//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Panikon
//= Copyright (C) Michieru
//= Copyright (C) Euphy
//= Copyright (C) L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see .
//=========================================================================
//= Brasilis Quests
//================= Description ===========================================
//= 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.)
//================= Current Version =======================================
//= 1.2c
//=========================================================================
//== Lost Puppies :: dogdog.sc =============================
brasilis,297,307,5 script Angelo#br 1_M_04,{
if (BaseLevel < 40) {
mes "[Angelo]";
mes "Pets went out the village~!!";
mes "Gosh... what can I do... ?";
close;
}
if (questprogress(9032,PLAYTIME) == 2) {
erasequest 9032;
}
if (questprogress(9032,PLAYTIME) == 1) {
mes "[Angelo]";
mes "The day is not finished yet.";
mes "You can only help once a day. Hehe.";
close;
}
if (questprogress(9030) == 1) {
mes "[Angelo]";
mes "My pets are in the field outside of the village.";
mes "Why did they leave? Please find them.";
close;
}
if (questprogress(9031) == 1) {
mes "[Angelo]";
mes "Oh, thank you. You found all of 3 puppies.";
mes "Thanks a lot.";
mes "I hope this is useful to you. hoho.";
.@randexp = rand(50000,112500);
getexp .@randexp,0;
erasequest 9031;
setquest 9032;
specialeffect2 EF_ASSUMPTIO;
consumeitem 607; //Yggdrasilberry
.@rand = rand(1,10);
if (.@rand > 4 && .@rand < 9) getitem White_Potion,2;
else if (.@rand > 8) getitem Seed_Of_Yggdrasil,1;
close;
}
mes "[Angelo]";
mes "Are you an adventurer? You came here right on time.";
mes "Puppies have been disappearing.";
mes "And someone said that they saw them out on the field just outside the village....";
next;
mes "[Angelo]";
mes "It's pretty difficult and dangerous to find 'em.";
mes "You have to find ^0000FF3 puppies^000000.";
setquest 9030;
close;
OnInit:
initnpctimer;
end;
OnTimer10000:
stopnpctimer;
donpcevent "Angelo#br::OnGo";
end;
OnGo:
emotion e_gasp;
initnpctimer;
end;
}
- script Puppy#bra FAKE_NPC,{
if (questprogress(9030) == 1) {
if (brazil_kid < 3) {
mes "[Puppy]";
mes "bow wow bow wow!!";
next;
++brazil_kid;
mes "[" + strcharinfo(PC_NAME) + "]";
if (brazil_kid == 3) {
mes "Good. I found all 3 puppies.";
mes "Now I need to go tell Angelo.";
brazil_kid = 0;
erasequest 9030;
setquest 9031;
}
else {
mes "Ah... who's a good puppy?";
mes "Ok, where are the others?";
}
if (compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) setarray .@i[0],2,3;
else if (compare(strnpcinfo(NPC_NAME_UNIQUE),"2")) setarray .@i[0],1,3;
else setarray .@i[0],1,2;
donpcevent "Puppy#"+charat(strnpcinfo(NPC_NAME_UNIQUE),0)+.@i[rand(2)]+"::OnEnable";
hideonnpc strnpcinfo(NPC_NAME);
close;
}
}
mes "[Puppy]";
mes "bow! wow wow!";
close;
OnInit:
if (!compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) hideonnpc strnpcinfo(NPC_NAME);
end;
OnEnable:
hideoffnpc strnpcinfo(NPC_NAME);
end;
OnDisable:
hideonnpc strnpcinfo(NPC_NAME);
end;
}
bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 4_DOG01
bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 4_DOG01
bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 4_DOG01
bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 4_DOG01
bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 4_DOG01
bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 4_DOG01
bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 4_DOG01
bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 4_DOG01
bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 4_DOG01
bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 4_DOG01
bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 4_DOG01
bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 4_DOG01
//== Suspicious Beach :: Suspicious_Beach.sc ===============
brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{
/* -------------- Hydra Ball -------------------------
if (countitem(Leaf_Cat_Ball) > 0) {
delitem Leaf_Cat_Ball,1;
getitem Leaf_Cat_Ball,1;
}
else if (countitem(Mystic_Leaf_Cat_Ball) > 0) {
delitem Mystic_Leaf_Cat_Ball,1;
getitem Mystic_Leaf_Cat_Ball,1;
}
--------------------------------------------------- */
if (BaseLevel < 40) {
mes "[Lucia]";
mes "Hello.";
mes "I'm worried about ^FF0000Strange Hydra^000000's on";
mes "the south beach.";
mes "I hope some experienced adventurers";
mes "will come to help.";
emotion e_sigh;
close;
}
else {
.@nQState = questprogress(9028);
if (!.@nQState) {
mes "[Lucia]";
mes "Hello.";
mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
next;
switch(select("Yes.", "No.", "^006400What is happening here?^000000")) {
case 1:
setquest 9028;
getitem Leaf_Cat_Ball,1; //Hydra_Ball
mes "[Lucia]";
mes "Here, take this ^006400Hydra Ball^000000.";
mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
mes "I hope you can do it~!";
close;
case 2:
mes "[Lucia]";
mes "Ah, I misunderstood.";
mes "See you then.";
close;
case 3:
mes "[Lucia]";
mes "One day ^FF0000Strange Hydra^000000s";
mes "came here and surrounded the town.";
mes "We're not sure what attracted them but some say that it's because of you adventurers.";
next;
mes "[Lucia]";
mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
next;
mes "[Lucia]";
mes "If you still have the ^006400Hydra Ball^000000,";
mes "please use it on the ^FF0000Strange Hydra^000000s that";
mes "you can find at the beach.";
mes "If you are lucky, the tool will work perfectly.";
next;
mes "[Lucia]";
mes "I hope many adventurers";
mes "volunteer for this job.";
mes " ";
mes "I really hate Hydra!";
emotion e_sob;
close;
}
}
else if (.@nQState == 1) {
if (countitem(Mystic_Leaf_Cat_Ball) > 0) {
mes "[Lucia]";
mes "Hello, you really did it!";
if (checkweight(Light_Blue_Pot,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 Mystic_Leaf_Cat_Ball,1;
completequest 9028;
//recall_completequest 9029;
if (questprogress(9029)) erasequest 9029;
setquest 9029;
consumeitem 607; //Yggdrasilberry
consumeitem 12070; //Luk_Dish05
consumeitem 12055; //Vit_Dish05
consumeitem 12065; //Dex_Dish05
getitem Light_Blue_Pot,3;
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(Leaf_Cat_Ball) < 1) {
mes "Did you need another ^006400Hydra Ball^000000?";
mes "I will give you one more.";
getitem Leaf_Cat_Ball,1;
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(PC_NAME)+"^000000 you're back.";
if (questprogress(9029,PLAYTIME) == 1) {
mes "I'm so grateful for your help.";
mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
mes "Please come at the appropriate time.";
close;
}
else {
//recall_completequest 9028;
if (.@nQState) erasequest 9028;
completequest 9029;
mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
next;
switch(select("Yes.", "No.", "^006400What is happening here?^000000")) {
case 1:
setquest 9028;
getitem Leaf_Cat_Ball,1;
mes "[Lucia]";
mes "Here, take this ^006400Hydra Ball^000000.";
mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
mes "I hope you can do it~!";
close;
case 2:
mes "[Lucia]";
mes "Ah, I misunderstood.";
mes "See you then.";
close;
case 3:
mes "[Lucia]";
mes "One day ^FF0000Strange Hydra^000000s";
mes "came here and surrounded the town.";
mes "We're not sure what attracted them but some say that it's because of you adventurers.";
next;
mes "[Lucia]";
mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
next;
mes "[Lucia]";
mes "If you still have the ^006400Hydra Ball^000000,";
mes "please use it on the ^FF0000Strange Hydra^000000s that";
mes "you can find at the beach.";
mes "If you are lucky, the tool will work perfectly.";
next;
mes "[Lucia]";
mes "I hope many adventurers";
mes "volunteer for this job.";
mes " ";
mes "I really hate Hydra!";
emotion e_sob;
close;
}
}
}
}
end;
OnInit:
initnpctimer;
end;
OnTimer7000:
emotion e_gasp;
