1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
|
//===== Hercules Script ======================================
//= 2004 Headgear Quests
//===== By: ==================================================
//= Dj-Yhn
//===== Current Version: =====================================
//= 1.6b
//===== Description: =========================================
//= [Official Conversion]
//= 2004 New Headgears. Official Quests
//= 1) Black Cat Ears (payon 115 131)
//= 2) X Hairpin, Band Aid, Flower Hairpin (geffen 129 148)
//= 3) Hot-blooded Headband (yuno 300 188)
//= 4) Red Ribbon (prontera 165 232)
//= 5) Indian Headband (comodo 237 217)
//= 6) Mushroom Band (geffen 67 87)
//= 7) Angel Wing Ears, Devil Wing Ears (yuno 241 52)
//= 8) Sea-Otter Hat (xmas 183 267)
//= 9) Teddybear Hat (xmas 175 156)
//= 10) Model Training Hat (payon_in03 8 193)
//= 11) Tulip Haipin (geffen 83 189)
//= 12) Party Hat, Straw Hat, Cowboy Hat, (xmas_in 35 30)
//= Sombrero, Beanie
//= 13) Decorative Golden Bell, (yuno_in03 20 18)
//= Crown of Ancient Queen, Crown of Mistress
//= 14) Alarm Mask (alde_alche 88 180)
//= 15) Drooping Cat, Smokie Leaf, Lazy Smokie, (morocc 273 79)
//= Blue Fish
//= 16) Kitsune Mask (pay_dun03 48 84)
//= 17) Orc Hero Helm (in_orcs01 31 93 & 162 33)
//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.5 Vito'd function call for checkweight. [L0ne_W0lf]
//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.6a Added 'disable_items' command. [Euphy]
//= 1.6b Added more 'disable_items' commands. [Euphy]
//============================================================
// Black Cat Ears
//============================================================
payon,115,131,3 script Neko Neko#1 4_F_JOB_ASSASSIN,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(2213) > 0 && countitem(983) > 0 && countitem(914) > 199 && Zeny > 9999) {
mes "[Neko Neko]";
mes "Heh? You brought all the items~";
mes "Okay, give me some time.";
next;
mes "[Neko Neko]";
mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
mes "*Scratch Scratch Tap Tap Tap Tap*";
next;
mes "[Neko Neko]";
mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
mes "*Scratch Scratch Tap Tap Tap Tap*";
next;
mes "[Neko Neko]";
mes "Phew! There you go.";
mes "Now you can wear";
mes "Black Cat Ears";
mes "of your very own~";
delitem 2213,1; //Cat_Hairband
delitem 983,1; //Black_Dyestuffs
delitem 914,200; //Fluff
set Zeny, Zeny-10000;
getitem 5057,1; //Ear_Of_Black_Cat
next;
mes "[Neko Neko]";
mes "Thank you for using my service~!";
close;
}
mes "[Neko Neko]";
mes "Umm...?";
mes "Excuse me?";
mes "Do I know you?...";
mes "Oh, I know why you";
mes "want to talk to me.";
mes "Heh heh~!";
next;
mes "[Neko Neko]";
mes "You want to know where I got these tiny little cute black cat ears on my head, don't you? I knew it! Hahaha~!";
next;
mes "[Neko Neko]";
mes "Well, I made these myself.";
mes "If you want, I can make one for you too for a small price.";
mes "Heh heh heh~";
next;
mes "[Neko Neko]";
mes "Just bring me";
mes "1 ^FF0000Kitty Band^000000,";
mes "1 ^FF0000Black Dyestuffs^000000,";
mes "200 ^FF0000Fluff^000000 and";
mes "^FF000010,000 zeny^000000!";
next;
mes "[Neko Neko]";
mes "^FF0000Just remember, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.";
close;
}
// X Hairpin, Band Aid, Flower Hairpin
//============================================================
geffen,129,148,3 script Argen#1 4_M_YOYOROGUE,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "[Argen]";
mes "Hey~ why are you carrying so many items?";
mes "You mind sharing them with me?";
close;
}
emotion e_hmm;
mes "[Argen]";
mes "Man, oh man~";
mes "Am I bored~!";
mes "If I only knew more tricks with this yo-yo. Then I could really impress the ladies.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Impress the ladies...?";
next;
emotion e_gasp;
if (Sex) {
mes "[Argen]";
mes "Yeah dude. There are two things chicks dig. Small, adorable presents. And suave dudes.";
next;
mes "[Argen]";
mes "So, I got the cutesy present junk down. You know, instead of like, spending money on like a real gift, I make these little hairpin thingees.";
next;
mes "[Argen]";
mes "As for being suave? Well, I do have this yo-yo...";
next;
mes "[Argen]";
mes "Heh. You look like you don't like wasting cash on girls either. I'm down with that. If you like, I can make you a hairpin that you can give as gifts to the ^FF3333ladies^000000.";
next;
mes "[Argen]";
mes "All you gotta do is bring me the stuff to make it. And if that hairpin's for yourself, well, I'm down with that jive too.";
}
else {
mes "[Argen]";
mes "Whoa~! A lady...";
mes "Wow, you're really cute! Tell you what...";
next;
mes "[Argen]";
mes "Since you're such a cutie, I'll put together a nice little hairpin for you. All you gotta do is bring me the stuff to make it.";
next;
mes "[Argen]";
mes "So go ahead and tell me what kinda hairpin you're interested in.";
}
next;
emotion e_heh;
switch(select("^3131FFX Hairpin^000000:^3131FFBand Aid^000000:^3131FFFlower Hairpin^000000:No thanks.")) {
case 1:
if (countitem(2294) > 0 && countitem(7220) > 399) {
mes "[Argen]";
mes "X Hairpin!";
mes "Nice choice~!";
next;
emotion e_gasp;
mes "[Argen]";
mes "Ah... Right.";
mes "About the Stellar...";
mes "^CE3100If you use an upgraded Stellar to make this item, any upgrades will be lost. That okay with you?^000000";
next;
switch(select("I don't mind.:I will come back later.")) {
case 1:
mes "[Argen]";
mes "Alright, let's get to work.";
next;
mes "^3131FF * Scrape Scrape * ^000000";
mes "^3131FF * Scrape Scrape * ^000000";
next;
emotion e_no1;
mes "[Argen]";
mes "Alright, I'm done!";
mes "So what do you think?";
mes "Pretty cool, eh?";
delitem 2294,1; //Star_Dust
delitem 7220,400; //Ectoplasm
getitem 5079,1; //Crossed_Hair_Band
next;
break;
case 2:
mes "[Argen]";
mes "No problem, take your time.";
close;
}
}
else {
mes "[Argen]";
mes "Oh~";
mes "You want a ^3131FFX Hairpin?^000000";
mes "That's easy!";
next;
mes "[Argen]";
mes "I need ^FF00001 Stellar^000000";
mes "and ^FF0000400 Ectoplasm^000000.";
mes "Tell me when you're ready!";
close;
}
break;
case 2:
if (countitem(970) > 0 && countitem(930) > 499) {
mes "[Argen]";
mes "Band Aid, eh?";
mes "Got it! Hold on";
mes "a sec, I'll be";
mes "done in a bit.";
next;
mes "^3131FF * Scrape Scrape * ^000000";
mes "^3131FF * Scrape Scrape * ^000000";
next;
emotion e_no1;
mes "[Argen]";
mes "*Whew~!*";
mes "I'm finished!";
mes "Pretty cool, huh?";
delitem 970,1; //Alchol
delitem 930,500; //Rotten_Bandage
getitem 5063,1; //Plaster
next;
}
else {
mes "[Argen]";
mes "Ah, a ^3131FFBand Aid^000000!";
mes "That stuff is great for faking injuries, or hiding a bald spot. Handy to have when you wanna ditch school.";
next;
mes "[Argen]";
mes "Bring me ^FF00001 Alcohol^000000 and";
mes "^FF0000500 Rotten Bandage^000000!";
mes "Tell me when you're ready, yeah?";
close;
}
break;
case 3:
if (countitem(2269) > 0 && countitem(999) > 9 && Zeny > 19999) {
mes "[Argen]";
mes "You wanna a Flower Hairpin~?";
mes "Alright, gimmie a minute, yeah?";
next;
mes "^3131FF - Scrape Scrape - ^000000";
mes "^3131FF - Scrape Scrape - ^000000";
next;
emotion e_no1;
mes "[Argen]";
mes "Ah... It's done!";
mes "Hey, that looks pretty smooth! Oh, and uh, you can keep this leftover Stem.";
delitem 2269,1; //Centimental_Flower
delitem 999,10; //Steel
set Zeny, Zeny-20000;
getitem 5061,1; //Flower_Hairpin
getitem 905,1; //Stem
next;
}
else {
mes "[Argen]";
mes "You wanna a ^3131FFFlower Hairpin^000000!";
mes "Yeah, I've noticed cuties just love walking around with flowers in their mouths, and I was always like 'Whaaaat~?' But then I got this great idea!";
next;
mes "[Argen]";
mes "Wouldn't some kinda... ^3131FFFlower Hairpin^000000 be a hit with chicks? So I tried making one, and it seemed to be pretty popular among my lady friends.";
next;
mes "[Argen]";
mes "And it's a much better way to use a flower than to put it on Pet Orc Warriors. Man, those things just look gnarly~";
next;
mes "[Argen]";
mes "Well, if you want one, I'll make it. But I want you should pay me some royalties for my services. It's pretty hard to attach a flower to a hairpin, you know?";
next;
mes "[Argen]";
mes "It takes mad skill.";
next;
mes "[Argen]";
mes "So, I want you to bring...";
mes "^FF00001 Romantic Flower^000000,";
mes "^FF000010 Steel^000000";
mes "and ^3131FF20,000 zeny^000000!";
mes "Got it? Cool~";
close;
}
break;
case 4:
mes "[Argen]";
mes "I'm down with that.";
mes "If you want some kinda hairpin, just come back. I'll just be here, looking ^FF3333suaaave^000000 with this yo-yo.";
close;
}
emotion e_paper;
mes "[Argen]";
mes "Feel free to come ask me if you want more hairpins. Hey, I know I look lazy, but I do like to make things for the ladies. See ya later~!";
close;
}
// Hot-blooded Headband
//============================================================
yuno,300,188,5 script Zhenbolt#1 4_M_MONK,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(7216) > 299 && countitem(7097) > 299 && countitem(2211) > 0 && countitem(982) > 0) {
mes "[Zhenbolt]";
mes "What's this?!";
mes "You've already brought everything I've asked! Good job, hero~! Let me get to work right away...";
next;
mes "[Zhenbolt]";
mes "...";
next;
mes "[Zhenbolt]";
mes "......";
next;
mes "[Zhenbolt]";
mes "......*Cling*";
next;
mes "[Zhenbolt]";
mes "Take this...";
mes "It's known as the ^FF0000Hot-blooded Headband^000000, my personal symbol of fighting spirit! With this on your head, nothing can stop you!";
delitem 7216,300; //Red_Scarf
delitem 7097,300; //Burning_Heart
delitem 2211,1; //Bandana
delitem 982,1; //White_Dyestuffs
getitem 5070,1; //Headband_Of_Power
next;
mes "[Zhenbolt]";
mes "Now, go!";
mes "Unleash your fighting spirit upon the villains of the world!";
close;
}
mes "[Zhenbolt]";
mes "I...";
mes "am called ^FF0000Zhenbolt^000000!!";
next;
if (select("THE Zhenbolt!?:Oh my gosh, it's Zhenbolt!") == 1) {
mes "[Zhenbolt]";
mes "Yes, it is I, the man who has pummelled over a trillion foes and rising. Raging Hurricane Hero of Justice: Zhenbolt!";
next;
mes "[Zhenbolt]";
mes "I see in your eyes that you also fight with a heart of purity, a heart of passion!";
next;
mes "[Zhenbolt]";
mes "It is decided! If you bring me the following items, I will give you the famous symbol of battle by which villains fear Zhenbolt.";
next;
mes "[Zhenbolt]";
mes "Bring me...";
mes "300 ^FF0000Red Muffler^000000,";
mes "300 ^FF0000Burning Heart^000000,";
mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
mes "That's all I need.";
next;
mes "[Zhenbolt]";
mes "Come back soon, adventurer!";
mes "I expect great things of you!";
close;
}
mes "[Zhenbolt]";
mes "Yes.";
mes "It is I, Zhenbolt.";
mes "Warrior of Might!";
mes "Whirling Tempest";
mes "of Raging Passion!";
next;
mes "[Zhenbolt]";
mes "I see in your eyes that you have seen many a skirmish. To have survived this long, you must know the secret to victory...";
next;
mes "[Zhenbolt]";
mes "Pure, unbridled rage!";
mes "Battles are won with vigor and passion!";
next;
mes "[Zhenbolt]";
mes "Seeing as you understand this fundamental, I recognize you as an ally in the eternal struggle for justice! I shall bestow upon you the very symbol with which I have struck fear into evil hearts...";
next;
mes "[Zhenbolt]";
mes "Bring me";
mes "300 ^FF0000Red Muffler^000000,";
mes "300 ^FF0000Burning Heart^000000,";
mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
mes "That's all I need.";
next;
mes "[Zhenbolt]";
mes "Bring me those items...";
mes "And you too can become a fighting legend...";
close;
}
// Red Ribbon
//============================================================
prontera,165,232,3 script Nephia#1 4_F_ALCHE,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(2244) > 0 && countitem(2209) > 0 && countitem(10007) > 0) {
mes "[Nephia]";
mes "Oh...";
mes "You've brought all these ribbons! I can't wait to tie you a new ribbon to put on your ^FF66CCbeautiful hair!^000000";
next;
mes "[Nephia]";
mes "...";
next;
mes "[Nephia]";
mes "......";
next;
mes "[Nephia]";
mes ".......*Cling*";
next;
mes "[Nephia]";
mes "That's it~! We're done! Oh, I just know you're going to look precious wearing this.";
delitem 2244,1; //Big_Sis'_Ribbon
delitem 2209,1; //Ribbon_
delitem 10007,1; //Silk_Ribbon
getitem 5083,1; //Red_Tailed_Ribbon
next;
mes "[Nephia]";
mes "Hopefully, we can get together and do each other's hair sometime! Wouldn't that be soooo much fun?";
close;
}
mes "[Nephia]";
mes "Wow~";
mes "Such beautiful hair! I'm sorry, it's just that I love pretty hairstyles, and accessories!";
next;
mes "[Nephia]";
mes "Ooh~! You know what would make your hair so much cuter? I think if you tied it back with a big, red ribbon, you would look sooo ^FF66CCadorable^000000!";
next;
if (Sex) {
if (select("Um, lady, I'm a dude.:^FF66CCOoh~! You're right!^000000") == 1) {
mes "["+ strcharinfo(0) +"]";
mes "Woman, can't you that I'm a man?";
next;
mes "[Nephia]";
mes "Awww...";
mes "But you would look so ^FF66CCpretty~!^000000";
next;
mes "["+ strcharinfo(0) +"]";
mes "That...";
mes "Was the worst";
mes "compliment anyone";
mes "has ever given me.";
close;
}
mes "["+ strcharinfo(0) +"]";
mes "Oooh~!";
mes "That sounds great!";
next;
mes "[Nephia]";
mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie that ribbon for you if you want!";
next;
mes "[Nephia]";
mes "Ooh! Bring...";
mes "1 ^FF0000Big Ribbon^000000,";
mes "1 ^FF0000slotted Ribbon^000000 and";
mes "1 ^FF0000Silk Ribbon^000000!";
next;
mes "[Nephia]";
mes "Oh, I almost forgot!";
mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
next;
mes "[Nephia]";
mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
close;
}
else {
if (select("No thanks.:^FF66CCOoh~! You're right!^000000") == 1) {
mes "["+ strcharinfo(0) +"]";
mes "Er...";
mes "No thanks.";
next;
mes "[Nephia]";
mes "Awwww~";
mes "But you're just the cutest little thing. I just know you would look so preeeetty!";
close;
}
mes "["+ strcharinfo(0) +"]";
mes "Oooh~!";
mes "That sounds great!";
next;
mes "[Nephia]";
mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie a ribbon for you if you want!";
next;
mes "[Nephia]";
mes "Ooh! To do that I need";
mes "1 ^FF0000Big Ribbon^000000,";
mes "1 ^FF0000slotted Ribbon^000000 and";
mes "1 ^FF0000Silk Ribbon^000000!";
next;
mes "[Nephia]";
mes "Oh, I almost forgot!";
mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
next;
mes "[Nephia]";
mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
close;
}
}
// Indian Headband
//============================================================
comodo,237,217,5 script Meruntei#1 4_M_JOB_HUNTER,{
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(5010) > 0 && countitem(5049) > 0 && countitem(7101) > 9 && Zeny > 9999) {
mes "[Meruntei]";
mes "Oh! You brought all of them! Now I shall make you an Indian Headband of your very own.";
next;
mes "[Meruntei]";
mes "Take this! The items you have brought will be very useful for continuing my work in spreading headbands around Rune-Midgard.";
delitem 5010,1; //Indian_Hair_Piece
delitem 5049,1; //Stripe_Band
delitem 7101,10; //Peco_Wing_Feather
set Zeny, Zeny-10000;
getitem 5071,1; //Indian_Headband
next;
mes "[Meruntei]";
mes "iiiyiyiyiyiyiyiiiiii~~!";
close;
}
mes "[Meruntei]";
mes "iiiyiyiyiyiyiyiiiiii~~!";
mes " ";
mes "Indian spirit, forever~!";
mes "On behalf of the Comodo Indians, I give reverence to all Indian Tribes!";
next;
mes "[Meruntei]";
mes "Would you like to have an Indian Headband? You wouldn't become an official member of my tribe, but wearing it would show your respect if you happen to encounter tribal Indians in your adventures.";
next;
mes "[Meruntei]";
mes "You could just bring...";
mes "1 ^FF0000Indian Fillet^000000,";
mes "1 ^FF0000Striped Hairband^000000,";
mes "10 ^FF0000PecoPeco Feather^000000";
mes "and ^FF000010,000 zeny!";
next;
mes "[Meruntei]";
mes "I will be using the items you've given me so I can continue my work in spreading Indian Headbands, and paying homage to the tribes of Rune-Midgard.";
next;
mes "[Meruntei]";
mes "^FF0000For your information, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.^000000";
next;
mes "[Meruntei]";
mes "iiiyiyiyiyiyiyiiiiii~~!";
close;
}
// Mushroom Band
//============================================================
geffen,67,87,3 script Ipore#1 8_F_GIRL,{
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(921) > 299) {
mes "[Ipore]";
mes "Wow! Did you really gather these 300 Mushroom Spores all by yoruself? Nice! Now it's time to use my magic~";
next;
mes "^3355FF*Sprinkle Sprinkle*";
mes "Ipore pours the Mushroom Spores onto your head.^000000";
next;
mes "[Ipore]";
mes "Hocus pocus!";
next;
mes "[Ipore]";
mes ".......................";
mes "Phew! Success! There's a mushroom growing out of your head!";
next;
mes "[Ipore]";
mes "But...";
mes "I don't like the way it's tilting. It should have grown in the ^FF3333other^000000 direction.";
next;
mes "[Ipore]";
mes "I guess...";
mes "I guess we should make that mushroom into a headband so that you can adjust it to your style.";
next;
mes "[Ipore]";
mes "I know, I know...";
mes "It's not as cool as having the mushroom actually attached to your skull, but it's all we can do. I'm sorry I let you down.";
next;
mes "[Ipore]";
mes "...There.";
mes "It's done. But are you okay? Luckily, I don't think I scalped you.";
next;
mes "[Ipore]";
mes "Anyway, now you can wear that mushroom at a rakish angle, the way it's supposed to be worn. Stay cool, you fashion rebel, you.";
delitem 921,300; //Mushroom_Spore
getitem 5082,1; //Mushroom_Band
close;
}
mes "[Ipore]";
mes "Finally...";
mes "I've created a magic spell that can make mushrooms grow anywhere! Anyplace you can imagine, I can make a mushroom grow there.";
next;
mes "[Ipore]";
mes "Even...";
mes "On top of the human head...";
next;
mes "[Ipore]";
mes "Some may think it grotesque, but wouldn't you agree that sporting a mushroom, grown from your head, would start an art revolution?";
next;
mes "[Ipore]";
mes "Just think! It's the perfect fusion of magic and art, fashion and living life...";
mes "Man and mushroom?";
mes "Ah...I've piqued your curiosity I see.";
next;
mes "[Ipore]";
mes "So...";
mes "But in order to cast this spell, I need the magical power in ^FF0000300 Mushroom Spores^000000. So, if you bring me all of those Mushroom Spores, you can see my magic for yourself!";
next;
mes "[Ipore]";
mes "Now now, you do understand that I have to make the mushroom grow out of your head. Anywhere else, you could suspect that there's some kind of trick or illusion involved.";
next;
mes "[Ipore]";
mes "Besides, nothing says 'rebel without a cause' like a mushroom growing out of your head! You would look soooo cool, independent and countercultured!";
next;
mes "[Ipore]";
mes "Remember, bring me...";
mes "^FF0000300 Mushroom Spore^000000,";
mes "so that I can let you experience my amazing magic for yourself~!";
close;
}
// Angel Wing Ears, Devil Wing Ears
//============================================================
yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
mes "[Skillful Looking Artisan]";
mes "Aha~";
mes "You must really like to travel! You're certainly not from around here.";
next;
mes "[Skillful Looking Artisan]";
mes "Allow me to introduce myself. My name is Hatbyr Mhore, a travelling Blacksmith.";
next;
if (countitem(2254) > 0 && countitem(2286) > 0) {
mes "[Hatbyr Mhore]";
mes "Oh? It seems that you're carrying some valuable stuff with you.";
next;
mes "[Hatbyr Mhore]";
mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffAngel Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
next;
mes "[Hatbyr Mhore]";
mes "How does that sound?";
mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
next;
switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Evil Wing..?")) {
case 1:
mes "[Hatbyr Mhore]";
mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
close;
case 2:
mes "[Hatbyr Mhore]";
mes "Aha~ Good good good.";
mes "Let's see let's see...";
mes "1 Angel Wing";
mes "1 Elven Ears...";
next;
mes "[Hatbyr Mhore]";
mes "Some other crap and";
mes "...20,000 zeny.";
mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
next;
mes "[Hatbyr Mhore]";
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch...!";
mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
close;
}
else {
if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
mes "[Hatbyr Mhore]";
mes "Alright...";
mes "Let's get a groove on!";
specialeffect EF_REPAIRWEAPON;
next;
mes "[Hatbyr Mhore]";
mes "There you go, buddy.";
mes "I am proud to say this is my masterpiece. Please take this item. I call it...";
mes "'Angel Wing Ears!'";
delitem 2254,1; //Angelic_Chain
delitem 2286,1; //Elven_Ears
set Zeny, Zeny-20000;
getitem 5074,1; //Ear_Of_Angel's_Wing
next;
mes "[Hatbyr Mhore]";
mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
next;
mes "[Hatbyr Mhore]";
mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
close;
}
mes "[Hatbyr Mhore]";
mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
close;
}
}
mes "[Hatbyr Mhore]";
mes "No problem.";
mes "Come back anytime you want.";
mes "I'll just be here enjoying the view.";
close;
case 3:
mes "[Hatbyr Mhore]";
mes "Of course, I can make an item";
mes "out of an Evil Wing as well!";
mes "That sort of thing is simple for me!";
next;
mes "[Hatbyr Mhore]";
mes "Okay then, I will need...?";
mes "1 Evil Wing,";
mes "1 Elven Ears,";
mes "...and 20,000 zeny.";
next;
mes "[Hatbyr Mhore]";
mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
next;
mes "[Hatbyr Mhore]";
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch...!";
mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
close;
}
else {
if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
mes "[Hatbyr Mhore]";
mes "Alright, it's time to roll!";
specialeffect EF_REPAIRWEAPON;
next;
mes "[Hatbyr Mhore]";
mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
delitem 2255,1; //Satanic_Chain
delitem 2286,1; //Elven_Ears
set Zeny, Zeny-20000;
getitem 5068,1; //Ear_Of_Devil's_Wing
next;
mes "[Hatbyr Mhore]";
mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
close;
}
mes "[Hatbyr Mhore]";
mes "I'm sorry buddy, but I can't make this item without the stuff I need. Remember I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
close;
}
}
mes "[Hatbyr Mhore]";
mes "No problem.";
mes "Come back anytime you want.";
mes "I'll just be here enjoying the view.";
close;
}
}
else if (countitem(2255) > 0 && countitem(2286) > 0) {
mes "[Hatbyr Mhore]";
mes "Oh? It seems that you're carrying some valuable stuff with you.";
next;
mes "[Hatbyr Mhore]";
mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffEvil Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
next;
mes "[Hatbyr Mhore]";
mes "How does that sound?";
mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
next;
switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Angel Wing..?")) {
case 1:
mes "[Hatbyr Mhore]";
mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
close;
case 2:
mes "[Hatbyr Mhore]";
mes "Aha~ Good good good.";
mes "Let's see let's see...";
mes "1 Devil Wing";
mes "1 Elven Ears...";
next;
mes "[Hatbyr Mhore]";
mes "Some other crap and";
mes "...20,000 zeny.";
mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
next;
mes "[Hatbyr Mhore]";
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item. I can't mess up my artwork because of some mistake you might make. ^000000";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch, why are you carrying";
mes "so many items with you?";
mes "Leave all your extra baggage somewhere else and come back.";
close;
}
else {
if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
mes "[Hatbyr Mhore]";
mes "Alright...";
mes "Let's get a groove on!";
specialeffect EF_REPAIRWEAPON;
next;
mes "[Hatbyr Mhore]";
mes "There you go, buddy.";
mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Devil Wing Ears!'";
delitem 2255,1; //Satanic_Chain
delitem 2286,1; //Elven_Ears
set Zeny, Zeny-20000;
getitem 5068,1; //Ear_Of_Devil's_Wing
next;
mes "[Hatbyr Mhore]";
mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
close;
}
mes "[Hatbyr Mhore]";
mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
close;
}
}
mes "[Hatbyr Mhore]";
mes "No problem.";
mes "Come back anytime you want.";
mes "I'll just be here enjoying the view.";
close;
case 3:
mes "[Hatbyr Mhore]";
mes "Of course, I can make an item";
mes "out of an Angel Wing as well!";
mes "That sort of thing is simple for me!";
next;
mes "[Hatbyr Mhore]";
mes "Okay then, then I'll need...";
mes "1 Angel Wing,";
mes "1 Elven Ears,";
mes "...and 20,000 zeny.";
next;
mes "[Hatbyr Mhore]";
mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
next;
mes "[Hatbyr Mhore]";
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch, why are you carrying";
mes "so many items with you?";
mes "Leave all your extra baggage somewhere else and come back.";
close;
}
else {
if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
mes "Alright...";
mes "Let's get a groove on!";
specialeffect EF_REPAIRWEAPON;
next;
mes "[Hatbyr Mhore]";
mes "There you go, buddy.";
mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Angel Wing Ears!'";
delitem 2254,1; //Angelic_Chain
delitem 2286,1; //Elven_Ears
set Zeny, Zeny-20000;
getitem 5074,1; //Ear_Of_Angel's_Wing
next;
mes "[Hatbyr Mhore]";
mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
next;
mes "[Hatbyr Mhore]";
mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
close;
}
mes "[Hatbyr Mhore]";
mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
close;
}
}
mes "[Hatbyr Mhore]";
mes "No problem.";
mes "Come back anytime you want.";
mes " ";
mes "I'll just be here enjoying the view.";
close;
}
}
else {
mes "[Hatbyr Mhore]";
mes "I happened to come to Juno while I was traveling around the world. Being someplace up in the clouds makes me a little nervous, but still, the scenery looks great from up here.";
next;
mes "[Hatbyr Mhore]";
mes "Although I really enjoy traveling more than staying in my shop, I'm still a Blacksmith at heart and I always gotta be making something. It's been a while since I've made my last creation...";
next;
mes "[Hatbyr Mhore]";
mes "Hmm...";
mes "If I had some materials, I think I could put together some pretty amazing stuff.";
next;
mes "[Hatbyr Mhore]";
mes "If by any chance, you have an Angel Wing or Evil Wing, and";
mes "Elven Ears, would you give me a chance to smith something?";
next;
mes "[Hatbyr Mhore]";
mes "I was thinking...";
mes "Elven Ears are great...";
mes "And everyone loves Angel Wing or Devil Wing. Wouldn't it be totally fab if I could combine the Elven Ears with one of the wings?!";
next;
if (select("Give me more information.:Yeah, I will think about it.") == 1) {
mes "[Hatbyr Mhore]";
mes "Oh, right.";
mes "Let me tell";
mes "you exactly I need.";
next;
mes "[Hatbyr Mhore]";
mes "For creating Angel Wing Ears, I need 1 ^4d4dffAngel Wing^000000,";
mes "1 ^4d4dffElven Ears^000000 and";
mes "^4d4dff20,000 zeny^000000.";
next;
mes "[Hatbyr Mhore]";
mes "For creating Devil Wing Ears,";
mes "I need 1 ^4d4dffDevil Wing^000000,";
mes "1 ^4d4dffElven Ears^000000 and";
mes "^4d4dff20,000 zeny^000000.";
next;
mes "[Hatbyr Mhore]";
mes "Come back anytime when you have those materials.";
mes "I will let you have either the elegance of an angel or the charisma of a demon with the wearables only I can craft.";
close;
}
mes "[Hatbyr Mhore]";
mes "No problem.";
mes "I'm always here at this scenic spot so I can enjoy the view. Just come back whenever you feel like it.";
close;
}
}
// Sea-Otter Hat
//============================================================
xmas,183,267,3 script Pretty Lindsay#1 4_F_NFLOSTGIRL,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (MaxWeight-Weight < 2000) {
mes "[Pretty Lindsay]";
mes "I know you brought everything you need for me to make you a hat, but you're carrying too much stuff. Why don't you put some of your things in Kafra Storage?";
close;
}
else if (countitem(5033) > 0 && countitem(5064) > 0) {
emotion e_gasp;
mes "[Pretty Lindsay]";
mes "Whoa~";
mes "You brought everything!";
mes "Okay, hold on a bit.";
mes "Let me make your hat.";
next;
mes "[Pretty Lindsay]";
mes "As my mom taught me,";
mes "put this down on the ground...";
mes "Okay, I am ready...";
next;
mes "^FF0000Lindsay put the Raccoon Hat on the ground, threw the Smokie Leaf onto the hat and mumbled some words while hugging herself.^000000";
next;
mes "^FF0000Then, suddenly with a dazzling light, the Raccoon Hat turned blue and slowly transformed into a Sea-Otter Hat.^000000";
specialeffect EF_FLASHER;
next;
mes "[Pretty Lindsay]";
mes "Phew! It's done!";
mes "Gosh! I think I";
