diff options
Diffstat (limited to 'npc')
-rw-r--r-- | npc/Changelog.txt | 4 | ||||
-rw-r--r-- | npc/jobs/3-1/archbishop.txt | 2273 | ||||
-rw-r--r-- | npc/mobs/towns/brasilis.txt | 16 | ||||
-rw-r--r-- | npc/quests/quests_brasilis.txt | 4600 | ||||
-rw-r--r-- | npc/scripts_jobs.conf | 2 | ||||
-rw-r--r-- | npc/scripts_monsters.conf | 4 | ||||
-rw-r--r-- | npc/warps/dungeons/bra_dun.txt | 17 |
7 files changed, 6912 insertions, 4 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt index d66408ae9..96fa0b0c6 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,7 +1,9 @@ Date Added ====== +2011/08/26 + * Rev. 14941 Added Archbishop job quest, and missing Brasilis files. [L0ne_W0lf] 2011/08/10 - * Revv. 14931 Added scripts and NPC Brasilis updates from trunk r14928. [L0ne_W0lf] + * Rev. 14931 Added scripts and NPC Brasilis updates from trunk r14928. [L0ne_W0lf] 2011/07/26 * Rev. 14922 Added Renewal Guides, and made the filenames uniform. [L0ne_W0lf] 2011/07/21 diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt new file mode 100644 index 000000000..a01e06b69 --- /dev/null +++ b/npc/jobs/3-1/archbishop.txt @@ -0,0 +1,2273 @@ +prt_church,103,88,3 script Praying Minister#arch 60,{
+ if (BaseJob != Job_Priest) {
+ if (BaseJob == job_Archbishop) {
+ mes "[Praying Minister]";
+ mes "Ah! An Archbishop.";
+ mes "You have reached the state of light.";
+ mes "I hope you give happiness and honor to people during your adventures.";
+ close;
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ }
+ else {
+ if (Upper == 4) {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ if ((BaseLevel == 99) && (JobLevel > 49)) {
+ if (job_arch == 0) {
+ if (SkillPoint) {
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ if (Sex == 1)
+ mes "Brother, how has your life been?";
+ else
+ mes "Sister, how has your life been?";
+ mes "Have you lived it to it's fullest?";
+ mes "Have you served your life in the light of Odin?";
+ next;
+ mes "[Praying Minister]";
+ mes "We are ministers and our behavior is seen as acts of the Gods.";
+ mes "We should always be mindful of this.";
+ next;
+ mes "[Praying Minister]";
+ mes "We should always tell the truth.";
+ mes "We should not fall prey to lies and deceit.";
+ next;
+ mes "[Praying Minister]";
+ if (Sex == 1)
+ mes "Brother...";
+ else
+ mes "Sister...";
+ mes "Even though we serve Odin, we are normal people.";
+ mes "We can be degraded in spite of ourselves and we must realize that.";
+ next;
+ mes "[Praying Minister]";
+ mes "We always try to keep our original intention in mind and spread Odin's rule.";
+ next;
+ select("How do I become like that?");
+ mes "[Praying Minister]";
+ mes "That's a good question.";
+ mes "We have lots of methods.";
+ mes "But, I recommend this.";
+ next;
+ mes "[Praying Minister]";
+ mes "Have you ever heard of a";
+ mes "^3131FFHoly Pilgrimage^000000?";
+ mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
+ next;
+ mes "[Praying Minister]";
+ mes "When you pray to Odin in the holy place, you will feel that you are born again.";
+ next;
+ mes "[Praying Minister]";
+ mes "What do you think?";
+ mes "Would you like to do a Holy Pilgrimage?";
+ next;
+ switch(select("Yes I want to.:I'll think about it.")) {
+ case 1:
+ mes "[Praying Minister]";
+ mes "That's the correct attitude.";
+ mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "There is a small village named Umbala far from here.";
+ mes "That village is a where a tribe lives in harmony with nature.";
+ next;
+ mes "[Praying Minister]";
+ mes "Go there and find Priest Dayan.";
+ mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
+ next;
+ mes "[Praying Minister]";
+ mes "He's very old so he is hard of hearing.";
+ mes "You have to speak loud and clearly. You got it?";
+ mes "I hope that this paves the way for you to live in the light of Odin......";
+ set job_arch,1;
+ setquest 2187;
+ close;
+ case 2:
+ mes "[Praying Minister]";
+ mes "A Holy Pilgrimage isn't that difficult.";
+ mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Feel free to visit me if you change your mind.";
+ mes "I'll always be here for you.";
+ close;
+ }
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "How's it going?";
+ mes "Did you meet Priest Dayan in Umbala?";
+ close;
+ }
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ }
+}
+
+umbala,137,227,5 script Utan Boy#arch 787,{
+ mes "[Utan Boy]";
+ mes "........";
+ close;
+}
+
+umbala,139,227,3 script Priest#arch 60,{
+ if (job_arch < 1) {
+ mes "[Priest]";
+ mes "Un...ba... Unba?";
+ close;
+ }
+ else if (job_arch == 1) {
+ mes "[Priest]";
+ mes "Un...ba... Umba?";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Is that... right?";
+ mes "Hmm... so...";
+ mes "Um...ma? Umau...ma?";
+ emotion e_swt,"Priest#arch";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Huuuuuu......";
+ mes "Oh, dear . I feel heavy.";
+ mes "hohohoho.";
+ next;
+ mes "- mumbling~ -";
+ next;
+ mes "[Priest]";
+ mes "hahahahaha.";
+ mes "huhuhuhu. humhum.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. are you... Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "Huh?";
+ next;
+ mes "He turns his head towards you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Aren't you Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "muttering...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Priest! Da~yan! Right!?";
+ next;
+ mes "[Priest Dayan]";
+ mes "Ah~, yes.";
+ mes "Yes, I am.";
+ if (Sex == 1)
+ mes "I'm Dayan. Nice to meet you Brother.";
+ else
+ mes "I'm Dayan. Nice to meet you Sister.";
+ next;
+ mes "The old priest gives you an ear to ear grin. ";
+ next;
+ mes "[Priest Dayan]";
+ mes "I forgot to wear my hearing aid. hehe.";
+ mes "Anyway, why have you come here?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I wanted to tell you...";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@urans$,.@input$;
+ set .@myans$,"I'm here for the Holy Pilgrimage";
+ set .@sungzi,compare(.@urans$,.@myans$);
+ if (.@sungzi == 0) {
+ mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
+ next;
+ mes "[Priest]";
+ mes "Eh? Say what?";
+ close;
+ }
+ mes "[Priest Dayan]";
+ mes "..............?";
+ next;
+ mes "He cups his ears towards you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ next;
+ mes "[Priest Dayan]";
+ mes "Eh... are you?";
+ mes "A pilgrimage to the Holy Land...";
+ mes "It has been a long time since I've seen such a devout minister.";
+ if (Sex == 1)
+ mes "Welcome. Brother.";
+ else
+ mes "Welcome. Sister.";
+ next;
+ mes "The old priest gives you a gracious smile.";
+ next;
+ mes "[Priest Dayan]";
+ mes "See this village with the huge forest surrounding it.";
+ mes "Can you see a giant tree?";
+ next;
+ mes "[Priest Dayan]";
+ mes "That big tree is called The ^3131FFYggdrasil^000000.";
+ mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
+ next;
+ mes "[Priest Dayan]";
+ mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
+ mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Brother.";
+ else
+ mes "Sister.";
+ mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Enter the Yggdrasil.";
+ mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Follow your steps with purpose.";
+ mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
+ mes "When you arrive there, find a quiet place.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Pray for a life of faith and expiate your sins with a pious mind.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
+ mes "^3131FFFeel free to ask me about how to pray^000000.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Lets see, go to the place of the most famous creature from Odin.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
+ next;
+ mes "- Priest Dayan smiles again. -";
+ set job_arch,2;
+ changequest 2187,2188;
+ close;
+ }
+ else if (job_arch == 2) {
+ mes "[Priest Dayan]";
+ mes "This place is the holiest place in the world, Yggdrasil.";
+ mes "This holy ceremony will brighten your soul.";
+ next;
+ switch(select("How should I pray?:Cancel.")) {
+ case 1:
+ mes "[Priest Dayan]";
+ mes "Through prayer, we can follow four paths.";
+ mes "Remember what I say to you now.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 1st way is the ^3131FFway of meditation^000000.";
+ mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 2nd is the ^3131FFway of agony^000000.";
+ mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 3rd way is the ^3131FFway of joy^000000.";
+ mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
+ next;
+ mes "[Priest Dayan]";
+ mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
+ mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The last way is the ^3131FFway of light^000000.";
+ mes "You are free from all sin because you were blessed from all creation.";
+ next;
+ mes "[Priest Dayan]";
+ mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After finishing all of these prayers, just stand up with a pious mind.";
+ mes "If your prayer is truthful, Odin will lend you his wisdom.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Are you ready?";
+ mes "Okay, it's time to leave and exculpate yourself.";
+ mes "If your prayer is finished, let's talk.";
+ close;
+ case 2:
+ mes "[Priest Dayan]";
+ mes "I hope that my prayer can weaken your agony...";
+ close;
+ }
+ close;
+ }
+ else if (job_arch == 3) {
+ mes "[Priest Dayan]";
+ mes "Oh, you've come back.";
+ mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I feel light-hearted. Like I was just reborn...";
+ next;
+ mes "[Priest Dayan]";
+ mes "Your faith gives you confidence and courage.";
+ mes "A smile from a peaceful mind will easily rid people of their wariness.";
+ mes "Please, inspire people with love and energy.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks for your kind words.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Brother.";
+ else
+ mes "Sister.";
+ mes "Now, there is a place you should go to.";
+ next;
+ mes "[Priest Dayan]";
+ mes "That place is Hugel in Schwaltzvalt.";
+ mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
+ mes "But the last time I saw her she seemed sad.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Can you convince her to make a pilgrimage to Yggdrasil?";
+ mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry.";
+ mes "I'll go and meet her.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Feel free to visit here when you want to pray, brother.";
+ else
+ mes "Feel free to visit here when you want to pray, sister.";
+ mes "A visit from a friend always makes me happy.";
+ set job_arch,4;
+ changequest 2188,2189;
+ close;
+ }
+ else {
+ mes "[Dayan]";
+ mes "Did you find Vinue in Hugel?";
+ close;
+ }
+}
+
+yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
+OnTouch:
+ if (job_arch == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Is it the spring of Hvergelmir.";
+ mes "This place is a very vivid and peaceful place.";
+ mes "It's proper to pray.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Time to genuflect...";
+ mes "Hmm, what did that priest say to me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... What is the first way?";
+ next;
+ switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "";
+ mes "I don't think so.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "The way of confession...?";
+ mes "I don't think so.";
+ close;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "The way of meditation...?";
+ mes "Yes, it's the way of meditation.";
+ next;
+ break;
+ }
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 1st way is the way of meditation.^000000";
+ mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
+ next;
+ mes "- You close your eyes slowly and take a deep breath. -";
+ next;
+ mes "- * BLESSING! * -";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "Your mind is refreshed with the blessing effect.";
+ mes "You continue to meditate trying to rid your mind of any ill feelings.";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 2nd is the way of agony^000000.";
+ mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Pain... What kind of faults have I had?";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I confess my guilt to the Almighty God Odin.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^3131FF"+.@input$+".^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
+ mes "Please, lead the way and save a foolish minister with your wisdom.";
+ next;
+ mes "You ruminate about your confession and are lost in thought again.";
+ next;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 3rd way is the way of joy.^000000";
+ mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
+ mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
+ next;
