like to share with you regarding our tribe."; - delitem 11533,1; //Satay - dew_legend = 10; - changequest 9158,9159; - next; - mes "[Jaty Tribe Warrior]"; - mes "Unlike the ancient times when our tribe's warriors fought and shed their blood the world has become more peaceful nowadays but our tribe's territory has shrunk drastically."; - next; - mes "[Jaty Tribe Warrior]"; - mes "Nevertheless we will continue keeping the warrior tradition of our tribe alive and we will preserve the pride we have earned through the sacrifice of those past warriors."; - next; - mes "[Jaty Tribe Warrior]"; - mes "I hope that your perserverance and pride remain with you in your travels."; - close; -} - -dew_fild01,185,300,6 script Tribe Manager#dew 4_M_DEWZATIMAN,{ - mes "[Tribe Manager]"; - mes "Keeping our culture and tradition is very important."; - if (dew_legend != 11 || !countitem(11533)) { - if (dew_legend < 11) - mes "Although it is a little boring..."; - close; - } - next; - mes "[Tribe Manager]"; - mes "It seems to me that you have something"; - mes "to say, don't you?"; - next; - select("^0000FFTribal Chief Paiko^000000"); - mes "[Tribe Manager]"; - mes "I didn't know that there was"; - mes "such an effort being put forth"; - mes "and that you took a key role in the effort..."; - mes "You are the hero of the^8B4513Jaty Tribe^000000."; - next; - mes "[Tribe Manager]"; - mes "Wow~ the savory scent of"; - mes "delicious homemade ^006400Satay^000000!!"; - mes "Thank you for the meal."; - mes "Please give my regards"; - mes "to our Tribe Leader."; - delitem 11533,1; //Satay - dew_legend = 12; - changequest 9160,9161; - next; - mes "[Tribe Manager]"; - mes "There are few contacts between"; - mes "^8B4513Dewata Island^000000 and ^8B4513Jaty tribe^000000."; - mes "We used to have a stronger bond"; - mes "in older times."; - next; - mes "[Tribe Manager]"; - mes "But with new culture and foreigners flowing in"; - mes "^8B4513Dewata Island^000000 has became a tourist attraction and we have lost touch with them."; - next; - mes "[Tribe Manager]"; - mes "The tourist attraction has expanded continously but the reason it hasn't influenced us here is due to this small temple which I am managing."; - next; - mes "[Tribe Manager]"; - mes "I couldn't let our tradition fade away like that easily."; - mes "I hope keeping our tradition and culture alive lets people know how important these things are to us."; - next; - mes "[Tribe Manager]"; - mes "From now on, I hope people from ^8B4513Dewata Island^000000 and ^8B4513Jaty Tribe^000000 can get along and interact more often."; - close; -} - -//Original name: Gatekeeper of Krakatau Volcano -dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ - mes "[Gatekeeper of Krakatau Volcano]"; - mes "^8B4513Krakatau Volcano^000000 is"; - mes "a very dangerous area"; - mes "I cannot allow anyone to go in there."; - next; - if (dew_legend == 13 && countitem(11533)) - .@menu$ = ":^0000FFTribal Chief Paiko^000000"; - switch(select("Allow me through:I don't want to go in"+.@menu$)) { - case 1: - if (dew_legend < 8) { - mes "[Gatekeeper of Krakatau Volcano]"; - mes "^8B4513Krakatau Volcano^000000 is"; - mes "a very dangerous area"; - mes "so I can't allow you in"; - mes "unless you qualify for entry."; - close; - } - mes "[Gatekeeper of Krakatau Volcano]"; - mes "You are the traveler who was acknowledged by tribe leader as a friend of the tribe and received a ^006400Shining Cendrawasih Feather^000000."; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "Well, I will let you pass but ^8B4513Krakatau Volcano^000000 is dangerous so please take care."; - close2; - warp "dew_dun01",289,160; - end; - case 2: - mes "[Gatekeeper of Krakatau Volcano]"; - mes "You have chosen wisely."; - mes "^8B4513Krakatau Volcano^000000 is"; - mes "an extremely dangerous area."; - close; - case 3: - mes "[Gatekeeper of Krakatau Volcano]"; - mes "Oh! I didn't know about that!"; - mes "This is some of the best news"; - mes "I have heard recently."; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "Um, what is this wonderful smell?"; - mes "Of course, it's our ^006400Satay^000000!"; - mes "I was slightly hungry"; - mes "so this should fill me up."; - delitem 11533,1; //Satay - dew_legend = 14; - changequest 9162,9163; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "Since you came all the way here"; - mes "I will share you an interesting story."; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "It has become a lost tradition in recent years but until 10 or more years ago in order to become a ^8B4513Jaty Tribe^000000 warrior you had to climb Krakatau Volcano to prove your endurance."; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "The eyes of those warriors were anxious yet determined before going up ^8B4513Krakatau Volcano^000000."; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "I still cannot forget that look in their eyes I feel a little bit the same emotion from you Adventurer."; - next; - mes "[Gatekeeper of Krakatau Volcano]"; - mes "I want you to live long and prosper."; - mes "Be healthy and safe, traveler so you can live to tell the tale of your adventures."; - close; - } -} - -//Original name: Gatekeeper of Krakatau Volcano -dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 4_M_DEWZATIMAN,{ - mes "[Gatekeeper of Krakatau Volcano]"; - mes "Want to go back"; - mes "to Dewata?"; - next; - switch(select("Yes:No")) { - case 1: - close2; - warp "dewata",232,53; - end; - case 2: - mes "[Gatekeeper of Krakatau Volcano]"; - mes "^8B4513Krakatau Volcano^000000 is"; - mes "a dangerous place."; - mes "You should go back now."; - close; - } -} - -dewata,78,192,6 script Borobudur Temple Manager 4_M_DEWMAN,{ - mes "[Borobudur Temple Manager]"; - mes "The weather today is so beautiful."; - if (dew_legend != 15 || !countitem(11533)) - close; - next; - mes "[Borobudur Temple Manager]"; - mes "By the way, do you have"; - mes "something to tell me...?"; - next; - select("^0000FFTribal Chief Paiko^000000"); - mes "[Borobudur Temple Manager]"; - mes "I never knew such a thing had happened."; - mes "If you had told me in advance, I could have helped at least a little bit."; - mes "Still things have gone well with your help."; - next; - mes "[Borobudur Temple Manager]"; - mes "Ah, it is the ^006400Satay^00000 that I sampled when the tribe invited me some time ago."; - next; - mes "[Borobudur Temple Manager]"; - mes "Good~~ This is the same taste I remember."; - mes "To give my thanks I will pass along a story that may interest you"; - delitem 11533,1; //Satay - dew_legend = 16; - changequest 9164,9165; - next; - mes "[Borobudur Temple Manager]"; - mes "Legend tells of a strange bird called ^FF0000Garuda^000000."; - mes "It has the torso, arms and legs of a human but has the head and beak of an eagle."; - next; - mes "[Borobudur Temple Manager]"; - mes "The Story of this bird describes it helping the gods exterminate wicked demons and snakes."; - next; - mes "[Borobudur Temple Manager]"; - mes "The tale has been passed down from generation to generation."; - mes "Quite interesting, isn't it?"; - next; - mes "[Borobudur Temple Manager]"; - mes "I am sure in the village of the ^8B4513Jaty Tribe^000000 there are many legendary stories."; - mes "When I get to meet the Chief, I will hear many such stories for sure."; - next; - mes "[Borobudur Temple Manager]"; - mes "I am not certain of when we will cross paths again but I hope we will meet again someday."; - mes "I wish you a pleasant journey, young traveler."; - close; -} - -// Help Out the Old Man :: dewata_drink -//============================================================ -dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) { - if (dew_drink) { - mes "[Memo]"; - mes "Why are you carrying so much? Doesn't that hurt your back?"; - close; - } else { - mes "[Memo]"; - mes "Is it a trend for youngsters to carry heavy things?"; - close; - } - } - .@playtime = questprogress(5044,PLAYTIME); - if (.@playtime == 0) { - mes "[Memo]"; - mes "Will you help me again tomorrow?"; - mes "Poby still has a back pain."; - mes "Backaches don't just go away after one day."; - close; - } else if (.@playtime == 1) { - erasequest 5044; - } else if (.@playtime == 2) { - completequest 5044; - erasequest 5044; - } - if (BaseLevel < 60) { - mes "[Memo]"; - mes "Dewata is always crowded but today is quiet."; - close; - } - if (dew_drink == 0) { - if (rand(3)) { - mes "[Memo]"; - mes "Oh god! We don't have a message from the Jaty tribe yet."; - emotion e_swt2; - next; - mes "[Memo]"; - mes "They have never broken a promise for 10 years, I do not know the reason. What's happening?"; - next; - mes "[Memo]"; - mes "I might spoil all the liquid if it is going on like this."; - emotion e_sob; - close; - } - mes "[Memo]"; - mes "What should I do? I still don't have any news from the Jaty tribe."; - emotion e_swt2; - next; - mes "[Memo]"; - mes "Oh no~ All the liquid is going to spoil..."; - next; - select("What happened?"); - mes "[Memo]"; - mes "Who are you?"; - emotion e_what; - next; - mes "[Memo]"; - mes "You are an adventurer, right?"; - mes "As you can see from the jars around me, I am making ^0000FFtraditional wine^000000 for a living."; - next; - mes "[Memo]"; - mes "Everyone knows about this, so ^0000FFDewata island^000000 attracts many tourists."; - next; - mes "[Memo]"; - mes "Especially this traditional wine, which has been made for four generations! But ^FF0000Ark^000000 is short of supply."; - mes "Ark needs ^0000FFPalm Oils^000000, made from Oil Palm Fruit."; - next; - mes "[Memo]"; - mes "Unfortunately, we haven't been getting ^0000FFPalm Oil^000000 from the Jaty tribe village lately."; - mes "The ingredients might be useless if it is delivered too late."; - next; - select("Sounds like a big problem."); - mes "[Memo]"; - mes "It is more of a problem than you think. Sales are credit, but if we do not make due today, we'll lose the credit, the ingredients, and the tourists who do not get the Ark. So it's quite damaging."; - next; - mes "[Memo]"; - mes "... ..."; - emotion e_dots; - next; - emotion e_gasp; - mes "[Memo]"; - mes "Ah, right! Are you busy now?"; - next; - if(select("Sorry, I am busy.:No, I am not busy.") == 1) { - mes "[Memo]"; - mes "Hmm, I have no choice."; - mes "You don't care that others are in trouble. What has this world come to?"; - emotion e_pif; - close; - } - mes "[Memo]"; - mes "That's good to hear."; - mes "So since you are wandering here..."; - next; - mes "[Memo]"; - mes "Do you mind if I ask you a favor~? Actually I have to visit the Jaty Tribe, but this unmatured ^FF0000Ark^000000 won't let me leave."; - next; - mes "[Memo]"; - mes "Will you go to Jaty village and ask ^0000FFLero^000000 what happened?"; - next; - mes "[Memo]"; - mes "This guy has never broken a promise for 10 years, so he must have a really good reason not to come."; - dew_drink = 1; - setquest 5035; - next; - mes "[Memo]"; - mes "Find the best oil master."; - mes "His name again is ^0000FFLero^000000."; - close; - } else if (dew_drink < 5) { - mes "[Memo]"; - mes "So, what did Lero say?"; - next; - mes "[Memo]"; - mes "... ... ... ..."; - emotion e_dots; - next; - mes "[Memo]"; - mes "You didn't find out what happened?"; - next; - mes "[Memo]"; - mes "Find the best oil master. His name is ^0000FFLero^000000."; - close; - } else if (dew_drink == 5) { - mes "[Memo]"; - mes "So, what did Lero say?"; - next; - select("Palm tree... became."); - mes "- You explain the situation to Mr. Memo -"; - next; - mes "[Memo]"; - mes "Lero said sorry?"; - mes "Hmm, it's okay."; - next; - mes "[Memo]"; - mes "That must be ^0000FFPoby^000000. If he has been hurt, that's why there wasn't any message. Lero actually cares about him a lot..."; - next; - mes "[Memo]"; - mes "He might be troublesome, but please visit the Jaty village. Lero must complete the oil."; - next; - mes "[Memo]"; - mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me."; - dew_drink = 6; - changequest 5040,5041; - close; - } else if (dew_drink == 6) { - mes "[Memo]"; - mes "He might be troublesome, but please visit the Jaty village. Lero must complete the oil."; - next; - mes "[Memo]"; - mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me."; - close; - } else if (dew_drink == 7) { - if (countitem(6401) < 30) { - mes "[Memo]"; - mes "Oh, didn't I tell you to bring 30 bottles of oil? Did you forget?"; - next; - mes "[Memo]"; - mes "Go back to Lero and get more, he will give you more if it was your mistake."; - close; - } - mes "[Memo]"; - mes "You brought the oil. Good job, and thank you."; - next; - mes "[Memo]"; - mes "Excuse me, but I have an urgent matter to attend to. Can you wait for a while and talk to me when I'm done?"; - delitem 6401,30; //Palm_O - changequest 5042,5043; - dew_drink = 8; - close; - } else if (dew_drink == 8) { - if (questprogress(5043,PLAYTIME) == 1) { - mes "[Memo]"; - mes "... ... ..."; - emotion e_swt2; - next; - mes "- Memo is making an ark. -"; - close; - } else if (!questprogress(5043,PLAYTIME)) { - mes "- There is error in the quest. -"; - close; - } - mes "[Memo]"; - mes "Did I make you wait too long?"; - next; - mes "[Memo]"; - mes "My family has been making Arks for four generations."; - next; - mes "[Memo]"; - mes "Grandfather had a hard living since he didn't get many good sales."; - next; - mes "[Memo]"; - mes "Dewata island people do not drink much in the hot weather."; - next; - mes "[Memo]"; - mes "When I was young, Dewata developed as a tourist attraction and that's when the ^FF00FFtour package^000000 Ark started selling well."; - next; - mes "[Memo]"; - mes "Good liquid needs fresh oil. I was able to make liquid for ten years and deliver it all on time."; - next; - mes "[Memo]"; - mes "Because today's oil has not arrived on time, I think I might have a hard time."; - next; - mes "[Memo]"; - mes "You helped me to make the liquid correctly."; - next; - mes "[Memo]"; - mes "This proverb ^0000FF'Mengatakan mudah, mengerjakan susah.'^000000 means it is easy to say something but hard to do anything."; - next; - mes "[Memo]"; - mes "In other words, it's easy to say that we'll help others but it's hard to actually do the action."; - next; - emotion e_thx; - mes "[Memo]"; - mes "You really did a great job. I like you because you are different from today's youngins."; - changequest 5043,5044; - dew_drink = 10; - getexp 50000,10000; - getitem 617,1; //Old_Violet_Box - next; - mes "[Memo]"; - mes "Will you help me with my work from time to time?"; - mes "I will pay you for what you do for me."; - close; - } else if (dew_drink == 10) { - for(.@i = 0; .@i<7; ++.@i) - if (questprogress(5045+.@i)) - .@j |= (1<<.@i); - if (.@j == 0) { - mes "[Memo]"; - mes strcharinfo(0)+", to what do I owe the pleasure?"; - next; - switch(select("Just came by to say hello.:I will help you.")) { - case 1: - mes "[Memo]"; - mes "I guess you are busy."; - mes "If possible, will you get the oil from Lero? I will appreciate it..."; - close; - case 2: - mes "[Memo]"; - mes "Thank you. I know that you're busy and helping me can be a chore."; - next; - mes "[Memo]"; - mes "Can you help Lero and bring back palm tree oil...?"; - setquest 5045; - close; - } - } else if ((.@j & 1) || (.@j & 2) || (.@j & 8) || (.@j & 32)) { - mes "[Memo]"; - mes "Can you help Lero and bring back palm tree oil...?"; - close; - } else if ((.@j & 4) || (.@j & 16) || (.@j & 64)) { - - // .@i[]: <required amount>,<quest ID>,<reward amount> - if (.@j & 4) - setarray .@i[0],10,5047,1; - else if (.@j & 16) - setarray .@i[0],15,5049,2; - else - setarray .@i[0],20,5051,3; - - if (countitem(6401) < .@i[0]) { - mes "[Memo]"; - mes "You haven't brought enough oil."; - next; - mes "... ... ... ..."; - next; - mes "[Memo]"; - mes "Poby owes me a few things, he'll give you some."; - close; - } - mes "[Memo]"; - mes "Oh you brought the oil, good job."; - next; - mes "[Memo]"; - mes "You must've had a hard time bringing the oil so here take this drink."; - delitem 6401,.@i[0]; //Palm_O - erasequest .@i[1]; - setquest 5044; - getitem 11534,.@i[2]; //Coco_Juice - next; - switch(rand(4)) { - case 0: - mes "[Memo]"; - mes "Ark is famous for tourists, a guy bought many bottles by himself."; - next; - mes "[Memo]"; - mes "Worrying that he'll drink alone? Too much drink always becomes poisonous."; - break; - case 1: - mes "[Memo]"; - mes "The sun always rises in the East. The well known laziness wakes up early in the morning."; - next; - mes "[Memo]"; - mes "Does he come to reality? He is good but lazy."; - break; - case 2: - mes "[Memo]"; - mes "The first blow is half the battle."; - next; - mes "[Memo]"; - mes "I think that you're destined to do great things."; - break; - case 3: - mes "[Memo]"; - mes "There's a man saying blow hot and cold, it seems that a word is easy but it is not."; - next; - mes "[Memo]"; - mes "I believe that you will hold true to your promise."; - break; - } - next; - mes "[Memo]"; - mes "I want you to help me this time."; - next; - mes "[Memo]"; - mes "Poby still has back pains and it will take some days for him to recover."; - close; - } - } else { // Should never happen. - mes "[Memo]"; - mes "Dewata island is always crowded but today is quiet."; - close; - } -} - -dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) { - mes "[Lero]"; - mes "You're carrying too many things..."; - close; - } - if (dew_drink == 1) { - mes "[Lero]"; - mes "Oh no! I have so many orders and I'm running out of ingredients."; - mes "Not yet? What's going on, Poby? Where did he go?"; - emotion e_an; - next; - select("Excuse me, but are you Lero?"); - mes "[Lero]"; - mes "When Poby gets back here, I'm gonna give him a beating he'll never forget!"; - emotion e_ag; - next; - mes "- Lero seems pretty mad at someone and ignores you -"; - next; - mes "[Lero]"; - mes "Oops. Who are you?"; - emotion e_what; - next; - select("Memo sent me here."); - mes "[Lero]"; - mes "Ah, right! I forgot about Memo because the workers who gather nuts have not come yet. Sorry."; - next; - mes "[Lero]"; - mes "To make fresh palm oils, I need fresh Palm Oil Fruit. Then I'll be able to get more fresh oil from its fresh fruit."; - next; - mes "[Lero]"; - mes "Between you and me, Mr. Memo is so fussy that he will not use any unfresh oil."; - next; - mes "[Lero]"; - mes "To make fresh oil, he always sends the workers to palm tree forest, but... the guys sent at dawn have not come back yet."; - next; - mes "[Lero]"; - mes "First, I thought that he was lazy and it made me very uneasy."; - mes "Can you find the workers in the palm forest?"; - next; - select("Yes, I will find them."); - mes "[Lero]"; - mes "Thank you so much."; - mes "Find Poby."; - next; - mes "[Lero]"; - mes "Poby might in ^0000FFPalm Forest^000000. The crop is best at the southern part of the forest."; - dew_drink = 2; - changequest 5035,5036; - close; - } else if (dew_drink == 2) { - mes "[Lero]"; - mes "Did you find Poby?"; - emotion e_what; - next; - mes "[Lero]"; - mes "... ... ..."; - next; - mes "[Lero]"; - mes "Oh, you haven't visited the east of ^0000FFPalm Forest^000000 yet. I'm pretty worried."; - close; - } else if (dew_drink == 3) { - mes "[Lero]"; - mes "You're back... and... Poby..."; - mes "How is Poby?"; - emotion e_what; - next; - select("Poby....."); - mes "[Lero]"; - mes "Ah! I didn't know that. I always tell Poby ^0000FF'Kemarau setahun rusak sehari.'^000000"; - next; - mes "[Lero]"; - mes "He climbed the tree without any safety equipment, so he might've fallen down and gotten injured."; - next; - mes "[Lero]"; - mes "Hmm... Sorry I couldn't get the Palm Oil right now."; - next; - mes "[Lero]"; - mes "Will you deliver the message to Mr. Memo that it is impossible to get the oil due do to a lack of ingredients?"; - mes "No artisans can create anything without ingredients."; - next; - select("Why don't I get the ingredients?"); - mes "[Lero]"; - mes "Ah, that can be a good way, but it will be hard to gather nuts as a starter."; - next; - mes "[Lero]"; - mes "Hmm!!!"; - mes "I have a good idea."; - next; - mes "[Lero]"; - mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique."; - dew_drink = 4; - changequest 5037,5038; - next; - mes "[Lero]"; - mes "Although he is lazy and rather careless, he is the best worker."; - close; - } else if (dew_drink == 4) { - if (questprogress(5038)) { - mes "[Lero]"; - mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique."; - next; - mes "[Lero]"; - mes "Although he is lazy and rather careless, he is the best worker."; - close; - } else if (questprogress(5039)) { - if (countitem(6402) < 60) { - mes "[Lero]"; - mes "Did you gather the nuts already?"; - next; - mes "[Lero]"; - mes "One, two..."; - next; - mes "[Lero]"; - mes "This isn't the number I ordered from Poby."; - next; - mes "[Lero]"; - mes "It's going to be difficult if it is delayed more, so hurry up and bring me 60."; - close; - } - mes "[Lero]"; - mes "One, two, three, four, . . . ."; - next; - mes "[Lero]"; - mes "60 pieces of nuts, exactly. I will press the oil right now."; - next; - emotion e_sry; - mes "[Lero]"; - mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay."; - delitem 6402,60; //Oil_Palm_F - dew_drink = 5; - changequest 5039,5040; - close; - } - } else if (dew_drink == 5) { - mes "[Lero]"; - mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay."; - close; - } else if (dew_drink == 6) { - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 15000) { - mes "[Lero]"; - mes "You are carrying too much right now to continue."; - close; - } - mes "[Lero]"; - mes "You've come at the right time. I just finished making the palm tree oil."; - next; - mes "[Lero]"; - mes "It is heavier than you might think, so be careful when carrying it."; - next; - emotion e_sry; - mes "[Lero]"; - mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault."; - changequest 5041,5042; - dew_drink = 7; - getitem 6401,30; //Palm_O - close; - } else if (dew_drink == 7) { - if (questprogress(5042) && countitem(6401) > 29) { - mes "[Lero]"; - mes "It is heavier than you might think, so be careful when carrying it."; - next; - emotion e_sry; - mes "[Lero]"; - mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault."; - close; - } else { - .@num = 30 - countitem(6401); - if (checkweight(6401,.@num) == 0) { - mes "[Lero]"; - mes "You are carrying too much right now to continue."; - close; - } - mes "[Lero]"; - mes "I clearly remembered giving you 30 bottles of palm tree oil, did you lose it all?"; - next; - select("Sorry, it's my fault..."); - emotion e_an; - mes "[Lero]"; - mes "This is the palm tree oil which was in short supply. Be careful pease. It was really hard to get this..."; - getitem 6401,.@num; //Palm_O - close; - } - } else if (dew_drink == 8) { - mes "[Lero]"; - mes "What did Mr. Memo say?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - emotion e_loud,1; - mes "... ... ... ..."; - next; - mes "[Lero]"; - mes "Ah... I understand..."; - emotion e_ok; - close; - } else if (dew_drink == 10) { - for(.@i = 0; .@i<7; ++.@i) - if (questprogress(5045+.@i)) - .@j |= (1<<.@i); - if (.@j == 0) { - mes "[Lero]"; - mes "What happened? I didn't get a memo from Mr. Memo that he was going to send someone here."; - close; - } else if (.@j & 1) { - mes "[Lero]"; - mes "Hey, I've been waiting for you. I didn't know that Poby's injury would make my life so difficult."; - next; - .@quest = rand(3); - mes "[Lero]"; - mes "I'm ashamed to ask you this, but can you bring ^0000FF"+(20+(.@quest*10))+" pieces of oil palm nuts^000000 please?"; - changequest 5045,5046+(.@quest*2); - next; - mes "[Lero]"; - mes "Once you bring the oil palm nuts, Mr. Memo will exchange them with oil."; - close; - } else if ((.@j & 2) || (.@j & 8) || (.@j & 32)) { - - // .@i[]: <required amount>,<quest ID>,<reward amount>,<free weight> - if (.@j & 2) - setarray .@i[0],20,5046,10,5000; - else if (.@j & 8) - setarray .@i[0],30,5048,15,7500; - else - setarray .@i[0],40,5050,20,10000; - - if (countitem(6402) < .@i[0]) { - mes "[Lero]"; - mes "Once you bring the "+.@i[0]+" pieces of oil palm nuts, Mr. Memo will exchange them with oil."; - close; - } - if (checkweight(1201,1) == 0 || MaxWeight - Weight < .@i[3]) { - mes "[Lero]"; - mes "You're carrying too much right now to continue."; - close; - } - mes "[Lero]"; - mes "One, two, three, four, . . . ."; - next; - mes "[Lero]"; - mes "Exactly "+.@i[0]+" pieces of oil palm nuts. Let you exchange them with oil right now."; - changequest .@i[1], .@i[1]+1; - delitem 6402,.@i[0]; //Oil_Palm_F - getitem 6401,.@i[2]; //Palm_O - next; - mes "[Lero]"; - mes "As I told you before, it is heavier than you might think, so be careful when carrying this."; - close; - } else if ((.@j & 4) || (.@j & 16) || (.@j & 64)) { - mes "[Lero]"; - mes "As I told you before, it is heavier than you might think, so be careful when carrying this."; - close; - } - } - mes "[Lero]"; - mes "What's going on with Poby...? Why hasn't he come back...?"; - next; - mes "- Seems that he is waiting for someone-"; - close; -} - -dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) { - if (dew_drink > 0) { - mes "[Poby]"; - mes "Why are you carrying so much?"; - close; - } else { - mes "[Poby]"; - mes "You're going to regret it if you are carrying so much."; - close; - } - } - if (dew_drink == 2) { - mes "[Poby]"; - mes "Ah~ backache..."; - emotion e_swt2; - next; - select("Are you Poby?"); - mes "[Poby]"; - mes "Who are you?"; - next; - mes "[Poby]"; - mes "I do not know you, but"; - mes "are you a fan of mine?"; - mes "I'm Poby, the best fruit hunter in the Jaty tribe."; - next; - mes "[Poby]"; - mes "You here for my autograph?"; - emotion e_what; - next; - select("Lero made me come here."); - mes "[Poby]"; - mes "Ah! Mr. Lero made you come here. I can't move because I hurt my back while climbing a tree."; - next; - mes "[Poby]"; - mes "!#@$*&%!@$&!$%!$#*&!@#$"; - emotion e_sob; - next; - mes "[Poby]"; - mes "And I've still never had a girlfriend..."; - next; - mes "[Poby]"; - mes "!#@$*&%!@$&!$%!$#*&!@#$"; - emotion e_sob; - next; - mes "[Poby]"; - mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move."; - changequest 5036,5037; - dew_drink = 3; - next; - mes "[Poby]"; - mes "I can't move at all 'cuz of this backache..."; - close; - } else if (dew_drink == 3) { - mes "[Poby]"; - mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move."; - next; - mes "[Poby]"; - mes "I can't move at all 'cuz of this backache..."; - emotion e_swt2; - close; - } else if (dew_drink == 4) { - if (questprogress(5039)) { - if (countitem(6402) > 59) { // Oil_Palm_F - mes "[Poby]"; - mes "You got all the fruits. Bring them to Mr. Lero."; - close; - } else { - mes "[Poby]"; - mes "It's easiest for beginners like you to shake or kick the tree."; - next; - mes "[Poby]"; - mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000."; - next; - mes "[Poby]"; - mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and bring them to Mr. Lero."; - close; - } - } - mes "[Poby]"; - mes "Ah~ backache..."; - emotion e_swt2; - next; - mes "[Poby]"; - mes "Oh!! You're-- Let me guess..."; - next; - mes "[Poby]"; - mes "... ... ... ..."; - emotion e_dots; - next; - mes "[Poby]"; - mes "...you're back! You plan to catch ^0000FFPalm Oil Fruit^000000 instead of me, right?"; - next; - mes "[Poby]"; - mes "It is hard for beginners to catch the fruit like me. No it's impossible."; - next; - mes "[Poby]"; - mes "Masters usually climb the tree to catch the fruit, but you're a beginner..."; - next; - mes "[Poby]"; - mes "It's easiest for beginners to shake or kick the tree. It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000."; - changequest 5038,5039; - next; - mes "[Poby]"; - mes "Ok! Gather ^FF000060^0000FF ^0000FFPalm Oil Fruit^000000 and bring that amount to Mr. Lero."; - emotion e_gasp; - close; - } else if (dew_drink == 10) { - mes "[Poby]"; - mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?"; - - if (questprogress(5047)) - .@count = 10; - else if (questprogress(5049)) - .@count = 15; - else if (questprogress(5051)) - .@count = 20; - if (.@count) { - if (countitem(6401) >= .@count) { - // Custom translation - mes "[Poby]"; - mes "Good work! Be careful while delivering them~"; - close; - } - .@new_count = .@count-countitem(6401); - mes "- You explain the situation. -"; - next; - mes "[Poby]"; - mes "Right... I owed Memo's grandfather. Wait, I hid some oil around here."; - next; - if (checkweight(6401,.@new_count) == 0) { - mes "[Poby]"; - mes "I have some, but you seem to have too much stuff with you."; - close; - } - mes "- rummaging... rummaging... -"; - next; - mes "[Poby]"; - mes "Ah! Here is another one. Take care not to lose it again. And keep it a secret from Mr. Lero."; - getitem 6401,.@new_count; //Palm_O - next; - mes "[Poby]"; - mes "Please~ "+strcharinfo(0)+"."; - close; - } - next; - switch(select("Why'd you come here?:I want to know how to get fruit.")) { - case 1: - mes "[Poby]"; - mes "I'm taking a walk because I think it will make my back ache less."; - close; - case 2: - mes "[Poby]"; - mes "It's easiest for beginners to shake or kick the tree."; - next; - mes "[Poby]"; - mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000."; - close; - } - } - mes "[Poby]"; - mes "Ah~ my freakin' back is killing me."; - emotion e_sob; - close; -} - -- script ::DewataPalm -1,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) { - mes "You are carrying too much."; - close; - } - - if (questprogress(5039)) .@count = 60; - else if (questprogress(5046)) .@count = 20; - else if (questprogress(5048)) .@count = 30; - else if (questprogress(5050)) .@count = 40; - if (.@count == 0) { - mes "There's a palm tree"; - mes "facing the cool wind."; - close; - } else if (countitem(6402) >= .@count) { - mes "The palm tree denies"; - mes "your greedy hands."; - close; - } - - if (isequipped(5009)) { // Safety_Helmet - mes "There's a palm tree with fruits and flowers hanging from its branches."; - mes "Be sure to wear a Safety Helmet while trying to pick the fruit."; - } else { - mes "There's a palm tree."; - mes "You can kick or shake it."; - mes "What do you want to do?"; - } - next; - switch(select("Shake the tree:Kick the tree")) { - case 1: - specialeffect EF_HITLINE2; - .@message$ = "As you shake the palm tree..."; - mes "You shake the palm tree."; - break; - case 2: - specialeffect EF_BASH; - .@message$ = "As you give the palm tree a quick kick to its proverbial shin..."; - mes "You kick the palm tree swiftly with all you might."; - break; - } - next; - mes "... ... ..."; - next; - mes .@message$; - switch(rand(1,20)) { - case 1: - case 2: - case 3: - mes "a ^FF0000stone^000000 falls out."; - getitem 7049,1; //Stone - break; - case 6: - case 7: - mes "a ^FF0000Great Leaf^000000 falls out."; - getitem 7198,1; //Great_Leaf - break; - case 8: - case 9: - mes "a ^FF0000Worm Peeling^000000 falls out."; - getitem 955,1; //Worm_Peelings - break; - case 4: - case 5: - case 11: - case 12: - case 13: - mes "an ^0000FFOil Palm Fruit^000000 falls out."; - getitem 6402,1; //Oil_Palm_F - break; - case 14: - case 16: - case 20: - specialeffect2 EF_BASH; - if (isequipped(5009)) { //Safety_Helmet - mes "something falls on your head, but since you're wearing a Safety Helmet you're safe and sound."; - emotion e_no1,1; - break; - } else { - mes "something smashes down on your head, right where that soft spot is, $#*@! that's a one in a million shot."; - percentheal -30,0; - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - warp "dew_fild01",371,211; - end; - } - case 10: - case 17: - if (countitem(6402) <= .@count-5) { - mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree."; - getitem 6402,1; //Oil_Palm_F - getitem 6402,1; //Oil_Palm_F - getitem 6402,1; //Oil_Palm_F - getitem 6402,1; //Oil_Palm_F - getitem 6402,1; //Oil_Palm_F - } else { - mes "an ^0000FFOil Palm Fruit^000000 falls out."; - getitem 6402,1; //Oil_Palm_F - } - break; - default: - mes "but nothing happens."; - break; - } - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -OnEnable: - enablenpc strnpcinfo(0); - stopnpctimer; - end; -OnDisable: - disablenpc strnpcinfo(0); - initnpctimer; - end; -OnTimer60000: -OnTimer180000: -OnTimer120000: -OnTimer240000: - if(rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; - end; -OnTimer300000: - donpcevent strnpcinfo(0)+"::OnEnable"; - end; -} -dew_fild01,247,62,0 duplicate(DewataPalm) Palm Tree#drink01 CLEAR_NPC -dew_fild01,276,73,0 duplicate(DewataPalm) Palm Tree#drink02 CLEAR_NPC -dew_fild01,278,63,0 duplicate(DewataPalm) Palm Tree#drink03 CLEAR_NPC -dew_fild01,301,88,0 duplicate(DewataPalm) Palm Tree#drink04 CLEAR_NPC -dew_fild01,314,72,0 duplicate(DewataPalm) Palm Tree#drink05 CLEAR_NPC -dew_fild01,320,68,0 duplicate(DewataPalm) Palm Tree#drink06 CLEAR_NPC -dew_fild01,334,107,0 duplicate(DewataPalm) Palm Tree#drink07 CLEAR_NPC -dew_fild01,345,88,0 duplicate(DewataPalm) Palm Tree#drink08 CLEAR_NPC -dew_fild01,344,71,0 duplicate(DewataPalm) Palm Tree#drink09 CLEAR_NPC -dew_fild01,358,93,0 duplicate(DewataPalm) Palm Tree#drink10 CLEAR_NPC -dew_fild01,338,121,0 duplicate(DewataPalm) Palm Tree#drink11 CLEAR_NPC -dew_fild01,358,136,0 duplicate(DewataPalm) Palm Tree#drink12 CLEAR_NPC -dew_fild01,326,147,0 duplicate(DewataPalm) Palm Tree#drink13 CLEAR_NPC -dew_fild01,307,146,0 duplicate(DewataPalm) Palm Tree#drink14 CLEAR_NPC -dew_fild01,325,159,0 duplicate(DewataPalm) Palm Tree#drink15 CLEAR_NPC -dew_fild01,339,163,0 duplicate(DewataPalm) Palm Tree#drink16 CLEAR_NPC -dew_fild01,346,193,0 duplicate(DewataPalm) Palm Tree#drink17 CLEAR_NPC -dew_fild01,355,193,0 duplicate(DewataPalm) Palm Tree#drink18 CLEAR_NPC -dew_fild01,363,219,0 duplicate(DewataPalm) Palm Tree#drink19 CLEAR_NPC -dew_fild01,341,261,0 duplicate(DewataPalm) Palm Tree#drink20 CLEAR_NPC -dew_fild01,289,302,0 duplicate(DewataPalm) Palm Tree#drink21 CLEAR_NPC -dew_fild01,70,196,0 duplicate(DewataPalm) Palm Tree#drink22 CLEAR_NPC -dew_fild01,97,145,0 duplicate(DewataPalm) Palm Tree#drink23 CLEAR_NPC -dew_fild01,119,42,0 duplicate(DewataPalm) Palm Tree#drink24 CLEAR_NPC -dew_fild01,188,72,0 duplicate(DewataPalm) Palm Tree#drink25 CLEAR_NPC -dew_fild01,238,80,0 duplicate(DewataPalm) Palm Tree#drink26 CLEAR_NPC -dew_fild01,252,97,0 duplicate(DewataPalm) Palm Tree#drink27 CLEAR_NPC -dew_fild01,256,98,0 duplicate(DewataPalm) Palm Tree#drink28 CLEAR_NPC -dew_fild01,279,93,0 duplicate(DewataPalm) Palm Tree#drink29 CLEAR_NPC -dew_fild01,299,107,0 duplicate(DewataPalm) Palm Tree#drink30 CLEAR_NPC -dew_fild01,355,113,0 duplicate(DewataPalm) Palm Tree#drink31 CLEAR_NPC -dew_fild01,278,136,0 duplicate(DewataPalm) Palm Tree#drink32 CLEAR_NPC -dew_fild01,258,128,0 duplicate(DewataPalm) Palm Tree#drink33 CLEAR_NPC -dew_fild01,240,125,0 duplicate(DewataPalm) Palm Tree#drink34 CLEAR_NPC -dew_fild01,225,117,0 duplicate(DewataPalm) Palm Tree#drink35 CLEAR_NPC -dew_fild01,219,121,0 duplicate(DewataPalm) Palm Tree#drink36 CLEAR_NPC -dew_fild01,226,99,0 duplicate(DewataPalm) Palm Tree#drink37 CLEAR_NPC -dew_fild01,209,137,0 duplicate(DewataPalm) Palm Tree#drink38 CLEAR_NPC -dew_fild01,206,156,0 duplicate(DewataPalm) Palm Tree#drink39 CLEAR_NPC -dew_fild01,209,201,0 duplicate(DewataPalm) Palm Tree#drink40 CLEAR_NPC - -// Traditional Weapon Quest :: dewata_weapon -//============================================================ -dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 10000) { - mes "- Hold it right there!! -"; - mes "- You're carrying too many items and don't have enough inventory space to receive any rewards. -"; - mes "- Please make more inventory space available and come back to take this challenge. -"; - close; - } - if (BaseLevel < 60) { - mes "[Gatti]"; - mes "Where in the hell am I? Everybody here is avoiding me."; - close; - } - if (dew_weapon == 0) { - mes "[Gatti]"; - mes "Hey there, young "+((Sex)?"man":"lady")+"~ Are you from around here?"; - next; - select("No, I'm not."); - mes "[Gatti]"; - mes "I'd like to ask"; - mes "you a question."; - mes "Where is this place?"; - next; - mes "- He seems to be asking for the Island name. -"; - next; - input .@island_name$; - next; - mes "["+strcharinfo(0)+"]"; - mes "It's called "+ .@island_name$ +". What's wrong?"; - next; - if (.@island_name$ == "Dewata Island") { - mes "[Gatti]"; - mes "This is Dewata Island? You're sure this is Dewata Island?"; - next; - mes "[Gatti]"; - mes "Hahahahahahahahaha...!!!"; - next; - mes "- The old man started to laugh like a crazy person after hearing the name of the Island. You decide to ask a little bit later. -"; - dew_weapon = 1; - close; - } else { - mes "[Gatti]"; - mes "Is that so... "+ .@island_name$ +"? "+ .@island_name$ +"... "+ .@island_name$ +"... "+ .@island_name$ +"..."; - next; - mes "- The old man gave a deep sigh of resignation and continued speaking. -"; - next; - mes "[Gatti]"; - mes "Damn... My plan is ruined. I invested all my fortunes to get there, but I failed. I can't do anything now, my boat has been wrecked."; - next; - mes "- The old man starts to cry. -"; - mes "- Feeling awkward, you quickly leave. -"; - close; - } - } else if (dew_weapon == 1) { - select("Well... Sir..."); - mes "[Gatti]"; - mes "Cough... cough..."; - next; - mes "[Gatti]"; - mes "Oh... Sorry~ Sorry. I was so happy that I finally arrived at Dewata Island."; - next; - mes "[Gatti]"; - mes "This is not a short story. Oh! I have to introduce myself first. I am Mastersmtih Gatti, also an Adventurer."; - next; - mes "[Gatti]"; - mes "I found a mysterious Weapon blueprint, but I don't remember exactly when I acquired it."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Weapon Blueprint?"; - next; - mes "[Gatti]"; - mes "Yes! I traveled all around to find the materials for the weapon, but..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "But?"; - next; - mes "[Gatti]"; - mes "I coudn't find the last material anywhere."; - next; - mes "[Gatti]"; - mes "I was about to give up, but there was some fine print on the blueprint saying that it could be found on the Dewata Island."; - next; - mes "[Gatti]"; - mes "I don't know why somebody put such an important thing in fine print. Anyway, after reading that, I invested all my fortunes to find that Island."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oh... Is that so?"; - next; - mes "[Gatti]"; - mes "This island is strange. I arrived here a week ago, and everybody here has been avoiding me."; - next; - mes "[Gatti]"; - mes "Last week was so hard, but you saved me by telling me this is Dewata Island."; - mes "Thank you for telling me, and thank you for passing here at just the right time."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Uh... No problem."; - next; - mes "[Gatti]"; - mes "Well... There was a little problem of my ship getting wrecked, but that's neither here nor there."; - next; - mes "[Gatti]"; - mes "Now that I found out this is Dewata Island, I should find the material for this great weapon."; - next; - mes "[Gatti]"; - mes "... ... ... ... ..."; - next; - if (dew_legend < 9) { - mes "[Gatti]"; - mes "Ah! the material that I am looking for is Comodo Leather."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Comodo Leather?"; - next; - mes "[Gatti]"; - mes "Yes. In the blueprint, it's written that only the recognized few of the Dewata Natives are worthy enough to fight against the Comodo Dragon."; - next; - mes "[Gatti]"; - mes "In order to fight the Comodo Dragon, you have to get recognized by the natives. I assume it'll be hard to get the recognition."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Of course, it must be..."; - next; - mes "[Gatti]"; - mes "Let me ask you a favor. If you get the recognition first, please don't forget to visit me."; - close2; - setquest 5052; - dew_weapon = 2; - end; - } - mes "[Gatti]"; - if(Sex == 0) - mes "Lady, you possess a strong energy."; - else - mes "You possess a strong energy."; - mes "Have you seen a monster called a Comodo Dragon on this Island?"; - next; - select("Yes, I have."); - mes "[Gatti]"; - mes "Oh! Really?"; - mes "I'm so lucky to have met you. This is going so well."; - next; - mes "[Gatti]"; - mes "Would you please help me?"; - next; - mes "[Gatti]"; - mes "The weapon material that I was looking for is ^0000FFComodo Leather^000000. Bring me 100 of them, and I will make you a fancy weapon."; - setquest 5053; - dew_weapon = 3; - next; - mes "[Gatti]"; - mes "I heard Comodo Dragons are very powerful monsters. Please be careful."; - close; - } else if (dew_weapon == 2) { - if (dew_legend < 9) { - mes "[Gatti]"; - mes "Did you get recognized by the natives?"; - next; - mes "[Gatti]"; - mes "... .... ..."; - next; - mes "[Gatti]"; - mes "I guess not yet. I'm asking around everywhere, but I couldn't find a way to get recognized from natives. I don't know when I could finish making this weapon."; - next; - mes "[Gatti]"; - mes "If you get the recognition before me, please DON'T forget to visit me."; - close; - } - mes "[Gatti]"; - mes "So, did you get recognized by the natives?"; - next; - mes "[Gatti]"; - mes "... .... ..."; - next; - mes "[Gatti]"; - mes "Oh yes! Finally."; - if (Sex == 0) - mes "Lady, you also possess a strong energy."; - else - mes "You also possess a strong energy."; - mes "Did you finally get the recognition from natives?"; - next; - select("Yes."); - mes "[Gatti]"; - mes "Oh! Just as I expected!"; - mes "I was so lucky to meet you. Everything is going so well."; - next; - mes "[Gatti]"; - mes "I know I have no right to ask you for this, but meeting like this is a destiny..."; - next; - mes "- Gatti mumbles. -"; - next; - mes "[Gatti]"; - mes "The weapon material that I so longed for is ^0000FFComodo Leather^000000. Please get me 100 of them."; - next; - mes "[Gatti]"; - mes "I'm so eager to make the weapon in the weapon blueprint."; - changequest 5052,5053; - dew_weapon = 3; - next; - mes "[Gatti]"; - mes "Please, before my passion fades out."; - next; - mes "[Gatti]"; - mes "Oh! And Comodo Dragon is a very powerful monster, so please be careful."; - close; - } else if (dew_weapon == 3) { - if (countitem(6403) > 99) { - mes "[Gatti]"; - mes "By the looks of your walk, you must have brought me 100 Comodo Leather. Hand it over to me."; - delitem 6403,100; - erasequest 5053; - dew_weapon = 4; - next; - mes "- Gatti takes the Comodo Leather from you. -"; - close; - } else if (countitem(6403)) { - mes "[Gatti]"; - mes "So, that is the Comodo Leather. But not enough."; - next; - mes "[Gatti]"; - mes "I know I'm asking you a favor, but I need 100 of them."; - close; - } else { - mes "[Gatti]"; - mes "Please be careful because Comodo Dragon is very powerful monster. And don't forget to bring me 100 Comodo Leather on your way back."; - close; - } - } else if (dew_weapon == 4) { - mes "[Gatti]"; - mes "Oh~ Look at this. How resilient... So soft."; - next; - mes "[Gatti]"; - mes "Comodo Leather is the best material ever."; - next; - mes "[Gatti]"; - mes "Yes, how should I process this?"; - next; - mes "[Gatti]"; - mes "Hmm... Like this?"; - next; - mes "[Gatti]"; - mes "Or like that? Yes! This is the way!"; - next; - mes "- Mastersmith Gatti is enjoying to process the Leathers you've brought to make the weapon. -"; - mes "- You should wait a little while. -"; - dew_weapon = 5; - close; - } else if (dew_weapon == 5) { - mes "["+strcharinfo(0)+"]"; - mes "Well... Gatti?"; - next; - mes "[Gatti]"; - mes "Oh! Sorry, sorry! This leather is so interesting."; - next; - mes "[Gatti]"; - mes "I made a hilt out of the leather you brought me."; - next; - mes "[Gatti]"; - mes ".... .... .... ...."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hilt?"; - next; - mes "[Gatti]"; - mes "You don't know what a hilt is? That's what you call the handle of a weapon."; - next; - mes "- Gatti shows a thing that looks like a handle of a weapon. -"; - next; - mes "[Gatti]"; - mes "I tried making it like what's written in the blueprint, but I need more material."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Really?"; - next; - mes "[Gatti]"; - mes "... ... ... ..."; - next; - mes "[Gatti]"; - mes "Yes... To be frank with you, I ruined a lot of them trying different things."; - next; - mes "[Gatti]"; - mes "I know this is a lot to ask, but can you get me 100 more Comodo Leather, 20 Steel, and 10 Oridecon?"; - next; - mes "[Gatti]"; - mes "I'll make you a best weapon ever."; - setquest 5054; - dew_weapon = 6; - getitem 6404,1; //Caress_H - next; - mes "[Gatti]"; - mes "Oh! I almost forgot. Don't forget to bring the hilt that I just made you."; - next; - mes "[Gatti]"; - mes "A weapon must have a handle."; - close; - } else if (dew_weapon == 6) { - disable_items; - mes "[Gatti]"; - mes "You brought all the material already?"; - mes "You were also curious about the finished weapon? Haha."; - next; - mes "[Gatti]"; - mes ".... .... ...."; - next; - if (countitem(6403) < 100 || countitem(999) < 20 || countitem(984) < 10 || countitem(6404) < 1) { - mes "[Gatti]"; - mes "Hmm... I need more of those. If my ship didn't get wrecked, I could made it on my own, but..."; - next; - mes "- Gatti mumbles to himself. -"; - next; - mes "[Gatti]"; - mes "100 Comodo Leather, 20 Steel, and 10 Oridecon are what I need."; - next; - mes "[Gatti]"; - mes "If you bring them all, I'll make the best weapon ever."; - close; - } - mes "[Gatti]"; - mes "Great! We have enough. Wait a little."; - next; - specialeffect2 EF_REPAIRWEAPON; - next; - emotion e_swt2; - next; - mes "[Gatti]"; - mes "I finished making the weapon. This is called Caress according to the blueprint."; - next; - mes "[Gatti]"; - mes "I keep finding new stuffs when I lay my eyes on this blueprint."; - next; - mes "[Gatti]"; - mes "Now, I learned how to make the weapon, ask me any time if you need it."; - erasequest 5054; - dew_weapon = 7; - delitem 6403,100; //Comodo_L - delitem 999,20; //Steel - delitem 984,10; //Oridecon - delitem 6404,1; //Caress_H - getitem 13067,1; //Caress - close; - } else if (dew_weapon >= 7) { - mes "[Gatti]"; - mes "You're "+strcharinfo(0)+","; - mes "So, how's the Caress that I made you?"; - switch(select("It's great!:I need another Caress.:Can I make it stronger?")) { - case 1: - mes "[Gatti]"; - mes "Yes, yes of course it's great."; - mes "I made that weapon so it should be good."; - close; - case 2: - disable_items; - if (countitem(6404)) { - if (countitem(6403) < 70 || countitem(984) < 10 || countitem(999) < 20 || countitem(6404) < 1) { - mes "[Gatti]"; - mes "You only have a Hilt. You'll need to bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather."; - next; - mes "[Gatti]"; - mes "If you bring them, I'll make a brand new Caress."; - close; - } - mes "[Gatti]"; - mes "You have all the materials. Wait just a little."; - next; - specialeffect2 EF_REPAIRWEAPON; - next; - emotion e_swt2; - next; - mes "[Gatti]"; - mes "Here is the Caress! Ask me any time."; - delitem 6403,70; //Comodo_L - delitem 999,20; //Steel - delitem 984,10; //Oridecon - delitem 6404,1; //Caress_H - getitem 13067,1; //Caress - close; - } else { - if (countitem(6403) < 50 || countitem(7201) < 1) { - mes "[Gatti]"; - mes "You want me to make one more Caress for you? In that case I need a Hilt. 50 Comodo Leather, and 1 Log. These are what I need to make a Hilt."; - close; - } - mes "[Gatti]"; - mes "You brought the material for the Hilt. I'll make it right away."; - next; - mes "[Gatti]"; - mes "Put this here, and process it like this..."; - next; - mes "[Gatti]"; - mes "Here you go. I can make a Caress if you bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather."; - delitem 6403,50; //Comodo_L - delitem 7201,1; //Log - getitem 6404,1; //Caress_H - close; - } - case 3: - mes "[Gatti]"; - mes "So, you want to reinforce your weapon? The weapon gets broken from time to time during the process, but it doesn't happen that often."; - if(select("Please reinforce the weapon.:May be next time.") == 2) { - mes "[Gatti]"; - mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny."; - close; - } - mes "[Gatti]"; - mes "If you want to do it, I'll have to tell you some cautionary things before reinforcing the Caress."; - next; - mes "[Gatti]"; - mes "^FF0000First!^009977 I need 1 Caress and 100,000 zeny to reinforce the Caress. As you know, I don't have any money right now because my ship got wrecked.^000000"; - next; - mes "[Gatti]"; - mes "^FF0000Second!^009977 If you have a Caress that is refined or inserted with cards in your inventory which you don't want to reinforce, it could get destroyed or it's upgrades can get changed during the reinforcing process."; - next; - mes "[Gatti]"; - mes "If you don't want that to happen, put the refined Caress elsewhere before the reinforcing.^000000"; - next; - mes "[Gatti]"; - mes "^FF0000Third!^009977 Sometimes reinfocing fails. The weapon doesn't get destroyed everytime you fail. However you should know that the weapon gets destroyed from time to time if you fail.^000000"; - next; - if(select("Please reinforce the weapon.:Maybe next time.") == 2) { - mes "[Gatti]"; - mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny."; - close; - } - break; - } - - if (countitem(13067) < 1 || Zeny < 100000) { - mes "[Gatti]"; - mes "You don't have all the materials. It's impossible to reinforce if you don't have them all. If you want to reinforce, bring 100,000 zeny and 1 Caress."; - close; - } - specialeffect2 EF_REPAIRWEAPON; - progressbar "0xFFFF00",3; - Zeny -= 100000; - - // Socket 3 - .@i = rand(4300); - if (.@i < 150) .@s3 = 4700; // STR + 1 - else if (.@i < 300) .@s3 = 4730; // AGI + 1 - else if (.@i < 450) .@s3 = 4740; // VIT + 1 - else if (.@i < 600) .@s3 = 4710; // INT + 1 - else if (.@i < 750) .@s3 = 4720; // DEX + 1 - else if (.@i < 900) .@s3 = 4750; // LUK + 1 - else if (.@i < 1050) .@s3 = 4761; // MATK + 2% - else if (.@i < 1200) .@s3 = 4764; // CRIT + 5 - else if (.@i < 1350) .@s3 = 4786; // MDEF + 2 - else if (.@i < 1500) .@s3 = 4791; // DEF + 3 - else if (.@i < 1650) .@s3 = 4795; // HP + 100 - else if (.@i < 1750) .@s3 = 4800; // SP + 50 - else if (.@i < 1850) .@s3 = 4797; // HP + 300 - else if (.@i < 1950) .@s3 = 4793; // DEF + 9 - else if (.@i < 2050) .@s3 = 4788; // MDEF + 6 - else if (.@i < 2150) .@s3 = 4752; // LUK + 3 - else if (.@i < 2250) .@s3 = 4722; // DEX + 3 - else if (.@i < 2350) .@s3 = 4712; // INT + 3 - else if (.@i < 2450) .@s3 = 4742; // VIT + 3 - else if (.@i < 2550) .@s3 = 4732; // AGI + 3 - else if (.@i < 2650) .@s3 = 4702; // STR + 3 - else if (.@i < 2700) .@s3 = 4703; // STR + 4 - else if (.@i < 2750) .@s3 = 4733; // AGI + 4 - else if (.@i < 2800) .@s3 = 4743; // VIT + 4 - else if (.@i < 2850) .@s3 = 4713; // INT + 4 - else if (.@i < 2900) .@s3 = 4723; // DEX + 4 - else if (.@i < 2950) .@s3 = 4753; // LUK + 4 - else if (.@i < 3000) .@s3 = 4789; // MDEF + 8 - else if (.@i < 3001) .@s3 = 4704; // STR + 5 - else if (.@i < 3002) .@s3 = 4734; // AGI + 5 - else if (.@i < 3003) .@s3 = 4744; // VIT + 5 - else if (.@i < 3004) .@s3 = 4714; // INT + 5 - else if (.@i < 3005) .@s3 = 4724; // DEX + 5 - else if (.@i < 3006) .@s3 = 4754; // LUK + 5 - else if (.@i < 3007) .@s3 = 4806; // MATK + 3% - else if (.@i < 3008) .@s3 = 4765; // CRIT + 7 - else if (.@i < 3009) .@s3 = 4766; // ATK + 2% - else if (.@i < 3010) .@s3 = 4801; // SP + 100 - else if (.@i < 3140) .@s3 = 4796; // HP + 200 - else if (.@i < 3270) .@s3 = 4792; // DEF + 6 - else if (.@i < 3400) .@s3 = 4787; // MDEF + 4 - else if (.@i < 3530) .@s3 = 4751; // LUK + 2 - else if (.@i < 3660) .@s3 = 4721; // DEX + 2 - else if (.@i < 3790) .@s3 = 4711; // INT + 1 - else if (.@i < 3920) .@s3 = 4741; // VIT + 2 - else if (.@i < 4050) .@s3 = 4731; // AGI + 2 - else if (.@i < 4180) .@s3 = 4701; // STR + 2 - else .@s3 = 0; - - // Socket 4 - .@j = rand(4100); - if (.@j < 130) .@s4 = 4700; // STR + 1 - else if (.@j < 260) .@s4 = 4730; // AGI + 1 - else if (.@j < 390) .@s4 = 4740; // VIT + 1 - else if (.@j < 520) .@s4 = 4710; // INT + 1 - else if (.@j < 650) .@s4 = 4720; // DEX + 1 - else if (.@j < 780) .@s4 = 4750; // LUK + 1 - else if (.@j < 910) .@s4 = 4760; // MATK + 1% - else if (.@j < 1040) .@s4 = 4764; // CRIT + 5 - else if (.@j < 1170) .@s4 = 4766; // ATK + 2% - else if (.@j < 1300) .@s4 = 4786; // MDEF + 2 - else if (.@j < 1430) .@s4 = 4791; // DEF + 3 - else if (.@j < 1560) .@s4 = 4795; // HP + 100 - else if (.@j < 1690) .@s4 = 4800; // SP + 50 - else if (.@j < 1790) .@s4 = 4796; // HP + 200 - else if (.@j < 1890) .@s4 = 4792; // DEF + 6 - else if (.@j < 1990) .@s4 = 4787; // MDEF + 4 - else if (.@j < 2090) .@s4 = 4767; // ATK + 3% - else if (.@j < 2190) .@s4 = 4765; // CRIT + 7 - else if (.@j < 2290) .@s4 = 4751; // LUK + 2 - else if (.@j < 2390) .@s4 = 4721; // DEX + 2 - else if (.@j < 2490) .@s4 = 4711; // INT + 2 - else if (.@j < 2590) .@s4 = 4741; // VIT + 2 - else if (.@j < 2690) .@s4 = 4731; // AGI + 2 - else if (.@j < 2790) .@s4 = 4701; // STR + 2 - else if (.@j < 2860) .@s4 = 4702; // STR + 3 - else if (.@j < 2930) .@s4 = 4732; // AGI + 3 - else if (.@j < 3000) .@s4 = 4742; // VIT + 3 - else if (.@j < 3140) .@s4 = 4712; // INT + 3 - else if (.@j < 3210) .@s4 = 4722; // DEX + 3 - else if (.@j < 3280) .@s4 = 4788; // MDEF + 8 - else if (.@j < 3350) .@s4 = 4793; // DEF + 9 - else if (.@j < 3420) .@s4 = 4797; // HP + 300 - else if (.@j < 3490) .@s4 = 4801; // SP + 100 - else if (.@j < 3540) .@s4 = 4798; // HP + 400 - else if (.@j < 3590) .@s4 = 4789; // MDEF + 8 - else if (.@j < 3640) .@s4 = 4753; // LUK + 4 - else if (.@j < 3690) .@s4 = 4723; // DEX + 4 - else if (.@j < 3740) .@s4 = 4713; // INT + 4 - else if (.@j < 3790) .@s4 = 4743; // VIT + 4 - else if (.@j < 3840) .@s4 = 4733; // AGI + 4 - else if (.@j < 3890) .@s4 = 4703; // STR + 4 - else if (.@j < 3900) .@s4 = 4704; // STR + 5 - else if (.@j < 3910) .@s4 = 4734; // AGI + 5 - else if (.@j < 3920) .@s4 = 4744; // VIT + 5 - else if (.@j < 3930) .@s4 = 4714; // INT + 5 - else if (.@j < 3940) .@s4 = 4724; // DEX + 5 - else if (.@j < 3950) .@s4 = 4754; // LUK + 5 - else .@s4 = 0; - - delitem 13067,1; //Caress - if (.@s3 == 0 && .@s4 == 0) { - mes "[Gatti]"; - mes "Oh my~~ Almost succeeded... But failed. Sorry, sorry..."; - emotion e_omg; - close; - } - getitem2 13067,1,1,0,0,0,0,.@s3,.@s4; - mes "[Gatti]"; - mes "Reinforcing the Caress has been successful. See you later."; - close; - } -} diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt deleted file mode 100644 index c07d4af6a..000000000 --- a/npc/re/quests/quests_dicastes.txt +++ /dev/null @@ -1,7645 +0,0 @@ -//===== Hercules Script ====================================== -//= El Dicastes Quest NPCs -//===== By: ================================================== -//= Gennosuke Kouga, Muad_Dib -//===== Current Version: ===================================== -//= 2.3 -//===== File Encoding ======================================== -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//===== Description: ========================================= -//= [Official Conversion] -//= Quest NPCs related to Dewata: -//== Sapha's Visit, Doha's Secrect Order, Frede's Request, -//== Department Quests, Document Quests, -//== Chesire's Call, Cat Hands Enchantment -//== Cat Hand Agent -//===== Additional Comments: ================================= -//= 1.0 First version. 14107 lines, oh, the pain... -//= 1.1 Standardized and reduced by 7000+ lines. [Euphy] -//= 1.2 Further optimization. [Euphy] -//= 1.2a Small bug fix. [Euphy] -//= 1.3 Temporarly disabled Izlude Fish Tail?#33 NPC because of -//= the new Izlude Town Map. [Masao] -//= 1.4 Fixed minor typos. [Joseph] -//= 1.5 Removed "Mysterious Documents" duplicated in magic_books. [Euphy] -//= 1.6 Fixed missing checks for quest: Sapha's Visit. [Joseph] -//= 1.7 Updated to match the official script. [Joseph] -//= 1.8 Optimized and fixed invalid checkquest. [Joseph] -//= 1.8a Disabled "Fish Tails" until Izlude RE coordinates are found. [Euphy] -//= 1.8b Updated "Calyon" NPC and fixed a check. [Euphy] -//= 1.9 Updated "Fish Tails" with RE coordinates. -//= 1.9a Minor fix. [Joseph] -//= 2.0 Fixed variables. [Joseph] -//= 2.1 Added reset option to "Kareka". [Euphy] -//= 2.2 Added Izlude duplicates. [Euphy] -//= 2.3 Added GM management NPCs. [Euphy] -//============================================================ - -// Entrance -//============================================================ -manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{ - if (!isequipped(2782)) { - mes "[Average Galten]"; - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; - close; - } - if (ep13_3_invite >= 4) { - mes "[Entrance Manager]"; - mes "Are you visiting the capital city, El Dicastes?"; - next; - if(select("Yes.:No.") == 2) { - mes "[Entrance Manager]"; - mes "Then use the tunnel next time."; - close; - } - mes "[Entrance Manager]"; - mes "Be careful."; - close2; - warp "dic_dun01",33,212; - end; - } - mes "[Entrance Manager]"; - mes "Sorry."; - mes "I cannot let you pass because you are not a Sapha."; - close; -} - -dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ - if (!isequipped(2782)) { - mes "[Curious Sapha]"; - mes "¡ö¡ñ¡Ð ¡ò ¡õ?"; - next; - mes "- Cannot understand a word. -"; - close; - } - mes "[Curious Sapha]"; - mes "Hello?"; - next; - switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) { - case 1: - mes "[Curious Sapha]"; - mes "Do you see that dirty vigilante over there?"; - next; - mes "[Curious Sapha]"; - mes "He was attacked by Scarabas after falling into Scaraba Hall."; - mes "And he was the only one attacked even with others around him."; - next; - mes "[Curious Sapha]"; - mes "I think he slipped and fell on some secretion of the Queen Scaraba. I thought it was an accident was looking into it."; - next; - mes "[Curious Sapha]"; - mes "If the research results are correct, the Scarabas are very sensitive to the smell."; - mes "Or else say they go crazy over it. Almost as if they were losing it..."; - next; - mes "[Curious Sapha]"; - mes "I came to research the relationship between the Queen secretion component and the Scarabas."; - mes "So I created this into a perfume to carry it easily."; - next; - mes "[Curious Sapha]"; - mes "I might be able to use this perfume's reaction to Scarabas and make progress in research."; - close; - case 2: - if (checkweight(1201,1) == 0) { - mes "[Curious Sapha]"; - mes "You don't seem to have enough space."; - close; - } - if (MaxWeight - Weight < 2000) { - mes "[Curious Sapha]"; - mes "Your bags already seem too heavy."; - close; - } - mes "[Curious Sapha]"; - mes "You want to buy the Scaraba Perfume? A gift for home?"; - mes "Well, it has become a rare perfume."; - next; - mes "[Curious Sapha]"; - mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall."; - mes "How many do you want? You can buy up to 100."; - next; - input .@input; - .@deal = 500 * .@input; - if (.@deal == 0) { - mes "[Curious Sapha]"; - mes "You changed your mind?"; - close; - } - if (Zeny < .@deal) { - mes "[Curious Sapha]"; - mes "You don't have enough money."; - close; - } - mes "[Curious Sapha]"; - mes "Will you buy "+.@input+"?"; - next; - if(select("Yes:No") == 2) { - mes "[Curious Sapha]"; - mes "You changed your mind?"; - close; - } - Zeny -= .@deal; - getitem 6437,.@input; //Scaraba_Perfume - mes "[Curious Sapha]"; - mes "Here you go. Scaraba might flock around you so don't use it near Scaraba Hall."; - close; - case 3: - mes "[Curious Sapha]"; - mes "Hello? You must be a traveler. This place is dangerous so please find your way out of this tunnel."; - close; - case 4: - mes "[Curious Sapha]"; - mes "Do you have any useful information?"; - mes "Please let me know!"; - input .@str$; - next; - mes "[Curious Sapha]"; - mes "It says ^0000FF"+.@str$+"^000000."; - next; - switch(rand(1,3)) { - case 1: - mes "[Curious Sapha]"; - mes "That is great information!"; - mes "I must start on the research."; - close; - case 2: - mes "[Curious Sapha]"; - mes "I already know about that information but I'm really grateful for you to come all the way here to tell me."; - close; - case 3: - mes "[Curious Sapha]"; - mes "Hmm... do you think so?"; - mes "I have some doubts about your information. I'll think it over."; - close; - } - } -} - -sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ - callfunc "F_GM_NPC"; - mes "Setting you for dungeon entry."; - mes "You will be able to go through if the password is correct."; - if (callfunc("F_GM_NPC",1854,0) == 1) { - ep13_3_secret = 6; - getitem 2782,1; //Ring_Of_Wise_King - getitem 6437,2; //Scaraba_Perfume - mes "Setting Complete"; - } else - mes "Wrong Password"; - close; -} - -// Vigilantes -//============================================================ -- script Vigilante#main -1,{ - if (compare(strnpcinfo(0),"ep133_26")) { - if (!isequipped(2782)) { - mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - next; - mes "The Vigilante says something and then shakes his head."; - mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him."; - close; - } - mes "[Vigilante]"; - mes "Manuk is just before us."; - mes "Are you heading to Manuk?"; - next; - if (select("Yes.:No.") == 1) { - mes "[Vigilante]"; - mes "I will send you to Manuk."; - close2; - warp "manuk",326,180; - end; - } - mes "[Vigilante]"; - mes "Good luck."; - close; - } - if (!isequipped(2782)) { - mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; - next; - mes "Cannot communicate with him."; - close; - } - if (ep13_3_secret < 6) { - mes "The area below is restricted because it is dangerous."; - mes "I cannot let you pass because you are here as guests."; - mes "Please follow the tunnel to get to the capital city."; - close; - } - mes "[Vigilante]"; - mes "Do you need something from the cave?"; - next; - if (select("Yes.:No.") == 1) { - mes "[Vigilante]"; - mes "Be careful."; - close2; - warp "dic_dun02",101,142; - end; - } - mes "[Vigilante]"; - mes "Please step aside because it is dangerous."; - mes "You won't know when those Scarabas will start rampaging.."; - close; - -} -dic_dun01,286,104,5 duplicate(Vigilante#main) Vigilante#ep133_23 4_MAN_GALTUN -dic_dun01,294,106,3 duplicate(Vigilante#main) Vigilante#ep133_24 4_MAN_GALTUN1 -dic_dun01,30,216,5 duplicate(Vigilante#main) Vigilante#ep133_26 4_MAN_GALTUN1 - -dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{ - if (!isequipped(2782)) { - mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; - next; - mes "Cannot understand a word."; - close; - } - if (ep13_3_secret < 6) { - mes "[Vigilante]"; - mes "Hey! This is no place for a rookie like you."; - mes "Those Scaraba can snatch you away!"; - close; - } - if (countitem(6437)) { - mes "[Vigilante]"; - mes "Do you need something from the cave?"; - next; - if (select("Yes.:No.") == 1) { - mes "[Vigilante]"; - mes "Ewww, what's this smell?"; - mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas."; - next; - if (select("Enter after spraying perfume.:Do not enter because it's dangerous.") == 1) { - if (!countitem(6437)) { - mes "- Your Scaraba Perfume disappeared. -"; - close; - } - mes "[Vigilante]"; - mes "Okay. Then good luck to you. Be careful."; - delitem 6437,1; //Scaraba_Perfume - close2; - warp "dic_dun03",101,142; - end; - } - } - mes "[Vigilante]"; - mes "Please step aside because it is dangerous."; - mes "You won't know when those Scarabas will start to rampage."; - close; - } - mes "[Vigilante]"; - mes "Phew, what happened?! Why are they all over me?"; - next; - mes "[Vigilante]"; - mes "I already had bad luck in falling into Scaraba Hall and being drenched with this awful ^FF0000stench^000000 my head is starting to ache!"; - next; - mes "- The vigilante complained while brushing off the traces of the Scarabas."; - close; -} - -mid_camp,216,246,0 script #ep133_event03 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (ep13_3_secret == 23) { - donpcevent "Suspicious Guy#ep133_::OnEnable"; - cutin "ep13_loki01",2; - mes "[Low Voice]"; - mes "Hey."; - mes "Are you the human that met the newly appointed minister of Dicastes?"; - mes "What does he look like?"; - next; - mes "You feel yourself pressured by this"; - mes "suspicious guy and starts to talk about Ahat voluntarily."; - next; - cutin "ep13_loki02",2; - mes "[Black Clothed Guy]"; - mes "...Really?"; - mes "You've found it at last."; - ep13_3_secret = 24; - next; - cutin "",255; - donpcevent "Suspicious Guy#ep133_::OnDisable"; - mes "The guy in all black disappeared suddenly."; - mes "Who was that?"; - close; - } - end; -} - -mid_camp,218,250,3 script Suspicious Guy#ep133_ 4_M_ROKI,{ - mes "[Suspicious Guy]"; - mes "....."; - hideonnpc strnpcinfo(0); - close; -OnInit: -OnDisable: - hideonnpc strnpcinfo(0); -OnEnable: - hideoffnpc "Suspicious Guy#ep133_"; - end; -} - -- script Guard#ep133_11 4_MAN_GALTUN1,{ - if (!isequipped(2782)) { - mes "[Capital City Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; - next; - mes "- Cannot communicate with him. -"; - close; - } - if (ep13_3_invite < 4) { - mes "[Capital City Guard]"; - mes "Access to the city is restricted from other races without permits."; - mes "Please go back."; - close; - } - else if (ep13_3_invite == 5) { - mes "[Capital City Guard]"; - mes "Access to the city is restricted from other races without permits."; - mes "Please go back."; - next; - mes "[Capital City Guard]"; - mes "Hmmm? You are human."; - mes "If you went through that tunnel, you are here by Ravail's invitation?"; - next; - select("Yes."); - mes "[Capital City Guard]"; - mes "No wonder Vyhannus approved you."; - mes "Understood."; - mes "I approve your entrance and will guide you on what you should first do in El Dicastes."; - next; - mes "[Capital City Guard]"; - mes "First enter the fortress,"; - mes "and register yourself at Dicastes Diel located at the highest location in the north."; - mes "You must first register to b able to move freely."; - next; - mes "[Capital City Guard]"; - mes "You'll see Diel if you follow here towards the north."; - mes "You won't get lost."; - mes "You need to find the register window at the Diel public service center."; - close2; - warp "dicastes01",199,41; - end; - } - else if (ep13_3_invite > 5) { - mes "[Capital City Guard]"; - mes "Are you returning to El Dicastes?"; - next; - .@m = select("Yes. Going to the castle.:No.") - 1; - mes "[Capital City Guard]"; - mes "Good luck."; - close2; - if (!.@m) warp "dicastes01",199,41; - end; - } - mes "[Capital City Guard]"; - mes "Unknown situation occurred. Case " + strnpcinfo(2); - mes "Please inquiry with a GM."; - close; -} -dic_fild01,146,281,5 duplicate(Guard#ep133_11) Capital City Guard#1 4_MAN_GALTUN1 -dic_fild01,153,281,3 duplicate(Guard#ep133_11) Capital City Guard#2 4_MAN_GALTUN - -dic_in01,254,119,0 script Item Storage#01 CLEAR_NPC,{ - mes "This is the item storage."; - mes "There is some writing on the paper."; - next; - mes "+ Shay's precious safe +"; - mes "For those you want to use this safe!"; - mes "1. Is my cooking delicious?"; - mes "2. You have enough basic skills, right?"; - mes "3. It will be ^0000FF500 Zeny^000000, please!"; - next; - mes "You'll have to put in some coins to use it."; - mes "Insert Coins: Will you"; - mes "put in 500 Zeny?"; - next; - if(select("Use safe:No way.")==2) { - mes "["+strcharinfo(0)+"]"; - mes "I will use it later."; - close; - } - if (Zeny < 500) { - mes "Not enough Zeny."; - close; - } - Zeny -= 500; - close2; - openstorage; - end; -} - -sec_in02,10,42,1 script 13.3 Related Reset 4_MAN_BENKUNI,{ - callfunc "F_GM_NPC"; - mes "[Reset]"; - mes "Resets all quest windows including daily and map quests for 13.3."; - freeloop(1); - for(.@i = 12099; .@i <= 12216; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - freeloop(0); - close; -} - -// Civil Services -//============================================================ -function script que_dic { - if (!getarg(0)) { - if (questprogress(getarg(1),HUNTING) != 2) return; - mes getarg(3); - } - else if (getarg(0) == 1) { - if (!questprogress(getarg(1))) return; - if (countitem(getarg(3)) < getarg(4)) { - mes "It looks like you are short on the amount."; - close; - } - mes getarg(5); - mes getarg(6,""); - delitem getarg(3), getarg(4); - } - else if (getarg(0) == 2) { - for(.@i = 1; .@i < getargcount(); ++.@i) { - if (questprogress(getarg(.@i))) - erasequest getarg(.@i); - } - return; - } - getexp getarg(2),0; - erasequest getarg(1); - specialeffect2 EF_STEAL; - getitem 6304,1; - close; -} - -dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 97) { - mes "[Hunting Dept. 1 Manager]"; - mes "Umm...What are you up to? Anything to do with me?"; - close; - } - if (!questprogress(12159,PLAYTIME)) { - mes "[Hunting Dept. 1 Manager]"; - mes "So you didn't get"; - mes "any requests yet."; - mes "Laponte will have piles"; - mes "of requests and might give"; - mes "you one. Try meeting him."; - close; - } - else if (questprogress(12159,PLAYTIME) == 2) { - mes "[Hunting Dept. 1 Manager]"; - mes "Time limit has expired for the existing request."; - next; - mes "[Hunting Dept. 1 Manager]"; - mes "If any incomplete request is found, it will be consider that you failed it and the request will be deleted."; - next; - mes "[Hunting Dept. 1 Manager]"; - mes "You can get a new request after the existing request record being removed, go to see Laponte."; - que_dic(2,12099,12100,12101,12102,12103,12104,12105,12159); - close; - } - mes "[Hunting Dept. 1 Manager]"; - mes "Welcome."; - mes "How can I help you?"; - next; - select("I completed the request."); - mes "[Hunting Dept. 1 Manager]"; - mes "Ah..."; - mes "You are done with the request?"; - mes "Let me check your records first."; - next; - mes "[Hunting Dept. 1 Manager]"; - .@s$ = "Oh, you completed all your requests. Confirmation complete."; - que_dic(0,12099,4000,.@s$); - que_dic(0,12100,49000,.@s$); - que_dic(0,12101,18000,.@s$); - que_dic(0,12102,45000,.@s$); - que_dic(0,12103,4000,.@s$); - que_dic(0,12104,73000,.@s$); - que_dic(0,12105,59000,.@s$); - mes "Um....." + strcharinfo(0) + ""; - mes "You will be in trouble if you lie about the request..."; - close; -} - -dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 100) { - mes "[Hunting Dept. 2 Manager]"; - mes "Ha ha, you will need to train a little more to work with me."; - close; - } - if (!questprogress(12160,PLAYTIME)) { - mes "[Hunting Dept. 2 Manager]"; - mes "So you didn't get"; - mes "any requests yet."; - mes "Kalipo will have piles"; - mes "of requests and might give"; - mes "you one. Try to find him."; - close; - } - else if (questprogress(12160,PLAYTIME) == 2) { - mes "[Hunting Dept. 2 Manager]"; - mes "Kalipo seems to have another request for you."; - next; - mes "[Hunting Dept. 2 Manager]"; - mes "I will erase any other records including previous requests from Kalipo that you haven't completed yet."; - next; - mes "[Hunting Dept. 2 Manager]"; - mes "Your request history is cleared now. Please visit Kalipo."; - que_dic(2,12106,12107,12108,12109,12110,12111,12160); - close; - } - mes "[Hunting Dept. 2 Manager]"; - mes "Welcome."; - mes "How can I help you?"; - next; - select("I completed the request."); - mes "[Hunting Dept. 2 Manager]"; - mes "Ah..."; - mes "You are done with the request?"; - mes "Let me check your records first."; - next; - mes "[Hunting Dept. 2 Manager]"; - .@s$ = "Oh, you completed all your requests. Confirmation complete."; - que_dic(0,12106,77000,.@s$); - que_dic(0,12107,47000,.@s$); - que_dic(0,12108,50000,.@s$); - que_dic(0,12109,53000,.@s$); - que_dic(0,12110,30000,.@s$); - que_dic(0,12111,42000,.@s$); - mes "Umm.." + strcharinfo(0) + ""; - mes "Please check your request history again. There is a discrepancy with our documents."; - close; -} - -dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Supply Dept. 1 Manager]"; - mes "You gotta be strong enough to deal with Supply Dept. 1."; - close; - } - if (!questprogress(12161,PLAYTIME)) { - mes "[Supply Dept. 1 Manager]"; - mes "So you didn't get"; - mes "any requests yet."; - mes "Pura will have piles"; - mes "of requests and might give"; - mes "you one. Try meeting him."; - close; - } - else if (questprogress(12161,PLAYTIME) == 2) { - mes "[Supply Dept. 1 Manager]"; - mes "Pura is looking for you."; - next; - mes "[Supply Dept. 1 Manager]"; - mes "I erased all records related with the previous request. Go to meet Pura."; - next; - que_dic(2,12117,12118,12119,12120,12121,12122,12123,12124,12125,12126,12161); - close; - } - mes "[Supply Dept. 1 Manager]"; - mes "Welcome."; - mes "How can I help you?"; - next; - select("I completed the request."); - mes "[Supply Dept. 1 Manager]"; - mes "Ah..."; - mes "You are done with the request?"; - mes "Let me check your records first."; - next; - mes "[Supply Dept. 1 Manager]"; - .@s$ = "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?"; - que_dic(1,12117,26300,6086,6,.@s$); - que_dic(1,12118,25600,6090,3,.@s$); - que_dic(1,12119,51100,6073,16,.@s$); - que_dic(1,12120,26300,1037,6,.@s$); - que_dic(1,12121,79900,7032,26,.@s$); - que_dic(1,12122,26300,6075,6,.@s$); - que_dic(1,12123,79900,7326,26,.@s$); - que_dic(1,12124,53000,12353,1,.@s$); - que_dic(1,12125,56700,936,18,.@s$); - que_dic(1,12126,37500,954,11,.@s$); - mes "Cannot find any record..."; - mes "Nothing... There is nothing that I can say ^990000Request completed!^000000."; - close; -} - -dic_in01,48,273,8 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Supply Dept. 2 Manager]"; - mes "No way, You can't stand the job of Supply Dept. 2 with that weak body."; - close; - } - if (!questprogress(12162,PLAYTIME)) { - mes "[Supply Dept. 2 Manager]"; - mes "So you didn't get"; - mes "any requests yet."; - mes "Tragis will have piles"; - mes "of requests and might give"; - mes "you one. Try meeting him."; - close; - } - else if (questprogress(12162,PLAYTIME) == 2) { - mes "[Supply Dept. 2 Manager]"; - mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him."; - next; - que_dic(2,12127,12128,12129,12130,12131,12132,12133,12134,12135,12136,12162); - close; - } - mes "[Supply Dept. 2 Manager]"; - mes "Welcome."; - mes "How can I help you?"; - next; - select("I completed the request."); - mes "[Supply Dept. 2 Manager]"; - mes "Ah..."; - mes "You are done with the request?"; - mes "Let me check your records first."; - next; - mes "[Supply Dept. 2 Manager]"; - .@s$ = "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; - que_dic(1,12127,65300,6023,5,.@s$); - que_dic(1,12128,65300,6020,21,.@s$); - que_dic(1,12129,82800,1042,27,.@s$); - que_dic(1,12130,79900,912,26,.@s$); - que_dic(1,12131,42800,943,13,.@s$); - que_dic(1,12132,51100,6041,16,.@s$); - que_dic(1,12133,79900,7100,26,.@s$); - que_dic(1,12134,37500,7198,11,.@s$); - que_dic(1,12135,51100,7188,16,.@s$); - que_dic(1,12136,31000,518,2,.@s$); - mes "I would like to complete a request for you but you have none going on now."; - close; -} - -dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Transport Dept. 1 Manager]"; - mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 1."; - close; - } - if (!questprogress(12163,PLAYTIME)) { - mes "[Transport Dept. 1 Manager]"; - mes "So you didn't get"; - mes "any requests yet."; - mes "Calyon will have piles"; - mes "of requests and might give"; - mes "you one. Try meeting him."; - close; - } - else if (questprogress(12163,PLAYTIME) == 2) { - mes "[Transport Dept. 1 Manager]"; - mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him."; - next; - que_dic(2,12137,12138,12139,12140,12141,12142,12143,12144,12145,12146,12147,12163); - close; - } - mes "[Transport Dept. 1 Manager]"; - mes "Welcome."; - mes "How can I help you?"; - next; - select("I completed the request."); - mes "[Transport Dept. 1 Manager]"; - mes "Ah..."; - mes "You are done with the request?"; - mes "Let me check your records first."; - next; - mes "[Transport Dept. 1 Manager]"; - .@s$ = "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though...."; - que_dic(1,12137,30000,7143,4,.@s$); - que_dic(1,12138,25000,744,5,.@s$); - que_dic(1,12139,47500,748,1,.@s$); - que_dic(1,12140,27500,736,15,.@s$); - que_dic(1,12141,27000,746,10,.@s$); - que_dic(1,12142,27500,740,15,.@s$); - que_dic(1,12143,21600,925,50,.@s$); - que_dic(1,12144,21400,965,50,.@s$); - que_dic(1,12145,20900,964,20,.@s$); - que_dic(1,12146,22400,911,30,.@s$); - que_dic(1,12147,20800,910,40,.@s$); - mes "Um...... What do you want me to do?"; - next; - mes "[Transport Dept. 1 Manager]"; - mes "...."; - next; - mes "[Transport Dept. 1 Manager]"; - mes "You've got nothing that I can handle..."; - close; -} - -dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Transport Dept. 2 Manager]"; - mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 2."; - close; - } - if (!questprogress(12164)) { - mes "[Transport Dept. 2 Manager]"; - mes "So you didn't get"; - mes "any requests yet."; - mes "Moltuka will have piles"; - mes "of requests and might give"; - mes "you one. Try meeting him."; - close; - } - else if (questprogress(12164,PLAYTIME) == 2) { - mes "[Transport Dept. 2 Manager]"; - mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him."; - next; - que_dic(2,12148,12149,12150,12151,12152,12153,12154,12155,12156,12157,12158,12164); - close; - } - mes "[Transport Dept. 2 Manager]"; - mes "Welcome."; - mes "How can I help you?"; - next; - select("I completed the request."); - mes "[Transport Dept. 2 Manager]"; - mes "Ah..."; - mes "You are done with the request?"; - mes "Let me check your records first."; - next; - mes "[Transport Dept. 2 Manager.]"; - .@s$ = "Well received. One less thing to worry about now."; - que_dic(1,12148,23000,528,100,.@s$); - que_dic(1,12149,20750,512,100,.@s$); - que_dic(1,12150,20750,515,100,.@s$); - que_dic(1,12151,20750,535,100,.@s$); - que_dic(1,12152,24500,516,50,.@s$); - que_dic(1,12153,20750,513,100,.@s$); - que_dic(1,12154,21250,517,50,.@s$); - que_dic(1,12155,24000,737,20,.@s$); - que_dic(1,12156,20037,747,5,.@s$); - que_dic(1,12157,23000,6265,2,.@s$); - que_dic(1,12158,23000,6264,2,.@s$); - mes "This is the first time in my 200 years of working at this department that a person comes back to complete a request without starting any."; - close; -} - - -dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ - if (!checkweight(1201,1)) { - mes "You have too many items in your inventory."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Your inventory is too heavy."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go..."; - close; - } - if (BaseLevel < 80) { - mes "You won't need those documents even if you could read them. Looks like you haven't gotten enough training"; - close; - } - .@map_hi = rand(1,4); - mes "[Papyrus]"; - if (.@map_hi == 1) mes "Welcome, I am Papyrus, the manager of the Archive room here."; - else if (.@map_hi == 2) mes "The number of adventurers visiting the Archive room has increased"; - else if (.@map_hi == 3) mes "This is the very place where Ancient Sapha forefathers created history"; - else mes "The Archive room holds transcendent knowledge beyond that of Midgard and Asgard"; - next; - if (countitem(6308) > 29) { - mes "[Papyrus]"; - mes "Oh... You've brought back plenty of unknown relics"; - next; - mes "[Papyrus]"; - mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?"; - next; - if (select("Next time:Exchange now") == 1) { - mes "[Papyrus]"; - mes "Ok, have it your way. I'm here if you change your mind"; - close; - } - mes "[Papyrus]"; - mes "Ok here's your 11 Sapha Certifications."; - delitem 6308,30; //Unidentified_Relic - getitem 6304,11; //Sapa_Feat_Cert - close; - } - if (countitem(6308) > 2) { - mes "[Papyrus]"; - mes "Wow~ "; - mes "You've found an Unknown Relic."; - mes "Do you want to exchange it with for 1 Sapha Certification?"; - next; - if (select("Next time:Exchange now") == 1) { - mes "[Papyrus]"; - mes "Ok, have it your way. I'm here if you change your mind"; - close; - } - mes "[Papyrus]"; - mes "Ok here's your 1 Sapha Certifications."; - delitem 6308,3; //Unidentified_Relic - getitem 6304,1; //Sapa_Feat_Cert - close; - } - mes "[Papyrus]"; - mes "How can I help you? "; - next; - switch (select("What is this place for? :How do I view documents?:What is an Unknown Relic? ")) { - case 1: - mes "[Papyrus]"; - mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept."; - next; - mes "[Papyrus]"; - mes "You can say it's something similar to the human's museum. Take your time to look through our ancient records."; - next; - mes "[Papyrus]"; - mes "You'll never know if you'll find something that catches your adventurous eye."; - break; - case 2: - mes "[Papyrus]"; - mes "Some documents are written in Ancient Sapha Language so humans have trouble viewing all of the documents."; - next; - mes "[Papyrus]"; - mes "You can find recent documents on the left where I am standing."; - mes "You can also take notes on documents you found interesting."; - next; - mes "[Papyrus]"; - mes "I would appreciate it if you bring back any Unknown Relics you happen to find while exploring using your notes from here to me."; - break; - case 3: - mes "[Papyrus]"; - mes "Unknown Relics are relics that have not yet been verified and they are valuable research material for us."; - next; - mes "[Papyrus]"; - mes "Many of us researchers are studying life and death, the birth and extinction of the universe through the ancient relics"; - next; - mes "[Papyrus]"; - mes "If you find and bring an unknown relic to me, in exchange I will give you ^9900991 Sapha Certification^000000s for every ^9900993 Unknown Relic^000000s you bring."; - next; - mes "[Papyrus]"; - mes "If you bring ^99009930 relics^000000, I will exchange it for ^99009911 Sapha Certification^000000s."; - break; - } - close; -} - -// Document Packages -//============================================================ -- script Document Package#main -1,{ - function eldicastes_dp; - if (isequipped(2782) < 1) { - mes "You can't make sense of the writing."; - close; - } - if (BaseLevel < 80) { - mes "This document archive doesn't look like it has any value to anyone with enough adventurer experience."; - close; - } - if (ep13_3_invite < 6) { - mes "When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly."; - close; - } - if (questprogress(12165,PLAYTIME) == 2) { - mes "Feeling a bit better"; - erasequest 12165; - close; - } - else if (questprogress(12165,PLAYTIME)) { - mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down"; - close; - } - specialeffect2 EF_DISPELL; - progressbar "ffff00",4; - .@doc = rand(1,70); - if (.@doc > 50 && .@doc <= 60) { - mes "No documents look out of the ordinary."; - close; - } else if (.@doc > 60 && .@doc <= 70) { - mes "You suddenly feel nauseated. You feel like this won't go away any time soon. Finding the documents will have to wait."; - setquest 12165; - close; - } - else if (.@doc == 1) eldicastes_dp(12209,"Horn","Hard wedge-like horn from some insects. Doesn't have much practical use.",""); - else if (.@doc == 2) eldicastes_dp(12195,"Horrendous Mouth","Tooth from a dead body.","Important material for research on time of death and health conditions. Useful in discovering human ecology."); - else if (.@doc == 3) eldicastes_dp(12186,"Orc's Fangs","Green skinned monster living in the woods. The creature is humanlike but is very hostile to humans.","Known to have a friendly relationship between the two races long ago."); - else if (.@doc == 4) eldicastes_dp(12172,"Frog Eggs","An egg from an amphibian living in warm areas. Unknown if this egg can hatch in Manuk's cold regions.",""); - else if (.@doc == 5) eldicastes_dp(12208,"Snail's Shells","Hard Carapace that protects the body of a huge snail. Creature fun to research out of pure curiousity.",""); - else if (.@doc == 6) eldicastes_dp(12188,"Powder of Butterfly","Powder from the winged insects from Midgard. Some humans use it for makeup or medicine.",""); - else if (.@doc == 7) eldicastes_dp(12167,"Reptile Tongue","Tongue of a monster living in the desert terrain of Midgard. Often used as medicine after drying.",""); - else if (.@doc == 8) eldicastes_dp(12168,"Scorpion Tail","Poisonous reptile tail from a creature living in the deserts.","Records say that humans can lose their life when attacked."); - else if (.@doc == 9) eldicastes_dp(12173,"Jellopy","Unknown substance in Manuk regions but found throughout Midgard.","Research required to see possibilities on using it for construction material."); - else if (.@doc == 10) eldicastes_dp(12166,"Tree Root","Humans are using this for firewood or construction material. Found commonly in the woods of Midgard.",""); - else if (.@doc == 11) eldicastes_dp(12169,"Stem","There is nothing like Midgard plants in Manuk.","These plants are used for food and medicine and some are even poisonous."); - else if (.@doc == 12) eldicastes_dp(12170,"Pointed Scale","Stem from a bumpy life form. Research required as the usage is unknown.",""); - else if (.@doc == 13) eldicastes_dp(12171,"Resin","Sap from an old tree collected and solidified. Very valuable in the human world.",""); - else if (.@doc == 14) eldicastes_dp(12174,"Fish Tail","Humans eat meat called fish.","Can be used as important food supply for foreign adventurers visiting in the city."); - else if (.@doc == 15) eldicastes_dp(12175,"Worm Peeling","They say some Worm Peelings are valuable.","But this is based on the human's standard of value. Research required."); - else if (.@doc == 16) eldicastes_dp(12176,"Gill","There are Midgard creatures that live in the sea and breathe through gills.","Further research on their ecology will be useful."); - else if (.@doc == 17) eldicastes_dp(12177,"Tooth of Bat","Traces of a nocturnal creature unknown to Manuk. Not a strong creature from the size of its teeth.",""); - else if (.@doc == 18) eldicastes_dp(12178,"Fluff","Many of Midgard creatures are covered with soft hair.","Hair can be used as great cold protection. Further research required."); - else if (.@doc == 19) eldicastes_dp(12179,"Chrysalis","Large insect sack that is alive and contains who knows what.","Not active at all but the life structure within it is very unique and worth researching."); - else if (.@doc == 20) eldicastes_dp(12180,"Feather of Birds","Bird feather located throughout Midgard.","The feathers aren't great for cold protection but can be used as decorative accessories or tools for writing."); - else if (.@doc == 21) eldicastes_dp(12181,"Talon","Pointy talon convenient for making holes or simple accessories.","Very useful with the nails from large creatures from Manuk."); - else if (.@doc == 22) eldicastes_dp(12182,"Sticky Webfoot","Strange body structure found from Midgard amphibians. Evolved to better adapt to ocean life.",""); - else if (.@doc == 23) eldicastes_dp(12183,"Animal Skin","Leather from a mammal.","Very warm and soft and can be used in various ways. Processed in Midgard and valuable."); - else if (.@doc == 24) eldicastes_dp(12184,"Wolf Claw","Claw from a creature called wolf.","Usage is unknown but many curious Saphas are taking an interest in it."); - else if (.@doc == 25) eldicastes_dp(12185,"Mushroom Spore","Spores from a mushroom found throughout Midgard.","Looks like it can be cultivated here with a little research."); - else if (.@doc == 26) eldicastes_dp(12187,"Evil Horn","Item made from Evil Horns that appear in areas that aren't holy.","Sold at a high price but doesn't seem to be practical."); - else if (.@doc == 27) eldicastes_dp(12214,"Cactus Needle","Surface of a plant that survives in deserts with almost no moisture.",""); - else if (.@doc == 28) eldicastes_dp(12189,"Bill of Birds","Pointy bill convenient for making holes or simple accessories. Looks similar to bird claws.",""); - else if (.@doc == 29) eldicastes_dp(12190,"Snake Scale","Scales from a reptile that moves without legs.","Scales are shed from the creature and are used for simple craftwork."); - else if (.@doc == 30) eldicastes_dp(12191,"Insect Feeler","Bug feeler from an insect with keen nerves.","Research subject for its unique structure different from Manuk creatures."); - else if (.@doc == 31) eldicastes_dp(12192,"Immortal Heart","Heart that never stops beating. Obtained from mystical creatures called mermaids.","The driving force of the heart is still unknown and worth researching."); - else if (.@doc == 32) eldicastes_dp(12193,"Rotten Bandage","Bandage used for dead bodies. Looks like humans believed in the dead coming back for their bodies.",""); - else if (.@doc == 33) eldicastes_dp(12194,"Decayed Nail","Nail from a dead body. Important material for research on time of death and health conditions.","Useful in discovering human ecology."); - else if (.@doc == 34) eldicastes_dp(12215,"Stone Heart","They say a huge stone in a dead area in Midgard moves by itself.","The heart of the huge stone would be a rare research subject."); - else if (.@doc == 35) eldicastes_dp(12196,"Tentacle","Feeler from ocean creatures. Unlike those from insects, these show active movement.",""); - else if (.@doc == 36) eldicastes_dp(12197,"Shell","Shell protecting insects or crustacean creatures.","These creatures have a shell surrounding their skin and are very flexible in movement. Worth researching."); - else if (.@doc == 37) eldicastes_dp(12198,"Scale Shell","Shiny scales found from some reptiles.","The fluorescent substance contained on the surface can be used in various places."); - else if (.@doc == 38) eldicastes_dp(12199,"Venom Canine","Canine tooth with poison. Humans use this to make weapons for killing.",""); - else if (.@doc == 39) eldicastes_dp(12200,"Sticky Mucus","Sticky liquid with a bit of viscosity left.","Can be used as key material for construction and currently is used for some Manuk architecture style. Commonly found throughout Midgard."); - else if (.@doc == 40) eldicastes_dp(12201,"Bee Sting","Stinger taken from a living insect.","Some humans use it for medical treatment for its medicinal effect."); - else if (.@doc == 41) eldicastes_dp(12202,"Grasshopper's Leg","Back legs of an insect that can leap far. Fun to research its structure.",""); - else if (.@doc == 42) eldicastes_dp(12203,"Royal Jelly","A kind of wonder drug collected from a queen bee.","Humans love this but no efficacy found for Manuk."); - else if (.@doc == 43) eldicastes_dp(12204,"Yoyo Tail","Tail from a humanlike creature.","Research on why humans do not have this trace on them would be amusing but would hurt current alliance with the humans."); - else if (.@doc == 44) eldicastes_dp(12205,"Solid Shell","Shell evolved by some kind of environmental factor.","This can be great material to make various tool or armory."); - else if (.@doc == 45) eldicastes_dp(12206,"Yam","Edible when ripe, yellow food.","Humans like this very much. Haven't tried it yet but smells like ripe sweet Potatoes."); - else if (.@doc == 46) eldicastes_dp(12207,"Raccoon Leaf","They say there is an animal that can change its form with this pasted on it.","Worth research to validate if this rumor is true."); - else if (.@doc == 47) eldicastes_dp(12210,"Bear's Footskin","Humans collect hunted bear paws.","Usage is unknown. The humans that collect the paws are subjects for research."); - else if (.@doc == 48) eldicastes_dp(12211,"Feather","Warm hair as soft as downy hair.","Must be used for cold protection. Collectable throughout Midgard."); - else if (.@doc == 49) eldicastes_dp(12212,"Red Herb","Kind of medicinal red plant.","Humans use this to make recovery medicine. Plant worth researching."); - else if (.@doc == 50) eldicastes_dp(12213,"Carrot","Red colored plant. Pub owner requests it all the time. Worth research.",""); - close; - - function eldicastes_dp { - if (questprogress(getarg(0))) { - mes "You've found a document you already have."; - close; - } - mes "^660066"+getarg(2)+"^000000"; - mes "^660066"+getarg(3)+"^000000"; - next; - mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000."; - specialeffect2 EF_STEAL; - setquest getarg(0); - close; - } -} -dic_in01,31,192,0 duplicate(Document Package#main) Document Package#0001 CLEAR_NPC -dic_in01,31,187,0 duplicate(Document Package#main) Document Package#0002 CLEAR_NPC -dic_in01,25,192,0 duplicate(Document Package#main) Document Package#0003 CLEAR_NPC -dic_in01,25,187,0 duplicate(Document Package#main) Document Package#0004 CLEAR_NPC - -// Unknown Relics -//============================================================ -function script unknown_d { - if (!questprogress(getarg(0))) { - mes "You see some traces of digging."; - close; - } - specialeffect2 EF_SPRINKLESAND; - specialeffect2 EF_BEGINSPELL_N1; - progressbar "ffff00",4; - erasequest getarg(0); - mes "You were able to find information on the "+getitemname(getarg(1))+"."; - specialeffect2 EF_STEAL; - getitem getarg(1),rand(1,4); - if (!rand(2)) { - next; - mes "In addition, you've obtained an unknown relic to report back to the Saphas."; - specialeffect2 EF_STEAL; - getitem 6308,1; //Unidentified_Relic - } - close; -} -prt_fild03,144,95,0 script Tree Roots CLEAR_NPC,{ unknown_d(12166,902); } -prt_fild09,371,255,0 script Reptile Tongues CLEAR_NPC,{ unknown_d(12167,903); } -prt_fild09,352,241,0 script Scorpion Tails CLEAR_NPC,{ unknown_d(12168,904); } -pay_fild02,177,108,0 script Stems CLEAR_NPC,{ unknown_d(12169,905); } -pay_fild02,105,113,0 script Pointed Scales CLEAR_NPC,{ unknown_d(12170,906); } -pay_fild01,152,171,0 script Resin CLEAR_NPC,{ unknown_d(12171,907); } -gef_fild01,104,111,0 script Spawn CLEAR_NPC,{ unknown_d(12172,908); } -prt_fild08,299,332,0 script Jellopy CLEAR_NPC,{ unknown_d(12173,909); } -izlude,136,160,0 script Fish Tails CLEAR_NPC,{ unknown_d(12174,1023); } // Old coordinates: (132,136) -izlude_a,136,160,0 script Fish Tails#a CLEAR_NPC,{ unknown_d(12174,1023); } -izlude_b,136,160,0 script Fish Tails#b CLEAR_NPC,{ unknown_d(12174,1023); } -izlude_c,136,160,0 script Fish Tails#c CLEAR_NPC,{ unknown_d(12174,1023); } -izlude_d,136,160,0 script Fish Tails#d CLEAR_NPC,{ unknown_d(12174,1023); } -prt_fild05,303,169,0 script Worm Peelings CLEAR_NPC,{ unknown_d(12175,955); } -iz_dun03,155,165,0 script Gills CLEAR_NPC,{ unknown_d(12176,956); } -mjo_dun01,222,226,0 script Tooth of Bat CLEAR_NPC,{ unknown_d(12177,913); } -prt_fild06,182,290,0 script Fluff CLEAR_NPC,{ unknown_d(12178,914); } -prt_fild06,127,85,0 script Chrysalis CLEAR_NPC,{ unknown_d(12179,915); } -moc_fild07,201,360,0 script Feather of Bird CLEAR_NPC,{ unknown_d(12180,916); } -moc_fild12,116,122,0 script Talons CLEAR_NPC,{ unknown_d(12181,917); } -prt_fild04,315,245,0 script Sticky Webfoot CLEAR_NPC,{ unknown_d(12182,918); } -mjolnir_08,108,99,0 script Animal Skin CLEAR_NPC,{ unknown_d(12183,919); } -moc_fild03,175,201,0 script Wolf Claws CLEAR_NPC,{ unknown_d(12184,920); } -pay_fild08,188,153,0 script Mushroom Spores CLEAR_NPC,{ unknown_d(12185,921); } -gef_fild03,251,109,0 script Orc's Fangs CLEAR_NPC,{ unknown_d(12186,922); } -c_tower2,170,9,0 script Evil Horns CLEAR_NPC,{ unknown_d(12187,923); } -gef_fild05,111,96,0 script Powder of Butterfly CLEAR_NPC,{ unknown_d(12188,924); } -moc_fild11,237,273,0 script Bill of Birds CLEAR_NPC,{ unknown_d(12189,925); } -pay_fild06,306,233,0 script Snake Scales CLEAR_NPC,{ unknown_d(12190,926); } -pay_fild07,126,49,0 script Insect Feelers CLEAR_NPC,{ unknown_d(12191,928); } -iz_dun02,112,96,0 script Immortal Hearts CLEAR_NPC,{ unknown_d(12192,929); } -moc_pryd02,134,112,0 script Rotten Bandages CLEAR_NPC,{ unknown_d(12193,930); } -moc_pryd02,36,75,0 script Decayed Nails CLEAR_NPC,{ unknown_d(12194,957); } -moc_pryd02,148,184,0 script Horrendous Mouths CLEAR_NPC,{ unknown_d(12195,958); } -iz_dun01,210,77,0 script Tentacles CLEAR_NPC,{ unknown_d(12196,962); } -iz_dun01,191,92,0 script Shells CLEAR_NPC,{ unknown_d(12197,935); } -mjolnir_04,191,154,0 script Scale Shells CLEAR_NPC,{ unknown_d(12198,936); } -mjolnir_04,162,168,0 script Venom Canines CLEAR_NPC,{ unknown_d(12199,937); } -prt_fild02,102,97,0 script Sticky Mucus CLEAR_NPC,{ unknown_d(12200,938); } -mjolnir_09,99,100,0 script Bee Stings CLEAR_NPC,{ unknown_d(12201,939); } -prt_fild07,76,122,0 script Grasshopper's Legs CLEAR_NPC,{ unknown_d(12202,940); } -prt_fild03,64,35,0 script Royal Jelly CLEAR_NPC,{ unknown_d(12203,526); } -prt_fild03,180,163,0 script Yoyo Tails CLEAR_NPC,{ unknown_d(12204,942); } -prt_fild03,226,170,0 script Solid Shells CLEAR_NPC,{ unknown_d(12205,943); } -prt_fild03,262,201,0 script Nice Sweet Potato CLEAR_NPC,{ unknown_d(12206,549); } -prt_fild03,284,190,0 script Raccoon Leaf CLEAR_NPC,{ unknown_d(12207,945); } -gef_fild09,67,46,0 script Snail's Shells CLEAR_NPC,{ unknown_d(12208,946); } -prt_fild03,366,237,0 script Horns CLEAR_NPC,{ unknown_d(12209,947); } -pay_fild07,269,164,0 script Bear's Footskin CLEAR_NPC,{ unknown_d(12210,948); } -prt_fild02,142,116,0 script Feathers CLEAR_NPC,{ unknown_d(12211,949); } -prt_fild02,97,209,0 script Red Herbs CLEAR_NPC,{ unknown_d(12212,507); } -prt_fild02,280,328,0 script Carrots CLEAR_NPC,{ unknown_d(12213,515); } -moc_fild01,169,62,0 script Cactus Needles CLEAR_NPC,{ unknown_d(12214,952); } -cmd_fild08,324,163,0 script Stone Hearts CLEAR_NPC,{ unknown_d(12215,953); } - -dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ - if (!isequipped(2782)) { - mes "[Diel Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; - next; - mes "Cannot communicate with him."; - close; - } - if (ep13_3_secret < 13) { - mes "[Diel Guard]"; - mes "You cannot go further."; - mes "This is the highest minister's office."; - mes "Only those with permission are allowed in."; - mes "Please go back."; - close; - } - else if (ep13_3_secret == 13) { - mes "[Diel Guard]"; - mes "Please stop."; - mes "Only those with permission are allowed to enter."; - next; - if (select("I have permission.:Go back.") == 1) { - mes "[Diel Guard]"; - mes "Wait..."; - mes strcharinfo(0) + "......ah... I see your name on the list."; - mes "I'm sorry."; - mes "Please go through."; - close2; - warp "dic_in01",241,177; - end; - } - mes "[Diel Guard]"; - mes "Sigh..."; - mes "Please understand."; - mes "There are many that try to meet the minister."; - mes "That is why security is heavy."; - close; - } - else if (ep13_3_secret > 13) { - mes "[Diel Guard]"; - mes "Ah, you are " + strcharinfo(0) + ".."; - mes "I received an order from Ahat to let you through anytime."; - mes "Please go up."; - close2; - warp "dic_in01",241,177; - end; - } - mes "[Diel Guard]"; - mes "You cannot go further."; - mes "This is the highest minister's office."; - mes "Only those with permission are allowed in."; - mes "Please go back."; - close; -} - -dic_in01,242,182,0 script Elevator#5f_to_4f CLEAR_NPC,{ - select("Administrative Office"); - warp "dic_in01",138,221; - end; -} - -dic_in01,263,193,3 script Diel Guard#ep133_20 4_MAN_GALTUN,{ - if (!isequipped(2782)) { - mes "[Diel Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; - next; - mes "Cannot communicate with him."; - close; - } - if (ep13_3_secret < 13) { - mes "[Diel Guard]"; - mes "Please stop."; - mes "You cannot go further."; - close; - } - else if ((ep13_3_secret > 11) && (ep13_3_secret < 19)) { - mes "[Diel Guard]"; - mes "Are you here to meet Ahat?"; - mes "You are on the list."; - close2; - warp "dic_in01",299,251; - end; - } - else if (ep13_3_secret > 18) { - if (ep13_3_ahtdayq == 1) { - mes "[Diel Guard]"; - mes "You just came back from Ahat's errand?"; - mes "He is waiting inside."; - mes "Please go in."; - } - else if (countitem(6304) > 0) { - mes "[Diel Guard]"; - mes "Are you here to meet Ahat?"; - mes "You are on the list."; - mes "Please go in."; - delitem 6304,1; //Sapa_Feat_Cert - } - else { - mes "[Diel Guard]"; - mes "You need 1 exploit certification to meet Ahat."; - mes "At least this is a special treatment for you."; - close; - } - close2; - warp "dic_in01",299,251; - end; - } - mes "[Diel Guard]"; - mes "This is a restricted area."; - mes "You need permission to go any further."; - close; -} - -dic_in01,299,268,0 script #ep133_event01 HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - if (ep13_3_secret == 13) { - mes "As soon as you enter the room, someone"; - mes "pushes down your head to force you to bow."; - soundeffect "wander_man_move.wav",0; - sc_start SC_BLIND,60000,0; - next; - mes "[Ringing Voice]"; - mes "That is fine, Cheshire."; - mes "Are you here to see me?"; - next; - mes "[Ringing Voice]"; - mes "Hold up your head and come closer."; - mes "Conversations are meant to have with eye contact."; - next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),1; - mes "You hold up your head at the sound of Ahat's voice"; - mes "But you see a human in high-ranking Sapha clothing in front of you."; - sc_end SC_BLIND; - emotion e_omg,1; - ep13_3_secret = 14; - erasequest 7198; - close2; - cutin "",255; - } - end; -} - -dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ - // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { - if ((MaxWeight - Weight) < 1000) { - mes "- You can too many items to proceed with the quest. -"; - close; - } - cutin "ep13_cheshire_h",0; - if (ep13_3_secret < 16) { - mes "[Cheshire]"; - mes "........"; - mes "........Humph."; - close2; - } - else if (ep13_3_secret == 16) { - mes "- Cheshire stands quietly next to Ahat with his head and face covered with a bandana."; - mes "You see a tail behind Cheshire's hip for a split second. -"; - next; - select("Tail?"); - mes "[Cheshire]"; - mes "What are you looking at?!"; - mes "What tail are you talking about."; - next; - select("Have you ever been near the triangle?"); - mes "[Cheshire]"; - mes ".. Hey, what are you talking about?"; - mes "What do you want to say?"; - next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "" + strcharinfo(0) + "...."; - mes "All you need to do is follow Cheshire's orders."; - mes "Don't ask stupid questions. This is an order."; - mes "Cheshire. continue."; - next; - cutin "ep13_cheshire_h",0; - mes "[Cheshire]"; - mes "Hmm..here is what you need to do."; - mes "There is a huge crack south from the city."; - mes "There are many.."; - mes "accidents happening near the crack."; - next; - mes "[Cheshire]"; - mes "I need you to go and clear out any traces."; - mes "You'll find ^4d4dffclotted bloodstains, remnants of spells, and pieces of skin^000000."; - next; - mes "[Cheshire]"; - mes "Clear them out without anyone knowing."; - mes "And bring them here instead of throwing them away anywhere."; - mes "Bring back at least 10 of each."; - ep13_3_secret = 17; - setquest 7199; - next; - mes "[Cheshire]"; - mes "You mustn't be seen by anyone."; - mes "You mustn't tell the Saphas."; - mes "Work in absolute secrecy!"; - close2; - } - else if (ep13_3_secret == 17) { - if (countitem(6306) > 9 && countitem(6305) > 9 && countitem(6307) > 9) { - mes "[Cheshire]"; - mes "..... ..you"; - mes "Are useful, aren't you?"; - mes "That will be all for today."; - mes "We will need to work little by little so we don't draw attention."; - delitem 6306,10; //Solid_Bloodstain - delitem 6305,10; //Frozen_Skin_Piece - delitem 6307,10; //Suspicious_Magic_Stone - ep13_3_secret = 18; - erasequest 7199; - setquest 7200; - ep13_3_ahtdayq = 2; - close2; - } - else { - mes "[Cheshire]"; - mes "Erase the various traces nearby the crack."; - mes "Your job is to collect and bring back clotted bloodstains, remnants of magic spells, and pieces of skin."; - next; - mes "[Cheshire]"; - mes "This cannot be done in a day so please bring back at least 10 of each."; - mes "Got it?"; - close2; - } - } - else if (ep13_3_secret == 18) { - mes "[Cheshire]"; - mes "Your work is done with me."; - mes "Do you have something for Ahat?"; - close2; - } - else { - if (ep13_3_ahtdayq == 1) { - if ((countitem(6306) > 9) && (countitem(6305) > 9) && (countitem(6307) > 9)) { - mes "[Cheshire]"; - mes "Ok. Confirmed."; - mes "Good."; - mes "You used an exploit certification to get here, didn't you?"; - mes "I'll return it to you."; - next; - mes "[Cheshire]"; - mes "We will do this again tomorrow."; - mes "Ahat seems to trust you very much."; - mes "Let's do are best."; - delitem 6306,10; //Solid_Bloodstain - delitem 6305,10; //Frozen_Skin_Piece - delitem 6307,10; //Suspicious_Magic_Stone - ep13_3_ahtdayq = 2; - getitem 6304,1; //Sapa_Feat_Cert - getexp 70000,0; - getexp 0,30000; - erasequest 7201; - setquest 7200; - close2; - } - else { - mes "[Cheshire]"; - mes "As always, go and collect traces nearby the crack north from here."; - mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.."; - mes "10 of each."; - close2; - } - } - else if (ep13_3_ahtdayq == 2) { - if (questprogress(7200,PLAYTIME) == 1) { - mes "[Cheshire]"; - mes "Not just yet."; - mes "We must plan the cleanup near the crack carefully."; - mes "Come back later."; - close2; - } - else if (questprogress(7200,PLAYTIME) == 2) { - mes "[Cheshire]"; - mes "Back to work today."; - mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.."; - mes "Bring them back quietly."; - next; - mes "[Cheshire]"; - mes "Collect 10 of each as always."; - mes "Got it?"; - ep13_3_ahtdayq = 1; - if (questprogress(7200,PLAYTIME)) erasequest 7200; - setquest 7201; - next; - mes "You've received a request from Cheshire to clean up the crack area."; - mes "Ahat and Cheshire still have no clue."; - close2; - } - else { - mes "This mustn't happen.Case4"; - mes "Request help from GM."; - close2; - } - } - else { - mes "This mustn't happen.Case5"; - mes "Request help from GM."; - close2; - } - } - cutin "",255; - end; -} - -dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ - // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { - if ((MaxWeight - Weight) < 1000) { - mes "- You can too many items to proceed with the quest. -"; - close; - } - if (ep13_3_secret < 13) { - mes "[Minister Ahat]"; - mes "Who?"; - mes "I don't remember giving you permission to enter."; - close2; - warp "dic_in01",262,191; - end; - } - else if (ep13_3_secret == 13) { - mes "As soon as you try to approach Ahat, someone"; - mes "pushes down your head to force you to bow."; - soundeffect "wander_man_move.wav",0; - sc_start SC_BLIND,60000,0; - next; - mes "[Ringing Voice]"; - mes "That is fine, Cheshire."; - mes "Are you here to see me?"; - next; - mes "[Ringing Voice]"; - mes "Hold up your head and come closer."; - mes "Conversations are meant to have with eye contact."; - next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "You hold up your head at the sound of Ahat's voice"; - mes "But you see a human in high-ranking Sapha clothing in front of you."; - sc_end SC_BLIND; - emotion e_omg,1; - ep13_3_secret = 14; - erasequest 7198; - close2; - } - else if (ep13_3_secret == 14) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "Surprised?"; - mes "Because I look like a human just like you?"; - next; - select("You aren't a Sapha?:Human?!!!!!:Pretty..!!:So handsome..!"); - mes "[Ahat]"; - mes "Hahaha... that's fine."; - mes "I understand you can't help being surprised at my appearance."; - mes "How do I look to you?"; - next; - mes "[Ahat]"; - mes "A perfect male?"; - mes "A perfect female?"; - mes "Doesn't matter."; - next; - mes "[Ahat]"; - mes "Who you see in front of you is not me."; - mes "Lie to a lie."; - mes "A vision in a wavering reflection."; - next; - mes "[Ahat]"; - mes "Just an image from a memory in your fixed concept.."; - mes "Look deep into your depths."; - next; - mes "Ahat's voice rings pleasantly in your ears."; - mes "Each syllable he says takes effect on your body."; - next; - mes "You see someone smiling peaceful at you from afar..."; - next; - mes "[Soft Voice]"; - mes "Who is the master?"; - next; - mes "- Ahat seems to be casting a powerful spell."; - mes "This might be his real ability. -"; - next; - select("Stop that!:Demon go away!"); - mes "[Ahat]"; - mes ".. useless resistance..."; - mes "But this is fun from time to time."; - mes "I can always cast a spell on you anytime."; - next; - mes "[Ahat]"; - mes "Now.. hold up your head and look into my eyes.."; - mes "...."; - next; - while (.@ahtlove < 4) { - ++.@ahtlove; - mes "- Ahat tries to hypnotize you again."; - mes "He must have erased himself by doing this over and over again.-"; - next; - if (.@ahtlove == 1) { - select("Overcome with willpower."); - mes "[Ahat]"; - mes "Amusing."; - mes "Don't you think, Cheshire?"; - mes "Hahaha. Playing hard to get.. this will be fun.."; - next; - } - else if (.@ahtlove == 2) { - select("You close your eyes.."); - mes "[Ahat]"; - mes "No, no.. you mustn't close them."; - mes "Cheshire."; - next; - mes "- As soon as the order was made"; - mes "Ahat's aide comes to make you stare at Ahat.-"; - next; - } - else if (.@ahtlove == 3) { - select("Try to sing a song."); - mes "[Ahat]"; - mes "Humans are funny."; - mes "But you need to listen to me so I will make you quiet for awhile."; - next; - mes "[Ahat]"; - mes "No use on resisting."; - mes "Just leave everything to me."; - next; - } - else { - select("Try to twist your body."); - mes "[Ahat]"; - mes "Amusing."; - mes "Don't you think, Cheshire?"; - mes "Hahaha. Playing hard to get.. this will be fun.."; - next; - mes "[Ahat]"; - mes "Stop that because you look pathetic."; - mes "Just relax and let loose for my spell."; - next; - } - } - mes "[Ahat]"; - mes "You are resisting."; - mes "So you didn't just come here."; - mes "Let's see how much you can stand."; - next; - mes "[Ahat]"; - mes "Who is your master?"; - next; - if (select("Pretend to be under the spell.:Well, you tell me") == 1) { - mes "- You start acting like you are hypnotized."; - mes "Ahat looks satisfied. -"; - next; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "You!!!"; - mes "I'm in love!"; - mes "I will die for you!"; - next; - mes "- You start acting like you are hypnotized.-"; - next; - mes "[Ahat]"; - mes "........ ah, no."; - mes "No need to kill yourself"; - mes "Now you are under my spell."; - mes "...."; - next; - } - mes "[Ahat]"; - mes "Who are you to me?"; - next; - if (select("A foot stool!:Loyal servant.") == 1) { - mes "[Ahat]"; - mes "I don't need a foot stool."; - mes "Let's talk after a minute."; - } - else { - mes "[Ahat]"; - mes "I see."; - mes "You are my loyal servant."; - mes "My hands and feet."; - } - ep13_3_secret = 15; - close2; - } - else if (ep13_3_secret == 15) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "My loyal evil servant."; - mes "Come closer."; - next; - if (select("What am I doing?:Your wish is my command.") == 1) { - mes "[Ahat]"; - mes "Aren't you stubborn."; - mes "My spell doesn't work on you?"; - mes "Or it was broken.."; - mes "Or because you don't have your strength back."; - next; - mes "- Ahat casts another powerful spell.-"; - next; - mes "[Ahat]"; - mes "Who is your master?"; - next; - select("My master is Ahat."); - } - mes "[Ahat]"; - mes "Good. You are now allowed to come and go freely."; - mes "You will work for me starting now."; - next; - mes "[Ahat]"; - mes "Here is your first mission."; - mes "A crack of dimension occurred south from El Dicastes. Do you know about it?"; - next; - mes "[Ahat]"; - mes "There are many traces around the crack."; - mes "You're mission is to go find these tracks and erase them."; - next; - mes "[Ahat]"; - mes "Cheshire, let him know the details of this mission."; - mes "^4d4dffI'm very tired from casting a spell because I'm not fully awaken.^000000"; - next; - mes "[Ahat]"; - mes "You will now talk about us meeting to the Naga people."; - mes "Tell them that I look like a Sapha and always work alone in my office."; - next; - mes "[Ahat]"; - mes "Never talk about Cheshire."; - mes "Cheshire is never here."; - mes "You must follow Cheshire's orders from now on."; - mes "Go now."; - next; - mes "- Ahat doesn't suspect a thing yet."; - mes "He seems to believe that his spell was complete. -"; - ep13_3_secret = 16; - close2; - } - else if (ep13_3_secret == 16) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "You must follow Cheshire's orders from now on."; - mes "Go now."; - next; - mes "- Ahat doesn't suspect a thing yet."; - mes "He seems to believe that his spell was complete. -"; - close2; - } - else if (ep13_3_secret == 17) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "Cheshire's orders are important for future plans."; - mes "Make no mistakes and never leave traces that may lead to me."; - mes "This is your master's orders."; - close2; - } - else if (ep13_3_secret == 18) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "Do you have something to say?"; - mes "You've done well in the crack area."; - next; - select("What are those?"); - mes "[Ahat]"; - mes "Well..."; - mes "You don't need to know now."; - mes "Or probably never need to know."; - mes "Ho ho."; - next; - mes "[Ahat]"; - mes "Where will your sword point at.."; - mes "the day you get to know.."; - mes "Now leave me since I'm tired."; - next; - mes "[Ahat]"; - mes "I'm still the Jarute of Dicastes and have piles of work to do."; - mes "Because it is difficult to satisfy everyone with only one loaf of bread."; - next; - mes "[Ahat]"; - mes "And this is something to reward you for your deeds."; - mes "Nothing much but I hope you like it."; - ep13_3_secret = 19; - getitem 2790,1; //Bradium_Brooch - close2; - } - else { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; - mes "[Ahat]"; - mes "Follow Cheshire's orders for the time being and clear the area nearby the crack."; - next; - mes "-Ahat still thinks you are under her spell."; - mes "Let's follow along with Cheshire's orders and act normal. -"; - close2; - } - cutin "",255; - end; -} - -dic_in01,138,188,0 script #ep133_event02 HIDDEN_WARP_NPC,4,4,{ -OnTouch: - if (ep13_3_secret == 19) { - if (!isequipped(2782)) { - mes "[Quiet Voice]"; - mes "¡þ¡ù¡ó ¢¤¡ö¡ø...."; - mes "¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - } - else { - mes "[Quiet Voice]"; - mes "Sorry."; - mes "Just a moment."; - } - close2; - warp "dic_in01",155,188; - } - end; -} - -dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ - if (!isequipped(2782)) { - mes "[Jarute HesLanta]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; - next; - mes "Cannot communicate with him."; - mes "Sapha's minister looks hopeless."; - mes "Gestures with an expression of abandonment."; - next; - select("Is he asking me to leave?:Or doesn't have a clue on something?"); - mes "I follow the gesture the minister did and then the minister sighs and nods her head."; - close2; - warp "dic_in01",144,188; - end; - } - if (ep13_3_secret < 19) { - mes "[HesLanta]"; - mes "You are from the Midgard expedition."; - mes "I heard many stories of you being active around here."; - next; - mes "[HesLanta]"; - mes "Ah, it is a bit far, isn't it?"; - mes "There is an invisible wall between this room and the corridor."; - mes "But of course I can move around freely."; - next; - mes "[HesLanta]"; - mes "There is nothing threatening Diel but we've put this wall up just in case."; - mes "By the way this isn't magical but is made by a magnetic field."; - next; - mes "[HesLanta]"; - mes "Oh no, I'm talking too much."; - mes "Sorry. There aren't many people that come here. I got excited."; - next; - mes "[HesLanta]"; - mes "You've come to help Ahat?"; - mes "Haha.. good luck."; - close; - } - else if (ep13_3_secret == 19 || ep13_3_secret == 20) { - if (ep13_3_secret == 19) { - mes "[HesLanta]"; - mes "I'm sorry to bring you here suddenly."; - mes "But I wanted to check someone."; - next; - mes "[HesLanta]"; - mes "Jarute.. What did Ahat look like to you?"; - next; - .@m = select("I don't understand your question.:My master.") - 1; - if (.@m) { - mes "[HesLanta]"; - mes "....huh....?"; - mes "You do? I guess I made a mistake."; - mes "Sorry."; - next; - mes "HesLanta is upset with my reply."; - mes "His expression is complex and dark."; - ep13_3_secret = 20; - close; - } - mes "[HesLanta]"; - mes "I'll rephrase my question."; - mes "Have you found anything strange about Ahat?"; - next; - select("Why are you asking?"); - mes "[HesLanta]"; - mes "Well, because I don't trust Ahat."; - mes "There are too many odd things about Ahat."; - next; - select("Are you allowed to say that?"); - } - else if (ep13_3_secret == 20) { - mes "[HesLanta]"; - mes "Ah, sorry."; - mes "You can't get out?"; - mes "It was designed that way."; - mes "I will send you out"; - next; - select("I was joking before."); - mes "[" + strcharinfo(0) + "]"; - mes "I want to know about Ahat too."; - mes "I want to talk about him with you."; - mes "But aren't you too defenseless while I'm talking like this?"; - next; - } - mes "[HesLanta]"; - mes "Well. Are you Ahat's servant?"; - mes "Then that is strange too."; - mes "Why would Ahat use a non-Sapha as a servant?"; - mes "Why are you serving Ahat?"; - next; - select("What if I hurt you?"); - mes "[HesLanta]"; - mes "Try it if you can."; - mes "My office is special and you won't be able to leave here."; - mes "And nobody can come in to help you either."; - next; - mes "[HesLanta]"; - mes "But this room is open to anyone."; - mes "If you have any bad intentions in hurting me then brave Galtens will come"; - mes "and teach you a lesson."; - next; - mes "[HesLanta]"; - mes "Another thing. If things flow like that then you and Ahat won't stand a chance."; - next; - mes "[HesLanta]"; - mes "I'm now risking my life"; - mes "to unveil Ahat's identity."; - mes "Sapha's don't fear death."; - next; - mes "[HesLanta]"; - mes "If I were to die at your hands"; - mes "I will have no regrets as long as I reveal the truth."; - next; - select("Okay. Stop it."); - mes "[HesLanta]"; - mes "Now you understand."; - mes "I'll ask you again."; - mes "Have you found anything suspicious about Ahat?"; - next; - mes "[HesLanta]"; - mes "Ahat almost never meets anyone else except for Ravail."; - mes "But he allowed you to visit him means there is something going on."; - next; - select("He casted a spell on me."); - mes "[HesLanta]"; - mes "Hypnotize? Why would he?"; - mes "Wait, that means you are under Ahat's spell...!!"; - mes "Oh no!"; - next; - select("No!:That's not it!"); - mes "[" + strcharinfo(0) + "]"; - mes "I'm not under the spell!"; - mes "I only pretend that I am. I'm also investigating Ahat!"; - next; - mes "[HesLanta]"; - mes "Huh? What does that mean?"; - mes "Are you acting right now?"; - next; - mes "You take out the traces you've found near the crack."; - mes "And start to explain what Ahat ordered you to do."; - next; - mes "[HesLanta]"; - mes "... you went through that.."; - mes "He is strange."; - mes "I only thought he was a Sapha colleague that avoided the curse."; - mes "So everything started from the crack."; - next; - select("He is human."); - mes "[" + strcharinfo(0) + "]"; - mes "El Dicastes only recently allowed humans to visit."; - mes "Why would a human take the place of a Sapha Jarute?"; - next; - mes "[HesLanta]"; - mes "Human?"; - mes "He is a Sapha. And a very beautiful and noble one."; - mes "When we first found him at the crack. We all thought the same thing."; - next; - mes "[HesLanta]"; - mes "The only Sapha that avoided the curse."; - mes "Because Ahat doesn't use Bradium."; - mes "Our race will get stiff and die by this curse"; - mes "but he is delicate, elegant and beautiful."; - next; - mes "[HesLanta]"; - mes "There was a bright light when the earth split with a huge roaring sound north from here."; - mes "And this beautiful Sapha was found next to the crack."; - next; - mes "[HesLanta]"; - mes "He was not a Sapha from Dicastes."; - mes "We took him to Ravail and wise Ravail concluded."; - next; - mes "[HesLanta]"; - mes "When we came here to avoid the god's curse,"; - mes "we have found a friend that was lucky enough to not be cursed."; - next; - mes "[HesLanta]"; - mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust."; - mes "His working abilities is amazing."; - mes "He is the perfect Sapha."; - ep13_3_secret = 21; - next; - mes "HesLanta starts to think deeply after saying this."; - close; - } - else if (ep13_3_secret == 21) { - mes "[HesLanta]"; - mes "Ah, sorry."; - mes "I was thinking."; - mes "Crack.. hypnotism.. and the evidence you showed me."; - next; - mes "[HesLanta]"; - mes "I don't know why you think Ahat is human but"; - mes "that can also be part of his spell."; - next; - mes "[HesLanta]"; - mes "The reason he casted a spell.."; - mes "was to clean up the traces near the crack."; - mes "and he chose a non-Sapha, you.."; - next; - mes "[HesLanta]"; - mes "Because we Saphas mustn't know about the crack traces."; - mes "That means, Ahat is.."; - mes "^4d4dffcleaning up his traces that started from the crack^000000."; - next; - select("Erasing his own traces from the crack!!"); - mes "[HesLanta]"; - mes "Yes."; - mes "He is trying to cover up something related to the crack."; - mes "But what is it?"; - next; - mes "[HesLanta]"; - mes "When Ahat was first found near the crack, he had ^4d4dffno memory^000000."; - mes "Isn't that strange?"; - next; - mes "[HesLanta]"; - mes "I only get suspicious more and more when I hear your story."; - mes "But why I can't agree with this story is..."; - next; - mes "[HesLanta]"; - mes "Ahat is pure."; - mes "He is truly working for Sapha and Dicastes."; - next; - select("Then why are you investigating Ahat?"); - mes "[HesLanta]"; - mes "Ahat is loyal and is working wonders for the Sapha community but."; - next; - mes "[HesLanta]"; - mes "Ravail's trust and popularity from other Saphas is"; - mes "is concentrating Dicastes's power to one place."; - next; - mes "[HesLanta]"; - mes "The power is focused on Ahat."; - mes "When power should be spread out evenly throughout departments."; - next; - mes "[HesLanta]"; - mes "That is how everyone can monitor and check each other..."; - mes "and try their best and not stray to the wrong side of the road"; - mes "that is how we can live together."; - next; - mes "[HesLanta]"; - mes "But if power is concentrated to one place and used wrongly?"; - mes "All administrative are decided upon Ahat. Then what can he do with just a nod or shake of his head"; - next; - mes "[HesLanta]"; - mes "I'm scared of that."; - mes "He is beautiful. But beauty comes with thorns."; - next; - mes "[HesLanta]"; - mes "Ahat has slowly become the center."; - mes "If what he was holding in his was not bread but a sword.."; - mes "......."; - next; - mes "[HesLanta]"; - mes "I've gone too emotional."; - mes "Sorry."; - mes "My mind is so complicated now after hearing your story."; - next; - select("Do you know about Cheshire?"); - mes "[HesLanta]"; - mes "You mean the aide?"; - mes "Yes I do but most Sapha's don't."; - mes "Everyone near Ahat knows Cheshire."; - next; - mes "[HesLanta]"; - mes "^4d4dffCheshire is a feline Ahat brought with him^000000."; - mes "Ahat took care of injured Cheshire and brought him with him."; - mes "We have cats around so we didn't think much of him."; - next; - mes "[HesLanta]"; - mes "Because this land is their second homeland."; - mes "There may be other felines living elsewhere."; - mes "But he always covers his face with a bandana because he looks different from Saphas."; - next; - mes "[HesLanta]"; - mes "But why are you asking?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Nothing."; - mes "I was only curious personally."; - mes "What are you going to do now?"; - next; - mes "[HesLanta]"; - mes "I will continue to keep an eye on Ahat."; - mes "Until I know the truth that is."; - next; - mes "You try to summarize what you talked about with HesLanta while he thinks things through."; - next; - while (1) { - if (.@yes == 5) { - mes "[" + strcharinfo(0) + "]"; - mes "To summarize."; - mes "The report robber is Cheshire."; - mes "Cheshire is Ahat's servant and they are related to the crack."; - mes "They are trying to hide something or someone at the crack"; - mes "and the crack was created by the evil lord Morroc!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Ahat is the evil lord?"; - mes "No..."; - mes "This is unbelievable."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "I must go back to the expedition camp to report to Doha!"; - ep13_3_secret = 22; - setquest 7203; - close; - } - else if (.@yes == 0) { - mes "[" + strcharinfo(0) + "]"; - mes "First the report culprit was.."; - next; - switch (select("Cheshire:Ahat:BK")) { - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "It was Cheshire"; - mes "Cheshire is a feline."; - mes "and the bandana was to hid his ears."; - ++.@yes; - break; - case 2: - mes "[" + strcharinfo(0) + "]"; - mes "Ahat? It can't be him."; - mes "Ahat doesn't fit the witness information."; - mes "Let's rethink this."; - break; - case 3: - mes "[" + strcharinfo(0) + "]"; - mes "BK?"; - mes "Nonsense"; - mes "Let's rethink this."; - break; - } - next; - } - else if (.@yes == 1) { - mes "[" + strcharinfo(0) + "]"; - mes "Why would Cheshire try to steal the report?"; - next; - if (select("No idea.:To make the conflict between 3 countries worse") == 1) { - mes "[" + strcharinfo(0) + "]"; - mes "We don't know the actual reason at this point."; - mes "But what will Cheshire gain out of this?"; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "To bring conflict between the three countries?"; - mes "What will Cheshire gain out of this?"; - } - ++.@yes; - next; - } - else if (.@yes == 2) { - mes "[" + strcharinfo(0) + "]"; - mes "Cheshire's master is Ahat."; - mes "So all his actions are to.."; - next; - if (select("Cheshire is plotting on his own.:Ahat must be ordering him.") == 1) { - mes "[" + strcharinfo(0) + "]"; - mes "Cheshire arbitrary?"; - mes "Are you sure?"; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "Yes. Ahat must have order him."; - mes "But why would Ahat do that?"; - mes "Conflict between three countries? Or the report content?"; - ++.@yes; - } - next; - } - else if (.@yes == 3) { - mes "[" + strcharinfo(0) + "]"; - mes "Let's think Ahat over."; - mes "Ahat came from the crack."; - mes "and has no records before that."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "And tries to erase all traces found near the crack."; - mes "And Ahat wants to eliminate..."; - next; - if (select("Ahat himself.:Morroc because of the crack?") == 1) { - mes "[" + strcharinfo(0) + "]"; - mes "Yes, Ahat might be a trace of himself."; - mes "Saphas want to hide something that is why they hired me"; - mes "that doesn't belong to any influence can be used as a puppet to do his dirty work."; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "A bit dramatic but we cannot rule out the evil lord Morroc."; - mes "Because the crack was created by the evil lord Morroc himself."; - } - ++.@yes; - next; - } - else if (.@yes == 4) { - mes "[" + strcharinfo(0) + "]"; - mes "Ahat and the crack and then Morroc.."; - mes "I can tell there is a relationship between them but I can't pinpoint it."; - mes "And in the expedition's report..."; - next; - if (select("Content of conflict between three countries.. :Content about evil lord Morroc..") == 1) { - mes "[" + strcharinfo(0) + "]"; - mes "There was something about the conflict between three countries.."; - mes "But.. I don't think it all adds up?"; - mes "Let's think it over."; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "Yes. There is a report from the tracking team led by Echinacea."; - mes "It was about the evil lord Morroc."; - ++.@yes; - } - next; - } - else { - mes "[" + strcharinfo(0) + "]"; - mes "Oh no. I don't know."; - mes "Let's think it over."; - .@yes = 0; - next; - } - } - } - else if (ep13_3_secret == 22) { - cutin "ep13_heslanta",2; - mes "[HesLanta]"; - mes "You made a decision."; - mes "What are you going to do now?"; - mes "If possible, please help Ahat and keep a close eye on him."; - next; - mes "[HesLanta]"; - mes "I will prepare myself to confront him whenever he becomes a threat."; - mes "This is the best I can do now."; - next; - mes "[HesLanta]"; - mes "I only hope nothing sad will happen."; - mes "........"; - next; - mes "[HesLanta]"; - mes "I'm sorry to take your time. I will send you out now."; - mes "It was great to talk with you today."; - next; - switch (select("Me too.")) { - } - mes "[HesLanta]"; - mes "Let's keep our meeting a secret, alright?"; - mes "Hahaha."; - close2; - warp "dic_in01",144,188; - cutin "",255; - end; - } - .@yessay = rand(1,3); - if (.@yessay == 1) { - mes "[HesLanta]"; - mes "I'm very tired because I had too much work today."; - mes "Ravail can only favor Ahat because he does this all by himself."; - next; - mes "[HesLanta]"; - mes "I must do my best too."; - mes "I don't want to do less than Ahat."; - mes "I meant in many aspects."; - close; - } - else if (.@yessay == 2) { - mes "[HesLanta]"; - mes "Ahat takes a walk with Cheshire sometimes."; - mes "They don't go far but often to the Jorhi Forest around dawn."; - next; - mes "[HesLanta]"; - mes "You get to see him walking if you are lucky."; - mes "Cheshire wears convenient clothes when walking, if that satisfies your curiosity."; - close; - } - mes "[HesLanta]"; - mes "You are always up and about."; - mes "I'm always watching Ahat."; - mes "Do you think I'm overdoing it?"; - next; - mes "[HesLanta]"; - mes "No, I wish I was wrong."; - mes "But this unknown anxiety makes me more suspicious about Ahat."; - next; - mes "[HesLanta]"; - mes "It is very tragic and sad to become suspicious of someone."; - mes "It is more worse if you can never share the sadness with anyone."; - next; - if (select("You are fine.:Then give up now.") == 1) { - mes "[HesLanta]"; - mes "Really?"; - mes "I feel a lot better."; - mes "This is called pampering, right?"; - close; - } - mes "[HesLanta]"; - mes "Sorry."; - mes "I must have taken much of your time."; - mes "I must become more stronger."; - close; -} - -dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - mes "[Calyon]"; - if (BaseLevel < 80) { - mes "Ha ha, come back again after you are trained more. I have no request that fits you."; - close; - } - if (questprogress(12163,PLAYTIME) == 2) { - mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back."; - close; - } else if (questprogress(12163,PLAYTIME)) { - mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck."; - close; - } - mes "Welcome."; - mes "What brings you here?"; - next; - if(select("Please explain the request to me.", "Please give me a request.") == 1) { - mes "[Calyon]"; - mes "The Transport Dept. 1 and 2"; - mes "brings in rare items"; - mes "that are not available"; - mes "here."; - next; - mes "[Calyon]"; - mes "It is one of the"; - mes "key departments that"; - mes "obtains the rich supplies"; - mes "mostly from the Midgard Continent."; - next; - mes "[Calyon]"; - mes "Please see me any time"; - mes "once you are ready."; - close; - } - mes "[Calyon]"; - mes "Finally, I have a request for you. It is an important one so I need you to be focused."; - next; - .@calyonrequest = rand(1,11); - mes "[Calyon]"; - if (.@calyonrequest == 1) { - setquest 12139; - setquest 12163; - mes "The high minister is looking for the Midgard product, Witherless Roses these days."; - mes "Not sure if it's a good gift but some have seen him with it on his head and showing it off."; - next; - mes "[Calyon]"; - mes "So... I know this is difficult to ask for but please bring me 1 Witherless Rose. This is just between you and me."; - next; - mes "You have received a request named ^800080Respect for Taste^000000."; - } else if (.@calyonrequest == 2) { - setquest 12137; - setquest 12163; - mes "The industrial research center researches ways of refining Bradium efficiently but they are always short on test materials."; - next; - mes "[Calyon]"; - mes "I heard there is a merchant in the adventurer's city who sells Glass Tubes. I will need 4 of them."; - next; - mes "You have received a request named ^800080Tools for Experiment^000000."; - } else if (.@calyonrequest == 3) { - setquest 12138; - setquest 12163; - mes "The pub owner said he wants to give a gift to all his regular Sapha customers."; - next; - mes "[Calyon]"; - mes "But doesn't know what to give. If you see any interesting gifts in Midgard, can bring back 5 of them?"; - next; - mes "You have received a request named ^800080Fine Gift Samples^000000."; - } else if (.@calyonrequest == 4) { - setquest 12140; - setquest 12163; - mes "A request from the pub owner. He says he can't use disposable leaf plates for regular customers."; - next; - mes "[Calyon]"; - mes "He is asking for 15 solid, white chinas from Midgard."; - next; - mes "You have received a request named ^800080Courtesy for Regular^000000."; - } else if (.@calyonrequest == 5) { - setquest 12141; - setquest 12163; - mes "I have a personal request. I heard there is a round transparent handicraft in Midgard."; - mes "I think they are called Glass Beads."; - next; - mes "[Calyon]"; - mes "We have similar manufactured items here but nothing compared to the elaborate sphere there."; - mes "Please get me 10 of them."; - next; - mes "You have received a request named ^800080Special Package^000000."; - } else if (.@calyonrequest == 6) { - setquest 12142; - setquest 12163; - mes "Hmm... I don't know how to start. The high minister is requesting for puppets from Midgard."; - mes "I don't know what it is but since the high minister is asking for it, it must be used for a very important purpose."; - next; - mes "[Calyon]"; - mes "Please bring 15 of them."; - next; - mes "You have received a request named ^800080Dangerous Request^000000."; - } else if (.@calyonrequest == 7) { - setquest 12143; - setquest 12163; - mes "I heard there is a trend among many of my colleagues here about a musical accessory made from a Bill of Birds from Midgard."; - next; - mes "[Calyon]"; - mes "I'm thinking of distributing them within the Operations building."; - mes "Can you buy and bring back 50 of them?"; - next; - mes "You have received a request named ^800080Strange Trend^000000."; - } else if (.@calyonrequest == 8) { - setquest 12144; - setquest 12163; - mes "The pub owner said he wanted to decorate the pub with something called Clam Shells."; - mes "Please bring back about 50 of them."; - next; - mes "[Calyon]"; - mes "I have no idea how he will use them but I think he has a very unique taste after being acquainted with many adventurers."; - next; - mes "You have received a request named ^800080Unknown Usage^000000."; - } else if (.@calyonrequest == 9) { - setquest 12145; - setquest 12163; - mes "We don't have cuisine for ourselves but many adventurers seem to enjoy the art of eating."; - mes "So the pub owner needs a plate for his new cuisine."; - next; - mes "[Calyon]"; - mes "He asked for 20 Crab Shells."; - mes "I have no idea where you can get them but... good luck."; - next; - mes "You have received a request named ^800080Other World Cuisine^000000."; - } else if (.@calyonrequest == 10) { - setquest 12146; - setquest 12163; - mes "I think the most useful Midgard item is Scells."; - next; - mes "[Calyon]"; - mes "Use Scells to fill any crack or holes in a building and then mix and plaster grinded Garlet to it and the building is maintained quick and simple."; - mes "Can you bring back 30 of them?"; - next; - mes "You have received a request named ^800080Filling in Cracks^000000."; - } else if (.@calyonrequest == 11) { - setquest 12147; - setquest 12163; - mes "Garlets are an element in building maintenance."; - mes "It is one of the most important materials in buildings."; - next; - mes "[Calyon]"; - mes "Before Garlets were available, we crushed and used Zargons but they have become difficult to come by."; - mes "Please bring back 40 of them."; - next; - mes "You have received a request named ^800080Adhesive Material^000000."; - } - mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000."; - close; -} - -dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Moltuka]"; - mes "Ha ha, come back again after you are trained more. I have no request that fits you."; - close; - } - if (questprogress(12164,PLAYTIME) == 2) { - mes "[Moltuka]"; - mes "Have you met the ^990099Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history."; - close; - } - else if (questprogress(12164,PLAYTIME)) { - mes "[Moltuka]"; - mes "I don't have any requests for you now. Report back to the ^990099Transport Dept. 2 Manager^000000 at Operations after you complete all requests."; - close; - } - mes "[Moltuka]"; - mes "Welcome."; - mes "What brings you here?"; - next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { - mes "[Moltuka]"; - mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department."; - next; - mes "[Moltuka]"; - mes "Since I am not good at speaking."; - close; - } - mes "[Moltuka]"; - mes "Request...Yeah, there is some. Wait a second."; - next; - mes "[Moltuka]"; - mes "........ (rummaging)"; - next; - mes "[Moltuka]"; - mes "..............(rustling sound)"; - next; - .@tut_13 = rand(1,11); - if (.@tut_13 == 1) { - setquest 12148; - setquest 12164; - mes "[Moltuka]"; - mes "Those Tatachos are so quick if we want to catch them which is pretty hard."; - next; - mes "[Moltuka]"; - mes "So the galtens here lure them with Monster's Feed. It's said that there is an expert who does that job, please get 100 Monster's feed."; - next; - mes "I got you a request named ^880088Bait for Tatacho Hunting^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12148; - setquest 12164; - end; - } - else if (.@tut_13 == 2) { - setquest 12149; - setquest 12164; - mes "[Moltuka]"; - mes "The pub owner wants some apple to learn how to cook well."; - next; - mes "[Moltuka]"; - mes "But I never heard of any adventurers from Midgard who were fond of his food. Anyway he says that he will try, so get 100 apples for him."; - next; - mes "I got you a request named ^880088Swordmanship Practice^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12149; - setquest 12164; - end; - } - else if (.