stopnpctimer;
initnpctimer;
end;
}
//== Guarana Quest :: brazil_tre.sc ========================
brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{
if (!checkweight(Knife,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 . Those were the good 'ol days.";
next;
mes "[Candy Maker]";
mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
next;
switch(select("How can I taste this guarana candy?", "End conversation.")) {
case 1:
mes "[Candy Maker]";
mes "Hmm? I already sold out of all my old supply.";
next;
mes "[Candy Maker]";
mes "But if you can find some guarana, I can make it for you.";
next;
switch(select("How do I find guarana?", "End conversation.")) {
case 1:
mes "[Candy Maker]";
mes "Will you find the guarana?? Hoooooh~";
next;
mes "[Candy Maker]";
mes "Can you find it?";
mes "It's probably very expensive.";
mes "Trading isn't my thing. Let me think.";
next;
mes "[Candy Maker]";
mes "Let me introduce you to someone with whom I used to do guarana business with.";
mes "He might still be dealing it.";
next;
mes "[Candy Maker]";
mes "His name is Cherto.";
mes "If you can't find him in the city, go to museum.";
mes "He's a vain person so he likes to act big.";
mes "He's probably wandering in the museum trying to show off to someone for sure.";
brazil_gua = 1;
setquest 2192;
close;
case 2:
mes "[Candy Maker]";
mes "Don't you want to try the guarana candy?";
close;
}
case 2:
mes "[Candy Maker]";
mes "Those were the good 'ole days...";
close;
}
}
else if (brazil_gua == 1) {
mes "[Candy Maker]";
mes "If you want to get the guarana, find Cherto.";
mes "Maybe he will be in the museum.";
close;
}
else if (brazil_gua == 10) {
if (!countitem(Guarana_Fruit)) {
mes "- The guarana that I had has disappeared. -";
close;
}
delitem Guarana_Fruit,1;
mes "[Candy Maker]";
mes "Did you get the guarana?";
next;
mes "- You give the guarana to him. -";
next;
mes "[Candy Maker]";
mes "Wow! You have special talent.";
mes "It's the best thing I have ever seen so far. Cool~!";
next;
mes "[Candy Maker]";
mes "Good, let's make the candy~!";
mes "Long time no see my wonderful guarana candy...";
next;
mes "- hash hash hash hash hash hash -";
mes "- hash hash hash hash hash hash -";
next;
mes "[Candy Maker]";
mes "Look! It's the popular guarana candy.";
mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
brazil_gua = 11;
completequest 2200;
getitem Guarana_Candy,1;
getexp 70000,10000;
close;
}
else if (brazil_gua == 11) {
mes "[Candy Maker]";
mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
next;
mes "[Candy Maker]";
mes "Since you helped me, guarana supply has been steadily rising.";
mes "So, naturally I'm back to making guarana candy.";
next;
mes "[Candy Maker]";
mes "What about it? Wanna buy some?";
mes "It's 4000 zeny each.";
next;
switch(select("Buy a Guarana Candy.", "Cancel.")) {
case 1:
if (Zeny > 3999) {
mes "[Candy Maker]";
mes "Here is a delicious guarana candy.";
Zeny -= 4000;
getitem Guarana_Candy,1;
close;
}
else {
mes "[Candy Maker]";
mes "What? You should say before if you don't have money!";
mes "Even if you are poor, I can't give this away for free.";
close;
}
case 2:
mes "[Candy Maker]";
mes "Sometimes some people don't like it due to it's arousal effect.";
close;
}
close;
}
else {
mes "[Candy Maker]";
mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
close;
}
}
bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{
if (brazil_gua == 0) {
mes "[Cherto]";
mes "Hmm... hey man, you are from outside, aren't you?";
next;
mes "[Cherto]";
mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
mes "Cherto has sharp eyes like an eagle! Hahaha!";
next;
mes "[Cherto]";
mes "Ok, ok. Yes, yes. I see!";
next;
mes "[Cherto]";
mes "Anyway, you arrived in Brasilis but don't know what to do?";
mes "Am I right?";
mes "You don't know how fortunate you are to have found a really proper helper as myself.";
next;
mes "[Cherto]";
mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
mes "Cherto, I can read and figure out all at once! That is written in your face!";
next;
mes "[Cherto]";
mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
close;
}
else if (brazil_gua == 1) {
mes "[Cherto]";
mes "Hmm... hey man, you are from outside, aren't you?";
next;
mes "[Cherto]";
mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
mes "Cherto has sharp eyes like an eagle! Hahaha!";
next;
mes "[Cherto]";
mes "Ok, ok. Yes, yes. I see!";
next;
mes "[Cherto]";
mes "Anyway, you arrived in Brasilis but don't know what to do?";
mes "Am I right?";
mes "You don't know how fortunate you are to have found a really proper helper as myself.";
next;
mes "[Cherto]";
mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
mes "Cherto, I can read and figure out all at once! That is written in your face!";
next;
mes "[Cherto]";
mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
next;
select("Guarana?");
mes "[Cherto]";
mes "What? Do you want to find a guarana?";
next;
mes "[Cherto]";
mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
mes "It seems a little bit weird but the flower is really big and smells beautiful.";
next;
mes "[Cherto]";
mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
next;
mes "[Cherto]";
mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
next;
select("Whaaaat??");
mes "[Cherto]";
mes "For a while now, guarana berries haven't been growing here.";
next;
mes "[Cherto]";
mes "Even if Cherto managed to find one, it will rot quickly.";
next;
mes "[Cherto]";
mes "If only it didn't happen!";
next;
select("What are you talking about?");
mes "[Cherto]";
mes "Quiet!!!!!!!!!!!!!!!!";
mes "This story has been forbidden! Someone might be listening to our conversation...";
next;
mes "[Cherto]";
mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
mes "Come closer. Cherto will whisper so nobody can listen in.";
brazil_gua = 2;
close;
}
else if (brazil_gua == 2) {
mes "[Cherto]";
mes "A Guarana boy was born.";
next;
select("Guarana kid?");
mes "[Cherto]";
mes "There was woman who was an expert botanist.";
mes "The woman was really popular to all living creatures.";
next;
mes "[Cherto]";
mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
mes "That kind of story...";
next;
mes "[Cherto]";
mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
next;
mes "[Cherto]";
mes "Who is the guarana kid?";
mes "Pedro who is famous as a greedy man?";
mes "Meto who can't endure about all the fruits?";
mes "Hovenue who is gloomy?";
mes "They might know~!";
next;
mes "[Cherto]";
mes "What about you?";
mes "Who is the guarana kid?";
mes "Will you figure out it? hohohhhhh~";
brazil_gua = 3;
changequest 2192,2193;
close;
}
else if (brazil_gua == 3) {
mes "[Cherto]";
mes "Can you find the guarana kid?";
mes "Maybe yes? Maybe no?";
close;
}
else if (brazil_gua == 4) {
mes "[Cherto]";
mes "Did you find guarana kid?";
next;
mes "- I tell Cherto about the kid making animal-like sounds. -";
next;
mes "[Cherto]";
mes "Hoooh. That's unbelivable.";
mes "That kid might be a guarana kid. Sure...";
mes "According to the story the kid can have conversations with animals.";
next;
mes "[Cherto]";
mes "If he can make crying sounds of animals, they might be able to converse!";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Now, what can I do?";
mes "If he is the kid from the legend, is there any way to raise the guarana again?";
next;
mes "[Cherto]";
mes "Haha!! What'd Cherto say?";
mes "Cherto knows all~!!";
mes "Cherto's already thought";
mes "of the next step.";
next;
mes "[Cherto]";
mes "In Brasilis there is an expert Mage.";
mes "His name is Paje.";
mes "Take this note over to him.";
mes "He will show the solution for you and the kid.";
brazil_gua = 5;
changequest 2194,2195;
close;
}
else {
mes "[Cherto]";
mes "hoho tickle~tickle~~~~!!!";
close;
}
}
brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{