+ if (!countitem(523)) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no! I forgot to bring a Holy Water!";
+ close;
+ }
+ mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
+ next;
+ mes "- * ASPERSIO ! * -";
+ specialeffect2 EF_ASPERSIO;
+ next;
+ specialeffect2 EF_RECOVERY;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe last way is a way of light^000000.^000000.";
+ mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
+ next;
+ mes "- You breath in deep and start to sing a Gloria.";
+ mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
+ mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The Curdan wolf protects me from all threats in the world.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
+ mes "~The father of light, the poet of wisdom, sing for me.~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The host of a glittering glass, give me a holy prediction.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "- After you finish the song, you feel light and strong with abundant devotion. -";
+ specialeffect2 EF_BLESSING;
+ specialeffect2 EF_RESURRECTION;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That was refreshing.";
+ mes "I guess I should go back to Priest Dayan.";
+ set job_arch,3;
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+ else if (job_arch == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "The song is over. It's time to go back to Priest Dayan.";
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+}
+
+hu_in01,205,204,7 script Praying Nun#benew 79,{
+ if (job_arch == 4) {
+ mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
+ next;
+ switch(select("Talk to her.:Stay Quiet.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You don't feel like disturbing her -";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm, hello sister?";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Welcome.";
+ mes "It's not time to have a service yet...";
+ if (Sex == 1)
+ mes "Are you here to pray, brother?";
+ else
+ mes "Are you here to pray, sister?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I came here to say hello from Priest Dayan from Prontera.";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Priest Dayan.";
+ mes "Is he good?";
+ mes "He is so cute even though he's old.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He told me that he was worried because when he saw you last time, you seemed sad.";
+ mes "He asks you to go on a Holy Pilgrimage.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umbala has the vital power of nature!";
+ next;
+ mes "[Vinue]";
+ mes "Ah...";
+ if (Sex == 1)
+ mes "He's very kind. As are you brother.";
+ else
+ mes "He's very kind. As are you sister.";
+ next;
+ mes "[Vinue]";
+ mes "But don't worry.";
+ mes "I'm just a little tired because of a bad dream.";
+ next;
+ mes "[Vinue]";
+ mes "Evil is always watching for our souls.";
+ mes "If you are indifferent to praying, it never misses an opportunity.";
+ next;
+ switch(select("A dream? What kind of dream?:Your soul should be fine.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Oh but that's where you're wrong.";
+ mes "My soul may be the most at risk.";
+ mes "Thank you for delivering the message.";
+ mes "I'll go back to my prayers.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "That is...";
+ mes "Actually I started to have a bad dream from the date I was appointed.";
+ next;
+ mes "[Vinue]";
+ mes "At first, it was a dream that Valkyrie was sad and in darkness.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Valkyrie?";
+ next;
+ mes "[Vinue]";
+ mes "Yeah...";
+ mes "She was crying in a pitch-black room.";
+ mes "Hanging down like a bird that had its wings cut.";
+ next;
+ mes "[Vinue]";
+ mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
+ next;
+ mes "[Vinue]";
+ mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "To have to see the death of Valkyrie, must be a tormenting dream.";
+ next;
+ mes "[Vinue]";
+ mes "Is it just a nightmare?";
+ mes "Or do you think it is an omen?";
+ next;
+ mes "[Vinue]";
+ mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The shrine?";
+ mes "Nobody tried to subdue the evil?";
+ next;
+ mes "[Vinue]";
+ mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
+ mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
+ next;
+ mes "[Vinue]";
+ mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is the dream related with the evil in the Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "Hum... well.";
+ mes "I don't have any way to find out.";
+ mes "I don't have a method, so I just pray.";
+ next;
+ switch(select("I'll investgate for you.:I'll pray with you.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Thank you.";
+ mes "I'll pray that the darkness stays away.";
+ mes "I hope you have a good time with the festival here in Hugel.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "Yeah?";
+ mes "But, it'll be scary inside!";
+ mes "There are lots of devils inside!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But I can't pretend to ignore a Sister who is in trouble?";
+ mes "I'm a minister who copes with lots of asceticism!";
+ mes "Entrust me.";
+ next;
+ mes "[Vinue]";
+ mes "Ah... I'm so worried....";
+ mes "I'll never forget your warm heart.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How do I get to Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "There is a ferry on the right side of the church.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, wait for good news!";
+ next;
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ mes "I hope that Odin gives you his protection as well.";
+ set job_arch,5;
+ changequest 2189,2190;
+ close;
+ }
+ else if ((job_arch > 4) && (job_arch < 100)) {
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ close;
+ }
+ else {
+ mes "[Vinue]";
+ mes "I feel refreshed.";
+ mes "It must be good news?";
+ mes "Thanks the Gods.";
+ close;
+ }
+}
+
+odin_tem02,282,263,0 script #find_val -1,3,3,{
+OnTouch:
+ if ((job_arch > 4) && (job_arch < 100))
+ enablenpc "Valkyrie Illusion#arch";
+ end;
+}
+
+odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
+ if ((job_arch > 4) && (job_arch < 100)) {
+ mes "You can see Valkyrie who has a despairing face.";
+ next;
+ switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
+ case 1:
+ mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
+ close2;
+ specialeffect2 EF_CLOAKING;
+ warp "job3_arch01",29,29;
+ disablenpc "Valkyrie Illusion#arch";
+ break;
+ case 2:
+ mes "Out of fear, you turn away from Valkyrie's illusion.";
+ close2;
+ disablenpc "Valkyrie Illusion#arch";
+ break;
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Valkyrie Illusion#arch";
+ end;
+}
+
+job3_arch01,29,34,3 script Valkyrie#arch 403,{
+ if (Upper == 4) {
+ mes "[Valkyrie]";
+ //Custom translation
+ mes "You are only a child.";
+ mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!";
+ close;
+ }
+ if (!checkweight(1201,2)) {
+ //Custom translation
+ mes "- bags must be emptied before they can proceed. -";
+ close;
+ }
+ if ((BaseLevel != 99) || (JobLevel < 50)) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ if (getmercinfo(0)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
+ close;
+ }
+ if (BaseJob != Job_Priest) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ else {
+ if (BaseJob != Job_Archbishop) {
+ if (job_arch < 5) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ else if (job_arch == 5) {
+ mes "[Valkyrie]";
+ mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
+ mes "Ah, I'm resentful! so regretful!";
+ next;
+ mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
+ next;
+ mes "[Valkyrie]";
+ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
+ mes "Are you here to ridicule my grim fate?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No way!";
+ mes "But it's true that I'm here for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...me?";
+ mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I see, is your goal to enter Valhalla?";
+ mes "If you do, it's the wrong place for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was already expelled from Asgard.";
+ mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's not that kind of problem.";
+ mes "But someone who perceives your painful situation has sent me here.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Haha! You are going to help me?!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...................";
+ next;
+ mes "- Valkyrie gives you a fierce scowl. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "In fact, I can't do anything with my body now.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Human, answer me. Are you here to sincerely help me?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Valkyrie Anguhilde]";
+ mes "I knew that I couldn't trust a human!";
+ close2;
+ warp "odin_tem02",282,263;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok...";
+ mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
+ mes "I tried to do my best to protect this holy place.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But one day, the devil started to gain influence on this island.";
+ mes "I don't know why they came here and from where they came from.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "The holy shrine was tainted by the devils.";
+ mes "How long do I have to be under this dishonorable fate!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Mortal one, what is your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "My name is "+strcharinfo(0)+".";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes ""+strcharinfo(0)+",";
+ mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
+ mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
+ next;
+ select("How can I do that?");
+ mes "[Valkyrie Anguhilde]";
+ mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I'm going to give you a scroll of paper written in an ancient language.";
+ mes "In that scroll, there is my impersonation.";
+ mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
+ mes "Maybe it'll be spread in the shrine...";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
+ mes "And then I'm going to take care of the matter.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "When you finish preparing to go on, talk to me again.";
+ mes "It'll be a long journey...";
+ set job_arch,6;
+ close;
+ }
+ else if (job_arch == 6) {
+ if ($@archbs== 0) {
+ set $@archbs,1; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?";
+ next;
+ set .@exampc,getmapusers("job3_arch02");
+ if (.@exampc > 0) {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will go see who it is, please wait a moment.";
+ set $@archbs,0; //Global Variable
+ close;
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok. Now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
+ set $@archbs,0; //Global Variable
+ close2;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ changequest 2190,2191;
+ warp "job3_arch02",119,49;
+ disablenpc "Valkyrie#arch";
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ }
+ else if (job_arch == 7) {
+ if (countitem(12381))
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ if (countitem(12382))
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ if ($@archbs == 0) {
+ set $@archbs,1; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes "Are you ok human?";
+ mes "It was not as easy as I expected.";
+ mes "Will you challenge again?";
+ next;
+ set .@exampc,getmapusers("job3_arch02");
+ if (.@exampc > 0) {
+ set $@archbs,0; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will see who it is, please wait a moment.";
+ close;
+ }
+ else {
+ set $@archbs,0; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes "OK. now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ close2;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ warp "job3_arch02",119,49;
+ disablenpc "Valkyrie#arch";
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+Onbc:
+ set $@archbs,0; //Global Variable
+ //Custom translation
+ mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00";
+ enablenpc "Valkyrie#arch";
+ end;
+}
+
+job3_arch02,119,49,0 script #arch_1_start -1,6,6,{
+OnTouch:
+ if (!countitem(12381))
+ getitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
+ disablenpc "#arch_1_start";
+ end;
+}
+
+job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
+ donpcevent "mob#arch_1::Onkill";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,390,390,1 script #arch_redcell 844,{
+ end;
+
+OnInit:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+
+Ongreen:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,1;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,1;
+ end;
+
+Onred:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+}