@tut_13 == 3) { - setquest 12150; - setquest 12164; - mes "[Moltuka]"; - mes "This is a request from the pub owner. He wants some reddish vegetable in order to have a colorful dish."; - next; - mes "[Moltuka]"; - mes "Well..... Carrot, is it? Anyway it's being called with that name in your land... I don't really have any expectation. Sorry. I just was talking myself before. Please do prepare 100 of them."; - next; - mes "I got you a request named ^880088Pretty reddish vegetable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12150; - setquest 12164; - end; - } - else if (.@tut_13 == 4) { - setquest 12151; - setquest 12164; - mes "[Moltuka]"; - mes "It's said that there had been an explosion in the pub. People say it was because of some vegetable named Pumpkin which was being thoroughly roasted on the fire."; - next; - mes "[Moltuka]"; - mes "for this incident, no pumpkin left. So it will be appreciated if you can find 100 pumpkins."; - next; - mes "I got you a request named ^880088Tenacity of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12151; - setquest 12164; - end; - } - else if (.@tut_13 == 5) { - setquest 12152; - setquest 12164; - mes "[Moltuka]"; - mes "The pub owner has requested that.... He misses sweet potato which he used to eat when he was young. He wants 50 sweet potatos."; - next; - mes "[Moltuka]"; - mes "I can understand him since he is away from home for long time. By chance you visit Midgard, please try to get them."; - next; - mes "I got you a request named ^880088Taste like home cooking^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12152; - setquest 12164; - end; - } - else if (.@tut_13 == 6) { - setquest 12153; - setquest 12164; - mes "[Moltuka]"; - mes "The pub owner wants to cook something strange. He said it will be Roasted Banana but I reckon he's cooked something similar before... "; - next; - mes "[Moltuka]"; - mes "Well, I can't remember much. Anyway... You need to get 100 Bananas."; - next; - mes "I got you a request named ^880088Harzardous plant when burnt^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12153; - setquest 12164; - end; - } - else if (.@tut_13 == 7) { - setquest 12154; - setquest 12164; - mes "[Moltuka]"; - mes "This request is from the pub owner. He wants some meat."; - next; - mes "[Moltuka]"; - mes "Nothing else in his request direction. It will be enough with 50 chunks. I wonder if he really is running his business..."; - next; - mes "I got you a request named ^880088Unexpectedly Normal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12154; - setquest 12164; - end; - } - else if (.@tut_13 == 8) { - setquest 12155; - setquest 12164; - mes "[Moltuka]"; - mes "I'd like to give a present to the pub owner. This is a personal request so you don't have to get stressed for this. Few days ago, I saw the pub owner frustrated with all broken ladles."; - next; - mes "[Moltuka]"; - mes "It seemed that he made it himself by I felt pitiful for him, so I want you to get 20 black ladles which can be purchased in Midgard."; - next; - mes "I got you a request named ^880088Gift with heart^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12155; - setquest 12164; - end; - } - else if (.@tut_13 == 9) { - setquest 12156; - setquest 12164; - mes "[Moltuka]"; - mes "The high minister wanted mirrors made from Midgard crystal. There are many Manukan mirrors but he seems to prefer to Midgard ones."; - next; - mes "[Moltuka]"; - mes "I am actually a bit worried but there must be a reason for our 'wise' high minister."; - next; - mes "I got you a request named ^880088Respect for Taste 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12156; - setquest 12164; - end; - } - else if (.@tut_13 == 10) { - setquest 12157; - setquest 12164; - mes "[Moltuka]"; - mes "The pub owner is requesting something this time. He wants 2 Pineapples and wants you to know that..."; - next; - mes "[Moltuka]"; - mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison."; - next; - mes "I got you a request named ^880088Resolution of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12157; - setquest 12164; - end; - } - else if (.@tut_13 == 11) { - setquest 12158; - setquest 12164; - mes "[Moltuka]"; - mes "Again....The pub owner's request. He wants 2 Melons and wants you to know that..."; - next; - mes "[Moltuka]"; - mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison."; - next; - mes "I got you a request named ^880088Rage of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close2; - setquest 12158; - setquest 12164; - end; - } -} - -dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 100) { - mes "[Kalipo]"; - mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time."; - close; - } - if (questprogress(12160,PLAYTIME) == 2) { - mes "[Kalipo]"; - mes "Please come back after checking"; - mes "previous requests with the ^990099Hunting Dept. 2 Manager^000000."; - close; - } - else if (questprogress(12160,PLAYTIME)) { - mes "[Kalipo]"; - mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 2 Manager^000000 at Operations to report request completion."; - close; - } - mes "[Kalipo]"; - mes "Welcome."; - mes "Are you here for a request?"; - next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { - mes "[Kalipo]"; - mes "As you know better"; - mes "and Laponte explained to you"; - mes "already"; - mes "I just can offer you"; - mes "one single request a day."; - next; - mes "[Kalipo]"; - mes "For sure"; - mes "you will get more interesting"; - mes "request, after"; - mes "you raise your levels"; - mes "don't feel bad with"; - mes "the simple request at first"; - close; - } - mes "[Kalipo]"; - mes "I will check the list of"; - mes "requests that came in today."; - next; - mes "[Kalipo]"; - mes "Hmm.."; - mes "I actually have something"; - mes "just right for you."; - next; - .@tut_lv = (BaseLevel); - .@rand = rand(100,BaseLevel); - if (.@rand < 109) { - setquest 12106; - setquest 12160; - mes "[Kalipo]"; - mes "Our scout who went to Rapine is being attacked by cute child looking monsters."; - next; - mes "[Kalipo]"; - mes "So we need to hunt them inevitably, and you are the one for hunting them since you are not from Rapine."; - next; - mes "I got you a request named ^990099A child on the flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 112) { - setquest 12107; - setquest 12160; - mes "[Kalipo]"; - mes "Are you aware of the child looking flower, Pinguicula? People say there has been a mutant of that flower."; - next; - mes "[Kalipo]"; - mes "They are very violent and aggressive so the troops from Rapine have been sent to slay them. Please go to check up and treat it before they are spread all over the area."; - next; - mes "I got you a request named ^990099Twisted Love^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 116) { - setquest 12108; - setquest 12160; - mes "[Kalipo]"; - mes "Some mineral collectors are missing, and it seems to be done by nepenthes for sure."; - next; - mes "[Kalipo]"; - mes "Nepenthes is similar to Mandragora. We gotta do something in order to protect people from more damage."; - next; - mes "I got you a request named ^990099Dangerous Plant Removal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 119) { - setquest 12109; - setquest 12160; - mes "[Kalipo]"; - mes "They've discovered the centipede larva habitat. We can remove them now so there will be less mom centipedes."; - next; - mes "[Kalipo]"; - mes "Would you find them and kill them? You will have to be careful with the mom centipedes around them."; - next; - mes "I got you a request named ^990099Larva Extermination^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 124) { - setquest 12110; - setquest 12160; - mes "[Kalipo]"; - mes "Miners heading to Nidhogg's nest, it's been reported that the miners were attacked by a strange thing."; - next; - mes "[Kalipo]"; - mes "It's said that it was human looking water, but it must be an evil thing which is not water spirit. Perhaps the Nidhogg Dungeon is the origin so please visit there to check up."; - next; - mes "I got you a request named ^990099Demon of Water^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else { - setquest 12111; - setquest 12160; - mes "[Kalipo]"; - mes "Tatachos were originally beautiful birds, and they could fly. But since they settled here where there is no natural enemy, they started to be fat and lazy,"; - next; - mes "[Kalipo]"; - mes "And finally they became like now, so ugly birds. You will be a good natural enemy for them."; - next; - mes "I got you a request named ^990099Bird with ugly face^000000 You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } -} - -dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 97) { - mes "[Laponte]"; - mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time."; - close; - } - if (questprogress(12159,PLAYTIME) && questprogress(12159,PLAYTIME) != 2) { - mes "[Laponte]"; - mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 1 Manager^000000 at Operations to report request completion."; - close; - } - else if (questprogress(12159,PLAYTIME) == 2) { - mes "[Laponte]"; - mes "Please come back after checking"; - mes "previous requests with the ^990099Hunting Dept. 1 Manager^000000."; - close; - } - mes "[Laponte]"; - mes "Welcome."; - mes "Are you here for a request?"; - next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { - mes "[Laponte]"; - mes "I'm responsible of allocating"; - mes "requests from other departments"; - mes "related to hunting"; - mes "monsters to"; - mes "adventurers."; - next; - mes "[Laponte]"; - mes "Each adventurer is randomly assigned"; - mes "to one request each day"; - mes "and the range of the request"; - mes "assigned is limited to"; - mes "the adventurer's training level."; - next; - mes "[Laponte]"; - mes "Advanced jobs are assigned"; - mes "to adventurers who"; - mes "advance in their battle skills"; - mes "so no need to be upset if"; - mes "your first few requests are small."; - close; - } - mes "[Laponte]"; - mes "I will check the list of"; - mes "requests that came in today."; - next; - mes "[Laponte]"; - mes "Hmm.."; - mes "I actually have something"; - mes "just right for you."; - next; - .@rand = rand(97,BaseLevel); - if (.@rand < 103) { - setquest 12099; - setquest 12159; - mes "[Laponte]"; - mes "This is a very small request. Baby dragons that hatch near Yggdrasilberry roots are reported to be hatching nearby."; - next; - mes "[Laponte]"; - mes "Eliminating the baby dragon is important but we mustn't ignore that removing the root cause will prevent this request from coming up again in the future."; - next; - mes "I got you a request named ^880088Remove Root Cause^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 109) { - setquest 12100; - setquest 12159; - mes "[Laponte]"; - mes "Received reports of sightings of an unknown huge winged insect near the Rapine camp recently."; - next; - mes "[Laponte]"; - mes "We don't know how far the infestation of this insect may spread so please exterminate as many as you spot."; - next; - mes "I got you a request named ^880088Violent Winged Insect^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 115) { - setquest 12101; - setquest 12159; - mes "[Laponte]"; - mes "This just came in from colleagues working in the mine."; - next; - mes "[Laponte]"; - mes "The baby dragons living near Yggdrasilberry roots are destroying the grounds near the mines. It will get dangerous if we don't take care of it."; - next; - mes "[Laponte]"; - mes "Please wipe out the baby dragons near Yggdrasilberry."; - next; - mes "I got you a request named ^880088Work Interference^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 118) { - setquest 12102; - setquest 12159; - mes "[Laponte]"; - mes "A new race called Naga was found inhabiting the swamp near the Rapine camp."; - next; - mes "[Laponte]"; - mes "The problem is that they are primitive intellectuals and are violent."; - next; - mes "[Laponte]"; - mes "We will have many conflicts with them in the future if they expand their colony. Please go eliminate the adult Nagas."; - next; - mes "I got you a request named ^880088Intelligent Snakes^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 121) { - setquest 12103; - setquest 12159; - mes "[Laponte]"; - mes "We get continuous reports of sightings of a legendary winged white horse near by the Rapine base."; - next; - mes "[Laponte]"; - mes "Can you go there in person and take a look? ... "; - next; - mes "[Laponte]"; - mes "It could be a hallucination so please make sure to touch it with your bare hand to make sure it is a living creature."; - next; - mes "I got you a request named ^880088Legendary Creature^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@rand < 125) { - setquest 12104; - setquest 12159; - mes "[Laponte]"; - mes "Centipede's reproduction is another problem but also their appetite is threatening own survival."; - next; - mes "[Laponte]"; - mes "They absorb Bradium minerals and damage our mining grounds"; - next; - mes "[Laponte]"; - mes "Many of our Sapha colleagues have lost their lives to the Centipedes. Please exterminate them."; - next; - mes "I got you a request named ^880088Insects with an Appetite^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else { - setquest 12105; - setquest 12159; - mes "[Laponte]"; - mes "Got a report that Bradium raw minerals in the mines are alive."; - next; - mes "[Laponte]"; - mes "Looks like Bradium raw minerals were turned into Golems by an ancient spell and now we may need to close down our mines because of them. Can you please go and eliminate them? "; - next; - mes "I got you a request named ^880088Moving Rocks^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } -} - -dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Pura]"; - mes "That's okay."; - mes "We are not that unfortunate to receive help from you."; - close; - } - if (questprogress(12161,PLAYTIME) == 2) { - mes "[Pura]"; - mes "Have you already met the ^990099Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history."; - close; - } - else if (questprogress(12161,PLAYTIME)) { - mes "[Pura]"; - mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 1 Manager^000000 at Operations after you complete all requests."; - close; - } - mes "[Pura]"; - mes "Welcome."; - mes "What brings you here?"; - next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { - mes "[Pura]"; - mes "Adventurers help me"; - mes "deliver various items"; - mes "produced here to"; - mes "other parts of the"; - mes "area."; - next; - mes "[Pura]"; - mes "There is no restrictions"; - mes "to the job but"; - mes "some jobs are difficult than others."; - next; - mes "[Pura]"; - mes "Please see me any time"; - mes "once you are ready."; - close; - } - mes "[Pura]"; - mes "I will check the list of"; - mes "requests that came in today."; - next; - mes "[Pura]"; - mes "Hmm.."; - mes "I actually have something"; - mes "just right for you."; - next; - .@tut_13 = rand(1,10); - if (.@tut_13 == 1) { - setquest 12117; - setquest 12161; - mes "[Pura]"; - mes "They say that this area was a wetland very long ago. But for some reason the environment has changed gradually over the years."; - next; - mes "[Pura]"; - mes "There is a patch of land nearby the Rapine camp that is still preserved. Can you bring back a Withered Flower sample? It will be a good sample to research on environmental changes."; - next; - mes "I got you a request named ^880088Withered Flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 2) { - setquest 12118; - setquest 12161; - mes "[Pura]"; - mes "The Bradium refine machinery is broken and now we are short supplying refined Bradium to our colleagues working at the mine."; - next; - mes "[Pura]"; - mes "So we are using all our adventurers to help collect refined Bradium. Please bring back 3 refined Bradiums from the Bradium Golem."; - next; - mes "I got you a request named ^880088Welcomed Mineral^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 3) { - setquest 12119; - setquest 12161; - mes "[Pura]"; - mes "I have a request to bring in 16 Dragon's Manes."; - next; - mes "[Pura]"; - mes "Dragon's Mane is only dropped in small volumes by the Dracos and is very valuable. It is used in our indigenous designs in our flags, clothes and field equipment."; - next; - mes "I got you a request named ^880088Valuable Textile^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 4) { - setquest 12120; - setquest 12161; - mes "[Pura]"; - mes "This is a request from the pub for the food of people from other worlds. They want Dragon Tails to use as a cooking ingredient for field food that can be stored extensively."; - next; - mes "[Pura]"; - mes "So humans like this. Please bring back 6 of them."; - next; - mes "I got you a request named ^880088Curious Meat^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 5) { - setquest 12121; - setquest 12161; - mes "[Pura]"; - mes "The path that goes out of the city is now a hazardous icy road because of the snow we've been getting."; - next; - mes "[Pura]"; - mes "Spreading Pieces of Egg Shells will help and we need a lot of them. Around 26 or so will do."; - next; - mes "I got you a request named ^880088Materials to Clear Snow^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 6) { - setquest 12122; - setquest 12161; - mes "[Pura]"; - mes "The Bradium Processing Machinery emits tremendous heat when used and cannot be stabilized with any kind of water."; - next; - mes "[Pura]"; - mes "So we mix Crystalized Teardrops obtained from Aqua Elementals from melted snow. This is a material we need daily so please bring back 6 of them."; - next; - mes "I got you a request named ^880088Best Cooler Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 7) { - setquest 12123; - setquest 12161; - mes "[Pura]"; - mes "The Supply Manager has urgently requested paint to use on building maintenance throughout the city."; - next; - mes "[Pura]"; - mes "He can make enough paint by using the Fluorescent Liquid obtained from Aqua Elementals. Please bring back 26 containers of it."; - next; - mes "I got you a request named ^880088Best Paint^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 8) { - setquest 12124; - setquest 12161; - mes "[Pura]"; - mes "The valuable interior water bottle in the minister's room is broken. They won't be able to find who did it because there are so many visitors every day."; - next; - mes "[Pura]"; - mes "Can you please bring me this valuable item from Aqua Elemental? I only need 1."; - next; - mes "I got you a request named ^880088Rare Valuable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 9) { - setquest 12125; - setquest 12161; - mes "[Pura]"; - mes "Lining supplies for armor for the Guards are all out."; - next; - mes "[Pura]"; - mes "The scale shell from Naga are perfect lining material. Please bring back 18 of them."; - next; - mes "I got you a request named ^880088Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else { - setquest 12126; - setquest 12161; - mes "[Pura]"; - mes "I got you a request named lining material for armor supplied to the guard commanders. They are different from ordinary lining."; - next; - mes "[Pura]"; - mes "Please bring me 11 shining scales of Naga. I don't think it will be much trouble for you."; - next; - mes "I got you a request named ^880088Advanced Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - close; -} - -dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ - if (!checkweight(1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "I don't feel confident in talking since you wouldn't understand anything."; - close; - } - if (ep13_3_invite < 6) { - mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; - close; - } - if (BaseLevel < 80) { - mes "[Tragis]"; - mes "It is pretty embarassing that you are looking for a request with your level, you know that?"; - close; - } - if (questprogress(12162,PLAYTIME) == 2) { - mes "[Tragis]"; - mes "Calculate your request activities with the ^990099Supply Dept. 2 Manager^000000 at Operations and then come back."; - close; - } - else if (questprogress(12162,PLAYTIME)) { - mes "[Tragis]"; - mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 2 Manager^000000 at Operations after you complete all requests."; - close; - } - mes "[Tragis]"; - mes "Welcome."; - mes "What brings you here?"; - next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { - mes "[Tragis]"; - mes "Pura will explain the detail about the supply job. I'm soooo busy as you can see."; - close; - } - mes "[Tragis]"; - mes "I just got a request. It's good that none of us wasted time."; - next; - .@tut_13 = rand(1,10); - if (.@tut_13 == 1) { - setquest 12127; - setquest 12162; - mes "[Tragis]"; - mes "It's time to repair the trumpets for Mine supervisors."; - next; - mes "[Tragis]"; - mes "Because those trumpets are necessary to control the miners. The mystic horn from Cornus is the perfect trumpet material, please get 5 pieces of them."; - next; - mes "I got you a request named ^880088Supervisor's Tool^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 2) { - setquest 12128; - setquest 12162; - mes "[Tragis]"; - mes "It seems that there isn't enough amount of fur which is for the adventurers."; - next; - mes "[Tragis]"; - mes "It will be necessary to get some fur from Tatacho. 21 lumps will be enough."; - next; - mes "I got you a request named ^880088Preparation for Heating^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 3) { - setquest 12129; - setquest 12162; - mes "[Tragis]"; - mes "There was a request from the pub to collect 27 bug legs."; - next; - mes "[Tragis]"; - mes "They don't wanna reveal the reason why they need them. Anyway, thank you."; - next; - mes "I got you a request named ^880088Suspicious Food^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 4) { - setquest 12130; - setquest 12162; - mes "[Tragis]"; - mes "Zargon is very popular among the residents here. It's a beautiful, round shaped ball and can be used as a adhesive when its powder is mixed with water."; - next; - mes "[Tragis]"; - mes "Heard that it's very common material from the adventurers' land. Would you get some? It will be enough with 26 Zargons."; - next; - mes "I got you a request named ^880088Useful Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 5) { - setquest 12131; - setquest 12162; - mes "[Tragis]"; - mes "There is a request which is to find a material to be used for every quarter's building repair work."; - next; - mes "[Tragis]"; - mes "Please get 13 Solid shells which can be obtained from Centipede and Centipede Larva. It will be very useful for the repair work."; - next; - mes "I got you a request named ^880088Essential Material for Construction^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 6) { - setquest 12132; - setquest 12162; - mes "[Tragis]"; - mes "There is a request which is to find a material to be used for every quarter's building repair work."; - next; - mes "[Tragis]"; - mes "You need to get 16 Strong vines which can be got from nepenthes. It's a vital material for building repair work."; - next; - mes "I got you a request named ^880088Essential Material for Construction 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 7) { - setquest 12133; - setquest 12162; - mes "[Tragis]"; - mes "The guard need many sharp leaves for a decoration reason. Some other adventurers started searching them."; - next; - mes "[Tragis]"; - mes "They need pretty many quantity of the leaves so they want 26 sharp leaves from you. I know it's hard. Wish you good luck!"; - next; - mes "I got you a request named ^880088Decoration arrangement^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 8) { - setquest 12134; - setquest 12162; - mes "[Tragis]"; - mes "The pub owner is in trouble due to many adventurers from outside."; - next; - mes "[Tragis]"; - mes "He wishes to have an utensil which can be used simply and instantly, something like a wide leaf."; - next; - mes "I got you a request named ^880088Instant Receptacle^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else if (.@tut_13 == 9) { - setquest 12135; - setquest 12162; - mes "[Tragis]"; - mes "There have been couple of attacks in mine. It must be those Nepenthes that were trying to attack miners."; - next; - mes "[Tragis]"; - mes "In order to make the medicine, we need 16 brown roots. Find and bring them."; - next; - mes "I got you a request named ^880088Not enough medicine^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } - else { - setquest 12136; - setquest 12162; - mes "[Tragis]"; - mes "The pub owner came by and blamed and blamed about the big appetite of you guys."; - next; - mes "[Tragis]"; - mes "He said he has no more stock of honey and fruits. 2 jugs of honey will be enough to soothe him."; - next; - mes "I got you a request named ^880088Honey robber^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; - close; - } -} - -// Doha's Secret Orders -//============================================================ -mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { - mes "- You can too many items to proceed with the quest. -"; - close; - } - if (ep13_3_secret < 1) { - mes "[Doha]"; - mes "What is it?"; - mes "You don't look like you have any business with me."; - mes "If you don't, please leave now."; - close; - } - else if (ep13_3_secret == 1) { - mes "[Doha]"; - mes "Who is asking?"; - mes "If you are in the wrong room, please leave now."; - next; - if (select("Came to meet the inspector.:Sorry.") == 1) { - mes "[Doha]"; - mes "Me?"; - mes "Are you the person the captain was speaking of?"; - mes "What was the name..."; - mes strcharinfo(0) + "?"; - next; - mes "[Doha]"; - mes "Hmm.. I don't know why you were chosen but I guess they trusted you enough."; - mes "I heard you were chosen to visit El Dicastes, the capital city of Sapha."; - next; - mes "[Doha]"; - mes "I have a secret mission for you regarding this visit."; - mes "More like an order."; - next; - mes "[Doha]"; - mes "I'm the inspector dispatched from the home country because of the report case."; - mes "We are working on investigating the truth behind the reported case."; - next; - select("Report case?"); - mes "[Doha]"; - mes "You haven't heard of it?"; - mes "I thought you already knew.."; - mes "So you're not the one that collected the report back then?"; - next; - mes "[Doha]"; - mes "When the expedition was dispatched before"; - mes "there was a general report on our research results on various categories"; - mes "and the messenger that was carrying this report back to home country was attacked."; - next; - mes "[Doha]"; - mes "Luckily the report wasn't stolen completely"; - mes "and we did get the report after painstakingly restoring it."; - mes "The important thing is who did this."; - next; - mes "[Doha]"; - mes "As you already know the expedition here is an alliance of 3 countries."; - mes "And we aren't all in good terms."; - mes "That is why Hibba Agip was put in charge by the captain and upper management because he isn't attached to any of the countries."; - next; - mes "[Doha]"; - mes "But the important thing is which country was behind this"; - mes "and why would they do such a thing when we must promote peace and cooperation."; - next; - mes "[Doha]"; - mes "That is why I was dispatched here to investigate on."; - mes "I've come across an unexpected information during my investigation."; - next; - mes "[Doha]"; - mes "Do you know the Cat Merchant?"; - mes "They are also doing business nearby."; - mes "One of the Cat Merchants"; - mes "spilled this information to me."; - next; - mes "[Doha]"; - mes "I was investigating at the location assumed to be where the attack took place"; - mes "when I met a cat. Well.. I don't know what else I'm supposed to call them."; - next; - mes "[Doha]"; - mes "But it turns out, I was lucky to meet this cat."; - mes "Because he turned out to be a witness to the case."; - next; - select("Witness!:Who did it?"); - mes "[Doha]"; - mes "Sigh..."; - mes "He did witness the case but the description I got was..."; - mes "suspicious at first."; - next; - mes "[Doha]"; - mes "Well... the cat said in his own words."; - mes "he might be one of us because he was very agile and quick."; - next; - select("Same race? Cat?"); - mes "[Doha]"; - mes "Yes."; - mes "I heard the cat say that with my own ears."; - mes "He said he went back to the place to see if it was a lost friend of his."; - next; - mes "[Doha]"; - mes "Hmm... my throat is soar from talking too much."; - mes "Let's continue later after I get some rest."; - mes "I think I need a cup of water."; - ep13_3_secret = 2; - close; - } - mes "[Doha]"; - mes "Thank you."; - mes "I'm a little tired now."; - mes "I hope to see you next time."; - close; - } - else if (ep13_3_secret == 2) { - mes "[Doha]"; - mes "Wow.... they say this is the water melted from the snow from the snowy fields."; - mes "Very refreshing, don't you agree?"; - mes "...."; - next; - mes "[Doha]"; - mes "Then back to the story."; - mes "So I asked why the cat thought it was his own kind."; - next; - mes "[Doha]"; - mes "He said the attacker had a wonderful tail and attractive ears."; - mes "Hard to believe."; - next; - select("It was a cat?"); - mes "[Doha]"; - mes "No. I asked the same question."; - mes "And he said the attacker looked more like me."; - mes "Meaning humanlike to be precise."; - next; - mes "[Doha]"; - mes "Yes. A human male."; - mes "He said ^4d4dff the attacker had attractive ears and a sleek and glossary tail^000000!"; - next; - select("Could it be a hobby?"); - mes "[Doha]"; - mes "Are you talking about the Kitty Band that was popular in Prontera?"; - mes "If a full grown male was wearing one of those... and also a tail?"; - next; - if (select("Was he in disguise?:Taste should be respected.") == 1) { - mes "[Doha]"; - mes "I agree."; - mes "I think one of the countries is behind this."; - mes "I honestly think both the Sapha and Rapine won't get anything out of this."; - next; - mes "[Doha]"; - mes "I guess it will only be a way of hiding you are from."; - mes "Disguised as a cat, that is!"; - next; - } - else { - mes "[Doha]"; - mes "...................."; - mes "............Of course"; - mes "different tastes should be respected."; - next; - mes "[Doha]"; - mes "....Ahem."; - mes "My conclusion is"; - mes "Someone disguised themselves ridiculously in order to hide where they came from!"; - next; - } - mes "[Doha]"; - mes "So what we need to do now is"; - mes "Finding a guy with cat ears."; - mes "But I'm not so sure he will have them on him now."; - next; - mes "[Doha]"; - mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might be from a third party."; - mes "Then what could his motives be."; - next; - mes "[Doha]"; - mes "Let's start simple before it gets too complicated."; - mes "I heard you are visiting El Dicastes, the capital city of Sapha."; - next; - mes "[Doha]"; - mes "Whether it is a cat or dog"; - mes "Please try to collect information on a guy with animal ears."; - next; - mes "[Doha]"; - mes "I will continue on searching and investigating Manuk and Splendide from here."; - mes "I need you to investigate during your journey and also at El Dicastes."; - next; - mes "[Doha]"; - mes "This is a very important mission."; - mes "There is a delicate conflict between the three countries"; - mes "and there might be a possibility of an unknown third party."; - next; - mes "[Doha]"; - mes "And why did the attacker only interfered instead of stealing the whole report."; - mes "we need to the purpose."; - next; - mes "[Doha]"; - mes "Please bring back some clues. Anything you come by during your journey"; - mes "Please report back to me if you have anything leads."; - ep13_3_secret = 3; - changequest 7185,7186; - close; - } - else if (ep13_3_secret == 3) { - mes "[Doha]"; - mes "I will investigate Manuk and Splendide."; - mes "So you will have to look for clues in El Dicastes."; - next; - mes "[Doha]"; - mes "About the guy with animal ears."; - mes "It will be a tough mission but I know you will do well."; - close; - } - else if (ep13_3_secret > 3 && ep13_3_secret < 22) { - mes "[Doha]"; - mes "How is the investigation going?"; - mes "Please try your best."; - mes "not to break the parallel relationship between countries."; - close; - } - else if (ep13_3_secret == 22) { - if (countitem(6306) && countitem(6305) && countitem(6307)) { - mes "[Doha]"; - mes "How is the investigation going?"; - mes "Do you have any significant status?"; - next; - mes "You share the details regarding Diel, Cheshire, Ahat and the crack of dimension."; - mes "You give him a clot of blood, shells and a magical stone as evidence."; - next; - mes "[Doha]"; - mes "Hmm.."; - mes "I actually gave the same mission to all other people heading for El Dicastes."; - next; - mes "[Doha]"; - mes "They have all brought information based on assumptions."; - mes "Meaning your evidences are not much different from the others."; - next; - mes "[Doha]"; - mes "At least we found out one thing."; - mes "At least we now know that the attacker is not from the three countries of Midgard."; - mes "But this is only an assumption."; - next; - mes "[Doha]"; - mes "Details of the report will be verified by a superior authority and a schedule for the next step will be given."; - mes "Thank you."; - next; - mes "[Doha]"; - mes "Please have this."; - mes "This is a reward for your services up to now."; - mes "You deserve this for the hardship you are going through in another world."; - delitem 6306,1; //Solid_Bloodstain - delitem 6305,1; //Frozen_Skin_Piece - delitem 6307,1; //Suspicious_Magic_Stone - ep13_3_secret = 23; - getitem 2553,1; //Dragon_Manteau - erasequest 7202; - completequest 7203; - next; - mes "[Doha]"; - mes "...."; - mes "Sapha and Rapine, which ever."; - mes "I have something more urgent."; - next; - select("Can you repeat that?"); - mes "[Doha]"; - mes "..? "; - mes "I didn't say a thing."; - mes "I guess you heard wrong."; - mes "Will you leave now? Because I have to organize a report."; - close; - } - mes "You are missing evidence to submit with your report:"; - mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone."; - mes "You will have to collect the items again."; - close; - } - mes "[Doha]"; - mes "There won't be any changes to the current policy."; - mes "Home land will continue to review the contents of your reports."; - mes "[Doha]"; - mes "All we can do for now is"; - mes "do our best, right?"; - mes "He says its kindly but his eyes have a get out and do your work kind of look."; - close; -} - -dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ - // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { - if ((MaxWeight - Weight) < 1000) { - mes "- You can too many items to proceed with the quest. -"; - close; - } - cutin "ep13_shy",2; - mes "[Shay]"; - switch (rand(1,5)) { - case 1: mes ".. Burman Flone."; break; - case 2: mes "What?"; break; - case 3: mes "Boring. What is it?"; break; - case 4: mes "Sigh... Ready to order?"; break; - case 5: - mes "Another failure?."; - mes "I'm talking to myself. Don't bother."; - mes "What do you want?"; - break; - } - next; - switch (select("Order.:Talk.:Never mind.")) { - case 1: - mes "[Shay]"; - mes "What will it be?"; - mes "I have Tropical Sograt and Vermilion on the Beach flown in from Morroc."; - mes "A bit on the expensive side though."; - next; - if (select("Tropical Sorgrat - 2000z:Vermilion on the Beach - 2000z:Anything else?") == 3) { - mes "[Shay]"; - mes "Here.. "; - mes "......Hmmm..."; - mes "Nah."; - break; - } - setarray .@str$[1], "Tropical Sorgrat","Vermillion on the Beach."; - setarray .@item[1], 12112,12113; - if (Zeny > 1999) { - mes "[Shay]"; - mes "Here is your "+.@str$[@menu]+"."; - Zeny -= 2000; - getitem .@item[@menu],1; //Tropical_Sograt - break; - } - mes "[Shay]"; - mes .@str$[@menu]+" is 2000 Zeny."; - mes "What is it so expensive?"; - mes "Then you try to bring it all the way here."; - break; - case 2: - if (ep13_3_invite < 6) { - mes "[Shay]"; - mes "If you haven't registered at Diel yet, you better do it soon."; - mes "That is the only way to start receiving requests and guarantee your safety here."; - next; - mes "[Shay]"; - mes "To avoid conflicts apart from diplomatic trouble"; - mes "it is always better to respect each sides agreement."; - mes "Don't you agree?"; - break; - } - else { - if (ep13_3_secret < 3) { - mes "[Shay]"; - mes "Not that busy but I don't want to do it."; - break; - } - else if (ep13_3_secret == 3) { - mes "[Shay]"; - mes "I don't want to talk about personal stuff."; - mes "But do you have any questions?"; - next; - switch (select("Tell me about yourself:About Sapha:About other races:....Hmm..")) { - case 1: - mes "[Shay]"; - mes "Me?"; - mes ".If you are asking about my name, it is written on my badge here."; - mes "It's Shay."; - next; - select("Not that"); - mes "[Shay]"; - mes "Hmm. Then should I tell you the story on how I settled here?"; - mes "The first to apply to expedite here"; - mes "where the Assassins."; - next; - mes "[Shay]"; - mes "I was one of them."; - mes "That is how I got to reach this place before anyone else did"; - mes "And that is how the base of the expedition camp was built."; - next; - mes "[Shay]"; - mes "But you know."; - mes "I thought I'd return to my hometown and retire."; - mes "But El Dicastes contacted me."; - next; - mes "[Shay]"; - mes "They requested if I could open a place for us outsides to feel comfortable with."; - mes "They also were considerate enough to build it in Midgard style."; - next; - mes "[Shay]"; - mes "So the framework and style,"; - mes "architect was brought in.."; - mes "and then I found myself managing the whole project?"; - next; - mes "[Shay]"; - mes "And..."; - mes "that is how I got here."; - mes "I've been here ever since!"; - next; - mes "[Shay]"; - mes "I don't remember what my original job was."; - mes "Little rusty on the Katar, I guess..."; - next; - mes "Shay suddenly has a lonely expression and sighs deeply about his situation."; - mes "Looks very tired."; - break; - case 2: - mes "[Shay]"; - mes "Sapha?"; - mes "You are surrounded by Saphas."; - mes "......"; - next; - mes "[Shay]"; - mes "What are you asking me?"; - mes "Just ask any Sapha passing by."; - mes "Ask 'what are you'."; - break; - case 3: - mes "[Shay]"; - mes "Other races?"; - mes "Talking about Sapha?"; - next; - if (select("With cat ears.:With butterfly wings.") == 1) { - mes "[Shay]"; - mes "Cat?"; - mes "Are you talking about the Cat Merchant?"; - mes "They are camped outside of the capital gate."; - next; - mes "[Shay]"; - mes "They even mined and fished near the expedition camp."; - mes "They are currently trying to expand their business"; - next; - mes "[Shay]"; - mes "Well.. bigger then them?"; - mes "Not sure. Haven't heard of it."; - mes "Why don't you ^4d4dffask Sapha's around here?^000000"; - ep13_3_secret = 4; - erasequest 7186; - setquest 7187; - break; - } - mes "[Shay]"; - mes "Butterfly wings? Are you talking about Rapine?"; - mes "Don't know them?"; - mes "You really no nothing."; - next; - mes "[Shay]"; - mes "If you want to know about Rapine, go to Splendide."; - mes "They are rough and tough."; - break; - case 4: - mes "[Shay]"; - mes "What..."; - mes "I'm not that busy but don't bother me too much."; - break; - } - break; - } - else if (ep13_3_secret == 4) { - mes "[Shay]"; - mes "What is it now?"; - mes "Any luck?"; - next; - setarray .@ward$, - "7188","The Knits at the square are interested in Ahat.", - "7189","I heard from Pioms that most of the Saphas are interested in the minister.", - "7190","Galtens are interested in the Cat Merchant for their cat ears."; - mes "[" + strcharinfo(0) + "]"; - mes "I'm trying to organize the information I've collected."; - .@size = getarraysize(.@ward$); - for (.@i = 0; .@i < .@size; .@i += 2) - if (questprogress(atoi(.@ward$[.@i]))) { - ++.@sealall; - mes .@ward$[.@i+1]; - } - if (!.@sealall) mes "But what should I do with the collected information?"; - next; - if (.@sealall < 3) { - mes "[" + strcharinfo(0) + "]"; - mes "Moan..."; - mes "[Shay]"; - mes "You look lost like as if nothing makes sense anymore."; - mes "They solution is simply to ask around."; - next; - mes "[Shay]"; - mes "There are many Saphas working at the factory, drill hall, square and anywhere else."; - mes "There are the Cat Merchants outside of the castle, too."; - break; - } - mes "[" + strcharinfo(0) + "]"; - mes "Everybody"; - mes "is talking about the minister these days!"; - mes "What is with this Ahat anyway."; - next; - mes "[Shay]"; - mes "I haven't even seen the minister."; - mes "I heard many say that he is beautiful."; - next; - mes "[Shay]"; - mes "Anyway........"; - mes "Try this."; - mes "I've been working on this for some time and hope that this can go on the menu."; - next; - mes "- Shay places a baked pie with the base made out of carrots."; - mes "Topped with something that looks like apples or bananas."; - mes "You immediate think it is too risky to try. ?"; - next; - select("The minced ingredient is..."); - mes "[Shay]"; - mes "An apple pie."; - mes "I garnished it with bananas."; - mes "Doesn't look like it but this is an apple pie."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "But why is there a carrot in a pie."; - mes "And there is no hint of apples."; - next; - mes "[Shay]"; - mes "Stop!!!!!!!!!!!!!"; - specialeffect2 EF_HIT1; - specialeffect2 EF_HIT2; - percentheal -30,0; - next; - mes "-Shay got all upset and threw something sticky and smelly."; - mes "The pie left Shay's palm and landed square in your face. -"; - next; - mes "[Shay]"; - mes "Oops.. umph.. hmph..."; - mes "Phew... sigh..."; - mes "..........."; - next; - mes "[Shay]"; - mes "S..Sorry. Aello told me to help you but.."; - mes "......."; - mes "I couldn't help myself."; - next; - mes "[Shay]"; - mes "Ha.. there is a cat named BK among the Cat Merchants."; - mes "He might have the information you want."; - mes "... Go.. meet BK."; - next; - mes "[Shay]"; - mes "And if he ignores you, tell him that ^4d4dffShay's special drink will be delivered^000000."; - ep13_3_secret = 5; - erasequest 7188; - erasequest 7189; - erasequest 7190; - changequest 7187,7191; - break; - } - else if (ep13_3_secret > 4 && ep13_3_secret < 9) { - mes "[Shay]"; - mes "You can find the Cat Merchants outside of the gate."; - mes "They seem like a small group of wanders."; - mes "You'll see their tent southeast from the gate."; - next; - mes "[Shay]"; - mes "BK is the one that holds information around there."; - mes "He will be able to help you."; - break; - } - else if (ep13_3_secret == 9) { - mes "[Shay]"; - mes "You say BK said that?"; - mes "So it is..."; - mes "I did think Ahat was beautiful than normal."; - next; - mes "[Shay]"; - mes "But according to the Saphas' stories I hear in this pub"; - mes "they all have a different version of Ahat."; - next; - mes "[Shay]"; - mes "But BK said Ahat isn't a Sapha?"; - mes "That only means that its not the looks that is different but may be completely a different race."; - next; - mes "[Shay]"; - mes "We can only investigate."; - mes "They say he came from the crack so let's investigate the crack."; - next; - mes "[Shay]"; - mes "But there is a crack here too?"; - mes "..Too many ill-fates."; - mes "Bit sorrowful."; - ep13_3_secret = 10; - changequest 7192,7193; - break; - } - else if (ep13_3_secret == 10) { - mes "[Shay]"; - mes "It is always better to go to the site."; - mes "Because it is difficult to meet the minister."; - next; - mes "[Shay]"; - mes "The crack here must have been created when the crack in Morroc appeared."; - mes "If he did it."; - next; - mes "[Shay]"; - mes "You'll find a crack northeast from El Dicastes."; - mes "Try investigating there."; - break; - } - else if (ep13_3_secret == 11) { - mes "[Shay]"; - mes "Any luck?"; - next; - setarray .@quest, 7194,7195,7196; - setarray .@item, 6306,6305,6307; - setarray .@str$, "bloodstain","frozen piece of skin","strange magical stone fragment"; - - .@size = getarraysize(.@item); - for (.@i = 0; .@i < .@size; ++.@i) { - if (countitem(.@item[.@i])) { - mes "- You show the " + .@str$[.@i] + " you collected from near the crack.-"; - .@crack = 1; - next; - break; - } - } - if (!.@crack) { - mes "- You do not have the item needed for the quest. Case3"; - mes "If your quest item was destroyed, request help from GM.-"; - break; - } - mes "[Shay]"; - mes ".. I didn't expect this."; - mes "Then who is Ahat..?"; - mes "...I smell something fishy."; - next; - mes "[Shay]"; - mes "I don't know since I haven't seen Ahat in person but"; - mes "we must find out what all this means."; - next; - select("Do you trust BK?"); - mes "[Shay]"; - mes "At least BK doesn't lie."; - mes "The BK I know never lies."; - mes "Why are these found near the crack?"; - mes "Why was Ahat near the crack.."; - next; - select("Do you want to meet in person?"); - mes "[Shay]"; - mes "You can't just waltz in him."; - mes "It's even harder for outsiders like us to meet him."; - mes "Hm..."; - next; - mes "[Shay]"; - mes "We can try collected exploit certifications."; - mes "Those who did great deeds get the opportunity to meet the minister."; - next; - mes "[Shay]"; - mes "The Cat Merchants are also collected exploit certifications. They want to meet the minister in person so they can negotiate business."; - next; - mes "[Shay]"; - mes "You can receive exploit certifications from handling requests throughout the city."; - mes "If you want to meet the minister Ahat..."; - next; - mes "[Shay]"; - mes "You'll need at least ^4d4dff3 exploit certifications^000000."; - mes "Go ^4d4dffask around in Diel^000000 for more information."; - next; - mes "[Shay]"; - mes "Sapha that registers adventurers in Diel."; - mes "Was his name ^4d4dffRhawyne^000000. Ask him."; - next; - select("Don't you have any exploit certification of Sapha?"); - mes "[Shay]"; - mes "................"; - mes "Do you think I'm that free?"; - mes "I'm not the one receiving request, I'm the one that makes the requests!!"; - next; - mes "[Shay]"; - mes "Tsk."; - mes "First, think of what you have to do."; - mes "Meet Ahat by collecting exploit certifications."; - mes "And then find doubt what is the relationship between him and the crack."; - ep13_3_secret = 12; - for (.@i = 0; .@i < getarraysize(.@quest); ++.@i) - if (questprogress(.@quest[.@i])) erasequest .@quest[.@i]; - setquest 7197; - break; - } - else if (ep13_3_secret == 12) { - mes "[Shay]"; - mes "Start with collecting exploit certifications."; - mes "You'll need at least 3 certifications to meet the minister."; - next; - mes "[Shay]"; - mes "Once you have your certifications, go make a request to meet the minister at the Adventurer's reception desk in Diel."; - mes "Rhawyne will help you."; - break; - } - else if (ep13_3_secret == 13) { - mes "[Shay]"; - mes "So.. you got permitted?"; - mes "I'm also curious who this Ahat character is."; - next; - mes "[Shay]"; - mes "Good. I'll prepare some food until you come back."; - mes "I just found this amazing chocolate recipe a few days ago."; - next; - select("Oh..no.."); - mes "[Shay]"; - mes "When I was in Morroc."; - mes "A colleague from the guild used to make chocolate stuff you see?"; - mes "I thought it would be simple since he was making it."; - next; - select("So....."); - mes "[Shay]"; - mes "Wait till you taste it."; - mes "Now, get going."; - break; - } - else if ((ep13_3_secret > 13) && (ep13_3_secret < 17)) { - mes "[Shay]"; - mes "How was the minister?"; - next; - if (select("Strange.:..Beautiful...") == 1) { - mes "[Shay]"; - mes "So.. how strange."; - mes "..was it bad or good?"; - mes "No, that isn't important. Try to remember what you were there for."; - break; - } - mes "[Shay]"; - mes "Huh? Really?"; - mes "You can tell the beauty even if the race is different."; - mes "Do you job instead of dreaming about his appearance."; - break; - } - else if ((ep13_3_secret > 16) && (ep13_3_secret < 19)) { - mes "[Shay]"; - mes "Hmm..."; - mes "Clearing the crack area?"; - mes "Sounds weird."; - mes "Something smells fishy."; - next; - mes "[Shay]"; - mes "Don't forget to bring back evidence."; - mes "And to pretend you are hypnotized."; - mes "Good. This is our secret."; - next; - mes "[Shay]"; - mes "Funny how things come about."; - mes "But you really are talkative."; - mes "You are telling me everything. Tsk."; - break; - } - else if (ep13_3_secret > 18 && ep13_3_secret < 22) { - mes "[Shay]"; - mes "Did you know?"; - mes "There is another skillful Jarute."; - mes "Name is HesLanta."; - next; - mes "[Shay]"; - mes "He sometimes come back and shares his stories."; - mes "But I think he also has a story to tell."; - next; - mes "[Shay]"; - mes "It's only a thought but"; - mes "It might be good to talk to those near Ahat too."; - next; - mes "[Shay]"; - mes "How about talking to the Jarute named HesLanta?"; - mes "You don't have nothing to lose, anyway."; - break; - } - else if (ep13_3_secret == 22) { - mes "[Shay]"; - mes "Why are you here again?"; - mes "Are you working?"; - next; - if (select("Mission completed!:Came to thank you.") == 1) { - mes "[Shay]"; - mes "Really?"; - mes "Good for you."; - mes "....."; - mes "Mission. Haven't heard that word for ages."; - next; - mes "[Shay]"; - mes "Now go."; - mes "I'm busy."; - mes "New ingredients are coming in today."; - mes "Go now."; - break; - } - mes "[Shay]"; - mes "If you are that grateful, each all my new cuisines till the last bite."; - next; - select("Ah, that is um..."); - mes "[Shay]"; - mes "Huh? Get lost."; - mes "Ungrateful...."; - break; - } - .@shysay = rand(1,3); - if (.@shysay == 1) { - mes "[Shay]"; - mes "What do you want?"; - next; - switch (select("Tell me about yourself:About Sapha:....Hmm..")) { - case 1: - mes "[Shay]"; - mes "Me?"; - mes "Didn't I tell you before?"; - next; - select("Nope.."); - mes "[Shay]"; - mes "No, I told you my story before."; - mes "But since you have bad memory, I'll tell you again."; - next; - mes "[Shay]"; - mes "Hmm. Then should I tell you the story on how I settled here?"; - mes "The first to apply to expedite here"; - mes "where the Assassins."; - next; - mes "[Shay]"; - mes "I was one of them."; - mes "That is how I got to reach this place before anyone else did"; - mes "And that is how the base of the expedition camp was built."; - next; - mes "[Shay]"; - mes "But you know."; - mes "I thought I'd return to my hometown and retire."; - mes "But El Dicastes contacted me."; - next; - mes "[Shay]"; - mes "They requested if I could open a place for us outsides to feel comfortable with."; - mes "They also were considerate enough to build it in Midgard style."; - next; - mes "[Shay]"; - mes "So the framework and style,"; - mes "architect was brought in.."; - mes "and then I found myself managing the whole project?"; - next; - mes "[Shay]"; - mes "And..."; - mes "that is how I got here."; - mes "I've been here ever since!"; - next; - mes "[Shay]"; - mes "I don't remember what my original job was."; - mes "Little rusty on the Katar, I guess..."; - next; - mes "Shay suddenly has a lonely expression and sighs deeply about his situation."; - mes "Looks very tired."; - break; - case 2: - mes "[Shay]"; - mes "Sapha?"; - mes "You are surrounded by Saphas."; - mes "......"; - next; - mes "[Shay]"; - mes "What are you asking me?"; - mes "Just ask any Sapha passing by."; - mes "Ask 'what are you'."; - break; - case 3: - mes "[Shay]"; - mes "What..."; - mes "I'm not that busy but don't bother me too much."; - break; - } - break; - } - else if (.@shysay == 2) { - mes "[Shay]"; - mes "What did you bring here now?"; - mes "........."; - mes "What? No?"; - next; - mes "[Shay]"; - mes "Tsk.... boring."; - break; - } - else { - mes "[Shay]"; - mes "Why is strawberry chocolate so difficult to make?"; - mes "Why is my chocolate falling apart?"; - next; - mes "[Shay]"; - mes "Also this chocolate pie."; - mes "How do I bake it just the right golden color?"; - mes "Why can't it be white or black?"; - mes "It isn't the pie that is important. It's the chocolate that is."; - next; - mes "[Shay]"; - mes "How did my colleague make this?!"; - mes "............"; - mes "...Do girls like this?"; - next; - if (select("They normally do like homemade chocolate.:No. only aliens.") == 1) { - mes "[Shay]"; - mes "I see."; - mes "So..."; - mes "Are you married?"; - break; - } - mes "[Shay]"; - mes "You're alone, right?"; - mes "...."; - mes "Sorry."; - mes "We're in the same boat."; - break; - } - } - case 3: - mes "[Shay]"; - mes "Suit yourself."; - break; - } - close2; - cutin "",255; - end; -} - -dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ - if (!isequipped(2782)) { - mes "[Knit]"; - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; - next; - mes "Cannot communicate with him."; - close; - } - if (ep13_3_secret == 4) { - mes "[Knit]"; - mes "Welcome, human."; - mes "I'm finally used to meeting other races like you."; - next; - if (select("Are there races other than humans?:What are you doing?") == 1) { - mes "[Knit]"; - mes "There were Rapine before you came."; - mes "And of course there are still."; - mes "But they are over the Kamidal mountains."; - next; - mes "[Knit]"; - mes "And then the cats.."; - mes "Ah, did you see the group of cats in front of the castle?"; - mes "They are really soft and cuddly unlike us."; - next; - if (questprogress(7188)) { - mes "[Knit]"; - mes "And especially their ear and tail!!"; - next; - select("Have you seen this man?"); - mes "[Knit]"; - mes "Eh? Huh?"; - mes "Man? Human male?"; - mes "A human male with cat ears?"; - mes "Never heard such thing.."; - next; - mes "[Knit]"; - mes "Humans are amazing!"; - mes "Didn't even think of that...!"; - mes "....."; - next; - mes "[Knit]"; - mes "But they are really lovely."; - mes "Those cute cats.."; - next; - mes "[Knit]"; - mes "But Ahat is also loveable even for a Sapha."; - mes "....if my hair is like a dry winter tree.."; - mes "Ahat's hair is like new sprouts in early spring....."; - next; - mes "[Knit]"; - mes "I can't believe how he does his work for Dicastes"; - mes "and still maintain such great hair."; - mes "I can almost see a glow."; - next; - mes "[Knit]"; - mes "Ah.....his skin is divine."; - mes "But he never comes out from his office high up in Dicastes Diel."; - next; - mes "[Knit]"; - mes "But I guess it would be better for Ahat's complexion..."; - mes "to stay warm and safe like a crystal bird in Diel instead of being out in the winter weather!"; - next; - mes "- Continues to talk about Ahat."; - mes "Don't think I'll get any more information. -"; - setquest 7188; - close; - } - mes "[Knit]"; - mes "They are really lovely."; - mes "Those cute cats.."; - next; - mes "[Knit]"; - mes "But Ahat is also loveable even for a Sapha."; - mes "....if my hair is like a dry winter tree.."; - mes "Ahat's hair is like new sprouts in early spring....."; - next; - mes "[Knit]"; - mes "Ah.. I'm so jealous, envious.."; - close; - } - mes "[Knit]"; - mes "As you can see, I'm taking a walk."; - mes "I should walk from time to time to prevent myself from getting stiff."; - mes "I really don't like to get stiff."; - close; - } - mes "[Knit]"; - mes "Don't you think cats are amazing."; - mes "I heard from where you came from, you have pets.."; - next; - mes "[Knit]"; - mes "Is it okay to raise other creatures?"; - mes "Do they want that?"; - mes "It's a difficult issue.."; - close2; -} - -dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{ - mes "[Piom]"; - if (!isequipped(2782)) { - mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?"; - mes "¡ò¢³~!"; - mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!"; - next; - mes "Cannot communicate with him."; - close; - } - if (ep13_3_secret == 4) { - mes "[Piom]"; - mes "Phew.. I need to rest."; - mes "Huh? You're... human!"; - mes "Why are you here?"; - next; - if (questprogress(7189)) { - select("About a human with cat ears.."); - mes "[Piom]"; - mes "HAHAHAHA!!!"; - mes "HAHAHAHA!!!"; - mes "There are so many asking about that recently."; - mes "Is there any conflict with the Cat Merchants?"; - next; - mes "[Piom]"; - mes "Haha.. ... funny."; - mes "Human with cat ears. Never heard of such thing."; - mes "But you seem to be new around here."; - next; - mes "[Piom]"; - mes "Don't waste your time on something ridiculous as that"; - mes "That's it! I think you are the right person."; - next; - mes "[Piom]"; - mes "The minister stays at the top of Diel"; - mes "Try meeting the minister."; - mes "He is a wonderful person."; - mes "A role model to all Saphas!"; - next; - mes "[Piom]"; - mes "You need to know about Saphas if you are staying in El Dicastes, right?"; - mes "Don't spend time with a dusty Piom like me, and go meet Ahat."; - mes "You will love him."; - next; - mes "- Continues to talk about Ahat."; - mes "Don't think I'll get any more information. -"; - setquest 7189; - close; - } - mes "[Piom]"; - mes "Don't follow cats around"; - mes "Go and meet Ahat."; - mes "He is really beautiful."; - close; - } - mes "[Piom]"; - mes "As you can see, I'm taking a rest."; - mes "I like my job but it is so tiresome."; - mes "But I'm happier than when I was a Knit."; - next; - mes "[Piom]"; - mes "I can't think straight."; - mes "I didn't like working through documents the Knits do."; - mes "But then Galtens have to carry heavy weapons."; - next; - mes "[Piom]"; - mes "The last thing I did was mine and refine Bradium"; - mes "and I loved it!"; - mes "And to think that my work keeps everyone healthy"; - mes "is rewarding."; - close; -} - -dicastes01,249,140,3 script Training Galten#ep133_17 4_MAN_GALTUN,{ - if (!isequipped(2782)) { - mes "[Galten]"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡ø¡ô¡ü"; - next; - mes "Cannot communicate with him."; - close; - } - if (ep13_3_secret == 4) { - mes "[Galten]"; - mes "Hmm...another peaceful day."; - mes "Hmm? Aren't you the outsider that came here awhile ago?"; - mes "Have you come to see the training grounds?"; - next; - if (questprogress(7190)) { - select("About a human with cat ears.."); - mes "[Galten]"; - mes "Cat ears?"; - mes "Is there someone like that?"; - mes "Humans are like that?"; - next; - mes "[Galten]"; - mes "What? No?"; - mes "Then why are you looking him.."; - mes "Why don't you go meet Ahat instead of wasting your time."; - next; - mes "[Galten]"; - mes "Anyone that wants to be strong"; - mes "should meet Ahat."; - mes "He is a very strong Sapha."; - next; - mes "[Galten]"; - mes "He may be a Jarute working through piles of documents"; - mes "but he must be hiding his power!"; - next; - mes "[Galten]"; - mes "Everyone says Ahat is like a delicate spring sprout"; - mes "but I don't agree!"; - mes "I've never seen a stronger Sapha before."; - mes "But I don't quite understand why he didn't become a Galten..."; - next; - mes "- Continues to talk about Ahat."; - mes "Don't think I'll get any more information. -"; - setquest 7190; - close; - } - mes "[Galten]"; - mes "Ahat..."; - mes "He is a strong Sapha."; - mes "He may be a minister working through piles of documents"; - mes "but he must be hiding his power!"; - next; - mes "[Galten]"; - mes "Everyone says Ahat is like a delicate spring sprout"; - mes "but I don't agree!"; - mes "I've never seen a stronger Sapha before."; - mes "But I don't quite understand why he didn't become a Galten..."; - next; - mes "[Galten]"; - mes "Maybe he is physically strong but has a warm heart.."; - mes "but you never know..."; - close; - } - mes "[Galten]"; - mes "You seem to be an experienced adventurer."; - mes "I would like to try you out"; - mes ".. Hahahah"; - mes "Just joking. I cannot fight a guest to our land."; - close; -} - -dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ - if (ep13_3_secret < 3) { - mes "[BK]"; - mes "Ha. I'm the information collector of the Cat Merchants."; - mes "Ask me anything...but.."; - mes "Meow.. I'm not an easy cat you see."; - next; - mes "[BK]"; - mes "Go away, Ha"; - close; - } - else if ((ep13_3_secret == 3) || (ep13_3_secret == 4)) { - mes "[BK]"; - mes "Hmph..."; - mes "What is it?"; - mes "... Oh, a human in the capital city of Sapha."; - mes "Meow..."; - next; - if (select("About a man with cat ears:What are you?") == 1) { - mes "[BK]"; - mes "Ha, I'm BK. The Cat Merchants' infamous information collector."; - mes "But I have no information to share with you."; - next; - mes "[BK]"; - mes "I'm not an easy cat you see."; - mes "Meow... meow"; - mes "Meow.. cat ears. Hahaha.. I heard of some.. meow.."; - next; - mes "[BK]"; - mes "I'm not telling you~!"; - close; - } - mes "[BK]"; - mes "Ha. I'm the information collector of the Cat Merchants."; - mes "Ask me anything...but.."; - mes "Meow.. I'm not an easy cat you see."; - close; - } - else if (ep13_3_secret == 5) { - mes "[BK]"; - mes "Ha. I'm the information collector of the Cat Merchants."; - mes ".............."; - mes "I don't give out information just to anyone."; - mes "Meow..."; - next; - mes "- BK of the Cat Merchant group is being difficult."; - mes "What did Shay tell you to do?-"; - next; - input .@inputstr$; - if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") { - mes "[" + strcharinfo(0) + "]"; - mes "Hmm. If you don't cooperate,"; - mes "Shay's special drink will be delivered."; - mes "By Shay himself!"; - next; - mes "[BK]"; - mes "What?!"; - mes "What do you want."; - mes "Why are you harassing me."; - mes "Bully... sob"; - emotion e_sob; - next; - mes "[BK]"; - mes "Okay. I will cooperate."; - mes "But with some conditions."; - mes "First, you must tell Shay that I cooperated with you."; - next; - mes "[BK]"; - mes "Second, we must meet the minister to expand our business."; - mes "But need exploit certifications to meet him."; - next; - mes "[BK]"; - mes "So I'll sell my information for exploit certifications."; - mes "Tell me when you are ready."; - ep13_3_secret = 6; - close; - } - mes "[" + strcharinfo(0) + "]"; - mes "" + .@inputstr$ + ".....?"; - mes "Hmm.. I think you are wrong?"; - mes "What was it.."; - next; - mes "[BK]"; - mes "What. Are you threatening me with that?"; - mes "Meow.. You don't know my well enough~!!"; - close; - } - else if (ep13_3_secret == 6) { - mes "[BK]"; - mes "... So what do you want to know?"; - next; - switch (select("About other feline races")) { - } - mes "[BK]"; - mes "Feline? Are you asking about us cats?"; - mes "Well~"; - mes "Don't know about races..but.. hahah.."; - next; - mes "- BK asks for an exploit certification. -"; - next; - if (select("No way.:Give.") == 1) { - mes "[BK]"; - mes "Humph"; - mes "We made a deal."; - mes "Give an Exploit certification of Sapha to BK."; - close; - } - if (countitem(6304)) { - mes "[BK]"; - mes "Haha.. good, good."; - mes "I don't know anything outside of our race"; - mes "but I did see ^4d4dffsomeone with cute ears that has been visiting the Dicastes Diel^000000."; - next; - mes "[BK]"; - mes "I even saw him meet the ^4d4dffnew minister^000000 alone."; - mes "Hu hu..."; - mes "Satisfied?"; - delitem 6304,1; //Sapa_Feat_Cert - ep13_3_secret = 7; - next; - mes "- BK says this and takes the exploit certification out of your hand."; - mes "Information on the person with animal ears Doha mentioned!-"; - close; - } - mes "[BK]"; - mes "I will give you information"; - mes "and you give me an exploit certification"; - mes "great teamwork, don't you agree?"; - next; - mes "[BK]"; - mes "If you want to know my information, you have to give me an exploit certification."; - close; - } - else if (ep13_3_secret == 7 || ep13_3_secret == 8) { - if (ep13_3_secret == 7) { - mes "[BK]"; - mes "...Didn't I just tell you about the man with cat ears?"; - mes "I've seen him with the minister in Diel."; - next; - if (select("About Ravail?:Who is the minister?") == 1) { - mes "[BK]"; - mes "Ravail is the high minister."; - mes "Something like a Chief."; - mes "They also call him elder."; - mes "We would call him leader?"; - next; - mes "[BK]"; - mes ".......ah........."; - mes "I should have gotten an exploit certification before answering."; - close; - } - mes "[BK]"; - mes "The infamous"; - mes "^4d4dffAhat^000000."; - mes "The new minister..."; - mes "(BK rubs his front paws together)"; - next; - if (select("Give a certification.:No way.") == 2) { - mes "[BK]"; - mes "No, no, contract violation."; - mes "I have nothing to say if you don't give me a certification."; - close; - } - if (!countitem(6304)) { - mes "[BK]"; - mes "I have nothing to say if you don't give me a certification."; - close; - } - mes "[BK]"; - mes "The new minister is not from around here."; - mes "There is a huge crack down there."; - next; - mes "[BK]"; - mes "The new minister was picked up ^4d4dffnear the crack^000000."; - mes "He must be an alien!"; - delitem 6304,1; //Sapa_Feat_Cert - ep13_3_secret = 8; - next; - select("What do you think so?"); - } - else if (ep13_3_secret == 8) { - mes "[BK]"; - mes "What is it now?"; - mes "Another minister story?"; - next; - if (select("That the minister is an alien?:Nothing...") == 2) { - mes "[BK]"; - mes "MEOW~"; - mes "I thought you brought Shay's food here as a reward."; - mes "(BK shivers at the thought)"; - next; - mes "[BK]"; - mes "Eeeew..."; - mes "I can't even imagine it."; - mes "...........Ha! Don't tell Shay this!"; - close; - } - } - if (countitem(6304)) { - mes "[BK]"; - mes "Because he isn't Sapha!"; - next; - select("He isn't a Sapha?"); - mes "[BK]"; - mes "Yes."; - mes "But isn't it strange."; - mes "All the Saphas here think he is a beautiful Sapha..."; - mes "But I've seen him from a distance and he wasn't."; - next; - mes "[BK]"; - mes "To me, he is a feline."; - mes "He might even be a lost friend of mine."; - next; - mes "[BK]"; - mes "Well, I don't understand why because all Saphas"; - mes "are beautiful."; - delitem 6304,1; //Sapa_Feat_Cert - ep13_3_secret = 9; - changequest 7191,7192; - next; - mes "- BK says this and takes the exploit certification out of your hand."; - mes "Shocking information that the Sapha minister Ahat is not a Sapha!-"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "...I must find out."; - mes ".. Near the crack he said..."; - mes "Should I talk to Shay?"; - close; - } - mes "- BK holds up a front paw at my question."; - mes "The pink jelly like paws are asking for an exploit certification.-"; - close; - } - else if (ep13_3_secret == 9) { - mes "[BK]"; - mes "Why are you always coming back?"; - mes "Why don't you go to the crack yourself if you are curious about the new minister?"; - mes "You'll find something there since he was from there. Meow"; - close; - } - mes "[BK]"; - mes "MEOW~"; - mes "I thought you brought Shay's food here as a reward."; - mes "(BK shivers at the thought)"; - next; - mes "[BK]"; - mes "Eeeew..."; - mes "I can't even imagine it."; - mes "...........Ha! Don't tell Shay this!"; - close; -} - -- script ep133_crack#main -1,{ - // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { - if ((MaxWeight - Weight) < 1000) { - mes "- You can too many items to proceed with the quest. -"; - close; - } - .@n$ = strnpcinfo(1); - setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth"; - setarray .@item, 6307, 6306, 6305; - .@size = getarraysize(.@npc$); - for (.@i = 0; .@i < .@size; ++.@i) - if (.@n$ == .@npc$[.@i]) .@type = .@i; - - if (ep13_3_secret == 10) { - if (.@npc$[.@type] == "Rock Pile") { - mes "There are many piles of rock around because of the unstable crustal movements."; - mes "This rock pile is also one of them."; - - } - else if (.@npc$[.@type] == "Dirt Pile") { - mes "There a several dirt piles nearby the crack."; - mes "This is one of them."; - } - else if (.@npc$[.@type] == "Split Earth") { - mes "Surface of the earth is split by the shock from the dimensional crack."; - mes "The split earth is solid and icy making it look like sharp blades."; - } - mes "Don't see anything suspicious."; - next; - .@menu$ = (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile."; - if (select(.@menu$) == 1) { - if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out."; - else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat."; - else if (.@npc$[.@type] == "Split Earth") mes "You step on the dry, split surface and make the ground flat."; - donpcevent strnpcinfo(0)+"::OnDisable"; - close; - } - if (.@npc$[.@type] == "Rock Pile") { - mes "You feel an evil energy from the small stone fragments."; - mes "Doesn't look natural but more like remnants from a powerful magic spell nearby."; - mes "You feel evil energy. Does this have anything to do with Ahat?"; - mes "You collected a stone that emits strange energy."; - } - else if (.@npc$[.@type] == "Dirt Pile") { - mes "You poke around the dirt pile to find blood clotted in the dirt."; - mes "You feel evil energy. Does this have anything to do with Ahat?"; - mes "You collect the clotted bloodstains."; - } - else if (.@npc$[.@type] == "Split Earth") { - mes "There is something stuck by the frost on the sharp, crack surface."; - mes "You take a closer look and see it looks like the skin of a creature that crawls on the ground."; - mes "You feel evil energy. Does this have anything to do with Ahat?"; - mes "You collect the clotted bloodstains."; - } - ep13_3_secret = 11; - getitem .@item[.@type], 1; - erasequest 7193; - setquest 7194; - donpcevent strnpcinfo(0)+"::OnDisable"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Hmm.. I may need to discuss these with Shay."; - close; - } - else if (ep13_3_secret == 11) { - mes "[" + strcharinfo(0) + "]"; - if (.@npc$[.@type] == "Rock Pile") mes "This is where you picked up the strange magical stone."; - else if (.@npc$[.@type] == "Dirt Pile") mes "Collected Clotted Bloodstains from the dirt pile here."; - else if (.@npc$[.@type] == "Split Earth") mes "It is the place where the frozen skin was found."; - mes "Also feel a strange energy around."; - mes "Let's go back to the pub and talk with Shay."; - close; - } - else if (ep13_3_secret == 17) { - if (countitem(.@item[.@type]) < 10) { - if (.@npc$[.@type] == "Rock Pile") { - mes "There are many piles of rock around because of the unstable crustal movements."; - mes "This is one of them."; - mes "You feel an evil energy from the small stone fragments."; - } - else if (.@npc$[.@type] == "Dirt Pile") { - mes "There a several dirt piles nearby the crack."; - mes "This is one of them."; - mes "You find a clotted bloodstain beneath the dirt pile."; - } - else if (.@npc$[.@type] == "Split Earth") { - mes "Surface of the earth nearby the dimensional crack is split by some kind of impact."; - mes "This is one of them."; - mes "There is something stuck by the frost on the sharp, crack surface."; - } - getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; - next; - if (.@npc$[.@type] == "Rock Pile") mes "You collect stone fragments."; - else if (.@npc$[.@type] == "Dirt Pile") mes "Collect bloodstains."; - else if (.@npc$[.@type] == "Split Earth") mes "Collect a piece of skin."; - if (countitem(.@item[.@type]) == 10) { - mes "Collected enough for Cheshire but"; - mes "you may need some more to report separately."; - if (!questprogress(7202)) setquest 7202; - close; - } - mes "Not enough was collected to fill Cheshire's request."; - close; - } - else if (countitem(.@item[.@type]) == 10) { - if (questprogress(7202)) { - setarray .@str$, "stone fragments","bloodstains","pieces of skin"; - mes "Need more " + .@str$[.@type] + " to report back to Doha at the expedition camp."; - } - else { - if (.@npc$[.@type] == "Rock Pile") mes "Need more stone fragments to report back to Doha at the expedition camp."; - else if (.@npc$[.@type] == "Dirt Pile") mes "You've collected enough for Cheshire but need more to report back to Doha."; - else if (.@npc$[.@type] == "Split Earth") mes "You've collected enough pieces of skin for Cheshire but need more to report back to Doha."; - setquest 7202; - } - if (.@npc$[.@type] == "Rock Pile") mes "You collect another stone fragment that emits a strange magical force."; - else if (.@npc$[.@type] == "Dirt Pile") mes "You collect another clotted bloodstain from a dirt pile."; - else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth."; - getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; - close; - } - mes "No need to collect more."; - } - if (ep13_3_ahtdayq == 1) { - if (countitem(.@item[.@type]) < 10) { - if (.@npc$[.@type] == "Rock Pile") { - mes "You feel an evil energy from the small stone fragments."; - mes "Collect the stone fragment and knock down and spread out the stone pile to make it look natural."; - } - else if (.@npc$[.@type] == "Dirt Pile") { - mes "You find a clotted bloodstain beneath the dirt pile."; - mes "You collect the clotted bloodstains and then step on the dirt pile to leave no trace."; - } - else if (.@npc$[.@type] == "Split Earth") { - mes "There is some kind of skin stuck by the frost on the sharp, crack surface."; - mes "You collect the frozen piece of skin and then step on the ground to leave no trace."; - } - getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; - close; - } - setarray .@str$, "stone fragments","bloodstains","pieces of skin"; - mes "No need to collect more " + .@str$[.@type] + "."; - close; - } - mes "Found traces of something."; - mes "Was arranged neatly."; - close; -OnEnable: - hideoffnpc strnpcinfo(0); - end; -OnDisable: - hideonnpc strnpcinfo(0); - initnpctimer; - end; -OnReset: - hideoffnpc strnpcinfo(0); - stopnpctimer; - end; -OnTimer60000: -OnTimer120000: -OnTimer180000: -OnTimer240000: - if (!rand(2)) { - hideoffnpc strnpcinfo(0); - stopnpctimer; - } - end; - -OnTimer300000: - hideoffnpc strnpcinfo(0); - stopnpctimer; - end; -} -dic_fild02,269,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef1 CLEAR_NPC -dic_fild02,236,29,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef2 CLEAR_NPC -dic_fild02,220,34,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef3 CLEAR_NPC -dic_fild02,228,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef4 CLEAR_NPC -dic_fild02,228,63,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef5 CLEAR_NPC -dic_fild02,210,75,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef6 CLEAR_NPC -dic_fild02,213,35,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef7 CLEAR_NPC -dic_fild02,171,49,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef8 CLEAR_NPC -dic_fild02,266,44,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef9 CLEAR_NPC -dic_fild02,174,79,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef10 CLEAR_NPC -dic_fild02,215,85,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef1 CLEAR_NPC -dic_fild02,207,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef2 CLEAR_NPC -dic_fild02,232,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef3 CLEAR_NPC -dic_fild02,245,68,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef4 CLEAR_NPC -dic_fild02,184,63,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef5 CLEAR_NPC -dic_fild02,207,94,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef6 CLEAR_NPC -dic_fild02,230,71,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef7 CLEAR_NPC -dic_fild02,188,50,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef8 CLEAR_NPC -dic_fild02,248,36,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef9 CLEAR_NPC -dic_fild02,206,115,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef10 CLEAR_NPC -dic_fild02,194,86,0 duplicate(ep133_crack#main) Split Earth#ep133_ef1 CLEAR_NPC -dic_fild02,240,51,0 duplicate(ep133_crack#main) Split Earth#ep133_ef2 CLEAR_NPC -dic_fild02,176,65,0 duplicate(ep133_crack#main) Split Earth#ep133_ef3 CLEAR_NPC -dic_fild02,254,45,0 duplicate(ep133_crack#main) Split Earth#ep133_ef4 CLEAR_NPC -dic_fild02,178,119,0 duplicate(ep133_crack#main) Split Earth#ep133_ef5 CLEAR_NPC -dic_fild02,200,81,0 duplicate(ep133_crack#main) Split Earth#ep133_ef6 CLEAR_NPC -dic_fild02,205,54,0 duplicate(ep133_crack#main) Split Earth#ep133_ef7 CLEAR_NPC -dic_fild02,224,74,0 duplicate(ep133_crack#main) Split Earth#ep133_ef8 CLEAR_NPC -dic_fild02,244,59,0 duplicate(ep133_crack#main) Split Earth#ep133_ef9 CLEAR_NPC -dic_fild02,249,43,0 duplicate(ep133_crack#main) Split Earth#ep133_ef10 CLEAR_NPC - -// Frede's Request -//============================================================ -dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ - if (isequipped(2782)) { - if (ep13_3_invite <= 5) { - mes "[Frede]"; - mes "Moan... moan..."; - close; - } - if (ep13_3_bra < 1) { - mes "[Frede]"; - mes "Moan... moan..."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Are you alright?"; - mes "You don't look well. Do you need help?"; - next; - mes "[Frede]"; - mes "Ah... thank you."; - mes "It's because of my injured leg."; - next; - mes "[Frede]"; - mes "Do you mind helping me get to the building over there?"; - mes "I will feel better if I rest a little."; - ep13_3_bra = 1; - close2; - warp "dic_in01",165,101; - end; - } - else if (ep13_3_bra < 4) { - mes "[Frede]"; - mes "I'm getting tired. Can we continue talking inside."; - close2; - warp "dic_in01",165,101; - end; - } - else if (ep13_3_bra < 9) { - mes "[Frede]"; - mes "How is my little favor going?"; - mes "We can have a chat after you are done with it."; - close; - } - mes "[Frede]"; - mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; - mes "Make sure you ckear your schedule."; - close; - } - mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û"; - mes "¡ú¡ö¡ø ¢£ ¡ô"; - close; -OnTouch: - if (isequipped(2782) && ep13_3_invite > 5 && ep13_3_bra < 1) { - mes "[Frede]"; - mes "Moan... moan..."; - close; - } - end; -} - -dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ - if (isequipped(2782)) { - if (ep13_3_bra < 1) { - mes "[Frede]"; - mes "Zzz...Zzz..."; - close; - } - else if (ep13_3_bra == 1) { - mes "[Frede]"; - mes "Phew..."; - mes "Thank you so much."; - mes "I'm glad I got a shot of the ^f57d7dBradium^000000 before it was too late."; - percentheal -90,0; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Huff...Huff..."; - mes "I'm glad that you feel better."; - next; - mes "[Frede]"; - mes "Oh my!! Why are you sweating so much!"; - mes "You look a little pale too......"; - emotion e_omg; - next; - mes "[" + strcharinfo(0) + "]"; - mes "No, it's nothing."; - mes "I'm only a little tired, that's all."; - next; - mes "[Frede]"; - mes "Here, sit and eat this."; - mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans."; - ep13_3_bra = 2; - setquest 11171; - getitem 513,1; //Banana - close; - } - else if (ep13_3_bra == 2) { - mes "[" + strcharinfo(0) + "]"; - mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?"; - next; - mes "[Frede]"; - mes "I can still move around with this leg and I wanted to help the village."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "But you should stay home and recover."; - next; - mes "[Frede]"; - mes "The fact is, my leg will never recover."; - mes "I can only keep my injury from getting worse."; - next; - mes "[Frede]"; - mes "But I'm grateful that I can still move around."; - mes "Ha......"; - mes "When did we start to be afraid of 'death'."; - next; - mes "[Frede]"; - mes "Saphas have never had any 'sicknesses' and we don't die unless there is a terrible accident."; - next; - mes "[Frede]"; - mes "This is also the reason why we Saphas can maintain a perfect community."; - mes "We didn't have to be greedy."; - next; - mes "[Frede]"; - mes "But suddenly we are hit with this epidemic and many Saphas have lost their loved ones ever since."; - next; - mes "[Frede]"; - mes "We weren't prepared for such a disaster."; - mes "It was chaos. Nobody knew what to do but watch them die."; - next; - mes "[Frede]"; - mes "It was worse for us because we never experienced death from getting old."; - mes "I also thought my ^f57d7dStill Friends^000000 would wake up one day."; - next; - mes "[Frede]"; - mes "But after a while, we realized it was a sickness that led to death and started to search for a cure but the situation was out of control."; - next; - mes "[Frede]"; - mes "We are very advanced in science technology but we lack knowledge in the medical field."; - next; - mes "[Frede]"; - mes "A medicine was completed only after we lost many lives but it isn't enough to completely cure the sickness."; - next; - mes "[Frede]"; - mes "As long as I don't forget to take my Bradium, I can keep from getting any worse."; - next; - mes "[Frede]"; - mes "I recently did some ^f57d7drepair work in the cave next to the village^000000, but I forgot to take Bradium while I was working."; - next; - mes "[Frede]"; - mes "I usually carry extra Bradium with me when I go outside of town for work but you can easily lose sense of time in a cave."; - next; - mes "[Frede]"; - mes "......umm......"; - mes ".............."; - next; - mes "[Frede]"; - mes "Oh no!!!!!!!!!!!!!!!!"; - mes "Come... to think of it...."; - mes "My friends!!!!!!!!!!"; - next; - mes "[Frede]"; - mes "I haven't seen my friends who I worked with in the cave."; - next; - mes "[Frede]"; - mes "They have to return to the village once every few days to replenish their Bradium."; - mes "Maybe......they forgot?"; - next; - mes "[Frede]"; - mes "Oh... what should I do......"; - mes "I would run there myself if only my legs would move normally."; - next; - mes "[Frede]"; - mes "Would you mind visiting the cave to see if my friends are alright?"; - next; - if (select("Will do.:No can't do.") == 1) { - mes "[Frede]"; - mes "Thank you so much."; - mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; - next; - mes "[Frede]"; - mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000."; - next; - mes "[Frede]"; - mes "I saw friends leaving the village after returning for more Bradium a few days ago."; - next; - mes "[Frede]"; - mes "I only hope they are all healthy and well."; - ep13_3_bra = 4; - changequest 11171,11172; - close; - } - mes "[Frede]"; - mes "I guess I can't do anything about it."; - mes "But drag myself there."; - ep13_3_bra = 3; - close; - } - else if (ep13_3_bra == 3) { - mes "[Frede]"; - mes "Oh... what should I do......"; - mes "I would run there myself if only my legs would move normally."; - next; - mes "[Frede]"; - mes "Would you mind visiting the cave to see if my friends are alright?"; - next; - if (select("Will do..:No can't do.")) { - mes "[Frede]"; - mes "Thank you so much."; - mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; - next; - mes "[Frede]"; - mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000."; - next; - mes "[Frede]"; - mes "I saw friends leaving the village after returning for more Bradium a few days ago."; - next; - mes "[Frede]"; - mes "I only hope they are all healthy and well."; - ep13_3_bra = 4; - changequest 11171,11172; - close; - } - mes "[Frede]"; - mes "I guess I can't do anything about it."; - mes "But drag myself there."; - close; - } - else if (ep13_3_bra == 4) { - setarray .@quest_id, 11159,11160,11161,11162,11163,11164; - .@size = getarraysize(.@quest_id); - for (.@i = 0; .@i < .@size; ++.@i) - if (!questprogress(.@quest_id[.@i])) { - .@fail = true; - break; - } - if (!.@fail) { - mes "[Frede]"; - mes "I knew they were working all along and forgot to return back to the village."; - mes "They must have been short on Bradium."; - next; - mes "[Frede]"; - mes "Hmmm.."; - next; - mes "[Frede]"; - mes "I'm sorry to ask again but can you take some Bradium to my friends?"; - next; - mes "[Frede]"; - mes "They may be safe now, but they might forget and fall ill suddenly."; - next; - mes "[Frede]"; - mes "Ask ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium."; - mes "I can't thank you enough."; - ep13_3_bra = 5; - changequest 11172,11173; - for (.@i = 0; .@i < .@size; ++.@i) - erasequest .@quest_id[.@i]; - close; - } - mes "[Frede]"; - mes "Thank you so much."; - mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; - next; - mes "[Frede]"; - mes "You can find them in the cave nearby the village with repair work going on."; - next; - mes "[Frede]"; - mes "I saw friends leaving the village after returning for more Bradium a few days ago."; - next; - mes "[Frede]"; - mes "I hope they are all doing well."; - mes "Please get back to me once you meet my friends."; - close; - } - else if (ep13_3_bra == 5) { - mes "[Frede]"; - mes "I knew they were working all along and forgot to return back to the village."; - mes "They must have been short on Bradium."; - next; - mes "[Frede]"; - mes "Hmmm.."; - next; - mes "[Frede]"; - mes "I'm sorry to ask again but can you take some Bradium to my friends?"; - next; - mes "[Frede]"; - mes "They may be safe now, but they might forget and fall ill suddenly."; - next; - mes "[Frede]"; - mes "Ask the ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium."; - mes "I can't thank you enough."; - close; - } - else if (ep13_3_bra == 6) { - mes "[Frede]"; - mes "So they are out of Braidum."; - mes "Will they need to wait till other Piom or Galtens return?"; - close; - } - else if (ep13_3_bra == 7) { - mes "[Frede]"; - mes "So they are out of Braidum."; - mes "Will they need to wait till other Piom or Galtens return?."; - close; - } - else if (ep13_3_bra == 8) { - if (checkweight(1201,1) == 0) { - mes "[Frede]"; - mes "You have too many kinds of items."; - mes "Please return after reducing the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "[Frede]"; - mes "You have too many items."; - mes "Please return after reducing the weight of your items."; - close; - } - setarray .@quest_id, 11165,11166,11167,11168,11169,11170; - .@size = getarraysize(.@quest_id); - for (.@i = 0; .@i < .@size; ++.@i) - if (!questprogress(.@quest_id[.@i])) { - .@fail = true; - break; - } - if (!.@fail) { - mes "[Frede]"; - mes "" + strcharinfo(0) + " I'm forever in your debt!"; - mes "I just came back after meeting my friends!"; - mes "Tyler needs some medical treatment but everyone else is safe."; - next; - mes "[Frede]"; - mes "I don't even want to imagine what could have happened if you, " + strcharinfo(0) + ", weren't here to help."; - mes "I don't want to lose any more friends."; - next; - mes "[Frede]"; - mes "Please take this as a token of my gratitude and friendship."; - mes "It's nothing much but I want you to have it."; - mes "We may be from different races but we can be great friends."; - completequest 11176; - ep13_3_bra = 9; - getitem 2788,1; //Bradium_Earing - for (.@i = 0; .@i < .@size; ++.@i) - erasequest .@quest_id[.@i]; - close; - } - mes "[Frede]"; - mes "Please give this Bradium to my friends."; - mes "They must take this or else they may get sick."; - close; - } - mes "[Frede]"; - mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; - mes "Make sure you clear your schedule."; - close; - } - mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û "; - mes "¡ú¡ö¡ø ¢£ ¡ô"; - close; -} - -dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ - if (isequipped(2782)) { - if (ep13_3_bra < 4) { - mes "[Brian]"; - mes "You never know what kind of accident might happen if we don't do a thorough job."; - next; - mes "[Brian]"; - mes "Not only is creating things important, but regular maintenance is also very important."; - close; - } - else if (ep13_3_bra < 8) { - if (questprogress(11159) || ep13_3_bra != 4) { - mes "[Brian]"; - mes "Oh... that reminds me, how many days passed since I came here..."; - mes "Do you happen to know what day it is today?"; - close; - } - mes "[Brian]"; - mes "You never know what kind of accident might happen if we don't do a thorough job."; - next; - mes "[Brian]"; - mes "Not only is creating things important, but regular maintenance is also very important."; - next; - mes "[Brian]"; - mes "Hmm. But what brings an outsider here?"; - next; - mes "[Brian]"; - mes "Oh, you are here for Frede?"; - mes "How is he doing?"; - next; - mes "[Brian]"; - mes "I saw him a few days ago but I'm always worried about my old friend."; - next; - mes "[Brian]"; - mes "I hope he is getting used to his new work."; - mes "I shouldn't be worried because he is very hardworking but..."; - next; - mes "[Brian]"; - mes "He got sick by overworking himself already. But you don't have to tell him I said this."; - next; - mes "[Brian]"; - mes "I just hope his condition doesn't get worse."; - next; - mes "[Brian]"; - mes "Oh... that reminds me, how many days passed since I came here..."; - mes "Do you happen to know what day it is today?"; - setquest 11159; - close; - } - else if (ep13_3_bra == 8) { - if (questprogress(11165)) { - mes "[Brian]"; - mes "I'm out of Bradium already."; - mes "Frede has been nagging me about this all the time but now I see why."; - mes "haha."; - next; - mes "[Brian]"; - mes "Please tell Frede that I will return to the village after I recover."; - close; - } - mes "[Brian]"; - mes "I remember you."; - mes "What brings you here this time?"; - next; - select("You give Bradium to Brian."); - mes "[" + strcharinfo(0) + "]"; - mes "Frede asked me to give you this."; - next; - mes "[Brian]"; - mes "Come to think of it, I do feel a bit heavy."; - mes "I've been standing here all day and I could have stiffened up without knowing it."; - next; - mes "[Brian]"; - mes "I'm out of Bradium already."; - mes "Frede has been nagging me about this all the time but now I see why."; - mes "Ha ha.."; - next; - mes "[Brian]"; - mes "Please tell Frede that I will return to the village after I recover."; - next; - setquest 11165; - close; - } - mes "[Brian]"; - mes "You saved me from the inevitable."; - mes "If I didn't take Bradium then, I would have been frozen and gradually died."; - next; - mes "[Brian]"; - mes "I am able to work now after I recovered while I was in the village."; - mes "Thank you so much."; - close; - } - mes "[Brian]"; - mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; - mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤"; - mes "¡ô¡ò¢² ¡ø"; - close; -} - -dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ - if (isequipped(2782)) { - if (ep13_3_bra < 4) { - mes "[Tyler]"; - mes "I still see things to fix after fixing all day!"; - mes "It's logical to fix things that needs to be fixed!!"; - next; - mes "[Tyler]"; - mes "Labor is rewarding at the end!"; - mes "Hahahahaha!!!!!"; - close; - } - else if (ep13_3_bra == 4) { - if (questprogress(11161)) { - mes "[Tyler]"; - mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; - close; - } - mes "[Tyler]"; - mes "I still see things to fix after fixing all day!"; - mes "It's logical to fix things that needs to be fixed!!"; - next; - mes "[Tyler]"; - mes "Labor is rewarding at the end!"; - mes "Ha ha ha ha ha!!!!!"; - next; - mes "[Tyler]"; - mes "Huh?! Who are you?"; - mes "Why is an outsider here?"; - next; - mes "[Tyler]"; - mes "You came because of Frede?"; - next; - mes "[Tyler]"; - mes "I can't believe him."; - mes "He should take care of himself."; - next; - mes "[Tyler]"; - mes "We two go way back."; - mes "He has always been the diligent one."; - next; - mes "[Tyler]"; - mes "We used to work together in a snack bar before."; - mes "He always said he wanted to do something related to ^f57d7dstone^000000 or ^f57d7dheavy metal^000000."; - next; - mes "[Tyler]"; - mes "But Pioms are not really good at brainwork so he was looking someplace else."; - next; - mes "[Tyler]"; - mes "All of our friends applied for this job because we could do something related with stones and metal by working in a tunnel."; - next; - mes "[Tyler]"; - mes "He may be categorizing stones in the village now, but I'm sure he is happy with his work."; - next; - mes "[Tyler]"; - mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; - next; - mes "[Tyler]"; - mes "Do you mind scratching my back?"; - mes "I have an itch probably from a bug bite."; - mes "But I doubt there is a bug big enough to bite me on the back."; - setquest 11161; - close; - } - else if (ep13_3_bra < 8) { - mes "[Tyler]"; - mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; - next; - mes "[Tyler]"; - mes "Do you mind scratching my back?"; - mes "I have an itch probably from a bug bite."; - mes "But I doubt there is a bug big enough to bite me on the back."; - close; - } - else if (ep13_3_bra == 8) { - if (questprogress(11167)) { - mes "[Tyler]"; - mes "Oh!! I was out of Bradium. How did you know!"; - mes "Thanks!"; - next; - mes "[Tyler]"; - mes "I always end up short even if I bring extra."; - mes "I will have to go back to the village after I'm done with this to bring back more."; - close; - } - mes "[Tyler]"; - mes "We meet again!"; - next; - mes "[Tyler]"; - mes "I've been waiting for you!"; - mes "Scratch my back please~"; - mes "It felt so good the last time you scratched it for me."; - next; - switch (select("You give Bradium to Tyler.")) { - case 1: - break; - } - mes "[" + strcharinfo(0) + "]"; - mes "Frede asked me to give you this."; - next; - mes "[Tyler]"; - mes "Oh!! I was out of Bradium. How did you know!"; - mes "Thanks!"; - next; - mes "[Tyler]"; - mes "I always end up short even if I bring extra."; - mes "I will have to go back to the village after I'm done with this to bring back more."; - setquest 11167; - close; - } - mes "[Tyler]"; - mes "I visited the village afterwards."; - mes "But the itch on my back wasn't a bug bite."; - next; - mes "[Tyler]"; - mes "Something terrible might have happened if it was too late."; - mes "I must visit the village often just so that my friends don't worry."; - close; - } - mes "[Tyler]"; - mes "¡ï¡þ¡÷"; - mes "¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü "; - mes "¡ó¡ø¢¤ ¡ó "; - close; -} - -dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ - if (isequipped(2782)) { - if (ep13_3_bra < 4) { - mes "[John]"; - mes "-muffling-"; - mes "-tap tap-"; - next; - mes "[John]"; - mes "-crunch-"; - mes "-blob-"; - next; - mes "[John]"; - mes "-slide-"; - mes "-thud-"; - close; - } - else if (ep13_3_bra == 4) { - if (questprogress(11160)) { - mes "[John]"; - mes "Oh well..."; - mes "There... is nothing to worry about."; - next; - mes "[John]"; - mes "Don't worry."; - close; - } - mes "[John]"; - mes "-muffling-"; - mes "-tap tap-"; - next; - mes "[John]"; - mes "-crunch-"; - mes "-blob-"; - next; - mes "[John]"; - mes "-slide-"; - mes "-thud-"; - next; - mes "[John]"; - mes "Wh..Who is it?"; - next; - mes "[John]"; - mes "Oh, are you a friend of Frede's?"; - next; - mes "[John]"; - mes "Oh well..."; - mes "There... is nothing to worry about."; - next; - mes "[John]"; - mes "Don't worry."; - next; - mes "[John]"; - mes "-whiz-"; - mes "-clink-"; - setquest 11160; - close; - } - else if (ep13_3_bra < 8) { - mes "[John]"; - mes "Oh well..."; - mes "There... is nothing to worry about."; - next; - mes "[John]"; - mes "Don't worry."; - next; - mes "[John]"; - mes "-whiz-"; - mes "-clink-"; - close; - } - else if (ep13_3_bra == 8) { - if (questprogress(11166)) { - mes "[John]"; - mes "......"; - mes "Thanks...."; - close; - } - mes "[John]"; - mes "......"; - next; - select("You give Bradium to John."); - mes "[" + strcharinfo(0) + "]"; - mes "Frede asked me to give you this."; - next; - mes "[John]"; - mes "......"; - mes "Thanks...."; - setquest 11166; - close; - } - mes "[John]"; - mes "..."; - mes "I'm... okay now..."; - mes "Thanks..."; - close; - } - mes "[John]"; - mes "¡ù¡õ¡Ð ¢³ ¡ó"; - mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó "; - close; -} - -dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ - if (isequipped(2782)) { - if (ep13_3_bra < 4) { - mes "[Rose]"; - mes "Lalala~"; - mes "Yeah~!"; - next; - mes "[Rose]"; - mes "He he he!"; - mes "I'm so awesome!"; - mes "This is a perfect fix!"; - mes "I see no errors in my work!"; - close; - } - else if (ep13_3_bra == 4) { - if (questprogress(11162)) { - mes "[Rose]"; - mes "Tell him there is no problem at all except that I am too good at my job."; - mes "Because I'm perfect."; - close; - } - mes "[Rose]"; - mes "Lalala~"; - mes "Yeah~!"; - next; - mes "[Rose]"; - mes "He he he!"; - mes "I'm so awesome!"; - mes "This is a perfect fix!"; - mes "I see no errors in my work!"; - next; - mes "[Rose]"; - mes "Who are you!"; - mes "You can never hide beauty. Please try not to stare intensely at me. I know I'm beautiful."; - next; - mes "[Rose]"; - mes "What? You came on behalf of Frede?"; - mes "You mean you're not my admirer?"; - mes "Tsk...."; - next; - mes "[Rose]"; - mes "Tell him there is no problem at all except that I am too good at my job."; - mes "Because I'm perfect."; - setquest 11162; - close; - } - else if ((ep13_3_bra > 4) && (ep13_3_bra < 8)) { - mes "[Rose]"; - mes "Tell him there is no problem at all except that I am too good at my job."; - mes "Because I'm perfect."; - close; - } - else if (ep13_3_bra == 8) { - if (questprogress(11168)) { - mes "[Rose]"; - mes "I'll return to the village soon."; - mes "We can meet up then~"; - close; - } - mes "[Rose]"; - mes "Ah~"; - mes "So you came back because you missed me?"; - next; - mes "[Rose]"; - mes "Don't have to be shy."; - mes "If you really have feelings, race differences shouldn't be a problem."; - next; - select("You give Bradium to Rose."); - mes "[" + strcharinfo(0) + "]"; - mes "You give Bradium to Rose."; - next; - mes "[Rose]"; - mes "Aww... you shouldn't have."; - mes "My ^f57d7dheartbeat^000000 skipped."; - mes "You are already taking care of me."; - mes "He he he"; - next; - mes "[Rose]"; - mes "I'll return to the village soon."; - mes "We can meet up then~"; - setquest 11168; - close; - } - mes "[Rose]"; - mes "You're here?"; - mes "Just in time when I was about to return to the village because I missed you."; - next; - mes "[Rose]"; - mes "We must be connected?"; - mes "^f57d7dHahaha¢½^000000"; - close; - } - mes "[Rose]"; - mes "¡ù¡ó¡ð ¢² ¡ð"; - mes "¡û¡ö¡÷ ¡ù ¢³"; - mes "¢£¡ó¢²"; - close; -} - -dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ - if (isequipped(2782)) { - if (ep13_3_bra < 4) { - mes "[Bain]"; - mes "You take sturdy lumber and erect it to make a pillar."; - mes "Simple, isn't it?"; - next; - mes "[Bain]"; - mes "To fix the erected lumber, you need to use wedges to keep it in place."; - mes "Simple, isn't it?"; - close; - } - else if (ep13_3_bra == 4) { - if (questprogress(11163)) { - mes "[Bain]"; - mes "Just tell him I'm doing well."; - mes "Simple, isn't it?"; - close; - } - mes "[Bain]"; - mes "You take sturdy lumber and erect it to make a pillar."; - mes "Simple, isn't it?"; - next; - mes "[Bain]"; - mes "To fix the erected lumber, you need to use wedges to keep it in place."; - mes "Simple, isn't it?"; - next; - mes "[Bain]"; - mes "What is it? Do you have any questions?"; - next; - mes "[Bain]"; - mes "Frede asked you to come?"; - mes "Just tell him I'm doing well."; - mes "Simple, isn't it?"; - setquest 11163; - close; - } - else if (ep13_3_bra < 8) { - mes "[Bain]"; - mes "Just tell him I'm doing well."; - mes "Simple, isn't it?"; - close; - } - else if (ep13_3_bra == 8) { - if (questprogress(11169)) { - mes "[Bain]"; - mes "But I will be in trouble if I don't go back to the village for Bradium."; - next; - mes "[Bain]"; - mes "Thank you."; - mes "Hope to see you again."; - close; - } - mes "[Bain]"; - mes "I found a dark brown stain on my shoulder."; - mes "It doesn't come off. I'll have to go back to the village to get treatment."; - next; - select("Give Bradium."); - mes "[" + strcharinfo(0) + "]"; - mes "Frede asked me to give you this."; - next; - mes "[Bain]"; - mes "I found a dark brown stain on my shoulder."; - mes "It doesn't come off. I'll have to go back to the village to get treatment."; - next; - mes "[Bain]"; - mes "But I will be in trouble if I don't go back to the village for Bradium."; - next; - mes "[Bain]"; - mes "Thank you."; - mes "Hope to see you again."; - setquest 11169; - close; - } - mes "[Bain]"; - mes "We meet again."; - mes "I wouldn't have had the chance to return to the village if you didn't give me the Bradium before."; - next; - mes "[Bain]"; - mes "I am forever grateful."; - mes "I'm willing to teach you how to erect a pillar anytime you want."; - next; - mes "[Bain]"; - mes "I don't teach these things to just anyone!!"; - mes "Ha ha ha!!"; - mes "Aren't you excited about it?"; - close; - } - mes "[Bain]"; - mes "¡ó¡ø¢± ¡÷ "; - mes "¡ö¡ñ¡Ð ¡ò ¡õ"; - close; -} - -dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ - if (isequipped(2782)) { - if (ep13_3_bra < 4) { - mes "[Lash]"; - mes "Sigh......"; - mes "I'm so tired..."; - mes "But fatigue helps me to move forward."; - next; - mes "[Lash]"; - mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha."; - mes "And I actually enjoy it. Ha ha ha ha."; - close; - } - else if (ep13_3_bra == 4) { - if (questprogress(11164)) { - mes "[Lash]"; - mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; - next; - mes "[Lash]"; - mes "Just tell him what you see!"; - mes "Ha ha ha ha ha!"; - close; - } - mes "[Lash]"; - mes "Sigh......"; - mes "I'm so tired..."; - mes "But fatigue helps me to move forward."; - next; - mes "[Lash]"; - mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha."; - mes "And I actually enjoy it. Ha ha ha ha."; - next; - mes "[Lash]"; - mes "But what is your business here?"; - mes "You want to share the labor and sweat?"; - next; - mes "[Lash]"; - mes "Hm?"; - mes "Oh, you are Frede's messenger?"; - mes "To bad."; - mes "I thought you were like me judging from your forearm."; - next; - mes "[Lash]"; - mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; - next; - mes "[Lash]"; - mes "Just tell him what you see!"; - mes "Ha ha ha ha ha!"; - setquest 11164; - close; - } - else if (ep13_3_bra < 8) { - mes "[Lash]"; - mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; - mes "[Lash]"; - mes "Just tell him what you see!"; - mes "Ha ha ha ha ha!"; - close; - } - else if (ep13_3_bra == 8) { - if (questprogress(11170)) { - mes "[Lash]"; - mes "Wow!!!!"; - mes "You've saved me!"; - mes "[Lash]"; - mes "I would have perished into ashes here if it weren't for you!"; - close; - } - mes "[Lash]"; - mes "Moan..."; - mes "Is... this what they call fatigue!"; - mes "Never knew I would feel this. Sob."; - next; - select("You give Bradium to Lash."); - mes "[" + strcharinfo(0) + "]"; - mes "Frede asked me to give you this."; - next; - mes "[Lash]"; - mes "Wow!!!!"; - mes "You've saved me!"; - next; - mes "[Lash]"; - mes "I would have perished into ashes here if it weren't for you!"; - setquest 11170; - close; - } - mes "[Lash]"; - mes "Ha ha ha!!"; - mes "You are my savior!"; - mes "Our friendship will last forever regardless of race!"; - close; - } - mes "[Lash]"; - mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; - mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ "; - mes "¡ô¡ò¢² ¡ø "; - mes "¡÷"; - mes "¡õ¢³¡ñ ¡õ ¡ñ"; - close; -} - -dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ - if (isequipped(2782)) { - if (ep13_3_bra < 5) { - mes "[Bouy]"; - mes "Outsiders are prohibited here."; - mes "If you have come here by mistake, please find your way out now."; - close; - } - else if (ep13_3_bra == 5) { - mes "[Bouy]"; - mes "Outsiders are prohibited here."; - mes "If you have come here by mistake, please find your way out now."; - next; - select("I came on behalf of Frede."); - mes "[Bouy]"; - mes "I didn't know. Excuse me."; - mes "What did he ask you to do?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "He asked me to deliver Bradium to his friends working in the cave outside the village."; - next; - mes "[Bouy]"; - mes "Oh no. I don't have any portable Bradium because of insufficient supplies."; - next; - mes "[Bouy]"; - mes "I will only be able to get the Bradium that is being refined now in a few days. We let Pioms returning from outside work stay and rest in the village."; - next; - mes "[Bouy]"; - mes "But I see they haven't returned yet."; - mes "They must be out of Bradium by now."; - mes "This isn't good."; - next; - mes "[Bouy]"; - mes "Worst case, they wouldn't come back to the village at all."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Is there another way?"; - next; - mes "[Bouy]"; - mes "It takes a lot of time to refine a large Bradium mineral but small pieces of Bradium will be quick."; - next; - mes "[Bouy]"; - mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low."; - next; - mes "[Bouy]"; - mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000."; - next; - mes "[Bouy]"; - mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people."; - ep13_3_bra = 6; - changequest 11173,11174; - close; - } - else if (ep13_3_bra == 6) { - if (countitem(6319) > 29) { - mes "[Bouy]"; - mes "You've brought back the Bradium."; - mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much."; - next; - mes "[Bouy]"; - mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need two hours to finish."; //Official: "an hour", but gives 2-hour quest. - next; - mes "[Bouy]"; - mes "Please go rest while I get to work."; - delitem 6319,30; //Small_Bradium - changequest 11174,11175; - ep13_3_bra = 7; - close; - } - mes "[Bouy]"; - mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low."; - next; - mes "[Bouy]"; - mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000."; - next; - mes "[Bouy]"; - mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people."; - close; - } - else if (ep13_3_bra == 7) { - if (questprogress(11175,PLAYTIME) == 2) { - mes "[Bouy]"; - mes "I did it!"; - mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job."; - mes "Please take these to them."; - ep13_3_bra = 8; - changequest 11175,11176; - close; - } - mes "[Bouy]"; - mes "I'm still working on it so please rest a little more."; - close; - } - mes "[Bouy]"; - mes "Saphas cannot live unless we consume Bradium continuously."; - mes "That is why we needed spaces for us to inject Bradium all over the village."; - next; - mes "[Bouy]"; - mes "But those working outside of the village cannot return often to refill their Bradium so we provide Bradium that is portable."; - next; - mes "[Bouy]"; - mes "But there was a problem with the Bradium mining in the Manuk area recently and we have a shortage of supplies. We don't have enough to give out."; - next; - mes "[Bouy]"; - mes "That is why many Pioms working in the outskirts of the village return for more supplies,"; - next; - mes "[Bouy]"; - mes "and the time spent on transportation is what is slowing down work."; - next; - mes "[Bouy]"; - mes "To tell you the truth, transportation time doesn't make much difference but it adds up in the end."; - next; - mes "[Bouy]"; - mes "We call this the ^f57d7dCreamy Effect^000000."; - close; - } - mes "[Bouy]"; - mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"; - mes "¡ï¡ú¡ö ¡ù"; - mes "¡õ¡ï¡õ ¡ò"; - close; -} - -// Sapha's Visit -//============================================================ -- script Expedition#ep133_is -1,{ - if (ep13_3_invite) { - if (compare(strnpcinfo(1),"Maha")) { - mes "[Maha]"; - mes "But I do think the Sapha race is overly kind, almost unnaturally."; - mes "Guess it'll be fine."; - close; - } - mes "[Ben]"; - mes "There is nothing strange!"; - mes "I'd love to be like you and respected by many people."; - next; - mes "[Ben]"; - mes "I can also visit the Sapha if I work well here, can't I?"; - close; - } - mes "[Ben]"; - mes "Hmm. Hey, Maha,"; - mes "what do you think?"; - mes "Why do you think he is here?"; - next; - mes "[Maha]"; - mes "Don't know. Not interested."; - next; - mes "[Ben]"; - mes "Don't you find that guy strange?"; - mes "I've never seen his race before I joined the expedition."; - next; - mes "[Maha]"; - mes "Ah. Really?"; - mes "Then it's only you."; - mes "There must be a reason why he is here."; - next; - mes "[Ben]"; - mes "................"; - mes "Oh no you don't..."; - next; - mes "[Maha]"; - mes "They may make an announcement soon."; - mes "All we need to do is wait for the announcement."; - mes "It will give us the answers."; - next; - if(select("What is it?:Stay silent and listen.") == 2) { - mes "[Ben]"; - mes "Hmm..."; - mes "That can be true but aren't you thinking too much?"; - next; - mes "[Maha]"; - mes "I don't like to get into trouble."; - mes "I only follow orders."; - mes "Besides, there is nothing out of the ordinary."; - next; - mes "[Maha]"; - mes "From what I can tell"; - mes "That tree-like giant race called Sapha are kind."; - mes "There won't be any trouble. Relax."; - close; - } - mes "[Ben]"; - mes "Huh? Did you hear us?"; - mes "Nothing really or maybe something..."; - mes "So..."; - next; - mes "[Ben]"; - mes "Research members dispatched to Manuk just came back."; - mes "But..."; - next; - select("But?"); - mes "[Ben]"; - mes "Well... they came back with a Manuk messenger!"; - mes "...Sapha of Manuk."; - next; - if (select("Where is he?!:Is this top secret information?!") == 1) { - mes "[Ben]"; - mes "He's in the command center right now."; - mes "We should go there."; - close; - } - mes "[Ben]"; - mes "Excuse me."; - mes "There was no order to restrict or keep it a secret."; - mes "And it looks like they are making an official visit."; - next; - mes "[Ben]"; - mes "We might be able to know something if we go to the command center now"; - mes "Try seeing ^4d4dffAello^000000."; - close; -} -mid_camp,220,246,5 duplicate(Expedition#ep133_is) Expedition Guard Ben 4_M_RACHMAN2 -mid_camp,223,246,4 duplicate(Expedition#ep133_is) Expedition Guard Maha 4_M_LGTGUARD - -mid_campin,93,114,3 script Guard Aello#ep133_is03 4_M_RUSMAN1,{ - if (ep13_ryu > 99 || ep13_start > 99) { - if (ep13_3_invite == 0) { - mes "[Aello]"; - mes "Ah, you. Good timing."; - mes "I have something urgent to tell you."; - next; - mes "[Aello]"; - mes "Do you happen to know that a messenger from Manuk is here?"; - mes "Not a big secret but.."; - next; - mes "[Aello]"; - mes "The Sapha from Manuk wants to talk to you."; - mes "Agiff says anyone of from the expedition can meet him but.."; - mes "I think someone with more experience should go."; - next; - mes "[Aello]"; - mes "I know your abilities"; - mes "and trust you."; - mes "The delegation is in the room at the right on the second floor."; - next; - mes "[Aello]"; - mes "There will be a guard standing in front"; - mes "just tell him you got authorization."; - mes "He is interested in humans, so try to be courteous while talking to him."; - ep13_3_invite = 1; - setquest 7182; - close; - } - else if (ep13_3_invite == 1) { - mes "[Aello]"; - mes "It's the room at the right on the second floor."; - mes "There is a guard in front of the room."; - mes "He'll let you pass if you tell him you have authorization."; - next; - mes "[Aello]"; - mes "Try not to give unnecessary information"; - mes "and only do small talk."; - close; - } - mes "[Aello]"; - mes "I knew I could count on you."; - mes "You're activities will help us tremendously in expanding our territory."; - close; - } - mes "[Aello]"; - mes "I am only interested in the most skillful"; - mes "and trustworthy person among the Ash-Vacuum expedition."; - next; - mes "[Aello]"; - mes "But.. you are a new face around here."; - mes "Hmm... sorry but you won't do."; - mes "You'll have to get yourself familiar with this camp first."; - close; -} - -mid_campin,111,120,3 script Soldier#ep133_is04 4_M_EIN_SOLDIER,{ - if (ep13_3_invite == 1) { - mes "[Soldier]"; - mes "Sorry, but this room is currently restricted from visitors."; - next; - if (select("I have authorization.:Is that so.") == 1) { - mes "[Soldier]"; - mes "You do?"; - mes "What is your name."; - mes "Thank you."; - mes "So you are " + strcharinfo(0) + "."; - next; - mes "[Soldier]"; - mes "You may go in now."; - close2; - warp "mid_campin",165,126; - end; - } - mes "[Soldier]"; - mes "You mustn't enter without Aello's permission."; - mes "No exceptions."; - close; - } - else if (ep13_3_invite > 1) { - mes "[Soldier]"; - mes "You're back."; - mes "Are you acquainted with the Sapha messenger now?"; - mes "We have high expectations from you."; - close2; - warp "mid_campin",165,126; - end; - } - mes "[Soldier]"; - mes "Sorry."; - mes "This room is restricted from visitors."; - close; -} - -function script eldicastes_c { - switch(getarg(0)) { - case 1: - mes "[Hound]"; - mes "Let's continue.."; - mes "Although the details are already settled."; - next; - mes "[Vyhannus]"; - mes "Ah, yes."; - mes "Where was I?"; - mes "Ah, yes."; - mes "El Dicastes!"; - mes "El Dicastes is the capital city of Sapha."; - next; - mes "[Vyhannus]"; - mes "A city like a sparkling jewel in white snow."; - mes "Manuk was originally a village created to mine Bradium."; - mes "El Dicastes has now grown to be the Sapha home ground."; - next; - mes "[Vyhannus]"; - mes "Ravail holds all authority in El Dicastes"; - mes "and makes decisions on reports from Manuk."; - next; - mes "[Vyhannus]"; - mes "Kind race born from a world other than ours"; - mes "we are grateful for your kindness"; - mes "in helping and cooperating with us."; - next; - mes "[Vyhannus]"; - mes "Ravail, representative of Sapha"; - mes "would like to invite humans to El Dicastes,"; - mes "Sapha's capital city."; - next; - select("Invite? Visit? City?!:What is that suppose to mean, Hound?"); - mes "[Hound]"; - mes "Just as he said."; - mes "Our expedition team has helped the Saphas for some time."; - mes "Collect Bradium for their survival or"; - next; - mes "[Hound]"; - mes "Eliminate vicious beasts that threaten them."; - mes ".. ......"; - next; - mes "[Hound]"; - mes "So they have given us an official invitation to visit their capital city in return."; - mes "That is why I've been selecting expedition members to send to El Dicastes, the capital city of Sapha."; - next; - select("..You mean.."); - mes "[Vyhannus]"; - mes "Yes."; - mes "That is what he meant."; - mes "Agiff also approved before he left."; - mes "" + strcharinfo(0) + ", you are invited."; - next; - mes "[Vyhannus]"; - mes "You are kind and respect others"; - mes "polite and trustworthy and most of all, fun in character."; - next; - mes "[Vyhannus]"; - mes "You are perfect. Ravail will approve too."; - mes "That is why I'm here."; - next; - mes "[Vyhannus]"; - mes "I invite you to El Dicastes, our capital city."; - mes "" + strcharinfo(0) + ""; - next; - select("Never would have imagined."); - mes "[Hound]"; - mes "Shouldn't you already be used to the unexpected by now?"; - mes "Come on... you're not a rookie.. haha."; - next; - mes "[Hound]"; - mes "If you are going to leave, better be now."; - mes "Come back to me once you are ready to leave."; - mes "I will let you know your mission."; - ep13_3_invite = 3; - close; - case 2: - mes "[Vyhannus]"; - mes "First go to Manuk and meet General Guard Avalanche."; - mes "Avalanche will be heavily armed because he is Galten."; - mes "You can't miss him."; - next; - mes "[Vyhannus]"; - mes "Once you tell Avalanche that you are a guest of the city, he will let you pass the path to El Dicastes."; - next; - mes "[Vyhannus]"; - mes "You cannot go pass without his approval so make sure you get his permission."; - mes "He will let you pass with my recommendations."; - next; - mes "[Vyhannus]"; - mes "I'm a little excited."; - mes "on what our meeting will bring in the future."; - mes "Only hope it won't be like a blizzard in the middle of the night."; - ep13_3_invite = 4; - changequest 7182,7183; - close; - case 3: - mes "[Hound]"; - mes "My name is Hound."; - mes "Are you here by Aello's request?"; - next; - select("Yes. He told me to meet the Sapha."); - mes "[Hound]"; - mes "Okay. You should be able to talk to him, right?"; - mes "Shall we start with introducing ourselves?"; - mes "This is..."; - mes ""+strcharinfo(0)+"..."; - next; - mes "[Vyhannus]"; - mes "My name is Vyhannus."; - mes strcharinfo(0)+"..?"; - mes "Glad to meet you."; - next; - if(select("Same here.:A tree monster!")==1) { - mes "[Vyhannus]"; - mes "Amazing."; - mes "Like with Hound, that ring you humans made..."; - mes "is like a ring of wisdom."; - } - else { - mes "[Hound]"; - mes "What are you saying?"; - mes "That was rude!"; - next; - mes "[Vyhannus]"; - mes "Oh. Monster?"; - mes "That is something new."; - mes "Hound. I'm fine. You humans are amusing."; - next; - } - mes "[Vyhannus]"; - mes "Shall we skip to the point?"; - mes "The reason why I am here..."; - next; - mes "[Someone's voice]"; - mes "Excuse me, hold on a second."; - enablenpc "Hibba Agip#ep133_is07"; - next; - mes "[Hound]"; - mes "Commander!"; - mes "You've come at such short notice."; - mes "Is there a situation?"; - emotion e_omg,0,"Hound#ep133_is06"; - next; - mes "[Hibba Agip]"; - mes "Huh? Nothing."; - mes "Was there anything."; - mes "You said you wanted to send a trustworthy person, right?"; - mes "I wanted to see the person Aello chosen to send."; - next; - mes "[Hibba Agip]"; - mes "Hm... Ah."; - mes "Is it you?"; - mes "I see, just as Aello explained."; - mes "Well, I think we are in good hands if it is you."; - next; - select("What are you implying?"); - mes "[Vyhannus]"; - mes "So... It's like this."; - mes "Both Saphas and humans had many differences in the past."; - next; - mes "[Vyhannus]"; - mes "We've worried about becoming enemies with your race after you've suddenly appeared"; - mes "and were afraid of your abilities."; - next; - mes "[Vyhannus]"; - mes "But you have respected us Saphas"; - mes "and helped Manuk with many deeds."; - mes "We've come to recognize humans as good people."; - next; - mes "[Hibba Agip]"; - mes "Yes, we made efforts."; - mes "We also tried to keep a neutral attitude."; - mes "Because it is always better to strengthen amnity as a third party then taking sides in a conflict."; - next; - mes "[Hound]"; - mes "Well.."; - mes "Not totally wrong, I guess..."; - next; - mes "[Vyhannus]"; - mes "(Vyhannus smiles)"; - mes "We have told Ravail about you humans."; - mes "Ravail is the highest elder of glorious ^4d4dffEl Dicastes^000000."; - next; - select("El Dicastes?:Ravail?"); - mes "[Hibba Agip]"; - mes "Ah, sorry for interrupting."; - mes "I have to go now."; - mes "Hound, I approve."; - mes "I think he will do just fine."; - next; - mes "[Hibba Agip]"; - mes "Then it's settled with him."; - mes "And... ah yes, you."; - mes "Please go meet the inspector in the next room after this."; - mes "Got it?"; - next; - mes "[Hibba Agip]"; - mes "I'm leaving now."; - mes "Vyhannus? I'll come by to see you again."; - mes "And you should ^4d4dffmeet Inspector Doha after talking with Vyhannus^000000."; - mes "Then bye everyone."; - ep13_3_invite = 2; - ep13_3_secret = 1; - setquest 7185; - next; - disablenpc "Hibba Agip#ep133_is07"; - emotion e_swt2,0,"Hound#ep133_is06"; - emotion e_swt2,0,"Sapha from Manuk"; - mes "Commander Hibba Agip quickly left the room after saying what he wanted to say."; - mes "First, let's listen to Vyhannus's story."; - close; - } -} - -mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ - if (isequipped(2782)) { - if (!ep13_3_invite) { - mes "-Looks like the Sapha messenger from Manuk.-"; - next; - mes "[Hound]"; - mes "Sorry but will you leave now?"; - mes "You don't seem to have authorization from the captain or Aello?"; - close; - } - if (ep13_3_invite == 1) { - mes "[Sapha]"; - mes "- This person look like the Sapha messenger from Manuk. -"; - mes "You just stand there without"; - mes "knowing what he says, so the"; - mes "expedition guard next to you starts to talk. -"; - next; - callfunc "eldicastes_c",3; - } - else if (ep13_3_invite == 2) { - mes "[Vyhannus]"; - mes "Your commander is like the wind."; - mes "We have someone like that in Manuk, too."; - mes "He's name is Galten. He is so quick, you won't notice the weight of his armor."; - next; - callfunc "eldicastes_c",1; - } - else if (ep13_3_invite == 3) { - callfunc "eldicastes_c",2; - } - else if (ep13_3_invite == 4) { - mes "[Vyhannus]"; - mes "Avalanche will be at the Manuk Operations building."; - mes "Once he approves, you can use the tunnel that leads to the capital city."; - mes "The tunnel might be a little scary."; - mes "But I'm sure you will reach the end of it since you are strong."; - close; - } - else if (ep13_3_invite == 5) { - mes "[Vyhannus]"; - mes "Oh, the tunnel?"; - mes "It was originally a mineral mine."; - mes "But we found ourselves on the opposite side while mining away."; - next; - mes "[Vyhannus]"; - mes "We found better mines afterwards and that is how Manuk came about."; - mes "The tunnel is reorganized with paths between the capital city and Manuk."; - next; - mes "[Vyhannus]"; - mes "That is it."; - close; - } - else if (ep13_3_invite == 6) { - mes "[Vyhannus]"; - mes "You received the Light of El Dicastes."; - mes "With this, you can return to Diel from anywhere, anytime."; - mes "Looks like an item made for your convenience."; - next; - mes "[Vyhannus]"; - mes "Ravail seems to like you very much."; - mes "The Light of El Dicastes is convenient to use instead of moving through long tunnels."; - next; - mes "[Vyhannus]"; - mes "Oh, the tunnel?"; - mes "It was originally a mineral mine."; - mes "But we found ourselves on the opposite side while mining away."; - next; - mes "[Vyhannus]"; - mes "We found better mines afterwards and that is how Manuk came about."; - mes "The tunnel is reorganized with paths between the capital city and Manuk."; - next; - mes "[Vyhannus]"; - mes "That is it."; - close; - } - mes "[Vyhannus]"; - mes "The tunnel that connects Manuk and the capital city."; - mes "It was originally a mineral mine."; - mes "But we found ourselves on the opposite side while mining away."; - next; - mes "[Vyhannus]"; - mes "We found better mines afterwards and that is how Manuk came about."; - mes "The tunnel is reorganized with paths between the capital city and Manuk."; - next; - mes "[Vyhannus]"; - mes "That is it."; - } - mes "[Sapha]"; - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; - next; - mes "[Hound]"; - mes "Where is your interpreter ring?"; - mes "I'm not going to be your personal translator."; - close; -} - -mid_campin,168,125,3 script Hound#ep133_is06 4_M_MOCASS1,{ - if (!isequipped(2782)) { - mes "[Hound]"; - mes "Where is the interpreter ring?"; - mes "We should create it if we don't have one."; - mes "I would like to speak in person."; - close; - } - if (!ep13_3_invite) { - mes "[Hound]"; - mes "Sorry but will you leave now?"; - mes "You don't seem to have authorization from the captain or Aello?"; - close2; - } - else if (ep13_3_invite == 1) { - callfunc "eldicastes_c",3; - } - else if (ep13_3_invite == 2) { - callfunc "eldicastes_c",1; - } - else if (ep13_3_invite == 3) { - callfunc "eldicastes_c",2; - } - else if (ep13_3_invite == 4) { - mes "[Hound]"; - mes "First thing you need to do when you reach Manuk is to meet General Guard Avalanche."; - mes "Tell Avalanche that you are the one invited by Vyhannus."; - next; - mes "[Hound]"; - mes "Then you'll go through a simply process of confirmation and will be permitted to go through the tunnel to the capital city."; - mes "Passing through the tunnel is easy as long as you are polite."; - next; - mes "[Hound]"; - mes "And don't forget what the captain said."; - mes "Inspector Doha is in the next room."; - close; - } - else if (ep13_3_invite > 4) { - mes "[Hound]"; - mes "I've just returned from Manuk from a long term dispatch"; - mes "and haven't gotten any rest yet."; - mes "El Dicastes.. I will find the time to visit once your advance party settles in."; - next; - mes "[Hound]"; - mes "I have to take care of Vyhannus here."; - mes "We might see the day when Saphas like Vyhannus will be living with us on our continent."; - close; - } - mes "[Hound]"; - mes "I've just returned from Manuk from a long term dispatch"; - mes "and haven't gotten any rest yet."; - mes "El Dicastes.. I will find the time to visit once your advance party settles in."; - next; - mes "[Hound]"; - mes "I have to take care of Vyhannus here."; - mes "We might see the day when Saphas like Vyhannus will be living with us on our continent."; - close; -} - -mid_campin,165,127,5 script Hibba Agip#ep133_is07 4_M_REDSWORD,{ - mes "[Hibba Agip]"; - mes "Hmm..?"; - mes "I should go now."; - close2; -OnInit: - disablenpc strnpcinfo(0); - end; -} - -man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ - mes "[Guard Captain Avalanche]"; - if (!isequipped(2782)) { - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; - close; - } - if (ep13_3_invite == 4) { - mes "[Avalanche]"; - mes "You are human."; - mes "What do you want here?"; - next; - select("I've come with Vyhannus's invitation."); - mes "[Avalanche]"; - mes "Ah. Jarute Vyhannus."; - mes "I thought it would be better for him to take a guard with him but."; - next; - mes "[Avalanche]"; - mes "I guess Vyhannus had trust in you humans."; - mes "I'm fine as long as Vyhannus approved you."; - next; - mes "[Avalanche]"; - mes "I authorize you to pass through to El Dicastes, the capital city."; - mes "There is a tunnel that leads to the capital city right outside this building which goes down by the east mountain range of this village."; - next; - mes "[Avalanche]"; - mes "It is a tunnel that reaches the capital city. There is no other detour because Kamidal mountain is so huge."; - next; - mes "[Avalanche]"; - mes "The tunnel is well maintained but there was a time when part of the tunnel which connects"; - mes "with the lowest cave of the mountain collapsed and reports of wild monsters was received."; - next; - mes "[Avalanche]"; - mes "So I recommend that you move in a group."; - mes "It is dangerous and can be a long journey."; - mes "That is all I have to say for now."; - next; - mes "[Avalanche]"; - mes "Please let me know any news about the capital city when you come back."; - mes "Hahaha.."; - ep13_3_invite = 5; - changequest 7183,7184; - close2; - } - else if (ep13_3_invite == 5) { - mes "[Avalanche]"; - mes "Go out of this building and straight below the mountain east from the village."; - mes "You will know where it is if you see soldiers guarding the tunnel."; - next; - mes "[Avalanche]"; - mes "I hope that the Light of El Dicastes will show you the way."; - close; - } - else if (ep13_3_invite == 6) { - mes "[Avalanche]"; - mes "Oh... You have the Light of El Dicastes."; - mes "it would be helpful for your travel."; - next; - mes "[Avalanche]"; - mes "The path to the capital city was previously a mine."; - mes "so we have reports of wild monsters appearing although the tunnel is well maintained."; - next; - mes "[Avalanche]"; - mes "Always take care of yourself at all times."; - mes "Haha.. but then you humans are very strong."; - close; - } - mes "[Avalanche]"; - mes "The path to the capital city was previously a mine."; - mes "so we have reports of wild monsters appearing although the tunnel is well maintained."; - next; - mes "[Avalanche]"; - mes "Always take care of yourself at all times."; - mes "Haha... but then you humans are very strong."; - close; -} - -dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ - if (!isequipped(2782)) { - mes "[Clerk Knit]"; - mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?"; - mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - next; - mes "- Cannot communicate with him. -"; - close; - } - mes "[Clerk Rhawyne]"; - mes "How can I help you?"; - next; - switch (select("Register as an adventurer.:Talk.:Cancel.")) { - case 1: - if (ep13_3_invite < 5) { - mes "[Clerk Rhawyne]"; - mes "Do you want to register as an adventurer?"; - mes "Strange."; - mes "You are not on our list of visitors."; - mes "Did you enter without permission?"; - next; - mes "[Clerk Rhawyne]"; - mes "All other races without official permission are restricted."; - mes "I will send for a Galten right away."; - next; - mes "The Sapha clerk is ready to call on a Guard Galten any time."; - mes "It's best to avoid this situation."; - close; - } - else if (ep13_3_invite == 5) { - mes "[Clerk Rhawyne]"; - mes "Do you want to register as an adventurer?"; - mes "I will compare with the invitation list from Manuk."; - mes "What is your name?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "It is " + strcharinfo(0) + "."; - next; - mes "[Clerk Rhawyne]"; - mes "Yes.. " + strcharinfo(0) + "..."; - mes "I found it."; - mes "Welcome to El Dicastes, capital city of Sapha."; - next; - mes "[Clerk Rhawyne]"; - mes "You will be treated the same as other Saphas here"; - mes "and is allowed to do as you wish"; - mes "and can have contracts with official requests from Dicastes."; - next; - mes "[Clerk Rhawyne]"; - mes "This is a little souvenir for visiting El Dicastes."; - mes "You can use it to return to El Dicastes whenever you wish."; - next; - ep13_3_invite = 6; - getitem 2844,1; //El_Dicastes_Light - completequest 7184; - mes "[Clerk Rhawyne]"; - mes "There is a special place for humans located beneath the residential area of Pioms."; - mes "It is called in your language..."; - mes "Pub. Hope you get to visit there."; - close; - } - mes "[Clerk Rhawyne]"; - mes "Strange."; - mes "Aren't you already registered?"; - mes "I see your name in the records."; - close; - case 2: - if (ep13_3_secret == 12) { - mes "[Clerk Rhawyne]"; - mes "I recognize you."; - mes "How can I help you?"; - next; - if (select("I want to meet the minister.:Nothing particular.") == 1) { - mes "[Clerk Rhawyne]"; - mes "You want to meet the minister?"; - mes "Which minister?"; - mes "Ravail cannot be met in person even with exploit certifications."; - next; - if (select("Ahat:Another minister") == 1) { - if (countitem(6304) > 2) { - mes "[Clerk Rhawyne]"; - mes "You've really collected 3 exploit certification of Sapha already."; - mes "Alright. I will send a request."; - next; - mes "[Clerk Rhawyne]"; - mes "Please take the elevator up to the Administrative Office."; - mes "There is another elevator in the corridor next to the Administrative Office."; - next; - mes "[Clerk Rhawyne]"; - mes "It is a separate elevator that leads to the high minister's office"; - mes "You will be guided in front of the office."; - delitem 6304,3; //Sapa_Feat_Cert - ep13_3_secret = 13; - changequest 7197,7198; - close; - } - mes "[Clerk Rhawyne]"; - mes "You need 3 exploit certification of Sapha to meet Ahat."; - mes "You know what exploit certification of Sapha is, right?"; - mes "Well, please try to help around El Dicastes to collect them."; - close; - } - mes "[Clerk Rhawyne]"; - mes "Another minister? Who?"; - next; - select("Sorry, but I know no one else."); - mes "[Clerk Rhawyne]"; - mes "You are difficult."; - mes "Unlike other Saphas, ministers are very busy."; - close; - } - mes "[Clerk Rhawyne]"; - mes "What are you curious about today?"; - close; - } - else if (ep13_3_secret == 13) { - mes "[Clerk Rhawyne]"; - mes "Ahat is on the same floor as high minister Ravail."; - mes "Take the elevator up to the Administrative Office and then you will be guided in front of the separate elevator."; - close; - } - mes "[Clerk Rhawyne]"; - mes "What are you curious about today?"; - next; - switch (select("About official requests:About the adventurer's pub:Ahat?:Exploit certification of Sapha?:End conversation.")) { - case 1: - mes "[Clerk Rhawyne]"; - mes "If Diel or ministers need help on operations in the capital"; - mes "they post a notice on the public board."; - next; - mes "[Clerk Rhawyne]"; - mes "Anyone who can take the job can take up the request."; - mes "Adventurers who are officially registered can also take jobs."; - next; - mes "[Clerk Rhawyne]"; - mes "After you handle a request"; - mes "you are given an exploit certification for helping El Dicastes."; - next; - mes "[Clerk Rhawyne]"; - mes "It is better spend spare time on these official requests."; - mes "Because you are contributing to the community."; - next; - mes "[Clerk Rhawyne]"; - mes "Due to the increase of visitors from other worlds,"; - mes "some requests are targeted for you."; - mes "You can take your pick."; - close; - case 2: - mes "[Clerk Rhawyne]"; - mes "The adventurer's pub is open for the convenience of visitors like you."; - mes "It is located in the Piom residential area below the mine and factory zone."; - next; - mes "[Clerk Rhawyne]"; - mes "We thought the living environment here would be unfamiliar and inconvenient for you."; - mes "So we tried to make a place that is similar to what you have back home with a little help from adventurers."; - mes "I hope you like it."; - close; - case 3: - mes "[Clerk Rhawyne]"; - mes "Ahat is the next minister in line after Ravail."; - mes "Why?"; - mes "Because we respect her."; - next; - mes "[Clerk Rhawyne]"; - mes "What should I say, we would like to protect her."; - mes "But I'm not sure how respect is used in your language."; - next; - mes "[Clerk Rhawyne]"; - mes "Ahat is popular."; - mes "Not many have seen him and he works in her room all the time."; - next; - mes "[Clerk Rhawyne]"; - mes "If you want to meet Ahat..well."; - mes "He is really good at his work but is very shy of strangers.."; - next; - mes "[Clerk Rhawyne]"; - mes "He doesn't like to be in places where a lot of people are gathered."; - mes "That is why we barely see her."; - close; - case 4: - mes "[Clerk Rhawyne]"; - mes "Exploit certification?"; - mes "Exploit certifications are made for outsiders like you."; - mes "They are given out as rewards when adventurers help with requests from Saphas throughout the city."; - next; - mes "[Clerk Rhawyne]"; - mes "The exploit certification is used to meet ministers."; - mes "I guess in order to meet busy ministers, you must at least contribute to our society."; - close; - case 5: - mes "[Clerk Rhawyne]"; - mes "Please feel free to ask questions when you need help."; - close; - } - case 3: - mes "[Clerk Rhawyne]"; - mes "Please feel free to ask questions when you need help."; - close; - } -} -// Enchantment NPCs -//============================================================ -- script dic_enc#main -1,{ - .@re$ = strnpcinfo(1); - .@n$ = "["+.@re$+"]"; - if (!checkweight (1201,1)) { - mes "You have too many kinds of items. Let's try again after you reduce the number of items."; - close; - } - if ((MaxWeight - Weight) < 1000) { - mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; - close; - } - if (.@re$ == "Kareka") { - if (ep13_3_ring2 > 99) { - mes "[Kareka]"; - mes "Do you want to upgrade the ^990099Light of El Dicastes^000000 again?"; - next; - - // The reset feature was disabled in previous versions. - //mes "[Kareka]"; - //mes "Ha ha ha, that is out of the question. This item is very rare and valuable so I cannot give you a new one."; - //close; - - mes "[Kareka]"; - mes "That will cost ^9900996 Sapha Certifications^000000 in order to retry."; - mes "And note this, your current Light of El Dicastes will be destroyed along with all of its enchantments."; - next; - mes "[Kareka]"; - mes "Are you sure you want to do this?"; - next; - if(select("No, let me think about it.:Take my Light of El Dicastes.") == 2) { - if (countitem(2844) == 0 || countitem(6304) < 6) { - mes "[Kareka]"; - mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!"; - mes "Don't try to cheat me!"; - close; - } - mes "[Kareka]"; - mes "Ok, let's get this started."; - mes "I'm going to remove all enchantments from your Light of El Dicastes."; - mes "Haaap--!"; - specialeffect2 EF_REPAIRWEAPON; - progressbar "ffff00",3; - delitem 6304,6; //Sapa_Feat_Cert - delitem 2844,1; //El_Dicastes_Light - getitem 2844,1; //El_Dicastes_Light - ep13_3_ring2 = 0; - } - close; - } - if (countitem(6304) < 1) { - mes "[Kareka]"; - mes "The Exploit Certifications of Sapha that you collect by helping throughout the city has other uses besides meeting the minister."; - next; - mes "[Kareka]"; - mes "If you come across an exploit certification, please come back to me."; - next; - mes "[Kareka]"; - mes "I can cast an additional spell to your ^990099Light of El Dicastes^000000 accessory."; - close; - } - mes "[Kareka]"; - mes "You've come to awaken the ^990099Light of El Dicastes^000000 infinite strength. "; - next; - if (select("Please explain.:I want to upgrade.") == 1) { - mes "[Kareka]"; - mes "I heard some craftsmen outside of the city can also cast spells on equipment."; - next; - mes "[Kareka]"; - mes "I'm the same but at least I don't destroy equipment."; - next; - mes "[Kareka]"; - mes "If you bring exploit certifications of Sapha, I will cast spells from 1 to 3 steps to your ^990099Light of El Dicastes^000000."; - next; - mes "[Kareka]"; - mes "But of course, since this is adding spells on top of its original magic, I cannot guarantee that you will get what you want on one try."; - close; - } - if (countitem(2844) < 1) { - mes "[Kareka]"; - mes "Either you are not wearing or don't have the equipment to upgrade on you."; - close; - } - .@v$ = "ring2"; - .@Items_ = 2844; - } - else { - mes .@n$; - .@cat_hi = rand(1,30); - if (.@cat_hi == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail."; - else if (.@cat_hi == 2) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday."; - else if (.@cat_hi == 3) mes "I dream sometimes of a giant patting me on the head. But I feel more annoyed than afraid."; - else if (.@cat_hi == 4) mes "Newbie Jarute, Ahat doesn't seem to look like a Sapha."; - else if (.@cat_hi == 5) mes "Our people say Ahat looks like a beautiful cat."; - else if (.@cat_hi == 6) mes "I heard there was a superior equipment upgrade craftsman in the capital city of Manuk."; - else if (.@cat_hi == 7) mes "Grrr... I don't think my voice sounds normal these days. I think it's the weather."; - else if (.@cat_hi == 8) mes "There are times when I shout out loud but it is only because I am in a good mood. No need to be startled."; - else if (.@cat_hi == 9) mes "I feel an urge to jump on a pile with my four paws when I see one."; - else if (.@cat_hi == 10) mes "I must have been a cat in my previous life."; - else if (.@cat_hi == 11) mes "I dreamt about the giant again. I waved my paws annoyed and he kept on patting me."; - else if (.@cat_hi == 12) mes "Yup!! Was the rumor true that Ahat looks like a human?! "; - else if (.