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-rw-r--r--npc/re/airports/izlude.txt7
-rw-r--r--npc/re/cities/alberta.txt4
-rw-r--r--npc/re/cities/brasilis.txt4
-rw-r--r--npc/re/cities/dewata.txt1798
-rw-r--r--npc/re/cities/dicastes.txt76
-rw-r--r--npc/re/cities/jawaii.txt9
-rw-r--r--npc/re/cities/malangdo.txt206
-rw-r--r--npc/re/guides/guides_dewata.txt91
-rw-r--r--npc/re/guides/guides_dicastes.txt88
-rw-r--r--npc/re/guides/guides_izlude.txt22
-rw-r--r--npc/re/jobs/1-1/acolyte.txt17
-rw-r--r--npc/re/jobs/1-1/archer.txt14
-rw-r--r--npc/re/jobs/1-1/mage.txt9
-rw-r--r--npc/re/jobs/1-1/merchant.txt8
-rw-r--r--npc/re/jobs/1-1/swordman.txt8
-rw-r--r--npc/re/jobs/1-1/thief.txt28
-rw-r--r--npc/re/jobs/3-1/archbishop.txt4
-rw-r--r--npc/re/jobs/3-1/guillotine_cross.txt157
-rw-r--r--npc/re/jobs/3-1/rune_knight.txt4
-rw-r--r--npc/re/jobs/3-1/warlock.txt13
-rw-r--r--npc/re/kafras/kafras.txt46
-rw-r--r--npc/re/kafras/kafras_brasilis.txt31
-rw-r--r--npc/re/merchants/3rd_trader.txt4
-rw-r--r--npc/re/merchants/card_separation.txt279
-rw-r--r--npc/re/merchants/coin_exchange.txt827
-rw-r--r--npc/re/merchants/enchan_mal.txt641
-rw-r--r--npc/re/merchants/refine.txt8
-rw-r--r--npc/re/merchants/renters.txt4
-rw-r--r--npc/re/merchants/shops.txt39
-rw-r--r--npc/re/mobs/dungeons/abbey.txt4
-rw-r--r--npc/re/mobs/dungeons/abyss.txt4
-rw-r--r--npc/re/mobs/dungeons/alde_dun.txt4
-rw-r--r--npc/re/mobs/dungeons/ama_dun.txt4
-rw-r--r--npc/re/mobs/dungeons/anthell.txt4
-rw-r--r--npc/re/mobs/dungeons/ayo_dun.txt4
-rw-r--r--npc/re/mobs/dungeons/beach_dun.txt4
-rw-r--r--npc/re/mobs/dungeons/bra_dun.txt4
-rw-r--r--npc/re/mobs/dungeons/c_tower.txt4
-rw-r--r--npc/re/mobs/dungeons/gefenia.txt6
-rw-r--r--npc/re/mobs/dungeons/juperos.txt6
-rw-r--r--npc/re/mobs/dungeons/lhz_dun.txt6
-rw-r--r--npc/re/mobs/fields/amatsu.txt6
-rw-r--r--npc/re/mobs/fields/ayothaya.txt11
-rw-r--r--npc/re/mobs/fields/bifrost.txt83
-rw-r--r--npc/re/mobs/fields/brasilis.txt6
-rw-r--r--npc/re/mobs/fields/comodo.txt10
-rw-r--r--npc/re/mobs/fields/dewata.txt4
-rw-r--r--npc/re/mobs/fields/dicastes.txt4
-rw-r--r--npc/re/mobs/fields/einbroch.txt36
-rw-r--r--npc/re/mobs/fields/geffen.txt8
-rw-r--r--npc/re/mobs/fields/gonryun.txt11
-rw-r--r--npc/re/mobs/fields/hugel.txt20
-rw-r--r--npc/re/mobs/fields/jawaii.txt6
-rw-r--r--npc/re/mobs/fields/lighthalzen.txt20
-rw-r--r--npc/re/mobs/fields/louyang.txt9
-rw-r--r--npc/re/mobs/fields/lutie.txt4
-rw-r--r--npc/re/mobs/fields/malaya.txt16
-rw-r--r--npc/re/mobs/fields/manuk.txt6
-rw-r--r--npc/re/mobs/fields/mjolnir.txt6
-rw-r--r--npc/re/mobs/fields/morocc.txt6
-rw-r--r--npc/re/mobs/fields/moscovia.txt11
-rw-r--r--npc/re/mobs/fields/niflheim.txt4
-rw-r--r--npc/re/mobs/fields/payon.txt12
-rw-r--r--npc/re/mobs/fields/prontera.txt13
-rw-r--r--npc/re/mobs/fields/rachel.txt15
-rw-r--r--npc/re/mobs/fields/splendide.txt8
-rw-r--r--npc/re/mobs/fields/umbala.txt8
-rw-r--r--npc/re/mobs/fields/veins.txt32
-rw-r--r--npc/re/mobs/fields/yuno.txt20
-rw-r--r--npc/re/mobs/towns/brasilis.txt4
-rw-r--r--npc/re/quests/eden/11-25.txt4
-rw-r--r--npc/re/quests/eden/26-40.txt4
-rw-r--r--npc/re/quests/eden/41-55.txt4
-rw-r--r--npc/re/quests/eden/56-70.txt4
-rw-r--r--npc/re/quests/eden/71-85.txt4
-rw-r--r--npc/re/quests/eden/86-90.txt4
-rw-r--r--npc/re/quests/eden/91-99.txt4
-rw-r--r--npc/re/quests/eden/eden_quests.txt4
-rw-r--r--npc/re/quests/monstertamers.txt15
-rw-r--r--npc/re/quests/quests_13_1.txt17
-rw-r--r--npc/re/quests/quests_dewata.txt3736
-rw-r--r--npc/re/quests/quests_dicastes.txt17
-rw-r--r--npc/re/quests/quests_lighthalzen.txt9
-rw-r--r--npc/re/quests/quests_malangdo.txt4723
-rw-r--r--npc/re/quests/quests_veins.txt (renamed from npc/re/kafras/kafras_izl.txt)10
-rw-r--r--npc/re/scripts_athena.conf10
-rw-r--r--npc/re/warps/cities/brasilis.txt4
-rw-r--r--npc/re/warps/cities/dewata.txt13
-rw-r--r--npc/re/warps/cities/izlude.txt26
-rw-r--r--npc/re/warps/cities/malangdo.txt87
-rw-r--r--npc/re/warps/dungeons/bra_dun.txt4
-rw-r--r--npc/re/warps/dungeons/iz_dun.txt53
-rw-r--r--npc/re/warps/fields/bif_fild.txt4
-rw-r--r--npc/re/warps/fields/bra_fild.txt4
94 files changed, 9951 insertions, 3712 deletions
diff --git a/npc/re/airports/izlude.txt b/npc/re/airports/izlude.txt
index f7a16147b..bf5cabdf3 100644
--- a/npc/re/airports/izlude.txt
+++ b/npc/re/airports/izlude.txt
@@ -1,14 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Izlude Airport NPCs
//===== By: ==================================================
//= rAthena Dev Team
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Izlude Airport NPCs
//===== Additional Comments: =================================
//= Official NPCs.
//= Updated to match the new Izlude Map. [Masao]
+//= Updated to Official coordinates
//============================================================
-izlude,204,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 90
+izlude,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 90
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt
index a0a417510..9d17acc65 100644
--- a/npc/re/cities/alberta.txt
+++ b/npc/re/cities/alberta.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Alberta Town Renewal
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Alberta town NPCs.
//===== Additional Comments: =================================
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt
index 389c5863f..cde84e954 100644
--- a/npc/re/cities/brasilis.txt
+++ b/npc/re/cities/brasilis.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Brasilis Town
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Brasilis Town Script
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
index 245de2d80..88b7f6a4e 100644
--- a/npc/re/cities/dewata.txt
+++ b/npc/re/cities/dewata.txt
@@ -1,9 +1,9 @@
//===== rAthena Script =======================================
//= Dewata Town
//===== By: ==================================================
-//= Gennosuke Kouga
+//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -12,1133 +12,1103 @@
//= 1.0 First version.
//= 1.1 Standardized. [Euphy]
//= 1.2 Fixed Zeny check. [Joseph]
+//= 1.3 Updated to match the official script. [Lemongrass/Euphy]
//============================================================
-dewata,181,88,6 script Young Man#dewata 536,{
- mes "[Young Man]";
- mes "Isn't ^C35817Dewata^000000 beach";
- mes "really beautiful?";
- mes "The children always play";
- mes "at this beach; it really";
- mes "reminds me of my youth.";
+dewata,221,237,5 script Young Man#dew-1 536,{
+ mes "[Fruit Fancier]";
+ mes "What's wrong with your faaaaaace? You must really be clueless!";
next;
- mes "[Young Man]";
- mes "In the evening, you can see";
- mes "fireworks from this beach.";
- mes "With the ocean breeze, the crashing waves, and fireworks lighting";
- mes "the sky, the night is a time of beauty here!";
+ mes "[Fruit Fancier]";
+ mes "Let me drop some knowledge on ya.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?";
+ next;
+ switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) {
+ case 1:
+ mes "[Fruit Fancier]";
+ mes "So you want to know about Palm fruit's pulp? Let me explain.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Normally Palm fruit shell is used for making oil. Palm Oil is a useful ingredient for many dishes.";
+ next;
+ mes "[Fruit Fancier]";
+ if (dew_drink > 0)
+ mes "Hmm... Have you met Memo already? Then it should be easy for you to understand.";
+ else
+ mes "If you want to know how to use Palm Oil, go find Memo on the north side of Dewata island. Everyday, he makes traditional drinks with Palm Oil.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Anyways, we refer to the oil that comes from the Palm fruit as Palm oil or Coconut oil, which is well known for it's quality.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "The leftovers from oil production gets dried, and used for fuel in cooking or heating.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "It burns well and has a good smell, can't get better than that.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Ok!! That is all about the pulp, it takes too long to explain all those useful effects for Palm fruit shells.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "It's not like this is the extent of my knowledge. Don't get me wrong!";
+ close;
+ case 2:
+ mes "[Fruit Fancier]";
+ mes "So you want to know about the Palm interior? Let me explain.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Palm tree fruit has 2 layers of pulp. Outside is very rough, and the inside is smooth...";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Hmm... Yes! the pulp of Palm tree fruit is a little bit harder than a walnut shell, must be the water it contains inside.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Inside of the shell, there's about 300cc water which is useful in quenching people's thirst since Dewata island has very hot weather.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "And it's not like we just throw it away once we drink the water inside!!";
+ next;
+ mes "[Fruit Fancier]";
+ mes "We also can make a quality canteen out of it! Like I said, it has really thick outer shell enough and can act as a water bottle.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "It is also great to make charcoal. Charcoal made out of palm fruit is well known for long lasting and quality fire,";
+ next;
+ mes "[Fruit Fancier]";
+ mes "People love to cook seafoods and chicken with Palm fruit charcoal..";
+ next;
+ mes "[Fruit Fancier]";
+ mes "It has the extra bonus of being burning with a pleasant palm smell";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Ok!! That is all for pulp information, it takes too long to explain all those useful effects.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "It's not like this is all I know. Don't get me wrong!";
+ close;
+ case 3:
+ mes "[Fruit Fancier]";
+ mes "So, you want to know about tender kernel inside? Let me explain for you";
+ next;
+ mes "[Fruit Fancier]";
+ mes "The kernel inside of the hard pulp is used as a natural digestive.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Not much to say about the kernel inside..";
+ next;
+ mes "[Fruit Fancier]";
+ mes "but we do make sure to use every part of the palm fruit.";
+ next;
+ mes "[Fruit Fancier]";
+ mes "Wouldn't you agree?";
+ close;
+ case 4:
+ mes "[Fruit Fancier]";
+ mes "Arrgg! You have no interest in the world!";
+ close;
+ }
+}
+
+dewata,114,243,6 script Lazy Young Man#dew 536,1,1,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
+ mes "[Lazy Young Man]";
+ mes "Why are you carrying so much? Isn't it heavy?";
+ close;
+ }
+ if (countitem(11534)) {
+ mes "[Lazy Young Man]";
+ mes "Wewt~!! Isn't that Palm Juice?";
+ mes "Can you give me that? I just woke";
+ mes "up, and my throat is parched!";
+ next;
+ switch(select("Give:Do not give")) {
+ case 1:
+ mes "[Lazy Young Man]";
+ mes "Really? For me?? I'll give you this in return... Thanks... Hehe~";
+ delitem 11534,1; //Coco_Juice
+ getrandgroupitem(IG_GiftBox),1;
+ close;
+ case 2:
+ mes "[Lazy Young Man]";
+ mes "So be it~ Ok...";
+ close;
+ }
+ }
+ mes "[Lazy Young Man]";
+ mes "Ah~ Thristy~ Anyone have some Palm";
+ mes "juice for me?~";
close;
+OnTouch:
+ if (countitem(11534) == 0) {
+ mes "[Lazy Young Man]";
+ mes "Arrgg~ I'm thirsty~~ so thirsty~~";
+ mes "Give me Palm juice... Palm Juuiice~~";
+ emotion e_an;
+ next;
+ emotion e_an;
+ next;
+ emotion e_an;
+ next;
+ emotion e_an;
+ close;
+ }
+ end;
}
-dewata,159,81,4 script Tourist#dewata 881,{
+dewata,159,81,4 script Tourist#dew-1 881,{
mes "[Nasolo]";
mes "Wow~ Pure ocean, a warm beach...";
- mes "Perfect for a date with a girlfriend..";
+ mes "Perfect for a date with a girlfriend...";
next;
- emotion e_sob;
mes "[Nasolo]";
mes "If only I had one...";
- next;
- emotion e_ohnoes;
- mes "[Nasolo]";
- mes "I wonder when my princess will come..";
- close;
-}
-
-dewata,154,107,4, script Sightseer#dewata 86,{
- mes "[Tourist]";
- mes "Wow...";
- mes "How many has he already eaten?";
- close;
-}
-
-dewata,147,107,5 script Gourmet#dewata 85,{
emotion e_sob;
- mes "[Gourmet]";
- mes "Oh.. it's like a party in my";
- mes "mouth... and everyone's invited!";
- next;
- emotion e_no1;
- emotion e_sob,0,"Restauranteur#dewata";
- mes "[Gourmet]";
- mes "Master~ One more please~";
next;
- mes "[Gourmet]";
- mes "You must try this! The Food here is succulent~";
+ mes "[Nasolo]";
+ mes "I wonder when my princess will come...";
+ emotion e_sigh;
close;
}
-dewata,146,109,5 script Restauranteur#dewata 886,{
- set .@n$, "[Restauranteur]";
- mes .@n$;
+dewata,146,109,5 script Restauranteur#dew 886,{
+ if (checkweight(11532,1) == 0 || checkweight(11533,1) == 0 || MaxWeight - Weight < 500) {
+ mes "[Restauranteur]";
+ mes "You came to taste my dish? It is always good to eat with an empty stomach.";
+ close;
+ }
+ mes "[Restauranteur]";
mes "Welcome to the island of Dewata.";
mes "I hope you behave like a noble";
mes "traveler, unlike some of these";
- mes "teenage punks..";
+ mes "teenage punks...";
next;
switch(select("About Dewata dishes:Today's menu?:I'm okay.")) {
+ case 1:
+ mes "[Restauranteur]";
+ mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want.";
+ next;
+ mes "[Restauranteur]";
+ mes "So much to cover, let me begin.";
+ next;
+ mes "[Restauranteur]";
+ mes "First, Dewata dishes have special names based on each cooking recipe,";
+ next;
+ mes "[Restauranteur]";
+ mes "If dish name has 'Goreng' in it, then it is either stir or deep fried food.";
+ next;
+ mes "[Restauranteur]";
+ mes "If it is a type of 'Bakar', then it is a grilled food.";
+ next;
+ mes "[Restauranteur]";
+ mes "And if it's 'Satay', then you are eating a skewered dish.";
+ next;
+ mes "[Restauranteur]";
+ mes "Second, we have dishes named after basic ingredients,";
+ next;
+ mes "[Restauranteur]";
+ mes "In Dewata island, we call rice as Nasi, noodle as Mie, bread as Roti, chicken as Ayam, fish as Ikan, and corn as Jagung.";
+ next;
+ mes "[Restauranteur]";
+ mes "So, if rice is fried we call it 'Nasi Goreng', and fried noodle is 'Mie Goreng'.";
+ next;
+ mes "[Restauranteur]";
+ mes "Well... This is enough to enjoy our foods in Dewata!! If you are hungry, we have our special set menu for only ^0000FF5000^000000 Zeny.";
+ close;
+ case 2:
+ mes "[Restauranteur]";
+ mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?";
+ next;
+ switch(select("Nasi Goreng:Satay")) {
case 1:
- mes .@n$;
- mes "Need info about our foods? Well...";
- mes "I don't have much to talk about,";
- mes "but feel free to listen if you want.";
- next;
- mes .@n$;
- mes "So much to cover, let me begin.";
- next;
- mes .@n$;
- mes "First, Dewata dishes have special";
- mes "names based on each cooking recipe.";
- next;
- mes .@n$;
- mes "If dish name has 'Goreng' in it,";
- mes "then it is either stir or deep";
- mes "fried food.";
- next;
- mes .@n$;
- mes "If it is a type of 'Bakar', then";
- mes "it is a grilled food.";
- next;
- mes .@n$;
- mes "And if it's 'Satay', then you are";
- mes "eating a skewered dish.";
- next;
- mes .@n$;
- mes "Second, we have dishes named after";
- mes "basic ingredients.";
- next;
- mes .@n$;
- mes "In Dewata island, we refer to rice";
- mes "as Nasi, noodle as Mie, bread as";
- mes "Roti, chicken as Ayam, fish as";
- mes "Ikan, and corn as Jagung.";
- next;
- mes .@n$;
- mes "So, if rice is fried we call it";
- mes "'Nasi Goreng', and fried noodle is";
- mes "'Mie Goreng'.";
- next;
- mes .@n$;
- mes "Well.. This is enough to enjoy our";
- mes "foods in Dewata! If you are";
- mes "hungry, we have our special set";
- mes "menu for only ^0000FF5000^000000 Zeny.";
- close;
+ mes "[Restauranteur]";
+ mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny.";
+ set .@food,11532;
+ break;
case 2:
- mes .@n$;
- mes "We have 2 items, 'Nasi Goreng' and";
- mes "'Satay'. Which one do you want?";
- next;
- if(select("Nasi Goreng:Satay")==2) {
- mes .@n$;
- mes "This is the Satay, a slice of meat";
- mes "skewered and grilled over Palm";
- mes "fruit charcoal. It costs only ^0000FF5000^000000 Zeny.";
- next;
- if(select("Taste:Walk away")==2) {
- mes .@n$;
- mes "It's a shame you won't taste this great dish..";
- close; }
- if (Zeny < 5000) {
- mes .@n$;
- mes "Where's the money, kid? Sheesh!";
- mes "No free food here! Ok?";
- close; }
- mes .@n$;
- mes "Here's your Satay, you won't";
- mes "regret it!";
- getitem 11533,1;
- set Zeny, Zeny-5000;
- close; }
- mes .@n$;
- mes "This is Nasi Goreng fried with my";
- mes "special sauce and egg fry on the";
- mes "top. It only costs ^0000FF5000^000000 Zeny.";
- next;
- if(select("Taste:Walk away")==2) {
- mes .@n$;
- mes "It's a shame you won't taste this great dish..";
- close; }
+ mes "[Restauranteur]";
+ mes "This is the Satay, a slice of meat skewered and grilled over Palm fruit charcoal. It costs only ^0000FF5000^000000 Zeny.";
+ set .@food,11533;
+ break;
+ }
+ next;
+ switch(select("Taste:Walk away")) {
+ case 1:
if (Zeny < 5000) {
- mes .@n$;
- mes "Where's the money, kid? Sheesh!";
- mes "No free food here! Ok?";
- close; }
- mes .@n$;
- mes "Here's your Nasi Goreng. You won't";
- mes "regret it!";
- getitem 11532,1;
- set Zeny, Zeny-5000;
+ mes "[Restauranteur]";
+ mes "Where's the money kid? Sheesh! No free food here! Ok?";
+ close;
+ }
+ mes "[Restauranteur]";
+ mes "Here's your "+getitemname(.@food)+", you won't regret it!";
+ set Zeny, Zeny - 5000;
+ getitem .@food,1;
close;
- case 3:
- mes .@n$;
- mes "Are you serious? This is not even funny.";
+ case 2:
+ mes "[Restauranteur]";
+ mes "It's a shame you won't taste this great dish...";
close;
+ }
+ case 3:
+ mes "[Restauranteur]";
+ mes "Are you serious? This is not even funny.";
+ close;
}
}
-dewata,165,103,5 script Adventurer Semangat 534,{
- mes "[Adventurer Semangat]";
- mes "I also traveled around the world";
- mes "when I was young like you.";
- mes "^FF0000Moneky, Cuttlefish";
- mes "Eagle, and Snake^000000,";
- mes "All were good friends I met";
- mes "during my travels.";
+dewata,147,107,6 script Gourmet#dew 85,{
+ mes "[Gourmet]";
+ mes "Oh... it's like a party in my";
+ mes "mouth... and everyone's invited!";
+ emotion e_sob;
next;
- mes "[Adventurer Semangat]";
- mes "I still have passion for adventure";
- mes "and traveling.";
- mes "But, I can't just leave";
- mes "my beloved wife and";
- mes "grandchildren behind...";
+ mes "[Gourmet]";
+ mes "Master~ One more please~";
+ emotion e_no1;
+ emotion e_ok,0,"Restauranteur#dew";
next;
- mes "[Adventurer Semangat]";
- mes "You will also have something";
- mes "or someone that is as precious";
- mes "in your heart someday.";
- close;
+ mes "[Gourmet]";
+ mes "You must try this! The Food here is succulent~";
+ close;
}
-dewata,139,114,5 script Old Wife#dewata 535,{
- mes "[Semangat's Wife]";
- mes "Where's that old man";
- mes "gone off to again?";
- mes "Have you seen my husband around?";
- next;
- if(select("I think I saw him there!:No, I haven't...")==2) {
- mes "[Semangat's Wife]";
- mes "Oh. Please let me know";
- mes "if you ever see him around.";
- close; }
- mes "[Semangat's Wife]";
- mes "He ran away when I was";
- mes "looking for him. He should";
- mes "be somewhere, telling tall tales";
- mes "to some travelers, like always.";
+dewata,154,107,4 script Sightseer#dew 86,{
+ mes "[Tourist]";
+ mes "Wow...";
+ mes "How many has he already eaten?";
+ emotion e_hmm;
next;
- mes "[Semangat's Wife]";
- mes "I apologize on behalf of";
- mes "my husband. Please don't";
- mes "believe his foolish stories,";
- mes "saying he met with ^FF0000Monkey and";
- mes "Snakes^000000, or that he fought alongside a ^FF0000Cuttlerfish^000000.";
+ mes "[Tourist]";
+ mes "He must be big eater, not the gourmet...";
next;
- mes "[Semangat's Wife]";
- mes "He has been living here";
- mes "for entire life.";
- mes "Yet, he always finds some";
- mes "travelers who will listen to his made-up tales.";
- close;
-}
-
-dewata,249,87,4 script Mum#dewata 101,{
- mes "[Mum]";
- mes "Ukki~ Ukki~ Where did she go?";
- close;
-}
-
-dewata,251,85,5 script Poppa#dewata 97,{
- mes "[Poppa]";
- mes "Honey, is Ukki lost again?";
+ mes "[Tourist]";
+ mes "Have you been to Prontera yet? I think I've seen him somewhere..";
close;
}
-dewata,227,129,4 script Sarr#dewata 538,{
- mes "[Sarr]";
- mes "They're hiding so I should seek.";
- mes "I'll find them for sure!~";
- next;
- mes "[Sarr]";
- mes "One~";
+dewata,95,203,6 script Travel Guide#dew 536,{
+ mes "[Guide]";
+ mes "This temple behind me is called Borobudur.";
+ mes "Borobudur temple was built in the 9th century";
+ mes "to venerate the Great Buddha, an ancient religious figure.";
+ emotion e_swt2;
next;
- mes "[Sarr]";
- mes "Two~ Three~";
+ mes "[Guide]";
+ mes "This temple is made with 6 square platforms and 3 round platforms, and 2672 hand carved relief panels as well as 504 statue of various Buddhas.";
+ emotion e_swt2;
next;
- mes "[Sarr]";
- mes "Four~ Five~ Six~";
+ mes "[Guide]";
+ mes "The central stupa, or shrine is located at the center of high platform, which is surrounded by 72 more statues.";
+ emotion e_swt2;
next;
- mes "[Sarr]";
- mes "... ... ... ...";
+ mes "[Guide]";
+ mes "Even in modern times Borobudur temple is a pilgimage site for many monks worshiping the Buddha. It's also a major tourist attraction, as you can imagine.";
+ emotion e_swt2;
next;
- mes "[Sarr]";
- mes "Ninty nine~ One hundred!!! Now I'm coming~";
+ mes "[Guide]";
+ mes "That is all I have on Borobudur temple, are there any questions?";
+ mes "If not, we can move to the next spot.";
close;
}
-dewata,193,145,4 script Sipo#dewata 538,{
- mes "[Sipo]";
- mes "Sarr won't find me here, right?";
+dewata,97,207,4 script Tourist#dew1 803,{
+ mes "[Tourist]";
+ mes "Oh, dag-nabbit... I've gone and";
+ mes "picked the wrong tour guide...";
next;
- emotion e_omg,1;
- emotion e_gg;
- mes "[Sipo]";
- mes "I found Siyak!! Come out, come out!!";
+ mes "[Tourist]";
+ mes "This hombre is a real snooze...";
+ mes "Why make it longer..";
+ emotion e_spin;
next;
- mes "[Sipo]";
- mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here.";
+ mes "[Tourist]";
+ mes "I need to change my travel agent...";
+ emotion e_sigh;
close;
}
-dewata,228,177,4 script Majya#dewata 538,{
- mes "[Majya]";
- mes "I was playing hide-and-seek with my friends...";
- next;
- emotion e_hmm;
- mes "[Majya]";
- mes "I've been just standing here, and";
- mes "they haven't found me for 3 hours...";
+dewata,100,206,4 script Tourist#dew2 59,{
+ mes "[Tourist]";
+ mes "Hey, let's go there! Hurry up,";
+ mes "while the tour guide is explaining~";
next;
- mes "[Majya]";
- mes "What should I do? Come out? I";
- mes "don't want to be IT!";
+ mes "[Tourist]";
+ mes "Come on... It doesn't sound like";
+ mes "he's going to stop talking anytime soon.";
close;
}
-dewata,269,208,5 script Little Kid in Town 538,{
- mes "[Kid]";
- mes "Hey bro, look at that man!";
+dewata,101,206,4 script Tourist#dew3 90,{
+ mes "[Tourist]";
+ mes "Aren't we going to get lost without the guide?";
next;
- mes "[Kid]";
- mes "He's been lying there for a week doin' nothin'...";
+ mes "[Tourist]";
+ mes "We got lost already last time...";
+ close;
+}
+
+dewata,99,203,4 script Tourist#dew4 755,{
+ mes "[Tourist]";
+ mes "Oh~ This is very interesting. A";
+ mes "temple that worships the Buddha...";
+ emotion e_ok;
next;
- mes "[Kid]";
- mes "Who IS that man?";
+ mes "[Tourist]";
+ mes "But I don't really get all the";
+ mes "symbology here.";
next;
- mes "[Kid]";
- mes "I sure don't want to be a lazybones like him when I grown up.";
+ mes "[Tourist]";
+ mes "So beautiful... I wonder who built";
+ mes "this place?";
close;
}
-dewata,279,213,4 script Tourist#dewata-1 887,{
- mes "[Reclining Tourist]";
- mes "Wow~ This is really comfy~";
- next;
- mes "[Reclining Tourist]";
- mes "I'm having a great time just relaxing.";
+dewata,67,186,8 script Monk#dew1 834,{
+ mes "[Monk]";
+ mes "I am a monk, content to spend my days in religious study.";
next;
- mes "[Reclining Tourist]";
- mes "You should lie down here, too.";
- mes "Once you do, you'll never want to get up.";
+ mes "[Monk]";
+ mes "I've just returned from a pilgrimage to Borobudur temple with my fellow monks...";
next;
- emotion e_heh;
- mes "[Reclining Tourist]";
- mes "That's why I haven't moved in a";
- mes "whole week! Hahahaha~";
+ mes "[Monk]";
+ mes "Borobudur temple has many pilgrims visiting, since it is one of few temples left for worshipping the Great Buddha.";
close;
}
-dewata,280,236,5 script Settler#dewata 726,{
- mes "[Settler]";
- mes "I'm not really from ^C35817Dewata^000000.";
- mes "But while traveling,";
- mes "I found this place...";
- mes "and made my decision";
- mes "to live in this beautiful town.";
- next;
- mes "[Settler]";
- mes "I've been happy to live here,";
- mes "to find and experience";
- mes "all these beautiful sights.";
- mes "It's a dream come true!";
+dewata,65,188,8 script Monk#dew2 834,{
+ mes "[Monk]";
+ mes "Borobudur temple is one of few temples left for worshiping the Great Buddha.";
next;
- mes "[Settler]";
- mes "Would you ever think of settling here too?";
+ mes "[Monk]";
+ mes "I don't understand why there are only few temples left that follow our ways...";
close;
}
-dewata,221,237,5 script Young Man#dewata-2 536,{
- set .@n$, "[Fruit Fancier]";
- mes .@n$;
- mes "What's wrong with your faaaaaace?";
- mes "You must really be clueless!";
+dewata,63,190,8 script Monk#dew3 834,{
+ mes "[Monk]";
+ mes "Are you a Tourist? You can make an offering and a wish to one of the shrines.";
next;
- mes .@n$;
- mes "Let me drop some knowledge on ya.";
+ mes "[Monk]";
+ mes "Our great Buddha may grant your wish..";
+ close;
+}
+
+dewata,62,192,8 script Monk#dew4 834,{
+ mes "[Monk]";
+ mes "Our great Buddha is the king of souls and the leader of all good Gods.";
next;
- mes .@n$;
- mes "I may be a youngling, but no one";
- mes "knows more than I do about ^C7A317Palm";
- mes "Fruit^000000. All right! What do you want to know?";
+ mes "[Monk]";
+ mes "The Dewata tribes believes in Buddha, the strange thing is they all describe Buddha as different creatures.";
next;
- switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) {
- case 1:
- mes .@n$;
- mes "So you want to know about Palm";
- mes "Fruit's pulp? Let me explain.";
- next;
- mes .@n$;
- mes "Normally Palm Fruit's shell is";
- mes "used for making oil. Palm Oil is a";
- mes "useful ingredient for many dishes.";
- next;
- mes .@n$;
- mes "If you want to know how to use";
- mes "Palm Oil, go and find Memo on the";
- mes "north side of Dewata island. Every";
- mes "day he makes traditional drinks with Palm Oil.";
- next;
- mes .@n$;
- mes "Anyway, we refer to the oil that";
- mes "comes from the Palm Fruit as Palm";
- mes "Oil or Coconut Oil, which is well";
- mes "known for its quality.";
- next;
- mes .@n$;
- mes "The leftovers from oil production";
- mes "get dried, and are used for fuel";
- mes "in cooking or heating.";
- next;
- mes .@n$;
- mes "It burns well and has a good smell. It can't get better than that.";
- next;
- mes .@n$;
- mes "Ok!! That is all about pulp!";
- mes "It takes too long to explain all";
- mes "the useful effects of Palm Fruit shells.";
- next;
- mes .@n$;
- mes "It's not like this is extent of";
- mes "my knowledge. Don't get me wrong!";
+ mes "[Monk]";
+ mes "I'm not really sure about the reason for that. Maybe because there are many different tribes in Dewata with different characteristics.";
+ close;
+}
+
+dewata,89,191,6 script Small Shrine#dew1 844,{
+ mes "There is a small shrine here. There are many people making wishes.";
+ next;
+ switch(select("Make a donation.:Make a wish.:Walk away.")) {
+ case 1:
+ mes "Donation case says:";
+ mes "^FF00001,000 ~ 100,000 Zeny^000000";
+ mes "How much do you want to donate?";
+ next;
+ input .@input,0,100000;
+ if (.@input < 1000) {
+ mes "- Cancelled. -";
close;
- case 2:
- mes .@n$;
- mes "So, you want to know about the";
- mes "Palm interior? Let me explain.";
- next;
- mes .@n$;
- mes "Palm tree fruit has 2 layers of";
- mes "pulp. The outside is very rough,";
- mes "and the inside is smooth.";
- next;
- mes .@n$;
- mes "Hmm... Yes! The pulp of the Palm";
- mes "tree fruit is a little harder than";
- mes "a walnut shell. It must be the";
- mes "water that it contains inside.";
- next;
- mes .@n$;
- mes "Inside of the shell, there's about";
- mes "300cc water, which is useful in";
- mes "quenching people's thirst since";
- mes "Dewata island has very hot weather.";
- next;
- mes .@n$;
- mes "And it's not like we just throw it";
- mes "away one we drink the water inside!!";
- next;
- mes .@n$;
- mes "We can also make a quality canteen";
- mes "out of it! Like i said, it has a";
- mes "really thick outer shell, enough";
- mes "to act as water bottle.";
- next;
- mes .@n$;
- mes "It is also great to make charcoal.";
- mes "Charcoal made out of palm fruit is";
- mes "well known for long-lasting and";
- mes "quality fire.";
- next;
- mes .@n$;
- mes "People love to cook seafood and";
- mes "chicken with Palm Fruit charcoal.";
- next;
- mes .@n$;
- mes "It has the extra bonus of";
- mes "burning with a pleasant palm smell.";
- next;
- mes .@n$;
- mes "Ok!! That is all for pulp";
- mes "information. It takes too long to";
- mes "explain all the useful effects.";
- next;
- mes .@n$;
- mes "It's not like this is all I know.";
- mes "Don't get me wrong!";
+ } else if (.@input <= 50000)
+ set .@good_luck, rand(1,10000);
+ else
+ set .@good_luck, rand(1,5000);
+ if (.@input > Zeny) {
+ mes "- Not enough Zeny. -";
close;
- case 3:
- mes .@n$;
- mes "So, you want to know about tender";
- mes "kernel inside? Let me explain.";
- next;
- mes .@n$;
- mes "Ther kernel inside of the hard pulp is used as a natural digestive.";
- next;
- mes .@n$;
- mes "Not much to say about the kernel inside...";
+ }
+ mes "What is your wish?";
+ next;
+ input(.@wish$);
+
+ setarray .@wishes$[0],
+ "Power","Strength", //1
+ "Faster","Speed","Quickness","Agility", //2
+ "Skillful Hands","Dex", //4
+ "Healthy","Fitness","Vital", //8
+ "Wisdom","Brain","Study","Int","1st place", //16
+ "Luck","Wealth","Items","Get Item","Goods","Lotto", //32
+ "Full Level","Level","LV", //64
+ "Lover","Girl friend","Boy friend"; //128
+ setarray .@index[0],
+ 1,1,2,2,2,2,4,4,8,8,8,16,16,16,16,16,32,32,32,32,32,32,64,64,64,128,128,128;
+
+ if (.@good_luck == 7 || .@good_luck == 77 || .@good_luck == 777 || .@good_luck == 7777)
+ set .@bonus,1;
+ for(set .@i,0; .@i<getarraysize(.@wishes$); set .@i,.@i+1) {
+ if (compare(.@wish$,.@wishes$[.@i])) {
+ set .@stat, .@stat | .@index[.@i];
+ break;
+ }
+ }
+
+ mes "You make a wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
+ next;
+ callsub L_Wish;
+ set Zeny, Zeny - .@input;
+ if (.@stat & 1 && .@bonus){
+ sc_start SC_STRFOOD,1200000,3;
+ percentheal 5,0;
+ //consumeitem 12043; //Str_Dish03
+ }
+ else if (.@stat & 2 && .@bonus){
+ sc_start SC_AGIFOOD,1200000,3;
+ percentheal 5,0;
+ //consumeitem 12058; //Agi_Dish03
+ }
+ else if (.@stat & 4 && .@bonus){
+ sc_start SC_DEXFOOD,1200000,3;
+ percentheal 5,0;
+ //consumeitem 12063; //Dex_Dish03
+ }
+ else if (.@stat & 8 && .@bonus){
+ sc_start SC_VITFOOD,1200000,3;
+ percentheal 5,0;
+ //consumeitem 12053; //Vit_Dish03
+ }
+ else if (.@stat & 16 && .@bonus){
+ sc_start SC_INTFOOD,1200000,3;
+ percentheal 5,0;
+ //consumeitem 12048; //Int_Dish03
+ }
+ else if (.@stat & 32 && .@bonus){
+ sc_start SC_LUKFOOD,1200000,3;
+ percentheal 5,0;
+ //consumeitem 12068; //Luk_Dish03
+ }
+ else if (.@stat & 64) {
+ specialeffect2 EF_ANGEL;
+ mes "- A celestial entity gives you a blessing. -";
next;
- mes .@n$;
- mes "But we do make sure to use every";
- mes "part of the palm fruit.";
+ } else if (.@stat & 128) {
+ mes "- The shrine envelops you in a loving aura. -";
+ if ((Sex == 0 && compare(.@wish$,.@wishes$[26])) || (Sex == 1 && compare(.@wish$,.@wishes$[27])))
+ specialeffect2 EF_LIGHTSPHERE;
next;
- mes .@n$;
- mes "Wouldn't you argee?";
- close;
- case 4:
- mes .@n$;
- mes "Argh! You have no interest in the world!";
- close;
+ }
+ mes "It feels like this wish could come true.";
+ close;
+ case 2:
+ mes "What is your wish?";
+ next;
+ input .@wish$;
+ mes "You have made your wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
+ next;
+ callsub L_Wish;
+ mes "It feels like this wish could come true.";
+ close;
+ case 3:
+ close;
}
-}
-
-dewata,245,244,4 script Lodge Employee 536,{
- mes "[Lodge Employee]";
- mes "Argg~ This is really ticking me off!";
- close;
-}
-dewata,204,230,5 script Dieting Lady 537,{
-
- if (!countitem(11533)) {
- mes "[Dieting Lady]";
- mes "Ah~ I'm starving!!";
- mes "I should be on a diet now.";
- mes "Why am I hungry?";
- next;
- mes "[Dieting Lady]";
- mes "Don't talk to me too much!!";
- mes "I want to try that grilled ^348017Satay^000000";
- mes "so much~!!!!!";
- close; }
- mes "[Dieting Lady]";
- mes "Is that mouth-watering";
- mes "^348017Satay^000000 for me?";
+L_Wish:
+ mes "Mysterious energy comes out from the shrine.";
+ specialeffect EF_FLASHER,AREA,"Small Shrine#dew1";
+ specialeffect EF_FLASHER,AREA,"Small Shrine#dew2";
+ specialeffect EF_FLASHER,AREA,"Small Shrine#dew3";
+ specialeffect EF_FLASHER,AREA,"Small Shrine#dew4";
next;
- if(select("Yes, want a taste?:No, it's for me!")==2) {
- emotion e_pif;
- mes "[Dieting Lady]";
- mes "Argh... You are so greedy!";
- mes "Since you don't want to share...";
- mes "I shouldn't cheat on my diet";
- mes "even for something that looks and";
- mes "smells so good...";
- close; }
- mes "[Dieting Lady]";
- mes "Thank you so much!!";
- mes "I've been so hungry~!!";
- mes "The smell of this ^348017Satay^000000";
- mes "is so good~!";
- delitem 11533,1;
+ mes "You have received the shrine's blessing.";
+ specialeffect2 EF_BLESSING;
next;
- getitem 11533,1;
- mes "[Dieting Lady]";
- mes "Ah... gotta come back to my senses.";
- mes "Too much of a good thing is bad...";
- mes "I should stick with my diet.";
- mes "Sorry, I'll give it back to you.";
- close;
+ return;
}
+dewata,89,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew2 844
+dewata,68,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew3 844
+dewata,68,191,6 duplicate(Small Shrine#dew1) Small Shrine#dew4 844
-dewata,179,204,4 script Young Lady#dewata 537,{
- mes "[Young Lady]";
- mes "When you are outside of the town";
- mes "and meet ^FF0000Tiger, Monkey, or Pig^000000,";
- mes "make sure avoid them.";
- next;
- select("What do you mean?");
- mes "[Young Lady]";
- mes "I haven't seen yet,";
- mes "but legend says there's a";
- mes "cruel monster named ^FF0000Leak^000000";
- mes "which can transform into an animal";
- mes "and hypnotize people into killing.";
+dewata,75,122,6 script Monk#dewt1 834,{
+ mes "[Monk]";
+ mes "You are a stranger here. What brings here to this quiet place?";
next;
- mes "[Young Lady]";
- mes "You know the dangers of this world.";
- mes "It never hurts to be careful,";
- mes "even if it's just an urban legend.";
- close;
+ switch(select("I'm sightseeing.:No reason.")) {
+ case 1:
+ mes "[Monk]";
+ mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here.";
+ close;
+ case 2:
+ mes "[Monk]";
+ mes "Good day to you...";
+ close;
+ }
}
-dewata,144,216,4 script Energetic Kid 538,{
- mes "[Energetic Kid]";
- mes "My parents used to tell me...";
- next;
- mes "[Energetic Kid]";
- mes "^348017- Son, -";
- mes "- You should study hard. -";
- mes "- Be happy. -";
- mes "- Live a slow -";
- mes "- and safe life. -";
- mes "- The moutain over yonder -";
- mes "- will always be there for you. -^000000";
+dewata,69,101,6 script Monk#dewt2 834,{
+ mes "[Monk]";
+ mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks.";
next;
- mes "[Energetic Kid]";
- mes "Isn't it a great philosophy?";
- mes "I want to live that way";
- mes "and become a great person,";
- mes "and help all of the people in our";
- mes "town live happily ever after!";
- close;
+ switch(select("I see...:Explain about Buddhas:Ah, okay.")) {
+ case 1:
+ mes "[Monk]";
+ mes "You must feel the compassion of our Buddha!";
+ close;
+ case 2:
+ mes "[Monk]";
+ mes "Buddha is our God from Dewata myth, he is the king of souls and also the leader of good Gods.";
+ next;
+ mes "[Monk]";
+ mes "Buddha is the guardian of souls whom often described in traditional dance as fighting against the magician Rangda.";
+ next;
+ mes "[Monk]";
+ mes "In Dewata we belive there are many deities protecting each island and tribal locale,";
+ next;
+ mes "[Monk]";
+ mes "so we do have different manifestations of the Buddha, usually described as a bear, tiger, dragon, snake, or lion";
+ next;
+ mes "[Monk]";
+ mes "Great Lion is one of famous Buddhas worshipped in Dewata.";
+ next;
+ mes "[Monk]";
+ mes "Hope this was good explanation for you. Let me know if you have anything else you want to know.";
+ close;
+ case 3:
+ mes "[Monk]";
+ mes "Good day to you...";
+ close;
+ }
}
-dewata,117,156,5 script Dreaming Kid 538,{
- mes "[Dreaming Kid]";
- mes "My granny says";
- mes "there was once a bird named ^FF0000Garuda^000000";
- mes "who flew above this town.";
- mes "Afterwards we had some great harvests";
- mes "and were able to live happily.";
+dewata,71,79,6 script Monk#dewt3 834,{
+ mes "[Monk]";
+ mes "This tower is built on the edge of coastal cliff. You can pray with a cool ocean breeze in your hair.";
next;
- mes "[Dreaming Kid]";
- mes "I want to see that bird";
- mes "flying above our town again!";
- mes "Then my mom, dad";
- mes "granny, and grandpa";
- mes "can be happy like the old times.";
- mes "What do you think?";
+ mes "[Monk]";
+ mes "Come, you should feel the compassion of our Buddha in this pleasant weather.";
close;
}
-dewata,211,272,4 script Lodge Owner 534,{
+dewata,211,272,4 script Lodge Owner#dew 534,2,3,{
+OnTouch:
mes "[Lodge Owner]";
- mes "These days we have many";
- mes "honeymooners visiting us.";
+ mes "These days, we have many honeymooners visiting here.";
next;
mes "[Lodge Owner]";
mes "It must be the beautiful scenery, right?";
next;
mes "[Lodge Owner]";
- mes "I'm happy with my business. I hope";
- mes "we have a lot more visitors like that.";
+ mes "I'm happy with my business. Hope all we have a lot more visitors like that.";
next;
mes "[Lodge Owner]";
- mes "Ah! You should bring your lover to";
- mes "Dewata on your honeymoon.";
- mes "I'll give you a good price~";
+ mes "Ah! You should bring your lover to Dewata on your honeymoon.";
+ mes "I'll give you a good price-";
close;
}
-dewata,233,263,7 script Sweet Married Couple#1 828,{
- emotion e_kis;
+dewata,245,244,4 script Lodge Employee#dew 536,2,3,{
+OnTouch:
+ mes "[Lodge employee]";
+ mes "Argg~ This is really ticking me off!";
+ emotion e_an;
+ next;
+ mes "[Lodge employee]";
+ mes "How come more and more couples come here?";
+ next;
+ mes "[Lodge employee]";
+ mes "And why do they have act so lovey-dovey? What's up with that?";
+ next;
+ mes "[Lodge employee]";
+ mes "C'mon, show some respect to the people who work here...";
+ close;
+}
+
+dewata,233,263,8 script Sweet Married Couple::smc_dew_01 828,2,3,{
+OnTouch:
mes "[Sweet Husband]";
- mes "You are the most beautiful thing in";
- mes "the world, baby~";
+ mes "You are the most beautiful thing in the world baby~";
+ emotion e_kis;
next;
- emotion e_kis2;
mes "[Sweet Wife]";
- mes "Really? I'm that beautiful? I love";
- mes "you, honey~";
+ mes "Really? I'm that beautiful? I love you, honey~";
+ emotion e_kis2,0,"Sweet Married Couple#dew2";
next;
- emotion e_heh;
- emotion e_heh,1,"Sweet Married Couple#2";
mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahah";
- mes "ahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohoh";
- mes "ohohohohohohohohohohohohohohohohohoho";
+ mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
+ mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
+ emotion e_heh;
+ emotion e_heh,0,"Sweet Married Couple#dew2";
next;
- mes "[Sweet Husband]";
mes "Come on now, I'm growing tired of this. Let's go.";
close;
}
-dewata,234,263,7 script Sweet Married Couple#2 727,{
- emotion e_what;
+dewata,234,263,8 script Sweet Married Couple::smc_dew_02 727,2,3,{
+OnTouch:
mes "[Sweet Wife]";
mes "Baby~ You know what flower that is~?";
+ emotion e_what;
next;
mes "[Sweet Husband]";
mes "Hmm? I don't know. But it's really pretty.";
next;
- emotion e_what;
mes "[Sweet Wife]";
mes "Baby~ Who's prettier, me or the flower?";
+ emotion e_what;
next;
- emotion e_kis;
mes "[Sweet Husband]";
- mes "No matter how pretty the flower is,";
- mes "you are always more beautiful~";
+ mes "No matter how pretty the flower is, you are always more beautiful~";
+ emotion e_kis,0,"Sweet Married Couple#dew1";
next;
- emotion e_kis2;
mes "[Sweet Wife]";
mes "Really? I'm that pretty? I love you, sweetie~";
+ emotion e_kis2;
next;
- emotion e_heh;
- emotion e_heh,1,"Sweet Married Couple#1";
mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahah";
- mes "ahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohoh";
- mes "ohohohohohohohohohohohohohohohohohoho";
+ mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
+ mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
+ emotion e_heh,0,"Sweet Married Couple#dew1";
+ emotion e_heh;
next;
- mes "[Sweet Wife]";
mes "Come on now, this bores me. Let's move on.";
close;
}
-dewata,278,281,4 script Happily Married Grandpa 534,{
- mes "[Happily Married Grandpa]";
- mes "Today, I should ask my lady to";
- mes "cook me some ^348017fried rice^000000.";
+dewata,279,213,4 script Tourist#dew-2 887,2,3,{
+OnTouch:
+ mes "[Reclining Tourist]";
+ mes "Wow~ This is really comfy~";
next;
- mes "[Happily Married Grandpa]";
- mes "My wife's ^348017fried rice^000000 is";
- mes "always very special!";
+ mes "[Reclining Tourist]";
+ mes "I'm having a great time just relaxing.";
next;
- emotion e_lv;
- mes "[Happily Married Grandpa]";
- mes "It makes me love her even more.";
- mes "You can't imagine the wonderful flavor!";
+ mes "[Reclining Tourist]";
+ mes "You should lie down here too.";
+ mes "Once you do, you'll never want to get up.";
+ next;
+ mes "[Reclining Tourist]";
+ mes "That's why I haven't moved in a whole week! Hahahaha~";
+ emotion e_heh;
close;
}
-dewata,280,277,4 script Happily Married Grandma 535,{
- emotion e_swt2;
- mes "[Happily Married Grandma]";
- mes "In my younger days,";
- mes "there were many gentleman";
- mes "who wanted to court me.";
+dewata,269,208,4 script Little Kid in Town#dew 538,2,3,{
+OnTouch:
+ mes "[Kid]";
+ mes "Hey "+((Sex)?"bro":"sis")+", look at that man!";
next;
- mes "[Happily Married Grandma]";
- mes "Yet, I met just the right guy,";
- mes "and got married.";
- mes "I asked what he likes best";
- mes "about me, he said it was";
- mes "my homemade ^348017fried rice^000000.";
+ mes "[Kid]";
+ mes "He's been lying there for a week doin' nothin'...";
next;
- mes "[Happily Married Grandma]";
- mes "And since then, he only asks me";
- mes "to make ^348017fried rice^000000 for dinner.";
- mes "Over 40 years of marriage and";
- mes "he still doesn't get tired of it.";
+ mes "[Kid]";
+ mes "Who IS that man?";
+ emotion e_what;
next;
- emotion e_lv;
- mes "[Happily Married Grandma]";
- mes "I always think it was lucky";
- mes "to be growing old with a guy";
- mes "who loves what I cook.";
+ mes "[Kid]";
+ mes "I don't want to be a lazybones like him when I grow up.";
close;
}
-dewata,114,243,5 script Lazy Young Man 536,1,1,{
- if (countitem(11534)) {
- mes "[Lazy Young Man]";
- mes "Wewt~!! Isn't that Palm Juice?";
- mes "Can you give me that? I just woke";
- mes "up, and my throat is parched!";
- next;
- if(select("Give:Don't give")==2) {
- mes "[Lazy Young Man]";
- mes "So be it~ Ok...";
- close; }
- mes "[Lazy Young Man]";
- mes "Really? For me?? I'll give you this in return... Thanks!";
- delitem 11534,1;
- // Need more information
- if (rand(1,2)==1) getitem 7034,1; // Red Stocking
- else getitem 735,1; // Chung Jah
- close; }
- mes "[Lazy Young Man]";
- mes "Ah~ Thristy~ Anyone have some Palm";
- mes "juice for me?~";
- close;
+dewata,227,129,4 script Sarr#dew 538,2,3,{
OnTouch:
- if (countitem(11534)) end;
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
- emotion e_an;
- mes "[Lazy Young Man]";
- mes "Arrgg~ I'm thirsty~~ so thirsty~~";
- mes "Give me Palm juice... Palm Juuiice~~";
- if (.@i==3) close;
- next;
- }
+ mes "[Sarr]";
+ mes "They're hiding so I should seek.";
+ mes "I'll find them for sure!-";
+ next;
+ mes "[Sarr]";
+ mes "One~";
+ next;
+ mes "[Sarr]";
+ mes "Two~ Three~";
+ next;
+ mes "[Sarr]";
+ mes "Four~ Five~ Six~";
+ next;
+ mes "[Sarr]";
+ mes "... ... ... ...";
+ next;
+ mes "[Sarr]";
+ mes "Ninty nine~ One hundred!!! Now I'm coming~";
+ close;
}
-dewata,127,248,5 script Wishing Kid 539,{
- mes "[Wishing Kid]";
- mes "My family has been brewing";
- mes "traditional Dewata Wine for ages.";
- mes "I want to drink it myself,";
- mes "but my dad says I'm too young.";
- mes "He said I can drink it";
- mes "only after I sleep for over";
- mes "^FF0000100 days^000000.";
+dewata,239,140,4 script Siyak#dew 539,2,3,{
+OnTouch:
+ mes "[Siyak]";
+ mes "Hey come on, move over~ He's gonna find me~~";
next;
- mes "[Wishing Kid]";
- mes "All grown-ups love to drink";
- mes "my dad's wine.";
- mes "I want to try some so bad.";
- mes "But, what should I do...?";
- mes "I've forgotten how many ^FF0000nights^000000";
- mes "I've already slept... boo hoo!";
+ mes "[Sarr]";
+ mes "I found Siyak!! Come out, come out!!";
+ emotion e_gg,0,"Sarr#dew";
+ emotion e_omg;
+ emotion e_gg,0,"Sipo#dew";
+ emotion e_omg,1;
+ next;
+ mes "[Siyak]";
+ mes "Arrgg!! This is all your fault~!!";
+ emotion e_an;
close;
}
-dewata,75,122,5 script Monk#dewata-1 834,{
- mes "[Monk]";
- mes "You are stranger here. What";
- mes "brings here to this quiet place?";
+dewata,193,145,4 script Sipo#dew 538,2,3,{
+OnTouch:
+ mes "[Sipo]";
+ mes "Sarr won't find me here, right?";
next;
- if(select("I'm sightseeing:No reason")==2) {
- mes "[Monk]";
- mes "Good day to you...";
- close; }
- mes "[Monk]";
- mes "Oh, you are a tourist. This is the";
- mes "'^0000FFPadoga^000000' worshiping the great";
- mes "Buddha. Please be respectful of";
- mes "the monks praying here.";
+ mes "[Sarr]";
+ mes "I found Siyak!! Come out come out!!";
+ emotion e_gg,0,"Sarr#dew";
+ emotion e_omg,0,"Siyak#dew";
+ emotion e_gg;
+ emotion e_omg,1;
+ next;
+ mes "[Sipo]";
+ mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here.";
close;
}
-dewata,71,79,0 script Monk#dewata-2 834,{
- mes "[Monk]";
- mes "This tower is built on the edge of a";
- mes "coastal cliff. You can pray with the";
- mes "cool ocean breeze in your hair.";
+dewata,228,177,4 script Majya#dew 538,2,3,{
+OnTouch:
+ mes "[Majya]";
+ mes "I was playing hide-and-seek with my friends...";
next;
- mes "[Monk]";
- mes "Come, you should feel the";
- mes "compassion of our Buddha in this";
- mes "pleasant weather.";
+ mes "[Majya]";
+ mes "I've been just standing here, and they haven't found me for 3 hours...";
+ emotion e_hmm;
+ next;
+ mes "[Majya]";
+ mes "What should I do? Come out? I don't want to be IT...";
close;
}
-dewata,69,101,5 script Monk#dewata-3 834,{
- mes "[Monk]";
- mes "We have the pagoda for the worship of";
- mes "Buddhas. Each temple has one of";
- mes "these towers, though not many";
- mes "people come here besides other monks.";
+dewata,278,100,4 script Missing Child#dew 703,2,3,{
+OnTouch:
+ mes "[Ukki]";
+ mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
+ emotion e_sob;
+ emotion e_swt2;
next;
- switch(select("I see...:Explain about Buddhas:Ah, okay.")) {
- case 1:
- mes "[Monk]";
- mes "You must feel the compassion of our Buddha!";
- close;
- case 2:
- mes "[Monk]";
- mes "Buddha is our God from Dewata myth,";
- mes "the king of souls and also";
- mes "the leader of good gods.";
- next;
- mes "[Monk]";
- mes "Buddha is the guardian of souls,";
- mes "often described in traditional";
- mes "Dance fighting against the";
- mes "Magician Rangda.";
- next;
- mes "[Monk]";
- mes "In Dewata we believe there are many";
- mes "deities protecting each island and";
- mes "tribal locale.";
- next;
- mes "[Monk]";
- mes "So we do have different";
- mes "manifestations of the Buddha,";
- mes "usually described as a bear, tiger,";
- mes "dragon, snake, or lion.";
- next;
- mes "[Monk]";
- mes "Great Lion is one of the famous Buddhas";
- mes "worshipped in Dewata.";
- next;
- mes "[Monk]";
- mes "I hope this was a good explanation";
- mes "for you. Let me know if there is";
- mes "anything else you want to know.";
- close;
- case 3:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, kid...";
+ next;
+ mes "[Ukki]";
+ mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
+ emotion e_sob;
+ next;
+ mes "[Ukki]";
+ mes "Mama~ Papa~ Where are youuu~ Waa~";
+ emotion e_sob;
+ emotion e_swt2;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "... ... ...";
+ emotion e_dots,1;
+ close;
}
-dewata,67,186,7 script Monk#dewata-4 834,{
- mes "[Monk]";
- mes "I am a monk, content to spend my days in religious study.";
+dewata,249,87,4 script Mum#dew 101,2,3,{
+OnTouch:
+ mes "[Mum]";
+ mes "Ukki~ Ukki~ Where did she go?";
+ emotion e_wah;
next;
- mes "[Monk]";
- mes "I've just returned from a";
- mes "pilgrimage to Borobudur temple with";
- mes "my fellow monks...";
+ mes "[Mum]";
+ mes "I can't take my eyes of her for a second...";
next;
- mes "[Monk]";
- mes "Borobudur temple has many pilgrims";
- mes "visiting, since it is one of few";
- mes "temples left worshipping the";
- mes "Great Buddha.";
+ mes "[Mum]";
+ mes "Ukki~";
+ emotion e_wah;
close;
}
-dewata,65,188,7 script Monk#dewata-5 834,{
- mes "[Monk]";
- mes "Borobudur temple is one of few";
- mes "temples left worshipping the";
- mes "Great Buddha.";
+dewata,251,85,6 script Poppa#dew 97,2,3,{
+OnTouch:
+ mes "[Poppa]";
+ mes "Honey, is Ukki lost again?";
+ emotion e_what;
next;
- mes "[Monk]";
- mes "I' don't understand why there are";
- mes "only a few temples left that follow";
- mes "our ways...";
+ mes "[Poppa]";
+ mes "Arrgg... I can't go anywhere with her... How many times already?";
+ emotion e_swt2;
+ next;
+ mes "[Daddy]";
+ mes "She's gotten lost in Louyang, Amatsu, Moscovia, Brasilis, Kunlun,";
+ mes "and in Ayothaya...";
+ emotion e_swt2;
+ next;
+ mes "[Daddy]";
+ mes "What!! It's already been 7 times including this time in Dewata... 7 times!!!!!!";
+ emotion e_otl;
close;
}
-dewata,63,190,7 script Monk#dewata-6 834,{
- mes "[Monk]";
- mes "Are you a Tourist? You can make an";
- mes "offering and a wish to one of the shrines.";
+dewata,278,281,4 script Happily Married Grandpa::hmg_dew_01 534,{
+ mes "[Happily Married Grandpa]";
+ mes "Today, I should ask my lady to";
+ mes "cook me some ^006400fried rice^000000.";
next;
- mes "[Monk]";
- mes "Our Great Buddha may grant your wish...";
+ mes "[Happily Married Grandpa]";
+ mes "My wife's ^006400fried rice^000000 is";
+ mes "always very special!";
+ next;
+ mes "[Happily Married Grandpa]";
+ mes "It makes me love her even more.";
+ mes "You can't imagine the wonderful flavor!";
+ emotion e_lv;
close;
}
-dewata,61,192,7 script Monk#dewata-7 834,{
- mes "[Monk]";
- mes "Our Great Buddha is the king of";
- mes "souls and the leader of all good gods.";
+dewata,280,277,4 script Happily Married Grandma::hmg_dew_02 535,{
+ mes "[Happily Married Grandma]";
+ mes "In my younger days,";
+ mes "there were many gentleman callers";
+ mes "who wanted to court me.";
+ emotion e_swt2;
next;
- mes "[Monk]";
- mes "The Dewata tribes believe in";
- mes "Buddha, but the strange thing is how they";
- mes "all describe Buddha as different creatures.";
+ mes "[Happily Married Grandma]";
+ mes "Yet, I met just the right guy,";
+ mes "and got married.";
+ mes "I asked what he likes best";
+ mes "about me, he said it was";
+ mes "my homemade ^006400fried rice^000000";
next;
- mes "[Monk]";
- mes "I'm not really sure about the";
- mes "reason for that. Maybe because";
- mes "there are many different tribes in";
- mes "Dewata with different characteristics.";
+ mes "[Happily Married Grandma]";
+ mes "And since then, he only asks me";
+ mes "to make ^006400fried rice^000000 for dinner.";
+ mes "Over 40 years of marriage";
+ mes "and he still doesn't get tired ot it.";
+ next;
+ mes "[Happily Married Grandma]";
+ mes "I always think it was lucky";
+ mes "to be growing old with a guy";
+ mes "who loves what I cook.";
+ emotion e_lv;
close;
}
-dewata,89,191,0 script Small Shrine#A::DewShrine 111,{
- mes "- There is a small shrine here. -";
- mes "There are many people making wishes.";
+dewata,165,103,6 script Adventurer Semangat#dew 534,{
+ mes "[Adventurer Semangat]";
+ mes "I also traveled around the World";
+ mes "When I was young like you.";
+ mes "^FF0000Monkey, Cuttlefish^000000";
+ mes "^FF0000Eagle, and Snake^000000,";
+ mes "all were good friends I met";
+ mes "during my travels.";
next;
- switch(select("Make a donation:Make a wish:Walk away.")) {
- case 1:
- mes "Donation case says:";
- mes "^FF00001,000 ~ 100,000 Zeny^000000";
- mes "How much you want to donate?";
- next;
- input .@donate,0,100000;
- if (.@donate < 1000) {
- mes "- Cancelled. -";
- close; }
- if (.@donate > Zeny) {
- mes "- Not enough Zeny. -";
- close; }
- mes "- What do you wish for? -";
- next;
- input .@wish$;
- mes "You have donated to the small shrine and made the wish ^0000FF"+.@wish$+"^000000.";
- next;
- set Zeny, Zeny-.@donate;
- specialeffect EF_FLASHER;
- mes "- Mysterious energy comes out from the shrine. -";
- next;
- skilleffect 34,0; sc_start SC_BLESSING,360000,10;
- mes "- You have received the shrine's blessing. -";
- next;
- mes "- It feels like this wish could come true. -";
- close;
- case 2:
- mes "- What is your wish? -";
- next;
- input .@wish$;
- mes "- You have made your wish for ^0000FF"+.@wish$+"^000000 at this small shrine. -";
- next;
- specialeffect EF_FLASHER;
- mes "- Mysterious energy comes out from the shrine. -";
- next;
- skilleffect 34,0; sc_start SC_BLESSING,60000,1;
- mes "- You have received the shrine's blessing. -";
- next;
- mes "- It feels like this wish could come true. -";
- close;
- case 3:
- close;
- }
+ mes "[Adventurer Semangat]";
+ mes "I still have passion for adventure and traveling.";
+ mes "But, I can't just leave";
+ mes "my beloved wife and";
+ mes "grandchildren behind...";
+ next;
+ mes "[Adventurer Semangat]";
+ mes "You will also have something";
+ mes "or someone that is as precious";
+ mes "in your heart someday.";
+ close;
}
-dewata,89,212,0 duplicate(DewShrine) Small Shrine#B 111
-dewata,68,212,0 duplicate(DewShrine) Small Shrine#C 111
-dewata,68,191,0 duplicate(DewShrine) Small Shrine#D 111
-
-dewata,78,192,5 script Borobudur Temple Manager 536,{
- mes "[Borobudur Temple Manager]";
- mes "The weather today is so beautiful.";
- if (checkquest(9164)>=0 && countitem(11533)) {
- 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";
- mes "happened. If you had told me in";
- mes "advance, I could have helped at";
- mes "least a little bit.";
- mes "Still, things have gone well with your help.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Ah, it is the ^4AA02CSatay^000000 that I";
- mes "sampled when the tribe invited me some time ago.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Good~ This is the same taste I";
- mes "remember. To give my thanks";
- mes "I will pass along story";
- mes "that may interest you.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Legend tells of a strange bird";
- mes "called ^FF0000Garuda^000000.";
- mes "It has the torso, arms and legs of";
- mes "a human but has the head and beak";
- mes "of an eagle.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "The Story of this bird describes";
- mes "it helping the gods exterminate";
- mes "wicked demons and snakes.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "The tale has been passed down from";
- mes "generation to generation.";
- mes "Quite interesting, isn't it?";
+dewata,139,114,6 script Semangat's Wife#dew 535,{
+ mes "[Semangat's Wife]";
+ mes "Where's that old man";
+ mes "gone off to again?";
+ mes "Have you seen my husband around?";
+ next;
+ switch(select("I think I saw him there..:No I haven't..")) {
+ case 1:
+ mes "[Semangat's Wife]";
+ mes "He ran away when";
+ mes "I was looking for him.";
+ mes "Should be somewhere, telling tall tales";
+ mes "to some travelers, like always.";
next;
- mes "[Borobudur Temple Manager]";
- mes "I am sure in the village of the";
- mes "^C35817Jaty Tribe^000000 there are many";
- mes "legendary stories.";
- mes "When I get to meet the Chief, I";
- mes "will hear many such stories for sure.";
+ mes "[Semangat's Wife]";
+ mes "I apologize";
+ mes "on behalf of my husband.";
+ mes "Please don't believe his foolish stories";
+ mes "saying he met with ^FF0000Monkeys and Snakes^000000, or";
+ mes "that he fought alongside a ^FF0000Cuttlefish^000000.";
next;
- mes "[Borobudur Temple Manager]";
- mes "I am not certain when we will";
- mes "cross paths again, but I hope we";
- mes "will meet again someday.";
- mes "I wish you a pleasant journey,";
- mes "young traveler.";
- delitem 11533,1;
- changequest 9164,9165; }
- close;
+ mes "[Semangat's Wife]";
+ mes "He has been living here";
+ mes "for entire life.";
+ mes "Yet, always find some travelers,";
+ mes "and who will listen to his made-up tales.";
+ close;
+ case 2:
+ mes "[Semangat's Wife]";
+ mes "Oh. Please let me know";
+ mes "if you ever see him around.";
+ close;
+ }
}
-dewata,95,203,5 script Travel Guide#dewata 536,{
- emotion e_swt2;
- mes "[Travel Guide]";
- mes "This temple behind me is called";
- mes "Borobudur.";
- mes "Borobudur temple was built in the";
- mes "9th century";
- mes "to venerate the Great Buddha, an";
- mes "ancient religious figure.";
- next;
- emotion e_swt2;
- mes "[Travel Guide]";
- mes "This temple is made with 6 square";
- mes "platforms and 3 round platforms,";
- mes "and 2672 hand carved relief panels";
- mes "as well as 504 statues of various";
- mes "Buddhas.";
- next;
- emotion e_swt2;
- mes "[Travel Guide]";
- mes "The central stupa, or shrine, is";
- mes "located at the center of the high";
- mes "platform, surrounded by 72";
- mes "more statues.";
+dewata,181,88,6 script Young Man#dew-2 536,{
+ mes "[Young Man]";
+ mes "Isn't ^8B4513Dewata^000000 beach";
+ mes "really beautiful?";
+ mes "The children always play";
+ mes "at this beach. It really";
+ mes "reminds me of my youth.";
next;
- emotion e_swt2;
- mes "[Travel Guide]";
- mes "Even in modern times Borobudur";
- mes "temple is the pilgrimage site for many";
- mes "monks worshipping the Buddha. It's";
- mes "also a major tourist attraction, as";
- mes "you can imagine.";
- next;
- mes "[Travel Guide]";
- mes "That is all I have on Borobudur";
- mes "temple, are there any questions?";
- mes "If not, we can move to the next spot.";
+ mes "[Young Man]";
+ mes "At the evening, you can see";
+ mes "fireworks from the beach.";
+ mes "With ocean breeze, the crashing waves,";
+ mes "and fireworks lighting the sky,";
+ mes "the nighttime is a time of beauty here!";
close;
}
-dewata,97,207,4 script Tourist#dewata-2 803,{
- mes "[Tourist]";
- mes "Oh, dag-nabbit... I've gone and";
- mes "picked the wrong tour guide...";
+dewata,179,204,4 script Young Lady#dew 537,{
+ mes "[Young Lady]";
+ mes "When you are outside of the town,";
+ mes "and meet ^FF0000Tiger, Monkey, or pig^000000,";
+ mes "make sure to avoid them.";
next;
- emotion e_turn;
- mes "[Tourist]";
- mes "This hombre is a real snooze...";
- mes "Why make it longer..";
+ select("What do you mean?");
+ mes "[Young Lady]";
+ mes "I haven't seen yet,";
+ mes "but legend says there's a";
+ mes "cruel monster named ^FF0000Leak^000000";
+ mes "which can transform into an animal";
+ mes "and hypnotize people into killing.";
next;
- emotion e_sigh;
- mes "[Tourist]";
- mes "I need to change my travel agent...";
+ mes "[Young Lady]";
+ mes "You know the dangers of this world.";
+ mes "It's never hurts to be careful";
+ mes "even if it's just an urban legend.";
+ //emotion ET_SCRATCH; //TODO
close;
}
-dewata,99,203,4 script Tourist#dewata-3 755,{
- emotion e_ok;
- mes "[Tourist]";
- mes "Oh~ This is very interesting. A";
- mes "temple that worships the Buddha..";
+dewata,280,236,4 script Settler#dew 726,{
+ mes "[Settler]";
+ mes "I'm not really from ^8B4513Dewata^000000.";
+ mes "But while traveling,";
+ mes "I found this place...";
+ mes "And made my decision";
+ mes "to live in this beautiful town.";
next;
- mes "[Tourist]";
- mes "But I don't really get all the";
- mes "symbology here.";
+ mes "[Settler]";
+ mes "I've been happy to live here";
+ mes "and to find and experience";
+ mes "all these beautiful sights.";
+ mes "It's a dream come true.";
next;
- mes "[Tourist]";
- mes "So beautiful... I wonder who built";
- mes "this place?";
+ mes "[Settler]";
+ mes "Would you ever think of";
+ mes "settling here too?";
close;
}
-dewata,101,206,4 script Tourist#dewata-4 90,{
- mes "[Tourist]";
- mes "Aren't we going to get lost without";
- mes "the guide?";
+dewata,204,230,6 script Dieting Lady#dew 537,{
+ if (countitem(11533) == 0) {
+ mes "[Dieting Lady]";
+ mes "Ah~ I'm starving!!";
+ mes "I should be on a diet now.";
+ mes "Why am I still hungry?";
+ next;
+ mes "[Dieting Lady]";
+ mes "Don't talk to me too much!!";
+ mes "I want to try that grilled ^006400Satay^000000";
+ mes "so much~!!!!!";
+ close;
+ }
+ mes "[Dieting Lady]";
+ mes "Is that mouth-watering";
+ mes "^006400Satay^000000 for me?";
next;
- mes "[Tourist]";
- mes "We get lost already last time..";
- close;
+ switch(select("Yes, want a taste?:No, it's for me!")) {
+ case 1:
+ delitem 11533,1; //Satay
+ mes "[Dieting Lady]";
+ mes "Thanks so much!";
+ mes "I've been so hungry~!!";
+ mes "This smell of this ^006400Satay^000000";
+ mes "is so good~!";
+ next;
+ getitem 11533,1; //Satay
+ mes "[Dieting Lady]";
+ mes "Ah... gotta come back to my senses,";
+ mes "too much of a good thing is bad...";
+ mes "I should stick with my diet.";
+ mes "Sorry, I'll give it back to you.";
+ emotion e_sob;
+ close;
+ case 2:
+ mes "[Dieting Lady]";
+ mes "Arrgg.. You are so greedy!";
+ mes "Since you don't want to share.";
+ mes "Anyway, I shouldn't cheat on my diet";
+ mes "even for something that looks and smells so good...";
+ emotion e_pif;
+ close;
+ }
}
-dewata,100,206,4 script Tourist#dewata-5 59,{
- mes "[Tourist]";
- mes "Hey, let's go there! Hurry up,";
- mes "while the tour guide is explaining~";
+dewata,117,156,6 script Dreaming Kid#dew 538,{
+ mes "[Dreaming Kid]";
+ mes "My granny says";
+ mes "There was once a bird named ^FF0000Garuda^000000";
+ mes "who flew above this town.";
+ mes "Afterwards we had some great harvests";
+ mes "and were able to live happily.";
next;
- mes "[Tourist]";
- mes "Come on... It doesn't sound like";
- mes "he's going to stop talking anytime soon.";
+ mes "[Dreaming Kid]";
+ mes "I want to see that bird";
+ mes "flying above our town again!";
+ mes "Then my mom, dad";
+ mes "granny, and grandpa";
+ mes "can be happy like the old times.";
+ mes "What do you think?";
close;
}
-dewata,278,100,4 script Missing Child#dewata 703,{
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaa";
- mes "WaaWaaWaaWaaWaaWaa~";
+dewata,144,216,4 script Energetic Kid#dew 538,{
+ mes "[Energetic Kid]";
+ mes "My parents used to tell me...";
next;
- select("Hey, kid...");
- emotion e_sob;
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaa";
- mes "WaaWaaWaaWaaWaaWaa~";
+ mes "- ^006400Son,^000000 -";
+ mes "- ^006400You should study hard.^000000 -";
+ mes "- ^006400Be happy.^000000 -";
+ mes "- ^006400Live a slow^000000 -";
+ mes "- ^006400and safe life.^000000 -";
+ mes "- ^006400The mountain over yonder^000000 -";
+ mes "- ^006400will always be there for you.^000000 -";
next;
- emotion e_sob;
- emotion e_swt2;
- mes "[Ukki]";
- mes "Mama~ Papa~ Where are youuu~ Waa~";
+ mes "[Energetic Kid]";
+ mes "Isn't it a great philosophy?";
+ mes "I want to live that way";
+ mes "and become a great person,";
+ mes "and help all of the people in our town";
+ mes "live happily ever after!";
+ close;
+}
+
+dewata,127,248,6 script Wishing Kid#dew 539,{
+ mes "[Kid wishing to be an adult]";
+ mes "My family has been brewing";
+ mes "traditional Dewata wine for ages.";
+ mes "I want to drink it myself,";
+ mes "but my dad says I'm too young.";
+ mes "He said I can drink it";
+ mes "only after I sleep for over ^FF0000100 days^000000.";
next;
- emotion e_dots,0;
- select("... ... ...");
+ mes "[Kid wishing to be an adult]";
+ mes "All grown-ups love to drink";
+ mes "my dad's wine.";
+ mes "I want to try some so bad.";
+ mes "But, what should I do...?";
+ mes "I've forgotten how many ^FF0000nights^000000";
+ mes "I've already slept... boo hoo!";
+ emotion e_sob;
close;
}
-dew_fild01,101,259,5 script Jaty Tribe Gatekeeper 541,{
+dew_fild01,101,259,6 script Jaty Tribe Gatekeeper::jtg_dew 541,{
mes "[Jaty Tribe Gatekeeper]";
- mes "Welcome to ^FF0000Jaty^000000 town,";
- mes "which reveres strength and bravery.";
- mes "I wish you a safe and restful time here.";
+ mes "Welcome to ^FF0000Jaty^000000 town.";
+ mes "Our tribe reveres strength and bravery.";
+ mes "We wish you a safe and restful time here.";
close;
}
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt
index 425fbb510..6bab75559 100644
--- a/npc/re/cities/dicastes.txt
+++ b/npc/re/cities/dicastes.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
-//= 1.2
+//= 1.2a
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -12,6 +12,7 @@
//= 1.0 First version.
//= 1.1 Standardized. [Euphy]
//= 1.2 Updated to match the official script. [Joseph]
+//= 1.2a Moved Guide to a separate file. [Euphy]
//============================================================
dicastes01,194,159,5 script Excited Galten#a 492,{
@@ -618,79 +619,6 @@ dicastes01,191,202,4 script Complaining Galten#fihs 450,{
close;
}
-dicastes01,181,191,5 script Traveler Ichack#info 481,2,2,{
- mes "[Traveler Ichack]";
- mes "Oh!! You are a stranger!";
- mes "I'm Ichack the first adventurer that arrived here in El Dicastes!";
- next;
- mes "[Traveler Ichack]";
- mes "There was someone in the expedition team claiming that he was the first, but it WAS me. That's right.";
- next;
- mes "[Traveler Ichack]";
- mes "That's why I will provide a service to guide adventurers from Rune-Midgard.";
- mes "What would you like to know?";
- next;
- switch (select("Dicastes Diel:Residential Area:Training Room:Factory:Pub:Cat Hand Caravan")) {
- case 1:
- mes "[Traveler Ichack]";
- mes "Ah~ That's a beautiful building.";
- mes "It's said they discuss important things...";
- next;
- mes "[Traveler Ichack]";
- mes "Please make sure you signed in at the dior, otherwise you'll get in trouble.";
- mes "Go directly north from here and you can't miss it.";
- viewpoint 351,198,1,1,0x00FF00;
- close;
- case 2:
- mes "[Traveler Ichack]";
- mes "The Sapha tribe is so weird. How can they sleep in there?";
- next;
- mes "[Traveler Ichack]";
- mes "You don't understand?";
- mes "You won't believe me until you see it! Go see it for yourself!";
- next;
- mes "[Traveler Ichack]";
- mes "The residential area is divided into 2 area's.";
- mes "The lower residential area is around 7 o'clock and, the upper area is around 1 o'clock.";
- viewpoint 283,280,2,1,0x01FF01;
- viewpoint 106,136,3,1,0x0066FF;
- close;
- case 3:
- mes "[Traveler Ichack]";
- mes "Because of the dangers here, we need better security..";
- mes "Have you ever been to the training room? The training guards seem to never sleep!";
- viewpoint 172,255,4,1,0xFFCCCC;
- close;
- case 4:
- mes "[Traveler Ichack]";
- mes "This is one of the most important reasons why they live here.";
- mes "If you go to factory, you can see the recently refined Bradium.";
- viewpoint 256,97,5,1,0x0066FF;
- close;
- case 5:
- mes "[Traveler Ichack]";
- mes "Although I arrived here as the first adventurer, the owner of the pub was the first person here.";
- mes "Bumen Florine's pub is located underground in the lower residential area.";
- mes "He might have some valuable information for you.";
- viewpoint 106,136,6,1,0xFF3300;
- close;
- case 6:
- mes "[Traveler Ichack]";
- mes "The cats seems that don't have good relationship with sapha same as us.";
- mes "Perhaps it's because trading is involved.";
- mes "Poor cats. They must be shivering from the cold out there.";
- next;
- mes "[Traveler Ichack]";
- mes "You can find their caravan just outside the gates.";
- viewpoint 39,199,7,1,0x9933FF;
- close;
- }
-OnTouch:
- if (ep13_3_invite == 6)
- emotion e_gasp,0;
- end;
-}
-
dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
if (isequipped(2782)) {
mes "[Crazy Venknick]";
diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt
index 49263d22d..a4b584d3a 100644
--- a/npc/re/cities/jawaii.txt
+++ b/npc/re/cities/jawaii.txt
@@ -1,15 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script =======================================
//= Jawaii Town Renewal
//===== By: ==================================================
//= Daegaladh, Masao
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Hercules GIT
//===== Description: =========================================
//= Jawaii town NPCs.
//===== Additional Comments: =================================
-//= 1.0 First Version. Renewal coordinates by Masao.
+//= 1.0 First Version. Renewal coordinates [Masao]
+//= 1.1 Changed to Official coordinates [Streusel]
//============================================================
-izlude,102,150,6 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 71
+izlude,180,224,6 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 71 \ No newline at end of file
diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt
index 8eb84ad55..f6fd3f14d 100644
--- a/npc/re/cities/malangdo.txt
+++ b/npc/re/cities/malangdo.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
-//= 1.1
+//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -11,6 +11,7 @@
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Added entrance scripts.
+//= 1.2 Added Official coordinates for Odgnalam [Streusel]
//============================================================
// Entrance :: malangdo_go
@@ -21,50 +22,50 @@
mes "Hey~! Hi human~ This is Mr. Dolangmal. kakaka~";
next;
mes "[Dolangmal]";
- mes "We are sent to here to take you to the heaven of cat, ^A2314BMeow Meow Island^000000.";
+ mes "We are sent to here to take you to the heaven of cats, ^A2314BMalangdo^000000.";
next;
mes "[Dolangmal]";
- set .@s$,"Why don't you go to ^A2314BMeow Meow Island^000000? ";
+ set .@s$,"Why don't you go to ^A2314BMalangdo^000000?";
switch(atoi(strnpcinfo(2))) {
- case 1: mes "How is that? Crowd people in Prontera is good, but why don't you go our heaven of the cat, ^A2314BMeow Meow Island^000000?"; break;
- case 2: mes "Why don't you go to ^A2314BMeow Meow Island^000000? That place is better than geffen where only simple honest wizards are crowded."; break;
- case 3: mes "Fresh air Payon is not bad, but why don't you go better palce the heaven of the cat, ^A2314BMeow Meow Island^000000?"; break;
- case 4: mes .@s$+"The beautiful and quiet place is better than Aldebaran where is so noisy with ticktock sound of clock."; break;
- case 5: mes .@s$+"The beautiful and quiet place is better than Morroc where is so hot and sandstorm?"; break;
- case 6: mes .@s$+"The beautiful place is better than Yuno where are full of headache books."; break;
- case 7: mes .@s$+"The complex place is better than Rachel where is too queit horribly?"; break;
- case 8: mes .@s$+"The safety place is better than Lighthanlzen where is too dangerous."; break;
- case 9: mes .@s$+"The smell of sea place is better than Mora where is full of grass smell."; break;
+ case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break;
+ case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break;
+ case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break;
+ case 4: mes .@s$+"The beautiful and quiet place is better than Aldebaran, where it's so noisy with the tick-tock sound of the clock."; break;
+ case 5: mes .@s$+"The beautiful and quiet place is better than Morroc, with its heat and sandstorms."; break;
+ case 6: mes .@s$+"The beautiful place is better than Yuno, which is full of books and headaches."; break;
+ case 7: mes .@s$+"The complex place is better than Rachel, where it's too horribly quiet."; break;
+ case 8: mes .@s$+"The safe place is better than Lighthanlzen, which is too dangerous."; break;
+ case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break;
}
next;
- if(select("No:^A2314BMeow Meow Island^000000~ Go~ Go~") == 1) {
+ if(select("No:^A2314BMalangdo^000000~ Go~ Go~") == 1) {
mes "[Dolangmal]";
- mes "What!? You don't want to go ^A2314BMeow Meow Island^000000? Chet!";
+ mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!";
next;
mes "[Dolangmal]";
- mes "You such an annoying guy. If you don't go, why did you talk to me... but...";
+ mes "You're such an annoying guy. If you don't go, why did you talk to me... but...";
next;
mes "[Dolangmal]";
- mes "^9E1837Admiral Thomas^000000 said kidnapping human.. No.. Bring them politely?";
+ mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
next;
mes "[Dolangmal]";
- mes "Anyway I got you. Whenever you want to go, just tell me.";
+ mes "Anyway, I got you. Whenever you want to go, just tell me.";
close;
}
mes "[Dolangmal]";
- mes "Ok! I like your attitude with full of passion.";
+ mes "Ok! I like your attitude. Full of passion.";
next;
mes "[Dolangmal]";
- mes "Now, before you go ^A2314BMeow Meow Island^000000, let me tell you some detail of caution.";
+ mes "Now, before you go ^A2314BMalangdo^000000, let me give you some warnings.";
next;
mes "[Dolangmal]";
- mes "First!! It is natural thing. When you arrive on the ^A2314BMeow Meow Island^000000, should notify that you are here to ^9E1837Admiral Thomas^000000..";
+ mes "First!! It is natural that when you arrive on ^A2314BMalangdo^000000, you should notify ^9E1837Admiral Tomas^000000 that you are here.";
next;
mes "[Dolangmal]";
- mes "If you don't do that, you might be attacked by scary and wild cats when you walk on dark street.";
+ mes "If you don't do that, you might be attacked by scary and wild cats when you walk through dark streets.";
next;
mes "[Dolangmal]";
- mes "Secondly!! This ^A2314BMeow Meow Island^000000 is absolutely our island of cat even though we open to the human.";
+ mes "Secondly!! This ^A2314BMalangdo^000000 is absolutely our island of cats, even though we open to humans.";
next;
mes "[Dolangmal]";
mes "We have a personality... no... no... respect us like one catality because we are cats.";
@@ -72,73 +73,77 @@
mes "[Dolangmal]";
mes "And the next one is...";
next;
- mes "Dolangmal must say that just say some cautions, but he said 100 kinds of cautions.";
+ mes "Dolangmal proceeds and gives hundreds of warnings.";
next;
mes "[Dolangmal]";
- mes "Ok! That is all for cautions!! It's easy and simple cautions... how is that? Can you keep this all?";
+ mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?";
next;
- if(select("Keep this cautions:Can't keep this cautions") == 2) {
+ switch(select("Remember his warnings:Can't remember")) {
+ case 1:
+ mes "[Dolangmal]";
+ mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000.";
+ next;
+ mes "[Dolangmal]";
+ mes "Don't forget to give him notice of your arrival.";
+ next;
+ mes "[Dolangmal]";
+ mes "Alright. Let's go to the heaven of the cats, ^A2314BMalangdo^000000~";
+ setquest 5091;
+ completequest 5091;
+ warp "malangdo",217,85;
+ close;
+ case 2:
mes "[Dolangmal]";
- mes "What!? Can't you keep this easy rule? Chet!";
+ mes "What!? Can't you keep these easy rules? Chet!";
next;
mes "[Dolangmal]";
- mes "You such an annoying guy. If you can't keep this, why did not tell me during the conversation. I told you everything..tierd.. but..";
+ mes "You're such an annoying guy. If you can't keep these, why didn't you tell me during our conversation? I told you everything... but..";
next;
mes "[Dolangmal]";
- mes "^9E1837Admiral Thomas^000000 said kidnapping human.. No.. Bring them politely?";
+ mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
next;
mes "[Dolangmal]";
- mes "Anyway I got you. Just tell me whenever you want to go.";
+ mes "Anyway, I got you. Just tell me whenever you want to go.";
close;
}
+ }
+ mes "[Dolangmal]";
+ mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?";
+ next;
+ switch(select("Take me to ^A2314BMalangdo^000000 again:I have visited")) {
+ case 1:
mes "[Dolangmal]";
- mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Thomas^000000 is located at the ^A2314Bcenter of ship in Meow Meow Island^000000.";
+ mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already.";
next;
mes "[Dolangmal]";
- mes "Don't forget give notice of arrival.";
+ mes "And that was roughly it... It's supposed to be rule 53...";
next;
mes "[Dolangmal]";
- mes "Alright. Let's go to the heaven of the cat, ^A2314BMeow Meow Island^000000~";
- setquest 5091;
- completequest 5091;
- warp "malangdo",217,85;
- close;
- }
- mes "[Dolangmal]";
- mes "Uh? You must be last time...? Alright. Did you visit ^A2314BMeow Meow Island^000000?";
- next;
- if(select("Take me to ^A2314BMeow Meow Island^000000 again:I have visited") == 1) {
+ mes "Actually, let me tell you rule 53. I am an indulgent cat.";
+ next;
mes "[Dolangmal]";
- mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who visit ^A2314BMeow Meow Island^000000 at first.";
+ mes "If you want to go back to ^A2314BMalangdo^000000, take the ship at Izlude or Alberta.";
next;
mes "[Dolangmal]";
- mes "And you just heard roughly what I said... It is supposed to be rule 53...";
+ mes "If you enjoy that pleasant sea trip, you will arrive at the heaven of cats, ^A2314BMalangdo^000000.";
next;
mes "[Dolangmal]";
- mes "Specially, let me tell you rule 53. I am an indulgent cat.";
+ mes "So easy! Isn't it? Well, good bye~";
+ close;
+ case 2:
+ mes "[Dolangmal]";
+ mes "How was it? You liked it? I knew it. Kakaka~";
next;
mes "[Dolangmal]";
- mes "If you want to go back to ^A2314BMeow Meow Island^000000, just take ship at Izlude or Alberata.";
+ mes "Ah! I just want to make sure...";
next;
mes "[Dolangmal]";
- mes "If you enjoy pleasant sea trip, you will arrive the heaven of cat ^A2314BMeow Meow Island^000000.";
+ mes "Again, if you want to go back to ^A2314BMalangdo^000000, do you know where to take a ship at Izlude or Alberta?";
next;
mes "[Dolangmal]";
- mes "So easy! Isn't it? Well, good bye~";
+ mes "Hm~ You might know because you're a smart person. Well, see you again~";
close;
}
- mes "[Dolangmal]";
- mes "How is that? You like it? I knew it. Kakaka";
- next;
- mes "[Dolangmal]";
- mes "Ah! I just want to make sure..";
- next;
- mes "[Dolangmal]";
- mes "Again, if you want to go back to ^A2314BMeow Meow Island^000000, do you know that take a ship at Izlude or Alberta?";
- next;
- mes "[Dolangmal]";
- mes "Hm~ You might know that because you are smart person. Well, see you again~";
- close;
}
prontera,114,77,6 duplicate(Dolangmal) Dolangmal#1 553
geffen,109,61,6 duplicate(Dolangmal) Dolangmal#2 553
@@ -150,13 +155,9 @@ rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 553
lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 553
mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 553
-// Unofficial coordinates.