mes "spent all my energy.";
mes "Okay, take this~";
delitem 5033,1; //Smokie_Hat
delitem 5064,1; //Leaf_Headgear
getitem 5078,1; //Sea_Otter_Cap
next;
mes "[Pretty Lindsay]";
mes "I made this hat with all my heart, so you gotta promise me you will take care of this, okay?";
close;
}
if (Sex == 1) {
mes "[Pretty Lindsay]";
mes "Hello, there?";
mes "Mister...?";
next;
emotion e_heh;
mes "[Pretty Lindsay]";
mes "You look like you're freezing...";
mes "Um, I know! How about I make you a cute, warm and fuzzy Sea-Otter hat?";
next;
mes "[Pretty Lindsay]";
mes "It's really really cute! Also, it's the only hat I know how to make, because I love playing with Sea Otters so much!";
next;
mes "[Pretty Lindsay]";
mes "I have to put together ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 to make a ^4D4DFFSea-Otter Hat^000000 for you, though.";
next;
if (select("Okay, I will come back with the stuff.:Um... How come you need a Raccoon Hat?") == 1) {
emotion e_heh;
mes "[Pretty Lindsay]";
mes "Cool~! Come back soon as you can~!";
close;
}
mes "[Pretty Lindsay]";
mes "Well, it's supposed to be a seeeecret, but my mommy taught me some magic to make Sea-Otter hats with Raccoon hats.";
next;
mes "[Pretty Lindsay]";
mes "It's the bestest magic ever because it comes from my heart!";
next;
mes "[" + strcharinfo(0) + "]";
mes "That...";
mes "That still doesn't explain anything!";
next;
mes "[" + strcharinfo(0) + "]";
mes "Alright...";
mes "Yeah...";
mes "I'll come back later, kid.";
close;
}
mes "[Pretty Lindsay]";
mes "Hello, hello~!";
mes "You're such a pretty lady!";
next;
emotion e_heh;
mes "[Pretty Lindsay]";
mes "Hey hey! Can I make you a Sea-Otter hat! It's really really really really cute!";
next;
mes "[Pretty Lindsay]";
mes "I need ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 so I can make a ^4D4DFFSea-Otter Hat^000000 for you.";
next;
if (select("Okay, I will come back with the stuff.:Um, why do you want to make hats so much?") == 1) {
emotion e_heh;
mes "[Pretty Lindsay]";
mes "Cool~!";
mes "Come back as";
mes "soon as you can~!";
close;
}
mes "[Pretty Lindsay]";
mes "Because...!";
mes "If everyone in Lutie was wearing a fuzzy Sea-Otter cap, it would look so so cute!";
next;
mes "[Pretty Lindsay]";
mes "We could play games in the snow, and play with real Sea Otters and have them give us rides and...";
mes ".....";
close;
}
// Teddybear Hat
//============================================================
xmas,175,156,3 script Fuzzy Fuzz#1 4_M_05,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(5030) > 0 && countitem(7213) > 99 && countitem(7217) > 99 && countitem(7161) > 299) {
if ((MaxWeight-Weight) < 2000) {
mes "[Fuzzy Fuzz]";
mes "You brought every material I need, but unfortunately you don't have enough space in your inventory. Try and place some of your items into Kafra Storage first.";
close;
}
mes "[Fuzzy Fuzz]";
mes "Excellent! You brought everything! Please make yourself comfortable while I make you your Teddybear Hat.";
next;
emotion e_ho;
mes "[Fuzzy Fuzz]";
mes "Hmm Hm Hmm...";
mes "Tear this off...";
mes "Knit this on....";
mes "Okay, it's almost done...";
next;
mes "[Fuzzy Fuzz]";
emotion e_an;
mes "There is an old saying, 'Everything comes to those who wait.' Oh, are you freezing? Why don't you rub your hands together?";
next;
mes "[Fuzzy Fuzz]";
emotion e_ic;
mes "It's complete! There you go. I think this one will look really good on you! Please take good care of this hat.";
delitem 5030,1; //Panda_Cap
delitem 7213,100; //Needle_Pouch
delitem 7217,100; //Spool
delitem 7161,300; //Black_Bear's_Skin
getitem 5059,1; //Brown_Bear_Cap
close;
}
emotion e_gasp;
mes "[Fuzzy Fuzz]";
mes "Hello there, young man.";
mes "What brings you to Lutie, town of goodwill and year round Christmas cheer?";
next;
mes "[Fuzzy Fuzz]";
mes "I'm a master of creating stuffed animals, which make great presents. As we all know, everyone loves to hug cute and cuddly stuffed animals.";
next;
mes "[Fuzzy Fuzz]";
mes "My specialty is the 'Teddybear Hat.' When it's worn, it makes you as cute as a teddy bear, and your hugs twice as warm and cuddly.";
next;
mes "[Fuzzy Fuzz]";
if (Sex) {
mes "The 'Teddybear Hat' can't be worn by just anyone, since it's cuddling powers are easily abused.";
next;
mes "[Fuzzy Fuzz]";
mes "But I sense that you are an adventurer with a pure heart and would not use the Teddybear Hat for selfish gain.";
next;
mes "[Fuzzy Fuzz]";
mes "You can learn a lot about telling good people from the naughty after working for Santa for a loooong time...";
}
else {
mes "[Fuzzy Fuzz]";
mes "I sense that you are an adventurer with a good heart, and that a sweet girl like you deserves a nice gift.";
next;
mes "[Fuzzy Fuzz]";
mes "You know more about such things after working for Santa for so long.";
}
next;
mes "[Fuzzy Fuzz]";
mes "Unfortunately, I don't have any material to make the headgear right now. But if you bring the materials, I will make you a 'Teddybear Hat' for free.";
next;
mes "[Fuzzy Fuzz]";
mes "Let's see...";
mes "I'll need...";
mes "^0000FF1 Panda Hat^000000,";
mes "^0000FF100 Needle Packet^000000,";
mes "^0000FF100 Spool^000000 and";
mes "^0000FF300 Black Bear Skin^000000.";
next;
mes "[Fuzzy Fuzz]";
mes "So, do you think you can get all of them? I will be here waiting for you.";
emotion e_heh;
close;
}
// Model Training Hat
//============================================================
payon_in03,8,193,4 script Nanhyang#1 1_F_ORIENT_03,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if ((MaxWeight-Weight) < 2430) {
mes "[Nanhyang]";
mes "Hmmm...";
mes "You look like you're having trouble carrying all of your things. Why don't you place some of your extra items into the Kafra Storage?";
close;
}
if (countitem(5073) > 0 && countitem(1750) > 0) {
mes "[Nanhyang]";
mes "Hello, there.";
mes "Ah, I can tell that you already have a ^8C1717'Model Training Hat'^000000. I see that using it has corrected your posture.";
next;
mes "[Nanhyang]";
mes "Oh...";
mes "I forgot to tell you that I can not only put together a 'Model Training Hat,' I can disassemble it into its original parts.";
next;
mes "[Nanhyang]";
mes "If you give me ^0000FF1 'Model Training Hat'^000000 and ^0000FF1 'Arrow'^000000, I give you ^8C17171 'Apple of Archer'^000000 and ^8C17171 'Book'^000000. So, would you like to disassemble the items?";
next;
if (select("Disassemble:Cancel") == 1) {
mes "[Nanhyang]";
mes "Thank you.";
mes "It will not take that much time to make this hat, so please wait a moment.";
next;
mes "[Nanhyang]";
mes " . . . . . . . . . . . . . .";
mes " . . . . . . . . . . . . . ";
mes " . . . . . . . . . . . . . .";
mes " . . . . . . . . . . . . . ";
next;
mes "[Nanhyang]";
delitem 5073,1; //Cap_Of_Concentration
delitem 1750,1; //Arrow
getitem 2285,1; //Apple_Of_Archer
getitem 1550,1; //Book
mes "There you go.";
next;
mes "[Nanhyang]";
mes "If you want to make a";
mes "'Model Training Hat' again,";
mes "feel free to come back.";
close;
}
mes "[Nanhyang]";
mes "I see.";
mes "I hope you will";
mes "continue to use that hat";
mes "to improve your posture";
mes "and glamorous poise.";
close;
}
if (countitem(2285) > 0 && countitem(1550) > 0) {
mes "[Nanhyang]";
emotion e_heh;
mes "You brought the materials~";
next;
mes "[Nanhyang]";
mes "Before I start to create the item, I'm obligated to warn you...";
next;
mes "[Nanhyang]";
mes "If the ^FF0000'Book' and 'Apple of Archer' items you have brought to make a 'Model Training Hat' was ^FF0000upgraded^000000, after I create the hat out of the book, ^FF0000these upgrades, including compounded cards, will be lost.^000000";
next;
mes "[Hanhyang]";
mes "So would you like to create the Model Training Hat right now?";
next;
if (select("Create:Cancel") == 1) {
mes "[Nanhyang]";
emotion e_ok;
mes "Thank you.";
mes "Let me create one for you right away. Please have a seat and make yourself comfortable.";
next;
mes "[Nanhyang]";
mes "Usually we have a zeny service charge, but since you've got ^3355FFthe look^000000, I'll waive it.";
next;
mes "[Nanhyang]";
mes "Please wait a moment while I put this together.";
next;
mes " . . . . . . . . . . . . . .";
mes " . . . . . . . . . . . . . ";
mes " . . . . . . . . . . . . . .";
mes " . . . . . . . . . . . . . ";
next;
mes "[Nanhyang]";
emotion e_ic;
mes "That wasn't too difficult. I hope you wear this hat everyday to improve your posture.";
next;
mes "[Nanhyang]";
mes "You may have trouble at first, keeping your balance and trying not to drop the apple. You may even feel incredible neck pain. But for the sake of beauty, it'll all be worth it.";
next;
mes "[Nanhyang]";
mes "Here it is.";
mes "Oh, right, this arrow from the Apple of Archer is left over, so you can go ahead and take that.";
delitem 2285,1; //Apple_Of_Archer
delitem 1550,1; //Book
getitem 5073,1; //Cap_Of_Concentration
next;
mes "[Nanhyang]";
mes "Also, I can disassemble the Model Training Hat into its original materials. So if you want the original items back, bring the Model Training Hat and the arrow I gave you.";
getitem 1750,1; //Arrow
next;
mes "[Nanhyang]";
mes "I hope you";
mes "will have a";
mes "good day.";
mes "Farewell.";
close;
}
mes "[Nanhyang]";
emotion e_dots;
mes "I see. You must have brought items with cards or upgrades that you didn't want to lose. Feel free to come back anytime when you are ready.";
close;
}
mes "[Nanhyang]";
emotion e_gasp;
mes "Hello~";
mes "Welcome to the Handsome Charm Modeling School. May I help you?";
next;
if (select("I want to be a model~!:Cancel") == 1) {
mes "[Nanhyang]";
mes "I see~";
mes "Although it's clear that you've got '^3355FFthe look^000000,' we can't accept any students at the moment.";
next;
mes "[Nanhyang]";
mes "Lately, our director has been gone, and we aren't sure when he'll come back. ^333333*Sigh* I can't even remember the last time we got paid.^000000";
next;
mes "[Nanhyang]";
mes "Hmm... Wait a minute!";
mes "At the very least, we could train you to improve your posture so that you can walk with regal poise.";
next;
mes "[Nanhyang]";
mes "Although we can't offer any classes at this time, I can create a special 'Model Training Hat' for you. That way, you can practice the glamourous way of walking down the catwalk on your own.";
next;
mes "[Nanhyang]";
emotion e_what;
mes "But since our director is gone, we can't really use our budget to give you a hat. If you want, please bring me the following items...";
next;
mes "[Nanhyang]";
mes "Please bring...";
mes "^0000FF1 Apple of Archer^000000 and";
mes "^0000FF1 Book^000000.";
mes "Then I can fashion a 'Model Training Hat' for you right away.";
close;
}
mes "[Nanhyang]";
mes "I understand.";
mes "Well, have a good day.";
mes "Thank you~";
close;
}
// Tulip Hairpin
//============================================================
geffen,83,189,5 script Seth#1 4_M_KID2,{
disable_items;
if (checkweight(1201,1) == 0) {
mes " [Seth]";
mes "Whoa, why are you carrying so many items with you?";
mes "You look so heavy...! Maybe you can walk more easily if you put some of your stuff away?";
close;
}
mes " [Seth]";
mes "Hello, my name is Seth!";
mes "I like folding paper and making origami. I made my mommy a big paper boat, and she gave me a big smile and patted my head!";
emotion e_heh;
next;
mes "[Seth]";
mes "Today at school, I learned how to make a paper flower! The flower was sort of hard, but now I can do it! Then I made a tiny tiny flower and put in on my head~";
emotion e_lv;
next;
if (countitem(2278) > 0 && countitem(975) > 0) {
mes "[Seth]";
mes "Hey~!";
mes "You have a Mr. Smile and Scarlet Dyestuffs! Yaaay~! I could use those and make you a paper flower. C'mon, lemme show you!";
emotion e_swt2;
next;
mes "[Seth]";
mes "Lemme make";
mes "one for you,";
mes "pwease pwease?";
emotion e_swt2;
next;
switch(select("Alright!:No thanks kid.:Boys aren't supposed to make flowers.")) {
case 1:
emotion e_heh;
mes "[Seth]";
mes "Yay~";
mes "You're the best!";
next;
mes "[Seth]";
mes "Let's see...";
mes "I cut Mr. Smile this way~.";
mes "*Snip Snip Snip~~*";
mes "*Snip...Snip...*";
mes "Yyyyyaaaeeep...";
emotion e_ho;
next;
mes "[Seth]";
mes "Tah dah~!";
next;
delitem 2278,1; //Mr_Smile
delitem 975,1; //Scarlet_Dyestuffs
getitem 5077,1; //Tulip_Hairpin
mes "[Seth]";
mes "Heheheh~!";
mes "I'm done!";
mes "I did a good job, didn't I?";
next;
if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice) {
mes "[Seth]";
mes "Oh, here's the leftovers. Mommy says that we should always save things. Heh heh~";
getitem 935,1; //Shell
next;
}
mes "[Seth]";
mes "I'm a good boy!";
mes "I'm gonna make one for my little sister~! And everybody I love!";
next;
mes "[Seth]";
mes "If you want to see me make another one, just bring more Scarlet Dyestuffs and Mr.Smile, okay? Bye bye~!";
close;
case 2:
mes "[Seth]";
mes "*Sniff sniff*";
mes "O-okay...";
mes "But I just wanted to show you how good I am...";
emotion e_sob;
close;
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Hey.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Boys aren't supposed to make flowers.";
next;
mes "[Seth]";
mes "Waaaaaaah~!";
mes "But flowers are so nice and pweety!!!";
emotion e_sob;
close;
}
}
else {
mes "[Seth]";
mes "You want me to show you? Huh?";
mes "I can do it you want!";
next;
mes "[Seth]";
mes "Uh oh...";
mes "But I don't have anything to make paper flowers out of.";
next;
if (select("I'll get what you need.:Too bad!") == 1) {
mes "[Seth]";
mes "Okay okay...";
mes "I neeeeed...";
mes "^3131FF1 Mr. Smile^000000 and";
mes "^3131FF1 Scarlet Dyestuffs^000000.";
mes "Then I can make you a tiiiiny little flower.";
next;
mes "[Seth]";
mes "Seth will wait for you here. Promise me you'll come back?";
close;
}
emotion e_sob;
mes "[Seth]";
mes "Wah~~~~~!";
close;
}
}
// Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie
//============================================================
xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you lose some weight. -";
close;
}
mes "[Mad Hatter]";
mes "Hey there. Um...";
mes "I'm the 'Mad Hatter.' Well, at least that's what I call myself.";
next;
mes "[Mad Hatter]";
mes "If you give me some stuff, I can renovate some of your old hats so that they really show your personality. Whether you're laid back or a party animal, I'll be able to make a hat just for you!";
next;
mes "[Mad Hatter]";