@cat_hi == 13) mes "I heard on my way that this Pinqucula Dark has a Withered Flower."; - else if (.@cat_hi == 14) mes "There is a guy named Pinguicula nearby who has the Sharp Leaf nearby."; - else if (.@cat_hi == 15) mes "There is a guy named Pinguicula nearby who has the Great Leaf nearby."; - else if (.@cat_hi == 16) mes "I recommend getting it from the Dracos nearby. But then, they only drop it randomly so you may come back empty handed..."; - else mes "Hmm... This may not be important to you but."; - next; - mes .@n$; - if (countitem(6304) < 1) { - if (.@re$ == "Brare") { - mes "Oh... no luck on Sapha Certifications?"; - next; - mes .@n$; - mes "So you haven't got any..."; - next; - mes .@n$; - mes "That's sad. They're very are useful, you know..."; - close; - } else if (.@re$ == "Mancho") { - mes "If you work hard in this city, you will get an Exploit Certification of Sapha."; - next; - mes .@n$; - mes "If you do come across one of the certifications, can you bring it to me?"; - next; - mes .@n$; - mes "We can make an exchange and you won't regret it."; - close; - } else if (.@re$ == "Jalapeno") { - mes "I've been gathering exploit certifications of Sapha for a year now to meet Ahat."; - next; - mes .@n$; - mes "But I'm far from it because it takes a high position and some bribery for a low creature like me to meet him."; - next; - mes .@n$; - mes "If you have any exploit certifications of Sapha to spare, please share them with me. I promise to pay you back in services. You'll never get anywhere else."; - close; - } - } - if (.@re$ == "Brare") { - mes "Do you want to look luxurious with Golden Bells?"; - .@Items_ = 2843; - .@v$ = "ring1"; - } - else if (.@re$ == "Mancho") { - mes "You must be interested in the ^800080Feral Tail^000000?"; - .@Items_ = 2564; - .@v$ = "robe"; - } - else if (.@re$ == "Jalapeno") { - mes "You've come for Feral Boots. I have just the item for you."; - .@Items_ = 2463; - .@v$ = "shoe"; - } - next; - switch(select("Please explain.:I want to reset.:I want to upgrade.")) { - case 1: - if (.@re$ == "Brare") { - mes .@n$; - mes "Hmm. The ^990099Golden Bell^000000 is an accessory awarded to only the best and bravest warriors among our people."; - next; - mes .@n$; - mes "A random skill is casted up to the first and second steps but"; - next; - mes .@n$; - mes "There is a risk of the item breaking during the third upgrade."; - } else if (.@re$ == "Mancho") { - mes .@n$; - mes "You say you want me to explain about upgrade?"; - next; - mes .@n$; - mes "Hmm. The ^990099Feral Tail^000000 is an unique item. It looks just like our tails."; - next; - mes .@n$; - mes "It is not only strong and warm but is also powerful enough to be enchanted with magical spells."; - next; - mes "[Mancho]"; - mes "Well... it comes with the same risks as the ^990099Feral Boots^000000 of breaking at the third step of upgrade."; - } else if (.@re$ == "Jalapeno") { - mes .@n$; - mes "You say you want me to explain about upgrade?"; - next; - mes .@n$; - mes "Hmm. The ^990099Feral Boots^000000 are very unique. A shoemaker took the design of our feet and designed this item long ago."; - next; - mes .@n$; - mes "I do not know the actual materials used but they are strong enough to enchant up to 3 kinds of upgrade magic spells."; - next; - mes .@n$; - mes "Well... some do get broken at the third upgrade and I do have some customers complaining when that happens.......meow"; - next; - mes .@n$; - mes "... I almost died in one occasion. (murmuring)"; - } - close; - case 2: - mes .@n$; - if (.@re$ == "Mancho") { - mes "Do you want to reset?"; - mes "This involves ^990000destroying the Feral Tail^000000 you are upgrading and cancelling all records of it. Are you sure?"; - } - else if (.@re$ == "Jalepeno") { - mes "Reset? Are you sure?"; - mes "This involves ^990000destroying the Feral Boots^000000 you are upgrading and cancelling all records of it. Are you sure?"; - } - else if (.@re$ == "Brare") { - mes "Reset!!"; - mes "This involves ^990000destroying the Golden Bell^000000 you are upgrading and cancelling all records of it. Are you sure?"; - } - next; - if(select("Maybe next time.:Please reset it.") == 1) { - mes .@n$; - mes "When you are ready,"; - mes "Please come back again"; - close; - } - if (countitem(.@Items_) < 1) { - mes .@n$; - mes "Then, take the equipment off first."; - close; - } - specialeffect2 EF_OVERTHRUST; - mes .@n$; - if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean."; - else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records."; - delitem .@Items_,1; - setd "ep13_3_"+.@v$, 0; - close; - case 3: break; - } - if (countitem(.@Items_) < 1) { - mes .@n$; - mes "But..."; - mes "you don't seem to be wearing or even carrying equipment to upgrade on you."; - close; - } - } - if (getd("ep13_3_"+.@v$) == 0) { - mes .@n$; - mes "I'm preparing for the"; - mes "first step of upgrade."; - mes "Once equipment is upgraded"; - mes "you cannot change the upgrade"; - mes "before you destroy it."; - next; - mes .@n$; - mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?"; - .@req = 1; - } - else if (getd("ep13_3_"+.@v$) < 9) { - mes .@n$; - mes "I'm preparing for the"; - mes "second step of upgrade."; - mes "Once equipment is upgraded"; - mes "you cannot change the upgrade"; - mes "before you destroy it."; - next; - mes .@n$; - mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?"; - .@req = 2; - } - else if (getd("ep13_3_"+.@v$) < 69) { - mes .@n$; - mes "I'm preparing for the"; - mes "third step of upgrade."; - mes "Once equipment is upgraded"; - mes "you cannot change the upgrade"; - mes "before you destroy it."; - next; - mes .@n$; - mes "And this is the most important,"; - mes "the risk of equipment to break"; - mes "during the third upgrade step is high!"; - mes "And you need ^9900993 Exploit Certifications of Sapha^000000 for the procedure."; - next; - mes .@n$; - mes "Please keep in mind that"; - mes "this is a delicate process of"; - mes "casting immense power to the equipment."; - mes "Are you ready?"; - .@req = 3; - } - else if (getd("ep13_3_"+.@v$) > 68 && countitem(.@Items_)) { - mes .@n$; - mes "You are done with the"; - mes "third step of upgrade."; - next; - mes .@n$; - mes "If you do not like"; - mes "your equipment upgrade"; - mes "I can withdraw your equipment"; - mes "and destroy all records"; - mes "of it"; - next; - if (select("I'll just use it.:Please take it.") == 1) { - mes .@n$; - mes "Whenever you change your mind."; - mes "Please come back again"; - close; - } - specialeffect2 EF_OVERTHRUST; - mes .@n$; - mes "I have erased all previous records"; - mes "of upgrades to start all over with"; - mes "any new equipment without upgrades"; - mes "you bring."; - delitem .@Items_,1; - setd "ep13_3_"+.@v$, 0; - close; - } - else { - mes .@n$; - mes "Hm?"; - mes "Do you want anything from me?"; - setd "ep13_3_"+.@v$, 0; - close; - } - next; - if(select("Maybe next time.:I want to upgrade.") == 1) { - mes .@n$; - mes "When you are ready,"; - mes "Please come back again."; - close; - } - if (countitem(6304) < .@req) { - mes .@n$; - mes "But you don't have enough exploit certifications. You need "+.@req+" exploit certification of Sapha for the "+((.@req == 3)?"third":((.@req == 2)?"second":"first"))+" step of upgrade."; - close; - } - mes .@n$; - mes "Then let's start."; - next; - specialeffect2 EF_REPAIRWEAPON; - progressbar "ffff00",3; - delitem 6304,.@req; - if (getd("ep13_3_"+.@v$) == 0) { - if (.@re$ == "Kareka") { - .@enc_en = rand(1,45); - setarray .@rates, 45,32,30,22,20,12,10,2; - } - else { - .@enc_en = rand(1,40); - setarray .@rates, 40,34,30,24,20,14,10,4; - } - setarray .@var, 1,2,3,4,5,6,7,8; - } - else if (getd("ep13_3_"+.@v$) <= 8) { - if (.@re$ == "Kareka") { - .@enc_en = rand(1,45); - setarray .@rates, 45,32,30,17,15,2; - } - else { - .@enc_en = rand(1,30); - setarray .@rates, 30,24,20,14,10,4; - } - setarray .@var, 10,20,30,40,50,60; - } - else if (getd("ep13_3_"+.@v$) <= 68) { - if (compare(.@v$,"ring")) { - .@enc_en = rand(1,90); - setarray .@rates, 90,62,60,32,30,2; - setarray .@var, 100,200,400,500,700,800; - } - else { - .@crs_yong = 140 - (ep13_yong1 / 100); - if (.@crs_yong < 95) .@crs_yong = 95; - .@enc_en = rand(1,.@crs_yong); - if (.@enc_en > 90) { - delitem .@Items_,1; - setd "ep13_3_"+.@v$, 0; - mes .@n$; - if (.@re$ == "Jalepano") mes "Ha ha ha. See, I told you. Oops, sorry. Forget that I just said that!!"; - else if (.@re$ == "Mancho") mes "Greed is the reason for failing investments. Tsk, tsk."; - else if (.@re$ == "Brare") mes "Oh no....!!!! What happened to the Golden Bell!"; - close; - } - setarray .@rates, 90,75,65,60,45,35,30,15,5; - setarray .@var, 100,200,300,400,500,600,700,800,900; - } - } - else { - mes .@n$; - mes "I'm done. Hehe"; - close; - } - - // Enchant Constants - // Ex: .@dex[1]: DEX + 1 | .@cri[5]: CRI + 5 | .@eva[12]: FLEE + 12 - .@matk[1] = 4760; .@matk[2] = 4761; - .@eva[6] = 4762; .@eva[12] = 4763; - .@cri[5] = 4764; .@cri[7] = 4765; - .@atk[2] = 4766; .@atk[3] = 4767; - .@dex[1] = 4720; .@dex[2] = 4721; .@dex[3] = 4722; - .@int[1] = 4710; .@int[2] = 4711; .@int[3] = 4712; - .@agi[1] = 4730; .@agi[2] = 4731; .@agi[3] = 4732; - - // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>). - // For example, assume the variable value is 516: - // .@f_<slot>[<index>] - // slot: 2 3 4 - // index: 5 1 6 - - // Enchant Format - if (compare(.@v$,"ring")) setarray .@f_2[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2]; - else setarray .@f_2[1],.@agi[1],.@agi[2],.@agi[3],.@int[1],.@int[2],.@int[3],.@dex[1],.@dex[2],.@dex[3]; - setarray .@f_3[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2]; - setarray .@f_4[1],.@atk[2],.@atk[3],.@cri[5],.@cri[7],.@eva[6],.@eva[12],.@matk[1],.@matk[2]; - .@str$ = getd("ep13_3_"+.@v$) + ""; - .@len = getstrlen(.@str$); - .@j = 4; - .@c = 1; - while ((.@len - .@c) > -1 && getd("ep13_3_"+.@v$)) { - setd ".@e_"+.@j, getd(".@f_"+.@j+"["+atoi(charat(.@str$,.@len-.@c))+"]"); - ++.@c; - --.@j; - } - .@size = getarraysize(.@rates); - for (.@r = 0; .@r <= .@size; ++.@r) { - if (.@enc_en > .@rates[.@r]) { - setd ".@e_"+.@j, getd(".@f_"+.@j+"["+.@r+"]"); - break; - } - } - delitem .@Items_,1; - getitem2 .@Items_,1,1,0,0,.@e_1,.@e_2,.@e_3,.@e_4; - setd "ep13_3_"+.@v$, .@var[.@r-1] + getd("ep13_3_"+.@v$); - close; -} -dic_fild01,240,198,2 duplicate(dic_enc#main) Jalapeno#pa0829 4_M_MERCAT1 -dic_fild01,251,183,3 duplicate(dic_enc#main) Brare#pa0829 4_M_MERCAT1 -dic_fild01,259,172,3 duplicate(dic_enc#main) Mancho#pa0829 4_M_MERCAT1 -dic_in01,353,37,5 duplicate(dic_enc#main) Kareka#pa0829 4_MAN_PIOM - -dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ - mes "[Jahbong]"; - if (countitem(6304) < 1) { - mes "You haven't received a Sapha Certification yet?"; - next; - mes "[Jahbong]"; - mes "Come back to me once you have one. I'll give you something good in exchange."; - close; - } - .@cattalkj = rand(1,9); - if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously."; - else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!"; - else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now."; - else if (.@cattalkj == 4) mes "I have to be diligent with my grooming to maintain beautiful fur."; - else if (.@cattalkj == 5) mes "I have to groom myself everyday to maintain shiny fluffy fur. But I don't have very nice fur in the first place. Very sad."; - else if (.@cattalkj == 6) mes "You should receive a Sapha Certification with both paws as a sign of respect. No cat deserves a certification if they don't!"; - else if (.@cattalkj == 7) mes "I don't really talk that much! Ahat looks like... meow meow meooow... sorry."; - else if (.@cattalkj == 8) mes "Meow~~~~~~~~~~"; - else mes "Yarn is a great way to calm a cat."; - next; - mes "[Jahbong]"; - mes "Why are you here?"; - mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!"; - next; - .@i = select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; - switch (.@i) { - case 0: - mes "[Jahbong]"; - mes "Meow!"; - next; - mes "[Jahbong]"; - mes "^8000801Feral Boots^000000 are shoes for your feet! Buy one and Jalapeno over there will refine it for you!"; - next; - mes "[Jahbong]"; - mes "^8000801Feral Tail^000000 is pretty rough! Mancho over there can help you fix it!!"; - next; - mes "[Jahbong]"; - mes "^8000801Golden Bell^000000 is an accessory. Brare spent 40 years making this! Or maybe 4 years! Oh well, come back when you need anything!"; - next; - mes "[Jahbong]"; - mes "There are some crazy adventurers asking if they can purchase me! Jahbong is not for sale! I'll just bite you if you ask!!"; - close; - case 4: - mes "[Jahbong]"; - mes "Meooooooooooow!!!!!!!!~~ Meooooooooow!!!!!"; - next; - mes "- ^800080Jahbong goes wild^000000. -"; - next; - mes "[Jahbong]"; - mes "I'm not an item!! I will not be merciful if you treat me like one!!"; - next; - mes "- He may react extremely, but Jahbong doesn't seem to be really angry. -"; - close; - default: - break; - } - mes "[Jahbong]"; - mes "Are you really buying something?!"; - next; - if (select("Nope:Give me!!!") == 1) { - mes "[Jahbong]"; - mes "Okay!"; - close; - } - setarray .@items[1],2463,2564,2843; - mes "[Jahbong]"; - mes "Here you go!"; - delitem 6304,1; - getitem .@items[.@i],1; - close; -} - -// Cat Hand Agent -//============================================================ -moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{ - if (BaseLevel < 70) { - mes "[Cat Hand Agent]"; - mes "Hey, human! Did you come to make a request, too? When will it be my turn?"; - next; - mes "[Cat Hand Agent]"; - mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!"; - next; - mes "[Cat Hand Agent]"; - mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?"; - close; - } - if (ep13_start != 100) { - mes "[Cat Hand Agent]"; - mes "Hey, human! Did you come to make a request, too? When will it be my turn?"; - next; - mes "[Cat Hand Agent]"; - mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!"; - next; - mes "[Cat Hand Agent]"; - mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?"; - next; - if (select ("Why don't you collect it yourself?:I'm sorry to hear that.") == 1) { - emotion e_omg; - mes "[Cat Hand Agent]"; - mes "Human!! You're a genius!!"; - mes "How did you come up with that?"; - next; - mes "[Agent Geck]"; - mes "I'm Agent Geck from the Cat Hand Merchant."; - mes "Car Paw Merchant has been wandering for a long time in this Midgard world ever since we lost our homeland."; - next; - mes "[Agent Geck]"; - mes "But now we realize there is no place for our group here in Midgard."; - mes "Geck, Gyareuk and Gorureung did a lot of thinking about it."; - next; - mes "[Agent Geck]"; - mes "But we finally found a place to settle!"; - mes "It may be a bit cold but there are no Kafra or Jonda there!"; - mes "We will gain ground in our new land!"; - next; - mes "[Agent Geck]"; - mes "But of course, we don't have any influence over there to start with."; - mes "However, we plan to spare no efforts on it."; - next; - mes "[Agent Geck]"; - mes "Human!! Did you know there is a huge hole near the Morroc village and nearby area?"; - mes "They say you can travel to a new area through the hole!"; - next; - mes "[Agent Geck]"; - mes "But you will have to go through tests and research to get to a place before trying it out."; - mes "To me, I think its all nonsense to go through the trouble!"; - next; - mes "[Agent Geck]"; - mes "We must send someone as soon as possible to start exploring the area."; - mes "While the humans are frittering away, our Cat Hand Merchant should settle first and continue with our research."; - next; - if (select ("I also want to go and help the merchants.:I'm not interested.") == 1) { - mes "[Agent Geck]"; - mes "You are better than other humans!"; - mes "If you really mean it, then sign here."; - mes "I'm collecting signs to get on Gyareuk's good side... never mind. I will let them know you are my sponsor!"; - next; - input .@inputstr$; - mes "[Agent Geck]"; - mes "" + strcharinfo(0) + "? Human names are strange to me."; - next; - mes "[Agent Geck]"; - mes "Now you are Geck's personal slav... sponsor."; - mes "Don't ask why you aren't Merchant sponsor."; - mes "A good human does not poke around where they are not supposed to."; - next; - mes "[Agent Geck]"; - mes "Now since you've signed, all we need to do is leave for the other world."; - mes "I heard humans call it Ash-Vacuum."; - mes "Nobody explained to Geck why it was called that."; - next; - mes "[Agent Geck]"; - mes "But human."; - mes "You will need to pay to get to the Ash-Vacuum."; - mes "There wouldn't be any expense for Geck to send you there myself but we must ask for help from other agents."; - next; - mes "[Agent Geck]"; - mes "So you will need some money to buy fish for agents who help you."; - mes "I will introduce you to an agent who will send you to the other world with no questions asked for only 50,000 zeny."; - next; - if (select ("Pay 50,000 zeny.:No way!") == 1) { - if (Zeny < 50000) { - mes "[Agent Geck]"; - mes "Geck learned not to deal with people who can't pay."; - close; - } - mes "[Agent Geck]"; - mes "With this, our contract is now complete."; - mes "Geck will help you to get to Ash-Vacuum in one piece."; - Zeny -= 50000; - ep13_start = 100; - next; - mes "[Agent Geck]"; - mes "Don't forget, human. The reason why Geck is helping you is to help the Cat Hand Merchant working hard in the other world."; - next; - mes "[Agent Geck]"; - mes "Now, I will transport you. Go meet our agent in the right corner."; - close2; - warp "moc_fild20", 342, 198; - end; - } - mes "[Agent Geck]"; - mes "Geck doesn't force humans."; - mes "But I think you will change your mind."; - close; - } - mes "[Agent Geck]"; - mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?"; - close; - } - mes "[Cat Hand Agent]"; - mes "But our Cat Hand Merchant will overcome any obstacle!"; - close; - } - mes "[Agent Geck]"; - mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?"; - next; - if (select ("Send me back:I'm busy") == 1) { - mes "[Agent Geck]"; - mes "There is no time to waste, human!"; - mes "I'll send you back right away!"; - warp "moc_fild20", 342, 198; - close; - } - mes "[Agent Geck]"; - mes "Hey, human! Didn't you say you will help the Cat Hand Merchant!"; - close; -} - -moc_fild20,368,197,3 script Cat#to22 4_CAT,{ - if (ep13_start != 100) { - mes "[Cat]"; - mes "Meow~"; - close; - } - mes "A small Cat Hand Agent looks at you and nods its head towards the back."; - mes "Looks like it wants you to step up on its back to climb over the wall."; - next; - if (select ("But you are so cute...:Let's do this!") == 1) { - mes "The small Cat Hand Agent has small black patterns as if it were stamped on it's white fur."; - next; - mes "The small body isn't as tall as your ankle and its small but thick paws look like little cushions. The ears that bent backwards when it looked at how big you were stirred up your protective instinct."; - next; - mes "You don't seem to have the nerve to step on the Cat Hand Agent."; - emotion e_sob; - close; - } - mes "You look at the Cat Hand Agent's small back and climb over the wall as quick as possible so that it wouldn't notice your weight."; - close2; - warp "moc_fild22b", 175, 159; - end; -} - -moc_fild22b,182,179,3 script Cat Hand Agent#Tat 4_M_MERCAT1,{ - if (ep13_start != 100) { - mes "[Cat Hand Agent]"; - mes "This place as no meaning for us."; - close; - } - mes "[Cat Hand Agent]"; - mes "Heard from Geck."; - mes "I'm the Cat Hand Merchant's rising star, Tat."; - next; - mes "[Tat]"; - mes "I heard you are offering high-quality fish to pay for our passage."; - mes "I also heard the fish is very fresh and has shiny golden scales."; - next; - mes "[Tat]"; - mes "I usually only allow our Cat Hand Merchant agents to go through but since you are here on Geck's behalf and seeing you are reliable, I'll let you through."; - next; - mes "[Tat]"; - mes "Are you ready?"; - next; - if (select ("To the other world!:I need some time.") == 1) { - mes "[Tat]"; - mes "Don't forget you are in debt to the Cat Hand Merchant, human!"; - close2; - warp "mid_camp", 210, 291; - end; - } - mes "[Tat]"; - mes "Aren't you suppose to be done getting ready before you come here?"; - close; -} diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt deleted file mode 100644 index ca784e44d..000000000 --- a/npc/re/quests/quests_eclage.txt +++ /dev/null @@ -1,1836 +0,0 @@ -//===== Hercules Script ====================================== -//= Eclage Quest NPCs -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 0.1 -//===== Description: ========================================= -//= Quest NPCs related to Eclage. -//===== Additional Comments: ================================= -//= 0.1 NPCs are mostly placeholders. [Euphy] -//============================================================ - -// Teleport Cats (14.2 Cat Hand Addition) -//============================================================ -- script Teleport Cat#ep14_2 -1,{ - switch(atoi(charat(strnpcinfo(1),16))) { - case 1: - setarray .@map$[0],"Entrance to Mora"; - setarray .@cost[0],15; - break; - case 2: - setarray .@map$[0],"Near Eclage","Near Splendide"; - setarray .@cost[0],15,55; - break; - case 3: - setarray .@map$[0],"Entrance to Mora","Midgard Allied Forces Post"; - setarray .@cost[0],55,10; - break; - case 4: - setarray .@map$[0],"Near Splendide","Manuk Field"; - setarray .@cost[0],10,10; - break; - case 5: - setarray .@map$[0],"Midgard Allied Forces Post","Near El Dicastes"; - setarray .@cost[0],10,20; - break; - case 6: - setarray .@map$[0],"Manuk Field"; - setarray .@cost[0],20; - break; - } - mes "[Teleport Cat]"; - mes "What a nice day, isn't it!"; - mes "Welcome to Cat Merchant Group. We do anything to please our customers. We would even lie on our back if you want!"; - next; - mes "[Teleport Cat]"; - mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~"; - next; - .@menu$ = "Forget it:"; - for(.@i = 0; .@i<getarraysize(.@map$); ++.@i) { - .@menu$ += .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+ - .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):"; - } - .@i = select(.@menu$)-2; - if (.@i == -1) { - mes "[Teleport Cat]"; - mes "I'll see you later then."; - close; - } - .@choice$ = .@map$[.@i/2]; - .@price = .@cost[.@i/2]; - if (.@i % 2) { - .@price *= 1000; - if (Zeny < .@price) { - mes "[Teleport Cat]"; - mes "I'm afraid it's not enough. Sorry, but it can't be done for free~"; - close; - } - Zeny -= .@price; - } else { - if (countitem(12636) < .@price) { - mes "[Teleport Cat]"; - mes "I'm afraid it's not enough. Sorry, but it can't be done for free~"; - close; - } - delitem 12636,.@price; //Malang_Sp_Can - } - if (compare(.@choice$,"Midgard Allied Forces Post")) warp "mid_camp",180,247; - else if (compare(.@choice$,"Manuk Field")) warp "man_fild02",133,47; - else if (compare(.@choice$,"Near Splendide")) warp "spl_fild02",51,240; - else if (compare(.@choice$,"Near El Dicastes")) warp "dic_fild01",159,264; - else if (compare(.@choice$,"Entrance to Mora")) warp "bif_fild02",291,323; - else if (compare(.@choice$,"Near Eclage")) warp "ecl_fild01",116,309; - close; -} -ecl_fild01,118,311,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.1 4_M_BOSSCAT -bif_fild02,293,325,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.2 4_M_BOSSCAT -spl_fild02,53,242,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.3 4_M_BOSSCAT -mid_camp,207,234,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.4 4_M_BOSSCAT -man_fild02,135,49,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.5 4_M_BOSSCAT -dic_fild01,161,266,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.6 4_M_BOSSCAT - -// Eclage's Entrance -//============================================================ -ecl_fild01,97,322,0 script #ep14_2Entrance WARPNPC,3,3,{ -OnTouch: - if (ep14_2_enter < 3) { - mes "[Security Guard]"; - mes "Please wait a minute."; - mes "All first-time visitors to Eclage must fill out the necessary forms before entering."; - close; - } - warp "eclage",100,28; - end; -} - -ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ - if (ep14_2_enter == 0) { - mes "[Security Guard]"; - mes "All first-time visitors to Eclage must fill out the necessary forms here before entering."; - next; - mes "[Security Guard]"; - mes "Please understand because of a recent increase in the influx of people from Midgard through Bifrost, we had to create this process."; - next; - mes "[Security Guard]"; - mes "Of course, the documents will be secured away after their use in access regulations, so you don't have to worry."; - next; - if(select("Fill out the forms.:Forget it.") == 2) { - mes "[Security Guard]"; - mes "Please note that you would not be able to enter the city without filling out the forms."; - close; - } - mes "[Security Guard]"; - mes "Please fill out your name, occupation, and level here."; - next; - mes "Write your name."; - input .@input1$; - next; - mes "Write your occupation."; - input .@input1$; - next; - mes "Write your level."; - input .@input1$; - next; - mes "[Security Guard]"; - mes "If you completed your forms, please submit them to the administrator over there."; - mes "There may be some waiting time, so take your time."; - ep14_2_enter = 1; - setquest 11310; - close; - } else if (ep14_2_enter == 1) { - mes "[Security Guard]"; - mes "Please submit your forms to the administrator over there after writing in your name, occupation, and level."; - mes "There may be some waiting time, so take your time."; - close; - } else if (ep14_2_enter == 2) { - mes "[Security Guard]"; - mes "Great, you completed the forms."; - mes "Welcome to Eclage, the capital of the Laphines."; - next; - mes "[Security Guard]"; - mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races."; - next; - mes "[Security Guard]"; - mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit."; - ep14_2_enter = 3; - erasequest 11311; - close2; - warp "eclage",100,28; - end; - } else { - mes "[Security Guard]"; - mes "Welcome to Eclage, the capital of the Laphines."; - next; - mes "[Security Guard]"; - mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races."; - next; - mes "[Security Guard]"; - mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit."; - close; - } -} -ecl_fild01,100,323,3 duplicate(Security Guard#ep14_2) Security Guard#ep14_2_2 4_M_FAIRYSOLDIER - -ecl_fild01,111,320,2 script Immigration Officer#ep1 4_M_FAIRYKID4,{ - if (ep14_2_enter == 0) { - mes "[Immigration Officer]"; - mes "What do you need?"; - mes "As you can see, I'm really busy here, so unless you need something, please don't bother me."; - emotion e_an; - close; - } else if (ep14_2_enter == 1) { - mes "[Immigration Officer]"; - mes "Whew! I'm sorry to have kept you waiting."; - mes "There are just too many visitors."; - emotion e_wah; - next; - mes "[Immigration Officer]"; - mes "So if you will place your forms here..."; - next; - mes "[???]"; - mes "Here!! These are my completed forms!!"; - mes "This time it's all good, right?"; - mes "Let me through quick!"; - cutin "bu_du1.bmp",2; - emotion e_omg,1; - next; - cutin "bu_du1.bmp",255; - mes "[Immigration Officer]"; - mes "I'm taking care of visitors in the order they arrived, so please wait for your turn."; - emotion e_swt; - next; - mes "[???]"; - mes "What are you talking about!"; - mes "I was waaaay before all of these guys!"; - cutin "bu_du3.bmp",2; - next; - cutin "bu_du3.bmp",255; - mes "[Immigration Officer]"; - mes "Well, your turn was delayed because you had to fill out your forms, so you have to wait until later."; - emotion e_ag; - next; - mes "[???]"; - mes "What?! You just said you take care of visitors in the order they arrived!!!"; - cutin "bu_du5.bmp",2; - next; - cutin "bu_du5.bmp",255; - mes "[Immigration Officer]"; - mes "Yes, I did say that but..."; - next; - mes "- SMACK!!! -"; - next; - mes "[???]"; - mes "OW!! Why did you hit me?"; - cutin "bu_du4.bmp",2; - next; - mes "[???]"; - mes "I'm so sorry."; - mes "My stupid friend here is causing trouble."; - cutin "bu_mark3.bmp",0; - next; - mes "[???]"; - mes "Who are you calling stupid?!"; - cutin "bu_du5.bmp",2; - next; - mes "[???]"; - mes "If you hadn't filled out my name incorrectly in the first place, we wouldn't be waiting like this!"; - cutin "bu_mark3.bmp",0; - next; - mes "[???]"; - mes "Mark Esha or Madrid, they're all the same!"; - cutin "bu_du3.bmp",2; - next; - mes "[Mark Esha]"; - mes "They're not at all the same!"; - mes "And what's more, how can you not know the name of your friend of 15 years?"; - cutin "bu_mark4.bmp",0; - next; - mes "[???]"; - mes "It's not that I didn't know- I did it on purpose!!"; - mes "Madrid is just fine! Madrid!"; - cutin "bu_du3.bmp",2; - next; - cutin "bu_du3.bmp",255; - mes "- SMACK -"; - next; - mes "[Mark Esha]"; - mes "Hu... I am so sorry that my friend is this stupid."; - mes "Please don't mind us and do what you need to do."; - cutin "bu_mark3.bmp",0; - next; - mes "[???]"; - mes "AHHHH!!!"; - mes "LET ME IN!!!!"; - mes "How long do I have to wait out here!!!"; - cutin "bu_du5.bmp",2; - next; - mes "[Mark Esha]"; - mes "Would you stay put just for a second?!!!"; - mes "Sorry. So sorry."; - cutin "bu_mark3.bmp",0; - next; - cutin "bu_mark3.bmp",255; - mes "[Immigration Officer]"; - mes "Oh wow, this is just so crazy."; - mes "Test15696 Here, your documents are processed."; - mes "You may enter the city when you go talk to the security guard."; - emotion e_go; - next; - mes "[???]"; - mes "Shuffle, shuffle"; - cutin "bu_oliver0.bmp",0; - next; - cutin "bu_oliver0.bmp",255; - mes "[Immigration Officer]"; - mes "And Mr. Deu Lean, please take your group and enter. It's just way too noisy."; - emotion e_an; - next; - mes "[Du Lian]"; - mes "Mwahah!!"; - mes "SEE THAT?!"; - mes "Thanks to me, we got through faster!"; - cutin "bu_du1.bmp",2; - next; - mes "[Mark Esha]"; - mes "You mean slower..."; - cutin "bu_mark4.bmp",0; - next; - mes "[Du Lian]"; - mes "A real man does not get bogged down by the past!!"; - mes "I may have been slow with the documentation but I will be the one to enter Eclage first!"; - mes "Mwahah!"; - cutin "bu_du2.bmp",2; - next; - mes "[Mark Esha]"; - mes "......Whew"; - mes "I'm so sorry for everything."; - cutin "bu_mark2.bmp",0; - next; - mes "[???]"; - mes "Well......"; - mes "Mr. Mark, Mr. Du is already gone."; - cutin "bu_maggi3.bmp",2; - next; - mes "[Mark Esha]"; - mes "Oh............."; - mes "Oh......................"; - cutin "bu_mark3.bmp",0; - next; - mes "[Mark Esha]"; - mes "My goodness......"; - emotion e_swt2,1; - ep14_2_enter = 2; - erasequest 11310; - setquest 11311; - close2; - cutin "bu_mark3.bmp",255; - end; - } else { - mes "[Immigration Officer]"; - mes "Oh wow, this is just so crazy."; - mes strcharinfo(0)+"."; - mes "Here, your documents are processed."; - mes "You may enter the city when you go talk to the security guard."; - emotion e_go; - close; - } -} - -// Oliver Wolf Hood -//============================================================ -eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ - if (BaseLevel < 120) { - mes "[Fairy Carpenter]"; - mes "The bridge is kind of broken so please be careful."; - emotion e_sob; - close; - } - if (!questprogress(11312)) { - mes "[Fairy Carpenter]"; - mes "This area is kind of broken, so be careful."; - mes "Otherwise, you'll fall aaaaaall the way down."; - next; - switch(select("The work being done right now:The reason for the bridge being broken:Forget it.")) { - case 1: - //missing - close; - case 2: - mes "[Fairy Carpenter]"; - mes "Oh, just a minute ago, there was a human benig who took a misstep and broke a tree branch while falling."; - emotion e_an; - next; - mes "[Fairy Carpenter]"; - mes "Being close to the entrance and all, this really needs to be fixed soon."; - mes "I'm trying to decide whether I should put up a warning sign, gather the necessary materials for it, and fix it myself."; //custom - next; - switch(select("Give help.:Don't give help.")) { - case 1: - mes "[Fairy Carpenter]"; - mes "Wow!!!"; - mes "You are going to help me?!"; - mes "So... so kind..."; - next; - mes "[Fairy Carpenter]"; - mes "I can't believe there's still this kind of kindness left in the world... Hmm, sweaty eyes..."; - emotion e_sob; - next; - mes "[Fairy Carpenter]"; - mes "Would you then bring me a new bridge to use for repair?"; - mes "Since other people can get hurt, I'll use my magic to maintain this bridge in the meantime."; - emotion e_go; - //setquest 11312; - close; - case 2: - //missing - close; - } - case 3: - //missing - close; - } - } - select("What if you use magic to repair it?"); - mes "[Fairy Carpenter]"; - mes "Hmm, it's not impossible, but magic that deals with creation of life requires much magic power and shouldn't be used so freely."; - next; - mes "[Fairy Carpenter]"; - mes "If I were to describe how stupid that would be... Well, it's like turning a deliciously baked chocolate cake back into flour."; - next; - mes "[Fairy Carpenter]"; - mes "Since the broken part is about 19 meters from here..."; - next; - mes "[Fairy Carpenter]"; - mes "Ahh! Now that I remember, before we used to be able to order the exact necessary length, but because they are mass-producing them nowadays, they only provide preset lengths."; - next; - mes "[Fairy Carpenter]"; - mes "To maximize the stability, it's better to avoid connecting multiple bridge pieces together,"; - next; - mes "[Fairy Carpenter]"; - mes "and this broken bridge... from here to there it's about 19 meters and the present pieces come in 3 meters, 5 meters, and 10 meters......"; - emotion e_swt2; - next; - mes "[Fairy Carpenter]"; - mes "Hmm......."; - next; - mes "[Fairy Carpenter]"; - mes "Hmm......."; - mes "......"; - emotion e_swt2; - next; - mes "[Fairy Carpenter]"; - mes "......Hmm........."; - emotion e_swt2; - next; - mes "- It's probably just my imagination that smoke is coming out of his head, right? -"; - next; - mes "[Fairy Carpenter]"; - mes "Oh ho!"; - mes "What do you think?"; - emotion e_heh; - next; - mes "[Fairy Carpenter]"; - mes "To make a bridge of 19 meters in length with the fewest number of pieces possible, how many of each 3, 5, or 10 meter length pieces would I need?"; - emotion e_what; - next; - mes "[Fairy Carpenter]"; - mes "Please write the number of pieces necessary for each length. If no pieces for that length are necessary, please write 0."; - input .@inputstr$; - if (.@inputstr$ != "002") { - //missing - close; - } - next; - mes "[Fairy Carpenter]"; - mes "Yeah, that sounds good, right?"; - mes "Especially since there wouldn't be a need to make them so straight."; - emotion e_ic; - next; - mes "[Fairy Carpenter]"; - mes "Okay, if you talk to [Golie] who works outside the city near the tower, he will give you the new bridge pieces."; - //erasequest 11312; - //setquest 11313; - close; -/* -OnTouch: - if (ep14_2_hood == 0) { - mes "[Fairy Carpenter]"; - mes "Hey!!!!!!!"; - mes "Be careful over there!!"; - close; - } - end; -*/ -} - -eclage,283,275,4 script Glaces#ep14_2 4_F_FAIRYKID3,{ - mes "[Glaces]"; - mes "Hm......"; - mes "The guys are late."; - mes "I can only imagine that they would be busy just looking at the number of people visiting Eclage nowadays but..."; - next; - mes "[Glaces]"; - mes "Why... why do I have so much time at hand...?"; - mes "Am I the only one with so much free time?"; - mes "Am I really the only one?"; - emotion e_omg; - close; -} - -eclage,266,216,4 script Moreng#ep14_2 4_M_FAIRYKID3,{ - mes "[Moreng]"; - mes "Eclage is a really nice place to live."; - mes "The flowers are always in full bloom and the weather is always comfortable."; - next; - mes "[Moreng]"; - mes "If there were a beautiful Yai of my own, it would truly be a paradise!"; - next; - mes "[Moreng]"; - mes "Yai actually signifies an egg."; - mes "And to Laphines, Yai could even signify what is beyond a home..."; - emotion e_shy; - close; -} - -eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{ - mes "- Shuffle shuffle -"; - mes "He's working on something."; - mes "Let's not bother him."; - close; -} - -eclage,292,265,0 script #ep14_2Yube Entrance WARPNPC,2,2,{ -OnTouch: - mes "- Looks like the door is locked. -"; - close; -} - -eclage,265,166,4 script Shul#ep14_2 4_M_FAIRYKID2,{ - mes "[Shul]"; - mes "Laphine's put their lives on the line to make Yai beautiful."; - mes "I'm a Laphine myself but that kind of priority is difficult to understand."; - close; -} - -eclage,137,169,4 script Tato#ep14_2 4_F_FAIRYKID4,{ - mes "[Tato]"; - mes "A friend of mine recently applied to the Splendide unit."; - mes "I heard Jotunheim is really cold. I hope he's doing well."; - close; -} - -ecl_in01,60,71,4 script Old Man#ep14_2 4_M_FAIRYKID2,{ - mes "[Old Man]"; - mes "Hohoho~!"; - next; - mes "[Old Man]"; - mes "Looks like there are a lot of interesting visitors nowadays..."; - mes "When I was young, you had to put your life on the line to go into the foreign lands."; - next; - mes "[Old Man]"; - mes "Nowadays, things are much more convenient with de-regulation and all."; - mes "And with the warps and flying to all these places, where's all the romance in adventures anymore?"; - emotion e_pif; - next; - mes "[Old Man]"; - mes "Young people nowadays probably don't even know how frog eggs taste like."; - next; - mes "[Old Man]"; - mes "It seems like yesterday when I saved enough Jellopies to buy a Tsurugi, but even that Tsurugi is deserted somewhere in storage."; - emotion e_sob; - close; -} - -ecl_in01,44,53,4 script Delivery Man#ep14_2 4_M_DOGTRAVELER,{ - mes "[Delivery Man]"; - mes "Sigh..."; - mes "I need to get going in order to make it on time."; - next; - mes "[Delivery Man]"; - mes "Wait a minute..."; - mes "Is it actually better to deliver it later..."; - mes "I remember seeing so many boxes of pickled Poring in the storage waiting to be delivered..."; - emotion e_sob; - close; -} - -ecl_in01,70,88,4 script Sack Merchant#ep14_2 4_M_MERCAT1,{ - mes "[Sack Merchant]"; - mes "Meow?"; - mes "Helloeow~"; - mes "I have a treasure from a place very, very fareow~"; - mes "Take a lookeow~"; - mes "I'll give you a good priceow~"; - close; -} - -ecl_in01,73,51,4 script Murah#ep14_2 4_M_FAIRYKID,{ - mes "[Murah]"; - mes "Hmm... What amazing present should I give?"; - emotion e_flash; - close; -} - -ecl_fild01,192,94,4 script Golie#ep14_2 4_M_FAIRYKID,{ - mes "[Golie]"; - mes "To grow Elder Willow trees,"; - mes "since Spring, Peco Peco"; - mes "must have cried as such."; - next; - mes "[Golie]"; - mes "To grow Elder Willow trees"; - mes "the alarm in the clock tower"; - mes "again must have cried as such."; - next; - mes "[Golie]"; - mes "It's a song given to me by a bard from Midgard. The lyrical and nature-oriented words really resonated with me."; - next; - mes "[Golie]"; - mes "I would love to hear any songs that you might know also."; - close; -} - -ecl_fild01,97,315,4 script Traveler#ep14_2 4_M_JOB_HUNTER,{ - mes "[Traveler]"; - mes "Who are you?"; - mes "I've never seen you before."; - next; - mes "[Traveler]"; - mes "Oh, you came to ask me about the feather, too?"; - mes "It's just a plain old decoration, but everyone really likes to bother me about it."; - next; - mes "[Traveler]"; - mes "If you are thinking about selling it, you should just give up."; - mes "I have no wishes to sell it no matter how much you beg."; - next; - mes "[Traveler]"; - mes "This feather..."; - close; -} - -// Wanted to be Big and Beautiful -//============================================================ -eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ - mes "[Wuhari]"; - mes "Ah... Is there anyone with more experienced with this..."; - close; -} - -eclage,163,228,4 script Goatie#eclbig 4_F_FAIRYKID3,{ - mes "[Goatie]"; - mes "Have you ever been to the palace?"; - mes "They say that it is so much more beautiful than our Yai's could ever be."; - next; - mes "[Goatie]"; - mes "I guess people who have nothing can only dream."; - close; -} - -eclage,170,195,4 script Svery#eclbig 4_M_FAIRYKID2,{ - mes "[Svery]"; - mes "It's my wife's big wish to visit the palace."; - next; - mes "[Svery]"; - mes "I want to grant that wish for her, but how could that ever be possible."; - mes "Especially given our situation..."; - close; -} - -eclage,126,151,4 script Pompe#eclbig 4_M_FAIRYKID3,{ - mes "[Pompe]"; - mes "I saw it!"; - next; - mes "[Pompe]"; - mes "I really saw it!!"; - close; -} - -// Mystery Robbery Investigation -//============================================================ -eclage,164,102,3 script Cruyan#eclage 4_M_FAIRYKID,{} - -eclage,222,131,4 script Wandering Merchant#ecla 1_M_SIGNMCNT,{ - mes "[Wandering Merchant]"; - mes "Go away kids~"; - close; -} - -// Troublesome Fairie -//============================================================ -ecl_in01,26,88,4 script Cecilia#nk 4_F_FAIRYKID5,{ - mes "[Cecilia]"; - mes "Mm...mm... what should I do..."; - next; - mes "- She seems too busy to talk to you. -"; - close; -} - -ecl_in01,80,77,4 script Dominic#nk 4_M_FAIRYKID4,{ - mes "[Dominic]"; - mes "I won't stop you from walking around in Eclage but, don't bother me you outsider!"; - close; -} - -ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ - mes "[Eirinn]"; - mes "Oww, my stomach hurts!!"; - mes "What are you looking at?"; - next; - mes "[Eirinn]"; - mes "I haven't really eaten anything unusual these days but why am I getting stomach aches so often!"; - close; -} - -ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{ - mes "[Bourbon]"; - mes "How strange. I've been losing my stuff recently like things I put in my pocket or even the things I put away properly."; - close; -} - -ecl_in01,82,80,0 script Monthly Eclage#pa0829 HIDDEN_NPC,{ - mes "^000099I see a plain-looking journal. It seems to deal with third-rate gossip stories.^000000"; - close; -} - -ecl_in01,82,78,0 script Magazine#01 HIDDEN_NPC,{ - mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -"; - next; - mes "[Dominic]"; - mes "Hey, outsider,"; - mes "who said you can touch my books?"; - mes "Stay away from my bookshelves!"; - close; -} -ecl_in01,82,79,0 duplicate(Magazine#01) Magazine#02 HIDDEN_NPC -ecl_in01,83,81,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard1 HIDDEN_NPC -ecl_in01,82,84,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard2 HIDDEN_NPC -ecl_in01,80,86,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard3 HIDDEN_NPC - -// Hiel's Workshop -//============================================================ -eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,{ - mes "[Notice]"; - mes "Pan-galactic ultra genius engineer Hiel's strange and creepy workshop."; - mes "Normal Laphines, animals, and Saphas are prohibited."; - next; - if(select("Continue on my way.:Enter this place.") == 2) - warp "ecl_in04",107,213; - close; -} - -ecl_in04,108,215,0 script Supreme Electronic Rope HIDDEN_NPC,{ - mes "If you would like to go down, please press the bell~"; - next; - if(select("Forget it.:Go down.") == 2) - warp "eclage",152,91; - close; -} - -ecl_in04,105,216,0 script Hiel's Workshop#pa0829 HIDDEN_NPC,{ - mes "^000099It's a workshop with lots of oddities.^000000"; - close; -} - -ecl_in04,109,215,2 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ - mes "[Hiel]"; - mes "It is said that the leaves from home tree have the length X with the average m and standard deviation of 4. If P(m<X<a)=0.3413 ... (Mumble mumble)"; - next; - mes "^0000ffIt doesn't look like I'll understand anything he says. Let's get out of here.^000000"; - close; -} - -// For Eclage -//============================================================ -function script F_Eclage_Traveler { - if (questprogress(7411) && questprogress(7412) && questprogress(7413)) { - cutin "minuel01.bmp",4; - donpcevent "Eclage Guard#tl01::OnEnable"; - mes "[Eclage Guard]"; - mes "Excuse me for a moment."; - mes "Is there anyone from Splendide here?"; - next; - select("I am, but why?"); - mes "[Eclage Guard]"; - mes "Ah, you are?"; - mes "There's someone who wants to see you. Do you have time right now?"; - next; - mes "[Eclage Guard]"; - mes "You don't have to worry. It's nothing suspicious or bad."; - mes "We just wanted to ask you about Splendide, so please spare your time for us."; - next; - mes "[Eclage Guard]"; - mes "I'll guide you if it's okay."; - next; - switch(select("Sure. Let's go.:I don't have time for it right now...")) { - case 1: //missing - break; - case 2: - mes "[Eclage Guard]"; - mes "Oh, is that right?"; - mes "That's too bad."; - mes "But if you have some time later, please pay us a visit."; - next; - break; - } - mes "[Eclage Guard]"; - mes "I'll be at the east side of the plaze near the gate."; - mes "Please, find me there."; - mes "I'll be looking forward to seeing you."; - erasequest 7411; - erasequest 7412; - erasequest 7413; - setquest 7414; - ep14_2_tl = 1; - donpcevent "Eclage Guard#tl01::OnDisable"; - close2; - cutin "minuel01.bmp",255; - end; - } - return; -} - -ecl_in01,32,52,4 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ - if (ep14_2_tl == 0) { - if (!questprogress(7411)) { - mes "[Fome]"; - mes "Come here and have a talk with us."; - mes "My name is Fome and I'm from the central region of Alpheim."; - mes "You are..."; - next; - mes "[Fome]"; - mes "Wait, let me guess!"; - mes "You're a member of the famous Midgard expedition, right?!"; - next; - select("Yes.:How did he know?"); - mes "[Fome]"; - mes "Well, it's simple."; - mes "There's no one who looks like you or dresses like you around Eclage."; - next; - mes "[Fome]"; - mes "I heard the ways to Bifrost are blocked by a strange rift and soon, travelers who came here through the Hazy Forest started to appear."; - next; - mes "[Fome]"; - mes "They are humans who came from Midgard passing through Jotunheim!"; - mes "Seriously...I'm glad I came to Eclage."; - mes "I didn't expect to meet a person from Midgard!"; - next; - mes "[Fome]"; - mes "Eclage is crowded with travelers, and until recently, most of them were from Alpheim."; - mes "It's nice to see you. I was about to talk to you just now."; - next; - switch(select("Why is Eclage popular among travelers?:What is the main attraction of Eclage?")) { - case 1: - case 2: //missing - mes "[Fome]"; - mes "Why does this place have so many travelers...?"; - mes "First of all, I think it's due to the fact that you're able to communicate freely here since Eclage is with Bifrost."; - next; - mes "[Fome]"; - mes "Thanks to Bifrost's will, everyone is able to communicate with no problem here just like you and I right now."; - next; - mes "[Fome]"; - mes "Second, it's because Eclage is the end and the gateway of Alpheim."; - mes "It's the only way to get to Jotunheim."; - next; - mes "[Fome]"; - mes "A great number of travelers who admire the unknown world come to Eclage."; - mes "Also, they want to see Bifrost, which connects Jotunheim and Alpheim, with their own eyes."; - next; - mes "[Fome]"; - mes "Moreover, the biggest reason why Eclage is so crowded recently is...!!!"; - next; - select("It is...?!"); - emotion e_loud; - mes "[Fome]"; - mes "A new Mayor Jun was born!"; - next; - select("Whosa whatsits?"); - mes "[Fome]"; - mes "No, no, Mayor Jun. It's a Laphine name."; - mes "It's a...right, it means a 'king.'"; - mes "The King is born!"; - next; - mes "[Fome]"; - mes "Although he is pretty old, he became a king."; - mes "As the king of Laphines, he is so beautiful."; - next; - select("When was that?"); - mes "[Fome]"; - mes "Mm? Maybe 10 years ago?"; - mes "5 years ago? Or 15? Anyway, it's less than 100 years."; - next; - break; - } - setquest 7411; - callfunc "F_Eclage_Traveler"; - mes "This traveler named Fome is going on forever about the king of Laphines."; - mes "It seems as if she doesn't care about others and is sinking into her own world, so it's hard to understand what she's talking about."; - mes "Let's talk to other travelers."; - close; - } else { - mes "[Fome]"; - mes "Oh my, did I talk too much?"; - mes "But you're really lucky."; - mes "If you tell them that you're here to congratulate on the birth of new Mayor Jun, you'll surely meet the great Kardui."; - next; - mes "[Fome]"; - mes "Ah...how beautiful."; - mes "I heard some bad rumors but I don't believe in them at all~"; - next; - mes "[Fome]"; - mes "Ha, I almost went too far again."; - mes "Did you talk to Litrip and York?"; - next; - mes "[Fome]"; - mes "When it comes to Bifrost Tower, which is the most popular tourist attraction, Litrip knows the best!"; - close; - } - } else if (ep14_2_tl == 1) { - mes "[Fome]"; - mes "An Eclage Guard was looking for you just a minute ago, right?"; - mes "I think he said he'll be waiting for you at the east gate. Don't you have to go?"; - next; - mes "[Fome]"; - mes "Since he was very polite and all, I'm sure it's something good."; - mes "Sure. The Laphines in Eclage are very generous to travelers."; - close; - } else { - mes "[Fome]"; - mes "You seem very busy."; - mes "I heard so much about you from here and there."; - mes "I see that you're friends with Laphines already."; - close; - } -OnTouch: - if (ep14_2_tl == 0 && !questprogress(7411) && !questprogress(7412) && !questprogress(7413)) { - mes "A group of travelers of Alpheim are having a conversation."; - emotion e_loud; - next; - if(select("Avoid them.:Join the group.") == 1) { - mes "They don't seem to care that much."; - close; - } - mes "When you approach, they stop talking for a second and make a seat for you."; - mes "Start a conversation."; - close; - } - end; -} - -ecl_in01,32,51,6 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ - if (ep14_2_tl == 0) { - if (questprogress(7412)) { - mes "[Litrip]"; - mes "Oh, look at this strange traveler."; - mes "Come here. My name is Litrip."; - next; - mes "[Litrip]"; - mes "You're from Mora?"; - mes "You must have seen Bifrost Tower on the way then?"; - next; - switch(select("I saw it from the outside.:I've gone inside the tower.")) { - case 1: - mes "[Litrip]"; - mes "Really? That's too bad."; - mes "Well, but it's good to play it safe since there are frightful monsters inside the tower."; - mes "It's certainly better than losing your life by being rash."; - next; - break; - case 2: - mes "[Litrip]"; - mes "I see. Wasn't it pretty crazy?"; - mes "Once upon a time, It used to be a very nice observatory."; - next; - mes "[Litrip]"; - mes "Although it's occupied by horrible monsters now."; - mes "Seeing that you went into the tower and came out unharmed, I can tell you're pretty skilled."; - next; - break; - } - mes "[Litrip]"; - mes "There's a rumor that a suspicious alchemist resides on top of the tower."; - mes "No one knows why, but I heard he's been there for a good while."; - next; - mes "[Litrip]"; - mes "If that alchemist is still alive, he could be a living history himself since the tower, the alchemist, and Bifrost have existed even before Eclage was founded."; - next; - mes "[Litrip]"; - mes "A good number of people still challenge themselves to find the mysterious legend of Bifrost but so far, none of them succeeded."; - next; - select("What about Laphines?"); - mes "[Litrip]"; - mes "Hmm, Laphines?"; - mes "For some reason, they're not interested in Bifrost Tower at all."; - mes "I think they perceive it just as a natural object."; - next; - mes "[Litrip]"; - mes "They're actually more than capable of solving the mystery if they wanted to but I feel like they're just respecting the existence of Bifrost Tower."; - next; - mes "[Litrip]"; - mes "However, they don't necessarily stop people from going into the tower, either. So I'm thinking maybe they're just not aware of it."; - mes "If you're curious, go challenge yourself and solve the mystery of the tower."; - next; - setquest 7412; - callfunc "F_Eclage_Traveler"; - mes "[Litrip]"; - mes "If you ever happen to solve the mystery of Bifrost Tower, let me be the first one to know about it."; - mes "You're strong enough to explore the tower."; - mes "I only got to the first floor. Haha."; - next; - mes "[Litrip]"; - mes "Have you talked to other friends?"; - mes "Isn't information the most important thing to a traveler?"; - close; - } else { - mes "[Litrip]"; - mes "It's not fun listening to my story only."; - mes "You should go talk to Fome and Chiba, too."; - next; - mes "[Litrip]"; - mes "And Let me know if you ever solve the mystery of Bifrost Tower."; - mes "I'll be looking forward to hearing from you, hahaha."; - close; - } - } else if (ep14_2_tl == 1) { - mes "[Litrip]"; - mes "It seems like Laphines have some official affairs to do with you."; - mes "Didn't they tell you to come to the east gate?"; - mes "You should go."; - close; - } else { - mes "[Litrip]"; - mes "Since the last time I saw you talking to the guard, I hear your name here and there."; - mes "Is it something important? You've become pretty famous here."; - close; - } -} - -ecl_in01,35,51,2 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{ - if (ep14_2_tl == 0) { - if (questprogress(7413)) { - mes "[Chiba]"; - mes "You're human from Midgard."; - mes "I'm Chiba."; - mes "As you can see, I'm a traveler just like you."; - next; - mes "[Chiba]"; - mes "I think local area information is the most important when traveling."; - mes "You think so, too?"; - next; - mes "[Chiba]"; - mes "I heard there's a way to avoid a rift that is blocking Jotunheim..."; - mes "Do people really travel through Hazy Forest?"; - next; - switch(select("Yes.:By magic!")) { - case 1: - mes "[Chiba]"; - mes "So it is."; - mes "That's how strong humans are, I guess."; - mes "When I was Mora, I heard there are many missing men in Hazy Forest..."; - next; - break; - case 2: - mes "[Chiba]"; - mes "Indeed... people who get to Mora first use magic to help others travel?"; - mes "That's brilliant."; - next; - break; - } - mes "[Chiba]"; - mes "Anyway it's true that there are active interactions thanks to you people."; - mes "I should be grateful for that."; - next; - mes "[Chiba]"; - mes "Do you want to know something more interesting?"; - mes "Everyone in Alpheim knows about it, but I'm sure you people have never heard about it."; - next; - mes "[Chiba]"; - mes "Among Laphines, have you seen the taller ones with especially bright skin and gorgeous wings?"; - next; - mes "[Chiba]"; - mes "They're the 'Donas.' By the way, normal-looking Laphines are called 'Papang' in their language."; - mes "It sounds like some kind of a snack, but well, we should respect them."; - next; - mes "[Chiba]"; - mes "The reason Donas are taller and gorgeous is because they're all candidates for Mayor."; - mes "That is, they all have a chance of becoming the king."; - next; - mes "[Chiba]"; - mes "We're not talking about upper class or lower class here. They are classified according to their job."; - mes "It might not be important, but it's good to know about it as a foreigner."; - next; - mes "[Chiba]"; - mes "Anyway, Donas have strong magical powers and they live longer. But since there are not many of them most of them are assigned to important positions."; - next; - mes "[Chiba]"; - mes "The throne of the king of Laphines seems to be inherited by blood, but it isn't in reality."; - mes "Mayor Jun is known to emerge among the Donas but it's just exactly that."; - next; - mes "[Chiba]"; - mes "He literally just emerges without any kind of a formal inheritance process."; - mes "Isn't it pretty interesting?"; - next; - setquest 7413; - callfunc "F_Eclage_Traveler"; - mes "[Chiba]"; - mes "Try talking to the other travelers."; //custom - close; - } else { - mes "[Chiba]"; - mes "Try talking to the other travelers."; //custom - close; - } - } else if (ep14_2_tl == 1) { - mes "[Chiba]"; - mes "Wasn't there an Eclage Guard looking for you just now?"; - mes "You'd better respect Laphines as much as possible in order to avoid any discord."; - mes "It's the basis of traveling."; - close; - } else { - mes "[Chiba]"; - mes "So, you weren't a mere traveler after all."; - close; - } -} - -ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ - if (ep14_2_tl == 0) { - mes "[Eclage Guard]"; - mes "Welcome to Eclage."; //custom - close; - } else if (ep14_2_tl == 1) { - cutin "minuel02.bmp",2; - mes "[Eclage Guard]"; - mes "Oh, you are here!"; - mes "May I escort take you to the one who wants to meet you?"; - next; - switch(select("Sure. Let's go.:I don't have time for it right now...")) { - case 1: - mes "[Eclage Guard]"; - mes "Please follow me then."; - erasequest 7414; - setquest 7415; - ep14_2_tl = 2; - close2; - warp "ecl_in03",244,89; - cutin "minuel02.bmp",255; - end; - case 2: - mes "[Eclage Guard]"; - mes "Ah...is that right?"; - mes "I'll wait then."; - next; - mes "[Eclage Guard]"; - mes "Don't worry about me."; - mes "I'll just wait here as long as it takes."; - mes "Well, it's my job. Don't worry."; - close2; - cutin "minuel02.bmp",255; - end; - } - } else if (ep14_2_tl == 2) { - cutin "minuel01.bmp",2; - mes "[Eclage Guard]"; - mes "I thought you sill had something to do."; - mes "May I guide you?"; - next; - switch(select("Yes, please.:No, it's okay.")) { - case 1: - mes "[Eclage Guard]"; - mes "Please follow me then."; - close2; - warp "ecl_in03",244,89; - cutin "minuel02.bmp",255; - end; - case 2: - mes "[Eclage Guard]"; - mes "Is that right?"; - mes "I see. Come find me whenever you need it."; - close2; - cutin "minuel02.bmp",255; - end; - } - } else if (ep14_2_tl == 3) { - cutin "minuel01.bmp",2; - mes "[Eclage Guard]"; - mes "I see you pretty often."; - mes "I was notified in advance that the Chief of Staff requested for an audience."; - next; - if (questprogress(7416,PLAYTIME) != 2) { - mes "[Eclage Guard]"; - mes "But I'm afraid it's too early."; - mes "I think you have to wait for a while."; - close2; - cutin "minuel02.bmp",255; - end; - } - mes "[Eclage Guard]"; - mes "I see you pretty often."; - mes "I was notified in advance that the Chief of Staff requested for an audience."; - next; - mes "[Eclage Guard]"; - mes "Since it's about time, should I lead you in now?"; - next; - switch(select("Yes, please.:I'll come back later.")) { - case 1: - mes "[Eclage Guard]"; - mes "Follow me, please."; - ep14_2_tl = 4; - close2; - warp "ecl_in03",58,72; - cutin "minuel02.bmp",255; - end; - case 2: - mes "[Eclage Guard]"; - mes "Do as you wish although Mayor Jun might be upset if you keep him waiting for too long."; - close2; - cutin "minuel02.bmp",255; - end; - } - } else if (ep14_2_tl == 4) { - cutin "minuel01.bmp",2; - mes "[Eclage Guard]"; - mes "May I escort you to the audience chamber?"; - next; - switch(select("Yes, please.:No, it's okay.")) { - case 1: - mes "[Eclage Guard]"; - mes "Follow me, please."; - close2; - warp "ecl_in03",58,72; - cutin "minuel02.bmp",255; - end; - case 2: - mes "[Eclage Guard]"; - mes "Thank you."; - mes "I thought you were using me for teleportation since you're here so often."; - close2; - cutin "minuel02.bmp",255; - end; - } - } else if (ep14_2_tl == 5) { - if (!questprogress(7418)) { - cutin "minuel01.bmp",2; - mes "[Eclage Guard]"; - mes "Eh, good to see you again."; - mes "We should have introduced ourselves earlier if we knew we would run into each other so often like this."; - next; - mes "[Minuel]"; - mes "I'm Minuel."; - mes "It's such a common name. I don't even know what it means."; - mes "I think my parents just gave me a name that is easy on the ear."; - next; - mes "[Minuel]"; - mes "Come to think of it, I heard the news."; - mes "You've decided to work in Eclage..."; - next; - switch(select("It's just a rumor.:Do they have a job for me?")) { - case 1: - mes "[Minuel]"; - mes "Eh? Really?"; - mes "That's too bad. There was a suitable job for you."; - mes "Well, I understand."; - close2; - cutin "minuel02.bmp",255; - end; - case 2: - mes "[Minuel]"; - mes "Actually I don't have any time for myself since I have to be here all the time."; - mes "Not only I, but most Laphines who are in this business are faced with that position, too."; - next; - mes "[Minuel]"; - mes "So, we don't have any time to decorate our Yai."; - mes "Of course we could buy the materials. But just like any other consumers, we would like to gather them on our own."; - next; - mes "[Minuel]"; - mes "Since you're free to go anywhere,"; - mes "could you gather some decorations for Yai?"; - next; - switch(select("Sure.:No.")) { - case 1: - mes "[Minuel]"; - mes "Thank you."; - mes "You need to find"; - mes "5 Horns of Hillslion, 5 Magical Powers, and 5 Horse's Hooves each."; - next; - mes "[Minuel]"; - mes "I would like to decorate it with unpolished beauty."; - mes "You can get the materials by hunting the monsters near Splendide, where I'm not supoosed to go."; - next; - mes "[Minuel]"; - mes "I've heard some rumors about Hillslions, and they seem to appear in Sapha's areas."; - mes "Their horns, Mystic Horns of Cornuses that live in the grasslands and something called Horse's Hooves."; - next; - mes "[Minuel]"; - mes "I'm sure you would know more about those hooves than I do."; - mes "I'll be counting on you!"; - setquest 7418; - close2; - cutin "minuel02.bmp",255; - end; - case 2: - mes "[Minuel]"; - mes "Ha, do you really think so?"; - mes "You will be coming here again."; - mes "Soon, in the near future. Hehehe~"; - close2; - cutin "minuel02.bmp",255; - end; - } - } - } - mes "[Minuel]"; - mes "I asked you for 5 Horns of Hillslion, 5 Mystic Horns, and 5 Horse's Hooves."; - mes "You'll be able to get Mystic Horns by catching Cornuses near Splendide."; - close; - } -} - -ecl_in03,245,93,2 script Chief of Staff#tl01 4_F_FAIRY,{ - if (ep14_2_tl < 2) { - mes "[Chief of Staff]"; - mes "Sorry, but no unauthorized entry is allowed here."; - close; - } else if (ep14_2_tl == 2) { - mes "[Chief of Staff]"; - mes "Welcome to Eclage."; - mes "I ordered them to lead you here."; - next; - mes "[Shenime]"; - mes "I'm in charge of the military supplies that are sent to the outpost of Splendide."; - mes "My name is Shenime."; - next; - mes "[Shenime]"; - mes "Our supplies sent to Mora Village..."; - mes "oww...I'm sorry. I've been having this headache recently..."; - next; - mes "[Shenime]"; - mes "Anyway, I've heard that there are people"; - mes "who deliver our supplies to Splendide through Hazy Forest."; - next; - mes "[Shenime]"; - mes "It's so good to see you in person."; - mes "People who are clever enough are already trying hard to build relationships with Eclage."; - next; - select("So, I'm not the first one?"); - mes "[Shenime]"; - mes "Yes, you're not...oww..."; - mes "But it doesn't matter."; - mes "You humans are already doing so much for Splendide and us."; - next; - mes "[Shenime]"; - mes "Oh, the reason I'm frowning is because of this headache."; - mes "Don't get me wrong."; - mes "Um...anyway, to go on with my story..."; - next; - mes "[Shenime]"; - mes "We are supposed to welcome you."; - mes "Should I get to the point now? I mean, the reason why I wanted to meet you."; - next; - mes "[Shenime]"; - mes "As you know already, we're disconnected from Splendide due to the accident in Bifrost."; - mes "And for us Laphines, it's hard to go against the will of the forest and Bifrost."; - next; - mes "[Shenime]"; - mes "I'm sure every fairy in Alpheim feels the same, too."; - mes "Anyway, I want to know what's going on in Splendide and Jotunheim nowadays."; - next; - mes "[Shenime]"; - mes "I heard the battle against Manuk has recently calmed down to the point of a truce..."; - mes "and it could have been that they didn't get supplies in time."; - next; - mes "You've answered Shenime's serious questions and describe the situation as far as you could remember."; - next; - select("Now that I think about it..."); - mes "[Shenime]"; - mes "What is it?"; - mes "What you've told me is going to be very helpful."; - mes "Is there anything else you would like to talk about?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I was told that Sapha made Yggdrasil Tree sick,"; - mes "and your side started a war in order to protect the tree..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "...but what I know is a little bit different from that."; - mes "Apparently, the cause of the war seems to be the damage given to Yggdrasil Tree caused by Sapha's excessive mining, but..."; - next; - mes "[Shenime]"; - mes "Wait, stop there."; - next; - select("What's the matter?"); - mes "[Shenime]"; - mes "This war is like a holy war for us."; - mes "It's a war that we carry on upon our honor and dignity."; - next; - mes "[Shenime]"; - mes "So whatever the truth you know is,"; - mes "if you're not going to hold responsibility for the backlash it might bring,"; - mes "don't say anything at all."; - next; - select("Why are you trying to hide the truth..."); - mes "[Shenime]"; - mes "This is a matter between Yggdrasil the world-ash and its protector."; - mes "Mayor Jun should be the one listening to your story, not me."; - next; - select("What?"); - mes "[Shenime]"; - mes "My work is done here."; - mes "What I'm saying is that I'm not the one to clear up your question."; - mes "I'll arrange a meeting with Mayor Jun for you."; - next; - mes "In the middle of the conversation, Shenime stopped talking and frowned as if he was having a headache again."; - mes "After massaging his head for a while, he looked much better and continued to go on."; - next; - mes "[Shenime]"; - mes "Promise me that you will not tell anyone"; - mes "about the truth that you believe."; - next; - if(select("No!:Yes, I promise.") == 1) { - mes "[Shenime]"; - mes "You put me on the spot."; - mes "I don't want you to be the cause of friction."; - next; - mes "[Shenime]"; - mes "Can't you just keep it to yourself before discussing the matter with Mayor Jun?"; - next; - switch(select("No, I can't!:Fine, I won't tell anyone.")) { - case 1: - mes "[Shenime]"; - mes "Oh well..."; - mes "It's your loss..."; - close; - case 2: - mes "[Shenime]"; - mes "I see that you've made up your mind."; - next; - break; - } - } - mes "[Shenime]"; - mes "I'll arrange a meeting to let Mayor Jun get to know you."; - mes "You need to wait a little bit. Please bear with us."; - next; - mes "[Shenime]"; - mes "I'll notify the guard that brought you here."; - mes "Go find the guard after some time."; - mes "He will guide you."; - next; - mes "[Shenime]"; - mes "Until then, I hope you have a good time."; - mes "I'll send you to the plaza."; - mes "By the way, the guard who is going to lead you will be at the east gate. Don't forget the time."; - erasequest 7415; - setquest 7416; - ep14_2_tl = 3; - close2; - warp "ecl_in01",47,28; - end; - } else if (ep14_2_tl == 3) { - if (questprogress(7416,PLAYTIME) != 2) { - mes "[Shenime]"; - mes "You need to wait a little longer to see Mayor Jun."; - mes "He is pretty busy, so please bear with us."; - close; - } - mes "[Shenime]"; - mes "There's another guard who was supposed to be guiding you..."; - mes "I can't go anywhere right now."; - next; - mes "[Shenime]"; - mes "There's a guard at the east side of the plaza near the gate."; - mes "I notified him already, so just ask him to guide you."; - close; - } else if (ep14_2_tl == 4) { - mes "[Shenime]"; - mes "Did you tell Mayor Jun about what you think?"; - mes "He should be the one to decide."; - next; - mes "[Shenime]"; - mes "It seems like you haven't even met him yet. Ask the guard to guide you."; - close; - } else if (ep14_2_tl == 5) { - mes "[Shenime]"; - mes "I've heard about you."; - mes "You've decided to work for Eclage?"; - next; - mes "[Shenime]"; - mes "At the starting point of Bifrost, there should be a messenger stamping his feet."; - next; - mes "[Shenime]"; - mes "It's a messenger that we sent in an effort to contact Splendide regularly,"; - mes "but I think it's still difficult to do so."; - next; - mes "[Shenime]"; - mes "If you could help us with that, wouldn't other Laphines think better of you?"; - close; - } -} - -ecl_in03,41,90,2 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ - if (ep14_2_tl < 4) { - mes "[Kardui]"; - mes "Mmm..."; - mes "I don't know who you are, but could you wait until I call you?"; - mes "I'll have to meet you some day, but now is not the right time."; - cutin "kardui01.bmp",1; - close2; - cutin "kardui01.bmp",255; - end; - } else if (ep14_2_tl == 4) { - mes "[Kardui]"; - mes "Welcome to Eclage, stranger."; - mes "...this was a popular way of greeting each other, but I guess it's not fun anymore."; - cutin "kardui01.bmp",1; - next; - mes "[Kardui]"; - mes "Anyway, you who came from a long way away"; - mes "and reconized by the guardian."; - mes "There is a truth that you would like to tell me?"; - next; - mes "[Kardui]"; - mes "If that's the case, you will be very busy from now on."; - next; - select("What do you mean?"); - mes "[Kardui]"; - mes "You have to do a lot of work in order to convince me, the elders, and many other Laphines."; - next; - mes "[Kardui]"; - mes "Of couse I could trust everything you say,"; - mes "but will other Laphines accept a Mayor Jun who is swayed by a word of a foreigner?"; - next; - cutin "kardui03.bmp",1; - mes "[Kardui]"; - mes "Especially when that Mayor Jun is me. Ah..."; - next; - cutin "kardui01.bmp",1; - mes "[Kardui]"; - mes "Don't you understand?"; - mes "Here, in Eclage, You have to get more recognition from Laphines."; - next; - if(select("Do I have to make a contribution?:It's about Yggdrasil!") == 1) { - mes "[Kardui]"; - mes "See, you understood it right."; - next; - select("It's about Yggdrasil!"); - } - cutin "kardui04.bmp",1; - mes "[Kardui]"; - mes "Um."; - mes "I know."; - next; - mes "[Kardui]"; - mes "You don't have to make a face."; - mes "No matter what I look like to you, I am the history and the spirit of Laphines, and also the protector of Yggdrasil."; - next; - mes "[Kardui]"; - mes "Do you think I, who inherited the will of Yggdrasil, don't know anything?"; - mes "I don't blame you since it is ignorance."; - next; - mes "[Kardui]"; - mes "The war of Jotunheim will soon be over."; - mes "And it will happen not by constraint, but as a result of mutual agreement."; - next; - cutin "kardui01.bmp",1; - mes "[Kardui]"; - mes "So, stranger,"; - mes "don't worry about it and do you want to work with me for Eclage?"; - next; - select("Then why do you make war and disregard the truth?"); - cutin "kardui02.bmp",1; - mes "[Kardui]"; - mes "Hmm..."; - mes "I'll tell you when we get closer to each other."; - mes "I'm not obligated to talk about this important subject with a person I just met."; - next; - cutin "kardui01.bmp",1; - mes "[Kardui]"; - mes "For now, I will tell the administrative ruler, the elders, and all the guards"; - mes "about you,"; - mes "and you will enjoy all the rights in Eclage as a person who works for the king."; - next; - select("Just hire a worker then!"); - mes "[Kardui]"; - mes "It's a part of building relationships with me, the king of a race. You don't like it?"; - mes "If that's the case, I guess there's no friendship between the two of us."; - next; - select("What do you mean 'the two of us'?"); - mes "[Kardui]"; - mes "Us?"; - mes "Umm..."; - mes "Friends who share their secrets from now on?"; - next; - mes "[Kardui]"; - mes "...Haha...wasn't it funny?"; - mes "What's up with that face."; - mes "Anyway, I allow you to visit anytime."; - next; - cutin "kardui04.bmp",1; - mes "[Kardui]"; - mes "However, if you don't meet my expectation, you won't get anything."; - mes "I'll be looking forward to seeing you, stranger who will be my friend."; - erasequest 7416; - setquest 7417; - ep14_2_tl = 5; - close2; - cutin "kardui01.bmp",255; - end; - } else if (ep14_2_tl == 5) { - mes "[Kardui]"; - mes "Now, you who work for the king!"; - mes "Work your fingers to the bone for me!"; - next; - cutin "kardui04.bmp",1; - mes "[Kardui]"; - mes "...It's a joke."; - mes "I truly want you to become an important figure in Eclage."; - mes "Even if you don't, I want you to be recognized as a harmless person who gives benefit to Eclage."; - next; - mes "[Kardui]"; - mes "It's going to be tough, but think of it as having insurance."; - mes "Some day, a person who remembers your name will be a great help to you."; - close2; - cutin "kardui01.bmp",255; - end; - } -} - -ecl_in01,31,49,6 script Eclage Guard#tl01 4_M_FAIRYSOLDIER,{ - mes "[Eclage Guard]"; - mes "Oh, I should hurry and go back to where I was."; - mes "Excuse me."; - close; -OnInit: -OnDisable: - disablenpc "Eclage Guard#tl01"; - end; -OnEnable: - enablenpc "Eclage Guard#tl01"; - end; -} - -ecl_fild01,205,86,4 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ - if (ep14_2_tl < 5) { - mes "[Roy]"; - mes "I can make it to Mora Village."; - mes "But how can I go through Hazy Forest? All alone?"; - mes "...Ah... I'm just feeling sorry for myself, so just continue on your way."; - close; - } else { - if (!questprogress(7419)) { - mes "[Roy]"; - mes "It's hard."; - mes "It really is hard."; - mes "The more I think about it, I feel like Shenime has a nasty temper."; - emotion e_gasp; - next; - mes "[Roy]"; - mes "You, who appeared in this time of crisis."; - mes "You, who went through Hazy Forest Maze... Are you the guidance of god? Or a blessing from god?"; - next; - mes "[Roy]"; - mes "I guess I have no other choice."; - mes "They say Laphines are nothing without their pride, but since I value my life over pride,"; - mes "can I ask you a favor?"; - next; - switch(select("What is it?:No.")) { - case 1: - mes "[Roy]"; - mes "It's something difficult for Laphines, but for humans, it's very easy."; - mes "That is, brining the news from Splendide!"; - next; - mes "[Roy]"; - mes "I should take care of it but..."; - mes "my magical powers are not all that great."; - next; - mes "[Roy]"; - mes "...well, you don't need to know the details!"; - mes "You just need to collect mails from the contact officer in Splendide."; - next; - mes "[Roy]"; - mes "There's nothing confidential, so you can do it, too."; - mes "Bringing one mail. I'm sure it's easy for you."; - next; - switch(select("Leave it to me!:I don't want to.")) { - case 1: - mes "[Roy]"; - mes "Good!"; - mes "Go to Splendide and meet the contact officer!"; - mes "Collect mails that are not confidential and could be a love letter to someone!"; - mes "and bring them to me, please."; - setquest 7419; - next; - mes "[Roy]"; - mes "Isn't that easy?"; - mes "I'll be standing here and waiting for you to bring me that mail."; - close; - case 2: - mes "[Roy]"; - mes "What? You're saying no after making me talk all this time?"; - mes "....Well, things happen."; - mes "But you'll come back. So I'm not worried."; - next; - mes "[Roy]"; - mes "Hehe. I knew it."; - mes "From the moment they picked me for this job,"; - mes "everything is in 'the big invisible hand!!'"; - close; - } - case 2: - mes "[Roy]"; - mes "Ah..."; - mes "It took you less than a second to say no, how clear is that."; - mes "Now, I'll erase the memory of this very moment!"; - next; - mes "[Roy]"; - mes "So that I could ask you again with a renewed mind."; - mes "Ahahahah...ha...hahha..hahaa.."; - close; - } - } - mes "[Roy]"; - mes "Let me explain again."; - mes "Go to Splendide and meet the contact officer!"; - mes "Collect mails that are not confidential and could be a love letter to someone!"; - mes "and bring them to me, please."; - close; - } -} - -eclage,112,40,4 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ - if (ep14_2_tl < 5) { - mes "[Leo]"; - mes "Welcome to Eclage, the capital of Laphines and a gateway to Alpheim."; - mes "I hope you enjoy your trip."; - close; - } else { - if (!questprogress(7420)) { - mes "[Leo]"; - mes "Hi, how are you?"; - emotion e_gasp; - next; - mes "[Leo]"; - mes "How are you, really!"; - next; - mes "[Leo]"; - mes "....."; - next; - switch(select("Does he want something?:It's a strange fairy!")) { - case 1: - mes "[Leo]"; - mes "Mayor Jun told us"; - mes "that you would do anything for Laphines and Eclage."; - next; - mes "[Leo]"; - mes "In order to take care of the urgent matter..."; - next; - switch(select("No, I refuse!:What do you want me to do?")) { - case 1: - mes "[Leo]"; - mes "Although you have all the rights to say no, this is what I get..."; - mes "I understand."; - close; - case 2: - mes "[Leo]"; - mes "It's nothing more than a request for Pinguicula's pickled fruits and Luciola's honey jam,"; - mes "which are specialties of Splendide..."; - next; - mes "[Leo]"; - mes "I know it's something personal...but Hazy Forest is such a huge obstacle..."; - mes "so I couldn't help but..."; - next; - select("You said it's something urgent!!!"); - mes "[Leo]"; - mes "I feel like I might die if I don't eat them!!!"; - mes "What's more urgent than this?!!?!?"; - next; - mes "[Leo]"; - mes "You visit Splendide pretty often anyway!"; - mes "On your way back, just carry one under your arm, another in your hand, please~"; - mes "I won't ask you anything like this ever again!"; - next; - mes "[Leo]"; - mes "So...is that yes?"; - mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~"; - mes "They are sold inside the base of Splendide."; - setquest 7420; - next; - mes "[Leo]"; - mes "You might need Splendide Coins to buy pickled fruits and honey jam."; - mes "You could earn those coins if you work in Splendide, so...hehe.........."; - next; - mes "[Leo]"; - mes "Helping out in Splendide is eventually helping Eclage, too."; - mes "Now, go for it!"; - close; - } - case 2: - mes "[Leo]"; - mes "Oh...no. I'm not a weird Laphine."; - mes "You got me wrong. It's a misunderstanding..."; - close; - } - } - mes "[Leo]"; - mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~"; - mes "They are specialties of the base of Splendide."; - mes "I'll be counting on you!"; - close; - } -} - -ecl_in03,245,54,2 script Working Laphine 4_F_FAIRYKID4,{ //Laphine on official duty#tl01 - mes "[Working Laphine]"; - mes "This is the office area designated for official business."; - mes "You're not supposed to be here."; - close; -} - -ecl_in03,244,57,4 script Resting Laphine#tl01 4_F_FAIRYKID5,{ - mes "Two Laphines from the upper class are talking about something."; - mes "One of them seems to be working and very annoyed."; - mes "As if they were aware of my stare, they waved me away with a show of irritation."; - close; -} - -ecl_in02,98,32,2 script Eclage Guard#tl1b 4_M_FAIRYSOLDIER2,{ - mes "[Eclage Guard]"; - mes "This the prison where we put criminals."; - mes "No outsiders can enter."; - close; -} - -eclage,274,294,4 script Conversing Laphine 4_F_FAIRYKID,{ //Laphines in a conversation#tl02 - mes "A female Laphine and a male Laphine are talking about something."; - mes "But they stopped talking as soon as they saw me."; - mes "I think I've interrupted the conversation."; - close; -} - -eclage,275,294,2 script Eclage Resident#tl02 4_M_FAIRYKID4,{ - mes "[Male Laphine]"; - mes "You're visiting Eclage?"; - mes "I hope you have a good time here."; - close; -} - -eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{ - mes "This is a Laphine's Yai."; - mes "The door is locked shut."; - cutin "avn_labo.bmp",4; - close2; - cutin "avn_labo.bmp",255; - end; -} - -// Unknown -//============================================================ -ecl_fild01,173,95,4 script Diary Frog No. 30#worm 4_FROG,{ - mes "[Diary Frog No. 30]"; - mes "As you can see, I am a broken Diary Frog."; - mes "Professor Worm threw me out really hard all the way out here."; - mes "I didn't even do anything wrong!"; - close; -} - -eclage,156,56,0 script Residence Entrance CLEAR_NPC,{} diff --git a/npc/re/quests/quests_izlude.txt b/npc/re/quests/quests_izlude.txt deleted file mode 100644 index 9e7b34746..000000000 --- a/npc/re/quests/quests_izlude.txt +++ /dev/null @@ -1,19 +0,0 @@ -//===== Hercules Script ====================================== -//= Quest NPCs related to Izlude -//===== By: ================================================== -//= Daegaladh, Masao -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= Contains: -//= - Edgar's Offer -//===== Additional Comments: ================================= -//= 1.0 Updated to match the new Izlude Map. [Masao] -//= 1.1 Added Izlude duplicates. [Euphy] -//============================================================ - -izlude,179,219,2 duplicate(Edgar_izlude) Edgar#izlude 1_M_03 -izlude_a,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_a 1_M_03 -izlude_b,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_b 1_M_03 -izlude_c,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_c 1_M_03 -izlude_d,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_d 1_M_03 diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt deleted file mode 100644 index 4cd3ec886..000000000 --- a/npc/re/quests/quests_malangdo.txt +++ /dev/null @@ -1,10691 +0,0 @@ -//===== Hercules Script ====================================== -//= Malangdo Quest NPCs -//===== By: ================================================== -//= Muad_Dib -//===== Current Version: ===================================== -//= 1.6 -//===== File Encoding ======================================== -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//===== Description: ========================================= -//= [Official Conversion] -//= Quest NPCs related to Malangdo: -//== Malangdo Island, Help the Bad Cats in Danger, -//== Clean the Ship, Help Chef Nyas, Play with Baby Cats, -//== Cat Gamers, Archangel Wing Enchants -//===== Additional Comments: ================================= -//= 1.0 First version. [Euphy] -//= 1.1 Added Clean the Ship and Help Chef Nyas. -//= 1.2 Added Archangel Wing Enchants. -//= 1.3 Added Play with Baby Cats. -//= 1.4 Added Malangdo Island. -//= 1.4a Dialogue edits, source iRO. -//= 1.5 Added Cat Gamers. -//= Added "Investment Cat Helper" and "Storekeeper" NPCs. -//= 1.6 Added GM management function. -//============================================================ - -// Utility NPCs :: cat_merchant -//============================================================ -mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ - if (MaxWeight - Weight < 100 || checkweight(1201,1) == 0) { - mes "[Investment Cat Helper]"; - mes "You have a heavy load. Maybe you're a peddler? No peddlers in this area."; - close; - } - if (ep13_yong1 < 10) { - mes "[Investment Cat Helper]"; - mes "Ohh!"; - mes "You've come here to ask about investing?"; - mes "You've come to the right place."; - next; - mes "[Investment Cat Helper]"; - mes "I am here to invest in the Cat Paw Merchant Association."; - mes "Err-- I mean I'm here to help honest people like you."; - mes "Hehehe~"; - next; - mes "[Investment Cat Helper]"; - mes "I can't remember everything because I've been here talking to you humans."; - mes "But I want to know first... Hold on."; - next; - mes "smell... smell..."; - next; - mes "[Investment Cat Helper]"; - mes "Ah?!"; - mes "You don't know much about the Cat Paw Merchant Association, do you?"; - mes "Hmm, you do not really smell like a cat."; - next; - mes "[Investment Cat Helper]"; - mes "Good!!"; - mes "You made the right decision to be here to invest in the Cat Paw Merchant Association~"; - next; - mes "[Investment Cat Helper]"; - mes "First, you need to have ten pieces of Malangdo cans if you want to open an account."; - next; - while(1) { - switch(select("Open an account:Ask about benefits:Cancel")) { - case 1: - if (countitem(12636) < 10) { - mes "[Investment Cat Helper]"; - mes "Hmm!"; - mes "I'd love to give you account for"; - mes "free but as you know, this is for"; - mes "advertising investers of the trader group, sorry."; - close; - } - delitem 12636,10; //Malang_Sp_Can - ep13_yong1 = 10; - mes "[Investment Cat Helper]"; - mes "Good!"; - mes "Write down here~ and"; - mes "print your palm there,"; - mes "ah!~ what's your name?"; - next; - mes "[Investment Cat Helper]"; - mes strcharinfo(0)+" you are~"; - next; - mes "[Investment Cat Helper]"; - mes "Name: "+strcharinfo(0); - mes "Number of accounts: 10"; - mes "OK! Registered!"; - next; - mes "[Investment Cat Helper]"; - mes "You have an account now."; - mes "Will get an investment of a certain nunber of cans next time."; - next; - mes "[Investment Cat Helper]"; - mes "I wish to get lots of investments"; - mes "so you can have many services as well."; - mes "And, I also hope that we, the Cat Paw Merchant Association, will make much money."; - next; - mes "[Investment Cat Helper]"; - mes "See you next investment~"; - close; - case 2: - mes "[Investment Cat Helper]"; - mes "You want to know the benefits of investing?"; - mes "Actually, we are a small group of cats and we don't think like humans."; - next; - mes "[Investment Cat Helper]"; - mes "There are lots of benefits based on how much you've invested in our services."; - mes "These include more warps, extra storage locations and price reductions of goods and services."; - next; - mes "[Investment Cat Helper]"; - mes "I promise that if our trade is growing you will benefit from it as well."; - next; - break; - case 3: - mes "[Investment Cat Helper]"; - mes "Ahh~ You're just going to leave?"; - mes "T_T~ Please open an account."; - close; - } - } - } else if (ep13_yong1 < 20000) { - mes "[Investment Cat Helper]"; - mes "I can't remember everyone since I meet so many people..."; - mes "But I want to check first... Hold on."; - mes "Excuse me!"; - next; - mes "smell... smell..."; - next; - if (ep13_yong1 < 10000) { - .@cans = 10; - mes "[Investment Cat Helper]"; - mes "This is a familiar smell!!"; - mes "If it's so...!!"; - next; - mes "[Investment Cat Helper]"; - mes "You are here to invest!!"; - mes "Good!~~ Good to see you~"; - next; - mes "[Investment Cat Helper]"; - mes "From your smell~ you are below 10,000 accounts."; - mes "Until then, you can get an account by investing ten cans."; - } else { - .@cans = 20; - mes "[Investment Cat Helper]"; - mes "Such a stong smell!!"; - mes "Then it must be!!"; - next; - mes "[Investment Cat Helper]"; - mes "A VIP invester!!!!!!"; - mes "You're here to invest? Welcome!"; - next; - mes "[Investment Cat Helper]"; - mes "A VIP invester with over 10,000 accounts"; - mes "can get another account with 20 cans."; - mes "A good investment!"; - } - next; - mes "[Investment Cat Helper]"; - mes "What will you do?"; - next; - switch(select("Invest:Check the number of accounts:Cancel")) { - case 1: - mes "[Investment Cat Helper]"; - mes "Ohh~ thank you for investing~"; - mes "You can get a maximum of 10 accounts at one time."; - mes "Isn't it lovely?"; - mes "How many will you invest in? Enter 0 to cancel."; - next; - input .@input; - if (.@input == 0) { - mes "[Investment Cat Helper]"; - mes "Please invest next time~"; - close; - } else if (.@input > 10) { - mes "[Investment Cat Helper]"; - mes "You can get a maximum of 10 accounts~"; - close; - } - .@required = .@input*.@cans; - mes "[Investment Cat Helper]"; - mes "Total " + .@input + " accounts, right?"; - mes "The number of cans you need is "+.@required+" pieces."; - mes "Do you want to go through with this?"; - next; - if(select("Yes:No") == 2) { - mes "[Investment Cat Helper]"; - mes "Oh? Is that wrong? Weird."; - mes "Please check again~"; - close; - } - if (countitem(12636) < .@required) { - mes "[Investment Cat Helper]"; - mes "Ahhh!"; - mes "You don't have enough cans."; - mes "I'm a busy cat, you know."; - close; - } - if (ep13_yong1 < 10000) { - delitem 12636,.@required; //Malang_Sp_Can - ep13_yong1 += .@input; - mes "[Investment Cat Helper]"; - mes .@input+" accounts were invested in."; - mes "Thank you for your help~"; - next; - mes "[Investment Cat Helper]"; - mes "Once we get more investments of cans,"; - mes "our trader group will grow even more."; - mes "And you can get services as well~"; - mes "A win-win strategy?"; - close; - } else { - if (.@input + ep13_yong1 > 20000) { - delitem 12636,.@required; //Malang_Sp_Can - ep13_yong1 = 20000; - mes "[Investment Cat Helper]"; - mes "You can have 20,000 accounts max"; - mes "according to the trader policy..."; - mes strcharinfo(0)+"'s accounts increase to 20,000."; - mes "Thank you so much for your investment~"; - next; - mes "[Investment Cat Helper]"; - mes "Now, "+strcharinfo(0)+", you can't invest further"; - mes "but you can still donate some of your cans to the trader group."; - mes "Thank you so much~"; - close; - } else { - delitem 12636,.@required; //Malang_Sp_Can - ep13_yong1 += .@input; - mes "[Investment Cat Helper]"; - mes .@input+" accounts have been invested in."; - mes "Thank you for your help~"; - next; - mes "[Investment Cat Helper]"; - mes "With your big investment in cans,"; - mes "this will help us meet our goals earlier."; - mes "Thank you again."; - close; - } - } - case 2: - mes "[Investment Cat Helper]"; - mes "You want to check the number of accounts? Hmm, let's see~"; - next; - mes "[Investment Cat Helper]"; - mes "Name: "+strcharinfo(0); - mes "Number of accounts: "+ep13_yong1; - next; - mes "[Investment Cat Helper]"; - if (ep13_yong1 < 10000) - mes "Got it?"; - else - mes "You've made many investments. Thank you."; - close; - case 3: - mes "[Investment Cat Helper]"; - mes "Please invest next time~"; - close; - } - } else if (ep13_yong1 >= 20000) { - mes "[Investment Cat Helper]"; - mes strcharinfo(0) + ", welcome~"; - mes strcharinfo(0) + "~ I felt something upon your arrival."; - next; - mes "[Investment Cat Helper]"; - mes "Want to donate?"; - next; - if(select("Donate:No") == 2) { - mes "[Investment Cat Helper]"; - mes "Hehe~ then have fun in here~"; - close; - } - mes "[Investment Cat Helper]"; - mes "Wow, thank you, "+strcharinfo(0)+"~!"; - next; - mes "[Investment Cat Helper]"; - mes strcharinfo(0)+"~ with your help"; - mes "the cans will be distributed to cats"; - mes "in the Midgard area with honor~"; - next; - mes "[Investment Cat Helper]"; - mes "The can donation can range from a minimum of 20 to a maximum of 10,000."; - next; - input .@input; - if (.@input < 20 || .@input > 10000) { - mes "[Investment Cat Helper]"; - mes "The can donation can range from a minimum of 20 to a maximum of 10,000."; - close; - } else if (countitem(12636) < .@input) { // Malang_Sp_Can - mes "[Investment Cat Helper]"; - mes "Hmm? You don't have enough cans."; - close; - } else { - delitem 12636,.@input; //Malang_Sp_Can - mes "[Investment Cat Helper]"; - mes "Ohh! Thank you~"; - next; - mes "[Investment Cat Helper]"; - mes "Dear "+strcharinfo(0)+" ~"; - mes "I have only Increase AGI"; - mes "and Blessing to give you."; - mes "Thank you."; - npcskill "AL_INCAGI",10,0,0; - npcskill "AL_BLESSING",10,0,0; - close; - } - } -} - -malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{ - mes "[Storekeeper]"; - mes "Hey, looks like you might be looking to unload some of your stuff from your pack."; - mes "Want to open storage? For free?"; - next; - mes "[Storekeeper]"; - mes "Hahaha~ Just kidding, of course it isn't free."; - mes "What do you take me for?"; - next; - if (ep13_yong1 > 999) { - .@cans = 1; - .@zeny = 1500; - .@i = select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); - } else { - .@cans = 2; - .@zeny = 3000; - .@i = select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); - } - if (getskilllv("NV_BASIC") < 6) { - mes "[Storekeeper]"; - mes "Ah, hold on!!"; - mes "You need to have ^FF0000Basic Skill level 6^000000 to use the storage service!!"; - close; - } - switch(.@i) { - case 1: - if (countitem(12636) < .@cans) { - mes "[Storekeeper]"; - mes "You don't have enough cans..."; - close; - } - delitem 12636,.@cans; //Malang_Sp_Can - break; - case 2: - if (Zeny < .@zeny) { - mes "[Storekeeper]"; - mes "You don't have enough zeny..."; - close; - } - Zeny -= .@zeny; - break; - } - mes "[Storekeeper]"; - mes "Thank you."; - close2; - openstorage; - end; -} - -// Malangdo Island :: ma_tomas -//============================================================ -mal_in02,28,56,5 script Samuel#mal 4_M_MERCAT1,{ - mes "[Samuel]"; - mes "Ah, you mean the ad... well, you mean our village chief?"; - mes "You'd better not bother him, since he's always busy."; - if (ma_tomas == 0) - close; - next; - mes "[Samuel]"; - mes "^0000FFBut it'd be impossible to talk without bothering him anyway......^000000"; - mes "He is simply always busy."; - next; - switch(select("Ad...?:Village chief?")) { - case 1: - mes "[Samuel]"; - mes "Ah, there was an admiral of this ship before settling in here~"; - mes "Shining golden eyes like the sun!!!"; - mes "Silvery beard fluttering with a rough sea breeze!!!"; - next; - mes "[Samuel]"; - mes "Kha~ It was nice!!!!"; - mes "I was fascinated by that attraction and took the ship, Navi!"; - mes "This thing is called the romance of a guy. Hoo hoo~"; - emotion e_shy; - next; - mes "[Samuel]"; - mes "Well... His cuticle seems to have gone bad a bit with his village chief duty, since he settled in Malangdo. But his eyes are still the same."; - close; - case 2: - mes "[Samuel]"; - mes "Umm, since it is Malangdo, will it be the Malangdo chief...?!"; - mes "No, though it will be funny..."; - mes "Malangdo village... umm... this... this is also not......"; - mes "Well, this stuff is not that important."; - next; - mes "[Samuel]"; - mes "Although there are many differences between admiral and village chief for sure, it feels like it won't be without Admiral Tomas anyhow."; - next; - mes "[Samuel]"; - mes "All would think the same, not just me."; - mes "He's having a hard time thanks to this."; - close; - } -} - -mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ - if (BaseLevel < 60) { - mes "[Tomas, Village Chief]"; - mes "Ummm... Who are you?"; - mes "Don't you think it's too early to come here?"; - close; - } - if (ma_tomas == 0) { - mes "[Tomas, Village Chief]"; - mes "Samuel!"; - mes "Are you coming to an end there?"; - cutin "ma_tomas02",2; - next; - mes "[Samuel]"; - mes "Yes, Admiral!"; - mes "Moved all 3 thousand boxes, including the one I just received, to the storage. The next boxes are expected to be delivered in 5 hours!"; - emotion e_omg,0,"Samuel#mal"; - next; - mes "[Tomas, Village Chief]"; - mes "Samuel!"; - mes "How many times should I tell you to call me Village Chief, not Admiral!"; - next; - mes "[Samuel]"; - mes "Sorry! Village Chief!"; - mes "I will correct myself!"; - emotion e_omg,0,"Samuel#mal"; - next; - mes "[Tomas, Village Chief]"; - mes "Hmm, hmm!"; - mes "Get them sorted out and arrange them over there. Before the next boxes are here you must finish the work there!"; - next; - mes "[Tomas, Village Chief]"; - mes "Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and kelp downstairs, and send anchovies and drums to the gathering place. Let the rest stack assortatively in the corner!"; - next; - mes "[Samuel]"; - mes "Yes! Village Chief!"; - mes "Seaweed, Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and glasses downstairs! Send anchovies and drums to the gathering place! Let the rest stack assortatively in the corner!"; - emotion e_omg,0,"Samuel#mal"; - next; - mes "[Tomas, Village Chief]"; - mes "It it not."; - mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner."; - emotion e_dots; - next; - mes "[Samuel]"; - mes "Yes!!"; - emotion e_omg,0,"Samuel#mal"; - next; - mes "[Tomas, Village Chief]"; - mes "Huuu..."; - mes "It doesn't seem to end."; - mes "There are still piles of paperwork to do... I will be in trouble unless I finish them up before the next boxes arrive."; - emotion e_sigh; - next; - mes "[Tomas, Village Chief]"; - mes "So, the amount of the next boxes is 1300...."; - mes "And the next, the 700 boxes downstairs to load up the ship..."; - next; - switch(select("Try to talk to him.:Stop since he seems busy.")) { - case 1: - mes "[Tomas, Village Chief]"; - mes "Hmm, who are you?"; - mes "You are not familiar. Sorry, but will you come again if it is not that urgent?"; - cutin "ma_tomas01",2; - next; - switch(select("It's my first time to Malangdo.:Another cat told me to come over here.:I will come around again later.")) { - case 1: - mes "[Tomas, Village Chief]"; - mes "...So I told you your face was not familiar."; - emotion e_dots; - next; - mes "[Tomas, Village Chief]"; - mes "Hmm... Sorry, but as I told you before, would you talk to the other cats if it's not that urgent, since I have plenty of work left undone and no time to talk with you."; - break; - case 2: - mes "[Tomas, Village Chief]"; - mes "...Anyway all are always good to leave me with the work."; - mes "Pitiless ones..."; - emotion e_an; - next; - mes "[Tomas, Village Chief]"; - mes "Umm... Having said that, would you talk to the other cats if it's not that urgent, since I got plenty of work to do left undone and no time to talk with you?"; - break; - case 3: - mes "[Tomas, Village Chief]"; - mes "Sorry for that."; - mes "Please come back to me again, though I don't know when I could be free."; - close2; - cutin "",255; - end; - } - next; - mes "[Tomas, Village Chief]"; - mes "These days I feel I'm pressed with work, although it's good to trust and rely on me as a village chief..."; - next; - mes "[Tomas, Village Chief]"; - mes "It is too much, since they send all visitors to me."; - next; - mes "[Tomas, Village Chief]"; - mes "You're just in time. Go to the ^0000FFregular meeting^000000 being held now."; - mes "The meeting place is ^0000FFat the end of the corridor^000000."; - ma_tomas = 1; - setquest 11209; - close2; - cutin "",255; - end; - case 2: - mes "[Tomas, Village Chief]"; - mes "Sorry for that."; - mes "Please come back to me again though I don't know when I could be free."; - close2; - cutin "",255; - end; - } - } else if (ma_tomas == 1) { - mes "[Tomas, Village Chief]"; - mes "So, the next 1000 boxes to move to the upper side..."; - cutin "ma_tomas02",2; - next; - mes "[Tomas, Village Chief]"; - mes "400 boxes to give out as supplies...."; - mes "And also..."; - next; - mes "[Samuel]"; - mes "Admiral!"; - mes "Sea bass, sea jelly, sea sponge are well arranged on the right!"; - mes "Seaweed and kiwi downstairs! Anchovies and cod to the gathering place! Let the rest stack assortatively in the corner?"; - emotion e_omg,0,"Samuel#mal"; - next; - mes "[Tomas, Village Chief]"; - mes "...."; - emotion e_dots; - next; - mes "[Tomas, Village Chief]"; - mes "...."; - mes "....."; - next; - mes "[Tomas, Village Chief]"; - mes "...."; - mes "....."; - mes "......"; - next; - mes "[Tomas, Village Chief]"; - mes "You!!"; - mes "How many times did I tell you! Mew~"; - mes "Huh?!"; - emotion e_an; - cutin "ma_tomas03",2; - next; - mes "[Tomas, Village Chief]"; - mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner."; - next; - mes "[Tomas, Village Chief]"; - mes "Huh?! If you really want to put Sea bass to the right that much, let yourself stand there all day long! Mew~"; - emotion e_omg,0,"Samuel#mal"; - next; - mes "[Tomas, Village Chief]"; - mes "I'm busy enough without you. You're getting on my nerves! Mew~"; - mes "What about getting on the ship over there? Mew!"; - next; - mes "[Tomas, Village Chief]"; - mes "Ooops!!!"; - mes "!!!!!!"; - emotion e_omg; - next; - mes "[Tomas, Village Chief]"; - mes "Hmm, hmm..."; - mes "Well... what are you still doing here?"; - mes "Go to the regular meeting being held now at the end of the corridor."; - mes "Ahem...."; - emotion e_swt2; - cutin "ma_tomas02",2; - close2; - cutin "",255; - end; - } else if (ma_tomas == 2) { - mes "[Tomas, Village Chief]"; - mes "Hmm, hmm..."; - mes "Well... what are you still doing here?"; - mes "Go to the regular meeting being held now at the end of the corridor."; - mes "Ahem...."; - emotion e_swt2; - cutin "ma_tomas02",2; - close2; - cutin "",255; - end; - } else if (ma_tomas < 35) { - mes "[Tomas, Village Chief]"; - mes "How is the meeting going on?"; - mes "It's been a long time since I visited, since I'm busy... Tsk..."; - emotion e_swt2; - cutin "ma_tomas02",2; - close2; - cutin "",255; - end; - } else if (ma_tomas == 35) { - mes "[Tomas, Village Chief]"; - mes "Hoh!"; - mes "There have been such issues!"; - emotion e_ic; - cutin "ma_tomas04",2; - next; - mes "[Tomas, Village Chief]"; - mes "I felt uneasy since I couldn't take care of you, being so busy."; - mes "You already got used to Malangdo well enough by yourself."; - emotion e_heh; - next; - mes "[Tomas, Village Chief]"; - mes "Then, as village chief and the admiral of the cat association, I'd like you to get along with me as well!"; - ma_tomas = 100; - completequest 11237; - getitem 6422,30; //Egrade_Coin - close2; - cutin "",255; - end; - } - mes "[Tomas, Village Chief]"; - mes "Ha ha ha!"; - mes "How are you doing?"; - mes "Come to me if anything difficult happens."; - emotion e_heh; - cutin "ma_tomas04",2; - close2; - cutin "",255; - end; -} - -mal_in02,182,61,3 script President of Meeting#mal 4_M_BOSSCAT,{ - if (ma_tomas == 0) { - mes "[President of Meeting]"; - mes "Please be silent, the regular meeting is getting started a moment later~"; - close; - } else if (ma_tomas == 1) { - mes "[President of Meeting]"; - mes "Wow~ wow~ Now we're having an incredible sale... well, no, but a meeting."; - mes "Please be silent."; - next; - mes "[President of Meeting]"; - mes "Today's main agenda is as always ^ff99ccStar Candy^000000."; - mes "Though I have traveled through numerous areas by now, it's my first time hearing ^0000FFsuch a difficult language to learn^000000."; - next; - mes "[President of Meeting]"; - mes "What she cannot communicate with at all is becoming a highly growing issue."; - next; - mes "[President of Meeting]"; - mes "Please speak if there's any opinion on the next agenda."; - next; - mes "[President of Meeting]"; - mes "Umm... Yes. Then, please say first, ^6666ccScottfold^000000."; - ma_tomas = 2; - changequest 11209,11210; - emotion e_paper,0,"Scottfold#mal"; - close; - } else if (ma_tomas == 2) { - mes "[President of Meeting]"; - mes "Umm... Yes. Please speak first, ^6666ccScottfold^000000."; - emotion e_paper,0,"Scottfold#mal"; - close; - } else if (ma_tomas == 3) { - mes "[President of Meeting]"; - mes "Please speak, Koon.... next."; - emotion e_paper,0,"Koon#mal"; - close; - } else if (ma_tomas == 4) { - mes "[President of Meeting]"; - mes "There will be a presentation by Dr. Devore on his study continuously."; - emotion e_paper,0,"Linguist Devore#mal"; - close; - } else if (ma_tomas == 5) { - mes "[President of Meeting]"; - mes "Please speak next, Dr. Mali."; - emotion e_paper,0,"Geologist Mali#mal"; - close; - } else if (ma_tomas == 6) { - mes "[President of Meeting]"; - mes "Brie!! I understand the situation, but please be calm and tell us, since it is a meeting after all."; - close; - } else if (ma_tomas == 7) { - mes "[President of Meeting]"; - mes "Well, let's have a break for a while now."; - mes "In time, Samuel brought Seaweed and tuna here."; - close; - } - mes "[President of Meeting]"; - mes "Huew... It gets you so tired to conduct a meeting."; - mes "I used to be called a tireless merchant who ranked 1st in sales..."; - next; - mes "[President of Meeting]"; - mes "I feel really sick sometimes when the meeting is prolonged."; - emotion e_sob; - close; -} - -mal_in02,178,66,5 script Scottfold#mal 4_M_BABYCAT,{ - if (ma_tomas == 0) { - mes "[Scottfold]"; - mes "Attending the meeting is an important thing to do."; - mes "It is absolutely right that all responsible cats should attend."; - close; - } else if (ma_tomas == 1) { - mes "[Scottfold]"; - mes "The meeting is starting soon."; - mes "So, shh~~"; - close; - } else if (ma_tomas == 2) { - mes "[Scottfold]"; - mes "Yes, honorable president."; - mes "As for the communication with Star Candy, we have Biscuit, don't we?"; - next; - mes "[President of Meeting]"; - mes "Of course, though she is always with ^0000FFBiscuit, who speaks the official language a bit^000000, it seems to be difficult to have a conversation in depth."; - next; - mes "[President of Meeting]"; - mes "Besides, Star Candy is in a very important position that our Malangdo's existance depends upon. Many others think it's necessary to talk about our future direction directly."; - next; - mes "[President of Meeting]"; - mes "Then for the next... yes, Koon please speak now."; - ma_tomas = 3; - changequest 11210,11211; - emotion e_paper,0,"Koon#mal"; - close; - } - mes "[Scottfold]"; - mes "Let's quietly listen to the other's presentation."; - next; - mes "[Scottfold]"; - mes "...Though I say so, I also feel like saying something, somehow."; - mes "So, I always put my hand up first!"; - close; -} - -mal_in02,177,58,7 script Koon#mal 4_CAT_SAILOR3,{ - if (ma_tomas == 0) { - mes "[Koon]"; - mes "Though I'm busy, I always attend this meeting."; - mes "I'd like this to be held at times that don't disturb my work."; - close; - } else if (ma_tomas == 1) { - mes "[Koon]"; - mes "I expect what comes up today."; - close; - } else if (ma_tomas == 2) { - mes "[Koon]"; - mes "Scottfold is the one who participates enthusiastically."; - mes "They say that he'll be the next president of this meeting."; - close; - } else if (ma_tomas == 3) { - mes "[Koon]"; - mes "Then, how's the study of Dr. Devore going?"; - next; - mes "[President of Meeting]"; - mes "The language of Starfish is not undertandable even for the linguist, Dr. Devore..."; - next; - mes "[Linguist Devore]"; - mes "President! As for that matter, I'd like to speak for myself about the study."; - next; - mes "[President of Meeting]"; - mes "Yes. Carry on please."; - ma_tomas = 4; - changequest 11211,11212; - emotion e_paper,0,"Linguist Devore#mal"; - close; - } - mes "[Koon]"; - mes "I hope the study of Dr. Devore comes out soon."; - mes "I am very interested in the language as well!"; - close; -} - -mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ - if (ma_tomas < 4) { - mes "[Linguist Devore]"; - mes "Most of our cats are especially talented in language."; - mes "This has a great effect on the prosperity of our merchants."; - next; - mes "[Linguist Devore]"; - mes "Because... it means you can do business in more areas if you know more foreign languages."; - close; - } else if (ma_tomas == 4) { - mes "[Linguist Devore]"; - mes "Hello everyone."; - mes "I am a linguist, Dr. Devore, in charge of the study on the Starfish language."; - next; - mes "[Linguist Devore]"; - mes "Let me say the definite conclusion first. Since ^0000FFthe study on the Starfish language^000000 started from the time we settled in Malangdo, there's been no remarkable outcome yet."; - emotion e_swt2; - next; - mes "[Linguist Devore]"; - mes "Of course it is possible to talk with ^6666ccBiscuit^000000 somehow, but this is not close to the result we expected to solve the situation."; - next; - mes "[Koon]"; - mes "Then, how's the study on the book we found last time?"; - next; - mes "[Linguist Devore]"; - mes "This book we assumed to be written in the Starfish language. But when I asked Biscuit, it turns out that it's a textbook to learn the Starfish language..."; - next; - mes "[Koon]"; - mes "Isn't it very helpful for studying the Starfish language, then?"; - next; - mes "[Linguist Devore]"; - mes "I surely thought that, but when I tried the conversation as it teaches, we ended up finding they couldn't understand it at all."; - next; - mes "[Linguist Devore]"; - mes "If you see the words on the first page of this book, there's a sentence seeming like short conversation."; - next; - mes "[Linguist Devore]"; - mes "It's like this, for the question, ¬¬¬Ñ¬Ü ¬ã¬Ú?, it says, ¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"; - next; - mes "[Linguist Devore]"; - mes "Though I tried talking to Biscuit like this, there was no feedback."; - next; - mes "[Linguist Devore]"; - mes "After that, as for this book, the existence of the book itself has been studied on the other side."; - next; - mes "[President of Meeting]"; - mes "Ok, we listened well to what Dr. Devore said."; - mes "Then, let's wrap up the progress of the language study, and listen to Geologist, Dr. Mali."; - ma_tomas = 5; - changequest 11212,11213; - emotion e_paper,0,"Geologist Mali#mal"; - close; - } else if (ma_tomas < 18) { - mes "[Linguist Devore]"; - mes "Hoo..."; - mes "The Starfish language is the hardest matter in my studying life."; - next; - mes "[Linguist Devore]"; - mes "I should solve the puzzling Starfish language soon."; - mes "I'm ashamed to see you all like this as a result."; - emotion e_swt2; - close; - } else if (ma_tomas == 18) { - mes "[Linguist Devore]"; - mes "Right..."; - mes "This language world is so beautiful and mysterious."; - next; - mes "[Linguist Devore]"; - mes "There are mysteries like why the same beings use totally different languages, or why very far kinds use similar languages."; - next; - mes "[Linguist Devore]"; - mes "I joined this group because I thought that traveling all around the world was much more helpful to study, not just reading a book at a desk."; - next; - mes "[Linguist Devore]"; - mes "But this Starfish is just mysterious."; - mes "I cannot understand it at all."; - mes "I am rather doubtful to say it's actual 'language'."; - emotion e_swt2; - next; - mes "[Linguist Devore]"; - mes "I have no clue, though I study it in various ways."; - mes "Biscuit got used to our language, rather, and short talk is possible, but we cannot say it is conversation yet."; - next; - mes "[Linguist Devore]"; - mes "I feel frustrated and more to study like this, but it should be solved to deal with the other matters."; - next; - mes "[Linguist Devore]"; - mes "I don't see what's wrong here!"; - mes "Myself, who used to be called a master of language!"; - mes "I've never expected to come across this untouchable stuff!"; - next; - mes "[Linguist Devore]"; - mes "Wooaaa wooaaa ahhh!!!!"; - mes "I don't see what's wrong here!"; - emotion e_omg; - next; - mes "[Linguist Devore]"; - mes "Why are they here and what do they want!"; - mes "I'd be good enough if I could just know it!"; - ma_tomas = 19; - changequest 11225,11226; - close; - } else if (ma_tomas == 19) { - mes "[Linguist Devore]"; - mes "Wooaaa wooaaa ahhh!!!!"; - mes "I don't see what's wrong here!"; - emotion e_omg; - next; - mes "[Linguist Devore]"; - mes "Why are they here and what do they want!"; - mes "I'd be good enough if I could just know it!"; - close; - } else if (ma_tomas == 20) { - mes "[Linguist Devore]"; - mes "What?! What did you say?!"; - mes "Fluently said!"; - mes "How come!"; - emotion e_omg; - next; - mes "[Linguist Devore]"; - mes "I can't believe it unless I see it with my own eyes."; - mes "It's not right if he spoke only to me like that, isn't it?"; - next; - mes "[Linguist Devore]"; - mes "Let's go and hear it together!!"; - ma_tomas = 21; - changequest 11227,11228; - close; - } else if (ma_tomas < 34) { - mes "[Linguist Devore]"; - mes "The study by this time was just making a totally wrong guess!"; - mes "But before you're disappointed, I'd rather be happy enough to get the answer."; - emotion e_no1; - next; - mes "[Linguist Devore]"; - mes "Once we get the answer, it's only a matter of time before understanding the Starfish language."; - close; - } else if (ma_tomas == 34) { - mes "[Linguist Devore]"; - mes "Is it true?!"; - mes "Did Biscuit say so?!"; - emotion e_omg; - next; - mes "[Linguist Devore]"; - mes "Ah, ah! Thanks to you, "+strcharinfo(0)+"!"; - mes "I feel so grateful."; - next; - mes "[Linguist Devore]"; - mes "I have to meet Biscuit right now and say thank you."; - mes "It'd be possible to express my grateful mind, though we cannot understand each other."; - next; - mes "[Linguist Devore]"; - mes "Ah, and I really want to tell this happy news to our chief, Tomas."; - mes "Please!!"; - emotion e_hlp; - ma_tomas = 35; - changequest 11236,11237; - getitem 6422,30; //Egrade_Coin - close; - } else if (ma_tomas == 35) { - mes "[Linguist Devore]"; - mes "Ah, and I really want to tell this happy news to our chief, Tomas."; - mes "Please!!"; - emotion e_hlp; - close; - } - mes "[Linguist Devore]"; - mes "Ah, ah!!"; - mes "The study on Starfish is going well."; - mes "It could've really been a disaster, if you, "+strcharinfo(0)+", didn't help us."; - emotion e_thx; - close; -} - -mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ - if (ma_tomas < 5) { - mes "[Geologist Mali]"; - mes "Malangdo is named because the ground here is so soft, mew~"; - mes "It gets hard when you touch it, mew~"; - emotion e_slur; - close; - } else if (ma_tomas == 5) { - mes "[Geologist Mali]"; - mes "Mali, mew~"; - mes "As you all know, there are many places with cracks in the ground, mew~"; - next; - mes "[Geologist Mali]"; - mes "It's not that serious or risky a problem yet, mew~"; - mes "As we cannot predict when Star Candy will move, it's best to repair these first for now, mew~"; - next; - mes "[Geologist Mali]"; - mes "But, as always, there is a shortage of labor, mew~"; - mes "We need many more participants, I think, mew~"; - next; - mes "[Geologist Mali]"; - mes "As everyone has their own work to do, I understand that we all must be busy. But I'd like to participate in this repairing, since it's related to our life."; - emotion e_hlp; - next; - mes "[Brie]"; - mes "Wait!"; - mes "It's not something to be done only with instant repairs!"; - mes "My father was seriously injured from the earthquake some time ago!"; - emotion e_omg,0,"Brie#mal"; - next; - mes "[President of Meeting]"; - mes "Mr. Brie!! I understand what your situation is, but please clam dowm, since we're having a meeting."; - ma_tomas = 6; - changequest 11213,11214; - emotion e_paper,0,"Brie#mal"; - close; - } else if (ma_tomas < 13) { - mes "[Geologist Mali]"; - mes "You attended to the meeting instead of your father today, Brie."; - mes "He's quite unfriendly but devoted to his parents, mew~"; - emotion e_heh; - next; - mes "[Geologist Mali]"; - mes "Mr. Brie was not a member of our group at first, but he joined in after getting the news that his father, Rican, joined in with the new trade course development, mew~"; - next; - mes "[Geologist Mali]"; - mes "But Brie seems to have been shocked when Rican was hurt last time, mew~"; - mes "I should study more to not let this kind of thing happen again, mew~"; - close; - } else if (ma_tomas == 13) { - mes "[Geologist Mali]"; - mes "Malangdo is a really special island, mew~"; - mes "Literally, it's soft."; - next; - mes "[Geologist Mali]"; - mes "Although I visited so many places following the group, I've never seen ground as soft as Malangdo."; - mes "If you press the ground by mistake..."; - mes "it has magic so that you end up continously doing it over and over."; - next; - mes "[Geologist Mali]"; - mes "Soft and sticky feeling like this..."; - mes "Haha~ it gets you addicted to it..."; - emotion e_shy; - next; - mes "[Geologist Mali]"; - mes "Oops!!"; - mes "I was about to be sunk into this softness, mew~!!!"; - emotion e_omg; - next; - mes "[Geologist Mali]"; - mes "Though it's got the risk of making you lose your mind, it helped the ship Navi not to break, mew~"; - next; - mes "[Geologist Mali]"; - mes "By the way, it doesn't have a special element in it, but is made up of common soil, mew~"; - next; - mes "[Geologist Mali]"; - mes "Moreover!!"; - mes "How come it's been ^0000FFcracked with this softness^000000, mew~!"; - emotion e_omg; - next; - mes "[Geologist Mali]"; - mes "If this ^0000FFcrack goes on, the underground support may collapse^000000, mew..."; - next; - mes "[Geologist Mali]"; - mes "There are many forces in for the repairing of the cracks, it feels like it's not enough, mew~"; - next; - mes "[Geologist Mali]"; - mes "So we receive applications for voluntary service, mew~"; - mes "Though it's voluntary service, it's not free. So, please visit me at any time you want, mew~"; - next; - switch(select("Help repairing.:Finish the talk.")) { - case 1: - mes "[Geologist Mali]"; - mes "Khhh!!!"; - mes "What a beatiful young person in this hard world!!!"; - mes "Whenever I come across a person like you, I feel this life is still good to live, mew~"; - emotion e_sob; - next; - mes "[Geologist Mali]"; - mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; - mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; - ma_tomas = 14; - setquest 11221; - close; - case 2: - mes "[Geologist Mali]"; - mes "Woohoohoo."; - mes "I~will~be~waiting~for~you~~"; - emotion e_lv2; - close; - } - } else if (ma_tomas == 14) { - mes "[Geologist Mali]"; - mes "Khhh!!!"; - mes "What a beatiful young person in this hard world!!!"; - mes "Whenever I come across a person like you, I feel this life is still good to live, mew~"; - emotion e_sob; - next; - mes "[Geologist Mali]"; - mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; - mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; - close; - } else if (ma_tomas == 15 || ma_tomas == 16) { - mes "[Geologist Mali]"; - mes "Is the repairing of the cracks going well, mew?"; - mes "Don't overdo yourself, mew~"; - mes "It'd be bad if your health gets worse, mew~"; - close; - } else if (ma_tomas == 17) { - mes "[Geologist Mali]"; - mes "Ah! Bob complimented you so much on your great job, mew~"; - mes "Please help us next time again when you can, mew~"; - emotion e_no1; - next; - mes "[Linguist Devore]"; - mes "I made this, since the Starfish study was well finished and you didn't need to do such hard work like this!"; - mes "Sob sob!!!"; - emotion e_sob,0,"Linguist Devore#mal"; - next; - mes "[Geologist Mali]"; - mes "Ohhh! What are you talking about Dr. Devore, mew~!!!!"; - mes "I don't think that way at~~all, mew~!!!"; - emotion e_omg; - next; - mes "[Geologist Mali]"; - mes "Everyone knows how you, Dr. Devore, are studying hard, mew~!!!"; - mes "You do your best, so be more confident, mew~!"; - ma_tomas = 18; - completequest 11224; - setquest 11225; - setquest 11243; - getitem 6422,20; //Egrade_Coin - close; - } else if (ma_tomas > 99) { - if (questprogress(11240) || questprogress(11241)) { - mes "[Geologist Mali]"; - mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~."; - mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; - close; - } else if (questprogress(11242)) { - mes "[Geologist Mali]"; - mes "Ah! Bob complimented you so much on your great job, mew~"; - mes "Please help us next time again when you can, mew~"; - changequest 11242,11243; - getitem 6422,4; //Egrade_Coin - close; - } else { - if (questprogress(11243,PLAYTIME) == 1) { - mes "[Geologist Mali]"; - mes "Don't overdo yourself, mew~"; - mes "It'd be bad if your health gets worse, mew~"; - close; - } - if (questprogress(11243,PLAYTIME) == 2) - erasequest 11243; - mes "[Geologist Mali]"; - mes "There is a lot more repairing left to do for today!"; - mes "It doesn't seem to be an easy thing to solve, mew~"; - next; - switch(select("I will help.:I will stop.")) { - case 1: - mes "[Geologist Mali]"; - mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; - mes "Get out of here and visit the ^6666cca room on your right^000000, mew~"; - setquest 11240; - close; - case 2: - mes "[Geologist Mali]"; - mes "Then please take a rest, mew~"; - mes "I will see you next chance then, mew~"; - close; - } - } - } - mes "[Geologist Mali]"; - mes "Soft and sticky feeling like this..."; - mes "Haha~ it gets you addicted to it..."; - emotion e_slur; - close; -} - -mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ - if (ma_tomas < 14) { - mes "[Bob]"; - mes "You bow-wow! bow! wow! I mew! mew! mew!"; - mes "I'm into juice from delicious fish, mew~"; - emotion e_ho; - close; - } else if (ma_tomas == 14) { - // Dialogue in repeatable quest is identical. - // Uses a variable to determine the quest mode. - @mal_bob_q = 1; - L_Quest1: - .@i = @mal_bob_q; - @mal_bob_q = 0; - mes "[Bob]"; - mes "You bow-wow! bow! wow! I mew! mew! mew!"; - mes "I'm into juice from delicious fish, mew~"; - emotion e_ho; - next; - mes "[Bob]"; - mes "Ah ahhh!!!!!!!!!!!"; - mes "Are you here for voluntary service?!"; - emotion e_omg; - next; - if (checkweight(1201,1) == 0) { - mes "[Bob]"; - mes "Ummm... be lightened with your mind and body when doing voluntary service!"; - mes "You seem to have too much stuff, so get yourself lightened~"; - close; - } - if (MaxWeight - Weight < 1000) { - mes "[Bob]"; - mes "Ummm... be lightened with your mind and body when doing voluntary service!"; - mes "You seem to have a lot of heavy stuff, so get yourself lightened~"; - close; - } - switch(select("Yes.:No.")) { - case 1: - mes "[Bob]"; - mes "Khhh..."; - mes "Impressed!!!"; - mes "I am impressed!!!"; - mes "The impressive mind is dancing in my heart!!!"; - emotion e_omg; - next; - mes "[Bob]"; - mes "I treated the people like I looked down on them and had a prejudice against human beings!!!"; - mes "I feel like crying with scales!!!!"; - mes "Impressed!!!"; - mes "Impression Pegasus Hurricane!!!"; - emotion e_omg; - next; - select("Stop it! Tell me how to repair the cracks."); - mes "[Bob]"; - mes "Ah!"; - next; - mes "[Bob]"; - mes "Hooo..."; - mes "I was so impressed that I was rude to someone I met for the first time."; - next; - mes "[Bob]"; - mes "Repairing the cracks is rather simple."; - mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!"; - next; - mes "[Bob]"; - mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler."; - mes "And I'll skip explaining how to use the other tools, since you know already."; - next; - mes "[Bob]"; - mes "Ah, right..."; - mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000"; - if (.@i == 1) { - ma_tomas = 15; - changequest 11221,11222; - } else - changequest 11240,11241; - getitem 6434,1; //Fix_Kit - close; - case 2: - mes "[Bob]"; - mes "Ah, right..."; - mes "I see..."; - mes "Disappointed..."; - mes "Hoohoot shh shh~"; - emotion e_otl; - close; - } - } else if (ma_tomas == 15) { - L_Quest2: - if (checkweight(1201,1) == 0) { - mes " - Notice !! -"; - mes " - Since you have too many items - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - if (MaxWeight - Weight < 1000) { - mes " - Notice !! -"; - mes " - Since your items are too heavy - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - mes "[Bob]"; - mes "Repairing the cracks is rather simple."; - mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!"; - if (countitem(6434) == 0) - getitem 6434,1; //Fix_Kit - next; - mes "[Bob]"; - mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler."; - mes "And I'll skip explaining how to use the other tools, since you know already."; - next; - mes "[Bob]"; - mes "Ah, right..."; - mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000"; - close; - } else if (ma_tomas == 16) { - mes "[Bob]"; - mes "Khhh~~~~~~~~~~~~~~~~~~~~~~"; - mes "That was perfect!"; - emotion e_no1; - next; - mes "[Bob]"; - mes "The adhesive filled in just right!!"; - mes "The perfect stapler job!!"; - mes "The speechless and marvelous finishing skill!!"; - next; - mes "[Bob]"; - mes "Impressed!"; - mes "Mysterious!"; - mes "Shocked!"; - emotion e_omg; - next; - mes "[Bob]"; - mes "You did a great job indeed!!!"; - mes "I will tell Dr. Mali!"; - if (countitem(6434) > 0) - delitem 6434,1; //Fix_Kit - ma_tomas = 17; - changequest 11223,11224; - close; - } else if (ma_tomas > 99) { - if (questprogress(11240)) { - @mal_bob_q = 2; - goto L_Quest1; - } else if (questprogress(11241)) - goto L_Quest2; - } - mes "[Bob]"; - mes "You bow-wow! bow! wow! I mew! mew! mew!"; - mes "I'm into juice from delicious fish, mew~"; - emotion e_ho; - close; -} - -- script Crack#mal0 -1,{ - if (.off) end; // Official script uses a 1-second timer to disable cracks. Added to prevent abuse. - if (ma_tomas == 15 || questprogress(11241)) { - if (countitem(6434) < 1) { - mes "- To repair the crack -"; - mes "- you need a Fix Kit. -"; - close; - } - .@ma_cr1 = rand(1,10); - if (.@ma_cr1 < 5) { - mes "- Ground is a bit cracked. -"; - mes "- Used a stapler. -"; - .off = 1; - donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; - close; - } else if (.@ma_cr1 == 7) { - mes "- With the crack opening -"; - mes "- at the center, -"; - mes "- the ground gets soft -"; - mes "- and you are instantly -"; - mes "- sucked into the ground. -"; - close2; - warp "mal_dun01",0,0; - end; - } else { - while (1) { - switch(select("Repair the gap.:Use the stapler.")) { - case 1: - switch(rand(1,3)) { - case 1: - mes "- Mix the two colors of -"; - mes "- adhesives and put it on -"; - mes "- the crack meticulously. -"; - break; - case 2: - mes "- Use a plump sea squirt -"; - mes "- for the cracked gap.-"; - break; - case 3: - mes "- Use a slithery sea cucumber -"; - mes "- for the cracked gap.-"; - break; - } - next; - break; - case 2: - mes "- Used the stapler for the crack -"; - mes "- and fixed it well. -"; - next; - mes "- It seems the crack -"; - mes "- is well filled. -"; - next; - if (rand(1,3) == 2) { - mes "- Let's get back to report this. -"; - if (ma_tomas == 15) { - ma_tomas = 16; - changequest 11222,11223; - } - if (questprogress(11241)) { - changequest 11241,11242; - } - } else { - mes "- Let's find -"; - mes "- the other cracks. -"; - } - .off = 1; - donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; - close; - } - } - } - } - mes "- I can see the crack. -"; - mes "- It seems there's still -"; - mes "- not enough supporters yet. -"; - close; -OnEnable: - enablenpc strnpcinfo(0); - end; -OnDisable: - .off = 0; - disablenpc strnpcinfo(0); - end; -} -malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 4_CRACK -malangdo,284,237,0 duplicate(Crack#mal0) Crack#mal2 4_CRACK -malangdo,134,150,0 duplicate(Crack#mal0) Crack#mal3 4_CRACK -malangdo,173,199,0 duplicate(Crack#mal0) Crack#mal4 4_CRACK -malangdo,233,197,0 duplicate(Crack#mal0) Crack#mal5 4_CRACK -malangdo,137,239,0 duplicate(Crack#mal0) Crack#mal6 4_CRACK -malangdo,239,157,0 duplicate(Crack#mal0) Crack#mal7 4_CRACK -malangdo,221,155,0 duplicate(Crack#mal0) Crack#mal8 4_CRACK -malangdo,217,109,0 duplicate(Crack#mal0) Crack#mal9 4_CRACK -malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 4_CRACK - -- script Crackt0#mal -1,{ - end; -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc strnpcinfo(0); - end; -OnTimer1000: - donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnDisable"; - end; -OnTimer30000: - donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -} -- duplicate(Crackt0#mal) Crackt1#mal -1 -- duplicate(Crackt0#mal) Crackt2#mal -1 -- duplicate(Crackt0#mal) Crackt3#mal -1 -- duplicate(Crackt0#mal) Crackt4#mal -1 -- duplicate(Crackt0#mal) Crackt5#mal -1 -- duplicate(Crackt0#mal) Crackt6#mal -1 -- duplicate(Crackt0#mal) Crackt7#mal -1 -- duplicate(Crackt0#mal) Crackt8#mal -1 -- duplicate(Crackt0#mal) Crackt9#mal -1 -- duplicate(Crackt0#mal) Crackt10#mal -1 - -mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ - if (ma_tomas < 6) { - mes "[Brie]"; - mes "Sorry, but I don't feel like talking with you. Please leave me alone."; - close; - } else if (ma_tomas == 6) { - mes "[Brie]"; - mes "Sorry, President."; - next; - mes "[Brie]"; - mes "Though Star Candy is supporting the ground of Malangdo,"; - mes "we don't understand its purpose or reason at all."; - mes "Should we just expect not to find anything?"; - next; - mes "[President of Meeting]"; - mes "As Dr. Devore said, it's better to wait for the results, since he's still studying..."; - next; - mes "[Brie]"; - mes "What would you do if Star Candy left, and you had only waited?"; - mes "Malangdo may go under. I cannot just wait here like this."; - next; - mes "[President of Meeting]"; - mes "But, Brie, we know there's nothing but waiting."; - mes "An enormous crack was made when Star Candy tried to make the support stand last time, as she seemed to be shocked and moved too much."; - next; - mes "[Geologist Mali]"; - mes "Besides, since ^0000FFStar Candy's location plays the role of pillar for this island, it seems the center would go down as you even set up pillars around her^000000, mew~"; - next; - mes "[Geologist Mali]"; - mes "Due to the nature of this large basement space, if the center were to collapse, we can't expect what comes next. Our researchers therefore think we should treat it as carefully as we can, mew~"; - next; - mes "[Brie]"; - mes "..."; - next; - mes "[President of Meeting]"; - mes "We know that Rican's injury may affect the trade of Yggdrasil Berry, so don't worry too much."; - next; - mes "[President of Meeting]"; - mes "As for that matter, we're going to plan for it by discussing it with our chief, Tomas."; - next; - mes "[Brie]"; - mes "Yes..."; - next; - mes "[President of Meeting]"; - mes "Well, let's have a break for now."; - mes "In time, Samuel brought Seaweed and tuna here."; - ma_tomas = 7; - completequest 11214; - setquest 11215; - close; - } else if (ma_tomas == 7) { - mes "[Brie]"; - mes "What?!"; - mes "I won't listen if you are nagging."; - next; - switch(select("About Rican.:I will stop.")) { - case 1: - mes "[Brie]"; - mes "As for my father?"; - mes "He's the master of Yggdrasil Berry in this island."; - next; - mes "[Brie]"; - mes "He can only do little things, like pushing the button of the dry machine, until his legs recover from the earthquake."; - mes "The amount of Yggdrasil Berry dramatically decreased."; - next; - mes "[Brie]"; - mes "I've been harvesting them instead of him, but..."; - next; - mes "[Brie]"; - mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000."; - next; - mes "[Brie]"; - mes "My father will be staying there saying he's really bored today again..."; - ma_tomas = 8; - changequest 11215,11216; - close; - case 2: - mes "[Brie]"; - mes "Hoo..."; - close; - } - } else if (ma_tomas < 12) { - mes "[Brie]"; - mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000."; - next; - mes "[Brie]"; - mes "My father will be staying there saying he's really bored today again..."; - close; - } else if (ma_tomas == 12) { - mes "[Brie]"; - mes "Dr. Mali, please let me help to repair the cracks!"; - mes "You called me more often long ago, but why do you say you can't give me the work now?"; - next; - mes "[Geologist Mali]"; - mes "No, mew~"; - mes "Brie, you have to help your father, mew~"; - next; - mes "[Brie]"; - mes "But if this island goes down, all the fuss isn't useful at all!"; - next; - mes "[Geologist Mali]"; - mes "It's the same as the chicken and egg situation, mew~"; - mes "If we have any problems selling Yggdrasil Berry, we cannot buy the tools to repair the cracks, mew~"; - next; - mes "[Brie]"; - mes "..."; - next; - mes "[Geologist Mali]"; - mes "So, go back home and help your father, mew~"; - next; - mes "[Brie]"; - mes "Ok, then I'll come back again if his legs have recovered."; - next; - mes "[Geologist Mali]"; - mes "Good."; - mes "I'll wait for you, mew~"; - next; - mes "[Geologist Mali]"; - mes "Now as I get him back home, I'm going to find the participants, mew~"; - mes "Cheers!"; - ma_tomas = 13; - completequest 11220; - close; - } - mes "[Brie]"; - mes "Hew... I think I changed from being fussy, as I felt nervous."; - mes "Now I will think of only the harvest of fussy."; - close; -} - -mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ - if (ma_tomas < 9) { - mes "[Rican]"; - mes "Woo waa hoohoo..."; - mes "Woowaa ahhh ahh ahh..."; - mes "I'm impatient... to stay home like this!!"; - emotion e_yawn; - next; - mes "[Rican]"; - mes "When will my legs recover, when?!"; - mes "They should be better soon, so that I can work like before..."; - mes "But I can hardly move."; - if (ma_tomas < 8) - close; - next; - mes "[Rican]"; - mes "All I can do is press the button all day long~"; - mes "This is not exciting at all~"; - mes "I'm not willing to do anything more and more~ Doobie dooba~"; - emotion e_yawn; - next; - select("Excuse me. Is this Rican's house?"); - mes "[Rican]"; - mes "Huh?"; - mes "Who are you!"; - mes "I am Rican!"; - mes "It's good to see you, since I'm so bored now..."; - mes "Tell me what's happening right now! Now!"; - emotion e_omg; - next; - select("Ask about Yggdrasil Berry."); - mes "[Rican]"; - mes "Yggdrasil Berry?"; - mes "You... you know something!"; - mes "Umm, hahaha!"; - mes "Only a few cats know about Yggdrasil Berry!"; - emotion e_flash; - next; - mes "[Rican]"; - mes "Well, before I traded them with human beings like you, Yggdrasil Berry was not thought to be a very remarkable fruit."; - next; - mes "[Rican]"; - mes "It used to be spread out here and there in my old town. It doesn't have a good taste and causes indigestion, mew~"; - mes "Cats need to eat fishes, naturally."; - emotion e_slur; - next; - mes "[Rican]"; - mes "But if human beings eat this, it gets you fully recharged."; - next; - mes "[Rican]"; - mes "At first, I'd never thought it could be sold at all!"; - next; - mes "[Rican]"; - mes "Khhh~"; - mes "It was just awesome at that time..."; - next; - mes "[Rican]"; - mes "Very long ago..."; - mes "Our group left the town for a new course to trade."; - emotion e_shy; - next; - mes "[Rican]"; - mes "Actually, we dominated the areas around our town, and it was like a challenge to find unexplored areas."; - next; - mes "[Rican]"; - mes "But discovering the unknown is the romance of a man, isn't it?"; - emotion e_awsm; - next; - mes "[Rican]"; - mes "Well, the beginning was quite nice, anyway."; - mes "After a month or two floating on the sea..."; - next; - mes "[Rican]"; - mes "The sea has enough fishes in it, but it made me bored. I wanted to eat seasoning, like radish with chicken the most."; - emotion e_rice; - next; - mes "[Rican]"; - mes "Though we drifted for a very long time, we couldn't land on any island. Rather, we met storms."; - next; - mes "[Rican]"; - mes "It was my first time seeing such a harsh tornado."; - mes "At that time I was out of my mind and thought I would die."; - next; - mes "[Rican]"; - mes "I don't know the about the other ships, but this ship Navi luckily landed here in this island."; - next; - mes "[Rican]"; - mes "Khhh khhh!"; - mes "Can you believe it?"; - mes "^0000FFThat enormous ship just flied, vroom~~ like an airship and was dropped here in the middle of this island!