//===== rAthena Script ======================================= //= Port Malaya Quest NPCs //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 0.3 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= //= [Official Conversion] //= Quest NPCs related to Port Malaya. //===== Additional Comments: ================================= //= 0.1 Traders only. Adapted from Masao's conversion. [Euphy] //= 0.2 Added Tribe Blacksmith [DeadlySilence] //= 0.3 Added "Secret in the Woods" quest [DeadlySilence] //============================================================ // Traders :: npc //============================================================ 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) >= 3 && Zeny >= 1000) { mes "[Old Man in Dilemma]"; mes "You don't seem to be strong enough to fight off demons."; next; mes "[Old Man in Dilemma]"; mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; next; if(select("Create.:No, thank you.") == 1) { if (countitem(6497) >= 3 && Zeny >= 1000) { specialeffect2 EF_CONE; specialeffect EF_FORESTLIGHT2; set Zeny, Zeny-1000; getitem 12775,1; //Ancient_Spirit_Agimat } else { mes "[Old Man in Dilemma]"; mes "Short on materials."; close; } } mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } mes "[Old Man in Dilemma]"; mes "Can't make it now but there is an old way of making it handed down by generations."; next; mes "[Old Man in Dilemma]"; mes "You need to call upon the power of Ancient Spirits. But you'll need several important materials first."; next; select("What are they?"); mes "[Old Man in Dilemma]"; mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations."; next; mes "[Old Man in Dilemma]"; mes "But nobody can get this special item anymore."; next; select("Something money cannot buy?"); mes "[Old Man in Dilemma]"; mes "No, no... It's this round little thing, you see?"; next; select("Are you talking about Zeny?"); mes "[Old Man in Dilemma]"; mes "Looks similar to the special items handed down from generations."; next; mes "[Old Man in Dilemma]"; mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons."; next; select("Sounds good."); mes "[Old Man in Dilemma]"; mes "In case you are too weary to take on the demons..."; next; mes "[Old Man in Dilemma]"; mes "Come by with 3 Lesser Agimats and 1,000 of those so-called Zeny."; next; mes "[Old Man in Dilemma]"; mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min."; close; case 2: mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } } ma_fild01,238,198,4 script Tikbalang Expert#malaya 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 "I spent 90% of my life studying Tikbalang."; next; switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { case 1: mes "[Tikbalang Expert]"; mes "What! I might be imagining things."; next; mes "[Tikbalang Expert]"; mes "I look younger than I am because of my baby face. Ha ha ha~"; next; select("... ... ..."); mes "[Tikbalang Expert]"; mes "Trust!! They say faith will bring you luck."; close; case 2: mes "[Tikbalang Expert]"; mes "Ha ha... You ask the right question."; mes "I'm a specialist in that field. Ask me anything."; next; select("Why won't you answer me?"); mes "[Tikbalang Expert]"; mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything."; next; while(1) { switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { case 1: mes "[Tikbalang Expert]"; mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway."; next; mes "[Tikbalang Expert]"; mes "Oh! Do you have any other questions?"; next; mes "[Tikbalang Expert]"; mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions."; close; case 2: mes "[Tikbalang Expert]"; mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel."; next; mes "[Tikbalang Expert]"; mes "They are mischievous creatures."; next; mes "[Tikbalang Expert]"; mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out."; next; mes "[Tikbalang Expert]"; mes "Or go on your way quietly without disrupting the Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "Ha ha ha ha~ But everyone knows adventurers are never quiet while they travel, right?"; next; mes "[Tikbalang Expert]"; mes "Never..."; break; case 3: mes "[Tikbalang Expert]"; mes "They say Tikbalangs have several distinctions."; next; mes "[Tikbalang Expert]"; mes "First, they are very tall ^AAAAAA(tsk... wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down."; next; mes "[Tikbalang Expert]"; mes "Second, is the standard characteristics acknowledged by the association. They have heads and feet like a horse."; next; mes "[Tikbalang Expert]"; mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell."; break; case 4: mes "[Tikbalang Expert]"; mes "There are several fun rumors about Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature."; next; mes "[Tikbalang Expert]"; mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles."; next; mes "[Tikbalang Expert]"; mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'."; next; mes "[Tikbalang Expert]"; mes "The association speculates that sayings like 'it rains on Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying."; next; mes "[Tikbalang Expert]"; mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet."; break; case 5: mes "[Tikbalang Expert]"; mes "Tikbalangs usually live in dark, busy places where there aren't many people around."; next; mes "[Tikbalang Expert]"; mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees."; next; mes "[Tikbalang Expert]"; mes "And this is just my opinion but wouldn't you agree that they are living in dark places because it is easier to play pranks on people?"; break; } next; } case 3: mes "[Tikbalang Expert]"; mes "Ha ha ha. Do you now know how great I am?"; next; if (countitem(6496) >= 3 && countitem(6497) >= 5) { mes "[Tikbalang Expert]"; mes "Oh! Isn't this material to make 'Tikbalang Belt' used to tame Tikbalangs?"; next; mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?"; next; switch(select("Yes, Im interested.:No, I can capture one myself.")) { case 1: delitem 6496,3; //Tikbalang_Thick_Spine getitem 12699,1; //Tikbalang_Belt mes "[Tikbalang Expert]"; mes "Yiiiiiiiiiiii! Yap!"; next; specialeffect EF_SONICBLOW2; select("Huh?"); mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt^000000' is already created."; close; case 2: mes "[Tikbalang Expert]"; mes "You? Ha... You can try if you want to."; close; } } mes "[Tikbalang Expert]"; mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; next; switch(select("Easy way.:Hard way.")) { case 1: mes "[Tikbalang Expert]"; mes "Ha ha. I've come up with the easy way myself."; next; mes "[Tikbalang Expert]"; mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "Ha ha ha ha ha!"; mes "I will say it again."; mes "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?"; close; case 2: mes "[Tikbalang Expert]"; mes "It's easy for me but I don't know about you."; next; mes "[Tikbalang Expert]"; mes "Tikbalangs have a sharp, pointy mane behind their neck."; next; mes "[Tikbalang Expert]"; mes "Of course! There are several of them but you must get the three thickest ones."; next; mes "[Tikbalang Expert]"; mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out."; next; mes "[Tikbalang Expert]"; mes "Now let me explain how to pull these manes out."; next; mes "[Tikbalang Expert]"; mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang."; next; mes "[Tikbalang Expert]"; mes "Of course! The Tikbalang will get mad and try to shake you off with all its might."; next; mes "[Tikbalang Expert]"; mes "All you have to do is hold on until the Tikbalang gets exhausted."; next; mes "[Tikbalang Expert]"; mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But let's not focus on too much details."; next; mes "[Tikbalang Expert]"; mes "Which means!! The Tikbalang is already tamed."; close; } } } // MVP Armors :: mvpitem // ============================================================ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{ mes "[Bayani]"; mes "I will upgrade your armor if you bring one that holds enormous power."; next; switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) { case 1: mes "[Bayani]"; mes "Your questions are too simple, but!"; next; mes "[Bayani]"; mes "Are also important."; next; mes "[Bayani]"; mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon."; next; mes "[Bayani]"; mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya."; next; mes "[Bayani]"; mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya."; next; mes "[Bayani]"; mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot."; next; mes "[Bayani]"; mes "As just mentioned."; next; mes "[Bayani]"; mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters."; close; case 2: mes "[Bayani]"; mes "Learned well."; mes "Seems you learned that there is no such thing as free in life."; next; mes "[Bayani]"; mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000."; next; mes "[Bayani]"; mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining."; next; mes "[Bayani]"; mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!"; next; mes "[Bayani]"; mes "You get a completely new and improved armor from old scraps."; next; mes "[Bayani]"; mes "Always look forward to this."; close; case 3: mes "[Bayani]"; mes "Listen, because this is a very important question."; next; mes "[Bayani]"; mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful."; next; mes "[Bayani]"; mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!"; next; while (1) { switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { case 1: mes "[Bayani]"; mes "Looks like you ran out of questions."; mes "Don't forget. You'll have to give up something to gain something."; close; case 2: mes "[Bayani]"; mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone."; next; mes "[Bayani]"; mes "But I'm sure the inner you thinks this isn't enough."; next; mes "[Bayani]"; mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded."; next; break; case 3: mes "[Bayani]"; mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements."; next; mes "[Bayani]"; mes "But not enough. Can't believe that a shield doesnt have a place to equip a card."; next; mes "[Bayani]"; mes "That is why I can add an extra slot for a card to your socket if upgraded."; next; break; case 4: mes "[Bayani]"; mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters."; next; mes "[Bayani]"; mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!"; next; mes "[Bayani]"; mes "Don't worry! I can add an extra slot for a card to your socket if upgraded."; next; break; case 5: mes "[Bayani]"; mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above."; next; mes "[Bayani]"; mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people."; next; mes "[Bayani]"; mes "But of course, +14 refinement isn't easy but there is an easy way to get it."; next; mes "[Bayani]"; mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!"; next; mes "[Bayani]"; mes "And it doesn't end there!!"; mes "I will also put in an extra slot in your socket to add a card."; next; break; } mes "[Bayani]"; mes "However, you'll have to give up something to gain something."; next; mes "[Bayani]"; mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; next; mes "[Bayani]"; mes "Think it through. Next question?"; next; } } mes "[Bayani]"; mes "Ha ha ha ha ha ha ha! Good!"; mes "You've brought the materials, right?"; next; if (select("Oh... sorry...:Preparations are complete!!") == 1) { mes "[Bayani]"; mes "Oh no!!"; mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!"; close; } if (countitem(6499) < 20) { mes "[Bayani]"; mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item."; close; } mes "[Bayani]"; mes "So what armor will it be?"; next; switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { case 1: .@part = EQI_ARMOR; .@item = 15051; .@newItem = 15052; break; case 2: .@part = EQI_HAND_L; .@item = 2169; .@newItem = 2170; break; case 3: .@part = EQI_GARMENT; .@item = 2590; .@newItem = 2591; break; case 4: .@part = EQI_SHOES; .@item = 2491; .@newItem = 2492; break; } if (!(.@item)) { mes "[Bayani]"; mes "You should wear the equipment to upgrade and not come without it on you."; close; } else if (getequipid(.@part) != .@item) { mes "[Bayani]"; mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + "."; close; } else if (getequiprefinerycnt(.@part) < 9) { mes "[Bayani]"; mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor."; close; } mes "[Bayani]"; mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement."; next; mes "[Bayani]"; mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?"; next; if (select("No.:Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; } mes "[Bayani]"; mes "Good. Next question. Once refinement is done,"; mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; mes "Do you understand this point?"; next; if (select("No.:Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; } mes "[Bayani]"; mes "Awesome! Then let's start refining " + getitemname(.@item) + "."; next; specialeffect EF_SONICBLOW; mes "[Bayani]"; mes "Pow!! Wow!! Flip... flop!"; next; specialeffect2 EF_TRIPLEATTACK; mes "[Bayani]"; mes "BAM!!"; next; delitem 6499,20; //Ancient_Grudge delequip .@part; getitem .@newItem, 1; mes "[Bayani]"; mes "Ha ha. Perfect."; mes "Congratulations. Your armor is better than ever."; close; } // Secret in the Woods :: buwaya //============================================================ malaya,305,281,3 script Guard#buwaya 570,7,7,{ if (malaya_hi < 10) { mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -"; next; mes "- Would there be anyone to talk to in the village? -"; close; } else if (malaya_hi < 20) { mes "[Guard]"; mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya."; mes "The place is closer to mother nature than what we have here."; next; mes "[Guard]"; mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there."; close; } if (malaya_buwaya == 0) { mes "[Guard]"; mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?"; next; if (BaseLevel < 100) { mes "[Guard]"; mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there."; next; mes "[Guard]"; mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha."; close; } mes "[Guard]"; mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?"; next; if (select("Treasure?:Ignore.") == 2) { mes "[Guard]"; mes "Are you ignoring me? Bah."; close; } mes "[Guard]"; mes "Oh, so you aren't here to look for treasure?"; next; mes "[Guard]"; mes "I hear people are talking about a mysterious treasure hidden deep in the woods."; set malaya_buwaya,1; setquest 2271; next; } if (malaya_buwaya == 1) { mes "[Guard]"; mes "Do you see that group of people over there? They always gather and talk about it every day."; mes "Try talking to them if you are interested, too."; close; } mes "[Guard]"; mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha."; close; OnTouch: if ((malaya_hi > 19) && (malaya_buwaya == 0)) { emotion e_gasp; emotion e_gasp,1; } end; } malaya,276,288,5 script Port Malaya Villager::buwaya_A 582,{ if (malaya_hi < 20) { mes "- Look at you warily while whispering to each other. -"; close; } else if (malaya_buwaya == 1) { emotion e_gasp,0,"buwaya_A"; mes "[Port Malaya Villager]"; mes "No, I heard they got lost in the woods."; mes "Who would hide such a treasure from a small village like ours?"; next; emotion e_swt2,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods."; next; emotion e_no,0,"buwaya_C"; mes "[Port Malaya Villager]"; mes "No. Listen to me."; next; mes "[Port Malaya Villager]"; mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000."; mes "Well, did you know Totoy came back from the woods recently?"; next; emotion e_omg,0,"buwaya_A"; emotion e_omg,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Really??? He came back alive?"; next; emotion e_gasp,0,"buwaya_C"; mes "[Port Malaya Villager]"; mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out."; next; emotion e_what,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Why?"; next; emotion e_gasp,0,"buwaya_C"; mes "[Port Malaya Villager]"; mes "Don't you get it? Totoy must have found the treasure."; next; emotion e_omg,0,"buwaya_A"; emotion e_omg,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "What!!!! Then ^3131FFTotoy^000000 is rich now?"; next; emotion e_no,0,"buwaya_C"; mes "[Port Malaya Villager]"; mes "I don't think so."; mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything."; mes "But then, I must have missed it because I ran back home right away."; next; emotion e_what,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Then what is ^3131FFTotoy^000000 doing at home?"; next; emotion e_dots,0,"buwaya_C"; mes "[Port Malaya Villager]"; mes "I think Totoy is making a plan to bring the treasure back without us knowing it."; mes "To have the whole treasure for himself, that greedy kid."; next; emotion e_what,0,"buwaya_A"; mes "[Port Malaya Villager]"; mes "Is that true?"; next; emotion e_lv2,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "The treasure would be in better hands with me ~"; mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~"; next; emotion e_dots,0,"buwaya_C"; mes "[Port Malaya Villager]"; mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?"; next; emotion e_what,0,"buwaya_A"; mes "[Port Malaya Villager]"; mes "Wow. That is an awesome idea. No wonder you're the leader!"; next; emotion e_dots,0,"buwaya_A"; mes "[Port Malaya Villager]"; mes "But will ^3131FFTotoy^000000 give up the information easily?"; mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure."; next; emotion e_sob,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves."; next; emotion e_sob,0,"buwaya_B"; mes "[Port Malaya Villager]"; mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!"; set malaya_buwaya,2; erasequest 2271; setquest 2272; close; } else if (malaya_buwaya == 2) { mes "- Better pay a visit to this Totoy to get more information about the treasure. -"; close; } else { mes "- People are talking with serious faces. -"; close; } } malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 583 malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 582 ma_in01,47,101,3 script Totoy#buwaya 577,7,7,{ if ((malaya_hi < 20) || (malaya_buwaya < 2)) { mes "- See someone shaky with dopey eyes. -"; close; } if (malaya_buwaya == 2) { mes "- See someone shaky with dopey eyes. -"; next; if (select("Tap him on the shoulder.:Ignore him.") == 2) close; emotion e_omg; mes "[Totoy]"; mes "Wah! No! Go away! Leave me alone!"; next; mes "[" + strcharinfo(0) + "]"; mes "Hey, are you alright?"; next; mes "[Totoy]"; mes "Huh... you're a person? Who are you?"; next; mes "- He looks you straight in the face but doesn't seem to recognize you. -"; next; mes "[Totoy]"; mes "Who's there?"; next; mes "[" + strcharinfo(0) + "]"; mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; next; mes "[Totoy]"; mes "What treasure?"; mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated."; next; mes "[" + strcharinfo(0) + "]"; mes "What happened?"; next; mes "[Totoy]"; mes "Can't talk long. I need to heal my eyes first."; mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?"; set malaya_buwaya,3; close; } else if (malaya_buwaya == 3) { if (!countitem(506)) { mes "[Totoy]"; mes "Can't talk long. I need to heal my eyes first."; mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?"; close; } mes "[Totoy]"; mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy."; next; if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) { mes "[Totoy]"; mes "Did you really leave? Hey! Darn!"; } else { mes "[Totoy]"; mes "Gulp, gulp..."; delitem 506,1; //Green_Potion set malaya_buwaya,4; } close; } else if (malaya_buwaya == 4) { emotion e_gasp; mes "[Totoy]"; mes "I can see!! My eyes work!!!"; mes "Yay! I feel better now!"; next; emotion e_dots,1; emotion e_no1; mes "[Totoy]"; mes "Wow! You look better than you sounded. Ha ha."; next; mes "[Totoy]"; mes "But what did you say? Something about a treasure?"; mes "Did you say I found a treasure?"; mes "What is that about?"; next; select("Tell him what the people are talking about."); emotion e_heh; mes "[Totoy]"; mes "WHAT?"; mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!"; next; emotion e_pif; mes "[Totoy]"; mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!"; next; emotion e_dots; mes "[Totoy]"; mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?"; next; if (select("What Totoy saw:About bugs") == 2) { mes "[Totoy]"; mes "I only wanted to show people my collection of cute bugs. Ha ha."; next; emotion e_heh; mes "[Totoy]"; mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?"; next; mes "[Totoy]"; mes "I love to see people run around the village like they are in a marathon. He he."; next; } mes "[Totoy]"; mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed."; next; mes "[Totoy]"; mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world."; next; emotion e_dots; mes "[Totoy]"; mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves."; next; mes "[Totoy]"; mes "- Totoy bends over and whispers to you as if walls have ears. -"; next; mes "[Totoy]"; mes "There was a monster with a mouth the size of a house right behind me."; next; select("A monster?!"); mes "[Totoy]"; mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide."; next; mes "[Totoy]"; mes "The scariest part is that the monster has two heads. You won't believe it till you see it."; next; emotion e_sob; mes "[Totoy]"; mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~"; next; mes "[Totoy]"; mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back."; next; select("About the monster"); mes "[Totoy]"; mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?"; next; mes "[Totoy]"; mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters."; next; mes "[Totoy]"; mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store."; next; mes "[Totoy]"; mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!"; set malaya_buwaya,5; erasequest 2272; setquest 2273; close; } else if (malaya_buwaya == 5) { mes "[Totoy]"; mes "I have to make a grave for Ed. My loyal friend, Ed..."; mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store."; close; } else if (malaya_buwaya == 6) { mes "[Totoy]"; mes "Ed!! Eeeeeddddddd!!!"; mes "Can't believe you gave your life to save me. Wail!!!"; next; mes "- Totoy can't be lying when he's crying his heart out like this. -"; close; } else if (malaya_buwaya == 7) { mes "[Totoy]"; mes "Where I saw the monster?"; next; mes "[Totoy]"; mes "Um... Hmm..."; mes "I was so busy running away..."; next; mes "[Totoy]"; mes "It was really deep in the woods. Probably even past Baryo Mahiwaga."; mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember."; close; } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) { mes "[Totoy]"; mes "Poor Ed. I miss Ed. Wail!!!!"; close; } else if (malaya_buwaya == 12) { emotion e_sob; mes "[Totoy]"; mes "Poor Ed. I miss Ed. Wail!!!!"; next; enablenpc "Dog#buwaya_totoi"; mes "[Dog]"; mes "Bark bark!!"; next; emotion e_omg; mes "[Totoy]"; mes "Ed!!"; mes "Ed!!! You're alive!!!"; mes "You've come back!!! I'm so happy!!!!"; next; mes "[Totoy]"; mes "Did you bring Ed back?"; mes "Thank you so much!"; mes "You didn't see the monster, did you?"; next; mes "[" + strcharinfo(0) + "]"; mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again."; next; mes "[Totoy]"; mes "Okay!"; mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore."; next; mes "[Dog]"; mes "Whimper..."; next; mes "[Totoy]"; mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!"; next; mes "[Dog]"; mes "Bark bark!!"; next; /* // Better translation needed. mes "[Totoy]"; mes "Um... hey!"; next; select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?"); emotion e_omg,1; mes "[Totoy]"; mes "Huh?"; if (!Sex) { mes "Totoy is a girl, and you are a boy."; mes "You're not a boy?"; } else { mes "Totoy is a girl, and you are a girl."; mes "You're not a girl?"; } next; mes "[Totoy]"; mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!"; next; */ mes "[Totoy]"; mes "Anyway, thanks for bringing my best friend back."; mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-"; set malaya_buwaya,13; erasequest 2278; setquest 2279; close; } else if (malaya_buwaya == 13) { // if (IsPremiumPcCafe == 10) // .@amount = 10; // else .