if (brazil_gua < 3) {
mes "[Strange Kid]";
mes "................";
close;
}
else if (brazil_gua == 3) {
mes "[Strange Kid]";
mes "................";
next;
if(select("Try to talk.", "Pretend to pass by.") == 2) {
mes "[Strange Kid]";
mes "................";
close;
}
mes "What can I say to him?";
next;
while(1) {
switch(select("What's your name?", "How old are you?", "What are you doing?", "End conversation.")) {
case 1:
mes "[Strange Kid]";
mes "Kaaaaaaao~";
mes "Grrrrrrrrr - kaaan-";
next;
break;
case 2:
mes "[Strange Kid]";
mes "Booooowoooooo-";
mes "Booooowoooooo- -";
next;
break;
case 3:
mes "[Strange Kid]";
mes "chamber pot braeee chamber pot brae chamber pot brae -";
mes "Bbeeeebbeee -";
next;
break;
case 4:
mes "[Strange Kid]";
mes "Kaaaaaaao~";
mes "Grrrrrrrrr - kaaan-";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "He makes strange sound like an animals.";
mes "Should I ask advice from Cherto?";
brazil_gua = 4;
changequest 2193,2194;
close;
}
}
}
else if (brazil_gua == 4) {
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Alright such a cute smile!";
mes "Be a happy kid as always.";
next;
mes "[Strange Kid]";
mes "Uh......";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "what?";
next;
mes "[Strange Kid]";
mes "hey..........";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Oops, guarana berry?";
mes "Ah! Thank you very much!";
emotion e_kis2,1;
emotion e_heh;
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "If I have this, I can make a guarana candy.";
mes "I better find that Candy Maker!";
brazil_gua = 10;
changequest 2199,2200;
getitem Guarana_Fruit,1;
close;
}
else if (brazil_gua == 10) {
if (!countitem(Guarana_Fruit)) {
mes "[Strange Kid]";
mes "He.........";
getitem Guarana_Fruit,1;
close;
}
}
else {
mes "- The kid is smiling. -";
close;
}
end;
}
brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{
mes "[Mage Paje]";
mes "Abracadabra~";
specialeffect EF_POISONHIT,AREA,"Poring#bra";
setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING;
setnpcdisplay "Poring#bra",.@display[rand(3)];
if (brazil_gua != 5) close;
next;
mes "[Mage Paje]";
mes "Ohoooh~!";
mes "I have a guest.";
mes "Good to see you.";
mes "I am the Mage Paje.";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Hello. Mr. Cherto told me to find you.";
next;
mes "[Mage Paje]";
mes "Um.. Mr. Cherto? What's happened?";
mes "Have you come here to ask about lots of weird rumors?";
next;
mes "- You give the note to Paje-";
next;
mes "[Mage Paje]";
mes "Ohoooh~";
mes "Hmm gosh.. that's what happened.";
next;
mes "[Mage Paje]";
mes "I can't help you directly.";
mes "But I will give you simple magic so you can figure it out by yourself.";
next;
select("What kind of magic?");
mes "[Mage Paje]";
mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
next;
mes "[Mage Paje]";
mes "Ok~ I will give you the magic.";
mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
next;
mes "[Mage Paje]";
mes "Good luck~!";
brazil_gua = 6;
changequest 2195,2196;
specialeffect2 EF_ASSUMPTIO;
close;
}
brasilis,59,226,3 script Poring#bra 4_PORING,{
end;
}
bra_fild01,75,83,5 script Toucan#bra TOUCAN,2,2,{
end;
OnTouch:
if (brazil_gua == 6) {
mes "[Toucan]";
mes "Baaeecc!";
mes "I've never seen you before.";
mes "Baaeec!";
next;
mes "[Toucan]";
mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
next;
select("What are you talking about?");
mes "[Toucan]";
mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
next;
mes "[Toucan]";
mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
next;
select("Not yet... but I want to be a friend.");
mes "[Toucan]";
mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
next;
mes "[Toucan]";
mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
next;
mes "[Toucan]";
mes "If you want to relieve his loneliness, can you help me?";
next;
select("Absolutely!");
mes "[Toucan]";
mes "It's my feather.";
mes "Send it to the kid.";
mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
next;
mes "- You take a feather from Toucan. - ";
next;
mes "[Toucan]";
mes "There have to be others around here like me.";
mes "Why don't you find a jaguar Bbaaeecc!";
next;
mes "[Toucan]";
mes "I will give a blessing from Toucan to you.";
next;
mes "[Toucan]";
mes "Fly fly far away. bbaaaeeeccckkk--!";
brazil_gua = 7;
changequest 2196,2197;
specialeffect2 EF_SEISMICWEAPON;
close2;
warp "bra_fild01",68,146;
end;
}
else {
mes "[Toucan]";
mes "Bbbaaeec~! Baaeec~!";
close;
}
end;
}
bra_fild01,34,184,5 script Jaguar#bra JAGUAR,2,2,{
end;
OnTouch_:
if (brazil_gua == 7) {
mes "[Jaguar]";
mes "Hhooww..hhooww.....";
next;
mes "[Jaguar]";
mes "Smelling! This smell is from a human!";
mes "Somewhere, a human!";
mes "I got it. You are!!!";
specialeffect EF_HIT1,AREA,"Jaguar#bra";
emotion e_omg,1;
next;
mes "[Jaguar]";
mes "Don't be afraid human.";
mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
next;
mes "[Jaguar]";
mes "Anyway you can talk with me, are you a guarana kid?";
next;
select("Yes? N...o......actually....");
mes "[Jaguar]";
mes "The son of guarana woman became our friend also.";
mes "They treated all life preciously.";
mes "I hope you are same the as her.";
next;
mes "[Jaguar]";
mes "Bird's chirpings informed me.";
mes "The son of guarana woman has a diseased heart.";
mes "Her brothers made him lonely, don't you think?";
next;
mes "[Jaguar]";
mes "Here is fresh meat that I hunted just a few days ago.";
mes "Take it and give it to the poor kid.";
next;
mes "[Jaguar]";
mes "I can give this tiny thing to you so, don't forget it.";
mes "The jungle will welcome you whenever!";
next;
mes "- You get fresh meat from Jaguar. -";
next;
mes "[Jaguar]";
mes "Monkey, who's always meddling with others, wants to meet you.";
next;
mes "[Jaguar]";
mes "I will give you a Jaguar's high blessing.";
mes "Go to monkey by flowing through the wind like a bee.";
mes "Let's meet again my friend!";
brazil_gua = 8;
changequest 2197,2198;
close2;
consumeitem 12016; //Speed_Up_Potion
end;
}
else {
mes "[Jaguar]";
mes "krrrrrr....";
close;
}
end;
}
bra_fild01,245,53,3 script #Monkeybra YOYO,{
end;
}
bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{
if (brazil_gua == 8) {
mes "[Monkey]";
mes "What is it??!!";
mes "We don't tolerate humans? Get out~!!";
next;
mes "[Monkey]";
mes "Nono... wait.... that scent!!";
mes "I can smell Jaguar from you, who are you?";
mes "Gosh, maybe there's no jaguar without fur and weird shape!";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Good~ Now it's time to go back to the kid~!!";
brazil_gua = 9;
changequest 2198,2199;
close;
}
else {
mes "[Monkey]";
mes "kkkickkksk!";
close;
}
}
//== Water Lily Quest :: brazil_tre.sc =====================
brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{
if (brazil_regia == 0) {
mes "[Karmen]";
mes "Brasilis' climate is special.";
mes "This climate offers special cases in botany classes different from any other regions of the world.";
next;
mes "[Karmen]";
mes "The plants here have robust frames and are clear and colorful.";
mes "Here the plants are really huge and we can feel their presence.";
next;
mes "[Karmen]";
mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
mes "This flower is quite sensitive so it doesn't bloom everywhere.";
next;
if(select("Interesting.", "End conversation.") == 2) {
mes "[Karmen]";
mes "I guess you aren't interested in botany.";
close;
}
mes "[Karmen]";
mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
next;
mes "[Karmen]";
mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
next;
mes "[Karmen]";
mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
next;
mes "[Karmen]";
mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
mes "She is wise and knows lots of stories here in Brasilis.";
brazil_regia = 1;
setquest 2201;
close;
}
else if (brazil_regia == 1) {
mes "[Karmen]";
mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
mes "She is wise and knows lots of stories here in Brasilis.";
close;
}
else if (brazil_regia == 9) {
mes "- You show a lotus flower to Karmen and talk about the story so far. -";
next;
mes "[Karmen]";
mes "Wow!! You had a really good experience.";
mes "So~~~ the water lily lives in the depths of brasilis, right?";
mes "I wil try to find it again by myself, I won't give up!!";
next;
mes "[Karmen]";
mes "I am so grateful that I met you.";
mes "The water lily must truly be a lucky flower. hahaha";
brazil_regia = 10;
completequest 2207;
getexp 50000,10000;
close;
}
else {
mes "[Karmen]";
mes "This climate offers special cases in botany classes different from any other regions of the world.";
next;
mes "[Karmen]";
mes "The plants here have robust frames and are clear and colorful.";
mes "Here the plants are really huge and we can feel their presence.";
next;
mes "[Karmen]";
mes "It's a botanist's dream.";
close;
}
}
bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{
if (brazil_regia == 1) {
mes "[Brasilis Boy]";
mes "Grandma! That person has a weird smell.";
next;
mes "[Marta]";
mes "This person isn't from here.";
mes "Say hello to our guest.";
next;
mes "[Brasilis Boy]";
mes "heee~ hi!!";
mes "I am Kaka!!";
mes "Whats your name?";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "I am "+strcharinfo(PC_NAME)+".";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "About the mysterious water lily?";
next;
mes "[Marta]";
mes "Water lily....";
mes "It's from a long long time ago.";
next;
mes "[Marta]";
mes "Before Brasilis was established.";
mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
next;
mes "[Marta]";
mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
next;
mes "[Marta]";
mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
next;
mes "[Kaka]";
mes "Woooa, she's just like me!";
mes "Maybe she would be pretty... hehe.";
next;
mes "[Marta]";
mes "According to her mother...";
mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
next;
mes "[Marta]";
mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
next;
mes "[Kaka]";
mes "So, what did he say?";
next;
mes "[Marta]";
mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
next;
mes "[Kaka]";
mes "Did Naia wants to be the bride of the man?";
next;
mes "[Marta]";
mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
next;
mes "[Kaka]";
mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
next;
mes "[Marta]";
mes "Naia was really a nice girl.";
next;
mes "[Marta]";
mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
next;
mes "[Marta]";
mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
next;
mes "[Marta]";
mes "That's when.. Naia saw it.";
mes "It was the moon he was shining beautifully over the waving lake lightly.";
next;
mes "[Kaka]";
mes "I know, it's just the moon reflecting on the water. Right?!";
next;
mes "[Marta]";
mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
next;
mes "[Kaka]";
mes "Oh no.";
next;
mes "[Marta]";
mes "The moon was also watching her from the sky.";
mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
next;
mes "[Marta]";
mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
next;
mes "[Kaka]";
mes "How sad but beautiful!";
next;
mes "[Marta]";
mes "How about you stranger?";
mes "Did you enjoy this story?";
mes "If you want to listen to another story, just come to me.";
mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
brazil_regia = 2;
close;
}
else if (brazil_regia > 1) {
mes "[Kaka]";
mes "My grandma is really a bit tired doing some tribe stuff!";
mes "Could you come another day?";
close;
}
else {
mes "[Marta]";
mes "You are not from around here.";
mes "I can sense a strange earth smell.";
next;
mes "[Marta]";
mes "But your eyes shine with strength.";
mes "Indeed you are spreading out spirit and will from your whole body.";
next;
mes "[Marta]";
mes "If you work at it you will be a great person someday.";
close;
}
}
bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{
if (brazil_regia == 1) {
mes "[Brasilis Boy]";
mes "Grandma! That person has a weird smell.";
next;
mes "[Marta]";
mes "This person isn't from here.";
mes "Say hello to our guest.";
next;
mes "[Brasilis Boy]";
mes "heee~ hi!!";
mes "I am Kaka!!";
mes "Whats your name?";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "I am "+strcharinfo(PC_NAME)+".";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "About the mysterious water lily?";
next;
mes "[Marta]";
mes "Water lily....";
mes "It's from a long long time ago.";
next;
mes "[Marta]";
mes "Before Brasilis was established.";
mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
next;
mes "[Marta]";
mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
next;
mes "[Marta]";
mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
next;
mes "[Kaka]";
mes "Woooa, she's just like me!";
mes "Maybe she would be pretty... hehe.";
next;
mes "[Marta]";
mes "According to her mother...";
mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
next;
mes "[Marta]";
mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
next;
mes "[Kaka]";
mes "So, what did he say?";
next;
mes "[Marta]";
mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
next;
mes "[Kaka]";
mes "Did Naia wants to be the bride of the man?";
next;
mes "[Marta]";
mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
next;
mes "[Kaka]";
mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
next;
mes "[Marta]";
mes "Naia was really a nice girl.";
next;
mes "[Marta]";
mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
next;
mes "[Marta]";
mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
next;
mes "[Marta]";
mes "That's when.. Naia saw it.";
mes "It was the moon he was shining beautifully over the waving lake lightly.";
next;
mes "[Kaka]";
mes "I know, it's just the moon reflecting on the water. Right?!";
next;
mes "[Marta]";
mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
next;
mes "[Kaka]";
mes "Oh no.";
next;
mes "[Marta]";
mes "The moon was also watching her from the sky.";
mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
next;
mes "[Marta]";
mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
next;
mes "[Kaka]";
mes "How sad but beautiful!";
next;
mes "[Marta]";
mes "How about you stranger?";
mes "Did you enjoy this story?";
mes "If you want to listen to another story, just come to me.";
mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
brazil_regia = 2;
close;
}
else if (brazil_regia > 1) {
mes "[Kaka]";
mes "My grandma is really a bit tired doing some tribe stuff!";
mes "Could you come another day?";
close;
}
else {
mes "[Marta]";
mes "You are not from around here.";
mes "I can sense a strange earth smell.";
next;
mes "[Marta]";
mes "But your eyes shine with strength.";
mes "Indeed you are spreading out spirit and will from your whole body.";
next;
mes "[Marta]";
mes "If you work at it you will be a great person someday.";
close;
}
}
brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{
if (!checkweight(Knife,1)) {
mes "- wait a second!! -";
mes "- you have too many items -";
mes "- so you can't get any more items. -";
mes "- make your body lighter -";
mes "- then try again. -";
close;
}
if (brazil_regia == 2) {
mes "[Distant Sound]";
mes "Jasira!!!";
mes "Where are you going again?!!";
mes "come back~, please!!";
next;
mes "[Brasilis Girl]";
mes "Mom, I have to go out!!";
next;
mes "[Distant Sound]";
mes "No way~!! You shouldn't!!";
next;
mes "[Brasilis Girl]";
mes "Gosh.. today also failed.";
next;
mes "[Brasilis Girl]";
mes "......";
mes "What's up? Why are you looking at me?";
mes "I don't want to be a showgirl!! Get out!!";
next;
if(select("Nothing, sorry.", "What's wrong?") == 1) {
mes "[Brasilis Girl]";
mes "I am so sad!!!";
close;
}
mes "[Brasilis Girl]";
mes "It's not your business.";