^000000"; - emotion e_omg; - next; - mes "[Rican]"; - mes "Anyhow, I survived, but most of the goods in the ship were swept and we were left with only Yggdrasil Berry."; - next; - mes "[Rican]"; - mes "Huh? Why did we load them, if we don't eat them?"; - mes "It... it's the secret..."; - emotion e_swt; - next; - mes "[Rican]"; - mes "Well, it's not important. As we sent reconnaissance groups there, we found out that there's a land where the other kind lives, not like us."; - mes "That was the land of you, human beings."; - next; - mes "[Rican]"; - mes "Regardless of the process, we found the new area to trade as we had first intended... we still have a small problem of not knowing how to get back to our howmetown yet..."; - next; - mes "[Rican]"; - mes "We cats started selling with powerful viability."; - mes "But we had only Yggdrasil Berry, right?"; - mes "We sold it with no high expectations, but could sell like hot cakes."; - next; - mes "[Rican]"; - mes "As rumors went, it was sold at very high prices among human beings and had a remarkable effect on them."; - mes "So we finally settled down to sell Yggdrasil Berry with growing profits."; - next; - mes "[Rican]"; - mes "But we are selling the dried kind, which is ^0000FFa bit different from what human being originally know, and less effective, and hard to eat raw^000000."; - next; - mes "[Rican]"; - mes "Since it disappears as we prepare, it's definately the best for our group."; - emotion e_pat; - next; - mes "[Rican]"; - mes "By the way, as I got injured in this important season, it harms my credibility if I don't meet the deadline to deliver the amount ordered!"; - mes "Trading is credibility!!!"; - emotion e_omg; - next; - mes "[Rican]"; - mes "For this reason, would you like to help me?"; - mes "Though my son is helping me, the amount we can prepare is not enough."; - next; - switch(select("I'll help him.:I won't.")) { - case 1: - mes "[Rican]"; - mes "Khhh!"; - mes "I had a good impression of you from the first time!"; - next; - mes "[Rican]"; - mes "Harvesting Yggdrasil Berry is very easy."; - mes "You can get it when you just dig the ground, mew~"; - emotion e_omg,1; - next; - select("?!"); - mes "[Rican]"; - mes "Huh?"; - mes "Doesn't it originally come from the ground?"; - emotion e_omg,1; - next; - select("Doesn't it grow on trees?"); - mes "[Rican]"; - mes "Well, the Yggdrasil Berry in Midgard could do so."; - mes "But ^6666ccwe dig our Yggdrasil Berry here from the ground^000000."; - emotion e_omg,1; - next; - mes "[Rican]"; - mes "You can get it on Malangdo Island easily. Bring me about 30."; - mes "Ah! Keep the secret to my son for sure~"; - mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~"; - emotion e_kis; - ma_tomas = 9; - changequest 11216,11217; - close; - case 2: - mes "[Rican]"; - mes "Oh? Then it's okay, if you can't help it."; - mes "My injured leg feels so bad... -groaning-"; - close; - } - } else if (ma_tomas == 9) { - if (countitem(6435) < 30) { - mes "[Rican]"; - mes "You can get it on Malangdo Island easily. Bring me about 30."; - mes "Ah! Keep the secret to my son for sure~"; - mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~"; - emotion e_kis; - close; - } - mes "[Rican]"; - mes "Oh, oh!!"; - mes "This fresh smell!!!"; - mes "Haaa~ How fresh, good job!"; - mes "You're good at harvesting Yggdrasil Berry?"; - next; - mes "[Rican]"; - mes "Then would you put it in the machine in front of me?"; - ma_tomas = 10; - changequest 11217,11218; - close; - } else if (ma_tomas == 10) { - mes "[Rican]"; - mes "Oh, oh!!"; - mes "This fresh smell!!!"; - mes "Haaa~ How fresh, good job!"; - mes "You're good at harvesting Yggdrasil Berry?"; - next; - mes "[Rican]"; - mes "Then would you put it in the machine in front of me?"; - close; - } else if (ma_tomas == 11) { - if (checkweight(1201,1) == 0) { - mes " - Notice !! -"; - mes " - Since you have too many items - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - if (MaxWeight - Weight < 1000) { - mes " - Notice !! -"; - mes " - Since your items are too heavy - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - mes "[Rican]"; - mes "Hoo hoo~ I feel at ease thanks to your help."; - mes "I had doubted if it was too much suddenly, but it turned out just right!"; - next; - mes "[Rican]"; - mes "By the way, no news from my son yet, as he said he went to a meeting."; - mes "I hope he's not bothering Dr. Mali again..."; - next; - mes "[Rican]"; - mes "He seems to have visited Dr. Mali more often since my legs got injured."; - mes "The study will get longer if he does so..."; - next; - mes "[Rican]"; - mes "If you see my son, please tell him to get back soon~"; - mes "And this is for you to buy something delicious with, since you did hard work."; - ma_tomas = 12; - getitem 6422,20; //Egrade_Coin - changequest 11219,11220; - setquest 11239; - close; - } else if (ma_tomas == 12) { - mes "[Rican]"; - mes "He seems to have visited Dr. Mali more often since my legs got injured."; - mes "The study will get longer if he does so..."; - mes "If you see my son, please tell him to get back soon~"; - close; - } else if (ma_tomas > 99) { - if (questprogress(11238)) { - if (countitem(6435) < 30) { - mes "[Rican]"; - mes "You need exactly 30 to get a set!"; - close; - } - mes "[Rican]"; - mes "Very reliable!"; - mes "Don't you want to do your business with Yggdrasil Berry?"; - delitem 6435,30; //Fresh_Fruit - erasequest 11238; - setquest 11239; - getitem 6422,5; //Egrade_Coin - close; - } else if (questprogress(11239,PLAYTIME) == 1) { - mes "[Rican]"; - mes "Would you like to take a rest for a while?"; - mes "It hasn't been a day yet since you last worked~"; - close; - } else { - if (questprogress(11239,PLAYTIME) == 2) - erasequest 11239; - mes "[Rican]"; - mes "Hehe~"; - mes "You came here to help me again?"; - mes "You're so faithful!"; - next; - switch(select("I'll help.:I won't.")) { - case 1: - mes "[Rican]"; - mes "It's the same task to do as before."; - mes "30 Yggdrasil Berry. You can easily find it in Malangdo!!"; - mes "Ah! Keep the secret to my son for sure~"; - mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~"; - emotion e_kis; - setquest 11238; - close; - case 2: - mes "[Rican]"; - mes "Yeah? Then play around here, since you are visiting~"; - close; - } - } - } - mes "[Rican]"; - mes "Woo waa hoohoo..."; - mes "Woowaa ahhh ahh ahh..."; - mes "I'm impatient... to stay home like this!!"; - next; - mes "[Rican]"; - mes "All I can do is press the button all day long~"; - mes "This is not exciting at all~"; - mes "I'm not willing to do anything more and more~ Doobie dooba~"; - close; -} - -mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ - if (ma_tomas == 10) { - if (countitem(6435) < 30) { - mes "[Rican]"; - mes "You need exactly 30 to get a set!"; - close; - } - switch(select("Put the fruits in.:Don't.")) { - case 1: - mes "[Rican]"; - mes "I'll press the button by myself!!!"; - emotion e_omg,0,"Rican#mal"; - next; - mes "- The machine starts operating -"; - mes "- when he presses the button. -"; - delitem 6435,30; //Fresh_Fruit - ma_tomas = 11; - changequest 11218,11219; - close; - case 2: - mes "[Rican]"; - mes "Ah... you won't put it in?"; - close; - } - } - mes "- Drrrk Drrrk -"; - close; -} - -- script Suspicious Sand Pile#0 -1,{ - if (.off) end; // Official script uses a 1-second timer to disable sand piles. Added to prevent abuse. - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (ma_tomas == 9 || questprogress(11238)) { - if (rand(1,5) == 4) { - mes "- As I put my hand in the sand -"; - mes "- a fresh smell comes out. -"; - getitem 6435,1; //Fresh_Fruit - } else { - mes "- As I put my hand in the sand -"; - mes "- I feel like I'm touching -"; - mes "- something bad. -"; - mes "- Ah, ah! Feels bad... -"; - emotion e_omg,1; - } - .off = 1; - donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable"; - close; - } - mes "- Seeems suspicious. -"; - mes "- But it's just sand... -"; - close; -OnEnable: - enablenpc strnpcinfo(0); - end; -OnDisable: - .off = 0; - disablenpc strnpcinfo(0); - end; -} -malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 4_SOIL -malangdo,208,174,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#2 4_SOIL -malangdo,191,223,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#3 4_SOIL -malangdo,150,195,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#4 4_SOIL -malangdo,116,196,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#5 4_SOIL -malangdo,178,145,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#6 4_SOIL -malangdo,142,120,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#7 4_SOIL -malangdo,136,122,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#8 4_SOIL -malangdo,152,143,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#9 4_SOIL -malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 4_SOIL - -- script Water Sand0#mal -1,{ -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc strnpcinfo(0); - end; -OnTimer1000: - donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnDisable"; - end; -OnTimer30000: - donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -} -- duplicate(Water Sand0#mal) Water Sand1#mal -1 -- duplicate(Water Sand0#mal) Water Sand2#mal -1 -- duplicate(Water Sand0#mal) Water Sand3#mal -1 -- duplicate(Water Sand0#mal) Water Sand4#mal -1 -- duplicate(Water Sand0#mal) Water Sand5#mal -1 -- duplicate(Water Sand0#mal) Water Sand6#mal -1 -- duplicate(Water Sand0#mal) Water Sand7#mal -1 -- duplicate(Water Sand0#mal) Water Sand8#mal -1 -- duplicate(Water Sand0#mal) Water Sand9#mal -1 -- duplicate(Water Sand0#mal) Water Sand10#mal -1 - -mal_dun01,136,120,6 script Linguist Devore#mald 4_CAT_MERMASTER,{ - end; -OnInit: - disablenpc "Linguist Devore#mald"; - end; -OnEnable: - enablenpc "Linguist Devore#mald"; - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc "Linguist Devore#mald"; - end; -OnTimer100000: - donpcevent "Linguist Devore#mald::OnDisable"; - end; -} - -mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ - if (ma_tomas < 20) { - mes "- There's something strange. -"; - mes "- It feels like somehow - "; - mes "- you shouldn't make eye contact. -"; - close; - } else if (ma_tomas == 20) { - mes "[Biscuit]"; - mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only."; - mes "Hewww!!!"; - emotion e_ag; - next; - mes "[Biscuit]"; - mes "They talk to her, but ignore me when I talk to her."; - mes "I don't like them at all!!!"; - emotion e_ag; - next; - mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -"; - next; - mes "- I think it's better to let Dr. Devore know this soon. -"; - close; - } else if (ma_tomas == 21) { - mes "[Biscuit]"; - mes "Umm?"; - mes "What's this?"; - mes "Do you have anything to tell me?"; - next; - mes "[Biscuit]"; - mes "Well, that fellow is often the one ignoring my words."; - mes "He wavers with words to say and makes me uncomfortable."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Did you hear? Dr. Devore?"; - donpcevent "Linguist Devore#mald::OnEnable"; - next; - mes "[Linguist Devore]"; - mes "Ummm? What do you mean?"; - mes "I cannot hear anything."; - emotion e_what,0,"Linguist Devore#mald"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh? Biscuit said 'Well, that fellow is often the one ignoring my words. He wavers with words to say and makes me uncomfortable.'?"; - next; - mes "[Linguist Devore]"; - mes "What? What are you taling about?"; - mes "I cannot hear anything."; - emotion e_what,0,"Linguist Devore#mald"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh?"; - emotion e_what,1; - next; - mes "[Linguist Devore]"; - mes "Ah?!"; - mes "Ah?!?!?!?!?!?"; - mes "Ah!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; - emotion e_omg,0,"Linguist Devore#mald"; - next; - mes "[Linguist Devore]"; - mes "If... if that's the cause!"; - mes "We may have totally misunderstood!"; - emotion e_omg,0,"Linguist Devore#mald"; - next; - mes "[Linguist Devore]"; - mes "Oh my, we couldn't have known, since we live here only with ourselves."; - next; - mes "[Linguist Devore]"; - mes "Each living thing has its own area for audibility and vocalization. But we and Biscuit were in slightly different areas!"; - emotion e_omg,0,"Linguist Devore#mald"; - next; - mes "[Linguist Devore]"; - mes "In such conditions, we cannot hear any language properly!"; - mes "This was a matter of sound rather than language..."; - next; - mes "[Linguist Devore]"; - mes "Hu~hu... Despite of many years of study, we couldn't discover this reason..."; - next; - mes "[Linguist Devore]"; - mes "It's not the time to do this!"; - mes "I should change the way of studying right now."; - next; - mes "[Linguist Devore]"; - mes "I'll get back to the meeting and report this."; - mes "Then please take care of the next things!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Wait, Dr. Devore, what on earth is next...?"; - mes "What should I do...?"; - emotion e_dots,1; - next; - mes "[Linguist Devore]"; - mes "Hahaha~ You are the kind who can have conversations with Biscuit. Please try to talk with him."; - mes "It'll be helpful for my study, no matter what you talk about with him."; - next; - mes "[Biscuit]"; - mes "Hey... Don't look down on me!"; - emotion e_ag; - donpcevent "Linguist Devore#mald::OnDisable"; - ma_tomas = 22; - completequest 11228; - setquest 11229; - close; - } else if (ma_tomas == 22 || ma_tomas == 23 || ma_tomas == 24) { - mes "[Biscuit]"; - mes "...What are you looking at..."; - next; - while(1) { - switch(select("Ask about Star Candy.:Ask about Biscuit.:Ask about Malangdo.")) { - case 1: - mes "[Biscuit]"; - mes "Star Candy?"; - mes "Tsk tsk!"; - mes "It's no go, the lowly fellows."; - emotion e_ag; - next; - mes "[Biscuit]"; - mes "You shouldn've recognized the previous and mysterious feeling from Star Candy!"; - mes "She's the one who's really gorgeous."; - next; - mes "[Biscuit]"; - mes "How gorgeous she is that... umm..."; - mes "Just gorgeous."; - mes "She is so gorgeous... but I don't know how to explaing it..."; - emotion e_swt2; - next; - mes "[Biscuit]"; - mes "Khummm..."; - mes "That's why the kinds speaking with sound are irritating."; - emotion e_ag; - next; - select("Speaking with sound?"); - mes "[Biscuit]"; - mes "The kind who got highly evolved like us talk using our minds, not sound."; - mes "As you think in your mind, it goes to the others right away, something like this?"; - next; - mes "[Biscuit]"; - mes "In other places, it used to be called ultrasonic waves, or telepathy."; - next; - mes "[Biscuit]"; - mes "So we haven't needed any more explanation or flowery words..."; - mes "Woo, it's bothering me so much!"; - if (ma_tomas == 22) - ma_tomas = 23; - if (ma_tomas == 25) - close; - next; - case 2: - mes "[Biscuit]"; - mes "Me?"; - mes "I'm an assistant to Star Candy, a new star in the Starfish race with multi-faceted talents!"; - emotion e_flash; - next; - mes "[Biscuit]"; - mes "Ah, ah..."; - mes "When I was her assistant at first, I used to be called a genius, handsome assistant, and so on..."; - mes "I felt like a shining road of light had come up to me..."; - next; - mes "[Biscuit]"; - mes "But if the elderly see this, they'll dry me out in the sun..."; - mes "It was a life like a flame... Sob sob sob sob"; - emotion e_sob; - if (ma_tomas == 23) - ma_tomas = 24; - if (ma_tomas == 25) - close; - next; - case 3: - mes "[Biscuit]"; - mes "This island is where the gorgeous Star Candy can take a rest."; - mes "The surface is soft and with the high moisture inside, it's the best place for Starfishes."; - next; - mes "[Biscuit]"; - mes "Now, those cats already occupied it as they wanted."; - mes "It's a problem because Star Candy is too kind..."; - if (ma_tomas == 24) { - ma_tomas = 25; - changequest 11229,11230; - } - if (ma_tomas == 25) - close; - next; - } - } - } else if (ma_tomas == 25) { - mes "[Biscuit]"; - mes "Hey, you haven't gone back?"; - mes "Get some jellies for Star Candy to eat if you have time."; - next; - switch(select("Okay.:Why me?")) { - case 1: - mes "[Biscuit]"; - mes "You can get the jellies around here."; - mes "It's not that difficult, and you should come back before Star Candy's meal time!"; - mes "About 30 jellies would be okay for a meal."; - ma_tomas = 26; - changequest 11230,11231; - close; - case 2: - mes "[Biscuit]"; - mes "Why you?"; - mes "I'm busy enough to assist her and the cat fellows who can't hear my voice, that's why I should ask you."; - next; - mes "[Biscuit]"; - mes "How rude..."; - emotion e_ag; - next; - mes "[Biscuit]"; - mes "You're not my subordinate, so I can't order you by force. But if Star Candy can't have her meal on time, you have to remember that this island will collapse completely."; - next; - mes "["+strcharinfo(0)+"]"; - mes "...It's not a request, but a threat..."; - emotion e_dots,1; - close; - } - } else if (ma_tomas == 26) { - // Dialogue in repeatable quest is identical. - // Uses a variable to determine the quest mode. - @mal_bob_q = 1; - L_Quest: - .@i = @mal_bob_q; - @mal_bob_q = 0; - if (countitem(12624) < 30) { - mes "[Biscuit]"; - mes "It's not enough at all~"; - mes "I need at least 30 Delicious Jelly."; - close; - } - mes "[Biscuit]"; - mes "You got them well."; - mes "There won't be any problem to prepare her meal."; - delitem 12624,30; //Delicious_Jelly - if (.@i == 1) { - ma_tomas = 27; - changequest 11231,11232; - } else { - erasequest 11244; - setquest 11245; - getitem 6422,5; //Egrade_Coin - } - next; - mes "[Biscuit]"; - mes "Though the jelly looks strange, it tastes good..."; - mes "Star Candy seems to like it a lot as well."; - next; - mes "[Biscuit]"; - mes "Have your meal, Star Candy~"; - mes "Uhhh, why don't you eat it?"; - mes "You have no appetite?"; - close; - } else if (ma_tomas == 27) { - mes "[Biscuit]"; - mes "Hooo.. it's natural that you have no appetite..."; - next; - mes "[Biscuit]"; - mes "How come precious Star Candy supports the ground in the basement like this, and it's so dry, though it's in a subterranean cave of an island!"; - next; - mes "[Biscuit]"; - mes "Moreover, the slithery thing is bothering Star Candy."; - mes "You cannot avoid the stress."; - next; - select("Slithery thing?"); - mes "[Biscuit]"; - mes "Hmm? What is such a thing like that."; - mes "The slithery thing."; - mes "With its ugly looks, it bothers Star Candy continuously."; - next; - mes "[Biscuit]"; - mes "It tries to come up to the island especially when it's storming like today. I hid here a while. Those cats came and made her bad like this."; - next; - mes "[Biscuit]"; - mes "Thanks to Star Candy, her skin is..."; - mes "......"; - next; - mes "[Biscuit]"; - mes "Woooaaappp!"; - mes "What's this!!!"; - mes "Her skin is!!!!"; - mes "She got an abscess on her skin that used to shine like a jewel!!!!"; - emotion e_omg; - next; - mes "[Biscuit]"; - mes "She got in trouble with her dried skin, since she's here!"; - mes "For our Starfishes, the lack of water means horrible things that lead to death!"; - next; - mes "[Biscuit]"; - mes "Ah, ah! She's so kind that she sacrifices herself to save such things. Sob sob."; - emotion e_sob; - next; - mes "[Biscuit]"; - mes "Ah, ah..."; - mes "I can't leave to take care of her, isn't there anybody to help~"; - next; - mes "[Biscuit]"; - mes "Isn't there anybody to helpppppp~"; - next; - mes "[Biscuit]"; - mes "Hey, you there..."; - mes "Even as I ask like this, will you just ignore me and stand there?"; - next; - select("I'll help.:It's unavoidable, so I'll help.:I'll admit this is my destiny, so I'll and help.:I'll do anything I can for Star Candy."); - mes "[Biscuit]"; - mes "Good attitude!"; - mes "Hoo hoo~"; - next; - mes "[Biscuit]"; - mes "Then please find the brush to wash her and get a basket to move water here."; - mes "Maybe they're stacked in the storage."; - ma_tomas = 28; - changequest 11232,11233; - close; - } else if (ma_tomas == 28) { - if (countitem(6433) && countitem(6432)) { - mes "[Biscuit]"; - mes "Oh!"; - mes "You brought the tools successfully."; - mes "Now you can wash the dry skin in the counter-clockwise direction!"; - mes "Right, then from her left leg...!"; - ma_tomas = 29; - changequest 11233,11234; - close; - } else if (countitem(6433) && countitem(6431)) { - mes "[Biscuit]"; - mes "Oh!"; - mes "You brought the tools successfully."; - mes "Now you can fetch sea water from outside."; - next; - mes "[Biscuit]"; - mes "There's a spot I remember as first rate, in the east of Malangdo."; - mes "It's not right to wash her with the water collected in this cave!"; - next; - mes "[Biscuit]"; - mes "Be careful not to spill the water, as it's heavy to carry."; - close; - } else { - mes "[Biscuit]"; - mes "Ummm... It will be hard if you don't have the proper tools..."; - mes "Though it doesn't matter for someone small like me."; - next; - mes "[Biscuit]"; - mes "For such enormous skin as Star Candy's, it's full of barnacles, oysters, and mussels!!!"; - emotion e_omg; - close; - } - } else if (ma_tomas < 33) { - mes "[Biscuit]"; - mes "Oh!"; - mes "You brought the tools successfully."; - mes "Now you can wash the dry skin in the counter-clockwise direction!"; - mes "Right, then from her left leg...!"; - close; - } else if (ma_tomas == 33) { - if (checkweight(1201,1) == 0) { - mes " - Notice !! -"; - mes " - Since you have too many items - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - if (MaxWeight - Weight < 1000) { - mes " - Notice !! -"; - mes " - Since your items are too heavy - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - mes "[Biscuit]"; - mes "Well done!"; - mes "Now I see that her beautiful face has recovered."; - emotion e_awsm; - next; - mes "[Biscuit]"; - mes "The skin will go bad if you don't clean it every day."; - mes "There's a saying... cleansing your skin is much more important than using makeup."; - emotion e_no1; - next; - mes "[Biscuit]"; - mes "You did a good job."; - mes "You helped me even though I asked suddenly like this..."; - mes "To be honest, I thought you'd just leave."; - next; - mes "[Biscuit]"; - mes "It's a kind of reward. Say my words to Dr. Dvor... or Devore, whatever the cat's name is."; - next; - mes "[Biscuit]"; - mes "There's no need to wait until the study finishes. We can talk through you, and it's better to talk about the current situation..."; - next; - mes "[Biscuit]"; - mes "This is not for you... and all of you, either. It's rather for Star Candy to get rest as soon as possible, you know!"; - emotion e_pif; - ma_tomas = 34; - erasequest 11235; - setquest 11236; - getitem 6422,100; //Egrade_Coin - getitem 12636,20; //Malang_Sp_Can - close; - } else if (ma_tomas > 99) { - if (questprogress(11244)) { - @mal_bob_q = 2; - goto L_Quest; - } else if (questprogress(11245,PLAYTIME) == 1) { - mes "[Biscuit]"; - mes "I'll call you when I need you, so don't worry!"; - close; - } else { - if (questprogress(11245,PLAYTIME) == 2) - erasequest 11245; - mes "[Biscuit]"; - mes "It's the time for Star Candy to have a meal."; - mes "Get some jellies."; - next; - switch(select("I'll help.:I'll stop.")) { - case 1: - mes "[Biscuit]"; - mes "You can get the jellies around here."; - mes "It's not that difficult, and you should come back before Star Candy's meal time!"; - mes "About 30 jellies would be ok for a meal."; - setquest 11244; - close; - case 2: - mes "[Biscuit]"; - mes "What, are you talking about you let our Star Candy feel hungry?!"; - close; - } - } - } - mes "[Biscuit]"; - mes "Star Candy is really good."; - mes "She never loses her smile, even though it's so hard to stand..."; - close; -} - -mal_in02,102,94,3 script Cleaning Staff#mal 4_CAT_SAILOR1,2,2,{ -OnTouch: - if (checkweight(1201,1) == 0) { - mes " - Notice !! -"; - mes " - Since you have too many items - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - if (MaxWeight - Weight < 1000) { - mes " - Notice !! -"; - mes " - Since your items are too heavy - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - mes "[Cleaning Staff]"; - mes "All yours. There are various cleaning tools here."; - next; - switch(select("Bucket:Cleaning Brush:Stop.")) { - case 1: - mes "[Cleaning Staff]"; - mes "You mean the Bucket!"; - mes "Here we go~"; - next; - mes "[Cleaning Staff]"; - mes "Please give the cleaning tool back to any merchant."; - mes "Thanks for coming~"; - getitem 6431,1; //Bucket - close; - case 2: - mes "[Cleaning Staff]"; - mes "You mean the Cleaning Brush!"; - mes "Here we go~"; - next; - mes "[Cleaning Staff]"; - mes "Please give the cleaning tool back to any merchant."; - mes "Thanks for coming~"; - getitem 6433,1; //Clean_Brush - close; - case 3: - mes "[Cleaning Staff]"; - mes "Thanks for coming~"; - close; - } - close; -} - -malangdo,246,184,0 script 1st Rate Point HIDDEN_NPC,{ - if (checkweight(1201,1) == 0) { - mes " - Notice !! -"; - mes " - Since you have too many items - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - if (MaxWeight - Weight < 1000) { - mes " - Notice !! -"; - mes " - Since your items are too heavy - "; - mes " - you cannot get the item. - "; - mes " - Let your body lighten - "; - mes " - and try this again. - "; - close; - } - if (countitem(6431) == 0) { - mes "- To get water -"; - mes "- you need a ^0000FFBucket^000000. -"; - close; - } - mes "- The water seems so pure. -"; - next; - switch(select("Get water.:Stop.")) { - case 1: - mes "- The bucket gets remarkably -"; - mes "- heavy as water fills it up. -"; - specialeffect EF_POTION8; - delitem 6431,1; //Bucket - getitem 6432,1; //Full_Bucket - close; - case 2: - mes "- Didn't get water. -"; - close; - } -} - -mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ - if (ma_tomas == 19) { - mes "[Star Candy]"; - mes "...."; - mes "....."; - mes "......"; - next; - mes "[Biscuit]"; - mes "Rude! How come you talk to precious Star Candy!"; - next; - mes "[Biscuit]"; - mes "You look different from the fellows that usually comes..."; - mes "You also look strange, though."; - next; - mes "["+strcharinfo(0)+"]"; - mes "?!"; - mes "You can talk!"; - emotion e_omg,1; - next; - mes "[Biscuit]"; - mes "What?"; - mes "You've never seen me talking?"; - mes "What's the matter with you?"; - next; - mes "[Biscuit]"; - mes "Since I can talk with you, you seem better than those other foolish ones."; - mes "Though I learned to speak in their language, they don't understand."; - next; - mes "[Biscuit]"; - mes "Our precious Star Candy humbly supports them, and they treat her like this."; - mes "They don't know how to express thanks!"; - emotion e_ag,0,"Biscuit#mal"; - next; - select("Support?"); - mes "[Biscuit]"; - mes "Anyway!"; - mes "It's no use to treat them well."; - mes "They don't know how hard Star Candy is trying."; - next; - mes "[Biscuit]"; - mes "This island used to be hers, but for the short time while she avoided storms and got here, those cats were suddenly dropped on the island."; - next; - mes "[Biscuit]"; - mes "Since the ground here is so soft, Star Candy was stuck in between, and the situation is now like this."; - next; - mes "[Biscuit]"; - mes "Actually, she can get out regardless of those bad things, but she supports the ground worrying that someone will get hurt."; - next; - mes "[Biscuit]"; - mes "Ah, ah..."; - mes "What a beatiful mind..."; - next; - mes "[Biscuit]"; - mes "Once she moved a bit when she felt uncomfortable, and saw them in panic. She hasn't moved at all since then. I'm worried if she's not well."; - next; - mes "[Biscuit]"; - mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only."; - mes "Hewww!!!"; - emotion e_ag,0,"Biscuit#mal"; - next; - mes "[Biscuit]"; - mes "They talk to her, but ignore me when I talk to her."; - mes "I don't like them at all!!!"; - next; - mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -"; - next; - mes "- I think it's better to let Dr. Devore know this soon. -"; - ma_tomas = 20; - changequest 11226,11227; - close; - } - mes "[Star Candy]"; - mes "...."; - mes "....."; - mes "......"; - close; -} - -- script #skin_mal -1,{ - .@index = atoi(strnpcinfo(2)); - switch(.@index) { - case 29: .@str$ = "dry"; break; - case 30: .@str$ = "prickly"; break; - case 31: .@str$ = "chapped"; break; - case 32: .@str$ = "hard"; break; - default: - mes "An error has occurred."; - close; - } - if (ma_tomas != .@index) { - mes "- I feel sorry for the skin -"; - mes "- to be so "+.@str$+". -"; - close; - } - if (!countitem(6433) || !countitem(6432)) { - mes "- You need -"; - mes "- a cleaning brush -"; - mes "- and a full bucket. -"; - close; - } - mes "- Poured water on the "+.@str$+" skin. -"; - delitem 6432,1; //Full_Bucket - getitem 6431,1; //Bucket - next; - if (rand(1,2) == 1) - .@menu$ = "Brush.:Stop.:"; - else - .@menu$ = ":Stop.:Brush."; - switch(select(.@menu$)) { - case 1: - case 3: - mes "- Poured water on -"; - mes "- the "+.@str$+" skin -"; - mes "- and brushed it hard. -"; - specialeffect EF_BUBBLE; - if (rand(1,3) > 1) - close; - next; - mes "- The "+.@str$+" skin turned -"; - mes "- soft and moisturized. -"; - switch(rand(1,50)) { - case 7: - next; - mes "[Star Candy]"; - mes "Hoo hoo hoot~"; - mes "That tickles."; - break; - case 21: - next; - mes "[Star Candy]"; - mes "You're a really good human being."; - break; - case 29: - next; - mes "[Star Candy]"; - mes "Since I couldn't move, it was the most difficult thing to stand."; - break; - case 30: - next; - mes "[Star Candy]"; - mes "Ah~ Feels good~"; - mes "I felt itchy for so long."; - break; - case 49: - next; - mes "[Star Candy]"; - mes "Thanks so much."; - break; - default: - ++ma_tomas; - if (.@index == 32) - changequest 11234,11235; - close; - } - cutin "ma_starcandy",2; - ++ma_tomas; - if (.@index == 32) - changequest 11234,11235; - close2; - cutin "",255; - end; - case 2: - mes "- All the water -"; - mes "- sank into the ground. -"; - close; - } -} -mal_dun01,143,137,0 duplicate(#skin_mal) Dry Skin#29 HIDDEN_NPC -mal_dun01,131,150,0 duplicate(#skin_mal) Prickly Skin#30 HIDDEN_NPC -mal_dun01,116,144,0 duplicate(#skin_mal) Chapped Skin#31 HIDDEN_NPC -mal_dun01,120,129,0 duplicate(#skin_mal) Hard Skin#32 HIDDEN_NPC - -malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{ - if (ma_tomas < 100) { - mes "[Portali]"; - mes "I have no business for an immature fellow!"; - close; - } - mes "[Portali]"; - mes "Hmmm..."; - mes "You smell like cats even though you're a human being..."; - next; - mes "[Portali]"; - mes "But... Would you like to go back to my hometown?"; - mes "I'll let you go to the land of Midgard with the new skill I found!"; - mes "It's not free. I'll need canned food!"; - next; - switch(select("Go.:Don't go.:Prices?")) { - case 1: - if (countitem(12636) < 4) { - mes "[Portali]"; - mes "Where are you going without canned food...?"; - close; - } - switch(select("Rune-Midgarts:Schwaltzvalt Republic:Arunafeltz Kingdom")) { - case 1: - switch(select("Prontera:Morroc:Alberta:Al De Baran:Payon:Geffen")) { - case 1: callsub L_Warp,"Prontera",4,"prontera",155,111; - case 2: callsub L_Warp,"Morroc",4,"morocc",159,255; - case 3: callsub L_Warp,"Alberta",4,"alberta",95,66; - case 4: callsub L_Warp,"Al De Baran",4,"aldebaran",126,120; - case 5: callsub L_Warp,"Payon",4,"payon",198,135; - case 6: callsub L_Warp,"Geffen",4,"geffen",120,100; - } - case 2: - switch(select("Einbroch:Lighthalzen:Yuno:Hugel")) { - case 1: callsub L_Warp,"Einbroch",6,"einbroch",229,196; - case 2: callsub L_Warp,"Lighthalzen",6,"lighthalzen",214,150; - case 3: callsub L_Warp,"Yuno",6,"yuno",157,220; - case 4: callsub L_Warp,"Hugel",6,"hugel",95,121; - } - case 3: - switch(select("Rachel:Veins")) { - case 1: callsub L_Warp,"Rachel",5,"rachel",138,113; - case 2: callsub L_Warp,"Veins",5,"veins",212,144; - } - } - case 2: - mes "[Portali]"; - mes "Okay..."; - close; - case 3: - mes "[Portali]"; - mes "3 for Rune-Midgarts!"; - mes "6 for Schwaltzvalt, 5 for Arunafeltz."; - mes "Schwaltzvalt is the nation of prohibited magic, and Arunafeltz seems to have a curse!"; - close; - } - end; -L_Warp: - if (countitem(12636) < getarg(1)) { - mes "[Portali]"; - mes "Where are you going without canned food...?"; - close; - } - mes "[Portali]"; - mes "Then to "+getarg(0)+"~"; - delitem 12636,getarg(1); //Malang_Sp_Can - close2; - warp getarg(2),getarg(3),getarg(4); - end; -} - -// Malangdo Island :: mal_ppl -//============================================================ -malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (BaseLevel < 60) { - mes "[Pipielle]"; - mes "Wow, this is nice weather. Do you like this kind of weather, too? But I need to do my work now."; - next; - mes "[Pipielle]"; - mes "I would ask for your help, if you were a stronger advanturer..."; - next; - mes "^770099This cat is working on something, but she asks for help above level 60.^000000"; - close; - } - .@fish_ss1$ = "What are you doing?"; - if (countitem(6451) > 29) - .@fish_ss2$ = "I caught a lot of strange fishes!"; - else - .@fish_ss2$ = (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000"; - if (ma_tomas == 100) - .@fish_ss3$ = "I met an Admiral Tomas..."; - mes "[Pipielle]"; - mes "Would you come here and open your bag for me?"; - next; - switch(select(.@fish_ss1$,.@fish_ss2$,.@fish_ss3$)) { - case 1: - mes "[Pipielle]"; - mes "There are many beautiful fish around here. So I feel my heart beating standing here."; - next; - select("I think my heart is beating faster..."); - mes "[Pipielle]"; - mes "How come you only know about eating! My heart doesn't only beat for food."; - next; - mes "[Pipielle]"; - mes "I've studied at a human university before and I learned to speak there so don't treat me like some animal."; - next; - mes "[Pipielle]"; - mes "I am a scholar of fish research."; - mes "It's important for cats to research fish."; - next; - select("How's your research going?"); - mes "[Pipielle]"; - mes "I was a good friend of admiral Thomas but our ship hasn't gone back to sea since we arrived here."; - next; - mes "[Pipielle]"; - mes "The shipmates seem to be pretty lonely."; - next; - mes "[Pipielle]"; - mes "A scholar from the university came here to research us and thought it was amazing to find a cat that speaks his language already."; - mes "So he's been helping me teach the others."; - next; - select("Is that why I understand all the cats?"); - mes "[Pipielle]"; - mes "Yes, exactly!"; - mes "I was one of the few cats who could talk to humans before that scholar arrived."; - next; - mes "[Pipielle]"; - mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me."; - next; - if(select("How can I help you?:I have to decline.") == 2) { - mes "[Pipielle]"; - mes "Oh, okay. If you change your mind, please come again."; - close; - } - mes "[Pipielle]"; - mes "There is a monster called a Pouring who's eating all fish in the Octopus and Culvert dungeon."; - next; - mes "[Pipielle]"; - mes "It suddenly appeared during the winter, so could you collect the specimens of Unidentified Fish after getting rid of it?"; - next; - mes "[Pipielle]"; - mes "You can get Unidentified Fish from the Pouring monsters, so please collect 30 of them."; - close; - case 2: - if (countitem(6451) > 29) { - //saveppl Unknown_Fish - delitem 6451,30; //Unknown_Fish - mes "[Pipielle]"; - mes "Oh, thank you! I will take these specimens."; - next; - mes "[Pipielle]"; - mes "I want to give you something, but the last one is out of stock now so I will just write your name here."; - next; - mes "[Pipielle]"; - mes "I can give you good news even from a distance, but it's only possible if I am really lucky..."; - close; - } - mes "[Pipielle]"; - mes "I'm sorry, but please collect 30 Unidentified Fish specimens."; - close; - case 3: - mes "[Pipielle]"; - mes "Oh, you met admiral Tomas... how was it?"; - next; - if(select("He looks gentle:He looks terrible") == 2) { - mes "[Pipielle]"; - mes "Hmm..."; - mes "Frankly speaking, I was a real fan of Admiral Tomas. Can you take responsibility for your word?"; - next; - if(select("Just kidding!:Oh yes, he was really terrible!") == 2) { - mes "[Pipielle]"; - mes "Is he?"; - mes "Okay, it really depends on personal taste..."; - close; - } - } - mes "[Pipielle]"; - mes "Is he?"; - mes "I knew you would say so."; - next; - mes "[Pipielle]"; - mes "Admiral Tomas is a legendary figure who has led all of us in voyaging to this island. I think it was the happiest moment in my life."; - next; - mes "[Pipielle]"; - mes "Please help him a lot. There are not many people to trust. This is my personal request."; - next; - mes "[Pipielle]"; - mes "And this is a small gift for looking after admiral Tomas."; - ma_tomas = 101; - getitem 6422,200; //Egrade_Coin - mes "^0000ffReceived 200 E Class Coins.^000000"; - close; - } -} - -// Help the Bad Cats in Danger :: mal_bad_guys -//============================================================ -malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ - if (checkweight(1201,1) == 0) { - mes "- Can't go next step due to having too many items. -"; - close; - } - if (!questprogress(1152,PLAYTIME)) { - mes "[Gobonge]"; - mes "Hmm, investigation is not enough."; - mes "We need go back to basic point."; - mes "Come again tomorrow."; - mes "I might be in pain of stomach"; - mes "like usual."; - close; - } else if (questprogress(1152,PLAYTIME) == 1) { - erasequest 1152; - malang_bad_guys = 0; - } else if (questprogress(1152,PLAYTIME) == 2) { - completequest 1152; - erasequest 1152; - malang_bad_guys = 0; - } - if (BaseLevel < 60) { - mes "[Gobonge]"; - mes "Are you here to help"; - mes "or to get help?"; - mes "You look so weak, haha..."; - mes "Go and hunt more Porings!"; - close; - } - if (malang_bad_guys == 0) { - mes "[Gobonge]"; - mes "Will you listen my sorrow?"; - next; - switch(select("Sure I will.:No, I won't.")) { - case 1: - mes "[Gobonge]"; - mes "This is a sad story."; - mes "As usual, I unpacked the bag"; - mes "to see strange cats"; - mes "to show them."; - next; - mes "[Gobonge]"; - mes "There were lots of cans."; - mes "I thougt it was new due to different shape"; - mes "but it was bad cans!"; - mes "I ate too much and"; - mes "got in bed right away"; - mes "so I can't do anything..."; - next; - mes "[Gobonge]"; - mes "And by the way, you have..."; - mes "nice colthes."; - mes "I can't let you go,"; - mes "that hurts me so badly!"; - emotion e_sob; - next; - switch(select("You deserve the pain!:Need help?")) { - case 1: - mes "[Gobonge]"; - mes "Yes you are!"; - close; - case 2: - mes "[Gobonge]"; - mes "You know what care is."; - mes "Please find the bad provider"; - mes "and revenge our enemy!"; - next; - switch(select("No, I don't want to!:Yes, I'll do it!")) { - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "For the peace in Malangdo,"; - mes "just lay in bed forever."; - next; - mes "[Gobonge]"; - mes "I will!"; - mes "I will have your peace first once I get well!"; - close; - case 2: - mes "[Gobonge]"; - mes "Okay, you can do it?"; - mes "The enemy must be near the dock"; - mes "where we got the bundle."; - mes "We should get them to help"; - mes "our cats' well-being!"; - setquest 1145; - malang_bad_guys = 1; - close; - } - } - case 2: - mes "[Gobonge]"; - mes "Why are you here!"; - mes "If I am usual, I will engrave something"; - mes "with your tear..."; - mes "Let your bag be here instead!"; - emotion e_sob; - close; - } - } else if (malang_bad_guys == 1) { - mes "[Gobonge]"; - mes "The enemy must be near the dock"; - mes "where we got the bundle."; - mes "We should get them to help"; - mes "our cats' well-being!"; - close; - } else if (malang_bad_guys > 1 && malang_bad_guys < 7) { - mes "[Gobonge]"; - mes "I am so tired due to"; - mes "lack of forbidden bad activity."; - close; - } else if (malang_bad_guys == 7) { - if (countitem(6426) > 29) { - mes "[Gobonge]"; - mes "Was it from raccoon that made us pain in stomach?"; - mes "Oh bad raccoon!"; - mes "I feel stomachache again from this anger!"; - mes "All right, I will show my power once"; - mes "I can get out of bed."; - next; - mes "[Gobonge]"; - mes "I need time to concentrate on my stomachache."; - mes "You can go now!"; - erasequest 1151; - malang_bad_guys = 8; - getitem 12636,20; //Malang_Sp_Can - delitem 6427,1; //Bad_Can_Sack - delitem 6426,30; //Bad_Can - close; - } - mes "[Gobonge]"; - mes "How do you know the source of bad can?"; - mes "Do you have time to do slow at the moment?"; - emotion e_sob; - close; - } else if (malang_bad_guys == 8) { - mes "[Gobonge]"; - mes "The Patrol Leader wants to go back to"; - mes "bad world as soon as possible."; - mes "I want you to go first to soothe him instead."; - mes "How about it?"; - next; - switch(select("It's troublsome, I quit.:Sure I will!")) { - case 1: - mes "[Gobonge]"; - mes "Haha, you think it is a bad word."; - mes "I want you to be one of our staffs."; - next; - mes "[Gobonge]"; - mes "Sorry, but you should go now"; - mes "so that I can concentrate on my stomachache."; - setquest 1152; - malang_bad_guys = 9; - close; - case 2: - mes "[Gobonge]"; - mes "All right, then I will have time"; - mes "to concentrate on my stomachache."; - setquest 1153; - malang_bad_guys = 10; - close; - } - } else if (malang_bad_guys == 9) { - mes "[Gobonge]"; - mes "Hmm, investigation is not enough."; - mes "We need go back to basic point."; - mes "Come again tomorrow."; - mes "I might be in pain of stomach"; - mes "like usual."; - close; - } else if (malang_bad_guys > 9 && malang_bad_guys < 12) { - mes "[Gobonge]"; - mes "Go and have fun with the Patrol Leader!"; - close; - } else if (malang_bad_guys == 12) { - mes "[Gobonge]"; - mes "Instead of us, you did bad behavior."; - mes "Good to hear that?"; - mes "This is what teacher see best pupil?"; - emotion e_swt; - next; - mes "[Gobonge]"; - mes "You deserve a reward!"; - mes "I need to get some more rest,"; - mes "so let's investigate tomorrow!"; - erasequest 1155; - setquest 1152; - malang_bad_guys = 13; - getitem 6422,5; //Egrade_Coin - close; - } else if (malang_bad_guys == 13) { - mes "[Gobonge]"; - mes "Come again tomorrow."; - mes "I might be in pain of stomach"; - mes "like usual."; - close; - } -OnEnable: - enablenpc "Gobonge#ml"; - close; -OnDisable: - disablenpc "Gobonge#ml"; - close; -} - -malangdo,181,205,3 script Gobulee#ml1 4_CAT_SAILOR4,{ - mes "[Gobulee]"; - mes "What a time to show up!"; - mes "You should come around when we're healthy."; - close; -} - -malangdo,180,202,3 script Gobyungee#ml1 4_CAT_SAILOR4,{ - mes "[Gobyungee]"; - mes "I can't even look another cat in the eye since I'm too sick to be doin' crimes properly."; - close; -} - -malangdo,186,201,3 script Gosigee#ml1 4_CAT_SAILOR4,{ - mes "[Gosigee]"; - mes "I wish I had some peppy bistmuth pills..."; - mes "Meanwhile the Captain only thinks about catching the bad guys and getting revenge!"; - mes "..."; - next; - mes "[Gosigee]"; - mes "How can we follow someone so single-minded!"; - close; -} - -malangdo,177,202,3 script Gonanee#ml2 4_CAT_SAILOR4,{ - mes "[Gonanee]"; - mes "We are the only violent gang in Malangdo and we are very proud."; - mes "I don't feel right just lying in bed."; - close; -} - -malangdo,183,202,3 script Godoree#ml3 4_CAT_SAILOR4,{ - mes "[Godoree]"; - mes "I saw unfamiliar cats around"; - mes "the dock recently."; - mes "Are they tourists?"; - mes "I should -inspect- their pockets"; - mes "once I'm better..."; - close; -} - -malangdo,203,116,5 script Suspious Dealer#ml 4_MASK_SMOKEY,{ - mes "He appears to be listening intently."; - mes "Upon hearing you approach, he pretends to be completely oblivious."; - next; - mes "[Suspious Dealer]"; - mes "Oh the pain, oh the pain of it all..."; - close; -} - -malangdo,205,116,3 script Very Suspious Dealer#ml1 4_MASK_SMOKEY,{ - mes "On listening to the story for"; - mes "a while, he pretends to be indifferent once hearing someone's noise."; - next; - mes "[Suspious Dealer]"; - mes "Could it BE any smoggier today?"; - close; -} - -malangdo,197,120,5 script A Foolish Cat#ml 4_CAT_SAILOR3,{ - mes "[A Foolish Cat]"; - mes "If you stay here, you"; - mes "can hear all they're saying."; - mes "Don't know exactly what, but"; - mes "you do hear everything."; - mes "Hehehe..."; - close; -} - -malangdo,196,120,0 script #ml1 -1,2,2,{ -OnTouch: - if (malang_bad_guys == 1 || malang_bad_guys == 2) { - mes "You hear a conversation between the Suspious Dealers."; - next; - mes "[Suspious Dealer]"; - mes "Because unexpected robbery at that moment..."; - mes "our great work has delayed."; - next; - mes "[Very Suspious Dealer]"; - mes "Do not worry about the thing, I placed it near balloon bag where"; - mes "Ship Navi is in the north, and I hid it perfectly."; - next; - mes "You need to check a place near north of balloon bag in ship Navi."; - if (malang_bad_guys == 1) { - erasequest 1145; - setquest 1146; - malang_bad_guys = 2; - } - close; - } else if (malang_bad_guys > 2 && malang_bad_guys < 8) { - mes "You still hear a suspicious conversation."; - next; - mes "[Suspious Dealer]"; - mes "But near the balloon bag is still"; - mes "worrying so much!"; - next; - mes "[Very Suspious Dealer]"; - mes "Oh how cowardly you are!"; - mes "I hid it in ship Navi perfectly."; - mes "Relax!"; - next; - mes "[Suspious Dealer]"; - mes "The rest of part is in staffs."; - mes "We should believe."; - next; - mes "We need to investigate Navi first."; - mes "Let's see other guys in ship Navi."; - if (malang_bad_guys == 3) { - erasequest 1147; - setquest 1148; - malang_bad_guys = 4; - } - close; - } else if (malang_bad_guys > 7) { - mes "You still hear a suspicious conversation."; - next; - mes "[Suspious Dealer]"; - mes "Star candy is still healthy,"; - mes "what happens?"; - next; - mes "[Very Suspious Dealer]"; - mes "No way..."; - mes "We should get more bad cans."; - close; - } - end; -} - -malangdo,155,179,0 script #ml2 -1,2,2,{ -OnTouch: - if (malang_bad_guys == 2 || malang_bad_guys == 3) { - mes "There's a memo."; - next; - mes "[Memo]"; - mes "Here is not what we wanted, huh!"; - next; - mes "...do listen the conversation of merchant."; - if (malang_bad_guys == 2) { - erasequest 1146; - setquest 1147; - malang_bad_guys = 3; - } - close; - } - end; -} - -malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ - if (malang_bad_guys < 4) { - mes "[Awfully Suspious Dealer]"; - mes "We quit selling them, find another merchant!"; - close; - } else if (malang_bad_guys == 4) { - mes "[Awfully Suspious Dealer]"; - mes "Bad cans?"; - mes "Due to lots of work in here"; - mes "can't have a short time to talk?"; - next; - switch(select("Look suspicious?:I knew all things here!")) { - case 1: - mes "[Awfully Suspious Dealer]"; - mes "I have a same boat with you!"; - close; - case 2: - mes "[Awfully Suspious Dealer]"; - mes "..."; - mes "You searched the lounge of ship Navi?"; - mes "..."; - next; - mes "[Awfully Suspious Dealer]"; - mes "It looks wrong place~"; - mes "Go and do other things~!"; - next; - mes "You need to search lounge of ship Navi?"; - erasequest 1148; - setquest 1149; - malang_bad_guys = 5; - close; - } - } else if (malang_bad_guys == 5) { - mes "[Awfully Suspious Dealer]"; - mes "A thought to search Gozangee around ship Navi"; - mes "is like to ride a skill"; - mes "with frying pan, it is idiot things."; - mes "I do not recommend."; - close; - } else if (malang_bad_guys == 6) { - if (countitem(6427) == 0) { - mes "[Awfully Suspious Dealer]"; - mes "You searched the lounge of ship Navi?"; - mes "But still nothing in hand."; - mes "I told you there's nothing."; - mes "..."; - next; - mes "[Awfully Suspious Dealer]"; - mes "...there must be something..."; - close; - } - mes "[Awfully Suspious Dealer]"; - mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?"; - mes "Where did you get it? Amazing!"; - next; - switch(select("Do not pretend not to know!:Need to show them our general!")) { - case 1: - mes "[Awfully Suspious Dealer]"; - mes "It just looks wonderful."; - mes "There's nothing more to have?"; - emotion e_ho; - close; - case 2: - mes "[Awfully Suspious Dealer]"; - mes "Relax!"; - mes "Let's have smile and fun with only ours."; - next; - mes "[Awfully Suspious Dealer]"; - mes "To be honest, I am a member of raccoon hurray team."; - mes "A homeless community of raccoons"; - mes "became a black market group."; - mes "I will make headquater of raccoon hurray team here"; - mes "after kick out group of cats."; - next; - switch(select("Are you the leader?:Let me clear the usage of bad can.:Can it be worked as you want?")) { - case 1: - mes "[Awfully Suspious Dealer]"; - mes "This is thankful misunderstanding,"; - mes "I am just little staff."; - mes "I don't know who the leader is."; - close; - case 2: - mes "[Awfully Suspious Dealer]"; - mes "That is..."; - mes "for food..."; - mes "Don't ask me more, please!"; - close; - case 3: - mes "[Awfully Suspious Dealer]"; - mes "You look down out raccoon hurray team?"; - mes "Look more! To my star candy who stands island"; - mes "I will make them have stomachache"; - mes "with lots of bad cans."; - mes "Aren't you expecting?"; - next; - mes "[Awfully Suspious Dealer]"; - mes "I can't make him eat with my hand,"; - mes "to creature in shining coral area that is basic food of star candy"; - mes "I am still feeding them with bad cans."; - mes "You must see amazing reaction, just wait!"; - next; - mes "The situation is serious."; - mes "Once the cats figure out,"; - mes "you might be confused."; - mes "Let's withdraw the bad cans first,"; - mes "located in the shining coral area."; - erasequest 1150; - setquest 1151; - malang_bad_guys = 7; - close; - } - } - } else if (malang_bad_guys == 7) { - mes "[Awfully Suspious Dealer]"; - mes "Plese forget what I have told you."; - mes "Please..."; - mes "After you got 30 pcs of bad cans"; - mes "in shining coral area"; - mes "do not tell the cats"; - mes "or report this fact!"; - close; - } - mes "[Awfully Suspious Dealer]"; - mes "So you reported all things?"; - mes "..."; - mes "Now it's time to live a new life"; - mes "of group for hair tufts..."; - close; -} - -mal_in02,184,72,3 script Gozangee#ml 4_CAT_SAILOR4,{ - mes "[Gozangee]"; - mes "I have too much pain in my stomach..."; - mes "Should endure myself!"; - mes "...do bad activity..."; - close; -} - -mal_in02,184,77,0 script #ml3 -1,2,2,{ -OnTouch: - if (checkweight(1201,1) == 0) { - mes "- You have too many items. -"; - close; - } - if (malang_bad_guys == 4) { - mes "I came to..."; - mes "know a thing that shouldn't be"; - mes "appeared to anyone."; - mes "Just pretend that I didn't see this."; - close; - } else if (malang_bad_guys == 5) { - mes "This is...!"; - mes "..."; - next; - mes "A sack that carrying bad cans."; - next; - mes "Let's bring this to a guy who"; - mes "is in Awfully Suspious Dealer in deck."; - erasequest 1149; - setquest 1150; - malang_bad_guys = 6; - getitem 6427,1; //Bad_Can_Sack - close; - } else if (malang_bad_guys == 6) { - mes "I saw a sack of bad cans."; - mes "located on the deck."; - mes "Let's bring this to a guy who"; - mes "is in Awfully Suspious Dealer in deck."; - close; - } - end; -} - -malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ - if (checkweight(1201,1) == 0) { - mes "- Can't go next step due to having too many items. -"; - close; - } - if (malang_bad_guys < 10) { - mes "[Patrol Leader]"; - mes "Be careful of distribution for"; - mes "bad cans recently in here"; - mes "so should be noticed."; - close; - } else if (malang_bad_guys == 10) { - mes "[Patrol Leader]"; - mes "So you are going to do bad activity instead of"; - mes "group of hair tufts lying in bed?"; - mes "It's gonna be exciting!"; - mes "So excited..."; - next; - mes "[Patrol Leader]"; - mes "Gobonge and his friends"; - mes "liked to torment ^0000FFRed Eruma^000000 in shining"; - mes "coral area more than anything."; - next; - mes "[Patrol Leader]"; - mes "Report to me after tormenting 20 ^0000FFRed Eruma^000000"; - mes "for a while."; - mes "I will scold you as Patrol Leader!"; - next; - switch(select("What Patrol Leader do like this?:Cheer up!!")) { - case 1: - mes "[Patrol Leader]"; - mes "This is what my flavor to do this!"; - close; - case 2: - mes "[Patrol Leader]"; - mes "I will expect various bad activities."; - erasequest 1153; - setquest 1154; - malang_bad_guys = 11; - close; - } - } else if (malang_bad_guys == 11) { - if (questprogress(1154,HUNTING) == 2) { - mes "[Patrol Leader]"; - mes "Wow, you did to ^0000FFRed Eruma^000000 so badly!"; - mes "I am impressed at your work."; - next; - mes "[Crime Prevention Staff]"; - mes "Captain, we have work again, right?"; - emotion e_sob; - emotion e_sob,0,"Crime Prevention Staff#ml"; - next; - mes "[Patrol Leader]"; - mes "Hide your tears and save your tears!"; - mes "You should cry when having a clue for bad activity"; - mes "at crime spot!"; - emotion e_sob; - emotion e_sob,0,"Crime Prevention Staff#ml"; - next; - mes "[Patrol Leader]"; - mes "I will scold you once the investigation is over!"; - mes "Visit Gobonge now."; - erasequest 1154; - setquest 1155; - malang_bad_guys = 12; - close; - } - mes "[Patrol Leader]"; - mes "Inside of starry coral area,"; - mes "report to me after tormenting 20 ^0000FFRed Eruma^000000"; - mes "for a while."; - mes "I will scold you as Patrol Leader!"; - close; - } - mes "[Patrol Leader]"; - mes "I will scold you once the investigation"; - mes "is over!"; - mes "visit Gobonge now."; - close; -} - -malangdo,129,146,3 script Crime Prevention Staff 4_CAT_SAILOR2,{ - if (malang_bad_guys > 11) { - mes "[Crime Prevention Staff]"; - mes "A work to do means happy things!"; - mes "I ask you to do various bad activities!"; - close; - } - mes "[Crime Prevention Staff]"; - mes "A group of cats that"; - mes "ate bad cans got"; - mes "pain in stomache."; - mes "They are lying at the north"; - mes "of place but still rolling with anger."; - next; - mes "[Crime Prevention Staff]"; - mes "Haha... the village is becoming"; - mes "peaceful and calm, but feels"; - mes "somewhat empty. This is not"; - mes "usual scene that we can have."; - mes "Let's see there?"; - close; -} - -malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ - if (callfunc("F_GM_NPC",1854,0) < 1) { - mes "[Helper]"; - mes "What is this security code?"; - mes "Go away!"; - close; - } - mes "[Helper]"; - mes "Choose now, hurry!"; - next; - switch(select("NPC appear!:NPC walkout!:Reset setitem:30 pcs of bad cans:Just before collecting cans:Start quest for Patrol Leader")) { - case 1: - donpcevent "Gobonge#ml::OnEnable"; - mes "[Helper]"; - mes "First appearance!"; - close; - case 2: - donpcevent "Gobonge#ml::OnDisable"; - mes "[Helper]"; - mes "Walk out!"; - close; - case 3: - mes "[Helper]"; - mes "Yap!"; - malang_bad_guys = 0; - erasequest 1152; - close; - case 4: - mes "[Helper]"; - mes "Owing?"; - getitem 6426,30; //Bad_Can - close; - case 5: - mes "[Helper]"; - mes "Yap!"; - erasequest 1150; - setquest 1151; - malang_bad_guys = 7; - close; - case 6: - mes "[Helper]"; - mes "Yap!"; - malang_bad_guys = 10; - close; - } -} - -// Clean the Ship :: mal_day_qook -//============================================================ -mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (BaseLevel < 60) { - mes "Sailor cat is crying sadly."; - next; - mes "[Cleanyang]"; - mes "Meow neow meoow"; - mes "What... Meow .. Something... going... Heuheung~"; - mes "You don't have to know. Meow heuheuheuk... "; - next; - mes "He does not continue to talk."; - mes "He might say like that with shaking his head."; - mes "'You are still young. That is why you don't understand my anguish and sadness...'"; - next; - mes "It is much better to do not know."; - close; - } - if (mal_qook == 0) { - mes "Sailor cat is crying sadly."; - emotion e_sob; - next; - mes "[Cleanyang]"; - mes "Meow meow meoooow~"; - mes "What is going on... Heu... heuk..."; - mes "You don't have to know. Heu... heuk..."; - emotion e_sob; - next; - mes "Could not continue talk."; - next; - switch(select("Cheer him up.:Ignore.")) { - case 1: - mes "I comforted his wounded heart just standing by him."; - next; - emotion e_sob; - mes "[Cleanyang]"; - mes "This is unjust... Heuheuk..."; - mes "The chef... He always gives me scolding."; - next; - mes "[Cleanyang]"; - mes "I always clean up diligently."; - mes "I have no idea where they are from... Heuheuk..."; - mes "They penetrated into the ingredients..."; - next; - select("They?"); - mes "[Cleanyang]"; - mes "Yes, they are fast, small, hard and shiny black."; - mes "Meow... Also, white and wriggled..."; - mes "My chef is so clean."; - next; - mes "[Cleanyang]"; - mes "It's ok. Clean, vermin and"; - mes "whatever... the unfair thing is"; - mes "that I really killed vermin as well, meow."; - mes "In addition, I clean up diligently."; - next; - mes "[Cleanyang]"; - mes "By the way, they are coming over and over again."; - mes "I don't know where they are from."; - next; - switch(select("Don't ask anymore.:Asking for the place of vermin came.")) { - case 1: - emotion e_sob; - mes "[Cleanyang]"; - mes "...what's wrong with your face?"; - mes "Are you afraid of sending on an errand?"; - mes "What are you thinking about me... meow, meow...?"; - mes "It's not fair... meow, meow..."; - next; - mes "Poor sailor cat Cleanyang begins to cry."; - mes "Leave him alone."; - close; - case 2: - mes "[Cleanyang]"; - mes "Does someone will go there and check it?"; - mes "Please, search everywhere of the ship Navi?"; - mes "I can't live like this! Meow, meow!"; - next; - mes "[Cleanyang]"; - mes "There is definitely something I do not know. Meow."; - mes "Meow... I'll clean this place up. Please find something instead of me."; - mal_qook = 1; - setquest 7260; - close; - } - case 2: - mes "You leave the crying cat and move back."; - close; - } - } else if (mal_qook == 1) { - if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { - emotion e_omg; - mes "[Cleanyang]"; - mes "Uh. What is that? Meow."; - mes "This is cat's ship biscuit... It might be left for a long time..."; - mes "No way...!"; - next; - select("Yeah, this is it."); - emotion e_hmm; - mes "[Cleanyang]"; - mes "There were infested with insects because sailors hided and left the cat's ship biscuit.."; - mes "I got a scolding cause of just teeth grinder?"; - mes "Meow!"; - next; - select("Teeth Grinder?"); - mes "[Cleanyang]"; - mes "That is right, meow."; - mes "This is stiff-baked bread for preserve easily during sailing, meow."; - mes "It is too hard, so if you just bite this, probably your canine will be broken, meow."; - next; - mes "[Cleanyang]"; - mes "It is baked with just salt and flour for preserve long time that is why it does not have any taste."; - mes "More than all..... look at this."; - next; - mes "Cleanyang breaks cat's ship biscuit with hammer and chisel"; - mes "and hit on the floor. Then..."; - next; - mes "[Cleanyang]"; - mes "........can you see something coming out from here?"; - mes "This is Weevil Bug.........."; - mes "It is such a castle of insects."; - next; - mes "[Cleanyang]"; - mes "Maybe someone really does not want to eat this."; - mes "These insects are left before we are settled on island and change the menu."; - next; - mes "[Cleanyang]"; - mes "After settled on this island, we did not make cat's ship biscuit due to fresh ingredients."; - mes "........"; - next; - mes "[Cleanyang]"; - mes "Please show this to chef and tell him that Cleanyang really cleaned up very well."; - mes "Well... I'm still afraid of chef..."; - mes "...please! Meow!"; - mal_qook = 2; - erasequest 7261; - erasequest 7262; - erasequest 7263; - erasequest 7260; - setquest 7264; - next; - mes "[Cleanyang]"; - mes "Ah, that cat's ship biscuit is still fine, so just try to eat."; - mes "Do you wonder what is that? It was a great food even though it's not look good..."; - close; - } - mes "[Cleanyang]"; - mes "Please search the ship Navi and find the place of origin."; - mes "I just believe you."; - close; - } else if (mal_qook == 2) { - mes "[Cleanyang]"; - mes "If you show cat's ship biscuit to chef and those insects were from there,"; - mes "my misunderstanding will be resolved."; - next; - select("Why don't you go by yourself?"); - mes "[Cleanyang]"; - mes "Um... I still have to clean up..."; - mes "I'm still scared of my chef, so please."; - close; - } else if (mal_qook == 3) { - mes "[Cleanyang]"; - mes "Chef gets angry."; - mes "Just beg for mercy!"; - close; - } else if (mal_qook == 4) { - mes "[Cleanyang]"; - mes "Did you say that chef was more upset about cat's ship biscuit?"; - mes "From now, I don't have to crying?"; - next; - mes "[Cleanyang]"; - mes "If chef needs something, Just bring it for him~"; - mes "Is that good for each other?"; - next; - mes "[Cleanyang]"; - mes "When chef is satisfied and pleased, just come at that time."; - mes "I may not able to clean up until that time because I'm nervous. Meow...."; - close; - } else if (mal_qook == 5) { - mes "[Cleanyang]"; - mes "Did you finish work what chef wanted?"; - mes "By the way, why do you make cat's ship biscuit suddenly?"; - next; - select("New menu for you."); - mes "[Cleanyang]"; - mes "Meoooow----!!"; - mes "Keemeoooow!!"; - mes "Nyahuhuh... Kmeoooow!"; - next; - mes "[Cleanyang]"; - mes "Nooo!!!!!!!!!!!"; - mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!"; - mes "Kmeoooow... Kmeoooow... Kmeoooow~"; - next; - switch(select("Tickling under the chin.:Hit the end of nose.:Tap on butt.")) { - case 1: - mes "[Cleanyang]"; - mes "Meoow... Koleung koleung..."; - mes "Kyarreung..."; - mes "Huahhuah... Golgolgol..."; - next; - break; - case 2: - mes "[Cleanyang]"; - mes "Eung Kya-!"; - mes "Uh nyanyanyanaynyan!"; - mes "What the heck are you doing!"; - next; - break; - case 3: - mes "[Cleanyang]"; - mes "Heu keeyangyang"; - mes "Heunyang... Euhnyang-!"; - mes "What are you doing!"; - next; - break; - } - mes "[Cleanyang]"; - mes "Please stop..."; - mes "Now, be calm."; - mes "I understand that chef's saying and huge plan."; - next; - mes "[Cleanyang]"; - mes "Hey, human who helped me, you, you!"; - mes "Could you do me favor."; - mes "If the menu will be changed and provide cat's ship biscuit, definitely they appear..."; - next; - select("What?"); - mes "[Cleanyang]"; - mes "Cat the Cat!"; - mes "Cats who hide cat's ship biscuit secretly."; - mes "No one says that do not want to eat and throw away because they are scare chef."; - next; - mes "[Cleanyang]"; - mes "Absolutely, they begin to hide cat's ship biscuit..."; - mes "And it will be infested by insects!"; - mes "Chef will give a scolding again!"; - next; - mes "[Cleanyang]"; - mes "So let me see you everyday from provided cat's ship biscuit tomorrow."; - mes "You did good job. This is a token of thanks."; - mal_qook = 6; - getitem 12636,30; //Malang_Sp_Can - getexp 80000,80000; - setquest 7267; - close; - } - switch(rand(3)) { - case 0: - mes "[Cleanyang]"; - mes "Ohohohong..."; - mes "Euhohohohong..."; - mes "It's horrible... I got cat's ship biscuit but I don't know when It was made."; - mes "It's really hard. I almost lost my teeth."; - break; - case 1: - mes "[Cleanyang]"; - mes "Chef might forget everything that he gave me a scolding cause of insects."; - mes "He got a shock by cat's ship biscuit. Is this bigger case than the clean up?"; - break; - case 2: - mes "[Cleanyang]"; - mes "I'm a cleaning cat Cleanyang~"; - mes "Meow~"; - mes "Make a scratch others' door of house Meow~"; - mes "Meow~ Uh? Did you hear it?"; - mes "This is my cleaning song."; - break; - } - next; - mes "[Cleanyang]"; - mes "By the way, what is going on?"; - next; - switch(select("It's time to promise~:I'm here to see the result~:Shake your butt~")) { - case 1: - if (!questprogress(7267,PLAYTIME)) { - mes "[Cleanyang]"; - mes "Uh? Not yet."; - mes "Today's cat's ship biscuit is not provided yet, so I will know that after wait little bit more."; - mes "It might be after chef's distribution of cat's ship biscuit."; - close; - } - if (questprogress(7268)) { - mes "[Cleanyang]"; - mes "My service to you today."; - mes "Recently, there are 9 spot that hided cat's ship biscuit as well."; - next; - mes "[Cleanyang]"; - mes "Someone think that good angel took them all as I collected and threw away."; - mes "He still hide them that place."; - next; - mes "[Cleanyang]"; - mes "It is so easy because I don't have to search everywhere, but..."; - mes "Please search the 9 spot where hiding frequently."; - close; - } - if (questprogress(7267,PLAYTIME) == 2) - completequest 7267; - erasequest 7267; - mes "[Cleanyang]"; - mes "Is there guy who hide cat's ship biscuit today?"; - mes "Probably there he is?"; - next; - switch(select("Try to search today.:Maybe not today.")) { - case 1: - mes "[Cleanyang]"; - mes "My service to you today."; - mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass."; - mes "Search everywhere."; - setquest 7268; - close; - case 2: - mes "[Cleanyang]"; - mes "Do you think so?"; - mes "If so, It's good thing."; - mes "Anyway, It is not infested of insects due to we find them and remove right away."; - mes "That's enough."; - close; - } - case 2: - if (!questprogress(7268)) { - mes "[Cleanyang]"; - mes "Um? Nobody request for collecting cat's ship biscuit today."; - mes "By the way, what is the result report?"; - mes "Are you sick?"; - close; - } - if (questprogress(7261) && questprogress(7262) && questprogress(7263) && questprogress(7269) && questprogress(7270) && - questprogress(7271) && questprogress(7272) && questprogress(7273) && questprogress(7274) && questprogress(7275)) { - mes "[Cleanyang]"; - mes "Um, the rising cat's ship biscuit spot!"; - mes "Did you collect all fully?"; - mes "I guess this is pretty enough."; - next; - mes "[Cleanyang]"; - mes "Just take all finding cat's ship biscuit."; - mes "Taste is not bad and have a resilient too..."; - next; - mes "[Cleanyang]"; - mes "Ok today's work is enough. Please come tomorrow!"; - mes "There will be tomorrow's cat's ship biscuit!"; - mes "Nya hahahong~"; - setquest 7267; - erasequest 7268; - erasequest 7261; - erasequest 7262; - erasequest 7263; - erasequest 7269; - erasequest 7270; - erasequest 7271; - erasequest 7272; - erasequest 7273; - erasequest 7274; - erasequest 7275; - getexp 30000,40000; - getitem 12636,10; //Malang_Sp_Can - close; - } - mes "[Cleanyang]"; - mes "Did you find all of them?"; - next; - mes "[Cleanyang]"; - mes "Someone think that good angel took them all as I collected and threw away."; - mes "He still hide them that place."; - next; - mes "[Cleanyang]"; - mes "It is so easy because I don't have to search everywhere, but"; - mes "please search the 9 spot where hiding frequently."; - close; - case 3: - mes "[Cleanyang]"; - mes "Meooow-!"; - mes "What are you doing? Meow!"; - mes "Goreureureung..."; - next; - mes "[Cleanyang]"; - mes "Hmhm."; - mes "Hey, don't do that."; - mes "...isn't it a crime? Meow."; - close; - } -} - -mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (mal_qook == 1) { - if (!questprogress(7261)) { - mes "Lots of junk are piled up in a corner of captain's room."; - mes "Cleanyang might not clean in a corner because it is not within his hand."; - next; - mes "[Admiral Thomas]"; - mes "Uh? What are you doing over there?"; - mes "Do not touch that!"; - cutin "ma_tomas03",2; - next; - switch(select("Sorry.:I'll clean up!")) { - case 1: - mes "[Admiral Thomas]"; - mes "We have a common interest to talk."; - mes "There is no reason to search there like you."; - mes "Please leave me alone."; - cutin "ma_tomas01",2; - cutin "ma_tomas03",255; - break; - case 2: - cutin "ma_tomas03",255; - mes "Ignoring Thomas and search under the junk."; - mes "And at that time..."; - next; - emotion e_omg; - mes "The place where the black shadow just passed, I don't how long been it is left."; - mes "Find a cat's ship biscuit."; - switch(rand(3)) { - case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1; - case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1; - case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1; - } - setquest 7261; - getitem 11536,1; //Cat_Hard_Biscuit - next; - if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { - mes "I guess I searched pretty enough."; - mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; - close; - } - mes "It was one of reason that the insects are appeared."; - close; - } - } - mes "It used to be habitat of insects because someone left cat's ship biscuit."; - mes "I think it's ok now due to we removed all of them."; - close; - } - if (questprogress(7268)) { - if (!questprogress(7261)) { - mes "Lots of junk are piled up in a corner of captain's room."; - mes "Cleanyng might not clean in a corner because it is not within his hand."; - mes "He reached out and search under the junk."; - next; - mes "And at that time..."; - mes "The place where the dark shadow just passed, find a cat's ship biscuit that is hided recently."; - emotion e_omg; - switch(rand(3)) { - case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1; - case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1; - case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1; - } - setquest 7261; - getitem 11536,1; //Cat_Hard_Biscuit - close; - } - mes "It used to be habitat of insects because someone left cat's ship biscuit."; - mes "I think it's ok now due to we removed all of them."; - close; - } - mes "I don't have any business here."; - close; -} - -mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (mal_qook == 1 || questprogress(7268)) { - if (!questprogress(7263)) { - mes "This is ventilation window on the floor. It is really close to Cooking table"; - mes "I'm trying to ignore that but it is on my mind. What should I do?"; - next; - switch(select("Just look roughly.:Take a look at this.")) { - case 1: - mes "I looked at the ventilation window well, but did not find any problem."; - close; - case 2: - mes "It looks good from the top... I took it off because it's on my mind."; - mes "I can see something the bottom of way of ventilation."; - mes "And at that time..."; - next; - mes "The place where the dark shadow just passed, I don't how long been it is left."; - mes "Find a cat's ship biscuit."; - emotion e_omg; - switch(rand(2)) { - case 0: monster "mal_in02",182,50,"Quick Dark Shadow",2209,1; - case 1: monster "mal_in02",184,50,"Quick Dark Shadow",2209,1; - } - setquest 7263; - getitem 11536,1; //Cat_Hard_Biscuit - if (mal_qook == 1) { - next; - if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { - mes "I guess I searched pretty enough."; - mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; - } else - mes "It was one of reason that the insects are appeared."; - } - close; - } - } - mes "It used to be habitat of insects because someone left cat's ship biscuit."; - mes "I think it's ok now due to we removed all of them."; - close; - } - mes "I don't have any business here."; - close; -} - -mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (mal_qook == 1 || questprogress(7268)) { - if (!questprogress(7262)) { - mes "This is bed for sailors. There is too much hair and so messy."; - mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that."; - next; - switch(select("Raise the matress slightly.:Search under the bed.")) { - case 1: - mes "I slightly push and raise the part that touched edge of wall."; - mes "And at that time..."; - next; - mes "The place where the dark shadow just passed, I don't how long been it is left."; - mes "Find a cat's ship biscuit."; - emotion e_omg; - monster "mal_in02",102,23,"Quick Dark Shadow",2209,1; - setquest 7262; - getitem 11536,1; //Cat_Hard_Biscuit - if (mal_qook == 1) { - next; - if (questprogress(7261) && questprogress(7262) && questprogress(7263)) { - mes "I guess I searched pretty enough."; - mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; - } else - mes "It was one of reason that the insects are appeared."; - } - close; - case 2: - mes "I searched under the bed, but I didn't find any problem."; - mes "Maybe Cleanyang cleaned up. It's pretty good condition."; - close; - } - } - mes "It used to be habitat of insects because someone left cat's ship biscuit."; - mes "I think it's ok now due to we removed all of them."; - close; - } - mes "The bed for sailors."; - mes "Lots of cat's hair are attached."; - close; -} - -malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (questprogress(7268)) { - if (!questprogress(7269)) { - mes "Many weeds are growing in rest area near cat tower."; - mes "It's easily ignored, so it's on my mind."; - next; - switch(select("Search through the weeds.:Search under the chair.")) { - case 1: - mes "I decide to search the forest that out of people's eye."; - mes "And at that time..."; - next; - mes "From the place where Dark shadow just passed and someone hided recently."; - mes "Find a cat's ship biscuit."; - emotion e_omg; - monster "malangdo",141,178,"Quick Dark Shadow",2209,1; - setquest 7269; - getitem 11536,1; //Cat_Hard_Biscuit - close; - case 2: - mes "I searched under the chair in rest area, but I didn't find any problem."; - mes "It's pretty good condition even though it's outside."; - close; - } - } - mes "Many weeds are growing in rest area near cat tower."; - mes "We already collected hiding cat's ship biscuit here."; - close; - } - mes "Many weeds are growing under the cat tower."; - mes "It seems to be hard to clean."; - close; -} - -malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (questprogress(7268)) { - .@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; - if (!questprogress(.@quest)) { - mes "The pile of sand is billowed like a grave. Should be something in there."; - mes "According to rumors, cats have a habit to bury with sand after stool..."; - next; - switch(select("Avoid this dirty place.:Darn it-!")) { - case 1: - mes "[" + strcharinfo(0) + "]"; - mes "Right!"; - mes "It may be cat's grave... Do not touch them!"; - mes "Avoid, avoid~"; - break; - case 2: - mes "Close eyes and start to dig that pile of sand!"; - mes "Therefore, something came out quickly from there and disappeared."; - mes "And..."; - next; - mes "From the place where Dark shadow just passed and someone hided recently."; - mes "Find a some chips of cat's ship biscuit."; - setquest .@quest; - if (!rand(3)) { - emotion e_omg; - getmapxy(.@map$,.@x,.@y,1); - monster .@map$,.@x,.@y,"Quick Dark Shadow",2209,1; - } else - getitem 11536,1; //Cat_Hard_Biscuit - close; - } - } - mes "We already collected buried cat's ship biscuit."; - close; - } - mes "- Looks so strange. -"; - mes "- That's it... -"; - close; -} -malangdo,197,237,0 duplicate(Strange Pile of Sand#7) Strange Pile of Sand#12 4_SOIL - -malangdo,232,131,0 script #UnderStairs8 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (questprogress(7268)) { - if (!questprogress(7271)) { - mes "Some weeds are growing under the low stairs."; - mes "It's really hard to find something fell under the stairs.."; - next; - mes "To lie flat and look under the stairs carefully."; - mes "And at that time..."; - next; - mes "From the place where Dark shadow just passed and someone hided recently."; - mes "Find a some chips of cat's ship biscuit."; - setquest 7271; - if (!rand(3)) { - emotion e_omg; - monster "malangdo",231,130,"Quick Dark Shadow",2209,1; - } else - getitem 11536,1; //Cat_Hard_Biscuit - close; - } - mes "Sometimes, someone played with pulling people's ankle under the stairs"; - mes "Now, I can't see mischievous boys or any strange thing."; - next; - mes "We already collected buried cat's ship biscuit."; - close; - } - mes "Out of people's hand under the stairs."; - mes "Sometimes, I look around there when I search for lost toys."; - close; -} - -mal_in01,74,20,0 script #CornerTower9 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (questprogress(7268)) { - if (!questprogress(7272)) { - mes "This cat tower is for playing and resting."; - mes "Dust is piled up because there is gap between the foothold and ground."; - next; - mes "Push the thin and long rod in the gap and search something."; - mes "And at that time..."; - next; - mes "From the place where Dark shadow just passed and someone hided recently."; - mes "Find a some chips of cat's ship biscuit."; - setquest 7272; - if (!rand(3)) { - emotion e_omg; - monster "mal_in01",73,19,"Quick Dark Shadow",2209,1; - } else - getitem 11536,1; //Cat_Hard_Biscuit - close; - } - mes "We already collected buried cat's ship biscuit."; - close; - } - mes "There are cat's bed near cat tower."; - mes "Specially, some cats love an out of the way place."; - close; -} - -mal_in01,159,225,0 script #CornerLocker10 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (questprogress(7268)) { - if (!questprogress(7273)) { - mes "In the corner of the gap between the wall and locker that is used by cat's gamers,"; - mes "I can see something there. It's really hard to find object if drop there."; - next; - mes "Push the thin and long rod in the gap and search something."; - mes "And at that time..."; - next; - mes "From the place where Dark shadow just passed and someone hided recently."; - mes "Find a some chips of cat's ship biscuit."; - setquest 7273; - if (!rand(3)) { - emotion e_omg; - monster "mal_in01",159,225,"Quick Dark Shadow",2209,1; - } else - getitem 11536,1; //Cat_Hard_Biscuit - close; - } - mes "We already collected buried cat's ship biscuit."; - close; - } - mes "The corner of gap is between locker that is used by cat's gamers and wall."; - mes "If drop kind of small toys there, never find them at all."; - close; -} - -mal_in01,24,72,0 script #FootholdTower11 CLEAR_NPC,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (questprogress(7268)) { - if (!questprogress(7274)) { - mes "This cat tower is for playing and resting in Malangdo."; - mes "Dust is piled up because there is gap between the foothold and ground."; - next; - mes "Push the thin and long rod in the gap and search something."; - mes "And at that time..."; - next; - mes "From the place where Dark shadow just passed and someone hided recently."; - mes "Find a some chips of cat's ship biscuit."; - setquest 7274; - if (!rand(3)) { - emotion e_omg; - monster "mal_in01",24,71,"Quick Dark Shadow",2209,1; - } else - getitem 11536,1; //Cat_Hard_Biscuit - close; - } - mes "There is mark that shows something used to be jammed in gap of foothold in very bottom of cat tower."; - mes "We already collected buried cat's ship biscuit."; - close; - } - mes "This cat tower is for playing and resting in Malangdo."; - mes "When I look cats on the cat tower, It looks like a tree landen with cats..."; - close; -} - -// Help Chef Nyas :: mal_day_qook -//============================================================ -mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ - if (checkweight(1201,1) == 0) { - mes "- You have too many items so you can't continue the quest. -"; - close; - } - if (BaseLevel < 60) { - mes "[Chef Nyas]"; - mes "What is going on boy?"; - mes "I don't want to talk to you. Get away from me!"; - next; - mes "I'm ignored by uncomfortable cat."; - mes "May not ignored if I'm getting stronger..."; - close; - } - if (mal_qook < 2) { - mes "[Chef Nyas]"; - mes "I'm a unique chef in entire fleet."; - mes "Do you want something from me?"; - next; - mes "[Chef Nyas]"; - mes "Even though I have no time to spare, I usually serve a plate of soup gladly, but now!"; - mes "The ingredient is infested with worms cause of one stupid's carelessness!"; - next; - mes "[Chef Nyas]"; - mes "Therefore, when my blaze of anger becomes quiet like a calm sea, come back again!"; - mes "By the way, where is that stupid!"; - close; - } else if (mal_qook == 2) { - mes "[Chef Nyas]"; - mes "I'm a unique chef in entire fleet."; - mes "Do you want something from me?"; - next; - switch(select("Show the cat's ship biscuit.:Talk about story of Cleanyang.")) { - case 1: - mes "[Chef Nyas]"; - mes "Hm? is this cat's ship biscuit?"; - mes "Specially, I can feel the flow of time from this biscuit."; - mes "By the way, how can you have this?"; - next; - mes "He is telling the story that place where he found cat's ship biscuit and"; - mes "Explain the Cleanyang's story."; - next; - break; - case 2: - mes "[Chef Nyas]"; - mes "Why that stupid?"; - mes "Are you trying to make a thunder storm in the calm sea?!"; - next; - mes "Pacify an angry chef"; - mes "Explain a misunderstanding about Cleanyang and tell whole story of cat's ship biscuit."; - next; - break; - } - mes "[Chef Nyas]"; - mes "So this is happening because of cat buscuit?"; - mes "Yes, is this story about that?"; - next; - select("You are quick understand."); - mes "[Chef Nyas]"; - mes "..........He is such a jerk!"; - mes "In addition, What? Find another one in captain's room?!"; - next; - mes "[Chef Nyas]"; - mes "Thomas......"; - mes "He has position that should take the lead to sailors, but he got a wrong?"; - mes "Ududuk."; - next; - mes "[Chef Nyas]"; - mes "This cat's ship biscuit was! Always thankful food to help our starvation during a long sailing!"; - mes "No matter what taste, It always saves us at crossroads of life and death!"; - next; - mes "[Chef Nyas]"; - mes "Although the situation is not able to use fire for a month, two month even 1000 days!"; - mes "This is blessed food to guarantee on open sea!"; - next; - mes "[Chef Nyas]"; - mes "How many chef cats have difficult time to make a cat's ship biscuit!"; - mes "The military discipline has been relaxed because we settled down on island! Already forget the dangerous situation?!"; - next; - mes "Chef is outraged and very upset."; - mes "He mumbled and made a threatening sound with grind his teeth."; - mes "Come back later when he calms down."; - mal_qook = 3; - erasequest 7264; - setquest 7265; - close; - } else if (mal_qook == 3) { - if (!rand(3)) { - mes "[Chef Nyas]"; - mes "There you are? I made a bad break."; - mes "I made a big decision when you are out for me."; - next; - mes "[Chef Nyas]"; - mes "After settled down on Island, depraved mindset cause of plentiful foods."; - mes "Therefore, I'll change the menu that cat's ship biscuit is provided for one meal a day!."; - next; - mes "[Chef Nyas]"; - mes "That ingredient is needed to make cat's ship biscuit."; - mes "There is no wheat on this island, so I need to get your help."; - next; - mes "[Chef Nyas]"; - mes "Anything is possible to grind flour and knead dough."; - mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000."; - mes "Replace salt with seawater.."; - next; - mes "[Chef Nyas]"; - mes "Could we get them easily on land?"; - mes "I'll get the rest what I need."; - next; - mes "[Chef Nyas]"; - mes "I'll fix their taste that is crazy for canned food."; - mes "He approached like a calm sea that has horrible thunder storm"; - mes "I'll give a pain like a god of sea's anger! Kmeow~~!!"; - next; - mes "A look of chef is quite serious."; - mes "Let me tell Cleanyang about the result first."; - mal_qook = 4; - erasequest 7265; - setquest 7266; - close; - } - mes "Chef is still trying to soothe his anger."; - mes "Maybe need more time."; - close; - } else if (mal_qook == 4) { - if (countitem(577) >= 10 && countitem(7454) > 0) { - mes "[Chef Nyas]"; - mes "Finally here. Wow, this land is pretty different."; - mes "That is enough to process."; - next; - mes "[Chef Nyas]"; - mes "If you are ok, I want to get these food everyday."; - mes "If you don't mind, just come back tomorrow."; - delitem 577,10; //Grain - delitem 7454,1; //Plain_Sauce - mal_qook = 5; - erasequest 7266; - setquest 7276; - close; - } - mes "[Chef Nyas]"; - mes "That ingredient is needed to make cat's ship biscuit."; - mes "There is no wheat on this island, so I need to get your help."; - next; - mes "[Chef Nyas]"; - mes "Anything is possible to grind flour and knead dough."; - mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000."; - mes "Replace salt with seawater..."; - close; - } - mes "[Chef Nyas]"; - mes "There you are."; - mes "It's not mealtime... Why are you here?"; - next; - switch(select("What's today's work?:Food Delivery:Just bored...")) { - case 1: - if (questprogress(7276,PLAYTIME)) { - mes "[Chef Nyas]"; - mes "Now, cat's ship biscuit is being baked in this oven."; - mes "It's all for your delivery food."; - next; - mes "[Chef Nyas]"; - mes "Quiet wave with a little salty and savory smell."; - mes "The food of sea is coming to make sailor's heart flutter."; - next; - mes "[Chef Nyas]"; - mes "I've got enough ingredients of cat's ship biscuit today."; - mes "Let me order next time."; - close; - } - if (mal_food > 0) { - mes "[Chef Nyas]"; - mes "Um? You are dull."; - mes "You already took my order list?"; - mes "Just take care of them."; - close; - } - if (questprogress(7276,PLAYTIME) == 2) - completequest 7276; - mes "[Chef Nyas]"; - mes "Here you are."; - mes "I need ingredients for cat's ship biscuit now. Fortunately, you are here at the right moment."; - if (questprogress(7276)) - erasequest 7276; - next; - mes "[Chef Nyas]"; - mes "Could you bring some ingrediednts for cat's ship biscuit from land?"; - mes "If you say so, I have one more thing to request..."; - next; - switch(select("I'm busy today.:Sure, what are you need?")) { - case 1: - mes "[Chef Nyas]"; - mes "That is sad news."; - mes "However, it's ok. Cat's ship biscuit is originally prepared food."; - mes "Anyway, today's biscuit wll be provided when the second moon is full."; - next; - switch(select("So teeth grinder?:Worm castle...:Do not throw away?")) { - case 1: - mes "[Chef Nyas]"; - mes "What do you want to hear from me?!"; - mes "Kmeow!!"; - mes "The hardness of cat's ship biscuit is like a noble endurance in the sea!"; - mes "Do not ignore this!!"; - close; - case 2: - mes "[Chef Nyas]"; - mes "Only idiot who does not take care of preserving says like that."; - mes "Dry enough and seal it in cool dry place. Tut-tut."; - next; - mes "[Chef Nyas]"; - mes "Anyway Is that all about protein?"; - mes "Why don't you eat at night if it's on your mind!"; - close; - case 3: - mes "[Chef Nyas]"; - mes "Never throw food!"; - mes "When you are hit by cat's ship biscuit, you will get bruise or bleeding but"; - mes "It is not that reason!!!"; - mes "Do not play with food!"; - close; - } - case 2: - if (mal_food == 0) { - mes "[Chef Nyas]"; - mes "The ingredients of cat's ship biscuit are 10 Grain and 1 Plain Sauce as usual."; - mes "And I'd like to study food of human, so bring one of them."; - next; - mes "[Chef Nyas]"; - mes "My curious food is..."; - .@i = rand(1,66); - - // IDs grouped in 5s incrementally. - setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; - mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 ."; - - mal_food = .@i; - setquest 7280+.@i; - mes "Just one dish is enough, so please do it together."; - next; - mes "[Chef Nyas]"; - mes "You have to bring the dish that made from fresh ingredients."; - mes "^ff0000I will refuse the instant food.^000000"; - close; - } - mes "[Chef Nyas]"; - mes "Hey my friend, you have a bad memory."; - mes "Did you already take my order list?"; - close; - } - case 2: - if (mal_food == 0) { - mes "[Chef Nyas]"; - mes "Do you remember what I ask to bring?"; - mes "I have no idea."; - close; - } else if (mal_food > 66) { - mes "[Chef Nyas]"; - mes "What did I say to bring?"; - mes "I don't remember?"; - mes "Did you get something wrong to come here?"; - close; - } - mes "[Chef Nyas]"; - mes "Is that ingredients of cat's ship biscuit and the food of human?"; - mes "Let me check what you brought..."; - next; - .@i = mal_food; - - // IDs grouped in 5s incrementally. - setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; - .@food = .@StartID[(.@i-1)/5]+((.@i-1)%5); - - if (countitem(577) >= 10 && countitem(7454) > 0 && countitem(.@food) > 0) { - mes "[Chef Nyas]"; - mes "Great."; - mes "This is that food!"; - mes "It will be good reference. Well done."; - delitem 577,10; //Grain - delitem 7454,1; //Plain_Sauce - delitem .@food,1; - setquest 7276; - mal_food = 0; - erasequest 7280+.@i; - - // Quantities grouped in 10s repeating. - // [ 3, 3, 6, 6, 9, 9, 12, 12, 15, 18 ] - // Last group [ 61 - 66 ] receives 25 constant. - getitem 6422, ((.@i < 61)?((.@i%10)?3*(((.@i%10)+1)/2):18):25); //Egrade_Coin - - getexp 50000,80000; - next; - mes "[Chef Nyas]"; - mes "Alright, could you come tomorrow?"; - mes "When the time to you coming, I'm very excited."; - mes "Nyahuh Nyahuh"; - close; - } - mes "[Chef Nyas]"; - mes "Yummm..."; - mes "Did I overestimate your ability?"; - mes "Double check what is short and bring them properly."; - next; - mes "[Chef Nyas]"; - mes "There is not different from undiscerning young cat."; - close; - case 3: - mes "[Chef Nyas]"; - mes "You are quite bold like a killer whale."; - mes "If you don't have any business, don't touch vegetable and go away."; - close; - } -} - -// Play with Baby Cats :: mal_nyadventurer -//============================================================ -malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) { - mes "- You have too many items to proceed in this quest. -"; - close; - } - if (BaseLevel < 60) { - mes "[Rato]"; - mes "Seems like a visitor."; - mes "How does this island look?"; - mes "It is hard to believe, but this ground is very soft, so we named this island Malangdo."; - next; - mes "[Rato]"; - mes "If you were a more professional adventurer, I'd ask you one thing..."; - mes "Well, I won't do it."; - close; - } - if (nyadven == 0) { - mes "[Rato]"; - mes "Hey there."; - mes "I am Rato, do you have a moment?"; - next; - switch(select("Yeah, sure I do.:I'm sorry, but I'm busy right now.")) { - case 1: - mes "[Rato]"; - mes "Well, nothing special, but could you do me a favor?"; - mes "Did you see the kids gathered on your way here?"; - next; - select("Kids?"); - mes "[Rato]"; - mes "Yes yes, baby kids."; - mes "They are the youngest kids among the merchants and crews."; - mes "They feel anxious that they might not be able to go back home."; - next; - mes "[Rato]"; - mes "And they are getting bored of living on this small island."; - mes "They already tasted sea and adventure..."; - next; - mes "[Rato]"; - mes "They used to play with making things, but seem tired of that also..."; - mes "If it's okay, would you play with them for a while?"; - next; - switch(select("Uh, sure...:I don't have enough time for that.")) { - case 1: - mes "[Rato]"; - mes "Oh, thank you!"; - mes "Then, where are they?"; - mes "Maybe near Beginning Compass...?"; - next; - mes "[Rato]"; - mes "They are so active that I am not sure where they are now."; - break; - case 2: - mes "[Rato]"; - mes "Oh, really?"; - mes "It's okay even though you cannot do this right now."; - break; - } - mes "If you meet them, please spend time with them."; - next; - mes "[Rato]"; - mes "The youngest one is Charo, with gold fur."; - mes "Roku has black fur, and Rosy has white fur."; - mes "Please take care of them."; - nyadven = 1; - setquest 7242; - close; - case 2: - mes "[Rato]"; - mes "Oh, really?"; - mes "I am sorry for disturbing you."; - close; - } - } else if (nyadven == 1) { - mes "[Rato]"; - mes "The youngest one is Charo, with gold fur."; - mes "Roku has black fur, and Rosy has white fur."; - next; - mes "[Rato]"; - mes "We can look forward to the moment we can go back home if these children grow up nicely."; - mes "For that reason, please take care of them."; - close2; - } else if (nyadven < 13) { - mes "[Rato]"; - mes "Do kids disturb you too much?"; - mes "What... adventurer group? Did you play with toys from the adventurer group?"; - next; - mes "[Rato]"; - mes "I really worried about them the first time we were shipwrecked to this island..."; - mes "They thought the first voyage was huge adventure..."; - next; - mes "[Rato]"; - mes "They look excited, like they got a fever."; - mes "It seems like yesterday that I made toys for them and soothed them..."; - next; - mes "Rato seems to be in brown study."; - close; - } else if (nyadven == 13) { - if (countitem(6430) < 6) { - mes "You didn't bring the pieces of the painting."; - mes "Please take it with you."; - close; - } - mes "[Rato]"; - mes "What's going on?"; - mes "It should be very hard to take care of the kids even though I asked you, isn't it?"; - mes "I am sorry, I should take care of them..."; - next; - mes "You hand Rato a piece of painting."; - next; - mes "[Rato]"; - mes "Oh, this is a piece of painting?"; - mes "Ah!!!"; - mes "Has this painting been torn up already?"; - next; - mes "[Rato]"; - mes "Did they say this is a gift for me?"; - mes "Huhhuh, a piece of painting?"; - mes "HAHAHAHAHA!"; - next; - mes "[Rato]"; - mes "Okay, I will patch up this painting by myself."; - mes "They are still the same."; - mes "I think I should worry about myself first..."; - next; - mes "[Rato]"; - mes "It's very kind of you to play with the kids."; - mes "This is for you."; - delitem 6430,6; //Picture_Piece - nyadven = 14; - getitem 6422,100; //Egrade_Coin - completequest 7259; - next; - mes "[Rato]"; - mes "I owe you a big favor!"; - mes "Let's drink today!"; - mes "Miaow~"; - close; - } else { - mes "[Rato]"; - mes "Hey, how's it going? If you have time please look at it."; - next; - switch(select("Look at a picture.:Don't look at a picture.")) { - case 1: - mes "[Rato]"; - mes "Yes, they drew this picture full of happiness."; - next; - cutin "mal_nyapic",4; - mes "Appreciate the picture in the frame."; - close2; - cutin "",255; - end; - case 2: - mes "[Rato]"; - mes "Why don't you look at such a nice picture?"; - mes "I'm disapointed."; - close; - } - } -} - -malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) { - mes "- You have too many items to proceed in this quest. -"; - close; - } - if (nyadven == 0) { - mes "There are cats who seem younger than the other crew."; - mes "They are having a serious conversation about the weird machine in front of them."; - close; - } else if (nyadven == 1) { - mes "There are cats who seem younger than the other crew."; - mes "They are having a serious conversation about the weird machine in front of them."; - mes "They look like the kids that Rato told me about."; - next; - switch(select("Just watch them without a word.:Busy right now.")) { - case 1: - mes "You try to listen to the conversation without disturbing them."; - next; - mes "[Charo]"; - mes "When will it be fixed? When it will be done?"; - mes "Isn't this the last one?"; - next; - mes "[Rosy]"; - mes "Um... you don't even get tried of it?"; - mes "Anyway, we are in trouble."; - mes "The glass bead is broken."; - next; - mes "[Roku]"; - mes "Don't we have an extra glass bead?"; - next; - mes "[Rosy]"; - mes "No, we don't have any."; - mes "We can't fix this without it, right?"; - next; - mes "The cats look your way at the same time."; - next; - switch(select("I have a spare Glass Bead!:Why are you guys staring at me?")) { - case 1: - if (countitem(746) == 0) { - mes "[Roku]"; - mes "There is no glass bead."; - mes "Don't lie to us."; - close; - } - mes "[Charo]"; - mes "Really? Oh, really?"; - mes "It's a bead! And a shining glass bead as well!"; - next; - mes "[Rosy]"; - mes "Hmm. This is enough to replace it."; - mes "Like this..."; - next; - mes "[Roku]"; - mes "And then here, this?"; - mes "Done."; - next; - mes "[Charo]"; - mes "Exciting!!!"; - mes "Okay, adventurer! We'll give you the right to use this machine!"; - mes "Try this whenever you want to!!"; - next; - mes "[Charo]"; - mes "Advanturer! This is a delicious can."; - mes "You can get whatever you want with cans in this island. It is tradable."; - mes "Rosy, Roku and I collected them."; - next; - mes "[Charo]"; - mes "And adventurer!"; - mes "If you were a real adventurer,"; - mes "you would clear all Nyadventures"; - mes "made by the Meow Bravery Team!"; - mes "Challenge it whenever you want to!"; - delitem 746,1; //Glass_Bead - nyadven = 2; - getitem 12636,30; //Malang_Sp_Can - close; - case 2: - mes "[Rosy]"; - mes "We are just looking at you as you stand there."; - close; - } - case 2: - mes "I'll come again later."; - close; - } - } else if (nyadven == 2) { - mes "[Charo]"; - mes "We fixed the Duruduru compass, we only need a visitor now..."; - mes "Hey, do you want to be a visitor?"; - emotion e_gasp; - next; - select("A visitor?"); - mes "[Charo]"; - mes "This is an adventure course made by the Meow adventure team."; - mes "Especially we have added studying course this time."; - mes "It's simple to solve, you only need to find compass in this island according to order."; - next; - switch(select("I'll give it a try.:Quit.")) { - case 1: - mes "[Charo]"; - mes "Here is your Adventure Card."; - mes "This is the Duruduru Compass which we fixed with the glass bead you gave us."; - mes "And this is the Beginning Compass."; - next; - mes "[Charo]"; - mes "The game will start if you put the Adventure Card in here!"; - mes "This machine is for testing essential ingredients of adventure."; - next; - mes "[Charo]"; - mes "Don't forget the destination for successful adventure."; - mes "And you should find a way to get to your destination as fast as possible."; - next; - mes "[Charo]"; - mes "You will be good, as you are a good person for giving us the glass bead."; - next; - mes "Got Adventure Card from the yellow cat Charo."; - mes "It seems to work if I put this card in the slot in the Beginning Compass."; - nyadven = 3; - getitem 6428,1; //Bravery_Card_A - changequest 7242,7243; - next; - mes "[Charo]"; - mes "The game will start if you scratch Adventure Card to the Beginning Compass!"; - mes "The Beginning Compass will let you know where you should go."; - next; - mes "[Charo]"; - mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!"; - mes "Ring the New bell!^000000"; - close; - case 2: - mes "[Charo]"; - mes "Ah... you are not going to do it..."; - mes "Um..."; - mes "Sob~"; - mes "Meow~"; - next; - mes "[Rosy]"; - mes "Hey, adventurer. Don't make kids cry!"; - close; - } - } else if (nyadven == 3) { - if (nyadven02 == 28) { - mes "[Charo]"; - mes "Oh? Isn't this failed stamp from Bubi?"; - mes "I'm really disappointed."; - mes "Try again~ you can make it!"; - nyadven02 = 0; - if (questprogress(7257)) - erasequest 7257; - close; - } - mes "[Charo]"; - mes "The game will start if you scratch Adventure Card to the Beginning Compass!"; - mes "The Beginning Compass will let you know where you should go."; - next; - mes "[Charo]"; - mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!"; - mes "Ring the New bell!^000000"; - close; - } else if (nyadven == 4) { - if (countitem(6428) == 0) { - mes "[Charo]"; - mes "Where is your Adventure Card?"; - mes "You should bring it with you."; - mes "You can't be serious that you threw it away with your other trash!!"; - close; - } - mes "[Charo]"; - mes "I heard it!"; - mes "I heard sound of Meowbell!"; - mes "You are great!"; - mes "The next will be a big case!"; - next; - select("The next?"); - mes "[Charo]"; - mes "You are member of the Meow Bravery Team while you have the card with you."; - mes "We need an adventurer like you anyways, since this is a big case."; - next; - mes "[Charo]"; - mes "It's for the cuff."; - mes "It seems a bomb is planted in this island."; - mes "The detective has went for this case already."; - next; - mes "[Charo]"; - mes "You should go there too!"; - next; - switch(select("Why do I have to go there?:What an adventure! I'll take it!")) { - case 1: - mes "[Charo]"; - mes "This is a big case!"; - mes "And this island could explode!"; - mes "Oh, you might shut your eyes to the fact."; - mes "Give the Adventure Card back!"; - delitem 6428,1; //Bravery_Card_A - nyadven = 5; - erasequest 7243; - close; - case 2: - mes "[Charo]"; - mes "You have great capabilities as an adventurer!"; - mes "Please help detective and his friend who got in trouble and also save this island!"; - next; - mes "[Charo]"; - mes "But be sure this should be done undercover!"; - mes "Therefore you need to take this certification."; - mes "It shouldn't happen that the detective misunderstands you as an enemy!"; - next; - mes "- Changed Adventure Card A into Adventure Card B. -"; - delitem 6428,1; //Bravery_Card_A - nyadven = 6; - getitem 6429,1; //Bravery_Card_B - setquest 7246; - erasequest 7243; - next; - mes "[Charo]"; - mes "The great detective and his friend will be around the ship Navi."; - close; - } - } else if (nyadven == 5) { - mes "[Charo]"; - mes "Do you feel a disposition to help the detective and his friend?"; - mes "Don't you?"; - next; - switch(select("Yes I do.:No I don't.")) { - case 1: - mes "[Charo]"; - mes "You have great capabilities as an adventurer!"; - mes "Please help detective and his friend who got in trouble and also save this island!"; - next; - mes "[Charo]"; - mes "But be sure this should be done undercover!"; - mes "Therefore you need to take this certification."; - mes "It shouldn't happen that the detective misunderstands you as an enemy!"; - next; - mes "- Changed Adventure Card A into Adventure Card B. -"; - nyadven = 6; - getitem 6429,1; //Bravery_Card_B - setquest 7246; - next; - mes "[Charo]"; - mes "The great detective and his friend will be acound ship Navi."; - close; - case 2: - mes "[Charo]"; - mes "Oh my god, the great detective and the ship Navi..."; - close; - } - } else if (nyadven > 5 && nyadven < 12) { - mes "[Charo]"; - mes "The great detective and his friend will be around the ship Navi."; - close; - } else if (nyadven == 12) { - mes "[Charo]"; - mes "I have been waiting for you...~"; - mes "Oh, I am short of breath from coming here in a hurry."; - mes "Hmph... Meow..."; - next; - mes "[Charo]"; - mes "Don't you have anything to show me?"; - mes "Let me see it quickly!"; - mes "Take it out!"; - next; - if (countitem(6430) < 6) { - mes "[Charo]"; - mes "What? You don't have it?"; - mes "It can't be true."; - mes "Surely you took this with you..."; - next; - mes "[Rosy]"; - mes "How come it happened?"; - mes "This painting is very important for us."; - mes "Please give it back to us."; - close; - } - mes "[Charo]"; - mes "Yes, this is it!"; - mes "This is our..."; - mes "But, how do we put the broken pieces together?"; - next; - mes "[Rosy]"; - mes "We need a board and glue as well to put it together."; - mes "That's too troublesome to just give it away!"; - next; - mes "[Roku]"; - mes "Rato, looks like he is happy."; - mes "He will understand."; - next; - mes "[Charo]"; - mes "Really...?"; - mes "There is no Meow team and us without Rato."; - mes "I feel a little bad to give only pieces of painting but..."; - next; - mes "[Charo]"; - mes "We have no other way!"; - mes "Rato treated this by himself!"; - mes "No, it's better to ask Rato to put this back together."; - next; - mes "[Rosy]"; - mes "Good idea."; - mes "That's really a good idea."; - mes "I was getting tired of it."; - next; - mes "[Charo]"; - mes "You are a member of the Meow Bravery Team."; - mes "Please give these pieces of painting to Rato."; - mes "And tell him to treat it preciously as our treasure..."; - next; - mes "[Charo]"; - mes "We couldn't make the Bravery Team without Rato."; - mes "Please."; - mes "Tell him we didn't forget our home island."; - nyadven = 13; - changequest 7258,7259; - close; - } else if (nyadven == 13) { - mes "[Charo]"; - mes "Please give this pating to Rato."; - mes "We drawed this painting to show Rato."; - mes "Please."; - close; - } else { - switch(rand(3)) { - case 0: - mes "[Charo]"; - mes "Here you are! Our emeritus member of the new Bravery Team!"; - mes "Where did you go for adventure today?"; - mes "Are these adventure stories?!"; - mes "If not, then..."; - next; - mes "[Charo]"; - mes "You might have come here for the compass race like huge tuna from our Meow Bravery Team!!"; - mes "Meow!"; - close; - case 1: - mes "[Charo]"; - mes "Well, Homnya and Nyangson are too difficult for me."; - mes "...?"; - mes "I meant the book is difficult for me."; - close; - case 2: - mes "[Charo]"; - mes "Do you know how much Rato loves the painting which you have found?"; - mes "He put framed the painting on the wall!"; - mes "Meow~"; - next; - mes "[Charo]"; - mes "I miss my hometown."; - mes "But Malangdo is also my hometown as well."; - mes "I am okay with us all together in here~"; - close; - } - } -} - -malangdo,214,204,3 script [Meow Team] Rosy#nya_09 4_CAT_ADV1,{ - if (nyadven < 2) { - mes "A young cat with white fur tries so hard with the weird machine."; - mes "The machine might be broken."; - close; - } else if (nyadven == 2) { - mes "[Rosy]"; - mes "Um? The adventurer who brought us the glass bead?"; - mes "I really thank you for that."; - mes "We could fix the compass with that glass bead."; - close; - } else if (nyadven == 3) { - mes "[Rosy]"; - mes "Adventure Card? Will you do the Duruduru race?"; - mes "It's hard to say it's fun even though we made it."; - next; - mes "[Charo]"; - mes "Oh, it's fun! Perfectly fun!"; - mes "I have remodeled it this time!!"; - mes "It will be really fun!!"; - next; - mes "[Roku]"; - mes "Yes. It's fun, as Charo said."; - mes "Maybe."; - mes "..."; - mes "It is."; - close; - } else { - mes "[Rosy]"; - mes "Meow..."; - mes "I feel sleepy today."; - mes "I've had sore throat these day because I talked too much..."; - next; - mes "[Rosy]"; - mes "Don't you agree with me, friend?"; - mes "...?"; - mes "Oh, I didn't even realize..."; - next; - mes "[Rosy]"; - mes "Forget about it!"; - mes "Doesn't this machine ever break?"; - close; - } -} - -malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) { - mes "- You have too many items to proceed in this quest. -"; - close; - } - if (nyadven < 2) { - mes "A young black cat helps the busy white cat."; - mes "Maybe the machine is broken."; - close; - } else if (nyadven == 2) { - mes "[Roku]"; - mes "Oh? You are the one who gave us the glass bead."; - mes "Thanks a lot."; - mes "I am happy, too, because Charo looks happy."; - close; - } else if (nyadven == 3) { - mes "[Roku]"; - mes "Charo likes it."; - mes "It will be fun."; - close; - } else if (nyadven == 4) { - mes "[Roku]"; - mes "Charo has been waiting for so long."; - mes "To Charo..."; - close; - } - mes "[Roku]"; - mes "Do you have something to tell me?"; - next; - switch(select("Report results of the race.:Challenge the race.:Nothing.")) { - case 1: - if (countitem(6428) == 0) { - mes "[Roku]"; - mes "Bubi, no confirmation stamps and card."; - mes "You will be in trouble if you are like this."; - close; - } - if (nyadven02 == 27) { - mes "[Roku]"; - mes "Good job."; - mes "You are very smart."; - mes "This is a gift for you."; - mes "Please come tomorrow again."; - next; - mes "[Roku]"; - mes "Charo likes you so much."; - mes "He will be happy if you come."; - delitem 6428,1; //Bravery_Card_A - nyadven02 = 29; - getitem 6422,3; //Egrade_Coin - getexp 20000,20000; - erasequest 7244; - erasequest 7245; - close; - } else if (nyadven02 == 28) { - mes "[Roku]"; - mes "Failed..."; - mes "...is it too difficult for you?"; - mes "But the race is available only once a day."; - delitem 6428,1; //Bravery_Card_A - erasequest 7244; - erasequest 7245; - next; - switch(select("Give me one more chance!:Okay.I will try tomorrow.")) { - case 1: - if (countitem(12636) == 0) { - mes "[Roku]"; - mes "Um... Um... Well..."; - mes "If you bring a Malangdo Can,"; - mes "I will give you one more chance."; - close; - } - mes "[Roku]"; - mes "Okay. Do you want to exchange 1 Malangdo Can for a Adventure Card?"; - next; - switch(select("Exchange for Adventure Card A.:Stop it.")) { - case 1: - if (countitem(6428)) { - mes "[Roku]"; - mes "You have it already?"; - close; - } - mes "[Roku]"; - mes "Here is your Adventure Card."; - mes "Beginning Compass, start!"; - delitem 12636,1; //Malang_Sp_Can - getitem 6428,1; //Bravery_Card_A - nyadven02 = 0; - if (questprogress(7257)) - erasequest 7257; - close; - case 2: - mes "[Roku]"; - mes "Okay, come again tomorrow."; - close; - } - case 2: - mes "[Roku]"; - mes "Okay, come again tomorrow."; - close; - } - } else if (nyadven02 == 29) { - mes "[Roku]"; - mes "You have reported the result for today already."; - mes "Right?"; - close; - } else if (nyadven02 < 27) { - mes "[Roku]"; - mes "You are too hasty."; - mes "You didn't even finish the race."; - mes "It's still going."; - close; - } else { - mes "[Roku]"; - mes "The result is little weird, but..."; - mes "This is neither a complete race nor incomplete race."; - next; - mes "[Roku]"; - mes "Is this because of the machine?"; - mes "Let's make void for this race."; - delitem 6428,1; //Bravery_Card_A - nyadven02 = 0; - erasequest 7244; - erasequest 7245; - close; - } - case 2: - if (nyadven02 == 28) { - mes "[Roku]"; - mes "You have failed?"; - mes "Do you want to try again?"; - mes "I will delete the report of the failed result."; - } else { - if (questprogress(7257,PLAYTIME) == 1) { - mes "[Roku]"; - mes "No, not yet."; - mes "Duruduru race is only once for a day."; - mes "If we do it more often, the machine will break."; - close; - } - mes "[Roku]"; - mes "I know that you will try the Duruduru race."; - mes "I deleted your last report."; - } - if (questprogress(7257)) - erasequest 7257; - next; - mes "[Roku]"; - mes "You need a Adventure Card to challenge again."; - mes "Do you want to exchange 1 Malangdo Can for a Adventure Card?"; - next; - switch(select("Buy Adventure Card.:Just stop it.")) { - case 1: - if (countitem(6428)) { - mes "[Roku]"; - mes "You have it already?"; - close; - } - if (countitem(12636) == 0) { - mes "[Roku]"; - mes "There is nothing for free."; - mes "You need a Malangdo Can."; - close; - } - mes "[Roku]"; - mes "Here is your Adventure Card."; - mes "Beginning Compass, start!"; - delitem 12636,1; //Malang_Sp_Can - getitem 6428,1; //Bravery_Card_A - nyadven02 = 0; - close; - case 2: - mes "[Roku]"; - mes "Okay."; - close; - } - case 3: - mes "[Roku]"; - mes "You are the weird one."; - close; - } -} - -malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{ - if (countitem(6428) == 0) { - mes "There is a strange machine."; - mes "The kids said this was the ride called Duruduru compass of the Meow Bravery Team."; - close; - } - if (nyadven02 < 11) { - mes "An iron pot contains a map of Malangdo with a card inserter."; - mes "After inserting your card, a red button and the map inside the pot light up."; - mes "It seems to start after pressing the button."; - next; - switch(select("Start it right now.:Start it later.")) { - case 1: - mes "The card has come out with lights on the map after pressing the button."; - if (rand(20) < 10) { - callsub L_Viewpoint,1,1; - mes "The game has started already!"; - nyadven02 = 11; - setquest 7244; - close; - } else { - callsub L_Viewpoint,2,1; - mes "The game has started already!"; - nyadven02 = 21; - setquest 7245; - close; - } - case 2: - mes "Challenge it a little later."; - close; - } - } else if (nyadven02 >= 11 && nyadven02 <= 15) { - callsub L_Viewpoint,1,(nyadven02-10); - close; - } else if (nyadven02 >= 21 && nyadven02 <= 25) { - callsub L_Viewpoint,2,(nyadven02-20); - close; - } else if (nyadven02 == 16 || nyadven02 == 26) { - mes "The destination displays with pressing the button after inserting the card."; - mes "It's above the deck in the middle of the island!"; - close; - } - mes "Beginning Compass among the Duruduru compass."; - mes "The Duruduru race starts from this compass."; - close; - -// callsub L_Viewpoint,<order number>,<start index>; -L_Viewpoint: - switch(getarg(0)) { - case 1: // Order 1: Red, Blue, Yellow, Green, White - setarray .@colors$[1],"^FF0000","^0000FF","^FFFF00","^00FF00","^cccccc"; - setarray .@Text$[1],"Red","Blue","Yellow","Green","White"; - if (getarg(1) <= 1) - viewpoint 1,213,89,0,0xFF0000; - if (getarg(1) <= 2) - viewpoint 1,128,103,1,0x0000FF; - if (getarg(1) <= 3) - viewpoint 1,73,253,2,0xFFFF00; - if (getarg(1) <= 4) - viewpoint 1,153,146,3,0x00FF00; - viewpoint 1,111,178,4,0xcccccc; - break; - case 2: // Order 2: Yellow, Blue, White, Green, Red - setarray .@colors$[1],"^FFFF00","^0000FF","^cccccc","^00FF00","^FF0000"; - setarray .@Text$[1],"Yellow","Blue","White","Green","Red"; - if (getarg(1) <= 1) - viewpoint 1,73,253,0,0xFFFF00; - if (getarg(1) <= 2) - viewpoint 1,128,103,1,0x0000FF; - if (getarg(1) <= 3) - viewpoint 1,111,178,2,0xcccccc; - if (getarg(1) <= 4) - viewpoint 1,153,146,3,0x00FF00; - viewpoint 1,213,89,4,0xFF0000; - break; - } - for(.@i = 1; .@i<=5; ++.@i) - .@str$ += ((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" "; - if (getarg(1) > 1) - mes "After inserting the card and pressing the red button, the path to the destination lit up."; - mes "The order will be "+.@str$+"^000000."; - return; -} - -- script #malangdo_compass -1,{ - if (countitem(6428) == 0) { - mes "There is a strange machine."; - mes "This is the Duruduru compass from the Meow Bravery Team."; - close; - } - .@index = atoi(strnpcinfo(2)); - switch(.@index) { - case 1: - setarray .@var[0],11,25; - .@color$ = "red"; - break; - case 2: - setarray .@var[0],12,22; - .@color$ = "blue"; - break; - case 3: - setarray .@var[0],13,21; - .@color$ = "gold"; - break; - case 4: - setarray .@var[0],14,24; - .@color$ = "green"; - break; - case 5: - setarray .@var[0],15,23; - .@color$ = "white"; - break; - } - mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+"."; - if (nyadven02 < 11) { - mes "After inserting the card and pressing the button, characters appear on the screen."; - next; - mes "^00FF00This is a card that didn't start the game yet. Please go back to the Beginning Compass.^000000"; - close; - } else if (nyadven02 == .@var[0] || nyadven02 == .@var[1]) { - mes "After inserting the card and pressing the button, characters appear on the screen."; - next; - mes "Welcome to the exciting number world!"; - mes "Enter the exact answer after reading the question!"; - next; - while(1) { - switch(.@index) { - case 1: - .@nori_a = rand(1,999); - .@nori_b = rand(1,999); - .@nori_c = .@nori_a+.@nori_b; - mes .@nori_a+" + "+.@nori_b+" = ??"; - break; - case 2: - .@nori_a = rand(1,9); - .@nori_b = rand(1,9); - .@nori_c = .@nori_a*.@nori_b; - mes .@nori_a+" x "+.@nori_b+" = ??"; - break; - case 3: - .@nori_a = rand(600,999); - .@nori_b = rand(1,599); - .@nori_c = .@nori_a-.@nori_b; - mes .@nori_a+" - "+.@nori_b+" = ??"; - break; - case 4: - .@nori_a = rand(1,99); - .@nori_b = rand(1,9); - .@nori_d = rand(1,9); - .@nori_c = .@nori_a+(.@nori_b*.@nori_d); - mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??"; - break; - case 5: - .@nori_a = rand(1,9); - .@nori_c = .@nori_a+(.@nori_a*.@nori_a); - mes .@nori_a+" + "+.@nori_a+" x "+.@nori_a+" = ??"; - break; - } - next; - input .@input; - if (.@input == .@nori_c) { - mes "The card slides out with a sound after entering the number."; - mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000"; - mes "You should run for the next destination."; - ++nyadven02; - close; - } - mes "You've got wrong answer!"; - mes "You can not pass here without exact answer!"; - mes "Enter exact answer after read question!"; - next; - } - } else if (nyadven02 == 16 || nyadven02 == 26) { - mes "After inserting the card and pressing the button, characters appear on the screen."; - next; - mes "The compass needle turns around in the middle of map."; - mes "You should run for the next destination."; - viewpoint 2,1,1,0,0xFFFFFF; - viewpoint 2,1,1,1,0xFFFFFF; - viewpoint 2,1,1,2,0xFFFFFF; - viewpoint 2,1,1,3,0xFFFFFF; - viewpoint 2,1,1,4,0xFFFFFF; - viewpoint 1,162,177,5,0xcccccc; - close; - } else if ((nyadven02 >= 11 && nyadven02 <= 15) || (nyadven02 >= 21 && nyadven02 <= 25)) { - mes "After inserting the card and pressing the button, characters appear on the screen."; - next; - mes "^FF0000You are going the wrong way! The paths in the card and compass don't line up!^000000"; - close; - } - close; -} -malangdo,213,89,0 duplicate(#malangdo_compass) Red Flame Compass#1 CLEAR_NPC -malangdo,128,103,0 duplicate(#malangdo_compass) Blue Flame Compass#2 CLEAR_NPC -malangdo,73,253,0 duplicate(#malangdo_compass) Gold Flame Compass#3 CLEAR_NPC -malangdo,153,146,0 duplicate(#malangdo_compass) Forest Compass#4 CLEAR_NPC -malangdo,111,178,0 duplicate(#malangdo_compass) Cloud Compass#5 CLEAR_NPC - -malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{ - if (countitem(6428) == 0) { - mes "There is a fancy bell which doesn't fit in with the ship."; - mes "This bell is used in a game by the Meow Bravery Team."; - viewpoint 2,1,1,0,0xFFFFFF; - viewpoint 2,1,1,1,0xFFFFFF; - viewpoint 2,1,1,2,0xFFFFFF; - viewpoint 2,1,1,3,0xFFFFFF; - viewpoint 2,1,1,4,0xFFFFFF; - viewpoint 2,1,1,5,0xFFFFFF; - close; - } - if (nyadven02 == 16) - .@quest = 7244; - else if (nyadven02 == 26) - .@quest = 7245; - else { - mes "There is a one more little bell beside the huge notice bell in the deck."; - mes "This is the Meowbell from the Meow Bravery Team."; - next; - mes "This is last bell to ring if you have the card for the game."; - mes "Nothing to say for now."; - close; - } - mes "This is the Meowbell."; - mes "You insert your card into the middle slot."; - viewpoint 2,1,1,0,0xFFFFFF; - viewpoint 2,1,1,1,0xFFFFFF; - viewpoint 2,1,1,2,0xFFFFFF; - viewpoint 2,1,1,3,0xFFFFFF; - viewpoint 2,1,1,4,0xFFFFFF; - viewpoint 2,1,1,5,0xFFFFFF; - if (questprogress(.@quest,PLAYTIME) == 1) { - mes "Knock Meowbell!!"; - nyadven02 = 27; - changequest .@quest,7257; - next; - if (nyadven == 3) { - mes "[Deckhand Bubi]"; - mes "Oh, I'm suprised."; - mes "You rang the Meowbell in a short time."; - mes "I think you have the talent to be an adventurer."; - next; - mes "[Deckhand Bubi]"; - mes "People say..."; - mes "The purpose of this Duruduru game"; - mes "is to find and go to a destination quickly and accurately."; - next; - mes "[Deckhand Bubi]"; - mes "Go to Charo with that Adventure Card."; - mes "I will give you a confirmation stamp for success."; - nyadven = 4; - close; - } else { - mes "[Deckhand Bubi]"; - mes "Oh, you've really gotten used to it."; - mes "You succeeded again."; - mes "I've put my paw stamp here."; - mes "Run to Rato now."; - close; - } - } else { - mes "-- Beep --"; - mes "The card has out with a warning sound."; - nyadven02 = 28; - changequest .@quest,7257; - next; - mes "[Deckhand Bubi]"; - mes "You didn't ring the Meowbell within time."; - mes "Well, it's out of my hands now."; - mes "I will give you the fail stamp!!"; - close; - } -} - -malangdo,176,165,3 script Deckhand Bubi#nya_16 4_CAT_SAILOR1,{ - mes "[Bubi]"; - mes "Hey, human adventurer, what are you here for?"; - mes "Yeah~ this is a beautiful view."; - next; - mes "[Bubi]"; - mes "Are you one of the people who came here to ring the Meowbell?"; - mes "I am not a member of the Meow Team, but I can give you the confirmation stamp."; - next; - mes "[Bubi]"; - mes "Um, my work?"; - mes "Oh, that is only for when I am not on a voyage."; - mes "I am free these days."; - close; -} - -malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ - cutin "mal_homnya_n",2; - if (nyadven < 6) { - mes "[Cat Detective]"; - mes "Um? What is the matter?"; - mes "Hey, here is a suspicious guy."; - next; - mes "[Cat Detective]"; - mes "I can surely tell he is drunk by the smell of liquid."; - mes "I am so sad that I can not."; - next; - mes "[Friend of Detective]"; - mes "Oh, I am so sorry to hear that you have such genius analytical skills!"; - mes "He is not drunk..."; - next; - mes "[Cat Detective]"; - mes "Drunks always smell of liquid."; - mes "But he is not, therefore he is not drunk, friend."; - next; - select("Then what is your identity?"); - cutin "mal_homnya_s",2; - mes "[Cat Detective]"; - mes "Well... You are everything except drunk!!!"; - next; - mes "The voice of the cats sounded shaky."; - close2; - } else if (nyadven == 6) { - mes "[Cat Detective]"; - mes "What did I say?"; - mes "Didn't I tell you that someone will come here soon?"; - next; - mes "[Friend of Detective]"; - mes "Great."; - mes "I can only admire your deduction."; - next; - mes "[Detective Homnya]"; - mes "Haha, Nyangson, this is nothing for me."; - mes "Before that, let's listen to the stories from the visitor first."; - next; - switch(select("Charo? Rosy?:Are you guys detectives?")) { - case 1: - cutin "mal_homnya_s",2; - mes "[Homnya]"; - mes "No... Who are they?"; - mes "Nyangson, do you know them?"; - next; - mes "[Nyangson]"; - mes "I... I don't know either?"; - mes "I don't know Charo and Rosy!"; - next; - mes "[Homnya]"; - mes "Yes. Yes."; - mes "We are the detective and friend!"; - next; - break; - case 2: - mes "[Homnya]"; - mes "Yes, I am the detective, Homnya."; - mes "And this is my friend, Nyangson. He reports my cases."; - next; - break; - } - mes "[Homnya]"; - mes "Anyways, that's not important for now!"; - mes "We should focus on current situation."; - next; - mes "[Nyangson]"; - mes "Yes, that's right, friend."; - mes "We think........"; - next; - mes "[Homnya]"; - mes "Yes! This is a bomb for sure!"; - mes "I am so sorry, I have only analytical and detective skills but don't have the skill to dispose of a bomb!"; - next; - cutin "mal_homnya_s",2; - mes "[Nyangson]"; - mes "What do you mean by that?"; - mes "It doesn't make any sense!"; - next; - mes "[Homnya]"; - mes "Yes, we shout when it changed from the peak of hope into the peak of sorrow."; - mes "Peak!"; - mes "Meow!"; - next; - mes "I don't get the meaning of this, but they seem to be in hurry."; - next; - switch(select("Continue to humor them.:Stop playing around.")) { - case 1: - cutin "mal_homnya_n",2; - mes "[Homnya]"; - mes "Oh, if you give us a hand, I will take it. How do you think about it, friend?"; - next; - mes "[Nyangson]"; - mes "I don't really care about it. What I want to do is only to report this case."; - mes "One of the cases will be open to the public among the most strange and weird cases ever."; - next; - mes "[Homnya]"; - mes "I knew this visitor had the skill to dispose of a bomb."; - mes "He is totally prepared to escape from danger."; - next; - mes "[Nyangson]"; - mes "Oh, I heard of it. I heard they use fly wings and butterfly wings as well."; - mes "I've never thought I could meet a person who used these thing for real."; - next; - mes "[Homnya]"; - mes "Yes, I believe this visitor will solve our mystery."; - mes "Then please stop this damn machine!"; - next; - mes "[Nyangson]"; - mes "Yes, the damn machine!"; - mes "It is loud and useless!"; - mes "And it will be blown up."; - next; - mes "[Homnya]"; - mes "Well, stop this machine!!!"; - nyadven = 7; - changequest 7246,7247; - close2; - break; - case 2: - cutin "mal_homnya_s",2; - mes "[Homnya]"; - mes "Please don't..."; - mes "Please act according to the script."; - next; - mes "[Nyangson]"; - mes "Charo. Where is the script?"; - mes "No, Homnya. My friend..."; - next; - mes "Two young cats are sweating a lot."; - close2; - break; - } - } else if (nyadven == 7) { - mes "[Homnya]"; - mes "Stop this noisy machine!"; - mes "This is the moment that your memory can be coming through!"; - next; - mes "[Nyangson]"; - mes "Yes. Yes."; - mes "This is the sort of training where you dispose of and breach all the traps."; - mes "Yes, this is."; - close2; - } else if (nyadven == 8) { - mes "[Homnya]"; - mes "It was a scary moment."; - mes "This machine is still fine anyways!"; - mes "Stop it again."; - next; - mes "[Homnya]"; - mes "Yes, you need Adventure Card B to operate this machine."; - mes "Do you want to buy a new one?"; - next; - mes "[Nyangson]"; - mes "It costs one Malangdo Can."; - next; - switch(select("Buy Adventure Card.:Do not buy.")) { - case 1: - if (countitem(12636) == 0) { - mes "[Homnya]"; - mes "I said I can exchange Adventure Card with one Malango Can~"; - close2; - break; - } - mes "[Homnya]"; - mes "See, this is a scary machine."; - mes "Here is your Adventure Card."; - mes "Stop this machine this time."; - delitem 12636,1; //Malang_Sp_Can - nyadven = 7; - getitem 6429,1; //Bravery_Card_B - close2; - break; - case 2: - mes "[Homnya]"; - mes "What?"; - mes "But you came here to buy a Adventure Card."; - mes "......"; - next; - mes "[Nyangson]"; - mes "If you buy a Adventure Card there won't be any bloodshed..."; - close2; - break; - } - } else if (nyadven == 9) { - mes "[Homnya]"; - mes "Hey, there is good news for you."; - mes "I received pretty good news while you struggled with that machine."; - next; - mes "[Nyangson]"; - mes "Hello, capable friend, what did you find?"; - mes "Is this something like hidden treasure?"; - next; - mes "[Homnya]"; - mes "Hidden treasure?"; - mes "Very similar!"; - mes "It will be hidden in serveral places inside the cabin."; - mes "You should find them!"; - next; - switch(select("I feel tired of it now.:Oh, yes!")) { - case 1: - mes "[Homnya]"; - mes "Oh, really?"; - mes "If you feel tired then it's okay."; - mes "Please come again, if you want."; - next; - mes "[Nyangson]"; - mes "Please come again~."; - close2; - break; - case 2: - mes "[Homnya]"; - mes "I knew you would do this!"; - mes "I have the right eye for people."; - mes "The place is inside of the ship Navi."; - next; - mes "[Nyangson]"; - mes "It will be fine because it isn't really a large place."; - mes "I look forward to your active work!"; - nyadven = 10; - setquest 7250; - close2; - break; - } - } else if (nyadven == 10) { - mes "[Homnya]"; - mes "Please find the pieces of the treasure."; - mes "The tresure is hidden inside of the ship Navi according to our information."; - next; - mes "[Nyangson]"; - mes "Come here right after you find treasure!"; - close2; - } else if (nyadven == 11) { - if (countitem(6430) > 5) { - mes "[Homnya]"; - mes "You've found all the treasure."; - mes "Yes, exactly."; - mes "You might thought this painting was just a normal painting."; - next; - mes "[Homnya]"; - mes "But...!"; - mes "If we do this...!"; - next; - mes "[Nyangson]"; - mes "Oh, this is....... the one from that moment..."; - mes "This is the one when we left our hometown."; - next; - mes "[Homnya]"; - mes "It's time to give it back to the brave new team!"; - mes "Let's give it back!"; - mes "Meow~"; - next; - mes "Charo and Rosy who make up as Homnya and Nyangson"; - mes "checked the pieces of painting and give it back again."; - mes "They look excited."; - next; - mes "[Homnya]"; - mes "Please give it back to the Meow Bravery Team~"; - mes "For everyone~ Meow~"; - mes "These are real treasures!"; - nyadven = 12; - erasequest 7250; - erasequest 7251; - erasequest 7252; - erasequest 7253; - erasequest 7254; - erasequest 7255; - erasequest 7256; - setquest 7258; - close2; - } else { - mes "[Homnya]"; - mes "Well? It's strange. There should be 6 pieces of treasure."; - mes "It's missing pieces..."; - mes "Is this fake? I will throw it out!"; - next; - mes "[Nyangson]"; - mes "Go get the treasure again!"; - delitem 6430,countitem(6430); //Picture_Piece - erasequest 7251; - erasequest 7252; - erasequest 7253; - erasequest 7254; - erasequest 7255; - erasequest 7256; - nyadven = 10; - setquest 7250; - close2; - } - } else if (nyadven == 12 || nyadven == 13) { - mes "[Homnya]"; - mes "Please give these treasures you've found to the Meow Bravery Team."; - mes "You will know how precious these treasures are when you give these to them~"; - next; - mes "[Nyangson]"; - mes "Yes, you will realize."; - mes "It's good to take a break for little bit but now we don't have any spare time."; - close2; - } else { - if (countitem(6429) > 0) { - mes "[Homnya]"; - mes "Stop this noisy machine!"; - mes "Insert your Adventure Card, and take a look at the reaction of the machine carefully. Then do the proper action!"; - next; - mes "[Nyangson]"; - mes "That's right~"; - close2; - } - mes "[Homnya]"; - mes "Hey Nyangson."; - mes "Here comes the hero."; - mes "He seems to be here for fixing this naughty machine."; - next; - mes "[Nyangson]"; - mes "I always admire your keen insight."; - mes "He looks like that for sure."; - mes "Then he will buy Adventure Card with Malangdo Can?"; - next; - mes "[Homnya]"; - mes "You are getting better"; - mes "I always keep eyes on your keen insight."; - mes "You are my true friend."; - next; - switch(select("How's the condition of Bang?:Ignore it.")) { - case 1: - if (questprogress(7249,PLAYTIME) == 1) { - mes "[Homnya]"; - mes "it's so motivated but it's not the time yet."; - mes "Not yet even though naughty machine is noisy."; - mes "Please come again."; - next; - mes "[Nyangson]"; - mes "We also have break time....."; - close2; - } else { - if (questprogress(7249,PLAYTIME) == 2) - erasequest 7249; - mes "[Homnya]"; - mes "Can you hear how noisy this one is?"; - mes "It sounds like a runaway foal!"; - next; - mes "[Nyangson]"; - mes "He needs an Adventure Card to stop it."; - mes "Well, do you want to try?"; - next; - switch(select("Buy Adventure Card B.:Don't buy it.")) { - case 1: - if (countitem(12636) == 0) { - mes "[Homnya]"; - mes "How many Malangdo Cans for an Adventure Card?"; - next; - mes "[Nyangson]"; - mes "Only one can, dear."; - mes "Meow~"; - close2; - break; - } - mes "[Homnya]"; - mes "Yes, please try it without blowing it up."; - mes "Solve it fast!"; - next; - mes "[Nyangson]"; - mes "Please do it."; - delitem 12636,1; //Malang_Sp_Can - getitem 6429,1; //Bravery_Card_B - close2; - break; - case 2: - cutin "mal_homnya_s",2; - mes "[Homnya]"; - mes "Ah... Hey... You can't do that!"; - mes "Hey, don't go!"; - mes "Please stop this, Nyangson!"; - next; - mes "[Nyangson]"; - mes "This and that one are all noisy!"; - mes "Please!"; - next; - mes "The two young cats are sweating a lot."; - close2; - break; - } - } - break; - case 2: - cutin "mal_homnya_s",2; - mes "[Homnya]"; - mes "Ah... Hey... You can't do that!"; - mes "Hey, don't go!"; - mes "Please stop this, Nyangson!"; - next; - mes "[Nyangson]"; - mes "This and that one are all noisy!"; - mes "Please!"; - next; - mes "The two young cats are sweating a lot."; - close2; - break; - } - } - cutin "",255; - end; -} - -malangdo,173,177,7 script Friend of Detective#mal 4_CAT_ADV1,{ - cutin "mal_homnya_n",2; - mes "[Nyangson]"; - mes "I am a friend of Detective Homnya, Nyangson."; - mes "Please ask Homnya if you have questions."; - next; - mes "[Homnya]"; - mes "Yes, he only goes 'yes, my friend' beside me!"; - mes "Ask me!"; - close2; - cutin "",255; - end; -} - -malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ - if (nyadven < 7) { - mes "There is a strange machine."; - mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,"; - mes "while spinning with noisy sounds."; - next; - mes "It looks more unstable as it spins faster."; - close; - } - if (questprogress(7249,PLAYTIME) == 1) { - mes "[Homnya]"; - mes "It's so motivated, but it's not time yet."; - mes "Not yet, even though the machine is so noisy."; - mes "Please come again."; - next; - mes "[Nyangson]"; - mes "We also have break time..."; - close; - } - if (countitem(6429) == 0) { - mes "[Homnya]"; - mes "You can't try this without Adventure Card B."; - mes "Please bring it with you."; - close; - } - mes "There is a strange machine."; - mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,"; - mes "while spinning with noisy sounds."; - next; - mes "It looks more unstable as it spins faster."; - next; - cutin "mal_homnya_n",2; - mes "[Homnya]"; - mes "Stop this machine by inserting the card into it!"; - next; - mes "[Nyangson]"; - mes "Go ahead!"; - next; - cutin "",255; - if(select("Insert card.:Stop it.") == 2) { - mes "[Homnya]"; - mes "Um? You aren't going to do this?"; - mes "Really?"; - mes "Even though this machine can blow up the whole island?!"; - next; - mes "[Nyangson]"; - mes "Does he know it's never going to blow up?"; - next; - mes "The two young cats are sweating a lot."; - close; - } - mes "After inserting the card, discs on top of the machine spin faster..."; - mes "The lights begin to flicker faster too."; - next; - callsub L_ShowLights,2; - callsub L_ShowLights,4; - callsub L_ShowLights,6; - callsub L_ShowLights,8; - cutin "mal_homnya_n",2; - mes "[Homnya]"; - mes "Oh, great!"; - mes "The banging has stopped!"; - mes "You have a good memory!"; - mes "Please take this small gift."; - next; - mes "[Nyangson]"; - mes "You can get it after you have been through all the difficulties from the Meow Advanture Team."; - mes "And we are not sure if this machine will try to blow up agian, so please come again tomorrow."; - if (nyadven == 7) { - nyadven = 9; - erasequest 7247; - } - delitem 6429,1; //Bravery_Card_B - setquest 7249; - getitem 6422,3; //Egrade_Coin - getexp 20000,20000; - next; - if (nyadven == 9) { - mes "[Homnya]"; - mes "Hey, there is good news for you."; - mes "I received pretty good news while you struggled with that machine."; - next; - mes "[Nyangson]"; - mes "Hello, capable friend, what did you find?"; - mes "Is this something like hidden treasure?"; - next; - mes "[Homnya]"; - mes "Hidden treasure?"; - mes "Very similar!"; - mes "It will be hidden in serveral places inside the cabin."; - mes "You should find them!"; - next; - switch(select("I feel tired of it now.:Oh, yes!")) { - case 1: - mes "[Homnya]"; - mes "Oh, really?"; - mes "If you feel tired then it's okay."; - mes "Please come again, if you want."; - next; - mes "[Nyangson]"; - mes "Please come again~."; - close2; - break; - case 2: - mes "[Homnya]"; - mes "I knew you would do this!"; - mes "I have the right eye for people."; - mes "The place is inside of the ship Navi."; - next; - mes "[Nyangson]"; - mes "It will be fine because it isn't really a large place."; - mes "I look forward to your active work!"; - nyadven = 10; - setquest 7250; - close2; - break; - } - } else { - mes "[Homnya]"; - mes "Then I am looking forward to tomorrow!"; - close2; - } - cutin "",255; - end; - -// callsub L_ShowLights,<number of lights>; -L_ShowLights: - mes "Luminous"; - mes "The order of buttons are:"; - mes "[Red] [Green] [Blue] [Yellow]"; - mes "And below this, more buttons:"; - mes "[Green] [Red] [Yellow] [Blue]"; - mes "In that order."; - next; - mes "Luminous"; - setarray .@color$[0],"Red","Blue","Yellow","Green"; - setarray .@Cutin$[0],"nya_red","nya_blue","nya_yellow","nya_green"; - for(.@i = 0; .@i<getarg(0); ++.@i) { - .@rand = rand(4); - .@Lamp[.@i] = .@rand; - mes .@color$[.@rand]; - if (.@i+1 == getarg(0)) - mes "Shines according to this order."; - cutin .@Cutin$[.@rand],4; - progressbar "0xFFFF00",1; - } - cutin "nya_off",4; - mes "The buttons below are shining now."; - mes "Stop the machine by pressing the right button within time."; - next; - .@pass = 0; - setarray .@count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth"; - for(.@i = 0; .@i<getarg(0); ++.@i) { - mes "Which color button do you want to press "+.@count$[.@i]+"?"; - next; - // Red <-> Green, Blue <-> Yellow - .@j = select("Red:Blue:Yellow:Green"); - if (.@Lamp[.@i] == 4-.@j) - .@pass += 1; - } - if (.@pass < getarg(0)) { - mes "The speed of spinning is getting faster after pressing the buttons."; - mes "After all..."; - specialeffect EF_BEGINSPELL6; - emotion e_gasp,0,"Cat Detective#nya_14"; - emotion e_gasp,0,"Friend of Detective#mal"; - next; - cutin "mal_homnya_s",2; - mes "[Homnya]"; - mes "Watch out!!!"; - mes " "; - mes "[Nyangson]"; - mes "It's blowing up!"; - specialeffect EF_FIREHIT; - specialeffect EF_FIRESPLASHHIT; - next; - cutin "",255; - mes "Adventure Card B burned off"; - mes "with a huge explosion."; - delitem 6429,1; //Bravery_Card_B - if (nyadven == 7) - nyadven = 8; - close; - } - mes "The speed of the spinning discs gets slower after pressing the buttons."; - mes "The luminous shines once and stops also."; - cutin "nya_off",4; - next; - if (getarg(0) < 8) { - mes "[Homnya]"; - mes "Don't reduce your tension!"; - mes "It's not over yet!"; - next; - mes "The machine starts again."; - mes "And the luminous shines also, as if it keeps asking you for the right answer."; - next; - } - return; -} - -// callfunc "F_Mal_Picture",<quest ID>,<chance to kick?>,<description 1>,<description 2>,<description 3>; -// Returns: -// 1 - Player kicked. -// 2 - nyadven is not 10. -// 3 - Player has already found the picture piece. -// null - Success. -function script F_Mal_Picture { - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) { - mes "- You have too many items to proceed in this quest. -"; - close; - } - if (getarg(1) && rand(2)) - return 1; - else if (nyadven != 10) - return 2; - else if (questprogress(getarg(0))) - return 3; - else { - mes getarg(2); - mes getarg(3); - next; - mes getarg(4); - mes "You found a piece of the painting."; - setquest getarg(0); - getitem 6430,1; //Picture_Piece - next; - if (questprogress(7251) && questprogress(7252) && questprogress(7253) && questprogress(7254) && questprogress(7255) && questprogress(7256)) { - mes "It looks like you can put these pieces of paintings together."; - mes "If I found all the pieces, I should go back to Homnya."; - nyadven = 11; - close; - } - mes "I think this is the treasure Homnya and Nyangson mentioned."; - mes "Let's find more pieces."; - close; - } -} - -mal_in02,187,45,0 script Box#nya01 CLEAR_NPC,{ - switch(callfunc( - "F_Mal_Picture", - 7251,1, - "There is an uncommon box in the corner of the cabin.", - "It seems to tell me that it has a teasure inside.", - "I can see a piece of paper sticking out." - )) { - case 1: - mes "[Neat Crew]"; - mes "What are you doing here?!"; - mes "Don't touch that box any more!"; - mes "There will be more bugs if you keep hiding snacks in there!"; - mes "Get out!"; - close2; - warp "mal_in02",138,60; - end; - case 2: - mes "A box in the corner of the cabin."; - close; - case 3: - mes "This is a box which used to contain a piece of the painting."; - close; - } -} - -mal_in02,170,75,0 script Book#nya02 CLEAR_NPC,{ - switch(callfunc( - "F_Mal_Picture", - 7252,1, - "The books are organized according to order on the bookshelf.", - "I try to take 1 book off carefully.", - "I can see something sticking out among the books." - )) { - case 1: - mes "[Neat Crew]"; - mes "Ah, do not touch it!"; - mes "Why do you keep messing it up after I clean up the room?!"; - mes "Get out!"; - close2; - warp "mal_in02",138,60; - end; - case 2: - mes "The books are organized according to order on the bookshelf."; - close; - case 3: - mes "This is a book which used to contain a piece of the painting."; - close; - } -} - -mal_in02,133,98,0 script Dirty Bed#nya03 CLEAR_NPC,{ - switch(callfunc( - "F_Mal_Picture", - 7253,1, - "This is a normal cabin for the crew.", - "My eyes kept straying over to old bed in corner of the room.", - "Something is hanging with furs below the bed." - )) { - case 1: - mes "[Scary Crew]"; - mes "What are you doing here?"; - mes "Do not disturb me, and go away."; - mes "Get out!"; - close2; - warp "mal_in02",100,60; - end; - case 2: - mes "It's dirty and smells like fish."; - mes "There are a lot of furs from cats."; - close; - case 3: - mes "This is dirty bed where a piece of the painting was hidden."; - mes "There are a lot of furs from cats."; - close; - } -} - -mal_in02,31,57,0 script Seashell#nya04 CLEAR_NPC,{ - switch(callfunc( - "F_Mal_Picture", - 7254,0, - "This cabin is large and clean, and it seems to for the captain.", - "My eyes kept straying over to the seashell and conch for decoration in the corner of the room.", - "There is a rolled up paper in the conch." - )) { - case 2: - mes "There is a seashell decoration on a clean display cupboard."; - close; - case 3: - mes "This is the seashell where a piece of the painting was hidden."; - close; - } -} - -mal_in02,114,56,0 script Ship Pillar#nya05 CLEAR_NPC,{ - switch(callfunc( - "F_Mal_Picture", - 7255,1, - "This is one of pillars to bear out the ship.", - "It has many nail marks as it has been through many cats.", - "There is a folded piece of paper in the crack of the wooden wall." - )) { - case 1: - mes "[Picky Crew]"; - mes "Is that you who scratched all the pillars in here?!"; - mes "Meow~~~~!!"; - mes "Get off from that pillar!"; - close2; - warp "malangdo",170,160; - end; - case 2: - mes "I can see the trace of a scratch."; - mes "Pillars made from trees are originally good to hang, but scratched by nails."; - close; - case 3: - mes "I can see the crack where a piece of the painting was hidden."; - close; - } -} - -mal_in02,139,30,0 script Ventilation Window#nya06 CLEAR_NPC,{ - switch(callfunc( - "F_Mal_Picture", - 7256,0, - "This cabin is for the normal crew.", - "There are many ventilation windows on the floor in this room.", - "One of the windows opens with a clink, revealing a piece of paper." - )) { - case 2: - mes "There are windows for ventilation on the floor."; - mes "A cold wind comes from these windows."; - mes "Why are ventilation windows set up on the floor?"; - close; - case 3: - mes "There are windows for ventilation on the floor."; - mes "A piece of the painting was hung in there."; - mes "Why are ventilation windows set up on the floor?"; - close; - } -} - -mal_in02,166,74,4 script Neat Crew#nyaong01 4_CAT_3COLOR,{ - mes "[Neat Crew]"; - mes "Please clean up your stuff by yourself."; - mes "Especially you guys getting dirty after we came to this island!"; - mes "Please throw the trash into the trash can."; - next; - mes "[Neat Crew]"; - mes "And you plucked every crop."; - mes "Hmph. Please, let's leave it in its natural state."; - next; - mes "[Neat Crew]"; - mes "What are you looking at?"; - mes "Will you mess up here too?"; - mes "Meow?!"; - close; -} - -mal_in02,132,95,5 script Scary Crew#nyaong02 4_CAT_SAILOR5,{ - mes "[Scary Crew]"; - mes "I try to be nice these days, and kids just take liberties with me."; - mes "Will you too?"; - next; - mes "[Scary Crew]"; - mes "They just come in and out, even the other person's room..."; - mes "It causes harm for sure."; - close; -} - -mal_in02,109,62,4 script Picky Crew#nyaong03 4_CAT_SAILOR2,{ - mes "[Picky Crew]"; - mes "Do not run in the hall!"; - mes "My fur falls out because of someone who"; - mes "scratches everywhere!"; - close; -} - -// Cat Gamers :: mal_gamer -//============================================================ -mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (BaseLevel < 60) { - mes "A gentle looking cat is whispering to himself."