@amount = 5; if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { mes "- Wait!! -"; mes "- You have too many items on you. -"; mes "- Cannot receive the item. -"; mes "- Clean up your items -"; mes "- And please try again. -"; close; } mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -"; next; mes "[Totoy]"; mes "Found it!"; next; mes "[Totoy]"; mes "Here. My mom gave it to me but I don't know how to use it... He he."; mes "I hope you can use it."; next; mes "[Totoy]"; mes "Visit me when you get bored!"; mes "Just don't ask about the treasure again~!"; next; mes "[Dog]"; mes "Woof woof woof!!!!"; set malaya_buwaya,14; getitem 6497,5; //Lesser_Agimat disablenpc "Dog#buwaya_totoi"; erasequest 2279; setquest 2280; close; } else { mes "[Totoy]"; mes "Ed went out to play so I'm alone."; mes "Would there be something awesome to surprise people with?"; close; } OnTouch: emotion e_omg; end; } ma_in01,43,101,7 script Dog#buwaya_totoi 81,{ end; OnInit: disablenpc "Dog#buwaya_totoi"; end; } ma_in01,44,105,3 script Drawer#buwaya 844,{ if (malaya_buwaya == 3) { mes "- You look for the Green Potion in Totoys drawer. -"; next; mes "- Rummaging, fumbling. -"; next; mes "- Rummaging, fumbling. -"; mes "- Rummaging, fumbling. -"; next; mes "- Clunk, clank, crunch. -"; next; mes "[" + strcharinfo(0) + "]"; mes "What? I only see an empty potion bottle."; mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker."; close; } end; } malaya,290,152,5 script Master of Hunting#buwaya 578,{ if ((malaya_hi < 20) || (malaya_buwaya < 5)) { mes "[Master of Hunting]"; mes "Oh! Ho! Ho!"; mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders..."; close; } if (malaya_buwaya == 5) { mes "[Master of Hunting]"; mes "Yo! Ho! Ho!"; mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous."; next; mes "[Master of Hunting]"; mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world."; mes "Wow! He was really tough. I'm starting to sweat just thinking of him."; next; mes "[Master of Hunting]"; mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!"; next; mes "[Master of Hunting]"; mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!"; next; if (select("About Totoys monster:Interrupt.") == 2) { mes "[Master of Hunting]"; mes "Oh? Hey! Where are you going?!"; close; } mes "[Master of Hunting]"; mes "You say someone saw the monster?"; next; mes "[Master of Hunting]"; mes "There are many monsters in and out of Port Malaya. What is so special about this one?"; next; select("About a monster with two heads"); mes "[Master of Hunting]"; mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!"; next; mes "[Master of Hunting]"; mes "The kid must have been scared by a Condor or something."; mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!"; next; mes "[Master of Hunting]"; mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!"; next; if (select("I will prove it.:Suspicious of Totoy.") == 2) { mes "[Master of Hunting]"; mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; set malaya_buwaya,6; close; } mes "[Master of Hunting]"; mes "Oh! Really? Bring proof if you really think the kid is telling the truth."; next; mes "[Master of Hunting]"; mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!"; next; mes "[Master of Hunting]"; mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; next; mes "[Master of Hunting]"; mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; set malaya_buwaya,7; erasequest 2273; setquest 2274; close; } else if (malaya_buwaya == 6) { mes "[Master of Hunting]"; mes "Oh, you're back!"; next; if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) { mes "[Master of Hunting]"; mes "It was a kid's joke. Ha ha."; close; } mes "[Master of Hunting]"; mes "Oh! Really? Bring proof if you really think the kid is telling the truth."; next; mes "[Master of Hunting]"; mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!"; next; mes "[Master of Hunting]"; mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; next; mes "[Master of Hunting]"; mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; set malaya_buwaya,7; erasequest 2273; setquest 2274; close; } else if (malaya_buwaya == 7) { if (countitem(6519) < 10) { mes "[Master of Hunting]"; mes "Bring me back samples if you want to prove there is a monster with two heads."; close; } mes "[Master of Hunting]"; mes "Argh! That's so foul."; mes "You've really brought back the samples."; mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench."; set malaya_buwaya,8; erasequest 2274; setquest 2275; close; } else if (malaya_buwaya == 8) { mes "[Master of Hunting]"; mes "Ho! Shall I?"; next; mes "- Rummaging, fumbling. -"; next; mes "- Rummaging, fumbling. -"; mes "- Wriggling, wiggling. -"; next; mes "- Rummaging, fumbling. -"; mes "- Wriggling, wiggling. -"; mes "- Sway, swag. -"; next; mes "[Master of Hunting]"; mes "Ho! This is!!"; next; mes "[Master of Hunting]"; mes "Wow! Ho! Ho! Ho! Awesome!!!!!!"; next; mes "[Master of Hunting]"; mes "You! Come here and feel this!"; set malaya_buwaya,9; enablenpc "#buwaya_soil"; close; } else if (malaya_buwaya == 9) { mes "[Master of Hunting]"; mes "Don't just stand there. Touch the sample!"; enablenpc "#buwaya_soil"; close; } else if (malaya_buwaya == 10) { mes "[Master