-// Original pre-re: izlude,182,192,4
-izlude,197,213,4 script Odgnalam#iz 554,{
- if (strnpcinfo(4) == "izlude")
- mes "Receiving the warm sun of Izlude, the cat is sleeping.";
- else if (strnpcinfo(4) == "alberta")
- mes "Receiving the warm sun of Alberta, the cat is sleeping.";
+
+izlude,182,218,4 script Odgnalam#iz 554,{
+ mes "This cat is sleeping in the warm "+strnpcinfo(2)+" sun.";
next;
if(select("Let him sleep:Talk to him") == 1) close;
mes "[Odgnalam]";
@@ -164,24 +165,24 @@ izlude,197,213,4 script Odgnalam#iz 554,{
next;
if (ep13_yong1 == 0) {
set .@price,1000;
- set .@s1$,"Huh!! You are such an annoying person. Let me send you to the heaven of the cat, ^A2314BMeow Meow Island^000000 with ^0000FF1000 Zeny^000000.";
+ set .@s1$,"Huh!! You are such an annoying person. Let me send you to the heaven of the cat, ^A2314BMalangdo^000000 with ^0000FF1000 Zeny^000000.";
set .@s2$,"Money? Where is the money? You can't go anywhere without the money. Shame on you.";
} else if (ep13_yong1 < 60) {
set .@price,999;
- set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to the heaven of the cat, ^A2314BMeow Meow Island^000000, because you have relationship with fleet.";
+ set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to the heaven of the cat, ^A2314BMalangdo^000000, because you have relationship with fleet.";
set .@s2$,"Where is the money? You don't have a sense of honor.";
} else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
set .@price,500;
- set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to the heaven of the cat, ^A2314BMeow Meow Island^000000.";
+ set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to the heaven of the cat, ^A2314BMalangdo^000000.";
set .@s2$,"You don't have any money for paying 50% discount price? I can't believe it.";
} else {
mes "[Odgnalam]";
mes "You are a hero of cat's fleet. Your activity is the legend between us.";
next;
mes "[Odgnalam]";
- mes "As you are hero of fleet so let me send you to the heaven of the cat, ^A2314BMeow Meow Island^000000 for free.";
+ mes "As you are a hero of the cat fleet let me send you to ^A2314BMeow Meow Island^000000 for free.";
next;
- if(select("Let's go Meow Meow Island!!:Do not go") == 1) {
+ if(select("Send me to Meow Meow Island!:Do not go.") == 1) {
mes "[Odgnalam]";
mes "Have a comfortable trip... Alright let's go~";
warp "malangdo",217,85;
@@ -191,7 +192,7 @@ izlude,197,213,4 script Odgnalam#iz 554,{
mes "[Odgnalam]";
mes .@s1$;
next;
- if(select("Let's go Meow Meow Island!!:Do not go") == 2) close;
+ if(select("Send me to Meow Meow Island!:Do not go.") == 2) close;
if (Zeny < .@price) {
mes "[Odgnalam]";
mes "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
@@ -203,7 +204,7 @@ izlude,197,213,4 script Odgnalam#iz 554,{
warp "malangdo",217,85;
close;
}
-alberta,200,151,4 duplicate(Odgnalam#iz) Odgnalam#albe 554
+alberta,200,151,4 duplicate(Odgnalam#iz) Odgnalam#Alberta 554
malangdo,219,86,4 script Kong#malang 545,{
mes "[Kong]";
@@ -213,17 +214,17 @@ malangdo,219,86,4 script Kong#malang 545,{
if (ep13_yong1 == 0) {
set .@price,1000;
set .@s1$, "1000 zeny";
- set .@s2$, "Have a nice day in Meow Meow Island.";
+ set .@s2$, "Have a nice day in Malangdo.";
set .@no_money$, "It is difficult for free.";
set .@yes_money$, "Have a nice trip.";
mes "[Kong]";
- mes "The fee of ship is only 1000 zeny, where you want to go?";
+ mes "The fee of ship is only 1000 zeny, where do you want to go?";
next;
} else if (ep13_yong1 < 60) {
set .@price,999;
set .@s1$,"999 zeny";
- set .@s2$, "Have a full of fortune day in Meow Meow Island...";
- set .@no_money$, "It is difficult even though you have a relationship with fleet.";
+ set .@s2$, "Have a full of fortune day in Malangdo...";
+ set .@no_money$, "It is difficult even though you have a relationship with the fleet.";
set .@yes_money$, "Thanks, have a wonderful trip.";
mes "[Kong]";
mes "You have a connection with our fleet. Apply special price 999 zeny. Where do you want to go?";
@@ -231,21 +232,21 @@ malangdo,219,86,4 script Kong#malang 545,{
} else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
set .@price,500;
set .@s1$,"500 zeny";
- set .@s2$, "There are full of fortune and jackpot in Meow Meow Island.";
+ set .@s2$, "There are full of fortune and jackpot in Malangdo.";
set .@no_money$, "Oh my god. You don't have 500 zeny? It is difficult for free.";
- set .@yes_money$, "Have nice trip and come again.";
+ set .@yes_money$, "Have a nice trip and come again.";
mes "[Kong]";
- mes "Wow~ You contributed our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?";
+ mes "Wow~ You contributed to our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?";
next;
} else {
set .@price,0;
- set .@s1$,"Free for hero of fleet!!";
- set .@s2$, "No one objects the hero of fleet to stay in Meow Meow Island...";
+ set .@s1$,"Free for the hero of our fleet!!";
+ set .@s2$, "No one objects to the hero of our fleet staying in Malangdo...";
mes "[Kong]";
- mes "Ah... You are the hero of cat's fleet and it is the legend.";
+ mes "Ah... You are the legendary hero of our cat's fleet.";
next;
mes "[Kong]";
- mes "We can't charge from hero of fleet. Where is your destination?";
+ mes "We can't charge the hero of our fleet. What is your destination?";
next;
}
set .@i, select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo");
@@ -278,43 +279,43 @@ malangdo,219,86,4 script Kong#malang 545,{
// Town NPCs :: malang_tre
//============================================================
malangdo,147,117,3 script Innkeeper#malang 554,{
- mes "Can see a lazy cat standing on a chair.";
- mes "Thought it is an Innkeeper, but do not looks like that having a business.";
+ mes "You see a lazy cat standing on a chair.";
+ mes "You guess that this is the Innkeeper.";
next;
- switch(select("Can I rest in hammock?:Want to store in inn.:Looks free at the moment.")) {
+ switch(select("Umm... can I rest here?:Psst... can I save here?:Leave.")) {
case 1:
mes "[Innkeeper]";
- mes "You can use hammock as you want but give me ^FF00005 pieces of Malang Sp Can^000000, then will make you stress out.";
+ mes "You can use the hammock as you want, but give me ^FF00005 Malangdo Canned Specialties^000000. Then you can relax.";
next;
- switch(select("Give the can.:No need.")) {
+ switch(select("Give the cans.:No need.")) {
case 1:
if (countitem(12636) > 4) {
delitem 12636,5; //Malang_Sp_Can
percentheal 100,100;
specialeffect2 EF_HEALSP;
mes "[Innkeeper]";
- mes "Take a relaxation.";
+ mes "Now relax.";
emotion e_kis;
next;
warp "malangdo",140,121;
close;
}
mes "[Innkeeper]";
- mes "It looks like lack of cans.";
+ mes "It looks like a lack of cans.";
close;
case 2:
mes "[Innkeeper]";
- mes "You are strong man than appearance.";
+ mes "You are stronger than your appearance.";
close;
}
case 2:
mes "[Innkeeper]";
- mes "Storation is done. We should keep company haha.";
+ mes "Location saved. We should keep company, haha~";
savepoint "malangdo",142,118;
close;
case 3:
mes "[Innkeeper]";
- mes "A busy moment make you hurry and laziness makes you lazy.";
+ mes "A busy moment makes you hurry and laziness makes you lazy.";
next;
mes "- Wonder if there is work time. -";
close;
@@ -324,7 +325,10 @@ malangdo,147,117,3 script Innkeeper#malang 554,{
malangdo,151,120,3 script Wandering Minstrel#mal 479,{
mes "[Wandering Minstrel]";
- mes "I have a sleepy momnet whenever seeing that innkeeper. So comfortable...";
+ mes "Boy, that lazy cat makes me want to just nap all day long.";
+ next;
+ mes "[Wandering Minstrel]";
+ mes "He makes life look so simple";
close;
}
@@ -358,28 +362,28 @@ OnTouch:
malangdo,216,168,3 script Cat Trainer#mal1 558,0,8,{
emotion e_awsm;
mes "[Cat Trainer]";
- mes "Phh there is a tail and butt with soft and tender!";
+ mes "Phh there is a tail and butt both soft and tender!";
mes "Can't stand, this is heaven~~!!";
next;
emotion e_gg;
mes "[Cat Trainer]";
- mes "My hidden card ^FF0000<Silvervine Fruit>^000000 can make all cats in Meow Meow Island as my slaves~ haha!";
+ mes "My hidden card, ^FF0000<Silvervine Fruit>^000000, can make all cats in Malangdo my slaves~ haha!";
next;
select("^FF0000<Silvervine Fruit>^000000?");
mes "[Cat Trainer]";
mes "Silvervine Fruit is a rare item!";
mes "I can barely get it.";
- mes "But every cat must love this one with no complaint.";
+ mes "But every cat loves it with no complaints.";
next;
select("Where can I get ^FF0000<Silvervine Fruit>^000000?");
mes "[Cat Trainer]";
- mes "How do you get it that I could have it barely?";
+ mes "How would I know if I could barely find it?";
mes "This can't be taken even with ^3131FFall the zeny in this world^000000!";
next;
emotion e_gg;
mes "[Cat Trainer]";
- mes "Cats in Meow Meow Island is mine...! And it should be done haha~";
- mes "^FF0000<Silvervine Fruit>^000000! I can be a king in Meow Meow Island~ ohhhh!!!";
+ mes "The cats in Malangdo are mine...! As it should be, haha~";
+ mes "^FF0000<Silvervine Fruit>^000000! I can be a king in Malangdo~ ohhhh!!!";
close;
OnTouch:
emotion e_flash;
diff --git a/npc/re/guides/guides_dewata.txt b/npc/re/guides/guides_dewata.txt
new file mode 100644
index 000000000..f554186a4
--- /dev/null
+++ b/npc/re/guides/guides_dewata.txt
@@ -0,0 +1,91 @@
+//===== rAthena Script =======================================
+//= Dewata Guide
+//===== By: ==================================================
+//= Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Guide for the city of Dewata.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Lemongrass]
+//============================================================
+
+dewata,202,106,4 script Dewata Guide#dewata01 535,{
+ mes "[Dewata Guide]";
+ mes "Welcome to ^8B4513Dewata Island^000000,";
+ mes "a place with dazzling waves and charming views it's a great place to relax.";
+ mes "If you have any questions, please ask me.";
+ next;
+ mes "[Dewata Guide]";
+ mes "Where can I guide you?";
+ while (1) {
+ next;
+ switch(select("[ Kafra Employee ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Tool Dealer ]:[ Krakatau Gatekeeper ]:[ Lodge Owner ]:[ Alberta Sailor ]:Remove marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark,"^0000FFKafra Employee";
+ viewpoint 1,202,184,0,0x000FFF;
+ break;
+
+ case 2:
+ callsub L_Mark,"^008080Armor Dealer";
+ viewpoint 1,218,163,1,0x008080;
+ break;
+
+ case 3:
+ callsub L_Mark,"^008080Weapon Dealer";
+ viewpoint 1,158,182,2,0x008080;
+ break;
+
+ case 4:
+ callsub L_Mark,"^FF1493Tool Dealer";
+ viewpoint 1,182,164,3,0xFF1493;
+ break;
+
+ case 5:
+ callsub L_Mark,"^FF1493Krakau Gatekeeper";
+ viewpoint 1,232,59,4,0xFF1493;
+ break;
+
+ case 6:
+ callsub L_Mark,"^8A2BE2Lodge Owner";
+ viewpoint 1,195,235,5,0x8A2BE2;
+ break;
+
+ case 7:
+ callsub L_Mark,"^00BFFFAlberta Sailor";
+ viewpoint 1,230,52,6,0x00BFFF;
+ break;
+
+ case 8:
+ mes "[Dewata Guide]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,202,184,0,0xFFFFFF;
+ viewpoint 2,218,163,1,0xFFFFFF;
+ viewpoint 2,158,182,2,0xFFFFFF;
+ viewpoint 2,182,164,3,0xFFFFFF;
+ viewpoint 2,232,59,4,0xFFFFFF;
+ viewpoint 2,195,235,5,0xFFFFFF;
+ viewpoint 2,230,52,6,0xFFFFFF;
+ break;
+
+ case 9:
+ mes "[Dewata Guide]";
+ mes "Enjoy your trip!!";
+ close;
+ }
+ }
+
+L_Mark:
+ mes "[Dewata Guide]";
+ mes "The "+getarg(0)+"^000000 is";
+ mes "marked on your mini-map.";
+ mes "Check your mini-map.";
+ mes "Is there anything else I can do for you?";
+ return;
+}
+
+dewata,197,184,4 duplicate(Dewata Guide#dewata01) Dewata Guide#dewata02 535
diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt
new file mode 100644
index 000000000..99beb318d
--- /dev/null
+++ b/npc/re/guides/guides_dicastes.txt
@@ -0,0 +1,88 @@
+//===== rAthena Script =======================================
+//= El Dicastes Guide
+//===== By: ==================================================
+//= Muad_Dib
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Guide for the city of El Dicastes.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Joseph]
+//= 1.1 Fixed viewpoint syntax. [Euphy]
+//============================================================
+
+dicastes01,181,191,5 script Traveler Ichack#info 481,2,2,{
+ mes "[Traveler Ichack]";
+ mes "Oh!! You are a stranger!";
+ mes "I'm Ichack, the first adventurer that arrived here in El Dicastes!";
+ next;
+ mes "[Traveler Ichack]";
+ mes "There was someone in the expedition team claiming that he was the first, but it WAS me. That's right.";
+ next;
+ mes "[Traveler Ichack]";
+ mes "That's why I will provide a service to guide adventurers from Rune-Midgard.";
+ mes "What would you like to know?";
+ next;
+ switch(select("Dicastes Diel:Residential Area:Training Room:Factory:Pub:Cat Hand Caravan")) {
+ case 1:
+ mes "[Traveler Ichack]";
+ mes "Ah~ That's a beautiful building.";
+ mes "It's said they discuss important things...";
+ next;
+ mes "[Traveler Ichack]";
+ mes "Please make sure you signed in at the dior, otherwise you'll get in trouble.";
+ mes "Go directly north from here and you can't miss it.";
+ viewpoint 1,351,198,0,0x00FF00;
+ close;
+ case 2:
+ mes "[Traveler Ichack]";
+ mes "The Sapha tribe is so weird. How can they sleep in there?";
+ next;
+ mes "[Traveler Ichack]";
+ mes "You don't understand?";
+ mes "You won't believe me until you see it! Go see it for yourself!";
+ next;
+ mes "[Traveler Ichack]";
+ mes "The residential area is divided into 2 area's.";
+ mes "The lower residential area is around 7 o'clock and, the upper area is around 1 o'clock.";
+ viewpoint 1,283,280,1,0x01FF01;
+ viewpoint 1,106,136,2,0x0066FF;
+ close;
+ case 3:
+ mes "[Traveler Ichack]";
+ mes "Because of the dangers here, we need better security..";
+ mes "Have you ever been to the training room? The training guards seem to never sleep!";
+ viewpoint 1,172,255,3,0xFFCCCC;
+ close;
+ case 4:
+ mes "[Traveler Ichack]";
+ mes "This is one of the most important reasons why they live here.";
+ mes "If you go to factory, you can see the recently refined Bradium.";
+ viewpoint 1,256,97,4,0x0066FF;
+ close;
+ case 5:
+ mes "[Traveler Ichack]";
+ mes "Although I arrived here as the first adventurer, the owner of the pub was the first person here.";
+ mes "Bumen Florine's pub is located underground in the lower residential area.";
+ mes "He might have some valuable information for you.";
+ viewpoint 1,106,136,5,0xFF3300;
+ close;
+ case 6:
+ mes "[Traveler Ichack]";
+ mes "The cats seems that don't have good relationship with sapha same as us.";
+ mes "Perhaps it's because trading is involved.";
+ mes "Poor cats. They must be shivering from the cold out there.";
+ next;
+ mes "[Traveler Ichack]";
+ mes "You can find their caravan just outside the gates.";
+ viewpoint 1,39,199,6,0x9933FF;
+ close;
+ }
+OnTouch:
+ if (ep13_3_invite == 6)
+ emotion e_gasp,0;
+ end;
+}
diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt
index b3f4cd4b0..4824ffdc8 100644
--- a/npc/re/guides/guides_izlude.txt
+++ b/npc/re/guides/guides_izlude.txt
@@ -35,7 +35,7 @@
mes "on Byalan Island since it is";
mes "filled with dreadful monsters.";
mes "Would you like to check any other locations?";
- viewpoint 1,200,180,0,0xFF0000;
+ viewpoint 1,197,205,0,0xFF0000;
next;
break;
case 2:
@@ -45,7 +45,7 @@
mes "Let me mark its location";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,145,39,1,0x0A82FF;
+ viewpoint 1,204,75,1,0x0A82FF;
next;
break;
case 3:
@@ -64,7 +64,7 @@
mes "Let me mark the location of the ^006400Tool Shop^000000";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,148,148,3,0xAAFF00;
+ viewpoint 1,160,125,3,0xAAFF00;
next;
break;
case 5:
@@ -72,7 +72,7 @@
mes "Let me mark the location of the ^7F3300Weapon & Armor Shop^000000";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,114,149,4,0xD2691E;
+ viewpoint 1,109,182,4,0xD2691E;
next;
break;
case 6:
@@ -81,7 +81,7 @@
mes "Let me mark its location";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,52,140,5,0xDA70D6;
+ viewpoint 1,52,172,5,0xDA70D6;
next;
break;
case 7:
@@ -89,7 +89,7 @@
mes "Let me mark the location of the ^B9062FSwordsman Association^000000";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,214,130,6,0xFF0000;
+ viewpoint 1,212,161,6,0xFF0000;
next;
break;
case 8:
@@ -109,7 +109,7 @@
mes "the Swordsman Guild building.";
mes "Let me mark his location on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,52,140,7,0x0A82FF;
+ viewpoint 1,131,148,7,0x0A82FF;
next;
break;
case 2:
@@ -118,7 +118,7 @@
mes "^FF5400Kafra Employee^000000";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,134,88,8,0xFF5400;
+ viewpoint 1,128,148,8,0xFF5400;
next;
break;
case 3:
@@ -127,7 +127,7 @@
mes "^8B4513Jawaii^000000, the paradise of newlyweds,";
mes "please speak to the ^B9062FNewlywed Helper^000000.";
mes "Would you like to check any other locations?";
- viewpoint 1,171,185,9,0xFF0000;
+ viewpoint 1,180,224,9,0xFF0000;
next;
break;
case 4:
@@ -137,7 +137,7 @@
mes "Let me mark his location";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,171,130,10,0xD2691E;
+ viewpoint 1,158,130,10,0xD2691E;
next;
break;
case 5:
@@ -146,7 +146,7 @@
mes "^0000FFMercenary Goods Merchant^000000";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,48,137,11,0xDA70D6;
+ viewpoint 1,56,169,11,0xDA70D6;
next;
break;
case 6:
diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt
index 40562a418..4ab8837d3 100644
--- a/npc/re/jobs/1-1/acolyte.txt
+++ b/npc/re/jobs/1-1/acolyte.txt
@@ -1,16 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Renewal Acolyte Job Quest
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.3
//===== Description: =========================================
//= Job Change to Acolyte Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added back the npcs used for the priest quest.
+//= 1.2 Added Baby Job compatibility [Streusel]
+//= 1.3 Rewrote bits [Euphy]
//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
if (Upper == 1) {
@@ -63,13 +63,12 @@ prt_church,184,41,4 script Cleric#aco 60,{
next;
switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) {
case 1:
- if(Class != Job_Novice) {
+ if(BaseJob != Job_Novice) {
mes "[Father Mareusis]";
- if(Class == Job_Acolyte) {
+ if(BaseJob == Job_Acolyte)
mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
- }else{
+ else
mes "I'm sorry but it seems you already have your own job, aren't you?";
- }
close;
}else{
mes "[Father Mareusis]";
@@ -87,7 +86,7 @@ prt_church,184,41,4 script Cleric#aco 60,{
next;
mes "[Father Mareusis]";
mes "Always remember to be thankful to God, who takes care of us all the time. In chaos and times of difficulty, face your hardships with unwavering faith.";
- jobchange Job_Acolyte;
+ callfunc "Job_Change",Job_Acolyte;
getitem 1545,1; // N_Mace
next;
mes "[Father Mareusis]";
diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt
index 3740058cb..8e8bedc5f 100644
--- a/npc/re/jobs/1-1/archer.txt
+++ b/npc/re/jobs/1-1/archer.txt
@@ -1,15 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Renewal Archer Job Quest
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.2
//===== Description: =========================================
//= Job Change to Archer Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Added Baby Job compatibility [Streusel]
+//= 1.2 Rewrote bits [Euphy]
//============================================================
payon_in02,64,71,4 script Archer Guildsman#archer 85,{
if (Upper == 1) {
@@ -63,9 +63,9 @@ payon_in02,64,71,4 script Archer Guildsman#archer 85,{
next;
switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
case 1:
- if(Class != Job_Novice) {
+ if(BaseJob != Job_Novice) {
mes "[Archer Guildsman]";
- if(Class == Job_Archer) {
+ if(BaseJob == Job_Archer) {
mes "Haha, you are kidding me..";
}else{
mes "I feel sorry but only Novices can change their job.";
@@ -92,7 +92,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 85,{
mes "[Archer Guildsman]";
mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
- jobchange Job_Archer;
+ callfunc "Job_Change",Job_Archer;
getitem 1742,1; // N_Composite_Bow
getitem 12004,1; // Arrow_Container
getitem 12009,1; // Silver_Arrow_Container
diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt
index ee5eba7fd..b6cc20f2c 100644
--- a/npc/re/jobs/1-1/mage.txt
+++ b/npc/re/jobs/1-1/mage.txt
@@ -3,13 +3,15 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Mage Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Added Baby Job compatibility [Streusel]
+//= 1.2 Rewrote bits [Euphy]
//============================================================
geffen_in,164,124,4 script Mage Guildsman#mage 123,{
if (Upper == 1) {
@@ -52,9 +54,9 @@ geffen_in,164,124,4 script Mage Guildsman#mage 123,{
close;
}
}
- if(Class != Job_Novice) {
+ if(BaseJob != Job_Novice) {
mes "[Mage Guildsman]";
- if(Class == Job_Mage) {
+ if(BaseJob == Job_Mage) {
mes "Hey, haven't you realized? You're already a Mage, silly!";
mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
}else{
@@ -62,7 +64,6 @@ geffen_in,164,124,4 script Mage Guildsman#mage 123,{
}
close;
}else{
- mes "[Mage Guildsman]";
mes "Hey?";
next;
switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) {
diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt
index a010af556..b08cf1a40 100644
--- a/npc/re/jobs/1-1/merchant.txt
+++ b/npc/re/jobs/1-1/merchant.txt
@@ -3,13 +3,15 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Merchant Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Added Baby Job compatibility [Streusel]
+//= 1.2 Rewrote bits [Euphy]
//============================================================
alberta_in,53,43,6 script Merchant#mer 86,{
if (Upper == 1) {
@@ -57,9 +59,9 @@ alberta_in,53,43,6 script Merchant#mer 86,{
next;
switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) {
case 1:
- if(Class != Job_Novice) {
+ if(BaseJob != Job_Novice) {
mes "[Guildsman Mahnsoo]";
- if(Class == Job_Merchant) {
+ if(BaseJob == Job_Merchant) {
mes ".....? Sorry? What are you saying?";
mes "You are already a merchant. Oh my..";
mes "Huh?! ...Do I need to laugh right now?!";
diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt
index cd01ecb28..db7b62d41 100644
--- a/npc/re/jobs/1-1/swordman.txt
+++ b/npc/re/jobs/1-1/swordman.txt
@@ -3,13 +3,15 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Swordman Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Added Baby Job compatibility [Streusel]
+//= 1.2 Rewrote bits [Euphy]
//============================================================
izlude_in,74,172,4 script Swordman#swd 119,{
if (Upper == 1) {
@@ -80,9 +82,9 @@ izlude_in,74,172,4 script Swordman#swd 119,{
mes "In my opinion, Swordman is the best job ever!";
close;
case 2:
- if(Class != Job_Novice) {
+ if(BaseJob != Job_Novice) {
mes "[Swordman Guildsman]";
- if(Class == Job_Swordman) {
+ if(BaseJob == Job_Swordman) {
mes "You are already an excellent Swordman, aren't you?";
mes "Just devote yourself to be a great Swordman.";
}else{
diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt
index 5bf41fa87..e0ea4d5a9 100644
--- a/npc/re/jobs/1-1/thief.txt
+++ b/npc/re/jobs/1-1/thief.txt
@@ -3,13 +3,15 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Thief Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Added Baby Job compatibility [Streusel]
+//= 1.2 Rewrote bits [Euphy]
//============================================================
moc_prydb1,39,129,2 script Thief Guide#thief 69,{
if (Upper == 1) {
@@ -65,30 +67,26 @@ moc_prydb1,39,129,2 script Thief Guide#thief 69,{
mes "If you want to become a Thief, ask the sharp-eyed guy next to me.";
close;
}
- if(Class != Job_Novice) {
- if(Class == Job_Thief) {
+ if(BaseJob != Job_Novice) {
+ if(BaseJob == Job_Thief) {
mes "[Thief Guildsman]";
mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
close;
}else{
+ mes "[Thief Guildsman]";
+ mes "What the heck...?";
if(Sex) {
- mes "[Thief Guildsman]";
- mes "What the heck...?";
- mes "Huh.. you are a "+jobname(Class)+" blockhead...!";
+ mes "Huh.. you are a "+jobname(Class)+" you blockhead...!";
next;
mes "[Thief Guildsman]";
mes "Hey, brother.";
- mes "Why are you here? Go back to your place~ go back~~";
- close;
}else{
- mes "[Thief Guildsman]";
- mes "What the heck...?";
next;
mes "[Thief Guildsman]";
mes "Hey, lady.";
- mes "Why are you here? Go back to your place~ go back~~";
- close;
}
+ mes "Why are you here? Go back to your place~ go back~~";
+ close;
}
}
mes "[Thief Guildsman]";
@@ -169,7 +167,7 @@ moc_prydb1,42,133,2 script Thief Guildsman#thief 118,{
mes "[Commander of Thief Guild]";
mes "'"+strcharinfo(0)+".'";
mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'";
- jobchange Job_Thief;
+ callfunc "Job_Change",Job_Thief;
set q_job_thief,0;
getitem 13041,1; // N_Main_Gauche
next;
@@ -189,8 +187,8 @@ moc_prydb1,42,133,2 script Thief Guildsman#thief 118,{
mes "See you again.";
close;
}
- if(Class != Job_Novice) {
- if(Class == Job_Thief) {
+ if(BaseJob != Job_Novice) {
+ if(BaseJob == Job_Thief) {
mes "[Brad]";
mes "I don't have any special events now. So go on your way and come back later.";
}else{
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt
index 0da34bbe8..c71e2abd3 100644
--- a/npc/re/jobs/3-1/archbishop.txt
+++ b/npc/re/jobs/3-1/archbishop.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
+//===== Hercules Script =======================================
//= Arch Bishop Job Quest
//===== By: ==================================================
//= L0ne_W0lf
//= Credits: Gepard
//===== Current Version: =====================================
//= 1.7a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Priest / High Priest -> Arch Bishop.
diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt
index 4f350460a..f8ba5b50e 100644
--- a/npc/re/jobs/3-1/guillotine_cross.txt
+++ b/npc/re/jobs/3-1/guillotine_cross.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
-//= 1.1
+//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN r16945+
//===== Description: =========================================
@@ -14,6 +14,8 @@
//= 1.0a Added 'npcskill' command. [Euphy]
//= 1.0b Moved warps to separate file. [Euphy]
//= 1.1 Fixed some minor bugs. [Euphy]
+//= 1.2 Moved "Girl" NPC off ve_fild05. [Euphy]
+//= 1.3 Added missing OnMyMobDead labels. [Euphy]
//============================================================
que_job01,75,96,3 script Guild Member#3rdgc01 997,{
@@ -2646,7 +2648,8 @@ ra_in01,175,196,3 script Oresa Rava#3rdgc13 866,{
}
}
-ve_fild05,327,308,3 script Girl#3rdgc14 466,{
+//Pre-RE: ve_fild05 (327,308)
+ve_fild02,330,384,3 script Girl#3rdgc14 466,{
if (job_3rd_gc > 14 && job_3rd_gc < 18) {
mes "[Renzak]";
if (job_3rd_gc == 15) {
@@ -2744,7 +2747,7 @@ OnTouch:
} else {
mes "You don't have to come here.";
close2;
- warp "ve_fild05",341,303;
+ warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
set $@3rdgc_room02, 0;
}
end;
@@ -2752,7 +2755,7 @@ OnTimer900000:
mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
end;
OnTimer901000:
- mapwarp "job3_guil03","ve_fild05",341,303;
+ mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
OnTimer902000:
donpcevent "#3rdgc_event_master::OnReset";
@@ -3047,12 +3050,12 @@ OnTouch:
disablenpc "Front Gate Guard#g03";
disablenpc "Front Gate Guard#g04";
disablenpc "Front Gate Guard#g05";
- monster "job3_guil03",93,37,"Guard Dog",1866,1;
- monster "job3_guil03",93,36,"Front Gate Guard",1985,1;
- monster "job3_guil03",93,35,"Front Gate Guard",1985,1;
- monster "job3_guil03",93,34,"Front Gate Guard",1985,1;
- monster "job3_guil03",93,33,"Front Gate Guard",1985,1;
- monster "job3_guil03",93,32,"Guard Dog",1866,1;
+ monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
end;
}
job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 456
@@ -3076,12 +3079,12 @@ OnTouch:
disablenpc "Back Gate Guard#g03";
disablenpc "Back Gate Guard#g04";
disablenpc "Back Gate Guard#g05";
- monster "job3_guil03",133,54,"Guard Dog",1866,1;
- monster "job3_guil03",133,53,"Back Gate Guard",1985,1;
- monster "job3_guil03",133,52,"Back Gate Guard",1985,1;
- monster "job3_guil03",133,51,"Back Gate Guard",1985,1;
- monster "job3_guil03",133,50,"Back Gate Guard",1985,1;
- monster "job3_guil03",133,49,"Guard Dog",1866,1;
+ monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
+ monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
end;
}
job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 456
@@ -3105,12 +3108,12 @@ OnTouch:
disablenpc "Interior Guard#g03";
disablenpc "Interior Guard#g04";
disablenpc "Interior Guard#g05";
- monster "job3_guil03",117,53,"Guard Dog",1866,1;
- monster "job3_guil03",117,52,"Interior Guard",1985,1;
- monster "job3_guil03",117,51,"Interior Guard",1985,1;
- monster "job3_guil03",117,50,"Interior Guard",1985,1;
- monster "job3_guil03",117,49,"Interior Guard",1985,1;
- monster "job3_guil03",117,48,"Guard Dog",1866,1;
+ monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
end;
}
job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 456
@@ -3132,9 +3135,9 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g01";
- monster "job3_guil03",88,44,"Exterior Guard",1985,1;
- monster "job3_guil03",88,43,"Exterior Guard",1985,1;
- monster "job3_guil03",88,45,"Guard Dog",1866,1;
+ monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
+ monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead";
end;
}
@@ -3153,9 +3156,9 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g02";
- monster "job3_guil03",88,55,"Exterior Guard",1985,1;
- monster "job3_guil03",88,54,"Exterior Guard",1985,1;
- monster "job3_guil03",88,56,"Guard Dog",1866,1;
+ monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
+ monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
+ monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead";
end;
}
@@ -3174,9 +3177,9 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g03";
- monster "job3_guil03",88,64,"Exterior Guard",1985,1;
- monster "job3_guil03",88,63,"Exterior Guard",1985,1;
- monster "job3_guil03",88,65,"Guard Dog",1866,1;
+ monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
+ monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
+ monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead";
end;
}
@@ -3195,9 +3198,9 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g04";
- monster "job3_guil03",73,62,"Exterior Guard",1985,1;
- monster "job3_guil03",73,61,"Exterior Guard",1985,1;
- monster "job3_guil03",73,63,"Guard Dog",1866,1;
+ monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
+ monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
+ monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead";
end;
}
@@ -3216,9 +3219,9 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g05";
- monster "job3_guil03",77,51,"Exterior Guards",1985,1;
- monster "job3_guil03",77,50,"Exterior Guards",1985,1;
- monster "job3_guil03",77,49,"Guard Dog",1866,1;
+ monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
+ monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
+ monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead";
end;
}
@@ -3237,9 +3240,9 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g06";
- monster "job3_guil03",73,34,"Exterior Guards",1985,1;
- monster "job3_guil03",73,33,"Exterior guards",1985,1;
- monster "job3_guil03",73,32,"Guard Dog",1866,1;
+ monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
+ monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
+ monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead";
end;
}
@@ -3257,10 +3260,10 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
disablenpc "Guard Dog#dog01";
- monster "job3_guil03",110,27,"Guard Dog",1866,1;
- monster "job3_guil03",103,27,"Dog Trainer",1985,1;
- monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1;
- monster "job3_guil03",98,27,"Guard",1985,1;
+ monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead";
+ monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead";
+ monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead";
+ monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead";
end;
}
@@ -3278,42 +3281,42 @@ OnReset:
OnTouch:
mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
disablenpc "Guard Dog#dog02";
- monster "job3_guil03",124,27,"Guard Dog",1866,1;
- monster "job3_guil03",126,27,"Dog Trainer",1985,1;
- monster "job3_guil03",104,27,"Trainer's Assistant",1985,1;
- monster "job3_guil03",131,27,"Guard",1985,1;
+ monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead";
+ monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead";
+ monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead";
+ monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead";
end;
}
job3_guil03,2,1,0 script #3rdgc_sunchal_nomal 844,{
end;
OnEnable:
- monster "job3_guil03",62,35,"Guard",1985,1;
- monster "job3_guil03",108,78,"Guard",1985,1;
- monster "job3_guil03",133,77,"Guard",1985,1;
- monster "job3_guil03",79,69,"Guard",1985,1;
- monster "job3_guil03",117,27,"Guard",1985,1;
- monster "job3_guil03",62,48,"Guard",1985,1;
- monster "job3_guil03",116,24,"Guard Dog",1866,1;
- monster "job3_guil03",137,24,"Guard Dog",1866,1;
- monster "job3_guil03",49,74,"Guard Dog",1866,1;
- monster "job3_guil03",48,50,"Guard Dog",1866,1;
- monster "job3_guil03",62,48,"Guard Dog",1866,1;
- monster "job3_guil03",61,38,"Guard Dog",1866,1;
- monster "job3_guil03",74,47,"Guard Dog",1866,1;
- monster "job3_guil03",90,34,"Guard Dog",1866,1;
- monster "job3_guil03",91,51,"Guard Dog",1866,1;
- monster "job3_guil03",155,77,"Guard Dog",1866,1;
- monster "job3_guil03",127,67,"Guard Dog",1866,1;
- monster "job3_guil03",131,43,"Guard Dog",1866,1;
- monster "job3_guil03",103,27,"Guard Dog",1866,1;
- monster "job3_guil03",63,74,"Guard Dog",1866,1;
- monster "job3_guil03",79,69,"Guard Dog",1866,1;
- monster "job3_guil03",0,0,"Watch Light",1129,1;
- monster "job3_guil03",0,0,"Watch Light",1129,1;
- monster "job3_guil03",0,0,"Watch Light",1129,1;
- monster "job3_guil03",0,0,"Watch Light",1129,1;
- monster "job3_guil03",0,0,"Watch Light",1129,1;
+ monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
+ monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
end;
OnReset:
killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead";
@@ -3444,7 +3447,7 @@ job3_guil03,111,51,7 script Priest from Rachel 928,{
mes "Who are you?";
mes "Get out of here.";
close2;
- warp "ve_fild05",341,303;
+ warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
OnInit:
OnDisable:
@@ -3471,7 +3474,7 @@ OnTimer40000:
mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
end;
OnTimer60000:
- mapwarp "job3_guil03","ve_fild05",341,303;
+ mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
OnTimer61000:
donpcevent "#3rdgc_guard::OnStop";
@@ -3902,7 +3905,7 @@ job3_guil03,1,8,0 script #GMhelper02_gc 844,{
donpcevent "#3rdgc_event01::OnEnable";
set $@3rdgc_room02, 0;
close2;
- mapwarp "job3_guil03","ve_fild05",341,303;
+ mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
}
case 2:
diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt
index f6638bbc3..6dbfdaa3a 100644
--- a/npc/re/jobs/3-1/rune_knight.txt
+++ b/npc/re/jobs/3-1/rune_knight.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rune Knight Job Quest
//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Job change Quest from Knight / Lord Knight -> Rune Knight.
//===== Additional Comments: =================================
diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt
index 363597c10..8a8e1f0ce 100644
--- a/npc/re/jobs/3-1/warlock.txt
+++ b/npc/re/jobs/3-1/warlock.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_Dib, Gepard & L0ne_W0lf
//===== Current Version: =====================================
-//= 1.3
+//= 1.3a
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -14,12 +14,13 @@
//= 1.1 Fixed some conversion mistakes, replaced numbers with
//= constants, added item names in comments.
//= 1.2 Fixed the problem where NPC are not enabled and chamber
-//= will never open for the second try or use.
+//= will never open for the second try or use.
//= 1.2a Fixed a typo. [Euphy]
//= 1.3 Updated script, optimized. [Euphy]
+//= 1.3a Added temporary coordinate fix #distorted_space_1-1. [Euphy]
//============================================================
-morocc,103,144,0 script #distorted_space_1 139,1,1,{
+- script #distorted_space_ -1,{
OnTouch:
if (job_wl > 1) {
mes " - There is a strange distortion here - ";
@@ -65,7 +66,11 @@ OnTouch:
}
end;
}
-splendide,141,284,0 duplicate(#distorted_space_1) #distorted_space_2 139,1,1
+morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 139,1,1
+splendide,141,284,0 duplicate(#distorted_space_) #distorted_space_2 139,1,1
+
+// This is a temporary fix until new official coordinates are found.
+morocc,98,144,0 duplicate(#distorted_space_) #distorted_space_1-1 139,1,1
function script F_Warlock {
mes "[Assistant]";
diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt
new file mode 100644
index 000000000..eb4cd30d3
--- /dev/null
+++ b/npc/re/kafras/kafras.txt
@@ -0,0 +1,46 @@
+//===== rAthena Script =======================================
+//= Kafras (Cities/Dungeons/Fields)
+//===== By: ==================================================
+//= Joseph
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Argument settings for callfunc "F_Kafra":
+//= arg(0): 0 - Default Kafra message
+//= 1 - Niflhiem Kafra message
+//= 2 - Guild Kafra message
+//= arg(1): 1 - Disable teleport menu
+//= arg(2): 1 - Disable info menu
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: =================================
+//= 0.x Previous Authors:
+//= - L0ne_W0lf, Daegaladh
+//= 1.0 Merged and cleaned up Kafras. [Euphy]
+//= 1.1 Added Dewata Kafra. [Lemongrass]
+//============================================================
+
+// Brasilis
+//============================================================
+brasilis,197,221,4 script Kafra Employee::kaf_bra 117,{
+ cutin "kafra_01",2;
+ callfunc "F_Kafra",0,3,0,80,700;
+ savepoint "brasilis",195,259;
+ callfunc "F_KafEnd",0,1,"in the city of Brasilis";
+}
+
+// Dewata
+//============================================================
+dewata,202,184,6 script Kafra Employee::kaf_dewata 117,{
+ cutin "kafra_01",2;
+ callfunc "F_Kafra",0,10,1,40,700;
+ savepoint "dewata",206,174;
+ callfunc "F_KafEnd",0,1,"on Dewata Island";
+}
+
+
+// Izlude
+//============================================================
+izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee 117
diff --git a/npc/re/kafras/kafras_brasilis.txt b/npc/re/kafras/kafras_brasilis.txt
deleted file mode 100644
index b495c1ec8..000000000
--- a/npc/re/kafras/kafras_brasilis.txt
+++ /dev/null
@@ -1,31 +0,0 @@
-//===== rAthena Script =======================================
-//= Brasilis Kafra
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= rAthena 1.0
-//===== Description: =========================================
-//= Description of argument settings for callfunc "F_Kafra".
-//= arg(0): When set at 0 the default Kafra message is displayed.
-//= When set to 1 the Niflhiem Kafra message is displayed.
-//= When set to 2 the Guild Kafra message is displayed.
-//= arg(1): Set to 1 to disable teleport menu option. Otherwise set to 0.
-//= arg(2): Set to 1 to disable info menu. Otherwise set to 0.
-//= arg(3): Cost of Storage service
-//= arg(4): Cost of Rent a Pushcart service
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Updated save point coordinates.
-//= 1.2 Removed custom text. [Daegaladh]
-//============================================================
-
-brasilis,197,221,4 script Kafra Employee::kaf_bra 117,{
- cutin "kafra_01",2;
- callfunc "F_Kafra",0,3,0,80,700;
-
- M_Save:
- savepoint "brasilis",195,259;
- callfunc "F_KafEnd",0,1,"in the city of Brasilis";
-}
diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt
index 1fac05c49..7c3ca3cac 100644
--- a/npc/re/merchants/3rd_trader.txt
+++ b/npc/re/merchants/3rd_trader.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= 3rd Item Seller
//===== By: ==================================================
//= Masao, Mercurial
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Sells some 3rd Job related items.
diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt
new file mode 100644
index 000000000..a81aeb746
--- /dev/null
+++ b/npc/re/merchants/card_separation.txt
@@ -0,0 +1,279 @@
+//===== rAthena Script =======================================
+//= Card Separation System
+//===== By: ==================================================
+//= Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Separates cards from equipment.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Euphy]
+//============================================================
+
+malangdo,215,166,4 script Jeremy#mal 553,{
+ disable_items;
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
+ close;
+ }
+ if (MaxWeight - Weight < 10000) {
+ mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
+ close;
+ }
+ mes "[Jeremy]";
+ mes "Long time no see~";
+ mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
+ next;
+ mes "[Jeremy]";
+ mes "Generally the fee is 1,000,000 Zeny. During the card separation, you can use ^990000special items that reduce the rate of destroying equipment or cards^000000. We don't charge additional zeny for this.";
+ next;
+ mes "[Jeremy]";
+ mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?";
+ next;
+
+ setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
+ setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
+ for(set .@i,0; .@i<getarraysize(.@equip_slot); set .@i,.@i+1) {
+ if (getequipisequiped(.@equip_slot[.@i]))
+ set .@menu$, .@menu$+getequipname(.@equip_slot[.@i])+":";
+ else
+ set .@menu$, .@menu$+"^999999"+.@equip_name$[.@i]+" (empty)^000000:";
+ }
+
+ set .@i, select("Stop the work:How is it possible?:"+.@menu$);
+ switch(.@i) {
+ case 1:
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ case 2:
+ mes "[Jeremy]";
+ mes "You wonder what is so special. Well, I hate to give only a guide, so let me tell you the story...";
+ next;
+ mes "^000099Jeremy is stretching his shoulders and hands. He might be waiting for someone to talk with him.^000000";
+ next;
+ mes "[Jeremy]";
+ mes "Do you know that Malangdo's specialty is canned food?";
+ next;
+ select("I knew that well. Is it that limited?");
+ mes "[Jeremy]";
+ mes "Hehe... Everyone loves it. But there were some problems before.";
+ next;
+ select("Problems? Is there any faulty fish?");
+ mes "[Jeremy]";
+ mes "No, the fish does not have any problem. The problem is lots of fish oil produced after processing. That is such an industrial waste.";
+ next;
+ mes "[Jeremy]";
+ mes "However, after a revitalizing refining process, this fish oil became valuable to use for old equipment care and industrial lubricant.";
+ next;
+ mes "[Jeremy]";
+ mes "In addition, this oil is so useful to separate relics from equipped weapons that we can't buy Premium Lubricant and Ordinary Lubricant with Zeny.";
+ next;
+ mes "[Jeremy]";
+ mes "Well, don't worry about money. Surely the Premium Lubricant is expensive. If you pay some zeny, I can give you cheaper lubricant.";
+ next;
+ mes "[Jeremy]";
+ mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?";
+ close;
+ default:
+ set .@equip_num, .@equip_slot[.@i-3];
+ if (!getequipisequiped(.@equip_num)) {
+ mes "[Jeremy]";
+ mes "In this part, there is nothing?";
+ close;
+ }
+ break;
+ }
+ setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i] >= 4700) // Armor Enchant System
+ set .@equip_card[.@i],0;
+ }
+ if (!getarraysize(.@equip_card)) {
+ mes "[Jeremy]";
+ mes "The card is not equipped. Do you want to check again?";
+ close;
+ }
+
+ // Detect MVP cards.
+ set .@mvp_list$,
+ "|4408|4128|4456|4168|4142"+ //Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card
+ "|4134|4137|4386|4407|4357"+ //Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card
+ "|4146|4132|4147|4372|4145"+ //Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card
+ "|4374|4352|4367|4236|4425"+ //Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card
+ "|4359|4123|4144|4135|4143"+ //B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card
+ "|4263|4131|4430|4276|4419"+ //Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card
+ "|4403|4399|4376|4441|4302"+ //Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card
+ "|4305|4148|4318|4121|4365"+ //Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card
+ "|4363|4324|4361|4330|4342|"; //B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card
+ if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) ||
+ (.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) ||
+ (.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) ||
+ (.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|")))
+ set .@boss_chk,1;
+
+ if (.@boss_chk == 0) {
+ mes "[Jeremy]";
+ mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
+ next;
+ set .@menu$,
+ "Next time...:"+
+ ((Zeny >= 1000000)?"Use 1,000,000z (Do not use special item):":"^999999Use 1,000,000z (Insufficient)^000000:")+
+ ((countitem(6441))?"Use Premium Lubricant:":"^999999Premium Lubricant (Insufficient)^000000:")+
+ ((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000");
+ switch(select(.@menu$)) {
+ case 1:
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ case 2:
+ if (Zeny < 1000000) {
+ mes "[Jeremy]";
+ mes "You don't have enough zeny. Please come back with enough fees.";
+ close;
+ }
+ mes "[Jeremy]";
+ mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?";
+ next;
+ if(select("Next time...:Continue") == 1) {
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ }
+ set .@sf_c_num,150;
+ set .@sf_r_num,150;
+ set .@sf_w_num,150;
+ set Zeny, Zeny - 1000000;
+ break;
+ case 3:
+ if (countitem(6441) == 0) {
+ mes "[Jeremy]";
+ mes "You don't have Premium Lubricant.";
+ close;
+ }
+ mes "[Jeremy]";
+ mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
+ next;
+ if(select("Next time...:Continue") == 1) {
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ }
+ set .@sf_c_num,75;
+ set .@sf_r_num,75;
+ set .@sf_w_num,75;
+ delitem 6441,1; //High_RankLubricant
+ break;
+ case 4:
+ if (countitem(6440) == 0) {
+ mes "[Jeremy]";
+ mes "You don't have Ordinary Lubricant.";
+ close;
+ }
+ mes "[Jeremy]";
+ mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
+ next;
+ if(select("Next time...:Continue") == 1) {
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ }
+ set .@sf_c_num,75;
+ set .@sf_r_num,150;
+ set .@sf_w_num,150;
+ delitem 6440,1; //General_Lubricant
+ break;
+ }
+ } else if (.@boss_chk == 1) {
+ mes "[Jeremy]";
+ mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work.";
+ next;
+ switch(select("Next time...:I have a Sillit Pong.")) {
+ case 1:
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ case 2:
+ if (countitem(6443) == 0) {
+ mes "[Jeremy]";
+ mes "You don't have Sillit Pong.";
+ close;
+ }
+ break;
+ }
+ mes "[Jeremy]";
+ mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
+ next;
+ switch(select("Next time...:Alright, let's do it!")) {
+ case 1:
+ mes "[Jeremy]";
+ mes "Whenever you need the work, visit me here.";
+ close;
+ case 2:
+ set .@sf_c_num,60;
+ set .@sf_r_num,60;
+ set .@sf_w_num,60;
+ delitem 6443,1; //Sillit_Pong_Bottle
+ break;
+ }
+ }
+
+ set .@equip_id, getequipid(.@equip_num);
+ set .@equip_refine, getequiprefinerycnt(.@equip_num);
+ delequip .@equip_num;
+
+ // Chance of retaining refine level.
+ if (rand(1,.@sf_r_num) >= 61)
+ set .@equip_refine,0;
+
+ // Chance of retaining equipment.
+ if (rand(1,.@sf_w_num) < 61) {
+ set .@equip_safe,1;
+ getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
+ }
+
+ // Chance of retaining cards.
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i]) {
+ if (rand(1,.@sf_c_num) < 61)
+ getitem .@equip_card[.@i],1;
+ else
+ set .@card_break,1;
+ }
+ }
+
+ // Display corresponding effect.
+ if (!.@equip_safe && .@card_break)
+ specialeffect2 EF_LORD;
+ else if (.@equip_safe && .@card_break)
+ specialeffect2 EF_SUI_EXPLOSION;
+ else if (!.@equip_safe && !.@card_break)
+ specialeffect2 EF_FIREPILLAR;
+ else
+ specialeffect2 EF_MAXPOWER;
+
+ // Output results.
+ mes "-- Result of Card Separation --";
+ if (.@equip_safe) {
+ mes "Crack has not occured during the card separation process.";
+ mes "^0000FFEquipment separation is normal.^000000";
+ } else {
+ mes "Crack has occured during the card separation process.";
+ mes "Equipment has been damaged. ^ff0000Unrecoverable.^000000";
+ }
+ mes "-------------------";
+ if (!.@card_break) {
+ mes "Erosion of surface has not occured during the card separation process.";
+ mes "^0000ffCard separation has succeeded.^000000";
+ } else {
+ mes "Erosion of surface has occured during the card separation process.";
+ mes "Card has been damaged. ^ff0000Unrecoverable.^000000";
+ }
+ next;
+ mes "[Jeremy]";
+ mes "That is all for the results of the card separation. Please come again.";
+ close;
+}
diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt
new file mode 100644
index 000000000..92afddca0
--- /dev/null
+++ b/npc/re/merchants/coin_exchange.txt
@@ -0,0 +1,827 @@
+//===== Hercules Script =======================================
+//= Coin Merchants
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Renewal coin redemption NPCs.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy/Lemongrass]
+//= 1.1 Added remaining Malangdo traders. [Euphy/Lemongrass]
+//============================================================
+
+// Malangdo
+//============================================================
+malangdo,220,167,5 script Coin Exchanger CX-1 564,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
+ close;
+ }
+ if (MaxWeight - Weight < 10000) {
+ mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
+ close;
+ }
+ mes "[Coin Exchanger CX-1]";
+ mes "Welcome to CX-1. If you have coins, you can exchange them to high or low grade coins.";
+ next;
+ setarray .@coins[1],
+ 6417, //Silvervine
+ 6418, //Agrade_Coin
+ 6419, //Bgrade_Coin
+ 6420, //Cgrade_Coin
+ 6421, //Dgrade_Coin
+ 6422; //Egrade_Coin
+ set .@menu$,"Stop:";
+ for(set .@i,1; .@i<=6; set .@i,.@i+1) {
+ if (countitem(.@coins[.@i]))
+ set .@menu$, .@menu$+getitemname(.@coins[.@i])+":";
+ else
+ set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
+ }
+ set .@i, select(.@menu$);
+ switch(.@i) {
+ case 1:
+ mes "[Coin Exchanger CX-1]";
+ mes "Thank you for coming.";
+ close;
+ default:
+ set .@coin, .@coins[.@i-1];
+ set .@coin_select, .@i-1;
+ break;
+ }
+ if (countitem(.@coin) == 0) {
+ mes "[Coin Exchanger CX-1]";
+ mes "You chose a coin that you don't have.";
+ mes "Thank you for coming.";
+ close;
+ }
+ mes "[Coin Exchanger CX-1]";
+ mes "----Rate of exchange----";
+ mes "Higher exchange - 30 to 10";
+ mes "Lower exchange - 10 to 30";
+ mes "------------------------";
+ mes "^ff3333When you exchange, we charge a fee according to the current market price.^000000";
+ next;
+ setarray .@exchange_name$[0],"higher","lower";
+ setarray .@exchange_rate[0],30,10;
+ setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange.
+ setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1];
+ if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine.
+ set .@menu$,"Stop:";
+ for(set .@i,0; .@i<2; set .@i,.@i+1) {
+ if (.@exchange_id[.@i] == 0)
+ set .@menu$, .@menu$+"^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:";
+ else if (countitem(.@coin) < .@exchange_rate[.@i])
+ set .@menu$, .@menu$+"^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:";
+ else
+ set .@menu$, .@menu$+"Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):";
+ }
+ set .@i, select(.@menu$)-2;
+ if (.@i == -1) {
+ mes "[Coin Exchanger CX-1]";
+ mes "Thank you for coming.";
+ close;
+ }
+ if (.@exchange_id[.@i] == 0) {
+ mes "[Coin Exchanger CX-1]";
+ mes "This coin is not available to exchange to "+.@exchange_name$[.@i]+" coin.";
+ mes "Thank you for coming.";
+ close;
+ }
+ if (countitem(.@coin) < .@exchange_rate[.@i]) {
+ mes "[Coin Exchanger CX-1]";
+ mes "You don't have enough coins to exchange to "+.@exchange_name$[.@i]+" coin.";
+ mes "Thank you for coming.";
+ close;
+ }
+ set .@exchange_total, .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)];
+ delitem .@coin, .@exchange_rate[.@i];
+ getitem .@exchange_id[.@i], .@exchange_total;
+ mes "[Coin Exchanger CX-1]";
+ mes "^003399"+.@exchange_rate[.@i]+"^000000 unit(s) of ^003399 "+getitemname(.@coin)+"^000000 taken.";
+ mes "I exchanged them for ^003399"+.@exchange_name$[.@i]+" coins^000000, after deducting ^003399"+.@exchange_loss[(!.@i)]+"^000000 unit(s), ^003399"+.@exchange_total+"^000000 unit(s) remaining.";
+ close;
+}
+
+malangdo,218,165,5 script Special Vending Machine 562,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
+ close;
+ }
+ if (MaxWeight - Weight < 10000) {
+ mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
+ close;
+ }
+ mes "[Special Vending Machine]";
+ mes "Welcome to CX-82. You have a Silvervine Fruit, so you can purchase the Malangdo Specialty that has special ability.";
+ next;
+ callsub L_AddItem, //DisplayName,ItemID,Cost
+ "Seagod's Protection [23 hours]",16740,4,
+ "Seagod's Protection [7 days]",16763,12,
+ "Seagod's Protection [15 days]",16764,24,
+ "Octopus Hunting Stick [23 hours]",16765,2,
+ "Octopus Hunting Stick [3 days]",16766,5,
+ "Octopus Hunting Stick [7 days]",16767,10,
+ "Premium Lubricant",6441,56,
+ "Ordinary Lubricant",6440,36,
+ "Sillit Pong",6443,192;
+L_AddItem:
+ set .@menu$,"Explanation:";
+ for(set .@i,0; .@i<getargcount(); set .@i,.@i+3)
+ set .@menu$, .@menu$+getarg(.@i)+":";
+ set .@i, select(.@menu$)-2;
+ if (.@i == -1) {
+ mes "[Special Vending Machine]";
+ mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period.";
+ next;
+ mes "[Special Vending Machine]";
+ mes "Octopus Hunting Stick is an item used for entering the Culvert memorial dungeon during a certain period.";
+ next;
+ mes "[Special Vending Machine]";
+ mes "Premium and Ordinary Lubricant are items used for separation of equipment and cards. If you visit the specialist Jeremy with either item, he will explain more details of the effects.";
+ next;
+ mes "[Special Vending Machine]";
+ mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant.";
+ close;
+ }
+ set .@cost, getarg(.@i*3+2);
+ mes "[Special Vending Machine]";
+ mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit.";
+ next;
+ if (countitem(6417) < .@cost)
+ set .@ven_menu$, "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000";
+ else
+ set .@ven_menu$, "Purchase - Silvervine Fruit (have "+countitem(6417)+")";
+ switch(select("Stop:"+.@ven_menu$)) {
+ case 1:
+ mes "[Special Vending Machine]";
+ mes "Thank you for coming.";
+ close;
+ case 2:
+ if (countitem(6417) < .@cost) {
+ mes "[Special Vending Machine]";
+ mes "Not enough Silvervine Fruit.";
+ mes "Closing the transaction.";
+ mes "Thank you for coming.";
+ close;
+ }
+ mes "[Special Vending Machine]";
+ mes "The transaction is completed. Thank you for coming.";
+ delitem 6417,.@cost; //Silvervine
+ getitem getarg(.@i*3+1),1;
+ close;
+ }
+}
+
+malangdo,236,179,5 script Dark Merchant K 554,{
+ if (checkweight(1201,1) == 0) {
+ mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
+ close;
+ }
+ mes "[Merchant K]";
+ mes "Thank you for the trade.";
+ mes "We exchange ^ff000010 C Grade Coin^000000 to ^3333ff1 Mora Coin^000000. Shall we begin then?";
+ next;
+ setarray .@coin_amount[0],10,100,500,1000;
+ while(1) {
+ set .@menu$,"";
+ for(set .@i,0; .@i<getarraysize(.@coin_amount); set .@i,.@i+1) {
+ if (countitem(6420) >= .@coin_amount[.@i])
+ set .@menu$, .@menu$+"Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:";
+ else
+ set .@menu$, .@menu$+"^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:";
+ }
+ set .@i, select(.@menu$+"Quit")-1;
+ if (.@i == getarraysize(.@coin_amount)) {
+ mes "[Merchant K]";
+ mes "Let's exchange some other time.";
+ close;
+ }
+ if (countitem(6420) < .@coin_amount[.@i]) {
+ mes "[Merchant K]";
+ mes "You need ^ff0000"+.@coin_amount[.@i]+"^000000 C Grade Coin to perform the exchange. But you don't seem to have enough now.";
+ close;
+ }
+ delitem 6420,.@coin_amount[.@i]; //Cgrade_Coin
+ getitem 6380,.@coin_amount[.@i]/10; //Mora_Coin
+ mes "[Merchant K]";
+ mes "C Grade Coin ^003399"+.@coin_amount[.@i]+"^000000 well received."; //FIXME: Dialogue.