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hello... Mr. Cat..."; - next; - mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you."; - next; - mes "It seems you are not being considered worth talking to."; - close; - } - if (malang_gamer == 0) { - mes "A gentle looking cat is whispering to himself."; - next; - mes "[Cat Gamers Director]"; - mes "Man! 10 losses in a row..."; - emotion e_sigh; - next; - mes "[Cat Gamers Director]"; - mes "We are the 'Cat Gamers' Association."; - mes "But, we still keep on losing and we have no idea why!"; - next; - mes "[Cat Gamers Director]"; - mes "We've got to find out the reason for this losing streak."; - malang_gamer = 1; - next; - mes "You are getting interested in the cat's story. Let's hear more."; - close; - } else if (malang_gamer == 1) { - mes "[Cat Gamers Director]"; - mes "The reason, yes!"; - mes "This can be one of them."; - next; - mes "[Cat Gamers Director]"; - mes "^DD2234Giving up so many points!^000000"; - mes "That's right. No matter how much you score,"; - mes "we will still lose if we give up so many points."; - next; - mes "[Cat Gamers Director]"; - mes "For the other reason. Hmm!"; - mes "This could be related with the previous reason."; - mes "No ^DD2234aggresive point betting^000000 at all."; - next; - mes "[Cat Gamers Director]"; - mes "Other teams bet on games that they think will win, and bet low when they are not confident."; - mes "I guess we didn't know that."; - next; - mes "[Cat Gamers Director]"; - mes "Hmm, can this be a reason?"; - mes "For some reason there were ^DD2234players disappearing right before the match up^000000 and I guess this could have effected our game spirit."; - next; - mes "[Cat Gamers Director]"; - mes "Hmm... So the reason of our losing streak will be,"; - mes "giving up too many points;"; - mes "aggressive point betting;"; - mes "and players disappearing?"; - malang_gamer = 2; - next; - mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion."; - close; - } else if (malang_gamer == 2) { - mes "[Cat Gamers Director]"; - mes "Now that I know the reason,"; - mes "there should be a solution to that."; - emotion e_hmm; - next; - select("Umm... Mr. Cat..."); - mes "[Cat Gamers Director]"; - mes "Who's there? Human? You are a human?"; - next; - mes "[Cat Gamers Director]"; - mes "... ... ... ..."; - next; - mes "[Cat Gamers Director]"; - mes "Oh! Yes! Right!"; - mes "I remember hearing that"; - mes "humans have started passing through here recently."; - next; - mes "[Cat Gamers Director]"; - mes "So good to see you!!"; - mes "What is your name by the way?"; - emotion e_gasp; - next; - mes "["+strcharinfo(0)+"]"; - mes "My name is "+strcharinfo(0)+", Mr. Cat."; - next; - mes "[Cat Gamers Director]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000."; - mes "How may I help you?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row..."; - next; - mes "[Cat Gamers Director]"; - mes "Well, you didn't really have to point it out like that..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "A weakness is no longer a weakness when you say it out loud."; - emotion e_no1,1; - next; - mes "[Cat Gamers Director]"; - mes "Hahahaha I like that phrase."; - mes "I should remember it and"; - mes "tell it to my kids. Heh~"; - next; - if (Sex == 0) - setarray .@sex$[0],"Mr.","boy"; - else - setarray .@sex$[0],"Miss","girl"; - mes "[Cat Gamers Director]"; - mes "I like you, "+.@sex$[0]+" "+strcharinfo(0)+". Will you help us get out of this 10 game losing streak? Ehehe~"; - next; - switch(select("Sorry, I'm a stupid "+.@sex$[1]+".:Sure, I'm a cool "+.@sex$[1]+".")) { - case 1: - mes "[Cat Gamers Director]"; - mes "Guess I was wrong about you~"; - mes "How can a person call themself stupid."; - mes "Now I can see how stupid you are."; - mes "Good bye~"; - emotion e_hmm; - close; - case 2: - mes "[Cat Gamers Director]"; - mes "Wow. I respect you, "+strcharinfo(0)+"."; - mes "Let me ask you a favor."; - mes "Please meet the hard working Manager Cat and ask about our team's attitude these days."; - malang_gamer = 3; - setquest 5058; - next; - mes "[Cat Gamers Director]"; - mes "The Manager Cat must be around here somewhere~"; - close; - } - } else if (malang_gamer == 3) { - mes "[Cat Gamers Director]"; - mes "Please meet the hard working"; - mes "Manager Cat, and ask about our team's attitude these days."; - mes "The Manager Cat must be around here somewhere~"; - close; - } else if (malang_gamer == 4) { - mes "[Cat Gamers Director]"; - mes "Ok Ok. So what did the manager cat say about the atmosphere these days?~"; - emotion e_what; - next; - mes "You tell him exactly what the Manager Cat said."; - next; - mes "["+strcharinfo(0)+"]"; - mes "The manager cat said..."; - next; - mes "[Cat Gamers Director]"; - mes "Do not hesitate... Just tell me everything~"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "Umm... the player cats are afraid of you..."; - next; - mes "[Cat Gamers Director]"; - mes "What... What did you say?"; - emotion e_omg; - next; - mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down."; - malang_gamer = 5; - erasequest 5059; - setquest 5060; - close; - } else if (malang_gamer == 5) { - if (questprogress(5060,PLAYTIME) == 1) { - mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down."; - close; - } - mes "[Cat Gamers Director]"; - mes "That is impossible!"; - mes "There is no other cat that's nicer than I am!"; - emotion e_sob; - next; - mes "[Cat Gamers Director]"; - mes "Am I really that scary?"; - mes "Are those players who bailed on the practice afraid of me too?"; - emotion e_swt2; - next; - mes "[Cat Gamers Director]"; - mes "It can't be, right? ehehehehe~"; - next; - mes "- He laughs nervously. -"; - next; - mes "[Cat Gamers Director]"; - mes "Is that the truth?"; - next; - mes "[Cat Gamers Director]"; - mes strcharinfo(0)+", will you help me out?"; - mes "There are 4 players who ran away from practice saying they were too tired."; - mes "Could you check if they ran away because of me? ehehehe~"; - emotion e_what; - next; - mes "[Cat Gamers Director]"; - mes "Their names are Eryu, Stew, Ketchup, and Eff."; - mes "They've got to be somewhere around here."; - next; - mes "[Cat Gamers Director]"; - mes "Please find them all~"; - mes "But, don't ask too directly! Ok?"; - mes "Just ask them gentle questions~"; - mes "Ok? Be! Gentle!"; - next; - mes "[Cat Gamers Director]"; - mes "I appreciate your help, "+strcharinfo(0)+". heh~"; - malang_gamer = 6; - erasequest 5060; - setquest 5061; - close; - } else if (malang_gamer == 6) { - if (questprogress(5062) == 2 && questprogress(5063) == 2 && questprogress(5064) == 2 && questprogress(5065) == 2) { - mes "[Cat Gamers Director]"; - mes "Heh~ It seems some humans are scamming cats around this town."; - next; - mes "[Cat Gamers Director]"; - mes "What good is it to scam innocent cats?~"; - emotion e_gg; - next; - mes "["+strcharinfo(0)+"]"; - mes "Yes, I think that you're right."; - emotion e_hmm,1; - next; - mes "[Cat Gamers Director]"; - mes "Oh, so you met Eryu, Stew, Ketchup, and Eff."; - mes "It is so good to see you again. Heh~"; - mes "Thank you very much for your effort~. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "So what did they say?"; - mes "They really think I am scary?"; - next; - mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said."; - next; - mes "["+strcharinfo(0)+"]"; - mes "They think you push them too much through the practices. So they are scared."; - next; - mes "[Cat Gamers Director]"; - mes "What? Really?"; - next; - mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down."; - malang_gamer = 7; - erasequest 5061; - setquest 5060; - close; - } - mes "[Cat Gamers Director]"; - mes "Their names are Eryu, Stew, Ketchup, and Eff."; - mes "They've got to be somewhere around here."; - next; - mes "[Cat Gamers Director]"; - mes "Please find them all~"; - mes "But, don't ask too directly! Ok?"; - mes "Just ask them gentle questions~"; - mes "Ok? Be! Gentle!"; - next; - mes "[Cat Gamers Director]"; - mes "I appreciate your help, "+strcharinfo(0)+". heh~"; - close; - } else if (malang_gamer == 7) { - if (questprogress(5060,PLAYTIME) == 1) { - mes "Cat Gamers Director seems to be in shock once again. Better give more time to calm down."; - close; - } - mes "[Cat Gamers Director]"; - mes "Ok, I understand."; - mes "I was a scary cat after all."; - mes "This can't be right!! Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "I need to change my scary cat image. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "This is my mission now,"; - mes "so our team can improve"; - mes "game performance. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Please go meet our manager cat,"; - mes "and find out how can I change"; - mes "this scary cat image of mine. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~."; - malang_gamer = 8; - erasequest 5060; - setquest 5066; - close; - } else if (malang_gamer == 8) { - mes "[Cat Gamers Director]"; - mes "Please ask our manager cat how can I change this scary cat image."; - mes "Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Please help me out,"; - mes strcharinfo(0)+"! Heh~"; - close; - } else if (malang_gamer == 9) { - mes "[Cat Gamers Director]"; - mes "You came back!! Heh~"; - mes "So, what did our manager cat say?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Manager cat asked to prepare a box."; - next; - mes "[Cat Gamers Director]"; - mes "A box? Heh~ Sure, why not?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Are you going to ask me what is it for?"; - next; - mes "[Cat Gamers Director]"; - mes "Well, I kind of was eavesdropping when "+strcharinfo(0)+" and Manager Cat were talking together. Heh~"; - emotion e_heh; - next; - mes "["+strcharinfo(0)+"]"; - mes "............"; - next; - mes "[Cat Gamers Director]"; - mes "Now I need to check with our players, see how they really feel."; - mes "Heh~ Why don't you come back tomorrow?"; - mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~"; - malang_gamer = 10; - erasequest 5067; - setquest 5068; - close; - } else if (malang_gamer == 10) { - if (questprogress(5068,PLAYTIME) == 1) { - mes "[Cat Gamers Director]"; - mes "Still receiving petition letters. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "I wonder what they really want to say~ Heh~"; - close; - } - mes "[Cat Gamers Director]"; - mes "Heh~ All done with collecting petition letters~"; - mes "Heh~ Let's see what they wrote here?"; - next; - mes "Reading...~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Let me see... 'Stupid Cat lea...de...'"; - emotion e_an; - next; - mes "- Crumpling the paper -"; - mes "Cat Gamers Director has crumpled the paper and thrown it away."; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Wrong paper."; - mes "Let's read another one... Heh~"; - next; - mes "~Reading~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Here we go."; - mes "'I don't like playing with the same team members over and over."; - mes "Please pick new team members,"; - mes "or get me a practicing partner.'"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ I see."; - mes "I can take this positively."; - mes "Heh~ Let's move on to another one."; - emotion e_ok; - next; - mes "~Reading~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~"; - mes "'We need more snacks~ Get us some more snacks~'"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ This one also sounds productive."; - mes "Heh~ Petition letters are good, I guess... Heh~"; - emotion e_ok; - next; - mes "Reading...~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~"; - mes "'Elders are bullying me. Help me...'"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Our team is absolutely"; - mes "like a family here~ Someone is"; - mes "playing here, you know. Heh~"; - emotion e_gasp; - next; - mes "Reading...~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ There are only 4 letters!"; - mes "Including a prank one..."; - mes "Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Everyone seems to have a satisfied team life~ Heh~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Not... Really..."; - next; - mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem."; - next; - mes "[Cat Gamers Director]"; - mes "Heh~"; - mes "Hey, "+strcharinfo(0)+". What did you say? Heh~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Nothing! Please carry on."; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Because of what these players want,"; - mes "I have a favor to ask you, "+strcharinfo(0)+"..."; - mes "Heh~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "What is it?"; - next; - mes "[Cat Gamers Director]"; - mes "Will you be our players' practicing partner?"; - mes "Heh~ I feel strongly that you, "+strcharinfo(0)+", can be trusted for this. Heh~"; - next; - switch(select("No thanks, buddy!:Ok, I'll do it!")) { - case 1: - mes "[Cat Gamers Director]"; - mes "Heh~ Are you rejecting me? Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "I'm sad. Sad~ Heh~"; - mes "I didn't expect a refusal from a person like you, "+strcharinfo(0)+"."; - mes "But still, here's some coins for you~"; - mes "Heh~"; - emotion e_sob; - next; - mes "[Cat Gamers Director]"; - mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers."; - mes "Heh~"; - malang_gamer = 11; - erasequest 5068; - getitem 6422,100; //Egrade_Coin - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Please come back if you change your mind."; - close; - case 2: - mes "[Cat Gamers Director]"; - mes "Heh~ Good choice."; - mes "I knew you would help us Cat Gamers... Heh~"; - emotion e_no1; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Thank you for your help."; - mes "Heh~ Here are some coins as a small gift... Heh~"; - mes "Get yourself some goodies. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Since you will be our team's practicing partner, please come back in an hour."; - mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'."; - mes "Heh~"; - malang_gamer = 12; - erasequest 5068; - setquest 5069; - getitem 6422,100; //Egrade_Coin - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Ok, "+strcharinfo(0)+". I will see you in an hour. Heh~"; - close; - } - } else if (malang_gamer == 11) { - mes "[Cat Gamers Director]"; - mes "Heh~"; - mes "Aren't you "+strcharinfo(0)+"?"; - mes "Have you changed your mind yet?"; - mes "Are you willing to be our team's practicing partner?"; - next; - switch(select("No, I'm just passing through.:I accept your offer.")) { - case 1: - mes "[Cat Gamers Director]"; - mes "Heh~ I see."; - mes "But, let me tell you once again, "+strcharinfo(0)+"."; - mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'."; - mes "Heh~"; - close; - case 2: - mes "[Cat Gamers Director]"; - mes "Heh~ At last!!"; - mes strcharinfo(0)+" will become our honorable member!!"; - mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~"; - emotion e_ho; - next; - mes "[Cat Gamers Director]"; - mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'."; - mes "Heh~"; - malang_gamer = 12; - setquest 5069; - close; - } - } else if (malang_gamer == 12) { - if (questprogress(5069,PLAYTIME) == 1) { - mes "[Cat Gamers Director]"; - mes "Heh~ You want to get the '^0000FFCat Gamers Certificate^000000' faster. Heh~ It's not really easy to get such a certificate easily."; - next; - mes "[Cat Gamers Director]"; - mes "So, it's a bit tricky... Heh~ Please come later. Heh~"; - emotion e_ho; - close; - } - mes "[Cat Gamers Director]"; - mes "Heh~ I got a message from the workshop that their work on the certificate is done. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "This is not some ordinary certificate. Heh~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "What do you mean?"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ This is..."; - next; - mes "The Cat Gamers Director's eyes are shining with pride."; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ The pure essence of the 'Cat Gamers' tech team's effort!!"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Equip this item, then all of your game playing records will be saved. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Take this and show us what you've got."; - erasequest 5069; - malang_gamer = 20; - getitem 2872,1; //G_Honor_Certificate - next; - mes "[Cat Gamers Director]"; - mes "Heh~ I may be worrying too much... But, please wear this '^0000FFCat Gamers Certificate^000000', and play the game. Heh~"; - close; - } else if (malang_gamer == 20) { - // fall through - } else { - mes "[Cat Gamers Director]"; - mes "This is not possible. Please contact an administrator."; - close; - } - mes "[Cat Gamers Director]"; - mes "Heh~ Hello, "+strcharinfo(0)+". How is it going practicing with the players?"; - emotion e_what; - next; - switch(select("How are the players doing?:Just stopped by to say hi~:Here's the current status...")) { - case 1: - mes "[Cat Gamers Director]"; - mes "Heh~ Wow, "+strcharinfo(0)+"! I'm so touched by your care for the players."; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(0)+". Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ "+strcharinfo(0)+", which player's condition are you interested in?"; - next; - switch(select("Rock Paper Scissors players:ChamChamCham players:KongNyangKong players:Flag Game players")) { - case 1: - mes "[Cat Gamers Director]"; - mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~"; - break; - case 2: - mes "[Cat Gamers Director]"; - mes "ChamChamCham players are actually complaining about the practice because you are doing so well with them, very hard to remember the winner. Heh~"; - break; - case 3: - mes "[Cat Gamers Director]"; - mes "Heh~ KongNyangKong players are so happy with the practice. Heh~"; - break; - case 4: - mes "[Cat Gamers Director]"; - mes "Heh~ Flag Game players are always nervous since you make them work so much. Heh~ But, they are really getting better. Heh~"; - break; - } - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Please keep up the good work, "+strcharinfo(0)+". Heh~"; - close; - case 2: - mes "[Cat Gamers Director]"; - mes "Heh~ Hello there~ "+strcharinfo(0)+". You have such good manners~ Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ There should be more people like you, "+strcharinfo(0)+". Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(0)+". Heh~"; - next; - mes "[Cat Gamers Director]"; - mes "Keep up the good work~ Heh~"; - close; - case 3: - mes "[Cat Gamers Director]"; - mes "Heh~ What happened to your face, "+strcharinfo(0)+"? Guess you lost from the practice, right? Heh~"; - emotion e_gg; - next; - mes "[Cat Gamers Director]"; - mes "Heh~ I saw players puting notes in the 'Petition box'. Heh~ Guess that was your work. Let me see..."; - next; - break; - } - - // Detect quest (ID range 5074~5090) - mes "[Cat Gamers Director]"; - if (questprogress(5074,HUNTING)) { - mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+"."; - next; - if (questprogress(5074,HUNTING) == 2 && countitem(1023) >= 10) { - delitem 1023,10; //Fish_Tail - callsub L_CompleteQuest,5074, - "Heh~ So, you brought 30 Phens and 10 Fish Tails, just as ordered."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ It says in the note to bring 30 Phens and 10 Fish Tails. Heh~ Maybe you didn't catch enough Phens, or forgot some Fish Tails? Heh~"; - close; - } - } else if (questprogress(5075,HUNTING)) { - mes "Heh~ Hmm, 50 Marses, and 30 Milk Bottles... Heh~"; - next; - if (questprogress(5075,HUNTING) == 2 && countitem(519) >= 30) { - delitem 519,30; //Milk - callsub L_CompleteQuest,5075, - "Heh~ Guess they wanted some healthy food. Heh~ They should have just told me... Let me show you my skills. Heh~"; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ But, where are 50 Marses and 30 Milk Bottles? Heh~ Please see if you haven't missed them..."; - close; - } - } else if (questprogress(5076,HUNTING)) { - mes "Heh~ Our team must have some grudge over Team 'Dog n Waltz', enough to ask you for this kind of favor..."; - next; - if (questprogress(5076,HUNTING) == 2) { - callsub L_CompleteQuest,5076, - "Heh~ So you have finished harassing 30 Kobold Archers as noted. Heh~ Outstanding."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ It says on the note, harass 30 Kobold Archers. Heh~ Please check if you have harassed 30 of them already."; - close; - } - } else if (questprogress(5077,HUNTING)) { - mes "Heh~ Ah, quickness training. It's good to see our players trying their best on training."; - mes "Heh~ Yes, nothing is better than mouse catching for improving quickness."; - next; - if (questprogress(5077,HUNTING) == 2) { - callsub L_CompleteQuest,5077, - "Heh~ Oh, you got some fresh and chubby Cramps. Heh~ Great."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh? Where are those 10 Cramps you promised? Heh~ You didn't eat them... did you?"; - close; - } - } else if (questprogress(5078,HUNTING)) { - mes "Heh~ '50 Peco Peco please!! Let's party.' Hmm... Heh~ 50 Pecos can feed all of our neighbors."; - next; - if (questprogress(5078,HUNTING) == 2) { - callsub L_CompleteQuest,5078, - "Heh~ Wow, you did bring 50 Peco Pecos. Heh~ I guess we'll really have a party this evening."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ Where are those Peco Pecos? Still not ready? Heh~"; - close; - } - } else if (questprogress(5079)) { - mes "Heh~ Hmm... let me see... Heh~ That's right, I was worrying about our team getting so nervous before the actual game... But, they won't even talk to me about it."; - next; - if (countitem(7038) >= 20) { - delitem 7038,20; //Yarn - callsub L_CompleteQuest,5079, - "Heh~ How could I miss that? I shall give some to my team for sure."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ Where are those 20 yarns? It says 20 on the note, right...? Please check if you have lost them somewhere."; - close; - } - } else if (questprogress(5080)) { - mes "Heh~ The note says, get me 30 Rat Tails for a snack."; - next; - if (countitem(1016) >= 30) { - delitem 1016,30; //Rat_Tail - callsub L_CompleteQuest,5080, - "Heh~ I think I've fed them good snacks... Didn't I? Lately I was little busy, they should have some patience... Heh~ Poor manager..."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ Where are those 30 Rat Tails? Please check and come back later."; - close; - } - } else if (questprogress(5081)) { - mes "Heh~ It says 5 on the note... 5 of what? What?! Lemons?"; - next; - if (countitem(568) >= 5) { - delitem 568,5; //Lemon - callsub L_CompleteQuest,5081, - "Heh~ Lemon is forbidden before the actual game... heh? They won't eat it at game time, right? Heh~"; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ Let's just get 5 Lemons for them, will you? Heh~ I am still not sure where they want to use them..."; - close; - } - } else if (questprogress(5082)) { - mes "Heh~ Give us 10 Ice Pieces or 10 Ice Creams!! Heh~ I personally prefer Ice Cream, just so you know."; - next; - if (countitem(7066) >= 10) { - delitem 7066,10; //Ice_Piece - callsub L_CompleteQuest,5082, - "Heh~ Oh, you brought Ice Pieces. Heh~ The players will love it."; - } else if (countitem(536) >= 10) { - delitem 536,10; //Ice_Cream - callsub L_CompleteQuest,5082, - "Heh~ Oh, you brought Ice Creams. Heh~ The players will love it."; - } else { - mes "[Cat Gamers Director]"; - mes "Heh~ Where are the Ice Pieces or Ice Creams? You should get them before they melt..."; - close; - } - } else if (questprogress(5083) || questprogress(5084)) { - mes "Heh~ Here, I found the note from our team. Heh~"; - next; - if (questprogress(5083)) { - mes "[Cat Gamers Director]"; - mes "Heh~ It says 'We will meet Eryu together.'. Heh~ Have you met Eryu already? I don't think so... Heh~"; - close; - } else { - callsub L_CompleteQuest,5084, - "Heh~ Oh, you did meet Eryu. Heh~ I will lecture them later for making you work too much... Heh~"; - } - } else if (questprogress(5085) || questprogress(5086)) { - mes "Heh~ Here, I found the note from our team. Heh~"; - next; - if (questprogress(5085)) { - mes "[Cat Gamers Director]"; - mes "Heh~ It says 'We will meet Stew together.'. Heh~ Have you met Stew already? I don't think so... Heh~"; - close; - } else { - callsub L_CompleteQuest,5086, - "Heh~ Oh, you did meet Stew. Heh~ I will lecture them later for making you work too much... Heh~"; - } - } else if (questprogress(5087) || questprogress(5088)) { - mes "Heh~ Here, I found the note from our team. Heh~"; - next; - if (questprogress(5087)) { - mes "[Cat Gamers Director]"; - mes "Heh~ It says 'We will meet Ketchup together.'. Heh~ Have you met Ketchup already? I don't think so... Heh~"; - close; - } else { - callsub L_CompleteQuest,5088, - "Heh~ Oh, you did meet Ketchup. Heh~ I will lecture them later for making you work too much... Heh~"; - } - } else if (questprogress(5089) || questprogress(5090)) { - mes "Heh~ Here, I found the note from our team. Heh~"; - next; - if (questprogress(5089)) { - mes "[Cat Gamers Director]"; - mes "Heh~ It says 'We will meet Eff together.'. Heh~ Have you met Eff already? I don't think so... Heh~"; - close; - } else { - callsub L_CompleteQuest,5090, - "Heh~ Oh, you did meet Eff. Heh~ I will lecture them later for making you work too much... Heh~"; - } - } - mes "[Cat Gamers Director]"; - mes "Heh?! There's no favor note for you, "+strcharinfo(0)+". Heh~ What do you want to report? Heh~"; - close; - -// callsub L_CompleteQuest,<quest ID>,"<message>"; -L_CompleteQuest: - erasequest getarg(0); - getitem 12636,3; //Malang_Sp_Can - mes "[Cat Gamers Director]"; - mes getarg(1); - next; - mes "[Cat Gamers Director]"; - mes "Heh~ Thanks for coming by, "+strcharinfo(0)+". Heh~ Keep up the good work. Heh~"; - emotion e_thx; - close; -} - -malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (malang_gamer < 3) { - mes "[Strange Cat]"; - mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~"; - next; - mes "Some strange cat is here."; - close; - } else if (malang_gamer == 3) { - mes "[Manager Cat]"; - mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~"; - next; - mes "[Manager Cat]"; - mes "What do you want?"; - emotion e_what; - next; - .@cat_gam = rand(1,10); - select("Ask about the team's attitude..."); - if (.@cat_gam == 5) { - mes "[Manager Cat]"; - mes "Do not lie to me! How can I trust you and reveal our team secret? Aren't you a spy from the doggy team?"; - emotion e_ag; - next; - select("Aww, come on..."); - mes "You play with a foxtail nearby and then ask again."; - next; - select("Cat Gamers Director says..."); - mes "The Manager Cat seems to be interested in the foxtail and starts answering."; - emotion e_awsm; - next; - mes "[Manager Cat]"; - mes "Players are afraid of the Cat Gamers Director. When they see Cat Gamers Director at the game, they get nervous."; - emotion e_lv; - next; - mes "[Manager Cat]"; - mes "Can you give me that?"; - malang_gamer = 4; - erasequest 5058; - setquest 5059; - next; - mes "You hand the foxtail to the Manager Cat. Go back to the Cat Gamers Director."; - close; - } else { - mes "[Manager Cat]"; - mes "Don't lie to me!"; - mes "Why should I trust you,"; - mes "and give our team information?"; - mes "Aren't you a spy from doggy team...?"; - mes "Go away."; - emotion e_ag; - next; - mes "This cat might hit you."; - close; - } - } else if (malang_gamer < 8) { - mes "The Manager Cat is playing with the foxtail you gave him."; - mes "He seems to be liking it..."; - emotion e_lv; - close; - } else if (malang_gamer == 8) { - mes "The Manager Cat is playing with the foxtail you gave him."; - mes "He seems to be liking it..."; - emotion e_lv; - next; - switch(select("Help~ Fire~:Hey~!:Do you want to hear something?")) { - case 1: - mes "[Manager Cat]"; - mes "Don't lie~ We don't use fire that much~"; - emotion e_an; - next; - break; - case 2: - mes "The Manager Cat ignores you, and keeps on playing with the foxtail."; - emotion e_lv; - close; - case 3: - mes "[Manager Cat]"; - mes "Meow~ I want to tell you a story~ Follow me meow~ Let talk over there, meow~"; - emotion e_gg; - next; - break; - } - mes "["+strcharinfo(0)+"]"; - mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue..."; - emotion e_swt2,1; - next; - mes "You explain the story to the Manager Cat."; - emotion e_swt2,1; - next; - mes "[Manager Cat]"; - mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things."; - emotion e_hmm; - next; - mes "["+strcharinfo(0)+"]"; - mes "... ... ..."; - emotion e_dots,1; - next; - mes "[Manager Cat]"; - mes "Meow! Go tell him this, meow~ Prepare a box, meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "A box?"; - emotion e_what,1; - next; - mes "[Manager Cat]"; - mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ok, I will go tell it to the Games Director~"; - emotion e_ok,1; - malang_gamer = 9; - erasequest 5066; - setquest 5067; - close; - } else if (malang_gamer == 9) { - mes "[Manager Cat]"; - mes "You tell the Cat Gamers Director to prepare a Box for sure!~ I will tell this to my team, meow."; - close; - } else if (malang_gamer == 10) { - mes "[Manager Cat]"; - mes "The players are excited and writing a bunch of things for the petition box... I wonder what they are writing."; - close; - } else if (malang_gamer == 11) { - mes "[Manager Cat]"; - mes "You won't help practice? If you help, the Cat Gamers Director will give you food cans... Please reconsider!"; - close; - } else if (malang_gamer == 12) { - mes "[Manager Cat]"; - mes "Meow~ Aren't you "+strcharinfo(0)+"? I heard Cat Gamers Director ordered a special certificate, meow~"; - next; - mes "[Manager Cat]"; - mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~"; - close; - } else if (malang_gamer == 20) { - // fall through - } else { - mes "[Manager Cat]"; - mes "This is not possible. Please contact an administrator."; - close; - } - mes "[Manager Cat]"; - mes "What do you want meow?"; - next; - switch(select("Hi.:Any news?:Help me with playing.")) { - case 1: - mes "[Manager Cat]"; - mes "Oh, hi meow~"; - emotion e_heh; - close; - case 2: - switch(rand(1,7)) { - case 1: - mes "[Manager Cat]"; - mes "I tell you this meow~ You don't know Cat Gamers Director's feeling meow~."; - next; - mes "[Manager Cat]"; - mes "lol? >> Curious, Admire"; - mes "Heh~ >> Normal"; - mes "lol Heh~ >> Happy"; - mes "lol lol Heh~ >> Crazy meow"; - emotion e_ok; - close; - case 2: - mes "[Manager Cat]"; - mes "But, why are you asking me meow? Strange meow..."; - close; - case 3: - mes "[Manager Cat]"; - mes "Some cats use 'meow meow' like me when talking, but some don't."; - close; - case 4: - mes "[Manager Cat]"; - mes "Cats don't have an honorific phrase, so don't get us wrong as looking down on you meow.~"; - close; - case 5: - mes "[Manager Cat]"; - mes "You should walk around many places and ask for information meow... But, don't bother me please meow~"; - close; - case 6: - case 7: - mes "[Manager Cat]"; - mes "No easy way for that... I just breathe meow..."; - close; - } - case 3: - mes "[Manager Cat]"; - mes "What game do you want to play?"; - mes "'Cat Gamers' has players for 4 types of games meow~"; - mes "The Cat Gamers Director said he will challenge other games later~"; - next; - switch(select("Rock Paper Scissors:KongNyangKong:ChamChamCham:Flag Game")) { - case 1: - mes "[Manager Cat]"; - mes "Rock Paper Scissors meow? Nothing special..."; - next; - mes "[Manager Cat]"; - mes "Scissor beats Paper, meow."; - mes "Rock beats Scissors, meow."; - mes "Paper beats Rock, meow."; - mes "These are basic rules."; - next; - mes "[Manager Cat]"; - mes "You play 5 Rock Paper Scissors games with player cats meow."; - mes "You play again when you are even meow."; - next; - mes "[Manager Cat]"; - mes "You can get a present after 3 times of winning meow."; - mes "And you get a big present when you win all 5 matches, meow!!"; - next; - mes "[Manager Cat]"; - mes "Find Paa or Ser if you want to play the Rock Paper Scissors game."; - close; - case 2: - mes "[Manager Cat]"; - mes "KongNyangKong is not an easy game meow."; - next; - mes "[Manager Cat]"; - mes "When attacking, face your hand the same direction as the opponent meow."; - next; - mes "[Manager Cat]"; - mes "When defending, you should face your hand the opposite direction from the opponent meow."; - next; - mes "[Manager Cat]"; - mes "If the attack is a success, you can keep on attacking."; - mes "But, if you fail, you have to defend meow."; - next; - mes "[Manager Cat]"; - mes "If you be careful, you can win without getting hit at all meow."; - next; - mes "[Manager Cat]"; - mes "Once you make your opponent's HP 0, you win meow."; - mes "Of course there will be a present meow."; - mes "Good luck meow."; - next; - mes "[Manager Cat]"; - mes "Oh~ right meow~!! Find KungKung if you want to play KongNyangKong."; - close; - case 3: - mes "[Manager Cat]"; - mes "ChamChamCham is a high level mind game meow."; - next; - mes "[Manager Cat]"; - mes "The rules are simple, but you need to think a lot meow."; - next; - mes "[Manager Cat]"; - mes "You should direct your hand to where the cat turns its face meow."; - next; - mes "[Manager Cat]"; - mes "A present is given for 3 wins in a row meow."; - mes "The more wins, the more presents meow."; - next; - mes "[Manager Cat]"; - mes "Kuka is smart, and remembers players with many wins meow."; - mes "There will be more presents when you take 1st place meow."; - close; - case 4: - mes "[Manager Cat]"; - mes "Flag Game is way harder than ChamChamCham game meow."; - mes "Really~ Really~ Really~"; - mes "hard mind game meow."; - mes "It's 1,000 times harder meow."; - next; - mes "[Manager Cat]"; - mes "You get 5 Flag Point when starting meow."; - mes "1 point goes away when you wave the flag once meow."; - next; - mes "[Manager Cat]"; - mes "You win the game when no other cats are waving flags meow."; - next; - mes "[Manager Cat]"; - mes "You can predict if other cats will wave their flags or not meow."; - mes "By looking at their actions meow."; - next; - mes "[Manager Cat]"; - mes "You must win to get presents meow."; - mes "You will get more presents since this is hard game meow~"; - next; - mes "[Manager Cat]"; - mes "If you want to play Flag Game meow~"; - mes "Go find the other manager cat who is trying to get the Referee Certificate meow."; - close; - } - } -} - -malangdo,161,197,4 script Eryu#gamer 4_CAT,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (questprogress(5061) == 1) { - if (!questprogress(5062)) { - mes "You found Eryu the cat, and start talking."; - next; - mes "[Eryu]"; - mes "Umm... Who are you?"; - next; - switch(select("The Games Director sent me.:I am a writer for the 'Human' magazine.:Who are you?")) { - case 1: - mes "[Eryu]"; - mes "Arrgg. Go away..."; - mes "I don't know who you're talking about."; - emotion e_an; - break; - case 2: - mes "[Eryu]"; - mes "Umm? 'Human' magazine?"; - mes "Is there such a thing?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "We've been publishing for 10 years."; - mes "But, I guess it is possible for cats to not know who we are."; - next; - mes "["+strcharinfo(0)+"]"; - mes "We are a really famous magazine throughout the World!"; - mes "Don't you believe me?"; - next; - mes "[Eryu]"; - mes "Hmm... ok. But, what can I do for you?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "I am in the middle of writing an article named 'Game Playing Cats'...'"; - mes "It is a special piece for me."; - mes "And some team named umm... do... umm... wal... not sure..."; - next; - mes "[Eryu]"; - mes "'Dog n Waltz'?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oh! Yes!"; - mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview."; - next; - mes "["+strcharinfo(0)+"]"; - mes "He says you are a really good player who can help me with the article."; - next; - mes "[Eryu]"; - mes "I don't remember anyone from 'Dog n Waltz' that much."; - emotion e_dots; - next; - mes "["+strcharinfo(0)+"]"; - mes "The person isn't important."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Just answer a few questions for me, ok?"; - mes "Be yourself and you'll do just fine."; - mes "Ok, first question: How much do you practice a day?"; - emotion e_what,1; - next; - mes "[Eryu]"; - mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Wait, what?"; - mes "You are not with the team now? How come...?"; - emotion e_omg,1; - next; - mes "[Eryu]"; - mes "Well..."; - mes "The Director Cat was too scary..."; - mes "I was very sick and had to take a day off..."; - mes "Just one freaking day..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "And...?"; - next; - mes "[Eryu]"; - mes "And then the Director Cat was raging at me!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hmm, sounds pretty rough."; - next; - mes "["+strcharinfo(0)+"]"; - mes "'Cat Gamers' has lost another great player."; - mes "I'm sorry to hear that you're not on the team anymore."; - mes "I guess this is the end of the interview."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Because this is for current players only."; - next; - mes "[Eryu]"; - mes "Oh..."; - mes "Sorry to make you waste your time."; - emotion e_sry; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oh, don't worry."; - mes "I should say sorry for taking up your precious time."; - mes "Have a nice day."; - next; - mes "You found out the reason why Eryu left the team."; - mes "Time to go find the other cats."; - setquest 5062; - completequest 5062; - break; - case 3: - mes "[Eryu]"; - mes "Yes, I am Eryu! What do you want, huh, meow~"; - break; - } - close2; - } else if (questprogress(5062) == 2) { - mes "[Eryu]"; - mes "Aren't you the magazine writer?"; - mes "What brings you here again...?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ah!"; - mes "Sorry, I was trying to interview another cat..."; - mes "And came back to you by mistake."; - mes "I'm sorry."; - emotion e_sry,1; - next; - mes "[Eryu]"; - mes "Ah... I see. Take care of yourself."; - close2; - } else { - mes "[Eryu]"; - mes "This is not possible. Please contact an administrator."; - close2; - } - } else if (questprogress(5083) == 1) { - mes "[Eryu]"; - mes "Who are you?"; - next; - mes "What do you want to say?"; - next; - input .@inputstr$; - if (.@inputstr$ == "Come back") { - erasequest 5083; - setquest 5084; - .@str$ = "You've delivered the message, so let's get away."; - } else - .@str$ = "You didn't deliver the right message, but let's still get away."; - mes "[Eryu]"; - mes "What is this? What do you mean by '"+.@inputstr$+"'...?"; - mes "Ah... aren't you the writer?"; - emotion e_an; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh... Who is that..?"; - next; - mes "Eryu seems to recognize you."; - mes .@str$; - close2; - } else if (questprogress(5084) == 1) { - mes "[Eryu]"; - mes "I think you are the writer..."; - mes "Hey~ Stop there~"; - next; - mes "You've been found. Let's get away."; - close2; - } else { - if (malang_gamer < 6) { - mes "[Eryu]"; - mes "Dirty 'Cat Gamers'!"; - mes "I won't go back ever... Who are you?"; - next; - mes "This cat might hit you. Let's get away."; - close2; - } else { - mes "[Eryu]"; - mes "Aren't you the writer?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh... Who is that..?"; - next; - mes "Eryu seems to recognize you. Let's get away."; - close2; - } - } - donpcevent "Eryu#gamer::OnDisable"; - end; -OnEnable: - enablenpc "Eryu#gamer"; - disablenpc "Stew#gamer"; - disablenpc "Ketchup#gamer"; - disablenpc "Eff#gamer"; - end; -OnDisable: - switch(rand(3)) { - case 0: - donpcevent "Stew#gamer::OnEnable"; - break; - case 1: - donpcevent "Ketchup#gamer::OnEnable"; - break; - case 2: - donpcevent "Eff#gamer::OnEnable"; - break; - } - end; -} - -malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (questprogress(5061) == 1) { - if (!questprogress(5063)) { - mes "You found Stew the cat, and start talking."; - next; - mes "[Stew]"; - mes "Meow...? Who are you, meow?"; - emotion e_what; - next; - switch(select("The 'Cat Gamers' Manager sent me.:Meow~ Grrr~:I'm with the 'Boom Can' Company.")) { - case 1: - mes "[Stew]"; - mes "Stew is not interested meow."; - mes "Don't come back again meow~"; - break; - case 2: - mes "[Stew]"; - mes "Stew doesn't have time for crazy people."; - break; - case 3: - mes "[Stew]"; - mes "'Boom Can' Company, meow?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "You don't know 'Boom Can' food?"; - mes "You don't eat canned food at all?"; - mes "Then, I came to the wrong cat."; - next; - mes "[Stew]"; - mes "Yes meow~ Stew likes canned food very much meow~"; - emotion e_lv; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ah! Ok then."; - next; - mes "["+strcharinfo(0)+"]"; - mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Let me ask a few questions."; - mes "It is very easy."; - next; - mes "[Stew]"; - mes "Ok meow~ Go ahead meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Thank you! We were right about out cat customers with big hearts."; - next; - mes "["+strcharinfo(0)+"]"; - mes "I met dog customers last week and they didn't answer me at all..."; - mes "And they were so rude~ You know."; - next; - mes "[Stew]"; - mes "Dogs are natually like that~"; - mes "You humans know animals~"; - emotion e_ok; - next; - mes "["+strcharinfo(0)+"]"; - mes "Thank you! I'm flattered.~"; - mes "Ok, let me ask you a few things."; - mes "What is your job?"; - next; - mes "[Stew]"; - mes "Job meow? Stew was a pro gamer meow~"; - mes "But, Stew quit now meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Well, how did that happen?"; - mes "You seem to have good skills."; - mes "Fast and big hearted, its a pity that you quit already."; - next; - mes "[Stew]"; - mes "Meow~ Meow~ Meow~ Yes, Stew was something meow."; - mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "What a bad Director."; - next; - mes "[Stew]"; - mes "Not that bad actually meow~"; - mes "Sometimes.. Stew gets very tired meow."; - mes "So, Stew takes it easy while practicing meow."; - next; - mes "[Stew]"; - mes "Then the Cat Gamers Director started to get angry and scary meow."; - mes "So I quit meow."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ah! I see."; - mes "Ok, the survey is over now."; - mes "Thank you for your opinion on our survey for the 'Boom Can' company."; - emotion e_thx,1; - next; - mes "[Stew]"; - mes "Meow? Did you aks anything meow?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I already asked you everything..."; - mes "Don't you remember?"; - mes "There were 10 questions!"; - emotion e_what,1; - next; - mes "[Stew]"; - mes "Really meow? Strange meow."; - mes "Sorry meow? Don't remember meow."; - mes "It didn't felt like an interview meow."; - emotion e_sry; - next; - mes "["+strcharinfo(0)+"]"; - mes "Well you did way better than those dogs."; - mes "I don't even want to think about them~ Phew~.."; - mes "I should get going now."; - mes "Have a great day."; - next; - mes "[Stew]"; - mes "Really meow? Dogs are always like that meow."; - mes "Cats are winners meow~"; - mes "Ok meow~ Good bye meow~"; - next; - mes "You found out the reason why Stew left the team."; - mes "Let's find the other cats."; - setquest 5063; - completequest 5063; - break; - } - close2; - } else if (questprogress(5063) == 2) { - mes "[Stew]"; - mes "Aren't you from the 'Boom Can' Company?"; - mes "Another survey meow?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oops! I should be meeting other cats."; - mes "I am very sorry..."; - emotion e_sry,1; - next; - mes "[Stew]"; - mes "It's ok meow~ Good bye meow~"; - close2; - } else { - mes "[Stew]"; - mes "This is not possible. Please contact an administrator."; - close2; - } - } else if (questprogress(5085) == 1) { - mes "[Stew]"; - mes "Who are you meow?"; - emotion e_what; - next; - mes "What do you want to say?"; - next; - input .@inputstr$; - if (.@inputstr$ == "Come back") { - erasequest 5085; - setquest 5086; - .@str$ = "You've delivered the message, so let's get away."; - } else - .@str$ = "You didn't deliver the right message, but let's still get away."; - mes "[Stew]"; - mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; - mes "And... Aren't you from the 'Boom Can' Company, meow?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh? What's that?"; - next; - mes "Stew seems to recognize you."; - mes .@str$; - close2; - } else if (questprogress(5086) == 1) { - mes "[Stew]"; - mes "I think you are from the 'Boom Can' Company, meow... Who are you, meow~"; - next; - mes "Stew seems to recognize you. Let's get away."; - close2; - } else { - if (malang_gamer < 6) { - mes "[Stew]"; - mes "Meow Meow~ Good bye to 'Cat Gamer's meow~ Who are you meow?"; - next; - mes "This cat might hit you. Let's get away."; - close2; - } else { - mes "[Stew]"; - mes "The 'Boom Can' Company!!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh? What's that?"; - next; - mes "Stew seems to recognize you. Let's get away."; - close2; - } - } - donpcevent "Stew#gamer::OnDisable"; - end; -OnInit: - disablenpc "Stew#gamer"; - end; -OnEnable: - disablenpc "Eryu#gamer"; - enablenpc "Stew#gamer"; - disablenpc "Ketchup#gamer"; - disablenpc "Eff#gamer"; - end; -OnDisable: - switch(rand(3)) { - case 0: - donpcevent "Eryu#gamer::OnEnable"; - break; - case 1: - donpcevent "Ketchup#gamer::OnEnable"; - break; - case 2: - donpcevent "Eff#gamer::OnEnable"; - break; - } - end; -} - -malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (questprogress(5061) == 1) { - if (!questprogress(5064)) { - mes "You found Ketchup the cat, and start talking."; - next; - mes "[Ketchup]"; - mes "Meow...? Who are you?"; - emotion e_what; - next; - switch(select("Grrr~ Bow wow~:The Game Director cat sent me.:I'm from 'Cans for Kittens'.")) { - case 1: - mes "[Ketchup]"; - mes "What the dog? Hiss~"; - break; - case 2: - mes "[Ketchup]"; - mes "Get away from me, human, before I get really angry~"; - break; - case 3: - mes "[Ketchup]"; - mes "Oh yeah? 'Cans for Kittens'?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "I want to share some of our philosophy with you."; - mes "Do you believe in giving to others?"; - emotion e_what,1; - next; - mes "[Ketchup]"; - mes "Umm I guess so..."; - emotion e_slur; - next; - mes "["+strcharinfo(0)+"]"; - mes "'Cans for Kittens' is a religion that embraces all felines."; - mes "Bow before the Lord of Cans!"; - next; - mes "[Ketchup]"; - mes "..."; - next; - mes "[Ketchup]"; - mes "..."; - mes "......"; - next; - mes "[Ketchup]"; - mes "..."; - mes "......"; - mes "........."; - mes "What's the Lord of Cans?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?"; - mes "He knows everything."; - mes "Do not try to fool him and bow!"; - next; - mes "[Ketchup]"; - mes "Meow?! How can you know my name? Wow..."; - next; - mes "[Ketchup]"; - mes "I am sorry. Really sorry."; - mes "Please forgive me Lord of Cans."; - emotion e_sob; - next; - mes "[Ketchup]"; - mes "That Director Cat was so scary~!"; - mes "I said so many bad things when I left the Cat Gamers..."; - mes "Please forgive."; - emotion e_sob; - next; - emotion e_dots; - emotion e_dots,1; - next; - mes "["+strcharinfo(0)+"]"; - mes "The Lord of Cans forgives Ketchup's sins."; - mes "Our Lord also wants you to stop swearing and live an honest life!"; - next; - mes "[Ketchup]"; - mes "Thank you Lord of Cans."; - mes "I will live a kind cat life from this point on."; - next; - mes "You found out why did Ketchup left the Cat gamers."; - mes "Let's look for the other cats."; - setquest 5064; - completequest 5064; - break; - } - close2; - } else if (questprogress(5064) == 2) { - mes "[Ketchup]"; - mes "You are..."; - emotion e_omg; - next; - mes "Ketchup gives you an apologetic look and runs away."; - mes "He probably did something bad already."; - close2; - } else { - mes "[Ketchup]"; - mes "This is not possible. Please contact an administrator."; - close2; - } - } else if (questprogress(5087) == 1) { - mes "[Ketchup]"; - mes "Who are you?"; - emotion e_what; - next; - mes "What do you want to say?"; - next; - input .@inputstr$; - if (.@inputstr$ == "Come back") { - erasequest 5087; - setquest 5088; - mes "[Ketchup]"; - mes "What is this? What do you mean by 'Come back'...?"; - mes "Can... 'Cans for Kittens'?"; - emotion e_omg; - emotion e_what; - next; - mes "Ketchup recognized you and ran away."; - mes "You've delivered the message."; - close2; - } else { - mes "[Ketchup]"; - mes "What is this? What do you mean by '"+.@inputstr$+"'...?"; - mes "Can... 'Cans for Kittens'?"; - emotion e_omg; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh? What's that?"; - next; - mes "Ketchup recognized you and ran away."; - mes "It seems you need to find Ketchup one more time."; - close2; - } - } else if (questprogress(5088) == 1) { - mes "[Ketchup]"; - mes "Can... 'Cans for Kittens'?"; - emotion e_omg; - next; - mes "Ketchup ran away once again."; - close2; - } else { - if (malang_gamer < 6) { - mes "[Ketchup]"; - mes "Dirty 'Cat Gamers'!"; - mes "I will never come back, for sure... Who are you?"; - next; - mes "This cat might hit you. Let's get away."; - close2; - } else { - mes "[Ketchup]"; - mes "Can... 'Cans for Kittens'?"; - next; - mes "Ketchup ran away."; - close2; - } - } - donpcevent "Ketchup#gamer::OnDisable"; - end; -OnInit: - disablenpc "Ketchup#gamer"; - end; -OnEnable: - disablenpc "Eryu#gamer"; - disablenpc "Stew#gamer"; - enablenpc "Ketchup#gamer"; - disablenpc "Eff#gamer"; - end; -OnDisable: - switch(rand(3)) { - case 0: - donpcevent "Stew#gamer::OnEnable"; - break; - case 1: - donpcevent "Eryu#gamer::OnEnable"; - break; - case 2: - donpcevent "Eff#gamer::OnEnable"; - break; - } - end; -} - -malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - if (questprogress(5061) == 1) { - if (!questprogress(5065)) { - mes "You found Eff the cat, and start talking."; - next; - mes "[Eff]"; - mes "Who are you meow?"; - emotion e_what; - next; - switch(select("I have some good investment news...:A... Cat?:The 'Cat Gamers' Director sent me...")) { - case 1: - mes "[Eff]"; - mes "Investment info? Meow~?"; - mes "What is that? Meow~?"; - emotion e_what; - next; - mes "["+strcharinfo(0)+"]"; - mes "Interested, huh?"; - mes "This is classified information."; - mes "You won't get it from any other human."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Haha! You are lucky today."; - mes "You heard that land can be a good investment, right?"; - emotion e_what,1; - next; - mes "[Eff]"; - mes "Oh oh~ I think so. Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "You do know about our capital Prontera, don't you?"; - next; - mes "[Eff]"; - mes "Prontera meow? Yes, I know about it. Meow~"; - emotion e_heh; - next; - mes "["+strcharinfo(0)+"]"; - mes "There are some locations where"; - mes "Prontera kingdom is secretly selling..."; - next; - mes "[Eff]"; - mes "And... And...?? Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Hmm, this is top secret."; - mes "Something that must not be revealed at all..."; - mes "Can you really keep this secret...?"; - emotion e_what,1; - next; - mes "[Eff]"; - mes "Well... I've always been known for being a good keeper of secrets meow."; - mes "Meow~ Don't worry at all. Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ok, I believe you, Eff..."; - mes "Please keep this a secret."; - next; - mes "[Eff]"; - mes "I got it. Meow~"; - emotion e_ok; - next; - mes "["+strcharinfo(0)+"]"; - mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny."; - mes "And it is now available for pre-investment."; - next; - mes "["+strcharinfo(0)+"]"; - mes "If you invest in 1 Can food here, the outcome will be enormous."; - next; - mes "[Eff]"; - mes "Enor... mous... meow...?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "100 Cans!!"; - mes "You will get 100 cans for investing just 1 can food!"; - mes "The profit will be X100! X100!!"; - next; - mes "[Eff]"; - mes "Woot!! 100 Cans~ Meow~"; - emotion e_omg; - next; - mes "["+strcharinfo(0)+"]"; - mes "So, how many cans do you want to invest?"; - mes "You'll be a part owner so make sure to invest the max that you can afford."; - emotion e_what,1; - next; - mes "[Eff]"; - mes "I want to invest."; - mes "But, I don't have cans with me. Meow~"; - emotion e_sob; - next; - mes "["+strcharinfo(0)+"]"; - mes "You can always get a loan!!"; - mes "This a like 100 times result for sure!!"; - mes "How can you loose a chance like this?"; - mes "You should do whatever it takes!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "You know what..? They say some careers like pro gamers can get solid loans."; - mes "Like about 1,000 can loan at once."; - mes "Without a high interest rate!"; - next; - mes "[Eff]"; - mes "Meow!! 1... 1,000..."; - mes "Moew~ I am a Pro Gamer."; - mes "Meow~ But, I quit~ Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "What!! Why would you quit such good a gig!! Are you crazy?"; - emotion e_omg,1; - next; - mes "["+strcharinfo(0)+"]"; - mes "Let's say we invest 1,000 cans after getting that loan."; - mes "One, Ten, Hundred, Tousand. Woot!"; - mes "I can't believe this."; - mes "The result will be 100,000 cans, 100,000!!"; - next; - mes "[Eff]"; - mes "1... 100,000 cans... Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "So tell me... Why did you quit such a great job?"; - mes "Why?"; - next; - mes "[Eff]"; - mes "I was afraid of the Director Cat there..."; - mes "Meow~ This one time, I had to take a sick day."; - mes "Meow~ And I haven't seen such scary cat my entire life..."; - next; - mes "["+strcharinfo(0)+"]"; - mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment..."; - mes "I guess... What a waste of time!"; - mes "Good bye!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Oh and don't tell anyone what I just told you!"; - mes "Bye~"; - next; - mes "You found out why Eff has left the team."; - mes "Now, let's find the other cats."; - setquest 5065; - completequest 5065; - break; - case 2: - mes "[Eff]"; - mes "Yes. I am a cat."; - mes "Meow~ Do you think I am a dog?"; - mes "Meow~ You are a strange human. Meow~"; - break; - case 3: - mes "[Eff]"; - mes "Seeing as this is like the first time I met you."; - mes "I'll forgive you today. Meow."; - mes "Meow~ Don't even think about bringing up that name to me again..."; - break; - } - close2; - } else if (questprogress(5065) == 2) { - mes "[Eff]"; - mes "You are--!!"; - mes "Meow~ I want to invest. Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Not without the cans you can't!!"; - mes "You didn't tell anyone about this deal, right?"; - next; - mes "[Eff]"; - mes "I didn't. Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ok, good cat! Never!!"; - mes "Tell this to other cats!~"; - mes "Bye Bye~"; - close2; - } else { - mes "[Eff]"; - mes "This is not possible. Please contact an administrator."; - close2; - } - } else if (questprogress(5089) == 1) { - mes "[Eff]"; - mes "Who are you, meow?"; - next; - mes "What do you want to say?"; - next; - input .@inputstr$; - if (.@inputstr$ == "Come back") { - erasequest 5089; - setquest 5090; - .@str$ = "You've delivered the message, so let's get away."; - } else - .@str$ = "You didn't deliver the right message, but let's still get away."; - mes "[Eff]"; - mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; - mes "Meow...? Meow! You! Investor meow?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh? Who...?"; - next; - mes "Eff seems to recognize you."; - mes .@str$; - close2; - } else if (questprogress(5090) == 1) { - mes "[Eff]"; - mes "You are--!!"; - mes "Meow~ I want to invest. Meow~"; - next; - mes "Eff seems to recognize you, so let's get away."; - close2; - } else { - if (malang_gamer < 6) { - mes "[Eff]"; - mes "Meow Meow~ 'Cat Gamers' can say good bye to me, meow."; - mes "Meow... Who are you meow?"; - next; - mes "This cat might hit you. Let's get away."; - close2; - } else { - mes "[Eff]"; - mes "Meow~ I want to invest. Meow~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Huh? Who...?"; - next; - mes "Eff seems to recognize you, so let's get away."; - close2; - } - } - donpcevent "Eff#gamer::OnDisable"; - end; -OnInit: - disablenpc "Eff#gamer"; - end; -OnEnable: - disablenpc "Eryu#gamer"; - disablenpc "Stew#gamer"; - disablenpc "Ketchup#gamer"; - enablenpc "Eff#gamer"; - end; -OnDisable: - switch(rand(3)) { - case 0: - donpcevent "Stew#gamer::OnEnable"; - break; - case 1: - donpcevent "Ketchup#gamer::OnEnable"; - break; - case 2: - donpcevent "Eryu#gamer::OnEnable"; - break; - } - end; -} - -mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - for(.@i = 5074; .@i<=5090; ++.@i) { - if (questprogress(.@i)) { - mes "[Ser]"; - mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; - next; - mes "[Ser]"; - mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there."; - close; - } - } - if (malang_gamer < 20) { - if (countitem(2872)) { - mes "[Ser]"; - mes "You seem like a first timer! Where did you get the certificate? Someone lost it, I guess."; - close; - } - mes "[Ser]"; - mes "Rock Paper Scissors is a serious game. When will our practicing partner come?"; - close; - } - if (!isequipped(2872)) { - mes "[Ser]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; - next; - mes "[Ser]"; - mes "... ... ..."; - next; - mes "[Ser]"; - mes "Where is your Cat Gamers Certificate? It seems like nothing, but you can't play this game without it!"; - next; - mes "[Ser]"; - mes "Please go get the certificate."; - close; - } - if (questprogress(5070,PLAYTIME) == 1) { - mes "[Ser]"; - mes "Is it tomorrow already? I don't think so! Can't you read the time?"; - close; - } else if (questprogress(5070,PLAYTIME) == 2) - erasequest 5070; - mes "[Ser]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; - next; - switch(select("Play the game.:Say hi.:Ask about the game rules.")) { - case 1: - mes "[Ser]"; - mes "Good idea."; - next; - break; - case 2: - mes "[Ser]"; - mes "Oh! Ok, hi? But, why now?"; - next; - mes "[Ser]"; - mes "Ah... You are bored? Why don't you play a game with me?"; - next; - mes "[Ser]"; - mes "Hey, you! Don't neglect the Rock Paper Scissors game!!"; - mes "I've seen many people getting their butts kicked in this game!!"; - next; - mes "[Ser]"; - mes "You better mark my words, if you don't want to end up like them!~"; - close; - case 3: - mes "[Ser]"; - mes "You don't even know how to play this game?"; - mes "Let me kindly teach you."; - next; - mes "[Ser]"; - mes "Scissors beats Paper,"; - emotion e_scissors; - emotion e_paper,1; - next; - mes "[Ser]"; - mes "Paper beats Rock,"; - emotion e_paper; - emotion e_rock,1; - next; - mes "[Ser]"; - mes "And Rock beats Scissors."; - emotion e_rock; - emotion e_scissors,1; - next; - mes "[Ser]"; - mes "Ok? Got it now?"; - next; - mes "[Ser]"; - mes "You must play 5 matches with me."; - mes "We go again if the game is even!!"; - next; - mes "[Ser]"; - mes "I will give you a present if you beat me 3 times. Ok?"; - next; - mes "[Ser]"; - mes "Ok, then. Go away."; - close; - } - setarray .@rps$[0], "Rock", "Paper", "Scissors"; - setarray .@emote[0], e_rock, e_paper, e_scissors; - setarray .@count$[0],"First","Second","Third","Fourth","Last"; - while(1) { - mes "[Ser]"; - mes .@count$[.@match]+" match ~~"; - if (.@tie) { - mes "Result is even, so we play again."; - .@tie = 0; - } - mes "Try your best!"; - next; - mes "[Ser & "+strcharinfo(0)+"]"; - mes "Rock! Paper! Scissors!"; - next; - - .@pc = select("Rock:Paper:Scissors")-1; - .@npc = rand(3); - emotion .@emote[.@pc],1; - emotion .@emote[.@npc]; - mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; - mes "--------------------------------"; - mes "[Ser] "+.@rps$[.@npc]; - if (.@pc == .@npc) { - .@tie = 1; - .@result$ = "Hmm, we are even. Let's play again."; - } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) { - ++.@match; - ++.@win; - .@result$ = "I lost!"; - } else { - ++.@match; - ++.@loss; - .@result$ = "So I win!!"; - } - next; - mes "[Ser]"; - mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~"; - mes .@result$; - next; - if (.@match == 5) break; - } - mes "[Ser]"; - mes "All 5 matches are over!!"; - next; - mes "[Ser]"; - mes "Hmm... Let me see..."; - mes "I won "+.@loss+" times, and you, "+strcharinfo(0)+", won "+.@win+" times, right?"; - next; - if (.@win > .@loss) { - mes "[Ser]"; - mes strcharinfo(0)+" has won the game."; - next; - mes "Ser became polite all of a sudden."; - next; - mes "[Ser]"; - mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present."; - next; - switch(select("I don't need it!:Thank you.")) { - case 1: - mes "[Ser]"; - mes "Just take it!! Do as I say~"; - break; - case 2: - mes "[Ser]"; - mes "You are polite. But, sadly this is all I can give you."; - break; - } - next; - mes "[Ser]"; - mes "Good bye~ Come back tomorrow for more practice~"; - if (.@win == 5) { - mes "Oh! You won all 5 matches. Here are some more extra Cans."; - getitem 12636,10; //Malang_Sp_Can - } else - getitem 12636,5; //Malang_Sp_Can - setquest 5070; - close; - } - mes "[Ser]"; - mes strcharinfo(0)+" has lost. Ha... Ha..."; - next; - mes "Ser became very arrogant."; - next; - mes "[Ser]"; - mes "You want to play with me? Ser? With that skill of yours? Meow?"; - next; - mes "[Ser]"; - mes "What? Present? How can you ask for such a thing when you lose? Go practice more!! Work!! Yes, I should make you do this!!"; - next; - setquest 5070; - switch(rand(1,13)) { - case 1: - setquest 5074; - mes "[Ser]"; - mes "Hmm. Do you know a fish named Phen? Do you? Isn't it a delicious looking fish?"; - next; - mes "- Chrub -"; - mes "Ser wipes the drool from his mouth."; - next; - mes "[Ser]"; - mes "Go catch 30 Phens. And also get me 10 Fish Tails. Get them to our Director cat, and he will make a delicious dish with them."; - close; - case 2: - setquest 5075; - mes "[Ser]"; - mes "Lately, I've felt powerless and that there's too much weight on me. I should take care of my health."; - next; - mes "[Ser]"; - mes "Now it's time for some healthy food."; - next; - mes "[Ser]"; - mes "Get 50 Marse and 25 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods."; - close; - case 3: - setquest 5076; - mes "[Ser]"; - mes "Well... we do have a rival, you know. They are 'Dog n Waltz', and everything goes wrong when they come around."; - next; - mes "[Ser]"; - mes "I would ask you to bully them, but I suppose that's illegal... So, please at least harass similar looking monsters. What would be a good target?"; - next; - mes "[Ser]"; - mes "Oh, that archer among Kobolds!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director."; - close; - case 4: - setquest 5077; - mes "[Ser]"; - mes "What is most important for winning the game? It is quickness. What should we do to get faster?"; - next; - mes "[Ser]"; - mes "I've been thinking... The best way for us cats is obviously catching rats."; - next; - mes "[Ser]"; - mes "You know Cramp, right? That blue chubby creature... Please go catch 10 of them, and report to our Cat Gamers Director."; - close; - case 5: - setquest 5078; - mes "[Ser]"; - mes "Ah... I want some bird cuisine. Which one would be most delicious?"; - next; - mes "[Ser]"; - mes "Picky? Ah! It's too small. How about Condor? I am not sure... Peco Peco?"; - next; - mes "[Ser]"; - mes "Alright! Please catch 50 Peco Pecos and get them to our Cat Gamers Director. We shall have a party with bird cuisine tonight."; - close; - case 6: - setquest 5079; - mes "[Ser]"; - mes "I get too nervous before the game. And I don't play well when I'm nervous. I need something to calm down before the game starts."; - next; - mes "[Ser]"; - mes "Oh! That's right! Yarn! I used to play with Yarn when I was young. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers'."; - next; - mes "[Ser]"; - mes "Please get 20 Yarns for me. Why 20? There are many other cats with the same issue. Our Director should take care of this for you."; - close; - case 7: - setquest 5080; - mes "[Ser]"; - mes "Recently, our Director seems to have been trying to cut some expenses. Or is the manager taking advantage?"; - next; - mes "[Ser]"; - mes "Regular snacks for our players have been reduced. You should go get 30 Rat Tails, and give them to our Cat Gamers Director."; - next; - mes "[Ser]"; - mes "Then, we shall find out if our manager is being greedy or not."; - close; - case 8: - setquest 5081; - mes "[Ser]"; - mes "I am having a slump these days. I can't give my 100% to the game."; - next; - mes "[Ser]"; - mes "It is the lemon we need in times like this."; - next; - mes "[Ser]"; - mes "Please get 5 lemons for me. Don't forget, I need 5 Lemons... Our Cat Gamers Director should know what to do with them."; - close; - case 9: - setquest 5082; - mes "[Ser]"; - mes "Malangdo is a good place for a cat to live. But, it gets very hot when we play games."; - next; - mes "[Ser]"; - mes "When we are playing a lot, it gets really crazy hot, hard for us to bear. You know how hysterical we cats can be, right?"; - next; - mes "[Ser]"; - mes "Please get us either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them."; - close; - case 10: - setquest 5083; - mes "[Ser]"; - mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!"; - next; - mes "[Ser]"; - mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eryu?"; - next; - mes "[Ser]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!"; - close; - case 11: - setquest 5085; - mes "[Ser]"; - mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!"; - next; - mes "[Ser]"; - mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Stew?"; - next; - mes "[Ser]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!"; - close; - case 12: - setquest 5087; - mes "[Ser]"; - mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!"; - next; - mes "[Ser]"; - mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Ketchup?"; - next; - mes "[Ser]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!"; - close; - case 13: - setquest 5089; - mes "[Ser]"; - mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!"; - next; - mes "[Ser]"; - mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eff?"; - next; - mes "[Ser]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!"; - close; - } -} - -mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - for(.@i = 5074; .@i<=5090; ++.@i) { - if (questprogress(.@i)) { - mes "[Paa]"; - mes "You haven't done what we asked you for meow. A promise is a promise, you know meow."; - next; - mes "[Paa]"; - mes "When you are done meow, please get checked by the Cat Gamers Director over there meow."; - close; - } - } - if (malang_gamer < 20) { - if (countitem(2872)) { - mes "[Paa]"; - mes "You seem like a first timer meow! Where did you get the certificate meow? Someone lost it, I guess meow."; - close; - } - mes "[Paa]"; - mes "When is our practicing partner coming meow? I am bored meow."; - close; - } - if (!isequipped(2872)) { - mes "[Paa]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; - next; - mes "[Paa]"; - mes "... ... ..."; - next; - mes "[Paa]"; - mes "Where is your Cat Gamers Certificate meow? It seems like nothing, but you can't play this game without it meow!"; - next; - mes "[Paa]"; - mes "Go get the certificate meow."; - close; - } - if (questprogress(5070,PLAYTIME) == 1) { - mes "[Paa]"; - mes "We can only play the game once a day meow. Come tomorrow meow."; - close; - } else if (questprogress(5070,PLAYTIME) == 2) - erasequest 5070; - mes "[Paa]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; - next; - switch(select("Play the game.:Say hi.:Ask about the game rules.")) { - case 1: - mes "[Paa]"; - mes "Good idea meow."; - next; - break; - case 2: - mes "[Paa]"; - mes "Hello meow~ Nice to see you meow~"; - next; - mes "[Paa]"; - mes "Other games have one cat player. But, we have two for Rock Paper Scissors. You want to know why meow?"; - next; - mes "[Paa]"; - mes "Paa is kind meow. So, I'll tell you story meow."; - next; - mes "[Paa]"; - mes "Ser cat is my twin brother. I was born first, but he always says he is the elder meow. But, I don't fight with Ser meow. I am a good brother meow."; - next; - mes "[Paa]"; - mes "Anyways, me and Ser are well known as the pro gamer cat brothers meow. Everyone knows us meow."; - next; - mes "[Paa]"; - mes "You are free to admire me, meow. I give you permission meow."; - close; - case 3: - mes "[Paa]"; - mes "You want to know how to play this game meow? I'll teach you because I am a kind cat meow~"; - next; - mes "[Paa]"; - mes "You don't seem that stupid meow. So, let's skip the part about what beats what meow."; - next; - mes "[Paa]"; - mes "You must play 5 matches with me meow. We go again if the game is even meow."; - next; - mes "[Paa]"; - mes "If you win 3 times, I'll give you a present meow~ Cat Gamers Director said so meow."; - next; - mes "[Paa]"; - mes "That is all meow~ But it is not an easy game meow. Respect the game meow~"; - close; - } - setarray .@rps$[0], "Rock", "Paper", "Scissors"; - setarray .@emote[0], e_rock, e_paper, e_scissors; - setarray .@count$[0],"First","Second","Third","Fourth","Last"; - while(1) { - mes "[Paa]"; - mes .@count$[.@match]+" match ~~ meow."; - if (.@tie) { - mes "Result is even, so we play again meow."; - .@tie = 0; - } - mes "Try your best meow!"; - next; - mes "[Ser & "+strcharinfo(0)+"]"; - mes "Rock! Paper! Scissors!"; - next; - - .@pc = select("Rock:Paper:Scissors")-1; - .@npc = rand(3); - emotion .@emote[.@pc],1; - emotion .@emote[.@npc]; - mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; - mes "--------------------------------"; - mes "[Ser] "+.@rps$[.@npc]; - if (.@pc == .@npc) { - .@tie = 1; - .@result$ = "Hmm, we are even. Let's play again meow."; - } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) { - ++.@match; - ++.@win; - .@result$ = "I lost meow!"; - } else { - ++.@match; - ++.@loss; - .@result$ = "So I win meow!!"; - } - next; - mes "[Paa]"; - mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~"; - mes .@result$; - next; - if (.@match == 5) break; - } - mes "[Paa]"; - mes "Meow!! All 5 matches are over meow!!"; - next; - mes "[Paa]"; - mes "Let me see meow..."; - mes "I won "+.@loss+" times meow, and you, "+strcharinfo(0)+", won "+.@win+" times, right meow?"; - next; - if (.@win > .@loss) { - mes "[Paa]"; - mes "You won meow."; - next; - mes "Paa became polite all of a sudden."; - next; - mes "[Paa]"; - mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow."; - next; - switch(select("I don't need it!:Thank you.")) { - case 1: - mes "[Paa]"; - mes "Just take it meow!! Do as I say meow~"; - break; - case 2: - mes "[Paa]"; - mes "You are polite meow. But, sadly this is all I can give you meow."; - break; - } - next; - mes "[Paa]"; - mes "Good bye meow~ Come back tomorrow for more practice meow~"; - if (.@win == 5) { - mes "Oh! You won all 5 matches meow. Here are some more extra Cans meow!"; - getitem 12636,10; //Malang_Sp_Can - } else - getitem 12636,5; //Malang_Sp_Can - setquest 5070; - close; - } - mes "[Paa]"; - mes "You lost. Meow... Meow..."; - next; - mes "Paa became very arrogant."; - next; - mes "[Paa]"; - mes "You want to play with me? Paa? With that skill of yours? Meow?"; - next; - mes "[Paa]"; - mes "What? Present meow? How can you ask for such a thing meow? You lost meow! Go practice more!! Work!! Yes, I should make you do this meow!!"; - next; - setquest 5070; - switch(rand(1,13)) { - case 1: - setquest 5074; - mes "[Paa]"; - mes "Hmm. Do you know a fish named Phen meow? Do you? Isn't it a delicious looking fish meow?"; - next; - mes "- Chrub -"; - mes "Paa wipes the drool from his mouth."; - next; - mes "[Paa]"; - mes "Go catch 30 Phens meow. And also get me 10 Fish Tails meow. Get them to our Director cat, and he will make a delicious dish with them meow."; - close; - case 2: - setquest 5075; - mes "[Paa]"; - mes "Lately, I've felt powerless and that there's too much weight on me meow. I should take care of my health meow."; - next; - mes "[Paa]"; - mes "Now it's time for some healthy food meow."; - next; - mes "[Paa]"; - mes "Get 50 Marse and 25 Milk to our Cat Gamers Director meow. He has excellent knowledge on healthy foods meow."; - close; - case 3: - setquest 5076; - mes "[Paa]"; - mes "We do have a rival, you know meow. They are 'Dog n Waltz', and everything goes wrong when they come around meow."; - next; - mes "[Paa]"; - mes "I would ask you to bully them, but I suppose that's illegal meow... So, I will ask you to harass similar looking monsters meow."; - next; - mes "[Paa]"; - mes "Oh, that archer among Kobolds meow!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director meow."; - close; - case 4: - setquest 5077; - mes "[Paa]"; - mes "What is most important for winning the game meow? It is quickness. What should we do to get faster meow?"; - next; - mes "[Paa]"; - mes "I've been thinking meow... The best way for us cats is obviously catching rats meow."; - next; - mes "[Paa]"; - mes "You know Cramp, right meow? That blue chubby creature meow... Please go catch 10 of them, and report to our Cat Gamers Director meow."; - close; - case 5: - setquest 5078; - mes "[Paa]"; - mes "Chrub... I want some bird cuisine meow. Which one would be most delicious meow?"; - next; - mes "[Paa]"; - mes "Picky? Ah! It's too small meow. How about Condor? I am not sure... Peco Peco meow?"; - next; - mes "[Paa]"; - mes "Alright meow! Please catch 50 Peco Pecos and get them to our Cat Gamers Director meow. We shall have a party with bird cuisine tonight meow."; - close; - case 6: - setquest 5079; - mes "[Paa]"; - mes "I get too nervous before the game meow. And I don't play well when I'm nervous meow. I need something to calm down before the game starts meow."; - next; - mes "[Paa]"; - mes "Oh! That's right meow! Yarn meow! I used to play with Yarn when I was young meow. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers' meow."; - next; - mes "[Paa]"; - mes "Please get 20 Yarns for me meow. Why 20? There are many other cats with the same issue meow. Our Director should take care of this for you meow."; - close; - case 7: - setquest 5080; - mes "[Paa]"; - mes "Recently, our Director seems to have been trying to cut some expenses meow. Or is the manager taking advantage meow?"; - next; - mes "[Paa]"; - mes "Regular snacks for our players have been reduced meow. You should go get 30 Rat Tails, and give them to our Cat Gamers Director meow."; - next; - mes "[Paa]"; - mes "Then, we shall find out if our manager is being greedy or not meow."; - close; - case 8: - setquest 5081; - mes "[Paa]"; - mes "I am having a slump these days meow. I can't give my 100% to the game meow."; - next; - mes "[Paa]"; - mes "It is the lemon we need in times like this meow."; - next; - mes "[Paa]"; - mes "Get 5 lemons for me meow. Don't forget, I need 5 Lemons meow... Our Cat Gamers Director should know what to do with them meow."; - close; - case 9: - setquest 5082; - mes "[Paa]"; - mes "Malangdo is a good place for a cat to live meow. But, it gets very hot when we play games meow."; - next; - mes "[Paa]"; - mes "When we are playing a lot, it gets really crazy hot, hard for us to bear meow. You know how hysterical we cats can be, right meow?"; - next; - mes "[Paa]"; - mes "Get me either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them meow."; - close; - case 10: - setquest 5083; - mes "[Paa]"; - mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!"; - next; - mes "[Paa]"; - mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eryu meow?"; - next; - mes "[Paa]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!"; - close; - case 11: - setquest 5085; - mes "[Paa]"; - mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!"; - next; - mes "[Paa]"; - mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Stew meow?"; - next; - mes "[Paa]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!"; - close; - case 12: - mes "[Paa]"; - mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!"; - next; - mes "[Paa]"; - mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Ketchup meow?"; - next; - mes "[Paa]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!"; - close; - case 13: - mes "[Paa]"; - mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!"; - next; - mes "[Paa]"; - mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eff meow?"; - next; - mes "[Paa]"; - mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!"; - close; - } -} - -mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - for(.@i = 5074; .@i<=5090; ++.@i) { - if (questprogress(.@i)) { - mes "[Kuka]"; - mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~."; - next; - mes "[Kuka]"; - mes "When you are done, please get checked by the Cat Gamers Director over there yo.~"; - close; - } - } - if (malang_gamer < 20) { - if (countitem(2872)) { - mes "[Kuka]"; - mes "You seem like a first timer yo~ Where did you get the certificate yo~ You better give that back yo~"; - close; - } - mes "[Kuka]"; - mes "The Cat Gamers Director said a practicing partner is coming yo~ But, that human didn't show up yo~ I am bored yo~"; - close; - } - if (!isequipped(2872)) { - mes "[Kuka]"; - mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; - next; - mes "[Kuka]"; - mes "... ... ..."; - next; - mes "[Kuka]"; - mes "But, you don't have the certificate yo~ Certificate helps you save the game record yo~ You must have it! yo~"; - next; - mes "[Kuka]"; - mes "Please go get the certificate yo~"; - close; - } - if (questprogress(5071,PLAYTIME) == 1) { - mes "[Kuka]"; - mes "Is it not tomorrow yet yo~ You can play one game a day yo~ Come back tomorrow yo~"; - close; - } else if (questprogress(5071,PLAYTIME) == 2) - erasequest 5071; - mes "[Kuka]"; - mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; - next; - switch(select("Play the game.:Ask who is 1st place.:Ask about the game rules.")) { - case 1: - mes "[Kuka]"; - mes "Good choice yo~"; - next; - break; - case 2: - // custom condition - if (!$malangdo_gamer) { - mes "[Kuka]"; - mes "No one holds a record for the ChamChamCham game yo~"; - mes "You could be the first yo~"; - close; - } - mes "[Kuka]"; - mes "Current 1st place for the ChamChamCham game is"; - mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~"; - if (strcharinfo(0) == $malangdo_gamer$) - mes "Never know when someone else would break the record yo~"; - else - mes "I expect that you, "+strcharinfo(0)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~"; - close; - case 3: - mes "[Kuka]"; - mes "ChamChamCham game rules are very simple yo~"; - mes "Just direct your hand towards the direction where I direct my face yo~"; - next; - cutin "g_cat_01",4; - mes "[Kuka]"; - mes "Like this yo~"; - next; - cutin "g_cat_03",4; - mes "[Kuka]"; - mes "Or like that yo~"; - next; - cutin "",255; - mes "[Kuka]"; - mes "A present is available for 3 wins yo~"; - mes "If you beat the previous record, you get a bigger present yo~"; - next; - mes "[Kuka]"; - mes "See you at the practice yo~"; - close; - } - while(1) { - cutin "g_cat_00",4; - mes "[Kuka & "+strcharinfo(0)+"]"; - mes "Cham!"; - next; - mes "[Kuka & "+strcharinfo(0)+"]"; - mes "Cham! Cham!"; - next; - mes "[Kuka & "+strcharinfo(0)+"]"; - mes "Cham! Cham! Cham!"; - next; - switch(select("Hand towards left:Hand towards right")) { - case 1: - if (rand(1000) < 500) { - cutin "g_cat_01",4; - ++.@win; - } else { - cutin "g_cat_02",4; - .@loss = 1; - } - break; - case 2: - if (rand(1000) < 500) { - cutin "g_cat_03",4; - ++.@win; - } else { - cutin "g_cat_04",4; - .@loss = 1; - } - break; - } - if (.@loss) { - mes "[Kuka]"; - mes "Hehe~ I won yo~ I feel good yo~"; - next; - cutin "",255; - break; - } - mes "[Kuka]"; - mes "Well~ I lost yo~ Let's practice more yo~"; - next; - cutin "",255; - mes "[Kuka]"; - mes strcharinfo(0)+" has won "+.@win+" times yo~ Next game starts yo~"; - next; - } - if (.@win == 0) { - // fall through - } else if (.@win > 0 && .@win < 3) { - setquest 5071; - mes "[Kuka]"; - mes "After the practice, "+strcharinfo(0)+" has won "+.@win+" in a row yo~"; - mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~"; - close; - } else { - .@name_record$ = $malangdo_gamer$; - .@win_record = $malangdo_gamer; - .@win_cnt = .@win-.@win_record; - .@cans = .@win-2; - if (.@win > .@win_record) { - $malangdo_gamer$ = strcharinfo(0); - $malangdo_gamer = .@win; - mes "[Kuka]"; - mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~"; - if (strcharinfo(0) == .@name_record$) - mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~"; - // custom conditions - //else - else if (.@win_record) - mes "And you have won ^DE2B21"+.@win_cnt+"^000000 more than ^0000FF"+.@name_record$+"^000000's ^DE2B21"+.@win_record+"^000000 winning streak yo~ New record yo~ Congrats yo~"; - else - mes "A new record yo~ Congrats yo~"; - next; - mes "[Kuka]"; - mes "I'll give you 1 random coin pocket as a special present yo~ Well done yo~ Come back tomorrow yo~"; - setquest 5071; - getitem 12636, .@cans; //Malang_Sp_Can - getitem 12621,1; //Egrade_Pocket - close; - } else { - mes "[Kuka]"; - mes "Congrats yo~ For winning "+.@win+" times I'll give you "+.@cans+" cans yo~ Well done yo~ Come back tomorrow yo~"; - setquest 5071; - getitem 12636, .@cans; //Malang_Sp_Can - close; - } - } - mes "[Kuka]"; - mes strcharinfo(0)+" didn't win at all yo~ You must work it out yo~"; - next; - setquest 5071; - switch(rand(1,13)) { - case 1: - setquest 5074; - mes "[Kuka]"; - mes "Kuka wants you to catch delicious Phens yo~"; - next; - mes "- Chrub -"; - mes "Kuka wipes the drool from his mouth."; - next; - mes "[Kuka]"; - mes "Catch 30 Phens yo~ And also get me 10 Fish Tails yo~ Get them to our Director Cat, and he will make a delicious dish with them yo~"; - close; - case 2: - setquest 5075; - mes "[Kuka]"; - mes "Lately, I've felt powerless and that there's too much weight on me yo~ I should take care of my health yo~"; - next; - mes "[Kuka]"; - mes "Now it's time for some healthy food yo~"; - next; - mes "[Kuka]"; - mes "Get 50 Marse and 25 Milk to our Cat Gamers Director yo~. He has excellent knowledge on healthy foods yo~."; - close; - case 3: - setquest 5076; - mes "[Kuka]"; - mes "We have a rival yo~ 'Dog n Waltz' yo~"; - next; - mes "[Kuka]"; - mes "I want to harass similar goons yo~"; - next; - mes "[Kuka]"; - mes "There is an archer among Kobolds yo~ Harass 30 Kobold Archers and report to our Cat Gamers Director yo~"; - close; - case 4: - setquest 5077; - mes "[Kuka]"; - mes "Quickness is very important for winning the game yo~ Work on quickness yo~"; - next; - mes "[Kuka]"; - mes "Mouse catching is the best work out for quickness training yo~"; - next; - mes "[Kuka]"; - mes "Catch 10 blue and chubby Cramps, and report to our Cat Gamers Director yo~"; - close; - case 5: - setquest 5078; - mes "[Kuka]"; - mes "I crave bird cuisine yo~ Bird cuisine is so delicious yo~"; - next; - mes "[Kuka]"; - mes "Picky is too small and Condor is not tasty yo~ How about Peco Peco yo~?"; - next; - mes "[Kuka]"; - mes "Ok yo~ Catch 50 Peco Pecos and report to our Cat Gamers Director yo~ Tonight, we will have a bird cuisine party yo~"; - close; - case 6: - setquest 5079; - mes "[Kuka]"; - mes "I get too nervous before the game yo~. And I don't play well when I am nervous yo~. I need something to calm down before the game starts yo~."; - next; - mes "[Kuka]"; - mes "Yarn is very useful for relaxing yo~"; - next; - mes "[Kuka]"; - mes "Get 20 Yarns yo~ There are many other cats with the same issue yo~ The Cat Gamers Director will take care of them yo~"; - close; - case 7: - setquest 5080; - mes "[Kuka]"; - mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~"; - next; - mes "[Kuka]"; - mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(0)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~"; - next; - mes "[Kuka]"; - mes "Then, we shall find out if our manager is being greedy or not yo~"; - close; - case 8: - setquest 5081; - mes "[Kuka]"; - mes "I am having a slump these days yo~ I can't give my 100% to the game."; - next; - mes "[Kuka]"; - mes "It is the lemon we need in times like this yo~"; - next; - mes "[Kuka]"; - mes "Get 5 lemons for me yo~ Don't forget, I need 5 Lemons yo~ Our Cat Gamers Director should know what to do with them yo~"; - close; - case 9: - setquest 5082; - mes "[Kuka]"; - mes "Malangdo is a good place for a cat to live yo~ But, it gets very hot when we play games yo~"; - next; - mes "[Kuka]"; - mes "When we are playing a lot, it gets really crazy hot yo~ Crazy cats are scary yo~ We need Ice Pieces or Ice Cream yo~"; - next; - mes "[Kuka]"; - mes "Get us either 10 Ice Pieces or 10 Ice Creams, and report to our Cat Gamers Director yo~"; - close; - case 10: - setquest 5083; - mes "[Kuka]"; - mes "Cat Gamers Director's order yo~ Find Eryu who is afraid of the Director yo~"; - next; - mes "[Kuka]"; - mes "You must find Eryu, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~"; - close; - case 11: - setquest 5085; - mes "[Kuka]"; - mes "Cat Gamers Director's order yo~ Find Stew who is afraid of the Director yo~"; - next; - mes "[Kuka]"; - mes "You must find Stew, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~"; - close; - case 12: - setquest 5087; - mes "[Kuka]"; - mes "Cat Gamers Director's order yo~ Find Ketchup who is afraid of the Director yo~"; - next; - mes "[Kuka]"; - mes "You must find Ketchup, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~"; - close; - case 13: - setquest 5089; - mes "[Kuka]"; - mes "Cat Gamers Director's order yo~ Find Eff who is afraid of the Director yo~"; - next; - mes "[Kuka]"; - mes "You must find Eff, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~"; - close; - } -} - -mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - for(.@i = 5074; .@i<=5090; ++.@i) { - if (questprogress(.@i)) { - mes "[KungKung]"; - mes "You didn't keep your promise. I have no business with you."; - close; - } - } - if (malang_gamer < 20) { - if (countitem(2872)) { - mes "[KungKung]"; - mes "You are not qualified. Hmm... I am not sure how you got this, but we cannot practice with you. Go back."; - close; - } - mes "[KungKung]"; - mes "Do not bother me. I am waiting for my practicing partner."; - close; - } - if (!isequipped(2872)) { - mes "[KungKung]"; - mes "Are you the practice partner? You are late. Let's start right away."; - next; - mes "[KungKung]"; - mes "... ... ..."; - next; - mes "[KungKung]"; - mes "Where is your certificate? You cannot practice with us unless you have that certificate. Go get it."; - close; - } - if (questprogress(5072,PLAYTIME) == 1) { - mes "[KungKung]"; - mes "You don't have a watch? Or can't read the time? It's not the time yet."; - close; - } else if (questprogress(5072,PLAYTIME) == 2) - erasequest 5072; - mes "[KungKung]"; - mes "Are you the practice partner? You are late. Let's start right away."; - next; - switch(select("Play the game.:Ask current 1st place.:Ask about the game rules.")) { - case 1: - mes "[KungKung]"; - mes "Before the game, we will decide the turn by rolling a dice."; - next; - break; - case 2: - mes "[KungKung]"; - mes "Why do you want to know the 1st place? KongNyangKong is a brutal and tough match game. Kuka should know such thing!"; - close; - case 3: - mes "[KungKung]"; - mes "You want to learn the game rules?"; - mes "You seem to have a polite way of asking things."; - mes "Listen carefully."; - next; - mes "[KungKung]"; - mes "KongNyangKong has different play rules when attacking and defending."; - next; - mes "[KungKung]"; - mes "When attacking, you must turn your hand to the same side as your opponent in order to complete the attack."; - next; - cutin "cat_g_01",4; - mes "[KungKung]"; - mes "If we turn our hands the same way like this, then your attack is successful."; - next; - cutin "",255; - mes "[KungKung]"; - mes "For defending, you must turn your hand to the opposite side of your opponent in order to defend yourself."; - next; - cutin "cat_g_06",4; - mes "[KungKung]"; - mes "Yes! If you turn your hand opposite to mine like that, you have succeeded defending yourself."; - next; - cutin "",255; - mes "[KungKung]"; - mes "If you are clever enough, you should know that the bottom hand is the attacker's hand."; - next; - mes "[KungKung]"; - mes "Last!! Most important rule."; - mes "Once you succeed attacking, you can continue attacking your opponent."; - mes "When you fail, then you are on the defending side."; - mes "Do not forget this!"; - next; - mes "[KungKung]"; - mes "You can ask about the KongNyangKong rules anytime you want!"; - mes "Our Manager Cat also knows all about the KongNyangKong rules."; - mes "That is all!"; - close; - } - while(1) { - .@pc_dic = rand(6); - .@npc_dic = rand(6); - - // Emote[58-63]: - // e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6 - emotion 58+.@pc_dic,1; - emotion 58+.@npc_dic; - - if (.@pc_dic > .@npc_dic) { - mes "[KungKung]"; - mes "Your dice roll number is higher. You can attack first."; - .@attack_turn = 1; - next; - break; - } else if (.@pc_dic < .@npc_dic) { - mes "[KungKung]"; - mes "My dice roll number is higher. I will attack first."; - .@attack_turn = 2; - next; - break; - } else { - mes "[KungKung]"; - mes "We have even numbers. Let's roll the dice once again."; - next; - } - } - .@pc_hp = 100; - .@npc_hp = 100; - while(1) { - if (!.@pc_hp || !.@npc_hp) break; - mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)"; - mes "--------------------------------"; - mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)"; - next; - mes "[KungKung & "+strcharinfo(0)+"]"; - mes "Kong!"; - emotion e_loud,1; - emotion e_loud; - next; - mes "[KungKung & "+strcharinfo(0)+"]"; - mes "Kong! Nyang!"; - emotion e_loud,1; - emotion e_loud; - next; - mes "[KungKung & "+strcharinfo(0)+"]"; - mes "Kong! Nyang! Kong!"; - emotion e_loud,1; - emotion e_loud; - next; - .@cat_hand = rand(1,10); - switch(.@attack_turn) { - case 1: // Attack - mes "How would you like to attack?"; - mes " "; - mes "¡¡ Tip !!"; - mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000"; - mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000"; - next; - switch(select("Back:Palm")) { - case 1: - if (.@cat_hand <= 5) { - --.@npc_hp0; - cutin "cat_g_01",4; - specialeffect EF_BASH; - mes "Attack was successful."; - mes "You have slapped the back of KungKung's paw."; - next; - cutin "",255; - } else { - .@attack_turn = 2; - cutin "cat_g_02",4; - mes "Attack has failed."; - mes "KungKung starts attack now."; - next; - cutin "",255; - } - break; - case 2: - if (.@cat_hand <= 5) { - .@attack_turn = 2; - cutin "cat_g_03",4; - mes "Attack has failed."; - mes "KungKung starts attack now."; - next; - cutin "",255; - } else { - --.@npc_hp0; - cutin "cat_g_04",4; - specialeffect EF_BASH; - mes "Attack was successful."; - mes "You have slapped the back of KungKung's paw."; - next; - cutin "",255; - } - break; - } - break; - case 2: // Defend - mes "How would you like to defend?"; - mes " "; - mes "¡¡ Tip !!"; - mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000"; - mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000"; - next; - switch(select("Back:Palm")) { - case 1: - if (.@cat_hand <= 5) { - --.@pc_hp0; - cutin "cat_g_05",4; - specialeffect2 EF_BASH; - mes "Defending has failed."; - mes "KungKung attacks the back of your hand with its sharp claw."; - next; - cutin "",255; - } else { - .@attack_turn = 1; - cutin "cat_g_06",4; - mes "Defending was succesful."; - mes "You can start attack now."; - next; - cutin "",255; - } - break; - case 2: - if (.@cat_hand <= 5) { - .@attack_turn = 1; - cutin "cat_g_07",4; - mes "Defending was succesful."; - mes "You can start attack now."; - next; - cutin "",255; - } else { - .@pc_hp -= 10; - cutin "cat_g_08",4; - specialeffect2 EF_BASH; - mes "Defending has failed."; - mes "KungKung attacks the back of your hand with its sharp claw."; - next; - cutin "",255; - } - break; - } - break; - } - } - if (.@npc_hp == 0) { - mes "[KungKung]"; - mes "I lost. It was good game indeed."; - mes "A win would have been better, but I am too busy to look back at the past."; - next; - cutin "cat_g_lose",4; - mes "[KungKung]"; - mes "Sob..."; - emotion e_sob; - next; - cutin "",255; - mes "[KungKung]"; - mes "Hmm... That wasn't necessary, I guess."; - mes "This is for you, Human!"; - setquest 5072; - getitem 12636,5; //Malang_Sp_Can - next; - mes "[KungKung]"; - mes "Come again tomorrow. I will beat you next time."; - close2; - cutin "",255; - end; - } - cutin "cat_g_win",4; - mes "[KungKung]"; - mes "I won. It was a boring match."; - mes "You need to practice more. Maybe some extra work will help."; - next; - setquest 5072; - switch(rand(1,13)) { - case 1: - setquest 5074; - mes "[KungKung]"; - mes "Catch the delicious fish Phen."; - next; - mes "[KungKung]"; - mes "Go catch 30 Phens. And also get me 10 Fish Tails. Give them to our Director cat, and he will make a delicious dish with them."; - break; - case 2: - setquest 5075; - mes "[KungKung]"; - mes "I may have worked out too much... I feel powerless and that there's too much weight on me. I should take care of my health."; - next; - mes "[KungKung]"; - mes "I am already 10 years old, so it's time for some healthy food."; - next; - mes "[KungKung]"; - mes "Get 50 Marse and 30 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods."; - break; - case 3: - setquest 5076; - mes "[KungKung]"; - mes "We have a rival. The 'Dog n Waltz' team... Everything goes wrong when they come around."; - next; - mes "[KungKung]"; - mes "I want to ask you to bully them, but that's illegal..."; - next; - mes "[KungKung]"; - mes "Go harass 30 Kobold Archers instead of 'Dog n Waltz', and report to our Cat Gamers Director."; - break; - case 4: - setquest 5077; - mes "[KungKung]"; - mes "Quickness is most important for winning the game. For better quickness..."; - next; - mes "[KungKung]"; - mes "Catching mice is best. It's Cramp hunting time."; - next; - mes "[KungKung]"; - mes "Catch 10 Cramps, and report to our Cat Gamers Director."; - break; - case 5: - setquest 5078; - mes "[KungKung]"; - mes "I want some bird cuisine. Have you tasted any before?"; - next; - mes "[KungKung]"; - mes "Peco Peco sounds delicious to me. I don't like eating alone, so..."; - next; - mes "[KungKung]"; - mes "Catch 50 Peco Pecos, and report to our Cat Gamers Director. We all can have a dinner party with Peco Peco cuisine."; - break; - case 6: - setquest 5079; - mes "[KungKung]"; - mes "Being calm is the key to winning important matches."; - next; - mes "[KungKung]"; - mes "There's not a single cat who hasn't played with Yarn when they were young."; - next; - mes "[KungKung]"; - mes "Get 20 Yarns, and report to our Cat Gamers Director. It will help improve our team's ability."; - break; - case 7: - setquest 5080; - mes "[KungKung]"; - mes "I have a strong belief that our Manager Cat is taking advantage of our snacks."; - next; - mes "[KungKung]"; - mes "All we need is evidence... Get 30 Rat Tails, and report to our Cat Gamers Director."; - next; - mes "[KungKung]"; - mes "Then, we shall find out whether or not Manager Cat was doing something wrong."; - break; - case 8: - setquest 5081; - mes "[KungKung]"; - mes "Practice was ok, but I seem to be having a slump these days."; - next; - mes "[KungKung]"; - mes "We need to have some Lemon in times like this."; - next; - mes "[KungKung]"; - mes "Get 5 Lemons to our Cat Gamers Director. He'll know what to do."; - break; - case 9: - setquest 5082; - mes "[KungKung]"; - mes "Malangdo is a good place for a cat to live. But, it gets hot easily."; - next; - mes "[KungKung]"; - mes "On a hot days like this, we could use some Ice Pieces or Ice Cream."; - next; - mes "[KungKung]"; - mes "Get either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them."; - break; - case 10: - setquest 5083; - mes "[KungKung]"; - mes "Our Cat Gamers Director asked this. I should make you do this errand."; - next; - mes "[KungKung]"; - mes "Find Eryu the cat from Malangdo, and say 'Come back' loud and clear."; - next; - mes "[KungKung]"; - mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!"; - break; - case 11: - setquest 5085; - mes "[KungKung]"; - mes "Our Cat Gamers Director asked this. I should make you do this errand."; - next; - mes "[KungKung]"; - mes "Find Stew the cat from Malangdo, and say 'Come back' loud and clear."; - next; - mes "[KungKung]"; - mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!"; - break; - case 12: - setquest 5087; - mes "[KungKung]"; - mes "Our Cat Gamers Director asked this. I should make you do this errand."; - next; - mes "[KungKung]"; - mes "Find Ketchup the cat from Malangdo, and say 'Come back' loud and clear."; - next; - mes "[KungKung]"; - mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!"; - break; - case 13: - setquest 5089; - mes "[KungKung]"; - mes "Our Cat Gamers Director asked this. I should make you do this errand."; - next; - mes "[KungKung]"; - mes "Find Eff the cat from Malangdo, and say 'Come back' loud and clear."; - next; - mes "[KungKung]"; - mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!"; - break; - } - close2; - cutin "",255; - end; -} - -mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ - if (MaxWeight - Weight < 1000) { - mes "Your inventory is too heavy to proceed. Come back after lightening your load."; - close; - } - if (checkweight(1201,1) == 0) { - mes "Your inventory is too full to proceed. Come back after reducing your load."; - close; - } - for(.@i = 5074; .@i<=5090; ++.@i) { - if (questprogress(.@i)) { - mes "[Leader]"; - mes "You cannot challenge this Flag Game unless you are done with your assigned work."; - close; - } - } - if (malang_gamer < 20) { - if (countitem(2872)) { - mes "[Leader]"; - mes "Not everyone can challenge just because they have the certificate."; - close; - } - mes "[Leader]"; - mes "Ok, let's practice until a challenger comes!!"; - close; - } - if (!isequipped(2872)) { - mes "[Leader]"; - mes "Do you want to challege?"; - next; - mes "[Leader]"; - mes "... ... ..."; - next; - mes "[Leader]"; - mes "You cannot challenge this Flag Game unless you are wearing our certificate item. Please come back later."; - close; - } - if (questprogress(5073) == 1) { - mes "[Leader]"; - mes "The Flag Game is only available once a day."; - close; - } else if (questprogress(5073) == 2) - erasequest 5073; - mes "[Leader]"; - mes "Do you want to challege?"; - next; - switch(select("Challenge.:Who are you?:Ask about the rules.")) { - case 1: - mes "[Leader]"; - mes "Let's challenge the Flag Game. Please wait while our cats get prepared."; - next; - break; - case 2: - mes "[Leader]"; - mes "Oh! I retired from 'Cat Gamers', and am working on a national game referee license. Licenses are the new trend these days."; - next; - mes "[Leader]"; - mes "A referee must use standard language... So it was very hard for me to stop crying meow meow~ like other cats."; - next; - mes "[Leader]"; - mes "I know the game rules for players for sure, but refereeing the game is a lot harder than it seems."; - next; - mes "[Leader]"; - mes "Sometimes I do make mistakes, and people go crazy like it's the end of world. What a hard job this is."; - next; - mes "[Leader]"; - mes "But, I want to finish this course, and be the world's best referee ever."; - next; - mes "[Leader]"; - mes "You can bet on it!!"; - close; - case 3: - mes "[Leader]"; - mes "Allow me to explain the rule for the Flag-Waving Game."; - next; - mes "[Leader]"; - mes "You play with 5 other cats."; - mes "Wait and wave the flag when no others are waving it."; - next; - mes "[Leader]"; - mes "You start with 5 Flag Points, and each time you wave the flag 1 point vanishes."; - mes "When your points hit 0, the game ends."; - next; - mes "[Leader]"; - mes "There's a special rule for this Flag Game. For more thrill, we reduce 1 point if you do not wave your flag for 10 games."; - next; - mes "[Leader]"; - mes "You will get bigger presents as you win with less Flag Points used."; - next; - mes "[Leader]"; - mes "Come back anytime if you need more help with the game rules. Our Manager Cat is also available for some help with the game rules."; - close; - } - - // Starting Flag Points (default 5). - .@flag_point = 5; - setarray .@flag_point_cat[1],5,5,5,5,5; - - // Cat players' names. - setarray .@npc_name$[1], - "Debong#gamer","Seichi#gamer","Libs#gamer","Row#gamer","YongYong#gamer"; - setarray .@cat_name$[1], - "Debong","Seichi","Annoying Libs","Row","YongYong"; - setarray .@cat_desc$[1], - " who likes to pick hair"," the observer",""," who likes to show off"," who likes to droop"; - - // Emotions displayed when cats' flags not waved. - setarray .@cat_emote[1], - e_ho,e_no,e_an,e_no1,e_spin; - - // .@cat_action[] when cats' flags are not waved. - setarray .@cat_emotes$[1], - "1|3|5|7", // Picking hair - "2|4|6|8", // Looking around - "1|3|6|8", // Getting annoyed - "2|4|5|7", // Showing off - "3|4|5|6"; // Drooping - - while(1) { - for(.@i = 1; .@i<=5; ++.@i) - .@cat_action[.@i] = ((.@flag_point_cat[.@i])?rand(1,8):0); - - switch(.@cat_action[1]) { - case 0: .@cat_mes$[1] = "cannot do anything with all points used"; break; - case 1: .@cat_mes$[1] = "focuses on hair picking, careless for the game"; break; - case 2: .@cat_mes$[1] = "looks around with round eyes"; break; - case 3: .@cat_mes$[1] = "picks out hair around the front paw"; break; - case 4: .@cat_mes$[1] = "is getting annoyed at tails smacking on the ground"; break; - case 5: .@cat_mes$[1] = "picks his hair while looking around"; break; - case 6: .@cat_mes$[1] = "shows off his front paw to the Leader Cat"; break; - case 7: .@cat_mes$[1] = "is picking some hair on his belly with a calm mind"; break; - case 8: .@cat_mes$[1] = "is drooping down with a pleasant face"; break; - } - switch(.@cat_action[2]) { - case 0: .@cat_mes$[2] = "cannot do anything with all points used"; break; - case 1: .@cat_mes$[2] = "picks out hair around the front paw"; break; - case 2: .@cat_mes$[2] = "looks around with round eyes"; break; - case 3: .@cat_mes$[2] = "is getting annoyed with the Leader Cat"; break; - case 4: .@cat_mes$[2] = "observes flies flying around"; break; - case 5: .@cat_mes$[2] = "shows off picked hair proudly"; break; - case 6: .@cat_mes$[2] = "observes Leader Cat's tail curiously"; break; - case 7: .@cat_mes$[2] = "looks at you with drooping eyes"; break; - case 8: .@cat_mes$[2] = "is checking you out with a weird glimmer"; break; - } - switch(.@cat_action[3]) { - case 0: .@cat_mes$[3] = "cannot do anything with all points used"; break; - case 1: .@cat_mes$[3] = "is getting annoyed at tails smacking on the ground"; break; - case 2: .@cat_mes$[3] = "observes Leader Cat's tail curiously"; break; - case 3: .@cat_mes$[3] = "is getting annoyed while picking his hair"; break; - case 4: .@cat_mes$[3] = "scratches with a drooping face"; break; - case 5: .@cat_mes$[3] = "catches a flying fly and shows off"; break; - case 6: .@cat_mes$[3] = "is getting irritable with a tired face"; break; - case 7: .@cat_mes$[3] = "picks his hair while looking around"; break; - case 8: .@cat_mes$[3] = "is getting annoyed with the Leader Cat"; break; - } - switch(.@cat_action[4]) { - case 0: .@cat_mes$[4] = "cannot do anything with all points used"; break; - case 1: .@cat_mes$[4] = "is picking some hair on his belly with a calm mind"; break; - case 2: .@cat_mes$[4] = "shows off his front paw to the Leader Cat"; break; - case 3: .@cat_mes$[4] = "is getting irritable with a tired face"; break; - case 4: .@cat_mes$[4] = "catches a flying fly and shows off"; break; - case 5: .@cat_mes$[4] = "shows off an attractive tail"; break; - case 6: .@cat_mes$[4] = "is drooping and mumbling"; break; - case 7: .@cat_mes$[4] = "shows off picked hair proudly"; break; - case 8: .@cat_mes$[4] = "is checking you out with a weird glimmer"; break; - } - switch(.@cat_action[5]) { - case 0: .@cat_mes$[5] = "cannot do anything with all points used"; break; - case 1: .@cat_mes$[5] = "is fighting with his tail"; break; - case 2: .@cat_mes$[5] = "is scratching with his hind foot"; break; - case 3: .@cat_mes$[5] = "is drooping down with a pleasant face"; break; - case 4: .@cat_mes$[5] = "checks you out with a drooping face"; break; - case 5: .@cat_mes$[5] = "scratches with a drooping face"; break; - case 6: .@cat_mes$[5] = "is drooping and mumbling"; break; - case 7: .@cat_mes$[5] = "is lying around~"; break; - case 8: .@cat_mes$[5] = "is doing nothing"; break; - } - - switch(rand(3)) { - case 0: .@tip$ = "You can predict if the cat will wave the flag or not with 'Observe cats'."; break; - case 1: .@tip$ = "1 Flag Point will be deducted if you choose 'Wave flag'."; break; - case 2: .@tip$ = "Choosing 'Wait', you can check the results and move on to the next game."; break; - } - while(1) { - mes "[Leader]"; - mes "Cats are now all prepared."; - mes "What will you do?"; - mes " "; - mes "Tip: ^F86A08"+.@tip$+"^000000"; - next; - .@choice = select("Observe cats:Wave flag:Wait"); - switch(.@choice) { - case 1: - mes "Observing cats..."; - next; - for(.@i = 1; .@i<=5; ++.@i) { - mes "[------ Observing cats ------]"; - mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000."; - next; - } - break; - case 2: - --.@flag_point; - .@you_flag = 1; - break; - case 3: - break; - } - if (.@choice != 1) break; - } - ++.@round; - ++.@rounds_nowave; - if (.@you_flag == 1) { - .@you_flag$ = "You waved the flag"; - .@emotion[0] = e_korea; - } else { - .@you_flag$ = "You didn't wave the flag"; - .@emotion[0] = e_swt2; - } - for(.@i = 1; .@i<=5; ++.@i) { - if (.@flag_point_cat[.@i] == 0) { - .@cat_flag$[.@i] = "Not enough Flag Points, could not wave"; - .@emotion[.@i] = e_ho; - } else { - if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) { - .@cat_flag$[.@i] = "Didn't wave"; - .@emotion[.@i] = .@cat_emote[.@i]; - } else { - .@cat_flag$[.@i] = "Did wave"; - --.@flag_point_cat[.@i]; - ++.@cat_flags_waved; - .@emotion[.@i] = e_korea; - } - } - } - mes "[Leader]"; - mes "Game ^C1653E"+.@round+"^000000 results..."; - next; - mes "[Leader]"; - mes "~ Flag Game challenger "+strcharinfo(0)+" ~"; - mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000."; - mes .@flag_point+" Flag Point remaining."; - emotion .@emotion[0],1; - next; - for(.@i = 1; .@i<=5; ++.@i) { - mes "[Leader]"; - mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~"; - mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000."; - mes .@flag_point_cat[.@i]+" Flag Point remaining for "+.@cat_name$[.@i]+"."; - emotion .@emotion[.@i],0,.@npc_name$[.@i]; - next; - } - if (.@you_flag == 1) { - .@rounds_nowave = 0; - if (.@cat_flags_waved == 0) { - // You win. - break; - } else if (.@flag_point == 0) { - // You lose. - mes "[Leader]"; - mes "You have used all your Flag Points."; - next; - break; - } else { - .@you_flag = 0; - mes "[Leader]"; - mes "You have failed at flag waving."; - mes .@flag_point+" Flag Point remaining."; - next; - mes "[Leader]"; - mes "Let's move on to the next game."; - next; - mes "... ... ... ..."; - next; - } - } else { - if (.@cat_flags_waved == 5) { - mes "[Leader]"; - mes "Congrats "+strcharinfo(0)+". You have succeed on not waving your flag."; - next; - mes "[Leader]"; - mes "But! This is flag waving game, so this doesn't count."; - next; - } else { - if (.@rounds_nowave == 10) { - .@rounds_nowave = 0; - --.@flag_point; - mes "[Leader]"; - mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules."; - next; - if (.@flag_point == 0) { - // You lose. - mes "[Leader]"; - mes "You have used all your Flag Points."; - next; - break; - } else { - mes "[Leader]"; - mes .@flag_point+" Flag Point remaining."; - next; - } - } else { - mes "[Leader]"; - mes "Game "+.@round+" has ended properly. Point penalty will be given after "+(10-.@rounds_nowave)+" more."; - next; - } - mes "[Leader]"; - mes "Let's move on to the next game."; - next; - mes "... ... ... ..."; - next; - } - } - .@cat_flags_waved = 0; - } - mes "[Leader]"; - mes "The Flag-Waving Game has ended."; - next; - mes "[Leader]"; - mes "Final results!!"; - mes "After "+.@round+" games, "+strcharinfo(0)+" has "+.@flag_point+" Flag Point left."; - mes "... ... ..."; - next; - if (.@you_flag == 1 && .@cat_flags_waved == 0) { - setquest 5073; - if (.@flag_point_cat[1]+.@flag_point_cat[2]+.@flag_point_cat[3]+.@flag_point_cat[4]+.@flag_point_cat[5] < 5) { - getitem 12636,3; //Malang_Sp_Can - mes "[Leader]"; - mes "Congratulations. You have won the Flag-Waving Game."; - next; - mes "[Leader]"; - mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game."; - } else { - switch(.@flag_point) { - case 0: .@cans = 5; break; - case 1: .@cans = 7; break; - case 2: .@cans = 10; break; - case 3: .@cans = 15; break; - case 4: .@cans = 20; break; - } - getitem 12636, .@cans; //Malang_Sp_Can - mes "[Leader]"; - mes "Congratulations. You have won the Flag-Waving Game. "+.@cans+" Canned Foods will be given as the present."; - } - next; - mes "[Leader]"; - mes "Hope you win some more Canned Foods tomorrow."; - close; - } - mes "[Leader]"; - mes "Flag waving failed..."; - mes "... ... ... ..."; - next; - setquest 5073; - switch(rand(1,13)) { - case 1: setquest 5074; break; - case 2: setquest 5075; break; - case 3: setquest 5076; break; - case 4: setquest 5077; break; - case 5: setquest 5078; break; - case 6: setquest 5079; break; - case 7: setquest 5080; break; - case 8: setquest 5081; break; - case 9: setquest 5082; break; - case 10: setquest 5083; break; - case 11: setquest 5085; break; - case 12: setquest 5087; break; - case 13: setquest 5089; break; - } - mes "Leader gives you a note without hesitation. You must follow the order now."; - close; -} - -mal_in01,136,216,2 script Seichi#gamer 4_CAT_DOWN,{ - if (malang_gamer == 20) { - mes "[Seichi]"; - mes "Ah~ I'm hungry. Any rats wandering around?"; - next; - mes "[Seichi]"; - mes "Ah~ I think I could eat 100 cramps at once."; - next; - mes "[Seichi]"; - mes "Hey, why don't you look around? Who knows? Maybe we can find a delicious canned food~"; - emotion e_no; - next; - mes "[Seichi]"; - mes "Then, you can give me one. Hehe~"; - close; - } else { - mes "[Seichi]"; - mes "I am hungry~ Any leftover canned food there?"; - emotion e_no; - close; - } - end; -} - -mal_in01,136,215,2 script Row#gamer 4_CAT_ADV1,{ - if (malang_gamer == 20) { - mes "[Row]"; - mes "Hut! Human, you came to see me, Row the Great? What? No?"; - next; - mes "[Row]"; - mes "What do want then? Get lost. Ah...!!"; - next; - mes "[Row]"; - mes "You want to play the Flag Game? I see. Show me what you've got."; - next; - mes "[Row]"; - mes "But, you know you can never beat me, the great Row."; - emotion e_gg; - close; - } else { - mes "[Row]"; - mes "Flag waving is a serious game. Only special cats like me can compete. Meow~"; - close; - } - end; -} - -mal_in01,136,214,2 script Debong#gamer 4_CAT,{ - if (malang_gamer == 20) { - mes "[Debong]"; - mes "Hair picking is my best hobby meow."; - next; - mes "[Debong]"; - mes "When picking hair meow~"; - mes "Time really flies meow~"; - next; - mes "[Debong]"; - mes "Come here, you, meow. I'll pick your hair meow."; - emotion e_lv; - close; - } else { - mes "The cat is picking your hair."; - close; - } - end; -} - -mal_in01,136,213,2 script Libs#gamer 4_M_BOSSCAT,{ - if (malang_gamer == 20) { - mes "[Libs]"; - mes "Arrgg!! Why should I play this stupid flag waving game here?"; - emotion e_an; - next; - mes "[Libs]"; - mes "Hey you. What do you think? I know you've hearing me!"; - next; - mes "[Libs]"; - mes "... ... ..."; - next; - mes "[Libs]"; - mes "Well, I'm sure you won't have a clue why this is happening. I forgive you."; - emotion e_ok; - next; - mes "[Libs]"; - mes "How can a human understand the overwhelming heart of cats."; - emotion e_pif; - close; - } else { - mes "[Libs]"; - mes "A human? What are you doing here?"; - next; - mes "[Libs]"; - mes "Oh! I see. Our director is looking a practicing partner, why don't you apply?"; - close; - } - end; -} - -mal_in01,136,212,2 script YongYong#gamer 4_CAT_REST,{ - if (malang_gamer == 20) { - mes "[YongYong]"; - mes "Meow~ I'm annoyed meow~"; - emotion e_an; - next; - mes "[YongYong]"; - mes "Annoying meow~"; - emotion e_an; - next; - mes "[YongYong]"; - mes "You're annoying meow~"; - emotion e_an; - next; - mes "[YongYong]"; - mes "What are you, a dog? Meow~!"; - emotion e_an; - specialeffect EF_SONICBLOW2; - next; - mes "[YongYong]"; - mes "Do not mess with the drooping cat."; - mes "Or you will regret it."; - close; - } else { - mes "z..Z..z..Z"; - mes "The cat is sleeping."; - close; - } - end; -} - -malangdo,120,140,7 script Sign#Cat G Entrance 4_BULLETIN_BOARD2,{ - mes "A small sign."; - next; - mes "[Cat Gamers Headquarters]"; - mes "- Practicing partner welcome -"; - mes "- Recruiting 'Cat Gamers' -"; - mes "Consult with our Cat Gamers Director."; - close; -} - -mal_in01,15,221,6 script Sign#Cat G 1F 4_BULLETIN_BOARD2,{ - mes "[Cat Gamers Headquarters 1F]"; - mes "- ~ B 1 ~ -"; - mes "Rock Paper Scissors practice room"; - mes "ChamChamCham practice room"; - close; -} - -mal_in01,77,214,4 script Sign#Cat G B1 4_BULLETIN_BOARD2,{ - mes "[Cat Gamers Headquarters B1]"; - mes "- ~ 1 F ~ -"; - mes "Consult with the director..."; - mes "-----------------------------"; - mes "- ~ B 2 ~ -"; - mes "KongNyangKong & Flag Game practice room"; - mes "'Cat Gamers' Tech Team lab"; - close; -} - -mal_in01,142,220,6 script Sign#Cat G B2 4_BULLETIN_BOARD2,{ - mes "[Cat Gamers Headquarters B2]"; - mes "- ~ B 1 ~ -"; - mes "Rock Paper Scissors practice room"; - mes "ChamChamCham practice room"; - close; -} - -mal_in01,155,222,2 script Uneet#gamer 4_LAM,{ - .@playtime = questprogress(5069,PLAYTIME); - if (.@playtime == 1) { - mes "[Uneet]"; - mes "Wow Wot~ What a busy day~"; - mes "Oh, you are the one who won the honorable certificate?"; - next; - mes "[Uneet]"; - mes "There are more orders coming every day. Ahh!! Give me some more manpower!!"; - close; - } else if (.@playtime == 2) { - mes "[Uneet]"; - mes "Nyah~ Ong~ Certificate complete!!"; - next; - mes "[Uneet]"; - mes "I already gave your certificate to the Cat Gamers Director! Go check it out~"; - next; - mes "[Uneet]"; - mes "Please... Keep this wherever you go."; - close; - } else if (malang_gamer < 19) { - mes "[Uneet]"; - mes "I am a cat. Nyah~ Ong~"; - mes "I look like a sheep because I was so busy I didn't have time to shave."; - mes "It is not my fault..."; - close; - } else { - mes "[Uneet]"; - mes "Nyah~ Ong~ Do not interrupt my resting."; - mes "Usually, I am very busy..."; - mes "Don't touch me."; - next; - mes "[Uneet]"; - mes "I'm a bit fat now, but you should look at yourself too. Haha..."; - close; - } - end; -} - -mal_in01,30,222,4 script Interview Cat#gamer 4_CAT_ADV2,{ - mes "[Interview Cat]"; - mes "I want join 'Cat Gamers'."; - mes "But it seems the Cat Gamers Director is busy now. Should I just leave?"; - next; - mes "[Interview Cat]"; - mes "What? You also want join this group?"; - close; -} - -mal_in01,19,213,1 script Waiting Cat#gamer 4_CAT_3COLOR,{ - mes "[Waiting Cat]"; - mes "Why did someone put that vase inside of a glass?"; - mes "The Cat Gamers Director did that?"; - next; - mes "[Waiting Cat]"; - mes "What strange taste."; - mes "Maybe I should rethink joining 'Cat Gamers', huh?"; - close; -} - -// Archangel Wing Enchants :: enc_angel -//============================================================ -malangdo,234,153,6 script Notice Board#mal 2_BULLETIN_BOARD,{ - mes "^0000FFThere's a hastily written message on this bulletin board.^000000"; - next; - mes "A fallen angel within will unlock a hidden enchantment to Archangel Wings."; - close; -} - -mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ - disable_items; - if (checkweight(1201,1) == 0) { - mes "You are carrying too many items, please reduce them and come back!"; - close; - } - if (MaxWeight - Weight < 10000) { - mes "You have overweight, please reduce it and come back!"; - close; - } - if (getequipid(EQI_GARMENT) == 2573) { - if (Zeny >= 1000000) - .@menu$ = "Enchant Archangel Wing"; - else - .@menu$ = "^999999You do not have enough zeny!^000000"; - } else - .@menu$ = "^999999You have not equipped the Archangel Wing!^000000"; - mes "[Fallen Angel]"; - mes "You seem like a poor guy!"; - next; - mes "[Fallen Angel]"; - mes "If you have an Archangel Wing, I will enchant my capability into the useless 4th slot. Would you like me to do so?"; - next; - switch(select("What is that?:"+.@menu$+":Enchant Initialization")) { - case 1: - switch(select("Stop speaking:What are you going to do?")) { - case 1: - mes "[Fallen Angel]"; - mes "What did you say?"; - close; - case 2: - mes "[Fallen Angel]"; - mes "I can enchant my capability into your Archangel Wing if you pay 1,000,000 zeny. But you can't enchant it again without resetting it."; - next; - mes "[Fallen Angel]"; - mes "The enchantment is dangerous, so ^ff0000the wing might be damaged^000000! Nevertheless, my good blessing will retain the ^0000ffcard and refine level^0000ff!"; - close; - } - case 2: - if (Zeny < 1000000) { - mes "[Fallen Angel]"; - mes "I can't do it if you can't pay!"; - close; - } - mes "[Fallen Angel]"; - mes "There are 2 important notices. First, the enchantment requires ^0000ff1,000,000 zeny^000000."; - next; - mes "[Fallen Angel]"; - mes "Second, ^ff0000although the rate is not high, the Archangel Wing might be damaged^000000! This is very unlucky!"; - mes "If you can accept these conditions, I will enchant the wing for you."; - next; - if(select("Let me consider...:I accept, let's enchant!") == 1) { - mes "[Fallen Angel]"; - mes "Ok! Take your time to consider!"; - close; - } - specialeffect2 EF_REPAIRWEAPON; - progressbar "ffff00",2; - if (getequipisequiped(EQI_GARMENT) == 0) { - mes "[Fallen Angel]"; - mes "The Archangel Wing has been taken out!"; - close; - } - if (getequipid(EQI_GARMENT) != 2573) { - mes "[Fallen Angel]"; - mes "Don't take off the item!"; - close; - } - if (getequipcardid(EQI_GARMENT,3)) { - mes "[Fallen Angel]"; - mes "This Archangel Wing is enchanted! Please initialize it or bring another Archangel Wing for me!"; - close; - } - .@equip_refine = getequiprefinerycnt(EQI_GARMENT); - setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2); - - .@i = rand(1,900); - if (.@i < 2) .@enchant = 4848; //Immuned1 - else if (.@i < 3) .@enchant = 4849; //Cranial1 - else if (.@i < 4) .@enchant = 4852; //Heal_Amount5 - else if (.@i < 9) .@enchant = 4853; //S_Str - else if (.@i < 14) .@enchant = 4854; //S_Agi - else if (.@i < 19) .@enchant = 4855; //S_Vital - else if (.@i < 24) .@enchant = 4856; //S_Int - else if (.@i < 29) .@enchant = 4857; //S_Dex - else if (.@i < 34) .@enchant = 4858; //S_Luck - else if (.@i < 39) .@enchant = 4851; //Heal_Amount4 - else if (.@i < 49) .@enchant = 4850; //Heal_Amount3 - else if (.@i < 74) .@enchant = 4760; //Matk1 - else if (.@i < 84) .@enchant = 4761; //Matk2 - else if (.@i < 109) .@enchant = 4817; //Sharp2 - else if (.@i < 119) .@enchant = 4816; //Sharp3 - else if (.@i < 144) .@enchant = 4814; //Spell2 - else if (.@i < 154) .@enchant = 4813; //Spell3 - else if (.@i < 179) .@enchant = 4833; //Expert_Archer2 - else if (.@i < 189) .@enchant = 4834; //Expert_Archer3 - else if (.@i < 214) .@enchant = 4810; //Fighting_Spirit2 - else if (.@i < 224) .@enchant = 4809; //Fighting_Spirit3 - else if (.@i < 259) .@enchant = 4701; //Strength2 - else if (.@i < 294) .@enchant = 4731; //Agility2 - else if (.@i < 329) .@enchant = 4721; //Dexterity2 - else if (.@i < 364) .@enchant = 4741; //Vitality2 - else if (.@i < 399) .@enchant = 4751; //Luck2 - else if (.@i < 434) .@enchant = 4711; //Inteligence2 - else if (.@i < 504) .@enchant = 4700; //Strength1 - else if (.@i < 574) .@enchant = 4730; //Agility1 - else if (.@i < 644) .@enchant = 4720; //Dexterity1 - else if (.@i < 714) .@enchant = 4740; //Vitality1 - else if (.@i < 784) .@enchant = 4750; //Luck1 - else if (.@i < 854) .@enchant = 4710; //Inteligence1 - else .@enchant = 0; - - Zeny -= 1000000; - delequip EQI_GARMENT; - if (.@enchant == 0) { - mes "[Fallen Angel]"; - mes "Be merciful to the survivor,"; - mes "Send flowers to the dead."; - next; - mes "[Fallen Angel]"; - mes "Help for justice,"; - mes "Elimination of evil."; - next; - mes "[Fallen Angel]"; - mes "But the important point is... the Archangel Wing is damaged!"; - close; - } - getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing - if (.@i < 4) - announce strcharinfo(0)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10; - mes "[Fallen Angel]"; - mes "Take it!"; - mes "I believe that you will become the dominator of the new world!"; - close; - case 3: - mes "[Fallen Angel]"; - mes "Initialization requires ^0000ff3 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability."; - next; - if(select("Let me consider...:Ok, I want initialize it.") == 1) { - mes "[Fallen Angel]"; - mes "Ok! Take your time to consider!"; - close; - } - specialeffect2 EF_REPAIRWEAPON; - progressbar "ffff00",2; - if (getequipisequiped(EQI_GARMENT) == 0) { - mes "[Fallen Angel]"; - mes "The Archangel Wing has been taken out!"; - close; - } - if (getequipid(EQI_GARMENT) != 2573) { - mes "[Fallen Angel]"; - mes "Oh... you have unequipped the Archangel Wing!"; - close; - } - if (countitem(6417) < 3) { - mes "[Fallen Angel]"; - mes "I can't do it if you can't pay!"; - close; - } - if (getequipcardid(EQI_GARMENT,3) < 4700) { // Armor Enchant System - mes "[Fallen Angel]"; - mes "This equipment has not been enchanted, please check it again!"; - close; - } - .@equip_refine = getequiprefinerycnt(EQI_GARMENT); - setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2); - delitem 6417,3; //Silvervine - delequip EQI_GARMENT; - getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; //Archangel_Wing - mes "[Fallen Angel]"; - mes "Take it!"; - close; - } -} diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt deleted file mode 100644 index b315771b9..000000000 --- a/npc/re/quests/quests_malaya.txt +++ /dev/null @@ -1,9158 +0,0 @@ -//===== Hercules Script ====================================== -//= Port Malaya Quest NPCs -//===== By: ================================================== -//= Masao -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= [Official Conversion] -//= Quest NPCs related to Port Malaya: -//== Cautious Village, Port Malaya Daily Quests, -//== Secret in the Woods, Bakonawa Extermination -//== Nurse in Port Malaya, Pintados Festival -//= Merchants: -//== Traders, Upgrade Boss Equipment -//===== Additional Comments: ================================= -//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy] -//= 0.2 Added Tribe Blacksmith [DeadlySilence] -//= 0.3 Added "Secret in the Woods" quest [DeadlySilence] -//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence] -//= 0.5 Added "Bakonawa Extermination" quest. [Euphy] -//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy] -//= 1.1 Added GM management function and NPC. [Euphy] -//= 1.2 Added item Lost_Belongings to Tiyanak mob & fix wrong item id [Michieru] -//============================================================ - -// Cautious Village & Daily Quests :: hi_malaya -//============================================================ -malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi == 0) { - mes "[Rodel the Guard]"; - mes "Traveling at such confusing times?"; - mes "Villagers have been feeling more threatened by evil spirits recently."; - mes "Villagers are scared and trembling with fear."; - next; - mes "[Rodel the Guard]"; - mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you."; - mes "Inns and stops may be closed to outsiders."; - next; - mes "[Rodel the Guard]"; - mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first."; - mes "If the village leader gives his confirmation, other people might be less worried."; - next; - mes "[Rodel the Guard]"; - mes "I will mark on the map the location of Phong in Mumbaki."; - mes "I welcome your visit though the times are harsh."; - viewpoint 1, 185, 358, 0, 0x0A82FF; - malaya_hi = 1; - setquest 7350; - close; - } else if (malaya_hi == 1) { - mes "[Rodel the Guard]"; - mes "Meet with Phong in Mumbaki first."; - mes "If you are proven to have a pure soul, other villagers will not avoid you."; - mes "If you are not sure of the location, I will mark it on your map."; - viewpoint 1, 185, 358, 0, 0x0A82FF; - close; - } else if (malaya_hi >= 20) { - if (BaseLevel < 100) { - mes "[Rodel the Guard]"; - mes "How is the life here?"; - mes "People aren't so bad are they?"; - mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard."; - next; - mes "[Rodel the Guard]"; - mes "If you become stronger,"; - mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. "; - close; - } - .@playtime = questprogress(7405, PLAYTIME); - if (!.@playtime) { - mes "[Rodel the Guard]"; - mes "Whew, thanks to you, I have one less thing to worry about."; - mes "I will lose less of my things."; - mes "Job well done."; - next; - mes "[Rodel the Guard]"; - mes "You can come back if you want."; - mes "You understand what I mean right?"; - close; - } else if (.@playtime == 2) { - erasequest 7405; - mes "[Rodel the Guard]"; - mes "Oh, about Jejeling that you hunted down before."; - mes "People traveling in and out of Baryo are happy about it."; - mes "If it's not much too much trouble, I'd like to ask for your help one more time."; - next; - mes "[Rodel the Guard]"; - mes "You don't have to do it now, just whenever you are comfortable."; - mes "Come and find me when you decide."; - close; - } else { - .@hunting = questprogress(7404, HUNTING); - if (!.@hunting) { - mes "[Rodel the Guard]"; - switch(rand(1, 6)) { - case 1: - mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?"; - break; - case 2: - mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright."; - break; - case 3: - mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + "."; - break; - case 4: - mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head."; - break; - case 5: - mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate..."; - break; - case 6: - mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well."; - break; - } - mes "Oh yes, there is a job for you if you are not too busy. Are you interested?"; - next; - mes "[Rodel the Guard]"; - mes "We are going to organize an extensive Jejeling hunt this time."; - mes "Peddlers going in and out of Baryo are always complaining about Jejelings."; - next; - if (select("Join the Jejeling hunt.:Refuse.") == 2) { - mes "[Rodel the Guard]"; - mes "Is that so? I'm sorry to hear that."; - mes "Things would be so much simpler if we had a person like you around."; - close; - } - mes "[Rodel the Guard]"; - mes "You just have to hunt 20 jejelings each."; - mes "It would be a simple task for you."; - setquest 7404; - close; - } else if (.@hunting == 0) { // FIXME - mes "[Rodel the Guard]"; - mes "You have to get rid of 20 Jejelings."; - mes "20 should be enough to give those Jejelings a good scare."; - close; - } else if (.@hunting == 1) { - mes "[Rodel the Guard]"; - mes "Oh, the hunt is over, but you haven't killed all the Jejelings."; - mes "Come again if you want another try."; - erasequest 7404; - close; - } else { - mes "[Rodel the Guard]"; - mes "Oh, I have confirmed you got rid of 20 Jejelings."; - mes "Here, this is a reward for people who participated in the Jejeling hunt."; - next; - mes "[Rodel the Guard]"; - mes "I think there will be more Jejeling hunts in the future. Please join us again next time."; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - erasequest 7404; - setquest 7405; - if (rand(2)) - $malayaNames$[1] = strcharinfo(0); -// SavePPL Jejellopy - close; - } - } - } else { - mes "[Rodel the Guard]"; - mes "Please understand even if people look at you warily."; - mes "The ghost have been haunting the people around here."; - close; - } -OnTouch: - emotion e_gasp; - end; - -OnInit: - // if there are no names set, set some default values - if (!getarraysize($malayaNames$)) { - $malayaNames$[0] = "unknown"; - $malayaNames$[1] = "unknown"; - $malayaNames$[2] = "unknown"; - $malayaNames$[3] = "unknown"; - $malayaNames$[4] = "unknown"; - $malayaNames$[5] = "unknown"; - } - end; -} - -malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi < 2) { - mes "[Phong in Mumbaki]"; - mes "Looks like this soul came across a big body of water."; - mes "Young friend."; - mes "The reason you found me... yes... I see."; - next; - mes "[Phong in Mumbaki]"; - mes "You don't have to say it in words."; - mes "The people are overly cautious of you."; - mes "Rodel was probably concerned about it, so he sent you here."; - next; - if (malaya_hi == 0) { - mes "[Phong in Mumbaki]"; - mes "No?"; - mes "Well then maybe there was some kind of a Spiritual bond between us."; - next; - } - mes "[Phong in Mumbaki]"; - mes "Nonetheless, good to meet you, young friend."; - mes "Don't blame the villagers too much for their attitudes toward you."; - next; - mes "[Phong in Mumbaki]"; - mes "We are always surrounded by spirits."; - mes "We live with them, praying for peace."; - mes "But recently, there has been a problem."; - next; - mes "[Phong in Mumbaki]"; - mes "For some unknown reason,"; - mes "Spirits have been running amok, and evil sprits have been haunting the villagers."; - next; - mes "[Phong in Mumbaki]"; - mes "This is the shadow that is cast on this beautiful town."; - mes "They are cautious because they don't know when the dark shadow will fall on them."; - mes "They visit without warning."; - next; - mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear."; - mes "People are in panic, everyone trembling with fear.^000000"; - cutin "malaya_ghost01", 4; - next; - select("Step toward the shadow.:Draw weapon."); - mes "[Phong in Mumbaki]"; - mes "They have followed the trace of the outsider. "; - mes "Don't get to close too them."; - mes "Your soul can get absorbed."; - next; - mes "[Phong in Mumbaki]"; - mes "Hmm? They are responding."; - mes "I don't understand? They look scared as if facing a powerful soul."; - mes "This feeling... it can't be..."; - cutin "malaya_ghost02", 4; - next; - mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating."; - mes "Observing their reaction, you get closer. The spirits are flustered.^000000"; - next; - cutin "", 255; - mes "[Phong in Mumbaki]"; - mes "Amazing. Holder of a soul so strong and pure...!"; - mes "The dark spirits have disappeared because of your presence."; - next; - mes "[Phong in Mumbaki]"; - mes "I think other villagers would treat you differently now..."; - mes "Haven't we all witnessed this miracle?"; - next; - mes "[Phong in Mumbaki]"; - mes "Young friend. Your presence is welcomed anywhere."; - mes "The light from your pure soul will protect you from the darkness."; - malaya_hi = 10; - if (questprogress(7350)) - erasequest 7350; - close; - } else if (malaya_hi == 10) { - mes "[Phong in Mumbaki]"; - mes "Everyone in the village witnessed how strong and pure your soul is."; - mes "Do not be afraid of the dark."; - close; - } else if (malaya_hi == 11) { - mes "[Phong in Mumbaki]"; - mes "Is there something wrong?"; - mes "You look disturbed."; - mes "Your clothes also look messed up. Was there some kind of trouble?"; - next; - switch (select("Explain what happened.:There is nothing to talk about.")) { - case 1: - mes "[Phong in Mumbaki]"; - mes "Is that so?"; - mes "Ha ha... that is a big problem. "; - mes "You must've been concerned."; - next; - mes "[Phong in Mumbaki]"; - mes "You know, we were preparing a spiritual protection for "; - mes "villagers who are afraid of evil spirits..."; - mes "but preparation is not going well."; - next; - mes "[Phong in Mumbaki]"; - mes "As a temporary solution, how about giving them what they want?"; - mes "Just pick among the items you have that are unimportant and give them to them."; - next; - mes "[Phong in Mumbaki]"; - mes "All they want is inner peace anyways."; - mes "They give meaning to little things and find peace within that behavior."; - next; - mes "[Phong in Mumbaki]"; - mes "What is really important is the belief that you will be safe as long as you carry that item."; - mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection."; - next; - mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea."; - mes "What would be adequate as a Spiritual Protection..^000000"; - next; - switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) { - case 1: - mes "[Phong in Mumbaki]"; - mes "The name itself suggests holiness."; - mes "It was blessed by the Holy Water, yes?"; - mes "Not bad."; - mes "Is there another? Something more persuading would be nice."; - next; - select("Talk about Blue Gemstone."); - mes "[Phong in Mumbaki]"; - mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder."; - mes "Used in holy magic?"; - mes "Sounds good."; - next; - break; - case 2: - mes "[Phong in Mumbaki]"; - mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder."; - mes "Used in holy magic?"; - mes "But it does not sound so holy though."; - next; - select("Talk about the Holy Water."); - mes "[Phong in Mumbaki]"; - mes "The name itself suggests holiness."; - mes "It was blessed by the Holy Water, yes?"; - mes "Sounds good."; - next; - break; - case 3: - mes "[Phong in Mumbaki]"; - mes "Hmm? It isn't too bad if you are always going to carry it around."; - mes "But I think something that looks more persuading would be better."; - next; - mes "[Phong in Mumbaki]"; - mes "It would be better is there is a holy feel to it..."; - mes "Do you have something that was blessed by your god?"; - next; - select("Holy Water or Blue Gemstone?"); - mes "[Phong in Mumbaki]"; - mes "The name itself suggests holiness."; - mes "It was blessed by the Holy Water, yes?"; - mes "Stone that protects the bearer..."; - mes "Sounds perfect."; - next; - break; - } - mes "[Phong in Mumbaki]"; - mes "Can you find Holy Water and Blue Gemstone that you spoke of?"; - mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts."; - next; - mes "[Phong in Mumbaki]"; - mes "People's trust toward you will grow stronger if you do that."; - mes "They will trust and listen to you."; - mes "Yes, because you will become their heart's savior."; - next; - mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers."; - malaya_hi = 12; - erasequest 7358; - setquest 7351; - close; - case 2: - mes "[Phong in Mumbaki]"; - mes "Is that so?"; - mes "Tell me if anything happens."; - mes "For you, it'll be my pleasure to lend you a hand"; - close; - } - } else if (malaya_hi == 12) { - mes "[Phong in Mumbaki]"; - mes "Holy Water and Blue Gemstone you spoke of will function well. "; - mes "I hope they can set aside their fear and worries this way..."; - close; - } else if (malaya_hi == 13) { - mes "[Phong in Mumbaki]"; - mes "Did you give out your present to everyone?"; - mes "By doing this, you made friends with everyone in the town."; - next; - mes "[Phong in Mumbaki]"; - mes "I found ways to build Spiritual Protection."; - mes "My grandchild Imelda will create it."; - mes "So don't worry. You don't have to give out any more of your things."; - erasequest 7365; - malaya_hi = 20; - getexp 200000, 200000; -// SavePPL Soul_Protection - close; - } else { - mes "[Phong in Mumbaki]"; - switch(rand(1, 6)) { - case 1: - mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?"; - break; - case 2: - mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous."; - break; - case 3: - mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours."; - break; - case 4: - mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh."; - break; - case 5: - mes "Welcome! Welcome! You are always welcome around here."; - break; - case 6: - mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around."; - break; - } - next; - switch (select("Ask for advice.:Bless flowers...")) { - case 1: - if (malaya_diwata == 2) { - mes "[Phong in Mumbaki]"; - mes "Ferry at the Port?"; - mes "So that has happened..."; - mes "Important thing is to first find out why that child is so upset."; - next; - mes "[Phong in Mumbaki]"; - mes "In this case, a bribe would work perfectly."; - mes "Flowers are always the best choice for seducing woman, right?"; - next; - select("This is not a love consulting."); - mes "[Phong in Mumbaki]"; - mes "I'm just saying."; - mes "Dead or alive, that poor soul is just a little girl."; - next; - mes "[Phong in Mumbaki]"; - mes "Girls that age will smile even at the falling leaves."; - mes "Open her heart with an armful of flowers. "; - next; - mes "[Phong in Mumbaki]"; - mes "Let's see..."; - mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet."; - next; - mes "[Phong in Mumbaki]"; - mes "Gather these flowers, and I'll make a Bouquet out of it and bless it."; - mes "Flowers can be found out side the village."; - malaya_diwata = 3; - erasequest 7396; - setquest 7397; - close; - } else if (malaya_diwata == 3) { - if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) { - mes "[Phong in Mumbaki]"; - mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000."; - mes "Do you understand?"; - close; - } - mes "[Phong in Mumbaki]"; - mes "Oh... I can smell the scent of flowers from here."; - mes "I'll gather these and bless them."; - next; - mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-"; - mes "-Just by watching it, holiness overwhelms you.