of Hunting]"; mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village."; close; } else { mes "[Master of Hunting]"; mes "Snooze..."; close; } } malaya,291,152,3 script #buwaya_soil 557,{ if (malaya_buwaya == 9) { mes "- Rummaging, fumbling. -"; next; mes "- Rummaging, fumbling. -"; mes "- Wriggling, wiggling. -"; next; mes "- Rummaging, fumbling. -"; mes "- Wriggling, wiggling. -"; mes "- Sway, swag. -"; next; if (rand(1,10) <= 5) { mes "[" + strcharinfo(0) + "]"; mes "I don't see anything."; next; mes "[Master of Hunting]"; mes "It can't be! Look closer!"; } else { mes "- Felt something pointy with the end of your fingers. -"; next; mes "[" + strcharinfo(0) + "]"; mes "Ouch!"; mes "What is this?"; next; mes "[Master of Hunting]"; mes "Ho! This is huge! And so dense that it can easily scratch steel!"; next; mes "[Master of Hunting]"; mes "This is ^3131FFBuwaya^000000's tooth!"; mes "How could this be!"; next; select("Buwaya?"); mes "[Master of Hunting]"; mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands."; next; mes "[Master of Hunting]"; mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it."; next; mes "[Master of Hunting]"; mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya."; next; mes "[Master of Hunting]"; mes "They say no living thing is left after Buwaya passes by."; mes "Totoy is one lucky kid. Wow!"; next; mes "[Master of Hunting]"; mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm."; next; mes "[Master of Hunting]"; mes "Now that I know that a monster like that is out there, I should be cautious, too."; mes "Must tell the villagers not to go too deep into the woods."; next; mes "[Master of Hunting]"; mes "Please go and tell the Guard Leader that Buwaya is active again."; mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya."; set malaya_buwaya,10; disablenpc "#buwaya_soil"; erasequest 2275; setquest 2276; } close; } end; OnInit: disablenpc "#buwaya_soil"; end; } - script Unknown Trace#buwaya -1,{ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { mes "- Wait!! -"; mes "- You have too many items on you. -"; mes "- Cannot receive the item. -"; mes "- Clean up your items -"; mes "- And please try again. -"; close; } if (malaya_buwaya == 7) { if (countitem(6519) >= 10) { mes "- You don't have to collect any more samples. -"; close; } mes "- You see something entangled with soil and grass. -"; next; if (rand(1,10) <= 2) { mes "- You are nauseous by the foul smell coming from the samples you are collecting. -"; sc_start SC_POISON,5000,0; close; } mes "- You slowing and cautiously collect the squashy and slightly warm substance. -"; next; mes "[" + strcharinfo(0) + "]"; mes "It's warm as a mother's bosom."; getitem 6519,1; //Collected_Sample disablenpc strnpcinfo(0); initnpctimer; close; } end; OnTimer20000: enablenpc strnpcinfo(0); stopnpctimer; end; } ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 557 ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 557 ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 557 ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 557 ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 557 ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 557 ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 557 malaya,290,340,3 script Guard Leader#buwaya 571,{ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) { mes "- Wait!! -"; mes "- You have too many items on you. -"; mes "- Cannot receive the item. -"; mes "- Clean up your items -"; mes "- And please try again. -"; close; } if (malaya_hi < 20) { mes "- Look at you warily while whispering to each other. -"; close; } if (malaya_buwaya <= 10) { mes "[Guard Leader]"; mes "We are busy as hell because of Bangungots servants attacking the hospital."; next; mes "[Guard Leader]"; mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya."; } if (malaya_buwaya == 10) { next; if (select("Tell him about Buwaya.:Done with conversation.") == 2) { close; } mes "[Guard Leader]"; mes "Buwaya? The merciless creature is back?"; next; mes "[Guard Leader]"; mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot."; next; mes "[Guard Leader]"; mes "And villagers need to go to the woods to collect fruits and vegetables."; next; mes "[Guard Leader]"; mes "Hmm... will you be able to help Port Malaya?"; next; if (select("Leave it to me!:I'm pretty busy myself.") == 2) { mes "[Guard Leader]"; mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph."; close; } mes "[Guard Leader]"; mes "I knew I could count on you."; next; mes "[Guard Leader]"; mes "Good. I will trust you."; mes "I need to know where Buwaya will likely appear in order to secure villagers living area."; mes "Guess Buwayas nest will be the best bet."; next; mes "[Guard Leader]"; mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; mes "Then we will run to where the smoke bomb was shot."; next; mes "[Guard Leader]"; mes "Then take care and good luck."; set