mes "You are just an outsider!";
next;
if(select("How rude!", "Just trying to help.") == 1) {
mes "[Brasilis Girl]";
mes "What's it matter to you that I'm rude??!!";
close;
}
mes "["+strcharinfo(PC_NAME)+"]";
mes "I know that I'm just passing by but I might be able to help you. What do you think?";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "This kind of meeting could be more than just a coincidence.";
next;
mes "[Brasilis Girl]";
mes "......................";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Hmm can you tell me your name?";
next;
mes "[Brasilis Girl]";
mes "ja...";
mes "Jasira.";
mes "My name is Jasira.";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Why don't you meet him after recovering your strength?";
next;
mes "[Jasira]";
mes ".................";
mes "I wanna see him right now...";
next;
if(select("Help Jasira.", "Ignore her.") == 2) {
mes "["+strcharinfo(PC_NAME)+"]";
mes "Sorry I can't help you. Cheer up!";
next;
mes "[Jasira]";
mes "Crying........";
close;
}
mes "["+strcharinfo(PC_NAME)+"]";
mes "Jasira I came here to find the Brasilis water lily.";
mes "Don't you think fate has brought us together?";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Good, that's better than nothing! I will look for a similar place.";
next;
mes "[Jasira]";
mes "I gave you your information, so can you do me a favor?";
mes "It's really simple...";
next;
mes "[Jasira]";
mes "I'd like to give a delicious fruit.";
mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
next;
mes "[Jasira]";
mes "Give him 10 Banana and tell him that I really miss him.";
mes "Sorry for ignoring you before. Please, only you can help me!";
brazil_regia = 3;
changequest 2201,2202;
close;
}
else if ((brazil_regia == 3) || (brazil_regia == 4)) {
mes "[Jasira]";
mes "If you meet Jasi, give him 10 Bananas.";
mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
next;
mes "[Jasira]";
mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
close;
}
else if (brazil_regia == 5) {
mes "[Jasira]";
mes "Did you meet Jasi?";
mes "Did you talk about me?";
mes "You didn't? Uh? Stupid! Gosh~!";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Thanks Jasira!";
brazil_regia = 6;
changequest 2204,2205;
close;
}
else if ((brazil_regia == 6) || (brazil_regia == 7)) {
mes "[Jasira]";
mes "I should take care of my strength by myself!";
mes "I can't just lie in my bed forever. Don't you agree?";
close;
}
else if (brazil_regia == 8) {
mes "[Jasira]";
mes "Uh? Why have you come back?";
next;
mes "- You tell her what Jasi told you to tell her -";
next;
mes "[Jasira]";
mes "Oh... really?";
mes "Did he say that?";
mes "Gosh! Gosh!!!";
mes "Kkkkkaaaaa - !!";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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 Lotus_Flower,1;
brazil_regia = 9;
changequest 2206,2207;
setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card
getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat
close;
}
else if (brazil_regia > 8) {
mes "[Jasira]";
mes "I just need to get a little bit stronger!";
mes "I can't just lie in bed forever. My Jasi is waiting for me~";
close;
}
else {
mes "[Distant Sound]";
mes "Jasira!!!";
mes "Where are you going again?!!";
mes "Come back~, please!!";
next;
mes "[Brasilis Girl]";
mes "Please mom~!";
mes "Please let me go!";
close;
}
end;
OnTouch:
if (brazil_regia == 2)
emotion e_an;
end;
}
bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{
if (brazil_regia == 3) {
mes "[Recluse]";
mes "Oh, I haven't seen another person in such a long time.";
next;
if(select("Keep going.", "Are you the moon?") == 1) {
mes "[Recluse]";
mes "You don't have specific business with me.";
close;
}
mes "[Recluse]";
mes "Moon?";
mes "My name is Jasi.";
mes "My family has worked to take care of the water lily from generation to generation.";
next;
mes "[Jasi]";
mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
next;
mes "[Jasi]";
mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
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(PC_NAME)+"]";
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(Banana) < 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(PC_NAME)+"]";
mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
next;
mes "[Jasi]";
mes "I got it.";
mes "As you can see, there are lots of Brasilis water lily around here.";
mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
brazil_regia = 4;
changequest 2202,2203;
close;
}
else if (brazil_regia == 4) {
mes "[Jasi]";
mes "Did you enjoy the water lily?";
close;
}
else if (brazil_regia == 5) {
mes "[Jasi]";
mes "I forgot what the name of that fruit was...";
close;
}
else if (brazil_regia == 6) {
if (countitem(Coconut) < 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(PC_NAME)+"]";
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 Coconut,5;
brazil_regia = 7;
changequest 2205,2206;
close;
}
}
else {
mes "[Jasi]";
mes "The flowers blooming from the Water lily today is wonderful.";
close;
}
end;
OnTouchNPC:
unitwarp 0,"this",67,215;
end;
}
bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{
if (brazil_regia == 4) {
mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
next;
if(select("Pick up the flower.", "Keep gazing.") == 2) {
mes "- You can't avoid staring at it's beauty. -";
close;
}
mes "[Jasi]";
mes "Uh! What are you doing??!!";
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(PC_NAME)+"]";
mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
next;
if (countitem(Banana) < 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(PC_NAME)+"]";
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(PC_NAME)+"]";
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 Banana,10;
brazil_regia = 5;
changequest 2203,2204;
next;
mes "["+strcharinfo(PC_NAME)+"]";
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(Knife,1)) {
mes "- wait a second!! -";
mes "- you have too many items -";
mes "- so you can't get any more items. -";
mes "- make your body lighter -";
mes "- then try again. -";
close;
}
mes "- You take a beautiful water lily carefully in your hands. -";
brazil_regia = 8;
getitem Lotus_Flower,1;
close;
}
}
//== Dungeon Access Quest :: brazil_tre.sc =================
brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{
if (brazil_ghost == 0) {
OnTalk:
mes "[Pedro]";
mes "Wow it's really a great statue!";
next;
mes "[Mariana]";
mes "It is, isn't it?";
mes "This statue is called Verass Monument.";
next;
mes "[Mariana]";
mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
next;
mes "[Pedro]";
mes "Awesome!!";
mes "i wanna become a real man like Verass.";
next;
mes "[Mariana]";
mes "Pedro, you can become whatever you want.";
next;
mes "[Pedro]";
mes "Mariana is so smart, isn't she? hehe.";
next;
mes "[Fabio]";
mes "Ooooh! You love her don't you!";
next;
mes "[Daniel]";
mes "Wooooaaaa Pedro and Mari sitting in a tree!";
next;
mes "[Fabio]";
mes "Woooo k-i-s-s-i-n-g~!!!";
next;
mes "[Daniel]";
mes "Nya nya nya!";
next;
mes "[Fabio]";
mes "Hahahahaha.";
next;
mes "[Pedro]";
mes "Stop acting like babies!";
next;
mes "[Mariana]";
mes "Boys~!";
next;
mes "[Daniel]";
mes "Yah yah...";
mes "Hey guys, did you hear that something happened a few days ago?";
next;
mes "[Mariana]";
mes "Oh yeah~ I heard that something really scary happened.";
next;
mes "[Fabio]";
mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
next;
mes "[Daniel]";
mes "Ha ha ha! Smelly Mari!";
next;
mes "[Mariana]";
mes "I hate you~!";
mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
mes "Pedro, do you think that I stink?";
next;
mes "[Pedro]";
mes "Uh? Uh?";
mes "N......no... no way.";
mes "Hey guys~ be nice to her~";
next;
mes "[Fabio]";
mes "kkkickkkkkkkkick";
next;
mes "[Daniel]";
mes "kkkickkkkkkkk";
next;
if(select("Walk by.", "Ask about the gossip.") == 1) {
mes "[Fabio]";