mes "You wanna take a look at the trendy, stylish hats I can make for you?";
next;
switch(select("Party Hat:Straw Hat:Cowboy Hat:Sombrero:Beanie")) {
case 1:
if (countitem(2236) > 0 && countitem(7151) > 99 && countitem(7111) > 99) {
mes "[Mad Hatter]";
mes "Party Hat! It's a Santa Hat I've remade by adding colorful paper for a festive look. Celebrate good times with a Party Hat! Come on!";
next;
mes "[Mad Hatter]";
mes "Oh wait! Please check one thing before we start.";
next;
mes "[Mad Hatter]";
mes "If the Santa Hat you use to create this hat was upgraded or compounded with a card, all those upgrades will be lost. So, to be safe, I suggest you put everything in your inventory, other than the things to make the Party Hat, into Kafra Storage.";
next;
mes "[Mad Hatter]";
mes "It seems to me that you have everything. Alright! Shall I make you a Party Hat?";
next;
if (select("No thanks.:Yes.") == 1) {
mes "[Mad Hatter]";
mes "Umm, okay...";
mes "I guess being the life of the party is a bit too much for you, eh? Hmpf. Well, I know a good library in Juno where you can hang out...";
close;
}
mes "^3355FF*Rustle Rustle Splat Splat*^000000";
mes "^3355FF*Squick Squick Grind Grind*^000000";
mes "^3355FF*Swish Swish Rustle Rustle*^000000";
next;
delitem 2236,1; //Santa's_Hat
delitem 7151,100; //Oil_Paper
delitem 7111,100; //Smooth_Paper
mes "[Mad Hatter]";
mes "It's done! Your new life, as the life of the party, has officially begun. All you need to do is wear this Party Hat. Though, knowing a couple jokes would probably help too.";
getitem 5060,1; //Party_Hat
next;
mes "[Mad Hatter]";
mes "Oh by the way, there's some stuff left over. I guess you should hold onto it. You know, in case you need it later.";
getitem 914,10; //Fluff
close;
}
else {
mes "[Mad Hatter]";
mes "Oh... man. Everyone needs a Party Hat! Even boring types get jazzed with pizazz wearing one of these!";
next;
mes "[Mad Hatter]";
mes "You can wear them for birthday parties, Christmas parties. Um, slumber parties. P-political parties.";
mes "......";
mes "And hunting parties?";
next;
mes "[Mad Hatter]";
mes "Anyway, this is what I need to make a Party Hat...";
mes "1 ^3355FFSanta Hat^000000,";
mes "100 ^3355FFOil Paper^000000 and";
mes "100 ^3355FFSlick Paper^000000.";
next;
mes "[Mad Hatter]";
mes "I'll be right here when you decide to crank your life up a notch with a Party Hat.";
close;
}
case 2:
if (countitem(2280) > 0 && countitem(7197) > 299 && countitem(7150) > 299) {
mes "[Mad Hatter]";
mes "A Straw Hat! Made out of a Sakkat with bamboo and tough vines, it gives you a relaxed, rustic feeling when you wear it.";
next;
mes "[Mad Hatter]";
mes "Oh wait! Please check one thing before we start.";
mes "If the Sakkat you use to create this hat was upgraded, any cards, slots or upgrades will disappear once I make a new hat out of it.";
next;
mes "[Mad Hatter]";
mes "To be safe, I suggest you put everything else, other than the required hat items, into Kafra Storage.";
next;
mes "[Mad Hatter]";
mes "Ah! I see you brought everything. Alright! Do you want me to make you a Straw Hat now?";
next;
if (select("No thanks.:Yes.") == 1) {
mes "[Mad Hatter]";
mes "Man...";
mes "I think you need this hat more than I thought. You have got to learn to just chill and relax~!";
close;
}
mes "^3355FF*Crunch Chew Chew Chew*^000000";
mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
mes "^3355FF*Crunch Crunch Tap Tap*^000000";
next;
delitem 2280,1; //Sahkkat
delitem 7197,300; //Tough_Vines
delitem 7150,300; //Bamboo_Cut
mes "[Mad Hatter]";
mes "It's done!";
mes "Now you can wear this hat, feel cool, and relax with style.";
mes "Please come again~";
getitem 5062,1; //Straw_Hat
close;
}
else {
mes "[Mad Hatter]";
mes "A Straw Hat! It shades you from the heat of the sun and keeps farmers cool when they're working on the fields. It's a hat for cool, relaxed types and the hat of choice for some famous heroes!";
next;
mes "[Mad Hatter]";
mes "Anyways, I need all these to make you a Straw Hat...";
mes "1 ^3355FFSakkat^000000,";
mes "300 ^3355FFTough Vines^000000 and";
mes "300 ^3355FFPiece of Bamboo^000000.";
next;
mes "[Mad Hatter]";
mes "I'll be right here when you decide that you want the perfect hat for laid back, kick back moods. Be cool~";
close;
}
case 3:
if (countitem(2248) > 0 && countitem(7030) > 107 && countitem(7194) > 107 && countitem(7120) > 3) {
mes "[Mad Hatter]";
mes "I take a Western Grace, add some manliness, um, do some finangling, and Voila~! A Cowboy Hat!";
next;
mes "[Mad Hatter]";
mes "It's a hat for adventure and exploration. Although it's a manly hat like no other, with a manly factor of 9, it also looks great on girls.";
next;
mes "[Mad Hatter]";
mes "Oh wait! Please check one thing before we start.";
mes "If the Western Grace you use to create this hat was upgraded, any cards or upgrades will be lost once I make a new hat out of it.";
next;
mes "[Mad Hatter]";
mes "To be safe, I suggest you put everything, other than the required materials, into Kafra Storage.";
next;
mes "[Mad Hatter]";
mes "Ah! You brought everything already. Excellent. Do you want me to make a Cowboy Hat now?";
next;
if (select("No thanks.:Yes.") == 1) {
mes "[Mad Hatter]";
mes "Well, I see.";
mes "I guess you just don't appreciate the value of cowboy heroes, do you?";
close;
}
mes "^3355FF*Clik-clak Clik-clak Pam Pam Pam Pam*^000000";
mes "^3355FF*Bang Bang Ping Ping*^000000";
mes "^3355FF*Uk Uk Uk Uk Uhoh Uhoh*^000000";
next;
delitem 2248,1; //Western_Grace
delitem 7030,108; //Claw_Of_Desert_Wolf
delitem 7194,108; //Soft_Leaf
delitem 7120,4; //Burning_Horse_Shoe
mes "[Mad Hatter]";
mes "Yeeeeehaw! With this hat on, you can tame broncos, rob stagecoaches, and look really stylish in duels!";
getitem 5075,1; //Cowboy_Hat
close;
}
else {
mes "[Mad Hatter]";
mes "A Cowboy Hat! This is a very popular that brings up images of frontier life and gunplay.";
next;
mes "[Mad Hatter]";
mes "Wearing a Cowboy Hat will make guys look tougher and more heroic, and will add untamed cuteness to the ladies.";
next;
mes "[Mad Hatter]";
mes "I need these items to make a Cowboy Hat...";
mes "1 ^3355FFWestern Grace^000000,";
mes "108 ^3355FFClaw of Desert Wolf^000000,";
mes "108 ^3355FFSoft Blade of Grass^000000 and";
mes "4 ^3355FFBurning Horseshoe^000000.";
next;
mes "[Mad Hatter]";
mes "So when you decide to give your life a boost with rustic style, come back to me with those items so I can make you a Cowboy Hat.";
close;
}
case 4:
if (countitem(5062) > 0 && countitem(952) > 49 && countitem(1907) > 0) {
mes "[Mad Hatter]";
mes "Ah yes. Now here's a classy hat for mariachi heroes and Latin lovers. You can't deny the sex appeal that just pours from someone wearing a Sombrero.";
next;
mes "[Mad Hatter]";
mes "Oh wait! Please check one thing before we start.";
mes "If the Straw Hat you use to creating this hat was upgraded, any cards or upgrades in this hat will be lost once I make the Sombrero.";
next;
mes "[Mad Hatter]";
mes "To be safe, I suggest you put everything you don't need to make this hat into Kafra Storage.";
next;
mes "[Mad Hatter]";
mes "Ah! You brought everything already. Alright! Do you want me to make you a Sombrero right away?";
next;
if (select("No thanks.:Yes.") == 1) {
mes "[Mad Hatter]";
mes "Fine, fine.";
mes "But think of all the sex appeal you're missing out on. Come on, you know you need a Sombrero.";
close;
}
mes "^3355FFZinga Zinga Zang Zang^000000";
mes "^3355FFDing Ding Ding Dan Dan Dan^000000";
mes "^3355FFAdios Amigo^000000";
next;
delitem 5062,1; //Straw_Hat
delitem 952,50; //Cactus_Needle
delitem 1907,1; //Guitar
mes "[Mad Hatter]";
mes "With this Sombrero, you'll look like you have all kinds of style. Adios, cool guy~";
getitem 5067,1; //Sombrero
close;
}
else {
mes "[Mad Hatter]";
mes "Now, everyone needs a Sombrero. They're one of the most versatile hats in existence. You can wear them to formal events, you can wear them while napping, you can wear them just to hang out...";
next;
mes "[Mad Hatter]";
mes "Look, you don't need me to explain how cool a Sombrero is. It's just one of those things that everyone naturally knows. So I know you want one.";
next;
mes "[Mad Hatter]";
mes "So this is what I need to make a Sombrero...";
mes "1 ^3355FFStraw Hat^000000,";
mes "50 ^3355FFCactus Needle^000000 and";
mes "1 ^3355FFGuitar^000000.";
next;
mes "[Mad Hatter]";
mes "That's all you need to have the coolest hat ever.";
mes "(Woohoo~!)";
close;
}
case 5:
if (countitem(2226) > 0 && countitem(7038) > 499) {
mes "[Mad Hatter]";
mes "A Beanie...!";
mes "Whaddup, broham. This hat keeps your head toasty, but let's you play things cool with your homeys. And, um, fly girls.";
next;
mes "[Mad Hatter]";
mes "Oh wait! Please check one thing before we start.";
mes "If the Cap you use to make this Beanie was upgraded, any cards or upgrades will be lost once I make this hat!";
next;
mes "[Mad Hatter]";
mes "To be safe, I suggest you put everything not needed to make this hat into Kafra Storage.";
next;
mes "[Mad Hatter]";
mes "Ah! You brought everything already. Alright! How about I make you that Beanie right now?";
next;
if (select("No thanks.:Yes.") == 1) {
mes "[Mad Hatter]";
mes "Okay...";
mes "Dork. Come back When you decide to join the cool guys, word?";
close;
}
mes "^3355FF*Crunch Chew Chew Chew*^000000";
mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
mes "^3355FF*Crunch Crunch Tap Tap*^000000";
next;
delitem 2226,1; //Cap
delitem 7038,500; //Yarn
mes "[Mad Hatter]";
mes "There you go! Your very own Beanie! Cute, but still 'dope!'";
next;
mes "[Mad Hatter]";
mes "Uh! Uh!";
mes "I'm in da house!";
getitem 5076,1; //Fur_Hat
close;
}
else {
mes "[Mad Hatter]";
mes "A Beanie!";
mes "Whether you plan to go to a house party, get your groove back, or be as fresh as a prince, you'll be chillin' with this fly style.";
next;
mes "[Mad Hatter]";
mes "But well...";
mes "Although it can be a street fashion, Beanies also look really cute on some people.";
next;
mes "[Mad Hatter]";
mes "Anyway, this is what I need to make a Beanie...";
mes "1 ^3355FFCap^000000 and";
mes "500 ^3355FFYarn^000000.";
next;
mes "[Mad Hatter]";
mes "When you decide to represent yo' hood, come to me with the stuff. I'll hook you up.";
close;
}
}
}
// Decorative Golden Bell, Crown of Ancient Queen, Crown of Mistress
//============================================================
yuno_in03,20,18,6 script Nehris#1 4_F_JOB_BLACKSMITH,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
mes "[Nehris]";
mes "The Monster Museum has prepared a special event for your support~!";
next;
mes "[Nehris]";
mes "Accessories typically worn by monsters are now available for adventurers to wear!";
next;
mes "[Nehris]";
mes "Of course, since we're on a trial period, we can only provide 3 monster accessories to our fans. However, according to your response, we may add more monster accessories in the future.";
next;
mes "[Nehris]";
mes "Simply bring the required materials, and pay a small fee, and we will provide you with the monsters accessory of your choice.";
next;
mes "[Nehris]";
mes "Please choose the";
mes "accessory you are";
mes "interested in.";
next;
switch(select("Decorative Golden Bell:Crown of Ancient Queen:Crown of Mistress")) {
case 1:
mes "[Nehris]";
mes "This Golden Bell is fashioned after the one worn by the 'Sohee' monster. It's a cute accessory I personally recommend for us ladies. A little oversized, but I believe you'll like it a lot.";
next;
if (countitem(10016) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 19999) {
mes "[Nehris]";
mes "Thank you for";
mes "bringing everything.";
mes "Please wait one moment.";
next;
mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
next;
delitem 10016,1; //Golden_Bell
delitem 714,1; //Emperium
delitem 969,3; //Gold
set Zeny, Zeny-20000;
getitem 5091,1; //Big_Golden_Bell
mes "[Nehris]";
mes "Yoohoo~";
mes "There you go. Here's your beautiful Golden Bell. I doubt it will jingle if you shake your head, though.";
next;
mes "[Nehris]";
mes "Oh, one more thing, don't confuse yourself with Sohee and commit suicide!";
next;
mes "[Nehris]";
mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
close;
}
mes "[Nehris]";
mes "The required materials for the Decorative Golden Bell are...";
mes "^3355FF1 Golden Bell, 1 Emperium, 3 Gold^000000 and";
mes "20,000 zeny.";
next;
mes "[Nehris]";
mes "Just come ask me";
mes "when you're ready.";
mes "Thank you.";
close;
case 2:
mes "[Nehris]";
mes "This crown is inspired by the the one worn by the 'Isis' monster. It has a elegant look fitting for ancient royalty.";
next;
if (countitem(10006) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 19999) {
mes "[Nehris]";
mes "Thank you for";
mes "bringing everything.";
mes "Please wait one moment.";
next;
mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
next;
delitem 10006,1; //Queen's_Hair_Ornament
delitem 714,1; //Emperium
delitem 969,3; //Gold
set Zeny, Zeny-20000;
getitem 5080,1; //Headgear_Of_Queen
mes "[Nehris]";
mes "Tah dah!";
mes "Here's your Crown of Ancient Queen! I don't know if you can get anyone to bow before you while wearing this, but at least you'll look elegant.";
next;
mes "[Nehris]";
mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
close;
}
mes "[Nehris]";
mes "The required materials for the Crown of Ancient Queen are...";
mes "^3355FF1 Queen's Hair Ornament, 1 Emperium, 3 Gold^000000 and";
mes "20,000 zeny.";
next;
mes "[Nehris]";
mes "Just come ask me";
mes "when you're ready.";
mes "Thank you.";
close;
case 3:
mes "[Nehris]";
mes "This crown is an imitation of the one worn by the 'Mistress' monster. Wearing this will give you a look of brusque authority.";
next;
if (countitem(2249) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 39999) {
mes "[Nehris]";
mes "Thank you for";
mes "bringing everything.";
next;
mes "[Nehris]";
mes "^FF0000By the way, if you use an upgraded";
mes "Coronet for making this item,";
mes "the item you create out of the Coronet";
mes "will not have its upgraded status.^000000";
next;
mes "[Nehris]";
mes "^FF0000Also, please only have one Coronet in your inventory to make the Crown of Mistress. We are not responsible for any loss.";
next;
mes "[Nehris]";
mes "Are you sure you want to create the Crown of Mistress?";
next;
if (select("Yes:Wait a minute...!") == 1) {
mes "[Nehris]";
mes "Please wait one moment.";