-"; - next; - mes "[Phong in Mumbaki]"; - mes "Isn't it a beauty?"; - mes "Not bad for a old man huh?"; - mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now."; - next; - mes "[Phong in Mumbaki]"; - mes "Now, deliver this to that child."; - mes "I hope she opens her heart with this and becomes willing to talk to you."; - delitem 6509, 3; // Mysterious_Flower - delitem 6510, 3; // Elegant_Flower - delitem 6511, 3; // Beautiful_Flower - getitem 6506, 1; // Memorial_Bouquet - malaya_diwata = 4; - erasequest 7397; - setquest 7398; - close; - } else if (malaya_diwata == 4) { - mes "[Phong in Mumbaki]"; - mes "Take this Bouquet and talk to the spirit that has nested in the boat."; - close; - } else if (malaya_diwata > 5) { - mes "[Phong in Mumbaki]"; - mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident."; - mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help."; - close; - } else { - mes "[Phong in Mumbaki]"; - mes "There is nothing this old man can tell you."; - mes "Nothing can beat staying healthy, right?"; - close; - } - case 2: - if (!questprogress(7402)) { - mes "[Phong in Mumbaki]"; - mes "Who is the floral tribute for?"; - mes "Don't tell me you're making one in advance cause you're lazy?"; - mes "A tribute must be sincere. Don't forget that."; - close; - } - if (countitem(6506) > 0) { - mes "[Phong in Mumbaki]"; - mes "Isn't it already made?"; - mes "What is that in your hand?"; - mes "Why are you standing around here? Go and give out those flowers."; - close; - } - if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) { - mes "[Phong in Mumbaki]"; - mes "Going to Diwata?"; - mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?"; - mes "I'll make it when the flowers are ready."; - close; - } - mes "[Phong in Mumbaki]"; - mes "Diwata is some woman."; - mes "And you going to her every day is something too."; - next; - mes "[Phong in Mumbaki]"; - mes "Hey, here's the Bouquet."; - mes "Make offerings with your soul and wish for a fruitful day."; - delitem 6509, 3; // Mysterious_Flower - delitem 6510, 3; // Elegant_Flower - delitem 6511, 3; // Beautiful_Flower - getitem 6506, 1; // Memorial_Bouquet - close; - } - } -} - -malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi < 10) { - mes "[Imelda]"; - mes ".... Hmm."; - close; - } else if (malaya_hi < 20) { - mes "[Imelda]"; - mes ".........."; - mes "Not bad."; - mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*"; - next; - mes "- She is a rather annoying little girl. -"; - close; - } else if (malaya_hi == 20) { - mes "[Imelda]"; - mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?"; - mes "What's up?"; - next; - select ("You want to make a traditional Spiritual Protection?"); - mes "[Imelda]"; - mes "Yes. My grandfather found a way."; - mes "I'm going to make it."; - next; - mes "[Imelda]"; - mes "This is my job and nobody else's."; - mes "Protecting traditions is my job."; - next; - switch (select("Is that so?:Good luck on your own!")) { - case 1: - if (BaseLevel < 100) { - mes "[Imelda]"; - mes "Of course."; - mes "And to get help from someone as... weak as you is not such a good idea."; - next; - mes "[Imelda]"; - mes "Getting the materials is not as easy as it sounds."; - mes "Maybe when you become stronger, yes, but not now. Never."; - close; - } - mes "[Imelda]"; - mes "What then?"; - mes "You're going to get the materials?"; - mes "Fine I'll accept your proposal."; - next; - select ("....?!"); - mes "[Imelda]"; - mes "If you wanted to help me out so much, why didn't you say so from the beginning?"; - mes "Or ask my grandfather?"; - next; - mes "[Imelda]"; - mes "If you are so enthusiastic about making a Spiritual Protection."; - mes "I'd have to give up, won't I?"; - next; - mes "[Imelda]"; - mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000."; - next; - mes "[Imelda]"; - mes "You'll have to manufacture the salt yourself at the north western beach."; - mes "You'll find the pits I've made there."; - next; - mes "[Imelda]"; - mes "Go to Pandoi at the weapon shop for the Silver Crosses."; - mes "He promised to make me some."; - next; - mes "[Imelda]"; - mes "Sharpened Bamboos you can get at Baryo or from a nearby forest."; - mes "You got all that?"; - next; - mes "[Imelda]"; - mes "Now's the time to prove your prowess!"; - malaya_hi = 21; - setquest 7366; - close; - case 2: - mes "[Imelda]"; - mes "Indeed."; - mes "I will protect the village!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Now I haven't seen any Spiritual Protections made with those!"; - mes "Interesting~"; - mes "I'm sure you'll do just fine~"; - mes "Ha ha ha ha~"; - next; - mes "[Imelda]"; - mes "Stop annoying me and go away!"; - close; - } - } else if (malaya_hi == 21) { - if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) { - mes "[Imelda]"; - mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!"; - next; - mes "[Imelda]"; - mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga."; - mes "Ask Pandoi to make the Silver Crosses."; - mes "Don't forget to get 6 of each."; - close; - } - mes "[Imelda]"; - mes "... Oh... My, you really did get them?"; - mes "You're better than I thought."; - mes "That was not a compliment at all!"; - next; - mes "[Imelda]"; - mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection."; - mes "Give them to me! And don't bother me during the process!"; - malaya_hi = 22; - delitem 6500, 6; // Sharp_Bamboo - delitem 6501, 6; // Salt_Bag - delitem 6502, 6; // Silver_Cross - erasequest 7366; - setquest 7367; - close; - } else if (malaya_hi == 22) { - .@playtime = questprogress(7367, PLAYTIME); - if (.@playtime == 1) { - mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives."; - mes "Better not disturb her."; - close; - } else if (.@playtime == 2) { - mes "[Imelda]"; - mes "Still here?"; - mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact."; - next; - mes "[Imelda]"; - mes "Fine."; - mes "Now go and give these Spiritual Protections to the people!"; - mes "You have all the rights to do so!"; - mes "*Giggles*"; - next; - mes "Took the Spiritual Protection, despite her ridiculous logic and vigor."; - mes "Let's give them to the villagers."; - malaya_hi = 23; - getitem 6503, 6; // Soul_Protection - erasequest 7367; - setquest 7368; - setquest 7369; - setquest 7370; - setquest 7371; - setquest 7372; - setquest 7373; - setquest 7374; - close; - } else { - mes "[Imelda]"; - mes "Don't disturb the ritual and go away."; - mes "Please wait while I make the Spiritual Protection."; - setquest 7367; - close; - } - } else if (malaya_hi == 23) { - mes "[Imelda]"; - mes "The ones who gets the Spiritual Protections are on the list."; - mes "Go and give them the new Spiritual Protections"; - next; - mes "[Imelda]"; - mes "Such a kind person like yourself will surely do it, won't you? "; - mes "*Smirk*"; - close; - } else if (malaya_hi == 24) { - mes "[Imelda]"; - mes "... You really did what I asked you?"; - mes "You know what? I give up."; - mes "I thought you'd leave after getting something from this town with sweet talk..."; - next; - mes "[Imelda]"; - mes "I apologize for my rude behavior."; - mes "....This is something to go with the apology."; - next; - mes "[Imelda]"; - mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day."; - malaya_hi = 25; - erasequest 7374; - erasequest 7379; - setquest 7375; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (rand(2)) - $malayaNames$[0] = strcharinfo(0); - close; - } else { - mes "[Imelda]"; - mes "Hello there."; - mes "Did you enjoy the scenery of Malaya?"; - mes "It's nice to have a chat with friends on a Jeepney."; - next; - switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) { - case 1: - if (questprogress(7380)) { - if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) { - mes "[Imelda]"; - mes "Materials for making a Spiritual Protection are"; - mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each."; - next; - mes "[Imelda]"; - mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo."; - close; - } - mes "[Imelda]"; - mes "Yes, you got everything precisely."; - mes "Thanks for the help."; - next; - mes "[Imelda]"; - mes "It'll be nice if you could help again tomorrow."; - mes "Here's something for your trouble."; - delitem 6500, 6; // Sharp_Bamboo - delitem 6501, 6; // Salt_Bag - delitem 6502, 6; // Silver_Cross - erasequest 7380; - setquest 7381; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - close; - } else { - .@playtime = questprogress(7381, PLAYTIME); - if (.@playtime == 1) { - mes "[Imelda]"; - mes "I appreciate your kindness, but we have enough for today."; - mes "I'll ask for you when I need more materials."; - close; - } else if (.@playtime == 2) { - mes "[Imelda]"; - mes "Very good timing."; - mes "I ran out of materials for today's Spiritual Protections."; - mes "Could you go for them now?"; - erasequest 7381; - next; - switch (select("Sure.:I need some preparations.")) { - case 1: - mes "[Imelda]"; - mes "As usual then."; - mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please."; - setquest 7380; - close; - case 2: - mes "[Imelda]"; - mes ".......I see."; - mes "I'll be waiting then."; - close; - } - } else { - mes "[Imelda]"; - mes "That is great news indeed."; - mes "You know what you need for making Spiritual Protections?"; - mes "Of course, it's not your first time..."; - next; - mes "[Imelda]"; - mes "I'll leave you to it then."; - mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please."; - setquest 7380; - close; - } - } - case 2: - if (questprogress(7374)) { - if (!questprogress(7379)) { - mes "[Imelda]"; - mes "Please deliver these new Spiritual Protections to the villagers."; - mes "You know them, right?"; - close; - } - mes "[Imelda]"; - mes "They cannot rely on these Spiritual Protections forever..."; - mes "It would be much better to have a strong mind such as yours."; - next; - mes "[Imelda]"; - mes "Strong spirits are full of light."; - mes "Those of the dark cannot approach due the blinding light"; - next; - mes "[Imelda]"; - mes "I guess that's it for today."; - mes "Thank you very much."; - setquest 7375; - erasequest 7374; - erasequest 7379; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (rand(2)) - $malayaNames$[0] = strcharinfo(0); - close; - } else { - .@playtime = questprogress(7375, PLAYTIME); - if (.@playtime == 1) { - mes "[Imelda]"; - mes "The Spiritual Protections given before will still be in effect"; - mes "It's okay for now."; - close; - } else if (.@playtime == 2) { - mes "[Imelda]"; - mes "I was wondering when you would drop by."; - mes "Could you deliver Spiritual Protections to the folks today?"; - erasequest 7375; - next; - if (select("Of course.:Not today.") == 2) { - mes "[Imelda]"; - mes "Yes."; - mes "Why not take a stroll in Malaya today?"; - mes "Of course, you'll still encounter ghosts here and there."; - close; - } - if (questprogress(7381) == 1) { - mes "[Imelda]"; - mes "Thank you very much."; - mes "Come back when you've given them all out."; - setquest 7374; - setquest 7368; - setquest 7369; - setquest 7370; - setquest 7371; - setquest 7372; - setquest 7373; - getitem 6503, 6; // Soul_Protection - close; - } else { - mes "[Imelda]"; - mes "Thanks for your concern, but I couldn't make any because I ran out of materials."; - mes "Shame, is it not?"; - mes "I do hope there's somebody willing to get them for me."; - close; - } - } else { - mes "[Imelda]"; - mes "Are you at peace? I could feel your serenity all the way from here."; - mes "You want to spend that extra time for me?"; - next; - mes "[Imelda]"; - mes "Could you give out these Spiritual Protections to the villagers for me?"; - next; - switch (select("Yes.:Not today.") == 2) { - mes "[Imelda]"; - mes "Yes."; - mes "Why not take a stroll in Malaya today?"; - mes "Of course, you'll still encounter ghosts here and there."; - close; - } - if (questprogress(7381, PLAYTIME) == 1) { - mes "[Imelda]"; - mes "Thank you very much."; - mes "Come back when you've given them all out."; - setquest 7374; - setquest 7368; - setquest 7369; - setquest 7370; - setquest 7371; - setquest 7372; - setquest 7373; - getitem 6503, 6; // Soul_Protection - close; - } else { - mes "[Imelda]"; - mes "Thanks for your concern, but I couldn't make any because I ran out of materials."; - mes "Shame, is it not?"; - mes "I do hope there's somebody willing to get them for me."; - close; - } - } - } - break; - } - } - end; -} - -malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi < 10) { - mes "[Old Man Nardo]"; - mes "......."; - mes "Not from around here, I see. I have nothing to say."; - close; - } else if (malaya_hi == 10) { - if (questprogress(7353) == 2) { - mes "[Old Man Nardo]"; - mes "How about lending a hand for a poor old man?"; - mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor."; - next; - mes "[Old Man Nardo]"; - mes "You know, I've not long to go now..."; - mes "Help me be at peace along the way."; - close; - } else { - mes "[Old Man Nardo]"; - mes "Y... You!!"; - mes "You're the young one with such strong spirit to fend off ghosts of darkness?!"; - mes "Would it be... Possible to share some of your spirit with me?"; - next; - mes "[Old Man Nardo]"; - mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains."; - next; - mes "[Old Man Nardo]"; - mes "Please share that miraculous spirit of yours with me."; - mes "How about just a button of yours?"; - next; - mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; - setquest 7353; - completequest 7353; - if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { - next; - mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - malaya_hi = 11; - setquest 7358; - } - close; - } - } else if (malaya_hi == 11) { - mes "[" + strcharinfo(0) + "]"; - mes "He'll rake off all my buttons if I talk to him now."; - mes "Must counsel with Mumbaki first!"; - close; - } else if (malaya_hi == 12) { - if (questprogress(7360)) { - mes "[Old Man Nardo]"; - mes "To be honest, I do not believe that this Holy Artifact has any abilities."; - mes "It's just for the peace of mind."; - next; - mes "[Old Man Nardo]"; - mes "Nevertheless, I see you differently now"; - mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore."; - mes "I'm sorry I ignored you."; - close; - } - if (!countitem(523) || !countitem(717)) { - mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; - close; - } - mes "[Old Man Nardo]"; - mes "So, changed your mind about sharing your spirit?"; - next; - select("Hand over the prepared items."); - mes "[Old Man Nardo]"; - mes "Ahh... Thank you."; - mes "Now I can be at peace for some time..."; - mes "...Peace is always good. Yes."; - next; - mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-"; - delitem 717, 1; //Blue_Gemstone - delitem 523, 1; //Holy_Water - setquest 7360; - completequest 7360; - if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 - && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { - mes "-With the Old Man as last, enough Holy Artifacts have been given out.-"; - malaya_hi = 13; - erasequest 7351; - setquest 7365; - } - close; - } else if ((malaya_hi > 12) && (malaya_hi < 20)) { - mes "[Old Man Nardo]"; - mes "To be honest, I do not believe that this Holy Artifact has any abilities."; - mes "It's just for the peace of mind."; - next; - mes "[Old Man Nardo]"; - mes "When you have the time, could you help me out with something?"; - mes "I'm fine now... I mean later."; - close; - } else { - mes "[Old Man Nardo]"; - switch(rand(1, 6)) { - case 1: - mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow..."; - break; - case 2: - mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?"; - break; - case 3: - mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business."; - break; - case 4: - mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh."; - break; - case 5: - mes "Ah, you again? Thanks for the help back then."; - break; - case 6: - mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?"; - break; - } - mes "What is it?"; - next; - switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) { - case 1: - mes "[Old Man Nardo]"; - mes "Port Malaya is a beautiful city."; - mes "The old and new are in perfect harmony."; - next; - mes "[Old Man Nardo]"; - mes "Of course there's the recent problem with ghosts wondering about..."; - mes "It relieves me that you and other young people are working hard on it."; - mes "Thank you."; - close; - case 2: - if (questprogress(7374) && questprogress(7369)) { - if (!countitem(6503)) { - mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000"; - close; - } - mes "[Old Man Nardo]"; - mes "Is this a new Spiritual Protection made from traditional methods?"; - mes "I am grateful that you'd replace mine with a new one."; - mes "I am always in your and Imelda's debt."; - next; - mes "-Delivered the Spiritual Protection to Old Man Nardo.-"; - delitem 6503, 1; // Soul_Protection - erasequest 7369; - setquest 7383; - if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { - mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; - if (malaya_hi == 23) { - malaya_hi = 24; - } - setquest 7379; - erasequest 7382; - erasequest 7383; - erasequest 7384; - erasequest 7385; - erasequest 7386; - erasequest 7387; - } - close; - } else { - mes "[Old Man Nardo]"; - mes "What? A new Spiritual Protection?"; - mes "I'm okay. I still have the one you gave me before."; - mes "Could you give me a new one when this one wears out?"; - close; - } - break; - case 3: - if (BaseLevel < 100) { - mes "[Old Man Nardo]"; - mes "Hmm... You don't look strong enough to travel to Baryo."; - mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron."; - close; - } - if (questprogress(7378, PLAYTIME) == 1) { - mes "[Old Man Nardo]"; - mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today."; - mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day."; - next; - mes "[Old Man Nardo]"; - mes "Help me out again tomorrow if you can."; - close; - } else if (questprogress(7378, PLAYTIME) == 2) { - mes "[Old Man Nardo]"; - mes "Hey there!"; - mes "So, are you well and well fed?"; - mes "Come back again when you have the time."; - next; - mes "[Old Man Nardo]"; - mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand."; - erasequest 7378; - close; - } else { - if (questprogress(7377)) { - if (countitem(6503) < 5) { - mes "[Old Man Nardo]"; - mes "Did you deliver the cauldron in one piece?"; - mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?"; - mes "You must have left it somewhere. Go fetch it please."; - close; - } - mes "[Old Man Nardo]"; - mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return."; - mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better."; - next; - mes "[Old Man Nardo]"; - mes "Please stop by again."; - mes "I always prepare the Cast Iron Cauldron needed at Baryo."; - delitem 6503, 5; // Soul_Protection - setquest 7378; - erasequest 7377; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[2] = strcharinfo(0); - close; - } else { - if (questprogress(7376)) { - mes "[Old Man Nardo]"; - mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; - mes "This should help against the Bakonawa troubles."; - close; - } else { - mes "[Old Man Nardo]"; - mes "Yes, the Cast Iron Cauldron."; - mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; - mes "I'd like you to do it for me..."; - next; - switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) { - case 1: - mes "[Old Man Nardo]"; - mes "It's because of the Bakonawa."; - mes "Beat the cauldron and the surprised Bakonawa spits back out the moon."; - next; - mes "[Old Man Nardo]"; - mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble."; - next; - mes "[Old Man Nardo]"; - mes "Enough Cast Iron Cauldrons must be prepared for beating."; - mes "But the forge is better here."; - mes "So I deliver them every day."; - close; - case 2: - mes "[Old Man Nardo]"; - mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya."; - mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga."; - setquest 7376; - getitem 6504, 5; // Cast_Iron_Caldron - close; - case 3: - mes "[Old Man Nardo]"; - mes "Is that so."; - mes "I'm sorry, you must be very busy."; - close; - } - } - } - } - break; - } - } - end; -} - -malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ - if (malaya_hi < 10) { - mes "[Romel]"; - mes "........."; - mes " "; - mes "(He evades your gaze and ignores you.)"; - close; - } else if (malaya_hi == 10) { - if (questprogress(7357) == 2) { - mes "[Romel]"; - mes "....So cold-hearted."; - mes "And here we are, always trembling in anxiety..."; - next; - mes "[Romel]"; - mes "Not even allowed the peace of mind..."; - close; - } else { - mes "[Romel]"; - mes "Ahh...."; - mes "... You.."; - mes "I'm sorry I ignored you."; - mes "But... you must be the one they're talking about..."; - next; - mes "[Romel]"; - mes "Are you the one who fends off the ghosts?"; - mes "If it's okay with you, can I have one of your belongings or some hair?"; - next; - mes "[Romel]"; - mes "I want to carry it... Like a charm of sort."; - next; - mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; - setquest 7357; - completequest 7357; - if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { - next; - mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - malaya_hi = 11; - setquest 7358; - } - close; - } - } else if (malaya_hi == 11) { - mes "Romel looks in your way with a sad look."; - mes "He'll surely take a hair or pull a sleeve if he had his way!"; - close; - } else if (malaya_hi == 12) { - if (questprogress(7364)) { - mes "[Romel]"; - mes "Frankly speaking, it's for the peace of mind."; - mes "With it, I could face them with more boldness."; - next; - mes "[Romel]"; - mes "I mean, I'm relying on such items,"; - mes "but I am braver with them."; - close; - } - if (!countitem(523) || !countitem(717)) { - mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; - close; - } - mes "[Romel]"; - mes "...What is it?"; - next; - select ("Hand him the prepared items"); - mes "[Romel]"; - mes "Oh... Thank you."; - mes "I can feel your spirit."; - mes "This will keep me safe."; - next; - mes "[Romel]"; - mes "Hey... Could you give some for my daughter as well?"; - next; - mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-"; - delitem 717, 1; //Blue_Gemstone - delitem 523, 1; //Holy_Water - setquest 7364; - completequest 7364; - if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 - && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { - mes "-With Romel as last, I think enough Holy Artifacts have been given.-"; - malaya_hi = 13; - erasequest 7351; - setquest 7365; - } - close; - } else if (malaya_hi == 13) { - mes "[Romel]"; - mes "The Holy Artifact is in good hands."; - mes "Same with my daughter."; - close; - } else { - mes "[Romel]"; - mes "Hello there."; - switch(rand(1, 6)) { - case 1: - mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed..."; - break; - case 2: - mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?"; - break; - case 3: - mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection."; - break; - case 4: - mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that."; - break; - case 5: - mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say."; - break; - case 6: - mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?"; - break; - } - next; - if (select("Give Spiritual Protection:How are things?") == 2) { - mes "[Romel]"; - mes "I am at peace these days."; - close; - } - if (!questprogress(7374) || !questprogress(7373)) { - mes "[Romel]"; - mes "A new Spiritual Protection?"; - mes "The one you gave me before still works fine."; - mes "I'm okay for now."; - close; - } - if (!countitem(6503)) { - mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000"; - close; - } - mes "[Romel]"; - mes "A new Spiritual Protection."; - mes "I was thinking this one had worn out... Thanks for coming."; - mes "This Spiritual Protection will also protect us."; - next; - mes "- Delivered Romel his Spiritual Protection.-"; - delitem 6503, 1; // Soul_Protection - erasequest 7373; - setquest 7387; - if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { - mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-"; - if (malaya_hi == 23) { - malaya_hi = 24; - } - setquest 7379; - erasequest 7382; - erasequest 7383; - erasequest 7384; - erasequest 7385; - erasequest 7386; - erasequest 7387; - } - close; - } - end; -} - -malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ - if (malaya_hi < 10) { - mes "[Talah]"; - mes "..........gasp!"; - mes " "; - mes "(When your eyes met with hers, she ran and hid behind her father.)"; - close; - } else if (malaya_hi == 10) { - if (questprogress(7356) == 2) { - mes "[Talah]"; - mes "Talah might be taken away tonight."; - mes "Scary kids might come to Talah."; - next; - mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze."; - mes "Better do something before they take a button from you..."; - close; - } else { - mes "[Talah]"; - mes "....I..umm... that....."; - mes ".........oh... Daddy...."; - next; - mes "[Romel]"; - mes "Hey, could you give my daughter a button or some hair of yours?"; - mes "She has trouble sleeping at night ......."; - next; - mes "[Romel]"; - mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?"; - next; - mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; - setquest 7356; - completequest 7356; - if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { - next; - mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; - malaya_hi = 11; - setquest 7358; - } - close; - } - } else if (malaya_hi == 11) { - mes "Talah looks from you to her father with inquisitive eyes."; - close; - } else if (malaya_hi == 12) { - if (questprogress(7363)) { - mes "[Talah]"; - mes "I dont know for sure"; - mes "but I get a warm feel from them."; - mes "Daddy's braver now and that makes Talah stronger too."; - close; - } - if (!countitem(523) || !countitem(717)) { - mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; - close; - } - mes "[Talah]"; - mes ".... Can I say hello?"; - mes "Hello... there..."; - next; - select("Give the prepared items."); - mes "[Talah]"; - mes "Pretty blue stones...!"; - mes "Oooooh~ They're beautiful!"; - mes "Is this stone going to keep Talah safe?"; - next; - mes "- Delivered the Holy Water and Blue Gemstone to Talah. -"; - delitem 717, 1; //Blue_Gemstone - delitem 523, 1; //Holy_Water - setquest 7363; - completequest 7363; - if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 - && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { - mes "-With Talah as last, I think enough Holy Artifacts have been given.-"; - malaya_hi = 13; - erasequest 7351; - setquest 7365; - } - close; - } else if (malaya_hi == 13) { - mes "[Talah]"; - mes "Daddy told me to hold on to the Holy Artifact really tight."; - mes "So it keeps away bad ghosts..."; - close; - } else { - mes "[Talah]"; - mes "Hello..."; - next; - if (select("Give Spiritual Protection.:Hi there?") == 2) { - mes "[Talah]"; - mes "...Hey...Thank you."; - mes "You're keeping us safe aren't you?"; - close; - } - if (questprogress(7374) && questprogress(7372)) { - if (!countitem(6503)) { - mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000"; - close; - } - mes "[Talah]"; - mes "Is this a new Spiritual Protection?"; - mes "Thank you."; - mes "Talah can sleep well now with the Spiritual Protection."; - mes "Daddy likes it too."; - next; - mes "- Delivered new Spiritual Protection to Talah.-"; - delitem 6503, 1; // Soul_Protection - erasequest 7372; - setquest 7386; - if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { - mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -"; - if (malaya_hi == 23) { - malaya_hi = 24; - } - setquest 7379; - erasequest 7382; - erasequest 7383; - erasequest 7384; - erasequest 7385; - erasequest 7386; - erasequest 7387; - } - close; - } else { - mes "[Talah]"; - mes "Umm..."; - mes "The one you gave before still keeps Talah safe."; - mes "I'm okay."; - close; - } - } - end; -} - -malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (!questprogress(7366) && !questprogress(7380)) { - mes "A device to evaporate sea water is buried in the sand..."; - close; - } - if (countitem(6501) >= 6) { - mes "There's enough salt."; - close; - } - mes "A device to evaporate sea water is installed in the Sand Trap."; - next; - mes "Salt can be scraped off the dried leaves"; - mes "someone scattered on the sea water."; - close2; - progressbar "0xffff00", 5; - disablenpc strnpcinfo(0); - initnpctimer; - getitem 6501, 1; // Salt_Bag - mes "[" + strcharinfo(0) + "]"; - mes "This should be enough."; - close; - -OnTimer30000: - enablenpc strnpcinfo(0); - stopnpctimer; - end; -} -malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 4_SOIL -malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 4_SOIL - -ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (!questprogress(7366) && !questprogress(7380)) { - mes "There's a short and black bamboo tree."; - close; - } - if (countitem(6500) >= 6) { - mes "There's enough Sharpened Bamboos..."; - close; - } - mes "There's bamboo here with black cane and leaves."; - mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted."; - close2; - progressbar "0xffff00", 3; - disablenpc strnpcinfo(0); - initnpctimer; - getitem 6500, 1; //Sharp_Bamboo - mes "[" + strcharinfo(0) + "]"; - mes "I knew I could do this!"; - close; -OnTouch: - if (questprogress(7366) || questprogress(7380)) { - specialeffect EF_LEVEL99_4; - } - end; -OnTimer30000: - enablenpc strnpcinfo(0); - stopnpctimer; - end; -} -ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 CLEAR_NPC,4,4 -ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 CLEAR_NPC,4,4 -ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 CLEAR_NPC,4,4 -ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 CLEAR_NPC,4,4 -ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 CLEAR_NPC,4,4 - -malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi < 10) { - mes "[Woeon]"; - mes "Urghh... Urgh... I got a headache..."; - mes "My headache must have been brought to me by you from out of town!"; - mes "Go away. Shoo, leave!"; - close; - } else if (malaya_hi == 10) { - if (questprogress(7355) == 2) { - mes "[Woeon]"; - mes "Now, look here my friend..."; - mes "This can all be solved by giving me a button."; - mes "It doesn't look so expensive either."; - close; - } else { - mes "[Woeon]"; - mes "Aha! You're the one they're all talking about!"; - mes "I was kinda rude right? Forget about it!"; - mes "Yes, do forget..."; - next; - mes "[Woeon]"; - mes "If you're in dire need, I could get you a job around here you know.."; - mes ".... Could you give me some of your things?"; - next; - mes "[Woeon]"; - mes "I heard the rumors about you shooing away the ghosts!"; - mes "Can't you see my shaking hands from fear of them ghosts?"; - mes "I'll feel much better if you could just give me a button off your sleeve..."; - next; - mes "- The troubled villagers desire your belongings because you fend off the ghosts. -"; - setquest 7355; - completequest 7355; - if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { - next; - mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - malaya_hi = 11; - setquest 7358; - } - close; - } - } else if (malaya_hi == 11) { - mes "[Woeon]"; - mes "Sigh... Life is so tough these days."; - mes "Why did ghosts come along to bother me so."; - mes "I wish I had a lucky charm or something..."; - next; - mes "[Woeon]"; - mes "Why won't you give me one of your belongings so I could keep as a charm?"; - mes "Come on, one sock could save a man's life, you know."; - mes "Cold hearted son of a..."; - close; - } else if (malaya_hi == 12) { - if (questprogress(7362)) { - mes "[Woeon]"; - mes "Hmm. Look at my hands."; - mes "Less shaky, eh?"; - mes "Isn't that so?"; - close; - } - if (!countitem(523) || !countitem(717)) { - mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; - close; - } - mes "[Woeon]"; - mes "Humph! What do you want?"; - next; - select ("Give the prepared items."); - mes "[Woeon]"; - mes "Oh dear... Forget about the thing back there."; - mes "You see, I was haunted by another ghost after you left..."; - mes "No hard feelings.."; - next; - mes "[Woeon]"; - mes "Is this the source of your spirit?"; - mes "It feels kinda cool!"; - mes "Perhaps this will fend off some of them..."; - next; - mes "[Woeon]"; - mes "Anyway, thanks a lot."; - mes "I'll call for you first when a job opens up for you."; - next; - mes "- Gave Woeon the Holy Water and Blue Gemstone.-"; - delitem 717, 1; //Blue_Gemstone - delitem 523, 1; //Holy_Water - setquest 7362; - completequest 7362; - if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 - && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { - mes "-With Woeon as last, I think enough Holy Artifacts have been given.-"; - malaya_hi = 13; - erasequest 7351; - setquest 7365; - } - close; - } else if (malaya_hi == 13) { - mes "[Woeon]"; - mes "Now... Let's get back to business."; - mes "Thanks to you, I don't see any of those darn ghosts."; - mes "Ha ha ha ha ha"; - close; - } else { - mes "[Woeon]"; - mes "Oh, hi there!"; - next; - if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) { - if (questprogress(7374) == 1 && questprogress(7371) == 1) { - if (!countitem(6503)) { - mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000"; - close; - } - mes "[Woeon]"; - mes "Phew~ A new Spiritual Protection?"; - mes "Is it an officially made protective charm? Imelda does some fine work."; - mes "I'm thankful to you as well, of course."; - next; - mes "-Delivered Spiritual Protection to Woeon.-"; - delitem 6503, 1; // Soul_Protection - erasequest 7371; - setquest 7385; - if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { - mes "-With Woeon as last, all Spiritual Protections have been delivered.-"; - if (malaya_hi == 23) { - malaya_hi = 24; - } - setquest 7379; - erasequest 7382; - erasequest 7383; - erasequest 7384; - erasequest 7385; - erasequest 7386; - erasequest 7387; - } - close; - } else { - mes "[Woeon]"; - mes "Spiritual Protection?"; - mes "Mine still works fine."; - mes "Very effective indeed."; - close; - } - } else { - if (BaseLevel < 100) { - mes "[Woeon]"; - mes "Yes, I collect various by-products from monsters."; - mes "In fact, I'm collecting Jejellopys here..."; - next; - mes "[Woeon]"; - mes "It's too much for you."; - mes "Things can get pretty ugly around here, you see."; - mes "I'll let you have at it once you're stronger, my friend!"; - close; - } - if (questprogress(7392, PLAYTIME) == 1) { - mes "[Woeon]"; - mes "Oh, the Jejellopy collecting?"; - mes "I have enough for today."; - mes "Come back again tomorrow."; - close; - } else if (questprogress(7392, PLAYTIME) == 2) { - mes "[Woeon]"; - mes "Oh, yes yes."; - mes "You're going to collect Jejellopy today as well?"; - mes "I know it's a difficult job... But you do it so well."; - erasequest 7392; - next; - if (select("I'm too busy today.:Leave it to me!") == 1) { - mes "[Woeon]"; - mes "Is that so? So it is then."; - mes "Come stop by when you need some work."; - close; - } - mes "[Woeon]"; - mes "As usual, bring me 30 Jejellopys, please."; - mes "You can get them from the Jejelings."; - setquest 7391; - close; - } else { - if (questprogress(7391) == 1) { - if (countitem(6498) < 30) { - mes "[Woeon]"; - mes "Hmm? I don't think you have enough."; - mes "I asked you for 30 Jejellopys. Business is business I'm afraid."; - close; - } - mes "[Woeon]"; - mes "Oh, you have the requested numbers?"; - mes "I'll take them from here."; - mes "You have no need for them, right?"; - next; - mes "[Woeon]"; - mes "So I have all the Jejellopys..."; - mes "Come back again!"; - delitem 6498, countitem(6498); //Jejellopy - setquest 7392; - erasequest 7391; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - .@memo_name = rand(1,3); - if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); - close; - } else { - mes "[Woeon]"; - mes "As you can see, I'm a Collection Dealer."; - mes "I trade all kinds of monster or animal by-products."; - next; - mes "[Woeon]"; - mes "They're used as materials for manufactured goods."; - mes "Of course, the most preferred in Port Malaya is from the monster Jejeling.."; - next; - mes "[Woeon]"; - mes "Jejellopy can be acquired from the Jejeling."; - mes "Can you get me 30 Jejellopys?"; - next; - if (select("Yeah, sure.:Nope.") == 2) { - mes "[Woeon]"; - mes "Is that so. Such a shame."; - mes "Come back when you need some work."; - close; - } - mes "[Woeon]"; - mes "Good, I trust you can do it."; - mes "Remember, 30 Jejellopys."; - setquest 7391; - close; - } - } - } - } - end; -} - -malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi < 10) { - mes "[Pandoi]"; - mes "...Gasp!"; - mes "Go... Go away!"; - close; - } else if (malaya_hi == 10) { - if (questprogress(7354) == 2) { - mes "[Pandoi]"; - mes "Please.."; - mes "Couldn't you help a guy out here, just for the sake of it?"; - mes "Do you really think ignoring me is the best option?!"; - next; - mes "[Pandoi]"; - mes "Now look here."; - mes "Please give me just a peek.."; - mes "It's just a button..."; - close; - } else { - mes "[Pandoi]"; - mes "Hello there!"; - mes "I've heard of your prestige."; - mes "I was wondering if I could receive something to prove that I've met you in person..."; - next; - mes "[Pandoi]"; - mes "Oh... You're surprised because I'm suddenly so nice to you."; - mes "I heard the news you fought off the ghosts."; - mes "That's brilliant!"; - next; - mes "[Pandoi]"; - mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?"; - mes "Please, be generous, I beg you..."; - next; - mes "-The troubled villagers desire your belongings because you fend off the ghosts. -"; - setquest 7354; - completequest 7354; - if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { - next; - mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-"; - malaya_hi = 11; - setquest 7358; - } - close; - } - } else if (malaya_hi == 11) { - mes "[Pandoi]"; - mes "Phew... Life is so tough these days."; - mes "Why did ghosts come along to bother me so."; - mes "I wish I had a lucky charm or something..."; - next; - mes "[Pandoi]"; - mes "Please..."; - mes "Couldn't you help a guy out here, just for the sake of it?"; - mes "Do you really think ignoring me is the best option?!"; - close; - } else if (malaya_hi == 12) { - if (questprogress(7361)) { - mes "[Pandoi]"; - mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!"; - mes "Bu... But, I'm too scared..."; - close; - } - if (!countitem(523) || !countitem(717)) { - mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000"; - close; - } - mes "[Pandoi]"; - mes "Wh, what, you've finally decided to help me?!"; - mes "You're going to give Pandoi a gift of peace?!"; - next; - select ("Give the prepared items."); - mes "[Pandoi]"; - mes "Great! I knew you'd come back!"; - mes "Yes... Now that I have some of your spirit, I can rest well at night."; - next; - mes "- Gave Pandoi the Holy Water and Blue Gemstone.-"; - delitem 717, 1; //Blue_Gemstone - delitem 523, 1; //Holy_Water - setquest 7361; - completequest 7361; - if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 - && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { - mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-"; - malaya_hi = 13; - erasequest 7351; - setquest 7365; - } - close; - } else if (malaya_hi == 13) { - mes "[Pandoi]"; - mes "Sil... Silver. I need silver, please."; - mes "I thought I could get the silver once the ghosts are gone, but I can't..."; - close; - } else { - mes "[Pandoi]"; - switch(rand(1, 6)) { - case 1: - mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!"; - break; - case 2: - mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!"; - break; - case 3: - mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?"; - break; - case 4: - mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work."; - break; - case 5: - mes $malayaNames$[5] + "made a huge discovery. A dragon, they say."; - break; - case 6: - mes "Hello there?!"; - break; - } - next; - switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) { - case 1: - if (!questprogress(7374) || !questprogress(7370)) { - mes "[Pandoi]"; - mes "I appreciate you taking care of the expiration dates of my Spiritual Protection."; - mes "I think mine's good for now. "; - mes "When it wear's out, I'll ask you for another one!"; - close; - } - if (!countitem(6503)) { - mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000"; - close; - } - mes "[Pandoi]"; - mes "Good. A new Spiritual Protection."; - mes "It's always good to know that you won't see those black things again!"; - next; - mes "-Delivered Spiritual Protection to Pandoi.-"; - delitem 6503, 1; // Soul_Protection - erasequest 7370; - setquest 7384; - if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { - mes "-With Pandoi as last, all Spiritual Protections have been delivered.-"; - if (malaya_hi == 23) { - malaya_hi = 24; - } - setquest 7379; - erasequest 7382; - erasequest 7383; - erasequest 7384; - erasequest 7385; - erasequest 7386; - erasequest 7387; - } - close; - case 2: - if (BaseLevel < 100) { - mes "[Pandoi]"; - mes "Hmm... To make a Silver Blade, you need silver."; - mes "I could melt Silver Bracelets to get silver."; - mes "Silver Bracelets can be acquired at the hospital."; - next; - mes "[Pandoi]"; - mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!"; - mes "If you go in there like that... You'll never make it out alive!"; - close; - } - .@hunting = questprogress(7393, HUNTING); - if (.@hunting == 2) { - if (countitem(6508) < 10) { - mes "[Pandoi]"; - mes "Where are the Silver Bracelets?"; - mes "I know you're invincible..."; - mes "But I must have a Silver Bracelet to make a Silver Blade."; - next; - mes "[Pandoi]"; - mes "10 Silver Bracelets!"; - mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!"; - mes "Now it is in your hands!"; - close; - } - mes "[Pandoi]"; - mes "Respect, all the way!"; - mes "You fought them off and brought the Silver Bracelets as well."; - next; - mes "[Pandoi]"; - mes "From this day on, I shall try to smelt a new silver weapon..!!"; - mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!"; - next; - mes "[Pandoi]"; - mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets."; - mes "If I fail... I'll ask of you the task again!"; - delitem 6508, 10; //Silver_Bracelet - setquest 7394; - erasequest 7393; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); - close; - } else if (.@hunting == 1) { - mes "[Pandoi]"; - mes "The village hospital holds the most hideous things inside."; - mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it..."; - next; - mes "[Pandoi]"; - mes "Please get rid of those rumored monsters and get those Silver Bracelets."; - mes "You're the only one I can trust!"; - close; - } else { - .@playtime = questprogress(7394, PLAYTIME); - if (.@playtime == 1) { - mes "[Pandoi]"; - mes "I still have some silver to smelt."; - mes "I'll request more if I fail again."; - close; - } else if (.@playtime == 2) { - erasequest 7394; - mes "[Pandoi]"; - mes "Oh... what am I to do?"; - mes "I've wasted the precious materials you brought back for me..."; - next; - mes "[Pandoi]"; - mes "Maybe I'm not supposed to be a blacksmith!"; - mes "I'm good with crafting silver, though!"; - next; - if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) { - mes "[Pandoi]"; - mes "... You're right..."; - mes "I'll never be able to make a Silver Blade..."; - mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you."; - close; - } - mes "[Pandoi]"; - mes "I knew I could count on you!"; - mes "I knew I could count on you!"; - mes "10 Silver Bracelets, please."; - setquest 7393; - next; - mes "[Pandoi]"; - mes "Pandoi will always smile at you~"; - mes "*Grin*"; - close; - } else { - mes "[Pandoi]"; - mes "Silver Blade!"; - mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!"; - next; - mes "[Pandoi]"; - mes "I want to be a noted blacksmith by making a Silver Blade."; - mes "However, I cannot get the materials."; - next; - mes "[Pandoi]"; - mes "I heard that they wore silver bracelets as recognition at the hospital."; - mes "But when I got there, it was not the hospital that I used to know."; - next; - mes "[Pandoi]"; - mes "Could you slay the horrible creepers and get me the Silver Bracelets?"; - next; - if (select("Indeed!:No. Way.") == 2) { - mes "[Pandoi]"; - mes "... You're right..."; - mes "I'll never make a Silver Blade..."; - mes "Such plain expression of disgust. You know what? I hate the idea now."; - close; - } - mes "[Pandoi]"; - mes "I knew it!"; - mes "Teach those things at the hospital some manners..."; - mes "And bring back 10 Silver Bracelets, please."; - setquest 7393; - next; - mes "[Pandoi]"; - mes "Pandoi will always smile at you~"; - mes "*Grin*"; - close; - } - } - case 3: - mes "[Pandoi]"; - mes "You need Silver Crosses?"; - mes "Pandoi will make them for you!"; - mes "Still, I cannot create something out of the blue, so I'll be needing some silver."; - next; - mes "[Pandoi]"; - mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there..."; - mes "If you have Silver Bracelets, I could make Silver Crosses with them."; - next; - switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { - case 1: - .@amount = 1; - case 2: - if (!.@amount) .@amount = 6; - if (countitem(6508) < (.@amount * 2)) { - mes "[Pandoi]"; - mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + "."; - close; - } - .@time = 5; - break; - case 3: - mes "[Pandoi]"; - mes "How many Silver Crosses do you need?"; - mes "I can make up to 50 at a time."; - next; - input .@amount; - if (.@amount == 0) { - mes "[Pandoi]"; - mes "Don't need Silver Crosses?"; - mes "Well, I can take a rest then. Ha ha ha ha~"; - close; - } else if (.@amount > 50) { - mes "[Pandoi]"; - mes "A maximum of 50 at a time!"; - close; - } - if (countitem(6508) < (2 * .@amount)) { - mes "[Pandoi]"; - mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets."; - close; - } - .@time = 15; - break; - case 4: - mes "[Pandoi]"; - mes "I'll be here if you need me!"; - close; - } - mes "[Pandoi]"; - mes "It'll take just a second."; - mes "Pandoi can do it in a jiffy!"; - close2; - progressbar "0xffff00", .@time; - delitem 6508, .@amount * 2; //Silver_Bracelet - getitem 6502, .@amount; // Silver_Cross - mes "[Pandoi]"; - mes "Look at this!"; - mes "Very nice indeed."; - mes "I should've been a craftsman, not a blacksmith!"; - close; - } - } - end; -} - -malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (malaya_hi < 10) { - mes "[Pedro the Sailor]"; - mes "Oh... This ship's not in service."; - mes "Or rather, it can't set sail. *Snigger*"; - mes "I'm seeing ghosts. I think it's my time to die."; - close; - } else if (malaya_hi == 10) { - if (questprogress(7352) == 2) { - mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; - close; - } - mes "[Pedro the Sailor]"; - mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!"; - mes "Could you stay for a bit and hear me out?!"; - next; - if (select("Sorry.:Sure.") == 1) { - mes "[Pedro the Sailor]"; - mes "Oh, a solid denial."; - mes "You just impaled my last glimpse of hope."; - mes "Maybe I wasn't persuasive enough..."; - close; - } - mes "[Pedro the Sailor]"; - mes "Straight to the point, this town is a den of ghosts!"; - mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before."; - next; - mes "[Pedro the Sailor]"; - mes "You see that ship there?"; - mes "It's a small ferry, but it also stopped service because of these darn ghosts!"; - next; - mes "[Pedro the Sailor]"; - mes "It looks okay from the outside, but it's full of ghost, I tell ya."; - mes "But the way I heard it, they're afraid of you, right?"; - next; - select ("Oh no, you too...:Not my buttons!"); - mes "[Pedro the Sailor]"; - mes "I see many have already asked you for some of your stuff for charms, huh."; - mes "Can I budge in that line too?"; - next; - mes "[Pedro the Sailor]"; - mes "I need to have some sincere conversations with that ghost over there."; - mes "But the spirit is too strong for me to approach."; - next; - mes "[Pedro the Sailor]"; - mes "...........That was a lame story."; - mes "And it's not easy to give away your stuff to someone else."; - next; - mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-"; - setquest 7352; - completequest 7352; - if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) { - next; - mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -"; - malaya_hi = 11; - setquest 7358; - } - close; - } else if (malaya_hi == 11) { - mes "[Pedro the Sailor]"; - mes "Sigh..."; - mes "This is so awkward."; - close; - } else if (malaya_hi == 12) { - if (questprogress(7359)) { - mes "[Pedro the Sailor]"; - mes "Anyway, now that I have what they hate..."; - mes "Now's the time to charge into my ship...!"; - close; - } - if (!countitem(523) || !countitem(717)) { - mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000"; - close; - } - mes "[Pedro the Sailor]"; - mes "What? I can sense something refreshing in your hands. What is it?"; - next; - mes "[Pedro the Sailor]"; - mes "You're giving it to me?"; - mes "Ghosts will hate it?"; - mes "That's wonderful news!"; - next; - mes "[Pedro the Sailor]"; - mes "Pedro, at your service!"; - mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!"; - next; - mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -"; - delitem 717, 1; //Blue_Gemstone - delitem 523, 1; //Holy_Water - setquest 7359; - completequest 7359; - if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2 - && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) { - mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-"; - malaya_hi = 13; - erasequest 7351; - setquest 7365; - } - close; - } else if (malaya_hi == 13) { - mes "[Pedro the Sailor]"; - mes "Anyway, now that I have what they hate..."; - mes "Now's the time to charge into my ship...!"; - next; - mes "-Pedro the Sailor looks determined.-"; - close; - } else { - mes "[Pedro the Sailor]"; - mes "Whoa... Did you see that?"; - mes "Those black souls just came up and disappeared."; - mes "Well, living the dream, eh?"; - next; - if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) { - if (!questprogress(7374) || !questprogress(7368)) { - mes "[Pedro the Sailor]"; - mes "The Spiritual Protection you gave me before works fine."; - mes "I'm good for now."; - mes "It's still up for the fight!"; - close; - } - if (!countitem(6503)) { - mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000"; - close; - } - mes "[Pedro the Sailor]"; - mes "A newly made Spiritual Protection."; - mes "Alright. I'll go at them with this one today."; - next; - mes "-Delivered the Spiritual Protection to Pedro the Sailor.-"; - delitem 6503, 1; // Soul_Protection - erasequest 7368; - setquest 7382; - if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) { - mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-"; - if (malaya_hi == 23) { - malaya_hi = 24; - } - setquest 7379; - erasequest 7382; - erasequest 7383; - erasequest 7384; - erasequest 7385; - erasequest 7386; - erasequest 7387; - } - close; - } - if (BaseLevel < 100) { - mes "[Pedro the Sailor]"; - mes "Hmm... Don't you remember me talking about ghosts?"; - mes "The Ferry is full of ghosts."; - mes "Wait, was it one or many?"; - next; - mes "[Pedro the Sailor]"; - mes "Whatever. For you and your current condition, it's out of the question."; - mes "Yes. You can't do it. You'll be dragged out in a body bag."; - next; - mes "[Pedro the Sailor]"; - mes "Now I'm not going to stand here and wait for that to happen. No way."; - close; - } - if (malaya_diwata == 0) { - mes "[Pedro the Sailor]"; - mes "I'm sorry, but didn't I say something about ghosts over there?"; - mes "It can't set sail because of that."; - next; - mes "[Pedro the Sailor]"; - mes "So what's this whole ghost story about?"; - mes "Hmmm.........."; - mes "It's a long story..."; - next; - if (select("I'm listening.:Maybe later.") == 2) { - mes "[Pedro the Sailor]"; - mes "I knew it."; - mes "Though, it's not such a boring story."; - mes "After all, it is a ghost story."; - close; - } - mes "[Pedro the Sailor]"; - mes "The story goes back to when I first made port here."; - mes "It was a nerve racking first time as a liner manager."; - next; - mes "[Pedro the Sailor]"; - mes "I was ready to disembark when I saw something I simply could not believe."; - mes "Black haze was swarming to the port from all over town."; - next; - mes "[Pedro the Sailor]"; - mes "At first, I thought it was just a very thick smog."; - mes "As the days went by, it became clear as to what it was."; - mes "It was a swarm of souls."; - next; - mes "[Pedro the Sailor]"; - mes "A very unpleasant group of souls indeed."; - mes "Some were wailing some horrible cries around the Ferry about to set sail..."; - next; - mes "[Pedro the Sailor]"; - mes "After that incident, that ship stayed on that spot until this day."; - mes "Why? Because they took over the ship! It's haunted!"; - next; - mes "[Pedro the Sailor]"; - mes "If you don't believe me, see for yourself."; - mes "Then you'll believe me."; - malaya_diwata = 1; - setquest 7395; - close; - } else if (malaya_diwata == 1) { - mes "[Pedro the Sailor]"; - mes "If you want to know, go and see for yourself and get on it."; - close; - } else if (malaya_diwata == 2) { - mes "[Pedro the Sailor]"; - mes "Soul of a Little Girl?"; - mes "What about all them bullying ones?"; - mes "They came and went?"; - next; - mes "[Pedro the Sailor]"; - mes "I don't understand."; - mes "Maybe the Leader Mumbaki will know what to do."; - close; - } else if (malaya_diwata == 3) { - mes "[Pedro the Sailor]"; - mes "Hmm... A floral tribute to soothe the soul...."; - mes "You want to hear its story after it calms down?"; - mes "Well... Good luck."; - next; - mes "[Pedro the Sailor]"; - mes "It can't be helped for the Ferry to set sail again."; - mes "I can't go near it because of those mean ones."; - next; - mes "[Pedro the Sailor]"; - mes "Now I'm asking you to do this not because I can't be bothered,"; - mes "but because I simply can't do it myself."; - close; - } else if (malaya_diwata == 4) { - mes "[Pedro the Sailor]"; - mes "Did Mumbaki bless the flower?"; - mes "I hope this works..."; - mes "I wish you all the luck!!"; - next; - mes "[Pedro the Sailor]"; - mes "I hope you can negotiate with success!"; - mes "I'll take care of those rude ones outside the ship the best I can."; - close; - } else if (malaya_diwata == 5) { - mes "[Pedro the Sailor]"; - mes "I see."; - mes "Perhaps the Ferry can move again..."; - mes "Thank you for all you've done for us."; - next; - mes "[Pedro the Sailor]"; - mes "I'd better get ready to set sail then."; - mes "It's not much, but this is for you."; - mes "If we can get back in business, I'll take you to Izlude for just 1000z."; - malaya_diwata = 6; - erasequest 7399; - setquest 7401; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[0] = strcharinfo(0); - close; - } else { - .@playtime = questprogress(7401, PLAYTIME); - if (.@playtime == 1) { - mes "[Pedro the Sailor]"; - mes "If you want to go to Alberta, use the big ship over there."; - mes "This little one goes to Izlude."; - mes "That will be 1000z."; - next; - if (select("Use.:That's a rip off!") == 2) { - mes "[Pedro the Sailor]"; - mes "What?!"; - mes "How much do you pay for the Alberta Liner to get here!?"; - mes "Call this a rip off... You think I'm doing charity?"; - close; - } - if (Zeny < 1000) { - mes "[Pedro the Sailor]"; - mes "The price is 1000 zeny."; - mes "I can't help you there~"; - close; - } - mes "[Pedro the Sailor]"; - mes "Thank you~"; - mes "Let's go before the ghosts come back!"; - Zeny -= 1000; - close2; - warp "izlude",195,180; - end; - } else if (.@playtime == 2) { - erasequest 7401; - goto L_SetQuest; - } else { - if (!questprogress(7403)) { - if (!questprogress(7402)) { - goto L_SetQuest; - } - mes "[Pedro the Sailor]"; - mes "You know what to do."; - mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; - next; - mes "[Pedro the Sailor]"; - mes "Give the Bouquet to Miss Diwata to cheer her up."; - mes "....Thank you."; - close; - } - mes "[Pedro the Sailor]"; - mes "Diwata is calm!"; - mes "I can even feel the difference out here."; - mes "I am always in your debt."; - next; - mes "[Pedro the Sailor]"; - mes "You know what? Why don't you do this on a more regular basis?"; - mes "I think you kind of like doing it."; - setquest 7401; - erasequest 7403; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[0] = strcharinfo(0); - close; - } - } - } - end; - -L_SetQuest: - mes "[Pedro the Sailor]"; - mes "Ah, the thing is..."; - mes "We can't go right now.."; - mes "You see, the ghosts are back..."; - mes "I'm fed up with nuisance."; - next; - mes "[Pedro the Sailor]"; - mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; - mes "a normal person can't stand it."; - next; - if (select("I see. Take care then.:How about a Floral Tribute?") == 1) { - mes "[Pedro the Sailor]"; - mes "I'm glad you understand."; - mes "Sigh..."; - close; - } - mes "[Pedro the Sailor]"; - mes "Hmmm. That would be nice."; - mes "If she can be soothed with flowers...!"; - mes "Good luck."; - setquest 7402; - close; -} - -ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{ - end; -OnTouch: - if (malaya_diwata == 0) { - cutin "malaya_diwata01", 2; - mes "- A creepy Little Girl is standing."; - mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -"; - next; - mes "[Diwata]"; - mes "Are you here to bully Diwata too?"; - mes "I won't have it!"; - next; - cutin "", 255; - mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-"; - close; - warp "malaya", 324, 66; - end; - } else if (malaya_diwata == 1) { - cutin "malaya_diwata01", 2; - mes "- A creepy Little Girl is standing."; - mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -"; - next; - mes "[Diwata]"; - mes "Are you here to bully Diwata too?"; - mes "I won't have it!"; - next; - select ("Wait! I just want to talk!"); - mes "[Diwata]"; - mes "Then who are they behind you?"; - mes "You're one of them!"; - next; - cutin "malaya_ghost01", 4; - mes "- Familiar souls are approaching Diwata. -"; - next; - if (select("It's a misunderstanding!:You're from that..!") == 2) { - cutin "malaya_ghost02", 4; - mes "[" + strcharinfo(0) + "]"; - mes "Just as I thought! You're afraid of me?!"; - mes "Stand aside!"; - mes "I need to talk to her."; - next; - cutin "malaya_diwata01", 2; - mes "[Diwata]"; - mes "I don't know why they're backing away..."; - mes "You get out of my sight too!"; - next; - cutin "", 255; - mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-"; - malaya_diwata = 2; - setquest 7396; - erasequest 7395; - close2; - warp "malaya", 324, 66; - end; - } - cutin "malaya_diwata01",2; - mes "[Diwata]"; - mes "Enough!"; - next; - cutin "", 255; - mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-"; - malaya_diwata = 2; - setquest 7396; - erasequest 7395; - close2; - warp "malaya", 324, 66; - end; - } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) { - cutin "malaya_diwata01", 2; - mes "[Diwata]"; - mes "You crawled back in?"; - mes "Get out-!!!!!"; - next; - cutin "", 255; - mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-"; - close; - warp "malaya", 324, 66; - end; - } else if (malaya_diwata == 4) { - if (!countitem(6506)) { - cutin "malaya_diwata01", 2; - mes "- The soul of Little Girl Diwata is looking at me fiercely."; - mes "No Offering Bouquet...!!!"; - next; - cutin "", 255; - mes "-I was thrown out with a remote look from her.-"; - close; - warp "malaya", 324, 66; - end; - } - mes "- The soul of Little Girl Diwata is looking at me fiercely. -"; - mes "- The Offering Bouquet... -"; - cutin "malaya_diwata01", 2; - next; - if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) { - mes "- I threw the bouquet before she could toss me out, and she catches in surprise..."; - mes "She won't toss me... far, now that she has the flower.-"; - } else { - mes "- I slid the flower across the floor to her. She looks puzzled. -"; - } - next; - mes "[Diwata]"; - mes "What is the meaning of this?"; - mes "You're not an enemy?"; - next; - mes "[Diwata]"; - mes "What? You're an outsider too?"; - mes "Ha, so live ones are allowed and I'm not?"; - next; - mes "[Diwata]"; - mes "Now there's the stereotype of countryside people over outsiders."; - mes "I am so annoyed. I feel like wiping them off the map."; - next; - mes "[Diwata]"; - mes "What? I shouldn't?"; - mes "Why should I not?"; - mes "I'm stalling the ship?"; - next; - mes "[Diwata]"; - mes "I was going to hear you out because of the flowers"; - mes "but you're telling me lies?!"; - next; - mes "[Diwata]"; - mes "So you're saying that I brought these hillbillies on this ship"; - mes "and that fighting with them is causing the stall?"; - next; - mes "[Diwata]"; - mes "... Hmm... Humph. It wasn't what I was intending to do."; - mes "But they're the ones who're getting on my nerves!"; - next; - mes "[Diwata]"; - mes "... I can't get off anyway."; - mes "Which means that I could feel bad again. Got it?"; - next; - mes "[Diwata]"; - mes "... I'll try to keep it in today."; - mes "It's not because I like the flowers or because I like having company!"; - mes "It's because I was treated the same way as those cheap ghosts!"; - next; - mes "[Diwata]"; - mes "Now if you'll excuse me."; - mes "And I'll be clear. I'm not going to hold my temper for so long."; - next; - mes "[Diwata]"; - mes "Now, g... go away!"; - malaya_diwata = 5; - delitem 6506, 1; // Memorial_Boquet - erasequest 7398; - setquest 7399; - close; - } else if (malaya_diwata == 5) { - cutin "malaya_diwata02", 2; - mes "[Diwata]"; - mes "I promise I'll be a good little girl if those hillbillies leave me alone."; - mes "If they bother me again, however, I won't be."; - close; - } else { - if (!questprogress(7402)) { - if (!questprogress(7403)) { - if (questprogress(7401, PLAYTIME) == 1) { - cutin "malaya_diwata02", 2; - mes "[Diwata]"; - mes "Surprisingly enough, I'm doing fine."; - mes "Of course I'm tense for when they return,"; - mes "but, as always, I'll win."; - next; - mes "[Diwata]"; - mes "Then the poor crew will cry again"; - mes "I just can't calm myself down after a fight."; - next; - mes "[Diwata]"; - mes "The flowers you bring makes me calm down."; - mes "...."; - mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way."; - close; - } - cutin "malaya_diwata01", 2; - mes "[Diwata]"; - mes "Get lost!"; - mes "What? Oh, it's you."; - mes "Those hillbillies came back again!"; - mes "I'm going to kill them!"; - close; - } - cutin "malaya_diwata02", 2; - mes "[Diwata]"; - mes "It's good to look at flowers from abroad~"; - mes "Do all flowers from the warm parts of the world smell so nice?"; - next; - mes "[Diwata]"; - mes "The flowers you bring makes me calm down."; - mes "...."; - mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way."; - close; - } - cutin "malaya_diwata01", 2; - mes "[Diwata]"; - mes "Darn it! Have you come for more?!"; - mes "What?"; - mes "Oh. It's you?"; - mes "I'm really depressed right now."; - next; - mes "- Diwata reached her hands out as if expecting something. -"; - next; - if (select("Give the Bouquet.:Hold her hand.") == 2) { - mes "[Diwata]"; - mes "What do you think you're doing?!!??!?!!"; - mes "Arghhhh - I have enough creeps around here, thank you!!"; - next; - cutin "", 255; - mes "-I was tossed out with Diwata's thunderous cry.-"; - close; - warp "malaya", 324, 66; - end; - } - if (!countitem(6506)) { - mes "[Diwata]"; - mes "What? You want me to wave?"; - mes "You didn't bring it?"; - mes "You didn't?!?"; - mes "Arghhh you just can't trust anybody! Anybody!"; - next; - cutin "", 255; - mes "-I was tossed out with Diwata's thunderous cry.-"; - close; - warp "malaya", 324, 66; - end; - } - cutin "malaya_diwata02", 2; - mes "[Diwata]"; - mes "... Oh... Just as I thought!"; - mes "My only happiness, my only peace of mind..!"; - mes "Flowers from abroad~!"; - next; - mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-"; - next; - mes "[Diwata]"; - mes "Tell Pedro the Sailor!"; - mes "Diwata will be a goddess of sea, so set sail in my generosity."; - delitem 6506, 1; // Memorial_Boquet - setquest 7403; - erasequest 7402; - close; - } - cutin "", 255; - end; -} - -ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - mes "[Kiko in Mumbaki]"; - mes "Welcome to Baryo, stranger."; - mes "I am the soul guidance, protector of people and souls here at Baryo."; - mes "So, I'm a good leader Kiko in Mumbaki."; - next; - switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) { - case 1: - if (!questprogress(7376)) { - if (!questprogress(7377)) { - mes "[Kiko in Mumbaki]"; - mes "What cauldron?"; - mes "As far as I know, you're not the one bringing it."; - next; - mes "[Kiko in Mumbaki]"; - mes "Poor thing."; - mes "do not live a life of lies."; - close; - } - mes "[Kiko in Mumbaki]"; - mes "Baryo is not a great place for smithy work."; - mes "So we always ask a favor to the forge of Malaya."; - next; - mes "[Kiko in Mumbaki]"; - mes "Bakonawa does not like loud noises."; - mes "That's why we beat the sturdy Cast Iron Cauldrons."; - next; - mes "[Kiko in Mumbaki]"; - mes "The Spiritual Protection is proof that I've got my cauldron,"; - mes "so deliver it well. Okay? Good."; - close; - } - if (countitem(6504) < 5) { - mes "[Kiko in Mumbaki]"; - mes "Oh, must be the cauldron I ordered."; - mes "But, where is it?"; - mes "Are you mocking me?!"; - close; - } - mes "[Kiko in Mumbaki]"; - mes "Yes, excellent!"; - mes "Very Good."; - mes "We can aggravate the Bakonawa more with this."; - next; - mes "[Kiko in Mumbaki]"; - mes "I'll give you this for the cauldron."; - mes "I hear you're having some trouble with souls?"; - mes "Take this. It will help you."; - delitem 6504, 5; // Cast_Iron_Caldron - getitem 6503, 5; // Soul_Protection - setquest 7377; - erasequest 7376; - close; - case 2: - if (!questprogress(7406)) { - if (!questprogress(7407)) { - mes "[Kiko in Mumbaki]"; - mes "The only purification needed in this village is Vantai's food."; - mes "There are no rituals where an outsider, like yourself, can take part in."; - close; - } - mes "[Kiko in Mumbaki]"; - mes "Vantai must be hungry."; - mes "Go give it to him."; - mes "Quickly now."; - close; - } - if ((countitem(523) < 10) || (countitem(6507) < 10)) { - mes "[Kiko in Mumbaki]"; - mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?"; - mes "My work here just gets better and better."; - next; - mes "[Kiko in Mumbaki]"; - mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual."; - mes "I'll do the ritual myself."; - close; - } - mes "[Kiko in Mumbaki]"; - mes "Bones from the animals of this forest all have bad spirits within."; - mes "Of course it cannot be helped due to the malignant spirits flailing about..."; - next; - mes "[Kiko in Mumbaki]"; - mes "You do this and do this here and there and..."; - mes "There. The evil spirit has left and the bone is so pure that you can just chew on it."; - next; - mes "[Kiko in Mumbaki]"; - mes "Now, take this back to Dong the Guard."; - mes "Vantai will become stronger after eating this purified Evil Spirit Bone."; - next; - mes "[Kiko in Mumbaki]"; - mes "Moreover, holding on to Evil Spirit Bones will only do you harm,"; - mes "so I'll take them all to purify."; - delitem 6507, countitem(6507); // Evil_Bone - delitem 523, 10; //Holy_Water - getitem 6505, 10; //Purified_Bone - setquest 7407; - erasequest 7406; - close; - case 3: - mes "[Kiko in Mumbaki]"; - mes "Oh no you don't!"; - mes "Don't you dare!"; - close; - } - end; -} - -ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - mes "[Dhong the Guard]"; - mes "Hi there!"; - mes "Welcome to Baryo."; - next; - if (select("You're job seems so hard~:Guard Dog Vantai") == 1) { - mes "[Dhong the Guard]"; - mes "Not at all. I just watch who comes and goes from here."; - mes "Travelers are the ones who go through more hardship."; - close; - } - if (BaseLevel < 100) { - mes "[Dhong the Guard]"; - mes "Vantai is a nice dog."; - mes "He's probably stronger than you."; - next; - mes "[Dhong the Guard]"; - mes "No offense, but"; - mes "you look weaker than the original owners of the bones Vantai chews on."; - next; - mes "[Dhong the Guard]"; - mes "That means just about as strong as me!"; - mes "Ha ha ha ha ha ha ha!"; - close; - } - .@playtime = questprogress(7408, PLAYTIME); - if (.@playtime == 1) { - mes "[Dhong the Guard]"; - mes "The bones you brought Vantai gave him a feast."; - mes "He'll be full and merry for a while now."; - mes "Nobody can beat Vantai in recon around here."; - next; - mes "[Dhong the Guard]"; - mes "Though it is not nice to say a person is lesser than a dog,"; - mes "but there are some who are lesser."; - close; - } else if (.@playtime == 2) { - erasequest 7408; - mes "[Dhong the Guard]"; - mes "Vantai?"; - mes "Always the same."; - mes "Now that you mention it, it's almost time for him to get hungry."; - next; - mes "[Dhong the Guard]"; - mes "Of course, he eats normal dog food, but he can't go without those."; - mes "You know what I mean, right?"; - mes "Smirk..."; - next; - mes "[Dhong the Guard]"; - mes "Me and Vantai are always waiting"; - mes "for the hero to get us some Evil Spirit Bones from the forest."; - close; - } else { - if (questprogress(7406)) { - mes "[Dhong the Guard]"; - mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits."; - mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them."; - next; - mes "[Dhong the Guard]"; - mes "You can get Evil Spirit Bones from monsters or animals in the forest."; - mes "Kiko in Mumbaki will purify them for you."; - close; - } else { - if (questprogress(7407) == 1) { - if (countitem(6505) < 10) { - mes "[Dhong the Guard]"; - mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones."; - mes "He needs to have at least 10 at a time. Which of course does not last a day..."; - close; - } - mes "[Dhong the Guard]"; - mes "Hey, Vantai will love these!"; - mes "It's all in good condition..."; - mes "An evil bone purified through holy ritual..."; - next; - mes "[Dhong the Guard]"; - mes "This is the perfect dog food!!"; - mes "Now he can sense and detect evil spirits,"; - mes "and since he ate purified ones, he'll get the ability to eradicate them."; - next; - mes "[Dhong the Guard]"; - mes "I bet he's the strongest living thing in the village now."; - mes "Of course not me. I mean Vantai."; - next; - mes "[Dhong the Guard]"; - mes "This is your reward."; - mes "It would be very nice if you could help us again tomorrow."; - delitem 6505, 10; // Purified_Bone - setquest 7408; - erasequest 7407; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(0, 2)) - $malayaNames$[2] = strcharinfo(0); - close; - } else { - mes "[Dhong the Guard]"; - mes "Vantai is not only a guard dog, but he's also a great detector and recon scout."; - mes "But for him to do so, he needs to eat Purified Spirit Bones."; - next; - mes "[Dhong the Guard]"; - mes "As you can see, I can't move from here,"; - mes "so I was wondering if you can get the bones for Vantai..."; - next; - if (select("Alright.:Sorry.") == 2) { - mes "[Dhong the Guard]"; - mes "I see."; - mes "Vantai!"; - mes "No treat for you today..!!"; - next; - mes "- It seems like Vantai's eyes are more moist today. -"; - close; - } - mes "[Dhong the Guard]"; - mes "Bones can be acquired from animals or monsters around here."; - mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat."; - next; - mes "[Dhong the Guard]"; - mes "Bring us 10 Purified Spirit Bones."; - mes "That reminds me. You'll need Holy Water for the purification ritual."; - next; - mes "[Dhong the Guard]"; - mes "Take your time."; - mes "Look here. Vantai likes it too."; - setquest 7406; - close; - } - } - } - end; -} - -ma_fild01,238,257,2 script Guard Dog Vantai 4_RUS_DWOLF,{ - mes "[Vantai]"; - mes "Grrrrrrr..."; - mes " "; - mes "(He is intimidated by you.)"; - close; -} - -ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ - if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) { - mes "- Cannot proceed with the quest. You are carrying too many items. -"; - close; - } - if (BaseLevel < 100) { - mes "[Maries]"; - mes "Umm... Hey..."; - mes "Oh, no, sorry. You don't look so strong or bold."; - mes "I'm sorry. I'm just not quite myself..."; - close; - } - if (malaya_hi < 20) { - mes "An anxious looking woman is stands."; - close; - } - .@playtime = questprogress(7390, PLAYTIME); - if (.@playtime == 1) { - mes "[Maries]"; - mes "Now that the children know that they can get back home with an Inside-out Shirt,"; - mes "they play out in the forest recklessly and timelessly."; - next; - mes "[Maries]"; - mes "The children will surely get lost again in these conditions."; - mes "If it happens again, I'll seek your help again."; - close; - } else if (.@playtime == 2) { - mes "[Maries]"; - mes "I'm missing a child... again."; - mes "Oh my goodness..."; - erasequest 7390; - close; - } else { - if (questprogress(7389)) { - mes "[Maries]"; - mes "You came back."; - mes "Thanks to you, the child has returned home safely."; - next; - mes "[Maries]"; - mes "Although the shirt is inside-out, it miraculously brings them back to where they should be."; - mes "Thank you for delivering those precious shirts to my children."; - setquest 7390; - erasequest 7389; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[2] = strcharinfo(0); - close; - } else { - if (questprogress(7388)) { - mes "[Maries]"; - mes "I'm sure they're lost in the woods because of mischievous spirits."; - mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found."; - next; - mes "[Maries]"; - mes "The Inside-out Shirts..."; - mes "You can probably get them from the demons, since they ran away with them."; - close; - } else { - mes "[Maries]"; - mes "Hello... I'm looking for my child..."; - mes "My daughter did not return."; - mes "Please help, I think she's lost in the forest."; - next; - switch (select("Of course.:I'm too busy right now.:You have so many children.")) { - case 1: - mes "[Maries]"; - mes "I'm sure she's lost in the woods because of mischievous spirits."; - next; - mes "[Maries]"; - mes "If she's cursed, it will be difficult to get her out of there."; - mes "She'll drift around in the maze so mesmerizing, even for you, in fact."; - next; - mes "[Maries]"; - mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter."; - mes "Although the shirt is inside-out, it miraculously brings them back to where they should be."; - next; - mes "[Maries]"; - mes "The Inside-out Shirts..."; - mes "You can probably get them from the demons, since they ran away with them."; - setquest 7388; - close; - case 2: - mes "[Maries]"; - mes "... Yes... I see."; - mes "I'll have to ask someone else."; - mes "Alright."; - mes "Sigh..."; - close; - case 3: - mes "[Maries]"; - mes "...I ended up having triplets."; - mes "Even I sometimes get confused. *Chuckle*"; - next; - mes "[Maries]"; - mes "They seem to be under a curse because one of them always get's lost in the woods.."; - mes "Sigh..."; - close; - } - } - } - } - end; -} - -ma_fild01,203,189,3 script Little Girl#malaya 4_F_BARYO_GIRL,{ - mes "[Little Girl]"; - mes "He he, the forest is scary, but it's so much fun so I go there often to play~"; - mes "Strange, how we always get lost."; - next; - mes "[Little Girl]"; - mes "But it's okay because I'm not the only one getting lost~"; - mes "We're triplets~ And we're missing the other two~ Giggle~"; - close; -} - -ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ - if (questprogress(7388)) { - if (!countitem(12700)) { - mes "[Little Kid]"; - mes "Sigh. Are you lost too?"; - mes "They are so naughty."; - next; - mes "[Little Kid]"; - mes "An Inside-out Shirt is just what I need."; - mes "*Chuckle*..."; - close; - } - mes "[Little Kid]"; - mes "Oh, darn them."; - mes "They must have tricked me into getting lost again!"; - next; - select ("Do you want to go home?"); - mes "[Little Kid]"; - mes "If I don't get back soon, my mom will be worried sick."; - mes "Sigh... I wish I had an Inside-out Shirt to go back."; - next; - select ("Here you are."); - mes "[Little Kid]"; - mes "Really?"; - mes "It really is the shirt!"; - mes "This will take me straight home!"; - next; - mes "[Little Kid]"; - mes "Did mom send you?"; - mes "She must be worried..!"; - mes "I'll go home now!"; - mes "Thanks' a lot!"; - delitem 12700, 1; // Insideout_Shirt - setquest 7389; - erasequest 7388; - close2; - disablenpc strnpcinfo(0); - if (strnpcinfo(0) == "Lost Child#malaya01") { - enablenpc "Lost Child#malaya02"; - } else if (strnpcinfo(0) == "Lost Child#malaya01") { - enablenpc "Lost Child#malaya03"; - } else { - enablenpc "Lost Child#malaya01"; - } - end; - } else { - if (questprogress(7389)) { - mes "[Little Kid]"; - mes "I want to play some more."; - mes "I can always go back with this shirt."; - mes "Mom won't be concerned."; - close; - } else { - mes "[Little Kid]"; - mes "Hmmm. Am I lost again?"; - mes "Where am I..."; - mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?"; - next; - mes "[Little Kid]"; - mes "Why~ Do I always go in circles here?"; - mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?"; - mes "What's with this road?"; - mes "Is somebody trying to trick me?"; - close; - } - } - end; - -OnInit: - if (strnpcinfo(0) != "Lost Child#malaya01") - disablenpc strnpcinfo(0); -} -ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL -ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL - -ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ - mes "[Budidai]"; - mes "Hey hey hey~"; - mes "I am such a nice Capre~ Hey!"; - mes "I am going to a fine cafe~YO!"; - mes "I am better than yesterday~Hey!"; - mes "I'm a fine rhyming Capre~Oh?"; - next; - mes "[Budidai]"; - mes "Hey buddy, You here to hear Budidai singing?"; - next; - switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) { - case 1: - mes "[Budidai]"; - mes "Yup, Budidai loves singing."; - mes "Cows, horses, goats, roosters, boars all love my songs."; - mes "They're all friends."; - next; - mes "[Budidai]"; - mes "Except for that one eyed Bongisungisu."; - mes "He picks on my friends."; - mes "I am annoyed, but Budidai is weak."; - next; - mes "[Budidai]"; - mes "I fear it's single gaze, but I fear more the club he flails."; - mes "I have to sing my friends some songs, but they don't come because of him."; - next; - mes "[Budidai]"; - mes "So Budidai, sings here."; - mes "Lots of travelers pass by."; - mes "Capre is a wanderer's buddy."; - mes "You're a buddy too."; - close; - case 2: - if (BaseLevel < 100) { - mes "[Budidai]"; - mes "You interested in that fiend, my friend?"; - mes "It's just a bully of the forest!"; - mes "It picks on my animal friends!"; - next; - mes "[Budidai]"; - mes "Sadly, singing is all that Budidai is skilled at."; - mes "I can't do anything about the scary gaze and the flailing club."; - next; - mes "[Budidai]"; - mes "Bongisungisu! I get the chills just by being in the same forest with it..."; - mes "But Budidai is weak."; - next; - mes "[Budidai]"; - mes "You and me, wanderer."; - mes "We'll never make it."; - close; - } - .@playtime = questprogress(7410, PLAYTIME); - if (.@playtime == 1) { - mes "[Budidai]"; - mes "Traveler, my friend!"; - mes "Bongisungisu ran far far away."; - mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?"; - next; - mes "[Budidai]"; - mes "But Budidai is worried."; - mes "The one eyed bully will return eventually."; - mes "Will you help me out again?"; - next; - mes "[Budidai]"; - mes "You, friend of Budidai"; - mes "You won't turn you're back on a good Capre?"; - close; - } else { - if (questprogress(7409)) { - if (questprogress(7409, HUNTING) == 2) { - mes "[Budidai]"; - mes "Astonishing, wanderer!"; - mes "I could hear the pitiful wails of Bongisungisu all the way from here!"; - mes "Budidai can sing again for his friends, yes?"; - next; - mes "[Budidai]"; - mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?"; - mes "Aha! Here's a talisman."; - mes "It will be good for you travelers."; - next; - mes "[Budidai]"; - mes "Kind Capre is a friend of travelers."; - mes "I hope to see you again, wanderer."; - mes "This is a blessing for friends. Hey hey hey~"; - setquest 7410; - erasequest 7409; -// if (IsPremiumPcCafe == 10) - getitem 6497, 2; // Lesser_Agimat -// else -// getitem 6497, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); - close; - } else { - mes "[Budidai]"; - mes "Please slay the destructive libertine Bongisungisu."; - mes "For me, a Capre to sing again for one's friends."; - close; - } - } else { - if (.@playtime == 2) { - mes "[Budidai]"; - mes "Hey, kind wanderer."; - mes "Bongisungisu, the one eyed debauchee is back!"; - mes "What do I do? What should I do?"; - next; - mes "[Budidai]"; - mes "He gets angry when I sing."; - mes "But the horse, cow, goat, dog and boars love it."; - mes "It gives Budidai such a hard time."; - erasequest 7410; - close; - } else { - mes "[Budidai]"; - mes "You interested in that fiend, my friend?"; - mes "It's just a bully of the forest!"; - mes "It picks on my animal friends!"; - next; - mes "[Budidai]"; - mes "Sadly, singing is all that Budidai is skilled at."; - mes "I can't do anything about the scary gaze and the flailing club."; - next; - mes "[Budidai]"; - mes "Bongisungisu! I get the chills just by being in the same forest with it..."; - mes "But Budidai is weak."; - next; - if (select("Shall I take care of it?:That does give the chills.") == 2) { - mes "[Budidai]"; - mes "Don't remind me."; - mes "My friends can't come and listen to my songs because of that behemoth."; - mes "It is so frustrating."; - close; - } - mes "[Budidai]"; - mes "You'd teach Bongisungisu a lesson?!"; - mes "Kind wanderer!!"; - mes "Kick some libertine butt!!"; - setquest 7409; - close; - } - } - } - break; - case 3: - mes "[Budidai]"; - mes "Leave me wanderer~"; - mes "Capre Budidai will sing of wonders~"; - mes "You best everyone else~"; - mes "You bring all them beasts~"; - mes "Just go back to Kafra~"; - next; - mes "[Budidai]"; - mes "Hey hey hey~"; - mes "Blessing of the Kind and Good Capre~"; - mes "A wanderer's friend the gift of Capre~"; - mes "Hey hey hey~"; - close; - } - end; -} - -// Traders :: malaya_npc -//============================================================ -ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ - if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) { - mes "Cannot proceed because you have too many items in your possession."; - close; - } - mes "[Old Man in Dilemma]"; - mes "Oh! Demons are gaining more and more power in this world."; - next; - switch(select("We need to gather items to fight them off.:Ignore.")) { - case 1: - if (countitem(6497) >= 3 && Zeny >= 1000) { - mes "[Old Man in Dilemma]"; - mes "You don't seem to be strong enough to fight off demons."; - next; - mes "[Old Man in Dilemma]"; - mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; - next; - if(select("Create.:No, thank you.") == 1) { - if (countitem(6497) >= 3 && Zeny >= 1000) { - specialeffect2 EF_CONE; - specialeffect EF_FORESTLIGHT2; - Zeny -= 1000; - getitem 12775,1; //Ancient_Spirit_Agimat - } else { - mes "[Old Man in Dilemma]"; - mes "Short on materials."; - close; - } - } - mes "[Old Man in Dilemma]"; - mes "Hope you win the fight with the demon."; - close; - } - mes "[Old Man in Dilemma]"; - mes "Can't make it now but there is an old way of making it handed down by generations."; - next; - mes "[Old Man in Dilemma]"; - mes "You need to call upon the power of Ancient Spirits. But you'll need several important materials first."; - next; - select("What are they?"); - mes "[Old Man in Dilemma]"; - mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations."; - next; - mes "[Old Man in Dilemma]"; - mes "But nobody can get this special item anymore."; - next; - select("Something money cannot buy?"); - mes "[Old Man in Dilemma]"; - mes "No, no... It's this round little thing, you see?"; - next; - select("Are you talking about Zeny?"); - mes "[Old Man in Dilemma]"; - mes "Looks similar to the special items handed down from generations."; - next; - mes "[Old Man in Dilemma]"; - mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons."; - next; - select("Sounds good."); - mes "[Old Man in Dilemma]"; - mes "In case you are too weary to take on the demons..."; - next; - mes "[Old Man in Dilemma]"; - mes "Come by with 3 Lesser Agimats and 1,000 of those so-called Zeny."; - next; - mes "[Old Man in Dilemma]"; - mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min."; - close; - case 2: - mes "[Old Man in Dilemma]"; - mes "Hope you win the fight with the demon."; - close; - } -} - -ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ - if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) { - mes "Cannot proceed because you have too many items in your possession."; - close; - } - mes "[Tikbalang Expert]"; - mes "I spent 90% of my life studying Tikbalang."; - next; - switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { - case 1: - mes "[Tikbalang Expert]"; - mes "What! I might be imagining things."; - next; - mes "[Tikbalang Expert]"; - mes "I look younger than I am because of my baby face. Ha ha ha~"; - next; - select("... ... ..."); - mes "[Tikbalang Expert]"; - mes "Trust!! They say faith will bring you luck."; - close; - case 2: - mes "[Tikbalang Expert]"; - mes "Ha ha... You ask the right question."; - mes "I'm a specialist in that field. Ask me anything."; - next; - select("Why won't you answer me?"); - mes "[Tikbalang Expert]"; - mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything."; - next; - while(1) { - switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { - case 1: - mes "[Tikbalang Expert]"; - mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway."; - next; - mes "[Tikbalang Expert]"; - mes "Oh! Do you have any other questions?"; - next; - mes "[Tikbalang Expert]"; - mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions."; - close; - case 2: - mes "[Tikbalang Expert]"; - mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel."; - next; - mes "[Tikbalang Expert]"; - mes "They are mischievous creatures."; - next; - mes "[Tikbalang Expert]"; - mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out."; - next; - mes "[Tikbalang Expert]"; - mes "Or go on your way quietly without disrupting the Tikbalangs."; - next; - mes "[Tikbalang Expert]"; - mes "Ha ha ha ha~ But everyone knows adventurers are never quiet while they travel, right?"; - next; - mes "[Tikbalang Expert]"; - mes "Never..."; - break; - case 3: - mes "[Tikbalang Expert]"; - mes "They say Tikbalangs have several distinctions."; - next; - mes "[Tikbalang Expert]"; - mes "First, they are very tall ^AAAAAA(tsk... wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down."; - next; - mes "[Tikbalang Expert]"; - mes "Second, is the standard characteristics acknowledged by the association. They have heads and feet like a horse."; - next; - mes "[Tikbalang Expert]"; - mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell."; - break; - case 4: - mes "[Tikbalang Expert]"; - mes "There are several fun rumors about Tikbalangs."; - next; - mes "[Tikbalang Expert]"; - mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature."; - next; - mes "[Tikbalang Expert]"; - mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles."; - next; - mes "[Tikbalang Expert]"; - mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'."; - next; - mes "[Tikbalang Expert]"; - mes "The association speculates that sayings like 'it rains on Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying."; - next; - mes "[Tikbalang Expert]"; - mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet."; - break; - case 5: - mes "[Tikbalang Expert]"; - mes "Tikbalangs usually live in dark, busy places where there aren't many people around."; - next; - mes "[Tikbalang Expert]"; - mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees."; - next; - mes "[Tikbalang Expert]"; - mes "And this is just my opinion but wouldn't you agree that they are living in dark places because it is easier to play pranks on people?"; - break; - } - next; - } - case 3: - mes "[Tikbalang Expert]"; - mes "Ha ha ha. Do you now know how great I am?"; - next; - if (countitem(6496) >= 3 && countitem(6497) >= 5) { - mes "[Tikbalang Expert]"; - mes "Oh! Isn't this material to make 'Tikbalang Belt' used to tame Tikbalangs?"; - next; - mes "[Tikbalang Expert]"; - mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?"; - next; - switch(select("Yes, Im interested.:No, I can capture one myself.")) { - case 1: - delitem 6496,3; //Tikbalang_Thick_Spine - getitem 12699,1; //Tikbalang_Belt - mes "[Tikbalang Expert]"; - mes "Yiiiiiiiiiiii! Yap!"; - next; - specialeffect EF_SONICBLOW2; - select("Huh?"); - mes "[Tikbalang Expert]"; - mes "The '^F80835Tikbalang Belt^000000' is already created."; - close; - case 2: - mes "[Tikbalang Expert]"; - mes "You? Ha... You can try if you want to."; - close; - } - } - mes "[Tikbalang Expert]"; - mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; - next; - switch(select("Easy way.:Hard way.")) { - case 1: - mes "[Tikbalang Expert]"; - mes "Ha ha. I've come up with the easy way myself."; - next; - mes "[Tikbalang Expert]"; - mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs."; - next; - mes "[Tikbalang Expert]"; - mes "Ha ha ha ha ha!"; - mes "I will say it again."; - mes "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?"; - close; - case 2: - mes "[Tikbalang Expert]"; - mes "It's easy for me but I don't know about you."; - next; - mes "[Tikbalang Expert]"; - mes "Tikbalangs have a sharp, pointy mane behind their neck."; - next; - mes "[Tikbalang Expert]"; - mes "Of course! There are several of them but you must get the three thickest ones."; - next; - mes "[Tikbalang Expert]"; - mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out."; - next; - mes "[Tikbalang Expert]"; - mes "Now let me explain how to pull these manes out."; - next; - mes "[Tikbalang Expert]"; - mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang."; - next; - mes "[Tikbalang Expert]"; - mes "Of course! The Tikbalang will get mad and try to shake you off with all its might."; - next; - mes "[Tikbalang Expert]"; - mes "All you have to do is hold on until the Tikbalang gets exhausted."; - next; - mes "[Tikbalang Expert]"; - mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But let's not focus on too much details."; - next; - mes "[Tikbalang Expert]"; - mes "Which means!! The Tikbalang is already tamed."; - close; - } - } -} - -// Upgrade Boss Equipment :: malaya_mvpitem -//============================================================ -ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ - mes "[Bayani]"; - mes "I will upgrade your armor if you bring one that holds enormous power."; - next; - switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) { - case 1: - mes "[Bayani]"; - mes "Your questions are too simple, but!"; - next; - mes "[Bayani]"; - mes "Are also important."; - next; - mes "[Bayani]"; - mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon."; - next; - mes "[Bayani]"; - mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya."; - next; - mes "[Bayani]"; - mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya."; - next; - mes "[Bayani]"; - mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot."; - next; - mes "[Bayani]"; - mes "As just mentioned."; - next; - mes "[Bayani]"; - mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters."; - close; - case 2: - mes "[Bayani]"; - mes "Learned well."; - mes "Seems you learned that there is no such thing as free in life."; - next; - mes "[Bayani]"; - mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000."; - next; - mes "[Bayani]"; - mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining."; - next; - mes "[Bayani]"; - mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!"; - next; - mes "[Bayani]"; - mes "You get a completely new and improved armor from old scraps."; - next; - mes "[Bayani]"; - mes "Always look forward to this."; - close; - case 3: - mes "[Bayani]"; - mes "Listen, because this is a very important question."; - next; - mes "[Bayani]"; - mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful."; - next; - mes "[Bayani]"; - mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!"; - next; - while (1) { - switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { - case 1: - mes "[Bayani]"; - mes "Looks like you ran out of questions."; - mes "Don't forget. You'll have to give up something to gain something."; - close; - case 2: - mes "[Bayani]"; - mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone."; - next; - mes "[Bayani]"; - mes "But I'm sure the inner you thinks this isn't enough."; - next; - mes "[Bayani]"; - mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded."; - next; - break; - case 3: - mes "[Bayani]"; - mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements."; - next; - mes "[Bayani]"; - mes "But not enough. Can't believe that a shield doesnt have a place to equip a card."; - next; - mes "[Bayani]"; - mes "That is why I can add an extra slot for a card to your socket if upgraded."; - next; - break; - case 4: - mes "[Bayani]"; - mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters."; - next; - mes "[Bayani]"; - mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!"; - next; - mes "[Bayani]"; - mes "Don't worry! I can add an extra slot for a card to your socket if upgraded."; - next; - break; - case 5: - mes "[Bayani]"; - mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above."; - next; - mes "[Bayani]"; - mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people."; - next; - mes "[Bayani]"; - mes "But of course, +14 refinement isn't easy but there is an easy way to get it."; - next; - mes "[Bayani]"; - mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!"; - next; - mes "[Bayani]"; - mes "And it doesn't end there!!"; - mes "I will also put in an extra slot in your socket to add a card."; - next; - break; - } - mes "[Bayani]"; - mes "However, you'll have to give up something to gain something."; - next; - mes "[Bayani]"; - mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; - next; - mes "[Bayani]"; - mes "Think it through. Next question?"; - next; - } - } - mes "[Bayani]"; - mes "Ha ha ha ha ha ha ha! Good!"; - mes "You've brought the materials, right?"; - next; - if (select("Oh... sorry...:Preparations are complete!!") == 1) { - mes "[Bayani]"; - mes "Oh no!!"; - mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!"; - close; - } - if (countitem(6499) < 20) { - mes "[Bayani]"; - mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item."; - close; - } - mes "[Bayani]"; - mes "So what armor will it be?"; - next; - switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { - case 1: - .@part = EQI_ARMOR; - .@item = 15051; - .@newItem = 15052; - break; - case 2: - .@part = EQI_HAND_L; - .@item = 2169; - .@newItem = 2170; - break; - case 3: - .@part = EQI_GARMENT; - .@item = 2590; - .@newItem = 2591; - break; - case 4: - .@part = EQI_SHOES; - .@item = 2491; - .@newItem = 2492; - break; - } - - if (!(.@item)) { - mes "[Bayani]"; - mes "You should wear the equipment to upgrade and not come without it on you."; - close; - } else if (getequipid(.@part) != .@item) { - mes "[Bayani]"; - mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + "."; - close; - } else if (getequiprefinerycnt(.@part) < 9) { - mes "[Bayani]"; - mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor."; - close; - } - - mes "[Bayani]"; - mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement."; - next; - mes "[Bayani]"; - mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?"; - next; - if (select("No.:Yes.") == 1) { - mes "[Bayani]"; - mes "What? You didn't know this? Then, read through my instructions and come back again."; - close; - } - mes "[Bayani]"; - mes "Good. Next question. Once refinement is done,"; - mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; - mes "Do you understand this point?"; - next; - if (select("No.:Yes.") == 1) { - mes "[Bayani]"; - mes "What? You didn't know this? Then, read through my instructions and come back again."; - close; - } - mes "[Bayani]"; - mes "Awesome! Then let's start refining " + getitemname(.@item) + "."; - next; - specialeffect EF_SONICBLOW; - mes "[Bayani]"; - mes "Pow!! Wow!! Flip... flop!"; - next; - specialeffect2 EF_TRIPLEATTACK; - mes "[Bayani]"; - mes "BAM!!"; - next; - - delitem 6499,20; //Ancient_Grudge - delequip .@part; - getitem .@newItem, 1; - - mes "[Bayani]"; - mes "Ha ha. Perfect."; - mes "Congratulations. Your armor is better than ever."; - close; -} - -// Secret in the Woods :: malaya_buwaya -//============================================================ -malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{ - if (malaya_hi < 10) { - mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -"; - next; - mes "- Would there be anyone to talk to in the village? -"; - close; - } else if (malaya_hi < 20) { - mes "[Guard]"; - mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya."; - mes "The place is closer to mother nature than what we have here."; - next; - mes "[Guard]"; - mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there."; - close; - } - if (malaya_buwaya == 0) { - mes "[Guard]"; - mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?"; - next; - if (BaseLevel < 100) { - mes "[Guard]"; - mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there."; - next; - mes "[Guard]"; - mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha."; - close; - } - mes "[Guard]"; - mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?"; - next; - if (select("Treasure?:Ignore.") == 2) { - mes "[Guard]"; - mes "Are you ignoring me? Bah."; - close; - } - mes "[Guard]"; - mes "Oh, so you aren't here to look for treasure?"; - next; - mes "[Guard]"; - mes "I hear people are talking about a mysterious treasure hidden deep in the woods."; - malaya_buwaya = 1; - setquest 2271; - next; - } - if (malaya_buwaya == 1) { - mes "[Guard]"; - mes "Do you see that group of people over there? They always gather and talk about it every day."; - mes "Try talking to them if you are interested, too."; - close; - } - mes "[Guard]"; - mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha."; - close; -OnTouch: - if ((malaya_hi > 19) && (malaya_buwaya == 0)) { - emotion e_gasp; - emotion e_gasp,1; - } - end; -} -malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{ - if (malaya_hi < 20) { - mes "- Look at you warily while whispering to each other. -"; - close; - } else if (malaya_buwaya == 1) { - emotion e_gasp,0,"buwaya_A"; - mes "[Port Malaya Villager]"; - mes "No, I heard they got lost in the woods."; - mes "Who would hide such a treasure from a small village like ours?"; - next; - emotion e_swt2,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods."; - next; - emotion e_no,0,"buwaya_C"; - mes "[Port Malaya Villager]"; - mes "No. Listen to me."; - next; - mes "[Port Malaya Villager]"; - mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000."; - mes "Well, did you know Totoy came back from the woods recently?"; - next; - emotion e_omg,0,"buwaya_A"; - emotion e_omg,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "Really??? He came back alive?"; - next; - emotion e_gasp,0,"buwaya_C"; - mes "[Port Malaya Villager]"; - mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out."; - next; - emotion e_what,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "Why?"; - next; - emotion e_gasp,0,"buwaya_C"; - mes "[Port Malaya Villager]"; - mes "Don't you get it? Totoy must have found the treasure."; - next; - emotion e_omg,0,"buwaya_A"; - emotion e_omg,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "What!!!! Then ^3131FFTotoy^000000 is rich now?"; - next; - emotion e_no,0,"buwaya_C"; - mes "[Port Malaya Villager]"; - mes "I don't think so."; - mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything."; - mes "But then, I must have missed it because I ran back home right away."; - next; - emotion e_what,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "Then what is ^3131FFTotoy^000000 doing at home?"; - next; - emotion e_dots,0,"buwaya_C"; - mes "[Port Malaya Villager]"; - mes "I think Totoy is making a plan to bring the treasure back without us knowing it."; - mes "To have the whole treasure for himself, that greedy kid."; - next; - emotion e_what,0,"buwaya_A"; - mes "[Port Malaya Villager]"; - mes "Is that true?"; - next; - emotion e_lv2,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "The treasure would be in better hands with me ~"; - mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~"; - next; - emotion e_dots,0,"buwaya_C"; - mes "[Port Malaya Villager]"; - mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?"; - next; - emotion e_what,0,"buwaya_A"; - mes "[Port Malaya Villager]"; - mes "Wow. That is an awesome idea. No wonder you're the leader!"; - next; - emotion e_dots,0,"buwaya_A"; - mes "[Port Malaya Villager]"; - mes "But will ^3131FFTotoy^000000 give up the information easily?"; - mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure."; - next; - emotion e_sob,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves."; - next; - emotion e_sob,0,"buwaya_B"; - mes "[Port Malaya Villager]"; - mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!"; - malaya_buwaya = 2; - erasequest 2271; - setquest 2272; - close; - } else if (malaya_buwaya == 2) { - mes "- Better pay a visit to this Totoy to get more information about the treasure. -"; - close; - } else { - mes "- People are talking with serious faces. -"; - close; - } -} -malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 4_F_MALAYA -malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 4_M_MALAYA - -ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ - if ((malaya_hi < 20) || (malaya_buwaya < 2)) { - mes "- See someone shaky with dopey eyes. -"; - close; - } - if (malaya_buwaya == 2) { - mes "- See someone shaky with dopey eyes. -"; - next; - if (select("Tap him on the shoulder.:Ignore him.") == 2) - close; - emotion e_omg; - mes "[Totoy]"; - mes "Wah! No! Go away! Leave me alone!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Hey, are you alright?"; - next; - mes "[Totoy]"; - mes "Huh... you're a person? Who are you?"; - next; - mes "- He looks you straight in the face but doesn't seem to recognize you. -"; - next; - mes "[Totoy]"; - mes "Who's there?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; - next; - mes "[Totoy]"; - mes "What treasure?"; - mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated."; - next; - mes "[" + strcharinfo(0) + "]"; - mes "What happened?"; - next; - mes "[Totoy]"; - mes "Can't talk long. I need to heal my eyes first."; - mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?"; - malaya_buwaya = 3; - close; - } else if (malaya_buwaya == 3) { - if (!countitem(506)) { - mes "[Totoy]"; - mes "Can't talk long. I need to heal my eyes first."; - mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?"; - close; - } - mes "[Totoy]"; - mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy."; - next; - if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) { - mes "[Totoy]"; - mes "Did you really leave? Hey! Darn!"; - } else { - mes "[Totoy]"; - mes "Gulp, gulp..."; - delitem 506,1; //Green_Potion - malaya_buwaya = 4; - } - close; - } else if (malaya_buwaya == 4) { - emotion e_gasp; - mes "[Totoy]"; - mes "I can see!! My eyes work!!!"; - mes "Yay! I feel better now!"; - next; - emotion e_dots,1; - emotion e_no1; - mes "[Totoy]"; - mes "Wow! You look better than you sounded. Ha ha."; - next; - mes "[Totoy]"; - mes "But what did you say? Something about a treasure?"; - mes "Did you say I found a treasure?"; - mes "What is that about?"; - next; - select("Tell him what the people are talking about."); - emotion e_heh; - mes "[Totoy]"; - mes "WHAT?"; - mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!"; - next; - emotion e_pif; - mes "[Totoy]"; - mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!"; - next; - emotion e_dots; - mes "[Totoy]"; - mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?"; - next; - if (select("What Totoy saw:About bugs") == 2) { - mes "[Totoy]"; - mes "I only wanted to show people my collection of cute bugs. Ha ha."; - next; - emotion e_heh; - mes "[Totoy]"; - mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?"; - next; - mes "[Totoy]"; - mes "I love to see people run around the village like they are in a marathon. He he."; - next; - } - mes "[Totoy]"; - mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed."; - next; - mes "[Totoy]"; - mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world."; - next; - emotion e_dots; - mes "[Totoy]"; - mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves."; - next; - mes "[Totoy]"; - mes "- Totoy bends over and whispers to you as if walls have ears. -"; - next; - mes "[Totoy]"; - mes "There was a monster with a mouth the size of a house right behind me."; - next; - select("A monster?!"); - mes "[Totoy]"; - mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide."; - next; - mes "[Totoy]"; - mes "The scariest part is that the monster has two heads. You won't believe it till you see it."; - next; - emotion e_sob; - mes "[Totoy]"; - mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~"; - next; - mes "[Totoy]"; - mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back."; - next; - select("About the monster"); - mes "[Totoy]"; - mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?"; - next; - mes "[Totoy]"; - mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters."; - next; - mes "[Totoy]"; - mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store."; - next; - mes "[Totoy]"; - mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!"; - malaya_buwaya = 5; - erasequest 2272; - setquest 2273; - close; - } else if (malaya_buwaya == 5) { - mes "[Totoy]"; - mes "I have to make a grave for Ed. My loyal friend, Ed..."; - mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store."; - close; - } else if (malaya_buwaya == 6) { - mes "[Totoy]"; - mes "Ed!! Eeeeeddddddd!!!"; - mes "Can't believe you gave your life to save me. Wail!!!"; - next; - mes "- Totoy can't be lying when he's crying his heart out like this. -"; - close; - } else if (malaya_buwaya == 7) { - mes "[Totoy]"; - mes "Where I saw the monster?"; - next; - mes "[Totoy]"; - mes "Um... Hmm..."; - mes "I was so busy running away..."; - next; - mes "[Totoy]"; - mes "It was really deep in the woods. Probably even past Baryo Mahiwaga."; - mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember."; - close; - } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) { - mes "[Totoy]"; - mes "Poor Ed. I miss Ed. Wail!!!!"; - close; - } else if (malaya_buwaya == 12) { - emotion e_sob; - mes "[Totoy]"; - mes "Poor Ed. I miss Ed. Wail!!!!"; - next; - enablenpc "Dog#buwaya_totoi"; - mes "[Dog]"; - mes "Bark bark!!"; - next; - emotion e_omg; - mes "[Totoy]"; - mes "Ed!!"; - mes "Ed!!! You're alive!!!"; - mes "You've come back!!! I'm so happy!!!!"; - next; - mes "[Totoy]"; - mes "Did you bring Ed back?"; - mes "Thank you so much!"; - mes "You didn't see the monster, did you?"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again."; - next; - mes "[Totoy]"; - mes "Okay!"; - mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore."; - next; - mes "[Dog]"; - mes "Whimper..."; - next; - mes "[Totoy]"; - mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!"; - next; - mes "[Dog]"; - mes "Bark bark!!"; - next; - /* - // Better translation needed. - mes "[Totoy]"; - mes "Um... hey!"; - next; - select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?"); - emotion e_omg,1; - mes "[Totoy]"; - mes "Huh?"; - if (!Sex) { - mes "Totoy is a girl, and you are a boy."; - mes "You're not a boy?"; - } else { - mes "Totoy is a girl, and you are a girl."; - mes "You're not a girl?"; - } - next; - mes "[Totoy]"; - mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!"; - next; - */ - mes "[Totoy]"; - mes "Anyway, thanks for bringing my best friend back."; - mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-"; - malaya_buwaya = 13; - erasequest 2278; - setquest 2279; - close; - } else if (malaya_buwaya == 13) { -// if (IsPremiumPcCafe == 10) - .@amount = 10; -// else -// .@amount = 5; - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { - mes "- Wait!! -"; - mes "- You have too many items on you. -"; - mes "- Cannot receive the item. -"; - mes "- Clean up your items -"; - mes "- And please try again. -"; - close; - } - mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -"; - next; - mes "[Totoy]"; - mes "Found it!"; - next; - mes "[Totoy]"; - mes "Here. My mom gave it to me but I don't know how to use it... He he."; - mes "I hope you can use it."; - next; - mes "[Totoy]"; - mes "Visit me when you get bored!"; - mes "Just don't ask about the treasure again~!"; - next; - mes "[Dog]"; - mes "Woof woof woof!!!!"; - malaya_buwaya = 14; - getitem 6497,5; //Lesser_Agimat - disablenpc "Dog#buwaya_totoi"; - erasequest 2279; - setquest 2280; - close; - } else { - mes "[Totoy]"; - mes "Ed went out to play so I'm alone."; - mes "Would there be something awesome to surprise people with?"; - close; - } -OnTouch: - emotion e_omg; - end; -} - -ma_in01,43,101,7 script Dog#buwaya_totoi 4_DOG01,{ - end; -OnInit: - disablenpc "Dog#buwaya_totoi"; - end; -} - -ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{ - if (malaya_buwaya == 3) { - mes "- You look for the Green Potion in Totoys drawer. -"; - next; - mes "- Rummaging, fumbling. -"; - next; - mes "- Rummaging, fumbling. -"; - mes "- Rummaging, fumbling. -"; - next; - mes "- Clunk, clank, crunch. -"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "What? I only see an empty potion bottle."; - mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker."; - close; - } - end; -} - -malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ - if ((malaya_hi < 20) || (malaya_buwaya < 5)) { - mes "[Master of Hunting]"; - mes "Oh! Ho! Ho!"; - mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders..."; - close; - } - if (malaya_buwaya == 5) { - mes "[Master of Hunting]"; - mes "Yo! Ho! Ho!"; - mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous."; - next; - mes "[Master of Hunting]"; - mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world."; - mes "Wow! He was really tough. I'm starting to sweat just thinking of him."; - next; - mes "[Master of Hunting]"; - mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!"; - next; - mes "[Master of Hunting]"; - mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!"; - next; - if (select("About Totoys monster:Interrupt.") == 2) { - mes "[Master of Hunting]"; - mes "Oh? Hey! Where are you going?!"; - close; - } - mes "[Master of Hunting]"; - mes "You say someone saw the monster?"; - next; - mes "[Master of Hunting]"; - mes "There are many monsters in and out of Port Malaya. What is so special about this one?"; - next; - select("About a monster with two heads"); - mes "[Master of Hunting]"; - mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!"; - next; - mes "[Master of Hunting]"; - mes "The kid must have been scared by a Condor or something."; - mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!"; - next; - mes "[Master of Hunting]"; - mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!"; - next; - if (select("I will prove it.:Suspicious of Totoy.") == 2) { - mes "[Master of Hunting]"; - mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; - malaya_buwaya = 6; - close; - } - mes "[Master of Hunting]"; - mes "Oh! Really? Bring proof if you really think the kid is telling the truth."; - next; - mes "[Master of Hunting]"; - mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!"; - next; - mes "[Master of Hunting]"; - mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; - next; - mes "[Master of Hunting]"; - mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; - malaya_buwaya = 7; - erasequest 2273; - setquest 2274; - close; - } else if (malaya_buwaya == 6) { - mes "[Master of Hunting]"; - mes "Oh, you're back!"; - next; - if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) { - mes "[Master of Hunting]"; - mes "It was a kid's joke. Ha ha."; - close; - } - mes "[Master of Hunting]"; - mes "Oh! Really? Bring proof if you really think the kid is telling the truth."; - next; - mes "[Master of Hunting]"; - mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!"; - next; - mes "[Master of Hunting]"; - mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; - next; - mes "[Master of Hunting]"; - mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; - malaya_buwaya = 7; - erasequest 2273; - setquest 2274; - close; - } else if (malaya_buwaya == 7) { - if (countitem(6519) < 10) { - mes "[Master of Hunting]"; - mes "Bring me back samples if you want to prove there is a monster with two heads."; - close; - } - mes "[Master of Hunting]"; - mes "Argh! That's so foul."; - mes "You've really brought back the samples."; - mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench."; - delitem 6519,10; //Collected_Sample - malaya_buwaya = 8; - erasequest 2274; - setquest 2275; - close; - } else if (malaya_buwaya == 8) { - mes "[Master of Hunting]"; - mes "Ho! Shall I?"; - next; - mes "- Rummaging, fumbling. -"; - next; - mes "- Rummaging, fumbling. -"; - mes "- Wriggling, wiggling. -"; - next; - mes "- Rummaging, fumbling. -"; - mes "- Wriggling, wiggling. -"; - mes "- Sway, swag. -"; - next; - mes "[Master of Hunting]"; - mes "Ho! This is!!"; - next; - mes "[Master of Hunting]"; - mes "Wow! Ho! Ho! Ho! Awesome!!!!!!"; - next; - mes "[Master of Hunting]"; - mes "You! Come here and feel this!"; - malaya_buwaya = 9; - enablenpc "#buwaya_soil"; - close; - } else if (malaya_buwaya == 9) { - mes "[Master of Hunting]"; - mes "Don't just stand there. Touch the sample!"; - enablenpc "#buwaya_soil"; - close; - } else if (malaya_buwaya == 10) { - mes "[Master of Hunting]"; - mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village."; - close; - } else { - mes "[Master of Hunting]"; - mes "Snooze..."; - close; - } -} - -malaya,291,152,3 script #buwaya_soil 4_SOIL,{ - if (malaya_buwaya == 9) { - mes "- Rummaging, fumbling. -"; - next; - mes "- Rummaging, fumbling. -"; - mes "- Wriggling, wiggling. -"; - next; - mes "- Rummaging, fumbling. -"; - mes "- Wriggling, wiggling. -"; - mes "- Sway, swag. -"; - next; - if (rand(1,10) <= 5) { - mes "[" + strcharinfo(0) + "]"; - mes "I don't see anything."; - next; - mes "[Master of Hunting]"; - mes "It can't be! Look closer!"; - } else { - mes "- Felt something pointy with the end of your fingers. -"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Ouch!"; - mes "What is this?"; - next; - mes "[Master of Hunting]"; - mes "Ho! This is huge! And so dense that it can easily scratch steel!"; - next; - mes "[Master of Hunting]"; - mes "This is ^3131FFBuwaya^000000's tooth!"; - mes "How could this be!"; - next; - select("Buwaya?"); - mes "[Master of Hunting]"; - mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands."; - next; - mes "[Master of Hunting]"; - mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it."; - next; - mes "[Master of Hunting]"; - mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya."; - next; - mes "[Master of Hunting]"; - mes "They say no living thing is left after Buwaya passes by."; - mes "Totoy is one lucky kid. Wow!"; - next; - mes "[Master of Hunting]"; - mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm."; - next; - mes "[Master of Hunting]"; - mes "Now that I know that a monster like that is out there, I should be cautious, too."; - mes "Must tell the villagers not to go too deep into the woods."; - next; - mes "[Master of Hunting]"; - mes "Please go and tell the Guard Leader that Buwaya is active again."; - mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya."; - malaya_buwaya = 10; - disablenpc "#buwaya_soil"; - erasequest 2275; - setquest 2276; - } - close; - } - end; -OnInit: - disablenpc "#buwaya_soil"; - end; -} - -- script Unknown Trace#buwaya -1,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { - mes "- Wait!! -"; - mes "- You have too many items on you. -"; - mes "- Cannot receive the item. -"; - mes "- Clean up your items -"; - mes "- And please try again. -"; - close; - } - if (malaya_buwaya == 7) { - if (countitem(6519) >= 10) { - mes "- You don't have to collect any more samples. -"; - close; - } - mes "- You see something entangled with soil and grass. -"; - next; - if (rand(1,10) <= 2) { - mes "- You are nauseous by the foul smell coming from the samples you are collecting. -"; - sc_start SC_POISON,5000,0; - close; - } - mes "- You slowing and cautiously collect the squashy and slightly warm substance. -"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "It's warm as a mother's bosom."; - getitem 6519,1; //Collected_Sample - disablenpc strnpcinfo(0); - initnpctimer; - close; - } - end; -OnTimer20000: - enablenpc strnpcinfo(0); - stopnpctimer; - end; -} -ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 4_SOIL -ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 4_SOIL -ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 4_SOIL -ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 4_SOIL -ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 4_SOIL -ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 4_SOIL -ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 4_SOIL - -malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { - mes "- Wait!! -"; - mes "- You have too many items on you. -"; - mes "- Cannot receive the item. -"; - mes "- Clean up your items -"; - mes "- And please try again. -"; - close; - } - if (malaya_hi < 20) { - mes "- Look at you warily while whispering to each other. -"; - close; - } - if (malaya_buwaya <= 10) { - mes "[Guard Leader]"; - mes "We are busy as hell because of Bangungots servants attacking the hospital."; - next; - mes "[Guard Leader]"; - mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya."; - } - if (malaya_buwaya == 10) { - next; - if (select("Tell him about Buwaya.:Done with conversation.") == 2) { - close; - } - mes "[Guard Leader]"; - mes "Buwaya? The merciless creature is back?"; - next; - mes "[Guard Leader]"; - mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot."; - next; - mes "[Guard Leader]"; - mes "And villagers need to go to the woods to collect fruits and vegetables."; - next; - mes "[Guard Leader]"; - mes "Hmm... will you be able to help Port Malaya?"; - next; - if (select("Leave it to me!:I'm pretty busy myself.") == 2) { - mes "[Guard Leader]"; - mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph."; - close; - } - mes "[Guard Leader]"; - mes "I knew I could count on you."; - next; - mes "[Guard Leader]"; - mes "Good. I will trust you."; - mes "I need to know where Buwaya will likely appear in order to secure villagers living area."; - mes "Guess Buwayas nest will be the best bet."; - next; - mes "[Guard Leader]"; - mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; - mes "Then we will run to where the smoke bomb was shot."; - next; - mes "[Guard Leader]"; - mes "Then take care and good luck."; - malaya_buwaya = 11; - erasequest 2276; - setquest 2277; - } else if (malaya_buwaya == 11) { - mes "[Guard Leader]"; - mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; - mes "Then we will run to where the smoke bomb was shot."; - } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) { - mes "[" + strcharinfo(0) + "]"; - mes "Let's first bring Ed to Totoy."; - } else if (malaya_buwaya == 14) { - mes "[Guard Leader]"; - mes "The Guard Leader gave you the location of Buwaya's cave."; - mes "This can't be happening."; - next; - mes "[Guard Leader]"; - mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got."; - next; - mes "[Guard Leader]"; - mes "Here, this is a symbol of our gratitude."; - mes "If you would like to help with Buwaya again, please look for me."; - mes "Hope you have a great journey."; - malaya_buwaya = 15; - getexp 1000000, 600000; - completequest 2280; - } else { - .@hunting = questprogress(2281,HUNTING); - if (!.@hunting) { - mes "[Guard Leader]"; - mes "Hear Buwaya appeared from the depth of the Forest."; - mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently."; - next; - mes "[Guard Leader]"; - mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya."; - mes "They say Buwaya is a very strong and ugly monster with two heads."; - mes "Will you help us defeat Buwaya?"; - next; - if (select("Of course.:Nope.") == 2) { - mes "[Guard Leader]"; - mes "Buwaya is known to be a very dangerous monster."; - mes "There is no shame in rejecting this request."; - close; - } - if (BaseLevel < 130) { - mes "[Guard Leader]"; - mes "This mission will be a dangerous one."; - mes "If you want to help get rid of Buwaya, you must be prepared."; - mes "Come back once you reach LV 130."; - close; - } - mes "[Guard Leader]"; - mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later."; - next; - mes "[Guard Leader]"; - mes "Keep this in mind and be cautious at all times."; - mes "I recommend asking trustful colleagues for help."; - setquest 2281; - } else if (.@hunting == 1) { - mes "[Guard Leader]"; - mes "How is it going with the Buwaya situation?"; - next; - if (select("I give up.:Still fighting.") == 2) { - mes "[Guard Leader]"; - mes "Keep this in mind and be cautious at all times."; - mes "I recommend asking trustful colleagues for help."; - close; - } - mes "[Guard Leader]"; - mes "Buwaya is known to be a very dangerous monster."; - mes "There is no shame in rejecting this request."; - erasequest 2281; - } else if (.@hunting == 2) { -// if (IsPremiumPcCafe == 10) - .@amount = 10; -// else -// .@amount = 5; - mes "[Guard Leader]"; - mes "Can't believe you really got rid of Buwaya!"; - mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night."; - next; - mes "[Guard Leader]"; - mes "Good work."; - erasequest 2281; - getitem 6497, .@amount; //Lesser_Agimat - getexp 0,600000; - } else { - mes "[Guard Leader]"; - mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself."; - erasequest 2281; - } - } - close; -} - -ma_fild02,307,245,0 script #buwaya_todog1 HIDDEN_WARP_NPC,3,3,{ - end; -OnTouch: - if (malaya_buwaya == 11) { - enablenpc "Dog#buwaya"; - //mes "[Here something]"; - mes "Bark bark!!"; - close; - } - end; -} -ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 HIDDEN_WARP_NPC,3,3 -ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 HIDDEN_WARP_NPC,7,7 - -ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ - if (malaya_buwaya == 11) { - mes "[Dog]"; - mes "Bark bark!!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Why is a dog here?"; - next; - if (select("Look closely at the dog.:Ignore it.") == 2) { - mes "[" + strcharinfo(0) + "]"; - mes "Looks like a lost dog."; - close; - } - mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -"; - next; - mes "- The collar says, 'Forever with Totoy'. -"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "So you are Ed?"; - next; - mes "[Dog]"; - mes "Bark bark!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner."; - next; - emotion e_ho; - mes "[Dog]"; - mes "Bark bark!!"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Ah, before we go, do you happen to know where Buwaya's nest is?"; - next; - mes "[Dog]"; - mes "Woof!"; - next; - mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Buwaya is over there!"; - mes "Then I should shoot the smoke bomb here."; - next; - mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -"; - next; - mes "^FF0000- Shoook-^000000"; - enablenpc "Guard#buwayacave"; - specialeffect2 EF_MVP; - next; - mes "[Guard]"; - mes "Job well done!"; - mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!"; - disablenpc "Guard#buwayacave"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "Should I return Ed to Totoy first and then go see the Guard Leader?"; - next; - mes "[Dog]"; - mes "Bark bark!"; - malaya_buwaya = 12; - disablenpc "Dog#buwaya"; - erasequest 2277; - setquest 2278; - close; - } else if (malaya_buwaya == 12) { - mes "[" + strcharinfo(0) + "]"; - mes "Lets first bring Ed to Totoy and then go back to the Guard Leader."; - close; - } - end; -OnInit: - disablenpc "Dog#buwaya"; - end; -} - -ma_fild02,308,262,3 script Guard#buwayacave 4_MAL_SOLDIER,{ - end; -OnInit: - disablenpc "Guard#buwayacave"; - end; -} - -// Bakonawa Extermination :: malaya_bakonawa -//============================================================ -malaya,280,331,4 script Singing Man#bako1 4_M_BARYO_MAN,{ - if (malaya_bakona1 < 5) { - mes "[Singing Man]"; - mes "Story of dragon that lives at a lake~"; - mes "Story of an old lady"; - mes "that became a dragon long ago~"; - next; - mes "[Singing Man]"; - mes "Waiting for the son that left for a foreign land,"; - mes "my son will return"; - mes "when that moon sets for the 90th time"; - next; - mes "[Singing Man]"; - mes "The moon sets for the 89th,"; - mes "The moon sets for the 90th,"; - mes "The moon sets for the 191st..."; - next; - mes "[Singing Man]"; - mes "That moon has taken my son away~"; - mes "That horrible thing"; - mes "has swallowed my son,"; - mes "and I will punish that moon~"; - next; - mes "[Singing Man]"; - mes "The day the furious moon hides itself from sight,"; - mes "the whole world will be flooded with rain"; - mes "with all the villages and people facing death under water~"; - next; - mes "[Singing Man]"; - mes "The old lady's curse made the moon furious~"; - mes "Get rid of the old lady to calm the moon~"; - mes "If only the old lady wasn't here, If only the old lady wasn't here..."; - next; - mes "[Singing Man]"; - mes "I hear rumors~"; - mes "The old lady threw herself into the lake~"; - mes "the old lady, now turned into a dragon, will swallow the moon"; - mes "and soon swallow the village too~"; - close; - } else { - mes "[Singing Man]"; - mes "You say the legend is all a lie?"; - mes "You mean my ancestors are all liars"; - mes "and swindlers?"; - next; - mes "[Singing Man]"; - mes "This village is built on an old legend"; - mes "and history."; - mes "They are not the kind of people that will be shaken by"; - mes "foolish words of an imbecile such as yourself."; - close; - } -} - -malaya,275,333,5 script Singing Woman#bako1 4_F_BARYO_WOMAN,{ - if (malaya_bakona1 < 5) { - mes "[Singing Woman]"; - mes "Bakonawa that live at a lake,"; - mes "story of an old lady that became a dragon."; - next; - mes "[Singing Woman]"; - mes "The son that was suppose to return after the moon sets for the 90th time"; - mes "never did come back even after the moon had set for a few hundred times~"; - mes "The moon has swallowed the old lady's son~"; - next; - mes "[Singing Woman]"; - mes "The moon, the moon, you shall receive the old lady's curse~"; - mes "The whole village was immersed in death"; - mes "with rain and floods sent by the furious moon~"; - next; - mes "[Singing Woman]"; - mes "The moon, the moon, be still and be calm,"; - mes "for the old lady is gone and she is no more~"; - mes "The old lady has drowned in the lake~"; - mes "She will transform into Bakonawa and come back..."; - next; - mes "[Singing Woman]"; - mes "...to swallow you and"; - mes "punish the village soon~"; - mes "The day the moon dies"; - mes "is the day the village dies too~"; - close; - } else { - mes "[Singing Woman]"; - mes "The legends are all a lie?"; - mes "Why do you say such nonsense?"; - mes "Is there nothing"; - mes "that is important for you to protect?"; - next; - mes "[Singing Woman]"; - mes "Poor Bakonawa..."; - mes "I would be happy"; - mes "if she took a big bite out of someone like you!"; - close; - } -} - -malaya,290,329,4 script Frightened Boy#bako1 4_M_BARYO_BOY,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona1 < 5) { - mes "[Frightened Boy]"; - mes "The vicious monster Bakonawa will soon come"; - mes "to swallow the moon and take vengeance upon the village."; - mes "I'm scared, please help..."; - close; - } else { - mes "[Frightened Boy]"; - mes "The legend of Bakonawa is all a lie?"; - mes "So that means Bakonawa doesn't exist?"; - mes "I'm going to play with my friends at the lake later."; - mes "You told me it was all a lie right?"; - close; - } -} - -malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{ - if (malaya_hi < 20) { - mes "- She seems cautious of you. -"; - close; - } - if (malaya_bakona1 < 5) { - mes "[Frightened Maiden]"; - mes "It is said that Bakonawa hates loud noises."; - mes "Pound the pot if you want to live!"; - next; - switch(select("Hates loud noises?:What is Bakonawa?")) { - case 1: - mes "[Frightened Maiden]"; - mes "You already heard that the old lady"; - mes "died and became Bakonawa, right?"; - next; - mes "[Frightened Maiden]"; - mes "The legend has it that"; - mes "the old lady had very keen hearing"; - mes "because she was always focusing on"; - mes "the returning of her traveling son."; - next; - mes "[Frightened Maiden]"; - mes "So naturally, Bakonawa also"; - mes "has very keen hearing."; - mes "The reason why everyone is banging"; - mes "pots and pans is because of this."; - close; - case 2: - mes "[Frightened Maiden]"; - mes "It is a terrible monster that lives at a lake."; - mes "We are all trembling with fear"; - mes "because we don't know when it might attack the village."; - next; - mes "[Frightened Maiden]"; - mes "Some say that it is more obsessed with swallowing the moon"; - mes "than attacking the village."; - mes "if that's the case, I wish it would just swallow the moon"; - mes "and leave us alone."; - close; - } - } else { - mes "[Frightened Maiden]"; - mes "The villagers hate you now."; - mes "You've been saying that legend of Bakonawa"; - mes "is a lie and they are saying you are more of a monster"; - mes "than Bakonawa."; - close; - } -} - -malaya,272,339,5 script Old Fortune Teller#bako1 4_F_BARYO_OLD,{ - if (malaya_hi < 20) { - mes "- Old Fortune Teller seems cautious of you. -"; - close; - } - if (malaya_bakona1 < 5) { - mes "[Old Fortune Teller]"; - mes "You must not hate Bakonawa."; - mes "The hate against it is only feeding its rage"; - mes "to grow bigger."; - next; - mes "[Old Fortune Teller]"; - mes "To calm the dead lady's anger,"; - mes "we annually hold a ceremony and prepare food."; - mes "But there seems to be no way to calm the"; - mes "ever growing anger of the old lady."; - next; - mes "[Old Fortune Teller]"; - mes "The day is nearing. I can sense it."; - mes "Bakonawa will soon swallow the moon"; - mes "and come to punish the village."; - close; - } else { - mes "[Old Fortune Teller]"; - mes "How can you say the legend is a lie!"; - mes "Because of you, the fury of Bakonawa"; - mes "grew even larger!"; - mes "If the village perishes,"; - mes "it is all your fault!"; - close; - } -} - -malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ - if (checkweight(1301,3) == 0) { - mes "You cannot start the conversation. You are carrying too many items. -"; - close; - } - if (BaseLevel < 120) { - mes "[Old Legend Teller]"; - mes "There is something that needs to be done"; - mes "but you look too fragile"; - mes "to give me a hand."; - next; - mes "[Old Legend Teller]"; - mes "Come back when"; - mes "your strength grows strong enough"; - mes "to match Incubus."; - close; - } - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona1 == 0) { - mes "[Old Legend Teller]"; - mes "The old lady has come back"; - mes "to life as Bakonawa."; - mes "Soon she will come to take vengeance on the village."; - mes "We must calm her"; - mes "if to prevent further destruction..."; - next; - switch(select("Calm Bakonawa?:Further destruction?")) { - case 1: - mes "[Old Legend Teller]"; - mes "The old lady faced an unjust death"; - mes "because of villagers' selfishness."; - mes "She was a caring mother who loved her"; - mes "son dearly."; - next; - mes "[Old Legend Teller]"; - mes "If we track the whereabouts of her son and hold a ritual"; - mes "with her son's belongings,"; - mes "her restless soul will be calmed"; - mes "and she will spare us from destruction."; - next; - mes "[Villagers]"; - mes "It is no use sir!!"; - next; - mes "[Villagers]"; - mes "You cannot stop the monster that way!"; - next; - mes "[Old Legend Teller]"; - mes "Of course, it will not be easy to track down the whereabouts of a person"; - mes "who has been gone for a hundred years."; - mes "..."; - next; - mes "[Old Legend Teller]"; - mes "Still, don't you think"; - mes "it is worth a try?"; - mes "Please help us and save us from our misery."; - next; - switch(select("It is no use.:I'll help.")) { - case 1: - mes "[Old Legend Teller]"; - mes "Yes, you are also right."; - mes "You are up against not a human,"; - mes "but a monster."; - mes "Still, I trust in that old lady's"; - mes "good heart."; - close; - case 2: - mes "[Old Legend Teller]"; - mes "Will you do it?"; - mes "According to the legend,"; - mes "the old lady's son was limping"; - mes "and was a traveling merchant that sold wooden dolls."; - next; - mes "[Old Legend Teller]"; - mes "There is a ^FF0000Slate Piece^000000 he left."; - mes "But the piece is small and damaged,"; - mes "its hard to identify it."; - next; - mes "[Old Legend Teller]"; - mes "First, bring it to me."; - mes "Down along this path"; - mes "you will meet my granddaughter near the port."; - mes "Get the Slate Piece from there."; - malaya_bakona1 = 1; - setquest 1174; - close; - } - case 2: - mes "[Old Legend Teller]"; - mes "The grudge against the people of"; - mes "Bakonawa- I mean, the dead old lady."; - mes "The moon and this village..."; - mes "She will try to destroy it."; - next; - select("Take vengeance? After all these years?"); - mes "[Old Legend Teller]"; - mes "For some time, she has"; - mes "blamed the moon and"; - mes "resented the villagers."; - mes "The feeling grew larger as the time passed."; - next; - mes "[Old Legend Teller]"; - mes "Why do you think she became such a monster?"; - mes "What do you think went through her head"; - mes "for years and years?"; - mes "Anger and vengeance."; - next; - mes "[Old Legend Teller]"; - mes "Unforgettable grudge"; - mes "that she was abandoned."; - mes "against the moon and the village."; - mes "This is why this grudge must be resolved."; - close; - } - } else if (malaya_bakona1 == 1) { - mes "[Old Legend Teller]"; - mes "Please bring the ^FF0000Slate Piece^000000."; - mes "Down along this path"; - mes "you will meet my granddaughter near the port."; - mes "Get the Slate Piece from there."; - close; - } else if (malaya_bakona1 == 2) { - mes "[Old Legend Teller]"; - mes "Good, you have the Slate Piece."; - mes "Hold on to it and don't lose it."; - mes "It will be of helpful in tracking down the legend."; - next; - mes "[Old Legend Teller]"; - mes "I heard there is a man that lives by himself"; - mes "at the end of northwestern part of Forest Field."; - mes "I heard someone saw a wooden doll there."; - mes "It is such a remote place that people like us"; - mes "simply cannot travel there."; - mes "Could you visit the place for us?"; - next; - switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) { - case 1: - mes "[Old Legend Teller]"; - mes "You twisted youth!"; - close; - case 2: - mes "[Old Legend Teller]"; - mes "You have a point, but"; - mes "this is the best I can do for now."; - mes "The place is at the end of northwestern part of the forest."; - mes "After you pass the bridge and travel west,"; - mes "you will see a person."; - break; - case 3: - mes "[Old Legend Teller]"; - mes "You have a good heart young man!"; - mes "The place is at the end of northwestern part of the forest."; - mes "After you pass the bridge and travel west,"; - mes "You will see a ^0000FFMalaya Immigrant^000000."; - break; - } - mes "Good luck to you... for our sake..."; - erasequest 1175; - setquest 1176; - malaya_bakona1 = 3; - close; - } else if (malaya_bakona1 == 3) { - mes "[Old Legend Teller]"; - mes "The place is at the end of northwestern part of the forest."; - mes "After you pass the bridge and travel west,"; - mes "you will see a person."; - mes "Good luck to you... for our sake..."; - close; - } else if (malaya_bakona1 < 6) { - mes "[Old Legend Teller]"; - mes "The track of the old lady's son"; - mes "is connected all the way to"; - mes "Baryo Mahiwaga?"; - mes "There is a chance he wasn't a merchant..."; - mes "I'm really curious about who he was..."; - next; - mes "[Old Legend Teller]"; - mes "Why did you come back here"; - mes "instead of going straight to"; - mes "Baryo Mahiwaga?"; - close; - } else if (malaya_bakona1 == 6) { - mes "[Old Legend Teller]"; - mes "Is that really true?"; - mes "Bakonawa turning into an old lady"; - mes "and fabricating the legend..."; - mes "It seems all the villagers up until now"; - mes "have been manipulated by that terrible monster."; - next; - mes "[Old Legend Teller]"; - mes "There is no reason to hesitate then."; - mes "You must go into Bakonawa's lair"; - mes "before it attacks first."; - mes "I believe we can trust you to do this, yes?"; - next; - switch(select("Well...:Of course!")) { - case 1: - mes "[Old Legend Teller]"; - mes "The atmosphere was really good"; - mes "but suddenly it's all ruined."; - mes "I didn't expect you to be so shy..."; - close; - case 2: - mes "[Old Legend Teller]"; - mes "I will speak to"; - mes "the village chief for you"; - mes "so that you can enter the Bakonawa Lake."; - mes "Please get rid of this monster for us."; - erasequest 1179; - malaya_bakona1 = 7; -// if (IsPremiumPcCafe == 10) - getitem 6499,5; //Ancient_Grudge -// else -// getitem 6499,3; //Ancient_Grudge - getexp 500000,200000; - close; - } - close; - } else if (malaya_bakona1 == 7) { - if (malaya_bakona2 < 15) { - mes "[Old Legend Teller]"; - mes "If you don't mind,"; - mes "could you lend a hand to the Village Chief?"; - mes "Nobody cares for each other anymore"; - mes "because of Bakonawa..."; - next; - } - mes "[Old Legend Teller]"; - mes "The legend that"; - mes "we believed for a hundred years,"; - mes "all lies...."; - mes "Please get rid of this monster for us."; - close; - } -} - -ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{ - if (malaya_bakona1 < 3) { - mes "[Malaya Immigrant]"; - mes "You must have a brave heart"; - mes "to come to such a remote place."; - mes "How is Port Malaya these days?"; - mes "I heard the monster that lives at the lake, Baknoawa"; - mes "is threatening the villagers."; - mes "I am in the dark about what is going on because I'm here all the time."; - close; - } else if (malaya_bakona1 == 3) { - mes "[Malaya Immigrant]"; - mes "You must have a brave heart"; - mes "to come to such a remote place."; - mes "How is Port Malaya these days?"; - mes "I heard the monster that lives at the lake, Baknoawa"; - mes "is threatening the villagers."; - mes "I am in the dark about what is going on because I'm here all the time."; - next; - mes "[Malaya Immigrant]"; - mes "Are you the traveling merchant who used to sell Wooden Doll, right?"; - mes "I don't know about any traveling merchant, but by Wooden Doll"; - mes "(going through things) do you mean this?"; - mes "I don't know about the specifics, but"; - mes "I think it's related to what I heard long time ago."; - next; - switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) { - case 1: - mes "[Malaya Immigrant]"; - mes "I liked the environment here"; - mes "so I decided to stay and live."; - mes "There is no obligation here."; - mes "To me, that's as good as heaven."; - close; - case 2: - mes "[Malaya Immigrant]"; - mes "It is a very old Slate Piece."; - mes "I'm sorry but I never seen this before."; - mes "There is some kind of writing here"; - mes "but I can't make it out."; - close; - case 3: - mes "[Malaya Immigrant]"; - mes "It's a simple story."; - mes "^0000FFA wounded man who I had never seen before^000000"; - mes "^0000FFcame to my house and asked for help.