+ mes "Exchanged to ^003399"+(.@coin_amount[.@i]/10)+"^000000 Mora Coin.";
+ next;
+ mes "[Merchant K]";
+ mes "Would you like to continue?";
+ next;
+ }
+}
+
+malangdo,233,180,3 script Dark MachineTX100 564,{
+ if (checkweight(1201,1) == 0) {
+ mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
+ close;
+ }
+ mes "[Dark Machine TX100]";
+ mes "Thank you for visiting TX100. You can exchange coins into higher or lower level coins.";
+ next;
+ mes "[Dark Machine TX100]";
+ mes "For a lower level coin exchange you can do 500 as a 1 time maximum, and for higher level coin exchange you can do 99 as a 1 time maximum.";
+ next;
+ setarray .@coins[1],
+ 6417, //Silvervine
+ 6418, //Agrade_Coin
+ 6419, //Bgrade_Coin
+ 6420, //Cgrade_Coin
+ 6421, //Dgrade_Coin
+ 6422; //Egrade_Coin
+ set .@menu$,"Quit:";
+ for(set .@i,1; .@i<=6; set .@i,.@i+1) {
+ if (countitem(.@coins[.@i]))
+ set .@menu$, .@menu$+getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):";
+ else
+ set .@menu$, .@menu$+"^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
+ }
+ set .@i, select(.@menu$)-1;
+ if (.@i == 0) {
+ mes "[Dark Machine TX100]";
+ mes "Thank you for coming.";
+ close;
+ }
+ set .@coin, .@coins[.@i];
+ setarray .@exchange_name$[0],"higher","lower";
+ setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1];
+ if (.@exchange_id[0] == .@coins[1]) set .@exchange_id[0],0; // Cannot exchange for Silvervine.
+ if (.@i > getarraysize(.@coins)) {
+ mes "[Dark Machine TX100]";
+ mes "You've chosen abnormal menu.";
+ mes "Aborting process. Thank you for coming.";
+ close;
+ }
+ if (countitem(.@coin) == 0) {
+ mes "[Dark Machine TX100]";
+ mes "You chose a coin that you don't have.";
+ mes "Aborting process. Thank you for coming.";
+ close;
+ }
+ mes "[Dark Machine TX100]";
+ mes "----Exchange Rate----";
+ mes "Higher Coin - 3 to 1";
+ mes "Lower Coin - 1 to 3";
+ mes "---------------------";
+ mes "^ff3333We take a small vendor fee from your exchanged coins.^000000";
+ next;
+ set .@menu$, "Quit:";
+ if (.@exchange_id[0] == 0)
+ set .@menu$, .@menu$+"^ff3333Cannot exchange to higher level coin^000000:";
+ else {
+ if (countitem(.@coin) >= 99)
+ set .@menu$, .@menu$+"Exchange 99 "+getitemname(.@coin)+" into higher level coin:";
+ else
+ set .@menu$, .@menu$+"^aaaaaaExchange to higher level coin (Not enough)^000000:";
+ }
+ if (.@exchange_id[1] == 0)
+ set .@menu$, .@menu$+"^ff3333Cannot exchange to lower level coin^000000:";
+ else {
+ if (countitem(.@coin) > 500)
+ set .@menu$, .@menu$+"Exchange 500 "+getitemname(.@coin)+" into lower level coin:";
+ else if (countitem(.@coin))
+ set .@menu$, .@menu$+"Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:";
+ else
+ set .@menu$, .@menu$+"^aaaaaaExchange to lower level coin (Not enough)^000000:";
+ }
+ set .@i, select(.@menu$)-2;
+ if (.@i == -1) {
+ mes "[Dark Machine TX100]";
+ mes "Thank you for coming.";
+ close;
+ }
+ if (.@exchange_id[.@i] == 0) {
+ mes "[Dark Machine TX100]";
+ mes "This coin cannot be exchanged to a "+.@exchange_name$[.@i]+" level coin.";
+ mes "Aborting process. Thank you for coming.";
+ close;
+ }
+ if ((.@i == 0 && countitem(.@coin) < 100) || (.@i == 1 && countitem(.@coin) == 0)) {
+ mes "[Dark Machine TX100]";
+ mes "You have not enough coins for a "+.@exchange_name$[.@i]+" level coin exchange.";
+ mes "Aborting process. Thank you for coming.";
+ close;
+ }
+ if (countitem(.@exchange_id[.@i]) > 28000) {
+ mes "[Dark Machine TX100]";
+ mes "You have too many "+.@exchange_name$[.@i]+" level coins already. Please come back with less coins.";
+ close;
+ }
+ switch(.@i) {
+ case 0:
+ set .@payment_amount,99;
+ set .@reward_amount, .@payment_amount/3;
+ set .@coin_text$,"High";
+ break;
+ case 1:
+ set .@payment_amount,(((countitem(.@coin) > 500))?500:countitem(.@coin));
+ set .@reward_amount, .@payment_amount*3;
+ set .@coin_text$,"Low";
+ break;
+ }
+ set .@fee, rand(1,3);
+ delitem .@coin, .@payment_amount;
+ getitem .@exchange_id[.@i], .@reward_amount - .@fee;
+ mes "[Dark Machine TX100]";
+ mes "Received ^003399"+getitemname(.@coin)+"^000000 for ^003399"+.@payment_amount+"^000000 unit(s).";
+ mes "We have excanged your coin to ^003399"+(.@reward_amount-.@fee)+"^000000 unit(s) of ^003399"+.@coin_text$+" Level Coin^000000, deducted ^003399"+.@fee+"^000000 unit(s) as exchanging fee.";
+ close;
+}
+
+malangdo,175,145,4 script Can Agency Guard 549,{
+ if (checkweight(1201,1) == 0) {
+ mes "You seem to have too many items. Give it a try after sorting out the item kinds.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You're not likely to be able to go on due to the heavy items you've got. Give it a try after lightening the weight.";
+ close;
+ }
+ mes "[Can Agency Guard]";
+ mes "Hey, you there... Have you seen any ^0000ffMalangdo Cat Can^000000s around here?";
+ next;
+ switch(select("Why are you asking?:Oh, you mean these?")) {
+ case 1:
+ mes "[Can Agency Guard]";
+ mes "Umm.";
+ mes "We at the Can Agency recently got some suspicious intelligence about them...";
+ next;
+ mes "[Can Agency Guard]";
+ mes "There were faulty products in bulk on the can production line for Malangdo specialty. These products, to be discarded, seem to have fallen into a retail dealer's hands.";
+ next;
+ mes "[Can Agency Guard]";
+ mes "Actually they were hard to distinguish from normal products. But it obviously says ^0000ffMalangdo Cat Can^000000 outside.";
+ next;
+ mes "[Can Agency Guard]";
+ mes "As faulty products are moving around on the market, we've been collecting them as is our duty. Have you ever seen anyone who has things like what I'm describing?";
+ next;
+ mes "[Can Agency Guard]";
+ mes "If you find anyone selling these products, please come and tell me.";
+ close;
+ case 2:
+ if (countitem(12633) == 0) {
+ mes "[Can Agency Guard]";
+ mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
+ close;
+ }
+ break;
+ }
+ mes "[Can Agency Guard]";
+ mes "The Malangdo Cat Can is a faulty product. Let me exchange it to 3 E Grade Coins. How about that?";
+ next;
+ switch(select("I won't exchange:^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin:^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin:^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin:Exchange all I've got")) {
+ case 1:
+ mes "[Can Agency Guard]";
+ mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am.";
+ close;
+ case 2:
+ set .@check,1;
+ set .@count,1;
+ break;
+ case 3:
+ set .@check,10;
+ set .@count,10;
+ break;
+ case 4:
+ set .@check,100;
+ set .@count,100;
+ break;
+ case 5:
+ set .@check,1;
+ set .@count,countitem(12633);
+ break;
+ }
+ if (countitem(12633) < .@check) {
+ if (.@check == 1) {
+ mes "[Can Agency Guard]";
+ mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
+ close;
+ } else {
+ mes "[Can Agency Guard]";
+ mes "Umm? I don't think you have enough to exchange... Come to me again when the amount is exactly decided.";
+ close;
+ }
+ }
+ delitem 12633,.@count; //Malang_Cat_Can
+ getitem 6422,.@count*3; //Egrade_Coin
+ mes "[Can Agency Guard]";
+ mes "Exchanged "+.@count+" Malangdo Cat Can to "+(.@count*3)+" E Class Coin. Check it out.";
+ close;
+}
+
+function script F_mal_coin {
+
+// Initial dialogue and checks:
+// -- callfunc "F_mal_coin",0,"[<NPC Name>]",<NPC ID>;
+ if (getarg(0) == 0) {
+ if (getarg(2) != 2 && BaseLevel < 50) {
+ mes getarg(1);
+ mes "Ahaaa~";
+ mes "If you want to buy this stuff,";
+ mes "you can talk to me";
+ mes "when you grow up little more.";
+ mes "This stuff is too expensive";
+ mes "for a child~";
+ close;
+ }
+ mes getarg(1);
+ mes "Nice to meet you~~";
+ mes "I am! YES~~ That's right!";
+ mes "I'm selling special stuff";
+ mes "which you can see only here on Meow Meow Island!";
+ next;
+ mes getarg(1);
+ mes "How about it? What are you waiting for?";
+ mes "Why don't you take a look at";
+ mes "what kinds of stuff I have?";
+ next;
+ switch(getarg(2)) {
+ case 1:
+ mes "[Wandering Merchant]";
+ mes "Oh~";
+ mes "These are rental items, so make sure you know if you have the ^0000FF1 hour^000000 or ^0000FF7 day^000000 version.";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ mes "[Roving Merchant]";
+ mes "Just for your information,";
+ mes "Sow Bug, Starfish, Dried Squid, and Flying Fish are the items which you can use for 1 hour.";
+ next;
+ break;
+ }
+ mes getarg(1);
+ mes "Well then, do you want to take a look at what I have now?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ if (checkweight(1201,1) == 0) {
+ mes getarg(1);
+ mes "It seems that there are too many items in your inventory.";
+ mes "Please make space and come back again~";
+ close;
+ }
+ if (MaxWeight - Weight < 2500) {
+ mes getarg(1);
+ mes "It seems that you're overweight.";
+ mes "Please reduce your weight and come back again~";
+ close;
+ }
+ mes getarg(1);
+ mes "Well, take a good look at them~~~";
+ next;
+ return;
+ case 2:
+ mes getarg(1);
+ mes "Well, then. I'll see you next time.";
+ mes "Goodbye.";
+ close;
+ }
+ }
+
+// Exchange function:
+// -- callfunc "F_mal_coin",1,"[<NPC Name>]","<Display Name>",<Item ID>,<Egrade_Coin>,<Malang_Sp_Can>,<Silvervine>
+ if (getarg(0) == 1) {
+ mes getarg(1);
+ mes "The price of ^0000FF["+getarg(2)+"]^000000 is";
+ if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can
+ mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties.";
+ set .@type,1;
+ set .@menu$,"Yes.:No, I'll purchase with cans.:I don't want to purchase any.";
+ } else if (getarg(5)) { // Type 2: Malang_Sp_Can only
+ mes getarg(5)+" Malangdo Canned Specialties.";
+ set .@type,2;
+ set .@menu$,"Yes.::No.";
+ } else { // Type 3: Silvervine only
+ mes getarg(6)+" Silvervine Fruit.";
+ set .@type,3;
+ set .@menu$,"Yes.::I don't want to purchase any.";
+ }
+ next;
+ mes getarg(1);
+ if (.@type == 1) {
+ mes "Would you like to purchase";
+ mes "^0000FF["+getarg(2)+"]^000000 with E Grade Coins?";
+ } else {
+ mes "Would you like to";
+ mes "purchase ^0000FF["+getarg(2)+"]^000000?";
+ }
+ next;
+ switch(select(.@menu$)) {
+ case 2:
+ set .@type,2;
+ case 1:
+ switch(.@type) {
+ case 1:
+ set .@item,6422; //Egrade_Coin
+ set .@amount,getarg(4);
+ set .@str$,"coins";
+ break;
+ case 2:
+ set .@item,12636; //Malang_Sp_Can
+ set .@amount,getarg(5);
+ set .@str$,"cans";
+ break;
+ case 3:
+ set .@item,6417; //Silvervine
+ set .@amount,getarg(6);
+ set .@str$,"Silvervine Fruit";
+ break;
+ }
+ if (countitem(.@item) < .@amount) {
+ mes getarg(1);
+ mes "I'm sorry, you need more "+.@str$+".";
+ close;
+ }
+ if (MaxWeight - Weight < getiteminfo(getarg(3),6)) {
+ mes getarg(1);
+ mes "Sorry, you've purchased too many.";
+ mes "You need to make more space in your inventory. Please come back later.";
+ close;
+ }
+ mes getarg(1);
+ mes "Thank you.";
+ delitem .@item,.@amount;
+ getitem getarg(3),1;
+ return;
+ case 3:
+ mes getarg(1);
+ mes "Always be careful";
+ mes "when you purchase items.";
+ close;
+ }
+ }
+}
+malangdo,162,146,5 script Wandering Merchant#mal 495,{
+ callfunc "F_mal_coin",0,"[Wandering Merchant]",1;
+ setarray .@items[1],
+ 16743,16747,16741,16745,16749,16751, // 1 hour items.
+ 16742,16744,16746,16748,16752,16750; // 7 day items.
+ setarray .@names$[1],
+ "Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel",
+ "Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)";
+ while(1) {
+ set .@i, select(
+ "[Spearfish(1hr)] 8 E-Coins/50 Cans",
+ "[Tuna(1hr)] 8 E-Coins/50 Cans",
+ "[Hairtail(1hr)] 8 E-Coins/50 Cans",
+ "[Saurel(1hr)] 8 E-Coins/50 Can",
+ "[Malang Snow Crab(1hr)] 8 E-Coins/50 Can",
+ "[Brindle Eel(1hr)] 8 E-Coins/50 Can",
+ "[Hairtail(7Days)] 10 Silvervine Fruit",
+ "[Spearfish(7Days)] 10 Silvervine Fruit",
+ "[Saurel(7Days)] 10 Silvervine Fruit",
+ "[Tuna(7Days)] 10 Silvervine Fruit",
+ "[Brindle Eel(7Days)] 10 Silvervine Fruit",
+ "[Malang Snow Crab(7Days)] 10 Silvervine Fruit",
+ "End purchasing."
+ );
+ if (.@i == 13) {
+ mes "[Wandering Merchant]";
+ mes "Well, then. I'll see you next time.";
+ mes "Goodbye.";
+ close;
+ }
+ mes "[Wandering Merchant]";
+ mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
+ switch(.@i) {
+ case 1: //Spearfish_Box1
+ case 8: //Spearfish_Box2
+ mes "This is... a fish that moves according to the season, very tasty!";
+ mes "But this is only a food that I'm talking about, yummy~";
+ next;
+ mes "[Wandering Merchant]";
+ mes "Of course, this is ^DC143CTwo-Handed Spear^000000.";
+ mes "It gives a high chance of";
+ mes "causing the Bleeding status";
+ mes "when you're using Pierce or Clashing Spiral~";
+ next;
+ mes "[Wandering Merchant]";
+ mes "More details are...";
+ mes "Increase 100% of Clashing Spiral ATK and 50% of Inspiration ATK,";
+ mes "additional ATK + 30 when Base Lv. is over 100.";
+ mes "Base ATK is 220.";
+ next;
+ break;
+ case 2: //Tuna_Box1
+ case 10: //Tuna_Box2
+ mes "This is a very popular fish";
+ mes "which is used in various dishes.";
+ mes "Swordman, Merchant, and Acolyte classes can use it";
+ mes "as a ^DC143CMace^000000.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "It gives a high chance of executing the Stun or Auto-Spell Bash";
+ mes "when using close-range physical attacks.";
+ mes "Base ATK is 180.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "More details are...";
+ mes "additional ATK + 20 when Base Lv. is over 100,";
+ mes "freeze self with low rate.";
+ next;
+ break;
+ case 3: //Hairtail_Box1
+ case 7: //Hairtail_Box2
+ mes "This fish looks like a long belt.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "This is a ^DC143CTwo-Handed Sword^000000";
+ mes "which most swordmen can use.";
+ mes "It increases 50% of critical damage when attacking and CRI + 20.";
+ mes "Base ATK is 220.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "More details are...";
+ mes "additional ATK + 50 when Base Lv. is over 100.";
+ next;
+ break;
+ case 4: //Saurel_Box1
+ case 9: //Saurel_Box2
+ mes "This is a ^DC143CDagger^000000 which gives MATK + 100";
+ mes "and ATK + 30 for 7sec at a certain rate with physical attacks.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "More details are...";
+ mes "gives MATK + 20 for 7sec at a certain rate with magical attacks";
+ mes "and additional MATK + 10, ATK + 10 when Base Lv. is over 100.";
+ mes "Base ATK is 160.";
+ next;
+ break;
+ case 5: //Malang_Crab_Box1
+ case 12: //Malang_Crab_Box2
+ mes "This is a ^DC143CBow^000000 which increases LUK + 3 and 50% of critical damage,";
+ mes "and increases 20% of long rage phyical ATK when Base Lv. is over 100.";
+ mes "Base ATK is 120.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "More details are...";
+ mes "can be used by Archer, Thief, and Rogue classes.";
+ next;
+ break;
+ case 6: //Brindle_Eel_Box1
+ case 11: //Brindle_Eel_Box2
+ mes "This is a ^DC143CBow^000000.";
+ mes "Because it has elastic force,";
+ mes "we started to use it as a Bow.";
+ mes "Base ATK is 180.";
+ next;
+ mes "[Wandering Merchant]";
+ mes "More details are...";
+ mes "AGI + 3, and ASPD + 2 for 5sec at a certain rate with long range physical attacks.";
+ mes "Also gives additional 20% of long range physical ATK when Base Lv. is over 100.";
+ mes "Hunter, Bard, and Dancer classes can use it.";
+ next;
+ break;
+ }
+ if (.@i < 7)
+ setarray .@price[0],8,50,0; // 1 hour items cost 8 Egrade_Coin or 50 Malang_Sp_Can.
+ else
+ setarray .@price[0],0,0,10; // 7 day items cost 10 Silvervine.
+ callfunc "F_mal_coin",1,"[Wandering Merchant]",.@names$[.@i],.@items[.@i],.@price[0],.@price[1],.@price[2];
+ next;
+ }
+}
+
+malangdo,173,145,4 script Stinky Merchant 496,{
+ callfunc "F_mal_coin",0,"[Stinky Merchant]",2;
+ setarray .@items[1],2873,16015;
+ setarray .@names$[1],"Cat Hand Glove","Cat Club";
+ while(1) {
+ set .@i, select(
+ "[Cat Hand Glove] 32 E-Coins/200 Cans",
+ "[Cat Club] 32 E-Coins/200 Cans",
+ "End purchasing."
+ );
+ if (.@i == 3) {
+ mes "[Stinky Merchant]";
+ mes "Well, then. I'll see you next time.";
+ mes "Goodbye.";
+ close;
+ }
+ mes "[Stinky Merchant]";
+ mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
+ switch(.@i) {
+ case 1: //Cat_Hand_Glove
+ mes "This is a glove which can give happiness";
+ mes "just by wearing it.";
+ next;
+ mes "[Stinky Merchant]";
+ mes "This is an ^DC143CAccessory^000000";
+ mes "and its defense is 5.";
+ mes "It also gives";
+ mes "VIT + 1, AGI + 1, DEX + 1, LUK + 1.";
+ next;
+ mes "[Stinky Merchant]";
+ mes "More details are...";
+ mes "SLOT : 1 / Refine : Unable / Destruction : Unable";
+ next;
+ break;
+ case 2: //Cat_Club
+ mes "It looks like it wouldn't hurt, don't you think so?";
+ mes "But I'm telling you, it can hurt someone.";
+ next;
+ mes "[Stinky Merchant]";
+ mes "This is a ^DC143CMace^000000 that increases 15% of damage to the animal type of monster.";
+ mes "Base ATK is 88.";
+ mes "The other details are";
+ mes "Weapon Lv : 1 / SLOT : 3 / Refine : Able / Destruction : Unable";
+ next;
+ break;
+ }
+ callfunc "F_mal_coin",1,"[Stinky Merchant]",.@names$[.@i],.@items[.@i],32,200,0;
+ next;
+ }
+}
+
+malangdo,150,135,5 script Roving Merchant 495,{
+ callfunc "F_mal_coin",0,"[Roving Merchant]",3;
+ setarray .@items[1],12639,12637,12638,12640;
+ setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish";
+ while(1) {
+ set .@i, select(
+ "[Flying Fish] 200 Cans",
+ "[Sow Bug] 200 Cans",
+ "[Dried Squid] 200 Cans",
+ "[Starfish] 200 Cans",
+ "End purchasing."
+ );
+ if (.@i == 5) {
+ mes "[Roving Merchant]";
+ mes "Well, then. I'll see you next time.";
+ mes "Goodbye.";
+ close;
+ }
+ mes "[Roving Merchant]";
+ mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
+ switch(.@i) {
+ case 1: //Flying_Fish_Box
+ mes "This is the one that flies";
+ mes "with a big pectoral.";
+ next;
+ mes "[Roving Merchant]";
+ mes "This is a ^DC143CThrowing Weapon^000000.";
+ mes "Of course, it can give fatal wounds to the enemy";
+ mes "at a certain rate when attacking.";
+ next;
+ mes "[Roving Merchant]";
+ mes "Its property is neutral and ATK is 50.";
+ next;
+ break;
+ case 2: //Gong_Bug_Pocket
+ mes "In that case, I'll explain for you.";
+ mes "This is a ^DC143CBullet^000000 which stuns the enemy at a certain rate when attacking.";
+ next;
+ mes "[Roving Merchant]";
+ mes "I feel somthing bad";
+ mes "is moving in my pocket but...";
+ mes "it is neutral property and its ATK is 50.";
+ next;
+ break;
+ case 3: //Dried_Squid_Box
+ mes "I'll explain about this item.";
+ mes "This is a ^DC143CThrowing Weapon^000000 which causes darkness at a certain rate.";
+ mes "It's neutral property and its ATK is 50.";
+ next;
+ mes "[Roving Merchant]";
+ mes "It is compressed";
+ mes "and put into a very small box,";
+ mes "so be careful when you open it.";
+ next;
+ break;
+ case 4: //Starfish_Box
+ mes "I'll explain about this item.";
+ mes "This is a ^DC143CThrowing Weapon^000000 which stuns the enemy at a certain rate.";
+ next;
+ mes "[Roving Merchant]";
+ mes "It is perfectly organized and packed";
+ mes "so you can't even see inside.";
+ mes "It is neutral property and its ATK is 110.";
+ next;
+ break;
+ }
+ mes "[Roving Merchant]";
+ mes "For your information,";
+ mes "one box contains";
+ mes "200 units.";
+ next;
+ callfunc "F_mal_coin",1,"[Roving Merchant]",.@names$[.@i],.@items[.@i],0,200,0;
+ next;
+ }
+}
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt
new file mode 100644
index 000000000..5caa70217
--- /dev/null
+++ b/npc/re/merchants/enchan_mal.txt
@@ -0,0 +1,641 @@
+//===== rAthena Script =======================================
+//= Malangdo Enchants
+//===== By: ==================================================
+//= Muad_Dib
+//===== Current Version: =====================================
+//= 1.0a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Adds enchantments to many high level weapons in exchange
+//= for Malangdo coins.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Euphy]
+//= 1.0a Added 'delequip' command. [Euphy]
+//============================================================
+
+malangdo,213,167,4 script Mayomayo#mal 555,{
+ disable_items;
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
+ close;
+ }
+ if (MaxWeight - Weight < 10000) {
+ mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
+ close;
+ }
+ mes "[Mayomayo]";
+ mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons.";
+ next;
+ switch(select("Any store policy is changes?:Enhance high ranked weapons:Reset reinforcement capability")) {
+ case 1:
+ mes "[Mayomayo]";
+ mes "When I enchanted weapons, the slotted cards or refined level sometimes dissipated. I hated it. However, one day I found how to do it without any extinction.";
+ next;
+ mes "[Mayomayo]";
+ mes "Have you ever seen a building of person of reinforcement capacity association?";
+ next;
+ if(select("I've seen it before.:I haven't seen it before.") == 2) {
+ mes "[Mayomayo]";
+ mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?";
+ close;
+ }
+ mes "[Mayomayo]";
+ mes "If you go the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill.";
+ next;
+ mes "[Mayomayo]";
+ mes "Every night I became his butler and did odd jobs. That is how I learned to enchant.";
+ next;
+ mes "[Mayomayo]";
+ mes "Several rules are changed. Well, you better have experience.";
+ close;
+ case 2:
+ set @mal_enchant_select,1;
+ break;
+ case 3:
+ set @mal_enchant_select,2;
+ break;
+ }
+
+ if (!getequipisequiped(EQI_HAND_R)) {
+ mes "[Mayomayo]";
+ mes "Did you take off your equipment?";
+ set @mal_enchant_select,0;
+ close;
+ }
+ set @mal_equip_id, getequipid(EQI_HAND_R);
+ set .@equip_type, getiteminfo(@mal_equip_id,11);
+
+ //callsub L_Socket,<cost multiplier>,<type>;
+ switch(.@equip_type) { // Check weapon type first to speed up the checks.
+ case 1: // Daggers
+ switch(@mal_equip_id) {
+ case 1224: callsub L_Socket,1,2; //Sword_Breaker
+ case 1225: callsub L_Socket,1,2; //Mail_Breaker
+ case 1227: callsub L_Socket,1,2; //Weeder_Knife
+ case 1229: callsub L_Socket,1,2; //Mama's_Knife
+ case 1232: callsub L_Socket,1,2; //Assasin_Dagger
+ case 1233: callsub L_Socket,1,2; //Exercise
+ case 1235: callsub L_Socket,1,2; //Azoth
+ case 1236: callsub L_Socket,1,2; //Sucsamad
+ case 1237: callsub L_Socket,1,2; //Grimtooth_
+ case 1240: callsub L_Socket,1,2; //Princess_Knife
+ case 1241: callsub L_Socket,1,2; //Cursed_Dagger
+ case 1242: callsub L_Socket,1,2; //Counter_Dagger
+ case 1244: callsub L_Socket,1,2; //Holy_Dagger
+ case 13046: callsub L_Socket,1,3; //Krieg
+ case 13047: callsub L_Socket,1,2; //Weihna
+ case 13061: callsub L_Socket,1,2; //Black_Wing
+ case 1223: callsub L_Socket,2,2; //Forturn_Sword
+ case 1228: callsub L_Socket,2,2; //Combat_Knife
+ case 1234: callsub L_Socket,2,2; //Moonlight_Sword
+ case 1230: callsub L_Socket,4,2; //House_Auger
+ case 1231: callsub L_Socket,4,2; //Bazerald
+ case 13062: callsub L_Socket,4,2; //Ancient_Dagger
+ }
+ break;
+ case 16: // Katars
+ switch(@mal_equip_id) {
+ case 1271: callsub L_Socket,1,2; //Blood_Tears
+ case 1263: callsub L_Socket,1,2; //Unholy_Touch
+ case 1270: callsub L_Socket,1,2; //Drill_Katar
+ case 1284: callsub L_Socket,1,2; //Krishna
+ case 1285: callsub L_Socket,1,2; //Cakram
+ case 1268: callsub L_Socket,2,2; //Wild_Beast_Claw
+ case 1269: callsub L_Socket,2,2; //Inverse_Scale
+ case 1265: callsub L_Socket,2,2; //Bloody_Roar
+ case 1261: callsub L_Socket,4,2; //Infiltrator
+ case 1266: callsub L_Socket,4,2; //Infiltrator_
+ }
+ break;
+ case 6: // 1-H Axes
+ switch(@mal_equip_id) {
+ case 1305: callsub L_Socket,1,2; //Cleaver
+ case 1311: callsub L_Socket,1,2; //Vecer_Axe
+ }
+ break;
+ case 7: // 2-H Axes
+ switch(@mal_equip_id) {
+ case 1364: callsub L_Socket,1,2; //Great_Axe
+ case 1365: callsub L_Socket,1,2; //Sabbath
+ case 1385: callsub L_Socket,1,2; //Bradium_Stonehammer
+ case 1367: callsub L_Socket,1,2; //Slaughter
+ case 1368: callsub L_Socket,1,2; //Tomahawk
+ case 1387: callsub L_Socket,2,2; //Giant_Axe
+ case 1369: callsub L_Socket,2,2; //Guillotine
+ case 1363: callsub L_Socket,2,2; //Brood_Axe
+ case 1376: callsub L_Socket,4,2; //Heart_Breaker
+ case 1377: callsub L_Socket,4,2; //Hurricane_Fury
+ case 1366: callsub L_Socket,4,2; //Right_Epsilon
+ case 1370: callsub L_Socket,4,2; //Doom_Slayer
+ case 1371: callsub L_Socket,4,2; //Doom_Slayer_
+ }
+ break;
+ case 2: // 1-H Swords
+ switch(@mal_equip_id) {
+ case 1131: callsub L_Socket,1,2; //Ice_Falchon
+ case 1133: callsub L_Socket,1,2; //Fire_Brand
+ case 1134: callsub L_Socket,1,2; //Scissores_Sword
+ case 1135: callsub L_Socket,1,2; //Cutlas
+ case 1136: callsub L_Socket,1,2; //Solar_Sword
+ case 1138: callsub L_Socket,1,2; //Mysteltainn_
+ case 1139: callsub L_Socket,1,2; //Tale_Fing_
+ case 1140: callsub L_Socket,1,2; //Byeorrun_Gum
+ case 1141: callsub L_Socket,1,2; //Immaterial_Sword
+ case 1148: callsub L_Socket,1,2; //Star_Dust_Blade
+ case 13421: callsub L_Socket,1,2; //Ruber
+ case 13431: callsub L_Socket,2,2; //Chrome_Sword
+ case 1137: callsub L_Socket,2,2; //Excalibur
+ case 1130: callsub L_Socket,2,2; //Nagan
+ case 1132: callsub L_Socket,4,2; //Edge
+ }
+ break;
+ case 3: // 2-H Swords
+ switch(@mal_equip_id) {
+ case 1164: callsub L_Socket,1,2; //Muramasa
+ case 1166: callsub L_Socket,1,2; //Dragon_Slayer
+ case 1167: callsub L_Socket,1,2; //Schweizersabel
+ case 1168: callsub L_Socket,1,2; //Zweihander
+ case 1170: callsub L_Socket,1,2; //Katzbalger
+ case 1171: callsub L_Socket,1,2; //Zweihander_
+ case 1176: callsub L_Socket,1,2; //Muscle_Cutter
+ case 1178: callsub L_Socket,1,2; //Schweizersabel_
+ case 1180: callsub L_Socket,1,2; //Dragon_Slayer_
+ case 1181: callsub L_Socket,1,2; //Tae_Goo_Lyeon
+ case 1182: callsub L_Socket,1,2; //Bloody_Eater
+ case 1188: callsub L_Socket,1,2; //Veteran_Sword
+ case 1189: callsub L_Socket,1,3; //Krasnaya
+ case 1196: callsub L_Socket,2,2; //Chrome_Twohand_Sword
+ case 1165: callsub L_Socket,2,2; //Masamune
+ case 1169: callsub L_Socket,2,2; //Executioner_
+ case 1179: callsub L_Socket,2,2; //Executioner__
+ case 1175: callsub L_Socket,2,2; //Altas_Weapon
+ case 1185: callsub L_Socket,4,2; //Violet_Fear
+ case 1186: callsub L_Socket,4,2; //Death_Guidance
+ }
+ break;
+ case 4: // 1-H Spears
+ switch(@mal_equip_id) {
+ case 1420: callsub L_Socket,1,2; //Long_Horn
+ case 1413: callsub L_Socket,1,2; //Gungnir
+ case 1414: callsub L_Socket,1,2; //Gelerdria
+ case 1416: callsub L_Socket,1,2; //Tjungkuletti
+ case 1418: callsub L_Socket,1,2; //Gungnir_
+ case 1433: callsub L_Socket,2,2; //Imperial_Spear
+ case 1415: callsub L_Socket,2,2; //Skewer
+ case 1421: callsub L_Socket,2,2; //Battle_Hook
+ case 1422: callsub L_Socket,4,2; //Hunting_Spear
+ }
+ break;
+ case 5: // 2-H Spears
+ switch(@mal_equip_id) {
+ case 1466: callsub L_Socket,1,2; //Crescent_Scythe
+ case 1467: callsub L_Socket,1,2; //Bill_Guisarme
+ case 1468: callsub L_Socket,1,2; //Zephyrus
+ case 1469: callsub L_Socket,1,2; //Longinus's_Spear
+ case 1470: callsub L_Socket,1,2; //Brionac
+ case 1471: callsub L_Socket,1,2; //Hell_Fire
+ case 1474: callsub L_Socket,1,2; //Gae_Bolg
+ case 1477: callsub L_Socket,1,2; //Spectral_Spear
+ case 1478: callsub L_Socket,1,2; //Ahlspiess
+ case 1479: callsub L_Socket,1,2; //Spectral_Spear_
+ case 1480: callsub L_Socket,1,2; //Gae_Bolg_
+ case 1481: callsub L_Socket,1,3; //Zephyrus_
+ case 1484: callsub L_Socket,2,2; //Cardo
+ }
+ break;
+ case 10: // Staves
+ switch(@mal_equip_id) {
+ case 1616: callsub L_Socket,1,2; //Staff_Of_Wing
+ case 1629: callsub L_Socket,1,2; //Walking_Stick
+ case 1631: callsub L_Socket,1,2; //Holy_Stick
+ case 1643: callsub L_Socket,1,2; //Dead_Tree_Cane
+ case 1654: callsub L_Socket,1,2; //Mental_Stick
+ case 1636: callsub L_Socket,2,2; //Thorn_Staff
+ case 1637: callsub L_Socket,2,2; //Eraser
+ case 1473: callsub L_Socket,1,2; //Wizardy_Staff
+ }
+ break;
+ case 23: // New 2-H Staves
+ switch(@mal_equip_id) {
+ case 2004: callsub L_Socket,1,2; //Kronos
+ case 2005: callsub L_Socket,1,2; //Dea_Staff
+ case 2001: callsub L_Socket,2,2; //Divine_Cross
+ case 2000: callsub L_Socket,4,2; //Destruction_Rod
+ }
+ break;
+ case 8: // Maces
+ switch(@mal_equip_id) {
+ case 1524: callsub L_Socket,1,2; //Golden_Mace
+ case 1525: callsub L_Socket,1,2; //Long_Mace
+ case 1527: callsub L_Socket,1,2; //Quadrille
+ case 1539: callsub L_Socket,1,2; //Golden_Mace_
+ case 1541: callsub L_Socket,1,2; //Nemesis
+ case 16000: callsub L_Socket,1,2; //Erde
+ case 16001: callsub L_Socket,1,2; //Red_Square_Bag
+ case 16010: callsub L_Socket,1,2; //Red_Ether_Bag
+ case 1523: callsub L_Socket,2,2; //Spike
+ case 1538: callsub L_Socket,2,2; //Spike_
+ case 1526: callsub L_Socket,2,2; //Slash
+ case 1528: callsub L_Socket,4,2; //Grand_Cross
+ case 1540: callsub L_Socket,4,2; //Grand_Cross_
+ }
+ break;
+ case 15: // Books
+ switch(@mal_equip_id) {
+ case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse
+ case 1558: callsub L_Socket,1,2; //Girl's_Diary
+ case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon
+ case 1561: callsub L_Socket,1,2; //Hardback
+ case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield
+ case 1565: callsub L_Socket,4,2; //Death_Note
+ }
+ break;
+ case 12: // Knuckles
+ switch(@mal_equip_id) {
+ case 1813: callsub L_Socket,1,2; //Kaiser_Knuckle
+ case 1814: callsub L_Socket,1,2; //Berserk
+ case 1815: callsub L_Socket,1,2; //Claw_Of_Garm
+ case 1816: callsub L_Socket,1,2; //Berserk_
+ case 1830: callsub L_Socket,2,2; //Sura_Rampage
+ }
+ break;
+ case 11: // Bows
+ switch(@mal_equip_id) {
+ case 1719: callsub L_Socket,1,2; //Bow_Of_Roguemaster
+ case 1722: callsub L_Socket,1,2; //Balistar
+ case 1724: callsub L_Socket,1,2; //Dragon_Wing
+ case 1725: callsub L_Socket,1,2; //Bow_Of_Minstrel
+ case 1727: callsub L_Socket,1,2; //Balistar_
+ case 1737: callsub L_Socket,1,2; //Ixion_Wing
+ case 1740: callsub L_Socket,1,2; //Nepenthes_Bow
+ case 1741: callsub L_Socket,1,2; //Cursed_Lyre
+ case 1745: callsub L_Socket,1,2; //Falken_Blitz
+ case 18103: callsub L_Socket,1,2; //Mystic_Bow
+ case 1720: callsub L_Socket,2,2; //Bow_Of_Rudra
+ }
+ break;
+ case 13: // Musical Instruments
+ switch(@mal_equip_id) {
+ case 1913: callsub L_Socket,1,2; //Electronic_Guitar
+ case 1918: callsub L_Socket,1,2; //Oriental_Lute
+ case 1920: callsub L_Socket,1,2; //Berserk_Guitar
+ case 1922: callsub L_Socket,1,2; //Oriental_Lute_
+ case 1926: callsub L_Socket,1,2; //Harp_Of_Nepenthes
+ case 1930: callsub L_Socket,2,2; //Green_Whistle
+ }
+ break;
+ case 14: // Whips
+ switch(@mal_equip_id) {
+ case 1962: callsub L_Socket,1,2; //Lariat
+ case 1963: callsub L_Socket,1,2; //Rapture_Rose
+ case 1964: callsub L_Socket,1,2; //Chemeti
+ case 1969: callsub L_Socket,1,2; //Bladed_Whip
+ case 1970: callsub L_Socket,1,2; //Queen's_Whip
+ case 1972: callsub L_Socket,1,2; //Electric_Eel
+ case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot
+ case 1974: callsub L_Socket,1,2; //Carrot_Whip
+ case 1976: callsub L_Socket,1,2; //Queen's_Whip_
+ case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes
+ case 1984: callsub L_Socket,2,2; //Stem_Whip
+ case 1985: callsub L_Socket,4,2; //Rosebine
+ }
+ break;
+ }
+ mes "[Mayomayo]";
+ if (@mal_enchant_select == 1)
+ mes "This is not suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
+ else
+ mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~";
+ set @mal_equip_id,0;
+ set @mal_enchant_select,0;
+ close;
+
+L_Socket:
+ set .@select, @mal_enchant_select;
+ set .@equip_id, @mal_equip_id;
+ set .@equip_name$, getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":"");
+ set .@equip_refine, getequiprefinerycnt(EQI_HAND_R);
+ setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
+ set @mal_equip_id,0;
+ set @mal_enchant_select,0;
+
+ if (.@select == 1) {
+ mes "[Mayomayo]";
+ mes "^0000ff"+.@equip_name$+"^000000! Do you want to enchant this equipment? How will you pay for this?";
+ next;
+
+ setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID
+ setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier
+
+ set .@menu$, "Stop:";
+ for(set .@i,0; .@i<getarraysize(.@coin); set .@i,.@i+1) {
+ set .@count[.@i], countitem(.@coin[.@i]);
+ set .@total[.@i], getarg(0)*.@cost[.@i];
+ if (.@count[.@i] < .@total[.@i])
+ set .@menu$, .@menu$+"^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:";
+ else
+ set .@menu$, .@menu$+getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):";
+ }
+ set .@coin_select, select(.@menu$)-2;
+ if (.@coin_select == -1) {
+ mes "[Mayomayo]";
+ mes "Come back again if you change your mind.";
+ close;
+ } else if (.@count[.@coin_select] < .@total[.@coin_select]) {
+ mes "[Mayomayo]";
+ mes "You don't have enough coins. Do you want to check again?";
+ close;
+ }
+ switch(.@coin_select) {
+ case 0: //Egrade_Coin
+ set .@enchant_type,10;
+ break;
+ case 1: //Dgrade_Coin
+ set .@enchant_type,9;
+ break;
+ case 2: //Cgrade_Coin
+ set .@enchant_type,8;
+ break;
+ case 3: //Bgrade_Coin
+ set .@enchant_type,7;
+ break;
+ case 4: //Agrade_Coin
+ case 5: //Anger_Seagod
+ mes "[Mayomayo]";
+ mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type.";
+ next;
+ switch(select("Stop:Short Range Type:Long Range Type:Caster Type")) {
+ case 1:
+ mes "[Mayomayo]";
+ mes "Ok. If you change your mind, let me know.";
+ close;
+ case 2:
+ set .@enchant_type,((.@coin_select == 4)?4:1);
+ break;
+ case 3:
+ set .@enchant_type,((.@coin_select == 4)?5:2);
+ break;
+ case 4:
+ set .@enchant_type,((.@coin_select == 4)?6:3);
+ break;
+ }
+ break;
+ }
+ if (.@equip_card[3] == 0 && getarg(1) < 4) {
+ set .@socket,4;
+ set .@str$,"1st";
+ } else if (.@equip_card[2] == 0 && getarg(1) < 3) {
+ set .@socket,3;
+ set .@str$,"2nd";
+ } else {
+ mes "[Mayomayo]";
+ mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon.";
+ close;
+ }
+ mes "[Mayomayo]";
+ mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?";
+ next;
+ if(select("I'll come back later.:Please, continue.") == 1) {
+ mes "[Mayomayo]";
+ mes "Ok. If you change your mind, come back again.";
+ close;
+ }
+ switch(.@enchant_type) {
+ case 10: //Egrade_Coin
+ set .@i, rand(1,531);
+ if (.@i < 101) set .@enchant,4787; //Mdef4
+ else if (.@i < 201) set .@enchant,4792; //Def6
+ else if (.@i < 301) set .@enchant,4801; //SP100
+ else if (.@i < 351) set .@enchant,4795; //HP100
+ else if (.@i < 401) set .@enchant,4796; //HP200
+ else if (.@i < 451) set .@enchant,4819; //Atk1
+ else if (.@i < 476) set .@enchant,4720; //Dexterity1
+ else if (.@i < 501) set .@enchant,4740; //Vitality1
+ else if (.@i < 526) set .@enchant,4750; //Luck1
+ else if (.@i < 528) set .@enchant,4700; //Strength1
+ else if (.@i < 530) set .@enchant,4730; //Agility1
+ else if (.@i < 532) set .@enchant,4710; //Inteligence1
+ else set .@enchant,9;
+ break;
+ case 9: //Dgrade_Coin
+ set .@i, rand(1,531);
+ if (.@i < 101) set .@enchant,4795; //HP100
+ else if (.@i < 201) set .@enchant,4796; //HP200
+ else if (.@i < 301) set .@enchant,4819; //Atk1
+ else if (.@i < 351) set .@enchant,4720; //Dexterity1
+ else if (.@i < 401) set .@enchant,4740; //Vitality1
+ else if (.@i < 451) set .@enchant,4750; //Luck1
+ else if (.@i < 476) set .@enchant,4700; //Strength1
+ else if (.@i < 501) set .@enchant,4730; //Agility1
+ else if (.@i < 526) set .@enchant,4710; //Inteligence1
+ else if (.@i < 528) set .@enchant,4701; //Strength2
+ else if (.@i < 530) set .@enchant,4731; //Agility2
+ else if (.@i < 532) set .@enchant,4711; //Inteligence2
+ else set .@enchant,9;
+ break;
+ case 8: //Cgrade_Coin
+ set .@i, rand(1,531);
+ if (.@i < 101) set .@enchant,4720; //Dexterity1
+ else if (.@i < 201) set .@enchant,4740; //Vitality1
+ else if (.@i < 301) set .@enchant,4750; //Luck1
+ else if (.@i < 351) set .@enchant,4700; //Strength1
+ else if (.@i < 401) set .@enchant,4730; //Agility1
+ else if (.@i < 451) set .@enchant,4710; //Inteligence1
+ else if (.@i < 476) set .@enchant,4701; //Strength2
+ else if (.@i < 501) set .@enchant,4731; //Agility2
+ else if (.@i < 526) set .@enchant,4711; //Inteligence2
+ else if (.@i < 528) set .@enchant,4702; //Strength3
+ else if (.@i < 530) set .@enchant,4732; //Agility3
+ else if (.@i < 532) set .@enchant,4712; //Inteligence3
+ else set .@enchant,9;
+ break;
+ case 7: //Bgrade_Coin
+ set .@i, rand(1,531);
+ if (.@i < 101) set .@enchant,4700; //Strength1
+ else if (.@i < 201) set .@enchant,4730; //Agility1
+ else if (.@i < 301) set .@enchant,4710; //Inteligence1
+ else if (.@i < 351) set .@enchant,4701; //Strength2
+ else if (.@i < 401) set .@enchant,4731; //Agility2
+ else if (.@i < 451) set .@enchant,4711; //Inteligence2
+ else if (.@i < 476) set .@enchant,4702; //Strength3
+ else if (.@i < 501) set .@enchant,4732; //Agility3
+ else if (.@i < 526) set .@enchant,4712; //Inteligence3
+ else if (.@i < 528) set .@enchant,4703; //Strength4
+ else if (.@i < 530) set .@enchant,4733; //Agility4
+ else if (.@i < 532) set .@enchant,4713; //Inteligence4
+ else set .@enchant,9;
+ break;
+ case 6: //Agrade_Coin - Caster
+ set .@i, rand(1,555);
+ if (.@i < 81) set .@enchant,4711; //Inteligence2
+ else if (.@i < 161) set .@enchant,4721; //Dexterity2
+ else if (.@i < 241) set .@enchant,4814; //Spell2
+ else if (.@i < 311) set .@enchant,4712; //Inteligence3
+ else if (.@i < 371) set .@enchant,4722; //Dexterity3
+ else if (.@i < 431) set .@enchant,4813; //Spell3
+ else if (.@i < 476) set .@enchant,4713; //Inteligence4
+ else if (.@i < 516) set .@enchant,4812; //Spell4
+ else if (.@i < 526) set .@enchant,4760; //Matk1
+ else if (.@i < 546) set .@enchant,4714; //Inteligence5
+ else if (.@i < 551) set .@enchant,4826; //Spell5
+ else if (.@i < 556) set .@enchant,4761; //Matk2
+ else set .@enchant,9;
+ break;
+ case 5: //Agrade_Coin - Long Range
+ set .@i, rand(1,555);
+ if (.@i < 81) set .@enchant,4731; //Agility2
+ else if (.@i < 161) set .@enchant,4833; //Expert_Archer2
+ else if (.@i < 241) set .@enchant,4817; //Sharp2
+ else if (.@i < 311) set .@enchant,4732; //Agility3
+ else if (.@i < 371) set .@enchant,4834; //Expert_Archer3
+ else if (.@i < 431) set .@enchant,4816; //Sharp3
+ else if (.@i < 476) set .@enchant,4733; //Agility4
+ else if (.@i < 516) set .@enchant,4835; //Expert_Archer4
+ else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
+ else if (.@i < 546) set .@enchant,4734; //Agility5
+ else if (.@i < 551) set .@enchant,4836; //Expert_Archer5
+ else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
+ else set .@enchant,9;
+ break;
+ case 4: //Agrade_Coin - Short Range
+ set .@i, rand(1,555);
+ if (.@i < 81) set .@enchant,4731; //Agility2
+ else if (.@i < 161) set .@enchant,4808; //Fighting_Spirit4
+ else if (.@i < 241) set .@enchant,4817; //Sharp2
+ else if (.@i < 311) set .@enchant,4732; //Agility3
+ else if (.@i < 371) set .@enchant,4820; //Fighting_Spirit5
+ else if (.@i < 431) set .@enchant,4816; //Sharp3
+ else if (.@i < 476) set .@enchant,4733; //Agility4
+ else if (.@i < 516) set .@enchant,4821; //Fighting_Spirit6
+ else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
+ else if (.@i < 546) set .@enchant,4734; //Agility5
+ else if (.@i < 551) set .@enchant,4822; //Fighting_Spirit7
+ else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
+ else set .@enchant,9;
+ break;
+ case 3: //Anger_Seagod - Caster
+ set .@i, rand(1,555);
+ if (.@i < 81) set .@enchant,4712; //Inteligence3
+ else if (.@i < 161) set .@enchant,4722; //Dexterity3
+ else if (.@i < 241) set .@enchant,4813; //Spell3
+ else if (.@i < 311) set .@enchant,4713; //Inteligence4
+ else if (.@i < 371) set .@enchant,4812; //Spell4
+ else if (.@i < 431) set .@enchant,4760; //Matk1
+ else if (.@i < 476) set .@enchant,4714; //Inteligence5
+ else if (.@i < 516) set .@enchant,4826; //Spell5
+ else if (.@i < 526) set .@enchant,4761; //Matk2
+ else if (.@i < 546) set .@enchant,4715; //Inteligence6
+ else if (.@i < 551) set .@enchant,4827; //Spell6
+ else if (.@i < 556) set .@enchant,4761; //Matk2
+ else set .@enchant,9;
+ break;
+ case 2: //Anger_Seagod - Long Range
+ set .@i, rand(1,555);
+ if (.@i < 81) set .@enchant,4732; //Agility3
+ else if (.@i < 161) set .@enchant,4834; //Expert_Archer3
+ else if (.@i < 241) set .@enchant,4843; //Sharp4
+ else if (.@i < 311) set .@enchant,4733; //Agility4
+ else if (.@i < 371) set .@enchant,4835; //Expert_Archer4
+ else if (.@i < 431) set .@enchant,4844; //Sharp5
+ else if (.@i < 476) set .@enchant,4734; //Agility5
+ else if (.@i < 516) set .@enchant,4836; //Expert_Archer5
+ else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
+ else if (.@i < 546) set .@enchant,4735; //Agility6
+ else if (.@i < 551) set .@enchant,4837; //Expert_Archer6
+ else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
+ else set .@enchant,9;
+ break;
+ case 1: //Anger_Seagod - Short Range
+ set .@i, rand(1,555);
+ if (.@i < 81) set .@enchant,4732; //Agility3
+ else if (.@i < 161) set .@enchant,4820; //Fighting_Spirit5
+ else if (.@i < 241) set .@enchant,4843; //Sharp4
+ else if (.@i < 311) set .@enchant,4733; //Agility4
+ else if (.@i < 371) set .@enchant,4821; //Fighting_Spirit6
+ else if (.@i < 431) set .@enchant,4844; //Sharp5
+ else if (.@i < 476) set .@enchant,4734; //Agility5
+ else if (.@i < 516) set .@enchant,4822; //Fighting_Spirit7
+ else if (.@i < 526) set .@enchant,4807; //Atk_Speed1
+ else if (.@i < 546) set .@enchant,4735; //Agility6
+ else if (.@i < 551) set .@enchant,4823; //Fighting_Spirit8
+ else if (.@i < 556) set .@enchant,4807; //Atk_Speed1
+ else set .@enchant,9;
+ break;
+ default:
+ mes "[Mayomayo]";
+ mes "There is something wrong. Please try again.";
+ close;
+ }
+ if (.@equip_card[3] == 0 && getarg(1) < 4) set .@equip_card[3],.@enchant;
+ else if (.@equip_card[2] == 0 && getarg(1) < 3) set .@equip_card[2],.@enchant;
+ else if (.@equip_card[1] == 0 && getarg(1) < 2) set .@equip_card[1],.@enchant;
+ else if (.@equip_card[0] == 0 && getarg(1) < 1) set .@equip_card[0],.@enchant;
+ else {
+ mes "[Mayomayo]";
+ mes "This equipment is at the end of enchant. I provide enchant for two times maximum.";
+ next;
+ mes "[Mayomayo]";
+ mes "Surely I don't enchant at card socket, therefore weapons that have 3 slots can be enchanted only 1 time. Don't forget this~";
+ close;
+ }
+ if (.@enchant == 9) { // Should never happen.