+
+job3_arch02,390,389,1 script #arch_val01 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) {
+ donpcevent "#arch_redcell::Ongreen";
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
+ enablenpc "Valkyrie#arch_01";
+ disablenpc "#arch_1_start";
+ disablenpc "#arch_1_01";
+ disablenpc "#arch_1_02";
+ disablenpc "#arch_1_03";
+ disablenpc "#arch_1_04";
+ disablenpc "#arch_1_05";
+ disablenpc "#arch_1_06";
+ disablenpc "#arch_1_07";
+ disablenpc "#arch_1_08";
+ disablenpc "#arch_1_09";
+ disablenpc "#arch_1_10";
+ disablenpc "#arch_1_11";
+ disablenpc "#arch_1_12";
+ disablenpc "#arch_1_boss";
+ }
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_val01::OnMyMobDead";
+ end;
+}
+
+job3_arch02,390,387,1 script #arch_val02 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) {
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
+ enablenpc "Valkyrie#arch_02";
+ disablenpc "#arch_2_boss";
+ viewpoint 1,279,234,1,0xFFFF99;
+ }
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_val02::OnMyMobDead";
+ end;
+}
+
+job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
+ if (getmercinfo(0)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "The devil always makes an effort to agitate people's mind.";
+ mes "You don't have to care about their whisperings.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Anyway I can feel my energy coming back.";
+ mes "Show me the stuff that you found.";
+ next;
+ mes "- You show a golden piece of pipe to Valkyrie. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Oh, It's a piece of pipe!";
+ mes "If you collect pieces, you can ask other Valkyries for help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Because of a close battle, I could only get a little energy.";
+ mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
+ mes "It'll be helpful to find the rest of pieces.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Then I look forward a good news.";
+ close2;
+ getitem 12382,1; //ValkyrieB_Scroll
+ viewpoint 1,244,46,1,0xFFFF99;
+ disablenpc "Valkyrie#arch_01";
+ donpcevent "#arch_2_start::OnEnable";
+ end;
+}
+
+job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you find the rest of the pieces?";
+ next;
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Hum?";
+ mes "I can see this one beside you.";
+ getitem 6154,2; //Broken_Horn_Pipe
+ next;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "OK.";
+ mes "I'll complete the broken horn pipe!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But the battle is not finished yet.";
+ mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
+ mes "It'll be completed only when you use a horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I can feel the air around me is getting impure.";
+ mes "And feel the coldness of the pitch-black darkness.";
+ mes "This time will be dangerous.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I give you a necklace as a present.";
+ mes "But I'm not sure that It'll be helpful or not....";
+ mes "Take care.";
+ mes "Please, hurry up!";
+ close2;
+ getitem 2798,1; //Will_Of_Exhausted_Angel
+ disablenpc "Valkyrie#arch_02";
+ donpcevent "#arch_3_start::OnEnable";
+ end;
+}
+
+job3_arch02,279,234,0 script #arch_end -1,7,7,{
+OnInit:
+ disablenpc "#arch_end";
+ end;
+
+OnTouch:
+ donpcevent "#arch_3_01::Onkill";
+ donpcevent "#arch_3_02::Onkill";
+ donpcevent "#arch_3_03::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ enablenpc "Valkyrie Anguhilde#end";
+ if (!checkweight(1201,1)) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you collect all of the pieces of my horn pipe?";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "It can be dangerous, so let's go back.";
+ close;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Finally we finished all the preparations.";
+ next;
+ mes "Valkyrie holds the pipe and blows towards the sky.";
+ next;
+ mes "Booo - - - -";
+ next;
+ mes "Booo - - -";
+ next;
+ enablenpc "Valkyrie of the heavens";
+ mes "[Valkyrie Anguhilde]";
+ mes "Assistance of Odin! Soldiers of Valhalla!";
+ mes "The holy place of the God Odin is tainted by darkness!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't worry, Anguhilde.";
+ mes "Your desire has reached Valhalla.";
+ mes "The devils were removed by other Valkyries as you wanted.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Valkyries! Then is it safe now?";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Yes Anguhilde.";
+ mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Ah! I can go back to Asgard!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't make a hasty generalization.";
+ mes "But I think that good news will be sent to you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Honor to Odin!";
+ mes "I feel full of grace.";
+ mes "So bright and warm....";
+ next;
+ mes "- Shoooo -";
+ specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end";
+ disablenpc "Valkyrie Anguhilde#end";
+ emotion e_omg,1;
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Set your mind at ease.";
+ mes "She went to a place where she is supposed to be.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "I think you don't get it.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
+ mes "Didn't you see a shrine covered by the devil?";
+ mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
+ mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "But she is relieved by your favor.";
+ mes "Even though It's different with reality but now she may be able to rest in peace.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Human, the Valkyries are in your debt. Thank you.";
+ mes "I can't invite you as I want, but the power given by Odin can help you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ set job_arch,100;
+ completequest 2191;
+ getitem 5747,1; //Mitra
+ getitem 2795,1; //Green_Apple_Ring
+ jobchange Job_Archbishop,Upper;
+ close;
+}
+
+job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
+ end;
+
+OnInit:
+ disablenpc "Valkyrie Anguhilde#end";
+ end;
+}
+
+job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
+ if (job_arch == 100) {
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ close2;
+ mapwarp "job3_arch02","job_arch01",29,29;
+ }
+ end;
+
+OnInit:
+ disablenpc "Valkyrie of the heavens";
+ end;
+}
+
+job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{
+OnTouch:
+ if (countitem(12382))
+ mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000";
+ end;
+}
+
+job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) //VALKYRIE_B
+ mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ }
+ end;
+ }
+}
+
+job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{
+OnInit:
+ enablenpc "#arch_3_01";
+ end;
+
+OnTouch:
+ if (BaseJob != Job_Priest) {
+ mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
+ }
+ disablenpc "#arch_3_01";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{
+OnInit:
+ enablenpc "#arch_3_02";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
+ }
+ disablenpc "#arch_3_02";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{
+OnInit:
+ disablenpc "#arch_3_03";
+ end;
+
+OnTouch:
+ mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
+ areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
+ disablenpc "#arch_3_03";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,390,1 script mob#arch_1 844,{
+OnEnable:
+ areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,389,1 script mob#arch_2 844,{
+OnEnable:
+ areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,388,1 script start#arch 844,{
+ end;
+
+OnInit:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ end;
+
+OnEnable:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ enablenpc "#arch_1_start";
+ enablenpc "#arch_1_01";
+ enablenpc "#arch_1_02";
+ enablenpc "#arch_1_03";
+ enablenpc "#arch_1_04";
+ enablenpc "#arch_1_05";
+ enablenpc "#arch_1_06";
+ enablenpc "#arch_1_07";
+ enablenpc "#arch_1_08";
+ enablenpc "#arch_1_09";
+ enablenpc "#arch_1_10";
+ enablenpc "#arch_1_11";
+ enablenpc "#arch_1_12";
+ enablenpc "#arch_1_boss";
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ disablenpc "#arch_3_01";
+ disablenpc "#arch_3_02";
+ disablenpc "#arch_3_03";
+ donpcevent "#arch_3_01::Onkill";
+ donpcevent "#arch_3_02::Onkill";
+ donpcevent "#arch_3_03::Onkill";
+ disablenpc "#arch_end";
+ disablenpc "Valkyrie#arch_01";
+ disablenpc "Valkyrie#arch_02";
+ disablenpc "Valkyrie Anguhilde#end";
+ disablenpc "Valkyrie of the heavens";
+ donpcevent "#arch_redcell::Onred";
+ donpcevent "mob#arch_1::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ donpcevent "start#arch::Ontimeoff";
+ donpcevent "start#arch::Ontimeon";
+ donpcevent "#arch_val01::Onkill";
+ donpcevent "#arch_val02::Onkill";
+ donpcevent "mob#arch_1::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ donpcevent "mob#arch_1::OnEnable";
+ donpcevent "#arch_val01::OnEnable";
+ end;
+
+Ontimeon:
+ initnpctimer;
+ end;
+
+Ontimeoff:
+ stopnpctimer;
+ end;
+
+OnTimer60000:
+OnTimer120000:
+OnTimer180000:
+OnTimer240000:
+OnTimer300000:
+OnTimer360000:
+OnTimer420000:
+OnTimer480000:
+OnTimer540000:
+ set .@mapcount,getmapusers("job3_arch02");
+ if (.@mapcount == 0) {
+ mapwarp "job3_arch02","job_arch01",29,29;
+ donpcevent "Valkyrie#arch::Onbc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+ mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000";
+ end;
+
+OnTimer605000:
+ mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ donpcevent "Valkyrie#arch::Onbc";
+ stopnpctimer;
+ end;
+}
+
+job3_arch02,390,388,1 script #arch_2_start 844,{
+ end;
+
+OnInit:
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ end;
+
+OnEnable:
+ enablenpc "#arch_2_01";
+ enablenpc "#arch_2_02";
+ enablenpc "#arch_2_03";
+ enablenpc "#arch_2_04";
+ enablenpc "#arch_2_05";
+ enablenpc "#arch_2_06";
+ enablenpc "#arch_2_07";
+ enablenpc "#arch_2_08";
+ enablenpc "#arch_2_09";
+ enablenpc "#arch_2_10";
+ enablenpc "#arch_2_11";
+ enablenpc "#arch_2_boss";
+ donpcevent "#arch_val02::OnEnable";
+ donpcevent "mob#arch_2::OnEnable";
+ end;
+}
+
+job3_arch02,390,386,1 script #arch_3_start 844,{
+ end;
+
+OnEnable:
+ enablenpc "#arch_3_01";
+ enablenpc "#arch_3_02";
+ enablenpc "#arch_3_03";
+ enablenpc "#arch_end";
+ enablenpc "#arch_end_eff";
+ end;
+}
+
+job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
+OnTouch:
+ specialeffect EF_MAPPILLAR2,"#arch_end";
+ end;
+}
+
+job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
+
+/*
+job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
+ mes "[Íç¹̵ÄÊÞÈË]";
+ mes "ÇëÊäÈëÃÜÂ롣";
+ next;
+ input .@input; //,0,9999;
+ if (input == 1854) {
+ set archglo,090219_archbs;
+ mes "[ͨÐÐ]";
+ mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ";
+ mes "" + archglo + "¡£";
+ mes "ÄãÏëÐÄÂð?";
+ next;
+ switch(select("0:1")) {
+ case 1:
+ set $@archbs,0; //Global Variable
+ enablenpc "Valkyrie#arch";
+ break;
+ case 2:
+ set $@archbs,1; //Global Variable
+ enablenpc "Valkyrie#arch";
+ break;
+ }
+ }
+ else {
+ mes "[Íç¹̵ÄÊÞÈË]";
+ mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡";
+ close;
+ }
+}
+*/
+
+odin_tem02,30,181,0 script #wherearch01 -1,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
+
+odin_tem02,30,335,0 script #wherearch02 -1,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
diff --git a/npc/mobs/towns/brasilis.txt b/npc/mobs/towns/brasilis.txt new file mode 100644 index 000000000..6d2eef8c9 --- /dev/null +++ b/npc/mobs/towns/brasilis.txt @@ -0,0 +1,16 @@ +//===== eAthena Script =======================================
+//= Brasilis Quest Monsters
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= 1.0 First version
+//============================================================
+
+brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
+brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
\ No newline at end of file diff --git a/npc/quests/quests_brasilis.txt b/npc/quests/quests_brasilis.txt new file mode 100644 index 000000000..5aec32d49 --- /dev/null +++ b/npc/quests/quests_brasilis.txt @@ -0,0 +1,4600 @@ +//===== eAthena Script =======================================
+//= Brasilis Qiests
+//===== By ===================================================
+//= L0ne_W0lf
+//===== Version ==============================================
+//= 1.0
+//===== Compatible With ======================================
+//= eAthena SVN
+//===== Description ==========================================
+//= [Aegis COnversion]
+//= Lost Puppies (Repeatable, 24 hours.)
+//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
+//= Guarana Candy Quest
+//= Brasilis Water Lily Quest
+//= Brasilis Dungeon Access Quest
+//= Iara (Buff reward. Repeatable, 24 hours.)
+//===== Comments =============================================
+//= 1.0 First version.