next;
mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
next;
delitem 2249,1; //Coronet
delitem 714,1; //Emperium
delitem 969,3; //Gold
set Zeny, Zeny-40000;
getitem 5081,1; //Mistress_Crown
mes "[Nehris]";
mes "Yay! You've got a great looking crown!";
next;
mes "[Nehris]";
mes "I don't know if everyone will obey your commands while wearing this, but at least you can feel beautifully regal.";
next;
mes "[Nehris]";
mes "Why don't you go take a picture with Mistress? That would be funny to see if she wasn't too busy trying to maul you.";
next;
mes "[Nehris]";
mes "If you'd like me to make you another one, please come again. Thank you for visiting the Monster Museum.";
close;
}
mes "[Nehris]";
mes "No problem, just be sure to understand our precautions well, okay?";
close;
}
mes "[Nehris]";
mes "The required materials for the Crown of Mistress are...";
mes "^3355FF1 Coronet, 1 Emperium, 3 Gold^000000 and";
mes "40,000 zeny.";
next;
mes "[Nehris]";
mes "Just come ask me";
mes "when you're ready.";
mes "Thank you.";
close;
}
}
// Alarm Mask
//============================================================
alde_alche,88,180,0 script Muscle Man#Alarm Mask 4_M_ALCHE_A,{
if (checkweight(1201,1) == 0) {
mes "[Muscle Man]";
mes "Hmmm...";
mes "It's seems you're carrying too much stuff for me to give anything to you.";
next;
mes "[Muscle Man]";
mes "Talk to me again after you've freed up some of your inventory space by putting some of your things into the Kafra Storage.";
close;
}
mes "[Muscle Man]";
mes "Oooh yeah!";
mes "Sometimes, even I can't believe how much this body of mine ripples with sexy love muscles~! I can barely hold them all in...";
next;
mes "[Muscle Man]";
mes "It's...";
mes "It's sexy time!";
next;
specialeffect EF_FLASHER;
setnpcdisplay "Muscle Man#Alarm Mask", ALARM;
enablenpc " #Alarm Mask Man1";
enablenpc " #Alarm Mask Man2";
enablenpc " #Alarm Mask Man3";
enablenpc " #Alarm Mask Man4";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
initnpctimer;
if (countitem(1095) > 2999 && countitem(2288) > 0) {
if (select("Give him items:Cancel") == 1) {
mes "[Muscle Man]";
mes "Ooh... Finally!";
mes "You brought them!";
mes "Excellent, excellent!";
next;
mes "[Muscle Man]";
mes "Alright...";
mes "Now I can use this Mr.Scream and all these clock hands to continue my testing.";
next;
delitem 1095,3000; //Needle_Of_Alarm
delitem 2288,1; //Mr_Scream
getitem 5086,1; //Alarm_Mask
mes "[Muscle Man]";
mes "And, this is yours. All yours.";
next;
mes "[Muscle Man]";
mes "Well then... Farewell!";
mes "Don't forget to bring me more Mr.Screams and clock hands if you find more of them!";
close;
}
mes "[Muscle Man]";
mes "Hmmm...?";
mes "That's funny, I thought you would have that Mr. Scream mask and all those clock hands by now...";
close;
}
mes "[Muscle Man]";
mes "But...";
mes "Not everyone is fortunate to have a magnificent, flawless physique. There are people in this world that have tragically lost appendages in accidents.";
next;
mes "[Muscle Man]";
mes "When I realized this, I decided to help these people and began to research technology for artificial limbs. My studies have lead me to Alarms and their own mechanical limbs known as 'Ruimento.'";
next;
mes "[Muscle Man]";
mes "The Alarms, and their 'Ruimento,' are made from an ancient mysterious technology. You can only find these in the Clock Tower.";
next;
mes "[Muscle Man]";
mes "So I am trying to research a method to reproduce Ruimetto, except in a smaller form for the human body. If I'm successful, it would be a medical miracle!";
next;
mes "[Muscle Man]";
mes "However, I need help in completing my research. Hence, the reason I've told you my story, adventurer.";
next;
mes "[Muscle Man]";
mes "I desperately need materials to continuing testing so that I can develop a prototype. I'll need ^0000FFClock Hand^000000 from Alarms and ^0000FFMr. Scream^000000 in order to continue my research.";
next;
mes "[Muscle Man]";
mes "I would collect these things myself but everytime I go up to the Clock Tower, I can't bear to break the Alarms, and just stare in awe at their mechanical, masculine physiques.";
next;
mes "[Muscle Man]";
mes "So...";
mes "If you help me out, I promise to give you, um...";
next;
mes "[Muscle Man]";
mes "...this Alarm Mask!";
mes ".....";
next;
mes "[Muscle Man]";
mes "I'd wear it myself, if it weren't for the fact that people never look at my face anyway. Everyone I meet seems to be fixated on my chiseled form. But trust me, this mask is pretty cool.";
next;
mes "[Muscle Man]";
mes "Please adventurer...";
mes "Help me give muscles to the world.";
next;
if (select("Alright.:.........") == 1) {
mes "[Muscle Man]";
mes "Oh~~! You know how I feel about Alarm's beautiful mechanic muscle! I am glad to have met someone who shares my good sense of taste.";
next;
mes "[Muscle Man]";
mes "Okay, here's the deal.";
mes "Bring me...";
mes "^0000FF3000 Clock Hand^000000 and";
mes "^0000FF1 Mr. Scream^000000.";
next;
mes "[Muscle Man]";
mes "With those, I will be able to continue my research, at least for a while. As I told you, I will give you this awesome ^0000FFAlarm Mask^000000 for those items!";
next;
mes "[Muscle Man]";
mes "Now! Go for it!";
mes "Let's spread our love for muscle around the globe!";
close;
}
mes "[Muscle Man]";
mes "Oh~! I'm sorry!!";
mes "I guess I must have pumped one of these glorious biceps on accident.";
next;
mes "[Muscle Man]";
mes "I forget how breathtaking the sheer majesty of my body can be. It's alright, take your time, savor the visual pleasure...";
next;
mes "[Muscle Man]";
mes "But listen, I'll need:";
mes "^0000FF3000 Clock Hand^000000 and";
mes "^0000FF1 Mr. Scream^000000";
mes "in order to continue my research.";
next;
mes "[Muscle Man]";
mes "As I told you, I will give you this really nifty ^0000FFAlarm Mask^000000 for those items, as well as do any sort of pose for you.";
next;
mes "[Muscle Man]";
mes "Now! Go for it!";
mes "Let's spread our love for muscle around the globe!";
close;
OnTimer4000:
specialeffect EF_FLASHER;
setnpcdisplay "Muscle Man#Alarm Mask", 4_M_ALCHE_A;
disablenpc " #Alarm Mask Man1";
disablenpc " #Alarm Mask Man2";
disablenpc " #Alarm Mask Man3";
disablenpc " #Alarm Mask Man4";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
stopnpctimer;
end;
}
alde_alche,86,184,0 script #Alarm Mask Man1 ALARM,{
OnInit:
disablenpc " #Alarm Mask Man1";
end;
}
alde_alche,89,184,0 script #Alarm Mask Man2 ALARM,{
OnInit:
disablenpc " #Alarm Mask Man2";
end;
}
alde_alche,92,184,0 script #Alarm Mask Man3 ALARM,{
OnInit:
disablenpc " #Alarm Mask Man3";
end;
}
alde_alche,95,184,0 script #Alarm Mask Man4 ALARM,{
OnInit:
disablenpc " #Alarm Mask Man4";
end;
}
// Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish
//============================================================
morocc,273,79,4 script Educated Traveller 4W_M_03,{
disable_items;
if ((MaxWeight-Weight) < 5000 || checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're over weight -";
mes "- to receive more items from this NPC. -";
mes "- Please try again after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(7030) > 0) {
mes "[Lee Hester]";
mes "Hm...?";
mes "What's that";
mes "you have on you?";
mes "Ah, a Claw of Desert Wolf~!";
next;
mes "[Lee Hester]";
mes "You can only get one of those if you've been traveling for a long time in the desert. I guess someone like you also appreciates the beauty of my homeland.";
next;
mes "[Lee Hester]";
mes "Ahahaha~";
mes "If you've spent enough time in the Morocc desert, I'm sure you also appreciate the value of a high quality hat to beat the heat.";
next;
mes "[Lee Hester]";
mes "Tell you what. I've learned a lot studying about animals, so if you give me the right materials, I'll make you a ^3355FFtruly great hat^000000.";
next;
mes "[Lee Hester]";
mes "Just remember...";
mes "If you give me any equipment compounded with cards or with upgrades, ^ff0000any upgraded abilities and cards in those items will be lost after I make something out of them.^000000 So, please keep that in mind.";
next;
switch(select("Drooping Cat:Smokie Leaf:Lazy Smokie:Blue Fish:That's... okay.")) {
case 1:
if (countitem(2233) > 0 && countitem(983) > 0 && countitem(7206) > 299) {
mes "[Lee Hester]";
mes "Ah...";
mes "You brought everything.";
mes "Excellent! Okay, give me some time to create the 'Drooping Cat.'";
next;
mes "*Scratch scratch...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
mes "*Scratch scratch...*";
next;
mes "^3355FFHmm...";
mes "Those don't sound like hat-making noises...^000000";
next;
mes "[Lee Hester]";
mes "Oh, don't worry. It's almost done.";
next;
mes "*Swish swish...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
mes "*Chikachikachoom*";
next;
mes "[Lee Hester]";
mes "There you go. *Phew~*";
mes "Your own 'Drooping Cat' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
delitem 2233,1; //Circlet_
delitem 983,1; //Black_Dyestuffs
delitem 7206,300; //Black_Kitty_Doll
delitem 7030,1; //Claw_Of_Desert_Wolf
getitem 5058,1; //Drooping_Kitty
emotion e_ho;
close;
}
else {
mes "[Lee Hester]";
mes "Why don't I make you...";
mes "a 'Drooping Cat?'";
mes "Having a cat for a hat makes a certain sort of sense if you'll just hear me out...";
next;
mes "[Lee Hester]";
mes "At the Juno Library, I read in this issue of 'Funtime Kid Science' that all cats, whether they're wild or domesticated, are hunters that have mastered the art of saving their energy.";
next;
mes "[Lee Hester]";
mes "After investing many hours napping in the sun, they've developed the perfect position to nap in any place and in any condition: the lazy feline droop.";
next;
mes "[Lee Hester]";
mes "It's impossible for humans to even imitate this special feline skill without the inspiration from this hat!";
next;
mes "[Lee Hester]";
mes "And even if you don't manage to copy the napping cat droop, at least this'll keep the sun off the top of your head, if not out of your eyes.";
next;
mes "[Lee Hester]";
mes "The items I need are...";
mes "1 ^ff0000slotted Circlet^000000,";
mes "1 ^ff0000Black Dyestuffs^000000";
mes "and 300 ^ff0000Black Cat Doll^000000.";
next;
mes "[Lee Hester]";
mes "I will make a Drooping Cat right away when you bring all of those items.";
close;
}
case 2:
if (countitem(945) > 599) {
mes "[Lee Hester]";
mes "Ah...";
mes "You brought everything.";
mes "Excellent! Okay, give me some time to put this 'Smokie Leaf' together.";
next;
mes "*Scratch scratch...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
mes "*Scratch scratch...*";
next;
mes "^3355FFHmm...";
mes "Those don't sound like hat-making noises...^000000";
next;
mes "[Lee Hester]";
mes "Oh, don't worry. It's almost done.";
next;
mes ".........";
next;
mes "*Swish swish...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
mes "*P-peeeeeeeeep*";
next;
mes "[Lee Hester]";
mes "There you go. *Phew~*";
mes "Your own 'Smokie Leaf' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
delitem 945,600; //Raccoon_Leaf
delitem 7030,1; //Claw_Of_Desert_Wolf
getitem 5064,1; //Leaf_Headgear
emotion e_gasp;
close;
}
else {
mes "[Lee Hester]";
mes "How about...";
mes "a 'Smokie Leaf?'";
next;
mes "[Lee Hester]";
mes "I know, I know, wearing a big ol' Leaf on top of your head sounds impractical. But, it makes a certain sort of sense if you'll just hear me out.";
next;
mes "[Lee Hester]";
mes "Do you ever notice how on a hot day, you feel a lot cooler when you wear white, but you're a lot warmer when you wear black?";
next;
mes "[Lee Hester]";
mes "After some intense thinking, and reading some 'Funtime Kid Science' magazines in Juno, I realized that the color black absorbs sunlight and heat, and that the color white reflects it.";
next;
mes "[Lee Hester]";
mes "So...";
mes "What happens if you're wearing no colors? If my ^333333*ahem*^000000 hypothesis is correct, you wouldn't feel any heat if you were invisible!";
next;
mes "[Lee Hester]";
mes "That's why I've created this Racoon Leaf, in an attempt to imitate Smokie's uncanny invisibility powers.";
next;
mes "[Lee Hester]";
mes "It...";
mes "I haven't gotten it to work the way I want to yet. But it's a big leaf! It'll offer some shade.";
next;
mes "[Lee Hester]";
mes "All I need to make this is...";
mes "600 ^ff0000Raccoon Leaf^000000.";
mes "It's weird, but I need a whole lot of little leaves to make a big one.";
close;
}
case 3:
if (countitem(1026) > 999 && countitem(7065) > 99 && countitem(945) > 9) {
mes "[Lee Hester]";
mes "Ah....";
mes "You brought everything.";
mes "Excellent! Okay, give me some time to create the 'Lazy Smokie' hat.";
mes "....";
next;
mes "*Scratch scratch...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
mes "*Scratch scratch...*";
next;
mes "^3355FFHmm...";
mes "Those don't sound like hat-making noises...^000000";
next;
next;
mes "[Lee Hester]";
mes "Oh, don't worry. It's almost done.";
next;
mes ".........";
next;
mes "*Swish swish...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
mes "*Glunk.*";
next;
mes "[Lee Hester]";
mes "There you go. *Phew~*";
mes "Your own 'Lazy Smokie' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
delitem 1026,1000; //Acorn
delitem 7065,100; //Sea_Otter_Leather
delitem 945,10; //Raccoon_Leaf
delitem 7030,1; //Claw_Of_Desert_Wolf
getitem 5084,1; //Lazy_Raccoon
emotion e_heh;
close;
}
else {
mes "[Lee Hester]";
mes "Why don't I make...";
mes "a 'Lazy Smokie?'";
next;
mes "[Lee Hester]";
mes "I know, I know, having a Racoon on your head sounds ridiculous, but it makes a certain sort of sense if you'll just hear me out.";
next;
mes "[Lee Hester]";
mes "So I learned from an issue of 'Funtime Kid Science' at Juno Library that different colors absorb or reflect sunlight.";
next;
mes "[Lee Hester]";
mes "Wearing one color makes you feel warmer, and another makes you feel cooler on a hot day.";
next;
mes "[Lee Hester]";
mes "So I was thinking...";
mes "What if I had no colors?";
next;
mes "[Lee Hester]";
mes "And, as we all know, you wear no colors if you're invisible, or when you're completely nude. I've already conducted my nudity experiment with sad and pitiable results...";
next;
mes "[Lee Hester]";
mes "So now I'm experimenting with invisibility. I've tried using a human sized Smokie Leaf to become invisible, but it didn't really work yet. So I got to thinking...";
next;
mes "[Lee Hester]";