+ specialeffect2 EF_SUI_EXPLOSION;
+ mes "[Mayomayo]";
+ mes "Oh my god!";
+ mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry.";
+ delitem .@coin[.@coin_select],.@total[.@coin_select];
+ delequip EQI_HAND_R;
+ close;
+ }
+ specialeffect2 EF_REPAIRWEAPON;
+ mes "[Mayomayo]";
+ mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment.";
+ delitem .@coin[.@coin_select],.@total[.@coin_select];
+ delequip EQI_HAND_R;
+
+// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+
+ close;
+ } else if (.@select == 2) {
+ mes "[Mayomayo]";
+ mes "I will only initialize the enchant effect without touching previous refined level and cards.";
+ next;
+ if(select("Stop:Continue") == 1) {
+ mes "[Mayomayo]";
+ mes "If you change your mind, come back anytime.";
+ close;
+ }
+ if (countitem(6417) == 0) {
+ mes "[Mayomayo]";
+ mes "I'm sorry. You don't have Silvervine Fruit. Please check your inventory again?";
+ close;
+ }
+ if (!getequipisequiped(EQI_HAND_R)) {
+ mes "[Mayomayo]";
+ mes "Did you take off the equipment?";
+ close;
+ }
+ if (.@equip_card[3] == 0) {
+ mes "[Mayomayo]";
+ mes "This equipment has nothing to initialize. Please check again.";
+ close;
+ }
+ specialeffect2 EF_REPAIRWEAPON;
+ mes "[Mayomayo]";
+ mes "Initialize the enchant effect from the equipment.";
+ delitem 6417,1; //Silvervine
+ delequip EQI_HAND_R;
+
+// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i] >= 4700) // Armor Enchant System
+ set .@equip_card[.@i],0;
+ }
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+
+ close;
+ }
+}
diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt
index 70e666f82..4b02e0d22 100644
--- a/npc/re/merchants/refine.txt
+++ b/npc/re/merchants/refine.txt
@@ -1,15 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Renewal Refining NPCs
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
-//= 1.0
+//= 1.0a
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Hercules
//===== Description: =========================================
//= Renewal-specific refining NPCs and material merchants.
//===== Additional Comments: =================================
//= 1.0 Moved some scripts to Renewal file, optimized "Austry" NPC. [Euphy]
+//= 1.0a Added 'disable_items' command. [Euphy]
//============================================================
// +11 and above Refiners
@@ -41,6 +42,7 @@ payon_in01,18,132,3 script Bestry#pay 826,{
//= function call. Otherwise, the chance in refine_db.txt is used.
//============================================================
function script refinenew {
+ disable_items;
mes "["+ getarg(0) +"]";
mes "I am the best Blacksmith ever!";
mes "I don't work with normal, boring items.";
diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt
index 0ac62a476..5152fe102 100644
--- a/npc/re/merchants/renters.txt
+++ b/npc/re/merchants/renters.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Renters
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 2.1
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Renewal-specific breeder NPCs.
//===== Additional Comments: =================================
diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt
index a6f64174d..35b1baf95 100644
--- a/npc/re/merchants/shops.txt
+++ b/npc/re/merchants/shops.txt
@@ -1,11 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Shops
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
-//= 1.3
+//= 1.5
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Hercules
//===== Description: =========================================
//= Renewal-specific town shop NPCs.
//===== Additional Comments: =================================
@@ -13,6 +13,9 @@
//= 1.1 Added Dicastes merchants. [Joseph]
//= 1.2 Moved more shops to Renewal file. [Euphy]
//= 1.3 Added Malangdo tool dealer. [Euphy]
+//= 1.4 Moved Izlude merchants. [Streusel]
+//= 1.5 Added Dewata merchants. [Lemongrass]
+//= 1.6 Added Mora and Porta Malaya merchants. [Euphy]
//============================================================
//=======================================================
@@ -22,6 +25,14 @@ comodo,106,213,5 shop Tropic Fruit Dealer 724,6258:-1
comodo,196,162,3 shop Harive#candy 479,11513:-1,6144:-1
//=======================================================
+// Dewata
+//=======================================================
+dewata,218,164,4 shop Weapon Dealer 536,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+dewata,182,164,6 shop Tool Dealer 536,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1,713:-1
+dewata,145,267,6 shop Fruit Gardener 535,512:-1,513:-1,515:-1,516:-1,535:-1
+dewata,158,182,6 shop Armor Dealer 536,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+
+//=======================================================
// Einbroch
//=======================================================
einbroch,122,250,4 shop Black Marketeer#ein 49,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
@@ -35,10 +46,12 @@ dicastes01,207,200,6 shop Points Merchant#dic 66,6360:-1,6361:-1,6362:-1,6363:-1
//=======================================================
// Izlude
//=======================================================
-izlude,97,146,0 shop Butcher#iz 54,517:-1
+izlude,160,186,0 shop Butcher#iz 54,517:-1
izlude,124,165,4 shop Fruit Gardener#iz 53,512:-1,513:-1,515:-1,516:-1
-izlude,95,145,6 shop Vendor from Milk Ranch#i 90,519:-1
-izlude,174,164,4 shop Pet Groomer#iz 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+izlude,128,158,6 shop Vendor from Milk Ranch#i 90,519:-1
+izlude_in,72,98,3 shop Pet Groomer#iz 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+izlude_in,57,109,0 shop Tool Dealer#iz 47,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
+izlude_in,72,110,3 shop Trading Merchant#iz 900,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
//=======================================================
// Juno
@@ -58,6 +71,12 @@ s_atelier,15,65,5 shop Part-Timer#sc_lgt 89,6123:-1,6120:-1
malangdo,232,163,5 shop Tool Dealer Myo 560,611:-1,1750:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,713:-1
//=======================================================
+// Mora
+//=======================================================
+mora,100,118,4 shop Tool Dealer#mora 517,11522:-1,11523:-1,11524:-1,602:-1,601:-1,611:-1,1773:-1,1774:-1,713:-1
+mora,138,110,4 shop Mora Chef 518,11519:-1
+
+//=======================================================
// Mid Camp
//=======================================================
mid_camp,129,284,4 shop Trap Specialist#mid 66,7940:-1,12341:-1
@@ -69,6 +88,14 @@ mid_camp,184,263,4 shop Black Marketeer#mid 49,2139:-1,2800:-1,2801:-1,2802:-1,2
payon,123,109,4 shop Trap Specialist#pay 66,7940:-1,12341:-1
//=======================================================
+// Port Malaya
+//=======================================================
+ma_in01,73,22,3 shop Weapon Dealer#ma 536,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
+ma_in01,22,23,3 shop Tool Dealer#ma 536,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1
+malaya,150,261,3 shop Fruit Gardener#ma 535,512:-1,513:-1,515:-1,516:-1,535:-1
+ma_in01,67,13,5 shop Armor Dealer#ma 536,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
+
+//=======================================================
// Prontera
//=======================================================
//prontera,104,88,5 shop Stuff Gimme 880,616:-1
diff --git a/npc/re/mobs/dungeons/abbey.txt b/npc/re/mobs/dungeons/abbey.txt
index c39adfe4e..e87c776ef 100644
--- a/npc/re/mobs/dungeons/abbey.txt
+++ b/npc/re/mobs/dungeons/abbey.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script ========================================
+//===== Hercules Script =======================================
//= Abbey Dungeon Monster Spawn Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Initial version [$ephiroth]
//= 1.1 Updated spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/abyss.txt b/npc/re/mobs/dungeons/abyss.txt
index 1c1ee63b0..7c111decf 100644
--- a/npc/re/mobs/dungeons/abyss.txt
+++ b/npc/re/mobs/dungeons/abyss.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Abyss Lake Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Real spawns by Poki#3 [Nexon]
//= 1.1 More official spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/alde_dun.txt b/npc/re/mobs/dungeons/alde_dun.txt
index cc7dfb0e9..5f1570b49 100644
--- a/npc/re/mobs/dungeons/alde_dun.txt
+++ b/npc/re/mobs/dungeons/alde_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Al De Baran Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/ama_dun.txt b/npc/re/mobs/dungeons/ama_dun.txt
index 039afd13b..a1a36735f 100644
--- a/npc/re/mobs/dungeons/ama_dun.txt
+++ b/npc/re/mobs/dungeons/ama_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Amatsu Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
diff --git a/npc/re/mobs/dungeons/anthell.txt b/npc/re/mobs/dungeons/anthell.txt
index 9794f1e26..907c02e4f 100644
--- a/npc/re/mobs/dungeons/anthell.txt
+++ b/npc/re/mobs/dungeons/anthell.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script =======================================
//= Ant Hell Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
diff --git a/npc/re/mobs/dungeons/ayo_dun.txt b/npc/re/mobs/dungeons/ayo_dun.txt
index 2d82007f3..2d6775f35 100644
--- a/npc/re/mobs/dungeons/ayo_dun.txt
+++ b/npc/re/mobs/dungeons/ayo_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ayothaya Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Using euRO data [Ishizu]
//= 1.2 Moved Tao Gunka to west cave of Comodo [Lupus]
diff --git a/npc/re/mobs/dungeons/beach_dun.txt b/npc/re/mobs/dungeons/beach_dun.txt
index cbadc8e5e..658444a76 100644
--- a/npc/re/mobs/dungeons/beach_dun.txt
+++ b/npc/re/mobs/dungeons/beach_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Beach Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Small 11.1 spawn update [Playtester]
diff --git a/npc/re/mobs/dungeons/bra_dun.txt b/npc/re/mobs/dungeons/bra_dun.txt
index 8e22c6e29..4c2832cd8 100644
--- a/npc/re/mobs/dungeons/bra_dun.txt
+++ b/npc/re/mobs/dungeons/bra_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Brasilis Dungeon Monster Spawn Script
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Official monster spawns in Brasilis Dungeon.
//===== Additional Comments: =================================
diff --git a/npc/re/mobs/dungeons/c_tower.txt b/npc/re/mobs/dungeons/c_tower.txt
index 752a2437a..b92dd7b4f 100644
--- a/npc/re/mobs/dungeons/c_tower.txt
+++ b/npc/re/mobs/dungeons/c_tower.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Clock Tower Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Split from combined Alde and CT spawn file. [L0ne_W0lf]
//============================================================
diff --git a/npc/re/mobs/dungeons/gefenia.txt b/npc/re/mobs/dungeons/gefenia.txt
index 890d0879b..b10f90e34 100644
--- a/npc/re/mobs/dungeons/gefenia.txt
+++ b/npc/re/mobs/dungeons/gefenia.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffenia Dungeon Monster Spawn Script
//===== By: ==================================================
-//= Muad_Dib, rAthena dev team
+//= Muad_Dib, rAthena Dev Team
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= Added 1st Version. [Muad_Dib]
//= Conversion to eA [MasterOfMuppets]
diff --git a/npc/re/mobs/dungeons/juperos.txt b/npc/re/mobs/dungeons/juperos.txt
index d3db3aefe..efa7bece7 100644
--- a/npc/re/mobs/dungeons/juperos.txt
+++ b/npc/re/mobs/dungeons/juperos.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Juperos Dungeon Monster Spawn Script
//===== By: ==================================================
-// The Prometheus Project, rAthena dev team
+// The Prometheus Project, rAthena Dev Team
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena/Freya Version
//===== Additional Comments: =================================
//= 0.1 Added 1st version. [Muad_Dib]
//= 0.2 Updated the spawns according to current info [MasterOfMuppets]
diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt
index 54495a614..be3e34989 100644
--- a/npc/re/mobs/dungeons/lhz_dun.txt
+++ b/npc/re/mobs/dungeons/lhz_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script
//===== By: ==================================================
-// The Prometheus Project, rAthena dev team
+// The Prometheus Project, rAthena Dev Team
//===== Current Version: =====================================
//= 1.9
-//===== Compatible With: =====================================
-//= Any Athena
//===== Additional Comments: =================================
//= 08/24/05 : Added 1st version. [Muad_Dib]
//= 1.1: Some corrections to level 1, 2 as pointed out by
diff --git a/npc/re/mobs/fields/amatsu.txt b/npc/re/mobs/fields/amatsu.txt
index 4368fc5a7..86e96f337 100644
--- a/npc/re/mobs/fields/amatsu.txt
+++ b/npc/re/mobs/fields/amatsu.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Amatsu Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 replaced Hydra -> G_Hydra (to fix drops exploit) [Lupus]
//= 1.2 Official kRO 10.1 spawns [Playtester]
@@ -34,4 +32,4 @@ ama_fild01,171,313,0,0 monster Hydra 1068,1,66000,33000,0
ama_fild01,171,314,0,0 monster Hydra 1068,1,69000,34500,0
ama_fild01,171,315,0,0 monster Hydra 1068,1,69000,34500,0
ama_fild01,175,314,0,0 monster Hydra 1068,1,72000,39000,0
-ama_fild01,169,315,0,0 monster Hydra 1068,1,72000,39000,0
+ama_fild01,169,315,0,0 monster Hydra 1068,1,72000,39000,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/ayothaya.txt b/npc/re/mobs/fields/ayothaya.txt
index 896435a20..cef980e7d 100644
--- a/npc/re/mobs/fields/ayothaya.txt
+++ b/npc/re/mobs/fields/ayothaya.txt
@@ -1,17 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ayothaya Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.6
//===== Additional Comments: =================================
//= 1.1 Using EuRO data [Ishizu]
//= 1.2 According the guide book, added a Choco [Lupus&VP]
//= 1.3 Removed Choco [Lupus]
//= 1.4 Official kRO 10.1 spawns [Playtester]
//= 1.5 Updated to Renewal Spawns [Kisuka]
+//= 1.6 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -20,7 +19,7 @@
ayo_fild01,0,0,0,0 monster Smokie 1056,30,5000,0,0
ayo_fild01,0,0,0,0 monster Coco 1104,30,5000,0,0
ayo_fild01,0,0,0,0 monster Yoyo 1057,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Green Plant 1080,10,5000,0,0
+ayo_fild01,0,0,0,0 monster Green Plant 1080,10,10000,0,1
//==================================================
// ayo_fild02 - Ayothaya Field
@@ -28,4 +27,4 @@ ayo_fild01,0,0,0,0 monster Green Plant 1080,10,5000,0,0
ayo_fild02,0,0,0,0 monster Yoyo 1057,45,5000,0,0
ayo_fild02,0,0,0,0 monster Leaf Cat 1586,35,5000,0,0
ayo_fild02,0,0,0,0 monster Kraben 1587,5,5000,0,0
-ayo_fild02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+ayo_fild02,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
diff --git a/npc/re/mobs/fields/bifrost.txt b/npc/re/mobs/fields/bifrost.txt
index e38f468f3..b8c28bf49 100644
--- a/npc/re/mobs/fields/bifrost.txt
+++ b/npc/re/mobs/fields/bifrost.txt
@@ -1,15 +1,14 @@
-//===== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Bifrost Field Monster Spawn Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.1
//===== Description: =========================================
//= Official kRO monster spawns
//===== Additional Comments: =================================
//= 1.0 First Release
+//= 1.1 Added more accurate 1@mist monsters
//============================================================
//==================================================
@@ -31,3 +30,79 @@ bif_fild02,0,0,0,0 monster Pom Spider 2132,5,0,0,0
bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,0,0,0
bif_fild02,0,0,0,0 monster Little Fatum 2136,50,0,0,0
bif_fild02,0,0,0,0 monster Miming 2137,30,0,0,0
+
+//==================================================
+// 1@mist - Forest Maze of Mists
+//==================================================
+1@mist,247,124,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,247,124,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
+1@mist,247,124,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
+1@mist,225,98,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,225,98,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
+1@mist,225,98,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
+1@mist,159,184,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,159,184,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
+1@mist,159,184,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
+1@mist,61,39,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,61,39,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
+1@mist,61,39,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
+1@mist,254,151,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,254,151,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
+1@mist,254,151,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
+1@mist,230,179,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,230,179,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
+1@mist,230,179,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
+1@mist,285,225,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,285,225,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
+1@mist,285,225,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
+1@mist,161,316,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,161,316,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
+1@mist,161,316,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
+1@mist,230,324,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,230,324,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
+1@mist,230,324,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
+1@mist,206,200,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,206,200,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
+1@mist,206,200,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
+1@mist,221,236,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,221,236,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,221,236,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,204,299,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,204,299,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,204,299,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,84,273,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,84,273,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,84,273,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,95,287,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,95,287,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,95,287,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,324,325,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,324,325,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,324,325,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,280,343,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,280,343,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,280,343,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,345,186,0,0 monster Creeper 2135,1,1200000,600000,0
+1@mist,345,186,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
+1@mist,345,186,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
+1@mist,105,105,85,85 monster Pom Spider 2132,8,1200000,600000,0
+1@mist,105,105,85,85 monster Angra Mantis 2133,8,1200000,600000,0
+1@mist,105,105,85,85 monster Parus 2134,8,1200000,600000,0
+1@mist,105,105,85,85 monster Little Fatum 2136,8,1200000,600000,0
+1@mist,105,105,85,85 monster Miming 2137,5,1200000,600000,0
+1@mist,105,275,85,85 monster Pom Spider 2132,10,1200000,600000,0
+1@mist,105,275,85,85 monster Angra Mantis 2133,10,1200000,600000,0
+1@mist,105,275,85,85 monster Parus 2134,10,1200000,600000,0
+1@mist,105,275,85,85 monster Little Fatum 2136,8,1200000,600000,0
+1@mist,105,275,85,85 monster Miming 2137,5,1200000,600000,0
+1@mist,275,105,85,85 monster Pom Spider 2132,12,1200000,600000,0
+1@mist,275,105,85,85 monster Angra Mantis 2133,12,1200000,600000,0
+1@mist,275,105,85,85 monster Parus 2134,10,1200000,600000,0
+1@mist,275,105,85,85 monster Little Fatum 2136,8,1200000,600000,0
+1@mist,275,105,85,85 monster Miming 2137,5,1200000,600000,0
+1@mist,275,275,85,85 monster Pom Spider 2132,15,1200000,600000,0
+1@mist,275,275,85,85 monster Angra Mantis 2133,15,1200000,600000,0
+1@mist,275,275,85,85 monster Parus 2134,10,1200000,600000,0
+1@mist,275,275,85,85 monster Little Fatum 2136,8,1200000,600000,0
+1@mist,275,275,85,85 monster Miming 2137,5,1200000,600000,0
+1@mist,325,210,25,150 boss_monster Lost Dragon 2131,1,1,7200000,600000,1
diff --git a/npc/re/mobs/fields/brasilis.txt b/npc/re/mobs/fields/brasilis.txt
index 923fa6ccc..82dc93441 100644
--- a/npc/re/mobs/fields/brasilis.txt
+++ b/npc/re/mobs/fields/brasilis.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Brasilis Fields Monster Spawn Script
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Additional Comments: =================================
//= 1.0 Official spawns from Aegis [Kisuka]
//============================================================
//==================================================
-// bra_fild01
+// bra_fild01 - Brasilis Field
//==================================================
bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0
bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0
diff --git a/npc/re/mobs/fields/comodo.txt b/npc/re/mobs/fields/comodo.txt
index eac8387ac..ae4ddedeb 100644
--- a/npc/re/mobs/fields/comodo.txt
+++ b/npc/re/mobs/fields/comodo.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Comodo Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 More accurate spawns [Playtester]
@@ -57,6 +55,10 @@ cmd_fild04,0,0,0,0 monster Aster 1266,10,5000,0,0
//==================================================
// cmd_fild05 - Disabled on Renewal
//==================================================
+//cmd_fild05,63,158,10,10 monster Shining Plant 1083,1,1800000,900000,1
+//cmd_fild05,318,277,10,10 monster Yellow Plant 1081,3,1800000,900000,1
+//cmd_fild05,282,49,20,20 monster Yellow Plant 1081,3,1800000,900000,1
+//cmd_fild05,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
//==================================================
// cmd_fild06 - Fortress Saint Darmain (West)
@@ -92,4 +94,4 @@ cmd_fild09,0,0,0,0 monster Metaller 1058,145,5000,0,0
cmd_fild09,0,0,0,0 monster Deniro 1105,15,5000,0,0
cmd_fild09,0,0,0,0 monster Piere 1160,15,5000,0,0
cmd_fild09,0,0,0,0 monster Andre 1095,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Ant Egg 1097,10,5000,0,0
+cmd_fild09,0,0,0,0 monster Ant Egg 1097,10,5000,0,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/dewata.txt b/npc/re/mobs/fields/dewata.txt
index da7ffa4fe..58118c4dc 100644
--- a/npc/re/mobs/fields/dewata.txt
+++ b/npc/re/mobs/fields/dewata.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Dewata Field Monster Spawn Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Official kRO monster spawns
//===== Additional Comments: =================================
diff --git a/npc/re/mobs/fields/dicastes.txt b/npc/re/mobs/fields/dicastes.txt
index 82f71bd21..9d778c891 100644
--- a/npc/re/mobs/fields/dicastes.txt
+++ b/npc/re/mobs/fields/dicastes.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= El Dicastes Fields Monster Spawn Script
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Additional Comments: =================================
//= 1.0 Official spawns from Aegis [Kisuka]
//============================================================
diff --git a/npc/re/mobs/fields/einbroch.txt b/npc/re/mobs/fields/einbroch.txt
index 518e1d218..f31395f3b 100644
--- a/npc/re/mobs/fields/einbroch.txt
+++ b/npc/re/mobs/fields/einbroch.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbroch Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.8
//===== Additional Comments: =================================
//= 1.1 correct spawn maps, but not yet exact amount of
//= monsters [Lupus]
@@ -21,6 +19,7 @@
//= 1.5 Adjusted some spawns according to official info [Playtester]
//= 1.6 More accurate spawns [Playtester]
//= 1.7 Updated to Renewal Spawns [Kisuka]
+//= 1.8 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -38,8 +37,8 @@ ein_fild03,0,0,0,0 monster Teddy Bear 1622,100,5000,0,0
ein_fild03,0,0,0,0 monster Venomous 1621,20,5000,0,0
ein_fild03,0,0,0,0 monster Noxious 1620,20,5000,0,0
ein_fild03,0,0,0,0 monster Pitman 1616,20,5000,0,0
-ein_fild03,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,0
-ein_fild03,0,0,0,0 monster Green Plant 1080,15,60000,30000,0
+ein_fild03,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,1
+ein_fild03,0,0,0,0 monster Green Plant 1080,15,60000,30000,1
//==================================================
// ein_fild04 - Einbroch Field
@@ -49,9 +48,9 @@ ein_fild04,0,0,0,0 monster Noxious 1620,30,5000,0,0
ein_fild04,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
ein_fild04,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
ein_fild04,0,0,0,0 monster Pitman 1616,10,5000,0,0
-ein_fild04,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
-ein_fild04,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,0
-ein_fild04,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
+ein_fild04,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
+ein_fild04,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,1
+ein_fild04,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
//==================================================
// ein_fild05 - Einbroch Field
@@ -67,8 +66,8 @@ ein_fild05,0,0,0,0 monster Pitman 1616,10,5000,0,0
//==================================================
ein_fild06,0,0,0,0 monster Holden 1628,100,5000,0,0
ein_fild06,0,0,0,0 monster Metaling 1613,30,5000,0,0
-ein_fild06,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild06,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild06,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
+ein_fild06,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
ein_fild06,0,0,0,0 monster Black Mushroom 1084,5,120000,60000,0
//==================================================
@@ -78,8 +77,8 @@ ein_fild07,0,0,0,0 monster Metaling 1613,90,5000,0,0
ein_fild07,0,0,0,0 monster Porcellio 1619,30,5000,0,0
ein_fild07,0,0,0,0 monster Holden 1628,10,5000,0,0
ein_fild07,0,0,0,0 monster Ungoliant 1618,1,86400000,86000000,0
-ein_fild07,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild07,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild07,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
+ein_fild07,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
ein_fild07,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
//==================================================
@@ -87,8 +86,8 @@ ein_fild07,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
//==================================================
ein_fild08,0,0,0,0 monster Metaling 1613,100,5000,0,0
ein_fild08,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_fild08,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild08,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild08,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
+ein_fild08,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
ein_fild08,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
//==================================================
@@ -96,10 +95,13 @@ ein_fild08,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
//==================================================
ein_fild09,0,0,0,0 monster Porcellio 1619,70,5000,0,0
ein_fild09,0,0,0,0 monster Metaling 1613,30,5000,0,0
-ein_fild09,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild09,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
+ein_fild09,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
+ein_fild09,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
ein_fild09,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
//==================================================
// ein_fild10 - Disabled on Renewal
//==================================================
+//ein_fild10,0,0,0,0 monster Red Plant 1078,20,120000,60000,1
+//ein_fild10,0,0,0,0 monster Yellow Plant 1081,20,120000,60000,1
+//ein_fild10,0,0,0,0 monster Blue Plant 1079,20,600000,300000,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/geffen.txt b/npc/re/mobs/fields/geffen.txt
index 8daf2793d..35ff2e814 100644
--- a/npc/re/mobs/fields/geffen.txt
+++ b/npc/re/mobs/fields/geffen.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Map names typos fix [Lupus]
//= 1.3 Official kRO 10.1 spawns + future changes [Playtester]
@@ -40,8 +38,8 @@ gef_fild02,0,0,0,0 monster Coco 1104,140,5000,0,0
gef_fild02,0,0,0,0 monster Poporing 1031,20,5000,0,0
gef_fild02,0,0,0,0 monster Horn 1128,20,5000,0,0
gef_fild02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
-gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
+gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
gef_fild02,215,209,2,1 monster Blue Plant 1079,2,360000,180000,1
gef_fild02,207,214,1,1 monster Blue Plant 1079,1,360000,180000,1
gef_fild02,220,214,1,1 monster Blue Plant 1079,1,360000,180000,1
@@ -199,4 +197,4 @@ gef_fild11,283,100,4,1 monster Black Mushroom 1084,3,360000,180000,1
//==================================================
// gef_fild14 - Disabled on Renewal
-//==================================================
+//================================================== \ No newline at end of file
diff --git a/npc/re/mobs/fields/gonryun.txt b/npc/re/mobs/fields/gonryun.txt
index 60ac58acf..290524caa 100644
--- a/npc/re/mobs/fields/gonryun.txt
+++ b/npc/re/mobs/fields/gonryun.txt
@@ -1,14 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Gon Ryun Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.3
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Updated to Renewal Spawns [Kisuka]
+//= 1.3 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -17,5 +16,5 @@
gon_fild01,0,0,0,0 monster Dumpling Child 1409,55,5000,0,0
gon_fild01,0,0,0,0 monster Baby Leopard 1415,40,5000,0,0
gon_fild01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-gon_fild01,0,0,0,0 monster Green Plant 1080,5,5000,0,0
-gon_fild01,0,0,0,0 monster Shining Plant 1083,1,5000,0,0
+gon_fild01,0,0,0,0 monster Green Plant 1080,5,10000,0,1
+gon_fild01,0,0,0,0 monster Shining Plant 1083,1,10000,0,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/hugel.txt b/npc/re/mobs/fields/hugel.txt
index 14b74aa17..852d35e4e 100644
--- a/npc/re/mobs/fields/hugel.txt
+++ b/npc/re/mobs/fields/hugel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hugel Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.5
//===== Additional Comments: =================================
//= Spawns for hu_fild05 and hu_fild04, numbers may not be correct [MasterOfMuppets]
//= 0.2 Fixed Petit ID
@@ -18,6 +16,7 @@
//= 1.2 Some 11.1 spawn updates [Playtester]
//= 1.3 More accurate spawns [Playtester]
//= 1.4 Updated to Renewal Spawns [Kisuka]
+//= 1.5 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -48,10 +47,10 @@ hu_fild04,0,0,0,0 monster Novus 1718,100,5000,0,0
hu_fild04,0,0,0,0 monster Novus 1715,30,5000,0,0
hu_fild04,0,0,0,0 monster Geographer 1368,30,5000,0,0
hu_fild04,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-hu_fild04,0,0,0,0 monster Green Plant 1080,10,0,0,0
-hu_fild04,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-hu_fild04,206,210,30,18 monster Blue Plant 1079,4,120000,600000,0
-hu_fild04,206,120,10,10 monster Blue Plant 1079,2,120000,600000,0
+hu_fild04,0,0,0,0 monster Green Plant 1080,10,10000,0,1
+hu_fild04,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
+hu_fild04,206,210,30,18 monster Blue Plant 1079,4,120000,600000,1
+hu_fild04,206,120,10,10 monster Blue Plant 1079,2,120000,600000,1
//==================================================
// hu_fild05 - The Abyss Lake
@@ -66,9 +65,10 @@ hu_fild05,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
hu_fild06,0,0,0,0 monster Shellfish 1074,50,5000,0,0
hu_fild06,0,0,0,0 monster Crab 1073,20,5000,0,0
hu_fild06,0,0,0,0 monster Aster 1266,20,5000,0,0
-hu_fild06,234,251,14,120 monster Green Plant 1080,10,600000,0,0
-hu_fild06,234,251,14,120 monster Yellow Plant 1081,10,600000,0,0
+hu_fild06,234,251,14,120 monster Green Plant 1080,10,600000,0,1
+hu_fild06,234,251,14,120 monster Yellow Plant 1081,10,600000,0,1
//==================================================
// hu_fild07 - Disabled on Renewal
//==================================================
+//hu_fild07,0,0,0,0 monster Yellow Plant 1081,20,10000,0,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/jawaii.txt b/npc/re/mobs/fields/jawaii.txt
index b34fa815b..14490c698 100644
--- a/npc/re/mobs/fields/jawaii.txt
+++ b/npc/re/mobs/fields/jawaii.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Jawaii the honeymoon Island Monster Spawn Script
//===== By: ==================================================
//= MasterOfMuppets (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 First version [MasterOfMuppets]
//============================================================
@@ -26,4 +24,4 @@ jawaii_in,128,121,1,4 monster Red Mushroom 1085,1,3000000,1200000,0
jawaii_in,124,76,1,1 monster Black Mushroom 1084,1,3600000,1200000,0
jawaii_in,72,74,5,1 monster Black Mushroom 1084,2,3000000,1200000,0
jawaii_in,73,117,4,4 monster Thief Bug Egg 1048,1,5400000,3000000,0
-jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0
+jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/lighthalzen.txt b/npc/re/mobs/fields/lighthalzen.txt
index 05fed705e..8a9dbead3 100644
--- a/npc/re/mobs/fields/lighthalzen.txt
+++ b/npc/re/mobs/fields/lighthalzen.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lighthalzen Fields Monster Spawn Script
//===== By: ==================================================
-//= Muad_Dib, rAthena dev team
+//= Muad_Dib, rAthena Dev Team
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 by Muad_Dib (Prometheus Project)
//= 1.1 Added Porcellio by MasterOfMuppets
@@ -23,9 +21,9 @@
lhz_fild01,0,0,0,0 monster Rafflesia 1162,130,5000,0,0
lhz_fild01,0,0,0,0 monster Stem Worm 1215,35,5000,0,0
lhz_fild01,0,0,0,0 monster Metaling 1613,35,5000,0,0
-lhz_fild01,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
-lhz_fild01,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,0
-lhz_fild01,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
+lhz_fild01,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
+lhz_fild01,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,1
+lhz_fild01,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
//==================================================
// lhz_fild02 - Lighthalzen Field (Grim Reaper's Valley)
@@ -35,8 +33,8 @@ lhz_fild02,0,0,0,0 monster Breeze 1692,40,5000,0,0
lhz_fild02,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
lhz_fild02,0,0,0,0 monster Metaling 1613,20,5000,0,0
lhz_fild02,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-lhz_fild02,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,0
-lhz_fild02,0,0,0,0 monster Green Plant 1080,15,60000,30000,0
+lhz_fild02,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,1
+lhz_fild02,0,0,0,0 monster Green Plant 1080,15,60000,30000,1
//==================================================
// lhz_fild03 - Lighthalzen Field
@@ -46,5 +44,5 @@ lhz_fild03,0,0,0,0 monster Stem Worm 1215,20,5000,0,0
lhz_fild03,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
lhz_fild03,0,0,0,0 monster Metaling 1613,20,5000,0,0
lhz_fild03,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-lhz_fild03,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
-lhz_fild03,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
+lhz_fild03,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
+lhz_fild03,0,0,0,0 monster Green Plant 1080,10,60000,30000,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/louyang.txt b/npc/re/mobs/fields/louyang.txt
index fd645faf3..586b49960 100644
--- a/npc/re/mobs/fields/louyang.txt
+++ b/npc/re/mobs/fields/louyang.txt
@@ -1,15 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Louyang Fields Monster Spawn Script
//===== By: ==================================================
//= Evera/Lorri
//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.4
//===== Additional Comments: =================================
//= 1.1 updated by MasterOfMuppets
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 Updated to Renewal Spawns [Kisuka]
+//= 1.4 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -19,4 +18,4 @@ lou_fild01,0,0,0,0 monster Mi Gao 1516,40,5000,0,0
lou_fild01,0,0,0,0 monster Mantis 1139,19,5000,0,0
lou_fild01,0,0,0,0 monster Geographer 1368,19,5000,0,0
lou_fild01,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
-lou_fild01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+lou_fild01,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/lutie.txt b/npc/re/mobs/fields/lutie.txt
index 19583ffe4..99db7de31 100644
--- a/npc/re/mobs/fields/lutie.txt
+++ b/npc/re/mobs/fields/lutie.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lutie Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 added Garm Baby according to May 10 patch
//= 1.2 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/re/mobs/fields/malaya.txt b/npc/re/mobs/fields/malaya.txt
index 908bf16fd..2cf027f44 100644
--- a/npc/re/mobs/fields/malaya.txt
+++ b/npc/re/mobs/fields/malaya.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Malaya Port Field Monster Spawn Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Official kRO monster spawns
//===== Additional Comments: =================================
@@ -15,15 +13,15 @@
//==================================================
// ma_fild01 - Barrio Maligawa
//==================================================
-ma_fild01,0,0,0,0 monster Tikbalang 2313,70,0,0,0
-ma_fild01,0,0,0,0 monster Tiyanak 2314,50,0,0,0
-ma_fild01,0,0,0,0 monster Jejeling 2316,30,0,0,0
+ma_fild01,0,0,0,0 monster Tikbalang 2313,50,0,0,0
+ma_fild01,0,0,0,0 monster Tiyanak 2314,40,0,0,0
+ma_fild01,0,0,0,0 monster Jejeling 2316,20,0,0,0
//==================================================
// ma_fild02 - Malaya Forest
//==================================================
-ma_fild02,0,0,0,0 monster Bungisngis 2309,70,0,0,0
-ma_fild02,0,0,0,0 monster Engkanto 2310,50,0,0,0
+ma_fild02,0,0,0,0 monster Bungisngis 2309,40,0,0,0
+ma_fild02,0,0,0,0 monster Engkanto 2310,15,0,0,0
ma_fild02,0,0,0,0 monster Mangkukulam 2312,20,0,0,0
ma_fild02,0,0,0,0 monster Jejeling 2316,10,0,0,0
-ma_fild02,0,0,0,0 monster Wakwak 2315,10,0,0,0
+ma_fild02,0,0,0,0 monster Wakwak 2315,25,0,0,0
diff --git a/npc/re/mobs/fields/manuk.txt b/npc/re/mobs/fields/manuk.txt
index 92f9866a1..e27d7f6c6 100644
--- a/npc/re/mobs/fields/manuk.txt
+++ b/npc/re/mobs/fields/manuk.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Manuk Fields Monster Spawn Script
//===== By: ==================================================
//= alexx, MaC
//===== Current Version: =====================================
//= 1.1a
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Official spawn ammounts from Aegis script [alexx]
//= 1.1 Added 13.2 mob spawn update [scriptor]
@@ -33,4 +31,4 @@ man_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
man_fild03,0,0,0,0 monster Hillslion 1989,25,5000,0,0
man_fild03,0,0,0,0 monster Tatacho 1986,25,5000,0,0
man_fild03,0,0,0,0 monster Centipede 1987,25,5000,0,0
-man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0
+man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/mjolnir.txt b/npc/re/mobs/fields/mjolnir.txt
index e2483c2a8..58fba9422 100644
--- a/npc/re/mobs/fields/mjolnir.txt
+++ b/npc/re/mobs/fields/mjolnir.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mt. Mjolnir Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 Updated to renewal spawns. [L0ne_W0lf]
@@ -226,4 +224,4 @@ mjolnir_11,295,271,0,0 monster Green Plant 1080,1,180000,90000,1
//==================================================
mjolnir_12,0,0,0,0 monster Dustiness 1114,130,5000,0,0
mjolnir_12,0,0,0,0 monster Hunter Fly 1035,35,5000,0,0
-mjolnir_12,0,0,0,0 monster Mantis 1139,35,5000,0,0
+mjolnir_12,0,0,0,0 monster Mantis 1139,35,5000,0,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/morocc.txt b/npc/re/mobs/fields/morocc.txt
index 774e342da..3e71b0846 100644
--- a/npc/re/mobs/fields/morocc.txt
+++ b/npc/re/mobs/fields/morocc.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morocc Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
@@ -216,4 +214,4 @@ moc_fild22,0,0,0,0 monster Incarnation of Morroc 1918,60,30000,0,0
moc_fild22,0,0,0,0 monster Incarnation of Morroc 1919,60,30000,0,0
moc_fild22,0,0,0,0 monster Incarnation of Morroc 1920,60,30000,0,0
moc_fild22,0,0,0,0 monster Incarnation of Morroc 1921,25,10000,0,0
-moc_fild22,0,0,0,0 boss_monster Wounded Morroc 1917,1,43200000,600000,0
+moc_fild22,0,0,0,0 boss_monster Wounded Morroc 1917,1,43200000,600000,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/moscovia.txt b/npc/re/mobs/fields/moscovia.txt
index 1edaf0464..7ffbd4c28 100644
--- a/npc/re/mobs/fields/moscovia.txt
+++ b/npc/re/mobs/fields/moscovia.txt
@@ -1,14 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Moscovia Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.2
//===== Additional Comments: =================================
//= 1.0 Added spawns [Playtester]
//= 1.1 Updated to Renewal Spawns [Kisuka]
+//= 1.2 Updated Renewal Spawns. [Streusel]
//============================================================
//==================================================
@@ -18,5 +17,5 @@ mosk_fild02,0,0,0,0 monster Side Winder 1037,40,5000,0,0
mosk_fild02,0,0,0,0 monster Argiope 1099,30,5000,0,0
mosk_fild02,0,0,0,0 monster Mantis 1139,10,5000,0,0
mosk_fild02,0,0,0,0 monster Geographer 1368,5,5000,0,0
-mosk_fild02,0,0,0,0 monster Yellow Plant 1081,5,5000,0,0
-mosk_fild02,0,0,0,0 monster White Plant 1082,5,10000,0,0
+mosk_fild02,0,0,0,0 monster Yellow Plant 1081,5,10000,0,1
+mosk_fild02,0,0,0,0 monster White Plant 1082,5,10000,0,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/niflheim.txt b/npc/re/mobs/fields/niflheim.txt
index 1c8c2340e..2446ec0e0 100644
--- a/npc/re/mobs/fields/niflheim.txt
+++ b/npc/re/mobs/fields/niflheim.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Niflheim Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 updated [shadow],
//= 1.3 many changes and wrong LOD ID 5373 -> 1373 [Lupus]
diff --git a/npc/re/mobs/fields/payon.txt b/npc/re/mobs/fields/payon.txt
index 0f97f0265..9736fb31b 100644
--- a/npc/re/mobs/fields/payon.txt
+++ b/npc/re/mobs/fields/payon.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Some 11.1 spawn changes [Playtester]
@@ -43,8 +41,8 @@ pay_fild01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1
pay_fild02,0,0,0,0 monster Boa 1025,140,5000,0,0
pay_fild02,0,0,0,0 monster Wormtail 1024,30,5000,0,0
pay_fild02,0,0,0,0 monster Spore 1014,30,5000,0,0
-pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
+pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
//==================================================
// pay_fild03 - Payon Forest
@@ -73,6 +71,8 @@ pay_fild04,254,193,10,10 monster Green Plant 1080,5,360000,180000,1
//==================================================
// pay_fild05 - Disabled on Renewal
//==================================================
+//pay_fild05,95,147,5,5 monster Green Plant 1080,4,900000,450000,1
+//pay_fild05,86,90,5,5 monster Green Plant 1080,4,900000,450000,1
//==================================================
// pay_fild06 - Payon Forest
@@ -108,7 +108,7 @@ pay_fild08,143,156,40,40 monster Shining Plant 1083,1,3600000,1800000,1
pay_fild09,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
pay_fild09,0,0,0,0 monster Horn 1128,30,5000,0,0
pay_fild09,0,0,0,0 monster Coco 1104,30,5000,0,0
-pay_fild09,198,217,30,30 monster Green Plant 1080,10,360000,180000,0
+pay_fild09,198,217,30,30 monster Green Plant 1080,10,360000,180000,1
pay_fild09,198,217,30,30 monster Shining Plant 1083,1,1800000,900000,1
//==================================================
@@ -127,4 +127,4 @@ pay_fild10,66,332,10,10 monster Blue Plant 1079,1,360000,180000,1
//==================================================
// pay_fild11 - Disabled on Renewal
-//==================================================
+//================================================== \ No newline at end of file
diff --git a/npc/re/mobs/fields/prontera.txt b/npc/re/mobs/fields/prontera.txt
index c2c2d7852..5eec3c925 100644
--- a/npc/re/mobs/fields/prontera.txt
+++ b/npc/re/mobs/fields/prontera.txt
@@ -1,16 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.6
//===== Additional Comments: =================================
//= 1.2 fixed some map name typos [Lupus]
//= 1.3 Official kRO 10.1 spawns [Playtester]
//= 1.4 More accurate spawns [Playtester]
//= 1.5 Updated to Renewal spawns.
