//===== Hercules Script ======================================= //= Port Malaya NPC's //===== By: ================================================== //= Masao //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= Hercules //===== Description: ========================================= //= Many Port Malaya NPC's & Quests. //===== Additional Comments: ================================= //= 1.0 First Version. //============================================================ malaya,276,55,4 script Optamara Crew#malaya 100,{ if (malaya_hi < 10) { mes "[Optamara Crew]"; mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta."; next; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Optamara Crew]"; mes "I think a nameless adventurer helped take a load off the villagers mind. Yahoo! Would you like to go back to Alberta?"; next; } else { mes "[Optamara Crew]"; mes "Would you like to go back to Alberta with me?"; next; } switch (select("Return.:Do not return.")) { case 1: mes "[Optamara Crew]"; mes "Great! Lets leave now for Alberta!!"; close2; warp "alberta",239,68; end; case 2: mes "[Optamara Crew]"; mes "Thats okay. Come here if you ever want to go back to Alberta."; close; } } alberta,237,71,3 script Optamara Crew#alberta 100,{ mes "[Optamara Crew]"; mes "Hey, there!"; mes "Its 10,000 Zeny to go to Port Malaya. Interested?"; next; switch (select("About Port Malaya:Go to Port Malaya.:Cancel.")) { case 1: mes "[Optamara Crew]"; mes "Port Malaya is a small village you could reach by sailing southwest from Alberta."; next; mes "[Optamara Crew]"; mes "I couldnt visit the village because they had some issues there but now it seems all is clear!"; next; mes "[Optamara Crew]"; mes "I dont know for sure but it was a village that's like a comfortable and cozy park."; next; mes "[Optamara Crew]"; mes "I was this close to not coming back to cozy Alberta again."; next; mes "[Optamara Crew]"; mes "Im sure youll feel the same once you reach Port Malaya."; close; case 2: if (Zeny > 9999) { set Zeny, Zeny - 10000; mes "[Optamara Crew]"; mes "Great!"; mes "Heading for Port Malaya!!"; close2; warp "Malaya",271,55; end; } mes "[Optamara Crew]"; mes "Oh God!!"; mes "You dont know how far it is from here. Of course its not free. Please come back with 10,000 Zeny. Sorry!"; close; case 3: mes "[Optamara Crew]"; mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together."; close; } } ma_in01,30,94,4 script Inn Keeper#ma 583,{ if (malaya_hi < 10) { mes "[Inn Keeper]"; mes "Oh my! Visiting?"; mes "What bad timing. The village is a bit unorganized at the moment so Im actually closed. Sorry."; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Inn Keeper]"; mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you."; next; } else { mes "[Inn Keeper]"; mes "Welcome."; mes "This is Port Malaya's best inn, 'Cabin in the City'."; next; } mes "[Inn Keeper]"; mes "Come for a rest? Lodging will be 5,000 Zeny."; next; switch (select("Store.:Lodge. - 5,000z:Cancel.")) { case 1: mes "[Inn Keeper]"; mes "Successfully stored. See you next time."; savepoint "ma_in01",43,98; close; case 2: if (Zeny < 5000) { mes "[Inn Keeper]"; mes "Sorry. I think you are a bit short."; close; } mes "[Inn Keeper]"; mes "Hope you enjoy your stay."; close2; set Zeny, Zeny - 5000; percentheal 100,100; warp "ma_in01",43,98; end; case 3: close; } } ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{ if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) { mes "Cannot proceed because you have too many items in your possession."; close; } mes "[Old Man in Dilemma]"; mes "Oh! Demons are gaining more and more power in this world."; next; switch (select("We need to gather items to fight them off.:Ignore.")) { case 1: if ((countitem(6497) > 2) && (Zeny > 999)) { mes "[Old Man in Dilemma]"; mes "You dont seem to be strong enough to fight off demons."; next; mes "[Old Man in Dilemma]"; mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; next; switch (select("Create.:No, thank you.")) { case 1: if ((countitem(6497) > 2) && (Zeny > 999)) { specialeffect2 EF_CONE; specialeffect EF_FORESTLIGHT2; set Zeny, Zeny - 1000; getitem 12775,1; //Ancient_Spirit_Amulet mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } mes "[Old Man in Dilemma]"; mes "Short on materials."; close; case 2: mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } } mes "[Old Man in Dilemma]"; mes "Cant make it now but there is an old way of making it handed down by generations."; next; mes "[Old Man in Dilemma]"; mes "You need to call upon the power of Ancient Spirits. But youll need several important materials first."; next; select("What are they?"); mes "[Old Man in Dilemma]"; mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations."; next; mes "[Old Man in Dilemma]"; mes "But nobody can get this special item anymore."; next; select("Something money cannot buy?"); mes "[Old Man in Dilemma]"; mes "No, no... It's this round little thing, you see?"; next; select("Are you talking about Zeny?"); mes "[Old Man in Dilemma]"; mes "Looks similar to the special items handed down from generations."; next; mes "[Old Man in Dilemma]"; mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons."; next; select("Sounds good."); mes "[Old Man in Dilemma]"; mes "In case you are too weary to take on the demons"; next; mes "[Old Man in Dilemma]"; mes "come by with 3 Lesser Agimats and 1,000 of those so called Zeny."; next; mes "[Old Man in Dilemma]"; mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min."; close; case 2: mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } } ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{ if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) { mes "Cannot proceed because you have too many items in your possession."; close; } mes "[Tikbalang Expert]"; mes "Ive spent 90% of my life studying Tikbalang."; next; switch (select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { case 1: mes "[Tikbalang Expert]"; mes "What! I might be imagining things."; next; mes "[Tikbalang Expert]"; mes "I look younger than I am because of my baby face. Ha ha ha"; next; select("... ... ..."); mes "[Tikbalang Expert]"; mes "Trust!! They say faith will bring you luck."; close; case 2: mes "[Tikbalang Expert]"; mes "Ha ha... You ask the right question."; mes "Im a specialist in that field. Ask me anything."; next; select("Why wont you answer me?"); mes "[Tikbalang Expert]"; mes "Have you... ever been fooled by anyone around you? Why cant you believe someones word for it? Really, ask me anything."; next; while (.@loop != 1) { switch (select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { case 1: set .@loop,1; break; case 2: mes "[Tikbalang Expert]"; mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel."; next; mes "[Tikbalang Expert]"; mes "They are mischievous creatures."; next; mes "[Tikbalang Expert]"; mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out."; next; mes "[Tikbalang Expert]"; mes "Or go on your way quietly without disrupting the Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "Ha ha ha ha But everyone knows adventurers are never quiet while they travel, right?"; next; mes "[Tikbalang Expert]"; mes "Never..."; set .@loop,2; next; break; case 3: mes "[Tikbalang Expert]"; mes "They say Tikbalangs have several distinctions."; next; mes "[Tikbalang Expert]"; mes "First, they are very tall ^AAAAAA(tsk.. wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down,"; next; mes "[Tikbalang Expert]"; mes "Second, is the standard characteristics acknowledged by the association. They have heads and foot like a horse."; next; mes "[Tikbalang Expert]"; mes "So with all these appearance treats, Tikbalang is sometimes called the creature from hell."; set .@loop,3; next; break; case 4: mes "[Tikbalang Expert]"; mes "There are several fun rumors about Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature."; next; mes "[Tikbalang Expert]"; mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles."; next; mes "[Tikbalang Expert]"; mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'."; next; mes "[Tikbalang Expert]"; mes "The association speculates that sayings like 'it rains on Bathorys wedding day' or 'it rains on Moonlight Flowers wedding day' might have derived from the Tikbalangs saying."; next; mes "[Tikbalang Expert]"; mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparent but nobody has verified this yet."; set .@loop,4; next; break; case 5: mes "[Tikbalang Expert]"; mes "Tikbalangs usually live in dark, busy places where there arent many people around."; next; mes "[Tikbalang Expert]"; mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees."; next; mes "[Tikbalang Expert]"; mes "And this is just my opinion but wouldnt you agree that they are living in dark places because it is easier to play pranks on people?"; set .@loop,5; next; break; } } mes "[Tikbalang Expert]"; mes "I think this is enough explanation for now. You wouldnt understand other highly sophisticated topics with specific terminology and all anyway."; next; mes "[Tikbalang Expert]"; mes "Oh! Do you have any other questions?"; next; mes "[Tikbalang Expert]"; mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions."; close; case 3: mes "[Tikbalang Expert]"; mes "Ha ha ha. Do you now know how great I am?"; next; if ((countitem(6496) > 2) && (countitem(6497) > 4)) { mes "[Tikbalang Expert]"; mes "Oh! Isnt this material to make 'Tikbalang Belt' used to tame Tikbalangs?"; next; mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt ^000000' is used to capture Tikbalangs without the hassle. But that doesnt mean its 100% successful. Interested? Do you want me to make one for you?"; next; switch (select("Yes, Im interested.:No, I can capture one