mes "Mariana~ smells~ Nya nya~";
next;
mes "[Daniel]";
mes "Oh man you stink too~! Nya nya~";
close;
}
mes "[Fabio]";
mes "Haven't you heard?";
mes "The ghost story in the art museum.";
next;
mes "[Daniel]";
mes "Ooohhhh! Scary~~~!";
next;
select("Can you tell me more?");
mes "[Fabio]";
mes "A coupla days ago we went to the art museum for a picnic at school.";
mes "You know nothing special, just a ordinary field trip.";
next;
mes "[Fabio]";
mes "Museums are boring so me and some friends snuck away from the group~!";
next;
mes "[Fabio]";
mes "That's when we heard a scream echoing through the whole museum.";
next;
mes "[Daniel]";
mes "kkakkakkaaaah!!";
mes "kkieeeeeeh!";
mes "kehkeh..";
next;
mes "[Mariana]";
mes "I heard the scream too...";
mes "You boys are always making noises where you're not supposed to.";
next;
mes "[Pedro]";
mes "What else are we supposed to do? If we don't do it someone else will.";
next;
emotion e_an,0,"Mariana#bra";
mes "[Mariana]";
mes "Argh~ Boys are so frustrating sometimes.";
next;
select("So then what happened?");
mes "[Fabio]";
mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
next;
mes "[Fabio]";
mes "They were coming from the bathroom.";
mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
next;
mes "[Daniel]";
mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
next;
mes "[Fabio]";
mes "Nah uh~ Your mom pissed her pants~ Nyah!";
next;
mes "[Daniel]";
mes "Nah uh~ You~ pissed your pants~";
next;
mes "[Fabio]";
mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
next;
mes "[Daniel]";
mes "Liar, there's no such thing as ghosts~";
next;
select("So was it a ghost?");
mes "[Fabio]";
mes "How should I know?";
mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
next;
mes "[Pedro]";
mes "I heard if you say special magic words that the ghost will come out.";
next;
mes "[Daniel]";
mes "Quit butting into our conversation Pedro.";
next;
mes "[Fabio]";
mes "Yah, what are you talking about, Pedro?";
mes "So did you see the ghost?";
next;
mes "[Pedro]";
mes "N... no. I'm scared of ghosts.";
mes "But my friends said they saw one and they're not liars.";
next;
select("Did anyone tell you the magic words?");
mes "[Pedro]";
mes "I heard it in a kind of song.";
mes "the special magic words are...";
next;
mes "[Pedro]";
mes "'^3131FFMother the door won't open!^000000'";
mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
mes "";
mes "'^3131FFMother the water is flooding!^000000'";
mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
mes "";
mes "'^3131FFMother the drought has started!^000000'";
mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
mes "";
mes "'^3131FFMother where are my friends?^000000'";
mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
mes "";
mes "'^3131FFWhere are you mom?^000000'";
next;
mes "[Mariana]";
mes "Umm it seems like a riddle.";
next;
select("Wanna help me find this ghost?");
mes "[Pedro]";
mes "You're on your own pal~.";
next;
mes "[Mariana]";
mes "I don't like scary things!";
next;
mes "[Fabio]";
mes "Pfft, I can't believe you're gonna believe that story.";
next;
mes "[Daniel]";
mes "I'll do whatever Fabio does, as always!";
next;
mes "[Fabio]";
mes "Maybe you're just scared...";
brazil_ghost = 1;
setquest 2208;
close;
}
else if (brazil_ghost == 1) {
mes "[Pedro]";
mes "Do you wanna hear the magic words again?";
next;
mes "[Pedro]";
mes "'^3131FFMother the door won't open!^000000'";
mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
mes "";
mes "'^3131FFMother the water is flooding!^000000'";
mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
mes "";
mes "'^3131FFMother the drought has started!^000000'";
mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
mes "";
mes "'^3131FFMother where are my friends?^000000'";
mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
mes "";
mes "'^3131FFWhere are you mom?^000000'";
close;
}
else {
mes "[Pedro]";
mes "I wonder what I need to do to have a statue made of me?";
close;
}
}
brasilis,187,244,1 script Mariana#bra 1_F_MARIA,{
if (brazil_ghost == 0) {
doevent "Pedro#bra::OnTalk";
end;
}
else if (brazil_ghost == 1) {
mes "[Mariana]";
mes "Can you guys stop talking about the ghosts?";
mes "I've already got goosebumps all over.";
close;
}
else {
mes "[Mariana]";
mes "Why do Fabio and Daniel always bother us?";
close;
}
}
brasilis,181,250,5 script Fabio#bra 4_M_KID1,{
if (brazil_ghost == 0) {
doevent "Pedro#bra::OnTalk";
end;
}
else if (brazil_ghost == 1) {
mes "[Fabio]";
mes "You still wasting your time with that ghost story?";
close;
}
else {
mes "[Fabio]";
mes "Mariana, wanna see something cool?";
next;
mes "[Mariana]";
mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
close;
}
}
brasilis,180,249,5 script Daniel#bra 4_M_KID1,{
if (brazil_ghost == 0) {
doevent "Pedro#bra::OnTalk";
end;
}
else if (brazil_ghost == 1) {
mes "[Daniel]";
mes "Nyah nyah nyah~";
close;
}
else {
mes "[Daniel]";
mes "Keke Here~ I found more bugs~";
close;
}
}
bra_in01,149,184,3 script Door#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- A key is inserted in the locked door.-";
next;
switch(select("Turn the key.", "Ignore it.")) {
case 1:
mes "You start saying the first line of the magic words.";
input .@input$;
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes .@input$;
next;
.@braspell$ = "Mother the door won't open!";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
}
else {
if (brazil_ghost == 2) {
mes "[Sobbing Voice]";
mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
next;
switch(select("Open the door", "Knock on the door.", "Turn the key.", "Take the key out.")) {
case 1:
mes "The door is locked.";
mes "So nothing happens.";
close;
case 2:
mes "How many times should I try to knock?";
input .@input,0,999;
next;
mes "You knocked on the door "+.@input+" times.";
next;
mes "But, nothing happens.";
close;
case 3:
mes "How many times should I turn the key?";
input .@input,0,999;
next;
if (.@input == 7) {
mes "You turn the key 7 times.";
next;
mes "Click! Click! Click!";
mes "Click! Click! Click!";
mes "Click...!";
next;
mes "[Distant Sound]";
mes "^FF0000kkkkhee- hihihihi!!!^000000";
mes "You hear water flushing.";
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the toilet.";
brazil_ghost = 3;
changequest 2208,60351;
close;
}
else {
mes "You turned over the key "+.@input+" times.";
next;
mes "But nothing doesn't happened.";
close;
}
case 4:
mes "How many times should I insert the key into the door?";
input .@input,0,999;
next;
mes "You inserted the key "+.@input+" times.";
next;
mes "But nothing happened.";
close;
}
}
else {
mes "Mother the door won't open!";
close;
}
}
case 2:
mes "You do nothing.";
close;
}
}
else {
mes "- A key is inserted in the locked door.-";
close;
}
}
bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- Looks like an ordinary toilet -";
next;
if (brazil_ghost > 6) {
switch(select("Flush the toilet.", "Doing nothing.")) {
case 1:
mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
specialeffect2 EF_WATERFALL_SMALL_T2_90;
close2;
warp "bra_in01",206,102;
end;
case 2:
mes "The water in the toilet looks gross.";
close;
}
}
switch(select("Use the toilet", "Ignore.")) {
case 1:
mes "- What was the second line to that spell now? -";
input .@input$;
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes .@input$;
next;
.@braspell$ = "Mother the water is flooding!";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
}
else {
if (brazil_ghost == 3) {
mes "[Sobbing Voice]";
mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
next;
switch(select("Flush the toilet.", "Close the lid.")) {
case 1:
mes "How many times should I flush?";
input .@input,0,999;
next;
if (.@input == 3) {
mes "You flush the toilet 3 times.";
next;
mes "qwaaaaaaaaa!";
mes "kwaaaaaaaaaa!";
mes "kwaaaaaaaaaaaaaaaaaaa!";
next;
mes "[Distant Sound]";