+//============================================================
+
+// Lost Puppies, Original file: dogdog.sc
+//============================================================
+brasilis,297,307,5 script Angelo#br 50,{
+ set .@pongku,checkquest(9032,PLAYTIME);
+ set .@br1,checkquest(9030);
+ set .@br2,checkquest(9031);
+ if (BaseLevel < 40) {
+ mes "[Angelo]";
+ mes "Pets went out the village~!!";
+ mes "Gosh... what can I do... ?";
+ close;
+ }
+ else {
+ if ((.@pongku == 0) || (.@pongku == 1)) {
+ mes "[Angelo]";
+ mes "The day is not finished yet.";
+ mes "You can only help once a day. Hehe.";
+ close;
+ }
+ else {
+ if (checkquest(9032) > -1) erasequest 9032;
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ mes "[Angelo]";
+ mes "My pets are in the field outside of the village.";
+ mes "Why did they leave? Please find them.";
+ close;
+ }
+ else {
+ if ((.@br2 == 0) || (.@br2 == 1)) {
+ mes "[Angelo]";
+ mes "Oh, thank you. You found all of 3 puppies.";
+ mes "Thanks a lot.";
+ mes "I hope this is useful to you. hoho.";
+ getexp 50000,0;
+ erasequest 9031;
+ setquest 9032;
+ set .@bosang,rand(1,10);
+ if (.@bosang < 5) {
+ specialeffect2 EF_ASSUMPTIO;
+ percentheal 100,100;
+ //ConsumeSpecialItem Yggdrasilberry
+ }
+ else if (.@bosang < 9) {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ getitem 504,2; //White_Potion
+ }
+ else {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ getitem 608,1; //Seed_Of_Yggdrasil
+ }
+ close;
+ }
+ else {
+ mes "[Angelo]";
+ mes "Are you an adventurer? You came here right on time.";
+ mes "Puppies have been disappearing.";
+ mes "And someone said that they saw them out on the field just outside the village....";
+ next;
+ mes "[Angelo]";
+ mes "It's pretty difficult and dangerous to find 'em.";
+ mes "You have to find ^0000FF3 puppies^000000.";
+ setquest 9030;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "Angelo#br::Ongo";
+ end;
+
+Ongo:
+ emotion e_gasp;
+ initnpctimer;
+ end;
+}
+
+//Puppya1
+bra_fild01,98,96,3 script Puppy#a1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a1";
+ end;
+}
+
+//Puppya2
+bra_fild01,59,116,5 script Puppy#a2 81,{
+ set .@br1,checkquest(9030);
+ set name,strcharinfo(0);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#a2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a2";
+ end;
+}
+
+//Puppya3
+bra_fild01,62,142,3 script Puppy#a3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ else {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ else {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#a3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a3";
+ end;
+}
+
+//Puppy b1
+bra_fild01,80,163,3 script Puppy#b1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b1";
+ end;
+}
+
+//Puppy b2
+bra_fild01,73,210,3 script Puppy#b2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#b2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b2";
+ end;
+}
+
+//Puppy b3
+bra_fild01,80,210,3 script Puppy#b3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ else {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ else {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#b3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b3";
+ end;
+}
+
+//Puppyc1
+bra_fild01,38,235,3 script Puppy#c1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c1";
+ end;
+}
+
+//Puppy c2
+bra_fild01,307,64,3 script Puppy#c2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#c2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c2";
+ end;
+}
+
+//Puppy c3
+bra_fild01,260,60,3 script Puppy#c3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ else {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ else {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+ OnInit:
+ disablenpc "Puppy#c3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c3";
+ end;
+}
+
+//Puppyd1
+bra_fild01,234,101,3 script Puppy#d1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d1";
+ end;
+}
+
+//Puppy d2
+bra_fild01,200,84,3 script Puppy#d2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#d2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d2";
+ end;
+}
+
+//Puppy d3
+bra_fild01,176,63,5 script Puppy#d3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ else {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ else {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#d3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d3";
+ end;
+}
+
+// Suspicious Beach, original file: Suspicious_Beach.sc
+//============================================================
+brasilis,192,133,6 script Lucia#brasilis 478,{
+ /*
+ if (countitem(12408) > 0) {
+ delitem 12408,1; //Leaf_Cat_Ball
+ getitem 12408,1; //Leaf_Cat_Ball
+ }
+ else if (countitem(6221) > 0) {
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ getitem 6221,1; //Mystic_Leaf_Cat_Ball
+ }
+ */
+ if (BaseLevel < 40) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "I'm worried about ^FF0000Strange Hydra^000000's on";
+ mes "the south beach.";
+ mes "I hope some experienced adventurers";
+ mes "will come to help.";
+ emotion e_sigh;
+ close;
+ }
+ else {
+ set .@nQState1,checkquest(9028);
+ set .@nQState2,checkquest(9029);
+ if (.@nQState1 == 0) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
+ if (countitem(6221) > 0) {
+ mes "[Lucia]";
+ mes "Hello, you really did it!";
+ if (checkweight(11502,3)) {
+ //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
+ mes "I hope you will come";
+ mes "again to help me.";
+ mes "Have a nice day~!";
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ completequest 9028;
+ //recall_completequest 9029;
+ if (.@nQState2 > -1) erasequest 9029;
+ setquest 9029;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ //ConsumeSpecialItem Luk_Dish05
+ sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
+ //ConsumeSpecialItem Vit_Dish05
+ sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
+ //ConsumeSpecialItem Dex_Dish05
+ sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
+ getitem 11502,3; //Light_Blue_Pot
+ close;
+ }
+ else {
+ mes " ";
+ mes "I'd like to reward you,";
+ mes "however your bags are full.";
+ mes "Please make room and come back!";
+ close;
+ }
+ }
+ else {
+ mes "[Lucia]";
+ if (countitem(12408) < 1) {
+ mes "Did you need another ^006400Hydra Ball^000000?";
+ mes "I will give you one more.";
+ getitem 12408,1; //Leaf_Cat_Ball
+ close;
+ }
+ else {
+ mes "Any problems?";
+ next;
+ switch(select("No.:^006400Tell me again what happened^000000")) {
+ case 1:
+ mes "[Lucia]";
+ mes "Ok, please do me a favor.";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Lucia]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
+ set .@nCheckTime,checkquest(9029,PLAYTIME);
+ if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
+ mes "I'm so grateful for your help.";
+ mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
+ mes "Please come at the appropriate time.";
+ close;
+ }
+ else {
+ //recall_completequest 9028;
+ if (.@nQState1 > -1) erasequest 9028;
+ completequest 9029;
+ mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer7000:
+ emotion e_gasp;
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+// Guarana Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,187,162,5 script Candy Maker 476,{
+ if (!checkweight(1201,1)) {
+ mes "- You can't start the quest. Please reduce the weight in your inventory. -";
+ close;
+ }
+ if (brazil_gua == 0) {
+ mes "[Candy Maker]";
+ mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
+ next;
+ mes "[Candy Maker]";
+ mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
+ next;
+ mes "[Candy Maker]";
+ mes "I used to sell the candy made of it back in the day.";
+ mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
+ next;
+ mes "[Candy Maker]";
+ mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
+ next;
+ switch(select("How can I taste this guarana candy?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Hmm? I already sold out of all my old supply.";
+ next;
+ mes "[Candy Maker]";
+ mes "But if you can find some guarana, I can make it for you.";
+ next;
+ switch(select("How do I find guarana?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Will you find the guarana?? Hoooooh~";
+ next;
+ mes "[Candy Maker]";
+ mes "Can you find it?";
+ mes "It's probably very expensive.";
+ mes "Trading isn't my thing. Let me think.";
+ next;
+ mes "[Candy Maker]";
+ mes "Let me introduce you to someone with whom I used to do guarana business with.";
+ mes "He might still be dealing it.";
+ next;
+ mes "[Candy Maker]";
+ mes "His name is Cherto.";
+ mes "If you can't find him in the city, go to museum.";
+ mes "He's a vain person so he likes to act big.";
+ mes "He's probably wandering in the museum trying to show off to someone for sure.";
+ set brazil_gua,1;
+ setquest 2192;
+ close;
+ case 2:
+ mes "[Candy Maker]";
+ mes "Don't you want to try the guarana candy?";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Those were the good 'ole days...";
+ close;
+ }
+ }
+ else if (brazil_gua == 1) {
+ mes "[Candy Maker]";
+ mes "If you want to get the guarana, find Cherto.";
+ mes "Maybe he will be in the museum.";
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "- The guarana that I had has disappeared. -";
+ close;
+ }
+ delitem 6237,1; //Guarana_Fruit
+ mes "[Candy Maker]";
+ mes "Did you get the guarana?";
+ next;
+ mes "- You give the guarana to him. -";
+ next;
+ mes "[Candy Maker]";
+ mes "Wow! You have special talent.";
+ mes "It's the best thing I have ever seen so far. Cool~!";
+ next;
+ mes "[Candy Maker]";
+ mes "Good, let's make the candy~!";
+ mes "Long time no see my wonderful guarana candy...";
+ next;
+ mes "- hash hash hash hash hash hash -";
+ mes "- hash hash hash hash hash hash -";
+ next;
+ mes "[Candy Maker]";
+ mes "Look! It's the popular guarana candy.";
+ mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
+ set brazil_gua,11;
+ completequest 2200;
+ getitem 12414,1; //Guarana_Candy
+ getexp 70000,10000;
+ close;
+ }
+ else if (brazil_gua == 11) {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ next;
+ mes "[Candy Maker]";
+ mes "Since you helped me, guarana supply has been steadily rising.";
+ mes "So, naturally I'm back to making guarana candy.";
+ next;
+ mes "[Candy Maker]";
+ mes "What about it? Wanna buy some?";
+ mes "It's 4000 zeny each.";
+ next;
+ switch(select("Buy a Guarana Candy.:Cancel.")) {
+ case 1:
+ if (Zeny > 3999) {
+ mes "[Candy Maker]";
+ mes "Here is a delicious guarana candy.";
+ set zeny,zeny-4000;
+ getitem 12414,1; //Guarana_Candy
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "What? You should say before if you don't have money!";
+ mes "Even if you are poor, I can't give this away for free.";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Sometimes some people don't like it due to it's arousal effect.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ close;
+ }
+}
+
+bra_in01,95,179,3 script Cherto 477,{
+ if (brazil_gua == 0) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
+ close;
+ }
+ else if (brazil_gua == 1) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
+ next;
+ select("Guarana?");
+ mes "[Cherto]";
+ mes "What? Do you want to find a guarana?";
+ next;
+ mes "[Cherto]";
+ mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
+ mes "It seems a little bit weird but the flower is really big and smells beautiful.";
+ next;
+ mes "[Cherto]";
+ mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
+ next;
+ mes "[Cherto]";
+ mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
+ next;
+ select("Whaaaat??");
+ mes "[Cherto]";
+ mes "For a while now, guarana berries haven't been growing here.";
+ next;
+ mes "[Cherto]";
+ mes "Even if Cherto managed to find one, it will rot quickly.";
+ next;
+ mes "[Cherto]";
+ mes "If only it didn't happen!";