myself.")) { case 1: delitem 6496,3; //Tikbalang_Thick_Spine getitem 12699,1; //Tikbalang_Belt mes "[Tikbalang Expert]"; mes "Yiiiiiiiiiiii! Yap!"; next; specialeffect EF_SONICBLOW2; select("Huh?"); mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt ^000000' is already created"; close; case 2: mes "[Tikbalang Expert]"; mes "You? Ha... You can try if you want to."; close; } } mes "[Tikbalang Expert]"; mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; next; switch (select("Easy way.:Hard way.")) { case 1: mes "[Tikbalang Expert]"; mes "Ha ha. Ive come up with the easy way myself."; next; mes "[Tikbalang Expert]"; mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make"; next; mes "[Tikbalang Expert]"; mes "a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "Ha ha ha ha ha!"; mes "I will say it again."; mes "Its 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?"; close; case 2: mes "[Tikbalang Expert]"; mes "Its easy for me but I dont know about you."; next; mes "[Tikbalang Expert]"; mes "Tikbalangs have a sharp, pointy mane behind their neck."; next; mes "[Tikbalang Expert]"; mes "Of course! There are several of them but you must get the three thickest ones."; next; mes "[Tikbalang Expert]"; mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out."; next; mes "[Tikbalang Expert]"; mes "Now let me explain how to pull these manes out."; next; mes "[Tikbalang Expert]"; mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang."; next; mes "[Tikbalang Expert]"; mes "Of course! The Tikbalang will get mad and try to shake you off with all its might."; next; mes "[Tikbalang Expert]"; mes "All you have to do is hold on until the Tikbalang gets exhausted."; next; mes "[Tikbalang Expert]"; mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But lets not focus on too much details."; next; mes "[Tikbalang Expert]"; mes "Which means!! The Tikbalang is already tamed."; close; } } } ma_fild01,74,367,6 script Unidentified Creature#01 572,2,2,{ end; OnInit: set .@kafre_who, rand(1,4); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else if (.@kafre_who == 3) { donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#03::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnEnable"; } end; OnEnable: hideoffnpc "Unidentified Creature#01"; end; OnDisable: hideonnpc "Unidentified Creature#01"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 2) { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else if (.@kafre_who == 3) { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#03::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnEnable"; } end; OnTouch: if (getcharid(1) != 0) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#01::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name04$,strcharinfo(0); } donpcevent "Unidentified Creature#01::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#01::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild01,109,116,4 script Unidentified Creature#02 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#02"; end; OnDisable: hideonnpc "Unidentified Creature#02"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#04::OnDisable"; } else if (.@kafre_who == 3) { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#03::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnEnable"; } end; OnTouch: if (getpartyleader(getcharid(1),1) == getcharid(3)) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#02::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name04$,strcharinfo(0); } donpcevent "Unidentified Creature#02::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#02::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild01,280,150,6 script Unidentified Creature#03 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#03"; end; OnDisable: hideonnpc "Unidentified Creature#03"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnEnable"; } end; OnTouch: if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#03::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name04$,strcharinfo(0); } donpcevent "Unidentified Creature#03::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#03::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild01,309,221,6 script Unidentified Creature#04 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#04"; end; OnDisable: hideonnpc "Unidentified Creature#04"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#04::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } else { donpcevent "Unidentified Creature#01::OnDisable"; donpcevent "Unidentified Creature#02::OnDisable"; donpcevent "Unidentified Creature#03::OnEnable"; donpcevent "Unidentified Creature#04::OnDisable"; } end; OnTouch: set .@kafre_tok, rand(1,100); if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#04::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name04$,strcharinfo(0); } donpcevent "Unidentified Creature#04::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#04::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild02,282,41,4 script Unidentified Creature#05 572,2,2,{ end; OnInit: set .