malaya_buwaya,11; erasequest 2276; setquest 2277; } else if (malaya_buwaya == 11) { mes "[Guard Leader]"; mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; mes "Then we will run to where the smoke bomb was shot."; } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) { mes "[" + strcharinfo(0) + "]"; mes "Let's first bring Ed to Totoy."; } else if (malaya_buwaya == 14) { mes "[Guard Leader]"; mes "The Guard Leader gave you the location of Buwaya's cave."; mes "This can't be happening."; next; mes "[Guard Leader]"; mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got."; next; mes "[Guard Leader]"; mes "Here, this is a symbol of our gratitude."; mes "If you would like to help with Buwaya again, please look for me."; mes "Hope you have a great journey."; set malaya_buwaya,15; getexp 1000000, 600000; completequest 2280; } else { set .@hunting, checkquest(2281,HUNTING); if (.@hunting == -1) { mes "[Guard Leader]"; mes "Hear Buwaya appeared from the depth of the Forest."; mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently."; next; mes "[Guard Leader]"; mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya."; mes "They say Buwaya is a very strong and ugly monster with two heads."; mes "Will you help us defeat Buwaya?"; next; if (select("Of course.:Nope.") == 2) { mes "[Guard Leader]"; mes "Buwaya is known to be a very dangerous monster."; mes "There is no shame in rejecting this request."; close; } if (BaseLevel < 130) { mes "[Guard Leader]"; mes "This mission will be a dangerous one."; mes "If you want to help get rid of Buwaya, you must be prepared."; mes "Come back once you reach LV 130."; close; } mes "[Guard Leader]"; mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later."; next; mes "[Guard Leader]"; mes "Keep this in mind and be cautious at all times."; mes "I recommend asking trustful colleagues for help."; setquest 2281; } else if (.@hunting == 0 || .@hunting == 1) { mes "[Guard Leader]"; mes "How is it going with the Buwaya situation?"; next; if (select("I give up.:Still fighting.") == 2) { mes "[Guard Leader]"; mes "Keep this in mind and be cautious at all times."; mes "I recommend asking trustful colleagues for help."; close; } mes "[Guard Leader]"; mes "Buwaya is known to be a very dangerous monster."; mes "There is no shame in rejecting this request."; erasequest 2281; } else if (.@hunting == 2) { // if (IsPremiumPcCafe == 10) { // .@amount = 10; // else .@amount = 5; mes "[Guard Leader]"; mes "Can't believe you really got rid of Buwaya!"; mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night."; next; mes "[Guard Leader]"; mes "Good work."; erasequest 2281; getitem 6497, .@amount; //Lesser_Agimat getexp 0,600000; } else { mes "[Guard Leader]"; mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself."; erasequest 2281; } } close; } ma_fild02,307,245,0 script #buwaya_todog1 139,3,3,{ end; OnTouch: if (malaya_buwaya == 11) { enablenpc "Dog#buwaya"; //mes "[Here something]"; mes "Bark bark!!"; close; } end; } ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 139,3,3 ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 139,7,7 ma_fild02,312,259,3 script Dog#buwaya 81,{ if (malaya_buwaya == 11) { mes "[Dog]"; mes "Bark bark!!"; next; mes "[" + strcharinfo(0) + "]"; mes "Why is a dog here?"; next; if (select("Look closely at the dog.:Ignore it.") == 2) { mes "[" + strcharinfo(0) + "]"; mes "Looks like a lost dog."; close; } mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -"; next; mes "- The collar says, 'Forever with Totoy'. -"; next; mes "[" + strcharinfo(0) + "]"; mes "So you are Ed?"; next; mes "[Dog]"; mes "Bark bark!"; next; mes "[" + strcharinfo(0) + "]"; mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner."; next; emotion e_ho; mes "[Dog]"; mes "Bark bark!!"; next; mes "[" + strcharinfo(0) + "]"; mes "Ah, before we go, do you happen to know where Buwaya's nest is?"; next; mes "[Dog]"; mes "Woof!"; next; mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -"; next; mes "[" + strcharinfo(0) + "]"; mes "Buwaya is over there!"; mes "Then I should shoot the smoke bomb here."; next; mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -"; next; mes "^FF0000- Shoook-^000000"; enablenpc "Guard#buwayacave"; specialeffect2 EF_MVP; next; mes "[Guard]"; mes "Job well done!"; mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!"; disablenpc "Guard#buwayacave"; next; mes "[" + strcharinfo(0) + "]"; mes "Should I return Ed to Totoy first and then go see the Guard Leader?"; next; mes "[Dog]"; mes "Bark bark!"; set malaya_buwaya,12; disablenpc "Dog#buwaya"; erasequest 2277; setquest 2278; close; } else if (malaya_buwaya == 12) { mes "[" + strcharinfo(0) + "]"; mes "Lets first bring Ed to Totoy and then go back to the Guard Leader."; close; } end; OnInit: disablenpc "Dog#buwaya"; end; } ma_fild02,308,262,3 script Guard#buwayacave 570,{ end; OnInit: disablenpc "Guard#buwayacave"; end; }