mes "If I somehow connected a Smokie to me, would I become invisible when he becomes invisible?";
next;
mes "[Lee Hester]";
mes "I haven't been able to try it yet, because Smokies are pretty heavy and I've got to build up my neck muscles before I can strap a Smokie to my head.";
next;
mes "[Lee Hester]";
mes "So of course I need a practice Smokie to wear on my head before I'm ready for the real thing.";
next;
mes "[Lee Hester]";
mes "And that was how I invented the 'Lazy Smokie' hat.";
next;
mes "[Lee Hester]";
mes "The items I need are...";
mes "1000 ^ff0000Acorn^000000,";
mes "100 ^ff0000Sea-Otter Fur^000000 and";
mes "10 ^ff0000Raccoon Leaf^000000.";
close;
}
case 4:
if (countitem(624) > 0 && countitem(959) > 299 && countitem(551) > 49 && countitem(1023) > 0 && countitem(938) > 99) {
mes "[Lee Hester]";
mes "Ah...";
mes "You brought everything.";
mes "Excellent! Okay, give me some time to create the 'Blue Fish' hat out of all this fish.";
next;
mes "*Scratch scratch...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
next;
mes "*Scratch scratch...*";
mes "*Tap tap...*";
mes "*Scratch scratch...*";
next;
mes "^3355FFHmm...";
mes "Those don't sound like hat-making noises...^000000";
next;
mes "[Lee Hester]";
mes "Oh, don't worry. It's almost done.";
next;
mes "*Swish swish...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
next;
mes "*Swish swish...*";
mes "*Chomp chomp...*";
mes "*Wataaaaa~!*";
next;
mes "[Lee Hester]";
mes "There you go. *Phew~*";
mes "Your own 'Blue Fish' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
delitem 624,1; //Rotten_Fish
delitem 959,300; //Rotten_Scale
delitem 551,50; //Shusi
delitem 1023,1; //Fish_Tail
delitem 938,100; //Sticky_Mucus
delitem 7030,1; //Claw_Of_Desert_Wolf
getitem 5065,1; //Fish_On_Head
emotion e_ic;
close;
}
else {
mes "[Lee Hester]";
mes "Ah! I got it!";
mes "How about I make you...";
mes "a 'Blue Fish' hat?";
next;
mes "[Lee Hester]";
mes "I know putting a Fish on top of your head doesn't sound like the best idea, but it makes a certain sort of sense if you'll just hear me out.";
next;
mes "[Lee Hester]";
mes "So I was reading some issues of 'Funtime Kid Science' at the Juno Library, and read about animals that take naps under the sun when they feel really hot.";
next;
mes "[Lee Hester]";
mes " So then I thought...";
mes "Animals that don't take naps under the sun must never feel hot?";
next;
mes "[Lee Hester]";
mes "I decided to make a hat of that one perfect beast that was immune to the sun, never having to succumb its power.";
next;
mes "[Lee Hester]";
mes "I set to work immediately, listing all the animals I know that don't take naps in the sun. Then, I removed any animals from the list that I didn't like, especially the ones with really long names.";
next;
mes "[Lee Hester]";
mes "Finally, I had only three creatures on my list: the Emu, the Giraffe and the Fish.";
next;
mes "[Lee Hester]";
mes "First, I removed Emu, because everyone kept telling me I was spelling it wrong. And as everyone knows, a Giraffe hat would just look ridiculous. So, of course, I chose the Fish.";
next;
mes "[Lee Hester]";
mes "And that, my friend, was how I invented the 'Blue Fish' hat.";
next;
mes "[Lee Hester]";
mes "The items I need are...";
mes "^ff00001 Rotten Fish,";
mes "300 Stinky Scale,";
mes "50 Sushi,";
mes "1 Fish Tail^000000 and";
mes "^ff0000100 Sticky Mucus^000000.";
close;
}
case 5:
mes "[Lee Hester]";
mes "Oh... I see.";
mes "I'm a little disappointed, but you probably already have a nice hat to keep the sun out of your eyes. Well, if you change your mind, I'll be here.";
close;
}
}
else {
mes "[Lee Hester]";
mes "Isn't it such";
mes "a beautiful day";
mes "today?";
next;
mes "[Lee Hester]";
mes "Beautiful...";
mes "But insanely hot.";
mes "I live here, I should know. Still, nothing can beat the Morroc sunset.";
next;
mes "[Lee Hester]";
mes "It's amazing how so many different animals can live in the desert. I've been spending some time researching the ways of animals, reading books in the Juno Library...";
next;
mes "[Lee Hester]";
mes "Trying to figure out the Animal Kingdom's secrets of dealing with the heat.";
next;
mes "[Lee Hester]";
mes "I hope you're having a good time here in Morroc. If you ever question the special abilities of animals, just think of the majestic Desert Wolf that's able to thrive in the harsh Morroc deserts.";
emotion e_paper;
close;
}
}
// Kitsune Mask
//============================================================
pay_dun03,48,84,4 script Nine Tails#Kitsune Mask NINE_TAIL,1,1,{
end;
OnInit:
disablenpc "Nine Tails#Kitsune Mask";
end;
OnTouch:
mes "[Nine Tails]";
mes "Yelp! Yelp yelp!";
mes "Yelp! Yelp yelp!";
next;
if (select("Shake head:Nod head") == 1) {
mes "[Nine Tails]";
mes "Yelp! Yelp yelp!";
close2;
set getvariableofnpc(.MyMobs1,"SpawnManager#Kitsune"),1;
switch(rand(1,25)) {
case 1: set .@x,118; set .@y,66; break;
case 2: set .@x,103; set .@y,194; break;
case 3: set .@x,116; set .@y,50; break;
case 4: set .@x,49; set .@y,94; break;
case 5: set .@x,232; set .@y,232; break;
case 6: set .@x,245; set .@y,86; break;
case 7: set .@x,217; set .@y,133; break;
case 8: set .@x,50; set .@y,157; break;
case 9: set .@x,245; set .@y,60; break;
case 10: set .@x,220; set .@y,77; break;
case 11: set .@x,198; set .@y,62; break;
case 12: set .@x,158; set .@y,41; break;
case 13: set .@x,57; set .@y,210; break;
case 14: set .@x,251; set .@y,207; break;
case 15: set .@x,86; set .@y,130; break;
case 16: set .@x,216; set .@y,233; break;
case 17: set .@x,192; set .@y,245; break;
case 18: set .@x,117; set .@y,234; break;
case 19: set .@x,144; set .@y,255; break;
case 20: set .@x,190; set .@y,216; break;
case 21: set .@x,63; set .@y,66; break;
case 22: set .@x,247; set .@y,183; break;
case 23: set .@x,37; set .@y,225; break;
case 24: set .@x,247; set .@y,118; break;
case 25: set .@x,154; set .@y,130; break;
}
monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
specialeffect EF_FLASHER;
disablenpc "Nine Tails#Kitsune Mask";
end;
}
close2;
specialeffect EF_FLASHER;
disablenpc "Nine Tails#Kitsune Mask";
enablenpc "Nine Tails#Kitsune Man";
end;
}
pay_dun03,48,84,4 script Nine Tails#Kitsune Man 4_M_JPN2,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
mes "- too many items with you. -";
mes "- Please come back after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(1022) > 998) {
mes "[Nine Tails]";
mes "Oh! You finally brought what I've asked, human. Okay, now I can bring her back to life!";
next;
if (select("Give items:Cancel") == 1) {
delitem 1022,999; //Fox_Tail
getitem 5069,1; //Mask_Of_Fox
mes "[Nine Tails]";
mes "Now...";
mes "Take this";
mes "and get out";
mes "of my sight~!";
close;
}
close2;
}
else {
mes "[Nine Tails]";
mes "......Errr?";
mes "Now why am I in human form again?";
next;
mes "[Nine Tails]";
mes "I guess... I need to practice transformation more often. *Sigh*";
next;
mes "[Nine Tails]";
mes "Anyway, I've got a bone to pick with you humans. You're an aggressive and greedy race, always killing things and taking stuff. And despite all the hunting, you never seem to be satisfied.";
next;
mes "[Nine Tails]";
mes "You always intrude our territory to slay us foxes for our nice, soft fur. But it's not only us you harass. The Sohees always complain that you barbaric humans keep stealing their clothing!";
next;
mes "[Nine Tails]";
mes "My wife was killed as a victim of human greed, probably skinned for her fabulous pelt...";
next;
mes "[Nine Tails]";
mes "All I want is to bring her back to life, no matter what the cost. That's why I'm swallowing my pride and asking you for help.";
next;
mes "[Nine Tails]";
mes "I need...";
mes "^0000FF999^000000 ^FF0000Nine Tail^000000";
mes "in order to cast the Fox Resurrection spell.";
next;
mes "[Nine Tails]";
mes "I know how you humans think...";
mes "You want some sort of reward for whatever mayhem you cause. Alright then...";
next;
mes "[Nine Tails]";
mes "I will give you this ^0000FFKitsune Mask^000000 if you bring me what I asked. How does that sound? Remember, ^0000FF999 ^FF0000Nine Tail^000000.";
close;
}
set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
switch(rand(1,25)) {
case 1: set .@x,118; set .@y,66; break;
case 2: set .@x,103; set .@y,194; break;
case 3: set .@x,116; set .@y,50; break;
case 4: set .@x,49; set .@y,94; break;
case 5: set .@x,232; set .@y,232; break;
case 6: set .@x,245; set .@y,86; break;
case 7: set .@x,217; set .@y,133; break;
case 8: set .@x,50; set .@y,157; break;
case 9: set .@x,245; set .@y,60; break;
case 10: set .@x,220; set .@y,77; break;
case 11: set .@x,198; set .@y,62; break;
case 12: set .@x,158; set .@y,41; break;
case 13: set .@x,57; set .@y,210; break;
case 14: set .@x,251; set .@y,207; break;
case 15: set .@x,86; set .@y,130; break;
case 16: set .@x,216; set .@y,233; break;
case 17: set .@x,192; set .@y,245; break;
case 18: set .@x,117; set .@y,234; break;
case 19: set .@x,144; set .@y,255; break;
case 20: set .@x,190; set .@y,216; break;
case 21: set .@x,63; set .@y,66; break;
case 22: set .@x,247; set .@y,183; break;
case 23: set .@x,37; set .@y,225; break;
case 24: set .@x,247; set .@y,118; break;
case 25: set .@x,154; set .@y,130; break;
}
monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
specialeffect EF_BLASTMINEBOMB;
disablenpc "Nine Tails#Kitsune Man";
end;
OnInit:
set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
monster "pay_dun03",48,83,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
disablenpc "Nine Tails#Kitsune Man";
end;
}
pay_dun03,48,84,4 script SpawnManager#Kitsune -1,{
OnInit:
set .MyMobs1,1;
set .MyMobs2,1;
end;
OnMyMobDead:
set .MyMobs1,.MyMobs1-1;
if (.MyMobs1 < 1)
enablenpc "Nine Tails#Kitsune Man";
end;
OnMyMobDead2:
set .MyMobs2,.MyMobs2-1;
if (.MyMobs2 < 1)
enablenpc "Nine Tails#Kitsune Mask";
end;
}
// Orc Hero Helmet
//============================================================
in_orcs01,31,93,1 script Orc Warrior#1 ORK_WARRIOR,2,2,{
OnTouch:
disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you lose some weight. -";
close;
}
if (orcs_hero_hat < 1) {
mes "[Orc Warrior]";
mes ".......";
mes ".........";
mes "Human, what are you doing in my home?!";
next;
mes "[Orc Warrior]";
mes "Hurrumph.";
mes "I guess you decided to come inside, thinking no one was around, to rest after killing others of my kind.";
next;
mes "[Orc Warrior]";
mes "Well! We Orcs are a proud race!";
mes "So don't expect me to talk to you.";
mes "Though, I must admit that you have courage to enter an Orc's home.";
next;
mes "[Orc Warrior]";
mes "I'm too tired to kill you today, but keep silent! If you're wounded, you can bleed quietly on the floor and die with some honor I suppose.";
if (rand(1,5) == 5 && BaseLevel >= 55) {
next;
if (select(".....:Come on, let's talk.") == 1) {
close;
}
mes "[Orc Warrior]";
mes "You dare invite an Orc to conversation?! We Orcs are a savage race! Born out suffering, we only live to fight and do battle!";
next;
mes "[Orc Warrior]";
mes "Talk with humans?!";
mes "Hah! The only way I will suffer such humiliation would be if you too, lost your dignity.";
next;
mes "[Orc Warrior]";
mes "You can bleed in my house, but I will only talk with you if...";
mes "You bring ^FF00001000 Jellopy^000000!";
next;
if (select("I challenge you to a duel, Orc!:1000 Jellopies it is.") == 1) {
mes "[Orc Warrior]";
mes "Humans... such annoying bastards!";
mes "If you want to fight, go outside!";
mes "So get out of my house!";
close2;
warp "gef_fild10",100,100;
end;
}
set orcs_hero_hat,1;
mes "[Orc Warrior]";
mes "Hah! It's a promise then!";
mes "Bwahahahahhahahahahahaha!";
mes "That's 1000 Jellopies!";
mes "Are all you humans so foolish?!";
close;
}
close;
}
else if (orcs_hero_hat == 1) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "WHAT?!";
mes "That's so much Jellopy!!";
next;
mes "[Orc Warrior]";
mes "I do not like this joke you have played on me human. Still, I refuse to believe that you have really brought ^FF00001000 Jellopy^000000.";
next;
mes "[Orc Warrior]";
mes "We Orcs are a proud race and do not like to admit when we are wrong.";
next;
mes "[Orc Warrior]";
mes "One...";
next;
mes "[Orc Warrior]";
mes "One... T-two...";
next;
mes "[Orc Warrior]";
mes "One... T-two...";
mes "Three...";
next;
mes "[Orc Warrior]";
mes "One... T-two...";
mes "Three...";
mes "....F-f-fooooour...";
next;
mes "[Orc Warrior]";
mes ".......";
next;
mes "[Orc Warrior]";
mes ".......";
mes ".........";
next;
mes "[Orc Warrior]";
mes ".......";
mes ".........";
mes "............";
next;
mes "[Orc Warrior]";
mes "Nine hundred ninety-eight...";
next;
mes "[Orc Warrior]";
mes "Nine hundred ninety-eight...";
mes "Nine hundred ninety-nine...";
next;
mes "[Orc Warrior]";
mes "Nine hundred ninety-eight...";
mes "Nine hundred ninety-nine...";
mes "One...";
next;
mes "[Orc Warrior]";
mes "Nine hundred ninety-eight...";
mes "Nine hundred ninety-nine...";
mes "One... One thousand.";
next;
mes "[Orc Warrior]";
mes "Curse you, human.";
mes "You have shall your 'conversation.'";
next;
mes "[Orc Warrior]";
mes "I hate humans! In fact, all Orcs hate humans! Hate you hate you hate you with a passion!";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,2;
mes "[Orc Warrior]";
mes "So...";
mes "Still in the mood to talk?!";
next;
mes "[Orc Warrior]";
mes "Tough!";
mes "If you want to";
mes "hear more, bring...";
mes "^FF00001000 Jellopy^000000!";
next;
mes "[Orc Warrior]";
mes "Now get out of here, you horrible stinking, poor excuse for an animal!!";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?!";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
close;
}
else if (orcs_hero_hat == 2) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "No.... Not again!!";
mes "What are you doing with so much Jellopy?!";
next;
mes "[Orc Warrior]";
mes "Damn...!";
mes "I refuse to speak to you until I've finished counting all of this Jellopy.";
next;
mes "[Orc Warrior]";
mes "...";
next;
mes "[Orc Warrior]";
mes "...";
mes ".....";
next;
mes "[Orc Warrior]";
mes "...";
mes ".....";
mes "ONE THOUSAND.";
next;
mes "[Orc Warrior]";
mes "Once again, human, you've managed to infuriate me. But we Orcs are a proud race. I shall fulfill my part of this pathetic deal.";
next;
mes "[Orc Warrior]";
mes "Now, where was I?";
mes "Oh right.";
mes "How much I hate humans.";
next;