^000000"; - mes "^0000FFOnce healed, he made a Wooden Doll^000000"; - next; - mes "[Malaya Immigrant]"; - mes "^0000FFthat is suppose to chase away evil spirits ^000000"; - mes "^0000FFas a token of gratitude,^000000"; - mes "^0000FFand left for Baryo Mahiwaga.^000000"; - next; - select("He left for Baryo Mahiwaga?"); - mes "[Malaya Immigrant]"; - mes "According to what I've heard"; - mes "that's correct. But the story has been"; - mes "passed on from mouth to mouth for a"; - mes "long time. I can't be sure."; - next; - mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,"; - mes "or ^0000FFBakonawa^000000,"; - mes "maybe I could find out the identity and whereabouts"; - mes "of the traveling merchant."; - erasequest 1176; - setquest 1177; - malaya_bakona1 = 4; - close; - case 4: - mes "[Malaya Immigrant]"; - mes "Well, there is a lack of information"; - mes "so I can't make say for sure but"; - mes "I'm skeptical if he was in fact even a merchant."; - mes "Coming to a town with a"; - mes "critical wound seems too suspicious..."; - next; - mes "[Malaya Immigrant]"; - mes "And craving a Wooden Doll"; - mes "could be seen to have some kind of ritualistic meaning."; - mes "Protecting one from some evil force..."; - mes "that kind of thing."; - next; - mes "Identity of the traveling merchant..."; - mes "Looks like there is one more"; - mes "mystery to be solved."; - mes "I suppose it will all come to light"; - mes "soon enough."; - close; - } - } else { - mes "[Malaya Immigrant]"; - mes "I will tell you again slowly"; - mes "the story that has been passed on."; - mes "Listen carefully and repeat..."; - mes "no, I mean, you don't have repeat it."; - next; - mes "[Orally Transmitted Story]"; - mes "^0000FFA wounded man who I had never seen before^000000"; - mes "^0000FFcame to my house and asked for help.^000000"; - mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000"; - mes "^0000FFthat is suppose to chase away evil sprits.^000000"; - mes "^0000FFThen he left for Baryo Mahiwaga.^000000"; - next; - mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,"; - mes "or ^0000FFBakonawa^000000,"; - mes "maybe I could find out the identity and whereabouts"; - mes "of the traveling merchant."; - close; - } -} - -ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ - if (malaya_bakona1 < 4) { - mes "[Malaya Immigrant]"; - mes "Have you been to"; - mes "Port Malaya?"; - mes "I am curious to know"; - mes "what is going on there"; - mes "but I can't travel because there are monsters everywhere."; - close; - } else if (malaya_bakona1 == 4) { - mes "[Malaya Immigrant]"; - mes "Wooden Doll?"; - mes "There is a tale related to that,"; - mes "but you didn't come all the way"; - mes "just to hear some folktale right?"; - next; - switch(select("I just came here to take a break.:Tell me the tale.")) { - case 1: - mes "[Malaya Immigrant]"; - mes "You must have a lot of free time on your hands!"; - mes "I'm no travel agent"; - mes "so go bother someone else!"; - close; - case 2: - mes "[Malaya Immigrant]"; - mes "It's baloney"; - mes "so I don't really remember the details."; - next; - mes "[Summary of the folktale]"; - mes "Long time ago, 5 swordsmen fought"; - mes "against the monster Bakonawa."; - mes "Four died and one left a critical wound"; - mes "to the monster but in return"; - mes "sustained a serious wound in his leg himself."; - next; - mes "[Summary of the folktale]"; - mes "After escaping the scene, Bakonawa transformed into a human"; - mes "and secretly pursued the swordsman."; - mes "The swordsman made a Wooden Doll that"; - mes "can keep the monster from approaching."; - next; - mes "[Malaya Immigrant]"; - mes "This is the end of story."; - mes "Without any conclusion..."; - next; - mes "[Malaya Immigrant]"; - mes "I heard there is a record that the swordsman left"; - mes "but I don't understand why"; - mes "he would leave it here in such a distant place"; - mes "here instead of Malaya."; - next; - select("I wish to see the record."); - mes "[Malaya Immigrant]"; - mes "The record is engraved on the stone ahead."; - mes "However, the stone is so badly"; - mes "damaged and some pieces fell out that"; - mes "it will be hard to make the words out."; - next; - mes "Investigate the stone ahead."; - erasequest 1177; - setquest 1178; - malaya_bakona1 = 5; - close; - } - } else if (malaya_bakona1 == 5) { - mes "[Malaya Immigrant]"; - mes "The stone ahead holds a record that"; - mes "a swordsman from a long time ago left."; - next; - switch(select("Where did this swordsman go after?:Tell me the tale again.")) { - case 1: - mes "[Malaya Immigrant]"; - mes "Well, there is no story after that so"; - mes "I guess nobody would know what happened."; - close; - case 2: - mes "[Summary of the folktale]"; - mes "Long time ago, 5 swordsmen fought"; - mes "against the monster Bakonawa."; - mes "Four died and one left a critical wound"; - mes "on the monster but in return"; - mes "sustained a serious wound in his leg himself."; - next; - mes "[Summary of the folktale]"; - mes "After escaping the scene, Bakonawa transformed into a human"; - mes "and secretly pursued the swordsman."; - mes "The swordsman made a Wooden Doll that"; - mes "can keep the monster from approaching."; - close; - } - } else { - mes "[Malaya Immigrant]"; - mes "I suppose you wish to hear the story again right?"; - mes "No problem! I can tell this story forever!"; - next; - mes "[Summary of the folktale]"; - mes "Long time ago, 5 swordsmen fought"; - mes "against the monster Bakonawa."; - mes "Four died and one left a critical wound"; - mes "on the monster but in return"; - mes "sustained a serious wound in his leg himself."; - next; - mes "[Summary of the folktale]"; - mes "After escaping the scene, Bakonawa transformed into a human"; - mes "and secretly pursued the swordsman."; - mes "The swordsman made a Wooden Doll that"; - mes "can keep the monster from approaching."; - close; - } -} - -ma_fild01,171,235,0 script #bako1 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (malaya_bakona1 == 5) { - mes "The damage is so severe"; - mes "that the record is unidentifiable."; - mes "When inserting the Slate Piece"; - mes "to a hole on the wall, it fits perfectly like a piece of puzzle."; - mes "The letters are not clear but you can still read it."; - next; - callsub L_Record; - malaya_bakona1 = 6; - erasequest 1178; - setquest 1179; - close; - } else if (malaya_bakona1 == 6) { - mes "Here is the record left by a swordsman"; - mes "from a hundred years ago."; - next; - switch(select("I don't need to read it.:Read the record again.")) { - case 1: - mes "I remember the story clearly."; - mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya"; - mes "about what I discovered."; - close; - case 2: - callsub L_Record; - close; - } - } - end; - -L_Record: - mes "[Record left by a swordsman from a hundred years ago]"; - mes "After fighting with Bakonawa, I sustained a critical wound"; - mes "and came to this place."; - mes "Only thing I can do is"; - mes "Place the Wooden Doll in one place"; - mes "the monster would come."; - next; - mes "[Record left by a swordsman from a hundred years ago]"; - mes "^0000FFSometimes transforming into a child, or even a old lady,^000000"; - mes "I know that ^0000FFBakonawa^000000has been"; - mes "chasing after me in secret to kill me."; - mes "Because of that critical injury the monster * sustained,"; - next; - mes "[Record left by a swordsman from a hundred years ago]"; - mes "** it will need nearly a hundred years"; - mes "for Bakonawa to absorb the power of the moon"; - mes "to fully recover its power."; - mes "Beware of the day the moon disappears."; - next; - mes "[Record left by a swordsman from a hundred years ago]"; - mes "The day will come when Bakonawa"; - mes "will run amuck."; - mes "But it will take nearly a hundred years to fully recover its power."; - mes "There will always be someone better than me"; - mes "to defeat the vile creature."; - next; - mes "[Record left by a swordsman from a hundred years ago]"; - mes "I will place my trust in the one that will replace me ages from now..."; - next; - mes "How could this be..."; - mes "Lie told by Bakonawa when it turned into an old lady"; - mes "in order to take revenge on the swordsman"; - mes "turned into a legend after all these years."; - next; - mes "I found out that Bakonawa"; - mes "is nothing but a blood thirsty monster."; - mes "I must tell what I know to the ^0000FFOld Legend Teller^000000"; - mes "in Malaya."; - return; -} - -malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona1 == 0) { - mes "[Old Man's Granddaughter]"; - mes "Grandpa believes"; - mes "Bakonawa can"; - mes "turn good."; - mes "Do you think it's possible?"; - close; - } else if (malaya_bakona1 == 1) { - mes "[Old Man's Granddaughter]"; - mes "^FF0000Slate Piece^000000?"; - mes "Why would you need something"; - mes "that is barely recognizable?"; - mes "I'll give it to you if you want."; - next; - mes "Let's go to the"; - mes "^FF0000Old Legend Teller^000000"; - mes "now that I have the Slate Piece."; - erasequest 1174; - setquest 1175; - malaya_bakona1 = 2; - close; - } else if (malaya_bakona1 == 2) { - mes "[Old Man's Granddaughter]"; - mes "Please take this Slate Piece"; - mes "and deliver it to my grandpa."; - next; - mes "Let's go to the"; - mes "^FF0000Old Legend Teller^000000"; - mes "now that I have the Slate Piece."; - close; - } else { - mes "[Old Man's Granddaughter]"; - mes "Because of Bakonawa,"; - mes "the village is always unpeaceful."; - close; - } -} - -malaya,286,269,4 script Angry Man#bako2 4_M_BARYO_MAN,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - mes "[Angry Man]"; - mes "Calm Bakonawa?"; - mes "Do you know how many people have been"; - mes "sacrificed by Bakonawa?"; - mes "I will fight on my own if I have to!"; - close; -} - -malaya,276,269,5 script Calm Woman#bako2 4_F_BARYO_WOMAN,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - mes "[Calm Little Girl]"; - mes "It is too dangerous to fight against"; - mes "Bakonawa. There is a chance"; - mes "it will get more angry and put children and"; - mes "elders in danger."; - close; -} - -malaya,276,262,4 script Angry Boy#bako2 4_M_BARYO_BOY,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - mes "[Angry Boy]"; - mes "I lost my father and my friend"; - mes "to that Bakonawa."; - mes "I will surely revenge them!"; - close; -} - -malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ - if (checkweight(1301,3) == 0) { - mes "You cannot start the conversation. You are carrying too many items. -"; - close; - } - if (BaseLevel < 120) { - mes "[Village Chief]"; - mes "I'm desperate for a helping hand"; - mes "but you look"; - mes "too weak and fragile."; - next; - mes "[Village Chief]"; - mes "Please come back when"; - mes "you grow strong enough"; - mes "to match Incubus."; - close; - } - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona2 == 0) { - if (malaya_bakona1 <= 5) { - mes "[Village Chief]"; - mes "I'm don't know what's the right decision."; - mes "To fight against Bakonawa,"; - mes "or calm it by offering it a sacrificial gift."; - } else { - mes "[Village Chief]"; - mes "The legend was all a lie?"; - mes "It seems all the villagers up until now"; - mes "were manipulated by that vile monster."; - next; - mes "[Village Chief]"; - } - mes "Recently, there have been more people that have"; - mes "been harmed by Bakonawa."; - next; - mes "[Village Chief]"; - mes "There are some missing villagers"; - mes "but I can't find out if"; - mes "they are simply missing or if they have been"; - mes "killed by Bakonawa."; - next; - mes "[Village Chief]"; - mes "I heard that the belongings of the missing people"; - mes "are being found at Baryo Mahiwaga Field."; - mes "Please go there to find ^0000FFLost Belongings^000000"; - mes "and give them to the families of"; - mes "the missing people"; - mes "in whatever amount they want."; - next; - mes "[Village Chief]"; - mes "^0000FFLost Belongings^000000"; - mes "are said to be carried by"; - mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga."; - next; - switch(select("Do it yourself.:I'm on my way.")) { - case 1: - mes "[Village Chief]"; - mes "You give me a lot to think about."; - mes "Leave the village at once."; - close; - case 2: - mes "[Village Chief]"; - mes "Let's start then. First,"; - mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and take them to ^0000FFMissing Person's Father^000000"; - mes "for me."; - malaya_bakona2 = 1; - setquest 1180; - close; - } - } else if (malaya_bakona2 == 1) { - mes "[Village Chief]"; - mes "From Tiucknuc that roams Baryo Mahiwaga Field,"; - mes "retrieve two ^FF0000Lost Belongings^000000"; - mes "and deliver them to ^0000FFMissing Person's Father^000000"; - mes "for me."; - close; - } else if (malaya_bakona2 == 2) { - mes "[Village Chief]"; - mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and deliver them to ^0000FFMissing Person's Friend^000000"; - mes "for me."; - close; - } else if (malaya_bakona2 == 3) { - mes "[Village Chief]"; - mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and deliver them to ^0000FFMissing Person's Son^000000"; - mes "for me."; - close; - } else if (malaya_bakona2 == 4) { - mes "[Village Chief]"; - mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and deliver them to ^0000FFMissing Person's Mother^000000"; - mes "for me."; - close; - } else if (malaya_bakona2 == 5) { - mes "[Village Chief]"; - mes "So it's clear that all the missing people"; - mes "have been killed by Bakonawa."; - next; - mes "[Villagers]"; - mes "Kill Bakonawa!"; - mes "Let's get rid of the monster ourselves!"; - next; - mes "[Village Chief]"; - mes "It seems we would no longer be able to"; - mes "hold rituals to calm Bakonawa."; - next; - mes "[Village Chief]"; - mes "Young Fortune Teller is looking for your help"; - mes "saying that the energy of the moon seems strange."; - erasequest 1184; - setquest 1185; - malaya_bakona2 = 6; -// if (IsPremiumPcCafe == 10) - getitem 12700,7; //Insideout_Shirt -// else -// getitem 12700,5; //Insideout_Shirt - close; - } else if (malaya_bakona2 == 6) { - mes "[Village Chief]"; - mes "Young Fortune Teller is looking for your help"; - mes "saying that the energy of the moon seems strange."; - close; - } else if (malaya_bakona2 == 7) { - mes "[Village Chief]"; - mes "I know that terrible things happened"; - mes "long time ago when the moon disappeared."; - mes "I hope the moon recovers its strength"; - mes "with your devoted effort."; - close; - } else if (malaya_bakona2 == 8) { - mes "[Village Chief]"; - mes "I will tell the"; - mes "Young Fortune Teller to help you."; - mes "But before that, there is"; - mes "something you must do immediately."; - next; - mes "[Village Chief]"; - mes "We never know when Bakonawa will attack"; - mes "the village so we must set traps near the village"; - mes "entrance and near the cave."; - next; - mes "[Village Chief]"; - mes "I would be grateful if you help us."; - mes "I have dispatched workers"; - mes "near where traps will be set up,"; - mes "so you just have to visit about 5 places."; - next; - switch(select("Sounds like too much work.:Sure thing.")) { - case 1: - mes "[Village Chief]"; - mes "This operation means life and death to us"; - mes "yet you refuse it easily as if"; - mes "it was some kind of a chore..."; - next; - mes "[Village Chief]"; - mes "What a hero!"; - close; - case 2: - mes "[Village Chief]"; - mes "The first trap will be set up at"; - mes "Baryo Mahiwaga Field"; - mes "near the village entrance. ^0000FFGruffy Worker^000000"; - mes "will be waiting for you. He will be very helpful."; - erasequest 1187; - setquest 1188; - malaya_bakona2 = 9; - close; - } - } else if (malaya_bakona2 == 9) { - mes "[Village Chief]"; - mes "The first trap will be set up at"; - mes "Baryo Mahiwaga Field"; - mes "near the village entrance. ^0000FFGruffy Worker^000000"; - mes "will be waiting for you. He will be very helpful."; - close; - } else if (malaya_bakona2 == 10) { - mes "[Village Chief]"; - mes "The second trap will be set up"; - mes "near a place where it connects from"; - mes "Baryo Mahiwaga Field to Bakonawa Lake."; - mes "^0000FFGrumpy Worker^000000"; - mes "will be waiting for you. He will be very helpful."; - close; - } else if (malaya_bakona2 == 11) { - mes "[Village Chief]"; - mes "The third trap will be set up"; - mes "near Bakonawa Lake Entrance."; - mes "^0000FFCowardly Worker^000000"; - mes "will be waiting for you. He will be very helpful."; - close; - } else if (malaya_bakona2 == 12) { - mes "[Village Chief]"; - mes "The fourth trap will be set up"; - mes "near the entrance of Bakonawa Lake as well."; - mes "^0000FFGloomy Worker^000000 will be waiting for you."; - mes "He will be very helpful."; - close; - } else if (malaya_bakona2 == 13) { - mes "[Village Chief]"; - mes "The fifth trap will be set up"; - mes "near the entrance of Bakonawa Lake too."; - mes "^0000FFSentimental Worker^000000"; - mes "will be waiting for you. He will be very helpful."; - close; - } else if (malaya_bakona2 == 14) { - mes "[Village Chief]"; - mes "It looks like the traps are all set up."; - mes "We just finished our village meeting on"; - mes "what to do about Bakonawa."; - next; - mes "[Village Chief]"; - mes "We have concluded that"; - mes "we will fight against Bakonawa."; - mes "Please help us by"; - mes "attacking his lair."; - erasequest 1193; - malaya_bakona2 = 15; - getexp 1000000,600000; -// if (IsPremiumPcCafe == 10) - getitem 6497,7; //Lesser_Agimat -// else -// getitem 6497,5; //Lesser_Agimat - close; - } else if (malaya_bakona2 == 15) { - mes "[Village Chief]"; - if (malaya_bakona1 < 7) { - mes "Would you visit ^0000FFOld Legend Teller^000000"; - mes "when you have a chance?"; - mes "I think you would be able to help him."; - next; - mes "[Village Chief]"; - mes "Thank you."; - } - mes "Please think of the countless victims"; - mes "and defeat Bakonawa"; - mes "for their sake."; - close; - } -} - -ma_fild01,1,1,0 script malaya_ma_fild01_mon -1,{ -OnInit: - enablenpc "malaya_ma_fild01_mon"; - donpcevent "malaya_ma_fild01_mon::OnEnable"; - end; - -OnEnable: - monster "ma_fild01",0,0,"Tiyanak",2314,5,"malaya_ma_fild01_mon::OnMyMobDead"; - initnpctimer; - end; - -OnDisable: - stopnpctimer; - killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead"; - disablenpc "malaya_ma_fild01_mon"; - end; - -OnTimer600000: - killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead"; - stopnpctimer; - donpcevent "malaya_ma_fild01_mon::OnEnable"; - end; - -OnMyMobDead: - if (mobcount("ma_fild01","malaya_ma_fild01_mon::OnMyMobDead") < 5 && (malaya_bakona2 == 1 || malaya_bakona2 == 2 || malaya_bakona2 == 3 || malaya_bakona2 == 4)) - getitem 6520,1; //Lost_Belongings - end; -} - -malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona2 == 0) { - mes "[Missing Person's Father]"; - mes "Please find our"; - mes "child."; - mes "Bakonawa would have not harmed our child."; - mes "He must be around here somewhere."; - close; - } else if (malaya_bakona2 == 1) { - if (countitem(6520) < 2) { - mes "[Missing Person's Father]"; - mes "You are looking for two of his ^FF0000Lost Belongings^000000?"; - mes "Are you confident that"; - mes "he already died?"; - close; - } - mes "[Missing Person's Father]"; - mes "This... is our child's ^FF0000Lost Belongings^000000"; - mes "for sure."; - mes "The monster got to him after all...."; - next; - mes "The man is unable to continue as he tries to hold back his tears."; - mes "Let's continue to find the lost belongings of the missing people."; - mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,"; - mes "seven ^FF0000Lost Belongings^000000"; - mes "and deliver them to ^0000FFMissing Person's Friend^000000."; - delitem 6520,2; //Lost_Belongings - erasequest 1180; - setquest 1181; - malaya_bakona2 = 2; - close; - } else if (malaya_bakona2 == 2) { - mes "[Missing Person's Father]"; - mes "My baby... my poor baby..."; - next; - mes "The man is unable to continue as he tries to hold back his tears."; - mes "Let's continue to find the lost belongings of the missing people."; - mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and deliver them to ^0000FFMissing Person's Friend^000000."; - close; - } else { - mes "[Missing Person's Father]"; - mes "My baby... my poor baby..."; - close; - } -} - -malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona2 < 2) { - mes "[Missing Person's Friend]"; - mes "Please find"; - mes "my friend."; - mes "We were playing ball together"; - mes "and suddenly my friend disappeared."; - next; - mes "[Missing Person's Friend]"; - mes "I'm sure he is alive and well"; - mes "somewhere."; - close; - } else if (malaya_bakona2 == 2) { - if (countitem(6520) < 7) { - mes "[Missing Person's Friend]"; - mes "You are looking for seven ^FF0000Lost Belongings^000000"; - mes "of my friend?"; - mes "My friend is not dead!"; - close; - } - mes "[Missing Person's Friend]"; - mes "These are marbles and toys I gave him..."; - mes "These are clearly ^FF0000Lost Belongings^000000"; - mes "of my friend... Where is my friend?"; - mes "Bring him here, bring him here now!"; - callsub L_Quest; - delitem 6520,7; //Lost_Belongings - erasequest 1181; - setquest 1182; - malaya_bakona2 = 3; - close; - } else { - mes "[Missing Person's Friend]"; - mes "Bring back my friend!"; - mes "Bring back my friend now!"; - mes "My friend is alive,"; - mes "It's all a lie, sob~"; - if (malaya_bakona2 == 3) - callsub L_Quest; - close; - } - -L_Quest: - next; - mes "Leaving behind the crying boy,"; - mes "let's continue to find the lost belongings of the missing people."; - mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and deliver them to ^0000FFMissing Person's Son^000000."; - return; -} - -malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona2 < 3) { - mes "[Missing Person's Son]"; - mes "Bakonawa has hurt my father?"; - mes "I can't believe this."; - mes "Please find my father!"; - close; - } else if (malaya_bakona2 == 3) { - if (countitem(6520) < 3) { - mes "[Missing Person's Son]"; - mes "You are looking for three ^FF0000Lost Belongings^000000"; - mes "of my father? Why lost belongings and not my father?"; - mes "No, that can't be it. He is alive somewhere!"; - close; - } - mes "[Missing Person's Son]"; - mes "These are clearly his clothes and shoes..."; - mes "These are ^FF0000Lost Belongings^000000 of my father."; - mes "Oh dear lord... father!"; - callsub L_Quest; - delitem 6520,3; //Lost_Belongings - erasequest 1182; - setquest 1183; - malaya_bakona2 = 4; - close; - } else { - mes "[Missing Person's Son]"; - mes "Why did such a thing happen...."; - if (malaya_bakona2 == 4) - callsub L_Quest; - close; - } - -L_Quest: - next; - mes "Man crying in agony."; - mes "Let's continue to find the lost belongings of the missing people."; - mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc"; - mes "and deliver them to ^0000FFMissing Person's Mother^000000."; - return; -} - -malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{ - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona2 < 4) { - mes "[Missing Person's Mother]"; - mes "Please find my child."; - mes "I sent her out to do a chore"; - mes "and she still isn't back."; - close; - } else if (malaya_bakona2 == 4) { - if (countitem(6520) < 5) { - mes "[Missing Person's Mother]"; - mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?"; - mes "What does this mean?"; - mes "Are you saying my child is dead?"; - close; - } - mes "[Missing Person's Mother]"; - mes "This is my child's hair comb."; - mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?"; - mes "Why...? She's... dead?"; - next; - mes "[Missing Person's Mother]"; - mes "No wait... I think I hear her voice."; - mes "She's going to be home soon. I should go home now."; - mes "I should prepare a dinner for her. She must be starving."; - mes "Ha ha..."; - next; - mes "A mother that has gone mad..."; - mes "Now that I finished finding the missing people,"; - mes "I should report back to the Village Chief."; - delitem 6520,5; //Lost_Belongings - erasequest 1183; - setquest 1184; - malaya_bakona2 = 5; - close; - } else { - mes "[Missing Person's Mother]"; - mes "Ha ha ha... I can hear my child's voice,"; - mes "just listen closely."; - mes "Can't you hear her calling her mother?"; - mes "Ha ha ha..."; - next; - mes "A mother that has gone mad..."; - if (malaya_bakona2 == 5) { - mes "Now that I finished finding the missing people,"; - mes "I should report back to the Village Chief."; - } - close; - } -} - -malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ - if (checkweight(1301,3) == 0) { - mes "You cannot start the conversation. You are carrying too many items. -"; - close; - } - if (malaya_hi < 20) { - mes "- He seems cautious of you. -"; - close; - } - if (malaya_bakona2 < 6) { - mes "[Young Fortune Teller]"; - mes "The energy of the moon grew weak."; - mes "The reason there are more monsters,"; - mes "and the reason there are more victims,"; - mes "is all because of this."; - close; - } else if (malaya_bakona2 == 6) { - mes "[Young Fortune Teller]"; - mes "The energy of the moon grew weak for a couple of days."; - mes "The reason there are more monsters,"; - mes "and the reason there are more victims, is all because of this."; - next; - mes "[Young Fortune Teller]"; - mes "I'm trying to hold a ritual"; - mes "that will restore the moon's energy by sacrificing monsters' blood,"; - mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000"; - mes "at Baryo Mahiwaga Field."; - next; - switch(select("It's none of my business.:You can count on me.")) { - case 1: - mes "[Young Fortune Teller]"; - mes "You are so selfish!"; - mes "During the ritual,"; - mes "I will pray for your bad luck too."; - close; - case 2: - mes "[Young Fortune Teller]"; - mes "Hurry."; - mes "If the moon completely disappears,"; - mes "there will be a great disaster."; - erasequest 1185; - setquest 1186; - malaya_bakona2 = 7; - close; - } - } else if (malaya_bakona2 == 7) { - if (questprogress(1186,HUNTING) == 2) { - mes "[Young Fortune Teller]"; - mes "It looks like you took care of ^FF0000Tikbalang^000000"; - mes "well enough."; - mes "I think I can start the ritual now."; - mes "There are some items that we need, please go to"; - mes "the Village Chief for help."; - erasequest 1186; - setquest 1187; - malaya_bakona2 = 8; -// if (IsPremiumPcCafe == 10) - getitem 12699,7; //Tikbalang_Belt -// else -// getitem 12699,5; //Tikbalang_Belt - close; - } else { - mes "[Young Fortune Teller]"; - mes "I need you to hunt fifteen ^FF0000Tikbalang^000000"; - mes "at Baryo Mahiwaga Field."; - next; - mes "[Young Fortune Teller]"; - mes "Hurry."; - mes "If the moon completely disappears,"; - mes "there will be a great disaster."; - close; - } - } else if (malaya_bakona2 == 8) { - mes "[Young Fortune Teller]"; - mes "I think I can start the ritual now."; - mes "There are some items that we need, please go to"; - mes "the Village Chief for help."; - close; - } else { - mes "[Young Fortune Teller]"; - mes "On the day when the moon fully disappears,"; - mes "the dragon will attack the village."; - mes "No one will be safe."; - close; - } - end; -} - -ma_fild01,54,253,4 script Gruffy Worker#bako2 4_M_MALAYA,{ - if (malaya_bakona2 < 9) { - mes "[Gruffy Worker]"; - mes "The Village Chief told me to"; - mes "wait for you here."; - close; - } else if (malaya_bakona2 == 9) { - mes "[Gruffy Worker]"; - mes "The trap will be set right in front."; - mes "Walk forward a little."; - close; - } else if (malaya_bakona2 == 10) { - mes "[Gruffy Worker]"; - mes "You can find the"; - mes "Grumpy Worker near where"; - mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; - mes "Go and set up the trap together."; - close; - } else { - mes "[Gruffy Worker]"; - mes "Are you trying to advertise that"; - mes "there is a trap here? Step aside."; - close; - } - end; -} - -ma_fild01,54,244,0 script #bako2 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (malaya_bakona2 == 9) { - mes "I should set up the trap"; - mes "right about here."; - next; - mes "[Gruffy Worker]"; - mes "Using the tools like this"; - mes "bang bang bang!"; - next; - mes "bang bang bang!"; - next; - mes "The trap is now set."; - next; - mes "[Gruffy Worker]"; - mes "You can find the"; - mes "Grumpy Worker near where"; - mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; - mes "Go and set up the trap together."; - erasequest 1188; - setquest 1189; - malaya_bakona2 = 10; - close; - } else if (malaya_bakona2 == 10) { - mes "The trap has been set up here."; - next; - mes "[Gruffy Worker]"; - mes "This trap is not meant to capture you,"; - mes "so move."; - next; - mes "[Gruffy Worker]"; - mes "You can find the"; - mes "Grumpy Worker near where"; - mes "Baryo Mahiwaga Field connects to Bakonawa Lake."; - mes "Go there to him."; - close; - } - end; -} - -ma_fild01,236,119,5 script Grumpy Worker#bako2 4_M_BARYO_BOY,{ - if (malaya_bakona2 < 10) { - mes "[Grumpy Worker]"; - mes "Village Chief told me to"; - mes "wait for you here."; - mes "Sooo boring!"; - close; - } else if (malaya_bakona2 == 10) { - mes "[Grumpy Worker]"; - mes "A hole needs to be dug up in front of here?"; - mes "I have to dig too?"; - mes "Says who?"; - close; - } else if (malaya_bakona2 == 11) { - mes "[Grumpy Worker]"; - mes "Go find the Cowardly Worker"; - mes "near the entrance of Bakonawa Lake."; - mes "Come on, move it!"; - close; - } else { - mes "[Grumpy Worker]"; - mes "I set up the trap"; - mes "and you are advertising that it's here."; - mes "Scram!"; - close; - } -} - -ma_fild01,242,116,0 script #bako3 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (malaya_bakona2 == 10) { - mes "I should set up the trap"; - mes "right about here."; - next; - mes "[Grumpy Worker]"; - mes "I really don't like it here!"; - mes "..."; - mes "With this pickax,"; - mes "dig dig dig!"; - next; - mes "dig dig dig!"; - next; - mes "The trap is now set."; - next; - mes "[Grumpy Worker]"; - mes "Go find the Cowardly Worker"; - mes "near the entrance of Bakonawa Lake."; - mes "Come on, move it!"; - erasequest 1189; - setquest 1190; - malaya_bakona2 = 11; - close; - } else if (malaya_bakona2 == 11) { - mes "The trap has been set up here."; - next; - mes "[Grumpy Worker]"; - mes "Are you trying to test"; - mes "with your body if the trap works?"; - mes "Move aside!"; - next; - mes "[Grumpy Worker]"; - mes "Go find the Cowardly Worker"; - mes "near the entrance of Bakonawa Lake."; - mes "Come on, move it!"; - close; - } - end; -} - -ma_scene01,177,89,4 script Cowardly Worker#bako2 4_M_BARYO_MAN,{ - if (malaya_bakona2 < 11) { - mes "[Cowardly Worker]"; - mes "Village Chief told me to"; - mes "wait for you here."; - mes "Why me? I have a bad feeling about this...."; - close; - } else if (malaya_bakona2 == 11) { - mes "[Cowardly Worker]"; - mes "set up a trap in front of here?"; - mes "Village Chief said I have to help too?"; - mes "Can you please do it by yourself?"; - close; - } else if (malaya_bakona2 == 12) { - mes "[Cowardly Worker]"; - mes "Go up and you will"; - mes "find the Gloomy Worker."; - mes "Go! You scare me."; - mes "You look like you are going to beat me up."; - close; - } else { - mes "[Cowardly Worker]"; - mes "Go away!"; - mes "What if Bakonawa"; - mes "appears because of you?"; - mes "I'm scared to death!"; - close; - } - end; -} - -ma_scene01,179,85,0 script #bako4 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (malaya_bakona2 == 11) { - mes "I should set up the trap"; - mes "right about here."; - next; - mes "[Cowardly Worker]"; - mes "There is nothing weird"; - mes "buried here right?"; - mes "..."; - mes "Using the shovel, dig dig dig!"; - next; - mes "dig dig dig!"; - next; - mes "The trap is now set."; - next; - mes "[Cowardly Worker]"; - mes "Go up and you will"; - mes "find the Gloomy Worker."; - erasequest 1190; - setquest 1191; - malaya_bakona2 = 12; - close; - } else if (malaya_bakona2 == 12) { - mes "The trap has been set up here."; - next; - mes "[Cowardly Worker]"; - mes "Step aside immediately!"; - mes "Bakonawa might find out this is a trap"; - mes "and come for us."; - next; - mes "[Cowardly Worker]"; - mes "Go up and you will"; - mes "find the Gloomy Worker."; - emotion e_swt,1; - close; - } - end; -} - -ma_scene01,141,118,4 script Gloomy Worker#bako2 4_M_MALAYA,{ - if (malaya_bakona2 < 12) { - mes "[Gloomy Worker]"; - mes "Village Chief told me to wait for you here."; - mes "He must want me to do something."; - mes "Whew..."; - close; - } else if (malaya_bakona2 == 12) { - mes "[Gloomy Worker]"; - mes "set up a trap on the left side?"; - mes "I don't think it will be much use..."; - mes "Whew, I should've moved away or something..."; - close; - } else if (malaya_bakona2 == 13) { - mes "[Gloomy Worker]"; - mes "We are all gonna die anyway by Bakonawa."; - mes "This is pointless."; - mes "Just go up the path and you will find"; - mes "Sentimental Worker."; - close; - } else { - mes "[Gloomy Worker]"; - mes "Bakonawa is going to attack us anyway."; - mes "What pointless work..."; - close; - } - end; -} - -ma_scene01,138,122,0 script #bako5 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (malaya_bakona2 == 12) { - mes "I should set up the trap"; - mes "right about here."; - next; - mes "[Gloomy Worker]"; - mes "Just catch this net,"; - mes "throw throw!"; - next; - mes "throw throw!"; - next; - mes "The trap is now set."; - next; - mes "[Gloomy Worker]"; - mes "Just go up the path and you will find"; - mes "Sentimental Worker."; - mes "Though I doubt it will be much help."; - erasequest 1191; - setquest 1192; - malaya_bakona2 = 13; - close; - } else if (malaya_bakona2 == 13) { - mes "The trap has been set up here."; - next; - mes "[Gloomy Worker]"; - mes "The trap is meaningless."; - mes "See? It doesn't even work."; - close; - } - end; -} - -ma_scene01,175,170,5 script Sentimental Worker#bako2 4_M_BARYO_MAN,{ - if (malaya_bakona2 < 13) { - mes "[Sentimental Worker]"; - mes "Village Chief told me to wait for you here."; - mes "Is there a some kind of surprise event?"; - mes "My heart is beating faster~"; - close; - } else if (malaya_bakona2 == 13) { - mes "[Sentimental Worker]"; - mes "Wow! So we are going to work together"; - mes "to set up a trap behind this place?"; - mes "This is sooo cool!"; - mes "This is the coolest thing in the world!"; - close; - } else if (malaya_bakona2 == 14) { - mes "[Sentimental Worker]"; - mes "Now that the trap is set,"; - mes "Are we going to report back to Village Chief?"; - mes "Oh what fun!"; - mes "It sounds so exiting!"; - close; - } else { - mes "[Sentimental Worker]"; - mes "More I think about it, more exited I get."; - mes "I'm secretly guarding the trap!"; - mes "I want to hear out loud."; - mes "I have a trap in front of me! Ha ha ha ha~"; - emotion e_swt2,1; - close; - } - end; -} - -ma_scene01,171,174,0 script #bako6 HIDDEN_WARP_NPC,2,2,{ - end; -OnTouch: - if (malaya_bakona2 == 13) { - mes "I should set up the trap"; - mes "right about here."; - next; - mes "[Sentimental Worker]"; - mes "Wow! This really is a perfect place"; - mes "to set up a trap."; - mes "I'm going to throw the rope!"; - mes "Here goes the rope!"; - next; - mes "Here goes the rope!"; - next; - mes "The trap is now set."; - mes "Let's go to the Village Chief"; - mes "now that the trap is set."; - erasequest 1192; - setquest 1193; - malaya_bakona2 = 14; - close; - } else if (malaya_bakona2 == 14) { - mes "The trap is set here."; - next; - mes "[Sentimental Worker]"; - mes "Try out the trap first!"; - mes "I'm so curious"; - mes "what would happen!"; - mes "It's going to be so much fun!"; - close; - } - end; -} - -// Original name: "Bakonawa Introduction Quest Helper#bako1" -sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ - if (callfunc("F_GM_NPC",1854,0) < 1) { - mes "Seafood and Black Bean Sauce Noodle!"; - close; - } - mes "[Briquet Scheme]"; - mes "Just boldly tell me"; - mes "what is it that you want!"; - next; - switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { - case 1: - mes "Here you go!"; - malaya_bakona1 = 0; - malaya_bakona2 = 0; - for(.@i = 1174; .@i<=1193; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - close; - case 2: - mes "[Briquet Scheme]"; - mes "Here you go!"; - malaya_bakona1 = 6; - for(.@i = 1174; .@i<=1178; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - setquest 1179; - close; - case 3: - mes "[Briquet Scheme]"; - mes "Here you go!"; - malaya_bakona2 = 0; - for(.@i = 1180; .@i<=1193; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - close; - case 4: - mes "[Briquet Scheme]"; - mes "Here you go!"; - getitem 6520,17; //Lost_Belongings - close; - case 5: - mes "[Briquet Scheme]"; - mes "Here you go!"; - malaya_bakona2 = 8; - setquest 1187; - for(.@i = 1178; .@i<=1193; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - close; - } -} - -// Nurse in Port Malaya :: malaya_bang -//============================================================ -function script F_Malaya_Nurse { - if (malaya_bang == 30) { - mes "[Nurse Las]"; - mes "A talisman?"; - mes "I think you should search for something else."; - cutin "malaya_nurseA01",2; - callsub L_Warp, getarg(0); - } else if (malaya_bang == 31) { - mes "[Nurse Las]"; - mes "A talisman and a person?"; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "I did see the talisman but I didn't go near it because I got a bad feeling about it."; - next; - mes "[Nurse Las]"; - mes "Oh!"; - mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?"; - mes "I think it'll be a good idea to ask her."; - malaya_bang = 32; - changequest 11303,11304; - callsub L_Warp, getarg(0), 1; - } else if (malaya_bang == 32) { - mes "[Nurse Las]"; - mes "Oh!"; - mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?"; - mes "I think it'll be a good idea to ask her."; - cutin "malaya_nurseA01",2; - callsub L_Warp, getarg(0), 1; - } else if (malaya_bang == 33) { - mes "[Nurse Las]"; - mes "A shaman... Best if we met her."; - cutin "malaya_nurseA01",2; - callsub L_Warp, getarg(0), 1; - } else if (malaya_bang == 34) { - mes "[Nurse Las]"; - mes "Oh!"; - mes "You must have met her."; - mes "I feel something strong..."; - cutin "malaya_nurseA01",2; - next; - select("Tell her about the talisman."); - mes "[Nurse Las]"; - mes "Yes!"; - mes "I have an idea."; - mes "How about we stick that one over the one we saw on the 2nd floor door?"; - emotion e_ic; - next; - mes "[Nurse Las]"; - mes "Maybe it will block the bad energy it's giving out."; - malaya_bang = 35; - changequest 11306,11307; - callsub L_Warp, getarg(0), 1; - } else if (malaya_bang == 35) { - mes "[Nurse Las]"; - mes "Yes!"; - mes "I have an idea."; - mes "How about we stick that one over the one we saw on the 2nd floor door?"; - emotion e_ic; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Maybe it will block the bad energy it's giving out."; - callsub L_Warp, getarg(0), 1; - } else if (malaya_bang == 36) { - callsub L_Weight; - mes "[Nurse Maenne]"; - mes "*Sigh*..."; - mes "I thought it strange when you were standing behind me...."; - cutin "malaya_nurseB",2; - next; - mes "[Nurse Maenne]"; - mes "I didn't think you'd do something like this."; - emotion e_dots; - next; - mes "[Nurse Maenne]"; - mes "We were just about to enter Bangungot's room, before we were thrown out..."; - next; - switch(select("Bangungot?:Nurse Maenne?")) { - case 1: - callsub L_Bangungot; - select("Nurse Maenne"); - callsub L_Maenne; - break; - case 2: - callsub L_Maenne; - select("Bangungot"); - callsub L_Bangungot; - break; - } - callsub L_Incomplete; - malaya_bang = 42; - changequest 11308,11309; - callsub L_Reward; - callsub L_Warp, getarg(0), 1; - } else if (malaya_bang == 40) { - callsub L_Weight; - if (questprogress(11309,HUNTING) == 2) { - callsub L_Complete; - malaya_bang = 41; - completequest 11309; - callsub L_Reward; - callsub L_Warp, getarg(0), 1; - } else { - callsub L_Incomplete; - malaya_bang = 42; - callsub L_Reward; - callsub L_Warp, getarg(0); - } - } else if (malaya_bang > 40) { - if (malaya_bang == 42) { - if (questprogress(11309,HUNTING) == 2) { - callsub L_Complete; - malaya_bang = 41; - completequest 11309; - callsub L_Warp, getarg(0), 1; - } else { - callsub L_Incomplete; - callsub L_Warp, getarg(0); - } - } - callsub L_Incomplete; - switch(getarg(0)) { - case 1: - next; - switch(select("Enter the hospital.:Quit.")) { - case 1: - callsub L_Warp, getarg(0); - case 2: - mes "[Nurse Maenne]"; - mes "Hmmm..."; - close2; - cutin "",255; - end; - } - case 2: - callsub L_Warp, getarg(0); - } - } - return; - -L_Weight: - if (checkweight(1201,1) == 0) { - mes "- Wait !! -"; - mes "- You have too many items. -"; - mes "- Cannot receive item. -"; - mes "- Please lighten your bag -"; - mes "- and try again. -"; - close; - } - if (MaxWeight - Weight < 1000) { - mes "- Wait !! -"; - mes "- You are carrying too many items. -"; - mes "- Cannot receive item. -"; - mes "- Please lighten your bag -"; - mes "- and try again. -"; - close; - } - return; - -L_Warp: - switch(getarg(0)) { - case 1: - close2; - cutin "",255; - if (getarg(1,0) == 0) - warp "ma_dun01",33,110; - end; - case 2: - next; - switch(select("Go outside.:Quit.")) { - case 1: - close2; - cutin "",255; - warp "malaya",58,76; - end; - case 2: - mes "[Nurse Las]"; - mes "Tsk..."; - close2; - cutin "",255; - end; - } - } - -L_Reward: -// if (IsPremiumPcCafe == 10) { - getitem 6499,5; //Ancient_Grudge - getitem 6497,10; //Lesser_Agimat -// } else { -// getitem 6499,3; //Ancient_Grudge -// getitem 6497,5; //Lesser_Agimat -// } - getitem 617,1; //Old_Violet_Box - getexp 1000000,0; - return; - -L_Bangungot: - mes "[Nurse Maenne]"; - mes "It's a vicious monster roaming this hospital."; - next; - mes "[Nurse Maenne]"; - mes "Hmmmm..."; - mes "It's not exactly a monster...."; - mes "More like a curse or disease..."; - next; - mes "[Nurse Maenne]"; - mes "There's a story saying that it used to be a wood fairy."; - next; - mes "[Nurse Maenne]"; - mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters."; - next; - return; - -L_Maenne: - mes "[Nurse Maenne]"; - mes "Me?"; - mes "As you can see, I'm the new nurse here."; - mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients."; - cutin "malaya_nurseB",2; - next; - mes "[Nurse Maenne]"; - mes "Oh!"; - mes "The Bangungot pretended to be me?"; - next; - mes "[Nurse Maenne]"; - mes "Seeing how much it rattled you."; - mes "It's a rather smart one."; - next; - mes "[Nurse Maenne]"; - mes "Simply said, I cure unnatural phenomenon around hospitals."; - next; - mes "[Nurse Maenne]"; - mes "Many things happen in the world."; - next; - return; - -L_Complete: - mes "[Nurse Maenne]"; - mes "She may have rooted here deeper than I thought."; - mes "I can still feel her presence."; - cutin "malaya_nurseB",2; - next; - mes "[Nurse Maenne]"; - mes "What you killed was a part of her..."; - mes "But, it was a big help since you confused and damaged her at the same time."; - next; - mes "[Nurse Maenne]"; - mes "It makes things a lot easier."; - mes "Thank you."; - return; - -L_Incomplete: - mes "[Nurse Maenne]"; - mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky."; - cutin "malaya_nurseB",2; - next; - mes "[Nurse Maenne]"; - mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room."; - next; - mes "[Nurse Maenne]"; - mes "If you make it to the 2nd floor door, I'll open a small door to her room for you."; - mes "After that, she's all yours."; - return; -} - -malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ - if (malaya_hi < 20) { - mes "[Nurse]"; - mes "People of this town are too cautious of outsiders."; - emotion e_ag; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse]"; - mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer..."; - close2; - cutin "",255; - end; - } - if (BaseLevel < 100) { - mes "There's a nurse outside the hospital holding a large bag."; - mes "I don't think I can help her."; - close; - } - if (malaya_bang == 0) { - mes "[Nurse]"; - mes "Hey, hold on."; - mes "Are you planning on going inside?"; - cutin "malaya_nurseA01",2; - next; - switch(select("Yes.:No.")) { - case 1: - mes "[Nurse]"; - mes "Oh~"; - mes "I'm so glad!"; - mes "I was literally waiting all day for someone to some by."; - cutin "malaya_nurseA02",2; - next; - switch(select("About the hospital:Reason for stalling me:Ignore.")) { - case 1: - mes "[Nurse]"; - mes "This hospital is the only one in town."; - mes "And it's going to be my new job."; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse]"; - mes "I heard it was just built, but it seems so creepy...."; - emotion e_swt; - next; - mes "[Nurse]"; - mes "I was surprised when I got here too."; - mes "It says 'closed' all around it!"; - next; - select("Reason for stalling me."); - mes "[Nurse]"; - mes "I was told that they needed nurses in this town,"; - mes "so I came here after turning down numerous proposals."; - next; - mes "[Nurse]"; - mes "I'd heard they were really cautious of outsiders..."; - next; - mes "[Nurse]"; - mes "Not even a soul to welcome me, let alone a party!"; - mes "Shocking!"; - emotion e_sob; - next; - mes "[Nurse]"; - mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!"; - next; - break; - case 2: - mes "[Nurse]"; - mes "I was told that they needed nurses in this town,"; - mes "so I came here after turning down numerous proposals."; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse]"; - mes "I'd heard they were really cautious of outsiders..."; - next; - mes "[Nurse]"; - mes "Not even a soul to welcome me, let alone a party!"; - mes "Shocking!"; - emotion e_sob; - next; - mes "[Nurse]"; - mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!"; - next; - select("About the hospital"); - mes "[Nurse]"; - mes "This hospital is the only one in town."; - mes "And it's going to be my new job."; - next; - mes "[Nurse]"; - mes "I heard it was just built, but it seems so creepy...."; - emotion e_swt; - next; - mes "[Nurse]"; - mes "I was surprised when I got here too."; - mes "It says 'closed' all around it!"; - next; - break; - case 3: - mes "[Nurse]"; - mes "Yes, you must be busy."; - mes "Oh, well."; - mes "I'll let you be on your way."; - mes "Don't mind me. *Sob*"; - emotion e_sob; - cutin "malaya_nurseA03",2; - close2; - cutin "",255; - end; - } - break; - case 2: - mes "[Nurse]"; - mes "Oh, I see..."; - emotion e_sob; - close2; - cutin "",255; - end; - } - mes "[Nurse]"; - mes "Now that you say it... If you're going inside, could you take me with you?"; - cutin "malaya_nurseA04",2; - next; - mes "[Nurse]"; - mes "Doors are locked!"; - mes "My bags are heavy!"; - mes "And my legs are killing me."; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse]"; - mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*"; - emotion e_sob; - next; - switch(select("Help.:Don't help.")) { - case 1: - mes "[Nurse]"; - mes "*Sob*"; - mes "I guess this world is still worth living in."; - mes "You are too kind."; - emotion e_sob; - next; - mes "[Nurse Las]"; - mes "I'm 'Las', who's supposed to work in this hospital."; - mes "By the looks of it, though, I may become jobless..."; - next; - mes "[Nurse Las]"; - mes "Let's start by getting inside."; - next; - mes "[Nurse Las]"; - mes "Before that...."; - mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters."; - emotion e_hlp; - cutin "malaya_nurseA04",2; - next; - mes "[Nurse Las]"; - mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects."; - malaya_bang = 1; - setquest 11284; - close2; - cutin "",255; - end; - case 2: - mes "[Nurse]"; - mes "Yes, you must be busy."; - mes "Oh, well."; - mes "I'll let you be on your way."; - mes "Don't mind me. *Sob*"; - emotion e_sob; - cutin "malaya_nurseA03",2; - close2; - cutin "",255; - end; - } - } else if (malaya_bang == 1) { - if (countitem(930) > 1) { - mes "[Nurse Las]"; - mes "Oh......"; - mes "I know they're effective but... Not so tempting."; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy."; - next; - mes "[Nurse Las]"; - mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!"; - mes "Here goes nothing!!!"; - mes "Ewwww!!"; - next; - mes "[Nurse Las]"; - mes "*Squish*"; - mes "*Squelch*"; - delitem 930,2; //Rotten_Bandage - malaya_bang = 2; - close2; - cutin "",255; - end; - } else { - mes "[Nurse Las]"; - mes "Before that..."; - mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters."; - emotion e_hlp; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse Las]"; - mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects."; - close2; - cutin "",255; - end; - } - } else if (malaya_bang == 2) { - mes "[Nurse Las]"; - mes "Ahhhhh..."; - mes "My feet feel a lot better now, but it smells funny."; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Oh...... the smell......"; - mes "My new shoes will be ruined..."; - emotion e_swt2; - next; - mes "[Nurse Las]"; - mes "Okay!!!!!!"; - mes "I don't know if it's locked or stuck, let's try pushing it together!"; - malaya_bang = 3; - changequest 11284,11285; - close2; - cutin "",255; - end; - } else if (malaya_bang == 3) { - mes "[Nurse Las]"; - mes "Okay!!!!!!"; - mes "I don't know if it's locked or stuck, let's try pushing it together!"; - cutin "malaya_nurseA01",2; - close2; - cutin "",255; - end; - } else if (malaya_bang == 4) { - mes "["+strcharinfo(0)+"]"; - mes "We pushed and pulled, but it won't budge."; - emotion e_swt2,1; - next; - mes "[Nurse Las]"; - mes "Strange~"; - mes "They wouldn't have sent me to a closed down hospital."; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse Las]"; - mes "Hmmm!"; - mes "I can't stand it anymore!"; - emotion e_an; - next; - mes "[Nurse Las]"; - mes "Could you ask the townsfolk about the hospital while I contact HQ?"; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Hey, why don't you start with that girl over there?"; - mes "Perhaps she'll tell you something."; - malaya_bang = 5; - changequest 11286,11287; - close2; - cutin "",255; - end; - } else if (malaya_bang == 5) { - mes "[Nurse Las]"; - mes "Could you ask the townsfolk about the hospital while I contact HQ?"; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Hey, why don't you start with that girl over there?"; - mes "Perhaps she'll tell you something."; - close2; - cutin "",255; - end; - } else if (malaya_bang == 6) { - mes "[Nurse Las]"; - mes "What did she say?"; - emotion e_what; - cutin "malaya_nurseA02",2; - next; - select("Tell her what she said."); - mes "[Nurse Las]"; - mes "Strange."; - mes "HQ confirmed that I am assigned here."; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Maybe that girl doesn't know about this place?"; - mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?"; - next; - mes "[Nurse Las]"; - mes "I'll contact HQ again for more info."; - mes "Hey, why not ask that man over there?"; - mes "I'm sure he'll know something."; - malaya_bang = 7; - changequest 11288,11289; - close2; - cutin "",255; - end; - } else if (malaya_bang == 7) { - mes "[Nurse Las]"; - mes "I'll contact HQ again for more info."; - mes "Hey, why not ask that man over there?"; - mes "I'm sure he'll know something."; - cutin "malaya_nurseA01",2; - close2; - cutin "",255; - end; - } else if (malaya_bang == 8) { - mes "[Nurse Las]"; - mes "An inn?"; - mes "Good gracious!"; - mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!"; - emotion e_pif; - cutin "malaya_nurseA01",2; - next; - mes "[Nurse Las]"; - mes "Ummm......"; - mes "......"; - mes "......"; - next; - mes "[Nurse Las]"; - mes "Hey... you know what..."; - next; - mes "[Nurse Las]"; - mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?"; - emotion e_swt2; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse Las]"; - mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet."; - next; - mes "[Nurse Las]"; - mes "I have to be back here again anyway."; - mes "Thank you."; - malaya_bang = 9; - changequest 11290,11291; - close2; - cutin "",255; - end; - } else if (malaya_bang == 9) { - mes "[Nurse Las]"; - mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?"; - emotion e_swt2; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse Las]"; - mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet."; - next; - mes "[Nurse Las]"; - mes "I have to be back here again anyway."; - mes "Thank you."; - close2; - cutin "",255; - end; - } else if (malaya_bang == 10) { - mes "[Nurse Las]"; - mes "Hey~"; - mes "How'd it go?"; - cutin "malaya_nurseA02",2; - next; - select("Hand over the key and message."); - mes "[Nurse Las]"; - mes "Keys?"; - mes "Well this is one step closer to my goals!"; - mes "Let's open the door right now!"; - malaya_bang = 11; - close2; - cutin "",255; - end; - } else if (malaya_bang == 11) { - mes "[Nurse Las]"; - mes "Keys?"; - mes "Well this is one step closer to my goals!"; - mes "Let's open the door right now!"; - cutin "malaya_nurseA02",2; - close2; - cutin "",255; - end; - } else if (malaya_bang == 12) { - mes "[Nurse Las]"; - mes "That's weird~!"; - mes "The door's not locked?"; - mes "How can this be?????"; - mes "????"; - emotion e_what; - emotion e_what,1; - cutin "malaya_nurseA04",2; - next; - mes "[Nurse Las]"; - mes "Oh no!!!"; - mes "Everything's falling apart."; - mes "Maybe we should wait for the doctor to come....."; - cutin "malaya_nurseA03",2; - next; - mes "[???]"; - mes "..."; - cutin "",255; - next; - mes "[???]"; - mes "*Snigger*"; - emotion e_what,1; - emotion e_what; - next; - mes "[???]"; - mes "Hey "+((Sex)?"dude":"missy")+","; - mes "You're not getting in the hospital."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Who's there?!"; - next; - mes "[???]"; - mes "*Snigger*"; - next; - mes "[???]"; - mes "That's a secret~"; - mes "My mom will kill me if she knew I was here!"; - next; - switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) { - case 1: - mes "[???]"; - mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; - next; - mes "[???]"; - mes "She was mumbling and looking around a lot."; - next; - mes "[???]"; - mes "I was well hidden here because I wasn't supposed to be here."; - next; - break; - case 2: - mes "[???]"; - mes "My mom once told me."; - mes "The old lady's daughter was hospitalized here."; - next; - mes "[???]"; - mes "She never got out of it though..."; - next; - mes "[???]"; - mes "She wasn't the only one. There were many strange things going on at the hospital."; - next; - mes "[???]"; - mes "That's why my mom doesn't want me coming around here."; - next; - break; - case 3: - mes "[???]"; - mes "No way Jose!"; - mes "I got a spanking last time I was caught around here!"; - next; - mes "[???]"; - mes "If I'm caught again, it won't end with a spanking...."; - mes "So scary."; - next; - break; - case 4: - mes "[???]"; - mes "Humph!!"; - close; - } - mes "The voice seems to be coming from the bushes near the entrance of the hospital."; - specialeffect EF_STEAL,AREA,"Bushes#ma"; - malaya_bang = 13; - changequest 11293,11294; - close; - } else if (malaya_bang == 13) { - mes "The voice seems to be coming from the bushes near the entrance of the hospital."; - mes "Let's check around."; - specialeffect EF_STEAL,AREA,"Bushes#ma"; - close; - } else if (malaya_bang == 14) { - mes "[Nurse Las]"; - mes "Hmmm... Let's look around the hospital."; - cutin "malaya_nurseA01",2; - close2; - cutin "",255; - end; - } else if (malaya_bang == 15) { - mes "[Nurse Las]"; - mes "Hey... ummm..."; - mes "You know..."; - mes "Could you give that old lady a visit?"; - cutin "malaya_nurseA04",2; - next; - mes "[Nurse Las]"; - mes "Oh, me? I'll look be looking around here."; - next; - mes "[Nurse Las]"; - mes "As you know, my feet hurt..."; - mes "Yes?"; - mes "Yes?"; - next; - switch(select("Go.:Don't go.")) { - case 1: - mes "[Nurse Las]"; - mes "Okay, off you go."; - mes "I think she lives on the west side of town."; - mes "Go on."; - next; - mes "[Nurse Las]"; - mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; - malaya_bang = 16; - changequest 11296,11297; - close2; - cutin "",255; - end; - case 2: - mes "[Nurse Las]"; - mes "Why!?"; - mes "Staying here won't solve anything."; - close2; - cutin "",255; - end; - } - } else if (malaya_bang == 16 || malaya_bang == 17) { - mes "[Nurse Las]"; - mes "Okay, off you go."; - mes "I think she lives on the west side of town."; - mes "Go on."; - cutin "malaya_nurseA04",2; - next; - mes "[Nurse Las]"; - mes "Hey you in the bushes, I'll tell on you if you don't go home now!"; - emotion e_omg,0,"Bushes#ma"; - close2; - cutin "",255; - end; - } else if (malaya_bang == 18) { - mes "[Nurse Las]"; - mes "How'd it go?"; - mes "Did you meet the old lady?"; - cutin "malaya_nurseA02",2; - next; - mes "[Nurse Las]"; - mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door."; - mes "It did open..."; - next; - mes "[Nurse Las]"; - mes "But the way to the 2nd floor was blocked."; - mes "I thought the door opening was a break through, but turns out it wasn't."; - cutin "malaya_nurseA03",2; - next; - mes "[Nurse Las]"; - mes "Anyway, the first floor door is open, so let's go inside."; - mes "Everything would be meaningless if the second floor door is not opened."; - emotion e_sob; - malaya_bang = 19; - changequest 11299,11300; - close2; - cutin "",255; - warp "ma_dun01",33,110; - end; - } else if (malaya_bang == 19) { - mes "[Nurse Las]"; - mes "Anyway, the first floor door is open, so let's go inside."; - mes "Everything would be meaningless if the second floor door is not opened."; - emotion e_sob; - cutin "malaya_nurseA01",2; - close2; - cutin "",255; - warp "ma_dun01",33,110; - end; - } else if (malaya_bang < 30) { - mes "[Nurse Las]"; - mes "Could you check the 2nd floor door again in case I missed something?"; - cutin "malaya_nurseA01",2; - close2; - cutin "",255; - warp "ma_dun01",33,110; - end; - } else { - callfunc "F_Malaya_Nurse",1; - end; - } - mes "There's a nurse outside the hospital holding a large bag."; - mes "I don't think I can help her."; - close; -} - -ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{ - if (malaya_bang < 19) { - // fall through - } else if (malaya_bang < 30) { - if (malaya_bang == 19) { - mes "The hospital is infested with monsters, like the old lady said."; - mes "How could she have gone back and forth to the 2nd floor with her feet like that...."; - next; - malaya_bang = 20; - changequest 11300,11301; - } - mes "[Nurse Las]"; - mes "Could you check the 2nd floor door again in case I missed something?"; - cutin "malaya_nurseA01",2; - next; - switch(select("Go outside.:Quit.")) { - case 1: - close2; - cutin "",255; - warp "malaya",58,76; - end; - case 2: - mes "[Nurse Las]"; - mes "Tsk..."; - close2; - cutin "",255; - end; - } - } else { - callfunc "F_Malaya_Nurse",2; - end; - } - mes "[Nurse]"; - mes "I want to be left alone."; - mes "Please leave."; - close2; - warp "malaya",58,76; - end; -} - -ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2,{ - if (malaya_bang == 20) { - mes "There's a talisman similar to the ones outside the hospital."; - mes "Let's look around for something else."; - malaya_bang = 30; - changequest 11301,11302; - close; - } else if (malaya_bang == 30) { - mes "There's a talisman similar to the ones outside the hospital."; - mes "Let's look around for something else."; - close; - } else if (malaya_bang == 35) { - mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said."; - next; - mes "[Nurse Las]"; - mes "*Snigger*"; - cutin "malaya_nurseA05",2; - next; - mes "["+strcharinfo(0)+"]"; - mes "?!"; - cutin "",255; - next; - mes "[Nurse Las]"; - mes "Yes, yes!"; - cutin "malaya_nurseA05",2; - next; - mes "[Nurse Las]"; - mes "The annoying talismans are gone!"; - next; - mes "[Nurse Las]"; - mes "*Giggle*"; - next; - mes "[Nurse Las]"; - mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it."; - next; - mes "[Nurse Las]"; - mes "*Snigger*"; - next; - mes "[Nurse Las]"; - mes "For your work, I shall take you to my room..."; - mes "Darn..."; - next; - mes "[Nurse Las]"; - mes "......"; - next; - mes "[Nurse Las]"; - mes "No no no!"; - mes "You still have those annoying talismans!!!"; - next; - mes "[Nurse Las]"; - mes "This is your lucky day!"; - mes "*Snigger*"; - malaya_bang = 36; - changequest 11307,11308; - close2; - cutin "",255; - warp "malaya",58,76; - end; - } else if (malaya_bang > 35) { - mes "Cannot feel anything evil about the talisman."; - mes "Only the bitter taste of being fooled around Las remains..."; - close; - } else { - mes "No power can be felt."; - close; - } -} - -malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ - if (malaya_bang == 3) { - mes "Pushed hard on the door, but it won't open."; - mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; - malaya_bang = 4; - changequest 11285,11286; - close; - } else if (malaya_bang == 4) { - mes "Pushed hard on the door, but it won't open."; - mes "It doesn't feel like it's locked or stuck, but encased by a layer of something."; - close; - } else if (malaya_bang == 11) { - mes "Put the key inside the lock of the hospital door..."; - mes "But it's not locked as expected."; - next; - mes "Then why is the door not opening?"; - malaya_bang = 12; - changequest 11292,11293; - close; - } else if (malaya_bang == 12) { - mes "Put the key inside the lock of the hospital door..."; - mes "But it's not locked as expected."; - next; - mes "Then why is the door not opening?"; - close; - } else if (malaya_bang > 18) { - if(select("Enter the hospital.:Quit.") == 1) - warp "ma_dun01",33,110; - end; - } else { - mes "The hospital door seems to be closed."; - close; - } -} - -malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ - if (malaya_hi < 20) { - mes "[Village Woman]"; - mes "......"; - next; - mes "Seems very cautious about you."; - close; - } - if (malaya_bang == 5) { - mes "[Village Woman]"; - mes "Oh~Are you an adventurer?"; - mes "It seems like we have a lot of them in town lately."; - next; - mes "[Village Woman]"; - mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; - next; - switch(select("Ask about the hospital.:End conversation.")) { - case 1: - mes "[Village Woman]"; - mes "The hospital?"; - mes "It's been closed for a very long time."; - mes "They don't talk about it around here."; - next; - mes "[Village Woman]"; - mes "I never had to go to the hospital."; - mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy."; - next; - mes "[Village Woman]"; - mes "Children never like hospitals."; - next; - select("Ask about the nurse."); - mes "[Village Woman]"; - mes "The new nurse?"; - mes "I don't know."; - mes "I haven't given it a thought."; - mes "It is strange to have a new nurse coming to a closed hospital."; - malaya_bang = 6; - changequest 11287,11288; - close; - case 2: - mes "[Village Woman]"; - mes "Have a nice day~"; - close; - } - } else if (malaya_bang == 6) { - mes "[Village Woman]"; - mes "The new nurse?"; - mes "I don't know."; - mes "I haven't given it a thought."; - mes "It is strange to have a new nurse coming to a closed hospital."; - malaya_bang = 6; - changequest 11287,11288; - close; - } else { - mes "[Village Woman]"; - mes "Oh~Are you an adventurer?"; - mes "It seems like we have a lot of them in town lately."; - next; - mes "[Village Woman]"; - mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; - close; - } -} - -malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ - if (malaya_hi < 20) { - mes "[Village Man]"; - mes "Hmmm! Haven't seen you around?"; - mes "What brings you to our town?"; - next; - mes "Seems very cautious about you."; - close; - } - if (malaya_bang == 7) { - mes "[Village Man]"; - mes "*Laughs*"; - mes "An adventurer, are you?"; - mes "When you have time, come and take a look around my pineapple farm."; - next; - mes "[Village Man]"; - mes "Just a little bit~"; - mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; - next; - switch(select("Ask about the hospital.:End conversation.")) { - case 1: - mes "[Village Man]"; - mes "Ummm......"; - mes "You mean that hospital?"; - next; - mes "[Village Man]"; - mes "It was closed down because of an accident."; - mes "But I wouldn't trouble an outsider with the details......"; - mes "There's not much I can tell you."; - next; - select("Ask about the nurse."); - mes "[Village Man]"; - mes "Oh!!!"; - mes "Did you meet the nurse?!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "She was standing in front of the hospital."; - mes "Oh!"; - mes "She must have gone to contact HQ."; - next; - mes "[Village Man]"; - mes "We requested 'the nurse', and she's already here! We're saved!"; - next; - select("The nurse?"); - mes "[Village Man]"; - mes "She was invited here to save our hospital."; - next; - mes "[Village Man]"; - mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?"; - next; - mes "[Village Man]"; - mes "That's where the doctor is staying."; - mes "He's been there ever since the hospital was closed."; - malaya_bang = 8; - changequest 11289,11290; - close; - case 2: - mes "[Village Man]"; - mes "Whoopeee!"; - close; - } - } else if (malaya_bang == 8) { - mes "[Village Man]"; - mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?"; - next; - mes "[Village Man]"; - mes "That's where the doctor is staying."; - mes "He's been there ever since the hospital was closed."; - close; - } else { - mes "[Village Man]"; - mes "Whoopeee!"; - mes "An adventurer, are you?"; - mes "When you have time, come and take a look around my pineapple farm."; - next; - mes "[Village Man]"; - mes "Just a little bit~"; - mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; - close; - } -} - -malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{ - if (malaya_hi < 20) { - mes "[Dr. Boon]"; - mes "......"; - next; - mes "Seems very cautious about you."; - close; - } - if (malaya_bang == 9) { - mes "[Dr. Boon]"; - mes "So~ You're the new nurse?"; - next; - switch(select("Yes.:No.")) { - case 1: - mes "[Dr. Boon]"; - mes "Nothing's more important for a nurse than their white uniform."; - mes "Go get changed!"; - close; - case 2: - mes "[Dr. Boon]"; - mes "Oh! I'm sorry."; - mes "We're waiting for a new nurse."; - mes "My bad."; - next; - select("Explain the situation."); - mes "[Dr. Boon]"; - mes "Aha~"; - mes "So that's what happened."; - mes "Oh, dear. I guess there was a misunderstanding."; - next; - mes "[Dr. Boon]"; - mes "You see, I've been treating patients at the inn after what happened to the hospital."; - next; - mes "[Dr. Boon]"; - mes "Even so, I must apologize for making her stand there so long."; - next; - mes "[Dr. Boon]"; - mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?"; - next; - mes "[Dr. Boon]"; - mes "And give her a message with the key saying, 'I'll leave it to your own discretion'."; - next; - mes "[Dr. Boon]"; - mes "I'll be there as soon as I'm done here."; - mes "Good luck~"; - malaya_bang = 10; - changequest 11291,11292; - close; - } - } else if (malaya_bang == 10) { - mes "[Dr. Boon]"; - mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?"; - next; - mes "[Dr. Boon]"; - mes "And give her a message with the key saying, 'I'll leave it to your own discretion'."; - next; - mes "[Dr. Boon]"; - mes "I'll be there as soon as I'm done here."; - mes "Good luck~"; - close; - } else { - mes "[Dr. Boon]"; - mes "*Sigh*"; - mes "The work... It never ends..."; - mes "How am I supposed to handle all these patients on my own?"; - next; - mes "[Dr. Boon]"; - mes "What? What's a doctor doing in an inn?"; - mes "Well, why not?"; - close; - } -} - -malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ - if (malaya_bang < 13) { - mes "It's just a bush."; - mes "A sweet scent of wood rises when shaken."; - close; - } - if (malaya_bang == 13) { - mes "[???]"; - mes "Don't come any closer!"; - mes "Old "+((Sex)?"man":"lady")+"!"; - mes "How'd you know I was here?"; - emotion e_omg; - next; - mes "["+strcharinfo(0)+"]"; - mes "I'm not old."; - emotion e_an,1; - next; - switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) { - case 1: - mes "[???]"; - mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; - next; - mes "[???]"; - mes "She was mumbling and looking around a lot."; - next; - mes "[???]"; - mes "I was well hidden here because I wasn't supposed to be here."; - next; - break; - case 2: - mes "[???]"; - mes "My mom once told me."; - mes "The old lady's daughter was hospitalized here."; - next; - mes "[???]"; - mes "She never got out of it though..."; - next; - mes "[???]"; - mes "She wasn't the only one. There were many strange things going on at the hospital."; - next; - mes "[???]"; - mes "That's why my mom doesn't want me coming around here."; - next; - break; - case 3: - mes "[???]"; - mes "No way Jose!"; - mes "I got a spanking last time I was caught around here!"; - next; - mes "[???]"; - mes "If I'm caught again, it won't end with a spanking...."; - mes "So scary."; - next; - break; - case 4: - mes "[???]"; - mes "It's the lady who lives next door to us."; - next; - mes "[???]"; - mes "I saw her a few days ago doing something around the hospital."; - next; - mes "[???]"; - mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; - malaya_bang = 14; - changequest 11294,11295; - close; - case 5: - mes "[???]"; - mes "I dunno."; - mes "Nothing's different except for the sticks."; - next; - mes "[???]"; - mes "The old lady comes back once in a while to check on the sticks."; - mes "My heart races when that happens!"; - next; - break; - case 6: - mes "[???]"; - mes "Humph!!"; - emotion e_pif; - close; - } - mes "[???]"; - mes "Promise me you won't tell anyone that you saw me!!!"; - mes "Promise?!"; - close; - } else if (malaya_bang == 14) { - mes "[???]"; - mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left."; - close; - } else if (malaya_bang == 15) { - mes "[???]"; - mes "Don't come any closer!"; - mes "Old "+((Sex)?"man":"lady")+"!"; - mes "How'd you know I was here?"; - emotion e_omg; - next; - mes "["+strcharinfo(0)+"]"; - mes "I'm not old."; - emotion e_an,1; - close; - } else { - mes "There's a trace of a young child."; - mes "Think the child's gone home now."; - close; - } -} - -- script Suspicious Wooden Stick::MalayaStick -1,{ - if (checkweight(1201,1) == 0) { - mes "- Wait !! -"; - mes "- You have too many items. -"; - mes "- Cannot receive item. -"; - mes "- Please lighten your bag -"; - mes "- and try again. -"; - close; - } - if (MaxWeight - Weight < 1000) { - mes "- Wait !! -"; - mes "- You are carrying too many items. -"; - mes "- Cannot receive item. -"; - mes "- Please lighten your bag -"; - mes "- and try again. -"; - close; - } - if (malaya_bang == 14) { - mes "A strange stick is planted on the ground."; - mes "A mysterious force can be felt."; - next; - switch(select("Pull it out.:Leave it.")) { - case 1: - if (rand(1,5) == 4) { - mes "Pulled out the deeply planted stick."; - mes "The hospital seems to have become more gloomy."; - if (rand(2)) { - malaya_bang = 15; - changequest 11295,11296; - getitem 6497,1; //Lesser_Agimat - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; - next; - mes "Better show Las the talisman."; - close; - } else { - getitem 6497,1; //Lesser_Agimat - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; - close; - } - } else { - mes "After pulling out the deeply planted stick, an uneasy feeling washes over."; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; - close; - } - case 2: - mes "It looks ominous. Better leave it alone."; - close; - } - } else { - mes "There's a strange looking stick."; - close; - } - end; -OnEnable: - enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0). - end; -OnDisable: - disablenpc strnpcinfo(3); - end; -} -malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2 -malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 4_BULLETIN_BOARD2 -malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 4_BULLETIN_BOARD2 -malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 4_BULLETIN_BOARD2 -malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 4_BULLETIN_BOARD2 -malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 4_BULLETIN_BOARD2 -malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 4_BULLETIN_BOARD2 -malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 4_BULLETIN_BOARD2 -malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 4_BULLETIN_BOARD2 -malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_BULLETIN_BOARD2 - -- script Tent#ma -1,{ //557 - end; -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc strnpcinfo(0); - end; -OnTimer1000: - donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable"; - end; -OnTimer30000: - donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -} -- duplicate(Tent#ma) Tent1#ma -1 -- duplicate(Tent#ma) Tent2#ma -1 -- duplicate(Tent#ma) Tent3#ma -1 -- duplicate(Tent#ma) Tent4#ma -1 -- duplicate(Tent#ma) Tent5#ma -1 -- duplicate(Tent#ma) Tent6#ma -1 -- duplicate(Tent#ma) Tent7#ma -1 -- duplicate(Tent#ma) Tent8#ma -1 -- duplicate(Tent#ma) Tent9#ma -1 -- duplicate(Tent#ma) Tent10#ma -1 - -malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ - if (malaya_bang == 16) { - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am, excuse me, but can I ask you a question?"; - next; - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am?"; - next; - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am?"; - next; - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am!!!!!!!!!"; - next; - mes "[Bent Old Lady]"; - mes "Who? What?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Excuse me, but can I ask you something?"; - next; - mes "[Bent Old Lady]"; - mes "What? I can't hear you."; - mes "Speak up!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I! Have! Something! To! Ask! You!"; - next; - mes "[Bent Old Lady]"; - mes "Oh~Yes dear~"; - mes "I'll tell you everything I know, dear~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Do you know anything about the hospital?"; - next; - mes "[Bent Old Lady]"; - mes "Hospital?"; - mes "........"; - next; - mes "[Bent Old Lady]"; - mes "Hospital?!?!?!?"; - next; - mes "[Bent Old Lady]"; - mes "That hospital is cursed!"; - mes "Something wicked is living there!"; - next; - mes "[Bent Old Lady]"; - mes "The thing took away my poor little girl."; - next; - switch(select("Ask about the hospital.:Ask about her daughter.")) { - case 1: - mes "[Bent Old Lady]"; - mes "Everybody was happy to hear about the hospital being built."; - next; - mes "[Bent Old Lady]"; - mes "We no longer had to go to other towns for medical care."; - next; - mes "[Bent Old Lady]"; - mes "But the one they built didn't work out so well."; - mes "It couldn't cure people."; - mes "I knew this would happen when they chopped down the old tree to build it."; - next; - mes "[Bent Old Lady]"; - mes "But the administrator wouldn't listen."; - mes "Far from curing people, they started to die."; - mes "So did my daughter..."; - malaya_bang = 17; - changequest 11297,11298; - close; - case 2: - mes "[Bent Old Lady]"; - mes "She suffered from nothing life threatening."; - mes "It was..."; - mes "Just a cold......"; - next; - mes "[Bent Old Lady]"; - mes "The wicked thing.... My daughter..."; - mes "There's something in that hospital."; - close; - } - } else if (malaya_bang == 17) { - select("Show her the stick."); - mes "[Bent Old Lady]"; - mes "What?"; - mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; - emotion e_omg; - next; - mes "[Bent Old Lady]"; - mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; - emotion e_omg; - next; - mes "[Bent Old Lady]"; - mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh"; - emotion e_omg; - next; - mes "[Bent Old Lady]"; - mes "Arghhhhhhhhhh!!!!!!!!!!!"; - emotion e_omg; - next; - mes "[Bent Old Lady]"; - mes "What have you done!"; - mes "That... That was a talisman to stop the wicked thing!"; - next; - mes "[Bent Old Lady]"; - mes "If you pull them up, it will go after people again!"; - next; - mes "[Bent Old Lady]"; - mes "I saw it!"; - mes "I saw it when they closed the hospital saying that everybody had died."; - next; - mes "[Bent Old Lady]"; - mes "But they all knew."; - mes "The patients weren't all dead."; - next; - mes "[Bent Old Lady]"; - mes "Taken alive..."; - mes "By the thing that took my daughter..."; - next; - mes "[Bent Old Lady]"; - mes "Oh dear."; - next; - mes "Nurse Las may be in danger, standing alone in front of the hospital."; - mes "If I don't return quickly..."; - malaya_bang = 18; - changequest 11298,11299; - close; - } else if (malaya_bang == 18) { - mes "Nurse Las may be in danger, standing alone in front of the hospital."; - mes "If I don't return quickly..."; - close; - } else if (malaya_bang == 32) { - mes "[Bent Old Lady]"; - mes "Yes? The talisman?"; - mes "I asked the shaman up north of the village to make them,"; - next; - mes "[Bent Old Lady]"; - mes "Not famous, but a talented shaman."; - malaya_bang = 33; - changequest 11304,11305; - close; - } else { - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am, excuse me, but can I ask you a question?"; - next; - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am?"; - next; - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am?"; - next; - mes "[Bent Old Lady]"; - mes "Ho ho ho ho~~"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Ma'am!!!!!!!!!"; - next; - mes "[Bent Old Lady]"; - mes "Who? What?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Excuse me, but can I ask you something?"; - next; - mes "[Bent Old Lady]"; - mes "What? I can't hear you."; - mes "Speak up!"; - close; - } -} - -malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{ - if (malaya_hi < 20) { - mes "[Bent Shaman]"; - mes "Urgh Urgh Urghhhhhh"; - next; - mes "Doesn't give even a glance..."; - close; - } - mes "[Bent Shaman]"; - mes "Hmmmm..."; - mes "I feel, feel...."; - next; - mes "[Bent Shaman]"; - mes "I feel something bad from you..."; - if (malaya_bang == 33) { - next; - mes "[Bent Shaman]"; - mes "No no..."; - mes "You need not say anything!"; - mes "You'll be needing this."; - next; - mes "[Bent Shaman]"; - mes "It's okay."; - mes "No need for money."; - mes "It's the karma this village must face..."; - malaya_bang = 34; - changequest 11305,11306; - } - close; -} - -// Pintados Festival :: malaya_pintados -//============================================================ -/* -Description ------------ -The Pintados Festival begins when players have accumulated 1000 Lesser Agimats, -1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time, -players are able to create a tattoo. - -Global Variables ----------------- -$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344) -$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000) -$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000) -$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300) -$malaya_pintados_04$ - Last player to create a tattoo. -*/ - -ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ - if (callfunc("F_GM_NPC",1854,0) == 1) { - mes "Bingo!"; - next; - } else { - mes "Error occurred."; - close; - } - mes "Hi, I'm the Pintados Festival Manager. Please select an item."; - mes "Time Value: ("+$malaya_pintados_00+"/344)"; - mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)"; - mes "Cross Value: ("+$malaya_pintados_02+"/1,000)"; - mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; - mes "Recent Tattoo Creator: "+$malaya_pintados_04$; - next; - switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) { - case 1: - mes "This is the Eastern Medicine Control Button."; - mes "You can set the Start or End values for the festival."; - next; - switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { - case 1: - $malaya_pintados_00 = 1; - donpcevent "Pintados Manager#pin::OnEnable"; - mes "Start the Pintados Festival."; - close; - case 2: - donpcevent "Pintados Manager#pin::OnDisable"; - mes "End the Pintados Festival."; - close; - case 3: - donpcevent "Pintados Manager#pin::OnEnableNPC"; - mes "Add an NPC."; - close; - case 4: - donpcevent "Pintados Manager#pin::OnDisableNPC"; - mes "Remove an NPC."; - close; - } - case 2: - mes "Adjust the global value. Please select the value to adjust."; - next; - while(1) { - switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) { - case 1: - mes "Completed global adjustment."; - close; - case 2: - mes "Adjust Time [0~344]"; - mes "Global Increase by 1/30 min."; - mes "1 - 49 -> Day 1"; - mes "50 - 98 -> Day 2"; - mes "99 - 147 -> Day 3"; - mes "148 - 196 -> Day 4"; - mes "197 - 245 -> Day 5"; - mes "246 - 294 -> Day 6"; - mes "295 - 343 -> Day 7"; - mes "Global 1 = 1 hr."; - next; - input .@input; - if (.@input < 0 || .@input > 344) - close; - $malaya_pintados_00 = .@input; - break; - case 3: - mes "Adjust the accumulated value for the Lesser Agimat."; - mes "Values can be adjusted between 0 to 1000."; - next; - input .@input; - if (.@input < 0 || .@input > 1000) - close; - $malaya_pintados_01 = .@input; - break; - case 4: - mes "Adjust the accumulated value of the Silver Cross."; - mes "Values can be adjusted between 0 to 1000."; - next; - input .@input; - if (.@input < 0 || .@input > 1000) - close; - $malaya_pintados_02 = .@input; - break; - case 5: - mes "Adjust the accumulated value for the Dyestuff."; - mes "Values can be adjusted between 0 to 300."; - next; - input .@input; - if (.@input < 0 || .@input > 300) - close; - $malaya_pintados_03 = .@input; - break; - } - mes "Time Value: ("+$malaya_pintados_00+"/344)"; - mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)"; - mes "Cross Value: ("+$malaya_pintados_02+"/1,000)"; - mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; - mes "This is the current value. Do you want to adjust it?"; - next; - } - case 3: - initnpctimer; - break; - case 4: - stopnpctimer; - break; - } - end; - -// Moved to individual NPCs for smoother processing. -//OnInit: -// if ($malaya_pintados_00 > 0) -// donpcevent "Pintados Manager#pin::OnEnableNPC"; -// end; - -OnTimer1800000: - //$malaya_pintados_00 = $malaya_pintados_00; - if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) { - ++$malaya_pintados_00; - stopnpctimer; - initnpctimer; - } else { - $malaya_pintados_00 = 0; - donpcevent "Pintados Manager#pin::OnDisable"; - } - end; -OnEnable: - initnpctimer; - donpcevent "Pintados Manager#pin::OnEnableNPC"; - announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12; - end; -OnDisable: - stopnpctimer; - $malaya_pintados_00 = 0; - $malaya_pintados_01 = 0; - $malaya_pintados_02 = 0; - $malaya_pintados_03 = 0; - donpcevent "Pintados Manager#pin::OnDisableNPC"; - announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12; - end; -OnEnableNPC: - .@str$ = "::OnEnable"; -OnDisableNPC: - if (.@str$ == "") - .@str$ = "::OnDisable"; - donpcevent "Tourist#pin01"+.@str$; - donpcevent "Tourist#pin02"+.@str$; - donpcevent "Tourist#pin03"+.@str$; - donpcevent "Young Tattooist#pin04"+.@str$; - donpcevent "Tourist#pin05"+.@str$; - donpcevent "Drumming Young Man#pin06"+.@str$; - donpcevent "Drumming Young Man#pin07"+.@str$; - donpcevent "Drumming Young Man#pin08"+.@str$; - donpcevent "Beat Catching Boy#pin09"+.@str$; - donpcevent "Beat Catching Boy#pin10"+.@str$; - donpcevent "Beat Catching Boy#pin11"+.@str$; - end; -} - -ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { - mes "Cannot proceed because you have too many items in your possession."; - close; - } - if ($malaya_pintados_00 == 0) { - if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) { - $malaya_pintados_00 = 1; - donpcevent "Pintados Manager#pin::OnEnable"; - emotion e_lv; - mes "[Isco]"; - mes "Many adventurers helped find festival items that I returned to the village."; - next; - emotion e_ho; - mes "[Isco]"; - mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'."; - close; - } - // fall through - } else { - mes "[Isco]"; - mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing."; - next; - if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) { - emotion e_ho; - mes "[Isco]"; - mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun."; - close; - } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) { - mes "[Isco]"; - mes "Oh! Did you know?"; - mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'."; - close; - } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) { - mes "[Isco]"; - mes "Today's the third day of the '^7A96E0Pintados Festival^000000'."; - next; - mes "[Isco]"; - mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival."; - close; - } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) { - mes "[Isco]"; - mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival."; - next; - mes "[Isco]"; - mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special."; - close; - } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) { - mes "[Isco]"; - mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village."; - next; - mes "[Isco]"; - mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious."; - close; - } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) { - emotion e_sob; - mes "[Isco]"; - mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left."; - close; - } else { - emotion e_sob; - mes "[Isco]"; - mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities."; - close; - } - } - emotion e_spin; - mes "[Isco]"; - mes "Oh no. What will we do with the festival coming to an end."; - next; - switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) { - case 1: - mes "[Isco]"; - mes "There is a traditional festival held since ancient times"; - mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'."; - next; - emotion e_otl; - mes "[Isco]"; - mes "I don't think I'll make it to the festival this time."; - next; - select("Why?"); - mes "[Isco]"; - mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya."; - next; - mes "[Isco]"; - mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me."; - next; - select("Are you hurt?"); - emotion e_sigh; - mes "[Isco]"; - mes "Fortunately not."; - next; - mes "[Isco]"; - mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do."; - close; - case 2: - mes "[Isco]"; - mes "Many adventurers are helping out but only collected..."; - next; - mes "[Isco]"; - mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far."; - next; - emotion e_sigh; - mes "[Isco]"; - mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; - close; - case 3: - .@str$ = (Sex)?"Bro":"Sis"; - break; - } - emotion e_lv; - mes "[Isco]"; - mes "Oh~ Really? Wow!"; - mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; - mes "He he. What did you bring?"; - next; - .@i = select( - "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+ - "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+ - "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)" - ); - switch(.@i) { - case 1: - .@item = 6497; //Lesser_Agimat - .@name$ = "Lesser Agimats"; - .@total = 1000; - break; - case 2: - .@item = 6502; //Silver_Cross - .@name$ = "Silver Crosses"; - .@total = 1000; - break; - case 3: - setarray .@items[0],975,976,978,979,980,981,982,983; - .@name$ = "Dyestuffs"; - .@total = 300; - break; - } - mes "[Isco]"; - mes "Wow! "+.@str$+" You've brought "+.@name$+"!"; - next; - mes "[Isco]"; - mes "Wait. One... two..."; - if (getd("$malaya_pintados_0"+.@i) >= .@total) { - mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping."; - close; - } - if (.@i < 3) { - mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?"; - next; - switch(select("One?!:Enter quantity.")) { - case 1: - .@amount = 1; - mes "[Isco]"; - mes "He he... You've brought back one."; - next; - break; - case 2: - mes "[Isco]"; - mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; - next; - input .@amount; - if (.@amount < 1 || .@amount > 50) { - mes "[Isco]"; - mes "Sigh~ I'm lost! I can't count if the numbers are weird."; - close; - } - break; - } - if (countitem(.@item) < .@amount) { - mes "[Isco]"; - mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?"; - close; - } - } else { - mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?"; - next; - for(.@j = 0; .@j<getarraysize(.@items); ++.@j) - .@menu$ += getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):"; - .@item = .@items[select(.@menu$)-1]; - if (countitem(.@item) == 0) { - mes "[Isco]"; - mes "Sigh~ You don't have any "+getitemname(.@item)+"."; - close; - } - mes "[Isco]"; - mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?"; - next; - switch(select("Enter Quantity:All")) { - case 1: - mes "[Isco]"; - mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; - next; - input .@amount; - if (.@amount < 1 || .@amount > 50) { - mes "[Isco]"; - mes "Sigh~ I told you I'm not good with numbers."; - close; - } - break; - case 2: - .@amount = countitem(.@item); - break; - } - if (countitem(.@item) < .@amount) { - mes "[Isco]"; - mes "Sigh... I'm short of "+getitemname(.@item)+"."; - close; - } - } - delitem .@item,.@amount; - setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount; - .@amount_left = .@total - getd("$malaya_pintados_0"+.@i); - mes "[Isco]"; - mes "He he... Thanks. "+.@str$+"!"; - if (.@amount_left <= 0) - mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!"; - else - mes "I only need "+.@amount_left+" more "+.@name$+"."; - close; -} - -ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { - mes "Cannot proceed because you have too many items in your possession."; - close; - } - emotion e_what; - mes "[Tattooist]"; - mes "Why do you want a Tattoo?"; - next; - switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) { - case 1: - mes "[Tattooist]"; - mes "A Tattoo of a powerful monster is said to increase the ability of the holder."; - next; - select("Awesome. How can I get one?"); - mes "[Tattooist]"; - mes "Drawing a Tattoo is a very holy task."; - next; - mes "[Tattooist]"; - mes "10 Ancient Grudges to protect me while I draw Tattoos."; - next; - mes "[Tattooist]"; - mes "1 Doll that looks like a powerful monster."; - next; - mes "[Tattooist]"; - mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo."; - next; - select("What kind of Tattoo will you draw?"); - mes "[Tattooist]"; - mes "I can draw 3 kinds of Tattoos."; - next; - mes "[Tattooist]"; - mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya."; - next; - mes "[Tattooist]"; - mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon."; - next; - mes "[Tattooist]"; - mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people."; - next; - select("Where can I get the Spirit Pieces and Doll?"); - mes "[Tattooist]"; - mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task."; - next; - mes "[Tattooist]"; - mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'."; - close; - case 2: - mes "[Tattooist]"; - mes "Which Tattoo's effect are you curious about?"; - next; - while(1) { - switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) { - case 1: - mes "[Tattooist]"; - mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create"; - next; - mes "[Tattooist]"; - mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya."; - next; - mes "[Tattooist]"; - mes "Increases the effect of healing others by 4% and healing from others by 7%."; - next; - break; - case 2: - mes "[Tattooist]"; - mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create"; - next; - mes "[Tattooist]"; - mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator."; - next; - mes "[Tattooist]"; - mes "Increases MATK by +7% and decreases Fixed Casting by 7%."; - next; - break; - case 3: - mes "[Tattooist]"; - mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create"; - next; - mes "[Tattooist]"; - mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon."; - next; - mes "[Tattooist]"; - mes "Increases ATK by +7% and ASPD by 10%."; - next; - break; - case 4: - mes "[Tattooist]"; - mes "Looks like you've got all the answers. Hope you enjoy your journey."; - close; - } - mes "[Tattooist]"; - mes "Do you have any questions about other Tattoo effects?"; - next; - } - case 3: - break; - } - if ($malaya_pintados_00 == 0) { - mes "[Tattooist]"; - mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on."; - close; - } - mes "[Tattooist]"; - mes "You've come right on time during the '^7A96E0Pintados Festival^000000'."; - next; - mes "[Tattooist]"; - mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos."; - next; - mes "[Tattooist]"; - mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?"; - next; - switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) { - case 1: - mes "[Tattooist]"; - mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; - close; - case 2: - .@tattoo = 2911; //Bangungot_Tattoo - .@doll = 6517; //Bangungot_Doll - .@spirit = 6524; //Bangungot_Spirit_Piece - .@name$ = "Bangungot"; - break; - case 3: - .@tattoo = 2907; //Buwaya_Tattoo - .@doll = 6518; //Buwaya_Doll - .@spirit = 6525; //Buwaya_Spirit_Piece - .@name$ = "Buwaya"; - break; - case 4: - .@tattoo = 2910; //Bakonawa_Tattoo - .@doll = 6516; //Bakonawa_Doll - .@spirit = 6523; //Bakonawa_Spirit_Piece - .@name$ = "Bakonawa"; - break; - } - if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) { - mes "[Tattooist]"; - mes "I think you are short on materials."; - mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000."; - close; - } - emotion e_flash; - mes "[Tattooist]"; - mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these."; - next; - mes "[Tattooist]"; - mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right."; - next; - mes "The Tattooist placed the Ancient Grudges around the workplace."; - next; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; - mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; - next; - mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; - next; - if(select("Aren't you going to start?:... ... ..") == 1) { - emotion e_an; - delitem 6499,5; //Ancient_Grudge - mes "[Tattooist]"; - mes "Oh no, now you ruined it."; - mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials."; - next; - mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; - close; - } - emotion e_bzz; - mes "Think he will melt the doll with his eyes?"; - next; - specialeffect EF_SONICBLOWHIT; - mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing."; - next; - mes "The "+.@name$+" Tattoo was completed almost instantly."; - next; - emotion e_an; - mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details."; - next; - if(select("Looks good to me.:... ... ..") == 1) { - emotion e_an; - emotion e_ag; - delitem 6499,5; //Ancient_Grudge - mes "[Tattooist]"; - mes "Ergh! I told you not to interrupt!"; - next; - mes "The Tattooist ripped up the drawing irritably."; - next; - mes "[Tattooist]"; - mes "I can't continue like this. Maybe another time. You can take back the remaining materials."; - next; - mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; - close; - } - mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile."; - next; - mes "Looks like he is satisfied with the "+.@name$+" drawing."; - next; - emotion e_dum; - mes "But now he is staring at the sky without doing anything else. What is he waiting for?"; - next; - if(select("When will it be done?:... ... ..") == 1) { - emotion e_an; - emotion e_ag; - delitem 6499,5; //Ancient_Grudge - mes "[Tattooist]"; - mes "Ergh! I told you not to interrupt!"; - next; - mes "The Tattooist ripped up the drawing irritably."; - next; - mes "[Tattooist]"; - mes "I can't continue like this. Maybe another time. You can take back the remaining materials."; - next; - mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit."; - close; - } - emotion e_dots; - mes "[Tattooist]"; - mes "."; - next; - mes "[Tattooist]"; - mes ". ."; - next; - mes "[Tattooist]"; - mes ". . ."; - next; - emotion e_dots; - mes "[Tattooist]"; - mes ". . . ."; - next; - mes "[Tattooist]"; - mes ". . . . ."; - next; - mes "[Tattooist]"; - mes ". . . . . ."; - next; - mes "[Tattooist]"; - mes ". . . . . . ."; - next; - emotion e_flash; - mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands."; - next; - specialeffect EF_DETOXICATION; - mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing."; - next; - if(select("Why did you break the pieces...:... ... ..") == 1) { - delitem 6499,5; //Ancient_Grudge - delitem .@spirit,1; - emotion e_an; - emotion e_ag; - mes "[Tattooist]"; - mes "Ergh! I told you not to interrupt!"; - next; - mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably."; - next; - mes "[Tattooist]"; - mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials."; - next; - mes "Received back 5 Ancient Grudges and the doll."; - close; - } - mes "He held up the powder in both hands and then blew it onto the drawing."; - next; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; - mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; - next; - specialeffect EF_LIGHTSPHERE; - mes "Blinking light on top of the drawing."; - next; - mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before."; - next; - mes "The "+.@name$+" drawing looks as if it is... alive."; - next; - mes "The Tattooist is finally satisfied and is all smiles."; - next; - emotion e_heh; - mes "[Tattooist]"; - mes "Ha ha. It came out great."; - next; - delitem 6499,10; //Ancient_Grudge - delitem .@spirit,1; - delitem .@doll,1; - getitem .@tattoo,1; - $malaya_pintados_04$ = strcharinfo(0); - mes "[Tattooist]"; - mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; - next; - mes "[Tattooist]"; - mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed."; - next; - mes "[Tattooist]"; - mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; - close; -} - -ma_fild01,171,224,0 script Ancient Grudge#01 HIDDEN_WARP_NPC,{ end; } -ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 HIDDEN_WARP_NPC -ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 HIDDEN_WARP_NPC -ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 HIDDEN_WARP_NPC -ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 HIDDEN_WARP_NPC - -ma_fild01,192,200,8 script Tourist#pin01 1_M_MERCHANT,{ - mes "[Tourist]"; - mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'."; - next; - mes "[Tourist]"; - mes "I don't regret visiting but..."; - next; - mes "[Tourist]"; - mes "I don't like the Tattoo I got after all I've gone through to get it."; - next; - mes "[Tourist]"; - mes "I've looked at it in the light but I think the Tattooist made a mistake."; - next; - mes "[Tourist]"; - mes "This ruined my whole visit."; - next; - mes "[Tourist]"; - mes "Tsk!"; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Tourist#pin01"; - end; -OnEnable: - enablenpc "Tourist#pin01"; - end; -OnDisable: - disablenpc "Tourist#pin01"; - end; -} - -ma_fild01,211,200,6 script Tourist#pin02 4_M_TWMASKMAN,{ - mes "[Tourist]"; - mes "I heard of the 'Pintados Festival' and came all the way from Gonryun."; - next; - mes "[Tourist]"; - mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo."; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Tourist#pin02"; - end; -OnEnable: - enablenpc "Tourist#pin02"; - end; -OnDisable: - disablenpc "Tourist#pin02"; - end; -} - -ma_fild01,251,205,2 script Tourist#pin03 4_M_CHNOLD,{ - mes "[Tourist]"; - mes "Hey, hear me. This isn't the Tattoo I wanted."; - next; - mes "[Tourist]"; - mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot."; - next; - mes "[Tattooist]"; - mes "No... you said that you wanted that one. Don't be so difficult."; - next; - mes "[Tourist]"; - mes "Don't you know that customer is king? Huh? Do you want a bad reputation?"; - next; - mes "[Tattooist]"; - mes "Ugh... Can't believe this."; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Tourist#pin03"; - end; -OnEnable: - enablenpc "Tourist#pin03"; - end; -OnDisable: - disablenpc "Tourist#pin03"; - end; -} - -ma_fild01,249,206,6 script Young Tattooist#pin04 4_M_MALAYA,{ - mes "[Tattooist]"; - mes "Ah... I can't work with customers like this."; - next; - mes "[Tattooist]"; - mes "How many times do I have to tell you, you said you wanted a Bangungot."; - next; - mes "[Tattooist]"; - mes "Ouch, my throat... Shouting will get me nowhere."; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Young Tattooist#pin04"; - end; -OnEnable: - enablenpc "Young Tattooist#pin04"; - end; -OnDisable: - disablenpc "Young Tattooist#pin04"; - end; -} - -ma_fild01,162,235,6 script Tourist#pin05 4_F_CHNDRESS1,{ - mes "[Tourist]"; - mes "They say the Pintados Festival will only be held for one week."; - next; - mes "[Tourist]"; - mes "I came from Louyang without knowing about the festival. Must be my lucky day."; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Tourist#pin05"; - end; -OnEnable: - enablenpc "Tourist#pin05"; - end; -OnDisable: - disablenpc "Tourist#pin05"; - end; -} - -ma_fild01,164,234,6 script Drumming Young Man#pin06 4_M_BARYO_MAN,{ - mes "ba-dum-DUM- ba-dum-DUM"; - next; - mes "[Drumming Young Man]"; - mes "The Pintados Festival wouldn't be a festival without a drummer."; - next; - mes "[Drumming Young Man]"; - mes "Why don't you join?"; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Drumming Young Man#pin06"; - end; -OnEnable: - enablenpc "Drumming Young Man#pin06"; - end; -OnDisable: - disablenpc "Drumming Young Man#pin06"; - end; -} - -ma_fild01,170,231,4 script Drumming Young Man#pin07 4_M_BARYO_MAN,{ - mes "ba-dum-DUM- ba-dum-DUM"; - next; - mes "[Drumming Young Man]"; - mes "The Pintados from Pintados Festival means painted in our language."; - next; - mes "[Drumming Young Man]"; - mes "So that is probably why we have people drawing special Tattoos during the festival."; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Drumming Young Man#pin07"; - end; -OnEnable: - enablenpc "Drumming Young Man#pin07"; - end; -OnDisable: - disablenpc "Drumming Young Man#pin07"; - end; -} - -ma_fild01,164,228,6 script Drumming Young Man#pin08 4_M_BARYO_MAN,{ - mes "ba-dum-DUM- ba-dum-DUM"; - next; - mes "[Drumming Young Man]"; - mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest."; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Drumming Young Man#pin08"; - end; -OnEnable: - enablenpc "Drumming Young Man#pin08"; - end; -OnDisable: - disablenpc "Drumming Young Man#pin08"; - end; -} - -ma_fild01,170,234,4 script Beat Catching Boy#pin09 4_M_BARYO_BOY,{ - mes "ba-dum-TSH- ba-dum-TSH-"; - next; - mes "[Beat Catching Boy]"; - mes "I always get energetic when I hear drums and sticks in a rhythmic beat."; - next; - mes "[Beat Catching Boy]"; - mes "ba-dum-TSH- ba-dum-TSH- So much fun!"; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc "Beat Catching Boy#pin09"; - end; -OnEnable: - enablenpc "Beat Catching Boy#pin09"; - end; -OnDisable: - disablenpc "Beat Catching Boy#pin09"; - end; -} - -ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{ - mes "ba-dum-TSH- ba-dum-TSH-"; - next; - mes "[Beat Catching Boy]"; - mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?"; - close; -OnInit: - if (!$malaya_pintados_00) - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - end; -OnDisable: - disablenpc strnpcinfo(0); - end; -} -ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt deleted file mode 100644 index fc076a6b3..000000000 --- a/npc/re/quests/quests_mora.txt +++ /dev/null @@ -1,5359 +0,0 @@ -//===== Hercules Script ====================================== -//= Mora Quest NPCs -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.1 -//===== File Encoding ======================================== -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//===== Description: ========================================= -//= [Official Conversion] -//= Quest NPCs related to Mora: -//== Theore's Request, Chesire's New Day, -//== Helping Lope and Euridi, Mora Daily Quests, -//== Find the Research Tools, Knights of the Neighborhood -//===== Additional Comments: ================================= -//= 0.1 NPCs are currently placeholders. [Euphy] -//= 1.0 Implemented all official quests. [Euphy] -//= 1.1 Added GM management function and NPCs. [Euphy] -//============================================================ - -// Theore's Request :: ep14_1_bs -//============================================================ -mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ - if (BaseLevel < 100) { - mes "- A person with a white gown -"; - mes "- is pulling at his hair. -"; - close; - } - if (ep14_1_bs == 0) { - mes "[Theore]"; - mes "Aaaarrrggghh!!!"; - mes "Darn it!!!!"; - mes "I'm finished!!!"; - next; - mes "[Theore]"; - mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!"; - mes "Noooo!!!"; - ep14_1_bs = 1; - close; - } else if (ep14_1_bs == 1) { - mes "- A person with a white gown -"; - mes "- is pulling at his hair. -"; - next; - if(select("Try talking to him.:How noisy.") == 2) { - mes "[Theore]"; - mes "Oh, of course, I'm sorry."; - mes "I'll keep it down."; - close; - } - mes "["+strcharinfo(0)+"]"; - mes "Sir... Are you okay?"; - mes "You will lose all your hair like that."; - mes "Calm down."; - next; - mes "[Theore]"; - mes "Sob......."; - next; - mes "[Theore]"; - mes "......."; - next; - mes "[Theore]"; - mes "Odin!!!"; - mes "Freyja!!!!"; - mes "Sazarim!!!"; - mes "Thank you!!"; - mes "It's not all over!!"; - next; - mes "[Theore]"; - mes "There's always hope! I, Theore, will persevere and go on!!"; - next; - mes "[Theore]"; - mes "Dear Adventurer!!!"; - mes "No, no, dear Warrior!!!!"; - mes "Are you busy at the moment?"; - mes "If you spare me a little time, I will see to it that you're rewarded handsomely!"; - next; - switch(select("I'm busy.:Listen to him more.")) { - case 1: - mes "[Theore]"; - mes "......."; - mes "I see, I suppose it can't be helped."; - mes "I'll probably lose all my hair and be on the ad for hair growth solutions. But I won't hold it against you, Warrior."; - next; - mes "[Theore]"; - mes "Dear God! My luck ends here. *sob*"; - mes "Even though the world is turning its back on me, I won't blame anyone!!!"; - close; - case 2: - mes "[Theore]"; - mes "Ahhh!"; - mes "I feel like I was saved."; - mes "So the thing is......."; - next; - mes "[Theore]"; - mes "Oh! Oh dear!"; - mes "How rude of me, I haven't even introduced myself."; - mes "My name is Theore, and I work for 'Bazett Teablack's Institute of Culture of the Other World.' "; - next; - mes "[Theore]"; - mes "I'm currently working on researching Laphines in the Splendide Basecamp."; - mes "Might be because I've been working soooo hard, but these days the Laphines all run away as soon as they see me."; - next; - mes "[Theore]"; - mes "The deadline is approaching, and I still haven't figured out the most critical part. "; - mes "My professor will be very disappointed ......."; - next; - mes "[Theore]"; - mes "So won't you give me a hand?!"; - mes "Your help will be acknowledged fully - I will tell the professor myself!"; - next; - switch(select("Help.:Don't help.")) { - case 1: - mes "[Theore]"; - mes "Sob sob Warrior, you're the best!"; - mes "I will not forget this!!!"; - mes "I'm going to write about it in my diary!!"; - mes "And in the report!!!"; - mes "And in a letter I'm sending home!!"; - next; - mes "[Theore]"; - mes "I'll tell my buddies at the lab!!!"; - mes "I'll tell Lugen!!!"; - mes "I'll write it in the bulletin board!!!"; - mes "Let's see!!! Where else?"; - next; - mes "- The man seems to be in a manic state. -"; - mes "- Wait until he calms down -"; - mes "- and try speaking to him again. -"; - ep14_1_bs = 2; - setquest 11182; - close; - case 2: - mes "[Theore]"; - mes "......."; - mes "You bad person, making me all worked up."; - mes "*sob*"; - close; - } - } - } else if (ep14_1_bs == 2) { - if (questprogress(11182,PLAYTIME) != 2) { - mes "[Theore]"; - mes "......"; - switch(rand(1,4)) { - case 1: - mes "I must tell my next-door neighbor Pico!!!"; - mes "And Kachua!!!"; - break; - case 2: - mes "Tell the merchant across the street!!!"; - mes "And also tell the administrator!!!"; - break; - case 3: - mes "Tell Mr. Holgren!!!"; - mes "Write up a report for the King!!!"; - break; - case 4: - mes "Tell the people around here!!!"; - mes "Shout it out loud from the observatory so the whole world hears!!!"; - break; - } - next; - mes "- He is still manic. -"; - mes "- Wait until he calms down -"; - mes "- and try speaking to him again. -"; - close; - } - mes "[Theore]"; - mes "My apologies."; - mes "I got a little excited."; - mes "I do apologize."; - next; - mes "[Theore]"; - mes "I'm usually a calm and rational person, but it feels like I've been everywhere - heaven AND hell - today!"; - next; - mes "[Theore]"; - mes "To the point: what I would like to ask you is not a hard task."; - next; - mes "[Theore]"; - mes "As you probably know, the Laphines are at war with the Saphas."; - mes "Until recently, they attacked the Saphas mercilessly."; - next; - mes "[Theore]"; - mes "But lately, the frequency of attacks has decreased significantly."; - mes "I can't figure out why, they are single-minded creatures and it's not likely that they just took pity on the Saphas' situation."; - next; - mes "[Theore]"; - mes "Also, there are rumors of unarmed Laphines flying through the fields."; - next; - mes "[Theore]"; - mes "I have seen it once, but he ran away as soon as he spotted me and I didn't get a chance to ask him."; - mes "I'm sure that he went back to the village. But as desperately as I want to ask, I was banned from entering the Splendide Basecamp."; - next; - select("Banned?"); - mes "[Theore]"; - mes "Well..."; - mes "I got so excited after the professor assigned me to this research project......."; - mes "that I combed through Splendide night and day, and they finally kicked me out."; - mes "Ha ha ha!"; - next; - mes "[Theore]"; - mes "The Laphines may look cute, but they are combat specialists......."; - mes "So here I am, without the courage to sneak in, but with the report half-finished......."; - next; - mes "[Theore]"; - mes "Tell me, is there a life more unfortunate than mine?"; - mes "*chuckle*"; - next; - mes "[Theore]"; - mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and find out what they're up to?"; - next; - mes "[Theore]"; - mes "They may run away if you try to speak to them, so pay close attention when you find one."; - next; - mes "[Theore]"; - mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm."; - ep14_1_bs = 3; - changequest 11182,11183; - close; - } else if (ep14_1_bs == 3) { - mes "[Theore]"; - mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and ask them what they're up to?"; - next; - mes "[Theore]"; - mes "They may run away if you try to speak to them, so pay close attention when you find one."; - next; - mes "[Theore]"; - mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm."; - close; - } else if (ep14_1_bs < 10) { - if (ep14_1_bs2 == 0) { - mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -"; - close; - } else if (ep14_1_bs2 < 4) { - mes "[Theore]"; - mes "Hmm...... They were rummaging through the bushes?"; - mes "Hmm... Hmm..."; - next; - mes "[Theore]"; - mes "They may have left a clue, can you please look around the area?"; - mes "If they were looking through the bushes, they may have been looking for something they've lost."; - mes "Or they may have left something behind."; - close; - } else if (ep14_1_bs2 < 7) { - if (countitem(6390) == 0) { - mes "[Theore]"; - mes "They may have left a clue, can you please look around the area?"; - mes "If they were looking through the bushes, they may have been looking for something they've lost."; - mes "Or they may have left something behind."; - close; - } - mes "[Theore]"; - mes "A pouch that a Laphine dropped as it fled?"; - mes "Hmm... Hmm... A soft leather pouch with a string made by soaking dried vines in oil.... too small for humans or Saphas to use..."; - next; - mes "[Theore]"; - mes "Could... Could it be??!!"; - mes "that object?!"; - mes "that I've only heard about, but never came across!!!"; - next; - mes "[Theore]"; - mes "In the ancient times, Laphines used to carry fairy dust - such as the flying dust, minimizing dust - in a small pouch like this."; - next; - mes "[Theore]"; - mes "They usually enjoy extravagant designs, but this 'fairy dust pouch' is something that they always carry around, and it is made simply without extravagant ornaments, keeping in line with tradition."; - next; - mes "[Theore]"; - mes "I'm not sure what it'll be like nowadays, but if this is the 'fairy dust pouch,' the owner should be anxious to find it."; - next; - mes "[Theore]"; - mes "We can't give it back for free though. In exchange for some information - that's a fair deal!"; - next; - mes "[Theore]"; - mes "And perhaps they won't be too upset if we look inside the pouch!"; - mes "Wooow!!"; - mes "I always believed when I was little that a fairy would come and sprinkle me with flying dust to make me fly!!!"; - next; - mes "- Before I can stop him, -"; - mes "- he opened the small pouch. -"; - next; - mes "[Theore]"; - mes "......."; - next; - mes "[Theore]"; - mes "Oh..."; - mes "Berries......and leaves?"; - mes "......."; - next; - mes "[Theore]"; - mes "......What about the flying dust?"; - mes "Noooo!"; - mes "My poor innocent imagination!!!!"; - next; - mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -"; - ep14_1_bs2 += 3; //4,5,6 -> 7,8,9 - changequest 11185,11186; - close; - } else { - mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -"; - close; - } - } else if (ep14_1_bs < 18) { - mes "- He appears to be busy. You should finish the task at hand and come back. -"; - close; - } else if (ep14_1_bs == 18) { - mes "[Theore]"; - mes "At last, you're back!!!!"; - mes "How did the investigation go?!"; - next; - mes "[Theore]"; - mes "Wow!!!"; - mes "Incredible!!!!!!"; - mes "Unbelievable!!!"; - next; - mes "[Theore]"; - mes "The best!!!!"; - mes "This is surely enough to write an excellent report on!!"; - mes "All thanks to you, Warrior!!"; - next; - mes "[Theore]"; - mes "I'll never, EVER forget what you've done for me!"; - mes "No!!"; - mes "My grandchildren's grandchildren will remember!!!!"; - mes "*Sob*"; - next; - mes "[Theore]"; - mes "Then I'm off to put the finishing touches on the report!!!!!!!"; - mes "Oh yeah!!!!"; - ep14_1_bs = 19; - getexp 0,200000; - getitem 6380,5; //Mora_Coin - close; - } else if (ep14_1_bs > 18) { - mes "[Theore]"; - mes "I'll write the report with lightning speed!!!!!!!"; - mes "Oh yeah!!!!"; - close; - } - end; -OnTouch: - if (BaseLevel > 99) { - if (ep14_1_bs == 0) { - mes "[Theore]"; - mes "Aaaarrrggghh!!!"; - mes "Darn it!!!!"; - mes "I'm finished!!!"; - next; - mes "[Theore]"; - mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!"; - mes "Noooo!!!"; - ep14_1_bs = 1; - close; - } - } - end; -} - -- script #mora_bush -1,{ - if (ep14_1_bs != 3 || rand(5)) { - mes "- It's just an ordinary bush. -"; - close; - } - .@i = atoi(charat(strnpcinfo(2),9)); - .@rand = rand(1,3); - mes "[Unarmed Laphine]"; - mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; - donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable"; - ep14_1_bs = .@i+3; - ep14_1_bs2 = .@rand; - changequest 11183,11184; - next; - mes "- You try to talk to the Laphine, -"; - mes "- who is looking around the bushes, -"; - mes "- but it flew away -"; - mes "- while yelling fearfully. -"; - next; - mes "- What was the fairy doing? -"; - mes "- You decide to look around. -"; - donpcevent "Bush"+.@i+"Timer::OnEnable"; - close; -OnEnable: - enablenpc strnpcinfo(0); - donpcevent "Bush"+charat(strnpcinfo(2),9)+"Timer::OnDisable"; - end; -OnDisable: - disablenpc strnpcinfo(0); - end; -} - -- script #mora_pouch -1,{ - end; -OnTouch: - .@i = atoi(charat(strnpcinfo(2),9)); - if (ep14_1_bs == .@i+3) { - if (countitem(6390) == 0) { - if (checkweight(1201,1) == 0) { - mes " - Hang on there !! -"; - mes " - You are carrying too many kinds of items - "; - mes " - to receive any more items. - "; - mes " - Please lighten your load - "; - mes " - and try again. - "; - close; - } - if (MaxWeight - Weight < 1000) { - mes " - Hang on there !! -"; - mes " - You are carrying too much weight - "; - mes " - Please lighten your load - "; - mes " - and try again. - "; - close; - } - mes "- Jumble Fumble -"; - mes "- Rustle Bustle -"; - next; - if (rand(1,5) == 4) { - mes "- You've found a Small pouch. -"; - if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4) - ep14_1_bs2 += 3; - changequest 11184,11185; - getitem 6390,1; //Small_Pocket - close; - } else { - mes "- You didn't find anything. -"; - close; - } - } - } - end; -} - -- script #mora_fairy -1,{ - end; -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - initnpctimer; - end; -OnDisable: - disablenpc strnpcinfo(0); - stopnpctimer; - end; -OnTimer5000: - donpcevent strnpcinfo(0)+"::OnDisable"; - stopnpctimer; - end; -} - -spl_fild02,79,104,0 duplicate(#mora_bush) Bush#ep14_1_bs1 HIDDEN_NPC -spl_fild02,79,104,0 duplicate(#mora_pouch) #ep14_1_bs1 HIDDEN_WARP_NPC,2,2 -spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd11 4_F_FAIRYKID5 -spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd12 4_M_FAIRYKID4 -spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd13 4_F_FAIRYKID4 - -spl_fild02,103,344,0 duplicate(#mora_bush) Bush#ep14_1_bs2 HIDDEN_NPC -spl_fild02,103,344,0 duplicate(#mora_pouch) #ep14_1_bs2 HIDDEN_WARP_NPC,2,2 -spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd21 4_F_FAIRYKID5 -spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd22 4_M_FAIRYKID4 -spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd23 4_F_FAIRYKID4 - -spl_fild02,261,323,0 duplicate(#mora_bush) Bush#ep14_1_bs3 HIDDEN_NPC -spl_fild02,261,323,0 duplicate(#mora_pouch) #ep14_1_bs3 HIDDEN_WARP_NPC,2,2 -spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd31 4_F_FAIRYKID5 -spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd32 4_M_FAIRYKID4 -spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd33 4_F_FAIRYKID4 - -spl_fild02,137,305,0 duplicate(#mora_bush) Bush#ep14_1_bs4 HIDDEN_NPC -spl_fild02,137,305,0 duplicate(#mora_pouch) #ep14_1_bs4 HIDDEN_WARP_NPC,2,2 -spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd41 4_F_FAIRYKID5 -spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd42 4_M_FAIRYKID4 -spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd43 4_F_FAIRYKID4 - -spl_fild02,23,196,0 duplicate(#mora_bush) Bush#ep14_1_bs5 HIDDEN_NPC -spl_fild02,23,196,0 duplicate(#mora_pouch) #ep14_1_bs5 HIDDEN_WARP_NPC,2,2 -spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd51 4_F_FAIRYKID5 -spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd52 4_M_FAIRYKID4 -spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd53 4_F_FAIRYKID4 - -spl_fild02,186,260,0 duplicate(#mora_bush) Bush#ep14_1_bs6 HIDDEN_NPC -spl_fild02,186,260,0 duplicate(#mora_pouch) #ep14_1_bs6 HIDDEN_WARP_NPC,2,2 -spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd61 4_F_FAIRYKID5 -spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd62 4_M_FAIRYKID4 -spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd63 4_F_FAIRYKID4 - -- script #mora_bush_timer -1,{ - end; -OnInit: - disablenpc strnpcinfo(0); - end; -OnEnable: - enablenpc strnpcinfo(0); - initnpctimer; - end; -OnDisable: - stopnpctimer; - disablenpc strnpcinfo(0); - end; -OnTimer1000: - donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnDisable"; - end; -OnTimer600000: - donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -} -spl_fild02,180,1,0 duplicate(#mora_bush_timer) Bush1Timer 4_F_FAIRYKID5 -spl_fild02,181,1,0 duplicate(#mora_bush_timer) Bush2Timer 4_F_FAIRYKID5 -spl_fild02,182,1,0 duplicate(#mora_bush_timer) Bush3Timer 4_F_FAIRYKID5 -spl_fild02,183,1,0 duplicate(#mora_bush_timer) Bush4Timer 4_F_FAIRYKID5 -spl_fild02,184,1,0 duplicate(#mora_bush_timer) Bush5Timer 4_F_FAIRYKID5 -spl_fild02,186,1,0 duplicate(#mora_bush_timer) Bush6Timer 4_F_FAIRYKID5 - -spl_fild02,187,1,0 script Field Bush Switch 4_F_FAIRYKID5,{ - callfunc "F_GM_NPC"; - donpcevent "Bush#ep14_1_bs1::OnEnable"; - end; -} - -splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ - if (!isequipped(2782)) { - mes "[Tired-looking Fairy]"; - mes "VeOsaRiveh No ModAsh"; - next; - mes "- You can't understand the fairy's words. -"; - mes "- You need something to help you interpret them. -"; - close; - } - if (ep14_1_bs < 4) { - mes "[Tired-looking Fairy]"; - mes "I'm tired, don't talk to me."; - close; - } else if (ep14_1_bs < 10) { - if (!questprogress(11187)) { - mes "[Tired-looking Fairy]"; - mes "I'm tired, don't talk to me."; - next; - select("Show the pouch."); - mes "[Tired-looking Fairy]"; - mes "Huh?!"; - mes "Where did you get this from?!"; - next; - select("I found it in the bushes."); - mes "[Tired-looking Fairy]"; - mes "It may not look like much, but it is an important object for us. I suppose I should say thanks."; - next; - mes "[Tired-looking Fairy]"; - mes "But it won't be easy to find its owner with just the pouch..."; - changequest 11186,11187; - next; - if(select("I think I saw a fairy that might be the owner.:I'll think about it.") == 2) { - mes "[Tired-looking Fairy]"; - mes "Then tell me if you remember anything."; - close; - } - } else if (questprogress(11187) == 2) { - mes "[Tired-looking Fairy]"; - mes "I hope you can find the owner."; - close; - } - mes "[Tired-looking Fairy]"; - mes "Do you remember how the fairy looked?"; - next; - - setarray .@Hair$[0],"blonde","grassy-green","woody-brown","sea-blue"; - setarray .@Skin$[0],"dark","light"; - setarray .@Clothing$[0],"snow-white","grape","sky-blue","grassy-green"; - setarray .@Wings$[0],"round","two pairs of","characteristic"; - - setarray .@i[1], - select("Blonde hair:Grassy-green hair:Woody-brown hair:Sea-blue hair"), - select("Dark-skinned:Light-skinned"), - select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"), - select("Round wings:Two pairs of wings:Characteristic Wings"); - - .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); - - mes "[Tired-looking Fairy]"; - mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing......."; - switch(.@i[0]) { - case 4418: // Kusmi: blonde hair, light skin, grape clothing, two pairs of wings - mes "Hmm...... That must be Kusmi."; - next; - mes "[Tired-looking Fairy]"; - mes "Kusmi must be roaming the area southeast of the village."; - mes "Go see if she has lost her pouch."; - if (ep14_1_bs2 == 7) - ep14_1_bs2 = 10; - close; - case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings - mes "Hmm......That must be Theodore."; - next; - mes "[Tired-looking Fairy]"; - mes "Theodore must be roaming the area northeast of the village."; - mes "Go see if he has lost his pouch."; - if (ep14_1_bs2 == 8) - ep14_1_bs2 = 11; - close; - case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings - mes "Hmm......That must be Pauchon."; - next; - mes "[Tired-looking Fairy]"; - mes "Pauchon must be roaming the area north of the village."; - mes "Go see if she has lost her pouch."; - if (ep14_1_bs2 == 9) - ep14_1_bs2 = 12; - close; - default: - next; - mes "[Tired-looking Fairy]"; - mes "Hmm..."; - mes "I don't remember seeing such a fairy."; - mes "Are you sure you're not mistaken?"; - mes "Try to remember it again."; - close; - } - } - mes "[Tired-looking Fairy]"; - mes "What's up?"; - mes "Did you find the owner of the pouch?"; - close; -} - -splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ - if (!isequipped(2782)) { - mes "[Kusmi]"; - mes "DimFusTal Mu Lars"; - mes "ModAnduLo"; - mes "Mod"; - mes "DorDuMe U NohLarsFulo Mu Fus"; - next; - mes "- You can't understand the fairy's words. -"; - mes "- You need something to help you interpret them. -"; - close; - } - if (ep14_1_bs > 3 && ep14_1_bs < 10) { - mes "[Kusmi]"; - mes "And who mayy you be?"; - next; - select("Show the pouch."); - if (countitem(6390) == 0) { - mes "[Kusmi]"; - mes "What is it that you want to show mee?"; - close; - } - if (ep14_1_bs2 == 10) { - mes "[Kusmi]"; - mes "Ahh!!"; - mes "My pouch!!!!!"; - mes "Thank you sirr!!!!!"; - mes "I've been looking for it all overr!"; - next; - select("Ask about the rumor."); - mes "[Kusmi]"; - mes "That's a difficult questionn!"; - mes "But you've returned my pouch, so I'll have to answerr......"; - next; - mes "[Kusmi]"; - mes "Promise me you won't tell anyonee!"; - mes "If you can promise, please talk to me againn."; - delitem 6390,1; //Small_Pocket - ep14_1_bs = 10; - changequest 11187,11188; - close; - } else { - mes "[Kusmi]"; - mes "Hmm I don't know who, but must be a slobb to be dropping his pouch like soo."; - mes "Huh? Mine??"; - mes "No, mine is right here safelyy?"; - next; - mes "[Kusmi]"; - mes "It's a precious object so I hope you'll find the owner itt."; - close; - } - } - if (ep14_1_bs2 == 10) { - if (ep14_1_bs == 10) { - mes "[Kusmi]"; - mes "You can't say this to anybody okayy~?"; - mes "Recently,"; - mes "the supplies from our the mainland have been cutt!"; - mes "Or rather, the supply route is being blocked and we can't get our suppliess?"; - next; - mes "[Kusmi]"; - mes "We need to find enough food before we run out of stored goods, that's why we've been rummaging the bushess."; - next; - mes "[Kusmi]"; - mes "But this cursed frozen land has no good foods."; - mes "We're barely keeping it green using magic, but it takes too much power to make fruit."; - next; - mes "[Kusmi]"; - mes "The energy spent in making food is probably twice as much as the energy gained from eatingg."; - mes "Those higher up don't want to admit it, but it's going to become a serious problem soonn."; - next; - mes "[Kusmi]"; - mes "We can't leave the battleground because we're in war, so we can't go checkk."; - mes "I am curiousss......."; - next; - mes "[Kusmi]"; - mes "Not just me, but many Laphines are worriedd."; - mes "Well that's the situation, so if you meet a Laphine in the bushes please don't talk to himm."; - mes "It's embarrassingg!!!"; - next; - mes "[Kusmi]"; - mes "Oh, and you must never ever tell anyone about what happened todayy!"; - mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood."; - ep14_1_bs = 11; - completequest 11188; - setquest 11189; - close; - } else if (ep14_1_bs == 11) { - mes "[Kusmi]"; - mes "Eh?"; - mes "You stilll want to talk?"; - next; - select("Supply route from the mainland?"); - mes "[Kusmi]"; - mes "Well if you hear that you'll have to helpp!"; - mes "Still want to knoww?!"; - next; - switch(select("Yes.:No.")) { - case 1: - mes "[Kusmi]"; - mes "It's not a special road or anythingg."; - mes "Just an old roadd."; - mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk."; - next; - mes "[Kusmi]"; - mes "If you're headed that way, please go see that all's okayy."; - ep14_1_bs = 12; - changequest 11189,11190; - close; - case 2: - mes "[Kusmi]"; - mes "Thank you for finding my pouchh."; - mes "I would give you some fairy dust, but there is none leftt."; - close; - } - } else if (ep14_1_bs == 12) { - mes "[Kusmi]"; - mes "It's not a special road or anythingg."; - mes "Just an old roadd."; - mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk."; - next; - mes "[Kusmi]"; - mes "If you're headed that way, please go see that all's okayy."; - close; - } else if (ep14_1_bs == 13) { - mes "[Kusmi]"; - mes "A crevicee?"; - mes "That's why we couldn't contact the mainland."; - mes "Urggg......."; - mes "It would be good to know what's going on up theree."; - next; - mes "[Kusmi]"; - mes "If you happen to go through Bifrost, please figure out what's going onn."; - mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee."; - next; - mes "[Kusmi]"; - mes "If you go to the warehouse in Mora Village, the manager will tell you moree."; - mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?"; - next; - mes "[Kusmi]"; - mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time."; - ep14_1_bs = 14; - changequest 11191,11192; - close; - } else if (ep14_1_bs == 14) { - mes "[Kusmi]"; - mes "If you happen to go through Bifrost, please figure out what's going onn."; - mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee."; - next; - mes "[Kusmi]"; - mes "If you go to the warehouse in Mora Village, the manager will tell you moree."; - if (questprogress(11193) == 1) - close; - mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?"; - next; - mes "[Kusmi]"; - mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time."; - close; - } else if (ep14_1_bs > 14) { - if (!questprogress(11193)) { - mes "[Kusmi]"; - mes "Will you check to see that my friend Rondo is in Mora Villagee?"; - next; - mes "[Kusmi]"; - mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time."; - close; - } - mes "[Kusmi]"; - mes "Heee!"; - mes "You really went through the fog of the Maze of the Hazy Forest?"; - mes "Wow!!!"; - mes "That's very impressivee."; - next; - mes "[Kusmi]"; - mes "Thank you soooo much."; - mes "I hope we'll be able to go through Bifrost againn."; - mes "I want to meet Rondo and talk to him againn."; - if (ep14_1_bs == 17) { - next; - mes "[Kusmi]"; - mes "Oh, And Daphrer is in northwest Splendide."; - } - if (questprogress(11193) != 2) { - completequest 11192; - completequest 11193; - } - close; - } - } - mes "[Kusmi]"; - mes "This place is always coldd."; - mes "So different from my heavenly hometownn."; - close; -} - -splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ - if (!isequipped(2782)) { - mes "[Theodore]"; - mes "DimFusTal Mu Lars"; - mes "ModAnduLo"; - mes "Mod"; - mes "DorDuMe U NohLarsFulo Mu Fus"; - next; - mes "- You can't understand the fairy's words. -"; - mes "- You need something to help you interpret them. -"; - close; - } - if (ep14_1_bs > 3 && ep14_1_bs < 10) { - mes "[Theodore]"; - mes "Who are you!"; - next; - select("Show the pouch."); - if (countitem(6390) == 0) { - mes "[Theodore]"; - mes "Hmm? What do you mean?"; - close; - } - if (ep14_1_bs2 == 11) { - mes "[Theodore]"; - mes "Ahh!!"; - mes "My pouch!!!!!"; - mes "I've been looking for it all over the place."; - mes "Thanks!"; - next; - select("Ask about the rumor."); - mes "[Theodore]"; - mes "Hrm!!"; - mes "What a penetrating question!"; - next; - mes "[Theodore]"; - mes "If you really want to hear the answer, talk to me again."; - mes "I need time to think."; - delitem 6390,1; //Small_Pocket - ep14_1_bs = 10; - changequest 11187,11194; - close; - } else { - mes "[Theodore]"; - mes "What is that dirty pouch!"; - mes "It is definitely not mine."; - next; - mes "[Theodore]"; - mes "But I hope you find its rightful owner."; - close; - } - } - if (ep14_1_bs2 == 11) { - if (ep14_1_bs == 10) { - mes "[Theodore]"; - mes "You are not to tell anyone what I'm about to tell you."; - next; - mes "[Theodore]"; - mes "Recently, there's a big problem in Splendide."; - mes "There is no communication with the mainland."; - mes "Not just communication, but supplies have been cut off also. People act indifferent but actually there is deep panic."; - next; - mes "[Theodore]"; - mes "This frozen land is no use for collecting food, but to farm it would be too much work."; - next; - mes "[Theodore]"; - mes "In fact, just maintaining the green is costing an incredible amount of magic power."; - mes "No word has come from higher up, but from the rumors it's not an easily fixable problem."; - next; - mes "[Theodore]"; - mes "And because there is no easy fix, everybody is worried sick."; - mes "By military law, our soldiers cannot leave the battlefield during war, so it's impossible to get more information."; - next; - mes "[Theodore]"; - mes "Therefore, if you happen to run into a Laphine, please don't mention any of this."; - mes "Everybody is trying as hard as they can, but we are still a proud race."; - next; - mes "[Theodore]"; - mes "And as I said before, what I told you is a secret and you must not tell anyone."; - mes "We do need help, but we are cornered and we don't want others to know."; - ep14_1_bs = 11; - completequest 11194; - setquest 11195; - close; - } else if (ep14_1_bs == 11) { - mes "[Theodore]"; - mes "You have further business with me?"; - next; - select("Supply route from the mainland?"); - mes "[Theodore]"; - mes "Hmm... if you hear that, you might just have to help us out?"; - mes "Do you still want to know?"; - next; - switch(select("Yes.:No.")) { - case 1: - mes "[Theodore]"; - mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp."; - mes "That is why we set up the basecamp here."; - mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents."; - next; - mes "[Theodore]"; - mes "If you happen to venture there, please ask a guard what things are like there."; - ep14_1_bs = 12; - changequest 11195,11196; - close; - case 2: - mes "[Theodore]"; - mes "Thank you for getting the pouch back to me."; - mes "Fairy dust? I don't carry around such a thing."; - close; - } - } else if (ep14_1_bs == 12) { - mes "[Theodore]"; - mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp."; - mes "That is why we set up the basecamp here."; - mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents."; - next; - mes "[Theodore]"; - mes "If you happen to venture there, please ask a guard what things are like there."; - close; - } else if (ep14_1_bs == 13) { - mes "[Theodore]"; - mes "A crevice?"; - mes "So that was why we couldn't reach the mainland."; - mes "It would be good to know what's going on up there."; - next; - mes "[Theodore]"; - mes "Hmm..."; - mes "I can't leave here, but you would be able to, no?"; - mes "The supplies from the mainland come through 'Mora' Village, which is located in the middle of Bifrost."; - next; - mes "[Theodore]"; - mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information."; - mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?"; - next; - mes "[Theodore]"; - mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; - ep14_1_bs = 14; - changequest 11197,11198; - close; - } else if (ep14_1_bs == 14) { - mes "[Theodore]"; - mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information."; - mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?"; - if (questprogress(11199) == 1) - close; - next; - mes "[Theodore]"; - mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; - close; - } else if (ep14_1_bs > 14) { - if (!questprogress(11199)) { - mes "[Theodore]"; - mes "And if it's not too much trouble, you could drop by my friend Lilitia's also..."; - close; - } - mes "[Theodore]"; - mes "Wow!!!"; - mes "So you went through the Maze of the Hazy Forest and returned from Mora Village."; - mes "I made the right decision by asking you!"; - next; - mes "[Theodore]"; - mes "Thank you."; - mes "I hope this gets resolved soon..."; - mes "I don't want to further upset Lilitia..."; - if (ep14_1_bs == 17) { - next; - mes "[Theodore]"; - mes "Oh, And Daphrer is in northwest Splendide."; - } - if (questprogress(11199) != 2) { - completequest 11198; - completequest 11199; - } - close; - } - } - mes "[Theodore]"; - mes "Sometimes, I sense a painful beauty in this frozen earth, quite different from the beauty of my hometown."; - mes "But this is a difficult environment for us to live in, certainly."; - close; -} - -splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ - if (!isequipped(2782)) { - mes "[Pauchon]"; - mes "DimFusTal Mu Lars"; - mes "ModAnduLo"; - mes "Mod"; - mes "DorDuMe U NohLarsFulo Mu Fus"; - next; - mes "- You can't understand the fairy's words. -"; - mes "- You need something to help you interpret them. -"; - close; - } - if (ep14_1_bs > 3 && ep14_1_bs < 10) { - mes "[Pauchon]"; - mes "What can I do for you, sir?"; - next; - select("Show the pouch."); - if (countitem(6390) == 0) { - mes "[Pauchon]"; - mes "Huh? Do you see something?"; - mes "I don't see anything..."; - close; - } - if (ep14_1_bs2 == 12) { - mes "[Pauchon]"; - mes "Good heavens...!"; - mes "I think this is mine!"; - mes "Thank you."; - mes "I've been worried since I lost it, you lifted a burden off of my mind."; - next; - select("Ask about the rumor."); - mes "[Pauchon]"; - mes "That's not easy for me to answer..."; - mes "I do appreciate you finding my pouch.... Hmm..."; - mes "Please give me some time to think.."; - delitem 6390,1; //Small_Pocket - ep14_1_bs = 10; - changequest 11187,11200; - close; - } else { - mes "[Pauchon]"; - mes "Oh dear. It's not mine."; - mes "But to carelessly drop such an important object!"; - mes "I don't know who it is, but that Laphine needs a lesson!"; - close; - } - } - if (ep14_1_bs2 == 12) { - if (ep14_1_bs == 10) { - mes "[Pauchon]"; - mes "What I'm about to tell you is top secret!"; - mes "We don't even talk about it amongst ourselves!"; - mes "How would we say that the supply from the mainland's been cut off like that!"; - next; - mes "[Pauchon]"; - mes "Ugh?!"; - mes "Oh boy... I've done it...."; - mes "It's really a top secret!!"; - mes "Don't tell anybody!"; - next; - mes "[Pauchon]"; - mes "Well since I spilled the beans already... oh well, too late."; - mes "So it's been a while since we received supplies from the mainland."; - next; - mes "[Pauchon]"; - mes "We're not starving, but we're receiving less and less food."; - mes "I was hungry so I went to go pick fruit, but in this cold climate there are no fruit trees."; - next; - mes "[Pauchon]"; - mes "And the people higher up only tell us to wait... I'm so tired of waiting!"; - mes "But the instant I leave this place, I'll end up going to prison...."; - next; - mes "[Pauchon]"; - mes "So I'm stuck here, and I'll be stuck here, suffering from hunger.... *sob*"; - next; - mes "[Pauchon]"; - mes "I'd eat the bark off of that tree if I could."; - mes "If only somebody could help. *sob*"; - ep14_1_bs = 11; - completequest 11200; - setquest 11201; - close; - } else if (ep14_1_bs == 11) { - mes "[Pauchon]"; - mes "What?"; - mes "What do you want... I'm hungry, don't have energy to talk..."; - next; - select("Supply route from the mainland?"); - mes "[Pauchon]"; - mes "Are you going to help me if I tell you?"; - mes "If not, I won't tell."; - next; - switch(select("Yes.:No.")) { - case 1: - mes "[Pauchon]"; - mes "A giant road leads away from the back of Splendide."; - mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever."; - next; - mes "[Pauchon]"; - mes "Oh! The guard there might know something."; - mes "If you're headed that way, please go find out what's up."; - ep14_1_bs = 12; - changequest 11201,11202; - close; - case 2: - mes "[Pauchon]"; - mes "Thank you for finding the pouch."; - mes "Ugh... I'm starving... I suppose I'll have to eat these bitter berries..."; - close; - } - } else if (ep14_1_bs == 12) { - mes "[Pauchon]"; - mes "A giant road leads away from the back of Splendide."; - mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever."; - next; - mes "[Pauchon]"; - mes "Oh! The guard there might know something."; - mes "If you're headed that way, please go find out what's up."; - close; - } else if (ep14_1_bs == 13) { - mes "[Pauchon]"; - mes "Crevice?!?"; - mes "Hmm I have heard that crevices are creeping up here and there, but it even infiltrated Bifrost...."; - mes "It appears to be more serious than I had imagined."; - next; - mes "[Pauchon]"; - mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?"; - next; - mes "[Pauchon]"; - mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something."; - mes "Also, please pay a visit to my friend Humming."; - next; - mes "[Pauchon]"; - mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; - ep14_1_bs = 14; - changequest 11203,11204; - close; - } else if (ep14_1_bs == 14) { - mes "[Pauchon]"; - mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?"; - next; - mes "[Pauchon]"; - mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something."; - if (questprogress(11205) == 1) - close; - mes "Also, please pay a visit to my friend Humming."; - next; - mes "[Pauchon]"; - mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; - close; - } else if (ep14_1_bs > 14) { - if (!questprogress(11205)) { - mes "[Pauchon]"; - mes "Please pay a visit to my friend Humming."; - mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village."; - close; - } - mes "[Pauchon]"; - mes "I had my doubts...But you really did cross the legendary Maze of the Hazy Forest..."; - mes "I'm very impressed."; - next; - mes "[Pauchon]"; - mes "I really appreciate your help."; - mes "I hope this gets resolved soon."; - mes "What I'm really afraid of... is hunger. More than war."; - if (ep14_1_bs == 17) { - next; - mes "[Pauchon]"; - mes "Oh, And Daphrer is in northwest Splendide."; - } - if (questprogress(11205) != 2) { - completequest 11204; - completequest 11205; - } - close; - } - } - mes "[Pauchon]"; - mes "Ah... I'm hungry."; - mes "When I get back to the mainland I'm going to stuff my belly until it bursts."; - close; -} - -splendide,262,376,4 script Laphine Soldier#ep14_1 4_M_FAIRYSOLDIER,{ - if (!isequipped(2782)) { - mes "[Laphine Soldier]"; - mes "DielFarmar Di RiniIyazser Ha mahAgolAsh U U "; - mes "TurNohnar Di DurNeiFar Ra AnuVerNoth Ha AshRivehDor Ha BurWehLars Ur RinimanMod"; - next; - mes "- You can't understand the fairy's words. -"; - mes "- You need something to help you interpret them. -"; - close; - } - mes "[Laphine Soldier]"; - mes "This is Bifrost, which leads to Alfheim."; - mes "Please note that entry is forbidden due to a crevice caused by an unidentified source."; - if (ep14_1_bs != 12) - close; - next; - mes "[Laphine Soldier]"; - mes "The other way leads to the Maze of the Hazy Forest."; - next; - mes "[Laphine Soldier]"; - mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest."; - if (questprogress(11190) == 1) { - ep14_1_bs = 13; - changequest 11190,11191; - } else if (questprogress(11196) == 1) { - ep14_1_bs = 13; - changequest 11196,11197; - } else if (questprogress(11202) == 1) { - ep14_1_bs = 13; - changequest 11202,11203; - } - close; -} - -mora,185,163,2 script Warehouse Manager#ep14_1 4_M_RAFLE_GR,{ - if (ep14_1_bs < 15) { - mes "[Warehouse Manager]"; - mes "No, sir!"; - mes "You cannot enter at will."; - mes "This is a warehouse. If you need something, please ask the staff outside."; - if (ep14_1_bs < 14) - close; - next; - select("Supplies for Laphine?"); - mes "[Warehouse Manager]"; - mes "Ah!"; - mes "You're from Splendide?"; - mes "Let's see..."; - mes "All the supplies from over there to there are destined for Splendide."; - next; - mes "[Warehouse Manager]"; - mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods."; - next; - mes "[Warehouse Manager]"; - mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse.."; - next; - mes "[Warehouse Manager]"; - mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn."; - mes "He has something that needs to be urgently delivered to the army of Splendide."; - ep14_1_bs = 15; - setquest 11206; - close; - } else if (ep14_1_bs == 15) { - mes "[Warehouse Manager]"; - mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn."; - mes "He has something that needs to be urgently delivered to the army of Splendide."; - close; - } else { - mes "[Warehouse Manager]"; - mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods."; - next; - mes "[Warehouse Manager]"; - mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse..."; - close; - } - end; -} - -mora,35,119,4 script Rondo#ep14_1_bs 4_M_DOGTRAVELER,{ - mes "[Rondo]"; - mes "Mora is such a mysterious place."; - mes "You can understand any language."; - next; - mes "[Rondo]"; - mes "Of course, when we leave this area I won't be able to understand what you say, but I'll be able to remember the conversations we had. And I'll look forward to the day we meet again, here."; - if (ep14_1_bs > 13 && ep14_1_bs2 == 10) { - next; - mes "[Rondo]"; - mes "Please tell Kusmi"; - mes "that if he wants to meet, we can meet any time. There is nothing to worry about."; - if (!questprogress(11193)) - setquest 11193; - } - close; -} - -mora,98,66,4 script Lilitia#ep14_1_bs 4_F_RAFLE_PK,{ - if (ep14_1_bs > 13 && ep14_1_bs2 == 11) { - mes "[Lilitia]"; - mes "Boo!!!"; - mes "He broke his promise again!!!"; - next; - mes "[Lilitia]"; - mes "He said he'd be here this time for sure!!!"; - mes "That place is too cold for me to visit!!!!!"; - mes "My precious leaves will wither there."; - next; - mes "[Lilitia]"; - mes "What? Theodore sent you?"; - mes "Please tell him that I'm so mad!!"; - if (!questprogress(11199)) - setquest 11199; - close; - } - mes "[Lilitia]"; - mes "I really hate the cold."; - mes "That's why Mora is a lovely place to live."; - next; - mes "[Lilitia]"; - mes "The leaves are always fresh here. And, the stress about languages just disappears."; - close; -} - -mora,139,102,2 script Humming#ep14_1_bs 4_F_DOGTRAVELER,{ - if (ep14_1_bs > 13 && ep14_1_bs2 == 12) { - mes "[Humming]"; - mes "Oh!"; - mes "You're here because Pauchon sent you?"; - next; - mes "[Humming]"; - mes "It must've been hard for you to get here. I'm impressed."; - mes "The Maze of the Hazy Forest~ It fuels my adventurous spirit!"; - next; - mes "[Humming]"; - mes "If you reach Splendide before me, please tell Pauchon"; - mes "that I'm going through the Maze of the Hazy Forest."; - if (!questprogress(11205)) - setquest 11205; - close; - } - mes "[Humming]"; - mes "I heard that a crevice crept in between Jotunheim and Midgard, so I wanted to check it out. But I got stuck here."; - mes "I was looking forward to seeing a new place."; - next; - mes "[Humming]"; - mes "Are you from Midgard?"; - mes "What is it like there?"; - mes "I've always wanted to see a creature called Poring."; - close; -} - -mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ - if (ep14_1_bs < 15) { - mes "[Jones]"; - mes "Oh.... Darn......."; - mes "I can't go down, and I can't go back. My credibility that I've worked so hard on is just crumbling into dust."; - close; - } else if (ep14_1_bs == 15) { - mes "[Jones]"; - mes "Ah, are you the traveler who came through the Maze of the Hazy Forest from Splendide?"; - mes "If you plan to go back, can you please deliver this to the Splendide army?"; - next; - mes "[Jones]"; - mes "A person high up requested it, but I can't cross Bifrost."; - next; - mes "[Jones]"; - mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering...."; - next; - switch(select("Yes.:No.")) { - case 1: - mes "[Jones]"; - mes "Thank you."; - ep14_1_bs = 16; - changequest 11206,11207; - close; - case 2: - mes "[Jones]"; - mes "I'm a bit embarrassed to ask this of a stranger...... Ha ha!"; - close; - } - } else if (ep14_1_bs == 16) { - if (checkweight(1201,1) == 0) { - mes "[Jones]"; - mes "You have too many kinds of items. Please lighten your load and come back."; - close; - } - if (MaxWeight - Weight < 3500) { - mes "[Jones]"; - mes "You are carrying too much weight. Please lighten your load and come back."; - close; - } - mes "[Jones]"; - mes "Please take good care of it."; - mes "It's for Daphrer in Splendide."; - ep14_1_bs = 17; - getitem 6391,1; //Splendid_Supply_Kit - changequest 11207,11208; - close; - } else if (ep14_1_bs == 17) { - mes "[Jones]"; - mes "Please take good care of it."; - mes "It's for Daphrer in Splendide."; - close; - } else if (ep14_1_bs > 17) { - mes "[Jones]"; - mes "Thanks to you, the job is well done."; - mes "Hehe, I see potential in you as a delivery man."; - mes "Interested in the career of delivery?"; - close; - } else { - mes "[Jones]"; - mes "Hehe, I see potential in you as a delivery man."; - mes "Interested in the career of delivery?"; - close; - } - end; -} - -splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ - if (!isequipped(2782)) { - mes "[Daphrer]"; - mes "DRHSfhsdfGSDH FGkkmvoifk DFG DFHshfeksmn fgg FDbbd fjnnvk n skncki dfgd F FHdfkdfjkmv"; - close; - } - if (countitem(6391)) { - mes "[Daphrer]"; - mes "Oh...."; - mes "I've been waiting for you."; - next; - mes "[Daphrer]"; - mes "This was urgently needed so thank you for bringing it here, I hope I haven't caused you too much trouble.."; - next; - mes "[Daphrer]"; - mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude."; - delitem 6391,1; //Splendid_Supply_Kit - if (ep14_1_bs == 17) { - ep14_1_bs = 18; - completequest 11208; - getexp 0,500000; - getitem 6380,5; //Mora_Coin - } else - getitem 6380,2; //Mora_Coin - close; - } - if (ep14_1_bs == 17) { - mes "[Daphrer]"; - mes "Oh...."; - mes "So you lost the item on the way."; - next; - mes "[Daphrer]"; - mes "I knew that it was probably a stretch......"; - mes "Perhaps I've been unrealistic."; - mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude."; - ep14_1_bs = 18; - completequest 11208; - getexp 0,200000; - getitem 6380,2; //Mora_Coin - close; - } - mes "[Daphrer]"; - mes "For me, a drop of water to make a flower blossom is more important than a sword for war."; - close; -} - -sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{ - callfunc "F_GM_NPC"; - switch(select("Set0:Set33:Set2_0")) { - case 1: - ep14_1_bs = 0; - end; - case 2: - ep4_1_bs = 3; - setquest 11183; - end; - case 3: - ep14_1_bs2 = 0; - end; - } -} - -// Chesire's New Day :: ep14_1_cheshir2 -//============================================================ -dic_in01,262,191,0 script #ep14_1_xq02 HIDDEN_WARP_NPC,0,3,{ - end; -OnTouch: - if (ep13_3_secret > 22 && !questprogress(7206)) { - enablenpc "Cheshire#ep14_1_xq01"; - cutin "ep13_cheshire_h",1; - mes "[Cheshire]"; - mes "Oh, wait!"; - mes "There's another thing I'd like you to do."; - mes "There's not enough time to go into details..."; - next; - mes "- Cheshire glanced at the guard standing close to you, and leaned close and whispered into your ear.