mes "^FF0000kkkkhee- hihihihi!!!^000000";
mes "Suddenly the sink sounds like water is flowing freely from it.";
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the faucet.";
brazil_ghost = 4;
changequest 60351,60352;
close;
}
else {
mes "You flush the toilet "+.@input+" times.";
next;
mes "But nothing happens.";
close;
}
case 2:
mes "You close the lid of the toilet.";
mes "Nothing seems to be happening.";
close;
}
}
else {
mes "Nothing happens.";
close;
}
}
case 2:
mes "You do nothing.";
close;
}
}
else {
mes "- Looks like an ordinary toilet -";
close;
}
}
bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- It seems like an ordinary faucet -";
next;
switch(select("Examine it.", "Ignore.")) {
case 1:
mes "- What was the next line to that spell now? -";
input .@input$;
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes .@input$;
next;
.@braspell$ = "Mother the drought has started!";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
}
else {
if (brazil_ghost == 4) {
mes "[Sobbing Voice]";
mes "^FF0000Don't worry... the waterfall will help it....^000000";
next;
switch(select("Tap on the faucet.", "Turn on the water.")) {
case 1:
mes "How many times will you tap the faucet?";
input .@input,0,999;
next;
mes "You tap the faucet "+.@input+" times.";
next;
mes "But nothing happens.";
close;
case 2:
mes "How many times should I turn the water on?";
input .@input,0,999;
next;
if (.@input == 1) {
mes "You turn the faucet on once.";
next;
mes "swwwaaaaaaa-";
next;
mes "[Distant Sound]";
mes "^FF0000kkkkhee- hihihihi!!!^000000";
mes "You see the carpet move.";
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the carpet.";
brazil_ghost = 5;
changequest 60352,60353;
close;
}
else {
mes "You turn the faucet on "+.@input+" times.";
next;
mes "But nothing happens.";
close;
}
}
}
else {
mes "Nothing happens.";
close;
}
}
case 2:
mes "You do nothing.";
close;
}
}
else {
mes "- It seems like an ordinary faucet -";
close;
}
}
bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- A carpet with an intricate pattern on it -";
next;
switch(select("Examine it.", "Ignore.")) {
case 1:
mes "- What was the next line to that spell now? -";
input .@input$;
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes .@input$;
next;
.@braspell$ = "Mother where are my friends?";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
}
else {
if (brazil_ghost == 5) {
mes "[Sobbing Voice]";
mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
next;
switch(select("Jump on the carpet.", "Lie on the carpet.", "Shake the carpet.")) {
case 1:
mes "How many times should I jump?";
input .@input,0,999;
next;
mes "You jump on the carpet "+.@input+" times.";
next;
mes "But nothing happens.";
close;
case 2:
mes "How many times should I lie on the carpet?";
input .@input,0,999;
next;
mes "You lie on the carpet "+.@input+" times.";
next;
mes "But nothing happens.";
close;
case 3:
mes "How many times should I shake the carpet?";
input .@input,0,999;
next;
if (.@input == 7) {
mes "You shake the carpet 7 times.";
next;
mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
next;
mes "[Distant Sound]";
mes "^FF0000kkkkhee- hihihihi!!!^000000";
next;
specialeffect2 EF_VENOMDUST;
mes "Faint laughing can be heard off in the direction of the mirror.";
brazil_ghost = 6;
changequest 60353,60354;
close;
}
else {
mes "You shake the carpet "+.@input+" times.";
next;
mes "But nothing happens.";
close;
}
}
}
else {
mes "Nothing happens.";
close;
}
}
case 2:
mes "You do nothing.";
close;
}
}
else {
mes "- A carpet with an intricate pattern on it -";
close;
}
}
bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{
if (brazil_ghost > 0) {
mes "- You can see a clean mirror without any marks or dust -";
next;
switch(select("Examine it.", "Ignore.")) {
case 1:
mes "- What was the next line to that spell now? -";
input .@input$;
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes .@input$;
next;
.@braspell$ = "Where are you mom?";
.@chkspell = compare(.@braspell$,.@input$);
if (!.@chkspell) {
mes "Seems like you said something wrong.";
close;
}
else {
if (brazil_ghost == 6) {
mes "[Distant Sound]";
mes "^FF0000kihe! hit! hit! hit! hit!^000000";
next;
mes "[Distant Sound]";
mes "^FF0000kihe! hit! hit! hit! hit!^000000";
mes "^FF0000kihe! hit! hit! hit! hit!^000000";
next;
mes "[Distant Sound]";
mes "Behind you...";
enablenpc "Ghost#bra";
next;
emotion e_omg,1;
mes "["+strcharinfo(PC_NAME)+"]";
mes "The stories about the ghost are true~!";
next;
mes "[Ghost]";
mes "^FF0000my baby....^000000";
next;
mes "[Ghost]";
mes "^FF0000I can't see.... my eye....^000000";
mes "^FF0000What's going on....?^000000";
next;
mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
next;
mes "[Ghost]";
mes "^FF0000My eyes are so tight... can you take this off?^000000";
next;
mes "You step carefully towards the ghost.";
next;
mes "His face was covered with dust making strange contortions with it's face.";
next;
mes "[Ghost]";
mes "^FF0000Come on help mom.....^000000";
next;
switch(select("Take the eye bandage off.", "Run away~.")) {
case 1:
while(1) {
.@cpudice = rand(1,6);
.@pcdice = rand(1,6);
if (.@cpudice != .@pcdice) {
emotion (57+.@cpudice),0,"Ghost#bra";
emotion (57+.@cpudice),1;
break;
}
}
if (.@cpudice > .@pcdice) {
specialeffect2 EF_DEVIL;
mes "[Ghost]";
mes "^FF0000Go away!^000000";
brazil_ghost = 1;
changequest 60354,2208;
percentheal -50,-50;
close2;
disablenpc "Ghost#bra";
warp "bra_in01",12,183;
end;
}
else {
emotion e_bzz,1;
mes "[Ghost]";
mes "^FF0000Ahh!^000000";
mes "The Ghost disappeared into the toilet.";
brazil_ghost = 7;
changequest 60354,60355;
close2;
disablenpc "Ghost#bra";
warp "bra_in01",206,100;
end;
}
case 2:
mes "You run away from the ghost.";
close2;
brazil_ghost = 1;
changequest 60354,2208;
warp "bra_in01",12,183;
disablenpc "Ghost#bra";
end;
}
close;
}
else {
mes "Nothing happens.";
close;
}
}
case 2:
mes "You do nothing.";
close;
}
}
else {
mes "- You can see a clean mirror without any marks or dust -";
close;
}
}
bra_in01,136,180,5 script Ghost#bra BANSHEE,{
end;
OnInit:
disablenpc "Ghost#bra";
end;
}
bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{
if (BaseLevel < 40) {
mes "[Curator]";
mes "I'm sorry but this area is under construction right now.";
close;
}
if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
if (countitem(Coconut) > 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 Coconut,1;
brazil_ghost = 2;
close2;
warp "bra_in01",138,176;
end;
case 2:
mes "You give up trying to enter.";
close;
}
}
else {
mes "[Curator]";
mes "What can I do for you?";
next;
select("I need to use the bathroom.");
mes "[Curator]";
mes "Sorry we are remodeling inside right now so, it's closed.";
mes "Please use the other one.";
next;
switch(select("But I forgot something inside.", "Give up.")) {
case 1:
mes "[Curator]";
mes "That's tooooo bad.";
mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
next;
select("It's such a hot day!");
mes "[Curator]";
mes "It's always hot in Brasilis but today is ridiculously hot.";
mes "Maybe I need to drink some coconut juice to cool down.";
close;
case 2:
mes "You give up trying to enter.";
close;
}
}
}
else if (brazil_ghost > 6) {
mes "[Curator]";
mes "Hey thanks for the Coconut earlier it really helped me cool down.";
close;
}
else {
mes "[Curator]";
mes "Is it just me? Or is it hotter than it's ever been today!";
close;
}
}
bra_in01,12,185,0 script inbathroom#bra WARPNPC,1,1,{
OnTouch_:
if (brazil_ghost > 6)
warp "bra_in01",138,176;
else {
mes "The entrance has been blocked.";
close;
}
end;
}
bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{
if (brazil_ghost == 7) {
enablenpc "Ghost#bra_end";
mes "[Ghost]";
mes "I am a ghost who died while wandering the jungle many years ago.";
next;
mes "[Ghost]";
mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