mes "[Orc Warrior]";
mes "Humans are always invading our village, intruding on our land! They kill our warriors not out of honor, but for selfish human reasons!!";
next;
mes "[Orc Warrior]";
mes "Bah! Humans have built their own towns and cities. Do they keep their senseless killing amongst each other?! NO! Humans have to rampage and ravage everything!!";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,3;
mes "[Orc Warrior]";
mes "Now, if you want";
mes "to listen to more,";
mes "bring me...";
next;
mes "[Orc Warrior]";
mes "^FF00001000 Jellopy^000000 again!";
mes "I do not think that you can endure much more of this torture.";
mes "Bwahahahahahha~!";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget!?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
close;
}
else if (orcs_hero_hat == 3) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes ".....";
mes "Again, human, you confound me with your stubborness. I see that humans are masochists. Or just like to annoy Orcs by making them count a thousand Jellopies.";
next;
mes "[Orc Warrior]";
mes "*sigh* Let me count...";
next;
mes "[Orc Warrior]";
mes "...";
next;
mes "[Orc Warrior]";
mes "...";
mes ".......";
next;
mes "[Orc Warrior]";
mes "Nine hundred ninety-nine...";
next;
mes "[Orc Warrior]";
mes "Nine hundred ninety-nine...";
mes "...A thousand.";
next;
mes "[Orc Warrior]";
mes "Argh~!";
mes "Now where was I?";
mes "Oh right, why humans are scum.";
next;
mes "[Orc Warrior]";
mes "How dare humans think they're so great?! We Orcs have also made contributions to the world!";
next;
mes "[Orc Warrior]";
mes "Humans may have built cities and towns, but we Orcs have also created our own cave complexes and canals!";
next;
mes "[Orc Warrior]";
mes "We Orcs have invented many useful things! Of course, now we've had to keep these things to ourselves. Why? Because of the stupidity and greed of humans!!";
next;
mes "[Orc Warrior]";
mes "We Orcs have once constructed a tower for a human, but were then trapped and enslaved there. Needless to say, humans are deserving of our wrath and fury.";
next;
mes "[Orc Warrior]";
mes "*Sigh*";
mes "I don't understand why I am sharing this story about my tribe.";
mes "That's enough for today!";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,4;
mes "[Orc Warrior]";
mes "Grrr~! If you want to listen longer go bring me ^FF00001000 Jellopy^000000 again.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget!?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect if";
mes "you wish to talk!!";
mes "I don't take the 2,000 jellopies you have given to me seriously!!";
close;
}
else if (orcs_hero_hat == 4) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "Oh... it's you again.";
mes "I can see the Jellopy in your hands, and I'm pretty sure you've brought a thousand again, so let's get this over with.";
next;
mes "[Orc Warrior]";
mes "*Sigh* I suppose it's time for our conversation.";
next;
mes "[Orc Warrior]";
mes "Once upon a time, Orcs and humans were allies. I... I miss those times. But it's no use to long for old comraderies. It's impossible to clear up such misunderstandings from ages ago...";
next;
mes "[Orc Warrior]";
mes "There are too many wicked humans that have pursued wealth and fame at any cost. They don't understand ideals like honor and loyalty, and use any means to get whatever they want.";
next;
mes "[Orc Warrior]";
mes "Those hateful humans started to get rid of every obstacle that stood between them and what they wanted, not caring if friend or foe stood in their way.";
next;
mes "[Orc Warrior]";
mes "...I've talked too much already.";
mes "That's the end of the conversation for today.";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,5;
mes "[Orc Warrior]";
mes "Now, if you want to listen some more, go bring me";
mes "^FF00001000 Jellopy^000000 again tomorrow.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
mes "I don't take the 3,000 jellopies you have given to me seriously.";
close;
}
else if (orcs_hero_hat == 5) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "*Sigh...*";
mes "You're too tough to get rid of.";
mes "Do you really want to listen to me so much...?";
mes "Okay... I will tell you a little bit more then.";
next;
mes "[Orc Warrior]";
mes "For us Orcs, victory in battle is the greatest honor.";
mes "We fight boldly and fearlessly with our opponent, giving our all in hopes of a fair victory. We would die for victory in battle.";
next;
mes "[Orc Warrior]";
mes "Even after death, we never lose the spirit of combat. It is said that some Orcs that have died unfairly will stand from their graves to seek even more battle.";
next;
mes "[Orc Warrior]";
mes "The difference between you humans and us is that we would never tolerate foul play in battle. But more importantly, Orcs never, ever retreat. An Orc will always fight till the last breath...";
next;
mes "[Orc Warrior]";
mes "Orcs never restore health during battle using your silly medicines. Hmpf. Humans can be so weak, drinking bottles of Potion to keep up in a fight. Oh well, though, I'm not sure if you're the same.";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,6;
mes "[Orc Warrior]";
mes "Now, if you want";
mes "to listen to me";
mes "some more, go and";
mes "bring me ^FF00001000 Jellopy^000000";
mes "again tomorrow.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
mes "I don't take the 4,000 jellopies you have given to me seriously.";
close;
}
else if (orcs_hero_hat == 6) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "What the...! Don't you know when to stop? I do not believe a human would like to hear about Orcs so much. But...";
mes "We Orcs are a proud race, and I shall oblige.";
next;
mes "[Orc Warrior]";
mes "We only select the strongest of our tribe to become warriors. When Orcs reach adulthood, they are sent to the forest to survive alone in its environment.";
next;
mes "[Orc Warrior]";
mes "Those Orcs that come back alive are recognized as true members of the tribe. The strongest males are chosen to become Orc Warriors, and the strongest females are chosen as Orc Ladies.";
next;
mes "[Orc Warrior]";
mes "Orcs that have proven to have good sight and dexterity are given bows and arrows and become Orc Archers.";
next;
mes "[Orc Warrior]";
mes "We Orcs have a special training course called 'The Trial of Fire.' If any Orc Warrior passes this course, he will be protected by our fire god...";
next;
mes "[Orc Warrior]";
mes "That Orc will have stronger physical strength and abilities than normal Orc Warriors. These warriors are known as High Orcs.";
next;
mes "[Orc Warrior]";
mes "Hm, well to you humans, we may all look the same, but we Orcs can tell each other apart. How about you, human? Do I look the same as every Warrior outside to you?";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,7;
mes "[Orc Warrior]";
mes "Now...";
mes "If you want to";
mes "listen longer,";
mes "go bring me";
mes "^FF00001000 Jellopy^000000";
mes "again tomorrow.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
mes "I don't take the 5,000 jellopies you have given to me seriously.";
close;
}
else if (orcs_hero_hat == 7) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "I expected you to quit by now. But I was wrong, because you're here once again. We made a deal and I will keep my promise.";
next;
mes "[Orc Warrior]";
mes "Last time, we were";
mes "talking about our";
mes "warriors...";
next;
mes "[Orc Warrior]";
mes "Sometimes, a few Orcs are born among us, possessing phenomenal strength and talent. It is rumored that they could compete with 10,000 warriors at a time...";
next;
mes "[Orc Warrior]";
mes "They are the best warriors of the Orc tribe, and are known to you as Orc Heroes. Not only are they the strongest ones among us, but they also our leaders in battle.";
next;
mes "[Orc Warrior]";
mes "As proof of their status, Orc Heroes are given Vouchers of Orcish Hero, as well as special swords that are only allowed to be used by our heroes.";
next;
mes "[Orc Warrior]";
mes "That sword can tear the sky, sever the earth and make a waterfall flow backwards.";
next;
mes "[Orc Warrior]";
mes "The special helmet that is only worn by Orc Heroes represents the power and honor of the Orc Warriors.";
next;
mes "[Orc Warrior]";
mes "Well, humans rarely get the chance to see this helmet unless they're in battle with an Orc Hero themselves...";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,8;
mes "[Orc Warrior]";
mes "Now, if you want";
mes "to listen longer,";
mes "go and bring me";
mes "^FF00001000 Jellopy^000000";
mes "again tomorrow.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
next;
mes "[Orc Warrior]";
mes "I don't take the 6,000 jellopies you have given to me that seriously.";
close;
}
else if (orcs_hero_hat == 8) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "Oh, hello. You're back.";
mes "Go ahead and put the 1000 Jellopies over there on the table by the skulls.";
next;
mes "[Orc Warrior]";
mes "Ah yes, we were talking about Orc Heroes. Now, unlike Orc Heroes who are blessed with might from the day they were born, there are older, seasoned warriors that have managed to survive many years of combat.";
next;
mes "[Orc Warrior]";
mes "To Orc Warriors, we do not see age as weakness. We look up to old warriors as our trainers due to their experience in battle and their fighting skills.";
next;
mes "[Orc Warrior]";
mes "Those old warriors have shown outstanding fighting abilities, even without the use of weapons.";
next;
mes "[Orc Warrior]";
mes "They could endure in battle for at least few days without axes. When you get to a certain fighting skill level, weapons can actually become a burden...";
next;
mes "[Orc Warrior]";
mes "Among those well-experienced warriors, the greatest one of all is given the title of Orc Lord, and is given our respect as the leader of our tribe.";
next;
mes "[Orc Warrior]";
mes "Every Orc can recognize him by his distinguished helm with the three horns.";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,9;
mes "[Orc Warrior]";
mes "Now...";
mes "If you want to";
mes "listen longer,";
mes "go bring me";
mes "^FF00001000 Jellopy^000000";
mes "again tomorrow.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
mes "I don't take the 7,000 jellopies you have given to me seriously.";
close;
}
else if (orcs_hero_hat == 9) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "It's been a while I've seen such a determined human such as yourself. Just leave the Jellopy near the bed.";
next;
mes "[Orc Warrior]";
mes "Now...";
mes "Let me tell you";
mes "more about the";
mes "Orc Tribe.";
next;
mes "[Orc Warrior]";
mes "Although I don't like to admit it, there are cowardly Orcs that run away from battle, or fight using dishonorable methods.";
mes "Needless to say, they have brought shame and disgrace to our tribe.";
next;
mes "[Orc Warrior]";
mes "A curse is placed on those dishonorable Orcs so that they can be singled out by the tribe and banished from the village.";
next;
mes "[Orc Warrior]";
mes "You may recognize those cursed Orcs by their shrunken bodies and long teeth.";
next;
mes "[Orc Warrior]";
mes "We call these cursed Orcs Zenorc. They are forced to live inside of caves or dungeons, away from from honorable Orcs. It's difficult to believe that Zenorcs were once one of us...";
next;
mes "[Orc Warrior]";
mes "I don't think there is a curse which transforms humans into a totally ugly creature depending on their deeds. So it is difficult to tell which humans are honorable...";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,10;
mes "[Orc Warrior]";
mes "Now...";
mes "If you want";
mes "to hear more,";
mes "go bring me";
mes "^FF00001000 Jellopy^000000";
mes "again tomorrow.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
mes "I don't take the 8,000 jellopies you have given to me seriously.";
close;
}
else if (orcs_hero_hat == 10) {
if (countitem(909) > 999) {
mes "[Orc Warrior]";
mes "With these...";
mes "You have brought me 10,000 Jellopies. I must say that I am impressed. Since you have shown me your respect, I will repay you with my honesty.";
next;
mes "[Orc Warrior]";
mes "Considering the stories about my tribe, it's enough for me if you just listen. However, merely listening is totally different from having the experience as your own.";
next;
mes "[Orc Warrior]";
mes "I suggest you that you experience more battles with the many different Orcs out there. That's the best way of understanding and learning about the Orc tribe.";
next;
delitem 909,1000; //Jellopy
set orcs_hero_hat,11;
getitem 1304,1; //Orcish_Axe
mes "[Orc Warrior]";
mes "This is a small token of my gratitue. This axe used to aid me in many battles and is very precious to me. I hope you will take care of this.";
next;
mes "[Orc Warrior]";
mes "You have made a lot of effort to show me respect, despite being a human. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
close;
}
mes "[Orc Warrior]";
mes "Did you already forget?";
mes "^FF00001000 Jellopy^000000!";
mes "Show me your respect";
mes "if you want to talk.";
mes "I don't take 9,000 jellopies you have given to me seriously.";
close;
}
else if (orcs_hero_hat == 11) {
if (countitem(1304) > 0) {
mes "[Orc Warrior]";
mes "You have made a lot of effort to show me your respect. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
close;
}
else if (countitem(931) > 99) {
if (rand(1,5) == 5) {
mes "[Orc Warrior]";
mes "Oh, I see you've taken my advice and have been meeting many other Orcs through battle.";
mes "You must have learned much about the Orc's spirit of battle by seeing it for yourself firsthand.";
next;
mes "[Orc Warrior]";
mes "These Orchish Vouchers you have been collecting are the true token of Orc warriors. We recognize an Orc who won over 1,000 battles as a true Orc Warrior.";
next;
mes "[Orc Warrior]";
mes "Still...";
mes "You're a human, so I don't give we can give you that honor so easily...";
next;
mes "[Orc Warrior]";
mes "Alright...";
mes "Go win over 10,000 battles.";
next;
mes "[Orc Warrior]";
mes "Then, I'm sure you can be granted status as a real Orc warrior. But, make sure you are fighting for honorable purposes, and that you have no other motive.";
next;
mes "[Orc Warrior]";
mes "You only achieve honor by winning battles. Even among Orcs, I'm sure you can prove your battle prowess by defeating 10,000 Orc Warriors.";