+ next;
+ select("What are you talking about?");
+ mes "[Cherto]";
+ mes "Quiet!!!!!!!!!!!!!!!!";
+ mes "This story has been forbidden! Someone might be listening to our conversation...";
+ next;
+ mes "[Cherto]";
+ mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
+ mes "Come closer. Cherto will whisper so nobody can listen in.";
+ set brazil_gua,2;
+ close;
+ }
+ else if (brazil_gua == 2) {
+ mes "[Cherto]";
+ mes "A Guarana boy was born.";
+ next;
+ select("Guarana kid?");
+ mes "[Cherto]";
+ mes "There was woman who was an expert botanist.";
+ mes "The woman was really popular to all living creatures.";
+ next;
+ mes "[Cherto]";
+ mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
+ mes "That kind of story...";
+ next;
+ mes "[Cherto]";
+ mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
+ next;
+ mes "[Cherto]";
+ mes "Who is the guarana kid?";
+ mes "Pedro who is famous as a greedy man?";
+ mes "Meto who can't endure about all the fruits?";
+ mes "Hovenue who is gloomy?";
+ mes "They might know~!";
+ next;
+ mes "[Cherto]";
+ mes "What about you?";
+ mes "Who is the guarana kid?";
+ mes "Will you figure out it? hohohhhhh~";
+ set brazil_gua,3;
+ changequest 2192,2193;
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Cherto]";
+ mes "Can you find the guarana kid?";
+ mes "Maybe yes? Maybe no?";
+ close;
+ }
+ else if (brazil_gua == 4) {
+ mes "[Cherto]";
+ mes "Did you find guarana kid?";
+ next;
+ mes "- I tell Cherto about the kid making animal-like sounds. -";
+ next;
+ mes "[Cherto]";
+ mes "Hoooh. That's unbelivable.";
+ mes "That kid might be a guarana kid. Sure...";
+ mes "According to the story the kid can have conversations with animals.";
+ next;
+ mes "[Cherto]";
+ mes "If he can make crying sounds of animals, they might be able to converse!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Now, what can I do?";
+ mes "If he is the kid from the legend, is there any way to raise the guarana again?";
+ next;
+ mes "[Cherto]";
+ mes "Haha!! What'd Cherto say?";
+ mes "Cherto knows all~!!";
+ mes "Cherto's already thought";
+ mes "of the next step.";
+ next;
+ mes "[Cherto]";
+ mes "In Brasilis there is an expert Mage.";
+ mes "His name is Paje.";
+ mes "Take this note over to him.";
+ mes "He will show the solution for you and the kid.";
+ set brazil_gua,5;
+ changequest 2194,2195;
+ close;
+ }
+ else {
+ mes "[Cherto]";
+ mes "hoho tickle~tickle~~~~!!!";
+ close;
+ }
+}
+
+brasilis,203,64,3 script Strange Kid#bra 706,{
+ if (brazil_gua < 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ next;
+ switch(select("Try to talk.:Pretend to pass by.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ mes "What can I say to him?";
+ next;
+ while(1) {
+ switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
+ case 1:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "Booooowoooooo-";
+ mes "Booooowoooooo- -";
+ next;
+ break;
+ case 3:
+ mes "[Strange Kid]";
+ mes "chamber pot braeee chamber pot brae chamber pot brae -";
+ mes "Bbeeeebbeee -";
+ next;
+ break;
+ case 4:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sound like an animals.";
+ mes "Should I ask advice from Cherto?";
+ set brazil_gua,4;
+ changequest 2193,2194;
+ close;
+ }
+ }
+ }
+ else if (brazil_gua == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sounds like an animal.";
+ mes "Should I ask advice from Cherto?";
+ close;
+ }
+ else if ((brazil_gua > 4) && (brazil_gua < 9)) {
+ mes "[Strange Kid]";
+ mes "Ah...? ah.....?";
+ close;
+ }
+ else if (brazil_gua == 9) {
+ mes "[Strange Kid]";
+ mes "ah... ahah.....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't have a story but there are lots of friends waiting outside.";
+ next;
+ mes "- You give the feather, fresh meat and branch of grapes to the kid -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah.............";
+ next;
+ mes "[Strange Kid]";
+ mes "Un, uhh....";
+ mes "mooo... mommy.....";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah..........";
+ mes "bird....";
+ mes "mon, mon, mon...key......";
+ mes "boo, booow...........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Dog?!";
+ mes "kkk yes. Lots of friends want to meet you.";
+ mes "Don't be lonely anymore and be happy with your friends.";
+ next;
+ mes "[Strange Kid]";
+ mes "ah....he...hehe....";
+ next;
+ mes "- He starts to smile lightly and laughs. -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ye......yes.......";
+ mes "tha... than......thank......yo.........you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright such a cute smile!";
+ mes "Be a happy kid as always.";
+ next;
+ mes "[Strange Kid]";
+ mes "Uh......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "what?";
+ next;
+ mes "[Strange Kid]";
+ mes "hey..........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you want to say anything?";
+ next;
+ mes "- You get closer and pretend to take caution. -";
+ next;
+ emotion e_kis;
+ mes "(kiss~)";
+ next;
+ mes "- The kid laughs again lightly then puts something in your hand. -";
+ next;
+ mes "- It's a fresh berry that's colored red and hard. -";
+ next;
+ mes "[Strange Kid]";
+ mes "ga...ra..........na...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oops, guarana berry?";
+ mes "Ah! Thank you very much!";
+ emotion e_kis2,1;
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If I have this, I can make a guarana candy.";
+ mes "I better find that Candy Maker!";
+ set brazil_gua,10;
+ changequest 2199,2200;
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "[Strange Kid]";
+ mes "He.........";
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ }
+ else {
+ mes "- The kid is smiling. -";
+ close;
+ }
+ end;
+}
+
+brasilis,56,224,7 script Mage Paje#bra 704,{
+ if (brazil_gua < 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ else if (brazil_gua == 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~!";
+ mes "I have a guest.";
+ mes "Good to see you.";
+ mes "I am the Mage Paje.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. Mr. Cherto told me to find you.";
+ next;
+ mes "[Mage Paje]";
+ mes "Um.. Mr. Cherto? What's happened?";
+ mes "Have you come here to ask about lots of weird rumors?";
+ next;
+ mes "- You give the note to Paje-";
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~";
+ mes "Hmm gosh.. that's what happened.";
+ next;
+ mes "[Mage Paje]";
+ mes "I can't help you directly.";
+ mes "But I will give you simple magic so you can figure it out by yourself.";
+ next;
+ select("What kind of magic?");
+ mes "[Mage Paje]";
+ mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
+ next;
+ mes "[Mage Paje]";
+ mes "Ok~ I will give you the magic.";
+ mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
+ next;
+ mes "[Mage Paje]";
+ mes "Good luck~!";
+ set brazil_gua,6;
+ changequest 2195,2196;
+ specialeffect2 EF_ASSUMPTIO;
+ close;
+ }
+ else {
+ mes "[Mage Paje]";
+ mes "Abrakatabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ end;
+}
+
+brasilis,59,226,3 script Poring#bra 909,{
+ end;
+}
+
+bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
+OnTouch:
+ if (brazil_gua == 6) {
+ mes "[Toucan]";
+ mes "Baaeecc!";
+ mes "I've never seen you before.";
+ mes "Baaeec!";
+ next;
+ mes "[Toucan]";
+ mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
+ next;
+ select("What are you talking about?");
+ mes "[Toucan]";
+ mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
+ next;
+ mes "[Toucan]";
+ mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
+ next;
+ select("Not yet... but I want to be a friend.");
+ mes "[Toucan]";
+ mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "If you want to relieve his loneliness, can you help me?";
+ next;
+ select("Absolutely!");
+ mes "[Toucan]";
+ mes "It's my feather.";
+ mes "Send it to the kid.";
+ mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
+ next;
+ mes "- You take a feather from Toucan. - ";
+ next;
+ mes "[Toucan]";
+ mes "There have to be others around here like me.";
+ mes "Why don't you find a jaguar Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I will give a blessing from Toucan to you.";
+ next;
+ mes "[Toucan]";
+ mes "Fly fly far away. bbaaaeeeccckkk--!";
+ set brazil_gua,7;
+ changequest 2196,2197;
+ specialeffect2 EF_SEISMICWEAPON;
+ close2;
+ warp "bra_fild01",68,146;
+ end;
+ }
+ else {
+ mes "[Toucan]";
+ mes "Bbbaaeec~! Baaeec~!";
+ close;
+ }
+ end;
+}
+
+bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{
+OnTouch_:
+ if (brazil_gua == 7) {
+ mes "[Jaguar]";
+ mes "Hhooww..hhooww.....";
+ next;
+ mes "[Jaguar]";
+ mes "Smelling! This smell is from a human!";
+ mes "Somewhere, a human!";
+ mes "I got it. You are!!!";
+ specialeffect EF_HIT1,AREA,"Jaguar#bra";
+ emotion e_omg,1;
+ next;
+ mes "[Jaguar]";
+ mes "Don't be afraid human.";
+ mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
+ next;
+ mes "[Jaguar]";
+ mes "Anyway you can talk with me, are you a guarana kid?";
+ next;
+ select("Yes? N...o......actually....");
+ mes "[Jaguar]";
+ mes "The son of guarana woman became our friend also.";
+ mes "They treated all life preciously.";
+ mes "I hope you are same the as her.";
+ next;
+ mes "[Jaguar]";
+ mes "Bird's chirpings informed me.";
+ mes "The son of guarana woman has a diseased heart.";
+ mes "Her brothers made him lonely, don't you think?";
+ next;
+ mes "[Jaguar]";
+ mes "Here is fresh meat that I hunted just a few days ago.";
+ mes "Take it and give it to the poor kid.";
+ next;
+ mes "[Jaguar]";
+ mes "I can give this tiny thing to you so, don't forget it.";
+ mes "The jungle will welcome you whenever!";
+ next;
+ mes "- You get fresh meat from Jaguar. -";
+ next;
+ mes "[Jaguar]";
+ mes "Monkey, who's always meddling with others, wants to meet you.";
+ next;
+ mes "[Jaguar]";
+ mes "I will give you a Jaguar's high blessing.";
+ mes "Go to monkey by flowing through the wind like a bee.";
+ mes "Let's meet again my friend!";
+ set brazil_gua,8;
+ changequest 2197,2198;
+ close2;
+ //ConsumeSpecialItem Speed_Up_Potion
+ sc_start SC_SpeedUp1,5000,0;
+ end;
+ }
+ else {
+ mes "[Jaguar]";
+ mes "krrrrrr....";
+ close;
+ }
+ end;
+}
+
+bra_fild01,245,53,3 script #Monkeybra 1057,{
+ end;
+}
+
+bra_fild01,245,52,3 script Monkey#bra 111,{
+ if (brazil_gua == 8) {
+ mes "[Monkey]";
+ mes "What is it??!!";
+ mes "We don't tolerate humans? Get out~!!";
+ next;
+ mes "[Monkey]";
+ mes "Nono... wait.... that scent!!";
+ mes "I can smell Jaguar from you, who are you?";
+ mes "Gosh, maybe there's no jaguar without fur and weird shape!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "........................";
+ mes "Are you saying that I look like an animal?!?!";
+ next;
+ mes "[Monkey]";
+ mes "Uh? Aren't you a jaguar?";
+ next;
+ mes "[Monkey]";
+ mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
+ mes "But you don't look like guarana kid.";
+ next;
+ select("I've come here to help him.");
+ mes "[Monkey]";
+ mes "I heard guarana kid became lonely, is he?";
+ mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
+ next;
+ mes "[Monkey]";
+ mes "Give this branch of grapes to guarana kid.";
+ mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
+ next;
+ mes "- You get a bunch of grapes from Monkey. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good~ Now it's time to go back to the kid~!!";
+ set brazil_gua,9;
+ changequest 2198,2199;
+ close;
+ }
+ else {
+ mes "[Monkey]";
+ mes "kkkickkksk!";
+ close;
+ }
+}
+
+// Water Lily Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,203,286,3 script Botanist Karmen#bra 893,{
+ if (brazil_regia == 0) {
+ mes "[Karmen]";
+ mes "Brasilis' climate is special.";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
+ mes "This flower is quite sensitive so it doesn't bloom everywhere.";
+ next;