+//= 1.6 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -51,7 +50,7 @@ prt_fild03,0,0,0,0 monster Choco 1214,1,5000,0,0
prt_fild03,296,58,15,15 monster Green Plant 1080,5,180000,90000,1
prt_fild03,296,58,15,15 monster Blue Plant 1079,2,900000,450000,1
prt_fild03,307,75,5,5 monster Green Plant 1080,5,360000,180000,1
-prt_fild03,0,0,0,0 monster Green Plant 1080,5,360000,180000,1
+prt_fild03,147,219,5,5 monster Green Plant 1080,5,360000,180000,1
prt_fild03,148,107,5,5 monster Green Plant 1080,5,360000,180000,1
//==================================================
@@ -77,7 +76,7 @@ prt_fild05,208,37,10,10 monster Blue Plant 1079,1,900000,450000,1
prt_fild06,0,0,0,0 monster Fabre 1007,140,5000,0,0
prt_fild06,0,0,0,0 monster Poring 1002,30,5000,0,0
prt_fild06,0,0,0,0 monster Lunatic 1063,30,5000,0,0
-//prt_fild06,222,30,40,10 monster Green Plant 1080,15,900000,450000,1 // Commented the Line since those Plants can't spawn anyway. Maybe Gravity will fix it someday... [Masao]
+prt_fild06,222,30,40,10 monster Green Plant 1080,15,900000,450000,1
//==================================================
// prt_fild07 - Prontera Field
@@ -123,4 +122,4 @@ prt_fild11,0,0,0,0 monster Goblin 1125,10,5000,0,0
prt_fild11,0,0,0,0 monster Goblin 1123,10,5000,0,0
prt_fild11,0,0,0,0 monster Goblin 1122,10,5000,0,0
prt_fild11,0,0,0,0 monster Panzer Goblin 1308,1,1800000,1200000,0
-prt_fild11,0,0,0,0 monster Red Mushroom 1085,10,180000,90000,1
+prt_fild11,0,0,0,0 monster Red Mushroom 1085,10,180000,90000,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/rachel.txt b/npc/re/mobs/fields/rachel.txt
index 92708aa5e..68e34c4c5 100644
--- a/npc/re/mobs/fields/rachel.txt
+++ b/npc/re/mobs/fields/rachel.txt
@@ -1,17 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.5
//===== Additional Comments: =================================
//= 1.0 Created this [Sepheus]
//= 1.1 Updated [Playtester]
//= 1.2 More accurate spawns [Playtester]
//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
//= 1.4 Updated to Renewal Spawns [Kisuka]
+//= 1.5 Updated Renewal Spawns [Streusel]
//============================================================
//==================================================
@@ -86,6 +85,8 @@ ra_fild08,0,0,0,0 monster Anopheles 1627,10,5000,0,0
//==================================================
// ra_fild11 - Disabled on Renewal
//==================================================
+//ra_fild11,0,0,0,0 monster Yellow Plant 1081,15,10000,0,1
+//ra_fild11,0,0,0,0 monster Red Plant 1078,5,10000,0,1
//==================================================
// ra_fild12 - The Plain of Ida
@@ -93,9 +94,9 @@ ra_fild08,0,0,0,0 monster Anopheles 1627,10,5000,0,0
ra_fild12,0,0,0,0 monster Roween 1782,130,5000,0,0
ra_fild12,0,0,0,0 monster Anopheles 1627,30,5000,0,0
ra_fild12,0,0,0,0 monster Baby Desert Wolf 1107,15,5000,0,0
-ra_fild12,0,0,0,0 monster Yellow Plant 1081,15,5000,0,1
-ra_fild12,0,0,0,0 monster Red Plant 1078,5,5000,0,1
+ra_fild12,0,0,0,0 monster Yellow Plant 1081,15,10000,0,1
+ra_fild12,0,0,0,0 monster Red Plant 1078,5,10000,0,1
//==================================================
// ra_fild13 - Disabled on Renewal
-//==================================================
+//================================================== \ No newline at end of file
diff --git a/npc/re/mobs/fields/splendide.txt b/npc/re/mobs/fields/splendide.txt
index c9f41b1e7..a9b5c8a1a 100644
--- a/npc/re/mobs/fields/splendide.txt
+++ b/npc/re/mobs/fields/splendide.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Splendide Fields Monster Spawn Script
//===== By: ==================================================
//= alexx, MaC
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Official spawn ammounts from Aegis script [alexx]
//= 1.1 Added 13.2 mob spawn update [scriptor]
@@ -22,6 +20,8 @@ spl_fild01,0,0,0,0 monster Cornus 1992,25,5000,0,0
// spl_fild02 - Splendide Field
//==================================================
spl_fild02,0,0,0,0 monster Pinguicula 1995,75,5000,0,0
+spl_fild02,0,0,0,0 monster Bradium Golem 2024,20,5000,0,0
+spl_fild02,0,0,0,0 monster Naga 1993,20,5000,0,0
spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,5000,0,0
//==================================================
@@ -30,4 +30,4 @@ spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,5000,0,0
spl_fild03,0,0,0,0 monster Luciola Vespa 1994,35,5000,0,0
spl_fild03,0,0,0,0 monster Cornus 1992,25,5000,0,0
spl_fild03,0,0,0,0 monster Naga 1993,20,5000,0,0
-spl_fild03,0,0,0,0 monster Tendrilion 1991,1,3600000,0,0
+spl_fild03,0,0,0,0 monster Tendrilion 1991,1,3600000,0,0 \ No newline at end of file
diff --git a/npc/re/mobs/fields/umbala.txt b/npc/re/mobs/fields/umbala.txt
index 85c4dafb8..e3bd52469 100644
--- a/npc/re/mobs/fields/umbala.txt
+++ b/npc/re/mobs/fields/umbala.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Fields Monster Spawn Script
//===== By: ==================================================
//= Darkchild (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any rAthena Version; RO Ep6+
//===== Additional Comments: =================================
//= 1.3 Official kRO 10.1 spawns [Playtester]
//= 1.4 More accurate spawns [Playtester]
@@ -23,6 +21,7 @@ um_fild01,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
um_fild01,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
um_fild01,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
um_fild01,0,0,0,0 monster Shining Plant 1083,5,180000,90000,1
+um_fild01,0,0,0,0 monster Shining Plant 1083,1,180000,90000,1
//==================================================
// um_fild02 - Hoomga Forest
@@ -55,5 +54,4 @@ um_fild04,0,0,0,0 monster Wootan Fighter 1499,5,5000,0,0
um_fild04,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
um_fild04,0,0,0,0 monster Choco 1214,2,5000,0,0
um_fild04,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_fild04,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
-um_fild01,0,0,0,0 monster Shining Plant 1083,1,180000,90000,1
+um_fild04,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/veins.txt b/npc/re/mobs/fields/veins.txt
index 0ab4ecf58..ca8cc431e 100644
--- a/npc/re/mobs/fields/veins.txt
+++ b/npc/re/mobs/fields/veins.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Veins Fields Monster Spawn Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
-//= 1.8
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 1.9
//===== Additional Comments: =================================
//= 1.0 Temp. monster spawn in Veins Field. [$ephiroth]
//= 1.1 Updated monster spawn based on kRO website. [$ephiroth]
@@ -16,6 +14,7 @@
//= 1.6 Even more accurate spawns [Playtester]
//= 1.7 Corrected MVP spawn variance. [Gepard]
//= 1.8 Updated to Renewal Spawns. [Kisuka]
+//= 1.9 Updated Renewal Spawns. [Streusel]
//============================================================
//==================================================
@@ -26,10 +25,10 @@ ve_fild01,0,0,0,0 monster Stapo 1784,20,5000,0,0
ve_fild01,0,0,0,0 monster Drosera 1781,20,5000,0,0
ve_fild01,0,0,0,0 monster Muscipular 1780,20,5000,0,0
ve_fild01,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,0
-ve_fild01,0,0,0,0 monster Red Plant 1078,10,5000,0,0
-ve_fild01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-ve_fild01,270,80,20,7 monster Blue Plant 1079,4,840000,0,0
-ve_fild01,270,80,20,7 monster Shining Plant 1083,1,960000,0,0
+ve_fild01,0,0,0,0 monster Red Plant 1078,10,10000,0,1
+ve_fild01,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
+ve_fild01,270,80,20,7 monster Blue Plant 1079,4,840000,0,1
+ve_fild01,270,80,20,7 monster Shining Plant 1083,1,960000,0,1
//==================================================
// ve_fild02 - Veins Field
@@ -38,8 +37,8 @@ ve_fild02,0,0,0,0 monster Drosera 1781,130,5000,0,0
ve_fild02,0,0,0,0 monster Muscipular 1780,20,5000,0,0
ve_fild02,0,0,0,0 monster Galion 1783,10,5000,0,0
ve_fild02,120,55,50,50 boss_monster Atroce 1785,1,21600000,600000,0
-ve_fild02,0,0,0,0 monster Red Plant 1078,10,5000,0,0
-ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
+ve_fild02,0,0,0,0 monster Red Plant 1078,10,10000,0,1
+ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
//==================================================
// ve_fild03 - Veins Field
@@ -47,8 +46,8 @@ ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
ve_fild03,0,0,0,0 monster Magmaring 1836,130,5000,0,0
ve_fild03,0,0,0,0 monster Muscipular 1780,35,5000,0,0
ve_fild03,0,0,0,0 monster Drosera 1781,35,5000,0,0
-ve_fild03,200,212,114,60 monster Red Plant 1078,10,0,0,0
-ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
+ve_fild03,200,212,114,60 monster Red Plant 1078,10,10000,0,1
+ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
//==================================================
// ve_fild04 - Veins Field
@@ -56,16 +55,19 @@ ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
ve_fild04,0,0,0,0 monster Muscipular 1780,100,5000,0,0
ve_fild04,0,0,0,0 monster Drosera 1781,50,5000,0,0
ve_fild04,0,0,0,0 monster Galion 1783,20,5000,0,0
-ve_fild04,288,273,4,4 monster Blue Plant 1079,3,660000,0,0
+ve_fild04,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
+ve_fild04,288,273,4,4 monster Blue Plant 1079,3,660000,0,1
//==================================================
// ve_fild05 - Disabled on Renewal
//==================================================
+//ve_fild05,152,139,15,17 monster White Plant 1082,5,1800000,0,1
+//ve_fild05,152,139,5,5 monster Shining Plant 1083,1,2400000,0,1
//==================================================
// ve_fild06 - Veins Field - No spawns on Renewal
//==================================================
-ve_fild06,0,0,0,0 monster Shining Plant 1083,1,5000,0,0
+//ve_fild06,0,0,0,0 monster Shining Plant 1083,1,1020000,0,1
//==================================================
// ve_fild07 - Veins Field
@@ -73,4 +75,4 @@ ve_fild06,0,0,0,0 monster Shining Plant 1083,1,5000,0,0
ve_fild07,0,0,0,0 monster Stapo 1784,100,5000,0,0
ve_fild07,0,0,0,0 monster Drosera 1781,50,5000,0,0
ve_fild07,0,0,0,0 monster Muscipular 1780,30,5000,0,0
-ve_fild07,0,0,0,0 monster White Plant 1082,10,600000,0,0
+ve_fild07,0,0,0,0 monster White Plant 1082,10,600000,0,1 \ No newline at end of file
diff --git a/npc/re/mobs/fields/yuno.txt b/npc/re/mobs/fields/yuno.txt
index b5ea8aea2..13f1ecb63 100644
--- a/npc/re/mobs/fields/yuno.txt
+++ b/npc/re/mobs/fields/yuno.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yuno Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 2.0
-//===== Compatible With: =====================================
-//= Any Athena Version
+//= 2.1
//===== Additional Comments: =================================
//= 1.1 fixed tabs, names [Lupus]
//= 1.2 New/Better Spawn [Muad_Dib]
@@ -21,6 +19,7 @@
//= 1.8 Added kRO 10.1 spawns where they fit [Playtester]
//= 1.9 More accurate spawns [Playtester]
//= 2.0 Updated spawns to renewal. [L0ne_W0lf]
+//= 2.1 Updated Renewal Spawns. [Streusel]
//============================================================
//==================================================
@@ -77,15 +76,20 @@ yuno_fild04,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
//==================================================
// yuno_fild05 - Disabled on Renewal
//==================================================
+//yuno_fild05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
+//yuno_fild05,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
+//yuno_fild05,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
+//yuno_fild05,176,202,8,8 monster Blue Plant 1079,2,180000,90000,1
+//yuno_fild05,300,280,5,5 monster Blue Plant 1079,2,180000,90000,1
//==================================================
// yuno_fild06 - El Mes Plateau
//==================================================
yuno_fild06,0,0,0,0 monster Sleeper 1386,80,5000,0,0
yuno_fild06,0,0,0,0 monster Geographer 1368,20,5000,0,0
-yuno_fild06,0,0,0,0 monster Red Plant 1078,10,5000,0,0
-yuno_fild06,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-yuno_fild06,0,0,0,0 monster Green Plant 1080,10,5000,0,0
+yuno_fild06,0,0,0,0 monster Red Plant 1078,10,10000,0,1
+yuno_fild06,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
+yuno_fild06,0,0,0,0 monster Green Plant 1080,10,10000,0,1
//==================================================
// yuno_fild07 - El Mes Gorge (Valley of Abyss)
@@ -134,4 +138,4 @@ yuno_fild11,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
// yuno_fild12 - Border Checkpoint
//==================================================
yuno_fild12,0,0,0,0 monster Geographer 1368,60,5000,0,0
-yuno_fild12,0,0,0,0 monster Mantis 1139,30,5000,0,0
+yuno_fild12,0,0,0,0 monster Mantis 1139,30,5000,0,0 \ No newline at end of file
diff --git a/npc/re/mobs/towns/brasilis.txt b/npc/re/mobs/towns/brasilis.txt
index a8598a4b4..12b0cd658 100644
--- a/npc/re/mobs/towns/brasilis.txt
+++ b/npc/re/mobs/towns/brasilis.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Brasilis Quest Monsters
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= 1.0 First version
//============================================================
diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt
index 4e5d95a4d..361f8fb57 100644
--- a/npc/re/quests/eden/11-25.txt
+++ b/npc/re/quests/eden/11-25.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [11 - 25]
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 11 - 25.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt
index 267cc0994..5467c773e 100644
--- a/npc/re/quests/eden/26-40.txt
+++ b/npc/re/quests/eden/26-40.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [26 - 40]
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 26 - 40.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt
index dfa5e2df5..dc71a6c5a 100644
--- a/npc/re/quests/eden/41-55.txt
+++ b/npc/re/quests/eden/41-55.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [41 - 55]
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 41 - 55.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt
index 79a6af3ec..d4599c557 100644
--- a/npc/re/quests/eden/56-70.txt
+++ b/npc/re/quests/eden/56-70.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [56 - 70]
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 56 - 70.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt
index e1f9b17a9..9a11bf2b5 100644
--- a/npc/re/quests/eden/71-85.txt
+++ b/npc/re/quests/eden/71-85.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [71 - 85]
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 71 - 85.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt
index eea07144c..4ac5bbb19 100644
--- a/npc/re/quests/eden/86-90.txt
+++ b/npc/re/quests/eden/86-90.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [86 - 90]
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 86 - 90.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt
index 2e7e7dd28..bf80c2a7c 100644
--- a/npc/re/quests/eden/91-99.txt
+++ b/npc/re/quests/eden/91-99.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Group Quests - Mission [91 - 99]
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 91 - 99.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
index c6776d9b4..3c9d421a7 100644
--- a/npc/re/quests/eden/eden_quests.txt
+++ b/npc/re/quests/eden/eden_quests.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4a
+//= 1.4b
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -17,6 +17,7 @@
//= 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]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 469,{
@@ -3364,6 +3365,7 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "We can only upgrade the Eden Group Hat.";
if (para_suv02 == 3) {
if (countitem(5583) > 0) {
+ disable_items;
mes "[Michael]";
mes "What status bonus do you want to upgrade?";
next;
diff --git a/npc/re/quests/monstertamers.txt b/npc/re/quests/monstertamers.txt
new file mode 100644
index 000000000..cc95d3749
--- /dev/null
+++ b/npc/re/quests/monstertamers.txt
@@ -0,0 +1,15 @@
+//===== Hercules Script =======================================
+//= Monster Tamers
+//===== By: ==================================================
+//= Streusel
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= Cute pet quest items
+//===== Additional Comments: =================================
+//= 1.0 Duplicates for Monster Tamer
+//============================================================
+
+izlude_in,55,105,4 duplicate(Monster_Tamer#izu) Monster Tamer#izlude 125 \ No newline at end of file
diff --git a/npc/re/quests/quests_13_1.txt b/npc/re/quests/quests_13_1.txt
new file mode 100644
index 000000000..107b7c029
--- /dev/null
+++ b/npc/re/quests/quests_13_1.txt
@@ -0,0 +1,17 @@
+//===== Hercules Script ======================================
+//= Quest NPCs related to Ash-Vacuum
+//===== By: ==================================================
+//= Streusel
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Contains:
+//= Promotional Staff Duplicate for Renewal
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+// Onward to the New World
+//============================================================
+izlude,102,171,6 duplicate(Promotional Staff#iz) Promotional Staff#izlude 100 \ No newline at end of file
diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt
index 8d27b1c09..ad986da6c 100644
--- a/npc/re/quests/quests_dewata.txt
+++ b/npc/re/quests/quests_dewata.txt
@@ -1,164 +1,585 @@
//===== rAthena Script =======================================
//= Dewata Quest NPCs
//===== By: ==================================================
-//= Gennosuke Kouga
+//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Quest NPCs related to Dewata:
//== "Dewata Legend"
-//== "Help The Old Man"
-//== "The Enchantment Weapon" (Keris)
+//== "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]
//============================================================
-// Entrance - Alberta Sailors
+// Entrance
//============================================================
-
-alberta,240,47,5 script Alberta Sailor#alberta 536,{
- mes "[Alberta Sailor]";
- mes "Do ya want to visit ^C35817Dewata Island?^000000";
- mes "With dazzling waves and charming vistas, it's a great place to relax.";
+alberta,212,202,4 script Dewata Sailor#alberta 536,{
+ mes "[Dewata Sailor]";
+ mes "Do you want to visit ^8B4513Dewata Island^000000?";
+ mes "With it's dazzling waves and charming views it's a great place to relax.";
mes "The transit fee is 10,000 Zeny.";
next;
- if(select("Yes:No")==2) {
- mes "[Alberta Sailor]";
+ switch(select("Yes!:No.")) {
+ case 1:
+ if (Zeny >= 10000) {
+ mes "[Dewata Sailor]";
+ mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
+ mes "Have a nice trip~";
+ close2;
+ set Zeny, Zeny - 10000;
+ warp "dewata",232,53;
+ end;
+ } else {
+ mes "[Dewata Sailor]";
+ mes "You don't have the dough, kid.";
+ mes "Come back when you have a bigger wallet.";
+ close;
+ }
+ case 2:
+ mes "[Dewata Sailor]";
mes "Let me know";
mes "when you're ready to travel~";
close;
}
- mes "[Alberta Sailor]";
- mes "Have a nice trip~";
- close2;
- warp "dewata",232,53;
- end;
}
-dewata,230,49,5 script Alberta Sailor#dewata 536,{
+dewata,229,49,6 script Alberta Sailor#dewata 536,{
mes "[Alberta Sailor]";
- mes "Want to go back to ^C35817Alberta^000000?";
+ mes "Do you want to go back to Alberta?";
next;
- if(select("Yes:No")==2) {
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Alberta Sailor]";
+ mes "I hope you had a lot of fun on";
+ mes "your trip to ^8B4513Dewata^000000 Island.";
+ mes "Please come again!";
+ close2;
+ warp "alberta",210,198;
+ end;
+ case 2:
mes "[Alberta Sailor]";
- mes "Have some more fun before you go!";
- mes "^C35817Dewata^000000 Island still has more to offer.";
+ mes "Have some more fun before you go.";
+ mes "^8B4513Dewata^000000 Island still has more to offer.";
close;
}
- mes "[Alberta Sailor]";
- mes "I hope you had a lot of fun on your trip to ^C35817Dewata^000000 Island.";
- close2;
- warp "alberta",235,44;
- end;
}
-dewata,235,56,4 script Gatekeeper of Krakatau#1 534,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^C35817Krakatau Volcano^000000 is a very dangerous area";
- mes "I cannot allow anyone to go inside.";
- next;
- if (checkquest(9162)>=0 && countitem(11533)) {
- select("^0000FFTribal Chief Paiko^000000");
- 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.";
+// Dewata Legend Quest
+//============================================================
+dew_fild01,57,274,0 script #hideout_legend 111,6,6,{
+OnTouch:
+ if (BaseLevel > 59 && dew_legend < 1) {
+ mes "- You hear a faint conversation going on inside. -";
next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "What is this wonderful smell?";
- mes "Of course, it's our ^4AA02CSatay^000000!";
- mes "I was sightly hungry...";
- mes "so this should fill me up.";
+ 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 "[Gatekeeper of Krakatau Volcano]";
- mes "Since you came all the way here";
- mes "I will share an interesting story.";
+ 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 "[Gatekeeper of Krakatau Volcano]";
- mes "It has become a lost tradition in";
- mes "recent years, but until 10";
- mes "years ago in order to become a";
- mes "^C35817Jaty Tribe^000000 warrior you had to";
- mes "climb ^C35817Krakatau Volcano^000000 to prove your endurance.";
+ 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 "[Gatekeeper of Krakatau Volcano]";
- mes "The eyes of those warriors were";
- mes "anxious yet determined before going";
- mes "up ^C35817Krakatau Volcano^000000.";
+ 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 "[Gatekeeper of Krakatau Volcano]";
- mes "I still cannot forget that look in";
- mes "their eyes. I feel a little bit of";
- mes "the same emotion from you, Adventurer.";
+ 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 "[Gatekeeper of Krakatau Volcano]";
- mes "I want you to live long and";
- mes "prosper. Be heathly and safe.";
- mes "Travel so you can live to tell";
- mes "the tale of your adventures.";
- changequest 9162,9163;
- delitem 11533,1;
+ mes "The conversation trails off and you don't hear any more.";
+ set dew_legend,1;
close;
}
- if(select("Allow me through:I don't want to go in")==1) {
- if(dewata_legend >= 5) {
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You are the traveler who was";
- mes "acknowledged by tribe leader as a";
- mes "friend of the tribe and received a";
- mes "^4AA02CShining Cendrawasih Feather.^000000";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I will let you pass, but";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "dangerous so please take care.";
- close2;
- warp "dew_dun01",289,160;
- end;
+ end;
+}
+
+dew_in01,15,33,0 script #hidein_legend 111,5,5,{
+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...";
+ set dew_legend,4;
+ close;
+ }
+ end;
+}
+
+dew_in01,22,48,3 script Sage Kasyapa#dew 541,{
+ 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 "[Gatekeeper of Krakatau Volcano]";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "a very dangerous area,";
- mes "so I can't allow you in";
- mes "unless you qualify for entry.";
+ 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.";
+ set 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;
+ }
+ }
+ set 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;
}
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You have choosen wisely.";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "an extremely dangerous area.";
- close;
}
-dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 541,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Want to go back to Dewata?";
+dew_in01,15,49,4 script Tribal Chief Paiko#dew 540,{
+ 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.";
+ set 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.";
+ set 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;
+ }
+ set 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.";
+ set 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.";
+ set 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.";
+ set 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.";
+ set 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.";
+ set 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.";
+ set 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;
- if(select("Yes:No")==2) {
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "a dangerous place.";
- mes "You should go back now.";
+ 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;
}
- close2;
- warp "dewata",232,53;
- end;
}
-dew_fild01,78,288,5 script Jaty Tribe Warrior 541,{
+dew_fild01,78,288,6 script Jaty Tribe Warrior#dew 541,{
mes "[Jaty Tribe Warrior]";
mes "We revere strength and bravery.";
- mes "We are the ^FF0000Jaty^000000 Tribe.";
- if (checkquest(9158)==-1 || !countitem(11533)) close;
+ 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 are about to say something.";
- mes "Speak, state your business.";
+ mes "you seem about to say something.";
+ mes "Speak, and state your business.";
next;
select("^0000FFTribal Chief Paiko^000000");
mes "[Jaty Tribe Warrior]";
@@ -168,357 +589,301 @@ dew_fild01,78,288,5 script Jaty Tribe Warrior 541,{
mes "I express my thanks to you.";
next;
mes "[Jaty Tribe Warrior]";
- mes "Also, thank you for the ^4AA02CSatay^000000.";
- mes "My mouth is already watering...";
- mes "There is something I would like";
- mes "to share with you regarding our tribe.";
+ 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
+ set dew_legend,10;
+ changequest 9158,9159;
next;
mes "[Jaty Tribe Warrior]";
- mes "Unlike the ancient times when our";
- mes "tribe's warriors fought and shed";
- mes "their blood, the world has become";
- mes "more peaceful nowadays. But our";
- mes "tribe's territory has shrunk drastically.";
+ 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";
- mes "keeping the warrior tradition of";
- mes "our tribe alive, and we will";
- mes "preserve the pride we have earned";
- mes "through the sacrifice of past warriors.";
+ 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";
- mes "pride remain with you in your travels.";
- changequest 9158,9159;
- delitem 11533,1;
+ mes "I hope that your perserverance and pride remain with you in your travels.";
close;
}
-dew_fild01,185,300,4 script Tribe Manager 541,{
+dew_fild01,185,300,6 script Tribe Manager#dew 541,{
mes "[Tribe Manager]";
- mes "Keeping our culture and tradition";
- mes "is very important.";
- if(checkquest(9160)==-1 || !countitem(11533)) {
- mes "Although it is a little boring...";
+ 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";
- mes "something to say, don't you?";
+ 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 ^C35817Jaty Tribe^000000!";
+ mes "You are the hero of the^8B4513Jaty Tribe^000000.";
next;
mes "[Tribe Manager]";
mes "Wow~ the savory scent of";
- mes "delicious homemade ^4AA02CSatay^000000!";
+ 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
+ set dew_legend,12;
+ changequest 9160,9161;
next;
mes "[Tribe Manager]";
mes "There are few contacts between";
- mes "^C35817Dewata Island^000000 and ^C35817Jaty Tribe^000000.";
+ 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 the new culture and";
- mes "foreigners flowing in,";
- mes "^C35817Dewata Island^000000 has became a";
- mes "tourist attraction and we";
- mes "have lost touch with them.";
+ 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";
- mes "expanded continously, but the";
- mes "reason it hasn't influenced us";
- mes "here is due to this small temple";
- mes "which I am managing.";
+ 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";
- mes "away like that so easily.";
- mes "I hope keeping our tradition and";
- mes "culture alive lets people know how";
- mes "important these things are to us.";
+ 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";
- mes "^C35817Dewata Island^000000 and ^C35817Jaty";
- mes "Tribe^000000 can get along and interact";
- mes "more often.";
- changequest 9160,9161;
- delitem 11533,1;
+ mes "From now on, I hope people from ^8B4513Dewata Island^000000 and ^8B4513Jaty Tribe^000000 can get along and interact more often.";
close;
}
-// NPC - Memo
-//============================================================
-
-dewata,109,262,4 script Memo#dew_drink 534,{
- if(dewata_oldman >= 1) {
- if (checkquest(5040) >= 0) {
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- select("Palm tree... became.");
- mes "- You explain the situation to";
- mes "Mr. Memo -";
- next;
- mes "[Memo]";
- mes "Lero said sorry?";
- mes "Hmmm, it's okay.";
- next;
- mes "[Memo]";
- mes "That must be ^0000FFPoby^000000. If he has";
- mes "been hurt, that's why there wasn't";
- mes "any message. Lero actually";
- mes "cares about him a lot...";
- next;
- changequest 5040,5041;
- }
- if (checkquest(5041) >= 0) {
- mes "[Memo]";
- mes "He might be troublesome,";
- mes "but please visit Jaty village.";
- mes "Lero must complete the oil.";
- next;
- mes "[Memo]";
- mes "If it is not, wait there and bring";
- mes "^FF000030 Bottle of Oil^000000 to me.";
+//Original name: Gatekeeper of Krakatau Volcano
+dewata,235,56,4 script Gatekeeper of Krakatau#1 534,{
+ 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))
+ set .@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;
}
- if (checkquest(5042) >= 0 && countitem(6401) >= 30) {
- mes "[Memo]";
- mes "You brought the oil. Good job, and thank you.";
- next;
- mes "[Memo]";
- mes "Excuse me, but I have an urgent";
- mes "matter to attend to. Wait for a bit,";
- mes "then talk to me when I'm done.";
- delitem 6401,30;
- changequest 5042,5043;
- set dewata_oldman,2;
- close;
- } else if (checkquest(5043,PLAYTIME) == 2) {
- 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";
- mes "since he didn't get many good sales.";
- next;
- mes "[Memo]";
- mes "Dewata island people do not drink";
- mes "much in the hot weather.";
- next;
- mes "[Memo]";
- mes "When I was young, Dewata";
- mes "developed as a tourist atrraction,";
- mes "and that's when the tour package";
- mes "Ark started selling well.";
- next;
- mes "[Memo]";
- mes "Good liquid needs fresh oil,";
- mes "I was able to make a liquid";
- mes "for ten years and deliver it all on time.";
- next;
- mes "[Memo]";
- mes "Because today's oil has not";
- mes "arrived on time, I think I might";
- mes "have a hard time.";
- next;
- mes "[Memo]";
- mes "You helped me make the liquid correctly.";
- next;
- mes "[Memo]";
- mes "This proverb '^0000FFMengatakan mudah,";
- mes "mengerjakan susah^000000.' means it is";
- mes "easy to say something, but hard to";
- mes "do anything.";
- next;
- mes "[Memo]";
- mes "In other words, it's easy to say";
- mes "that we'll help others but its hard";
- mes "to actually do the action.";
- next;
- emotion e_thx;
- mes "[Memo]";
- mes "You really did a great job. I like";
- mes "you because you are different from";
- mes "today's youngins.";
- getitem 617,1;
- getexp 50000,10000;
- changequest 5043,5044;
- next;
- mes "[Memo]";
- mes "Will you help me with my work";
- mes "from time to time?";
- mes "I will pay you for what you do for me.";
- close;
- } else if (checkquest(5043,PLAYTIME) != -1) {
- mes "[Memo]";
- mes "... ... ...";
- next;
- mes "- Memo is making an ark -";
- close;
- } else if (checkquest(5044,PLAYTIME) == 2) {
- mes "[Memo]";
- mes "^FF0000" + strcharinfo(0) +"^000000? -";
- next;
- if(select("Just came by to say hello...:I will help you.")==1) {
- mes "[Memo]";
- mes "I guess you are busy.";
- mes "If possible, will you get the oil";
- mes "from Lero? I appreciate it...";
- close;
- }
- mes "[Memo]";
- mes "Thank you, I know you're busy";
- mes "and helping me can be a chore.";
- next;
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- erasequest 5044;
- setquest 5045;
- close;
- } else if (checkquest(5044,PLAYTIME) != -1) {
+ 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
+ set 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#2 541,{
+ 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 536,{
+ 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
+ set 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,109,262,4 script Memo#dew_drink 534,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
+ if (dew_drink) {
mes "[Memo]";
- mes "Will you help me tomorrow?";
- mes "Poby still has a back pain.";
- mes "Backaches don't just go away";
- mes "after one day...";
+ mes "Why are you carrying so much? Doesn't that hurt your back?";
close;
- } else if (checkquest(5045) >= 0) {
+ } else {
mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
+ mes "Is it a trend for youngsters to carry heavy things?";
close;
- } else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) {
- mes "[Memo]";
- mes "Oh, you brought the oil! Good job!";
- next;
- mes "[Memo]";
- mes "You must have had a hard time";
- mes "bringing the oil, so take this drink.";
- next;
- mes "[Memo]";
- mes "Ark is famous for tourists. A guy";
- mes "bought many bottles by himself.";
- next;
+ }
+ }
+ set .@playtime, checkquest(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 "Worrying that he'll drink alone?";
- mes "Too much drink always becomes poisonous.";
+ mes "Oh god! We don't have a message from the Jaty tribe yet.";
+ emotion e_swt2;
next;
mes "[Memo]";
- mes "I want you to help me this time.";
+ mes "They have never broken a promise for 10 years, I do not know the reason. What's happening?";
next;
mes "[Memo]";
- mes "Poby still has back pains and it";
- mes "will take some days for him to";
- mes "recover.";
- if (checkquest(5047)>=0) {
- delitem 6401,10;
- getitem 11534,2;
- erasequest 5047;
- setquest 5044;
- } else if (checkquest(5049)>=0) {
- delitem 6401,15;
- getitem 11534,2;
- erasequest 5049;
- setquest 5044;
- } else if (checkquest(5051)>=0) {
- delitem 6401,20;
- getitem 11534,2;
- erasequest 5051;
- setquest 5044;
- }
+ mes "I might spoil all the liquid if it is going on like this.";
+ emotion e_sob;
close;
}
mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- emotion e_dots;
- mes "[Memo]";
- mes "... ... ...";
- 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;
- }
- if(rand(1,5) == 1) {
- mes "[Memo]";
- mes "What should I do? I still don't";
- mes "have any news from the Jaty tribe.";
+ 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?");
- emotion e_what;
mes "[Memo]";
mes "Who are you?";
+ emotion e_what;
next;
mes "[Memo]";
- mes "You're an adventurer, right?";
- mes "As you can see from the jars around";
- mes "me, I am making ^0000FFtraditional wine^000000";
- mes "for a living.";
+ 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";
- mes "^0000FFDewata Island^000000 attracts many";
- mes "tourists.";
+ mes "Everyone knows about this, so ^0000FFDewata island^000000 attracts many tourists.";
next;
mes "[Memo]";
- mes "Especially this traditional wine, which";
- mes "has been made for four generations!";
- mes "But ^FF0000Ark^000000 is short of supply.";
- mes "Ark needs ^0000FFPalm Oils^000000, made";
- mes "from Oil Palm Fruit.";
+ 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";
- mes "getting ^0000FFPalm Oil^000000 from the Jaty";
- mes "tribe village lately.";
- mes "The ingredients might be useless";
- mes "if it is delivered too late.";
+ 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("Sound like a big problem.");
+ select("Sounds like a big problem.");
mes "[Memo]";
- mes "It is more of a problem than you";
- mes "think. Sales are credit, but if we";
- mes "do not make due today we'll lose";
- mes "the credit, the ingredients, and";
- mes "the tourists who do not get the";
- mes "Ark. So it's quite damaging.";
+ 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;
- emotion e_dots;
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) {
- emotion e_pif;
+ 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";
- mes "trouble. What has this world come to?";
+ mes "You don't care that others are in trouble. What has this world come to?";
+ emotion e_pif;
close;
}
mes "[Memo]";
@@ -526,148 +891,276 @@ dewata,109,262,4 script Memo#dew_drink 534,{
mes "So since you are wandering here...";
next;
mes "[Memo]";
- mes "Do you mind if I ask a favor~?";
- mes "Actually, I have visited the Jaty";
- mes "Tribe, but this unmatured ^FF0000Ark^000000";
- mes "won't let me leave.";
+ 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";
- mes "ask ^0000FFLero^000000 what happened?";
+ mes "Will you go to Jaty village and ask ^0000FFLero^000000 what happened?";
next;
mes "[Memo]";
- mes "This guy has never broken a";
- mes "promise for 10 years, so he must have";
- mes "a really good reason not to come.";
+ mes "This guy has never broken a promise for 10 years, so he must have a really good reason not to come.";
+ set dew_drink,1;
setquest 5035;
- set dewata_oldman,1;
next;
mes "[Memo]";
mes "Find the best oil master.";
- mes "His name again is ^0000FFLero^000000... Remember it!";
+ mes "His name again is ^0000FFLero^000000.";
close;
- } else {
- emotion e_swt2;
+ } else if (dew_drink < 5) {
mes "[Memo]";
- mes "Oh God! We don't have a message";
- mes "from the Jaty tribe yet.";
+ mes "So, what did Lero say?";
next;
mes "[Memo]";
- mes "They have never broken a promise";
- mes "for 10 years, and I don't know the";
- mes "reason. What's happening...?";
+ mes "... ... ... ...";
+ emotion e_dots;
next;
- emotion e_sob;
mes "[Memo]";
- mes "I might soil all the liquid if it";
- mes "is going on like this.";
+ mes "You didn't find out what happened?";
+ next;
+ mes "[Memo]";
+ mes "Find the best oil master. His name is ^0000FFLero^000000.";
close;
- }
-}
-
-// NPC - Lero
-//============================================================
-
-dew_fild01,114,275,4 script Lero#dew_drink 536,{
- if(dewata_oldman == 2) {
- if (checkquest(5045) >= 0) {
- mes "[Lero]";
- mes "Hey, I've been waiting for you.";
- mes "I didn't know that Poby's injury";
- mes "would make my life so difficult.";
+ } 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.";
+ set 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;
- set .@dailylero,rand(1,3);
- if (.@dailylero == 1) changequest 5045,5046;
- else if (.@dailylero == 2) changequest 5045,5048;
- else if (.@dailylero == 3) changequest 5045,5050;
- mes "[Lero]";
- mes "I'm ashamed to ask you this, but";
- if (checkquest(5048) >= 0)
- mes "could you bring ^0000FF30 pieces of oil palm nuts^000000?";
- else if (checkquest(5046) >= 0)
- mes "could you bring ^0000FF20 pieces of oil palm nuts^000000?";
- else if (checkquest(5050) >= 0)
- mes "could you bring ^0000FF40 pieces of oil palm nuts^000000?";
+ 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;
+ set dew_drink,8;
+ close;
+ } else if (dew_drink == 8) {
+ if (checkquest(5043,PLAYTIME) == 0) {
+ mes "[Memo]";
+ mes "... ... ...";
+ emotion e_swt2;
next;
- L_Wait:
- if (checkquest(5046) >= 0 && countitem(6402) > 19) {
- callsub L_Count,20;
- changequest 5046,5047;
- close;
- } else if (checkquest(5048) >= 0 && countitem(6402) > 29) {
- callsub L_Count,30;
- changequest 5048,5049;
+ mes "- Memo is making an ark. -";
+ close;
+ } else if (checkquest(5043,PLAYTIME) == -1) {
+ 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;
+ set 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(set .@i,0; .@i<7; set .@i,.@i+1)
+ if (checkquest(5045+.@i) > -1)
+ set .@j, .@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;
- } else if (checkquest(5050) >= 0 && countitem(6402) > 39) {
- callsub L_Count,40;
- changequest 5050,5051;
+ 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;
- }
- mes "[Lero]";
- mes "Once you bring the oil palm nuts,";
- mes "Mr. Memo will exchange them with oil.";
+ }
+ } 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 (checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) goto L_Wait;
- else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) {
- mes "[Lero]";
- mes "As I told you before, it is heavier";
- mes "than you might think, so be careful";
- mes "when carrying this.";
+ } 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 536,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
mes "[Lero]";
- mes "What happened? I didn't get a memo";
- mes "from Mr. Memo someone was coming.";
+ mes "You're carrying too many things...";
close;
}
- if (checkquest(5035) >= 0) {
- emotion e_an;
+ if (dew_drink == 1) {
mes "[Lero]";
- mes "Oh no! I have so many orders and";
- mes "I'm running out of ingredients.";
- mes "Not yet? What's going on, Poby?";
- mes "Where did he go?";
+ 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;
- emotion e_ag;
select("Excuse me, but are you Lero?");
mes "[Lero]";
- mes "When Poby gets back here, I'm";
- mes "gonna give him a beating he'll never forget!";
+ 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";
- mes "and ignores you -";
+ 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";
- mes "because the workers who gather";
- mes "nuts have not come yet. Sorry.";
+ 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";
- mes "fresh Palm Oil Fruit. Then I'll be";
- mes "able able to get more from its";
- mes "fresh fruit.";
+ 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";
- mes "fussy that he will not use any";
- mes "unfresh oil.";
+ 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";
- mes "the workers to the palm tree forest,";
- mes "but... the guys sent at dawn have";
- mes "not come back yet.";
+ 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";
- mes "and it made me very uneasy.";
- mes "Can you find the workers in palm forest?";
+ 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]";
@@ -675,1563 +1168,809 @@ dew_fild01,114,275,4 script Lero#dew_drink 536,{
mes "Find Poby.";
next;
mes "[Lero]";
- mes "Poby might in ^0000FFPalm Forest^000000.";
- mes "The crop is best at the southern part of the forest.";
+ mes "Poby might in ^0000FFPalm Forest^000000. The crop is best at the southern part of the forest.";
+ set dew_drink,2;
changequest 5035,5036;
close;
- } else if (checkquest(5036) >= 0) {
- emotion e_what;
+ } 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";
- mes "of ^0000FFPalm Forest^000000 yet. I'm pretty";
- mes "worried...";
+ mes "Oh, you haven't visited the east of ^0000FFPalm Forest^000000 yet. I'm pretty worried.";
close;
- } else if (checkquest(5037) >= 0) {
- emotion e_what;
+ } else if (dew_drink == 3) {
mes "[Lero]";
mes "You're back... and... Poby...";
mes "How is Poby?";
+ emotion e_what;
next;
- select("Pobu...");
+ select("Poby.....");
mes "[Lero]";
- mes "Ah! I didn't know that. I always";
- mes "tell Poby '^0000FFKemarau setahun rusak sehari.'^000000";
+ 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";
- mes "safety equipment, so he might've";
- mes "fallen down and gotten injured.";
+ 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 couln't get the";
- mes "Palm Oil right now.";
+ mes "Hmm... Sorry I couldn't get the Palm Oil right now.";
next;
mes "[Lero]";
- mes "Will you deliver the message to";
- mes "Mr. Memo that it is impossible";
- mes "to get the oil due do to a";
- mes "lack of ingredients?";
- mes "No artisans can create anything";
- mes "without ingredients.";
+ 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";
- mes "will be hard to gather nuts as a starter.";
+ 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";
- mes "method of gathering nuts where you";
- mes "met him in forest. He should be";
- mes "able to teach you the technique.";
+ 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.";
+ set dew_drink,4;
changequest 5037,5038;
next;
mes "[Lero]";
- mes "Although he is lazy and rather";
- mes "careless, he is the best worker.";
- close;
- } else if (checkquest(5038) >= 0) {
- mes "[Lero]";
- mes "You can ask Poby about the best";
- mes "method of gathering nuts where you";
- mes "met him in forest. He should be";
- mes "able to tell you the technique.";
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather";
- mes "careless, he is the best worker.";
+ mes "Although he is lazy and rather careless, he is the best worker.";
close;
- } else if (checkquest(5039) >= 0) {
- if(countitem(6402) > 59) {
+ } else if (dew_drink == 4) {
+ if (checkquest(5038) > -1) {
mes "[Lero]";
- mes "One two three four,....";
+ 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 "60 pieces of nuts, exactly. I will";
- mes "press the oil right now.";
+ mes "Although he is lazy and rather careless, he is the best worker.";
+ close;
+ } else if (checkquest(5039) > -1) {
+ 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 sometime, so go back to";
- mes "Mr. Memo and tell him the";
- mes "situation. Alse tell him that I'm";
- mes "sorry for the delay.";
- delitem 6402,60;
+ 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
+ set dew_drink,5;
changequest 5039,5040;
close;
}
+ } else if (dew_drink == 5) {
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";
- mes "delayed more, so hurry up and bring me ^FF000060^000000 ^0000FFPalm Oil Fruit^000000.";
- close;
- } else if (checkquest(5040) >= 0) {
- mes "[Lero]";
- mes "It takes sometime, so go back to";
- mes "Mr. Memo and tell him the";
- mes "situation. Alse tell him that I'm";
- mes "sorry for the delay.";
+ 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 (checkquest(5041) >= 0) {
+ } 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.";
- mes "I just finished making the palm tree oil.";
+ 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,";
- mes "so be careful when carrying it.";
+ 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";
- mes "for the late delivery, and explain";
- mes "that it wasn't my fault.";
+ mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault.";
changequest 5041,5042;
- getitem 6401,30;
+ set dew_drink,7;
+ getitem 6401,30; //Palm_O
close;
- } else if (checkquest(5042) >= 0) {
+ } else if (dew_drink == 7) {
+ if (checkquest(5042) > -1 && 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 {
+ set .@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 "It is heavier than you might think,";
- mes "so be careful when carrying it.";
+ mes "What did Mr. Memo say?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ emotion e_loud,1;
+ mes "... ... ... ...";
next;
- emotion e_sry;
mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry";
- mes "for the late delivery, and explain";
- mes "that it wasn't my fault.";
+ mes "Ah... I understand...";
+ emotion e_ok;
close;
+ } else if (dew_drink == 10) {
+ for(set .@i,0; .@i<7; set .@i,.@i+1)
+ if (checkquest(5045+.@i) > -1)
+ set .@j, .@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;
+ set .@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...?";
- mes "Why hasn't he come back...?";
+ mes "What's going on with Poby...? Why hasn't he come back...?";
next;
- mes "- Seems like he is waitting for someone -";
+ mes "- Seems that he is waiting for someone-";
close;
-
-L_Count:
- mes "[Lero]";
- mes "One, two, three, four....";
- next;
- mes "[Lero]";
- mes "Extracly "+getarg(0)+" pieces of oil palm";
- mes "nuts. Let you exchange them with oil right now.";
- next;
- mes "[Lero]";
- mes "As I told you before, it is";
- mes "heavier than you might think, so";
- mes "be careful when carrying this.";
- delitem 6402, getarg(0);
- getitem 6401, getarg(0)/2;
- return;
}
-// NPC - Poby
-//============================================================
-
dew_fild01,259,48,4 script Poby#dew_drink 538,{
-
- if(dewata_oldman >= 2) {
- mes "[Poby]";
- mes "Oh? ^FF0000" + strcharinfo(0) +"^000000, we meet again. What's going on?";
- next;
- if(select("Why'd you come here?:I want to know how to get fruit.")==2) {
- mes "[Memo]";
- mes "It is easy for a beginner like";
- mes "you. All you have to do is";
- mes "shake or kick the tree.";
- next;
- mes "[Memo]";
- mes "It might be dangerous, so you";
- mes "must always wear a ^0000FFSafety Helmet^000000.";
+ 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;
}
- mes "[Poby]";
- mes "I'm taking a walk because I think";
- mes "it will make my back ache less.";
- close;
}
- if (checkquest(5036) >= 0) {
- emotion e_swt2;
+ if (dew_drink == 2) {
mes "[Poby]";
- mes "Ah~ backache..";
+ mes "Ah~ backache...";
+ emotion e_swt2;
next;
select("Are you Poby?");
mes "[Poby]";
mes "Who are you?";
next;
mes "[Poby]";
- mes "I don't know you, but";
+ mes "I do not know you, but";
mes "are you a fan of mine?";
- mes "I'm Poby, the best fruit";
- mes "hunter in the Jaty tribe.";
+ mes "I'm Poby, the best fruit hunter in the Jaty tribe.";
next;
- emotion e_what;
mes "[Poby]";
- mes "You're here for my autograph?";
+ 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";
- mes "can't move because I hurt my back";
- mes "while climbing a tree.";
+ mes "Ah! Mr. Lero made you come here. I can't move because I hurt my back while climbing a tree.";
next;
- emotion e_sob;
mes "[Poby]";
- mes "!#@$*&!@$&!@$%!$#*&!@#$";
+ mes "!#@$*&%!@$&!$%!$#*&!@#$";
+ emotion e_sob;
next;
mes "[Poby]";
mes "And I've still never had a girlfriend...";
next;
- emotion e_sob;
mes "[Poby]";
- mes "!#@$*&!@$&!@$%!$#*&!@#$";
+ mes "!#@$*&%!@$&!$%!$#*&!@#$";
+ emotion e_sob;
next;
mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I'll";
- mes "go back if I can find a way to move.";
+ mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move.";
changequest 5036,5037;
+ set dew_drink,3;
next;
mes "[Poby]";
mes "I can't move at all 'cuz of this backache...";
close;
- } else if (checkquest(5037) >= 0) {
+ } else if (dew_drink == 3) {
mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I'll";
- mes "go back if I can find a way to move.";
+ mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move.";
next;
- emotion e_swt2;
mes "[Poby]";
mes "I can't move at all 'cuz of this backache...";
- close;
- } else if (checkquest(5038) >= 0) {
emotion e_swt2;
+ close;
+ } else if (dew_drink == 4) {
+ if (checkquest(5039) > -1) {
+ 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..";
+ mes "Ah~ backache...";
+ emotion e_swt2;
next;
mes "[Poby]";
mes "Oh!! You're-- Let me guess...";
next;
- emotion e_dots;
mes "[Poby]";
mes "... ... ... ...";
+ emotion e_dots;
next;
mes "[Poby]";
- mes "...you're back! You plan to";
- mes "catch ^0000FFPalm Oil Fruit^000000 instead of me, right?";
+ 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";
- mes "the fruit like me. No, it's";
- mes "impossible.";
+ 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";
- mes "catch the fruit, but you're a";
- mes "beginner...";
+ mes "Masters usually climb the tree to catch the fruit, but you're a beginner...";
next;
mes "[Poby]";
- mes "It's easiest for beginners";
- mes "to shake or kick the tree.";
- mes "It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000.";
+ 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;
- emotion e_gasp;
mes "[Poby]";
- mes "Ok! Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and";
- mes "bring it to Mr. Lero.";
+ mes "Ok! Gather ^FF000060^0000FF ^0000FFPalm Oil Fruit^000000 and bring that amount to Mr. Lero.";
+ emotion e_gasp;
close;
- } else if (checkquest(5039) >= 0) {
- if(countitem(6402) > 59) {
- mes "[Poby]";
- mes "You've got all the fruits.";
- mes "Bring them to Mr. Lero.";
- close;
- }
+ } else if (dew_drink == 10) {
mes "[Poby]";
- mes "It's easiest for beginners like";
- mes "you to shake or kick the tree.";
- next;
- mes "[Poby]";
- mes "It might be dangerous, so always";
- mes "wear a ^0000FFSafety Helmet^000000.";
- next;
- mes "[Poby]";
- mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and";
- mes "bring it to Mr. Lero.";
- close;
- }
- emotion e_sob;
- mes "[Poby]";
- mes "Ah~ my freakin' back is killing me.";
- close;
-}
-
-// NPC - Tribal Chief Paiko
-//============================================================
+ mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?";
-dew_in01,15,49,5 script Tribal Chief Paiko#dew_ 540,{
- set .@n$, "[Tribal Chief Paiko]";
- if(dewata_legend == 2) {
- mes .@n$;
- mes "I can see you are a traveler";
- mes "from another land.";
- mes "What brings you here?";
- next;
- if(select("I overheard the story by accident:I have nothing to say.")==2) {
- mes .@n$;
- mes "You are wasting your time here.";
- mes "There are many other attractions";
- mes "around our village.";
- close;
- }
- mes .@n$;
- mes "What do you mean?";
- mes "You heard the story about the crown?";
- mes "You must have heard incorrectly.";
- mes "I have nothing to say to you";
- mes "regarding such things.";
- next;
- select("Kasyapa was talking about a crown...");
- mes .@n$;
- mes "It seems that ^0000FFKasyapa^000000 has told you";
- mes "a tall tale, and I appreciate your";
- mes "concern about our affairs.";
- next;
- mes .@n$;
- mes "It's not something that a stranger";
- mes "like you could understand. Make";
- mes "like a tree, and get out of here.";
- set dewata_legend,3;
- close;
- } else if(dewata_legend == 3) {
- mes .@n$;
- mes "There are many other attractions around our village.";
- next;
- mes .@n$;
- mes "If it's about the crown, I want";
- mes "you to stop asking about it.";
- mes "Please leave.";
- close;
- } else if(dewata_legend == 4) {
- if (checkquest(9155) >= 0) {
- if(countitem(6405) > 14) {
- mes .@n$;
- mes "Oh! You've found all of them.";
- mes "Look! The feathers you have found";
- mes "are sparkling, aren't they?";
- mes "Alright, let me begin crafting";
- mes "the ^4AA02CJaty Crown^000000. I feel that";
- mes "I am ready.";
- next;
- specialeffect EF_MAPPILLAR3;
- mes "- Suddenly, a large noise begins";
- mes "to boom as you and ^0000FFPaiko^000000 are";
- mes "surrounded by warm and bright";
- mes "sparkling energy like a thousand";
- mes "tinkling fireflies. -";
- changequest 9155,9156;
- delitem 6405,15;
+ if (checkquest(5047) > -1)
+ set .@count,10;
+ else if (checkquest(5049) > -1)
+ set .@count,15;
+ else if (checkquest(5051) > -1)
+ set .@count,20;
+ if (.@count) {
+ if (countitem(6401) >= .@count) {
+ // Custom translation
+ mes "[Poby]";
+ mes "Good work! Be careful while delivering them~";
close;
}
- mes .@n$;
- mes "It seems that you have yet to find";
- mes "the materials to make the ^4AA02CJaty Crown^000000.";
+ set .@new_count, .@count-countitem(6401);
+ mes "- You explain the situation. -";
next;
- mes .@n$;
- mes "The symbol of the Jaty Tribe is";
- mes "also a famous mystical creature.";
- mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and";
- mes "bring them to me.";
- close;
- } else if (checkquest(9156) >= 0) {
- mes .@n$;
- mes "With your help the ^4AA02CJaty Crown^000000 is";
- mes "coming along nicely.";
- mes "It will take some time until the";
- mes "task is finished, so please wait a little.";
- next;
- mes .@n$;
- mes "After the ^4AA02CJaty Crown^000000 is complete,";
- mes "there is a gift that I want to give";
- mes "to you.";
- next;
- mes .@n$;
- mes "Ah, you should go see ^0000FFSage";
- mes "Kasyapa^000000, who really wants to";
- mes "reward you with something.";
- changequest 9156,9157;
- close;
- } else if (checkquest(9157) >= 0) {
- mes .@n$;
- mes "Ah, you should go see ^0000FFSage";
- mes "Kasyapa^000000, who really wants to";
- mes "reward you with something.";
- close;
- }
- mes .@n$;
- mes "I've been waiting for you.";
- mes "According to ^0000FFSage Kasyapa^000000,";
- mes "you are willing to help us make";
- mes "a crown for our tribe.";
- next;
- select("Crown-a-what's it?");
- mes .@n$;
- mes "The tribe leader has the duty of";
- mes "making and protecting the ^4AA02CJaty";
- mes "Crown^000000 to uphold the tribe's pride";
- mes "and honor.";
- next;
- mes .@n$;
- mes "But ever since I became the tribe";
- mes "leader, there have been difficulties";
- mes "making it.";
- next;
- mes "[Tribale Chief Paiko]";
- mes "According to ^0000FFSage Kasyapa^000000, you can";
- mes "help us create a ^4AA02CJaty Crown^000000.";
- next;
- mes .@n$;
- mes "Do you think you can help?";
- mes "Your efforts will not go";
- mes "unrewarded.";
- next;
- if(select("I will help.:Sorry, I cannot help now.")==2) {
- mes .@n$;
- mes "That's really sad.";