next;
if (select("I don't think that is necessary.:I will win 10,000 battles!") == 1) {
mes "[Orc Warrior]";
mes "I see. I will not force you to choose what I wish to see you do. I respect your decision.";
next;
mes "[Orc Warrior]";
mes "Although...";
mes "I wished for other Orcs to see and understand that not all humans are wicked and selfish.";
close;
}
mes "[Orc Warrior]";
mes "Ah, spoken like a true warrior. Alright then, go forth and do battle with others of my tribe, and bring me 10,000 Orcish Vouchers.";
next;
delitem 931,100; //Orcish_Voucher
set orcs_hero_hat,13;
set orcs_hero_hat2,100;
mes "[Orc Warrior]";
mes "I took 100 Orcish Voucher from you now. Now, fight and fight until you have defeated 10,000 more Orc Warriors so that the whole tribe will have to recognize you!";
close;
}
mes "[Orc Warrior]";
mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
close;
}
else {
if (rand(1,5) == 5) {
mes "[Orc Warrior]";
mes "The best way of understanding the Orc tribe is to do battle with them. By competing in power and skills, eventually you will understand and respect your opponent.";
next;
mes "[Orc Warrior]";
mes "So, go outside and fight.";
mes "Although you may be learning theory by talking with me, you must experience our way of life for yourself.";
close;
}
mes "[Orc Warrior]";
mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
close;
}
}
else if (orcs_hero_hat2 > 99 && orcs_hero_hat2 < 10000) {
if (countitem(931) > 0) {
if (orcs_hero_hat2 > 9999)
set orcs_hero_hat2,10000;
mes "[Orc Warrior]";
mes "You've come back...";
mes "It doesn't seem that you've accomplished your goal yet, but I do not expect you to defeat 10,000 Orc Warriors so easily.";
next;
mes "[Orc Warrrior]";
mes "If you wish, you may rest here. " + orcs_hero_hat2 + " victories over Orc Warriors are recognized by our tribe.";
next;
mes "[Orc Warrior]";
mes "Do you wish to";
mes "record your current";
mes "victory with me?";
next;
if (select("Yes, I do.:I will do it later.") == 1) {
set .@total_vouchers,orcs_hero_hat2+countitem(931);
if (.@total_vouchers < 10000) {
delitem 931,countitem(931); //Orcish_Voucher
set orcs_hero_hat2,.@total_vouchers;
mes "[Orc Warrior]";
mes "I hope you will";
mes "continue your efforts";
mes "in understanding the Orc";
mes "way of life through battle.";
mes "Don't give up.";
next;
mes "[Orc Warrior]";
mes "There are " + (10000-.@total_vouchers) + " battles ahead of you before you reach your goal. I understand the difficulty of this challenge, but I hope you make it.";
close;
}
else {
mes "[Orc Warrior]";
mes "Now...";
mes "You won over";
mes "10,000 battles";
mes "with Orcs.";
next;
mes "[Orc Warrior";
mes "For a human, accomplishing such a feat is truly astonishing. Through all of that fighting, I'm sure that you have learned both good and bad things about my tribe.";
next;
mes "[Orc Warrior]";
mes "Although you're a";
mes "human, you have";
mes "demonstrated incredible";
mes "bravery and honor...";
mes "I shall grant you true";
mes "Orc Warrior status!!";
next;
mes "[Orc Warrior]";
mes "You are now...";
if (Sex)
mes "an Orc Warrior!!";
else
mes "an Orc Lady!!";
next;
delitem 931,countitem(931); //Orcish_Voucher
set orcs_hero_hat,14;
set orcs_hero_hat2,10000;
getitem 2299,1; //Viking_Helm
mes "[Orc Warrior]";
mes "This is a present for you. I am not sure if it will fit to your head or not, but try it. If your head is too big to wear this, I suggest that you carry this with you.";
next;
getitem 931,1; //Orcish_Voucher
mes "[Orc Warrior]";
mes "As an Orc Warrior,";
mes "I will now give you";
mes "an Orcish Voucher";
mes "of your very own.";
next;
mes "[Orc Warrior]";
mes "Although it doesn't look different from the others, please keep this with care. You can only be recognized as an Orc warrior with this.";
next;
mes "[Orc Warrior]";
mes "Now, you may go back to where you have come from. Come drop by whenever my tribe comes to your mind.";
next;
mes "[Orc Warrior]";
mes "As you are now one who feels the true intent of the opponent after endless battles, I will now return you to the battleground.";
close;
}
}
mes "[Orc Warrior]";
mes "I see, do as you wish.";
mes "I will be really disappointed in you if you quit in a challenge you have undertaken.";
close;
}
mes "[Orc Warrior]";
mes "Come take a rest here.";
mes "You have won " + orcs_hero_hat2 + " victories over Orc Warriors.";
close;
}
else if (orcs_hero_hat == 14) {
if (countitem(931) == 1 && (countitem(2299) > 0 || isequipped(2299))) {
mes "[Orc Warrior]";
mes "Hm? You don't think you cannot come back to where you originally came, just because now you're an Orc Warrior, do you? Hahahahaha!";
close;
}
else if (countitem(2299) > 0 || isequipped(2299)) {
mes "[Orc Warrior]";
mes "Warrior...";
mes "May a fresh";
mes "light be with";
mes "you in battle.";
next;
mes "[Orc Warrior]";
mes "Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
close;
}
else {
if (rand(1,10) == 1) {
mes "[Orc Warrior]";
mes "My my...";
mes "Are you still";
mes "hungry for blood...?";
next;
mes "[Orc Warrior]";
mes "You don't seem to be satisfied even after being recognized as a warrior. But... I suppose the path of the warrior is to seek new and more difficult challenges.";
next;
mes "[Orc Warrior]";
mes "Okay, would you like to go through another test? It may reduce all your effort in coming here to nothing. Even seasoned Orc Warriors fear taking this test.";
next;
mes "[Orc Warrior]";
mes "But, since you're an exceptional case, it might be possible for you to accomplish...";
next;
if (select("I am already satisfied.:...I will take this challenge.") == 1) {
mes "[Orc Warrior]";
mes "Yes, that's a good";
mes "attitude. Sometimes,";
mes "you must accept your";
mes "limitations, or that";
mes "you cannot beat";
mes "certain opponents.";
close;
}
mes "[Orc Warrior]";
mes "Excellent, I admire your enthusiasm. This is a very rare chance to do battle with the strongest Orc Warriors.";
next;
mes "[Orc Warrior]";
mes "Go fight with 100 Orc Heroes and bring me the tokens of the battles you have endured. Even if you're an excellent warrior, I assure you this test will be the hardest one you'll ever get.";
next;
set orcs_hero_hat,15;
mes "[Orc Warrior]";
mes "Now, go, warrior! I believe that you have a chance to succeed. Fight with 100 Orc Heroes, and I will grant you, a human, recognition as an Orc Hero!";
close;
}
mes "[Orc Warrior]";
mes "Warrior, may a fresh light be with you in battle. Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
close;
}
}
else if (orcs_hero_hat == 15) {
if (countitem(968) > 99) {
mes "[Orc Warrior]";
mes "Ah...";
mes "I knew you would succeed!";
next;
mes "[Orc Warrior]";
mes "The Orc Heroes who were defeated by you also must have recognized your courage. Thank you, human, for showing us what is true strength.";
next;
mes "[Orc Warrior]";
mes "On behalf of";
mes "the Orc tribe,";
mes "let me pay";
mes "you homage.";
next;
mes "[Orc Warrior]";
mes "Now, make one last choice. What would you do with those Heroic Emblems? They might not be valuable to you humans, but for Orcs, they are treasured by those who own them.";
next;
mes "[Orc Warrior]";
mes "Since you are the victor of those battles, you have every right to keep them. But you could also return them to the Orc Heroes, meaning that you wish to meet them in battle once again.";
next;
mes "[Orc Warrior]";
mes "Now, what would";
mes "you want to do";
mes "with the vouchers?";
next;
switch(select("I want to keep them.:I shall return them to the Orc Heroes.")) {
case 1:
mes "[Orc Warrior]";
mes "Yes, that's";
mes "not bad...";
mes "Not bad at all.";
next;
mes "[Orc Warrior]";
mes "Nobody has the right to tell you what you can or cannot do. Please keep them as a memory of your victory.";
close;
case 2:
mes "[Orc Warrior]";
mes "What a great attitude for a warrior...! It will be a model to other Orcs to show respect to opponents that you have defeated!";
next;
mes "[Orc Warrior]";
mes "You deserve to be an Orc Hero, the most powerful Orc warrior! As of today, you are now an Orc Hero!";
next;
delitem 968,100; //Voucher_Of_Orcish_Hero
set orcs_hero_hat,16;
getitem 1124,1; //Orcish_Sword
mes "[Orc Warrior]";
mes "This is a sword only given to our heroes. I am not sure if you can use this or not, but as an Orc Hero, you're obligated to carry this with you always.";
next;
getitem 968,1; //Voucher_Of_Orcish_Hero
mes "[Orc Warrior]";
mes "Now that you";
mes "are an Orc Hero,";
mes "let me give you";
mes "your own Heroic";
mes "Emblem.";
next;
mes "[Orc Warrior]";
mes "Although it doesn't look different from the others, I hope you will keep it with care. You can only be recognized as an Orc Hero with this token.";
next;
mes "[Orc Warrior]";
mes "Then, you may leave now....";
mes "A human who has a better understanding than other humans. One who showed others power regardless of the race, I leave you to the future of Chaos.";
close;
}
}
mes "[Orc Warrior]";
mes "Hm...";
mes "Struggling, are you?";
next;
mes "[Orc Warrior]";
mes "Well, Orc Hero is held in high regard by other Orcs for their great power. As a human, you will probably have difficulty in dealing with him.";
next;
mes "[Orc Warrior]";
mes "However, you made the decision to go through with this test! Still, there's no need to rush it. Life is an endless series of battles, so the combat will come.";
close;
}
else if (orcs_hero_hat > 15) {
if (countitem(968) < 1) {
mes "[Orc Warrior]";
mes "Warrior, where did you leave your Heroic Emblem? Without the token, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
close;
}
else if (countitem(1124) < 1 && isequipped(1124) == 0) {
mes "[Orc Warrior]";
mes "Warrior, where did you leave your sword? Without the sword, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
close;
}
mes "[Orc Warrior]";
mes "The most";
mes "powerful warrior...";
mes "Orc Hero!";
mes "That's who you are!";
mes "May God be with you in battle!";
close;
}
else {
mes "[Orc Warrior]";
mes "....................";
close;
}
}
in_orcs01,162,33,1 script Orc Hero#1 ORK_HERO,2,2,{
OnTouch:
if (checkweight(1201,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you lose some weight. -";
close;
}
if (orcs_hero_hat < 16) {
mes "[Orc Hero]";
mes "Stop bugging me";
mes "and get outta here!";
next;
mes "[Orc Hero]";
mes "If you wish to challenge me, wait inside the forest at the west. I'm not in the mood to deal with humans right now.";
next;
mes "[Orc Hero]";
mes "Now, hurry";
mes "up and scram!!";
close;
}
else if (orcs_hero_hat == 16) {
if (countitem(968) == 1 && (countitem(1124) > 0 || isequipped(1124) == 1)) {
if (rand(1,10) == 1) {
mes "[Orc Hero]";
mes "Hm, are you the human who was granted status as an Orc Hero?";
next;
mes "[Orc Hero]";
mes "I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
if (countitem(2299) > 0) {
next;
mes "[Orc Hero]";
mes "Wait...";
mes "Isn't that an Orc Warrior's Helm...?";
next;
mes "[Orc Hero]";
mes "Wait a second...";
mes "It's not! Ha...!";
mes "Interesting!";
mes "That's very";
mes "interesting.";
next;
mes "[Orc Hero]";
mes "I guess you don't know what's so special about this particular helm...";
next;
mes "[Orc Hero]";
mes "It actually belonged to one of our Orc Lords who was defeated by a human. He was so furious about losing that he broke the middle horn and threw it away!";
next;
mes "[Orc Hero]";
mes "I was told that it somehow ended in the hands of a human, but I didn't know it was you, the human Orc Hero.";
next;
mes "[Orc Hero]";
mes "Alright, that belongs to the Orc Lord. I mean, even though it's now yours, it was given to you by mistake.";
next;
mes "[Orc Hero]";
mes "Would you mind giving the item back to its owner, my human Orc Hero?";
next;
if (select("Yes, I mind.:No, I don't mind.") == 1) {
mes "[Orc Hero]";
mes "Wow, you're so stubborn! Just treat the helm with care, and wear it with respect. Recognize that it has a long history...";
close;
}
mes "[Orc Hero]";
mes "Good, that's a good decision. I will give this back to him. Muhahahahaha... I didn't expect to see this thing again.";
next;
mes "[Orc Hero]";
mes "Okay...";
mes "Let me give you";
mes "something useful!";
next;
mes "[Orc Hero]";
mes "Although you're a human, you're an Orc Hero amongst us now, so you should have a helm suitable for your position...";
next;
delitem 2299,1; //Viking_Helm
set orcs_hero_hat,17;
getnameditem 5094,strcharinfo(0); //Orc_Hero_Helm
mes "[Orc Hero]";
mes "There you go. I marked a small indication on it. So wear this helm from now on. Do you understand? My human Orc Hero.";
close;
}
close;
}
mes "[Orc Hero]";
mes "Hm, are you the human who was granted status as an Orc Hero?";
next;
mes "[Orc Hero]";
mes " I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
close;
}
mes "[Orc Hero]";
mes "Hm, are you the human that was granted status as an Orc Hero?";
next;
mes "[Orc Hero]";
mes "Hmpf, I'm not convinced. Are you really the one who gave us our Emblems back? I don't think I can trust you...";
next;
mes "[Orc Hero]";
mes "Yeh, you would think I'd remember getting whupped by an ugly human, but I tend not to remember faces when I'm too busy getting whomped on.";
next;
mes "[Orc Hero]";
mes "I refuse to";
mes "acknowledge someone";
mes "like you who forgets";
mes "our most basic customs!";
next;
mes "[Orc Hero]";
mes "Grrrr...";
mes "Come on!";
mes "Let's meet outside west of the forest, and I'll test your strength again!";
close;
}
else if (orcs_hero_hat == 17) {
mes "[Orc Hero]";
mes "Muhahahaha~";
mes "You're the";
mes "strangest human";
mes "I've ever met.";
mes "Hahahahaha...";
next;
mes "[Orc Hero]";
mes "I like you,";
mes "human, I like you.";
close;
}
mes "[Orc Hero]";
mes "....................";
close;
}
//============================================================
// Old changelog
//============================================================
//= 1.01 Fixed items names iRO->kRO, fixed some bugs [Qwadrat]
//= Fixed possible item exploits, fixed Straw Hat
//= Added missing checks [Lupus]
//= 1.1 Fixed a bug in Giant-band-aid that didn't counting rotten bandages
//= Fixed a bug in Fur Hat that didn't count yarn [Evera]
//= 1.2 Syntax fixes for parenthesis, reformatting [KarLaeda]
//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//============================================================
|