+ switch(select("Interesting.:End conversation.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Karmen]";
+ mes "I guess you aren't interested in botany.";
+ close;
+ }
+ mes "[Karmen]";
+ mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
+ next;
+ mes "[Karmen]";
+ mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
+ next;
+ mes "[Karmen]";
+ mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
+ next;
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ set brazil_regia,1;
+ setquest 2201;
+ close;
+ }
+ else if (brazil_regia == 1) {
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ close;
+ }
+ else if (brazil_regia == 9) {
+ mes "- You show a lotus flower to Karmen and talk about the story so far. -";
+ next;
+ mes "[Karmen]";
+ mes "Wow!! You had a really good experience.";
+ mes "So~~~ the water lily lives in the depths of brasilis, right?";
+ mes "I wil try to find it again by myself, I won't give up!!";
+ next;
+ mes "[Karmen]";
+ mes "I am so grateful that I met you.";
+ mes "The water lily must truly be a lucky flower. hahaha";
+ set brazil_regia,10;
+ completequest 2207;
+ getexp 50000,10000;
+ close;
+ }
+ else {
+ mes "[Karmen]";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "It's a botanist's dream.";
+ close;
+ }
+}
+
+bra_in01,142,27,5 script Marta#bra 474,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+bra_in01,145,27,3 script Brasilis Boy#bra 472,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ if (brazil_regia == 2) {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Mom, I have to go out!!";
+ next;
+ mes "[Distant Sound]";
+ mes "No way~!! You shouldn't!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Gosh.. today also failed.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......";
+ mes "What's up? Why are you looking at me?";
+ mes "I don't want to be a showgirl!! Get out!!";
+ next;
+ switch(select("Nothing, sorry.:What's wrong?")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "I am so sad!!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Brasilis Girl]";
+ mes "It's not your business.";
+ mes "You are just an outsider!";
+ next;
+ switch(select("How rude!:Just trying to help.")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "What's it matter to you that I'm rude??!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I know that I'm just passing by but I might be able to help you. What do you think?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This kind of meeting could be more than just a coincidence.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm can you tell me your name?";
+ next;
+ mes "[Brasilis Girl]";
+ mes "ja...";
+ mes "Jasira.";
+ mes "My name is Jasira.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nice name~.";
+ mes "Jasira what's going on?";
+ next;
+ mes "[Jasira]";
+ mes ".............";
+ next;
+ mes "[Jasira]";
+ mes "I have to meet 'Jasi' but I can't go out....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "who is Jasi?";
+ mes "Your.... lover?";
+ next;
+ emotion e_omg;
+ mes "[Jasira]";
+ mes "l...o...v...e...lover??!!";
+ mes "No way~";
+ next;
+ mes "[Jasira]";
+ mes "If he is my lover, it would be great... but...";
+ next;
+ mes "[Jasira]";
+ mes "Jasi is......";
+ mes "the great moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The moon?";
+ mes "Maybe... are you talking about the moon from the story?";
+ next;
+ mes "[Jasira]";
+ mes "Yeah!";
+ mes "Dear Jasi is from the moon from the sky!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why are you thinking like that?";
+ next;
+ mes "[Jasira]";
+ mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Brasilis water lily??!!";
+ mes "Isn't it the uniqe flower?";
+ next;
+ mes "[Jasira]";
+ mes "Right. It's a really mysterious flower and difficult to find.";
+ mes "But around Jasi there are lots of water lilies.";
+ mes "That's why I believe Jasi is the moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Jasi?";
+ next;
+ mes "[Jasira]";
+ mes "He is deep inside the Jungle.";
+ mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
+ next;
+ mes "[Jasira]";
+ mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
+ mes "He was so nice. He helped heal me and guided me back home.";
+ mes "That was really really great time.";
+ next;
+ mes "[Jasira]";
+ mes "Since I came back home, my parents punished me.";
+ mes "I can understand why they are worrying but i missed Jasi a lot!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why don't you meet him after recovering your strength?";
+ next;
+ mes "[Jasira]";
+ mes ".................";
+ mes "I wanna see him right now...";
+ next;
+ switch(select("Help Jasira.:Ignore her.")) {
+ case 1:
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry I can't help you. Cheer up!";
+ next;
+ mes "[Jasira]";
+ mes "Crying........";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Jasira I came here to find the Brasilis water lily.";
+ mes "Don't you think fate has brought us together?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you tell me how to find Jasi, I can help you.";
+ next;
+ mes "[Jasira]";
+ mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can't you remember anything?";
+ mes "If you know something you've gotta tell me.";
+ next;
+ mes "[Jasira]";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good, that's better than nothing! I will look for a similar place.";
+ next;
+ mes "[Jasira]";
+ mes "I gave you your information, so can you do me a favor?";
+ mes "It's really simple...";
+ next;
+ mes "[Jasira]";
+ mes "I'd like to give a delicious fruit.";
+ mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
+ next;
+ mes "[Jasira]";
+ mes "Give him 10 Banana and tell him that I really miss him.";
+ mes "Sorry for ignoring you before. Please, only you can help me!";
+ set brazil_regia,3;
+ changequest 2201,2202;
+ close;
+ }
+ else if ((brazil_regia == 3) || (brazil_regia == 4)) {
+ mes "[Jasira]";
+ mes "If you meet Jasi, give him 10 Bananas.";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "[Jasira]";
+ mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
+ mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasira]";
+ mes "Did you meet Jasi?";
+ mes "Did you talk about me?";
+ mes "You didn't? Uh? Stupid! Gosh~!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey girl~ you've got a short temper.";
+ mes "I did see him and I talked about you!";
+ next;
+ mes "[Jasira]";
+ mes "Did you?";
+ mes "What did he say?";
+ mes "Does he remember me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That you have a really good heart~";
+ mes "I told him that you will try to meet him when your condition gets better.";
+ next;
+ mes "[Jasira]";
+ mes "Yeahhhhh!!";
+ mes "Thank you! You are more reliable than I thought you would be.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
+ mes "It has juice inside and can be used as a cup to drink out of.";
+ next;
+ mes "[Jasira]";
+ mes "Duh! You mean a coconut right?!";
+ mes "They're everywhere here in Brasilis.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks Jasira!";
+ set brazil_regia,6;
+ changequest 2204,2205;
+ close;
+ }
+ else if ((brazil_regia == 6) || (brazil_regia == 7)) {
+ mes "[Jasira]";
+ mes "I should take care of my strength by myself!";
+ mes "I can't just lie in my bed forever. Don't you agree?";
+ close;
+ }
+ else if (brazil_regia == 8) {
+ mes "[Jasira]";
+ mes "Uh? Why have you come back?";
+ next;
+ mes "- You tell her what Jasi told you to tell her -";
+ next;
+ mes "[Jasira]";
+ mes "Oh... really?";
+ mes "Did he say that?";
+ mes "Gosh! Gosh!!!";
+ mes "Kkkkkaaaaa - !!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks to you, I was able to get a flower.";
+ mes "Thanks a lot!!";
+ next;
+ mes "[Jasira]";
+ mes "Wooow. It's so beautiful.";
+ next;
+ mes "[Jasira]";
+ mes "Ah... can I see it for a second?";
+ next;
+ mes "[Jasira]";
+ mes "Surprise~!!";
+ mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
+ next;
+ mes "[Jasira]";
+ mes "I know, I know! I'm the best...";
+ delitem 7553,1; //Lotus_Flower
+ set brazil_regia,9;
+ changequest 2206,2207;
+ set .@regiahat,rand(1,3);
+ if (.@regiahat == 1)
+ getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
+ else if (.@regiahat == 2)
+ getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
+ else
+ getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
+ close;
+ }
+ else if (brazil_regia > 8) {
+ mes "[Jasira]";
+ mes "I just need to get a little bit stronger!";
+ mes "I can't just lie in bed forever. My Jasi is waiting for me~";
+ close;
+ }
+ else {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "Come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Please mom~!";
+ mes "Please let me go!";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (brazil_regia == 2) {
+ emotion e_an;
+ }
+ end;
+}
+
+bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
+ if (brazil_regia == 3) {
+ mes "[Recluse]";
+ mes "Oh, I haven't seen another person in such a long time.";
+ next;
+ switch(select("Keep going.:Are you the moon?")) {
+ case 1:
+ mes "[Recluse]";
+ mes "You don't have specific business with me.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Recluse]";
+ mes "Moon?";
+ mes "My name is Jasi.";
+ mes "My family has worked to take care of the water lily from generation to generation.";
+ next;
+ mes "[Jasi]";
+ mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
+ next;
+ mes "[Jasi]";
+ mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you remember a girl named Jasi.";
+ next;
+ mes "[Jasi]";
+ mes "Ja...si..........";
+ mes "Ah!! a hurry scurry girl. ";
+ mes "Gosh.. I was in trouble due to that girl.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Trouble?";
+ next;
+ mes "[Jasi]";
+ mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
+ next;
+ mes "[Jasi]";
+ mes "I was barely able to calm down and send her to the village.";
+ mes "My life is that water lily so I didn't want anything embarrassing to happen.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is a gift from Jasira to say sorry for that time.";
+ mes "She is really sad that can't come here by herself due to private difficulties.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
+ next;
+ mes "[Jasi]";
+ mes "Anyway is that all the business you have with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
+ next;
+ mes "[Jasi]";
+ mes "I got it.";
+ mes "As you can see, there are lots of Brasilis water lily around here.";
+ mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
+ set brazil_regia,4;
+ changequest 2202,2203;
+ close;
+ }
+ else if (brazil_regia == 4) {
+ mes "[Jasi]";
+ mes "Did you enjoy the water lily?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else if (brazil_regia == 6) {
+ if (countitem(11515) < 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else {
+ mes "[Jasi]";
+ mes "Did you find the fruit?";
+ mes "Oh right this is....?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's called a 'coconut'.";
+ next;
+ mes "[Jasi]";
+ mes "Ahah! COCONUT!!";
+ mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I guess I should keep my promise.";
+ mes "You can take one Water lily.";
+ next;
+ mes "[Jasi]";
+ mes "I hope the Brasilis water lily will understand me.";
+ mes "You better grab the flower while you have a chance~";
+ next;
+ mes "[Jasi]";
+ mes "Oh, can you tell that girl Jasira something for me?";
+ mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
+ delitem 11515,5; //Coconut
+ set brazil_regia,7;
+ changequest 2205,2206;
+ close;
+ }
+ }
+ else {
+ mes "[Jasi]";
+ mes "The flowers blooming from the Water lily today is wonderful.";
+ close;
+ }
+ end;
+
+OnTouchNPC:
+ warp "bra_dun02",67,215;
+ end;
+}
+
+bra_dun02,71,200,3 script Water lily#bra 111,{