@kafre_who, rand(1,4); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnEnable"; donpcevent "Unidentified Creature#07::OnDisable"; } else if (.@kafre_who == 3) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnEnable"; } else { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; donpcevent "Unidentified Creature#08::OnEnable"; } end; OnEnable: hideoffnpc "Unidentified Creature#05"; end; OnDisable: hideonnpc "Unidentified Creature#05"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 2) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnEnable"; donpcevent "Unidentified Creature#07::OnDisable"; } else if (.@kafre_who == 3) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnEnable"; } else { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; donpcevent "Unidentified Creature#08::OnEnable"; } end; OnTouch: if (getcharid(1) != 0) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#05::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name05$,strcharinfo(0); } donpcevent "Unidentified Creature#05::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#05::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild02,246,324,4 script Unidentified Creature#06 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#06"; end; OnDisable: hideonnpc "Unidentified Creature#06"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; } else if (.@kafre_who == 3) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnEnable"; } else { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; donpcevent "Unidentified Creature#08::OnEnable"; } end; OnTouch: if (getpartyleader(getcharid(1),1) == getcharid(3)) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#06::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name05$,strcharinfo(0); } donpcevent "Unidentified Creature#06::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#06::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild02,71,296,6 script Unidentified Creature#07 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#07"; end; OnDisable: hideonnpc "Unidentified Creature#07"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; donpcevent "Unidentified Creature#08::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnEnable"; donpcevent "Unidentified Creature#07::OnDisable"; } else { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; donpcevent "Unidentified Creature#08::OnEnable"; } end; OnTouch: if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#07::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name05$,strcharinfo(0); } donpcevent "Unidentified Creature#07::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#07::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_fild02,32,263,4 script Unidentified Creature#08 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#08"; end; OnDisable: hideonnpc "Unidentified Creature#08"; end; OnBingx2: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnEnable"; donpcevent "Unidentified Creature#07::OnDisable"; } else { donpcevent "Unidentified Creature#05::OnDisable"; donpcevent "Unidentified Creature#06::OnDisable"; donpcevent "Unidentified Creature#07::OnEnable"; } end; OnTouch: set .@kafre_tok, rand(1,100); if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#08::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name05$,strcharinfo(0); } donpcevent "Unidentified Creature#08::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#08::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_scene01,195,92,4 script Unidentified Creature#09 572,2,2,{ end; OnInit: set .@kafre_who, rand(1,3); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#09::OnEnable"; donpcevent "Unidentified Creature#10::OnDisable"; donpcevent "Unidentified Creature#11::OnDisable"; } else if (.@kafre_who == 2) { donpcevent "Unidentified Creature#09::OnDisable"; donpcevent "Unidentified Creature#10::OnEnable"; donpcevent "Unidentified Creature#11::OnDisable"; } else { donpcevent "Unidentified Creature#09::OnDisable"; donpcevent "Unidentified Creature#10::OnDisable"; donpcevent "Unidentified Creature#11::OnEnable"; } end; OnEnable: hideoffnpc "Unidentified Creature#09"; end; OnDisable: hideonnpc "Unidentified Creature#09"; end; OnBingx2: set .@kafre_who, rand(1,2); if (.@kafre_who == 2) { donpcevent "Unidentified Creature#09::OnDisable"; donpcevent "Unidentified Creature#10::OnEnable"; donpcevent "Unidentified Creature#11::OnDisable"; } else { donpcevent "Unidentified Creature#09::OnDisable"; donpcevent "Unidentified Creature#10::OnDisable"; donpcevent "Unidentified Creature#11::OnEnable"; } end; OnTouch: if (getcharid(1) != 0) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#09::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name06$,strcharinfo(0); } donpcevent "Unidentified Creature#09::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#09::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_scene01,158,139,4 script Unidentified Creature#10 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#10"; end; OnDisable: hideonnpc "Unidentified Creature#10"; end; OnBingx2: set .