next;
mes "[Ghost]";
mes "That's also where I hurt one of my eyes while walking around in the dark.";
next;
mes "[Ghost]";
mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
next;
mes "[Ghost]";
mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
next;
mes "[Ghost]";
mes "There are many dangerous creatures at the end of this sewer.";
mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
next;
mes "[Ghost]";
mes "I guess now I can finally rest in peace.";
mes "Thank you friend.";
brazil_ghost = 8;
//completequest 2208;
completequest 60355;
getexp 90000,0;
disablenpc "Ghost#bra_end";
close;
}
warp "bra_dun01",87,47;
end;
}
bra_dun01,87,43,1 script Pipe#bra CLEAR_NPC,{
warp "bra_in01",206,185;
end;
}
bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{
if (brazil_ghost > 6) {
mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
next;
switch(select("Examine it", "Ignore.")) {
case 1:
mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
close2;
warp "bra_in01",206,182;
end;
case 2:
mes "It might be dangerous, I better not act rashly.";
close;
}
}
else {
mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
close;
}
}
bra_in01,206,190,3 script Ghost#bra_end BANSHEE,{
end;
OnInit:
disablenpc "Ghost#bra_end";
end;
}
//== Iara :: iara.sc =======================================
brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{
if (questprogress(4135,PLAYTIME) == 1) {
mes "[Anori]";
mes "I'm still preparing.";
mes "I don't require your help at this time.";
mes "Please come back later...";
close;
}
else {
if (questprogress(4135) == 2) erasequest 4135;
if (questprogress(4133) == 1) {
mes "[Anori]";
mes "To block Iara ";
mes "seducing the tribes";
mes "we need a purifying potion...";
next;
mes "[Anori]";
mes "Did you bring the materials";
mes "to make the purifying potion?";
next;
if ((countitem(Heart_Of_Mermaid) > 19) && (countitem(Leopard_Talon) > 9) && (countitem(Lip_Of_Ancient_Fish) > 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 Heart_Of_Mermaid,20;
delitem Leopard_Talon,10;
delitem Lip_Of_Ancient_Fish,3;
getitem Puri_Potion,2;
mes "[Anori]";
mes "Here, it's completed.";
mes "Take this.";
mes "It will make Iara stop";
mes "training at the cave";
mes "for a while.";
next;
mes "[Anori]";
mes "Please block the Iara threatening the security of the tribe.";
close;
}
else {
mes "[Anori]";
mes "You haven't brought enough materials yet.";
mes "We cannot make the purification potion with only these.";
close;
}
}
else {
if (BaseLevel < 40) {
mes "[Anori]";
mes "Ah... we need a strong adventurer.";
mes "The tribe is facing a major threat.";
close;
}
if (questprogress(4134) == 2) {
mes "[Anori]";
mes "you are...";
mes "the adventurer who came for the";
mes "purification potion...";
next;
mes "[Anori]";
mes "Maybe because of the purification potion...";
mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
next;
mes "[Anori]";
mes "Could you get the same";
mes "materials as before...";
mes "I need your power.";
next;
switch(select("No.", "Okay, I'll do it.")) {
case 1:
mes "[Anori]";
mes "This, ah...";
mes "There is no other way.";
close;
case 2:
mes "[Anori]";
mes "You are truly brave!";
mes "I, on behalf of the tribe,";
mes "offer you my thanks.";
next;
mes "[Anori]";
mes "Materials are the same as before.";
mes "If you just get^ff0000 20 Hearts of Mermaids,";
mes "10 Leopard Claws and";
mes "3 Ancient Lips^000000,";
mes "I will make you a potion that purifies evil spirits";
mes "by using a secret formula handed down to the tribe.";
next;
mes "[Anori]";
mes "The destiny of the tribe is up to you.";
mes "please get the materials quickly.";
mes "I will be preparing to make";
mes "the purification potion right here.";
setquest 4133;
close;
}
}
else {
mes "[Anori]";
mes "There are some people I haven't seen before around here.";
mes "It's a good sign...";
next;
mes "[Anori]";
mes "Hey you...";
mes "Could you listen to my stories for a moment.";
mes "There's an emergency in our tribe.";
next;
if(select("No.", "Okay.") == 1) {
mes "[Anori]";
mes "You are a heartless person...";
mes "You don't seem the helpful type.";
mes "Just keep on going your way.";
close;
}
mes "[Anori]";
mes "Thank you, I met a kind person.";
mes "It's a secret of our tribe that";
mes "you cannot tell anyone.";
next;
mes "[Anori]";
mes "Lately young men from";
mes "the tribe are disappearing.";
mes "Our entire tribe is being threatened.";
next;
mes "[Anori]";
mes "It is likely because of a witch called Iara.";
mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
next;
mes "[Anori]";
mes "How can I stop these young tribesmen?";
mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
next;
mes "[Anori]";
mes "This potion has been handed down from many generations in our tribe.";
mes "This purification potion possesses the power to cleanse evil spirits.";
next;
mes "[Anori]";
mes "If you could get the materials";
mes "I will make you";
mes "the purification potion.";
mes "Could you do that for me?";
next;
switch(select("No.", "Yes, I can.")) {
case 1:
mes "[Anori]";
mes "Hm...";
mes "Well, then.";
mes "If you change your mind you can come to me again.";
next;
mes "[Anori]";
mes "You shouldn't talk about";
mes "what you heard now to anyone";
mes "It's kind of embarrassing...";
close;
case 2:
mes "[Anori]";
mes "Oh! You are the savior";
mes "of our tribe indeed.";
mes "On behalf of the tribe, I offer you my thanks.";
next;
mes "[Anori]";
mes "Well, what we need is this.";
mes "It's all you can get from near here.";
mes "Note down well.";
next;
mes "[Anori]";
mes "^ff0000 20 Hearts of Mermaids";
mes "10 Leopard Claws";
mes "3 Ancient Lips^000000";
mes "are the only ones that are needed as the materials.";
next;
mes "[Anori]";
mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
setquest 4133;
next;
mes "[Anori]";
mes "The destiny of the tribe is up to you.";
mes "I hope you move quickly.";
mes "Even at this moment, the village men are being seduced and slipping way...";
close;
}
}
}
}
}
bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{
if (countitem(Puri_Potion) > 0) {
mes "[" + strcharinfo(PC_NAME) + "]";
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 Puri_Potion,1;
percentheal 100,100;
sc_start SC_INCFLEE,3600000,20;
sc_start SC_CRITICALPERCENT,3600000,10;
consumeitem 12043; //Str_Dish03
consumeitem 12063; //Dex_Dish03
consumeitem 12058; //Agi_Dish03
consumeitem 12053; //Vit_Dish03
consumeitem 12048; //Int_Dish03
consumeitem 12068; //Luk_Dish03
next;
mes "[Iara]";
mes "Ahhh~...";
specialeffect EF_DEVIL;
next;
mes "[Iara]";
mes "The curse is too strong for me to keep contained.";
mes "Leave now while you are safe.";
close;
case 2:
mes "[" + strcharinfo(PC_NAME) + "]";
mes "(I guess I should ignore her.)";
close;
}
}
else {
mes "[Iara]";
mes "Aaaaaaaaaaaaaaaaaaaaaah.";
mes "Eeeeeeeeeeeeeeeeeeeh.";
mes "Oooooooooooooooooh.";
if (rand(1,2) == 1)
sc_start SC_CURSE,60000,0;
else
sc_start SC_CONFUSION,60000,0;
next;
mes "[" + strcharinfo(PC_NAME) + "]";
mes "Ugh! What's this strange voice?";
close;
}
end;
OnTouch:
if (countitem(Puri_Potion) < 1) {
mes "[Iara]";
mes "Aaaaaaaaaaaaaaaaaaaaaah.";
mes "Eeeeeeeeeeeeeeeeeeeh.";
mes "Oooooooooooooooooh.";
if (rand(1,2) == 1)
sc_start SC_CURSE,60000,0;
else
sc_start SC_CONFUSION,60000,0;
next;
mes "[" + strcharinfo(PC_NAME) + "]";
mes "Ugh! What's this strange voice?";
close;
}
end;
}
bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{
mes "[Native Warrior]";
mes "Ah... the face I would never forget even in my dreams.";
next;
mes "[Native Warrior]";
mes "When will she come out of the waterfall again...?";
next;
if (questprogress(4133) || questprogress(4134)) {
mes "[" + strcharinfo(PC_NAME) + "]";
mes "(Wh...what's this guy?)";
}
else {
mes "[" + strcharinfo(PC_NAME) + "]";
mes "(This guy will never";
mes "get over Iara's curse...)";
}
close;
}