- mes "If you ever change";
- mes "your mind, please come again.";
- mes "I will be waiting.";
- close;
- }
- mes .@n$;
- mes "Many thanks to you, stranger";
- mes "If Kasyapa trusts you, then I know";
- mes "that you can help us make a";
- mes "^4AA02CJaty Crown^000000.";
- mes "What you can do to";
- mes "help us is very simple.";
- next;
- mes .@n$;
- mes "The symbol of the Jaty Tribe is";
- mes "also a famous mystical creature.";
- mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and";
- mes "bring them to me.";
- mes "Our faith is in you, stranger.";
- setquest 9155;
- close;
- } else if(dewata_legend == 5) {
- if (checkquest(9158) >= 0) {
- L_Request:
- mes .@n$;
- mes "It seems that you haven't";
- mes "delivered the ^4AA02CSatay^000000 yet.";
- if (checkquest(9158) >= 0) mes "Did you run into any problems?";
- else if (checkquest(9160) >= 0) mes "Is there something wrong?";
- else if (checkquest(9162) >= 0) mes "Anything happened?";
- else if (checkquest(9163) >= 0) mes "Anything go wrong?";
+ mes "[Poby]";
+ mes "Right... I owed Memo's grandfather. Wait, I hid some oil around here.";
next;
- switch(select("I ate them all.:Who do I deliver this to...?:Nothing.")) {
- case 1:
- if (checkquest(9158) >= 0 || checkquest(9160) >= 0) {
- mes .@n$;
- mes "Huh... so you couldn't resist";
- mes "yourself, eh?";
- mes "Don't blame yourself too much. It";
- mes "is difficult resist the ^4AA02CSatay^000000's";
- mes "addicting aroma.";
- } else if (checkquest(9162) >= 0 || checkquest(9164) >= 0) {
- mes .@n$;
- mes "I warned you not to give in";
- mes "to the sweet smells of the ^4AA02CSatay^000000.";
- }
- next;
- mes .@n$;
- mes "Our tribe is short on food";
- mes "supplies so we can't give out more";
- mes "of our ^4AA02CSatay^000000. But there's a rumor";
- mes "that the restaurant owner in";
- mes "Dewata Island is making and";
- mes "selling their own ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "It is not as tasty as our tribe's";
- mes "recipe, but this is an urgent task.";
- mes "Just find and deliver it.";
- close;
- case 2:
- if (checkquest(9158) >= 0) {
- mes .@n$;
- mes "Our tribe warriors come to mind";
- mes "to deliver the food to share ^4AA02CSatay^000000";
- mes "with warriors in the village.";
- } else if (checkquest(9160) >= 0) {
- mes .@n$;
- mes "The second person to deliver the";
- mes "^4AA02CSatay^000000 to is someone who stays";
- mes "across the river.";
- next;
- mes .@n$;
- mes "That is the ^0000FFTribe Manager^000000.";
- mes "Please deliver it to him before it cools down.";
- } else if (checkquest(9162) >= 0) {
- mes .@n$;
- mes "The third person to deliver the";
- mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper";
- mes "of Krakatau Volcano^000000.";
- mes "Please deliver it to him before it cools down.";
- } else if (checkquest(9164) >= 0) {
- mes .@n$;
- mes "The last person to deliver the";
- mes "^4AA02CSatay^000000 to is the ^0000FFBorobudur";
- mes "Temple Manager^000000, who is in";
- mes "^C35817Dewata Island^000000.";
- mes "Please deliver it to him before it cools down.";
- }
- close;
- case 3:
- mes .@n$;
- mes "Alright! Deliver it right now!";
+ if (checkweight(6401,.@new_count) == 0) {
+ mes "[Poby]";
+ mes "I have some, but you seem to have too much stuff with you.";
close;
}
- } else if (checkquest(9159) >= 0) {
- mes .@n$;
- mes "Ah, the next person whom I want";
- mes "the ^4AA02CSatay^000000 delivered to is someone";
- mes "who stays across from the river,";
- mes "the ^0000FFTribe Manager^000000.";
- next;
- mes .@n$;
- mes "To this end, I will give you 2";
- mes "more servings of ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "If you are attracted by the aroma";
- mes "of the ^4AA02CSatay^000000, you may eat one.";
- mes "But if you eat more you won't be";
- mes "able to share ^4AA02CSatay^000000 with our friends.";
- changequest 9159,9160;
- getitem 11533,2;
- close;
- }
- else if (checkquest(9160) >= 0) goto L_Request;
- else if (checkquest(9161) >= 0) {
- mes .@n$;
- mes "Oh, you delivered it already?";
- mes "The third person to deliver the";
- mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
+ mes "- rummaging... rummaging... -";
next;
- mes .@n$;
- mes "I'll give you 2 more servings";
- mes "of ^4AA02CSatay^000000 for this delivery.";
+ mes "[Poby]";
+ mes "Ah! Here is another one. Take care not to lose it again. And keep it a secret from Mr. Lero.";
+ getitem 6401,.@new_count; //Palm_O
next;
- mes .@n$;
- mes "And just like before, don't give";
- mes "in to the smell and try not to eat the ^4AA02CSatay^000000.";
- changequest 9161,9162;
- getitem 11533,2;
+ mes "[Poby]";
+ mes "Please~ "+strcharinfo(0)+".";
close;
}
- else if (checkquest(9162) >= 0) goto L_Request;
- else if (checkquest(9163) >= 0) {
- mes .@n$;
- mes "Oh, you delivered it!";
- mes "Last person to deliver ^4AA02CSatay^000000 to is";
- mes "the ^0000FFBorobudur Temple Manager^000000, who is";
- mes "on ^C35817Dewata Island^000000.";
- next;
- mes .@n$;
- mes "I will give you 2 more ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "And just like before, don't give";
- mes "in to the smell and try not to eat the ^4AA02CSatay^000000.";
- changequest 9163,9164;
- getitem 11533,2;
+ next;
+ switch(select("Why'd you come here?:I want to know how to get fruit.")) {
+ case 1:
+ mes "[Poby]";
+ mes "I'm taking a walk because I think it will make my back ache less.";
close;
- }
- else if (checkquest(9164) >= 0) goto L_Request;
- else if (checkquest(9165) >= 0) {
- mes .@n$;
- mes "Oh, you delivered it!";
- mes "You've done good work.";
- mes "It has been a good time for";
- mes "all of us to share and enjoy";
- mes "this happy occasion together.";
- mes "Thank you.";
- next;
- mes .@n$;
- mes "While you were on the way back";
- mes "from delivering the ^4AA02CSatay^000000,";
- mes "the ^4AA02CJaty Crown^000000 has been made.";
- mes "Its ambience and radiance make it a";
- mes "truly flawless crown.";
- next;
- mes .@n$;
- mes "Also, you brought more than enough";
- mes "materials, so after making the ^4AA02CJaty";
- mes "Crown^000000 we were able to craft a";
- mes "similar one for you to keep.";
- next;
- mes .@n$;
- mes "It's not the same as the original,";
- mes "but it has its own specialty. It is";
- mes "my reward to thank you for what you";
- mes "have done.";
- next;
- mes .@n$;
- mes "Made with our tribe's secret";
- mes "marinade, try the ^4AA02CSatay^000000.";
- mes "It was made with all our heart";
- mes "especially for you, but don't";
- mes "forget to share it with friends.";
+ case 2:
+ mes "[Poby]";
+ mes "It's easiest for beginners to shake or kick the tree.";
next;
- mes .@n$;
- mes "You've done good work.";
- mes "Whatever you do in the future, I";
- mes "wish for you to have a life which";
- mes "is full of fortune and joy";
- mes "As Chief of the ^C35817Jaty Tribe^000000, I wish";
- mes "you the best of luck!!";
- set dewata_legend,6;
- erasequest 9165;
- getitem 11533,5;
- getitem 18520,1;
- close;
- }
- mes .@n$;
- mes "With your support I am not";
- mes "worried about creating the";
- mes "^4AA02CJaty Crown^000000. I really appreciate it.";
- next;
- mes .@n$;
- mes "A delightful day like today should";
- mes "be celebrated. Don't you think?";
- mes "So I prepared to sample the";
- mes "special food of our tribe, called ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "But, this ^4AA02CSatay^000000 is too tasty for";
- mes "just the two of us to share, so we";
- mes "would like to share it with people";
- mes "out in the village.";
- next;
- mes .@n$;
- mes "What do you think?";
- mes "In order to share news that";
- mes "the ^4AA02CJaty Crown^000000 is being";
- mes "sucessfully crafted, and to share";
- mes "the delicious ^4AA02CSatay^000000 with our";
- mes "friends, I need your help.";
- next;
- mes .@n$;
- 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 .@n$;
- mes "I believed you would definitely help me...";
- mes "It's a little disappointing.";
- mes "If you ever change your mind";
- mes "come speak with me again.";
+ mes "[Poby]";
+ mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000.";
close;
}
- mes .@n$;
- mes "Oh!, I knew you'd help.";
- mes "Our tribe's warriors come to my";
- mes "mind before we share with anyone else.";
- mes "Please share ^4AA02CSatay^000000 with the";
- mes "warriors in the village.";
- next;
- mes .@n$;
- mes "For the moment I will give you 2 ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "You may be tempted by the aroma";
- mes "of our ^4AA02CSatay^000000, and you may eat one.";
- mes "But if you eat more than that you won't";
- mes "be able to share the ^4AA02CSatay^000000";
- mes "with our village friends.";
- setquest 9158;
- getitem 11533,2;
- close;
- } else if(dewata_legend == 6) {
- mes .@n$;
- mes "You've done good work.";
- mes "Whatever you do in the future, I";
- mes "wish for you to have a life which";
- mes "is full of fortune and joy.";
- mes "As Chief of the ^C35817Jaty Tribe^000000, I wish";
- mes "you the best of luck!!";
- close;
}
- mes .@n$;
- mes "I am the leader of this ^0000FFPaiko^000000 tribe.";
+ mes "[Poby]";
+ mes "Ah~ my freakin' back is killing me.";
+ emotion e_sob;
close;
}
-// NPC - Sage Kasyapa
-//============================================================
-
-dew_in01,22,48,3 script Sage Kasyapa#dew_ 541,{
+- script ::DewataPalm -1,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
+ mes "You are carrying too much.";
+ close;
+ }
- if(dewata_legend == 2 || dewata_legend == 3) {
- mes "[Sage Kasyapa]";
- mes "Instead of talking to me, why";
- mes "don't you talk to our tribe's";
- mes "leader, ^0000FFChief Paiko^000000?";
- close;
- } else if(dewata_legend == 4) {
- if (checkquest(9155) >= 0) {
- mes "[Sage Kasyapa]";
- mes "I heard you could help making";
- mes "a crown for our tribe leader.";
- mes "You will certainly be a big";
- mes "help to us... I trust my";
- mes "own eyes and the";
- mes "sparking light...";
- next;
- mes "[Sage Kasyapa]";
- mes "The symbol of the Dayak Tribe";
- mes "and a famous mystical creature.";
- mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000";
- mes "and bring them to ^0000FFChief Paiko^000000.";
- close;
- } else if (checkquest(9156) >= 0) {
- mes "[Sage Kasyapa]";
- mes "With the feathers that you have";
- mes "brought, creating a ^4AA02CJaty Crown^000000 is";
- mes "going much more smoothly.";
- mes "Go see ^0000FFChief Paiko^000000.";
- close;
- } else if (checkquest(9157) >= 0) {
- mes "[Sage Kasyapa]";
- mes "There is something";
- 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;
- specialeffect2 EF_PNEUMA;
- mes "[Sage Kasyapa]";
- mes "The reason I asked you to embark";
- mes "on this important mission is";
- mes "because of this feather.";
- mes "Handed down from generation to";
- mes "generation, the legendary origin of";
- mes "the crown is this feather...";
- next;
- mes "[Sage Kasyapa]";
- mes "I saw this feather begin to shine";
- mes "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";
- mes "isn't just valuable on it's own,";
- mes "it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^C35817Krakatau Volcano^000000, when you";
- mes "venture into dangerous areas like";
- mes "that, if you display this feather,";
- mes "you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- set dewata_legend,5;
- erasequest 9157;
- getitem 6406,1;
- close;
- }
- mes "[Sage Kasyapa]";
- mes "I've been waiting for you.";
- mes "Our tribe's leader has a favor";
- mes "to ask of you.";
- mes "Please talk to ^0000FFChief Paiko^000000.";
+ if (checkquest(5039) > -1) set .@count,60;
+ else if (checkquest(5046) > -1) set .@count,20;
+ else if (checkquest(5048) > -1) set .@count,30;
+ else if (checkquest(5050) > -1) set .@count,40;
+ if (.@count == 0) {
+ mes "There's a palm tree";
+ mes "facing the cool wind.";
close;
- } else if(dewata_legend >= 5) {
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received";
- mes "isn't just valuable on it's own,";
- mes "it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^C35817Krakatau Volcano^000000, when you";
- mes "venture into dangerous areas like";
- mes "that, if you display this feather";
- mes "you can get help from the tribe.";
- mes "Anyway, I really thank you.";
+ } else if (countitem(6402) >= .@count) {
+ mes "The palm tree denies";
+ mes "your greedy hands.";
close;
}
- 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) {
- emotion e_hmm,0,"Tribal Chief Paiko#dew_";
- mes .@n$;
- mes "Really?";
- mes "It looked as if your eyes";
- mes "wanted to say something.";
- close;
+
+ if (isequipped(5009)) { // Safety_Helmet
+ mes "There's a palm tree with fruits and flowers hanging from its branches.";
+ mes "Be sure to wear a Safety Helmet while trying to pick the fruit.";
+ } else {
+ mes "There's a palm tree.";
+ mes "You can kick or shake it.";
+ mes "What do you want to do?";
}
- mes "[Sage Kasyapa]";
- mes "Oh, you heard about the crown, eh?";
- mes "Ah, this old man's got loose lips.";
- mes "We should have used a little more";
- mes "discretion...";
- next;
- select("Anything I can do to help?");
- mes "[Sage Kasyapa]";
- mes "I can see in your eyes";
- mes "that you are a trustworthy sort... but...";
next;
- specialeffect EF_PNEUMA;
- mes "- There is a brief twinkling";
- mes "of light. All of a sudden ^0000FFKasyapa^000000";
- mes "seems taken aback. -";
+ switch(select("Shake the tree:Kick the tree")) {
+ case 1:
+ specialeffect EF_HITLINE2;
+ set .@message$, "As you shake the palm tree...";
+ mes "You shake the palm tree.";
+ break;
+ case 2:
+ specialeffect EF_BASH;
+ set .@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 "[Sage Kasyapa]";
- mes "Ah, the feather......!";
- mes "Instead of talking to me, why don't";
- mes "you talk to our tribe's leader,";
- mes "^0000FFPaiko^000000?";
- set dewata_legend,2;
- close;
-}
-
-// NPC - Palm Tree
-//============================================================
-
-- script Palm Tree -1,{
-
- if (checkquest(5039) >= 0 || checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) {
- if ((checkquest(5039) >= 0) && countitem(6402) > 59 || (checkquest(5046) >= 0 && countitem(6402) > 19) || (checkquest(5048) >= 0 && countitem(6402) > 29) || (checkquest(5050) >= 0 && countitem(6402) > 39)) {
- mes "- The palm tree denies your greedy hands. -";
- close;
- }
- mes "There's palm tree.";
- mes "You can kick or shake it.";
- mes "What do you want to do?";
+ mes "... ... ...";
next;
- switch(select("Shake the tree:Kick the tree")) {
- case 1:
- specialeffect EF_HITLINE2;
- mes "You shake the palm tree.";
- next;
- mes "... ... ...";
- next;
- set .@palm_rand,rand(1,20);
- if (.@palm_rand > 0 && .@palm_rand < 5) {
- set .@pstone,rand(1,3);
- if (.@pstone == 1) {
- mes "As you shake the palm tree like a";
- mes "polaroid picture...";
- mes "a ^FF0000stone^000000 falls out.";
- } else if (.@pstone == 2) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "a ^FF0000Stone^000000 falls out.";
- } else if (.@pstone == 3) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "a ^FF0000Stone^000000 falls out.";
- }
- getitem 7049,1;
- } else if (.@palm_rand == 13 || .@palm_rand == 12) {
- if(getequipid(EQI_HEAD_TOP) == 5009) {
- mes "- Something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, but it's ok, you're safe!";
- mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -";
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end;
- }
- mes "As you shake the palm tree with";
- mes "wreckless abandon...";
- mes "something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, $#*@! that's a one in a million shot.";
- close2;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- warp "dew_fild01",371,211;
- percentheal -10,0;
- end;
- } else if (.@palm_rand >= 5 && .@palm_rand < 9) {
- set .@pleaf,rand(1,3);
- if (.@pleaf == 1) {
- mes "As you shake the palm tree like a";
- mes "salt shaker...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 2) {
- mes "As you shake the palm tree with";
- mes "furious violence...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 3) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- }
- getitem 7198,1;
- } else if (.@palm_rand >= 9 && .@palm_rand < 12) {
- set .@pfruit,rand(1,6);
- if (.@pfruit == 1) {
- mes "Once shaking a palm tree";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- mes "- Fell in a Hurly-Burly.. -";
- mes "- Fell in a Hurly-Burly.. -";
- } else if (.@pfruit == 2) {
- mes "As you shake the palm tree with";
- mes "all of your strength...";
- mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree.";
- } else if (.@pfruit == 3) {
- mes "As you shake the palm tree like";
- mes "a disobedient child...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 4) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 5) {
- mes "Once shaking a palm tree";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 6) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- }
- getitem 6402,rand(1,5);
- } else if (.@palm_rand > 13 && .@palm_rand < 17) {
- set .@pworm,rand(1,3);
- if (.@pworm == 1){
- mes "As you shake the palm tree like";
- mes "a disobedient child...";
- mes "a ^FF0000Worm Peeling^000000 falls out";
- } else if (.@pworm == 2) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "a ^FF0000Worm Peeling^000000 falls out.";
- } else if (.@pworm == 3) {
- mes "As you shake the palm tree with";
- mes "all of your strength...";
- mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree.";
- }
- getitem 955,1;
- } else if (.@palm_rand >= 17 && .@palm_rand <= 19) {
- set .@pnothing,rand(1,3);
- if (.@pnothing == 1) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "but nothing happens.";
- } else if (.@pnothing == 2) {
- mes "As you shake the palm tree";
- mes "with wreckless abandon...";
- mes "but nothing happens.";
- } else if (.@pnothing == 3) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "but nothing happens.";
- }
- }
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end;
- case 2:
- specialeffect EF_BASH;
- mes "You kick the palm tree swiftly with";
- mes "all your might.";
- next;
- mes "... ... ...";
- next;
- set .@palm_rand,rand(1,20);
- if (.@palm_rand > 0 && .@palm_rand < 5) {
- set .@pstone,rand(1,3);
- if (.@pstone == 1) {
- mes "As you give the palm tree";
- mes "a big boot...";
- mes "a ^FF0000Stone^000000 falls out.";
- } else if (.@pstone == 2) {
- mes "As you give the palm tree";
- mes "a strong kick like a scorned";
- mes "woman...";
- mes "a ^FF0000stone^000000 falls out.";
- } else if (.@pstone == 3) {
- mes "As you give the palm tree";
- mes "a good'ole football punt...";
- mes "a ^FF0000stone^000000 falls out.";
- }
- getitem 7049,1;
- } else if (.@palm_rand == 13 || .@palm_rand == 12) {
- if(getequipid(EQI_HEAD_TOP) == 5009) {
- mes "- Something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, but it's ok, you're safe!";
- mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -";
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end;
- }
- mes "As you shake the palm tree with";
- mes "wreckless abandon...";
- mes "something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, $#*@! that's a one in a million shot.";
- close2;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- warp "dew_fild01",371,211;
- percentheal -10,0;
- end;
- } else if (.@palm_rand >= 5 && .@palm_rand < 9) {
- set .@pleaf,rand(1,3);
- if (.@pleaf == 1) {
- mes "Once kicking a palm tree";
- mes "with all power";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 2) {
- mes "As you give the palm tree";
- mes "a good'ole football punt...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 3) {
- mes "As you give the palm tree";
- mes "a quick kick to it's";
- mes "proverbial shin...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- }
- getitem 7198,1;
- } else if (.@palm_rand >= 9 && .@palm_rand < 12) {
- set .@pfruit,rand(1,6);
- if (.@pfruit == 1) {
- mes "Once kicking a palm tree";
- mes "with all power...";
- mes "an ^0000FFOil Palm Tree^000000 falls out.";
- mes "- Fell in a Hurly-Burly.. -";
- mes "- Fell in a Hurly-Burly.. -";
- } else if (.@pfruit == 2) {
- mes "As you give the palm tree";
- mes "a quick kick to it's";
- mes "proverbial shin...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 3) {
- mes "As you give the palm tree";
- mes "a good 'ole punt...";
- mes "tons of ^0000FFOil Palm Fruit^000000 crashs down";
- mes "from the tree.";
- } else if (.@pfruit == 4) {
- mes "As you give the palm tree";
- mes "a chuck norris kick...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 5) {
- mes "As you give the palm tree";
- mes "a strong dropkick...";
- mes "tons of ^0000FFOil Palm Fruit^000000 crashs down";
- mes "from the tree.";
- } else if (.@pfruit == 6) {
- mes "As you give the palm tree";
- mes "a good'ole football punt...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- }
- getitem 6402,rand(1,5);
- } else if (.@palm_rand > 13 && .@palm_rand < 17) {
- set .@pworm,rand(1,3);
- if (.@pworm == 1) {
- mes "As you give the palm tree";
- mes "a strong dropkick...";
- mes "a ^FF0000Worm Peeling^000000 falls out";
- } else if (.@pworm == 2) {
- mes "Once kicking a palm tree";
- mes "with all power...";
- mes "a ^FF0000Worm Peeling^000000 falls out.";
- } else if (.@pworm == 3) {
- mes "As you give the palm tree";
- mes "a chuck norris kick...";
- mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree.";
- }
- getitem 955,1;
- } else if (.@palm_rand >= 17 && .@palm_rand <= 19) {
- set .@pnothing,rand(1,3);
- if (.@pnothing == 1) {
- mes "As you give the palm tree";
- mes "a good'ole roundhouse...";
- mes "but nothing happens.";
- } else if (.@pnothing == 2) {
- mes "As you give the palm tree";
- mes "a strong kick like a scormed";
- mes "woman...";
- mes "but nothing happens.";
- } else if (.@pnothing == 3) {
- mes "As you give the palm tree";
- mes "a thunderous kick...";
- mes "but nothing happens.";
- }
- }
+ 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;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ warp "dew_fild01",371,211;
end;
}
- } else {
- mes "- There's a palm tree facing the cool wind. -";
- close;
+ 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;
-
-OnTimer60000:
- enablenpc "Palm Tree#"+strnpcinfo(2);
+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_fild01,209,201,0 duplicate(Palm Tree) Palm Tree#drink01 844
-dew_fild01,338,121,0 duplicate(Palm Tree) Palm Tree#drink02 844
-dew_fild01,247,62,0 duplicate(Palm Tree) Palm Tree#drink03 844
-dew_fild01,358,136,0 duplicate(Palm Tree) Palm Tree#drink04 844
-dew_fild01,276,73,0 duplicate(Palm Tree) Palm Tree#drink05 844
-dew_fild01,326,147,0 duplicate(Palm Tree) Palm Tree#drink06 844
-dew_fild01,278,63,0 duplicate(Palm Tree) Palm Tree#drink07 844
-dew_fild01,334,107,0 duplicate(Palm Tree) Palm Tree#drink08 844
-dew_fild01,301,88,0 duplicate(Palm Tree) Palm Tree#drink09 844
-dew_fild01,307,146,0 duplicate(Palm Tree) Palm Tree#drink10 844
-dew_fild01,314,72,0 duplicate(Palm Tree) Palm Tree#drink11 844
-dew_fild01,325,159,0 duplicate(Palm Tree) Palm Tree#drink12 844
-dew_fild01,320,68,0 duplicate(Palm Tree) Palm Tree#drink13 844
-dew_fild01,339,163,0 duplicate(Palm Tree) Palm Tree#drink14 844
-dew_fild01,345,88,0 duplicate(Palm Tree) Palm Tree#drink15 844
-dew_fild01,346,193,0 duplicate(Palm Tree) Palm Tree#drink16 844
-dew_fild01,344,71,0 duplicate(Palm Tree) Palm Tree#drink17 844
-dew_fild01,355,193,0 duplicate(Palm Tree) Palm Tree#drink18 844
-dew_fild01,358,93,0 duplicate(Palm Tree) Palm Tree#drink19 844
-dew_fild01,341,261,0 duplicate(Palm Tree) Palm Tree#drink20 844
-dew_fild01,70,196,0 duplicate(Palm Tree) Palm Tree#drink21 844
-dew_fild01,363,219,0 duplicate(Palm Tree) Palm Tree#drink22 844
-dew_fild01,289,302,0 duplicate(Palm Tree) Palm Tree#drink23 844
-dew_fild01,97,145,0 duplicate(Palm Tree) Palm Tree#drink24 844
-dew_fild01,299,107,0 duplicate(Palm Tree) Palm Tree#drink25 844
-dew_fild01,206,99,0 duplicate(Palm Tree) Palm Tree#drink26 844
-dew_fild01,355,113,0 duplicate(Palm Tree) Palm Tree#drink27 844
-dew_fild01,188,72,0 duplicate(Palm Tree) Palm Tree#drink28 844
-dew_fild01,278,136,0 duplicate(Palm Tree) Palm Tree#drink29 844
-dew_fild01,238,80,0 duplicate(Palm Tree) Palm Tree#drink30 844
-dew_fild01,258,128,0 duplicate(Palm Tree) Palm Tree#drink31 844
-dew_fild01,252,97,0 duplicate(Palm Tree) Palm Tree#drink32 844
-dew_fild01,240,125,0 duplicate(Palm Tree) Palm Tree#drink33 844
-dew_fild01,256,98,0 duplicate(Palm Tree) Palm Tree#drink34 844
-dew_fild01,225,117,0 duplicate(Palm Tree) Palm Tree#drink35 844
-dew_fild01,119,42,0 duplicate(Palm Tree) Palm Tree#drink36 844
-dew_fild01,219,121,0 duplicate(Palm Tree) Palm Tree#drink37 844
-dew_fild01,279,93,0 duplicate(Palm Tree) Palm Tree#drink38 844
-dew_fild01,209,137,0 duplicate(Palm Tree) Palm Tree#drink39 844
-dew_fild01,206,156,0 duplicate(Palm Tree) Palm Tree#drink40 844
+dew_fild01,247,62,0 duplicate(DewataPalm) Palm Tree#drink01 844
+dew_fild01,276,73,0 duplicate(DewataPalm) Palm Tree#drink02 844
+dew_fild01,278,63,0 duplicate(DewataPalm) Palm Tree#drink03 844
+dew_fild01,301,88,0 duplicate(DewataPalm) Palm Tree#drink04 844
+dew_fild01,314,72,0 duplicate(DewataPalm) Palm Tree#drink05 844
+dew_fild01,320,68,0 duplicate(DewataPalm) Palm Tree#drink06 844
+dew_fild01,334,107,0 duplicate(DewataPalm) Palm Tree#drink07 844
+dew_fild01,345,88,0 duplicate(DewataPalm) Palm Tree#drink08 844
+dew_fild01,344,71,0 duplicate(DewataPalm) Palm Tree#drink09 844
+dew_fild01,358,93,0 duplicate(DewataPalm) Palm Tree#drink10 844
+dew_fild01,338,121,0 duplicate(DewataPalm) Palm Tree#drink11 844
+dew_fild01,358,136,0 duplicate(DewataPalm) Palm Tree#drink12 844
+dew_fild01,326,147,0 duplicate(DewataPalm) Palm Tree#drink13 844
+dew_fild01,307,146,0 duplicate(DewataPalm) Palm Tree#drink14 844
+dew_fild01,325,159,0 duplicate(DewataPalm) Palm Tree#drink15 844
+dew_fild01,339,163,0 duplicate(DewataPalm) Palm Tree#drink16 844
+dew_fild01,346,193,0 duplicate(DewataPalm) Palm Tree#drink17 844
+dew_fild01,355,193,0 duplicate(DewataPalm) Palm Tree#drink18 844
+dew_fild01,363,219,0 duplicate(DewataPalm) Palm Tree#drink19 844
+dew_fild01,341,261,0 duplicate(DewataPalm) Palm Tree#drink20 844
+dew_fild01,289,302,0 duplicate(DewataPalm) Palm Tree#drink21 844
+dew_fild01,70,196,0 duplicate(DewataPalm) Palm Tree#drink22 844
+dew_fild01,97,145,0 duplicate(DewataPalm) Palm Tree#drink23 844
+dew_fild01,119,42,0 duplicate(DewataPalm) Palm Tree#drink24 844
+dew_fild01,188,72,0 duplicate(DewataPalm) Palm Tree#drink25 844
+dew_fild01,238,80,0 duplicate(DewataPalm) Palm Tree#drink26 844
+dew_fild01,252,97,0 duplicate(DewataPalm) Palm Tree#drink27 844
+dew_fild01,256,98,0 duplicate(DewataPalm) Palm Tree#drink28 844
+dew_fild01,279,93,0 duplicate(DewataPalm) Palm Tree#drink29 844
+dew_fild01,299,107,0 duplicate(DewataPalm) Palm Tree#drink30 844
+dew_fild01,355,113,0 duplicate(DewataPalm) Palm Tree#drink31 844
+dew_fild01,278,136,0 duplicate(DewataPalm) Palm Tree#drink32 844
+dew_fild01,258,128,0 duplicate(DewataPalm) Palm Tree#drink33 844
+dew_fild01,240,125,0 duplicate(DewataPalm) Palm Tree#drink34 844
+dew_fild01,225,117,0 duplicate(DewataPalm) Palm Tree#drink35 844
+dew_fild01,219,121,0 duplicate(DewataPalm) Palm Tree#drink36 844
+dew_fild01,226,99,0 duplicate(DewataPalm) Palm Tree#drink37 844
+dew_fild01,209,137,0 duplicate(DewataPalm) Palm Tree#drink38 844
+dew_fild01,206,156,0 duplicate(DewataPalm) Palm Tree#drink39 844
+dew_fild01,209,201,0 duplicate(DewataPalm) Palm Tree#drink40 844
-// NPC - Hideouts
+// Traditional Weapon Quest
//============================================================
-
-dew_fild01,57,273,0 script #hideout 45,1,1,{
- if(dewata_legend >= 1) {
- warp "dew_in01",16,34;
- end;
+dew_fild01,127,240,4 script Gatti#weapon 813,{
+ 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;
}
- mes "- You hear a faint conversation going on inside -";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Once again, I have failed to";
- mes "make the ^E66C2CJaty 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 ^4AA02CJaty Crown^000000 has been known to";
- mes "have miraculous power since the";
- mes "time of the ancients.";
- mes "But it's been said that only those";
- mes "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";
- mes "am the leader of our tribe, I have";
- mes "not yet received that honor?";
- next;
- mes "[Sage Kasyapa]";
- mes "Calm down, ^0000FFChief Paiko^000000...";
- mes "As the Great and Powerful Chief,";
- mes "you should be more than enough to qualify.";
- next;
- mes "[Sage Kasyapa]";
- mes "In my younger years I could have";
- mes "easily solved the problem, but this";
- mes "old man's mind cannot figure out";
- mes "what's missing.";
- next;
- mes "- The conversation trails off and";
- mes "you don't hear anymore. -";
- set dewata_legend,1;
- close;
-}
-
-dew_in01,16,31,0 script #hidein 45,1,1,{
- if(dewata_legend != 3) {
- warp "dew_fild01",60,273;
- end;
+ if (BaseLevel < 60) {
+ mes "[Gatti]";
+ mes "Where in the hell am I? Everybody here is avoiding me.";
+ close;
}
- mes "- Kasyapa and Chief Paiko begin";
- mes "talking as you are about to";
- mes "leave... -";
- next;
- mes "[Sage Kasyapa]";
- mes "I am unsure of what is missing, but";
- mes "that traveler could be a big help in";
- mes "creating the ^4AA02CJaty 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 ^E56717Cendrawasih Feather^000000 was owned";
- mes "by our first tribe leader when the";
- mes "crown was originally created.";
- mes "It was stored as a treasured";
- mes "heirloom of our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "But when the traveler came near,";
- mes "this feather started to shine, and";
- mes "I kept thinking that this is not";
- mes "just a coincidence";
- mes "This person will be the key to";
- mes "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...";
- set dewata_legend,4;
- close;
-}
-
-// NPC - Mastersmith Gatti
-//============================================================
-
-dew_fild01,127,240,4 script Gatti#weapon 813,{
- if (checkquest(5052) >= 0) {
+ if (dew_weapon == 0) {
mes "[Gatti]";
- mes "Were you recognized by the natives?";
+ mes "Hey there, young "+((Sex)?"man":"lady")+"~ Are you from around here?";
next;
+ select("No, I'm not.");
mes "[Gatti]";
- mes "... ... ...";
+ mes "I'd like to ask";
+ mes "you a question.";
+ mes "Where is this place?";
next;
- if (dewata_legend >= 5) {
- mes "[Gatti]";
- mes "Oh yes! Finally.";
- 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.";
- mes "Everything is going so well.";
- 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 "I know I have no right to ask";
- mes "you for this, but a meeting like";
- mes "this is destiny...";
+ mes "This is Dewata Island? You're sure this is Dewata Island?";
next;
mes "[Gatti]";
- mes "- Gatti mumbles. -";
+ 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. -";
+ set dew_weapon,1;
+ close;
+ } else {
mes "[Gatti]";
- mes "The weapon material that I so";
- mes "longed for is ^0000FFComodo Leather^000000.";
- mes "Please get me 100 of them.";
+ mes "Is that so... "+ .@island_name$ +"? "+ .@island_name$ +"... "+ .@island_name$ +"... "+ .@island_name$ +"...";
next;
- mes "[Gatti]";
- mes "I'm so eager to make the weapon in";
- mes "the weapon blueprint.";
+ mes "- The old man gave a deep sigh of resignation and continued speaking. -";
next;
mes "[Gatti]";
- mes "Please, before my passion fades out.";
+ 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 "[Gatti]";
- mes "Oh! And the Comodo Dragon is a very";
- mes "powerful monster, so please be careful.";
- changequest 5052,5053;
+ 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 "Not yet, I guess. I'm asking around";
- mes "everywhere, but I couldn't find a";
- mes "way to get recognition from natives.";
- mes "I don't know when I can finish";
- mes "making this weapon.";
+ mes "Cough... cough...";
next;
mes "[Gatti]";
- mes "If you get recognition before";
- mes "me, please DON'T forget to visit";
- mes "me.";
- close;
- } else if (checkquest(5053) >= 0) {
- if (countitem(6403) > 99) {
- mes "[Gatti]";
- mes "By the looks of your walk, you must";
- mes "have brought me 100 Comodo Leather. Hand it over to me.";
- next;
- mes "- Gatti takes the Comodo Leather from you. -";
- erasequest 5053;
- set dewata_gatti,2;
- delitem 6403,100;
- close;
- }
- mes "[Gatti]";
- mes "Please be careful. The Comodo";
- mes "Dragon is very powerful monster.";
- mes "And don't forget to bring me 100";
- mes "Comodo Leather on your";
- mes "way back.";
- close;
- }
- if (dewata_gatti == 0) {
+ mes "Oh... Sorry~ Sorry. I was so happy that I finally arrived at Dewata Island.";
+ next;
mes "[Gatti]";
- mes "Hey there, young man~ Are you from here?";
+ mes "This is not a short story. Oh! I have to introduce myself first. I am Mastersmtih Gatti, also an Adventurer.";
next;
- select("No, I'm not.");
mes "[Gatti]";
- mes "I'd like to ask you a question.";
- mes "Where is this place?";
+ mes "I found a mysterious Weapon blueprint, but I don't remember exactly when I acquired it.";
next;
- mes "- He seems to be asking for the";
- mes "Island name. -";
+ mes "["+strcharinfo(0)+"]";
+ mes "Weapon Blueprint?";
next;
- input .@dewataname$;
- if (.@dewataname$ != "Dewata Island") {
- mes "[Gatti]";
- mes "Is that so... "+.@dewataname$+"? "+.@dewataname$+"... "+.@dewataname$+"...";
- mes ""+.@dewataname$+"...";
- next;
- mes "- The old man gave a deep sign of resignation and countinued speaking. -";
- next;
- mes "[Gatti]";
- mes "Damn... My plan is ruined. I";
- mes "invested all my fortunes to get";
- mes "there, but I failed. I can't do";
- mes "anything now, my boat has been";
- mes "wrecked.";
- next;
- mes "- The old man starts to cry. -";
- mes "- Feeling awkward, you quickly leave. -";
- close;
- }
mes "[Gatti]";
- mes "This is Dewata Island? You're sure";
- mes "this is Dewata Island?";
+ mes "Yes! I traveled all around to find the materials for the weapon, but...";
next;
- mes "[Gatti]";
- mes "Hahahahahahahahaha...!!!";
+ mes "["+strcharinfo(0)+"]";
+ mes "But?";
next;
- mes "- The old man started to laugh";
- mes "like a crazy person after";
- mes "hearing the name of the island.";
- mes "You decide to ask a little bit later. -";
- set dewata_gatti,1;
- close;
- } else if (dewata_gatti == 1) {
- select("Well, sir...");
mes "[Gatti]";
- mes "Cough... cough...";
+ mes "I coudn't find the last material anywhere.";
next;
mes "[Gatti]";
- mes "Oh... Sorry~ Sorry. I was so happy";
- mes "that I finally arrived at Dewata";
- mes "Island.";
+ 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 "This is not a short story. Oh! I";
- mes "have to introduce myself first. I";
- mes "am Mastersmith Gatti, also an";
- mes "Adventurer.";
+ 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 "[Gatti]";
- mes "I found a mysterious weapon";
- mes "blueprint, but I don't remember";
- mes "exactly when I acquired it.";
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... Is that so?";
next;
- select("Weapon blueprint...?");
mes "[Gatti]";
- mes "Yes! I traveled all around to find";
- mes "the materials for the weapon, but...";
+ mes "This island is strange. I arrived here a week ago, and everybody here has been avoiding me.";
next;
- select("But what?");
mes "[Gatti]";
- mes "I couldn't find the last material anywhere.";
+ 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 "It was about to give up, but there";
- mes "was some fine print on the";
- mes "blueprint saying that it could be";
- mes "found on Dewata Island.";
+ mes "Well... There was a little problem of my ship getting wrecked, but that's neither here nor there.";
next;
mes "[Gatti]";
- mes "I don't know why somebody put such";
- mes "an important thing in fine print.";
- mes "Anyway, after reading that, I";
- mes "invested all my fortunes to find";
- mes "that Island.";
+ mes "Now that I found out this is Dewata Island, I should find the material for this great weapon.";
next;
- select("Oh... Is that so?");
mes "[Gatti]";
- mes "This island is strange. I arrived";
- mes "here a week ago, and everybody here";
- mes "has been avoiding me.";
+ 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;
+ set dew_weapon,2;
+ end;
+ }
mes "[Gatti]";
- mes "Last week was so hard, but you";
- mes "saved me by telling me this is";
- mes "Dewata Island.";
- mes "Thank you for telling me, and";
- mes "thank you for passing here at";
- mes "just the right time.";
- next;
- select("Uh... No problem.");
+ 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 "Well... There was a little problem";
- mes "of my ship getting wrecked, but";
- mes "that's neither here nor there.";
+ mes "Oh! Really?";
+ mes "I'm so lucky to have met you. This is going so well.";
next;
mes "[Gatti]";
- mes "Now that I found out this is";
- mes "Dewata Island, I should find";
- mes "the material for this great weapon.";
+ mes "Would you please help me?";
next;
mes "[Gatti]";
- mes "... ... ... ...";
+ 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;
+ set dew_weapon,3;
next;
mes "[Gatti]";
- mes "Ah! The material that I am looking";
- mes "for is ^FF0000Comodo Leather^000000.";
+ 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;
- select("^FF0000Comodo Leather?^000000");
mes "[Gatti]";
- mes "Yes. In the blueprint, it's";
- mes "written that only a few";
- mes "of the Dewata Natives are";
- mes "worthy enough to fight";
- mes "against the Comodo Dragon.";
+ mes "... .... ...";
next;
mes "[Gatti]";
- mes "In order to fight the Comodo";
- mes "Dragon, you have to get recognized";
- mes "by the natives. I assume it'll be";
- mes "hard to get the recognition.";
+ 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("Of course, it must be...");
+ select("Yes.");
mes "[Gatti]";
- mes "Let me ask you a favor.";
- mes "If you get the recognition first,";
- mes "please don't forget to visit me.";
- setquest 5052;
- close;
- } else if (dewata_gatti == 2) {
+ mes "Oh! Just as I expected!";
+ mes "I was so lucky to meet you. Everything is going so well.";
+ next;
mes "[Gatti]";
- mes "Oh~ Look at this. How resilient.. So soft.";
+ 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 "Comodo Leather is the best material ever.";
+ mes "The weapon material that I so longed for is ^0000FFComodo Leather^000000. Please get me 100 of them.";
next;
mes "[Gatti]";
- mes "Hmm... Like this?";
+ mes "I'm so eager to make the weapon in the weapon blueprint.";
+ changequest 5052,5053;
+ set dew_weapon,3;
next;
mes "[Gatti]";
- mes "Or like this? Yes! This is the way!";
+ mes "Please, before my passion fades out.";
next;
- mes "- Mastersmith Gatti enjoys";
- mes "processing the Leathers you've";
- mes "brought to make the weapon. -";
- mes "- You should wait a little while. -";
- set dewata_gatti,3;
+ mes "[Gatti]";
+ mes "Oh! And Comodo Dragon is a very powerful monster, so please be careful.";
close;
- } else if (dewata_gatti == 3) {
- if (checkquest(5054) >= 0) {
- mes "[Gatti]";
- mes "You brought all the material already?";
- mes "You were also curious about the finished weapon? Haha.";
- next;
+ } else if (dew_weapon == 3) {
+ if (countitem(6403) > 99) {
mes "[Gatti]";
- mes ".... .... ....";
+ 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;
+ set dew_weapon,4;
next;
- if (countitem(6403)>99 && countitem(999)>19 && countitem(984)>9 && countitem(6404)) {
- mes "[Gatti]";
- mes "Great, we have enough. Wait a little.";
- next;
- specialeffect EF_REFINEOK;
- mes "[Gatti]";
- mes "I finished making the weapon. This";
- mes "is called ^FF0000Keris^000000, according to the blueprint.";
- next;
- mes "[Gatti]";
- mes "I keep finding new stuff when I";
- mes "lay my eyes on this blueprint.";
- next;
- mes "[Gatti]";
- mes "I've learned how to make the";
- mes "weapon, so ask me anytime if you need it.";
- set dewata_gatti,4;
- getitem 13067,1;
- delitem 6403,100;
- delitem 999,20;
- delitem 984,10;
- delitem 6404,1;
- erasequest 5054;
- close;
- }
+ mes "- Gatti takes the Comodo Leather from you. -";
+ close;
+ } else if (countitem(6403)) {
mes "[Gatti]";
- mes "Hmm... I need more of those.";
- mes "If my ship didn't get wrecked.";
- mes "I could made it on my own, but...";
- next;
- mes "- Gatti mumbles to himself. -";
+ mes "So, that is the Comodo Leather. But not enough.";
next;
mes "[Gatti]";
- mes "100 Comodo Leather, 20 Steel,";
- mes "and 10 Oridecon are what I need.";
- next;
+ mes "I know I'm asking you a favor, but I need 100 of them.";
+ close;
+ } else {
mes "[Gatti]";
- mes "If you bring them all,";
- mes "I'll make the best weapon ever.";
+ 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;
}
- select("Well... Gatti?");
+ } else if (dew_weapon == 4) {
mes "[Gatti]";
- mes "Oh! Sorry, sorry! This leather is";
- mes "so interesting.";
+ 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. -";
+ set 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.";
@@ -2239,222 +1978,293 @@ dew_fild01,127,240,4 script Gatti#weapon 813,{
mes "[Gatti]";
mes ".... .... .... ....";
next;
- select("Hilt?");
+ mes "["+strcharinfo(0)+"]";
+ mes "Hilt?";
+ next;
mes "[Gatti]";
- mes "You don't know what a hilt is?";
- mes "That's what you call the handle of a weapon.";
+ 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 the handle of a weapon. -";
+ mes "- Gatti shows a thing that looks like a handle of a weapon. -";
next;
mes "[Gatti]";
- mes "I tried making it like what's";
- mes "written in the blueprint, but";
- mes "I need more material.";
+ mes "I tried making it like what's written in the blueprint, but I need more material.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Really?";
next;
- select("Really?");
mes "[Gatti]";
- mes ".... .... .... ....";
+ mes "... ... ... ...";
next;
mes "[Gatti]";
- mes "Yes... To be frank with you,";
- mes "I ruined a lot of them trying";
- mes "different things.";
+ mes "Yes... To be frank with you, I ruined a lot of them trying different things.";
next;
mes "[Gatti]";
- mes "I know this is alot to ask,";
- mes "but can you get me 100 more";
- mes "Comodo Leather, 20 Steel, and 10 Oridecon?";
+ 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;
+ set dew_weapon,6;
+ getitem 6404,1; //Caress_H
next;
mes "[Gatti]";
- mes "Oh! I almost forgot. Don't forget";
- mes "to bring the hilt that I just made you.";
+ 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.";
- getitem 6404,1;
- setquest 5054;
close;
- } else if (dewata_gatti >= 4) {
+ } 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 "You're ^FF0000"+strcharinfo(0)+"^000000?";
- mes "So, how's the Keris that I made it for you?";
+ mes ".... .... ....";
next;
- switch(select("It's great!:I need another Keris.:Can I make it stronger?")) {
+ 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;
+ set 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 must be good.";
+ mes "I made that weapon so it should be good.";
close;
case 2:
- if (countitem(6404) == 1) {
- if (countitem(6403)>69 && countitem(999)>19 && countitem(984)>9) {
+ disable_items;
+ if (countitem(6404)) {
+ if (countitem(6403) < 70 || countitem(984) < 10 || countitem(999) < 20 || countitem(6404) < 1) {
mes "[Gatti]";
- mes "You have all materials.";
- mes "Wait just a little.";
+ mes "You only have a Hilt. You'll need to bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather.";
next;
- specialeffect EF_REFINEOK;
mes "[Gatti]";
- mes "Here is the Keris! Ask me anytime.";
- getitem 13067,1;
- delitem 6404,1;
- delitem 6403,70;
- delitem 999,20;
- delitem 984,10;
+ mes "If you bring them, I'll make a brand new Caress.";
close;
}
mes "[Gatti]";
- mes "You only have a Hilt. You'll need";
- mes "to bring me 10 Oridecon, 20 Steel,";
- mes "and 70 Comodo Leather.";
+ mes "You have all the materials. Wait just a little.";
next;
- mes "[Gatti]";
- mes "If you bring them, I'll make a";
- mes "brand new Keris.";
- close;
- } else if (countitem(6404) > 1) {
- mes "[Gatti]";
- mes "You already have 1 Hilt in your inventory. What do you need 1 more Hilt for?";
- close;
- } else if (countitem(6403)>49 && countitem(7201)) {
- mes "[Gatti]";
- mes "You bought the material for the";
- mes "Hilt. I'll make it right away.";
+ specialeffect2 EF_REPAIRWEAPON;
next;
- mes "[Gatti]";
- mes "Put in here, and process it like this...";
+ emotion e_swt2;
next;
mes "[Gatti]";
- mes "Here you go. I can make a Keris if";
- mes "you bring me 10 Oridecon, 20 Steel,";
- mes "and 70 Comodo Leather.";
- getitem 6404,1;
- delitem 6403,50;
- delitem 7201,1;
+ 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;
- }
- mes "[Gatti]";
- mes "You want me to make one more";
- mes "Keris for you? In that case I";
- mes "need a Hilt, 50 Comodo Leather,";
- mes "and 1 Log. These are what I need to make a Hilt.";
- close;
- case 3:
- mes "[Gatti]";
- mes "So, you want to enchant your";
- mes "weapon? The weapon gets broken";
- mes "from time to time during the";
- mes "process, but it doesn't";
- mes "happen that often.";
- next;
- mes "[Gatti]";
- mes "In another case, the enchantment";
- mes "may be applied to an item which";
- mes "you didn't mean to enchant.";
- mes "So just bring ^5555ffONE Weapon^000000";
- mes "if you want the enchantment to be safe.";
- next;
- switch(select("Please enchant the weapon.","Things you need to know.","Maybe next time.")) {
- case 1:
- mes "[Gatti]";
- mes "^FFA500To enchant your Weapon^000000:";
- mes "- 100,000 Zeny";
- mes "- ^FF0000Weapon will lose refines and cards^000000.";
- next;
- if (countitem(13067) > 1) {
+ } else {
+ if (countitem(6403) < 50 || countitem(7201) < 1) {
mes "[Gatti]";
- mes "Please come back with just ONE equipment to be enchanted.";
+ 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 want to enchant your";
- mes "^FF0000" + getitemname(13067) + "^000000?";
- mes "The cost of this work is ^0000FF100,000^000000 Zeny.";
+ mes "You brought the material for the Hilt. I'll make it right away.";
next;
- if(select("Do it, please!:May be next time..")==2) close;
- if (Zeny < 100000) {
- mes "[Gatti]";
- mes "I'd like to go ahead with this enchant attempt, but you're missing a few things.";
- mes "You sure that you have enough Zeny.";
- close;
- }
- delitem 13067,1;
- set Zeny, Zeny-100000;
- close2;
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "FFFF00",3;
- set .@Enchant_3,rand(4760,4802);
- set .@Enchant_4,rand(4760,4802);
- set .@ERate, rand(100);
- if (.@ERate < 14) { // -- 14% Break chance
- mes "[Gatti]";
- mes "Wah! I am so sorry, but it failed.";
- mes "However, I am completely innocent.";
- mes "This is your luck, and it was destined by god, okay?";
- mes "Don't be so disappointed, and try next time.";
- next;
- mes "[Gatti]";
- mes "I wish you good luck next time!";
- close;
- }
- getitem2 13067,1,1,0,0,0,0,.@Enchant_3,.@Enchant_4;
mes "[Gatti]";
- mes "Great, your weapon received the enchant.";
- mes "It looks pretty well done. Congratulations!";
+ mes "Put this here, and process it like this...";
next;
mes "[Gatti]";
- mes "See you again, adventurer!";
+ 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 2:
- mes "[Gatti]";
- mes "If you want to do it, I'll";
- mes "have to tell you some cautionary";
- mes "things before enchanting the";
- mes "weapon.";
- next;
- mes "[Gatti]";
- mes "I need 1 weapon of level";
- mes "3 or 4, and maximum slot of 2.";
- mes "And 100,000 Zeny too.";
- mes "As you know, I don't have any";
- mes "money right now because my";
- mes "ship got wrecked.";
- next;
- mes "[Gatti]";
- mes "If you have a weapon that is";
- mes "refined or inserted with cards";
- mes "in your inventory which you";
- mes "don't want to enchant, it";
- mes "could get destroyed.";
- next;
- mes "[Gatti]";
- mes "Or its upgrades could get";
- mes "changed during the";
- mes "enchantment process.";
- next;
- mes "[Gatti]";
- mes "If you don't want that to";
- mes "happen, put the refined";
- mes "weapon elsewhere before the enchantment.";
- next;
+ }
+ 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 "Sometimes the enchantment";
- mes "fails. The weapon doesn't get";
- mes "destroyed every time you fail.";
- mes "However, you should know that";
- mes "the weapon gets destroyed from";
- mes "time to time.";
+ mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny.";
close;
- case 3:
+ }
+ 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 enchant";
- mes "weapon, just bring me the";
- mes "weapon you want to enchant";
- mes "and 100,000 Zeny.";
+ 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;
+ set Zeny, Zeny - 100000;
+
+ // Socket 3
+ set .@i, rand(4300);
+ if (.@i < 150) set .@s3,4700; // STR + 1
+ else if (.@i < 300) set .@s3,4730; // AGI + 1
+ else if (.@i < 450) set .@s3,4740; // VIT + 1
+ else if (.@i < 600) set .@s3,4710; // INT + 1
+ else if (.@i < 750) set .@s3,4720; // DEX + 1
+ else if (.@i < 900) set .@s3,4750; // LUK + 1
+ else if (.@i < 1050) set .@s3,4761; // MATK + 2%
+ else if (.@i < 1200) set .@s3,4764; // CRIT + 5
+ else if (.@i < 1350) set .@s3,4786; // MDEF + 2
+ else if (.@i < 1500) set .@s3,4791; // DEF + 3
+ else if (.@i < 1650) set .@s3,4795; // HP + 100
+ else if (.@i < 1750) set .@s3,4800; // SP + 50
+ else if (.@i < 1850) set .@s3,4797; // HP + 300
+ else if (.@i < 1950) set .@s3,4793; // DEF + 9
+ else if (.@i < 2050) set .@s3,4788; // MDEF + 6
+ else if (.@i < 2150) set .@s3,4752; // LUK + 3
+ else if (.@i < 2250) set .@s3,4722; // DEX + 3
+ else if (.@i < 2350) set .@s3,4712; // INT + 3
+ else if (.@i < 2450) set .@s3,4742; // VIT + 3
+ else if (.@i < 2550) set .@s3,4732; // AGI + 3
+ else if (.@i < 2650) set .@s3,4702; // STR + 3
+ else if (.@i < 2700) set .@s3,4703; // STR + 4
+ else if (.@i < 2750) set .@s3,4733; // AGI + 4
+ else if (.@i < 2800) set .@s3,4743; // VIT + 4
+ else if (.@i < 2850) set .@s3,4713; // INT + 4
+ else if (.@i < 2900) set .@s3,4723; // DEX + 4
+ else if (.@i < 2950) set .@s3,4753; // LUK + 4
+ else if (.@i < 3000) set .@s3,4789; // MDEF + 8
+ else if (.@i < 3001) set .@s3,4704; // STR + 5
+ else if (.@i < 3002) set .@s3,4734; // AGI + 5
+ else if (.@i < 3003) set .@s3,4744; // VIT + 5
+ else if (.@i < 3004) set .@s3,4714; // INT + 5
+ else if (.@i < 3005) set .@s3,4724; // DEX + 5
+ else if (.@i < 3006) set .@s3,4754; // LUK + 5
+ else if (.@i < 3007) set .@s3,4806; // MATK + 3%
+ else if (.@i < 3008) set .@s3,4765; // CRIT + 7
+ else if (.@i < 3009) set .@s3,4766; // ATK + 2%
+ else if (.@i < 3010) set .@s3,4801; // SP + 100
+ else if (.@i < 3140) set .@s3,4796; // HP + 200
+ else if (.@i < 3270) set .@s3,4792; // DEF + 6
+ else if (.@i < 3400) set .@s3,4787; // MDEF + 4
+ else if (.@i < 3530) set .@s3,4751; // LUK + 2
+ else if (.@i < 3660) set .@s3,4721; // DEX + 2
+ else if (.@i < 3790) set .@s3,4711; // INT + 1
+ else if (.@i < 3920) set .@s3,4741; // VIT + 2
+ else if (.@i < 4050) set .@s3,4731; // AGI + 2
+ else if (.@i < 4180) set .@s3,4701; // STR + 2
+ else set .@s3,0;
+
+ // Socket 4
+ set .@j, rand(4100);
+ if (.@j < 130) set .@s4,4700; // STR + 1
+ else if (.@j < 260) set .@s4,4730; // AGI + 1
+ else if (.@j < 390) set .@s4,4740; // VIT + 1
+ else if (.@j < 520) set .@s4,4710; // INT + 1
+ else if (.@j < 650) set .@s4,4720; // DEX + 1
+ else if (.@j < 780) set .@s4,4750; // LUK + 1
+ else if (.@j < 910) set .@s4,4760; // MATK + 1%
+ else if (.@j < 1040) set .@s4,4764; // CRIT + 5
+ else if (.@j < 1170) set .@s4,4766; // ATK + 2%
+ else if (.@j < 1300) set .@s4,4786; // MDEF + 2
+ else if (.@j < 1430) set .@s4,4791; // DEF + 3
+ else if (.@j < 1560) set .@s4,4795; // HP + 100
+ else if (.@j < 1690) set .@s4,4800; // SP + 50
+ else if (.@j < 1790) set .@s4,4796; // HP + 200
+ else if (.@j < 1890) set .@s4,4792; // DEF + 6
+ else if (.@j < 1990) set .@s4,4787; // MDEF + 4
+ else if (.@j < 2090) set .@s4,4767; // ATK + 3%
+ else if (.@j < 2190) set .@s4,4765; // CRIT + 7
+ else if (.@j < 2290) set .@s4,4751; // LUK + 2
+ else if (.@j < 2390) set .@s4,4721; // DEX + 2
+ else if (.@j < 2490) set .@s4,4711; // INT + 2
+ else if (.@j < 2590) set .@s4,4741; // VIT + 2
+ else if (.@j < 2690) set .@s4,4731; // AGI + 2
+ else if (.@j < 2790) set .@s4,4701; // STR + 2
+ else if (.@j < 2860) set .@s4,4702; // STR + 3
+ else if (.@j < 2930) set .@s4,4732; // AGI + 3
+ else if (.@j < 3000) set .@s4,4742; // VIT + 3
+ else if (.@j < 3140) set .@s4,4712; // INT + 3
+ else if (.@j < 3210) set .@s4,4722; // DEX + 3
+ else if (.@j < 3280) set .@s4,4788; // MDEF + 8
+ else if (.@j < 3350) set .@s4,4793; // DEF + 9
+ else if (.@j < 3420) set .@s4,4797; // HP + 300
+ else if (.@j < 3490) set .@s4,4801; // SP + 100
+ else if (.@j < 3540) set .@s4,4798; // HP + 400
+ else if (.@j < 3590) set .@s4,4789; // MDEF + 8
+ else if (.@j < 3640) set .@s4,4753; // LUK + 4
+ else if (.@j < 3690) set .@s4,4723; // DEX + 4
+ else if (.@j < 3740) set .@s4,4713; // INT + 4
+ else if (.@j < 3790) set .@s4,4743; // VIT + 4
+ else if (.@j < 3840) set .@s4,4733; // AGI + 4
+ else if (.@j < 3890) set .@s4,4703; // STR + 4
+ else if (.@j < 3900) set .@s4,4704; // STR + 5
+ else if (.@j < 3910) set .@s4,4734; // AGI + 5
+ else if (.@j < 3920) set .@s4,4744; // VIT + 5
+ else if (.@j < 3930) set .@s4,4714; // INT + 5
+ else if (.@j < 3940) set .@s4,4724; // DEX + 5
+ else if (.@j < 3950) set .@s4,4754; // LUK + 5
+ else set .@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
index 779e8f218..e55ed80a6 100644
--- a/npc/re/quests/quests_dicastes.txt
+++ b/npc/re/quests/quests_dicastes.txt
@@ -308,7 +308,7 @@ OnTouch:
donpcevent "Suspicious Guy#ep133_::OnDisable";
mes "The guy in all black disappeared suddenly.";
mes "Who was that?";
- close2;
+ close;
}
end;
}
@@ -339,7 +339,7 @@ OnEnable:
mes "[Capital City Guard]";
mes "Access to the city is restricted from other races without permits.";
mes "Please go back.";
- close2;
+ close;
}
else if (ep13_3_invite == 5) {
mes "[Capital City Guard]";
@@ -383,7 +383,7 @@ OnEnable:
mes "[Capital City Guard]";
mes "Unknown situation occurred. Case " + strnpcinfo(2);
mes "Please inquiry with a GM.";
- close2;
+ close;
}
dic_fild01,146,281,5 duplicate(Guard#ep133_11) Capital City Guard#1 492
dic_fild01,153,281,3 duplicate(Guard#ep133_11) Capital City Guard#2 450
@@ -436,11 +436,11 @@ function script que_dic {
delitem getarg(3), getarg(4);
}
else if (getarg(0) == 2) {
- for(set .@size, getargcount(); .@i <= .@size; set .@i, .@i + 1) {
+ for(.@i = 1; .@i < getargcount(); .@i++) {
if (checkquest(getarg(.@i)) >= 0)
erasequest getarg(.@i);
}
- return;
+ return;
}
getexp getarg(2),0;
erasequest getarg(1);
@@ -597,7 +597,7 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 449,{
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) < 1) {
+ if (!isequipped(2782)) {
mes "¡õ¢£¡ô";
mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
next;
@@ -878,7 +878,7 @@ dic_in01,40,193,1 script Papyrus#0001 453,{
mes "Your inventory is too heavy.";
close;
}
- if (isequipped(2782)) {
+ if (!isequipped(2782)) {
mes "¡õ¢£¡ô";
mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
next;
@@ -6941,8 +6941,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 453,{
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) //Luz de El Dicastes
- {
+ if (countitem(2844) < 1) { //Light of El Dicastes
mes "[Kareka]";
mes "Either you are not wearing or don't have the equipment to upgrade on you.";
close;
diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt
index a68fcb632..3f029f7f4 100644
--- a/npc/re/quests/quests_lighthalzen.txt
+++ b/npc/re/quests/quests_lighthalzen.txt
@@ -1,21 +1,22 @@
-//===== rAthena Script =======================================
+//===== Hercules Script =======================================
//= Quest NPCs located in Lighthalzen
//===== By: ==================================================
//= Ziu, Heris (translation)
//===== Current Version: =====================================
-//= 1.1
+//= 1.1a
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Hercules GIT
//===== Description: =========================================
//= Quests related to Lighthalzen City.