@kafre_who, rand(1,2); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#09::OnEnable"; donpcevent "Unidentified Creature#10::OnDisable"; donpcevent "Unidentified Creature#11::OnDisable"; } else { donpcevent "Unidentified Creature#09::OnDisable"; donpcevent "Unidentified Creature#10::OnDisable"; donpcevent "Unidentified Creature#11::OnEnable"; } end; OnTouch: if (getpartyleader(getcharid(1),1) == getcharid(3)) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#10::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name06$,strcharinfo(0); } donpcevent "Unidentified Creature#10::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#10::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } ma_scene01,167,112,6 script Unidentified Creature#11 572,2,2,{ end; OnEnable: hideoffnpc "Unidentified Creature#11"; end; OnDisable: hideonnpc "Unidentified Creature#11"; end; OnBingx2: set .@kafre_who, rand(1,2); if (.@kafre_who == 1) { donpcevent "Unidentified Creature#09::OnEnable"; donpcevent "Unidentified Creature#10::OnDisable"; } else { donpcevent "Unidentified Creature#10::OnEnable"; } end; OnTouch: if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) { if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { donpcevent "Unidentified Creature#11::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } set .@slot_name, rand(1,5); if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) { set $ma_name06$,strcharinfo(0); } donpcevent "Unidentified Creature#11::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } donpcevent "Unidentified Creature#11::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } malaya,227,311,4 script Grandma#ma01 575,{ if (malaya_hi < 10) { mes "[Grandma]"; mes "Youre not from around here? Take care of yourself."; next; mes "[Grandma]"; mes "Im worried because my daughter-in-law is pregnant. I hope nothing goes wrong."; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Grandma]"; mes "I heard there is an outsider that is helping the village."; next; mes "[Grandma]"; mes "Then my daughter-in-law will be safe."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { mes "[Grandma]"; mes "Heard there is this" + .@name$ + "that follows Meoneonuncle around."; next; mes "[Grandma]"; mes "I will cheer for their forbidden love."; close; } mes "[Grandma]"; mes "Im worried about my pregnant daughter-in-law. Hope Meoneonuncle wont bother her."; next; select("Meoneonuncle?"); mes "[Grandma]"; mes "Not from around here? Let me tell you why even a foreigner like you should be careful."; next; mes "[Grandma]"; mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby."; next; mes "[Grandma]"; mes "But happiness never lasts forever, right? The baby was miscarried from an accident,"; next; mes "[Grandma]"; mes "She eventually passed away after grieving over her lost baby for days."; next; select("That is a sad story."); mes "[Grandma]"; mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village."; next; mes "[Grandma]"; mes "If you ever walk around Port Malaya at night."; next; mes "[Grandma]"; mes "and hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncles wings flapping."; close; } malaya,189,263,4 script Drumming Young Man #ma02 578,{ if (malaya_hi < 10) { emotion e_omg; mes "[Drumming Young Man]"; mes "Ugh... its just like that time before"; next; emotion e_omg; mes "[Drumming Young Man]"; mes "when the moon was swallowed. Argh!"; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Drumming Young Man]"; mes "I think the village was saved by a nameless adventurer."; next; emotion e_sigh; mes "[Drumming Young Man]"; mes "Phew... I thought Bakonawa appeared again."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { mes "[Drumming Young Man]"; mes "" + .@name$ + "is said to have stopped Bakonawa from swallowing the moon. Isnt it awesome? I'm so relieved."; close; } mes "[Drumming Young Man]"; mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya."; next; mes "[Drumming Young Man]"; mes "But I know that Bakonawa could also 'swallow people', too."; next; select("Huk! Then isn't it dangerous?"); emotion e_gg; mes "[Drumming Young Man]"; mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person."; next; mes "[Drumming Young Man]"; mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already."; next; select("Wow. What is it?"); mes "[Drumming Young Man]"; mes "He is sensitive to noise so when hes about to swallow the moon!!"; next; mes "[Drumming Young Man]"; mes "Thats your chance!! It doesnt matter what kind of noise!! Whether its a caldron, symbol, drum, pot or fry pan, just keep on making noise."; next; mes "[Drumming Young Man]"; mes "Then Bakonawa will get surprised, spit out the moon and run away!"; next; mes "[Drumming Young Man]"; mes "Carry a drum around with you. Youll find it handy."; close; } malaya,270,59,4 script Port Guard#ma03 570,{ if (malaya_hi < 10) { emotion e_swt2; mes "[Port Guard]"; mes "The village is chaotic these days. Is it okay for me to be off like this?"; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { emotion e_no; mes "[Port Guard]"; mes "The village is somewhat stable now but you should still be careful walking around at night."