+ if (brazil_regia == 4) {
+ mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
+ next;
+ switch(select("Pick up the flower.:Keep gazing.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You can't avoid staring at it's beauty. -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Uh! What are you doing??!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There is a person who really needs this flower, can I just take one of 'em?";
+ next;
+ mes "[Jasi]";
+ mes "As I said earlier, I am the guardian of this water lily.";
+ mes "I can't just stand by here and watch you pluck even a single flower from it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Hmm... It's been so long since I've had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I will just try one. That's all.";
+ next;
+ mes "- munch -";
+ mes "- mumble mumble mumble -";
+ specialeffect EF_POTION7,AREA,"Recluse#bra";
+ next;
+ mes "[Jasi]";
+ mes "Uh, this taste... is!";
+ mes "I remember my mom baking these into a tasty bread!";
+ next;
+ mes "[Jasi]";
+ mes "It makes me miss my childhood.";
+ next;
+ emotion e_omg,0,"Recluse#bra";
+ mes "[Jasi]";
+ mes "Hoho!!!!";
+ mes "I've been here for as long as I can remember...";
+ mes "I don't have enough time to even do simple things like eat delicious fruit.";
+ next;
+ mes "[Jasi]";
+ mes "It was a really delicious banana.";
+ mes "But rules are rules!";
+ mes "I must do my duty.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please! I just need one flower~ What can I do to convince you?";
+ next;
+ mes "[Jasi]";
+ mes "Rules are rules, what do you want from me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Didn't that banana remind you of your childhood? What can I get for you?";
+ next;
+ mes "[Jasi]";
+ mes "Now that you mention it, there is one fruit that I really miss.";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ next;
+ mes "[Jasi]";
+ mes "If you bring 5 of those things, I will reconsider your suggestion.";
+ delitem 513,10; //Banana
+ set brazil_regia,5;
+ changequest 2203,2204;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok so I have to bring 5 fruits with hard shells.";
+ mes "Hmm what is it?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ close;
+ }
+ else if (brazil_regia == 7) {
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ mes "- You take a beautiful water lily carefully in your hands. -";
+ set brazil_regia,8;
+ getitem 7553,1; //Lotus_Flower
+ close;
+ }
+}
+
+// Dungeon Access Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,185,246,5 script Pedro#bra 62,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Pedro]";
+ mes "Do you wanna hear the magic words again?";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ close;
+ }
+ else {
+ mes "[Pedro]";
+ mes "I wonder what I need to do to have a statue made of me?";
+ close;
+ }
+}
+
+brasilis,187,244,1 script Mariana#bra 72,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Mariana]";
+ mes "Can you guys stop talking about the ghosts?";
+ mes "I've already got goosebumps all over.";
+ close;
+ }
+ else {
+ mes "[Mariana]";
+ mes "Why do Fabio and Daniel always bother us?";
+ close;
+ }
+}
+
+brasilis,181,250,5 script Fabio#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Fabio]";
+ mes "You still wasting your time with that ghost story?";
+ close;
+ }
+ else {
+ mes "[Fabio]";
+ mes "Mariana, wanna see something cool?";
+ next;
+ mes "[Mariana]";
+ mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
+ close;
+ }
+}
+
+brasilis,180,249,5 script Daniel#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Daniel]";
+ mes "Nyah nyah nyah~";
+ close;
+ }
+ else {
+ mes "[Daniel]";
+ mes "Keke Here~ I found more bugs~";
+ close;
+ }
+}
+
+bra_in01,149,184,3 script Door#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A key is inserted in the locked door.-";
+ next;
+ switch(select("Turn the key.:Ignore it.")) {
+ case 1:
+ mes "You start saying the first line of the magic words.";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the door won't open!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 2) {
+ mes "[Sobbing Voice]";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ next;
+ switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
+ case 1:
+ mes "The door is locked.";
+ mes "So nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I try to knock?";
+ input .@input,0,999;
+ next;
+ mes "You knocked on the door "+.@input+" times.";
+ next;
+ mes "But, nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I turn the key?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You turn the key 7 times.";
+ next;
+ mes "Click! Click! Click!";
+ mes "Click! Click! Click!";
+ mes "Click...!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You hear water flushing.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the toilet.";
+ set brazil_ghost,3;
+ changequest 2208,60351;
+ close;
+ }
+ else {
+ mes "You turned over the key "+.@input+" times.";
+ next;
+ mes "But nothing doesn't happened.";
+ close;
+ }
+ case 4:
+ mes "How many times should I insert the key into the door?";
+ input .@input,0,999;
+ next;
+ mes "You inserted the key "+.@input+" times.";
+ next;
+ mes "But nothing happened.";
+ close;
+ }
+ }
+ else {
+ mes "Mother the door won't open!";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A key is inserted in the locked door.-";
+ close;
+ }
+}
+
+bra_in01,144,187,3 script Toilet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- Looks like an ordinary toilet -";
+ next;
+ if (brazil_ghost > 6) {
+ switch(select("Flush the toilet.:Doing nothing.")) {
+ case 1:
+ mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
+ specialeffect2 EF_WATERFALL_SMALL_T2_90;
+ close2;
+ warp "bra_in01",206,102;
+ end;
+ case 2:
+ mes "The water in the toilet looks gross.";
+ close;
+ }
+ }
+ switch(select("Use the toilet:Ignore.")) {
+ case 1:
+ mes "- What was the second line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the water is flooding!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 3) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
+ next;
+ switch(select("Flush the toilet.:Close the lid.")) {
+ case 1:
+ mes "How many times should I flush?";
+ input .@input,0,999;
+ next;
+ if (.@input == 3) {
+ mes "You flush the toilet 3 times.";
+ next;
+ mes "qwaaaaaaaaa!";
+ mes "kwaaaaaaaaaa!";
+ mes "kwaaaaaaaaaaaaaaaaaaa!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "Suddenly the sink sounds like water is flowing freely from it.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the faucet.";
+ set brazil_ghost,4;
+ changequest 60351,60352;
+ close;
+ }
+ else {
+ mes "You flush the toilet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ case 2:
+ mes "You close the lid of the toilet.";
+ mes "Nothing seems to be happening.";
+ close;
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- Looks like an ordinary toilet -";
+ close;
+ }
+}
+
+bra_in01,134,189,3 script Faucet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- It seems like an ordinary faucet -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the drought has started!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 4) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000Don't worry... the waterfall will help it....^000000";
+ next;
+ switch(select("Tap on the faucet.:Turn on the water.")) {
+ case 1:
+ mes "How many times will you tap the faucet?";
+ input .@input,0,999;
+ next;
+ mes "You tap the faucet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I turn the water on?";
+ input .@input,0,999;
+ next;
+ if (.@input == 1) {
+ mes "You turn the faucet on once.";
+ next;
+ mes "swwwaaaaaaa-";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You see the carpet move.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the carpet.";
+ set brazil_ghost,5;
+ changequest 60352,60353;
+ close;
+ }
+ else {
+ mes "You turn the faucet on "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- It seems like an ordinary faucet -";
+ close;
+ }
+}
+
+bra_in01,138,184,3 script Carpet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A carpet with an intricate pattern on it -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother where are my friends?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 5) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
+ next;
+ switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
+ case 1:
+ mes "How many times should I jump?";
+ input .@input,0,999;
+ next;
+ mes "You jump on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I lie on the carpet?";
+ input .@input,0,999;
+ next;
+ mes "You lie on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I shake the carpet?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You shake the carpet 7 times.";
+ next;
+ mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the mirror.";
+ set brazil_ghost,6;
+ changequest 60353,60354;
+ close;
+ }
+ else {
+ mes "You shake the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A carpet with an intricate pattern on it -";
+ close;
+ }
+}
+
+bra_in01,151,180,3 script Mirror#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- You can see a clean mirror without any marks or dust -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Where are you mom?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 6) {
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "Behind you...";
+ enablenpc "Ghost#bra";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "The stories about the ghost are true~!";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000my baby....^000000";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000I can't see.... my eye....^000000";
+ mes "^FF0000What's going on....?^000000";
+ next;
+ mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000My eyes are so tight... can you take this off?^000000";
+ next;
+ mes "You step carefully towards the ghost.";
+ next;
+ mes "His face was covered with dust making strange contortions with it's face.";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000Come on help mom.....^000000";
+ next;
+ switch(select("Take the eye bandage off.:Run away~.")) {
+ case 1:
+ while(1) {
+ set .@cpudice,rand(1,6);
+ set .@pcdice,rand(1,6);
+ if (.@cpudice != .@pcdice) {
+ emotion (57+.@cpudice),0,"Ghost#bra";
+ emotion (57+.@cpudice),1;
+ break;
+ }
+ }
+ if (.@cpudice > .@pcdice) {
+ specialeffect2 EF_DEVIL;
+ mes "[Ghost]";
+ mes "^FF0000Go away!^000000";
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ percentheal -50,-50;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",12,183;
+ end;
+ }
+ else {
+ emotion e_bzz,1;
+ mes "[Ghost]";
+ mes "^FF0000Ahh!^000000";
+ mes "The Ghost disappeared into the toilet.";
+ set brazil_ghost,7;
+ changequest 60354,60355;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",206,100;
+ end;
+ }
+ case 2:
+ mes "You run away from the ghost.";
+ close2;
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ warp "bra_in01",12,183;
+ disablenpc "Ghost#bra";
+ end;
+ }
+ close;
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- You can see a clean mirror without any marks or dust -";
+ close;
+ }
+}
+
+bra_in01,136,180,5 script Ghost#bra 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra";
+ end;
+}
+
+bra_in01,7,181,5 script Curator#bra 477,{
+ if (BaseLevel < 40) {
+ mes "[Curator]";
+ mes "I'm sorry but this area is under construction right now.";
+ close;
+ }
+ if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
+ if (countitem(11515) > 0) {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ next;
+ mes "You give a coconut to the Curator.";
+ next;
+ mes "[Curator]";
+ mes "Oh really can I have it?";
+ mes "Thanks a lot!";
+ next;
+ mes "[Curator]";
+ mes "Pay it forward right?";