//===== Additional Comments: =================================
//= 1.0 Updated to match the new Izlude Map. [Masao]
//= 1.1 Added Somatology Laboratory F4 quest. [Euphy]
+//= 1.1a Coordinate update
//============================================================
// Renewal split [Daegaladh]
//============================================================
-izlude,171,73,6 duplicate(Scamp) Scamp#2 853
+izlude,172,73,6 duplicate(Scamp) Scamp#2 853
// Somatology Laboratory F4
//============================================================
diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt
index 685da8b24..160c3f8a9 100644
--- a/npc/re/quests/quests_malangdo.txt
+++ b/npc/re/quests/quests_malangdo.txt
@@ -3,17 +3,2550 @@
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
-//= 1.1
+//= 1.4
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
-//= Quest NPCs related to Malangdo.
+//= Quest NPCs related to Malangdo:
+//== Malangdo Island, Help the Bad Cats in Danger,
+//== Clean the Ship, Help Chef Nyas,
+//== Play with Baby Cats, Archangel Wing Enchants
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
-//= 1.1 Added two quests.
+//= 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.
//============================================================
-// Help the bad cats in danger :: mal_bad_guys
+// Malangdo Island :: ma_tomas
+//============================================================
+mal_in02,28,56,5 script Samuel#mal 495,{
+ 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 556,{
+ 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.";
+ set 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!";
+ set 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 421,{
+ 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.";
+ set 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 422,{
+ 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.";
+ set 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 546,{
+ 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.";
+ set 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 549,{
+ 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.";
+ set 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!";
+ set 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!!";
+ set 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;
+ set 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 559,{
+ 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.";
+ set 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~";
+ set 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~!";
+ set ma_tomas,18;
+ completequest 11224;
+ setquest 11225;
+ setquest 11243;
+ getitem 6422,20; //Egrade_Coin
+ close;
+ } else if (ma_tomas > 99) {
+ if (checkquest(11240) > -1 || checkquest(11241) > -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~";
+ close;
+ } else if (checkquest(11242) > -1) {
+ 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 (checkquest(11243,PLAYTIME) == 0 || checkquest(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 (checkquest(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 553,{
+ 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.
+ set @mal_bob_q,1;
+ L_Quest1:
+ set .@i, @mal_bob_q;
+ set @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) {
+ set 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
+ set ma_tomas,17;
+ changequest 11223,11224;
+ close;
+ } else if (ma_tomas > 99) {
+ if (checkquest(11240) > -1) {
+ set @mal_bob_q,2;
+ goto L_Quest1;
+ } else if (checkquest(11241) > -1)
+ 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 || checkquest(11241) > -1) {
+ if (countitem(6434) < 1) {
+ mes "- To repair the crack -";
+ mes "- you need a Fix Kit. -";
+ close;
+ }
+ set .@ma_cr1, rand(1,10);
+ if (.@ma_cr1 < 5) {
+ mes "- Ground is a bit cracked. -";
+ mes "- Used a stapler. -";
+ set .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) {
+ set ma_tomas,16;
+ changequest 11222,11223;
+ }
+ if (checkquest(11241) > -1) {
+ changequest 11241,11242;
+ }
+ } else {
+ mes "- Let's find -";
+ mes "- the other cracks. -";
+ }
+ set .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:
+ set .off,0;
+ disablenpc strnpcinfo(0);
+ end;
+}
+malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 550
+malangdo,284,237,0 duplicate(Crack#mal0) Crack#mal2 550
+malangdo,134,150,0 duplicate(Crack#mal0) Crack#mal3 550
+malangdo,173,199,0 duplicate(Crack#mal0) Crack#mal4 550
+malangdo,233,197,0 duplicate(Crack#mal0) Crack#mal5 550
+malangdo,137,239,0 duplicate(Crack#mal0) Crack#mal6 550
+malangdo,239,157,0 duplicate(Crack#mal0) Crack#mal7 550
+malangdo,221,155,0 duplicate(Crack#mal0) Crack#mal8 550
+malangdo,217,109,0 duplicate(Crack#mal0) Crack#mal9 550
+malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 550
+
+- 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 545,{
+ 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.";
+ set 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...";
+ set 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!";
+ set 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 547,{
+ 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;
+ set 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?";
+ set 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.";
+ set 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 (checkquest(11238,PLAYTIME) == 0 || checkquest(11238,PLAYTIME) == 1) {
+ 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 (checkquest(11239,PLAYTIME) == 0 || checkquest(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 (checkquest(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 563,{
+ 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
+ set 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 (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 (ma_tomas == 9 || checkquest(11238) > -1) {
+ 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;
+ }
+ set .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:
+ set .off,0;
+ disablenpc strnpcinfo(0);
+ end;
+}
+malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 557
+malangdo,208,174,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#2 557
+malangdo,191,223,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#3 557
+malangdo,150,195,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#4 557
+malangdo,116,196,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#5 557
+malangdo,178,145,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#6 557
+malangdo,142,120,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#7 557
+malangdo,136,122,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#8 557
+malangdo,152,143,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#9 557
+malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 557
+
+- 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 549,{
+ 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 551,{
+ 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";
+ set 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)
+ set 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)
+ set 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) {
+ set 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.";
+ set 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.
+ set @mal_bob_q,1;
+ L_Quest:
+ set .@i, @mal_bob_q;
+ set @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) {
+ set 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.";
+ set 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...!";
+ set 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;
+ set 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 (checkquest(11244) > -1) {
+ set @mal_bob_q,2;
+ goto L_Quest;
+ } else if (checkquest(11245,PLAYTIME) == 0 || checkquest(11245,PLAYTIME) == 1) {
+ mes "[Biscuit]";
+ mes "I'll call you when I need you, so don't worry!";
+ close;
+ } else {
+ if (checkquest(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 544,2,2,{
+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 111,{
+ 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 552,{
+ 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. -";
+ set ma_tomas,20;
+ changequest 11226,11227;
+ close;
+ }
+ mes "[Star Candy]";
+ mes "....";
+ mes ".....";
+ mes "......";
+ close;
+}
+
+- script #skin_mal -1,{
+ set .@index, atoi(strnpcinfo(2));
+ switch(.@index) {
+ case 29: set .@str$,"dry"; break;
+ case 30: set .@str$,"prickly"; break;
+ case 31: set .@str$,"chapped"; break;
+ case 32: set .@str$,"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)
+ set .@menu$,"Brush.:Stop.:";
+ else
+ set .@menu$,":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:
+ set ma_tomas, ma_tomas+1;
+ if (.@index == 32)
+ changequest 11234,11235;
+ close;
+ }
+ cutin "ma_starcandy",2;
+ set ma_tomas, ma_tomas+1;
+ 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#29 111
+mal_dun01,131,150,0 duplicate(#skin_mal) Prickly Skin#30 111
+mal_dun01,116,144,0 duplicate(#skin_mal) Chapped Skin#31 111
+mal_dun01,120,129,0 duplicate(#skin_mal) Hard Skin#32 111
+
+malangdo,190,167,7 script Portali#mal 546,{
+ if (ma_tomas < 100) {
+ mes "[Portali]";
+ mes "I have no business for a 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 549,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "You have too many items, please try again after reducing your weight.";
+ 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 LV60.^000000";
+ close;
+ }
+ set .@fish_ss1$, "What are you doing??";
+ if (countitem(6451) > 29)
+ set .@fish_ss2$, "I caught a lot of strange fishes!";
+ else
+ set .@fish_ss2$, "Remaining " + (30-countitem(6451)) + " of ^bbbbbbUnidentified Fish are required.^000000";
+ if (ma_tomas == 100)
+ set .@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 fishes around here. So I feel my heart beating as I stand here.";
+ next;
+ select("Of course, after seeing such a delicious thing!");
+ mes "[Pipielle]";
+ mes "How come you only know about eating?! My heart doesn't beat up because I see something delicious. Don't treat me the same as the others.";
+ next;
+ mes "[Pipielle]";
+ mes "I used to study from a scholar from Uno who was human. And I am good at the human language as well. Don't treat me like the others.";
+ next;
+ mes "[Pipielle]";
+ mes "I am a scholar who researches fish here. It's a little funny that a cat researches fish, but it's true.";
+ next;
+ select("Were you originally a scholar?");
+ mes "[Pipielle]";
+ mes "Originally I used to be the mate of admiral Tomas. But our ship never went back to sea after we arrived here.";
+ next;
+ mes "[Pipielle]";
+ mes "The mate of a ship that never voyages is lonely.";
+ next;
+ mes "[Pipielle]";
+ mes "The scholar from Uno came here for research, and he thought it was amazing that cats spoke the human language. Therefore he started to teach me.";
+ next;
+ select("But now everyone speaks the human language.");
+ mes "[Pipielle]";
+ mes "Oh yes, there were only a few cats who spoke the human language. That's why he treated me special.";
+ next;
+ mes "[Pipielle]";
+ mes "Anyway, now I collect specimens to be an ichthyologist. I hope you can help me.";
+ next;
+ if(select("How can I help you?:I would say no.") == 2) {
+ mes "[Pipielle]";
+ mes "Oh, okay. If you change your mind, please come again.";
+ close;
+ }
+ mes "[Pipielle]";
+ mes "There is a Pouring who's eating all the fishes in the Octopus and Culvert dungeons.";
+ next;
+ mes "[Pipielle]";
+ mes "It didn't use to live there, but might have come here for the winter. Could you collect the specimens of unidentified fish after geting rid of it?";
+ next;
+ mes "[Pipielle]";
+ mes "You can get identified fishes from Pouring, so please collect about 30 pieces.";
+ 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 pieces of 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.";
+ set 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 561,{
if (checkweight(1201,1) == 0) {
@@ -698,131 +3231,6 @@ malangdo,3,1,3 script Guidance for quest#ml 543,{
}
*/
-// Pipielle :: mal_ppl
-//============================================================
-malangdo,137,200,6 script Pipielle 549,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You have too many items, please try again after reducing your weight.";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Pipielle]";
- mes "Wow this is nice weather, do you like this kind of weather too? I like it too but I need to 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, she asks for help above LV60.^000000";
- close;
- }
- set .@fish_ss1$, "What are you doing??";
- if (countitem(6451) > 29)
- set .@fish_ss2$, "I caught a lot of strange fishes!";
- else
- set .@fish_ss2$, "Remaining " + (30-countitem(6451)) + " of ^bbbbbbUnidentified Fish are required.^000000";
- if (ma_tomas == 100)
- set .@fish_ss3$, "I met an Admiral Thomas...";
- 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 fishes around here. So I feel my heard beating when I standing here.";
- next;
- select("Of course, my heart will beat up too if I see delicious thing!");
- mes "[Pipielle]";
- mes "How come you only know about eating!! My heart don't beat up because of I see the delicious thing. Don't treat me the same as others.";
- next;
- mes "[Pipielle]";
- mes "I used to study from scholar from uno same as human. And I am good at human language as well. Don't treat me same as others.";
- next;
- mes "[Pipielle]";
- mes "I am a scholar who researches fish in here. It's little funny that cat research fish but it's true.";
- next;
- select("Are you originally a scholar?");
- mes "[Pipielle]";
- mes "Originally I used to mate of admiral Thomas. But our ship never to back to sea after we has arrived here.";
- next;
- mes "[Pipielle]";
- mes "The mate from ship that never voyage is lonely.";
- next;
- mes "[Pipielle]";
- mes "The scholar from Uno came here for research and he thought it is amazing thing that cat speaks human language. Therefore he started teach me.";
- next;
- select("But now everyone speaks human language.");
- mes "[Pipielle]";
- mes "Oh yes, there were only little cat speaks human language. That's why he treated me special.";
- next;
- mes "[Pipielle]";
- mes "Anyways, now I collect specimens to be ichthyologist. I hope you can help me.";
- next;
- if(select("How can I help you?:I would say no.") == 2) {
- mes "[Pipielle]";
- mes "Oh, okay. If you change your mind, please come again.";
- close;
- }
- mes "[Pipielle]";
- mes "There is a Pouring who's eating all fishes in Octopus and Culvert dungeon.";
- next;
- mes "[Pipielle]";
- mes "It used to not live there, but he might came here for winter, so could you collect the specimens unidentified fish after get rid of it.";
- next;
- mes "[Pipielle]";
- mes "You can get identified fishes from Pouring, so please collect about 30 pieces.";
- 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 last one is out of stock now so I will just write your name here.";
- next;
- mes "[Pipielle]";
- mes "I can give you good new even from far distance, but it's only possible if I am really lucky...";
- close;
- }
- mes "[Pipielle]";
- mes "I'm sorry, but please collect 30 pieces of unidentified fishes specimens.";
- close;
- case 3:
- mes "[Pipielle]";
- mes "Oh, you have met admiral Thomas... 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 Thomas. Can you take a responsibility of 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 Thomas is a legendary figure who has voyaged to this island with leading all of us. I think it was the most 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 small gift for ask you to look after admiral Thomas.";
- set ma_tomas,101;
- getitem 6422,200; //Egrade_Coin
- mes "^0000ffReceived 200 E Class Coins.^000000";
- close;
- }
-}
-
// Clean the Ship :: mal_day_qook
//============================================================
mal_in02,76,63,7 script Cleanyang 544,{
@@ -1456,7 +3864,7 @@ malangdo,133,134,0 script Strange Pile of Sand#7 557,{
mes "We already collected buried cat's ship biscuit.";
close;
}
- mes "- Look so strange. -";
+ mes "- Looks so strange. -";
mes "- That's it... -";
close;
}
@@ -1492,7 +3900,7 @@ malangdo,232,131,0 script #UnderStairs8 844,{
close;
}
mes "Out of people's hand under the stairs.";
- mes "Sometimes, I look around there when I search lost toys.";
+ mes "Sometimes, I look around there when I search for lost toys.";
close;
}
@@ -1903,4 +4311,2055 @@ mal_in02,187,58,3 script Chef Nyas 548,{
mes "If you don't have any business, don't touch vegetable and go away.";
close;
}
-} \ No newline at end of file
+}
+
+// Play with Baby Cats :: mal_nyadventurer
+//============================================================
+malangdo,165,223,4 script Expert Cat#nya_01 561,{
+ 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.";
+ set 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
+ set 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_11 560,{
+ 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 gathered cats who seems younger than other crews.";
+ mes "They are having a serious conversation about the weird machine in front of them.";
+ close;
+ } else if (nyadven == 1) {
+ mes "There are gathered cats who seems younger than other crews.";
+ mes "They are having a serious conversation about the weird machine in front of them.";
+ mes "They are looks like kids who Rato told me.";
+ 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
+ set 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.";
+ set 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!";
+ set nyadven02,0;
+ if (checkquest(7257) > -1)
+ 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
+ set 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
+ set 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. -";
+ set 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.";
+ set 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_09 559,{
+ 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_10 553,{
+ 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 a 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
+ set 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
+ set nyadven02,0;
+ if (checkquest(7257) > -1)
+ 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
+ set 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 (checkquest(7257,PLAYTIME) == 0 || checkquest(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 (checkquest(7257) > -1)
+ 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
+ set 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_02 844,{
+ 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!";
+ set nyadven02,11;
+ setquest 7244;
+ close;
+ } else {
+ callsub L_Viewpoint,2,1;
+ mes "The game has started already!";
+ set 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$[1],"Yellow","Blue","White","Green","Red";
+ if (getarg(1) <= 1)
+ viewpoint 1,73,253,0,0xFFFF00;
+ if (getarg(1) <= 2)
+ viewpoint 1,128,103,1,0x0000FF;
+ if (getarg(1) <= 3)
+ viewpoint 1,111,178,2,0xcccccc;
+ if (getarg(1) <= 4)
+ viewpoint 1,153,146,3,0x00FF00;
+ viewpoint 1,213,89,4,0xFF0000;
+ break;
+ }
+ for(set .@i,1; .@i<=5; set .@i,.@i+1)
+ set .@str$, .@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;
+ }
+ set .@index, atoi(strnpcinfo(2));
+ switch(.@index) {
+ case 1:
+ setarray .@var[0],11,25;
+ set .@color$,"red";
+ break;
+ case 2:
+ setarray .@var[0],12,22;
+ set .@color$,"blue";
+ break;
+ case 3:
+ setarray .@var[0],13,21;
+ set .@color$,"gold";
+ break;
+ case 4:
+ setarray .@var[0],14,24;
+ set .@color$,"green";
+ break;
+ case 5:
+ setarray .@var[0],15,23;
+ set .@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:
+ set .@nori_a, rand(1,999);
+ set .@nori_b, rand(1,999);
+ set .@nori_c, .@nori_a+.@nori_b;
+ mes .@nori_a+" + "+.@nori_b+" = ??";
+ break;
+ case 2:
+ set .@nori_a, rand(1,9);
+ set .@nori_b, rand(1,9);
+ set .@nori_c, .@nori_a*.@nori_b;
+ mes .@nori_a+" x "+.@nori_b+" = ??";
+ break;
+ case 3:
+ set .@nori_a, rand(600,999);
+ set .@nori_b, rand(1,599);
+ set .@nori_c, .@nori_a-.@nori_b;
+ mes .@nori_a+" - "+.@nori_b+" = ??";
+ break;
+ case 4:
+ set .@nori_a, rand(1,99);
+ set .@nori_b, rand(1,9);
+ set .@nori_d, rand(1,9);
+ set .@nori_c, .@nori_a+(.@nori_b*.@nori_d);
+ mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??";
+ break;
+ case 5:
+ set .@nori_a, rand(1,9);
+ set .@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.";
+ set nyadven02, nyadven02+1;
+ 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#1 844
+malangdo,128,103,0 duplicate(#malangdo_compass) Blue Flame Compass#2 844
+malangdo,73,253,0 duplicate(#malangdo_compass) Gold Flame Compass#3 844
+malangdo,153,146,0 duplicate(#malangdo_compass) Forest Compass#4 844
+malangdo,111,178,0 duplicate(#malangdo_compass) Cloud Compass#5 844
+
+malangdo,175,163,0 script Meowbell#nya_12 844,{
+ 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)
+ set .@quest,7244;
+ else if (nyadven02 == 26)
+ set .@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 (checkquest(.@quest,PLAYTIME) == 0 || checkquest(.@quest,PLAYTIME) == 1) {
+ mes "Knock Meowbell!!";
+ set 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.";
+ set 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.";
+ set 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_16 544,{
+ 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_14 560,{
+ 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!!!";
+ set 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
+ set 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!";
+ set 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!";
+ set 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;
+ set 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 (checkquest(7249,PLAYTIME) == 0 || checkquest(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 (checkquest(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 559,{
+ 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_13 844,{
+ 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 (checkquest(7249,PLAYTIME) == 0 || checkquest(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) {
+ set 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!";
+ set 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(set .@i,0; .@i<getarg(0); set .@i,.@i+1) {
+ set .@rand, rand(4);
+ set .@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;
+ set .@pass,0;
+ setarray .@Count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth";
+ for(set .@i,0; .@i<getarg(0); set .@i,.@i+1) {
+ mes "Which color button do you want to press "+.@Count$[.@i]+"?";
+ next;
+ // Red <-> Green, Blue <-> Yellow
+ set .@j, select("Red:Blue:Yellow:Green");
+ if (.@Lamp[.@i] == 4-.@j)
+ set .@pass,.@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)
+ set 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 (checkquest(getarg(0)) > -1)
+ 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 (checkquest(7251) > -1 && checkquest(7252) > -1 && checkquest(7253) > -1 && checkquest(7254) > -1 && checkquest(7255) > -1 && checkquest(7256) > -1) {
+ 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.";
+ set 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 844,{
+ 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 844,{
+ 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 844,{
+ 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 844,{
+ 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 844,{
+ 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 844,{
+ 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 555,{
+ 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 561,{
+ 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 545,{
+ mes "[Picky Crew]";
+ mes "Do not run in the hall!";
+ mes "My fur falls out because of someone who";
+ mes "scratches everywhere!";
+ close;
+}
+
+// Archangel Wing Enchants :: enc_angel
+//============================================================
+malangdo,234,153,6 script Notice Board#mal 837,{
+ 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 403,{
+ 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)
+ set .@menu$, "Enchant Archangel Wing";
+ else
+ set .@menu$, "^999999You do not have enough zeny!^000000";
+ } else
+ set .@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;
+ }
+ set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
+ setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
+
+ set .@i, rand(1,900);
+ if (.@i < 2) set .@enchant,4848; //Immuned1
+ else if (.@i < 3) set .@enchant,4849; //Cranial1
+ else if (.@i < 4) set .@enchant,4852; //Heal_Amount5
+ else if (.@i < 9) set .@enchant,4853; //S_Str
+ else if (.@i < 14) set .@enchant,4854; //S_Agi
+ else if (.@i < 19) set .@enchant,4855; //S_Vital
+ else if (.@i < 24) set .@enchant,4856; //S_Int
+ else if (.@i < 29) set .@enchant,4857; //S_Dex
+ else if (.@i < 34) set .@enchant,4858; //S_Luck
+ else if (.@i < 39) set .@enchant,4851; //Heal_Amount4
+ else if (.@i < 49) set .@enchant,4850; //Heal_Amount3
+ else if (.@i < 74) set .@enchant,4760; //Matk1
+ else if (.@i < 84) set .@enchant,4761; //Matk2
+ else if (.@i < 109) set .@enchant,4817; //Sharp2
+ else if (.@i < 119) set .@enchant,4816; //Sharp3
+ else if (.@i < 144) set .@enchant,4814; //Spell2
+ else if (.@i < 154) set .@enchant,4813; //Spell3
+ else if (.@i < 179) set .@enchant,4833; //Expert_Archer2
+ else if (.@i < 189) set .@enchant,4834; //Expert_Archer3
+ else if (.@i < 214) set .@enchant,4810; //Fighting_Spirit2
+ else if (.@i < 224) set .@enchant,4809; //Fighting_Spirit3
+ else if (.@i < 259) set .@enchant,4701; //Strength2
+ else if (.@i < 294) set .@enchant,4731; //Agility2
+ else if (.@i < 329) set .@enchant,4721; //Dexterity2
+ else if (.@i < 364) set .@enchant,4741; //Vitality2
+ else if (.@i < 399) set .@enchant,4751; //Luck2
+ else if (.@i < 434) set .@enchant,4711; //Inteligence2
+ else if (.@i < 504) set .@enchant,4700; //Strength1
+ else if (.@i < 574) set .@enchant,4730; //Agility1
+ else if (.@i < 644) set .@enchant,4720; //Dexterity1
+ else if (.@i < 714) set .@enchant,4740; //Vitality1
+ else if (.@i < 784) set .@enchant,4750; //Luck1
+ else if (.@i < 854) set .@enchant,4710; //Inteligence1
+ else set .@enchant,0;
+
+ set Zeny, 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;
+ }
+ set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
+ setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
+ 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/kafras/kafras_izl.txt b/npc/re/quests/quests_veins.txt
index 96bf3e2ef..b4be40067 100644
--- a/npc/re/kafras/kafras_izl.txt
+++ b/npc/re/quests/quests_veins.txt
@@ -1,15 +1,15 @@
//===== rAthena Script =======================================
-//= New Izlude Kafras
+//= Quest NPCs located in Veins
//===== By: ==================================================
-//= Daegaladh
+//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= Izlude Kafras with renewal coordinates.
+//===== Description: =========================================
+//= Quests related to Veins.
//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
-izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee 117
+ve_fild02,337,314,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 945 \ No newline at end of file
diff --git a/npc/re/scripts_athena.conf b/npc/re/scripts_athena.conf
index 5231a3980..47b2cb7e0 100644
--- a/npc/re/scripts_athena.conf
+++ b/npc/re/scripts_athena.conf
@@ -22,6 +22,8 @@ npc: npc/re/guides/guides_amatsu.txt
npc: npc/re/guides/guides_ayothaya.txt
npc: npc/re/guides/guides_brasilis.txt
npc: npc/re/guides/guides_comodo.txt
+npc: npc/re/guides/guides_dewata.txt
+npc: npc/re/guides/guides_dicastes.txt
npc: npc/re/guides/guides_einbroch.txt
npc: npc/re/guides/guides_geffen.txt
npc: npc/re/guides/guides_gonryun.txt
@@ -41,8 +43,7 @@ npc: npc/re/guides/guides_umbala.txt
npc: npc/re/guides/guides_veins.txt
// ---------------- Kafras & Cool Event Corp. -------------------
-npc: npc/re/kafras/kafras_izl.txt
-npc: npc/re/kafras/kafras_brasilis.txt
+npc: npc/re/kafras/kafras.txt
// -------------------------- Merchant --------------------------
npc: npc/re/merchants/3rd_trader.txt
@@ -52,6 +53,8 @@ npc: npc/re/merchants/inn.txt
npc: npc/re/merchants/refine.txt
npc: npc/re/merchants/renters.txt
npc: npc/re/merchants/shops.txt
+npc: npc/re/merchants/enchan_mal.txt
+npc: npc/re/merchants/coin_exchange.txt
// --------------------------- Others ---------------------------
npc: npc/re/other/mercenary_rent.txt
@@ -80,3 +83,6 @@ npc: npc/re/quests/quests_dicastes.txt
npc: npc/re/quests/quests_izlude.txt
npc: npc/re/quests/quests_lighthalzen.txt
npc: npc/re/quests/quests_malangdo.txt
+npc: npc/re/quests/quests_veins.txt
+npc: npc/re/quests/monstertamers.txt
+npc: npc/re/quests/quests_13_1.txt
diff --git a/npc/re/warps/cities/brasilis.txt b/npc/re/warps/cities/brasilis.txt
index 131b4d1ca..e5e8a5386 100644
--- a/npc/re/warps/cities/brasilis.txt
+++ b/npc/re/warps/cities/brasilis.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Brasilis Town Warps Script
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 13.1+
//===== Description: =========================================
//= [Aegis Conversion]
//= Warp Points for Brasilis
diff --git a/npc/re/warps/cities/dewata.txt b/npc/re/warps/cities/dewata.txt
index d5c0b7f93..9ca29688c 100644
--- a/npc/re/warps/cities/dewata.txt
+++ b/npc/re/warps/cities/dewata.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -11,11 +11,12 @@
//===== Additional Comments: =================================
//= 1.0 First version
//= 1.1 Disabled warps that clash with quest warps. [Euphy]
+//= 1.2 Updated to match official scripts. [Lemongrass]
//============================================================
-dewata,44,252,0 warp dewata0001 1,1,dew_fild01,372,212
-dew_fild01,375,212,0 warp dewata0002 1,1,dewata,47,252
-//dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,16,34
-//dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,60,273
+dewata,44,252,0 warp dewata0001 1,1,dew_fild01,373,212
+dew_fild01,375,212,0 warp dewata0002 1,1,dewata,46,251
+//dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,15,33
+//dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,59,273
dew_fild01,48,65,0 warp dewata0005 1,1,dew_dun02,302,30
-dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,51,65
+dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,50,65
diff --git a/npc/re/warps/cities/izlude.txt b/npc/re/warps/cities/izlude.txt
index 149e61531..4be33317e 100644
--- a/npc/re/warps/cities/izlude.txt
+++ b/npc/re/warps/cities/izlude.txt
@@ -1,33 +1,41 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Izlude Warp Script
//===== By: ==================================================
//= Athena (1.0), Nana (1.1)
//===== Current Version: =====================================
-//= 1.4
+//= 1.7
//===== Compatible With: =====================================
-//= Any Athena Version
+//= Any Athena & Hercules Version
//===== Description: =========================================
//= Warp Points for Izlude
//===== Additional Comments: =================================
//= 1.3 Added warps to Izlude Airship [Justin84]
//= 1.4 Minor correction on airport warps
//= 1.5 Updated to match the new Izlude Map. [Masao]
+//= 1.6 Added new warps [Streusel]
+//= 1.7 Removed indoor warps [Streusel]
//============================================================
//= Izlude City ==============================================
izlude,109,182,0 warp iz01 3,3,izlude_in,65,87
-izlude,162,125,0 warp iz02 2,2,izlude_in,116,49
izlude,216,162,0 warp iz03 3,2,izlude_in,151,127
izlude,21,98,0 warp iz001 3,3,prt_fild08,367,212
izlude,52,172,0 warp iz04 2,2,izlude_in,74,161
+izlude,130,257,0 warp iz09#1 2,2,iz_ac01,99,29
+izlude,125,257,0 warp iz09#2 2,2,iz_ac01,99,29
+izlude,213,161,0 warp iz10 2,2,arena_room,100,30
+arena_room,99,24,0 warp iz_arena 2,2,izlude,209,161
izlude_in,108,169,0 warp iz05 2,3,izlude_in,84,169
-izlude_in,116,46,0 warp iz02-1 3,2,izlude,157,125
izlude_in,148,127,0 warp iz03-1 2,5,izlude,207,162
-izlude_in,171,97,0 warp iz06 3,2,izlude_in,172,119
-izlude_in,172,116,0 warp iz06-1 3,2,izlude_in,172,94
-izlude_in,172,139,0 warp iz07 3,2,izlude_in,172,161
-izlude_in,172,158,0 warp iz07-1 3,2,izlude_in,172,136
+
izlude_in,43,169,0 warp w219 2,3,izlude_in,64,169
izlude_in,65,84,0 warp iz01-1 5,2,izlude,113,178
izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,166
izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
+
+//Izlude Academy
+iz_ac01,100,24,0 warp iz_ac01 2,2,izlude,127,253
+iz_ac01,122,25,0 warp iz_ac02 2,2,iz_ac02,104,27
+iz_ac01,78,25,0 warp iz_ac03 2,2,iz_ac02,104,27
+iz_ac02,113,27,0 warp iz_ac04 2,2,iz_ac01,122,28
+iz_ac02,94,27,0 warp iz_ac05 2,2,iz_ac01,78,28 \ No newline at end of file
diff --git a/npc/re/warps/cities/malangdo.txt b/npc/re/warps/cities/malangdo.txt
index 11810196b..f2bf50572 100644
--- a/npc/re/warps/cities/malangdo.txt
+++ b/npc/re/warps/cities/malangdo.txt
@@ -1,63 +1,64 @@
-//===== rAthena Script =======================================
+//===== Hercules Script =======================================
//= Malangdo Island Warp Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Hercules
//===== Description: =========================================
//= Warp Points for Malangdo Island
//===== Additional Comments: =================================
//= 1.0 First version
+//= 1.1 Updated warps. [Euphy]
//============================================================
// Town Warps
-malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,12,16
-mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,237,150
-mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,67,9
-mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,12
-malangdo,112,168,0 warp malangdo0005 1,1,mal_in01,18,164
-mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,114,166
-mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,174
-mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,170
+malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,11,17
+mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,238,149
+mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,65,11
+mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,13
+malangdo,112,167,0 warp malangdo0005 1,1,mal_in01,17,163
+mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,115,166
+mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,173
+mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,171
mal_in01,73,170,0 warp malangdo0009 1,1,mal_in01,124,172
mal_in01,124,175,0 warp malangdo0010 1,1,mal_in01,70,170
-malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,27,119
-mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,116,151
-mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,67,115
-mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,116
-malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,35,217
-mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,122,137
-mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,219
-mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,11,221
+malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,28,118
+mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,115,150
+mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,65,117
+mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,117
+malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,36,216
+mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,121,138
+mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,220
+mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,12,221
mal_in01,79,219,0 warp malangdo0019 1,1,mal_in01,140,216
-mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,79,216
-malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,18,75
-mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,112
-mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,67,63
-mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,21,67
-malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,163,16
-mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,273
+mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,80,216
+malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,19,76
+mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,111
+mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,65,65
+mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,20,67
+malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,164,15
+mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,274
malangdo,73,239,0 warp malangdo0027 1,1,mal_dun01,33,230
-mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,237
+mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,236
// Ship Warps
-malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,57,61
-mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,161
+malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,58,61
+mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,163
mal_in02,51,60,0 warp malangdo_ship0003 1,1,mal_in02,31,60
-mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,54,60
-mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,32
-mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,63,56
-mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,64,90
-mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,63
-mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,32
-mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,101,56
-mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,102,90
-mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,63
-mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,32
-mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,137,56
-mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,140,90
-mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,63
+mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,53,59
+mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,33
+mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,64,55
+mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,63,89
+mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,64
+mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,33
+mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,102,55
+mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,101,89
+mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,64
+mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,33
+mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,138,55
+mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,139,89
+mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,64
mal_in02,142,60,0 warp malangdo_ship0017 1,1,mal_in02,162,61
-mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,139,60
+mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,140,59
diff --git a/npc/re/warps/dungeons/bra_dun.txt b/npc/re/warps/dungeons/bra_dun.txt
index a151ed645..de7d1d94f 100644
--- a/npc/re/warps/dungeons/bra_dun.txt
+++ b/npc/re/warps/dungeons/bra_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Brasilis Dungeon Warp
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= [Aegis Conversion]
//= Brasilis Dungeon warp script
diff --git a/npc/re/warps/dungeons/iz_dun.txt b/npc/re/warps/dungeons/iz_dun.txt
index b912f62e1..3ef9ab86e 100644
--- a/npc/re/warps/dungeons/iz_dun.txt
+++ b/npc/re/warps/dungeons/iz_dun.txt
@@ -4,15 +4,60 @@
//= Athena (1.0)
//= Nana (1.1)
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Bibilyn Island & Undersea Cave
//===== Additional Comments: =================================
//= 1.2 Moved common warps to base path. [Euphy]
+//= 1.3 Added Undersea Tunnel 6th floor warper. [L0ne_W0lf]
//============================================================
-//= Undersea Cave ============================================
-iz_dun04,129,233,0 warp izd07 2,2,iz_dun05,141,187
-iz_dun05,141,190,0 warp izd07-1 2,2,iz_dun04,129,230
+// Undersea Tunnel Warper
+//============================================================
+iz_dun04,130,234,5 script Gatekeeper#iz_dun 413,{
+ mes "[Gatekeeper]";
+ mes "Halt!";
+ mes "What brings you here, Adventurer?";
+ mes "We've discovered a new floor of this underwater city.";
+ next;
+ mes "[Gatekeeper]";
+ mes "Do you think you're up to the challenge?";
+ mes "The monsters here are between levels 110 and 124.";
+ mes "And you must beware of the Kraken!";
+ next;
+ switch(select("Release the Kraken!:I'll stay here.")) {
+ case 1:
+ mes "[Gatekeeper]";
+ mes "Be cautious and good luck.";
+ mes "If you see the Kraken be sure you have your friends to help or do what we do and run.";
+ close2;
+ warp "iz_dun05",141,187;
+ end;
+ case 2:
+ mes "[Gatekeeper]";
+ mes "It's always best to be prepared before exploring a new area.";
+ mes "Come back when you're ready to go.";
+ close;
+ }
+}
+
+iz_dun05,142,190,5 script Guard#iz_dun 413,{
+ mes "[Gatekeeper]";
+ mes "So I guess you want to go back to the fifth floor?";
+ next;
+ switch(select("Yes!:No, I'll stay.")) {
+ case 1:
+ mes "[Gatekeeper]";
+ mes "Be safe, adventurer.";
+ close2;
+ warp "iz_dun04",129,232;
+ end;
+ case 2:
+ mes "[Gatekeeper]";
+ mes "You're not going?";
+ mes "You're braver than I thought.";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt
index d6f6505e4..3a32c3e75 100644
--- a/npc/re/warps/fields/bif_fild.txt
+++ b/npc/re/warps/fields/bif_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Bifrost Field Warp Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Warp Points for Bifrost Field
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/bra_fild.txt b/npc/re/warps/fields/bra_fild.txt
index 1f0fe24ba..c2078cdd2 100644
--- a/npc/re/warps/fields/bra_fild.txt
+++ b/npc/re/warps/fields/bra_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Brasilis Fild Warps Script
//===== By: ==================================================
//= Protimus
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= [Aegis Conversion]
//= Warp Points for Brasilis