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { mes "[Port Guard]"; mes "" + .@name$ + "is said to escape from Bu waya alive after being captured. This person must be powerful."; close; } emotion e_omg; mes "[Port Guard]"; mes "What!! Port all clear!!"; next; mes "[Port Guard]"; mes "Huh? Youre not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers."; next; select("What document?"); mes "[Port Guard]"; mes "It says that travelers should be careful of monsters when walking in the village at night."; next; mes "[Port Guard]"; mes "Buwaya dont come to the village often but there are cases when they snatch people in the boxes they carry at night."; next; mes "[Port Guard]"; mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided."; next; if (select("I see.:Is there any way to prevent them from coming?") == 1) { mes "[Port Guard]"; mes "Be careful at night!"; close; } mes "[Port Guard]"; mes "They say you can attack Buwayas weak point inside the box they carry if you ever get caught in one."; next; mes "[Port Guard]"; mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar."; next; emotion e_hmm; mes "[Port Guard]"; mes "But if the fluttering sound is small or if you dont hear anything, lets just say you should prepare for attack and with for luck."; close; } malaya,88,252,4 script Little Girl #ma04 576,{ if (malaya_hi < 10) { mes "[Little Girl]"; mes "Im scared but I have to visit the fairy in the forest."; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Little Girl]"; mes "He he. Father said I can visit the fairy in the forest when the village calms down."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { mes "[Little Girl]"; mes "A little while ago" + .@name$ + "came and told me a fun story."; next; mes "[Little Girl]"; mes "'I planted a pair of pear trees in the yard.'"; mes "He he. Isnt it fun?" + .@name$ + "seems like a fun person."; close; } mes "[Little Girl]"; mes "Father said I wont catch skin diseases once Im friends with the fairy from the forest."; next; select("What is this fairy?"); mes "[Little Girl]"; mes "Encanto! Encanto fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies,"; next; mes "[Little Girl]"; mes "but boy fairies are prettier. Why is that?"; close; } malaya,219,92,6 script Little Kid#ma05 577,{ if (malaya_hi < 10) { mes "[Little Kid]"; mes "My mom told me not to play outside because its dangerous. Why?"; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Little Kid]"; mes "My mom told me I can play but only in Port Malaya."; next; mes "[Little Kid]"; mes "He he. But I never thought of going outside of Port Malaya."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { mes "[Little Kid]"; mes "I heard someone took Jejelings hat in Baryo Mahiwaga."; next; mes "[Little Kid]"; mes "Why would someone steal a monsters hat?" + .@name$ + "must be desperate."; next; mes "[Little Kid]"; mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didnt hear me."; close; } mes "[Little Kid]"; mes "I think someone is stealing all the hats in the village."; next; mes "[Little Kid]"; mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago."; next; mes "[Little Kid]"; mes "Hmm... do you think Jejeling took it?"; next; mes "[Little Kid]"; mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat..."; close; } malaya,363,283,4 script Local#ma06 582,{ if (malaya_hi < 10) { mes "[Local]"; mes "Hmm... is it time to be careful of the witches' curse?"; next; mes "[Local]"; mes "Beware of Mongkukurums needle, foreigner."; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Local]"; mes "Welcome to Port Malaya, foreigner.."; next; mes "[Local]"; mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,6); if (.@name_tak02 == 1) { mes "[Local]"; mes "Be careful walking around the village at night." + .@name$ + "was taken down by Wokwok."; close; } else if (.@name_tak02 == 2) { mes "[Local]"; mes "" + .@name$ + "is said to successfully tame a Tikbalang. This person must be courageous. Wonder if Ill get to see this tamed Tikbalang? Çѹø º¸°í ½ÍÀºµ¥.."; close; } else if (.@name_tak02 == 3) { mes "[Local]"; mes "Have you ever seen Bongisungisu? I heard" + .@name$ + "is hunting down Bongisungisus."; close; } else if (.