+ mes "Ok I'll let you through this one time.";
+ next;
+ mes "The curator looks around calmly then opens the door.";
+ delitem 11515,1; //Coconut
+ set brazil_ghost,2;
+ close2;
+ warp "bra_in01",138,176;
+ end;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ else {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ close;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ }
+ else if (brazil_ghost > 6) {
+ mes "[Curator]";
+ mes "Hey thanks for the Coconut earlier it really helped me cool down.";
+ close;
+ }
+ else {
+ mes "[Curator]";
+ mes "Is it just me? Or is it hotter than it's ever been today!";
+ close;
+ }
+}
+
+bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
+OnTouch_:
+ if (brazil_ghost > 6)
+ warp "bra_in01",138,176;
+ else {
+ mes "The entrance has been blocked.";
+ close;
+ }
+ end;
+}
+
+bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
+bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
+
+bra_in01,206,188,1 script Open Manhole#todunbra 844,{
+ if (brazil_ghost == 7) {
+ enablenpc "Ghost#bra_end";
+ mes "[Ghost]";
+ mes "I am a ghost who died while wandering the jungle many years ago.";
+ next;
+ mes "[Ghost]";
+ mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
+ next;
+ mes "[Ghost]";
+ mes "That's also where I hurt one of my eyes while walking around in the dark.";
+ next;
+ mes "[Ghost]";
+ mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
+ next;
+ mes "[Ghost]";
+ mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
+ next;
+ mes "[Ghost]";
+ mes "There are many dangerous creatures at the end of this sewer.";
+ mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
+ next;
+ mes "[Ghost]";
+ mes "I guess now I can finally rest in peace.";
+ mes "Thank you friend.";
+ set brazil_ghost,8;
+ //completequest 2208;
+ completequest 60355;
+ getexp 90000,0;
+ disablenpc "Ghost#bra_end";
+ close;
+ }
+ warp "bra_dun01",87,47;
+ end;
+}
+
+
+bra_dun01,87,43,1 script Pipe#bra 844,{
+ warp "bra_in01",206,185;
+ end;
+}
+
+bra_fild01,323,136,1 script Pipe#brafild 844,{
+ if (brazil_ghost > 6) {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ next;
+ switch(select("Examine it:Ignore.")) {
+ case 1:
+ mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
+ close2;
+ warp "bra_in01",206,182;
+ end;
+ case 2:
+ mes "It might be dangerous, I better not act rashly.";
+ close;
+ }
+ }
+ else {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ close;
+ }
+}
+
+bra_in01,206,190,3 script Ghost#bra_end 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra_end";
+ end;
+}
+
+// Iara, Original file: iara.sc
+//============================================================
+brasilis,315,334,5 script Shaman#nk 474,{
+ set .@iara_re,checkquest(4135,PLAYTIME);
+ if ((.@iara_re == 0) || (.@iara_re == 1)) {
+ mes "[Anori]";
+ mes "I'm still preparing.";
+ mes "I don't require your help at this time.";
+ mes "Please come back later...";
+ close;
+ }
+ else {
+ if (checkquest(4135) > 1) erasequest 4135;
+ set .@iara_q,checkquest(4133);
+ if ((.@iara_q == 0) || (.@iara_q == 1)) {
+ mes "[Anori]";
+ mes "To block Iara ";
+ mes "seducing the tribes";
+ mes "we need a purifying potion...";
+ next;
+ mes "[Anori]";
+ mes "Did you bring the materials";
+ mes "to make the purifying potion?";
+ next;
+ if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
+ mes "[Anori]";
+ mes "Um... it seems to be okay.";
+ mes "I'll make you a potion which will";
+ mes "weaken Iara's power.";
+ next;
+ mes "[Anori]";
+ mes "Let's see grind this...";
+ mes "and mix in that...";
+ mes "then add some magic...";
+ next;
+ setquest 4135;
+ erasequest 4133;
+ setquest 4134;
+ completequest 4134;
+ delitem 950,20; //Heart_Of_Mermaid
+ delitem 7172,10; //Leopard_Talon
+ delitem 1054,3; //Lip_Of_Ancient_Fish
+ getitem 11517,2; //Puri_Potion
+ mes "[Anori]";
+ mes "Here, it's completed.";
+ mes "Take this.";
+ mes "It will make Iara stop";
+ mes "training at the cave";
+ mes "for a while.";
+ next;
+ mes "[Anori]";
+ mes "Please block the Iara threatening the security of the tribe.";
+ close;
+ }
+ else {
+ mes "[Anori]";
+ mes "You haven't brought enough materials yet.";
+ mes "We cannot make the purification potion with only these.";
+ close;
+ }
+ }
+ else {
+ if (BaseLevel < 40) {
+ mes "[Anori]";
+ mes "Ah... we need a strong adventurer.";
+ mes "The tribe is facing a major threat.";
+ close;
+ }
+ set .@re_q,checkquest(4134);
+ if (.@re_q == 2) {
+ mes "[Anori]";
+ mes "you are...";
+ mes "the adventurer who came for the";
+ mes "purification potion...";
+ next;
+ mes "[Anori]";
+ mes "Maybe because of the purification potion...";
+ mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
+ next;
+ mes "[Anori]";
+ mes "Could you get the same";
+ mes "materials as before...";
+ mes "I need your power.";
+ next;
+ switch(select("No.:Okay, I'll do it.")) {
+ case 1:
+ mes "[Anori]";
+ mes "This, ah...";
+ mes "There is no other way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "You are truly brave!";
+ mes "I, on behalf of the tribe,";
+ mes "offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Materials are the same as before.";
+ mes "If you just get^ff0000 20 Hearts of Mermaids,";
+ mes "10 Leopard Claws and";
+ mes "3 Ancient Lips^000000,";
+ mes "I will make you a potion that purifies evil spirits";
+ mes "by using a secret formula handed down to the tribe.";
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "please get the materials quickly.";
+ mes "I will be preparing to make";
+ mes "the purification potion right here.";
+ setquest 4133;
+ close;
+ }
+ }
+ else {
+ mes "[Anori]";
+ mes "There are some people I haven't seen before around here.";
+ mes "It's a good sign...";
+ next;
+ mes "[Anori]";
+ mes "Hey you...";
+ mes "Could you listen to my stories for a moment.";
+ mes "There's an emergency in our tribe.";
+ next;
+ switch(select("No.:Okay.")) {
+ case 1:
+ mes "[Anori]";
+ mes "You are a heartless person...";
+ mes "You don't seem the helpful type.";
+ mes "Just keep on going your way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Thank you, I met a kind person.";
+ mes "It's a secret of our tribe that";
+ mes "you cannot tell anyone.";
+ next;
+ break;
+ }
+ mes "[Anori]";
+ mes "Lately young men from";
+ mes "the tribe are disappearing.";
+ mes "Our entire tribe is being threatened.";
+ next;
+ mes "[Anori]";
+ mes "It is likely because of a witch called Iara.";
+ mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
+ next;
+ mes "[Anori]";
+ mes "How can I stop these young tribesmen?";
+ mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
+ next;
+ mes "[Anori]";
+ mes "This potion has been handed down from many generations in our tribe.";
+ mes "This purification potion possesses the power to cleanse evil spirits.";
+ next;
+ mes "[Anori]";
+ mes "If you could get the materials";
+ mes "I will make you";
+ mes "the purification potion.";
+ mes "Could you do that for me?";
+ next;
+ switch(select("No.:Yes, I can.")) {
+ case 1:
+ mes "[Anori]";
+ mes "Hm...";
+ mes "Well, then.";
+ mes "If you change your mind you can come to me again.";
+ next;
+ mes "[Anori]";
+ mes "You shouldn't talk about";
+ mes "what you heard now to anyone";
+ mes "It's kind of embarrassing...";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Oh! You are the savior";
+ mes "of our tribe indeed.";
+ mes "On behalf of the tribe, I offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Well, what we need is this.";
+ mes "It's all you can get from near here.";
+ mes "Note down well.";
+ next;
+ mes "[Anori]";
+ mes "^ff0000 20 Hearts of Mermaids";
+ mes "10 Leopard Claws";
+ mes "3 Ancient Lips^000000";
+ mes "are the only ones that are needed as the materials.";
+ next;
+ mes "[Anori]";
+ mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
+ setquest 4133;
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "I hope you move quickly.";
+ mes "Even at this moment, the village men are being seduced and slipping way...";
+ close;
+ }
+ }
+ }
+ }
+}
+
+bra_dun02,157,74,5 script Iara#nk 478,2,2,{
+ if (countitem(11517) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Should I use a Purification Potion?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ specialeffect EF_MAPPILLAR;
+ mes "[Iara]";
+ mes "Ah...this light is...";
+ mes "It's like getting cleansed of evil thoughts";
+ mes "from deep within my heart.";
+ next;
+ mes "[Iara]";
+ mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
+ next;
+ mes "[Iara]";
+ mes "Do you think I can be born again as a kind water nymph?";
+ next;
+ specialeffect EF_GHOST;
+ mes "[Iara]";
+ mes "Ah... Thank you for helping me recover my consciousness for a while.";
+ mes "But... I think that the curse has been with me too long.";
+ mes "Get away from me quickly.";
+ delitem 11517,1; //Puri_Potion
+ percentheal 100,100;
+ // may requitre new SCs
+ sc_start SC_INCFLEE,3600000,20;
+ sc_start SC_INCCRI,3600000,10;
+ sc_start SC_STRFOOD,1200000,3;
+ sc_start SC_DEXFOOD,1200000,3;
+ sc_start SC_AGIFOOD,1200000,3;
+ sc_start SC_VITFOOD,1200000,3;
+ sc_start SC_INTFOOD,1200000,3;
+ sc_start SC_LUKFOOD,1200000,3;
+ next;
+ mes "[Iara]";
+ mes "Ahhh~...";
+ specialeffect EF_DEVIL;
+ next;
+ mes "[Iara]";
+ mes "The curse is too strong for me to keep contained.";
+ mes "Leave now while you are safe.";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "(I guess I should ignore her.)";
+ close;
+ }
+ }
+ else {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (countitem(11517) < 1) {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+}
+
+bra_fild01,188,301,5 script Native Warrior#nk 472,{
+ mes "[Native Warrior]";
+ mes "Ah...the face I would never forget even in my dreams.";
+ next;
+ mes "[Native Warrior]";
+ mes "When will she come out of the waterfall again...?";
+ next;
+ if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Wh...what's this guy?)";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(This guy will never";
+ mes "get ocer Iara's curse...)";
+ }
+ close;
+}
diff --git a/npc/scripts_jobs.conf b/npc/scripts_jobs.conf index 23adb3b5a..e3f2da136 100644 --- a/npc/scripts_jobs.conf +++ b/npc/scripts_jobs.conf @@ -55,7 +55,7 @@ npc: npc/jobs/2-1e/StarGladiator.txt // -- 2-2E npc: npc/jobs/2-2e/SoulLinker.txt // -- 3-1 -//npc: npc/jobs/3-1/archbishop.txt +npc: npc/jobs/3-1/archbishop.txt //npc: npc/jobs/3-1/mechanic.txt //npc: npc/jobs/3-1/ranger.txt //npc: npc/jobs/3-1/rune_knight.txt diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf index d51f1bcbc..797a91f5b 100644 --- a/npc/scripts_monsters.conf +++ b/npc/scripts_monsters.conf @@ -10,7 +10,7 @@ npc: npc/mobs/fields/amatsu.txt npc: npc/mobs/fields/ayothaya.txt npc: npc/mobs/fields/brasilis.txt npc: npc/mobs/fields/comodo.txt -//npc: npc/mobs/fields/dicastes.txt +npc: npc/mobs/fields/dicastes.txt npc: npc/mobs/fields/einbroch.txt npc: npc/mobs/fields/geffen.txt npc: npc/mobs/fields/gonryun.txt @@ -41,7 +41,7 @@ npc: npc/mobs/dungeons/ayo_dun.txt npc: npc/mobs/dungeons/beach_dun.txt npc: npc/mobs/dungeons/bra_dun.txt npc: npc/mobs/dungeons/c_tower.txt -//npc: npc/mobs/dungeons/dic_dun.txt +npc: npc/mobs/dungeons/dic_dun.txt npc: npc/mobs/dungeons/ein_dun.txt npc: npc/mobs/dungeons/gef_dun.txt npc: npc/mobs/dungeons/gefenia.txt diff --git a/npc/warps/dungeons/bra_dun.txt b/npc/warps/dungeons/bra_dun.txt new file mode 100644 index 000000000..58073b97b --- /dev/null +++ b/npc/warps/dungeons/bra_dun.txt @@ -0,0 +1,17 @@ +//===== eAthena Script =======================================
+//= Brasilis Dungeon Warp
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Brasilis Dungeon warp script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
+bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37
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