-"; - next; - mes "[Cheshire]"; - mes "You'll find cat caravans in the middle of ^4d4dffKamidal Tunnel^000000."; - mes "There is ^4d4dffa marked box among the caravans' goods to the west of the entrance to the Scaraba Hole^000000."; - next; - mes "[Cheshire]"; - mes "I'd like you to bring it to me."; - mes "You'll see where you should bring it by looking at the box."; - mes "This is an important matter."; - next; - mes "[Cheshire]"; - mes "I have something to get done in advance..."; - mes "Good luck!"; - setquest 7206; - close2; - disablenpc "Cheshire#ep14_1_xq01"; - cutin "",255; - } - end; -} - -dic_in01,260,194,4 script Cheshire#ep14_1_xq01 4_M_CATMAN2,{ - end; -OnInit: - disablenpc "Cheshire#ep14_1_xq01"; - end; -} - -dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { - mes "- You have too many items to do this quest. -"; - close; - } - .@playtime = questprogress(7208,PLAYTIME); - if (.@playtime == 1) { - mes "Boxes with all kinds of goods in them are stacked to the ceiling."; - mes "The marked box Cheshire was talking about doesn't seem to be here yet."; - close; - } else if (.@playtime == 2) { - mes "Boxes with all kinds of goods in them are stacked to the ceiling."; - mes "Looking closely, you find a box with a small piece of paper stuck to it."; - mes "You've found the box of goods Cheshire was talking about."; - next; - switch(select("Move the box.:Give up.")) { - case 1: - mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost."; - erasequest 7208; - setquest 7210; - getitem 6392,1; //Bradium_Box - close; - case 2: - mes "You decided to give up delivering the box."; - mes "You left the box as it is."; - erasequest 7208; - close; - } - } else { - if (!questprogress(7207)) { - if (questprogress(7206)) { - mes "Boxes with all kinds of goods in them are stacked to the ceiling."; - mes "Looking closely, you find a box with a small piece of paper stuck to it."; - next; - mes "The piece of paper is marked with some mysterious symbol, and below it is written ^4d4dffTo: The Crevice of Bifrost^000000 in small letters."; - next; - mes "This must the box Cheshire was talking about."; - mes "You decide to take it to the location shown on the piece of paper."; - completequest 7206; - setquest 7207; - getitem 6392,1; //Bradium_Box - close; - } - } else if (questprogress(7207) != 2) { - mes "You've already obtained the box Cheshire was talking about."; - mes "Now you only have to take it to the Crevice of Bifrost."; - close; - } - mes "Boxes with all kinds of goods in them are stacked to the ceiling."; - close; - } - end; -} - -bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { - mes "- You have too many items to do this quest. -"; - close; - } - cutin "ep13_cheshire",1; - if (questprogress(7209)) { - if (countitem(6090) < 20) { - mes "[Cheshire]"; - mes "Bring me 20 pieces of refined Bradium."; - mes "In exchange for the box, which you carelessly and irresponsibly sold to somebody."; - mes "Have I made myself clear?!"; - close2; - cutin "",255; - end; - } - mes "[Cheshire]"; - mes "So you've brought it?"; - mes "The amount is less than it was, but I guess I can't help it."; - mes "Next time, you must bring the box to me intact."; - next; - mes "- Cheshire threw the Bradium into the Crevice. -"; - next; - mes "[Cheshire]"; - mes "You made a mistake of losing the box, you have to be content with this."; - mes "And starting tomorrow, get the box here intact."; - mes "Every day."; - delitem 6090,20; //Purified_Bradium - erasequest 7209; - setquest 7208; - getitem 6304,1; //Sapa_Feat_Cert - close2; - cutin "",255; - end; - } - callsub L_CheckPlaytime; - if (questprogress(7210)) { - if (countitem(6392) == 0) - callsub L_LostQuest,7210; - else { - mes "[Cheshire]"; - mes "You've come at just the right time."; - mes "And I see the box is intact!"; - mes "Well done."; - next; - mes "[Cheshire]"; - mes "Well, I'll be counting on you, tomorrow as well."; - mes "Get it?"; - mes "Now, leave this place before the Laphines grow suspicious."; - erasequest 7210; - setquest 7208; - delitem 6392,1; //Bradium_Box - getitem 6304,1; //Sapa_Feat_Cert - getexp 50000,40000; - close2; - cutin "",255; - end; - } - } - if (ep13_3_secret > 22) { - if (!questprogress(7207)) { - if (!questprogress(7206)) { - mes "[Cheshire]"; - mes "...Hmm? Huh?"; - mes "It's "+strcharinfo(0)+"!"; - mes "What are you doing here?"; - next; - select("Huh? Cheshire?"); - mes "[Cheshire]"; - mes "What makes you so surprised?"; - mes "Does it surprise you to see me here?"; - next; - select("Nothing, it's just the hood..."); - mes "[Cheshire]"; - mes "Oh... This. Because it's bothersome."; - mes "And here, I don't have to mind others."; - mes "Oh, and well met!"; - mes "I was going to put you to work when you came to Diel."; - next; - mes "[Cheshire]"; - mes ".......What? Why are you staring at me like that?"; - mes "his is all for Ahat's good."; - next; - switch(select("I guess I have no choice.:I have a lot of things to do!")) { - case 1: - mes "["+strcharinfo(0)+"]"; - mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)"; - mes "Okay."; - mes "I'll do anything for Ahat's pleasure."; - mes "So, what do you need me for?"; - next; - break; - case 2: - mes "[Cheshire]"; - mes "Things to do?"; - mes "What things?"; - mes "This is one of the things you must do."; - mes "Don't forget you're are loyal to Ahat."; - next; - break; - } - mes "[Cheshire]"; - mes "Great! Now I will tell you what to do."; - mes "You know there is an entrance to Scaraba Hole in the middle of Kamidal Tunnel?"; - mes "You will find cat caravans around there who sell supplies and some simple tools."; - next; - mes "[Cheshire]"; - mes "There is a marked box among the goods stacked there."; - mes "I'd like you to bring the box to me."; - next; - mes "[Cheshire]"; - mes "It's a simple job of picking up and delivering a box."; - mes "Do it ^4d4dff quickly and quietly, without being noticed^000000."; - setquest 7206; - next; - mes "[Cheshire]"; - mes "Now, move!"; - close2; - cutin "",255; - end; - } else { - mes "[Cheshire]"; - mes "Bring the box from Kamidal Tunnel."; - mes "Quickly and quietly!"; - mes "No, get a move on!"; - close2; - cutin "",255; - end; - } - } else if (questprogress(7207) != 2) { - if (countitem(6392) == 0) - callsub L_LostQuest,7207; - else { - mes "[Cheshire]"; - mes "........That box!"; - mes "Oh, yes. It's the right one!"; - mes "You've done a good job."; - mes "This is very important."; - mes "Ahat will be pleased."; - next; - mes "[Cheshire]"; - mes "The boxes will be at the same place every day."; - mes "I'll leave the job to you."; - next; - select("Why don't you do it yourself?"); - mes "[Cheshire]"; - mes "........ Hmm..."; - mes "It's only you humans that have free access to any place."; - mes "Plus, this place is Laphine territory."; - next; - mes "[Cheshire]"; - mes "I don't attract their attention much, looking like this,"; - mes "but what would Saphas think?"; - mes "To see Ahat's man in a Laphine territory?"; - next; - mes "[Cheshire]"; - mes "They will grow suspicious."; - mes "But you humans are free from such troubles, so that's why you're the right one for the job."; - next; - mes "["+strcharinfo(0)+"]"; - mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)"; - mes "What happens to this Bradium, then?"; - next; - mes "[Cheshire]"; - mes "That thing?"; - mes "Hand it to me."; - next; - mes "- Cheshire opened the box, checked the Bradium in it, threw them into the Crevice,"; - mes "and looked back, dusting his hands off, and with a triumphant look on his face. -"; - next; - mes "[Cheshire]"; - mes "This is what happens."; - mes "*laugh* Beyond the Crevice lies a path unknown to you."; - next; - mes "[Cheshire]"; - mes "Well, I'll leave the matter to you."; - mes "Try to bring the box to me every day."; - mes "Okay?"; - delitem 6392,1; //Bradium_Box - completequest 7207; - setquest 7208; - getitem 6304,1; //Sapa_Feat_Cert - getexp 50000,40000; - next; - mes "[Cheshire]"; - mes "In compensation for your efforts, I'll give you an Exploit Certification of Sapha and a little cash."; - mes "Now, leave this place before the Laphines grow suspicious."; - close2; - cutin "",255; - end; - } - } else { - callsub L_CheckPlaytime; - mes "[Cheshire]"; - mes "Huh? What's up?"; - mes "You haven't brought the box today?"; - next; - mes "[Cheshire]"; - mes "Hmm, this is unexpected..."; - mes "Well, I have no choice then."; - mes "I'll have another guy do it today."; - mes "But you must do it starting tomorrow, okay?"; - setquest 7208; - close2; - cutin "",255; - end; - } - } else if (ep13_3_secret > 15) { - mes "[Cheshire]"; - mes "... Huh? I think I've seen you somewhere..."; - mes "..........Oh!"; - mes strcharinfo(0)+"...?!"; - mes "What brings you here?"; - next; - mes "[Cheshire]"; - mes "You say you've forgotten what to do?"; - mes "You're not supposed to be here."; - mes "You're supposed to be at the crevice to the south of Dicastes."; - next; - mes "[Cheshire]"; - mes "Whoa."; - mes "What was Ahat thinking when he sent such an idiot to me?"; - mes "Now, get a move on and do your job."; - close2; - cutin "",255; - end; - } - mes "[Cheshire]"; - mes "...Why isn't this fellow showing up?"; - mes "Should be here by now..."; - mes "Lost the way back perhaps...?"; - mes "....? Eh? Who, who are you? How long have you been standing here?"; - next; - select("A cat?!"); - mes "[Cheshire]"; - mes "Who... who's a cat?!"; - mes "Get lost!"; - close2; - cutin "",255; - end; -L_LostQuest: - mes "[Cheshire]"; - mes "Oh, have you been there?"; - mes "What happened to the box?"; - mes "Why are you empty-handed?"; - next; - switch(select("I'll look for it again!:I lost it...")) { - case 1: - mes "[Cheshire]"; - mes "Make sure you do a good job!"; - mes "And keep looking for it."; - mes "You must not lose it."; - break; - case 2: - mes "[Cheshire]"; - mes "Where?"; - mes "Which merchant did you sell it to?"; - mes "Can't you distinguish between what to sell and what not to sell?"; - mes "Were you asleep when you made the deal?"; - next; - mes "[Cheshire]"; - mes "This is utterly ridiculous."; - mes "Make up for what you lost!"; - mes "^4d4dff20 pieces of refined Bradium^000000!!!"; - erasequest getarg(0); - setquest 7209; - break; - } - close2; - cutin "",255; - end; -L_CheckPlaytime: - .@playtime = questprogress(7208,PLAYTIME); - if (.@playtime == 1) { - mes "[Cheshire]"; - mes "Each day, one of these boxes is sent to Kamidal Tunnel."; - mes "It's smuggled in among other items."; - next; - mes "[Cheshire]"; - mes "Sneak into the place on time, and bring the box to me. The boxes will be at the same place every day."; - mes "You'll be doing it every day."; - close2; - cutin "",255; - end; - } else if (.@playtime == 2) { - mes "[Cheshire]"; - mes "It's about time."; - mes "Now go get the box."; - mes "It should be lying near the entrance to Scaraba Hole in the Kamidal Tunnel."; - mes "You've done this before, so you must be familiar with it?"; - close2; - cutin "",255; - end; - } else - return; -} - -dicastes02,125,192,0 script #call_cheshir_ep14 HIDDEN_WARP_NPC,0,3,{ - end; -OnTouch: - if (ep13_3_secret > 22) { - if (rand(2)) { - emotion e_ho,1; - mes "..........?"; - mes "You sense someone moving around."; - mes "There must be someone down there."; - if ($@cheshire_on == 0) { - donpcevent "Cheshire#ep14_extra::OnEnable"; - $@cheshire_on = 1; - } - close; - } - } - end; -} - -dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{ - if (ep13_3_secret > 22) { - cutin "ep13_cheshire",1; - mes "[Cheshire]"; - mes "...Eh?"; - mes "What a surprise. What are you doing here?"; - next; - switch(select("And what are YOU doing here?:Those ears...?")) { - case 1: - mes "[Cheshire]"; - mes "Out for a walk?"; - mes "I came out with Ahat, but he went back in to take care of an urgent matter."; - next; - mes "[Cheshire]"; - mes ".. .............."; - next; - select("....:Wha... What a pretty tree."); - mes "[Cheshire]"; - mes "This tree... it's white, transparent, and shiny."; - mes "It's a Sapha's body."; - next; - mes "[Cheshire]"; - mes "You know Saphas slowly turn to stone throughout their lives."; - mes "So when they die, they turn to stony trees."; - mes "This forest is... their cemetery, so to speak."; - next; - mes "[Cheshire]"; - mes "....... Look closely, and you can make out his arms and legs."; - mes "Interesting, isn't it?"; - next; - mes "[Cheshire]"; - mes "... .. ..."; - next; - mes "[Cheshire]"; - mes "Oh, this is so annoying."; - mes "I'm off!"; - next; - mes "- Cheshire stormed off... -"; - break; - case 2: - mes "[Cheshire]"; - mes "What? The ears?"; - mes "Well, it's no wonder because I'm a beastman."; - mes "... Why... Why are you staring me like that?"; - next; - select("Are you responsible for the report?!"); - mes "[Cheshire]"; - mes "What are you talking about?"; - mes "I don't know such a thing!"; - next; - mes "- Cheshire ran away... -"; - break; - } - disablenpc "Cheshire#ep14_extra"; - stopnpctimer; - close2; - cutin "",255; - end; - } - mes "A boy dressed in unusual clothing is standing, with a fierce look in his eyes."; - mes "You guess you'd better leave him alone."; - close; -OnInit: - disablenpc "Cheshire#ep14_extra"; - end; -OnEnable: - enablenpc "Cheshire#ep14_extra"; - initnpctimer; - end; -OnDisable: - disablenpc "Cheshire#ep14_extra"; - stopnpctimer; - end; -OnTimer600000: - disablenpc "Cheshire#ep14_extra"; - $@cheshire_on = 0; - stopnpctimer; - end; -} - -// Helping Lope and Euridi :: ep14_1_rofe -//============================================================ -mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ - if (BaseLevel < 100) { - mes "[Euridi]"; - mes "You are very delicate."; - mes "It's true that I need help,"; - mes "but I don't think you can help."; - close; - } - if (ep14_1_rope == 0) { - mes "[Euridi]"; - mes "I hear you passed through the Hazy Forest."; - mes "Did you..."; - mes "Did you happen to see"; - mes "Lope, my fiance, there?"; - next; - switch(select("Yes, I did.:No, I didn't.")) { - case 1: - mes "[Euridi]"; - mes "Are you sure? Where did you see him?"; - mes "Take me there, quick!"; - mes "..."; - next; - mes "[Euridi]"; - mes "What?"; - mes "You're kidding...?"; - mes "How could you?"; - close; - case 2: - mes "[Euridi]"; - mes "Please find my Lope."; - mes "I came here to the Village of Mora"; - mes "after asking all around,"; - mes "but there is nothing more I can do."; - next; - mes "[Euridi]"; - mes "My heart aches at the thought of Lope..."; - mes "He will be desperately looking for me..."; - next; - switch(select("Sorry, I'm busy!:I'll help you!")) { - case 1: - mes "[Euridi]"; - mes "How heartless!"; - close; - case 2: - mes "[Euridi]"; - mes "I heard that he had gone into the Hazy Forest,"; - mes "while guiding tourists around the village."; - mes "One of the tourists who went with Lope"; - mes "must still be at the inn."; - next; - mes "[Euridi]"; - mes "He wouldn't see me and locked himself in the room."; - mes "But he might be willing to see you, because you've been to the Hazy Forest."; - setquest 1109; - ep14_1_rope = 1; - close; - } - } - } else if (ep14_1_rope == 1) { - mes "[Euridi]"; - mes "The tourist is at the inn,"; - mes "not in front of me!"; - close; - } else if (ep14_1_rope == 2) { - mes "[Euridi]"; - mes "So you've seen Pitt!"; - mes "I knew he would be willing to see you."; - mes "What did he say?"; - next; - mes "[Euridi]"; - mes "...No way....!"; - mes "That is utter nonsense."; - mes "To blame Lope for it!"; - mes "I found this piece of paper"; - mes "near the Hazy Forest."; - mes "I'm sure it's Lope's."; - next; - mes "[Euridi]"; - mes "If you find the rest of ^0000FFLope's Clues^000000,"; - mes "you'll be able to find out"; - mes "where he is."; - mes "I'm counting on you, "+strcharinfo(0)+"."; - changequest 1110,1111; - ep14_1_rope = 3; - close; - } else if (ep14_1_rope == 3) { - mes "[Euridi]"; - mes "If you come across a ^0000FFLope's Clue^000000, please show it to Pitt."; - mes "I hope he will tell the truth soon."; - close; - } else if (ep14_1_rope == 4) { - mes "[Euridi]"; - mes "I don't understand it."; - mes "I'm now suspicious of his motives."; - mes "Why is he trying so hard to accuse Lope?"; - mes "Wait... those clues..."; - next; - mes "[Euridi]"; - mes "Those seem to be more than simple notes."; - mes "Can I have a look at them?"; - mes "..."; - mes "These fit together like a puzzle."; - mes "... Oh!... This is..."; - next; - mes "[Lope's Letter]"; - mes "...We've been wandering around the Forest for days."; - mes "...So we're not protecting the tourists,"; - mes "I got sick from deadly poison, and became a burden to everyone."; - mes "How pathetic..."; - next; - mes "[Lope's Letter]"; - mes "No wonder I was kicked out of"; - mes "the Splendide Expedition."; - mes "...But I managed to protect at least one tourist."; - mes "He will deliver this letter and the ring to you."; - next; - mes "[Lope's Letter]"; - mes "...I wanted to propose to you"; - mes "as a proud member of the Expedition."; - mes "I'm sorry, Euridi."; - mes "See you soon."; - next; - mes "Having read the letter,"; - mes "Euridi is standing staring blankly like someone who wasn't all there."; - mes "Let's go show the letter to Pitt."; - changequest 1112,1113; - - //delitem 6383,30; //Clue_Of_Lope - .@count = countitem(6383); - if (.@count) delitem 6383,((.@count > 30)?30:.@count); //Clue_Of_Lope - - ep14_1_rope = 5; - close; - } else if (ep14_1_rope == 5) { - mes "[Euridi]"; - mes "No, Lope must be safe."; - mes "He will come back no matter what..."; - close; - } else if (ep14_1_rope == 6) { - mes "[Euridi]"; - mes "......"; - next; - mes "You hear a song coming from the girl who is hanging her head low."; - mes "Her friend seems to have something to say."; - close; - } else if (ep14_1_rope == 7 || ep14_1_rope == 8) { - mes "You hear a quiet singing voice."; - mes "You can't make the words out."; - close; - } else if (ep14_1_rope == 9) { - mes "[Euridi]"; - mes "Have you found Lope?"; - mes "Is he safe?"; - next; - switch(select("Tell her you can't possibly find him.:Tell her he is dead.")) { - case 1: - mes "[Euridi]"; - mes "I'll go look for him myself."; - mes "Hopefully... it's not too late, yet."; - mes "Let me go, there's no time to lose!"; - close; - case 2: - mes "[Euridi]"; - mes "I don't believe it."; - mes "He told me he would come back soon..."; - mes "He told me to hang on."; - mes "It can't be... It just can't be..."; - next; - mes "You hand her Lope's Ring, which Pitt gave you."; - mes "With the ring in her hand, Euridi bursts into tears."; - mes "She starts to sing in a strained voice, still crying."; - changequest 1116,1117; - ep14_1_rope = 10; - - //delitem 6384,1; //Ring_Of_Lope - if (countitem(6384)) delitem 6384,1; //Ring_Of_Lope - - close; - } - } else if (ep14_1_rope > 9) { - mes "You stand frozen."; - mes "You hear a quiet singing voice."; - close; - } -} - -mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{ - if (ep14_1_rope < 2) { - mes "[Euridi's Friend]"; - mes "Please stop Euridi."; - mes "She is desperate to find her missing fiance."; - close; - } else if (ep14_1_rope == 2) { - mes "[Euridi's Friend]"; - mes "Pitt is definitely suspicious."; - mes "I think he is avoiding Euridi..."; - mes "He must be hiding something."; - close; - } else if (ep14_1_rope == 3) { - mes "[Euridi's Friend]"; - mes "To tell the truth, I don't think"; - mes "that Lope is alive."; - mes "I'm just worried about Euridi."; - next; - mes "[Euridi]"; - mes "Aaarrrggghhh!!!!!!!!"; - next; - mes "[Euridi's Friend]"; - mes "..."; - mes "To tell the truth, I really believe"; - mes "that Lope is alive."; - mes "..."; - mes "*sigh*"; - close; - } else if (ep14_1_rope == 4) { - mes "[Euridi's Friend]"; - mes "How's Pitt doing?"; - mes "I think I should go visit him"; - mes "and make him feel worse!"; - mes "He's so disgusting!"; - close; - } else if (ep14_1_rope == 5) { - mes "[Euridi's Friend]"; - mes "Go to Pitt, quick."; - close; - } else if (ep14_1_rope == 6) { - mes "[Euridi's Friend]"; - mes "Euridi is singing a song of healing"; - mes "to protect her weakened body and mind."; - mes "At this rate, something's going to happen to her too."; - next; - mes "[Euridi's Friend]"; - mes "Oh, I remember a traveler telling me"; - mes "that he had seen a suspicious man"; - mes "near the entrance to the Hazy Forest."; - next; - mes "[Euridi's Friend]"; - mes "The traveler says he looked creepy standing there staring blankly,"; - mes "but he couldn't see clearly"; - mes "because of the thick fog."; - mes "I think it's worth investigating."; - changequest 1114,1115; - ep14_1_rope = 7; - close; - } else if (ep14_1_rope == 7) { - mes "[Euridi's Friend]"; - mes "I hear that a suspicious man was seen"; - mes "near the entrance to the Hazy Forest."; - mes "The traveler says he looked creepy standing there staring blankly,"; - mes "but he couldn't see clearly"; - mes "because of the thick fog."; - mes "I think it's worth investigating."; - close; - } else if (ep14_1_rope == 8 || ep14_1_rope == 9) { - mes "[Euridi's Friend]"; - mes "Your face is dark."; - mes "Bad news?"; - close; - } else if (ep14_1_rope == 10) { - mes "[Euridi's Friend]"; - mes "There is a Laphine saying that"; - mes "desperation invites disaster."; - mes "Maybe we're responsible"; - mes "for what happened."; - next; - if (checkweight(6380,1) == 0) { - mes "[Euridi's Friend]"; - mes "You have too many things with you."; - mes "Can you throw out some of them?"; - close; - } - mes "[Euridi's Friend]"; - mes "Lope will be able to rest in peace now."; - mes "Thank you. I won't forget what you've done for me."; - completequest 1117; - ep14_1_rope = 11; - getexp 1000000,2000000; - getitem 6380,10; //Mora_Coin - close; - } else if (ep14_1_rope > 10) { - mes "[Euridi's Friend]"; - mes "Thank you. I won't forget your help."; - close; - } -} - -mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ - if (ep14_1_rope == 0) { - mes "[Pitt]"; - mes "So you're quite good,"; - mes "since you passed through the Hazy Forest alive."; - mes "I'm completely messed up, you see,"; - mes "so I can't afford to listen to the tales of your exploits."; - mes "Now leave."; - close; - } else if (ep14_1_rope == 1) { - mes "[Pitt]"; - mes "You have a knack for pestering people, don't you?"; - mes "Euridi sent you, eh?"; - mes "The Laphine couple is"; - mes "anxious to kill me."; - next; - mes "[Pitt]"; - mes "Go and tell her!"; - mes "That the stupid guide"; - mes "pushed us reluctant tourists into the forest,"; - mes "and ran off to save his own skin!"; - next; - mes "[Pitt]"; - mes "So you're sorry that it's me, not him, that's here?"; - mes "He will be alive somewhere,"; - mes "so go and try to find him! Just stop bothering me!"; - changequest 1109,1110; - ep14_1_rope = 2; - close; - } else if (ep14_1_rope == 2) { - mes "[Pitt]"; - mes "This is all because of"; - mes "the stupid guide!"; - mes "I hate Laphines!"; - close; - } else if (ep14_1_rope == 3) { - if (countitem(6383) < 30) { - mes "[Pitt]"; - mes "This is all because of"; - mes "the stupid guide!"; - mes "I hate Laphines!"; - close; - } - mes "[Pitt]"; - mes "That thing you have in your hand..."; - mes "It looks very strange."; - mes "I've never seen such a thing before."; - mes "You'd better not keep that."; - mes "Can I have it?"; - next; - switch(select("Give it to him.:Don't give it to him.")) { - case 1: - mes "[Pitt]"; - mes "So I swallow it like this,"; - mes "and voila! Evidence gone!"; - mes "Now I can sleep soundly, thank you!"; - delitem 6383,5; //Clue_Of_Lope - close; - case 2: - mes "[Pitt]"; - mes "Why are you showing me such a thing?"; - mes "I don't know anything! I'm the victim here!"; - mes "I'm a victim of the schemes of the Laphine couple."; - mes "It's unfair..."; - next; - mes "It's no use trying to talk to him any more."; - mes "Try talking to Euridi."; - changequest 1111,1112; - ep14_1_rope = 4; - close; - } - } else if (ep14_1_rope == 4) { - mes "[Pitt]"; - mes "This is unfair!"; - mes "This is so totally unfair!"; - close; - } else if (ep14_1_rope == 5) { - if (checkweight(6384,1) == 0) { - mes "[Pitt]"; - mes "What are you, a professional mover?"; - mes "Stomping about with a ton of stuff on your back!"; - mes "I can't rest because of the noise!"; - mes "Throw away all that stuff!"; - close; - } - mes "[Pitt]"; - mes "I never imagined you'd find them all"; - mes "and piece them together."; - mes "Is this a divine punishment...?"; - mes "Or Laphines' curse?"; - mes "Whew..."; - next; - mes "[Pitt]"; - mes "That guide fellow,"; - mes "he opened the gate out"; - mes "when he was hit hard"; - mes "by the poison."; - next; - mes "[Pitt]"; - mes "When I was hesitating whether to take him with me,"; - mes "he handed me that letter and the ring."; - mes "Laphines' jewelry..."; - mes "It's rumored that nobody could ever have it except Laphines,"; - mes "including the Gods themselves."; - next; - mes "[Pitt]"; - mes "So I had in my hands"; - mes "a treasure among treasures!"; - mes "How...! Just how on earth"; - mes "could I have let it pass through!"; - next; - mes "[Pitt]"; - mes "I was going to leave this place"; - mes "as soon as I pulled myself together."; - mes "But now I'm stuck here,"; - mes "affected by the poison myself."; - next; - mes "[Pitt]"; - mes "I'll give you the ring back,"; - mes "so please leave me alone!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Then where could Lope...?"; - next; - mes "[Pitt]"; - mes "If he died near the exit of the forest,"; - mes "he must be somewhere around there,"; - mes "in whatever form he might be in."; - changequest 1113,1114; - ep14_1_rope = 6; - getitem 6384,1; //Ring_Of_Lope - close; - } else if (ep14_1_rope == 6 || ep14_1_rope == 7) { - mes "[Pitt]"; - mes "I'm a victim, too!"; - mes "So leave me alone! I beg you!"; - close; - } else if (ep14_1_rope == 8) { - mes "[Pitt]"; - mes "..."; - close; - } else if (ep14_1_rope > 8) { - mes "He's sleeping."; - mes "He seems to be in a very deep sleep."; - close; - } -} - -bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ - if (ep14_1_rope < 8) { - mes "[Suspicious Man]"; - mes "......"; - close; - } else if (ep14_1_rope == 8) { - donpcevent "Lope#pa::OnEnable"; - mes "[Suspicious Man]"; - mes "Aaaarrrrrggggghhhh!!!!!!"; - mes "I can't see anything."; - mes "Who's there?"; - mes "Answer, or I'll take you as an enemy and kill you."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Euridi is looking for you."; - next; - mes "[Suspicious Man]"; - mes "......"; - next; - mes "[Lope]"; - mes "Wraith, how can you be so harsh to me?"; - mes "I asked you to wipe the name off my mind"; - mes "in return for bearing the curse!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Will you please calm down and listen to..."; - next; - mes "[Lope]"; - mes "My desire to help"; - mes "led me to my death,"; - mes "And my desire to survive and take revenge"; - mes "led me to my rebirth."; - mes "I will not side with life any more."; - next; - mes "[Lope]"; - mes "As soon as my transformation is over,"; - mes "I will punish you all with the bloody confusion of the Hazy Forest,"; - mes "which saved my life!"; - next; - mes "You put the letter Euridi pieced together in Lope's hands."; - next; - mes "[Lope]"; - mes "...This is!"; - mes "I feel Euridi's touch."; - mes "So the letter... was delivered to Euridi?"; - mes "This is unbelievable..."; - next; - mes "[Lope]"; - mes "Deformed as I am now,"; - mes "I'm not her love any more."; - mes "Go back, and tell her that Lope turned to dust"; - mes "on the ground of the Hazy Forest long ago."; - next; - mes "[Lope]"; - mes "Now go!"; - mes "This is my last request as a Laphine called Lope..."; - ep14_1_rope = 9; - changequest 1115,1116; - close; - } else { - mes "[Lope]"; - mes "Deformed as I am now,"; - mes "I'm not her love any more."; - mes "Go back, and tell her that Lope turned to dust"; - mes "on the ground of the Hazy Forest long ago."; - next; - mes "[Lope]"; - mes "Now go!"; - mes "This is my last request as a Laphine called Lope..."; - next; - mes "You see a ring glowing faintly on his left hand."; - close; - } - end; -OnEnable: - setnpcdisplay "Lope#pa", 4_M_MUT1; - end; -OnDisable: - disablenpc "Lope#pa"; - initnpctimer; - end; -OnReset: - setnpcdisplay "Lope#pa", 4_M_FAIRYSOLDIER2; - enablenpc "Lope#pa"; - end; -OnTimer2000: - donpcevent "Lope#pa::OnReset"; - stopnpctimer; - end; -OnTouch: - mes "I see a suspicious man. Should I try talking to him?"; - next; - switch(select("Leave him alone.:Talk to him.")) { - case 1: - donpcevent "Lope#pa::OnDisable"; - mes "[Suspicious Man]"; - mes "......"; - close; - case 2: - donpcevent "Lope#pa::OnDisable"; - if (ep14_1_rope == 7) { - mes "[Suspicious Man]"; - mes "."; - mes "..."; - mes "........!!!"; - next; - mes "[Suspicious Man]"; - mes "Aaaaarrrrrggghh!!!!!"; - ep14_1_rope = 8; - close; - } else { - mes "[Suspicious Man]"; - mes "......"; - close; - } - } -} - -// Find the Research Tools :: ep14_1_muk -//============================================================ -mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) { - mes "^FF0000- Warning message -"; - mes "- Hang on there!! -"; - mes "- You have too many items -"; - mes "- to receive any more items. -"; - mes "- Please lighten your load -"; - mes "- and try again. -^000000"; - close; - } - // NPC disabled from 12am ~ 5am. - if (gettime(3) >= 0 && gettime(3) < 5) { - if (ep14_1_muk > 0) { - mes "[Raffle Researcher]"; - mes "Don't humans sleep?"; - mes "People should be sleeping at this hour."; - mes "Why on earth are you bothering me?"; - next; - mes "[Raffle Researcher]"; - mes "I can't get any sleep because of you."; - mes "I have to sleep for my research tomorrow."; - mes "You should go sleep too."; - close; - } else { - mes "Z z Z z"; - next; - mes "^FF0000He appears to be asleep.^000000"; - close; - } - } - if (ep14_1_muk == 0) { - mes "[Raffle Researcher]"; - mes "Oh no~ My research tools..."; - mes "What...... What was it?"; - emotion e_sob; - next; - select("What is your business here?"); - mes "[Raffle Researcher]"; - mes "Hmm?"; - emotion e_what; - next; - mes "[Raffle Researcher]"; - mes "You're human...? Are you human...?"; - mes "You... came from the underworld?"; - next; - mes "[Raffle Researcher]"; - mes "Human beings are incredible..."; - mes "You survived the crevice and made it here."; - next; - mes "[Raffle Researcher]"; - mes "... ... ..."; - next; - mes "[Raffle Researcher]"; - mes "You, come here for a minute."; - mes "It's a simple experiment, so there's no need to be afraid."; - emotion e_gg; - next; - if(select("What a crazy Raffle. I must run away.:... ...") == 1) { - mes "[Raffle Researcher]"; - mes "You said you had made it up from the Crevice,"; - mes "so I was wondering what race you were,"; - mes "but a mere human? How did you get up here?"; - emotion e_lv; - close; - } - if (BaseLevel < 100) { - mes "[Raffle Researcher]"; - mes "What... I thought a human who made it up from the Crevice"; - mes "would be extraordinary,"; - mes "but you're no more than a kid."; - next; - mes "[Raffle Researcher]"; - mes "Go hunt more ^000000Porings^000000"; - mes "and come back when your level is in the triple digits kid!"; - close; - } - mes "[Raffle Researcher]"; - mes "... ... ..."; - emotion e_dots; - next; - mes "[Raffle Researcher]"; - mes "You... You're not like the other humans."; - mes "You're not running away..."; - next; - mes "[Raffle Researcher]"; - mes "You've got some serious guts..."; - mes "Now I really want to do some experiments on you..."; - next; - select("Well... that's... um..."); - mes "[Raffle Researcher]"; - mes "Ha ha... Just kidding..."; - mes "I'm a Raffle researcher,"; - mes "but I don't research humans."; - mes "Actually, I have no idea"; - mes "what to research"; - mes "about humans..."; - next; - select("Glad to hear that..."); - mes "[Raffle Researcher]"; - mes "That's that. You're not busy, are you?"; - mes "I'd like you to give me a hand..."; - next; - select("Help him.:Help willingly.:Although you feel a little embarrassed, help anyhow.:Help with conviction.:Help adorably.:You're suspicious, but help anyhow.:You have no choice. Help him."); - mes "[Raffle Researcher]"; - mes "I haven't met many humans"; - mes "but you clearly care about"; - mes "another person's hardship."; - mes "You must be an ^FF0000extremely^000000 nice human."; - emotion e_no1; - next; - mes "[Raffle Researcher]"; - mes "I'll save my thanks for time's sake."; - mes "It's important, so please take care of it quickly."; - mes "I can't proceed with the research because of it."; - next; - mes "[Raffle Researcher]"; - mes "Here at the Mora Inn,"; - mes "there's a very famous bath."; - mes "If anybody, not just us Raffles,"; - mes "goes into the bath water"; - mes "their wounds will be healed instantly..."; - next; - mes "[Raffle Researcher]"; - mes "So being a great researcher, I went into the bath"; - mes "to check it out further"; - mes "and... unfortunately..."; - next; - mes "[Raffle Researcher]"; - mes "I was attacked by a mysterious creature,"; - mes "and I lost consciousness."; - next; - mes "[Raffle Researcher]"; - mes "When I woke up, I realized that"; - mes "my important research tools were missing..."; - mes "So I was at a loss for what to do."; - next; - mes "[Raffle Researcher]"; - mes "And here you are, a human,"; - mes "a brave, heroic human that arrived at Mora Village from the Crevice."; - mes "Your willingness to help has really taken this load off of my mind."; - next; - select("... ... ..."); - mes "[Raffle Researcher]"; - mes "Please go to the bath house and retrieve my research tools."; - mes "The sooner you get them back,"; - mes "the sooner I can get back to my research."; - setquest 5016; - ep14_1_muk = 1; - next; - mes "[Raffle Researcher]"; - mes "Have a safe trip."; - emotion e_paper; - close; - } else if (ep14_1_muk == 1) { - if (questprogress(5016) && countitem(6385) == 0) { - mes "[Raffle Researcher]"; - mes "You're back? Where are my research tools?"; - emotion e_what; - next; - mes "[Raffle Researcher]"; - mes "You still haven't found the research tools?"; - mes "I'm disappointed. Get yourself to the bath"; - mes "and quickly retrieve my research tools"; - mes "taken away from me."; - close; - } - mes "[Raffle Researcher]"; - mes "Wow!! You found the research tools...?"; - mes "You're quite capable."; - mes "I really like how you handle your work."; - next; - mes "[Raffle Researcher]"; - mes "I like you."; - mes "Do you want to work on my research with me?"; - mes "I could use your help here and there,"; - mes "until I'm done with this research."; - next; - select("As you wish."); - mes "[Raffle Researcher]"; - mes "Great. Thanks, and when we're done,"; - mes "I'll pay you handsomely."; - mes "Also, for every research project that's completed,"; - mes "I'll also give you some pocket money."; - next; - mes "[Raffle Researcher]"; - mes "Young Raffles these days... they are just plain stupid."; - mes "I've always wanted a capable research assistant,"; - mes "but it hasn't been easy to find one."; - next; - if (checkweight(6380,1) == 0) { - mes "[Raffle Researcher]"; - mes "By the way... Was it that difficult to"; - mes "reclaim the research tools?"; - mes "You're carrying some very heavy looking equipment."; - mes "Go lighten your load, and I'll pay you for your work."; - close; - } - mes "[Raffle Researcher]"; - mes "It must've been hard work to retrieve the tools."; - mes "Why don't you take this and go to the inn"; - mes "and rest up? There's nothing for you to do right now."; - delitem 6385,1; //Research_Tool_Bag - ep14_1_muk = 2; - getitem 6380,1; //Mora_Coin - erasequest 5016; - close; - } else if (ep14_1_muk == 2) { - // Unofficial check, but it's needed here. - if (questprogress(5029,PLAYTIME) == 1) { - mes "[Raffle Researcher]"; - mes "It must've been hard work to retrieve the tools."; - mes "Why don't you take this and go to the inn"; - mes "and rest up? There's nothing for you to do right now."; - close; - } - switch(rand(1,5)) { - case 1: - mes "[Raffle Researcher]"; - mes "I'm still preparing for the research."; - mes "Unfortunately a few research tools"; - mes "were damaged."; - emotion e_an; - close; - case 2: - mes "[Raffle Researcher]"; - mes "Come to think of it, I don't think"; - mes "I told you my name."; - next; - mes "[Raffle Researcher]"; - mes "My name is Inffle. If anybody"; - mes "asks you who you are working with,"; - mes "you can say ^0000FFI'm working with Researcher Inffle.^000000"; - mes "That's why I'm telling you my name."; - emotion e_ok; - close; - case 3: - mes "[Raffle Researcher]"; - mes "Why? The inn is closed?"; - mes "That's strange, it shouldn't be."; - mes "Why don't you go try again?"; - emotion e_what; - close; - case 4: - break; - case 5: - mes "[Raffle Researcher]"; - mes "Darn, I get more worked up the more I think about it."; - mes "It's not like I went with bad intentions..."; - mes "I just wanted to do some research..."; - mes "Can't believe I got attacked..."; - mes "I just can't believe it..."; - mes "What do you think?"; - emotion e_an; - close; - } - mes "[Raffle Researcher]"; - mes "Good thing you're here."; - next; - mes "[Raffle Researcher]"; - mes "I've been thinking about"; - mes "the unidentified creature in the bath."; - mes "He's quite the little devil, to take research tools,"; - mes "which are as important to a researcher as his life..."; - next; - mes "[Raffle Researcher]"; - mes "A research assistant's job"; - mes "is to make sure that the researcher can focus on his research"; - mes "And not have to worry about anything else... VERY! Important."; - next; - mes "[Raffle Researcher]"; - mes "I'd like you to take my revenge"; - mes "on the unidentified creature for me..."; - next; - mes "[Raffle Researcher]"; - mes "I don't even want anything that drastic."; - mes "3 times! Go bully him for just 3 times."; - mes "You can draw on his face,"; - mes "pinch him, tickle him,"; - mes "whatever you want. Just bully him 3 times."; - ep14_1_muk = 3; - setquest 5017; - close; - } else if (ep14_1_muk < 6) { - mes "[Raffle Researcher]"; - mes "How's the work going?"; - mes "An assistant has to work swiftly and effectively."; - mes "Could it be that you have forgotten"; - mes "what your task is?"; - next; - select("Exactly. What should I do?"); - mes "[Raffle Researcher]"; - mes "Go bully the unidentified creature"; - mes "just 3 times."; - mes "You can draw on his face,"; - mes "pinch him, tickle him, or whatever."; - mes "Bully him 3 times."; - emotion e_gg; - close; - } else if (ep14_1_muk == 6) { - mes "[Raffle Researcher]"; - mes "So you taught him a lesson? Great. I feel avenged!"; - emotion e_heh; - next; - mes "[Raffle Researcher]"; - mes "For a while, I couldn't sleep"; - mes "because I couldn't stop thinking about the lost research tools."; - next; - mes "[Raffle Researcher]"; - mes "That's that! We need to begin the bath research now."; - mes "I need to finish the research quickly,"; - mes "so that I can start on a new topic."; - next; - mes "[Raffle Researcher]"; - mes "Go to the bath water"; - mes "with the sample tube that I give you,"; - mes "and gather some samples."; - next; - mes "[Raffle Researcher]"; - mes "Look around the bath water,"; - mes "and you will find an area emitting a distinct aura."; - mes "You can collect the samples"; - mes "from that area."; - next; - if (MaxWeight - Weight < 100 || checkweight(1092,10) == 0) { - mes "[Raffle Researcher]"; - mes "You are carrying too much weight."; - mes "I can't give you the sample tube."; - mes "Why don't you lighten your load and come back?"; - close; - } - mes "[Raffle Researcher]"; - mes "Here is the sample tube for collecting."; - mes "Go and collect 10 samples!"; - ep14_1_muk = 7; - getitem 1092,10; //Empty_Cylinder - erasequest 5018; - setquest 5019; - close; - } else if (ep14_1_muk == 7) { - if (questprogress(5019) && countitem(6386) < 10) { - mes "[Raffle Researcher]"; - mes "Have you collected the samples yet?"; - mes "Please hurry up."; - next; - mes "[Raffle Researcher]"; - mes "Look around the bath water,"; - mes "and you will find an area emitting a distinct aura."; - mes "You can collect the samples"; - mes "from that area."; - close; - } - if (checkweight(6380,1) == 0) { - mes "[Raffle Researcher]"; - mes "I know that you've done a lot..."; - mes "but you are carrying too many things."; - mes "Even though I want to give you pocket money, I can't."; - mes "Could you lighten your load and come back?"; - close; - } - mes "[Raffle Researcher]"; - mes "You got the bath water sample. Great job."; - next; - mes "[Raffle Researcher]"; - mes "I'll have to run a few tests"; - mes "with the bath water samples."; - mes "It usually takes about 24 hours."; - mes "Why don't you come back then?"; - delitem 6386,10; //Bathtub_R_Sample - getitem 6380,1; //Mora_Coin - ep14_1_muk = 8; - erasequest 5019; - setquest 5020; - close; - } else if (ep14_1_muk == 8) { - if (questprogress(5020,PLAYTIME) == 1) { - mes "[Raffle Researcher]"; - mes "The basic tests have not been completed yet."; - mes "There's nothing for you to do now."; - mes "Go for a walk."; - mes "Spend some money that I gave you."; - close; - } - mes "[Raffle Researcher]"; - mes "The basic tests are done."; - mes "As I thought..."; - mes "There were many interesting substances in the bath water."; - emotion e_ho; - next; - mes "[Raffle Researcher]"; - mes "The most notable is this unidentifiable DNA."; - mes "I didn't have a chance to compare it to a lot of DNA samples,"; - mes "but I'm pretty sure that this DNA"; - mes "has been transformed by the mysterious substances of the bath."; - next; - mes "[Raffle Researcher]"; - mes "After much thought,"; - mes "I concluded that this DNA probably belongs to"; - mes "the unidentified creature that attacked me."; - next; - if (rand(2)) { - .@str$ = "teeth"; - .@quest = 5021; - } else { - .@str$ = "scales"; - .@quest = 5022; - } - mes "[Raffle Researcher]"; - mes "I'd better compare the two."; - mes "Please return to the bath"; - mes "and look for the creature's "+.@str$+"."; - mes "If you can, please bring me 10 of them."; - ep14_1_muk = 9; - erasequest 5020; - setquest .@quest; - close; - } else if (ep14_1_muk == 9) { - if (questprogress(5021) || questprogress(5022)) { - if (questprogress(5021)) { - .@quest = 5021; - .@item = 6387; //Teeth_Sample - setarray .@str$[0],"tooth","teeth"; - } else { - .@quest = 5022; - .@item = 6388; //Scale_Sample - setarray .@str$[0],"scale","scales"; - } - if (countitem(.@item) < 10) { - mes "[Raffle Researcher]"; - mes "Haven't you found the unidentified creature's "+.@str$[1]+" yet?"; - mes "Look carefully!"; - mes "I'm certain that the creature"; - mes "dropped his "+.@str$[1]+" somewhere."; - close; - } - mes "[Raffle Researcher]"; - mes "You've collected all the "+.@str$[0]+" samples, finally."; - mes "As humans say,"; - mes "I've been waiting forever for them."; - next; - if (checkweight(6380,1) == 0) { - mes "[Raffle Researcher]"; - mes "I know that you've done a lot..."; - mes "but you are carrying too many things."; - mes "Even though I want to give you pocket money, I can't."; - mes "Could you lighten your load and come back?"; - close; - } - mes "[Raffle Researcher]"; - mes "OK, I'll get to work right away."; - mes "If you have any business to attend to, do so."; - mes "The DNA analysis takes about 6 hours."; - mes "Why don't you go for a walk"; - mes "and come back then?"; - delitem .@item,10; - getitem 6380,1; //Mora_Coin - erasequest .@quest; - setquest 5023; - close; - } else if (questprogress(5023,PLAYTIME) == 1) { - mes "[Raffle Researcher]"; - mes "I'm still analyzing the DNA."; - mes "The DNA analysis takes about 6 hours."; - mes "Why don't you go for a walk and come back then?"; - close; - } else { - switch(rand(1,6)) { - case 1: - case 3: - .@quest = 5021; - .@item = 6387; //Teeth_Sample - setarray .@str$[0],"tooth","teeth"; - break; - case 2: - case 4: - .@quest = 5022; - .@item = 6388; //Scale_Sample - setarray .@str$[0],"scale","scales"; - break; - case 5: - case 6: - break; - } - if (.@quest) { - mes "[Raffle Researcher]"; - mes "This is not it."; - mes "The samples that you collected belonged to a normal species."; - emotion e_swt2; - next; - mes "[Raffle Researcher]"; - mes "Must be because so many species of creatures"; - mes "have been in the bath."; - next; - mes "[Raffle Researcher]"; - mes "I'm sorry, but please re-collect the samples."; - mes "This time, the "+.@str$[1]+"... Yes."; - mes "Please bring the "+.@str$[0]+" samples."; - erasequest 5023; - setquest .@quest; - close; - } - mes "[Raffle Researcher]"; - mes "Great! These samples are surely"; - mes "from the mysterious creature."; - next; - mes "[Raffle Researcher]"; - mes "According to the analysis,"; - mes "The DNA is a mutant form of fish DNA."; - mes "I'm not sure how long this creature"; - mes "has lived in the bath,"; - mes "but this DNA is 70% evolved"; - mes "from the original fish DNA."; - next; - mes "[Raffle Researcher]"; - mes "Where did this fish come from?"; - mes "How can it survive in the warm bath water?"; - mes "After the DNA analysis,"; - mes "my head is filled with even more questions."; - next; - mes "... ... ... ... ..."; - emotion e_dots; - emotion e_dots,1; - next; - mes "[Raffle Researcher]"; - mes "The village elders say"; - mes "that the bath water comes from"; - mes "the puddles around the village."; - next; - callsub L_CheckWeight; - mes "[Raffle Researcher]"; - mes "If you get me a sample from the puddle"; - mes "to the east, at 2 o'clock from here,"; - mes "I'll tell you what to do next."; - next; - mes "[Raffle Researcher]"; - mes "You probably don't need to run around"; - mes "like you did collecting"; - mes "the bath water samples."; - ep14_1_muk = 10; - getitem 1092,1; //Empty_Cylinder - erasequest 5023; - setquest 5024; - next; - mes "[Raffle Researcher]"; - mes "If you get all 4 puddle samples at once"; - mes "it may be more convenient. However,"; - mes "there's the risk of samples being damaged or mixed up."; - mes "Therefore, I'm going to send you one place at a time. Good luck."; - close; - } - } else if (ep14_1_muk == 10) { - if (countitem(6389) == 0) { - mes "[Raffle Researcher]"; - mes "You still haven't gone to collect the puddle sample?"; - mes "Go to the puddle to the east of the village,"; - mes "and collect a sample."; - mes "It's going to be at 2 o'clock from here."; - close; - } - mes "[Raffle Researcher]"; - mes "You have the sample from the puddle to the east?"; - mes "Great job, but it's no time to rest -"; - mes "the research is almost done."; - next; - callsub L_CheckWeight; - mes "[Raffle Researcher]"; - mes "Get me a sample from the puddle from the west."; - mes "It's not completely to the west..."; - mes "The puddle should be at 7 o'clock"; - mes "from the village."; - delitem 6389,1; //Puddle_R_Sample - ep14_1_muk = 11; - getitem 1092,1; //Empty_Cylinder - changequest 5024,5025; - next; - mes "[Raffle Researcher]"; - mes "Take care not to damage the sample."; - mes "Good luck!"; - close; - } else if (ep14_1_muk == 11) { - if (countitem(6389) == 0) { - mes "[Raffle Researcher]"; - mes "You still haven't gone to collect the puddle sample?"; - mes "Go to the puddle to the west of the village,"; - mes "and collect a sample."; - mes "It's going to be at 7 o'clock from here."; - close; - } - mes "[Raffle Researcher]"; - mes "You have the sample from the puddle to the west?"; - mes "Great job, but it's no time to rest -"; - mes "the research is almost done."; - next; - callsub L_CheckWeight; - mes "[Raffle Researcher]"; - mes "Get me a sample from the puddle from the south."; - mes "The puddle to the south"; - mes "should be... at 6 o'clock from here."; - delitem 6389,1; //Puddle_R_Sample - ep14_1_muk = 12; - getitem 1092,1; //Empty_Cylinder - changequest 5025,5026; - next; - mes "[Raffle Researcher]"; - mes "I can't emphasize this enough, even if I did it 1000000000000000000000 times."; - mes "Please take care that"; - mes "the sample is not damaged."; - close; - } else if (ep14_1_muk == 12) { - if (countitem(6389) == 0) { - mes "You still haven't gone to collect the puddle sample?"; - mes "Get me a sample from the puddle from the south."; - mes "The puddle to the south is located"; - mes "at 6 o'clock from here."; - next; - mes "[Raffle Researcher]"; - mes "You know what I'm going to say?"; - mes "Be careful."; - close; - } - mes "[Raffle Researcher]"; - mes "You have the sample from the puddle to the south?"; - mes "Now only the puddle to the north"; - mes "remains to be sampled."; - next; - callsub L_CheckWeight; - mes "[Raffle Researcher]"; - mes "Please get me the sample from the puddle to the north."; - mes "It's not completely to the north."; - mes "it's at 11 o'clock from the village."; - delitem 6389,1; //Puddle_R_Sample - ep14_1_muk = 13; - getitem 1092,1; //Empty_Cylinder - changequest 5026,5027; - next; - mes "[Raffle Researcher]"; - mes "You know what I'm going to say?"; - mes "Be careful."; - close; - } else if (ep14_1_muk == 13) { - if (countitem(6389) == 0) { - mes "[Raffle Researcher]"; - mes "You still haven't gone to collect the puddle sample?"; - mes "Please get me a sample from the puddle to the north."; - mes "It's not exactly north of the village."; - mes "The puddle should be located at 11 o'clock"; - mes "from the village."; - close; - } - mes "[Raffle Researcher]"; - mes "You brought the last sample from the puddle from the north."; - mes "Great work. You've done really well."; - next; - mes "[Raffle Researcher]"; - mes "Now, I'm going to do some research"; - mes "with these samples,"; - mes "looking at the relationship between"; - mes "these puddles and the bath."; - next; - if (checkweight(6380,4) == 0) { - mes "[Raffle Researcher]"; - mes "I know that you've done a lot..."; - mes "but you are carrying too many things."; - mes "Even though I want to give you pocket money, I can't."; - mes "Could you lighten your load and come back?"; - close; - } - mes "[Raffle Researcher]"; - mes "If I finish this experiment..."; - mes "There's probably nothing else to do. While I run the experiment,"; - mes "why don't you go and entertain yourself?"; - delitem 6389,1; //Puddle_R_Sample - ep14_1_muk = 14; - getitem 6380,4; //Mora_Coin - erasequest 5027; - setquest 5028; - next; - mes "[Raffle Researcher]"; - mes "Comparison of the samples and the bath water"; - mes "will take about 12 hours."; - close; - } else if (ep14_1_muk == 14) { - if (questprogress(5028,PLAYTIME) == 1) { - mes "[Raffle Researcher]"; - mes "What? You're here? Well..."; - next; - mes "[Raffle Researcher]"; - mes "But the sample studies have not been finished."; - mes "This is an experiment for the final result,"; - mes "so don't be too hasty."; - mes "I think the research will take about 12 hours."; - next; - mes "[Raffle Researcher]"; - mes "Come back then."; - close; - } - mes "[Raffle Researcher]"; - mes "You're here? Finally,"; - mes "the experiment results are all in."; - mes "Do you want to look at the results?"; - next; - switch(select("Actually, I don't want to.:Look at the results.")) { - case 1: - mes "[Raffle Researcher]"; - mes "Good thinking. Actually, it may hurt"; - mes "regular people's brains to look at it."; - mes "I suppose it's time for your reward"; - mes "for helping me out so much."; - next; - mes "[Raffle Researcher]"; - mes "Did I talk to you about the reward before the experiment?"; - mes "That you won't be sorry that you helped out..."; - next; - break; - case 2: - mes "[Raffle Researcher]"; - mes "You're curious about the results? Really???"; - mes "OK, here it is."; - next; - callsub L_ShowReport; - mes "[Raffle Researcher]"; - mes "There are no volcanoes around the area"; - mes "and no record of volcanoes in the past,"; - mes "but the water temperature is that high..."; - mes "Isn't it surprising?"; - next; - mes "[Raffle Researcher]"; - mes "The ingredients are... yes."; - mes "There are certainly substances that are beneficial for you humans."; - mes "But, there are also substances"; - mes "that are fatal to us Raffles,"; - mes "or other races."; - next; - mes "[Raffle Researcher]"; - mes "And if you look at the electric conductivity,"; - mes "it is quite higher than that of the average water."; - mes "My theory is that"; - mes "this must be the cause of the mysterious power."; - mes "That's what I'm thinking about."; - mes "Anyhow."; - next; - mes "[Raffle Researcher]"; - mes "There is something at work that science cannot explain"; - mes "in the bath water..."; - mes "Take the unidentified creature, for instance."; - mes "How strange is it that a fish can live"; - mes "in such warm water?"; - next; - mes "[Raffle Researcher]"; - mes "I'm not satisfied with the research results and conclusions."; - mes "I guess in the end,"; - mes "it will remain a mystery..."; - next; - mes "[Raffle Researcher]"; - mes "I suppose it's time for your reward"; - mes "for helping me out so much."; - next; - mes "[Raffle Researcher]"; - mes "Did I talk to you about the reward before the experiment?"; - mes "That you won't be sorry that you helped out..."; - next; - break; - } - mes "[Raffle Researcher]"; - mes "I was thinking about what you would want"; - mes "for your reward... and I felt"; - mes "a little... sad."; - next; - mes "[Raffle Researcher]"; - mes "... ... ... ..."; - next; - mes "[Raffle Researcher]"; - mes "During our short time here together working on these projects,"; - mes "I sent you all over the place."; - mes "It must've been hard, but you didn't complain at all."; - mes "And unlike some of the other guys I've had,"; - mes "you never skipped work."; - next; - mes "[Raffle Researcher]"; - mes "I suppose I've grown fond of you,"; - mes "so that it saddens me to say goodbye..."; - next; - mes "[Raffle Researcher]"; - mes "But thank you anyhow. I've been researching for a while,"; - mes "but I've never met such an excellent research assistant as you."; - next; - if (MaxWeight - Weight < 100 || checkweight(1092,1) == 0) { - mes "[Raffle Researcher]"; - mes "Hmm? By the way..."; - mes "You are carrying too much weight."; - mes "Could it be because you are also sad"; - mes "about parting ways?"; - next; - mes "[Raffle Researcher]"; - mes "With this weight, I can't give you a reward!"; - close; - } - mes "[Raffle Researcher]"; - mes "The best research assistant in my life..."; - mes "is you, "+strcharinfo(0)+"!!!"; - ep14_1_muk = 15; - completequest 5028; - getexp 1000000,4000000; - getitem 6380,30; //Mora_Coin - next; - mes "[Raffle Researcher]"; - mes "If we happen to run into each other again,"; - mes "let's work on a research project once more."; - close; - } else if (ep14_1_muk == 15) { - mes "[Raffle Researcher]"; - mes "Hmm? No?... What are you doing here?"; - next; - mes "[Raffle Researcher]"; - mes "Could it be that you suddenly want to look at"; - mes "the research report???"; - next; - switch(select("Look at the report.:I came to say hello.")) { - case 1: - mes "[Raffle Researcher]"; - mes "Haven't I shown it to you before?"; - next; - mes "[Raffle Researcher]"; - mes "... ... ... ..."; - emotion e_dots; - next; - mes "[Raffle Researcher]"; - mes "Maybe I haven't shown you."; - mes "Sorry about that. So you wanted to see it so badly"; - mes "that you came back to see me?"; - mes "Great! Here it is."; - next; - while(1) { - callsub L_ShowReport; - mes "[Raffle Researcher]"; - mes "This concludes the report of"; - mes "Mora Village's mysterious bath."; - mes "You want to look again?"; - emotion e_what; - next; - switch(select("Look again.:Don't look again.")) { - case 1: - mes "[Raffle Researcher]"; - mes "Sure... As you wish!!"; - next; - break; - case 2: - mes "[Raffle Researcher]"; - mes "Goodbye. Come by any time,"; - mes "if you want to look at the results again."; - mes "You're always welcome here."; - close; - } - } - case 2: - mes "[Raffle Researcher]"; - mes "Oh, You came to say hi. I see."; - mes "Long time no see, "+strcharinfo(0)+"."; - next; - mes "[Raffle Researcher]"; - mes "I've been telling you that I lucked out in picking you as my research assistant."; - mes "Come by any time,"; - mes "if you want to look at the results again."; - mes "You're always welcome here."; - close; - } - } else { - mes "[Raffle Researcher]"; - mes "Hmm? I'm Researcher Inffle."; - mes "Who are you?"; - close; - } - end; -L_ShowReport: - mes "[Experimental Results]"; - mes "*** Researcher - Inffle"; - mes "*** Research Assistant - "+strcharinfo(0); - mes " "; - mes "<Research topic>"; - mes "*** Bath of Mora Village"; - mes " "; - mes "<Aim>"; - mes "To investigate the mysterious power of the bath water"; - mes "and to find out ways to better utilize"; - mes "the water."; - mes " "; - mes "<Methods>"; - mes "1. Obtained an unidentified DNA sample."; - mes "Obtained a sample of an unidentified DNA,"; - mes "and collected more samples to look further into it."; - mes " "; - mes "2. A comparison analysis on the unidentified DNA"; - mes "Concluded that the DNA belongs to"; - mes "an unidentified creature living in the bath water."; - mes "combine and result in"; - mes "from the swordfish DNA."; - mes " "; - mes "3. Research on the puddles around the village"; - mes "From the four puddles around the village,"; - mes "confirmed that the testing substances were"; - mes "distributed evenly across the puddles."; - mes "It is thought that the four puddles"; - mes "combine and result in"; - mes "the mysterious power."; - mes " "; - mes "<Material analysis>"; - mes "*** Temperature ***** 33.5¡Æ"; - mes "*** PH ************ 9.8"; - mes "*** Solid residues *** 176"; - mes "*** K+ ************ 0,23"; - mes "*** Ca++ ********** 1.83"; - mes "*** Cl- *********** 26.2"; - mes "*** HCO3- ********* 31.0"; - mes "*** H2S *********** 1.7"; - mes "*** Na++ ********** 51.9"; - mes "*** Mg+ *********** 0.03"; - mes "*** SO4- ********** 5.0"; - mes "*** F ************* 12.8"; - mes "*** SiO2 ********** 23.9"; - mes "*** Li ************ 0.06"; - mes "*** CO3+ ********** 22.8"; - mes "*** Sr ************ 0.04"; - mes "*** Ge ************ 0.004"; - mes "*** T-solids ****** 165"; - mes "*** Electric conductivity **** 500"; - mes "*** Longitude ********** 4.6"; - next; - return; -L_CheckWeight: - if (MaxWeight - Weight < 100 || checkweight(1092,1) == 0) { - mes "[Raffle Researcher]"; - mes "You are carrying too much weight."; - mes "I can't give you the sample tube."; - mes "Why don't you lighten your load and come back?"; - close; - } - return; -} - -mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ - if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) { - mes "^FF0000- Warning message -"; - mes "- Hang on there!! -"; - mes "- You have too many items -"; - mes "- to receive any more items. -"; - mes "- Please lighten your load -"; - mes "- and try again. -^000000"; - close; - } - if (BaseLevel < 100) { - mes "Something looks at you from head to toe, and disappears, mocking you."; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - .@playtime = questprogress(5029,PLAYTIME); - if (.@playtime == 1) { - mes "You see a dark hole. As you show interest, something disappears quickly into the dark hole."; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } else if (.@playtime == 2) - erasequest 5029; - if (ep14_1_goki == 30) { - if (!questprogress(5030) && !questprogress(5031) && !questprogress(5032) && !questprogress(5033) && !questprogress(5034)) { - mes "[Unidentified creature]"; - mes "Arrgghh!!!"; - mes "Why you bother me."; - mes "You stop bullying me."; - next; - if(select("Bully anyway.:I'll stop.") == 1) { - emotion e_sob; - ep14_1_goki = 0; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - mes "[Unidentified creature]"; - mes "You... Good."; - mes "Everybody calls me monster."; - mes "Hit me. Bully. Me tired."; - next; - mes "[Fishee]"; - mes "My name Fishee."; - mes "Dad name me."; - next; - mes "... ... ... ... ..."; - next; - mes "He appears to be rambling."; - next; - mes "[Fishee]"; - mes "Bully. Fun. Every day."; - mes "I talk. Still bully."; - next; - mes "[Fishee]"; - mes "You... Good. Help Fishee?"; - next; - if(select("Don't help.:Help.") == 1) { - emotion e_sob; - ep14_1_goki = 0; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - mes "[Fishee]"; - mes "You good. Good!"; - next; - mes "[Fishee]"; - mes "Me didn't live here."; - mes "Me lived puddle."; - mes "Puddle. Live there."; - next; - mes "[Fishee]"; - mes "Me sleep weird."; - mes "Wake up one day."; - mes "Here, bath."; - next; - mes "[Fishee]"; - mes "Don't know how go home."; - mes "Me just live here."; - mes "Grow big. Hole small."; - mes "Can't get in."; - next; - mes "[Fishee]"; - mes "Me miss family. Me want to see family."; - mes "You good. How my family do."; - mes "Bring me. Good."; - next; - select("How would I know who is your family?"); - mes "[Fishee]"; - mes "Us fish stupid."; - mes "Stupid. But know family name."; - next; - mes "[Fishee]"; - mes "Family know name Fishee. Family come."; - next; - mes "[Fishee]"; - mes "Please. In puddle."; - mes "You tell me my family do okay."; - setquest 5030+rand(4); //5030,5031,5032,5033 - close; - } else if (questprogress(5030) || questprogress(5031) || questprogress(5032) || questprogress(5033)) { - mes "[Fishee]"; - mes "Please. In puddle."; - mes "You tell me my family do okay."; - next; - mes "[Fishee]"; - mes "You forgot me name?"; - next; - if(select("Please tell me your name again!:I know your name.") == 1) { - mes "[Fishee]"; - mes "Your memory, like fish."; - mes "Stupid. I talk."; - mes "My name Fishee, Fishee!!"; - next; - } - mes "[Fishee]"; - mes "Please. In puddle."; - mes "You tell me my family do okay."; - close; - } else if (questprogress(5034) == 1) { - if (MaxWeight - Weight < 100 || checkweight(5792,1) == 0) { - mes "[Fishee]"; - mes "You have lots."; - mes "I give. To you."; - mes "Empty bag. Come back."; - close; - } - mes "[Fishee]"; - mes "You told me my family ok. Thank you."; - mes "I know thank you. Fish."; - mes "Re... Don't know word."; - next; - select("Perhaps... Reward??"); - mes "[Fishee]"; - mes "Yes. That. You good."; - mes "Smart. Give you reward."; - mes "I know thank you. Fish."; - next; - mes "[Fishee]"; - mes "This, I got from bath."; - mes "No. Someone left it."; - mes "... ... Good guy. I give you."; - completequest 5034; - getitem 5792,1; //Fish_Pin - close; - } else if (questprogress(5034) == 2) { - mes "[Fishee]"; - mes "You... I saw. Feeling. I saw. Feeling."; - mes "You... Name?"; - next; - input .@inputstr$; - mes "[Fishee]"; - mes .@inputstr$+" do."; - mes "No know. No remember.."; - mes "Who.. you... are?"; - close; - } - } - .@weapon$ = ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed"); - .@pc_hp = 200; - .@npc_hp = 200; - setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble"; - mes "The unidentified creature is attacking. What will you do?"; - next; - while(1) { - switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) { - case 1: // Weapon - .@p_damage = 10; - .@pc_attack = rand(1,10); - mes "["+strcharinfo(0)+"'s Attack]"; - switch(.@pc_attack) { - // Miss. - case 3: - mes "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000, but the unidentified creature rapidly dodged."; - break; - case 6: - mes "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature, but the creature foresaw the attack and dodged."; - break; - case 9: - mes "You use your precious ^FF0000[+"+.@weapon$+"+]^000000 to attack the unidentified creature, but the creature pulled back and dodged your attack."; - break; - // Hit. - default: - specialeffect EF_HIT1; - .@npc_hp -= .@p_damage; - switch(.@pc_attack) { - case 1: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break; - case 2: .@str$ = "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break; - case 4: .@str$ = "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break; - case 5: .@str$ = "You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break; - case 7: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break; - case 8: .@str$ = "You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; - case 10: .@str$ = "You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break; - } - mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted."; - break; - } - next; - break; - case 2: // Skill - .@p_damage = 20; - .@pc_attack = rand(1,6); - .@skillname$ = .@skills$[rand(5)]; - mes "["+strcharinfo(0)+"'s Attack]"; - switch(.@pc_attack) { - // Miss. - case 2: - mes "You use skill ^0000FF["+.@skillname$+"]^000000 but you couldn't concentrate, and failed to use the skill properly."; - break; - case 4: - mes "You use skill ^0000FF["+.@skillname$+"]^000000 with all your might, but the unidentified creature dodged lightly and mocked you."; - break; - case 6: - mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the creature, but he got out of sight and you failed to use the skill."; - break; - // Hit. - default: - specialeffect EF_BASH; - .@npc_hp -= .@p_damage; - switch(.@pc_attack) { - case 1: .@str$ = "With an attack so fast and furious, the creature is too stunned to move."; break; - case 3: .@str$ = "The creature dodged, but you foresaw his movements and targeted accurately."; break; - case 5: .@str$ = "Your skill flew in a perfect parabola and hit the creature exactly."; break; - } - mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted."; - break; - } - next; - break; - case 3: // Tooth - .@p_damage = 50; - .@pc_attack = rand(1,10); - mes "["+strcharinfo(0)+"'s Attack]"; - if (.@pc_attack == 4 || .@pc_attack == 7) { - specialeffect EF_HIT1; - .@npc_hp -= .@p_damage; - mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted."; - } else - mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes."; - next; - break; - case 4: // Run - mes "You get scared of the unidentified creature, and attempt to run."; - next; - mes "["+strcharinfo(0)+"'s Escape]"; - if (rand(1,2) == 1) { - mes "Fortunately, the unidentified creature did not come after you."; - close; - } else { - mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape."; - next; - specialeffect2 EF_HIT1; - mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; - .@pc_hp -= 10; - next; - // Unofficial check, but it's needed here. - callsub L_CheckPCAlive, .@pc_hp; - } - break; - } - if (.@npc_hp <= 0) { - mes "You won. The unidentified creature is unconscious."; - next; - if (questprogress(5016) && countitem(6385) == 0) { - mes "What will you do?"; - next; - select("Look for the research tools."); - if (checkweight(6385,1) == 0) { - mes "You attempted to look for the research tools,"; - mes "but you are carrying too many things."; - mes "You'd better lighten your load"; - mes "and come back."; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - mes "Found Researcher Raffle's ^0000FF Research tool ^000000."; - ep14_1_goki += 1; - getitem 6385,1; //Research_Tool_Bag - setquest 5029; - next; - mes "The creature wakes up and disappears into the dark hole."; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } else if (questprogress(5017)) { - mes "How will you bully the creature?"; - next; - input .@inputstr$; - mes "You do ^0000FF"+.@inputstr$+"^000000 to bully the unidentified creature."; - next; - setquest 5029; - switch(ep14_1_muk) { - case 3: - mes "You bully the unidentified creature. This is kind of fun."; - break; - case 4: - mes "You bully the unidentified creature for the second time. It's definitely entertaining."; - break; - case 5: - mes "You bully the unidentified creature for the third time. It's fun, but now it is time to stop."; - changequest 5017,5018; - break; - } - ep14_1_muk += 1; - ep14_1_goki += 1; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } else { - mes "What will you do?"; - next; - if(select("Check the body of the unidentified creature.:Leave.") == 2) { - setquest 5029; - ep14_1_goki += 1; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - if (rand(1,30) == 7) { - if (checkweight(6380,1) == 0) { - mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000."; - ep14_1_goki += 1; - setquest 5029; - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000."; - ep14_1_goki += 1; - getitem 6380,1; //Mora_Coin - setquest 5029; - next; - mes "The creature wakes up and disappears into the dark hole."; - } else { - mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole."; - ep14_1_goki += 1; - setquest 5029; - } - close2; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - end; - } - } - mes "[ Current Progress ]"; - mes strcharinfo(0)+" HP = "+.@pc_hp; - mes "Unidentified Creature HP = "+.@npc_hp; - next; - mes "[Attack of the unidentified creature]"; - .@npc_attack = rand(1,3); - switch(.@npc_attack) { - case 1: - .@n_damage = 10; - mes "The unidentified creature shoots a stream of bath water."; - break; - case 2: - .@n_damage = 20; - mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt."; - break; - case 3: - .@n_damage = 50; - mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite."; - break; - } - next; - mes "What will you do?"; - next; - switch(select("... ... ...:Dodge.:Block.:It's too much. Run away.")) { - case 1: - switch(.@npc_attack) { - case 1: - specialeffect2 EF_ICEARROW; - mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; - break; - case 2: - specialeffect2 EF_BASH; - mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; - break; - case 3: - specialeffect2 EF_HIT1; - mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; - break; - } - .@pc_hp -= .@n_damage; - next; - break; - case 2: - switch(.@npc_attack) { - case 1: - .@miss = rand(1,5); - mes "[Attack of the unidentified creature]"; - switch(.@miss) { - // Miss. - case 1: - mes "The unidentified creature shoots a stream of water at you, but you dodge it easily by tilting your body."; - break; - case 3: - mes "The unidentified creature shoots a stream of water at you, but you dodge it while picking your nose."; - break; - // Hit. - default: - specialeffect2 EF_ICEARROW; - .@pc_hp -= .@n_damage; - switch(.@miss) { - case 2: .@str$ = "face"; break; - case 4: .@str$ = "stomach"; break; - case 5: .@str$ = "arm"; break; - } - mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received."; - break; - } - next; - break; - case 2: - .@miss = rand(1,10); - mes "[Attack of the unidentified creature]"; - switch(.@miss) { - // Miss. - case 1: - mes "The unidentified creature dashes at you attempting a headbutt, but you are not the one to succumb to such an attack."; - break; - case 3: - mes "The unidentified creature dashes at you attempting a headbutt, but you move slightly to dodge the attack."; - break; - case 5: - mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack while picking your nose."; - break; - case 7: - mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack easily."; - break; - // Hit. - default: - specialeffect2 EF_BASH; - .@pc_hp -= .@n_damage; - switch(.@miss) { - case 2: .@str$ = "With a thud, you can feel intense pain."; break; - case 4: .@str$ = "*thud* Your back seems to give way."; break; - case 6: .@str$ = "The creature's attack hits you in the shoulder."; break; - case 8: .@str$ = "The attack is like an arrow."; break; - case 9: .@str$ = "The attack was fast and accurate."; break; - case 10: .@str$ = "It hits your hand with a thud."; break; - } - mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; - break; - } - next; - break; - case 3: - .@miss = rand(1,10); - mes "[Attack of the unidentified creature]"; - switch(.@miss) { - // Miss. - case 1: - mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering."; - break; - case 3: - mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack by moving slightly."; - break; - case 5: - mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while stretching."; - break; - case 7: - mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while counting Zenies."; - break; - case 8: - mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack lightly."; - break; - case 9: - mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering."; - break; - // Hit. - default: - specialeffect2 EF_HIT1; - .@pc_hp -= .@n_damage; - switch(.@miss) { - case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break; - case 4: .@str$ = "arm. Its sharp teeth penetrate your arm."; break; - case 6: .@str$ = "toe. You feel like your toe is being cut off."; break; - case 10: .@str$ = "finger. You feel like your finger is being cut off."; break; - } - mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; - break; - } - next; - break; - } - break; - case 3: - .@defend = rand(1,10); - switch(.@npc_attack) { - case 1: - if (.@defend == 3 || .@defend == 6) { - .@n_damage /= 2; - specialeffect2 EF_GUARD; - } else - specialeffect2 EF_ICEARROW; - .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; - switch(.@defend) { - // Blocked. - case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; - case 6: .@str$ = "You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break; - // Not blocked. - case 1: .@str$ = "You try to block the stream of water with your strong butt, but it's too late."; break; - case 2: .@str$ = "You try to block the stream of water with your big gut, but to no avail."; break; - case 4: .@str$ = "You try to block the stream of water with your gathered hands, but the creature targets a different place."; break; - case 5: .@str$ = "You try to block the stream of water with your strong hands, but you fail."; break; - case 7: .@str$ = "You try to block the stream of water with arms crossed, but you fold them wrong."; break; - case 8: .@str$ = "You try to block the stream of water with your rock-like head, but it was not possible."; break; - case 9: .@str$ = "You try to block the stream of water with your solid muscles, but it was not possible."; break; - case 10: .@str$ = "You try to block the stream of water with your strong feet, but your effort was wasted."; break; - } - mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; - next; - break; - case 2: - if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) { - .@n_damage /= 2; - specialeffect2 EF_GUARD; - } else - specialeffect2 EF_BASH; - .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; - switch(.@defend) { - // Blocked. - case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; - case 3: .@str$ = "You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break; - case 5: .@str$ = "You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break; - case 7: .@str$ = "The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break; - // Not blocked. - case 2: .@str$ = "You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break; - case 4: .@str$ = "You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break; - case 6: .@str$ = "You try to block the dash attack with arms crossed, but you feel an incredible force."; break; - case 8: .@str$ = "You try to block the dash attack, to no avail."; break; - case 9: .@str$ = "You try to block the dash attack with your strong hands, to no avail."; break; - case 10: .@str$ = "You try to block the dash attack with your durable feet, but the pain woke you up."; break; - } - mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; - next; - break; - case 3: - if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) { - .@n_damage /= 2; - specialeffect2 EF_GUARD; - } - .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; - switch(.@defend) { - // Blocked. - case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break; - case 4: .@str$ = "but you block its attack with a weapon. HP reduced only by half."; break; - case 6: .@str$ = "but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break; - case 8: .@str$ = "but you block its attack using a book you always carry around. HP reduced only by half."; break; - // Not blocked. - case 1: .@str$ = "and bites your arm."; break; - case 3: .@str$ = "and bites your leg."; break; - case 5: .@str$ = "and bites your shoulder."; break; - case 7: .@str$ = "and bites your finger."; break; - case 9: .@str$ = "and bites your finger."; break; - case 10: .@str$ = "and bites your toe."; break; - } - mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received."; - next; - break; - } - break; - case 4: - mes "You get scared of the unidentified creature, and attempt to run."; - next; - mes "["+strcharinfo(0)+"'s Escape]"; - if (rand(1,2) == 1) { - mes "Fortunately ^BF2C15Unidentified creature^000000"; - mes "did not come after you."; - close; - } else { - mes "When you attempt to run away, the unidentified creature sees you and attacks."; - mes "You fail to escape."; - next; - mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; - .@pc_hp -= 10; - next; - } - break; - } - callsub L_CheckPCAlive, .@pc_hp; - mes "[ Current Progress ]"; - mes strcharinfo(0)+" HP = "+.@pc_hp; - mes "Unidentified Creature HP = "+.@npc_hp; - next; - } - end; -L_CheckPCAlive: - if (getarg(0) <= 0) { - mes "You lost to the unidentified creature. Your mind goes blank and you faint."; - next; - mes "You leave the bath with somebody's help."; - percentheal -99,0; - donpcevent "Black Shadow#ep14_muk::OnDisable"; - warp "mora",31,132; - end; - } - return; -OnInit: - disablenpc "Black Shadow#ep14_muk"; - end; -OnEnable: - enablenpc "Black Shadow#ep14_muk"; - disablenpc "???#ep14_muk01"; - disablenpc "???#ep14_muk02"; - disablenpc "???#ep14_muk03"; - disablenpc "???#ep14_muk04"; - disablenpc "???#ep14_muk05"; - end; -OnDisable: - disablenpc "Black Shadow#ep14_muk"; - donpcevent "Black Shadow#ep14_muk::OnFullon"; - mapannounce "mora","You can now use the mysterious power of bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - end; -OnFullon: - donpcevent "???#ep14_muk01::OnReset"; - donpcevent "???#ep14_muk02::OnReset"; - donpcevent "???#ep14_muk03::OnReset"; - donpcevent "???#ep14_muk04::OnReset"; - donpcevent "???#ep14_muk05::OnReset"; - end; -} - -- script ???#mora -1,{ - if (questprogress(5019)) { - mes "You find an area emitting a distinct aura."; - mes "You may be able to collect bath water samples."; - mes "What will you do?"; - next; - if(select("Collect samples.:Leave.") == 2) { - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } - if (countitem(6386) >= 10) { - mes "You will not need additional samples."; - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } - if (countitem(1092) == 0) { - mes "To obtain a sample, you need a sample tube."; - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } - mes "Collecting samples."; - next; - progressbar "ffff00",3; - if (!rand(3)) { - if (checkweight(6386,1) == 0) { - mes "You have so many items"; - mes "that it is difficult to collect samples."; - mes "You will have to lighten your load and come back."; - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } - mes "Bath water sample collection complete."; - delitem 1092,1; //Empty_Cylinder - getitem 6386,1; //Bathtub_R_Sample - } else { - mes "Bath water sample collection failed."; - percentheal 5,5; - } - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } else if (questprogress(5021) || questprogress(5022)) { - if (questprogress(5021)) { - .@str$ = "tooth"; - .@item = 6387; //Teeth_Sample - } else { - .@str$ = "scale"; - .@item = 6388; //Scale_Sample - } - mes "Something is shining in the water."; - mes "You may be able to collect the unidentified creature's "+.@str$+" samples."; - mes "What do you want to do?"; - next; - if(select("Look further.:Leave.") == 2) { - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } - if (countitem(.@item) >= 10) { - mes "You will not need additional samples."; - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } - progressbar "ffff00",3; - if (!rand(3)) { - if (checkweight(.@item,1) == 0) { - mes "You have so many items"; - mes "that it is difficult to collect samples."; - mes "You will have to lighten your load and come back."; - close; - } - mes "Obtained a "+.@str$+" sample"; - mes "of the unidentified creature."; - getitem .@item,1; - } else - mes "You thought you saw it on the ground, but it was an illusion."; - close2; - donpcevent strnpcinfo(0)+"::OnDisable"; - end; - } else { - mes "???"; - next; - select("???"); - mes "???"; - close; - } - end; -OnEnable: - enablenpc strnpcinfo(0); - stopnpctimer; - end; -OnDisable: - disablenpc strnpcinfo(0); - initnpctimer; - end; -OnReset: - if (rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; - else - initnpctimer; - end; -OnTimer10000: -OnTimer20000: -OnTimer30000: -OnTimer40000: -OnTimer50000: - if (rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; - end; -OnTimer60000: - donpcevent strnpcinfo(0)+"::OnEnable"; - end; -OnTouch: - if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) { - percentheal 5,5; - end; - } - .@playtime = questprogress(5029,PLAYTIME); - if (.@playtime == 1) { - percentheal 5,5; - end; - } else if (.@playtime == 2) { - erasequest 5029; - end; - } else { - mapannounce "mora","You can no longer use the mysterious power of the bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - mes "^FF0000Something appeared.^000000"; - mes "^FFFF00You cannot use the mysterious power of the bath water.^000000"; - close2; - donpcevent "Black Shadow#ep14_muk::OnEnable"; - end; - } -} -mora,108,86,0 duplicate(???#mora) ???#ep14_muk01 CLEAR_NPC,2,2 -mora,107,82,0 duplicate(???#mora) ???#ep14_muk02 CLEAR_NPC,2,2 -mora,113,84,0 duplicate(???#mora) ???#ep14_muk03 CLEAR_NPC,2,2 -mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2 -mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 - -- script #mora_puddle -1,{ - .@i = atoi(charat(strnpcinfo(2),9)); - - // This script has a lot of checks, - // so arrays are only set when used. - setarray .@quest1[1],5024,5025,5026,5027; - setarray .@dir$[1],"east","west","south","north"; - - if (questprogress(.@quest1[.@i])) { - if (countitem(6389) == 0) { - mes "This appears to be the puddle to the "+.@dir$[.@i]; - mes "that the researcher talked about."; - mes "Will you collect a sample?"; - next; - if(select("Collect a sample.:Don't collect a sample.") == 2) - close; - if (countitem(1092) == 0) { - mes "You have no empty sample tubes."; - close; - } - progressbar "ffff00",5; - if (checkweight(6389,1) == 0) { - mes "You have so many items"; - mes "that it is difficult to collect samples."; - mes "You will have to lighten your load and come back."; - close; - } - mes "You have collected a sample from the puddle to the "+.@dir$[.@i]+"."; - delitem 1092,1; //Empty_Cylinder - getitem 6389,1; //Puddle_R_Sample - close; - } else { - mes "You already have a sample."; - close; - } - } - - .@quest1[0] = .@quest1[.@i]; - .@dir$[0] = .@dir$[.@i]; - deletearray .@quest1[.@i],1; - deletearray .@dir$[.@i],1; - - if (questprogress(.@quest1[1]) || questprogress(.@quest1[2]) || questprogress(.@quest1[3])) { - for(.@j = 1; .@j<=3; ++.@j) { - if (questprogress(.@quest1[.@j])) - break; - } - mes "This is not the puddle to the "+.@dir$[.@j]+"."; - close; - } - - setarray .@quest2[1],5030,5031,5032,5033; - .@quest2[0] = .@quest2[.@i]; - deletearray .@quest2[.@i],1; - - if (ep14_1_goki == 30 && questprogress(.@quest2[0])) { - mes "You arrived at the puddle to the "+.@dir$[0]+"."; - mes "You should look for the unidentified creature's family."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Fish~ Fish~"; - next; - mes "When you called out, an answer came"; - mes "from the puddle."; - next; - mes "[???]"; - mes "Who? Fisher? Go!"; - next; - select("I'm looking for a particular fish's family."); - mes "[???]"; - mes "Family? What be that fish name?"; - next; - mes "What was the name of the unidentified creature?"; - next; - input .@inputstr$; - if (.@inputstr$ != "Fishee") { - mes "[???]"; - mes "No Family. "+.@inputstr$+" No."; - mes "You go."; - next; - mes "It appears that the unidentified creature's family is not here."; - close; - } - mes "[???]"; - mes .@inputstr$+"? Oh... How..."; - mes "Husband here come. Your son."; - mes "News here."; - next; - mes "Another creature from the puddle spoke to you."; - next; - mes "[????]"; - mes "What? Missing son news?"; - next; - mes "The two fish were very excited,"; - mes "and their conversation was hard to follow."; - mes "You waited for them to calm down"; - mes "and told them the full story."; - next; - mes "[Fishee's Dad]"; - mes "Yes... At night, son"; - mes "gone... Night fishers."; - mes "Son stupid. Caught. Dead. OK."; - next; - mes "[Fishee's Mom]"; - mes "Fishee alive. Great. Great."; - next; - mes "[Fishee's Dad]"; - mes "Yes... Human give son news."; - mes "Thanks. Son,"; - mes "We okay. Happy. Here. You tell son."; - changequest .@quest2[0],5034; - close; - } else if (questprogress(5034) == 1) { - mes "[Fishee's Dad]"; - mes "Yes... Human give son news."; - mes "Thanks. Son,"; - mes "We okay. Happy. Here. You tell son."; - close; - } else if (questprogress(.@quest2[1]) || questprogress(.@quest2[2]) || questprogress(.@quest2[3])) { - mes "You arrived at the puddle to the "+.@dir$[0]+"."; - mes "You should look for the unidentified creature's family."; - next; - mes "["+strcharinfo(0)+"]"; - mes "Fish~ Fish~"; - next; - mes "You yelled out loud for fish,"; - mes "but there is no response."; - mes "I don't think anybody lives"; - mes "in this puddle."; - close; - } - mes "You see a puddle with a calm surface."; - close; -} -bif_fild02,315,285,0 duplicate(#mora_puddle) Puddle#ep14_muk01 CLEAR_NPC -bif_fild02,65,109,0 duplicate(#mora_puddle) Puddle#ep14_muk02 CLEAR_NPC -bif_fild02,223,71,0 duplicate(#mora_puddle) Puddle#ep14_muk03 CLEAR_NPC -bif_fild02,113,340,0 duplicate(#mora_puddle) Puddle#ep14_muk04 CLEAR_NPC - -// Mora Daily Quests :: ep14_1_dealer -//============================================================ -mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[Elephantine]"; - mes "Hmm, you don't look reliable enough to perform tasks for me."; - close; - } - if (BaseLevel < 135) { - mes "[Elephantine]"; - mes "Why don't you come back when you've grown stronger? I can't give you tasks when you're in your current state."; - close; - } - .@playtime = questprogress(12230,PLAYTIME); - if (.@playtime == 1) { - mes "[Elephantine]"; - mes "I have no additional tasks available now. If I get some, I'll let you know when you come back."; - close; - } else if (.@playtime == 2) { - mes "[Elephantine]"; - mes "Will you please check with ^990099Hotcha^000000"; - mes "on the details of the previous task?"; - close; - } - mes "[Elephantine]"; - mes "Welcome."; - mes "I have some tasks for you - will you take a look at them?"; - next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { - mes "[Elephantine]"; - mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he."; - next; - mes "[Elephantine]"; - mes "Each day, I'll be giving you a quest to kill off monsters in the surrounding area."; - next; - mes "[Elephantine]"; - mes "You might get a task that's far too difficult for you to take care of alone - in that case, try to get help from your fellow adventurers."; - close; - } - mes "[Elephantine]"; - mes "Let me see what tasks we've got today... Hmm..."; - next; - mes "[Elephantine]"; - mes "How about this one?"; - next; - switch(rand(1,5)) { - case 1: - setquest 12225; - setquest 12230; - mes "[Elephantine]"; - mes "Strange insects that carry fruit on their backs roam this area - you must've seen them."; - next; - mes "[Elephantine]"; - mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest."; - .@n$ = "Fruit-Carrying Insects"; - break; - case 2: - setquest 12226; - setquest 12230; - mes "[Elephantine]"; - mes "There have been a lot of reports lately about mantises disguised as flowers attacking creatures passing by."; - next; - mes "[Elephantine]"; - mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately."; - .@n$ = "Flowery Hunters"; - break; - case 3: - setquest 12227; - setquest 12230; - mes "[Elephantine]"; - mes "An adventurer was reported to have been attacked by little birds while gathering resources in the vicinity of Bifrost."; - next; - mes "[Elephantine]"; - mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it."; - .@n$ = "Small but Ferocious..."; - break; - case 4: - setquest 12228; - setquest 12230; - mes "[Elephantine]"; - mes "I have qualms about this one, but somebody anonymously asked me to hunt down the naughty fairies."; - next; - mes "[Elephantine]"; - mes "I don't know what grudge he has against the fairies, but a request is a request."; - .@n$ = "An Unknown Grudge"; - break; - case 5: - setquest 12229; - setquest 12230; - mes "[Elephantine]"; - mes "Would you believe it if I said there are balls of blonde hair rolling around? You wouldn't, would you?"; - next; - mes "[Elephantine]"; - mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately."; - .@n$ = "Blondie Ann"; - break; - } - next; - mes "You have received the task ^005500"+.@n$+"^000000. Open and see the quest window for the details."; - close; -} - -mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[Hotcha]"; - mes "Hmm, you don't look reliable enough for Elephantine's tasks."; - close; - } - if (BaseLevel < 97) { - mes "[Hotcha]"; - mes "This place is like a paradise for adventurers. Not for weak ones like you, though."; - close; - } - .@playtime = questprogress(12230,PLAYTIME); - if (!.@playtime) { - mes "[Hotcha]"; - mes "I see you haven't received"; - mes "any tasks yet."; - mes "Go talk to Elephantine,"; - mes "and Elephantine will give you"; - mes "one of the countless tasks."; - close; - } else if (.@playtime == 2) { - mes "[Hotcha]"; - mes "The time is up to complete the existing tasks."; - next; - mes "[Hotcha]"; - mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log."; - next; - mes "[Hotcha]"; - mes "Once they are removed, go talk to Elephantine and you can receive new tasks."; - for(.@i = 12225; .@i<=12229; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - erasequest 12230; - close; - } - mes "[Hotcha]"; - mes "Welcome."; - mes "How may I help you?"; - next; - select("I have completed a task."); - mes "Oh."; - mes "Have you?"; - mes "Please wait a minute while I check the documents."; - next; - - for(.@i = 12225; .@i<=12229; ++.@i) { - if (questprogress(.@i,HUNTING) == 2) { - mes "[Hotcha]"; - mes "Yes, I see you've completed the task. It has been confirmed as completed."; - erasequest .@i; - specialeffect2 EF_STEAL; - if (BaseLevel > 99) - getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); - else - getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0); - getitem 6380,3; //Mora_Coin - close; - } - } - - mes "[Hotcha]"; - mes "Hmm... "+strcharinfo(0)+"."; - mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; - close; -} - -mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[Bow-wow]"; - mes "I try to give tasks only to reliable people. You are......... no, never mind."; - close; - } - if (BaseLevel < 97) { - mes "[Bow-wow]"; - mes "You really have no clue. What could you do with such a weak body?"; - close; - } - .@playtime = questprogress(12241,PLAYTIME); - if (.@playtime == 1) { - mes "[Bow-wow]"; - mes "I have no additional tasks available now. If I get some, I'll let you know when you come back."; - close; - } else if (.@playtime == 2) { - mes "[Bow-wow]"; - mes "Will you please check with the ^990099General Goods Dealer^000000"; - mes "on the details of the previous task?"; - close; - } - mes "[Bow-wow]"; - mes "Welcome."; - mes "I have some tasks for you - will you take a look at them?"; - next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { - mes "[Bow-wow]"; - mes "Here, we make all kinds of supplies for adventurers."; - next; - mes "[Bow-wow]"; - mes "We accept raw materials for the supplies once a day."; - next; - mes "[Bow-wow]"; - mes "Sometimes, we might ask for materials that are very difficult to obtain. In that case, try to get help from your fellow adventurers."; - close; - } - mes "[Bow-wow]"; - mes "Let me see... what supplies are we making today...?"; - next; - mes "[Bow-wow]"; - mes "How about this one?"; - next; - switch(rand(1,5)) { - case 1: - setquest 12231; - setquest 12241; - mes "[Bow-wow]"; - mes "The adventurers here make sure to bring with them, on their exploration to dungeons, a preservative to keep their food fresh. Do you know what the preservative is made from?"; - next; - mes "[Bow-wow]"; - mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world..."; - .@n$ = "Material for the Preservative"; - break; - case 2: - setquest 12232; - setquest 12241; - mes "[Bow-wow]"; - mes "These days, it's common for adventurers here to make talismans to protect themselves on their dangerous adventures. Like a kind of insurance."; - next; - mes "[Bow-wow]"; - mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them."; - .@n$ = "A Symbol of Resistance"; - break; - case 3: - setquest 12233; - setquest 12241; - mes "[Bow-wow]"; - mes "They need tons of Rotten Bandages for making first aid bandages. They must have run out of new materials."; - next; - mes "[Bow-wow]"; - mes "The client is the General Goods Merchant over there. Three bunches of them will be enough."; - .@n$ = "Material for First Aid Kits"; - break; - case 4: - setquest 12234; - setquest 12241; - mes "[Bow-wow]"; - mes "Symbols of strong warriors give adventurers great support on their journeys. That's why Orcish Vouchers sell like hotcakes."; - next; - mes "[Bow-wow]"; - mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage."; - .@n$ = "Symbols of Courage"; - break; - case 5: - setquest 12235; - setquest 12241; - mes "[Bow-wow]"; - mes "It seems to be rumored among adventurers that drinking powdered bones mixed with water helps boost their stamina."; - next; - mes "[Bow-wow]"; - mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic."; - .@n$ = "Good for Stamina..."; - break; - } - next; - mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details."; - close; -} - -mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[General Good Dealer]"; - mes "Hmm, you don't look reliable enough for Bow-wow's tasks."; - close; - } - if (BaseLevel < 97) { - mes "[General Good Dealer]"; - mes "What could you do with that fragile body? Go get some exercise."; - close; - } - .@playtime = questprogress(12241,PLAYTIME); - if (!.@playtime) { - mes "[General Good Dealer]"; - mes "I see you haven't received"; - mes "any tasks yet."; - mes "Go talk to Bow-wow,"; - mes "and Bow-wow will give you"; - mes "one of the countless tasks."; - close; - } else if (.@playtime == 2) { - mes "[General Good Dealer]"; - mes "The time is up to complete the existing tasks."; - next; - mes "[General Good Dealer]"; - mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log."; - next; - mes "[General Good Dealer]"; - mes "Once they are removed, go talk to Bow-wow and you can receive new tasks."; - for(.@i = 12231; .@i<=12235; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - erasequest 12241; - close; - } - mes "[General Good Dealer]"; - mes "Welcome."; - mes "How may I help you?"; - next; - select("I have completed a task."); - mes "[General Good Dealer]"; - mes "Oh."; - mes "Have you?"; - mes "Please wait a minute while I check the documents."; - next; - - callsub L_CheckQuest,12231,928,4; //Insect_Feeler - callsub L_CheckQuest,12232,929,5; //Immortal_Heart - callsub L_CheckQuest,12233,930,1; //Rotten_Bandage - callsub L_CheckQuest,12234,931,3; //Orcish_Voucher - callsub L_CheckQuest,12235,932,3; //Skel_Bone - - mes "[General Good Dealer]"; - mes "Hmm... "+strcharinfo(0)+"."; - mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; - close; - -L_CheckQuest: - if (questprogress(getarg(0))) { - if (countitem(getarg(1)) < getarg(2)) { - mes "[General Good Dealer]"; - mes "The amount is not enough..."; - close; - } - mes "[General Good Dealer]"; - mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?"; - delitem getarg(1),getarg(2); - erasequest getarg(0); - specialeffect2 EF_STEAL; - if (BaseLevel > 99) - getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); - else - getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0); - getitem 6380,1; //Mora_Coin - close; - } - return; -} - -mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[Woof-grrr]"; - mes "Can you please keep away from me? You're getting in the way."; - close; - } - if (BaseLevel < 97) { - mes "[Woof-grrr]"; - mes "This place is not a nursery. Grow up and come back, and I'll gladly give you tasks."; - close; - } - .@playtime = questprogress(12242,PLAYTIME); - if (.@playtime == 1) { - mes "[Woof-grrr]"; - mes "I have no additional tasks available now. If I get some, I'll let you know when you come back."; - close; - } else if (.@playtime == 2) { - mes "[Woof-grrr]"; - mes "Will you please check with the ^990099Commodities Dealer^000000, standing across from me,"; - mes "on the details of the previous task?"; - close; - } - mes "[Woof-grrr]"; - mes "Nice to see you."; - mes "I have some tasks for you - will you take a look at them?"; - next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { - mes "[Woof-grrr]"; - mes "Bow-wow and I are in the same industry."; - next; - mes "[Woof-grrr]"; - mes "We are a manufacturer of adventurers' supplies."; - next; - mes "[Woof-grrr]"; - mes "My tasks won't be easy - you'd better prepare yourself."; - close; - } - mes "[Woof-grrr]"; - mes "Hmm... What tasks are at hand today?"; - next; - mes "[Woof-grrr]"; - mes "Oh. This one looks good."; - next; - switch(rand(1,5)) { - case 1: - setquest 12236; - setquest 12242; - mes "[Woof-grrr]"; - mes "Some people just hang their talismans around their necks, but more people choose to seal them in special cases and carry them on their bodies."; - next; - mes "[Woof-grrr]"; - mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them."; - .@n$ = "The Latest Trend in Talismans"; - break; - case 2: - setquest 12237; - setquest 12242; - mes "[Woof-grrr]"; - mes "Adventurers make sure to keep their talismans safe, because they could save their lives."; - next; - mes "[Woof-grrr]"; - mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them."; - .@n$ = "Keep Your Valuables Safe"; - break; - case 3: - setquest 12238; - setquest 12242; - mes "[Woof-grrr]"; - mes "Adventurers that go into the bushes of the Maze of the Hazy Forest always wear knee protectors."; - next; - mes "[Woof-grrr]"; - mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors."; - .@n$ = "Material for Knee Protectors"; - break; - case 4: - setquest 12239; - setquest 12242; - mes "[Woof-grrr]"; - mes "I have a task for you at hand, making a vaccine for possible poisonous insects."; - next; - mes "[Woof-grrr]"; - mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance."; - .@n$ = "Poison for Poison..."; - break; - case 5: - setquest 12240; - setquest 12242; - mes "[Woof-grrr]"; - mes "It seems they have run out of the material for adding non-slip soles to shoes."; - next; - mes "[Woof-grrr]"; - mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus."; - .@n$ = "Don't Slip and Fall"; - break; - } - next; - mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details."; - close; -} - -mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[Commodities Dealer]"; - mes "Well, Woof-grrr can't have given a weakling like you tasks."; - close; - } - if (BaseLevel < 97) { - mes "[Commodities Dealer]"; - mes "Go away! I can't concentrate on cataloging with you hanging around like that..."; - close; - } - .@playtime = questprogress(12242,PLAYTIME); - if (!.@playtime) { - mes "[Commodities Dealer]"; - mes "I see you haven't received"; - mes "any tasks yet."; - mes "Go talk to Woof-grrr,"; - mes "and Woof-grrr will give you"; - mes "one of the countless tasks."; - close; - } else if (.@playtime == 2) { - mes "[Commodities Dealer]"; - mes "The time is up to complete the existing tasks."; - next; - mes "[Commodities Dealer]"; - mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log."; - next; - mes "[Commodities Dealer]"; - mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks."; - for(.@i = 12236; .@i<=12240; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - erasequest 12242; - close; - } - mes "[Commodities Dealer]"; - mes "Welcome."; - mes "How may I help you?"; - next; - select("I have completed a task."); - mes "[Commodities Dealer]"; - mes "Oh."; - mes "Have you?"; - mes "Please wait a minute while I check the documents."; - next; - - callsub L_CheckQuest,12236,934,2; //Mementos - callsub L_CheckQuest,12237,935,3; //Shell - callsub L_CheckQuest,12238,936,3; //Scales_Shell - callsub L_CheckQuest,12239,937,2; //Posionous_Canine - callsub L_CheckQuest,12240,938,5; //Sticky_Mucus - - mes "[Commodities Dealer]"; - mes "Hmm... "+strcharinfo(0)+"."; - mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; - close; - -L_CheckQuest: - if (questprogress(getarg(0))) { - if (countitem(getarg(1)) < getarg(2)) { - mes "[Commodities Dealer]"; - mes "The amount is not enough..."; - close; - } - mes "[Commodities Dealer]"; - mes "I've received the items all right. I look forward to working with you again."; - delitem getarg(1),getarg(2); - erasequest getarg(0); - specialeffect2 EF_STEAL; - if (BaseLevel > 99) - getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); - else - getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0); - getitem 6380,1; //Mora_Coin - close; - } - return; -} - -mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ - if (checkweight(1201,1) == 0) { - mes "You have too many kinds of things with you to do that. Throw out some of them and try again."; - close; - } - if (MaxWeight - Weight < 1000) { - mes "You are carrying too much weight to do that. Reduce the weight and try again."; - close; - } - if (ep14_1_mistwoods < 10) { - mes "[Soul Guide]"; - mes "Reliability is the primary quality needed in looking for lost souls. You don't look so reliable to me."; - close; - } - if (BaseLevel < 97) { - mes "[Soul Guide]"; - mes "You need to have a strong spirit to do this task. I think you need a lot more discipline."; - close; - } - .@playtime = questprogress(12253,PLAYTIME); - if (.@playtime == 1) { - mes "You still have marks of the haunting souls on your body."; - next; - mes "You'll have to come back when the marks have disappeared."; - close; - } else if (.@playtime == 2) { - mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again."; - for(.@i = 12243; .@i<=12252; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - erasequest 12253; - close; - } - mes "[Soul Guide]"; - mes "Welcome."; - mes "Are you ready?"; - next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { - mes "[Soul Guide]"; - mes "My job is to gather the remains of the souls haunting the forest and put them to rest."; - next; - mes "[Soul Guide]"; - mes "There are countless souls trapped in the Maze."; - next; - mes "[Soul Guide]"; - mes "Help them get their long-deserved rest."; - close; - } - mes "[Soul Guide]"; - mes "I'll show you the details of one of the lost souls."; - next; - switch(rand(1,10)) { - case 1: - setquest 12243; - setquest 12253; - mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000"; - .@n$ = "Tazar"; - break; - case 2: - setquest 12244; - setquest 12253; - mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents."; - mes "Even if he's alive, he would cause trouble to the rescue team.^000000"; - .@n$ = "Niger"; - break; - case 3: - setquest 12245; - setquest 12253; - mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him."; - mes "Disappearance period : 12 years. Not much chance of survival.^000000"; - .@n$ = "Messil"; - break; - case 4: - setquest 12246; - setquest 12253; - mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world."; - mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000"; - .@n$ = "Noirit"; - break; - case 5: - setquest 12247; - setquest 12253; - mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break."; - mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000"; - .@n$ = "Pajama Sin"; - break; - case 6: - setquest 12248; - setquest 12253; - mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000"; - .@n$ = "Mendel"; - break; - case 7: - setquest 12249; - setquest 12253; - mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000"; - .@n$ = "Milebit"; - break; - case 8: - setquest 12250; - setquest 12253; - mes "^660066Age 29. A young man with an unknown background."; - mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000"; - .@n$ = "Kunmoon"; - break; - case 9: - setquest 12251; - setquest 12253; - mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000"; - .@n$ = "Chaihokin"; - break; - case 10: - setquest 12252; - setquest 12253; - mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000"; - .@n$ = "Tual"; - break; - } - next; - mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information."; - specialeffect2 EF_STEAL; - close; -} - -mora,131,165,7 script Wandering Customer#pa082 4_F_MORAFINE1,{ - mes "[Wandering Customer]"; - mes "I don't know whether to believe this art dealer... He made me stand here like this for days.... Ah... I feel dizzy."; - close; -} - -mora,125,174,2 script A Random Customer#pa0829 4_F_MORAFINE1,{ - mes "[Naive Customer]"; - mes "I don't know when carving my pendant will be completed. Since he is a reliable art dealer, I suppose he won't break my pendant."; - close; -} - -mora,104,172,7 script Victim#pa0829 4_F_MORAFINE1,{ - mes "[Victim]"; - mes "You Bastard! I want my rugged outwear! That was passed on to me by my father *SOB*"; - next; - mes "^990099 It seems that he has gotten a great deal of damage from the art dealer.^000000"; - close; -} - -sec_in02,29,34,5 script Initializing Mora Sanjo 4_MAN_NITT,{ - callfunc "F_GM_NPC"; - mes "Enter your password"; - if (callfunc("F_GM_NPC","1854",1) == 0) { - mes "Hehe"; - close; - } else { - mes "[Initialization]"; - mes "14.1 Initializing all quest window include related daily quest and map and so on"; - freeloop(1); - for(.@i = 12225; .@i<=12353; ++.@i) { - if (questprogress(.@i)) - erasequest .@i; - } - freeloop(0); - ep14_1_mistwoods = 10; - close; - } -} - -// Mora Daily Quests - Souls :: md_cadaver_in -//============================================================ -// callfunc "mora_remains",<quest ID>,<NPC name>,<Mora Coin amount>,<reward ID>,<max reward amount>; -function script mora_remains { - if (MaxWeight - Weight < 1000) { - mes "You have to make space in your inventory."; - close; - } - if (questprogress(getarg(0))) { - specialeffect2 EF_BLIND; - specialeffect2 EF_BEGINSPELL; - progressbar "ffff00",4; - erasequest getarg(0); - mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains."; - specialeffect2 EF_STEAL; - getitem getarg(3), rand(1,getarg(4)); - if (rand(10)) { - next; - mes "You picked up "+getarg(2)+" Mora Coins next to the remains."; - specialeffect2 EF_STEAL; - getitem 6380,getarg(2); //Mora_Coin - } - close; - } - mes "You see traces of recent digging."; - close; -} -1@mist,132,100,0 script Tazaar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12243,"Tazaar",6,526,3; } //Royal_Jelly -1@mist,102,242,0 script Naizar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12244,"Naizar",5,942,17; } //Yoyo_Tail -1@mist,145,245,0 script Meshir's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12245,"Meshir",5,943,4; } //Solid_Shell -1@mist,196,276,0 script Noirit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12246,"Noirit",6,549,3; } //Nice_Sweet_Potato -1@mist,304,327,0 script Pajama God's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; } //Raccoon_Leaf -1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snail's_Shell -1@mist,330,177,0 script Milebit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; } //Stiff_Horn -1@mist,284,84,0 script Kunmun's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; } //Mora_Coin -1@mist,170,54,0 script Tsaihokin's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart -1@mist,118,43,0 script Tuar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12252,"Tuar",3,6380,20; } //Mora_Coin - -// Knights of the Neighborhood :: ep14_1_mora_knight -//============================================================ -mora,118,166,6 script Knights Chief#mo 4_F_RAFLE_VI,{ - mes "[Order of the Knights Chief]"; - mes "We are the legendary order of the Neighborhood Knights, founded just five minutes ago!"; - next; - mes "[Order of the Knights Chief]"; - mes "We have four chiefs but no foot soldiers..."; - mes "It's so frustrating!"; - next; - mes "[Other Leaders]"; - mes "Those other guys are all soldiers, but I'm the Boss!"; - mes "I, the Head, will tell you what to do!"; - mes "The Leader is the highest in the rank!"; - mes "You talked me into joining the order, and now look at this!"; - close; -} - -mora,116,165,5 script Knights Boss#mo 4_M_RAFLE_VI,{ - .@playtime = questprogress(1119,PLAYTIME); - if (.@playtime == 1) { - mes "[Order of the Knights Boss]"; - mes "We've run out of Mora Coins."; - mes "Come back tomorrow!"; - close; - } else if (.@playtime == 2) - erasequest 1119; - if (checkweight(6380,1) == 0) { - mes "[Order of the Knights Boss]"; - mes "You have a lot of things with you!"; - mes "Why not dump some of them in my pocket?"; - close; - } - if (countitem(12561) >= 200) { - mes "[Order of the Knights Boss]"; - mes "So you've brought back"; - mes "200 ^FF0000Mysterious Seeds^000000."; - mes "Are you working under my command?"; - mes "I'm so confused"; - mes "because I've been sending random people on errands."; - next; - mes "[Order of the Knights Boss]"; - mes "I'll reward you as I promised."; - mes "You made sure everyone knows"; - mes "it's the Order of the Neighborhood Knights's work, right?"; - setquest 1119; - delitem 12561,200; //Mysterious_Seed - getitem 6380,1; //Mora_Coin - close; - } - mes "[Order of the Knights Boss]"; - mes "You have courage to"; - mes "show up out of nowhere"; - mes "and demand Mora Coins... how impressive!"; - mes "You're more than qualified to be a soldier of the Order of the Neighborhood Knights."; - next; - mes "[Order of the Knights Boss]"; - mes "Soldier, I need you to do something for me."; - mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!"; - next; - switch(select("Yes, sir!:I challenge you to a duel!")) { - case 1: - mes "[Order of the Knights Boss]"; - mes "Good attitude, "+strcharinfo(0)+" Soldier!"; - mes "I'll reward you handsomely when you get back."; - next; - mes "[Other Bosses]"; - mes "This is from me, the Chief!"; - mes "Don't look down on the Head!"; - mes "It's from me, the Leader!"; - close; - case 2: - mes "[Order of the Knights Boss]"; - mes "See the Chief if you want to have a duel!"; - mes "I'm in charge of recruiting here."; - mes "Ahem..."; - close; - } -} - -mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ - if (checkweight(6380,1) == 0) { - mes "[Order of the Knights Head]"; - mes "You have a lot of things with you!"; - mes "Why not dump some of them in my pocket?"; - close; - } - if (ep14_1_rope < 11) { - mes "[Order of the Knights Head]"; - mes "I hear that a Laphine called 'Lope'"; - mes "went missing in the Hazy Forest."; - mes "I wish the Order of the Neighborhood Knights"; - next; - mes "[Order of the Knights Head]"; - mes "could help solve the case,"; - mes "but we can't now"; - mes "because we're not done cleaning the yard yet."; - mes "So, what I'm trying to say is"; - next; - mes "[Order of the Knights Head]"; - mes "why don't you go"; - mes "and deal with the problem"; - mes "on behalf of the Order of the Neighborhood Knights!"; - next; - mes "[Order of the Knights Head]"; - mes "I promise, as the Head of the Order,"; - mes "that I'll give you more work"; - mes "when you get back!"; - next; - mes "[Other Heads]"; - mes "I approve it, as the Chief."; - mes "You can thank me, the Boss."; - mes "You know the Leader is the boss here, right?"; - close; - } else if (ep14_1_rope == 11) { - mes "[Order of the Knights Head]"; - mes "So the missing Laphine"; - mes "is dead?"; - mes "I'm sorry to hear that."; - mes "I could have saved him."; - next; - mes "[Order of the Knights Head]"; - mes "I hear that there are more ^0000FFLope's Clues^000000"; - mes "in the Hazy Forest."; - mes "Go look for the rest of them"; - mes "and bring back about 30 of them."; - mes "They will make great souvenirs."; - next; - switch(select("Am I doing all the work here or what?:Yes, sir!")) { - case 1: - mes "[Order of the Knights Head]"; - mes "So you've noticed it?"; - mes "Darn! I should have given you work earlier!"; - close; - case 2: - mes "[Order of the Knights Head]"; - mes "It was worthwhile to have trained you after all."; - mes "I'm proud of you,"+strcharinfo(0)+" Soldier!"; - next; - mes "[Other Heads]"; - mes "I think you'll make a great right-hand man, the Chief."; - mes "I feel rewarded, as the Boss."; - mes "As the Leader, I'm so pleased to see you all improve."; - ep14_1_rope = 12; - setquest 1118; - close; - } - } else if (ep14_1_rope == 12) { - if (countitem(6383) < 30) { - mes "[Order of the Knights Head]"; - mes "You still haven't gathered"; - mes "^0000FFLope's Clues^000000?"; - mes "I feel somewhat good,"; - mes "because that's about what I expected out of you."; - close; - } - mes "[Order of the Knights Head]"; - mes "So you've brought back ^0000FFLope's Clues^000000."; - mes "Let's see ..."; - mes "Assemble, assemble"; - mes "Attach, attach"; - next; - mes "[Lope's Letter]"; - mes "...a traveler... attacked..."; - mes "...under disguise... deadly poison..."; - mes "...the Village... in danger..."; - next; - mes "[Order of the Knights Head]"; - mes "What on earth does this mean?"; - mes "Well done, anyway."; - mes "Cheer up, you will be a great head of the Knights like myself, someday."; - next; - mes "[Other Heads]"; - mes "I'm not so sure!"; - mes "It's too much for us."; - mes "It's no use trying to do it."; - completequest 1118; - delitem 6383,30; //Clue_Of_Lope - ep14_1_rope = 13; - getitem 6380,2; //Mora_Coin - getexp 1000000,1000000; - close; - } else if (ep14_1_rope > 12) { - mes "[Order of the Knights Head]"; - mes "We're in trouble."; - mes "We're sick of being knights."; - mes "We're thinking of forming"; - mes "a circus troupe instead."; - mes "Are you interested in trying tightrope walking?"; - next; - switch(select("Well, I could do a fire show.:This is so absurd.")) { - case 1: - mes "[Order of the Knights Head]"; - mes "No, it's impossible."; - mes "I burned down a few houses"; - mes "playing with fire."; - close; - case 2: - mes "[Order of the Knights Head]"; - mes "That's the answer I expected."; - mes "I'm proud of myself."; - close; - } - close; - } - end; -} - -mora,112,161,5 script Knights Leader#mo 4_F_RAFLE_YE,{ - mes "[Order of the Knights Leader]"; - mes "I'm the Leader of the Order -"; - mes "you can tell me."; - mes "What brings you here? Do you have some work for us?"; - next; - mes "[Other Leaders]"; - mes "Huh! I said the Boss is the boss!"; - mes "No, the Chief is the best!"; - mes "How rude you all are! I'm the Head here!"; - emotion e_swt2,1; - close; -} diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt deleted file mode 100644 index 5632245f0..000000000 --- a/npc/re/quests/quests_morocc.txt +++ /dev/null @@ -1,246 +0,0 @@ -//===== Hercules Script ====================================== -//= Morroc Quest NPCs -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= [Official Conversion] -//= Quest NPCs related to Morroc. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.0a Gathered remaining dialogues. [Euphy] -//= 1.1 Added new warpers for Satan Morroc maps. [Euphy] -//============================================================ - -// Resurrection of Satan Morroc -// ============================================================ -- script Continental Guard#man -1,{ - mes "[Continental Guard]"; - mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected."; - next; - mes "[Continental Guard]"; - mes "If you really want to go to the next area, you'll be responsible for your own safety."; - next; - switch(select("Nevermind.:Enter the Field.")) { - case 1: - mes "[Continental Guard]"; - mes "Wise choice."; - mes "Have a safe journey."; - close; - case 2: - mes "[Continental Guard]"; - mes "I see."; - mes "I'll send you to the field shortly."; - close2; - warp "moc_fild20",208,207; - end; - } -} -moc_fild07,380,202,1 duplicate(Continental Guard#man) Continental Guard#man1 4_M_EIN_SOLDIER -moc_fild11,189,360,6 duplicate(Continental Guard#man) Continental Guard#man2 4_M_EIN_SOLDIER -prt_fild10,263,23,1 duplicate(Continental Guard#man) Continental Guard#man3 4_M_EIN_SOLDIER -prt_fild09,95,19,1 duplicate(Continental Guard#man) Continental Guard#man4 4_M_EIN_SOLDIER -prt_fild09,246,17,1 duplicate(Continental Guard#man) Continental Guard#man5 4_M_EIN_SOLDIER -moc_fild13,32,171,6 duplicate(Continental Guard#man) Continental Guard#man6 4_M_EIN_SOLDIER -moc_fild16,124,381,4 duplicate(Continental Guard#man) Continental Guard#man7 4_M_EIN_SOLDIER -moc_fild16,333,380,4 duplicate(Continental Guard#man) Continental Guard#man8 4_M_EIN_SOLDIER -moc_fild01,84,19,1 duplicate(Continental Guard#man) Continental Guard#man9 4_M_EIN_SOLDIER - -// Pyramids Nightmare Mode -//============================================================ -moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ - mes "[Suspicious Cat]"; - mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this...."; - next; - if(select("Mummy? What happened?:Pretend not to know anything.") == 2) - close; - mes "[Suspicious Cat]"; - mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this..."; - next; - mes "[Suspicious Cat]"; - mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!"; - next; - if(select("Strong mummies? Where are they?:End the conversation.") == 2) { - mes "[Suspicious Cat]"; - mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!"; - close; - } - mes "[Suspicious Cat]"; - mes "Haha, it's a secret."; - mes "I found out while I was stealing... No, I mean, just walking through the pyramid."; - next; - mes "[Suspicious Cat]"; - mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!"; - next; - if(select("I would like to go, too.:End the conversation.") == 2) - close; - mes "[Suspicious Cat]"; - mes "No way! I spent so much time finding that path!!"; - next; - mes "[Suspicious Cat]"; - mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you."; - mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!"; - next; - mes "[Suspicious Cat]"; - mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000"; - mes "Well, it's none of my business. But I warned you anyway!"; - next; - switch(select("Pay 5,000 zeny and set out.:Forget it.")) { - case 1: - if (Zeny < 5000) { - mes "[Suspicious Cat]"; - mes "Where do you think you're going! You're so broke!"; - close; - } - Zeny -= 5000; - mes "[Suspicious Cat]"; - mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!"; - mes "Ahh, just follow me!"; - close2; - warp "moc_prydn1",93,96; - end; - case 2: - mes "[Suspicious Cat]"; - mes "Gosh, you don't even have 5000 Zeny, do you?"; - close; - } -} - -moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ - mes "[Suspicious Cat]"; - mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!"; - next; - switch(select("Go back to Thief Guild:Eliminate Verit:Eliminate Ancient Mummy:It's nothing")) { - case 1: - mes "[Suspicious Cat]"; - mes "Right right... let's go back."; - close2; - warp "moc_prydb1",100,57; - end; - case 2: - .@playtime = questprogress(2290,PLAYTIME); - if (.@playtime == 1) { - mes "[Suspicious Cat]"; - mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!"; - close; - } else if (.@playtime == 2) - erasequest 2290; - .@hunting = questprogress(2289,HUNTING); - if (!.@hunting) { - mes "[Suspicious Cat]"; - mes "Did you know that cats and dogs don't get along?"; - next; - mes "[Suspicious Cat]"; - mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer."; - mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!"; - next; - mes "[Suspicious Cat]"; - mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds..."; - mes "It's so obvious that he's waiting to attack me from behind."; - next; - mes "[Suspicious Cat]"; - mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!"; - mes "Hey, it's not because I'm afraid of Majoruros!"; - next; - mes "[Suspicious Cat]"; - mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!"; - next; - switch(select("Help him:Stay away")) { - case 1: - mes "[Suspicious Cat]"; - mes "Good, the target number is 20! Good luck!"; - setquest 2289; - close; - case 2: - mes "[Suspicious Cat]"; - mes "Pah! You don't care about me? Fine, you traitor!"; - close; - } - } else if (.@hunting == 1) { - mes "[Suspicious Cat]"; - mes "Is Verit's training going well?"; - next; - switch(select("Sure.:I want to stop.")) { - case 1: - mes "[Suspicious Cat]"; - mes "Good. Keep up the good work!"; - close; - case 2: - mes "[Suspicious Cat]"; - mes "What? You're so irresponsible!"; - erasequest 2289; - close; - } - } else if (.@hunting == 2) { - mes "[Suspicious Cat]"; - mes "Hey, you're actually useful! Good job!"; - mes "That Verit wouldn't dare come around here for a while, right? Muhahah!"; - changequest 2289,2290; - getexp 300000,100000; - close; - } - case 3: - .@playtime = questprogress(2291,PLAYTIME); - if (.@playtime == 1) { - mes "[Suspicious Cat]"; - mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first....."; - close; - } else if (.@playtime == 2) - erasequest 2291; - .@hunting = questprogress(2292,HUNTING); - if (!.@hunting) { - mes "[Suspicious Cat]"; - mes "Precious treasures are supposed to be hidden in the deep secret places here!"; - mes "I'm sure the mummy's precious treasures are hidden in the second basement level."; - next; - mes "[Suspicious Cat]"; - mes "But Ancient Mummies caught me off guard and hit my head before I knew it!"; - next; - mes "[Suspicious Cat]"; - mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!"; - next; - mes "[Suspicious Cat]"; - mes "They can't stop me! Let's go get rid of Ancient Mummies!!"; - next; - mes "[Suspicious Cat]"; - mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!"; - next; - switch(select("Help him:Stay away")) { - case 1: - mes "[Suspicious Cat]"; - mes "Alright, the target number is 20! Good luck!"; - setquest 2292; - close; - case 2: - mes "[Suspicious Cat]"; - mes "Bah, you're so cold-hearted."; - close; - } - } else if (.@hunting == 1) { - mes "[Suspicious Cat]"; - mes "Is fighting Ancient Mummies going well?"; - next; - switch(select("Sure.:I want to stop.")) { - case 1: - mes "[Suspicious Cat]"; - mes "Good. Keep up the good work!"; - close; - case 2: - mes "[Suspicious Cat]"; - mes "What? You're so irresponsible!"; - erasequest 2292; - close; - } - } else if (.@hunting == 2) { - mes "[Suspicious Cat]"; - mes "Hey, you're actually useful! Good job!"; - mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!"; - changequest 2292,2291; - getexp 600000,200000; - close; - } - case 4: - close; - } -} diff --git a/npc/re/quests/quests_nameless.txt b/npc/re/quests/quests_nameless.txt deleted file mode 100644 index 04f138d2f..000000000 --- a/npc/re/quests/quests_nameless.txt +++ /dev/null @@ -1,15 +0,0 @@ -//===== Hercules Script ====================================== -//= Nameless Island Quests -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= [Official Conversion] -//= Contains: -//= - Muff's Loan -//===== Additional Comments: ================================= -//= 1.0 Moved Dorian to pre-re/re paths. -//============================================================ - -izlude_in,57,92,3 duplicate(Dorian_izlude) Dorian 4_M_OILMAN,2,2 diff --git a/npc/re/quests/quests_veins.txt b/npc/re/quests/quests_veins.txt deleted file mode 100644 index 707516b4e..000000000 --- a/npc/re/quests/quests_veins.txt +++ /dev/null @@ -1,13 +0,0 @@ -//===== Hercules Script ====================================== -//= Quest NPCs located in Veins -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= Quests related to Veins. -//===== Additional Comments: ================================= -//= 1.0 First version. -//============================================================ - -ve_fild02,337,314,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 4_M_DST_GRAND |