@name_tak02 == 4) { mes "[Local]"; mes "If you plan to go out of the village, be careful of Tiucknuc" + .@name$ + "is said to be tricked by Tiucknuc and had to go to the to the hospital."; close; } mes "[Local]"; mes "The village is chaotic these days. Looks like Mongkukurum is back in the village."; next; select("Mongkukurum?"); mes "[Local]"; mes "A monster that is also called witch. Looks like a person and also wears clothes."; next; mes "[Local]"; mes "Mongkukurum makes a doll out of the people it sees and curses it with needles."; next; select("Is there a way to recognize this monster?"); mes "[Local]"; mes "There is one way. All Mongkukurum have red eyes."; next; mes "[Local]"; mes "You can recognize them by their eyes but! You must remember one thing."; next; mes "[Local]"; mes "You will be captivated by Mongkukurum if you stare at their eyes too long."; next; mes "[Local]"; mes "Never ever stare into their eyes for too long."; close; } malaya,41,127,6 script Old Man #ma07 574,{ if (malaya_hi < 10) { mes "[Old Man]"; mes "Foreigners are not welcomed that much when our village is chaotic like these days."; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Old Man]"; mes "You are out of luck visiting the village at a time like this and not being welcomed."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { mes "[Old Man]"; mes "" + .@name$ + "is said to throw out Jellopy in this village."; next; mes "[Old Man]"; mes "Tsk, tsk... Must be a person that isnt worthy of a Jellopy."; close; } mes "[Old Man]"; mes "You must also look out to see if Bangungot lives in a tree you are about to cut down."; next; mes "[Old Man]"; mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars."; next; select("What happens?"); mes "[Old Man]"; mes "Well, for a Bangungot, it means losing its home so they get revengeful."; next; mes "[Old Man]"; mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first."; next; mes "[Old Man]"; mes "But as time goes by and their vengeance grow, they sit on top of you until you suffocate."; next; select("Oh, gosh..."); mes "[Old Man]"; mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep on it."; close; } malaya,63,185,4 script Woman#ma08 583,{ if (malaya_hi < 10) { mes "[Woman]"; mes "I dont have anything to share with you."; close; } else if ((malaya_hi > 9) && (malaya_hi < 20)) { mes "[Woman]"; mes "Im worried about the children. I hope they arent terrified from whats going on in the village."; close; } set .@name_tak01, rand(1,6); if (.@name_tak01 == 1){ set .@name$,$ma_name01$; }else if (.@name_tak01 == 2){ set .@name$,$ma_name02$; }else if (.@name_tak01 == 3){ set .@name$,$ma_name03$; }else if (.@name_tak01 == 4){ set .@name$,$ma_name04$; }else if (.@name_tak01 == 5){ set .@name$,$ma_name05$; }else{ set .@name$,$ma_name06$; } set .@name_tak02, rand(1,3); if (.@name_tak02 == 2) { set .@nongdum, rand(1,10); if (.@nongdum == 1) { mes "[Woman]"; mes "I like fun stories. Not so long ago," + .@name$ + "came and told me a funny story."; next; mes "[Woman]"; mes "'My aunt stepped on an ant.'"; next; } else if (.@nongdum == 2) { mes "[Woman]"; mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story."; next; mes "[Woman]"; mes "'You eat chili on a chilly day.'"; next; } else if (.@nongdum == 3) { mes "[Woman]"; mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story."; next; mes "[Woman]"; mes "'Why are you putting flour on that flower?'"; next; } else if (.@nongdum == 4) { mes "[Woman]"; mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story."; next; mes "[Woman]"; mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'"; next; mes "[Woman]"; mes "said that and was kicked out of the Tool Store."; next; } else if (.@nongdum == 5) { mes "[Woman]"; mes "A Kafra Employee Im friends with told me a story about a customer."; next; mes "[Woman]"; mes "'Kafra, the wise never marry and when they marry, they become otherwise.'"; next; mes "[Woman]"; mes "He he... I do like funny stories but a bit difficult for my taste."; close; } else { mes "[Woman]"; mes "I like fun stories. Oh by the way!" + .@name$ + ", love is photogenic. Dont you agree?"; next; mes "[Woman]"; mes "It needs darkness to develop."; next; } mes "[Woman]"; mes "He he. Isnt it fun?"; close; } mes "[Woman]"; mes "If you hear a baby crying from the forest outside of the village, never go near it."; next; select("Why?"); mes "[Woman]"; mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby."; next; mes "[Woman]"; mes "But when kind travelers pick up the baby, it turns back into its original form and attacks."; next; select("Sounds like a sneaky monster."); mes "[Woman]"; mes "Yes, this monster is bad to trick the kindness of travelers but,"; next; mes "[Woman]"; mes "there is rumor that the monster came from the soul of a baby that never been born. So sad."; close; }